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,,,<!-- ----------------------------------------------------------- -->
<!-- MINI MAP -->
<<set $map to "">>
<!-- ----------------------------------------------------------- -->
<!-- PLAYER PORTRAIT -->
<<set $baseImagesLoc to "assets/portraits/bases/">>
<<set $detailImagesLoc to "assets/portraits/details/">>
<<set $eyeImagesLoc to "assets/portraits/eyes/">>
<<set $earsandnoseImage to "assets/portraits/earsandnose.png">>
<<set $lineartImage to "assets/portraits/lineart.png">>
<<set $baseImageView to 0>>
<<set $detailImageView to 0>>
<<set $eyeImageView to 0>>
<<set $baseImages to ["white.png","orange.png","grey.png","darkginger.png","cream.png","brown.png","black.png"]>>
<<set $detailImages to ["whitenose.png","whitebelly.png","calico.png", "tabby.png","siamese.png"]>>
<<set $eyeImages to ["yellow.png","green1.png","green2.png","brown.png","blue1.png","blue2.png"]>>
<<for _i to 0; _i lt $baseImages.length; _i++>>
<<set $baseImages[_i] to $baseImagesLoc + $baseImages[_i]>>
<</for>>
<<for _i to 0; _i lt $detailImages.length; _i++>>
<<set $detailImages[_i] to $detailImagesLoc + $detailImages[_i]>>
<</for>>
<<for _i to 0; _i lt $eyeImages.length; _i++>>
<<set $eyeImages[_i] to $eyeImagesLoc + $eyeImages[_i]>>
<</for>>
<!-- ----------------------------------------------------------- -->
<!-- PLAYER OBJECT -->
<<set $player to new Player("Fire","Star", 100, 100, "they", "them", "their", "theirs", "themselves", "are they")>>
<<set $player.theyNew to "they">>
<<set $prefixes to ["Acorn", "Adder", "Amber", "Ant", "Apple", "Arch","Ash", "Aspen", "Bark", "Bear", "Beech", "Beetle", "Berry","Birch", "Bird", "Black", "Blizzard", "Blossom", "Bracken","Bramble", "Briar", "Bright", "Brindle", "Broken", "Cedar","Cinder", "Cloud", "Clover", "Creek", "Cricket", "Cicada", "Crow", "Dapple", "Dawn", "Deer", "Doe", "Dusk", "Dust", "Eagle", "Echo", "Fallow","Fennel", "Fern", "Finch", "Fir", "Fire", "Fish", "Flame", "Flint", "Flower", "Flutter", "Fox", "Frog", "Frost", "Golden", "Goose", "Gray", "Glacier", "Half", "Hare", "Hawk", "Hazel", "Heather", "Heron", "Holly", "Honey", "Hickory", "Ice", "Ivy", "Jagged", "Juniper", "Kestrel", "Lake", "Lark", "Lean", "Leopard", "Lichen", "Lily", "Lion", "Lizard", "Loud", "Lynx", "Mallow", "Marsh", "Maple", "Meadow", "Minnow", "Mint", "Misty", "Moon", "Moose", "Morning", "Moss", "Moth", "Mouse", "Mumble", "Nettle", "Newt", "Night", "Nut", "Oak", "Oat", "Otter", "Owl", "Pale", "Patch", "Perch", "Petal", "Pike", "Pine", "Plum", "Poppy", "Quail", "Quick", "Quiet", "Rabbit", "Raccoon", "Rainbow", "Ragged", "Rain", "Raven", "Red", "Reed", "Russet", "Rush", "Rye", "Sage", "Scorch", "Sedge", "Seed", "Shade", "Shadow", "Shell", "Short", "Snap", "Silver", "Snow", "Snake", "Snail", "Soot", "Sparrow", "Speckle", "Spruce", "Sun", "Swift", "Talon", "Tangle", "Tawny", "Thistle", "Tiger", "Timber", "Toad", "Trout", "Twig", "Twilight", "Vine", "Wasp", "Weed", "Whisker", "White", "Wild", "Willow", "Wolf","Smoke","Holly","Jolly","Fire"]>>
<!-- https://www.deviantart.com/cheerios11/journal/Big-List-of-Warrior-cat-name-Prefixes-and-Suffixes-395165921 -->
<!-- https://www.wattpad.com/135699429-warrior-cats-help-suffix-meanings/page/2 -->
<<set $suffixes to ["back", "bee", "belly", "berry", "blaze", "bloom", "blossom", "blue", "branch", "breeze", "briar", "bright", "brook", "brown", "bones", "bumble", "burn", "call", "claw", "cold", "cloud", "creek", "crooked", "crow", "cry", "daisy", "dapple", "dash", "dark", "dawn", "dew", "deer", "dove", "drift", "dusk", "dust", "ear", "eye", "face", "fall", "fang", "feather", "fin", "fire", "flame", "flight", "flower", "frost", "fur", "gaze", "goose", "grass", "heart", "hunter", "hollow", "jaw", "jump", "leaf", "leap", "leg", "light", "lost", "loud", "mask", "milk", "mist", "mole", "moon", "mud", "nettle", "nose", "one", "pad", "path", "pelt", "petal", "purr", "pool", "poppy", "puddle", "rapid", "riddle", "run", "rose", "scar", "shade", "shine", "sky", "snow", "song", "speck", "shy", "spirit", "sparkle", "splash", "spots", "spring", "step", "storm", "streak", "stream", "stripe", "sun", "tail", "talon", "thicket", "thorn", "throat", "tooth", "tree", "water", "watcher", "whisker", "willow", "wind", "wing", "wish", "whisper","star","stripe","weed","leaf"]>>
<!-- ----------------------------------------------------------- -->
<!-- CLAN OBJECT -->
<!-- https://freerealmswarriorcats.fandom.com/wiki/Good_Clan_Names -->
<<set $clan to new Clan("MossClan", new Cat($prefixes.pluck(),$suffixes.pluck(), "leader", "full"), new Cat($prefixes.pluck(),$suffixes.pluck(), "deputy", "full"), new Cat($prefixes.pluck(),$suffixes.pluck(), "medicine", "full"))>>
<!-- prefix, suffix, role, rank -->
<!-- Elders -->
<<set $clan.elders to []>>
<<for _i to 0; _i lt random(1, 6); _i++>>
<<set $clan.elders[_i] to new Cat($prefixes.pluck(),$suffixes.pluck(), "elder", "full")>>
<</for>>
<!-- Apprentices -->
<<set $clan.apprentices to []>>
<<for _i to 0; _i lt random(3, 10); _i++>>
<<set $clan.apprentices[_i] to new Cat($prefixes.pluck(),$suffixes.pluck(), "warrior", "apprentice")>>
<</for>>
<!-- Kits -->
<<set $clan.kits to []>>
<<for _i to 0; _i lt random(3, 10); _i++>>
<<set $clan.kits[_i] to new Cat($prefixes.pluck(),$suffixes.pluck(), "warrior", "kit")>>
<</for>>
<!-- Warriors -->
<<set $clan.warriors to []>>
<<for _i to 0; _i lt random(6, 20); _i++>>
<<set $clan.warriors[_i] to new Cat($prefixes.pluck(),$suffixes.pluck(), "warrior", "full")>>
<</for>>
<!-- PARENT -->
<<set $parentIndex to random(0,$clan.warriors.length)>>
<!-- ----------------------------------------------------------- -->
<!-- EVENT ARRAYS -->
<<set $kitEvents to [["kit-01","You hear some sounds from just beyond the border of the camp. Looking around, there's no other cat watching you right now.","So you go to investigate."],["kit-02","While there are no adult cats in the kit's den, another kit moves forward to steal your food.","You pause before taking action."],["kit-03","It's a particularly sunny day, so you're let out of the kit-den.","You wonder what to do with this freedom."],["kit-04","While minding your own business, another kit swats you from behind.","You have just a moment to react."]]>>
<<set $apprenticeEvents to [["apprentice-01","You hear some hissing somewhere in camp.","You slowly walk over to investigate."],["apprentice-02","You smell something horrid in the apprentice den.","Sniffing it out, you think it's under someone's bed."],["apprentice-03","While the other cats are busy, you hear some strange noises coming from rough waters near camp.","You perk your ears, trying to locate the noises."]]>>
<!-- ----------------------------------------------------------- -->
<!-- AUDIO STUFF -->
<! -- Just repeat those two lines for each audio file, only changing the "BGM_cats.wav" to the appropriate filename and "BGM_cats" to the trackID you want to use for that file. source: https://qjzhvmqlzvoo5lqnrvuhmg-on.drv.tw/UInv/Sample_Code.html#Music -->
<<set _bgm = "assets/audio/BGM_cats.wav">>
<<cacheaudio "BGM_cats" _bgm>>
<<set _bgm = "assets/audio/BGM_flute.wav">>
<<cacheaudio "BGM_flute" _bgm>>
<<set _bgm = "assets/audio/BGM_kalimba.wav">>
<<cacheaudio "BGM_kalimba" _bgm>>
<<set _foley = "assets/audio/Foley/Rustling.wav">>
<<cacheaudio "Rustling" _foley>>
<<set _foley = "assets/audio/Foley/Gieser.wav">>
<<cacheaudio "Gieser" _foley>>
<<set _foley = "assets/audio/Foley/OldFaithful.wav">>
<<cacheaudio "OldFaithful" _foley>>
<<set _foley = "assets/audio/Foley/Grass.wav">>
<<cacheaudio "Grass" _foley>>
<<set _foley = "assets/audio/Foley/badoom.wav">>
<<cacheaudio "badoom" _foley>>
<<set _cat = "assets/audio/Cat/hiss_1.wav">>
<<cacheaudio "hiss_1" _cat>>
<<set _cat = "assets/audio/Cat/Inquisitive.wav">>
<<cacheaudio "Inquisitive" _cat>>
<<set _cat = "assets/audio/Cat/OFFENSE_TAKEN.wav">>
<<cacheaudio "OFFENSE_TAKEN" _cat>>
<<set _wolf = "assets/audio/Wolf/awo.wav">>
<<cacheaudio "awo" _wolf>>
<<set _wolf = "assets/audio/Wolf/Barking1.wav">>
<<cacheaudio "Barking1" _wolf>>
<<set _wolf = "assets/audio/Wolf/Barking2.wav">>
<<cacheaudio "Barking2" _wolf>>
<<set _wolf = "assets/audio/Wolf/Pant.wav">>
<<cacheaudio "Pant" _wolf>>
<<set _wolf = "assets/audio/Wolf/rrrruuffff.wav">>
<<cacheaudio "ruf" _wolf>><<if visited("transition-full")>>
<img id="season-banner" src="assets/banners/winter.png">
<<elseif visited("transition-apprentice")>>
<img id="season-banner" src="assets/banners/fall.png">
<<elseif visited("start")>>
<img id="season-banner" src="assets/banners/spring.png">
<</if>>
<<silently>>\
<<set _passage to passage()>>\
<<if $player.theyNew isnot $player.they>>
<<switch $player.theyNew>>
<<case "she">>
<<set $player.they to "she">>
<<set $player.them to "her">>
<<set $player.their to "her">>
<<set $player.theirs to "hers">>
<<set $player.themselves to "herself">>
<<set $player.are_they to "is she">>
<<case "they">>
<<set $player.they to "they">>
<<set $player.them to "them">>
<<set $player.their to "their">>
<<set $player.theirs to "theirs">>
<<set $player.themselves to "themselves">>
<<set $player.are_they to "are they">>
<<case "he">>
<<set $player.they to "he">>
<<set $player.them to "him">>
<<set $player.their to "his">>
<<set $player.theirs to "his">>
<<set $player.themselves to "himself">>
<<set $player.are_they to "is he">>
<</switch>>
<</if>>
<</silently>>\
Walking around the forest, you come across a still lake.
Looking down at the water, you consider your reflection.
<div class="images-wrapper">
<<print '<img class="lineartImage" src="' + $lineartImage + '">'>>
<<print '<img class="earsandnoseImage" src="' + $earsandnoseImage + '">'>>
<div id="eyeImage-replace">\
<<print '<img class="eyeImage" src="' + $eyeImages[$eyeImageView] + '">'>>\
</div>\
<div id="detailImage-replace">\
<<print '<img class="detailImage" src="' + $detailImages[$detailImageView] + '">'>>\
</div>\
<div id="baseImage-replace">\
<<print '<img class="baseImage" src="' + $baseImages[$baseImageView] + '">'>>\
</div>\
</div>\
<div class="instruction">Use the buttons below to customize your cat.</div>
<<button "Change eyes">>\
<<set $eyeImageView += 1>>\
<<if $eyeImageView >= $eyeImages.length>>\
<<set $eyeImageView to 0>>\
<</if>>\
<<replace "#eyeImage-replace">>\
<<print '<img class="eyeImage" src="' + $eyeImages[$eyeImageView] + '">'>>\
<</replace>>\
<</button>><<button "Change detail">>\
<<set $detailImageView += 1>>\
<<if $detailImageView >= $detailImages.length>>\
<<set $detailImageView to 0>>\
<</if>>\
<<replace "#detailImage-replace">>\
<<print '<img class="detailImage" src="' + $detailImages[$detailImageView] + '">'>>\
<</replace>>\
<</button>><<button "Change Fur Color">>\
<<set $baseImageView += 1>>\
<<if $baseImageView >= $baseImages.length>>\
<<set $baseImageView to 0>>\
<</if>>\
<<replace "#baseImage-replace">>\
<<print '<img class="baseImage" src="' + $baseImages[$baseImageView] + '">'>>\
<</replace>>\
<</button>>\
[[Continue.|start-01]]
<<masteraudio stop>><<audio "BGM_kalimba" volume 0.05 play loop>>\Suddenly, you hear rustling in the bushes.
Before you know it, you're knocked over into the water.
"Stop!" you shout, "I'm... <span id="pick-name"><<textbox "$player.namePrefix" $prefixes.random()>><<textbox "$player.nameSuffix" $suffixes.random()>></span> the <<listbox "$player.role">>
<<option "leader" "leader" `$player.role is "leader" ? "selected" : ""`>>
<<option "combat" "combat" `$player.role is "combat" ? "selected" : ""`>>
<<option "medicine" "medicine" `$player.role is "medicine" ? "selected" : ""`>>
<</listbox>> cat!"
<div class="instruction">Enter your name in the textboxes above, or use the button below to get a random name.
Use the drop-down to select your role.</div>
<<button "Pick a name for me!">>\
<<replace "#pick-name">><<textbox "$player.namePrefix" $prefixes.random()>><<textbox "$player.nameSuffix" $suffixes.random()>>\
<</replace>>\
<</button>>
You look back up at the other cat and [[wait for a response|start-02]].
<<script>>
document.getElementById("ui-bar").style.visibility = "visible";
<</script>>
<<audio "Rustling" volume 0.05 play>>\
<<audio "OFFENSE_TAKEN" volume 0.05 play>>\<<set $player.name to $player.namePrefix + "kit">>
"$player.namePrefix<span>$player.nameSuffix</span>?!" $clan.deputy.They laugh$clan.deputy.s at you and let$clan.deputy.s you get up. "You're not $player.namePrefix<i>$player.nameSuffix</i>, you're $player.namePrefix<i>kit</i>."
You stand up, shake the pollen off your fur, and pout. "I'll be $player.nameSuffix soon!"
"Yeah, yeah," the cat says, "but first you have to be a <i>kit</i>, then an <i>apprentice</i>, then, yes, you'll be '$player.nameSuffix'. Soon is a relative term."
You stare at the cat-- you know they're from your clan, but you can't remember who they are or if you should really know them. You think their name is <span>$clan.deputy.namePrefix</span>...something? Or <span>$clan.deputy.nameSuffix</span>?
You see the cat's ears twitch at some distant sound. "Get to camp," they say, ushering you towards the lake.
"[[I can fight it! Whatever it is!|combat-00][$player.combat++]]" <!-- COMBAT -->
"[[Is someone hurt?|medicine-00][$player.medicine++]]" <!-- MEDICINE -->
"[[Can't I stay out here with you?|leader-00][$player.leader++]]" <!-- LEADER -->
<<silently>>
<<switch $player.role>>
<<case "combat">>
$player.combat++;
<<case "medicine">>
$player.medicine++;
<<case "leader">>
$player.leader++;
<</switch>>
<</silently>>
<<audio "awo" volume 0.05 play>>\"Let me at it! I can fight it!" you say, fur puffing out defensively. "Whatever it is! I know I can take it!" You swat your paws around, swiping deadly blows at an invisible enemy. The illusion is ruined when you swipe too hard and your claws embed themselves in a nearby log.
"You... really can't," the older cat says, gently removing your paw from the bark. "So get to camp. Now."
You glare back, but turn your tail and [[head towards the familiar smells of camp|camp-00]]. "Can't I stay out here with you?" You're not sure what the other cat heard, but surely it's safer here with this cat instead of walking back to camp alone?
"Absolutely not." The cat puts their paw down and ushers you back to camp. "Stay low, near bushes but don't make too much noise. You're not far from camp. So get back. Now."
You give the cat one last pleading look, but they don't buy it. You sigh, get as low to the ground as your small paws will let you, and [[head towards the familiar smells of camp|camp-00]]."Is... is someone hurt?" You look around for some kind of distress sign, but can't see anything.
"Not yet," the cat says. "So you better get back to camp before that changes."
You try to look around for what they heard but, finding nothing, [[you head towards the familiar smells of camp|camp-00]].<script>
document.title = "Combat Felines | Dumb Luck Interactive";
</script>
<<if visited("start")>>
<div id="ui-portrait" class="images-wrapper center">\
<<print '<img class="lineartImage" src="' + $lineartImage + '">'>>\
<<print '<img class="earsandnoseImage" src="' + $earsandnoseImage + '">'>>\
<<print '<img class="eyeImage" src="' + $eyeImages[$eyeImageView] + '">'>>\
<<print '<img class="detailImage" src="' + $detailImages[$detailImageView] + '">'>>\
<<print '<img class="baseImage" src="' + $baseImages[$baseImageView] + '">'>>\
</div>\
<</if>>
<<if visited("start-02")>>
<div class="stats">\
<div id="player-name"><h1>$player.name</h1></div>\
<<if visited("transition-apprentice-01")>>Role: $player.role<</if>>
Rank: $player.rank
Pronouns: <<listbox "$player.theyNew">>
<<option "they" "they" `$player.theyNew is "they" ? "selected" : ""`>>
<<option "she" "she" `$player.theyNew is "she" ? "selected" : ""`>>
<<option "he" "he" `$player.theyNew is "he" ? "selected" : ""`>>
<</listbox>>
<<button "[ Refresh pronouns. ]">>
<<goto _passage>>
<</button>>\
</div>\
<</if>>\
<<if visited("transition-apprentice-01")>>\
[[Clan stats.|clan-stats]]
<</if>>\<<silently>>
<<map "camp">>
<<script>>
document.getElementById("minimap-wrapper").style.visibility = "visible";
<</script>>
<</silently>>\
The <span id="camp-description"><<link "$clan.name Camp">><<replace "#camp-description">> $clan.name Camp is a warm, secluded glen nestled up to the bare rock of a cliff. Tall trees, interwoven with briar and ivy, form a natural wall around the perimeter, giving cats a clearing to bask the sun when as it filters though the leaves.<</replace>><</link>></span> is a warm, secluded glen nestled up to the bare rock of a cliff.
At the bottom of the cliff, the <span id="medicine-cat-den-description"><<link "medicine cat den">><<replace "#medicine-cat-den-description">>medicine cat den sits in a cave that slopes gently up into the rock. Deep inside the earth, it tends to be cold, but it keeps the herbs dry, and the medicine cats leave the seeds of discarded plants around the entrance to sprout and give a little bit of cheer.<</replace>><</link>></span> den sits in a cave that slopes gently up into the rock.
Higher up the wall, narrow pathways lead to small caves where most of the <span id="warrior-den-description"><<link "warriors make their homes">><<replace "#warrior-den-description">>warriors make their homes. A few caverns are large enough to fit the whole clan in long-nights, when it is too cold to sleep alone. The leader $clan.leader.name and deputy $clan.deputy.name tend to sleep in high dens that overlook the whole camp.<</replace>><</link>></span>.
Your den is at the base of the cliff, safely tucked away where $clan.warriors[$parentIndex].name, your $clan.warriors[$parentIndex].parent, knew you couldn't wander off and hurt yourself if you went adventuring on your own.
When you run back, $clan.warriors[$parentIndex].name grooms your fur down and asks, "Now, what were you up to today?"
"[[I went down to the water....|firstday-truth][$player.leader++]]" (truth)
"[[I was being good and stayed in in camp.|firstday-lie]]" (lie)<h1>$clan.name</h1>
The cats in your clan are your family. There is one leader cat, one deputy cat, one medicine cat, and the rest support the clan as warriors until they become elders.
When training, a new-born cat, or 'kit', stays close to their parents before becoming an apprentice, and eventually after moons of training they become a fully-fledged cat in their own role.
<b>Leader</b>: $clan.leader.name ($clan.leader.they/$clan.leader.them), $clan.leader.status
<b>Deputy</b>: $clan.deputy.name ($clan.deputy.they/$clan.deputy.them), $clan.deputy.status
<b>Medicine</b>: $clan.medicine.name ($clan.medicine.they/$clan.medicine.them), $clan.medicine.status
<b>Warriors</b>: <<link "Show info">>
<<toggleclass "#warriors-info" "hide">>
<</link>>\
<span id="warriors-info" class="hide">
<<for _i to 0; _i lt $clan.warriors.length; _i++>>
<<print $clan.warriors[_i].name + " (" + $clan.warriors[_i].they + "/" + $clan.warriors[_i].them + "), " + $clan.warriors[_i].status>>
<</for>>
</span>
<b>Elders</b>: <<link "Show info">>
<<toggleclass "#elders-info" "hide">>
<</link>>\
<span id="elders-info" class="hide">
<<for _i to 0; _i lt $clan.elders.length; _i++>>
<<print $clan.elders[_i].name + " (" + $clan.elders[_i].they + "/" + $clan.elders[_i].them + "), " + $clan.elders[_i].status>>
<</for>>
</span>
<b>Apprentices</b>: <<link "Show info">>
<<toggleclass "#apprentices-info" "hide">>
<</link>>\
<span id="apprentices-info" class="hide">
<<for _i to 0; _i lt $clan.apprentices.length; _i++>>
<<print $clan.apprentices[_i].name + " (" + $clan.apprentices[_i].they + "/" + $clan.apprentices[_i].them + "), " + $clan.apprentices[_i].status>>
<</for>>
</span>
<b>Kits</b>: <<link "Show info">>
<<toggleclass "#kits-info" "hide">>
<</link>>\
<span id="kits-info" class="hide">
<<for _i to 0; _i lt $clan.kits.length; _i++>>
<<print $clan.kits[_i].name + " (" + $clan.kits[_i].they + "/" + $clan.kits[_i].them + "), " + $clan.kits[_i].status>>
<</for>>
</span>
<<return>>$clan.warriors[$parentIndex].name looks at you, a little disapointed. "Then why did $clan.deputy.name tell me that you were playing in the water?"
That was it! Their name is $clan.deputy.name! You're still unsure of who they are around camp, but you've definitely heard that name before.
You try to explain yourself: "I just wanted to...
[[...catch prey for you. |firstday-combat][$player.strength++]]"
[[...collect some plants. |firstday-med][$player.nature++]]"
[[...check in on our grounds. |firstday-leader][$player.respect++]]"<<if visited("firstday-lie")>>\
$clan.warriors[$parentIndex].name sighs a little. "Thank you for being honest with me, why did you go out alone? I was worried about you..."
<<else>>\
<<set $player.respect to $player.respect + 1>>\
$clan.warriors[$parentIndex].name huffs and gently bops you on the head with $clan.warriors[$parentIndex].their paw. "Next time let someone know, something bad could have happened to you."
<</if>>\
Defending yourself, you say, "I just wanted to...
[[...catch prey for you. |firstday-combat][$player.strength++]]"
[[...collect some plants. |firstday-med][$player.nature++]]"
[[...check in on our grounds. |firstday-leader][$player.respect++]]""I heard $clan.medicine.name talking about a flower that grows around the lake, and I wanted to try and find some! I heard we were running low of some things?"
Your $clan.warriors[$parentIndex].parent's tail twitches but $clan.warriors[$parentIndex].their smile continues. "It's good that you want to help $clan.medicine.them, but you'll have plenty of time to do that as an apprentice."
You follow your $clan.warriors[$parentIndex].parent back to your den to get ready for [[bedtime|firstday-bedtime]]."I thought you'd like it if I caught a mouse for you."
"That's very sweet, but you'll have plenty of time to do that as an apprentice." You follow your $clan.warriors[$parentIndex].parent back to your den for [[bedtime|firstday-bedtime]].$clan.warriors[$parentIndex].name nuzzles you gently as you cuddle up for bed. "I was very worried about you, $player.name. There are a lot of things that could hurt a kit like you..."
"[[Like what?|Clan-Legends]]""I wanted to make sure we were holding our borders! Or, you know, if there was anything $clan.leader.name needed help with..."
"That's thoughtful, but I'm sure $clan.leader.they can handle the clan for right now just fine." You follow your $clan.warriors[$parentIndex].parent back to your den for [[bedtime|firstday-bedtime]]."Well, there are some big things that could gobble you right up, like mountain lions, bison, bears..."
"Tell me about...
[[Mountain lions|mountain-lions]]!"
[[Bison|bison]]!"
[[Bears|bear]]!"
[[...Actually, I just want to go to bed.|Go-to-Bed]]""The sharp-clawed mountain lions are giant, muscular cats who have forsaken or forgotten the ways of the clans. At night, when they hunt, you can hear them screaming at the sky, cursing Starclan for abandoning them to their misshapen bodies and lonely existence.
They hunt us endlessly. Jealous of our homes and our families, they seek us out. We must be very careful when a sharp-claw is near, for many great warriors are needed to bring them down, and many will loose their lives before a mountain lion is killed or even driven off.
They remind us why we need to be kind to outside cats. When a loner appears in our territory, we must welcome them and speak to them kindly. Even if they choose not to join the clan, just speaking to them can stave off the transformation to a sharp-claw, a mountain lion."
"[[Tell me another story!|Clan-Legends]]"
"[[I'm ready for bed now.|Go-to-Bed]]""In the early days, when the first kittens were just opening their eyes, some great power breathed life into the boulders and trees, letting them walk freely upon the earth. They travel thought the plains, eating grass and living peacefully, even though they have huge horns. That is, if they're unprovoked.
However, like a rockslide, these beasts are uncaring and unforgiving. A cat can be trampled under their hooves, or gored by their horns for getting too close.
They remind us that we are small, in the great territories, and must learn to pick our battles-- sometimes we can't fight the forces of nature."
"[[Tell me another story!|Clan-Legends]]"
"[[I'm ready for bed now.|Go-to-Bed]]""Alright little one, it's been a busy day for you. Time for bed."
As your $clan.warriors[$parentIndex].parent settles in for the night and you snuggle up beside $clan.warriors[$parentIndex].them, you hear $clan.warriors[$parentIndex].them whisper, "Sleep well knowing that we live safe from the greatest beast of all, the ones who worship the moon, sing in hair-raising tongues... left our lands long, long ago. Some say they slaughtered the deer, the bison, everything... so much killing that the whole planet turned against them and swallowed them up..."
You slowly drift off, safe in your den with your $clan.warriors[$parentIndex].parent, [[waiting for what tomorrow brings|camp-01][$randomKitEvent to $kitEvents.pluck()]]. "Now a bear is a twoleg who stayed in our territory too long. Their fur grows, covering their entire bodies in a thick layer of dark armor that no claw can pierce. Their teeth start growing larger, making their muzzles stretch out, and they get inflicted with a terrible hunger.
A bear will eat anything, from herb to animal, and they eat and eat until they bloat and fall into a deep sleep during long-nights. If you ever come across a den where one sleeps, you must run and run and cover your scent. If they can smell you, they will try to gobble you up.
Like the twolegs themselves, we cannot fight them, and we must hide when they are near. They teach us there are some parts of society even the strongest of us cannot fight alone."
"[[Tell me another story!|Clan-Legends]]"
"[[I'm ready for bed now.|Go-to-Bed]]"<<map "camp">>\
In the morning, you feel well rested, and...
$randomKitEvent[1]
<<print '[[' + $randomKitEvent[2] + '|' + $randomKitEvent[0] + ']]'>><<map "forest">>\
You trace the sounds to a bush near the main patrol trail. You poke your nose between the leaves and see a critter you've never seen before. They look up at you with huge eyes, and ears that you've only ever seen on other cats.
You consider...
[[...catching it.|kit-01-combat][$player.combat++;$player.wolf--]]
[[...letting them go.|kit-01-medicine][$player.medicine++;$player.wolf++]]
[[...telling a warrior.|kit-01-leader][$player.leader++]]<<set $randomKitIndex to random(0,$clan.kits.length-1)>>\
$clan.kits[$randomKitIndex].name moves closer to your food that your $clan.warriors[$parentIndex].parent left for you.
You consider...
[[...fighting.|kit-02-combat][$player.combat++]]
[[...letting them take it.|kit-02-medicine][$player.medicine++]]
[[...talking.|kit-02-leader][$player.leader++]]You're surprised at your sudden freedom and happy to spend some time outside of the den.
You consider...
[[...talking to the warriors.|kit-03-combat][$player.combat++]]
[[...going to the medicine den.|kit-03-medicine][$player.medicine++]]
[[...hearing stories from the Elders.|kit-03-leader][$player.leader++]]<<set $randomKitIndex to random(0,$clan.kits.length-1)>>\
The swat was sudden.
You...
[[...hit them back.|kit-04-combat][$player.combat++]]
[[...check your wound.|kit-04-medicine][$player.medicine++]]
[[...talk to them.|kit-04-leader][$player.leader++]]You move your head forwards to try and catch the creature, but they yowl in a strange voice and scramble out of the branches. You watch as their tail shakes behind them, and then they disappear from sight between the trees.
You sigh and [[return to camp|camp-02][$randomKitEvent to $kitEvents.pluck()]].You hold your paw on a particularly big branch that the creature is stuck on. They pause, watching you for a second, before their tail wags and they jump out of the bush.
They look at you for one more moment before bounding away between the trees. You watch them go before [[returning to camp|camp-02][$randomKitEvent to $kitEvents.pluck()]].You slowly walk away from the creature in the bush and turn back to the camp to find a warrior. Before you can even see a warrior, you hear branches breaking and a strange sound. Looking back, you realize it was the creature-- they broke free and sprinted away. You frown and [[return to camp|camp-02][$randomKitEvent to $kitEvents.pluck()]]."Hey, $clan.kits[$randomKitIndex].name! Who do you think you are?! You can't touch my food!" You shake your butt and pounce.
Suddenly, your $clan.warriors[$parentIndex].parent pops their head back in while you're mid-air. $clan.warriors[$parentIndex].They <<if $clan.warriors[$parentIndex].They is "They">>catch<<else>>catches<</if>> you by your scruff.
"I come back to see this?" $clan.warriors[$parentIndex].name puts you down, grabs some extra prey from outside, and gives it to $clan.kits[$randomKitIndex].name. "You should always share, or at least talk, before fighting. Perhaps you'll learn more discipline if you become a warrior's apprentice..."
You tuck your tail between your legs, curl up in the corner of the den, and [[think about what you've done|camp-02][$randomKitEvent to $kitEvents.pluck()]].You watch as $clan.kits[$randomKit].name takes your food. You figure it's better to let someone else have your food since you're kind of full anyway. But your $clan.warriors[$parentIndex].parent got that for you...
You curl up in the corner of the den, and [[think about anything other than food|camp-02][$randomKitEvent to $kitEvents.pluck()]].You watch as $clan.kits[$randomKit].name takes your food, stepping forwards. "Are you... taking my food?" you ask.
$clan.kits[$randomKit].name freezes in place. "I... I..." $clan.kits[$randomKit].They tear$clan.kits[$randomKit].s up, letting the food go. "I'm just so hungry!"
You come close to them, putting your tail around them like your $clan.warriors[$parentIndex].parent does. "So am I... Here, we can split it."
Together, you share the prey and, before you know it, [[the day's over|camp-02][$randomKitEvent to $kitEvents.pluck()]].<<silently>>
<<for _i to 0; _i lt 1; _i++>>
<<set $randomWarriorIndex to random(0,$clan.warriors.length)>>
<<if $randomWarriorIndex is $parentIndex>>
<<set _i to _i - 1>>
<<else>>
<<set _i to _i + 1>>
<</if>>
<</for>>
<</silently>>
You waltz up to the warriors, baring your teeth and showing your claws like you've seen them do before.
"Woah there, tyke!" $clan.deputy.name says, laughing. "We're all friends here!"
"Who let you outta the den?" $clan.warriors[$randomWarriorIndex].name asks, gently swatting your paws down.
"My $clan.warriors[$parentIndex].parent did!"
"What's $clan.warriors[$parentIndex].name thinking?..." you hear $clan.warriors[$randomWarriorIndex].name whisper to $clan.deputy.name. $clan.deputy.name glares at $clan.warriors[$randomWarriorIndex].them and puts $clan.deputy.their tail around you, leading you to the leader's den. "At least you're not wandering around outside camp anymore. Want a tour?" $clan.deputy.they ask$clan.deputy.s you.
You nod enthusiastically and before you know it, [[the day's over|camp-02][$randomKitEvent to $kitEvents.pluck()]].You bound into the medicine cat's den. $clan.medicine.name looks up from $clan.medicine.their mixture of herbs and smiles at you. "Come for a visit, have we?"
"Yes!" you smile wide. "Can I help you mix herbs? Or gather something?"
<<if visited("firstday-medicine")>>\
"Why, yes-- and I heard you were trying to gather some before? That was very nice of you, but you shouldn't wander outside of camp by yourself. Even full warriors don't do that."
<<else>>\
"But of course! I've been looking for a few extra paws around here."
<</if>>\
You nod and head over to $clan.medicine.them. And time really does fly when you're having fun, because the sun seems to set faster than it ever has before and suddenly [[it's time to go to bed and see what tomorrow brings|camp-02][$randomKitEvent to $kitEvents.pluck()]].You walk to the elder's den, excited to hear some stories, or just a good time.
<<switch $clan.elders.length>>\
<<case 0>>\
You walk into the elders' den, sure that you'll find someone there. But you look around and see a clear ground and grass piled in the corners. You realize that your clan currently has no elders.
You sadly walk back to your den and eventually [[it's another day|camp-02][$randomKitEvent to $kitEvents.pluck()]].
<<default>>\
"Hello, young-kit," $clan.elders[0].name says. "Have you come for something?"
"Stories!" you squeal.
"All right, all right," $clan.elders[0].name smiles. "What do you want to hear about?"
[["...The clan!"|kit-03-leader-clan]]
[["...The camp!"|kit-03-leader-camp]]
<</switch>>\You spin around and hit them back.
$clan.kits[$randomKitIndex].name yowls and jumps backwards, cowering.
You stay where you are, threat neutralized.
Another day, another adventure. You wait [[for the next adventure to come|camp-02][$randomKitEvent to $kitEvents.pluck()]].You yowl and back up, lifting your leg to check your own wound. You lick the slice, and even though it's not bleeding, you know that kit had their claws out.
"That wasn't very nice of you, $clan.kits[$randomKitIndex].name." The kit seems undisturbed, perhaps $clan.kits[$randomKitIndex].they didn't even hear you.
You frown and curl up, nursing your wound. You slowly fall asleep and [[eventually another day comes|camp-02][$randomKitEvent to $kitEvents.pluck()]]."What was that?" you ask, turing to the kit. "Did you really just do that?"
$clan.kits[$randomKitIndex].name cowers for a moment. "There... there was a bug on your pelt!" $clan.kits[$randomKitIndex].they whimper$clan.kits[$randomKitIndex].s.
You smile and nod. "Thanks, but next time maybe you should retract your claws?"
$clan.kits[$randomKitIndex].name looks embarrased, but they nod before skittering to another corner of the den. You go on your way, and [[eventually another day comes|camp-02][$randomKitEvent to $kitEvents.pluck()]].
<<map "camp">>\
<<switch visited()>>
<<case 1>>
A few days pass, or maybe weeks... Time is really difficult for you to keep track of. You then it's been a few months when...
$randomKitEvent[1]
<<print '[[' + $randomKitEvent[2] + '|' + $randomKitEvent[0] + ']]'>>
<<default>>
Your $clan.warriors[$parentIndex].parent comes into the den and licks your ears clean. "Did you hear the call?" $clan.warriors[$parentIndex].they ask$clan.warriors[$parentIndex].s.
"The call?" you ask. $clan.warriors[$parentIndex].name [[pushes your butt outside the den|transition-apprentice]].
<</switch>>If you've reached this passage, please let the developer know.
ERROR CODE: 001-ALPHA
<<return>>"Ah, yes, the history of $clan.name. That's quite the story to tell.
"We were once part of another clan, whose name no one remembers these days. We lived peacefully with cats from all walks of life, from the forests and the deserts--together we were happy in our corner of the grounds, on our camps.
"One day, we all smelled smoke. Some thought it was just a kit's prank, and so the clan let it be. But when we all smelled smoke the next morning, we knew it was something kit's couldn't have done. We tried to mobilize as a clan and move camp, with the warriors walking ahead of the clan to make sure everything was safe.
"That's when my grandmother-cat saw the flames. She says they burned fur off and blinded kits; the flames appeared right in front of her. She lost half her tail, but others fared much worse that day.
"Because the flames came out of nowhere, the clan was separated from all the warriors, and their leader. Luckily, the deputy was still with half the clan-- the deputy instructed everyone to march away from the flames.
"Somehow, the flames did not follow them all the way, and they set up camp near a body of water and some caves. They waited days and weeks and moons to hear from the warriors, but they never returned. We still don't know where they are."
"But that's where you get your name from, little kit," $clan.elders[0].name says, "The leader's name was <span>$player.namePrefix</span>Star."
You look up at the elder with huge eyes, listening contetedly before your $clan.warriors[$parentIndex].parent comes in and leads you back to the kit's den. You didn't even realize, but [[it was already dark and time to wait for a new adventure tomorrow|camp-02][$randomKitEvent to $kitEvents.pluck()]]."You want to know about $clan.name camp? Let's see, that was my grandmother-cat's time...
"Well, we had just lost all our warriors in... what's a much longer story. Maybe I'll tell you some other time.
"So we decided to settle near some big landmarks-- the water, the forest, and those hot water-spouts. So we settled here because it was close enough to everything, yet safely away from the hot waters and dangers of the forest.
"Those dangers, we quickly realized, were ready to kill and eat cats like us. So we set up a safe permiter around camp to keep the kits in and the scaries out...
"Then we had to build from the ground up. Our deputy had to become the clan leader, and with it, many more difficult decisions. Those first few moons, as my grandmother-cat told me, were some of the most difficult she's ever seen.
"Since there were no other clans in the area, the animals who already lived in this place did not welcome us with open arms. They groweled, hissed, and hunted us until we could prove ourselves to be agile and worth opponents. Once they realized killing us was more trouble than it was worth, we earned our spot in these forests and waterways."
You look up at the elder with huge eyes, listening contetedly before your $clan.warriors[$parentIndex].parent comes in and leads you back to the kit's den. You didn't even realize, but [[it was already dark and time to wait for a new adventure tomorrow|camp-02][$randomKitEvent to $kitEvents.pluck()]].<<map "camp">>\
Out in the clearing, you see all the cats of the clan gathering. "An exciting time for our young-kits," $clan.leader.name says. "It's time for them to start on their paths. As you all know, kits can train to be warriors, medicine cats, and leaders...
Warrior. <span id="warrior-app-description"><<link "... learn more ...">><<replace "#warrior-app-description">> Training under one of the warriors, you will learn to hunt prey and fight predators, as well as protecting the clan. One day, the clan may even call upon you to fight battles you may not be able to win. <</replace>><</link>></span>
Medicine cat. <span id="medicine-app-description"><<link "... learn more ...">><<replace "#medicine-app-description">> Working beside $clan.medicine.name, the clan's medicine cat, you will learn the ways of herbs and spices to heal the sick and keep the clan healthy. You will learn to identify various herbs and illnesses. Medicine cats are also able to recieve prophecies from Starclan and must interpret them to guide $clan.name.<</replace>><</link>></span>
Leader. <span id="leader-app-description"><<link "... learn more ...">><<replace "#leader-app-description">> As the assistant-to-the deputy, $clan.deputy.name, you will learn what it means to be not only a warrior, but a leader. You will learn skills in managing the clan, decision-making, and conflict resolution.<</replace>><</link>></span>
...And it's always the honor of our leader, $clan.leader.name, to grant these kits with their roles."
You anxiously wait for [[your turn|transition-apprentice-01]].
<<masteraudio stop>><<audio "BGM_flute" volume 0.05 play loop>>\<<set $player.name to $player.namePrefix + "paw">>\
<<set $player.rank to "apprentice">>\
<<if $player.combat gt $player.medicine and $player.combat gte $player.leader>>\ <!-- COMBAT CAT -->
<<set $player.role to "combat">>\
<<silently>>
<<for _i to 0; _i lt 1; _i++>>
<<set $mentorIndex to random(0,$clan.warriors.length)>>
<<if $mentorIndex is $parentIndex>>
<<set _i to _i - 1>>
<<else>>
<<set _i to _i + 1>>
<</if>>
<</for>>
<</silently>>
"A combat cat. Your mentor is $clan.warriors[$mentorIndex].name."
$clan.warriors[$mentorIndex].name nods from the group of warriors nearby.
You can barely contain yourself. After $clan.leader.name finishes talking, you immediately [[bound up to your mentor, ready for training|apprentice-training-01-combat]].
<<elseif $player.leader gte $player.medicine and $player.leader gte $player.combat>>\ <!-- LEADER CAT -->
<<set $player.role to "leader">>\
"A leader. You'll train under $clan.deputy.name."
$clan.deputy.name nods to you from up on the high rock.
You can barely contain yourself. After $clan.leader.name finishes talking, you immediately [[bound up to your mentor, ready for training|apprentice-training-01-leader]].
<<else>>\ <!-- MEDICINE CAT -->
<<set $player.role to "medicine">>\
"A medicine cat. You'll work with $clan.medicine.name."
Looking backwards, you see the medicine cat come out of $clan.medicine.their den, smiling at you.
You can barely contain yourself. After $clan.leader.name finishes talking, you immediately [[bound up to your mentor, ready for training|apprentice-training-01-medicine]].
<</if>>\<<map "camp">>\
<<switch visited()>>
<<case 1 3>>
A few days pass, or maybe weeks... Time is really difficult for you to keep track of. You think it's been a few months when...
$randomApprenticeEvent[1]
<<print '[[' + $randomApprenticeEvent[2] + '|' + $randomApprenticeEvent[0] + ']]'>>
<<case 2>>\
<<if $player.role is "combat">>\
You hear your name called, and realize it's [[time for another training session|apprentice-training-02-combat]].
<<elseif $player.role is "medicine">>\
You hear your name called, and realize it's [[time for another training session|apprentice-training-02-medicine]].
<<elseif $player.role is "leader">>\
You hear your name called, and realize it's [[time for another training session|apprentice-training-02-leader]].
<</if>>\
<<default>>\
You walk to the tiny prey pile and hear the other apprentices whispering. "Isn't it time yet?"
"Isn't been <i>so many moons</i>, $clan.apprentices[2].name say$clan.apprentices[2].s. "I want to be a <i>full caaaaatt</i>...."
Almost in response, $clan.leader.name shouts from the center of camp: All cats! Gather!" The apprentices look excitedly at each other and you all [[do as your told|transition-full]].
<</switch>>You hear some commotion near the kit den. As you get closer, you see a tussel going on.
<<if visited("kit-02") or visited("kit-04")>>\
You see $clan.kits[$randomKitIndex].name, a kit you remember from your youth (which wasn't actually all that long ago...).
<<else>>\
<<set $randomKitIndex to random(0,$clan.apprentices.length-1)>>\
You recognize both the cats, but can't place their names.
<</if>>\
You consider...
[[...defending the kit.|apprentice-01-combat]]
[[...making sure the other cat's okay.|apprentice-01-medicine]]
[[...jumping in and talking it out.|apprentice-01-leader]]Investigating the smell, you find a small pile of prey under $clan.apprentices[0].name's bed. You see them outside the apprentice den, looking nerviously at the dwindling prey pile.
You consider...
[[...asking them to share it with you.|apprentice-02-combat][$player.combat++;$player.leader--]]
[[...letting them know they can't keep it.|apprentice-02-medicine][$player.medicine++; $player.leader++]]<<map "lake">>\
You follow the sounds to a whimpering animal, caught in some large branches near the river.<<if visited("kit-01")>> You realize you've definitely seen this creature before. You remember a time back when you were a kit when you found something in a bush-- this must be that same animal..<</if>>
You consider...
[[...growling.|apprentice-03-combat][$player.combat++;$player.wolf--]]
[[...checking in on the creature.|apprentice-03-medicine][$player.medicine++;$player.wolf++]]
[[...asking them to leave.|apprentice-03-leader][$player.leader++$player.wolf++]]
You lunge forwards, stepping between $clan.kits[$randomKitIndex].name and the larger cat.
<<if $player.combat > random(0,10)>>
Swatting away the larger cat, you protect the kit. The cat slowly backs away, hissing. "Next time you steal some food," the cat says, "I won't be so nice!"
<<else>>
The larger cat swats at you, scratching your flank. You hiss, but back away with the kit, realizing you can't win the fight.
"That's what you get for stealing prey from the pile!" the cat says as you walk away.
<</if>>\
"Are you okay?" you ask $clan.kits[$randomKitIndex].name.
"I... I think so," $clan.kits[$randomKitIndex].they say$clan.kits[$randomKitIndex].s. "I'm so <i>hungry</i>."
In a moment of silence, you both hear your stomachs growl. "I know," you sigh.
You walk $clan.kits[$randomKitIndex].name back to the kit den and later head back [[to your own bed to wait for another day of training|camp-03][$randomApprenticeEvent to $apprenticeEvents.pluck()]].The cat yowls at the poor kit, and the kit scampers away.
Walking up to $clan.kits[$randomKitIndex].name you ask, "Are you all right?"
"I think so," $clan.kits[$randomKitIndex].they whimper$clan.kits[$randomKitIndex].s. "I... I didn't <i>want</i> to steal prey from the pile, but I'm just so <i>hungry</i>!"
In a moment of silence, you both hear your stomachs growl. "I know," you sigh.
You walk $clan.kits[$randomKitIndex].name back to the kit den and later head back [[to your own bed to wait for another day of training|camp-03][$randomApprenticeEvent to $apprenticeEvents.pluck()]].Jumping between the two felines, you nearly get scratched. The other cat retracts their paws but not their glare. "What do <i>you</i> want, <i>apprentice</i>?"
"Just a fair fight," you hiss. "What're you cutting up a kit for?"
"They stole prey from the prey pile!"
"I was just hungry!" $clan.kits[$randomKitsIndex].name say$clan.kits[$randomKitsIndex].s.
"Yeah, well, try being hungry at another clan," the cat growls. "Just don't steal any preys I catch. We can barely find any these days."
You walk $clan.kits[$randomKitIndex].name back to the kit den before another fight breaks out, and later you head back [[to your own bed to wait for another day of training|camp-03][$randomApprenticeEvent to $apprenticeEvents.pluck()]]."Hey $clan.apprentices[0].name!" you call. "Couldya come in here for a second?"
$clan.apprentices[0].They pad$clan.apprentices[0].s into the den, freezing in place once they see you've found their hidden stash. "I uh, can explain..."
"No need," you say, shrugging. "I just want you to share it with me."
"Oh... I guess so, $player.name..." They drag a piece of prey out from their small pile and give it to you. "It's... not much."
"It's <i>something</i>," you say, gobbling it down. "Compared to out there."
You both sit in silence for a moment before [[going on your separate ways|camp-03][$randomApprenticeEvent to $apprenticeEvents.pluck()]]. "Hey $clan.apprentices[0].name!" you call. "Couldya come in here for a second?"
$clan.apprentices[0].They pad$clan.apprentices[0].s into the den, freezing in place once they see you've found their hidden stash. "I uh, can explain..."
"No need," you say, "I know we're all hungry these days. But you and I both know you can't keep this stash here."
<<if $player.leader > random(0,10) or $player.medicine > random(0,10)>>\
"Y-yeah..." $clan.apprentices[0].name frowns. "I know." $clan.apprentices[0].They grab$clan.apprentices[0].s the prey and quietly brings it out of the den.
<<else>>\
"Uh. I guess not," $clan.apprentices[0].they say$clan.apprentices[0].s shortly. They awkwardly stand in front of the prey pile and wait for you to leave. When you do, you hear the distinct noises of a cat hiding prey somewhere else in the den...
<</if>>\
You wait for a moment before [[finding something else to do|camp-03][$randomApprenticeEvent to $apprenticeEvents.pluck()]]. "You shouldn't be here," you growl.
The creature yips and their tail straightens. "You <i>should</i> not <i>be</i> here!..."
"Need our help?" you tilt your head, but keep your claws extended. Suddenly, you both turn to face a sound you've heard before. It sounds just like that sound you heard as a kit, when $clan.deputy.name caught you by the lake...
When you turn back to the creature, they're already gone, running towards the noise.
You narrow your eyes, watch the creature go, and then [[head back to camp|camp-03][$randomApprenticeEvent to $apprenticeEvents.pluck()]]."Hey, are you okay? I can help, I'm a medicine cat..."
"<i>A</i> medicine <i>cat</i>?!" the creature yips. Their tail starts wagging and their eyes go wide. "A <i>medicine</i> cat!" the creature practically screams.
You tilt your head at the creature, unsure what they want from you. Suddenly, you both turn to face a sound you've heard before. It sounds just like that sound you heard as a kit, when $clan.deputy.name caught you by the lake...
When you turn back to the creature, they're already gone, running towards the noise.
You watch the creature go and then [[head back to camp|camp-03][$randomApprenticeEvent to $apprenticeEvents.pluck()]]."You... I don't think you can be around here."
The creature looks back up at you with huge eyes, and their tail starts to wag. You've never seen a cat wag their tail like that, but you try it too. The creature goes low on their front paws, and jumps up at you, licking your face.
You jump back, but before you can swat at the creature, you both turn to face a sound you've heard before. It sounds just like that sound you heard as a kit, when $clan.deputy.name caught you by the lake...
When you turn back to the creature, they're already gone, running towards the noise.
You watch the creature go and then [[head back to camp|camp-03][$randomApprenticeEvent to $apprenticeEvents.pluck()]].<style>
.tile1, .tile2, .tile3, .tile4, .tile5, .tile6, .tile7, .tile8, .tile9 {
display: table-cell;
width: 120px;
height: 120px;
border: 1px solid white;
background: url("assets/minigames/map-first.png");
cursor: pointer;
margin: 0;
padding: 0;
}
.tile1 {background-position: left top;}
.tile2 {background-position: center top;}
.tile3 {background-position: right top;}
.tile4 {background-position: left center;}
.tile5 {background-position: center center;}
.tile6 {background-position: right center;}
.tile7 {background-position: left bottom;}
.tile8 {background-position: center bottom;}
.tile9 {background: white; cursor: default;}
#sliding-puzz{
margin: 5px;
}
</style>\
"Think you could help me out?" $clan.warriors[$mentorIndex].name asks. "Just trying to put together this map..."
<span id="combat-training-correct">"[[I got it!!! I GOT IT!|apprentice-training-01-combat-correct][$player.combat to $player.combat + 2;]]"</span>\
<span id="combat-training-correct-kinda">"[[It's basically done?|apprentice-training-01-combat-correct]]"</span>\
"[[I can't solve it right now.|apprentice-training-01-combat-incorrect]]"
<div class="instruction" id="sliding-puzz">
<!-- Sliding Puzzle by 101Computing - www.101computing.net/sliding-puzzle/-->
<center><div id="table" style="display: table;">
<div id="row1" style="display: table-row;">
<div id="cell11" class="tile1" onClick="clickTile(1,1);"></div>
<div id="cell12" class="tile2" onClick="clickTile(1,2);"></div>
<div id="cell13" class="tile3" onClick="clickTile(1,3);"></div>
</div>
<div id="row2" style="display: table-row;">
<div id="cell21" class="tile4" onClick="clickTile(2,1);"></div>
<div id="cell22" class="tile5" onClick="clickTile(2,2);"></div>
<div id="cell23" class="tile6" onClick="clickTile(2,3);"></div>
</div>
<div id="row3" style="display: table-row;">
<div id="cell31" class="tile7" onClick="clickTile(3,1);"></div>
<div id="cell32" class="tile8" onClick="clickTile(3,2);"></div>
<div id="cell33" class="tile9" onClick="clickTile(3,3);"></div>
</div>
</div>
<button onClick="shuffle();">Unsolvable or stuck? Reshuffle here!</button>
</center>
</div>
<script>
//SLIDING PUZZLE FROM : https://www.101computing.net/sliding-puzzle/
var correct = 0;
shuffle();
var correctSpan = document.getElementById("combat-training-correct");
correctSpan.style.display = "none";
var closeEnoughSpan = document.getElementById("combat-training-correct-kinda");
closeEnoughSpan.style.display = "none";
function swapTiles(cell1,cell2) {
var temp = document.getElementById(cell1).className;
document.getElementById(cell1).className = document.getElementById(cell2).className;
document.getElementById(cell2).className = temp;
}
function shuffle() {
//Use nested loops to access each cell of the 3x3 grid
for (var row=1;row<=3;row++) { //For each row of the 3x3 grid
for (var column=1;column<=3;column++) { //For each column in this row
var row2=Math.floor(Math.random()*3 + 1); //Pick a random row from 1 to 3
var column2=Math.floor(Math.random()*3 + 1); //Pick a random column from 1 to 3
swapTiles("cell"+row+column,"cell"+row2+column2); //Swap the look & feel of both cells
}
}
}
function clickTile(row,column) {
var cell = document.getElementById("cell"+row+column);
var tile = cell.className;
console.log("ROW(" + row + ") | COL(" + column+ ") | " +cell.className);
if (tile!="tile9") {
//Checking if white tile on the right
if (column<3) {
if ( document.getElementById("cell"+row+(column+1)).className=="tile9") {
swapTiles("cell"+row+column,"cell"+row+(column+1));
checkTiles();
return;
}
}
//Checking if white tile on the left
if (column>1) {
if ( document.getElementById("cell"+row+(column-1)).className=="tile9") {
swapTiles("cell"+row+column,"cell"+row+(column-1));
checkTiles();
return;
}
}
//Checking if white tile is above
if (row>1) {
if ( document.getElementById("cell"+(row-1)+column).className=="tile9") {
swapTiles("cell"+row+column,"cell"+(row-1)+column);
checkTiles();
return;
}
}
//Checking if white tile is below
if (row<3) {
if ( document.getElementById("cell"+(row+1)+column).className=="tile9") {
swapTiles("cell"+row+column,"cell"+(row+1)+column);
checkTiles();
return;
}
}
}
}
function checkTiles(){
var correct = 0;
var index = 1;
for(var row = 1; row <= 3; row++){
for(var column = 1; column <= 3; column++) {
if( document.getElementById('cell' + row + column).className == "tile"+index){
console.log("[TILE PUZZLE] Checking: " + "tile" + index + " in " + 'cell' + row + column);
correct++;
}
index++;
}
}
console.log("[TILE PUZZLE] Finished. Correct: " + correct);
if(correct>=6){
closeEnoughSpan.style.display = "block";
}
if(correct >=8){
closeEnoughSpan.style.display = "none";
correctSpan.style.display = "block";
}
}
</script>"What can I help with?" You excitedly paw at the ground.
"Well, uh, actually, there's something not <i>super</i> fun you could do..."
"Yeah?!" you ask, practically jumping up and down.
"I need to figure out the patrol schedule. But these three cats are really giving me some trouble."
You pout, but partake anyway.
$clan.deputy.name says, "Here's what I know:
"None of the three cats like to patrol at the same time during the day or during the week.
"The $clan.warriors[0].name doesn't like to patrol in the morning.
"$clan.warriors[1].name prefers the middle of the week.
"One cat likes to patrol in the afternoon at the beginning of the week.
"$clan.warriors[2].name prefers the end of the week and sometime in the afternoon or evening.
"So now my question is: <b>Who's okay with the morning shift?</b> I can shift around the day of the week, but I just need to know who's okay with the early morning shift."
"Uh...." You pause. "You should schedule...
<<print '[[...' + $clan.warriors[0].name + '!|apprentice-training-01-leader-correct][$player.leader to $player.leader + 2]]'>>
<<print '[[...' + $clan.warriors[1].name + '!|apprentice-training-01-leader-incorrect]]'>>
<<print '[[...' + $clan.warriors[2].name + '!|apprentice-training-01-leader-incorrect]]'>><<set $finished to 0>>\
$clan.medicine.name leads you to the medicine cat den. %clan.medicine.They sit$clan.medicine.s near a pile of medicinal materials, and looks at you seriously.
"Part of being a medicine cat is memorizing recipes. Think you can handle it?"
You nod enthusastically.
<div class="instruction">
<button type="button" id="medicine-game-start" onclick="medicineGameStart()">Start!</button>
<span id="recipe-output">To start the game, select the "Start" button.</span>
<button type="button" id="water-button" onclick="medicineGame('water')" disabled>Water</button><button type="button" id="flowers-button" onclick="medicineGame('flowers')" disabled>Flowers</button><button type="button" id="oil-button" onclick="medicineGame('oil')" disabled>Oil</button><button type="button" id="herbs-button" onclick="medicineGame('herbs')" disabled>Herbs</button>
Chances remaining: <span id="chances-left">X X X</span>
Level: <span id="level-span">1</span>
</div>
<span id="correct-medicine-game">"[[I think I got it!|apprentice-training-01-medicine-correct][$player.medicine to $player.medicine + 2]]"</span>
<span id="incorrect-medicine-game">"[[I... don't think I got it.|apprentice-training-01-medicine-incorrect]]"</span>
<script>
var ingredients = ["water","flowers","oil","herbs"];
var currentRecipe = [];
var level = 1;
var currentIndex = 0;
var chances = 3;
var recipeSpan = document.getElementById('recipe-output');
var chancesSpan = document.getElementById('chances-left');
var levelSpan = document.getElementById('level-span');
var correctSpan = document.getElementById('correct-medicine-game');
var incorrectSpan = document.getElementById('incorrect-medicine-game');
correctSpan.style.display = 'none';
incorrectSpan.style.display = 'none';
function medicineGameStart(){
document.getElementById('medicine-game-start').disabled = true;
recipeSpan.innerHTML = "Memorize the current recipe, then select the buttons in the correct order.";
setTimeout(medicineGameNewLevel, 2000);
}
function medicineGameNewLevel(){
recipeSpan.innerHTML = "Loading new recipe...";
document.getElementById('water-button').disabled = true;
document.getElementById('flowers-button').disabled = true;
document.getElementById('oil-button').disabled = true;
document.getElementById('herbs-button').disabled = true;
currentRecipe = [];
currentIndex = 0;
for(var i = 0 ; i < level; i++){
currentRecipe[i] = getRandom(ingredients);
setTimeout(medicineGameDisplayRecipe, 2000+(2000*(i+1)));
setTimeout(medicineGameBreakRecipe, 2000+(1800*(i+1)));
}
setTimeout(medicineGameClear, 2000+(2000*(level+1)));
console.log(currentRecipe);
}
function medicineGameBreakRecipe(){
recipeSpan.innerHTML = "Current recipe: ";
console.log("--");
}
function medicineGameDisplayRecipe(){
console.log(currentRecipe[currentIndex]);
recipeSpan.innerHTML = "Current recipe: " + currentRecipe[currentIndex];
currentIndex++;
}
function medicineGameClear(){
recipeSpan.innerHTML = "What was the recipe?";
currentIndex = 0;
document.getElementById('water-button').disabled = false;
document.getElementById('flowers-button').disabled = false;
document.getElementById('oil-button').disabled = false;
document.getElementById('herbs-button').disabled = false;
}
function medicineGame(input){
console.log(input);
if(currentRecipe[currentIndex] == input){
if(currentIndex == currentRecipe.length-1){
medicineGameWin();
} else {
currentIndex++;
}
} else {
medicineGameLost();
}
}
function medicineGameWin(){
if(level < 5){
recipeSpan.innerHTML = "Good job! Next level...";
level++;
levelSpan.innerHTML = level;
setTimeout(medicineGameNewLevel, 1000);
} else {
recipeSpan.innerHTML = "You're done! Congratulations!";
correctSpan.style.display = 'block';
}
}
function medicineGameLost(){
if(chances <= 0) {
incorrectSpan.style.display = 'block';
recipeSpan.innerHTML = "That wasn't right, and you're out of chances...";
document.getElementById('water-button').disabled = true;
document.getElementById('flowers-button').disabled = true;
document.getElementById('flowers-button2').disabled = true;
document.getElementById('flowers-button3').disabled = true;
document.getElementById('oil-button').disabled = true;
document.getElementById('herbs-button').disabled = true;
document.getElementById('herbs-button2').disabled = true;
document.getElementById('herbs-button3').disabled = true;
document.getElementById('tomato-button').disabled = true;
} else { recipeSpan.innerHTML = "That wasn't right. Trying new recipe..."
chances--;
chancesSpan.innerHTML = "";
for(var i = 0; i < chances; i++){
chancesSpan.innerHTML += "X ";
}
setTimeout(medicineGameNewLevel, 1000);
}
}
function getRandom(array){
return array[Math.floor(Math.random() * array.length)];
}
</script>"Great work!" $clan.warriors[$mentorIndex].name says. "Now I can <i>finally</i> see where my patrol is for today... Thanks so much. Why don't you go see what's happening [[around camp|camp-03][$randomApprenticeEvent to $apprenticeEvents.pluck()]]?""Oh, no problem," $clan.warriors[$mentorIndex].name says. "I'll try to put it back together myself, or I'll just ask $clan.deputy.name if $clan.deputy.they could tell me where I'll patrol tonight... Why don't you go see what's happening [[around camp|camp-03][$randomApprenticeEvent to $apprenticeEvents.pluck()]]?""Great job!" $clan.medicine.name pats you on the back with $clan.medicine.their tail. "I think you've earned some time outside the medicine cat den. Why not go find out what's [[going on around camp|camp-03][$randomApprenticeEvent to $apprenticeEvents.pluck()]]?""Oh, no problem. That's pretty difficult. I'm sure you'll get better at it with time." $clan.medicine.name offers you a lick of honey before letting you leave the medicine cat den and [[wander around camp|camp-03][$randomApprenticeEvent to $apprenticeEvents.pluck()]]?""That's... I think that's right!" $clan.deputy.name smiles at you. "Great work, uhm..."
"Assistant deputy!" you squeal. "My pleasure!"
"You've earned some free time," $clan.deput.they say$clan.deputy.s. "Go ahead and see what's going on [[around camp|camp-03][$randomApprenticeEvent to $apprenticeEvents.pluck()]].""That's... I actually don't think that's right."
You frown for a moment, and $clan.deputy.name draws some things in the dirt, seemingly trying to figure something out. "Don't uh... don't worry about it, I'll figure it out," $clan.deput.they say$clan.deputy.s. "Why don't you see what's going on [[around camp|camp-03][$randomApprenticeEvent to $apprenticeEvents.pluck()]]?"<<map "camp">>\
<<set $player.name to $player.namePrefix + $player.nameSuffix>>\
<<set $player.rank to "full">>\
"Welcome all, to a very important time in all cat's lives," $clan.leader.name says.
"KITS BECOMING APPRENTICES?!" a kit squeals.
"...No," $clan.leader.name says shortly. "Apprentices becoming fully-fledge clan members."
You hear a wave of purrs from the crowd, and realize now's your time to shine!
"It gives me great pride to let you all know that Apprentices, as of today, are all fully fledged members of the clan. Combat cats, medicine cats, and leaders! What a great day!"
The crowd purrs and clicks with delight, smiling at all the apprentices.
Among other names, you hear them chant <i>$player.name</i>! And you [[couldn't be happier...|LeaderMissing]]
<<masteraudio stop>><<audio "BGM_cats" volume 0.05 play loop>>\<<set $finished to 0>>\
$clan.medicine.name leads you to the medicine cat den. $clan.medicine.They sit$clan.medicine.s near a pile of medicinal materials, and looks at you seriously.
"Welcome back, little-paw-kitten!" $clan.medicine.name smiles. "Ready for some more recipes? This time it's more difficult..."
You nod enthusastically.
<div class="instruction">
<button type="button" id="medicine-game-start" onclick="medicineGameStart()">Start!</button>
<span id="recipe-output">To start the game, select the "Start" button.</span>
<button type="button" id="water-button" onclick="medicineGame('water')" disabled>Water</button><button type="button" id="flowers-button" onclick="medicineGame('chamomile')" disabled>Chamomile</button><button type="button" id="flowers-button2" onclick="medicineGame('lavender')" disabled>Lavender</button><button type="button" id="flowers-button3" onclick="medicineGame('dandelion')" disabled>Dandelion</button><button type="button" id="oil-button" onclick="medicineGame('oil')" disabled>Oil</button><button type="button" id="herbs-button" onclick="medicineGame('mint')" disabled>Mint</button><button type="button" id="herbs-button2" onclick="medicineGame('catnip')" disabled>Catnip</button><button type="button" id="herbs-button3" onclick="medicineGame('cilantro')" disabled>Cilantro</button><button type="button" id="tomato-button" onclick="medicineGame('tomato')" disabled>Tomato vine</button>
Chances remaining: <span id="chances-left">X X X X</span>
Level: <span id="level-span">1</span>
</div>\
<span id="correct-medicine-game">"[[I think I got it!|apprentice-training-02-medicine-correct][$player.medicine to $player.medicine + 2]]"</span>
<span id="incorrect-medicine-game">"[[I... don't think I got it.|apprentice-training-02-medicine-incorrect]]"</span>
<script>
var ingredients = ["water","chamomile","lavender","dandelion","oil","mint","catnip","cilantro"];
var currentRecipe = [];
var level = 3;
var currentIndex = 0;
var chances = 4;
var recipeSpan = document.getElementById('recipe-output');
var chancesSpan = document.getElementById('chances-left');
var levelSpan = document.getElementById('level-span');
var correctSpan = document.getElementById('correct-medicine-game');
var incorrectSpan = document.getElementById('incorrect-medicine-game');
correctSpan.style.display = 'none';
incorrectSpan.style.display = 'none';
function medicineGameStart(){
document.getElementById('medicine-game-start').disabled = true;
recipeSpan.innerHTML = "Memorize the current recipe, then select the buttons in the correct order.";
setTimeout(medicineGameNewLevel, 2000);
}
function medicineGameNewLevel(){
recipeSpan.innerHTML = "Loading new recipe...";
document.getElementById('water-button').disabled = true;
document.getElementById('flowers-button').disabled = true;
document.getElementById('flowers-button2').disabled = true;
document.getElementById('flowers-button3').disabled = true;
document.getElementById('oil-button').disabled = true;
document.getElementById('herbs-button').disabled = true;
document.getElementById('herbs-button2').disabled = true;
document.getElementById('herbs-button3').disabled = true;
document.getElementById('tomato-button').disabled = true;
currentRecipe = [];
currentIndex = 0;
for(var i = 0 ; i < level; i++){
currentRecipe[i] = getRandom(ingredients);
setTimeout(medicineGameDisplayRecipe, 2000+(2000*(i+1)));
setTimeout(medicineGameBreakRecipe, 2000+(1800*(i+1)));
}
setTimeout(medicineGameClear, 2000+(2000*(level+1)));
console.log(currentRecipe);
}
function medicineGameBreakRecipe(){
recipeSpan.innerHTML = "Current recipe: ";
console.log("--");
}
function medicineGameDisplayRecipe(){
console.log(currentRecipe[currentIndex]);
recipeSpan.innerHTML = "Current recipe: " + currentRecipe[currentIndex];
currentIndex++;
}
function medicineGameClear(){
recipeSpan.innerHTML = "What was the recipe?";
currentIndex = 0;
document.getElementById('water-button').disabled = false;
document.getElementById('flowers-button').disabled = false;
document.getElementById('flowers-button2').disabled = false;
document.getElementById('flowers-button3').disabled = false;
document.getElementById('oil-button').disabled = false;
document.getElementById('herbs-button').disabled = false;
document.getElementById('herbs-button2').disabled = false;
document.getElementById('herbs-button3').disabled = false;
document.getElementById('tomato-button').disabled = false;
}
function medicineGame(input){
console.log(input);
if(currentRecipe[currentIndex] == input){
if(currentIndex == currentRecipe.length-1){
medicineGameWin();
} else {
currentIndex++;
}
} else {
medicineGameLost();
}
}
function medicineGameWin(){
if(level < 7){
recipeSpan.innerHTML = "Good job! Next level...";
level++;
levelSpan.innerHTML = level;
setTimeout(medicineGameNewLevel, 1000);
} else {
recipeSpan.innerHTML = "You're done! Congratulations!";
correctSpan.style.display = 'block';
}
}
function medicineGameLost(){
if(chances <= 0) {
incorrectSpan.style.display = 'block';
recipeSpan.innerHTML = "That wasn't right, and you're out of chances...";
document.getElementById('water-button').disabled = true;
document.getElementById('flowers-button').disabled = true;
document.getElementById('flowers-button2').disabled = true;
document.getElementById('flowers-button3').disabled = true;
document.getElementById('oil-button').disabled = true;
document.getElementById('herbs-button').disabled = true;
document.getElementById('herbs-button2').disabled = true;
document.getElementById('herbs-button3').disabled = true;
document.getElementById('tomato-button').disabled = true;
} else { recipeSpan.innerHTML = "That wasn't right. Trying new recipe..."
chances--;
chancesSpan.innerHTML = "";
for(var i = 0; i < chances; i++){
chancesSpan.innerHTML += "X ";
}
setTimeout(medicineGameNewLevel, 1000);
}
}
function getRandom(array){
return array[Math.floor(Math.random() * array.length)];
}
</script>"Ready for some more info-searching? I know it's not fun, but it's a huge part of what I do," $clan.deputy.name says, "Here's what I know:
"More about those cats... Since they don't like each other, none of them like to catch the same prey or do the same chores.
"The $clan.warriors[0].name doesn't like to catch fish.
"$clan.warriors[1].name prefers looking after the elders.
"One cat likes to catch rabbits and clean the camp.
"The cat who doesn't like to catch fish nor rabbits likes patrolling the area.
"$clan.warriors[1].name and $clan.warriors[2].name don't like to catch animals that hide in trees.
"So, <b>who likes to clean the camp again?</b>"
"Umm...." You pause. "I think it's...
<<print '[[...' + $clan.warriors[0].name + '!|apprentice-training-02-leader-incorrect]]'>>
<<print '[[...' + $clan.warriors[2].name + '!|apprentice-training-02-leader-correct][$player.leader to $player.leader + 2]]'>>
<<print '[[...' + $clan.warriors[1].name + '!|apprentice-training-02-leader-incorrect]]'>>
"Well done!" $clan.medicine.name pats you on the back with $clan.medicine.their tail. "That was particularly difficult... I remember having trouble with that when I was an apprentice. You're already doing so well! Go ahead, take a rest [[around camp|camp-03][$randomApprenticeEvent to $apprenticeEvents.pluck()]].""That's all right. I remember having trouble with that when I was an apprentice, too. Don't feel bad-- why don't you take some time off and go see what's going on [[around camp|camp-03][$randomApprenticeEvent to $apprenticeEvents.pluck()]]?""Woah, yeah... That's what I got too! Thanks so much for your help. Why not go see what's happening [[around camp|camp-03][$randomApprenticeEvent to $apprenticeEvents.pluck()]]?""Uh... No, I don't think... I don't think that's right. I think I'll figure it out myself though. Why don't you go for a walk or something? There might be something happening [[around camp|camp-03][$randomApprenticeEvent to $apprenticeEvents.pluck()]]."<<set $clan.leader.status to "missing">>\
<<set $clan.deputy.status to "missing">>\
<<set $clan.warriors[0].status to "missing">>\
<<set $clan.warriors[1].status to "missing">>\
<<set $clan.warriors[2].status to "missing">>\
You have been a $player.role<<if $player.role is "medicine" or $player.role is "combat">> cat<</if>> for about a moon now, and tension has been rising in the clan. Strange sightings of large beasts roaming the territory have put most cats on edge, and $clan.leader.name announced that $clan.leader.they would be taking $clan.deputy.name to investigate the territory with a few warriors.
It has been a few days since they left, so you consider...
<<if $player.role is "leader">>
[[...investigating. |NewDeputy_Elect]]
[[...asking the Gods for an omen. |NewDeputy_Elect]]
[[...waiting a little longer|NewDeputy_Elect]]
<<else>>
[[...investigating. |LeaderMissing_Investigate]]
[[...asking the Gods for an omen. |LeaderMissing_Omens]]
[[...waiting a little longer|LeaderMissing_Wait]]
<</if>><<map "forest">>\
You follow the faint scent of $clan.leader.name through the woods for hours, looking for any sign of $clan.leader.them. The trail winds through the forest, eventually drawing close to the geyser fields.
<span id="geyser-ending-description"><<link "geyser fields">><<replace "#geyser-ending-description">>geyser fields.<<map "geysers">>
Even from a distance, you can smell blood and sulphur in the air.
You arrive just in time to see a large grey canine through the steam. Before you can react, a great piercing howl shakes the ground around you. The creature quickly turns, scooping something off the ground and running off towards the mountains.
You...
[[...immediately look to see if there are any survivors.|Investigate_Bodies][$player.wolf++]]
[[...take off after the wolf.|Investigate_Trail][$player.wolf--]]<</replace>><</link>></span>.
<<audio "Gieser" volume 0.05 play>>\You look to the skies for guidance.
<<if $player.role is "medicine">>\
There is a secret tunnel in the back of the medicine cat's den, now your den too, and you quickly rush through it, climbing when the path becomes too steep to walk. Panting heavily, you reach your destination: a small cavern, softly bathed in pink and yellow light eminating from a central stone.
[[Close your eyes and put your nose to the stone.|Omens_Medicine]]
<<else>>\
You rush into the medicine cat's den. "Could you--?" you ask, and before you even finish, $clan.medicine.name nods and rushes into a small opening at the back of the den.
[[You wait for the medicine cat to return.|Omens_NonMedicine]]
<</if>>\You trust $clan.leader.name, and while you might be anxious, you do not want to risk losing any more clanmates trying to find $clan.leader.them.
However, when another day goes by with no sign of them, you decide to...
[[...try finding them.|LeaderMissing_Investigate]]
[[...look to the Gods for help.|LeaderMissing_Omens]]Before you can do anything, $clan.elders[0].name stops you, and you can see that everyone is organizing around you.
$clan.elders[0].They laugh$clan.elders[0].s at your surprised face. "Everyone in $clan.name trusts you, and we know you are looking out for us. Stay here, keep everyone calm and let them report back to you."
Glancing around the clan, you realize it's your duty to take over as the clan leader while $clan.leader.name and $clan.deputy.name are missing. You nod solemnly, then consider again what to do:
[[...investigating. |LeaderMissing_Investigate]]
[[...asking the Gods for an omen. |LeaderMissing_Omens]]
[[...waiting a little longer|LeaderMissing_Wait]]Shutting your eyes, you see stars take over your vision. Slowly, images take over; you see wolves running through the forest and crashing through branches and rivers. You feel they have some need, some want, something more than just hunger or anger, but you're not sure what it is.
You watch as some faceless wolves snatch up cats-- almost certainly $clan.leader.name and $clan.deputy.name, as well as the warriors that went with them.
A wolf suddenly faces you and runs towards you. You quickly open your eyes as if from a bad dream.
Walking outside, you see the clan is waiting to hear what you have to say. "Wolves," you say, "and no need to search for survivors."
The whole clan goes silent for longer than you've ever heard. It's so quiet you can hear the kits rustling in their den; the birds flying in the trees, and clear as day but miles away: the howls of wolves.
After some time, the clan goes back to their daily chores and [[somehow carries on|clan_downtime_1]].$clan.medicine.name comes out of the tunnel, their face stoic. "Wolves have returned to the territories, but something is... wrong with them."
"And what of $clan.leader.name? Or $clan.deputy.name? Or any of the warriors?"
$clan.medicine.They look$clan.medicine.s back at you, their eyes dark and stormy. "The Gods suggest we don't waste resources looking for them."
You both sit in silence for a lifetime before you head back out to the camp and [[somehow carry on|clan_downtime_1]].<<set $clan.deputy.status to "dead">>\
Carefully weaving around the geysers, you investigate the bodies. $clan.deputy.name lies dead on $clan.deputy.their side, and a heavily injured $clan.warriors[0].name lies near them, struggling to breathe.
You rush over to $clan.warriors[0].name's side, doing your best to patch $clan.warriors[0].them up out in the nothingness of the geyser fields.
<<if $player.medicine > random(0,10)>>\
You somehow manage to do it, and $clan.warriors[0].they_are able to stand.
<<set $clan.warriors[0].status to "injured">>\
<<else>>
You quickly realize their injuries are far too severe for your paws. You slowly see the light fade from $clan.warriors[0].their eyes, going to sleep one last time.
<<set $clan.warriors[0].status to "dead">>\
<</if>>\
Turning away, you try to piece together what happened. The cats were ambused, but based on the wounds, it looks like the creatures were not trying to kill. Looking around, you can't find $clan.leader.name anywhere.
<<if $clan.warriors[0].status is "injured">>\
You stand in silent shock before walking with $clan.warriors[0].name [[back to camp with no good information|clan_downtime_1]].
<<else>>\
You stand in silent shock before walking [[back to camp with no good information|clan_downtime_1]].
<</if>>\<<if $player.combat > random(0,10)>>
You rush after the wolf, pushing hard against your paws to match their speed. Jumping over geysers and crevasse, you get close enough to nip at their leg.
The wolf yowls, dropping what it was holding in its mouth: $clan.deputy.name.
Before you can make any other moves, the wolf howls and sprints away, unencumbered and even faster than before.
"Are you all right?" you ask, rushing to $clan.deputy.name.
"I... think so," $clan.deputy.they cough$clan.deputy.s.
"We should get you to $clan.medicine.name. But before we go, where's $clan.leader.name? And the warriors who came with you?"
$clan.deputy.name leads you back to the geysers, and together you find everyone except $clan.leader.name. The warriors are <i>alive</i>, but barely. You help guide the cats back to camp and to the medicine cat's den.
Even though $clan.deputy.theyre back safe, $clan.deputy.name requests that you continue to handle the clan's needs while $clan.deputy.they recooperate$clan.deputy.s.
Another day, [[another adventure|clan_downtime_1]].
<<set $clan.deputy.status to "injured">>\
<<else>>
You pound on the ground as hard as you can, but the wolf is faster and stronger than you. The wolf howls and suddenly a geyser rushes up in front of you, stopping you in your tracks.
The wolf gets away, and with him, all hopes of finding the leader, deputy, and warriors who came out here.
You stand in silent shock before walking [[back to camp with no good information|clan_downtime_1]].
<</if>><<map "camp">>\
Standing near the camp entrance, you take a deep breath. Everything smells the same.
Glancing around, everything looking the same.
You know no other cats have lost their lives since $clan.leader.name went looking for trouble.
And even though there are more patrols now than ever, camp still doesn't feel safe.
You consider...
<<switch $player.role>>\
<<case "combat">>\
[[...training.|combat-full-downtime][$player.combat++]]
<<case "medicine">>\
[[...gathering herbs.|medicine-full-downtime][$player.medicine++]]
<<case "leader">>\
[[...speaking with the council and warriors.|leader-full-downtime][$player.leader++]]
<</switch>>\
[[...patrolling.|full-downtime-01][$player.combat++]]You walk around the <span id="forest-description"><<link "forest">><<replace "#forest-description">> forest, finding what you now know to be wolf prints<<map "forest">><</replace>><</link>></span>.
You make your way through the <span id="geysers-description"><<link "geyser fields">><<replace "#geysers-description">> geyser fields. They are in their perpetual state of dry, wet, and hot, untouched by the cursed that seems to have touched your clan. You watch as the geysers spout their fountains of water, and imagine they're made of tears. Even these geysers could not spout enough<<map "geysers">><</replace>><</link>></span>.
You round the <span id="lake-description"><<link "lake">><<replace "#lake-description">>lake, the same place where everything started, when $clan.deputy.name found you back when you were a kit. Back when you didn't know any better. You stare at yourself in the water, unsure if a ship that's changed its pieces at every crossroads is the same ship that docks in the end<<map "lake">><</replace>><</link>></span>.
And finally, you're back [[at camp|clan_event_1]].<<map "lake">>\
You find a smooth stone in the forest and extend your claws, sharpening them to a point. Joining a group of warriors, you train with them near the lake.
You square up against another warrior who is about your height, but a far sturdier stature.
<<if $player.combat > random(0,10)>>\
You manage to get a few swipes on them, however, and are delcared the victor of the round.
<<else>>\
You get pushed over easily, and decide that you probably need more training if you're ever going to face the wolves.
<</if>>\
Shaking the dust from your pelt, you [[head back to camp|clan_event_1]].<<map "forest">>\
You take some time to gather herbs from the forest, being careful to pick just the flowers and leaves to let the roots continue to grow.
As you gather, you find some tracks in the dirt that you know now must be wolf tracks. There are big sets that get dangerously close to the camp but turn away before reaching it, and smaller tracks that seem to wander off to different piles of leaves and bushes.
You quickly head back to [[the safety of camp|clan_event_1]].You quietly gather the council together, hoping to shine some light on the recent events, hoping there is news.
"Anything? Anything at all?" you ask.
<<switch $clan.leader.status>>
<<case "dead">>
"Well, $clan.leader.name is... gone," a $clan.warriors[4].name says. "And there's no changing that."
"There's nothing else we could've done," $clan.warriors[5].name sighs. "$player.name is doing $player.their best."
<<case "missing">>
"$clan.leader.name is still missing, and we <i>aren't permitted to go looking</i>," $clan.warriors[4].name hisses, their claws digging into the dirt.
"Yes, because it's not <i>productive</i>," $clan.warriors[5].name nods. "What good would it do us to looking where we don't even know someone is? While there are wolves?"
"All the good!" $clan.warriors[4].name shouts. "All the good, to find just one cat and bring $clan.leader.them back safe!"
<<default>>
<<if $clan.deputy.status is "injured">>
"$clan.leader.name is still badly injured, but healing, according to $clan.medicine.name," a $clan.warriors[4].name says.
<</if>>
<</switch>>
Everyone is silent for a moment before $clan.warriors[3].name offers, "I saw some wolf tracks today. Close to camp. Seemed new."
"Does anyone even know what they want?" you ask.
"It doesn't look like food, because if it was, we wouldn't be talking right now." $clan.warriors[3].name frowns. "Perhaps they need us alive for something?"
"Some kind of sick joke?" $clan.warriors[4].name spits.
$clan.warriors[3].name shakes $clan.warriors[3].their head. "I don't think so. Maybe we know something they don't?"
You decide to call the meeting there as the patrol brings in fresh prey for the prey pile. You look around, watching as others stand and stretch, realizing everyone's thinner than you thought they were. You walk outside, [[joining them for a meal|clan_event_1]].<<map "camp">>
In the center of camp, you glance around your clan. Time has taken its toll as you see skeletons of what used to be hearty warriors, apprentices, kits...
"Where has all the food gone?" you ask, almost rhetorically.
$clan.apprentices[2].name pipes up: "I bet those dogs are scaring all the prey away!"
"I bet you just can't catch anything," $clan.apprentices[3].name teases.
You nod slowly, and you see other cats in the clan have the same thought you do. Maybe the wolves <i>are</i> scaring the prey away.
Looking over, you see $clan.warriors[1].name's tail straighten in alert. Almost as one, the warriors who just came off patrol [[look at the camp entrance|clan_event_1-1]].Double-click this passage to edit it.Double-click this passage to edit it.Double-click this passage to edit it."I thought we lost them around the lake," $clan.warriors[1].name hisses.
"Thought you lost <i>who</i> around the lake?" you demand, stepping closer to $clan.warriors[1].them.
"We, uh-- we were <i>going</i> to tell you all," $clan.warriors[1].they sputters$clan.warriors[1].s out, "right after we finished the prey,,,"
The whole clan turns to see a pack of five wolves storm the camp entrance. They howl, and the kits and apprentices skitter into the kit den.
The wolves take a long look at the clan, and the warriors get into a fighting position.
<<if $player.role is "leader">>
You puff your chest, ready to protect your clan.
<<else>>
Looking around, you realize that without a leader, no one is sure who should step up right now. You decide for the clan that it should be you.
<</if>>
You pause just for a moment to consider what to say.
"[[What are you doing here?|clan_event_1-1-1]]"
"[[Where is our leader?|clan_event_1-1-2]]"
"[[You need to leave, now.|clan_event_1-1-3][$player.wolf--]]""What are you doing here?!" you demand, stepping ahead of the clan to face the wolves.
The alpha wolf looks down at you and glares for a moment. They turn to face another wolf, exchange a few words you don't know, and respond in a half-language you can barely understand:
"<span class="wolf-speak">🐺🐱</span>."
You and your clan are shocked into silence. "What... What did you say? I don't understand?"
"<span class="wolf-speak">🐺🐱, 🐺🐾🏕️. 🐺🐱,</span>" they respond.
You pause before asking something else, attempting to speak their language.
<span class="wolf-speak">"[[🐺?|clan_event_1-1-1-who-are-you]]"</span>
<span class="wolf-speak">"[[🐺🐾🏕️?|clan_event_1-1-1-why-come-here]]"</span>
<span class="wolf-speak">"[[🐺🐱?|clan_event_1-1-1-why-cats]]"</span>"Where is our leader?!" you demand, putting yourself between the clan and the wolves.
The alpha wolf looks down at you and glares for a moment. They turn to face another wolf, exchange a few words you don't know, and respond in a half-language you can barely understand:
"<span class="wolf-speak">🐱 🐺🏕️</span>."
You and your clan are shocked into silence. "What... What did you say? I don't understand?"
"<span class="wolf-speak">🐺🐱♨️, 🐺😿. 🐺😿🐾🐺🏕️,</span>" they respond.
You pause before asking something else, attempting to speak their language.
<span class="wolf-speak">"[[🐺?|clan_event_1-1-1-who-are-you]]"</span>
<span class="wolf-speak">"[[🐺🐾🏕️?|clan_event_1-1-1-why-come-here]]"</span>
<span class="wolf-speak">"[[♨️?|clan_event_1-1-2-geysers]]"</span>"You need to leave, now." you growl, stepping to the front of the clan.
The alpha wolf looks down at you and glares for a moment. They turn to face another wolf, exchange a few words you don't know, and respond in a half-language you can barely understand:
"<span class="wolf-speak">🐺🐱🐾</span>."
You and your clan are shocked into silence. "What... What did you say? I don't understand?"
"<span class="wolf-speak">🐺🐱, 🐺🐾🏕️... 🐺🐱🐾,</span>" they respond.
You pause before asking something else, attempting to speak their language.
<span class="wolf-speak">"[[🐺?|clan_event_1-1-1-who-are-you]]"</span>
<span class="wolf-speak">"[[🐺🐾🏕️?|clan_event_1-1-1-why-come-here]]"</span>
<span class="wolf-speak">"[[🐺🐱?|clan_event_1-1-1-why-cats]]"</span>"<span class="wolf-speak">🐺</span>?" you ask, still not really sure what you're asking.
The wolf seems confused, but not hostile. They respond in their language:
"<span class="wolf-speak">🐺... 🌕 🔊... 🦌, 🐇, 🐿️, 🐟... 🐺.</span>"
One of the other wolves interrupts what you can barely consider a conversation and [[picks up a warrior cat by the scruff|clan_event_1-2]]."<span class="wolf-speak">🐺🐾🏕️</span>?" you ask, still not really sure what you're asking.
The wolf seems confused, but not hostile. They respond in their language:
"<span class="wolf-speak">🐺💀, 🐺🐱... 🐺🐾🐱🌲🐾🐱🏕️. 🐺🐾🏕️.</span>"
One of the other wolves interrupts what you can barely consider a conversation and [[picks up a warrior cat by the scruff|clan_event_1-2]]."<span class="wolf-speak">🐺🐱</span>?" you ask, still not really sure what you're asking.
The wolf seems confused, but not hostile. They respond in their language:
"<span class="wolf-speak">🐺💀, 🐺❓... 🗺️,🌿-- 🐺💀... 🐺🐱.</span>"
One of the other wolves interrupts what you can barely consider a conversation and [[picks up a warrior cat by the scruff|clan_event_1-2]].Other warriors jump into action, pounding on the wolf that snatched one of their own. But the lack of food has deteriorated the cats of the clan far more than you thought.
They barely manage a yip before being tossed aside. The wolf holds the cat easily and motions to the rest of the pack to leave. The alpha takes one last look at you before [[bounding away after the rest of the wolves|clan-downtime-2]]."<span class="wolf-speak">♨️</span>?" you ask, still not really sure what you're asking.
The wolf seems confused, but not hostile. They respond in their language:
"<span class="wolf-speak">♨️.... 🌊🔥? ♨️?... 🏞️, 🌲, ♨️?... 🐺😿♨️?</span>"
One of the other wolves interrupts what you can barely consider a conversation and [[picks up a warrior cat by the scruff|clan_event_1-2]].<<map "camp">>\
A few days have passed since the wolves took a cat. Since then, there have been a few more encounters with wolves. Mostly close calls, and the medicine cat's apprentices have taken over a lot of the medicinal roles to help out, though they are definitely inexperienced. They get cilantro to a kit for a stomach bug... Even you know that should've been mint and lavender.
Regardless, you're glad that cats are taking up the roles needed of them for the betterment of the clan.
In your downtime, you consider...
<<switch $player.role>>\
<<case "combat">>\
[[...training.|combat-full-downtime-2][$player.combat++]]
<<case "medicine">>\
[[...gathering herbs.|medicine-full-downtime-2][$player.medicine++]]
<<case "leader">>\
[[...speaking with the council and warriors.|leader-full-downtime-2][$player.leader++]]
<</switch>>\
[[...patrolling.|full-downtime-01-2][$player.combat++;$player.wolf--]]<<map "lake">>\
You sharpen your claws on a nearby rock and head down to the lake where the warriors gather to train.
You square up against another warrior who is about your height, but a far sturdier stature.
<<if $player.combat > random(0,10)>>\
You manage to get a few swipes on them, however, and are delcared the victor of the round.
<<else>>\
You get pushed over easily, and decide that you probably need more training if you're ever going to face the wolves.
<</if>>\
Shaking the dust from your pelt, you [[head back to camp|clan_event_2]].<<map "forest">>\
You take a walk through the forest, keeping your ears perked for any sign of danger. The slightest rubbing of a branch makes your hairs raise, which you now realize is probably inevitable as you harvest herbs.
You make your trip short, even though you usually like to take your time making sure you don't pull herb roots. But right now, you'd rather be back at camp.
Just as you're about to leave, you spot what looks to be wolf silhouettes against the sunset, but [[you don't stick around to find out|clan_event_2]].You gather the council together. You don't even need to tell them why--the council already wanted to meet.
"What've we got?" you ask.
"I've been studying their language, or at least what I can remember of it," $clan.medicine.name says. "And I believe they speak more symbolically than us."
"Yeah, wow, really astute," $clan.warriors[4].name says sarcastically.
The council glares at $clan.warriors[4].them, and $clan.warriors[4].they glare$clan.warriors[4].s right back, but doesn't speak again.
"...As I was <i>saying</i>," $clan.medicine.name continues, "I think I've figured out their language a bit more. I believe 🐺 is them, the wolves, 🐱 is us-- you know, cats, clan, warriors... Basically 'you'. And 🐾 is tracking, 🏕️ is camp, 🌲 is the forest..."
"What about ♨️?" you ask.
"Geyser, I think," the medicine cat responds. "Because they mentioned it along with words I believe roughly translate to hot-water."
"What do they <i>literally</i> translate to?" $clan.warriors[4].name asks.
"...Ouchie-no-touch-bad-water? From what I gathered?"
"Any idea what they want us for? Why did they come?" you ask.
"Well, when you spoke to them, they said something to the extent of '🐺🐱'. Which I believe means, 'We need you.'"
There's a moment of silence that stretches for minutes, maybe even hours, as the council thinks this new information over. You dismiss the council, and [[continue thinking about it yourself as you fall asleep tonight|clan_event_2]].You walk around the <span id="forest-description"><<link "forest">><<replace "#forest-description">> forest, finding more wolf prints from the other day, leading right up to the camp. How come you didn't hear them coming?<<map "forest">><</replace>><</link>></span>.
You make your way through the <span id="geysers-description"><<link "geyser fields">><<replace "#geysers-description">> geyser fields. They give you no new information, as the ground is as dry and hard as ever. Even when you pound the ground, you barely make an indent. Getting close to the water, you nearly burn fur. You quickly pull away from the mouth of the geyser<<map "geysers">><</replace>><</link>></span>.
You round the <span id="lake-description"><<link "lake">><<replace "#lake-description">>lake, the same place where everything started, when $clan.deputy.name found you back when you were a kit. Back when things were easier, $clan.leader.name was safe, and camp felt like home. Now it just feels like... a fight waiting to happen. You take a pensive moment to look at your reflection<<map "lake">><</replace>><</link>></span>.
What did those wolves want? And was their language?
You end up back [[at camp|clan_event_2]].<<map "camp">>\
The next day, you wake up earlier than normal. The sun is considering rising soon, but hasn't hit the horizon yet.
You can see in the blue haze of the morning that there's no prey left to eat.
Padding around camp, you glance and see all the other cats sleeping near their loved ones, huddling for heat because their pelts are no longer enough.
Wandering around, [[you sniff something gut-wrenchingly familiar|clan_event_2-1]].<<map "forest">>\
You follow the smell into the forest, leading to the well-known wolf tracks. The scent seems stronger here, and as you follow the tracks, you realize you've wandered farther from camp than you ever have before.
You barely recognize your surroundings, but you nevertheless continue following the scent.
Both the smell and pawprints vanish over large boulders that [[open up into a cavern|clan_event_2-2]]."...$clan.leader.name?" you whisper, hestiant to get any closer to the den.
When you don't hear anything back, you debate whether to...
[[...go into the den.|clan_event_2-2-den]]
[[...head back to the safety of camp.|clan_event_2-2-camp]]Entering the wolf den, you realize it's dead silent because there's barely anything alive here.
You look around the space and see large swathes of fur, barely breathing in and out, and messes of some red substance all over the stones. The wolves whimper when you get close and attempt to nip at your paws. But you both know they aren't going to do any real damage.
"$clan.leader.name?" you call louder, going further back.
The name echoes around you, but you finally hear a response: "<<print "[[" + $player.name + "?|clan_event_2-2-den-response]]">>"As you turn back to camp, you hear soft padding in the cave.
You wait just a moment and see $clan.leader.name and the other cat [[barely making it out of the den|clan_event_2-2-camp-leader]].
"Yes!" you practically yell, bounding back to find $clan.leader.name sprawled on the floor, an almost unidentifiable pile of bones and fur.
"What... what happened?" you ask, licking $clan.leader.their fur clean.
"They... wanted help... that I couldn't give. And they just... couldn't understand that."
"Help? With what?"
"They're all... they're all sick. And they thought I had the answers. But I'm... I'm not a medicine cat. And neither is the other cat they brought."
"Where's the other?"
"I think the wolves put them further back in the cave... if you help me up, I could help you find them."
"All right then, quickly. Let's get you both [[back to camp|clan_event_2-3]]."<<map "camp">>\
Back at camp, you make sure $clan.leader.name and the other cat get the help they need from the medicine cats.
Meanwhile, $clan.warriors[4].name stops you as you leave the medicine den. "$player.name," they say gruffly. "I think you need to [[come with me|clan_event_2-4]].""$clan.leader.name!" you shout. $clan.leader.They wince at the sudden noise, and hiss at you to stay quiet.
"If they knew you helped me leave, they wouldn't let either of us go. We should leave. Now."
"But what did they want? Why did they come to camp?"
"They're all... they're all sick. And they thought I had the answers. And when I didn't, they thought that other cat might... But no. Neither of us do."
"I know that," you nudge $clan.leader.them. "All right. Let's get you both [[back to camp|clan_event_2-3]]."<<map "lake">>\
Walking alongside $clan.warriors[4].name, neither of you say anything. At the edge of the river, $clan.warriors[4].they nod$clan.warriors[4].s towards the same alpha wolf sitting on the other bank.
The wolf is alone, and sitting with their tail curled around their paws. They don't look nearly as threatening as they did before.
"<span class="wolf-speak">🐺🐱,</span>" they say in that strange tongue of theirs.
<<if visited("leader-full-downtime-2")>>
"I know, you need our help," you sigh.
You consider what to say:
"We won't help you.\\<span class="wolf-speak">[[⛔🐱🐺|clan_event_2-4-no-help][$player.wolf--]]</span>"
"...We'll help.\\<span class="wolf-speak">[[🐱🐺|clan_event_2-4-help][$player.wolf++]]</span>"
<<else>>
"I... still don't really understand," you sigh.
"They want to talk, without the threat of the other wolves, I think," $clan.warriors[4].name says. "But I'm no expert on whatever it is they're saying."
You consider what to say, unsure of what it means:
"<span class="wolf-speak">[[⛔🐱🐺|clan_event_2-4-no-help][$player.wolf--]]</span>"
"<span class="wolf-speak">[[🐱🐺|clan_event_2-4-help][$player.wolf++]]</span>"
<</if>>
<<if visited("leader-full-downtime-2")>>
"We'll help.\\<span class="wolf-speak">🐱🐺</span>" You nod, looking to $clan.warriors[4].name for affimation. $clan.warriors[4].they shrug$clan.warriors[4].s, clearly still confused by the conversation.
<<else>>
"<span class="wolf-speak">🐱🐺</span>," You nod, looking to $clan.warriors[4].name for affimation. $clan.warriors[4].they shrug$clan.warriors[4].s, clearly still confused by the conversation.
<</if>>
<<if $player.wolf >= 2>> <!-- wolves cooperate, get better -->
<<if visited("leader-full-downtime-2")>>
"<span class="wolf-speak">🐺💀</span>\\Wolves are dying," the wolf says. "<span class="wolf-speak">⛔🐺💀🐺, 😼</span>\\We do not know the cure. We have heard you know the cure."
"<span class="wolf-speak">😼</span>\\We do," you nod, "<span class="wolf-speak">😼🌿🐺 ⛔💀</span>\\ or [[at least our medicine cat can help out the wolves so they don't die|ending-success]]."
<<else>>
"<span class="wolf-speak">🐺💀</span>," the wolf says. "<span class="wolf-speak">⛔🐺💀🐺, 😼</span>."
"<span class="wolf-speak">😼</span>," you respond awkwardly. "<span class="wolf-speak">😼🌿🐺</span>..? <span class="wolf-speak">[[⛔💀?|ending-success]]</span>."
<</if>>
<<else>> <!-- wolves do not cooperate, you've been hostile -->
<<if visited("leader-full-downtime-2")>>
"<span class="wolf-speak">🐺💀</span>\\Wolves are dying," the wolf says. "<span class="wolf-speak">⛔🐺💀🐺, 😼</span>\\We do not know the cure. We have heard you know the cure."
"<span class="wolf-speak">😼</span>\\We do," you nod, "<span class="wolf-speak">😼🌿🐺 ⛔💀</span>\\or at least our medicine cat can help out the wolves so they don't die."
"<span class="wolf-speak">⛔😼🌿🐺</span>\\I do not think that is an option anymore. <span class="wolf-speak">😼😡, 🐺🦴. 🐺😼🌊</span>\\You have been hostile, and so we resorted to drastic measures. [[As we must do now, even across this river|ending-fail]]," the wolf says.
<<else>>
"<span class="wolf-speak">🐺💀</span>," the wolf says. "<span class="wolf-speak">⛔🐺💀🐺, 😼</span>."
"<span class="wolf-speak">😼</span>," you say awkwardly, "<span class="wolf-speak">😼🌿🐺 ⛔💀</span>?"
"<span class="wolf-speak">⛔😼🌿🐺. 😼😡, 🐺🦴. 🐺😼🌊</span>," the wolf says, [[standing up across the river|ending-fail]].
<</if>>
<</if>><<if visited("leader-full-downtime-2")>>
"We won't help you.//<span class="wolf-speak">⛔🐱🐺</span>," you say, shaking your head.
"<span class="wolf-speak">🐺🐱</span>//We need you," the wolf repeats. "<span class="wolf-speak">🐺🤢💀</span>//or else our people will get sick and die like they have been. <span class="wolf-speak">⛔⛔🐱</span>//No matter that you won't help. <span class="wolf-speak">⛔🐺💀🐺</span>//We don't know the cure, <span class="wolf-speak">🐱</span>//but we know you do. <span class="wolf-speak">🐺</span>//So we'll do what we have to, <span class="wolf-speak">🐺🐾🏕️</span>//go to your camp, <span class="wolf-speak">🐺</span>//and find the cure ourselves," the wolf says, [[standing up on the other side of the river|ending-fail]].
<<else>>
"<span class="wolf-speak">⛔🐱🐺</span>," you say, shaking your head, still unsure what you're saying.
"<span class="wolf-speak">🐺🐱</span>," the wolf repeats. "<span class="wolf-speak">🐺🤢💀. ⛔⛔🐱. ⛔🐺💀🐺. 🐱, 🐺, 🐺🐾🏕️, 🐺,</span>" the wolf says, [[standing up on the other side of the river|ending-fail]].
<</if>><<map "camp">>\
You stand up as the wolf stands on the other side of the bank. They hop easily over the water, and although they're weak, you can tell they've at least been eating.
You cautiously lead them back to camp, and call for the medicine cats. "They want help-- this one, at least, comes in peace."
The medicine cats nod, and [[talk with the wolf|ending-success-2]].<<map "camp">>\
The wolf stands on the opposite bank and leaps over the river easily.
They quickly outpace you, running towards the $clan.name camp. [[You trail behind them|ending-fail-2]], even at your fastest pace.After many days and weeks of ferrying herbs and resources from the $clan.name camp to the wolf's den in the forest, the pack eventually regains their strength.
There is a quiet harmony between the wolves and cats, as the wolves realize the cats have more knowledge than they do of the land, while the wolves can gain more ground and protect the camp far easier.
Because of this symbiotic relationship, the wolves have moved into a cavern closer to the camp, and the cats have started to take on pups as apprentices.
After many moons, you pause for a moment. "$clan.medicine.name, did we ever find out what was wrong with the wolves?"
"I... think they just ate too many tomatoes and tomato vines," $clan.medicine.name says. "An easy cure-- just don't eat them."
[[Fin.]]Thanks for playing CombatFelines!
Made in Twine.
Story: Miles Cumiskey, Nina Navazio, Ciomara Valentine
Art: Miles, Ciomara
Programming: Nina
Audio: Meaghanne McBride (feat. Ciomara, Emily Zbyszynski)
<span class="wolf-speak">Made with 💗 from quarantine</span>
🍅
<div class="instruction">
To replay, use the 'RESTART' button to the left, or close the tab and open it again.
</div>
...It has since been many weeks since the wolf carried off all the medicine cats they could find. You've been unsure how to protect your borders, and have resorted to keeping all cats in the camp at all times with patrols just around the camp wall.
Though, it's truly no way to live. After a few too many moons to count, $clan.medicine.name washes up on the riverbank where you spoke with the alpha wolf.
$clan.medicine.They tell$clan.medicine.s stories of the wolves and their sickness; how neither cat nor wolf could understand the other, which only led to frustration. All the medicine cats were allowed to eat was tomatoes and the green stems, which any half-decent cat knows not to.
$clan.medicine.name says the other medicine cats are on their way back, and sure enough a few days later they do return. They tell similar stories, unsure how wolves could be so foolish as to snack on tomatoes. The clan agrees, silently and unanimously, to never speak of the tomato incident again.
[[Fin.]]<style>
.tile1, .tile2, .tile3, .tile4, .tile5, .tile6, .tile7, .tile8, .tile9 {
display: table-cell;
width: 120px;
height: 120px;
border: 1px solid white;
background: url("assets/minigames/map-second.png");
cursor: pointer;
margin: 0;
padding: 0;
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.tile1 {background-position: left top;}
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.tile7 {background-position: left bottom;}
.tile8 {background-position: center bottom;}
.tile9 {background: white; cursor: default;}
#sliding-puzz{
margin: 5px;
}
</style>\
"Think you could help me out?" $clan.warriors[$mentorIndex].name asks. "Just trying to put together this map..."
<span id="combat-training-correct">"[[I got it!!! I GOT IT!|apprentice-training-01-combat-correct][$player.combat to $player.combat + 2;]]"</span>\
<span id="combat-training-correct-kinda">"[[It's basically done?|apprentice-training-01-combat-correct]]"</span>\
"[[I can't solve it right now.|apprentice-training-01-combat-incorrect]]"
<div class="instruction" id="sliding-puzz">
<!-- Sliding Puzzle by 101Computing - www.101computing.net/sliding-puzzle/-->
<center><div id="table" style="display: table;">
<div id="row1" style="display: table-row;">
<div id="cell11" class="tile1" onClick="clickTile(1,1);"></div>
<div id="cell12" class="tile2" onClick="clickTile(1,2);"></div>
<div id="cell13" class="tile3" onClick="clickTile(1,3);"></div>
</div>
<div id="row2" style="display: table-row;">
<div id="cell21" class="tile4" onClick="clickTile(2,1);"></div>
<div id="cell22" class="tile5" onClick="clickTile(2,2);"></div>
<div id="cell23" class="tile6" onClick="clickTile(2,3);"></div>
</div>
<div id="row3" style="display: table-row;">
<div id="cell31" class="tile7" onClick="clickTile(3,1);"></div>
<div id="cell32" class="tile8" onClick="clickTile(3,2);"></div>
<div id="cell33" class="tile9" onClick="clickTile(3,3);"></div>
</div>
</div>
<button onClick="shuffle();">Unsolvable or stuck? Reshuffle here!</button>
</center>
</div>
<script>
//SLIDING PUZZLE FROM : https://www.101computing.net/sliding-puzzle/
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shuffle();
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var closeEnoughSpan = document.getElementById("combat-training-correct-kinda");
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function swapTiles(cell1,cell2) {
var temp = document.getElementById(cell1).className;
document.getElementById(cell1).className = document.getElementById(cell2).className;
document.getElementById(cell2).className = temp;
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function shuffle() {
//Use nested loops to access each cell of the 3x3 grid
for (var row=1;row<=3;row++) { //For each row of the 3x3 grid
for (var column=1;column<=3;column++) { //For each column in this row
var row2=Math.floor(Math.random()*3 + 1); //Pick a random row from 1 to 3
var column2=Math.floor(Math.random()*3 + 1); //Pick a random column from 1 to 3
swapTiles("cell"+row+column,"cell"+row2+column2); //Swap the look & feel of both cells
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function clickTile(row,column) {
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var tile = cell.className;
console.log("ROW(" + row + ") | COL(" + column+ ") | " +cell.className);
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if ( document.getElementById("cell"+row+(column+1)).className=="tile9") {
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return;
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if ( document.getElementById("cell"+row+(column-1)).className=="tile9") {
swapTiles("cell"+row+column,"cell"+row+(column-1));
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//Checking if white tile is above
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if ( document.getElementById("cell"+(row-1)+column).className=="tile9") {
swapTiles("cell"+row+column,"cell"+(row-1)+column);
checkTiles();
return;
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//Checking if white tile is below
if (row<3) {
if ( document.getElementById("cell"+(row+1)+column).className=="tile9") {
swapTiles("cell"+row+column,"cell"+(row+1)+column);
checkTiles();
return;
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function checkTiles(){
var correct = 0;
var index = 1;
for(var row = 1; row <= 3; row++){
for(var column = 1; column <= 3; column++) {
if( document.getElementById('cell' + row + column).className == "tile"+index){
console.log("[TILE PUZZLE] Checking: " + "tile" + index + " in " + 'cell' + row + column);
correct++;
}
index++;
}
}
console.log("[TILE PUZZLE] Finished. Correct: " + correct);
if(correct>=6){
closeEnoughSpan.style.display = "block";
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if(correct >=8){
closeEnoughSpan.style.display = "none";
correctSpan.style.display = "block";
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</script>