Your browser lacks required capabilities. Please upgrade it or switch to another to continue.
Loading…
<div id="area-marker">Current Area:<br>
<div id="area-holder"><<-$player.Location>></div>
</div>
<div id="stat-holder">
Fatigue: <<-$player.Fatigue>><br>
<<if $Monster.Noticed>> Distance To Monster: <<-$Monster.Distance>><br> <</if>>
</div>
<<Inventory>><h1>Description</h1>
<<script>>UIBar.stow()<</script>>
<<set $Monster.Distance to 100>>
<<set $player.Fatigue to 0>>
<<set $Inventory.TorchPower to 100>>
<b>Area 64</b> is a text adventure taking place in the fictional town of Withrope. You are tasked with delivering a package to Area 64, a top secret base hidden somewhere in the town. The only problems are: you don't have anything other than what you can find around town, You're told to keep the package 'alive' (whatever that means), and to top it all off you don't even know where Area 64 is! There are six different music tracks in the game so ake sure to have your sound on!<br><br>
<h1>Controls</h1>
The game's controls are simple. At the end of each passage you are given a number of options in the form of blue links. Just click the links with your mouse.<br><br>
<b>[[GO TO TITLE SCREEN|Title]]</b>Player
<<set $player to { "Fatigue": 0,
"Location": "Location Text Here",
"PackageStatus": "Alive",
"PackageHeat": 50,
"SolvedCode": false,
"Inside": false,
} >>/
Monster
<<set $Monster to { "Direction": "North",
"Distance": 100,
"Noticed": false,
} >>/
Inventory
<<set $Inventory to { "Rock": false,
"Ladder": false,
"Axe": false,
"Key": false,
"Map": false,
"Tool box": false,
"Torch": false,
"TorchPower": 100,
"Coffee": 0,
"Decoy": 0,
"Brick": false,
"Package": false,
"Generator": false,
"Map": false,
} >>/
GlobalStrings
<<set $GlobalStrings to {
"GameOver": "Game Over text here",
} >>/
Story
<<set $Story to { "CollectedBobsDecoy": false,
"HadNap": false,
"TakenRoomCoffee": false,
"LeftHouse": false,
"TakenCemCoffee": false,
"CollectedCemDecoy": false,
"PostOfficeOpen": false,
"ShopOpen": false,
"TakenPostOfficeCoffee": false,
"Code": "",
"Completion": 0,
"Percentage": 0,
} >>
<<cacheaudio "Cliffside" "Music/Howling Cliffs.ogg" >>/
<<cacheaudio "Streets" "Music/Deserted Streets.ogg" >>/
<<cacheaudio "Title" "Music/Enter Area 64.ogg" >>/
<<cacheaudio "Cliffs" "Music/Howling Cliffs.ogg" >>/
<<cacheaudio "Indoor" "Music/Indoor Ambience.ogg" >>/
<<cacheaudio "Cemetery" "Music/Ominous Cemetery.ogg" >>/
<<widget StatChecker>>
<<if $player.Fatigue gte 100>>
<<set $GlobalStrings.GameOver to "Despite your best efforts the fatigue became too much for you. You finally admit defeat and close your eyes for the final time...">>/
<<goto [[GameOver]]>>
<</if>>
<<if $Monster.Distance lte 0>>
<<set $GlobalStrings.GameOver to "You tried your best to flee the monster but it became too much for you. The last thing you see is the bright orange eyes of the beast before the world is plunged into darkness.">>/
<<goto [[GameOver]]>>
<</if>>
<<if $Inventory.TorchPower lte 0>>
<<set $GlobalStrings.GameOver to "The torch begins to flicker, and flicker, and flicker, and die. As the light from the torch goes the world goes dark. You hear the beast approaching you. In your final moments you wonder if all this was worth it for some small package. You hear a noise immediately to your left, turn your head sharply, and have your worst fears confirmed. Looking back at you is a pair of bright orange eyes. As you look down at the creature's four sets of teeth you know it's unlikely that you'll see the light of day again.">>/
<<goto [[GameOver]]>>
<</if>>
<<if $player.Fatigue lt 0>>
<<set $player.Fatigue to 0>>
<</if>>
<</widget>><h1>GAME OVER!</h1><br>
<<-$GlobalStrings.GameOver>><br>
[[Return To Title Screen|Title Screen]]
<br><br>
<b>Tip:</b> You can drink coffee to lower your fatigue. Didn't you have some in your room earlier?<div class="inventory-holder">
<<widget Inventory>>
<table id="inventory" border='1'>
<th colspan='2'>INVENTORY</th>
<tr> <th width=20%>Item</th> <th width=20%>Info</th> </tr>
<<if $Inventory.Package>> <tr class="inventory-row"><td>Package</td><td><<-$player.PackageStatus>></td></tr> <</if>>
<<if $Inventory.Rock>> <tr class="inventory-row"><td>Rock</td><td> </td></tr> <</if>>
<<if $Inventory.Ladder>> <tr class="inventory-row"><td>Ladder</td><td> </td></tr> <</if>>
<<if $Inventory.Axe>> <tr class="inventory-row"><td>Axe</td><td> </td></tr> <</if>>
<<if $Inventory.Key>> <tr class="inventory-row"><td>Key</td><td> </td></tr> <</if>>
<<if $Inventory.Map>> <tr class="inventory-row"><td>Map</td><td> </td></tr> <</if>>
<<if $Inventory.Toolbox>> <tr class="inventory-row"><td>Toolbox</td><td> </td></tr> <</if>>
<<if $Inventory.Torch>> <tr class="inventory-row"><td>Torch</td><td>Power: <<-$Inventory.TorchPower>>%</td></tr> <</if>>
<<if $Inventory.Brick>> <tr class="inventory-row"><td>Brick</td><td> </td></tr> <</if>>
<<if $Inventory.Coffee gt 0>> <tr class="inventory-row"> <td>Coffee <<button "Drink">><<set $Inventory.Coffee -= 1>><<set $player.Fatigue -= random(30, 40)>><<script>>state.display(state.active.title, null, "back")<</script>><</button>></td> <td>x<<-$Inventory.Coffee>></td> </tr><</if>>
<<if $Inventory.Decoy gt 0>> <tr class="inventory-row"> <td>Decoy <<button "Throw">><<set $Inventory.Decoy -= 1>><<set $Monster.Distance += random(50, 70)>><<script>>state.display(state.active.title, null, "back")<</script>><</button>></td> <td>x<<-$Inventory.Decoy>></td> </tr> <</if>>
</table>
<</widget>>
</div><<audio ":playing" stop>>
<<audio "Indoor" volume 0.5 loop play>>
<<script>>UIBar.unstow()<</script>>
<<set $player.Location to "Bob's House - Your room">>
You lay there in bed on the cool summer's night in the small town of Withrope. It's quite a small town, population of no more than 150 people but despite that it's quite infamous. It has long been rumoured that a top secret base was hidden somewhere in the town.. Admittedly you <b>were</b> quite excited to stay in the town for a while after your car broke down, just to see. It sounded so exciting looking for a top secret base hidden in a small closely knit village, however as you began to see the town you began to wonder just how true those rumours may be.
<br><br>
<<timed 10s t8n>>
From your west facing back window you can see almost the entire town from the ominous graveyard, to the ancient post office, from the howling rocky cliffside to the small charming village shop. The thing is: the town's so small how could the base be here. Alas it seems to just be another conspiracy theory believed only by gullible people such as yourself. You can't help but think to yourself that you may be missing something though.
<</timed>>
<<timed 20s t8n>>
<br><br>
Well there would be plenty of time to explore tomorrow anyway, for now it was time to get some sleep.
<</timed>>
<<timed 25s t8n>>
<br><br>
Your dreams don't last long though. Just a few hours later you're awoken by a loud crash from outside. You're ready to brush it off and go back to sleep. You <b>were</b> in the middle of a quite riveting dream about... <b>"*crash*" </b>
<</timed>>
<<timed 35s t8n>>
There it is again, no mistaking it now. What could be making that horrible noise? You decide to get up and investigate.<br><br>
[[Go Downstairs|Bob's House Intro Downstairs]]
<</timed>>
<<StatChecker>><<set $player.Location to "Bob's House - Kitchen">>
Upon descending the staircase you find Bob (the army veteran who was kind enough to let you stay here for the night) running around the kitchen like a headless chicken.
<br><br>
<<timed 6s t8n>>
"Oh you're awake", he says absent mindedly barely even noticing you. He looks terrified. You can just barely hear him mumble the words "She found me, how did she find me".
<br><br>
<</timed>>
<<timed 12s t8n>>
"Who found you?", you ask somewhat worriedly. He looks up at you like he's just noticing you for the first time. His eyes bulge and a look of realization comes across his face. "Listen very carefully", he says. "What I need you to do is take <b>this package</b> and bring it to Area 64."
<br><br>
<</timed>>
<<timed 18s t8n>>
You can't believe what you're hearing. "Area 64?" you ask. "That's not the rumoured base, is it?"<br>
"Well it sure as hell ain't a coffee shop!" is his response. "I thought that was just a myth" you reply.<br>
Bob looks down at his feet, "no, no it's a real place. I'd know, I work there".<br>
<</timed>>
<<timed 23s t8n>>
You stand there with your eyes wide as saucers. "But, but, ". "NO TIME FOR QUESTIONS", he shouts. "Get this package to Area 64 pronto but remember, it's a secret base, tell no-one about it".
<</timed>>
<br><br>
<<timed 30s t8n>>
[[I'll do it!|Intro Downstairs 2]]<br>
[[Hell no, I'm not doing that!|Intro Game Over]]<br>
<</timed>><<set $Inventory.Package to true>>
<<set $player.PackageStatus to "Alive">>
<<audio ":playing" stop>>
<<audio "Streets" loop play>>
Bob's face is filled with relief. "Thank God", he says.
<br>
He hands you the package. It feels wierd and squishy.
<br>
"Just one more thing, " he says. "Keep it alive".
<br>
"Wha- keep what alive?"
<br>
"The package, keep it alive, don't let it die"
<br>
"But where-" "No more questions, GO!, get that damn thing as far away from this house as you can!"
<br> "Are you not going to help me?" You ask.<br>
Bob sighs. After a second he informs you that "Behind the locker over there, is a decoy. If <b>it's</b> getting too close just throw the decoy and it'll distracy it for a bit, but be careful, you can only use the decoy once."
<br>
"Distract wha-", <br><b>"I SAID NO MORE QUESTIONS!</b> now get going I want that thing out of my life once and for all.
<br>
<br>
[[Examine the Locker in the corner|Bob's House Locker]]<br>
[[Leave the house via the front door|Chestnut St]]<br>
[[Leave the house via the back door|Bob's Back Garden]]A look of disappointment washes over Bob's face. "You've killed us all he mutters". Suddendly You feel something attack you. You don't know what but you do know it's the last thing you'll ever feel. You feel the life drain out of you as you look over at the package. Just what was in that package that made it so important?<br><br>
<<timed 8s t8n>>
<h1>Game Over</h1>
<</timed>>
<<timed 9s>>
<br><<back[[Retry from previous turn|Bob's House Intro Downstairs]]>>
<br>[[Return to title screen|Title Screen]]
<</timed>>
<<if !$Story.CollectedBobsDecoy>>
As you approach the locker you see a small dummy peeking out from behind it. This must be the decoy Bob was talking about.
<br><br>
[[Pick it up|PickupDecoy][$player.decoy += 1]]<br>
[[Leave it there|Bob's Sitting Room]]
<<else>>
You see the place where you took the decoy from, now completely decoy-less. If only there were an infinite supply, huh?<br>
[[Return|Bob's Sitting Room]]
<</if>><<RoomInit>>
<<set $player.Location to "Chestnut St.">>
<<if !$Story.LeftHouse>>
<<set $Story.LeftHouse to true>>
As you leave the house, you hear Bob say once more: "Don't forget, keep it alive".
<br><br>
You walk out onto Chestnut Street. The air feels colder than before. There's something unnerving about the place now. It no longer feels like the vibrant village it did just some hours ago.<br><br>
You look up and down the street a few times. Where did everybody go?
<br><br>
As you begin walking reality starts to set in. You're stuck looking for a secret base that logically couldn't possibly be in a small town such as this and to top it all off you're going.
<br>
What a situation to have gotten yourself into.<br><br>
<</if>>
There are is only one way to go from Chestnut Street into the village and that's Atlantic Street.
<br>
[[Enter Bob's house|Bob's Sitting Room]]<br>
[[Go West onto Atlantic Street|Atlantic St]]<<RoomInit>>
<<set $player.Location to "Bob's House - Back Garden">>
<<if !$Story.LeftHouse>>
<<set $Story.LeftHouse to true>>
As you leave the house, you hear Bob say once more: "Don't forget, keep it alive".
<br><br>
You walk out into Bob's Garden. The air feels colder than before. There's something unnerving about the place now. It no longer feels like the vibrant village it did just some hours ago.<br><br>
You listen out for some sort of a sign of people nearby. You hear nothing. Not even the the sound of a cricket or a bird. Where did everybody go?
<br><br>
As you begin walking reality starts to set in. You're stuck looking for a secret base that logically couldn't possibly be in a small town such as this and to top it all off you're going.
<br>
What a situation to have gotten yourself into.<br><br>
<</if>>
If you hop the fence you should be able to make it onto Atlantic Street. Since that's the way to get further into the town, you might as well head down that way.
<br>
[[Enter Bob's house|Bob's Sitting Room]]<br>
[[Go West onto Atlantic Street|Atlantic St]]<<set $player.Location to "Bob's House - Sitting Room">>
<<RoomInit>>
<<set $player.Location to "Bob's House: Sitting Room">>
You return to Bob's now empty sitting room. Not much to do here though...
<br>
[[Go Upstairs|Your Room]]<br>
[[Go through the front door|Chestnut St]]<br>
[[Go through the back door|Bob's Back Garden]]<br>
[[Examine the locker|Bob's House Locker]] <br>
<<RoomInit>>
You look down at the comfortable bed by the wall and wish you could be still in there dreaming away. Instead you're stuck searching for a secret base that may or may not even exist.
<<if !$Story.HadNap>>
You're fighting fatigue and want nothing more than to sleep. Surely one quick power nap won't make a difference, right?
<</if>>
<br><br>
<<if!$Story.TakenRoomCoffee>> You also notice your coffee sitting on the locker beside your bed. Maybe that can help fight the fatigue.<br>
<br>
[[Take the coffee|PickupCoffee]]<br> <</if>>
<<if !Story.HadNap>> [[Go for a quick power nap|Power Nap]]<br> <</if>>
[[Go back downstairs|Bob's Sitting Room]] <br><<set $player.location to "Atlantic St.">>
<<RoomInit>>
<<if !$Monster.Noticed>>
You begin making your way down Atlantic St. still clutching tightly to the package wondering why it had to be you when you hear a noise coming from behind. As you turn around you see a hideous creature. It looks like something out of a sci-fi movie with it's 6 ears, giant paws, bright orange eyes piercing through the darkness, and most frightening of all, it's four sets of razor sharp teeth that look like they could slice metal.<br><br>
<<set $Monster.Noticed to true>>
<<set $Monster.Distance to random(60, 90)>>
[[Give The monster a hug|MonsterHug]]<br>
[[Run West down Atlantic Street|Atlantic St]]<br>
<<else>>
You're standing at a crossroads, you can head west onto shop street, or go south onto Federal St.<br><br>
[[Head west onto shop street|Shop Street]]<br>
[[Head South onto Federal street|Federal Street]]<br>
[[Head back east towards Chestnut St.|Chestnut St]]<br>
<</if>>You sleep like a baby. You wake up feeling refreshed.
<<set _recovery = random(35, 49)>>
<br><br>
Your fatigue went down by <<-_recovery>>.
<<set $player.Fatigue-=_recovery>>
<<set $Story.HadNap to true>>
<br><br>
[[Return|previous()]]You Picked up the decoy<br><br>
<<if previous() is "Bob's House Locker">>
<<set $Story.CollectedBobsDecoy to true>>
<</if>>
<<if previous() is "Graveyard South">>
<<set $Story.CollectedCemDecoy to true>>
<</if>>
<<set $Inventory.Decoy += 1>>
[[Return|previous()]]You Picked up the coffee<br><br>
<<if previous() is "Your Room">>
<<set $Story.TakenRoomCoffee to true>>
<</if>>
<<if previous() is "Graveyard North">>
<<set $Story.TakenCemCoffee to true>>
<</if>>
<<if previous() is "Post Office">>
<<set $Story.TakenPostOfficeCoffee to true>>
<</if>>
<<set $Inventory.Coffee += 1>>
[[Return|previous()]]<<script>>UIBar.unstow()<</script>>
<<widget RoomInit>>
<<set $player.Fatigue += random(2, 4)>>
<<if $Monster.Noticed>>
<<set $Monster.Distance -= random(20, 40)>>
<<set $Monster.Distance += random(20, 40)>>
<</if>>
<<if $Inventory.Torch>><<set $Inventory.TorchPower -= random(1, 3)>><</if>>
<<if $Inventory.TorchPower lt 0>><<set $Inventory.TorchPower to 0>> <</if>>
<<StatChecker>>
<</widget>><<audio ":playing" stop>>
WHA-<br>
WHY THE HELL WOULD YOU TRY TO HUG THE MONSTER!?<br>
<br>
Needless to say, it didn't end too well for you<br>
<br>
<h1>GAME OVER</h1><br><br>
[[Retry From Previous Turn|previous()]] <br>
[[Return To Title Screen|Title Screen]]<<if previous() is "Village Shop" || previous() is "Post Office">>
<<audio ":playing" stop>>
<<audio "Streets" play>>
<</if>>
<<RoomInit>>
<<set $player.Location to "Shop Street">>
You make your way down shop street. A number of small shops and facilities line the street. Of note, there is a small village shop and a post office. <<if !$Story.PostOfficeOpen>>
<<if !$Story.ShopOpen>>
Both of those places however, appear to be locked. Maybe you can find something to use to break into them.
<<else>>
The post office is still locked but the shop is now completely doorless.
<</if>>
<</if>>
<<if $Story.PostOfficeOpen>>
<<if !$Story.ShopOpen>>
The post office now has a gaping hole in it's window but the shop remains firmly shut.
<<else>>
Both of those places are now easily accessible thanks to your quick thinking and robber-like tendencies.
<</if>>
<</if>>
<br><br>
<<if $Story.PostOfficeOpen>>[[Enter Post Office|Post Office]]<br><</if>>
<<if $Story.ShopOpen>>[[Enter The Shop|Village Shop]]<</if>>
<br><br>
[[Head back north east onto Atlantic Street|Atlantic St]]
<br><br>
<<if $Inventory.Brick && !$Story.PostOfficeOpen>>[[Break post office window with brick and enter|Post Office]]<br><</if>>
<<if $Inventory.Rock && !$Story.PostOfficeOpen>>[[Break post office window with rock and enter|Post Office]]<br><</if>>
<<if $Inventory.Axe && !$Story.ShopOpen>>[[Break into shop using axe|Village Shop]]<br><</if>>
<<if $Inventory.Map>>[[Follow the path to the generator house|Generator House Ext]]<</if>><<if previous() is "Rocky Cliffs">>
<<audio ":playing" stop>>
<<audio "Streets" loop play>>
<</if>>
<<RoomInit>>
<<set $player.Location to "Federal Street">>
<<if visited() lte 1>>
As you're walking towards Federal St. you realize what was so off. It's dark. Too dark, all the street lamps are out!<br>
<br>
You continue your way down Federal Street and soon come to another crossroads. You can hear the howling winds down South by the rocky cliffs and can see a graveyard in the distance down Church St to the west.
<<else>>
You re-emerge on Federal Street. You can go west down Chruch Street to get to the graveyard or go South to get to the rocky Cliffs.
<</if>>
<br><br>
[[Go West onto Church Street|Church Street]]<br>
[[Go South towards the rocky cliffs|Rocky Cliffs]]<br>
[[Go back up north to Atlantic Street|Atlantic St]]<<if previous() is "Federal Street">>
<<audio ":playing" stop>>
<<audio "Cemetery" loop play>>
<<else>>
<<audio ":playing" stop>>
<<audio "Streets" loop play>>
<</if>>
<<RoomInit>>
<<set $player.Location to "Church Street">>
You walk down Church Street and find yourself in the middle of a large square surrounded by houses. Sitting right in the middle of the square is the cemetery. You can't help but think it's a bit of a wierd place for a graveyard. Past here it looks like a dead end. Not much to do here other than explore the graveyard.<br>
<br>
[[Explore the northern side of the graveyard|Graveyard North]]<br>
[[Explore the southern part of the graveyard|Graveyard South]]<br>
[[Go back east onto Federal Street|Federal Street]]<<if previous() is "Federal Street">>
<<audio ":playing" stop>>
<<audio "Cliffs" play>>
<</if>>
<<RoomInit>>
<<set $player.Location to "Rocky Cliffs">>
<<if visited() lte 1>>
You hear the howls of the wind as you stand atop the rocky cliffs. It looks to be a dead end. You're still clutching tightly to the package. Better not drop it, then you definitely wouldn't be keeping it alive.
<<else>>
You make your way back up to the cliff. It's not like you really have any idea where you're going anyway. Might as well check out the area again.
<</if>>
<br><br>
<<if !$Inventory.Rock>>
The floor is covered in rocks. Maybe you should take one. You know, just in case.
<br><br>
<</if>>
<<if $Inventory.Generator && !$Inventory.Key>>
<<if $Inventory.Torch>>
You see a small object glinting off the newly restored light. With your torch in hand you illuminate the object. It's an old key. Someone must have dropped it when up here for a stroll.<br><br>
<<else>>
You see a small object glinting off the newly restored light. Unfortunately it's too small to reliably see without another light source.<br><br>
<</if>>
<</if>>
<<if visited() gte 3 && !$Inventory.Toolbox>>
You see a toolbox on the floor.<br>
[[Pick up the toolbox|Rocky Cliffs][$Inventory.Toolbox to true]]<br>
<</if>>
[[Go back north to Federal Street|Federal Street]]
<br><br>
<<if !$Inventory.Rock>> [[Pick up a rock|Rocky Cliffs][$Inventory.Rock to true]]<br> <</if>>
<<if !$Inventory.Key && $Inventory.Torch && $Inventory.Generator>> [[Pick up the key and go back to Federal St.|Federal Street][$Inventory.Key to true]]<br> <</if>>
<<if $Inventory.Ladder>>[[Use Ladder to reach a ledge on the cliff|Area 64 Entrance]]<</if>><<audio ":playing" fadeout>>
<<audio "Title" volume 0.9 fadein>>
<img src="Images/TitleCard.png">
<<timed 4s t8n>>
<h2>[[>BEGIN GAME<|Intro]]</h2>
<</timed>><<RoomInit>>
<<set $player.Location to "Graveyard - North">>
<<if visited() lte 1>>
You creep your way into the northern part of the graveyard careful not to make a sound. It's pitch black. You stumble your way through the area densly populated with graves. Why were there so many graves? <br><br>
<</if>>
You nearly topple over a grave as you continue onwards.
<br><br>
<<if !$Inventory.Brick>>
Just as you're beginning to wonder what the point of even coming in here was you trip over something and land headfirst in the dirt. As you look to see what it was, <<if visited() lte 1>>you see a brick laying there on the floor. <<if $Inventory.Axe>>First an axe, now a brick! Who's leaving all this stuff here?<</if>><br><br><<else>>you see the same brick as before. Maybe you should just pick it up. At least then you'll stop tripping over it.<br><br>
<</if>>
<</if>>
<<if $Inventory.Generator>>
<<if !$Story.TakenCemCoffee>>
In the few rays of light peeking through you see a coffee. Just lying there on the ground. Surely Nobody would mind if you just had a sip. You don't know what's in it and where it's been but frankly just don't care.
<<else>>
You see the spot you took the coffee from. You still stand by your descision. Desperate times call for desperate measures.
<</if>>
<</if>>
As you keep walking you realise you're nearly at graveyard south. You can keep walking or leave this damn graveyard.<br>
<br>
[[Explore the southern part of the cemetery|Graveyard South]]<br>
[[Leave the graveyard and return to Church Street|Church Street]]<br>
<br>
<<if !$Inventory.Brick>> [[Pick up the brick|Graveyard North][$Inventory.Brick to true]]<br> <</if>>
<<if $Inventory.Generator && !$Story.TakenCemCoffee>> [[Pick up the coffee|PickupCoffee]] <</if>><<RoomInit>>
<<set $player.Location to "Graveyard - South">>
<<if visited() lte 1>>
You creep your way into the southern part of the graveyard careful not to make a sound. It's pitch black. You stumble your way through the area densly populated with graves. Why were there so many graves? <br><br>
<</if>>
You're surrounded by graves. Thousands of graves.
<br><br>
<<if !$Inventory.Axe>>
You're walking through the graveyard trying to read the graves as you pass. You're not looking where you're going and.. trip over an axe, <<if visited() lte 1>>An axe in the middle of a graveyard.<<if $Inventory.Axe>>First a brick, now an axe! Who's leaving all this stuff here?<</if>><br><br><<else>>you see the same axe as before. Who would need an axe in a cemetery.Maybe you should just pick it up. At least then you'll stop tripping over it.<br><br>
<</if>>
<</if>>
<<if $Inventory.Generator>>
<<if !$Story.TakenCemDecoy>>
With the power now back on, you see something glinting on the floor. It's another decoy, just like Bob's one!
<<else>>
You see the spot you took the decoy from. It was a decoy, right?
<</if>>
<</if>>
As you keep walking you realise you're nearly at graveyard north. You can keep walking or turn around and leave this damn graveyard!<br>
<br>
[[Explore the northern part of the cemetery|Graveyard North]]<br>
[[Leave the graveyard and return to Church Street|Church Street]]<br>
<br>
<<if !$Inventory.Axe>> [[Pick up the axe|Graveyard South][$Inventory.Axe to true]]<br> <</if>>
<<if $Inventory.Generator && !$Story.CollectedCemDecoy>> [[Pick up the decoy|PickupDecoy]] <</if>><<set $Monster.Noticed to false>>
<<set $player.Location to "Cliff Ledge">>
<<audio ":playing" play>>
<<audio "Cliffside" loop stop>>
As you descend the ladder you can't believe your eyes.<<timed 3s t8n>> There right before you, where the rock wall should continue, is a large metal door.
<br><br>
There's no doubt in your mind, this must be it. You've just found Area 64.
<br> <br>
<b>[[Go Inside|Bunker Corridor]]</b>
<</timed>><<if previous() is "Shop Street">>
<<audio ":playing" stop>>
<<audio "Indoor" play>>
<</if>>
<<RoomInit>>
<<set $player.Location to "Post Office">>
<<set $Story.PostOfficeOpen to true>>
<<if visited() lte 1>>
You smash the window of the post office in. Inside you find it's pitch black. The power must be gone here too. You can feel a map on the desk. Unfortunately it's too dark to read it. Maybe if you got some sort of light source and used it.
<</if>>
<<if $Inventory.Generator && !$Story.TakenPostOfficeCoffee>>With the post office's bright overhead lights now back in business, you can see a coffee sitting on the desk<br><br>
[[Pick up the coffee|PickupCoffee]] <br>
<</if>>
<<if $Inventory.Torch>> [[Use the torch to read the map|Map]] <</if>>
<br><br>
[[Go back outside|Shop Street]] <<RoomInit>>
<<set $player.Location to "Village Shop">>
<<set $Story.ShopOpen to true>>
<<audio ":playing" stop>>
<<audio "Indoor" play>>
<<if visited() lte 1>>
You enter the pitch black shop through the door you just smashed down. Unfortunately it's too dark to see anything in here. You can, however feel a torch on the shelf in front of you. Maybe it'll come in handy.
<<else>>
You re-enter the shop, what better place to look for clues than a shop like this.<br><br>
<</if>>
<<if $Inventory.Key>>
It looks like the key you found on the cliffs was for the shop's store room. There looks to be a large red ladder in there.
<</if>>
<br><br>
<<if !$Inventory.Torch>> [[Pick up the torch and go|Shop Street][$Inventory.Torch to true]]<br> <</if>>
[[Leave the shop|Shop Street]]<br>
<<if !$Inventory.Ladder && $Inventory.Key>> [[Take the ladder and go|Shop Street][$Inventory.Ladder to true]]<</if>><<set $Inventory.Map to true>>
As you gaze down at the map something catches your eye. Just southwest of here there's a generator house! Maybe we can use that to light the place up again.<br><br>[[Return|Post Office]]<br><br>
<img src="Images/Map.png" height="600">
<br><br><<set $player.Location to "Generator House Ext.">>
<<RoomInit>>
<<if visited() lte 1>>
You run down the narrow pathway to find it. A small metal building inside of which you should find the generator. Your hopes are dashed however when you notice that you need a code to get in.<br><br>
<</if>>
<<if !$Inventory.Generator>>
<label> Enter the passcode: <<textbox "$Story.Code" "" "CodeCheck">> <br></label>
<</if>>
<<if previous() is "CodeCheck">>
<div id="code-incorrect"> Incorrect Passcode </div><br>
<</if>>
[[Go back up shop street|Shop Street]] <<set $player.Location to "Generator House Int">>
<<RoomInit>>
<<if !$Inventory.Generator>>
<<if visited() lte 1>>
You enter the old generator room and see it there. Someone jammed the generator. Someone purposely shut off power to the village. Oh well.<br><br>
<</if>>
The generator looks to be in pretty bad shape. You can fix it but not without a toolbox. <br><br>
<<else>>
The generator humms loudly as it provides power to the town.
<</if>>
<<if $Inventory.Toolbox && !$Inventory.Generator>> [[Fix the Generator|Generator House Int][$Inventory.Generator to true]]<br> <</if>>
[[Leave the generator house|Generator House Ext]]<br>
<<if $Story.Code eq "1938">>
<<goto[[Generator House Int]]>>
<<else>>
<<goto[[Generator House Ext]]>>
<</if>><<set $player.Location to "Area 64 - Corridor">>
<<audio ":playing" stop>>
You make your way out into a small metal plated corridor. The corridor contains nothing but the door you just came through, and another door at the end.<br><br>
It seems so obvious now. Of course this is where the base would be. The only way for the base to be well hidden in a town as small as this is for the base to be <em>under</em> the town.<br><br>
You take one last look at the door behind you and look back at the one in front, the package still squirming around in your arms.<br><br>
Only one way to go now.<br><br>
[[Go through the door|Atrium]]<<set $player.Location to "Area 64 - Atrium">>
You enter into a giant circular atrium. It must be at least 20m in diameter. You see a man in a white suit walking towards you, his face expressionless. "Did it find him?" he asks. This time you don't need to ask what found Bob. You know. You inform the man that his suspicions are correct. His face remains expressionless. "I assume you've come to give us the package" he asks not even looking you in the eye. <br><br>
<<timed 10s t8n>>
"Yeah, that's why I'm here. But what was that thing back there? What's in this package? and what's this place for?"<br><br>
You get your answers but you're not sure you wanted them.
<</timed>>
<<timed 20s t8n>>
<b>"This"</b>, the man replies, "is Area 64. It's a testing facility for all kinds of weird creatures. That 'thing' outside is one of the things we've been monitoring. If we can manage to clone her just think of the uses it could have in war. She's normally harmless, unless that is, you have that package".<br>
"What's in the package?" you ask again<br>
<</timed>>
<<timed 30s t8n>>
"Her child." is his response. "Bob's job was simple; steal the child, bring it back here in the morning so we could dissect it's brain. Only that damn thing's <em>motherly instinct</em> appears to have led her right to him."<br><br>
"Your job now is simple: hand me the child and we can get to work soon" he finishes. <br>
<</timed>>
<<timed 40s t8n>>
The weight of the situation hits you. You feel the package wriggling around in your hands. It can't be more than a baby.<br><br>
With all this on your mind it's time to make your final descision.
<div id="final-des">
<br>
<b>[[Reunite the monster with her child|Good Ending]]<br>
[[Give the child up 'for the greater good'|Bad Ending]]<br></b>
</div>
<br>
The choice is yours.
<</timed>><<script>>UIBar.stow()<</script>>
You don't need time to think. You know what's right and what's wrong. You turn around and race back to the door you came through, burst through to the corridor from before, and up the ladder again. You can hear people behind you, running after you. You make it back to the clifftop and hide in a bush. You see all the agents running past you now. When the coast is clear you find the monster and set the 'package' down in front of it. All ferocity seems to be gone from the monster. She picks up the child and off she runs into the night. You kept the package alive even at risk to your own life.
<br><br>
You got the:
<h1>Good Ending</h1>
<br><br>
[[End]]<<script>>UIBar.stow()<</script>>
You don't need time to think. You know what's right and what's wrong. That package has a monster in it. It's for the best if it's killed now. Besides who cares about the reprocussions in war. You'll be on the winning side. "One more thing" the white suited man says. He then pulls a revolver out of his pocket and aims directly at your forehead. We can't have you going around telling everyone about this place. You know too much. It's time you were <em>silenced</em>". And those will be the last words you'd ever hear. The package you just moments ago offered for slaughter. You'd failed at your most basic command: "Keep it alive". You failed to keep the package, and in the end yourself, alive.
<br><br>
You got the:
<h1>Bad Ending</h1>
<br><br>
[[End]]<h1>Thank you for playing the game.</h1><br>
If you enjoyed it please be sure to rate it over on the Ludum Dare website.
<br><br>
<<Completion>><br><br>
[[Return to title screen|Title Screen]] <<widget Completion>>
<<if $Inventory.Rock>><<set $Story.Completion += 1>><</if>>
<<if $Inventory.Ladder>><<set $Story.Completion += 1>><</if>>
<<if $Inventory.Axe>><<set $Story.Completion += 1>><</if>>
<<if $Inventory.Key>><<set $Story.Completion += 1>><</if>>
<<if $Inventory.Rock>><<set $Story.Completion += 1>><</if>>
<<if $Inventory.Map>><<set $Story.Completion += 1>><</if>>
<<if $Inventory.Toolbox>><<set $Story.Completion += 1>><</if>>
<<if $Inventory.Torch>><<set $Story.Completion += 1>><</if>>
<<if $Inventory.Brick>><<set $Story.Completion += 1>><</if>>
<<if $Story.CollectedBobsDecoy>><<set $Story.Completion += 1>><</if>>
<<if $Story.CollectedCemDecoy>><<set $Story.Completion += 1>><</if>>
<<if $Story.TakenRoomCoffee.TakenPostOfficeCoffee>><<set $Story.Completion += 1>><</if>>
<<if $Story.TakenRoomCoffee.TakenRoomCoffee>><<set $Story.Completion += 1>><</if>>
<<if $Story.TakenRoomCoffee.TakenCemCoffee>><<set $Story.Completion += 1>><</if>>
<<if $Story.HadNap>><<set $Story.Completion += 1>><</if>>
<<set $Story.Percentage to $Story.Completion / 15 * 100>>
Completion Percentage: <<-$Story.Percentage>>%
<</widget>>