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<<run Dialog.close();>> /* keep this to ensure map dialog closes */
<<set $passage to passage()>>
<<treebranch "main" "celeste1" norepeat>>
<<leaf {
speaker: "",
sprite: NTree.clear,
bg: "path"
}>>
//You said that you had others to talk to, but to be perfectly honest, this is as far as your list goes. You've spent a decent amount of time talking to your friends and family, and maybe Glory is calm enough to talk to now.//
<<leaf>>
//Speaking of your friends and family... you think about everything that they've told you, despite all of them annoying you to some level. All of them have annoyed you in some form or fashion over the years you've known them, but they're not bad people.//
<<leaf>>
//You know that they want the best for you. Obviously. Even if it's a little too much.//
<<leaf>>
//You're the royal courier, the spymaster, the Verdant Reaper. You can take care of yourself.//
<<leaf>>
//You <b>do</b> take care of yourself.//
<<leaf>>
//......//
<<leaf>>
//There's literally no point in standing in the middle of the path doing absolutely nothing.//
<<leaf{
speaker: "",
sprite: NTree.clear,
bg: "castle"
}>>
<<set $area to "The Hallway">>
//Nobody is posted outside of Glory's room once you get there, not even Kaamii. You found it odd that you had seen Kaamii by himself earlier today. Had Glory asked to be left alone by everyone?//
<<leaf>>
//You don't hear anything from inside the room. You give the door a double// tap-tap//, and hear no response.//
<<leaf {
speaker: "Ghost"
}>>
...Glory?
<<leaf {
speaker: "",
}>>
//More silence.//
<<leaf {
speaker: "Ghost"
}>>
Glory? You in there?
<<leaf {
speaker: "Celeste"
}>>
No.
<<leaf {
speaker: "",
sprite: "celNeutral"
}>>
//You whip around see Glory, standing behind you. You hadn't heard him walk up.//
<<leaf {
speaker: "Ghost"
}>>
Oh. Hell, you scared me.
<<leaf {
speaker: "Celeste",
sprite: "celSad"
}>>
......
<<leaf {
speaker: "Ghost"
}>>
...Glory?
<<leaf {
speaker: "Celeste"
}>>
......
<<leaf {
speaker: "Ghost"
}>>
Can we... talk?
<<leaf {
speaker: "Celeste",
sprite: "celNeutral"
}>>
No. I have to speak with my mother soon.
<<leaf {
speaker: "Ghost"
}>>
Oh. Okay. Then, maybe later?
<<leaf {
speaker: "Celeste"
}>>
If I have the time.
<<leaf {
speaker: ""
}>>
//Down the hall, you spot Kamii waiting for Glory. It must be an important conversation, then.//
<<leaf {
speaker: ""
}>>
Alright. I'll talk to y-
<<leaf {
speaker: "Celeste",
sprite: "celSad"
}>>
Goodbye, Lord Courier.
<<leaf {
speaker: "",
sprite: NTree.clear
}>>
//Glory does the customary nod that the royal family does to its court, and moves on quickly. You're too flabbergasted at being called by your ''title'' instead of your name to properly respond back the way you're expected. However, you are paying enough attention to hear Kaamii's scandalized response.//
<<leaf {
speaker: "Kaamii"
}>>
''Celeste'', what the ''fuck''-
<<leaf {
speaker: "Celeste"
}>>
I'm not in a mood for a lecture from you, Kaamii-
<<leaf {
speaker: "Kaamii"
}>>
I did not just hear you dismiss your ''boyfriend'' like th-
<<leaf {
speaker: ""
}>>
//You don't hear the rest of their conversation, even though it sounds like both of them are about to start shouting at one another.//
<<leaf>>
//Well. Okay then. Glory is ''very'' not happy.//
<<leaf>>
//It seems like you aren't going to get a chance to talk to him today, then. Maybe tomorrow. Or in a month.//
<<leaf>>
//''Fuck.''//
<<leaf>>
<em>You decide to go back to bed and leave this hell day behind you.</em>
<<leaf {
bg: "dark"
}>>
......
<<leaf>>
............
<<leaf>>
<<set $area to "Ghost's Room">>
//You wake up the next morning, and your neck feels like it might be killing you.//
<<leaf>>
//You were ''fine'' yesterday, why now? You groan and grit your teeth, trying to relax the muscles. It might be a cramp from your muscles finally moving after being violently severed, forcibly reconnected, and stagnant for a long period of time.//
<<leaf>>
//You spend longer than you intended to let yourself rest, gripping your covers and trying to even your breathing. None of it works, unfortunately, and you can't even move your head to find a more comfortable position. It just... ''hurts.''//
<<leaf>>
//Like that time before.//
<<leaf>>
//Why can't someone reassure you and put you back to sleep now?//
<<leaf>>
//You don't even realize that someone has entered the room until you realize that someone is speaking to you.//
<<leaf {
speaker: "Celeste"
}>>
Ghost?
<<leaf {
speaker: ""
}>>
//Aw, dammit.//
<<leaf {
speaker: "Ghost"
}>>
@@font-size:small;Hurts.@@
<<leaf {
speaker: "Celeste"
}>>
I know. I'm sorry. Relax your arm for me?
<<leaf {
speaker: ""
}>>
//You do your best to let the tension in your right arm go, and you feel Glory's hands lift your forearm. There's a brief coldness rubbed in a little circle on the inside of your elbow.//
<<leaf {
speaker: "Celeste"
}>>
This'll pinch for a second.
<<leaf {
speaker: "",
sprite: NTree.clear
}>>
//It does, but it's nowhere near as bad as the pain in your neck. The veins in your arm feel like ice, but the feeling abates slowly and seems to take the pain along with it.//
<<leaf {
speaker: "",
sprite: "celUpset",
bg: "ghostRoom"
}>>
//You don't know how much time passes before you feel okay enough to open your eyes again, but when you do, Glory is sitting by your bed, holding your right hand in both of his.//
<<leaf>>
//He lets it go after you blink a few times.//
<<leaf {
speaker: "Celeste",
sprite: "celSad"
}>>
Did that help?
<<leaf {
speaker: "Ghost"
}>>
Yeah. I think. I don't feel like I'm dying.
<<leaf {
speaker: "Celeste"
}>>
Good.
<<leaf {
speaker: "",
sprite: "celSad"
}>>
//A deeply uncomfortable pause follows.//
<<leaf {
speaker: "Ghost"
}>>
I'm sorry I made you come look for me.
<<leaf {
speaker: "Celeste"
}>>
You weren't in your office this morning, and nobody had seen you since yesterday. I was worried that-
<<leaf {
speaker: ""
}>>
<em>Glory sighs.</em>
<<leaf {
speaker: "Celeste",
sprite: "celUpset"
}>>
I was worried.
<<leaf {
speaker: ""
}>>
//The "you might be dead" goes unsaid.//
<<leaf {
speaker: "Ghost"
}>>
I'm sorry.
<<leaf {
speaker: "Celeste",
sprite: "celNeutral"
}>>
You're recovering from a heavily traumatic injury that nobody else can possibly recover from. Don't apologize.
<<leaf {
speaker: "Ghost"
}>>
Right.
<<leaf {
speaker: "Celeste",
sprite: "celSad"
}>>
And I'm sorry I was so cold to you yesterday. I was really upset, and I took it out on you.
<<leaf {
speaker: "Ghost"
}>>
No, I- I get it. Don't worry about it.
<<leaf {
speaker: "Celeste"
}>>
...Ghost? Can we... talk? About what we were talking about before I left yesterday? It doesn't need to be right now, not when you're in pain, but at some point-
<<leaf {
speaker: ""
}>>
<<timed 0s>>
<<run $("#forward button").ariaDisabled(true)>>
<</timed>>
[[> "Yes."|Celeste2A]]<br>
[[> "No."|Celeste2B]]
<</treebranch>><<set $passage to passage()>>
<<treebranch "main" "celelste2a" norepeat>>
<<leaf {
speaker: "Ghost",
sprite: "celSad"
}>>
I think I should start.
<<leaf {
speaker: "Celeste",
sprite: "celSurprise"
}>>
Huh?
<<leaf {
speaker: "Ghost"
}>>
I'm sorry for this entire... everything. This whole thing with charging in and getting my head cut off like a moron, but everything else too. I know that you're upset because of all of the times this has happened before this, not just this specific time.
<<leaf {
speaker: "Celeste"
}>>
......
<<leaf {
speaker: "Ghost"
}>>
Celeste?
<<leaf {
speaker: "Celeste",
sprite: "celNeutral"
}>>
...I like it better when you call me Glory. You only call me Celeste when you're worried.
<<leaf {
speaker: "Ghost"
}>>
I mean- yeah, I am worried.
<<leaf {
speaker: "Celeste"
}>>
About me?
<<leaf {
speaker: "Ghost"
}>>
About hurting you.
<<leaf {
speaker: "Celeste",
sprite: "celUpset"
}>>
......
<<leaf>>
So... you understand why I'm frustrated and upset?
<<leaf {
speaker: "Ghost"
}>>
I'm gonna be honest, I think you're worrying too much about me. But maybe that's not true. Maybe you're worrying exactly as much as you should about me, and I'm the one who isn't worrying enough about me.
<<leaf {
speaker: "Celeste",
sprite: "celSurprise"
}>>
!
<<leaf {
speaker: "Ghost"
}>>
What do you think, Glory?
<<leaf {
speaker: "Celeste"
}>>
What?
<<leaf {
speaker: "Ghost"
}>>
Do you think I'm too... casual about dying?
<<leaf {
speaker: "Celeste"
}>>
......
<<leaf {
sprite: "celSad"
}>>
...Yeah, I do. I think you let yourself die too much. I think you don't care about yourself.
<<leaf {
speaker: "Ghost"
}>>
......
<<leaf {
speaker: "Ghost"
}>>
Maybe you're right.
<<leaf {
speaker: "Celeste"
}>>
I think you care a lot about other people. But I think you don't like yourself much, and especially with this... pseudo-immortality you have, and fighting in this war, it's only given you an excuse to hurt yourself in increasingly more damaging ways.
<<leaf>>
From a tactical point of view, maybe someone like you is "better" to throw out against whatever enemy is out there.
<<leaf {
speaker: "Celeste"
}>>
But you still get hurt. You still feel pain. And you might still die.
<<leaf {
speaker: "Ghost"
}>>
I know.
<<leaf {
speaker: "Celeste"
}>>
You don't deserve to suffer more than other people, Ghost.
<<leaf {
speaker: "Ghost"
}>>
...I know.
<<leaf {
speaker: "Celeste"
}>>
I guess I can say things like that all day, but it takes time to actually believe that.
<<leaf {
sprite: "celNeutral"
}>>
You might be mad at me for this, but I talked to my mother, and... she agreed with me that you shouldn't be out fighting anymore.
<<leaf {
speaker: "Ghost"
}>>
What? Glory, not you too-
<<leaf {
speaker: "Celeste"
}>>
You're not even a soldier. You're a courier and a spy, and the only reason why you're fighting is because you convinced my mother that the fact that you can be healed from death would make you incredibly useful as a scare tactic.
<<leaf {
speaker: "Ghost"
}>>
I mean, it is-
<<leaf {
speaker: "Celeste"
}>>
It is. You've got all sorts of rumors on the other side about how even a glance from you means a soon-approaching death. Or something like that. You don't do enough recon on them for me to know.
<<leaf {
speaker: "Ghost"
}>>
It's boring.
<<leaf {
speaker: "Celeste",
sprite: "celHappy"
}>>
I think it's funny. Mainly because I know you're all caw, no peck.
<<leaf {
speaker: "Ghost"
}>>
That is... one way to modify that saying.
<<leaf {
speaker: "Celeste"
}>>
I think it's a good way. Anyway...
<<leaf {
sprite: "celNeutral"
}>>
You should keep resting. No work, no playing soldier. I'm telling everyone to make sure you don't try to sneak out. I'm serious about resting.
<<leaf {
speaker: "Ghost"
}>>
I promise I'll stay put.
<<leaf {
speaker: "Celeste",
sprite: "celNeutral"
}>>
Okay.
<<leaf {
speaker: "Ghost"
}>>
......
<<leaf {
speaker: "Celeste",
sprite: "celHappy"
}>>
I love you, Ghost.
<<leaf {
speaker: "Ghost"
}>>
I love you too, Glory.
<<leaf {
speaker: "",
sprite: NTree.clear
}>>
//Glory leans down to give you a kiss, before walking toward the door. You squirm a little to get more comfortable in your bed. Glory looks over his shoulder at you after he opens the door, but it's just a quick glance before he steps out and leaves you alone to sleep.//
<<leaf {
bg: "dark"
}>>
<<set $passage to "Epilogue1">>
.........
<</treebranch>><<set $passage to passage()>>
<<treebranch "main" "celeste2b" norepeat>>
<<leaf {
speaker: "",
sprite: "celSad"
}>>
//Glory flinches.//
<<leaf>>
//Maybe it was your tone of voice. Maybe it was the answer itself. You don't have anything to talk about with him.//
<<leaf>>
//You're fine.//
<<leaf {
speaker: "Celeste"
}>>
......
<<leaf {
sprite: "celNeutral"
}>>
Okay.
<<leaf>>
I should tell you, though. I spoke to my mother, and she agreed that you shouldn't be fighting right now.
<<leaf {
speaker: "Ghost"
}>>
What?
<<leaf {
speaker: "Celeste"
}>>
You need to recover.
<<leaf {
speaker: ""
}>>
//So it seems Glory beat Solana to the punch, yesterday. Still...//
<<leaf {
speaker: "Ghost"
}>>
Okay... yeah, that's fair. I can't fight if I'm in too much pain, I guess.
<<leaf {
speaker: "Celeste",
sprite: "celSad"
}>>
......
<<leaf {
sprite: "celNeutral"
}>>
You have no objection to her decision?
<<leaf {
speaker: "Ghost"
}>>
This isn't permanent, right? I'm still more useful as a battlefield boogeyman than a spy right now.
<<leaf {
speaker: "Celeste"
}>>
I don't know how long she wants to keep you on your normal duties. That's her decision to make, not mine.
<<leaf {
speaker: "Ghost"
}>>
Well, that's vague.
<<leaf {
speaker: "Celeste",
sprite: "celMad"
}>>
I don't know how long she wants you off the field, Ghost.
<<leaf {
speaker: "Ghost"
}>>
...Sorry. I'll talk to her about it.
<<leaf {
speaker: "",
sprite: "celSad"
}>>
<em>Glory sighs.</em>
<<leaf {
speaker: "Celeste",
sprite: "celNeutral"
}>>
It's fine. You're not feeling well right now anyway. I'll... I'll let you rest.
<<leaf {
sprite: "celHappy"
}>>
...I love you, Ghost.
<<leaf {
speaker: "Ghost"
}>>
I love you too, Glory.
<<leaf {
speaker: "",
sprite: NTree.clear
}>>
//Glory leans down to give you a kiss, before walking toward the door. You squirm a little to get more comfortable in your bed. Glory looks over his shoulder at you after he opens the door, but it's just a quick glance before he steps out and leaves you alone to sleep.//
<<leaf {
bg: "dark"
}>>
<<set $passage to "Epilogue1">>
.........
<</treebranch>><<run Dialog.close();>> /* keep this to ensure map dialog closes */
<<set $passage to passage()>>
<<treebranch "main" "ghost" repeat>>
<<leaf {
speaker: "",
sprite: NTree.clear,
bg: "ghostRoom"
}>>
<em>You sit down on your bed to think for a bit.</em>
<<leaf>>
<<if hasVisited("Riley1", "Kaamii1", "Hana1", "Solana1", "Rina1")>>
<em>You've talked to everyone you should, except Glory. Maybe he's calmed down enough now.</em>
<<else>>
<em>You still have people you should talk to.</em>
<</if>>
<<leaf>>
<<map>>
<</treebranch>><<run Dialog.close();>> /* keep this to ensure map dialog closes */
<<set $passage to passage()>>
<<treebranch "main" "hana1" norepeat>>
<<leaf {
speaker: "",
bg: "lab"
}>>
//You knock on the door of the laboratory, and hope you're not interrupting anything. Entering without warning is a bad idea, as one never knows what volatile chemical reaction is being tested at the moment. The sound of footfalls is followed by the door swinging open, and Hana leans out with her hand braced on the doorknob.//
<<leaf {
speaker: "Hana",
sprite: "hanaNeutral"
}>>
Oh, hey.
<<leaf {
speaker: "Ghost"
}>>
What are you doing in here without Trinn and Nata?
<<leaf {
speaker: "Hana"
}>>
Holding down the fort.
<<leaf {
speaker: "Ghost"
}>>
''Hana.''
<<leaf {
speaker: "Hana",
sprite: "hanaBleh"
}>>
What, they're out right now. Maybe they're testing a grenade outside.
<<leaf {
speaker: ""
}>>
<em>As if on cue, a dull reverberating reaches your ears. It sounds like a series of distant explosions. Both of you move to the windows facing the outdoor testing area, and see a few plumes of smoke.</em>
<<leaf {
speaker: "Hana",
sprite: "hanaQuestion"
}>>
Maybe several grenades.
<<leaf {
speaker: ""
}>>
//Hana is... you're actually not sure how to describe her. She's not exactly Glory's daughter, but it's not that she isn't, either. Her dads are dear friends of Glory, except the way that Glory says "dear friends" makes you think that he's in love with them. You haven't asked, nor do you particularly worry about it.//
<<leaf {
speaker: ""
}>>
//Hana's been living in the castle for her protection from... actually, you don't know. There's a lot about Hana that you don't know, but she's a good kid and you get along with her just fine. You imagine she might be what you were like as a teenager, if you could remember being a teenager.//
<<leaf {
speaker: "Ghost"
}>>
Why did two adults who, as far as I remember, are very responsible and know laboratory safety let you into their lab alone?
<<leaf {
speaker: "Hana",
sprite: "hanaBleh"
}>>
I already told you, I'm guarding it.
<<leaf {
speaker: "Ghost"
}>>
From what?
<<leaf {
speaker: "Hana",
sprite: "hanaNeutral"
}>>
You, probably.
<<leaf {
speaker: "Ghost"
}>>
Nice of them to predict when I would wake up, and not tell Glory.
<<leaf {
speaker: "Hana",
sprite: "hanaGlare"
}>>
......
<<leaf {
speaker: "Ghost"
}>>
Okay okay okay, sorry. Bad joke. Seriously though, Trinn and Nata left you here in their lab?
<<leaf {
speaker: "Hana",
sprite: "hanaNeutral"
}>>
It's not like I'm gonna touch anything. I got bored waiting for you to wake up.
<<leaf {
speaker: "Ghost"
}>>
...Ah.
<<leaf {
speaker: ""
}>>
//She's angry at you.//
<<leaf {
speaker: "Ghost"
}>>
Hey, uh... Hana? Did anyone tell you what happened?
<<leaf {
speaker: "Hana"
}>>
What, to you? Yeah, Kaamii told me. You got yourself killed.
<<leaf {
speaker: ""
}>>
//You rub your temples. Hearing Hana say it makes it feel a lot worse, somehow.//
<<leaf {
speaker: "Ghost"
}>>
Please tell me that he didn't word it like that, and you're only saying that because you're mad at me.
<<leaf {
speaker: "Hana",
sprite: "hanaQuestion"
}>>
What, you want me to go into detail?
<<leaf {
speaker: "Ghost"
}>>
I- No, I don't want you to go into detail. Hell, you didn't see, did you?
<<leaf {
speaker: "Hana",
sprite: "hanaNeutral"
}>>
Of course not. I said I wanted to see you and Celeste told me I couldn't. He said he didn't want me to see you like that.
<<leaf {
speaker: "Ghost"
}>>
Well, that's... reasonable, I guess.
<<leaf {
speaker: "Hana"
}>>
......
<<leaf {
speaker: "Hana",
sprite: "hanaQuestion"
}>>
That's it? "That's reasonable"? Wow. Kaamii said you weren't afraid of dying, and he wasn't exaggerating at all.
<<leaf {
speaker: "Ghost"
}>>
You need to stop talking to Kaamii.
<<leaf {
speaker: "Hana",
sprite: "hanaGlare"
}>>
You need to stop dying, I think.
<<leaf {
speaker: "Ghost"
}>>
Hana, listen-
<<leaf {
speaker: "Hana",
sprite: "hanaMad"
}>>
Yeah yeah yeah, there's a war going on and people are dying every single day and there's no problem whatsoever going on here.
<<leaf {
speaker: "Ghost"
}>>
...Dude. Come on.
<<leaf {
speaker: "Hana",
sprite: "hanaGlare"
}>>
What, like I'm wrong?
<<leaf {
speaker: "Ghost"
}>>
You are ''so'' good at oversimplifying things.
<<leaf {
speaker: "Hana"
}>>
Maybe you want to undersimplify it for me, then?
<<leaf {
speaker: ""
}>>
//Hmm. You're not sure that you want to explain about death during war to a sixteen-year-old, but you ''could''.//
<<leaf {
speaker: ""
}>>
<<timed 0s>>
<<run $("#forward button").ariaDisabled(true)>>
<</timed>>
[[> "Okay, listen..."|Hana2A]]<br>
[[> "This really isn't a good topic..."|Hana2B]]
<</treebranch>><<set $passage to passage()>>
<<treebranch "main" "hana2a" norepeat>>
<<leaf {
speaker: "Ghost"
}>>
I can be healed and come back to life. Other people can't do that. There's no reason to sacrifice other people who ''definitely'' can't come back, if I might have a better chance of returning at all.
<<leaf {
speaker: "Hana",
sprite: "hanaNeutral"
}>>
That's it?
<<leaf {
speaker: "Ghost"
}>>
I mean... yeah. It's true in any sense, no matter how you look at it.
<<leaf {
speaker: "Hana"
}>>
That isn't fair to you.
<<leaf {
speaker: "Ghost"
}>>
Why not? I have a better chance at coming back alive, right?
<<leaf {
speaker: "Hana"
}>>
Okay, but you still need someone to heal you, right? Doesn't that mean it doesn't really matter if you can be healed? If you get left alone for long enough, you'll stay dead.
<<leaf {
speaker: "Ghost"
}>>
Well, sure, but imagine if someone else went through what I did. They wouldn't come back. They'd be gone forever.
<<leaf {
speaker: "Hana",
sprite: "hanaQuestion"
}>>
This really sounds like you're just trying to make up a good reason why you keep dying.
<<leaf {
speaker: "Ghost"
}>>
Hana...
<<leaf {
speaker: "Hana",
sprite: "hanaNeutral"
}>>
Maybe you're getting yourself into bad situations when you don't need to.
<<leaf {
speaker: "Ghost"
}>>
Listen, I know it was my fault this time, you don't need to rub it in-
<<leaf {
speaker: "Hana",
sprite: "hanaGlare"
}>>
You've died four times since I came here.
<<leaf {
speaker: "Ghost"
}>>
What?
<<leaf {
speaker: "Hana"
}>>
You've died four times since I started living here. I wasn't really keeping count at first, but after the second time, I realized that you might not even realize how often you die.
<<leaf {
speaker: ""
}>>
//Hana has lived in the castle for around nine months.//
<<leaf {
speaker: "Ghost"
}>>
...There's a war going on. People die. Some of the castle guards have died too. I understand that it's a lot to deal with people you know being here one day and gone the next. It'll keep happening, and... I wish there was something I could say that would help.
<<leaf {
speaker: "",
sprite: "hanaMad"
}>>
//Hana doesn't look satisfied with an explanation like that. Actually, she seems even ''angrier'' than before.//
<<leaf {
speaker: "Ghost"
}>>
What's wrong?
<<leaf {
speaker: "Hana",
sprite: "hanaGlare"
}>>
Don't talk down to me like that.
<<leaf {
speaker: "Ghost"
}>>
I... wasn't trying to. I'm sorry.
<<leaf {
speaker: "Hana",
sprite: "hanaMad"
}>>
Just... y'know what? Nevermind. I'm just a kid, I don't get it, right? It's fine that you keep dying over and over again and I don't ''get'' it because I'm too young to know anything about dying. Whatever. Feel free to ignore me.
<<leaf {
speaker: "Ghost"
}>>
Hana-
<<leaf {
speaker: "",
sprite: NTree.clear
}>>
//She stomps past you and slams the door of the lab shut, rattling several cabinets on the walls. The doors stay closed, thankfully, and you check to make sure nothing is in danger of falling before running to the hallway. You catch a glimpse of Hana storming off, very audibly trying not to sob.//
<<leaf>>
//There's no point in waiting around in the lab.//
<<leaf>>
<<map>>
<</treebranch>><<set $passage to passage()>>
<<treebranch "main" "hana2b" norepeat>>
<<leaf {
speaker: "Hana",
sprite: "hanaBleh"
}>>
You know I'm not a baby, right? I can understand big words.
<<leaf {
speaker: "Ghost"
}>>
Hana, you're sixteen. I don't think this is a good conversation for me to have with you.
<<leaf {
speaker: "Hana",
sprite: "hanaNeutral"
}>>
I think you just don't want to.
<<leaf {
speaker: "Ghost"
}>>
You're right! I don't want to have this conversation with a sixteen-year-old.
<<leaf {
speaker: "Hana"
}>>
Come on, you've never babied me before. I don't know why suddenly you need to treat me like I can't possibly understand now.
<<leaf {
speaker: "Ghost"
}>>
I don't think that you can't understand. I'm saying that you shouldn't ''need'' to understand. I don't want you to get involved in something as awful as fighting and dying in a war.
<<leaf {
speaker: "Ghost"
}>>
I'm sure your parents aren't exactly happy that this didn't turn out to be as safe of a place as they thought it would be. I don't want to make them more upset before I even meet them.
<<leaf {
speaker: "Hana"
}>>
They aren't mad about things being a mess with this war. It's still safer for me here than at home. And you're trying to change the subject.
<<leaf {
speaker: "Ghost"
}>>
I already told you that I don't want to talk about this. It's not about treating you like a baby, it's about not talking about things that give full-grown adults nightmares.
<<leaf {
speaker: "Hana",
sprite: "hanaMad"
}>>
...Fine. Whatever.
<<leaf {
speaker: "Hana",
sprite: "hanaNeutral"
}>>
Shouldn't you avoid dying as much as possible then, if it's giving people nightmares?
<<leaf {
speaker: "Ghost"
}>>
Being alive to have nightmares is far better than being dead.
<<leaf {
speaker: "Hana",
sprite: "hanaGlare"
}>>
Yeah, I'm sure giving Celeste nightmares is really good.
<<leaf {
speaker: "Ghost"
}>>
''Hana!''
<<leaf {
speaker: "Hana"
}>>
What? Apparently you think there's nothing wrong with the completely excessive amount of times you die, over and over and over again like some sort of bad nightmare.
<<leaf {
speaker: "Ghost"
}>>
Hana, ''please''-
<<leaf {
speaker: "Hana",
sprite: "hanaMad"
}>>
Remember when you bled out and you literally kept dying until they could get enough blood into you? Or the time that you were poisoned and someone had to force-feed you the antidote? Or when your chest got split open with an a-
<<leaf {
speaker: "Ghost"
}>>
That's ''enough.''
<<leaf {
speaker: ""
}>>
//This conversation is getting wildly out of hand. Hana usually isn't this insistent on getting into your business, but for whatever reason, she's determined this time.//
<<leaf {
speaker: ""
}>>
//Your heart hammers in your chest. Hana is not your child to scold, but this is too much.//
<<leaf {
speaker: "Hana",
sprite: "hanaGlare"
}>>
......
<<leaf {
speaker: "Hana"
}>>
Fine.
<<leaf {
speaker: "",
sprite: NTree.clear
}>>
//Hana brushes past you angrily, and out the door. You let her go without a word. There's nothing for you to say, anyway. She's far too young to be hearing about all of this anyway.//
<<leaf>>
//You make a mental note to find out who the hell told her all the disgustingly gory details of your other deaths, and shout some sense into them.//
<<leaf>>
<<map>>
<</treebranch>><<run Dialog.close();>> /* keep this to ensure map dialog closes */
<<set $passage to passage()>>
<<treebranch "main" "kaamii1" norepeat>>
<<leaf {
speaker: "",
sprite: NTree.clear,
bg: "wall"
}>>
//You can see for quite a distance out from the battlements, past the big moat surrounding the castle. For the most part only the patrols ever come up here, but sometimes people who need a moment away from the reality of everything find solace here.//
<<leaf {
sprite: "kaamiiBack"
}>>
<<if $order.length is 1>>
<<set $passage to "Kaamii2A">>
<<else>>
<<set $passage to "Kaamii2B">>
<</if>>
//Apparently you're not the only one, since you see a familiar face leaning against the stone walls and looking out into the landscape. He doesn't turn to face you or make any indication that he's noticed you, but you know that hes aware of your presence.//
<</treebranch>><<set $passage to passage()>>
<<treebranch "main" "kaamii2a" norepeat>>
<<leaf {
speaker: "Kaamii"
}>>
His Highness let you out?
<<leaf {
speaker: "Ghost"
}>>
Not exactly. He yelled at me.
<<leaf {
speaker: "Kaamii"
}>>
We both know he doesn't expect you to stay put.
<<leaf {
speaker: "Ghost"
}>>
<<set $passage to "Kaamii3">>
Well, I still wasn't given <strong>permission</strong>, per se...
<</treebranch>><<set $passage to passage()>>
<<treebranch "main" "kaamii2b" norepeat>>
<<leaf {
speaker: "Kaamii"
}>>
You haven't even been awake for an hour, and you're already causing a commotion.
<<leaf {
speaker: "Ghost"
}>>
I wasn't <strong>trying</strong> to.
<<leaf {
speaker: "Kaamii"
}>>
You manage to do a lot of things without trying to.
<<leaf {
speaker: "Ghost"
}>>
<<set $passage to "Kaamii3">>
Like pissing off my boyfriend?
<</treebranch>><<set $passage to passage()>>
<<treebranch "main" "kaamii3" norepeat>>
<<leaf {
speaker: "",
sprite: "kaamiiNeutral"
}>>
//Kaamii makes a noise of acknowledgement in the back of his throat as he turns to face you.//
<<leaf>>
//Kaamii is Glory's personal guard, although he doesn't do very much guarding within the castle. He also happens to be haunted by about a dozen restless vengeful souls whom he has promised revenge for, carrying them with him like some sort of living mausoleum.//
<<leaf>>
//You like him, in the way that a functionally deathless person can like a man who carries the dead with him in his soul.//
<<leaf {
speaker: "Kaamii"
}>>
What did His Highness say?
<<leaf {
speaker: "Ghost"
}>>
I don't really know, he said "I can't do this" and ran away.
<<leaf {
speaker: "Kaamii"
}>>
I'm not surprised. He's been a wreck ever since you died.
<<leaf {
speaker: "Ghost"
}>>
Yeah, I know. I didn't come here for a lecture.
<<leaf {
speaker: "Kaamii",
sprite: "kaamiiAnnoyed"
}>>
You walked up to His Highness's personal guard after upsetting His Highness, and didn't expect a lecture?
<<leaf {
speaker: "Ghost"
}>>
Uh.
<<leaf {
speaker: "Kaamii",
sprite: "kaamiiNeutral"
}>>
I'm joking. But to be serious, do you actually understand why he's upset?
<<leaf {
speaker: "Ghost"
}>>
I mean, I died and he had to put my head back on. That's reasonable enough to get upset over. I know I fucked up pretty bad this time.
<<leaf {
speaker: "Kaamii",
sprite: "kaamiiSad"
}>>
<em>Kaamii sighs.</em>
<<leaf>>
You don't get it.
<<leaf {
speaker: "Ghost"
}>>
What are you talking about?
<<leaf {
speaker: "Kaamii"
}>>
You think you fucked up because of the <strong>way</strong> you died.
<<leaf {
speaker: "Ghost"
}>>
Isn't that the reason?
<<leaf {
speaker: "Kaamii"
}>>
I don't blame you for not understanding.
<<leaf {
speaker: "Kaamii",
sprite: "kaamiiNeutral"
}>>
I get it, somewhat. You use your ability for what it's good for, and it doesn't bother you how unnatural it is. That's just how things work for you.
<<leaf {
speaker: "Ghost"
}>>
What are you talking about?
<<leaf {
speaker: "Kaamii"
}>>
Dying. You don't see it as the same kind of horror that everyone else does.
<<leaf {
speaker: "Ghost"
}>>
It's... it's not a horror. I mean, not to me.
<<leaf {
speaker: "Kaamii",
sprite: "kaamiiSad"
}>>
Of course it isn't. Especially now, in all of this war, it's as normal as limping back to camp covered in bruises.
<<leaf {
speaker: "Ghost"
}>>
What are you trying to tell me, Kaamii? You're never this roundabout with your words.
<<leaf {
speaker: "Kaamii"
}>>
I was hoping you would realize on your own. My point is that your death is horrifying to everyone except yourself.
<<leaf {
speaker: "Ghost"
}>>
...So? Of course it's horrifying to everyone else.
<<leaf {
speaker: "Kaamii",
sprite: "kaamiiDowncast"
}>>
That's the problem.
<<leaf {
speaker: "Kaamii"
}>>
The ability to survive anything from a pike through the chest to your head being removed from your neck has distorted your view of death. Death is a tool to you.
<<leaf {
speaker: "Kaamii",
sprite: "kaamiiSad"
}>>
To everyone else, death is to be avoided at all cost. Some people are willing to die for a good reason. But most people avoid death, and they want the people they care about to avoid death as well.
<<leaf {
speaker: "Ghost"
}>>
So everyone else is worried about me dying. We've gone over this before. I'm not //trying// to die without a good reason.
<<leaf {
speaker: "Kaamii"
}>>
You're not trying to stay alive, either.
<<leaf {
speaker: "Ghost"
}>>
Yes I am?
<<leaf {
speaker: "Kaamii",
sprite: "kaamiiNeutral"
}>>
Then why are you so quick to put yourself in deadly situations?
<<leaf {
speaker: "Ghost"
}>>
Because there are people who will die //permanently// if I don't.
<<leaf {
speaker: "Kaamii"
}>>
Alright. But you do understand that every time you die, that still //feels// like a real death to everyone else, right?
<<leaf {
speaker: ""
}>>
<<timed 0s>>
<<run $("#forward button").ariaDisabled(true)>>
<</timed>>
[[> "But it's not a real death."|Kaamii4A]]<br>
[[> "It's better that someone else doesn't die."|Kaamii4B]]
<</treebranch>><<set $passage to passage()>>
<<treebranch "main" "kaamii4a" norepeat>>
<<leaf {
speaker: "Kaamii"
}>>
That doesn't matter.
<<leaf {
speaker: "Kaamii"
}>>
It feels real to everyone else. It might be a real death, if you aren't healed in time.
<<leaf {
speaker: "Ghost"
}>>
But it's not. I mean, I understand why everyone is worried, but if I'm fine, then I'm fine, right?
<<leaf {
speaker: "Kaamii",
sprite: "kaamiiSad"
}>>
Are you?
<<leaf {
speaker: "Ghost"
}>>
If I wake up, I'm fine. Like right now. I'm //fine//, right?
<<leaf {
speaker: "Kaamii"
}>>
Not to burst your bubble, but there's still a lot to worry about with your neck.
<<leaf {
speaker: "Kaamii",
sprite: "kaamiiNeutral"
}>>
His Highness performed healing magic that no record exists for. For all we know, you could still die from a complication that nobody knew of.
<<leaf {
speaker: "Ghost"
}>>
I'm up and walking around, right? If I was going to die for good, I'd already be dead.
<<leaf {
speaker: "Kaamii",
sprite: "kaamiiDowncast"
}>>
And you almost did, several times. Whether or not you remember it, I don't know.
<<leaf {
speaker: "Ghost"
}>>
I... I think I might. I'm not sure.
<<leaf {
speaker: "Kaamii",
sprite: "kaamiiNeutral"
}>>
So you understand exactly how much danger you were in.
<<leaf {
speaker: "Ghost"
}>>
Listen, I realize that my head ended up detached from my neck. I'm not downplaying how bad a <strong>decapitation</strong> was.
<<leaf {
speaker: "Kaamii"
}>>
So then, you understand why you shouldn't downplay how severe every one of your deaths is, in the eyes of other people who can't be brought back from the dead?
<<leaf {
speaker: "Ghost"
}>>
......
<<leaf {
speaker: "Kaamii"
}>>
I hope you'll at least consider it.
<<leaf {
speaker: "Ghost"
}>>
......
<<leaf {
speaker: "Ghost"
}>>
Sure. I'm gonna go, I gotta go talk to the others too.
<<leaf {
speaker: "",
sprite: NTree.clear
}>>
//You step away from Kaamii before you get a response from him. You know he won't have anything to say to you anyway. Even with your back turned to him, you feel his eyes following you.//
<<leaf>>
<<map>>
<</treebranch>><<set $passage to passage()>>
<<treebranch "main" "kaamii4b" norepeat>>
<<leaf {
speaker: "Kaamii",
sprite: "kaamiiDowncast"
}>>
Don't say that.
<<leaf {
speaker: "Ghost"
}>>
It's true!
<<leaf {
speaker: "Kaamii",
sprite: "kaamiiSad"
}>>
It's not. Not in the way you mean it.
<<leaf {
speaker: "Ghost"
}>>
I can come back, other people c-
<<leaf {
speaker: "Kaamii",
sprite: "kaamiiDowncast"
}>>
Ghost, ''don't.''
<<leaf {
speaker: ""
}>>
//You stop talking.//
<<leaf {
speaker: "Kaamii"
}>>
You don't realize how upsetting it is to hear you say that. And you're not talking about your immortality when you say that. You're not talking about war tactics.
<<leaf {
speaker: "Ghost"
}>>
...
<<leaf {
speaker: "Kaamii",
sprite: "kaamiiSad"
}>>
You don't need to tell me everything you feel about yourself.
<<leaf {
speaker: "Kaamii"
}>>
But I'd like it if you didn't speak about yourself like that to me.
<<leaf {
speaker: "Ghost"
}>>
...You're misunderstanding what I mean. But I won't bring it up again.
<<leaf {
speaker: "Kaamii",
sprite: "kaamiiNeutral"
}>>
I'm not going to argue with you any further, but my thoughts haven't changed.
<<leaf {
speaker: "Ghost"
}>>
I kind of hoped that you of all people could understand.
<<leaf {
speaker: "Kaamii"
}>>
I do, to an extent.
<<leaf {
speaker: "Ghost"
}>>
Then why-
<<leaf {
speaker: "Kaamii",
sprite: "kaamiiAnnoyed"
}>>
The extent that we agree ends at the point where you consider your life disposable, and I don't.
<<leaf {
speaker: "Ghost",
sprite: "kaamiiNeutral"
}>>
You still don't understand, then. I'm... gonna go. I gotta talk to the others, let them know I'm up and about.
<<leaf {
speaker: "",
sprite: NTree.clear
}>>
//You step away from Kaamii before you get a response from him. You know he won't have anything to say to you anyway. Even with your back turned to him, you feel his eyes following you.//
<<leaf>>
<<map>>
<</treebranch>><<run Dialog.close();>> /* keep this to ensure map dialog closes */
<<set $passage to passage()>>
<<treebranch "main" "riley1" norepeat>>
<<leaf {
speaker: "",
sprite: NTree.clear,
bg: "smithy"
}>>
//It's hot. It's always hot over here. The smithy is a short walk away from the castle proper, closer to the moat surrounding the grounds. The sound of metal on metal, stoked fires, and red-hot iron sizzling in water fill the air while the blacksmiths are hard at work.//
<<leaf {
speaker: "",
sprite: "rileySideways"
}>>
//You spot your favorite fellow bastard perched on a chair near the fencing, probably waiting for the latest abuse upon her shield to be remedied.//
<<leaf {
speaker: "Ghost"
}>>
Hey Riley.
<<leaf {
speaker: "Riley",
sprite: "rileySurprise"
}>>
!
<<leaf {
speaker: "Riley",
sprite: "rileySmile"
}>>
<<if $order.length gte 2>>
...Thought I heard a moron roaming about.
<<else>>
...Hey, dumbass.
<</if>>
<<leaf {
speaker: ""
}>>
//Riley is one of your favorite people, mainly because both of you are the same kind of person. A bit of an asshole, a definite smartass, a good person despite denying it. At least, ''Riley'' is a good person.//
<<leaf {
speaker: "Ghost"
}>>
You're awful.
<<leaf {
speaker: "",
sprite: "rileyNeutral"
}>>
//You sit on the floor next to Riley because you don't really care. She decides to rest her elbow on the top of your head, although she doesn't lean like she usually does.//
<<leaf {
speaker: "Riley"
}>>
So... everything back to normal? Y'know, around here.
<<leaf {
speaker: "",
sprite: "rileyAnnoyed"
}>>
//She gestures to her throat, and you nod. She narrows her eyes at you annoyedly.//
<<leaf {
speaker: "Ghost"
}>>
Yeah, it's fine. Seriously, Glory healed it just fine. If something's wrong, I'll say so.
<<leaf {
speaker: "Riley"
}>>
Ugh, ''maybe''. You're notorious for not asking for help.
<<leaf {
speaker: "",
sprite: "rileyNeutral"
}>>
//Maybe that's a fair accusation. You frown while Riley takes her elbow off of your head and starts messing with your hair instead.//
<<leaf {
speaker: "Riley"
}>>
Oh, they cut it a little. In the back, right here.
<<leaf {
speaker: ""
}>>
//Sure enough, when you put your hand on the back of your head, your hair there is shorter than you last remember. Your hand bumps into Riley's in the process, and she doesn't move when your fingers lay over hers.//
<<leaf {
speaker: "Ghost"
}>>
It'll grow back. This scar will fade too.
<<leaf {
speaker: "Riley"
}>>
Yeah, I guess.
<<leaf {
speaker: ""
}>>
//Riley pushes up hair at your nape when you drop your hand, presumably to inspect the line left on your skin where the axe blade bisected it. She could easily do it from the front, looking at your throat, but she seems more concerned with your spine from the way she keeps poking around it but not touching it.//
<<leaf {
speaker: "Ghost"
}>>
What are you doing?
<<leaf {
speaker: "Riley"
}>>
Making sure none of your vertebrae are fused.
<<leaf {
speaker: "Ghost"
}>>
You do realize Glory is a doctor, and would know how bones are supposed to sit?
<<leaf {
speaker: "Riley",
sprite: "rileyAnnoyed"
}>>
His Hightness was a little bit panicked, and was too busy trying to figure out how to re-attach your head at all to be worrying about if he accidentally fused your bones together. It doesn't hurt to check. You're such a snippy bastard about that, you know?
<<leaf {
speaker: "Ghost"
}>>
I don't think it's necessary to check in the first place. I would have noticed if my neck bones were suddenly combined into one big bone.
<<leaf {
speaker: "Riley"
}>>
How do you know the stiffness in your neck is because the muscle there is still healing from being severed, and not because your bones healed wrong?
<<leaf {
speaker: ""
}>>
//You don't actually know that, but you will not be admitting that to Riley. You just trust Glory enough not to do something like that and then not notice later.//
<<leaf {
speaker: "Ghost"
}>>
You're being very annoying and I think Glory does a better job at healing than you're insinuating.
<<leaf {
speaker: "Riley"
}>>
His Highness isn't perfect. And he asked us to keep an eye out on you when you get up.
<<leaf {
speaker: "Ghost"
}>>
I'm not going to overexert myself immediately. I still ache.
<<leaf {
speaker: "Riley"
}>>
He meant making sure his work didn't fuck up your neck more than worrying about you doing cartwheels.
<<leaf {
speaker: ""
}>>
//Riley pokes the top of your head harshly with her metal-fingertipped gloves.//
<<leaf {
speaker: "Ghost"
}>>
Ow, fuck!
<<leaf {
speaker: ""
}>>
//You smack her arm away from you and rub your head with real annoyance, hoping that she didn't leave a bruise.//
<<leaf {
speaker: "Ghost"
}>>
You know he doesn't need to worry about that, everyone knows he's the best healer in the army anyway-
<<leaf {
speaker: "Riley",
sprite: "rileyNeutral"
}>>
He's the best healer because he's had experience, Ghost. You set a broken forearm fifty-thousand times and you get to be an expert in setting broken forearms. This is the first time he's reattached a head, so I think it's fair to worry about potential issues arising from mistakes.
<<leaf {
speaker: "Ghost"
}>>
Listen, I think you're all blowing this a bit out of proportion. If he fucked something up, it would be obvious. I wouldn't be able to move my head, or breathe, or talk, or something.
<<leaf {
speaker: "Riley",
sprite: "rileyAnnoyed"
}>>
Sometimes this shit isn't obvious at first glance. Don't use that excuse on me, I know enough medicine to know what's what.
<<leaf {
speaker: ""
}>>
//You forget that Riley's father was also a doctor more often than you should.//
<<leaf>>
<<timed 0s>>
<<run $("#forward button").ariaDisabled(true)>>
<</timed>>
[[> "Everything's fine, give it a rest."|Riley2A]]<br>
[[> "I appreciate the concern, but it's alright."|Riley2B]]<br>
[[> "Worrying won't fix any theoretical fused bones."|Riley2C]]
<</treebranch>><<set $passage to passage()>>
<<treebranch "main" "riley2a" norepeat>>
<<leaf {
speaker: "Riley",
sprite: "rileySmile"
}>>
We'll know for sure in a few days. Anyway, that's your warning that everyone's gonna be hovering around you once they know you're awake.
<<leaf {
speaker: "Ghost"
}>>
I'll hide in my room then.
<<leaf {
speaker: "Riley",
sprite: "rileyNeutral"
}>>
Yeah, I'm sure that'll go over well.
<<leaf {
speaker: ""
}>>
//You'd roll your eyes if she didn't have a point. You've holed up in your room before, and the first time it had been for almost a week. Various people came to your door trying to get you to open up, a few people left food, an anonymous someone started slipping letters silently under the door...//
<<leaf>>
//It had been a whole endeavor by anyone who knew you in any capacity, which had been awful. The second time was when you tried to die for good, and you woke up to one of the medic mages sobbing over your body while she healed the gashes on your arm.//
<<leaf>>
//That had also been awful. You would like to recreate neither event.//
<<leaf {
speaker: "Riley"
}>>
Oh well. I'm sure you'll find some creative way to avoid everyone anyway.
<<leaf {
speaker: "",
sprite: "rileySideways"
}>>
//Riley sighs, and looks back toward the anvils where a blacksmith is flattening the edge of a shield. It must be hers.//
<<leaf {
speaker: "Ghost"
}>>
I'm not going to worry anyone. I'm not running off.
<<leaf {
speaker: ""
}>>
//Her silence could be either her affirmation or her skepticism. Either way, she's not bothering you about this whole thing anymore, so you'll take that as a small victory. You wait a little longer to see if she'll respond.//
<<leaf {
speaker: "Riley",
sprite: "rileyNeutral"
}>>
…hey, Ghost? Don't, y'know. Take this the wrong way. But when you hide from people, I kind of feel like that's not really what you want to do.
<<leaf {
speaker: "Ghost"
}>>
What makes you say that?
<<leaf {
speaker: "Riley",
sprite: "rileyNeutral"
}>>
Personal experience.
<<leaf {
speaker: "Ghost"
}>>
Huh. And?
<<leaf {
speaker: "Riley"
}>>
Don't cut yourself off.
<<leaf {
speaker: "",
sprite: "rileySideways"
}>>
//Her eyes have a bit of a distant look to them. You decide to leave Riley be, for now.//
<<leaf {
sprite: NTree.clear
}>>
<<map>>
<</treebranch>><<set $passage to passage()>>
<<treebranch "main" "riley2b" norepeat>>
<<leaf {
speaker: "Riley",
sprite: "rileyAnnoyed"
}>>
......
<<leaf {
speaker: "Riley"
}>>
Your head came off, dude. Like, detached from your neck.
<<leaf {
speaker: "Ghost"
}>>
Well, my head's pretty solidly stuck on now, so...
<<leaf {
speaker: "Riley",
sprite: "rileyNeutral"
}>>
Yeah, I can see that, but... seriously. Be careful. I'm not worried about your head coming off like a toy. I'm worried about lasting damage. Being able to talk, or move your head, or being able to move at all.
<<leaf {
speaker: "Riley"
}>>
And, I know you like to stay quiet when you're hurting, so. Y'know. Don't do that.
<<leaf {
speaker: "Ghost"
}>>
Dude, if I can't move my head, I'm gonna let ''someone'' know.
<<leaf {
speaker: "Riley",
sprite: "rileyAnnoyed"
}>>
I'm talking about before that. If something goes wrong, it's not that you don't say something's wrong, it's that you push yourself way too hard before things go wrong.
<<leaf {
speaker: "Ghost"
}>>
That's not tr-
<<leaf {
speaker: "Riley"
}>>
Yes, it is.
<<leaf {
speaker: "Riley",
sprite: "rileyNeutral"
}>>
Just to remind you, your tough reputation is something you maintain for the ''enemy'', not us.
<<leaf {
speaker: "Ghost"
}>>
......
<<leaf {
speaker: "Ghost"
}>>
I'm not gonna hide like that one time.
<<leaf {
speaker: "Riley"
}>>
Which time?
<<leaf {
speaker: ""
}>>
//She's talking about the two times you holed up in your room. The first time, various people came to your door trying to get you to open up, a few people left food, an anonymous someone started slipping letters silently under the door...//
<<leaf>>
//It had been a whole endeavor by anyone who knew you in any capacity, which had been awful. The second time was when you tried to die for good, and you woke up to one of the medic mages sobbing over your body while she healed the gashes on your arm.//
<<leaf>>
//You're not keen to have a repeat of either one.//
<<leaf {
speaker: "Ghost"
}>>
Both times. I promise I don't want either one.
<<leaf {
speaker: "Riley"
}>>
I don't think you wanted either one while they were happening, either.
<<leaf {
speaker: "Ghost"
}>>
...Fair enough.
<<leaf {
speaker: "Riley"
}>>
Don't be a stranger, Ghost. You need something, you let me know.
<<leaf {
speaker: "Riley"
}>>
Yeah, I will.
<<leaf {
speaker: "",
sprite: "rileySideways"
}>>
//You get up from your spot on the floor, and Riley nods to you before looking toward the blacksmith repairing her shield. You get the feeling that she's still watching you as you leave the smithy, wiping the sweat from your neck.//
<<leaf {
sprite: NTree.clear
}>>
<<map>>
<</treebranch>><<set $passage to passage()>>
<<treebranch "main" "riley2c" norepeat>>
<<leaf {
speaker: "",
sprite: "rileyAnnoyed"
}>>
//Riley narrows her eyes at you, and you get the feeling that you've annoyed her even more than usual.//
<<leaf {
speaker: "Riley"
}>>
No, it won't, but worrying about it will probably catch it ''faster'' than not giving a single shit about the fact that your neck bones had to be healed back together from literal ''bone shards''.
<<leaf {
speaker: "Ghost"
}>>
Okay, but-
<<leaf {
speaker: "Riley"
}>>
Listen to me, Ghost. I get it. I really and truly do. You want to be fine. You think that if you say you're fine, you'll be fine. But that hardly works when it's in your head, and it ''definitely'' doesn't work when it's your actual head.
<<leaf {
speaker: "Riley"
}>>
Forget your spine for a second, which I'll say again ''was in pieces that had to be replaced''. How long was your heart completely still, and not pumping blood? How long were your lungs empty? How long did the rest of your body spend not connected to your brain? How do you know you're still "fine" after that?
<<leaf {
speaker: "Ghost"
}>>
Because I'm not-
<<leaf {
speaker: "Riley"
}>>
Hurting? Dying? How do you know something isn't wrong somewhere without you or anyone else knowing?
<<leaf {
speaker: "Ghost"
}>>
......
<<leaf {
speaker: "Ghost",
sprite: "rileyNeutral"
}>>
Riley, I'm fine.
<<leaf {
speaker: "Ghost"
}>>
I know why you're worried, and I don't want to pretend like I didn't almost just die.
<<leaf {
speaker: "Riley"
}>>
......
<<leaf {
speaker: "Ghost"
}>>
If something happens, if something feels wrong, I promise I'll say something.
<<leaf {
speaker: "Riley"
}>>
You better tell His Highness.
<<leaf {
speaker: "Ghost"
}>>
I will. I promise.
<<leaf {
speaker: "Riley",
sprite: "rileySideways"
}>>
//Riley sighs.//
<<leaf {
speaker: "Riley",
sprite: "rileyNeutral"
}>>
I meant it when I said I get it, Ghost.
<<leaf {
speaker: "Ghost"
}>>
I know you did. I... appreciate it.
<<leaf {
speaker: "",
sprite: "rileySideways"
}>>
//The two of you sit in a slightly uncomfortable silence, until the heat of the smithy starts to get to you. You get up and leave for cooler air, feeling Riley's eyes on your back as you go.//
<<leaf {
speaker: "",
sprite: NTree.clear
}>>
<<map>>
<</treebranch>><<run Dialog.close();>> /* keep this to ensure map dialog closes */
<<set $passage to passage()>>
<<treebranch "main" "rina1" norepeat>>
<<leaf {
speaker: "",
sprite: NTree.clear,
bg: "rinaRoom"
}>>
<em>You wonder if anyone has told your daughter what happened to you.</em>
<<leaf>>
<em>On one hand, you hate hiding things from her. On the other hand, you don't want her to know that you were in mortal danger again.</em>
<<leaf>>
<em>You check her room to see if she's there, but you're met with nothing. Her room is as it always is, toys scattered across her dresser and a mess of papers all over her desk.</em>
<<leaf {
speaker: "Ghost"
}>>
Rina?
<<leaf {
speaker: ""
}>>
<em>Where is she?</em>
<<leaf {
speaker: "???"
}>>
<<if $order.length is 1>>
<<set $passage to "Rina2A">>
<<else>>
<<set $passage to "Rina2B">>
<</if>>
Daddy!
<</treebranch>><<set $passage to passage()>>
<<treebranch "main" "rina2a" norepeat>>
<<leaf {
speaker: "",
sprite: "rinaSmile"
}>>
<em>You turn around to see your daughter standing in the door way right behind you. She has a big smile on her face.</em>
<<leaf {
speaker: "Rina"
}>>
Good morning, sleepyhead!
<<leaf {
speaker: "Ghost"
}>>
!
<<leaf>>
Oh... good morning, sweetie!
<<leaf {
speaker: ""
}>>
<em>You're pretty sure it's no longer morning.</em>
<<leaf>>
<<set $passage to "Rina3">>
<em>You sweep your daughter up into a big hug, lifting her off of the ground. She kicks her feet in amusement at her sudden weightlessness, and hugs you back.</em>
<</treebranch>><<set $passage to passage()>>
<<treebranch "main" "rina2b" norepeat>>
<<leaf {
speaker: "",
sprite: "rinaMad"
}>>
<em>You turn around to see your daughter standing in the door way right behind you. She look pretty mad.</em>
<<leaf {
speaker: "Rina"
}>>
How come you didn't come talk to me first!?
<<leaf {
speaker: "Ghost"
}>>
What- Were you following me?
<<leaf {
speaker: "Rina"
}>>
No, I just know everything! You know that!
<<leaf {
speaker: ""
}>>
<em>She must have seen you up and about earlier. Dammit.</em>
<<leaf {
speaker: "Ghost"
}>>
Hey, I'm sorry. I wasn't ignoring you, I promise.
<<leaf {
speaker: "Rina",
sprite: "rinaMad"
}>>
......
<<leaf {
sprite: "rinaNeutral"
}>>
Hmph. I guess I can forgive you.
<<leaf {
speaker: ""
}>>
<em>You walk toward Rina and pull her into a hug. She pulls on your shirt and you take the hint to lift her up.</em>
<<leaf {
sprite: "rinaMushy"
}>>
<<set $passage to "Rina3">>
<em>You both stand there silently for a short time, until Rina wiggles out of your grip.</em>
<</treebranch>><<set $passage to passage()>>
<<treebranch "main" "rina3" norepeat>>
<<leaf {
speaker: "Rina",
sprite: "rinaMushy"
}>>
I missed you, Daddy.
<<leaf {
speaker: "Ghost"
}>>
I missed you too.
<<leaf {
speaker: "Rina",
sprite: "rinaNeutral"
}>>
That's not true, you were asleep the whole time.
<<leaf {
speaker: "",
sprite: "rinaScheme"
}>>
<em>What a little smartass!</em>
<<leaf {
speaker: "Ghost"
}>>
Well, if I was awake, I would have missed you!
<<leaf {
speaker: "Rina",
sprite: "rinaSmile"
}>>
I know you would!
<<leaf {
sprite: "rinaNeutral"
}>>
That's why I'm glad you were asleep. You didn't have to miss me.
<<leaf {
speaker: "Ghost"
}>>
Oh, Rina...
<<leaf {
speaker: "Ghost"
}>>
Are you okay?
<<leaf {
speaker: "Rina",
sprite: "rinaSkeptic"
}>>
Me? Shouldn't everyone be asking <b>you</b> that?
<<leaf {
speaker: "Ghost"
}>>
Yeah, but... two weeks is a long time to go without seeing your dad.
<<leaf {
speaker: "Rina",
sprite: "rinaNeutral"
}>>
I'm okay, Daddy. Are you?
<<leaf {
speaker: "Ghost"
}>>
Yeah, I'm okay.
<<leaf {
speaker: "Rina",
sprite: "rinaSkeptic"
}>>
Really?
<<leaf {
speaker: "Ghost"
}>>
......
<<leaf {
sprite: "rinaNeutral"
}>>
Rina, who talked to you, and what did they tell you?
<<leaf {
speaker: "Rina",
sprite: "rinaSad"
}>>
......
<<leaf {
speaker: "Ghost"
}>>
Rina, I'm not gonna be mad at you.
<<leaf {
speaker: "Rina"
}>>
Celeste told me something really bad happened to your neck.
<<leaf>>
He kept saying I couldn't see you yet, and then he caught me trying to get in your room.
<<leaf {
speaker: ""
}>>
<em>If Glory didn't think that wouldn't happen, that's on him.</em>
<<leaf {
speaker: "Rina",
sprite: "rinaMad"
}>>
I wanted to see you!
<<leaf {
sprite: "rinaSad"
}>>
But... you didn't even know I was there. You looked at me, but you didn't say anything when I talked to you.
<<leaf {
speaker: "Ghost"
}>>
Rina...
<<leaf>>
I don't remember anything before I woke up today. I promise I wasn't ignoring you.
<<leaf {
speaker: "Rina"
}>>
I know you weren't, Daddy. That's why it was so scary.
<<leaf {
speaker: ""
}>>
<em>You sigh and rub your temples. You don't have it in you to lecture Rina about listening to Glory and your friends in your absence.</em>
<<leaf {
speaker: "Ghost"
}>>
I'm sorry you had to see that.
<<leaf {
speaker: "Rina"
}>>
I know I should have listened to Celeste. I'm sorry.
<<leaf {
speaker: "Ghost"
}>>
Rina, I know you think I'm a big loser who doesn't know what he's doing, but I promise I'm not making things up when I tell you things.
<<leaf>>
For the most part.
<<leaf {
speaker: "Rina",
sprite: "rinaSmile"
}>>
Hee hee.
<<leaf {
speaker: "Ghost"
}>>
Did everyone take good care of you?
<<leaf {
speaker: "Rina",
sprite: "rinaSkeptic"
}>>
Daddy, we have different definitions of "good".
<<leaf {
speaker: "Ghost"
}>>
Did they make sure you didn't starve or try to set something on fire?
<<leaf {
speaker: "Rina",
sprite: "rinaNeutral"
}>>
Yeah. Boooooo.
<<leaf {
speaker: "Ghost"
}>>
I gotta remember to be specific with you.
<<leaf {
speaker: "Rina",
sprite: "rinaScheme"
}>>
No, you're just wrong about things.
<<leaf {
speaker: ""
}>>
<em>She's certainly feeling well enough to make fun of you, as usual.</em>
<<leaf {
speaker: "Ghost"
}>>
Really though, are you okay?
<<if $order.length lt 5>>
Do you want to come with me while I talk to everyone else?
<</if>>
<<leaf {
speaker: "Rina",
sprite: "rinaNeutral"
}>>
I'm okay, I promise.
<<if $order.length lt 5>>
I know you have to do "big grown-up" talks, so I'll stay here.
<</if>>
<<leaf {
speaker: "Ghost"
}>>
I'll come back later, then. Be good, okay?
<<leaf {
speaker: "Rina",
sprite: "rinaSmile"
}>>
No promises!
<<leaf {
speaker: ""
}>>
<em>What a little smartass. You give her an exaggerated pat on the head, and she tries to step on your feet as you turn to leave the room.</em>
<<leaf {
sprite: NTree.clear
}>>
<<map>>
<</treebranch>><<run Dialog.close();>> /* keep this to ensure map dialog closes */
<<set $passage to passage()>>
<<treebranch "main" "solana1" norepeat>>
<<leaf {
speaker: "",
sprite: NTree.clear,
bg: "garden"
}>>
//It's quiet in the garden, which is funny because you spot Princess Solana tossing fish feed at the koi. You're far too used to hearing her raise her voice on the battlefield, shrieking or howling and stabbing her naginata into the closest enemy knight.//
<<leaf>>
//Solana is the heir apparent, but being adopted has caused endless fighting among the court. She learned how to command the respect she deserves, although you wonder if she will always have someone questioning the legitimacy of her eventual ascension to the throne.//
<<leaf>>
<em>The politics of royal inheritance are very fucking annoying.</em>
<<leaf {
speaker: "Solana",
sprite: "solTilt"
}>>
Ghost?
<<leaf {
speaker: "Ghost"
}>>
Your Highness-
<<leaf {
speaker: "Solana",
sprite: "solSerious"
}>>
Hey, stop that. It wasn't necessary before, and it's not necessary now. How are you doing?
<<leaf {
speaker: ""
}>>
Alive and well.
<<leaf {
speaker: "Solana",
sprite: "solNeutral"
}>>
Alive, at the very least.
<<leaf {
speaker: ""
}>>
Solana, I'm fine.
<<leaf {
speaker: "Solana",
sprite: "solSerious"
}>>
Don't get snippy with me. You made my brother ''and'' my son cry. I hope you can explain yourself.
<<leaf {
speaker: "Solana"
}>>
...Ouch.
<<leaf {
speaker: ""
}>>
//She really knows how to hit you where it hurts. You have a soft spot for Orion, Solana's son and Glory's nephew. Mainly because the kid calls you "CROW!", very loud voice and all.//
<<leaf {
speaker: "Solana",
sprite: "solNeutral"
}>>
Anyway... how are you feeling?
<<leaf {
speaker: "Ghost"
}>>
Better than you would expect for waking up after being decapitated. A little sore. My voice is a little off, I guess.
<<leaf {
speaker: "Solana"
}>>
I can't believe you're worrying about your voice being a little weird right now.
<<leaf {
speaker: "Ghost"
}>>
I'm not worrying, I'm just noticing. But, um... is it okay if I talk to you about something?
<<leaf {
speaker: "Solana",
sprite: "solSerious"
}>>
What did you do.
<<leaf {
speaker: "Ghost"
}>>
I- Nothing! Solana-
<<leaf {
speaker: "Solana"
}>>
The only time you come asking me for advice is when you fuck something up with Celeste.
<<if $order.length is 1>>
I assume I'm the first person you've talked to, after him?
<</if>>
<<leaf>>
Don't pretend like I can't figure that much out.
<<leaf {
speaker: "Ghost"
}>>
Okay, so when I woke up this morning, Glory walked in.
<<leaf {
speaker: "Solana",
sprite: "solTilt"
}>>
Let me guess. You made him cry?
<<leaf {
speaker: "Ghost"
}>>
...Yeah.
<<leaf {
speaker: "Solana",
sprite: "solSerious"
}>>
Again, huh? You amaze me in ways that are not good.
<<leaf {
speaker: "Ghost"
}>>
I didn't mean to do it-
<<leaf {
speaker: "Solana",
sprite: "solMad"
}>>
We would have some <strong>serious</strong> problems if you did!
<<leaf {
speaker: "Ghost"
}>>
Okay, please, <strong>please</strong> listen me before you stab me with your spear?
<<leaf {
speaker: "Solana",
sprite: "solSerious"
}>>
Talk fast.
<<leaf {
speaker: "Ghost"
}>>
Very funny. Listen. I... Okay. So, you agreed with Her Majesty when she decided to put me on the front lines, right?
<<leaf {
speaker: "Solana",
sprite: "solNeutral"
}>>
Yes.
<<leaf {
speaker: "Ghost"
}>>
Okay. So, you agree with my argument that I'm a good asset to have on the field as intimidation and the practicality of having a soldier who can't die very easily.
<<leaf {
speaker: "Solana"
}>>
...You can die just as easily as anyone else. You happen to be <strong>revivable</strong>.
<<leaf {
speaker: "Ghost"
}>>
It's the same thing here, I'm simplifying a bit. So, if-
<<leaf {
speaker: "Solana",
sprite: "solSerious"
}>>
Ghost. Ask me the damn question instead of running it in circles around me like a damn horse in training.
<<leaf {
speaker: "Ghost"
}>>
......
<<leaf {
speaker: "Solana"
}>>
Fine. You want me to tell you that you're not wrong about convincing my mother to let you fight on the front lines, right?
<<leaf {
speaker: "Ghost"
}>>
...Yeah.
<<leaf {
speaker: "Solana",
sprite: "solTilt"
}>>
You're not gonna like this answer, but yeah, you're wrong. I think you're too protective of other people.
<<leaf {
speaker: ""
}>>
<<timed 0s>>
<<run $("#forward button").ariaDisabled(true)>>
<</timed>>
[[> "But you agree with the queen!"|Solana2A]]<br>
[[> "You're a hypocrite, Solana."|Solana2B]]
<</treebranch>><<set $passage to passage()>>
<<treebranch "main" "solana2a" norepeat>>
<<leaf {
speaker: "Solana",
sprite: "solNeutral"
}>>
Ghost, I need you to understand something. I shouldn't have agreed with my mother, and I don't agree with her anymore.
<<leaf {
speaker: "Ghost"
}>>
What?
<<leaf {
speaker: "Solana"
}>>
I was thinking in the exact way you were thinking. Pure tactics, pure war logic. Yes, of course a semi-immortal would cause fear in enemy ranks and be capable of doing what a normal knight can't. I wasn't thinking about what it would do to you. I know what goes through your head-
<<leaf {
speaker: "Ghost"
}>>
No you don't.
<<leaf {
speaker: "",
sprite: "solTilt"
}>>
//You didn't mean for that to sound so snappish.//
<<leaf {
speaker: "Solana"
}>>
...You're right, I don't. I only have an idea of what goes through your head. But that should have been enough for me to tell my mother that it was a bad idea.
<<leaf {
speaker: "Ghost"
}>>
You're not-
<<leaf {
speaker: "Solana",
sprite: "solSad"
}>>
Don't make me cry too, Ghost.
<<leaf {
speaker: "Ghost"
}>>
...!
<<leaf {
speaker: "Solana"
}>>
Ghost, listen to me. I'm not stupid.
<<leaf {
speaker: "Ghost"
}>>
I don't think you're stupid.
<<leaf {
speaker: "Solana",
sprite: "solSerious"
}>>
Yeah, I sure hope you don't.
<<leaf {
sprite: "solNeutral"
}>>
But I know what you're doing. I do the same thing. I put myself in harm's way to keep it from happening to someone else. I put myself between the enemy and my mother, my father, my brother, my son. I keep them safe as best as I can.
<<leaf>>
I also indirectly annoy the shit out of you, because I'm sure that Celeste vents to you about how excessively protective I am of him.
<<leaf {
speaker: "Ghost"
}>>
Yeah, he does that.
<<leaf {
speaker: "Solana"
}>>
Ths is the same thing. You're doing the same thing, Ghost. Not just to Celeste, but to everyone. You're putting yourself in harm's way for him, for me, for my family, for every single person who fights alongside you.
<<leaf>>
Your allies are all in need of protection, to you. And when you do that, you end up dead. Every single time.
<<leaf {
speaker: "Ghost"
}>>
That's the ''point''.
<<leaf {
speaker: "Solana",
sprite: "solSerious"
}>>
That's the ''problem''. The point of putting you on the field isn't to get you killed, but it's happening over and over again. That's why I think we were both wrong. It wasn't good for your own sake to suggest it, but my mother and I shouldn't have just taken it at face value.
<<leaf {
speaker: "Ghost"
}>>
So... what now? Are you gonna try and convince Her Majesty to put me back on spying?
<<leaf {
speaker: "Solana",
sprite: "solNeutral"
}>>
I don't know. I have to think about that.
<<leaf {
speaker: "Ghost"
}>>
Solana...
<<leaf {
speaker: "Solana",
sprite: "solSad"
}>>
I'm worried about your well-being.
<<leaf {
speaker: "Ghost"
}>>
I know.
<<leaf {
speaker: "Solana",
sprite: "solTilt"
}>>
You can't be dead to get married to Celeste, you know.
<<leaf {
speaker: "Ghost"
}>>
''Solana''.
<<leaf {
speaker: "Solana",
sprite: "solNeutral"
}>>
Seriously. You might hate me for this, but there's no good to be had in you being dead. I don't mean that in a tactical way, either.
<<leaf {
speaker: "",
sprite: "solSmooch"
}>>
//She takes a few steps closer to you and kisses the top of your head, just like she does with Celeste. Perhaps in her heart she's already determined that you two are going to be in-laws. Of course, you need to manage to talk to Glory first to get there.//
<<leaf {
sprite: NTree.clear
}>>
//Sensing that you're thinking, she walks away silently. You're left alone in the garden, with only the birds and your thoughts.//
<<leaf>>
<<map>>
<</treebranch>><<set $passage to passage()>>
<<treebranch "main" "solana2b" norepeat>>
<<leaf {
speaker: "Solana",
sprite: "solNeutral"
}>>
I know.
<<leaf {
speaker: "Ghost"
}>>
You're so damn protective of Glory, a grown adult with plenty of training at this point for him to be a perfectly good combat medic. He complains to me all the time about you and Her Majesty trying to shelter him.
<<leaf {
speaker: "Solana"
}>>
I know.
<<leaf {
speaker: "Ghost"
}>>
And now I shouldn't be on the field because I'm too protective of other people? What kind of reasoning even is that?
<<leaf {
speaker: "Solana",
sprite: "solSerious"
}>>
''I know'', Ghost. I know I'm being a hypocrite, but the way you're overprotective and the way I'm overprotective are different. I ''know'' that I'm overprotective. I'm trying not to be.
<<leaf {
speaker: "Ghost"
}>>
Why does it matter how we're doing it is different?
<<leaf {
speaker: "Solana"
}>>
Because Celeste is ''ranting'' about me and ''crying'' over you. If he thought you were just being overprotective like me, he'd be telling you that himself. But he isn't, right?
<<leaf {
speaker: "Ghost"
}>>
No, he doesn't tell me that I'm being overprotective in the first place.
<<leaf {
speaker: "Solana",
sprite: "solMad"
}>>
Yeah, because you don't do it to just him. You do it for who you think needs protecting, except that's somehow ''everyone'' in your eyes.
<<leaf {
speaker: "Ghost"
}>>
Excuse me?
<<leaf {
speaker: "Solana"
}>>
I made a huge mistake in agreeing with my mother and you in putting you on the field. You put yourself in danger to protect other people, thinking that they can't protect themselves.
<<leaf {
speaker: "Ghost"
}>>
You can't protect yourself from ''dying''.
<<leaf {
speaker: "Solana"
}>>
And I can't protect Celeste from everything. You're getting angry at me for smothering him, why can't you understand what you're doing to everyone else? It's not even smothering, it's just- you're just ''dying''. Because you think trained soldiers need to be protected from everything.
<<leaf {
speaker: "Ghost",
sprite: "solSerious"
}>>
...
<<leaf {
speaker: "Ghost"
}>>
...So, what now? Are you gonna try and convince Her Majesty to put me back on spying?
<<leaf {
speaker: "Solana",
sprite: "solNeutral"
}>>
I don't know. I have to think about that.
<<leaf {
speaker: "Ghost"
}>>
Now I'm kind of wishing I never had this conversation with you.
<<leaf {
speaker: "Solana",
sprite: "solSad"
}>>
I'm sorry, Ghost. You know I'm not doing this because of spite, no matter how much you don't like it.
<<leaf {
speaker: "Ghost"
}>>
Yeah. Whatever.
<<leaf {
speaker: ""
}>>
//That is no way to talk to the Crown Princess, but you're too pissed to bother with propriety. Better that she know that you're angry, anway. You excuse yourself from the conversation without a word, and Solana doesn't try to stop you.//
<<leaf {
sprite: NTree.clear
}>>
<<map>>
<</treebranch>><<set $passage to passage()>>
<<treebranch "main" "epilogue1" norepeat>>
<<leaf {
speaker: "",
sprite: NTree.clear,
bg: "castle"
}>>
//A few months later, the castle gets hit.//
<<leaf>>
//This was going to happen eventually. No matter how many spies the Queen has working under her, not everything can be caught. Infiltrators enter and wait to strike. Now was the time for that, apparently.//
<<leaf>>
//Several spies posing as new recruits managed to get into the castle. You kick one of them in the stomach and tear down the hallway toward the royal chamber, where the other spies replaced themselves in the guard posts.//
<<leaf>>
//You shove open the doors and find Kaamii blocking a spear thrust with his axe, pushing Solana away with his back. Behind Solana is Glory, gripping his sister by the back of her shirt. You react without thinking.//
<<leaf {
speaker: "Ghost"
}>>
OVER HERE, FUCKERS!
<<leaf {
speaker: ""
}>>
//Your arm-mounted crossbow works wonders in catching the attention of the infiltrators. They dodge your bolts as expected, and you use the moment to run to aid Kaamii.//
<<leaf {
speaker: "Kaamii",
sprite: "kaamiiArmed"
}>>
Ghost, ''get them out of here.''
<<leaf {
speaker: "Ghost"
}>>
You can't take them one on two!
<<leaf {
speaker: "Kaamii"
}>>
Yes, I can! Get them out of here ''now''! Do ''not'' try to help me!
<<leaf {
speaker: ""
}>>
//You don't know how many others will show up if you leave Kamii here. He might be strong, but you're unsure if he really can handle this by herself. You know that you can't hold your own against these soldiers, but you can run fast enough to get away from them, with Glory and Solana in tow.//
<<leaf>>
//You don't have time to argue right now. Glory and Solana are in ''danger''.//
<<leaf {
sprite: NTree.clear
}>>
//Solana doesn't need to be told twice to run. She grabs you by the arm and runs, Glory clutching her shirt to keep up. Your feet stumble from being dragged but you regain your footing. It seems that the decision was already made for you.//
<<leaf>>
//The three of you don't get very far. It seems like some of the outside forces have managed to get inside. You skid to a stop and arm yourself with your sickle as two enemy knights block your path forward. You recognize the one on the right from his armor's markings. //
<<leaf {
speaker: "That Bastard",
sprite: "bastardNeutral"
}>>
...I guess I didn't do as good of a job as I thought.
<<leaf {
speaker: "Ghost"
}>>
Next time, finish off my mount too.
<<leaf {
speaker: "Solana",
sprite: "solMad"
}>>
''Ghost''.
<<leaf {
speaker: "That Bastard",
sprite: "bastardNeutral"
}>>
I see you're on guard duty now. I'm shocked that the queen would let you anywhere near her precious babi-
<<leaf {
speaker: "Ghost"
}>>
Say one more word about any of the royal family, and Bones will be eating your marrow for dessert.
<<leaf {
speaker: "That Bastard"
}>>
Bold words from someone I already killed once.
<<leaf {
speaker: "Solana",
sprite: "solMad"
}>>
Ghost, you can't take on two people, even with us backing you up.
<<leaf {
speaker: "Ghost"
}>>
You're not backing me up. You two are running.
<<leaf {
speaker: "Celeste",
sprite: "celHorror"
}>>
Ghost, you can't. You can't do this. You'll end up dead.
<<leaf {
speaker: "Solana",
sprite: "solMad"
}>>
He's baiting you, and you know it. Don't fall for it.
<<if hasVisited("Celeste2A")>>
<<set $passage to "Epilogue2A">>
<<else>>
<<set $passage to "Epilogue2B">>
<</if>>
<</treebranch>><<treebranch "main" "epilogue2a" norepeat>>
<<set $passage to passage()>>
<<leaf {
speaker: "",
sprite: "bastardNeutral"
}>>
//It would be so easy to take advantage of his overconfidence. The last time you fought, he had the advantage because of your disorientation. He thinks this will end the same way again this time, that he still has the advantage over you.//
<<leaf>>
//It would be so easy, to dance around him and put your sickle in his neck, just like he did to you.//
<<leaf {
speaker: "Celeste",
sprite: "celHorror"
}>>
Ghost-
<<leaf {
speaker: "Ghost"
}>>
Stay back.
<<leaf {
speaker: "Solana",
sprite: "solMad"
}>>
''Ghost!''
<<leaf {
speaker: "That Bastard",
sprite: "bastardNeutral"
}>>
Come on, what are you waiting f-
<<leaf {
speaker: ""
}>>
//You are a courier, an information gatherer, and a spy. You are not a direct combatant. You learned how to fight to get out of situations, not to win them. You are fully aware of what you are capable of, and what you are not.//
<<leaf {
speaker: "Ghost"
}>>
Get ''back!''
<<leaf {
speaker: "",
sprite: NTree.clear,
bg: "smoke"
}>>
//You're thankful that you thought to grab one of the lab's little experiments when you ran to join the defending forces. You lob the glass-bottle grenade at the two knights. They both jump back as the bottle cracks against the floor and throws a massive plume of smoke into the air.//
<<leaf>>
//You can't see anything on the other side, but you do hear shouting and heavy soles stomping all over the floor.//
<<leaf {
speaker: "Ghost"
}>>
C'mon, we gotta move-
<<leaf {
speaker: ""
}>>
<em>You turn and run, grabbing Solana and Glory each by the arm.</em>
<<leaf {
bg: "dark"
}>>
<<timed 1s>>
.
<<next>>
.
<<next>>
.
<<next>>
.
<<next>>
.
<<next>>
.
<</timed>>
<<leaf {
speaker: "",
sprite: NTree.clear,
bg: "undercroft"
}>>
// After a lot of running, the three of you finally reach the safety of the castle undercroft. Solana slams the doors shut, eyeing the stairwell entrance through a hidden peephole in the door. You and Glory sit down on the ground to catch your breath.//
<<leaf {
speaker: "Celeste",
sprite: "celNeutral"
}>>
This is a decent place to hide for now. Everyone knows to regroup in here. What timing, though... Mother and Father happen to be away unannounced when those bastards chose to strike.
<<leaf {
speaker: "Ghost"
}>>
They had bad intel. Looks like my plans are working exactly as intended.
<<leaf {
speaker: "Celeste"
}>>
Yeah... Ghost?
<<leaf {
speaker: "Ghost"
}>>
Hmm?
<<leaf {
speaker: "Celeste",
sprite: "celHappy"
}>>
I was- no, never mind. I'll tell you when we're in a little less danger.
<<leaf {
speaker: "Ghost"
}>>
Tell me now, we have time.
<<leaf {
speaker: "Celeste"
}>>
No, it really is okay. Just stay close so I can tell you later, okay?
<<leaf {
speaker: "Ghost"
}>>
Yeah, of course.
<<leaf {
speaker: "",
sprite: NTree.clear
}>>
//You don't quite understand why Glory is smiling, right now of all times, but you quietly remind yourself to ask him later what all of this was about.//
<<leaf {
bg: "dark"
}>>
<<set $passage to "Credits">>
<em>All you need to do is survive while you wait to see who shows up to regroup and push back.</em>
<</treebranch>><<treebranch "main" "epilogue2b" norepeat>>
<<set $passage to passage()>>
<<leaf {
speaker: "",
sprite: "bastardNeutral"
}>>
//He's overconfident. The last time you fought, he had the advantage because of your disorientation. He thinks this will end the same way again this time, that he still has the advantage over you.//
<<leaf {
speaker: ""
}>>
//You can't wait to put your sickle into his throat, just like he did to you.//
<<leaf {
speaker: "Celeste",
sprite: "celHorror"
}>>
Ghost-
<<leaf {
speaker: "Ghost"
}>>
Stay back.
<<leaf {
speaker: "Solana",
sprite: "solMad"
}>>
''Ghost!''
<<leaf {
speaker: "That Bastard",
sprite: "bastardNeutral"
}>>
Come on, what are you waiting f-
<<leaf {
speaker: "",
sprite: "bastardShock"
}>>
//You feint into a dash forward, and pull your arm up to shoot the other knight. The bolt pings off of his armor uselessly, but the distraction is a good enough one that it makes the shitheel who took your head turn around. Given the distraction, you take aim at him, right in the junction of his helmet and collar.//
<<leaf>>
//It's an incredibly difficult shot to take. Nobody could reasonably aim for it and hit that small gap. Most injuries in enemy knights that land there come from wide, blunt force trauma. Still, it's the fact that you know that weakness is there that will scare him.//
<<leaf>>
//You go for the knight's throat. He's too preoccupied with the sudden projectiles to properly defend himself. His sword arm is too low, too far back, and the other knight is standing too far away to be able to keep you away.//
<<leaf {
sprite: "bastardUnmasked"
}>>
//You yank the bastard's helmet off. You owe him at least that much, to know who he was before killing him.//
<<leaf>>
//You ignore Glory and Solana's screaming, and go for his throat.//
<<leaf {
sprite: NTree.clear
}>>
//You ignore the pain in your upper abdomen, and revel in your revenge against the bastard who couldn't even stay alive long enough to properly fight you.//
<<leaf>>
//You ignore the other knight's sword impaling you through your left arm, and think about how this knight's death will only reinforce the "curse" that the enemy whispers in frightened, hushed tones about.//
<<leaf>>
//You have to ignore it.//
<<leaf>>
//It hurts too much if you don't.//
<<leaf {
sprite: NTree.clear
}>>
//You yank on the sickle, but it's caught in the knight's throat. The other knight succeeds in freeing their blade, though, and comes at you for a second strike. You don't bother blocking it; you'd rather save yourself the pain than try to stay alive. You stumble and hit the ground, wide open to be stabbed.//
<<leaf>>
<<run $("#bg-blood").removeClass("active")>>
//Well, you would be. There's an icicle impaling the knight. Two icicles. One through the outstretched arm, the other through the abdomen. One coming up from the ground, the other coming from the opposite wall. You see purple wisps float from the ice, leftover magic energy from its summoner evaporating away from the powerful blast.//
<<leaf>>
<<run $("#bg-blood").addClass("active")>>
//There's so much blood everywhere.//
<<leaf>>
<<run $("#bg-blood").addClass("active")>>
//You think Glory might be crying.//
<<leaf>>
<<run $("#bg-blood").addClass("active")>>
//You're being dragged. You can feel yourself fading out. You can't breathe right. Maybe one of your lungs is collapsed. You leak like slaughtered livestock. Everything hurts so much. You can't see clearly anymore.//
<<leaf {
speaker: "Celeste"
}>>
<<run $("#bg-blood").addClass("active")>>
I told you not to! Why did you do that?!
<<leaf {
speaker: "Ghost"
}>>
<<run $("#bg-blood").addClass("active")>>
Glory...
<<leaf {
speaker: "Celeste"
}>>
<<run $("#bg-blood").addClass("active")>>
Why do you keep doing this to yourself? Why do you keep letting yourself be killed?
<<leaf {
speaker: ""
}>>
<<run $("#bg-blood").addClass("active")>>
//You try to answer him, but there's blood choking you.//
<<leaf {
bg: "dark"
}>>
<<set $passage to "Credits">>
<<run $("#bg-blood").removeClass("active")>>
<em>All you can do is wait for Glory to revive you again.</em>
<</treebranch>><<set $passage to passage()>>
<<set $area to "???">>
<<treebranch "main" "intro1" norepeat>>
<<leaf {
speaker: "",
sprite: NTree.clear,
bg: "dark"
}>>
//You awaken with excruciating pain in your throat and neck. You can't lift or turn your head. The smallest amount of air through your vocal cords causes sharp agony. You have no idea where you are, who is with you, or why you're being grabbed suddenly.//
<<leaf>>
//In your confusion and panic, a hand touches your cheek.//
<<leaf {
speaker: "???"
}>>
I've got you. It's okay. Go back to sleep, love.
<<leaf {
speaker: ""
}>>
//You don't recognize the voice, but you trust it anyway.//
<<leaf>>
<<set $passage to "Intro2">>
<<set $area to "Ghost's Room">>
<<timed 1s>>
.
<<next>>
.
<<next>>
.
<<next>>
.
<<next>>
.
<<next>>
.
<</timed>>
<</treebranch>><<set $passage to passage()>>
<<treebranch "main" "intro2" norepeat>>
<<leaf {
bg: "ghostRoom"
}>>
//The second time you wake up, you aren't in pain anymore. However, you are aware of quite the sinking feeling in your chest.//
<<leaf>>
//Your name is ''Ghost'', and you have, as the saying goes, ''fucked up''//.
<<leaf>>
//You're cursed. You can't die, with some caveats. A fatal blow can kill you, but if the wound is healed quickly enough after your "death", you can survive. Bleeding out, suffocating, punctured heart, all of it is "survivable" with speedy healing.//
<<leaf>>
//It wouldn't be so bad if this time hadn't been such a spectacular fuck up. Maybe it's not completely your fault, but you admit that you fucked up big time. You don't get up yet; you have to think about what you did until you feel sufficiently awful about it, and only then are you allowed to feel other emotions.//
<<leaf>>
//Starting from the beginning://
<<leaf>>
//1. You didn't instruct Bones, your roc mount, to dodge out of the way of a ballista shot in time, which tore through her wing.//
<<leaf>>
//2. You crash-landed in an area the enemy had overtaken.//
<<leaf>>
//3. You got off of Bones to have a one-on-one fight with a knight, despite you being sorely unequipped for direct combat, because you were angry.//
<<leaf>>
//4. You got knocked to the ground.//
<<leaf>>
//5. The knight raised his sword up, and stabbed it straight down over you.//
<<leaf>>
//6. ???//
<<leaf>>
//7. Somebody had to put your head back onto your neck and heal all of the bone, muscle, blood vessels, nerves, and tissue together correctly.//
<<leaf>>
//The poor bastard who had to do Bullet Point No. 7 deserves more guilt out of you.//<br>
<<leaf>>
//You lie there for a while, and decide to get up once you feel shitty enough to deserve it.//
<<leaf>>
//You're in your own bedroom, in the housing quarter of the castle grounds. Interesting. If you aren't being kept in the infirmary, then it means you must be physically recovered for a decent amount of time now.//
<<leaf>>
//You wonder how much time you lost to sleep, but without much of a reference for the time required to heal from a decapitation, you have no idea.//
<<leaf>>
//Better you than some poor random soldier, though. Or one of your friends. They'd be long dead by now if their heads got chopped off. You, on the other hand, can still manage to lift your head.//
<<leaf {
sprite: "ghost"
}>>
//You check yourself in the mirror. You're in one piece, although there's a red-brown line around your neck. It's fading, and you imagine that eventually it'll disappear, but for now it's a visible reminder of what happened to you.//
<<leaf>>
//The door opens. You wince at some lingering pain when you turn your head. The person who opened the door nearly drops what they were holding.//
<<leaf {
speaker: "Celeste",
sprite: "celSurprise"
}>>
Ghost?!?
<<leaf {
speaker: "Ghost"
}>>
Glory? ...How long was I out?
<<leaf {
speaker: "Celeste",
}>>
I-
<<leaf {
speaker: ""
}>>
//This is His Royal Highness Prince Celeste Mitsuki Asagao: a combat medic, one of the brightest minds in all of the nation of Keigin in the field of magic, son of Her Royal Majesty Queen Callisto and His Royal Majesty King-Consort Telus, and also your boyfriend.//
<<leaf>>
//Many people call him many names; you call him Glory.//
<<leaf>>
//Currently, Glory is trying to regain his grip on several bottles full of drab gray liquid and talk to you at the same time.//
<<leaf {
speaker: "Celeste"
}>>
You-
<<leaf {
speaker: "Ghost"
}>>
Here, lemme help you with that-
<<leaf {
speaker: "Celeste",
sprite: "celMad"
}>>
YOU-
<<leaf {
speaker: ""
}>>
//The sudden raised voice makes you freeze before you can even move one foot.//
<<leaf {
speaker: "Celeste"
}>>
You. You..... YOU......
<<leaf {
speaker: "Ghost"
}>>
...Me?
<<leaf {
speaker: "Celeste",
sprite: "celUpset"
}>>
//Glory sighs.//
<<leaf {
speaker: "",
sprite: "celSad"
}>>
//Glory regains his grip on his bottles and his words. He pushes the door closed with his foot.//
<<leaf {
speaker: "Celeste"
}>>
Sit down. Please.
<<leaf {
speaker: ""
}>>
//You move back to your bed and sit down on your mattress. Glory sets his bottles down on the little table next to it, then turns to you.//
<<leaf {
speaker: "Celeste",
sprite: "celNeutral"
}>>
Two weeks.
<<leaf {
speaker: "Ghost"
}>>
What?
<<leaf {
speaker: "Celeste"
}>>
You were out for two weeks.
<<leaf {
speaker: "Ghost"
}>>
Oh.
<<leaf {
speaker: "Celeste"
}>>
We weren't sure if you would wake up after the first few days.
<<leaf {
speaker: "Ghost"
}>>
...
<<leaf {
speaker: "Ghost"
}>>
I... I'm sorry I worried you so much.
<<leaf {
speaker: "Celeste"
}>>
Ghost.
<<leaf {
speaker: "Celeste"
}>>
Do you even remember how you died?
<<leaf {
speaker: "Ghost"
}>>
I got decapitated.
<<leaf {
speaker: "Celeste",
sprite: "celSad"
}>>
Yeah, you did. You really did.
<<leaf {
speaker: "Ghost"
}>>
Who healed me?
<<leaf {
speaker: "Celeste"
}>>
''Me.''
<<leaf {
speaker: ""
}>>
//Glory fills you in on the earlier unknown Bullet Point No. 6. You mentally amend your list to include the following://
<<leaf>>
//6. Bones had to grab your head in her beak, grab your body with her talons, then throw herself several times into the air before she could get a decent glide.//
<<leaf>>
//7. Bones crash-landed in front of your boyfriend with your decapitated head held in her beak.//
<<leaf>>
//8. Your boyfriend had to put your head back onto your neck and heal all of the bone, muscle, blood vessels, nerves, and tissue together correctly.//
<<leaf>>
//You think about the entire ordeal again for a few more loops to make up for this completely unthinkable horror. Or, at least, you try.//
<<leaf {
speaker: "Celeste",
sprite: "celNeutral"
}>>
Stop that.
<<leaf {
speaker: "Ghost"
}>>
Stop what?
<<leaf {
speaker: "Celeste"
}>>
I know what you're doing. Quit trying to hurt yourself.
<<leaf {
speaker: "Ghost"
}>>
That's- I'm not doing anything.
<<leaf {
speaker: "Celeste",
sprite: "celMad"
}>>
Yes, you are!
<<leaf {
speaker: "Celeste",
sprite: "celSad"
}>>
Is this... why you keep dying?
<<leaf {
speaker: "Ghost"
}>>
What?
<<leaf {
speaker: "Celeste"
}>>
Is this why you keep dying?
<<leaf {
speaker: "Ghost"
}>>
What are you talking about?
<<leaf {
speaker: "Celeste",
sprite: "celMad"
}>>
Don't avoid the question!
<<leaf {
speaker: "Ghost"
}>>
...
<<leaf {
speaker: "Celeste",
sprite: "celSad"
}>>
Is this happening on purpose? Are you trying to die?
<<leaf {
speaker: ""
}>>
<<timed 0s>>
<<run $("#forward button").ariaDisabled(true)>>
<</timed>>
[[> "Better me than someone else."|Intro3A]]<br>
[[> "No."|Intro3B]]
<</treebranch>><<set $passage to passage()>>
<<treebranch "main" "intro3a" norepeat>>
<<leaf {
speaker: "",
sprite: "celUpset"
}>>
//Uh oh.//
<<leaf {
speaker: "Celeste"
}>>
You...
<<leaf {
speaker: "Ghost"
}>>
......Glory?
<<leaf {
speaker: "Celeste"
}>>
How can you say something like that?
<<leaf {
speaker: "Ghost"
}>>
Other people can't come back to life!
<<leaf {
speaker: "Celeste"
}>>
You still ''die!'' You can still die for good if you're not healed in time!
<<leaf {
speaker: "Ghost"
}>>
And anyone else has ''no'' chance of possibly surviving!
<<leaf {
speaker: "Celeste"
}>>
That doesn't mean you need to get yourself killed!
<<leaf {
speaker: "Ghost"
}>>
If someone else dies, then they're gone for good! Glory-
<<leaf {
speaker: ""
}>>
//You lean forward and grab Glory's hands, hoping to make him understand.//
<<leaf {
speaker: "Ghost"
}>>
Why should someone else die if I can do the same thing as them and have an actual chance of surviving? Isn't it better to keep as many people alive as possible?
<<leaf {
speaker: "Celeste"
}>>
You don't get it, do you? I can't do this, I can't-!
<<leaf {
speaker: "",
sprite: NTree.clear
}>>
//Glory pulls his hands out of your grip, and dashes for the door. You jump to your feet, but he wrenches the door open and slams it shut before you can get a word out, leaving you all alone.//
<<leaf>>
<<set $passage to "Intro3">>
//You jump to your feet, wince at the pain in your neck, and chase after him.//
<</treebranch>><<set $passage to passage()>>
<<treebranch "main" "intro3b" norepeat>>
<<leaf {
speaker: "",
sprite: "celSad"
}>>
//It seems like Glory doesn't believe you.//
<<leaf {
speaker: "Celeste"
}>>
Can you at least see that you're... dying an awful lot?
<<leaf {
speaker: "Ghost"
}>>
What do you mean?
<<leaf {
speaker: "Celeste"
}>>
You die. A lot.
<<leaf {
speaker: "Ghost"
}>>
And you always bring me back.
<<leaf {
speaker: "Celeste",
sprite: "celMad"
}>>
That's not the problem! You realize that I keep a close eye on you when you go out there to fight, right?
<<leaf {
speaker: "Ghost"
}>>
And I'm grateful that you do, but I don't get wh-
<<leaf {
speaker: "Celeste"
}>>
I have to keep a close eye on you, because I'm afraid that if I don't, you wont come back!
<<leaf {
speaker: "Ghost"
}>>
Glory-
<<leaf {
speaker: "Celeste",
sprite: "celUpset"
}>>
And sometimes it feels like you're trying to get killed!
<<leaf {
speaker: "Ghost"
}>>
What? Of course I'm not, I'm just as careful as anyone else!
<<leaf {
speaker: "Celeste"
}>>
You aren't! And I don't know if you're lying to me, or if you don't realize!
<<leaf {
speaker: "",
sprite: NTree.clear
}>>
//Glory turns around, and dashes for the door. You jump to your feet, but he wrenches the door open and slams it shut before you can get a word out, leaving you all alone.//
<<leaf>>
<<set $passage to "Intro3">>
//You jump to your feet, wince at the pain in your neck, and chase after him.//
<</treebranch>><<set $passage to passage()>>
<<set $area to "Castle Grounds">>
<<treebranch "main" "intro4" norepeat>>
<<leaf {
speaker: "",
sprite: NTree.clear
}>>
<em>You reach for the door handle, and notice that there's a scorch mark in the shape of a hand grasping it. Eep. You conjure up a little layer of frost on your palm to avoid burning yourself, and open the door.</em>
<<leaf {
bg: "path"
}>>
<em>You manage to catch a glimpse of Glory running up the path, heading back toward the royal family's quarters.</em>
<<leaf>>
//He follows the twisting path and disappears, and you give chase.//
<<leaf {
speaker: "Ghost"
}>>
Glory, Glory! Hey, come back!
<<leaf {
speaker: ""
}>>
<<set $area to "The Hallway">>
<em>He doesn't heed your calls. Eventually you run out of steam and lag behind; he's got endurance where you have agility, and your skill in sprinting doesn't help you on long chases.</em>
<<leaf {
bg: "castle"
}>>
Eventually you get to the royal family's home, rushing up wooden stairs as Glory continues to evade you.//
<<leaf>>
//Somehow, you manage to just barely keep up. You hear the slamming of a gate, and a sliding door being shoved closed.//
<<leaf>>
//You walk up to the door in question; it leads to Glory's personal quarters. You put your ear up to the door before knocking, and hear sobbing.//
<<leaf>>
//You have really, really fucked up this time.//
<<leaf>>
//It's going to be a while before Glory opens that door again. You can either sit here all day, hoping that maybe he will have calmed down enough to talk to you in a few hours, or spend your time wisely and find one of your friends to talk to while you give your boyfriend some space.//
<<leaf>>
//You make the wise decision, lest you cause yet another problem. The only question is, where to?//
<<leaf {
sprite: NTree.clear
}>>
<<map>>
<</treebranch>><<preload
"img/bg/bgCastle.jpg",
"img/bg/bgDark.jpg",
"img/bg/bgGarden.jpg",
"img/bg/bgLab.jpg",
"img/bg/bgPath.jpg",
"img/bg/bgGhostRoom.jpg",
"img/bg/bgRinaRoom.jpg",
"img/bg/bgSmithy.jpg",
"img/bg/bgUndercroft.jpg",
"img/bg/bgWall.jpg",
"img/bg/bgCastleSmoke.jpg",
"img/BastardNeutral.png",
"img/BastardShock.png",
"img/BastardUnmasked.png",
"img/CelesteMad.png",
"img/CelesteHappy.png",
"img/CelesteHorror.png",
"img/CelesteNeutral.png",
"img/CelesteSad.png",
"img/CelesteSurprise.png",
"img/CelesteUpset.png",
"img/Ghost.png",
"img/HanaMad.png",
"img/HanaBleh.png",
"img/HanaGlare.png",
"img/HanaNeutral.png",
"img/HanaQuestion.png",
"img/KaamiiAnnoyed.png",
"img/KaamiiArmed.png",
"img/KaamiiBack.png",
"img/KaamiiDowncast.png",
"img/KaamiiNeutral.png",
"img/KaamiiSad.png",
"img/RileyAnnoyed.png",
"img/RileyNeutral.png",
"img/RileySideways.png",
"img/RileySmile.png",
"img/RileySurprise.png",
"img/RinaMad.png",
"img/RinaNeutral.png",
"img/RinaSmile.png",
"img/RinaMushy.png",
"img/RinaScheme.png",
"img/RinaSkeptic.png",
"img/RinaSad.png",
"img/SolanaMad.png",
"img/SolanaNeutral.png",
"img/SolanaSerious.png",
"img/SolanaTilt.png",
"img/SolanaSad.png",
"img/SolanaSmooch.png",
"img/smoke.png"
>>
<<set $passage to "">>
<<set $order to []>> /* order of characters spoken to */
<<set $area to "???">><div id="interface">
<div id="sprite"></div>
<div id="speaker"></div>
<div id="passages"></div>
<div id="nav" data-passage="Nav"></div>
<div id="options" data-passage="Options"></div>
</div>
<div id="bg-blood"></div>
<div id="bg"></div><div id="start">
<div id="start-img">
[img[img/startimg.png]]
</div>
<div id="start-text">
<h1>REVIVE</h1>
<p>
[[New Game|Warning]]<br>
<<link "Continue Game">><<run UI.saves();>><</link>><br>
[[Credits]]</p>
</div>
</div><<button "<<">><<run Engine.backward()>><</button>>
<span id="forward"><<button ">>">><<goto $passage>><</button>></span><<button "Menu">>
<<dialog "Menu" "menu">>
<<button "Saves">><<run UI.saves();>><</button>><br>
<<button "Settings">><<run UI.settings()>><</button>><br>
<<button "Restart">><<run UI.restart()>><</button>>
<</dialog>>
<</button>><<widget "map">>
<<timed 0s>>
<<run $("#forward button").ariaDisabled(true)>>
<</timed>>
<<link "> Decide where to go.">>
<<popover "noclick">>
<<include "Map">>
<</popover>>
<</link>>
<</widget>><div id="map-grid">
<div class="map-cell">
<<if not hasVisited("Kaamii1")>>
<<link [img[img/map/mapWall.png][Kaamii1]]>>
<<set $area to "The Wall">>
<<run $order.pushUnique("Kaamii")>>
<</link>>
<<else>>
[img[img/map/mapWall.png]]
<</if>>
</div>
<div class="map-cell">
[img[img/map/mapField.png]]
</div>
<div class="map-cell">
<<link [img[img/map/mapGhostRoom.png][Ghost]]>>
<<set $area to "Ghost's Room">>
<</link>>
</div>
<div class="map-cell">
<<if not hasVisited("Rina1")>>
<<link [img[img/map/mapRinaRoom.png][Rina1]]>>
<<set $area to "Rina's Room">>
<<run $order.pushUnique("Rina")>>
<</link>>
<<else>>
[img[img/map/mapRinaRoom.png]]
<</if>>
</div>
<div class="map-cell">
<<if not hasVisited("Kaamii1")>>
<<link [img[img/map/mapStairs.png][Kaamii1]]>>
<<set $area to "The Wall">>
<<run $order.pushUnique("Kaamii")>>
<</link>>
<<else>>
[img[img/map/mapStairs.png]]
<</if>>
</div>
<div class="map-cell">
<<if not hasVisited("Hana1")>>
<<link [img[img/map/mapLab.png][Hana1]]>>
<<set $area to "The Lab">>
<<run $order.pushUnique("Hana")>>
<</link>>
<<else>>
[img[img/map/mapLab.png]]
<</if>>
</div>
<div class="map-cell">
[img[img/map/mapPath1.png]]
</div>
<div class="map-cell">
[img[img/map/mapHall.png]]
</div>
<div class="map-cell">
<<if not hasVisited("Riley1")>>
<<link [img[img/map/mapSmithy.png][Riley1]]>>
<<set $area to "The Smithy">>
<<run $order.pushUnique("Riley")>>
<</link>>
<<else>>
[img[img/map/mapSmithy.png]]
<</if>>
</div>
<div class="map-cell">
[img[img/map/mapPath2.png]]
</div>
<div class="map-cell">
<<if not hasVisited("Solana1")>>
<<link [img[img/map/mapGarden.png][Solana1]]>>
<<set $area to "The Garden">>
<<run $order.pushUnique("Solana")>>
<</link>>
<<else>>
[img[img/map/mapGarden.png]]
<</if>>
</div>
<div class="map-cell">
<<if hasVisited("Riley1", "Kaamii1", "Hana1", "Solana1", "Rina1")>>
<<link [img[img/map/mapCelRoom.png][Celeste1]]>>
<<set $area to "The Path">>
<</link>>
<<else>>
[img[img/map/mapCelRoom.png]]
<</if>>
</div>
</div><p>The following content appears in this game (* denotes vague description or passing mention):</p>
<p>
- Frequent death and near-death experiences<br>
- Reanimation<br>
- Injuries and gore<br>
<div class="indent">
+ Blood<br>
+ Impalement<br>
+ Neck/throat trauma, decapitation<br>
+ Poisoning*
</div>
- Mental illness and brain injuries<br>
<div class="indent">
+ Amnesia/memory loss*<br>
+ Depression<br>
+ Suicidal ideation<br>
+ Suicide attempts
</div>
- Ghosts/hauntings*<br>
- Needles/injections*<br>
- Strong language/swearing
</p>
[[> Continue to the game|Intro1]]<<run $("#bg-blood").removeClass("active")>>
<<run $("#bg").addClass("hidden")>>
<p>Thanks for playing REVIVE!</p>
<p>Credits<br>
- Cyrus Firheir for the Narrative Tree macro which this game relies on.<br>
- Chapel for the image Preload, Popover, and Dialog API macros.<br>
- Thanks to charlmes, who set up the <a href="https://itch.io/jam/i-cant-draw-but-want-to-make-a-game-again">I Can't Draw But Want To Make A Game (Again) jam</a> which urged me to finish the original version of this game.<br>
- Photo sources:<br>
<div class="indent">
+ <a href="https://pixabay.com/photos/animals-bird-crow-black-smart-4160051/">Start page image original</a><br>
+ <a href="https://unsplash.com/photos/OkvGjvyGNFc">Ghost's room</a><br>
+ <a href="https://pixabay.com/photos/bed-bedroom-sleep-antique-2579798/">Rina's room</a><br>
+ <a href="https://www.pexels.com/photo/pathway-between-traditional-houses-2187662/">Outdoor path</a><br>
+ <a href="https://pixabay.com/photos/japanese-garden-stones-path-way-2046171/">Garden</a><br>
+ <a href="https://pixabay.com/photos/under-the-eaves-japanese-style-kyoto-673327/">Hallway</a><br>
+ Lab - photo taken by me<br>
+ <a href="https://pixabay.com/photos/blacksmith-workshop-equipment-500776/">Smithy</a><br>
+ <a href="https://pixabay.com/photos/osaka-castle-outer-moat-moat-castle-2403923/">Moat</a><br>
+ <a href="https://pixabay.com/photos/gang-dark-light-tunnel-gloomy-2353643/">Undercroft</a>
</div></p>
If you would like to see the original version of this game, please check the downloads on the itch.io page.
<p>Thanks for playing!</p>
<p>[[< Back to main menu|Start]]</p>