Welcome to The Thingy
A |hook1>[Super-Cool Monster Battle Adventure] by Sydney Fonderie
|sect1)[You are Robert Ericsson: scientist, genius, and author extraordinaire. For the past three months, you have been cooped up inside of a remote arctic research base as part of a top-secret government project so sensitive that even its name and any basic details about its operations are classified. Isn't that |hook2>[cool]?]
|sect2)[It's been hard work, what with the fate of the world probably at stake, but with your unyielding constitution and pure grit, you've been able to power through the more grueling parts of your duties. Of course, like all heroes, you don't work alone: you have a crack team of fellow |hook3>[scientists, workers, and guards] at your beck-and-call at all times.]
|sect3)[Your team members are as follows:
|cook1>[Garry] |char1)[is the impressionable, young delivery guy who's job it is to ferry much-needed science stuff to the facility everyday from the nearest outpost of civilization. He really looks up to you, and follows you around like a puppy when he's not busy doing his job. Currently, he's hanging out with you in the break room learning about all of the super-cool science stuff you normally do.]
|cook2>[Helena] |char2)[is your beautiful, attractive, and all-around amazing science assistant who is also 100% flirting with you all of the time. She's currently taking inventory of project-critical equipment in the Warehouse.]
|cook3>[Laura] |char3)[is the in-facility security guard who primarily patrols the main hallway to make sure that everyone is following proper security procedures. She can be a bit tough at times, but because you are so charismatic, it's also 100% because she's just flirting with you.]
|cook4>[Leonard] |char4)[is the social glue that holds the facility together... after you, of course. Whenever anyone's feeling down, Leonard always finds a way to bring everyone's spirits up. You two have always got along, and are as close as two scientists can get without it being like, weird, and stuff.]
|cook5>[Peter] |char5)[is a security guard who guards the front lobby and does a lot of the administrative work. You usually like to bounce jokes and ideas off of him when you pass by to get to the warehouse.]
|cook6>[Steve] |char6)[is the closest thing to a mad scientist you have at this facility. He's obsessed with chemicals, solutions, and other crazy scienc-ey things. You have a hard time trusting the guy, but damn can he make some good science juice.]
Together, all of you are hard at work doing your normal science business, when suddenly there's an announcement over the [[intercom->Break Room (Choice)]].]
(click: ?hook1)[(show: ?sect1)](click: ?hook2)[(show: ?sect2)](click: ?hook3)[(show: ?sect3)](click: ?cook1)[(show: ?char1)](click: ?cook2)[(show: ?char2)](click: ?cook3)[(show: ?char3)](click: ?cook4)[(show: ?char4)](click: ?cook5)[(show: ?char5)](click: ?cook6)[(show: ?char6)](set: $facility to (a:"Garage", "Lobby", "Main Hall", "Laboratory", "Warehouse", "Kitchen", "Break Room"))(set: $progress to 0)(set: $mprogress to 1)(set: $garry to 0)(set: $helena to 0)(set: $laura to 0)(set: $leonard to 0)(set: $peter to 0)(set: $steve to 0)(set: $location to $mprogress of $facility)(set: $garage to 0)(set: $lobby to 0)(set: $mainhall to 0)(set: $laboratory to 0)(set: $warehouse to 0)(set: $kitchen to 0)(set: $breakroom to 0)(set: $monster to 3)Peter's voice blares throughout the facility:
"Attention all personnel: we have found a strangely-ill penguin while out on a routine excursion. We have elected to bring the creature back into the Garage to warm it up before we run some tests to figure out what's wrong with it. Penguins aren't supposed to make the noises this thing is making. |hook1>[Peter, out!]"
|sect1)[You stand there, briefly, considering what Peter just said. It's all good and well that the facility is dedicated to protecting animals, but your gut is telling you that there's something very wrong about this situation.
|hook2>[You spend a few minutes, deep in thought.]]
|sect2)[|hook3>[Garry gets up and grabs some coffee.]]
|sect3)[|hook4>[You continue thinking.]]
|sect4)[|hook5>[Garry offers you some coffee.]]
|sect5)[|hook6>[You turn it down; you almost have it.]]
|sect6)[|hook7>[Then, suddenly, it dawns upon you:]]
|sect7)[|hook8>[Penguins don't live in the arctic!]]
|sect8)[As soon as you have your eureka moment, though, the lights suddenly black out. An alarm begins to blast throughout the facility. When the emergency lights turn on, you can hear the sound of something horrible screaming down the halls. Your instincts kick in. |hook9>[It's time to kick some monster ass.]]
|sect9)[You quickly dive over to your emergency supply hidey-hole that you just so happen to keep in the Break Room. Inside, you find your trusty pistol, your ammo cache, your survival snacks, your map of the facility, a pair of indoor sunglasses, and a radar scanner that you can use to find the monster. You pull all of these items out and stuff them in your pockets. Garry looks on in awe, his eyes |hook10>[glittering with admiration] of your absolute coolness.]
|sect10)["Alright Garry," you tell him, your sunglasses glistening in the flourescent light. "You stay here and get hidden. |hook11>[I'll take care of this.]"]
|sect11)["But Robert!" Garry says, aprehensively. "|hook12>[Where should I hide?]"]
|sect12)[You smile, proud of this young man's respect for your survival knowledge. You look around for some good hiding spots, and identify two candidates:
|cwrapA>[
A) |choiceA>[You tell Garry to hide behind the vending machine and use it as a weapon.]]|cwrapB>[
B) |choiceB>[You tell Garry to dive behind the couch and arm himself with pillows.]]]
|resultA)[Garry nods and squeezes behind the vending machine. He's extremely well hidden, thanks you your brilliant advice. Garry's arm pops out from behind the vending machine and gives you a thumbs up.]|resultB)[Garry quickly dives behind the couch and grabs two pillows on his way down. He pops his head out and nods to you, before slowly descending into his hiding place.]
|end)[You pull out your pistol, map, and radar, making a quick reference between the radar and map to figure out where the monster is. According to the pings on the radar, the monster is currently hiding in the $location. You are currently in the Break Room. To help you hunt, here is the map of the facility:
<img src="ThingyMap.png" alt="Facility Map" height="500" width="500"/>
So, where would you like to go?
[[The Main Hall->Main Hall (Choice)]]
[[The Kitchen->Kitchen (Choice)]]]
(click: ?hook1)[(show: ?sect1)](click: ?hook2)[(show: ?sect2)](click: ?hook3)[(show: ?sect3)](click: ?hook4)[(show: ?sect4)](click: ?hook5)[(show: ?sect5)](click: ?hook6)[(show: ?sect6)](click: ?hook7)[(show: ?sect7)](click: ?hook8)[(show: ?sect8)](click: ?hook9)[(show: ?sect9)](click: ?hook10)[(show: ?sect10)](click: ?hook11)[(show: ?sect11)](click: ?hook12)[(show: ?sect12)](click: ?choiceA)[(show: ?resultA, ?end)(replace: ?cwrapB)[](set: $garry to 1)](click: ?choiceB)[(show: ?resultB, ?end)(replace: ?cwrapA)[](set: $garry to 2)](set: $breakroom to 1)(set: $progress to it + 1)(if: $progress is 3)[(set: $mprogress to it + 1)(if: $mprogress > 7)[(set: $mprogress to 7)](set: $progress to 1)(set: $location to $mprogress of $facility)](if: $mprogress > 7)[(set: $mprogress to 7)](if: $mprogress is 1)[(set: $garage to 2)](if: $mprogress is 2)[(set: $garage to 3)(set: $lobby to 2)](if: $mprogress is 3)[(set: $lobby to 3)(set: $mainhall to 2)](if: $mprogress is 4)[(set: $mainhall to 3)(set: $laboratory to 2)](if: $mprogress is 5)[(set: $laboratory to 3)(set: $warehouse to 2)](if: $mprogress is 6)[(set: $warehouse to 3)(set: $kitchen to 2)](if: $mprogress is 7)[(set: $kitchen to 3)(set: $breakroom to 2)]You carefully enter the Main Hall, pistol extended out in front of you, dodging from planter to couch to protect yourself from unexpected monster quills. Standing near the middle of the hallway is |hook1>[Laura], the security guard.
|sect1)["|hook2>[What on Earth are we going to do?]" Laura asks, a confusing mixture of fear, frustration, and relief crossing her face as she lays eyes on you.]
|sect2)["I don't know," you say. "|hook3>[But that thing could come by here at any moment]."]
|sect3)["|hook4>[Did you see it? It's huge and fleshy! I can't believe that it was able to disguise itself as a penguin]!" she responds.]
|sect4)["|hook5>[It's clearly very intelligent]..." you say, pausing and slowly turning to Laura with an eyebrow suggestively raised.]
|sect5)["|hook6>[Luckily, so are we.]"]
|sect6)[Laura grins, and you two share a moment of mutual respect and coolness. Unfortunately, the monster doesn't agree with your moment, as a bone-shattering screech |hook7>[echoes down the hallway].]
|sect7)[Laura is armed, and could probably help you if the monster came in here, but for her safety shouldn't accompany you. All the best action heroes always work alone, after all. Quickly taking note of the situation, you try to think of how she might be able to help you out here. At the same time, you realize that conglomerating in the Break Room might also be a good idea. What do you tell Laura to do?
|cwrapA>[
A) |choiceA>[You tell Laura to stay in the Hallway and shoot the monster if it comes near.]]|cwrapB>[
B) |choiceB>[You tell Laura to head to the Break Room to help defend the others.]]]
|resultA)[Laura readies herself and takes cover behind a planter. She draws her pistol and aims it at the doorway to the Lobby, since that's where most of the noises are coming from. She closes one eye and focuses, before relaxing, turning to you and winking.
"Go mess him up for me", she confidently grumbles. You nod, ready.]|resultB)[Laura nods to you, understanding that her talents would be best used in a dead-end defensible position. She turns, and runs into the Break Room. You turn back, ready to continue.]
|end)[You pull out your map and radar, making a quick reference between the radar and map to figure out where the monster is. According to the pings on the radar, the monster is currently hiding in the $location. You are currently in the Main Hall. To help you hunt, here is the map of the facility:
<img src="ThingyMap.png" alt="Facility Map" height="500" width="500"/>
So, where would you like to go?
|exitA>[Exit A]
|exitB>[Exit B]
|exitC>[Exit C]]
(click: ?hook1)[(show: ?sect1)](click: ?hook2)[(show: ?sect2)](click: ?hook3)[(show: ?sect3)](click: ?hook4)[(show: ?sect4)](click: ?hook5)[(show: ?sect5)](click: ?hook6)[(show: ?sect6)](click: ?hook7)[(show: ?sect7)](click: ?choiceA)[(show: ?resultA, ?end)(replace: ?cwrapB)[](set: $laura to 1)(if: $lobby is 0)[(replace: ?exitA)[[[The Lobby->Lobby (Choice)]]]](if: $lobby is 1)[(replace: ?exitA)[[[The Lobby->Lobby (Before)]]]](if: $lobby is 2)[(replace: ?exitA)[[[The Lobby->Lobby (During)]]]](if: $lobby is 3)[(replace: ?exitA)[[[The Lobby->Lobby (After)]]]](if: $laboratory is 0)[(replace: ?exitB)[[[The Laboratory->Laboratory (Choice)]]]](if: $laboratory is 1)[(replace: ?exitB)[[[The Laboratory->Laboratory (Before)]]]](if: $laboratory is 2)[(replace: ?exitB)[[[The Laboratory->Laboratory (During)]]]](if: $laboratory is 3)[(replace: ?exitB)[[[The Laboratory->Laboratory (After)]]]](if: $breakroom is 0)[(replace: ?exitC)[[[The Break Room->Break Room (Choice)]]]](if: $breakroom is 1)[(replace: ?exitC)[[[The Break Room->Break Room (Before)]]]](if: $breakroom is 2)[(replace: ?exitC)[[[The Break Room->Break Room (During)]]]](if: $breakroom is 3)[(replace: ?exitC)[[[The Break Room->Break Room (After)]]]]](click: ?choiceB)[(show: ?resultB, ?end)(replace: ?cwrapA)[](set: $laura to 2)(if: $lobby is 0)[(replace: ?exitA)[[[The Lobby->Lobby (Choice)]]]](if: $lobby is 1)[(replace: ?exitA)[[[The Lobby->Lobby (Before)]]]](if: $lobby is 2)[(replace: ?exitA)[[[The Lobby->Lobby (During)]]]](if: $lobby is 3)[(replace: ?exitA)[[[The Lobby->Lobby (After)]]]](if: $laboratory is 0)[(replace: ?exitB)[[[The Laboratory->Laboratory (Choice)]]]](if: $laboratory is 1)[(replace: ?exitB)[[[The Laboratory->Laboratory (Before)]]]](if: $laboratory is 2)[(replace: ?exitB)[[[The Laboratory->Laboratory (During)]]]](if: $laboratory is 3)[(replace: ?exitB)[[[The Laboratory->Laboratory (After)]]]](if: $breakroom is 0)[(replace: ?exitC)[[[The Break Room->Break Room (Choice)]]]](if: $breakroom is 1)[(replace: ?exitC)[[[The Break Room->Break Room (Before)]]]](if: $breakroom is 2)[(replace: ?exitC)[[[The Break Room->Break Room (During)]]]](if: $breakroom is 3)[(replace: ?exitC)[[[The Break Room->Break Room (After)]]]]](set: $mainhall to 1)(set: $progress to it + 1)(if: $progress is 3)[(set: $mprogress to it + 1)(if: $mprogress > 7)[(set: $mprogress to 7)](set: $progress to 1)(set: $location to $mprogress of $facility)](if: $mprogress > 7)[(set: $mprogress to 7)](if: $mprogress is 1)[(set: $garage to 2)](if: $mprogress is 2)[(set: $garage to 3)(set: $lobby to 2)](if: $mprogress is 3)[(set: $lobby to 3)(set: $mainhall to 2)](if: $mprogress is 4)[(set: $mainhall to 3)(set: $laboratory to 2)](if: $mprogress is 5)[(set: $laboratory to 3)(set: $warehouse to 2)](if: $mprogress is 6)[(set: $warehouse to 3)(set: $kitchen to 2)](if: $mprogress is 7)[(set: $kitchen to 3)(set: $breakroom to 2)]You wander into the Kitchen, a room covered in various stainless steel implements and smelling faintly of disinfectant and fruit. You slowly approach the central island, upon which someone has left their |hook1>[half-completed sandwich].
|sect1)["Hungry, bro?"
You twist around. Silent as a shadow, Leonard is leaning against one of the massive industrial larders that line the southern wall of the Kitchen.
"I can fix you a sandwich if you'd like. I mean, if you're not, like, |hook2>[currently too busy] killing major bad dudes and stuff."]
|sect2)["Sorry, Leonard," you retort, adjusting your shades. "I've got a facility to save."
"Damn, bro. That's pretty cool. But, like, aren't you gonna need some help with that? I mean, this thing sounds pretty gnarly bro," Leonard asks.
You stop, and consider for a moment what the best course of action would be. Leonard could help you save the facility, but that doesn't seem feasible given your action hero status. On the other hand, Leonard could stay and hide here. There's plenty of hiding spots. Or maybe he should go to the Break Room to make sure that Garry doesn't hurt himself. What should Leonard do?
|cwrapA>[
A) |choiceA>[You tell Leonard to stay and hide here. It'll be safer.]]|cwrapB>[
B) |choiceB>[You tell Leonard that Garry was just asking for a sandwich.]]]
|resultA)["Oh, yeah. I can hide and stuff," Leonard shrugs.
He looks around for a moment before walking up to one of the larders, emptying out its contents, and then attempting to wedge himself inside. After about three minutes, he manages to squeeze himself in.]|resultB)["Oh. Cool bro. I'll go feed him," Leonard shrugs.
He picks up the half completed sandwich, and then finishes it up and gets started on another.
"Go on ahead, dude. I'll finish this and then head to Garry. Good luck."]
|end)[You pull out your map and radar, making a quick reference between the radar and map to figure out where the monster is. According to the pings on the radar, the monster is currently hiding in the $location. You are currently in the Kitchen. To help you hunt, here is the map of the facility:
<img src="ThingyMap.png" alt="Facility Map" height="500" width="500"/>
So, where would you like to go?
|exitA>[Exit A]
|exitB>[Exit B]]
(click: ?hook1)[(show: ?sect1)](click: ?hook2)[(show: ?sect2)](click: ?choiceA)[(show: ?resultA, ?end)(replace: ?cwrapB)[](set: $leonard to 1)(if: $warehouse is 0)[(replace: ?exitA)[[[The Warehouse->Warehouse (Choice)]]]](if: $warehouse is 1)[(replace: ?exitA)[[[The Warehouse->Warehouse (Before)]]]](if: $warehouse is 2)[(replace: ?exitA)[[[The Warehouse->Warehouse (During)]]]](if: $warehouse is 3)[(replace: ?exitA)[[[The Warehouse->Warehouse (After)]]]](if: $breakroom is 0)[(replace: ?exitB)[[[The Break Room->Break Room (Choice)]]]](if: $breakroom is 1)[(replace: ?exitB)[[[The Break Room->Break Room (Before)]]]](if: $breakroom is 2)[(replace: ?exitB)[[[The Break Room->Break Room (During)]]]](if: $breakroom is 3)[(replace: ?exitB)[[[The Break Room->Break Room (After)]]]]](click: ?choiceB)[(show: ?resultB, ?end)(replace: ?cwrapA)[](set: $leonard to 2)(if: $warehouse is 0)[(replace: ?exitA)[[[The Warehouse->Warehouse (Choice)]]]](if: $warehouse is 1)[(replace: ?exitA)[[[The Warehouse->Warehouse (Before)]]]](if: $warehouse is 2)[(replace: ?exitA)[[[The Warehouse->Warehouse (During)]]]](if: $warehouse is 3)[(replace: ?exitA)[[[The Warehouse->Warehouse (After)]]]](if: $breakroom is 0)[(replace: ?exitB)[[[The Break Room->Break Room (Choice)]]]](if: $breakroom is 1)[(replace: ?exitB)[[[The Break Room->Break Room (Before)]]]](if: $breakroom is 2)[(replace: ?exitB)[[[The Break Room->Break Room (During)]]]](if: $breakroom is 3)[(replace: ?exitB)[[[The Break Room->Break Room (After)]]]]](set: $kitchen to 1)(set: $progress to it + 1)(if: $progress is 3)[(set: $mprogress to it + 1)(if: $mprogress > 7)[(set: $mprogress to 7)](set: $progress to 1)(set: $location to $mprogress of $facility)](if: $mprogress > 7)[(set: $mprogress to 7)](if: $mprogress is 1)[(set: $garage to 2)](if: $mprogress is 2)[(set: $garage to 3)(set: $lobby to 2)](if: $mprogress is 3)[(set: $lobby to 3)(set: $mainhall to 2)](if: $mprogress is 4)[(set: $mainhall to 3)(set: $laboratory to 2)](if: $mprogress is 5)[(set: $laboratory to 3)(set: $warehouse to 2)](if: $mprogress is 6)[(set: $warehouse to 3)(set: $kitchen to 2)](if: $mprogress is 7)[(set: $kitchen to 3)(set: $breakroom to 2)]You walk into the Lobby. It's quiet. Too quiet. |hook1>[You look around], trying to see if Peter is still alive after his poorly-timed announcement about the totally-normal penguin.
|sect1)["Peter? You in here?" |hook2>[you call out].]
|sect2)[There's a muffled noise, and then one of the office trash cans falls over and Peter spills out, attempting to do a combat roll but failing miserably.
"En garde, beast!" he shouts, |hook3>[pointing his gun in the wrong direction].]
|sect3)[You begin to get the idea that maybe he needs a little push in the right direction. What do you tell Peter to do?
|cwrapA>[
A) |choiceA>[You tell Peter to keep hiding. It was going well.]]|cwrapB>[
B) |choiceB>[You tell Peter to please run to the Break Room for his and everyone else's safety.]]]
|resultA)[Peter, realizing that the monster hasn't arrived yet, turns to you, nods, and then quickly scrambles to get back inside of his genius hiding spot. The trashcan looks a little distended, but it'll have to do.]|resultB)[Peter looks at you, a weird combination of fear, disappointment, and embarassment crossing his face. He hangs his head and begins shuffling towards the Break Room.]
|end)[You pull out your map and radar, making a quick reference between the radar and map to figure out where the monster is. According to the pings on the radar, the monster is currently hiding in the $location. You are currently in the Lobby. To help you hunt, here is the map of the facility:
<img src="ThingyMap.png" alt="Facility Map" height="500" width="500"/>
So, where would you like to go?
|exitA>[Exit A]
|exitB>[Exit B]]
(click: ?hook1)[(show: ?sect1)](click: ?hook2)[(show: ?sect2)](click: ?hook3)[(show: ?sect3)](click: ?choiceA)[(show: ?resultA, ?end)(replace: ?cwrapB)[](set: $peter to 1)(if: $garage is 0)[(replace: ?exitA)[[[The Garage->Garage (Choice)]]]](if: $garage is 1)[(replace: ?exitA)[[[The Garage->Garage (Before)]]]](if: $garage is 2)[(replace: ?exitA)[[[The Garage->Garage (During)]]]](if: $garage is 3)[(replace: ?exitA)[[[The Garage->Garage (After)]]]](if: $mainhall is 0)[(replace: ?exitB)[[[The Main Hall->Main Hall (Choice)]]]](if: $mainhall is 1)[(replace: ?exitB)[[[The Main Hall->Main Hall (Before)]]]](if: $mainhall is 2)[(replace: ?exitB)[[[The Main Hall->Main Hall (During)]]]](if: $mainhall is 3)[(replace: ?exitB)[[[The Main Hall->Main Hall (After)]]]]](click: ?choiceB)[(show: ?resultB, ?end)(replace: ?cwrapA)[](set: $peter to 2)(if: $garage is 0)[(replace: ?exitA)[[[The Garage->Garage (Choice)]]]](if: $garage is 1)[(replace: ?exitA)[[[The Garage->Garage (Before)]]]](if: $garage is 2)[(replace: ?exitA)[[[The Garage->Garage (During)]]]](if: $garage is 3)[(replace: ?exitA)[[[The Garage->Garage (After)]]]](if: $mainhall is 0)[(replace: ?exitB)[[[The Main Hall->Main Hall (Choice)]]]](if: $mainhall is 1)[(replace: ?exitB)[[[The Main Hall->Main Hall (Before)]]]](if: $mainhall is 2)[(replace: ?exitB)[[[The Main Hall->Main Hall (During)]]]](if: $mainhall is 3)[(replace: ?exitB)[[[The Main Hall->Main Hall (After)]]]]](set: $lobby to 1)(set: $progress to it + 1)(if: $progress is 3)[(set: $mprogress to it + 1)(if: $mprogress > 7)[(set: $mprogress to 7)](set: $progress to 1)(set: $location to $mprogress of $facility)](if: $mprogress > 7)[(set: $mprogress to 7)](if: $mprogress is 1)[(set: $garage to 2)](if: $mprogress is 2)[(set: $garage to 3)(set: $lobby to 2)](if: $mprogress is 3)[(set: $lobby to 3)(set: $mainhall to 2)](if: $mprogress is 4)[(set: $mainhall to 3)(set: $laboratory to 2)](if: $mprogress is 5)[(set: $laboratory to 3)(set: $warehouse to 2)](if: $mprogress is 6)[(set: $warehouse to 3)(set: $kitchen to 2)](if: $mprogress is 7)[(set: $kitchen to 3)(set: $breakroom to 2)]You walk into the Lobby, taking in the sterile office environment. There are a couple of knocked over trashcans, and one that has yet to be knocked over, but everything is otherwise quiet.|affirm)[
You notice a small stirring from within one of the trashcans. It seems like Peter is doing an okay job of hiding. So at least there's that.]
You pull out your map and radar, making a quick reference between the radar and map to figure out where the monster is. According to the pings on the radar, the monster is currently hiding in the $location. You are currently in the Lobby. To help you hunt, here is the map of the facility:
<img src="ThingyMap.png" alt="Facility Map" height="500" width="500"/>
So, where would you like to go?
|exitA>[Exit A]
|exitB>[Exit B]
(if: $peter is 1)[(show: ?affirm)](if: $garage is 0)[(replace: ?exitA)[[[The Garage->Garage (Choice)]]]](if: $garage is 1)[(replace: ?exitA)[[[The Garage->Garage (Before)]]]](if: $garage is 2)[(replace: ?exitA)[[[The Garage->Garage (During)]]]](if: $garage is 3)[(replace: ?exitA)[[[The Garage->Garage (After)]]]](if: $mainhall is 0)[(replace: ?exitB)[[[The Main Hall->Main Hall (Choice)]]]](if: $mainhall is 1)[(replace: ?exitB)[[[The Main Hall->Main Hall (Before)]]]](if: $mainhall is 2)[(replace: ?exitB)[[[The Main Hall->Main Hall (During)]]]](if: $mainhall is 3)[(replace: ?exitB)[[[The Main Hall->Main Hall (After)]]]](set: $progress to it + 1)(if: $progress is 3)[(set: $mprogress to it + 1)(if: $mprogress > 7)[(set: $mprogress to 7)](set: $progress to 1)(set: $location to $mprogress of $facility)](if: $mprogress > 7)[(set: $mprogress to 7)](if: $mprogress is 1)[(set: $garage to 2)](if: $mprogress is 2)[(set: $garage to 3)(set: $lobby to 2)](if: $mprogress is 3)[(set: $lobby to 3)(set: $mainhall to 2)](if: $mprogress is 4)[(set: $mainhall to 3)(set: $laboratory to 2)](if: $mprogress is 5)[(set: $laboratory to 3)(set: $warehouse to 2)](if: $mprogress is 6)[(set: $warehouse to 3)(set: $kitchen to 2)](if: $mprogress is 7)[(set: $kitchen to 3)(set: $breakroom to 2)]As you enter the Lobby, you spot the massive form of the monster attempting to clean out one of the various trashcans strewn around the room. As you spot to pull your firearm, it notices you and hisses. |hook1>[You take a shot].
|sect1)[The monster squeals in pain and rears up before charging you. Thinking quickly, |hook2>[you snatch a nearby trashcan to use as a shield]. |affirm)[
As you do, you also notice that the trashcan you grabbed was a bit bloody and gross. It's at that moment that you realize that you've accidentally grabbed the already-empty former hiding place of the security guard Peter. To worried about your own life to mourn the loss of you friend, however, you continue to wield the receptical before you.]]
|sect2)[The monster smashes into your trashcan, and you quickly parry the blow, using the opening to unload into the monster's neck. It howls out and makes a retreat for an air vent in the center of the room.
|dead)[As it tries to escape, however, the creature unexpectedly goes limp and flops back down to the floor. Somehow, the beast was already injured enough and succumbed to your attacks. Congratulations, hero!
[[Your Results->End Screen]]]|alive)[It slips away, likely escaping to the Main Hall. You are currently in the Lobby. To help you hunt, here is the map of the facility:
<img src="ThingyMap.png" alt="Facility Map" height="500" width="500"/>
So, where would you like to go?
|exitA>[Exit A]
|exitB>[Exit B]]]
(click: ?hook1)[(show: ?sect1)(if: $peter < 2)[(show: ?affirm)(set: $monster to it - 1)(set: $peter to -1)]](click: ?hook2)[(show: ?sect2)(set: $monster to it - 1)(set: $progress to 1)(set: $lobby to 3)(if: $monster is < 1)[(show: ?dead)](else:)[(show: ?alive)(set: $mprogress to it + 1)(set: $location to $mprogress of $facility)(if: $peter is 1)[(show: ?affirm)](if: $garage is 0)[(replace: ?exitA)[[[The Garage->Garage (Choice)]]]](if: $garage is 1)[(replace: ?exitA)[[[The Garage->Garage (Before)]]]](if: $garage is 2)[(replace: ?exitA)[[[The Garage->Garage (During)]]]](if: $garage is 3)[(replace: ?exitA)[[[The Garage->Garage (After)]]]](if: $mainhall is 0)[(replace: ?exitB)[[[The Main Hall->Main Hall (Choice)]]]](if: $mainhall is 1)[(replace: ?exitB)[[[The Main Hall->Main Hall (Before)]]]](if: $mainhall is 2)[(replace: ?exitB)[[[The Main Hall->Main Hall (During)]]]](if: $mainhall is 3)[(replace: ?exitB)[[[The Main Hall->Main Hall (After)]]]]]](if: $mprogress > 7)[(set: $mprogress to 7)](if: $mprogress is 1)[(set: $garage to 2)](if: $mprogress is 2)[(set: $garage to 3)(set: $lobby to 2)](if: $mprogress is 3)[(set: $lobby to 3)(set: $mainhall to 2)](if: $mprogress is 4)[(set: $mainhall to 3)(set: $laboratory to 2)](if: $mprogress is 5)[(set: $laboratory to 3)(set: $warehouse to 2)](if: $mprogress is 6)[(set: $warehouse to 3)(set: $kitchen to 2)](if: $mprogress is 7)[(set: $kitchen to 3)(set: $breakroom to 2)]You enter the Lobby. All of the trashcans have been knocked over, and there are scratch marks all over the carpets. It seems like the monster has already passed through this sanitized office space.|affirm)[
Inside of one of the trashcans, you see the mangled body of Peter, the security guard who normally watches over this part of the facility. It looks like he was attempting to impersonate the waste receptical when the monster came by. His gun isn't loaded, suggesting he did manage to fight it somewhat.]
You pull out your map and radar, making a quick reference between the radar and map to figure out where the monster is. According to the pings on the radar, the monster is currently hiding in the $location. You are currently in the Lobby. To help you hunt, here is the map of the facility:
<img src="ThingyMap.png" alt="Facility Map" height="500" width="500"/>
So, where would you like to go?
|exitA>[Exit A]
|exitB>[Exit B]
(if: $peter < 2)[(set: $peter to -1)]
(if: $peter is -1)[(show: ?affirm)]
(if: $garage is 0)[(replace: ?exitA)[[[The Garage->Garage (Choice)]]]]
(if: $garage is 1)[(replace: ?exitA)[[[The Garage->Garage (Before)]]]]
(if: $garage is 2)[(replace: ?exitA)[[[The Garage->Garage (During)]]]]
(if: $garage is 3)[(replace: ?exitA)[[[The Garage->Garage (After)]]]]
(if: $mainhall is 0)[(replace: ?exitB)[[[The Main Hall->Main Hall (Choice)]]]]
(if: $mainhall is 1)[(replace: ?exitB)[[[The Main Hall->Main Hall (Before)]]]]
(if: $mainhall is 2)[(replace: ?exitB)[[[The Main Hall->Main Hall (During)]]]]
(if: $mainhall is 3)[(replace: ?exitB)[[[The Main Hall->Main Hall (After)]]]]
(set: $progress to it + 1)
(if: $progress is 3)[(set: $mprogress to it + 1)(if: $mprogress > 7)[(set: $mprogress to 7)](set: $progress to 1)(set: $location to $mprogress of $facility)]
(if: $mprogress > 7)[(set: $mprogress to 7)]
(if: $mprogress is 1)[(set: $garage to 2)]
(if: $mprogress is 2)[(set: $garage to 3)(set: $lobby to 2)]
(if: $mprogress is 3)[(set: $lobby to 3)(set: $mainhall to 2)]
(if: $mprogress is 4)[(set: $mainhall to 3)(set: $laboratory to 2)]
(if: $mprogress is 5)[(set: $laboratory to 3)(set: $warehouse to 2)]
(if: $mprogress is 6)[(set: $warehouse to 3)(set: $kitchen to 2)]
(if: $mprogress is 7)[(set: $kitchen to 3)(set: $breakroom to 2)]You enter the Laboratory, a massive jungle of glassware spanning multiple desks. Various brightly-colored liquids flow from vial to vial, passing by a variety of thermal equipment. Suddenly, one such |hook1>[vial goes flying past your head] and smashes into the wall behind you.
|sect1)[Steve pops out from behind an island. "Oh, crap! Robert! Sorry! Itchy throwing hand! |hook2>[I thought you were]..."]
|sect2)[|hook3>[The Thingy]...]
|sect3)["Well, good on you for being so prepared," you say, oozing the calm collected attitude needed to contrast Steve's trigger-happy vibes.
"Yeah, yeah! I really want to test out some of these chemicals on something. I mean, you live your life being told 'Oh, you can't play with these because they'll kill you' or whatever, and it really leaves you wanting. Now, I have a change to finally see them in action. This monster attack is |hook4>[freaking fantastic]!"]
|sect4)[You nod, empathizing with Steve's righteous force of personality. This room, however, might not be the safest for him.
|hook5>[Especially for him].]
|sect5)[You see two options for Steve:
|cwrapA>[
A) |choiceA>[You tell Steve to experiment with his chemicals.]]|cwrapB>[
B) |choiceB>[You tell Steve to seek safety in the Break Room.]]]
|resultA)[Steve excitedly grabs a table-full of dangerously-colored vials and bunkers down in a corner, holding a neon-green vial in each hand. He looks at you with a wild insanity in his eyes, and waves his hands at you as if to say "leave".]|resultB)[Steve, looking disappointed, drags himself out of the Laboratory. He takes exactly one brightly-colored green vial with him, holding on to it as if it were an act of rebellion.]
|end)[You pull out your map and radar, making a quick reference between the radar and map to figure out where the monster is. According to the pings on the radar, the monster is currently hiding in the $location. You are currently in the Laboratory. To help you hunt, here is the map of the facility:
<img src="ThingyMap.png" alt="Facility Map" height="500" width="500"/>
So, where would you like to go?
|exitA>[Exit A]
|exitB>[Exit B]]
(click: ?hook1)[(show: ?sect1)](click: ?hook2)[(show: ?sect2)](click: ?hook3)[(show: ?sect3)](click: ?hook4)[(show: ?sect4)](click: ?hook5)[(show: ?sect5)](click: ?choiceA)[(show: ?resultA, ?end)(replace: ?cwrapB)[](set: $steve to 1)(if: $mainhall is 0)[(replace: ?exitA)[[[The Main Hall->Main Hall (Choice)]]]](if: $mainhall is 1)[(replace: ?exitA)[[[The Main Hall->Main Hall (Before)]]]](if: $mainhall is 2)[(replace: ?exitA)[[[The Main Hall->Main Hall (During)]]]](if: $mainhall is 3)[(replace: ?exitA)[[[The Main Hall->Main Hall (After)]]]](if: $warehouse is 0)[(replace: ?exitB)[[[The Warehouse->Warehouse (Choice)]]]](if: $warehouse is 1)[(replace: ?exitB)[[[The Warehouse->Warehouse (Before)]]]](if: $warehouse is 2)[(replace: ?exitB)[[[The Warehouse->Warehouse (During)]]]](if: $warehouse is 3)[(replace: ?exitB)[[[The Warehouse->Warehouse (After)]]]]
](click: ?choiceB)[(show: ?resultB, ?end)(replace: ?cwrapA)[](set: $steve to 2)(if: $mainhall is 0)[(replace: ?exitA)[[[The Main Hall->Main Hall (Choice)]]]](if: $mainhall is 1)[(replace: ?exitA)[[[The Main Hall->Main Hall (Before)]]]](if: $mainhall is 2)[(replace: ?exitA)[[[The Main Hall->Main Hall (During)]]]](if: $mainhall is 3)[(replace: ?exitA)[[[The Main Hall->Main Hall (After)]]]](if: $warehouse is 0)[(replace: ?exitB)[[[The Warehouse->Warehouse (Choice)]]]](if: $warehouse is 1)[(replace: ?exitB)[[[The Warehouse->Warehouse (Before)]]]](if: $warehouse is 2)[(replace: ?exitB)[[[The Warehouse->Warehouse (During)]]]](if: $warehouse is 3)[(replace: ?exitB)[[[The Warehouse->Warehouse (After)]]]]](set: $laboratory to 1)(set: $progress to it + 1)(if: $progress is 3)[(set: $mprogress to it + 1)(if: $mprogress > 7)[(set: $mprogress to 7)](set: $progress to 1)(set: $location to $mprogress of $facility)](if: $mprogress > 7)[(set: $mprogress to 7)](if: $mprogress is 1)[(set: $garage to 2)](if: $mprogress is 2)[(set: $garage to 3)(set: $lobby to 2)](if: $mprogress is 3)[(set: $lobby to 3)(set: $mainhall to 2)](if: $mprogress is 4)[(set: $mainhall to 3)(set: $laboratory to 2)](if: $mprogress is 5)[(set: $laboratory to 3)(set: $warehouse to 2)](if: $mprogress is 6)[(set: $warehouse to 3)(set: $kitchen to 2)](if: $mprogress is 7)[(set: $kitchen to 3)(set: $breakroom to 2)]You walk into the Laboratory, taking in the delicate glistening jungle of glass and metal. You look around, letting the glitters in the lab equipment enter into a feedback loop with your highly-polished mirror shades.|affirm)[
Steve is still huddled in the corner with two vials of chemical. He looks at you, and vibrates in excitement.]
You pull out your map and radar, making a quick reference between the radar and map to figure out where the monster is. According to the pings on the radar, the monster is currently hiding in the $location. You are currently in the Laboratory. To help you hunt, here is the map of the facility:
<img src="ThingyMap.png" alt="Facility Map" height="500" width="500"/>
So, where would you like to go?
|exitA>[Exit A]
|exitB>[Exit B]
(if: $steve is 1)[(show: ?affirm)](if: $mainhall is 0)[(replace: ?exitA)[[[The Main Hall->Main Hall (Choice)]]]](if: $mainhall is 1)[(replace: ?exitA)[[[The Main Hall->Main Hall (Before)]]]](if: $mainhall is 2)[(replace: ?exitA)[[[The Main Hall->Main Hall (During)]]]](if: $mainhall is 3)[(replace: ?exitA)[[[The Main Hall->Main Hall (After)]]]](if: $warehouse is 0)[(replace: ?exitB)[[[The Warehouse->Warehouse (Choice)]]]](if: $warehouse is 1)[(replace: ?exitB)[[[The Warehouse->Warehouse (Before)]]]](if: $warehouse is 2)[(replace: ?exitB)[[[The Warehouse->Warehouse (During)]]]](if: $warehouse is 3)[(replace: ?exitB)[[[The Warehouse->Warehouse (After)]]]](set: $progress to it + 1)(if: $progress is 3)[(set: $mprogress to it + 1)(if: $mprogress > 7)[(set: $mprogress to 7)](set: $progress to 1)(set: $location to $mprogress of $facility)](if: $mprogress > 7)[(set: $mprogress to 7)](if: $mprogress is 1)[(set: $garage to 2)](if: $mprogress is 2)[(set: $garage to 3)(set: $lobby to 2)](if: $mprogress is 3)[(set: $lobby to 3)(set: $mainhall to 2)](if: $mprogress is 4)[(set: $mainhall to 3)(set: $laboratory to 2)](if: $mprogress is 5)[(set: $laboratory to 3)(set: $warehouse to 2)](if: $mprogress is 6)[(set: $warehouse to 3)(set: $kitchen to 2)](if: $mprogress is 7)[(set: $kitchen to 3)(set: $breakroom to 2)]As you approach the Laboratory, you hear the sounds of glassware shattering. Entering slowly, you spot the massive form of the monster attempting to make its way through the jungle of lab equipment. You draw and aim, |hook1>[opening fire] on the now very exposed monster's... bum?
|sect1)[Your shots cause the monster to buck and charge through the rest of the equipment, and it cuts itself in the process. |affirm)[On the floor, you notice the slowly melting remnants of the crack scientist Steve. You also notice that he didn't go out without a fight; the monster's body is also covered in nasty-looking chemical burns.] The monster, now panicking, charges about before finding its exit into the Warehouse.]
|dead)[Before it can escape, however, the wounds it has sustained were too much for it to handle. It collapses right on the threshold, its massive form going limp and falling into a form resembling a massive ball of melting strawberry ice cream. Looks like as hard as it tried, the monster was no match for Robert Ericsson, badass extraordinaire.
[[Your Results->End Screen]]]|alive)[You know the monster is in the Warehouse. You are currently in the Laboratory. To help you hunt, here is the map of the facility:
<img src="ThingyMap.png" alt="Facility Map" height="500" width="500"/>
So, where would you like to go?
|exitA>[Exit A]
|exitB>[Exit B]]
(click: ?hook1)[(show: ?sect1)(if: $steve < 2)[(show: ?affirm)(set: $monster to it - 1)(set: $steve to -1)](set: $monster to it - 1)(set: $progress to 1)(set: $laboratory to 3)(if: $monster is < 1)[(show: ?dead)](else:)[(show: ?alive)(set: $mprogress to it + 1)(set: $location to $mprogress of $facility)(if: $mainhall is 0)[(replace: ?exitA)[[[The Main Hall->Main Hall (Choice)]]]](if: $mainhall is 1)[(replace: ?exitA)[[[The Main Hall->Main Hall (Before)]]]](if: $mainhall is 2)[(replace: ?exitA)[[[The Main Hall->Main Hall (During)]]]](if: $mainhall is 3)[(replace: ?exitA)[[[The Main Hall->Main Hall (After)]]]](if: $warehouse is 0)[(replace: ?exitB)[[[The Warehouse->Warehouse (Choice)]]]](if: $warehouse is 1)[(replace: ?exitB)[[[The Warehouse->Warehouse (Before)]]]](if: $warehouse is 2)[(replace: ?exitB)[[[The Warehouse->Warehouse (During)]]]](if: $warehouse is 3)[(replace: ?exitB)[[[The Warehouse->Warehouse (After)]]]]]](if: $mprogress > 7)[(set: $mprogress to 7)](if: $mprogress is 1)[(set: $garage to 2)](if: $mprogress is 2)[(set: $garage to 3)(set: $lobby to 2)](if: $mprogress is 3)[(set: $lobby to 3)(set: $mainhall to 2)](if: $mprogress is 4)[(set: $mainhall to 3)(set: $laboratory to 2)](if: $mprogress is 5)[(set: $laboratory to 3)(set: $warehouse to 2)](if: $mprogress is 6)[(set: $warehouse to 3)(set: $kitchen to 2)](if: $mprogress is 7)[(set: $kitchen to 3)(set: $breakroom to 2)]You walk into the Laboratory, taking in the delicate glistening jungle of glass and metal. You look around, the now shattered glassware creating what looks like a starry sky on the floor.|affirm)[
Where he seems to have bunkered down is the remains of Steve, half melted in the massive pile of chemicals that he seems to have spilled on himself in his battle with the beast. By the looks of it, the monster must have taken some kind of damage in the fight, but at what cost?]
You pull out your map and radar, making a quick reference between the radar and map to figure out where the monster is. According to the pings on the radar, the monster is currently hiding in the $location. You are currently in the Laboratory. To help you hunt, here is the map of the facility:
<img src="ThingyMap.png" alt="Facility Map" height="500" width="500"/>
So, where would you like to go?
|exitA>[Exit A]
|exitB>[Exit B]
(if: $steve < 2)[(set: $steve to -1)](if: $steve is -1)[(show: ?affirm)](if: $mainhall is 0)[(replace: ?exitA)[[[The Main Hall->Main Hall (Choice)]]]](if: $mainhall is 1)[(replace: ?exitA)[[[The Main Hall->Main Hall (Before)]]]](if: $mainhall is 2)[(replace: ?exitA)[[[The Main Hall->Main Hall (During)]]]](if: $mainhall is 3)[(replace: ?exitA)[[[The Main Hall->Main Hall (After)]]]](if: $warehouse is 0)[(replace: ?exitB)[[[The Warehouse->Warehouse (Choice)]]]](if: $warehouse is 1)[(replace: ?exitB)[[[The Warehouse->Warehouse (Before)]]]](if: $warehouse is 2)[(replace: ?exitB)[[[The Warehouse->Warehouse (During)]]]](if: $warehouse is 3)[(replace: ?exitB)[[[The Warehouse->Warehouse (After)]]]](set: $progress to it + 1)(if: $progress is 3)[(set: $mprogress to it + 1)(if: $mprogress > 7)[(set: $mprogress to 7)](set: $progress to 1)(set: $location to $mprogress of $facility)](if: $mprogress > 7)[(set: $mprogress to 7)](if: $mprogress is 1)[(set: $garage to 2)](if: $mprogress is 2)[(set: $garage to 3)(set: $lobby to 2)](if: $mprogress is 3)[(set: $lobby to 3)(set: $mainhall to 2)](if: $mprogress is 4)[(set: $mainhall to 3)(set: $laboratory to 2)](if: $mprogress is 5)[(set: $laboratory to 3)(set: $warehouse to 2)](if: $mprogress is 6)[(set: $warehouse to 3)(set: $kitchen to 2)](if: $mprogress is 7)[(set: $kitchen to 3)(set: $breakroom to 2)](set: $progress to it + 1)
(if: $progress is 3)[(set: $mprogress to it + 1)(if: $mprogress > 7)[(set: $mprogress to 7)](set: $progress to 1)(set: $location to $mprogress of $facility)]
(if: $mprogress > 7)[(set: $mprogress to 7)]
(if: $mprogress is 1)[(set: $garage to 2)]
(if: $mprogress is 2)[(set: $garage to 3)(set: $lobby to 2)]
(if: $mprogress is 3)[(set: $lobby to 3)(set: $mainhall to 2)]
(if: $mprogress is 4)[(set: $mainhall to 3)(set: $laboratory to 2)]
(if: $mprogress is 5)[(set: $laboratory to 3)(set: $warehouse to 2)]
(if: $mprogress is 6)[(set: $warehouse to 3)(set: $kitchen to 2)]
(if: $mprogress is 7)[(set: $kitchen to 3)(set: $breakroom to 2)](if: $ is 0)[(replace: ?exitA)[]]
(if: $ is 1)[(replace: ?exitA)[]]
(if: $ is 2)[(replace: ?exitA)[]]
(if: $ is 3)[(replace: ?exitA)[]]
(if: $ is 0)[(replace: ?exitB)[]]
(if: $ is 1)[(replace: ?exitB)[]]
(if: $ is 2)[(replace: ?exitB)[]]
(if: $ is 3)[(replace: ?exitB)[]]
(if: $ is 0)[(replace: ?exitC)[]]
(if: $ is 1)[(replace: ?exitC)[]]
(if: $ is 2)[(replace: ?exitC)[]]
(if: $ is 3)[(replace: ?exitC)[]]You return to the Break Room, and look around quickly. Everything is calm and where you left it, with only the buzzing of the lights and the gentle hum of the various vending machines interrupting a perfect silence.
"Welcome back, Robert! Did you kill it yet?" Garry asks, emerging slightly from your ingenious hiding spot.
"Not yet," you say, looking off into the middle distance. "But he doesn't have long left. Not while I'm alive."
"Cool..." Garry drawls, slowly sinking back out of sight. The room is quiet once more.
You pull out your map and radar, making a quick reference between the radar and map to figure out where the monster is. According to the pings on the radar, the monster is currently hiding in the $location. You are currently in the Break Room. To help you hunt, here is the map of the facility:
<img src="ThingyMap.png" alt="Facility Map" height="500" width="500"/>
So, where would you like to go?
|exitA>[Exit A]
|exitB>[Exit B]
(if: $mainhall is 0)[(replace: ?exitA)[[[The Main Hall->Main Hall (Choice)]]]](if: $mainhall is 1)[(replace: ?exitA)[[[The Main Hall->Main Hall (Before)]]]](if: $mainhall is 2)[(replace: ?exitA)[[[The Main Hall->Main Hall (During)]]]](if: $mainhall is 3)[(replace: ?exitA)[[[The Main Hall->Main Hall (After)]]]](if: $kitchen is 0)[(replace: ?exitB)[[[The Kitchen->Kitchen (Choice)]]]](if: $kitchen is 1)[(replace: ?exitB)[[[The Kitchen->Kitchen (Before)]]]](if: $kitchen is 2)[(replace: ?exitB)[[[The Kitchen->Kitchen (During)]]]](if: $kitchen is 3)[(replace: ?exitB)[[[The Kitchen->Kitchen (After)]]]](set: $progress to it + 1)(if: $progress is 3)[(set: $mprogress to it + 1)(if: $mprogress > 7)[(set: $mprogress to 7)](set: $progress to 1)(set: $location to $mprogress of $facility)](if: $mprogress > 7)[(set: $mprogress to 7)](if: $mprogress is 1)[(set: $garage to 2)](if: $mprogress is 2)[(set: $garage to 3)(set: $lobby to 2)](if: $mprogress is 3)[(set: $lobby to 3)(set: $mainhall to 2)](if: $mprogress is 4)[(set: $mainhall to 3)(set: $laboratory to 2)](if: $mprogress is 5)[(set: $laboratory to 3)(set: $warehouse to 2)](if: $mprogress is 6)[(set: $warehouse to 3)(set: $kitchen to 2)](if: $mprogress is 7)[(set: $kitchen to 3)(set: $breakroom to 2)]As you enter the Break Room, you suddenly lurch in horror as you see the massive blob of piny flesh wandering around in front of you. The monster has made it to the Break Room, and has been here for some time by the looks of it. You stare, shocked, but quickly regain your senses as you come to an |hook1>[awesome realization].
|sect1)[|hook2>[He doesn't have anywhere left to run]...]
|sect2)[You quickly draw your pistol and unload two shots into the side of the beast. It squeals in pain and |hook3>[swings a large, squishy-looking paw at you].]
|sect3)[You duck out of the way, and the arm smashes into the wall behind you leaving a massive crater where it landed. Good thing you dodged.
The monster, however, suddenly changes its focus to something else. It seems that Garry, in his attempts to hide, has made a noise. The monster quickly jumps in his direction.
|resultA)[Garry panics, and squirms around behind the vending machine. The monster approaches, its hideous, spiny teeth bared at Garry. Garry closes his eyes in anticipation of what's about to happen, when suddenly, the frame of the vending machine groans. The entire thing leans forward, and crashes down on to the monster. It howls in pain as shards of glass and metal impale it all over its body, and Garry deftly uses his opportunity to flee. The monster thrashes about, its strength clearly sapped at this point. It seems to be on its last legs. You aim your pistol at the potato-chip-covered beast, and pull the |rhook1>[trigger one last time].]|resultB)[Garry leaps out from his couch-fort, wielding his pillows like a true guerilla maniac. Unfortunately, fabric is not a very good weapon, and Garry quickly realizes his mistake. The monster reels back and jumps on him, mauling the poor lad with its massive limbs. You scream out, but its too late. Garry has died. Still, he provided an ample distraction, and you quickly aim your pistol and unload the remainder of your magazine into its body in a vengeful fury. By the time the pistol begins to click, the monster has |rhook2>[breathed its last].]]
|sect4)[The beast falls to the floor, as the remnants of life slip from its form. You take a long, well-deserved breath. You did it. You killed the monster. You're a hero.
[[Your Results->End Screen]]]
(click: ?hook1)[(show: ?sect1)](click: ?hook2)[(show: ?sect2)](click: ?hook3)[(show: ?sect3)(if: $garry is 1)[(show: ?resultA)](if: $garry is 2)[(show: ?resultB)]](click: ?rhook1)[(show: ?sect4)](click: ?rhook2)[(show: ?sect4)](if: $garry is 2)[(set: $garry to -1)](if: $helena is 2)[(set: $helena to -1)](if: $laura is 2)[(set: $laura to -1)](if: $leonard is 2)[(set: $leonard to -1)](if: $peter is 2)[(set: $peter to -1)](if: $steve is 2)[(set: $steve to -1)](if: $mprogress > 7)[(set: $mprogress to 7)](if: $mprogress is 1)[(set: $garage to 2)](if: $mprogress is 2)[(set: $garage to 3)(set: $lobby to 2)](if: $mprogress is 3)[(set: $lobby to 3)(set: $mainhall to 2)](if: $mprogress is 4)[(set: $mainhall to 3)(set: $laboratory to 2)](if: $mprogress is 5)[(set: $laboratory to 3)(set: $warehouse to 2)](if: $mprogress is 6)[(set: $warehouse to 3)(set: $kitchen to 2)](if: $mprogress is 7)[(set: $kitchen to 3)(set: $breakroom to 2)]Double-click this passage to edit it.You pull out your map and radar, making a quick reference between the radar and map to figure out where the monster is. According to the pings on the radar, the monster is currently hiding in the $location. You are currently in the ROOM. To help you hunt, here is the map of the facility:
<img src="ThingyMap.png" alt="Facility Map" height="500" width="500"/>
So, where would you like to go?You step into the Main Hall, the low lighting making the shadows of the various decorative plants look each like a monster in and of themselves. It doesn't seem like the big guy's come through here yet.|affirm)[
Laura emerges from her hiding spot behind one of the planters, waving you down.
"Don't worry. I haven't run into it yet. And if I do, you'll know," she states matter-of-factly. You nod.]
You pull out your map and radar, making a quick reference between the radar and map to figure out where the monster is. According to the pings on the radar, the monster is currently hiding in the $location. You are currently in the Main Hall. To help you hunt, here is the map of the facility:
<img src="ThingyMap.png" alt="Facility Map" height="500" width="500"/>
So, where would you like to go?
|exitA>[Exit A]
|exitB>[Exit B]
|exitC>[Exit C]
(if: $laura is 1)[(show: ?affirm)](if: $lobby is 0)[(replace: ?exitA)[[[The Lobby->Lobby (Choice)]]]](if: $lobby is 1)[(replace: ?exitA)[[[The Lobby->Lobby (Before)]]]](if: $lobby is 2)[(replace: ?exitA)[[[The Lobby->Lobby (During)]]]](if: $lobby is 3)[(replace: ?exitA)[[[The Lobby->Lobby (After)]]]](if: $laboratory is 0)[(replace: ?exitB)[[[The Laboratory->Laboratory (Choice)]]]](if: $laboratory is 1)[(replace: ?exitB)[[[The Laboratory->Laboratory (Before)]]]](if: $laboratory is 2)[(replace: ?exitB)[[[The Laboratory->Laboratory (During)]]]](if: $laboratory is 3)[(replace: ?exitB)[[[The Laboratory->Laboratory (After)]]]](if: $breakroom is 0)[(replace: ?exitC)[[[The Break Room->Break Room (Choice)]]]](if: $breakroom is 1)[(replace: ?exitC)[[[The Break Room->Break Room (Before)]]]](if: $breakroom is 2)[(replace: ?exitC)[[[The Break Room->Break Room (During)]]]](if: $breakroom is 3)[(replace: ?exitC)[[[The Break Room->Break Room (After)]]]](set: $progress to it + 1)(if: $progress is 3)[(set: $mprogress to it + 1)(if: $mprogress > 7)[(set: $mprogress to 7)](set: $progress to 1)(set: $location to $mprogress of $facility)](if: $mprogress > 7)[(set: $mprogress to 7)](if: $mprogress is 1)[(set: $garage to 2)](if: $mprogress is 2)[(set: $garage to 3)(set: $lobby to 2)](if: $mprogress is 3)[(set: $lobby to 3)(set: $mainhall to 2)](if: $mprogress is 4)[(set: $mainhall to 3)(set: $laboratory to 2)](if: $mprogress is 5)[(set: $laboratory to 3)(set: $warehouse to 2)](if: $mprogress is 6)[(set: $warehouse to 3)(set: $kitchen to 2)](if: $mprogress is 7)[(set: $kitchen to 3)(set: $breakroom to 2)]As you enter the Main Hall, you hear a cacophony of squelching noises as a terribly ugly mound of rough meat attempts to do unspeakable things to one of the planters. You draw your pistol, and |hook1>[empty half your magazine] into it.
|sect1)[The creature screams in pain and jumps at you in response, but finds that the density of decorative plants in this room is a bit to high for its usual jump-at-one's-face fighting style. As the monster gets caught on a rather large indoor palm, you deftly dive out of the way and |hook2>[unload the rest of your pistol] into its torso.]
|sect2)[The creature squirms, and makes a run for the Laboratory doorway. You turn to follow.|affirm)[ As you do, however, you notice the body of Laura lying on the floor. Her pistol lies empty next to her, covered in both her own and the monster's blood. It seems as though she put up a good fight before dying to its deadly blows. It also explains why the monster was so clumsy, since a pistol's worth of ammo was already introduced to it.]|dead)[
Suddenly, as you begin to chase it, the monster goes limp. It breathes a finaly breath, and collapses near the entrance to the Laboratory. It seems as though your valiant shooting successfully downed the lumbering horror. Somehow, this nightmare seems to be at its end, and you have emerged victorious as all good action heroes should.
[[Your Results->End Screen]]]|alive)[
As you just saw, the monster is currently hiding in the Laboratory. You are currently in the Main Hall. To help you hunt, here is the map of the facility:
<img src="ThingyMap.png" alt="Facility Map" height="500" width="500"/>
So, where would you like to go?
|exitA>[Exit A]
|exitB>[Exit B]
|exitC>[Exit C]]]
(click: ?hook1)[(show: ?sect1)](click: ?hook2)[(show: ?sect2)(if: $laura < 2)[(show: ?affirm)(set: $monster to it - 1)(set: $laura to -1)](set: $monster to it - 1)(set: $progress to 1)(set: $mainhall to 3)(if: $monster is < 1)[(show: ?dead)](else:)[(show: ?alive)(set: $mprogress to it + 1)(set: $location to $mprogress of $facility)(if: $lobby is 0)[(replace: ?exitA)[[[The Lobby->Lobby (Choice)]]]](if: $lobby is 1)[(replace: ?exitA)[[[The Lobby->Lobby (Before)]]]](if: $lobby is 2)[(replace: ?exitA)[[[The Lobby->Lobby (During)]]]](if: $lobby is 3)[(replace: ?exitA)[[[The Lobby->Lobby (After)]]]](if: $laboratory is 0)[(replace: ?exitB)[[[The Laboratory->Laboratory (Choice)]]]](if: $laboratory is 1)[(replace: ?exitB)[[[The Laboratory->Laboratory (Before)]]]](if: $laboratory is 2)[(replace: ?exitB)[[[The Laboratory->Laboratory (During)]]]](if: $laboratory is 3)[(replace: ?exitB)[[[The Laboratory->Laboratory (After)]]]](if: $breakroom is 0)[(replace: ?exitC)[[[The Break Room->Break Room (Choice)]]]](if: $breakroom is 1)[(replace: ?exitC)[[[The Break Room->Break Room (Before)]]]](if: $breakroom is 2)[(replace: ?exitC)[[[The Break Room->Break Room (During)]]]](if: $breakroom is 3)[(replace: ?exitC)[[[The Break Room->Break Room (After)]]]]]](if: $mprogress > 7)[(set: $mprogress to 7)](if: $mprogress is 1)[(set: $garage to 2)](if: $mprogress is 2)[(set: $garage to 3)(set: $lobby to 2)](if: $mprogress is 3)[(set: $lobby to 3)(set: $mainhall to 2)](if: $mprogress is 4)[(set: $mainhall to 3)(set: $laboratory to 2)](if: $mprogress is 5)[(set: $laboratory to 3)(set: $warehouse to 2)](if: $mprogress is 6)[(set: $warehouse to 3)(set: $kitchen to 2)](if: $mprogress is 7)[(set: $kitchen to 3)(set: $breakroom to 2)]You enter the Main Hall, walking down its carpeted length carefully. Bits and pieces of it have been torn up. The monster has clearly already been through here and left, into the Laboratory it seems.|affirm)[
Lying in the middle of the hallway is the mangled corpse of Laura, the security guard. Her pistol is on the floor next to her, empty. It looks like she put up a good fight before the monster's constitution got the better of her. It's a shame, especially considering that she was probably into you.]
You pull out your map and radar, making a quick reference between the radar and map to figure out where the monster is. According to the pings on the radar, the monster is currently hiding in the $location. You are currently in the Main Hall. To help you hunt, here is the map of the facility:
<img src="ThingyMap.png" alt="Facility Map" height="500" width="500"/>
So, where would you like to go?
|exitA>[Exit A]
|exitB>[Exit B]
|exitC>[Exit C]
(if: $laura < 2)[(set: $laura to -1)](if: $laura is -1)[(show: ?affirm)](if: $lobby is 0)[(replace: ?exitA)[[[The Lobby->Lobby (Choice)]]]](if: $lobby is 1)[(replace: ?exitA)[[[The Lobby->Lobby (Before)]]]](if: $lobby is 2)[(replace: ?exitA)[[[The Lobby->Lobby (During)]]]](if: $lobby is 3)[(replace: ?exitA)[[[The Lobby->Lobby (After)]]]](if: $laboratory is 0)[(replace: ?exitB)[[[The Laboratory->Laboratory (Choice)]]]](if: $laboratory is 1)[(replace: ?exitB)[[[The Laboratory->Laboratory (Before)]]]](if: $laboratory is 2)[(replace: ?exitB)[[[The Laboratory->Laboratory (During)]]]](if: $laboratory is 3)[(replace: ?exitB)[[[The Laboratory->Laboratory (After)]]]](if: $breakroom is 0)[(replace: ?exitC)[[[The Break Room->Break Room (Choice)]]]](if: $breakroom is 1)[(replace: ?exitC)[[[The Break Room->Break Room (Before)]]]](if: $breakroom is 2)[(replace: ?exitC)[[[The Break Room->Break Room (During)]]]](if: $breakroom is 3)[(replace: ?exitC)[[[The Break Room->Break Room (After)]]]](set: $progress to it + 1)(if: $progress is 3)[(set: $mprogress to it + 1)(if: $mprogress > 7)[(set: $mprogress to 7)](set: $progress to 1)(set: $location to $mprogress of $facility)](if: $mprogress > 7)[(set: $mprogress to 7)](if: $mprogress is 1)[(set: $garage to 2)](if: $mprogress is 2)[(set: $garage to 3)(set: $lobby to 2)](if: $mprogress is 3)[(set: $lobby to 3)(set: $mainhall to 2)](if: $mprogress is 4)[(set: $mainhall to 3)(set: $laboratory to 2)](if: $mprogress is 5)[(set: $laboratory to 3)(set: $warehouse to 2)](if: $mprogress is 6)[(set: $warehouse to 3)(set: $kitchen to 2)](if: $mprogress is 7)[(set: $kitchen to 3)(set: $breakroom to 2)]You return to the Kitchen. As you step inside, there is a short bump from the larder that Leonard walked into.
"Don't worry bro, I know it's you," Leonard's voice says from behind the larder door. "I've been able to hide pretty good in here, but some of my stuff is beginning to cramp. Kill that thing quickly, yeah?"
Nodding in the direction of the larder, you pull out your map and radar, making a quick reference between the radar and map to figure out where the monster is. According to the pings on the radar, the monster is currently hiding in the $location. You are currently in the Kitchen. To help you hunt, here is the map of the facility:
<img src="ThingyMap.png" alt="Facility Map" height="500" width="500"/>
So, where would you like to go?
|exitA>[Exit A]
|exitB>[Exit B]
(if: $warehouse is 0)[(replace: ?exitA)[[[The Warehouse->Warehouse (Choice)]]]](if: $warehouse is 1)[(replace: ?exitA)[[[The Warehouse->Warehouse (Before)]]]](if: $warehouse is 2)[(replace: ?exitA)[[[The Warehouse->Warehouse (During)]]]](if: $warehouse is 3)[(replace: ?exitA)[[[The Warehouse->Warehouse (After)]]]](if: $breakroom is 0)[(replace: ?exitB)[[[The Break Room->Break Room (Choice)]]]](if: $breakroom is 1)[(replace: ?exitB)[[[The Break Room->Break Room (Before)]]]](if: $breakroom is 2)[(replace: ?exitB)[[[The Break Room->Break Room (During)]]]](if: $breakroom is 3)[(replace: ?exitB)[[[The Break Room->Break Room (After)]]]](set: $progress to it + 1)(if: $progress is 3)[(set: $mprogress to it + 1)(if: $mprogress > 7)[(set: $mprogress to 7)](set: $progress to 1)(set: $location to $mprogress of $facility)](if: $mprogress > 7)[(set: $mprogress to 7)](if: $mprogress is 1)[(set: $garage to 2)](if: $mprogress is 2)[(set: $garage to 3)(set: $lobby to 2)](if: $mprogress is 3)[(set: $lobby to 3)(set: $mainhall to 2)](if: $mprogress is 4)[(set: $mainhall to 3)(set: $laboratory to 2)](if: $mprogress is 5)[(set: $laboratory to 3)(set: $warehouse to 2)](if: $mprogress is 6)[(set: $warehouse to 3)(set: $kitchen to 2)](if: $mprogress is 7)[(set: $kitchen to 3)(set: $breakroom to 2)]As you walk into the Kitchen, you spot a strange, malformed body moving around behind the Kitchen island. You quikly realize what's going on, and raise your pistol in reponse. |hook1>[You empty your magazine into the hide of the monster].
|sect1)[The monster yells out in pain, and turns to face you, only to get the second half of your bullets to its digusting, freakish face. Realizing that its position is less than beneficial, the monster turns and makes a run for a ground air vent. It pops inside, contorting its massive body to fit inside. You hear it move in the direction of the Break Room, only for |hook2>[everything to go quiet].]
|sect2)[|affirm)[ You notice that where the monster was sitting, there is a puddle of blood and gore with a half-complete sandwich on the floor. It seems as though Leonard, the facility socialite, did not survive.
]You look around, trying to figure out if the monster is still alive.|dead)[
As you do, you notice something big and pink leaking out of another ground vent on the way to the Break Room. It seems that although the monster escaped into an air vent, it died of its wounds shortly thereafter. It looks like, even after such a long and arduous fight, you still emerged victorious. Hell yeah.
[[Your Results->End Screen]]]|alive)[
You get nothing. It seems as though the monster has moved on to the Break Room. You are currently in the Kitchen. To help you hunt, here is the map of the facility:
<img src="ThingyMap.png" alt="Facility Map" height="500" width="500"/>
So, where would you like to go?
|exitA>[Exit A]
|exitB>[Exit B]]]
(click: ?hook1)[(show: ?sect1)](click: ?hook2)[(show: ?sect2)(if: $leonard is 0)[(show: ?affirm)(set: $leonard to -1)](set: $monster to it - 1)(set: $progress to 1)(set: $kitchen to 3)(if: $monster is < 1)[(show: ?dead)](else:)[(show: ?alive)(set: $mprogress to it + 1)(set: $location to $mprogress of $facility)(if: $warehouse is 0)[(replace: ?exitA)[[[The Warehouse->Warehouse (Choice)]]]](if: $warehouse is 1)[(replace: ?exitA)[[[The Warehouse->Warehouse (Before)]]]](if: $warehouse is 2)[(replace: ?exitA)[[[The Warehouse->Warehouse (During)]]]](if: $warehouse is 3)[(replace: ?exitA)[[[The Warehouse->Warehouse (After)]]]](if: $breakroom is 0)[(replace: ?exitB)[[[The Break Room->Break Room (Choice)]]]](if: $breakroom is 1)[(replace: ?exitB)[[[The Break Room->Break Room (Before)]]]](if: $breakroom is 2)[(replace: ?exitB)[[[The Break Room->Break Room (During)]]]](if: $breakroom is 3)[(replace: ?exitB)[[[The Break Room->Break Room (After)]]]]]](if: $mprogress > 7)[(set: $mprogress to 7)](if: $mprogress is 1)[(set: $garage to 2)](if: $mprogress is 2)[(set: $garage to 3)(set: $lobby to 2)](if: $mprogress is 3)[(set: $lobby to 3)(set: $mainhall to 2)](if: $mprogress is 4)[(set: $mainhall to 3)(set: $laboratory to 2)](if: $mprogress is 5)[(set: $laboratory to 3)(set: $warehouse to 2)](if: $mprogress is 6)[(set: $warehouse to 3)(set: $kitchen to 2)](if: $mprogress is 7)[(set: $kitchen to 3)(set: $breakroom to 2)]You enter the Kitchen, and take a look around the spotless, metal larders lining the room. The lights shine down on to the reflective surfaces of each larder, into your shades, and then reflect right back at the larders. It's as though you and the stainless steel are one and the same.
As you consider this beautiful philosophical prospect, you suddenly notice large number of scratch marks covering some of the metal doors. Some of the larders have been cracked open, and others have piles of food dumped out in front of them. Clearly, the monster has moved through here, and by the looks of the tracks, it headed into the Break Room.|affirm1)[
On the floor next to the food, you also notice the bloodied corpse of Leonard, with the smeared remains of a half-completed sandwich next to him. It seems as though he was trying to make himself a quick mid-emergency snack when the monster got him. Unfortunate.]
|affirm2)[Leonard pops his head out from one of the larders.
"Oh hey bro. Yeah, the monster totally came through here. He's in the Break Room right now. You should, like, kill it and stuff."
You nod at Leonard, getting yourself ready to finish the monster.] You pull out your map and radar, making a quick reference between the radar and map to figure out where the monster is. According to the pings on the radar, the monster is currently hiding in the $location. You are currently in the Kitchen. To help you hunt, here is the map of the facility:
<img src="ThingyMap.png" alt="Facility Map" height="500" width="500"/>
So, where would you like to go?
|exitA>[Exit A]
|exitB>[Exit B]
(if: $leonard is 0)[(set: $leonard to -1)](if: $leonard is -1)[(show: ?affirm1)](if: $leonard is 1)[(set: ?affirm2)](if: $warehouse is 0)[(replace: ?exitA)[[[The Warehouse->Warehouse (Choice)]]]](if: $warehouse is 1)[(replace: ?exitA)[[[The Warehouse->Warehouse (Before)]]]](if: $warehouse is 2)[(replace: ?exitA)[[[The Warehouse->Warehouse (During)]]]](if: $warehouse is 3)[(replace: ?exitA)[[[The Warehouse->Warehouse (After)]]]](if: $breakroom is 0)[(replace: ?exitB)[[[The Break Room->Break Room (Choice)]]]](if: $breakroom is 1)[(replace: ?exitB)[[[The Break Room->Break Room (Before)]]]](if: $breakroom is 2)[(replace: ?exitB)[[[The Break Room->Break Room (During)]]]](if: $breakroom is 3)[(replace: ?exitB)[[[The Break Room->Break Room (After)]]]](set: $progress to it + 1)(if: $progress is 3)[(set: $mprogress to it + 1)(if: $mprogress > 7)[(set: $mprogress to 7)](set: $progress to 1)(set: $location to $mprogress of $facility)](if: $mprogress > 7)[(set: $mprogress to 7)](if: $mprogress is 1)[(set: $garage to 2)](if: $mprogress is 2)[(set: $garage to 3)(set: $lobby to 2)](if: $mprogress is 3)[(set: $lobby to 3)(set: $mainhall to 2)](if: $mprogress is 4)[(set: $mainhall to 3)(set: $laboratory to 2)](if: $mprogress is 5)[(set: $laboratory to 3)(set: $warehouse to 2)](if: $mprogress is 6)[(set: $warehouse to 3)(set: $kitchen to 2)](if: $mprogress is 7)[(set: $kitchen to 3)(set: $breakroom to 2)]You've successfully defeated |hook1>[The Thingy]!
|sect1)[Thanks to your badass-itude and sheer heroic grit, the monster was defeated before too much bloodshed could occur. Hopefully, the decisions you made on your journey were the right ones. Here's how your coworkers did:
(if: ($garry is 1) or ($mprogress < 7))[Garry survived!](else:)[Garry did not survive.]
(if: ($helena is 1) or ($mprogress < 5) or ($helena is 2 and $mprogress < 7))[Helena survived!](else:)[Helena did not survive.]
(if: ($mprogress < 3) or ($laura is 2 and $mprogress < 7))[Laura survived!](else:)[Laura did not survive.]
(if: $leonard is 1 or ($mprogress < 6) or ($leonard is 2 and $mprogress < 7))[Leonard survived!](else:)[Leonard did not survive.]
(if: ($mprogress < 2) or ($peter is 2 and $mprogress < 7))[Peter survived!](else:)[Peter did not survive.]
(if: ($mprogress < 4) or ($steve is 2 and $mprogress < 7))[Steve survived!](else:)[Steve did not survive.]
Thanks for playing!
The Thingy
A Monster Hunting Adventure
by Sydney Fonderie]
(click: ?hook1)[(show: ?sect1)](if: $ < 2)[(show: ?affirm)]
(set: $monster to it - 1)
(set: $progress to 1)
(set: $mprogress to it + 1)
(set: $ to 3)
(set: $location to $mprogress of $facility)
(if: $monster is < 1)[(show: ?dead)]
(else:)[(show: ?alive)]You slowly walk into the massive warehouse built into the side of the facility. Stacked up to the roof are massive piles of crates, each filled with science stuff the likes of which normal minds couldn't even begin to grasp. You slowly move through the forest of wood and cardboard, until you round a corner and |hook1>[hear some noises].
|sect1)[Standing around the corner is your beautiful and extremely talented lab assistant, Helena. In her hand, she holds a clipboard with a large number of black checkmarks on it.
"|hook2>[Oh, hey Robert. How've you been?]" she asks calmly.]
|sect2)["Fantastic. But, Helena, things have gone south. There's a crazy bad monster on the lose in this facility and |hook3>[I'm the only one here with the gumption to stop it.]"]
|sect3)["|hook4>[Wow. Is that why you're wearing those crazy cool shades?]"]
|sect4)["You bet baby," you say, adjusting your shades and looking off into the middle distance.
As you're enjoying your own awesomeness, however, reality comes screaming down the hallway. A horrific screech echoes through the warehouse, and both you and Helena look around to try and figure out where it's coming from. You realize that Helena should |hook5>[probably take action].]
|sect5)[Helena could stay here and hide amongst the crates, or she could head to the Break Room and take cover with Garry. Which should she do?
|cwrapA>[
A) |choiceA>[You tell Helena to become one with the crates.]]|cwrapB>[
B) |choiceB>[You tell Helena to flee to safety in the Break Room.]]]
|resultA)[She nods, and very gracefully climbs on top of a pile of crates. There, she silently hides behind some of them, successfully masking her presence from anything that passes through the main Warehouse thoroughfare. Satisfied with her hiding spot, you continue on your quest.]|resultB)[Helena nods, and then disappears through the Kitchen to the Break Room, taking her clipboard with her and mumbling something about "dumb monsters ruining her inventory". You turn back, and prepare to continue:]
|end)[You pull out your map and radar, making a quick reference between the radar and map to figure out where the monster is. According to the pings on the radar, the monster is currently hiding in the $location. You are currently in the Warehouse. To help you hunt, here is the map of the facility:
<img src="ThingyMap.png" alt="Facility Map" height="500" width="500"/>
So, where would you like to go?
|exitA>[Exit A]
|exitB>[Exit B]
|exitC>[Exit C]]
(click: ?hook1)[(show: ?sect1)](click: ?hook2)[(show: ?sect2)](click: ?hook3)[(show: ?sect3)](click: ?hook4)[(show: ?sect4)](click: ?hook5)[(show: ?sect5)](click: ?choiceA)[(show: ?resultA, ?end)(replace: ?cwrapB)[](set: $helena to 1)(if: $garage is 0)[(replace: ?exitA)[[[The Garage->Garage (Choice)]]]](if: $garage is 1)[(replace: ?exitA)[[[The Garage->Garage (Before)]]]](if: $garage is 2)[(replace: ?exitA)[[[The Garage->Garage (During)]]]](if: $garage is 3)[(replace: ?exitA)[[[The Garage->Garage (After)]]]](if: $laboratory is 0)[(replace: ?exitB)[[[The Laboratory->Laboratory (Choice)]]]](if: $laboratory is 1)[(replace: ?exitB)[[[The Laboratory->Laboratory (Before)]]]](if: $laboratory is 2)[(replace: ?exitB)[[[The Laboratory->Laboratory (During)]]]](if: $laboratory is 3)[(replace: ?exitB)[[[The Laboratory->Laboratory (After)]]]](if: $kitchen is 0)[(replace: ?exitC)[[[The Kitchen->Kitchen (Choice)]]]](if: $kitchen is 1)[(replace: ?exitC)[[[The Kitchen->Kitchen (Before)]]]](if: $kitchen is 2)[(replace: ?exitC)[[[The Kitchen->Kitchen (During)]]]](if: $kitchen is 3)[(replace: ?exitC)[[[The Kitchen->Kitchen (After)]]]]](click: ?choiceB)[(show: ?resultB, ?end)(replace: ?cwrapA)[](set: $helena to 2)(if: $garage is 0)[(replace: ?exitA)[[[The Garage->Garage (Choice)]]]](if: $garage is 1)[(replace: ?exitA)[[[The Garage->Garage (Before)]]]](if: $garage is 2)[(replace: ?exitA)[[[The Garage->Garage (During)]]]](if: $garage is 3)[(replace: ?exitA)[[[The Garage->Garage (After)]]]](if: $laboratory is 0)[(replace: ?exitB)[[[The Laboratory->Laboratory (Choice)]]]](if: $laboratory is 1)[(replace: ?exitB)[[[The Laboratory->Laboratory (Before)]]]](if: $laboratory is 2)[(replace: ?exitB)[[[The Laboratory->Laboratory (During)]]]](if: $laboratory is 3)[(replace: ?exitB)[[[The Laboratory->Laboratory (After)]]]](if: $kitchen is 0)[(replace: ?exitC)[[[The Kitchen->Kitchen (Choice)]]]](if: $kitchen is 1)[(replace: ?exitC)[[[The Kitchen->Kitchen (Before)]]]](if: $kitchen is 2)[(replace: ?exitC)[[[The Kitchen->Kitchen (During)]]]](if: $kitchen is 3)[(replace: ?exitC)[[[The Kitchen->Kitchen (After)]]]]](set: $warehouse to 1)(set: $progress to it + 1)(if: $progress is 3)[(set: $mprogress to it + 1)(if: $mprogress > 7)[(set: $mprogress to 7)](set: $progress to 1)(set: $location to $mprogress of $facility)](if: $mprogress > 7)[(set: $mprogress to 7)](if: $mprogress is 1)[(set: $garage to 2)](if: $mprogress is 2)[(set: $garage to 3)(set: $lobby to 2)](if: $mprogress is 3)[(set: $lobby to 3)(set: $mainhall to 2)](if: $mprogress is 4)[(set: $mainhall to 3)(set: $laboratory to 2)](if: $mprogress is 5)[(set: $laboratory to 3)(set: $warehouse to 2)](if: $mprogress is 6)[(set: $warehouse to 3)(set: $kitchen to 2)](if: $mprogress is 7)[(set: $kitchen to 3)(set: $breakroom to 2)]You re-enter the Warehouse. The piles of ominous crates are still silently looking down on you, with the faint buzz of industrial-grade lights making the only sound to break up the awkward and unsettling silence. It doesn't look like the monster has come through here yet.|affirm)[
"Hey Robert!" Helena shouts from up in her hiding spot.
"'Sup, Helena," you cooly respond, winking in her direction.
She smiles, and then disappears behind the pile of crates currently shielding her from any passing monstrosities.]
You pull out your map and radar, making a quick reference between the radar and map to figure out where the monster is. According to the pings on the radar, the monster is currently hiding in the $location. You are currently in the Warehouse. To help you hunt, here is the map of the facility:
<img src="ThingyMap.png" alt="Facility Map" height="500" width="500"/>
So, where would you like to go?
|exitA>[Exit A]
|exitB>[Exit B]
|exitC>[Exit C]
(if: $helena is 1)[(show: ?affirm)](if: $garage is 0)[(replace: ?exitA)[[[The Garage->Garage (Choice)]]]](if: $garage is 1)[(replace: ?exitA)[[[The Garage->Garage (Before)]]]](if: $garage is 2)[(replace: ?exitA)[[[The Garage->Garage (During)]]]](if: $garage is 3)[(replace: ?exitA)[[[The Garage->Garage (After)]]]](if: $laboratory is 0)[(replace: ?exitB)[[[The Laboratory->Laboratory (Choice)]]]](if: $laboratory is 1)[(replace: ?exitB)[[[The Laboratory->Laboratory (Before)]]]](if: $laboratory is 2)[(replace: ?exitB)[[[The Laboratory->Laboratory (During)]]]](if: $laboratory is 3)[(replace: ?exitB)[[[The Laboratory->Laboratory (After)]]]](if: $kitchen is 0)[(replace: ?exitC)[[[The Kitchen->Kitchen (Choice)]]]](if: $kitchen is 1)[(replace: ?exitC)[[[The Kitchen->Kitchen (Before)]]]](if: $kitchen is 2)[(replace: ?exitC)[[[The Kitchen->Kitchen (During)]]]](if: $kitchen is 3)[(replace: ?exitC)[[[The Kitchen->Kitchen (After)]]]](set: $progress to it + 1)(if: $progress is 3)[(set: $mprogress to it + 1)(if: $mprogress > 7)[(set: $mprogress to 7)](set: $progress to 1)(set: $location to $mprogress of $facility)](if: $mprogress > 7)[(set: $mprogress to 7)](if: $mprogress is 1)[(set: $garage to 2)](if: $mprogress is 2)[(set: $garage to 3)(set: $lobby to 2)](if: $mprogress is 3)[(set: $lobby to 3)(set: $mainhall to 2)](if: $mprogress is 4)[(set: $mainhall to 3)(set: $laboratory to 2)](if: $mprogress is 5)[(set: $laboratory to 3)(set: $warehouse to 2)](if: $mprogress is 6)[(set: $warehouse to 3)(set: $kitchen to 2)](if: $mprogress is 7)[(set: $kitchen to 3)(set: $breakroom to 2)]As you walk into the Warehouse, you come face-to-face with the distorted, pink visage of the monster. Before you have time to pull your pistol, it jumps forward at you. In a lightning-fast reaction, you |hook1>[grab some of the crates and shove them into the monster's face].
|sect1)[The monster is thrown off for just long enough for you to make an escape. You run around a pile of crates, and begin to push. The tower slowly topples, and falls straight on the monster's body. For good measure, you |hook2>[unload the remainder of your pistol] into the pile of wood, cardboard, and shattered lab equipment.]
|sect2)[The monster scrambles out from under the pile and shuffles away through the alleys of crates. You try to follow it, but quickly lose it despite its impressive size. Unwilling to give up, you place your watch on the two doors, knowing that |hook3>[it'll have to leave eventually].]
|sect3)[|affirm)[As you look around, though, you notice a pile of very attractive shredded remains lying in the middle of the room. You realize, in horror, that the monster got to your lovely lab assistant Helena before you could. You scream out in agony and loss, damning the world for taking such a beautiful creature from this world.
]|dead)[Suddenly, you hear what sounds like a balloon deflating. You look around the pile of crates where you heard the voice, only to discover that the monster has died of its wounds behind the crate. In shock, you begin triumphantly laughing. You did it. You defeated the monster! Take that, nature!
[[Your Results->End Screen]]]|alive)[You watch as the monster suddenly moves on into the Kitchen. You are currently in the Warehouse. To help you hunt, here is the map of the facility:
<img src="ThingyMap.png" alt="Facility Map" height="500" width="500"/>
So, where would you like to go?
|exitA>[Exit A]
|exitB>[Exit B]
|exitC>[Exit C]]]
(click: ?hook1)[(show: ?sect1)](click: ?hook2)[(show: ?sect2)](click: ?hook3)[(show: ?sect3)(if: $helena is 0)[(show: ?affirm)(set: $helena to -1)](set: $monster to it - 1)(set: $progress to 1)(set: $warehouse to 3)(if: $monster is < 1)[(show: ?dead)](else:)[(show: ?alive)(set: $mprogress to it + 1)(set: $location to $mprogress of $facility)(if: $garage is 0)[(replace: ?exitA)[[[The Garage->Garage (Choice)]]]](if: $garage is 1)[(replace: ?exitA)[[[The Garage->Garage (Before)]]]](if: $garage is 2)[(replace: ?exitA)[[[The Garage->Garage (During)]]]](if: $garage is 3)[(replace: ?exitA)[[[The Garage->Garage (After)]]]](if: $laboratory is 0)[(replace: ?exitB)[[[The Laboratory->Laboratory (Choice)]]]](if: $laboratory is 1)[(replace: ?exitB)[[[The Laboratory->Laboratory (Before)]]]](if: $laboratory is 2)[(replace: ?exitB)[[[The Laboratory->Laboratory (During)]]]](if: $laboratory is 3)[(replace: ?exitB)[[[The Laboratory->Laboratory (After)]]]](if: $kitchen is 0)[(replace: ?exitC)[[[The Kitchen->Kitchen (Choice)]]]](if: $kitchen is 1)[(replace: ?exitC)[[[The Kitchen->Kitchen (Before)]]]](if: $kitchen is 2)[(replace: ?exitC)[[[The Kitchen->Kitchen (During)]]]](if: $kitchen is 3)[(replace: ?exitC)[[[The Kitchen->Kitchen (After)]]]]]](if: $mprogress > 7)[(set: $mprogress to 7)](if: $mprogress is 1)[(set: $garage to 2)](if: $mprogress is 2)[(set: $garage to 3)(set: $lobby to 2)](if: $mprogress is 3)[(set: $lobby to 3)(set: $mainhall to 2)](if: $mprogress is 4)[(set: $mainhall to 3)(set: $laboratory to 2)](if: $mprogress is 5)[(set: $laboratory to 3)(set: $warehouse to 2)](if: $mprogress is 6)[(set: $warehouse to 3)(set: $kitchen to 2)](if: $mprogress is 7)[(set: $kitchen to 3)(set: $breakroom to 2)]You re-enter the Warehouse. The piles of ominous crates are still silently looking down on you, with the faint buzz of industrial-grade lights making the only sound to break up the awkward and unsettling silence. It doesn't look like the monster has come through here yet.|affirm1)[
As you enter, you look to the floor as a single, manly tear drops down your cheek. There, on the floor, in a somehow still graceful pile of mangled organs and blood, is your beloved lab assistant Helena. It seems as though the monster passes through here, and in her dedication to her work, she prioritized finishing her inventory instead of fleeing from the monster. Quelle tragédie.]|affirm2)[Helena waves from her hiding spot, giving you the thumbs-up.
"It came through, and the spot was good enough!" she shouts. You nod in approval.]
You pull out your map and radar, making a quick reference between the radar and map to figure out where the monster is. According to the pings on the radar, the monster is currently hiding in the $location. You are currently in the Warehouse. To help you hunt, here is the map of the facility:
<img src="ThingyMap.png" alt="Facility Map" height="500" width="500"/>
So, where would you like to go?
|exitA>[Exit A]
|exitB>[Exit B]
|exitC>[Exit C]
(if: $helena is 0)[(set: $helena to -1)](if: $helena is -1)[(show: ?affirm1)](if: $helena is 1)[(show: ?affirm2)](if: $garage is 0)[(replace: ?exitA)[[[The Garage->Garage (Choice)]]]](if: $garage is 1)[(replace: ?exitA)[[[The Garage->Garage (Before)]]]](if: $garage is 2)[(replace: ?exitA)[[[The Garage->Garage (During)]]]](if: $garage is 3)[(replace: ?exitA)[[[The Garage->Garage (After)]]]](if: $laboratory is 0)[(replace: ?exitB)[[[The Laboratory->Laboratory (Choice)]]]](if: $laboratory is 1)[(replace: ?exitB)[[[The Laboratory->Laboratory (Before)]]]](if: $laboratory is 2)[(replace: ?exitB)[[[The Laboratory->Laboratory (During)]]]](if: $laboratory is 3)[(replace: ?exitB)[[[The Laboratory->Laboratory (After)]]]](if: $kitchen is 0)[(replace: ?exitC)[[[The Kitchen->Kitchen (Choice)]]]](if: $kitchen is 1)[(replace: ?exitC)[[[The Kitchen->Kitchen (Before)]]]](if: $kitchen is 2)[(replace: ?exitC)[[[The Kitchen->Kitchen (During)]]]](if: $kitchen is 3)[(replace: ?exitC)[[[The Kitchen->Kitchen (After)]]]](set: $progress to it + 1)(if: $progress is 3)[(set: $mprogress to it + 1)(if: $mprogress > 7)[(set: $mprogress to 7)](set: $progress to 1)(set: $location to $mprogress of $facility)](if: $mprogress > 7)[(set: $mprogress to 7)](if: $mprogress is 1)[(set: $garage to 2)](if: $mprogress is 2)[(set: $garage to 3)(set: $lobby to 2)](if: $mprogress is 3)[(set: $lobby to 3)(set: $mainhall to 2)](if: $mprogress is 4)[(set: $mainhall to 3)(set: $laboratory to 2)](if: $mprogress is 5)[(set: $laboratory to 3)(set: $warehouse to 2)](if: $mprogress is 6)[(set: $warehouse to 3)(set: $kitchen to 2)](if: $mprogress is 7)[(set: $kitchen to 3)(set: $breakroom to 2)]Double-click this passage to edit it.Double-click this passage to edit it.Double-click this passage to edit it.You enter into the Garage. The mangled corpse of a penguin and a hapless, unnamed security guard lie together on the floor with smears of blood all over the walls. If only they knew. If only they knew not to trust the penguins.
You pull out your map and radar, making a quick reference between the radar and map to figure out where the monster is. According to the pings on the radar, the monster is currently hiding in the $location. You are currently in the Garage. To help you hunt, here is the map of the facility:
<img src="ThingyMap.png" alt="Facility Map" height="500" width="500"/>
So, where would you like to go?
|exitA>[Exit A]
|exitB>[Exit B]
(if: $lobby is 0)[(replace: ?exitA)[[[The Lobby->Lobby (Choice)]]]]
(if: $lobby is 1)[(replace: ?exitA)[[[The Lobby->Lobby (Before)]]]]
(if: $lobby is 2)[(replace: ?exitA)[[[The Lobby->Lobby (During)]]]]
(if: $lobby is 3)[(replace: ?exitA)[[[The Lobby->Lobby (After)]]]]
(if: $warehouse is 0)[(replace: ?exitB)[[[The Warehouse->Warehouse (Choice)]]]]
(if: $warehouse is 1)[(replace: ?exitB)[[[The Warehouse->Warehouse (Before)]]]]
(if: $warehouse is 2)[(replace: ?exitB)[[[The Warehouse->Warehouse (During)]]]]
(if: $warehouse is 3)[(replace: ?exitB)[[[The Warehouse->Warehouse (After)]]]]