Your name is Leon S. Adventure, one of few survivers of the Raccon City incident. Your next mission is a simple rescue op. This time, your mission is clear: Find the President’s daughter. Thanks to your unique circumstances, this feels like another Sunday. You’ve done these before, yet something about this place sets your nerves on edge.
You step out of the car, boots crunching against the damp dirt road. The cold European air bites through your jacket as you scan the desolate countryside. This rural village is pretty much disconnected from the rest of Spain. The trees loom overhead, their branches stretch outward towards the overcast sky. In the distance, crow caws break the silence.
The two officers who drove you here linger by their vehicle, smoking and making small talk in Spanish. You didn't come here to sing Kumbaya, so you leave them be. The nearest house sits just beyond the trees, its dark wooden frame barely visible through the morning mist. A trail of smoke drifts from its chimney. Someone is, home?
You adjust your holster and step forward.
[[Approach the House]]
[[Survey the Area]]
[[Yell out]]
<<set $tempPassage = passage()>>
<<include "Inventory Links">>
<<set $health = 3>><<set $medkit = 1>><<set $pistolAmmo = 10>><<set $shotgunAmmo = 0>><<set $pistol = true>><<set $shotgun = false>>
<<set $tempCombat = "">>
<<set $temp = false>>
<<if $temp != "got gum">><<set $temp = "got gum">>He looks a little sad and says "nah not really my style." He sets his gun on his back folding his arms as he looks at you<<else>>He sits waiting for a question.<</if>>
You decide to say:
[[I'm looking for this girl, you seen her?]]
[[Who are you?]]
[[I have to go.]]
<<if $temp != "combat start">>You step into the village square, boots crunching against the dirt as you scan the area. A few crows scatter from a nearby rooftop, as the town folks heads all turn to look at you.
Then, like clockwork, the moment shatters. Doors burst open, ladders creak as figures climb down, and before you know it, a swarm of Ganados floods into the square, their guttural chants filling the air.
"Guess they missed me," you mutter, cracking your neck. The odds aren’t looking great, but when are they ever? Time to get to work.<<set $temp = "combat start">><<set $tempCombat = 7>>
<<include "Ganado Combat">><<else>><<if $tempCombat <= 0>>The last body drops, and the village falls into a silence for now. You take a breath, rolling your shoulders. The smell of blood lingers, mixing with the scent of old wood and burning... torches. You've been fighting for a while, now the sun is gone and night falls upon you.
You have a moment to loot before things get worse. Might as well make it count.<<set $temp = "combat end">>
[[Check the house left]]
[[Check the house right]]
[[Check the watch tower]]
[[Check the well]]
<<set $tempPassage = passage()>>
<<include "Inventory Links">><<else>><<print $tempCombat>> left.
<<include "Ganado Combat">><</if>><</if>>You continue onward along the path your pal mentioned. It is mostly quiet with only minor noise from the wildlife. As you make your way down the path you notice some particular places of intrest. The mill that was mentioned, a barn near the mill, and a small trail that seems to get back on the main road toward the village.
[[Check out old mill]]
[[Check out the barn]]
[[Sneak around back]]
<<set $tempPassage = passage()>>
<<include "Inventory Links">>She lands with effortless grace, straightening as if she’d just stepped off a runway a faint smirk sits on her face.
<<if $health == 3>>“Still keeping up that rugged charm, I see.” She gives you a slow once-over.<<else>>“You look like hell, Leon. Rough night?” Her voice teasing.<</if>>
She steps forward, tilting her head. “Relax, I’m not here to step on your toes. Actually, I might even be able to help.”
You fold your arms, not entirely buying it. “Yeah? Since when do you do charity work?”
Ada chuckles, mischievously. “Let’s just say our interests align... for now.” She shifts her weight, keeping herself mysterious.
“I heard something about that girl you’re after. Word is, they took her past the church road, into an old barn at the bottom of this valley. Sounds like they’ve got plans for her.”
You narrow your eyes. “What kind of plans?”
She shrugs, “Something strange, I’d wager. You know how these guys are.”
you exhales sharply. “And you just happened to pick up this information?”
Ada smirks. “What can I say? I have my ways.”
There’s a pause before she takes a step back, flashing that same teasing smile. “Try not to get yourself killed, handsome.”
And just like that, she’s gone.
[[Continue toward the objective]] You pull out your radio, the weight of the situation pressing down on you. Hunnigan’s voice crackles through almost immediately.
"Hunnigan here, Leon. What's your status?"
You exhale, trying to shake off the feeling of being one step behind. "I’ve got new intel on Ashley. She’s being moved underground toward a grand estate."
There’s a brief pause before she responds. "Understood. I’ll get a chopper to your location ASAP. We can recouperate before finding this estate."
"I guess Jet ski escapes are out of the question?" you jest.
"Ha ha" Hunnigan replies robotically
You smirk, starting to finally ease off the tension. shaking your head you ask."Hey Hunnigan, what do you say to a date after this?"
"Oh Leon, always so charming," she says, her tone flat. "The chopper’s on its way. Don’t forget, you’re still on a mission."
"Story of my life," you mutter. "Am I at least getting overtime?"
"Stay focused, Leon," she adds, then the connection cuts off.
You stare at the radio for a moment before tucking it back into your jacket. Time to wait for evac.
[[No Jet ski]]<<if $temp != "combat start">>You step into the barn, boots scuffing against the old wooden floor. The place stinks of hay, sweat, and something else...
Before you can take another step, the heavy barn doors slam shut behind him. The unmistakable sound of a lock clicking echoes.
From the door, a massive figure looms. Eyes burning with something inhuman.
You huff pulling your gun from its holster. “so, you're the Big Cheese.”
He walks forward slightly, arms crossed like he’s not threatened at all.
You smirk, rolling your shoulders. “You know, slamming doors behind people? Kind of rude.”
He doesn’t react. His voice is low. “You don’t belong here, outsider.”
Leon shifts his stance, ready for action. “Yeah, I’ve been getting that a lot.”
He takes another step forward. “You should’ve left when you had the chance.”
You crack your neck. “Yeah, well, I’ve got a thing about not taking advice from guys who lock me in barns.”
Without warning He lunges at you. Swiftly you backflip away from his grasp making sure not to make distance.
Time to fight.<<set $temp = "combat start">><<set $tempCombat = 20>>
<<include "The Big Cheese Combat">><<else>><<if $tempCombat <= 0>><<set $temp = "combat end">>After all that an opening finally emerges [[Hasta luego]]
<<else>><<if $tempCombat > 10>>He’s barely slowing down, each step forward as steady as the last.<<elseif $tempCombat > 5>>His movements are starting to drag, but he’s still dangerous.<<else>>He’s looking rough. Just a little more.<<endif>>
<<include "The Big Cheese Combat">><</if>><</if>><<if $health <= 1>>
// Title: **Broken Hero**
# Broken Hero
Your body is battered, your will tested. You've come so close, but the toll of this nightmare is taking its toll. Despite your best efforts, Ashley’s fate remains sealed.
With a weak breath, you realize you're out of options for now. But the mission isn't over. It’s just postponed.
<<elseif $health >= 3 and $shotgunAmmo > 2>>
// Title: **Flawless Victory**
# Flawless Victory
The mission isn’t over, but you’ve made progress. With your health intact and enough ammo to keep pushing forward, the odds are in your favor.
You know that your work is far from finished, but for now, you’ve got a fighting chance.
<<elseif $pistolAmmo > 20>>
// Title: **PackRat**
# PackRat
You’ve managed to scavenge everything you could, keeping your pistol loaded and your inventory stacked. Although the mission is still ongoing, you’ve ensured that you’re well-prepared for whatever comes next.
<<else>>
// Title: **Another Day**
# Another Day
Your mission continues another day. You made it through the story pretty well. Here is what you had left in your inventory: <<include "Inventory">>
<</if>><<include "Inventory">>"Hasta luego."
With swift precision, you raises your pistol and fire a single shot. The bullet rips through the Big Cheese's chest, a hole where his heart should be. He stumbles, blood pouring from the gaping wound, before collapsing to the ground with a deafening thud.
"That’s one less problem to deal with."
The fight is over, what's next:
[[Investigate the Big Cheese]]
[[Shout for Ashley]]
<div id="inventory" style="position: fixed; top: 10px; right: 10px; background: rgba(0, 0, 0, 0.7); color: white; padding: 10px; border-radius: 5px; font-size: 14px; z-index: 100;">
<strong>Inventory:</strong><br>
Health: <<print $health>><br>
Medkits: <<print $medkit>><br>
Pistol: <<if $pistol>>Yes<<else>>No<<endif>><br>
Pistol Ammo: <<print $pistolAmmo>><br>
Shotgun: <<if $shotgun>>Yes<<else>>No<<endif>><br>
Shotgun Ammo: <<print $shotgunAmmo>>
</div>
You Died, The mission is failed.<<if $shotgun>><<set _ammoType = random(0,1)>><<if _ammoType == 1>>A glint on the floor catches your eye, a spare shell. You pick it up and add it to your bag.<<set $shotgunAmmo += 1>><<else>>A glint on the floor catches your eye, some spare rounds. You pick them up and add them to your bag.<<set $pistolAmmo += 2>><</if>><<else>>A glint on the floor catches your eye, some spare rounds. You pick them up and add them to your bag.<<set $pistolAmmo += 1>><</if>>You take a moment to check your bag.
<<if $health <= 1>>"I'm feeling really hurt... I need to get fix up"<<elseif $health <= 2>>"I'm a little banged up, but I can keep going."<<else>>"I'm feeling great!"<</if>>
<<if $medkit > 0>>"I have <<print $medkit>> medkits in my bag."<<else>>"No medkits left..."<</if>>
<<if $pistol>> <<if $pistolAmmo > 0>>"I have <<print $pistolAmmo>> bullets left."<<else>>"I'm out of bullets!"<</if>><</if>>
<<if $shotgun>> <<if $shotgunAmmo > 0>>"I have <<print $shotgunAmmo>> shells left."<<else>>"I'm out of shells!"<</if>><</if>>
<<include "Inventory">>
[[Back -> $tempPassage]]
<<if $medkit > 0>>[[Heal]]<</if>>You move toward the house. reaching the door, the floor creaking under your boots, you smell the scent of burning wood mixed with something... off. It smells rotten.
The door is slightly ajar, wind wustling through the crack. Heading inside a dim light flickers casting shadows against the walls. The silloute of a man sits on the wall. You're on edge.
As you round the cornor your back hand near your weapons an old man stands near the fire, his back turned to you. His clothes are torn, stained with grime and something darker.
"Excuse me, sir?" Almost lathargicly he turns to face you, "Have you seen this girl?" you show him a picture of Ashley. The mutters something under his breath and turns around. His hand slowly reaching for a, Axe!?
You have no choice but to fight.
[[Use your knife|knife 1]]
[[Use your pistol|pistol 1]]
[[Backflip|Backflip 1]]You scan the surrounding wilderness. The village’s outskirts are eerily quiet—no distant chatter, no hum of daily life. Just the occasional rustle of leaves as the wind threads through the trees.
The dirt path leading further into the village is uneven, blocked by a shabby iron fence. Faint boot prints trail toward the house, from the fence. Someone’s been through here.
Your eyes drift toward a wooden post a few feet ahead. A tattered sign hangs loosely, the faded "paint" barely legible. "Pueblo" it reads.
Nearby, a group of crows takes off from a nearby pile. Their movement draws your attention, resting at the tree’s base... a heap of discarded bones, stripped clean. Not exactly welcoming.
The uneasy feeling in your gut tightens. You have to finish your mission.
<<back>>Standing on the dirt path, you cup your hands around your mouth and call out toward the house.
"Hello? Anyone home?"
The crows perched on the nearby trees scatter at the sudden noise. The wind rustles through the trees, but no one answers. The only response is the creak of the swaying door. Maybe nobody is home you think.
As you approach the door, reaching for the handle, suddenly, A man with an axe burst through the door swinging his axe down. A red glare in his eyes catches your attention. Only a moment later you doge, he caught you off gaurd however, a gash on your arm stings.<<set $health -= 1>><<if $health <= 0>><<include "Death">><<else>>
You barely have time to react. In that brief moment you decide to.<<include "Health">>
<<if $pistolAmmo > 0>>[[Use your pistol|pistol 1]]<</if>>
[[Use your knife|knife 1]]
[[Backflip|Backflip 1]]
<</if>>
[[Check my bag|Check Inventory]]You decide to:
<<if $shotgun>><<if $shotgunAmmo > 0>>[[Use your shotgun]]<</if>><</if>><<if $pistolAmmo > 0>>|| [[Use your pistol]]<</if>>
[[Use your knife]]
<<if $tempCombat <= 2>>[[Use your acrobatics]]<</if>>Using one of your medkits you recover your health.
<<set $health = 3>>
<<set $medkit -= 1>>
<<return>><<set _shots = 0>>
<<set _shots = random(1,2)>>You squeeze the trigger. Bang!<<set $pistolAmmo -= 1>><<include "Ammo">>
<<if _shots == 1>>The bullet pierces his skull, and with a fwoosh-crunch, his head bursts like an melon. His body crumples to the wooden floor, motionless. One and done.<<else>> Your first shot staggers him, but hes still up. coming. "Think fast" you say as you lunge forward and deliver a brutal roundhouse kick. The impact sends him crashing into a wooden beam. As things grow silent he seems dead.
<</if>>
Smoke drifts from your gun barrel. "Monsters guess after today there will be one less to worry about."
<<include "Item drop">>
[[Investigate the area]]
[[Leave the area]]No time to draw your gun, you go in close.
The Ganado lunges at you, but you’re faster. With a professional motion, you duck low and slash upward. Your knife lodges deep into his skull through his chin.. He snarls slightly gurgling in pain, as light fades from his eyes.
Pulling the blade he stumbles back against a rickety chair before collapsing onto the floor, motionless. Howe he survived a knife to the face you don't want to know.
You steadying yourself and think "That was close, too close... If there had been more of them, that would be no bueno."
<<include "Item drop">>
[[Investigate the area]]
[[Leave the area]]
Time to show off.
As he swings, you duck under the attack shove him forward into the house. Next you plant one foot on his knee. With a sudden push, you kick off his knee then chest and propel yourself backward making some space.
Mid-air, you twist and execute a flawless backflip.
The Ganado, shoved backward from the force of your kick falls right into a well placed fireplace.
Flames engulf his body as he lets out a guttural scream, thrashing wildly. He tries to step forward, but his knees buckle. In seconds, he collapses into the embers, motionless.
You dust off your jacket. “Didn’t even break a sweat.”
[[Investigate the area]]
[[Leave the area]]
You take a moment to scan the area, stepping carefully to avoid falling to some trap. The place is in shambles, barely anything of use pokes out to you.
In the house, scattered papers and tattered books litter the table. Most of it is unreadable, scrawled in Spanish, but a few pages catch your eye. Grabbing the note it reads
//The American is coming. The bell will guide us when the time is right. Until then, wait.//
They knew you were coming? Your grip tightens on the paper. This wasn’t some unlucky run-in. They were expecting you.
Further along the table, another sheet sits half-crumpled, its corner burned from a candle’s flame. Whatever it is they didn't finish burning it you guess, must be important.
//The new one… different from the rest. He does not belong here.
But he knows too much.
Keep him contained until the ritual is prepared.//
Not exactly the information you wanted, someone else is here. Maybe he’s still alive. Maybe he can help you find Ashley.
<<if $temp != "cops warned">>[[Warn the cops]]<</if>>
[[Leave the area]]
<<set $tempPassage = passage()>>
<<include "Inventory Links">>You leave the area, past the gate and down the winding path. As you walk there is a shack to your left. Not much sound can be heard.
you decide to.
[[Continue forward]]
[[Check the shack]]As you jog to the cops the a thick fog clings to the ground, an ominous feeling envelops you. As you approach the area the car was in suddenly you realize the car is gone.
Where it should be there is whats left of the car. Smoke curles from the twisted wreckage. No sign of the cops. No blood. No bodies.
You take a cautious step forward, scanning the ground. Scattered boot prints mix with deep grooves in the dirt, signs of a struggle. Whatever happened, it wasn’t clean. You feel very on edge.
Suddenly, the bushes near the car rustle a bit. You're preped for anything, which is good timing. A Ganado lunges out at you from the bush. Just as quick as he came at you he crumples to the ground with your knife in his head.
<<set _ammoDrop = random(1,4)>><<if _ammoDrop <= 1>>A glint on the corpse catches your eye, some spare rounds. You pick them up and add them to your bag.<<set $pistolAmmo += 2>><</if>>
With the area cleared of hostiles you invenstigate the remains of the area. Something glints near the edge of the road. You kneel and pick up a half-crushed ammo box, the label barely visible, "Pistol rounds." Inside sits six usable bullets. Nearby, in the car a familiar medkit lies abandoned. Its casing is slightly cracked but it's still usable.<<set $medkit += 1>>
You straighten up, your grip tightening around your weapon. They were taken. And judging by the wreckage, they weren’t coming back.<<set $temp = "cops warned">><<include "Healtho">>
[[Head back|Investigate the area]]You rush in, launching into a series of acrobatic maneuvers.<<set _killType = random(1,8)>><<set _killQuip = random(1,8)>>
<<if _killType == 1>>With a dazzling backflip, you launch a devastating roundhouse kick straight to the Ganado’s jaw. His head snaps back in a burst of momentum as he crumples to the ground.<<set $tempCombat -= 1>><<elseif _killType == 2>>You pivot on your heel and execute a swift spinning kick, connecting with his chest and sending him sprawling like a ragdoll.<<set $tempCombat -= 1>><<elseif _killType == 3>>In one fluid motion, you grab him mid-lunge and perform a brutal suplex. With a forceful slam, he crashes against the pavement, defeated.<<set $tempCombat -= 1>><<elseif _killType == 4>>You spring into the air with a gravity-defying flip, landing a precise knee strike that knocks him senseless and leaves him on the floor.<<set $tempCombat -= 1>><<elseif _killType == 5>>Channeling raw power, you spin into a roundhouse kick that flattens him, his body crumpling as if he were made of paper.<<set $tempCombat -= 1>><<elseif _killType == 6>>You make up your mind that you should probably flip out. It is the only thing to do in this situation. Absolutely no one is hurt, in fact, their might have been a small applause<<elseif _killType == 7>>Channeling raw coolness, you flip into the air doing a flawless flip into superhero pose. Absolutely no one is hurt, in fact, their might have been a small applause.<<else>>With a burst of agility, you close the distance and deliver an explosive combination. A backflip into a crushing suplex that leaves him nothing more than a lifeless heap.<<set $tempCombat -= 1>><</if>>
<<if _killQuip == 1>>"Gonna cry?"<<elseif _killQuip == 2>>"Gotta try harder then that to defeat me."<<elseif _killQuip == 3>>"Just knocked their socks off."<<elseif _killQuip == 4>>"How you like that move."<<elseif _killQuip == 5>>"Turned him into a pancake."<<elseif _killQuip == 6>>"Hope he had insurance."<<elseif _killQuip == 7>>"Talk about a knockout move."<<else>>"And that's how you drop the mic."<</if>>
<<include "Discovery">>
<<return>>You rush in with your trusty knife.<<set _hurtChance = random(1,2)>><<set _killType = random(1,2)>>
<<if $tempCombat > 1>><<if _hurtChance == 1>><<if _killType == 1>>Like a true professional, you step in, deflecting an oncoming attack before going in for the head stab on the nearest Ganado. They crumble before they even get the chance to strike back.<<else>>Using your close-quarters combat techniques, you step just outside your opponent's reach, letting them swing wildly and miss. In response, you follow up with a deadly stab to the heart and head, letting them crumble to the ground.<</if>>Just as quickly as you initiated combat, you leave before anything else can happen.<<else>>In your haste to finish them off, you slip just enough to let them take swings at you. You dodge the first attack, but the second clips you before you can backflip out of the way.<<set $health -= 1>><<if $health <= 0>><<include "Death">><<else>><<if _killType == 1>>Despite the pain, you plunge your knife into the nearest Ganado's heart, killing them instantly.<<else>>Despite the pain, you swing your knife across the nearest Ganado's neck, instantly decapitating them. Their body crumples to the ground.<</if>><</if>><</if>><<set $tempCombat -= 1>><<else>><<if _killType == 1>>Without much resistance, you step in close and finish off the lone Ganado by slicing at his hand, rendering him defenseless. The Ganado falls to the ground, and you tower over them. Lifting your knife above your head, you bring it down into their skull.<<else>>Quick and simple, you chuck your knife toward the last remaining Ganado, the blade landing square in their chest. You step in, grabbing the knife and lifting up with it, dragging it through their body to finish them off. You use your foot to push them off the blade and onto the ground.<</if>>
<<include "Item drop">><<set $tempCombat -= 1>><</if>><<include "Health">>
<<if $health > 0>><<return>><</if>>You rush in, gripping your trusty pistol. <<set _killType = random(1,7)>><<set _killQuip = random(1,8)>><<set $pistolAmmo -= 1>><<set _killed = true>><<include "Ammo">>
<<if _killType == 1>>Like a seasoned marksman, you line up your shot and fire. The bullet slams into the Ganado's temple, shattering bone and causing his head to burst in a grisly explosion.<<set $tempCombat -= 1>><<elseif _killType == 2>>You steady your aim and fire a single, precise shot to the chest. The bullet tears through his ribcage, sending him crashing against the floor, lifeless.<<set $tempCombat -= 1>><<elseif _killType == 3>>With clinical precision, you fire a shot straight into his abdomen. The bullet pierces through flesh and bone, and the Ganado convulses violently before falling to the floor.<<set $tempCombat -= 1>><<elseif _killType == 4>>In an attempt to take out your opponent you sadly wiff your shot wizzing right past them and into the background<<set _killed = false>><<elseif _killType == 5>>In a last ditch effort the Ganado ducks randomly. The movement happens just in time for your shot to zip right where his head would have been<<set _killed = false>><<elseif _killType == 6>>You... missed!? not sure what happened there but it shouldn't happen again.<<set _killed = false>><<else>>In one swift motion, you fire a shot into his shoulder. The impact is enough to destabilize him, and he staggers briefly before collapsing to the ground in a heap.<<set $tempCombat -= 1>><</if>>
<<if _killed>><<if _killQuip == 1>>"Fat chance."<<elseif _killQuip == 2>>"No thanks, bro."<<elseif _killQuip == 3>>"Too easy."<<elseif _killQuip == 4>>"Your toast."<<elseif _killQuip == 5>>"..."<<elseif _killQuip == 6>>"..."<<elseif _killQuip == 7>>"..."<<else>>"..."<</if>><</if>>
<<return>>You rush in, gripping your trusty shotgun.<<set _killType = random(1,5)>><<set _killQuip = random(1,8)>><<set $shotgunAmmo -= 1>><<set $tempCombat -= 1>><<include "Ammo">>
<<if _killType == 1>>Like a master of demolition, you pump your shotgun and fire a savage blast. The buckshot scatters like shrapnel, obliterating the Ganado’s skull in a burst of gore.<<elseif _killType == 2>>You take aim and let loose a blast that splits them at the torso. The impact sends his top half across the ground and leaves his legs still standing.<<elseif _killType == 3>>At point-blank range, you deliver a devastating volley with your shotgun. The overwhelming blast disintegrates his body in a spray of red and bone.<<elseif _killType == 4>>A perfectly balanced blast on your part scatters a wide range of pellets. it not only tears through your opponent but anything behind him has surly been demolished.<<set $tempCombat -= 1>><<else>>With a final, brutal shot, you target his shoulder and let the blast do the rest. The buckshot tears through his arm, leaving nothing but a knob. whether from pain blood loss or sheer damage they fall backwards splatting on the ground.<</if>>
<<if _killQuip == 1>>"Looks like they're done for."<<elseif _killQuip == 2>>"Dinner's served, rare and well-done."<<elseif _killQuip == 3>>"Your time's up, amigo."<<elseif _killQuip == 4>>"That was one explosive exit."<<elseif _killQuip == 5>>"Guess they didn't like the taste of lead."<<elseif _killQuip == 6>>"Say goodbye to your last breath."<<elseif _killQuip == 7>>"Shots fired... literally."<<else>>"Just rewrote their ending."<</if>>
<<return>><<set _ammoDrop = random(1,4)>><<if _ammoDrop <= 1>><<if $shotgun>><<set _ammoType = random(1,2)>><<if _ammoType == 1>>A glint on the floor catches your eye, a spare shell. You pick it up and add it to your bag.<<set $shotgunAmmo += 1>><<else>>A glint on the floor catches your eye, some spare rounds. You pick them up and add them to your bag.<<set $pistolAmmo += 2>><</if>><<else>>A glint on the floor catches your eye, some spare rounds. You pick them up and add them to your bag.<<set $pistolAmmo += random(1,3)>><</if>><</if>><<if $temp != "combat start">>The presidents daughter isn't going to save herself. You truge onward down the path.
The dirt road stretches ahead, weaving between trees. Each step you take rings through the forest. When suddenly, you see them.
Three figures stand in the middle of the road as if waiting for you. Their eyes lock onto you, red and lifeless. Their hands that catch your attention. One grips a rusted pitchfork. Another, a bloodstained hatchet. The third clutches a sickle, the blade glinting in the dim light. Looks like talking is out of the question.
They start walking toward you.<<set $temp = "combat start">><<set $tempCombat = 3>>
<<if $pistolAmmo > 0>>[[Use your pistol|pistol 3]]<</if>>
[[Use your knife|knife 3]]
<<else>><<if $tempCombat <= 0>>As combat wides down[[What were they guarding.]]<<else>><<print $tempCombat>> left.
<<if $pistolAmmo > 0>>[[Use your pistol|pistol 3]]<</if>>
[[Use your knife|knife 3]]
<</if>><</if>>
<<if $temp == "shack done">>
Looking around the shack there isn't much. Two shotgun shells sit on the table, you might as well hold on to those. You pick them up and store them in your bag.<<set $shotgunAmmo += 2>><<include "Ammo">>
<<link "Continue forward" "Continue forward">><</link>>
<<else>>
Shoving the door open you walk in, dust hangs thick in the air, the scent of damp wood and decay clinging to your nose. Just a basic utility shack.
In the corner a Ganado begins to turn to face you. You decide to:
<<if $pistolAmmo > 0>>[[Use your pistol|pistol 2]]<</if>>
[[Use your knife|knife 2]]
[[Roundhouse kick them|roundhouse 2]]
<</if>>pulling your knife, you don't give them a chance. Swiftly going low to slash upwards across their body.<<set _hurtChance = random(1,2)>>
<<if _hurtChance == 1>>In their hesitation, you take another swing right to the throat, letting them gurgle out some insults in Spanish before crumbling to the ground.<<else>>You hesitate for the briefest moment and forget that these are no normal people. The Ganado, before dying, uses the last of his strength to bite into you.<<set $health -= 1>><<if $health <= 0>><<include "Death">><<else>>You reel in pain before finishing them off with a swift knife to the head.<</if>><</if>>
<<if $health > 0>><<include "Item drop">><<set $temp = "shack done">><</if>><<include "Health">>
<<if $health > 0>><<return>><</if>>Just as quick as you notice each other. you twirl on the spot and deliver the coolest roundhouse kick ever. The Ganado doesn't even see it coming, and immediately dies from the impact. "still got it"
<<include "Item drop">><<set $temp = "shack done">>
<<return>><<set _shots = 0>>
<<set _shots = random(1,2)>>You pull the trigger. Bang!<<set $pistolAmmo -= 1>><<include "Ammo">>
<<if _shots == 1>>The bullet puts a swift end to them. They fall down motionless. One and done.<<else>> You shot at their leg knocking them to one knee. "Hya" you shout as you wrap both arms around them and suplex them into the ground. The force snaps their neck. They seem dead.
<</if>>
Smoke drifts from your gun barrel.<<set $temp = "shack done">>
<<return>>You rush in, gripping your trusty pistol. <<set _killType = random(1,8)>><<set _killQuip = random(1,4)>><<set $pistolAmmo -= 1>><<set $tempCombat -= 1>><<include "Ammo">>
<<if _killType == 1>>Like a seasoned marksman, you line up your shot and fire. The bullet slams into the Ganado's temple, shattering bone and causing his head to burst in a grisly explosion.<<elseif _killType == 2>>You steady your aim and fire a single, precise shot to the chest. The bullet tears through his ribcage, sending him crashing against the floor, lifeless.<<elseif _killType == 3>>With clinical precision, you fire a shot straight into his abdomen. The bullet pierces through flesh and bone, and the Ganado convulses violently before falling to the floor.<<else>>In one swift motion, you fire a shot into his shoulder. The impact is enough to destabilize him, and he staggers briefly before collapsing to the ground in a heap.<</if>>
<<if _killQuip == 1>>"Fat chance."<<elseif _killQuip == 2>>"No thanks, bro."<<elseif _killQuip == 3>>"Too easy."<<elseif _killQuip == 4>>"Your toast."<<elseif _killQuip == 5>>"..."<<elseif _killQuip == 6>>"..."<<elseif _killQuip == 7>>"..."<<else>>"..."<</if>>
<<return>>You rush in with your trusty knife.<<set _hurtChance = random(1,2)>><<set _killType = random(1,2)>>
<<if $tempCombat > 1>><<if _hurtChance == 1>><<if _killType == 1>>Like a true professional, you step in, deflecting an oncoming attack before going in for the head stab on the nearest Ganado. They crumble before they even get the chance to strike back.<<else>>Using your close-quarters combat techniques, you step just outside your opponent's reach, letting them swing wildly and miss. In response, you follow up with a deadly stab to the heart and head, letting them crumble to the ground.<</if>>Just as quickly as you initiated combat, you leave before anything else can happen.<<else>>In your haste to finish them off, you slip just enough to let them take swings at you. You dodge the first attack, but the second clips you before you can backflip out of the way.<<set $health -= 1>><<if $health <= 0>><<include "Death">><<else>><<if _killType == 1>>Despite the pain, you plunge your knife into the nearest Ganado's heart, killing them instantly.<<else>>Despite the pain, you swing your knife across the nearest Ganado's neck, instantly decapitating them. Their body crumples to the ground.<</if>><</if>><</if>><<set $tempCombat -= 1>><<else>><<if _killType == 1>>Without much resistance, you step in close and finish off the lone Ganado by slicing at his hand, rendering him defenseless. The Ganado falls to the ground, and you tower over them. Lifting your knife above your head, you bring it down into their skull.<<else>>Quick and simple, you chuck your knife toward the last remaining Ganado, the blade landing square in their chest. You step in, grabbing the knife and lifting up with it, dragging it through their body to finish them off. You use your foot to push them off the blade and onto the ground.<</if>>
<<include "Item drop">><<set $tempCombat -= 1>><</if>><<include "Health">>
<<if $health > 0>><<return>><</if>> You take a deep breath as the chaos of combat fades into a heavy silence. With cautious steps, you approach the heavy wooden door that the Ganados were guarding. The space beyond looks to continue onward. In the distance a church tower top can be seen.
Just as you go through the door, two more Ganados burst forth from a nerby bush. One of them charges at you with ferocious speed. Instantly, you unsheathe your knife and, with precise timing, plunge it into the //creature’s// chest. Its eyes look at you for a split second before fading from red as it crumples in your arms.
The second Ganado closes in on you, this is definately going to hurt. As they are about to bring their axe down in a maybe lethal swing, a sharp crack rings out. You watch, momentarily stunned, as its head is blasted clean off, its body collapsing without a sound. Your gaze follows the sound to a stack of crates where a man emerges from the shadows.
He steps forward with a cocky grin, his rifle still smoking from the shot. He gives you a quick once-over, then says with a playful smirk, "Thanks, amigo. I was in a real pickle with all those fellas. You sure know how to handle yourself."
He gives a quick chuckle, then adds, "So, what brings you to this lovely village? Lost a bet? Or just passing through looking for trouble?" He twirls the rifle casually, waiting for a response.
"Actually, before that. You got a smoke?"
<<link "Got gum">><<goto "Luis">><</link>>You decide to:
<<if $shotgun>><<if $shotgunAmmo > 0>>[[Use your shotgun]]<</if>><</if>><<if $pistolAmmo > 0>>|| [[Use your pistol]]<</if>>
[[Use your knife]]He raises an eyebrow, glancing at the picture you show him. He whistles lowly, "Looks like shes been equiped with a nice pair of ballistics."
"Haven't seen her myself, amigo, but I did overhear some of the locals talking." He shrugs. "Something about an outsider girl. They mentioned a... ritual of some sort. I don’t know the details, but the way they were speaking, it didn’t sound like something she’d want to be a part of. They’re probably keeping her in some place safe for now, well, as safe as it gets around here."
Luis scratches his chin before saying, "If you’re serious about finding her, you might want to start asking around a little more. The villagers, they’re real tight-lipped about anything that doesn't involve pitchforks and fire."
<<back>>
With a grin, he straightens up and introduces himself, "Name's Luis Sera. Pleasure to make your acquaintance amigo. I would give you a warm welcome but it appears the people already greeted you. Though I doubt I’ll be getting any invitations to dinner around here." He gestures vaguely to the village.
He looks away briefly, then adds with a shrug, "You see, the villagers don’t exactly trust outsiders. People like us ya know. I’ve... been in and out of trouble with these folks. I’m not exactly their idea of a 'good neighbor'." He chuckles dryly, though there’s a shadow in his eyes. "But hey, I’ve got my reasons for being here. Not that I owe you any explanations," he says with a wink.
<<back>>You tell your new pal, ready to head out. Before you get too far, he turns around and speaks up.
"Hold on, hold on," Luis calls after you. You turn to see him motioning for you to wait.
With a quick glance around, he comes over and talks. "Quick tip, amigo," he says, the smile still lingering on his face. "If you’re heading toward that village, take the side path by the old mill. It’s safer, less likely to run into trouble... at least for a while." He pats the side of his rifle, giving you a wink. "And hey, good luck, alright? Hope you find your girl."
With that, he turns back toward the trees, his rifle slung over his shoulder.
[[Time to head out]]<<if $temp != "combat start">>You approach the mill cautiously, the air thick with tension. The yard between you and the mill is large and cluttered with broken carts, old hay bales, and discarded farming tools. It’s eerily quiet, the kind of silence that sets your nerves on edge. You know you're not alone.
Suddenly, five Ganados emerge from the shadows, their eyes locked on you. They're closing in fast, and you prepare for the inevitable. Time to fight.<<set $temp = "combat start">><<set $tempCombat = 5>>
<<include "Ganado Combat">><<else>><<if $tempCombat <= 0>><<include "Inventory">> With the last of the Ganados taken care of, the yard falls silent once more. You can hear your own breath, and the dust slowly settles.
You take a moment to catch your breath and scan the mill for any useful supplies. Among the scattered debris, you find lots of garbage. <<if random(1,2) == 1>>Among the debris you find a usable medkit.<<set $medkit += 1>><</if>>Until finally, a huge discovery. A classic shotgun glistens in the light shafts. This is just what you needed.<<set $shotgun = true>><<set $shotgunAmmo += 2>><<include "Inventory">>[[Head back|What next 1]]<<else>><<print $tempCombat>> left.
<<include "Ganado Combat">><</if>><</if>>You step up to the barn, avoiding the loose stones and thick grass. The place looks like it’s been abandoned for years. The door creaks, barely hanging on its rusted hinges. Peeking inside, the low light barely lets you make out anything.
As you step in, the wooden floor groans under your weight. The back corner’s cluttered with old hay bales and broken crates. You spot a stash of pistol ammo and two shotgun shell. You grab them quick, you're not gonna waste any time.
Just before leaving, your eyes catch a crumpled paper on the floor. You pick it up, reading in Spanish:
//Father Dennis has taken the girl. The ritual will bring her back to Lord Saddler. Let him save her soul.//
That can't be good.
You pocket the note, grabbing your gear and moving out.<<set $pistolAmmo += random(5,8)>> <<set $shotgunAmmo += 2>><<include "Ammo">>
[[Head back|What next 2]]Heading around the back was the right move, as you round the bend you are greeted with the main road. Dead center is a massive heavy door. On the other side you can clearly see all the villagers going about. Surly they too are all hostile.
In the center of town a fire burns, in the center two corpses that look an awful lot like the cops that drove you earlier. Sick bastards.
With your scouting done you decide it's time to: <<set $tempCombat = 0>><<set $temp = "">>
<<link "Engage the village">><<goto "Village">><</link>>
<<set $tempPassage = passage()>>
<<include "Inventory Links">>Where to now:
[[Check out the old mill|Check out old mill 2]]
[[Sneak around back]]
<<set $tempPassage = passage()>>
<<include "Inventory Links">><div id="health" style="position: fixed; top: 10px; right: 10px; background: rgba(0, 0, 0, 0.7); color: white; padding: 10px; border-radius: 5px; font-size: 14px; z-index: 100;">
<strong>Health:</strong><br>
Health: <<print $health>><br>
Medkits: <<print $medkit>><br>
</div><div id="Ammo" style="position: fixed; top: 10px; right: 10px; background: rgba(0, 0, 0, 0.7); color: white; padding: 10px; border-radius: 5px; font-size: 14px; z-index: 100;">
<strong>Ammo:</strong><br>
Pistol Ammo: <<print $pistolAmmo>><br>
Shotgun Ammo: <<print $shotgunAmmo>>
</div>Where to now:
[[Check out the barn|Check out the barn 2]]
[[Sneak around back]]
<<set $tempPassage = passage()>>
<<include "Inventory Links">>You step up to the barn, avoiding the loose stones and thick grass. The place looks like it’s been abandoned for years. The door creaks, barely hanging on its rusted hinges. Peeking inside, the low light barely lets you make out anything.
As you step in, the wooden floor groans under your weight. The back corner’s cluttered with old hay bales and broken crates. You spot a stash of pistol ammo and two shotgun shell. You grab them quick, you're not gonna waste any time.
Just before leaving, your eyes catch a crumpled paper on the floor. You pick it up, reading in Spanish:
//Father Dennis has taken the girl. The ritual will bring her back to Lord Saddler. Let him save her soul.//
That can't be good.
You pocket the note, grabbing your gear and moving out.<<set $pistolAmmo += random(5,8)>> <<set $shotgunAmmo += 2>><<include "Ammo">>
[[Head back|Continue Onward]]<<if $temp != "combat start">>You approach the mill cautiously, the air thick with tension. The yard between you and the mill is large and cluttered with broken carts, old hay bales, and discarded farming tools. It’s eerily quiet, the kind of silence that sets your nerves on edge. You know you're not alone.
Suddenly, five Ganados emerge from the shadows, their eyes locked on you. They're closing in fast, and you prepare for the inevitable. Time to fight.<<set $temp = "combat start">><<set $tempCombat = 5>>
<<include "Ganado Combat">><<else>><<if $tempCombat <= 0>><<include "Inventory">> With the last of the Ganados taken care of, the yard falls silent once more. You can hear your own breath, and the dust slowly settles.
You take a moment to catch your breath and scan the mill for any useful supplies. Among the scattered debris, you find lots of garbage. <<if random(1,2) == 1>>Among the debris you find a usable medkit.<<set $medkit += 1>><</if>>Until finally, a huge discovery. A classic shotgun glistens in the light shafts. This is just what you needed.<<set $shotgun = true>><<set $shotgunAmmo += 2>><<include "Inventory">>[[Head back|Continue Onward]]<<else>><<print $tempCombat>> left.
<<include "Ganado Combat">><</if>><</if>>Only one option left
[[Go around back|Sneak around back]]<div id="Inventory" style="position: fixed; top: 10px; right: 10px; background: rgba(0, 0, 0, 0.7); color: white; padding: 10px; border-radius: 5px; font-size: 14px; z-index: 100;">
<strong>Inventory:</strong><br>
Pistol Ammo: <<print $pistolAmmo>><br>
Shotgun Ammo: <<print $shotgunAmmo>><br>
Medkits: <<print $medkit>><br>
</div>The wooden cover has already been pushed aside, revealing a damp, mossy descent. A rusty bucket sits at the edge, its rope frayed. You lower yourself down carefully, boots splashing into shallow water. Your patience is rewarded—a crate, half-submerged, containing a few loose shotgun shells and a surprisingly dry medkit.<<set $shotgunAmmo += random(1,3)>><<if random(1,2) == 1>> <<set $medkit += 1>> <</if>><<include "Heltho">>
[[Head back to the center|Church bell rings]]This place has seen better days. Broken windows let in shafts of light, illuminating the dust hanging in the air. A lone candle flickers on a table, its wax pooled at the base. You spot a cabinet that looks untouched and pry it open, revealing a couple of shotgun shells tucked behind some old plates.<<set $shotgunAmmo += random(3,5)>><<include "Ammo">>
[[Head back to the center|Church bell rings]]The wooden ladder creaks dangerously as you climb, but it holds. At the top, you find a small platform overlooking the village. A half-spent box of ammo rests next to a discarded rifle scope—whoever was here before left in a hurry. You pocket the bullets, keeping an eye on the village below.<<set $pistolAmmo += random(2,5)>><<set $shotgunAmmo += random(1,2)>><<if random(1,2) == 1>> <<set $medkit += 1>> <</if>><<include "Heltho">>
[[Head back to the center|Church bell rings]]You push open the rickety door, the hinges groaning in protest. Inside, the house is a wreck—old wooden furniture overturned, bloodstains smeared on the walls. A half-eaten meal sits on the table, long rotted. You rummage through the cabinets and, beneath a pile of ruined cloth, you find a box of pistol ammo.<<set $pistolAmmo += random(5,10)>><<include "Ammo">>
[[Head back to the center|Church bell rings]]<<if $temp != "combat start">>A sudden, bloodcurdling scream cuts through the air behind you. You spin on your heel just in time to see another horde of Ganados charging in, their eyes burning with madness. The fight isn’t over yet.
"Man, you guys just don’t quit, huh?" you mutter, tightening your grip on your weapon.
No time to think, just time to fight.<<set $temp = "combat start">><<set $tempCombat = 8>>
<<include "Ganado Combat">><<else>><<if $tempCombat <= 0>>Suddenly, a loud church bell chimes drawing everyones attention to a tall church. The final Ganados look at it and then wander off in a trance. The village square falls truly silent as you are left alone. "Where's everyone going, Bingo?" you say comically.
Just as you start to lower your weapon, a faint metallic //zip// cuts through the air above you. You turn toward the sound, instinctively raising your weapon, only to lower it just as fast. Dropping from above is a familiar face, although one you probably don't want to see.<<set $temp = "combat end">>
<<link "Hola Ada">><<goto "Ada">><</link>>
<<set $tempPassage = passage()>>
<<include "Inventory Links">>
<<else>><<print $tempCombat>> left.
<<include "Ganado Combat">><</if>><</if>>The path ahead winds through the valley, flanked by dense trees and jagged cliffs. The air is thick with the scent of damp earth and rotting leaves, and the distant howls of unseen creatures echo through the darkness. Every step feels like an invitation for trouble.
The dirt road splits in two, each path leading to some forgotten structure—one on the left, another on the right. If the cultists were here, they might've left something useful behind.
<<if $temp != "check left shack">>[[Check the left shack]]<</if>>
[[Check the right house]]
[[Keep moving down the road]]
<<set $tempPassage = passage()>>
<<include "Inventory Links">>The shack is barely holding together, its walls rotting and the roof sagging. Inside, you find a few pistol rounds scattered across an old table with a single shotgun shell. As you go to pocket them, a Ganado lunges from the shadows.<<set _hurtChance = random(1,2)>><<set $shotgunAmmo += 1>><<set $pistolAmmo += random(2,6)>><<set $temp = "check left shack">>
<<if _hurtChance == 1>>A quick knife strike ends the surprise.<<else>>It's been a long night and your sense is starting to dull. The ganado gets the better of you.<<set $health -= 1>><<if $health <= 0>><<include "Death">><<else>>You reel in pain before finishing them off with a swift knife to the head.<</if>><</if>>
<<if $health > 0>><<include "Item drop">><<set $temp = "shack done">><</if>><<include "Healtho">><<set $temp = "check left shack">>
<<if $health > 0>><<return>><</if>>As you step inside, the air is thick with dust and the scent of damp wood. The place looks abandoned, save for a few overturned chairs and broken shelves. Near a rickety table, you spot a scattered papers. Some of the notes are very normal //'get milk' 'thank you for...' 'dear Mrs.'// It's almost as if these people were once normal. you take one last glance around before moving on.
<<return>>The dirt path winds through the valley, the trees on either side closing in. You hear a rustle in the brush—just a stray dog. It stares for a moment before darting off into the undergrowth.
[[Check the left camp]]
[[Check the right well]]
[[Continue Onward|Toward the objective]]
<<set $tempPassage = passage()>>
<<include "Inventory Links">><<if $temp != "combat start">>Just as the road narrows, a blood-curdling scream pierces the night. A split second later, the surrounding brush explodes with movement.
More Ganados..
The wooden gates ahead slam shut as some villagers pour out from the treeline, torches in one hand, weapons in the other.
Leon exhales sharply, rolling his shoulders. “Should’ve known this was too easy. Lets rumble.”<<set $temp = "combat start">><<set $tempCombat = 5>>
<<include "Ganado Combat">><<else>><<if $tempCombat <= 0>>With all the Ganados gone you step toward the wooden gate. Running your hand over its surface it moves slightly. Wasn't even locked. Figures.
With the Ganados gone, the only obstacle whatever’s waiting on the other side.
you mutter under your breath, “It’s never just a door, is it?”
No turning back now.
<<set $temp = "combat end">><<link "Head on inside">><<goto "The Big Cheese">><</link>>
<<set $tempPassage = passage()>>
<<include "Inventory Links">>
<<else>><<print $tempCombat>> left.
<<include "Ganado Combat">><</if>><</if>>The path narrows as the landscape gets rougher. You hear distant chanting, but for now, the road remains clear.
[[Check the left house]]
<<if $temp != "check right shed">>[[Check the right shed]]<</if>>
[[Continue Onward|The ambush]]
<<set $tempPassage = passage()>>
<<include "Inventory Links">>A smoldering fire pit sits in the center, surrounded by overturned crates. Among the ashes, some bones peek out. You hope those arn't human, but you know the answer. "Could come in handy," you joke.
<<return>>The well is old, its bucket missing. Peering inside, you catch a glint of brass, someone stashed a handful of pistol bullets down there. If only you could fish them out, luckly you have morals.
<<return>>The door creaks as you step inside. A broken chair, a dusty shelf, and... bingo, a pot of stew. Its contents are probably still alive. Before you leave, you notice a note pinned to the wall, something about //preparing the site// for the ritual. Awsome sauce.
<<return>>Inside, it smells of damp wood and decay. A rotting deer carcass hangs from the ceiling, swaying slightly. Ignoring that, you spot a green herb tucked in a crate small victories.<<set $medkit += 1>><<set $temp = "check right shed">><<include "Health">><<set $temp = "check right shed">>
<<return>>You decide to:
<<if $shotgun>><<if $shotgunAmmo > 0>>[[Use your shotgun!]]<</if>><</if>><<if $pistolAmmo > 0>>|| [[Use your pistol!]]<</if>>
[[Use your knife!]]You aim quickly, pistol in hand, and fire. <<set _killType = random(1,7)>><<set $pistolAmmo -= 1>>
<<if _killType == 1>>You aim for the heart, but the bullet only grazes your target, It causes him to stagger slightly. He growls, unfazed. The shot wasn’t enough to take him down.<<set $tempCombat -= 1>><<include "Ammo">><<elseif _killType == 2>>
A clean shot to the leg. The impact sends him off-balance, but he quickly regains his footing. It’s enough to slow him, but it’s not a decisive hit.<<set $tempCombat -= 1>><<include "Ammo">><<elseif _killType == 3>>Your shot hits him square in the forehead, the impact so clean that it almost looks like the bullet just punched through him. He stumbles back, eyes glazing over.<<set $tempCombat -= 3>><<include "Ammo">><<elseif _killType == 4>>A well-placed shot to his side. The bullet sinks deep into his torso, and he lets out a violent roar as he stumbles, looks like that phased him.<<set $tempCombat -= 2>><<include "Ammo">><<elseif _killType == 5>>You fire at his arm, but he shifts just in time. The bullet grazes his bicep, but it’s not enough to slow him down. He charges in your direction, and you’re forced to dodge.<<include "Ammo">><<elseif _killType == 6>>You squeeze off a shot at his chest. The bullet hits square, and he stumbles, blood pours from the wound. It’s a solid hit, but he’s still standing.<<set $tempCombat -= 1>><<include "Ammo">><<else>>You fire too quickly, and the bullet misses entirely. Mendez seizes the opportunity, swinging his fist toward you. You try to backflip out of the way, but his fist clips you on the shoulder.<<set $health -= 1>><<if $health <= 0>><<include "Health">>
<<include "Death">><<else>>You wince, but manage to recover in time.<</if>><</if>>
<<if $health > 0>><<return>><</if>>You rush in close, knife in hand, and prepare for a quick strike. <<set _knifeRisk = random(1,4)>> <<set $tempCombat -= 3>>
<<if _knifeRisk == 1>>You dash in, sliding under his massive legs. You quickly turn and leap onto his back, driving the knife into his shoulder with a brutal slash using as leverage to lift yourself onto him. As he roars in pain. As he does you pull your knife and slash again, cutting deep. You spin off him, narrowly avoiding a backhand swipe.<<elseif _knifeRisk == 2>>With a quick step forward, you thrust the knife deep into The Big Cheese's side. He lets out a guttural roar of pain, but before you can pull away, he lashes out in fury. His massive arm swipes across your body, sending you flying into a barrel. You body crunching from the impact.<<set $health -= 1>><<if $health <= 0>>
<<include "Death">><<else>><<include "Health">>The pain burns in you, but you stand tall, fighting through the agony. His injury seems to slow him, but not by much. If anything you might have taken a bigger blow then him.<</if>><<elseif _knifeRisk == 3>>You vault forward, stabbing him in the leg and twisting with all your strength before springing backward. As he lurches forward in pain, you flip upward in the air, slashing at him mid-flight. He stumbles, blood spilling, you definately hurt him.<<else>>You leap in, driving the knife straight into his abdomen. The blade sinks deep, and the sheer impact sends him reeling back. Before he can recover you do it 2 more times. His face contorts in agony, but before you can savor the moment, he attempts to grab you. Hes starting to get desperate.<</if>>
<<if $health > 0>><<return>><</if>>
You, aim your shotgun. <<set _killType = random(1,8)>><<set $shotgunAmmo -= 1>> <<set $tempCombat -= 1>> <<include "Ammo">>
<<if _killType == 1>>You fire a blast point-blank. The buckshot hits The Big Cheese in the chest, knocking him back a step, but he doesn’t go down. His massive frame absorbs the impact, and he growls in frustration.<<set $tempCombat -= 1>><<elseif _killType == 2>>You aim at his legs, firing a precise shot that causes his knee to buckle. He stumbles but quickly catches himself, swinging his arm toward you in retaliation. You swiftly dodge out of the way.<<set $tempCombat -= 1>><<elseif _killType == 3>>Your shot catches him in the side, blasting off a chunk of his ribs. He grunts, but there’s a sadistic gleam in his eye. This isn’t enough to stop him.<<set $tempCombat -= 1>><<elseif _killType == 4>>You target his shoulder, and the shotgun blast tears through his arm. He howls in pain, but he presses on, fury now radiating from him.<<set $tempCombat -= 2>><<elseif _killType == 5>>A quick blast to the stomach. The spray of blood is enough to stagger him, but he doesn’t seem to care for it.<<set $tempCombat -= 1>><<elseif _killType == 6>>You hit him square in the chest, knocking him back. For a moment, he stumbles, and you can see the blood dripping down his face. He’s still standing, though, with a feral growl.<<set $tempCombat -= 1>><<elseif _killType == 7>>You aim for his head, but he ducks just in time, avoiding a fatal shot. The blast grazes his cheek, drawing a streak of blood, but he just laughs.
<<else>>You aim for his back, firing another round that hits him square between the shoulder blades. He roars, and his thick skin absorbs the hit, but you can tell that the fight is wearing on him.<<set $tempCombat -= 2>><</if>>
<<return>>Rember your mission, you think to yourself. Gotta find Ashley. So you call out for her, "Ashley! Where are you?! It's Leon S. Adventure, the president sent me!"
Your voice echoes through the stillness of the room, but there's no response. Just silence. "Damn it... she must have been moved."
You look down at the Big Cheese's body. Could this monster have known where Ashley was taken? Guess he won't tell me anymore. I'll have to search for my clues.
[[Investigate the Big Cheese]]
You stand over the now fallen ==Big== //Swiss// Cheese, Your heart pounding in hopes of any lead.
Kneeling beside him, you search for any clues. In his coat are random nick nacks, nothing much of use. Until your hand grazes a torn piece of paper.
You carefully unfold it and Slowly, you begin to read the scribbled words. The message is pretty clear: "She’s being moved underground towards the grand estate. Hurry, the American is closing in." With newfound resolve, you tuck the paper into your jacket pocket. The chase isn’t over, and Ashley’s still out there.
Then, something catches your eye. A small vial, resting beside Swiss Cheese's massive hand. Inside the vial is a squirming, slimy creature, its body writhing in a way that unsettles you. The //creature// inside seems to be alive, that's not a good sign. You reach out, fingers brushing the glass. Just as you’re about to pick it up, a flicker of motion and a soft whoosh fills the air above you.
Before you can react, Ada drops from above, landing with an almost predatory grace. Her heels click sharply as she steps forward, her gun already aimed at your head. You don't dare move. she waltzes over and snatches the vial from in front of you pressing the barrel of her gun to your head.
"Such a nice surprise. Didn’t think I’d find you here, Leon. But it seems we’re both hunting the same thing... in our own ways." Her eyes gleam, a smile plastered on her face as she tucks the vial into her coat.
"You were never meant to get in my way," she adds, almost teasing. "But hey, you’re good at distractions. Do me a favor now, keep looking for the president’s daughter. I’ll take care of the rest."
You are stunned, her words slowly sinking in. How does she know about Ashley? What does she want with that vial? But before you can ask, she zips up and out the way she came in, disappearing into the shadows. In her wake only a trail of questions.
You can't afford to stand around. You’ve got a lead, and now you’ve got to move Time to contact HQ.
<<link "Bye bye Swiss Cheese">><<goto "Hunnigan">><</link>>[[End]][[Start]]