# Cabins
A small hallway from which the cabins are branching out, housing the bunks where we all sleep.
Everything's quiet: I suppose most people are fast asleep at this hour. There is a door with a window out onto the deck, through which i can see the full moon shining in the midnight-blue sky.
To my right, the hallway opens up into the cafeteria, whose murky, warm light is inviting me in, as if to drag me away from the biting cold waiting outside on the deck.
[[Read the platform leaflet->PlatformLeaflet]]
---
\(if: $canSearchCabins matches true)[
[[Search the cabins->CabinSearch]]]
(if: $hasOveralls matches true)[[[Deck->Deck]]]\
(else:)[(color:"grey")[**Deck**] I can't go out in my underwear!]
[[Cafeteria->Cafeteria]]
# Cafeteria
A handful of scattered tables and a small kitchen counter are filling this crammed space. The place is very still, the only sound being the gentle hum of the overhead lighting, which is suddenly feeling very bright, too bright, making me squint and look towards the floor.
\(if: $hasEnteredCafeteria matches true)[
I notice some sort of a leaflet on one of the tables, with a food stain on it.]
\(if: not($hasOveralls matches true))[
Hanged over a chair in the corner, I spot my clothes!]
\(click: "clothes")[(set: $hasOveralls to true)
I pick up the old-school, yellow, plastic fisherman's raingear, wishing I had a company-issued drysuit like the rest. Still a bit cold, I make sure to put on the plastic-covered, insulated gloves as well. Now I'm ready to head out onto the deck... Or I could have a quick cup of coffee first?]
\(click: "coffee")[
I get a cup of coffee from the machine. Hey, it might not taste like much, but at least it's warm!
I look at the clock: it says 00:00! Damn, now I'm definitely going to be late. Better hurry onto the deck and find Hans!]
\(if: $hasEnteredCafeteria matches true)[
[[Read the leaflet->Leaflet1]]]
---
[[Cabins->Cabin]]
(if: $hasLab matches true)[[[Lab->Lab]]]
\(else-if: $hasLabKey matches true)[(color:"grey")[**Lab**] [[Unlock the door->Cafeteria]][(set: $hasLab to true)]]
\(else:)[(color:"grey")[**Lab**] The lab is usually locked; I don't have the key.]
\(set: $hasEnteredCafeteria to true)# Deck
\(if: $storyStage matches 5)[\
The platform is moving quickly forward and towards mainland. The black goo in the water is hanging onto it with long streamers of the dark mass stretching behind us, using the platform to transport itself.
I need to sink the platform.]
\(else-if: $storyStage matches 4)[\
The platform is moving quickly forward into the night. The black goo in the water is hanging onto it with long streamers of the dark mass stretching behind us, as if it was using the platform to transport or extend itself.
I should be able to use the axe to enter the bridge.]
\(else-if: $storyStage matches 3)[\
The night is deafeningly quiet.
I need to find something to cut through the mass blocking the door to the bridge.]
\(else-if: $storyStage matches 2)[\
(go-to: "Deck1")]
\(else-if: $storyStage matches 1)[\
The night is eerily quiet.
I need to find Hans.
\(if: not($hasRadio matches true))[
I notice a walkie-talkie lying on the floor next to the door leading inside to the facilities.]]
\(click: "walkie-talkie")[(set: $hasRadio to true)
I bend down and pick up the handheld. I recognize this is as the radio that Hans was supposed to hand over to me at the end of his shift. What is it doing here?]\
(else:)[
(set: $storyStage to 1)
(set: $hasEnteredDeck to true)
(go-to: "Deck0")]
---
(if: $hasEngine matches true)[[[Engine room->Engine]]]
\(else-if: $hasEngineKey matches true)[(color:"grey")[**Engine room**] [[Unlock the door->Deck]][(set: $hasEngine to true)]]
\(else:)[(color:"grey")[**Engine room**] The door is locked.]
(if: $hasFeeding matches true)[[[Feeding machines->Feeding]]]
\(else-if: $hasCrowbar matches true)[(color:"grey")[**Feeding machines**] [[Pry open the door->Deck]][(set: $hasFeeding to true)]]
\(else:)[(color:"grey")[**Feeding machines**] The door won't budge.]
[[Facilities Hallway->Hallway]]
[[Cabins->Cabin]]Soft, dreamless slumber. Darkness enveloping me in my peaceful sleep, as the platform rolls gently in the North sea.
And then, the blaring of my alarm clock. My hand spasms out towards the source of the sound: smack!
(click: "smack")[The alarm shuts off. I lazyly shake off the remnants of sleep and will myself to open my eyes. I look at the clock: five minutes to midnight. My shift is starting soon. If I'm late again, Hans won't let me hear the end of it. I need to get up.]
(click: "get up")[Leaving the warm cocoon of my sleeping bag, I stumble to my feet and hop into my rubber boots. The cold, humid air hits me like a punch. I shudder and look around for my pants and jacket.]
(click: "pants and jacket")[They're not here! I suddenly remember I took them off in the cafeteria to dry them off before heading to my bunk. I need to go and grab them before I can head out onto the deck.
[[Cabins->Cabin]]
]
(set: $storyStage to 0)# Lab
\(if: not($hasEnteredLab matches true))[
\(set: $hasEnteredLab to true)
\(go-to: "Lab1")]
A small, but well-equipped industrial laboratory.
Probably owing to it's insulation, there's no traces of the black mass in here yet.
\(if: not($hasBomb matches true))[
There's a lot of dangerous chemicals stored in a large shelf along one of the walls. I could use them to build a bomb.]
\(click: "build a bomb")[
I build a crude bomb by mixing a bunch of explosive chemicals. All it needs now is a spark. I don't have a way of delaying the spark, however...
I decide to set off the bomb in the engine room, to make sure the platform loses propulsion, even if it should not sink.(set: $hasBomb to true)]
---
[[Cafeteria]]# Engine room
\(if: not($hasEnteredEngine matches true))[
(set: $hasEnteredEngine to true)
(go-to: "Engine1")]
The engine room is dominated by the centerpiece in the form of a giant diesel engine.
\(if: $hasAxe matches true)[
The engine is screaming. I can't shut it off.]
\(if: not($hasAxe matches true))[
There is an axe hanged up on the tool wall above the workshop table.]
\(click: "axe")[(set: $hasAxe to true)(set: $storyStage to 4)
I walk to the workshop and lift the axe from the wall.
With a loud noise, the engine behind me starts to life and I visibly jump and quickly turn around.
The black mass has completely enveloped the engine and it seems to be controlling it somehow!
The engine revs, vibrating the entire room at what seems like maximum power.]
\(if: $hasBomb matches true)[
[[Arm the bomb->Bomb]]]
---
[[Deck]]# Hallway
\(if: $hasEnteredHallway matches true)[\
The hallway feels claustrophobic, the black goo filling up what feels like more space than it has a right to.
There's faint, torn traces of the blackness on the floor, leading from the consumed door out towards the deck... as well as the infirmary.
\(if: $hasRadio matches true)[
\(if: not($hasUsedRadio matches true))[
[[Use the walkie-talkie->Walkie]]]]
\(if: not($hasTouchedGoo matches true))[
[[Poke the goo->Poke]]]
]\
(else:)[
(set: $hasEnteredHallway to true)
(set: $canSearchCabins to true)
(go-to: "Hallway1")]
---
(if: $hasBridge matches true)[[[Bridge->Bridge]]]
\(else-if: $hasAxe matches true)[(color:"grey")[**Bridge**] [[Cut throught the black mass->CutMass]]]
\(else:)[(color:"grey")[**Bridge**] The door to the bridge is covered in thick blackness.]
[[Infirmary->Infirmary]]
[[Deck->Deck]]# Feeding
\(if: not($hasEnteredFeeding matches true))[
\(set: $hasEnteredFeeding to true)
\(set: $hasFeeding to true)
\(go-to: "Feeding1")]
The fish feeding machinery is dominating this large room.
\(if: not($hasKilledPaola matches true))[
The barely-breathing body of Paola is sitting the corner with the controls. Her rattling breath is slow and sounds weak. Her eyes are closed and her face is wearing a mask of exhaustion and strain.]
\(if: not($hasTalkedPaola matches true))[
[[Approach Paola->Paola]]]
\(else-if: ($hasAxe matches true) and not($hasKilledPaola matches true))[
[[Approach Paola->PaolaDeath]]]
---
[[Deck]]# (text-style: "blink")[Infirmary]
\(if: $hasEnteredInfirmary matches true)[\
The gruesome scene is playing on repeat with each strobe of the light.
There is some kind of a leaflet on the counter next to the medical bed.
\(if: not($hasCrowbar matches true))[
I notice there is a crowbar lying on the floor in the corner next to the door.]]\
(else:)[(set: $hasEnteredInfirmary to true)(go-to: "Infirmary1")]
\(click: "crowbar")[(set: $hasCrowbar to true)
(set: $storyStage to 2)
I pick up the crowbar.]
\(if: $hasBomb matches true)[
Search for a piece of cloth
\(click: "Search for a piece of cloth")[(set: $hasFuse to true)
I look around for a piece of cloth to use as a makeshift fuse.
I pick up a roll of bandages and some rubbing alcohol to soak it in.
]]
[[Read the leaflet->Leaflet2]]
---
[[Hallway]]# (text-style: "blur")[Bridge]
\(if: not($hasEnteredBridge matches true))[\
(set: $hasEnteredBridge to true)
(set: $canSearchCabins to false)
(go-to: "Bridge1")]
The dead body of our captain is morphed into the chair, with black goo uniting and covering the two almost to the top. The body is staring intently at the control panels in front.
\(if: not($hasLabKey matches true))[
There is a key hanging on the wall next to the door.]
\(click: "a key")[(set: $hasLabKey to true)
I pick up the key. It reads, "Lab".]
Turn off the engine
\(click: "Turn off the engine")[
Nothing happens. The black goo has taken over the platform.
]
Call on the radio
\(click: "Call on the radio")[
The radio is dead. Nobody is coming.
]
\(if: not($hasExaminedControls matches true))[
[[Examine the controls->Controls]]]
---
[[Hallway]]I turn on the radio and push down the talk button, "Hello, is anyone reading this?"
Silence.
Then, a voice.
\(click: "voice")[
(text-style: "blur", "buoy")["Air..."]
Confused, I reply, "Hello? Who is there"?]
\(click: "Who is there")[
(text-style: "blur", "fade-in-out")["I can't... everything's... black... so slow...,"] the voice replies slowly, as if straining the speaker's limits with every word.
"Cut the crap! Who is this? Where are you? I can't find Hans!"]
\(click: "find Hans")[
(text-style: "blur", "fade-in-out")["Don't... look... go!"]
the voice raises slightly with the last word, shaking with great tension, and I finally recognize it as the voice of our captain, Jack.
"Jack?! Where are you? I'll find you!" I shout back.]
\(click: "I shout back")[
No response.
"Jack! Are you up on the bridge?"
Nothing.
I need to find somebody.
---
[[Hallway->Hallway]]]
(set: $hasUsedRadio to true)I rummage through the cabins: Jack the captain, my pal Hans, the mechanic Paola, finally Jens, medic and cook.
I can't find anyone. All the cabins are empty. Where-ever everyone is, it's not here.
(set: $canSearchCabins to false)
---
[[Cabins->Cabin]]I enter the hallway, the spring-door shutting loudly behind me. The hallways is dark; the light has been turned off. I fumble around in the darkness, looking for the light switch.
\(click: "light switch")[
I flick the switch.
And there, I spot it: a formless black mass, covering the door to the staircase leading onto the bridge. A dark splotch; a part of the room refusing to reveal itself under the shining light. An amorphous, thick layer, it is completely devoid of any movement, quiet and still in the night. Its dark presence seems however to somehow occupy more volume than it should, making the narrow hallway feel even more crammed than usual.
[[Hallway]]]I enter the infirmary. The old fluorescent light in the ceiling is flickering, revealing the terror in flashes:
\(click: "flashes")[
(text-style: "blink")[Two human forms, enveloped in the goo, lying still, all too still: one, reclined in the medical bed, and the other, collapsed in the corner behind it.]
I stumble]
\(click: "I stumble")[, leaning against the doorframe.
I can feel cold sweat run down my back. I realize I've been holding my breath and exhale sharply. I struggle to process the image in front of me; the scene feels like one from a movie.
I straighten up.]
\(click: "I straighten up")[
I need to get to the bridge and use the long-range radio there to call for help.
[[Infirmary]]
]## Ecopyril
#### Antifouling Agent of the Future
Representing the latest advances within chemistry, this novel biocide is promising to transform marine industries, increasing environmental sustainablility within this sector.
Antifouling treatments, used to prevent unwanted biological growth on parts of vessels that are submerged over longer periods of time, have traditionally been achieved through the use of copper-based paints. Particles of copper, a notorious heavy metal, have a tendency to deposit on the ocean floor, where they enter the food chain through bottom-feeders, such as crabs or certain types of fish. These copper particles then travel up the food chain, potentially entering humans through seafood consumption.
Enter Ecopyril, a brand-new approach to antifouling! Ecopyril has a half-time of roughly 10 hours, preventing any unwanted contamination of the food chain! A stand-in replacement for copper-based paints, this compount can be safely used on hulls of vessels, as well as static marine installations, such as oil rigs or ocean fish tanks, preventing unwanted algae and seashells from growing on their surfaces.
[[Step back->Cafeteria]]## Ecopyril
#### Toxicity in Humans
Special care should be taken when handling this compound. Limited studies have shown that this chemical is highly toxic when it enters the bloodstream of humans.
In essence, this compound prevents metabolism in biological tissue. In humans, this can lead to a host of issues, such as clinical symptoms and long-term organ damage, including toxic encephalopathy (brain function disorders) and spinal cord damage.
Brain functions become compromised when exposure to the chemical exceeds toxicity levels, potentialy leading to symptoms such as confusion, memory loss, and personality changes.
In addition, there are some concerns that Ecopyril can, under certain conditions, break down into Trifluoroacetic acid, a so-called "forever chemical". TFA breaks down extremely slowly, and is exceedingly hard to filter out and remove once introduced.
[[Step back->Infirmary]]## Beira A
Welcome to the Beira A fish farm feeding station!
This state-of-the-art feeding facility can maintain up to eight separate open marine pens, each able to support up to 5 tonnes of adult salmon. These pens, where the salmon swims happily while surrounded by a large spherical net, are treated with the latest antifouling technology, preventing any unwanted biological growth, while allowing the salmon to enjoy the fresh ocean water.
Here on the platform, you will find advanced feeding systems, pumping feed directly to the fish tanks, as well as processing facilities for slaughtering the adult salmon before it's transferred to a cargo ship.
In addition, the platform is equipped with its own propulsion diesel engine, allowing it to reposition itself autonomously between different fish farm locations.
The platform is designed to be spacious enough to support comfortable living quarters for up to 6 residents, braving the harsh conditions of the North sea.
[[Step back->Cabin]]I emerge onto the deck. The full moon and the stars are shining over the tranquil sea... yet, I can't shake the feeling that something is off. I just can't quite put my finger on it: the night seems silent – perhaps too silent.
I can't see any trace of Hans. I call out for him, "Hans!"
\(click: "Hans!")[
My voice disappears into the quiet night, as if swallowed by the dark waters surrounding the platform. There is no reply. I walk along the edge of the platform, looking for him.]
\(click: "looking for him")[
There's no sign of Hans. Has he already gone to sleep? That can't be, he needs to hand me the shift log, as well as the walkie-talkie.
I walk over to the other side of the platform, where the entrance to the remaining facilities lies. Perhaps he's up on the bridge?
[[Deck->Deck]]
]I emerge into the still night. The strangeness in the air is still there, and my adrenaline-fueled senses perceive it now even stronger.
\(click: "perceive")[
Suddenly, it hits me.
I look at the sky, full of moon and stars.
I look at the water.
There's no reflection in the water!]
\(click: "water!")[
The water is pitch-black, murky, impossibly still.
I lean over the railing and look down into the sea.
There's no water.
It's the black mass. It's everywhere, surrounding the platform on all sides.
[[Deck]]]
(set: $storyStage to 3)I push open the door and enter the feeding facility. Large steel tanks, painted green, dominate the space. There is a bunch of hoses lying haphazardly on the floor, connecting some of the tanks to a pump with still more hoses leading outside towards the marine pens.
I walk further in.
\(click: "further in")[
To the left, there is a control panel, and propped up with the back against it, there is a human form sitting on the floor.]
\(click: "human form")[
The person is almost fully covered in blackness. Only the face is remaning uncovered by goo and I recognize it's Paola, our mechanic. She is breathing, albeit very slowly.
[[Feeding]]]I enter the room. A large marine diesel engine stand in the center, with a small workshop lining one of the walls of the room. I do a double-take and look again the the engine.
\(click: "the engine")[
With horror, I realize the engine is getting swallowed by the black goo! It seems to have entered the room through an opening somewhere; perhaps the intake for cooling water, which is cycled from the sea through the engine to cool it when powered on.
[[Engine room->Engine]]]I run up the stairs and enter the bridge.
\(click: "bridge")[
The room is gloomy, with a darkened overhead light and colourful control lights and screens. Large windows are looking out in three directions, and there is a seat in front of the controls.]
\(click: "seat")[
There is a dark silhoutte in the seat, sitting still in the night.
I approach the seat from the side. The seat is covered in black goo, and inside it is glued the body of our captain, Jack.]
\(click: "Jack")[
"Jack! Can you hear me?" I shout. His head is yet free of the blackness and he's staring at the screens on the panel in front of him with wide eyes.
There is no movement. I realize his eyes aren't blinking.
[[Bridge]]]I rig the bomb next to the engine.
I take out my lighter. Who ever said that smoking wasn't good for you?
(if: $hasFuse matches true)[
\[[I rig the fuse->BombFuse]]]
(else:)[
\[[I light the bomb->BombBomb]]]
---
[[Step back->Engine]]I go down on one knee next to the black-covered body of our mechanic.
"Paola! Can you hear me?"
\(click: "hear me")[
Her eyelids flutter as a few muscle spasms of exertion pass her face. One of her eyelids lifts slightly and I can see the eye behind it rolling around lazily, looking for me.
"Please, make it stop..." she utters weakly.]
\(click: "stop")[
"How, how can I help you?" I reach for her face and try to pull apart the goo closing in on her face from every direction.]
\(click: "pull apart")[
The soft goo gives way, but I'm unable to separate it from the skin. The goo envelops the fingers of my gloves for a moment, but retracts back onto her body as I move my hands outwards. Unable to gain hold, we slip past one another.
Her single eye suddenly finds mine, and she says, "End it... Axe..." she looks slightly to the side, and I follow her gaze towards a pair of keys lying on the floor.]
\(click: "keys")[
I pick up the keys. The label reads, "Engine room".
I shudder. At least I should be able to find something there to help me enter the bridge.
\(set: $hasEngineKey to true)
[[Step back->Feeding]]]
(set: $hasTalkedPaola to true)I approach the door to the bridge and carefully poke the mass with a single finger, thankful for my plastic-treated gloves. The soft goo gives way, and the black mass envelops my finger!
\(click: "my finger")[
I quickly retract my hand again. The goo stretches a little, but then snaps back to the door like spaghetti. It seems it is unable to find grip on my plastic gloves.]
\(click: "plastic gloves")[
I make a mental note to not take off my plastic raingear, no matter what.
Suddenly I realize the rest of the crew were surely wearing their company-issued drysuits, which are made of a different material. I need to find them and warn them!
[[Hallway]]]
(set: $hasTouchedGoo to true)I approach Paola. The black goo has covered most of her face now, leaving only the mouth and nose open. She's breathing almost imperceptibly now.
[[Swing the axe->PaolaDeath1]]
[[Step back->Feeding]]I swing the axe.
The axehead strikes the tiny opening on her face.
The black goo explodes around her head, mixing with a bright red color. Droplets of it land on me, dripping down onto the floor from my plastic jacket.
Her body lies still on the floor, the black goo squirming around for a moment, then settling down, avoiding the gashing hole in her face.
[[Step back->Feeding]]
(set: $hasKilledPaola to true)I bash at the black goo blocking the door to the bridge with the flat side of the axe. Droplets of it splutter and fall down onto the floor below.
The goo is re-forming itself slowly, but I'm able to work faster. Soon enough, I see the outline of the doorhandle, and I'm able to depress it and push open the door.
\(click: "push open")[
The door opens and the black mass settles into a new shape with the door now fixed ajar, allowing me to pass through.
[[Hallway]]
(set: $hasBridge to true)]I approach the control panel. It seems all the screens are set to display camera feeds from around the platform.
Black goo is visible on all the monitors; it appears the entire platform is infected.
The camera pointed at the wake of the platform is showing impossibly long, thin tendrils of the black mass stretching back and towards the bottom of the sea, what I can only imagine is directly underneath the fish farm, now invisible in the distance.
There is a post-it note next to one of the screens.
\(click: "post-it note")[
In shaky handwriting, the note reads, "It needs air!"
And then, it hits me.]
\(click: "it hits me")[
It's trying to reach land!
The mass can't float in water, it's too heavy for that. If it needs air, it means it needs something to crawl up onto to spread.]
\(click: "spread")[(set: $storyStage to 5)(set: $hasExaminedControls to true)
If it reaches mainland, it will be able to get as much air as it wants. I can't allow it to do that.
There is only one thing to do. I must sink the platform.
[[Bridge]]]I enter the lab.
I've never been inside here before, but I know there's a bunch of dangerous chemicals stored inside here Chemicals that we're not supposed to have access to unless strictly required.
Perfect for making a bomb.
[[Lab]]I unroll and soak the bandages in rubbing alcohol, and make a sort of wick leading to the bomb.
[[Light the fuse]]Everybody else is dead or dying. I guess this is it.
I flick open the lighter.
I light it.
I hold the flame to the tank with the pre-mixed chemicals and open the valve.
\(click:"open the valve")[
A loud whoosh hits my eardrums as the world disappears in a flash of bright.
Then, nothing.
[[The End]]]I light the fuse. I have a few seconds to get the hell out of here before the bomb explodes!
I run out onto the deck.
\(click: "deck")[
Once on the deck, I make for the nearest emergency liferaft.]
\(click: "liferaft")[
I release the safety and roll it overboard off the side of the platform. Luckily I don't see any blackness in the water here. The liferaft tumbles further out and away from the platform and I throw myself into the water right behind it.]
\(click: "right behind")[
A shockwave penetrates the air, kicking me in the back before I have time to land in the water.
I land in the water, then emerge, gasping for air. I swim towards the liferaft and climb up and into it. I look back.]
\(click: "look back")[
The platform is burning and sinking quickly. The tendrils of black goo, stretching out backwards behind the platform, are releasing themselves and pulling back and down into the water, as if they were under great tension, getting sucked back into where they came from.
[[The End]]]Thanks for playing!
Be sure to leave a comment or rating on Itch if you've gotten this far and let me know what you think!
[[To Title->Title]]# Brewing Silence
### A quiet promise of nothingness
#### Content Warning / Disclaimer:
This story contains mature themes, including violence, depictions of dead bodies, and implied suicide. Reader discretion is advised. The work is a piece of fiction intended for mature audiences and may be disturbing to some readers.
*This is a work of fiction. Unless otherwise indicated, all the names, characters, businesses, places, events and incidents in this book are either the product of the author's imagination or used in a fictitious manner. Any resemblance to actual persons, living or dead, or actual events is purely coincidental.*
[[Start->WakeUp]]