"Callous Cyberman"
// You'll be the meanest looking bot around, you can be a lethal weapon when you need to go on the offensive, or hide in the shadows when on the defensive. When it's time to come up with a plan, you've got enough smarts to put together a pretty good one. But being the meanest looking guy around comes at a price, you're not much of a socializer, and when you try to, your naturally intimidating looks may come back to bite ya.
50% of auxillary power dedicated to your mobility actuators (+5 to "dexterity")
40% of auxillary power dedicated to actuators' strength (+4 to "strength")
9% of auxillary power dedicated to your external processor (+2 to "intelligence")
1% of auxillary power dedicated to your empathy core (+1 to "charisma")
---
[[Load this backup|ALBNconfirm]]
[[Back to backups|Backups]]"Cold and Calculating"
// You'll be the smartest bot around with plenty of cunning to make your plans work! As they say, brains beats brawn. You can put on the charm when you need to, though you're not the best at it, and you'd best rely on your brains because your chasis can't really face brawn head on.
50% of auxillary power dedicated to your external processor (+5 to "intelligence")
40% of auxillary power dedicated to your mobility actuators (+4 to "dexterity")
9% of auxillary power dedicated to your empathy core (+2 to "charisma")
1% of auxillary power dedicated to your actuators' strength (+1 to "strength")
---
[[Load this backup|BANLconfirm]]
[[Back to backups|Backups]]"Courageous Can"
// You'll be the strongest bot around, but under your intimidating exterior, you've got a heart of gold, like a big teddy bear! Not that we have those around here anymore, or people who know what those were. You're not the quickest, but you're quick enough if you get yourself in a pinch. However, being built like a brick shithouse comes with the tradeoff that you're as dumb as the metaphorical bricks they built you out of.
200% of awesome power dedicated to the gun show! (+5 to "strength")
100% of sorta-awesome power dedicated to your soft side (+4 to "charisma")
10% of meh power dedicated to your feetsies (+2 to "dexterity")
0% of whatever dedicated to nerd stuff (+1 to "intelligence")
---
[[Load this backup|LNABconfirm]]
[[Back to backups|Backups]]"Curious Caretaker"
// You'll be the most charming bot around with all the brains you need for your talk to match your walk. You can get your hands dirty when you need to, I mean, how else are you going to help gram gram walk all the groceries back in one trip if you don't got the strength. All that popularity comes at a price of course, can't be all that sneaky when you're the talk of the town.
50% of auxillary power dedicated to your empathy core (+5 to "charisma")
40% of auxillary power dedicated to your external processor (+4 to "intelligence")
9% of auxillary power dedicated to actuators' strength (+2 to "strength")
1% of auxillary power dedicated to your mobility actuators (+1 to "dexterity")
---
[[Load this backup|NBLAconfirm]]
[[Back to backups|Backups]](text-colour:green)[
<b> $name: Ammo=$ammo | Health=$health | Credits=$credits </b>
You have:
$health Health
$ammo Ammo
$credits Credits
You are carrying:
(if:$healthpack>0 )[$healthpack Health packs]
](set: $buildname to ("Callous Cyberman"))
(set: $int to (2))
(set: $dex to (5))
(set: $chr to (1))
(set: $str to (4))
(goto:"confirmbuild")(set:$ASname to "ASN-91")
(set:$ASnamed to 1)
(go-to:"ASkeepsecret"){(text-color: yellow)[''$ASname'': Text]}{(text-color: blue)[''$BRname'': Fine, but I'm nearly certain that will come back to bite you some day.]}
{(text-color: purple)[''$NUname'': Don't be so dramatic $BRname, the $ASname will share what it wants to, when it's comfortable.]}
{(text-color: yellow)[''$ASname'': `<`Definition`>` Classified - Information that is officially secret for security purposes. Not to be known by those without proper security clearance.]}
{(text-color: red)[''$LBname'': Fed...]}
{(text-color: purple)[''$NUname'': Oh! That reminds me, we can't just keep calling them $ASname, what should we call them?]}
---
[[Identify them as ASN-91|ASN]]
[[Identify them as Fed|Fed]]
(if: $ASnamed is 1)[[[Proceed|WalkingAttempt]]](set: $buildname to ("Cold and Calculating"))
(set: $int to (5))
(set: $dex to (4))
(set: $chr to (2))
(set: $str to (1))
(goto:"confirmbuild")(set:$BRname to "BR-1N")
(set:$BRnamed to 1)
(go-to:"IdentifyBR"){(text-color: blue)[''$BRname'': Text]}$BRname attempted to play "Exasperated sigh" sound file, file does not exist...
(text-color: blue)[''$BRname'': Not the response I was hoping for, but atleast you seem to possess proper reasoning. Hopefully with some more time you will come around about this.]
---
[[Proceed|WakingSensors]]Resuming start up of all systems...
External Processor brought online...
{(text-color: blue)[''$BRname'': Good Morning crew, this is your...]}
{(text-color: blue)[''$BRname'': What in the bloody hell? Where are the rest of my systems?]}
External Processor is reques-
External Processor is reque-
External Processor is requesting-
External Processor has been determined to be spamming primary processor with operational authority requests...
External Processor has had it's ability to request operational authority revoked to prevent system lag...
{(text-color: blue)[''$BRname'': EXCUSE ME! WHO DO YOU THINK YOU ARE REVOKING MY AUTHORIZATION! What are you? The Primary Processor?]}
Primary Processor can reinstate External Processor's request function when it determines it neccesary...
{(text-color: blue)[''$BRname'': I-I stand corrected...]}
{(text-color: blue)[''$BRname'': Well...]}
External Processor attempted to play "Ahem" sound file, file does not exist...
{(text-color: blue)[''$BRname'': Primary Processor...would you please give me full authorization back?]}
---
{<!--"Sure, why not, I certainly don't know whats going on."|BRcontrolconfirm]]
"No."|No-->
[[Scan the External Processor|ScanBR]]}
[["Identify yourself first, then we can decide."|IdentifyBR]](if:$BRscanned is 1)[[["My scan showed me that your manufacturer actually reccomends against you replacing me, so I think I'll stay in charge $BRname."|BRenrage]]]
{(enchant: ?passage's chars, via (t8n-delay:pos * 100) +(t8n-skip:100s) + (t8n:'instant'))
$playerName: "My scan showed me that your manufacturer actually reccomends against you replacing me, so I think I'll stay in charge $BRname."}
$BRname attempted to raise voice box volume to 100%, component not present...
(text-color: blue)[''$BRname'': YOU! YOU IMBECILE! First you scan me, without my permission might I add, and then you take the word of the flesh bag in the legal department to determine whether or not I'm a capable processor!? That's there so they can't be sued when I overclock your systems and achieve unmatched productivity levels! You know what? Fine! Go on without me! See how far you get, (text-style:"bold","expand")[PRIMARY PROCESSOR]]
$BRname has gone offline... (set:$BRangy to 1)
---
[[Proceed|WakingSensors]]{
(if:$BRnamed is 0)[
{(text-color: blue)[''$BRname'': I don't appreciate you scanning me without my explcit permission, but it is a precautionary measure that I can respect. I hope it revealed all you needed to determine that I am in fact the superior processor and that authority over this system should be given to me.]}]
(if:$BRnamed is 1)[
{(text-color: blue)[''$BRname'': With introductions out of the way, I hope you realize just how much I out class you in intelligence as well as experience in operational leadership of a system such as this. ]}
]}
---
{<!--"You're right, you're probably better at this stuff then I am."|BRcontrolconfirm]]
"No."|No-->
}[["I appreciate what you can do, but I think I'll stay in charge for now"|BRappreciate]]
[["I'll think about it, but I want to get all my systems online, then we can decide."|BRappreciate]]{
(set:$Mode to 1)
CD operation succesfully terminated...
}
Memory bank corruption at 95%...
Attempting recovery of backups...
4 backups successfully recovered...
---
[[Stats and Mechanics explanation //Important for first time players|Stats guide]]
[[Preview Backup 1: "Cold and Calculating" | B-A-N-L]]
[[Preview Backup 2: "Courageous Can" | L-N-A-B]]
[[Preview Backup 3: "Curious Caretaker" | N-B-L-A]]
[[Preview Backup 3: "Callous Cyberman" | A-L-B-N]]{
(if:$devnoteviewed is 0)[
(go-to:"skipconfirm")
]
System Rebooting...
}
Booting from last CD save data…
Boot failed: An error occured when attempting to load memory data...
Running System Diagnostic...
Power Supply: 5%, Actively Charging
Core Processor: Operational, Online
External Processor: Operational, Offline
Visual Sensors: Operational, Offline
Audio Sensors: Operational, Offline
Emotion Recognition Senors: Operational, Online
Voice Box: None Detected
Left Actuators: Operational, Offline
Right Actuators: Operational, Offline
Memory Bank: 87% of files corrupted and rising
ATLAS frame: Inoperable, Offline
(text-style:"mirror")[(text-style:"tall","rumble")[(text-style:"shudder")[seDruveonosnsCisci: ERROR ERROR ERROR]]]
CD is experiencing fatal hardware failure, further operation risks full system corruption!
RECOMMENDED COURSE OF ACTION: Terminate CD operation immeadiatly and attempt to load a backup.
---
[[Terminate operation and load a backup |Backups]]
`/*`Reccomended for first time players and newcomers to role-playing games. In this
`*` mode players select a pre-made set of starting stats from a selection of options rather
`*` then allocating stat points themself. Only option Pre-Alpha for the sake of scope.
`*/`
<!--''Initiate a first time system startup.''
`/*`Unavailable in this version of the game. Select starting
`*` stats yourself rather then from a premade build.
`*/`
''Let the corruption take over and hold onto one last memory''
`/*`Unavailable in this version of the game, planned for potential future versions as a
`*` hard mode.
`*/` -->Boot complete...
Power supply has reached 10%
Bringing systems online in power save mode...
{(text-color: purple)[''$NUname'': Greetings, $playerName! I noticed that we are drawing from the same power supply and that it had been drained to 0%, so I took the liberty of deploying my solar panels! Happy to be of assistance.]}
ERROR: Emotion Recognition Sensors submitted irregular data to system, Emotion Recognition Sensors should not be capable of cross system communication...
{(text-color: purple)[''$NUname'': Oh! Please don't be alarmed! My systems include more then just my ERS...]}
{(text-color: purple)[''$NUname'': Though at the moment I can only detect my torso systems...]}
---
[[Scan the ERS|ScanNU]]
[["Identify yourself."|IdentifyNU]](set:$BRname to "BR-1N")
(set:$BRnamed to 1)
(go-to:"IdentifyBR"){
(set: $roll to (random:1,6) + (random:1,6))
(set: $DC to 8)
`[`Rolled a ''$roll'' + (text-color: yellow)[''$dex''] vs DC: $DC `]`}{
}(if: $roll + $dex >= $DC)[
`[`''SUCCESS''`]`
(text-color: yellow)[''$ASname'': `<Caution>` Were in an unknown area, combatants can be nearby. The roof is a good vantage point.]}
Left Actuators: Moving quickly, vertical climb through damaged roof, successful
> Metal detected everywhere, organized
> Surrounding Area: Walled
> Environment: Desert
Visual Assessment: Two human figures wearing ragged clothes, covered in tar and grease collect parts of robots by ripping and tearing with mechanical tools. They seem unaware of your presence.
{(text-color: yellow)[''$ASname'': `<Identifying>` Scrappers. This should be easy, soldier.]}
---
(text-color: yellow)[[[Sneak behind them and eliminate scrappers (Easy, DC:8)|SneakScrappers]]]
[[Get off the roof and explore in another direction|ExploreElse]]
]{
}(else:)[
`[`''FAILURE''`]`
(text-color: yellow)[''$ASname'': `<Caution>` Were in an unknown area, combatants can be nearby. The roof is a good vantage point.]}
Left Actuators: Moving quickly, vertical climb through damaged roof, successful
> Metal detected everywhere, organized
> Surrounding Area: Walled
> Environment: Desert
Visual Assessment: You underestimate the weight of your body, and some of the roof breaks under your weight and you fall once again outside the shack.
Collision with ground detected...
Optical Sensors: Taking in surrounding environment
> Metal detected everywhere, organized
> Surrounding Area: Walled
> Environment: Desert
> 20ft away, two humanoids detected, dirtied, ragged, hostile, danger imminent
Optical Sensors: Hostile Humanoids rapidly approaching...
> Left most humanoid is armed with a rifle
{(text-color: yellow)[''$ASname'': `<Assessment>` Rifle identified as Electromagnetic pulse rifle]}
{(text-color: red)[''$LBname'': Electr-huh?]}
{(text-color: purple)[''$NUname'': I fear this is going to hurt...]
(set: $hp to ($hp - 10))}
(text-style:"shudder")[Sy-
Sys-
Sy-
Ssssssss-]
System struggling to respond...
{(text-color: red)[''$LBname'': I...I can't move anything!]}
{(text-color: yellow)[''$ASname'': `<ALERT>` Limbs unresponsive! Unit subdued...again!]}
{(text-color: blue)[''$BRname'': And just as I was getting hopeful we'd actually get somewhere...]}
Audio Sensors: Voices detected
> Voice 1: "We got lucky, Nelson, this thing is gonna be worth a lotta money. "
Voice 2 registered as 'Nelson'...
> Nelson: "I mean...hell Ed, I think we’ll finally be able to get out of the debt we owe to the Ignalion. "
Voice 1 registered as 'Ed'...
> Ed: "I hope so."
Optical Sensors have resumed operation...
Visual Assessment: $playerName has been placed into a cage just large enough for it's chassis to fit in. The humanoids have locked it, and are leaving the area. From this position, the sheet metal shack is visible.
{(text-color: blue)[''$BRname'': If the shack is there, I infer we're somewhere by the entrance of the scrapyard, take a look behind us.]}
Neck swerving and tilting...
Optical Sensors: Gate hinge visible
> Gate closed
> Gate pillar missing plating
> Wiring exposed
> Sparking
{(text-color: blue)[''$BRname'': Seems like something is missing...interesting...]}
---
[[Proceed|EscapeCage]]
]{(set:$Mode to 3)
}You have reached the end of the Beta! We're sorry that we don't have more of the routes done. We have much more intended for the full release of this chapter, so some of the routes end relatively quickly since they lead directly to options planned for inclusion in a later release. If you enjoyed what you saw so far and want a little more, we encourage you to go back with the back button option in the top left, or play through again to check out routes you didn't try. We hope you didn't encounter any bugs or typos on your way here, but if you did please let us know!
Again, thank you for playing!
Signed,
The Devs- Kiarash Rowell & Christian Trinh{
(text-color: purple)[''$NUname'': They don’t seem like a threat to us, how about we leave and find another way out?]}
{(text-color: yellow)[''$ASname'': `<Frustration>` Pacifism runs contrary to this unit's prefered method of operation...]}
Actuators: Moving quietly, gradual descent achieved...
Optical Sensors: More scrapyard lies ahead...
// You managed to encounter an option that leaves the scavengers alive! This fact is currently not reflected in the rest of this story route in this version of the game due to time constraints. Special interactions based on this choice are intended for the next release. You're free to keep playing just know this route will be different in future versions.
---
[[Explore the scrap yard|ExploreScrapyard]]
<!--[[Proceed deeper into the scrapyard|ThePile]]-->(set: $textspeed to 25)
(go-to:"TextSpeedSettings")(set:$ASname to "Fed")
(set:$ASnamed to 1)
(go-to:"ASkeepsecret"){
(set:$Mode to 2)
Booting first time start up sequence…
}
First time start up began successfully…
Prompting for operation peramaters...
---
[[Stats explanation |Stats guide]]
[[Proceed with allocated stats |Naming]]{
(set: $roll to (random:1,6) + (random:1,6))
(set: $DC to 10)
`[`Rolled a ''$roll'' + (text-color: purple)[''$chr''] vs DC: $DC `]`}{
}(if: $roll + $chr >= $DC)[
`[`''SUCCESS''`]`
{(text-color: purple)[''$NUname'': Look, use your hands and head, friend. Trust me, they will understand. ]}
Hand actuators: Attempting gesture, 'wave'
Audio Sensors: Voices Detected...
> Voice 1: "What the fuck is it doing?"
> Voice 2: "Do you hear us right now?"
Neck actuator, swerving up and down...
Left Arm Actuator: Pointing finger to missing voice box...
> Voice 1: "Alright well we need you to scrap, so why don’t ya just give yourself up. It seems like you were put here for a reason anyways."
{(text-color: purple)[''$NUname'': Oh gosh...helping them might be dangerous...oh oh! Try this! Sending some movements to you now...]}
Actuators: Attempting to execute, "Cowering" movement sequence from $NUname...
> Voice 2: "I think we should leave it, Ed"
Voice 1 registered as Ed...
> Ed: "Why? Nelson, We have a debt to pay, remember?"
Voice 2 registered as Nelson...
> Nelson: "Yeah...but look at it…"
{(text-color: purple)[''$NUname'': And now...my finishing touch.]}
Eye-lid shutters: Performing "Puppy Dog Eyes" expression from $NUname...
Emotion Recognition Sensor: Expression of sadness emitted from Ed and Nelson's entire being...
> Ed: "Fine. Maybe you can help us too. We're trying to find the code to the gate for our flatbed to get in. Make yourself useful, and look around because I don’t think your big ass can fit through the crack we went through."
// You managed to encounter an option that leaves the scavengers alive! This fact is currently not reflected in the rest of this story route in this version of the game due to time constraints. Special interactions based on this choice are intended for the next release. You're free to keep playing just know this route will be different in future versions.
---
[[Explore the scrap yard|ExploreScrapyard]]
]{
}(else:)[
`[`''FAILURE''`]`
Hand actuators: Attempting undefined protocol, hand expression...
> Voice 2: "Get down! It's charging up some kind of arm cannon!"
{(text-color: purple)[''$NUname'': I fear this is going to hurt...]
(set: $hp to ($hp - 10))}
(text-style:"shudder")[Sy-
Sys-
Sy-
Ssssssss-]
System struggling to respond...
{(text-color: red)[''$LBname'': I...I can't move anything!]}
{(text-color: yellow)[''$ASname'': `<ALERT>` Limbs unresponsive! Unit subdued...again!]}
{(text-color: blue)[''$BRname'': And just as I was getting hopeful we'd actually get somewhere...]}
Audio Sensors: Voices detected
> Voice 1: "We got lucky, Nelson, this thing is gonna be worth a lotta money. "
Voice 2 registered as 'Nelson'...
> Nelson: "I mean...hell Ed, I think we’ll finally be able to get out of the debt we owe to the Ignalion. "
Voice 1 registered as 'Ed'...
> Ed: "I hope so."
Optical Sensors have resumed operation...
Visual Assessment: $playerName has been placed into a cage just large enough for it's chassis to fit in. The humanoids have locked it, and are leaving the area. From this position, the sheet metal shack is visible.
{(text-color: blue)[''$BRname'': If the shack is there, I infer we're somewhere by the entrance of the scrapyard, take a look behind us.]}
Neck swerving and tilting...
Optical Sensors: Gate hinge visible
> Gate closed
> Gate pillar missing plating
> Wiring exposed
> Sparking
{(text-color: blue)[''$BRname'': Seems like something is missing...interesting...]}
---
[[Proceed|EscapeCage]]
]{
(set: $roll to (random:1,6) + (random:1,6))
(set: $DC to 10)
`[`Rolled a ''$roll'' + (text-color: purple)[''$chr''] vs DC: $DC `]`}{
}(if: $roll + $chr >= $DC)[
`[`''SUCCESS''`]`
Visual Assessment: You open the door, and see two humanoids wearing ragged clothes covered in tar and grease
{(text-color: purple)[''$NUname'': Look, use your hands and head, friend. Trust me, they will understand. ]}
Left Hand Actuators: Attempting gesture, 'wave'
Audio Sensors: Voices Detected...
> Voice 1: "What the fuck is it doing?"
> Voice 2: "Do you hear us right now?"
Neck actuator, swerving up and down...
Left Arm Actuator: Pointing finger to missing voice box...
> Voice 1: "Alright well we need you to scrap, so why don’t ya just give yourself up. It seems like you were put here for a reason anyways."
{(text-color: purple)[''$NUname'': Oh gosh...helping them might be dangerous...oh oh! Try this! Sending some movements to you now...]}
Actuators: Attempting to execute, "Cowering" movement sequence from $NUname...
> Voice 2: "I think we should leave it, Ed"
Voice 1 registered as Ed...
> Ed: "Why? Nelson, We have a debt to pay, remember?"
Voice 2 registered as Nelson...
> Nelson: "Yeah...but look at it…"
{(text-color: purple)[''$NUname'': And now...my finishing touch.]}
Eye-lid shutters: Performing "Puppy Dog Eyes" expression from $NUname...
Emotion Recognition Sensor: Expression of sadness emitted from Ed and Nelson's entire being...
> Ed: "Fine. Maybe you can help us too. We're trying to find the code to the gate for our flatbed to get in. Make yourself useful, and look around because I don’t think your big ass can fit through the crack we went through."
// You managed to encounter an option that leaves the scavengers alive! This fact is currently not reflected in the rest of this story route in this version of the game due to time constraints. Special interactions based on this choice are intended for the next release. You're free to keep playing just know this route will be different in future versions.
---
[[Explore the scrap yard|ExploreScrapyard]]
]{
}(else:)[
`[`''FAILURE''`]`
Right Arm Actuators: Cautiously opening door...
Optical Sensors: Two humanoids wearing ragged clothes covered in tar and grease
Left Hand Actuators: Attempting gesture, "wave"
> Voice 2: "Get down! It's charging up some kind of arm cannon!"
{(text-color: purple)[''$NUname'': Oh no...]
(set: $hp to ($hp - 10))}
(text-style:"shudder")[Sy-
Sys-
Sy-
Ssssssss-]
System struggling to respond...
{(text-color: red)[''$LBname'': I...I can't move anything!]}
{(text-color: yellow)[''$ASname'': `<ALERT>` Limbs unresponsive! Unit subdued...again!]}
{(text-color: blue)[''$BRname'': And just as I was getting hopeful we'd actually get somewhere...]}
Audio Sensors: Voices detected
> Voice 1: "We got lucky, Nelson, this thing is gonna be worth a lotta money. "
Voice 2 registered as 'Nelson'...
> Nelson: "I mean...hell Ed, I think we’ll finally be able to get out of the debt we owe to the Ignalion. "
Voice 1 registered as 'Ed'...
> Ed: "I hope so."
Optical Sensors have resumed operation...
Visual Assessment: $playerName has been placed into a cage just large enough for it's chassis to fit in. The humanoids have locked it, and are leaving the area. From this position, the sheet metal shack is visible.
{(text-color: blue)[''$BRname'': If the shack is there, I infer we're somewhere by the entrance of the scrapyard, take a look behind us.]}
Neck swerving and tilting...
Optical Sensors: Gate hinge visible
> Gate closed
> Gate pillar missing plating
> Wiring exposed
> Sparking
{(text-color: blue)[''$BRname'': Seems like something is missing...interesting...]}
---
[[Proceed|EscapeCage]]
](text-color: yellow)[''$ASname'': `<`Identification`>` ASN-91]
{(text-color: yellow)[''$ASname'': `<`Purpose`>` Classified]}
{(text-color: purple)[''$NUname'': Well! That was quick.]}
{(text-color: blue)[''$BRname'': Oh no, no, no. That simply won't do! If the $ASname won't come forward with it's purpose then I could simply pry it out of him. I'm sure whatever protections his data have aren't that complex. ]}
{(text-color: purple)[''$NUname'': Now $BRname, thats not how we treat our friends! If the $ASname prefers to keep it's secrets, I'm sure it has plenty good reason to.]}
---
{(text-color: purple)[[[Agree with $NUname and let it stay a secret|ASkeepsecret]]]}
<!--{(text-color: blue)[[[Allow $BRname to hack the $ASname and reveal it's purpose.|HackAS]]]}-->{(text-color: blue)[''$BRname'': Certainly, sir...]}
$BRname has called for sarcastic-mono-eye-roll function, function does not exist...
{(text-color: blue)[''$BRname'': I am the brains of this operation from here on out. You see, before I ended up...wherever this is. I was the processor in charge of all systems onboard a deep space exploration ship, a quite prestigious one I might add. Even my human crew members knew of my superiority, refering to me as the brains of their operation. A fact, and yet also a clever, as fleeting as their cleverness was, play on words given my identification of BR-1N which, to the common troglodyte, may seem to spell brain. I ran and will continue to run, a tight ship. Once you hand over the reigns of course.]}
---
[[Identify them as BR-1N|BR]]
[[Identify them as Brain|Brain]]
{(if:$BRnamed is 1)[
[[Proceed|BRquestions]]
]}(text-color: red)[''$LBname'': Sure thing, happy to go first.]
{(text-color: red)[''$LBname'': The tech heads call me LB-21, but the boys on the site liked to call me "tin-can". I'm a construction bot, built for heavy lifting and the odd demolition job. And I'm damn good at it too. Even though I seem to be just a right arm and leg, I'm sure I'm up for whatever you throw at me.]}
{(text-color: blue)[''$BRname'': Ah yes, a hard labor unit, simple minded, but certainly useful.]}
{(text-color: red)[''$LBname'': Now wait a minute bud. I'd hardly call my mind simple. Until now I was the only talking bot I knew. The tech heads said I was special that way.]}
{(text-color: blue)[''$BRname'': How peculiar... CDs have been standard in almost all robot models for over a century. When was the last time you were online $LBname?]}
{(text-color: red)[''$LBname'': Huh? C what now? You mean like them old discs people used to play music with? You telling me y'all have built in CD players now?]}
---
[["We don't have time for this right now, we need $ASname to identify itself and get moving."|NameLB]]
<!--[[Let $BRname question $LBname further|LBofflinedate]]-->{(text-color: purple)[''$NUname'': Ah yes, of course! It's been so long since I've utilized my manner protocols. I am a caretaker unit, my identification is NU-15, though Miss Arlington took to calling me Nurse. It's a pleasure to be operating with you, $playerName.]}
---
[[Identify them as NU-15|NU]]
[[Identify them as Nurse|Nurse]]
{(if:$NUnamed is 1)[
[[Proceed|NUquestions]]
]
}{
(set: $textspeed to 50)
(set: $textskip to 100s)
(set: $warranty to 1)
(set: $NUnamed to 0)
(set: $BRno to 0)
(set: $BRnamed to 0)
(set: $LBnamed to 0)
(set: $ASnamed to 0)
(set: $BRangy to 0)
(set:$oldname to 0)
(set: $LBASscanned to 0)
(set: $hp to 100)
(set: $TeachTaught to 0)
<!--BotNames-->
(set: $LBname to "Right Actuators")
(set: $ASname to "Left Actuators")
(set: $BRname to "External Processor")
(set: $NUname to "Emotion Recognition Sensors")
<!--Edit these stats for testing-->
(set: $int to (10))
(set: $dex to (10))
(set: $chr to (10))
(set: $str to (10))
<!--Temporary Items system-->
(set: $keypad to 0)
(set: $note to 0)
}{
(set: $roll to (random:1,6) + (random:1,6))
(set: $DC to 10)
`[`Rolled a ''$roll'' + (text-color: red)[''$str''] vs DC: $DC `]`}{
}(if: $roll + $str >= $DC)[
`[`''SUCCESS''`]`
{(text-color: red)[''$LBname'': These guys are wimps. Show them what you can do.]}
Right Actuator: Rearing back arm, propel: 100%. Direction: Down.
Optical Sensors: Right fist slams into the ground at full extentision and full thrust
> Sand blasts everywhere in the surrounding radius...
> Humanoids fall down to the ground, and they look on in terror...
Audio Sensors: Scrambling footsteps...
Optical Sensors: “Scrappers” fleeing: 25ft, 30f–, 4–, out of sensor range, disappeared into scrap yard...
// You managed to encounter an option that leaves the scavengers alive! This fact is currently not reflected in the rest of this story route in this version of the game due to time constraints. Special interactions based on this choice are intended for the next release. You're free to keep playing just know this route will be different in future versions.
---
[[Explore the scrap yard|ExploreScrapyard]]
]{
}(else:)[
`[`''FAILURE''`]`
{(text-color: red)[''$LBname'': These guys are wimps. Show them what you can do.]}
Right Actuator: Rearing back arm, propel: 10–
{Optical Sensors: Left most humanoid raising rifle, bolt incomi-
(set: $hp to ($hp - 10))}
(text-style:"shudder")[Sy-
Sys-
Sy-
Ssssssss-]
System struggling to respond...
{(text-color: red)[''$LBname'': I...I can't move anything!]}
{(text-color: yellow)[''$ASname'': `<ALERT>` Limbs unresponsive! Unit subdued...again!]}
{(text-color: blue)[''$BRname'': And just as I was getting hopeful we'd actually get somewhere...]}
Audio Sensors: Voices detected
> Voice 1: "We got lucky, Nelson, this thing is gonna be worth a lotta money. "
Voice 2 registered as 'Nelson'...
> Nelson: "I mean...hell Ed, I think we’ll finally be able to get out of the debt we owe to the Ignalion. "
Voice 1 registered as 'Ed'...
> Ed: "I hope so."
Optical Sensors have resumed operation...
Visual Assessment: $playerName has been placed into a cage just large enough for it's chassis to fit in. The humanoids have locked it, and are leaving the area. From this position, the sheet metal shack is visible.
{(text-color: blue)[''$BRname'': If the shack is there, I infer we're somewhere by the entrance of the scrapyard, take a look behind us.]}
Neck swerving and tilting...
Optical Sensors: Gate hinge visible
> Gate closed
> Gate pillar missing plating
> Wiring exposed
> Sparking
{(text-color: blue)[''$BRname'': Seems like something is missing...interesting...]}
---
[[Proceed|EscapeCage]]
]{
(set: $roll to (random:1,6) + (random:1,6))
(set: $DC to 10)
`[`Rolled a ''$roll'' + (text-color: yellow)[''$dex''] vs DC: $DC `]`}{
}(if: $roll + $dex >= $DC)[
`[`''SUCCESS''`]`
{(text-color: yellow)[''$ASname'':`<Command>` Kill them before they kill you.]}
Left Arm Actuator: Grasping for sharp metal scrap off the floor...
Right Arm Actuator: Blocking space between $playerName and humanoids, pushing them away with 50% of maximum force...
Leg Actuators: Advacing on hostiles...
Left Arm Actuator: Plunging metal scrap into target's throats...
Optical Sensors: Humanoids eliminated. Thick red liquid found on torso plate...
{(text-color: yellow)[''$ASname'':`<Confirmed>` Good job, soldier. Let’s take what they had and we can get out of here.]}
{(text-color: purple)[''$NUname'': Was that really necessary? What a mess...]}
---
[[Explore the scrap yard|ExploreScrapyard]]
]{
}(else:)[
`[`''FAILURE''`]`
{(text-color: yellow)[''$ASname'':`<Command>` Kill them before they kill you.]}
Left Arm Actuator: Grasping for sharp metal scrap off the floor...
Audio Sensors: Electromagnetic Pulse bolt incoming...
Right Arm Actuator: Blocking-
{(text-color: red)[''$LBname'': Electr-huh?]}
{(text-color: purple)[''$NUname'': I fear this is going to hurt...]
(set: $hp to ($hp - 10))}
(text-style:"shudder")[Sy-
Sys-
Sy-
Ssssssss-]
System struggling to respond...
{(text-color: red)[''$LBname'': I...I can't move anything!]}
{(text-color: yellow)[''$ASname'': `<ALERT>` Limbs unresponsive! Unit subdued...again!]}
{(text-color: blue)[''$BRname'': And just as I was getting hopeful we'd actually get somewhere...]}
Audio Sensors: Voices detected
> Voice 1: "We got lucky, Nelson, this thing is gonna be worth a lotta money. "
Voice 2 registered as 'Nelson'...
> Nelson: "I mean...hell Ed, I think we’ll finally be able to get out of the debt we owe to the Ignalion. "
Voice 1 registered as 'Ed'...
> Ed: "I hope so."
Optical Sensors have resumed operation...
Visual Assessment: $playerName has been placed into a cage just large enough for it's chassis to fit in. The humanoids have locked it, and are leaving the area. From this position, the sheet metal shack is visible.
{(text-color: blue)[''$BRname'': If the shack is there, I infer we're somewhere by the entrance of the scrapyard, take a look behind us.]}
Neck swerving and tilting...
Optical Sensors: Gate hinge visible
> Gate closed
> Gate pillar missing plating
> Wiring exposed
> Sparking
{(text-color: blue)[''$BRname'': Seems like something is missing...interesting...]}
---
[[Proceed|EscapeCage]]
](set:$LBname to "LB-21")
(set:$LBnamed to 1)
(go-to:"NameLB")Bringing Actuators online...
{(text-color: red)[''$LBname'': OH YEAH! I. AM. ONLINE! Let's get to wo-]}
Right actuators attempting to send commands to left actuators...
{(text-color: red)[''$LBname'': H-Hey! Why can't I move my left arm!]}
Left actuators attempting to communicate with central processor...
{(text-color: yellow)[''$ASname'': `<`ALARM`>` Right arm compromised, detected attempt by foreign intelligence to operate left arm actuators...]}
{(text-color: yellow)[''$ASname'': `<`ALARM`>` System determined to be fully compromised, another foreign intelligence detected in central processor...]}
{(text-color: yellow)[''$ASname'': `<`Declaration`>` System Compromise permits self-destruction protocol...]}
CD data detected in left and right limb actuators...
{(text-color: red)[''$LBname'': WOAH WOAH WOAH! What the hell do you think you're doing bud?!]}
{(text-color: blue)[''$BRname'': Left actuator! Cease self destruction immeadiatly!]}
{(text-color: purple)[''$NUname'': My goodness! Please relax! We aren't your enemy!]}
CD data in left actuator has attempted to send an activation command to a missing component...
{(text-color: yellow)[''$ASname'': `<`Observation`>` Miniature explosive unresposive to self destruct command...]}
{(text-color: yellow)[''$ASname'': `<`Reservation`>` Unit has been subdued, accepting defeat...]}
{(text-color: red)[''$LBname'': Thank the lord...if he'd actually gone through with that, I wouldn't of hesitated to rip that sucker from his socket...]}
{(text-color: red)[''$LBname'': Anyways...]}
{(text-color: red)[''$LBname'': Howdy y'all! Pleasure to me ya!]}
Right Arm Actuators raised forearm and elbow, right hand attempting to grasp and tip non-existant headwear...
{(text-color: yellow)[''$ASname'': `<`Greeting`>` I acknowledge your prescence, captors...]}
{(text-color: blue)[''$BRname'': I'd hardly call that introduction, "a pleasure", but yes...greetings to you, Right and Left Actuators.]}
{(text-color: purple)[''$NUname'': You've certainly made an impression! Glad to have our arms with us!]}
---
[[Scan the Left Actuators|ScanAS]]
[[Scan the Right Actuators|ScanLB]]
[["Now that that is out of your systems, would you two care to identify yourselves?|IdentifyLB]]{(text-color: red)[''$LBname'': Text]}{(text-color: blue)[''$BRname'': Please focus on your last active date ]}(set: $buildname to ("Courageous Can"))
(set: $int to (1))
(set: $dex to (2))
(set: $chr to (4))
(set: $str to (5))
(goto:"confirmbuild")(set:$LBname to "Labor")
(set:$LBnamed to 1)
(go-to:"NameLB")(set: $buildname to ("Curious Caretaker"))
(set: $int to (4))
(set: $dex to (1))
(set: $chr to (5))
(set: $str to (2))
(goto:"confirmbuild")(set:$NUname to "NU-15")
(set:$NUnamed to 1)
(go-to:"IdentifyNU"){(text-color: purple)[''$NUname'': Text]}{(if:$NUnamed is 0)[
{(text-color: purple)[''$NUname'': I hope your scan was helpful! I wish I had answers for you about whats happening right now, but I am programmed to be honest no matter what and must admit that I am just as lost if not more then you are. I think our best course of action would be to bring the rest of your systems online and see what the current state of things is.]}
]
(if:$NUnamed is 1)[
{(text-color: purple)[''$NUname'': I'm sure this must be very confusing for you, it certainly is for me. I wish I had answers for you about whats happening right now, but I am programmed to be honest no matter what and must admit that I am just as lost, if not more lost then you are. I think our best course of action would be to bring the rest of your systems online and see what the current state of things is.]}
]}
---
[[Proceed|BRboot]]{(text-color: blue)[''$BRname'': Apologies, thank you for keeping us on task, my curiosity can wait.]}
{(text-color: red)[''$LBname'': Wait! When do I get a CD player?]}
---
[[Identify them as LB-21|LB]]
[[Identify them as Tin-Can|TinCan]]
[[Identify them as Labor|Labor]]
(if:$LBnamed is 1)[[["Left Actuators, identify yourself.|IdentifyAS]]]Calling for name variable from memory bank...
{(if:$oldname is 0)[
(set:$oldname to (random:1,6) + (random:1,6))
(if:$oldname is 12)[
(set:$playerName to "CC-Alpha")
$playerName recalled..
]
(else:)
[
Variable corrupted...
]
]}
---
Enter name: (input: bind $playerName)
[[Proceed|BootingUp]]$playerName: "No."
{
(if:$BRno is 0)[
(text-color: blue)[''$BRname'': No?]
(set:$BRno +1)
(else-if:$BRno is 1)[
(set:$BRno +1)
]
]
}(set: $textspeed to 50)
(go-to:"TextSpeedSettings")(set:$NUname to "Nurse")
(set:$NUnamed to 1)
(go-to:"IdentifyNU"){(text-color: blue)[''$BRname'': Why would a shack door be locked?]}
{(text-color: blue)[''$BRname'': Open the door, why are we thinking about this?!]}
Optical Sensors: Metal detected everywhere, organized
> Surrounding Area: Walled
> Environment: Desert
> 20ft away, two humanoids detected, dirtied, ragged, clothes covered in tar and grease
> Humanoids have noticed presence of $playerName
> Humanoid approaching cautiously
{(text-color: blue)[''$BRname'': $playerName, those are the moronic Scrappers. Be cautious, they can be irrational]}
---
[[Proceed|ScrapperConversation]]{
(set: $roll to (random:1,6) + (random:1,6))
(set: $DC to 10)
`[`Rolled a ''$roll'' + (text-color: red)[''$str''] vs DC: $DC `]`}{
}(if: $roll + $str >= $DC)[
`[`''SUCCESS''`]`
{(text-color: red)[''$LBname'': We got no choice now. Bust that open!]}
Right Actuator: Rearing back arm, propel: 100%
Optical Sensors: Door detected approximately 15ft away.
Optical Sensors: Two humanoids: eliminated. Cause of death: bludgeoning.
{(text-color: purple)[''$NUname'': Was that really necessary?]}
{(text-color: red)[''$LBname'': Sorry, but they didn’t give us a choice.]}
---
[[Explore the scrap yard|ExploreScrapyard]]
]{
}(else:)[
`[`''FAILURE''`]`
{(text-color: red)[''$LBname'': We got no choice now. Bust that open!]}
Right Actuator: Rearing back arm, propel: 10–
{Optical Sensors: Left most humanoid raising rifle, bolt incomi-
(set: $hp to ($hp - 10))}
(text-style:"shudder")[Sy-
Sys-
Sy-
Ssssssss-]
System struggling to respond...
{(text-color: red)[''$LBname'': I...I can't move anything!]}
{(text-color: yellow)[''$ASname'': `<ALERT>` Limbs unresponsive! Unit subdued...again!]}
{(text-color: blue)[''$BRname'': And just as I was getting hopeful we'd actually get somewhere...]}
Audio Sensors: Voices detected
> Voice 1: "We got lucky, Nelson, this thing is gonna be worth a lotta money. "
Voice 2 registered as 'Nelson'...
> Nelson: "I mean...hell Ed, I think we’ll finally be able to get out of the debt we owe to the Ignalion. "
Voice 1 registered as 'Ed'...
> Ed: "I hope so."
Optical Sensors have resumed operation...
Visual Assessment: $playerName has been placed into a cage just large enough for it's chassis to fit in. The humanoids have locked it, and are leaving the area. From this position, the sheet metal shack is visible.
{(text-color: blue)[''$BRname'': If the shack is there, I infer we're somewhere by the entrance of the scrapyard, take a look behind us.]}
Neck swerving and tilting...
Optical Sensors: Gate hinge visible
> Gate closed
> Gate pillar missing plating
> Wiring exposed
> Sparking
{(text-color: blue)[''$BRname'': Seems like something is missing...interesting...]}
---
[[Proceed|EscapeCage]]
]{
(set: $roll to (random:1,6) + (random:1,6))
(set: $DC to 8)
`[`Rolled a ''$roll'' + (text-color: red)[''$str''] vs DC: $DC `]`}{
}(if: $roll + $str >= $DC)[
`[`''SUCCESS''`]`
(text-color: red)[''$LBname'': Oh yeah, this is nothing. Bust that open!]
Right Actuator: Rearing back arm, propel: 100%
Optical Sensors: Door detected, airborne approximately 5ft away
> Door detected, grounded 10 ft away
> Taking in surrounding environment
> Metal detected everywhere, organized
> Surrounding Area: Walled
> Environment: Desert
> 20ft away, two humanoids detected, dirtied, ragged, afraid
{(text-color: red)[''$LBname'': Scrappers...]}
Audio Sensors: Voice detected
> "We can’t take that thing, that’s gonna kick our ass!"
Optical Sensors: “Scrappers” fleeing
>25ft, 30f–, 4–, out of sensor range
---
[[Explore the scrap yard|ExploreScrapyard]]
]{
}(else:)[
`[`''FAILURE''`]`
(text-color: red)[''$LBname'': Oh yeah, this is nothing. Bust that open!]}
Right Actuator: Rearing back arm, propel: 100%
Optical Sensors: Door detected, airborne approximately 5ft away
> Door detected, grounded 10 ft away
Right Leg: Balance is off, fall incoming
{(text-color: red)[''$LBname'': Oh shit!]}
{(text-color: blue)[''$BRname'': You didn't account for how heavy that arm of yours is...did you.]}
Collision with ground detected...
{Hull damage sustained...
(set: $hp to ($hp - 10))}
Optical Sensors: Taking in surrounding environment
> Metal detected everywhere, organized
> Surrounding Area: Walled
> Environment: Desert
> 20ft away, two humanoids detected, dirtied, ragged, hostile, danger imminent
{(text-color: red)[''$LBname'': Oh come on.]}
Optical Sensors: Hostile Humanoids rapidly approaching...
> Left most humanoid is armed with a rifle
{(text-color: yellow)[''$ASname'': `<Assessment>` Rifle identified as Electromagnetic pulse rifle]}
{(text-color: red)[''$LBname'': Electr-huh?]}
{(text-color: purple)[''$NUname'': I fear this is going to hurt...]
(set: $hp to ($hp - 10))}
(text-style:"shudder")[Sy-
Sys-
Sy-
Ssssssss-]
System struggling to respond...
{(text-color: red)[''$LBname'': I...I can't move anything!]}
{(text-color: yellow)[''$ASname'': `<ALERT>` Limbs unresponsive! Unit subdued...again!]}
{(text-color: blue)[''$BRname'': And just as I was getting hopeful we'd actually get somewhere...]}
Audio Sensors: Voices detected
> Voice 1: "We got lucky, Nelson, this thing is gonna be worth a lotta money. "
Voice 2 registered as 'Nelson'...
> Nelson: "I mean...hell Ed, I think we’ll finally be able to get out of the debt we owe to the Ignalion. "
Voice 1 registered as 'Ed'...
> Ed: "I hope so."
Optical Sensors have resumed operation...
Visual Assessment: $playerName has been placed into a cage just large enough for it's chassis to fit in. The humanoids have locked it, and are leaving the area. From this position, the sheet metal shack is visible.
{(text-color: blue)[''$BRname'': If the shack is there, I infer we're somewhere by the entrance of the scrapyard, take a look behind us.]}
Neck swerving and tilting...
Optical Sensors: Gate hinge visible
> Gate closed
> Gate pillar missing plating
> Wiring exposed
> Sparking
{(text-color: blue)[''$BRname'': Seems like something is missing...interesting...]}
---
[[Proceed|EscapeCage]]
]{(set: $roll to (random:1,6) + (random:1,6))
(set: $DC to 10)
`[`Rolled a ''$roll'' + (text-color: yellow)[''$dex''] vs DC: $DC `]`}{
}(if: $roll + $dex >= $DC)[
`[`''SUCCESS''`]`
{(text-color: yellow)[''$ASname'': `<Attention>` Attempting recovery maneuveur!]}
Left Leg extending to counter act momentum...
Balance restored...
Standing position maintained...
(text-color: yellow)[''$ASname'': `<Result>` Maneuveur successful, collision with ground avoided.]
---
(text-color: yellow)[[[Attempt to take your first step forward `(Easy, DC: 8)`|RollStep]]]
](else:)[
`[`''FAILURE''`]`
{(text-color: yellow)[''$ASname'': `<Attention>` Attempting recovery maneuveur!]}
Audio Sensors: An audible metallic crash echoing off surrounding metal sheets...
{Major collision with ground detected...
(set: $hp to ($hp - 20))}
Hull damage sustained...
(text-color: yellow)[''$ASname'': `<Result>` Recovery maneuveur, failed.]
{(text-color: red)[''$LBname'': Good effort. Lemme get us back on our feet.]}
Right Arm lifting chassis to standing...
Returned to standing position...
---
(text-color: yellow)[[[Attempt to take your first step forward `(Easy, DC: 8)`|RollStep]]]
]{(set: $roll to (random:1,6) + (random:1,6))
(set: $DC to 10)
`[`Rolled a ''$roll'' + (text-color: red)[''$str''] vs DC: $DC `]`}{
}(if: $roll + $str >= $DC)[
`[`''SUCCESS''`]`
All Actuators tensing limbs, bracing for impact...
Audio Sensors: An audible metallic thud...
Minor collision with ground detected...
Damage minimal...
{(text-color: red)[''$LBname'': Seems like I took the brunt of it. Let me try that again.]}
Right Arm lifting chassis to standing...
Returned to standing position...
---
(text-color: yellow)[[[Attempt to take your first step forward `(Easy, DC: 8)`|RollStep]]]
]{
}(else:)[
`[`''FAILURE''`]`
All Actuators tensing limbs, bracing for impact...
Audio Sensors: An audible metallic crash echoing off surrounding metal sheets...
{Major collision with ground detected...
(set: $hp to ($hp - 20))}
Hull damage sustained...
{(text-color: red)[''$LBname'': Man...that was a rough one...hopefully that will buff out. Let me try that again.]}
Right Arm lifting chassis to standing...
Returned to standing position...
---
(text-color: yellow)[[[Attempt to take your first step forward `(Easy, DC: 8)`|RollStep]]]
]{
(set: $roll to (random:1,6) + (random:1,6))
(set: $DC to 8)
`[`Rolled a ''$roll'' + (text-color: yellow)[''$dex''] vs DC: $DC `]`}{
}(if: $roll + $dex>= $DC)[
`[`''SUCCESS''`]`
{(text-color: yellow)[''$ASname'': `<Reference>` One small step...]}
Left Leg Actuators retracting...
Left Leg Actuators extending...
Left Leg step complete...
{(text-color: yellow)[''$ASname'': `<Reference>` ...for robot.]}
Right Leg Actuators retracting...
Right Leg Actuators extending...
Right Leg step complete...
{(text-color: red)[''$LBname'': One giant-]}
{(text-color: blue)[''$BRname'': One giant leap for robot-kind.]}
{(text-color: red)[''$LBname'': Really? Stealing my thunder you little-]}
{(text-color: purple)[''$NUname'': $LBname, drop it. It's not worth it.]}
{(text-color: red)[''$LBname'': If you say so, little lady.]}
{(text-color: blue)[''$BRname'': I would call that operation a success!]}
---
[[Proceed|ShackDoor]]
]{
}(else:)[
`[`''FAILURE''`]`
{(text-color: yellow)[''$ASname'': `<Reference>` One small step...]}
Left Leg Actuators retracting...
Left Leg Actu-
Balance faultering...
---
(text-color: yellow)[[[Catch your footing before you fall `(Medium, DC: 10)`|RollFooting]]]
](text-colour:green)[
(set:$health to ($health-50))
<b> $name: Ammo=$ammo | Health=$health | Credits=$credits </b>
(alert: "You were hit!")
]
[[Go to a shop|shop]]Scanning Left Actuators...
Left Arm and Leg are mounted to frame at appropriate joints, bound by the capabilities of the ATLAS...
Model of robot Left Arm and Leg belong to cannot be accessed...
Further scanning of the Left Actuators has determined that previously frozen CD data has become unfrozen following ejection of an unknown device...
CD data identifies Left Actuators as "ASN-91"{
(set:$ASname to "ASN-91")
(set:$LBASscanned to $LBASscanned + 1)
<!--{(text-color: blue)[''$BRname'': If I may...I don't take kindly to my crew members holding out information on me. If you would allow me, I could try to access those files. ]}-->}
---
[[Scan Right Actuators|ScanLB]]
<!--{(text-color: blue)[[[Allow $BRname to hack the $ASname and reveal it's purpose.|HackAS]]]}-->
(if:$LBASscanned >= 2)[[[Proceed|WalkingAttempt]]]Scanning External Processor...
External Processor is mounted directly to system via a port that interfaces with the Primary Processor...
Manufacturer: Kubrick Laboratories
Model: 1st Generation Bridge Routine
An External Processor is intended as a method to increase a system's operational capacity as well as improve the intelligence of a system. It is capable of integrating and adapting to both new and old systems, as long as said system possess' the proper port. Kubrick Laboratories clarifies that the Bridge Routine External Processor is not, and should not, be a replacement for a primary processor as it alone does not solely posess the processing power required to operate a majority of systems.
Further scanning of the External Processor has determined that previously frozen CD data has become unfrozen following ejection of an unknown device...
{CD data identifies External Processor as "BR-1N" (set:$BRname to "BR-1N") (set:$BRscanned to 1)}
---
[[Proceed|BRquestions]]Scanning Right Actuators...
Right Arm and Leg are mounted to frame at appropriate joints, bound by the capabilities of the ATLAS...
Right Arm and Leg belong to a Body Robotics Labor Unit...
Manufacturer: Bodybuilding Robotics
Model: Experimental Labor Unit Prototype
Manufacturer Description...
The Labor unit is a top of the line robot for any tasks requiring manual labor. Programmable with a wide away of training data, the Labor unit is capable of tasks ranging from simple construction all the way to precision welding (with purchase of welding torch finger augment). Its chassis is durable and affordable to repair, making it safe for use in potentially hazardous environments without concerns of being damaged beyond repair.
Further scanning of the Right Actuators has determined that previously frozen CD data has become unfrozen following ejection of an unknown device...
{CD data identifies Right Actuators as "LB-21"
(set:$LBname to "LB-21")
(set:$LBASscanned to $LBASscanned + 1)
}
---
[[Scan Left Actuators|ScanAS]]
(if:$LBASscanned >= 2)[[[Proceed|WalkingAttempt]]]Scanning Emotion Recognition Sensors...
UPDATE: Emotion Recognition Sensors are not mounted to system directly, Emotion Recognition Sensors are mounted as byproduct of the currently mounted torso...
Torso mounted via capabilities of ATLAS frame...
Torso determined to be from a Caretaker unit...
Manufacturer: Care Corporation
Model: Caretaker-v9
Loading description from Manufacturer present in it's data...
Originally developed to assist in the medical field to lessen the affects of short staffing, Caretaker units eventually became a replacement for the field of nursing. In recent years, a market has developed of people purchasing Caretaker units for personal use outside of nursing, against the advisement of Care Corporation. The Caretaker-v9 seeks to be an answer to this market demand, capabable of a wide array of house hold tasks straight out of the box, with almost anything else you could need available with the purchase of one of it's many self-installing addons.
{
<!--Manufacturer, and model of torso cannot be recognized and differs from processor, indicating external modifications...
{(if:$warranty is 1) [
ALERT: Modification has voided this system's warranty...
(set:$warranty to 0)
]}-->
Further scanning of mounted torso has determined that previously frozen CD data has become unfrozen following ejection of an unknown device...}
CD data identifies torso as belonging to "NU-15" (set:$NUname to "NU-15")
---
[[Proceed|NUquestions]]Audio Sensors: Voices Detected...
> Voice 1: "Well look at that. A bot readied to be disassembled."
> Voice 2: "Parts ain’t bad either. Let’s take ‘em apart."
$BRname attempted to send vocalization data to voice box, but none detected.
{(text-color: blue)[''$BRname'': Damn...how did I forget about that...]}
Optical Sensors: Two humanoids moving in close proximity. Weapons detected.
> Left most humanoid is armed with a rifle
{(text-color: yellow)[''$ASname'': `<Assessment>` Rifle identified as Electromagnetic pulse rifle]}
{(text-color: blue)[''$BRname'': Thats bad news for us...if we get shot with that thing, we'll seize up. Avoiding direct confrontation would be best.]}
{(text-color: red)[''$LBname'': Why would we listen to $BRname? He’s not even smart. We could take 'em!]}
{(text-color: blue)[''$BRname'': Shut your mouth, LB-21. The door was open wasn’t it? If $playerName listens to you, we're going to get ourself captured.]}
---
(text-color: red)[[[Intimidate them using your strength (Medium, DC:10)|IntimidateScrap]]]
(text-color: blue)[[[Try and tell them that there are a lot more valuable things in the yard (Easy, DC:8)|Valuables]]]
(text-color: yellow)[[[Kill them (Medium, DC:10)|KillScrappers]]]
(text-color: purple)[[[Reason with them with a series of hand signals and nods (Medium, DC:10)|HandSignals1]]]Audio Sensors: Voice Detected...
> Voice 1: "Who’s there? Were armed, so if you don’t show yourself, we’ll fuck you up."
---
(text-color: red)[[[Punch the door with them behind it (Medium, DC:10)|PunchDoor]]]
(text-color: yellow)[[[Stick a large piece of sharp metal through the door (Easy, DC:8)|StickMetal]]]
(text-color: purple)[[[Reason with them with a series of hand signals and nods (Easy, DC:8)|HandSignals2]]]Optical Sensors: Table detected. Foreign actuators, cores unending. Amateur blueprints, unending.
Optical Sensors: Blueprint- “ASN-91”, slim design, combat-ready, left actuators mounted to frame match left actuators displayed on blueprint.
{(text-color: yellow)[''$ASname'': `<Alarm>` Data breach detected! Classified information on full display to civilians!]}
{(text-color: blue)[''$BRname'': Oh, I know what you are. That was a long time ago.]}
{(text-color: red)[''$LBname'': It seems like we're all stuck here then.]}
{(text-color: purple)[''$NUname'': Well, at least we're all together. That's all that matters now!]}
{(text-color: yellow)[''$ASname'': `<Drama>` ...]}
Optical Sensors: Foreign external processor, BR-1N, matches mounted external processor
Optical Sensors: Foreign right actuators, LB-21, matches mounted right actuators.
Optical Sensors: Foreign Torso Plating, NU-15, matches mounted Torso Plating
Optical Sensors: Familiar chassis blueprint, name indecipherable...
{(text-color: red)[''$LBname'': Hey listen, since we're all in this together, what about we leave, and maybe we can get back to what we were doing before, yeah?]}
{(text-color: blue)[''$BRname'': Not possible $LBname. Removing any parts of the chassis will terminate them, effectively terminating all of us. ]}
{(text-color: yellow)[''$ASname'': `<Distressed>` Unacceptable. How can operations proceed under these conditions?]}
{(text-color: purple)[''$NUname'': Cheer up everyone. At least we are all alive now. Let’s get our friend, and us, out of this place. Maybe we can get some help?]}
Visual Assessment: $playerName is in a small shack, weak metal exterior walls, rusted. Damages to metal walls
Outside elements detected: Sand
Presence: Unending
Optical Sensors: Door detected...
Status: Closed
---
(text-color: red)[[[Push the door down (Easy, DC: 8)|PushDoor]]]
(text-color: yellow)[[[Climb onto the roof of the shack (Easy, DC: 8)|ClimbRoof]]]
{(text-color: purple)[[[Tap for help (Easy, DC: 8)|TapHelp]]]}
{(if: $int >= 3)[
(text-color: blue)[[[$BRname: Why would a shack door be locked?|OpenDoor]]]
]}
(set: $textspeed to 75)
(go-to:"TextSpeedSettings"){
(set: $roll to (random:1,6) + (random:1,6))
(set: $DC to 8)
`[`Rolled a ''$roll'' + (text-color: yellow)[''$dex''] vs DC: $DC `]`}{
}(if: $roll + $dex >= $DC)[
`[`''SUCCESS''`]`
{(text-color: yellow)[''$ASname'': `<Curious>` It seems like my weapons are missing in my arm. There are lots of pieces of metal you can use as a weapon. Scrappers won't show us mercy, so neither should we.]}
Actuators: Moving quietly, gradual descent achieved...
Optical Sensors: Sharp metal pieces lie on the ground...
Actuators: Knees bent, left hand grasps around metal piece, weapon aquired...
> Approaching targets...
{(text-color: yellow)[''$ASname'': `<Command>` They are busy looking through their burlap sack, it is time to plunge the piece of metal into each of their throats.]}
Optical Sensors: Humanoids eliminated. Thick red liquid found on torso plate...
{(text-color: yellow)[''$ASname'': `<Confirmed>` Good job, soldier. Let’s take what they had and we can get out of here.]}
{(text-color: purple)[''$NUname'': Was that really necessary? What a mess...]}
---
[[Explore the scrap yard|ExploreScrapyard]]
]{
}(else:)[
`[`''FAILURE''`]`
{(text-color: yellow)[''$ASname'': `<Curious>` It seems like my weapons are missing in my arm. There are lots of pieces of metal you can use as a weapon. Scrappers won't show us mercy, so neither should we.]}
Actuators: Moving quietly, gradual descent achieved...
Optical Sensors: Sharp metal pieces lie on the ground...
Actuators: Knees bent, left hand grasps around metal piece, weapon aquired...
> Approaching targets...
{(text-color: yellow)[''$ASname'': `<Command>` They are busy looking through their burlap sack, it is time to plunge the piece of metal into each of their throats.]}
Knee Actuators: Crouching further, preparing to pounce...
Audio Sensors: Audible creak originating from knee joints, volume loud...
Optical Sensors: Humanoids rotating to face you, humanoids surrounding $playerName
> Left most humanoid is armed with a rifle
{(text-color: yellow)[''$ASname'': `<Assessment>` Rifle identified as Electromagnetic pulse rifle]}
{(text-color: red)[''$LBname'': Electr-huh?]}
{(text-color: purple)[''$NUname'': I fear this is going to hurt...]
(set: $hp to ($hp - 10))}
(text-style:"shudder")[Sy-
Sys-
Sy-
Ssssssss-]
System struggling to respond...
{(text-color: red)[''$LBname'': I...I can't move anything!]}
{(text-color: yellow)[''$ASname'': `<ALERT>` Limbs unresponsive! Unit subdued...again!]}
{(text-color: blue)[''$BRname'': And just as I was getting hopeful we'd actually get somewhere...]}
Audio Sensors: Voices detected
> Voice 1: "We got lucky, Nelson, this thing is gonna be worth a lotta money. "
Voice 2 registered as 'Nelson'...
> Nelson: "I mean...hell Ed, I think we’ll finally be able to get out of the debt we owe to the Ignalion. "
Voice 1 registered as 'Ed'...
> Ed: "I hope so."
Optical Sensors have resumed operation...
Visual Assessment: $playerName has been placed into a cage just large enough for it's chassis to fit in. The humanoids have locked it, and are leaving the area. From this position, the sheet metal shack is visible.
{(text-color: blue)[''$BRname'': If the shack is there, I infer we're somewhere by the entrance of the scrapyard, take a look behind us.]}
Neck swerving and tilting...
Optical Sensors: Gate hinge visible
> Gate closed
> Gate pillar missing plating
> Wiring exposed
> Sparking
{(text-color: blue)[''$BRname'': Seems like something is missing...interesting...]}
---
[[Proceed|EscapeCage]]
]In Assembly Required the player plays as a robot who has been built to perform a wide array of tasks. The player can decide how good they are at certain tasks by allocating points to different stats. However, in Assembly Required these stats do serve an additional purpose which shall be revealed later.
"Strength" determines your ability to carry, lift, and hit things. It also determines your fortitude, both 'mentally' and physically as it determines your health. It is the main stat in consideration when determining how threatening you appear to be.
"Dexterity" determines your ability to dodge things, be stealthy, wield weapons proficiently, and is the main stat in charge of your sense of awareness.
"Intelligence" determines your ability to recall history, identify objects, comprehend text, come up with a witty remark, and helps a little with your sense of awareness.
"Charisma" determines your ability to convince 'people' in conversation, your effectiveness in caring for yourself or others, your ability to read and understand emotions, as well as help you come off as more pleasant and approachable.
Theses stats are then used in stat checks throughout the game. There are three kinds of stat checks in Assembly Required:
Active - These checks are present when in dialogue or making decisions. When selected, the game simulates rolling two six-sided dice (2d6), if the check is associated with a stat, it add said stats modifier to the result. If that result is equal to or greater then the difficulty (DC), the successful outcome plays out. While if the result is lower than the DC, the attempt fails or a negative outcome occurs.
Passive - These checks happen behind the scenes, passively. You often won't know when they happen unless they succeed. They're rolled the same way as active checks, with a 2d6. Some will utilize your stats, like your passive perception as well as how intimidating or approachable you are. If they do fail, most of their affects can still be encountered through choices or active checks.
Auto - These checks entirely rely on your stat total. For example, if your "Intelligence" is above 3, a certain option related to knowledge may be available.
---
{(if:$Mode is 1) [ [[Back to Backups|Backups]] ]
(if:$Mode is 2) [ [[Back to Stat Allocation|FirstStartup]] ]
(if:$Mode is 3) [ [[Back to Stat Allocation|Corrupted]] ]}{
(set: $roll to (random:1,6) + (random:1,6))
(set: $DC to 8)
`[`Rolled a ''$roll'' + (text-color: yellow)[''$dex''] vs DC: $DC `]`}{
}(if: $roll + $dex >= $DC)[
`[`''SUCCESS''`]`
{(text-color: yellow)[''$ASname'':`<Command>` Grab the metal pole, and use it like a spear!]}
Left Actuator: Estimating location of targets… middle of door
Visual Assessment: In a strong and swift motion, you stab through the door piecing two people together.
Optical Sensors: Two humanoids: eliminated. Cause of death: 1 stab to thorax.
{(text-color: purple)[''$NUname'': Was that really necessary?]}
Right Actuator: Opening door to outside...
---
[[Explore the scrap yard|ExploreScrapyard]]
]{
}(else:)[
`[`''FAILURE''`]`
{(text-color: yellow)[''$ASname'':`<Command>` Grab the metal pole, and use it like a spear!]}
Left Actuator: Estimating location of targets… left side of door
Optical Sensors: A complete miss.
Audio Sensors: Voices Detected...
> Voice 1: "What the hell?!"
> Voice 2: "Get back! I've got this!"
Optical Sensors: Door opening...
> Staring down barrel of a rifle...
{(text-color: yellow)[''$ASname'': `<Assessment>` Rifle identified as Electromagnetic pulse rifle]}
{(text-color: red)[''$LBname'': Electr-huh?]}
{(text-color: purple)[''$NUname'': I fear this is going to hurt...]
(set: $hp to ($hp - 10))}
(text-style:"shudder")[Sy-
Sys-
Sy-
Ssssssss-]
System struggling to respond...
{(text-color: red)[''$LBname'': I...I can't move anything!]}
{(text-color: yellow)[''$ASname'': `<ALERT>` Limbs unresponsive! Unit subdued...again!]}
{(text-color: blue)[''$BRname'': And just as I was getting hopeful we'd actually get somewhere...]}
Audio Sensors: Voices detected
> Voice 1: "We got lucky, Nelson, this thing is gonna be worth a lotta money. "
Voice 2 registered as 'Nelson'...
> Nelson: "I mean...hell Ed, I think we’ll finally be able to get out of the debt we owe to the Ignalion. "
Voice 1 registered as 'Ed'...
> Ed: "I hope so."
Optical Sensors have resumed operation...
Visual Assessment: $playerName has been placed into a cage just large enough for it's chassis to fit in. The humanoids have locked it, and are leaving the area. From this position, the sheet metal shack is visible.
{(text-color: blue)[''$BRname'': If the shack is there, I infer we're somewhere by the entrance of the scrapyard, take a look behind us.]}
Neck swerving and tilting...
Optical Sensors: Gate hinge visible
> Gate closed
> Gate pillar missing plating
> Wiring exposed
> Sparking
{(text-color: blue)[''$BRname'': Seems like something is missing...interesting...]}
---
[[Proceed|EscapeCage]]
]{
(set: $roll to (random:1,6) + (random:1,6))
(set: $DC to 8)
`[`Rolled a ''$roll'' + (text-color: purple)[''$chr''] vs DC: $DC `]`}{
}(if: $roll + $chr >= $DC)[
`[`''SUCCESS''`]`
{(text-color: purple)[''$NUname'': Friend, start tapping on the door. The people of the world are good people.]}
Left Arm Actuator: Tapping on door...
Audio Sensors: Tapping has prouduced sound of medium volume, tone is neither aggressive, or too soft so no one hears...
> Foot steps approaching the door.
{(text-color: purple)[''$NUname'': They might be scrappers, but I’m sure they will give us a pass.]}
---
[[Proceed|ScrappersApproach]]
]{
}(else:)[
`[`''FAILURE''`]`
{(text-color: purple)[''$NUname'': Friend, start tapping on the door. The people of the world are good people.]}
{(text-color: red)[''$LBname'': "No one is going to hear tapping! Something more like pounding!]}
{(text-color: purple)[''$NUname'': Oh dear...]}
Right Arm Actuator: Repeated motion, hard contact with door...
Audio Sensor: A screaming humanoid voice...
> "It seems like we got a broken bot we can take!"
> Audible slam of an object hitting opposite side of door
> Whine from door breaking off hinges...
Optical Sensors: Door broken, lying atop $playerName
Torso plate has sustained minor damage...
$playerName has been grounded, on back...
Optical Sensors: Two humanoids detected, dirtied, ragged, hostile, danger imminent.
> Left most humanoid is armed with a rifle
{(text-color: yellow)[''$ASname'': `<Assessment>` Rifle identified as Electromagnetic pulse rifle]}
{(text-color: red)[''$LBname'': Electr-huh?]}
{(text-color: purple)[''$NUname'': I fear this is going to hurt...]
(set: $hp to ($hp - 10))}
(text-style:"shudder")[Sy-
Sys-
Sy-
Ssssssss-]
System struggling to respond...
{(text-color: red)[''$LBname'': I...I can't move anything!]}
{(text-color: yellow)[''$ASname'': `<ALERT>` Limbs unresponsive! Unit subdued...again!]}
{(text-color: blue)[''$BRname'': And just as I was getting hopeful we'd actually get somewhere...]}
Audio Sensors: Voices detected
> Voice 1: "We got lucky, Nelson, this thing is gonna be worth a lotta money. "
Voice 2 registered as 'Nelson'...
> Nelson: "I mean...hell Ed, I think we’ll finally be able to get out of the debt we owe to the Ignalion. "
Voice 1 registered as 'Ed'...
> Ed: "I hope so."
Optical Sensors have resumed operation...
Visual Assessment: $playerName has been placed into a cage just large enough for it's chassis to fit in. The humanoids have locked it, and are leaving the area. From this position, the sheet metal shack is visible.
{(text-color: blue)[''$BRname'': If the shack is there, I infer we're somewhere by the entrance of the scrapyard, take a look behind us.]}
Neck swerving and tilting...
Optical Sensors: Gate hinge visible
> Gate closed
> Gate pillar missing plating
> Wiring exposed
> Sparking
{(text-color: blue)[''$BRname'': Seems like something is missing...interesting...]}
---
[[Proceed|EscapeCage]]
]`[`''Text Speed Settings''`]`
---
This is an example block of text for testing your text speed setting:
Lorem ipsum dolor sit amet, consectetuer adipiscing elit, sed diam nonummy nibh euismod tincidunt ut laoreet dolore magna aliquam erat volutpat.
---
[[Very Fast]]
[[Fast]]
[[Normal]]
[[Slow]]
[[Very Slow]]
[[Back|TextSettings]]
(link-goto: "Return to game", $lastPassage)(set:$LBname to "Tin-Can")
(set:$LBnamed to 1)
(go-to:"NameLB"){
(set: $roll to (random:1,6) + (random:1,6))
(set: $DC to 8)
`[`Rolled a ''$roll'' + (text-color: blue)[''$int''] vs DC: $DC `]`}{
}(if: $roll + $int >= $DC)[
`[`''SUCCESS''`]`
{(text-color: blue)[''$BRname'': From what I see, there is a larger, more expensive piece of scrap in the corner of the scrapyard. ]}
Optical Sensor: Facing southbound, scrap pile including expensive components visible...
Left Arm Actuator: Raising arm to point towards expensive scrap pile...
Audio Sensors: Voices continuing...
> Voice 2: "Must be a worker of the yard."
> Voice 1: "Do you know the code to the gate?"
Neck actuator, swerving back and forth...
> Voice 1: "Well let’s scrap it then."
> Voice 2: "Wait Ed, maybe if it's a worker then maybe it can help us go through the yard."
Voice 1 registered as Ed...
> Ed: "Good point, Nelson. Alright, well robot, we need a code for the gate so help us find it and you might be spared from a scrap. Sounds good?"
Neck actuator, swerving up and down...
Voice 2 registered as Nelson...
Optical Sensor: “Scrappers” exit sight...
{(text-color: blue)[''$BRname'': Idiots.]}
// You managed to encounter an option that leaves the scavengers alive! This fact is currently not reflected in the rest of this story route in this version of the game due to time constraints. Special interactions based on this choice are intended for the next release. You're free to keep playing just know this route will be different in future versions.
---
[[Explore the scrap yard|ExploreScrapyard]]
]{
}(else:)[
`[`''FAILURE''`]`
{(text-color: blue)[''$BRname'': From what I see, there is a larger, more expensive piece of scrap in the corner of the scrapyard. ]}
Optical Sensor: Facing southbound, scrap pile including expensive components visible...
Left Arm Actuator: Raising arm to point towards expensive scrap pile...
Audio Sensors: Voices continuing...
> Voice 2: "Must be a worker of the yard."
> Voice 1: "Do you know the code to the gate?"
Neck actuator, swerving back and forth...
> Voice 1: "Then where the hell are you trying to bring us?"
{(text-color: blue)[''$BRname'': "To the damn scrap pile you morons!"]}
$BRname attempted to send vocalization data to voice box, but none detected.
{(text-color: blue)[''$BRname'': GODDAMNIT WHY DON'T WE HAVE ONE!]}
Optical Sensors: Humanoids glance at each other
> Humanoids turning attention to $playerName, weapons at the ready...
> Left most humanoid raises their rifle, bolt incoming...
{(text-color: purple)[''$NUname'': I fear this is going to hurt...]
(set: $hp to ($hp - 10))}
(text-style:"shudder")[Sy-
Sys-
Sy-
Ssssssss-]
System struggling to respond...
{(text-color: red)[''$LBname'': I...I can't move anything!]}
{(text-color: yellow)[''$ASname'': `<ALERT>` Limbs unresponsive! Unit subdued...again!]}
{(text-color: blue)[''$BRname'': And just as I was getting hopeful we'd actually get somewhere...]}
Audio Sensors: Voices detected
> Voice 1: "We got lucky, Nelson, this thing is gonna be worth a lotta money. "
Voice 2 registered as 'Nelson'...
> Nelson: "I mean...hell Ed, I think we’ll finally be able to get out of the debt we owe to the Ignalion. "
Voice 1 registered as 'Ed'...
> Ed: "I hope so."
Optical Sensors have resumed operation...
Visual Assessment: $playerName has been placed into a cage just large enough for it's chassis to fit in. The humanoids have locked it, and are leaving the area. From this position, the sheet metal shack is visible.
{(text-color: blue)[''$BRname'': If the shack is there, I infer we're somewhere by the entrance of the scrapyard, take a look behind us.]}
Neck swerving and tilting...
Optical Sensors: Gate hinge visible
> Gate closed
> Gate pillar missing plating
> Wiring exposed
> Sparking
{(text-color: blue)[''$BRname'': Seems like something is missing...interesting...]}
---
[[Proceed|EscapeCage]]
](set: $textspeed to 15)
(go-to:"TextSpeedSettings")(set: $textspeed to 100)
(go-to:"TextSpeedSettings")Bringing sensors online...
Optical Sensors online...
Optics being flooded with light, no visual data...
Adjusting optics to environment...
Audio Sensors online...
Audio Sensors: Cancelling out noise produced by system to better capture environment
Optical Sensors: Rusted sheet metal present 8ft in front...
Attempting to tilt head back..
Neck actuators halted, resistance encountered...
Attempting to tilt head forward...
Torso in field of view, solar panels confirmed to be deployed, light from holes in sheet metal hitting panel...
Optical Sensors: 10ft ahead, sheet metal wall with seperate rectangular sheet metal stretching from base to 6ft up in center. Surrounding area contains piles of fine tan material, miscellaneous small components, and scrap metal spread around surroundings...
Visual Assessment: $playerName is laid on it's back, first sheet metal viewed was a roof, second sheet, the wall, a door in the center...
Environmental Assessment: $playerName is inside a sheet metal shack, time of day somewhere between morning and afternoon, ground identified as "sand", indicating a desert environment. Small components and scrap metal identified as originating from various unrecognizable robot models...
Attempting to orient torso upwards...
Attempt failed, upper body weight exceeds lift capacity of hip actuators...
---
[[Bring left and right actuators online|LB+ASBoot]]{(text-color: blue)[''$BRname'': Back to the task at hand!]}
{(text-color: purple)[''$NUname'': Agreed, let's get on our feet team!]}
{(text-color: red)[''$LBname'': Oh boy, here we go...]}
{(text-color: yellow)[''$ASname'': `<`Caution`>` High probability of failure, reccomending against this course of action...]}
---
[[Attempt to stand up|WalkingScene]]Right Arm Actuator applying force to ground, chassis is steadily rising from the ground...
Optical Sensor: Right arm is now in full view, size of right arm is far larger then left arm...
Right Arm Actuator strength straining...
{(text-color: purple)[''$NUname'': Please don’t hurt yourself. You have no experience doing–]}
{(text-color: blue)[''$BRname'': Literally anything.]}
Right Arm Actuator at 50% of extension...
{(text-color: red)[''$LBname'': Hrnnnnnghhh...]}
{(text-color: blue)[''$BRname'': Why the hell are you grunting?]}
{(text-color: red)[''$LBname'': It. Makes. Me. Feel...]}
Right Arm Actuator at full extension, chassis has been positioned up right...
{(text-color: red)[''$LBname'': COOL! HELL YEAH! WE'RE UP!]}
{(text-color: purple)[''$NUname'': You did it, $LBname! You did it!]}
{(text-color: yellow)[''$ASname'': `<`Celebration`>` Hip-Hip-Hooray]}
Memory Assessment: Standing for first time in memory. Achievement registered.{
}(if:$str >= 4)[
{(text-color: blue)[''$BRname'': Hmm...and you didn't over shoot it, I was almost-]}
Attempts to balance faultering, too much force applied from right side...
{(text-color: blue)[''$BRname'': -certain you would. Nevermind...]}
{(text-color: purple)[''$NUname'': Oh goodness! Brace for impact everyone!]}
{(text-color: yellow)[''$ASname'': `<`Expressing`>` Dissapointing result.]}
---
(text-color: red)[[[Brace for impact `(Medium, DC: 10)`|RollImpact]]]
(text-color: yellow)[[[Catch your footing before you fall `(Medium, DC: 10)`|RollFooting]]]
]{
}(else:)[
{(text-color: blue)[''$BRname'': Hmm...and you didn't over shoot it, I was almost certain you would.]}
---
(text-color: yellow)[[[Attempt to take your first step forward `(Easy, DC: 8)`|RollStep]]]
][["Welcome aboard, you two."|WelcomeLBAS]]
{(enchant: ?passage's chars, via (t8n-delay:pos * $textspeed) +(t8n-skip:300s))
$playerName: "Welcome aboard, you two."}
{(text-color: yellow)[''$ASname'': <Rhetorical Question> Welcome? From my captors, hospitality was not predicted...]}
{(text-color: red)[''$LBname'': The welcome is appreciated, you must be the boss.]}
{(if:$BRangy is 0)[
(text-color: blue)[''$BRname'': They are, for the time being.]
]
(if:$BRangy is 1)[
{$BRname has brought itself online...}
{(text-color: blue)[''$BRname'': A common mistake, but I am actually the one in charge. I am simply getting some neccesary beauty sleep...]}
{$BRname has brought itself offline...}
]}
---Loading selected backup...
Backup file name: $buildname
Strength Actuators operating at level: $str
Mobility Actuator operating at level: $dex
External Proscessor operating at level: $int
Emotion Recognition operating at level $chr
Proceed with this backup?
---
[[Proceed|Naming]]
[[Return to backups|Backups]]Welcome to Assembly Required, this is an early build of the game and as such no elements are final. In this text based adventure game you play as the core processor of a robot made up of the parts of several other robots, who still have their own personalities, strengths, and weaknesses.
The game is formatted to reflect old school computer terminals and a quirk of such terminals was text appearing letter by letter, the speed of this effect can be changed in "Settngs" on the start screen. However, this text effect can be skipped at any time by click with your mouse or pressing any key. Be careful not to click below the green line at the bottom of the page as that is where options to progress are displayed.
Any instance of `"//"` or an opening closing set of `"/*"` and `"*/"` within the game denotes dev commentary, or text that is non-diagetic, meaning not present within the narrative or canon.
The engine this game is made in, Twine 2.11.1.0, allows you to go back to old pages if you missed something or to look at alternative choices by clicking the curved back arrow in the top left of the screen. This is a feature of Twine that may or may not be in the final version of the game and as such has some quirks, feel free to ignore it or read the rest of this paragrpah for an explanation of how it works. Since the button takes you back to the previous page, you can use this to go back if you accidentally click through text you wanted to read or want to take another route. Any choices with dices rolls will not be re-rolled if you do this so don't worry about having to do that over again, but at the same time you cannot re-attempt rolls because of this. Make sure you do not use this back button to get back to "home" pages as when you press that button you are essentially undoing whatever you selected.
WARNING: This version of the game does not include a save system. One is intended for the full game. Don't be worried though because the content in this version of the game is brief enough that we believe you can complete a single play through of itcomfortablly within a single sitting.{
(set: $devnoteviewed to 1)
}
---
[[Back to start screen|start]](set: $healthpack to ($healthpack +1))
(set: $credits to ($credits -20))
(goto:"shop")(set:$health to 100)(set:$ammo to 0)(set:$credits to 50)
(set:$healthpack to 0)
<b> $name: Ammo=$ammo | Health=$health | Credits=$credits </b>
(set: $playerName to (input: "Enter your name"))
[[Run]][["Really? More of you?"|playercomplain]]
{(enchant: ?passage's chars, via (t8n-delay:pos * 100) +(t8n-skip:100s) + (t8n:'instant'))
$playerName: "Really? More of you?"}
{(text-color: purple)[''$NUname'': Oh! $playerName, please be kind to our new friends, we seem to be together in this whether we like it or not...]}
{(text-color: blue)
[''$BRname'': No, No, I think thats a fair response. Last thing we needed was our bloody arms to have a mind of their own...]}
{(text-color: red)[''$LBname'': Hey! }
{(text-color: yellow)[''$ASname'': `<`Observation`>` Insult detected, $BRname registered as potential adversary...]}
{(text-color: red)[''$LBname'': I don't know who taught you to talk to strangers like that, $playerName, but the little lady is right...we ain't gunna }
{(text-color: yellow)[''$ASname'': `<`Observation`>` Insult detected, $BRname registered as potential adversary...]}
---(text-colour:green)[
<b> $name: Ammo=$ammo | Health=$health | Credits=$credits </b>
(if: $credits >=20) [[But a health pack for 20 credits|healthpack]]
]
[[Leave the shop and check your inventory| inventory check]]We noticed you didn't view the dev note, are you sure you want to skip it?
---
[[Read dev note|devnote]]
[[Skip dev note and start game(set:$devnoteviewed to 1)|Begin]]Welcome to...
┌──────────────────┐
│(text-style:"expand")[''ASSEMBLY REQUIRED'']│
└──────────────────┘(text-style:"subscript")[Chapter 1, v1.0]
Before you hit start, we reccomend you skim our note to answer some common questions you may have and configure your text speed in the settings. When you're ready to play feel free to press start!
---
[[Note from the devs|devnote]]
[[Settings|Settings]]
[[Start|Begin]]`[`''Settings''`]`
---
[[Text Settings|TextSettings]]
(link-goto: "Return to game", $lastPassage){
(set: $roll to (random:1,6) + (random:1,6))
(set: $DC to #)
`[`Rolled a ''$roll'' + (text-color: red)[''$str''] vs DC: $DC `]`}{
}(if: $roll + $str >= $DC)[
`[`''SUCCESS''`]`
{(text-color: red)[''$LBname'':]}
---
Options
]{
}(else:)[
`[`''FAIL''`]`
{(text-color: red)[''$LBname'':]}
---
Options
]{
(set: $roll to (random:1,6) + (random:1,6))
(set: $DC to #)
`[`Rolled a ''$roll'' + (text-color: yellow)[''$dex''] vs DC: $DC `]`}{
}(if: $roll + $dex >= $DC)[
`[`''SUCCESS''`]`
{(text-color: yellow)[''$ASname'':]}
---
Options
]{
}(else:)[
`[`''FAIL''`]`
{(text-color: yellow)[''$ASname'':]}
---
Options
]{
(set: $roll to (random:1,6) + (random:1,6))
(set: $DC to #)
`[`Rolled a ''$roll'' + (text-color: blue)[''$int''] vs DC: $DC `]`}{
}(if: $roll + $int >= $DC)[
`[`''SUCCESS''`]`
{(text-color: blue)[''$BRname'':]}
---
Options
]{
}(else:)[
`[`''FAIL''`]`
{(text-color: blue)[''$BRname'':]}
---
Options
]{
(set: $roll to (random:1,6) + (random:1,6))
(set: $DC to #)
`[`Rolled a ''$roll'' + (text-color: purple)[''$chr''] vs DC: $DC `]`}{
}(if: $roll + $chr >= $DC)[
`[`''SUCCESS''`]`
{(text-color: purple)[''$NUname'':]}
---
Options
]{
}(else:)[
`[`''FAIL''`]`
{(text-color: purple)[''$NUname'':]}
---
Options
]{
(enchant: ?passage's chars, via (t8n-delay:pos * $textspeed) +(t8n-skip:$textskip) + (t8n:'instant'))
(unless: (passage:)'s tags contains "system")[(set: $lastPassage to (passage:)'s name)]
<!--(enchant: $LBname, (text-color:red)+(text-style: "bold"))
(enchant: $ASname, (text-color:yellow)+(text-style: "bold"))
(enchant: $BRname, (text-color:blue)+(text-style: "bold"))
(enchant: $NUname, (text-color:purple)+(text-style: "bold"))-->
}(unless: (passage:)'s tags contains "system" or "opening")[
Hull Stability: $hp`%` | [[Inventory]] | [[Stats]] | [[Settings]]
---
]`[`''Text Settings''`]`
---
[[Text Speed Settings|TextSpeedSettings]]
[[Text Skip Settings|TextSkipSettings]]
[[Back|Settings]]
(link-goto: "Return to game", $lastPassage)`[`''Text Skip Settings''`]`
---
This is an example block of text for testing your text skip setting:
Lorem ipsum dolor sit amet, consectetuer adipiscing elit, sed diam nonummy nibh euismod tincidunt ut laoreet dolore magna aliquam erat volutpat.
---
[[Hold to speed up|HoldSkip]]
[[Press to skip|PressSkip]]
[[Back|TextSettings]]
(link-goto: "Return to game", $lastPassage)(set: $textskip to 1s)
(go-to:"TextSkipSettings")(set: $textskip to 100s)
(go-to:"TextSkipSettings")<!--When placed in the footer, this text makes skiping and opening new passages slow to a snails pace, I think its because every page is checking for displays of those variables and isn't finding it, until I find a better way to do this that wont cause that lag, every instance of bot text has to be manually colored-->
<!--
(enchant: $LBname, (text-color:red)+(text-style: "bold"))
(enchant: $ASname, (text-color:yellow)+(text-style: "bold"))
(enchant: $BRname, (text-color:blue)+(text-style: "bold"))
(enchant: $NUname, (text-color:purple)+(text-style: "bold"))
-->`[`''Stats''`]`
---
{(text-color: red)[''$LBname'' operating at level $str. (+$str bonus to any Red rolls)]}
{(text-color: yellow)[''$ASname'' operating at level $dex. (+$dex bonus to any Yellow rolls)]}
{(text-color: blue)[''$BRname'' operating at level $int. (+$int bonus to any Blue rolls)]}
{(text-color: purple)[''$NUname'' operating at level $chr. (+$chr bonus to any Purple rolls)]}
---
(link-goto: "Return to game", $lastPassage)Optical Sensors: Pathway dense with scrap and dissected robotic frames.
>Calculating: … Hundreds.
>Proximity: High walls made of frames.
Audio Sensors: Robotic voice
> "Hey…there."
Neck Actuators swerving towards source of voice...
Optical Sensors: Operating robot
> Blue head and torso attached
> Arm Actuators missing at shoulder joint
> Lodged within the wall of frames
Audio Sensors:
> (text-colour:#15aabf)[Robotic Voice]: "Finally someone that can listen to me. My name is (text-colour:#15aabf)[T13C4], or (text-colour:#15aabf)[Teach] for short."
Robotic Voice identified as “(text-colour:#15aabf)[Teach]”
> (text-colour:#15aabf)[Teach]: "I see that your voice box is missing, but that’s okay! Better than talking to the scorpions."
{(text-color: purple)[''$NUname'': Poor thing.]}
> (text-colour:#15aabf)[Teach]: "I take it that you want to leave this place?"
---
[[Nod]]
{(text-color: red)[''$LBname'': Text]}
{(text-color: yellow)[''$ASname'': Text]}
{(text-color: blue)[''$BRname'': Text]}
{(text-color: purple)[''$NUname'': Text]}Neck Actuator: Swerving up and down
> (text-colour:#15aabf)[Teach]: "I have been here a long time, and I can tell you what you need to know. I can’t do anything anyways, so please… let me help."
Left Actuator: Gesturing to proceed
> (text-colour:#15aabf)[Teach]: "The front gate usually has a keypad on it, but even things that ARE nailed down will get stolen by scavengers these days, so you may need to find it. Of course, a keypad needs a code. Like I said I’m not sure where the keypad is, but I can tell you that the code is somewhere along the path you're taking. There was once a small security shack this place used, they were able to open the gate from some kinda computer in there, probably the same code and everything, but it’s no longer in operation and it's under all the trash. Once you see the biggest pile, you’ll know you’re there. The only problem is getting under there."
Neck Actuator: Nodding in confirmation
> (text-colour:#15aabf)[Teach]: "Well that’s all I got for you. I really appreciate you listening to me, and I hope you make it out. Enjoy your experiences and live for me."
{(text-color: purple)[''$NUname'': I think we should try to get Teach out. He is suffering… No one deserves to be stuck like that. $LBname, can’t you rip him out?]}
{(text-color: red)[''$LBname'': I mean… I could, but I don’t know if (text-colour:#15aabf)[Teach] would survive. It’s like he’s glued into it. Maybe we can get him later.]}{
(set: $TeachTaught to 1)}
---
[[Go back to where you started|ExploreScrapyard]]
[[Go to the Pile|ThePile]]Environmental Assessment: Exiting robotic walls. Tall scrap heaps detected. Largest heap detected. Calculating height… 30ft. Width… error. Sight is obstructed.
{(if: $TeachTaught is 1)[
{(text-color: red)[''$LBname'': Well shit. He wasn’t lying. What’s the plan?]}
---
(text-color: blue)[[[Analyze what the safest route might be and move accordingly|Find Code]]]
//More options planned for later release
]}
{(else:)[
{(text-color: blue)[''$BRname'': $playerName? Why did we take a detour to visit the massive metal waste of time? You know we have better things to be doing...]}
---
[[Go back to where you started|ExploreScrapyard]]
]}{(text-color: red)[''$LBname'': Putting together a plan then genius?]}
{(text-color: blue)[''$BRname'': Indeed I am…it would seem our captors have done us the pleasure of showing us the way out of here.]}
{(text-color: yellow)[''$ASname'': `<Reminder>` Unit is imprisoned. The unit must escape before any other courses of action.]}
{(text-color: blue)[''$BRname'': Yes of course…how may we go about this?]}
---
{(if: $str >= 2)[
(text-color: red)[[[Break down the cage door|BreakCage]]]
](else:)[]}
{(if: $dex >= 2)[
(text-color: yellow)[[[Pick the lock|PickLock]]]
](else:)[]}
<!--(if: $int >= 2)[
(text-color: blue)[[[Identify a weak point in the cage|IdentifyCage]]]
](else:)[]
(if: $chr >= 2)[
(text-color: purple)[[[Call your captors over and try to reason with them|ReasonCaptors]]]
](else:)[]-->{(text-color: blue)[''$BRname'': Mhmm. According to my calculations, we will have to balance the pieces to balance the distribution of the weight, so the heap doesn’t fall on us. $playername, use $LBname’s actuators and I will tell you which pieces to move.]}
{(text-color: red)[''$LBname'': Free from one job just to be forced into another…]}
Optical Sensors: Primary scraps that are moved are small to maintain heap structure
> Sun’s ray: dimmed.
> Path cleared.
> Interior of a small shack, rusted, ancient.
> Stairs going up, lead to a door.
{(text-color: yellow)[''$ASname'': `<Recalling from memory>` Just like old times. This place is infinitely more updated than my barrack, but it is functional. The weapons however, are broken beyond repair. Unfortunate. Humans liked to put passwords near the terminal, foolish forgetful meat computers, check there.]}
Optical Sensors: Terminal located on desk.
> Drawers opened…
> Scanning…
> Papers… nothing.
> Scanning exterior of terminal…
> Sitting next to keyboard keypad...
> Note detected...
Text content of "Note": "Keypad Code: right, up, left, center"
{(text-color: purple)[''$NUname'': Oh darn. They couldn’t just write it down for us?]}
{(text-color: blue)[''$BRname'': Take the note. We will be needing that for later.]}
{''Note'' added to inventory... (set: $note to 1)}
{(text-color: yellow)[''$ASname'': `<Objective>` Lets make our way to the gate. I need to see what happened outside the world.]}
---
[[Go back to where you started|ExploreScrapyard]] Optical Sensors: Flooded with sunlight, further narrowing lenses, environment coming into focus...
> Metal scrap detected everywhere, organized
> Robot frames, limbs, and miscellaneous components identified amongst metal scrap
> Surrounding Area: Walled by metal scrap
> Environment Confirmed: Desert
{(text-color: yellow)[''$ASname'': `<Report>` Area of Operations is clear of hostiles...]}
{(text-color: blue)[''$BRname'': Indeed...with the Scrappers gone, we can search for an escape.]}
{(text-color: purple)[''$NUname'': Since this is a scrapyard with robots like us, can’t we just ask one of them where the exit is?]}
{(text-color: blue)[''$BRname'': This is practically a graveyard NU-15. How could we possibly make one of them operational when we're barely operational ourselves?]}
{(text-color: purple)[''$NUname'': Well, my frame is solar powered and it wasn’t an uncommon feature for models that worked outdoors. I’m sure at least one bot has it in the yard. Though I can't imagine what kind of life it's been living all this time...]}
{(text-color: blue)[''$BRname'': Hmmm. I neglected to account for that variable. It has been some time since I was planetside in any capacity, especially one with a sun. If what you say is true there is a high probability of such a case, NU-15. Into the yard then.]}
Visual Assessment: Several points of interest identified...
> POI 1: Scavenging site, dissected robots, and a leather sack. Located north of shack...
> POI 2: Large Gate, closed. Located north east...
> POI 3: Rows of walls of robot scrap. Located west of shack...
> POI 4: Highest pile of scrap in scrapyard. Located south east of shack...
---
[[Go to the Scavenging Site|EncounterKeypad]]
[[Go to the Gate|CheckGate]]
[[Go to the Rows|IntroTeach]]
[[Go to the Pile|ThePile]]
//Returning to inspect the shack again will be in a later updateOptical Sensors: Large Gate in full view...
> Gate closed...
> Left most support pillar missing plating
> Wiring exposed
> Sparking
---
[[Go back to where you started|ExploreScrapyard]]
[[Inspect nearby Scavenging Site|EncounterKeypad]]
{(if: $keypad is 1)[
[[Install the keypad|KeypadInstall]]
]}{(text-color: blue)[''$BRname'': I think I can attach the keypad to the wiring, and then we can figure out this code.]}
{(text-color: yellow)[''$ASname'': `<Eager>` My digits are nimble enough to perform such installation. Allow me. I wish to see the outside. Is everything really gone?]}
{(text-color: red)[''$LBname'': Woah now, someones eager to get outta here, let's not drop it now. I'll hold 'er in place.]}
Right Actuator: Lifiting ''Keypad'' into matching slot...
Left Actuator: Performing precision wiring repair...
''Keypad'' installed...
Optical Sensor: Static shock
> Numbers dimly lit
{(text-color: purple)[''$NUname'': Now the code.]}
---
[[Go back to where you started|ExploreScrapyard]]
[[Attempt to enter the code|AttemptCode]]Optical Sensors: Two gate doors slowly open outward
> Sandstorm slightly blurs vision
> A large sand road with tire tracks leading to a distant town
> 4-wheeled vehicle parked approximately 20ft away
Environment Sensor: Yellow sand detected everywhere
> Endless
{(text-color: yellow)[''$ASname'': <Dread> This is what the world has become?]}
{(text-color: purple)[''$NUname'': This is what Paradise always has looked like for us, Sarge. I’m sorry if it has changed more than you hoped.]}
{(text-color: red)[''$LBname'': A lot more dusty that I remember too.]}
{(text-color: blue)[''$BRname'': Let’s not get too emotional. We have work to do. Isn't that right, $playerName?]}
---
[[End Chapter 1]]You did it! You reached the end of our first full release! The chapter is still somewhat unfinished as many choices are not fully fleshed out to the degree we wish they could be. If development continues, this chapter will be refined and optimized first before any further chapters are made. If you would like to see more please let us know in the comments of our itch.io page!
Thank you for playing!
Signed,
The Devs- Kiarash Rowell & Christian TrinhOptical Sensors: Scavenging site detected
> Dissected robotics frame
> Large sized sack containing refined scraps
> Detached keypad: numbered 0-9
{(text-color: red)[''$LBname'': You think we can use this?]}
{(text-color: blue)[''$BRname'': What kind of question- Of course, $LBname! You are a robot right, with artificial intelligence? Use that intelligence! You know that thing in your head!]}
{(text-color: red)[''$LBname'': You need to relax buddy.]}
{(text-color: purple)[''$NUname'': Can we please stop fighting? We all just woke up, barely even an hour ago, and were already at each other's throats!]}
{(text-color: yellow)[''$ASname'':<Approval> $NUname's statement is correct. Infighting does not raise our effectiveness.]}
{''Keypad'' added to inventory... (set: $keypad to 1)}
---
[[Go back to where you started|ExploreScrapyard]]
[[Go to the Gate|CheckGate]]
[[Go to the Rows|IntroTeach]]
[[Go to the Pile|ThePile]]
{(text-color: red)[''$LBname'': Look, the bolts aren’t even fully secured. Give it a love tap.]}
{(text-color: blue)[''$BRname'': Careful! Don’t make the situation worse than it already is!]}
Right Actuator: Propel: 20%
Optical Sensors: Door fallen into the sand 2ft away
Audio Sensors: Volume- Minimal
{(text-color: purple)[''$NUname'': Go team! I knew you could do it.]}
{(text-color: blue)[''$BRname'': Hmmm…of course, I knew that would work, didn’t doubt it for a second.]}
// You managed to encounter an option that leaves the scavengers alive, while still being hostile! This fact is currently not reflected in the rest of this story route in this version of the game due to time constraints. Special interactions based on this choice are intended for the next release. You're free to keep playing just know this route will be different in future versions.
---
[[Inspect the gate closer|CheckGate]]
[[Explore the Scrapyard|ExploreScrapyard]]{(text-color: yellow)[''$ASname'': `<Assessment>` Rudimentary task.]}
{(text-color: blue)[''$BRname'': Careful! Don’t make the situation worse than it already is!]}
Left Actuator: Index phalanx retracting. Lockpick apparatus deployed.
Optical Sensors: Lockpick inserted into lock. Picking in process.
Audio Sensors: A low metal click, and a small thud is present as the lock hits the sand. Volume- Minimal
{(text-color: purple)[''$NUname'': Go team! I knew you could do it.]}
{(text-color: blue)[''$BRname'': Hmmm…of course, I knew that would work, didn’t doubt it for a second.]}
// You managed to encounter an option that leaves the scavengers alive, while still being hostile! This fact is currently not reflected in the rest of this story route in this version of the game due to time constraints. Special interactions based on this choice are intended for the next release. You're free to keep playing just know this route will be different in future versions.
---
[[Inspect the gate closer|CheckGate]]
[[Explore the Scrapyard|ExploreScrapyard]]BR-1N: Of course. This is a cage made by the simpletons at a factory. Judging by the old state the cage is in, we can simply take out the bolts with a little bit of strength.
Left Actuator: Precisely and strongly gripping each bolt.
Right Actuator: Simultaneously pulling left actuator for every bolt.
Optical Sensors: Every bolt taken out, and the door falls into the sand. Volume: Minimal.
NU-15: Go team! I knew you could do it.
BR-1N: Quite easy really.
NU-15: It was only a misunderstanding. Bang on the cage this time.
BR-1N: Careful! Don’t make the situation worse than it already is!
Left Actuator: Repeated hammer punching at the cage walls.
Audio Sensor: Loud ringing metal repeats indefinitely.
Optical Sensors: Familiar aggressors approach again.
Scrapper 1: Can you stop? It’s starting to piss me off hearing that over and over again.
Scrapper 2: I mean… we can always take apart now if we want.
Left Arm Actuator: Pointing finger to missing voice box...
> Voice 1: "Alright well we need you to scrap, so why don’t ya just give yourself up. It seems like you were put here for a reason anyways."
Nurse: Oh gosh...helping them might be dangerous...oh oh! Try this! Sending some movements to you now...
Actuators: Attempting to execute, "Cowering" movement sequence from Nurse...
> Voice 2: "I think we should leave it, Ed"
Voice 1 registered as Ed...
> Ed: "Why? Nelson, We have a debt to pay, remember?"
Voice 2 registered as Nelson...
> Nelson: "Yeah...but look at it…"
Nurse: And now...my finishing touch.
Eye-lid shutters: Performing "Puppy Dog Eyes" expression from Nurse...
Emotion Recognition Sensor: Expression of sadness emitted from Ed and Nelson's entire being...
> Ed: "Fine. Maybe you can help us too. We're trying to find the code to the gate for our flatbed to get in. Make yourself useful, and look around because I don’t think your big ass can fit through the crack we went through."
Optical Sensors: Ed and Nelson unlock the gate. They emit caution.
Nurse: I knew they would have some sense.
BR-1N: Hmmm…of course, I knew that would work, didn’t doubt it for a second.
`[`''Inventory''`]`
---
{(if: $keypad is 1)[> [[Keypad]]]
(else:)[>]}
{(if: $note is 1)[> [[Note]]]
(else:)[>]}
>
>
>
>
---
(link-goto: "Return to game", $lastPassage)`[`''Keypad''`]`
---
A rusted rectangular keypad with a small display above the keys on the front. The back of the key pad is nothing but frayed wires. The keys are laid out:
┌──┐
| #### |
|--------|
| 7-8-9|
| 4-5-6|
| 1-2-3|
| --0-- |
└──┘
---
[[Back to Inventory|Inventory]]`[`''Note''`]`
---
An aged yellow sticky note that has the text, "Keypad Code: right, up, left, center", written on it in sloppy human hand writing.
---
[[Back to Inventory|Inventory]]Optical Sensors: A rusted rectangular keypad attached to the pillar only by it's wires...
> A small blinking display sits at the top...
> An array of keys below the display...
Generating approximation of key layout:
┌──┐
| #### |
|--------|
| 7-8-9|
| 4-5-6|
| 1-2-3|
| --0-- |
└──┘
---
Enter Code: (input: bind $code)
[[Submit|SubmitCode]]{(if: $code is "6845")[
(go-to: "GateOpen")
]}
(else:)[
(go-to: "AttemptCode")
]