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</div><<if $gameStart is true>><span class="title"><!--<a href="https://mousetrap-if.tumblr.com/" target="_blank">Mousetrap</a>-->Mousetrap</span>
<span class="author">by <a href="https://gamesbyalbie.tumblr.com/" target="_blank">albie</a></span><<else>><</if>><<nobr>>
<!--<<if $profileMenu is true>>--><li>[[you]]</li><!--<<else>><</if>>-->
<!--<<if $castMenu is true>>--><li>[[them]]</li><!--<<else>><</if>>-->
<<if $factsMenu is true>><li>[[facts]]</li><<else>><li><<link"???">><</link>></li><</if>>
<</nobr>><<set $gameStart = true>>
<<ctp "1-1" t8n 1.5s>>
<<fadein 1.4s 0.4s>> Nothing.<!--
<<link "Skip - Fire Dream" "1-2-1">><<set $caveDream = "fire">><</link>>
<<link "Skip - Cave Dream" "1-2-1">><<set $caveDream = "descent">><</link>>
<<link "Skip - Run Dream" "1-2-1">><<set $caveDream = "escape">><</link>>
<<link "Skip - Puppet Dream" "1-2-1">><<set $caveDream = "others">><</link>>-->
<<link '<span class="lnr lnr-chevron-right-circle"></span>'>><<ctpAdvance "1-1">><</link>> <</fadein>>
<<ctpNext t8n 500ms clear>>
You feel absolutely nothing.
<<link '<span class="lnr lnr-chevron-right-circle"></span>'>><<ctpAdvance "1-1">><</link>>
<<ctpNext t8n 500ms clear>>
Darkness is all there is. Surrounding you. Comforting you. Wrapping you in a warm embrace. Soothing your weary bones.
<<link '<span class="lnr lnr-chevron-right-circle"></span>'>><<ctpAdvance "1-1">><</link>>
<<ctpNext t8n 500ms clear>>
This<<fadein 0.5s>>.<</fadein>><<fadein 0.75s>>.<</fadein>><<fadein 1s>>.<</fadein>> This is all you want. All you //need.//
<<link '<span class="lnr lnr-chevron-right-circle"></span>'>><<ctpAdvance "1-1">><</link>>
<<ctpNext t8n 500ms clear>>
The last thing you want is to leave this place.
<<link '<span class="lnr lnr-chevron-right-circle"></span>'>><<ctpAdvance "1-1">><</link>>
<<ctpNext t8n 850ms clear>>
... but you feel yourself falling.
<<link '<span class="lnr lnr-chevron-right-circle"></span>'>><<ctpAdvance "1-1">><</link>>
<<ctpNext t8n 500ms clear>>
Not in a frightening way. This fall feels peaceful, almost natural.
<<link '<span class="lnr lnr-chevron-right-circle"></span>'>><<ctpAdvance "1-1">><</link>>
<<ctpNext t8n 400ms clear>>
It's not what you want, but it's not //un//welcome.
<<link '<span class="lnr lnr-chevron-right-circle"></span>'>><<ctpAdvance "1-1">><</link>>
<<ctpNext t8n 500ms clear>>
Just a slow descent into something... Something else.
<<link '<span class="lnr lnr-chevron-right-circle"></span>'>><<ctpAdvance "1-1">><</link>>
<<ctpNext t8n 500ms clear>>
You aren't sure where you're falling yet, but you can see it.
<<link '<span class="lnr lnr-chevron-right-circle"></span>'>><<ctpAdvance "1-1">><</link>>
<<ctpNext t8n 400ms clear>>
Some distance below you lies a small, amber glow. A pulsing light that grows bigger. And bigger. And bigger<<fadein 1s>>.<</fadein>><<fadein 1.35s>>.<</fadein>><<fadein 1.7s>>.<</fadein>>
<<link '<span class="lnr lnr-chevron-right-circle"></span>'>><<ctpAdvance "1-1">><</link>>
<<ctpNext t8n 400ms clear>>
Until finally, it's not a glow. It's <<if $firePhobia isnot true>>a fire, <</if>>a small <<if $firePhobia>>gently burning <</if>>fire<<if $firePhobia isnot true>> burning<</if>> at the back of a cave.
<<link '<span class="lnr lnr-chevron-right-circle"></span>'>><<ctpAdvance "1-1">><</link>>
<<ctpNext t8n 600ms clear>>
And it's not alone.
<<link '<span class="lnr lnr-chevron-right-circle"></span>'>><<ctpAdvance "1-1">><</link>>
<<ctpNext t8n 400ms clear>>
Four figures are sitting with their backs turned to the <<if $firePhobia isnot true>>fire<<else>>soft glow<</if>>, laughing.
<<link '<span class="lnr lnr-chevron-right-circle"></span>'>><<ctpAdvance "1-1">><</link>>
<<ctpNext t8n 400ms clear>>
They watch flickering shadows cast by the <<if $firePhobia isnot true>>fire<</if>>light dance across the cave's walls.
<<link '<span class="lnr lnr-chevron-right-circle"></span>'>><<ctpAdvance "1-1">><</link>>
<<ctpNext t8n 500ms clear>>
You land softly and your shadow joins the dark puppet show.
<<link '<span class="lnr lnr-chevron-right-circle"></span>'>><<ctpAdvance "1-1">><</link>>
<<ctpNext t8n 500ms clear>>
You're between the figures and the <<if $firePhobia>>camp<</if>>fire, standing on a path that leads two ways. One direction heads deeper into the Earth, the other slopes up towards the surface.
<<link '<span class="lnr lnr-chevron-right-circle"></span>' '1-1 CHOICE'>><</link>>
<</ctp>><!-- AUDIO FILES -->
<!-- MUSIC -->
<!--Devtrap-->
<<cacheaudio "mainTheme" "Mousetrap/aud/Where_My_Home_Is.wav">>
<!--Darren Curtis-->
<<cacheaudio "buzzOnTheme" "Mousetrap/aud/Caverns _Of_Madness_MP3.mp3">>
<<cacheaudio "pirateTheme" "Mousetrap/aud/Lurking_Evil_MP3.mp3">>
<<cacheaudio "circusTheme" "Mousetrap/aud/Come_Out_And_Play_MP3.mp3">>
<<cacheaudio "poohTheme" "Mousetrap/aud/Bad_Dreams_MP3.mp3">>
<<cacheaudio "castleTheme" "Mousetrap/aud/Maleficent_Mysticism_MP3.mp3">>
<<cacheaudio "spookyMansion" "Mousetrap/aud/The_House_in_the_Middle_of_Nowhere_MP3.mp3">>
<<cacheaudio "ultEvil" "Mousetrap/aud/Ultimate_Evil_MP3.mp3">>
<!--Tungerman-->
<<cacheaudio "endTheme" "Mousetrap/aud/2. Survivor's Lament.mp3">>
<<cacheaudio "asTheme" "Mousetrap/aud/1. Visions of Innocence.mp3">>
<<cacheaudio "sadATheme" "Mousetrap/aud/9. Unfamiliar Words.mp3">>
<<cacheaudio "maxsTheme" "Mousetrap/aud/6. Fragile Heart.mp3">>
<<cacheaudio "sadMaxTheme" "Mousetrap/aud/3. Acceptance.mp3">>
<<cacheaudio "emsTheme" "Mousetrap/aud/7. Searching for Answers.mp3">>
<<cacheaudio "sadEmTheme" "Mousetrap/aud/5. Floating in Time.mp3">>
<<cacheaudio "jovysTheme" "Mousetrap/aud/8. Melody of the Soul.mp3">>
<<cacheaudio "sadJoTheme" "Mousetrap/aud/4. A Moment of Silence.mp3">>
<!--Diablo Luna-->
<<cacheaudio "tunnelStalker" "Mousetrap/aud/00 - zombie behind.mp3">>
<<cacheaudio "riverCruise" "Mousetrap/aud/03 - ekko.mp3">>
<!--Void1-->
<<cacheaudio "psychoNear" "Mousetrap/aud/3. Psycho Stance.wav">>
<<cacheaudio "buzzOffTheme" "Mousetrap/aud/11. Hide 'n' Seek.wav">>
<!--MakotoHiramatsu-->
<<cacheaudio "lostLoop" "Mousetrap/aud/Lost(loop).mp3">>
<<cacheaudio "aloneLoop" "Mousetrap/aud/Alone(loop).mp3">>
<<cacheaudio "echoLoop" "Mousetrap/aud/Echo(loop).mp3">>
<<cacheaudio "roomLoop" "Mousetrap/aud/Room(loop).mp3">>
<<cacheaudio "starAmbient" "Mousetrap/aud/Stars.mp3">>
<!-- SOUND EFFECTS (from Freesound.org) -->
<!-- Klankbeeld -->
<<cacheaudio "rainyRoomTone" "Mousetrap/aud/sfx/172307__klankbeeld__room-tone-windy-house-121220-00.wav">>
<!--Stevious42-->
<<cacheaudio "busTone" "Mousetrap/aud/sfx/259647__stevious42__inside-moving-bus.wav">>
<!--eRobb4-->
<<cacheaudio "rainBusTone" "Mousetrap/aud/sfx/344463__erobb4__soft-rain-on-car-windshield.wav">>
<!--barkenov-->
<<cacheaudio "heavyRain1" "Mousetrap/aud/sfx/255900__barkenov__hard-rain.wav">>
<!--vacuumfan7072-->
<<cacheaudio "busBrake" "Mousetrap/aud/sfx/422442__vacuumfan7072__jbrake-sim-96k.wav">>
<!--writeyournamehere-->
<<cacheaudio "pirateShip" "Mousetrap/aud/sfx/486871__writeyournamehere__pirate-ship-ambiance.wav">>
<!--inuetc-->
<<cacheaudio "heavyRain2" "Mousetrap/aud/sfx/507902__inuetc__heavy-rain-sound-inu-etc.mp3">>
<!--bashrambali-->
<<cacheaudio "heavyWind" "Mousetrap/aud/sfx/448196__bashrambali__wind-and-rain-in-iceland-48khz-ms.wav">>
<!--ani_music-->
<<cacheaudio "chainDrag" "Mousetrap/aud/sfx/167914__ani-music__steel-chain-dragged-shower-reverb.wav">>
<!--InspectorJ ["Rain, Moderate, C.wav" by InspectorJ (www.jshaw.co.uk) of Freesound.org]-->
<<cacheaudio "heavyRain3" "Mousetrap/aud/sfx/401275__inspectorj__rain-moderate-c.wav">>
<!--mmutua-->
<<cacheaudio "bigFire" "Mousetrap/aud/sfx/542157__mmutua__fire.wav">>
<!--barrygusey-->
<<cacheaudio "caveFire" "Mousetrap/aud/sfx/134907__barrygusey__cave-fire.wav">>
<<masteraudio muteonhide>>
<!-- PLAYER STATS -->
<<set $str = 5>>
<<set $agi = 5>>
<<set $ste = 5>>
<<set $aro = false>>
<<set $ace = false>>
<<set $tAv = false>>
<<set $strike = 0>>
<!-- PLAYER INFO -->
<<set $health = 10>>
<<set $sanity = 100>>
<!-- COMPANIONS -->
<<set $aApprove = 70>>
<<set $aAlive = true>>
<<set $aFlirt = 0>>
<<set $aHealth = 10>>
<<set $aSanity = 10>>
<<set $aUnlock = false>>
<<set $aSoulmate = false>>
<<set $aStrike = 0>>
<<set $eApprove = 50>>
<<set $eAlive = true>>
<<set $eFlirt = 0>>
<<set $eHealth = 10>>
<<set $eSanity = 10>>
<<set $eUnlock = false>>
<<set $eName = false>>
<<set $eStrike = 0>>
<<set $jApprove = 50>>
<<set $jAlive = true>>
<<set $jFlirt = 0>>
<<set $jHealth = 10>>
<<set $jSanity = 10>>
<<set $jUnlock = false>>
<<set $jName = false>>
<<set $jStrike = 0>>
<<set $mApprove = 50>>
<<set $mAlive = true>>
<<set $mFlirt = 0>>
<<set $mHealth = 10>>
<<set $mSanity = 10>>
<<set $mUnlock = false>>
<<set $mCrush = false>>
<<set $mName = false>>
<<set $mStrike = 0>>
<<set $mMedReveal = false>>
<!-- FOR PRONOUNS -->
<<set $roGenders = ["nonbinary", "female", "male", "genderqueer", "pangender", "fluid", "agender", "neutrois"]>>
<<set $ro_they = ["they", "she", "he", "xe", "ey"]>>
<<set $ro_They = ["They", "She", "He", "Xe", "Ey"]>>
<<set $ro_them = ["them", "her", "him", "xem", "em"]>>
<<set $ro_Them = ["Them", "Her", "Him", "Xem", "Em"]>>
<<set $ro_their = ["their", "her", "his", "xyr", "eir"]>>
<<set $ro_Their = ["Their", "Her", "His", "Xyr", "Eir"]>>
<<set $ro_theirs = ["theirs", "hers", "his", "xyrs", "eirs"]>>
<<set $ro_Theirs = ["Theirs", "Hers", "His", "Xyrs", "Eirs"]>>
<<set $ro_themself = ["themself", "herself", "himself", "xemself", "emself"]>>
<<set $ro_Themself = ["Themself", "Herself", "Himself", "xemself", "Emself"]>>
<<set $ro_theyre = ["they're", "she's", "he's", "xe's", "ey's"]>>
<<set $ro_Theyre = ["They're", "She's", "He's", "Xe's", "Ey's"]>>
<<set $ro_theyve = ["they've", "she's", "he's", "xe's", "ey's"]>>
<<set $ro_Theyve = ["They've", "She's", "He's", "Xe's", "Ey's"]>>
<<set $roPerson = ["person", "woman", "man"]>>
<<set $roPeople = ["people", "women", "men"]>>
<<set $roKid = ["kid", "girl", "boy"]>>
<<set $roKids = ["kids", "girls", "boys"]>>
<<set $roApp = ["andro", "fem", "masc"]>>
<<set $roAppearance = ["androgynous", "feminine", "masculine"]>>/* FOR MC */
<<widget "are">><<switch $mc_vbP>><<case true>>are<<case false>>is<</switch>><</widget>>
<<widget "were">><<switch $mc_vbP>><<case true>>were<<case false>>was<</switch>><</widget>>
<<widget "s">><<switch $mc_vbP>><<case true>><<case false>>s<</switch>><</widget>>
<<widget "do">><<switch $mc_vbP>><<case true>>do<<case false>>does<</switch>><</widget>>
<<widget "have">><<switch $mc_vbP>><<case true>>have<<case false>>has<</switch>><</widget>>
<<widget "re">><<switch $mc_vbP>><<case true>>'re<<case false>>'s<</switch>><</widget>>
<<widget "mcTheyThem">><<set $they = $ro_they[0]>><<set $them = $ro_them[0]>><<set $their = $ro_their[0]>><<set $theirs = $ro_theirs[0]>><<set $themself = $ro_themself[0]>><<set $They = $ro_They[0]>><<set $Them = $ro_Them[0]>><<set $Their = $ro_Their[0]>><<set $Theirs = $ro_Theirs[0]>><<set $Themself = $ro_Themself[0]>><<set $theyre = $ro_theyre[0]>><<set $Theyre = $ro_Theyre[0]>><<set $theyve = $ro_theyve[0]>><<set $Theyve = $ro_Theyve[0]>><<set $mc_vbP = true>><</widget>>
<<widget "mcSheHer">><<set $they = $ro_they[1]>><<set $them = $ro_them[1]>><<set $their = $ro_their[1]>><<set $theirs = $ro_theirs[1]>><<set $themself = $ro_themself[1]>><<set $They = $ro_They[1]>><<set $Them = $ro_Them[1]>><<set $Their = $ro_Their[1]>><<set $Theirs = $ro_Theirs[1]>><<set $Themself = $ro_Themself[1]>><<set $theyre = $ro_theyre[1]>><<set $Theyre = $ro_Theyre[1]>><<set $theyve = $ro_theyve[1]>><<set $Theyve = $ro_Theyve[1]>><<set $mc_vbP = false>><</widget>>
<<widget "mcHeHim">><<set $they = $ro_they[2]>><<set $them = $ro_them[2]>><<set $their = $ro_their[2]>><<set $theirs = $ro_theirs[2]>><<set $themself = $ro_themself[2]>><<set $They = $ro_They[2]>><<set $Them = $ro_Them[2]>><<set $Their = $ro_Their[2]>><<set $Theirs = $ro_Theirs[2]>><<set $Themself = $ro_Themself[2]>><<set $theyre = $ro_theyre[2]>><<set $Theyre = $ro_Theyre[2]>><<set $theyve = $ro_theyve[2]>><<set $Theyve = $ro_Theyve[2]>><<set $mc_vbP = false>><</widget>>
<<widget "mcXeXem">><<set $they = $ro_they[3]>><<set $them = $ro_them[3]>><<set $their = $ro_their[3]>><<set $theirs = $ro_theirs[3]>><<set $themself = $ro_themself[3]>><<set $They = $ro_They[3]>><<set $Them = $ro_Them[3]>><<set $Their = $ro_Their[3]>><<set $Theirs = $ro_Theirs[3]>><<set $Themself = $ro_Themself[3]>><<set $theyre = $ro_theyre[3]>><<set $Theyre = $ro_Theyre[3]>><<set $theyve = $ro_theyve[3]>><<set $Theyve = $ro_Theyve[3]>><<set $mc_vbP = false>><</widget>>
<<widget "mcEyEm">><<set $they = $ro_they[4]>><<set $them = $ro_them[4]>><<set $their = $ro_their[4]>><<set $theirs = $ro_theirs[4]>><<set $themself = $ro_themself[4]>><<set $They = $ro_They[4]>><<set $Them = $ro_Them[4]>><<set $Their = $ro_Their[4]>><<set $Theirs = $ro_Theirs[4]>><<set $Themself = $ro_Themself[4]>><<set $theyre = $ro_theyre[4]>><<set $Theyre = $ro_Theyre[4]>><<set $theyve = $ro_theyve[4]>><<set $Theyve = $ro_Theyve[4]>><<set $mc_vbP = false>><</widget>>
<<widget "mcNonbinary">><<set $gender = "nonbinary">><<set $gen = "nb">><<set $person = $roPerson[0]>><<set $people = $roPeople[0]>><<set $kid = $roKid[0]>><<set $kids = $roKids[0]>><</widget>>
<<widget "mcFemale">><<set $gender = "female">><<set $gen = "f">><<set $person = $roPerson[1]>><<set $people = $roPeople[1]>><<set $kid = $roKid[1]>><<set $kids = $roKids[1]>><</widget>>
<<widget "mcMale">><<set $gender = "male">><<set $gen = "m">><<set $person = $roPerson[2]>><<set $people = $roPeople[2]>><<set $kid = $roKid[2]>><<set $kids = $roKids[2]>><</widget>>
<<widget "mcAndrogynous">><<set $app = "andro">><<set $appearance = "androgynous">><</widget>>
<<widget "mcFeminine">><<set $app = "fem">><<set $appearance = "feminine">><</widget>>
<<widget "mcMasculine">><<set $app = "masc">><<set $appearance = "masculine">><</widget>>
<!-- FOR ALARIC -->
<<widget "alaric">><<set $a_vbP = false>><<set $aGender = "male">><<set $aGen = "m">><<set $Alaric = "Alaric">><<set $Al = "Al">><<set $a_he = $ro_they[2]>><<set $a_him = $ro_them[2]>><<set $a_his_ = $ro_their[2]>><<set $a_his = $ro_theirs[2]>><<set $a_himself = $ro_themself[2]>><<set $a_He = $ro_They[2]>><<set $a_Him = $ro_Them[2]>><<set $a_His_ = $ro_Their[2]>><<set $a_His = $ro_Theirs[2]>><<set $a_Himself = $ro_Themself[2]>><<set $a_here = $ro_theyre[2]>><<set $a_Here = $ro_Theyre[2]>><<set $a_heve = $ro_theyve[2]>><<set $a_Heve = $ro_Theyve[2]>><<set $aMan = $roPerson[2]>><<set $aMen = $roPeople[2]>><<set $aBoy = $roKid[2]>><<set $aBoys = $roKids[2]>><<set $aApp = $roApp[2]>><<set $aAppearance = $roAppearance[2]>><<set $Ali = "Ali">><<set $a_petname = "hasi">><<set $a_Petname = "Hasi">><<set $a_petnameEng = "little rabbit">><<set $a_PetnameEng = "Little rabbit">><</widget>>
<<widget "aria">><<set $a_vbP = false>><<set $aGender = "female">><<set $aGen = "f">><<set $Alaric = "Aria">><<set $Al = "Ari">><<set $a_he = $ro_they[1]>><<set $a_him = $ro_them[1]>><<set $a_his_ = $ro_their[1]>><<set $a_his = $ro_theirs[1]>><<set $a_himself = $ro_themself[1]>><<set $a_He = $ro_They[1]>><<set $a_Him = $ro_Them[1]>><<set $a_His_ = $ro_Their[1]>><<set $a_His = $ro_Theirs[1]>><<set $a_Himself = $ro_Themself[1]>><<set $a_here = $ro_theyre[1]>><<set $a_Here = $ro_Theyre[1]>><<set $a_heve = $ro_theyve[1]>><<set $a_Heve = $ro_Theyve[1]>><<set $aMan = $roPerson[1]>><<set $aMen = $roPeople[1]>><<set $aBoy = $roKid[1]>><<set $aBoys = $roKids[1]>><<set $aApp = $roApp[1]>><<set $aAppearance = $roAppearance[1]>><<set $Ali = "Ari">><<set $a_petname = "bärchen">><<set $a_Petname = "Bärchen">><<set $a_petnameEng = "little bear">><<set $a_PetnameEng = "Little bear">><</widget>>
<!-- FOR MAX -->
<<widget "maxF">><<set $m_vbP = false>><<set $mGender = "female">><<set $mGen = "f">><<set $m_she = $ro_they[1]>><<set $m_her = $ro_them[1]>><<set $m_her_ = $ro_their[1]>><<set $m_hers = $ro_theirs[1]>><<set $m_herself = $ro_themself[1]>><<set $m_She = $ro_They[1]>><<set $m_Her = $ro_Them[1]>><<set $m_Her_ = $ro_Their[1]>><<set $m_Hers = $ro_Theirs[1]>><<set $m_Herself = $ro_Themself[1]>><<set $m_shere = $ro_theyre[1]>><<set $m_Shere = $ro_Theyre[1]>><<set $m_sheve = $ro_theyve[1]>><<set $m_Sheve = $ro_Theyve[1]>><<set $mWoman = $roPerson[1]>><<set $mWomen = $roPeople[1]>><<set $mGirl = $roKid[1]>><<set $mGirls = $roKids[1]>><<set $mApp = $roApp[1]>><<set $mAppearance = $roAppearance[1]>><<set $mCostume = "Mostruosa">><</widget>>
<<widget "maxM">><<set $m_vbP = false>><<set $mGender = "male">><<set $mGen = "m">><<set $m_she = $ro_they[2]>><<set $m_her = $ro_them[2]>><<set $m_her_ = $ro_their[2]>><<set $m_hers = $ro_theirs[2]>><<set $m_herself = $ro_themself[2]>><<set $m_She = $ro_They[2]>><<set $m_Her = $ro_Them[2]>><<set $m_Her_ = $ro_Their[2]>><<set $m_Hers = $ro_Theirs[2]>><<set $m_Herself = $ro_Themself[2]>><<set $m_shere = $ro_theyre[2]>><<set $m_Shere = $ro_Theyre[2]>><<set $m_sheve = $ro_theyve[2]>><<set $m_Sheve = $ro_Theyve[2]>><<set $mWoman = $roPerson[2]>><<set $mWomen = $roPeople[2]>><<set $mGirl = $roKid[2]>><<set $mGirls = $roKids[2]>><<set $mApp = $roApp[2]>><<set $mAppearance = $roAppearance[2]>><<set $mCostume = "Damien">><</widget>>
<<widget "maxNB">><<set $m_vbP = true>><<set $mGender = "nonbinary">><<set $mGen = "nb">><<set $m_she = $ro_they[0]>><<set $m_her = $ro_them[0]>><<set $m_her_ = $ro_their[0]>><<set $m_hers = $ro_theirs[0]>><<set $m_herself = $ro_themself[0]>><<set $m_She = $ro_They[0]>><<set $m_Her = $ro_Them[0]>><<set $m_Her_ = $ro_Their[0]>><<set $m_Hers = $ro_Theirs[0]>><<set $m_Herself = $ro_Themself[0]>><<set $m_shere = $ro_theyre[0]>><<set $m_Shere = $ro_Theyre[0]>><<set $m_sheve = $ro_theyve[0]>><<set $m_Sheve = $ro_Theyve[0]>><<set $mWoman = $roPerson[0]>><<set $mWomen = $roPeople[0]>><<set $mGirl = $roKid[0]>><<set $mGirls = $roKids[0]>><<set $mApp = $roApp[0]>><<set $mAppearance = $roAppearance[0]>><<set $mCostume = "Peter Pan">><</widget>>
<<widget "m_is">><<switch $m_vbP>><<case true>>are<<case false>>is<</switch>><</widget>>
<<widget "m_was">><<switch $m_vbP>><<case true>>were<<case false>>was<</switch>><</widget>>
<<widget "m_s">><<switch $m_vbP>><<case true>><<case false>>s<</switch>><</widget>>
<<widget "m_does">><<switch $m_vbP>><<case true>>do<<case false>>does<</switch>><</widget>>
<<widget "m_has">><<switch $m_vbP>><<case true>>have<<case false>>has<</switch>><</widget>><<if $profileMenu isnot true>><<nobr>>!YoU DoN't KnOw WHo yOu ARe...<</nobr>><<else>>! WhO do YoU ThinK yOu aRe?
!!!!Your Profile
''Name:'' <<if $nameSet is true>><<if $name isnot $firstName>>$firstName "$name" $surname<<else>>$name $surname<</if>><<else>>???<</if>><!--
''Pronouns:'' <<if $pronounSet is true>>$They/$Them<<else>>???<</if>>-->
''Role:'' <<if $roleSet is true>><<if $role is "cust">>Custodial<<elseif $role is "ride">>Ride Operations<<elseif $role is "merch">>Merchandise<<elseif $role is "face">>Face Character<<elseif $role is "fur">>Fur Character<</if>><<else>>???<</if>>
!!!!Your Appearance
''Height:'' <<print $height.toUpperFirst()>><<nobr>>
<<if $costumeReveal is true>><br>''Costume:'' <<if $role isnot "face">><<print $costume.toUpperFirst()>><<else>><<if $costume is "prince">>Prince Albert ("Beast")<<elseif $costume is "princess">>Princess Margaux ("Beauty")<<elseif $costume is "alice">>Alice<<elseif $costume is "fairy">>Tinker Bell<<elseif $costume is "ranger">>Chase Lightspeed<<elseif $costume is "hatter">>The Hatter<<elseif $costume is "queen">>Eris ("The Evil Queen")<<elseif $costume is "hero">>Mythic Man (aka Zeno Drakos)<</if>><</if>><</if>><</nobr>><<if $actOne>>
!!!!Your Stats
<div class="stat-bar-container">
<div class="stat-bar-overlay-left">Sanity $sanity%</div>
<div class="stat-bar-overlay-right"></div>
<div class="stat-bar" id="sanity-stat"></div></div><<nobr>><!--
<h4>Character Strikes: <span class="accent">$strike</span> (<<set _strikesLeft = 3 - $strike>><<print _strikesLeft>> strike<<if _strikesLeft isnot 1>>s<</if>> left<<if $strike = 3>>, 1 more and it's <span class="accent">game over</span><</if>>)</h4>-->
<h4>Character Breaks</h4>
<ul><span class="shock-choice"><<set _strikesLeft = 3 - $strike>>You have broken character <span class="accent">$strike</span> time<<if $strike isnot 1>>s<</if>>. You have <span class="accent">_strikesLeft</span> strike<<if _strikesLeft isnot 1>>s<</if>> left<<if $strike is 3>> (1 more and it's <span class="accent">game over</span>)<</if>>.<<if $health lt 4>> It's worth noting that you are in such bad physical shape right now, another shock - whether caused by you or someone else - would have the potential to kill you.<</if>></span></ul>
<</nobr>><</if>>
!!!!Your Things
You currently have on you:<<nobr>>
<<if $actOne is true>><br><span class="choice">A knife</span><</if>>
<<if $actOne is true>><br><span class="choice">A water bottle</span><</if>>
<<if $actOne is true>><br><span class="choice">A flashlight</span><</if>>
<<if $hasKnives is true>><br><span class="choice">A set of cheese knives ($knivesCount left)</span><</if>>
<<if $hasPan is true>><br><span class="choice">A frying pan</span><</if>>
<<if $hasShield is true>><br><span class="choice">A pot lid shield</span><</if>>
<<if $choseCookies is true>><br><span class="choice">A box of cookies ($cookieCount left)</span><</if>>
<<if $hasFirstAid is true>><br><span class="choice">A first aid kit (carried by Max)</span><</if>>
<<if $actOne isnot true>><br><span class="choice">A fully-charged cellphone</span><<else>>\<</if>>
<<if $actOne isnot true>><br><span class="choice">A backpack</span><<else>>\<</if>>
<<if $actOne isnot true>><br><span class="choice">A snack for later</span><<else>>\<</if>>
<<if $actOne isnot true>><br><span class="choice">A book in case you get //really// bored</span><<else>>\<</if>>
<<if $actOne isnot true>><br><span class="choice">A rain poncho</span><<else>>\<</if>>
<<if $actOne isnot true>><br><span class="choice">A set of keys</span><<else>>\<</if>><</nobr>><</if>><<if $rulesRevealed>>
!!!!Your Potential Winnings
<span class="dead-choice">You have the potential to win <span class="accent">$250,000</span> if you make it to the Castle before anyone else. You haven't earned any other potential winnings yet, but don't worry. There's plenty of time for that...</span><</if>>
<<button "Return" $return>><</button>>! WhO aRE theY?
!!! <<if $aUnlock is true>><<link "$Alaric Wagner" "Alaric">><</link>><<else>><span class="squiggletext">iOpfRa dFFbwQ</span><</if>>
!!! <<if $jUnlock is true and $jName is true>><<link "Jovy Rivera" "Jovy">><</link>><<elseif $jUnlock is true and $jName is false>><span class="squiggletext"><<link "hOdt MKjlPa""Jovy">><</link>></span><<else>><span class="squiggletext">hOdt MKjlPa</span><</if>>
!!! <<if $eUnlock is true and $eName is true>><<link "Emerson Liu" "Emerson">><</link>><<elseif $eUnlock is true and $eName is false and $eNametag is false>><span class="squiggletext"><<link "GYbFesN weH" "Emerson">><</link>></span><<elseif $eUnlock is true and $eName is false and $eNametag is true>><<link "Emerson" "Emerson">><</link>><<else>><span class="squiggletext">GYbFesN weH</span><</if>>
!!! <<if $mUnlock is true and $mName is true>><<link "Max Keller" "Max">><</link>><<elseif $mUnlock is true and $mName is false>><span class="squiggletext"><<link "mcV JHemop" "Max">><</link>></span><<else>><span class="squiggletext">mcV JHemop</span><</if>>
<<button "Return" $return>><</button>>!!<span class="center">''Mousetrap'' was created and produced by <a href="https://gamesbyalbie.tumblr.com/" target="_blank">__Albie__</a></span>
----
!!!<span class="center">SUGARCUBE AND TWINE</span>
Twine Template by <a href="https://innerdemons-if.tumblr.com/" target="_blank">__A.W. Morgan__</a> (template can be found <a href="https://awmorgan.itch.io/twine-sugarcube-template" target="_blank">__here__</a>)
The Sugarcube 2 Documentation (<a href="https://www.motoslave.net/sugarcube/2/docs/" target="_blank">__here__</a>), the Twine Cookbook (<a href="https://twinery.org/cookbook/" target="_blank">__here__</a>), and the Twine Grimoire (<a href="https://grimoirtua.com/grimoire.html" target="_blank">__here__</a>)
Unsplash for Images (<a href="https://unsplash.com/" target="_blank">__here__</a>)
Cycy's Custom Macros (<a href="https://github.com/cyrusfirheir/cycy-wrote-custom-macros" target="_blank">__here__</a>) Specifcally: Live Update and CTP
Chapel's Custom Macros (<a href="https://github.com/ChapelR/custom-macros-for-sugarcube-2" target="_blank">__here__</a>) Specifically: Dialog API, Fading, Message, and Notify
HiEv's Sample Code (<a href="https://qjzhvmqlzvoo5lqnrvuhmg-on.drv.tw/UInv/Sample_Code.html#ScrollTo%20Macro" target="_blank">__here__</a>)
----
!!!<span class="center">MUSIC AND AUDIO</span>
!!!!Music
<a href="https://devtrap.itch.io/fears" target="_blank">__Fears by Devtrap__</a>
> Where My Home Is - Main Menu Theme and Prologue BGM
<a href="https://tungerman.itch.io/tearjerker-music-pack" target="_blank">__Tearjerker Music Pack by Tungerman__</a>
> Unfamiliar Words - A Wagner's Theme
<a href="https://makotohiramatsu.itch.io/lost" target="_blank">__Soundscape and Ambient Music Pack: LOST by MakotoHiramatsu__</a>
> Star - Dream Sequence
> Lost - Fire Dream and Marketplace BGM
> Alone - Cave Dream
> Echo - Escape Dream
<a href="https://darrencurtismusic.itch.io/royalty-free-horror-the-beginning-years" target="_blank">__Royalty Free Horror: The Beginning Years by Darren Curtis__</a>
> Come Out and Play - Puppet Dream
> Lurking Evil - Pirate's Life BGM
> Caverns of Madness - Chase Ride Powered On BGM
> Bad Dreams - Unsettling BGM
<a href="https://pudretediablo.itch.io/horror-bgm-1" target="_blank">__Horror Ambient Pack Vol. 1 by Diablo Luna__</a>
> Zombie Behind - Tunnel BGM
<a href="https://void1gaming.itch.io/free-horror-music-pack" target="_blank">__Free Horror Music by VOiD1 Gaming__</a>
> Hide 'n' Seek - Chase Ride No Power BGM
!!!!Special FX Sounds (all from <a href="https://freesound.org/" target="_blank">__Freesound.org__</a>)
<a href="https://freesound.org/people/InspectorJ/sounds/401275/" target="_blank">"Rain, Moderate, C.wav"</a> by InspectorJ (<a href="https://www.jshaw.co.uk/" target="_blank">__www.jshaw.co.uk__</a>) of Freesound.org
And other sounds from these creators: [[mmutua|https://freesound.org/people/mmutua/]], [[barrygusey|https://freesound.org/people/barrygusey/]], [[ani_music|https://freesound.org/people/ani_music/]], [[klankbeeld|https://freesound.org/people/klankbeeld/]], [[barkenov|https://freesound.org/people/barkenov/]], [[Stevious42|https://freesound.org/people/Stevious42/]], [[eRobb4|https://freesound.org/people/eRobb4/]], [[vacuumfan7072|https://freesound.org/people/vacuumfan7072/]], [[bashrambali|https://freesound.org/people/bashrambali/]], [[writeyournamehere|https://freesound.org/people/writeyournamehere/]], [[inuetc|https://freesound.org/people/inuetc/]]
----
!!!<span class="center">OTHERS</span>
Programming Courses from Codecademy and Khan Academy
Scrivener
Various Resources and Tutorials Produced by
* Adam Hammond (<a href="https://adamhammond.com" target="_blank">Website</a>)
* Cerberus (<a href="https://cerberus-writes.tumblr.com/" target="_blank">Tumblr</a>)
* Crosshollow (<a href="https://townofcrosshollow.tumblr.com/" target="_blank">Tumblr</a>)
* Dan Cox (<a href="https://x" target="_blank">YouTube Channel</a>)
* Idrelle Games (<a href="https://idrellegames.tumblr.com/" target="_blank">Tumblr</a>)
* VegetarianZombie (<a href="x" target="_blank">YouTube Channel</a>)
Various forum posts on Twinery.org, Intfiction.org, and Reddit
----
<span class="center">~~This story is a work of fiction and it is not affiliated, associated, authorized, endorsed by, or in any way officially connected with any entertainment companies or their subsidiaries~~</span>
----
<span class="next"><<button "Close">><<run Dialog.close()>><</button>></span>You can also use it to update the dialog labels! Try it by opening the settings menu and toggling the dialog labels button :)
$choice_labels
<<liveblock>>
*<<link "Choice with flirt label $flirt_label" "4">><</link>>
*<<link "Choice with info label $info_label" "4">><</link>>
<</liveblock>><<notify 3s>>autosaving...<</notify>><<masteraudio stop>><<audio "mainTheme" loop volume 0 fadeoverto 2 0.03>><<busdrive>>You're torn from sleep as the corner of your head slams into something hard. Sudden, crimson pain blossoms behind your left temple adding to the dull ache of exhaustion. "Fuck," you whisper.
The bus lurches a second time as the back wheels go over the speed bump.
"Oh, <<linkreplace "<span class='accent'>scheiße</span>">>scheiße (shit)<</linkreplace>>," someone curses. You look to the left and see your <<if $aro is false>><<cycle "$aInitRelation">><<option "friend">><<option "best friend">><<option "friend (and crush)">><<option "best friend (and crush)">><<option "partner">><</cycle>><<else>><<cycle "$aInitRelation">><<option "friend">><<option "best friend">><</cycle>><</if>>, <<cycle "$Alaric">><<option "Alaric (he/him)">><<option "Aria (she/her)">><</cycle>> grimacing sympathetically, "Are you okay?"
<span class="next"><<button "Continue" "1-2-2">><</button>></span><!--[[1-2-2]]-->Some helpful resources:
[[Sugarcube 2 Documentation|https://www.motoslave.net/sugarcube/2/docs]]
[[Twine Cookbook|https://twinery.org/cookbook]]
[[Beginner’s Guide to Twine 2.1|http://www.adamhammond.com/twineguide]]
[[The Twine Grimoires|https://gcbaccaris.itch.io]]
[[Quick Twine Tutorial|https://catn.decontextualize.com/twine]]
[[r/twinegames|https://www.reddit.com/r/twinegames]]
Macros/Sample code:
[[Chapel's Custom Macros|https://github.com/ChapelR/custom-macros-for-sugarcube-2]]
[[Cycy's Custom Macros|https://github.com/cyrusfirheir/cycy-wrote-custom-macros]]
[[HIEv's Sample Code|https://qjzhvmqlzvoo5lqnrvuhmg-on.drv.tw/UInv/Sample_Code.html#Main%20Menu]]
Other Sugarcube 2 templates:
[[1 by Cerberus|https://ccrberus.itch.io/twine-sugarcube-template]]
[[2 by Vahnya|https://vahnya.itch.io/twine-template]]
[[3 by Nyehilism|https://nyehilism.itch.io/sugarcube-template]]
[[4 by Nyehilism|https://nyehilism.itch.io/twine-template]]
[[5 by Strandworks|https://strandworks.itch.io/gradient-template]]<!--<span class="choice">"Your cheeks grow hot as you say, “Oh, shit. Sorry. I didn’t mean to fall asleep on you.”"</span>-->"Why are you apologizing?" $Alaric asks. "There's no cause for it."
<<nobr>>
<<if $tAv isnot true>>
<<if $aFlirt lt 4>>You shrug, “I don’t know. I was sleeping on you. Some people feel like that's an invasion of space or think that it's awkward.”<br><br>“I don't think that. Not with you at least. You’re not some random stranger, you're my
<<if $aApprove gte 90>>best
<</if>>friend," $Alaric grins. "<!--Any day, my shoulder's available to you. -->You can always lean on me, both literally and metaphorically.”
<<elseif $aFlirt gte 4 and $aFlirt lt 8>>You shrug, “I don’t know. I was sleeping on you. Some people feel like that's an invasion of space or think that it's awkward.”<br><br>“Yeah? Well, you're not just 'some person' to me. You're more than that," $Alaric reaches out and grabs your hand. "You're my
<<if $aApprove gte 90>>best
<</if>>friend," $a_he grins, $a_his_ cheeks darkening ever so slightly. "You can always lean on me, both literally and metaphorically."
<<elseif $aFlirt gte 8 and $ace is false>>You shrug, “I don’t know. I was sleeping on you. Some people feel like that's an invasion of space or think that it's awkward.”<br><br>$Alaric chuckles. "<!--I'm quite used to you sleeping on me.-->I've grown quite used to you sleeping on me." You elbow $a_him in the ribs as $a_he laughs, "Okay, but seriously, <<linkreplace "<span class='accent'>$a_petname</span>">>$a_petname ($a_petnameEng)<</linkreplace>>, I am here for you to lean on. Both literally and metaphorically." $a_He takes your hand in $a_his and kisses it. "As long as there's any sense in my head, I'm yours. Got it?"<br><br>"Yeah," you whisper.<br><br>"Good," $a_he beams at you.
<!--
"Okay, then take it metaphorically. I'm sorry for falling asleep on you instead of talking to you or something
"You overestimate how entertaining you are."
I'd be uncomfortable with you sleeping on my shoulder even though you sleep on my chest most nights."
<br><br>
I would consider you sleeping on my shoulder to be an invasion of space, but not you sleeping on my chest every night.
I should have a problem with you sleeping on my shoulder and not just sleeping on me.
"As always, your logic is flawless."
"Trust me, if I ever feel like you're invading my space, I will let you know.
I don't think that. Not with you at least. You’re not some random stranger, you're my friend," $Alaric grins. "My shoulder's always available to you. You can always lean on me, literally and metaphorically.”
-->
<<elseif $aFlirt gte 8 and $ace is true>>You shrug, “I don’t know. I was sleeping on you. Some people feel like that's an invasion of space or think that it's awkward.”<br><br>$Alaric takes your hand in $a_his. "<<linkreplace "<span class='accent'>$a_Petname</span>">>$a_Petname ($a_petnameEng)<</linkreplace>>, you have nothing to apologize for. I am here for you to lean on. Both literally and metaphorically." $a_He lifts your hand to $a_his_ lips and gently kisses it. "As long as there's any sense in my head, I'm yours. Got it?"<br><br>"Yeah," you whisper. "Got it."<br><br>"Good," $a_he beams at you.
<</if>>
<<else>>You shrug and look down, “I don’t know. If someone fell asleep on me I'd feel pretty uncomfortable.”<br><br>$Alaric nods slowly, "I understand and, trust me, I never want to make you uncomfortable. Your feelings about touch are valid and I don't judge you for them. I just don't feel the same way as you, so, I don't mind if you fall asleep on my shoulder. It only bothers me if it bothers you.
<<if $aFlirt gte 8>>I also want to say, if, for some reason, you ever do need or want physical contact, then I am here for you. No expectation, no questions asked. And I'm not saying that you //have// to want that someday or that I //expect// you to feel differently in the future. You're... wonderful. And I hope you never feel like you have to change anything about yourself. I just need you to know that I'm always here for you<!--or there for you, or wherever for you...--> - whatever that looks like, however you need me. I'm yours." $Alaric pauses. A shy smile breaks out on $a_his_ face and $a_he chuckles softly. "I hope that all makes sense. It's hard for me to tell sometimes and I worry that my- my words aren't representing my thoughts. And not just with English, with any language. Writing? I'm good. It's just //speaking//..." $a_he laughs and looks down, "speaking is not easy. Not when it's about something I really care about."
<<elseif $aFlirt lt 8 and $aFlirt gte 4>>I also want to say, if, for some reason, you ever do need or want physical contact, then I am here for you. No questions asked. And I'm not saying that- that you //have// to want that or that I //expect// you to feel differently in the future. I just want you to know that I'm here for you, <!--however you want me--><!--whatever that may look like-->however you need me," $Alaric pauses. A shy smile breaks out on $a_his_ face and $a_he chuckles softly. "I hope that I'm making sense. It's hard for me to tell sometimes. Not just with English, with any language. I'm fine writing it's just speaking..." $a_he laughs, "speaking is //not// easy."
<<else>>I also want to say, for whatever reason, if you ever do feel a need or a want for platonic contact, then I am here for you. Not saying that you //have// to want that someday or that I //expect// you to feel differently in the future. I just want you to know that I'm here for you, however you want me to be," $Alaric pauses. A shy smile breaks out on $a_his_ face and $a_he chuckles softly. "I hope that I'm making sense. It's hard for me to tell sometimes. Not just with English, with any language. I'm fine writing it's just speaking..." $a_he laughs, "speaking is //not// easy."
<</if>>
<</if>><</nobr>>
"<<if $tAv is true>>Yeah, I understand. And t<<else>>T<</if>>hanks," you <<if $tAv is true>>smile back at $a_him<<else>>respond<</if>>.
"Thanks for what?"
"Just for saying that."
"Pfft," $Alaric motions with $a_his_ hand as if swatting your thanks out of the air. "You don't need to thank me for that."
You nod and a big yawn escapes from your lungs.
"Oh, hey," $a_he gestures at the handrail and one of the nearby poles. "If you're still feeling tired, maybe try standing. That always helps me.<!-- That would stop you from drifting off again.-->"
You look up at the handrail...
----
* <span class="special-choice">[[And laugh. You might be able to reach it, but there's no way you're gonna choose that option over the pole. - (You're shorter than average)|1-4-1][$height = "short"]]</span>
* <span class="special-choice">[[And shrug. You could reach the handrail, but holding on to the pole might be more comfortable. - (Your height is average)|1-4-1][$height = "average"]]</span>
* <span class="special-choice">[[And nod. You have no problem reaching the handrail. Either option would be comfortable, but that's what you're used to. - (You're taller than average)|1-4-1][$height = "tall"]]</span><!--"You lay your head back down and mumble, “Noted...”-->"Oh, no..." $Alaric shrugs your head off $a_his_ shoulder. "I don't think that's a good idea. We're almost there."
"So?"
"So, it takes you a long time to fully wake up and I'm not carrying you off the bus." $a_He chuckles, "Not again."
You snort. "Fine. If you insist."
"Thank you, I do," $Alaric grins. "And, hey," $a_he gestures at the handrail and one of the nearby poles. "If you're still sleepy, it might help to stand up. That would prevent you from drifting off again, no?"
You look up at the handrail...
----
* <span class="special-choice">[[And laugh. You might be able to reach it, but there's no way you're gonna choose that option over the pole. - (You're shorter than average)|1-4-1][$height = "short"]]</span>
* <span class="special-choice">[[And shrug. You could reach the handrail, but holding on to the pole might be more comfortable. - (Your height is average)|1-4-1][$height = "average"]]</span>
* <span class="special-choice">[[And nod. You have no problem reaching the handrail. Either option would be comfortable, but that's what you're used to. - (You're taller than average)|1-4-1][$height = "tall"]]</span><!--Yawning, you give your limbs a quick stretch, “I have to say, you're normally a much better pillow.”-->
----
* <span class="choice">[[XX (You aren't comfortable with physical touch, something $Alaric understands and respects)|1-3CA][$touchAverse = "fully", $tAv = true]]</span><<if $tone_labels>> $neut_tone<</if>>
* <span class="choice">[[XX (You have been in a relationship with $Alaric for a little over a month and a half now but aren't fully comfortable with physical touch, something which $Alaric understands and respects, $a_he always goes off of what you're comfortable with)|1-3CA][$touchAverse = "semi", $tAv = true]]</span><<if $tone_labels>> $neut_tone<</if>>
* <span class="choice">[[XX (You have been in a relationship with $Alaric for a little over a month and a half now and you're somewhat comfortable with physical touch, something which $Alaric understands and respects, $a_he always goes off of what you're comfortable with)|1-3CB][$touchAverse = "semi", $tAv = true]]</span><<if $tone_labels>> $neut_tone<</if>>
* <span class="choice">[[XX (You've been in a relationship with $Alaric for a little over a month and a half now and you're both comfortable with physical touch)|1-3CB][$touchAverse = "no", $tAv = false]]</span><<if $tone_labels>> $neut_tone<</if>><<if $firstFact isnot true>><<nobr>>!YoU kNOw NotHinG...<br><</nobr>><<else>>! wHat Do YOu KnoW?
<div class="menu-header"><center><span class="menu-index"><span class="index-active">Key</span> <span class="menu-bullet"><span class="fas fa-star"></span></span> <span class="index-link"><<link "You" "you facts">><</link>></span><<if $actOne is true>> <span class="menu-bullet"><span class="fas fa-star"></span></span> <span class="index-link"><<link "Your Team" "team facts">><</link>></span><<else>><</if>><<if $rulesRevealed is true>> <span class="menu-bullet"><span class="fas fa-star"></span></span> <span class="index-link"><<link "Rules" "rules">><</link>></span><<else>><</if>> <span class="menu-bullet"><span class="fas fa-star"></span></span> <span class="index-link"><<link "Whimsey" "whimsey facts">><</link>></span> <span class="menu-bullet"><span class="fas fa-star"></span></span> <span class="index-link"><<link "Other" "other">><</link>></span></span></center></div>
!!Key Facts
<<nobr>><<if $keyFact1 is true>><span class="special-choice">You're a university student who's been working as an intern at Whimsey World for the past two months.<br></span><<else>><</if>>
<<if $keyFact2 is true>><span class="special-choice">When it was announced that hurricane Imogen would likely hit Orlando as a category 3 storm, Whimsey asked for volunteers to remain in the parks for triple pay. You and your friend $Alaric are both broke so you eagerly signed up. You expect<<if $actOne is true>>ed<</if>> to be keeping watch and performing various tasks to lessen the inevitable damage done by the storm.<<if $actOne is true>> Little did you know you were signing up to participate in whatever the fuck this is.<</if>><br></span><<else>><</if>>
<</nobr>><</if>>
<span class="next"><<button "Return" $return>><</button>></span><<set _chapter to "chapter one">><<if visited() is 1>><<if settings.notifications>><<notify 3s>>Notifications active!<</notify>><</if>><</if>>\
!Heading 1
!!Heading 2
!!!Heading 3
!!!!Heading 4
''Bold''//Italic//__Underline__==Strikethrough==Super^^script^^Sub~~script~~
{{{Code}}}
"""Verbatim //text//"""
@@.nanumbrushtext;Changing font and such styles@@
----
\
<<button "Go To Timed Text""Different Formatting Examples">><<ScrollTo "TimedTextLink">><</button>>
\
!Lists & Choices
* List item 1
* List item 2
* <span class="choice">Choice item</span>
# Numbered item 1
# Numbered item 2
\
!Blockquotes
Regular Level
>Blockquote Level 1
>>Blockquote Level 2
\
!Typing
<<type 40ms>>
Type characters from this content every 40 milliseconds. Including """[[links]]""" and ''other markup''!
<</type>>
<<type 40ms start 2s>>
Type characters from this content every 40 milliseconds, starting after a 2 second delay.
<</type>>
\
!Fake Typing Effect<!--
<<timed 0.1s>>Y<</timed>>
<<timed 0.2s>>o<</timed>>
<<timed 0.3s>>u<</timed>>
<<timed 0.4s>>r<</timed>>
<<timed 0.5s>> S<</timed>>
<<timed 0.6s>>h<</timed>>
<<timed 0.7s>>a<</timed>>
<<timed 0.8s>>d<</timed>>
<<timed 0.9s>>o<</timed>>
<<timed 1s>> w<</timed>>
<<timed 1.1s>> s<</timed>>
<<timed 1.2s>>m<</timed>>
<<timed 1.3s>>i<</timed>>
<<timed 1.4s>>l<</timed>>
<<timed 1.5s>>e<</timed>>
<<timed 1.6s>>s<</timed>>
<<timed 1.7s>> a<</timed>>
<<timed 1.8s>>t<</timed>>
<<timed 1.9s>> y<</timed>>
<<timed 2s>> o<</timed>>
<<timed 2.1s>>u<</timed>>
<<timed 2.2s>>.<</timed>>
<<timed 2.3s>>o<</timed>>
<<timed 2.4s>>u<</timed>>
<<timed 2.5s>>.<</timed>>-->
<<timed 0.1s>>Y<</timed>><<timed 0.2s>>o<</timed>><<timed 0.3s>>u<</timed>><<timed 0.4s>>r<</timed>><<timed 0.5s>> S<</timed>><<timed 0.6s>>h<</timed>><<timed 0.7s>>a<</timed>><<timed 0.8s>>d<</timed>><<timed 0.9s>>o<</timed>><<timed 1s>> w<</timed>><<timed 1.1s>> s<</timed>><<timed 1.2s>>m<</timed>><<timed 1.3s>>i<</timed>><<timed 1.4s>>l<</timed>><<timed 1.5s>>e<</timed>><<timed 1.6s>>s<</timed>><<timed 1.7s>> a<</timed>><<timed 1.8s>>t<</timed>><<timed 1.9s>> y<</timed>><<timed 2s>> o<</timed>><<timed 2.1s>>u<</timed>><<timed 2.2s>>.<</timed>><<timed 2.3s>> <</timed>><<timed 2.4s>> <</timed>><<timed 2.5s>> <</timed>>
!Stats<<set $statone to 50>><<set $stattwo to 50>>
<div class="stat-bar-group">
<div class="stat-bar-container">
<div class="stat-bar-overlay-left">Stat One $statone%</div>
<div class="stat-bar-overlay-right">Stat Two $stattwo%</div>
<div class="stat-bar" id="statone-stat"></div>
</div></div>
\
!Interactives
!!!!buttons
<<button "Button">><</button>>
!!!!checkboxes
What pies do you enjoy?
* <<checkbox "$pieBlueberry" false true autocheck>> Blueberry?
* <<checkbox "$pieCoconutCream" false true checked>> Coconut cream?
* <label><<checkbox "$pieCherry" false true>> Cherry?</label>
!!!!cycles
<<cycle "_cycling" autoselect>><<option "Cycling link 1">><<option "Cycling link 2">><<option "Cycling link 3">><</cycle>>
!!!!link append
We—We should <<linkappend "take">> away their METAL BAWKSES<</linkappend>>!
I spy with my little <<linkappend "eye" t8n>>, a crab rangoon<</linkappend>>.
!!!!linkprepend
You see a <<linkprepend "robot">>GIANT <</linkprepend>>.
I <<linkprepend "like" t8n>>do not <</linkprepend>> lemons.
!!!!linkreplace
I'll have a <<linkreplace "cupcake">>slice of key lime pie<</linkreplace>>, please.
<<linkreplace "You'll //never// take me alive!" t8n>>On second thought, don't hurt me.<</linkreplace>>
!!!!listbox
The answer to the //Ultimate Question of Life, the Universe, and Everything// is?
<<listbox "$lbanswer" autoselect>><<option "Towel">><<option "π" 3.14159>><<option 42>><<option 69>><<option "∞" Infinity>><</listbox>>
<<set _pieOptionsArray = ["blueberry", "cherry", "coconut cream"]>>
What's your favorite pie?
<<listbox "$pie" autoselect>><<optionsfrom _pieOptionsArray>><</listbox>>
<<set _pieOptionsObject = { "Blueberry" : "blueberry", "Cherry" : "cherry", "Coconut cream" : "coconut cream" }>>
What's your favorite pie?
<<listbox "$pie" autoselect>><<optionsfrom _pieOptionsObject>><</listbox>>
!!!!numberbox
<!--Creates a number box that modifies $wager1-->Wager how much on Buttstallion in the race? <<numberbox "$wager1" 100>>
<!--Creates an automatically focused number box that modifies $wager2-->Wager how much on Secretariat in the race? <<numberbox "$wager2" 100 autofocus>>
<!--Creates a number box that modifies $wager3 and would forward to the "Result" passage-->Wager how much on Sunday Morning in the race? <<numberbox "$wager3" 100 "Result">>
<!--Creates an automatically focused number box that modifies $wager4 and would forward to the "Race Result" passage-->Wager how much on Tall Glass of Milk in the race? <<numberbox "$wager4" 100 "Race Result" autofocus>>
!!!!radiobutton(s)
What's your favorite dog?
* <<radiobutton "$dog" "lab" checked>> Labrador Retriever?
* <<radiobutton "$dog" "beagle">> Beagle?
* <<radiobutton "$dog" "shepherd">> German Shepherd?
What's your favorite horse?
* <<radiobutton "$horse" "pinto" autocheck>> Pinto?
* <<radiobutton "$horse" "appaloosa" autocheck>> Appaloosa?
* <<radiobutton "$horse" "clydesdale" autocheck>> Clydesdale?
What's your favorite bird?
* <label><<radiobutton "$bird" "sparrow" autocheck>> Sparrow?</label>
* <label><<radiobutton "$bird" "jay" autocheck>> Blue Jay?</label>
* <label><<radiobutton "$bird" "cardinal" autocheck>> Cardinal?</label>
!!!!textarea(s)
<!--Creates a text block that modifies $catEssay-->Write a short essay about cats:
<<textarea "$catEssay" "">>
<!--Creates an automatically focused text block that modifies $fishEssay-->Write a short essay about fish:
<<textarea "$fishEssay" "" autofocus>>
\
!Textboxes
<<textbox "_textbox" "Type here...">><<button "Submit">><</button>>
<!--Creates a text box that modifies $cake-->What's your favorite cake? <<textbox "$cake" "Red Velvet">>
<!--Creates an automatically focused text box that modifies $veg-->What's your favorite vegetable? <<textbox "$veg" "Carrot" autofocus>>
<!--Creates a text box that modifies $fruit and would forward to the "Fruit" passage-->What's your favorite fruit? <<textbox "$fruit" "Tomato" "Fruit">>
<!--Creates an automatically focused text box that modifies $grain and would forward to the "Grain" passage-->
What's your favorite grain? <<textbox "$grain" "Rice" "Grain" autofocus>>
\
!Custom Textboxes
<!--CODE
<<textboxPlus "Label: " "$variableName" `{
default: "Default value",
passage: "Passage name",
placeholder: "Placeholder text",
maxlength: 10,
spellcheck: false,
autofocus: true,
autocomplete: "off",
password: true,
readonly: true,
disabled: true,
onchange: "<<run alert('Text was changed.')>>",
oninput: "<<run alert('Input event triggered.')>>",
onreturn: "<<run alert('User hit RETURN.')>>"
}`>>-->\
<<textboxPlus "" "_random1" `{ placeholder: "What is your name?" }`>>
<<textboxPlus "Tell me a secret." "_secret" `{ placeholder: "Don't worry, I won't tell." , password : true}`>>
<<textboxPlus "" "_random1" `{ placeholder: "You can't type here.", diabled : true }`>>
\
!Timed text
<span id="TimedTextLink"><!--→ Insert some text after 5 seconds with a transition-->\
I want to go to…<<timed 5s t8n>> WONDERLAND!<</timed>>
<!--→ Replace some text after 10 seconds-->\
I like green <span id="eggs">eggs</span> and ham!\
<<timed 10s>><<replace "#eggs">>pancakes<</replace>><</timed>>
<!--→ A execute <<goto>> after 10 seconds
<<timed 10s>><<goto "To the Moon, Alice">><</timed>>-->\
<!--→ Insert some text in 2 second intervals three times (at: 2s, 4s, 6s)-->\
<<timed 2s>>Hi! Ho!<<next>> Hi! Ho!<<next>> It's off to work we go!<</timed>>
<!--
→ Set a $variable after 4 seconds, 3 seconds, 2 seconds, and 1 second
<<silently>>
<<set $choice to 0>>
<<timed 4s>>
<<set $choice to 1>>
<<next 3s>>
<<set $choice to 2>>
<<next 2s>>
<<set $choice to 3>>
<<next 1s>>
<<set $choice to 4>>
<</timed>>
<<silently>>-->\
<!--→ Replace some text with a variable interval
→ Given: _delay is "2s" the interval will be 2 seconds
I'll have <span id="drink">some water</span>, please.\
<<timed _delay>><<replace "#drink">>a glass of milk<</replace>>\
<<next>><<replace "#drink">>a can of soda<</replace>>\
<<next>><<replace "#drink">>a cup of coffee<</replace>>\
<<next>><<replace "#drink">>tea, southern style, sweet<</replace>>\
<<next>><<replace "#drink">>a scotch, neat<</replace>>\
<<next>><<replace "#drink">>a bottle of your finest absinthe<</replace>>\
<</timed>>-->\</span>
\
!Open A Dialog Window
<<button "Show Dialog">><<run Dialog.setup("Dialog title")>><<run Dialog.wiki("This is a dialogue window that you don't have to have a passage that it links to! Ain't that fun!")>><<run Dialog.open()>><</button>>
<span class="accentlink"><<link "Now here's one that you have to have a passage you're linking to">><<script>> Dialog.setup("Just click never mind..."); Dialog.wiki(Story.get("CW Ask").processText()); Dialog.open();<</script>><</link>></span>
<<link "Show Dialog">><<run Dialog.setup("ItEm 1")>><<run Dialog.wiki("This creates a link to a dialogue window that you don't have to have a passage for and has a built in Close button! Ain't that cool?<br><br><span class='next'><<button 'Close'>><<run Dialog.close()>><</button>></span>")>><<run Dialog.open()>><</link>>
\
!Create an Input Popup
<<button "Show Input Dialog">><<script>>
setup.done = function () {
$("#name").empty().wiki("Hello there, $name.");
}
Dialog.setup("Please enter your name:");
Dialog.wiki('<<textbox "$name" "Steve" autofocus>> <<button "Done">><<run setup.done()>><<run Dialog.close()>><</button>>');
Dialog.open({top: "calc(50vh - 51px)"}, setup.done);
<</script>><</button>>
<span id="name"></span>
!Run a system alert
<<button "Show Alert">><<run alert("Alert text.")>><</button>>
!CREATE A TWINE ERROR
@@#error;@@
<<run $(document).one(':passagerender',
function (ev) { throwError(
$(ev.content).find('#error'),
'No player character.',
'You appear to be kind of mostly dead.\nSorry you had to find out like this.'
)
}
)>>
<<ErrMsg "Test error message #1." "Some details.">>
<<ErrMsg "Test error message #2." "More details.">>
!Using Flags
<<SetFlag "GotShot">> /* sets flag "GotShot" to true */
<<SetFlag "Owwie" "head">> /* sets flag "Owwie" to "head" */
<<SetFlag "healthy" false>> /* deletes the "healthy" flag */
<<SetFlag "Healthy">>
<<if Flag("Healthy")>>
Looks like he missed.
<<else>>
You got shot in the <<print Flag("Owwie")>>.
<</if>>
<<if $Flags["gotshot"]>>
You shot me in the $Flags["owwie"]!
<</if>>
<<if Flag("SeenIt")>>
''This text will be different than the first time you saw this passage.''
<<else>>
''This is the first time you've been to this passage.''
<</if>>
<<SetFlag "SeenIt">>
!INSERT WHAT LOOKS LIKE PAPER
<section class="paper">\
<article class="paperheader"></article>\
<div class="nanumbrushtext">Hello, World!
Here's some text that looks like handwriting on lined paper.
This is a really, really, really, really long line to demonstrate that the text wraps properly when the line length is wider than the page.
</div>\
</section>
!GLITCHY TEXT
<span class="glitchy" data-text="This is some glitchy text here, let me tell you!">This is some glitchy text here, let me tell you!</span>
Just one <span class="glitchy" data-text="glitchy">glitchy</span> word here.
<<button "Return" $return>><</button>><!--MAKING CUSTOM ERROR MESSAGES-->
<<widget "ErrMsg">>
<<if ($args.length == 2) && (typeof $args[0] === "string") && (typeof $args[1] === "string")>>
<<if ndef _errNo>>
<<set _errNo = 1>>
<<run $(document).one(":passagerender",
function (ev) {
$(ev.content).find(".errmsg").each(function (idx) {
throwError($(this), $(this).data("msg"), $(this).data("src"));
});
}
)>>
<<else>>
<<set _errNo += 1>>
<</if>>
<span class="errmsg" @data-msg="$args[0]" @data-src="$args[1]"></span>
<<else>>
<<ErrMsg '<<ErrMsg>> must have two string parameters.' 'Example: <<ErrMsg "Main text." "Details.">>'>>
<</if>>
<</widget>>
<!--TEXTBOX PLUS WIDGET FROM HI-EV-->
/* <<textboxPlus>> widget v1.3 - Start */
/* Usage:
<<textboxPlus "Label: " "$variableName" `{
default: "Default value",
passage: "Passage name",
placeholder: "Placeholder text",
maxlength: 10,
spellcheck: false,
autofocus: true,
autocomplete: "off",
password: true,
readonly: true,
disabled: true,
onchange: "<<run alert('Text was changed.')>>",
oninput: "<<run alert('Input event triggered.')>>",
onreturn: "<<run alert('User hit RETURN.')>>"
}`>>
NOTE: If you put a space as the last character for the label then, instead
of the textbox appearing to the right of the label, the textbox will
appear on the line BELOW the label. Also, all of the options shown
within the third parameter above (after "$variableName") are optional.
For a list of all "autocomplete" options see:
https://developer.mozilla.org/en-US/docs/Web/HTML/Attributes/autocomplete
*/
<<widget "textboxPlus">>
<<if ($args[1][0] !== "$") && ($args[1][0] !== "_")>>
/* Show error message for bad variable name. */
<span class="errmsg" data-msg="<<textboxPlus>> - Invalid variable name." @data-src="$args[1]"></span>
<<run $(document).one(":passagerender",
function (ev) {
$(ev.content).find(".errmsg").each(function (idx) {
throwError($(this), $(this).data("msg"), $(this).data("src"));
});
}
)>>
<<else>>
/* Create textboxPlus input box. */
<<if $args[1][0] === "$">>
<<set _textboxPlusName = "textbox-" + $args[1].substr(1).toLowerCase()>>
<<else>>
<<set _textboxPlusName = "textbox--" + $args[1].substr(1).toLowerCase()>>
<</if>>
<<if ndef $args[2]>>
<<set _textboxPlusOptions = {}>>
<<else>>
<<set _textboxPlusOptions = $args[2]>>
<</if>>
<<if ndef _textboxPlusOptions.placeholder>>
<<set _textboxPlusOptions.placeholder = "">>
<</if>>
<<if ndef _textboxPlusOptions.maxlength>>
<<set _textboxPlusOptions.maxlength = "">>
<</if>>
<<if ndef _textboxPlusOptions.spellcheck>>
<<set _textboxPlusOptions.spellcheck = true>>
<</if>>
<<if ndef _textboxPlusOptions.autocomplete>>
<<set _textboxPlusOptions.autocomplete = "">>
<</if>>
<<if ndef _textboxPlusOptions.password>>
<<set _textboxPlusOptions.password = "">>
<</if>>
<<if ndef _textboxPlusOptions.readonly>>
<<set _textboxPlusOptions.readonly = "">>
<</if>>
<<if ndef _textboxPlusOptions.disabled>>
<<set _textboxPlusOptions.disabled = "">>
<</if>>
<<if ndef _textboxPlusOptions.onchange>>
<<set _textboxPlusOptions.onchange = "">>
<</if>>
<<if ndef _textboxPlusOptions.oninput>>
<<set _textboxPlusOptions.oninput = "">>
<</if>>
<<if ndef _textboxPlusOptions.onreturn>>
<<set _textboxPlusOptions.onreturn = "">>
<</if>>
<span class="textboxplus" @data-variable="$args[1]" @data-placeholder="_textboxPlusOptions.placeholder" @data-maxlength="_textboxPlusOptions.maxlength" @data-spellcheck="_textboxPlusOptions.spellcheck" @data-autocomplete="_textboxPlusOptions.autocomplete" @data-password="_textboxPlusOptions.password" @data-readonly="_textboxPlusOptions.readonly" @data-disabled="_textboxPlusOptions.disabled" @data-onchange="_textboxPlusOptions.onchange" @data-oninput="_textboxPlusOptions.oninput" @data-onreturn="_textboxPlusOptions.onreturn">
<label @for="_textboxPlusName">$args[0]</label>
<<if $args[0][$args[0].length - 1] === " ">>
<br>
<</if>>
<<if ndef _textboxPlusOptions.default>>
<<set _textboxPlusOptions.default = "">>
<</if>>
<<if ndef _textboxPlusOptions.passage>>
<<if _textboxPlusOptions.autofocus>>
<<textbox $args[1] _textboxPlusOptions.default autofocus>>
<<else>>
<<textbox $args[1] _textboxPlusOptions.default>>
<</if>>
<<else>>
<<if _textboxPlusOptions.autofocus>>
<<textbox $args[1] _textboxPlusOptions.default _textboxPlusOptions.passage autofocus>>
<<else>>
<<textbox $args[1] _textboxPlusOptions.default _textboxPlusOptions.passage>>
<</if>>
<</if>>
</span>
<</if>>
<</widget>>
<<script>>
$(document).on(":passagerender", function (event) {
/* Update textboxPlus input boxes. */
$(event.content).find(".textboxplus").each(function () {
var options = {}, props = {};
var data = $(this).data("placeholder");
if (data) {
options.placeholder = data;
}
data = $(this).data("maxlength");
if (data) {
options.maxlength = data;
}
data = $(this).data("spellcheck");
if (data.toString().toLowerCase() === "false") {
options.spellcheck = "false";
}
data = $(this).data("autocomplete");
if (data) {
options.autocomplete = data;
}
data = $(this).data("password");
if (data) {
props.type = "password";
}
data = $(this).data("readonly");
if (data) {
props.readonly = data;
}
data = $(this).data("disabled");
if (data) {
props.disabled = data;
}
$(this).find("input").each(function () {
if (props.type) {
$(this).removeProp("type").attr(options).prop(props);
} else {
$(this).attr(options).prop(props);
}
});
var changeCode = $(this).data("onchange");
if (changeCode) {
$(this).find("input").on("change", function (event) {
$.wiki(changeCode);
});
}
var inputCode = $(this).data("oninput"), parent = this;
if (inputCode) {
$(this).find("input").on("input", function (event) {
State.setVar($(parent).data("variable"), $(this).val());
$.wiki(inputCode);
});
}
var returnCode = $(this).data("onreturn");
if (returnCode) {
$(this).on("keyup", function (event) {
if (event.key === "Enter") {
$.wiki(returnCode);
}
});
}
});
});
<</script>>
/* <<textboxPlus>> widget - End */
<!--SET FLAGS WIDGET-->
/* SetFlag : Set Flag X to value Y (Y defaults to True). Flag names are NOT case sensitive. */
/* EXAMPLE: <<SetFlag "Mentor" "Bob">> */
/* EXAMPLE: <<SetFlag "TrialMed">> = sets TrialMed flag to True */
<<widget "SetFlag">>
<<set _Fnam = $args[0].toLowerCase()>>
<<if ndef $Flags>>
<<set $Flags = {}>>
<</if>>
<<if def $args[1]>>
<<if $args[1] == false>>
<<if def $Flags[_Fnam]>>
<<run delete $Flags[_Fnam]>>
<</if>>
<<else>>
<<set $Flags[_Fnam] = $args[1]>>
<</if>>
<<else>>
<<set $Flags[_Fnam] = true>>
<</if>>
/* Event flags: */
/* Keep track of your flags here, for example: */
/* Mentor = Bob or Joe */
/* TrialMed = denotes whether you've agreed to take Dr. Acula's medication */
<</widget>>Role Assignment
for Custodial:
STR 5
AGI 2
STL 8
Sanity -5
[$agi -=3, $stl +=3, $sanity -=5, $role = "c"]
for Merch:
STR 8
AGI 5
STL 2
Sanity -20
[$str -=3, $stl -=3, $sanity -=20, $role = "m"]
for Ride Op:
STR 2
AGI 8
STL 5
Sanity -10
[$str -=3, $agi +=3, $sanity -=10, $role = "r"]
for Actor:
STR 5
AGI 5
STL 5
Sanity -15
[$sanity -=15, $role = "a"]! $Alaric WaGNer
!!!About $a_Him
''Name:'' $Alaric Wagner
''Gender:'' <<print $aGender.toUpperFirst()>> ($a_He/$a_Him)
''Age:'' 22
''From:'' Munich, Germany
''Role:'' Merchandise
''Occupation:'' Intern (studies international business at university)
''Worked Here For:'' Two months
''Personality:'' Kind, optimistic, bright, honest, calm
!!!$a_His_ Appearance
<div class="box"><div class="column-1"><<if $aGen is "m">><img src="Mousetrap/img/alaric_artbreeder.jpg" alt="Alaric's Profile Picture" class="profile"><<else>><img src="Mousetrap/img/aria_artbreeder.jpg" alt="Aria's Profile Picture" class="profile"><</if>></div><div class="column-2">''Height:'' <<if $aGen is "f">>5'11"<<else>>6'1"<</if>>
''Eyes:'' Black
''Hair:'' Dark brown, tightly curled, <<if $aGen is "f">>long<<else>>short<</if>>
''Skin:'' Warm, light brown
''Notable Features:'' Dimples, sharp jawline, full lips<<if $actOne>><br>''Costume:'' Gothic<</if>>
</div></div>
!!!Your Relationship
<div class="stat-bar-container">
<div class="stat-bar-overlay-left">Approval $aApprove%</div>
<div class="stat-bar-overlay-right"></div>
<div class="stat-bar" id="alaric-stat"></div></div><<nobr>>
<h4>$Alaric is your <span class="accent"><<print $aRelation>></span></h4>
<<if $aInitRelation isnot "partner">>
<<if $aInitRelation is "best friend">>
<<if $aApprove gte 50>>
<ul><span class="special-choice">After meeting $a_him at orientation a little over two months ago, $Alaric quickly became one of your best friends. Nothing could ever come between the two of you.<<if $aApprove lt 70>> Right?<</if>></span></ul>
<<elseif $aApprove lt 50 and $aApprove gte 30>>
<ul><span class="special-choice">After meeting $a_him at orientation a little over two months ago, $Alaric quickly became one of your best friends. However, after the events of this evening, your friendship is struggling to survive as much as you are.</span></ul>
<<elseif $aApprove lt 30 and $aApprove gte 10>>
<ul><span class="special-choice">There's no way your friendship can recover from this. You and $Alaric are all but dead to one another.</span></ul>
<<else>>
<ul><span class="special-choice">Fuck $a_him.</span></ul>
<</if>>
<<elseif $aInitRelation is "best friend + crush">>
<<if $aApprove gte 50>>
<ul><span class="special-choice">After meeting $a_him at orientation a little over two months ago, $Alaric quickly became one of your best friends (and you sometimes wonder if you two could be something more). Nothing could ever come between the two of you.<<if $aApprove lt 70>> Right?<</if>></span></ul>
<<elseif $aApprove lt 50 and $aApprove gte 30>>
<ul><span class="special-choice">After meeting $a_him at orientation a little over two months ago, $Alaric quickly became one of your best friends (and you sometimes wondered if you two could be something more). However, after the events of this evening, your friendship is struggling to survive as much as you are.</span></ul>
<<elseif $aApprove lt 30 and $aApprove gte 10>><ul><span class="special-choice">There's no way your friendship can recover from this. You and $Alaric are all but dead to one another.</span></ul>
<<else>>
<ul><span class="special-choice">Fuck $a_him. Fuck $a_him and $a_his_ stupid hot face and $a_his_ stupid hot body.</span></ul>
<</if>>
<<elseif $aInitRelation is "friend">>
<<if $aApprove gte 35>>
<ul><span class="special-choice">You've been<<if $aApprove gte 80>> close<<elseif $aApprove gte 60 and $aApprove lt 80>> good<<else>><</if>> friends with $Alaric since you met $a_him at orientation a little over two months ago.</span></ul>
<<elseif $aApprove lt 35 and $aApprove gt 10>>
<ul><span class="special-choice">You'd been friends with $Alaric ever since you met $a_him at orientation, but after the events of this evening, your friendship is all but dead.</span></ul>
<<else>>
<ul><span class="special-choice">You're dead to one another.</span></ul>
<</if>>
<<elseif $aInitRelation is "friend + crush">>
<<if $aApprove gte 35>>
<ul><span class="special-choice">You've been<<if $aApprove gte 80>> close<<elseif $aApprove gte 60 and $aApprove lt 80>> good<<else>><</if>> friends with $Alaric since you met $a_him at orientation a little over two months ago, though you sometimes wonder if you two could be something more...</span></ul>
<<elseif $aApprove lt 35 and $aApprove gt 10>>
<ul><span class="special-choice">You'd been friends with $Alaric ever since you met $a_him at orientation and at times you'd wondered if you two could be something more, but after the events of this evening, your friendship is almost certainly done.</span></ul>
<<else>>
<ul><span class="special-choice">You're dead to one another.</span></ul>
<</if>>
<</if>>
<<elseif $aInitRelation is "partner">>
<ul><span class="special-choice">You met $Alaric at orientation a little over two months ago and became close friends. A few weeks later you officially started dating.</span></ul>
<</if>>
<<if $aFlirt gt 0>>
<<if $aInitRelation isnot "partner">>
<<if $aFlirt gt 0 and $aFlirt lte 2>>
<ul><span class="flirt-choice">You think $Alaric has noticed your interest, but you aren't sure how $a_he feels.</span></ul>
<<elseif $aFlirt gt 2 and $aFlirt lte 4>>
<ul><span class="flirt-choice">$Alaric has noticed your interest and you think $a_he's interested in you too.</span></ul>
<<elseif $aFlirt gt 4 and $aFlirt lte 6>>
<ul><span class="flirt-choice">You and $Alaric have been flirting with one another but it still feels pretty casual.</span></ul>
<<elseif $aFlirt gt 6 and $aFlirt lte 8>>
<ul><span class="flirt-choice">♡ - You've and $Alaric have been flirting for a while and you know can tell $a_he's into you.</span></ul>
<<elseif $aFlirt gt 8 and $aDateAsk is false>>
<ul><span class="flirt-choice">♡ - $Alaric is very into you. Who knows what could happen after this?</span></ul>
<<elseif $aFlirt gt 8 and $aDateAsk is true>>
<ul><span class="flirt-choice">$Alaric is very into you and has told you $a_he wants to be more than friends after this. So, it's a date! (Well, as long as you both make it out of here alive...)</span></ul>
<</if>>
<<elseif $aInitRelation is "partner">>
<ul><span class="flirt-choice">
<<if $aApprove is 100 or $aSoulmate is true>>
It's like you two were made for each other. $Alaric's your person. $a_He's your best friend and closest confidant. There's no doubt in your mind that you can count on $a_him. $a_He'd do anything for you and you'd do anything for $a_him. I mean, what else is there to say? If soulmates are real, $Alaric's yours.
<<if $aSoulmate is true and $aApprove lt 60>>
Sure, the events of this evening have put some strain on your relationship, but it would be weird if they didn't. You haven't lost faith in your relationship.
<</if>>
<<elseif $aApprove gt 95 and $aApprove lt 100 and $aSoulmate isnot true>>
So far, things have been going unbelievably well. You've never felt this close to someone in such a short period of time and you don't think it's possible for anything to come between the two of you.
<<elseif $aApprove gte 90 and $aApprove lte 95 and $aSoulmate isnot true>>
So far, things have been going extremely well. You've never felt this close to someone in such a short period of time and you doubt it's possible for anything to come between the two of you.
<<elseif $aApprove gte 80 and $aApprove lt 90 and $aSoulmate isnot true>>
So far, things have been going pretty well. You've never gotten this close to someone in such a short period of time and you don't foresee something coming between the two of you.
<<elseif $aApprove gte 70 and $aApprove lt 80 and $aSoulmate isnot true>>
So far, things have been going well. You don't foresee something major coming between the two of you.
<<elseif $aApprove gte 60 and $aApprove lt 70 and $aSoulmate isnot true>>
Things were going really well but your relationship has been a little shaken by the events of this evening. You still have <<if $aApprove lt 65>>some <</if>>faith in it.
<<elseif $aApprove gte 40 and $aApprove lt 60 and $aSoulmate isnot true>>
Things were going really well but your relationship has been strained by the events of this evening.
<<elseif $aApprove gte 20 and $aApprove lt 40 and $aSoulmate isnot true>>
Things were going really well but you doubt your relationship will remain intact after the events of this evening.
<<elseif $aApprove lt 20 and $aApprove gte 10 and $aSoulmate isnot true>>
Things were going well but your relationship is almost certainly over. You can hardly stand being around each other anymore.
<<elseif $aApprove lt 10 and $aSoulmate isnot true>>
It's over. Things might have been going well before tonight but, fuck! You cannot stand being around each other anymore.
<</if>></span></ul>
<<if $aLoveConfession is true>>
<<if $aLove is true>>
<ul><span class="flirt-choice">You're in love with $Alaric $a_he's in love with you.</span></ul>
<<elseif $aLove is false>>
<ul><span class="flirt-choice">$Alaric told you $a_he loves you but you couldn't say it back.</span></ul>>
<<elseif $aLoveConfession isnot true and $aLove isnot true and $aSoulmate is true>>
<ul><span class="flirt-choice">You never said it out loud before, but you know $Alaric loves you and you might love $a_him too.</span></ul>
<<else>>\
<</if>>
<</if>>
<</if>><<else>>\<</if>><</nobr>>
<<if $actOne is true>><<nobr>><br>
<h3>$a_His_ Status</h3>
<h4>Character Breaks</h4>
<ul><span class="shock-choice"><<set _strikesLeft = 3 - $aStrike>>$Alaric has broken character <span class="accent">$aStrike</span> time<<if $aStrike isnot 1>>s<</if>>. $a_He has <span class="accent">_strikesLeft</span> strike<<if _strikesLeft isnot 1>>s<</if>> left<<if $aStrike is 3>> (1 more and it's <span class="accent">game over</span>)<</if>>.<<if $aHealth lt 4 and $aAlive is true>> It's worth noting that $Alaric is in such bad physical shape right now, another shock - whether caused by $a_him or someone else - would have the potential to kill $a_him.<</if>></span></ul>
<h4>Sanity</h4>
<ul><span class="sanity-choice"><<if $aSanity gte 8>>$Alaric seems to be okay. You know $a_him well and are certain you'd notice if anything was troubling $a_him.<<elseif $aSanity lt 8 and $aSanity gte 6>>$Alaric is troubled by something. You've started to notice odd behavior but it does't seem like anything serious.<<elseif $aSanity lt 6 and $aSanity gte 4>>You don't know exactly what's going on in $Alaric's head, but $a_he's definitely not seeing the same things you are...<<elseif $aSanity lt 4 and $aSanity gte 2>>$Alaric is losing it. You barely recognize $a_him.<<elseif $aSanity lt 2>>The $Alaric you knew is gone. You don't know if you could ever bring $a_him back<<if $aFlirt gte 6 or $aApprove gte 80>> but you can't bear the thought of losing $a_him. You know $a_he'd never give up on you, so, there's no way you're going to give up on $a_him<<elseif $aBusPromise is true and $aApprove gte 50 and $aFlirt lte 5>> but you hope you can help $a_him like $a_he once promised to always help you<<elseif $aBusPromise is true and $aApprove gte 50 and $aFlirt gte 6>> but you need $a_him to come back to you. Somehow... $a_He's no longer able to remember $a_his_ promise to always be there for you, but you can keep that promise to $a_him<<elseif $aBusPromise is true and $aApprove lt 50 and $aApprove gte 25>> but you don't care much. Now $a_he's just slowing you down, making you vulnerable. You knew $a_he'd never keep that stupid promise..<<elseif $aBusPromise is true and $aApprove lt 25>> but, honestly, good riddance. $a_He was always annoying as shit, at least now $a_he talks less. You wish you could just be rid of $a_him. All $Alaric's doing is slowing you down, making you vulnerable. Fucking figures. You knew $a_he'd never keep the promise $a_he made to you this morning<</if>>.<</if>></span></ul>
<h4>Health</h4>
<ul><span class="health-choice"><<if $aHealth gte 10>>$Alaric is exhausted but healthy otherwise.<<elseif $aHealth lt 10 and $aHealth gte 8>>$Alaric is exhausted but $a_he's hanging in there.<<elseif $aHealth lt 8 and $aSanity gte 5>>$Alaric is seriously injured and mentally exhausted.<<elseif $aHealth lt 5 and $aHealth gte 2>>$Alaric is approaching critical condition.<<elseif $aHealth lt 2 and $aAlive is true>>$Alaric is literally on death's door.<</if>></span></ul>
<</nobr>><br><<else>>\<</if>><<button "Back">><<run Engine.backward()>><</button>><<nobr>>
<<if $aSoulmate is false>>
<<if $aApprove gte 85 and $aInitRelation is "friend">>
<<set $aRelation = "best friend">>
<<elseif $aApprove lt 85 and $aInitRelation is "friend">>
<<set $aRelation = "friend">>
<</if>>
<<if $aApprove gte 70 and $aInitRelation is "best friend">>
<<set $aRelation = "best friend">>
<<elseif $aApprove lt 70 and $aInitRelation is "best friend">>
<<set $aRelation = "friend">>
<</if>>
<<if $aApprove lt 20 and $aInitRelation is "partner">>
<<set $aRelation = "soon-to-be ex">>
<<elseif $aApprove gte 20 and $aInitRelation is "partner">>
<<set $aRelation = "partner">>
<</if>>
<<elseif $aSoulmate is true>>
<<set $aRelation = "soulmate">>
<</if>>
<<if $aSoulmate is false>>
<<if $aApprove is 100 and $aFlirt gt 8>>
<<set $aSoulmate = true>>
<</if>>
<</if>><</nobr>><<if $jName>><h1>jOVy RiVerA</h1><<else>><h1><span class="squiggletext">Jovyjovy Riverarivera</span></h1><</if>><<if $jName>>\
!!!About <<if $jName>>Them<<else>><span class="squiggletext">themTHEM</span><</if>>
''Name:'' <<if $jName>>Jovy Rivera<<else>>???<</if>>
''Gender:'' <<if $jName>>Nonbinary (They/Them)<<else>>???<</if>>
''Age:'' <<if $jName>>24<<else>>Mid-20s?<</if>>
''From:'' <<if $jName>>Arecibo, Puerto Rico<<else>>???<</if>><!--
''Role:'' Stagehand-->
''Occupation:'' <<if $jName>>Full-time stagehand and gaffer for the Fairytale Kingdom's shows<<else>>???<</if>>
''Worked Here For:'' <<if $jName>>Two years<<else>>???<</if>>
''Personality:'' <<if $jName>>Sarcastic, clever, impulsive, daring, competitive<<else>>???<</if>>
!!!<<if $jName>>Their<<else>><span class="squiggletext">JovyjOVY</span>'s<</if>> Appearance
<<else>>\<</if>><div class="box"><div class="column-1"><img src="Mousetrap/img/jovy_artbreeder.jpg" alt="Jovy's Profile Picture" class="profile"></div><div class="column-2">''Height:'' 5'8"
''Eyes:'' Dark brown
''Hair:'' Black, curly, just above shoulder-length
''Skin:'' Light brown, olive-toned
''Notable Features:'' Strong brows, tapered jaw, tall nose<<if $actOne>><br>''Costume:'' Royal<</if>></div></div>
!!!Your Relationship
<div class="stat-bar-container">
<div class="stat-bar-overlay-left">Approval $jApprove%</div>
<div class="stat-bar-overlay-right"></div>
<div class="stat-bar" id="jovy-stat"></div></div><<nobr>>
<h4><<if $jName>>Jovy
<<if $jApprove gte 95>>has become one of your <span class="accent">best friends</span>.
<<elseif $jApprove gte 87 and $jApprove lt 95>>has become a <span class="accent">close friend</span>.
<<elseif $jApprove gte 80 and $jApprove lt 87>>has become a <span class="accent">good friend</span>.
<<elseif $jApprove gte 60 and $jApprove lt 80>>is a <span class="accent">friend</span>.
<<elseif $jApprove gte 40 and $jApprove lt 60>>is an <span class="accent">acquaintance</span>.
<<elseif $jApprove gte 20 and $jApprove lt 40>>is a <span class="accent">nuisance</span>.
<<elseif $jApprove gte 20 and $jApprove lt 40>>is a <span class="accent">fucking asshole</span>.
<</if>><<else>>You've think you recognize them but you've never met them.<</if>></h4>
<</nobr>><!--<ul><span class="special-choice">You've never met <<if $eName>>Jovy<<else>>them<</if>>.<<if $role is "ride">> You know they went out with one of the other interns you work with, but you don't know what happened there.<</if>></span></ul>--><ul><<if $jFlirt gt 0 and $jFlirt lte 2>><span class="flirt-choice"><<if $jInitRelation is "crush">>You are interested in <<if $eName>>Jovy<<else>>them<</if>> and they've been flirty with you but you aren't sure if they're actually into you or if that's just how <<if $eName>>Jovy is<<else>>they are<</if>>.<<else>>You and Jovy are flirty with one another, but you can't tell if they're interested in you or if that's just how Jovy is.<</if>></span><<elseif $jFlirt gt 2 and $jFlirt lte 4>><span class="flirt-choice">You and Jovy have been flirting with one another and you're pretty sure they're actually into you.</span><<elseif $jFlirt gt 4 and $jFlirt lte 6>><span class="flirt-choice">Your flirtation has continued to a point that still feels casual but passionate.</span><<elseif $jFlirt gt 6 and $jFlirt lte 8>><span class="flirt-choice">You and Jovy are clearly very into one another.</span><<elseif $jFlirt gt 8 and $jDateAsk is false>><span class="flirt-choice">Jovy is enamored with you. Who knows what could happen?</span><<elseif $jFlirt gt 8 and $jDateAsk is true>><span class="flirt-choice">Jovy is enamored with you and has expressed that they want to be more than friends when you make it out.</span><</if>></ul>
<<nobr>><<if $actOne is true>><br>
<h3>Their Status</h3>
<h4>Character Breaks</h4>
<ul><span class="shock-choice"><<set _strikesLeft = 3 - $jStrike>>Jovy has broken character <span class="accent">$jStrike</span> time<<if $jStrike isnot 1>>s<</if>>. They have <span class="accent">_strikesLeft</span> strike<<if _strikesLeft isnot 1>>s<</if>> left<<if $jStrike is 3>> (1 more and it's <span class="accent">game over</span>)<</if>>.<<if $jHealth lt 4 and $jAlive is true>> It's worth noting that Jovy is in such bad physical shape right now, another shock - whether caused by them or someone else - would have the potential to kill them.<</if>></span></ul>
<h4>Sanity</h4>
<ul><span class="sanity-choice"><<if $jSanity gte 8>>Jovy seems to be okay. You don't know them well but you think you'd notice if they were behaving strangely.<<elseif $jSanity lt 8 and $jSanity gte 6>>Jovy seems troubled by something. You've noticed some odd behavior, but you still don't know them well. No matter what, it probably isn't too serious.<<elseif $jSanity lt 6 and $jSanity gte 4>>You don't know exactly what's going on in Jovy's head, but you're no longer experiencing the same reality...<<elseif $jSanity lt 4 and $jSanity gte 2>>Jovy's losing it.<<elseif $jSanity lt 2>>Jovy is gone. You don't know if it's possible to bring them back<<if $jFlirt gte 6 or $jApprove gte 80>> but you can't bear the thought of losing them<<elseif $jApprove gte 50 and $jFlirt lte 5>> but you hope you can help them regain their sense of self<<elseif $jApprove gte 50 and $jFlirt gte 6>> but you're not going to give up on them<<elseif $jApprove lt 50 and $jApprove gte 25>> but you don't care much for their sake. You just hate that they've become a liability<<elseif $jApprove lt 25>> but, honestly, it's about damn time. You just wish you could break their chain and let them run far, far away from you<</if>>.<</if>></span></ul>
<h4>Health</h4>
<ul><span class="health-choice"><<if $jHealth gte 10>>Jovy seems to be in perfect health.<<elseif $jHealth lt 10 and $jHealth gte 8>>Jovy seems pretty good.<<elseif $jHealth lt 8 and $jSanity gte 5>>Jovy is seriously injured.<<if $jovyStabbed>> Getting stabbed will do that to a person.<</if>><<elseif $jHealth lt 5 and $jHealth gte 2>>Jovy is in critical condition.<<elseif $jHealth lt 2 and $jAlive is true>>Jovy is literally on death's door.<</if>></span></ul>
<</if>><br>
<</nobr>>
<<button "Back">><<run Engine.backward()>><</button>><<if $jName>><h1>EmeRsOn lIu</h1><<elseif $eNametag is true>><h1>EmeRsOn</h1><<else>><h1><span class="squiggletext">EMERSONemer LIUli</span></h1><</if>><<if $eName>>\
!!!About Her
''Name:'' Emerson Liu
''Gender:'' Female (She/Her)
''Age:'' 21
''From:'' Chicago, Illinois
''Role:'' Custodial
''Occupation:'' Intern (studies creative writing at university)
''Worked Here For:'' Two months
''Personality:'' Inquisitive, dauntless, creative, witty, methodical
!!!Her Appearance
<<else>>\<</if>><div class="box"><div class="column-1"><img src="Mousetrap/img/emerson_artbreeder.jpg" alt="Emerson's Profile Picture" class="profile"></div><div class="column-2">''Height:'' 5'6"
''Eyes:'' Brown
''Hair:'' Black, straight, long
''Skin:'' Pale beige, neutral-toned
''Notable Features:'' Fuller cheeks, wide nose, upturned eyes<<if $actOne>><br>''Costume:'' Pirate<</if>></div></div>
!!!Your Relationship
<div class="stat-bar-container">
<div class="stat-bar-overlay-left">Approval $eApprove%</div>
<div class="stat-bar-overlay-right"></div>
<div class="stat-bar" id="emerson-stat"></div></div><<nobr>>
<h4><<if $eName>>Emerson
<<if $eApprove gte 95>>has become one of your <span class="accent">best friends</span>.
<<elseif $eApprove gte 87 and $eApprove lt 95>>has become a <span class="accent">close friend</span>.
<<elseif $eApprove gte 80 and $eApprove lt 87>>has become a <span class="accent">good friend</span>.
<<elseif $eApprove gte 60 and $eApprove lt 80>>is a <span class="accent">friend</span>.
<<elseif $eApprove gte 40 and $eApprove lt 60>>is an <span class="accent">acquaintance</span>.
<<elseif $eApprove gte 20 and $eApprove lt 40>>is a <span class="accent">nuisance</span>.
<<elseif $eApprove gte 20 and $eApprove lt 40>>is a <span class="accent">bitch</span>.
<</if>><<else>>You know her name but you've never met her.<</if>></h4>
<</nobr>><!--<ul><span class="choice"><<if $role is "cust">>You've seen her around the Fairytale Kingdom before but y<<else>>Y<</if>>ou haven't spoken to Emerson before tonight.</span></ul>--><ul><<if $eFlirt gt 0 and $eFlirt lte 2>><span class="flirt-choice">You've been a little flirty with Emerson, but you don't know if she's noticed your interest.</span><<elseif $eFlirt gt 2 and $eFlirt lte 4>><span class="flirt-choice">Emerson has noticed your interest and you think she's interested in you too.</span><<elseif $eFlirt gt 4 and $eFlirt lte 6>><span class="flirt-choice">You and Emerson have been openly flirting with one another but things feel very casual at this point.</span><<elseif $eFlirt gt 6 and $eFlirt lte 8>><span class="flirt-choice">You've been openly flirting with Emerson and she's definitely into you. Who knows what could happen after this?</span><<elseif $eFlirt gt 8 and $eDateAsk isnot true>><span class="flirt-choice">Emerson is very into you.</span><<elseif $eFlirt gt 8 and $eDateAsk is true>><span class="choice">♡ - Emerson is very into you and has told you she wants to be more than friends if you two make it out of here alive.</span><</if>></ul>
<<nobr>><<if $actOne is true>><br>
<h3>Her Status</h3>
<h4>Character Breaks</h4>
<ul><span class="shock-choice"><<set _strikesLeft = 3 - $eStrike>>Emerson has broken character <span class="accent">$eStrike</span> time<<if $eStrike isnot 1>>s<</if>>. She has <span class="accent">_strikesLeft</span> strike<<if _strikesLeft isnot 1>>s<</if>> left<<if $eStrike is 3>> (1 more and it's <span class="accent">game over</span>)<</if>>.<<if $eHealth lt 4 and $eAlive is true>> It's worth noting that Emerson is in such bad physical shape right now, another shock - whether caused by her or someone else - would have the potential to kill her.<</if>></span></ul>
<h4>Sanity</h4>
<ul><span class="sanity-choice"><<if $eSanity gte 8>>Emerson seems to be okay. You don't know her well, but you think you'd notice if she was behaving strangely.<<elseif $eSanity lt 8 and $eSanity gte 6>>Emerson seems troubled by something. You've noticed some odd behavior, but you still don't know her well enough to know if that's abnormal for her. No matter what, it probably isn't too serious.<<elseif $eSanity lt 6 and $eSanity gte 4>>You don't know exactly what's going on in Emerson's head, but you're no longer experiencing the same reality...<<elseif $eSanity lt 4 and $eSanity gte 2>>Emerson's losing it.<<elseif $eSanity lt 2>>Emerson is gone. You don't know if it's possible to bring her back<<if $eFlirt gte 6 or $eApprove gte 80>> but you can't bear the thought of losing her<<elseif $eApprove gte 50 and $eFlirt lte 5>> but you hope you can help her regain her sense of self<<elseif $eApprove gte 50 and $eFlirt gte 6>> but you're not going to give up on her<<elseif $eApprove lt 50 and $eApprove gte 25>> but you don't care very much, at least, not for her sake. You just hate that she's become a liability<<elseif $eApprove lt 25>> but, honestly, it's about damn time. You just wish you could break her chain and let her run far, far away from you<</if>>.<</if>></span></ul>
<h4>Health</h4>
<ul><span class="health-choice"><<if $eHealth gte 10>>Emerson seems to be in perfect health.<<elseif $eHealth lt 10 and $eHealth gte 8>>Emerson seems like she's pretty good.<<elseif $eHealth lt 8 and $eSanity gte 5>>Emerson definitely isn't doing great.<<elseif $eHealth lt 5 and $eHealth gte 2>>Emerson is approaching critical condition.<<elseif $eHealth lt 2 and $eAlive is true>>Emerson is literally on death's door.<</if>></span></ul>
<</if>><br>
<</nobr>>
<<button "Back">><<run Engine.backward()>><</button>><<if $mName>><h1>MaX KelLEr</h1><<else>><h1><span class="squiggletext">MaXma KelLErkEll</span></h1><</if>><<if $mName>>\
!!!About $m_Her
''Name:'' <<if $mGen is "f">>Maxine "Max"<<elseif $mGen is "m">>Maxwell "Max"<<else>>Max<</if>> Keller
''Gender:'' <<print $mGender.toUpperFirst()>> ($m_She/$m_Her)
''Age:'' 26
''From:'' Beaufort, South Carolina
''Occupation:'' <<if $mMedReveal>>Full-time face character actor, part-time med student<<else>>Full-time face character actor<</if>>
''Normally Portrays:'' <<if $mGen is "m">>Damien (villain from The Beauty & the Beast)<<elseif $mGen is "f">>Mostruosa (villain from Sleeping Beauty)<<else>>Peter Pan<</if>>
''Worked Here For:'' Six years
''Personality:'' Caring, adaptable, soft-spoken, cautious, thoughtful
!!!$m_Her_ Appearance
<<else>>\<</if>><div class="box"><div class="column-1"><<if $mGen is "f">><img src="Mousetrap/img/max_f_artbreeder.jpg" alt="Max's Profile Picture" class="profile"><<elseif $mGen is "m">><img src="Mousetrap/img/max_m_artbreeder.jpg" alt="Max's Profile Picture" class="profile"><<else>><img src="Mousetrap/img/max_nb_artbreeder.jpg" alt="Max's Profile Picture" class="profile"><</if>></div><div class="column-2">''Height:'' <<if $mGen is "f">>5'7"<<elseif $mGen is "m">>6'0"<<else>>5'4"<</if>>
''Eyes:'' Light blue
''Hair:'' Dark red, wavy, <<if $mGen is "f">>just below shoulder-length<<else>>shorter<</if>>, messy
''Skin:'' Pale beige, cool-toned
''Notable Features:'' <<if $mGen is "f">>High cheekbones, button nose, deepset eyes<<elseif $mGen is "m">>Strong jawline, high cheekbones, deepset eyes<<else>>Youthful glow, high cheekbones, deepset eyes<</if>><<if $actOne>><br>''Costume:'' $mCostume<</if>></div></div>
!!!Your Relationship
<div class="stat-bar-container">
<div class="stat-bar-overlay-left">Approval $mApprove%</div>
<div class="stat-bar-overlay-right"></div>
<div class="stat-bar" id="max-stat"></div></div><<nobr>>
<h4><<if $mName>>Max
<<if $mApprove gte 95>>has become one of your <span class="accent">best friends</span>.
<<elseif $mApprove gte 87 and $mApprove lt 95>>has become a <span class="accent">close friend</span>.
<<elseif $mApprove gte 80 and $mApprove lt 87>>has become a <span class="accent">good friend</span>.
<<elseif $mApprove gte 60 and $mApprove lt 80>>is a <span class="accent">friend</span>.
<<elseif $mApprove gte 40 and $mApprove lt 60>>is an <span class="accent">acquaintance</span>.
<<elseif $mApprove gte 20 and $mApprove lt 40>>is a <span class="accent">nuisance</span>.
<<elseif $mApprove gte 20 and $mApprove lt 40>>is a <span class="accent">shithead</span>.
<</if>><<else>>You've never met $m_her.<</if>></h4>
<</nobr>><!--<ul><span class="choice"><<if $role is "face" or $role is "fur">>You've seen $m_her in the cafeteria below Fantasy Quest<<if $mCrush is true>> and you've always been attracted to $m_her<</if>> but you<</if>><<if $role is "face">>'ve only said a few things to $m_her in passing. Not enough to say you know $m_her.<</if>><<if $role isnot "fur" and $role isnot "face">>You<</if>><<if $role isnot "face">> haven't spoken to Max before tonight.<</if>></span></ul>--><ul><<if $mFlirt gt 0 and $mFlirt lte 2>><span class="flirt-choice">You're interested in Max but you aren't sure what $m_she thinks about you</span><<elseif $mFlirt gt 2 and $mFlirt lte 4>><span class="flirt-choice">Max is aware of your interest and you think $m_she might be interested in you too</span><<elseif $mFlirt gt 4 and $mFlirt lte 6>><span class="flirt-choice">You and Max have been openly flirting with one another but things still feel casual at this point</span><<elseif $mFlirt gt 6 and $mFlirt lte 8>><span class="flirt-choice">You've been openly flirting with Max and you know $m_shere into you.</span><<elseif $mFlirt gt 8 and $mDateAsk isnot true>><span class="flirt-choice">Max is very into you. Who knows what could happen after this?</span><<elseif $mFlirt gt 8 and $mDateAsk is true>><span class="flirt-choice">Max is very into you and has told you $m_she want<<m_s>> to be more than friends if you both make it out of here alive.</span><</if>></ul>\
<<nobr>><<if $actOne is true>><br>
<h3>$m_Her_ Status</h3>
<h4>Character Breaks</h4>
<ul><span class="shock-choice"><<set _strikesLeft = 3 - $mStrike>>Max has broken character <span class="accent">$mStrike</span> time<<if $mStrike isnot 1>>s<</if>>. $m_She <<m_has>> <span class="accent">_strikesLeft</span> strike<<if _strikesLeft isnot 1>>s<</if>> left<<if $mStrike is 3>> (1 more and it's <span class="accent">game over</span>)<</if>>.<<if $mHealth lt 4 and $mAlive is true>> It's worth noting that Max is in such bad physical shape right now, another shock - whether caused by $m_her or someone else - would have the potential to kill $m_her.<</if>></span></ul>
<h4>Sanity</h4>
<ul><span class="sanity-choice"><<if $mSanity gte 8>>Max seems to be okay. You don't know $m_her well but you think you'd notice if $m_she <<m_was>> behaving strangely.<<elseif $mSanity lt 8 and $mSanity gte 6>>Max seems troubled by something. You've noticed some odd behavior, but you still don't know $m_her well enough to know if that's abnormal for $m_her.<<elseif $mSanity lt 6 and $mSanity gte 4>>You don't know exactly what's going on in Max's head, but you're no longer experiencing the same reality...<<elseif $mSanity lt 4 and $mSanity gte 2>>Max's losing it.<<elseif $mSanity lt 2>>Max is gone. You don't know if it's possible to bring $m_her back<<if $mFlirt gte 6 or $mApprove gte 80>> but you can't bear the thought of losing $m_her<<elseif $mApprove gte 50 and $mFlirt lte 5>> but you hope you can help $m_her regain $m_her_ sense of self<<elseif $mApprove gte 50 and $mFlirt gte 6>> but you're not going to give up on $m_her<<elseif $mApprove lt 50 and $mApprove gte 25>> but you don't really care, at least, not for $m_her_ sake. You just hate that $m_sheve become a liability<<elseif $mApprove lt 25>> but, honestly, it's about damn time. You just wish you could break $m_her_ chain and let $m_her run far, far away from you<</if>>.<</if>></span></ul>
<h4>Health</h4>
<ul><span class="health-choice"><<if $mHealth gte 10>>Max seems like $m_shere in perfect health.<<elseif $mHealth lt 10 and $mHealth gte 8>>Max seems to be hanging in there.<<elseif $mHealth lt 8 and $mSanity gte 5>>Max isn't doing well.<<elseif $mHealth lt 5 and $mHealth gte 2>>Max is approaching critical condition.<<elseif $mHealth lt 2 and $mAlive is true>>Max is literally on death's door.<</if>></span></ul>
<</if>><br>
<</nobr>>
<<button "Back">><<run Engine.backward()>><</button>><div class="menutitle">MoUseTrAp</div>
<span class="menulink"><<link "NEW" "New Game Start">><</link>></span><<nobr>><span class="menulink"><<if $isAutosave is true>><br><<link "RESUME">><<run Save.autosave.load()>><</link>><</if>></span><</nobr>>
<span class="menulink"><<link "LOAD">><<run UI.saves();>><</link>></span>
<span class="menulink"><<link "SETTINGS">><<run UI.settings();>><</link>></span><<masteraudio stop>><<audio "mainTheme" loop volume 0.05 play>>\
<!--<<if $tutorialEndAchieve isnot true>><<if $tutorialEnd is true>><<notify 3s>>new achievement<</notify>><<set $tutorialEndAchieve = true>><</if>><</if>>--><<ctp "New Game Start" t8n 1s>>WARNING:
<!--Mousetrap is rated ''18+''. It is a surreal survival horror story and contains swearing, graphic violence, gore, body horror, waking nightmares, loss of one's mind, trauma, potential grief, and death.-->\
\
This game is rated ''18+.'' It contains mature language, graphic violence, gore, surrealist horror, waking nightmares, and potential body horror, loss of self, grief, trauma, and death.
<<button "I Understand">><<ctpAdvance "New Game Start">><</button>>
<<ctpNext t8n 0s clear>><span class="info-menu-title">''Welcome to Mousetrap''</span>
<h4>a surreal survival horror story</h4>
You're one of the many overworked interns working at Whimsey World. When it was announced that Imogen, a category three hurricane, would soon hit Orlando, Florida, your employers asked for volunteers to remain in the parks during the storm, promising triple pay for at least 24 hours. You and your friend seized the opportunity. After all, Whimsey wouldn't ask its cast members to stay behind if it was potentially dangerous.
That's what you assumed //before// you were knocked unconscious. //Before// you woke up in a costume chained to your friend and three strangers. //Before// Dickey the Rat informed you and your "team" that you get $250,000 for each person you kill. //Before// the neurotoxins pumping through the park's air system began to loosen your grip on reality. //Before// nightmares and the real world bled into a horrifying, broken fantasy you can't wake up from.
If you survive the storm (and the things lurking within it), you'll win riches beyond your wildest dreams. But how far are you willing to go? How committed are you to pleasing your guests and satisfying your spectators? The Show //will// go on. ==//It will always go on//==. But what role will you play in it?
<<link '<span class="lnr lnr-chevron-right-circle"></span>'>><<ctpAdvance "New Game Start">><</link>>
<<ctpNext t8n 0s clear>>This game was created for the 2022 Interact-IF ranked game jam. Writers had the month of January to create a game that incorporates the theme "''cliffhanger''."
''This game is still a work in progress.''
<<link '<span class="lnr lnr-chevron-right-circle"></span>' 'Quick Questions'>><</link>><</ctp>>!! Content Warnings
Mousetrap is rated ''18+.'' It contains mature language, graphic violence, gore, surrealist horror, waking nightmares, and potential body horror, loss of self, grief, trauma, and death.
<!--<span class="center">--><span class="messagebutton"><<message "Click here for basic content warnings">>
<<include "CWs Vague">>
<</message>></span>
<!--<span class="center">--><span class="messagebutton"><<message "Click here for detailed content warnings">>
<<include "CWs Detailed">>
<</message>></span>
<<button "Return" $return>><</button>><span class="next"><<button "Show content warnings" "CW and Phobias">><<run Dialog.close()>><</button>></span>
<span class="next"><<button "Adjust phobias" "Phobia Control">><<run Dialog.close()>><</button>></span>
<span class="next"><<button "Never mind...">><<run Dialog.close()>><</button>></span>
!!!Adjust the Phobia Settings:
<<include "Phobias">>
<!--
!!!Phobias Currently Being Avoided:
<<liveblock>>
<<if $dollPhobia is true>>Automatonophobia<</if>>
<</liveblock>>
None-->
<<button "Return" $return>><</button>>If you experience automatonophobia, I'd advise you //not// to check out ''Camp David: The Musical'' (an option available to interns who take the //Adventure Quest// route).
<span class="next"><<button "I Understand">><<run Dialog.close()>><</button>></span>If you experience claustrophobia, I'd advise you //not// to choose the ''fur character'' role for your intern.
<span class="next"><<button "I Understand">><<run Dialog.close()>><</button>></span>If you're afraid of clowns, I'd advise you not to go to ''Toon Quest'' (a mandatory stop for interns on the //Tomorrow Quest// route).
<span class="next"><<button "I Understand">><<run Dialog.close()>><</button>></span>Turning on the necrophobia setting will help you avoid encounters with things associated with death and necrosis but won't prevent deaths from occurring. Deaths aren't described in gratuitous detail even with this setting turned off, but turning it on will completely remove descriptions of characters dying. Still, there is no way to remove death from the game. Please take this into consideration and place your health and safety first.
<span class="next"><<button "I Understand">><<run Dialog.close()>><</button>></span><!--<span class="cwtext">--><<if $tAv is "Yes">><<set $tAv = true>><<else>><<set $tAv = false>><</if>><<if $aro is "Yes">><<set $aro = true>><<else>><<set $aro = false>><</if>><<if $ace is "Yes">><<set $ace = true>><<else>><<set $ace = false>><</if>>There are thorough content warnings and settings that allow you to control if certain phobias will be actively avoided. Click this icon <span class="lnr lnr-warning"></span> in the menu to access these content warnings and phobia controls.
Would you like to view the CWs or adjust the phobia settings now?
<<button "Yes, I would""New Game Adjustments">><</button>>
<<button "No, let's start""1-1">><<masteraudio stop>><<audio "starAmbient" loop volume 0.005 time 7 fadeoverto 7 0.2>><<audio "mainTheme" stop>><</button>><!--</span>--><<set _useless = true>><<audio "starAmbient" fadeout>><<audio "aloneLoop" loop volume 0.05 fadeoverto 5 0.2>><<audio "mainTheme" stop>>
<<ctp "1-1A" t8n 1s>>
Something draws you downward, compelling you to venture further into the darkness.
<<link '<span class="lnr lnr-chevron-right-circle"></span>'>><<ctpAdvance "1-1A">><</link>>
<<ctpNext t8n 400ms clear>>
The decline feels very gentle.
<<link '<span class="lnr lnr-chevron-right-circle"></span>'>><<ctpAdvance "1-1A">><</link>>
<<ctpNext t8n 400ms clear>>
It makes your descent far easier than you expected.
<<link '<span class="lnr lnr-chevron-right-circle"></span>'>><<ctpAdvance "1-1A">><</link>>
<<ctpNext t8n 600ms clear>>
The path appears well-worn, its earth tightly packed from the weight of previous travelers' footsteps.
<<link '<span class="lnr lnr-chevron-right-circle"></span>'>><<ctpAdvance "1-1A">><</link>>
<<ctpNext t8n 400ms clear>>
You realize countless others made the same choice and this knowledge brings you comfort.
<<link '<span class="lnr lnr-chevron-right-circle"></span>'>><<ctpAdvance "1-1A">><</link>>
<<ctpNext t8n 400ms clear>>
You don't feel quite so alone.
<<link '<span class="lnr lnr-chevron-right-circle"></span>'>><<ctpAdvance "1-1A">><</link>>
<<ctpNext t8n 800ms clear>>
Rounding a corner, you see a glowing line that cuts down the middle of the path like strips of light on the floors of movie theaters and airplanes.
<<link '<span class="lnr lnr-chevron-right-circle"></span>'>><<ctpAdvance "1-1A">><</link>>
<<ctpNext t8n 400ms clear>>
The line <<fadein 1s>>sparkles<</fadein>><<fadein 1.5s>>, twinkles<</fadein>><<fadein 2s>>, shimmers.<</fadein>>
<<fadein 3.33s>>You're mesmerized by its beauty.<</fadein>>
<<link '<span class="lnr lnr-chevron-right-circle"></span>'>><<ctpAdvance "1-1A">><</link>>
<<ctpNext t8n 500ms clear>>
It wants you to follow it.
<<link '<span class="lnr lnr-chevron-right-circle"></span>'>><<ctpAdvance "1-1A">><</link>>
<<ctpNext t8n 500ms clear>>
You approach the line and carefully place both your feet on it.
<<link '<span class="lnr lnr-chevron-right-circle"></span>'>><<ctpAdvance "1-1A">><</link>>
<<ctpNext 0s clear>><<audio "aloneLoop" loop fadeoverto 2 0.3>>
The cave is gone.
<<link '<span class="lnr lnr-chevron-right-circle"></span>'>><<ctpAdvance "1-1A">><</link>>
<<ctpNext t8n 0s clear>>
You're no longer walking down a tunnel.
<<link '<span class="lnr lnr-chevron-right-circle"></span>'>><<ctpAdvance "1-1A">><</link>>
<<ctpNext t8n 0s clear>>
You're balancing on an iridescent tightrope strung across oblivion.
<<link '<span class="lnr lnr-chevron-right-circle"></span>'>><<ctpAdvance "1-1A">><</link>>
<<ctpNext t8n 700ms clear>>
Something tells you to walk forward.
<<link '<span class="lnr lnr-chevron-right-circle"></span>'>><<ctpAdvance "1-1A">><</link>>
<<ctpNext t8n 400ms clear>>
Is it the line?
<<link '<span class="lnr lnr-chevron-right-circle"></span>'>><<ctpAdvance "1-1A">><</link>>
<<ctpNext t8n 400ms clear>>
No, of course not.
<<link '<span class="lnr lnr-chevron-right-circle"></span>'>><<ctpAdvance "1-1A">><</link>>
<<ctpNext t8n 600ms clear>>
The line does have a voice, but it sounds very different to this one.
<<link '<span class="lnr lnr-chevron-right-circle"></span>'>><<ctpAdvance "1-1A">><</link>>
<<ctpNext t8n 600ms clear>>
Still, <<fadein 0.75s>>//something// is calling to you.<</fadein>>
<<link '<span class="lnr lnr-chevron-right-circle"></span>'>><<ctpAdvance "1-1A">><</link>>
<<ctpNext t8n 400ms clear>>
If it's not the line, what is it?
<<link '<span class="lnr lnr-chevron-right-circle"></span>'>><<ctpAdvance "1-1A">><</link>>
<<ctpNext t8n 400ms clear>>
What <<fadein 1s>>does<</fadein>><<fadein 1.35s>> it<</fadein>><<fadein 1.7s>> want?<</fadein>>
<<link '<span class="lnr lnr-chevron-right-circle"></span>'>><<ctpAdvance "1-1A">><</link>>
<<ctpNext t8n 400ms clear>>
You look back, hoping to retreat to the safety of the cave...
<<link '<span class="lnr lnr-chevron-right-circle"></span>'>><<ctpAdvance "1-1A">><</link>>
<<ctpNext 0s clear>>
''The tightrope snaps.''
<<link '<span class="lnr lnr-chevron-right-circle"></span>'>><<ctpAdvance "1-1A">><</link>>
<<ctpNext t8n 0s clear>>
You're falling again, but unlike the first time, now you're truly falling...
<<link '<span class="lnr lnr-chevron-right-circle"></span>'>><<ctpAdvance "1-1A">><</link>>
<<ctpNext t8n 0s clear>>
Plummeting at an alarming speed towards something <<fadein 1s>>frigid<</fadein>><<fadein 1.75s>>, cruel<</fadein>><<fadein 2.5s>>, //corrupted.//<</fadein>>
<<link '<span class="lnr lnr-chevron-right-circle"></span>'>><<ctpAdvance "1-1A">><</link>>
<<ctpNext t8n 300ms clear>>
The void opens its gaping maw and laughs at you...
<<link '<span class="lnr lnr-chevron-right-circle"></span>'>><<ctpAdvance "1-1A">><</link>>
<<ctpNext 0s clear>>
<span class="shocklink center"><<link "CRACK""1-2-1">><<audio "aloneLoop" stop>><</link>></span>
<</ctp>><!--[[1-2-1]]--><<set _useless = true>><<audio "starAmbient" fadeoverto 7 0.0>><<audio "mainTheme" stop>>
<<ctp "1-1B" t8n 1s>><<audio "bigFire" loop volume 0.005 fadeoverto 4 0.1>>
You walk towards the fire, both hands outstretched.
<<link '<span class="lnr lnr-chevron-right-circle"></span>'>><<ctpAdvance "1-1B">><</link>>
<<ctpNext t8n 400ms clear>>
Within a few seconds, the flames' warmth has seeped into the front half of your body.
<<link '<span class="lnr lnr-chevron-right-circle"></span>'>><<ctpAdvance "1-1B">><</link>>
<<ctpNext t8n 400ms clear>>
The heat licks at your aching muscles like a cat bathing a kitten.
<<link '<span class="lnr lnr-chevron-right-circle"></span>'>><<ctpAdvance "1-1B">><</link>>
<<ctpNext t8n 400ms clear>>
It's soothing.
<<link '<span class="lnr lnr-chevron-right-circle"></span>'>><<ctpAdvance "1-1B">><</link>>
<<ctpNext t8n 400ms clear>>
Peaceful.
<<link '<span class="lnr lnr-chevron-right-circle"></span>'>><<ctpAdvance "1-1B">><</link>>
<<ctpNext t8n 600ms clear>>
You hadn't realize just how tired you are.
<<link '<span class="lnr lnr-chevron-right-circle"></span>'>><<ctpAdvance "1-1B">><</link>>
<<ctpNext t8n 400ms clear>>
The contrast between the heat on your face and the chill on your back is invigorating, sending shivers up your spine.
<<link '<span class="lnr lnr-chevron-right-circle"></span>'>><<ctpAdvance "1-1B">><</link>>
<<ctpNext t8n 400ms clear>>
You sigh and look ahead.
<<link '<span class="lnr lnr-chevron-right-circle"></span>'>><<ctpAdvance "1-1B">><</link>>
<<ctpNext t8n 800ms clear>><<audio "lostLoop" loop volume 0.005 fadeoverto 7 0.3>>
There is a shadow on the wall in front of you.
<<link '<span class="lnr lnr-chevron-right-circle"></span>'>><<ctpAdvance "1-1B">><</link>>
<<ctpNext t8n 400ms clear>>
Aside from the fire, there is nothing else in front of you.
<<link '<span class="lnr lnr-chevron-right-circle"></span>'>><<ctpAdvance "1-1B">><</link>>
<<ctpNext t8n 600ms clear>>
The shadow exists, but <<fadein 1s>>nothing<</fadein>><<fadein 1.25s>> is<</fadein>><<fadein 1.5s>> there<</fadein>><<fadein 1.6s>> to<</fadein>><<fadein 1.75s>> cast<</fadein>><<fadein 1.833s>> it.<</fadein>>
<<link '<span class="lnr lnr-chevron-right-circle"></span>'>><<ctpAdvance "1-1B">><</link>>
<<ctpNext t8n 200ms clear>>
You look at the shadow.
<<link '<span class="lnr lnr-chevron-right-circle"></span>'>><<ctpAdvance "1-1B">><</link>>
<<ctpNext t8n 400ms clear>>
Deep into the shadow.
<<link '<span class="lnr lnr-chevron-right-circle"></span>'>><<ctpAdvance "1-1B">><</link>>
<<ctpNext t8n 400ms clear>>
<!--And you know with horrifying certainty that the shadow sitting there, <<fadein 1.5s>>looking at you<</fadein>><<fadein 2s>>, //examining// you<</fadein>><<fadein 2.33s>>.<</fadein>><<fadein 2.45s>>.<</fadein>><<fadein 2.6s>>.<</fadein>>-->And you know with horrifying certainty that the shadow sitting there, looking at you, //examining// you...
<<link '<span class="lnr lnr-chevron-right-circle"></span>'>><<ctpAdvance "1-1B">><</link>>
<<ctpNext t8n 400ms clear>>
This shadow <!--<<fadein 1.5s>>is //your// shadow.<</fadein>>-->is //your// shadow.
<<link '<span class="lnr lnr-chevron-right-circle"></span>'>><<ctpAdvance "1-1B">><</link>>
<<ctpNext t8n 800ms clear>><<audio "bigFire" fadeoverto 2 0.15>>
<!--Your shadow <<fadein 0.4>>s<</fadein>><<fadein 0.5s>>m<</fadein>><<fadein 0.6s>>i<</fadein>><<fadein 0.7s>>l<</fadein>><<fadein 0.8s>>e<</fadein>><<fadein 0.9s>>s<</fadein>><<fadein 1s>> at you.<</fadein>>--><!--Your shadow <<timed 0.4s>>s<</timed>><<timed 0.5s>>m<</timed>><<timed 0.6s>>i<</timed>><<timed 0.7s>>l<</timed>><<timed 0.8s>>e<</timed>><<timed 0.9s>>s<</timed>><<timed 1s>> a<</timed>><<timed 1.1s>>t<</timed>><<timed 1.2s>> y<</timed>><<timed 1.3s>>o<</timed>><<timed 1.4s>>u<</timed>><<timed 1.5s>>.<</timed>><<fadein 0.33s 1s>> at you.<</fadein>>--><<timed 0.1s>>Y<</timed>><<timed 0.2s>>o<</timed>><<timed 0.3s>>u<</timed>><<timed 0.4s>>r<</timed>><<timed 0.5s>> s<</timed>><<timed 0.6s>>h<</timed>><<timed 0.7s>>a<</timed>><<timed 0.8s>>d<</timed>><<timed 0.9s>>o<</timed>><<timed 1s>>w<</timed>><<timed 1.1s>> s<</timed>><<timed 1.2s>>m<</timed>><<timed 1.3s>>i<</timed>><<timed 1.4s>>l<</timed>><<timed 1.5s>>e<</timed>><<timed 1.6s>>s<</timed>><<timed 1.7s>> a<</timed>><<timed 1.8s>>t<</timed>><<timed 1.9s>> y<</timed>><<timed 2s>>o<</timed>><<timed 2.1s>>u<</timed>><<timed 2.2s>>.<</timed>>
<<link '<span class="lnr lnr-chevron-right-circle"></span>'>><<ctpAdvance "1-1B">><</link>>
<<ctpNext t8n 500ms clear>>
The heat from the fire begins to dry your eyes.
<<link '<span class="lnr lnr-chevron-right-circle"></span>'>><<ctpAdvance "1-1B">><</link>>
<<ctpNext t8n 500ms clear>>
Your lids have never felt more heavy.
<<link '<span class="lnr lnr-chevron-right-circle"></span>'>><<ctpAdvance "1-1B">><</link>>
<<ctpNext t8n 700ms clear>>
You need to shut them.
<<link '<span class="lnr lnr-chevron-right-circle"></span>'>><<ctpAdvance "1-1B">><</link>>
<<ctpNext t8n 700ms clear>>
You need to rest them.
<<link '<span class="lnr lnr-chevron-right-circle"></span>'>><<ctpAdvance "1-1B">><</link>>
<<ctpNext 0ms clear>>
But you ''can't'' look away.
<<link '<span class="lnr lnr-chevron-right-circle"></span>'>><<ctpAdvance "1-1B">><</link>>
<<ctpNext t8n 200ms clear>>
If you look away from your shadow... //something// will happen. Something bad.
<<link '<span class="lnr lnr-chevron-right-circle"></span>'>><<ctpAdvance "1-1B">><</link>>
<<ctpNext t8n 400ms clear>>
So, you stare back at it.
<<link '<span class="lnr lnr-chevron-right-circle"></span>'>><<ctpAdvance "1-1B">><</link>>
<<ctpNext t8n 800ms clear>>
<!--This makes your shadow <<timed 0.5s>>very<</timed>><<timed 1s>> angry.<</timed>>-->This makes your shadow ''very'' angry.
<<link '<span class="lnr lnr-chevron-right-circle"></span>'>><<ctpAdvance "1-1B">><</link>>
<<ctpNext t8n 200ms clear>>
<!--It <<fadein 0.5s>>g<</fadein>><<fadein 0.6s>>r<</fadein>><<fadein 0.7s>>o<</fadein>><<fadein 0.8s>>w<</fadein>><<fadein 0.9s>>l<</fadein>><<fadein 1s>>s.<</fadein>>-->It <<timed 0.5s>>g<</timed>><<timed 0.6s>>r<</timed>><<timed 0.7s>>o<</timed>><<timed 0.8s>>w<</timed>><<timed 0.9s>>l<</timed>><<timed 1s>>s.<</timed>>
<<link '<span class="lnr lnr-chevron-right-circle"></span>'>><<ctpAdvance "1-1B">><</link>>
<<ctpNext 0ms clear>>
//Fine.//
<<link '<span class="lnr lnr-chevron-right-circle"></span>'>><<ctpAdvance "1-1B">><</link>>
<<ctpNext t8n 400ms clear>>
If you won't shut your eyes...
<<link '<span class="lnr lnr-chevron-right-circle"></span>'>><<ctpAdvance "1-1B">><</link>>
<<ctpNext t8n 200ms clear>>
''It will shut them for you.''
<<link '<span class="lnr lnr-chevron-right-circle"></span>'>><<ctpAdvance "1-1B">><</link>>
<<ctpNext 0s clear>>
<span class="shocklink center"><<link "CRACK""1-2-1">><<masteraudio stop>><</link>></span>
<</ctp>><!--[[1-2-1]]--><<set _useless = true>><<audio "starAmbient" fadeoverto 3 0.0>><<audio "circusTheme" loop volume 0.005 fadeoverto 3 0.1>><<audio "mainTheme" stop>>
<<ctp "1-1C" t8n 1s>>
The four figures don't seem to notice you walking towards them.
<<link '<span class="lnr lnr-chevron-right-circle"></span>'>><<ctpAdvance "1-1C">><</link>>
<<ctpNext t8n 400ms clear>>
Their attention is fixed on the shadows' dance.
<<link '<span class="lnr lnr-chevron-right-circle"></span>'>><<ctpAdvance "1-1C">><</link>>
<<ctpNext t8n 400ms clear>>
You don't understand the appeal, but they all find this nonsensical puppet show wonderfully entertaining.
<<link '<span class="lnr lnr-chevron-right-circle"></span>'>><<ctpAdvance "1-1C">><</link>>
<<ctpNext t8n 400ms clear>>
They're laughing harder than anyone you've seen before.
<<link '<span class="lnr lnr-chevron-right-circle"></span>'>><<ctpAdvance "1-1C">><</link>>
<<ctpNext t8n 600ms clear>>
But they aren't moving like you'd expect them to.<<audio "circusTheme" loop fadeto 0.25>>
<<link '<span class="lnr lnr-chevron-right-circle"></span>'>><<ctpAdvance "1-1C">><</link>>
<<ctpNext t8n 400ms clear>>
Usually, when people laugh this hard, their shoulders and neck bob up and down.
<<link '<span class="lnr lnr-chevron-right-circle"></span>'>><<ctpAdvance "1-1C">><</link>>
<<ctpNext t8n 400ms clear>>
They clutch their stomachs, toss their heads back, maybe even slam their fists into the ground.
<<link '<span class="lnr lnr-chevron-right-circle"></span>'>><<ctpAdvance "1-1C">><</link>>
<<ctpNext t8n 400ms clear>><<audio "circusTheme" loop fadeoverto 2 0.3>>
But these people hardly move at all.
<<link '<span class="lnr lnr-chevron-right-circle"></span>'>><<ctpAdvance "1-1C">><</link>>
<<ctpNext t8n 400ms clear>>
When they //do// move, it's <<timed 1s>>f<</timed>><<timed 1.05s>>a<</timed>><<timed 1.1s>>s<</timed>><<timed 1.15s>>t<</timed>> and <<timed 1.5s>>je<</timed>><<timed 1.48s>>rk<</timed>><<timed 1.4s>>i<</timed>><<timed 1.52s>>ng<</timed>>.
<<link '<span class="lnr lnr-chevron-right-circle"></span>'>><<ctpAdvance "1-1C">><</link>>
<<ctpNext t8n 400ms clear>>
<<timed 0.4s>>Like their bo<</timed>><<timed 0.6s>>dies are q<</timed>><<timed 0.7s>>uickly snap<</timed>><<timed 1s>>ping betwee<</timed>><<timed 1.4s>>n a few s<</timed>><<timed 1.6s>>et poses.<</timed>>
<<link '<span class="lnr lnr-chevron-right-circle"></span>'>><<ctpAdvance "1-1C">><</link>>
<<ctpNext t8n 400ms clear>>
You call to them, but your voice sounds far away<<if $waterPhobia isnot true>>, like it's being drowned in water<</if>>.
<<link '<span class="lnr lnr-chevron-right-circle"></span>'>><<ctpAdvance "1-1C">><</link>>
<<ctpNext t8n 400ms clear>><<audio "circusTheme" loop fadeoverto 2 0.35>>
As you get closer, your head snaps up, forcing you to take in the dancing shadows.
<<link '<span class="lnr lnr-chevron-right-circle"></span>'>><<ctpAdvance "1-1C">><</link>>
<<ctpNext t8n 400ms clear>>
Ribbons of darkness wave back and forth across the rocky walls, flailing like those inflatable tube men advertising sales at used car lots.
<<link '<span class="lnr lnr-chevron-right-circle"></span>'>><<ctpAdvance "1-1C">><</link>>
<<ctpNext 400ms clear>>
Actually...
<<link '<span class="lnr lnr-chevron-right-circle"></span>'>><<ctpAdvance "1-1C">><</link>>
<<ctpNext t8n 600ms clear>>
They are kind of funny.
<<link '<span class="lnr lnr-chevron-right-circle"></span>'>><<ctpAdvance "1-1C">><</link>>
<<ctpNext t8n 400ms clear>>
You start to chuckle and sit next to one of the four.
<<link '<span class="lnr lnr-chevron-right-circle"></span>'>><<ctpAdvance "1-1C">><</link>>
<<ctpNext t8n 400ms clear>>
As you guffaw, your breathing becomes <<fadein 0.5s>>labored<</fadein>><<fadein 0.75s>>, gasping<</fadein>><<fadein 1s>>, desperate.<</fadein>>
<<link '<span class="lnr lnr-chevron-right-circle"></span>'>><<ctpAdvance "1-1C">><</link>>
<<ctpNext t8n 200ms clear>>
But you never stop laughing.
<<timed 1.5s>>//Why would you want to stop laughing?//<</timed>>
<<link '<span class="lnr lnr-chevron-right-circle"></span>'>><<ctpAdvance "1-1C">><</link>>
<<ctpNext t8n 400ms clear>>
With effort you tear your eyes away from the wall and look at your fellow spectators.
<<link '<span class="lnr lnr-chevron-right-circle"></span>'>><<ctpAdvance "1-1C">><</link>>
<<ctpNext t8n 600ms clear>>
They do look human. <<fadein 0.75s>>At least at first glance.<</fadein>>
<<link '<span class="lnr lnr-chevron-right-circle"></span>'>><<ctpAdvance "1-1C">><</link>>
<<ctpNext t8n 400ms clear>><<audio "circusTheme" loop fadeoverto 2 0.5>>
But as you look at their faces you notice the strange symmetry, waxy sheens, exaggerated expressions.
<<link '<span class="lnr lnr-chevron-right-circle"></span>'>><<ctpAdvance "1-1C">><</link>>
<<ctpNext t8n 400ms clear>>
You see voice boxes shoved deep in their throats, bolts under the skin at their joints, clear strings tied around wrists and necks.
<<link '<span class="lnr lnr-chevron-right-circle"></span>'>><<ctpAdvance "1-1C">><</link>>
<<ctpNext t8n 400ms clear>>
These aren't people. Not anymore.
<<link '<span class="lnr lnr-chevron-right-circle"></span>'>><<ctpAdvance "1-1C">><</link>>
<<ctpNext t8n 100ms clear>>
You want to scream, but you can't stop laughing.
<<link '<span class="lnr lnr-chevron-right-circle"></span>'>><<ctpAdvance "1-1C">><</link>>
<<ctpNext 0s clear>>
You want to run, but something holds you to the floor.
<<link '<span class="lnr lnr-chevron-right-circle"></span>'>><<ctpAdvance "1-1C">><</link>>
<<ctpNext t8n 0s clear>>
You hate it, you hate it so much, but you're forced to sit and watch the twisted puppet show.
<<link '<span class="lnr lnr-chevron-right-circle"></span>'>><<ctpAdvance "1-1C">><</link>>
<<ctpNext t8n 200ms clear>>
Marionette strings wrap themselves around your wrists and neck.
<<link '<span class="lnr lnr-chevron-right-circle"></span>'>><<ctpAdvance "1-1C">><</link>>
<<ctpNext t8n 200ms clear>>
They're so tight. You know that they're about to break your skin, cut off your circulation, crush your windpipe...
<<link '<span class="lnr lnr-chevron-right-circle"></span>'>><<ctpAdvance "1-1C">><</link>>
<<ctpNext t8n 200ms clear>>
But it's not enough. They keep getting tighter and tighter until-
<<link '<span class="lnr lnr-chevron-right-circle"></span>'>><<ctpAdvance "1-1C">><</link>>
<<ctpNext 0s clear>>
<span class="shocklink center"><<link "CRACK""1-2-1">><<audio "circusTheme" stop>><</link>></span>
<</ctp>><!--[[1-2-1]]--><<set _useless = true>><<audio "starAmbient" fadeoverto 3 0.0>><<audio "echoLoop" loop volume 0.005 fadeoverto 3 0.2>><<audio "mainTheme" stop>>
<<ctp "1-1D" t8n 1s>>
You turn on your heel and charge towards the exit.
<<link '<span class="lnr lnr-chevron-right-circle"></span>'>><<ctpAdvance "1-1D">><</link>>
<<ctpNext t8n 400ms clear>>
Whatever was happening back there...
<<link '<span class="lnr lnr-chevron-right-circle"></span>'>><<ctpAdvance "1-1D">><</link>>
<<ctpNext t8n 400ms clear>>
Whatever weird shit was going down in that cave...
<<link '<span class="lnr lnr-chevron-right-circle"></span>'>><<ctpAdvance "1-1D">><</link>>
<<ctpNext t8n 400ms clear>>
You want ''no'' part of it.
<<link '<span class="lnr lnr-chevron-right-circle"></span>'>><<ctpAdvance "1-1D">><</link>>
<<ctpNext t8n 600ms clear>>
You're sprinting, moving as quickly as you can.
<<link '<span class="lnr lnr-chevron-right-circle"></span>'>><<ctpAdvance "1-1D">><</link>>
<<ctpNext t8n 400ms clear>>
Dirt and pebbles crunch beneath the bare soles of your feet.
<<link '<span class="lnr lnr-chevron-right-circle"></span>'>><<ctpAdvance "1-1D">><</link>>
<<ctpNext t8n 400ms clear>>
You nearly slip a few times but manage to stay upright.
<<link '<span class="lnr lnr-chevron-right-circle"></span>'>><<ctpAdvance "1-1D">><</link>>
<<ctpNext t8n 600ms clear>>
Then you see a dead end.
<<link '<span class="lnr lnr-chevron-right-circle"></span>'>><<ctpAdvance "1-1D">><</link>>
<<ctpNext t8n 400ms clear>>
Well, no. It's not really a dead end...
<<link '<span class="lnr lnr-chevron-right-circle"></span>'>><<ctpAdvance "1-1D">><</link>>
<<ctpNext t8n 400ms clear>>
The path ends at a wall, but it's not a very tall one.
<<link '<span class="lnr lnr-chevron-right-circle"></span>'>><<ctpAdvance "1-1D">><</link>>
<<ctpNext t8n 400ms clear>>
In fact, above it is the entrance to another tunnel.
<<link '<span class="lnr lnr-chevron-right-circle"></span>'>><<ctpAdvance "1-1D">><</link>>
<<ctpNext t8n 400ms clear>>
It's a little higher than you can reach but, if you jump, climbing into it shouldn't be too hard.
<<link '<span class="lnr lnr-chevron-right-circle"></span>'>><<ctpAdvance "1-1D">><</link>>
<<ctpNext 0ms clear>><<audio "echoLoop" loop volume 0.4>>
You hear something behind you.
<<link '<span class="lnr lnr-chevron-right-circle"></span>'>><<ctpAdvance "1-1D">><</link>>
<<ctpNext t8n 400ms clear>>
Footsteps. <<fadein 0.75s>>Hurr<</fadein>><<fadein 0.9s>>ied <</fadein>><<fadein 1.2s>>foot<</fadein>><<fadein 1.4s>>steps.<</fadein>>
<<link '<span class="lnr lnr-chevron-right-circle"></span>'>><<ctpAdvance "1-1D">><</link>>
<<ctpNext 500ms clear>>
<<fadein 1s>>Something is coming for you.<</fadein>>
<<link '<span class="lnr lnr-chevron-right-circle"></span>'>><<ctpAdvance "1-1D">><</link>>
<<ctpNext t8n 200ms clear>>
You leap and manage to get both your forearms over the lip.
<<link '<span class="lnr lnr-chevron-right-circle"></span>'>><<ctpAdvance "1-1D">><</link>>
<<ctpNext t8n 400ms clear>>
Your muscles scream as you slowly pull yourself into the mouth of this new tunnel.
<<link '<span class="lnr lnr-chevron-right-circle"></span>'>><<ctpAdvance "1-1D">><</link>>
<<ctpNext t8n 0s clear>>
It's gaining on you.
<<link '<span class="lnr lnr-chevron-right-circle"></span>'>><<ctpAdvance "1-1D">><</link>>
<<ctpNext t8n 400ms clear>>
As you get your last leg over the edge, something warm and wet brushes against your toes.
<<link '<span class="lnr lnr-chevron-right-circle"></span>'>><<ctpAdvance "1-1D">><</link>>
<<ctpNext t8n 200ms clear>>
You scurry to your feet and continue running.
<<link '<span class="lnr lnr-chevron-right-circle"></span>'>><<ctpAdvance "1-1D">><</link>>
<<ctpNext t8n 600ms clear>>
At the end of the hallway is a bright light. An exit.
<<link '<span class="lnr lnr-chevron-right-circle"></span>'>><<ctpAdvance "1-1D">><</link>>
<<ctpNext t8n 200ms clear>>
Adrenaline courses through you and your pace quickens.
<<link '<span class="lnr lnr-chevron-right-circle"></span>'>><<ctpAdvance "1-1D">><</link>>
<<ctpNext t8n 600ms clear>>
You run.
<<link '<span class="lnr lnr-chevron-right-circle"></span>'>><<ctpAdvance "1-1D">><</link>>
<<ctpNext t8n 800ms clear>>
You run for several minutes.
<<link '<span class="lnr lnr-chevron-right-circle"></span>'>><<ctpAdvance "1-1D">><</link>>
<<ctpNext t8n 1s clear>>
But you don't get any closer to the exit.
<<link '<span class="lnr lnr-chevron-right-circle"></span>'>><<ctpAdvance "1-1D">><</link>>
<<ctpNext t8n 500ms clear>>
You don't know if the ground is pulling you backwards like the belt of a treadmill or if the tunnel itself is stretching longer...
<<link '<span class="lnr lnr-chevron-right-circle"></span>'>><<ctpAdvance "1-1D">><</link>>
<<ctpNext t8n 400ms clear>>
Whatever the cause, you can make no progress.
<<link '<span class="lnr lnr-chevron-right-circle"></span>'>><<ctpAdvance "1-1D">><</link>>
<<ctpNext t8n 400ms clear>>
Escape is impossible.
<<link '<span class="lnr lnr-chevron-right-circle"></span>'>><<ctpAdvance "1-1D">><</link>>
<<ctpNext 0ms clear>>
You feel it.
<<link '<span class="lnr lnr-chevron-right-circle"></span>'>><<ctpAdvance "1-1D">><</link>>
<<ctpNext t8n 600ms clear>>
It hasn't touched you yet, but you can feel the creature's presence.
<<link '<span class="lnr lnr-chevron-right-circle"></span>'>><<ctpAdvance "1-1D">><</link>>
<<ctpNext t8n 200ms clear>>
You don't want to know what it looks like...
<<link '<span class="lnr lnr-chevron-right-circle"></span>'>><<ctpAdvance "1-1D">><</link>>
<<ctpNext t8n 200ms clear>>
But you can't help it.
<<link '<span class="lnr lnr-chevron-right-circle"></span>'>><<ctpAdvance "1-1D">><</link>>
<<ctpNext t8n 200ms clear>>
You look back.
<<link '<span class="lnr lnr-chevron-right-circle"></span>'>><<ctpAdvance "1-1D">><</link>>
<<ctpNext t8n 200ms clear>>
You look back<<timed 0.2s>> a<</timed>><<timed 0.3s>>n<</timed>><<timed .4s>>d<</timed>><<timed 0.5s>> s<</timed>><<timed 0.6s>>c<</timed>><<timed 0.7s>>r<</timed>><<timed 0.8s>>e<</timed>><<timed 0.9s>>a<</timed>><<timed 1s>>m<</timed>>.
<<link '<span class="lnr lnr-chevron-right-circle"></span>'>><<ctpAdvance "1-1D">><</link>>
<<ctpNext 0s clear>>
<span class="shocklink center"><<link "CRACK""1-2-1">><<audio "echoLoop" stop>><</link>></span>
<</ctp>><!--[[1-2-1]]--><!--!!!Indicator Settings<<set $yesNoOptions = { "YES" : true, "NO" : false }>>
> Dialog tags make flirt (♡) or info (↺) symbols appear next to choices that will come across as either flirty to the other characters or that allow you to come back to the same screen without moving forward (like when asking questions).
Would you like to activate dialog tags? <<cycle "$choice_labels" autoselect>><<optionsfrom _yesNoOptions>><</cycle>><<cycle "$dialogtags" autoselect>><<optionsfrom _yesNoOptions>><</cycle>>
> Tone indicators provide insight into how the line of dialogue is intended and how it will likely be interpreted by the other characters.
Would you like to play with tone indicators? <<cycle "$tone_labels" autoselect>><<optionsfrom _yesNoOptions>><</cycle>><<cycle "$toneindicators" autoselect>><<optionsfrom _yesNoOptions>><</cycle>>
----
--><!--<span class="cwtext">-->
!!!Content Warnings
> Click on either of these buttons for more on the game's content warnings.
<span class="messagebutton"><<message "Basic content warnings">>
<<include "CWs Vague">>
<</message>></span>
<span class="messagebutton"><<message "Detailed content warnings">>
<<include "CWs Detailed">>
<</message>></span>
!!!Phobia Settings
> Click on "off" or "on" next to the corresponding phobia to adjust the current setting. Phobias that are "on" will be avoided. Phobias that are "off" will potentially appear in-game.
<span class="newgamecycle"><<include "Phobias">></span>
<span class="next"><<button "Start the Game""1-1">><<masteraudio stop>><<audio "starAmbient" loop volume 0.005 time 7 fadeoverto 7 0.3>><<audio "mainTheme" stop>><</button>></span><!--</span>--><<set _trueFalseOptions = { "OFF" : false, "ON" : true }>>''Acrophobia'' (fear of <span class="accent">heights</span>) = <<cycle "$heightPhobia" autoselect>><<optionsfrom _trueFalseOptions>><</cycle>>
''Arachnophobia'' (fear of <span class="accent">spiders</span>) = <<cycle "$arachnophobia" autoselect>><<optionsfrom _trueFalseOptions>><</cycle>>
''Automatonophobia''<!-- <span class="accentlink"><<link "*">><<script>> Dialog.setup("Automatonophobia"); Dialog.wiki(Story.get("Automatonophobia Note").processText()); Dialog.open();<</script>><</link>></span>--> (fear of <span class="accent">humanoid figures</span> such as <span class="accent">dolls</span> and <span class="accent">animatronics</span>)<!-- or ''Pediophobia'' (fear of <span class="accent">dolls</span>)--> = <<cycle "$dollPhobia" autoselect>><<optionsfrom _trueFalseOptions>><<update>><</cycle>>
''Claustrophobia''<!-- <span class="accentlink"><<link "*">><<script>> Dialog.setup("Claustrophobia"); Dialog.wiki(Story.get("Claustrophobia Note").processText()); Dialog.open();<</script>><</link>></span>--> (fear of <span class="accent">confined/enclosed spaces</span>) = <<cycle "$claustrophobia" autoselect>><<optionsfrom _trueFalseOptions>><</cycle>>
''Coulrophobia''<!-- <span class="accentlink"><<link "*">><<script>> Dialog.setup("Coulrophobia"); Dialog.wiki(Story.get("Coulrophobia Note").processText()); Dialog.open();<</script>><</link>></span>--> (fear of <span class="accent">clowns</span>) = <<cycle "$clownPhobia" autoselect>><<optionsfrom _trueFalseOptions>><</cycle>>
''Entomophobia'' (fear of <span class="accent">bugs</span>) = <<cycle "$bugPhobia" autoselect>><<optionsfrom _trueFalseOptions>><</cycle>>
''Necrophobia'' <span class="accentlink"><<link "*">><<script>> Dialog.setup("Necrophobia"); Dialog.wiki(Story.get("Necrophobia Note").processText()); Dialog.open();<</script>><</link>></span> (fear of <span class="accent">death</span> or <span class="accent">dead things</span>) = <<cycle "$deathPhobia" autoselect>><<optionsfrom _trueFalseOptions>><</cycle>>
''Pyrophobia'' (fear of <span class="accent">fire</span>) = <<cycle "$firePhobia" autoselect>><<optionsfrom _trueFalseOptions>><</cycle>>
''Thalassophobia'' (fear of <span class="accent">oceans/deep water</span>)<!-- or ''Hydroskourophobia'' (fear of <span class="accent">dark water</span>)--> = <<cycle "$waterPhobia" autoselect>><<optionsfrom _trueFalseOptions>><</cycle>>
''Typanophobia'' (fear of <span class="accent">needles/injections</span>) = <<cycle "$needlePhobia" autoselect>><<optionsfrom _trueFalseOptions>><</cycle>><span class="accent">UNAVOIDABLE</span><!--
<span class="accent center">these will appear in the game regardless of phobia settings/player choices</span>-->
Death
Swearing
Darkness
Blood
Gore
Graphic violence
Knives/bladed weapons
Hurricanes and extreme storms
Nightmares and surrealist horror
Uncanny humanoids
Dark tunnels
Paranoia
Mentions of alcohol
Fire
<span class="accent">SEMI-AVOIDABLE</span><!--<span class="center">special cases (here, avoidable doesn't always mean there's a way to "turn it off" and unavoidable doesn't always mean guaranteed)(''note'': avoidable = there's a way to avoid it but it must actively be avoided, unavoidable = likely to happen but not necessarily guaranteed)</span>-->
Body horror
Getting lost in the dark
Loss of one's mind
Dismemberment/loss of limb
Dissociation
Memory loss
Forgetting/not recognizing people you know
<span class="accent">AVOIDABLE</span><!--
<span class="accent center">these can be completely avoided (states the name of the setting if there's a setting to turn it off or "no setting" if it must actively be avoided)</span>-->
Descriptions of death (necrophobia setting)
Things associated with death (necrophobia setting)
Human-like figures like dolls and animatronics (automataonophobia setting setting)
Loss of body autonomy (no setting)
Mind control (no setting)
Needles (typanophobia setting)
Separation/isolation (no setting)
Implication of s*icide (no setting)
Spiders (arachnophobia setting)
Heights (acrophobia setting)
Drowning (thalassophobia setting)
Deep water/oceans (thalassophobia setting)
Clowns (coulrophobia setting)
Being trapped in an enclosed space (claustrophobia setting)
Being gagged/silenced (claustrophobia setting)
Bugs (entomophobia setting)
Poisoning (no setting)<span class="accent">UNAVOIDABLE</span>
''Death''
(possible for all five main characters to live but death will always be a part of the story)
''Swearing''
''Darkness''
(omnipresent, characters must use flashlights to navigate most areas)
''Blood''
(not gratuitous)
''Gore''
(not gratuitous)
''Graphic violence''
(not gratuitous, you can choose how violent your intern becomes and allows/encourages those around them to be)
''Knives''
(all characters have knives, one of the three items you're all given)
''Hurricanes'' and ''extreme storms''
(some scenes take place outside in the actual storm)
''Nightmares'' and ''surrealist horror''
(critical aspect of the game, keep the intern's sanity as high as possible to minimize this)
''Uncannily human beings''
(distorted versions of people and imagined figures will show up regardless, same as above, keep the intern's sanity as high as possible to minimize their presence)
''Dark tunnels''
(many sequences take place in the tunnels beneath the park, they're beginning to flood and the lights no longer work)
''Paranoia''
(feelings of paranoia are experienced by almost all characters at one time or another, keep sanity low to reduce the intern's paranoia)
''Mentions of alcohol''
(no alcohol consumption)
''Fire''
(to avoid the main scene with fire, choose the water option in Pirate's Life, if you also experience thalassophobia, don't take the Adventure Quest route, go to Tomorrow Quest)
<span class="accent">SEMI-AVOIDABLE</span><!--<span class="center">special cases (here, avoidable doesn't always mean there's a way to "turn it off" and unavoidable doesn't always mean guaranteed)(''note'': avoidable = there's a way to avoid it but it must actively be avoided, unavoidable = likely to happen but not necessarily guaranteed)</span>-->
''Body horror''
(for the intern = avoidable, for others = unavoidable)
''Getting lost in the dark''
(on your own = avoidable, as a group = unavoidable)
''Loss of one's mind''
(for the intern = avoidable, for others = unavoidable)
''Dismemberment/loss of limb''
(for the intern = avoidable, for others = unavoidable)
''Dissociation''
(for the intern = avoidable, for others = unavoidable)
''Memory loss''
(for the intern = avoidable, for others = unavoidable)
''Forgetting/not recognizing people you know''
(for the intern = avoidable, for others = unavoidable)
<span class="accent">AVOIDABLE</span><!--
<span class="accent center">these can be completely avoided (states the name of the setting if there's a setting to turn it off or "no setting" if it must actively be avoided)</span>-->
''Descriptions of death'' (necrophobia)
''Things associated with death'' (necrophobia)
''Human-like figures like dolls and animatronics'' (automataonophobia)
''Loss of body autonomy'' (no setting, to maintain the intern's body autonomy keep sanity high, this rule applies to the other four characters as well)
''Mind control'' (no setting, to maintain the intern's mental control keep sanity high, this rule applies to the other four characters as well)
''Needles'' (typanophobia)
''Separation/isolation'' (no setting, keep the intern's sanity high and don't break your chains!)
''Implication of s*icide'' (no setting, implication of self-sacrifice in two endings, to read more on these endings check out the ending walkthrough)
''Spiders'' (arachnophobia)
''Heights'' (acrophobia)
''Drowning'' (thalassophobia)
''Deep water/oceans'' (thalassophobia)
''Clowns'' (coulrophobia)
''Being trapped in an enclosed space'' (claustrophobia)
''Being gagged/silenced'' (claustrophobia, //don't choose the fur character!!//)
''Bugs'' (entomophobia)
''Poisoning'' (no setting, pretty simple, don't poison others and don't eat the sandwich no matter how good it looks)<!--<<set $aUnlock = true, $firstFact = true, $internFact1 = true>><<set $eUnlock = true, $jUnlock = true, $mUnlock = true, $aFlirt +=2, $profileMenu = true, $height = "tall">><<maxNB>>--><<nobr>>
<<if visited() is 1 or $gameRestartA is true>>
<<set $aUnlock = true>>
<<if $aInitRelation is "friend">><<set $aRelation = "friend">>
<<elseif $aInitRelation is "best friend">><<set $aRelation = "best friend">><<set $aApprove +=20>>
<<elseif $aInitRelation is "friend (and crush)">><<set $aInitRelation = "friend + crush">><<set $aRelation = "friend">><<set $aFlirt +=4>>
<<elseif $aInitRelation is "best friend (and crush)">><<set $aInitRelation = "best friend + crush">><<set $aRelation = "best friend">><<set $aFlirt +=4>><<set $aApprove +=20>>
<<else>><<set $aRelation = "partner">><<set $aFlirt +=8>><<set $aApprove +=20>>
<</if>>
<</if>>
<<if $Alaric is "Alaric (he/him)">><<alaric>>
<<if visited() is 1 or $gameRestartA is true>><<notify 3s>>Unlocked Alaric's Profile<</notify>><</if>>
<<elseif $Alaric is "Aria (she/her)">><<aria>>
<<if visited() is 1 or $gameRestartA is true>><<notify 3s>>Unlocked Aria's Profile<</notify>><</if>>
<<unset $gameRestartA>>
<</if>>
<</nobr>>"Yeah," you groan, squeezing your eyes shut. You can feel your heartbeat in your forehead. Each pulse highlights the nauseating soreness and leaves you feeling light-headed, but the intensity of the pain is decreasing. You smile weakly, "I'll survive."
"Good," $Alaric chuckles. "I don't want you dying on me. Not today, at least."
Spine cracking twice, you arch your back and drag your body into a proper sitting position. Slowly you piece together that you didn't just hit your head on $Alaric's shoulder, you <<if $tAv is true>>might've<<else>>must've<</if>> been sleeping on it too.
----
* <span class="choice">[["Your cheeks grow hot as you say, “Oh, shit. Sorry. I didn’t mean to fall asleep on you.”"|1-3A]]</span><<if $tone_labels>> $sinc_tone<</if>>
*<span class="choice">[["Fuck it. You're still too tired. You go to lay your head back down and mumble, “Noted...”"|1-3B]]</span><<if $tone_labels>> $neut_tone<</if>><!--
<<if $aRelation is "partner">><ul><<if $choice_labels>><span class="flirt-choice">[["Yawning, you give your limbs a quick stretch, “I have to say, you're normally a much better pillow.”"|1-3C]]</span><<if $tone_labels>> $tease_tone<</if>><<else>><span class="choice">[["Yawning, you give your limbs a quick stretch, “I have to say, you're normally a much better pillow.”"|1-3C]]</span><<if $tone_labels>> $tease_tone<</if>><</if>></ul><<else>>\<</if>>--><<fadein 0.7s>>What do you do?<</fadein>><<audio "lostLoop" stop>><<audio "aloneLoop" stop>><<audio "echoLoop" stop>><<audio "circusTheme" stop>><<audio "caveFire" stop>>
<<fadein 1.5s>><<if $heightPhobia isnot true>>[[Plunge deeper into the cave|1-1A][$caveDream = "descent", $PassageNo = 1]]<<else>><span class="phobiatext">==Plunge deeper into the cave==</span><</if>>
<<if $firePhobia isnot true>>[[Warm yourself at the fire|1-1B][$caveDream = "fire", $PassageNo = 1]]<<else>><span class="phobiatext">==Warm yourself at the fire==</span><</if>>
<<if $dollPhobia isnot true>>[[Approach the people|1-1C][$caveDream = "others", $PassageNo = 1]]<<else>><span class="phobiatext">==Approach the people==</span><</if>>
[[Run for the entrance|1-1D][$caveDream = "escape", $PassageNo = 1]]<</fadein>><<nobr>><<if $height isnot "tall">>Still groggy, you stumble out of your seat. At that moment, the bus makes a sharp left turn. <br><br>
You manage to catch the pole in the crook of your elbow, stopping yourself from careening to the floor. The momentum keeps pushing you, spinning you around 180° so that you're facing $Alaric and the window. <br><br>
$Alaric's eyebrows are raised in amusement, $a_his_ lips twisting as $a_he tries in vain to suppress a smile. $a_He raises $a_his_ hands and begins to give you a slow clap. "Wow. Form was a little off, but you do get points for style." <br><br>
"Thank you," you give a small bow. "I've been practicing."
<<else>>Still groggy, you stumble out of your seat and reach up. At that moment, the bus makes a sharp left turn. <br><br>
Before you can grab the handrail you begin falling. Somehow you manage to catch the pole in the crook of your elbow. The momentum keeps pushing you, and you spin around 180° so you're facing $Alaric and the window. <br><br>
$Alaric's eyebrows are raised in amusement, $a_his_ lips twisting as $a_he tries in vain to suppress a smile. $a_He raises $a_his_ hands and begins to give you a slow clap. "Wow. Form was a little off, but you do get points for style." <br><br>
"Thank you," you give a small bow. "I've been practicing."<</if>>
<</nobr>>
Something orange zooms into your peripheral vision and your gaze immediately snaps from $Alaric to the window.
<span class="next"><<button "Continue" "1-4-2A">><</button>></span>It was just a traffic cone, a common sight here on the roads behind the Fairytale Kingdom, but it's bright color is enough to grab your attention. Pretty much anything can grab your attention, especially something in front of that mountain of concrete and steel.
The overwhelmingly gray wall towers above you, the same wall the bus has been driving along for the past ten minutes. You've become well acquainted with this wall over the past two months, but it still feels strange to you. In general, everything on this side of the wall is just a bit weird.
Colorful carousel horses and mechanical animals lie in piles just off the roadway beside lonely golf carts and foul-smelling marshes. Massive pipes and steam vents jut out of concrete at odd angles. Laundry bins filled with princess dresses and classic cartoon character heads are pushed along the same sidewalks security guards patrol.
Everything feels chaotic, discarded, unfinished, even a little hostile - far less magical than the world waiting on the other side of that wall.
<span class="next"><<button "Continue" "1-4-2B">><</button>></span>Custodians are the cast members tasked with keeping the park clean. They're less threatening and noticeable than others, have access to chemicals, and cannot get lost in the tunnels.
Cast members working in custodial are very stealthy and somewhat strong but they aren't very agile. Their sanity deteriorates very slowly and they cannot be fazed. Whatever gross or upsetting shit they come across, they've probably encountered worse in the Fantasy Quest bathrooms...
If your intern is a custodian then they work at the Fairytale Kingdom, primarily in Toon Quest and Fantasy Quest. When it comes to navigating, they're familiar with the entire park's layout, but know these specific areas better than anyone.
<span class="center">So, are you a custodial intern?
<<button "Yes">><<run Dialog.close()>><<goto "1-4-4AA">><<set $role = "cust">><</button>> <<button "No">><<run Dialog.close()>><</button>></span><!--[[1-4-4AA]]-->Merchandise workers are the people who work retail in the parks' stores. They have access to the items being sold, can carry and find more than others, and are mentally resilient.
Cast members working in merchandise are very strong and somewhat agile but they aren't very stealthy. Their sanity deteriorates very quickly but they're less likely to lose their sense of self.
If your intern is a merchandise worker then they work at the Marketplace on High Street U.S.A. with $Alaric. Their store is the largest and busiest store in any of the parks and carries anything and everything Whimsey can brand.
<span class="center">So, are you a merchandise intern?
<<button "Yes">><<run Dialog.close()>><<goto "1-4-4B">><<set $role = "merch">><</button>> <<button "No">><<run Dialog.close()>><</button>></span><!--[[1-4-4B]]-->Ride Operators are the people who work at the park's attractions. They have intimate experience with the park's rides, some mechanical knowledge, and are better at seeing in the dark.
Cast members working in ride operations are very agile and somewhat stealthy but they're not very strong. Their sanity deteriorates slowly.
If your intern is a ride operator then they work at the River Cruise and occasionally get to be a Skipper. Skippers are the comedic cast members who guide guests down the river. They steer the boats down the ride track while making sarcastic remarks, puns, and a handful of dad jokes.
<span class="center">So, are you a ride operations intern?
<<button "Yes">><<run Dialog.close()>><<goto "1-4-4CA">><<set $role = "ride">><</button>> <<button "No">><<run Dialog.close()>><</button>></span><!--[[1-4-4CA]]-->Character actors are the people who go out into the park dressed as characters from Whimsey's many shows and movies. They are extremely charismatic, masters of improv, and adept at pretending to be characters rather than themselves.
Cast members who portray characters are well-rounded and don't have any particular weaknesses or strengths. Their sanity deteriorates quickly and their more likely to lose themselves in the fantasy.
Your intern portrays mostly face characters (as opposed to fur characters which require the full-body suits) and <<if $height is "average">>since your intern is of average height they can portray either Alice from //Wonderland//, Princess Margaux from //The Beauty & The Beast//, Prince Albert from //The Beauty and The Beast//, or the superhero, Mythic Man (specific options depend on their gender).<<elseif $height is "tall">>since your intern is taller than average they can portray either the space ranger, Chase Lightspeed, Prince Albert from //The Beauty & The Beast//, Princess Margaux from //The Beauty & The Beast//, or Eris, the evil queen from //Snow White// (specific options depend on their gender).<<else>>since your intern is shorter than average they can portray either Tinker Bell from //Peter Pan//, Alice from //Wonderland//, the Mad Hatter from //Wonderland//, or the superhero, Mythic Man (specific options depend on their gender).<</if>>
<span class="center">So, are you a character actor?
<<button "Yes">><<run Dialog.close()>><<goto "1-4-4DA">><<set $role = "face">><</button>> <<button "No">><<run Dialog.close()>><</button>></span><!--[[1-4-4DA]]-->Difference between face and fur characters
<<if $height is "tall">>As a tall character actor you would be able to play: [A Princess?], [A Prince], Dopey (Goofy), or the Beast<<elseif $height is "average">>As an average height character actor you would be able to play: [A Princess], Mad Hatter (?), Mars (Pluto), or Eeyore<<else>>As a shorter character actor you would be able to play: Alice, Peter Pan, Dickey the Rat (Mickey Mouse), or Ronald the Rooster (Donald Duck)<</if>>
* Warning about how claustrophobic people should not choose the fur character (maybe don't outright say that they'll be gagged and sewn into their costumes though?)
So, do you portray face characters or fur characters?
<span class="next"><<button "Face Characters">><<run Dialog.close()>><<goto "1-4-4D">><<set $role = "face">><</button>></span>
<span class="next"><<button "Fur Characters">><<run Dialog.close()>><<goto "1-4-4D">><<set $role = "fur">><</button>></span>
<span class="next"><<button "No">><<run Dialog.close()>><</button>></span><<nobr>>
<<if visited() is 1>>
<<set $roleSet = true, $jRelation = "stranger", $jInitRelation = "stranger", $mInitRelation = "stranger", $mRelation = "stranger">>
<</if>>
<!--Your eyes fall on the girl sitting across from you and Alaric.
Emerson is reading a book, sitting with her knees pulled to her chest, and biting her nails. She doesn't notice the intern looking at her.
Emerson drops her book and you can pick it up in a flirty way or in a kind way, or just ignore her, if you do it in a flirty way maybe she says something like, "thanks" and you say something like, anytime"-->
<</nobr>>\
Sitting across the aisle from you and $Alaric is a young woman with her feet resting on the edge of her seat instead of the floor. She's holding both her legs to her chest while balancing a worn copy of Agatha Christie's "By The Pricking of My Thumbs" in her right hand. A strand of inky black hair falls in front of her face but she does nothing to push it out of the way. Aside from her dark eyes scanning the pages of the book, she's perfectly still.
You don't recognize her at first but a random image floats into your mind of this woman wearing the same white custodial jumpsuit and bucket hat you have to wear every day. You realize that you've seen her a few times around the Fairytale Kingdom but you've never spoken.
<!--The nametag pinned to the lanyard around her neck says "EMERSON" in blue capital letters with "University of Chicago" printed in a much smaller font below her name. So, you know exactly three things about Emerson:
1) Her name is Emerson. (Unless that's someone else's nametag.)
2) She's also in the custodial role. (Or she enjoys cosplaying as a Whimsey World janitor.)
3) She's an intern. (Otherwise her hometown would be listed instead of her school.)
-->The nametag pinned to the lanyard around her neck says "EMERSON" in blue capital letters. "Johns Hopkins University" is printed in a smaller font below her name, so, she must be a college program intern like you (otherwise her hometown would be listed instead of her school).
You watch as Emerson tries to flip the page only using the hand she's already holding the book with. The novel tumbles to the floor, sliding away from her and into the aisle between the two of you.
----
* <span class="choice"><<link "You turn back to $Alaric." "1-5-1">><<set $eInitRelation = "stranger", $eRelation = "stranger">><</link>></span><<if $tone_labels>> $neut_tone<</if>>
* <span class="choice">[[You give Emerson a friendly smile, picking the book up and handing it back to her.|1-4-4AB][$eInitRelation = "stranger", $eRelation = "stranger", $eApprove +=4]]</span><<if $tone_labels>> $polite_tone<</if>>
* <span class="flirt-choice">[[As suavely as possible, you swoop down, grab the book, and return it to Emerson.|1-4-4AB][$eInitRelation = "crush", $eRelation = "stranger", $eApprove +=4, $eFlirt +=2]]</span><<if $tone_labels>> $charm_tone<</if>><<nobr>>
<<if visited() is 1>>
<!--[Merchandise] $Alaric is the only person you recognize. It's possible someone else works retail, but they don't work at your store.-->
<!--$Alaric is the only person that you recognize. You turn back to $a_him and start talking about your job at the Marketplace.-->
<<set $roleSet = true, $jInitRelation = "stranger", $jRelation = "stranger", $eRelation = "stranger", $eInitRelation = "stranger", $mInitRelation = "stranger", $mRelation = "stranger">>
<</if>>
<</nobr>>\
You look around the bus searching for familiar faces among the dozen or so people present, but, aside from $Alaric, you know no one. Maybe that's because these people are all from very different roles (after all, the job posting didn't have any role restrictions), or maybe it's because you don't get out enough.
Between working at the Marketplace and attending classes at Whimsey University, <<if $aInitRelation is "partner">>you barely have any free time, and whatever time you do have is usually spent with $Alaric.<<else>>you don't have the time to go out even if you wanted to. You don't know how $Alaric does it. Though $a_he isn't currently taking classes, $a_he's been working around 60 hours per week and still finds time to get out and meet people.<</if>>
<<nobr>>
<<if $aInitRelation is "partner">>
<!--You just get the option to lean on him. Maybe mention here that he is as exhausted as you are and why (his hours)-->
You look down at $Alaric<<if $height is "short">>, something you rarely get to do<</if>>. Though $a_he's doing $a_his_ best to hide it, you know $Alaric well enough to recognize just how tired $a_he is. Unlike you, $Alaric isn't currently taking classes, but $a_he's been working over 55 hours a week for the last month. The 35+ hours you average at the Marketplace are enough to leave you feeling perpetually drained and exhausted. You can't imagine what it's like for $a_him.
<br><br>Still, $Alaric is a perfect cast member. $a_He's always "show ready," greeting guests with a huge smile, dripping with the charm and enthusiasm one expects from Whimsey employees (which you occasionally struggle to maintain).
$Alaric also goes out of $a_his_ way to create "magical" moments for guests, kids in particular. <br><br>Just last week you exited the stock room to find $a_him engaged in a dramatic brightsword battle with a young girl dressed as Princes Yeva. You can still hear her roaring laughter and her parents' eager cheers as $Alaric pretended to be stabbed through the gut and fell to the floor.
<br><br>All cast members are expected to create moments like that but, while you have to actively try, $Alaric just does it naturally. $a_He lives for that shit. You've gotten to know $a_him well enough to know that, genuinely, nothing makes $Alaric happier than making someone else smile.
<br><br>At that moment, $Alaric looks up and notices you staring at $a_him. "What? Why are you staring at me?" $a_He raises an eyebrow. "Did I do something wrong?"
<br><br>You smile down at $a_him. "<<linkreplace "<span class='accent'>Nein. Überhaupt nicht.</span>">>Nein. Überhaupt nicht. (No. Not at all.)<</linkreplace>> Is that correct?"
<br><br>$Alaric beams with pride. "<<linkreplace "<span class='accent'>Ja, schatz, es ist perfekt.</span>">>Ja, es ist perfekt. (Yes, my treasure, it's perfect.)<</linkreplace>>"
<<elseif $aInitRelation isnot "partner" and $aApprove gt 80>>
<!--You look to Alaric to see if he knows people and realize he's staring at Jovy, you ask him what's going on there-->
Honestly, if anyone is gonna know someone else on this bus, it's $a_him. You turn to ask and notice that $a_he's already staring at the back of the bus. Following $a_his_ eye line, you see someone lounging, reclining with their legs crossed and propped up on the back of the seat in front of them. Carefree, black curls obscure the hands cupping the back of their neck and the way their arms are bent frames their head like a pair of wings. They're smirking and staring back at $Alaric. You glance down at $a_him and register something close to embarrassment on $a_his_ face.
<br><br>"Um, who is that?" you ask.
<br><br>$Alaric nearly jumps out of $a_his_ seat. "Nothing. Or no one. Not nothing. I didn't mean to say nothing," $a_he forces a laugh and rubs the back of $a_his_ neck.
<br><br>You narrow your eyes and raise an eyebrow. "No one?" You point with two fingers in their direction. "They're no one?"
<br><br>"Yeah. They're no one."
<br><br>"Okay," you shrug. You wouldn't want $Alaric to push you into talking about something you're clearly uncomfortable with, so you won't make $a_him do the same. "I guess, they're no one."
<<else>>
<!--You look to Alaric to see if he knows people and notice he's staring at Jovy but don't make anything of it or ask about them-->
Honestly, if anyone is gonna know someone else on this bus, it's $a_him. You turn to ask and notice that $a_he's already staring at the back of the bus. Following $a_his_ eye line, you see someone lounging, reclining with their legs crossed and propped up on the back of the seat in front of them. Carefree, black curls obscure the hands cupping the back of their neck and the way their arms are bent frames their head like a pair of wings. They're smirking and staring back at $Alaric. You glance down at $a_him and register something close to embarrassment on $a_his_ face.
<br><br>Eventually, $Alaric looks away, $a_his_ eyes dropping to the floor. You look at the stranger. They're now gazing out the window, a victorious smile slashed across their face.
<br><br>You can tell that some weird unspoken thing just went down but, before you can come up with a good way to ask $a_him about it, $Alaric changes the subject.
<</if>>
<</nobr>>
<span class="next"><<button "Continue""1-5-1">><</button>></span><!--[[1-5-1]]--><<nobr>>
<<if visited() is 1>>
<<set $roleSet = true, $eRelation = "stranger", $eInitRelation = "stranger", $mInitRelation = "stranger", $mRelation = "stranger">>
<!--[Ride Operations] There's a person at the back of the bus who went out with one of the other interns working at your ride.-->
<!--You look towards the back of the bus and your eyes fall on Jovy. Jovy is leaning back in their chair with their legs crossed and propped up on the chair in front of them and with their arms resting behind their head. Jovy's just staring out the window. They notice the intern staring at them and smirks. (You can either look away or stare back at them, they like it either way)-->
<</if>>
<</nobr>>\
Towards the back of the bus, there's a person lounging, reclining with their legs crossed and propped up on the back of the seat in front of them. Carefree, black curls obscure the hands cupping the back of their neck and the way their arms are bent frames their head like a pair of wings. Their face is angled away from you as they absently gaze out the window.
You feel like you've seen this person before. Images from the Adventure Quest break room flash across your mind. You remember one of your coworkers showing you the Kindling profile of the person she was going out with that weekend. She never mentioned them again but looking at this person now, you're 95% sure that they're the person she went on a date with.
Suddenly, their dark eyes flick away from the scenery and, narrowing slightly, peer straight into yours. One eyebrow raises slightly as they hold your gaze and you become very aware of the fact that you've been caught staring at a stranger.
----
* <span class="choice"><<link "You give no visual reaction. Untroubled, you return your attention to $Alaric.""1-5-1">><<set $jInitRelation = "stranger", $jRelation = "stranger">><</link>></span><<if $tone_labels>> $neut_tone<</if>>
* <span class="choice">[[Face growing hot with embarrassment, you turn away as quickly (and subtly) as possible.|1-5-1][$jInitRelation = "stranger", $jRelation = "stranger"]]</span><<if $tone_labels>> $shy_tone<</if>>
* <span class="flirt-choice">[[The blood rushes from your fluttering heart to your head. You bite your lip and quickly look away.|1-5-1][$jInitRelation = "crush", $jRelation = "stranger", $jApprove +=6, $jFlirt +=2]]</span><<if $tone_labels>> $shy_tone<</if>>
* <span class="flirt-choice">[[You continue to stare at them as your lips crack into a smirk. Why should you look away?|1-4-4CB][$jInitRelation = "flirt", $jRelation = "stranger", $jApprove +=6, $jFlirt +=2]]</span><<if $tone_labels>> $bold_tone<</if>><<nobr>>
<<if visited() is 1>>
<<set $roleSet = true, $jInitRelation = "stranger", $jRelation = "stranger", $eRelation = "stranger", $eInitRelation = "stranger">>
<!--[Character Acting] There's someone at the front of the bus who you've seen in the character dressing room and the cafeteria a couple times.-->
<!--Decide if you have a crush on them or not-->
<</if>><</nobr>>\
You instantly recognize Max,<<if $role is "face">> another<<else>> a<</if>> well-known face actor, sitting at the front of the bus. Without a doubt, <<cycle "$mGen">><<option "she is">><<option "he is">><<option "they are">><</cycle>> one of the most talented and hard-working actors you've met...
----
* <span class="special-choice">[[That's one of the reasons why you look up to Max.|1-4-4DB][$mInitRelation = "mentor", $mCrush = false, $mRelation = "acquaintance", $mApprove +=6]]</span><<if $tone_labels>> $sinc_tone<</if>>
* <span class="special-choice">[[But you've never given Max much thought.|1-5-1][$mInitRelation = "stranger", $mCrush = false, $mRelation = "stranger"]]</span><<if $tone_labels>> $neut_tone<</if>>
* <span class="flirt-choice">[[And if you're being honest with yourself, you've always had a bit of a crush on Max.|1-4-4DB][$mInitRelation = "crush", $mCrush = true, $mRelation = "acquaintance", $mApprove +=6, $mFlirt +=2]]</span><<if $tone_labels>> $hon_tone<</if>>Maybe that's why the wall seems so strange. It's the collision point between the Whimsey World guests visit and the one you live in - the place where beautiful fantasy butts up against disappointing reality - and from this side of the wall, it's jarring to see just how manufactured the magic truly is. <!--tangible fiction-->
Whimsey prides itself on performance, its ability to create a space that's entirely separate from the real world. They see the parks as something like plays where audience members literally step inside the production and become characters themselves. Every<!--thing here is designed to allow these visitors to have that momentary suspension of disbelief and we invest all our energy into making this possible-->one working here invests their life energy into making fiction tangible. <!--To allow these visitors their momentary suspension of disbelief. -->People here refer to this as maintaining "the show" and take the play metaphor so far that they even use theatrical terms for everything involving the parks. Employees are "cast members." Cast members don't wear uniforms, we wear "costumes." Anywhere guests can see is "onstage," everything else is "backstage." And, as long as your onstage, you're expected to uphold the performance, to stay in character, to be "show ready."
This commitment to the show makes the fantasy so convincing, at times it feels more real than reality. But that doesn't matter. Not today at least. Today neither side feels very real. Everything's a little off. A little too absurd to be true.
You glance up at the sky, up at the roiling gray clouds. It's been raining for the past day and the wind is starting to pick up, but you know this is nothing compared to what's coming.
<span class="next"><<button "Continue" "1-4-2C">><</button>></span><<busdriveEnd>><<audio "busBrake" volume 0.1 play>><<nobr>>
<<if visited() is 1>>
<<if $role is "ride" and $jUnlock isnot true>>
<<notify 3s>>Unlocked New Character Profile<</notify>>
<<set $jUnlock = true>>
<</if>>
<<if $role is "cust" and $eUnlock isnot true>>
<<notify 3s>>Unlocked New Character Profile<</notify>>
<<set $eUnlock = true>><<set $eNametag = true>>
<</if>>
<<if $role is "face" and $mUnlock isnot true>>
<<set $mUnlock = true, $mName = true>>
<<if $mGen is "she is">><<maxF>>
<<notify 3s>>Unlocked Max's Profile<</notify>>
<<elseif $mGen is "he is">><<maxM>>
<<notify 3s>>Unlocked Max's Profile<</notify>>
<<else>><<maxNB>>
<<notify 3s>>Unlocked Max's Profile<</notify>>
<</if>>
<</if>>
<</if>>
A loud hiss from the bus's brakes signals that you've reached the end of the line. $Alaric grabs onto the same pole you've been steadying yourself on and pulls $a_himself up with a short grunt. The two of you join the queue of two dozen or so individuals reluctantly departing the shelter of the bus. You pull your jacket close to your body, preparing yourself for the rain and savoring your last few seconds of being dry and warm. When you finally reach the door and face the downpour, you take a deep breath and run for it.
<br><br>Rain has seeped through your clothing mere seconds after you've stepped outside. The bus stop is a good 50 meters from the tunnel entrance, so there's plenty of time for you to get soaked to the bone before reaching the concrete maw. Once you're safely inside, you look back for $Alaric. $a_He's just a few steps behind you<<if $height is "tall">> which makes sense given the similar length of your strides<<elseif $height is "short">> which is surprising given how much longer $a_his_ stride is than yours<</if>>. $Alaric sighs heavily and brushes <<if $aGen is "f">>her wet hair out of her face<<else>>a hand through his wet hair<</if>>. The two of you follow the trickling stream of cast members making their way down the wide, industrial passageway over to another queue, this one ending in what appears to be a check-in desk.
<br><br>You quietly chat with $Alaric as you wait your turn in line. Eventually you hear a peppy voice say, "Hello, how are you?" You turn to see a woman - with way too much energy for you to deal with right now - waiting for you to approach her.<</nobr>>
----
* <span class="choice">[[“Pretty good.”|1-6-1]]</span><<if $tone_labels>> $lie_tone<</if>>
* <span class="choice">[[“Fantastic.”|1-6-1]]</span><<if $tone_labels>> $lie_tone<</if>>
* <span class="choice">[[“Just awesome.”|1-6-1]]</span><<if $tone_labels>> $lie_tone<</if>>
* <span class="choice">[[“Really great.”|1-6-1]]</span><<if $tone_labels>> $lie_tone<</if>>
* <span class="choice disabled-choice"><span class="disabled-link">==“I'm tired as Hell, sore all over, soaked to the bone, staring down a 24+ hour shift, and, oh yeah, there's a hurricane about to hit this place. How the fuck do you think I am, lady?”==</span></span><<if $tone_labels>> $truth_tone<</if>>You tell $Alaric about your dream:
<<if $caveDream is "fire">>Tell $a_him about seeing your shadow at the fire, how you were exhausted, and how your shadow wanted to kill you/be free of you?? You couldn't really tell what it wanted, but it had a mind of its own
<<elseif $caveDream is "descent">>You tell $Alaric about how you went into the Earth and found the line that seemed so intoxicating and mesmerizing but then the world fell away from beneath you, something from the darkness was calling to you wanting you to come to it, you then fell off the tightrope and something horrifying was wanting to eat you??
<<elseif $caveDream is "escape">>You tell $Alaric about how you tried to run for your life realizing that there was something awful about that place. However, something awful was chasing you. You got to a tunnel and could see the light at the end but you just couldn't make any progress no matter how fast and how far you ran. Eventually you gave up and realized that the creature was right behind you, like Orpheus you looked and were horrified. You know you saw its face but you cannot for the life of you remember what it looked like now.
<<elseif $caveDream is "others">>You tell $Alaric how you tried to speak to the three figures but your voice was lost somewhere being drowned out by something. You became enthralled by the puppet show and it kind of gained control of your body though your mind remained free and horrified at the things happening to your body. You then realized that the people down the line were all fellow humans who had been turned into horrific living puppets. You too started being turned into a puppet but you woke up.
<</if>>
Regardless of your response, maybe $Alaric points out the parallel to Plato's cave, maybe $a_he doesn't, not sure if I want to point that out or leave that as a little Easter egg for readers who know about Plato's allegory of the cave
<span class="next"><<button "Continue""1-6-1">><</button>></span>Go the route through Adventure Quest or start your route in Tomorrow Quest
- Adventure Quest route is Adventure Quest (Pirate's Life), Frontier Quest (Old Stone Mtn. Railroad), Philadelphia Square (Spooky Mansion) and Fantasy Quest (the reunion stop)
- Tomorrow Quest route is Tomorrow Quest (Buzz Lightyear), Toon Quest (Big Top Circus/Dumbo), Fantasy Quest East (Pooh)
-Fantasy Quest West is the end of the game, there are two options: Journey to Neverland or Small World
- You then finish the game getting into Snow White's castle
- In order to have all five people live, you need to have lifted a key off of someone you killed in one of the later stages of the game, otherwise there aren't enough keys for all of you
.State.variables.tone_labels = true;
State.variables.sarc_tone = '— [sarcastic] ';
State.variables.aggro_tone = '— [aggressive] ';
State.variables.sinc_tone = '— [sincere] ';
State.variables.mock_tone = '— [mocking] ';
State.variables.cruel_tone = '— [cruel] ';
State.variables.kind_tone = '— [kind] ';
State.variables.emot_tone = '— [emotional] ';
State.variables.symp_tone = '— [sympathetic] ';
State.variables.angry_tone = '— [angry] ';
State.variables.curi_tone = '— [curious] ';
State.variables.neut_tone = '— [neutral] ';
State.variables.joke_tone = '— [joking] ';
State.variables.wary_tone = '— [wary] ';
State.variables.rude_tone = '— [rude] ';
State.variables.desp_tone = '— [desperate] ';
State.variables.depr_tone = '— [depressed] ';
State.variables.apol_tone = '— [apologetic] ';
State.variables.optim_tone = '— [optimistic] ';
State.variables.joy_tone = '— [joyful] ';
State.variables.intim_tone = '— [intimidating] ';
State.variables.charm_tone = '— [charming] ';
State.variables.lie_tone = '— [lying] ';
State.variables.insp_tone = '— [inspiring] ';
State.variables.plead_tone = '— [pleading] ';
State.variables.loving_tone = '— [loving] ';
State.variables.caring_tone = '— [caring] ';
State.variables.cautious_tone = '— [cautious] ';
State.variables.fury_tone = '— [furious] ';
State.variables.envy_tone = '— [envious] ';
State.variables.innap_tone = '— [innapropriate] ';
State.variables.polite_tone = '— [polite] ';
State.variables.distant_tone = '— [distant] ';
State.variables.dismiss_tone = '— [dismissive] ';
State.variables.upset_tone = '— [upset] ';
State.variables.happy_tone = '— [happy] ';
State.variables.calm_tone = '— [calm] ';
State.variables.sad_tone = '— [sad] ';
State.variables.conf_tone = '— [confused] ';
State.variables.calming_tone = '— [calming] ';
State.variables.reass_tone = '— [reassuring] ';
State.variables.threat_tone = '— [threatening] ';
State.variables.careful_tone = '— [careful] ';
State.variables.hesi_tone = '— [hesitant] ';
State.variables.push_tone = '— [pushing] ';
State.variables.terrifying_tone = '— [terrifying] ';
State.variables.terrified_tone = '— [terrified] ';
State.variables.horrifying_tone = '— [horrifying] ';
State.variables.horrified_tone = '— [horrified] ';
State.variables.exhaust_tone = '— [exhausted] ';
State.variables.shy_tone = '— [shy] ';
State.variables.bold_tone = '— [bold] ';
State.variables.brash_tone = '— [brash] ';
State.variables.selffeff_tone = '— [self-effacing] ';
State.variables.awk_tone = '— [awkward] ';
State.variables.inhuman_tone = '— [inhuman] ';
State.variables.cartoon_tone = '— [cartoonish] ';
State.variables.doll_tone = '— [doll-like] ';
State.variables.dead_tone = '— [dead] ';
State.variables.haunt_tone = '— [haunting] ';
State.variables.royal_tone = '— [royal] ';
State.variables.pirate_tone = '— [pirate] ';
State.variables.spooky_tone = '— [spooky] ';
State.variables.cheery_tone = '— [cheery] ';
State.variables.western_tone = '— [western] ';
State.variables.future_tone = '— [future] ';
State.variables.circus_tone = '— [circus] ';
State.variables.inchar_tone = '— [in character] ';
State.variables.outchar_tone = '— [out of character] ';
State.variables.stressed_tone = '— [stressed] ';
State.variables.dying_tone = '— [dying] ';
State.variables.destruct_tone = '— [destructive] ';
State.variables.risky_tone = '— [risky] ';
State.variables.safe_tone = '— [safe] ';
State.variables.court_tone = '— [courteous] ';
State.variables.effic_tone = '— [efficient] ';
State.variables.chall_tone = '— [challenging] ';
State.variables.uncert_tone = '— [uncertain] ';
State.variables.cert_tone = '— [certain] ';
State.variables.unknown_tone = '— [???] ';
State.variables.tease_tone = '— [teasing] ';
State.variables.hon_tone = '— [honest] ';
State.variables.friend_tone = '— [friendly] ';
State.variables.resp_tone = '— [respectful] ';
State.variables.flirt_tone = '— [flirting] ';
State.variables.tempt_tone = '— [tempting] ';
State.variables.conf_tone = '— [confident] ';
State.variables.confide_tone = '— [confiding] ';
State.variables.unsure_tone = '— [unsure] ';
State.variables.avoid_tone = '— [avoidant] ';
State.variables.truth_tone = '— [truthful] ';
State.variables.confess_tone = '— [confess] ';
State.variables.doubt_tone = '— [doubting] ';
State.variables.overw_tone = '— [overwhelmed] ';
State.variables.anx_tone = '— [anxious] ';
State.variables.angst_tone = '— [angsty] ';
State.variables.helping_tone = '— [helping] ';
State.variables.helpful_tone = '— [helpful] ';
State.variables.demean_tone = '— [demeaning] ';
State.variables.condescend_tone = '— [condescending] ';
State.variables.belittle_tone = '— [belittling] ';
State.variables.hurtful_tone = '— [hurtful] ';$Alaric looks down at the ground, a weak smile on $a_his_ lips. "Can't say I do."
"Really? You don't get many hurricanes in Germany?"
"Shockingly, no." $Alaric stretches and places $a_his_ right arm along the back of your former seat. "Well, at least not where I'm from. I haven't spent much time in the north, maybe they get hurricanes up there." $a_He smiles. "But, despite my lack of experience, I'd rather be optimistic about it."
----
* <span class="choice">[["You scoff, “That's stupid.”"|1-4-3AA][$aApprove -= 4]]</span> <<if $tone_labels>> $dismiss_tone<</if>>
* <span class="choice">[["“I guess I can try that.”"|1-4-3AB][$aApprove += 4]]</span> <<if $tone_labels>> $optim_tone<</if>><!--"It scares me too, but I'm sure we'll be fine."
How does $a_he do that? You swear sometimes it's like $Alaric can literally read your mind.
“Did we make a bad decision?”
----
"Shockingly, no." $Alaric stretches and places $a_his_ right arm along the back of your former seat. "Well, at least not where I'm from. I haven't spent much time in the north, maybe they get hurricanes up there." $a_He smiles. "But, despite my lack of experience, I'd rather be optimistic about it."
----
-->"What do you mean?" $Alaric asks, $a_his_ head cocking to the left.
"I mean, look at that." You point with two fingers towards the gathering storm. "This has gotta be dangerous, right? We shouldn't be here, we should be somewhere safe."
"I doubt if there's anywhere in the world that's safer than Whimsey World. It's their prime concern. No matter what happens, we'll be fine."
"How are you so sure?"
"Well, I'm not sure, but I'd rather be optimistic about it."
----
* <span class="choice">[["You scoff, “That's stupid.”"|1-4-3AA][$aApprove -= 4]]</span> <<if $tone_labels>> $dismiss_tone<</if>>
* <span class="choice">[["“I guess I can try that.”"|1-4-3AB][$aApprove += 4]]</span> <<if $tone_labels>> $optim_tone<</if>><<if visited() is 1>><<notify 3s>>$Alaric didn't like that<</notify>><</if>>$Alaric crosses $a_his_ arms. $a_His_ eyes narrow slightly as $a_he looks up at you. "You think optimism is stupid? Okay. And I suppose cynicism is more intelligent or some bullshit like that?" $a_He raises an eyebrow. "I'm gonna need you to explain this to me, why is it better to look forward to disaster?"
"There are so many reasons."
"Great. Like what?"
"For starters, it's more likely to happen."
"That's factually untrue, but please continue."
"Well, if you expect the worst you're better prepared if it happens."
"Ah, I see. In that case I'd rather be unprepared and content than prepared and miserable. Any other points you want to run by me, or have I made mine?"
You roll your eyes. "Whatever." Turning away from $Alaric you quickly scan the rest of the bus. You wonder if any of the people here are Floridians. Did locals agree to stay in the park during the storm, or was it just hurricane virgins like you and $Alaric who were dumb enough to take the bait?
<span class="next"><<button "Continue" "ROLE EXPLAIN">><</button>></span><!--[[ROLE EXPLAIN]]--><<if visited() is 1>><<notify 3s>>$Alaric liked that<</notify>><</if>><<set $aBusPromise = true>>$Alaric's eyes sparkle with affection as $a_he looks up at you. "Good. I'm glad you're willing to give it a shot."
"So, does optimism always work for you?"
"It hasn't failed me yet..."
Despite $Alaric's reassurances, you can't help but glance back up at the clouds. <<if $tAv isnot true>>You feel $Alaric grab your free hand.<<else>>With $a_his_ <<if $aGen is "f">>low<<else>>deep<</if>> soothing voice, $Alaric says,<</if>> "Hey, it'll be okay. Even if it's not, I promise I'll always be there for you."
"Oh, you promise?"
"Yeah. I promise."
"Okay. I'm gonna hold you to that."
<<if $tAv is false>>$Alaric gives your hand a light squeeze. <<else>> $Alaric smiles up at you. <</if>>"I hope you do."
Turning away from $Alaric you quickly scan the rest of the bus. You wonder if any of the people here are Floridians. Did locals agree to stay in the park during the storm, or was it just hurricane virgins like you and $Alaric who were foolish enough to take the bait?
<span class="next"><<button "Continue" "ROLE EXPLAIN">><</button>></span><!--[[ROLE EXPLAIN]]-->ATTENTION:
The next decision you make will determine your role.
Your intern's role reflects the job they perform at Whimsey World. There are four options:
<span class="accent">1)</span> Custodial
<span class="accent">2)</span> Ride Operations
<span class="accent">3)</span> Merchandise
<span class="accent">4)</span> Character Acting
Your role determines your character's backstory and abilities.
It also unlocks unique choices throughout the story.
<span class="next"><<button "Continue""1-4-4">><</button>></span><!--[[1-4-4]]-->
Looking around the bus...
----
* <span class="cust-choice"><<link "[Custodial] You don't know her personally, but sitting across from you and $Alaric is a girl you've seen a few times while taking out the trash.<!--there's a girl sitting across from you that you've seen taking out trash a few times.-->">><<script>> Dialog.setup("CuSTOdiAl"); Dialog.wiki(Story.get("Custodial Description").processText()); Dialog.open();<</script>><</link>></span>
* <span class="ride-choice"><<link "[Ride Operations] There's a person at the back of the bus who went out with one of the other interns working at your ride.">><<script>> Dialog.setup("RiDe OpeRaTioNs"); Dialog.wiki(Story.get("Ride Description").processText()); Dialog.open();<</script>><</link>></span>
* <span class="merch-choice"><<link "[Merchandise] $Alaric is the only person you recognize. Someone else here might work retail, but not at your store.">><<script>> Dialog.setup("MerChAndisE"); Dialog.wiki(Story.get("Merch Description").processText()); Dialog.open();<</script>><</link>></span>
* <span class="actor-choice"><<link "[Character Acting] There's someone at the front of the bus who you've seen in the character dressing room and the cafeteria a couple times.">><<script>> Dialog.setup("ChAracTer actInG"); Dialog.wiki(Story.get("Actor Description").processText()); Dialog.open();<</script>><</link>></span>You don't tell $Alaric about your dream. You just get off the bus and start heading inside
<span class="next"><<button "Continue""1-6-1">><</button>></span><<inTunnel>>"Oh, how wonderful," the woman chimes. "Now, what's your name?"
<span class="next"><<button "Reply">><<script>> Dialog.setup("My name is..."); Dialog.wiki(Story.get("FIRST NAME INPUT").processText()); Dialog.open();<</script>><</button>></span>
\<!--
<span class="next"><<button "Continue""1-6-2">><</button>></span>--><<set $nameSet = true>>"Okay, $firstName $surname..." the cheery woman mumbles, crossing your name off a sheet of paper with a flourish. She looks up and her eyes flicker up and down your body. "Where's your nametag?"
"I didn't think we'd need them today since there aren't any guests."
"Honey," she begins, "anytime you go onstage you need to be show ready. That includes your nametag even if you're just going to be around cast members."
"Oh, sorry then," you rummage around in your bag and find your nametag. Looking down at it...
----
* <span class="special-choice"><<link "The name on your nametag is the same as the one you've given this woman." "1-6-3">><<set $name = $firstName>><</link>></span>
* <span class="special-choice"><<link "The name on your nametag is different from the one you just gave this woman.">><<script>> Dialog.setup("My nametag says..."); Dialog.wiki(Story.get("NAMETAG CUSTOMIZATION").processText()); Dialog.open();<</script>><</link>></span><<if visited() is 1>><<set $profileMenu = true>><<notify 3s>>unlocked your profile<</notify>><</if>>As you move to pin your nametag to your shirt, the check-in lady stops you. "Actually, no. You don't have to put it on yet, we just needed to make sure that you have it." Your wrinkled brow betrays your mounting confusion and frustration. "See, we actually have another set of clothes for you to wear. Warm, dry stuff that will prove more weather resistant than your, uh," she gestures with a disapproving hand, "your //current// ensemble. You can head into the locker room now and we'll get your costume all sorted out. Make sense?"
"Yeah, sure."
"Fantastic. Well, hope you have a magical day."
You step to the side and wait for $Alaric.
"Oh, no, honey. You go on ahead. I'll get $a_him all checked in and send $a_him in after you."
You look up at $Alaric who smirks. <<if $aRelation isnot "partner" or $ace is true or $tAv is true>>"It's okay. It'll be a challenge, but I think I can find the locker room on my own."<<else>>"Don't worry, <<linkreplace "<span class='accent'>$a_petname</span>">>$a_petname ($a_petnameEng)<</linkreplace>>. I'm able to get dressed without your help." $a_He winks at you.<</if>>
You snort and head into the locker rooms...
----
* <span class="special-choice"><<link "You head into the women's locker room." "1-6-4">><<set $gen = "f">><</link>></span>
* <span class="special-choice"><<link "You head into the men's locker room." "1-6-4">><<set $gen = "m">><</link>></span>
* <span class="special-choice"><<link "You head into the gender neutral locker room." "1-6-4">><<set $gen = "nb">><</link>></span>
<!--[[1-6-4]]-->\<<inLocker>><<nobr>>
<<if visited() is 1>><<if $gen is "f">><<mcFemale>><<elseif $gen is "m">><<mcMale>><<else>><<mcNonbinary>><</if>><</if>>
<</nobr>>\
Entering the <<if $gen isnot "nb">>$people's<<else>>gender neutral<</if>> locker room, you are greeted by two more cast members, the shorter one is holding a clipboard and standing before a pile of folded gray clothing, the same "grays" <<if $role isnot "face">>you always see out-of-costume character actors wearing<<else>>you wear everyday under your costume<</if>>. The second cast member, the taller one, is standing closer to the door, shuffling items around in a box.
You walk up to the one with the clipboard.
"Hi, just need you to sign this for me and we'll get you outfitted for the day." They extend the clipboard and a pen to you.
"What is this?"
"Oh, it's just a waiver."
"A waiver for what?"
"Safety. It's mostly a bunch of boring legal stuff."
----
* <span class="info-choice">[[Furrowing your brows, “If I'm gonna sign a waiver, I need to know more than that.”|1-7-1]]</span><<if $tone_labels>> - [questioning] <</if>>
* <span class="choice">[[“Okay sure,” you sigh and quickly sign the waiver.|1-7-2]]</span><<if $tone_labels>> - [compliant] <</if>>
* <span class="choice">[[You scoff, “I'm not signing that.”|1-GO-1]]</span><<if $tone_labels>> - [defiant] <</if>><!--
“Fantastic.”
The intern walks into the locker room and sees two people standing in front of a stack of gray folded clothing. They look like the grays that the character performers wear.
The shorter of the two hands you a clipboard and asks you to sign a waiver real quick
----
* <span class="choice">[[Don't sign the waiver.|1-GO-1]]</span>
* <span class="choice">[[You sign the waiver.|1-7-2]]</span>-->\The cast member smiles, "It mostly says that Whimsey can't be held liable if you get injured today. Happy?"
----
* <span class="choice">[[“Fuck it, sure,” you sign the waiver.|1-7-2]]</span><<if $tone_labels>> - [compliant] <</if>>
* <span class="choice">[[“Uh, no. I'm not going to sign that.”|1-GO-1]]</span><<if $tone_labels>> - [defiant] <</if>><<audio "mainTheme" stop>>The cast member grins as you pass the clipboard back to them. "Awesome, thank you. And hey, best of luck."
----
* <span class="choice"><<link "Uh, thank y-">><<if $needlePhobia is true>><<goto "ACT ONE BEGIN">><<else>><<goto "1-7-3">><</if>><</link>></span><!--<<if $tone_labels>> - [????] <</if>>-->
* <span class="choice"><<link "Luck with wh-">><<if $needlePhobia is true>><<goto "ACT ONE BEGIN">><<else>><<goto "1-7-3">><</if>><</link>></span><!--<<if $tone_labels>> - [????] <</if>>-->
* <span class="choice"><<link "What the f-">><<if $needlePhobia is true>><<goto "ACT ONE BEGIN">><<else>><<goto "1-7-3">><</if>><</link>></span><!--<<if $tone_labels>> - [????] <</if>>--><!--
You sign the waiver and are immediately injected with a tranq serum.
Move on to Act 1: High Street, Adventure Quest/Pirate's Life or Tomorrow Quest/Star Chaser
(Act 2: Frontier Quest/Old Stone Mntn Railroad or Toon Quest/Circus)
(Act 3: Philadelphia Square/Spooky Mansion or Central Plaza/Wonderland)
(Act 4: Fantasy Quest, either Journey to Neverland or Small World?)
(Act 5: Snow White's Castle)--><<audio "mainTheme" unloop>><!--[[1-7-3]]-->The cast member leans back on their heels, "Are you sure? Think about this carefully. I won't ask you again. We won't force you to sign it, but if you don't sign it then you can't work today. You'll have to go back home."
----
* <span class="special-choice">[[You huff, “Fine, whatever,” and sign the waiver.|1-7-2]]</span><<if $tone_labels>> - [compliant] <</if>>
* <span class="special-choice">[[Crossing your arms, you squint back at them. “Then I guess I'm going home.”|1-GO-2]]</span><<if $tone_labels>> - [defiant] <</if>><<masteraudio stop>><<Leave1>>"Great. I guess you are." They smile and gesture towards the locker room exit. "Head out that way. If you're quick you may be able to catch the bus you came in on."
----
* <span class="choice">[[“Okay.” You leave the locker room.|1-GO-3A]]</span><<if $tone_labels>><</if>>
* <span class="choice">[[“Um, wait, I want to tell my friend that I'm leaving...”|1-GO-3B]]</span><<if $tone_labels>><</if>><<Leave3>><!--(ALARIC IS PARTNER)-->\
\
You make it back to your apartment and hunker down for the night. To your surprise, you don't hear from $Alaric. The entire night you sat staring at the door, anxiously waiting for the door to swing open - for $a_his_ smile to appear.
Hours pass and you get nothing. You expected $a_him to text you asking why you'd left or letting you know $a_he'd gone home to $a_his_ place. But no. Nothing.
<span class="next"><<button "Continue""1-GO-4BA">><</button>></span><!--[[1-GO-4BA]]--><<Leave3>><!--(ALARIC IS FRIEND)-->\
\
You make it back to your apartment and hunker down for the night. The storm passes with little incident. One of the neighboring building's windows cracks, but that's pretty much it. In the end, the hurricane was far less intense than you expected it to be - at least from your privileged position of a comfortable apartment in Orlando, FL.
<span class="next"><<button "Continue""1-GO-4AA">><</button>></span><!--[[1-GO-4AA]]--><<nobr>>
<<if $role is "merch">>You go back to work but don't see $Alaric. You hear a couple of interns gossiping, saying that $Alaric apparently self-termed. You scoff at the idea of this. You watched $Alaric work $a_himself half to death for this job, he'd never quit. But when you ask one of your coordinators about it, they confirm that $Alaric self-termed after the storm.
<br><br>You swing by his apartment hoping to check on on $a_him, but $a_his_ roommate let's you know that $Alaric already returned to Germany.
<br><br>You're stunned. <<if $aRelation is "partner">>You //know// $Alaric. You're certain you know $a_him, and //this// - this like him.<<else>>You thought you knew $Alaric, but, who knows? If this is true, maybe you didn't know $Alaric as well as you thought.<</if>>
<<else>>Days pass and nothing changes. You text one of your merchandise friends and ask if they can find out anything. They get back to you later and tell you that $Alaric self-termed. You have a hard time believing that $a_he would ever quit $a_his_ job, so, you stop by $a_his_ apartment. $a_His_ roommate confirms that $Alaric self-termed and adds that $Alaric has already returned to Germany.
<br><br>That shocks you. <<if $aRelation is "partner">>You know $Alaric. You're //certain// you know $a_him, and you know that this behavior isn't like $a_him.<<else>>You thought you knew $Alaric, but, if this is true, maybe you didn't know $Alaric as well as you thought.<</if>><</if>>
<</nobr>>
You leave another message on $a_his_ voicemail and expect for $a_him to call you back soon.
<span class="next"><<button "Continue""1-GO-6">><</button>></span><!--[[1-GO-6]]-->Months pass. You finish your internship<<if $role is "merch">> but pick up shifts at other locations whenever you can. Working at the Marketplace without $Alaric feels too weird<</if>>.
You leave message after message, after message, until $Alaric's voicemail can't hold anymore. <<if $aRelation is "partner">><br><br>Friends try to convince you that $a_he ghosted you, but you know better. At least... you think so. As life goes on, $Alaric starts to fade from your mind, the pain of $a_his_ disappearance lessens, but it never truly goes away.<</if>>
It hurts and you never understand why, but ''you never hear from $a_him again.''<<audio "sadATheme" unloop>>
<span class="next"><<button " . . . ""1-GO-END">><</button>></span><!--[[1-GO-END]]-->! wHat Do YOu KnoW?
<div class="menu-header"><center><span class="menu-index"><span class="index-link"><<link "Key" "facts">><</link>></span> <span class="menu-bullet"><span class="fas fa-star"></span></span> <span class="index-active">You</span><<if $actOne is true>> <span class="menu-bullet"><span class="fas fa-star"></span></span> <span class="index-link"><<link "Your Team" "team facts">><</link>></span><<else>><</if>><<if $rulesRevealed is true>> <span class="menu-bullet"><span class="fas fa-star"></span></span> <span class="index-link"><<link "Rules" "rules">><</link>></span><<else>><</if>> <span class="menu-bullet"><span class="fas fa-star"></span></span> <span class="index-link"><<link "Whimsey" "whimsey facts">><</link>></span> <span class="menu-bullet"><span class="fas fa-star"></span></span> <span class="index-link"><<link "Other" "other">><</link>></span></span></center></div>
!!FacTs AboUt YOu
<<nobr>><<if $internFact1 is true>><span class="special-choice">You're a college student participating in an internship program at Whimsey World, a theme park located in Orlando, FL.<br></span><<else>><</if>>
<<if $internFact2 is true>><span class="special-choice">You've been working at Whimsey World for two months.<br></span><<else>><</if>>
<<if $internFact3 is true>><span class="special-choice">You're exhausted from the long hours you work.<br></span><<else>><</if>>
<<if $internFact4 is true>><span class="special-choice">You signed up to work in the park during the hurricane because you are broke and they were offering triple pay.<br></span><<else>><</if>>
<<if $internFact5 is true>><span class="special-choice">You encouraged your friend $Alaric, whom you met two months ago at orientation, to sign up with you. $a_He is similarly broke, but you <<if $aSignUpConfession isnot true>>think the main<<else>>know the real<</if>> reason why $a_he signed up is <<if $aSignUpConfession isnot true>>because $a_he thought it sounded interesting.<<else>>because $a_he didn't want you to have to do this by yourself.<</if>><br></span><<else>><</if>>
<</nobr>>
<span class="next"><<button "Return" $return>><</button>></span>! wHat Do YOu KnoW?
<div class="menu-header"><center><span class="menu-index"><span class="index-link"><<link "Key" "facts">><</link>></span> <span class="menu-bullet"><span class="fas fa-star"></span></span> <span class="index-link"><<link "You" "you facts">><</link>></span><<if $actOne is true>> <span class="menu-bullet"><span class="fas fa-star"></span></span> <span class="index-active">Your Team</span><<else>><</if>><<if $rulesRevealed is true>> <span class="menu-bullet"><span class="fas fa-star"></span></span> <span class="index-link"><<link "Rules" "rules">><</link>></span><<else>><</if>> <span class="menu-bullet"><span class="fas fa-star"></span></span> <span class="index-link"><<link "Whimsey" "whimsey facts">><</link>></span> <span class="menu-bullet"><span class="fas fa-star"></span></span> <span class="index-link"><<link "Other" "other">><</link>></span></span></center></div>
<!--!fACtS aBoUt yoUr TeaM-->\
!!Facts About Your Team
<<nobr>><<if $teamFact2 is true>><span class="special-choice">One of your teammates is your friend $Alaric, a German student participating in the international version of your internship program. You met $Alaric two months ago at your orientation<<if $role is "merch">> and you work together at the Marketplace, the main store on High Street U.S.A<</if>>.<br></span><<else>><</if>>
<<if $teamFact4 is true>><span class="special-choice">Another one of your teammates is Jovy, a full-time stagehand and electrician from Puerto Rico. Jovy began working at Whimsey in the same internship program you're now participating in but they accepted a full-time position with Whimsey and have been here ever since.<<if $role is "ride">> You know of Jovy because they went on a couple of dates with another intern working at the River Cruise. You're not particularly close with that girl though, so you don't know when or how things ended between them.<</if>><br></span><<else>><</if>>
<</nobr>>\
<span class="next"><<button "Return" $return>><</button>></span>! wHat Do YOu KnoW?
<div class="menu-header"><center><span class="menu-index"><span class="index-link"><<link "Key" "facts">><</link>></span> <span class="menu-bullet"><span class="fas fa-star"></span></span> <span class="index-link"><<link "You" "you facts">><</link>></span><<if $actOne is true>> <span class="menu-bullet"><span class="fas fa-star"></span></span> <span class="index-link"><<link "Your Team" "team facts">><</link>></span><<else>><</if>><<if $rulesRevealed is true>> <span class="menu-bullet"><span class="fas fa-star"></span><span class="index-link"><<link "Rules" "rules">><</link>></span><<else>><</if>> <span class="menu-bullet"><span class="fas fa-star"></span></span> <span class="index-active">Whimsey</span> <span class="menu-bullet"><span class="fas fa-star"></span></span> <span class="index-link"><<link "Other" "other">><</link>></span></span></center></div>
<!--!FaCtS aBOUt WhImsEY-->\
!!Facts About Whimsey
<<nobr>><<if $whimseyFact1 is true>><span class="special-choice">Whimsey Studios was founded in the early 1920s by brothers Robert "Dick" Whimsey and Ronald "Ron" Whimsey. Since its founding, Whimsey has grown into one of the largest entertainment empires in the world. In addition to producing films and TV and selling merchandise, they also run theme parks that bring to life beloved Whimsey stories.<br></span><<else>><</if>>
<<if $whimseyFact2 is true>><span class="special-choice">Whimsey World is the largest of Whimsey's theme parks. Located in Orlando, Florida, Whimsey World itself is divided into four parks. Of the four, the oldest and most popular is the Fairytale Kingdom.<br></span><<else>><</if>>
<<if $whimseyFact3 is true>><span class="special-choice">The Fairytale Kingdom is divided into 7 areas commonly referred to as "The Quests:" Fantasy Quest, Adventure Quest, Tomorrow Quest, Frontier Quest, Toon Quest, Philadelphia Square, and High Street U.S.A.<br></span><<else>><</if>>
<<if $whimseyFact4 is true>><span class="special-choice">The centerpiece of the Fairytale Kingdom (both literally and commercially) is Snow White's Castle. The Castle is located at the center of the Quests and is the first thing most guests see when they enter the park.<br></span><<else>><</if>>
<<if $whimseyFact5 is true>><span class="special-choice">Whimsey employees are taught to use specific terms that stick with the focus on entertainment. Employees are referred to as "''cast members''." They wear "''costumes''," not uniforms. If a cast member isn't in costume or behaving as they're expected to, then they aren't "''show ready''" and are unfit to interact with "''guests''" (visitors/customers). Any section of the park that is visible to guests is referred to as "''onstage''," everything else is "''backstage''." As long as a cast member is onstage, they're expected to be show ready.<br></span><<else>><</if>>
<<if $whimseyFact6 is true>><span class="special-choice">There are four ideals that cast members must keep in mind at all times. They are known as "the four pillars." These pillars are - in order of importance - Safety, Courtesy, Show, and Efficiency.<br></span><<else>><</if>>
<<if $whimseyFact7 is true>><span class="special-choice">Dickey the Rat, the most famous Whimsey character, is named after Dick Whimsey, the founder of Whimsey Studios, and Ronald Rooster is named after Dick's older brother Ron.<br></span><<else>><</if>>
<<if $whimseyFact8 is true>><span class="special-choice">Dickey and Ronald are often accompanied by their friends Dainty, Hyacinth, Doofus, and Mars.<br></span><<else>><</if>>
<</nobr>>
<span class="next"><<button "Return" $return>><</button>></span>! wHat Do YOu KnoW?
<div class="menu-header"><center><span class="menu-index"><span class="index-link"><<link "Key" "facts">><</link>></span> <span class="menu-bullet"><span class="fas fa-star"></span></span> <span class="index-link"><<link "You" "you facts">><</link>></span><<if $actOne is true>> <span class="menu-bullet"><span class="fas fa-star"></span></span> <span class="index-link"><<link "Your Team" "team facts">><</link>></span><<else>><</if>><<if $rulesRevealed is true>> <span class="menu-bullet"><span class="fas fa-star"></span></span> <span class="index-active">Rules</span><<else>><</if>> <span class="menu-bullet"><span class="fas fa-star"></span></span> <span class="index-link"><<link "Whimsey" "whimsey facts">><</link>></span> <span class="menu-bullet"><span class="fas fa-star"></span></span> <span class="index-link"><<link "Other" "other">><</link>></span></span></center></div>
!!The Rules of the Game
<<nobr>><span class="special-choice">Every team must collect four keys with each key representing a core Whimsey value. The keys must be collected in inverse order to how they're normally ranked (i.e., Efficiency, Show, Courtesy, then Safety).</span><br>
<span class="special-choice">Once a team has collected one of each key, they have to go to Snow White's Castle. The first team back will receive $250,000.</span><br>
<span class="special-choice">For each death a person causes, they're team is awarded an additional $250,000. So, while it's not mandatory, players are encouraged to violently attack one another.</span><br>
<span class="special-choice">Cast members are also expected to behave in character while onstage. For each "character break" they (and their team) will be punished. Individuals get three strikes and on the fourth it's game over.</span><br>
<span class="special-choice">Each person has been given three items - a flashlight, a water bottle, and a hunting knife - along with a map showing the locations of the keys across the park. However, cast members are allowed to use whatever they find and may get as creative as they please with how they fight or defend themselves.</span><br><</nobr>>
<span class="next"><<button "Return" $return>><</button>></span>! wHat Do YOu KnoW?
<div class="menu-header"><center><span class="menu-index"><span class="index-link"><<link "Key" "facts">><</link>></span> <span class="menu-bullet"><span class="fas fa-star"></span></span> <span class="index-link"><<link "You" "you facts">><</link>></span><<if $actOne is true>> <span class="menu-bullet"><span class="fas fa-star"></span></span> <span class="index-link"><<link "Your Team" "team facts">><</link>></span><<else>><</if>><<if $rulesRevealed is true>> <span class="menu-bullet"><span class="fas fa-star"></span></span> <span class="index-link"><<link "Rules" "rules">><</link>></span><<else>><</if>> <span class="menu-bullet"><span class="fas fa-star"></span></span> <span class="index-link"><<link "Whimsey" "whimsey facts">><</link>></span> <span class="menu-bullet"><span class="fas fa-star"></span></span> <span class="index-active">Other</span></span></center></div>
!!Other
----
<span class="next"><<button "Key for the Choice Icons">><<run Dialog.setup("CHoIcE icOnS Key")>><<run Dialog.wiki("<span class='left'><span class='choice'>An ordinary choice that will progress the story</span><br><span class='disabled-choice choice'><span class='disabled-link'><<link '==A choice that is not available to you=='>><</link>></span></span><br><span class='special-choice'>A choice that determines something important or has lasting consequences (also used in menus for lists)</span><br><span class='info-choice'>A choice that allows you to get more info without moving on</span><br><span class='loop-choice'>A choice that allows you to do something without moving the story forward</span><br><span class='route-choice'>A choice that will determine which route/path you take</span><br><span class='key-grab'>A choice that allows you to pick up a key</span><br><span class='lock-choice'>A choice that's available because something is locked</span><br><span class='unlock-choice'>A choice that's available because something is unlocked</span><br><span class='strength-choice'>A choice that relies on strength</span><br><span class='agility-choice'>A choice that relies on agility</span><br><span class='stealth-choice'>A choice that relies on stealth</span><br><span class='cust-choice'>A choice that's unique to the custodial role</span><br><span class='merch-choice'>A choice that's unique to the merchandise role</span><br><span class='ride-choice'>A choice that's unique to the ride operations role</span><br><span class='actor-choice'>A choice that's unique to the character acting role</span><br><span class='face-choice'>A choice that's unique to face characters</span><br><span class='fur-choice'>A choice that's unique to fur characters</span><br><span class='inchar-choice'>A choice that will help you remain in character</span><br><span class='outchar-choice'>A choice that will require you to break character</span><br><span class='dead-choice'>A choice that will cause someone's death or is available because someone is dead</span><br><span class='heal-choice'>A choice that will allow you to heal your body and/or your mind</span><br><span class='hurt-choice'>A choice that's available because you're injured or someone else is injured</span><br><span class='sanity-choice'>A choice that's unique to a certain level of sanity (typically either high or low)</span><br><span class='danger-choice'>A choice that involves actively putting yourself in danger</span><br><span class='safe-choice'>A choice that exercises caution and is meant to keep you safe</span><br><span class='visible-choice'>A choice that risks making yourself visible or revealing your location</span><br><span class='hidden-choice'>A choice that will let you remain hidden</span><br><span class='flirt-choice'>A choice that will be taken as flirty by the other characters</span><br><span class='unflirt-choice'>A choice that will be taken as deliberately unflirty to other characters</span><br><span class='good-choice'>A 'good choice'</span><br><span class='bad-choice'>A 'bad choice'</span></span><br><br><span class='next'><<button 'Close'>><<run Dialog.close()>><</button>></span>")>><<run Dialog.open()>><</button>></span>\
----
!!<span class="center">Information About Whimsey Characters</span>
<h3>CHASE LIGHTSPEED</h3><ul><span class="special-choice">Chase Lightspeed is a space ranger who first appeared in the 1976 classic //A Tale of Toys// but, after the release of his first live-action solo film in the late 90s, Chase Lightspeed became a science-fiction icon.</span></ul><ul><span class="special-choice">Tomorrow Quest is home to //Chase Lightspeed's Great Escape,// a ride where guests take on the role of space rangers and must escape from a space station run by Chase's archnemesis, the evil Emperor Gorlom.</span></ul><!--<ul><ul><label>Click here to read the article: <<link "“Exploring the Chase Lightspeed Cinematic Universe”">><<run Dialog.setup("AboUT CHaSe LIghTsPEeD")>><<run Dialog.wiki("Cha-kow, space rangers! With the new Nova spin-off about to come out, it's about time we revisited the Chase Lightspeed Cinematic Universe. We'll go over everything you need to know from the last five films to get you excited and ready to watch the beginning of Nova's journey next month. Let's get started...<br><<include 'THE CHASE LIGHTSPEED STORY'>><br><br>Well, that's about all we'll say on the CLCU (at least for now). We hope you are excited for these new films as we are. If you want more Chase Lightspeed content, be sure to check back soon. Talk to you later, space rangers. We hope to see you beyond the horizon!<br><br><span class='next'><<button 'Close'>><<run Dialog.close()>><</button>></span>")>><<run Dialog.open()>><</link>></label></ul></ul>-->
<h3>PRINCESS MARGAUX</h3><ul><span class="special-choice">Princess Margaux (aka "the Beauty") is the love-interest of Albert (aka "the Beast") and one of the two protagonists of Whimsey's 1995 animated film, //The Beauty & The Beast//. Many changes were made to her character in this adaptation including Margaux being the daughter of a king with court aspirations begrudgingly betrothed to a vain nobleman named Damien but in love with Albert, the common-born son of a wealthy moneylender who is transformed into a beast by a witch.</span></ul><label><!--<ul><ul>Read Whimsey's version of <<link "“The Beauty & The Beast”">><<run Dialog.setup("ThE beAutY & tHe BEasT")>><<run Dialog.wiki("<<include 'TB&TB STORY'>><br><br><span class='next'><<button 'Close'>><<run Dialog.close()>><</button>></span>")>><<run Dialog.open()>><</link>></ul></ul>--></label>
<h3>PRINCE ALBERT</h3><ul><span class="special-choice">Prince Albert, better known as "The Beast," is the love-interest of Princess Margaux ("The Beauty") and one of the two protagonists from Whimsey's 1995 animated film, //The Beauty & The Beast//. Many changes were made to his character in this adaptation including Albert being a common-born son of a moneylender who's in love with Margaux, the eldest daughter of a king with a brilliant mind and a charitable heart. After being separated from Margaux, a young, depressed, and impressionable Albert becomes more like his wicked father and Margaux's betrothal to Lord Damien, a vain nobleman, only pushes Albert further into his downward spiral. He's eventually turned into a beast by a witch and can only be redeemed by true love.</span></ul><!--<label><ul><ul>Read Whimsey's version of <<link "“The Beauty & The Beast”">><<run Dialog.setup("ThE beAutY & tHe BEasT")>><<run Dialog.wiki("<<include 'TB&TB STORY'>><br><br><span class='next'><<button 'Close'>><<run Dialog.close()>><</button>></span>")>><<run Dialog.open()>><</link>></ul></ul></label>-->
<h3>LORD DAMIEN</h3><ul><span class="special-choice">Damien is the main antagonist of Whimsey's 1995 film //The Beauty & The Beast//. He is a cruel noble and avid hunter who is betrothed to the protagonist, Princess Margaux, because Damien is extremely wealthy and the king sees their marriage as a way to fix the kingdom's financial woes. He is always despised by his bride-to-be, but he simply views this as a challenge to overcome. He only cares about Margaux's beauty and the power that he will have once he marries her. When the king breaks off their engagement and gives Margaux to "The Beast," Damien is furious and makes it his life's mission to destroy the Beast and reclaim his engagement to Margaux.</span></ul><!--<label><ul><ul>Read Whimsey's version of <<link "“The Beauty & The Beast”">><<run Dialog.setup("ThE beAutY & tHe BEasT")>><<run Dialog.wiki("<<include 'TB&TB STORY'>><br><br><span class='next'><<button 'Close'>><<run Dialog.close()>><</button>></span>")>><<run Dialog.open()>><</link>></ul></ul></label>-->
<h3>QUEEN ERIS</h3><ul><span class="special-choice">Queen Eris is the villainous step-mother of Snow White, a sorceress who longs to be the "fairest in the land." She is the antagonist of Whimsey's 1941 animated film //Snow White,// though she has appeared in a number of films and TV shows since then.</span></ul><ul><span class="special-choice">Recently Whimsey has been revisiting their classic villains and Queen Eris is one of these who they've placed a lot of attention on. She is often paired up with Mostruosa in the villain-centric spin-offs and the two have an extreme love-hate relationship.</span></ul>
<h3>MOSTRUOSA</h3><ul><span class="special-choice">Mostruosa is the main antagonist of Whimsey's 1954 film //Sleeping Beauty// where she is portrayed as an evil witch who curses a young princess after the royal family disrespects her by not inviting her to the girl's birthday party. She predicts that on the day the princess turns 18, she will prick her finger on a spinning wheel and fall into an endless sleep. Despite the kingdom's best efforts, the princess does. Mostruosa turns into a horrific monster to fight the prince who comes to save her and is defeated in a climactic battle.</span></ul><ul><span class="special-choice">Recently Whimsey has been revisiting their classic villains and Mostruosa is one of these who they've placed a lot of attention on. She is often paired up with Queen Eris in the villain-centric spin-offs and the two have an extreme love-hate relationship.</span></ul>
<h3>ALICE</h3><ul><span class="special-choice">Alice is the protagonist of Whimsey's 1965 film //Adventures in Wonderland,// a movie based on the works of Lewis Carroll. In the film, Alice, a curious British schoolgirl, follows a white rabbit and falls into a nonsensical dream world known as Wonderland.</span></ul>
<h3>THE HATTER</h3><ul><span class="special-choice">The Hatter is one of the inhabitants of Wonderland, the surreal dreamworld visited by Alice in the 1965 film //Adventures in Wonderland//. Based on Lewis Carroll's character, the hatter is a wild and chaotic figure.</span></ul>
<h3>PETER PAN</h3><ul><span class="special-choice">Peter Pan is a character from the classic 1948 Whimsey film //Peter Pan,// a movie based on the books by J.M. Barrie. Peter is a mischievous and independent boy who never grows up and spends most of his time flying around Neverland, hanging out with Tinker Bell and the Lost Boys or fighting his nemesis, Captain James Hook. </span></ul>
<h3>TINKER BELL</h3><ul><span class="special-choice">Tinker Bell is one of Peter Pan's friends in the classic 1948 Whimsey film //Peter Pan.// She's a passionate and stubborn fairy whose twinkling voice can only be understood by Peter.</span></ul>
<h3>MYTHIC MAN</h3><ul><span class="special-choice">Mythic Man, also known as Zeno Drakos, is one of the many demigod sons of Zeus, who was transported from ancient Greece to modern times by Chronos. He's a fan-favorite member of the Vengeance Team thanks to his bold personality, dry wit, and comedic lack of experience with modern technology and culture.</span></ul>
<span class="next"><<button "Return" $return>><</button>></span><!--Not Touch and Semi Touch Averse Option-->
You look up at the handrail...
----
* <span class="special-choice">[[And laugh. You might be able to reach it, but there's no way you're gonna choose that option over the pole. - (You're shorter than average)|1-4-1][$height = "short"]]</span>
* <span class="special-choice">[[And shrug. You could reach the handrail, but holding on to the pole might be more comfortable. - (Your height is average)|1-4-1][$height = "average"]]</span>
* <span class="special-choice">[[And nod. You have no problem reaching the handrail. Either option would be comfortable, but that's what you're used to. - (You're taller than average)|1-4-1][$height = "tall"]]</span><!--Fully and Semi Touch Averse Option-->
You look up at the handrail...
----
* <span class="special-choice">[[And laugh. You might be able to reach it, but there's no way you're gonna choose that option over the pole. - (You're shorter than average)|1-4-1][$height = "short"]]</span>
* <span class="special-choice">[[And shrug. You could reach the handrail, but holding on to the pole might be more comfortable. - (Your height is average)|1-4-1][$height = "average"]]</span>
* <span class="special-choice">[[And nod. You have no problem reaching the handrail. Either option would be comfortable, but that's what you're used to. - (You're taller than average)|1-4-1][$height = "tall"]]</span>!!There are <!--Three-->Two Different Settings for Touch Aversion...
!!!!Not Touch Averse
Characters will determine if the intern is comfortable with phsyical touch and (if they are comfortable with it) will then be open with it after general consent has been established; romantic physical affection can be initiated by all parties
!!!!<!--Fully -->Touch Averse
Characters will not touch the intern unless they have to and if they have to it will normally be with their express permission (the only exceptions are moments where the stakes are //literally// life and death); romantic physical affection can only be initiated by the intern<!--
!!!!Somewhat Touch Averse
Characters will refrain from touching the intern without their express permission (the only exceptions are moments where the stakes are literally life and death...); romantic physical affection can only be initiated by the intern-->
<span class="next"><<button "Close">><<run Dialog.close()>><</button>></span>You look up at the handrail...
----
* <span class="choice"><<link "And shrug. You could reach the handrail, but holding on to the pole might be more comfortable.">><</link>></span>
* <span class="special-choice"><<link "And shrug. You could reach the handrail, but holding on to the pole might be more comfortable.">><</link>></span>
* <span class="flirt-choice"><<link "And shrug. You could reach the handrail, but holding on to the pole might be more comfortable.">><</link>></span>
* <span class="unflirt-choice"><<link "And shrug. You could reach the handrail, but holding on to the pole might be more comfortable.">><</link>></span>
* <span class="health-choice"><<link "And shrug. You could reach the handrail, but holding on to the pole might be more comfortable.">><</link>></span>
* <span class="sanity-choice"><<link "And shrug. You could reach the handrail, but holding on to the pole might be more comfortable.">><</link>></span>
* <span class="dialogue-choice"><<link "And shrug. You could reach the handrail, but holding on to the pole might be more comfortable.">><</link>></span>
* <span class="silent-choice"><<link "And shrug. You could reach the handrail, but holding on to the pole might be more comfortable.">><</link>></span>
* <span class="info-choice"><<link "And shrug. You could reach the handrail, but holding on to the pole might be more comfortable.">><</link>></span>
* <span class="route-choice"><<link "And shrug. You could reach the handrail, but holding on to the pole might be more comfortable.">><</link>></span>
* <span class="good-choice"><<link "And shrug. You could reach the handrail, but holding on to the pole might be more comfortable.">><</link>></span>
* <span class="bad-choice"><<link "And shrug. You could reach the handrail, but holding on to the pole might be more comfortable.">><</link>></span>
* <span class="strength-choice"><<link "And shrug. You could reach the handrail, but holding on to the pole might be more comfortable.">><</link>></span>
* <span class="stealth-choice"><<link "And shrug. You could reach the handrail, but holding on to the pole might be more comfortable.">><</link>></span>
* <span class="agility-choice"><<link "And shrug. You could reach the handrail, but holding on to the pole might be more comfortable.">><</link>></span>
* <span class="hidden-choice"><<link "And shrug. You could reach the handrail, but holding on to the pole might be more comfortable.">><</link>></span>
* <span class="visible-choice"><<link "And shrug. You could reach the handrail, but holding on to the pole might be more comfortable.">><</link>></span>
* <span class="key-grab"><<link "And shrug. You could reach the handrail, but holding on to the pole might be more comfortable.">><</link>></span>
* <span class="lock-choice"><<link "And shrug. You could reach the handrail, but holding on to the pole might be more comfortable.">><</link>></span>
* <span class="unlock-choice"><<link "And shrug. You could reach the handrail, but holding on to the pole might be more comfortable.">><</link>></span>
* <span class="merch-choice"><<link "And shrug. You could reach the handrail, but holding on to the pole might be more comfortable.">><</link>></span>
* <span class="cust-choice"><<link "And shrug. You could reach the handrail, but holding on to the pole might be more comfortable.">><</link>></span>
* <span class="ride-choice"><<link "And shrug. You could reach the handrail, but holding on to the pole might be more comfortable.">><</link>></span>
* <span class="actor-choice"><<link "And shrug. You could reach the handrail, but holding on to the pole might be more comfortable.">><</link>></span>
* <span class="face-choice"><<link "And shrug. You could reach the handrail, but holding on to the pole might be more comfortable.">><</link>></span>
* <span class="fur-choice"><<link "And shrug. You could reach the handrail, but holding on to the pole might be more comfortable.">><</link>></span>
* <span class="inchar-choice"><<link "And shrug. You could reach the handrail, but holding on to the pole might be more comfortable.">><</link>></span>
* <span class="outchar-choice"><<link "And shrug. You could reach the handrail, but holding on to the pole might be more comfortable.">><</link>></span>
* <span class="heal-choice"><<link "And shrug. You could reach the handrail, but holding on to the pole might be more comfortable.">><</link>></span>
* <span class="hurt-choice"><<link "And shrug. You could reach the handrail, but holding on to the pole might be more comfortable.">><</link>></span>
* <span class="dead-choice"><<link "And shrug. You could reach the handrail, but holding on to the pole might be more comfortable.">><</link>></span>
* <span class="danger-choice"><<link "And shrug. You could reach the handrail, but holding on to the pole might be more comfortable.">><</link>></span>
* <span class="safe-choice"><<link "And shrug. You could reach the handrail, but holding on to the pole might be more comfortable.">><</link>></span>
* <span class="special-choice disabled-choice"><span class="disabled-link"><<link "And shrug. You could reach the handrail, but holding on to the pole might be more comfortable.">><</link>></span></span>!!Before we get started, a few questions:
<span class="left">
Is your intern <<link "touch averse">><<script>> Dialog.setup(""); Dialog.wiki(Story.get("Touch Averse Explanation").processText()); Dialog.open();<</script>><</link>>?
<<cycle "$tAv">><<option "No">><<option "Yes">><</cycle>><!--
* <<radiobutton "$touchAverse" "fully" autocheck>> Yes, fully.
* <<radiobutton "$touchAverse" "semi">> Yes, somewhat.
* <<radiobutton "$touchAverse" "no" autocheck>> No.-->
Does your intern identify as asexual?
<<cycle "$ace">><<option "No">><<option "Yes">><</cycle>><!--
* <<radiobutton "$ace" true autocheck>> Yes.
* <<radiobutton "$ace" false autocheck>> No.-->
Does your intern identify as aromantic or arospec?
<<cycle "$aro">><<option "No">><<option "Yes">><</cycle>><!--
* <<radiobutton "$aro" true autocheck>> Yes.
* <<radiobutton "$aro" false autocheck>> No.-->
</span>
[[Confirm and Move on|New Game Ask]]<<set $actOne = true, $teamFact2 = true>><<ctp "2-1-1A" t8n 1.5s>><<fadein 1s 2s>><<link '$name?'>><<ctpAdvance "2-1-1A">><</link>><</fadein>><<ctpNext t8n 1s clear>><<link '$name!'>><<ctpAdvance "2-1-1A">><</link>><<ctpNext t8n 1s clear>><<link 'Come on! $name, can you hear me?' '2-1-1B'>><</link>><</ctp>><<audio "aloneLoop" volume 0.005 fadeoverto 10 0.1>><<if $role is "merch">><<set $sanity = 80>><<elseif $role is "cust">><<set $sanity = 95>><<elseif $role is "ride">><<set $sanity = 90>><<else>><<set $sanity = 85>><</if>><<audio "mainTheme" stop>><!--You bring a hand to your forehead. "I'd really appreciate it if I could stop waking up in pain." You expect $Alaric to chuckle, to say something witty in response, something, but $a_his_ expression remains as serious as the grave. "Okay, you're kind of freaking me out. What's wrong?"
"Everything."
"Okay, dramatic. Could you be a little-" As you attempt to pull yourself into a sitting position you feel it wrapped around your torso, hear it scrape across the concrete floor.-->\
\
As your right hand drifts to the side of your torso it brushes against something cold and rigid. A thick iron band is secured around your midsection. Welded onto the right side is a small, metal box with a keyhole and three glowing dots on top. Four thick chains are also anchored to your band. You tug on the restraint but it doesn't budge. "What?"
"Yeah, I know. I don't want to have to freak you out, but if there's a time to be freaked out, it's now."
<<if $needlePhobia is true>>The last thing you remember is the locker room. What happened between then and now? <<else>>The last thing you remember is the locker room, two strangers, and a pile of clothing. You signed a waiver and then... someone jammed a syringe into your neck? <br><br>That can't be real. Right? You bring your free hand up to your neck. As your fingers brush against your skin a dull ache radiates from the injection site. <</if>>Your eyes flick back up to $Alaric, wide with panic. "Do you know what-"
"No," $a_he frowns. "I have no clue." You start to retreat into your mind. As you do, your eyes drift downward and you notice $Alaric's outfit.
<span class="next"><<button "Continue" "2-1-2B">><</button>></span><<audio "mainTheme" stop>><!--For non-character actors
"Aren't you freaked out by this."
"Yes I'm freaked out by it, but my attire is the least of my worries right now."-->\
\
<<set $costumeReveal = true>>For whatever reason you're dressed like you work at <<if $costume is "gothic">><<set $costLoc = "the Spooky Mansion">><<elseif $costume is "pirate">><<set $costLoc = "Pirate's Life">><<elseif $costume is "circus">><<set $costLoc = "Bambino's Circus">><<elseif $costume is "royal">><<set $costLoc = "the Castle">><</if>>$costLoc. Well, you're dressed like you work at $costLoc, as long as thick iron restraints happen to be part of their dress code.
An unfamiliar voice emerges from the darkness behind you. "Well, this is fucking weird..."
<span class="next"><<button "Continue" "2-1-4">><</button>></span><!--[[2-1-4]]--><<audio "mainTheme" stop>><<if visited() is 1>><<set $jName = true, $jUnlock = true>><<if $role isnot "ride">><<notify 3s>>unlocked jovy's profile<</notify>><<else>><<notify 3s>>character profile updated<</notify>><</if>><</if>><<audio "chainDrag" volume 0.4 play>>You jump away from the figure as they try to sit up. As you move back, the chain pulls taut and they lose their balance, slamming back onto the floor with a loud //thwack//. "Ugh," they groan. "What was that for?"<<nobr>>
<<if $role is "ride">><br><br>You realize that this is the person from the bus, the person who dated the other intern<<if $aRelation isnot "partner" and $jRelation is "flirt">>and the one that $Alaric was acting strangely around<</if>>. Like yourself and $Alaric, they're wearing a costume, a noble outfit<<if $costume is "royal">> much like yours. Theirs<<elseif $costume is "prince">> that's similar to the one Albert wears in the movie except this person's costume<<else>> that<</if>> appears to be made from crimson fabric and trimmed in shimmering gold. Their nametag is pinned to their chest. Even with the dim light, you can easily make out the name "JOVY" and below it "Arecibo, Puerto Rico".<<elseif $role is "merch" and $aRelation isnot "partner">><br><br>You realize that this is the person from the bus, the one $Alaric was staring at. They're also in a different outfit now, a noble costume<<if $costume is "royal">> much like yours. Theirs<<elseif $costume is "prince">> that's similar to the one Albert wears in the movie except this person's costume<<else>> that<</if>> appears to be made from crimson fabric and trimmed in shimmering gold. Their nametag is pinned to their chest. It's difficult to make out in the dim light, but you think their nametag says "JOVY" and, below their name, "Arecibo, Puerto Rico".<<else>><br><br>They sit back up again, tossing their black curls out of their face to squint at you. Like yourself and $Alaric, this person is also wearing a costume, a noble outfit<<if $costume is "royal">> much like yours. Theirs<<elseif $costume is "prince">> that's similar to the one Albert wears in the movie except this person's costume<<else>> that<</if>> appears to be made from crimson fabrics and trimmed in shimmering gold. Their nametag is pinned to their chest. It's difficult to make out in the dim light, but you think their nametag says "JOVY" and, below their name, "Arecibo, Puerto Rico".<</if>><</nobr>>
"Sorry... Jovy."
"Ah, forget about it,<<if $role isnot "face">>" they look down at your nametag, "$name, is it?" You nod. "Okay, $name, I'll forgive you if you can tell me why I'm chained to a stranger<<if $jFlirt isnot 0>>," they look you up and down, "an attractive stranger, but a stranger nonetheless." They punctuate their statement with a smirk.<<if $aRelation isnot "partner">><br><br>$Alaric rolls $a_his_ eyes. "This is so not the time."<br><br>Jovy whips their head over to $Alaric, "Sorry, was I talking to you?"<br><br>$Alaric blushes and turns away.<</if>><<else>>."<</if>><br><br>You shrug<<if $aRelation isnot "partner" and $jFlirt isnot 0>>, your eyes flicking suspiciously between the two of them<</if>>. "Sorry, but I could ask the same of you."<br><br>"Huh, well shit..."<<else>> uh..." They look for your nametag but there isn't one pinned to your $faceChar costume.<br><br>"$name," you offer.<br><br>Jovy nods, "Thank you. $name. Well, $name, I'll forgive you if you can tell me why I'm chained to a stranger<<if $jFlirt isnot 0>>," they look you up and down, "an attractive stranger, but a stranger nonetheless." They punctuate their statement with a smirk.<<if $aRelation isnot "partner">><br><br>$Alaric rolls $a_his_ eyes. "This is so not the time."<br><br>Jovy whips their head over to $Alaric, "Sorry, was I talking to you?"<br><br>$Alaric <</if>><<else>>."<</if>><br><br>You shrug<<if $aRelation isnot "partner" and $jFlirt isnot 0>>, your eyes flicking suspiciously between the two of them<</if>>. "Sorry, but I could ask the same of you."<br><br>"Huh, well shit..."<</if>>
You look down at the chain connecting you to Jovy and remember that there are four chains anchored to your belt. You turn to face the other direction and your suspicion is confirmed. Two more people are lying on the concrete. <<if $role is "cust">>One of the figures is lying on her back but a tricorn hat obscures her face from your view. However, you recognize Emerson's nametag pinned to the vest of the pirate costume she's been put in.<br><br>The other <<cycle "$mGender">><<option "woman">><<option "man">><<option "person">><</cycle>> across from you is dressed as a face character so there's no nametag for you to read.<<elseif $role is "face">><br><br>You instantly recognize Max who, like you, is in full costume. <<if $mGen is "m">>As Damien, he wears an old hunter's jacket in a deep green color with a brown waistcoat and loose pants tucked into tall leather boots. Max's short red hair is covered by a darker auburn wig that's tied into a wavy ponytail.<<elseif $mGen is "f">>As Mostruosa, she wears a dramatic gown that looks like it's made from raven feathers and fine, dark mesh. Max's long, red hair is covered by an even longer black wig and dark spikes jut out of her head like a crown of horns.<<else>>As Peter, they wear a worn, green tunic belted at the waist and a brown pair of pants, both covered in leaves, dirt, and twigs. Max's short red hair is covered by a slightly longer and even more vibrant red wig with a green Robin Hood style cap on top.<</if>><br><br>The other figure is lying on her back but a tricorn hat obscures her face from your view. A nametag reading "EMERSON Johns Hopkins University" is pinned to the vest of her pirate costume.<<else>>One of the figures is lying on her back but a tricorn hat obscures her face from your view. A nametag reading "EMERSON Johns Hopkins University" is pinned to the vest of her pirate costume.<br><br>The other <<cycle "$mGender">><<option "woman">><<option "man">><<option "person">><</cycle>> across from you is dressed as a face character so there's no nametag for you to read.<</if>>
<span class="next"><<button "Continue" "2-1-5">><</button>></span><!--[[2-1-5]]--><<audio "mainTheme" stop>><<nobr>><<if visited() is 1>><<set $mUnlock = true, $eUnlock = true, $jUnlock = true>><<set $eNametag = true, $eName = true>><<set $jName = true>><<set $mName = true>><<if $role is "face">><<notify 3s>>unlocked emerson's profile<</notify>><<elseif $role is "cust">><<notify 3s>>unlocked max's profile<</notify>><<else>><<notify 3s>>new character profiles<</notify>><</if>><<if $role isnot "face">><<if $mGender is "woman">><<maxF>><<elseif $mGender is "man">><<maxM>><<else>><<maxNB>><</if>><</if>><</if>><<if $role isnot "face">>The $mWoman is dressed as $mCostume<<if $mGen is "f">> (the villain from //Sleeping Beauty//)<<elseif $mGen is "m">> (the villain from //The Beauty & The Beast//)<</if>>. $m_Shere wearing <<if $mGen is "m">>an old, deep green hunter's jacket, a brown waistcoat, loose pants tucked into tall leather boots, and a dark auburn wig that's tied into a wavy ponytail.<<elseif $mGen is "f">>a dramatic gown that looks like it's made from raven feathers and fine mesh with a long black wig. Dark, jagged spikes jut out of her head resembling a crown of horns.<<else>>a worn, green tunic belted at the waist, brown pants, a short, bright red wig, and a green Robin Hood style cap. Everything they're wearing is also covered in soft, autumn leaves.<</if>><br><br>As you look at them, both Emerson and $mCostume begin to stir.<br><br>Emerson blearily rubs her eyes but once her vision adjusts, she backs away from you, slamming her back against a thin metal door. <br><br>$mCostume jumps at the sound of the loud crack. "H-wha?" $m_She stammer<<m_s>>.<br><br>"Yeah, whatever, uh... whatever that $mWoman just said," Emerson agrees, gesturing with her hand towards $mCostume.<br><br>$m_She narrow<<m_s>> $m_her_ eyes for a second before saying, "Oh, right. You can call me Max."<<else>>As you look over at them, both Max and Emerson begin to stir.<br><br>Emerson the pirate blearily rubs her eyes but once her vision adjusts, she backs away from you, slamming her back against a thin metal door. <br><br>Max jumps at the sound of the loud crack. "H-wha?" $m_She stammer<<m_s>>.<br><br>"Yeah, whatever, uh... whatever that $mWoman just said," Emerson agrees, gesturing with her hand towards Max and $m_her_ nametag-less $mCostume costume.<br><br>$m_She narrow<<m_s>> $m_her_ eyes for a second before saying, "Oh, right. I'm Max," $m_she smile<<m_s>> at the young woman. Max's eyes follow the chain from Emerson back to you. $m_She cock<<m_s>> $m_her_ head to the side like a puppy. <<if $mGen is "m" and $costume is "prince">>"$name? what are you-"<<elseif $mGen is "m" and $costume is "princess">>"$name? what are you-"<<elseif $mGen is "nb" and $costume is "fairy">>"$name? what are you-"<<else>>"Oh, hey, aren't you-"<</if>><</if>><</nobr>>
Static feedback pours out of the speaker system, startling you and hurting your ears. A moment later, Dickey the Rat's cheery, disembodied voice launches into a speech.
<span class="next"><<button "Continue" "2-1-6A">><</button>></span><!--[[2-1-6A]]--><<audio "mainTheme" stop>><<nobr>>
<!--$mInitRelation can be stranger, crush, and mentor-->
<<if visited() is 1>>
<<if $mGen is "she is">><<maxF>>
<<notify 3s>>Unlocked Max's Profile<</notify>>
<<elseif $mGen is "he is">><<maxM>>
<<notify 3s>>Unlocked Max's Profile<</notify>>
<<else>><<maxNB>>
<<notify 3s>>Unlocked Max's Profile<</notify>>
<</if>>
<<set $mUnlock = true>><<set $mName = true>>
<</if>>
<<if $mInitRelation is "mentor">>
<!--
~Max is one of the most talented and hardworking actors you've ever met
That's one of the reasons why you look up to Max. $mInitRelation = "mentor"
-->
<<if $mGen isnot "nb">>Max is one of the best actors here but $m_she rarely portrays the characters that come to mind when people think of Whimsey. Max is still a great prince<<if $mGen is "f">>ss<</if>>, but $m_her_ specialty is villains. Specifically, $m_she's Whimsey World's main actor for <<if $mGen is "m">>Damien (the evil suitor from //The Beauty and the Beast)//<<else>>Mostruosa (the evil witch from //The Sleeping Beauty)//<</if>>. <br><br>Max $m_herself is one of the nicest, most soft-spoken people you've met. But when $m_she steps onstage, $m_she's someone else entirely. Someone ferociously sarcastic, <<if $mGen is "m">>arrogantly handsome<<else>>enchantingly beautiful<</if>>, and amusingly cruel.<<else>>Max is one of the best actors here and they play one of the most beloved Whimsey characters: Peter Pan (though //Peter Pan// is in the public domain, so, legally no one owns him). Max was also the first openly nonbinary actor Whimsey hired to portray a face character. <br><br>As Peter, they're electrifying: endearingly chaotic, amusingly immature, and unyieldingly sarcastic. Peter is already one of the most popular characters among guests coming to the park but Max takes him to another level (there's literally a Tumblr account dedicated solely to Max's version of Peter). Their talent and popularity have helped Max become Whimsey World's main Peter actor. <</if>>
<br><br>You met Max on your first day of training. You were touring the character dressing rooms while Max was there getting ready at one of the stations. You were able to speak with $m_her for a few minutes at that point and since then you always say, "Hi," when you see one another backstage.
<br><br>Now, you know Max is Southern - or at least you think Max is Southern because of $m_her_ natural accent - but you aren't sure where exactly they're from. They could be from Florida, but you've heard a Floridian speak exactly like Max <<m_does>>.
<br><br>No matter where $m_shere from, you know Max has worked here for years and must've experienced hurricanes in the past, maybe $m_sheve even done this exact job before. Taking that into account, the fact that Max looks relaxed right now brings you immense comfort and you feel the anxiety clutching your heart start to loosen its grip.
<<else>>
<!--
~Max is one of the most talented and hardworking actors you've ever met
And if you're being honest with yourself, you've always had a bit of a crush on Max. $mInitRelation = "crush"
You explain that you really look up to Max and give some background on $m_her_ character: <<if $mGen is "f">>Mostruosa<<elseif $mGen is "m">>Damien<<else>>Peter Pan<</if>>. You also explain that you've seen them eating in the cafeteria below Fantasy Quest before and you've always thought $m_she <<m_was>> really cute.-->
<<if $mGen isnot "nb">>Max is one of the best actors here but $m_she rarely portrays the characters that come to mind when people think of Whimsey. Max is still a great prince<<if $mGen is "f">>ss<</if>>, but $m_her_ specialty is villains. Specifically, $m_she's Whimsey World's main actor for <<if $mGen is "m">>Damien (the evil suitor from //The Beauty and the Beast)//<<else>>Mostruosa (the evil witch from //The Sleeping Beauty)//<</if>>. <br><br>Max $m_herself is one of the nicest, most soft-spoken people you've met. But when $m_she steps onstage, $m_she's someone else entirely. Someone ferociously sarcastic, <<if $mGen is "m">>arrogantly handsome<<else>>enchantingly beautiful<</if>>, and amusingly cruel.<<else>>Max is one of the best actors here and they play one of the most beloved Whimsey characters: Peter Pan (though //Peter Pan// is in the public domain, so, legally no one owns him). As Peter, they're electrifying: endearingly chaotic, amusingly immature, and unyieldingly sarcastic. Peter is already one of the most popular characters among guests coming to the park but Max takes him to another level (there's literally a Tumblr account dedicated solely to Max's version of Peter). Their talent and popularity have helped Max become Whimsey World's primary Peter actor. Max was also the first openly nonbinary actor Whimsey hired to portray a face character.<</if>>
<br><br>You actually met $m_her on your first day of training. You were touring the character dressing rooms and Max was getting ready at one of the stations. You still remember the way $m_she smiled at you<<if $tAv is false>>, shook your hand,<</if>> and, in $m_her_ smooth Southern accent, said, "Hi, I'm Max and <!--<<if $mGen isnot "nb">>-->though it won't seem like it sometimes, I promise, I'm not an asshole. I just play <<if $mGen isnot "nb">>'em<<else>>one<</if>>.<!--<<else>> though you'll see me actin' like an immature asshole most of the time, I promise you, that's just Pete. I too am an asshole, but I like to think I'm slightly more mature."<</if>>-->"
<br><br>Since then you've <<if $tAv is false>>bumped into<<else>>seen<</if>> $m_her a handful of times - sometimes in the character dressing rooms but mostly in the cafeteria beneath Fantasy Quest where $m_shere always sitting by $m_herself.<<if $aRelation is "partner">><br><br>Normally you were with $Alaric and leaving $a_him to go sit with someone else felt too weird. On the rare occasions when you were also alone, you never summoned enough courage to ask $m_her if $m_she wanted company. So, you've just been admiring $m_her from a distance.<<else>> You've never summoned the nerve to ask $m_her if $m_she wanted any company, so you've just been admiring $m_her from a distance.<</if>>
<</if>>
<</nobr>>
<<if $mInitRelation is "crush">><span class="next"><<button "Continue""1-5-1">><</button>></span><<else>><span class="next"><<button "Continue""1-5-1">><</button>></span><</if>><!--[[1-5-1]]-->"Welcome everybody! We're so thrilled that you've decided to spend your evening here with us. We apologize for bringing you here under false pretenses, but you're still doing your job. Tonight's job is just different. Tonight, you'll be playing a game. This game is a very exciting once-in-a-lifetime opportunity that I hope you'll make the most of.
"You all should know the four pillars that guide us: <!--<span class = "accent">Safety</span>, <span class = "accent">Courtesy</span>, <span class = "accent">Show</span>, and <span class = "accent">Efficiency</span>-->Safety, Courtesy, Show, and Efficiency. These are the idealogical keys to our success and tonight they'll also be the //literal// keys to your success. Scattered around the park are various keys representing each of our core pillars. You must collect all four keys in order, starting with the least important (Efficiency) and proceeding up the list to Safety, our number one concern here in Whimsey Parks. Once you have a complete set, bring them to Snow White's Castle where you'll have the chance to unlock your freedom and receive your rewards.
"The first team to make it back to the castle with a full set of keys will receive $250,000."
$Alaric's eyes go wide, Jovy gasps, and Max's jaw drops. But Emerson's face scrunches together as she mutters to herself, "No. No fucking way."
<span class="next"><<button "Continue""2-1-6B">><</button>></span><<audio "mainTheme" stop>><<set $rulesRevealed = true>><<if hasVisited("2-2-1A")>>Max, Jovy, and $Alaric are all looking in your direction as if they're waiting for you to do something, though Emerson is busy examining the map.<<elseif hasVisited("2-2-1B") and not hasVisited("2-2-1A")>>You look around the room.<br><br>Max is still muttering something to $m_herself but $m_her_ voice has grown so quiet, you can no longer hear what $m_shere saying. Jovy is still laughing, though it seems like they've given up on the punchline and are now trying to will all of this to be a sick joke. Emerson is already examining the map with the keys. And $Alaric is still frozen in place, clearly falling back into $a_his_ mind.<<else>><<nobr>>You sit in stunned silence. Slowly processing what you just heard.
<br><br>"That's- I mean... Is that? No." Max begins to mutter, disbelief plastered across $m_her_ face. Jovy laughs half-heartedly, possibly waiting for the punch line to arrive. Emerson is already pulling a folded map from one of the pouches of her leather bandolier. $Alaric sits across from you, still as a statue, staring off into the middle distance.<</nobr>><</if>>
----
* <<if hasVisited("2-2-1A")>><span class="loop-choice disabled-choice">==You ask everyone if they're okay.==</span><<else>><span class="loop-choice"><<link "You ask everyone if they're okay.""2-2-1A">><</link>></span><<if $tone_labels>> - [thoughtful] <</if>><</if>>
* <<if hasVisited("2-2-1B")>><span class="loop-choice disabled-choice">==You gaze around the room, trying to figure out where you are.==</span><<else>><span class="loop-choice"><<link "You gaze around the room, trying to figure out where you are.""2-2-1B">><</link>></span><<if $tone_labels>> - [logical] <</if>><</if>>
<<if $aRelation is "partner">><ul><span class="flirt-choice"><<link "You can see that $Alaric isn't in a good place (and neither are you), you go over and hug $a_him.""2-2-2A">><</link>></span><<if $tone_labels>> - [comforting] <</if>></ul><<else>><ul><span class="choice"><<link "You're feeling distraught and need to feel some semblance of safety. You look over at $Alaric, who seems as upset as you are, and ask $a_him for a hug.""2-2-2A">><</link>><<if $tone_labels>> - [seeking comfort] <</if>></span></ul><</if>>\
* <span class="choice">[[You think Emerson is trying to find out where you need to go so you ask if she wants any help.|2-2-2B]]</span><<if $tone_labels>> - [helpful] <</if>><!--
* <span class="choice">[[Begin to cry|2-2-2C]]</span><<if $tone_labels>> - [overwhelmed] <</if>>--><!--[[2-2-2A]][[2-2-1B]][[2-2-1A]]--><<audio "mainTheme" stop>><<if visited() is 1>><<notify 3s>>emerson liked that<</notify>><<set $eApprove +=5>><</if>><!--Ask Emerson if she wants help - [helpful] <</if>>-->\
"Can I help you with that?"
"Oh, sure." Emerson responds, turning the map in your direction.
You pull yourself to your knees and crawl over to her. "Okay, tell me what you've got so far."
<span class="next"><<button "Continue""2-2-3">><</button>></span><!--[[2-2-3]]--><<audio "mainTheme" stop>><<if $aRelation is "partner" and $tAv isnot true>><<set $aApprove = Math.clamp($aApprove + 4, 0, 100)>>You look at $Alaric's <<if hasVisited("2-2-1A")>>hollow<<else>>vacant<</if>> expression and feel your heart beginning to break. You pull yourself to your knees and crawl over to $Alaric, the chains scraping along the floor behind you. "Come here," you whisper and pull $Alaric into a bear hug. "It's gonna be okay. We're gonna be okay," you say, trying to convince yourself as much as $a_him.<br><br>$a_He slowly wraps both $a_his_ arms around you and holds you as if you're $a_his_ only remaining tether to this world. "Yeah," $a_he mumbles. "We are going to be okay. I'll make sure of that. As long as I'm around no one will harm you. I promise." Tears begin to pool in the corner of your eyes. You hold $a_him even tighter to you.<br><br>You hear Jovy clear their throat behind you. "Uh, sorry lovebirds. That's real sweet and all but I think people might try to kill us if we sit here for too long. So, we should probably get moving."<br><br>With a sigh, you reluctantly let go of one another. You stand and help $Alaric to $a_his_ feet. "Okay, then," you address your companions, "What's our plan?"<<elseif $aRelation isnot "partner" or $tAv is true>><<if $aFlirt gt 0>>You look at $Alaric's unusually <<if hasVisited("2-2-1A")>>hollow<<else>>vacant<</if>> expression and feel a tugging sensation in your chest, a terror and pain that you recognize in your own psyche. "Hey, $Ali," you call. $Alaric looks at you and tries but fails to muster a smile. "Can I have a hug?" you ask. <<if $tAv is true>>Surprise briefly flashes across $a_his_ face, but $a_he nods and motions for you to come over.<<else>>$a_He nods and motions for you to come over.<</if>><br><br>You pull yourself to your knees and crawl over to $Alaric, the chains scraping along the floor behind you. You reach $a_him and <<if $tAv is true>>tentatively <</if>>wrap your arms around $a_his_ chest.<<if $tAv is true>><br><br>Slowly, $Alaric returns the gesture. "Is this okay?" $a_he asks. You nod into $a_his_ shoulder. "Okay, let me know if that changes." As you hold each other, $Alaric continues, "It's going to be okay. I promise. I would never let anyone harm you."<<else>> $Alaric pulls you into the warmest bear hug you've ever received. "Don't worry," $a_he whispers. "We're going to be okay. I promise. I won't let anyone harm you."<</if>><br><br>You hear Jovy clear their throat behind you. "Uh, sorry. This is real sweet and all but I think people might try to kill us if we sit here for too long. So, we should probably get moving."<br><br>With a sigh, you let go one another and both stumble to your feet.<br><br>"Okay, then," you address your companions, "What's our plan?"<<else>>You look at $Alaric's unusually <<if hasVisited("2-2-1A")>>hollow<<else>>vacant<</if>> expression and recognize the terror your experiencing clearly displayed on $a_his_ face. "Hey, $Ali," you call. $Alaric looks at you. $a_He tries but fails to muster a smile. "Can I have a hug?" you ask. <<if $tAv is true>>Surprise briefly flashes across $a_his_ face, but $a_he nods and motions for you to come over.<<else>>$a_He nods and motions for you to come over.<</if>><br><br>You pull yourself to your knees and crawl over to $Alaric, the chains scraping along the floor behind you. You reach $a_him and <<if $tAv is true>>tentatively <</if>>wrap your arms around $a_his_ chest.<<if $tAv is true>><br><br>Slowly, $Alaric returns the gesture. "Is this okay?" $a_he asks. You nod into $a_his_ shoulder. "Okay, let me know if that changes." As you hold each other, $Alaric continues, "It's going to be okay. I promise. As long as I'm around, no one will harm you."<<else>> $Alaric pulls you into the warmest bear hug you've ever received. "Don't worry," $a_he whispers. "We're going to be okay. I promise. As long as I'm around, no one will harm you."<</if>><br><br>You hear Jovy clear their throat behind you. "Uh, sorry. This is nice and all, but I think people might try to kill us if we sit still for too long. So, we should probably get moving. No?"<br><br>With a start, you pull away from one another and stumble to your feet.<br><br>"Okay, then," you address your companions, "What's our plan?"<</if>><</if>>
<span class="next"><<button "Continue""2-2-3">><</button>></span><!--[[2-2-3]]--><<audio "mainTheme" stop>>Max tries to comfort the intern and they mention that it's weird to hear a Southern accent come out of Mostruosa/Damien/Peter Pan
<span class="next"><<button "Continue""2-2-3">><</button>></span><!--[[2-2-3]]--><<audio "mainTheme" stop>><<if visited() is 1>><<set $markAsk = true, $mApprove +=4, $eApprove +=2, $aApprove +=1, $jApprove +=1>><<notify 3s>>your team appreciated that<</notify>><</if>>You push through the anxiety making your throat feel like it's about to close up and address the group. "Is everyone okay? Or, no. It's probably safe to assume that none of us are okay... but no one's hurt, right?"<<if $role is "ride">> You look around<<else>> You squint through the darkness<</if>> at your companions' faces.
Max and $Alaric both snap out of their distracted trances and nod at you.
Emerson gives you a thumbs up, though her eyes remain glued to the map.
"Well, I'm just fine," Jovy says, "I'm wearing clothes so this isn't a bad nightmare yet, just a normal one..."
<span class="next"><<button "Continue""2-2-1">><</button>></span><!--[[2-2-1]]--><<audio "mainTheme" stop>><<if $role is "merch">>You don't even have to think about it. This is one of the back rooms at the Marketplace. You've spent hours in this room and know exactly where you are and what's around you.<<elseif $role is "ride">>Looking around, you see concrete floors, tall metal cabinets, and shelves stacked with plastic tubs. Piecing these elements together you can guess that you're in some kind of merchandise storage room. You pretty sure that you're in a store, but you aren't sure which one.<<else>>The only light in this room is the slowly blinking red emergency light, so it's almost impossible for you to see anything. You think that you're next to a shelf so, maybe you're in some kind of storage room? You really aren't sure.<</if>>
<span class="next"><<button "Continue""2-2-1">><</button>></span><!--[[2-2-1]]--><<audio "mainTheme" stop>><<if visited() is 1>><<nobr>>
<<set $factsMenu = true, $firstFact = true>><<set $keyFact1 = true, $keyFact2 = true, $internFact1 = true, $internFact2 = true, $internFact3 = true, $internFact4 = true, $internFact5 = true, $whimseyFact1 = true, $whimseyFact2 = true, $whimseyFact3 = true, $whimseyFact4 = true, $whimseyFact5 = true, $whimseyFact6 = true, $whimseyFact7 = true, $whimseyFact8 = true>>
<<notify 3s>>unlocked facts<</notify>>
<</nobr>><</if>>If you're being honest with yourself, the hurricane scares you. Your only experience with these kind of storms has been through television screens, viewing destruction and carnage wrought by 100+ mph winds, monster waves, and fleets of tornadoes.
Thankfully, Orlando is far inland so it shouldn't be too bad. At least that's what everyone down here is saying. Just strong winds and a shit ton of rain.
But it's a //hurricane.// That doesn't make it any less intimidating.
$Alaric looks up at your face and turns, glancing over $a_his_ shoulder at what you're staring at. $a_He sighs. "Yeah," $a_he clears $a_his_ throat. "It scares me too, but I'm sure we'll be fine."
How does $a_he do that? You swear sometimes it's like $Alaric can read your mind.
----
* <span class="choice">[["“Oh, and do you have much experience with hurricanes?”"|1-4-3A]]</span> <<if $tone_labels>> $joke_tone<</if>>
* <span class="choice">[["“Did we make a bad decision?”"|1-4-3B]]</span> <<if $tone_labels>> $uncert_tone<</if>> <<if $aInitRelation is "friend">><<set $aRelation = "friend">>
<<elseif $aInitRelation is "best friend">><<set $aRelation = "best friend">><<set $aApprove +=20>>
<<elseif $aInitRelation is "friend (and crush)">><<set $aInitRelation = "friend + crush">><<set $aRelation = "friend">><<set $aFlirt +=4>>
<<elseif $aInitRelation is "best friend (and crush)">><<set $aInitRelation = "best friend + crush">><<set $aRelation = "best friend">><<set $aFlirt +=4>><<set $aApprove +=20>>
<<else>><<set $aRelation = "partner">><<set $aFlirt +=8>><<set $aApprove +=20>><</if>>
<<if $Alaric is "Alaric (he/him)">><<alaric>>
<<if visited() is 1>><<notify 3s>>Unlocked Alaric's Profile<</notify>><</if>>
<<else>><<aria>>
<<if visited() is 1>><<notify 3s>>Unlocked Aria's Profile<</notify>><</if>>
<</if>>
!!!Alaric Relationships
<<link "Set Init Relation = 'Friend'">><<set $aInitRelation = "friend">><<goto "Untitled Passage">><</link>>
* <<link "Set Init Relation = 'Friend and Crush'">><<set $aInitRelation = "friend (and crush)">><<goto "Untitled Passage">><</link>>
<<link "Set Init Relation = 'Best Friend'">><<set $aInitRelation = "best friend">><<goto "Untitled Passage">><</link>>
* <<link "Set Init Relation = 'Best Friend'">><<set $aInitRelation = "best friend (and crush)">><<goto "Untitled Passage">><</link>>
<<link "Set Init Relation = 'Partner'">><<set $aInitRelation = "partner">><<goto "Untitled Passage">><</link>>
<<link "Set $Alaric = 'Soulmate'">><<set $aSoulmate = true, $aApprove = 100>><<set $aInitRelation = "partner">><<set $aFlirt = 10>><<goto "Untitled Passage">><</link>>
* <<link "Unset 'Soulmate'">><<set $aSoulmate = false>><<goto "Untitled Passage">><</link>>
!!!Alaric Approval Levels
<<link "Set $Alaric = 100 Approval">><<goto "Alaric">><<set $aApprove = 100>><</link>>
<<link "Set $Alaric = 95 Approval">><<goto "Alaric">><<set $aApprove = 95>><</link>>
<<link "Set $Alaric = 90 Approval">><<goto "Alaric">><<set $aApprove = 90>><</link>>
<<link "Set $Alaric = 85 Approval">><<goto "Alaric">><<set $aApprove = 85>><</link>>
<<link "Set $Alaric = 80 Approval">><<goto "Alaric">><<set $aApprove = 80>><</link>>
<<link "Set $Alaric = 70 Approval">><<goto "Alaric">><<set $aApprove = 70>><</link>>
<<link "Set $Alaric = 60 Approval">><<goto "Alaric">><<set $aApprove = 60>><</link>>
<<link "Set $Alaric = 50 Approval">><<goto "Alaric">><<set $aApprove = 50>><</link>>
<<link "Set $Alaric = 40 Approval">><<goto "Alaric">><<set $aApprove = 40>><</link>>
<<link "Set $Alaric = 30 Approval">><<goto "Alaric">><<set $aApprove = 30>><</link>>
<<link "Set $Alaric = 20 Approval">><<goto "Alaric">><<set $aApprove = 20>><</link>>
<<link "Set $Alaric = 10 Approval">><<goto "Alaric">><<set $aApprove = 10>><</link>>
<<link "Set $Alaric = 1 Approval">><<goto "Alaric">><<set $aApprove = 1>><</link>>
!!!Alaric Flirt Levels
<<link "Set $Alaric = 0 Flirt">><<goto "Alaric">><<set $aFlirt = 0>><</link>>
<<link "Set $Alaric = 1 Flirt">><<goto "Alaric">><<set $aFlirt = 1>><</link>>
<<link "Set $Alaric = 2 Flirt">><<goto "Alaric">><<set $aFlirt = 2>><</link>>
<<link "Set $Alaric = 3 Flirt">><<goto "Alaric">><<set $aFlirt = 3>><</link>>
<<link "Set $Alaric = 4 Flirt">><<goto "Alaric">><<set $aFlirt = 4>><</link>>
<<link "Set $Alaric = 5 Flirt">><<goto "Alaric">><<set $aFlirt = 5>><</link>>
<<link "Set $Alaric = 6 Flirt">><<goto "Alaric">><<set $aFlirt = 6>><</link>>
<<link "Set $Alaric = 7 Flirt">><<goto "Alaric">><<set $aFlirt = 7>><</link>>
<<link "Set $Alaric = 8 Flirt">><<goto "Alaric">><<set $aFlirt = 8>><</link>>
<<link "Set $Alaric = 9 Flirt">><<goto "Alaric">><<set $aFlirt = 9>><</link>>
<<link "Set $Alaric = 10 Flirt">><<goto "Alaric">><<set $aFlirt = 10>><</link>><<nobr>>
<!--$jInitRelation can be stranger, crush, or flirt-->
<<if visited() is 1>>
<<notify 3s>>Unlocked New Character Profile<</notify>>
<<set $jUnlock = true>>
<</if>>
<!--You give no visual reaction. Untroubled, you return your attention to $Alaric.$jInitRelation = "stranger"
Face growing hot with embarrassment, you turn away as quickly (and subtly) as possible.$jInitRelation = "stranger"
The blood rushes from your fluttering heart to your head. You bite your lip and quickly look away. $jInitRelation = "crush", $jApprove +=6, $jFlirt +=2
You continue to stare at them as your lips crack into a smirk. Why should you look away?$jInitRelation = "flirt", $jApprove +=6, $jFlirt +=2-->
<<if $jInitRelation is "flirt">>
You watch as they become more and more amused by you the longer you stare at them and get the sense that you've initiated some kind of silent competition. A competition you both intend to win.
<<if $aRelation is "partner">>
<br><br>Your focus is broken as $Alaric asks you something, though with your mind so preoccupied, you aren't sure what it was.
<br><br>"Hmm?" You turn to look at $a_him.
<br><br>"How did you sleep?"
<br><br>"Um," you reply. You glance back at the stranger but their attention has already returned to the window. A sly, victorious grin rests on their face. "Sorry, how did I sleep?"
<br><br>$Alaric's brow crinkles as you ask $a_him that. "Yeah."
<br><br>"Fine, I guess," you reply absentmindedly. "Or, no. Not fine. Actually I had a pretty weird dream."
<br><br>$a_He grimaces, "Well, that's never fun."
<br><br>You shrug, "I don't really care. It's just a dream."
<<else>>
<br><br>"Why are you staring at them?" $Alaric asks you. You turn to look at $a_him. There's something weird in his expression and voice, something you can't quite put your finger on. $Alaric almost seems nervous.
<br><br>"Sorry, did you say why?"
<br><br>$Alaric clears $a_his_ throat, "Uh, yeah. Why are you staring at that person? Just curious. You seem very," $Alaric motions with $a_his_ hands as he searches for the right word, "intense."
<br><br>You shrug, "I don't know." You glance back at the stranger but their attention has already returned to the window. A sly, victorious grin rests on their face. "No reason, I guess."
<</if>>
<</if>>
<</nobr>>
<span class="next"><<button "Continue""1-5-1">><</button>></span><!--[[1-5-1]]--><<nobr>>
<!--$eInitRelation can be stranger or crush-->
<<if visited() is 1>>
<<notify 3s>>Unlocked Emerson's Profile<</notify>>
<<set $eUnlock = true>><<set $eNametag = true>>
<</if>>
<!--
You pick up the book just being friendly
You pick up the book and hand it to her, your eyes lingering for a moment (maybe a wink)
You give Emerson a friendly smile, picking the book up and tossing it back to her. $eInitRelation = "stranger",
You swoop down, grab the book, and hand it back to Emerson with a flirtatious grin. $eInitRelation = "crush"
-->
<<if $eInitRelation is "crush">>
<<if $height is "tall">>Without having to let go of the pole, you swiftly lean down, <<elseif $height isnot "tall">>In one swift movement, you let go of the pole, bend down, <</if>>grab the book, and extend it towards Emerson, returning her book before she even begins to stand.
<br><br>It takes her a moment to process what has happened, but, once she does, Emerson reaches out and gently takes the book from your hand. "Thanks," she mumbles, unable to meet your eye line, a bashful flush spreading across her face.
<br><br>"Any time," you reply, returning to the pole and facing $Alaric.
<<if $aRelation is "partner">>
<br><br>A bemused smile has spread across $a_his_ face. $a_His_ eyes quickly dart back and forth between you and Emerson. "What was //that?//"
<br><br>"Nothing," you hurriedly whisper. "Just instinct, I guess. After all, my job is mostly picking shit up off the ground."
<br><br>"Ahh, I see," $a_he nods slowly. "Still, whatever that was, it was pretty hot."
<<else>>
<br><br>$a_His_ voice rises in pitch as $a_he practically sings, "Ooooooh. Who is that?"
<br><br>"Shut up," you hurriedly whisper. "I don't know."
<br><br>"But you-"
<br><br>"Nope. Not talking about it. At least, not //here,//" with your head, you attempt to subtly gesture back at Emerson.
<br><br>A devious smile spreads across $Alaric's face. $a_He raises both hands in mock surrender. "As you wish."
<</if>>
<<else>>
<<if $height is "tall">>Without having to let go of the pole, you swiftly lean down, <<else>>In one swift movement, you let go of the pole, bend down, <</if>>grab the book, <!--and return it to Emerson before she even begins to stand-->and extend it towards Emerson, returning her book before she even begins to stand.
<br><br>It takes her a moment to process what has happened, but, once she does, Emerson reaches out and gently takes the book from your hand. "Oh, thanks," she smiles without looking you in the eye.
<br><br>"No problem," you smile back, quickly returning to the pole and $Alaric.
<<if $aRelation is "partner">>
<br><br>Dark eyes sparkle up at you as $Alaric beams. "Well, that was nice."
<br><br>"Pssh, that was nothing. I spend most of my days picking shit up off the ground, so, it's just instinct at this point."
<br><br>"That doesn't make it any less nice<<if $tAv is false and $ace is false>>," $a_he leans forward and grins. "And as far as I'm concerned, it was also extremely hot<<else>>. And, "$a_he leans back and grins, "I have to say, nice looks really good on you<</if>>."
<<else>>
<br><br>$Alaric beams, $a_his_ dark eyes sparkling up at you. "Well, that was nice."
<br><br>"Pssh, that was nothing. I spend most of my days picking shit up off the ground. I think it's just instinct at this point."
<br><br>$Alaric shrugs, "So what? Doesn't make it any less nice." $a_He smiles.<<if $aFlirt gt 0>> "And, just saying, instinctively doing nice things is a very attractive quality. Don't sell yourself short."<</if>>
<</if>>
<</if>>
<</nobr>>
<span class="next"><<button "Continue""1-5-1">><</button>></span><!--[[1-5-1]]--><!--since then you always say, "Hi," when you see one another backstage.
<br><br>Now, you know Max is Southern - or at least you think Max is Southern because of $m_her_ natural speaking voice - but you aren't sure where exactly they're from. They could be from Florida, but you've yet to hear a true Floridian speak like Max <<m_does>>.
<br><br>No matter where $m_shere from, you know Max has worked here for years and must've experienced hurricanes in the past, maybe $m_sheve even done this exact job before. Taking that into account, the fact that Max looks relaxed right now brings you immense comfort and you feel the anxiety clutching your heart start to loosen its grip.
After that you'd randomly <<if $tAv is false>>bump into<<else>>see<</if>> them around the Fairytale Kingdom, sometimes in the character dressing rooms but most of the time just sitting by $m_herself in the cafeteria beneath Fantasy Quest.<<if $aRelation is "partner">><br><br>Most of the time you were there with $Alaric and leaving $a_him to go sit with someone else felt too weird. The rare times when you were alone, you couldn't summon enough courage to ask $m_her if $m_she wanted company. So, you've just been admiring $m_her from a distance.<<else>><br><br>You've never summoned the nerve to ask $m_her if $m_she wanted any company, so you've just been admiring $m_her from a distance.<</if>>-->\
But that's beside the point. You're
Now, you know Max is Southern - or at least you think Max is Southern because of $m_her_ natural accent - but you aren't sure where exactly they're from. They could be from Florida, but you've heard a Floridian speak exactly like Max <<m_does>>.
<br><br>No matter where $m_shere from, you know Max has worked here for years and must've experienced hurricanes in the past, maybe $m_sheve even done this exact job before. Taking that into account, the fact that Max looks relaxed right now brings you immense comfort and you feel the anxiety clutching your heart start to loosen its grip.
<span class="next"><<button "Continue" "1-5-1"">><</button>></span><span class="center"><<textbox "$firstName" "Chris" autofocus>> <<button "Confirm">><<run Dialog.close()>><<script>>Dialog.setup("My last name is...");Dialog.wiki(Story.get("LAST NAME INPUT").processText());Dialog.open();<</script>><</button>></span>
<span class="center messageborder"><<message "Suggestions">><span class="messagelink">
<<link "Ellis">><<run Dialog.close()>><<script>>Dialog.setup("My last name is...");Dialog.wiki(Story.get("LAST NAME INPUT").processText());Dialog.open();<</script>><<set $firstName = "Ellis">><</link>>
<<link "Akira">><<run Dialog.close()>><<script>>Dialog.setup("My last name is...");Dialog.wiki(Story.get("LAST NAME INPUT").processText());Dialog.open();<</script>><<set $firstName = "Akira">><</link>>
<<link "Sacha">><<run Dialog.close()>><<script>>Dialog.setup("My last name is...");Dialog.wiki(Story.get("LAST NAME INPUT").processText());Dialog.open();<</script>><<set $firstName = "Sacha">><</link>>
<<link "Rowan">><<run Dialog.close()>><<script>>Dialog.setup("My last name is...");Dialog.wiki(Story.get("LAST NAME INPUT").processText());Dialog.open();<</script>><<set $firstName = "Rowan">><</link>>
<<link "Blake">><<run Dialog.close()>><<script>>Dialog.setup("My last name is...");Dialog.wiki(Story.get("LAST NAME INPUT").processText());Dialog.open();<</script>><<set $firstName = "Blake">><</link>>
<<link "Leif">><<run Dialog.close()>><<script>>Dialog.setup("My last name is...");Dialog.wiki(Story.get("LAST NAME INPUT").processText());Dialog.open();<</script>><<set $firstName = "Leif">><</link>>
<<link "Stevie">><<run Dialog.close()>><<script>>Dialog.setup("My last name is...");Dialog.wiki(Story.get("LAST NAME INPUT").processText());Dialog.open();<</script>><<set $firstName = "Stevie">><</link>>
<<link "Harper">><<run Dialog.close()>><<script>>Dialog.setup("My last name is...");Dialog.wiki(Story.get("LAST NAME INPUT").processText());Dialog.open();<</script>><<set $firstName = "Harper">><</link>>
<<link "Kai">><<run Dialog.close()>><<script>>Dialog.setup("My last name is...");Dialog.wiki(Story.get("LAST NAME INPUT").processText());Dialog.open();<</script>><<set $firstName = "Kai">><</link>>
<<link "Nour">><<run Dialog.close()>><<script>>Dialog.setup("My last name is...");Dialog.wiki(Story.get("LAST NAME INPUT").processText());Dialog.open();<</script>><<set $firstName = "Nour">><</link>>
<<link "Austen">><<run Dialog.close()>><<script>>Dialog.setup("My last name is...");Dialog.wiki(Story.get("LAST NAME INPUT").processText());Dialog.open();<</script>><<set $firstName = "Austen">><</link>>
<<link "Phoenix">><<run Dialog.close()>><<script>>Dialog.setup("My last name is...");Dialog.wiki(Story.get("LAST NAME INPUT").processText());Dialog.open();<</script>><<set $firstName = "Phoenix">><</link>>
<<link "Winter">><<run Dialog.close()>><<script>>Dialog.setup("My last name is...");Dialog.wiki(Story.get("LAST NAME INPUT").processText());Dialog.open();<</script>><<set $firstName = "Winter">><</link>></span>\<</message>></span>
Your name is: ''$firstName $surname''. What is your preferred name?
<span class="center"><<textbox "$name" "">> <<button "Confirm">><<run Dialog.close()>><<script>>Dialog.setup("Confirmation");Dialog.wiki(Story.get("NAMETAG CONFIRM").processText());Dialog.open();<</script>><</button>></span>
<!--<span class="center messageborder"><<message "Suggestions">><span class="messagelink">
<<link "Lorca">><<set $surname = "Lorca">><<run Dialog.close()>><<script>>Dialog.setup("Confirmation");Dialog.wiki(Story.get("NAME CONFIRM").processText());Dialog.open();<</script>><</link>>
<<link "Kurosawa">><<set $surname = "Kurosawa">><<run Dialog.close()>><<script>>Dialog.setup("Confirmation");Dialog.wiki(Story.get("NAME CONFIRM").processText());Dialog.open();<</script>><</link>>
<<link "Nwadike">><<set $surname = "Nwadike">><<run Dialog.close()>><<script>>Dialog.setup("Confirmation");Dialog.wiki(Story.get("NAME CONFIRM").processText());Dialog.open();<</script>><</link>>
<<link "Black">><<set $surname = "Black">><<run Dialog.close()>><<script>>Dialog.setup("Confirmation");Dialog.wiki(Story.get("NAME CONFIRM").processText());Dialog.open();<</script>><</link>>
<<link "Rafnar">><<set $surname = "Rafnar">><<run Dialog.close()>><<script>>Dialog.setup("Confirmation");Dialog.wiki(Story.get("NAME CONFIRM").processText());Dialog.open();<</script>><</link>>
<<link "Equiano">><<set $surname = "Equiano">><<run Dialog.close()>><<script>>Dialog.setup("Confirmation");Dialog.wiki(Story.get("NAME CONFIRM").processText());Dialog.open();<</script>><</link>>
<<link "Hart">><<set $surname = "Hart">><<run Dialog.close()>><<script>>Dialog.setup("Confirmation");Dialog.wiki(Story.get("NAME CONFIRM").processText());Dialog.open();<</script>><</link>>
<<link "Shakir">><<set $surname = "Shakir">><<run Dialog.close()>><<script>>Dialog.setup("Confirmation");Dialog.wiki(Story.get("NAME CONFIRM").processText());Dialog.open();<</script>><</link>>
<<link "Dantès">><<set $surname = "Dantès">><<run Dialog.close()>><<script>>Dialog.setup("Confirmation");Dialog.wiki(Story.get("NAME CONFIRM").processText());Dialog.open();<</script>><</link>></span><</message>></span>-->\''$name'' is the name on your nametag?
<span class="center"><<button "Yes">><<if $name isnot "Albie" or $strangeResponse is true>><<goto "1-6-3">><<else>><<goto "STRANGE RESPONSE">><</if>><<run Dialog.close()>><</button>> <<button "No">><<run Dialog.close()>><<script>> Dialog.setup("My nametag says..."); Dialog.wiki(Story.get("NAMETAG CUSTOMIZATION").processText()); Dialog.open();<</script>><</button>></span>
<<set $strangeResponse = true>><<if $firstName is "Albie" and $name isnot "Albie">>"I'm sorry," the woman says, her eyebrows furrowing. "Did you say //Albie?//"<br><br>You give her an odd look and nod slowly.<br><br>"Huh, okay... weird name."<br><br><span class="next"><<button "Continue""1-6-2">><</button>></span><<else>>"I'm sorry," the woman says, her eyebrows furrowing. "Does your nametag say //Albie?//"<br><br>You give her an odd look and nod slowly.<br><br>"Huh, okay... weird name."<br><br><span class="next"><<button "Continue""1-6-3">><</button>></span><</if>><span class="center"><<textbox "$surname" "Whimsey">> <<button "Confirm">><<run Dialog.close()>><<script>>Dialog.setup("Confirmation");Dialog.wiki(Story.get("NAME CONFIRM").processText());Dialog.open();<</script>><</button>></span>
<span class="center messageborder"><<message "Suggestions">><span class="messagelink">
<<link "Lorca">><<set $surname = "Lorca">><<run Dialog.close()>><<script>>Dialog.setup("Confirmation");Dialog.wiki(Story.get("NAME CONFIRM").processText());Dialog.open();<</script>><</link>>
<<link "Kurosawa">><<set $surname = "Kurosawa">><<run Dialog.close()>><<script>>Dialog.setup("Confirmation");Dialog.wiki(Story.get("NAME CONFIRM").processText());Dialog.open();<</script>><</link>>
<<link "Nwadike">><<set $surname = "Nwadike">><<run Dialog.close()>><<script>>Dialog.setup("Confirmation");Dialog.wiki(Story.get("NAME CONFIRM").processText());Dialog.open();<</script>><</link>>
<<link "Black">><<set $surname = "Black">><<run Dialog.close()>><<script>>Dialog.setup("Confirmation");Dialog.wiki(Story.get("NAME CONFIRM").processText());Dialog.open();<</script>><</link>>
<<link "Rafnar">><<set $surname = "Rafnar">><<run Dialog.close()>><<script>>Dialog.setup("Confirmation");Dialog.wiki(Story.get("NAME CONFIRM").processText());Dialog.open();<</script>><</link>>
<<link "Wright">><<set $surname = "Wright">><<run Dialog.close()>><<script>>Dialog.setup("Confirmation");Dialog.wiki(Story.get("NAME CONFIRM").processText());Dialog.open();<</script>><</link>>
<<link "Equiano">><<set $surname = "Equiano">><<run Dialog.close()>><<script>>Dialog.setup("Confirmation");Dialog.wiki(Story.get("NAME CONFIRM").processText());Dialog.open();<</script>><</link>>
<<link "Hart">><<set $surname = "Hart">><<run Dialog.close()>><<script>>Dialog.setup("Confirmation");Dialog.wiki(Story.get("NAME CONFIRM").processText());Dialog.open();<</script>><</link>>
<<link "Shakir">><<set $surname = "Shakir">><<run Dialog.close()>><<script>>Dialog.setup("Confirmation");Dialog.wiki(Story.get("NAME CONFIRM").processText());Dialog.open();<</script>><</link>>
<<link "Dantès">><<set $surname = "Dantès">><<run Dialog.close()>><<script>>Dialog.setup("Confirmation");Dialog.wiki(Story.get("NAME CONFIRM").processText());Dialog.open();<</script>><</link>>
<<link "Rust">><<set $surname = "Rust">><<run Dialog.close()>><<script>>Dialog.setup("Confirmation");Dialog.wiki(Story.get("NAME CONFIRM").processText());Dialog.open();<</script>><</link>>
<<link "Osorio">><<set $surname = "Osorio">><<run Dialog.close()>><<script>>Dialog.setup("Confirmation");Dialog.wiki(Story.get("NAME CONFIRM").processText());Dialog.open();<</script>><</link>>
<<link "King">><<set $surname = "King">><<run Dialog.close()>><<script>>Dialog.setup("Confirmation");Dialog.wiki(Story.get("NAME CONFIRM").processText());Dialog.open();<</script>><</link>></span><</message>></span>
Your name is ''$firstName $surname''?
<span class="center"><<button "Yes">><<if $firstName isnot "Albie">><<goto "1-6-2">><<else>><<goto "STRANGE RESPONSE">><</if>><<run Dialog.close()>><</button>> <<button "No">><<run Dialog.close()>><<script>> Dialog.setup("My name is..."); Dialog.wiki(Story.get("FIRST NAME INPUT").processText()); Dialog.open();<</script>><</button>></span>
<<Leave2>>You exit the locker room and head back into the main hall. By the time you reach the line of people still checking in, $Alaric is gone. <<if $aApprove lte 75>>You shrug. Whatever. $a_He'll probably make the same decision as you.<<elseif $aApprove gt 75 and $aApprove lte 85>>That's fine though, you know $Alaric, $a_he'll probably be right behind you.<<else>>You start to feel a nagging twinge of guilt. Should you have waited for $a_him? Done something to make sure $a_he knows you're going home? These questions plague you for a moment but you quickly become sure that $Alaric will make the same choice as you. It's highly unlikely $a_he'd stay if $a_he knew you weren't gonna be there and those cast members will say something about you leaving.<br><br>//Right?//<</if>>
The bus is idling in front of the stop, getting ready to pull away. You sprint through the rain as fast as you can, trying your best to shout to the driver over the roaring wind.
Maybe they heard you, maybe they saw you charging at them through the veil of rain, maybe you just got lucky? Whatever the case, you make it onto the bus in time.
You slip in (literally almost slipping in the process), smile at the driver, and breathlessly mutter, "Thank you." Shivering and dripping, you sit down in the same seat you rode in on.
The bus pulls out and you go home.
<<if $aRelation is "partner">><span class="next"><<button "Continue" "1-GO-4B">><</button>></span><<else>><span class="next"><<button "Continue" "1-GO-4A">><</button>></span><</if>><!--[[1-GO-4A]][[1-GO-4B]]--><!--“Um, wait, I want to tell my friend that I'm leaving...”-->\
\
"Oh, I'm sorry, dear. We need to keep things moving efficiently, so I can't have you hanging back here or heading out //that// door, but don't worry, dear. I'll make sure to tell them you went home."
You furrow your brow. "You're sure that-"
"Yes, sweetie. Besides, if you really want to catch that bus, you need to get going as soon as possible, but I'll relay whatever message you want me to. Promise." They give you a saccharine smile.
After hesitating for another moment, hoping that $Alaric will happen to walk through the door, you finally cave in. "Okay, just, tell $a_him that I went home cause I didn't want to sign the waiver and that I think $a_he should probably <<if $aRelation is "partner">>come<<else>>go<</if>> home too."
The cast member nods. "No problem, now run along."
<span class="next"><<button "Continue""1-GO-3BA">><</button>></span><!--[[1-GO-3BA]]--><span class="shocklink center"><<link "THE END" "Main Menu">><<set $tutorialEnd = true>><<set $gameRestartA = true, $sanity = 100, $aApprove = 50, $eApprove = 50, $mApprove = 50, $jApprove = 50, $str = 5, $agi = 5, $ste = 5, $health = 10, $actOne = false, $eName = false, $eNametag = false, $jName = false, $mName = false, $aName = false, $aUnlock = false, $mUnlock = false, $jUnlock = false, $eUnlock = false, $light = false, $leading = false, $hasShield = false, $hasKnives = false, $hasPan = false, $hasFirstAid = false, $choseCookies = false, $roleSet = false, $genSet = false, $pronounSet = false, $heightSet = false, $nameSet = false, $rulesRevealed = false, $firstFact = false, $factsMenu = false, $aBusPromise = false>><<unset $caveDream, $costume, $eRelation, $mRelation, $jRelation, $aRelation, $eInitRelation, $mInitRelation, $jInitRelation, $aInitRelation, $name, $firstName, $surname, $routeA, $faceChar, $costLoc, $role, $height>><</link>></span><<Leave2>>Hoping you can maybe catch $Alaric in the hallway before $a_he goes in, you sprint out of the locker room and round the corner back to the main hall. Of course, by the time you reach the line of people still checking in, $Alaric is gone. <<if $aApprove lte 75>>You shrug. Whatever. After, $a_he hears your message you know $a_he'll make the same decision.<<elseif $aApprove gt 75 and $aApprove lte 85>>That's fine though, you know $Alaric, as soon as $a_he hears you've gone, $a_he'll be right behind you.<<else>>You curse under your breath. It's fine though. You know that as soon as $a_he hears you're gone, $a_he'll leave too.<</if>> Now you just have to make it to the bus.
It's currently idling in front of the stop but the driver's getting ready to pull away. You sprint through the rain as fast as you can, trying your best to shout to the driver over the roaring wind.
Maybe they heard you, maybe they saw you charging at them through the veil of rain, maybe you just got lucky? Whatever the case, you make it onto the bus in time.
You slip in (literally almost slipping in the process), smile at the driver, and breathlessly mutter, "Thank you. A friend of mine is gonna be coming too, would you mind waiting a minute or two? $a_He shouldn't be long." The bus driver agrees. Relieved but shivering furiously, you head back into the bus, sitting down in the same seat you rode in on. Waiting for $Alaric.
Eventually, the driver can't wait anymore. The bus pulls out and you go home. Alone.
<<if $aRelation is "partner">><span class="next"><<button "Continue" "1-GO-4B">><</button>></span><<else>><span class="next"><<button "Continue" "1-GO-4A">><</button>></span><</if>><!--[[1-GO-4A]][[1-GO-4B]]-->Something sharp is jammed into your neck. <!--Pressure mounts as something is pushed into your flesh. -->Everything becomes blurry and, like a hungry vignette consuming the edges of a photo, darkness absorbs your sight.<!--<<if $tAV is false>> Your knees buckle but something supports you under each arm.<</if>>-->
<span class="next"><<button "You Go Unconscious...""ACT ONE BEGIN">><</button>></span><!--[[ACT ONE BEGIN]]--><<audio "mainTheme" stop>><<masteraudio stop>><<actOneSound>><span class="shocklink center"><<fadein 2s 1s>><<link "WAKE UP""2-1-1A">><</link>><</fadein>></span><!--[[2-1-1A]]-->
<<audio "mainTheme" stop>><<notify 3s>>autosaving...<</notify>>Blood-red emergency lights throb in the darkness. A large figure is kneeling <<if $aRelation is "partner" and $tAv is false>>over<<else>>beside<</if>> you, speaking to you. With the roaring of the wind and the pounding of the rain, you can barely hear their deep, shaking voice. On top of the storm, a piercing tone screeches from behind your eyes. After a moment, you start processing the words $Alaric is saying.
"$name, //please//, tell me that you're all right." Like a hand wiping fog off a window pane, the urgent and distressed tones of $a_his_ voice help clear out some of the static numbing your mind.
You bring a hand to your forehead. "I'd really appreciate it if I could stop waking up in pain." You expect $Alaric to chuckle, to say something witty in response. Something. Anything. But $a_his_ expression is still as serious as the grave. "Okay, you're kind of freaking me out. What's wrong?"
"Everything."
"Okay. Dramatic. Could you be a little-" As you attempt to pull yourself into a sitting position you feel it wrapped around your torso, hear it scrape across the concrete floor.
<span class="next"><<button "Continue""2-1-2A">><</button>></span><<audio "mainTheme" stop>><!--<<mcNonbinary>><<set $role = "face", $height = "tall">>--><<if $Alaric is "friend">>You don't remember what $Alaric was wearing the last time you saw $a_him, but<<else>>$Alaric was wearing a simple t-shirt and jeans the last time you saw $a_him,<</if>> now $a_he's wearing a fancy gothic suit like $a_he's an extra in a Tim Burton film. "What the fuck are you wearing?"
$Alaric glances down, "I'm not sure, I can't see much, but it kind of looks like the Spooky Mansion costumes."
"And //why// are you wearing that?"
"$name, I don't know. I don't remember anything. In what felt like seconds, I went from standing in the locker room to waking up here in the storage room. I have no idea why any of us are dressed like this."
//Any of us...//
You look down and<<if $role isnot "ride">>, as you squint through the darkness,<</if>> realize that $Alaric isn't the only one in costume.
----
<<nobr>>
<<if $role isnot "face" and $role isnot "fur">>
<ul><span class="choice"><<link "You're wearing a <span class='accent'>gothic</span> outfit nearly identical to $Alaric's with a vest, jacket, and pants">><<set $costume = "gothic", $skirt = false>><<script>> Dialog.setup("gOThIC COstUMe"); Dialog.wiki(Story.get("CAST COSTUME").processText()); Dialog.open();<</script>><</link>></span></ul>
<ul><span class="choice"><<link "You're wearing a <span class='accent'>gothic</span> outfit that's similar to $Alaric's but with a floor-length skirt instead of trousers">><<set $costume = "gothic", $skirt = true>><<script>> Dialog.setup("gOThIC COstUMe"); Dialog.wiki(Story.get("CAST COSTUME").processText()); Dialog.open();<</script>><</link>></span></ul>
<ul><span class="choice"><<link "You're wearing a <span class='accent'>pirate</span> costume with pants, boots, and a tattered coat">><<set $costume = "pirate", $skirt = false>><<script>> Dialog.setup("pIRaTe COstUMe"); Dialog.wiki(Story.get("CAST COSTUME").processText()); Dialog.open();<</script>><</link>></span></ul>
<ul><span class="choice"><<link "You're wearing a <span class='accent'>pirate</span> costume with a long vest and tiered skirt">><<set $costume = "pirate", $skirt = true>><<script>> Dialog.setup("pIRaTe COstUMe"); Dialog.wiki(Story.get("CAST COSTUME").processText()); Dialog.open();<</script>><</link>></span></ul>
<ul><span class="choice"><<link "You're wearing a <span class='accent'>circus</span> inspired costume with a magnificent coat and loose pants tucked into tall boots">><<set $costume = "circus", $skirt = false>><<script>> Dialog.setup("CircUS COstUMe"); Dialog.wiki(Story.get("CAST COSTUME").processText()); Dialog.open();<</script>><</link>></span></ul>
<ul><span class="choice"><<link "You're wearing a <span class='accent'>circus</span> inspired costume with an ornate short dress and striped stockings">><<set $costume = "circus", $skirt = true>><<script>> Dialog.setup("CircUS COstUMe"); Dialog.wiki(Story.get("CAST COSTUME").processText()); Dialog.open();<</script>><</link>></span></ul>
<ul><span class="choice"><<link "You're wearing a <span class='accent'>royal</span> suit with a long coat, a waistcoat, and breeches">><<set $costume = "royal", $skirt = false>><<script>> Dialog.setup("RoYAl COstUMe"); Dialog.wiki(Story.get("CAST COSTUME").processText()); Dialog.open();<</script>><</link>></span></ul>
<ul><span class="choice"><<link "You're wearing a <span class='accent'>royal</span> gown with a long skirt and elaborate sleeves">><<set $costume = "royal", $skirt = true>><<script>> Dialog.setup("RoYAl COstUMe"); Dialog.wiki(Story.get("CAST COSTUME").processText()); Dialog.open();<</script>><</link>></span></ul>
<<elseif $role is "face">>
<<if $height is "tall" and $gender is "female">>
<ul><span class="choice"><<link "You're dressed as a princess">><<set $costume = "princess", $skirt = true>><<script>> Dialog.setup("pRInCeSs mArgaUx"); Dialog.wiki(Story.get("CHARACTER COSTUME").processText()); Dialog.open();<</script>><</link>></span></ul>
<ul><span class="choice"><<link "You're dressed as an evil queen">><<set $costume = "queen", $skirt = true>><<script>> Dialog.setup("QueEn EriS"); Dialog.wiki(Story.get("CHARACTER COSTUME").processText()); Dialog.open();<</script>><</link>></span></ul>
<<elseif $height is "average" and $gender is "female">>
<ul><span class="choice"><<link "You're dressed as a princess">><<set $costume = "princess", $skirt = true>><<script>> Dialog.setup("PRincEsS MargAuX"); Dialog.wiki(Story.get("CHARACTER COSTUME").processText()); Dialog.open();<</script>><</link>></span></ul>
<ul><span class="choice"><<link "You're dressed as Alice">><<set $costume = "alice", $skirt = true>><<script>> Dialog.setup("aLIcE"); Dialog.wiki(Story.get("CHARACTER COSTUME").processText()); Dialog.open();<</script>><</link>></span></ul>
<<elseif $height is "short" and $gender is "female">>
<ul><span class="choice"><<link "You're dressed as Tinker Bell">><<set $costume = "fairy", $skirt = true>><<script>> Dialog.setup("TInkEr BelL"); Dialog.wiki(Story.get("CHARACTER COSTUME").processText()); Dialog.open();<</script>><</link>></span></ul>
<ul><span class="choice"><<link "You're dressed as Alice">><<set $costume = "alice", $skirt = true>><<script>> Dialog.setup("alICe"); Dialog.wiki(Story.get("CHARACTER COSTUME").processText()); Dialog.open();<</script>><</link>></span></ul>
<<elseif $height is "tall" and $gender is "male">>
<ul><span class="choice"><<link "You're dressed as a prince">><<set $costume = "prince", $skirt = false>><<script>> Dialog.setup("prInCe AlbErt"); Dialog.wiki(Story.get("CHARACTER COSTUME").processText()); Dialog.open();<</script>><</link>></span></ul>
<ul><span class="choice"><<link "You're dressed as a space ranger">><<set $costume = "spacer", $skirt = false>><<script>> Dialog.setup("CHaSe LighTSpEed"); Dialog.wiki(Story.get("CHARACTER COSTUME").processText()); Dialog.open();<</script>><</link>></span></ul>
<<elseif $height is "average" and $gender is "male">>
<ul><span class="choice"><<link "You're dressed as a prince">><<set $costume = "prince", $skirt = false>><<script>> Dialog.setup("prINce AlberT"); Dialog.wiki(Story.get("CHARACTER COSTUME").processText()); Dialog.open();<</script>><</link>></span></ul>
<ul><span class="choice"><<link "You're dressed as a superhero">><<set $costume = "hero", $skirt = false>><<script>> Dialog.setup("MYthIC Man"); Dialog.wiki(Story.get("CHARACTER COSTUME").processText()); Dialog.open();<</script>><</link>></span></ul>
<<elseif $height is "short" and $gender is "male">>
<ul><span class="choice"><<link "You're dressed as a superhero">><<set $costume = "hero", $skirt = false>><<script>> Dialog.setup("MYtHic MAn"); Dialog.wiki(Story.get("CHARACTER COSTUME").processText()); Dialog.open();<</script>><</link>></span></ul>
<ul><span class="choice"><<link "You're dressed as the Hatter">><<set $costume = "hatter", $skirt = false>><<script>> Dialog.setup("THe haTteR"); Dialog.wiki(Story.get("CHARACTER COSTUME").processText()); Dialog.open();<</script>><</link>></span></ul>
<<elseif $height is "short" and $gender is "nonbinary">>
<ul><span class="choice"><<link "You're dressed as Tinker Bell">><<set $costume = "fairy", $skirt = true>><<script>> Dialog.setup("TInKEr belL"); Dialog.wiki(Story.get("CHARACTER COSTUME").processText()); Dialog.open();<</script>><</link>></span></ul>
<ul><span class="choice"><<link "You're dressed as a superhero">><<set $costume = "hero", $skirt = false>><<script>> Dialog.setup("myTHiC MAn"); Dialog.wiki(Story.get("CHARACTER COSTUME").processText()); Dialog.open();<</script>><</link>></span></ul>
<ul><span class="choice"><<link "You're dressed as Alice">><<set $costume = "alice", $skirt = true>><<script>> Dialog.setup("ALicE"); Dialog.wiki(Story.get("CHARACTER COSTUME").processText()); Dialog.open();<</script>><</link>></span></ul>
<ul><span class="choice"><<link "You're dressed as the Hatter">><<set $costume = "hatter", $skirt = false>><<script>> Dialog.setup("THe HaTtEr"); Dialog.wiki(Story.get("CHARACTER COSTUME").processText()); Dialog.open();<</script>><</link>></span></ul>
<<elseif $height is "average" and $gender is "nonbinary">>
<ul><span class="choice"><<link "You're dressed as a prince">><<set $costume = "prince", $skirt = false>><<script>> Dialog.setup("PRiNCe alBeRt"); Dialog.wiki(Story.get("CHARACTER COSTUME").processText()); Dialog.open();<</script>><</link>></span></ul>
<ul><span class="choice"><<link "You're dressed as a princess">><<set $costume = "princess", $skirt = true>><<script>> Dialog.setup("PrinCeSs MArGaux"); Dialog.wiki(Story.get("CHARACTER COSTUME").processText()); Dialog.open();<</script>><</link>></span></ul>
<ul><span class="choice"><<link "You're dressed as a superhero">><<set $costume = "hero", $skirt = false>><<script>> Dialog.setup("MYthIc MaN"); Dialog.wiki(Story.get("CHARACTER COSTUME").processText()); Dialog.open();<</script>><</link>></span></ul>
<ul><span class="choice"><<link "You're dressed as Alice">><<set $costume = "alice", $skirt = true>><<script>> Dialog.setup("AliCe"); Dialog.wiki(Story.get("CHARACTER COSTUME").processText()); Dialog.open();<</script>><</link>></span></ul>
<<elseif $height is "tall" and $gender is "nonbinary">>
<ul><span class="choice"><<link "You're dressed as an evil queen">><<set $costume = "queen", $skirt = true>><<script>> Dialog.setup("QueEn Eris"); Dialog.wiki(Story.get("CHARACTER COSTUME").processText()); Dialog.open();<</script>><</link>></span></ul>
<ul><span class="choice"><<link "You're dressed as a prince">><<set $costume = "prince", $skirt = false>><<script>> Dialog.setup("Prince Albert"); Dialog.wiki(Story.get("CHARACTER COSTUME").processText()); Dialog.open();<</script>><</link>></span></ul>
<ul><span class="choice"><<link "You're dressed as a princess">><<set $costume = "princess", $skirt = true>><<script>> Dialog.setup("PrincesS Margaux"); Dialog.wiki(Story.get("CHARACTER COSTUME").processText()); Dialog.open();<</script>><</link>></span></ul>
<ul><span class="choice"><<link "You're dressed as a space ranger">><<set $costume = "spacer", $skirt = false>><<script>> Dialog.setup("CHaSe LIghTsPEeD"); Dialog.wiki(Story.get("CHARACTER COSTUME").processText()); Dialog.open();<</script>><</link>></span></ul>
<</if>><</if>>
<</nobr>><!--[[2-1-3B]][[2-1-3A]]--><<audio "mainTheme" stop>><<set $costumeReveal = true>>For whatever reason you're wearing your <<if $costume is "prince">><<set $faceChar = "Albert">><<elseif $costume is "princess">><<set $faceChar = "Margaux">><<elseif $costume is "hatter">><<set $faceChar = "Hatter">><<elseif $costume is "alice">><<set $faceChar = "Alice">><<elseif $costume is "fairy">><<set $faceChar = "Tinker Bell">><<elseif $costume is "queen">><<set $faceChar = "Eris">><<elseif $costume is "spacer">><<set $faceChar = "Chase">><<elseif $costume is "hero">><<set $faceChar = "Zeno">><</if>>$faceChar costume. Well, you're wearing your $faceChar costume and an iron restraint.
An unfamiliar voice emerges from the darkness behind you. "Well, this is fucking weird..."
<span class="next"><<button "Continue" "2-1-4">><</button>></span><!--[[2-1-4]]--><<audio "mainTheme" stop>><<if $costume is "gothic">><<if $skirt>>The gothic costume are made from rich, dark fabrics and are inspired by Edwardian and late Victorian fashion. This particular costume consists of a floor-length skirt, a waistcoat, and a tailored overcoat. The ensemble is accessorized with a silver pocket watch, a lacy hairpiece, gloves, and a neck tie.
Cast members dressed in gothic costumes must behave like the gloomy and pessimistic patrons of the Spooky Mansion while onstage.<!--
OUTFIT:
You're wearing an outfit that's very similar in style to the one that $Alaric has on. However, and it's very hard to tell what colors are what with this dim, red light, you think that your dress and $a_his_ jacket are made from different fabrics with possibly different colors though they both just look black right now (yours is black damask, $a_his_ is a wide-striped navy thing). Your dress is a floor length Edwardian gown that has long-sleeves and a slightly flared skirt. It's trimmed with decorative lace that has small pearls sewn into it (which look like little pieces of bone). You also have on a black apron and a black dress shoes. There's some kind of veil on your head but it is black like the rest of your outfit. Overall, you get the feeling that you look like a gothic bride from the late 1800s - early 1900s.-->
<<else>>The gothic costumes are made from rich, dark fabrics and are inspired by Edwardian and late Victorian fashion. This particular costume consists of a tailored overcoat, a waistcoat, and a pair of trousers. The ensemble is accessorized with a silver pocket watch, a short top hat, gloves, and a neck tie.
Cast members dressed in gothic costumes must behave like the gloomy and pessimistic patrons of the Spooky Mansion while onstage.<!--
OUTFIT:
You're wearing an outfit that is nearly identical to the one that $Alaric has on. However, and it's very hard to tell what colors are what with this dim, red light, you think that your jackets are different patterns though they both just look black right now (yours has a black damask, $a_his_ has a wide-striped navy thing). You're trousers appear to be a plain loose black color, and you're wearing a black collared shirt. There's a black ascot, necktie, thing around your neck tucked into the top of your shirt and you're wearing an elaborate Edwardian coat that's been beautifully embroidered. You're also wearing black dress shoes and have a silver pocket watch.-->
<</if>><<elseif $costume is "circus">><<if $skirt>>The circus outfits are made from bright, comfortable fabrics and inspired by circus and carnival costumes from the 1920s-30s. This particular costume consists of a sparkling, knee-length dress worn over a full petticoat. Bloomers and striped stockings are worn underneath. The ensemble is accessorized with a gold pocket watch, a fascinator, lace gloves, and ornate costume jewelry.
Cast members dressed in circus costumes must behave like daring and whimsical circus performers while onstage.<!--
OUTFIT:
You're wearing a red and white dress that looks like something an acrobat would wear in an old-timey circus. You're wearing white stockings and flats with a white petticoat sticking out of the bottom of your beautiful, bejeweled red and white dress. The sleeves are a sheerish material that's covered in little gems that make swirling patterns and flash in the slowly pulsating red emergency lights. You also see that the dress has pockets and you find a gold timepiece in one of them. There's something on your head (just a red headband decorated with a few gems and scraps of white lace) and you're wearing white gloves that are trimmed with white lace.-->
<<else>>The circus outfits are made from bright, comfortable fabrics and inspired by circus and carnival costumes from the 1920s-30s. This particular costume consists of a bright red tailcoat with elaborate trim, a contrasting waistcoat, and loose black pants tucked into tall leather boots. The ensemble is accessorized with a gold pocket watch, a top hat, white gloves, and a bow tie.
Cast members dressed in circus costumes must behave like daring and whimsical circus performers while onstage.<!--
OUTFIT:
You're wearing loose black and white striped pants that are tucked into high black boots. You have on a ruffled black shirt tucked into your pants with a gold cummerbund and are wearing an ostentatious red ringmaster's coat. You're also wearing pristine white gloves and have various kind of accoutrement on your person like a gold pocketwatch and epaulets. You can also feel a hat (a top hat) on top of your head, but you aren't sure what it looks like at this point.-->
<</if>><<elseif $costume is "royal">><<if $skirt>>The royal dress is made from flowing, luxurious fabric and inspired by fashion from Medieval Europe. This particular costume consists of a beautiful, floor-length gown with bell sleeves. The outfit is accessorized with a lightweight cloak, gloves, and ornate costume jewelry.
Cast members dressed in royal costumes must behave like chivalrous and proper nobles while onstage.<!--
OUTFIT:
You're wearing a floor-length gown with long-sleeves and a slightly flared skirt. The dress is a lavender color and made of gorgeous silky material that's covered in layers of tulle and such. The dress is decorated with gold things and trimmings. Your sleeves are tight and go around your middle finger to create that pointy look on the hand. It's laced in a way that gives it the look of being corseted but the lace is actually just elastic so it isn't restrictive in any way. Underneath the skirt you're wearing black kind of tennis shoes.-->
<<else>>The royal costumes are made from rich, luxurious fabrics and inspired by 18th century European court fashion. This particular costume consists of a long coat, a waistcoat, and breeches. The ensemble is accessorized with cuff links and buckled dress shoes.
Cast members dressed in royal costumes must behave like chivalrous and proper nobles while onstage.<!--
OUTFIT:
You're wearing a pure gold outfit that looks like something out of a movie and is very similar to Jovy's just in different colors (where Jovy's is mostly red with accents of gold, yours is pure gold). There's a gorgeous court frock coat that's embroidered and trimmed with little yellow gems in it. You're wearing breeches and have on white stockings. You're shirt is white and you have on a waistcoat made from the same fabric as your breeches and coat. Your outfit is accessorized with comfy black dress shoes and a pocket watch.-->
<</if>><<elseif $costume is "pirate">><<if $skirt>>The pirate costumes are made from worn, tattered fabrics and inspired by 18th century Caribbean pirates. This particular costume consists of a torn, full-length skirt, a long vest, a poet's shirt, and a heavy, old coat. The ensemble is accessorized with a thick leather belt and boots, a bandolier, and a tricorn hat.
Cast members dressed in pirate costumes must behave like the roguish, swashbuckling pirates from the Pirate's Life ride while onstage.<!--
OUTFIT:
You're wearing an outfit that is very similar to Emerson's just with slightly different colors and layered cuts. You're wearing a long, dark red vest that's laced up the front with a white off the shoulder blouse underneat it. Underneath that is a floor-length black skirt. You also have on a torn and fraying black and white striped sash around the waist and under your thick leather belt. You don't have a hat like Emerson, instead you have a black and white striped bandana (same fabric as the sash) tied around your head (peasant-Cinderella style). Your wearing leather boots and have on black tights underneath everything.-->
<<else>>The pirate costumes are made from worn, tattered fabrics and inspired by 18th century Caribbean pirates. This particular costume consists of loose trousers, an old waistcoat, a poet's shirt, and a heavy, old coat. The ensemble is accessorized with a thick leather belt and boots, suspenders, a bandolier, and a tricorn hat.
Cast members dressed in pirate costumes must behave like the roguish, swashbuckling pirates from the Pirate's Life ride while onstage.<!--
OUTFIT:
You're wearing an outfit that's similarly themed to Emerson's but visually quite different. You have on a white poet's blouse tucked into loose, black trousers. Your trousers are tucked into leather boots and cinched at the waist by a thick leather belt with thin leather suspenders and a red handkerchief thing haphazardly tucked into it. You're main item of clothing is a gorgeous, weathered, dark red jacket that's just piratey as all Hell. It's very military inspired with the buttons and shit down the front. It goes to about your mid-thigh and despite how it may look, it doesn't feel too heavy. You're also have a tricorn hat and a bandolier made from the same leather as your belt.-->
<</if>>
<<elseif $costume is "future">>
<<if $skirt>>
x
<<else>>
x
<</if>>
<</if>>
<span class= "center">So, is this your costume?
<<button "Yes">><<run Dialog.close()>><<goto "2-1-3A">><</button>> <<button "No">><<run Dialog.close()>><</button>></span><<if $costume is "spacer">>\
Chase Lightspeed is a space ranger who first appeared in the 1976 classic //A Tale of Toys// but, after the release of his first live-action solo film in the late 90s, Chase Lightspeed became a science-fiction icon. For a summary of Chase Lightspeed's story, click <<link "__here__">><<run Dialog.setup("CHaSe LIghTsPEeD")>><<run Dialog.wiki("There are (currently) five films in the Chase Lightspeed series, all of which are considered masterpieces of sci-fi cinema. Read about each entry to the Chase Lightspeed cinematic universe below.<br><<include 'THE CHASE LIGHTSPEED STORY'>><br><br><span class='center'><<button 'Return'>><<run Dialog.close()>><<script>> Dialog.setup('CHaSe LIghTsPEeD'); Dialog.wiki(Story.get('CHARACTER COSTUME').processText()); Dialog.open();<</script>><</button>></span>")>><<run Dialog.open()>><</link>>.
The Chase Lightspeed costume consists of a slim, white and black space suit with a removable helmet. The character has shoulder-length, dark-blonde hair, light gray eyes, and an iconic strong jawline.
Tomorrow Quest is home to //Chase Lightspeed's Great Escape,// a ride where guests take on the role of space rangers and must escape from a space station run by Chase's archnemesis, the evil Emperor Gorlom.<!--
<span class="center messageborder"><<link "More on Chase Lightspeed">><<run Dialog.close()>><<script>> Dialog.setup("CHaSe LIghTsPEeD"); Dialog.wiki(Story.get("THE CHASE LIGHTSPEED STORY").processText()); Dialog.open();<</script>><</link>></span>-->
\
<<elseif $costume is "prince">>\
Prince Albert, better known as "The Beast," is the love-interest of Princess Margaux ("The Beauty") and one of the two protagonists from Whimsey's 1995 animated film, //The Beauty & The Beast//. Many changes were made to his character in this adaptation including Albert being a common-born son of a moneylender who's in love with Margaux, the eldest daughter of a king with a brilliant mind and a charitable heart. After being separated from Margaux, a young, depressed, and impressionable Albert becomes more like his wicked father and Margaux's betrothal to Lord Damien, a vain nobleman, only pushes Albert further into his downward spiral. He's eventually turned into a beast by a witch and can only be redeemed by true love. To read the full story, click <<link "__here__">><<run Dialog.setup("ThE beAutY & tHe BEasT")>><<run Dialog.wiki("<<include 'TB&TB STORY'>><br><br><span class='center'><<button 'Return'>><<run Dialog.close()>><<script>> Dialog.setup('PRinCE AlBert'); Dialog.wiki(Story.get('CHARACTER COSTUME').processText()); Dialog.open();<</script>><</button>></span>")>><<run Dialog.open()>><</link>>>.
The human version of Albert appears in the parks wearing a casual outfit (a put together version of the outfit he's wearing when he transforms from the Beast back into Albert). The costume is mostly gold and white and consists of a long coat, a waistcoat, a poet's blouse, and breeches a pretty average look for 18th century France.
<<elseif $costume is "hatter">>\
The Hatter is one of the inhabitants of Wonderland, the surreal dreamworld visited by Alice in the 1965 film //Adventures in Wonderland//. Based on Lewis Carroll's character, the hatter is a wild and chaotic figure.
The Hatter looks like an English gentleman mixed with a court jester and his costume is a multi-colored (and multi-patterned) suit that's worn and patched. He wears an iconic massive hat with many odd objects stuck around the brim, uses a gorgeous rabbit headed cane, and has a handlebar mustache.
<<elseif $costume is "hero">>\
Mythic Man, also known as Zeno, is one of the many demigod sons of Zeus, who was transported from ancient Greece to modern times by Chronos. He's a fan-favorite member of the Vengeance Team thanks to his bold personality, dry wit, and comedic lack of experience with modern technology and culture.
The Mythic Man costume is an armored toga made from light blue fabric and golden metal.
<<elseif $costume is "princess">>\
Princess Margaux (aka "the Beauty") is the love-interest of Albert (aka "the Beast") and one of the two protagonists of Whimsey's 1995 animated film, //The Beauty & The Beast//. Many changes were made to her character in this adaptation including Margaux being the daughter of a king with court aspirations begrudgingly betrothed to a vain nobleman named Damien but in love with Albert, the common-born son of a wealthy moneylender who is transformed into a beast by a witch. To read their full story, click <<link "__here__">><<run Dialog.setup("ThE beAutY & tHe BEasT")>><<run Dialog.wiki("<<include 'TB&TB STORY'>><br><br><span class='center'><<button 'Return'>><<run Dialog.close()>><<script>> Dialog.setup('PRinCEsS MArGauX'); Dialog.wiki(Story.get('CHARACTER COSTUME').processText()); Dialog.open();<</script>><</button>></span>")>><<run Dialog.open()>><</link>>.
While Princess Margaux is most known for her purple ball gown, she appears in the parks wearing one of her more casual outfits - a simple, lavender dress like those worn by working-class women in 18th century France.
<<elseif $costume is "queen">>\
Queen Eris is the villainous step-mother of Snow White, a sorceress who longs to be the "fairest in the land." She is the antagonist of Whimsey's 1941 animated film //Snow White,// though she has appeared in a number of films and TV shows since then.
The Queen Eris costume is a dramatic black gown with strong, sharp lines. Eris wears a sharp crown and her dress is ornamented with a few fashionable plates of armor.
<<elseif $costume is "alice">>\
Alice is the protagonist of Whimsey's 1965 film //Adventures in Wonderland,// a movie based on the works of Lewis Carroll. In the film, Alice, a curious British schoolgirl, follows a white rabbit and falls into a nonsensical dream world known as Wonderland.
The Alice costume is a blue tea dress with a petticoat and bloomers, a white apron, a black hair bow, striped stockings, and black flats.
<<elseif $costume is "fairy">>\
Tinker Bell is one of Peter Pan's friends in the classic 1948 Whimsey film //Peter Pan.// She's a passionate and stubborn fairy whose twinkling voice can only be understood by Peter.
The Tinker Bell costume is a green fairy dress that looks like it's made of flowers and leaves with iridescent wings and bell-tipped shoes.
<</if>>
<span class="center">So, is this the character you portray?
<<button "Yes">><<run Dialog.close()>><<goto "2-1-3B">><</button>> <<button "No">><<run Dialog.close()>><</button>></span>!!!Chase Lightspeed //(1997)//
The Chase Lightspeed origin story. Begins with an 18-year-old Chase enrolled at the Intergalactic Space Academy. Chase is one of the top students in his class though he is often berated by his teachers for being reckless and overly emotional. On the eve of his graduation he is out with a random group of classmates. The Academy is attacked and destroyed by a being named Gorlom who has the execution of the Academy's headmaster broadcast across the galaxy. After the attack Gorlom asserts himself as the planet's ruler. It's assumed that all the Academy's students died in the attack, so, Chase and his surviving classmates must sneak off the planet. Once they're "safe" they split up and go their separate ways.
Ten years later, Chase is a talented pilot working as a smuggler. Gorlom's influence has expanded into an intergalactic empire and the emperor rules over his subjects with an iron fist. Chase is approached by one of his former classmates, Q, who is trying to get together a crew of people dedicated to fighting back against the empire. Chase is hesitant since he finds it hard to believe that anything could stop Emperor Gorlom and doesn't see the point in trying to fight an unstoppable force. Still, he agrees to join Q with a few conditions: Chase will pilot whatever vessel they acquire, he'll serve as captain, and he'll retain the right to leave at any time. Q accepts Chase's terms but admits later that they wanted the first two thing from the start. They gather the rest of their crew including the other classmates (the few that survived the last decade). Astro, one of the classmates and Chase's former rival, serves as Chase's lieutenant though the two do not get along well. The crew works to discover more information about Gorlom's military and determines that the best way they can damage them would be to assassinate one of Gorlom's highest ranking generals, a particularly cruel being named Jeb Zarul.
They plan a guerilla style series of attacks designed to lure Zarul out of hiding. After many trials and tribulations (that almost push Chase to invoke the final term of his contract and walk away from the enterprise) the crew is successful. But, on their final mission to kill Zarul, Q is mortally wounded and dies in Chase's arms. With their last words Q encourages Chase to take up their mantle and keep fighting against the empire. Q reminds Chase of what he used to be and challenges him to become that idealistic rebel once again.
Propelled by rage, Chase engages Zarul in one-on-one combat but finds himself hopelessly outmatched (he recieves a wound to the chest in this fight that leaves a large scar running across his torso). The rest of his crew arrives and, with Astro's help in particular, Chase is able to push back and finish off Zarul.
After the battle the crew reconvenes and Chase gives an inspiring speech about continuing Q's mission and forming a full-on resistance movement against the empire. The last shot of the film is the first time the audience actually sees Emperor Gorlom. We watch Chase giving his speech but the camera keeps pulling back until it's revealed that Gorlom is also watching the speech. All we really see of the emperor is the corner of his lips as he smirks and laughs softly.
\
!!!Chase Lightspeed 2 //(2000)//
Chase and his crew have been hard at work, arming fellow rebels, training citizens, weakening the empire's supply chains, and attacking remote military bases. They've so far been very successful at what they can do, but they realize that with their small numbers they can't accomplish mass change. Chase and Astro
Sees Chase and his crew going after Gorlom and continuing to grow the resistance effort. They really start making some headway and, though Along the way they save an alien princess whom Chase has an affair with before she reveals herself to be a spy for Gorlom. Chase is distraught, consoled by his cadet, Astro. They make it to Gorlom's palace where they have to fight the alien lady. Chase has to kill her and does so teary-eyed. Gorlom escapes but they have him on the run and they get so close to him that they see Gorlom for the first time and Chase is even able to wound him (leaves a scar on Gorlom's face).
\
!!!Chase Lightspeed: War of Shadows //(2003)//
<...>Astro and Chase grow closer to one another. The night before the assault on Gorlom's Palace, Astro and Chase kiss and then sleep together (a kind of "we might die tomorrow, this is the only chance we have" kind of thing). The assault on Gorlom's Palace doesn't go as smoothly as planned but it's still successful. The climax of the film involves Chase making the choice to stop Gorlom from escaping again or saving Astro's life. Chase saves Astro and Gorlom gets away.
\
!!!Chase Lightspeed: Gorlom's Revenge //(2005)//
Astro has pushed Chase away (because he believes that their relationship is the reason why Gorlom was able to escape). Before the climactic battle Chase confesses his love to Astro.
\
!!!Chase Lightspeed: Beyond the Horizon //(2008)//
Nova (the young trans girl they inspired in the last film) has been working on her own, trying to be like them but she gets captured. Chase and his crew liberate the prisoners where she's being held and they recognize each other. She begs Chase to let her come with them, Astro convinces Chase to do so. Chase takes Nova under his wing and in time she's informally adopted by Chase and his partner, Astro. Ends with Chase and Astro's wedding, the crew refounding the space academy which Nova joins, and her training to become like her fathers. The film ends with Nova declaring her intention to find and eradicate Gorlom's heir and the last image is of the heir smirking.
\
!!!Nova Lightspeed: A Comedy of Heirs //(Coming Soon...)//
Shows Nova's life after graduating from her fathers' space academy. Reportedly follows Nova and her crew hunting down Gorlom's heir after "an attack" sends the galaxy into turmoil. (Also theorized to contain a enemies to lovers storyline between Nova and Gorlom's heir.)
\
!!!Lightspeed Origins //(TBA)//
An obligatory remake of the first film.
Gallery of Images: Chase, Astro, Nova.!!!Once upon a time in the kingdom of Anoir lived a young princess named Margaux.
Margaux was the eldest of five daughters. Unfortunately their mother died when they were young because... well, just because that's what mothers do in fairytales, right? Their father, King Henri, loved his daughters, but he was inept and impulsive, acting solely on emotion and guided solely by tradition. Margaux and her sisters always had to look out for one another. From a young age, Margaux also became involved with court politics, filling in for her father whenever possible. Most who met the royal family instantly took a liking to Margaux, prefering to work with her rather than deal with her father. She became known throughout the kingdom for her intelligence, kindness, wit, confidence, and generosity.
!!!At the same time, in the same kingdom, lived a young boy named Albert.
Albert was the son of a rich moneylender who was the same age as Princess Margaux. His father, Mateu, a cruel and severe man who cared for nothing but wealth, status, and legacy. No one liked him, well, no one but the king. Henri and Mateu had a deep friendshipWhen Margaux was told Mateu and his son would be visiting the palace for an indefinite period of time, she expected Albert to be an egotistical monster like his father. She couldn't have been more wrong. See, Albert had been raised by his mother and only recently come under his father's care.
Mateu was a cruel and evil man
, Margaux and her sisters raised each other because, though Henri was very kind and always well-meaning, he was quite foolish and.
I kind of want for Albert to be a common person and Margaux to be a princess, the King becomes indebted to Albert and his family years ago and when Albert becomes the sole member of the family and runs afoul of a witch due to his Scrooge-like behavior, he is transformed into a "hideous winged beast" and the staff of his household are turned into inanimate objects. He then pulls on that favor with the king promising to end the king's debts if he will get one of his daughters as his bride, specifically, the young princess Margaux whom he had a flirtation with growing up before he became so monstrous at his father's behest. Spending time with Margaux reminds him of who he used to be and confirms what he knew all along. For Margaux, she has always loved Albert but doesn't realize that she is there with him, she talks about the Albert that she remembers and not only does this make Albert all the more determined to change, he comes under the fatalistic mindset of "that person is gone, she could never love me" and fully realizes that he is indeed a beast. He needs her to fall in love with him to break the curse but begins to give up on trying to break it, being torn between wanting to be with Margaux and wanting her to be happy. She will never find her true love with him, why should he keep her from living her life simply because he loves her. Eventually he lets her go, she is saddened to depart from the Beast because she has, in all honesty, started to fall in love with him (though the other half of her heart is still reserved for Albert). Lord Damien then arrives and plans on not only killing the beast so that he can take its head as a trophy.
Whimsey's version of The Beauty & The Beast is different than many others. The central character is the Beauty, Margaux, though Margaux is the eldest daughter of a king. An absurdly wealthy but common family runs finances for the kingdom and were often at the palace when Margaux was growing up. The only son of the trader was a kind and intelligent young boy named Albert (al-BARE). Albert is very different from his father who is a cruel and miserly fellow. Margaux and Albert were always together and fell in love at a young age. They always dreamed of being together but many things stood in there way (namely, their respective statuses). However, the king and the miser's relationship soured and Albert and his father left the area "for good," though the king remained deeply indebted to the miser. Albert then went off with his father and unfortunately, with only his influence, became his spitting image, a cruel, misanthropic, avaricious person who treated people like objects and was also exceptionally vain. He kept hopes of someday marrying Margaux (perhaps in a Gatsby-esque "I can win her back" kind of way) but when he found out that she was betrothed to another noble, Damien, he lost in and spiraled further into his transformation. Now, Margaux hated the thought of marrying anyone politically, she hated the political landscape in general and wanted to dismantle it and turn it into something that would actually work for the people, she became a force to be reckoned with at court and people recognized her for her talents and beauty. However, her betrothal was something that her father wouldn't budge on. She always told him that she wanted to marry Albert if she were to marry anyone at all but her father found this suggestion laughable. In fact, her marriage to Damien was specifically arranged because Damien's family was rich enough to help get the king (somewhat) out of debt. Damien was a cruel, vain, chauvinistic hunter who hunted women like he hunted beasts. Now, speaking of beasts, Albert ran afoul of a witch when he screwed her over and did something morally reprehensible. She cursed him to become a literal beast with wings, horns, a tail, the whole nine-yards. The only way he could "redeem" himself was through "true love." She also cursed his household who were equally shallow and condescending and turned them into objects because they treated others as such. He fled to a remote castle his father purchased years back and meant to refurbish but never did. He sulked there for a while until he remembered Margaux and decided to do something drastic, hoping that it would help both himself and her. As the Beast, Albert went to the king and told him that he would handle his debt by "taking care of Albert" and in exchange Margaux would have to live with him and the engagement to Damien would be broken. The king agreed and so the Beast took Margaux. She knew nothing of the financial arrangement between her father and the Beast, her father just told her that it was a matter of life and death and that the best way she could secure the future of this country would be to go with the Beast. She agreed reluctantly though Damien was furious and dedicated himself to hunting down this Beast. Naturally, the Beast and Margaux didn't get along at first, they butted heads all the time and she pointed out all the flaws that he wasn't willing to admit about himself, she slowly helped him remember the Albert that he used to be (though she had no idea that he was Albert) and
As the two grow closer, Margaux declares that she won't call him Beast, she wants to call him by a name. Albert suggests "Bear" and she agrees "Sure, you look like you've got some bear in you."
When Margaux returns to visit her sisters, they are happy that she is happy but tell her that she needs to find out the truth about the Beast. One of the sisters overheard the conversation between the king and the Beast and remembers the Beast saying he'd "take care of Albert" so they're convinced this means he killed her former love. She is horrified by the implication but confident that this cannot be true. However, she does become curious. When she gets back she goes into the room that he's forbidden her from entering. It is filled with Albert's things and looks like a fight happened in there because he trashed the place in anger that one time. She becomes convinced that the Beast did actually kill Albert and at that moment he appears, seeing Margaux in his room, Albert is terrified and believes that she knows his true identity. They fight but the way they speak to one another, they are on completely different pages, she leaves convinced that she was tricked by the creature who murdered Albert, he is left despondent because he believes that she discovered the true and said that she could never love him because he lied to her/was a different person between the time they knew each other. As Margaux is running away, she finds Damien in the woods. Damien asks Margaux to guide him to the Beast, she tells him where to go because she feels so betrayed. Some of the household staff catch up with her and through a humorous though tense conversation point out the truth that she missed and reveal how Albert has felt. She sprints back to the Castle and finds Damien about to kill Albert who is near suicidal on the roof of the building. She calls out for Albert and the Beast turns around, she realizes that he truly is Albert and tells him that she misunderstood, Damien is just there and getting more and more furious the entire time. Abert and Margaux clear things up and are about to reunite when Damien runs Albert through with his sword. Albert is mortally wounded and dying. Damien slips on the roof (cause Albert never fixed this part of the roof even though he always said he was going to) and falls (not to his death?). Albert is then dying and Margaux goes to him. They joke about the roof thing before telling each other "I love you" he dies but is brought back by the witch saying that not only was he able to find love with Margaux but he became able to redeem and love himself again (for the right reasons, ot vain, distorted ones). They live happily ever after as a political and financial power couple and when the king dies she becomes Queen and sends the realm into a golden age of peace, intellectual discovery, art, finances, etc.
THE END
<span class="center"><<button "Return">><<run Dialog.close()>><<if $costume is "princess">><<script>> Dialog.setup("pRInCeSs mArgaUx"); Dialog.wiki(Story.get("CHARACTER COSTUME").processText()); Dialog.open();<</script>><<else>><<script>> Dialog.setup("pRInCe aLbERt"); Dialog.wiki(Story.get("CHARACTER COSTUME").processText()); Dialog.open();<</script>><</if>><</button>></span><<widget "busdrive">>
<<audio "busTone" loop volume 0 fadeoverto 2 0.1>>
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<</widget>>
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<<audio "rainBusTone" fadeoverto 4 0.025>>
<<audio "busTone" fadeoverto 1.5 0>>
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<<widget "inTunnel">>
<<audio "rainBusTone" fadeoverto 3 0>>
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<<audio "rainyRoomTone" loop volume 0 fadeoverto 2 0.1>>
<</widget>>
<<widget "inLocker">>
<<audio "heavyRain1" fadeoverto 2 0.0>>
<<audio "rainyRoomTone" loop volume 0 fadeoverto 2 0.6>>
<<audio "mainTheme" fadeoverto 10 0>>
<</widget>>
<<widget "Leave1">>
<<audio "heavyRain1" fadeoverto 4 0>>
<<audio "rainyRoomTone" loop volume 0 fadeoverto 2 0.4>>
<<audio "sadATheme" loop volume 0 fadeoverto 4 0.1>>
<</widget>>
<<widget "Leave1">>
<<audio "heavyRain1" fadeoverto 4 0>>
<<audio "rainyRoomTone" loop volume 0 fadeoverto 2 0.4>>
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<</widget>>
<<widget "Leave2">>
<<audio "heavyRain1" fadeoverto 2 0.1>>
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<<audio "busTone" loop volume 0 fadeoverto 2 0.1>>
<<audio "rainBusTone" loop volume 0 fadeoverto 2 0.15>>
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<</widget>>
<<widget "Leave3">>
<<audio "heavyRain1" loop volume 0 fadeoverto 2 0.2>>
<<audio "heavyWind" loop volume 0 fadeoverto 2 0.2>>
<<audio "busTone" fadeoverto 1.5 0.0>>
<<audio "rainBusTone" fadeoverto 1.5 0.0>>
<<audio "rainyRoomTone" loop volume 0 fadeoverto 4 0.4>>
<</widget>>
<<widget "Leave4">>
<<audio "heavyRain1" fadeoverto 2 0>>
<<audio "heavyWind" fadeoverto 2 0>>
<<audio "rainyRoomTone" fadeoverto 2 0>>
<</widget>>
<<widget "actOneSound">>
<<audio "heavyRain1" loop volume 0 fadeoverto 2 0.1>>
<<audio "heavyWind" loop volume 0 fadeoverto 2 0.265>>
<<audio "rainyRoomTone" loop volume 0 fadeoverto 2 0.3>>
<<audio "lostLoop" loop volume 0 fadeoverto 2 0.1>>
<</widget>>
<<widget "actOneTunnel">>
<<audio "tunnelStalker" loop volume 0 fadeoverto 2 0.25>>
<<audio "heavyRain1" fadeoverto 2 0.025>>
<<audio "heavyWind" fadeoverto 2 0.075>>
<<audio "rainyRoomTone" fadeoverto 2 0.15>>
<<audio "lostLoop" fadeoverto 2 0>>
<</widget>>
<<widget "piratesLife">>
<<audio "pirateTheme" loop volume 0 fadeoverto 2 0.075>>
<<audio "heavyRain3" loop volume 0 fadeoverto 2 0.05>>
<<audio "rainyRoomTone" fadeoverto 2 0.1>>
<<audio "heavyRain1" fadeoverto 2 0.0>>
<<audio "heavyWind" fadeoverto 2 0>>
<<audio "tunnelStalker" fadeoverto 2 0>>
<</widget>>
<<widget "piratesLifeFire">>
<<audio "pirateShip" loop volume 0 fadeoverto 2 0.125>>
<<audio "heavyRain3" fadeoverto 2 0.03>>
<<audio "rainyRoomTone" fadeoverto 2 0.05>>
<<audio "bigFire" loop volume 0 fadeoverto 2 0.12>>
<</widget>>
<<widget "piratesLifeWater">>
<<audio "pirateTheme" fadeoverto 2 0.1>>
<<audio "pirateShip" loop volume 0 fadeoverto 2 0.2>>
<<audio "rainyRoomTone" fadeoverto 2 0.05>>
<</widget>>
<<widget "chaseRide">>
<<audio "buzzOffTheme" loop volume 0 fadeoverto 2 0.075>>
<<audio "heavyWind" fadeoverto 2 0.1>>
<<audio "heavyRain3" loop volume 0 fadeoverto 2 0.05>>
<<audio "rainyRoomTone" fadeoverto 2 0.075>>
<<audio "heavyRain1" fadeoverto 2 0.0>>
<<audio "tunnelStalker" fadeoverto 2 0.0>>
<</widget>>
<<widget "chaseRideOn">>
<<audio "buzzOnTheme" loop volume 0 fadeoverto 2 0.25>>
<<audio "buzzOffTheme" fadeoverto 2 0>>
<<audio "heavyWind" fadeoverto 2 0.05>>
<<audio "heavyRain3" fadeoverto 2 0.025>>
<<audio "rainyRoomTone" fadeoverto 2 0.05>>
<</widget>>
<<widget "chaseRideOff">>
<<audio "buzzOffTheme" fadeoverto 2 0.16>>
<<audio "heavyWind" fadeoverto 2 0.075>>
<<audio "heavyRain3" fadeoverto 2 0.025>>
<<audio "rainyRoomTone" fadeoverto 2 0.05>>
<</widget>>
<<widget "unsettlingScorePirate">>
<<audio "pirateTheme" fadeoverto 2 0>>
<<audio "poohTheme" loop volume 0 fadeoverto 2 0.125>>
<</widget>>
<<widget "unsettlingScoreBuzzOn">>
<<audio "buzzOnTheme" fadeoverto 2 0>>
<<audio "poohTheme" loop volume 0 fadeoverto 2 0.125>>
<</widget>>
<<widget "unsettlingScoreBuzzOff">>
<<audio "buzzOffTheme" fadeoverto 2 0>>
<<audio "poohTheme" loop volume 0 fadeoverto 2 0.125>>
<</widget>><<Leave4>>Objectively, the storm passes with little consequence. One of the neighboring building's windows cracks, but that's it. In the end, the hurricane was far less intense than you expected it to be - at least from your privileged position of a comfortable apartment in Orlando, FL.
Still, the passing of the storm does nothing to soothe your mounting anxiety. In fact, when the storm ends and you still don't hear from $Alaric, you become even more nervous. Deep in your gut, you know that something is wrong.
You don't know //what// is wrong, but //something// is wrong.
Another several hours pass and $Alaric hasn't answered any of your texts. You call $a_him but are sent straight to voicemail. You leave $a_him a message.
<span class="next"><<button "Continue""1-GO-5">><</button>></span><!--[[1-GO-5]]--><<Leave4>>To your surprise, you don't hear from $Alaric. You didn't necessarily expect $a_him to come to your apartment, but you expected $a_him to text you or something asking why you'd left or letting you know $a_he'd gone home to $a_his_ place. But no. Nothing.
Anxiety starts to build in the pit of your stomach, a low-grade but nagging sense that //something// is wrong.
After several uanswered texts, you call $Alaric and are sent straight to voicemail. You leave $a_him a message.
<span class="next"><<button "Continue""1-GO-5">><</button>></span><!--[[1-GO-5]]-->"But remember," Dickey continues, "You're still Whimsey cast members and tonight's game is a part of your job. You must adhere to the usual rules for behavior and perform the role you're meant to fill. You and your team will be punished if you happen to break character while onstage. Each individual gets three strikes and on the fourth it's game over.
"Your personal items are being held somewhere safe but you'll find three items to help you tonight attached to your belt along with a map stashed somewhere on your person that will show you where each type of key can be found. You can use these items and whatever else you find to accomplish your objectives."
You reach around to the back of your band and find the objects. They feel like a flashlight, a water bottle, and... a //knife?//
<span class="next"><<button "Continue""2-1-6C">><</button>></span><<audio "mainTheme" stop>>"Now, we get to the fun part! For each death you directly or indirectly cause, your team will be awarded an additional $250,000. Violence isn't mandatory, but it is highly encouraged. Do whatever you need to survive the night and expect others to do the same.
"It's also important for us to mention that we've added something to the air systems which likely won't have lasting effects on any of you, but it will make tonight's proceedings much more entertaining for us and our guests.
"Well, best of luck, folks! Hope you have a magical evening. Our fun begins...
<span class="next"><<button "“Now.”""2-2-1">><</button>></span><!--[[2-2-1]]--><<audio "mainTheme" stop>><<nobr>>"So," Emerson begins, <<if not hasVisited("2-2-2B")>>spinning the map around so that the rest of you can look at it<<else>>pointing at green dots scattered across the map<</if>>, "there are a couple of efficiency keys around the park. We just need to find out where we are."
<<if $role is "merch">>
<<if hasVisited("2-2-1B")>><br><br>"We're in the Marketplace," you say, $Alaric nodding beside you.<br><br>"Oh, okay. Great. In that case the two closest keys are Pirate's Life and Chase Lightspeed's Great Escape. They're in opposite directions but relatively the same distance from here." Emerson looks up, "Any preferences?" The others shrug and shake their heads. The decision turns to you.
<<else>><br><br>"We're in the Marketplace," $Alaric interjects.<br><br>You furrow your brow and look around. You're surprised you didn't recognize it before. This is one of the store rooms that you rush in and out of all day long.<br><br>"Oh, okay," Emerson continues, "Great. In that case the two closest keys are Pirate's Life and Chase Lightspeed's Great Escape. They're in opposite directions but relatively the same distance from here." Emerson looks up, "Any preferences?" The others shrug and shake their heads. The decision turns to you.
<</if>>
<<elseif $role is "ride">>
<<if hasVisited("2-2-1B")>><br><br>"I think we're in a store's backroom but I'm not sure which one," you say.<br><br>"You're right," $Alaric nods, "We're in the Marketplace. Luckily, I work here so I recognize this room."<br><br>"Oh, okay," Emerson continues, "Great. In that case the two closest keys are Pirate's Life and Chase Lightspeed's Great Escape. They're in opposite directions but relatively the same distance from here." Emerson looks up, "Any preferences?" The others shrug and shake their heads. The decision turns to you.
<<else>>You start wondering how you'll be able to figure that out when $Alaric interjects with, "We're at the Marketplace. I work here so I recognize this storage room."<br><br>"Oh, okay," Emerson continues, "Great. In that case the two closest keys are Pirate's Life and Chase Lightspeed's Great Escape. They're in opposite directions but relatively the same distance from here." Emerson looks up, "Any preferences?" The others shrug and shake their heads. The decision turns to you.
<</if>>
<<else>>
<<if hasVisited("2-2-1B")>><br><br>"I can barely see anything," you say. "How are we gonna figure that out?"<br><br>"Easily," $Alaric interjects, "We're in the Marketplace. I'm certain. This is literally where I work."<br><br>"Oh, okay," Emerson continues, "Great. In that case the two closest keys are Pirate's Life and Chase Lightspeed's Great Escape. They're in opposite directions but relatively the same distance from here." Emerson looks up, "Any preferences?" The others shrug and shake their heads. The decision turns to you.
<<else>>You start wondering how you'll be able to figure that out when $Alaric interjects with, "We're at the Marketplace. I work here so I recognize this storage room."<br><br>"Oh, okay," Emerson continues, "Great. In that case the two closest keys are Pirate's Life and Chase Lightspeed's Great Escape. They're in opposite directions but relatively the same distance from here." Emerson looks up, "Any preferences?" The others shrug and shake their heads. The decision turns to you.
<</if>>
<</if>><</nobr>>
----
* <span class="route-choice"><<link "Head towards Pirate's Life">><<set $routeA = "pirate">><<script>>Dialog.setup("AdVEntUre QuesT ROuTe"); Dialog.wiki(Story.get("ROUTE SELECTION").processText()); Dialog.open();<</script>><</link>></span>
* <span class="route-choice"><<link "Go to Chase Lightspeed's Great Escape">><<set $routeA = "chase">><<script>>Dialog.setup("toMorRoW QuesT ROuTe"); Dialog.wiki(Story.get("ROUTE SELECTION").processText()); Dialog.open();<</script>><</link>></span><!--[[2-2-4B]][[2-2-4A]]--><<audio "mainTheme" stop>>"I think we should head for <<if $routeA is "pirate">>Pirate's Life<<elseif $routeA is "chase">>Chase Lightspeed's ride<</if>>."
"Cool, let's get going then." Emerson folds the map back up. "$Alaric, do you know where the exit is?"
"This way," $Alaric starts for the back stairwell.
"Wait," you pipe up, "Since we're here, do we want to grab anything from the Marketplace."
"Is there anything here that would be useful?" Emerson asks.
"Absolutely," you respond.
Max clears $m_her_ throat. "I think it's a great idea. I bet there's some kind of first aid kit out there too, right? We should grab it, just in case."
You all nod in agreement and head into the shop.
<span class="next"><<button "Continue""2-2-4C">><</button>></span><!--[[2-2-4C]]--><!--"If you think that we really need to," Emerson replies. "Is there really anything being s
"Like what? Weapons or anything?"
"Sure, if you want to go that route. There's a couple things you could probably improvise to use as a weapon, but we also sell like steak knives with Ronald the Rooster's face on them. There's tons of weird stuff out there."
"Okay then, sure. Grab what you want."
You can pick two items from a list of four maybe????
<<link "Item 1">><<run Dialog.setup("ItEm 1")>><<run Dialog.wiki("This is a dialogue window that you don't have to have a passage that it links to! Ain't that fun!<br><br><span class='next'><<button 'Close'>><<run Dialog.close()>><</button>></span>")>><<run Dialog.open()>><</link>>
<<nobr>><label><input type="checkbox" id="cb1" value="Good" class="chkGroup"> Good</label>
<label><input type="checkbox" id="cb2" value="Fast" class="chkGroup"> Fast</label>
<label><input type="checkbox" id="cb3" value="Cheap" class="chkGroup"> Cheap</label>
<<script>>
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Results: <span id="result"></span><</nobr>>--><<audio "mainTheme" stop>>"I think we should head for <<if $routeA is "pirate">>Pirate's Life<<elseif $routeA is "chase">>Chase Lightspeed's ride<</if>>."
"Cool, let's get going then." Emerson folds the map back up. "$Alaric, do you know where the exit is?"
"Just over here." <<if $role is "ride">>$a_He gestures towards a rusted door on<<else>>$a_He gestures towards<</if>> $a_his_ right. You all pick up the chains and move as one towards the door.
<span class="next"><<button "Continue""2-2-5">><</button>></span><!--[[2-2-5]]--><<audio "mainTheme" stop>><<audio "heavyRain2" loop volume 0.1 play>>The storm thrashes violently against the windows. The wind roars while the rain claws at the glass like some kind of rabid animal. Safely staying towards the back of the store, you grab:
----
Both...
<<radiobutton "$merchWeapon" "knives" checked>> A set of <<link "<span class='accent'>cheese knives</span>">><<run Dialog.setup("KnIVes")>><<run Dialog.wiki("A set of six cheese knives decorated with the faces of Dickey and his friends. These aren't the sharpest knives in the world, but they'll certainly do the trick. As far as weapons go, the cheese knives are small and easily concealed which means they'll remain inconspicuous but you may lose track of them as you use them.<br><br><span class='next'><<button 'Close'>><<run Dialog.close()>><</button>></span>")>><<run Dialog.open()>><</link>>
<<radiobutton "$merchWeapon" "pan">> A <<link "<span class='accent'>frying pan</span>">><<run Dialog.setup("FryIng PaN")>><<run Dialog.wiki("A cast iron frying pan with the Whimsey logo on its handle. This thing is heavy as Hell and will certainly leave a mark. Aside from being great at bashing, the frying pan is a large hunk of metal that you're unlikely to forget anywhere (but you can't hide the fact that you're carrying it).<br><br><span class='next'><<button 'Close'>><<run Dialog.close()>><</button>></span>")>><<run Dialog.open()>><</link>>
And...
<<radiobutton "$merchAid" "food" checked>> A box of <<link "<span class='accent'>cookies</span>">><<run Dialog.setup("coOkieS")>><<run Dialog.wiki("A pack of five frosted cookies. Snacking on these will replenish your energy, soothe addled minds, and help you keep your head in the game. <br><br><span class='next'><<button 'Close'>><<run Dialog.close()>><</button>></span>")>><<run Dialog.open()>><</link>>
<<radiobutton "$merchAid" "shield">> A <<link "<span class='accent'>pot lid</span>">><<run Dialog.setup("pOt Lid")>><<run Dialog.wiki("A large, steel pot lid that you can use as a makeshift shield. Like the pan, the pot lid isn't exactly subtle, but what's more important? Being subtle or not being stabbed?<br><br><span class='next'><<button 'Close'>><<run Dialog.close()>><</button>></span>")>><<run Dialog.open()>><</link>>
<span class="next"><<button "Confirm Choices""2-2-4D">><</button>></span><!--[[2-2-4D]]--><<audio "mainTheme" stop>>The door opens with a metalic shriek. You wince. "Wait," $Alaric says, reaching in front of you to block you from going through. $a_He pauses for a moment, eyes closed, listening intently.
"What the fuck is $a_he doing?" Jovy asks. Emerson shushes them. "What?" Jovy continues<!--, slightly lowering the volume of their voice, "If someone comes for us, they come for us. If they attack us then we fight back. Standing here being cautious just gives people more time to get to the places we need to go to."
"They have a point," Max whispers.
"No," Emerson crosses her arms, "are you really that confident that we'll be able to fight people off? Are you so sure that you'd be willing to fight someone? That you could kill someone if you had to?"
"Yes." Jovy adopts their first serious expression. "All people are, whether they're willing to admit that to themselves or not."
Max begins to say, "Actually, I really don't think I could-"
"Fuck it," $Alaric throws $a_his_ hands in the air. "All I can hear is your bickering. Let's just go."
"Great, thank you." Jovy huffs.
Emerson rolls her eyes, her lips twitching as she appears to stop herself from saying something. $Alaric just sighs deeply. The tension seems to be making Max uncomfortable, $m_her face and movements becoming abnormally stiff.
----
* <span class="">-->.
<<if $aRelation is "partner">>"$Ali, come on," you mutter, "Your forearm isn't attack-proof."<br><br><</if>>$Alaric finally opens $a_his_ eyes. "I don't hear anyone."
Max peeks <<if $mGen is "nb">>out from under $Alaric's arm.<<else>>over $Alaric's shoulder.<</if>> "It looks like the lights aren't working."
"Damn. If only we had flashlights," Jovy sighs.
From the back of the group, Emerson speaks up, "Yeah, flashlights are great, but light attracts attention. Do we want others to know we're coming?" She ignores Jovy's chuckling and continues, "I could guide someone in the dark. They'd just have to run a hand along the wall and tell me what they feel."
"Why can't you do that yourself?" You ask.
Looking at the ground, Emerson shrugs, "Uh, no reason. I just... I don't really want to be out in front."
"But you're sure you could navigate us?" $Alaric asks.
"Yes, I'm sure."
----
* <span class="visible-choice">[[You decide that it's best to use the flashlights and you'll take the lead|2-3-1A][$leading = true, $light = true]]</span><<if $tone_labels>><</if>>
* <span class="visible-choice">[[You decide that it's best to use the flashlights but you don't want to lead|2-3-1A][$leading = false, $light = true]]</span><<if $tone_labels>><</if>>
* <span class="hidden-choice">[[You decide to travel in the darkness without flashlights and you'll take the lead|2-3-1B][$leading = true, $light = false]]</span><<if $tone_labels>><</if>>
* <span class="hidden-choice">[[You decide to travel in the darkness without flashlights and you don't want to take the lead|2-3-1B][$leading = false, $light = false]]</span><<if $tone_labels>><</if>><!--[[2-3-1A]][[2-3-1B]]--><<audio "mainTheme" stop>><<if $routeA is "pirate">>By choosing to go to ''Pirate's Life'' you are selecting the ''Adventure Quest'' route. The stops for the Adventure Quest Route are:<ul>1) Pirate's Life - //Efficiency Key//</ul><ul>2) The River Cruise - //Show Key//</ul><ul>3) Spooky Mansion - //Courtesy Key//</ul><ul>4) Journey to Neverland - //Safety Key//</ul><<if $waterPhobia is true and $firePhobia is true>>You have the //thalassophobia// and //pyrophobia// settings active but it's impossible to avoid both of these phobias at Pirate's Life. You may want to consider the Tomorrow Quest route instead.<br><</if>><<elseif $routeA is "chase">>By choosing to go to ''Chase Lightspeed's Great Escape'' you are selecting the ''Tomorrow Quest'' route. The stops for the Tomorrow Quest Route are:<ul>1) Chase Lightspeed's Great Escape - //Efficiency Key//</ul><ul>2) Bambino's Circus - //Show Key//</ul><ul>3) Alice's Mad Adventures - //Courtesy Key//</ul><ul>4) Journey to Neverland - //Safety Key//</ul><</if>>
<span class= "center">So, is this the route you'll take?
<<button "Yes">><<run Dialog.close()>><<if $role is "merch">><<goto "2-2-4B">><<else>><<goto "2-2-4A">><</if>><</button>> <<button "No">><<run Dialog.close()>><</button>></span><<nobr>><<if visited() is 1>>
<<notify 3s>>new items<</notify>>
<<if $merchWeapon is "knives">><<set $hasKnives = true>><<set $knivesCount = 6>><<unset $merchWeapon>><<elseif $merchWeapon is "pan">><<set $hasPan = true>><<unset $merchWeapon>><</if>><<set $hasFirstAid = true>><<if $merchAid is "food">><<set $foodStore +=5>><<set $cookieCount = 5, $choseCookies = true>><<unset $merchAid>><<elseif $merchAid is "shield">><<set $hasShield = true>><<unset $merchAid>><</if>>
<</if>><</nobr>><<audio "heavyRain2" fadeoverto 4 0>>\
<<nobr>>You
<<if $hasKnives>>shove the knives into
<<if $skirt>>one of your skirt's deep pockets
<<else>>the front pockets on your pants
<</if>> and
<<if $hasShield>>grip your makeshift shield tightly in your nondominant hand.
<<else>>
<<if $skirt>>throw the box of cookies into your other non-knife-filled pocket.
<<else>>tuck the box of cookies into one of your back pockets.
<</if>>
<</if>>
<<else>>grab the frying pan, holding it securely in your dominant hand and
<<if $hasShield>>with your other hand, grip the pot lid like a makeshift shield. Kitchen Barbarian is a strong look and you're serving it right now.
<<else>>
<<if $skirt>>throw the box of cookies into one of your skirt's deep pockets.
<<else>>tuck the box of cookies into one of your back pockets.
<</if>>
<</if>>
<</if>><</nobr>>
You look over and see Max tucking the first aid kit under $m_her_ arm. Quickly and silently, you all duck back into the storage room.
"Okay," you exhale, "//Now// can we go."<!--<<if $hasShield and $hasPan>><br><br>"Wait," Jovy smirks. "I just have to say, I'm loving the warrior chef look. If I die tonight, at least I got to see whatever this is."<</if>>-->
<span class="next"><<button "Continue""2-2-5">><</button>></span><!--[[2-2-5]]--><<audio "mainTheme" stop>><<actOneTunnel>><<nobr>><<if visited() is 1>><<notify 3s>>jovy liked that, emerson did not<</notify>><<set $jApprove +=5, $eApprove -=3>><</if>><<if $leading>>\
You take the flashlight off the back of your belt and flick it on. "There's no point in hiding," you say, "Not if we have to risk getting lost." You step out in front of $Alaric, ready to lead the others through the tunnels. It takes the five of you a moment to navigate moving with the chains, but you figure out a way to carry them so they don't make any extra noise. You take the helm with $Alaric and Jovy right behind you, Emerson navigating from behind them, and Max bringing up the rear.
<br><br><<if $role is "merch">>You've used this stairwell countless times. Its wide, metal steps and cinderblock walls are nothing new.<<else>>This stairwell is like any other you've seen down here. It's just boring, metal steps and cinderblock walls.<</if>> But the darkness does change the experience of walking down them and you're immediately glad you chose to use the flashlights. <<if $role isnot "ride">>You thought that the Marketplace was dark. That was nothing.<<else>>You have pretty good night vision, but this is something else entirely.<</if>> There's absolutely no light aside from the beams of your flashlights.
<br><br>There's also something deeply unsettling about not just going into the darkness, but //down// into the darkness. <<if $waterPhobia isnot true>>It feels like you're about to sink into the void, moments away from willfully submerging yourself under its still, inky surface. <</if>>You feel your shoulders tensing up and your throat starting to restrict but you try your best to shake off your growing anxiety.
<<else>>
"Well," you begin, grabbing the flashlight off your belt, "I don't see much value in hiding. Not if it means we risk getting lost." Emerson is hesitant but your team follows suit. $Alaric remains in the front, with you and Jovy close behind $a_him while Max and Emerson bring up the rear.
<br><br>You don't regret letting $Alaric take the lead. <<if $role is "merch">>You've used this stairwell countless times. Its wide, metal steps and cinderblock walls are nothing new aside from the absence of light. And you wouldn't say you're afraid of the dark, but there's something about not just going into the darkness, but going //down// into the darkness that is deeply unsettling. You keep your flashlight trained on the ground the whole time, reassuring yourself with each step that there's something solid to put your foot on. <<if $waterPhobia isnot true>>That you're not just sinking into the void, willfully submerging yourself under its still, inky surface. <</if>>
<br><br>You're so glad that you chose to use the flashlights. You aren't sure you would've been able to do this in the dark.
<<else>>
This stairwell is like any other you've seen down here. Its wide, metal steps and cinderblock walls aren't really anything new aside from the absence of light. And you wouldn't say you're afraid of the dark, but there's something about not just going into the darkness, but going //down// into the darkness that is deeply unsettling. You keep your flashlight trained on the ground the whole time, reassuring yourself with each step that there's something solid to put your foot on. <<if $waterPhobia isnot true>>That you're not just sinking into the darkness, willfully submerging yourself under its still, inky surface. <</if>>
<br><br>You're so glad that you chose to use the flashlights. You aren't sure you would've been able to do this in the dark.
<</if>><</if>><</nobr>>
<span class="next"><<button "Continue""2-3-2A">><</button>></span><!--[[2-3-2A]]--><<audio "mainTheme" stop>><<actOneTunnel>><<nobr>><<if visited() is 1>><<notify 3s>>emerson liked that, jovy did not<</notify>><<set $jApprove -=3, $eApprove +=5>><</if>><<if $leading>>\
"I think Emerson's right," you say. "If she can get us there either way then let's exercise caution while we still can." You step in front of $Alaric. "So, if I tell you what I feel then you'll tell me where to go?"
<br><br>"Yeah," Emerson replies. "In particular, let me know when you feel a corner."
<br><br>"Okay, no problem."
<br><br>The five of you take a moment to figure out how best to move with your chains and figure out a way to carry them so they don't make any extra noise. You take the helm with $Alaric and Emerson behind you while Jovy and Max bring up the rear.
<br><br><<if $role is "merch">>You've used this stairwell countless times. You know it well. Its wide, metal steps and cinderblock walls hold no mysteries for you.<<else>>This stairwell is like any other you've seen down here. It's just boring, metal steps and cinderblock walls.<</if>> But you can't see the stairs, you just know that they exist somewhere in the yawning blackness before you. Well, you believe they're there. And what's worse, you aren't just going into the darkness, you're going //down// into the darkness. Something about that distinction is deeply unsettling. <<if $waterPhobia isnot true>>Like you're about to sink into a void, to willfully submerge yourself under its still, inky surface. <</if>>You feel your shoulders tensing up and your throat starting to restrict but you do your best to free yourself from the growing anxiety. Against every instinct your body has, you take a step into the darkness and begin to descend.
<<else>>
"I think Emerson's right," you say. "If she can get us there either way then let's exercise caution while we still can."
<br><br>$Alaric turns around. "So, if I tell you what I feel and you'll tell me where to go?"
<br><br>"Yeah," Emerson replies. "In particular, let me know when you feel a corner."
<br><br>"Okay, no problem."
<br><br>The five of you take a moment to figure out how best to move with your chains and find a way to carry them so they don't make any extra noise. $Alaric takes the lead with yourself and Emerson right behind $a_him. Jovy begrudgingly agrees to bring up the rear with Max.
<br><br><<if $role is "merch">>You've used this stairwell countless times. You know it well. Its wide, metal steps and cinderblock walls hold no mysteries for you.<<else>>This stairwell is like any other you've seen down here. It's just boring, metal steps and cinderblock walls.<</if>> But you can't see the stairs, you just know that they exist somewhere in the yawning blackness before you. Well, you believe they're there. And what's worse, you aren't just going into the darkness, you're going //down// into the darkness. Something about that distinction is deeply unsettling. <<if $waterPhobia isnot true>>Like you're about to sink into the void, to willfully submerge yourself under its still, inky surface. <</if>>You feel your shoulders tensing up and your throat starting to restrict but you do your best to free yourself from the growing anxiety. $Alaric walks into the darkness and, against every instinct your body has, you follow $a_him and begin to descend.
<</if>><</nobr>>
<span class="next"><<button "Continue""2-3-2B">><</button>></span><!--[[2-3-2B]]--><<audio "mainTheme" stop>><<nobr>>
<<if $leading>>
You make it to the bottom and hear your foot splash into a puddle. A sense of dread blooms in the pit of your stomach. If there are puddles down here, is there a chance the tunnels will flood? That's the last thing you need right now. You're already trying to survive a killer game. Is that not hard enough? You push the bottom door open and walk into the corridor. You swing the beam of your flashlight around both ways. Empty. "Come on," you murmur, "we're good for now."
<br><br>The five of you walk at a reasonably brisk pace through the tunnels. Emerson's navigation is
<<if $role isnot "cust">>essential. Without her guidance you would've surely gotten lost.
<<if $eApprove gt 60>> You wouldn't think it possible to experience any form of comfort in your current circumstances, but Emerson has a very reassuring presence. You can sense in the way she advises you that she isn't talking down to you or showing off. She sincerely wants you to be safe. For you all to be safe.
<<if $aApprove gte 80>> Between her and $Alaric, you actually feel somewhat safe. A kind of macabre confidence washes over you, a daring that you weren't sure you possessed.<</if>> You lead your team through the halls without worry and make it to
<<if $routeA is "pirate">>Adventure Quest<<else>>Tomorrow Quest<</if>> quickly and without incident.
<<else>>
<<if $aApprove gte 80>>$Alaric's presence brings you some amount of comfort and you're able to muster something resembling confidence. You make it to <<if $routeA is "pirate">>Adventure Quest<<else>>Tomorrow Quest<</if>> relatively quickly and without incident.
<<else>>You do your best to muster up whatever confidence you can. You weren't sure if you could do it, but you manage to lead your team to
<<if $routeA is "pirate">>Adventure Quest<<else>>Tomorrow Quest<</if>> relatively quickly.<</if>>
<</if>>
<<else>>helpful, but you know this concrete maze like the back of your hand. You're confident you would be okay without her
<<if $eApprove gt 60>>, but you feel a certain comfort from her presence. You can sense in the way she advises you that she isn't talking down to you or showing off. She sincerely wants you to be safe. For you all to be safe.
<<if $aApprove gte 80>> Between her and $Alaric, you actually feel somewhat safe. A kind of macabre confidence washes over you, a daring that you weren't sure you possessed.
<</if>> You lead your team through the halls without worry and make it to <<if $routeA is "pirate">>Adventure Quest<<else>>Tomorrow Quest<</if>> quickly and without incident.<<else>>.
<<if $aApprove gte 80>>$Alaric's presence brings you some amount of comfort and you're able to muster something resembling confidence. You make it to <<if $routeA is "pirate">>Adventure Quest<<else>>Tomorrow Quest<</if>> relatively quickly and without incident.<<else>>You clear your head as much as you can and focus on placing one foot in front of the other. Choosing not to focus on the questions dangling at the edge of your consciousness. It's extremely difficult and you feel like facing this fear and powering through it alone has taken some kind of toll on your psyche.<<set $sanity -= 5>> You switch into autopilot as you focus on not thinking, so, you aren't sure how long it takes but you and your team arrive at <<if $routeA is "pirate">>Adventure Quest<<else>>Tomorrow Quest<</if>> relatively quickly and without incident.
<</if>>
<</if>>
<</if>>
<<else>>
As you make your way to the bottom you hear $Alaric's foot splash into a puddle. A sense of dread blooms in the pit of your stomach. If there are puddles down here, is there a chance the tunnels will flood? That's the last thing you need right now. You're already trying to survive a killer game. Is that not hard enough?
<br><br>As you begin to retreat into your mind, $Alaric pushes the bottom door open and leads you into the corridor. $a_He swings the beam of $a_his_ flashlight in both directions and, whispers back to you, "All clear, let's go."
<br><br>The five of you walk at a reasonably brisk pace through the tunnels. Emerson's navigation is
<<if $role isnot "cust">>a life saver. Without her guidance you would've surely gotten lost.
<<if $eApprove gt 60>><br><br>You thought it would be impossible to experience anything close to comfort in your current circumstances, but Emerson's presence is warm and reassuring. You can hear it in the way she guides $Alaric that she isn't talking down to him or trying to show off. You think she genuinely wants what's best for all of you.<<if $aApprove gte 80>> Between her navigation and $Alaric's natural leadership, you actually feel somewhat safe. A kind of macabre confidence washes over you, a daring that you weren't sure you possessed.<</if>> Your team easily makes it through the halls arriving at <<if $routeA is "pirate">>Adventure Quest<<else>>Tomorrow Quest<</if>> quickly and without incident.
<<else>><br><br>You start to zone out during your walk, despite your best efforts to just focus on the ground being lit by your flashlight. But your mind doesn't have enough to do, so it begins to think. Once it starts thinking it doesn't stop. The more you think, the more you wonder what's lying in the shadows, what might be waiting around each corner.
<<if $caveDream is "escape">> You suddenly remember the dream you had on the bus of the creature rushing after you. Gaining on you. <<if $tAv isnot true>>You remember the warmth of its flesh brushing against your bare foot. T<<else>>You remember t<</if>>he //pit pat, pit pat// of its feet as it drew closer to you. You can still hear them. //Pit pat. Pit pat.// The hallway stretching on forever. //Pit pat. Pit pat.// The realization you couldn't escape. //Pit pat. Pit pat.// It was right behind you then. //Pit pat. Pit pat.// And it's right behind you ''now''.<br><br>You whirl around to face the creature and find nothing but Emerson and Max's concerned faces. "Darlin', are you okay?" Max asks.<br><br>Your jaw is slack, consciousness still wrapped up in the dream. You peer deeper into the darkness. Was it there? Is it there? //Something// was there. Something that's hiding. Something that's coming for you. <br><br>"Darlin'?" Max asks again. "What is it? Is something back there?" You watch Emerson tense up as $m_she ask<<m_s>> that question. Max looks around. "I don't see anything," $m_she shrug<<m_s>>. Emerson's shoulders relax somewhat. "Are you afraid or worried? I'm here for you if you are."<br><br>Your mind finally pulls itself away from the hole it was about to dive into. "Oh, no," you stammer, "No, it... It was nothing. I'm fine. Thanks." You put your head down and continue marching forward, trying even harder to stop yourself from thinking. <<set $sanity -=5>>
<<if $aRelation is "partner" and $tAv is false and $aApprove gte 95>><br><br>Something warm brushes against your hand and you flinch away instinctively. "Woah, sorry," $Alaric says, "I just thought that-" <br><br>You grab $a_his_ hand and hold onto it for dear life. "Thank you," you whisper, your voice shaking.<br><br>$Alaric nods and gives you a light squeeze. "Remember," $a_he whispers, "Remember what I promised you. I always will." $a_He
<<if $height isnot "tall">>bends down and
<</if>>kisses your forehead. "I'm here for you, <<linkreplace "<span class='accent'>$a_petname</span>">>$a_petname ($a_petnameEng)<</linkreplace>>. Always."
<</if>><<else>> Fear grips your throat and twists. Twisting. Burning.
<<if $claustrophobia>><<else>>Constricting. <</if>>Panic consumes your consciousness. You have to stop. You have to catch your breath. "Hey," someone says.<br><br>You turn and see Jovy looking
<<if $height is "tall">>up
<<elseif $height is "short">>down
<</if>> at you, tentative concern in their eyes. "What's wrong?"<br><br>You rest your hand over your chest and take a couple deep breaths. "Nothing," you finally exhale. "Just... feeling anxious."<br><br>"I understand,"
<<if $tAv is true>>Jovy gives you a sympathetic smirk
<<else>>Jovy gently places their hand on your shoulder, giving you a sympathetic smirk
<</if>>, "I think that's pretty normal given our abnormal circumstances. If you need anything you let me know." They smile wider. You can't tell if they're actually this carefree about this whole thing, or if they're putting up some kind of front.<br><br>"Okay," you reply. "Thanks."<<set $jApprove +=2>><<set $sanity -=2>><br><br>
<</if>>You aren't sure how long it takes or what exactly happens, but you and your team eventually arrive at <<if $routeA is "pirate">>Adventure Quest<<else>>Tomorrow Quest<</if>> in one piece.
<</if>>
<<else>>helpful, but you know this concrete maze like the back of your hand. You're confident you would have been okay guiding $Alaric without her
<<if $eApprove gt 60>>, but you feel a certain comfort from her presence. You can hear in the way she guides $Alaric that she isn't talking down to him or trying to show off. You think she genuinely wants what's best for all of you
<<if $aApprove gte 80>>. Between Emerson and $Alaric, you actually feel somewhat safe. A kind of macabre confidence washes over you, a daring that you weren't sure you possessed
<</if>>. Your team easily makes it through the halls arriving at
<<if $routeA is "pirate">>Adventure Quest
<<else>>Tomorrow Quest
<</if>> quickly and without incident.
<<else>>. You start to zone out during your walk, despite your best efforts to just focus on the ground being lit by your flashlight. But your mind doesn't have enough to do, so it begins to think. Once it starts thinking it doesn't stop. The more you think, the more you wonder what's lying in the shadows, what might be waiting around each corner.
<<if $caveDream is "escape">><br><br>You suddenly remember the dream you had on the bus of the creature rushing after you. Gaining on you.
<<if $tAv isnot true>>You remember the warmth of its flesh brushing against your bare foot. T<<else>>You remember t<</if>>he //pit pat, pit pat// of its feet as it drew closer to you. You can still hear them. //Pit pat. Pit pat.// The hallway stretching on forever. //Pit pat. Pit pat.// The realization you couldn't escape. //Pit pat. Pit pat.// It was right behind you then. //Pit pat. Pit pat.// And it's right behind you ''now''.<br><br>You whirl around to face the creature and find nothing but Emerson and Max's concerned faces. "Darlin', are you okay?" Max asks.<br><br>Your jaw is slack, consciousness still wrapped up in the dream. You peer deeper into the darkness. Was it there? Is it there? //Something// was there. Something that's hiding. Something that's coming for you. <br><br>"Darlin'?" Max asks again. "What is it? Is something back there?" You watch Emerson tense up as $m_she ask<<m_s>> that question. Max looks around. "I don't see anything," $m_she shrug<<m_s>>. Emerson's shoulders relax somewhat. "Are you afraid or worried? I'm here for you if you are."<br><br>Your mind finally pulls itself away from the hole it was about to dive into. "Oh, no," you stammer, "No, it... It was nothing. I'm fine. Thanks." You put your head down and continue marching forward, trying even harder to stop yourself from thinking. <<set $sanity -=5>>
<<if $aRelation is "partner" and $tAv is false and $aApprove gte 95>><br><br>Something warm brushes against your hand and you flinch away instinctively. "Woah, sorry," $Alaric says, "just thought that-" <br><br>You grab $a_his_ hand and hold onto it for dear life. "Thank you," you whisper, your voice shaking.<br><br>$Alaric nods and gives you a light squeeze. "Remember," $a_he whispers, "Remember what I promised you. I always will." $a_He
<<if $height isnot "tall">>bends down and
<</if>>kisses your forehead. "I'm here for you, <<linkreplace "<span class='accent'>$a_petname</span>">>$a_petname ($a_petnameEng)<</linkreplace>>. Always." <</if>>
<<else>> Fear grips your throat and twists. Twisting. Burning.
<<if $claustrophobia>>
<<else>>Constricting.
<</if>>Panic consumes your consciousness. You have to stop. You have to catch your breath. "Hey," someone says.<br><br>You turn and see Jovy looking
<<if $height is "tall">>up
<<elseif $height is "short">>down
<</if>> at you, tentative concern in their eyes. "What's wrong?"<br><br>You rest your hand over your chest and take a couple deep breaths. "Nothing," you finally exhale. "Just... feeling anxious."<br><br>"I understand,"
<<if $tAv is true>>Jovy gives you a sympathetic smirk
<<else>>Jovy gently places their hand on your shoulder, giving you a sympathetic smirk<</if>>, "I think that's pretty normal given our abnormal circumstances. If you need anything you let me know." They smile wider. You can't tell if they're actually this carefree about this whole thing, or if they're putting up some kind of front.<br><br>"Okay," you reply. "Thanks."<<set $jApprove +=2>><<set $sanity -=2>><br><br>
<</if>>You aren't sure how long it takes or what exactly happens, but you and your team eventually arrive at <<if $routeA is "pirate">>Adventure Quest<<else>>Tomorrow Quest<</if>> in one piece.
<</if>>
<</if>>
<</if>>
<</nobr>>
<span class="next"><<button "Continue">><<if $routeA is "pirate">><<goto "2A-1-1">><<else>><<goto "2B-1-1">><</if>><</button>></span><!--[[2A-1-1]][[2B-1-1]]--><<audio "mainTheme" stop>><<nobr>>
<<if $leading>>Your hand passes over the bumpy, painted cinderblocks, feeling the cold stone and wiping away condensation with your fingertips.
<br><br>You make it to the bottom of the stairs and hear your foot splash in a puddle. A sense of dread blooms in the pit of your stomach. If there are puddles down here, is there a chance the tunnels will flood? Are they flooding now and you just can't see it? That's the last thing you need right now. You're already fighting to survive a killer game. Is that not hard enough? $Alaric's voice shakes your mind free of the hole your beginning to fall into. "You okay?"
<br><br>"Oh, yeah. Just awesome." You retort, waving your arms in front of you until you find the push bar to open the door. Before you go into the hallway, you listen. Silence. Cautiously, you step into the corridor and begin running your hand down the wall, whispering back and forth with Emerson about you sense and where to turn.
<br><br>The five of you walk at a reasonably quick pace for people stumbling their way through the dark. Emerson's navigation is
<<if $role isnot "cust">>essential and, honestly, kind of incredible<<set $eApprove +=2>>. Without her guidance you would've been hopelessly lost.
<<if $eApprove gt 60>> You wouldn't think it possible to experience any form of comfort given your current circumstances, but Emerson has a very reassuring presence. In her soft voice you can sense a kindness and sincerity that assures you she isn't talking down to you or trying to show off. She just wants you all to be safe.
<<if $aApprove gte 80>> Between Emerson and $Alaric, you actually do feel somewhat safe. A kind of macabre confidence washes over you, a daring that you weren't sure you possessed.
<</if>> You lead your team through the halls, arriving at
<<if $routeA is "pirate">>Adventure Quest
<<else>>Tomorrow Quest
<</if>> without incident.<<else>><<if $aApprove gte 80>>$Alaric's presence brings you a small amount of comfort, an astonishing feat given how beyond uncomfortable your current circumstances are. With that you're able to muster something resembling courage and lead your team to <<if $routeA is "pirate">>Adventure Quest<<else>>Tomorrow Quest<</if>> without incident.
<<else>>You do your best to muster up whatever courage you have. You weren't sure if you could do it and you feel like you've exhausted some of your mental strength <<set $sanity -=5>>, but you manage to get your team to <<if $routeA is "pirate">>Adventure Quest<<else>>Tomorrow Quest<</if>> without incident.<</if>><</if>>
<<else>>kind of remarkable. You thought you knew the tunnels well, but you aren't sure you could have navigated your way through them in total darkness like this. You can't help but be impressed. <<set $eApprove += 5>>
<<if $eApprove gt 70>>You immediately feel a connection to Emerson that's comforting and inspiring. In her soft voice you can sense a kindness and sincerity that assures you she isn't talking down to you or trying to show off. She just wants you all to be safe.
<<if $aApprove gte 80>> Between her and $Alaric, you actually do feel somewhat safe. A kind of macabre confidence washes over you, a daring that you didn't know you possessed.
<</if>> You lead your team through the halls, arriving at
<<if $routeA is "pirate">>Adventure Quest
<<else>>Tomorrow Quest
<</if>> without incident.
<<else>>.
<<if $aApprove gte 80>>$Alaric's presence brings you a small amount of comfort, an astonishing feat given how beyond uncomfortable your current circumstances are. With that you're able to muster something resembling courage and lead your team to
<<if $routeA is "pirate">>Adventure Quest
<<else>>Tomorrow Quest
<</if>> without incident.
<<else>>You do your best to muster up whatever courage you have. You weren't sure if you could do it and you feel like you've exhausted some of your mental strength <<set $sanity -=5>>, but you manage to get your team to
<<if $routeA is "pirate">>Adventure Quest
<<else>>Tomorrow Quest
<</if>> relatively quickly and without incident.
<</if>>
<</if>>
<</if>>
<<else>>
Your can hear $Alaric's fingertips brush across bumpy, painted cinderblocks. When you make it to the bottom of the stairs, you $a_his_ foot splashes in a puddle. A sense of dread blooms in the pit of your stomach. If there are puddles down here, is there a chance the tunnels will flood? Are they flooding now and you just can't see it? That's the last thing you need right now. You're already fighting to survive a killer game. Is that not hard enough? As you begin to retreat into your mind, $Alaric finds the door and listens through it for a minute. "All clear," $a_he eventually whispers. "Let's go." $a_He leads you down the corridor.
<br><br>The five of you walk at a reasonably quick pace for people stumbling their way through the dark. Emerson and $Alaric whisper back and forth to one another. Her navigation is
<<if $role isnot "cust">>essential and, honestly, kind of incredible. Without her guidance you're certain you would've been hopelessly lost.
<<if $eApprove gt 70>> <<set $eApprove +=2>>You wouldn't think it possible to experience any form of comfort given your current circumstances, but Emerson has a very reassuring presence. In her soft voice you can sense a kindness and sincerity that assures you she isn't talking down to anyone or trying to show off. She just wants you all to be safe.
<<if $aApprove gte 90>> Between Emerson and $Alaric, you actually do feel somewhat safe. A kind of macabre confidence washes over you, a daring that you didn't know you possessed.
<</if>> $Alaric leads you to
<<if $routeA is "pirate">>Adventure Quest
<<else>>Tomorrow Quest
<</if>> relatively quickly and without incident.
<<else>><br><br>You start to zone out during the trip. Who can blame you? Your mind is racing at a million miles an hour and you have nothing to distract you. You start to think, and once you start thinking you can't stop. The more you think, the more you wonder about what could be hiding in this dark void, what might be waiting for you around each corner.
<<if $caveDream is "escape">> You suddenly remember the dream you had on the bus of the creature rushing after you. Gaining on you.
<<if $tAv isnot true>>You remember the warmth of its flesh brushing against your bare foot. T<<else>>You remember t<</if>>he //pit pat, pit pat// of its feet as it drew closer to you. You can still hear them. //Pit pat. Pit pat.// The hallway stretching on forever. //Pit pat. Pit pat.// The realization you couldn't escape. //Pit pat. Pit pat.// It was right behind you then. //Pit pat. Pit pat.// And it's right behind you ''now''.<br><br>You whirl around to face the creature but can't see it in the darkness. You know that it's there though, you feel something just out of reach. "$name, are you okay?" you hear Max's voice ask.<br><br>But that's not Max. No. That's what it wants you to think. You aren't falling for its tricks. "$name?" Max's voice asks again. "What is it? Is something here?" You hear Emerson take a sharp intake of breath and feel her go still as $m_she ask<<m_s>> that question. Max's voice draws closer. "We're safe, $name, there's nothing here but the <<set _ranNum = either("five", "six")>><<print _ranNum>> of us. Okay?" Emerson exhales and you feel her resume walking. "Are you just afraid?" Max's voice continues. "I'm right here for you in case you are."<br><br>Your mind finally pulls itself away from the hole it was seconds away from diving into. "Oh, sorry," you stammer, "Sorry, it- It was nothing. I just thought for a second... I'm fine. Thanks." You turn back around and continue marching forward, trying even harder to stop yourself from thinking. <<if _ranNum is "six">><<if $role is "merch" or $role is "face">><<set $sanity -=8>><<else>><<set $sanity -=5>><</if>>
<<else>><<if $role is "merch" or $role is "face">><<set $sanity -=5>>
<<else>><<set $sanity -=3>>
<</if>><</if>>
<<if $aRelation is "partner" and $tAv is false and $aApprove gte 90>><br><br>Something warm brushes against your hand and you flinch away with a quiet yelp. "Woah, sorry," $Alaric whispers, "I just thought that-" <br><br>You grab $a_his_ hand tightly and hold onto it for dear life. "Thank you," you whisper, your voice shaking.<br><br>$Alaric gives your hand a light squeeze. "Remember," $a_he whispers, "Remember what I promised you. I always will." $a_He <<if $height isnot "tall">>bends down, <</if>>finds your <<if $aApprove lte 95>>forehead and gently kisses it<<elseif $aApprove gt 95>>lips and kisses you<</if>>. "I'm <<if $aApprove lte 95>>here for you<<elseif $aApprove gt 95>>yours<</if>>, <<linkreplace "<span class='accent'>$a_petname</span>">>$a_petname ($a_petnameEng)<</linkreplace>>. Always<<if $aApprove gt 95>> and forever<</if>>."<br><br>You nod and walk forward, but you don't let go of $a_his_ hand. Nothing could make you do that. <</if>><<else>> Sudden fear grips your throat and twists. Twisting. Burning. <<if $claustrophobia>><<else>>Constricting. <</if>>Panic consumes your consciousness. You stop and try to catch your breath. "Hey," you hear Jovy say. "What's wrong?"<br><br>You rest your hand over your chest and take a couple deep breaths. "Nothing," you finally exhale. "Just... feeling anxious."<br><br>"I understand," you can hear their sympathetic smirk in their voice, "I think that's pretty normal given our abnormal circumstances. If I can help in any way, let me know. Okay?" <br><br>"Yeah," you reply. "Thanks."<<set $jApprove +=2>><<set $sanity -=2>><br><br>You aren't sure how long it takes, but you and your team eventually arrive at <<if $routeA is "pirate">>Adventure Quest<<else>>Tomorrow Quest<</if>> in one piece.<</if>><</if>><<else>>kind of remarkable. You thought you knew the tunnels well, but you aren't sure you could have navigated your way through them in total darkness like this. You can't help but be impressed.<<if $eApprove gt 70>> <<set $eApprove += 2>>You immediately feel a connection to Emerson that's comforting and inspiring. In her soft voice you can sense a kindness and sincerity that assures you she isn't talking down to anyone or trying to show off. She just wants to keep you all safe.<<if $aApprove gte 80>> Between her and $Alaric, you actually do feel somewhat safe. A kind of macabre confidence washes over you, a daring that you didn't know you possessed.<</if>> $Alaric leads you to <<if $routeA is "pirate">>Adventure Quest<<else>>Tomorrow Quest<</if>> relatively quickly and without incident.<<else>><br><br>You start to zone out during the trip. Who can blame you? Your mind is racing at a million miles an hour and you have nothing to distract you. You start to think, and once you start thinking you can't stop. The more you think, the more you wonder about what could be hiding in this dark void, what might be waiting for you around each corner.<<if $caveDream is "escape">> You suddenly remember the dream you had on the bus of the creature rushing after you. Gaining on you. <<if $tAv isnot true>>You remember the warmth of its flesh brushing against your bare foot. T<<else>>You remember t<</if>>he //pit pat, pit pat// of its feet as it drew closer to you. You can still hear them. //Pit pat. Pit pat.// The hallway stretching on forever. //Pit pat. Pit pat.// The realization you couldn't escape. //Pit pat. Pit pat.// It was right behind you then. //Pit pat. Pit pat.// And it's right behind you ''now''.<br><br>You whirl around to face the creature but can't see it in the darkness. You know that it's there though, you feel something just out of reach. "$name, are you okay?" you hear Max's voice ask.<br><br>But that's not Max. No. Not really. That's what it wants you to think. You aren't falling for it's tricks. "$name?" Max's voice asks again. "What is it? Is something here?" You hear Emerson take a sharp intake of breath and feel her go still as $m_she ask<<m_s>> that question. Max's voice draws closer. "We're safe, $name, there's nothing here but the <<set _ranNum = either("five", "six")>><<print _ranNum>> of us. Okay?" Emerson exhales and you feel her resume walking. "Are you just afraid?" Max's voice continues. "I'm right here for you in case you are."<br><br>Your mind finally pulls itself away from the hole it was seconds away from diving into. "Oh, sorry," you stammer, "Sorry, it- It was nothing. I just thought for a second... I'm fine. Thanks." You turn back around and continue marching forward, trying even harder to stop yourself from thinking. <<if _ranNum is "six">><<if $role is "merch" or $role is "face">><<set $sanity -=8>><<else>><<set $sanity -=5>><</if>><<else>><<if $role is "merch" or $role is "face">><<set $sanity -=5>><<else>><<set $sanity -=3>><</if>><</if>><<if $aRelation is "partner" and $tAv is false and $aApprove gte 90>><br><br>Something warm brushes against your hand and you flinch away with a quiet yelp. "Woah, sorry," $Alaric whispers, "I just thought that-" <br><br>You grab $a_his_ hand tightly and hold onto it for dear life. "Thank you," you whisper, your voice shaking.<br><br>$Alaric gives your hand a light squeeze. "Remember," $a_he whispers, "Remember what I promised you. I always will." $a_He <<if $height isnot "tall">>bends down, <</if>>finds your <<if $aApprove lte 95>>forehead and gently kisses it<<elseif $aApprove gt 95>>lips and kisses you<</if>>. "I'm <<if $aApprove lte 95>>here for you<<elseif $aApprove gt 95>>yours<</if>>, <<linkreplace "<span class='accent'>$a_petname</span>">>$a_petname ($a_petnameEng)<</linkreplace>>. Always<<if $aApprove gt 95>> and forever<</if>>."<br><br>You nod and walk forward, but you don't let go of $a_his_ hand. Nothing could make you do that. <</if>><<else>> Sudden fear grips your throat and twists. Twisting. Burning. <<if $claustrophobia>><<else>>Constricting. <</if>>Panic consumes your consciousness. You stop and try to catch your breath. "Hey," you hear Jovy say. "What's wrong?"<br><br>You rest your hand over your chest and take a couple deep breaths. "Nothing," you finally exhale. "Just... feeling anxious."<br><br>"I understand," you can hear their sympathetic smirk in their voice, "I think that's pretty normal given our abnormal circumstances. If I can help in any way, let me know. Okay?" <br><br>"Yeah," you reply. "Thanks."<<set $jApprove +=2>><<set $sanity -=2>><br><br>You aren't sure how long it takes, but you and your team eventually arrive at <<if $routeA is "pirate">>Adventure Quest<<else>>Tomorrow Quest<</if>> in one piece.<</if>><</if>><</if>><</if>><</nobr>>
<span class="next"><<button "Continue">><<if $routeA is "pirate">><<goto "2A-1-1">><<else>><<goto "2B-1-1">><</if>><</button>></span><!--[[2A-1-1]][[2B-1-1]]--><<audio "mainTheme" stop>><<piratesLife>><!--<<audio "doorOpen" volume 0.9 play>>--><<if $light>><<if $leading>>You switch off your flashlights and open the door at the top of the Pirate's Life stairs.<<else>>You switch off your flashlights and $Alaric opens the door at the top of the Pirate's Life stairs.<</if>><<else>><<if $leading>>You feel around for the door handle at the top of the Pirate's Life stairs and exit the tunnels.<<else>>$Alaric opens the door at the top of the Pirate's Life stairs and you all exit the tunnels.<</if>><</if>> You step out into the ride lobby and immediately notice that not only are the lights on, you can hear the ride itself running. <<if $dollPhobia isnot true>>Animatronic pirates talk back and forth with one another in distant chambers, t<<else>>T<</if>>he sounds of seagulls and dripping stalactites come from speakers hidden around the room<<if $dollPhobia isnot true>>,<</if>> and unmanned boats splash into the water at the bottom of the ride's hill.
Well, you assume the boats are unmanned.
The lobby is made to look like a series of caverns. Barrels, ropes, maps, and compasses lay scattered about the area along with some more elaborate set pieces that are meant to entertain the guests eyes as they wait (potentially for hours) to go on a five minute boat ride.
You look around<<if $role is "ride">> for the backstage entrance<<else>> for a door that looks like it goes backstage<</if>>. In the corner you see a small, fake house with a flickering lantern hanging next to its front door. The lantern illuminates the words "Cast Members Only" haphazardly carved into the door as if done with a knife or a pirate hook.
<<if $role is "ride">>You point the door out to your companions and sneak through the lobby carefully listening for the sounds of company.<<else>>Jovy has already noticed the door too. The two of you make eye contact and nod, leading the others in that direction.<</if>>
<span class="next"><<button "Continue""2A-1-2">><</button>></span><!--[[2A-1-2]]--><<audio "mainTheme" stop>><<chaseRide>><!--<<audio "doorOpen" volume 0.9 play>>--><<if $light>><<if $leading>>You switch off your flashlights and open the door at the top of the stairs to the Chase Lightspeed ride.<<else>>You switch off your flashlights and $Alaric opens the door to the Chase Lightspeed ride.<</if>><<else>><<if $leading>>You feel around for the door handle at the top of the stairs to the Chase Lightspeed ride and exit the tunnels.<<else>>$Alaric opens the door at the top of the stairs to the Chase Lightspeed ride and you all exit the tunnels.<</if>><</if>> You step out into a completely dark lobby.<<if $role is "ride">> Luckily, you're eyes immediately adjust and thanks to the low light seeping in through the front doors, you're able to see everything in the room.<br><br>The lobby is a large series of twisting pathways, meant to maximize the amount of people they can squeeze into one line. <<if $dollPhobia isnot true>>Tall, unpowered animatronic statues of Chase Lightspeed decorate the corners of the room, showing everyone's favorite space ranger in various heroic poses.<<else>>Props from the Chase Lightspeed movie sets are scattered about the room, adding some visual interest to occupy the guests' eyes as they wait for hours to go on a five-minute-long ride.<</if>>
<<else>>
<<if $costume is "chase">><br><br>You've been in this lobby countless times before. You don't have to see the movie props or the Chase statues to know exactly where they are. This is your homebase. You can't see anything. But you feel strangely comforted. As if you're playing on your hometurf. Well, until you remember that you've never had to use the ride operators' corridors and have absolutely no clue how to get to them.<<else>>You know what ride lobbies normally look like and you've been in this one before, but you have no idea where anything is without being able to see it.<</if>><</if>>
<<if $role is "ride">><br><br>You peer through the darkness, looking for the backstage entrance. At the same time, you and Jovy both spot a door over in the corner of the room. You nod at each other and quietly lead the others over to it.<<else>>Thankfully, <<if $tAv isnot true>>Jovy taps you on the shoulder and whispers, "Hey, I think I see a door over there." They start walking off into the darkness.<<else>>Jovy whispers, "Hey, I think I see a door over here," and takes off into the darkness.<</if>> You follow them to a corner of the room where they place their hand on the handle of a door which you can still barely see from only a few feet away.<br><br>"How did you notice that?" you <<if $tAv>>whisper back to them<<else>>whisper<</if>>.<br><br>Jovy shrugs, "I'm a stagehand, I'm used to the darkness. Most of my time is spent working in theaters, so I have to be good at seeing shit in the dark." They push the door open with their hip and wave you in. "After you."<</if>>
<span class="next"><<button "Continue""2B-1-2">><</button>></span><!--[[2B-1-2]]--><<audio "mainTheme" stop>><<chaseRideOn>>
[[Test Unsettling|U On]]<<audio "mainTheme" stop>><<chaseRideOff>>
[[Test Unsettling|U Off]]<<audio "mainTheme" stop>><<piratesLifeFire>>
[[Test Unsettling|U Pirate]]<<audio "mainTheme" stop>><<piratesLifeWater>>
[[Test Unsettling|U Pirate]]<<audio "mainTheme" stop>><<unsettlingScorePirate>><<audio "mainTheme" stop>><<unsettlingScoreBuzzOn>><<audio "mainTheme" stop>><<unsettlingScoreBuzzOff>><<audio "mainTheme" stop>>The door opens to reveal a narrow, industrial passageway. The hall leads in two separate directions. From one end you hear fire crackling and characters arguing with one another. From the other you hear cannon fire reverbrating through a cavernous space.
----
* <<if $firePhobia isnot true>><span class="special-choice">[[You motion for the others to follow you as you head down the corridor towards the sound of the fire.|2A-1-3][$routeA = "pirateFire"]]</span><<else>><span class="phobiatext">==You motion for the others to follow you as you head down the corridor towards the sound of the fire.==</span><</if>>
* <<if $waterPhobia isnot true>><span class="special-choice">[[Quietly, you begin down the hall in the direction of the cannon fight.|2A-1-3][$routeA = "pirateWater"]]</span><<else>><span class="phobiatext">==Quietly, you begin down the hall in the direction of the cannon fight.==</span><</if>><<audio "mainTheme" stop>><!--Max warns them about staying in character before they head out onto the ride floor-->\
<<if $routeA is "pirateFire">>You all head down the corridor towards the fire.<<else>>You all head down the corridor towards the cannons.<</if>> "Wait," Max whispers, stopping you seconds before you step onstage. "Remember what Dickey said about staying in character?"
The four of you look at each other then back at Max. "Kind of," Emerson replies.
"He said that if one of us breaks character then we'll all be punished. That means when we go out there we have to remember to behave like the things we're dressed as."
You furrow your brow. "So, wait..."
"Yes," Max anticipates your question. "That means <<nobr>><<if $costume is "circus">>you have to be a circus performer, Emerson has to be a pirate, Jovy has to be a noble, I have to be $mCostume, and $Alaric has to be a gloomy servant or... I don't know. Something like that."
<<elseif $costume is "pirate">>you and Emerson have to be pirates, Jovy has to be a noble, I have to be $mCostume, and $Alaric has to be a gloomy servant or... I don't know. Something like that."
<<elseif $costume is "royal">>you and Jovy have to be nobles, Emerson has to be a pirate, I have to be $mCostume, and $Alaric has to be a gloomy servant or... I don't know. Something like that."
<<elseif $costume is "gothic">>Emerson has to be a pirate, Jovy has to be a noble, I have to be $mCostume, and you and $Alaric have to be gloomy servants or... I don't know. Something like that."
<<elseif $costume is "spacer">>you have to be Chase Lightspeed just like how I have to be $mCostume, Emerson has to be a pirate, Jovy has to be a noble, and $Alaric has to be a gloomy servant or... I don't know. Something like that."
<<elseif $costume is "hero">>you have to be Mythic Man just like how I have to be $mCostume, Emerson has to be a pirate, Jovy has to be a noble, and $Alaric has to be a gloomy servant or... I don't know. Something like that."
<<elseif $costume is "queen">>you have to be Queen Eris just like how I have to be $mCostume, Emerson has to be a pirate, Jovy has to be a noble, and $Alaric has to be a gloomy servant or... I don't know. Something like that."
<<elseif $costume is "prince">>you have to be Prince Albert just like how I have to be $mCostume, Emerson has to be a pirate, Jovy has to be a noble, and $Alaric has to be a gloomy servant or... I don't know. Something like that."
<<elseif $costume is "princess">>you have to be Princess Margaux just like how I have to be $mCostume, Emerson has to be a pirate, Jovy has to be a noble, and $Alaric has to be a gloomy servant or... I don't know. Something like that."
<<elseif $costume is "fairy">>you have to be Tinker Bell just like how I have to be $mCostume, Emerson has to be a pirate, Jovy has to be a noble, and $Alaric has to be a gloomy servant or... I don't know. Something like that."
<<elseif $costume is "alice">>you have to be Alice just like how I have to be $mCostume, Emerson has to be a pirate, Jovy has to be a noble, and $Alaric has to be a gloomy servant or... I don't know. Something like that."
<<elseif $costume is "hatter">>you have to be The Hatter just like how I have to be $mCostume, Emerson has to be a pirate, Jovy has to be a noble, and $Alaric has to be a gloomy servant or... I don't know. Something like that."
<</if>>
<</nobr>>
$Alaric leans back, "Well, I wish you could be a bit more specific than that but, okay."
"You're sure we have to do this?" You ask.
Max shrugs. "If we don't want to get 'punished,' yeah, I think so."
You sigh, "Oh joyous joy, I was just thinking that this was a bit too easy," and walk onstage.
<span class="next"><<button "Continue">><<if $routeA is "pirateFire">><<goto "2C-1-1">><<else>><<goto "2D-1-1">><</if>><</button>></span><!--[[2C-1-1]][[2D-1-1]]--><<audio "mainTheme" stop>><<piratesLifeFire>>As you emerge from the corridor, you immediately recognize what part of the ride you're in. You're at the part of the story where the pirates are pillaging a port town, specifically the scene where the town is burning and the pirates are looting the residences.<br><br>It takes you a little longer to find the keys. Some of the <<if $dollPhobia>>townspeople<<else>>animatronic townspeople<</if>> are chasing the pirates through their houses, wielding broomsticks, chair legs, and other household objects as makeshift weapons. The keys are dangling hanging off these props from large key rings. It would be easy to run up, grab the key, and run back.
At the moment you're still concealed by the archway of the house.
----
* <span class="safe-choice">[[You wait a moment to make sure that the coast is clear.|2C-1-2A]]</span>
* <span class="danger-choice">[[Screw it, you're supposed to be focusing on efficiency, right? You go for the key.|2C-1-2B]]</span><<piratesLifeWater>>As you emerge from the corridor, you immediately recognize what part of the ride you're in. You're at the part of the story where a large pirate ship is approaching a port city. Cannons are being fired from the ship and the walls of the town. In the water on either side of the boat track, little geysers sporadically shoot into the air mimicking the look of a cannonball plunging into the water.<br><br>You're exiting from the hallway onto a beach that runs along the base of the city's tall wall. Another group is already here. About twenty feet away from you, three people are digging into the sand with their bare hands. One individual, a shorter person wearing <<if $costume is "gothic" and $skirt is true>>the exact same costume as you<<elseif $costume is "gothic" and $skirt isnot true>>the version of yours and $Alaric's costume with a floor-length skirt<<else>>the version of $Alaric's costume with a floor-length skirt<</if>>, was smart enough to grab a piece of fake driftwood and is using it like a shovel. The fifth member of their team isn't helping at all. This woman is dressed as one of the Ugly Stepsisters. She paces back and forth along the sand, her nose turned up as she berates her teammates for not working hard and fast enough. "Hurry! If you don't find the treasure soon, we'll never make it to the ball in time." She gently kicks one of them, the goth one with the driftwood shovel. However, she winks at them and they look back up at her with nothing but desire in their eyes. The Stepsister continues, "Put your back into it."
----
* <span class="danger-choice">[[What they're doing makes sense. The key is probably buried like a pirate's treasure. You decide to join them on the beach. Perhaps you can be civil, perhaps not.|2D-1-2A]]</span>
* <span class="safe-choice">[[No, that can't be right. You stay where you are for a minute and take in the entire scene.|2D-1-2B]]</span><<audio "buzzOnTheme" stop>>As you step backstage, <<if $role isnot "ride">>you're relieved to see that there are emergency lights providing some illumination to the narrow, industrial corridor<<else>>you see that the emergency lights have flipped on back here, providing a bit more illumination for the narrow, industrial corridor<</if>>. A sign in front of you reads:
<span class="center">''<span class="fas fa-arrow-left"></span>''RIDE FLOOR
CONTROL TOWER''<span class="fas fa-arrow-right"></span>''</span>\
<<if $role is "ride">>You realize that if you go to the control tower, you might be able to turn the lights and the ride on.<<else>>"Huh," Jovy sighs. "You know, if we go to the control tower, I may be able to get the lights on. Then we wouldn't have to do this in the dark."<</if>>
----
* <<if $role is "ride">><span class="special-choice">[[You decide it's best to go to the control tower, hoping to turn both the ride and the lights back on.|2E-1-1][$routeA = "chaseOn"]]</span><<else>><span class="special-choice">[[You nod to Jovy and head right towards the control tower, hoping to turn both the ride and the lights on.|2E-1-1][$routeA = "chaseOn"]]</span><</if>>
* <<if $role is "ride">><span class="special-choice">[[There are probably emergency lights out there too. You don't need to turn the ride on, that would just draw attention.|2F-1-1][$routeA = "chaseOff"]]</span><<else>><span class="special-choice">[[There are probably emergency lights out there too. You don't need Jovy to turn the ride on, that would just draw attention.|2F-1-1][$routeA = "chaseOff"]]</span><</if>><<chaseRideOn>><<if $role is "ride">>It doesn't take you long to figure out how the ride works. You switch everything on, feeling and hearing the ride roar to life below you.<<else>>It doesn't take Jovy long to figure out how the ride works. They switch everything on and you hear the ride roar to life below you.<</if>> As all the systems blink to life, you see the cameras come back online.
Standing in the middle of the ride floor is another group of five, practically shitting their pants as the world around them suddenly springs to life.
One of them is dressed like he works at this ride, wearing a futuristic Tomorrow Quest uniform and brandishing his knife with glee. The next person is wearing a sheriff's outfit, holding what looks like a BB gun in their hands and spinning a toothpick between their front teeth. A third individual is wearing an acrobat's unitard and twirling a metal pipe as if it were a baton. The fourth is in a gothic suit like <<if $costume is "gothic">>yours and <</if>>$Alaric's, but they have one of those long, plague doctor masks covering their face. The last member is chained in the center like yourself. <<if $sanity gte 80 or $role is "fur">>This person is wearing a Winnie the Pooh fur suit, shaking like a leaf and almost sinking to the floor. Their big, furry hands raise up to their face as if they're trying to wipe away tears but forgot they had the Pooh head on.<<else>>You see Winnie the Pooh shaking like a leaf, almost sinking to the floor. He's crying, using his big, furry paws to wipe away his tears.<</if>>
All of these people are covered in blood, even Pooh<<if $sanity lt 80 and $role isnot "fur">> whose soft, yellow fur is splattered crimson<</if>>.
<span class="next"><<button"Continue""2E-1-2">><</button>></span><!--[[2E-1-2]]--><<audio "mainTheme" stop>><<chaseRideOff>>You should be fine. <<if $light>>There's probably going to be some sort of light out there, why turn on the whole ride when all you need to do is get in and get out as quickly and efficiently as possible?<<else>>There's probably some lights on out there, why take the time to turn on the ride when all you need to do is get in and get out of here as quickly and efficiently as possible? Even if there isn't any light, you just made it all the way here in the dark. You'll be fine.<</if>>
Moments before you step onstage you hear Max whisper, "Wait, do you remember what Dickey said about staying in character?"
The four of you look at each other then back at Max. "Kind of," Emerson replies.
"He said that if one of us breaks character then we'll all be punished. That means when we go out there we have to remember to behave like the things we're dressed as."
You furrow your brow. "So, wait..."
"Yes," Max anticipates your question. "That means <<nobr>><<if $costume is "circus">>you have to be a circus performer, Emerson has to be a pirate, Jovy has to be a noble, I have to be $mCostume, and $Alaric has to be a gloomy servant or... I don't know. Something like that."
<<elseif $costume is "pirate">>you and Emerson have to be pirates, Jovy has to be a noble, I have to be $mCostume, and $Alaric has to be a gloomy servant or... I don't know. Something like that."
<<elseif $costume is "royal">>you and Jovy have to be nobles, Emerson has to be a pirate, I have to be $mCostume, and $Alaric has to be a gloomy servant or... I don't know. Something like that."
<<elseif $costume is "gothic">>Emerson has to be a pirate, Jovy has to be a noble, I have to be $mCostume, and you and $Alaric have to be gloomy servants or... I don't know. Something like that."
<<elseif $costume is "spacer">>you have to be Chase Lightspeed just like how I have to be $mCostume, Emerson has to be a pirate, Jovy has to be a noble, and $Alaric has to be a gloomy servant or... I don't know. Something like that."
<<elseif $costume is "hero">>you have to be Mythic Man just like how I have to be $mCostume, Emerson has to be a pirate, Jovy has to be a noble, and $Alaric has to be a gloomy servant or... I don't know. Something like that."
<<elseif $costume is "queen">>you have to be Queen Eris just like how I have to be $mCostume, Emerson has to be a pirate, Jovy has to be a noble, and $Alaric has to be a gloomy servant or... I don't know. Something like that."
<<elseif $costume is "prince">>you have to be Prince Albert just like how I have to be $mCostume, Emerson has to be a pirate, Jovy has to be a noble, and $Alaric has to be a gloomy servant or... I don't know. Something like that."
<<elseif $costume is "princess">>you have to be Princess Margaux just like how I have to be $mCostume, Emerson has to be a pirate, Jovy has to be a noble, and $Alaric has to be a gloomy servant or... I don't know. Something like that."
<<elseif $costume is "fairy">>you have to be Tinker Bell just like how I have to be $mCostume, Emerson has to be a pirate, Jovy has to be a noble, and $Alaric has to be a gloomy servant or... I don't know. Something like that."
<<elseif $costume is "alice">>you have to be Alice just like how I have to be $mCostume, Emerson has to be a pirate, Jovy has to be a noble, and $Alaric has to be a gloomy servant or... I don't know. Something like that."
<<elseif $costume is "hatter">>you have to be The Hatter just like how I have to be $mCostume, Emerson has to be a pirate, Jovy has to be a noble, and $Alaric has to be a gloomy servant or... I don't know. Something like that."
<</if>>
<</nobr>>
$Alaric leans back, "Well, I wish you could be a bit more specific than that but, okay."
"You're sure we have to do this?" You ask.
Max shrugs. "If we don't want to get 'punished,' yeah, I think so."
You sigh, "Oh joyous joy, I was just thinking this was a bit too easy," and sneak onto the ride floor.
<span class="next"><<button "Continue" "2F-1-2">><</button>></span><!--[[2F-1-2]]--><<audio "mainTheme" stop>>"How did that happen?" You hear one of them yell. Not through a speaker system or anything, just echoing up the hallway. They must be right at the base of the stairs.
"Shh," you hear someone else hiss. "Whoever did that might hear you." The four on the outside begin to creep away from the hallway, away from your current position. Pooh Bear, however, remains rooted to the floor. You watch as the others tug at the chains until Pooh falls to the floor.
"Ugh!" A third voice grunts. "What the fuck is wrong with them? Why won't they fucking cooperate?" The acrobat walks over to Pooh and kicks them in the shoulder. "For our next trick, you better get the fuck up!" She screams.
"Woah, woah, woah." The sheriff pulls her back. "There now, lass. That was pushin' it. Don't go breakin' character, ya hear?"
"Why are they talking like that?" You mutter to yourself.
"Because they're a sheriff from Frontier Quest," Max steps away from the door, stepping closer to you. "Remember what Dickey said, we all get punished if one of us breaks character. That sheriff person is trying to prevent that from happening."
You furrow your brow. "So, wait..."
"Yes," Max anticipates your question. "When we go onstage <<nobr>><<if $costume is "circus">>you have to be a circus performer, Emerson has to be a pirate, Jovy has to be a noble, I have to be $mCostume, and $Alaric has to be a gloomy servant or... I don't know. Something like that."
<<elseif $costume is "pirate">>you and Emerson have to be pirates, Jovy has to be a noble, I have to be $mCostume, and $Alaric has to be a gloomy servant or... I don't know. Something like that."
<<elseif $costume is "royal">>you and Jovy have to be nobles, Emerson has to be a pirate, I have to be $mCostume, and $Alaric has to be a gloomy servant or... I don't know. Something like that."
<<elseif $costume is "gothic">>Emerson has to be a pirate, Jovy has to be a noble, I have to be $mCostume, and you and $Alaric have to be gloomy servants or... I don't know. Something like that."
<<elseif $costume is "spacer">>you have to be Chase Lightspeed just like how I have to be $mCostume, Emerson has to be a pirate, Jovy has to be a noble, and $Alaric has to be a gloomy servant or... I don't know. Something like that."
<<elseif $costume is "hero">>you have to be Mythic Man just like how I have to be $mCostume, Emerson has to be a pirate, Jovy has to be a noble, and $Alaric has to be a gloomy servant or... I don't know. Something like that."
<<elseif $costume is "queen">>you have to be Queen Eris just like how I have to be $mCostume, Emerson has to be a pirate, Jovy has to be a noble, and $Alaric has to be a gloomy servant or... I don't know. Something like that."
<<elseif $costume is "prince">>you have to be Prince Albert just like how I have to be $mCostume, Emerson has to be a pirate, Jovy has to be a noble, and $Alaric has to be a gloomy servant or... I don't know. Something like that."
<<elseif $costume is "princess">>you have to be Princess Margaux just like how I have to be $mCostume, Emerson has to be a pirate, Jovy has to be a noble, and $Alaric has to be a gloomy servant or... I don't know. Something like that."
<<elseif $costume is "fairy">>you have to be Tinker Bell just like how I have to be $mCostume, Emerson has to be a pirate, Jovy has to be a noble, and $Alaric has to be a gloomy servant or... I don't know. Something like that."
<<elseif $costume is "alice">>you have to be Alice just like how I have to be $mCostume, Emerson has to be a pirate, Jovy has to be a noble, and $Alaric has to be a gloomy servant or... I don't know. Something like that."
<<elseif $costume is "hatter">>you have to be The Hatter just like how I have to be $mCostume, Emerson has to be a pirate, Jovy has to be a noble, and $Alaric has to be a gloomy servant or... I don't know. Something like that."
<</if>>
<</nobr>>
$Alaric leans back, "I wish you could be a bit more specific than that but, okay."
"You're sure we have to do this?" You ask.
Max shrugs. "If we don't want to get 'punished,' yeah, I think so."
You sigh, "Oh joyous joy, I was just thinking this was a bit to easy," and turn back to the cameras.
<span class="next"><<button"Continue""2E-1-3">><</button>></span><!--[[2E-1-3]]--><<audio "mainTheme" stop>>The people out on the floor are sneaking through the main area. You sift through the different camera feeds, looking for the keys.
At the back of the ride you see Chase and his husband Astro saluting the empty carts rolling by. Pinned like medals to the sash of Chase's suit are a collection of keys. <<if $costume isnot "spacer">>"There<<else>>Adopting your Chase voice, you grin, "//Cha-kow//<</if>>," you place your finger on the old, black-and-white screen and feel static buzz beneath your skin. "<<if $costume isnot "spacer">>Let's get going<<else>>That's out target, space rangers. Head for the station's back bay<</if>>."<<if $costume is "spacer">> You look over your shoulder at Max, raising an eyebrow, "Something like that?"<br><br>$m_She look<<m_s>> you in the eye, lips twisting into an impressed smile and nodding slowly. <<if $mGen is "f">>"That should be adequate<<if $gen is "m">>, boy<<else>><</if>>. Now, let's away. We've our lives to reclaim." Max winks at you.<<elseif $mGen is "m">>"Indeed, stranger. Now, <<linkreplace "<span class='accent'>allons</span>">>allons (let's go)<<link replace>>. It's time for the hunt to begin." Max winks at you.<<else>>"Huh, you're cleverer than you look. But you're right, let's fly. It's rude to keep adventure waiting." Max winks at you.<</if>><</if>>
Before the five of you make your way back down the stairs, you double check where the other team is. Pooh is fully on the ground, refusing to move while the others appear to be growing more and more impatient.
When you reach the base of the stairs you can hear them arguing no more than ten feet from you.<<if $sanity lt 80>>Pooh's sobs echo through the space.<<else>>You hear the Pooh actor's sobs, but they sound unnaturally muffled. Almost gagged.<</if>><!--
----
* <<if $role is "ride">><span class="agility-choice">[[You step out confidently from the shadows with your weapon already drawn.|2E-1-4A]]</span><<else>><span class="strength-choice">[[You step out confidently from the shadows with your weapon already drawn.|2E-1-4A]]</span><</if>>
* <span class="stealth-choice">[[You attempt to avoid them entirely by sneaking past.|2E-1-4B]]</span>-->
<span class="next"><<button "Continue""Untitled Passage 1">><</button>></span><!--[[MOUSETRAP TEMP END]]--><<audio "mainTheme" stop>>"Well, well, well. What do we have here?" A voice laughs from the shadows. Your blood runs cold and you have to physically stop yourself from shrieking.
A woman dressed as an acrobat paces back and forth about ten feet away from you, but, luckily, her eyes aren't turned in your direction. You lean out and see her entire group kneeling around a pile of <<if $deathPhobia>>bodies<<else>>bloody corpses<</if>>. Bile rises in the back of your throat.
One of the Acrobat's teammates, a tall man dressed as a Western sheriff, pulls a BB gun <<if $deathPhobia>>out of the pile<<else>>off one of their victims<</if>> and wipes the blood off the barrel. "Why, thank you very much pardner." He tips his hat<<if $deathPhobia isnot true>> towards the corpse of its former owner<<else>>towards the pile<</if>>. "Much obliged."
"We should keep moving." A person wearing a plague doctor mask steps out with the others. "The key clearly isn't in this half."
"Tell that to Pooh." Another individual muses, wiping their knife clean on the shirt of their costume, a futuristic ensemble that looks like it belongs to this ride.
Chained in the center of these four is <<if $sanity lt 85>>Winnie the Pooh Bear, He's shaking violently, staring at the blood on his paws with abject horror<<else>>a shaking actor dressed in a blood-splattered Winnie the Pooh costume<</if>>.
"Listen, teddy bear," the Acrobat yanks a metal pipe off the wall and begins tossing it back and forth in her hands. "If you don't stand up," she traces the back of Pooh's shoulders with the pipe. "I'll make you."<!--
----
* <<if $role is "ride">><span class="agility-choice">[[You jump out without a second thought. You won't let these monsters beat up Pooh Bear.|2F-1-3A]]</span><<else>><span class="strength-choice">[[You jump out without a second thought. You won't let these monsters beat up Pooh Bear.|2F-1-3A]]</span><</if>>
* <span class="stealth-choice">[[These aren't people you want to mess with. If you wait a minute, maybe they'll go away.|2F-1-3B]]</span>-->
<span class="next"><<button "Continue""Untitled Passage 1">><</button>></span><!--[[Untitled Passage 1]]--><<audio "mainTheme" stop>><!--Stealth-->You place your finger to your lips and motion for the others to follow you as quietly as possible. You walk along the side of the ride track.
Something squishes beneath your heel. You look down and see <<if $deathPhobia>>the remains of another team. You jump away as fast as possible, vomit rising in your throat.<<else>>a stranger's intestines littering the floor. Vomit rises in your throat.<</if>> You remember the blood covering the members of the other team. See the pleased looks on the faces of the humans.
Max squeals and $Alaric gags. Emerson tries to cover Max's mouth and pull $Alaric back, but it's too late.
"Well, well, well, folks." The Acrobat plays with her bloody pipe, twirling it like a baton. "Looks like it's time for an encore." The others join her.
"You sick fucks," Jovy growls.
"Oh my dear, sickness is my specialty." The plague doctor waltzes forth, knife aimed directly at Jovy.
<span class="next"><<button "Continue" "2E-1-5B">><</button>></span><!--[[2E-1-5B]]--><!--Fight-->
<span class="next"><<button "Continue" "2E-1-4">><</button>></span><!--[[]]--><!--safe choice-->You motion for the others to hold back and sure enough, moments later another team walks right into view. There's no way you would've heard them approaching.
"Now what?" Emerson asks.
"Yeah," Jovy asks. "How are we gonna take them out?"
"We don't have to<<if $mGen is "nb">> take them out," Max whispers.<<else>>-" Max stops $herself. $m_She looks down at $m_her $mCostume costume and $m_her_ eyes go wide, terror spreading across $m_her_ face.<</if>>
<<if $mGen isnot "nb">>You turn your attention away from Max. Whatever $m_she's realizing isn't important. Well, it probably is, but you don't have the time to think about it right now. <</if>>"Just give me a second," you murmur. "I'll try to come up with a plan..."
<span class="next"><<button "Continue""MOUSETRAP TEMP END">><</button>></span><!--[[MOUSETRAP TEMP END]]--><<unsettlingScorePirate>>"Come on," you toss back over your shoulder, charging out from your hiding space.
"Wait!" Emerson tries to warn you.
Heat flashes across your throat. "Aww," someone<<if $tAv is false>> directly<</if>> behind you sighs. The slash of heat continues to burn as warmth runs down your chest. It takes you some time to connect these physical sensations with the realization that you can no longer breathe. "Learn to look before you leap, dearest."
<span class="next"><<button " . . . ""2C-1-GO">><</button>></span><!--[[2C-1-GO]]-->You start to approach them when <<if $tAv is true>>Emerson's panicked voice whispers, "<<else>><</if>>What the fuck are you doing?"
You grin, "It's called being efficient. It's what we're meant to be doing. No?" You turn to go but she stops you again.
"Well do you have a plan?"
"No," you shrug, "But I'll figure something out." You wink.
<span class="next"><<button "Continue""MOUSETRAP TEMP END">><</button>></span><!--[[MOUSETRAP TEMP END]]--><!--wait and see-->You motion for the others to hold back and carefully take in the entire scene. This key is all about efficiency. Randomly digging holes in a beach because you think that's something a pirate would do is not efficient.
"Wait," Jovy suddenly gasps, "There." They point to the water. As one of the geysers goes off, you see something gold glint in the midst of the spray.
Remembering Max's warning, <<nobr>>
<<if $costume is "pirate">>you turn to Jovy and growl, "Arr, that be our treasure." You watch Jovy's face crinkle up in disgust. "What? Was that too much?"
<br><br>"Hmm," their eyebrows raise. "Oh, no. I was just realizing that I have to talk like a pompous a-" they correct themself, "like a noble gentleperson." Jovy spits out the words as if they were covered in acid.
<<elseif $costume is "royal">>you <<if $skirt>>curtsey<<else>>give a small bow<</if>> to Jovy, "You have a good eye, your highness." You watch Jovy's face crinkle up in disgust. "What? Was that too much?"
<br><br>"Hmm," their eyebrows raise. "Oh, no. I was just realizing that I also have to talk like a pompous as-" they stop themself, "like a noble gentleperson." Jovy spits out the words as if they were covered in acid.
<<elseif $costume is "gothic">>you turn to Jovy and growl, "Arr, that be our treasure." You watch Jovy's face crinkle up in disgust. "What? Was that too much?"
<br><br>"Hmm," their eyebrows raise. "Oh, no. I was just realizing that I have to talk like a pompous as-" they stop themself, "like a noble gentleperson." Jovy spits out the words as if they were covered in acid.
<<elseif $costume is "circus">>you turn to Jovy and growl, "Well, folks, for our next trip we'll be getting one step closer to a quarter million." You watch Jovy's face crinkle up in disgust. "What? Was that too much? I don't really know what to do with the circus thing."
<br><br>"Hmm," their eyebrows raise. "Oh, no, I bet that's fine. I was just realizing that I have to talk like a pompous as-" they stop themself, "like a noble gentleperson." Jovy spits out the words as if they were covered in acid.
<<elseif $costume is "spacer">>you adopt your Chase voice, "Cha-kow. Good eye, lieutenant." You watch Jovy's face crinkle up in disgust. "What? Too much?"
<br><br>"Hmm," their eyebrows raise. "Oh, no. Well, I mean, yeah. That was a little corny for my tastes, more like the //Tale of Toys// version of Chase. The Lightspeed films are all gritty and tough, way more serious in tone. //And// you're wearing Chase's suit from //War of Shadows// which is both the best and the darkest film in the whole series, so-" They pause, slowly turn and look you in the eye, see your incredibly bemused expression, and look away. "I mean, uh... we don't have time for that right now." Jovy clears their throat, ears flushing red. "No, that face wasn't directed towards you. I was just realizing that I have to talk like a pompous as-" they stop themself, "like a noble gentleperson." Jovy spits out the words as if they were covered in acid.
<<elseif $costume is "hero">>you adopt your Mythic Man voice, "Excellent, hero. Indeed, I think your eyesight might rival Apollo's." You watch Jovy's face crinkle up in disgust. "What?"
<br><br>"Hmm," their eyebrows raise. "Oh, nothing. I was just realizing that I have to talk like a pompous as-" they stop themself, "like a noble gentleperson." Jovy spits out the words as if they were covered in acid.
<<elseif $costume is "prince">>you adopt your Albert voice, "Incredible. You've a remarkable eye, friend." You watch Jovy's face crinkle up in disgust. "What?"
<br><br>"Hmm," their eyebrows raise. "Oh, no. I was just realizing that I have to talk like a pompous as-" they stop themself, "like a noble gentleperson." Jovy spits out the words as if they were covered in acid.
<br><br>"It's not that hard when you get into it and when in doubt, just throw 'your highness' on the end." You wink.
<br><br>Jovy smirks, "Thanks," they bow, "your highness."
<<elseif $costume is "princess">>you adopt your melodic Margaux voice, "Oh! My friend, your sight is truly remarkable." You watch Jovy's face crinkle up in disgust. "What is it?"
<br><br>"Hmm," their eyebrows raise. "Oh, no. I was just realizing that I have to talk like a pompous as-" they stop themself, "like a noble gentleperson." Jovy spits out the words as if they were covered in acid.
<br><br>"It's not that hard once you get into it. Almost singing everything helps, try to use lots of adverbs, and when in doubt, throw a 'your highness' on the end." You wink.
<br><br>Jovy smirks, "Thanks," they bow and in a goofy voice sing, "Your highness."
<<elseif $costume is "hatter">>you adopt your Hatter voice, "My, oh my. What incredible eyes you have my friend. Would you mind if I borrow them once in a while?" You watch Jovy's face crinkle up in disgust. "What? Was it something I said?"
<br><br>"Hmm," their eyebrows raise. "Oh, no. I was just realizing that I have to talk like a pompous as-" they stop themself, "like a gentleperson." Jovy spits out the words as if they were covered in acid.
<<elseif $costume is "alice">>you adopt your Alice voice, "Well, we'd better be quick before it's off with our heads." You watch Jovy's face crinkle up in disgust. "What?"
<br><br>"Hmm," their eyebrows raise. "Oh, nothing. I was just realizing that I have to talk like a pompous as-" they stop themself, "like a noble gentleperson." Jovy spits out the words as if they were covered in acid.
<<elseif $costume is "queen">>you adopt your Eris voice, "Well, well. You might have the fairest sight in all the land. Consider me envious, dearie." You watch Jovy's face crinkle up in disgust. "What?"
<br><br>"Hmm," their eyebrows raise. "Oh, nothing. I was just realizing that I have to talk like a pompous as-" they stop themself, "like a noble gentleperson." Jovy spits out the words as if they were covered in acid.
<br><br>"It's not that hard once you get into it. When in doubt, just throw a 'your highness' on the end." You wink.
<br><br>Jovy smirks, "Thanks," they bow, "Your highness."
<<elseif $costume is "fairy">>you feel your heart sink into your chest and roll your eyes. Begrudgingly, you adopt your Tinker Bell stance, and subtly wiggle your feet to ring the bells on your shoes. Jovy gives you a confused look. "What?" You point out towards the key and give them a thumbs up. "What are you doing?" They ask. "Why aren't you saying anything?"
<<if $mGen is "nb">>"Because," Max says striding up, "Tink here's a fairy and, because I'm the only one who understands Fairy, I'm the only person who can hear her voice."
<br><br>You ring the bell again as you whisper in Max's ear. "Fuck this shit."
<br><br>"Oh, Tink," Max laughs, though you can see pity in their eyes. "You're so funny. That's one of the things I love about you. You know you can always count on me, right?" They give you an empathetic smile.
<br><br>You ring your bells and nod. Adopting a brave pose with your fists on your hips.
<<elseif $mGen is "f">>"Because," Max strides up, "I believe we're dealing with a tinker fairy here and because none of us understand Fairy, her voice just sounds like a bell to us." Though she's undoubtedly in Mostruosa-mode, you see pity in Max's eyes. "But," she pretends to examine her long, black fingernails. "I do see some use in having a fairy around. I'll do my best to protect her."
<br><br>Jovy's eyes go wide, "Wait, you mean $name can't talk?"
<br><br>"Well, //fool//, I've never heard of this $name you speak of. But no, this fairy cannot speak. At least, not here and not with us."
<<else>>"Perhaps I can explain," Max strides up, dropping his Southern accent and adopting Damien's voice, "I believe what we're dealing with is a fairy. I've heard talk of them before. According to legend, only those who can speak the language of the fairies can understand them, to everyone else their voices sound like bells." Though he's undoubtedly switched into Damien-mode, you see pity in Max's eyes. "But," he pretends to admire his own biceps. "I'd hate to see harm befall such a beautiful creature. Perhaps this fairy could aid us in our hunt."
<br><br>Jovy's eyes go wide, "Wait, you mean $name can't talk?"
<br><br>"Well, //fool//, I've never heard of this $name you speak of, but no, this fairy cannot speak. At least, not here and not with us."
<</if>>
<</if>><</nobr>>
<span class="next"><<button "Continue""2D-1-3B">><</button>></span><!--[[2D-1-3B]]-->Double-click this passage to edit it.Thank you for playing Mousetrap. This section of the game will be finished soon.Pooh Bear tackles the plague doctor, bringing them to the ground and trying to pin them in place. You hear muffled screaming but can't see the source of these cries.
"Okay," the sheriff sighs. "Time to put the bear down..."
The spacer steps forward and stabs Pooh in the kidneys, removes their knife, and stabs Pooh again.<<masteraudio stop>><<busdrive>><<audio "poohTheme" loop volume 0 fadeoverto 2 0.15>>You sit bolt upright, gasping for air, nearly jumping out of your seat. Furiously bringing your hands up to your throat you feel around for the
The bus lurches a as its back wheels go over a speed bump.
"Oh, <<linkreplace "<span class='accent'>scheiße</span>">>scheiße (shit)<</linkreplace>>," someone curses. You look to the left and see your $aRelation, $Alaric grimacing sympathetically, "Are you okay?"
You recoil from $Alaric. $a_He looks at you, brow wrinkled with concern. "$name, what's wrong?"
Why do you feel like $a_he shouldn't be here? Why do you feel like you shouldn't be here?<<if $sanity gt 90>> You realize that you've already done this.<br><br>"Well," $Alaric sighs, "I guess you're going to do it again."<br><br>$a_His_ lips twist into a crooked smile. "Go back to sleep. You'll be better by the time you wake up."<<else>><br><br>"Hey, hey," $Alaric tries to calm you. "Talk to me. Why are you freaking out?"<br><br>You look around the bus. <<if $sanity lt 80>>"Huh," you mumble. "You know what, I'm not sure. I think I was having a weird dream but... I don't know. Guess I forgot it."<br><br>$a_He grimaces, "Well, that's never fun."<br><br>You shrug, "Eh, I don't care. It was just a dream."<br><br><<else>>A strange sensation of deja vu settles over you but you aren't sure why. "I don't know. I had a weird dream. I think it's just freaking me out a little."<br><br>$a_He grimaces, "Well, that's never fun."<br><br>You shrug half-heartedly, "Meh, I don't really care. It was just a dream."<br><br>Right?<</if>><</if>>
<span class="next"><<button " . . . ""1-GO-END">><</button>></span><!--[[1-GO-END]]-->Thank you for playing the first section of Mousetrap. Due to time constraints, this is where our story ends for now.
The rest of the game will be released very soon but I hope you've enjoyed yourself so far. <span class="fas fa-grin-alt"></span>
<span class="next"><<button "Return to the Main Menu" "Main Menu">><<set $gameRestartA = true, $sanity = 100, $aApprove = 50, $eApprove = 50, $mApprove = 50, $jApprove = 50, $str = 5, $agi = 5, $ste = 5, $health = 10, $actOne = false, $eName = false, $eNametag = false, $jName = false, $mName = false, $aName = false, $aUnlock = false, $mUnlock = false, $jUnlock = false, $eUnlock = false, $light = false, $leading = false, $hasShield = false, $hasKnives = false, $hasPan = false, $hasFirstAid = false, $choseCookies = false, $roleSet = false, $genSet = false, $pronounSet = false, $heightSet = false, $nameSet = false, $rulesRevealed = false, $firstFact = false, $factsMenu = false, $aBusPromise = false>><<unset $caveDream, $costume, $eRelation, $mRelation, $jRelation, $aRelation, $eInitRelation, $mInitRelation, $jInitRelation, $aInitRelation, $name, $firstName, $surname, $routeA, $faceChar, $costLoc, $role, $height>><</button>></span><!--wait and see-->"What?" Jovy asks. "Why'd you stop?"
"Just give me a second." You murmur. "I need a little more time to come up with a plan..."
<span class="next"><<button "Continue""MOUSETRAP TEMP END">><</button>></span><!--[[MOUSETRAP TEMP END]]--><<nobr>>
<<if $costume is "fairy">>"Hey," you hear the Stepsister shout and realize that she wasn't just in character, she was keeping watch. "You peasants better stay right where you are."
<br><br>Your eyes dart back and forth between the Stepsister and the geyser.
<br><br>"What now?" you hear Emerson whisper.
<br><br>You place your hand on your chin, thinking deeply about your options. You'll come up with a plan. You just need a little more time.
<<else>>"Hey," you hear the Stepsister shout and realize that she wasn't just in character, she was keeping watch. "You peasants better stay right where you are."
<br><br>Your eyes dart back and forth between the Stepsister and the geyser.
<br><br>"What now?" you hear Emerson whisper.
<br><br>"Give me a sec," you mumble. "I'll come up with a plan."
<</if>><</nobr>>
<span class="next"><<button "Continue""MOUSETRAP TEMP END">><</button>></span><!--[[MOUSETRAP TEMP END]]-->