[unless quittingmethod === 'put your ear on the door before walking in' && devilawareness > 2 && _devilthere < 3]
{embed passage: 'Inside the Office'}
[if quittingmethod === 'put your ear on the door before walking in' && devilawareness > 2 && _devilthere < 3]
By keeping an eye out for the devil, you know that this is the time where {reveal link: 'he usually isn\'t in the mines', passage: 'your ears capture a slight humming noise and an unpleasant laugh.'}
\
\
Do you want to [[go in ->Inside the Office]] or [[wait a moment ->Checking for the devil]]corridors: 10
reunite: '...'
escapeinvite :'...'
passout: false
timeLeft: 10
--
[unless corridors >= 5]
You wander but start running into the same spots over and over again. Luckly, you know enough to [[go back to your room ->Your Room]] or just [[to where you started your journey. ->Tunnels]]
[if corridors >= 5; after 3 seconds]
After hours of walking, you run into a door— different than any others you've ran into down here.
\
\
As you approach it, you notice a small screen, the size of a calculator, with an alphanumerical keyboard.
\
\
What do you type?
\
{text input for: 'password'}
[[Try password]]caught: true
passout: false
--
[after 5 seconds]
Your dreams have a different taste this time.
[after 10 seconds]
You listen hear a sweet voice in them.
[after 15 seconds]
"You really should be more careful, you know?"
[after 16 seconds]
[[Wake up ->Your Room]]Congratulations! Not many can escape death.
[after 3 seconds]
Remember: no one escapes forever.
[unless (reunite === '...' && escapeinvite === '...') ; after 6 seconds]
But good Company is the best we can ask for.mentalstate: 'runaway'
quittingmethod: 'are not quitting'
passout: false
--
This place is quite big. Where would you even look for a way out of Hell?
\
Two places are more likely, you imagine.
> [[The neverending tunnels ->Tunnels]]
> [[Mr. Hades' Office ->Office Invasion]]
> {back link, label: 'But you could stay in your room'}caught: false
passout: false
--
The mines are heavy work, and you {cycling link for: 'workapproach', choices: ['handle it just fine', 'think you might die —again', 'can\'t wait for the end of the shift']}
\
\
But you cannot remember much outside of [[work->Work pt 1]].
[continue]--
[if escapeinvite === '...' && Orpheus === false]
You turn back and there she is: Eurydice. During your miserable time here, she has been your friend, the only to remember your name, the only by your side. After a few seconds of pondering, you {cycling link for: 'escapeinvite', choices: ['beg for her to follow you.', 'ask if she still thinks about the up there.', 'nod your head towards the stairs.']}
\
\
[[Stop thinking and say it! ->Good Ending]]
[unless escapeinvite === '...' ; if Orpheus === false]
You turn back and there she is: Eurydice. During your miserable time here, she has been your friend, the only to remember your name, the only by your side. After a few seconds of pondering, you {escapeinvite}
\
\
"There is no space for me anywhere else. It's been millenia since I've perished, and just ask long since I've lost hope. I appreaciate the gesture {your-name}. [[Now, go!\"->Escape]]
[if reunite === '...' && Orpheus === true]
You turn back and there she is: Eurydice. During your miserable time here, she has been your friend, the only to remember your name, the only by your side. After a few seconds of pondering, you {cycling link for: 'reunite', choices: ['tell her about Orpheus, and give her the key.', 'invite her to escape with you.']}
\
\
[[Stop thinking and say it! ->Good Ending]]
[if reunite === 'tell her about Orpheus, and give her the key.']
You turn back and there she is: Eurydice. During your miserable time here, she has been your friend, the only to remember your name, the only by your side. After a few seconds of pondering, you {reunite}.
\
\
Her eyes sparkle. "There is no space for me anywhere else. It's been millenia since I've perished, and just ask long since I've lost hope. Just as only him escaped this wretched place, only you restored my hope. I'm eternally grateful {your-name}"
\
\
[[Now, go!\"->Escape]]
[if reunite === 'invite her to escape with you.']
You turn back and there she is: Eurydice. During your miserable time here, she has been your friend, the only to remember your name, the only by your side. After a few seconds of pondering, you {reunite}
\
\
"There is no space for me anywhere else. It's been millenia since I've perished, and just ask long since I've lost hope. I appreaciate the gesture {your-name}. [[Now, go!\"->Escape]]caught: true
passout: false
--
[if _devilthere >= 3 && mentalstate === 'runaway']
You open the door to an empty office. It's flamboyant, much like you would expect from someone who takes as much as he can get from your now postmortal body.
\
\
The walls are full of paintings from the old masters, and all ornaments are as luxurious as it gets— you recognize at least a few precious stones, and gold is used whenever metal would suffice.
\
\
As you approach his desk, you see a {cycling link for: 'objects', choices: ['clock-in sheet', 'photo of Persephone', 'signed appeal from employee #3 for release of duty', 'copper odd key']}.
\
\
There are also a {reveal link: 'few drawers on the table.', text: 'few drawers on the table. Most are locked, but the one you can shimmy open reveals a handwritten note that reads: \"The One Who Stayed as the password. What a tragic irony.\"'}
\
\
Where do you go from here?
>[[Go to work ->Go to Work]]
>[[Venture to the tunnels->Tunnels]]
[if _devilthere >= 3 && mentalstate === 'neutral']
You open the door to an empty office. It's flamboyant, much like you would expect from someone who takes as much as he can get from your now postmortal body.
\
\
The walls are full of paintings from the old masters, and all ornaments are as luxurious as it gets— you recognize at least a few precious stones, and gold is used whenever metal would suffice.
\
\
As you approach his desk, you see a {cycling link for: 'objects', choices: ['clock-in sheet', 'photo of Persephone', 'signed appeal from employee #3 for release of duty', 'copper odd key']}.
\
\
There are also a {reveal link: 'few drawers on the table.', text: 'few drawers on the table. Most are locked, but the one you can shimmy open reveals a handwritten note that reads: \"The One Who Stayed as the password. What a tragic irony.\"'}
\
\
Where do you go from here?
>[[Go to work ->Go to Work]]
>[[Venture to the tunnels->Tunnels]]
[if _devilthere < 3 && quittingmethod === 'put your ear on the door before walking in' && mentalstate === 'neutral' && devilawareness > 2]
You knock and immediately feel the Devil's deep voice strangle your ear into submission. Go back to work. [[NOW. ->Go to Work]]
[if _devilthere < 3 && quittingmethod === 'put your ear on the door before walking in' && mentalstate === 'runaway' && devilawareness > 2]
The Devil's office is flamboyant, much like you would expect from someone who takes as much as he can get from your now postmortal body. The walls are ornamented and full of paintings. You notice a bunch of papers on his desk, as well as a collection of **drawers**.
\
\
You walk in, under the impression that some form of conversation with Hades is possible. He laughs in your face before you can even think about asking questions.
\
\
"I will not tolerate disobedience, {child}. Your lack of loyalty will be punished."
\
\
[["I just..." you try to say ->Your Room]]
[if _devilthere < 3 && quittingmethod === 'put your ear on the door before walking in' && mentalstate === 'runaway' && devilawareness <= 2]
As you're listening in, Hades opens the door. You look up, and his grim gaze is enough for you to understand how much he understands of this situation.
\
\
The last thing you remember is his hand reaching for your throat as he calmingly says:
\
\
"I will not tolerate disobedience, {child}. Your lack of [[loyalty ->Your Room]] will be punished."
[if _devilthere < 3 && quittingmethod === 'put your ear on the door before walking in' && mentalstate === 'neutral' && devilawareness <= 2]
As you're listening in, Hades opens the door. You look up, and his grim gaze is enough for you to understand the message.
\
\
He does not measure words as he commands you to ~~[[go back to the mines ->Go to Work]] RIGHT AWAY! ~~
[if _devilthere < 3 && quittingmethod === 'are not quitting' && devilawareness >= 5]
The Devil's office is flamboyant, much like you would expect from someone who takes as much as he can get from your now postmortal body. The walls are ornamented and full of paintings. You notice a bunch of papers on his desk, as well as a collection of **drawers**.
\
\
"What do you think you're doing, {child}? Do you take me for a fool?"
\
\
Being caught, you try your best to lie your way out, but this is the Father of Lies. He interrupts you mid-sentence.
\
\
"I will not tolerate disobedience, {child}. Your lack of [[loyalty ->Your Room]] will be punished."
[if _devilthere < 3 && quittingmethod === 'are not quitting' && devilawareness < 5]
The Devil's office is flamboyant, much like you would expect from someone who takes as much as he can get from your now postmortal body. The walls are ornamented and full of paintings. You notice a bunch of papers on his desk, as well as a collection of **drawers**.
\
\
"What do you think you're doing, {child}? You are nothing. This office is out of bounds for you."
\
\
Being caught, you try your best to lie your way out, but this is the Father of Lies. He interrupts you mid-sentence.
\
\
"I will not tolerate disobedience, {child}. Your lack of [[loyalty and respect ->Your Room]] will be punished."
[if _devilthere < 3 && mentalstate === 'neutral' && (quittingmethod === 'aggressively open the door' || quittingmethod === 'burst in with full confidence')]
The Devil's office is flamboyant, much like you would expect from someone who takes as much as he can get from your now postmortal body. The walls are ornamented and full of paintings.
\
\
"What do you think you're doing, {child}? You are nothing. This office is out of bounds for you."
\
\
Seems that your confidence did not yield good results. As you recompose yourself, he continues.
\
\
"I will not tolerate disobedience, {child}. Your lack of [[respect ->Your Room]] will be punished."
[if _devilthere < 3 && mentalstate === 'runaway' && (quittingmethod === 'aggressively open the door' || quittingmethod === 'burst in with full confidence')]
The Devil's office is flamboyant, much like you would expect from someone who takes as much as he can get from your now postmortal body. The walls are ornamented and full of paintings. You notice a bunch of papers on his desk, as well as a collection of **drawers**.
\
\
"What do you think you're doing, {child}? You are nothing. This office is out of bounds for you."
\
\
Seems that your confidence did not yield good results. As you recompose yourself, he continues.
\
\
"I will not tolerate disobedience, {child}. Your lack of [[loyalty and respect ->Your Room]] will be punished."
[if _devilthere < 3 && quittingmethod === 'knock and ask if he is busy']
You knock and immediately feel the Devil's deep voice strangle your ear into submission. Go back to work {child}. **[[NOW. ->Go to Work]]**
[note]
Use the randomness to determine whether devil is in. < 3 he's in, >=3 he's not; modulate surprise if devilawareness => 2
I'd like to use something like a combination of mentalstate+aggressive approach to diminish the awareness and corridor a bit, as "punishment"._devilthere: random.d6
--
[unless _devilthere < 3 && devilawareness >= 5]
{embed passage: 'Inside the Office'}
[if _devilthere < 3 && devilawareness >= 5]
You stop at the Devil's door and listen to the signing of papers— probably new workers joining in.
>[[Go in anyway ->Inside the Office]]
>[[Wait for him to leave ->Office Invasion]]
>**[[Go to work ->Go to Work]]**
[note]
Use the randomness to determine whether devil is in. < 3 he's in, >=3 he's not; modulate surprise if devilawareness => 2
I'd like to use something like a combination of mentalstate+aggressive approach to diminish the awareness and corridor a bit, as "punishment".caught: false
passout: true
Orpheus: true
--
[if corridors <= 3 ; after 3 seconds]
You pass out due to exhaustion after hours of running in corridors. [[It's very unfortunate. ->Your Room]]
[if corridors <= 5 && corridors > 3]
You wander but start running into the same spots over and over again. Luckly, you know enough to {back link, label: 'go back.'}
[if corridors > 5 && interaction === '...']
You follow the melodic humming sounds, and eventurally they lead you to a copper door. From here, the sound is much better than before, and you can almost distinguish some words— but not enough.
[if corridors > 5 && objects !== 'copper odd key' && interaction === '...']
You attempt to enter, but the door is locked. Where do you want to go now?
>[[Mr. Hades' Office ->Office Invasion]]
>[[Back to the tunnels ->Tunnels]]
[if corridors > 5 && objects === 'copper odd key' && interaction === '...']
The key fits nicely and as you turn it, it's as if the sound became so much clearer.
\
\
The most beautiful voice you have ever heard comes out in full as you open the door. It's a painful melody, as if even his suffering was pleasant.
\
\
"It's been too long since I've seen a kind face... or any face, for that matter. I'm Orpheus. What is your name?"
\
\
You ponder for a moment, about what to say,
\
\
"I'm {your-name}. {cycling link for: 'interaction', choices: ['Orpheus? Can you help me escape?', 'Why are you here?', 'I\'m sorry you\'re all alone.']}"
\
\
[[You sound very confident once you speak ->Orpheus]]
[if corridors > 5 && objects === 'copper odd key' && interaction !== '...']
The key fits nicely and as you turn it, it's as if the sound became so much clearer.
\
\
The most beautiful voice you have ever heard comes out in full as you open the door. It's a painful melody, as if even his suffering was pleasant.
\
\
"It's been too long since I've seen a kind face... or any face, for that matter. I'm Orpheus. What is your name?"
\
\
You ponder for a moment, about what to say,
\
\
"I'm {your-name}. {interaction}"
\
\
"Nice to meet you, {your-name}. I cannot tell you how long it's been since Hades locked me here, but it was shortly after I passed away. He made sure to lock me, so I would not escape again. I can help you though. He was gloating, so long ago, about using my sweet wife's name, **Eurydice**, as the key to leave this horrible place."
\
\
"Thank you, Orpheus. I promise to {cycling link for: 'promise', choices: ['tell her you\'re here', 'help her escape as well']}
>[[Look for the way out ->Tunnels]]
[if promise !== '...']
You pass through the door and think of your promise.
>[[Look for the way out ->Tunnels]]_devilthere: random.d6
passout: false
caught: false
--
[if mentalstate === 'neutral']
You go over to the Devil's office; if you had a hat, it would be on your hand— but you don't even have that much.
\
\
You {cycling link for: 'quittingmethod', choices: ['knock and ask if he is busy', 'burst in with full confidence', 'put your ear on the door before walking in']}.
\
\
[[Best of luck! ->Checking for the devil]]
[if mentalstate === 'runaway']
You've decided to quit then? Good for you. As you approach the devil's office, you {cycling link for: 'quittingmethod', choices: ['burst in with full confidence', 'put your ear on the door before walking in', 'aggressively open the door']}.
\
\
[[Best of luck! ->Checking for the devil]]config.style..link.active.color: "red-6 on red-4"
config.style..link.active.font: ""
config.style..link.color: "red-5"
config.style..link.lineColor: ""
config.style.dark..link.active.color: "red-4 on red-6"
config.style.dark..link.color: "red-4"
config.style.dark.page.link.active.color: "red-4 on red-6"
config.style.dark.page.link.lineColor: "red-4"
config.style.googleFont: "<link href=\"https://fonts.googleapis.com/css2?family=Space+Mono:ital,wght@0,400;0,700;1,400;1,700&display=swap\" rel=\"stylesheet\">"
config.style.page.color: "black on yellow-1"
config.style.page.font: "Space Mono"
config.style.page.link.active.color: "red-6 on red-4"
config.style.page.link.color: "black"
config.style.page.link.lineColor: "red-5"
--
~~I'm sorry, but you died...~~
\
\
it was not long, but it was not today. That's something that happens I guess. Part of the journey.
\
\
Memory can get fuzzy down here.
\
\
What was your name again?
\
{text input for: 'your-name'}
[[Remember your name]]caught: false
passout: true
--
[if corridors < 3 ; after 3 seconds]
You pass out due to exhaustion after hours of walking in corridors. [[It's very unfortunate. ->Your Room]]
[if corridors >= 3 && _devilthere === 4 && devilawareness > 3]
These neverending tunnels, which you participated in carving, seem to be made more for confusion than for moving. But you've paid enough attention to not fall for its non-euclidian tricks and weird mapping.
\
\
As you approach one corner, you smell the tobacco that you know to be Hades' preferred cigar.
[if corridors >= 3 && _devilthere === 4 && devilawareness > 3; after 1 second]
But you wait, and you hear his humming going further and further away. This might be your only chance!
>[[Go back ->Tunnels]]
>[[Keep looking ->Copper Door]]
[if corridors >= 3 && _devilthere === 4 && devilawareness <= 3]
{embed passage: 'World End'}
[if corridors >= 3 && _devilthere !== 4]
These neverending tunnels, which you participated in carving, seem to be made more for confusion than for moving. But you've paid enough attention to not fall for its non-euclidian tricks and weird mapping.
\
\
The suble singing you heard earlier is lost here.
>{back link, label: 'Go back'}
>[[Keep looking for a way out ->Copper Door]]escapeinvite: '...'
timeLeft: timeLeft - 1
--
[if password === 'Eurydice' && Orpheus === true]
You hear the clicking of the locks undoing themselves. This must be one heck of a security door, you think, as it decompresses and slowly opens.
\
\
When it opens, you see stairs going up, and the little light that enters it from your end reveals a straight path, nothing else.
\
\
You hear the familliar voice that was beside you every morning coming from behind you.
\
\
"Only one other mortal had the courage to find this path."
>[[Look back at her->Good Ending]]
>[[Escape]]
[if password === 'Eurydice' && Orpheus === false]
You hear the clicking of the locks undoing themselves. This must be one heck of a security door, you think, as it decompresses and slowly opens.
\
\
When it opens, you see stairs going up, and the little light that enters it from your end reveals a straight path, nothing else.
\
\
You hear the familliar voice that was beside you every morning coming from behind you.
\
\
"Only one other mortal had the courage to find this path."
>[[Escape]]
>[[Invite Eurydice ->Good Ending]]
[if password !== 'Eurydice']
After a couple of seconds, you hear the sound of the alarms, and the password screen looses its light.
\
\
[[Run away, quick! ->Your Room]]mentalstate (workapproach === 'can\'t wait for the end of the shift' || workapproach2 === 'keep in mind the paths you went through'): 'runaway'
corridors (workapproach2 === 'keep in mind the paths you went through'): corridors + 2
devilawareness (workapproach2 === 'keep an eye out for Mr. Hades'): +1
passout: false
caught: false
--
You run through the many tunnels, trying to get as far away as possible.
\
All paths are dark, but you hear a slight singing coming somewhere on your right.
>[[You can go right ->Orpheus]]
>[[You can go left ->This way!]]
>[[Go back to your room ->Your Room]]corridors (workapproach2 === 'keep in mind the paths you went through'): corridors + 2
--
[if workapproach === 'handle it just fine']
With each hit of your pickaxe, your arms feel a bit heavier, but you strike nonetheless.
[if passage.visits === 1; if workapproach === 'handle it just fine'; after 2 seconds; append]
Your eyes wonder but you {cycling link for: 'workapproach2', choices: ['keep on working', 'keep in mind the paths you went through', 'keep an eye out for Mr. Hades']}
[if passage.visits !== 1; if workapproach === 'handle it just fine'; append]
Your eyes wonder but you {cycling link for: 'workapproach2', choices: ['keep on working', 'keep in mind the paths you went through', 'keep an eye out for Mr. Hades']}
[if workapproach === 'handle it just fine']
It feels like days before your [[shift is over.->Your Room]]
[continue]
[if workapproach === 'think you might die —again']
Of course, you understand that is impossible. You are, after all, in Hell. Or Hades. Whatever you want to call it.
\
\
It sure feels like it though. Every hit of the pickaxe tires your whole body, and makes you wonder why Mr. Hades needs [[these tunnels made ->Tunnels]] done in the first place.
\
\
It feels like days before your [[shift is over.->Your Room]]
[Continue]
[if workapproach === 'can\'t wait for the end of the shift']
Your eye wonder as you pretend to pick; you notice some corridors are busier than others. [[Could there be a way out from here? ->Tunnels]]
\
\
It feels like days before your [[shift is over.->Your Room]]mentalstate (workapproach2 === 'keep on working'): 'neutral'
mentalstate (workapproach === 'can\'t wait for the end of the shift'): 'runaway'
corridors (workapproach2 === 'keep in mind the paths you went through'): corridors +1
devilawareness (workapproach2 === 'keep an eye out for Mr. Hades' || quittingmethod === 'put your ear on the door before walking in'): devilawareness + 1
mentalstate (caught === true): 'neutral'
devilawareness (caught === true): 0
corridors (caught === true): corridors - 3
corridors (passout === true): corridors + 1
tip: random.d4
--
[if passage.visits === 1]
~~Good morning {your-name}!~~
\
\
Nice to meet you, I'm Eurydice. I imagine you must be quite confused. I imagine you want to [[Escape ->Escaping]] — I get it. You do have a lot of [[work ->Go to Work]] to do though. So much mining!
[if passage.visits !==1 && caught === false && passout === false]
~~Good morning {your-name}!~~
\
How's the mine work treating you?
\
What do you mean you want to [[quit? ->Quitting]] Well, anything's worth a try!
\
You could just go back to [[work->Go to Work]] though. There's no [[escaping ->Escaping]] it!
[if passage.visits !==1 && caught === false && passout === false && (corridors < 1 || devilawareness < 1)]
You can always ask for help if you need it, you know?
[if passage.visits !==1 && caught === false && passout === false && tip === 1 && (corridors < 1 || devilawareness < 1)]
{reveal link: 'Ask about Mr. Hades', text: '\"If you visit his office, you should try listening in. He loves walking around.\"'}
[if passage.visits !==1 && caught === false && passout === false && tip === 2 && (corridors < 1 || devilawareness < 1)]
{reveal link: 'Ask about the tunnels', text: '\"As you work, try remembering where you go. It\'s safer than going out there blind!\"'}
[if passage.visits !==1 && caught === false && passout === false && tip === 3 && (corridors < 1 || devilawareness < 1)]
{reveal link: 'Ask about her', text: '\"Oh, don\'t mind me, I\'ve been here for a while. These days, I work without even noticing. It\'s nice to have company though.\"'}
[if passage.visits !==1 && caught === false && passout === false && tip === 4 && (corridors < 1 || devilawareness < 1)]
{reveal link: 'Ask about escaping', text: '\"I wouldn\'t think too much of it. Seriously. Mr Hades seems to know when folks are thinking of escaping.\"'}
[if passout === true]
~~Good morning {your-name}!~~
\
\
Looks like you passed out in the mines; it's dangerous out there! {reveal link: 'I should know.', text: 'I\'ve walked out there a few times too.'}
[if passout === true && objects !== 'copper odd key']
I mean, I hear in the end of those corridors there's a door. Locked obviously. I'd look for the password before heading that way again— if I was looking for the door, of course.
[if passout === true && objects === 'copper odd key']
I see you have a nice little key there— it's normal for folks to collapse out there so no one even bothered to check you. Good, I guess?
[if passout === true]
What do you plan on doing today?
>[[Escaping]]
>**[[Go to Work]]**
>[[Quitting]]
[if caught === true]
~~Good morning {your-name}!~~
\
\
I'm Eurydice, don't you remember me? Oh well. You gotta be careful with Mr. Hades— he doesn't like snooping around at all!
\
\
You can always try learning his movement, or getting to know the mines. {reveal link: 'It\'s not the worst place in to be', text: 'Well, it kinda is, but you do what you gotta do, right?'}
\
\
So, are you [[going to work ->Go to Work]] today, or finally [[quitting ->Quitting]] this place? I bet running into Mr. Hades got you off those [[escaping->Escaping]] ideas, right?promise: '...'
interaction: '...'
Orpheus: false
passout: false
caught: false
mentalstate: 'neutral'
quittingmethod: 'knock and ask if he is busy'
workapproach: 'handle it just fine'
workapproach2: 'keep on working'
_devilthere: random.d4
corridors: 0
devilawareness: 0
child: random.d100 +3700
objects: 'clock-in sheet'
--
Thanks for sharing, {your-name}.
\
\
Just so you know, your employee number is #{child}
\
\
Welcome to [[Hades. ->Your Room]] As you're looking for a way out, in the heat of the moment, he appears in front of you.
\
The devil looks into your eyes as he takes his cigar off his mouth.
\
"You mortals do not learn even after death, do you {child}? I'll make sure you learn [[this time. ->Death tagging]]"