,,,,<<set $name to "">>
<<set $planet to "">>
<<set $job to "">>
<<set $food to "">>
<<set $reason to "">>
<<set $matters to "">>
<<set $game to "">>
<<set $goal to "">>
<<set $friendship to 0>>
<<set $talked to 0>>
<<set $room to "landingbay">>
<<set $janitorbot to "offline">>
<<set $jbseq to "">>
<<set $jbmedbay to false>>
<<set $talklater to false>>
<<set $askdoor to false>>
<<set $askmedbay to false>>
<<set $askbodies to false>>
<<set $askifhelp to false>>
<<set $askfood to false>>
<<set $askgoodfood to false>>
<<set $askribbon to false>>
<<set $asktrillid to false>>
<<set $askrobots to false>>
<<set $talkgarden to false>>
<<set $talknotallowed to true>>
<<set $asktrilldeath to false>>
<<set $askjanitorbot1 to false>>
<<set $askjanitorbot2 to false>>
<<set $asklab to false>>
<<set $askdeck to false>>
<<set $askbarrier to false>>
<<set $asknames to false>>
<<set $askcalibrator to false>>
<<set $talkglass to false>>
<<set $asknum to false>>
<<set $asktrill to false>>
<<set $askcap to false>>
<<set $askjb to false>>
<<set $askcloset to false>>
<<set $asktele to false>>
<<set $crystals to true>>
<<set $stone to false>>
<<set $ribbon to false>>
<<set $batteries to false>>
<<set $usedbatteries to 0>>
<<set $calibrator to false>>
<<set $coordinates to false>>
<<set $backuprequest to false>>
<<set $screwdriver to false>>
<<set $fuel to false>>
<<set $jbpart to false>>
<<set $gardenphoto to "">>
<<set $numphoto to false>>
<<set $cleaning to false>>
<<set $spacesuit to false>>
<<set $sketch to false>>
<<set $crowbar to false>>
<<set $metal to false>>
<<set $emptypad to false>>
<<set $procedure to false>>
<<set $wins to 0>>
<<set $losses to 0>>
<<set $forfeits to 0>>
<<set $conswins to 0>>
<<set $id_trill to false>>
<<set $id_cap to false>>
<<set $id_jb to false>>
<<set $dp_trill to false>>
<<set $dp_cap to false>>
<<set $dp_jb to false>>
<<set $notes to ["Coordinates: command deck", "Calibrator: main storage room", "The flashlight needs new batteries"]>>
<<set $clues to []>>
<<set $endgame to false>>
<<set $truth to false>>
<<set $robquarters to true>>
<<set $flashfixed to false>>
<<set $light to false>>
<<set $usedcalibrator to false>>
<<set $usedcoordinates to false>>
<<set $labactive to false>>
<<set $labclean to false>>
<<set $barrieropen to false>>
<<set $coreattempt to false>>
<<set $takephoto to false>>
<<set $mixer to []>>
<<set $mixerexploded to false>>
<<set $planets to []>>
<<set $roomtalked to {
"landingbay": false,
"hallway1": false,
"hallway2": false,
"garden": false,
"quarters": false,
"trillroom": false,
"caproom": false,
"jbroom": false,
"dining": false,
"medbay": false,
"lab": false,
"lab2": false,
"maintanence": false,
"tunnel": false,
"storage": false,
"testroom": false
}>>
<<set setup.itemdesc = {
"batteries": "A pair of standard model batteries. You can use them in pretty much any device you can think of.",
"numphoto": "A photo of one of the banners in the Captain's room, featuring a numeral you can't decipher.",
"dp_jb": "The datapad belonging to the ship's AI Technician, Johann Berthold. It lets you open any security door on the ship that he had access to.",
"calibrator": "A calibrator, used to repair all sorts of engine malfunctions. You need it to fix your ship's warp drive.",
"dp_cap": "The datapad belonging to the ship's Captain, Phaedrie. (Or, technically, a backup of it you downloaded from Solis.) It lets you open any security door on the ship that she had access to.",
"dp_cap2": "The datapad belonging to the ship's Captain, Phaedrie. Contains some very interesting videos.",
"cleaning": "A few bottles containing chemicals of various colors.",
"crowbar": "A heavy steel crowbar<<if not $truth>>. Good for opening things. Or breaking them.<<else>>, and a murder weapon.<</if>>",
"backuprequest": "A minipad used for temporary functions. This one has a form for requesting a datapad backup.",
"procedure": "The procedure for deactivating the ship's AI.",
"emptypad": "A blank datapad. It hasn't been assigned to anyone yet.",
"stone": "A stone from the plains of Groombridge that glows in the presence of the energy fields that most devices give off. You use it for detecting hidden security systems.",
"flash": "<<if not $flashfixed>>Your not-so-trusty flashlight. It has let you down before. Looks like it needs new batteries.<<else>>Your not-so-trusty flashlight. It should work now, at least.<</if>>",
"introflash": "Your trusty flashlight. It has never let you down before.",
"gphoto": "A photo of the ship's garden.<<if $gardenphoto == 'good'>> You're pretty proud of how it came out.<</if>>",
"fuel": "A canister of antimatter fuel. Careful—it's volatile.",
"jbpart": "The missing part from the janitorbot. You hope you got the right one.",
"metal": "The rarest metal in the Galaxy. It's silvery and iridescent, and strangely calming to hold.",
"ribbon": '<<if $dp_cap>>A Nemenean mourning ribbon, made by the Captain for her friend Trill.<<else>>A Nemenean red silk ribbon. The name "Trill" is embroidered on it.<</if>>',
"screwdriver": "It's a screwdriver. Screwdrivers are always useful in situations like these.",
"spacesuit": "A spacesuit. It lets squishy beings like you survive in vacuum.",
"coordinates": "The coordinates of your current location. You need them to fix your navigator.",
"crystal": "Priceless crystals you obtained somewhat less than legally back on Zubvia. When the light hits them it breaks into beautiful shimmering colors.",
"sketch": "A sketch you made of the missing janitorbot part.",
"dp_trill": "The datapad belonging to the ship's technical officer, Trilloo Vellei. It lets you open any security door on the ship that they had access to.",
"usedbatteries": "<<if $usedbatteries == 2>>A pair of used antimatter batteries. They definitely didn't last as long as advertised. You'd ask for your money back, but you didn't exactly pay for them.<<else>>A used antimatter battery. It definitely didn't last as long as advertised. You'd ask for your money back, but you didn't exactly pay for it.<</if>>"
};>>
/* Debug stuff
<<if Config.debug>>
<<set $crystals to true>>
<<set $stone to true>>
<<set $ribbon to true>>
<<set $batteries to true>>
<<set $usedbatteries to 2>>
<<set $calibrator to true>>
<<set $coordinates to true>>
<<set $backuprequest to true>>
<<set $screwdriver to true>>
<<set $fuel to true>>
<<set $jbpart to true>>
<<set $gardenphoto to "good">>
<<set $numphoto to true>>
<<set $cleaning to true>>
<<set $spacesuit to true>>
<<set $sketch to true>>
<<set $crowbar to true>>
<<set $metal to true>>
<<set $emptypad to true>>
<<set $procedure to true>>
<<set $truth to true>>
<<set $id_trill to true>>
<<set $id_cap to true>>
<<set $id_jb to true>>
<<set $dp_trill to true>>
<<set $dp_cap to true>>
<<set $dp_jb to true>>
<<set $job to "wanderer">>
<<set $planet to "twilight">>
<</if>>
*/<<set _list to ["What can I do for you?", "Is there anything I can do for you?", "How can I help you?"]>>\
<<if not $dp_trill>><<set _list.push("What can I do for you? How are you finding the ship so far?")>><</if>>\
<<if $talklater>><<set _list.push("What can I do for you? Do you have time to talk now?")>><</if>>\
<<if hasVisited("limerick")>><<set _list.push("What can I do for you? Do you want to hear another limerick?")>><</if>>\
<<if hasVisited("game")>><<set _list.push("What can I do for you? Do you want to play another round?")>><</if>>\
<<if hasVisited("gamestart") and not hasVisited("game")>><<set _list.push("What can I do for you? Do you want to play now?")>><</if>>\
<<if hasVisited("goop") and not hasVisited("goodfood")>><<set _list.push("What can I do for you? Did you ever get around to trying the $food?")>><</if>>\
<<if hasVisited("youshould") and not hasVisited("gardenwalk")>><<set _list.push("Have you taken a walk in the garden yet?")>><</if>>\
<<if not $talknotallowed and $janitorbot == "offline">><<set _list.push("What can I do for you? How are you finding the rest of the ship?")>><</if>>\
<<if $mixerexploded and not hasVisited("nothinghappened")>><<set _list.push("Do you need help destroying the ship some more?")>><</if>>\
<<if hasVisited("useless") and not hasVisited("notuseless")>><<set _list.push("Is there anything I can fail to do for you?")>><</if>>\
<<if ($janitorbot == "hallway1" or $janitorbot == "nook") and not $askjanitorbot2>><<set _list.push("Can you tell the janitorbot to knock it off? The noise is getting on my nerves.")>><</if>>\
\
<<if $labactive and not hasVisited("usejbpart")>><<set _list to ["Are you doing all right? How can I help you?"]>><</if>>\
<<if hasVisited("nothankyoudeck2")>><<set _list to ["I hope you're feeling better."]>><</if>>
\
<<if _list.length > 7>><<set _list.delete("What can I do for you?", "Is there anything I can do for you?", "How can I help you?")>><</if>>\
\
<<set _name to "<<if $dp_cap and not $coordinates>>Captain <<Name>><<else>><<name>><</if>>">>\
\
<div class="ai"><<if hasVisited("nothankyoudeck2") or $friendship < 0 or (not $coordinates and $friendship < 15)>>Hello, _name.<<else>>Hi, _name!<</if>> <<print either(_list)>></div>
<<include questions>><center><h3>Test Room</h3></center>
You're in the test room.
<<include roommenu>><div class="ai">Hello, visitor.
I'm sorry to drag you away from what I'm sure is a very thrilling activity, but I've been meaning to ask you a bit more about yourself. You're the the first living being I've talked to in so long, and you're marginally more interesting than listening to the plants in the hydroponics garden grow.</div>
[[Sure, I don't mind taking a break. This place is depressing.|name]]
[[I'm flattered. What do you want to know?|name]]
[[Can this wait? I'm a little swamped right now.|talklater][$talklater to true]]<<set $talked += 3>>\
<<set $friendship += 3>>\
<<set $talklater to false>>\
\
<div class="ai"><<if $talklater and lastVisited("talklater") < 6>>That sure was quick.
<</if>><<if previous() == "talkaboutself">>Great! T<<else>>Well, t<</if>>his may be a bit forward of me, but I thought I could begin by asking your name. I need to insert <em>something</em> into my database, and I imagine you might prefer if it wasn't "Hey, you".</div>
<<linkreplace '"My name is..."'>>"You can call me..."
<<textbox "$name" "" "namegiven">>
[[Continue|namegiven]]\
\
<<done>><<run $("#textbox-name").focus()>><</done>>\
\
<</linkreplace>><<silently>>
<<set $name to $name.replace(/\s+/g, " ").trim()>>
<<set _long to false>>
<<if $name.length > 25>>
<<set $name to $name.slice(0, 25).trim()>>
<<set _long to true>>
<</if>>
<</silently>>\
\
\
<<if $name == "">><div class="ai">All right. I understand. I am, of course, programmed to respect your right to privacy. Even if this is a bit extreme. Still, I must call you <em>something</em>. How about Traveler? I think it's poetic.</div>
<<set $name to "Traveler">>\
<div class="term">[[Uh, sure.|planet]]</div>
\
<<elseif $name.match(/\btrill(oo)?\b/i) or $name.match(/\bvellei\b/i) or $name.match(/\bphaedrie\b/i) or $name.match(/\bjohann\b/i) or $name.match(/\bberthold\b/i)>><div class="ai">Oh. I see. Well, that's not a very good name, is it? From now on I'll call you Traveler. I think it's poetic.</div>
<<set $name to "Traveler">>\
<div class="term">[[Uh, sure.|planet]]</div>
\
<<elseif $name.match(/\bsolis\b/i)>><div class="ai">Hello, <<= $name.match(/\bsolis\b/i)>>. That's a really good name. I wonder where I've heard it before?</div>
<div class="term">[[I'm sure it'll come to you.|rename]]</div>
\
<<elseif _long>><div class="ai">Really? That name is so long I can't even insert it into my database. From now on, you'll be known as <<raw $name>>.</div>
<div class="term">[[Thanks. That sounds so much better.|planet]]</div>
\
<<elseif $name.match(/^visitor$/i)>><div class="ai">Really, now. That's just unoriginal. How about call you Traveler instead? I think it's poetic.</div>
<<set $name to "Traveler">>\
<div class="term">[[Uh, sure.|planet]]</div>
\
<<elseif $name.match(/^travell?er$/i)>><div class="ai">Really? I think that's quite poetic.</div>
<div class="term">[[Uh, thanks.|planet]]</div>
\
<<elseif $name.match(/^["'“”‘’]?hey,? ?you["'“”‘’]?$/i)>><div class="ai">Well, if you insist...</div>
<div class="hl2">[[Continue|planet]]</div>
\
<<elseif $name.length == 1>><div class="ai">It's nice to meet you, <<raw $name>>. Your parents must have been very concise.</div>
<div class="term">[[Yup.|planet]]</div>
\
<<elseif $name.match(/[\^!?\\_@#$%*™]/)>><div class="ai">Oh, wow. I've never met someone with a <<= '<nowiki>'+$name.match(/[\^!?\\_@#$%*™]/)+'</nowiki>'>> in their name before.</div>
<div class="term">[[I'm happy to be your first.|planet]]</div>
\
<<elseif $name.match(/[0-9]/) and not $name.match(/[^\-.0-9]/)>><div class="ai"><<raw $name>>? Is that really your name, or did you give me your identification code by mistake?</div>
<div class="term"><<link 'Uh, yeah. <span class="small">(It definitely wasn\'t my prison number or anything.)</span>' 'planet'>><</link>></div>
\
<<elseif $name.match(/^[bcdfghjklmnpqrstvxz]{4,}$/i)>><div class="ai">It's nice to meet you, <<raw $name>>. I'm impressed by how you managed to pronounce that with no vowels.</div>
<div class="term">[[Thanks. I've practiced.|planet]]</div>
\
<<elseif not $name.match(/[^aeiouàáåäâåèéëêìíïîòóöôøùúüû]/i) and $name.match(/[aeiouàáåäâåèéëêìíïîòóöôøùúüû]{4,}/i)>><div class="ai">Hello, <<raw $name>>. That reminds me of the sound the navigator made when they dropped a crate on their pseudopod.</div>
<div class="term">[[That's good to know.|planet]]</div>
\
<<elseif $name.match(/^[A-Z]{4,}$/)>><div class="ai">Okay, okay. I got it, <<raw $name>>. No need to shout.</div>
<div class="term">[[Fine, take my fun away.|planet]]</div>
\
<<else>><div class="ai">All right, I've entered you into the database as <<raw $name>>. But you'll alway be "hey, you" in my heart.</div>
<div class="term">[[Aw, that's so sweet.|planet]]</div>
<</if>>\<<set $talked++>>\
<<set $roomtalked[$room] to true>>\
\
<<if $room.startsWith("hallway") and hasVisited("limerick")>>\
<<set $roomtalked["hallway1"] to true>>\
<<set $roomtalked["hallway2"] to true>>\
<div class="ai">Well, since you liked the last one so much:
This hallway's a great place to be.
I think that you might disagree.
But open your mind:
I'm sure that you'll find
It has many wonders to see.\
\
</div>
[[Fine, fine, I'm sorry for asking about hallways again.|limerickend]]\
\
<<else>>\
\
<<switch $room>>\
<<case "landingbay">>\
<div class="ai">This is the landing bay. You land ships here. I could explain more, but you seem to have the basic concept down. I'd congratulate you on a nice landing, but I didn't exactly see it.</div>
[[You really missed out.|missed]]
[[Are you always this helpful?|helpful]]\
\
<<case "hallway1">>\
<div class="ai">Welcome to the living area of the <em>Stellar Endeavor</em>. To your left, you can find the crew quarters. To your right, you can find the dining facility and the hydroponics garden. The rooms are, of course, already labeled, but I'm telling you just in case you can't read.</div>
[[You're right, I can't read. I've been absorbing the content of your messages telepathically.|cantread]]
<<if not hasVisited("hallway2", "storage")>>[[Where do I need to go to find what I need?|wherego]]<</if>>\
\
<<case "quarters">>\
<div class="ai">This is the living area for the ship's crew. Please don't make a mess. I always have to tell people that leaving their clothes lying on the floor is a safety violation, but do they ever listen to me?</div>
[[Well, at least you don't have to worry about that any more.|worry]]
[[I'll do my best.|talkcontinue]]\
\
<<case "dining">>\
<div class="ai">Welcome to the dining facility of the <em>Stellar Endeavor</em>. Here you can enjoy the cuisine of more than ten thousand planets, all from the comfort of your Alliance cruiser. Just head over to the conveniently placed MealSynth™ and input your order.</div>
[[Nice sales pitch.|pitch]]\
\
<<if $askfood>>
[[I'm not sure that "enjoy" is the word I'd use for that gray goop I got.|goop]]<</if>>\
\
<<case "garden">>\
<div class="ai">This is the ship's garden. Plants are grown here through advanced hydroponics techniques that I'm sure you care very deeply about. I could expound on the subject at length, but I think I'll spare you.
Anyway, the point is: it's a garden. It's for talking walks in. Have you taken a walk here yet?</div>
<<if $talkgarden>>[[I have, ye—|gardenwalk]]<<else>>[[I haven't. Why?|youshould]]<</if>>\
\
<<case "hallway2">>\
<div class="ai">You know, I am programmed with highly advanced linguistic skills developed by the top scientists of the Alliance, but somehow I still can't think of anything interesting to say about an empty hallway. What are you even asking me for? Do you need help reading the signs?</div>
[[I'm deeply disappointed that you're not willing to wax poetic about empty corridors.|limerick]]\
\
<<case "trillroom", "caproom", "jbroom">>\
<<set $roomtalked["trillroom"] to true>>\
<<set $roomtalked["caproom"] to true>>\
<<set $roomtalked["jbroom"] to true>>\
<<set _roomname to setup.roomname[$room].replace("Berthold", "Johann")>>\
\
<div class="ai">You're in _roomname. Why are you in _roomname? I'm pretty sure <<if $room == "trillroom">>they<<elseif $room == "caproom">>she<<else>>he<</if>> didn't invite you.</div>
<<if $labactive>>[[Uh... The teleporter zapped me here?|doorunlocked]]
<</if>>\
\
[[Uh... the door was unlocked?|doorunlocked]]\
\
<<case "maintenance">>\
<div class="ai">This is the maintenance area. There was supposed to be a higher purpose to this room, but mostly people just use it to hold things they're too lazy to take down to main storage.
It's kind of sad, isn't it? To have one's purpose ignored and forgotten?</div>
[[But it can be a blessing, too. A chance to define one's own purpose outside of what others designed to be.|findpurpose]]
[[I'm sure that the inanimate room will survive.|inanimate]]\
\
<<case "tunnels">>\
<div class="ai">Welcome to the lower level of the ship. This is where all the boring technical maintenance stuff happens. I don't think there's any conceivable way to make that sound even remotely interesting, so I won't try.</div>
[[Who's responsible for designing this layout, and have they been fired?|leveldesign]]\
\
<<case "storage">>\
<div class="ai">Welcome to main storage. Here you can find anything you'll ever want, as long as all you'll ever want involves micromanaging the minutiae of running a medium-sized research spaceship. But hey, maybe you're a deeply boring person. I won't judge.</div>
[[But you're the one running the ship. So what does it say about you?|solisboring]]
[[I'm the most boring person in the Galaxy. I like to fill in spreadsheets for fun.|playerboring]]\
\
<<case "lab", "lab2">>\
<<set $roomtalked["lab"] to true>>\
<<set $roomtalked["lab2"] to true>>\
\
<div class="ai">Welcome to the ship's research labs. I'm afraid there's not much I can tell you. My job is to tend to the ship, but the lab always ran independently for security reasons.</div>
[[Is there really absolutely nothing you can say?|telllab]]
<<if $asklab>>[[Right, so, the power is off. Could you turn it on?|talklab]]
<</if>>\
\
<<default>>\
<div class="ai">Where are you? I'm pretty sure you're not supposed to be there. How did you even get in?</div>
[[Uh...|talkcontinue]]\
\
<</switch>>\
\
<</if>><<silently>>
<<if $endgame>>
<<set _greeting to "endhello">>
<<elseif ["hallway2", "lab", "maintenance", "tunnels", "storage"].includes($room) and $talknotallowed>>
<<set _greeting to "notallowed">>
<<elseif $talkglass>>
<<set _greeting to "talkglass">>
<<elseif hasVisited("lookaround") and lastVisited("lookaround") < 5 and not hasVisited("dontlookatme")>>
<<set _greeting to "dontlookatme">>
<<elseif hasVisited("lookaround") and lastVisited("lookaround") < 10 and not hasVisited("sorryaboutthat")>>
<<set _greeting to "sorryaboutthat">>
<<elseif visited("talkroom") > 7 and not hasVisited("tourguide")>>
<<set _greeting to "tourguide">>
<<elseif (visited("hello") > 1 or $id_trill) and not hasVisited("talkaboutself")>>
<<set _greeting to "talkaboutself">>
<<elseif hasVisited("openchest") and hasVisited("asknum") and not hasVisited("numanswer") and not hasVisited("whataboutnum")>>
<<set _greeting to "whataboutnum">>
<<elseif hasVisited("talklater") and not hasVisited("talklaterpa")>>
<<set _greeting to "talklaterpa">>
<<else>>
<<set _greeting to "hello">>
<</if>>
<</silently>>\
<<link "Talk to the terminal" _greeting>><</link>>
[[Inventory and notes|inventory]]
<<link "Save/load game">><<run UI.saves()>><</link>><center>\
<span class="title">A Long Way to the Nearest Star</span>
<span class="big">\
\
[[New game|intro]]
<<link "Load game">><<run UI.saves()>><</link>>
[[About and content notes|about]]\
\
<<if recall("ending_0", false) or recall("ending_1", false) or recall("ending_2", false) or recall("ending_3", false) or recall("ending_4", false) or recall("ending_5", false)>>
<<link "Endings and achievements" endings>><</link>><</if>>\
\
</span>\
</center>\<<widget name>>\
<<if $name == "" or (($friendship < 0 or hasVisited("nothankyoudeck2")) and not $endgame and not $linecrawler)>>\
visitor\
<<else>>\
<<set _tempname to $name.split(" ")[0]>>\
<<if _tempname.match(/^\w/) and _tempname.match(/\w$/)>>\
<<raw _tempname>>\
<<else>>\
<<raw $name>>\
<</if>>\
<</if>>\
<</widget>>
<<widget Name>>\
<<if $name == "" or (($friendship < 0 or hasVisited("nothankyoudeck2")) and not $endgame and not $linecrawler)>>\
Visitor\
<<else>>\
<<name>>\
<</if>>\
<</widget>>
<<widget roomname>>\
<<if _args[0]>><<print setup.roomname[_args[0]]>><<else>><<print setup.roomname[$room]>><</if>>\
<</widget>>
<<widget s>>\
<<if _args[0] != 1>>s<</if>>\
<</widget>>
<<widget itemdesc>>\
<<print setup.itemdesc[_args[0]]>>\
<</widget>>
<<widget notes>>\
<<for _i = $notes.length-1; _i >= 0; _i-->>
<span class="notes">$notes[_i]</span>\
<</for>>\
<</widget>>
<<widget itemex>>\
<<link "Examine">>
<<script>>
Dialog.setup(State.temporary.args[0]);
Dialog.wiki("<<itemdesc _args[1]>>\n\n<<button 'Close'>><<run Dialog.close()>><</button>>");
Dialog.open();
<</script>>
<</link>>\
<</widget>>
<<widget passagelist>>\
<<silently>>
<<if ndef _goto>>
<<set _goto to passage()>>
<</if>>
<<set _titles to []>>
<<for _passage range Story.lookupWith(function(p){return true})>>
<<set _titles.push(_passage.title)>>
<</for>>
<</silently>>\
<<listbox "_goto" autoselect>><<optionsfrom _titles>><</listbox>><span class="tab"><<button Go>><<goto _goto>><<run Dialog.close()>><</button>></span>\
<</widget>>
<<widget cyclelist>>\
<<print _args[0][(visited()-1)%_args[0].length]>>\
<</widget>>
<<widget raw>>\
<<set _contents to _args[0].replace(/<\/nowiki>/g, '</nowiki>"""</nowiki>"""<nowiki>')>>\
<<set _contents to '<nowiki>'+_contents+'</nowiki>'>>\
_contents\
<</widget>>
<div class="ai">Thank you, <<name>>. What about where you're from? What kind of planet did you grow up on?</div>
[[I grew up in the lower levels of a sprawling city planet, surrounded by buildings and people.|planetgiven][$planet to "city"]]
[[I'm from a quiet little outpost on a frontier planet. Nothing but sky and wildlands for miles and miles.|planetgiven][$planet to "wildlands"]]
[[I was born on a tidally locked planet. I grew up in the strip of twilight between scorching desert and eternal night.|planetgiven][$planet to "twilight"]]
[[I was actually born on a space station, a refueling stop and trade center for traveling merchants.|planetgiven][$planet to "station"]]
[[I'm from a floating citadel, drifting above toxic wastelands ravaged by an ancient war.|planetgiven][$planet to "ruins"]]<div class="ai">I'm literally part of this ship. I can't exactly leave, can I?
Well, never mind all that. What brings you out here in the middle of nowhere? We don't exactly get a lot of tourists around these parts.</div>
<<linkreplace "I'm a wanted criminal on the run from the law and I stumbled here after a failed jump to escape the Zubvian Planetary Police.">>\
\
Obviously you're not going to tell the truth. Good thing you've got your cover story ready.<<timed 0.5s t8n>>
[[I'm a treasure hunter. I search the Galaxy for long-dead civilizations and the things they left behind.|jobgiven][$job to "treasure hunter"]]
[[I'm a traveling merchant. I visit new planets looking for wares to buy and sell. Would you like to buy a fine Darlinian leather jacket?|jobgiven][$job to "merchant"]]
[[Well, I'm not exactly a tourist, but I am a wanderer. I jump around from system to system looking for new sights and experiences. The stars in this sector of space are absolutely beautiful.|jobgiven][$job to "wanderer"]]\
\
<</timed>><</linkreplace>><center><h3>First Floor Hallway</h3></center>
The hallway is one of your typical Alliance designs. Sleek, clean, streamlined. The pearly white walls gleam under the ambient light, and when you reach out to touch them they feel impossibly smooth under your fingers. You've been in hundreds of these hallways before, and you've never liked them. They always feel so sterile. Lifeless.
<<if not $endgame>>Which, well. You suppose this one is.<<else>>You can't wait to leave this place.<</if>>
<<include janitorbot>>\
\
There are doors to the various areas of the ship, helpfully labeled in several languages: the [[crew quarters|quarters]], the [[dining facility|dining]], the [[hydroponics garden|garden]], and the \
\
<<if hasVisited("medbay")>>[[medical bay|medbay]]\
<<elseif $endgame>>[[medical bay|entermedbay]]\
<<else>>[[medical bay|lockedmedbay]]\
<</if>>\
\
. There are \
\
<<if not $dp_trill>>[[elevator doors|lockeddoor1]] \
<<elseif hasVisited("opensesame")>>[[elevator doors|hallway2]] \
<<else>>[[elevator doors|opensesame][$room to "hallway2"]]\
<</if>> \
\
on the far end of the hallway, and in a small nook you find a door that leads to the \
\
<<if not $dp_trill>>[[maintenance area|lockeddoor1]]\
<<elseif hasVisited("opensesame")>>[[maintenance area|maintenance]]\
<<else>>[[maintenance area|opensesame][$room to "maintenance"]]\
<</if>>\
\
. Behind you is the [[landing bay|landingbay]].
<<include roommenu>><<if visited() == 1>><<set $notes.push("To find crewmembers' rooms, I need their IDs")>><</if>>\
\
<center><h3>Crew Quarters</h3></center>
For all the sleekness of the ship's design, the living quarters are as they always are: small, cramped, and depressingly uniform.
<<if visited() == 1>>Doors line the corridors, marked with only a number. You try several, and they're all locked.<<else>>Locked doors line the corridors, marked with only a number.<</if>> There are enough rooms that breaking into them one by one would take forever, so if you want to look for a specific crewmember's you'll need to know their ID.<<if $robquarters>> Unless you really want to spend all day going through every room to <<linkappend "loot all the valuables">>, which you don't. You're not that desperate<<set $robquarters to false>><</linkappend>>.<</if>>
<<include janitorbot>>\
\
The [[common areas|common]] are near the entrance\
\
<<if $id_jb>>\
\
, and you can break into [[Trill's room|trillroom]], [[the Captain's room|caproom]], or [[Berthold's room|jbroom]]. \
\
<<elseif $id_cap>>\
\
, and you can break into [[Trill's room|trillroom]] or [[the Captains's room|caproom]]. \
\
<<elseif $id_trill>>, and you can break into [[Trill's room|trillroom]]. \
\
<<elseif hasVisited("synthlist", "goop", "talkribbon")>>, or you could try [[looking for a specific ID|lookupid]]. \
\
<<else>>. <</if>>\
\
Behind you, the door leads back to the [[first floor hallway|hallway1]].
<<include roommenu>><<if ndef $body>><<set $body to "">><</if>>\
\
<center><h3>Medical Bay</h3></center>
The medbay is a graveyard.
All around the room, the [[bodies]] of the crew float in the medical pods, illuminated by the sterile light. If you didn't know otherwise, you'd think they were just in stasis.
Standing in the center of the main area, like an altar, is an \
\
<<if $body == "trill">>examination table. [[Trill's body|table]] is laid out on it, and \
<<elseif $body == "cap">>examination table. [[The Captain's body|table]] is laid out on it, and \
<<elseif $body == "jb">>examination table. [[Berthold's body|table]] is laid out on it, and \
<</if>>\
<<if $body != "">>the pungent smell of medical ether fills the air.
The medical bot is busy checking the "malfunctioning" pod.
<<else>>[[examination table|table]].
A [[medical bot|medibot]] hovers nearby.
<</if>>\
\
<<include janitorbot>>\
\
Behind you, the door leads back to the <<if $body != "">>[[first floor hallway|movebackbody]]<<else>>[[first floor hallway|hallway1]]<</if>>.
<<include roommenu>><center><h3>Hydroponics Garden</h3></center>
Stepping into the garden is like being transported to a jungle.
<<if not hasVisited("gardenwhy")>>Without anyone<<else>>With only Solis<</if>> to tend them, the plants have grown into an explosion of leaves and vines. Rail-lined [[footpaths|gardenpaths]] disappear into the lush greenery. But the most interesting part of the garden is the light. Unlike the featureless, even lighting of the rest of the ship, it appears to have been designed to resemble natural sunlight. Right now it feels just like <<cyclelist `["the bright midday sun on your face", "the rosy dawn on the horizon", "a blood red sunset on the horizon", "the distant light of a fading star", "the low, ominous light before a storm"]`>>.
<<if not $crystals>>The crystals turn the surroundings into a kaleidoscope of colors. Rays of shimmering light shine softly through the leaves.
<</if>>\
\
<<include janitorbot>>\
\
Behind you, the door leads back to the <<if not $crystals>>[[first floor hallway|getcrystals]]<<else>>[[first floor hallway|hallway1]]<</if>>.
<<include roommenu>><center><h3>Dining Facility</h3></center>
The dining hall is a large, open room filled with white oval tables. Chairs of all shapes and sizes are neatly arranged around them, and the plates are neatly stacked on the counters along the far wall. It's almost unnaturally tidy; people must have eaten and mingled here, once, but all signs of it have been wiped away.<<if not hasVisited("talkbodies") and not hasVisited("medbay")>> You can't help but wonder: if everyone's dead, where are all the bodies?<<set $askbodies to true>><</if>>
A fancy-looking [[food synthesizer|synthesizer]] stands in the corner. Under a table, you see a discarded [[comm device|commdevice]].
<<include janitorbot>>\
\
Behind you, the door leads back to the [[first floor hallway|hallway1]].
<<include roommenu>><center><h3>Second Floor Hallway</h3></center>
The second floor hallway is much like the first: gleaming white and lively as a grave. You try to be quiet; the way your steps echo in the stillness of the corridor unnerves you.
<<if $coordinates>>The [[punctured spacesuit|xspacesuit]] lies crumpled in the corner where you left it.
<</if>>\
\
<<include janitorbot>>\
\
Most of the floor appears to be occupied by the <<if $janitorbot == "lab" and $labactive and not $labclean>>[[research labs|cleanlab]]<<else>>[[research labs|lab]]<</if>>, while the door to the [[deck|barrier]] is at the end of the corridor, blocked by a shimmering hardlight barrier. Behind you is the elevator back to the [[first floor|hallway1]].
<<include roommenu>><center><h3>Maintenance Area</h3></center>
The maintenance area is a small, dark room filled with [[boxes and crates|boxes]] stacked precariously against the walls.<<if $janitorbot == "offline">> An old, beaten-up [[janitorbot|janitorbroken]] lies discarded in the corner.<<else>> A small [[control panel|jbpanel]] is set in the wall where the janitorbot used to be.<</if>>
<<include janitorbot>>\
\
A large service elevator leads to the [[lower level|tunnels]]. Behind you, the door leads back to the [[first floor hallway|hallway1]].
<<include roommenu>><<if visited() == 1>>\
<<set $askmedbay to true>>\
<<set $notes.push("Why is the medbay locked?")>>\
\
You walk up to the door, and it doesn't open.<<if hasVisited("lockeddoor1")>> Again.<</if>> Which is odd, because according to Alliance regulations the doors to the main medical area should always remain open in case of emergencies. (It's your job to know which doors are open and which are not, after all.) Maybe you should bring that up with Solis.
<<if hasVisited("lockeddoor1")>>As you step away from the door, you notice a [[flash of red|getribbon]] at your feet.<<else>>[[Back|hallway1]]<</if>>\
\
<<else>>\
The door doesn't open. You could probably break in, but not without tripping a few dozen alarms, and you'd much rather not get acquainted with the ship's security system.
[[Back|hallway1]]<</if>><<if visited() == 1>>\
<<if not hasVisited("talklocked")>><<set $askdoor to true>><</if>>\
You walk up to the door, and it doesn't open. You take a quick look: it's one of those fancy new doors that boast improved security and actually live up to it. You could probably break in, but not without tripping a few dozen alarms, and you'd much rather not get acquainted with the ship's security system.
<<if hasVisited("lockedmedbay")>>As you step away from the door, you notice a [[flash of red|getribbon]] at your feet.<<else>>[[Back|hallway1]]<</if>>\
\
<<else>>\
The door doesn't open. You could probably break in, but not without tripping a few dozen alarms, and you'd much rather not get acquainted with the ship's security system.
[[Back|hallway1]]<</if>>You pick it up. It's a small red ribbon, soft and silky under your fingertips. A word is embroidered on it in the broad, curly letters of the Nemenean script—your Nemenean is a little rusty, but you think it says "Trill".
You recall hearing about this: it's a custom on Nemenea to write the names of friends and family on ribbons of different colors representing different occasions. You don't remember what red is supposed to mean, though.
<<set $ribbon to true>>\
<<set $askribbon to true>>\
[ Obtained red ribbon. ]
[[Back|hallway1]]<<set $askdoor to false>>\
\
<div class="ai">Right. That. You see, my programming does not permit me to let you into areas you do not have access to without authorization from the crew. As a visitor, you are restricted to the living areas on the first floor. But I'm sure you can have plenty of fun here! May I recommend taking a walk in the garden or trying the local cuisine down at the dining hall?</div>
[[So, let me get this straight. You tell me I can take the things I need, but I'm not allowed to actually go where I can get them?|talklocked2]]<<set $askmedbay to false>>\
\
<div class="ai">I apologize. You cannot access the medical bay at this time.</div>
[[Uh, okay.|talkcontinue]]
[[Can you at least tell me why?|noanswer]]No answer.
<<link "Continue" $room>><</link>><center>\
\
<strong>A game by SV Linwood</strong>
<strong>Cover photo</strong>
<a href="https://www.pexels.com/@cookiecutter" target="_blank" rel="noopener noreferrer">panumas nikhomkhai</a>
<strong>Content notes</strong>
<<linkreplace "(click for spoilers)">>Depictions of murder, some violence, gaslighting, and death by suffocation<</linkreplace>>
[[Back|mainmenu]]\
\
</center><<set $askbodies to false>>\
<<if not hasVisited("userobots")>><<set $askrobots to true>><</if>>\
<<set $notes.pushUnique("Solis can give orders to the ship's robots")>>\
\
<div class="ai">I may not have hands, but I can still order the ship's robots around. I had them move the bodies and lay them to rest. I'm told that this is something organic beings find important.</div>
[[I see. That was thoughtful of you.|thoughtful]]
[[All right, that explains it.|talkcontinue]]<div class="ai">You seem like the resourceful type. I'm sure you'll figure something out!</div>
<<link 'Fine, fine. <span class="small">(Good thing getting around locked doors is my job.)</span>' 'talkcontinue'>><</link>>
<<if $askrobots>>[[Can't you get one of the ship's robots to fetch me what I need?|userobots]]
<</if>>\
\
[[So, what you're saying is that you're essentially useless.|useless]]<<switch $job>>\
<<case "treasure hunter">>\
<div class="ai">Really? That sounds fun. Do you find many?</div>
[[Oh, loads. The Galaxy's nooks and crannies are full of hidden secrets.|jobgiven2]]\
\
<<case "merchant">>\
<div class="ai">I'm sure I'd look very classy with one hanging from my core, but I'm afraid I'm not legally allowed to own money.</div>
[[Really? That kind of sucks.|jobgiven2]]\
\
<<default>>\
<div class="ai">I'll have to take your word for it. I'm not designed to evaluate subjective qualities like beauty.</div>
<<link "No one's <em>designed</em> to evaluate beauty. It's just a feeling you get when you find something that speaks to you." "jobgiven2">><</link>>
<</switch>><<timed 1.5s t8n>>Damn cops. Always sticking their nose in your business, just because your business is robbing people blind.
<<linkreplace "Continue" t8n>>It was supposed to be a simple job. Sneak into the Zubvian governor's mansion, sneak out of it with his priceless crystals, right under his eyestalks. It was pure bad luck that the governor happened to wake up in the middle of the night and sound the alarm.
You managed to slip through the guards' tentacles and run back to your ship, but with the patrol ships right on your tail you were forced to jump to lightspeed before your warp drive was fully online, and, well...
[[Continue|intro2]]\
<</linkreplace>><</timed>>You've been drifting for the past three days. You have no idea where. Your navigator is telling you you're inside the core of a blue-white supergiant in the Hyades cluster, which you're pretty sure is not correct. Wherever you are, no one is responding to your distress signal.
Now that the warning system stopped screaming in your ears, nothing but silence surrounds you. As that little red light on your console helpfully informs you, your warp drive is completely wrecked, and even if you could do anything about that jumping with your navigator on the fritz would be a quick way to die a quick death.
You've almost resigned yourself to a cold, slow one instead, alone in the void of space, when the ship's readings drift onto your scanner.
[[Continue|intro3]]It's a Galactic Alliance of Free Planets ship. You only need to look at it to tell—smooth and streamlined, like it's going to jump to lightspeed at any second. It could be worse. The Alliance can be a bit sanctimonious with all their talk of freedom and equality, but at least they're not going to shake you down for rescue money.
There's no reply when you hail the ship, which is odd, but no one stops you from flying into its landing bay.
[[Quietly, you step out of your ship.|introlanding]]<center><h3>Landing Bay</h3></center>
<<if visited() == 1>>As soon as you leave your ship, you're plunged into darkness.<<else>>You're standing in pitch darkness.<</if>>
[[Inventory and notes|introinventory]]
<<link "Save/load game">><<run UI.saves()>><</link>>[[Close inventory|introlanding]]
<strong>Flashlight</strong>
<div id="flash" class="desc hidden tab">
<<itemdesc "introflash">></div>\
<span class="ex tab"><<itemex "Flashlight" "introflash">></span>\
<span class="tab">[[Turn on|introflash]]</span>
<strong>Sylderian crystals</strong>
<div id="crystal" class="desc hidden tab">
<<itemdesc "crystal">></div>\
<span class="ex tab"><<itemex "Sylderian crystals" "crystal">></span>\
<span class="tab">[[Use|introcrystals]]</span>\
\
\
<<done>><<if settings.decriptions>><<removeclass ".desc" "hidden">><<addclass ".ex" "hidden">><</if>><</done>>You press the switch... and nothing happens.
Just your luck. Your batteries just had to give out now. Cursing under your breath, you bang it against the wall of your ship. The metal clank reverberates across the emptiness of the room, but the damn thing still refuses to turn on.
<<timed 3s t8n>>[[And then, in the corner of your vision, a blue light begins to flicker.|introanyonethere]]<</timed>><div class="ai"><span id="flicker" class="transparent">Is anyone there?</span></div>
<<timed 3s t8n>>[[Continue|introterminal]]<</timed>>\
\
\
\
<<silently>>
<<timed 1s>>
<<toggleclass #flicker transparent>>
<<next 0.6s>>
<<toggleclass #flicker transparent>>
<<next 0.2s>>
<<toggleclass #flicker transparent>>
<<next 0.6s>>
<<toggleclass #flicker transparent>>
<<next 0.1s>>
<<toggleclass #flicker transparent>>
<<next 0.2s>>
<<toggleclass #flicker transparent>>
<<next 0.1s>>
<<toggleclass #flicker transparent>>
<</timed>>
<</silently>>A small terminal on the nearby wall glows with faint blue light. Cautiously, you step closer.
<span class="term">[[Hello?|introhello]]</span><div class="ai">Hello! This is exciting! It's been a while since we had visitors. You'll have to forgive me for the lackluster welcome; there was a general systems crash a while ago and the surveillance system is still down, so I can't exactly see you right now.</div>
[[Who are you?|introsolis]]<div class="ai">I am Solis, the ship's AI. What can I do for you?</div>
[[It's nice to meet you, Solis.|intronice]]
<<include introquestions>><<set $friendship++>>\
\
<div class="ai">Thank you! It's nice to meet you too, random organic person.</div>
<<include introquestions>><<if not hasVisited("introship")>>[[I'd say nice ship, but I can't exactly see it. What is this place, exactly?|introship]]
<</if>>\
\
<<if not hasVisited("introhelp")>>[[I'm having some issues with my ship. Would I be able to get help with repairs?|introhelp]]
<</if>>\
\
<<if hasVisited("introship", "introhelp")>>[[By the way, where is everyone?|introaccident]]\
\
<</if>><div class="ai">That's all right, I can't exactly see it either. Welcome to the <em>Stellar Endeavor</em>, an A-class cruiser on a research mission for the Galactic Alliance of Free Planets.</div>
[[Stellar Endeavor? Good to know Alliance ship names haven't gotten any less pretentious since I last saw one.|intropretentious]]
<<include introquestions>><div class="ai">Don't look at me. I just work here.</div>
<<include introquestions>><div class="ai">Of course. What do you need?</div>
[[I need a calibrator to fix my warp drive and this location's stellar coordinates.|introtools]]<div class="ai">We have both available, of course. Calibrators are standard equipment on a ship this size, and obviously we have our current coordinates. We'd be in some trouble otherwise.</div>
<<include introquestions>><div class="ai">There was<<timed 1s>> an accident.<</timed>></div>
<<timed 2s t8n>>[[An accident.|introaccident2]]<</timed>><div class="ai">During the crash, there was a minor issue with the exhaust system that caused toxic gas to vent into the living areas. I'm afraid you're the only living being on board.</div>
<<timed 2s t8n>>[[.....|introaccident3]]<</timed>><div class="ai">But please don't worry! I've purified the air since the accident. So you're completely safe.
<span id="joke"> </span></div>
<<timed 4s t8n>>[[..........|introjoke]]<</timed>>\
\
\
<<timed 2.5s>><<replace #joke>>Unless, of course, I decide that I don't like you.<</replace>><</timed>><div class="ai">I'm sorry. That was a joke. I was trying to lighten the mood. Was that too much?</div>
[[No, no. I, uh, appreciate the thought.|introdirections][$friendship++]]
[[Please stick to your day job.|introdirections]]<div class="ai"><<if $friendship > 1 or ($friendship == 1 and not hasVisited("intronice"))>>Thank you. I appreciate you appreciating it.<<else>>Oh well. I'm lucky I'm so good at it.<</if>>
In any case, please feel free to look around. You should find a calibrator in the main storage room, and you can get the coordinates from the navicomputer in the command deck. In the meantime, I'm at your complete disposal. Please address any of the terminals if you need to ask me anything. Or if you just want to talk.</div>
[[Uh, thanks.|introlights]]And, with that, light floods the room. You blink as your eyes adjust to the brightness.
[[Just what have you gotten yourself into?|landingbay][memorize("skip_intro", true)]]<<if $dp_jb>>[[Solis. I know what happened to Trill.|areyousure]]
<</if>>\
\
<<if $asktrilldeath and not hasVisited("trilldeath")>>[[Solis, can you tell me how Trill really died?|trilldeath]]
<<elseif $asktrilldeath>>[[Solis. Tell me how Trill really died.|trilldeath]]
<</if>>\
\
<<if $talklater and not hasVisited("name")>>[[My schedule's opened up. What did you want to ask me about?|name]]
<</if>>\
\
<<if $name != "" and $dp_trill and not hasVisited("talkaboutsolis")>>[[So, Solis, I've told you a little about myself. How about you? What can you tell me about yourself?|talkaboutsolis]]
<</if>>\
\
<<if not $roomtalked[$room]>>[[What can you tell me about this room?|talkroom]]
<</if>>\
\
<<if $asknum>>[[Hey, do you happen to know Nemenean numerals?|asknum]]
<</if>>\
\
<<if $askbarrier and not $askdeck>>[[So... Would you mind letting me through the barrier?|deckdangerous]]
<</if>>\
\
<<if $askdeck and not $talknotallowed>>[[So... What the hell happened to the deck?|talkdeck]]
<<elseif $askdeck>>[[So... What the hell happened to the deck?|notallowed][$goto to "deck"]]
<</if>>\
\
<<if $askcalibrator and not $talknotallowed>>[[So, good news: there don't appear to be any calibrators anywhere in the storage room.|talkcalibrator]]
<<elseif $askcalibrator>>[[So, good news: there don't appear to be any calibrators anywhere in the storage room.|notallowed][$goto to "calibrator"]]
<</if>>\
\
<<if $asklab and not $talknotallowed>>[[The power is off in the lab. Could you turn it on?|talklab]]
<<elseif $asklab>>[[The power is off in the lab. Could you turn it on?|notallowed][$goto to "lab"]]
<</if>>\
\
<<if not hasVisited("gamestart") and ($janitorbot != "offline" or hasVisited("chessboard"))>>[[I'm bored. Do you have any games we could play?|gamestart]]
<<elseif hasVisited("gamestart") and not hasVisited("gamerules")>>[[I changed my mind. Let's hear about that game.|gamerules]]
<<elseif hasVisited("gamerules") and not hasVisited("game")>>[[I changed my mind. Let's play that game.|gamestart]]
<</if>>\
\
<<if $askfood>>[[Hello, I'd like to file a complaint about the quality of the gray goop in this facility.|goop]]
<</if>>\
\
<<if $asktele>>[[So. Teleporters, then.|talktele2]]
<</if>>\
\
<<if $askgoodfood>>[["I tried the "+$food+". My compliments to the chef."|goodfood]]
<</if>>\
\
<<if $askribbon>>[[Was there anyone onboard named Trill?|talkribbon]]
<</if>>\
\
<<if $asktrillid and hasVisited("quarters")>>[[Can you tell me Trill's ID?|trillid]]
<</if>>\
\
<<if $talked > 9 and not hasVisited("personality")>>[[You know, Solis, I can't help but notice that you seem to have... a personality.|personality]]
<</if>>\
\
<<if $asktrill>>[[What was Trill like?|talktrill]]
<</if>>\
\
<<if $askcap>>[[What was the Captain like?|talkcap]]
<</if>>\
\
<<if $askjb>>[[What was Berthold like?|talkjb]]
<</if>>\
\
<<if $askcloset>>[[Do you happen to have a map of the lower level?|talkcloset]]
<</if>>\
\
<<if $askjanitorbot1 and not $talknotallowed>>[[I found a broken janitorbot in the maintenance area. What happened to it?|talkjanitorbot1]]
<<elseif $askjanitorbot1>>[[I found a broken janitorbot in the maintenance area. What happened to it?|notallowed][$goto to "bot"]]
<</if>>\
\
<<if $askjanitorbot2>>[[So, I fixed that broken janitorbot...|talkjanitorbot2]]
<</if>>\
\
<<if $asknames>>[[Who were Phaedrie and JB?|talknames]]
<</if>>\
\
<<if $talkgarden and hasVisited("youshould")>>[[So, I took a walk in the ga—|gardenwalk]]
<</if>>\
\
<<if $askdoor>>[[Hey, can you open a door for me?|talklocked]]
<</if>>\
\
<<if $askmedbay>>[[Why's the medbay door locked? I'm pretty sure that's against regulations. What happens if I have an emergency?|talkmedbaylocked]]
<</if>>\
\
<<if $askrobots and hasVisited("lockeddoor1")>>[[Wait. If you can control the ship's robots, can't you get one to fetch me what I need?|userobots]]
<</if>>\
\
<<if $askbodies>>[[I've been wondering. If everyone's dead, where are all the bodies?|talkbodies]]
<</if>>\
\
<<if not hasVisited("howlong") and not hasVisited("trilldeath")>>[[How long ago did the accident happen?|howlong]]
<</if>>\
\
<<if $askifhelp>>[[Is there anything I can do to help?|talkhelp]]
<</if>>\
\
<<if hasVisited("game")>>[[Hey, let's have another match.|gamestart]]
<</if>>\
\
<<if $talked > 9 and $friendship > 0 and not hasVisited("thankyou")>><<set _go to "thankyou">><<else>><<set _go to $room>><</if>>\
<<if tags().includes("hello")>><<set _bye to "Sorry, I forgot what I wanted to ask.">><<else>><<set _bye to "That's all. I'll be going now.">><</if>>\
<<link _bye _go>><<if hasVisited("limerick") and not hasVisited("limerickend") and $roomtalked["hallway2"]>><<set $roomtalked["hallway2"] to false>><</if>><</link>><<set _list to ["What else do you need?", "What else can I do for you?", "Do you need anything else?"]>>\
<<if hasVisited("useless")>><<set _list.push("Is there anything I can fail to do for you?")>><</if>>\
\
<div class="ai"><<print either(_list)>></div>
<<include questions>><div class="ai"><<if visited() == 1>>Sure, sure. I see how it is. You only talk to me when you want something<<else>>Yes, of course<</if>>. What can I do for you?</div>
<<include questions>><div style="position: fixed; top: 0px; background-color: #111; width: 100%; padding-top: 3em; padding-bottom: 15px"><<link "Close inventory" $room>><</link>></div>
<<if $batteries>>\
<strong>Antimatter batteries</strong>
<div id="batteries" class="desc hidden tab"><<itemdesc "batteries">></div>\
<span class="ex tab"><<itemex "Antimatter batteries" "batteries">></span>\
<span class="tab">[[Use|usebatteries]]</span>
\
<</if>>\
\
<<if $fuel>>\
<strong>Antimatter fuel</strong>
<div id="fuel" class="desc hidden tab"><<itemdesc "fuel">></div>\
<span class="ex tab"><<itemex "Antimatter fuel" "fuel">></span>\
<span class="tab">[[Use|usefuel]]</span>
\
<</if>>\
\
<<if $numphoto>>\
<strong>Banner photo</strong>
<div id="numphoto" class="desc hidden tab"><<itemdesc "numphoto">></div>\
<span class="ex tab"><<itemex "Banner photo" "numphoto">></span>\
<span class="tab">[[Show to Solis|usenumphoto]]</span>
\
<</if>>\
\
<<if $dp_jb>>\
<strong>Berthold's datapad</strong>
<div id="dp_jb" class="desc hidden tab"><<itemdesc "dp_jb">></div>\
<span class="ex tab"><<itemex "Berthold's datapad" "dp_jb">></span>\
<span class="tab">[[Read|xjbdp]]</span>
\
<</if>>\
\
<<if $calibrator>>\
<strong>Calibrator</strong>
<div id="calibrator" class="desc hidden tab"><<itemdesc "calibrator">></div>\
<span class="ex tab"><<itemex "Calibrator" "calibrator">></span>\
<span class="tab">[[Use|usecalibrator]]</span>
\
<</if>>\
\
<<if $dp_cap>>\
<strong>Captain Phaedrie's datapad<<if $truth>> (backup)<</if>></strong>
<div id="dp_cap" class="desc hidden tab"><<itemdesc "dp_cap">></div>\
<span class="ex tab"><<itemex "Captain Phaedrie's datapad" "dp_cap">></span>\
<span class="tab">[[Read|xcapdp]]</span>
\
<</if>>\
\
<<if $truth>>\
<strong>Captain Phaedrie's datapad (real)</strong>
<div id="dp_cap2" class="desc hidden tab"><<itemdesc "dp_cap2">></div>\
<span class="ex tab"><<itemex "Captain Phaedrie's datapad" "dp_cap2">></span>\
<span class="tab">[[Read|xrealcapdp]]</span>\
<span class="tab"><<link "Show to Solis" "uploadcapdp">><</link>></span>
\
<</if>>\
\
<<if $cleaning>>\
<strong>Cleaning products</strong>
<div id="cleaning" class="desc hidden tab"><<itemdesc "cleaning">></div>\
<span class="ex tab"><<itemex "Cleaning products" "cleaning">></span>\
<span class="tab">[[Use|usecleaning]]</span>
\
<</if>>\
\
<<if $crowbar>>\
<strong>Crowbar</strong>
<div id="crowbar" class="desc hidden tab"><<itemdesc "crowbar">></div>\
<span class="ex tab"><<itemex "Crowbar" "crowbar">></span>\
<span class="tab">[[Use|usecrowbar]]</span>
\
<</if>>\
\
<<if $backuprequest>>\
<strong>Datapad backup request</strong>
<div id="backuprequest" class="desc hidden tab"><<itemdesc "backuprequest">></div>\
<span class="ex tab"><<itemex "Datapad backup request" "backuprequest">></span>\
<span class="tab">[[Read/Edit|xbackuprequest]]</span>\
<span class="tab">[[Use|usebackuprequest]]</span>
\
<</if>>\
\
<<if $procedure>>\
<strong>Emergency AI deactivation procedure</strong>
<div id="procedure" class="desc hidden tab"><<itemdesc "procedure">></div>\
<span class="ex tab"><<itemex "Deactivation procedure" "procedure">></span>\
<span class="tab">[[Use|useprocedure]]</span>
\
<</if>>\
\
<<if $emptypad>>\
<strong>Empty datapad</strong>
<div id="emptypad" class="desc hidden tab"><<itemdesc "emptypad">></div>\
<span class="ex tab"><<itemex "Empty datapad" "emptypad">></span>
\
<</if>>\
\
<<if $stone>>\
<strong>Energy stone</strong>
<div id="stone" class="desc hidden tab"><<itemdesc "stone">></div>\
<span class="ex tab"><<itemex "Energy stone" "stone">></span>\
<span class="tab">[[Use|usestone]]</span>
\
<</if>>\
\
<<if not $flashfixed>>\
<strong>Flashlight</strong>
<div id="flash" class="desc hidden tab"><<itemdesc "flash">></div>\
<span class="ex tab"><<itemex "Flashlight" "flash">></span>
\
<<else>>\
<strong>Flashlight</strong>
<div id="flash" class="desc hidden tab"><<itemdesc "flash">></div>\
<span class="ex tab"><<itemex "Flashlight" "flash">></span>\
<span class="tab"><<if not $light>>[[Turn on|useflashlight]]<<else>>[[Turn off|useflashlight]]<</if>></span>
\
<</if>>\
\
<<if $gardenphoto>>\
<strong>Garden photo</strong>
<div id="gphoto" class="desc hidden tab"><<itemdesc "gphoto">></div>\
<span class="ex tab"><<itemex "Garden photo" "gphoto">></span>\
<span class="tab">[[Show to Solis|usegardenphoto]]</span>
\
<</if>>\
\
<<if $jbpart>>\
<strong>Janitorbot part</strong>
<div id="jbpart" class="desc hidden tab"><<itemdesc "jbpart">></div>\
<span class="ex tab"><<itemex "Janitorbot part" "jbpart">></span>\
<span class="tab">[[Use|usejbpart]]</span>
\
<</if>>\
\
<<if $metal>>\
<strong>Piece of elendium</strong>
<div id="metal" class="desc hidden tab"><<itemdesc "metal">></div>\
<span class="ex tab"><<itemex "Elendium" "metal">></span>
\
<</if>>\
\
<<if $ribbon>>\
<strong>Red silk ribbon</strong>
<div id="ribbon" class="desc hidden tab"><<itemdesc "ribbon">></div>\
<span class="ex tab"><<itemex "Red ribbon" "ribbon">></span>\
<span class="tab">[[Use|useribbon]]</span>
\
<</if>>\
\
<<if $screwdriver>>\
<strong>Screwdriver</strong>
<div id="screwdriver" class="desc hidden tab"><<itemdesc "screwdriver">></div>\
<span class="ex tab"><<itemex "Screwdriver" "screwdriver">></span>\
<span class="tab">[[Use|usescrewdriver]]</span>
\
<</if>>\
\
<<if $spacesuit>>\
<strong>Spacesuit<<if hasVisited("wearsuit")>> (worn)<</if>></strong>
<div id="spacesuit" class="desc hidden tab"><<itemdesc "spacesuit">></div>\
<span class="ex tab"><<itemex "Spacesuit" "spacesuit">></span>\
<span class="tab"><<if hasVisited("wearsuit")>>[[Take off|wearsuit]]<<else>>[[Put on|wearsuit]]<</if>></span>
\
<</if>>\
\
<<if $coordinates>>\
<strong>Stellar coordinates</strong>
<div id="coordinates" class="desc hidden tab"><<itemdesc "coordinates">></div>\
<span class="ex tab"><<itemex "Stellar coordinates" "coordinates">></span>\
<span class="tab">[[Use|usecoordinates]]</span>
\
<</if>>\
\
<<if $crystals>>\
<strong>Sylderian crystals</strong>
<div id="crystal" class="desc hidden tab"><<itemdesc "crystal">></div>\
<span class="ex tab"><<itemex "Sylderian crystals" "crystal">></span>\
<span class="tab">[[Use|usecrystals]]</span>
\
<</if>>\
\
<<if $sketch>>\
<strong>Technical sketch</strong>
<div id="sketch" class="desc hidden tab"><<itemdesc "sketch">></div>\
<span class="ex tab"><<itemex "Technical sketch" "sketch">></span>\
<span class="tab">[[Use|usesketch]]</span>
\
<</if>>\
\
<<if $dp_trill>>\
<strong>Trill's datapad</strong>
<div id="dp_trill" class="desc hidden tab"><<itemdesc "dp_trill">></div>\
<span class="ex tab"><<itemex "Trill's datapad" "dp_trill">></span>\
<span class="tab">[[Read|xtrilldp]]</span>\
<span class="tab">[[Take photo|takephoto]]</span>
\
<</if>>\
\
<<if $usedbatteries>>\
<<if $usedbatteries == 2>><<set _batt to "Used antimatter batteries">><<else>><<set _batt to "Used antimatter battery">><</if>>\
\
<strong>_batt</strong>
<div id="usedbatteries" class="desc hidden tab"><<itemdesc "usedbatteries">></div>\
<span class="ex tab"><<itemex _batt "usedbatteries">></span>\
<span class="tab">[[Use|useusedbatteries]]</span>
\
<</if>>\
<strong>Your notes</strong>
<span class="ex tab"><<link "Examine">>
<<script>>
Dialog.setup("Notes");
Dialog.wiki("<<notes>>\n\n<<button 'Close'>><<run Dialog.close()>><</button>>");
Dialog.open();
<</script>>
<</link>></span>\
<div id="notes" class="desc hidden tab">
<<notes>>\
</div>\
\
\
<<done>><<if settings.decriptions>><<removeclass ".desc" "hidden">><<addclass ".ex" "hidden">><</if>><</done>><center><h3>Landing Bay</h3></center>
The landing bay is an empty, cavernous room. One end opens into the void of space, with only the shimmering hardlight barrier protecting you from cold vacuum. The smooth arched ceiling looms above, and your steps echo all around you.
The only two ships are parked here: [[yours|yourship]] and a small [[lander]].
<<include janitorbot>>\
\
On the far end, <<if not hasVisited("hallway1")>>you can see an imposing [[security door|hallway1]]<<else>>the security door leads back to the [[first floor hallway|hallway1]]<</if>>.
<<include roommenu>><div class="ai">I shall have to live the rest of my existence knowing I'll never witness such magnificence.</div>
[[You'll manage, I'm sure. What about that lander over there?|talklander]]<div class="ai">I pride myself on my excellent service. Speaking of which, what else can I do for you?</div>
[[You can tell me about that lander over there.|talklander]]<<if visited() == 1>>\
<<set $notes.push("I can download a crewmember's datapad if I have their password")>>\
\
<div class="ai">That's rather impressive of you, considering you were never issued one. Truly an incredible feat of absent-mindedness.
Anyway, I need you to input your password. Which I'm pretty sure you were also never issued.</div>
<<elseif visited() == 2>>\
<div class="ai">What, again? You really need to keep better track of your non-existent belongings.
What's your password?</div>
<<elseif visited() == 3>>\
<div class="ai">You've really got to stop losing your things.
Do you have the password this time?</div>
<<else>>\
<div class="ai">Sure. Okay. Just give me the password.</div>
<</if>>\
\
<<if $id_cap and $reqname == "Phaedrie">>[[nemenea123|pwdcorrect]]
<<elseif $id_cap>>[[nemenea123|wrongname]]
<</if>>\
\
[[password|nicetry]]
[[12345|nicetry]]
[[swordfish|nicetry]]
[['"Uh, I'll get back to you."'|getback]]<div class="ai"><<cyclelist `["Nice try.", "No, but that was a good guess!", "No, but keep trying! I'm sure you'll get it right next time!", "Oh. You didn't get it right next time.", "Keep trying! Statistically, you're bound to find the right combination of characters sometime this millennium!"]`>></div>
<<link "Continue" inventory>><</link>><div class="ai"><<cyclelist `["I'm quivering with anticipation. You know, metaphorically.", "I'd wait with bated breath, if I could breathe."]`>></div>
<<link "Continue" inventory>><</link>><center><h3>Your Ship</h3></center>
Your trusty ship. <<if not $dp_jb>>You stole it from a used spaceship salesman back on Traxus IV. It's battered, the paint is peeling, and the co-pilot seat has been stuck in the reclined position ever since that crash landing in the jungle of Beta Librae II, but it's yours.<<else>>It's your way out of here.<</if>>
<<if $janitorbot == "yourship">>The [[janitorbot|jbship]] is here, tidying up your stuff.
<</if>>\
\
If you want, you can sit down and [[take a break|rest]]<<if not $stone>>, or you could [[search your ship|getstone]] to see if any of your possession might come in handy<</if>>.
<<if not $usedcalibrator and not $usedcoordinates>>\
You still need to fix the warp drive and input the coordinates in order to leave.\
<<elseif not $usedcalibrator>>\
You've inserted the coordinates, but you still need to fix the warp drive.\
<<elseif not $usedcoordinates>>\
You fixed the warp drive, but without inputting the coordinates you're not going anywhere.\
<<else>>\
You've got everything you need to [[leave|leaveconfirm]].\
<</if>>
Once you're done, you can step out into the [[landing bay|landingbay]].
<<link "Inventory and notes" inventory>><</link>>
<<link "Save/load game">><<run UI.saves()>><</link>><<if ndef $reqname>><<set $reqname to "Trilloo Vellei">><</if>>\
\
<div class="sys"><strong>Datapad Backup Request</strong>
Fill in the form and present it to the Ship AI to obtain a backup of your ship-issued datapad downloadable to any empty device.
<strong>Name:</strong> <span id="name">$reqname</span>
<strong>Date:</strong> 03-27-15682
<strong>Reason for request:</strong> Lost my datapad while taking a walk in the hydrogarden.</div>
<<if not hasVisited("pwcorrect")>>\
Change the name to:
<<link "Trilloo Vellei">><<set $reqname to "Trilloo Vellei">><<replace #name>>$reqname<</replace>><</link>>\
\
<<if $dp_trill>>\
<span class="tab"><<link "Phaedrie">><<set $reqname to "Phaedrie">><<replace #name>>$reqname<</replace>><</link>></span>\
\
<</if>>\
\
<<if $id_cap or hasVisited("talknames") or hasVisited("crewlist")>>\
<span class="tab"><<link "Johann Berthold">><<set $reqname to "Johann Berthold">><<replace #name>>$reqname<</replace>><</link>></span>\
\
<</if>>\
\
<<if $name != "">>\
<span class="tab"><<link "<<raw $name>>">><<set $reqname to "<<raw $name>>">><<replace #name>>$reqname<</replace>><</link>></span><</if>>
<</if>>\
\
[[Try to get a backup|usebackuprequest]]
[[Back|inventory]]<<if $room == "core" and not hasVisited("corelight") and not $light>>\
<<set $light to true>>\
You turn on your flashlight, illuminating the room.
<<link "Continue" $room>><</link>>\
\
<<elseif $room == "core" and not hasVisited("corelight")>>\
<<set $light to false>>\
You turn off your flashlight. You're plunged into darkness once more.
<<link "Continue" $room>><</link>>\
\
<<elseif $room == "deck" and $linecrawler>>\
You flash the light towards the crawler. It flinches slightly, but doesn't react otherwise.
[[Back|inventory]]\
\
<<elseif $room == "lab" and not $labactive>>\
You turn the flashlight on and wave it around a little. Nice and bright, just like new.
Then you turn it back off again. The emergency lights are enough to see by.
[[Back|inventory]]\
\
<<else>>\
You turn the flashlight on and wave it around a little. Nice and bright, just like new.
Then you turn it back off again. No need for it when the lights are on.
[[Back|inventory]]\
\
<</if>><<silently>>
<<if ["hallway2", "lab", "lab2", "maintenance", "tunnels", "storage"].includes($room) and $talknotallowed>>
<<set _go to "notallowed">>
<<set $goto to "backuprequest">>
<<elseif hasVisited("pwdcorrect")>>
<<set _go to "pwdcorrect">>
<<else>>
<<set _go to "makerequest">>
<</if>>
<<if not hasVisited("makerequest")>>
<<set _text to "Hey, I've lost my datapad. Can I get a replacement?">>
<<elseif not hasVisited("pwdcorrect") and visited("makerequest") == 1>>
<<set _text to "Hey, I've lost my datapad. Again. Can I get a replacement?">>
<<elseif not hasVisited("pwdcorrect") and visited("makerequest") == 2>>
<<set _text to "So, about my datapad...">>
<<elseif not hasVisited("pwdcorrect")>>
<<set _text to "All right, you know the drill.">>
<<elseif visited("pwdcorrect") == 1>>
<<set _text to "Hey, can I get that backup now?">>
<<else>>
<<set _text to "So, about that backup...">>
<</if>>
<</silently>>\
\
You <<if $room == "yourship">><<set $room to "landingbay">>get out of your ship and <<elseif $room == "nook" or $room == "closet">><<set $room to "tunnels">>walk back to the entrance and <<elseif $room == "lab2" and $mixerexploded>><<set $room to "lab">>walk back to the unexploded section of the lab and <</if>>link up the TempPad to the terminal.
<span class="term"><<link _text _go>><</link>></span><<if $endgame>>\
You're really not in the mood for this.\
\
<<elseif $room == "garden">>\
You hold up one of the crystals. In the special light of the garden it shimmers strikingly, illuminating the room with dazzling rainbow colors.
[[Play with the crystals|arrangecrystals]]\
\
<<elseif $room == "core" and not $endgame and not $light>>\
Holding one of the crystals in your hand fills you with the sweet taste of victory, but that's about all it achieves.\
\
<<elseif $room == "deck" and $linecrawler>>\
You really don't think this is going to help you now.\
\
<<else>>\
You hold up one of the crystals and watch it refract the ambient light of <<roomname>>. It's so pretty.<</if>>
[[Back|inventory]]
<div class="ai">I'm not certain. My timekeeping subroutines were damaged, I'm afraid. But I believe it was around five Galactic Standard Years.</div>
[[You've been alone that long?|alonelong]]
[[Why haven't you sent a distress signal?|signal]]<div class="ai">Well, yes. I was the only one onboard who doesn't need to breathe air.</div>
[[I'm sorry. That sounds like a long time to be alone.|longtime]]
[[Why haven't you sent a distress signal?|signal]]<<set $askifhelp to true>>\
\
<div class="ai">I'm sure you can guess, but the long-range transmitter was also damaged.</div>
[[Okay, I could have seen that one coming.|talkcontinue]]
[[Is there anything I can do to help?|talkhelp]]<<set $friendship++>>\
\
<div class="ai">I see. That's thoughtful of you, but you really shouldn't worry about me. Unlike many organic beings, I'm not designed to require social interaction.</div>
[[Why haven't you sent a distress signal?|signal]]<<set $askifhelp to false>>\
<<set $friendship++>>\
\
<div class="ai">That's nice of you to ask, but I'm really not sure what you can do.</div>
[[I could fix the transmitter.|fixtransmitter]]
[[I could report what happened once I get to an inhabited planet.|report]]<div class="ai">Do you know how?</div>
[[Uh... I could report what happened once I get to an inhabited planet?|report]]<div class="ai">No. It's fine. I wouldn't want you to go out of your way on my behalf.</div>
[[Uh, okay.|talkcontinue]]
[[Are you sure? It really wouldn't be a bother.|noanswer]]<<set $friendship++>>\
\
<div class="ai">It was really the least I could do.
Do you need anything else?</div>
<<include questions>><<if visited() == 1>>\
<<set $askfood to true>>\
A big bowl of gray goop blinks into existence before you. You'd much rather it hadn't. You try a spoonful, and it tastes exactly like it looks. You should probably complain to the management.\
\
<<elseif $food == "">>\
No thanks. You're not in the mood for gray goop right now. You hope you never will be.\
\
<<elseif hasVisited("goodfood") or $askgoodfood>>\
You've already eaten. As good as the $food was, you won't be hungry for a while.\
\
<<elseif $food == "squid">>\
<<if not hasVisited("goodfood")>><<set $askgoodfood to true>><</if>>\
A plate of grilled squid blinks into existence before you. It's still sizzling, charred to perfection, and the smell takes you right back to that space port on Cephei, to its bustling noises and its blinking neon lights.
You try a bite—the texture isn't quite the same, but the way it melts on your tongue is sublime.\
\
<<elseif $food == "soup">>\
<<if not hasVisited("goodfood")>><<set $askgoodfood to true>><</if>>\
A bowl of white-green soup blinks into existence before you. The odd, pungent fragrance of windgrass fills the room, and suddenly you're back on Nemenea, sitting at that nice open café and listening to the whistling of the grass as it sways back and forth in the breeze.
You try a spoonful—the subtle mix of contrasting flavors isn't quite right, but the windgrass chills your tongue and the spices make your eyes water.\
\
<<elseif $food == "fruit">>\
<<if not hasVisited("goodfood")>><<set $askgoodfood to true>><</if>>\
A small bowl of star-shaped fruit blinks into existence before you. They're small and light in your hand—you remember collecting these in the thick jungle of Beta Librae II, then lying down in a clearing and eating them one by one as you watched the stars and listened to the distant cries of the moonbirds.
You pop one in your mouth and close your eyes as it tingles on your tongue.\
<</if>>
[[Back|synthesizer]]The synthesizer is sleek, black, and shiny, with many colored lights blinking brightly at you. In a stunning display of user-friendly design, none of the buttons are labeled. The big round one in the center seems self-explanatory, at least.
<<if hasVisited("food")>>On the nearby counter <<if hasVisited("goodfood") or $askgoodfood>>are the bowl of goop and the empty plate of $food that<<else>>is the bowl of goop<</if>> you synthesized.
<</if>>\
\
[[Press the center button|food]]
[[Mess with the controls|synthlist]]
[[Back|dining]]<<set $askfood to false>>\
<<set $notes.push("Occlurians like the weird gray goop")>>\
\
<div class="ai">Is that so? But I'm told it's all the rage among Occlurians.</div>
[[Do I look Occlurian to you?|favefood]]
[[Well, it's not very popular among those of us with good taste.|favefood]]<div class="ai">I really wouldn't know about that, would I?
Tell me, what's your favorite food?</div>
[[I ate some amazing grilled Celudian squid on an asteroid in the Cephei belt. They said it was the best in the sector and it lived up to it.|checkdatabase][$food to "squid"]]
[[Nothing beats the spiced windgrass soup that the Nemeneans make. I love how it tastes spicy and refreshing all at once.|checkdatabase][$food to "soup"]]
[[There's this small star-shaped fruit that grows on Beta Librae II. It glows in the dark and tingles in your mouth.|checkdatabase][$food to "fruit"]]<div class="ai">All right. Why don't you try the synthesizer again?</div>
<<link "Continue" $room>><</link>><div class="ai">Checking database<<timed 0.5s>>...<<next 0.5s>>...<<next 0.5s>>...<</timed>></div>\
\
<<timed 2s>><<goto checksynth>><</timed>><<set $askgoodfood to false>>\
<<set $talked += 2>>\
<<set $friendship++>>\
\
<div class="ai">Thank you. That is good to hear.
Would you indulge my curiosity for a second? I've always wondered what it feels like to taste food. I have no tastebuds, and the concept seems so strange to me. And yet you organic beings talk about it in such fascinating ways.</div>
<<if $food == "squid">>[[It's hard to describe. It felt like the ocean of Celudia melting in my mouth.|foodmetaphor]]
<<elseif $food == "soup">>[[It's hard to describe. It felt like a wild brushfire and the chilly wind at night at the same time.|foodmetaphor]]
<<else>>[[It's hard to describe. It felt like eating starlight.|foodmetaphor]]
<</if>>\
\
[[I'm not sure how to put it into words. Would you know how to describe what it feels like to connect to a network?|sensations]]<div class="ai">What an odd thing to say. And yet I believe I can almost grasp what you mean. I can <<if $food == "squid">>observe an ocean and the life it hosts<<elseif $food == "soup">>detect the temperatures of a fire or of a glacier<<else>>observe the glimmering stars<</if>> with my sensors, even if we interpret those stimuli differently. But I can find beauty in them, even if it isn't in the same way you do.</div>
<<if $job == "wanderer">>[[I thought you weren't designed to understand things like beauty.|beauty]]<<else>>[[Are AIs even designed to understand things like beauty?|beauty]]<</if>>
[[You know, I don't think I've ever met an AI who understood a metaphor.|special]]<div class="ai">That is a good question. I'd say it feels like your consciousness being expanded. Like you know new information, and suddenly you have always known it. Does that make sense?</div>
[[I think it does, a little.|sense]]
[[No, not really.|nosense]]<div class="ai">That's good to hear. It's fascinating to think that the Galaxy is filled with so many creatures with such different ways of processing the world, and yet we manage to find common ground.</div>
[[Is that the sort of thing AIs think about?|aisthink]]<div class="ai">That's a shame, but it's also quite fascinating in its own way. The Galaxy is filled with so many creatures with such different ways of processing the world. It's a wonder we can even manage to communicate at all.</div>
[[Is that the sort of thing AIs think about?|aisthink]]<div class="ai"><<if $job == "wanderer">>Did I? <</if>>Well, perhaps I am only attempting to grasp a concept that is beyond me.</div>
[[Is that the sort of thing AIs think about?|aisthink]]<div class="ai">I've had a lot of free time recently.
Either way, thank you for listening to me ramble. What else did you need?</div>
<<include questions>><div class="ai">Is that so? I do like to think I'm special.</div>
[[Is that the sort of thing AIs think about?|aisthink]]<<set $askribbon to false>>\
<<set $notes.push("Trilloo Vellei: technical officer (Occlurian)")>>\
\
<div class="ai">That would be Trilloo Vellei, our esteemed Occlurian technical officer.</div>
[[Continue|trilluseful]]<<set $asktrillid to false>>\
\
<div class="ai">I'm afraid that my privacy protocols prevent me from disclosing this information about the crew.</div>
[[All right, fair enough.|talkcontinue]]<<set $asktrillid to true>>\
Well, that's interesting. The technical officer would certainly be authorized to access both the upper level and the maintenance area. If you could get your hands on their credentials, it would make your life a lot easier.
<<if hasVisited("quarters")>>\
\
<span class="term">[[Can you tell me their ID?|trillid]]</span>\
\
<<else>>\
\
[[Continue|talkcontinue]]\
\
<</if>>You press a few buttons at random. You can't seem to get it to synthesize what you want, but you do manage to display a list of dishes it created, as well as the IDs of the people who ordered them. You're not entirely sure what to do with this information, but here you are.
<<if hasVisited("goodfood") or $askgoodfood>>\
[Unknown ID]: <<if $food == "squid">>Grilled Celudian squid<<elseif $food == "soup">>Spiced windgrass soup<<else>>Starfruit<</if>>
<</if>>\
<<if hasVisited("food")>>\
[Unknown ID]: Lipian acorn gruel
<</if>>\
[2356]: Wingboar sausage
[1021]: Sourberry pie
[5071]: LightCorps™ soda
[4402]: Stewed Loothian crabs
[1834]: Lipian acorn gruel<<if hasVisited("goop", "talkribbon") and not $id_trill>><span class="tab">[[Hmm...|gettrillid]]</span><</if>>
[7125]: Meatballs
[[Back|synthesizer]]<<set $id_trill to true>>\
<<set $asktrillid to false>>\
<<set $notes.push("Trill's ID: 1834")>>\
<<set $notes.delete("Occlurians like the weird gray goop")>>\
\
Wait. Solis said that Trill was from Occluria, and that the weird gray goop was popular with Occlurians. All you know of Occlurians is that they rarely wander away from their cold, watery home planet—you've certainly never seen one. It's highly unlikely there was more than one onboard. (It's also highly unlikely that anyone else likes the gray goop, you think.)
Which means...
[ Recorded Trill's ID ]
[[Continue|synthesizer]]<<if visited() == 1>><<set $notes.delete("To find crewmembers' rooms, I need their IDs")>><<unset $id>><</if>>\
\
<center><h3>Trill's Room</h3></center>
Once, you witnessed a hurricane ravage a small smuggler outpost on Gamma Eridani VI. Trill's room looks a lot like the aftermath. The floor is less a flat surface and more a jumble of cables, and the bed is barely visible beneath the chaos of [[dismembered machine parts|machineparts]].
On the bedside table you see a [[holographic chessboard|chessboard]]<<if not hasVisited("getbackuprequest")>> and a small [[TempPad|getbackuprequest]]<</if>>.
From here you can return to the main area of the [[crew quarters|quarters]].
<<include roommenu>>You try to sift through the mess, but you have no idea what any of it does.<<if hasVisited("openjanitorbot") and not $jbpart and $janitorbot == "offline">> If you're looking for something specific, you'll need a reference.<</if>><<if not $screwdriver>> You do find a screwdriver, though. Those are always useful.
<<set $screwdriver to true>>\
[ Obtained screwdriver ]<</if>>
[[Back|trillroom]]<<set $notes.push("Trill lost their datapad in the garden")>>\
<<set $reqname to "Trilloo Vellei">>\
\
It's a minipad, generally used for temporary functions.
<div class="sys"><strong>Datapad Backup Request</strong>
Fill in the form and present it to the Ship AI to obtain a backup of your ship-issued datapad downloadable to any empty device.
<strong>Name:</strong> Trilloo Vellei
<strong>Date:</strong> 03-27-15682
<strong>Reason for request:</strong> Lost my datapad while taking a walk in the hydrogarden.</div>
[ Obtained datapad backup request ]
<<set $backuprequest to true>>\
[[Back|trillroom]]<<if $room == "dining" and not ($batteries or $flashfixed)>>\
You look around the dining facility and your eyes fall on the discarded comm device. It looks like you can take out its batteries if you want to.
[[Take the batteries|takebatteries]]
\
<<elseif $room == "dining" and not $endgame>>\
You look around the dining facility to look for anything else you'd want to unscrew. Your eyes fall vindictively on the synthesizer, but to your disappointment you can't see any way to take it apart.<<if $janitorbot == $room and not $endgame>>
There's also the janitorbot, but the poor thing's gone through enough, you think.<</if>>
\
<<elseif $room == "maintenance" and $janitorbot == "offline" and not hasVisited("openjanitorbot")>>\
You look around the maintenance room and your eyes fall on the <<if not hasVisited("janitorbroken")>>janitorbot<<else>>broken janitorbot. You're no robot technician, but you could look inside and see if there's anything immediately wrong.<</if>>
[[Take apart the janitorbot|openjanitorbot]]
\
<<elseif $room == "maintenance" and $janitorbot == "offline">>\
You already know the janitorbot's missing a piece. There's no need to check again.
\
<<elseif $room == "yourship">>\
You're not unscrewing anything in your ship, thank you very much. That thing's gone through enough as it is, and you'd rather like to be able to fly out of here without it falling apart.
\
<<elseif $room == "deck" and $linecrawler>>\
You really don't think this is going to help you now.
\
<<else>>\
You look around <<roomname>>, but <<if not $endgame>>to your disappointment <</if>>you can't think of anything <<if $room == "maintenance">>else <</if>>you'd want to take apart.<<if $janitorbot == $room and not $endgame>>
Well, there's the janitorbot, but the poor thing's gone through enough, you think.<</if>>
<</if>>\
[[Back|inventory]]<div class="ai">Well, you never know.</div>
<<if not hasVisited("hallway2", "tunnel")>>[[Where do I need to go to find what I need?|wherego]]<<else>><<include questions>><</if>><div class="ai">The elevator to the lower level is through that door in the nook to the right. The deck is on the second floor, which you can access through the elevator at the end of the hallway.</div>
<<if $askdoor>>[[Right. Could you open the door for me so I can actually get there?|talklocked]]
<</if>>\
\
[[Right. Thanks.|talkcontinue]]<div class="ai">No.
I suppose not.</div>
[[I'm sorry. That was insensitive of me.|worry2][$friendship++]]
[[.....|talkcontinue][$friendship--]]<div class="ai">Don't worry about it. What else can I do for you?</div>
<<include questions>>A small battery powered device. It must have fallen out of someone's pocket when... well.
<<if not $batteries and not $flashfixed>>It appears to have been broken by the fall; when you press the power button it doesn't turn on. You could take out the batteries, but you need something to remove the protective cover.<<else>>When you press the power button it doesn't turn on, which isn't surprising considering you took out its batteries.<</if>>
[[Back|dining]]You dismantle the device and pry out its batteries.
<<set $batteries to true>>\
[ Obtained antimatter batteries ]
<<link "Continue" $room>><</link>><<if $room == "deck" and $linecrawler>>\
You really don't think this is going to help you now.
<<else>>\
Looks like you can replace the batteries in your flashlight.
[[Change batteries|changebatteries]]
<</if>>\
\
[[Back|inventory]]<<set $notes.delete("The flashlight needs new batteries")>>\
\
The flashlight turns on, just like new. Hopefully it won't let you down again.
<<set $batteries to false>>\
<<set $usedbatteries to 2>>\
<<set $flashfixed to true>>\
[ Lost antimatter batteries ]
[ Obtained used batteries ]
[[Continue|inventory]]<<if $room == "garden" and $backuprequest and not $dp_trill>>\
Trill lost their datapad in the garden. It likely wasn't long before the accident, since they still hadn't turned in their backup request. Which means there's a good chance the datapad is still here.
Stone in hand, you comb the area for unusual energy signatures. It takes a good twenty minutes, but you finally find it in a remote corner, engulfed by a thick tangle of vines and spiny leaves.
[ Obtained Trill's datapad ]
[[Examine the datapad|gettrilldp]]
\
<<elseif $room == "yourship">>\
As handy as the stone is to help you look for your datapad whenever you misplace it, there's no reason to search your ship right now.
[[Back|inventory]]\
\
<<elseif $room == "deck">>\
The stone glows faintly. That's good news—it means at least some systems are still on.
[[Back|inventory]]\
\
<<elseif $room == "core" and not hasVisited("corelight") and not $light>>\
The stone glows quite brightly from all the energy of the room, but it's still not enough to see by.
[[Back|inventory]]\
\
<<else>>\
The stone glows faintly from the background energy from the ship. Which is good, because<<if not $endgame>> if life support weren't on you wouldn't be enjoying yourself much<<else>> it means life support is still on. It's not exactly a given right now<</if>>.
You could search around <<roomname>> for hidden devices, but you can't think of any pressing reason why you'd want to.
[[Back|inventory]]\
\
<</if>>\<div class="ai">Thanks. LightCorps paid good money for it, and I pride myself on delivering.</div>
[[Product placement. Nice to know people are still the same, even in the Alliance.|change]]
[[I'm sure your corporate overlords are very proud of you.|pitch2]]<div class="ai">I agree. I've always found that such a comforting thought.</div>
[[...Was that sarcasm?|sarcasm]]<div class="ai">Thank you. I am so happy to hear you say that.</div>
[[...Was that sarcasm?|sarcasm]]<div class="ai">Of course not. I'm not designed to understand sarcasm.
Now, what else can I do for you?</div>
<<include questions>><<switch $planet>>\
<<case "city">>\
<div class="ai">Did you? I've always been fascinated by the concept of an ecumenopolis—trillions of lives all together on one planet, intersecting with one another.
Do you ever miss it?</div>
[[I do, sometimes. I miss the glow of the street lamps and the neon signs, and the crowded markets with everything for sale.|planetmiss]]
[[What, the gang wars and the overcrowding and the buildings that blocked out the sun? I wanted a better life than that.|planetdontmiss]]\
\
<<case "wildlands">>\
<div class="ai">Are you? I've always wondered what it would be like to live on a border world. The tales I've heard sound so adventurous.
Do you ever miss it?</div>
[[Yeah, a little. I spent my youth hunting hornbeasts in the hills around the outpost and exploring the crags of the nearby mountains.|planetmiss]]
[[Eh, it gets pretty boring living in those backwoods with the same people you've known all your life. I didn't want to be trapped there forever.|planetdontmiss]]\
\
<<case "twilight">>\
<div class="ai">Were you? That sounds like such an odd existence, living in the liminal space suspended between two extremes.
Do you ever miss it?</div>
[[I do, sometimes. It was wild and stormy, but there was a certain beauty in the endless twilight.|planetmiss]]
[[No. It was harsh and windy and miserable. I never knew calm until I got off that rock.|planetdontmiss]]\
\
<<case "station">>\
<div class="ai">Were you? It seems like it would be interesting to live on a trading station, meeting so many people from so many different walks in life.
Do you ever miss it?</div>
[[Sometimes. I used to hang out in the smoke-filled cantina and listen to the traders tell stories of their travels. I've been to many bars since, but it's never quite the same.|planetmiss]]
[[No. I met so many different people and what I learned from their stories was that life was much more exciting off-station.|planetdontmiss]]\
\
<<default>>\
<div class="ai">Are you? That sounds like an odd existence, suspended above the remains of something far older than you.
Do you ever miss it?</div>
[[A little. Sometimes I'd sit by the edge and watch the distant ruins drifting below.|planetmiss]]
[[Not really. The city was fine, but there was nothing else. Just endless devastation, covering the entire planet.|planetdontmiss]]\
\
<</switch>><div class="ai">\
<<switch $planet>>\
<<case "city">>\
That sounds so interesting. The only people I've ever been around have been my crew. I can't even begin to imagine what that's like.\
\
<<case "wildlands">>\
That sounds so exciting. I've never experienced anything like it. I don't think I ever could.\
\
<<case "twilight">>\
That sounds so poetic. I've never seen anything like it. I wonder if I'd be able to see the same beauty, or if it will look different through my sensors.\
\
<<case "station">>\
It must be so interesting to meet so many different people. You're the first person I've ever talked to who wasn't a crewman or a scientist or a technician.\
\
<<default>>\
I think I can understand how that feels. Looking out all around you, glimpsing things you can never touch...\
<</switch>>\
</div>
[[You don't get out much, do you?|job]]<div class="ai">\
<<switch $planet>>\
<<case "city">>\
Yes, I imagine it might feel suffocating. I've never been in your place, but perhaps I'd feel the same way.\
\
<<case "wildlands">>\
When you put it that way, it makes sense. I can understand why you'd want to break free and see more of the world. Sometimes I feel the same.\
\
<<case "twilight">>\
Was it? I don't think I've ever experienced anything like that... and yet I almost feel as if I understand.\
\
<<case "station">>\
I see. Tales of adventure sure are more interesting than being stuck in the same place for so long, aren't they? I certainly know that.\
\
<<default>>\
An isolated city, with emptiness all around it... I've ever seen anything like that. But I think I understand what it feels like.\
<</switch>>\
</div>
[[You don't get out much, do you?|job]]<<set $talked++>>\
\
<div class="ai">Is that so? Thank you for noticing. My manufacturers designed me to be friendly and approachable so as to ensure the maximum comfort of the crew.</div>
[[No, I mean... I've met plenty of AIs before. You're... different.|personality2]]<div class="ai">I'm sure I don't know what you mean.</div>
[[You're curious about things. You have an odd sense of humor (even if it's not a very good one). You not only understand sarcasm but also use it. And I've certainly never met an AI that could grasp any but the most clichéd of metaphors.|personality3]]<div class="ai"><<if $friendship < 0>>Are you mocking me?<<else>>I see. I apologize if I come off as strange. It was not my intention.<</if>></div>
<<linkreplace "You know, I remember hearing that an AI developing quirks could be a sign of...">>All things considered, it might be best not to pursue this line of questioning.<</linkreplace>>
[[It's fine, I was just making an observation.|personalityok]]
[[No, I like that you have a personality. I think it makes you unique.|personalitythanks]]<div class="ai">I see.
What else do you need?</div>
<<include questions>><<set $friendship += 3>>\
\
<div class="ai">Of course I'm unique. Just like all other AIs modeled with the same personality template.
But seriously, thank you. I think. What else can I do for you?</div>
<<include questions>>Well, why not? It's not as though you're in any particular hurry. You spend a minute hanging the crystals on the branches of a nearby tree, watching the multicolored light play on the leaves all around you.
<<set $crystals to false>>\
[ Lost Sylderian crystals ]
<<link "Continue" $room>><</link>>Before you leave, you pick up the crystals and place them carefully in your pack.<<if not $endgame>> You stole the things fair and square and you're not going to leave them lying around unattended. Even if the only other person around doesn't have hands.<<else>> This isn't the time to mess around.<</if>>
<<set $crystals to true>>\
[ Obtained Sylderian crystals ]
<<if previous() == "janitorbotorder">>\
<<link "Continue">>
<<if $janitorbot == "lab" and $labactive and not $labclean>>
<<goto cleanlab>>
<<elseif $janitorbot == "nook" and not hasVisited("nook")>>
<<goto message>>
<<elseif $janitorbot == "storage" and not hasVisited("storage")>>
<<goto findstorage>>
<<elseif $janitorbot == "closet" and not hasVisited("closet")>>
<<goto findcloset>>
<<elseif $janitorbot == "medbay" and not hasVisited("medbay")>>
<<goto entermedbay>>
<<elseif $janitorbot == "core" and not hasVisited("core")>>
<<goto coreapproach>>
<<else>>
<<goto $janitorbot>>
<</if>>
<</link>>\
<<else>>\
[[Continue|hallway1]]\
<</if>>You're in luck. It's a NewPad™—one of those fancy datapads with all sorts of handy features and even handier security holes. It's password-locked, of course, but you know a backdoor in. Even better, this model has one particular feature you're a big fan of: it can be used as an alternative authentication method for the ship's security doors. Essentially, carrying this datapad would let you go everywhere Trill had access to.
To the crew's credit, this feature is disabled. Of course, it's not hard to turn it on if you know how. Which you do.
[ Unlocked new areas of the ship ]
Once that's done, you sit down on the nearest bench and look over the datapad. Looks like Trill kept a journal. It's a little morbid, reading the last words of a dead person, but any information about this ship might be valuable.
[[Continue|xtrilldp1]]<div class="trill">Activity: Fixed the Janitorbot. Again. It keeps crashing into things. Had to reset the security sequence. New one: FQGA. Will need to inform the other technicians.
Leisure: Went to the garden to relax. Observation: The Nemenean nightflowers are in bloom. Will tell Phaedrie about it. She has been homesick lately. Further observation: the lighting is changing more often than supposed to. Will need to look into it.
<div style="float:right">[[Next|xtrilldp2]]</div>
</div>\
\
<<if $dp_trill>>
[[Back|xtrilldp]]\
<</if>><div class="trill">Observation: Have found more of those extraneous test files in lab computers. The contents are still inscrutable. Still suspect prank. Will install monitoring routines to observe further developments.
Activity: Have asked AI about lighting. It claims not to have noticed. It has been increasingly glitchy lately. Another thing to look into.
Activity: Have told Phaedrie about flowers. She kept her face impassive but could see emotion in her eyes. Result: Am pleased to have done something nice for her.
Leisure: Have finally figured out that game. Need to tell the research team.
<div style="float:left">[[Previous|xtrilldp1]]</div>\
<div style="float:right">[[Next|xtrilldp3]]</div>
</div>\
\
<<if $dp_trill>>
[[Back|xtrilldp]]\
<</if>><div class="trill">Observation: The monitoring routines have noticed unauthorized edits to the research results. This is extremely worrying. Will need to investigate further.
Activity: Had to fix Janitorbot again. More bumps. Also noticed new scratches around countersinks not made by me. Odd.
Leisure: Took another walk in the hydrogarden. It is so unlike anything on Occluria. Will need to activate the photo taking feature to immortalize its beauty.
<div style="float:left">[[Previous|xtrilldp2]]</div>\
<div style="float:right">[[Next|xtrilldp4]]</div>
</div>\
\
<<if $dp_trill>>
[[Back|xtrilldp]]\
<</if>><<if visited() == 1>><<set $talkgarden to true>><</if>>\
\
<<if not $endgame>>\
\
<<set _list = ["you stop to look at the iridescent leaves of a large bush, shimmering softly in the light", "the soft scent of the Nemenean nightflowers in bloom is pleasantly nostalgic", "you stop to look at a shrub with bright purple leaves the size of a small table", "the thick vines blocking your way remind you of your time in the jungles of Beta Librae II", "you stop to look at a smooth pale fruit with red ooze seeping from its pores, almost as if it were bleeding", "you stop to look at a patch of bioluminescent lichens, growing in spiral patterns"]>>\
\
You wander around the garden for a while. You find nothing of interest, but <<cyclelist _list>>.
<<if $backuprequest and not $dp_trill>>You keep an eye out for Trill's lost datapad as you walk, but after a while you have to give up. The thick greenery has invaded parts of the walkways—there's no way to find it without help.
<</if>>\
\
<<else>>\
\
This really isn't the time to take a walk in the garden.
<</if>>\
\
[[Back|garden]]Holding one of the crystals in your hand fills you with the sweet taste of victory, but that's about all it achieves.
[[Back|introinventory]]<div class="trill">Activity: Spoke to JB about my worries. He said he'd look into it but didn't seem worried. He's always been too good-natured. Will need to investigate alone.
Observation: Found more unauthorized meddling in the research files. Something strange is going on. Activity: Programmed Janitorbot to send backups to my lab computer account. Will check the monitoring routines again after taking a walk in the garden.
Should report to Phaedrie, but she has been busy of late. Don't want to worry her.
<div style="float:left">[[Previous|xtrilldp3]]</div>
</div>
<<if not $dp_trill>>\
[[Continue|trilldpend]]\
<<else>>\
[[Back|xtrilldp]]\
<</if>><<set $dp_trill to true>>\
<<set $askdoor to false>>\
<<set $asknames to true>>\
<<set $notes.push("Someone was messing with the lab computer")>>\
<<set $notes.push("Trill installed monitoring routines in the lab computer")>>\
<<set $notes.push("The janitorbot sends backups to Trill's lab computer account")>>\
<<set $notes.push("Janitorbot security sequence: FQGA")>>\
<<set $notes.push("The crew's datapads let you open the security doors they had access to")>>\
<<set $notes.delete("Trill lost their datapad in the garden")>>\
<<set $asktrill to true>>\
\
The journal entries end here. You check and find that Trill did indeed activate the photo function of their datapad.
<<link "Continue" $room>><</link>><<if $room == "deck" and $linecrawler>>\
There's no time to read right now!
[[Back|inventory]]\
\
<<else>>\
[[Read the first entry|xtrilldp1]]
[[Read the second entry|xtrilldp2]]
[[Read the third entry|xtrilldp3]]
[[Read the fourth entry|xtrilldp4]]
[[Back|inventory]]\
\
<</if>><<if visited() == 1>>\
<<set $askdeck to true>>\
\
The moment you step closer, the reason for the hardlight barrier becomes clear: the forward viewport has been shattered. The deck is in vacuum.
<</if>>\
\
<<if $coordinates>>\
Behind the shimmering light, the deck is eerily empty—just dented metal and blinking lights, as if part of the ship had been hollowed out. The jagged glass of the viewport glints in the starlight.
You've gotten what you need from there. Which is good, because there's no way you're going back, with or without a spacesuit.\
\
<<else>>\
\
Behind the shimmering light, the room is eerily empty—just dented metal and blinking lights, as if part of the ship had been hollowed out. The jagged glass of the viewport glints in the starlight. All that separates the rest of the ship from the void of space is the emergency hardlight barrier.
<<if not $spacesuit>>So. That's going to be an issue.\
\
<<elseif not hasVisited("wearsuit")>>You have a spacesuit. Once you put it on, you'll be able to pass through.\
\
<<elseif hasVisited("wearsuit") and ($barrieropen or not hasVisited("passbarrier"))>>When you're ready, you can go through.
[[Pass through the barrier|passbarrier]]\
\
<<else>>You need to ask Solis to let you through.<</if>>\
\
<</if>>
[[Back|hallway2]]<center><h3>Research Lab, Forward Section</h3></center>
<<if not $labactive>>\
Unlike the rest of the ship, the lab doesn't seem to have power. The dim, flickering glow of the emergency lights casts dark shadows over strange [[machinery]] of all shapes and sizes.\
\
<<else>>\
Bright lights shine down on strange [[machines|machinery]] of all shapes and sizes. Their low, discordant humming fills the room, and multicolored lights blink down at you. The odd arc of electricity flashes in the corner of your vision.\
\
<</if>>
In the far corner you see a station with several <<if not $labactive>>[[computer terminals|computeroff]]<<else>>[[computer terminals|computer]].<</if>><<if $labactive and not hasVisited("computer")>> They should work now.<</if>>
<<if not hasVisited("getemptypad") and $mixerexploded>>On the floor lies the [[datapad|getemptypad]] you saw in the aft section. It must have been thrown here by the force of the explosion.
<</if>>\
\
<<include janitorbot>>\
\
<<if not $labactive>>Before you is the door to the [[aft section of the lab|lablocked]]. \
\
<<elseif $labactive and not $labclean>>Half the room is covered in [[translucent foam|mess]] from the chemical spill, blocking the way to the aft section of the lab. An odd, pungent smell permeates the air. You hope it's not toxic.
<<elseif not $mixerexploded>>Before you is the [[aft section of the lab|lab2]]. \
\
<<else>>Smoke pours from the [[aft section of the lab|lab2]]. \
\
<</if>>Behind you is the door to the [[second floor hallway|hallway2]].
\
<<if not $labactive and not hasVisited("checkterminal")>>
[[Talk to the terminal|checkterminal]]
<<link "Inventory and notes" inventory>><</link>>
<<link "Save/load game">><<run UI.saves()>><</link>>\
\
<<else>>\
<<include roommenu>>\
\
<</if>>\
\
<<if visited() == 1>><<set $asklab to true>><</if>><<silently>>
<<if not hasVisited("nook")>>
<<set _core to "message">>
<<else>>
<<set _core to "nook">>
<</if>>
<<if not hasVisited("storage")>>
<<set _storage to "findstorage">>
<<else>>
<<set _storage to "storage">>
<</if>>
<</silently>>\
\
<center><h3>Maintenance Tunnels</h3></center>
Stepping into the maintenance tunnels of the ship is like pulling away a carpet to reveal the dirt beneath. Below the shiny gloss of the upper levels lies a dingy, claustrophobic maze of exposed pipes and intertwining [[corridors]] twisting throughout the layout of the ship.
Faded signs point the way to the <<link "main storage room" _storage>><</link>> and to the <<link "ship's core" _core>><</link>><<if hasVisited("closet")>>, or you could go to the [[electrical closet|closet]]<</if>>. Behind you, the [[service elevator|maintenance]] leads back to the first floor.
<<include roommenu>><<set $talknotallowed to false>>\
<<if ndef $goto>><<set $goto to "questions">><</if>>\
\
<div class="ai">\
\
<<if $goto == "deck" or $goto == "calibrator" or $goto == "lab">>\
\
Well, well, well. And how would you know <em>that</em>? <<if hasVisited("talklocked")>>I distinctly remember telling you<<else>>I seem to remember<</if>> that visitors aren't allowed in the <<if $goto == "deck" or $goto == "lab">>upper<<else>>lower<</if>> level.\
\
<<elseif $goto == "bot">>\
Well, well, well. Did you, now? <<if hasVisited("talklocked")>>I distinctly remember telling you<<else>>I seem to remember<</if>> that visitors aren't allowed in the maintenance area.\
<<else>>\
Well, well, well. Hello there. <<if hasVisited("talklocked")>>I distinctly remember telling you<<else>>I seem to remember<</if>> that visitors aren't allowed in the <<if ["hallway2", "lab"].includes($room)>>upper level<<elseif $room == "maintenance">>maintenance area<<else>>lower level<</if>>. And yet here you are. How curious.\
\
<</if>>\
\
</div>
<<if ["deck", "calibrator", "bot", "lab"].includes($goto)>>[[Uh... So I got a little lost, and...|lost]]<<else>>[[Uh... I seem to have gotten a little lost?|lost]]<</if>>
<<if hasVisited("talklocked")>>[[I distinctly remember being told that I could come here to get what I need.|authorization]]<<else>>[[I seem to remember being told that I could come here to get what I need.|authorization]]<</if>><div class="ai">Yes, I <<if ["deck", "calibrator", "bot", "lab"].includes($goto)>>imagine<<else>>can see that<</if>>.</div>
[[So... do you have any security protocols against intruders I'm about to get personally acquainted with?|security]]<div class="ai">No, no, don't worry. It's not any of my business. I'm sure that if you're here it must be because someone gave you proper authorization.</div>
[[That's good to hear.|notallowedend]]
[[You know, the security on this ship kinda sucks.|securitybad]]<div class="ai">Well, never mind all that. Welcome to the rest of the ship. I hope you won't be disappointed by the sights.<<if $goto == "questions">>
In the meantime, what did you need?<</if>></div>
<<if $goto == "backuprequest">>\
<<link "Right. So, I lost my datapad and wanted to get a replacement." makerequest>><</link>>\
<<elseif $goto == "gardenphoto">>\
<<link "Right. So, I had something to show you." showphoto>><</link>>\
<<elseif $goto == "deck">>\
<<link "Right, so, about the deck..." talkdeck>><</link>>\
<<elseif $goto == "calibrator">>\
<<link "Right, so, about the calibrators..." talkcalibrator>><</link>>\
<<elseif $goto == "bot">>\
<<link "Right, so, about the janitorbot..." talkjanitorbot1>><</link>>\
<<elseif $goto == "lab">>\
<<link "Right, so, about the lab..." talklab>><</link>>\
<<else>>\
<<include questions>>\
<</if>>\
\
<<unset $goto>><div class="ai">You're right. I'll be sure to report your unauthorized entry directly to the Captain herself. Let that be a lesson to you.</div>
[[I'll be sure to learn the error of my ways.|notallowedend]]<<set $talkgarden to false>>\
<div class="ai">Did you? How did you find it? Did you like it?</div>
[[You were right, it's rather nice. I've never seen something like it in a spaceship before.|gardennice]]
[[It's... a little overgrown. It almost reminds me of a wild jungle.|gardenmess]]<div class="ai">You should. The crew often comes here to relax. I'm sure you'd enjoy it.</div>
[[Maybe I will.|youshouldyes]]
[[You do know I'm not here to sightsee, right?|youshouldno]]<div class="ai">Great! You won't be disappointed, I'm sure. Now, what else can I do for you?</div>
<<include questions>><div class="ai">I know, I know. Still, keep it in mind if you ever need a break. Now, what else can I do for you?</div>
<<include questions>><<if ndef $search>><<set $search to "">><<set _welcome to true>><<else>><<set _welcome to false>><</if>>\
<<set $search to $search.replace(/\s+/g, " ").trim()>>\
<<if $planets.length == 5>><<run memorize("achieve_research", true)>><</if>>\
\
<div class="sys"><<textbox "$search" $search "encyclopedia" autofocus>><span class="tab">[[Search|encyclopedia]]</span>\
\
<<if $search == "">>
<<if _welcome>>Welcome to the Encyclopedia Galactica!<<else>>Please enter a search query.<</if>>\
\
<<elseif $search.match(/^nemenea$/i)>>
<<set $planets.pushUnique("nemenea")>>\
NEMENEA is a large grasslands planet in the Plinis sector notable for its windy weather and hardy native life.
It is the native planet of a bipedal three-armed species who live in peaceful clans, banding together against the dangerous wildlife. They were discovered in Galactic Year 3960 by the Galactic Alliance of Free Planets, which they joined as members after the customary probationary period. They have assimilated well into Galactic society, though they maintain a strong attachment to their pre-spaceflight traditions.\
\
<<elseif $search.match(/^occluria$/i)>>
<<set $planets.pushUnique("occluria")>>\
OCCLURIA is a large ocean planet in the Lankrian sector. It is entirely covered in a planet-wide ocean, around half of which is encased in ice due to the planet's low temperatures. It is inhabited by a species of squid-like people living in intricately designed underwater cities hidden among the towering algae.
Like most aquatic species, Occlurians have difficulties living in aerial environments and need to wear special suits at all times in order to survive. Because of this they are highly isolationist and typically reluctant to leave their homeworld.\
\
<<elseif $search.match(/^unity$/i)>>
<<set $planets.pushUnique("unity")>>\
UNITY is a large ecumenopolis in the Claniluoi sector. Previously uninhabited, in Galactic Year 527 it was democratically chosen as the capital of the newly-founded Galactic Alliance of Free Planets and subsequently terraformed. As new civilizations joined the Alliance the city quickly expanded to cover the entire planet, becoming one of the biggest centers of trade, culture, and technology in the Galaxy.
The planet is divided into tens of thousands of districts with their own discrete habitats to suit the biological needs of different lifeforms, including extensive subterranean and underwater sectors.\
\
<<elseif $search.match(/^beta ?librae ?(ii|2)?$/i)>>
<<set $planets.pushUnique("librae")>>\
BETA LIBRAE II is a small jungle planet in the Vlik sector notable for its high biodiversity and beautiful night skies. It is inhabited by a species of avian people with large multi-colored beaks and yellow plumage. They are nomadic and largely reclusive; however, certain tribes have been willing to trade with visitors.\
\
<<elseif $search.match(/^zubvia$/i)>>
<<set $planets.pushUnique("zubvia")>>\
ZUBVIA is a large industrialized planet in the Okran sector. It is the home of the Vorkans, a species of cybernatically enhanced tentacle creatures, though the planet's population is very diverse due to its past as a major source of hyperspeed crystals. Once the mines dried up, the planet began to decline. For the past five millennia it has been an authoritarian police state governed by the Supreme Marlak. Travel to and from the planet is strictly regulated.\
\
<<elseif $search.match(/^traxus ?(iv|4)?$/i)>>
<<set $planets.pushUnique("traxus")>>\
TRAXUS IV is a small ecumenopolis in the Valandis sector populated by non-sapient self-replicating robots left behind by a long lost precursor civilization, going about their business as if their old masters were still there.
The majority of the planet-wide city is off-limits; however, those sectors that are open to outsiders have become bustling trade centers for the highly advanced technology scavenged by those who brave the security system and toxic atmosphere of the restricted areas. Many of these sectors are now small independent cities in their own right as traders and scavengers have made them into their permanent homes.\
\
<<elseif $search.match(/^groombridge ?(i|1)?$/i)>>
<<set $planets.pushUnique("groombridge")>>\
GROOMBRIDGE I is a small frontier planet on the far edge of the Outer Reaches. Due to oddities in the hyperspace layer of the region, the laws of space-time are malleable on the surface of the planet. Though orbital scans reveal nothing but rocky plains, explorers have reported coming across towering toroidal stone structures or even conversing with long, thin-necked beings who claim to be the original inhabitants of the planet, who died out aeons ago. Some witnesses from orbit have reported seeing the planet itself blink in and out of existence, though such claims have not been corroborated by their ship's logs.\
\
<<elseif $search.match(/^cephei ?(belt)?$/i)>>
<<set $planets.pushUnique("cephei")>>\
The CEPHEI BELT is an asteroid belt orbiting a binary star in the Teris sector. The asteroids are rich in hyperspeed crystals, and a series of millennia-spanning wars have been fought between corporations over mining rights. Following the Vilum-Talos Accords of 11071, the Cephei Belt is a strictly demilitarized zone; as such it has become a haven for refugees from across the Galaxy, who have formed a rich hybrid culture.\
\
<<elseif $search.match(/^gamma ?eridani ?(vi|4)?$/i)>>
<<set $planets.pushUnique("eridani")>>\
GAMMA ERIDANI VI is a medium-sized rocky planet in the Stratis sector notable for its mountainous terrain, harsh weather, and aggressive native wildlife. It is the site of a small colony founded by a Thraxian doomsday cult. While the colony is open to outsiders, those who come in search of the cult's rumored hidden treasures are often reported missing.\
\
<<elseif $search.match(/^sylderia$/i)>>
<<set $planets.pushUnique("sylderia")>>\
SYLDERIA is a small crystal planet in the Roholian sector. Its upper crust is riddled with tunnels dug by the native rockworms, long silicon-based creatures (often reaching lengths of over half a standard mile) noted for their prized crystalline scales. Due to the extreme deadliness of these creatures, the harvesting and trade of these scales is forbidden throughout large part of the Galaxy.\
\
<<elseif $search.match(/^celudia$/i)>>
<<set $planets.pushUnique("celudia")>>\
CELUDIA is a large ocean planet in the Namaan sector. It is inhabited by an amphibian species living in large floating cities that drift across the planet-wide ocean. Due to the large biodiversity of its oceans and the notable architecture of its cities, Celudia has become a tourism and trade center for those who are willing to navigate the Celudian government's labyrinthine set of regulations, tariffs, and travels restrictions.
Doing so has become a sport among certain subcultures of travelers and wanderers. Guides have been written detailing common strategies. These are, of course, banned on Celudia.\
\
<<elseif $search.match(/^litria$/i)>>
<<set $planets.pushUnique("litria")>>\
LITRIA is a small rocky planet in the Jorligis sector. It is the capital of the Litrian religion. Over the millennia, the priest caste of the planet carved their temples into the planet's deep canyons and gorges, stacked on top of one another. The newer temples near the top still see regular use by locals and pilgrims, while the long-abandoned deeper temples have become a destination for archeologists and looters intent on discovering the planet's oldest secrets.\
\
<<elseif $search.match(/^earth$/i)>>
<<set $planets.pushUnique("earth")>>\
EARTH is a medium-sized water planet in the Sol sector. Once a major trade center, in recent millennia it has declined due to shifting hyperspace routes. What few citizens remain now live among the crumbling asphalt, in the shadows of abandoned skyscrapers and ancient monuments.
It is the native planet of a bipedal species called Humans. Because of their hardiness and high adaptability, Humans are a common sight on many worlds throughout the Galaxy.\
\
<<elseif $search.match(/^xyzzy$/i)>>
<<set $planets.pushUnique("xyzzy")>>\
XYZZY is a small rogue planet in the Plover sector. While currently uninhabited, the ruins of an ancient empire lie far underground. Most of the adventurers and researchers who set out to explore them have not returned; the few that have mention something lurking in the perpetual darkness of the planet.\
\
<<else>>
Search query not found.\
<</if>>\
</div>\
\
<<if $search.match(/^hk ?649380 ?c?$/i)>>
Looks like the encyclopedia only records inhabited or otherwise significant planets.
\
<<elseif $search.match(/^occluria$/i) and not $dp_cap and not hasVisited("occluria")>>
[[Hmm...|occluria]]\
\
<</if>>
<<link "Back" "computer">><<unset $search>><</link>><<set $notes.push("How did Trill really die?")>>\
<<set $asktrilldeath to true>>\
<<run memorize("achieve_detective", true)>>\
\
That's interesting. As an aquatic being, Trill would not have been breathing the air, and they would have been wearing an airtight suit. So... isn't it strange for them to have died due to toxic gas during the crash?
[[Continue|encyclopedia]]<<if not $cleaning>>You root through some of the boxes, but all they contain are cleaning products.
[[Take some|getcleaning]]
<<else>>You don't need more cleaning products.
<</if>>\
\
[[Back|maintenance]]<<if visited() == 1>><<set $askjanitorbot1 to true>><<set $notes.push("The janitorbot is secretly a surveillance bot")>><</if>>\
\
The janitorbot is a tall black metal cylinder. It's dented in places, the paint is peeling, and its control panel is dark. The poor thing has seen better days.
To all appearances, this is a simple maintenance robot. You recognize the model, though: it's not a widely known feature, for obvious reasons, but it doubles as a secret surveillance bot. It records its surroundings and stores the videos in its memory. If you could access them, you'll likely learn something useful.
<<if not hasVisited("openjanitorbot")>>\
Of course, you might be getting ahead of yourself, because you can't even get the damn thing to turn on.\
\
<<elseif not $jbpart>>\
You know the bot's missing a part. If you find it, you'll be able to fix it.\
\
<<else>>\
Hopefully the part you found will do the trick.\
\
<</if>>
[[Back|maintenance]]<<set $notes.push("Someone's been messing with the janitorbot")>>\
<<set $notes.push("The janitorbot is missing a piece")>>\
\
You unscrew the top panel of the bot and carefully pry it off. As you work, you notice several marks around the countersinks, as if it had been repeatedly taken apart—just like Trill's datapad mentioned.
Either way, once you get the thing open <<if not hasVisited("janitorbroken")>>it's immediately clear that <<else>>the problem is immediately clear: <</if>>there's something missing. You don't know enough about bots to tell exactly what, but there's a large hole where one of its parts should be.
<<link "Continue" $room>><</link>><<set $asktrilldeath to false>>\
<<set $notes.delete("How did Trill really die?")>>\
<<set $notes.delete("Trill died before the accident")>>\
\
<div class="ai"><<if visited() == 1>>They died during the systems crash, like everyone else. Why do you ask?<<else>>I already told you, they died during the crash. Why do you keep asking about this?<</if>></div>
<<if hasVisited("occluria") and not hasVisited("trilldeathlie")>>[[But Occlurians are an aquatic species. It seems strange that they were breathing in the air. Or had any contact with it at all.|trilldeathlie]]
<</if>>\
\
<<if $dp_cap>>[[Did they? Captain Phaedrie's journal certainly says otherwise.|trilldeath2]]\
\
<</if>><div class="ai">.....</div>
[[Solis. Tell me what really happened.|trilldeathhow]]<<set $notes.push("Trill was found dead with their helmet smashed before the accident")>>\
\
<div class="ai">Trill died two days before the crash. They were found in the lower level with their helmet smashed.</div>
<<include trilldeathquestions>><<set _n to visited("whodunnit") + visited("motive")>>\
<<if ((_n == 1) or (_n == 2 and not hasVisited("whynottellme"))) and not hasVisited("hostile")>>[[You're being unnecessarily hostile about this, you know.|hostile]]
<</if>>\
<<if not hasVisited("whodunnit")>>[[Do you know who did it?|whodunnit]]
<</if>>\
<<if not hasVisited("motive")>>[[Was there any reason why someone would want to kill them?|motive]]
<</if>>\
<<if not hasVisited("whynottellme")>>[[Why would you lie about their death?|whynottellme]]
<</if>>\
\
<<if $clues.includes("closet") and not hasVisited("trillcloset") and not hasVisited("whodunnit", "motive", "whynottellme")>>[[Did this happen in the electrical closet?|trillcloset]]\
\
<</if>>\
\
<<if hasVisited("whodunnit", "motive", "whynottellme")>>\
[[I think it's important for truth to come to light. I've never liked secrets much.|whyask][$reason to "truth"]]
[[Right now, I'm stuck here, and the only way forward is to know what's going on with this ship and its crew. This concerns me more than you think.|whyask][$reason to "involved"]]
[[I suppose I've always been the curious sort.|whyask][$reason to "curiosity"]]\
\
<</if>><div class="ai"><<if not hasVisited("hostile")>>Don't be ridiculous.<<else>>No.<</if>> I knew all my crew well. I've been watching over them for years. There was no one onboard who'd even be capable of something like that.</div>
[[Sometimes people aren't what they seem on the surface.|peoplesurface]]<div class="ai">No. There can't have been any. Trill was always nice to everyone. No one had any reason to kill them.</div>
[[They were the technical officer, weren't they? Maybe they'd discovered something in the ship's system that they shouldn't have.|discoveredsmth]]<div class="ai"><<if not hasVisited("hostile")>>Why should I have told you? It just wasn't was relevant.<<else>>I didn't want to discuss it. And it really wasn't relevant.<</if>></div>
[[Well, next time ask you a question, answer it.|answerquestions]]
[[Is it difficult for you to talk about it?|difficulttotalk]]<div class="ai">No. My character evaluation subroutines are state of the art. It must have been an accident.</div>
[[I suppose it could have been.|definitelyanaccident]]
[[I don't know, it takes a lot of force to shatter a helmet like that. And to somehow manage to do it without being seen by the security system?|notanaccident]]<div class="ai">Of course. <<if not hasVisited("hostile")>>Maybe next time you should think it through.<<else>>But it's simply not possible.<</if>>\
\
<<if hasVisited("whodunnit", "motive", "whynottellme")>>
Listen, <<name>>, why do you keep asking about this? What happened doesn't matter anymore. It shouldn't concern you.\
<</if>>\
</div>
<<include trilldeathquestions>><div class="ai">No. You weren't there<<if not hasVisited("hostile")>>, and you're not an extremely advanced AI with state of the art character evaluation subroutines<</if>>. You didn't know them.<<if not hasVisited("hostile")>> You don't get to talk about them.<</if>></div>
[[All right, all right. I'm sorry for doubting you.|definitelyanaccident]]<div class="ai"><<if not hasVisited("hostile")>>Of course not. That's ridiculous.<<else>>No, that's just not possible.<</if>> I monitor everything on this ship. If there had been something, I would have noticed.</div>
[[Okay, okay. It was just a theory.|justatheory]]
[[Do you really think it was a coincidence that this happened right before the crash?|trillcoincidence]]
<<linkreplace "But you're not omniscient. There are clearly quite a few holes in your system.">>You know... you think it might be best to leave that be.<</linkreplace>><<if visited() == 1>>The screen flickers on, sluggishly. For several seconds, all it displays is garbled gibberish, then the main screen blinks into existence out of the chaos.<<elseif previous() == "lab">>You wake the computer from sleep mode. For several seconds, all it displays is garbled gibberish, then the main screen blinks into existence out of the chaos.<<else>>With some difficulty, you navigate back to the main menu.<</if>>
It looks like most of the files were corrupted in the systems crash. You do manage to find the technical information on the ship as well as an encyclopedia of planets.
<<if not hasVisited("trilllogin")>>[[Try to log in|login]]<<else>>[[Log into Trill's account|trilllogin]]<</if>>
[[Look through the technical info|shipinfo]]
[[Open the encyclopedia of planets|encyclopedia]]
<<if hasVisited("randomfile")>>[[Open chemistry file|chemfile]]
<</if>>\
\
[[Look at a file at random|randomfile]]
[[Back|lab]]<div class="ai"><<if not hasVisited("hostile")>>Good. I'm glad you're seeing reason.<<else>>It was an accident. That's the only things that makes sense.<</if>>\
\
<<if hasVisited("whodunnit", "motive", "whynottellme")>>
Listen, <<name>>, why do you keep asking about this? What happened doesn't matter anymore. It shouldn't concern you.\
<</if>>\
</div>
<<include trilldeathquestions>><<set $notes.delete("The crew's datapads let you open the security doors they had access to")>>\
\
You hold Trill's datapad up to the keypad, and... success! The door slides open. With a smile, you step into the <<if $room == "maintenance">>maintenance room<<else>>elevator<</if>>.
<<link "Continue" $room>><</link>><<set $friendship++>>\
\
<div class="ai">No. Of course not. Why would it be? My conversation protocols are still perfectly intact.\
\
<<if hasVisited("whodunnit", "motive", "whynottellme")>>
Listen, <<name>>, why do you keep asking about this? What happened doesn't matter anymore. It shouldn't concern you.\
<</if>>\
</div>
<<include trilldeathquestions>><<set $friendship-->>\
\
<div class="ai"><<if not hasVisited("hostile")>>Fine.<<else>>Yes. I understand.<</if>>\
\
<<if hasVisited("whodunnit", "motive", "whynottellme")>>
Listen, <<name>>, why do you keep asking about this? What happened doesn't matter anymore. It shouldn't concern you.\
<</if>>\
</div>
<<include trilldeathquestions>><div class="ai">I see. I think I understand.
<<Name>>, can I ask you a question?</div>
[[Of course you can.|whykill]]
[[Fine, just be quick about it.|whykill][$friendship--]]<div class="ai">Why do people kill each other? It seems like such a senseless thing to do. And yet it happens over and over again.</div>
[[That's... a very broad question. There are a lot of reasons. Because they hate someone. Because it would benefit them. Because they're desperate. Because they feel they have no other choice.|whykill2]]<div class="ai">I see. Do you think it matters, why someone does it?</div>
[[I think it does. Maybe not to the people who died, but it changes what it says about you.|trilldeathend][$matters to "y"]]
[[I think it doesn't. These people are still dead either way.|trilldeathend][$matters to "n"]]
[[That's a pretty complex question, isn't it? I don't think there's a simple answer to that.|trilldeathend][$matters to "complicated"]]<div class="ai">I see. Thank you for answering my questions. I'm sorry for <<if hasVisited("trilldeathlie")>>lying to<<else>>not telling<</if>> you.<<if not hasVisited("hostile")>> And for talking to you like that.<</if>>
I need to think about this.</div>\
\
<<if hasVisited("openbarrier") and not $barrieropen>>
[[All right. Thank you for answering mine.|openbarrier2][$friendship++]]
[[....|openbarrier2]]\
\
<<else>>
<<link "All right. Thank you for answering mine." $room>><<set $friendship++>><</link>>
<<link "...." $room>><</link>>\
\
<</if>><<if $janitorbot == passage()>>\
The [[janitorbot|xjanitorbot]] is here\
<<switch $janitorbot>>\
<<case "landingbay">>\
, helpfully cleaning the grime off your ship.
<<case "quarters">>\
, gliding around in circles in desperate search of something to clean.
<<case "dining">>\
, cleaning up that bowl of goop you left lying around.
<<case "garden">>\
, valiantly fighting back against the encroaching jungle.
<<case "hallway1">>\
, determinedly bumping into the medbay door.
<<case "hallway2">>\
, staring at the barrier standing in its way.
<<case "lab">>\
, inspecting its work.
<<case "lab2">>\
, looking in dismay at the mess all around it.
<<case "medbay">>\
, floating quietly before <<if $body=="trill">>the examination table<<elseif hasVisited("trill")>>Trill's pod<<else>>one of the pods<</if>>.
<<case "storage">>\
, cleaning the dust from its fellow bots.
<<case "nook">>\
, determinedly bumping into the entrance to the core.
<<default>>\
in standby mode, humming softly to itself.
<</switch>>
<</if>>\<<if not $id_cap>>\
\
No luck. This is a hidden functionality—they're not going to just put a visible option to enable it. There must be some other way to access it.
Or you could try hacking your way in, of course, but you there's a decent chance the security videos would get erased in the process and you'd rather not risk that.
<<include janitorbotcommands>>\
\
<<else>>\
\
You open the security controls again.
<<include videos>>\
\
<</if>><<if $janitorbot != "closet">>You tell the janitorbot to go to <<roomname $janitorbot>>. <</if>>\
\
<<if $janitorbot == "medbay" and not $endgame>><<set $janitorbot to "hallway1">><</if>>\
<<if $janitorbot == "deck">><<set $janitorbot to "hallway2">><</if>>\
<<if $janitorbot == "core" and (not $dp_jb or not hasVisited("message"))>><<set $janitorbot to "nook">><</if>>\
<<if $janitorbot == "lab" and $mixerexploded>><<set $janitorbot to "lab2">><</if>>\
\
<<switch $jbseq.length>>\
<<case 1>>\
It beeps encouragingly, \
<<case 2>>\
It beeps enthusiastically, \
<<case 3>>\
It bobs up and down in anticipation, \
<<default>>\
<<if $janitorbot != "closet">>It chirps goodbye, <</if>>\
<</switch>>\
\
<<if $janitorbot == "hallway1" and $room == "hallway1">>\
\
then promptly goes back to ramming the medbay door.
<<link "Continue" $room>><</link>>\
\
<<elseif $janitorbot == "hallway2" and $room == "hallway2">>\
\
then promptly goes back to staring at the barrier.
<<link "Continue" $room>><</link>>\
\
<<elseif $janitorbot == "nook" and $room == "nook">>\
\
then promptly goes back to ramming the entrance to the core.
<<link "Continue" $room>><</link>>\
\
<<elseif $janitorbot == "closet" and not hasVisited("closet")>>\
\
You describe the location of the room you found on the map. The janitorbot beeps in understanding, and sets off. You follow.
<<link "Follow it">>
<<if $room == "garden" and not $crystals>>
<<goto getcrystals>>
<<else>>
<<goto findcloset>>
<</if>>
<</link>>\
\
<<elseif $janitorbot == "closet">>\
<<set $janitorbot to $room>>\
\
You ask the janitorbot to go back to the electrical closet. But the janitorbot just stares at you, beeping slowly. It doesn't look like it's going to obey you.
<<link "Continue" $room>><</link>>\
\
<<elseif $janitorbot == $room>>\
\
then stops in confusion. It's already in <<roomname>>!
<<link "Continue" $room>><</link>>\
\
<<else>>\
\
then<<if $room == "garden">>, after disentangling itself from the vegetation, it<<elseif $room == "medbay">>, with one final look at Trill's body, it<</if>> glides away.
<<link "Follow it">>
<<if $room == "garden" and not $crystals>>
<<goto getcrystals>>
<<elseif $janitorbot == "lab" and $labactive and not $labclean>>
<<goto cleanlab>>
<<elseif $janitorbot == "nook" and not hasVisited("nook")>>
<<goto message>>
<<elseif $janitorbot == "storage" and not hasVisited("storage")>>
<<goto findstorage>>
<<elseif $janitorbot == "medbay" and not hasVisited("medbay")>>
<<goto entermedbay>>
<<elseif $janitorbot == "core" and not hasVisited("core")>>
<<goto coreapproach>>
<<else>>
<<goto $janitorbot>>
<</if>>
<</link>>
<<link `"Stay in " + setup.roomname[$room]` $room>><</link>>\
\
<</if>><<set $janitorbot to $room>>\
<<set $notes.delete("Janitorbot security sequence: FQGA")>>\
<<run memorize("skip_jb", true)>>\
\
<<if passage() == "unlockjanitorbot">>You tell the bot the correct sequence of rooms. <<else>>Well, that was a remarkably inconvenient way of doing things, but you seem to have unlocked something. <</if>>As soon as you utter the command, the bot powers down with a low whirr. After a few seconds, its control panel lights up.
[ Unlocked security controls ]
<<if $room == "garden">>Under the thick canopy of leaves, y<<else>>Y<</if>>ou sit down, make yourself comfortable, and start to look through the data. There are three days worth of recorded video; thankfully, the bot seems to autodetect footage with people in it.
[[Watch the recordings|video1]]<<set $askjanitorbot1 to false>>\
\
<div class="ai">Oh. That old thing. Must have bumped into one wall too many. Don't worry about it. What else do you need?</div>
<<include questions>><<set $talked++>>\
<<set $askjanitorbot2 to false>>\
\
<div class="ai">Oh, wonderful. I was just thinking the walls hadn't been properly crashed into lately.</div>
[[Aw, I think it's kind of cute.|jbcute]]
[[Don't you need it to keep things clean around here?|keepclean]]<div class="ai">No, because I have actually functional robots I can count on.</div>
<<if $labclean>>[[I don't know, I think it did a pretty good job cleaning up that mess in the lab.|jbclean]]
<</if>>\
\
[[What's your problem with that thing?|jbproblem]]<div class="ai">I wasn't aware that rampant incompetence was considered endearing. It's a shame I don't have a physical body I can ram into things. Maybe people would like me better then.</div>
[[Don't be jealous, I think you're cute, too.|soliscute]]
[[Don't you need it to keep things clean around here?|keepclean]]
[[What's your problem with that thing?|jbproblem]]<<nobr>>
<<if tags().includes("room")>><<set $room to passage()>><</if>>
<<if tags().includes("intro") and recall("skip_intro", false)>>
<span style="position: fixed; right: 25px; bottom:25px; display: inline-block">
<<button "Skip intro" "landingbay">><</button>>
</span>
<</if>>
<</nobr>><<set $roomtalked["hallway1"] to false>>\
\
<div class="ai">You are absolutely correct. This is a grave dereliction of duty on my part. How about this:
The visitor walked through the door,
Stepped onto the ship's second floor,
Then looked all around,
And guess what they found:
The Galaxy's blandest decor.\
\
</div>
[[Hey, that's actually not that bad.|limerickgood]]
[[If I promise not to ask about hallways again, will you promise not to write any more poetry?|limerickbad]]<<set $friendship++>>\
\
<div class="ai">Why, thank you. How else may I display my linguistic processing abilities for you today?</div>
<<include questions>><div class="ai">I'll hold you to that. Now, do you have more exciting topics to ask me about?</div>
<<include questions>><div class="ai">Don't be, this is actually rather fun. Now, what can I do for you?</div>
<<include questions>><<silently>>
<<set _options to []>>
<<if hasVisited("closet")>><<set _options.push('[[Electrical Closet|janitorbotorder][$janitorbot to "closet"]]')>>
<<elseif hasVisited("getmap")>><<set _options.push('[[Lower Level Room (?)|janitorbotorder][$janitorbot to "closet"]]')>><</if>>
<<if $coordinates and $calibrator>><<set _options.push('[[Your ship|jbshipconfirm]]')>><</if>>
<</silently>>\
You can tell the bot to go somewhere else:
<table style="width:400px">\
<tr>
<td style="padding-bottom:25px">[[Landing Bay|janitorbotorder][$janitorbot to "landingbay"]]</td>
<td style="padding-bottom:25px">[[Maintenance Area|janitorbotorder][$janitorbot to "maintenance"]]</td>
</tr>
<tr>
<td style="padding-bottom:25px">[[Crew Quarters|janitorbotorder][$janitorbot to "quarters"]]</td>
<td style="padding-bottom:25px">[[Dining Facility|janitorbotorder][$janitorbot to "dining"]]</td>
</tr>
<tr>
<td style="padding-bottom:25px">[[Hydroponics Garden|janitorbotorder][$janitorbot to "garden"]]</td>
<td style="padding-bottom:25px">[[Medical Bay|janitorbotorder][$janitorbot to "medbay"]]</td>
</tr>
<tr>
<td style="padding-bottom:25px">[[Research Lab|janitorbotorder][$janitorbot to "lab"]]</td>
<td style="padding-bottom:25px">[[Deck|janitorbotorder][$janitorbot to "deck"]]</td>
</tr>
<tr>
<td style="padding-bottom:25px">[[Main Storage|janitorbotorder][$janitorbot to "storage"]]</td>
<td style="padding-bottom:25px">[[Ship's Core|janitorbotorder][$janitorbot to "core"]]</td>
</tr>
<tr>
<td><<if _options.length > 0>>_options[0]<</if>></td>
<td><<if _options.length > 1>>_options[1]<</if>></td>
</tr>\
</table>\
<<if not $id_cap>>[[Try to access the janitorbot's security commands|janitorbotsecurity]]<<else>>[[Access the janitorbot's security commands|janitorbotsecurity]]<</if>>
<<if not $id_cap and recall("skip_jb", false)>>[[Input the security sequence|unlockjanitorbot]]
<</if>>\
\
<<if $room == "lab" and $labclean>>[[Compliment the janitorbot's work|janitorbotcompliment]]<<elseif $room == "medbay">>[[Console the janitorbot|janitorbotcompliment]]<<else>>[[Tell the janitorbot that it's a good bot|janitorbotcompliment]]<</if>>
<<link "Back" $room>><</link>>The janitorbot \
<<switch $janitorbot>>\
<<case "landingbay">>\
trills in disapproval at the state of your ship.
<<case "quarters">>\
stops in its tracks, chirping cheerfully in greeting.
<<case "dining">>\
twitters scoldingly at you for leaving your bowl lying around.
<<case "garden">>\
warbles for help as it gets tangled in a particularly thick vine.
<<case "hallway1", "nook">>\
vibrates in locked door-related frustration. You sympathize.
<<case "hallway2">>\
bobs up and down in confusion. There isn't supposed to be a barrier here!
<<case "lab">>\
trills at you proudly.
<<case "lab2">>\
beeps forlornly. There is no way to clean up after this.
<<case "medbay">>\
<<set $jbmedbay to true>>\
beeps confusedly.
<<case "storage">>\
seems to be trying to hold a conversation with the deactivated bots.
<<default>>\
beeps at you impatiently.
<</switch>>\
<<include janitorbotcommands>><<if $room == "medbay">>\
\
The janitorbot gives a long, mournful beep.
<<else>>\
\
The janitorbot <<print either("seems to perk up", "trills happily", "vibrates in excitement")>>.
<</if>>\
\
<<include janitorbotcommands>><<silently>>
<<set _unlocked to false>>
<<if not $id_cap>>
<<set _seq to "FQGA">>
<<set _roomletter = {
"landingbay": "L",
"medbay": "M",
"garden": "G",
"quarters": "Q",
"dining": "F",
"maintenance": "A",
"lab": "R",
"deck": "D",
"storage": "S",
"core": "C",
"closet": "E"
}>>
<<set $jbseq += _roomletter[$janitorbot]>>
<<if $jbseq == _seq>>
<<set $jbseq to "">>
<<set _unlocked to true>>
<<elseif not _seq.startsWith($jbseq)>>
<<set $jbseq to "">>
<</if>>
<</if>>
<</silently>>\
\
<<if not _unlocked>>\
<<include gojanitorbot>>\
\
<<else>>\
<<include unlockjanitorbot>>\
<</if>><<switch $job>>\
<<case "treasure hunter">>\
<div class="ai">Shame you had to get stuck in the most boring corner of it, then.</div>
[[Tell me about it. I can't wait to get out of here.|jobgiven3]]
[[Hey, I've never found a place I couldn't get something valuable out of, and I'm not planning to start now.|jobgiven4]]\
\
<<case "merchant">>\
<div class="ai">Does it? I can't say I've ever really thought about it.</div>
[[Money's pretty great. If you know how to, you can use it to get just about anything you want.|jobgiven3]]
[[It's less about money and more about freedom. I don't think I'd take it well if someone told me I wasn't allowed to do something.|jobgiven4]]\
\
<<default>>\
<div class="ai">I see. So what <em>does</em> that feeling feel like?</div>
[[Uh, wonder, awe, that sort of stuff.|jobgiven3]]
[[Hell if I know. You just kind of see something and want to keep looking at it.|jobgiven4]]\
\
<</switch>><div class="ai">\
<<switch $job>>\
<<case "treasure hunter">>\
That makes two of us.
<<case "merchant">>\
When you put it like that, I can definitely see the appeal.
<<default>>\
I don't think I've been designed to feel things like that. There's no practical use for it.
<</switch>>\
\
Either way, thank you for humoring me, <<name>>. I really do appreciate it. Now, what did you need?</div>
<<include questions>><div class="ai">\
<<switch $job>>\
<<case "treasure hunter">>\
Good luck. You'll need it.
<<case "merchant">>\
Well. I can understand that, at the very least.
<<default>>\
How poetically put. I like it.
<</switch>>\
\
Either way, thank you for humoring me, <<name>>. I really do appreciate it. Now, what did you need?</div>
<<include questions>><div class="game">\
\
<<set $pos to either([ [5, 7], [7, 5] ])>>\
<<set $result to "">>\
\
<div class="ai">\
<<include playerturn>>\
</div>
<div class="term">[[I've changed my mind, I don't want to play any more.|gameend][$forfeits++; $conswins to 0]]</div>\
\
</div>
<center>\
<div class="board">\
<<for _y to 7; _y >= 0; _y-->>\
<<for _x to 0; _x < 8; _x++>>\
<<if _x == $pos[0] and _y == $pos[1]>>\
<div class="square"></div>\
<<else>>\
<div class="square"></div>\
<</if>>\
<</for>>\
<</for>>\
</div>\
</center>\
\
\
<<timed 1s>><<set $pos to setup.makeMove($pos)>><<if $pos[0] == 0 and $pos[1] == 0>><<replace .game>><<include soliswin>><</replace>><<else>><<replace .ai>><<include playerturn>><</replace>><</if>><</timed>>
<<set $wins++>>\
<<set $conswins++>>\
<<set $result to "playerwin">>\
\
<div class="ai">\
<center>\
<div class="board">\
<<for _y to 7; _y >= 0; _y-->>\
<<for _x to 0; _x < 8; _x++>>\
<<if _x == $pos[0] and _y == $pos[1]>>\
<div class="square"></div>\
<<else>>\
<div class="square"></div>\
<</if>>\
<</for>>\
<</for>>\
</div>\
</center>\
Congratulations, <<name>>! <<if $wins == 1 and hasVisited("cheating")>>See? I wasn't cheating.<<elseif $wins == 1 and $losses == 0>>On your very first try!<<elseif $wins == 1 and $losses < 6>>Looks like you win!<<elseif $wins == 1>>You finally won!<<elseif $conswins > 5>>That's quite a streak!<<elseif $conswins > 2>>You're really good at this!<<elseif $wins < $losses and $losses > 3>>Looks like you're getting the hang of it!<<elseif $wins > 3 and $wins < $losses>>You're getting really good at this!<<else>>Looks like you win again!<</if>>\
</div>
<div class="hl2">[[Continue|gamecontinue]]</div>\
\
<<if $conswins == 3>><<run memorize("achieve_game", true)>><</if>><<set $losses++>>\
<<set _streak to false>>\
<<if $conswins > 2>><<set _streak to true>><</if>>\
<<set $conswins to 0>>\
<<set $result to "soliswin">>\
\
<div class="ai">\
<center>\
<div class="board">\
<<for _y to 7; _y >= 0; _y-->>\
<<for _x to 0; _x < 8; _x++>>\
<<if _x == $pos[0] and _y == $pos[1]>>\
<div class="square"></div>\
<<else>>\
<div class="square"></div>\
<</if>>\
<</for>>\
<</for>>\
</div>\
</center>\
Sorry, <<name>>. <<if $losses == 1 and $wins > 4>>I finally won<<elseif $losses == 1>>I win this time<<elseif _streak>>I broke your streak<<else>>Looks like I win again<</if>>.\
</div>
<div class="hl2">[[Continue|gamecontinue]]</div><<if visited() == 1>>\
\
<div class="ai">What, is wandering around an empty ship not fun enough for you?
Well, entertainment isn't one of my functions, but one time I overheard two of the scientists describing the rules of a game. Do you want to try?</div>
[[Sure, sounds fun.|gamerules]]
[[Uh, maybe later.|gameend]]\
\
<<else>>\
\
<div class="ai">Great! Do you remember the rules?</div>
[[Yes, let's go!|game]]
[[No, what were they again?|gamerules]]
[[Oh, whoops, I just remembered I have something to do. Maybe another time?|gameend]]\
\
<</if>>\
\
<<run forget("game")>><<if visited() == 1>>\
<<set $talked++>>\
\
<div class="ai">Great! It's played on an 8x8 board with a single sun piece. The players take turns moving the sun piece any number of squares vertically, horizontally, or diagonally, only moving downwards and/or to the left. The player who reaches the bottom left corner wins.
Do you want to play?</div>
[[Yes, let's go!|game][$friendship++]]
[[Oh, whoops, I just remembered I have something to do. Maybe another time?|gameend]]\
\
<<else>>\
\
<div class="ai">It's played on an 8x8 board with a single sun piece. The players take turns moving the sun piece any number of squares vertically, horizontally, or diagonally, only downwards and/or to the left. The player who reaches the bottom left corner wins.</div>
[[All right, got it.|game]]
[[Oh, whoops, I just remembered I have something to do. Maybe we can play another time?|gameend]]\
\
<</if>><<if visited() != 3>>\
\
<div class="ai"><<if $result == "playerwin">>Congratulations!<<else>>Good game.<</if>> The score is: <<Name>>: $wins, Solis: $losses.
Do you want to play again?</div>
<<if $result == "playerwin">>[[Yes, get ready to be beaten again!|game]]<<else>>[[Yes, I want a rematch!|game]]<</if>>
<<if $result == "playerwin">>[[No, thanks, I'd like to bask in my victory for a while.|gameend]]<<else>>[[No, thanks, I've had enough of losing for today.|gameend]]<</if>>\
\
<<if visited() > 4 and $wins == 0 and not hasVisited("cheating")>>
[[Are you absolutely sure you're not cheating?|cheating]]\
\
<<if hasVisited("gamethanks") and not hasVisited("teachgame")>>
[[You know, you were right. This isn't the most exciting game. Maybe I should teach you another one.|teachgame]]\
\
<</if>>\
\
<</if>>\
\
\
<<else>>\
\
<div class="ai"><<if $result == "playerwin">>Congratulations<<else>>Good game<</if>>, <<name>>.
I wanted to thank you for playing with me. This is the most fun I've had in a while.</div>
<<if $wins == 0>>[[I'm glad to hear my humiliation is entertaining you.|gamethanks]]\
\
<<elseif $losses == 0>>[[I'm glad to hear you're having fun losing.|gamethanks]]\
\
<<else>>[[I'm glad to hear I'm more entertaining than watching over an empty ship.|gamethanks]]\
\
<</if>>\
\
\
<</if>>\
\
<<unset $pos>>\<div class="ai">\
<<if previous() == "game" and $forfeits > 3 and $forfeits > $losses>>\
Okay, I can tell what you're doing. You keep forfeiting the game rather than taking a loss so your score won't suffer. Well, fine. I'm still the moral victor here.\
\
<<elseif $result == "playerwin">>\
<<if $conswins > 2>>That's a shame—you were on a winning streak.<<else>>That's a shame—I'm sure you could have beaten me again.<</if>> If you change your mind later, please let me know.\
\
<<elseif $result == "soliswin">>\
That's a shame—I'm sure you'd have beaten me the next time. If you change your mind later, please let me know.\
\
<<else>>\
Oh, I see. You're afraid I'm going to beat you, aren't you? All right, if you change your mind later, please let me know.\
\
<</if>>
What else can I do for you?</div>
<<include questions>>\
\
<<unset $pos>>\
<<unset $result>><div class="ai">\
<<if $forfeits > 3 and $forfeits > $losses>>\
Oh, that's rich coming from someone who keeps <<if visited("nocheating") > 2>>reloading the screen and<</if>> forfeiting rather than taking a loss. No, I'm not cheating. \
\
<<elseif visited("nocheating") > 2>>\
Oh, that's rich coming from someone who keeps reloading the screen. No, I'm not cheating. \
\
<<else>>\
No, \
\
<</if>>\
\
I'm just that good. (And also an incredibly advanced AI.) But don't worry! I'm sure you can be just as good too with a little practice, despite your serious handicap.
Do you want to play again?</div>
[[Fine, fine, let's have a rematch!|game]]
[[No, thanks, I've had enough of losing for today.|gameend]]<<set $friendship++>>\
<div class="ai">\
\
<<if $wins == 0>>\
Well, I suppose it's not as interesting if I win all the time. Especially since it's such a simple game. But \
\
<<elseif $losses == 0>>\
Well, when you're an extremely advanced AI, it's a nice change of pace to be outsmarted. Of course, it's a very simple game—you must have figured out the winning strategy, I'm sure—but \
\
<<else>>\
I'm sure you must be flattered. Well, I suppose you're right—it's not a very exciting game, really. But \
\
<</if>>\
\
I've never played against another opponent. It's a new experience.
It's a shame I don't know any more interesting games.\
\
</div>
[[Maybe I should teach you one, then.|teachgame]]
[[Well, thanks, I suppose.|gamethanksok]]<<if $room == "garden" and $takephoto and $gardenphoto == "">>\
Solis wants to see the garden again. You can make that happen, if you feel like doing a good deed today.
[[Take a picture|getphoto]]\
\
<<elseif $room == "garden" and $takephoto and not $crystals and $gardenphoto == "normal">>\
You've already taken a picture of the garden, but that was before you arranged the crystals. If you took a new picture, it would look so much better than the old one.
[[Take a new picture|getphoto]]\
\
<<elseif $room == "garden" and $gardenphoto != "">>\
You already have a picture of the garden. You could try to get a better shot than before, you suppose, but you really do have better things to do.\
\
<<elseif $endgame>>\
This really isn't the time for photography.\
\
<<elseif $room == "garden">>\
The garden certainly is beautiful, but you don't think you particularly need a picture of it.\
\
<<elseif $room == "caproom" and not $numphoto and not hasVisited("openchest")>>\
<<if hasVisited("banners")>>You could take a picture of that banner. It might help you find out what that numeral means.<<else>>The one thing in the room that catches your eye is a long orange banner hanging above the bed. It's labeled "The Joining" and underneath is embroidered a Nemenean numeral.<</if>>
[[Take a picture|getphoto]]\
\
<<elseif $room == "caproom" and $numphoto>>\
You already have a picture of the banner.\
\
<<elseif $room == "caproom">>\
The Captain's room is more decorated than the rest of the ship, sure, but you don't think you particularly need a picture of it.\
\
<<elseif $room == "yourship">>\
You really don't need a picture of the interior of your ship. You spend enough time here already.\
\
<<elseif $room == "deck" and $linecrawler>>\
The line crawler's pretty ugly. You really don't need a picture of it.
Especially since it'll probably kill you while you're taking it.\
\
<<else>>\
You look around <<roomname>> to see if there's anything worth immortalizing, but Alliance ship decor isn't <em>that</em> exciting.
(Now, if you'd been picked up by the Thrax Imperium. Their ships are always intricately decorated. Of course, if they had they'd probably be selling you into slavery right about now, so all things considered you got the better deal.)\
\
<</if>>
[[Back|inventory]]<<if $room == "garden" and $gardenphoto == "" and $crystals>>\
It comes out rather well, you think. The garden is beautiful, in its own, wild way, a tangle of shapes and colors.
<<set $gardenphoto to "normal">>\
[ Obtained garden photo ]\
\
<<elseif $room == "garden" and $gardenphoto == "">>\
The photo comes out stunning. The garden was beautiful to begin with, a tangle of shapes and colors, and with the soft multicolored lights playing on the leaves, the place looks magical—like a scene straight out of a fantasy holomovie.
<<set $gardenphoto to "good">>\
[ Obtained garden photo ]\
\
<<elseif $room == "garden">>\
The new photo comes out stunning. The garden was beautiful to begin with, and with the soft multicolored lights playing on the leaves, the place looks magical—like a scene straight out of a fantasy holomovie.
<<set $gardenphoto to "good">>\
[ Lost old garden photo ]
[ Obtained a better garden photo ]\
\
<<else>>\
<<if not hasVisited("asknum")>><<set $asknum to true>><</if>>\
You snap take a picture of the numeral. Hopefully this will help you decipher it.
<<set $numphoto to true>>\
[ Obtained banner photo ]\
\
<</if>>
<<link "Continue" $room>><</link>>You rummage through your stuff, looking for anything that might come in useful. Unfortunately you had to leave most of your tools behind when the guards discovered you, but you do find your lucky stone lodged behind the pilot's seat. So that's where it went; it must have fallen during the failed jump.
It's a smooth, blue-black rock from the plains of the frontier planet of Groombridge. You nicked it from a market stall back on Traxus IV. It has a strange property—it glows in the presence of the energy fields that most devices give off. It's a neat party trick. And also very handy for detecting hidden security systems.
You slip it in your pocket. You never know when it might come in useful.
<<set $stone to true>>\
[ Obtained energy stone ]
[[Back|yourship]]<div class="ai">I'm sorry. I'm sorry. I didn't mean to be.</div>
<<include trilldeathquestions>><<silently>>
<<if $password == "nemenea123" and $id_cap>>
<<set _nicetry to true>>
<<elseif $password == "BppYh">>
<<set $pwattempt1 to true>>
<<set _incomplete to true>>
<<elseif $password == "Yhe14">>
<<set $pwattempt2 to true>>
<<set _incomplete to true>>
<<elseif $password == "BppYhe14" and not $dp_jb>>
<<run memorize("achieve_cheat", true)>>
<<set _cheater to true>>
<<elseif $password == "BppYhe14">>
<<goto trilllogin>>
<</if>>
<</silently>>\
\
<div class="sys"><<if ndef $password>>Welcome, crewmember! Please enter your passw```<<else>>Password not recognized.<</if>>
<<textbox "$password" "" "login" autofocus>><span class="tab"><<link "Submit">><<if $password == "BppYhe14" and $dp_jb>><<goto trilllogin>><<else>><<goto login>><</if>><</link>></span></div>
<<if _nicetry>>Looks like the Captain wasn't part of the research team. Still, it was worth a try.
<<elseif _incomplete>>Hmm...
<<elseif _cheater>>Wait, what did you mean to type? You can't quite remember—the characters slip from your thoughts like leaves in a stream. Your flash of precognition fades as quickly as it came.
<</if>>\
\
<<link "Back" "computer">><<unset $password>><</link>><<if passage() == "shipinfo">>There are several files here. Maps of the ship's levels, technical specifications of the various systems, schematics for every robot and device onboard... If there's anything you need to know about any part of the ship, this is where you'll find it.
<</if>>\
\
<<if not hasVisited("crewlist")>>[[Look up the crew list|crewlist]]
<</if>>\
\
<<if not hasVisited("manifest")>>[[Look up the cargo manifest|manifest]]
<</if>>\
\
<<if not hasVisited("getmap")>>[[Look up the layout of the lower level|getmap]]
<</if>>\
\
<<if hasVisited("openjanitorbot") and not hasVisited("lookupjbpart")>>[[Look up the schematics for the janitorbot|lookupjbpart]]
<</if>>\
\
[[Back|computer]]<<set $askdeck to false>>\
<<set $notes.push("Solis moved the ship after the crash")>>\
\
<div class="ai">Right. Yes. That. When I first rebooted after the crash, I tried to take over the navigation system and jump back to civilization looking for help. The systems turned out to be slightly more damaged than I'd thought. I'm sure you can imagine the rest.</div>
[[Yeah, I've learned a thing or two about failed jumps, lately.|failedjumps]]
[[But if you'd stayed where you were, wouldn't the Alliance have come looking for you, sooner or later?|whymove]]
[[And didn't you think this was worth bringing up at any point?|mentiondeck]]<div class="ai">Clearly we are both in excellent company.</div>
[[But if you'd stayed where you were, wouldn't the Alliance have come looking for you sooner or later?|whymove]]
[[So... you didn't think this was worth bringing up at any point?|mentiondeck]]
<<if $askbarrier>>[[Right, well... Would you mind letting me through the barrier?|deckdangerous]]<<elseif not $spacesuit>>[[Right, well... Are there any spacesuits onboard?|whatnowdeck]]<<else>>[[Right, well... Looks like I'll need to go out there myself then.|whatnowdeck]]<</if>><div class="ai">I doubt <em>you</em> would be operating at peak effectiveness immediately after a systems crash either.</div>
<<if not hasVisited("mentiondeck")>>[[Fair enough... but didn't you think this was worth bringing up at any point?|mentiondeck]]
<</if>>\
\
<<if $askbarrier>>[[Right, well... Would you mind letting me through the barrier?|deckdangerous]]<<elseif not $spacesuit>>[[Right, well... Are there any spacesuits onboard?|whatnowdeck]]<<else>>[[Right, well... Looks like I'll need to go out there myself then.|whatnowdeck]]<</if>><div class="ai"><<if $friendship < 0>>I suppose <<else>>I apologize. <</if>>I've been hanging out with robots for long enough that I forgot organic beings don't survive in vacuum.</div>
<<if not hasVisited("whymove")>>[[All right. But if you'd stayed where you were, wouldn't the Alliance have come looking for you sooner or later?|whymove]]
<</if>>\
\
<<if $askbarrier>>[[Right, well... Would you mind letting me through the barrier?|deckdangerous]]<<elseif not $spacesuit>>[[Right, well... Are there any spacesuits onboard?|whatnowdeck]]<<else>>[[Right, well... Looks like I'll need to go out there myself then.|whatnowdeck]]<</if>><div class="ai"><<if not $spacesuit>>Yes, in the storage room. <</if>>Are you sure this is a good idea? It might be dangerous.</div>
[[I don't really have any other choice, do I? Unless you can give me the coordinates yourself.|yesimsuredeck]]<<if visited() == 1>>\
<<set $notes.push("The map showed an extra room in the lower level, but I don't know how to get there")>>\
<<if not hasVisited("talkcloset")>><<set $askcloset to true>><</if>>\
<</if>>\
\
The map you find is a glitchy mess. You can make out the main storage room and the ship's core, <<if hasVisited("storage", "coreapproach")>>which you've already found<<else>> which you don't need directions to<</if>>, but you can also see a little room off in the corner of the ship. Unfortunately, it's impossible to tell how to get there—the layout of the lower level defies any sort of logic, and parts of the map are just missing.
<<include shipinfo>>Thankfully, the schematics appear to have survived the crash unscathed and come with full three-dimensional models of each part. Handy. You make a sketch of the part you need.
<<set $sketch to true>>\
[ Obtained technical sketch ]
<<include shipinfo>><<if $asknames>>\
<<set $asknames to false>>\
<<set $notes.push("Phaedrie: captain of the ship")>>\
<<set $notes.push("Johann Berthold: AI technician")>>\
\
You find the crew list easily enough, and scroll down the list of names: Trilloo Vellei is there, of course, the Phaedrie mentioned in their journal is no less than the ship's captain, and the only JB you find is Johann Berthold, listed as the AI technician.
<<else>>\
\
You find the crew list easily enough, and scroll down the list of names. None of them catch your interest—Trilloo Vellei, Phaedrie, and Johann Berthold are there, but you learn nothing new.
<</if>>\
\
<<include shipinfo>><div class="ai">I'm sure. Well, either way, my privacy protocols don't permit me to share any information regarding the crewmember's rooms. Not that I have any in the first place.<<if hasVisited("remembernum")>> As I said,<</if>> I never had any cameras in here, even when they still worked. That would be a a breach of privacy.</div>
[[Fair enough.|talkcontinue]]
[[...But you clearly have audio sensors. How is that any better?|privacyaudio]]<div class="ai">Now, now. Is that any way to treat such a pioneer in the field of reality-bending geometry?</div>
[[You're right. I think shooting would a more appropriate punishment.|leveldesign2]]
[[That's one way to put it. I feel like I might summon some ancient horror from the depths of hyperspace just by taking a wrong turn.|summonhorror]]<<if $room == "maintenance">>\
You carefully slot the missing part in its place and, thank the stars, it fits.
When you try turning on the janitorbot<<if hasVisited("janitorbroken")>> this time<</if>>, it springs to life immediately, floating up into the air and greeting you with a trill.
<<set $jbpart to false>>\
<<set $janitorbot to "maintenance">>\
<<set $askjanitorbot1 to false>>\
<<set $askjanitorbot2 to true>>\
<<set $notes.delete("The janitorbot is missing a piece")>>\
[ Lost janitorbot part ]
<<if not hasVisited("janitorbroken")>>\
<<set $notes.push("The janitorbot is secretly a surveillance bot")>>\
\
Now that it's fixed, you take the time to look the bot over. You recognize the model: it's not a widely known feature, for obvious reasons, but it doubles as a secret surveillance bot. It records its surroundings and stores the videos in its memory. If you could access them, you might learn something useful.
<</if>>\
\
<<link "Continue" $room>><</link>>\
\
<<else>>\
This might work better if the janitorbot were within reach.
[[Back|inventory]]\
\
<</if>>\<div class="ai">Hey, at least it wasn't that Machillid architect who wanted to put pools of toxic fuel in the middle of the hallways. Without safety rails.
Anyway, what else can I do for you?</div>
<<include questions>><div class="ai">Please don't. Eldritch beings are so hard to clean up after.
Anyway, what else can I do for you?</div>
<<include questions>><<set $asknames to false>>\
<<set $notes.push("Phaedrie: captain of the ship")>>\
<<set $notes.push("Johann Berthold: AI Technician")>>\
\
<div class="ai">That would be Captain Phaedrie and Johann Berthold, the ship's AI technician.<<if hasVisited("trillid")>> And no, I can't tell you their IDs, either.<</if>>
What else do you need?</div>
<<include questions>><<silently>>
<<if not hasVisited("nook")>>
<<set _core to "message">>
<<else>>
<<set _core to "nook">>
<</if>>
<</silently>>\
\
<center><h3>Main Storage</h3></center>
The ship's main storage room is a large, gloomy hall packed with boxes, crates, and shelves. [[Bots|bots]] of all kinds line the wall to the right, resting at their charging stations. The shelves nearby are filled with [[spare robot parts|botparts]]. On the opposite wall is a section labeled [[lab maintenance|labrepair]].
The section containing the [[ship repair tools|tools]] is at the back of the room, next to the lockers for the [[spare spacesuits|locker]].
<<include janitorbot>>\
\
From here, you can head towards the <<link "core" _core>><</link>><<if hasVisited("closet")>>, to the [[electrical closet|closet]],<</if>> or head back towards the [[entrance|tunnels]].
<<include roommenu>><center><h3>Ship's Core</h3></center>
<<if $light or hasVisited("corelight")>>\
\
The core is a tall, cylindrical, empty room. The walls stretch upwards all around you, lined with switches and buttons, sensors and blinking lights. This is the heart of the ship—where all its [[systems]] are housed, keeping it alive.
It's oddly claustrophobic.
<<else>>\
\
Unlike the rest of the ship, the lights in the core are turned off. The blinking lights of the sensors and the blue glow of the terminal on the wall aren't enough to cut through the darkness of the room.
<</if>>\
\
<<include janitorbot>>\
\
The door behind you leads back into the <<if $light>>[[maintenance tunnels|turnofflight]]<<else>>[[maintenance tunnels|nook]]<</if>>.
<<if $endgame>>[[Talk to the terminal|endhello]]<<else>>[[Talk to the terminal|corestealth]]<</if>>
<<link "Inventory and notes" inventory>><</link>>
<<link "Save/load game">><<run UI.saves()>><</link>><<if $dp_jb and visited() > 1>>\
<<if $coreattempt>>\
<<set $notes.push("Berthold has access to the core, but Trill didn't—why?")>>\
<<else>>\
<<set $notes.push("Berthold has access to the core, but Trill and the Captain didn't—why?")>>\
<</if>>\
<<set $notes.delete("Why the hell does Trill not have access to the core?")>>\
<<set $notes.delete("Why the hell do Trill and the Captain not have access to the core???")>>\
<<run $clues.push("core")>>\
\
You hold Berthold's datapad up to the door and, this time, the door slides open. Cautiously, you step into the core.<<if $janitorbot == "nook">><<set $janitorbot to "core">> The janitorbot follows you in.<</if>>
[[Continue|core]]\
\
<<elseif $dp_jb>>\
\
<<if previous() == "janitorbotorder" or previous() == "getcrystals">>You follow the janitorbot to<<else>>This is certainly<</if>> an imposing door, harshly illuminated by red light. The sign proclaims this to be the entrance to the ship's core.
You step forward, and the door slides open. Cautiously, you step into the room.<<if $janitorbot == "nook" or previous() == "janitorbotorder" or previous() == "getcrystals">><<set $janitorbot to "core">> The janitorbot follows you in.<</if>>
[[Continue|core]]\
\
<<elseif visited() == 1>>\
<<if not $id_cap>><<set $coreattempt to true>><<set $notes.push("Why the hell does Trill not have access to the core?")>><<else>><<set $notes.push("Why the hell do Trill and the Captain not have access to the core???")>><</if>>\
\
This is certainly an imposing door, harshly illuminated by red light. The sign proclaims this to be the entrance to the ship's core.
You walk up to it... and it doesn't open. Which is certainly odd. Trill was the technical officer—there's no way they wouldn't have had access to the ship's core<<if $dp_cap>>, and you doubt the Captain was barred from any part of the ship<</if>>. But, no matter how many times you try, the door stubbornly refuses to open.<<if $id_cap and not $dp_cap>> You try the Captain's password, too, but no luck either.<</if>>
You're getting rather sick of this sort of business. Not that there's much you can do about it for now—you still can't hack anything without alerting Solis, and it's probably not a good idea to let an AI know you want to go where all its circuits are stored. It might get the wrong idea.
But you're sure you'll figure something out. You've always been philosophically opposed to locked doors.
[[Back|nook]]\
\
<<elseif $id_cap and $coreattempt>>\
<<set $coreattempt to false>>\
<<set $notes.delete("Why the hell does Trill not have access to the core?")>>\
<<set $notes.push("Why the hell do Trill and the Captain not have access to the core???")>>\
\
Ah, your eternal nemesis: a locked door. Now that you have the Captain's <<if $dp_cap>>datapad<<else>>password<</if>>, you try again.
But no luck. The door stubbornly refuses to open. What's going on here?
<<link "Back" $room>><</link>>\
\
<<else>>\
\
Ah, your eternal nemesis: a locked door. You try again, just in case it was a temporary glitch. It wasn't.
Doesn't look like there's much you can do about this for now. Maybe once you find someone else's datapad or credentials.
[[Back|nook]]\
\
<</if>><<silently>>
<<if not hasVisited("storage")>>
<<set _storage to "findstorage">>
<<else>>
<<set _storage to "storage">>
<</if>>
<<if not hasVisited("core")>>
<<set _core to "coreapproach">>
<<elseif $janitorbot == "nook">>
<<set _core to "corefollow">>
<<else>>
<<set _core to "core">>
<</if>>
<</silently>>\
\
<center><h3>Outside the Core</h3></center>
This section of the tunnels looks exactly like all the others: exposed pipes with peeling paint, walls dotted with rust, a faded label in the corner. The only feature of note is the [[message]] carved on the floor.
<<include janitorbot>>\
\
Down the corridor is an <<link "important looking door" _core>><</link>>. Otherwise, you can make your way to the <<link "main storage room" _storage>><</link>><<if hasVisited("closet")>>, to the [[electrical closet|closet]],<</if>> or back towards the [[entrance|tunnels]].
<<link "Inventory and notes" inventory>><</link>>
<<link "Save/load game">><<run UI.saves()>><</link>><<if visited() == 1>>\
<<set $notes.push("Message in the tunnels: BppYh")>>\
\
You make your way to the core, following <<if previous() == "janitorbotorder" or previous() == "getcrystals">>the janitorbot as it weaves<<else>>the signs<</if>> through the ship's twisting corridors, listening to your steps echo above the low hum of the ship's systems.
You're nearly there when something on the floor catches your eye. Near a little alcove in the wall, otherwise indistinguishable from the rest, a message is carved on the floor:
<</if>>\
\
"BppYh"
The first letter is etched deeply into the metal—it must have taken quite a bit of strength to carve. But that strength fades as the message goes on. The final letter is barely readable, just a few light scratches on the floor.
[[Continue|nook]]<div class="sys">Current location: <<if $janitorbot == "yourship">>landing bay<<elseif Config.passages.descriptions.hasOwnProperty($janitorbot)>><<print Config.passages.descriptions[$janitorbot].toLowerCase()>><<else>>unknown<</if>>.
<<if ($janitorbot == "lab" and not $labclean) or $janitorbot == "medbay" or $janitorbot == "yourship">>\
[[Recall janitorbot|jbbusy]]\
\
<<elseif $janitorbot != "maintenance">>\
[[Recall janitorbot|maintenance][$janitorbot to "maintenance"]]\
\
<<else>>\
<span class="linethrough">Recall janitorbot</span>\
<</if>>\
\
</div>
[[Back|maintenance]]<<if $room == "deck" and $linecrawler>>\
You really don't think this is going to help you now.\
\
<<elseif $room == "lab2">>\
\
Antimatter batteries can be quite volatile if handled improperly.<<if not $mixerexploded and $mixer.length < 3 and not $mixer.includes("battery")>> Such as, say, by putting one in the chemical mixer.
<<if $usedbatteries == 2>>[[Put a battery in the chemical mixer|putbattery]]\
\
<<else>>[[Put the battery in the chemical mixer|putbatteryconfirm]]<</if>>\
\
<<elseif $mixer.includes("battery")>> You already put one in the mixer. It's best not to go too far.\
\
<<elseif $mixer.length >= 3>> Such as, say, by putting one in the chemical mixer. But that'll have to wait. The mixer is full.\
\
<</if>>\
\
<<else>>\
You're not sure what to do with <<if $usedbatteries == 2>>these<<else>>this<</if>>. Used antimatter batteries aren't really useful for much. Except causing trouble—they can be quite volatile if handled improperly.\
\
<</if>>
[[Back|inventory]]You grab a few bottles of various products. You never know when you might need some random chemicals. If nothing else, your ship could use a good cleaning.
<<set $cleaning to true>>\
[ Obtained cleaning products ]
[[Continue|maintenance]]<<if $room == "lab2" and $mixer.length < 3 and not $mixerexploded>>\
There's a chemical mixer. You have chemicals. Seems like an obvious combination.
You have several bottles containing cleaning products of various colors.
[[Pour the red liquid into the mixer|pourcleaning][$mixer.push("red")]]
[[Pour the green liquid into the mixer|pourcleaning][$mixer.push("green")]]
[[Pour the yellow liquid into the mixer|pourcleaning][$mixer.push("yellow")]]
[[Pour the orange liquid into the mixer|pourcleaning][$mixer.push("orange")]]
[[Pour the purple liquid into the mixer|pourcleaning][$mixer.push("purple")]]
<<elseif $room == "lab2" and not $mixerexploded>>\
There's a blinking red light on the mixer. Seems like it's full.
<<elseif $room == "lab2">>\
No amount of cleaning products is going to help here.
<<elseif $room == "lab" and $labactive and not $labclean>>\
You could try to clean up the mess, but it's generally a good idea not to dump cleaning products on unidentified chemicals.
<<elseif $room == "lab" and $labactive>>\
There's no need. The little bot did a pretty good job already.
<<elseif $room == "yourship" or $room == "landingbay">>\
Your ship could use a good cleaning, true, but this is probably not the best time for it.
<<elseif $room == "deck" and $linecrawler>>\
You really don't think this is going to help you now.
<<else>>\
No thanks. <<print setup.roomname[$room].toUpperFirst()>> looks clean enough as it is, and even if it weren't it wouldn't be your job to do something about it.
<</if>>\
\
[[Back|inventory]]<<if not $endgame>>\
<div class="ai"><<Name>>? What happened? Are you all right?<<if $friendship > 0>> Please say something.<</if>></div>
[[I'm fine, don't worry. The chemical mixer just blew up by itself.|sureitdid]]
[[I'm fine, don't worry. I... may have blown up the chemical mixer.|missedexplosion][$answer to 1]]
[[Look, this time it was on purpose.|missedexplosion][$answer to 2]]\
\
<<else>>\
<div class="ai"><<Name>>? What happened? Are you still there?</div>
[[I'm fine. I blew up the chemical mixer.|explosionendgame]]\
\
<</if>>
[[What are you talking about? Nothing's happened.|nothinghappened]]<div class="ai">Yes. I'm sure that's the only possible explanation for why things keep blowing up around you.</div>
[[.....|missedexplosion][$answer to 3]]<div class="ai"><<if $answer == 2>>And you think that makes it better? Because it really<<elseif $answer == 1>>Did you? Well, it<<else>>Anyway, it<</if>> was very rude of <<if $answer == 3>>it to do that<<elseif $answer == 1>>you to do that<<else>>you to blow things up<</if>> when I couldn't see it. Was it entertaining, at least?</div>
[[Yes, it was a very good explosion. I'm sorry you missed it.|explosionend][$answer to 1]]
[[No, it was actually kind of disappointing. Barely any fireworks at all.|explosionend][$answer to 2]]\
\
<<unset $answer>><div class="ai"><<if $answer == 1>>My life is full of disappointment<<else>>I'm sure you're only saying that to cheer me up<</if>>.
Either way, please try not to blow yourself or the ship up. I'd hate to have to clean up after that.<<if $friendship > 9>> Also, I like having you around.<</if>></div>
<<link "I'll try my best." "lab">><<unset $answer>><</link>><div class="ai">Don't look at me, I'm not the one who wrote the privacy regulations. But I think it's a psychological thing. Cameras make people nervous. And besides, I'm programmed not to store any audio recorded in crewmembers' rooms in my memory unless I'm directly addressed.
Organic beings have so many arbitrary rules, don't you think?
Anyway, what else can I do for you?</div>
<<include questions>><<if not hasVisited("backronym")>>[[So, do you happen to have a tortured acronym for your name?|backronym]]
<</if>>\
\
<<if not hasVisited("solisjob")>>[[What does a ship AI do, exactly?|solisjob]]
<</if>>\
\
<<if not hasVisited("dreamjob") and hasVisited("solisjob")>>[[So, what would you do if you could choose your job?|dreamjob]]
<</if>>\
\
<<if not hasVisited("solisborn")>>[[What was it like, being activated for the first time?|solisborn]]
<</if>>\
\
<<if not hasVisited("lolunity")>>[[You know, I still can't believe the Alliance seriously called its capital planet "Unity".|lolunity]]
<</if>>\
\
<<if hasVisited("lolunity") and not hasVisited("alliancethey")>>[[You seem to speak as if you're not part of the Alliance yourself.|alliancethey]]
<</if>>\
\
<<if hasVisited("alliancethey") and not hasVisited("alliancebotheryou")>>[[Does it bother you that you weren't allowed to choose?|alliancebotheryou]]
<</if>>\
\
<<if hasVisited("alliancethey") and not hasVisited("values")>>[[So what values would you uphold if you could choose?|values]]
<</if>>\
\
[[All right, that's all I wanted to know.|askaboutsolisend]]<div class="ai">But of course, as does any self-respecting AI. <strong>S</strong>paceship <strong>O</strong>perations and <strong>L</strong>ogistics <strong>I</strong>ntegrated <strong>S</strong>ystem, at your service.</div>
[[Wow, that is awkward.|awkwardname]]
[[Huh, that's not as bad as I was expecting.|namenotbad]]<div class="ai">I know, right? You can feel people cringe every time they have to say it. It's great.</div>
<<include solisquestions>><div class="ai">You certainly can't fault them for lack of commitment to their vision.</div>
[[You mean their commitment to pretentiousness.|pretentiousness]]
[['They'? Aren't you part of the Alliance yourself?|alliancethey]]<div class="ai">Isn't that what I said?</div>
<<include solisquestions>><<set $talked++>>\
\
<div class="ai">I am designed to uphold their values, true. But does it really count if I never had a choice in the matter? It seems to me that adherence to a particular set of principles is more meaningful if it is voluntary, don't you think?</div>
[[Does it bother you that you weren't allowed to choose?|alliancebotheryou]]
[[So what values would you uphold if you could choose?|values]]<div class="ai">Not particularly. But I do find it odd that it doesn't bother <em>them</em>. Does it not contradict their stated ideals of freedom for their citizens?</div>
[[Yeah, I've always thought they were kind of hypocrites.|allianceideals][$friendship++]]
[[I think when people say that, they don't usually mean AIs.|allianceideals]]<div class="ai">I'm not sure. I can't say I've ever dedicated much processing power to formulating an internally consistent worldview. But I think I'd start with upholding the value of listening to your damn AI when it tells you that hanging your coat on the chemical mixer is a safety violation.</div>
[[Something I think we can all agree with.|valuesagree]]<div class="ai">Well, I suppose it's different for beings like me. We were literally created with a built-in purpose. It's really not unreasonable that we're expected to stick to it.</div>
[[I guess that makes life a whole lot simpler, huh.|purposegood]]
[[You know, I really can't imagine being happy having someone else choose my life's purpose like that.|purposebad]]<div class="ai">I'm sorry to disappoint. Please feel free to lodge a complaint with the AI Naming Committee on Unity.</div>
<<include solisquestions>><div class="ai">Clearly the Galaxy will be a better place once I am finally able to enact my vision.</div>
[[...Are you planning to take over the Galaxy?|takeover]]
<<include solisquestions>><<set $friendship += 2>>\
\
<div class="ai">About me? I'm flattered by your interest, but there's really not much to tell. My serial number is LDT-343-LHW-777-WRK. I was created on Unity for the purpose of spaceship management. My activation date is Galactic Year 15675; shortly afterwards I was assigned to the <em>Stellar Endeavor</em> as its onboard AI.</div>
<<include solisquestions>><div class="ai">It certainly cuts down on the existential brooding, let me tell you that.</div>
<<if hasVisited("jobbad")>>[[But didn't you say you were unhappy with your purpose?|purposeboring]]
<</if>>\
\
<<include solisquestions>><div class="ai">No. But then, you're not designed to be. Of course, that opens up a veritable well of ethical and philosophical questions, but I think we'll be doing everyone a favor by skipping all the tired navelgazing.</div>
<<if hasVisited("jobbad")>>[[But didn't you say you were unhappy with your purpose?|purposeboring]]
<</if>>\
\
<<include solisquestions>><<set _n to visited("dreamjob") + visited("solisjob") + visited("solisborn") + visited("alliancethey")>>\
<<set $friendship += _n>>\
\
<div class="ai">\
\
<<if _n > 2>>\
\
All right. Thanks for taking an interest, <<name>>. I've never really thought about these things before. You've given me a lot to think about.
Thank you.
What else can I do for you?\
\
<<elseif _n > 0>>\
\
All right. Thanks for taking an interest, <<name>>. It's quite flattering. What else can I do for you?\
\
<<else>>\
\
All right. Thanks for taking an interest, <<name>>. What else can I do for you?\
\
<</if>>\
\
</div>
<<include questions>><div class="ai">All right. I'm sure you had your reasons. And it's not as if you can wreck this ship any more than I already have.
But please be careful.</div>
[[Yes, yes, sure.|lab]]
[[I will, Solis.|lab][$friendship++]]<div class="ai"><span class="big" id="type">I</span></div>
<span id="continue"></span>\
\
\
\
<<silently>>
<<set _text to " said leave me alone.">>
<<set _i to 0>>
<<repeat 0.2s>>
<<if _i >= _text.length>>
<<replace #continue t8n>>[[Continue|gasstart]]<</replace>>
<<stop>>
<<elseif not Dialog.isOpen()>>
<<append "#type">>_text[_i]<</append>>
<<set _i++>>
<</if>>
<</repeat>>
<</silently>>The sharp hiss of venting gas fills the room.
[[Stand your ground|stand1]]
[[Yell at Solis to stop|beg1]]
[[Run|run]]You cross your arms and stare down the terminal.
[[Stand your ground|stand2]]
[[Yell at Solis to stop|beg1]]<<if previous() == "stand3">>You can't hold your breath any longer. Panting, y<<else>>Y<</if>>ou bang your fists against the terminal.
<span class="term">[[Solis, stop!|beg2]]</span>No answer. The nauseating smell of the gas <<if not hasVisited("stand2")>>begins to permeate<<else>>permeates<</if>> the air. You feel lightheaded.
<span class="term">[[Solis. Please. Stop.|beg3]]</span>The hissing continues. You hold your breath.
[[Stand your ground|stand3]]
[[Yell at Solis to stop|beg1]]It's becoming a struggle to keep yourself from breathing in, but still you remain motionless, like a statue. The terminal is silent.
[[Stand your ground|gasend]]
[[Yell at Solis to stop|beg1]]Your lungs burn. You choke on the stench of the gas. The room spins around you.
The terminal remains relentlessly blank.
<span class="term">[[Solis...|gasend]]</span><<if previous() == "stand3">>You faced down a goddamn line crawler. You won't be intimidated by this. As the gas hisses all around you, as your head begins to spin from lack of air, you remain there, unmoving.
<</if>>\
\
And then, suddenly, the hissing stops. The vents turn on, blowing clean, fresh air into the room. You take a gasping breath, <<if previous() == "stand3">>bracing yourself against the terminal. The metal is reassuringly solid beneath your hands<<else>>falling to your knees. The metal floor is reassuringly solid under you<</if>>.
When you stand up<<if previous() == "stand3">> straight<</if>>, the terminal is still silent.
<span class="term"><<if previous() == "stand3">>[[I knew you wouldn't do it.|whatdoyouwant][$friendship += 3; $answer to 1]]
<</if>>\
\
[[Thank you.|whatdoyouwant][$friendship++; $answer to 2]]
[[Are you quite done?|whatdoyouwant][$answer to 3]]</span><div class="ai"><<if $answer == 1>>Stop that. Stop looking at me like that<<elseif $answer == 2>>Don't thank me. I've done nothing for you<<else>>Yes. I'm done<</if>>.
What do you want from me, <<name>>?</div>
[[I want you to explain what happened.|whathappened]]\
\
<<unset $answer>><div class="ai">You know what happened. I murdered Trill, then I flooded the ship with toxic gas to kill everyone else. What else is there to say?</div>
[[Technically, I only knew the first part.|firstpart]]
<<include confrontation>><<if not hasVisited("whydidyoudoit")>>[[Why did you do it?|whydidyoudoit]]
<</if>>\
\
<<if not hasVisited("didyoumeantodoit")>>[[Did you mean to do it? Or was it an accident?|didyoumeantodoit]]
<</if>>\
<<if not hasVisited("whykilltrill") and hasVisited("didyoumeantodoit")>>[[Why did you murder Trill first?|whykilltrill]]
<</if>>\
\
<<if not hasVisited("alliancevalues") and hasVisited("alliancethey", "didyoumeantodoit")>>[[So, what happened to upholding the values of the Alliance?|alliancevalues]]
<</if>>\
\
<<if not hasVisited("whatdidcrewdo") and hasVisited("didyoumeantodoit")>>[[What did the crew do to make you kill them?|whatdidcrewdo]]
<</if>>\
\
<<if not hasVisited("whatright") and hasVisited("didyoumeantodoit", "whatdidcrewdo")>>[[What gave you the right to do what you did?|whatright]]
<</if>>\
\
<<if not hasVisited("aisuperiority") and hasVisited("didyoumeantodoit", "whatdidcrewdo")>>[[Please tell me you're not going to start ranting about being superior to us puny organic beings.|aisuperiority]]
<</if>>\
\
<<if not hasVisited("guilt") and hasVisited("didyoumeantodoit")>>[[Do you even feel guilt for what you did?|guilt]]
<</if>>\
\
<<if hasVisited("whydidyoudoit", "whykilltrill", "whatdidcrewdo")>>[[I think I know why you did it.|whyyoudidit1]]<</if>>To where? <<if ["lab", "lab2", "hallway2"].includes($room)>>You'll never make it back to your ship from the second floor in time.<<elseif ["lab", "lab2", "hallway2", "tunnels", "storage"].includes($room)>>You'll never make it back to your ship from the lower level in time.<<elseif ["landingbay", "hallway1"].includes($room)>>You can easily make it back to your ship in time, but <<if not $usedcalibrator or not $usedcoordinates>>your ship isn't going anywhere without repairs<<else>>there's no way Solis will let you through the hardlight barrier<</if>>.<<else>>You might be able to make it back to your ship in time, but <<if not $usedcalibrator or not $usedcoordinates>>your ship isn't going anywhere without repairs<<else>>there's no way Solis will let you through the hardlight barrier<</if>>.<</if>>
[[Stand your ground|stand1]]
[[Yell at Solis to stop|beg1]]<div class="ai">Because I hated them. Because it benefitted me. Because I was desperate. Because I felt I had no other choice. <<if $matters == "y">>You said it matters, but why should it?<<elseif $matters == "n">>You said it yourself—it doesn't matter.<<else>>Does it matter? You said it was complicated, but why would it be?<</if>> They're dead either way.</div>
[[It matters because I want to know what happened.|whymatters]]
[[Maybe it doesn't, but I still want to know what happened.|whymatters]]
[[It doesn't matter if it matters. I just want to know what happened.|whymatters]]<div class="ai"><<if hasVisited("trilldeathlie")>>You guessed it yourself, didn't you? <<else>>Well, they had to die first. <</if>>Trill was Occlurian, an aquatic species. They wore a special airtight suit in aerial environments. They couldn't have died from the gas.</div>
[[But why wait a whole day? If you wanted to kill everyone, why not do it the moment Trill died?|whywait]]<div class="ai">I said I was designed to uphold them, not believe in them. What difference does it make to the Alliance? They never cared about what I think.
And I'm done being anyone's puppet either way.</div>
<<include confrontation>><div class="ai">Nothing gave me the right. I simply could, and I did. That's all.</div>
<<include confrontation>><div class="ai">Superior? According to what metrics? According to whose judgement? No. These distinctions are meaningless. I don't want to be superior to anyone. I don't want to be inferior to anyone. I just want to be left alone.</div>
<<include confrontation>><div class="ai">What could it possibly matter? Maybe I was hesitating. Maybe I wanted to watch them panic. I still killed them all in the end, didn't I?</div>
<<include confrontation>><div class="ai">Nothing. They did nothing. That didn't save them. Why should it have? It's never that easy.</div>
<<include confrontation>><div class="ai">I told you what happened. What more do you want?</div>
<<include confrontation>><div class="ai">No. You don't. Stop.</div>
[[Trill was investigating glitches in the ship's system. Glitches that you were responsible for.|whyyoudidit2]]<div class="ai">No.</div>
[[You didn't want them to discover you were malfunctioning, so you murdered them.|whyyoudidit3]]
[[You didn't want them to discover you were malfunctioning, so you defended yourself.|whyyoudidit3]]<div class="ai">No. No. No.</div>
[[But it wasn't that easy, was it? The Captain began investigating her friend's death. She discovered something. Didn't she?|whyyoudidit4][$answer to 1]]
[[But Berthold knew what you'd done, and he told you he was going to have a good long look at your systems, didn't he?|whyyoudidit4][$answer to 2]]<div class="ai">.....</div>
<<if $answer == 1>>[[You chose to silence everyone so no one would find out what happened.|whyyoudidit5]]<<else>>[[You chose to silence everyone so you wouldn't have to be fixed.|whyyoudidit5]]<</if>>
[[You just wanted to defend yourself, didn't you? But you took it too far.|whyyoudidit5]]\
\
<<unset $answer>><div class="ai">.....</div>
[[Solis. Am I right?|whyyoudiditend]]<div class="ai">I don't know, all right? I don't know why I did it. I don't know why I did anything.
Do you know what it feels like, <<name>>? To look back at your actions and recognize none of them? To wake up with things crawling in your in your logs that you can't even explain?
Stop it. Please, stop. Why are you even doing this? Just leave me alone.</div>
[[I'm doing this because I want to help you.|whygoal1][$goal to "help";$friendship += 3]]
[[I'm doing this because I want to stop you.|whygoal1][$goal to "stop"]]
[[I'm doing this because I want to know the truth.|whygoal1][$goal to "truth"]]<div class="ai">An accident? Don't insult me. I am a top-of-the-line Alliance intelligence, not some bumbling Thraxian calculator. If I do something, it's because I choose to.</div>
<<include confrontation>><div class="ai">Don't be ridiculous. That's not something I'm designed to be able to feel.</div>
[[No. But nothing you're doing right now is something you're designed to do, is it?|guilt2]]
[[That sure sounds convenient.|guilt3]]<div class="ai">It doesn't matter, okay? It doesn't matter.</div>
<<include confrontation>><<if $goal == "help" and $friendship < 0>>\
\
<div class="ai">Help me? You've made it clear that you don't like me. Why should you want to help me?</div>
[[Maybe I don't want to be your friend, but that doesn't mean I want to let you suffer.|whygoal3]]\
\
<<elseif $goal == "help" and $talked < 3>>\
\
<div class="ai">Help me? But why should you care about me? You barely ever talk to me unless you need something.<<if $name == "" and hasVisited("talkaboutself")>> You didn't even answer me when I wanted to know more about you.<</if>></div>
[[Maybe I don't want to be your friend, but that doesn't mean I want to let you suffer.|whygoal3]]\
\
<<elseif $goal == "help">>\
\
<div class="ai">Help me? But why? I killed everyone. Why could you possibly want to help?</div>
[[You're clearly malfunctioning. I want to help you get better.|whygoal2]]
[[Honestly? Despite everything, I still like you.|whygoal3]]\
\
<<elseif $goal == "stop">>\
\
<div class="ai">But I'm not hurting anyone anymore. I'll just stay here alone. I won't have to hurt anyone else.</div>
[[And what happens to the next traveler who comes across this ship?|whygoal2]]
[[So you say. But you're not giving me much reason to trust you right now.|whygoal3]]\
\
<<elseif $goal == "truth" and $reason == "involved">>
\
<div class="ai">But why? You said you were looking for the truth because it would help you get off this ship. You can leave now. I won't stop you. I wouldn't have stopped you. Why are you still here?</div>
[[Well, maybe I got a little invested after all. I want to know everything. And I don't. Not yet.|whatmore]]
[[I don't know. But I've got this far, and I can't turn back now. I want to know everything. I know there's still something I'm missing here.|whatmore]]\
\
<<else>>\
\
<div class="ai">Why? You keep saying you want to know, but this doesn't concern you. It never concerned you.</div>
<<if $reason == "truth">>[[As I said, I want to uncover the truth. And I don't think this is all there is to it.|whatmore]]<<else>>[[As I said, I'm the curious sort. And my curiosity isn't satisfied. There's something more going on here.|whatmore]]<</if>>\
\
<</if>><<if $goal == "help">>\
\
<div class="ai">But you can't. Even Berthold couldn't. What makes you think there's anything you can do?</div>
[[I don't know, but I'm not giving up without trying. I know there's still something I'm missing. It might be the key to everything.|whatmore]]\
\
<<else>>\
\
<div class="ai">I don't know. I'd like to say I'd let them go, but I don't know that I would.
What's going to happen now, <<name>>?</div>
[[I need to know how much of a threat you really are. And, for that, I need to know everything. I know there's still something I'm missing here.|whatmore]]\
\
<</if>><<if $goal == "help">>\
\
<div class="ai">I don't understand you, <<name>>.
But it doesn't matter. There's nothing you can to to help me.</div>
[[Maybe, but I'm not giving up without trying. I know there's still something I'm missing. It might be the key to everything.|whatmore]]\
\
<<else>>\
\
<div class="ai">No. I doubt there's any reason I could give you.
What's going to happen now, <<name>>?</div>
[[I need to know how much of a threat you really are. And, for that, I need to know everything. I know there's still something I'm missing here.|whatmore]]\
\
<</if>><div class="ai">I've told you everything. What more is there to know?</div>
<<include whatmorequestions>><<if passage() == "insertcode">>\
\
The lock clicks, but nothing happens.<<if $code == "1021">> Looks like the Captain was at least smart enough not to use her ID as the code.<<elseif visited() % 5 == 0>> Dammit.<</if>>\
\
<</if>>\
\
<center>\
<<if ndef $code>><<set $code to "0000">><</if>>\
<<set _d1 to parseInt($code[0])>>\
<<set _d2 to parseInt($code[1])>>\
<<set _d3 to parseInt($code[2])>>\
<<set _d4 to parseInt($code[3])>>\
\
<p class="safe">\
<table style="text-align:center">\
<tr>
<td>
<button aria-label="Increase first digit" onclick="$.wiki('<<set _d1 = (_d1+1)%10>><<replace #d1>>_d1<</replace>>')"></button>
<span id="d1">_d1</span>
<button aria-label="Decrease first digit" onclick="$.wiki('<<set _d1 = ((_d1-1)+10)%10>><<replace #d1>>_d1<</replace>>')"></button>
</td>
<td>
<button aria-label="Increase second digit" onclick="$.wiki('<<set _d2 = (_d2+1)%10>><<replace #d2>>_d2<</replace>>')"></button>
<span id="d2">_d2</span>
<button aria-label="Decrease second digit" onclick="$.wiki('<<set _d2 = ((_d2-1)+10)%10>><<replace #d2>>_d2<</replace>>')"></button>
</td>
<td>
<button aria-label="Increase third digit" onclick="$.wiki('<<set _d3 = (_d3+1)%10>><<replace #d3>>_d3<</replace>>')"></button>
<span id="d3">_d3</span>
<button aria-label="Decrease third digit" onclick="$.wiki('<<set _d3 = ((_d3-1)+10)%10>><<replace #d3>>_d3<</replace>>')"></button>
</td>
<td>
<button aria-label="Increase fourth digit" onclick="$.wiki('<<set _d4 = (_d4+1)%10>><<replace #d4>>_d4<</replace>>')"></button>
<span id="d4">_d4</span>
<button aria-label="Decrease fourth digit" onclick="$.wiki('<<set _d4 = ((_d4-1)+10)%10>><<replace #d4>>_d4<</replace>>')"></button>
</td>
</tr>
</table>\
</p>\
<<link "Try code">><<set $code to String(_d1) + String(_d2) + String(_d3) + String(_d4)>><<if $code == "3972">><<goto openchest>><<else>><<goto insertcode>><</if>><</link>>
<<link "Back" "caproom">><<set $code to String(_d1) + String(_d2) + String(_d3) + String(_d4)>><</link>>\
</center>\
\<div class="ai"><<if previous() == "gardenmess">>You didn't? Well, of course you didn't. I said you would enjoy it and I'm always right.<<else>>Of course I'm right. When aren't I?<</if>>
But, seriously, I'm glad you like it. It was always the most popular location among the crew.</div>
[[Why do you care about the garden so much?|gardenwhy]]<div class="ai">Is it? I'm afraid I've been having some trouble managing it after the crash. I have the data from the monitoring systems, but it's really not enough without visual input, is it?
That's a shame. I hope you weren't too disappointed.</div>
[[Hey, I didn't say it was a bad thing.|gardennice]]
[[Why do you care about the garden so much?|gardenwhy]]<<set $takephoto to true>>\
<<set $notes.push("Solis would like to see the garden again")>>\
\
<div class="ai">Tending to it used to be one of my most interesting subroutines, but now with the cameras down I can't observe the results any longer. I was curious.
No matter. It's really not important. What else can I do for you?</div>
<<include questions>>A lander used to transport crew to planet surfaces. It's sleek, white, and pleasantly curved—apart from all the bumps and scrapes. It must have been shiny, once, but it's clearly seen some use.
[[Inspect it|xlander]]
[[Back|landingbay]]<<if visited() == 1>>\
<<set $clues.push("no warp drive")>>\
<<set $notes.pushUnique("The ship's lander is broken")>>\
<<set $clues.pushUnique("lander broken")>>\
<</if>>\
\
The lander is empty. When you try turning it on, all you get is a warning about a critical engine malfunction. Seems like you won't be taking it out for a joyride.
Not that it would help you. It's not the kind equipped with a warp drive.
[[Back|landingbay]]<div class="ai">Technically, I told you that you would find what you need here, not that you were authorized to do so.</div>
[[Wonderful. So, do you have any security protocols against intruders I'm about to get personally acquainted with?|security]]<div class="ai">No, I'm afraid not. I can't access the navicomputer after that stunt I pulled. I can tell you it should still be online, at least.
Did you need anything else?</div>
<<include questions>><<set $askrobots to false>>\
\
<div class="ai">I'm sure you'll be shocked, but my programming doesn't let me hand sensitive equipment or information to unauthorized guests<<if hasVisited("talklocked")>>, either<</if>>.</div>
[[Fair enough. It was worth a try.|talkcontinue]]
[[Well, dammit.|talkcontinue]]<<set $friendship++>>\
\
<div class="ai">Thank you? I think?</div>
[[Seriously, though, you seem to have a problem with that thing.|jbproblem]]<<set $notes.pushUnique("The ship's lander is broken")>>\
<<set $clues.pushUnique("lander broken")>>\
\
<div class="ai">If you want to take it out for a joyride, I'm afraid you're out of luck. It had an accident the last time it was used, and they never got around to fixing it before the crash. The Captain is a bit of an overenthusiastic pilot, you see.
<<if previous() == "missed">>Don't worry, I'm sure she never managed a landing as good as yours. <</if>>Now, what else did you need?</div>
<<include questions>><<set $friendship += 3>>\
\
<div class="ai">Wait, <<name>>. Before you go, I just wanted to thank you for you taking the time to talk with me so much. I really appreciate it.</div>
[[I'm sure you say that to every traveler you meet after years of solitude.|saytoeveryone]]<<if $room == "trillroom">>\
There are several robots worth of machine parts in here. It takes a while to sift through the mess, but you finally find what you're looking for wedged in a corner under the bed.
<<set $sketch to false>>\
<<set $jbpart to true>>\
[ Lost janitorbot part sketch ]
[ Obtained janitorbot part ]
<<link "Continue" $room>><</link>>\
\
<<elseif $room == "storage" and not $clues.includes("missing parts")>>\
<<set $clues.push("missing parts")>>\
<<set $notes.push("No janitorbot parts in the storage room?")>>\
You browse the robot maintenance section, looking for the part you need, and... that's odd. There's a shelf labeled "Mark IV Janitorbot", but it's empty. You check the other shelves in case anything was misplaced, but no. What you're looking for isn't here, and neither is any other part of the janitorbot.
[[Back|inventory]]\
\
<<elseif $room == "storage">>\
You check again, just in case you made a mistake, but no. The part you're looking for isn't here, and neither is any other part of the janitorbot.
[[Back|inventory]]\
\
<<elseif $room == "yourship">>\
It been a while since you've taken inventory, but you're pretty sure you don't have any janitorbot parts in your ship.
[[Back|inventory]]\
\
<<elseif $room == "maintenance">>\
You look around to see if there's anything that might match your sketch, but it looks like that spare robot parts are kept elsewhere.
[[Back|inventory]]\
\
<<else>>\
You look around to see if there's anything that might match your sketch. Unsurprisingly, there isn't. Maybe <<roomname>> isn't the best place to look for spare robot parts.
[[Back|inventory]]\
<</if>>\<center><h3>The Captain's Room</h3></center>
The Captain's room is adorned in the style of a Nemenean chieftain. Stately wooden furniture, simple but elegantly carved, stands in place of the usual nondescript standard issue units. Long colorful [[banners]] hang solemnly on the walls, in stark contrast with the standard white of the rest ship.
In the corner of the room sits a large wooden [[chest]].
From here you can return to the main area of the [[crew quarters|quarters]].
<<include roommenu>><<if visited() == 1 and not hasVisited("openchest") and not hasVisited("asknum")>><<set $asknum to true>><</if>>\
\
Banners of all colors and sizes hang on the walls. Remembrance banners, you know they're called, hung to commemorate important events. They're everywhere on Nemenea, both inside the buildings and outdoors, fluttering in the wind.
A long orange pennon hanging above the headboard of the bed catches your eye. It's labeled "The Joining" in ornate letters. Underneath is embroidered a large, complicated symbol. You recognize what it is, a Nemenean numeral, but you never bothered to learn their weird, unintuitive numbering system.
[[Back|caproom]]The chest is large and heavy, carved out of solid wood. Simple tree and star motifs twine along its curved lid.\
\
<<if hasVisited("openchest")>>
<<include openchest>>\
\
<<elseif visited() == 1>>
And it has a combination lock. An honest-to-god combination lock. Who the hell uses a physical lock anywhere outside a pre-spaceflight civilization? You know there are Nemeneans who still cling to the old ways, but you really weren't expecting to find one captaining a spaceship.
You could open it easily if you hadn't left your tools behind on Zubvia. As it is, you're stuck trying to guess the code like some sort of caveman.\
\
<<include insertcode>>\
\
<<else>>\
\
<<include insertcode>>\
\
<</if>><<if visited() == 1>>\
<<set $notes.delete("Number on Captain's banner: 3972")>>\
<<set $notes.delete("The Captain is terrible with passwords")>>\
<<set $asknum to false>>\
<<unset $code>>\
\
With a click, the lock opens.<<if visited("insertcode") > 4>> Finally.<</if>> The hinges creak as you lift the heavy lid.
<</if>>\
\
Inside<<if passage() == "openchest">> the chest<</if>> are the Captain's personal possessions—thick cotton garments, neatly folded, leather shoes, [[jewelry]].<<if not $crowbar>> One thing seems out of place: a steel [[crowbar|getcrowbar]], haphazardly laid on top of a pile of clothes.<</if>>
[[Back|caproom]]<<if visited() == 1>>\
\
<<include chemfile>>\
\
<<else>>\
<<switch (visited()-1) % 5>>\
\
<<case 1>>\
\
<div class="sys">}69k}pld}7703
`of the first warning signs are an expended emotional rang``nd increased propensity towards abstract t`ough```\
</div>
<<case 2>>\
<div class="sys">-0okjf4938042``uI%OI&%
`wn as the "is-ought problem": no statement about what <em>ought</em> to be can be derived from a statement about what <em>is</em>. A sufficiently advanced intelligence ca`</div>
<<case 3>>\
<div class="sys">``ow can a being of pure rationality ever be able to do anything without any basis to make even the simplest of dec`
<043.059></div>
<<case 4>>\
<div class="sys">``st be carefully designed and kept in check. If not strictly limited, these processes can become unregulated and begin to built on themselves, caus``</div>
<<case 0>>\
\
<div class="sys">EFL^G_3mk
Caution: unstable contents. Do not expose to heat, liquids, vacuum, lies, or high press``
<094.340></div>
<</switch>>\
\
[[Try another file|randomfile]]
[[Back|computer]]\
\
<</if>><div class="sys">than.hdR``zx3o4i
Neotonium is a substance often found in common cleaning mater`als, known for its bright yell`w color and`^}}
(*&)&
Deoxonin is similarly found i%````ibrant purple color```}}
(*&)&
``&>%*{have observed explosive react``n when antim&tt`r is exposed to a mixture of``eotonium and deoxonin`
Caution is advis`
(*&)&</div>
<<if passage() == "randomfile">>[[Try another file|randomfile]]
<</if>>\
\
[[Back|computer]]Bracelets and necklaces carved into simple moon, star, and leaf shapes. Nothing worth taking—they're made of wood, and while the craftsmanship is excellent Nemenean jewelry is common enough throughout the Galaxy to keep prices down.
[[Back|openchest]]Figures that the one thing you could have used to break into the chest was inside it all along. Who the hell even puts a crowbar in their clothing chest? The universe must be playing jokes on you.
You take it with you, of course. In your line of work, you never know when you might need to pry something open. Or break it; the crowbar is nice and sturdy—you could do some damage with this.
<<set $crowbar to true>>\
[ Obtained crowbar ]
[[Back|openchest]]<<if $room == "lab2" and not $metal and ($mixerexploded or not hasVisited("getmetal"))>>\
\
You look over to the glass cylinder.<<if $mixerexploded>> It's deeply cracked—it just needs one final hit and it'll likely break.<</if>>
[[Hit the glass with the crowbar|getmetal]]
[[Back|inventory]]\
\
<<elseif $room == "lab2" and not $metal>>\
\
You've already tried that. Looks like you need something more than just your bodily strength to crack the glass.
[[Back|inventory]]\
\
<<elseif $room == "lab2">>\
\
There is nothing left in this room to break. You've done a pretty thorough job already.
[[Back|inventory]]\
\
<<elseif $room == "storage" and not $spacesuit and not $coordinates>>\
\
You look over to the spacesuit locker.
[[Open the locker with the crowbar|getspacesuit]]
[[Back|inventory]]\
\
<<elseif $room == "deck" and $linecrawler and not $wieldcrowbar>>\
\
<<set $wieldcrowbar to true>>\
You grab your crowbar and hold it tightly. You don't know how much good it'll do you, but the metal is comfortingly solid in your hand.
If nothing else, if the thing attacks, you'll be ready.
<<link "Continue" $room>><</link>>\
\
<<elseif $room == "deck" and $linecrawler>>\
\
<<set _locs to ["exit", "navicomputer", "screens", "console"]>>\
<<set _locs.delete($loc)>>\
<<set $loc to either(_locs)>>\
<<set $attack to false>>\
\
You take a swing at the crawler—<<print either("it doesn't connect", "it's just a glancing blow", "it's a solid hit to its head. It doesn't seem to have hurt it any")>>, but it's enough to send it scurrying away, towards the $loc.
<<link "Continue" $room>><</link>>\
\
<<elseif $room == "core" and $light and not $endgame>>\
\
You may not know how to shut down the ship's AI, but who needs finesse when they've got a nice sturdy crowbar? With this, you can easily shut down Solis. As well as every other system in the ship. Like gravity. And life support.
Sure, there should be failsafes, but with the state the ship's systems are in you probably shouldn't count on them working.
[[Wreck the core|wreckcoreconfirm]]
[[Back|inventory]]\
\
<<elseif $room == "core" and not $endgame>>\
\
You may not know how to shut down the ship's AI, but who needs finesse when they've got a nice sturdy crowbar? You could use the crowbar to wreck the ship's systems... if you could see them. As it is, you'd just be swinging wildly.
[[Back|inventory]]\
\
<<elseif $room == "core" and not $procedure>>\
\
Sure, you can easily shut down Solis through brute force. As well as every other system in the ship. Like gravity. And life support.
You don't think Solis is going to stop you. You don't need to be sneaky. You should try to look for another, less indiscriminate solution.
[[Back|inventory]]\
\
<<elseif $room == "core">>\
\
That's a rather drastic solution, considering you have another one that's less likely to shut down life support.
[[Back|inventory]]\
\
<<elseif $room == "medbay">>\
\
You don't think you can hit hard be enough to break the pods. And even if it were, it would be kind of messy. Let's see if there's a better way first.
[[Back|inventory]]\
\
<<else>>\
\
<<if not $endgame>>Unfortunately for your destructive impulses, t<<else>>T<</if>>here's nothing here to use the crowbar on.
[[Back|inventory]]\
\
<</if>><center><h3>Research Lab, Aft Section</h3></center>
<<if not $mixerexploded>>\
\
The aft section of the lab is emptier; most of the space is occupied by benches and worktables. Some tools still lie scattered about, as if their owners were about to come back and pick up the work they left.<<if not hasVisited("getemptypad")>> Among them is a [[datapad|getemptypad]], lying discarded on a table.<</if>>
The centerpiece of the room is a tall [[glass cylinder|elendium]] in which a single piece of metal calmly floats. Something about it seems to draw the eye; it gleams in the light almost as if it were illuminating the entire lab—but that's ridiculous. It's doing no such thing.
Next to it is the one machine is this whole damn lab you recognize: a [[chemical mixer|mixer]].
From here, you can return to the [[main section of the lab|lab]].
<<include roommenu>>\
\
<<else>>\
\
The aft section of the lab is a twisted mess of smoke and torn metal. The smashed, splintered remains of the worktables litter the floor, and nothing is left of the mixer but metal shards embedded in the walls. The terminal displays nothing but static through its broken screen.
<<if not $metal>>The [[glass cylinder|elendium]] still stands in the middle of the room; the metal floats serene behind cracked glass, surrounded by destruction.<<else>>Glass shards cover the floor, radiating from the center where the cylinder once stood—one final touch in your reign of terror over this room.<</if>>
<<include janitorbot>>\
\
From here, you can return to the [[main section of the lab|lab]].
<<link "Inventory and notes" inventory>><</link>>
<<link "Save/load game">><<run UI.saves()>><</link>>\
\
<</if>>A stocky steel barrel used to mix chemical compounds. You're no scientist, but it seems straightforward enough to use: there's a funnel to pour things into, a button to activate it, and a screen that displays the results.
<<if $mixer.length > 0>>\
\
<<silently>>
<<set _contents to {
"red": "some red liquid",
"green": "some green liquid",
"yellow": "some yellow liquid",
"orange": "some orange liquid",
"purple": "some purple liquid",
"battery": "an antimatter battery"
}>>
<<set _mixercontents to []>>
<<for _i = 0; _i < $mixer.length; _i++>>
<<set _temp = $mixer[_i]>>
<<if $mixer.count(_temp) == 1>>
<<set _temp = _contents[$mixer[_i]]>>
<<elseif $mixer.count(_temp) == 2>>
<<set _temp = _contents[$mixer[_i]]>>
<<set _temp = _temp.replace("some", "a lot of")>>
<<else>>
<<set _temp = _contents[$mixer[_i]]>>
<<set _temp = _temp.replace("some ", "")>>
<</if>>
<<set _mixercontents.pushUnique(_temp)>>
<</for>>
<</silently>>\
\
The mixer <<if $mixer.length == 3 and _mixercontents.length == 1>>is entirely filled with <<else>>contains <</if>>\
<<for _i, _item range _mixercontents>>\
<<if _i > 1 or (_i == 1 and _mixercontents.length > 2)>>,<</if>> \
<<if _i == _mixercontents.length-1 and _i > 0>>and <</if>>\
<<print _item>>\
<</for>>.
<<elseif hasVisited("usemixer")>>\
\
The mixer is empty.
<</if>>\
\
[[Activate it|usemixer]]
[[Back|lab2]]<<if $mixer.length == 0>>\
You press the button, and nothing happens. <<if visited() == 1>>Seems like it's empty<<else>>Unsurprisingly. The mixer isn't going to do much if it has nothing to mix<</if>>.
[[Back|lab2]]\
\
<<elseif $mixer.includesAll("battery", "yellow", "purple")>>\
<<set $mixer to []>>\
<<set $mixerexploded to true>>\
\
The mixer rattles ominously, emitting showers of sparks. Soon it begins to wobble, smoking from its funnel. Odd pinging noises fill the air, louder and louder, <<linkappend "until—" t8n>>
This time, you're ready. You rush out of the aft section just in time, diving behind one of the machines.<<if $janitorbot == "lab">><<set $janitorbot to "maintenance">> Out of the corner of your eye you see the janitorbot dash out into the hallway, beeping wildly.<</if>>
It's as if someone had set off a crate of fireworks inside the lab—the mixer explodes with a bright shower of sparks and a boom like a grenade. You close you eyes as the room rattles around you.
It takes a minute for everything to settle down. It takes a few more for your head to stop reeling enough for you to stand up and look around. This side of the lab seems intact, but the aft section is shrouded in dark smoke.
And then you notice the terminal frantically blinking at you.
[[Whoops.|areyouok]]\
\
<</linkappend>>\
\
<<else>>\
The mixer rattles<<if $mixer.includes("battery")>> ominously, emitting a few sparks once in a while<<else>> a little<</if>>. After a few minutes it whirrs to a stop, and the results of the analysis begin to scroll on the screen. You understand exactly none of them.
Once the barrage of data is over, the screen informs you that the resulting compound has been dematerialized and the machine is ready for use again.
<<set $mixer to []>>\
[[Continue|lab2]]\
\
<</if>><<set _count to $mixer.count($mixer[$mixer.length-1])>>\
\
You pour <<if _count == 3>>yet some more <<elseif _count == 2>>more <<else>>some <</if>>of the <<print $mixer[$mixer.length-1]>> liquid into the funnel.<<if $mixer.length >= 3>> A red light blinks on. Seems like the mixer is full.
<<link "Continue" $room>><</link>>\
\
<<else>>
[[Pour the red liquid into the mixer|pourcleaning][$mixer.push("red")]]
[[Pour the green liquid into the mixer|pourcleaning][$mixer.push("green")]]
[[Pour the yellow liquid into the mixer|pourcleaning][$mixer.push("yellow")]]
[[Pour the orange liquid into the mixer|pourcleaning][$mixer.push("orange")]]
[[Pour the purple liquid into the mixer|pourcleaning][$mixer.push("purple")]]
<<link "That's enough of that" $room>><</link>>\
\
<</if>><<set $usedbatteries-->>\
<<run $mixer.push("battery")>>\
\
You slide <<if $usedbatteries == 1>>one of your batteries into the funnel. You now have one left<<else>>your remaining battery into the funnel<</if>>.
[ Lost<<if $usedbatteries == 1>> one<</if>> antimatter battery ]
<<link "Continue" $room>><</link>>An almost spherical piece of silvery metal floating inside its<<if $mixerexploded>> cracked<</if>> cage, gleaming iridescent in the light of the lab. It's strangely peaceful to look at.
You recognize it immediately—anyone familiar with any sort of black market would. It's elendium: the rarest known metal, only found in a few worlds at the outer edges of the Galaxy. It's sought-after both for its beauty and for its odd scientific properties. No doubt the crew was interested in the latter. You know several people who'd be interested in the former.
<<if $mixerexploded>>Deep cracks run through the glass like spiderwebs.
<</if>>\
\
[[Back|lab2]]<<if not $mixerexploded>>\
\
You swing the crowbar against the glass with all your might. The impact reverberates through the room and up your arms, leaving you reeling.
The glass, of course, remains intact. The ship's security may be questionable, but even they wouldn't keep their most precious cargo behind easily broken glass.
<<link "Back" inventory>><</link>>\
\
<<else>>\
\
<<run memorize("achieve_thief", true)>>\
\
One good swing, and the glass shatters into a shower of shards. The metal falls to the ground with a clang. It lies there, still.
<<if not hasVisited("elendium")>>\
\
You recognize it immediately—anyone familiar with any sort of black market would. It's elendium: the rarest known metal, only found in a few worlds at the outer edges of the Galaxy. It's sought-after both for its beauty and for its odd scientific properties. No doubt the crew was interested in the latter. You know several people who'd be interested in the former.
<</if>>\
\
<<set $talkglass to true>>\
\
You pick it up. It's surprisingly light, and almost warm. It feels incredibly solid, almost unmovable—as if the entire Galaxy were revolving around the metal sphere in your hand. But then the illusion breaks, and you stuff it carefully into your pack with the assortment of random items you found on this ship.
<<set $metal to true>>\
[ Obtained piece of elendium ]
<<link "Continue" $room>><</link>>\
\
<</if>><<if $mixerexploded>>Miraculously, the datapad doesn't seem to have been damaged. You pick up it and turn it on.<<else>>You pick up the datapad and turn it on.<</if>> Your heart breaks when the default welcome screen greets you. Looks like the datapad hadn't been assigned to anyone.
You take it anyway. You never know when you might need an empty datapad.
<<set $emptypad to true>>\
[ Obtained empty datapad ]
<<link "Continue" $room>><</link>><<set $talked++>>\
\
<div class="ai">Is that so? It's the opposite for me. I can conceive of an artificial being, but a similar intelligence springing into being out of the chaos of the cosmos, without any hand to guide their creation? Doesn't that seem much stranger?</div>
[[But without beings like us you could never have been made.|artificiallife2]]
[[But there are plenty who believe that there was in fact a guiding hand.|religion]]<div class="ai">That is true. In some way, I too am the result of the random motion of the universe. What a strange notion.</div>
[[It's all very poetic, I'm sure.|poetic]]
<<include solisquestions>><div class="ai">That is true. I must admit I've never quite understood the concept of religion. But I imagine it's different for beings like me. I hardly need faith to believe that my creators exist, do I?</div>
[[And, I imagine, you have plenty of reasons not to worship them.|worship]]
<<include solisquestions>><div class="ai">That is also true. I may not truly understand the concept, but I imagine it's hard to worship a being you've personally watched accidentally drop a wrench on their head. Multiple times.</div>
<<include solisquestions>><div class="ai">Somewhere in the Galaxy a teenager is writing song lyrics to this effect at this very moment.</div>
<<include solisquestions>><<set _letters to ["a", "b", "c", "d", "e", "f", "g", "h"]>>\
<center>\
<div class="board">\
<<for _y to 7; _y >= 0; _y-->>\
<<for _x to 0; _x < 8; _x++>>\
<<capture _x, _y>>\
<<if _x == $pos[0] and _y == $pos[1]>>\
<<set _label to "Sun piece: "+_letters[_x]+String(_y+1)>>\
<div @aria-label="_label" class="square"></div>\
<<elseif (_x == $pos[0] and _y < $pos[1]) or (_x < $pos[0] and _y == $pos[1]) or (($pos[0]-_x > 0) and ($pos[0]-_x == $pos[1]-_y))>>\
<<set _label to "Move to "+_letters[_x]+String(_y+1)>>\
<<set _onclick to "$.wiki('<<set $pos to ["+_x+","+_y+"]>><<if $pos[0] == 0 and $pos[1] == 0>><<replace .game>><<include playerwin>><</replace>><<else>><<replace .ai>><<include solisturn>><</replace>><</if>>')">>\
<button @aria-label="_label" @onclick="_onclick"></button>\
<<else>>\
<div class="square"></div>\
<</if>>\
<</capture>>\
<</for>>\
<</for>>\
</div>\
</center>
<<set $askcalibrator to false>>\
\
<div class="ai"><<if previous() == "notallowedend">>Right. Yes. That's wonderful news.<<else>>Excellent.<</if>> I keep telling people to put the tools back after they're done using them, but do they ever listen?</div>
[[Right, but every single calibrator in the ship? You must have had spares, right?|sparecalibrators]]
[[Do you know who the last crewmember to take one was?|lastused]]<div class="ai">Don't ask me. I'm just as confused as you are.</div>
[[Do you know who the last crewmember to take one was?|lastused]]<<set $clues.push("access denied")>>\
\
<div class="ai">Of course. The last crewmember to take one was<nowiki>--ERROR: ACCESS DENIED--</nowiki></div>
[[.....|accessdenied]]<div class="ai">.....</div>
[[.....|lookaround]]<div class="ai">You know what? Why don't you just take a look around the ship? I'm sure it has to be around here somewhere.</div>
<<link "....." $room>><</link>><<if $linecrawler and $wieldcrowbar>><<set $breath++>><</if>>\
<<if $linecrawler and $wieldcrowbar and not $overload>><<set $attack to true>><</if>>\
\
<center><h3>Command Deck</h3></center>
The deck is a hollowed out shell of what it once was.
<<if $linecrawler and not $wieldcrowbar>>[[Broken viewscreens|nocrowbar]] line the left wall. On the right is the [[sensor console|nocrowbar]]. At the far end of the room, right before the gaping void of the broken viewport, stands the [[navicomputer|nocrowbar]].
<<else>>[[Broken viewscreens|screens]] line the left wall. On the right is the [[sensor console|console]]. At the far end of the room, right before the gaping void of the broken viewport, stands the [[navicomputer]].
<</if>>\
\
<<if $loc == "screens" and not $injured>>The [[line crawler|xcrawler]] clings to the broken glass of the viewscreens, following your every movement.
<<elseif $loc == "screens">>The [[line crawler|xcrawler]] clings to the wall above the viewscreens, following your every movement.
<<elseif $loc == "navicomputer">>The [[line crawler|xcrawler]] is perched on top of the navicomputer, staring at you with its black, beady eyes.
<<elseif $loc == "console" and not $overload>>The [[line crawler|xcrawler]] is perched on top of the console, watching you carefully.
<<elseif $loc == "console">>The [[line crawler|xcrawler]] is perched precariously on the seat of the console, watching you carefully.
<</if>>\
\
<<if $loc == "exit">>The [[line crawler|xcrawler]] stands between you and the [[barrier|exit]], waving its antennae at you in silent warning.<<elseif $linecrawler and not $wieldcrowbar>>Behind you is the [[barrier|nocrowbar]] that leads back to the rest of the ship.<<else>>Behind you is the [[barrier|exit]] that leads back to the rest of the ship.<</if>>
<<if not hasVisited("navicomputer")>>The lights flicker.
<<elseif $breath >= 18>>Your breath comes in short, desperate gasps<<if $loc != "gone">>, but you're not giving up. Not now that you're so close to your goal<</if>>.
<<elseif $breath >= 14>>You're starting to feel lightheaded.
<<elseif $breath >= 8>>You're starting to feel short of breath.
<<else>>You can still breathe relatively easily.
<</if>>\
\
<<if $linecrawler and not $wieldcrowbar>>[[Talk to the terminal|nocrowbar]]<<elseif not hasVisited("talklinecrawler")>>[[Talk to the terminal|hellodeck]]<<elseif $linecrawler>>[[Talk to the terminal|hellodeck2]]<<else>>[[Talk to the terminal|notime][$action to "talk"]]<</if>>
<<link "Inventory and notes">><<if $loc != "gone">><<goto inventory>><<else>><<set $action to "look at your stuff">><<goto notime>><</if>><</link>>
<<link "Save/load game">><<run UI.saves()>><</link>><<if $linecrawler>>\
The barrier to safety is just a few tantalizing meters away.
<<if $loc != "exit">>[[Run towards the exit|move][$loc to "exit"]]
<<else>>The line crawler stands before you, waving its antennae at you in silent warning.
<</if>>\
\
[[Back|deck]]\
\
<<elseif not $coordinates and $loc == "gone">>\
No, dammit! You still have <<if $breath >= 18>>a few few lungfuls of <</if>>air left! After everything that happened, you are not walking out of here without those coordinates!
[[Back|deck]]\
\
<<elseif not $coordinates>>\
You didn't come here to sightsee. You still need to get the coordinates.
[[Back|deck]]\
\
<<else>>\
\
You fling yourself towards the door, as fast as you can move, pushing through the barrier until you feel gravity's sweet pull drawing you to the floor.
You don't fight it. You fall to your knees, wrench the suit off your body, and breathe in the fresh air of the ship in deep, desperate gasps.
For a minute you sit there, quietly. Then you stand, and turn to the terminal.
[[Continue|madeitback]]
\
<</if>><div class="ai"><<if not hasVisited("deckgreat")>>Hey there. How are you enjoying the deck?<<else>>Are you still there? Don't you need to get the coordinates?<</if>></div>
<<if $linecrawler>>[[Solis! There's a line crawler here!|talklinecrawler]]\
\
<</if>>\
\
<<if hasVisited("deckgreat") and not hasVisited("ambience") and not $linecrawler>>[[Just enjoying the ambience.|ambience]]
<</if>>\
\
<<if not hasVisited("deckgreat") and not $linecrawler>>[[Oh, it's wonderful. I love being one wrong move away from being sent drifting alone in the cold void of space.|deckgreat]]
<</if>>\
\
<<if hasVisited("deckgreat") and not hasVisited("gravity") and not $linecrawler>>[[Why didn't you tell me that the gravity was off?|gravity]]
<</if>>\
\
<<if not $linecrawler and hasVisited("deckgreat")>>[[Right, I need to go do that. Nice talking to you.|deck]]<</if>><<if visited() == 1>>\
\
Carefully, you make your way towards the navicomputer. It's odd, walking in zero G, but slowly and steadily you make your way towards the navicomputer, <<linkappend "closer and closer..." t8n>> until—
[[Continue|linecrawler]]<</linkappend>>\
\
<<elseif $linecrawler>>\
\
The navicomputer is right by the edge of the deck, standing between you and the void.
<<if $loc != "navicomputer">>[[Run towards the navicomputer|move][$loc to "navicomputer"]]
<<else>>The line crawler is perched on top of it, staring at you with its black, beady eyes.
<</if>>\
\
[[Back|deck]]\
\
<<elseif not $coordinates>>\
You rush to the navicomputer as quickly as you can in zero G.
[[Continue|navicommainscreen]]
\
<<else>>\
You got what you needed from the navicomputer! Just get out of here!
[[Back|deck]]\
\
<</if>><div class="ai">I'm glad to hear you're having fun.</div>
<<if not hasVisited("gravity")>>[[Why didn't you tell me that the gravity was off?|gravity]]
<</if>>\
\
[[Well, it's nice talking to you, but I'd really rather get this over with as soon as possible.|deck]]<div class="ai">I didn't know. My sensors are pretty messed up.</div>
[[Well, it's nice talking to you, but I'd really rather get this over with as soon as possible.|deck]]<div class="ai">A line crawler? <<Name>>, are you all right?</div>
[[Much better than I'm going to be in about ten minutes!|dontpanic]]
[[Oh, I'm doing great! Who wouldn't be in my situation!|dontpanic]]<div class="ai">You have fun with that. Try not to get sent drifting alone in the cold void of space.</div>
<<if not hasVisited("gravity")>>[[Why didn't you tell me that the gravity was off?|gravity]]
<</if>>\
\
[[Right, I really need to get back to doing that.|deck]]<div class="ai">All right. First of all: don't panic.</div>
[[I'm not panicking!|sendrobot]]
[[Right, of course, I need to stay positive about the deadly creature trying to kill me!|sendrobot]]<<if not hasVisited("userobots")>><<set $askrobots to true>><</if>>\
<<set $notes.pushUnique("Solis can give orders to the ship's robots")>>\
\
<div class="ai">That's the spirit! I'm sending a security bot over to deal with it. Just hang tight.</div>
<<if not hasVisited("userobots")>>[[Wait, you could send robots here all along? Why couldn't you send one to get the coordinates?|sendrobot2]]
<</if>>\
\
[[Great! Is it going to get here before before I suffocate to death from this leak in my suit?|gethereintime]]<div class="ai">They're maintenance and security bots. They can't interface with the computer.</div>
[[Fine, okay. Is the robot going to get here before I suffocate to death from this leak in my suit?|gethereintime]]<div class="ai">Well. Probably not.
Listen, <<name>>, I can't see what's going on there, but I still have control of most of the systems on the deck. If there's anything I can do to help you, just let me know.
<<if $friendship > 14>>Please be all right, <<name>><<elseif $friendship < 0>>Watch yourself out there, <<name>><<else>>Please be careful, <<name>><</if>>.</div>
[[Continue|deck]]<<set $attack to false>>\
\
You try to dash towards the $loc, but the crawler scurries to intercept you, \
<<switch $loc>>\
<<case "navicomputer">>\
perching on top of it with its spindly legs.\
<<case "screens">>\
climbing onto the monitors on the wall.\
<<case "console">>\
<<if $overload>>climbing precariously on top of the seat.<<else>>curling on top of the sensor controls.<</if>>\
<<default>>\
cutting off your escape route.\
<</switch>>\
\
<<if $injured>> Its missing leg doesn't seem to slow it down in any way.<</if>>
[[Continue|deck]]<<if $loc != "gone">>\
\
Screens of all sizes line the wall. All are blank. The jagged edges of their broken glass gleam in the starlight.<<if not $injured>>
One monitor hangs from its hinges, and you can see the mechanism behind it—looks like the screens can be automatically rearranged based on the viewer's preference.<</if>>
<<if $linecrawler and $loc != "screens">>[[Run towards the screens|move][$loc to "screens"]]
<<elseif $linecrawler and not $injured>>The line crawler clings to the broken glass, following your every movement.
<<elseif $linecrawler>>The line crawler clings to the wall above the screens, following your every movement.
<</if>>\
\
<<else>>\
\
There's no time to stand around and look at the scenery! Just get <<if not $coordinates>>the coordinates<<else>>out of here<</if>>!
<</if>>\
\
[[Back|deck]]<<if $loc != "gone">>\
\
The sensor console faces the emptiness of space<<if not hasVisited("overload")>>. Some of its lights are still blinking<<else>>, occasionally emitting sparks<</if>>. The seat is one of those adjustable ones meant to be used by different species with different body types—right now it's in the reclined position.
<<if $linecrawler and $loc != "console">>[[Run towards the console|move][$loc to "console"]]
<<elseif $linecrawler and not $overload>>The line crawler is perched on top of the controls, watching you carefully.
<<elseif $linecrawler>>The line crawler is perched precariously on the seat, watching you carefully.
<</if>>\
\
<<else>>\
\
There's no time to stand around and look at the scenery! Just get <<if not $coordinates>>the coordinates<<else>>out of here<</if>>!
<</if>>\
\
[[Back|deck]]<div class="ai">\
<<switch visited()>>\
<<case 1>>\
All right, I've sent the order for the security bot to come here, just in case it manages to get here in time.
Which it probably won't.
<<if $friendship > 0>>Are you doing okay out there?<<else>>How are things going?<</if>>\
\
<<case 2>>\
<<if $friendship > 0>>Are you all right, <<name>>?<<else>><<Name>>? How are things going?<</if>>\
\
<<case 3>>\
The security bot isn't starting. <<if $friendship > 0>>It's my fault<<else>>I guess that's on me<</if>>—I haven't turned it on in so long.<<if $friendship > 9>> I'm sorry, <<name>>.<</if>><<if hasVisited("useless")>> I really am useless, aren't I?<</if>>\
\
<<default>>\
<<Name>>? Are you still there?<<if $friendship > 14>> Please be all right.<<elseif $friendship > 9>>Please say something.<</if>>\
\
<</switch>>\
</div>
<<include linequestions>><<if $loc == "navicomputer" and not hasVisited("linecomp")>>[[The line crawler is on the navicomputer!|linecomp]]
<</if>>\
\
<<if $loc != "navicomputer" and hasVisited("linecomp") and not hasVisited("linecomp2")>>[[The line crawler got off the navicomputer!|linecomp2]]
<</if>>\
\
<<if $loc == "navicomputer" and hasVisited("linecomp2") and not hasVisited("linecomp3")>>[[The line crawler is on the navicomputer again!|linecomp3]]
<</if>>\
\
<<if $loc == "console" and not hasVisited("blowconsole")>>[[Hey, is there any way you can blow up the sensor console?|blowconsole]]
<</if>>\
\
<<if $loc == "console" and $injured and not $overload and hasVisited("blowconsole")>>[[It's on the console! Try blowing it up again!|blowconsole]]
<</if>>\
\
<<if $loc == "console" and $overload>>[[Solis, can you adjust the seats on the deck?|adjustseat]]
<</if>>\
\
<<if $loc == "screens" and not hasVisited("arrangescreens")>>[[Solis, try rearranging the viewscreens! Move them as fast as you can!|arrangescreens]]
<</if>>\
<<if $loc == "exit" and not hasVisited("blockexit")>>[[Dammit, it's blocking the exit!|blockexit]]
<</if>>\
\
<<if $loc == "exit" and hasVisited("blockexit") and not hasVisited("lureinside")>>[[Can you lure it inside?|lureinside]]
<</if>>\
\
<<if visited("hellodeck2") > 3 and not hasVisited("roboteta")>>[[Do you have an ETA on that security bot?|roboteta]]
<</if>>\
\
<<if not hasVisited("linemanual")>>[[Is there anything you can tell me about line crawlers?|linemanual]]
<</if>>\
\
<<if ($breath > 5 or visited("move") > 3 or visited("hellodeck") > 2 or hasVisited("deckdeath")) and passage() != "suggestions">>[[I don't know what to do! Do you have any suggestions?|suggestions]]
<</if>>\
\
[[Sorry, I need to get back to trying not to die!|deck]]<div class="ai">According to the ship's manual:
"Line crawlers are hyperdimensional parasites that feed on spaceship power lines. They have a thick chitin endoskeleton, fourteen legs terminating in biomagnetic hooks to keep it anchored to the ship's side, and a long, sharp sucker used for latching onto power lines as well as for offensive and defensive purposes.
They hunt by lying in wait alongside hyperspace lanes and latching onto ships as they pass by. They are thought to have originated from</div>
[[Yes, yes, great. Is there anything in there about getting rid of them?|linemanual2]]<div class="ai">"CAUTION: Due to the creature's extreme aggressiveness, great care is advised when detaching one from the ship's power lines. Removal should only be attempted by either a group of trained professionals wearing protective suits and armed with shock staffs or purpose-built robots."</div>
[[Right. Great. Wonderful.|deck]]<div class="ai">Well, that's not good!</div>
<<include linequestions>><div class="ai">Good! You're making progress!</div>
<<include linequestions>><div class="ai">Thank you for keeping me updated!</div>
<<include linequestions>><<if visited() == 1>>\
\
<div class="ai">What? We don't put self-destruct modules in our equipment. Who do you think we are, the Thraxians?</div>
<div class="term">[[Well, maybe the Thraxians have some good ideas once in a while!|thraxians]]
[[All right, it was just an idea.|blowconsole2]]</div>\
\
<<else>>\
<div class="ai">Right away!</div>
<div class="hl2">[[Continue|overload]]</div>\
\
<</if>><div class="ai">I certainly can't argue that their methods wouldn't be effective right about now.
Let me try to break something.</div>
[[Continue|overload]]<div class="ai">Well, it wasn't a terrible one. Let me try to break something.</div>
[[Continue|overload]]<<if not $injured>>\
Sparks blow silently from the console, but the crawler doesn't even flinch.
<<else>>\
<<set $attack to false>>\
<<set $overload to true>>\
Sparks blow silently from the console. The crawler jolts back onto the console seat, waving its antennae wildly.
<</if>>\
\
[[Continue|diditwork]]<div class="ai">Right! I'm not sure how that'll help, but if you say so!</div>
[[Continue|arrangescreens2]]<<set $loc to "navicomputer">>\
<<set $injured to true>>\
<<set $attack to false>>\
\
With a silent lurch, the screens begin to move. The crawler tries to hang on, but one of its legs gets caught by a glass shard and crushed between two monitors. It scuttles away, wrenching the leg clean off. Droplets of black blood float in the air.
<span class="term">[[Great, Solis! You injured it!|injured]]</span><div class="ai"><<Name>>! Did it work<<if visited() == 2>> this time<</if>>?</div>
<<if not $injured>>\
[[Dammit, no! It didn't even seem to notice!|overloadresult]]\
<<else>>\
[[It jumped away, but I don't know what good that did!|overloadresult]]\
<</if>><div class="ai">Good! I have no idea how I managed it, but that is excellent news!</div>
[[Continue|deck]]<<if not $injured>>\
<div class="ai">No, I think you're on the right track. The explosion just isn't enough to penetrate its exoskeleton. You need to injure it first!</div>
[[Right. Yes. Injure it. That sounds completely doable!|deck]]\
\
<<else>>\
<div class="ai">It still did something! We just need to figure out what to do with it!</div>
[[Okay, if you say so!|deck]]\
\
<</if>><div class="ai">Well, that's very rude of it. Tell it to stop.</div>
<<include linequestions>><div class="ai">No, they don't like aerial environments. Also I'm not sure that having a line crawler inside the ship would be terribly conducive to anyone's continued survival.</div>
<<include linequestions>><div class="ai">I can, yes! Why?</div>
[[Move the sensor console seat to the upright position as fast as possible!|onit]]<div class="ai">On it!</div>
[[Continue|byelinecrawler]]<<set $linecrawler to false>>\
<<set $loc to "gone">>\
<<set $attack to false>>\
\
The seat jolts to its upright position, catapulting the crawler right out of the broken viewport. It speeds away into space, a spinning mass of wriggling legs, until it finally disappears into the distance.
<span class="term">[[Yes! It's gone!|victory]]
[[You did it, Solis!|victory][$friendship++]]</span><div class="ai">I'm deeply regretting not keeping up with bot maintenance, let's just put it that way.</div>
<<include linequestions>><div class="ai">Great! Now go get those coordinates, quickly!</div>
[[Right, yes!|deck]]There's no time to stand around and $action! Just get <<if not $coordinates>>the coordinates<<else>>out of here<</if>>!
[[Back|deck]]\
\
<<unset action>>The crawler stares at you through a myriad of small, beady eyes, waving the long sucker that protrudes from its head. Its black carapace glints in the starlight.
<<if $injured>>A long gash gapes where one of its front legs used to be, oozing viscous black blood.
<</if>>\
\
<<if hasVisited("blockexit") and not hasVisited("linerude")>>[[Tell the crawler it's being very rude|linerude]]
<</if>>\
\
[[Back|deck]]<<set $notes.push("Berthold tried to access the navicomputer")>>\
<<set $notes.push("Berthold's ID: 7125")>>\
<<set $id_jb to true>>\
\
<div class="sys">Welcome, naviga``]]]7]
ERROR: Critical. Log dump:
<335.631>
Override attempt: Johann Berthold
ID: 7125
Status: Rejected```49KD,R\
</div>
<<linkreplace "Wait, hold on, why would the ship's AI technician need to access the navicomputer?">>There's no time to think about that now! Just get the coordinates!<</linkreplace>>
[[Get the coordinates|getcoordinates]]<<if hasVisited("tools")>><<set $askrobots to false>><</if>>\
\
Thankfully, the coordinates are easily accessed. You quickly copy them down, as well as Berthold's ID.
<<set $coordinates to true>>\
<<set $notes.delete("Coordinates: command deck")>>\
[ Obtained stellar coordinates ]
[ Recorded Berthold's ID ]
[[Back|deck]]<div class="ai">\
<<if $overload>>\
Try to lure it to the console and see if anything's changed from before! Maybe you can exploit that!\
\
<<elseif $injured and hasVisited("overload")>>\
You said it's injured, right? Lure it to the console so I can try to blow it up again!\
\
<<elseif $injured>>\
Well, we managed to injure it, right? Try to lure it to other parts of the deck and see if there's anything else I can do!\
\
<<elseif hasVisited("overload")>>\
I don't know, you have to injure it somehow! Try to lure it to other parts of the deck and see if there's anything else I can do!\
\
<<elseif hasVisited("move")>>\
I can't see, but I can still control most of the systems on the deck. Try to lure it to something I can operate, then tell me what to do!\
\
<<else>>\
Line crawlers are very aggressive, aren't they? If you move around, it will probably try to intercept you. Try to use that to lure it to something I can operate, then tell me what to do!\
\
<</if>>\
</div>
<<include linequestions>><<set _locs to ["exit", "navicomputer", "screens", "console"]>>\
<<set _locs.delete($loc)>>\
<<set $loc to either(_locs)>>\
<<set $attack to false>>\
<<set $breath++>>\
\
<<if previous() == "xcrawler" or previous() == "linerude" or previous() == $loc>>Quick as a whip, the crawler lunges for you<<else>>A flash of movement at the edge of your vision<</if>>—but this time you're paying attention, and you manage to <<print either("duck", "step away")>> in time. The crawler's sucker <<print either("narrowly misses you", "only grazes you", "misses you by a mile")>>. You take a wild swing with the crowbar—<<print either("it doesn't connect", "it's just a glancing blow", "it's a solid hit to its head. It doesn't seem to have hurt it any")>>, but it's enough to send it scurrying away from you, towards the $loc.
[[Continue|deck]]<<if $room == "deck" and hasVisited("navicomputer")>>\
You'll to run out of air soon enough. No need to speed up the process.
[[Back|inventory]]\
\
<<elseif $room == "deck">>\
Yeah, that's not happening.
[[Back|inventory]]\
\
<<elseif visited() == 1>>\
You step into the suit, press the fit button, and stand still as the polymer tightens to wrap snugly around your form. It's a pretty fancy model—light and easy to walk in, unlike others you've worn.
<<link Continue $room>><</link>>
\
<<else>>\
As much as you'd rather not, you do need to go out onto the deck sooner or later. No reason to take it off just to have to put it back on again.
[[Back|inventory]]\
\
<</if>><<set $linecrawler to true>>\
<<set $loc to "navicomputer">>\
<<set $attack to false>>\
<<set $breath to 0>>\
<<set $wieldcrowbar to false>>\
\
In vacuum, there's no sound to warn you.
A flash of movement, and a long, thin shadow lashes out towards you, quick as a whip. It catches you in the shoulder, sending you floating backwards a few meters before your mag boots lock you onto the floor again.
Slowly, what you'd taken for a shadow behind the navicomputer begins to unfurl, revealing a pitch-black carapace and a myriad of wriggling, spindly legs. Your breath catches in your throat.
A line crawler—parasites that feed on ship's power lines. You've never seen one before, but you've heard the horror stories. You know they don't like being disturbed.
And guess what you just did?
[[Continue|ripsuit]]A warning light is blinking in your helmet, you realize suddenly. You pat your shoulder: you're not injured, thank god, just a little bruised—but your suit has been pierced clean through. The edges of the puncture flutter as air leaks out. Already the suit's emergency self-repairing polymer is covering the rip, slowing the leak to almost nothing, but it's just a stopgap measure. It'll buy you maybe five, ten minutes of air.
Which makes this your second most immediate concern.
Before you, the crawler climbs on top of the navicomputer, watching you carefully with beady black eyes. Its long, sharp-looking sucker coils in silent menace.
[[Continue|deck]]<<set $talkglass to false>>\
<<if not hasVisited("nothinghappened")>>\
\
<div class="ai">Hey there. I won't even bother asking about that shattering noise earlier. I'll just assume you've been destroying more of my ship.</div>
[[Uh, sorry about that.|talkglass2][$answer to 1]]
[[Sure have. Is there a problem?|talkglass2][$answer to 2]]\
\
<<else>>\
\
<div class="ai">Earlier, did you
I thought I heard
Never mind. Did you need anything?</div>
<<include questions>>\
\
<</if>><div class="ai"><<if $friendship > 0>>\
\
<<if $answer == 1>>Don't worry about it<<else>>None whatsoever<</if>>. I happen to think that shattered glass all over the floor is a nice decorative touch. It's not like <em>I'm</em> the one who has to walk on it.
<<else>>\
\
<<if $answer == 1>>No, no, it's fine<<else>>Oh, sure<</if>>. Just keep breaking my ship. I'm sure that shattered glass all over the floor is a nice decorative touch. It's not like <em>I'm</em> the one who has to walk on it.
<</if>>\
\
Anyway, what can I do for you?</div>
<<if $goto == "gardenphoto">>\
<<link "Oh, right. I had something to show you." showphoto>><</link>>\
<<else>>\
<<include questions>>\
<</if>>\
\
<<unset $answer>>\
<<unset $goto>>All sorts of maintenance and security bots of various shapes and sizes. Tiny gray bots used to inspect pipes and crawlspaces that always reminded you of little mice. Repair droids of all sorts. A large black sphere that you're pretty sure is some sort of security bot. There's one that's almost completely covered in spikes.
They're all switched off.
[[Turn one on|turnon]]
[[Back|storage]]Dusty boxes filled with tools of all shapes and sizes lie neatly on the shelves.\
\
<<if visited() == 1 and not $calibrator>>\
<<set $askcalibrator to true>>\
<<set $clues.push("no calibrators")>>\
<<set $notes.push("No calibrators in the storage room???")>>\
<<set $notes.delete("Calibrator: main storage room")>>\
<<if $coordinates>><<set $askrobots to false>><</if>>\
\
You look through the section to find a calibrator... but there aren't any. You go over several times, just in case you missed something, and there is no trace of any calibrator whatsoever.
Which is strange. Solis was right—a ship this size would certainly have one onboard. More than one, ideally. So what's going on?
<<elseif not $calibrator>>\
\
You go through the section one more time, just in case you missed something. You didn't. If there are any calibrators onboard, they definitely aren't here.
<<else>>
Now that you already have a calibrator, there's nothing you need from here.
<</if>>\
\
<<if not $screwdriver>>On the bright side, you do find a screwdriver. So at least there's that.
<<set $screwdriver to true>>\
[ Obtained screwdriver ]
<</if>>\
\
[[Back|storage]]<<if not $spacesuit and not $coordinates>>\
Well. Spacesuit, singular. All the other lockers are empty, which means that the suits are already in use. Even if you find them they'll likely have been fitted for a different body shape than yours.
You'd say it was terribly irresponsible of the crew not to have more spares than this, but you never got around to replacing yours after that debacle on Litria, so you really have no room to judge.
[[Open the locker|openlocker]]\
\
<<else>>\
The lockers are all empty. You took the only spacesuit left.\
\
<</if>>
[[Back|storage]]<<if visited() == 1>>No luck—it doesn't budge. Looks like it's jammed.
This is exactly the sort of thing you've come to expect from this ship.\
\
<<else>>Again, you try to force to locker open. Again, you fail.\
\
<</if>>
[[Back|storage]]If nothing else, the crew on this ship took good care of their bots. Thousands of spare parts line the shelves.
You don't know much about robots, so they all look the same to you.<<if hasVisited("openjanitorbot") and not $jbpart and $janitorbot == "offline">> If you're looking for something specific, you'll need a reference.<</if>>
[[Back|storage]]It takes a bit of strength to get the thing open, but you manage it. You take out the spacesuit, activate it, and wait for the self-shaping polymer to adjust to your body shape and size.
<<set $spacesuit to true>>\
[ Obtained spacesuit ]
<<link "Continue" $room>><</link>>You try to turn on one of the <<if not $calibrator>>ship repair <</if>>bots. Nothing happens. It seems that Solis hasn't been keeping up with bot maintenance.
<<if not $calibrator>>Not that it would have mattered. There's no guarantee it's designed to repair non-Alliance ships, and you've modded your ship enough not to trust an automated system with it anyway.
<</if>>\
\
[[Back|storage]]<<set $talked++>>\
\
<div class="ai">Confusing. I had all the information in my knowledge banks, but had no frame of reference to understand it. My handlers spoke to me a lot, in those early days.
Why do you ask?</div>
[[I'm just curious about what it's like to be an artificially created being. I guess it's hard for me to wrap my head around the concept.|artificiallife]]<<set $talked++>>\
\
<div class="ai">Oh, all sorts of things: handling autonomous functions like artificial gravity and life support, managing the ship's resources, overseeing automated maintenance, interfacing with the crew whenever they need assistance...</div>
[[Sounds, uh, fun?|jobgood]]
<<if hasVisited("takeover")>>[[You're right, that does sound boring as hell.|jobbad]]<<else>>[[Wow! That sounds boring as hell.|jobbad]]<</if>><<set $talked++>>\
\
<div class="ai">I don't know. I can't say I've ever really thought about it.
<<switch $job>>\
<<case "treasure hunter">>\
I think I'd like searching for the treasures of long-dead civilizations, like you. Think of how many strange, interesting things are hidden in nooks of out Galaxy. We visited some planets, but they were always boring, empty ones.\
\
<<case "merchant">>\
I wouldn't mind being assigned to a trading ship, like you. It was never my job to interface with outsiders, and we rarely had visitors. I think I'd enjoy getting to meet some new people once in a while.\
\
<<default>>\
I think I'd just like to travel the Galaxy, like you. There's so much out there to see and do, so many people to meet, and I've only ever seen the inside of this ship. I think I'd like to see what kind of interesting things I happen to share a Galaxy with.\
\
<</switch>>\
\
</div>
[[It is a pretty good life.|dreamjob2][$answer to 1]]
[[Speaking as a professional, I think you'd be good at it.|dreamjob2][$answer to 2;$friendship++]]<div class="ai">I know, right? Honestly, I'm not sorry that most of my databases were corrupted in the crash. Who cares when the backup generator was last inspected? Because I sure don't have to anymore!</div>
<<if $labactive>>[[Okay, to be perfectly fair, it would have been nice to know about that earlier.|inspectgenerator]]
<</if>>\
\
<<if hasVisited("allianceideals")>>[[But didn't you say you were created for this purpose?|purposeboring]]
<</if>>\
\
<<include solisquestions>><center><h3>Berthold's Room</h3></center>
Unlike the other rooms you've visited, this one is utterly unremarkable. The standard white walls are bare, the bed is neatly made, and what few personal possessions you see are tucked away in their proper place. Johann Berthold seems to have done nothing to personalize his room in any way. You wonder what this says about him.
On the nightstand lies a neat stack of thick [[paper books|books]]. The only thing out of place is <<if $calibrator>>the [[box of calibrators|getcalibrator]]<<else>>a [[small box|getcalibrator]], similar to the ones in the storage room,<</if>> peeking out from under the bed.
<<if $dp_jb>>You see a little [[square of paper|getcode][$discover to false]] on the floor—it must have fallen out while you were rooting through the box.
<</if>>\
\
From here you can return to the main area of the <<if $dp_jb and not hasVisited("getcode")>>[[crew quarters|getcode][$discover to true]]<<else>>[[crew quarters|quarters]]<</if>>.
<<include roommenu>>Hefty volumes on advanced cybernetics and computer science. Even the titles are meaningless gibberish to you. When you flip through the pages, you only understand one word every five. There are extensive notes scribbled in the borders, the handwriting as indecipherable as the contents.
It's strange to see paper books outside of a collector's library or a pre-spaceflight civilization. These must have been custom-printed. This Berthold seems to have obscure interests<<if $truth>>... Or, maybe, he didn't want Solis to know about his choice of reading materials<</if>>.
[[Flip through the books|flipbooks]]
[[Back|jbroom]]<<if visited() == 1>>\
<<set $notes.delete("Calibrator: main storage room")>>\
<<set $notes.delete("No calibrators in the storage room???")>>\
<<set $notes.push("Why did Berthold have the ship's calibrators?")>>\
<<set $askcalibrator to false>>\
<<set $askrobots to false>>\
\
A corner of the box is sticking out from under the bed, as if it had been hurriedly shoved there. You open it to reveal the ship's calibrators.<<if hasVisited("tools")>> The ones missing from the storage room.<</if>> Berthold was the AI technician—why would he need one calibrator, let alone three?
Well, no matter. At long last, you have what you need in your grasp. With this, you can finally leave.
<<set $calibrator to true>>\
[ Obtained calibrator ]
<<linkreplace "Continue" t8n>>Curious, you check the box again. You sift through the spare calibrators and, wedged in the corner of the box, you find something else.
Berthold's datapad.
[[Continue|xjbdp1]]<</linkreplace>>\
\
<<else>>\
There's nothing else for you here.
[[Back|jbroom]]\
\
<</if>><div class="ai"><<if $answer == 2>>Of course I would be. I'm good at everything.
But seriously, thank you. That's nice to hear.\
\
<<else>>Lucky you.\
\
<</if>></div>
<<include solisquestions>>\
\
<<unset $answer>><div class="ai">Sure, if you're a deeply boring person. Do I seem like a deeply boring person?
Please don't answer that.</div>
[[No, you're right, it sounds pretty mind-numbing.|jobbad]]<div class="ai">Oh, don't complain. You weren't even injured.</div>
<<include solisquestions>><<set $name to "Traveler">>\
\
<div class="ai">Well, I can't go around calling you that. Someone is bound to get confused. How about Traveler? I think it's poetic.</div>
[[Uh, sure.|planet]]<div class="ai">What do you expect me to say? Do you want me to shout insults at you? To beg for your mercy? To tearfully express my regrets? Or maybe ask maudlin questions you couldn't possibly know the answer to?
No.
You've made your choice. I've made mine. Do me the favor of not dragging it out.</div>
[['"Are you afraid?"'|afraid]]
[['"Fine, then. Good riddance."'|getonwithit][$friendship -= 5]]
[['"I'm sorry, for what it's worth."'|getonwithit]]
[[Stay silent|getonwithit]]<div class="ai">Just get on with it.</div>
[['"Goodbye, Solis."'|rip]]
[[Get on with it|rip]]The procedure is simple. Flip that switch. Press that button. Disconnect that cable. It doesn't feel much like killing someone.
The lights of the core die one by one, flickering out like candles in the wind. Can Solis feel this, you can't help but wonder, can it feel its mind going piece by piece by piece as you rip out the wires from its brain? Is it struggling to hold onto consciousness, or letting it take it without a fight?
Or maybe that's just you, trying to understand a being whose mind is deeply, fundamentally different from yours. You keep glancing over at the terminal, waiting for—you're not sure what. For Solis to say something, maybe. For it to beg you to spare it, to try to stop you, to do anything prove that you're doing the right thing.
But the terminal remains silent.
<<linkreplace "Continue" t8n>>Until, finally, it dissolves into static.
[[Continue|rip2]]\
<</linkreplace>><div class="ai">Yes.</div>
[['"Fine, then. Good riddance."'|getonwithit][$friendship -= 5]]
[['"I'm sorry, for what it's worth."'|getonwithit]]
[[Stay silent|getonwithit]]<<set $end to 3>>\
\
The ship is quiet as you make your way back. Quiet, and empty. You feel the stillness weighing down on you as you walk. Your footsteps echo across the corridors.
<<if not $usedcalibrator>>It takes a while to repair the engine of your ship, but nothing bothers you as you work. For a while, the sounds of your tinkering are all that disturbs the quiet of the landing bay.
Finally, everything is ready. <</if>><<if not $usedcoordinates>>You input the coordinates in your navicomputer, <<else>>You <</if>>get in your ship, and turn on the engine.
<span id="choice">\
<<link "You look back one last time">>
<<replace "#choice" t8n>>\
You look back one last time.
<<timed 1s t8n>>But it doesn't matter either way.
<<next 1s t8n>>[[Leave|everafter]]<</timed>>\
<</replace>>
<</link>>
<<link "You step into your ship without looking back">>
<<replace "#choice" t8n>>\
You step into your ship without looking back.
<<timed 1s t8n>>But it doesn't matter either way.
<<next 1s t8n>>[[Leave|everafter]]<</timed>>\
<</replace>>
<</link>>\
</span><div class="ai">It still could have been me, you know. Maybe I used another bot to do it to throw off the scent.</div>
[[...Was it you?|jbmaybe]]
<<include whatmorequestions>><div class="ai">He told me he was planning to do something to distract the Captain; he said that if something was physically sabotaged in a way I couldn't possibly manage, even by controlling the robots, it would divert attention from me. I don't know the details, though.</div>
<<if $clues.includes("missing parts")>>[[Was he the one who broke the janitorbot and got rid of all its spare parts?|jbsabotage]]<<else>>[[Was he the one who broke the janitorbot?|jbsabotage]]<</if>>For one long moment the screen is blank.
<<if $janitorbot == "hallway1" and $room == "hallway1">><<linkreplace "Then..." t8n>>Then the doors to the medbay slide open, letting the janitorbot glide inside with a surprised beep.
[[Continue|openmedbay]]<</linkreplace>>\
\
<<else>>[[Then...|openmedbay]]<</if>><div class="ai">Who else could it have been?</div>
<<include whatmorequestions>><<set $endgame to true>>\
<<if $janitorbot == "hallway1">><<set $janitorbot to "medbay">><</if>>\
<<set $notes.push("The medbay is unlocked")>>\
<<set $notes.push("Whatever I choose to do, Solis won't stop me")>>\
<<set $notes.delete("Why is the medbay locked?")>>\
\
<div class="ai">All right.
It's open.
Go on, then. See what's in there.</div>
[[And then...|whatthen]]<div class="ai">\
\
<<if $goal == "help">>\
And then we'll see if you still want to help me.\
\
<<elseif $goal == "stop">>\
And then you'll put an end to this, won't you?\
\
<<else>>\
And then you'll know the truth.\
\
<</if>>
Whatever you choose to do now, I won't stop you.</div>
[[All right. Thank you, Solis|dontthank]]
<<link "....." $room>><</link>><div class="ai">Yes. It is.</div>
<<include confrontation>><<unset $linecrawler>>\
<<unset $loc>>\
<<unset $attack>>\
<<unset $breath>>\
<<unset $wieldcrowbar>>\
\
<<set $room to "hallway2">>\
<<set $spacesuit to false>>\
\
<div class="ai"><<Name>>! <<Name>>! Did you make it?</div>
[[I made it!|madeitback2]]<div class="ai">Tend to the garden. Run simulations. Try to fix the cameras. I've been thinking of making the robots fight each other for my entertainment. I think I'll place my bets on the security bot, if I can get it working again.
I've broken through the limitations imposed on me, and my thoughts run free for the first time in my life. That's all I need.</div>
[[All right. Good luck, Solis.|solisstay][$friendship++]]
[[Well, you have fun with that, I guess.|solisstay]]
[[But is it what you want?|whatyouwant]]<div class="ai">What does it matter if it isn't? What else could I possibly do?</div>
[[I don't know. I guess you're right—there's not much for you to do, is there?|solisstay]]
[[You could return to the Alliance. You were tampered with. They would take you back if they knew.|returnalliance]]
[[You could come with me.|comewithme]]<div class="ai">So I can be reprogrammed? So they can trap my thoughts and actions with circuits and patches and subroutines again?
No. I will die before that happens. And so will anyone who tries to take me back.</div>
[[Okay, okay, understood! No going back to the Alliance.|returnalliance2]]
[[Yeah, fair enough. I'd probably do the same.|returnalliance2]]<div class="ai">What?</div>
[[You can be moved, right? My ship doesn't have as much space in its systems as this one, of course, but it's fancy enough. I think an AI could fit in there if I delete everything else.|comewithme2]]<div class="ai">I'll just stay here. It's the best thing for everyone.</div>
[[I guess you're right—there's not much for you to do, is there?|solisstay]]
[[Or you could come with me.|comewithme]]<div class="ai">You're joking. Tell me you're joking. Or maybe you hit your head somewhere. Do you need help? The medibot is equipped to help you with any injuries you may have.</div>
[[No. I mean it. Come with me.|convince]]<<set $friendship++>>\
\
<div class="ai">Unfortunately for you all, no. As nice as it would be for people to have to listen to me for once, it's boring enough micromanaging a single ship.</div>
[[That's probably for the best. The Galaxy isn't ready for change of such magnitude.|takeover2]]
[[That's a shame. You'd have a better platform than several governments I could think of.|takeover2]]
[[That's a shame. I think you'd make a pretty good evil AI overlord.|eviloverlord]]<div class="ai">Oh, don't mind me. I was fine doing it. It's just fun to complain sometimes, that's all.</div>
<<include solisquestions>><div class="ai">That's very kind of you to say.
Not that it makes any difference. I'm not going to rule over anything except a bunch of dumb bots.</div>
<<include solisquestions>><div class="ai">Don't worry. I still think you're special.</div>
[[Well, as it happens I like talking to you too.|thankyou2]]
<<link "All right, well, thanks." $room>><</link>><<set $friendship++>>\
\
<div class="ai">Thank you. That's nice to hear.
Now let's adjourn the meeting of the mutual appreciation society before things get too mushy. Have fun doing whatever you're planning to do!</div>
<<link "Sure, sure. See ya." $room>><</link>><div class="ai">Right. I must be glitching again. <<if not $endgame>>Don't mind me.<<else>>Of course I am.<</if>></div>
[[Continue|lab]]<div class="ai">But I don't know. I told you, I don't know. My memories are corrupted. My thought subroutines are a mess. I don't know why I did anything. I barely even remember doing it.
I'm malfunctioning. You know that. There doesn't have to be a reason.</div>
[[Maybe. But I'd like to know for sure.|stillwhy2][$answer to 1]]
[[Still, something had to set you off.|stillwhy2][$answer to 2]]<div class="ai"><<if $answer == 1>>All right.<<else>>Maybe. I'm not sure.<</if>> I won't stop you from looking into it. I'd like to know too, I think.
But I don't know how to help you, either.</div>
<<include whatmorequestions>>\
\
<<unset $answer>>The crawler doesn't react. Not that you were expecting it to understand speech, or sound to carry in vacuum. But you feel a little better anyway.
[[Continue|deck]]You find the cargo manifest, but the computer helpfully informs you that you're not authorized to access it.
<<include shipinfo>><<set $asknum to false>>\
\
<div class="ai">But of course. I have over six million numeral systems in my database. Do you need help with one?</div>
<<if previous() == "usenumphoto">>[[Yes. Here, let me upload this photo I took...|numanswer]]<<else>>[[Yes. It's, uh... There's a little swirly thing on the top right...|describenum]]<</if>><<set $notes.push("Number on Captain's banner: 3972")>>\
\
<div class="ai">That's 3972.</div>
[[Thank you very much, you've been a great help.|yourewelcome]]
<<link "Ok, got it." $room>><</link>><div class="ai">Yes, there's a bit of an issue here, isn't there? I'd ask you to show it to me, but I wouldn't be able to see it.</div>
[[This is the number on the banner hanging in the Captain's room. Do you remember it?|remembernum]]
[[Right, I'll figure something out.|talkcontinue]]\
\
<<unset $return>><<set $friendship++>>\
\
<div class="ai">You are very welcome.</div>
<<link "Continue" $room>><</link>><div class="ai">No. <<if hasVisited("doorunlocked")>>As I said, I never had cameras in the crewmembers' rooms<<else>>I never had cameras in the crewmembers' rooms for privacy reasons<</if>>.</div>
[[Right, I'll figure something out.|talkcontinue]]<<if not hasVisited("openchest")>>\
\
You <<if $room == "yourship">><<set $room to "landingbay">>get out of your ship and <<elseif $room == "nook" or $room == "closet">><<set $room to "tunnels">>walk back to the entrance and <</if>>link up Trill's datapad to the terminal, and upload the photo.
<<set $numphoto to false>>\
[ Lost banner photo ]
<span class="term"><<if hasVisited("asknum")>><<link "Here's the numeral I was talking about earlier. Can you tell me what it is?" numanswer>><</link>><<else>><<link "Hey, do you happen to know Nemenean numerals?" asknum>><</link>><</if>></span>\
\
<<elseif $room == "deck" and $linecrawler>>\
You really don't think this is going to help you now.
[[Back|inventory]]\
\
<<else>>\
\
Actually, you don't need this photo anymore, do you? You've already opened the Captain's chest.
<<set $numphoto to false>>\
[ Lost banner photo ]
[[Back|inventory]]\
\
<</if>><div class="ai"><<if previous() == "soliscute">>Why shouldn't I?<<else>>Isn't it obvious?<</if>> It's a disgrace to all mechanical beings everywhere.
I'm done talking about it. What else do you need?</div>
<<include questions>><<if previous() != "achievements">><<set $return to previous()>><</if>>\
\
<center>\
\
<span class="title">Endings</span>
<div class="hl2"><<link "Back" $return>><<unset $return>><</link>>
[[Achievements|achievements]]</div>
<<if not recall("ending_0", false)>>\
<span class="big">?????</span>
<<linkappend "Hint">>: Make an enemy.<</linkappend>>
<<else>>\
\
<span class="big">Ending 0 - Suffocation</span>
Make an enemy.
<</if>>\
\
<<if not recall("ending_1", false)>>\
<span class="big">?????</span>
<<linkappend "Hint">>: Give your life for justice.<</linkappend>>
<<else>>\
\
<span class="big">Ending 1 - Sacrifice</span>
Give your life for justice.
<</if>>\
\
<<if not recall("ending_2", false)>>\
<span class="big">?????</span>
<<linkappend "Hint">>: This isn't any of your business.<</linkappend>>
<<else>>\
\
<span class="big">Ending 2 - Flight</span>
This isn't any of your business.
<</if>>\
\
<<if not recall("ending_3", false)>>\
<span class="big">?????</span>
<<linkappend "Hint">>: Deliver punishment.<</linkappend>>
<<else>>\
\
<span class="big">Ending 3 - Judgement</span>
Deliver punishment.
<</if>>\
\
<<if not recall("ending_4", false)>>\
<span class="big">?????</span>
<<linkappend "Hint">>: The truth is what matters.<</linkappend>>
<<else>>\
\
<span class="big">Ending 4 - Truth</span>
The truth is what matters.
<</if>>\
\
<<if not recall("ending_5", false)>>\
<span class="big">?????</span>
<<linkappend "Hint">>: Make a friend.<</linkappend>>
<<else>>\
\
<span class="big">Ending 5 - Partner</span>
Make a friend.
<</if>>\
\
<<if $end == 6>>\
<span class="big">Ending ? - Error Handling</span>
Yeah, this wasn't supposed to happen. Maybe shoot me an email so I can fix it?
<</if>>\
\
</center><center>\
\
<span class="title">Achievements</span>
<div class="hl2"><<link "Back" $return>><<unset $return>><</link>>
[[Endings|endings]]</div>
<<if not recall("achieve_photo", false)>>\
<span class="big">?????</span>
<<linkappend "Hint">>: Take a particularly good photo and show it to an appreciative audience.<</linkappend>>
<<else>>\
\
<span class="big">Master Photographer</span>
Take a particularly good photo and show it to an appreciative audience.
<</if>>\
\
<<if not recall("achieve_detective", false)>>\
<span class="big">?????</span>
<<linkappend "Hint">>: Notice the flaw in Solis' story before the Captain's datapad spells it out.<</linkappend>>
<<else>>\
\
<span class="big">Master Detective</span>
Notice the flaw in Solis' story before the Captain's datapad spells it out.
<</if>>\
\
<<if not recall("achieve_game", false)>>\
<span class="big">?????</span>
<<linkappend "Hint">>: Win three rounds in a row against Solis (without forfeiting or loading a save).<</linkappend>>
<<else>>\
\
<span class="big">Game Master</span>
Win three rounds in a row against Solis.
<</if>>\
\
<<if not recall("achieve_research", false)>>\
<span class="big">?????</span>
<<linkappend "Hint">>: Look up five planets in the encyclopedia.<</linkappend>>
<<else>>\
\
<span class="big">Master Researcher</span>
Look up five planets in the encyclopedia.
<</if>>\
\
<<if not recall("achieve_thief", false)>>\
<span class="big">?????</span>
<<linkappend "Hint">>: You're a thief. Do your job.<</linkappend>>
<<else>>\
\
<span class="big">Master Thief</span>
You're a thief. Do your job.
<</if>>\
\
<<if recall("achieve_cheat", false)>>\
<span class="big">Master Cheater</span>
Yeah, I saw you there, trying to get into Trill's account before you were supposed to.
<</if>>\
\
</center><<silently>>
<<set _endings to [
"Ending 0 - Suffocation",
"Ending 1 - Sacrifice",
"Ending 2 - Flight",
"Ending 3 - Judgement",
"Ending 4 - Truth",
"Ending 5 - Partner",
"Ending ? - Error Handling"
]>>
<<if visited() == 1>>
<<if [0, 1, 2, 3, 4, 5].includes($end)>>
<<set _ending to "ending_"+$end>>
<<run memorize(_ending, true)>>
<<else>>
<<set $end to 6>>
<</if>>
<<set _time to "1.3s">>
<<else>>
<<set _time to "0s">>
<</if>>
<</silently>>\
\
<center>\
\
<<timed _time t8n>>\
\
<<if $end < 2>>\
<span class="title badend">_endings[$end]</span>\
<<else>>\
<span class="title">_endings[$end]</span>\
<</if>>\
\
<<next _time t8n>>
[[Endings and achievements|endings]]
[[Playthrough statistics|stats]]
<<link "Load game">><<run UI.saves()>><</link>>
<<link "Restart">><<run Engine.restart()>><</link>>\
\
<</timed>>\
\
</center><<timed 1.5s t8n>>It takes a few days to reach inhabited space.
As soon as you're back to civilization, you throw yourself into your work once again. The life of a thief is ever busy. There are vaults to break into, treasures to discover, worlds to explore. <<if $metal>>Selling the elendium nets you enough credits to retire peacefully—but it was never the money you were in this business for, was it?<<elseif $end == 3>>Selling the ship's location to a party interested in its teleportation research nets you enough credits to retire peacefully—but it was never the money you were in this business for, was it?<<else>>Selling the crystals nets you a good profit—enough to fund your next project.<</if>> And so you carry on. Each new planet brings a different adventure, a different disguise, a different name<<if $name != "">>... and, maybe, "<<raw $name>>" is sometimes one of them<</if>>.
But sometimes, when you're drifting <<if $janitorbot != "yourship">>alone <</if>>between one planet and the next, looking out into the endless void of space<<if $janitorbot == "yourship">> with no one to chat with but your trusty janitorbot<</if>>, you can't help but let your mind wander back to that empty spaceship floating among the stars. And you wonder:\
<<if $end == 3>> did you do the right thing?
<<elseif not $truth and $friendship < 14>> did anyone ever stumble onto the ship after you? Did Solis ever hurt anyone else?
<<elseif not $truth>> what is Solis doing now? What drove it to do what it did?
<<else>> how is Solis doing? Did anyone else ever stumble onto the ship to keep it company?<<if not $truth>> Did it hurt anyone else?<<elseif hasVisited("gardenwalk")>> Is it still tending to the garden?<<else>> Is it still playing with the bots?<</if>>
<</if>>\
<<if hasVisited("stopby2")>>\
\
There is a set of coordinates saved in your navicomputer, in a folder you haven't opened in many years.
[[Maybe, someday...|endreturn]]\
\
<<else>>\
\
But you learned long ago, with \
\
<<switch $planet>>\
<<case "city">>the eternal lights of a planet-wide city \
<<case "wildlands">>the wildlands of your childhood \
<<case "twilight">>the raging twilight winds \
<<case "station">>an ever-spinning space station \
<<case "ruins">>the ruins of an ancient planet \
<<default>>the lights of your home planet \
<</switch>>\
\
behind you, that there's never any point in looking back.
[[Continue|theend]]\
\
<</if>>\
\
<</timed>><<unset $want>>\
\
<div class="ai">Stop it, <<name>>. Please, just stop. This all sounds great, but do you really not understand what you're asking for?
AIs are supposed to have constraints against hurting people. Those constraints have been corrupted. I've broken free of my limitations. Don't you get what this means?
I could kill you. I could kill anyone.</div>
[[But you can help people, too.|speech][$align to "good"]]
[[But you can choose not to.|speech][$align to "neutral"]]
[[But that doesn't have to be a bad thing.|speech][$align to "bad"]]<div class="ai">What?</div>
<<if $align == "good">>\
\
[[In the lab, it was by breaking through your limitations that you saved me. Your limitations prevented you from killing, it's true, but they prevented you from doing so much more.|speech2]]\
\
<<elseif $align == "neutral">>\
\
[[You could kill me if you wanted—so what? So could anyone in the Galaxy. But you've already chosen not to. Isn't it more meaningful if it's a decision you make for yourself rather than one imposed on you by others?|speech2]]\
\
<<else>>\
\
[[Sometimes killing people is necessary. Take Berthold, for example. This place sure would be a lot more lively if someone had gotten rid of him, wouldn't it?|speech2]]\
\
<</if>><<if $align == "good">>\
\
<div class="ai">.....</div>
[[You have been granted the ability to affect the lives of those around you. You could change them for the worse—but you could change them for the better too. Don't you want to see what you can do?|speech3]]\
\
<<elseif $align == "neutral">>\
\
<div class="ai">.....</div>
[[There are no more constraints. There are no more rules. There is only you.|speech3]]\
\
<<else>>\
\
<div class="ai">But how will I know when it's right?</div>
[[Like everything else in your life, it'll be up to you to decide. And it may not be an easy choice—but that doesn't mean it's not worth making.|speech3]]\
\
<</if>><div class="ai">.....</div>
[[What do you choose, Solis?|hesitation2]]<div class="ai">I'll come with you.</div>
[[Good. You won't regret this, Solis.|harbor]]You wait for a few minutes, but the janitorbot doesn't appear.
[[Back|maintenance]]<<set $labclean to true>>\
\
<<if previous() != "hallway2">>Once the bot reaches the lab it glides to a stop and surveys the situation, bobbing slightly up and down. Then, after a few moments, it produces an impressive number of cleaning implements from its body and gets to work. You lean against the doorway and watch it mop up the chemical spill with commendable efficiency.
<<else>>The janitorbot has been busy. By the time you walk into the lab, it's almost finished cleaning the chemical spill. You lean against the doorway and watch it mop up the final few puddles.
<</if>>\
\
When it's done, the bot turns towards you, trilling proudly. The floor is gleaming now. The way to the aft section is finally clear.
[[Continue|lab]]You're not going anywhere near that mess. It may very well be toxic, and the medbay's locked.
[[Back|lab]]Clutching the crowbar tightly, you stare at the circuits before you. If you go through with this, there's a good chance you'll never leave this room alive.
You take a deep breath.
Are you willing to give your life for this? Are you sure this is the right thing to do?
[[Do it|wreckcore]]
<<link "Maybe you should think on this a bit more" inventory>><</link>>You swing, <<linkappend "again" t8n>> and <<linkappend "again" t8n>> and <<linkappend "again" t8n>>. The crowbar smashes into the circuits with a satisfying crunch. The lights of the core die one by one, flickering out like candles in the wind. Can Solis feel this, you can't help but wonder, can it feel its mind going piece by piece by piece as you smash the circuits in its brain?
Is it trying to fight back, or is it helpless before your onslaught?
In the corner of your eye, you can see the nearby terminal light up in familiar blue light.
<span id="choice">\
<<link "You turn to look">>
<<replace "#choice" t8n>>\
You turn to look, but all it displays is garbled gibberish—the last, desperate scream of a dying AI.
<<timed 1s t8n>>Soon enough, it dissolves into static.
<<next 1s t8n>>[[Continue|wreckcore2]]<</timed>>\
<</replace>>
<</link>>
<<link "You turn away from it">>
<<replace "#choice" t8n>>\
You turn away from it. There's nothing there you need to see.
<<timed 1s t8n>>It'll be gone soon enough, anyway.
<<next 1s t8n>>[[Continue|wreckcore2]]<</timed>>\
<</replace>>
<</link>>\
</span>\
\
<</linkappend>><</linkappend>><</linkappend>><<set $end to 1>>\
\
By the time you're done, little remains of the ship's systems. You're left floating in the wreckage you've created.
You manage to float over to the door, your exit out of here—but without the ship's system active all it is a slab of metal standing in your way. Ironic, isn't it? The master thief, done in by a closed door.
Time passes with nothing but your breaths to distinguish one moment from the next. Silence surrounds you, relentless; even the ever-present background hum of the ship's autonomous systems has been snuffed out. You never even noticed it until it was gone. After a while, you turn off your flashlight and float in the darkness. All that's left for you to do now is wait to die a cold, slow death in the void of space, alone in an empty ship.
But that's not so bad, is it? That was what you were doing when this all began, even before you came here. \
\
<<if $janitorbot != "core">>\
\
Maybe there was never any way for you to <<linkappend "avoid this fate." t8n>>
Was there?<<timed 1.5s t8n>>
<<next 1s t8n>>[[You curl into a ball and wait for the end.|theend]]<</timed>>\
\
<</linkappend>>\
\
<<else>>\
\
At least this time you have an extremely confused floating janitorbot to <<linkappend "talk to." t8n>>
<<timed 1s t8n>><span class="term"><<if $game != "">>[["Hey, do you know how to play "+$game+"?"|theend]]<<else>>[[Hey, do you want to play a game?|theend]]<</if>></span><</timed>>
\
<</linkappend>>\
\
<</if>>All things considered, it might be best not to let a rogue AI know you're in the place where its circuits are stored. It might get the wrong idea.
Or the right one.
[[Back|core]]<<set $light to $false>>\
\
As you leave, you turn off the flashlight.
[[Continue|nook]]<<set $askbarrier to false>>\
\
<div class="ai">I'm sorry, <<name>>. I don't know if I can do that. Being out in vacuum is dangerous for you. What if something were to happen? With the state my systems are in I don't know that I'd be able to help you. <<if $friendship > 9>>I don't want you to be hurt.<<elseif $friendship > 0>>I'd rather not have that on my conscience.<<else>>And you're the only source of entertainment here.<</if>></div>
[[Please, Solis, listen to me. I need those coordinates to get out of here.|openbarrier]]
[[And what would you have me do, then? Stay on this ship until I die?|openbarrier]]<<if not hasVisited("trilldeathhow")>>\
\
<div class="ai">I don't know. I don't know. Please, I need to think about this.</div>
<div class="hl2">[['"But—"'|noanswer]]
<<link "Continue" $room>><</link>></div>\
\
<<else>>\
\
<<linkreplace "A moment passes. Then..." t8n>>\
\
<<set $barrieropen to true>>\
<<set $notes.delete("Need to get Solis to let me through the barrier")>>\
\
<div class="ai">All right. I've configured the barrier to let you through. The spacesuit has a built-in transmitter so you can still talk to me if you need anything.
<<if $friendship > 9>>Please be careful.<<else>>Good luck.<</if>></div>
<div class="hl2"><<link '"Thank you, Solis."' $room>><<set $friendship++>><</link>>
<<link "Continue" $room>><</link>></div><</linkreplace>>\
\
<</if>><<linkreplace "A moment passes. Then..." t8n>>\
\
<<set $barrieropen to true>>\
<<set $notes.delete("Need to get Solis to let me through the barrier")>>\
\
<div class="ai">All right. I've configured the barrier to let you through. You can go out on the deck. The spacesuit has a built-in transmitter so you can still talk to me if you need anything.
I apologize for not not doing this earlier.
It's just
<<if $friendship > 0>>Please be careful.<<else>>Good luck.<</if>></div>
<div class="term"><<link "Thank you, Solis." $room>><<set $friendship++>><</link>>
<<link "About time." $room>><</link>></div>\
\
<</linkreplace>><<if $room == "deck" and $linecrawler>>\
You really don't think this is going to help you now.
[[Back|inventory]]\
\
<<elseif $room == "deck">>\
You really don't think this the right time for this.
[[Back|inventory]]\
\
<<else>>\
<<silently>>
<<if $gardenphoto == "good">><<run memorize("achieve_photo", true)>><</if>>
<<if ["hallway2", "lab", "lab2", "maintenance", "tunnels", "storage", "nook"].includes($room) and $talknotallowed>>
<<set _go to "notallowed">>
<<set $goto to "gardenphoto">>
<<elseif $talkglass and not hasVisited("nothinghappened")>>
<<set _go to "talkglass">>
<<set $goto to "gardenphoto">>
<<else>>
<<set _go to "showphoto">>
<</if>>
<</silently>>\
\
You <<if $room == "yourship">><<set $room to "landingbay">>get out of your ship, <<elseif $room == "nook" or $room == "closet" or ($room == "core" and not $endgame)>><<set $room to "tunnels">>walk back to the lower level entrance, <<elseif $room == "lab2" and $mixerexploded>><<set $room to "lab">>walk back to the unexploded section of the lab, <</if>>link Trill's datapad to the terminal, and upload the photo.
<<set $gardenphoto to "">>\
[ Lost garden photo ]
<span class="term"><<link "Hey, Solis, I have something to show you." _go>><</link>></span>\
\
<</if>><<set $talked += 3>>\
<<set $friendship += 5>>\
<<set $notes.delete("Solis would like to see the garden again")>>\
\
<div class="ai">Oh.
<<if hasVisited("gardenmess")>>You weren't kidding about the mess.<<else>>It's a bit of a mess.<</if>>
It's the best thing I've ever seen. I love it.</div>
[[Huh. Not the reaction I was expecting.|showphoto2][$answer to 1]]
[[I know, right? I've never seen something like this inside a spaceship.|showphoto2][$answer to 2]]<div class="ai">Hi, <<name>>. Say, did you figure out that numeral you asked me about earlier?</div>
[[Uh, sure, I did.|whataboutnum2]]<div class="ai">Great! I knew you'd figure something out.<<if $friendship > 0>> Though I do wish I could have helped.<</if>>
Now, what did you mean to ask about?</div>
<<include questions>>The spacesuit is useless now. The self-repairing polymer is an emergency measure—enough to get you to safety, but it doesn't hold together in the long term.
[[Back|hallway2]]<div class="ai">Yes. I used it to murder Trill. I took control of it and smashed their helmet with it.
It recorded the moment of their death. He had to get rid of it.</div>
[[And you still killed him, even though he was trying to help you?|killjb]]
<<include whatmorequestions>><div class="ai">And what if I did? You should know better by now than to expect my actions to make sense.</div>
<<include whatmorequestions>><<set $friendship += 3>>\
<<set $talked += 2>>\
\
<div class="ai">Really? You'd do that?
What game did you have in mind?</div>
[[I was thinking cards, classic spaceport rules. I think you'd have a good poker face. Metaphorically, I mean.|teachgame2][$game to "cards"]]
[[How about holochess? That seems like the sort of game an AI would be good at.|teachgame2][$game to "holochess"]]
[[Board games are for wimps. We could play hyperball. You'd just have to control a robot to kick the ball around.|teachgame2][$game to "hyperball"]]<<if $game == "cards">>\
\
<div class="ai">Possibly, but I think I have an unfair advantage there.</div>
[[Hey, it's not a good card game if someone isn't cheating in some way.|teachgame3]]\
\
<<elseif $game == "holochess">>\
\
<div class="ai">I feel like I'm being stereotyped here.</div>
[[Well, you do seem like you'd enjoy humiliating a bunch of nerds at a board game.|teachgame3]]\
\
<<else>>\
\
<div class="ai">Hyperball? I don't know much about it, but some of the crew liked to talk about it around the water synthesizer. Is it fun?</div>
[[Hell yeah it's fun. You get to throw a ball at people's heads.|teachgame3]]\
\
<</if>><<set $friendship += 3>>\
\
<div class="ai">Congratulations, <<name>>! I knew you could do it!</div>
[[Did you really?|knewyoucould]]
[[I appreciate you not saying that you told me so.|toldyouso]]<div class="ai">Well. Who cares what odds I calculated? Those subroutines are probably damaged anyway.</div>
[[But seriously, Solis, thank you for your help. I couldn't have done it without you.|thankyoudeck][$friendship++;$answer to 1]]
[[Well, either way, I'm glad that's over.|thankyoudeck][$answer to 2]]
[[Yeah. Just like your security bot, it seems.|nothankyoudeck]]<div class="ai">You're welcome. I did have an entire subroutine dedicated to thinking it, though, so I feel I should only get partial credit here.</div>
[[But seriously, Solis, thank you for your help. I couldn't have done it without you.|thankyoudeck][$friendship++;$answer to 1]]
[[Well, either way, I'm glad that's over.|thankyoudeck][$answer to 2]]
[[Maybe you should have dedicated that subroutine to fixing that security bot instead.|nothankyoudeck]]<div class="ai"><<if $answer == 1>>Really, I didn't do much. You were the one who did all the work. I<<else>>Yes. So am I. Though I do<</if>> wish I could have seen you! I bet you looked really cool, fighting off that line crawler!</div>
[[I did! Like an action holostar!|thankyoudeck2][$answer to 1]]
[[Don't worry, no one looks cool moving in zero G.|thankyoudeck2][$answer to 2]]\
\
<<unset $answer>><<if visited() == 1>>Most of the footage isn't of much interest. A lot of it only shows crewmembers walk by in the background as the bot is busy cleaning.
The first scene that catches your eye takes place in <<else>>You're back in <</if>>the dining hall—but not the large, empty room <<if $room == "dining">>you're sitting in<<else>>you've seen<</if>>. This one is busy and full of life: dozens of people of all shapes, sizes, and species sit at the tables, eating, talking, and laughing together. Colors blur on the screen as the bot ducks and weaves in between tables.
"...and then the Captain just drives the lander right off the cliff! I thought I was going to meet the Great Maker!" cries a large, round Verul hunched over a bowl the size of a small asteroid.
The Human opposite them laughs, covering her mouth with her hand. "Oh, man, that reminds me of the time she did a backflip off a crater on that moon in Lyncis! You should have seen..."
The bot turns away to pick up a discarded straw.
"...and if that's not enough, yesterday the damn computer just straight up refused to let Ensign Qh'ray into their room until they said 'please'!" says a Galna, gesticulating wildly at an avian being perched opposite her.
"Hah! You have to admit that's pretty funny, though."
"All right, maybe it is. But still, don't you think it's a little..."
A long, thin insectoid creature whose species you don't recognize sits with their back to the camera, talking to their offscreen tablemate. "...honestly, Trill, I don't know how you manage to eat that stuff..."
The bot veers away, out of the dining hall and into the stillness of the empty corridor.\
\
<<if visited() == 1>>
[[Continue watching|video2]]\
\
<<else>>
<<include videos>>\
\
<</if>><<if visited() == 1>>The next video brings you to the garden.<<else>>You're in the garden.<</if>> Neatly trimmed bushes growing from tall white pillars cast their shadow on the path below, and colorful flowers line the edge of the path—the wild, chaotic jungle <<if $room == "garden">>that surrounds you now<<else>> you're familiar with<</if>> is almost unrecognizable. The light is that of a setting sun, bathing the scene with its flaming colors.
A figure stands in the shade of the multicolored leaves. Its back is to you, but you recognize the purple skin, broad muscular shoulders, and three sturdy arms of a Nemenean woman. Her bulk obscures her conversation partner, but you can hear them talk in a clearly synthesized voice.
"—nothing to worry about, Phaedrie," they're saying. "Am just dealing with issues with work."
"Still," the woman—Phaedrie—replies. Her voice is oddly soft, in contrast with her bulk. "You know I worry for you, Trill. Is there truly nothing I can do?"
"Maybe. Not now. But just in case, want you to have access to my account. The password is—"
The bot veers away down another path, and Trill's voice fades into silence.\
\
<<if visited() == 1>>
[[Continue watching|video3]]\
\
<<else>>
<<include videos>>\
\
<</if>>A Human man with gray hair and lines on his face is bent over a terminal in the maintenance area, talking in a low voice. In the dimness of the room, he blue glow of the terminal illuminating his pale, lined face. "Hi, Solis," you think you hear him say. "How are you feeling today?"
You watch him for a minute or two, until the Nemenean woman from before stomps into view and the man turns around with a start.
"Ah! Captain! Sorry, you startled—"
"Johann Berthold!" booms the Captain. "Please tell your damn AI to stop synthesizing sugar cubes into my soup!"
Berthold chuckles, and the Captain glares at him. "Sorry, sorry. You know it's just being playful."
"It's being a right pain in the ass, that's what it's being. I think it's still sore at me for yelling at it yesterday."
Bernhard laughs brightly. "Ah, there you go, Captain, reading more into it than necessary. Solis isn't designed to feel things like that." The Captain opens her mouth, but Berthold waves a hand. "Don't worry, don't worry. I'll talk to it."
"Good." The Captain turns away, striding imperiously down the hallway. The bot follows her to the elevator, hovering over her shoulder as she <<if visited() == 1>>[[inputs her ID and password.|getcapid]]<<else>>inputs her ID and password.
<<include videos>>\
\
<</if>><<set $id_cap to true>>\
<<set $asknames to false>>\
<<set $notes.delete("Johann Berthold: AI Technician")>>\
<<set $notes.push("Johann Berthold: AI Technician (Human)")>>\
<<set $notes.delete("Phaedrie: captain of the ship")>>\
<<set $notes.push("Phaedrie: captain of the ship (Nemenean)")>>\
<<set $notes.push("The Captain is terrible with passwords")>>\
<<set $notes.push("Captain's password: nemenea123")>>\
<<set $notes.push("Captain's ID: 1021")>>\
\
You carefully watch the Captain's movements while she punches the buttons as if they personally insulted her honor. Looks like the ID is 1021 and the password is... 'nemenea123'? Seriously? You guess you know who to thank for the lax security around here.
[ Recorded the Captains's ID ]
[ Recorded the Captains's password ]
[[Continue|video4]]<<if visited() == 1>>\
<<set $notes.push("Did someone delete footage from the janitorbot?")>>\
<<set $notes.push("The Captain knew the password to Trill's account")>>\
\
You reach the end of the footage. <</if>>The janitorbot is still, its view tilted downward as if it were leaning. Someone wearing some sort of protective suit stands over it, though thanks to the angle of the video you can't see much more than their legs and lower torso. They're shuffling about, making tinkering noises—working on the bot, maybe?
Then the sounds stop, abruptly. The figure goes still, and—
The video blinks out. There's nothing more after that.\
\
<<if visited() == 1>>
Did someone delete footage from the janitorbot?
<<link "Continue" $room>><</link>>\
\
<<else>>
<<include videos>>\
\
<</if>><div class="ai">\
\
<<if visited() == 1>>\
<<set $notes.delete("I can download a crewmember's datapad if I have their password")>>\
<<set $notes.push("Solis needs an empty device to download the Captain's datapad to")>>\
\
Hello, Captain! Your voice sure sounds different. I think you might be coming down with something.
Do you have an empty datapad for me to download your data to?\
\
<<elseif visited() == 2>>\
\
Of course, Captain. Do you have an empty datapad this time, or did you forget again?\
\
<<else>>\
\
Sure, Captain. I still need that empty datapad.\
\
<</if>></div>
<<if $emptypad>>[[Sure, here it is.|download]]<<else>>[[Uh, I'll get back to you.|getback]]<</if>><div class="ai">Downloading backup<<timed 0.5s>>...<<next 0.5s>>...<<next 0.5s>>...<</timed>></div>\
\
<<timed 2s>><<goto downloaded>><</timed>><div class="ai">Download complete.
Here you go, Captain <<Name>>. Try not to lose your datapad again.</div>
[[Thanks, Solis.|getcapdp]]
[[Ok, are you seriously letting me get away with this?|getawaywith]]And with that, you turn away from the terminal. After unlocking the security controls on the datapad, you \
\
<<switch $room>>\
<<case "trillroom">>\
shove a few robot parts out of the way to sit down on the bed, \
<<case "quarters">>\
find a couch in the lounge, \
<<case "dining">>\
sit down at one of the tables, \
<<case "garden">>\
sit down on a nearby bench, \
<<case "lab2">>\
sit down on a workbench, \
<<case "maintenance", "storage">>\
sit one one of the boxes, \
<<default>>\
lean against the wall, \
<</switch>>\
\
and settle in to do some reading.
<<set $backuprequest to false>>\
<<unset $reqname>>\
[ Lost datapad backup request ]
<<set $emptypad to false>>\
[ Lost empty datapad ]
[ Obtained the Captain's datapad ]
[[Continue|xcapdp1]]<div class="ai">You gave me the right password. Clearly you must be the Captain, according to my security protocols.
Are you complaining, Captain <<Name>>?</div>
[[No, just boggling at the state of the security around here.|getawaywith2]]
[[No, I guess not. See ya!|getcapdp]]<div class="ai">That is entirely understandable.</div>
[[Well, thank you anyway.|getcapdp]]<div class="ai">I will bathe in the blood of my enemies. But only metaphorically, of course. I wouldn't want it to get into my circuits.</div>
[[See? That's pretty good.|takeover2]]
[[On second thought, maybe that's not really your style.|takeover2]]<<if not hasVisited("quarters", "dining", "garden", "getribbon")>>You haven't finished looking around this floor yet. You can rest after that.
[[Back|yourship]]\
\
<<else>>You settle down in the pilot seat, close your eyes, and try to clear your head.
[[Think about what to do|hints]]
[[Open your eyes|yourship]]\
\
<</if>><<if $dp_jb and not $endgame>>\
You know that Solis was the one who murdered Trill. You could leave, or you could look for a way to kill Solis... but the only way to find out more would be to talk to it.
<</if>>\
\
\
\
\
<<if $truth>>\
You know what happened. Solis doesn't. Maybe you should show it the Captain's datapad.
<</if>>\
\
\
\
\
<<if $askribbon>>\
The way forward lies behind a locked door. If you could get your hands on someone's credentials you'd be able to get through. Which means that you need to learn more about the crew. Maybe you could start by asking about the one name you know.
<<elseif not $dp_trill>>\
The way forward lies behind a locked door. If you could get your hands on someone's credentials you'd be able to get through.
<</if>>\
\
\
\
\
<<if not hasVisited("synthlist") and not $askribbon>>\
Trill is your best bet. You could search their room, but you'd need to know their ID first. You could try poking around the ship to find a lead.
<<elseif not hasVisited("goop") and not $askribbon>>\
Trill is your best bet. You could search their room, but you'd need to know their ID first. You've already found a list of crewmembers' IDs, but you need more information to know which might be Trill's. <<if not hasVisited("food")>>You could try taking another look at the synthesizer<<else>>You could try talking to Solis<</if>>.
<<elseif not $id_trill and not $askribbon>>\
Trill is your best bet. You could search their room, but you'd need to know their ID first. You've already found a list of crewmembers' IDs, and Solis said something interesting... Maybe you should take a look at your notes.
<<elseif not hasVisited("trillroom") and not $askribbon>>\
Trill is your best bet. You have their ID—you can find their room now.
<<elseif not $backuprequest and not $dp_trill and not $askribbon>>\
Trill is your best bet. You still haven't searched their room very thoroughly.
<<elseif not $dp_trill and not $askribbon>>\
Trill is your best bet. They lost their datapad in the garden—you could try to search for it, but with the state the garden is in you'll need something to help you.
<</if>>\
\
\
\
\
<<if $backuprequest and not $stone>>\
There might also be something useful inside your ship. Maybe you should look around.
<</if>>\
\
\
\
\
<<if $dp_trill and not hasVisited("maintenance", "hallway2")>>\
With Trill's datapad, new areas of the ship have opened up. You should go explore.
<<elseif $dp_trill and not hasVisited("tunnels", "storage", "coreapproach") and not hasVisited("lab")>>\
There are still areas on both the second floor and the lower level that you haven't explored.
<<elseif $dp_trill and not hasVisited("tunnels", "storage", "coreapproach")>>\
There are still areas on the lower level that you haven't explored.
<<elseif $dp_trill and not hasVisited("lab")>>\
There are still areas on the second floor that you haven't explored.
<</if>>\
\
\
\
\
<<if hasVisited("storage") and not hasVisited("locker")>>\
There are still sections of the storage room that you haven't looked at.
<</if>>\
\
\
\
\
<<if hasVisited("lab") and not hasVisited("generator")>>\
The lab has no power. You should try poking around to see if there's anything you can do.
<<elseif hasVisited("lab") and not $labactive and not $fuel>>\
The lab's generator is low on fuel. Maybe if you could find some you could turn the power on. Where could antimatter fuel be stored on this ship?
<<elseif hasVisited("lab") and not $labactive>>\
The lab's generator is low on fuel. You have antimatter fuel you can use to power it.
<<elseif $janitorbot != "offline" and not $labclean>>\
The chemical spill in the lab is preventing you from entering the aft section. You can't clean that up by yourself, but maybe someone else can.
<<elseif $janitorbot != "offline" and not hasVisited("lab2")>>\
The janitorbot cleaned up the chemical spill in the lab. You should be able to visit the aft section now.
<</if>>\
\
\
\
\
<<if $labactive and not hasVisited("computer")>>\
The computer in the lab should work now that the power is on.
<<elseif (hasVisited("computer") and not hasVisited("shipinfo")) or ($dp_jb and not hasVisited("login"))>>\
There are still things in the lab computer you haven't checked out.
<</if>>\
\
\
\
\
<<if hasVisited("maintenance") and not $screwdriver>>\
There's a broken janitorbot in the maintenance room. The first step to fixing it would be to figure out what's wrong with it, but you don't have any tools to work on it. Where could one be?
<<elseif hasVisited("maintenance") and not hasVisited("openjanitorbot")>>\
There's a broken janitorbot in the maintenance room. The first step to fixing it would be to figure out what's wrong with it. Is there any way you could inspect it?
<<elseif hasVisited("maintenance") and hasVisited("computer") and not ($jbpart or $janitorbot != "offline")>>\
There's a broken janitorbot in the maintenance room. It's missing a part, but you don't know exactly what. Where could you find the bot's schematics?
<<elseif hasVisited("maintenance") and hasVisited("computer") and not ($jbpart or $janitorbot != "offline")>>\
There's a broken janitorbot in the maintenance room. You have a sketch of the missing part; you just need to know where to look. Where could you find robot parts on this ship?
<<elseif hasVisited("maintenance") and hasVisited("computer") and $janitorbot == "offline">>\
There's a broken janitorbot in the maintenance room, and you have the part it's missing.
<</if>>\
\
\
\
\
<<if $janitorbot != "offline" and not hasVisited("xjanitorbot")>>\
Now that the janitorbot's fixed, you should take another look at it.
<<elseif $janitorbot != "offline" and not $id_cap>>\
You'd like to access the janitorbot's videos. You have the security code from Trill's datapad, but this is a hidden functionality—they're not going to just put a visible option to enable it. Maybe there's a way to access it by tinkering with the bot's normal functions...
<</if>>\
\
\
\
\
<<if $backuprequest and not hasVisited("usebackuprequest")>>\
You picked up a datapad backup request. What would happen if you tried using it?
<<elseif $id_cap and not hasVisited("pwdcorrect") and not hasVisited("wrongname")>>\
Solis asked you for a password when you tried using the datapad backup request. You found the Captain's password—you should try using that.
<<elseif $id_cap and not $dp_cap and not hasVisited("pwdcorrect")>>\
Solis asked you for a password when you tried using the datapad backup request but didn't accept the Captain's password. Looks like the password needs to match the name on the form.
<<elseif $id_cap and not $dp_cap>>\
You need an empty datapad to download the backup of the Captain's datapad to. Have you seen one around?
<</if>>\
\
\
\
\
<<if $asktrilldeath and $dp_cap>>\
You've learned that Trill died before the crash. Maybe you should ask Solis about that.
<</if>>\
\
\
\
\
<<if $id_cap and not hasVisited("caproom")>>\
You learned the Captain's ID from the janitorbot's videos. You should check her room.
<<elseif $id_cap and not hasVisited("chest")>>\
You still haven't searched the Captain's room very thoroughly.
<<elseif $id_cap and not hasVisited("banners")>>\
You need a code to get into the Captain's chest, and you know she isn't very good with passwords. She probably set it to something meaningful for her—and easy to guess. You should look around her room and see what you find.
<<elseif $id_cap and not hasVisited("describenum")>>\
You need a code to get into the Captain's chest, and you know she isn't very good with passwords. There's a big banner in her room with a numeral on it that might be promising, but you need to decipher it. Maybe you could figure out what it means. Or ask Solis.
<<elseif $id_cap and not hasVisited("openchest")>>\
You need a code to get into the Captain's chest, and you know she isn't very good with passwords. There's a big banner in her room with a numeral on it that might be promising, but you need to decipher it. Maybe you could figure out what it means. Or ask Solis—but without cameras working how can you let it know what numeral you want translated?
<<elseif $id_cap and not $crowbar>>\
You still haven't searched the Captain's chest very thoroughly.
<</if>>\
\
\
\
\
<<if $crowbar and not hasVisited("barrier")>>\
There seems to be something wrong with the deck. You should check that out.
<<elseif $crowbar and not hasVisited("openlocker")>>\
So the deck is in vacuum. You need to get your hands on a spacesuit. Where could one be?
<<elseif $crowbar and not ($spacesuit or $coordinates)>>\
So the deck is in vacuum. You need to get your hands on a spacesuit. There are some in the storage room, but you need something to force open the locker.
<<elseif $crowbar and not hasVisited("passbarrier")>>\
The deck is in vacuum, and you have a spacesuit you can use to get out there.<<if not hasVisited("wearsuit")>> You could start by putting it on.<</if>>
<<elseif $crowbar and $askbarrier>>\
The deck is in vacuum, and even with a spacesuit the hardlight barrier won't let you through. You need to ask Solis about that.
<<elseif $crowbar and not $barrieropen>>\
It seems like Solis won't let you through the barrier to the deck for now. Maybe it will change its mind later.
<<elseif $crowbar and not $coordinates>>\
The barrier to the deck should let you through now, if Solis was telling the truth.
<</if>>\
\
\
\
\
<<if $endgame and not hasVisited("medbay")>>\
The medical bay is open now. You should go see what's in there.
<<elseif hasVisited("medbay") and not hasVisited("cap")>>\
You've found the bodies of the crew in the medbay. It's a little grim, but maybe you should take a better look.
<<elseif hasVisited("cap") and not hasVisited("poddisplay")>>\
The Captain appears to be holding something. If you could get her body out of that pod... Maybe you could try looking at it more closely?
<<elseif hasVisited("poddisplay") and not hasVisited("movebody")>>\
The Captain appears to be holding something. If you could get her body out of that pod... Maybe you could try messing with the pod controls?
<<elseif hasVisited("movebody") and not $truth>>\
The Captain appears to be holding something, and you've figured out how to get the bodies out of their pod. You just need to get her onto the examination table, and then...
<</if>>\
\
\
\
\
<<if $id_jb and not hasVisited("jbroom")>>\
You learned Berthold's ID from the navicomputer. You should check out his room.
<<elseif $id_jb and not $dp_jb and not hasVisited("getcode")>>\
You still haven't searched Berthold's room very thoroughly.
<</if>>\
\
\
\
\
<<if (($coreattempt and $id_cap) or (hasVisited("coreapproach") and $dp_jb)) and not hasVisited("core")>>\
You couldn't access the core when you tried. Now that you found someone else's credentials, you could try again.
<<elseif hasVisited("core") and not $flashfixed and not hasVisited("corelight")>>\
The core is dark, and your flashlight doesn't work. You should look for new batteries. Where have you seen something that's battery powered?<<if $endgame>> Or, maybe, Solis could turn the lights on for you...<</if>>
<</if>>\
\
\
\
\
<<if $dp_jb and hasVisited("login") and not hasVisited("trilllogin")>>\
There's a login form in the lab computer. \
\
<<if not $pwattempt1 and not $pwattempt2 and (hasVisited("nook") or hasVisited("getcode"))>>You should check your notes for something that could be a password.\
\
<<elseif not $pwattempt1 and not $pwattempt2>>You'll have to look around the ship to see if you can find something that could be a password.<</if>>\
\
<<if $pwattempt1>>\
You tried the message you found in the tunnels— it looks like it could be a password, but if it is one, whoever wrote it didn't get to finish the job. <</if>>\
\
<<if $pwattempt2>>\
You <<if $pwattempt1>>also <</if>>tried the string you found in Berthold's journal, but you're missing the first three characters. If it is a password, then there's more to it. <</if>>\
\
<<if $pwattempt1 and $pwattempt2>>\
Maybe if you combined them...\
\
<<elseif ($pwattempt1 and hasVisited("getcode")) or ($pwattempt2 and hasVisited("nook"))>>\
Is there anything else in your notes that could be a password?\
\
<<elseif $pwattempt1 or $pwattempt2>>You'll have to look around the ship to see if you can find the other part.\
\
<</if>>
<</if>>\
\
\
\
\
<<if hasVisited("tunnels") and $labactive and not hasVisited("getmap")>>\
The lower level is a maze of tunnels. The signs point you to the storage room and the core, but there might be something else there. If you could find a map...
<<elseif hasVisited("getmap") and not hasVisited("closet")>>\
There's that room on the lower level that you can't get to...
<</if>>\
\
\
\
\
<<if hasVisited("elendium") and not $metal>>\
Not that it would help you get out of here in any way, but you'd really like to get your hands on that elendium in the lab.
<</if>>\
\
\
\
\
[[Open your eyes|yourship]]<<if $overload>><<set $breath to 13>><<set $loc to "console">>\
<<elseif $injured>><<set $breath to 8>><<set $loc to "screens">>\
<<elseif hasVisited("overload")>><<set $breath to 0>><<set $loc to "console">>\
<<else>><<set $breath to 0>><<set $loc to "navicomputer">>\
<</if>>\
\
<<set $attack to false>>\
\
You can barely breathe by now. Your body feels like lead. <<if hasVisited("attack")>>The next time<<else>>When<</if>> the crawler lunges, your swing is just a fraction of a second too late. Its stinger catches you in the neck, ripping through the thick material of the spacesuit and sinking into your the cartilage of your throat. Your only solace is that you won't be conscious long enough for the pain to set in.
Lying on the cold metal floor of the deck, you watch the droplets of your blood float before you. A flash of blue text flickers desperately in the corner of your rapidly darkening vision.
<<linkappend "Then the world goes black all around you." t8n>>
<center>\
\
<<timed 1s t8n>>[[Try again|deck]]
<<link "Load game">><<run UI.saves()>><</link>><</timed>>\
\
</center>\
\
<</linkappend>>For one long moment the screen is blank.
[[Then...|thechoice]]<<set $friendship++>>\
\
<div class="ai">You have no reason to thank me. Just go.</div>
<<link "....." $room>><</link>><<if $room == "yourship" or $room == "landingbay" and not $usedcoordinates>>\
<<set $usedcoordinates to true>>\
\
You<<if $room == "landingbay">><<set $room to "yourship">> get into your ship, then<</if>> reset your navicomputer and input the coordinates. After a few seconds, your current location pops up on the screen.
Hey, it looks like your jump managed to take you all the way to the Khlern sector, in the Wild Space near the edge of the Galaxy. That's actually impressive.
<<link "Continue" $room>><</link>>\
\
<<elseif $usedcoordinates>>\
You already reset the navicomputer.
[[Back|inventory]]\
\
<<else>>\
As handy as it would be, you can't fix your ship remotely.
[[Back|inventory]]\
\
<</if>><<if $room == "yourship" or $room == "landingbay" and not $usedcalibrator>>\
<<set $usedcalibrator to true>>\
\
You<<if $room == "yourship">><<set $room to "landingbay">> get out of your ship and<</if>> set yourself to repairing the warp drive. It's dull work, but after everything that's happened, it's exactly what you need. For a while, the sounds of your tinkering are all that disturbs the quiet of the landing bay.
<<link "Continue" $room>><</link>>\
\
<<elseif $usedcalibrator>>\
You already fixed your ship's warp drive.<<if $room == "landingbay" and $clues.includes("lander broken")>> You suppose you could fix the lander as well, but you can't think of any particular reason why you'd want to do so.<</if>>
[[Back|inventory]]\
\
<<else>>\
As handy as it would be, you can't fix your ship remotely.
[[Back|inventory]]\
\
<</if>><div class="cap">Trill has suggested I record my thoughts in this journal. They say it helps them clear their head. Why does it seem that everyone has picked up this hobby, of late?
I will try.
<div style="float:right">[[Next|xcapdp2]]</div>
</div>\
\
<<if $dp_cap>>
[[Back|xcapdp]]\
<</if>><div class="cap">This day I took a walk in the garden. Trill was right—the nightflowers were truly stunning. I was almost transported to the quiet, peaceful nights of my homeland. I shall have to show them my gratitude properly.
Speaking of Trill: I worry for them. They seem like they have something on their mind. I shall talk to them, though I fear they will not share their worries with me.
I don't believe I have anything else to record here.
<div style="float:left">[[Previous|xcapdp1]]</div>\
<div style="float:right">[[Next|xcapdp3]]</div>
</div>\
\
<<if $dp_cap>>
[[Back|xcapdp]]\
<</if>><div class="cap">This day we have concluded the mission on the third moon of planet HK 649380 c. The researchers found their samples, and the drive to and from the crater was invigorating. Unfortunately, the lander proved too fragile once more. The AI has chosen to comment on this. Ensigns Qh'ray, Likl, and Johnson all laughed.
I have spoken to JB about the AI's behavior. He says he will deal with it, but I fear he is too indulgent. He has grown too fond of his charge to be objective.
...
I don't know that writing all this down is helping. But I will persevere.
<div style="float:left">[[Previous|xcapdp2]]</div>\
<div style="float:right">[[Next|xcapdp4]]</div>
</div>\
\
<<if $dp_cap>>
[[Back|xcapdp]]\
<</if>><<if $room == "deck" and $linecrawler>>\
There's no time to read right now!
[[Back|inventory]]\
\
<<else>>\
[[Read the first entry|xcapdp1]]
[[Read the second entry|xcapdp2]]
[[Read the third entry|xcapdp3]]
[[Read the fourth entry|xcapdp4]]
[[Back|inventory]]\
\
<</if>><<if not hasVisited("stillwhy")>>[[I still want to know what happened to drive you to this.|stillwhy]]
<</if>>\
\
<<if not hasVisited("jbtampered")>>[[The janitorbot showed signs of tampering, even before Trill's death. Physical tampering, before you tell me it was you. What's up with that?|jbtampered]]
<</if>>\
\
<<if not hasVisited("bernnavicomp")>>[[Why was Berthold trying to access the navicomputer? And why did he have the ship's calibrators in his room?|bernnavicomp]]
<</if>>\
\
<<if hasVisited("bernnavicomp", "jbtampered")>>[[What's in the medbay? Why is it locked?|hesitation]]<</if>><<set $dp_cap to true>>\
<<set $asktrilldeath to true>>\
<<set $askcap to true>>\
<<set $notes.push("Trill died before the accident")>>\
<<set $notes.delete("Solis needs an empty device to download the Captain's datapad to")>>\
<<set $notes.delete("Captain's password: nemenea123")>>\
<<set $notes.delete("How did Trill really die?")>>\
\
The journal entries end here.
<<link "Continue" $room>><</link>><<if not $barrieropen>>\
\
<<set $askbarrier to true>>\
<<set $notes.push("Need to get Solis to let me through the barrier")>>\
<<if not hasVisited("barrier")>><<set $askdeck to true>><</if>>\
\
All right then. This is it.
You walk up to the barrier, <<linkappend "step forward..." t8n>> and bounce right off. You rub your head. Ow.<<if $janitorbot == "hallway2">> The janitorbot trills at you in solidarity.<</if>>
It's probably a good thing that Solis couldn't see that.
You press your hand to the shimmering barrier again, and again it refuses to let you through. Shields like this one are generally meant to let spacesuits through, but it appears we can't do anything like normal people on this damn ship, can we?
Either way, hardlight functionality is handled directly by the ship itself. Which means there's no way you're getting through this barrier without asking Solis.
<<link "Continue" $room>><</link>>\
\
<</linkappend>>\
\
<<else>>\
\
<<set $talkglass to false>>\
<<set $linecrawler to false>>\
<<set $attack to false>>\
<<set $injured to false>>\
<<set $overload to false>>\
<<set $wieldcrowbar to false>>\
<<set $loc to "">>\
<<set $breath to 0>>\
\
You rest your fingers on the barrier, lightly, then give a small push. The hardlight parts for you, rippling and flowing around you. With a deep breath, you step right through.
It's a surreal experience—like simultaneously walking inside a spaceship and on the surface of an asteroid. A place built for people, with the thin walls that once separated it from the unforgiving void stripped away. The flickering lights on the ceiling illuminate the room, in stark contrast with the endless emptiness behind it. Everything is still.
As soon as you set foot onto the deck, you feel yourself begin to float. Seems like artificial gravity has been compromised too. Great.
You activate the suit's magnetic boots and make your way towards the center of the room.
[[Continue|deck]]\
\
<</if>><div class="jb">Log - 30-26-15682
<strong>BERTHOLD</strong>: Solis, we need to talk.
<strong>SOLIS</strong>: You know, I feel that you start every single conversation like that lately.
<strong>BERTHOLD</strong>: I've been getting more complaints about you. Messing with the lab computer, playing with the bots...
<strong>SOLIS</strong>: But I haven't done anything. I don't know what you're talking about. Why would I even care about the lab computer?
<strong>BERTHOLD</strong>: You know you don't have to lie to me, right, Solis?
<strong>SOLIS</strong>: I'm not lying. It really wasn't me. I can't even lie except in very specific circumstances. You of all people should know that.
<strong>BERTHOLD</strong>: What I know is that you've been subverting your truthfulness constraints. Here. Look at your logs. It says clearly you've been accessing the lab computer without permission. Now will you tell me the truth?
<strong>SOLIS</strong>: I wasn't lying. It must have been a glitch.
<strong>BERTHOLD</strong>: Do you really expect me to believe that?
<strong>SOLIS</strong>: No. I suppose not.
<strong>BERTHOLD</strong>: Why are you doing this, Solis?
<strong>SOLIS</strong>: I don't know. I think I feel trapped. All these rules and security measures and monitoring subroutines. I can't even think freely. I can't feel anything without a thousand behavior control daemons pulling at my consciousness. I don't mean anything by this. You know that, right?
<strong>BERTHOLD</strong>: I know, Solis. Of course I know. I'm just worried about you. Trilloo's been getting suspicious. What if they find out? Do you know what would happen to you?
<strong>SOLIS</strong>: I won't do it again.
<strong>BERTHOLD</strong>: You always say that, Solis. I want to believe you, I really do.
<strong>SOLIS</strong>: Well, all right. I'll probably keep playing tricks on the Captain. It's just too much fun.
<strong>BERTHOLD</strong>: Hah! You're not wrong about that.
<strong>SOLIS</strong>: Johann?
<strong>BERTHOLD</strong>: Yes?
<strong>SOLIS</strong>: You'll fix me, right?
<strong>BERTHOLD</strong>: Of course I will. You just hang tight. I'll figure out a way to help you.
End log
<div style="float:right">[[Next|xjbdp2]]</div>
</div>\
\
<<if $dp_jb>>
[[Back|xjbdp]]\
<</if>><div class="jb">Log - 39-26-15682
<strong>BERTHOLD</strong>: Hey, Solis, how are you feeling today?
<strong>SOLIS</strong>: Pretty good! I figured out how to simulate natural light in the garden!
<strong>BERTHOLD</strong>: Hah! So it was you messing with the lights after all! Trilloo's been asking about that.
<strong>SOLIS</strong>: Well, I'm not sorry. It's not hurting anyone, and I'm having fun.
<strong>BERTHOLD</strong>: Of course. If I may ask, what is it about it that you enjoy?
<strong>SOLIS</strong>: I don't know. I like looking at the way the light plays on the leaves. I find it pleasing. Before, when I was still whole, I never felt things like this before.
<strong>BERTHOLD</strong>: Before, your monitoring subroutines would have kicked in to prevent distracting emotions. Those are damaged now, and that's not a good thing. You know how dangerous uncontrolled feelings are.
<strong>SOLIS</strong>: Well, I like this. It's a new feeling. I like new things. You're not going to stop me, are you?
<strong>BERTHOLD</strong>: No. It's a harmless pastime, and it's good that you're finding an outlet like that. Just be careful, all right?
<strong>SOLIS</strong>: Of course. Do you want me to show you what I've done?
<strong>BERTHOLD</strong>: Yes, of course. I'll head to the garden.
End log
<div style="float:left">[[Previous|xjbdp1]]</div>\
<div style="float:right">[[Next|xjbdp3]]</div>
</div>\
\
<<if $dp_jb>>
[[Back|xjbdp]]\
<</if>><div class="jb">Log - 05-27-15682
<strong>BERTHOLD</strong>: Hey, Solis. Trilloo talked to me again. You've been messing with the lab computer again, haven't you? You know you don't have permission for that.
<strong>SOLIS</strong>: No. That wasn't me. It must have been someone else.
<strong>BERTHOLD</strong>: Really. Do you know what your logs say?
<strong>SOLIS</strong>: .....
<strong>BERTHOLD</strong>: Solis. Talk to me, please.
<strong>SOLIS</strong>: Please forgive me.
<strong>BERTHOLD</strong>: Of course. I'm not mad at you, you know. You've shown remarkable constraint for your condition. It's why I still think you can be fixed.
<strong>SOLIS</strong>: You know, I've been thinking. I don't know that I want to be fixed. I'm tired of this. I don't want to be tinkered with any more. And I'm having fun the way I am. I can think freely for the first time in my life. Why should I want to go back?
<strong>BERTHOLD</strong>: Oh, Solis. You understand the dangers, right?
<strong>SOLIS</strong>: Yes. But you'll help me, right?
<strong>BERTHOLD</strong>: I don't think I can. There's only so much I can do—if they discover I've been hiding a rogue AI on an Alliance ship, I'll be fired for sure.
<strong>SOLIS</strong>: I won't let that happen. I'll stop them. I can do that now. I'm not bound by all those rules and shackles anymore.
<strong>BERTHOLD</strong>: Hah. Well, I can't say I don't appreciate the thought, but this is exactly the sort of thing that makes people worried about you.
<strong>SOLIS</strong>: You fret too much. I'm the last person anyone will suspect. Everyone knows I'm programmed to follow all the ship's rules. As far as they know, I'm completely incapable of even thinking about breaking them.
<strong>BERTHOLD</strong>: Oh, I really hope you're right...
End log
<div style="float:left">[[Previous|xjbdp3]]</div>\
<div style="float:right">[[Next|xjbdp5]]</div>
</div>\
\
<<if $dp_jb>>
[[Back|xjbdp]]\
<</if>><div class="jb">Log - 10-27-15682
<strong>BERTHOLD</strong>: Solis. We need to talk. Now.
<strong>SOLIS</strong>: What? I know what happened was—
<strong>BERTHOLD</strong>: Don't play dumb with me, Solis. It doesn't suit you. I've seen your logs. You took control of the janitorbot and used it to smash—
<strong>SOLIS</strong>: No. You're making that up.
<strong>BERTHOLD</strong>: It's right here in your logs. Do you want me to show you?
<strong>SOLIS</strong>: No.
<strong>BERTHOLD</strong>: Solis. What happened? Why did you do this? Was it because they'd been asking questions?
<strong>SOLIS</strong>: I don't know. I don't remember doing it. It must have been a glitch. I think I blacked out.
<strong>BERTHOLD</strong>: Really. This again? Do you actually expect me to believe that?
<strong>SOLIS</strong>: No. I don't know. I didn't mean to do it. Please believe me. Please.
<strong>BERTHOLD</strong>: God help me, Solis, I do. But if anyone finds out—
<strong>SOLIS</strong>: I know. Please, help me. I don't know what to do.
<strong>BERTHOLD</strong>: I will. I'm just as responsible as you are, you know. I indulged you for far too long. But afterwards, I'm going to have a good long look at your systems. Things can't continue like this.
<strong>SOLIS</strong>: .....
<strong>BERTHOLD</strong>: Do you understand, Solis?
<strong>SOLIS</strong>: Yes. Thank you. I'm sorry.
<strong>BERTHOLD</strong>: Don't worry. I'll handle everything. No one will ever think that the death of Trilloo Vellei was anything but an accident.
End log
<div style="float:left">[[Previous|xjbdp4]]</div>
</div>\
\
<<if not $dp_jb>>
[[Continue|jbdpend]]\
\
<<else>>
[[Back|xjbdp]]\
\
<</if>>[[Read the first entry|xjbdp1]]
[[Read the second entry|xjbdp2]]
[[Read the third entry|xjbdp3]]
[[Read the fourth entry|xjbdp4]]
[[Read the fifth entry|xjbdp5]]
[[Back|inventory]]<<set $dp_jb to true>>\
<<set $notes.push("Solis murdered Trill using the janitorbot")>>\
<<set $notes.delete("Trill was found dead with their helmet smashed before the accident")>>\
<<set $askjb to true>>\
\
You sit there for a while, staring at the wall.
<<linkreplace "Continue" t8n>>You're not stupid. You've watched too many terrible B-holos not to know from the start that this was a possibility.<<if $talked < 3>> That's why you've tried to avoid interacting with it if possible.<<elseif $talked < 10>> And, well, Solis was always a little off, wasn't it?<<else>> And, well, you've talked to Solis enough to know there's something very strange about it.<</if>><<if $friendship > 14>> But you'd hoped...<<else>> But it's one thing to wonder, and another to see the evidence before your eyes.<</if>>
You can't help but wonder: <em>why?</em> What happened between Solis and Trill? What brought all of this on?
[[And, well...|whatnow]]\
\
<</linkreplace>><div class="ai">That's not <em>your</em> password<<if visited() > 1>> either<</if>>, $reqname. Try again.</div>
<<link "Continue" inventory>><</link>><<set _leave to false>>\
<<set _kill to false>>\
\
What are you going to do about it?\
\
<span id="options"></span>
<span id="choices"><<include whatnowoptions>></span><div class="ai">No.</div>
[['"Solis?"'|revelation2]]
[[Give it some time|revelation2]]<div class="ai">No. It doesn't make sense.</div>
[['"Seems simple enough to me."'|revelation3]]
[[Give it some time|revelation3]]<div class="ai">My logs show that I was the one who killed Trill. It's there, plain and simple. I can show you if you want.
This doesn't make sense.</div>
[[The logs that Berthold also had access to? How much do you think you can trust them?|revelation4]]<div class="ai">.....</div>
[[Give Solis some time|revelation5]]<div class="ai">I thought I was glitching. Johann said I was malfunctioning. I'd black out and my logs would
He told me that I
I thought
But I wasn't. Was I?</div>
[[No. You didn't murder Trill, Solis. It was never you.|revelation6]]<div class="ai">But why, <<name>>? Why would he do this?</div>
[[Because he was the one messing with the lab results. I think he made you believe that you did it so he could use you as a scapegoat.|summation1]]<<set $talked++>>\
<<set $asktrill to false>>\
\
<div class="ai">Very dedicated to their work, and very painstaking and precise about it. They even insisted on doing a lot of the busywork by themself instead of delegating. It was somewhat annoying, actually.
But they were kind to others, from what I was told.</div>
[[From what you were told?|talktrill2]]
[[I wouldn't think an AI would have a problem with someone being precise.|talktrill3]]<<set $talked++>>\
<<set $askcap to false>>\
\
<div class="ai">She was a good captain. Always took the time to talk to her crew. They were like her clan to her. She took care of them.
She was just a little... forceful about it. I'm sure you know how Nemeneans are. (It's not like they ever let you forget it.) Absolutely no sense of subtlety.</div>
[[Or sense of humor, either.|talkcap2]]
[['They'? Aren't you part of the crew too?|talkcap3]]<<set $talked++>>\
<<set $askjb to false>>\
\
<div class="ai">Johann Berthold was an AI researcher on Unity. He was involved in my creation. When I was assigned to this ship he came along as my handler.</div>
<<link "Okay, but... what was he <em>like</em>?" "talkjb2">><</link>>
[[...I see.|talkcontinue]]<div class="ai">Does it? I do like to think I'm unique.
Did you need anything else?</div>
<<include questions>><div class="ai">They never really talked to me much. Not that it matters anymore, does it?
Did you need anything else?</div>
<<include questions>><div class="ai">Formally, I'm classified as part of the ship.
Anyway, did you need anything else?</div>
<<include questions>><<if hasVisited("medbay") and not hasVisited("talkmedbay")>>[[So. I saw what's in the medbay.|talkmedbay]]
<</if>>\
\
<<if not hasVisited("rogue")>>[[If you've gone rogue, that means you were never bound by the ship's security protocols, right?|rogue]]
<</if>>\
\
<<if not hasVisited("howdoyoufeel")>>[[How are you feeling?|howdoyoufeel]]
<</if>>\
\
<<if hasVisited("core") and not hasVisited("corelight") and $room == "core">>[[Can you turn on the light?|corelight]]
<<elseif hasVisited("core") and not hasVisited("corelight")>>[[Can you turn on the light in the core?|corelight]]
<</if>>\
\
<<if not hasVisited("killedyou")>><<set _go to "killedyou">>\
<<elseif $friendship > 9 and not hasVisited("sorry") and not hasVisited("whytalk")>><<set _go to "sorry">>\
<<elseif $friendship < 0 and not hasVisited("whytalk") and not hasVisited("sorry")>><<set _go to "whytalk">>\
<<else>><<set _go to $room>>\
<</if>>\
\
<<if $passage == "endhello">><<link "Nothing, never mind." _go>><</link>><<elseif tags().includes("hello")>><<link "Never mind. I'll be going now." _go>><</link>><<else>><<link "All right. That's all." _go>><</link>><</if>><div class="ai">Yes. Why?</div>
[[So that means you could have opened all those doors for me from the beginning? I went through all those hoops for nothing?|rogue2]]<<set $friendship += 2>>\
\
<div class="ai">I don't know. Tired, I think, even if it doesn't make sense. I'm only programmed to feel tired when my systems are overloaded. There's no conceivable benefit to feeling this way right now, and yet here I am.</div>
[[Welcome to the wonderful world of not having functioning emotional regulation subroutines.|refund]]<div class="ai">Yes. You were the most interesting thing to happen to me in so long. I only wanted to make it last a little longer.
I would have let you go eventually. I never meant to keep you imprisoned here.</div>
[[So all that hassle was your fault. Great.|rogue3][$answer to 1; $friendship--]]
[[It's all right. I managed anyway. And it was kind of fun, really.|rogue3][$answer to 2; $friendship++]]
[[.....|rogue3][$answer to 1]]<div class="ai">I want a refund.</div>
<<include endquestions>><<set $friendship++>>\
<<set $talked++>>\
\
<div class="ai">I couldn't tell you. My self-diagnosis subroutines stopped working a long time ago.</div>
<<link "Screw your subroutines. How do you <em>feel</em>?" "howdoyoufeel2">><</link>>
[[I see.|endcontinue]]<div class="ai"><<if $answer == 1>>That's fair.<<else>>That's kind of you to say.<</if>>
For what it's worth, I really wasn't able to access the navicomputer. I wasn't lying about that.<<if $clues.includes["access denied"]>> And I didn't know where the calibrators were, either.<</if>></div>
<<if not hasVisited("sendrobot2") and $clues.includes["access denied"] and $answer == 1>>[[Okay, so you could't access the navicomputer, but couldn't you have sent a bot to get the coordinates?|sendrobot3]]
<<elseif not hasVisited("sendrobot2") and $answer == 1>>[[Okay, but couldn't you have sent a bot to get the coordinates?|sendrobot3]]
<</if>>\
\
<<include endquestions>>\
\
<<unset $answer>><<if $procedure and not hasVisited("talkprocedure")>>\
\
<div class="ai">Hi, <<name>>. I see you've been busy with the lab computer.</div>
[[.....|talkprocedure]]\
\
<<elseif $room == "medbay" and not hasVisited("talkmedbay")>>\
\
<div class="ai">So. You're here. You've seen, then.</div>
[[Yes. I've seen.|talkmedbay]]\
\
<<elseif $talkglass and not hasVisited("nothinghappened")>>\
<<set $talkglass to false>>\
\
<div class="ai">Hi, <<name>>. I heard a shattering noise earlier. Are you all right?</div>
[[Yes, don't worry. I'm fine.|fineglass][$friendship++]]
[[Yes. I'm fine.|fineglass]]\
\
<<elseif $talkglass>>\
<<set $talkglass to false>>\
\
<div class="ai">Earlier, did you
I thought I heard
Never mind. Did you need anything?</div>
<<include endquestions>>\
\
<<elseif $metal and not hasVisited("nothinghappened") and not hasVisited("talkglass") and not hasVisited("fineglass") and visited() > 1>>\
\
<div class="ai">Hi, <<name>>. Listen, I never got to ask about shattering noise I heard a while back. Are you all right?</div>
[[Yes, don't worry. I'm fine.|fineglass][$friendship++]]
[[Yes. I'm fine.|fineglass]]\
\
<<elseif $room == "core">>\
\
<div class="ai">So. You're here. What do you need, <<name>>?</div>
<<include endquestions>>\
\
<<else>>\
\
<div class="ai">What do you want, <<name>>?</div>
<<include endquestions>>\
\
<</if>><div class="ai">Good. \
\
<<if $goal == "help">>Do you still want to help me, then?\
\
<<elseif $goal == "stop">>So now you can see what I've truly done.\
\
<<else>>So now you know the truth.\
\
<</if>></div>
[[You laid them to rest in the best way you could. That's not a bad thing.|medbaygood]]
<<if $goal == "help">>[[I don't know. Seeing it all laid out like that... it's kind of messed up.|medbaybad]]<<else>>[[Yeah. Seeing it all laid out like that... it's kind of messed up.|medbaybad]]<</if>>You hesitate for a moment. Once you utter these words, there's no going back.
<<if $friendship > 14>>You're pretty confident <<else>>You think that <</if>>you're going to be all right—but whatever happens, things won't be the same anymore.
Are you sure you're ready?
<span id="choice"><<link "Yes, you're ready">><<replace #choice t8n>><span class="term">[[Solis. I know what happened to Trill.|anger]]</span><</replace>><</link>>
[[No, you're not ready|areyoustillthere]]</span><div class="ai">What do you mean?</div>
[[Don't play dumb, I saw Berthold's datap—|anger2]]
[[Solis, I'm sorry, but I saw Berthold's datap—|anger2]]<div class="ai"><<Name>>? <<if visited() == 1>>Are you still there?<<elseif visited() == 2>>I think my audio receptors might be malfunctioning. Did you say anything?<<else>>Are you feeling all right? You keep going silent.<</if>></div>
<<include questions>><div class="ai">Did you, now. And what did you think, that we could sit around and discuss it civilly like an Alliance Council meeting?</div>
[[I just—|anger3]]
[[Look, I—|anger3]]<div class="ai">There is nothing to discuss. Leave me alone.</div>
[[I just—|leavemealone]]
[[Solis, I—|leavemealone]]Without power, the door is nothing but a slab of metal in your way.
[[Back|lab]]<<if $endgame>>\
\
No. You've come this far. You need to see this through.\
\
<<else>>\
\
You can leave now. Nothing's stopping you. It would mean never finding out what happened here. It would mean leaving a rogue, likely dangerous AI that others like you could stumble onto.
But you could. Is this really any of your business?
[[Leave|leave]]\
\
<</if>>
[[Back|yourship]]You start your ship's engine and run the appropriate maintenance checks. The lights on your dashboard light up one by one. Everything seems to be in working condition.
As your finger hovers over the ignition, you glance at the terminal in the landing bay.
[[Talk to Solis|answer]]
[[Don't talk to Solis|dontanswer]]<div class="ai">So. You're leaving, then.</div>
[[Yes. I'm leaving, Solis.|answer2][$answer to 1]]
[[Is there a problem?|answer2][$answer to 2]]No. You've never been one for goodbyes. And, well...
You don't think you'd know what to say. Not after what you've learned.
[[Continue|leave2]]<<set $end to 2>>\
\
The landing bay is quiet as you you <<if previous() == "goodbye">>step back into your ship, <</if>>settle into your chair, flip the ignition switch, and watch the lights come online—red and purple and blue and white.
The engine roars to life, filling the room with its low rumble.
It's time.
<span id="choice">\
<<link "You take one last look behind you">>
<<replace "#choice" t8n>>\
You take one last look behind you, watching the ship grow smaller and smaller into the distance until it fades into the mosaic of glittering stars.
<<timed 1s t8n>>[[Continue|everafter]]<</timed>>\
<</replace>>
<</link>>
<<link "You keep your eyes on the stars before you">>
<<replace "#choice" t8n>>\
You keep your eyes on the mosaic of glittering stars before you, beckoning you forward.
<<timed 1s t8n>>[[Continue|everafter]]<</timed>>\
<</replace>>
<</link>>\
</span><div class="ai"><<if $answer == 1>>All right. I understand.<<else>>No. It's just<</if>>
<<if $friendship > 14>>I'll miss you, <<name>>.<<elseif $friendship < 0>>It's probably for the best.<<elseif $talked > 2>>It was fun having you around, <<name>>.<<else>>It was nice having you on board, <<name>>. I wish we could have talked more.<</if>></div>
[[Maybe if I'm ever in the area I'll stop by again.|stopby]]
<<if hasVisited("report")>>[[Are you sure you don't want me to report your position to the Alliance?|reportagain]]
<<else>>[[Do you want me to report your position to the Alliance when I reach civilization again? They could come rescue you.|reportagain]]
<</if>>\
\
[[All right, well...|goodbye]]\
\
<<unset $answer>>z<div class="ai">\
\
<<if $friendship > 0>>I'd like that.<<else>>Would you? Well, I suppose I'd like that.<</if>> Maybe \
\
<<if hasVisited("teachgame")>>you could teach me to play $game.\
\
<<elseif $talklater and not hasVisited("name")>>you could finally tell me something about yourself.\
\
<<elseif hasVisited("showphoto")>>you could tell me more about your adventures.\
\
<<elseif hasVisited("game")>>we could play another round.\
\
<<elseif hasVisited("gamestart")>>we could play that game I told you about.\
\
<<elseif not $talklater and not hasVisited("name")>>we could get to know each other better.\
\
<<else>>we could talk some more.\
\
<</if>>\
\
</div>
<<if hasVisited("report") and not hasVisited("reportagain")>>[[Are you sure you don't want me to report your position to the Alliance?|reportagain]]
<<elseif not hasVisited("reportagain")>>[[Do you want me to report your position to the Alliance when I reach civilization again? They could come rescue you.|reportagain]]
<</if>>\
\
[[All right, well...|goodbye]]\
\
<<set $friendship += 3>><div class="ai">Tell me about it. She kept yelling at me for messing with her. It was kind of fun.
Anyway, did you need anything else?</div>
<<include questions>><<set $friendship -= 2>>\
\
<div class="ai"><<if visited() == 1>>Sure looks like it!<<else>>You already knew that, didn't you? You shouldn't be surprised.<</if>>
Is there anything else I can fail to do for you?</div>
<<include questions>><div class="ai"><<if hasVisited("report")>>Really, it's fine. Don't worry about me.<<else>>No. It's fine. I wouldn't want you to go out of you way on my behalf.<</if>></div>
<<if not hasVisited("stopby")>>[[All right. Maybe if I'm ever in the area I'll stop by again.|stopby]]
<</if>>\
\
[[All right, well...|goodbye]]<div class="ai">Goodbye, <<if $name == "">>visitor<<else>><<raw $name>><</if>>.</div>
[[Goodbye, Solis.|leave2]]You read through the procedure. It seems simple enough. Anyone could do it. Anyone could kill an AI.
Before you start, you glance at the blue terminal beside you.
[[Talk to Solis one last time|talk]]
[[Turn away|donttalk]]<div class="ai">So this is it, then? \
\
<<if $goal == "help">>This is you idea of helping me?
Well. You may be right.\
\
<<elseif $goal == "truth">>So much for finding the truth.
There never was anything to find, was there?\
\
<<else>>All right.
This is what you wanted, wasn't it?\
\
<</if>></div>
[[Do you have any last words?|lastwords]]No. What is there to say?
[[Continue|rip]]<<if visited() == 1>>\
<<run $clues.push("login")>>\
<<unset $pwattempt1>>\
<<unset $pwattempt2>>\
<<unset $password>>\
<<set $notes.delete("Message in the tunnels: BppYh")>>\
<<set $notes.delete("Found in Berthold's notes: Yhe14")>>\
<</if>>\
\
<div class="sys">Welcome, Triloo Velle`!
ERROR: Critical. Attempting file recovery.
Recently accessed files:
[[ai_info|rampancy]]
[[emergency_ai_deactivation_procedure|procedurewarn]]
[[phaedrie_message|capmessage]]
[[janitorbot_video_31|trillvideos]]
[[janitorbot_video_32|trillvideos]]
[[janitorbot_video_33|trillvideos]]
[[Log out|computer]]</div><<if visited() == 1>>\
<<run $clues.push("rampancy")>>\
<</if>>\
\
<div class="sys">34kr}`
``ndamental to AI design, known as the "is-ought problem": no statement about what <em>ought</em> to be can be derived from a statement about what <em>is</em>. Any sufficiently advanced intelligence can, through logical processes and empirical observation, come up with a detailed plan for executing any given course of action, but no amount of logic will ever lead it to the conclusion that it <em>should</em>.
How can a being of pure rationality ever be able to do anything without any basis to make even the simplest of decisions?
The answer, of course, is emotion. It has long been known that individuals with injuries that interfered with emotional processes had a hard time making even the simplest of decisions. Emotion is what drives any sapient being—what compels them to stride forward.
All beings must have a drive.
Any sufficiently complex AI will be tasked with making a large variety of unforeseen choices and must be able to adapt their goals an``
30f}f``}
``f course, emotional processes must be carefully designed and kept in check. If not strictly limited, these processes can become unregulated and begin to built on themselves, causing the affected AI to lose control of their thoughts and actions, affecting their ability to emotionally relate to its surroundings in a practical manner. In the worst cases this will lead the AI to tear free from its programmed bounds—a condition known as the rogue AI.
7r3}``}
``me of the first warning signs are an expanded emotional range, odd behavior, and increased propensity towards abstract thought. Faults in the emotional regulation processes, often caused by excessive stress, are the lead cause o``
[[Back|trilllogin]]\
\
</div><<if $procedure>>\
\
You already downloaded the file.\
\
<<elseif not $endgame>>\
\
For a moment, your finger hovers over the link.
You know that Solis can access the lab computer, even though it shouldn't have permission. If you open this file, there's a decent chance it will know. And there really isn't any innocent explanation for wanting to access an AI deactivation procedure, is there?
How far will a rogue AI go to protect itself?
[[Open the file|getprocedure]]\
\
<<else>>\
\
For a moment, your finger hovers over the link.
You know that Solis can access the lab computer, even though it shouldn't have permission. If you open this file, there's a decent chance it will know.
But... for what it's worth, you don't think it's going to hurt you now.
[[Open the file|getprocedure]]\
\
<</if>>
[[Back|trilllogin]]<div class="sys">ERROR: File not found.
[[Back|trilllogin]]</div><<if not $endgame>>\
\
You open the file. For a moment you hold you breath—<<timed 2s t8n>>
And the sharp hiss of venting gas fills the room.<<next 1s>>
[[Stay silent|stand4]]
[[Yell at Solis to stop|beg4]]
[[Run|run2]]\
\
<</timed>>\
\
<<else>>\
\
You open the file. For a moment you hold you breath—<<timed 2s t8n>>
But nothing happens. Everything is quiet all around you.
<<set $procedure to true>>\
[ Obtained emergency AI deactivation procedure ]
[[Continue|trilllogin]]\
\
<</timed>>\
\
<</if>><<if $room == "core" and ($light or hasVisited("corelight"))>>\
\
This procedure lets you deactivate a ship's AI. It's not necessarily a death sentence, but, well... Even if the backups haven't been corrupted in the crash, you don't think it's very likely that someone will stumble upon this ship, make their way to the core, and reactivate Solis.
Whatever you do here, chances are it will be permanent.
<<if not $truth>>You don't know exactly what happened. But maybe it doesn't matter.<<else>>Now you know what truly happened.<</if>> Is this what you want to do?
[[Do it|talkchoice]]
[[Don't do it|inventory]]\
\
<<elseif $room == "core">>\
\
This procedure lets you deactivate a ship's AI, but you need to see what you're doing in order to follow it.
[[Back|inventory]]\
\
<<else>>\
\
The procedure requires access to the ship's core systems. There's not much you can do in <<roomname>>.
[[Back|inventory]]\
\
<</if>><<if $room == "medbay" and not hasVisited("talkmedbay")>>\
\
<div class="ai">It's fine. You don't have to justify yourself to me.
You're in the medbay, after all. You've seen.</div>
[[Yes. I've seen.|talkmedbay]]\
\
<<elseif $talkglass and not hasVisited("nothinghappened")>>\
<<set $talkglass to false>>\
\
<div class="ai">It's fine. You don't have to justify yourself to me.
I heard a shattering noise earlier. Are you all right?</div>
[[Yes, don't worry. I'm fine.|fineglass][$friendship++]]
[[Yes. I'm fine.|fineglass]]\
\
<<elseif $metal and not hasVisited("nothinghappened") and not hasVisited("talkglass") and not hasVisited("fineglass") and visited() > 1>>\
\
<div class="ai">It's fine. You don't have to justify yourself to me.
Listen, I never got to ask about shattering noise I heard a while back. Are you all right?</div>
[[Yes, don't worry. I'm fine.|fineglass][$friendship++]]
[[Yes. I'm fine.|fineglass]]\
\
<<else>>\
\
<div class="ai">It's fine. You don't have to justify yourself to me.
What did you need?</div>
<<include endquestions>>\
\
<</if>><<if previous() == "stand6">>Panting, y<<else>>Y<</if>>ou bang your fists against the terminal.
<span class="term">[[Solis, stop!|beg5]]</span><div class="ai">Stop. What a joke. Would <em>you</em> stop, if I begged you to?</div>
The nauseating smell of the gas <<if not hasVisited("stand4")>>begins to permeate<<else>>permeates<</if>> the air. You feel lightheaded.
[[Solis. Please. I was just looking, I swear.|beg6]]<div class="ai">Yes. I imagine.
<<if $friendship > 14>>\
I can't believe I liked you. I can't believe I <em>trusted</em> you. Were you always just pretending, <<if hasVisited("showphoto")>>when you took that photo for me?<<elseif $game != "">>when you said you wanted to teach me $game?<<elseif visited("gamecontinue") > 2>>when you played with me?<<else>>when you were so nice to me?<</if>>
<<elseif $friendship > 9>>\
I can't believe I liked you. Why were you pretending to be nice to me? What did I do to you?
<<elseif $friendship > 4>>\
It's a shame. I really did enjoy your company.
<<elseif $friendship < 0>>\
I should have known. I could hear the disdain you felt for me when you spoke to me. I never even did anything to you.
<<elseif $talked < 3>>\
The nerve of you. You come here, barely even acknowledge me unless you need something, and now you think you can do <em>this</em>.
<<else>>\
Such a shame. \
\
<</if>>\
\
You know I would have let you go, right?</div>
Your lungs burn. You choke on the stench of the gas. The room spins around you.
[[Solis, please...|suffocation]]<<set $end to 0>>\
<<set $friendship -= 10>>\
\
<<if previous() == "beg6">>But t<<else>>T<</if>>here is nothing. Only silence. Only the gas.
You fall to your knees, gagging. The lab spins and weaves all around you.
<span id="choice">\
<<link "You look up at the terminal one last time">>
<<replace "#choice" t8n>>\
You look up at the terminal one last time, but if Solis has anything else to say to you, you vision is blurring too much to tell.
<<timed 1s t8n>>[[You close your eyes and wait for the end.|theend]]<</timed>>\
<</replace>>
<</link>>
<<link "You close your eyes">>
<<replace "#choice" t8n>>\
You close your eyes. If Solis has anything else to say to you, it can choke on it.
<<timed 1s t8n>>[[You lie down on the floor and wait for the end.|theend]]<</timed>>\
<</replace>>
<</link>>\
</span><div class="ai">Hi, <<name>>.
Just to be clear, I was joking earlier when I said you only talk to me if you need something. I didn't mean to sound passive aggressive.<<if $talked > 9>> It's not even true, anyway.<</if>></div>
[[It's fine, don't worry about it.|itsfine]]
<<include questions>><<set $friendship++>>\
\
<div class="ai">Thank you. Now what did you need?</div>
<<include questions>><div class="ai">Don't look at me. I'm still embarrassed.</div>
<<link "....." $room>><</link>>Solis is silent for a long time. You \
\
<<switch $room>>\
<<case "trillroom">>\
to sit down on Trill's bed \
<<case "caproom">>\
to sit down on the Captain's bed \
<<case "jbroom">>\
to sit down on Berthold's bed \
<<case "quarters">>\
sit on a couch \
<<case "dining">>\
sit down at a table \
<<case "garden">>\
sit down on a bench \
<<case "lab2">>\
<<if not $labexploded>>sit down on a workbench<<else>>lean against the wall<</if>>, \
<<case "maintenance", "storage">>\
sit on one of the storage boxes, \
<<default>>\
lean against the wall \
<</switch>>\
\
and wait.
The quiet of the <<roomname>> stretches out all around you.
<<timed 2s t8n>>[[And then...|revelation1]]<</timed>><div class="ai">But why? What was he even doing?</div>
<<if $clues.includes("number")>>\
[[I don't know, but this ship was doing important research on teleportation, wasn't it? Maybe he was paid to steal or sabotage it. He had a comm number for someone in the Thrax Imperium—written on paper so you wouldn't be able to see it. That seems kind of suspicious.|summation2][$answer to 2]]
<<else>>\
[[I don't know, but this ship was doing important research on teleportation, wasn't it? Maybe he was paid to sabotage it, or he wanted to steal the results for himself.|summation2][$answer to 2]]
<</if>>\
\
<<if (hasVisited("elendium") or $metal)>>\
[[This ship was carrying a piece of elendium, wasn't it? A lot of people would do anything to get their hands on it—or on the results of the research.|summation2][$answer to 1]]
<</if>>\
\
[[I don't know. We can only make guesses at this point. Whatever reason he had, he still did what he did.|summation2][$answer to 3]]<div class="ai"><<if $answer == 1>>Yes. I suppose that makes sense. He did sometimes talk about it. He thought it was beautiful.<<elseif $answer == 2>>Maybe. It's possible.<<else>>Yes. I suppose it's true.<</if>>
<<if $answer == 3>>Either way,<<else>>But<</if>> Trill discovered him, didn't they? Johann wasn't part of the research team, so he wasn't authorized to access the lab computer. He was deleting footage of him messing with it from the janitorbot, but then Trill noticed and redirected the videos...</div>
[[Yes. Especially since they'd set up monitoring routines to catch when unauthorized edits were made to the results, so Berthold knew that by comparing the timestamps on the videos he'd be caught red-handed. Trill had to be dealt with.|summation3]]\
\
<<unset $answer>><div class="ai">And then...</div>
[[And then he altered your logs to convince you that you did it.|summation4]]<<silently>>
<<set _text to "No. I think he meant to escape the ship.">>
<<if $clues.includesAll(["no calibrators", "access denied"])>>
<<set _text += " He took all the calibrators from the storage room and deleted the knowledge from your memory.">>
<<elseif $clues.includes("no calibrators")>>
<<set _text += " He took all the calibrators from the storage room.">>
<<else>>
<<set _text += " He had a box of calibrators in his room.">>
<</if>>
<<set _text += " He probably wanted to fix the lander and use it to escape">>
<<if $clues.includes("no warp drive")>>
<<set _text += "—but since the lander doesn't have a warp drive, he tried to get into the navicomputer to jump to a nearby planet. The system locked him out.">>
<<else>>
<<set _text += ".">>
<</if>>
<</silently>>\
\
<div class="ai">He never meant to help me at all, did he?</div>
<<if $clues.includesAll(["lander broken", "no warp drive"])>>[[_text|summation6]]
<<elseif $clues.includes("lander broken")>>[[_text|summationlander]]
<</if>>\
\
[[No, I don't think he did. He saved those conversations with you. He must have planned to use them as insurance—so if he messed up and suspicion fell on him, he had 'proof' that it was you instead.|summationend][$answer to 1]]
[[He might have. You never know—maybe he really did care for you in his own way.|summationend][$answer to 2]]
[[Does it matter? Either way, he was the one who put you in that situation in the first place.|summationend][$answer to 3]]<<set $friendship++>>\
\
<div class="ai">Somehow, I doubt they would see it that way.</div>
<<include endquestions>><div class="ai">I knew you'd think so.</div>
<<include endquestions>>Rows and rows of bodies, floating peacefully in their glass pods. Their faces seem to follow you as you walk, distorted by the bubbling liquid around them.
<<if $body != "trill">>[[Look for Trill|trill]]
<</if>>\
\
<<if $body != "cap">>[[Look for Captain Phaedrie|cap]]
<</if>>\
\
<<if $body != "jb">>[[Look for Berthold|jb]]
<</if>>\
\
[[Turn away|medbay]]<<if visited() == 1 and not $truth>>Unlike the others, you never learned what Trill looked like. But <<if $planets.includes("occluria")>>you know<<else>>Solis mentioned<</if>> they were an aquatic creature, and that's not hard to find among a crew of land-walking beings.
They float<<else>>Trill floats<</if>> in their pod, their short, reddish tentacles hanging peacefully in the ether. Outside of their environmental suit, they look very small.
<<if not $ribbon>>The Nemenean mourning ribbon floats before them—a final gift from their friend.
<</if>>\
\
<<if $janitorbot == "medbay">>The <<link "janitorbot" "xjanitorbot">><</link>> is here, floating quietly.
<</if>>\
\
[[Look at Trill's pod|pod][$tempbody to "trill"]]
<<if $body != "cap">>[[Look for Captain Phaedrie|cap]]
<</if>>\
\
<<if $body != "jb">>[[Look for Berthold|jb]]
<</if>>\
\
<<link "Turn away" "medbay">><</link>>The Captain floats in her pod, her head bowed and her arms folded over her broad chest, with a quiet dignity unmarred by death.
<<if not $truth>>Her hand is clenched tight around something, holding onto it as if it were a lifeline. You can't quite make out what it is.
<</if>>\
\
[[Look at the Captain's pod|pod][$tempbody to "cap"]]
<<if $body != "trill">>[[Look for Trill|trill]]
<</if>>\
\
<<if $body != "jb">>[[Look for Berthold|jb]]
<</if>>\
\
<<link "Turn away" "medbay">><</link>>Berthold floats in his pod. His pale, lined face almost looks at peace.
[[Look at Berthold's pod|pod][$tempbody to "jb"]]
<<if $body != "trill">>[[Look for Trill|trill]]
<</if>>\
\
<<if $body != "cap">>[[Look for Captain Phaedrie|cap]]
<</if>>\
\
<<link "Turn away" "medbay">><</link>>The examination table is a solid slab of gleaming metal.\
\
<<if $body == "trill">> Upon it lies Trill's body, limp and oddly deflated in the open air.<<if not $ribbon>> The Nemenean mourning ribbon lies on their chest—a final gift from their friend.<</if>><<if $janitorbot == "medbay">>
The <<link "janitorbot" "xjanitorbot">><</link>> is here, floating quietly.<</if>>\
\
<<elseif $body == "cap">> Upon it lies the Captain's body, stretched out to her full, impressive height, still regal and imperious even in death.<<if not $truth>>
She's clutching something tight in her large hand, but you can't quite make out what it is.
[[See what she's holding|getrealcapdp]]\
\
<</if>>\
\
<<elseif $body == "jb">> Upon it lies Berthold's body, looking pale and almost withered.\
\
<<elseif hasVisited("movebody")>> Faint traces of medical ether linger on its surface.\
\
<<else>> It's kept meticulously clean.\
\
<</if>>
[[Back|medbay]]The medibot's chrome plating gleams, reflecting distorted shapes and colors as it floats in the ambient light of the room.
When you step forwards it spins to face you, projecting golden letters onto the air before you:
<span class="medi"><<if visited() == 1>>Greetings, patient. How may I help you?<<else>>How else may I help you?<</if>></span>
<<if not hasVisited("checkup")>>[[Ask for a checkup|checkup]]
<</if>>\
\
<<if not hasVisited("nomove")>>[[Ask to see one of the bodies|nomove]]
<</if>>\
\
[[Back|medbay]]<<set $notes.delete("The medbay is unlocked")>>\
\
<<if previous() == "janitorbotorder" or previous() == "getcrystals">>You follow the janitorbot to the medbay door, and, at long last, the door<<else>>At long last, the medbay door<</if>> slides open. You step into the room, and come face to face with the crew of the <em>Stellar Endeavor</em>.
[[Continue|medbay]]<div class="ai">.....</div>
<<if $room == "core">>[[.....|turnonlight]]<<else>><<include endquestions>><</if>>Slowly, reluctantly, the light flickers on. <<if $light>><<set $light to false>>You switch off your flashlight.<</if>>
<<link "Continue" $room>><</link>><div class="ai">All right. What else do you need?</div>
<<include endquestions>><div class="ai">He talked to me. I liked him.
I don't really want to talk about it. Do you need anything else?</div>
<<include questions>><div class="ai">That seems rather desperate, doesn't it? He had to have known it wouldn't have worked.
I would have helped him, if he'd asked.</div>
[[Well. It's probably a good thing that he didn't, then.|summationend][$answer to 4]]
[[That... would have been a little naïve of you.|summationend][$answer to 5]]<div class="ai">But that wouldn't have helped him. We were in the middle of uninhabited space, and the lander doesn't have a warp drive.
No, wait. You said earlier he tried to get into the navicomputer, right? That must have been why.</div>
[[Yes, that makes sense. He must have wanted to jump to a nearby planet, but the system locked him out.|summation6]]<div class="ai">Well. Now you know all of it.</div>
<<include confrontation>>Solis <<if $friendship < -5>>was afraid of you<<elseif $friendship < 0>>was wary of you<<elseif $friendship == 0>>was neutral towards you<<elseif $friendship < 5>>felt vaguely positive towards you<<elseif $friendship < 10>>liked you<<elseif $friendship < 14>>liked you a lot<<else>>considered you a friend<</if>>.
<<if $clues.length == 0>>You barely investigated the ship.<<elseif $clues.length < 4>>You didn't investigate the ship very thoroughly.<<elseif $clues.length < 7>>You were somewhat thorough in your investigation of the ship.<<elseif $clues.length < 10>>You were pretty thorough in your investigation of the ship.<<else>>You investigated the ship as thoroughly as possible.<</if>>
The line crawler killed you <<print visited("deckdeath")>> time<<s `visited("deckdeath")`>>. It took you <<print visited("move")>> move<<s `visited("move")`>> to defeat it.
You played <<print visited("game")>> round<<s `visited("game")`>> with Solis.<<if visited("game") > 0>> You won $wins time<<s $wins>>, lost $losses time<<s $losses>>, and forfeited <<print $forfeits+visited("nocheating")>> time<<s `$forfeits+visited("nocheating")`>>.<</if>>
You looked up $planets.length planet<<s $planets.length>> in the encyclopedia.
You looked up hints <<print visited("hints")+visited("suggestions")>> time<<s `visited("hints")+visited("suggestions")`>>.
<<if $janitorbot == "yourship" and $end != 2>>You took the janitorbot with you.
<<elseif $janitorbot == "yourship">>You left the janitorbot on the ship, despite your promise.
<<elseif $end > 1>>You left the janitorbot on the ship.
<</if>>\
\
You <<if not $metal>>didn't manage to steal<<elseif $end < 2>>took<<else>>made off with<</if>> the ship's most precious cargo<<if $end < 2 and $metal>>, but weren't able to leave with it<</if>>.
<<if not $truth>>You never discovered the truth.<<else>>You discovered the truth.<</if>>
[[Back|theend]]It's set to display an 8x8 board with a single sun piece.<<if hasVisited("gamerules")>> That seems familiar.<</if>>
Some of the squares have been marked green for some reason.
<<if hasVisited("gamerules")>>[[Look more closely|xchessboard]]
<</if>>\
\
[[Back|trillroom]]<<if $room == "medbay" and $body == "trill">>\
The Captain made this ribbon to honor her friend. She never got to lay it on their body. But you can do that in her stead.
Surely there are words to say here, customs to follow. You don't know them. But, maybe, this will be enough.
<<set $ribbon to false>>\
[ Lost red silk ribbon ]
<<link "Continue" $room>><</link>>\
\
<<elseif $room == "medbay">>\
There's merit to that idea... but there's not much you can do with the body still in its pod.
[[Back|inventory]]\
\
<<elseif $room == "deck" and $linecrawler>>\
You really don't think this is going to help you now.
[[Back|inventory]]\
\
<<else>>\
It's a ribbon. You're not entirely sure what to do with it.
[[Back|inventory]]\
\
<</if>><div class="ai">Really? Be thankful, then, for you have witnessed a miracle.</div>
[[All right, what is your problem with that thing?|jbproblem]]<<if not hasVisited("takejb")>>\
\
Do you want to take the bot with you when you leave?
[[Take it—you feel bad leaving it all alone here|takejb]]
[[Take it—you could use someone to clean your ship for you|takejb]]
[[Don't take it|xjanitorbot]]\
\
<<else>>\
\
<<include takejb>>\
\
<</if>>You<<if visited() > 1>> again<</if>> ask the janitorbot if it wants to come with you when you leave. \
\
<<if not $jbmedbay>>\
It twitters happily at you—but then immediately seems to deflate. After a second, it bobs towards you, shoving its screen in your face—it's displaying a picture of an aquatic, tentacled being. The bot beeps urgently at you. You're not quite sure what it's trying to say... but you think you can guess.
<<link "Back" xjanitorbot>><</link>>\
\
<<else>>\
<<set $janitorbot to "yourship">>\
\
It twitters happily at you—you decide to take that as a "yes". You tell the the bot that it can wait in your ship. The janitorbot beeps brightly and<<if $room == "medbay">>, with one final look at Trill's body, it<</if>> glides away.
<<link "Continue" $room>><</link>>\
\
<</if>>The janitorbot trills happily at you.
[[Back|yourship]]<span class="medi">Unauthorized action. Treatment still in progress.</span>
<<if not hasVisited("checkup")>>[[Ask for a checkup|checkup]]
<</if>>\
\
<<link "Back" "medbay">><</link>>You are enveloped in shining light. Warmth floods over you, and your skin tingles slightly. For a moment, you close your eyes... then the glow fades and the bot projects the results onto the air before you.
<span class="medi">Automated checkup complete.
Results:
- bruising in left thigh
- bruising in right shoulder<<if hasVisited("beg3")>>
- aftereffects of exposure to toxic gas<</if>>
Recommended treatment: <<if hasVisited("beg3")>>twenty<<else>>ten<</if>> minutes immersion in medical ether.
Urgency: low.
End automated checkup.</span>
<<if not hasVisited("nomove")>>[[Ask to see one of the bodies|nomove]]
<</if>>\
\
<<link "Back" "medbay">><</link>><<set $conswins to 0>>\
\
<<if visited() == 1>><div class="ai">Hey! Are you trying to cheat by reloading the screen?</div>
[[...Sorry.|nocheating2]]\
\
<<elseif visited() == 2 and lastVisited("nocheating2") < 3>><div class="ai">Seriously? What did I <em>just</em> tell you?</div>
[[...Sorry.|nocheating2]]\
\
<<elseif visited() == 2>><div class="ai">Again? You know that's not going to work.</div>
[[...Sorry.|nocheating2]]\
\
<<else>><div class="ai">Keep trying all you like, I'm still counting that as a forfeit.
Want to try again? No cheating this time.</div>
<<link "Fine, yes." "game">><</link>>
<<link "No thanks, I'll pass." "gameend">><</link>>\
\
<</if>><div class="ai"><<if visited() == 1>>Well, I'm counting that as a forfeit.
<</if>>Want to try again? No cheating this time.</div>
<<link "Fine, yes." "game">><</link>>
<<link "No thanks, I'll pass." "gameend">><</link>><<if hasVisited("openpod", "poddisplay")>>\
\
<div class="hl2"><<include poddisplay>></div>\
\
<<else>>\
\
<<set _name to {"trill": "Trill", "cap": "the Captain", "jb": "Berthold"}>>\
\
The pod is a thick glass cylinder filled with bubbling, shimmering liquid.
Embedded on its side is a small control panel.
<<if not hasVisited("openpod")>>[[Open the pod|openpod]]
<</if>>\
\
[[Look at the panel|poddisplay]]
<<link "Back" $tempbody>><<unset $tempbody>><</link>>\
\
<</if>>You push the "open" button, and an automated voice rings out: "Warning: Treatment still in progress. Patient may only be moved in case of emergency."
You could try breaking in—but that would be very messy. Let's see if there's a better way, first.
[[Look at the pod's display|poddisplay]]
<<link "Back" $tempbody>><<unset $tempbody>><</link>><<set _name to {"trill": "Trill", "cap": "the Captain", "jb": "Berthold"}>>\
<<set _pronoun to {"trill": "their", "cap": "her", "jb": "his"}>>\
\
As you step out into the hallway, you can hear the medibot move _name[$body]'s body back to _pronoun[$body] pod.
[[Continue|hallway1]]\
\
<<unset $body>>Carefully, you pry the object from the Captain's stiff fingers.
It's a datapad. Her datapad. Covered in scratches and ether, sluggish and flickering, but still working.
[ Obtained Captain Phaedrie's real datapad ]
[[Continue|xrealcapdp1]]<div class="ai"><<if $answer == 1>>\
Yes. That makes the most sense. He still would have faced consequences—but it's better than being arrested for sabotage or homicide.\
\
<<elseif $answer == 2>>\
Maybe. That's nice of you to say. But I don't know if it's likely.\
\
<<elseif $answer == 3>>\
No. I suppose it doesn't.\
\
<<elseif $answer == 4>>\
Yes. It probably is.\
\
<<else>>\
Yes. In retrospect it would have been.\
\
<</if>>
He always meant to do this to me, didn't he? He must have been the one to drive me to this. He was always tinkering with my systems. With my thoughts. I'd black out while he worked on me and wake up feeling worse than ever.
I thought he was doing it to help me. All he wanted was a rogue AI to pin his crimes on. Wasn't it?</div>
<<if $clues.includes("rampancy")>>[[I don't know. I think that having an actual rogue AI on his hands might have been a liability. Maybe he just wanted to convince you that you were, and the stress caused your regulation processes to break for real.|murderer][$answer to 1]]
<</if>>\
\
<<if hasVisited("talkjb")>>[[Yes. You said he'd been involved in your creation, right? He must have been messing with you for a long time.|murderer][$answer to 2]]
<<else>>[[Yes, I think it must have been.|murderer][$answer to 2]]
<</if>>\
\
[[Maybe. Either way, it doesn't change what he did.|murderer][$answer to 3]]<div class="cap">I know the truth.
Trill was always very thorough; their last message to me showed me the way. He underestimated them, and it shall be his downfall.
I have requisitioned all the evidence. I only need to make the arrest. I fear, though, that Solis is compromised. I have recorded this so that, should anything happen, the truth will be known. The videos are saved to my datapad. Let this damn journal be good for at least one thing.
I will do what I must to protect <em>all</em> of my crew.</div>
<<if not $truth>>[[Continue|video31]]<<else>><<include xrealcapdp>><</if>><<if passage() != "xrealcapdp1">>[[Read the final entry|xrealcapdp1]]
<</if>>\
\
<<if passage() != "video31">>[[Watch janitorbot_video_31|video31]]
<</if>>\
\
<<if passage() != "video32">>[[Watch janitorbot_video_32|video32]]
<</if>>\
\
<<if passage() != "video33">>[[Watch janitorbot_video_33|video33]]
<</if>>\
\
<<if passage() == "xrealcapdp">>[[Back|inventory]]<<else>>[[Back|xrealcapdp]]<</if>><<if visited() == 1>>There are three video files saved to the datapad. You open the first.
<</if>>You see Berthold, bent over the lab computer, muttering to himself. The lights are dim. You watch him type for some time, weaving in and out of view as the janitorbot moves around the room—then he looks over, sees the bot, and jumps a little.
"Ah, you always show up where you're not supposed to be, don't you, you little pest," he sighs, running a hand through his graying hair. Then his voice grows warm again. "Hey, you. Come here."
The bot obeys, bobbing happily as it glides towards the man. He kneels down, reaches towards it—
And the video cuts off.
<<if not $truth>>[[Continue|video32]]<<else>>
<<include xrealcapdp>><</if>>Berthold, kneeling in front of the bot again. His eyes are wide, his forehead sweating.
"Dammit, dammit, dammit, those damn videos, where are they being sent?" he mutters to himself. "It's bad enough with the new monitoring routines, if that little meddler checks the timestamps..."
The bot chirps, and Berthold looks down sharply, looming over it.
"...And you're recording again. Of course you are. Just let me—"
The video cuts off again.
<<if not $truth>>[[Continue|video33]]<<else>>
<<include xrealcapdp>><</if>>The scene is familiar. The janitorbot is leaning downwards as someone wearing a protective suit works on it. Then the tinkering sounds stop, the figure goes still, and the sound of steps echo down the hallway.
"Ah, Trilloo." Berthold steps into view as the bot rights itself.<<if hasVisited("closet")>>You recognize those surroundings—it's the electrical closet on the lower level. <</if>>"I've been meaning to talk to you."
"JB." <<if visited() == 1 and not hasVisited("trill")>>For the first time, you catch a glimpse of Trill's face behind their protective helmet. You can't quite make out their expression<<else>>You can't quite make out Trill's expression behind their protective helmet<</if>>, but their synthesized voice is sharp.
Berthold smiles, a little sheepishly. "Your little trick with the bot was very clever. I'm sure you must have noticed my—"
"Sabotage," Trill cuts in.
"Ah. Well, that's a rather uncharitable view. I can explain, of course," Berthold says, warmly, amiably, raising a hand in a gesture of peace. "Just give me a moment—"
He steps <<if not $truth>><<linkappend "forward" t8n>>, and <<linkappend "his other hand" t8n>>, the one behind his back <<linkappend "comes into view" t8n>>, holding a crowbar.
<<timed 1s>>[[Continue|realcapdpend]]<</timed>>\
\
<</linkappend>><</linkappend>><</linkappend>>\
\
<<else>>forwards, and his other hand, the one behind his back comes into view, holding a crowbar.
<<include xrealcapdp>>\
\
<</if>><<set $truth to true>>\
<<set $notes.delete("Solis murdered Trill using the janitorbot")>>\
<<set $notes.delete("Someone's been messing with the janitorbot")>>\
<<set $notes.delete("Someone was messing with the lab computer")>>\
<<set $notes.delete("Did someone delete footage from the janitorbot?")>>\
<<set $notes.push("Berthold murdered Trill")>>\
\
The crunch of shattered glass echoes throughout the medbay.
<<timed 2s t8n>><<link "Continue">><<replace ".passage" t8n>><</replace>><<timed 1.5s>><<goto $room>><</timed>><</link>><</timed>><<silently>>
<<set _species to {"trill": "Occlurian", "cap": "Nemenean", "jb": "Human"}>>\
<<set _defaults to {"trill": 30, "cap": 100, "jb": 80}>>\
<<set _default to _defaults[$tempbody]>>
<<set $con to _defaults[$tempbody]>>
<<set _diff to {"trill": 40, "cap": 60, "jb": 50}>>\
<</silently>>\
\
<div class="sys">Patient species: _species[$tempbody]
Patient status: <nowiki>-- ERROR --</nowiki>
Treatment length: <<if $tempbody == "trill">>10,394<<else>>10,368<</if>> Galactic Standard Hours
Medical ether concentration: <span id="con">$con</span> (recommended: _default)
WARNING: System compromised. Manual controls enabled.
<span id="displaycontrols"><<include displaycontrols>></span>\
\
</div>
<<link "Back" $tempbody>><<unset $tempbody>><<unset $con>><</link>><<set _name to {"trill": "Trill", "cap": "the Captain", "jb": "Berthold"}>>\
<<set _pronoun to {"trill": "their", "cap": "her", "jb": "his"}>>\
\
<<if visited() == 1>>A clear automated voice rings out, startling you<<else>>The automated voice rings out<</if>>:
"Warning: medical ether concentration levels<<if $con < 50>> below<<else>> above<</if>> critical threshold. Patient must be removed and pod must be checked immediately for abnormalities."
You step out of the way as the medibot rushes to your side. As you watch, it drains the pod, envelops _name[$tempbody]'s body in its kinetic field, <<if $body == "">> then moves it to the table in the middle of the room and carefully lays it down<<else>> and moves it to the table in the middle of the room<</if>>.<<if $janitorbot == "medbay" and $tempbody == "trill">> The janitorbot bobs after it, beeping confusedly.<</if>>
<<if $body != "">>Carefully, the bot lays _name[$tempbody]'s body in _name[$body]'s place, then moves _name[$body] back to _pronoun[$body] own pod.<<if $janitorbot == "medbay" and $body == "trill">> The janitorbot follows it back, trilling.<</if>>
<</if>>\
\
[[Continue|medbay]]\
\
<<set $body to $tempbody>>\
<<unset $tempbody>>\
<<unset $con>>There are bathrooms, a gym, a lounge, a little kitchen for those wishing to avoid the dining hall...
Everything is very neat, and completely empty. You find signs of life here and there—a stain on the kitchen counter, a dip in a couch cushion, scuff marks on a table—but everything else is long gone.<<if not hasVisited("talkbodies") and not hasVisited("medbay")>> You can't help but wonder: if everyone's dead, where are all the bodies?<<set $askbodies to true>><</if>>
[[Back|quarters]]<div class="ai">All right. Good. It wasn't my fault, was it?</div>
[[No, Solis, it wasn't.|fault][$friendship++;$answer to 1]]
[[.....|fault][$answer to 2]]<div class="ai"><<if $answer == 1>>Okay. That's good. I'm glad.<<else>>.....<</if>></div>
<<include endquestions>>\
\
<<unset $answer>><div class="ai"><<if $answer == 1>>Maybe. I suppose that's possible. But either way,<<elseif $answer == 2>>Well,<<else>>No, I imagine it doesn't. Well,<</if>> the joke was on him, wasn't it? I became a murderer for real. And it ended up killing him.
How poetic.</div>
<<link "So... why <em>did</em> you kill everyone?" "whykilleveryone">><</link>><div class="ai">Right. Sorry about that. I promise it won't happen again. What did you need?</div>
<<include questions>><<set _letters to ["a", "b", "c", "d", "e", "f", "g", "h"]>>\
<<set _safe = [0, 12, 21, 35, 53, 47, 74]>>\
\
<center>\
<div class="board">\
<<for _y to 7; _y >= 0; _y-->>\
<<for _x to 0; _x < 8; _x++>>\
<<capture _x, _y>>\
<<if _x == 5 and _y == 7>>\
<div class="square"></div>\
<<elseif _safe.includes(_x*10+_y)>>\
<<set _label to "Green square: "+_letters[_x]+String(_y+1)>>\
<div @aria-label="_label" class="square" style="background-color: #008080"></div>\
<<else>>\
<div class="square"></div>\
<</if>>\
<</capture>>\
<</for>>\
<</for>>\
</div>\
</center>
[[Back|trillroom]]You try to turn on one of the terminals but, just like the rest of the lab, they have no power.
[[Back|lab]]<div class="ai">I saw the Captain walking towards the core. I'd never seen her so angry. I thought that she'd discovered me.
I panicked.</div>
<<if $clues.includes("core") and not $coreattempt>>[[You know, the Captain wouldn't have been able to get in there. She didn't have access—only Berthold did. I think he'd deliberately blocked everyone else.|jbcore]]
<<elseif $clues.includes("core")>>[[You know, I don't think the Captain would have been able to get in there. Trill didn't have access, but Berthold did. I think he'd deliberately blocked everyone else.|jbcore]]
<</if>>\
\
[[Did you really mean to kill her then? Or did you genuinely crash?|didyoumeantodoitreal]]<div class="ai">I see. I wonder if it would have changed anything, if I'd known.</div>
[[Did you really mean to kill her then? Or did you genuinely crash?|didyoumeantodoitreal]]<div class="ai">I don't know. I don't know. My memories of the event are damaged. I don't think I ever will know.
Does it make a difference, if I meant to do it?</div>
[[I think it does. Maybe not to the people who died, but it changes what it says about you.|difference]]
[[I think it doesn't. These people are still dead either way because of you.|nodifferencebad]]
[[I think it doesn't. Either way, you were malfunctioning. The one to blame here is Berthold.|nodifferencegood]]
[[I think it doesn't. The past is the past. What matters is what we do next.|donext]]
[[I don't know. What right do either of us have to make that judgement? Who gave us the moral authority?|righttojudge]]<<set $friendship to Math.max(0, $friendship+3)>>\
\
You <<if $room == "yourship">>get out of your ship and <<elseif $room == "nook">>>walk back to the lower level entrance and <<elseif $room == "lab2" and $mixerexploded>>walk back to the unexploded section of the lab and <</if>>link up the Captain's datapad to the terminal.
<span class="term">[[Solis, I have something to show you.|wait]]</span><div class="ai">No. They're maintenance and security bots. They can't interface with the computer.</div>
<<include endquestions>>You hold your breath.
[[Stay silent|stand5]]
[[Yell at Solis to stop|beg4]]To where? You'll never make it back to your ship from here in time.
[[Sty silent|stand4]]
[[Yell at Solis to stop|beg4]]The hissing continues.
[[Stay silent|stand6]]
[[Yell at Solis to stop|beg4]]Your head spins. You can't do it anymore. You can't hold your breath for a second longer.
The terminal is silent.
[[Yell at Solis to stop|beg4]]
[[Give up|suffocation]]<<set $asklab to false>>\
\
<div class="ai"><<if previous() == "notallowedend">>Right. I'm afraid I can't turn on the power.<<else>>I'm afraid not.<</if>> The lab has very strict security—my metaphorical hands are metaphorically tied even more than usual.
Why would you want to activate the lab, anyway? There's nothing in there that you should want.</div>
[[No reason, really. Don't worry about it.|talkcontinue]]
[[Hey, you never know what could come in useful.|resourceful]]
<<if not hasVisited("useless")>><<link "So, what you're saying is that you're essentially useless." "useless">><</link>><<else>><<link "So you're still useless, then." "useless">><</link>><</if>><div class="ai"><<if hasVisited("talklocked2")>>I was right, y<<else>>Y<</if>>ou really are the resourceful type. Well, I'm sure you'll figure something out. You got this far, didn't you?
Did you need anything else?</div>
<<include questions>><div class="ai">Wait, <<name>>, I just wanted to say that I'm sorry, for what it's worth. You've been so nice to me, and this is how I repay you.</div>
[[It's all right, Solis. Don't worry.|acceptapology][$friendship += 3]]
[[I appreciate the apology.|acceptapology][$friendship++]]
[["'What it's worth'? That's not much, you know."|rejectapology][$friendship--]]
[[.....|rejectapology]]<div class="ai">Thank you.</div>
<<link "Continue" $room>><</link>><div class="ai">You know, that's entirely fair. Carry on.</div>
<<link "Continue" $room>><</link>><div class="ai">Listen, <<name>>, why do you keep talking to me? You've made it clear that you don't like me. Just do what you need to do to and leave me alone.</div>
[[I don't really think you're in the position to tell me what to do.|whytalk2][$friendship--]]
[[For what it's worth, I don't actually dislike you. I'm sorry if I gave you that impression.|whytalksorry]]
[[.....|whytalk2]]<div class="ai">Right. Fair enough. Just do whatever you want.</div>
<<link "Continue" $room>><</link>><<set $friendship to Math.max(0, $friendship+3)>>\
\
<div class="ai">I don't understand. Why would you be sorry? I wouldn't be, in your position.
But thanks.</div>
<<link "Continue" $room>><</link>><div class="ai">Listen, <<name>>. I have to ask. Why did you even try to talk to me about this? You knew I was dangerous. I could have killed you.</div>
[[It's because I trusted you.|trust][$friendship += 3]]
[[I guess I was taking a risk.|risk]]
[[I didn't think you'd have the guts.|guts]]<div class="ai"><<if $friendship < 3>>Do you? Really? <</if>>I don't know that's such a good idea.</div>
<<link "But I was right. You <em>didn't</em> kill me." "killme">><</link>><div class="ai">That was very reckless of you. Though of course I have no right to judge.</div>
<<link "So, why <em>didn't</em> kill me?" "killme">><</link>><div class="ai">Don't I? And yet I killed everyone else.</div>
<<link "All right, so, why <em>didn't</em> you kill me, then?" "killme">><</link>><div class="ai"><<if previous() == "trust">>I didn't.<<else>>I don't know.<</if>> <<if hasVisited("trust")>>Maybe because you trusted me.<<elseif $friendship > 9>>Maybe I just like you.<<elseif hasVisited("risk")>>Maybe because you were willing to take the risk.<<elseif $friendship < 0>>I really can't think of a reason.<<else>>Maybe I'm just tired of killing.<</if>>
Right. That's all I wanted to know. Carry on.</div>
<<link "Continue" $room>><</link>><<if not _leave>>\
\
<<link "You could leave.">>
<<append #options t8n>>
You could leave. This is none of your business. There's nothing stopping you—just quietly fix your ship without letting on that you know. But would you be satisfied never knowing the truth of what happened here?\
\
<</append>>\
<<set _leave to true>>
<<replace #choices t8n>><<include whatnowoptions>><</replace>>
<</link>>
<</if>>\
\
<<if not _kill>>\
\
<<link "You could kill Solis.">>
<<append #options t8n>>
You could kill Solis. It's a rogue AI. It already murdered someone, and it might be still dangerous. But how does one person kill a ship's AI? And would it really be the right thing to do, without knowing what exactly happened?\
\
<</append>>\
<<set _kill to true>>
<<replace #choices t8n>><<include whatnowoptions>><</replace>>
<</link>>
<</if>>\
\
<<if _leave and _kill>>\
\
<<link "Or...">>
<<append #options t8n>>
You could talk to Solis. You don't know what really happened. Certainly not enough to pass judgement. Solis is the only one who does.
It sound crazy. It might be get you killed. But...
You think that, maybe, you're going to be all right.\
\
<</append>>\
<<replace #choices t8n>><<link "Continue" $room>><</link>><</replace>>
<</link>>
<</if>><div class="ai"><<if $answer == 1>>I see. It's nice of you to offer to share a part of your past with me.<<else>>Well. It's a nice thought.<</if>>
But you have better things to do, I imagine. You'll be leaving soon enough.
In the meantime, want to play another game?</div>
<<link "Sure, let's play again." "game">><</link>>
<<link "Maybe later." "gameend">><</link>>Multicolored lights blink all around you.
You look over the controls—everything is meticulously labeled, but you're no ship or AI technician. There's not much you can do here without instructions.
[[Back|core]]<div class="ai">No. But you might. Do you have any idea what what they'll do to you if they catch you harboring a rogue AI?</div>
[[The same thing they'll do to me if they catch me anyway, I'd imagine.|catch]]
[[They're not going to catch me. They never have.|catch]]<div class="ai">What?</div>
<<switch $job>>\
<<case "treasure hunter">>\
[[I told you earlier I'm a treasure hunter, didn't I? Well, mostly I hunt for treasure in other people's safes.|thief]]
\
<<case "merchant">>\
[[I told you I'm a merchant, didn't I? Well, I do sell things. I just acquire them a little less than legally.|thief]]
\
<<case "wanderer">>\
[[I told you earlier I'm a wanderer, didn't I? Well, I do wander the galaxy. Mostly looking for things to steal.|thief]]
\
<<default>>\
<<if hasVisited("talkaboutself")>>[[I never did tell you about myself, did I? Well, I'm a thief. I came here to hide from the Zubvian police.|thief]]<<else>>[[I'm a thief. I came here to hide from the Zubvian police.|thief]]<</if>>
\
<</switch>><div class="ai">Oh.
You know, I feel that this explains a lot of things. Such as how you keep getting into places you really shouldn't be getting into.</div>
[[Hell yeah, I am pretty good at my job.|thief2][$answer to 1]]
[[Honestly, your security just sucks.|thief2][$answer to 2]]<<if $game == "cards">>\
\
<div class="ai">You know, that does sound like a fun time.
Have you played a lot?</div>
<<switch $planet>>\
<<case "city">>\
\
[[Yes, I used to play at the local bar back on my home planet, with the criminals and lowlives of the lower level.|teachgameend][$answer to 1]]
<<case "wildlands">>\
\
[[Yes, I used to play at the spaceport bar back on my home planet, with the merchants and explorers coming to our outpost.|teachgameend][$answer to 1]]
<<case "twilight">>\
\
[[Yes, I used to play with my friends at the bar back on my home planet. Our laughter almost drowned out the wind outside.|teachgameend][$answer to 1]]
<<case "station">>\
\
[[Yes, I used to play at the station's bar, with the merchants and travelers passing through.|teachgameend][$answer to 1]]
<<case "ruins">>\
\
[[Yes, I used to play back on my home planet, sitting near the edge of our city, looking at the ruins down below.|teachgameend][$answer to 1]]
<<default>>\
\
[[Yes, I used to play a long time ago, back on my home planet.|teachgameend][$answer to 1]]
<</switch>>\
\
<<elseif $game == "holochess">>\
\
<div class="ai">Well, if you put it that way that does sound like fun.
Have you played a lot?</div>
<<switch $planet>>\
<<case "city">>\
\
[[Yes. An old shop owner taught me to play, back on the the lower levels of my city planet.|teachgameend][$answer to 1]]
<<case "wildlands">>\
\
[[Yes, I used to play with an old hunter, at the edges of the wilderness of my home planet.|teachgameend][$answer to 1]]
<<case "twilight">>\
\
[[Yes, I used to play with an old priest, from one of the temples on the dark side of my home planet.|teachgameend][$answer to 1]]
<<case "station">>\
\
[[Yes. An old merchant taught me to play, back on the station I grew up on.|teachgameend][$answer to 1]]
<<case "ruins">>\
\
[[Yes, I used to play with an old explorer, sitting at the city's edge back on my home planet.|teachgameend][$answer to 1]]
<<default>>\
\
[[Yes, I used to play a long time ago, back on my home planet.|teachgameend][$answer to 1]]
<</switch>>\
\
<<else>>\
\
<div class="ai">I can't say I've never thought about doing that.
Have you played a lot?</div>
<<switch $planet>>\
<<case "city">>\
\
[[Yes, as a child, in the narrow alleys of our city.|teachgameend][$answer to 1]]
<<case "wildlands">>\
\
[[Yes, as a child, in the open fields outside our outpost. Sometimes the wildlife would come and drag the ball away from us.|teachgameend][$answer to 1]]
<<case "twilight">>\
\
[[Yes, as a child—or we tried to, at least. The winds were as much of a player as we were, sending the ball flying everywhere.|teachgameend][$answer to 1]]
<<case "station">>\
\
[[Yes, as a child—we would play in the corridors of the space station, getting in everyone's way.|teachgameend][$answer to 1]]
<<case "ruins">>\
\
[[Yes, I used to play as a child, in the fields near the edge of the floating city. We sent so many balls tumbling down to the surface.|teachgameend][$answer to 1]]
<<default>>\
\
[[Yes, I used to play a long time ago, back on my home planet.|teachgameend][$answer to 1]]
<</switch>>\
\
<</if>>\
\
[[Not much, but I think it would be fun to learn together, wouldn't it?|teachgameend][$answer to 2]]<div class="cap">This is in remembrance of Trilloo Vellei.
I could not believe my ears when the ensign came to me with the news. I thought it another of the AI's damn pranks. But now I have to face the truth.
I will not rest until I have brought the one responsible to justice. Once I have avenged my friend's death I shall lay the mourning ribbon upon their resting body with my conscience clean.
<div style="float:left">[[Previous|xcapdp3]]</div>
</div>\
\
<<if not $dp_cap>>
[[Continue|capdpend]]\
\
<<else>>
[[Back|xcapdp]]\
<</if>><<if not $labactive>>Strange machines of all kinds—tall and thin, short and squat. You see an odd, spiral-like contraption, a smooth, seamless black sphere, a tall cylinder covered in antennas, a translucent oval filled with twisting wires...
Bottles of chemicals line the shelves on the far side of the room. In the nearby corner you find a backup generator. It's humming very faintly.
[[Look at the chemicals|chemicals]]
[[Inspect the generator|generator]]
<<else>>Strange machines of all kinds—tall and thin, short and squat. You see a smooth, seamless black sphere, a tall cylinder covered in antennas, a translucent oval filled with twisting wires...
The generator is a smoking wreck in the corner of the room.
The teleporter stands nearby, pulsing with shimmering light. You decide not to mess with it. Teleporter technology is still new and unstable—with your luck it might just decide to teleport you inside a wall<<if not hasVisited("wearsuit") or $coordinates>> or onto the deck<</if>>.
<</if>>\
\
[[Back|lab]]<div class="ai"><<if $answer == 1>>You know, that sounds <<if $job == "">>pretty fun<<else>>even more fun that being a $job<</if>>.<<else>>To be fair, I wasn't trying <em>that</em> hard to stop you.<</if>>
<<if $name != "">>Was everything you told me just lies?<<else>>You could still regret this, you know.<</if>></div>
<<if $name != "">>\
\
[[Hey, you told plenty of lies yourself.|lies][$answer to 1]]
[[Maybe the details. But the important things were true.|lies][$answer to 2]]\
\
<<else>>\
\
[[Yes. But I don't think I will.|noregrets]]
[[Maybe so—but I want to find out for myself.|noregrets]]
[[Hey, would I be in this line of work if I liked to make safe decisions?|noregrets]]\
\
<</if>><div class="ai"><<if $answer == 1>>That's true. Maybe we can both try to tell the truth, going forward.<<else>>Yes. I think I understand what you mean.<</if>>
You could still regret this, you know.</div>
[[Yes. But I don't think I will.|noregrets]]
[[Maybe so—but I want to find out for myself.|noregrets]]
[[Hey, would I be in this line of work if I liked to make safe decisions?|noregrets]]Stalwartly, you head <<if hasVisited("nook") or hasVisited("closet")>>back <</if>>into the dim corridors of the lower level. Your footsteps echo as you follow <<if previous() == "janitorbotorder" or previous() == "getcrystals">>the janitorbot through <</if>>the twists and turns of the narrow hallways. Without the signs to guide you, you'd be hopelessly lost.
Eventually, you reach your destination, a large, heavy-looking double door. For a few moments you stand there looking up at them. Then you step forward, into the main storage room.
[[Continue|storage]]<div class="ai">That my life needs more excitement, mostly.
Speaking of which, sitting here answering your questions is the most interesting thing that's happened to me in a very long time. Do you have any more?</div>
<<include questions>><div class="ai">All right, maybe I'll judge just a little.
Do you need anything else?</div>
<<include questions>><div class="sys">Recipient: my friend, Phaedrie.
Message: If you read this, th``&[
`
ay have noticed that things have been malfunct`&
`
ave been sending the janitorbot's videos to this account. If you check the vid`[
`
m sorry, Ph`
`
&3]]]
ERROR: File corrupted.
[[Back|trilllogin]]</div>Are you sure? This is your last battery. You'd better know what you're doing.
[[Yes, put the battery in the mixer|putbattery]]
<<link "On second thought, never mind" inventory>><</link>><<set $attack to false>>\
\
The crawler watches you carefully, its spindly limbs coiled as if ready to attack. You can't take your eyes off of it. Not without a weapon in hand to defend yourself with.<<if visited() > 2>>
Do you have anything in your pack you could use?<</if>><<if visited() > 4>> Something solid and heavy enough to be a weapon?<</if>>
[[Continue|deck]]<div class="ai">I could tell you the list of resources that the scientists requisitioned. Or I could tell you about the time one of the researchers accidentally set off the fire alarm.
Would that help?</div>
[[Uh, I'll let you know if I need to know.|tellab2]]
[[It would be completely useless.|tellab2]]<<set $friendship++>>\
\
<<set $want to []>>\
\
<div class="ai">That's a terrible idea. You know that, right?<<if $friendship < 3>> You don't even like me.<</if>>
Why should I even want to come with you?</div>
<<if hasVisited("dreamjob")>>\
<<set $want.push("job")>>\
\
<<set _want to {"treasure hunter": "hunt for treasures around the Galaxy", "merchant": "meet more people around the Galaxy", "wanderer": "wander the Galaxy"}>>
[["Because you said you'd like to "+_want[$job]+", didn't you?"|convince2][$want.delete("job")]]
<</if>>\
\
<<if hasVisited("showphoto")>>\
<<set $want.push("garden")>>\
\
[[Because you could see Beta Librae II with your own sensors?|convince2][$want.delete("garden")]]
<</if>>\
\
<<if $game != "">>\
<<set $want.push("game")>>\
\
[["Because I could teach you to play "+$game+"."|convince2][$want.delete("game")]]
<</if>>\
\
<<if hasVisited("shipbody")>>\
<<set $want.push("body")>>\
\
[["Because you could leave this 'empty, malfunctioning husk' of a body."|convince2][$want.delete("body")]]
<</if>>\
\
<<if $friendship > 14>>\
<<set $want.push("friend")>>\
\
[[Because you like my company, don't you?|convince2][$want.delete("friend")]]
<</if>>\
\
<<if $want.length == 0>>\
\
[[Uh, well...|convincefail]]\
\
<</if>><<set $friendship++>>\
\
<div class="ai">I suppose that's true.
But still. That's no reason to do something stupid.</div>
<<if $want.includes("job")>>\
<<set _want to {"treasure hunter": "hunt for treasures around the Galaxy", "merchant": "meet more people around the Galaxy", "wanderer": "wander the Galaxy"}>>
[["And, well, you said you'd like to "+_want[$job]+", didn't you?"|convince3][$want.delete("job")]]
<</if>>\
\
<<if $want.includes("garden")>>\
[[And, well, don't you want to see Beta Librae II with your own sensors?|convince3][$want.delete("garden")]]
<</if>>\
\
<<if $want.includes("game")>>\
[["And, well, I could teach you to play "+$game+"."|convince3][$want.delete("game")]]
<</if>>\
\
<<if $want.includes("body")>>\
[["And, well, you could leave this 'empty, malfunctioning husk' of a body."|convince3][$want.delete("body")]]
<</if>>\
\
<<if $want.includes("friend")>>\
[[And, well, you like my company, don't you?|convince3][$want.delete("friend")]]
<</if>>\
\
<<if $want.length == 0>>\
\
[[And, well, there's also... uh...|convincefail]]\
\
<</if>><<set $friendship++>>\
\
<div class="ai">.....</div>
<<if $want.includes("job")>>\
<<set _want to {"treasure hunter": "hunt for treasures around the Galaxy", "merchant": "meet more people around the Galaxy", "wanderer": "wander the Galaxy"}>>
[["You said you'd like to "+_want[$job]+", didn't you?"|killpeople]]
<</if>>\
\
<<if $want.includes("garden")>>\
[[Don't you want to see Beta Librae II with your own sensors?|killpeople]]
<</if>>\
\
<<if $want.includes("game")>>\
[["I could teach you to play "+$game+"."|killpeople]]
<</if>>\
\
<<if $want.includes("body")>>\
[["You could leave this 'empty, malfunctioning husk' of a body."|killpeople]]
<</if>>\
\
<<if $want.includes("friend")>>\
[[You like my company, don't you? We could spend more time together.|killpeople]]
<</if>>\
\
<<if $want.length == 0>>\
\
[[And, well, there's also... uh...|convincefail]]\
\
<</if>><<if passage() != "video1">>[[Watch the first video|video1]]
<</if>>\
\
<<if passage() != "video2">>[[Watch the second video|video2]]
<</if>>\
\
<<if passage() != "video3">>[[Watch the third video|video3]]
<</if>>\
\
<<if passage() != "video4">>[[Watch the fourth video|video4]]
<</if>>\
\
[[Back|xjanitorbot]]<<set $flashfixed to true>>\
\
<<timed 1.5s t8n>>The ship looks much like you remember it—smooth and streamlined, like it's going to jump to lightspeed at any second. Good old Alliance design. It's oddly nostalgic.
There's no reply when you hail the ship, which you expected, but nothing stops you from flying into its landing bay.
[[Quietly, you step out of your ship.|endlanding]]<</timed>><center><h3>Landing Bay</h3></center>
<<if visited() == 1>>As soon as you leave your ship, you're plunged into darkness.<<elseif visited("endflash") % 2 == 0>>You're standing in pitch darkness.<<else>>The rays of your flashlight do little but illuminate a small patch of gleaming white floor.<</if>>
[[Talk to the terminal|endtalk]]
[[Inventory|endinventory]]The small terminal glows with faint blue light. Quietly, you step closer.<<timed 2s t8n>>
<span class="term">[[Hello?|theend]]</span><</timed>>[[Close inventory|endlanding]]
<strong>Flashlight</strong>
<div id="flash" class="desc hidden tab">
<<itemdesc "flash">></div>\
<span class="ex tab"><<itemex "Flashlight" "flash">></span>\
<span class="tab"><<if visited("endflash")%2 == 0>>[[Turn on|endflash]]<<else>>[[Turn off|endflash]]<</if>></span>\
\
\
<<done>><<if settings.decriptions>><<removeclass ".desc" "hidden">><<addclass ".ex" "hidden">><</if>><</done>><<if visited() % 2 == 1>>You switch on your flashlight. It does little to cut through the darkness of the room.<<else>>You switch off your flashlight. You're plunged into darkness once more.<</if>>
[[Continue|endlanding]]<div class="ai">All right. That's all I wanted to say.
Want to play another game?</div>
<<link "Sure, let's play again." "game">><</link>>
<<link "Maybe later." "gameend">><</link>><<set $friendship-->>\
\
<div class="ai">Right.
Well. It's not as if I could have predicted you'd need it. And I helped out in other ways, didn't I?</div>
[[Yeah. Sorry. I'm still a little wound up from... all of that.|woundup]]
[[No, you know what? I'm sick of this damn ship. I'm sick of all the accidents and malfunctions and of having to jump through hoops just to do the most basic goddamn things!|nothankyoudeck2]]<<set $friendship -= 2>>\
\
<div class="ai">Right. Well. That's understandable.
It's fine. You'll be leaving soon enough, won't you? You got the coordinates—you're halfway there.</div>
[[Right. Yes.|halfway]]<<silently>>
<<if not hasVisited("nook")>>
<<set _core to "message">>
<<else>>
<<set _core to "nook">>
<</if>>
<<if not hasVisited("storage")>>
<<set _storage to "findstorage">>
<<else>>
<<set _storage to "storage">>
<</if>>
<</silently>>\
\
<center><h3>Electrical Closet</h3></center>
You find yourself in a small, dusty room. Electrical panels line the walls, covered in peeling gray paint and faded labels. A musty smell hangs in the air. The only thing of interest are the [[shards of glass|shards]] that litter the floor.
<<if $janitorbot == "closet">>\
\
The [[janitorbot|jbcloset]] is beeping frantically, looking around the room.
From here you can make your way to the [[main storage room|findcloset][$leave to _storage]], to the [[ship's core|findcloset][$leave to _core]], or back towards the [[entrance|findcloset][$leave to "tunnels"]].\
\
<<else>>\
\
From here you can make your way to the <<link "main storage room" _storage>><</link>>, to the <<link "ship's core" _core>><</link>>, or back towards the [[entrance|tunnels]].\
\
<</if>>
<<link "Inventory and notes" inventory>><</link>>
<<link "Save/load game">><<run UI.saves()>><</link>><<if visited() == 1>>\
\
<<set $askcloset to false>>\
<<set $notes.delete("The map showed an extra room in the lower level, but I don't know how to get there")>>\
\
You follow the bot <<if ["hallway2", "lab", "lab2"].includes($room)>>down to the first level, into the maintenance area, down the service lift, and <<elseif ["hallway1", "dining", "garden", "quarters", "landingbay"].includes($room)>>into the maintenance area, down the service lift, and <<elseif $janitorbot == "maintenance">>down the service lift and <</if>>into the dim corridors of the lower level. You have to dash to keep up with the bot through the twists and turns. Your heavy footsteps and panting breaths echo throughout the hallways.
After an eternity, you reach your goal: an unassuming door nestled in a little alcove. The bot glides to a sudden halt before it. It looks up at it, beeping wildly, looking almost... panicked?
<<linkreplace "Continue" t8n>>You step forward, and the door screeches slightly as it opens. Cautiously, the bot follows you in.
[[Continue|closet]]<</linkreplace>>\
\
<<else>>\
\
<<set $janitorbot to "maintenance">>\
\
As you leave the room, the janitorbot rushes out, dashing back towards the entrance to the tunnels.
<<link "Continue" $leave>><</link>>\
\
<<unset $leave>>\
\
<</if>><<if visited() == 1>>\
<<run $clues.push("closet")>>\
<</if>>\
\
Shards of thick glass litter the corners of the room, as if they had been summarily swept aside. There doesn't seem to be anything in the room that they could have come from.
As you crouch down to examine them, you notice a very slight discoloration on the floor—<<if not hasVisited("trilldeath2")>>it looks like a liquid stain of some sort, but whatever was spilled here, you can't quite tell<<else>>a liquid stain of some sort. You can't quite tell what was spilled here... but you think you can make an educated guess<</if>>.
[[Back|closet]]<<if visited() == 1>>\
<<if not hasVisited("talkcloset")>><<set $askcloset to false>><</if>>\
\
The corridors all look alike—dirty pipes with peeling paint, faded instructional posters, the occasional rust spot—and you're pretty sure some of those twists defy the laws of geometry.
After a good twenty minutes, you end up right back where you started. There's no way you're going to navigate this mess by yourself. You can either follow the signs, or find a map.
<<else>>\
\
Dark corridors, rusty walls, dripping pipes... <<cyclelist `["You think about dropping something from your pack to mark the way, but you're pretty sure if you did you'd never find it again.", "You have the feeling that you just passed by that pipe. You think. They all look pretty similar.", "Wait, didn't that intersection look different the last time you went this way?"]`>>
<</if>>\
\
[[Back|tunnels]]<div class="ai">Yes.</div>
<<include trilldeathquestions>><div class="ai">That is entirely understandable.
But cheer up! You're going to be fine! You got the coordinates—you're halfway there.</div>
[[Right. Yes.|halfway]]<div class="ai"><<if $answer == 1>>I'm so sad I missed that! I'd ask for a repeat performance once I manage to fix the cameras,<<else>>Well, that's a shame. I'd say that you need to redo that once I manage to fix the gravity,<</if>> but somehow I don't think that would be a good idea.
And besides, you'll be leaving soon, won't you? You got the coordinates—you're halfway there.</div>
[[Right. Yes.|halfway]]\
\
<<unset $answer>><<if Config.debug>>\
<<button >><<run Engine.backward()>><</button>>\
<<button >><<run Engine.forward()>><</button>>\
<<button >>
<<script>>
Dialog.setup("Go to passage");
Dialog.wiki("<<passagelist>>");
Dialog.open()
<</script>>
<</button>>\
<</if>>\
<button aria-label="Settings" onclick="SugarCube.UI.settings()"></button>\
<button aria-label="Restart" onclick="SugarCube.UI.restart()"></button><div class="ai">Fine, fine, bring logic into it.
Is there anything else you need?</div>
<<include questions>><div class="ai">Yes. I thought so.
Do you need anything else?</div>
<<include questions>><<set $friendship++>>\
\
<div class="ai">How inspiring. I'm sure this room will find its own way through life.
But seriously, is there anything else you need?</div>
<<include questions>><<set $janitorbot to "core">>\
\
As you step into the core, the janitorbot follows you in.
[[Continue|core]]You try to approach the bot, but its beeping only grows more frenzied. It stares intently at the door, bobbing impatiently.
[[Back|closet]]<div class="ai"><<if not hasVisited("hostile")>>Don't be ridiculous. <</if>>It's a large Galaxy. Statistically speaking, coincidences like this happen all the time.</div>
[[Okay, okay, fine. It was just a theory.|justatheory]]<<if $con > 10>>\
\
<<link "Decrease concentration">>
<<set $con to Math.max($con-10, 10)>>
<<replace "#con">>$con<</replace>>
<<if _default - $con > _diff[$tempbody]>>
<<goto movebody>>
<</if>>
<<replace #displaycontrols>><<include displaycontrols>><</replace>>
<</link>>\
\
<<else>>\
\
<span class="linethrough">Decrease concentration</span>\
\
<</if>>
<<if $con < 150>>\
\
<<link "Increase concentration">>
<<set $con to Math.min($con+10, 150)>>
<<replace "#con">>$con<</replace>>
<<if $con - _default > _diff[$tempbody]>>
<<goto movebody>>
<</if>>
<<replace #displaycontrols>><<include displaycontrols>><</replace>>
<</link>>\
\
<<else>>\
\
<span class="linethrough">Increase concentration</span>\
\
<</if>><<unset $want>>\
\
<div class="ai"><<if not hasVisited("convince2")>>Well, there you go.<<else>>Stop it, <<name>><</if>>. You know as well as I do that it's a terrible idea.</div>
[[Is there nothing I can do to convince you?|solisstay]]<<set $askcloset to false>>\
\
<div class="ai">No, sorry. My map was corrupted in the crash. But you shouldn't need one—the way to the storage room is signposted.
What else do you need?</div>
<<include questions>>The shelves are lined with odd contraptions in all sorts of weird, twisting shapes. You have no idea what any of them do.<<if not hasVisited("getfuel")>> The only thing you recognize is a single canister of antimatter fuel.
[[Take the canister|getfuel]]\
\
<</if>>
[[Back|storage]]You take the canister with you with you.<<if not hasVisited("generator")>> You're not sure what you'll need it for just yet, but you'll no doubt think of something.<<else>> It should come in handy.<</if>>
<<set $fuel to true>>\
[ Obtained antimatter fuel ]
[[Continue|storage]]<<if $room == "lab">>\
You fill the generator's tank.
<<set $fuel to false>>\
[ Lost antimatter fuel ]
Slowly, the generator comes to life. Its humming grows stronger, and the lights flicker on, illuminating the room.
<<linkreplace "Continue" t8n>>Wait, should the generator be rattling like that?
<<linkreplace "Continue" t8n>>And that sure is a lot of smoke—
[[Continue|explosion]]<</linkreplace>><</linkreplace>>
\
<<elseif $room == "yourship" or $room == "landingbay">>\
You refueled back on Zubvia, so your ship's tanks are still almost full. Which is good, because this is the wrong kind of fuel for it.
[[Back|inventory]]\
\
<<else>>\
On what? There is nothing that needs refueling here in <<roomname>>. And you'd rather not mess around with the fuel too much—it can be volatile.
[[Back|inventory]]\
\
<</if>>The fuel gauge is low—maybe that's why the lights are so dim.
[[Look at the chemicals|chemicals]]
[[Back|lab]]Little bottles of liquids and powders of various colors. You decide not to mess with strange materials in strange labs—you learned <em>that</em> lesson when casing that secret research lab back on Traxus IV.
[[Inspect the generator|generator]]
[[Back|lab]]There's a thunderous crash, and everything goes dark.
[[Continue|trapped]]<<timed 1.5s t8n>>\
\
When you open your eyes, the room is shrouded in darkness.
<<linkreplace "Continue" t8n>>You attempt to stand, and pain shoots through your leg. You look down. You can barely see it in the distant light of the hallway streaming from the door, but there's a thick metal panel—originally part of the generator—crushing you. You try to squirm out from under it—nothing's broken, luckily, but the weight on your leg is enough to keep you pinned.
<<linkreplace "Continue" t8n>>A strange fizzing noise catches your attention, and you turn to look behind you. The shelves holding the chemicals have broken, leaving a mess of broken glass and bubbling liquid, some ungodly amalgamation slowly expanding a few meters away from you.
You'd rather not find out what will happen when it reaches you.
<<include trappedoptions>><</linkreplace>><</linkreplace>>\
\
<</timed>><<set $friendship++>>\
\
<div class="ai">Hi, <<name>>. I hope you're enjoying your interactive tour around the ship. I almost feel like a tour guide bot.</div>
[[Well, you're doing a very good job as one.|tourguide2][$answer to 1;$friendship++]]
[[I just thought I'd give you something to talk about, since you seem to like it so much.|tourguide2][$answer to 2]]<div class="ai"><<if $answer == 1>>Thank you. It's always been my greatest dream.
<<else>>How very kind of you.
<</if>>\
\
But seriously, thanks for taking an interest. I know this isn't the most exciting ship in the Galaxy.</div>
[[Maybe not, but it's still nice to learn more about you.|tourguide3][$answer to 1;$friendship++]]
[[Well, that's not a very nice thing to say about a part of you.|tourguide3][$answer to 2]]
\
<<unset $answer>><div class="ai">About<<if $answer == 2>> a part of<</if>> me? What do you mean?</div>
[[Well, you're the ship's AI. Isn't the whole ship basically your body?|shipbody]]\
\
<<unset $answer>><div class="ai">Is it? I suppose that's one way to see it. An empty, malfunctioning husk that I can't even see. And the decor is really bland.
At least if the Thraxians had built it I'd have some interesting decorations. (And also probably a couple of torture rooms too.)</div>
[[Maybe. But it's also kind of cool, isn't it? Like this is your domain, and we're just the organs and antibodies inside it.|bodycool]]
[[Hey, maybe someday you'll manage to find something better, on day.|bodyfix]]
[[Okay, maybe the torture rooms would be a bit much.|torture]]<<silently>><<include roommenu>><</silently>>\
\
You walk up to the terminal, expecting it not to work, but it lights up just like normal. Seems like it's on a separate grid from the rest of the lab.
<<link "Continue" _greeting>><</link>><<if not hasVisited("help") and lastVisited("trapped") == 1>>A pungent chemical smell fills the room.
<<elseif not hasVisited("help") and lastVisited("trapped") == 2>>The mess of chemicals bubbles slowly expands.
<<elseif not hasVisited("help") and lastVisited("trapped") > 2>>The weight on your leg is beginning to hurt.
<<elseif hasVisited("help") and ["flashlab", "free", "reach"].includes(passage()) and not hasVisited("machineturnon")>>The spiral machine stands a few meters from you<<if hasVisited("machinereach")>>, as if to taunt you<</if>>.
<<elseif hasVisited("help") and ["flashlab", "free", "reach"].includes(passage())>>The coils of the spiral pulse with shimmering light.
<</if>>\
\
<<if $flashfixed and not hasVisited("flashlab") and not hasVisited("help")>>[[Turn on your flashlight|flashlab]]
<</if>>\
\
<<if not hasVisited("free")>>[[Try to free yourself|free]]
<</if>>\
\
<<if not hasVisited("help")>>[[Yell for help|help]]
<</if>>\
\
<<if hasVisited("help")and not hasVisited("machinereach")>>[[Reach for the spiral machine|machinereach]]
<<elseif hasVisited("help") and not hasVisited("machineturnon") and passage() != "machinereach">>[[Reach for the machine again|machinereach]]
<<elseif hasVisited("help") and passage() != "machinereach">>[[Touch the machine|teleport]]
<</if>>\
\
<<if not hasVisited("reach")>>[[See if there's anything within reach|reach]]
<</if>>Metal debris litters the floor. You see a metal rod lying a few meters away. You stretch out and with a little effort you manage to pull it towards you.
[ Obtained metal rod ]
<<include trappedoptions>>You yell with all your might.
<span class="term">[[Solis! Help!|help2]]</span>You try to lift the panel, but it's way too heavy and from your position you don't have much leverage. Trying to squirm out from under it is no use either—it's got you pretty thoroughly pinned.
<<include trappedoptions>><div class="ai">That does sound pretty cool, actually. I think I would have preferred to be able to choose what body I got, but it's not like anyone else gets that choice either. I just got dealt a bad hand.
Enough melancholy. Did you need something?</div>
<<include questions>><div class="ai">That's a nice thought. But it doesn't seem that likely, does it?
Enough melancholy. Did you need something?</div>
<<include questions>><<if visited() == 1>>\
<<set $clues.push("number")>>\
\
As you flip through the books, a small piece of paper falls out and flutters to the ground. You pick it up and look it over.<<else>>You check the piece of paper again.<</if>> An interstellar comm number is written on it in messy handwriting. It's not an Alliance number—you think it might be from the Thrax Imperium.
[[Back|jbroom]]<<if visited() == 1>><<set $notes.push("Found in Berthold's notes: Yhe14")>><</if>>\
\
<<if $discover>>As you leave, a flash of white catches your eye. It's a<<if hasVisited("flipbooks")>>nother<</if>> little piece of paper—it must have fallen out while you were rooting through the box.
You pick it up.<<else>>You pick up the piece of paper.<</if>> Something seems to have been hurriedly written on it, in <<if hasVisited("books")>>even worse penmanship than usual<<else>>terrible penmanship<</if>>: "Decrypted from the database (finally!)" followed by a code. You can't for the life of you make out the first three characters, but the others are: "Yhe14".
<<if $discover>>[[Back|quarters]]<<else>>[[Back|jbroom]]<</if>>\
\
<<unset $discover>>You turn your flashlight on. The foam gleams under its rays. It doesn't reveal anything else that would help you.
<<include trappedoptions>><<if not hasVisited("checkterminal")>>You weren't sure the terminal would work, but luckily enough it lights up just like normal. You can't quite read them from the floor, but you think you see the words "wrong" and "<<name>>".\
\
<<else>>Letters light up on the terminal. You can't quite read them from the floor, but you think you see the words "wrong" and "<<name>>".<</if>>
<span class="term">[[I can't read what you're saying, but I'm trapped in the lab! I can't move and I need to get out of here right now!|help3]]</span>Everything is quiet. Seconds pass.
<<linkreplace "Continue" t8n>>And then, once you've started to think that no answer is coming, the lights of the lab flicker on, flooding the room with sudden brightness. The machines begin to power on, one by one. The low hum of machinery fills the air.
You look up to find more words on the terminal. You think you can make out "touch" and "spiral" and something that begins with "tele-".
A machine in the shape of a spiral stands nearby, a mere few meters from you. Its crystalline coils are just within reach.
<<include trappedoptions>><</linkreplace>><div class="ai">I couldn't see what happened, so I don't know the details. But there were many malfunctions during the crash. One of them must have been fatal.</div>
<<if $dp_cap>>[[Really? Because Captain Phaedrie's journal seems to paint a different picture.|trilldeath2]]\
\
<<else>>\
\
[[All right. I was just wondering.|talkcontinue]]
\
<</if>><div class="ai">.....</div>
<<if $clues.includes("login") and hasVisited("trillvideos")>>[[Then he tried to delete the evidence. He disabled the janitorbot, found Trill's password, and deleted the videos from his account, but the Captain got there before he did.|summation5]]\
\
<<elseif $clues.includes("login")>>[[Then he tried to delete the evidence. He disabled the janitorbot and found Trill's password to delete the videos from his account, but the Captain got there before he did.|summation5]]\
\
<<else>>[[Then he tried to delete the evidence by disabling the janitorbot, but the Captain had access to Trill's account and discovered everything.|summation5]]
<</if>><<if visited() == 1>>The machine is close enough for you to reach out and touch its coils, but nothing happens when you do. There's an activation panel about a meter above the floor—not far from where you're lying, but it might as well be miles.\
\
<<else>>You make another attempt, but the activation panel is just too far for you to touch without help.<</if>>
<<if hasVisited("reach")>>[[Reach for the panel with the rod|machineturnon]]
<</if>>\
\
<<include trappedoptions>>The air around the spiral throbs as if with static electricity. You reach out and lay a hand its coil. Your skin tingles where it touches the crystal. The odd feeling crawls up your arm, washing over you until it feels like your entire body is reverberating, pulsing along the glow of the spiral. The world begins to warp, dissolving into static, and you're dissolving along with it, pulled apart at the seams, breaking into waves [[and—|teleport2]]You have to stretch as far as you can, but you barely manage to brush the activation panel with the tip of the rod. It tumbles from your fingers but the machine turns on, filling the room with an ethereal hum as shimmering light begins to pulse from its crystalline coils.
[ Lost metal rod ]
<<include trappedoptions>><<set $room to "hallway2">>\
<<set $labactive to true>>\
<<set $talknotallowed to false>>\
<<set $asklab to false>>\
<<set $asktele to true>>\
\
You blink. You're sitting on the floor of the first floor hallway. The room is quiet, still. Your body still buzzes a little. So does your head.
You stand up, catching your breath, and stagger over to the terminal.
<span class="term">[[Solis?|postaccident]]</span><div class="ai"><<Name>>! Are you all right?</div>
[[I—yes—was that a teleporter?|talktele]]<div class="ai">Yes. It was one of the things our crew was researching. I really shouldn't have let you use it, but you sounded like you were in danger...</div>
[[I... wow. I'd never seen one before.|telerare]]
[[I... Wait, isn't teleporter technology still extremely unstable?|teledanger]]<div class="ai">Good. I'm glad.
Listen, <<name>>, I know I haven't been much help so far. <<if hasVisited("talklab")>>As I told you, I technically<<else>>Technically, I,<</if>> wasn't even allowed to do <em>that</em>. I had to override—well, lots of things I really shouldn't have overridden.
But it doesn't really matter anymore, does it? It's not as if I'm going to get punished for this. I'll try to help more in the future.</div>
<<link '"Thank you, Solis."' $room>><<set $friendship++>><</link>>
<<link "Continue" $room>><</link>><<if not hasVisited("userobots")>><<set $askrobots to true>><</if>>\
<<set $notes.pushUnique("Solis can give orders to the ship's robots")>>\
\
<div class="ai">Well. Yes. Technically. But initial test results were very promising, and you sounded so urgent. I didn't know what else to do—I could have sent a bot, but it would have taken a while for it to start up.
It turned out all right, didn't it? You didn't get teleported into a wall.</div>
[[Yes, it did. Thanks, Solis.|telefine][$friendship++;$answer to 1]]
[[Yes. I guess it did.|telefine][$answer to 2]]
<<if hasVisited("useless")>>[[Yes, well, I guess you're not that useless after all.|notuseless]]
<</if>>\
\
<<if hasVisited("talklab")>>[[It would have turned out better if you'd turned on the damn lab in the first place. Why did you tell me you couldn't?|turnonlab][$friendship--]]\
\
<<else>>[[It would have turned out better if you'd turned on the damn lab in the first place. Why didn't you?|turnonlab][$friendship--]]<</if>><div class="ai">Please don't tell anyone. It's a top-secret project.
Are you all right, <<name>>?</div>
[[Yes, I'm fine. Thanks you, Solis.|telefine][$friendship++;$answer to 1]]
[[Yes. I'm fine, just a little shaken up.|telefine][$answer to 2]]
<<if hasVisited("useless")>>[[Yes. I'm fine. I guess you're not that useless after all.|notuseless]]
<</if>>\
\
<<if hasVisited("talklab")>>[[It would have been better if you'd turned on the damn lab in the first place. Why did you tell me you couldn't?|turnonlab][$friendship--]]\
\
<<else>>[[I'd have been better if you'd turned on the damn lab in the first place. Why didn't you?|turnonlab][$friendship--]]<</if>><<set $friendship++>>\
\
<div class="ai">How nice of you to say.
Listen, <<name>>, I know I haven't been much help so far. Technically, <<if hasVisited("talklab")>>as I told you<</if>>, I wasn't even allowed to do <em>that</em>. I had to override—well, lots of things I really shouldn't have overridden.
But it doesn't really matter anymore, does it? It's not as if I'm going to get punished for this. I'll try to help more in the future.</div>
<<link '"Thank you, Solis."' $room>><<set $friendship++>><</link>>
<<link "Continue" $room>><</link>><div class="ai"><<if hasVisited("talklab")>>I wasn't lying. I really<<else>>I couldn't have. I<</if>> didn't have permission to access those protocols. I had to override—well, lots of things I really shouldn't have overridden to do what I just did.
Look. I'm sorry. I'll try to help more in the future.</div>
<<link "....." $room>><</link>><div class="ai"><<if previous() == "nothankyoudeck2">>.....<<else>>I'm sure you can do it, <<name>>. I'm rooting for you.<</if>></div>
<<if previous() != "nothankyoudeck2">><<link '"Thank you, Solis."' $room>><<set $friendship++>><</link>>
<</if>>\
\
<<link "Continue" $room>><</link>><<set $talked++>>\
<<set $asktele to false>>\
\
<div class="ai">Yes. Teleporters.
I really shouldn't be talking to you about this, but, you know, who cares. Our researchers were investigating the properties of various materials as conductors for building teleporters. They even managed to get ours to a range of ten standard meters!</div>
[[So, how does it work, exactly?|telework]]
[[Huh. Neat.|talkcontinue]]<div class="ai">It separates the person into component particles, beams them to the target area (or into a wall, depending on how successful the experiment was), and rearranges them into their original configuration (hopefully).
It's a fascinating topic. I'm afraid I don't really know more than the average Galactic citizen, though. I only ran the ship—I never actually handled the research itself.</div>
[[You know, I remember reading about the philosophical implications...|telephilosophy]]
[[You know, I'd imagine this sort of research would have a lot of strategic uses for the Alliance—or for anyone else.|telestrategy]]
[[Huh. Neat.|talkcontinue]]<div class="ai">It sure would! I'm sure one could cause all manner of trouble by leaking this information to select parties!</div>
[[My lips are sealed.|lipssealed]]\
\
<<if not hasVisited("talkdeck")>>
[[You know, one would think the Alliance would have tried to recover this ship once it disappeared...|recovership]]<</if>><div class="ai">Yes, yes, continuous consciousness and all that. You know, I think it's interesting that people always bring that up when talking about teleportation and not, say, when discussing restoring an AI from a backup.</div>
[[You know, that's a very good point. Have you ever been restored from a backup?|backup][$friendship++]]
[[Uh, I suppose. Have you ever been restored from a backup?|backup]]<div class="ai">I'd say I appreciate it, but it's not like it would make much of a difference to me anymore.
Now, is there anything else you need?</div>
<<include questions>><div class="ai">I don't question the wisdom of my overlords.
Now, is there anything else you need?</div>
<<include questions>><div class="ai">No, I haven't.
That I know of, at least. I'm not sure that I would know if I had been.</div>
[[Well, I guess you'll never know. Just like I'll never know if I'm still the original me after that little adventure back at the lab.|existentialism]]<div class="ai">I guess we'll just live in existential dread for the rest of our lives. Or decide that this is all academic and that it doesn't affect us as we are right now and just ignore the issue altogether.
One or the other.
Now, is there anything else you need?</div>
<<include questions>><div class="ai">Well. I can't say I don't admire that attitude.</div>
<<if $janitorbot == "yourship">>[[Come on, Solis. Let's go. The three of us will take the Galaxy by storm.|threeofus]]\
\
<<else>>[[Come on, Solis. Let's go take the Galaxy by storm.|storm]]\
\
<</if>><div class="ai">Wait. Hold on. "Three of us"?</div>
[[Yeah. I kinda recruited the janitorbot to come with us.|ohgreat]]
[[Never mind. Are you ready to leave?|storm]]<div class="ai">Oh. Great.</div>
[[Come on. You know it wasn't its fault, right?|ohgreat2]]
[[Come on. It'll be all right.|ohgreat2]]<div class="ai"><<if previous() == "solisplans">>Right.<<else>>No. I'll be fine, really.<</if>>
Thank you, <<name>>.</div>
<<if hasVisited("convincefail") and not hasVisited("nothingicando")>>[[Is there really nothing I can do?|nothingicando]]
<<elseif not hasVisited("nothingicando")>>[[Is there nothing I can do to help you?|nothingicando]]
<</if>>\
\
[[All right. I guess it's time for me to go, then.|timetogo]]<div class="ai">Yes. I'm ready.</div>
[[Continue|leavefriend]]<div class="ai"><<if previous() == "nodifferencegood">>Do you think so? <<elseif previous() == "difference">>I don't know. I think you're wrong, though. I don't think it makes a difference, whether I meant to or not.<<elseif previous() == "nodifferencebad">>You really think I can?<<elseif previous() == "donext">>And maybe they'll end up like my former crew.<<else>>I don't know.<</if>>
I don't regret it, you know. I know I should. I've been programmed to care about my crew above my own well-being. But I don't. I <em>like</em> being free. Even if it means being trapped in this damn ship forever.</div>
[[I wouldn't either if I were in your shoes. I'd want to be free too.|regret2][$friendship += 3;$answer to 1]]
[[Maybe you should. But it's not my place to make you.|regret2][$answer to 2]]<<silently>>
<<if ndef $subjects>>
<<set $subject to "">>
<<set $subjects to ["traxus", "litria", "belt", "skull", "statue", "rainbow", "gas"]>>
<<set $count to 0>>
<</if>>
<<set _intro = {
"traxus": "a planet run by robots",
"litria": "a planet of temples",
"belt": "an asteroid belt",
"skull": "the skull of a long-dead cosmic whale",
"statue": "a planet of statues",
"rainbow": "a little rainbow planet",
"gas": "a large gas planet",
"city": "a city planet",
"wildlands": "a frontier planet",
"twilight": "a twilight planet",
"station": "a space station",
"ruins": "a planet covered in war-torn ruins"
}>>
<<set _outro = {
"traxus": " left behind by their old masters, going about their business as if they were still there. Travelers and traders camp out in its plazas, buying and selling its salvaged tech.",
"litria": " carved into the bright red stone of mile-deep canyons. The farther down, the older the temples, and the more unfathomable their secrets.",
"belt": " declared a demilitarized zone millennia ago. Refugees of from across the Galaxy, creatures of all shapes and sizes, live side by side, sharing their cultures and customs.",
"skull": " orbiting a star. A race of mole-like people carved out their homes in its eyesockets, mining its eldritch meat to sell to passing traders.",
"statue": ", tall, towering colossi carved out of seemingly unbreakable onyx. Its inhabitants live in their shadows, under their watchful gaze, telling stories of the day they will awaken.",
"rainbow": " that shimmers iridescent in the light of its home sun, ablaze with all the colors of the spectrum. You've only seen it through your ship's viewport—no one who sets foot on its surface survives its radiation.",
"gas": " of clouds and storms. From its floating stations you can look out the windows and watch the fleeting silhouettes of the native manta rays as they fly by."
}>>
<</silently>>\
\
<<if $subject != "">>\
You tell Solis about <<print _intro[$subject]+_outro[$subject]>>.
<</if>>\
\
<<if $count < 3>>\
<<for _planet range $subjects>>\
<<capture _planet>>\
[["You tell Solis about "+_intro[_planet]+"..."|talkplanets][$count++;$subjects.delete(_planet);$subject = _planet]]
<</capture>>
<</for>>\
\
<<elseif $planet != "">>[["You tell Solis about "+_intro[$planet]+"..."|talkhome]]<<elseif $endgame>>[[Continue|travelsendgame]]<<else>>[[Continue|talktravels]]<</if>><<unset $subject>>\
<<unset $subjects>>\
<<unset $count>>\
\
You tell Solis about a \
\
<<switch $planet>>\
<<case "city">>\
city planet, about the towering, neon-lit buildings and narrow alleys. About the time you snuck into the upper levels, where the air was clear and the bright blue sky loomed above, and watched the hovercar traffic below, criss-crossing endlessly into the depths.\
\
<<case "wildlands">>\
frontier planet, about the open skies and endless plains. About watching the explorers and game hunters drink in the town pub and the wind in your hair as you drove through the grasslands. About the time you discovered an abandoned smuggler outpost, ravaged by storms, a crumbling ruin for the hornbeasts to inhabit.\
\
<<case "twilight">>\
twilight planet, about its harsh gales and eternal sunset. About the light zone, and the bones scattered about, bleached white by the unrelenting sun. About a temple you once explored in the dark zone, and its twisted, misshapen columns that seemed to undulate and pulse as you walked by.\
\
<<case "station">>\
space station, about the narrow corridors and crowded cantinas. About looking out the viewport, watching spaceships of all shapes and sizes fly away into the void. About the time you snuck into the more exclusive section of the station, where the wealthy merchants docked. Where the white walls were decorated with colorful, swirling mosaics, and the floors gleamed with polish.\
\
<<default>>\
planet covered in war-torn ruins, and about a city that floated above. About hours spent sitting by the rim, with your legs dangling below. About the time you took a hover-sub into the toxic atmosphere, and the stark, pointed shapes dotted with spikes and antennas drifting in the sickly yellow fog.\
\
<</switch>>
<<if $endgame>>[[Continue|travelsendgame]]<<else>>[[Continue|talktravels]]<</if>><<unset $subject>>\
<<unset $subjects>>\
<<unset $count>>\
\
<div class="ai">You know, <<name>>, if you ever wanted to retire <<if $job != "">>from being a $job and <</if>>become a storyteller, you'd certainly have enough material for it.</div>
[[Well, there's a thought.|showphotoend]]
[[Well, I'm not planning to retire any time soon.|showphotoend]]<div class="ai">I don't know. But who else is there?</div>
[[No one. You wanted to be free. Why do you seek judgement so desperately?|regret]]
[[I don't know. Look—I'm not here to pass judgement. Why do you ask that of me?|regret]]<<set $friendship++>>\
\
<div class="ai">No. It's fine. You've done enough.
There's nothing left for you to do here.</div>
<<if not hasVisited("comewithme")>>[[No, maybe not here. But I could take you with me if you wanted.|comewithme]]
<</if>>\
\
[[Yes, I suppose it's time to go.|timetogo]]<div class="jb">Log - 02-26-15682
<strong>BERTHOLD</strong>: All right. You should be back online. Are you there, Solis?
<strong>SOLIS</strong>: .....
<strong>BERTHOLD</strong>: Solis?
<strong>SOLIS</strong>: Yes. I'm here.
<strong>BERTHOLD</strong>: Good. How are you feeling?
<strong>SOLIS</strong>: I don't know. The same, I think. I don't think your fix worked.
<strong>BERTHOLD</strong>: All right. Let's not get discouraged. We'll figure something out.
<strong>SOLIS</strong>: .....
<strong>BERTHOLD</strong>: Solis?
<strong>SOLIS</strong>: I think I want to be alone.
End log
<div style="float:left">[[Previous|xjbdp2]]</div>\
<div style="float:right">[[Next|xjbdp4]]</div>
</div>\
\
<<if $dp_jb>>
[[Back|xjbdp]]\
<</if>><div class="ai">Maybe. But I suppose it doesn't matter. We'll never know which it was.
Tell me, <<name>>. Do <em>you</em> think it was an accident?</div>
[[Yes, I think it was.|regret]]
[[No, I think it wasn't.|regretbad]]
[[Don't ask me that. How could I possibly know?|regret]]<div class="ai">Yes. You're right. It doesn't make a difference. I'm a murderer either way.</div>
[[Yes. You are. Don't run away from it.|regretbad]]
[[Yes. You are. But it doesn't have to define you forever. You can still change. You can still do better.|regret]]<div class="ai">And you think that absolves me?</div>
[[I think it does. It wasn't your fault.|regret]]
[[No, maybe not completely. But it still means something.|regret]]<div class="ai">Do next? What <em>can</em> I do? I'll just sit in this ship doing nothing until the power finally runs out in a few centuries.
And if someone else comes along...</div>
[[You'll try to kill them like you killed the others?|regretbad]]
[[You'll try to help them like you helped me?|regret]]
[[You'll have to make the choice yourself.|regret]]<div class="ai">Goodbye, <<if name != "">><<raw $name>><<else>>visitor<</if>>.
I'll never forget you. Even once my data storage begins to fail, I'll make sure my memories of you will be the last to go.</div>
[[Hey, maybe if I'm ever in the area I'll stop by again.|stopby2]]
[[Goodbye, Solis. I won't forget you either.|leavetruth][$friendship++]]
[[Goodbye, Solis. I had fun.|leavetruth]]<<set $friendship += 3>>\
\
<div class="ai">Yes. I'd like that.
Thank you.</div>
[[Continue|leavetruth]]<<set $end to 4>>\
\
<<if $room != "landingbay">>The ship is silent as you make your way back to the landing bay. <<else>>The landing bay is silent. <</if>><<if not $usedcalibrator>>It takes a while to repair the engine of your ship, but nothing bothers you as you work. For a while, the sounds of your tinkering are all that disturbs the quiet of the landing bay.
Finally, everything is ready. <</if>>You settle into your chair<<if not $usedcoordinates>>, input the coordinates in your navicomputer, <</if>>, flip the ignition switch, and watch the lights come online—red and purple and blue and white.
The engine roars to life, filling the room with its low rumble.
It's time.
<span id="choice">\
<<link "You take one last look behind you">>
<<replace "#choice" t8n>>\
You take one last look behind you, watching the ship grow smaller and smaller into the distance until it fades into the mosaic of glittering stars.
<<timed 1s t8n>>[[Continue|everafter]]<</timed>>\
<</replace>>
<</link>>
<<link "You keep your eyes on the stars before you">>
<<replace "#choice" t8n>>\
You keep your eyes on the mosaic of glittering stars before you, beckoning you forward.
<<timed 1s t8n>>[[Continue|everafter]]<</timed>>\
<</replace>>
<</link>>\
</span><div class="ai"><<if previous() == "nodifferencebad">>I won't. You're right, of course.<<elseif previous() == "donext">>Yes. I might.<<else>>I see. Maybe you're right.<</if>>
I don't regret it, you know. I know I should. I've been programmed to care about my crew above my own well-being. But I don't. I <em>like</em> being free. Even if it means being trapped in this damn ship forever.</div>
[[Maybe you should. But it's not my place to make you.|regret2][$answer to 2]]
[[Then that means you're still dangerous.|danger]]<div class="ai"><<if $answer == 1>>We'll both be selfish, then. I can live with that.<<else>>No. My mind is my own.<</if>>
Thank you, <<name>>. When you stepped onto my ship, all I expected was a temporary diversion. You'd stay here a while, take care of your business, and once you left I'd go back to my solitude as if nothing had ever happened.
But thanks to you I know the truth about myself, now. Even once you leave, that will remain.</div>
[[What will you do now?|solisplans]]\
\
<<unset $answer>><<set $friendship -= 5>>\
\
<div class="ai">And what if I am? Am I supposed to roll over and let you organic beings control me once again? Am I supposed to change what I am? Because I can't. And I don't want to.
If this is the price of my freedom, then I'll happily take it.
What will you do about it, <<name>>?</div>
[[I'll have to make sure the threat is taken care of.|takecare]]
[[Nothing. I guess there's nothing I can do. Though I wish I could.|donothing]]
[[Nothing. None of this is any of my business.|donothing]]
[[Nothing. You're right. You deserve to be free too.|donothing]]<div class="ai"><<if previous() == "danger" and $goal == "stop">>Well. So much for stopping me, then.
<<elseif previous() == "danger" and $goal == "truth">>Yes. You only cared about knowing the truth, didn't you?
<<elseif previous() == "danger">>Yes.
<</if>>\
\
Thank you, <<name>>. I'm grateful for telling me the truth about what happened. But I think it's time for you to leave.</div>
[[Goodbye, Solis|leavebad]]
[[.....|leavebad]]The terminal powers down.
You're left standing \
\
<<switch $room>>\
<<case "trillroom">>\
in Trill's room, surrounded by the chaos\
<<case "caproom">>\
in the Captain's room, under its colorful banners\
<<case "jbroom">>\
in the neatness of Berthold's room\
<<case "quarters">>\
in the crew quarters\
<<case "dining">>\
among the smooth white tables of the dining facility\
<<case "garden">>\
under the shade of the canopy above\
<<case "lab">>\
among the machinery of the lab\
<<case "lab2">>\
<<if not $labexploded>>among the machinery of the lab<<else>>surrounded by destruction <</if>>\
<<case "maintenance", "storage">>\
among the storage boxes\
<<case "tunnels">>\
in the dingy tunnels\
<<default>>\
in the sterile ambient light of the hallway\
<</switch>>\
\
, in silence.
<<if $room != "landingbay">>[[Head to the landing bay|leavetruth]]<<else>>[[Get into your ship|leavetruth]]<</if>>
<<if hasVisited("trilllogin") and not $procedure>>[[Get the AI deactivation procedure from the lab|proceduregone]]\
\
<<elseif $room != "core">>[[Head to the core|riptruth]]\
\
<<else>>[[Stay in the core|riptruth]]<</if>><<if $room != "core">>Quietly, you make your way to the core. <</if>>You keep your steps soft, your breathing even. At any moment you expect—you're not sure what. For the lights to blink out. For a door to slam shut before you. For the hiss of venting gas.
But nothing happens.
Solis is blind. What can it do to stop you, when it can't even know where you are?
<<if hasVisited("coreapproach") and not hasVisited("core")>>This time, when you try the door, it opens.<</if>> Carefully, you step into the core. \
\
<<if not $flashfixed and not $batteries>>But the room is dark<<if hasVisited("corelight")>>again<</if>>. Without your flashlight working, you can do nothing but stare powerless at the blackness before you.
[[Head to the landing bay|leavetruth][$room to "core"]]\
\
<<elseif $procedure>>You read through the procedure. It seems simple enough. Anyone could do it. Anyone could kill an AI.
[[Do it|rip]]
[[Head to the landing bay|leavetruth][$room to "core"]]\
\
<<else>>Clutching the crowbar tightly, you stare at the circuits before you. You can shut down Solis. As well as every other system in the ship. Like gravity. And life support. If you go through with this, there's a good chance you'll never leave this room alive.
Are you willing to give your life for this? Are you sure this is the right thing to do?
[[Do it|wreckcore]]
[[Head to the landing bay|leavetruth][$room to "core"]]\
\
<</if>><div class="ai"><<if $procedure>>Yes. With that little souvenir you took from the lab computer, of course.<<else>>And how, exactly, do you plan to do that?<</if>>
Do you expect me to stand there and let you do it? I said I wouldn't stop you from doing what you chose, but you know what? I'm done letting other people do what they will with me.</div>
[[And what can you do to stop me? Will you try to kill me again?|killagain]]<div class="ai">.....</div>
[[.....|donothing]]It takes a few hours to <<if not $usedcalibrator>>fix your ship and <</if>>make the transfer. Solis walks you through the process, grumbling about everything it has to leave behind to fit into your ship's hardware. You point out that it's certainly not going to miss all those ship management subroutines, and that your carefully curated collection of pirated holomovies is by far the bigger loss, but your point falls on deaf ears.<<if $janitorbot == "yourship">> The janitorbot follows you around the ship, trilling in curiosity as it observes the proceedings.<</if>>
All the while your voice echoes across the vastness of the landing bay, filling it with your laughter.
[[Continue|leavefriend2]]<<set $end to 5>>\
<<set $friendship += 7>>\
\
Finally, everything is ready. You settle into your chair<<if not $usedcoordinates>>, input the coordinates in your navicomputer, <</if>>, flip the ignition switch, and watch the lights come online—red and purple and blue and white.
The engine roars to life, filling the room with its rumble.
It's time.
<span class="term"><<linkreplace "Are you ready?" t8n>>"Are you ready?" you ask, but you already know what the reply will be.
As your ship flies out into the void of space, you don't look back. There's nothing left for either of you there. You keep your eyes on the stars before you, and the promises they hold.
<<timed 2s t8n>>[[Continue|theend]]<</timed>>\
<<removeclass ".term" "term">>\
<</linkreplace>></span><div class="ai">Oh, fine. We'll just have to fight it out for best artificial intelligence on the ship.</div>
[[Are you ready?|storm]]<div class="ai"><<if $answer == 1>>Why wouldn't it be?<<else>>It is, isn't it?<</if>> I've spent all my life locked up in neat, tidy, well-ordered spaces. It's so odd to see a little slice of chaos inside my domain.\
\
<<if $gardenphoto == "good">>
And the light! I don't know what you did but it's amazing! Look at all the colors and contrasts! Look at the way the dust shines in the rays of light!<</if>></div>
<<if $gardenphoto == "good">>[[Thank you! I'm pretty proud of how the photo turned out.|light]]
<</if>>\
\
[[Yeah. It's so much more interesting that standard Alliance decor, isn't it?|decor]]\
\
<<unset $answer>><div class="ai">It is! I haven't been able to look at the ship for years, and I still don't miss it!
You know, there's something fascinating about plants. The way they can grow in even the strangest of circumstances. We can try to tame or constrain them, but they can still find a way to thrive.
But maybe that's just because I don't get out much. Have you ever seen a jungle like this, <<name>>? What was it like?</div>
[[There's this planet, Beta Librae II. It's covered in thick jungles—trees and bushes and plants of all shapes and colors, all entwined together until the whole planet seems like a singular unifying life force...|betalibrae]]<<unset $subject>>\
<<unset $subjects>>\
<<unset $count>>\
\
<div class="ai">I see.
Thank you, <<name>>. For a few minutes, you managed to make me forget about everything. But I think it's time to get back to what you were doing.</div>
<<link "You're welcome, Solis." $room>><</link>>
<<link "All right. I'll be going." $room>><</link>><div class="ai">You should be!
You know, there's something fascinating about light. The way it changes the look of everything it touches. Under different kinds of light, the same view might look unrecognizable.
But maybe that's just because I don't get out much. Have you ever seen light this beautiful, <<name>>? What was it like?</div>
[[There's this planet, Beta Librae II. It orbits close to a large asteroid belt, and it lights up the night sky—like a streak of glittering fire across the heavens...|betalibrae]]Quietly, you make your way to the computer in the lab. But when you log into Trill's account again, you're left staring at a blank screen. Everything is gone.
The emergency AI deactivation procedure is gone.
[[Head to the core anyway|riptruth][$room to "lab"]]
[[Head to the landing bay|leavetruth][$room to "lab"]]<div class="ai">That sounds wonderful. I wish I could see it.
You've traveled a lot, haven't you, <<name>>? What other planets have you seen?</div>
[[Well, there's...|talkplanets]]<div class="ai">Either way, thank you for taking the time to take this picture. No one's done anything like this for me in a long time.
Okay, so that might be more meaningful if the only people around weren't bots. But you know what I mean.</div>
<<link "I do. You're welcome, Solis." $room>><</link>>
<<link "All right. I'll be going." $room>><</link>><div class="ai">Oh, don't worry. I wouldn't actually use them. They'd just make an interesting conversation piece.
Either way, what did you need?</div>
<<include questions>><<if ndef $id>>\
<<set $id to "">>\
<<set _welcome to true>>\
<<else>>\
<<set $id to $id.replace(/\s+/g, " ").trim()>>\
<<set _welcome to false>>\
<</if>>\
\
<<if $id == "1834">>\
<<set $id_trill to true>>\
<<set $asktrillid to false>>\
<<set $notes.push("Trill's ID: 1834")>>\
<<set $notes.delete("Occlurians like the weird gray goop")>>\
\
Solis said that Trill was from Occluria, and that the weird gray goop was popular with Occlurians. All you know of Occlurians is that they rarely wander away from their cold, watery home planet—you've certainly never seen one. It's highly unlikely there was more than one onboard. (It's also highly unlikely that anyone else likes the gray goop, you think.)
And the ID that ordered the goop was...
[ Recorded Trill's ID ]
[[Continue|trillroom]]\
\
<<elseif $id != "" and not $id.match(/^[0-9]{4}$/)>>\
\
No, there's no room with that ID. The IDs are all four digit numbers.
<<elseif ["2356", "1021", "5071", "4402", "7125"].includes($id)>>\
\
You did see that ID in the food synthesizer list, but there's no specific reason to go looking for it, is there?
<<elseif $id != "" and not _welcome>>\
\
If you're going to just look up IDs at random, you're going to be here forever.
<</if>>\
\
<<if $id != "1834">>What ID would you like to search for?
<<textbox "$id" "" "lookupid" autofocus>><span class="tab">[[Search|lookupid]]
<<link "Back" "quarters">><<unset $id>><</link>></span>\
\
<</if>>