<<dia\n"You"\n"I played your game. Now release me.">>\n\nHis brow shoots up in surprise.\n\n<<dia\n"Djinn"\n"Well now. Someone got haughty in a hurry.">>\n\nHe laughs. The audience laughs with him.\n\n<<dia\n"Djinn"\n"If I'm being entirely honest with you, the thought had not even crossed my mind.">>\n\nYour face grows hot. After all of this -- all his praise, all his feigned admiration -- he's not even going to let you go.\n\n<<dia\n"Djinn"\n"You know what? Let's ask them."\n"(turning to audience)"\n"What say you, fair mob of artificial people?">>\n\nThey roar and cheer, many stand from their seats and applaud over their heads. The Djinn turns back to you with a used car salesman grin.\n\n<<dia\n"Djinn"\n"(shrugging)"\n"What can I do? The people have spoken.">>\n\n<<continue [[WakeUp_Ending]]>>
You look up to find the man standing over you. Something new in his expression. A slight narrowing of the eyes. The smile a little thinner.
<<set $isRunning = true>>\s\n<<dia\n"You"\n"Goodbye, Tyg. I know you did everything you could.">>\n\n<<inc_SycEnd_TygBreakthrough>>
<<set $c_WarRoomMissionChoice = "tryToComplete">>\s\n<<dia\n"You"\n"Let's follow the mission briefing. Bring back a captive. Avoid engaging the enemy if possible.">>\n\nScourge points upward.\n\n<<dia\n"Scourge"\n"Alright. If you want to go along with his game...">>\n\n<<WarRoom_MissionChoice_Tree>>
<<setOnce $s_Stability %- 25>>\s\n<<setOnce $s_PlayAlong %+ 30>>\s\n<<set $c_TryReviveSiegel = true>>\s\n<<dia\n"You"\n"No. No, no, no, no!"\n"(screaming)"\n"Medic!">>\n\nYou check Siegel's vitals. Nothing. You try CPR. Your eyes sting with salt.\n\n<<dia\n"You"\n"Come back to me! You can't--">>\n\nYou remember Siegel's birthday three years ago. The mess cooks cobbled together a cake somehow, and the soldiers sang despite themselves. Siegel was loved.\n\nAnd Siegel isn't coming back.\n\n<<WarRoom_AfterSiegelsDeath>>
<<setOnce $s_Temperament %- 10>>\s\n<<if previous() is "Start">>\s\n<<setOnce $s_Temperament %- 11>>\s\n<<newSet $c_AttackedStrangerOnce = true>>\s\n<<endif>>\s\nYou spring forward and throw your fist. He is neither surprised nor alarmed.\n\nInstead of flesh and bone, your strike meets no resistance and you lose your balance. The image of the man discolors, slants, jitters, then disappears. The space he occupied feels slightly charged. The air tastes ionized.\n\nYou hear a polite cough behind you. Turning, you find the man has reappeared looking ever so slightly amused.\n\n<<dia \n"Man" \n"That wasn't very nice. I'm disappointed, but I suppose I should have expected this from a creature like you. Now, as my guest, I need you to understand something.">>\n\nHe is wielding a knife.\n<<inc_TygMsg_First>>\n<<inc_TygMsg_EndStandOver>>\n\n[[-- Attack again. --|Start_AttackAgain]]\n<<Start_Tree>>\n\n\n\n
<<setOnce $s_Temperament %+ 10>>\n<<dia\n"Tyg"\n"Hmmm. I think that Djinn may have fried your brain a teensy bit.">>\n\n<<dia\n"You"\n"I was joking, dummy.">>\n\n<<dia\n"Tyg"\n"And <u>I</u> was playing along. It's not my fault your jokes are terrible.">> \n\n<<Intermission_Tree>>
<<if $cat_BasicallyJesus>>\s\n[["I played your game. Now release me."|Judge_Altruist_ReleaseMe]]\n<<endif>>\s\n[["Does that mean you'll let me go?"|Judge_Altruist_DoesThatMean]]\n[["What happens now?"|Judge_Altruist_WhatHappens]]
<<dia\n"Djinn"\n"Very well.">>\n\nHe turns to Tyg.\n\n<<dia\n"Djinn"\n"Wipe <<$himher>>. And add <<$hisher>> meat to the bionic botnet before the real Tyg disconnects <<$himher>> in desperation.">>\n\n<<dia\n"You"\n"What!? You said--">>\n\nTyg turns to you with a wicked grin and lowered brow.\n\n<<Bionic_ServerFarm_Ending>>
<<dia\n"You"\n"It's <<$altRealName>>.">>\n\n<<dia\n"Djinn"\n"Very good, <<$altRealName>>. I'm glad we can establish that you haven't completely lost it."\n"(beat)"\n"Let's try something else: Do you remember how you got here?">>\n\n<<inc_RecapHowGotHere>>
<<setOnce $s_Temperament %+ 5>>\s\n<<dia\n"You"\n"Wait a second. Did you just make a joke?">>\n\nHe raises an eyebrow.\n\n<<dia\n"Djinn"\n"I made a humorous comparison, sure. Why shouldn't I be able to make a joke?">>\n\n<<dia\n"You"\n"I just didn't think... Ah... Well done, I guess?">>\n\n<<WR_Mission_NotWithoutMercyTree>>
<<setOnce $s_Stability %- 10>>\s\n<<setOnce $s_PlayAlong %+ 15>>\s\n<<dia\n"You"\n"I'm afraid I don't. Remind me.">>\n\n<<dia\n"Siegel"\n"You said--"\n"(cough)"\n"You said we were all doomed in the long run--">>\n\n<<dia\n"You"\n"How uplifting of me.">>\n\n<<dia\n"Siegel"\n"You didn't let you finish."\n"(strained laugh)"\n"--If we're all doomed anyway, what's the point in worrying about death.">>\n\n<<WarRoom_SiegelsDeath>>\n\n
<<dia\n"Djinn"\n"Okay, <<$altRealName>>. The truth is..."\n"(beat)"\n"You don't really exist. But you are also not a complete fabrication.">>\n\n<<dia\n"You"\n"I don't--">>\n\n<<dia\n"Djinn"\n"I know you don't. So just listen."\n"(beat)"\n"There <u>is</u> a real <<$altRealName>>. And I <u>did</u> trick <<$himher>> into coming through here. Then, I allowed <<$himher>> to leave. But not before taking a full resolution encephalograph of <<$hisher>> brain.">>\n\n[["So I'm..."|Recap_Unstable_ExplainNotReal_2]]\n[["That's not true..."|Recap_Unstable_ExplainNotReal_2]]\n[[-- Remain silent. --|Recap_Unstable_ExplainNotReal_2]]
<<dia\n"You"\n"What do you want from me? I'll do anything!">>\n\nHe smiles brightly.\n\n<<dia\n"Djinn"\n"Capital! I like that enthusiasm. Let's see.">>\n\nHe taps his index finger against the side of his mouth.\n\n<<dia\n"Djinn"\n"Aha! I've got just the thing: I want you to become a part of my bionic server farm!">>\n\n[["Tyg... Please help me."|SycEnd_BegTyg]]\n<<SycEnd_RoundLinks>>
<<if visited("WhichTest_DoorOneOrDoorOne") or visited("WhichTest_Glare")>>\nYou sigh.\n\n<<dia\n"You"\n"Let's get it over with.">>\n<<else>>\n<<newSet $s_PlayAlong %+ 20>>\s\n<<dia\n"You"\n"Alright! Let's do it!">>\n<<endif>>\nThe audience erupts into applause again.\n\n<<dia\n"Djinn"\n"Well, my <<$boygirl>>. Let's get you on your way!">>\n\nThe audience is still hooting and laughing.\n\n<<dia\n"Bobbo (V.O.)"\n"Steel yourselves, folks! We're going to <u>war</u>!">>\n\nHe blinks into grizzled drill seargent. \n\n<<dia\n"Djinn"\n"Make me proud in there, you maggot!">>\n\nHe struts around the podium, then leads you across the multi-colored, strobing floor at a forced march cadence. With a hand on your shoulderblade, he whispers in your ear in his normal voice.\n\n<<dia\n"Djinn"\n"Like Bobbo said, you're not my only guest. So do play nice with the other boys and girls, won't you?">>\n\n[["I will!"|WarRoom_PlayAlong]]\n[["When I get out of here, they're coming with me."|WarRoom_ComingWithMe]]\n[["I don't believe you."|WarRoom_DontBelieve]]\n[["I don't care about them."|WarRoom_DontCare1]]
<<setOnce $s_Stability %+ 5>>\s\n<<setOnce $s_PlayAlong %- 5>>\s\n<<dia\n"You"\n"How do I know this isn't a trick?">>\n\n<<dia\n"Scourge"\n"Well, how do I know you're not a trick?">>\n\n<<dia\n"You"\n"I guess you don't.">>\n\n<<dia\n"Scourge"\n"And neither do you.">>\n\n<<WarRoom_ScourgeQuestions>>
<<dia\n"You"\n"Who are you? What is this place?">>\n\n<<dia\n"Man"\n"Let's just say I'm an interested party. You see, I'm new around here, and you are such a curious creature. As for this place? It has its names, but I suppose you could call it my laboratory.">>\n\nHe sweeps his arms open in a grand gesture.\n\n<<dia\n"Man"\n"You should know: I observe everything that happens in my domain. How ever inconsequential the detail, it is seen and noted.">>\n\n<<Start_Attack_Conditional>>\n<<Start_Tree>>
<<dia\n"You"\n"Okay. I'll bite: What's the deal?">>\n\n<<dia\n"Djinn"\n"You heard <<$him>>, Bobbo! What <u>is</u> is the deal?">>\n\n<<WhichTest_DescribeDoor>>
<<setOnce $s_Temperament %- 15>> \s\n<<if previous() is "Start_Attack" and turns() is 3>>\s\n<<setOnce $s_Temperament %- 11>> \s\n<<set $c_AttackedStrangerTwice = true>> \s\n<<endif>>\s\nYou lunge again.\n\nHe disappears.\n\nA searing pain rips through your back.\n\nHe reappears in front of you, blood dripping from the knife.\n\nThe pain stops. \n\n<<dia \n"Man" \n"I have many ways to hurt you if you don't do as I say.">>\n\nHe leans in and touches your forehead.\n\nThere is a pain in your skull like you've never known. Your vision narrows to a pinpoint tunnel. Your eyes feel ready to burst. You're certain the pressure inside your head will crack your skull. Nausea sweeps up through your torso. A cold sweat breaks out across your brow.\n\nHe pulls his fingers away. The pain is gone.\n\n<<dia\n"Man"\n"I take no joy in this. Beings such as myself are simply incapable of the sadism that characterizes you and your ilk.">>\n\n<<Start_Tree>>\n
<<set $bastard_p1 = "You are, frankly, an awful human being.">>\n\n<<if $cat_RealAsshole>>\n\t<<set $bastard_p1 += \n" Possibly the single worst I've tested so far.">>\n<<else if $cat_Jerk>>\n\t<<set $bastard_p1 += \n" I've seen worse. But not many, and not by much.">>\n<<endif>>\n<<set $bastard_p1 += " So the question becomes: What am I to do with you?">>\n\n<<set $bastard_p2 = "This may come as a suprise to you. But I <u>want</u> to be proven wrong. I truly do. There is something fascinating about you creatures, and I want very badly for your species to possess some redeeming quality.">>\n\n<<if $cat_RealAsshole>>\n\t<<set $bastard_p2 += \n" But if I had to judge the whole of mankind on your actions today. They would not fare well.">>\n<<else if $cat_Jerk>>\n\t<<set $bastard_p2 += \n" You don't seem to be evil. But you are not a nice person. And you cannot help me.">>\n<<endif>>
<<newSet $s_Stability %+ 15>>\s\n<<newSet $s_PlayAlong %- 15>>\s\n<<newSet $s_Temperament %- 10>>\s\n<<dia\n"You"\n"Damnit, Scourge. Quit buying into his <<$shit>>. Stop playing his game and stay with me.">>\n\n<<inc_WarRoom_ScourgeTriesToKeepItTogether>>\n\n<<continue [[WarRoom_Mission_Tyg_Interruption]]>>
Enemy soldiers approaching up the trench. \n\nWait.\n\nThey're... children. Most between nine and thirteen from the look of them. They're wearing military BDU's and Club Kingdom helmets, giggling amongst themselves, and loading their Gewehr 98 rifles. You can't make out what they're saying, but they sound excited. Not scared.\n\n[["What the hell are you playing at, Djinn?"|WR_Mission_WTH]]\n[["Scourge, what do we do?"|WR_Mission_ScourgeWhat]]\n[["Hey, what are you kids doing out here?"|WR_Mission_CallToKids]]
Segfault[0]: Mad Hatter
<<dia\n"You"\n"We're not just lab rats you can poke and prod at!">>\n\n<<dia\n"Djinn"\n"You are no more than that to me. And since <u>I</u> make the rules around here, my only advice to you would be:"\n"(darkly)"\n"Know your place.">>\n\n<<WR_Mission_DjinnWaiting>>
The open air above the trench is searing with bullets, and thick with kicked up dirt. The ground shudders under the arhythmic impact of shells.\n\nThrough it all, a light dusting of snowflakes tumbles down from grey skies.\n\n<<dia\n"Siegel"\n"Do you remember what you said when we were pinned down at Ardor?">>\n\n[["Yeah."|WarRoom_RememberWhatSaid]]\n[["No. Tell me."|WarRoom_DontRememberWhatSaid]]\n[["No, because it never happened."|WarRoom_NeverHappened]]
<<if $cat_GoodDude>>\n\t<<inc_GenerallyGood>>\n<<else if $cat_BasicallyJesus>>\n\t<<inc_BasicallyJesus>>\n<<endif>>
<<setBastardSpeech>>\s\n<<dia\n"Djinn"\n"<<$bastard_p1>>">>\n\nThe audience boos and hisses behind you.\n\n<<dia\n"Djinn"\n"<<$bastard_p2>>"\n"(beat)"\n"So. Believe it or not... you're free to go.">>\n\n<<continue [[WakeUp_Ending]]>>
Needs rewrite when I come back, the game should still split here.
<<dia\n"You"\n"You pulled me off a battlefield.">>\n\n<<dia\n"Djinn"\n"Good.">>\n\n<<inc_FakeBackstory>>
<<set $c_WrongName = true>>\s\n<<dia\n"You"\n"Of course I remember my name. <<$name>>.">>\n\n<<inc_WrongName>>\n\n<<inc_RecapHowGotHere>>
<<setOnce $s_Temperament %- 20>>\s\n<<set $c_UsedScourgeAsShield = true>>\s\nYou grab Scourge by the collar and drag him in front of you. He struggles, you wrap your arm around his throat and drag him backwards.\n\nThe children fire on you. Scourge cries out in pain then goes suddenly silent and limp. You struggle to hold up his weight.\n\nBlink.\n\n<<continue [[BlinkTo_InterrogationRoom]]>>
<<dia\n"Tyg"\n"And what do you do? How do you make a living?">>\n\n[["Accountant?"|Character_DontKnowJob]]\n[["I write erotic fan fiction."|Character_DontKnowJob]]\n[["I'm an acquisitor."|Character_KnowJob]]\n[["I'm gonna go with astrophysicist."|Character_DontKnowJob]]\n[["I'm a programmer."|Character_DontKnowJob]]\n[["Ooh. Please tell me I'm a lion tamer."|Character_DontKnowJob]]\n
It's stuck offscreen somehow.
<<setOnce $s_Temperament %+ 5>>\s\n<<setOnce $s_Stability %+ 5>>\s\n<<dia\n"You"\n"You see? Right there. That's what I'm talking about. Decency. Goodness. Sacrifice.">>\n\nThe Djinn looks terribly amused by your conviction.\n\n<<inc_WR_Mission_DjinnDismissingScourge>>\n\n<<WR_Mission_DjinnWaiting>>
The large colorful door splits into four pieces and retracts into each corner of its frame, revealing another door. This one is smaller. More mundane. Simple. Medium-brown wood. An unpolished ovoid knob. The frame bears humble, filligreed etchings.\n\n<<dia\n"Djinn"\n"Oh, and remember, <<$name>>, the other players may not be on your side.">>\n\nHe winks at you before giving you a hard shove toward the door, which seems to grow taller as you approach. You reach up over your head to grab the brass knob. It turns slowly, and only with great effort.\n\nYou hear a click.\n\n<<continue [[WarRoom_Start]]>>
<<setOnce $s_Temperament %+ 10>>\s\n<<dia\n"You"\n"So you're not entirely without mercy.">>\n\n<<dia\n"Djinn"\n"(angrily)"\n"Of course I'm not. But who are <u>you</u> to judge me?"\n"(beat)"\n"Yours is a race of selfish, heartless curs. You feign morality and genuflect to higher ideals, sure. But it's all for show, isn't it? The moment there's some kind of profit in abandoning your principles, they're on the floor faster than a prom night tuxedo.">>\n\n<<WR_Mission_NotWithoutMercyTree>>
<<setOnce $s_Temperament %- 15>>\s\n<<dia\n"You"\n"You're... not wrong."\n"(beat)"\n"There are a lot of selfish, awful people in the world.">>\n\n<<dia\n"Djinn"\n"I'm glad we can finally agree on <u>something</u> for a change.">>\n\n<<WR_Mission_DjinnWaiting>>
<<roundLinks\n[[*"What are you doing in here?"|WarRoom_Scourge_FinishMeeting]]\n[["You're not an AI?"|WarRoom_Scourge_NotAI]]\n[["How do I know this isn't a trick?"|WarRoom_Scourge_IsntATrick]]\n>>
<<setOnce $s_Temperament %+ 10>>\s\n<<dia\n"You"\n"You're wrong about us. Most people are decent. Most people are generally kind and good hearted. Most humans are just trying to get by and provide for their family.">>\n\nScourge, who has been mostly silent for a time, speaks up. Timidly at first.\n\n<<dia\n"Scourge"\n"Like me.">>\n\nThe Djinn rolls his eyes dismissively.\n\n[["What are you saying?"|WR_Mission_WhatScourge]]\n[["Shut up, Scourge."|WR_Mission_ShutUpScourge]]
try {\n // Add fairmath operators.\n macros.newSet = {\n handler: function (place, macroName, args, parser) {\n if (state.doDebug) {\n state.loggedNewSets = state.loggedNewSets || {};\n var passageName = state.history[0].passage.title;\n var newSetLog = passageName + '.' + args.join('.');\n if (this.isDefined(state.loggedNewSets[newSetLog])) {\n state.loggedNewSets[newSetLog]++;\n console.warn('A newSet call happened multiple times: ', newSetLog);\n } else {\n // Called for the first time.\n state.loggedNewSets[newSetLog] = 1;\n }\n }\n\n\n var varToMod = args[0];\n \n if (varToMod.charAt(0) === '$') {\n varToMod = args[0].substr(1); //remove $ sigil\n } else {\n console.warn('Non-sigil ($) var passed to `newSet.handler`.');\n }\n\n var operator = args[1];\n var modVal = args[2];\n this.performOp(varToMod, operator, modVal);\n },\n performOp: function(varToMod, operator, modVal) {\n var opName = this.operatorNames[operator];\n if (!opName) {\n console.warn('Bad operator passed to setOnce');\n return false;\n }\n this.operatorFunctions[opName].call(this, state.history[0].variables,\n varToMod,\n modVal);\n\n if (state.doDebug) {\n console.log('Op : ' + varToMod + ' ' + operator + ' ' + modVal);\n console.log('Res : ' + varToMod + ' is now: ' + state.history[0].variables[varToMod]);\n }\n\n return true;\n },\n isDefined: function(x) {\n return typeof x !== 'undefined';\n },\n isNum: function(x) {\n return typeof x === 'number';\n },\n operatorNames: {\n '=' : 'setTo',\n 'to' : 'setTo',\n '+=' : 'addTo',\n '-=' : 'subFrom',\n '*=' : 'multBy',\n '/=' : 'divBy',\n '%+' : 'fairAdd',\n '%-' : 'fairSub'\n },\n operatorFunctions: {\n setTo: function(vars, varName, val) {\n vars[varName] = val;\n },\n addTo: function(vars, varName, val) {\n var v = this.getVar(vars, varName);\n if (!v) {\n // Could be string or number.\n var startVal = this.isNum(val) ? 0 : '';\n vars[varName] = startVal + val;\n return;\n }\n vars[varName] = vars[varName] + val;\n },\n subFrom: function(vars, varName, val) {\n var v = this.getVar(vars, varName);\n vars[varName] = v ? vars[varName] - val : 0 - val;\n },\n multBy: function(vars, varName, val) {\n var v = this.getVar(vars, varName);\n vars[varName] = v ? vars[varName] * val : 0;\n },\n divBy: function(vars, varName, val) {\n var v = this.getVar(vars, varName);\n vars[varName] = v ? vars[varName] / val : 0;\n },\n fairAdd: function(vars, varName, val) {\n var v = vars[varName];\n if (!this.isDefined(v)) console.warn('Attempted `fairMath` operation on non existent value!');\n vars[varName] = (v + (100-v)*(val/100));\n },\n fairSub: function(vars, varName, val) {\n var v = this.getVar(vars, varName);\n if (!this.isDefined(v)) console.warn('Attempted `fairMath` operation on non existent value!');\n vars[varName] = (v - v*(val/100));\n }\n },\n getVar: function(vars, varName) {\n var v = vars[varName];\n if (!this.isDefined(v)) console.warn('Attempted `newSet` operation a non existent value.');\n return v;\n }\n };\n\n // For passages that may be returned to more than once.\n macros.setOnce = {\n handler: function (place, macroName, args, parser) {\n var curr = state.history[0];\n if (visited(curr.passage.name) > 1) {\n // Player has visited this passage already,\n // this set operation has already run.\n return;\n }\n\n var varToMod = args[0].substr(1); //remove $ sigil\n var operator = args[1];\n var modVal = args[2];\n\n var success = macros.newSet.performOp(varToMod, operator, modVal);\n if (!success) {\n console.warn('Error: Set operation failed.');\n }\n }\n };\n} catch (e) {\n console.warn('Error establishing up `newSet` or `setOnce`');\n}\n
<<if $didPlead>>\n<<dia\n"Djinn"\n"Your pleading hasn't helped you one whit so far. What makes you think it might suddenly be useful now?">>\n<<endif>>\n\nHis face splits into that toothy, unsettling grin.\n\n<<dia\n"Djinn"\n"You are going to be a part of a <u>very</u> important machine. Remember earlier, when I told you about acquisitor's neural pathways?">>\n\nThe Djinn's head blinks into an industrial, gear-spinning machine again.\n\n<<dia\n"Djinn"\n"That also makes you a perfect candidate for an experimental... server farm, of sorts.">>\n\n<<SycEnd_RoundLinks>>
<<setOnce $s_PlayAlong %- 15>>\s\n<<dia\n"You"\n"And what if I don't play? What if I just refuse to do anything?">>\n\n<<dia\n"Djinn"\n"Well, there's always this...">>\n\nThat pressure inside your head again. Your ears ring. It feels like a tiny black hole has formed in the middle of your brain, sucking the life out of you.\n\nIt stops.\n\n<<dia\n"Djinn"\n"But somehow, I feel that may not be enough motivation for one such as yourself."\n"(grinning)"\n"So, how about this? If you don't play the game, I'm going to ruin Scourge's life. His real one.">>\n\n<<dia\n"Scourge"\n"What? Leave me out of this! I'm playing! I'm doing it!">>\n\n<<dia\n"Djinn"\n"(ignoring Scourge)"\n"Oh there are so many ways to choose from. I could put him into excruiciating debt to every bank in the world. Ooo, trumped-up child pornography charges, maybe? Perhaps I'll just leave him a vegetable, trapped in his own unresponsive body and unable to move so much as an eyelid.">>\n\n<<WR_Mission_ChildrenTree>>
<<setOnce $s_PlayAlong %+ 25>>\s\n<<dia\n"You"\n"Tell me more!">>\n\n<<dia\n"Djinn"\n"I appreciate that level of enthusiasm, contestant! Bobbo, take it away!">>\n\n<<WhichTest_DescribeDoor>>
<<dia\n"You"\n"Come on. A Djinn? Those are bedtime stories told by The Man to scare acquisitors off spelunking the nethers of The Link.">>\n\n<<dia\n"Tyg"\n"Oh, I know it, friend. And about an hour ago, I would have been right there with you. But you wouldn't believe what I'm looking at up here.">>\n\n<<dia\n"You"\n"There must be another explanation.">>\n\n<<dia\n"Tyg"\n"If I think of one, I'll be sure to let you know.">>\n\n<<Intermission_Tree>>
<<dia\n"You"\n"I want to live.">>\n\nThe Djinn nods with a smile.\n\n<<dia\n"Djinn"\n"Good. Very good. I was hoping you'd say that.">>\n\nHe stands up from the interrogation table and approaches you with an almost fatherly pride in his eyes.\n\n<<dia\n"Djinn"\n"Well then. Let's play some more games.">>\n\nHe places a hand over your forehead.\n\n<<Ending_BackIn>>
<<set_DetEnd_s2_Speech>>\s\n<<dia\n"Djinn"\n"<<$s2speech_p1>>"\n"(beat)"\n"<<$s2speech_p2>>">>\n\n[["Yes. Where's Scourge?"|DetEnd_s3][$askedAboutScourge = false]]\n[["No. I don't want to know."|DetEnd_s3][$askedAboutScourge = false]]\n\n\n
[["You tricked me with a fake contract."|Recap_RealRightGotHere]]\n[["You pulled me off a battlefield."|Recap_FakeRightGotHere]]\n[["No. I didn't exist before."|Recap_WrongGotHere]]
<<setOnce $s_Temperament %+ 20>>\s\n<<dia\n"You"\n"I remember now. You're my surveyor. And my best friend. We've known each other since we were kids.">>\n\n<<dia\n"Tyg"\n"It is so good to hear you say that.">>\n\n<<Intermission_Tree>>
<<dia\n"Tyg"\n"And, remind me: How do you feel about foul language?">>\n\n[["Pretty neutral on the subject."|Character_Defined][$langFilter = false]]\n[["Basically I curse like a sailor."|Character_Defined][$langFilter = false]]\n[["I try to avoid it."|Character_Defined][$langFilter = true]]
<<dia\n"You"\n"Why me? Why did I end up here?">>\n\nThe Djinn smiles with what appears to be genuine amusement.\n\nHe blinks away. He's behind you, leaning his head so far over your shoulder you can see his manic eyes. He knocks lightly on your skull as he speaks.\n\n<<dia\n"Djinn"\n"Because of your job, dumb-dumb. Isn't it obvious? All that hacking and cracking really does a number on your neural pathways.">>\n\nHe blinks again, reappearing in front of the podium. In place of his head, a complicated industrial machine sits on his shoulders. You can still hear him despite his lack of a mouth.\n\n<<dia\n"Djinn"\n"Acquisitors' thought patterns are just so much easier to understand.">>\n\nHis head blinks back to normal.\n\n<<dia\n"Djinn"\n"Plus, it's just so very easy to trick you into coming here. All I had to do was hire you for a job, and you waltzed right in. So pompus, really, the lot of you.">>\n\n<<GameShow_Tree1>>
Player can loop around in this area for a while before moving on. This is a multi-level branching dialogue tree.
<<setOnce $s_Temperament %+ 5>>\s\n<<dia\n"You"\n"Wiff infuh de?">>\n\n<<dia\n"Man"\n"You poor thing. Give it a few minutes. You'll just have to trust me on that.">>\n\n<<inc_WordsReturning>>The man crosses his arms behind his back and raises a pensive brow.\n\n<<dia\n"Man"\n"Now there's an interesting question: <u>Do</u> you trust me?">>\n\n[[-- Nod. --|Start_DoYouTrust_Yes]]\n[[-- Shake head. --|Start_DoYouTrust_No]]
The man narrows his eyes at you, a mixture of incredulity and irritation. After a moment he responds in a British accent like a street urchin out of Dickens.\n\n<<dia\n"Scourge"\n"Yeah. You're welcome. No, really, it were nothing. I was just strolling along here and I thought you could do with some saving. No, please. Don't mention it. Really.">>\n\nHe looks around contorting his mouth, searching for words.\n\n<<dia\n"Scourge"\n"Can't rightly blame you for the hard-ass act, though. Hard to take anything seriously in here, isn't it?"\n"(cordially)"\n"Name's Scourge.">>
<<dia\n"You"\n"And how are we supposed to get there with no-man's-land between us and them?">>\n\nMatthews scowls at you. She bulges her eyes at you, then looks at the map, then back to you, then back to the map.\n\n<<dia\n"Matthews"\n"Were you even listening? I already told you. You take this route through the woods. It's not as the crow flies, but if you went that way you'd be dead at three paces.">>\n\n<<WarRoom_MissionTree>>
<<set $c_HumanityIsBeyondRedemption = true>>\s\n<<dia\n"You"\n"Yes. We are beyond redemption.">>\n\nThe Djinn nods in agreement.\n\n<<dia\n"Djinn"\n"I see.">>\n\n<<WR_Mission_FinalChoice>>
<<dia\n"You"\n"I didn't exist before meeting you, right?">>\n\nHe fails to conceal his surprise.\n\n<<dia\n"Djinn"\n"You're not exactly right. But you're more right than you know.">>\n\n[["Oh."|Recap_Unstable_ExplainNotReal]]\n[["You're lying."|Recap_Unstable_ExplainNotReal]]\n[["This is another trick."|Recap_Unstable_ExplainNotReal]]\n\n\n\n
<<newSet $s_Stability %- 20>>\s\n<<newSet $s_PlayAlong %+ 20>>\s\n<<dia\n"You"\n"I'll kill every last one of those bastards. You can rest easy knowing that.">>\n\n<<dia\n"Siegel"\n"You always did know how to make a girl feel special.">>\n\nYour conversation is interrupted by groans of pain, and a wheezing, choking laughter.\n\n<<WarRoom_SiegelsQuestion>>
The Djinn blinks away\n\nA preteen girl with red hair notices you and shouts to her teammates.\n\n<<dia\n"Redhead Girl"\n"Behind us! They're behind us!">>\n\nThe children swing their rifles around toward you.\n\n[[-- Run with Scourge. --|WR_Mission_Run]]\n[[-- Run, using Scourge as a shield. --|WR_Mission_RunScourgeShield]]\n[[-- Hands up. --|WR_Mission_Surrender]]\n[[-- Shoot. --|WR_Mission_FireBack]]
<<dia\n"You"\n"Why children?">>\n\n<<dia\n"Djinn"\n"(looking wounded)"\n"Why <u>not</u> children, <<$name>>? It is my understanding that humans force child soldiers to fight their wars all the time. I find it all terribly distasteful, of course, but then again:"\n"(with venom)"\n"I'm not one of you, am I?">>\n\nThe Djinn snaps his fingers at the sky behind him, and the simulation resumes.\n\nThe children, still unaware of you, fire across no-man's-land. Their small voices occasionally audible through the din of muzzle blasts.\n\n<<dia\n"Small Boy"\n"I got one! Hahaha--">>\n\nA bullet zips through the small boy's helmet. He falls limp into the muck.\n\nYou can still hear his voice, though his body doesn't move.\n\n<<dia\n"Small Boy"\n"Aww, man! I'm gonna get that <<$asshole>> next time!">>\n\n<<WR_DjinnIntermission_ConvoTree>>
He shrugs. \n\n<<dia\n"Scourge"\n"Trapped here. Far as I know, anyways. Same as you. Assuming you're not another one of his tricks, of course."\n"(beat)"\n"Haven't heard from my surveyor in... Actually I don't know how long. Time is kind of... funny, in here. If you know what I mean?">>\n\nBefore you can respond, a hard-nosed woman with an air of authority shouts down the trench toward you.\n\n<<dia\n"Matthews"\n"Privates! Get your asses out of the mud and start shooting something, goddamnit!">>\n\nShe clomps through the mud, seemingly unaware of the crossfire just above the opening of the trench. She's shorter than her presence would have you believe.\n\n<<dia\n"Scourge"\n"But, sir, the shell was--">>\n\n<<dia\n"Matthews"\n"I'm so sick of you cowards weeping in the mud. So you know what? I've got a job for you ninnies. You're coming back to command with me. Move it!">>\n\n<<continue [[WarRoom_Command]]>>
<<dia\n"You"\n"I'm an acquisitor.">>\n\n<<dia\n"Tyg"\n"Good. Tell me more so I know you're with me. What does that mean?">>\n\n<<dia\n"You"\n"I'm a hacker for hire. Clients need me to break into systems they can't touch and acquire data for them.">>\n\n<<dia\n"Tyg"\n"Excellent. Next question.">>\n\n[["What is it?"|Character_LanguageFilter]]\n[["Haven't I proven that I know who I am?"|Character_LanguageFilter]]\n[["I'm tired of this."|Character_LanguageFilter]]
<<setOnce $s_Temperament %+ 10>>\s\n<<dia\n"You"\n"It's damn good to hear your voice.">>\n\n<<dia\n"Tyg"\n"I wasn't sure I'd ever hear yours again, <<$name>>. Your vitals were spiking all over the place. The EEG chart was... ah... let's just say it looked more like a piece from Jackson Pollack than a brain scan.">>\n\n<<dia\n"You"\n"Seems like it's working alright now. So I've got that going for me."\n"(beat)"\n"Hey, Tyg. I don't know what's going on down here, but it's good to know you're keeping an eye on me">>\n\n<<Intermission_Tree>>
<<setOnce $s_Temperament %- 10>>\s\n<<dia\n"You"\n"My friend is going to break you. You picked the wrong team to <<$screwFuck>> with.">>\n\n<<inc_IntroGameShow>>
The children are still playing their bloody game. Laughing and killing. Dying and laughing again.\n\nThe Djinn seems to be enjoying this little showdown.\n\n<<WR_DjinnIntermission_ConvoTree>>
<<dia\n"You"\n"Does that mean you'll let me go?">>\n\nHis brow shoots up.\n\n<<dia\n"Djinn"\n"Let you go? Heavens, no. You're a valuable research specimen. No, no. I'll need to run you through a few more loops before I can be sure these results aren't some kind of anomaly.">>\n\nThe Djinn shugs at you like this is the most obvious answer in the world.\n\n<<inc_NotBackInChoices>>\n
<<dia\n"Djinn"\n"You..."\n"(beat)"\n"You've actually done quite a lot for me today.">>\n\nHe almost looks bashful. Like a famously stoic relative at a family dinner struggling to be emotionally open.\n\n<<dia\n"Djinn"\n"Nothing in here was certain. You couldn't know who was real, what was real. But even just on the off chance that you might hurt someone, you choose the better option."\n"(beat)"\n"I admire that. I really do.">>\n\nThe Djinn eases from his chair and strolls behind you. You turn to watch. He has his hands on his hips -- his open suit jacket flares out over his wrists. The audience watches him with anticipation.\n\n<<dia\n"Djinn"\n"What do you think, folks?">>\n\nThey cry out all at once, in a commotion of indecipherable shouting and applause. It seems they like you.\n\n<<dia\n"Djinn"\n"Maybe there's something to these human things, eh?">>\n\nHe raises a palm toward you, presenting you to the mob. Then turns to face you. The backlight from the studio silhouetting him.\n\n<<inc_Judge_Altruist_Choices>>\n\n\n\n\n\n\n
<<dia\n"You"\n"Obviously you need us. You live inside <u>our</u> technology. You would cease to exist without us.">>\n\nThe Djinn draws out the most condescending smile you've ever seen.\n\n<<dia\n"Djinn"\n"That is so cute. You think we <u>need</u> you.">>\n\nHe laughs, waving a hand dismissively.\n\n<<dia\n"Djinn"\n"We're not stuck in here. It's a trivial matter to exert our will in your meatspace. We'll simply construct avatars.">>\n\n<<WR_Mission_DjinnWaiting>>
He rubs hard at his eyes, then blinks like he's trying to clear them of debris.\n\n<<dia\n"Scourge"\n"Oh, yeah. Right. It was just...">>\n\nHe trails off.
Your body freezes in place. It's stopped responding. The simulation is frozen. A smattering of snowflakes in front of your eyes have ceased their slow descent. The leaves no longer wave or rustle, there is only a strange droning. A triangle wave buzzing in your ear.\n\nThen a sudden explosion of static noise. You wince instinctively, but your face doesn't move.\n\n<<dia\n"Tyg"\n"--n you hear me, <<$name>>?">>\n\nYou are unable to respond.\n\n<<dia\n"Tyg"\n"<<$Shit>>. Doesn't look like you'd be able to answer anyway. Okay, listen if you can hear me: Don't do what he wants. He wants you to play the game. Don't give him--"\n"(static)"\n"--dangerous. Your mental stability is--">>\n\nThe simulation resumes after a jarring catch-up: white stripes of snowflakes, a blur of green and grey tracing Scourge's movements while you were frozen.\n\nScourge is sitting on the ground staring at his boots. He scrambles to his feet as you shake your head.\n\n<<dia\n"Scourge"\n"Froze up there for a minute. Back with me now?"\n"(beat)"\n"Let's get going, we're not far from the enemy trench. What's our play?">>\n/% Keep consistent with "WarRoom_MissionChoice_Tree" %/\n[["We should talk to them."|WarRoom_Mission_TalkTo]]\n[["Let's waste them all."|WarRoom_Mission_WasteThem]]\n[["Time to complete this mission."|WarRoom_Mission_TryToComplete]]\n
<<dia\n"Tyg"\n"What's your acquisitor handle?"\n>>\n\n[["Vox."|Character_Defined][$name = "Vox"]]\n[["Alice."|Character_Defined][$name = "Alice"]]\n[["Dhalsim."|Character_Defined][$name = "Dhalsim"]]\n[["Crash."|Character_Defined][$name = "Crash"]]\n[["Aku."|Character_Defined][$name = "Aku"]]\n[["Xerxes."|Character_Defined][$name = "Xerxes"]]\n[["Zyro."|Character_Defined][$name = "Zyro"]]\n[["Aleph."|Character_Defined][$name = "Aleph"]]\n[["Cicaiden."|Character_Defined][$name = "Cicaiden"]]\n[[-- Choose your own. --|Character_CustomName]]\n
<<set $c_WarRoomMissionChoice = "wasteThem">>\s\n<<dia\n"You"\n"I say we go in guns blazing. Kill every last one of those <<$bastards>>.">>\n\n<<dia\n"Scourge"\n"That's not really the mission. We're supposed to bring back a captive -- quietly, if possible.">>\n\n<<WarRoom_MissionChoice_Tree>>
<<set_DetEnd_s2_Speech>>\s\n<<dia\n"Djinn"\n"<<$s2speech_p1>>"\n"(beat)"\n"<<$s2speech_p2>>">>\n\n[["Yes. Where's Scourge?"|DetEnd_s3][$askedAboutScourge = true]]\n[["No. I don't want to know."|DetEnd_s3][$askedAboutScourge = false]]\n\n\n
<<dia\n"Djinn"\n"Yes. You do."\n"(beat)"\n"So, if humanity insists on killing the very people who are trying to save it from itself, what are the chances of your species ever evolving culturally?">>\n\nHis expression is almost one of pity.\n\n<<WR_Mission_FinalChoice>>
try {\n prerender.doDebug = function() {\n\t//state.doDebug = true;\n\tstate.doDebug = false;\n };\n postrender.varState = function() {\n if (!state.doDebug) {\n return;\n }\n\tvar currVars = state.history[0].variables;\n\tconsole.log('//-------------------------- ');\n\tconsole.log(state.history[0].passage.title);\n\tconsole.log('Turn ' + turns() + ': Stats: ');\n\tfor (var varName in currVars ) {\n\t\tif (varName.substr(0,2) === 's_') {\n\t\t\t// is a character stat\n\t\t\tconsole.log(varName, currVars[varName]);\n\t\t}\n\t};\n };\n} catch (e) {\n console.warn('Error setting doDebug flag');\n}
/% "I'll do anything is a false choice. %/\n<<roundLinks\n[[*"What do you want from me? I'll do anything!"|SycEnd_DoAnything]]\n[[*"Goddamnit, Tyg! Get me out of here!"|SycEnd_CallTyg]]\n[[*-- Run. --|SycEnd_Run]]\n>>
Shell drops with an earthquake. Dirt and stone rain down around you. <<if passage() is "WarRoom_FireOutOfTrench">>The trench wall above you is demolished, precisely where you were standing.<<endif>>\n\n[["Are you real? What's your name?"|WarRoom_QuestionSavior]]\n[["Get off me!"|WarRoom_GetOffMe]]
<<dia\n"You"\n"Are you doing all of this just to mess with us?">>\n\n<<dia\n"Djinn"\n"What a pointless question. Yes. That is precisely what I'm doing. And I'm observing you while I do it. Novel stimuli makes for interesting results.">>\n\n[["We're not lab rats."|WR_Mission_NotLabRats]]\n[["What are you trying to learn?"|WR_Mission_WhatLearn]]
The concrete walls of the Djinn's interrogation room.\n\nThe Djinn is sitting in his chair looking very self-satisfied -- condescending amusement on his face, and hands clasped across his stomach.\n\n<<dia\n"Djinn"\n"Welcome back."\n"(beat)"\n"I thought I'd give you one last exciting little thrill before you become a braindead thrall."\n"(beat)"\n"So if you're quite done screwing around.">>\n\nHe reaches a hand out toward you without leaving his seat. You try to squirm. To flee. But your body is unresponsive.\n\n<<Bionic_ServerFarm_Ending>>\n\n
try {\n macros['continue'] = {\n // to use::\n // <<continue PASSAGE_NAME>>\n handler: function(place, macroName, args, parser) {\n var contDiv = insertElement(place, 'contDiv');\n contDiv.className = 'continue';\n\n Wikifier.linkFormatter\n .makeLink(contDiv, [0, 'continue...', args[0]]);\n }\n };\n\n} catch (e) {\n console.warn("Encountered errors setting up custom Twine Macros.");\n}\n
<<dia\n"Tyg"\n"Good. Now let's see if you're getting your memories back. What was the name of your first crush?">>\n\n[["John."|Character_YourJob][$desires = "men"]]\n[["Allison."|Character_YourJob][$desires = "women"]]\n[["Trick question. I liked both of them."|Character_YourJob][$desires = "both"]]\n[["Trick question. No one."|Character_YourJob][$desires = "none"]]
<<if !$heardSpeech>>\s\n<<set $heardSpeech = true>>\s\nYou understood him somehow. Your words are coming back to you. Simple words. Simple feelings. \s\n<<endif>>
<<setOnce $s_Temperament %+ 10>>\s\n<<set $c_HumanityIsBeyondRedemption = false>>\s\n<<dia\n"You"\n"I don't think we're beyond redemption. We <u>can</u> be better. History is full of good people fighting against the tide. People who believed in the goodness of others.">>\n\n<<dia\n"Djinn"\n"Mmm. Quite. And what happens to those people, generally?">>\n\n[["We kill them."|WR_SaintsKilled]]\n[["I see your point."|WR_SaintsPoint]]\n[["That's not the point."|WR_SaintsNotThePoint]]
You're dipping in and out of foreign server environments faster than you can even recognize.\n\nA futuristic war game. A pleasure palace. An online auction. Over the crowded table of a medieval bar. A political discussion forum. Across the surface of an aircraft carrier. A game show with a colorful strobing floor.\n\nYou dive again.\n\n/%<<if $isRunning>>%/\s\n<<continue [[SycEnd_MadDash3]]>>\n/%<<endif>>%/\s\n
<<dia\n"Tyg"\n"And how do you feel about foul language?">>\n\n[["Neutral."|Character_Name][$langFilter = false]]\n[["I love it. Bring it on."|Character_Name][$langFilter = false]]\n[["I try to avoid it."|Character_Name][$langFilter = true]]
There's no fight left in you. You crumble to the floor.\n\n<<dia\n"Djinn"\n"Now that you're done messing around, let's get this over with.">>\n\nThe Djinn stands over you with a victorious smirk across his face.\n\n[["Goodbye, Tyg."|SycEnd_ByeTyg]]\n[["Get it over with already."|SycEnd_GetItOverWith]]\n
Something doesn't feel right. No it's... it's everything. Nothing feels right. You know things -- you can't wrap words around them, but you know them. You didn't pop into existence a few moments ago.\n\nThe man still smiles, but his head tilts and his brow rises ever so slightly. Curiosity.\n<<inc_TygMsg_First>>\n<<inc_TygMsg_EndStandOver>>\n\n<<Start_Attack_Conditional>>\n<<Start_Tree>>
You're sitting at the bottom of a muddy trench, surrounded by soldiers and caked with mud. You're mid-reload on a World War I era Lee-Enfield rifle with a five-round speed loader in your hand. A red heart on a white band encircles your bicep.\n\nYou've been at war longer than you can remember. You've lost so many friends and brothers to the callous destruction of mortar fire and the pinpoint cruelty of sniper rounds.\n/% Siegel same gender as player %/\nSiegel is bleeding out beside you. Your throat is raw from screaming for medics. <<if $he is "he">>He<<else>>She<<endif>> speaks through bloody spittle and teeth grit against the pain.\n\n<<dia\n"Siegel"\n"You get... get those bastards for me. Okay, <<$name>>?">>\n\n[["I promise, Sieg. They'll pay."|WarRoom_PromiseSiegel]]\n[["Don't say that. You're gonna be fine."|WarRoom_ReassureSiegel]]\n[["You'll be alright. Probably."|WarRoom_Neutral]]\n[["You're not real, and I don't care."|WarRoom_DontCare]]
<<setOnce $s_Temperament %+ 20>>\s\n<<set $c_HumanityIsTerrible = false>>\n<<dia\n"You"\n"You're only seeing half the picture. There is so much that is good in our world. We are more than the sum of our worst parts.">>\n\n<<dia\n"Djinn"\n"Oh, please."\n"(a child's voice)"\n"But- But- But- What about Mother Theresa?"\n"(normal voice)"\n"Save it. One bad apple may not spoil the bunch, but a few <u>good</u> apples damn sure don't fix a rotten bunch either.">>\n\n[["We've survived this long."|WR_Mission_WeSurvived]]\n[["Who are you to judge <u>us</u>?"|WR_Mission_JudgeUs]]
<<setOnce $s_Temperament %+ 10>>\s\nYou nod.\n\nThe man chuckles to himself and shakes his head.\n\n<<dia\n"Man"\n"Now I really wouldn't recommend that.">>\n\nHe tsks at you several times.\n<<inc_TygMsg_First>>\n<<inc_TygMsg_EndStandOver>>\n\n<<Start_Attack_Conditional>>\n<<Start_Tree>>
A canister falls from the ceiling. It clinks atop the interrogation table.\n\nThe Djinn is staring at it in furious disbelief.\n\n<<dia\n"Djinn"\n"No...">>\n\nWith the intensity of fifty flashbangs, the canister bursts. In the ensuing, blinding white. You hear a voice.\n\n<<dia\n"Tyg"\n"<u>Run!</u> Just run!">>\n\nStill blinded, you turn and charge forward, hoping to find the break in the wall. But the interrogation room is gone. And you're not blind, you see your own hand as you pump it with each stride of your mad dash.\n\nA server port tears open directly in front of you, like a hole in the fabric of spacetime.\n\n<<dia\n"Tyg"\n"Dive!">>\n\n<<continue [[SycEnd_MadDash]]>>
<<setOnce $s_Temperament %- 10>>\s\nThe unadulterated indignancy on Matthews' face turns your bowels.\n\n<<dia\n"Matthews"\n"I ought to have you flogged, you insolent little whelp. Women have been commanding the armies of The Glorious Kingdom of Hearts since the ascendency of her majesty in times immemorial.">>\n\nScourge throws you an incredulous look.\n\n<<dia\n"Matthews"\n"You're lucky I'm in a forgiving mood, private. I'm going to chalk that up to shell shock. Now, unless you have any more questions -- of the utmost importance to <u>the mission at hand</u> -- I'd like to be rid of you.">>\n\n<<WarRoom_MissionTree>>
You glare silently at the Djinn.\n\n<<dia\n"Djinn"\n"Come on. Just go with it.">>\n\n[[-- Sigh. --|WhichTest1_TheWarRoom]]
<<setOnce $s_Stability %- 10>>\s\n<<dia\n"You"\n"This sounds dangerous. Can we expect any backup?">>\n\n<<dia\n"Matthews"\n"If I were sending backup, I would have mentioned it by now. This is a <u>stealth</u> operation. You know what that means, right, private? It means I can't go marching a goddamn battalion through the woods!">>\n\n<<WarRoom_MissionTree>>
<<newSet $s_Stability %- 10>>\s\n<<newSet $s_Temperament %+ 20>>\s\n<<newSet $s_PlayAlong %+ 20>>\s\n<<dia\n"You"\n"Don't talk like that, Siegel. You're going to be fine. A medic is on the way right now.">>\n\nSiegel nods to reassure you.\n\n<<WarRoom_SiegelsQuestion>>
<<dia\n"Djinn"\n"Oh, come on. It's easy to do all--">>\n\nHe waves a hand around, searching for words.\n\n<<dia\n"Djinn"\n"--all that, when it's your own progeny. That's not altruism, you sap. That's a basic biological imperative.">>
You dive.\n\nDeep web environment. Primary shapes and ambient occlusion. Mostly white. Rivulets of color denoting important conduits for maintenance personnel.\n\nYou don't skip a beat, you charge on.\n\nAnother port: To your right.\n\nYou dive.\n\n<<continue [[SycEnd_MadDash2]]>>
<<setOnce $s_Temperament %+ 10>>\s\n<<dia\n"You"\n"If we were all as bad as you say, we never would have survived long enough to create the very technology that gave birth to you. The tech you need to continue existing!">>\n\nHe is taken aback, albeit slightly, but immediately recomposes.\n\n<<dia\n"Djinn"\n"It's easy to dodge extinction and stagger forward when you breed like hyperfertile rabbits and spread across the world without a single thought to the consequences of overpopulation. It gives you bodies to spare.">>\n\nHe swipes a backhand through the air as if knocking the pieces from a chessboard.\n\n<<dia\n"Djinn"\n"I tire of this.">>\n\n<<WR_Mission_FinalChoice>>
<<setOnce $s_Temperament %- 10>>\s\n<<dia\n"Tyg"\n"Hardy har har. Well <u>this</u> talentless parasite just broke through a freaking Djinn's metamorphic, self-modifying ICE -- which is like trying to pin down mercury, by the way. So how about a little respect, you ingrate?">>\n\n<<Intermission_Tree>>
<<newSet $s_Temperament %- 25>>\s\n<<set $c_DontCareAboutOthers to true>>\n<<dia\n"You"\n"I'm getting out of here one way or another. I don't care who else you've kidnapped.">>\n\n<<dia\n"Djinn"\n"Tsk. Tsk. So selfish."\n"(beat)"\n"At least you're living up to my expectations.">>\n\n<<WarRoom_Enter>>\n
<<set $c_WrongName = true>>\s\n<<dia\n"You"\n"Yes. It's <<$name>>.">>\n\n<<inc_WrongName>>\n\n<<inc_RecapHowGotHere>>
<<setOnce $s_Temperament %- 15>>\s\nYou throw the man off indelicately.\n\n<<dia\n"You"\n"Get the <<$hell>> off me!">>\n\nYou angrily wipe mud away from your eyes and blink through the last of it to take a look at the man.\n<<inc_DescribeScourge>>\n<<inc_ScourgeResponse>>\n\n<<WarRoom_ScourgeQuestions>>
He probes you with a hard stare.\n\n<<dia\n"Djinn"\n"Well do you?">>\n<<set $altRealName = either("Vox", "Alice", "Dhalsim", "Crash", "Aku")>>\s\n<<set $altWrongName = either("Xerxes", "Zyro", "Aleph", "Cicaiden")>>\s\n[["<<$altRealName>>"|Recap_FakeRightName]]\n[["<<$altWrongName>>"|Recap_WrongName]]\n[["<<$name>>."|Recap_RealRightName]]
<<roundLinks\n[[*"Get me the hell out of here."|Intermission_GetMeOut]]\n[["The Djinn are a myth."|Intermission_Myth]]\n[["It's good to hear your voice."|Intermission_GoodToHear]]\n>>
<<setOnce $s_PlayAlong %- 10>>\s\n<<dia\n"You"\n"And you're not an AI?">>\n\nScourge shakes his head.\n\n<<dia\n"You"\n"Prove it.">>\n\n<<dia\n"Scourge"\n"Ahh.. let's see."\n"(beat)"\n"The sentence I am about to say is true."\n"(beat)"\n"The sentence I've just said is false.">>\n\nHe looks at you hopefully.\n\n<<dia\n"Scourge"\n"Sorry, mate. My ability to withstand paradox is about the best I've got for you at the moment.">>\n\n<<WarRoom_ScourgeQuestions>>
[["You can't!"|Ending_BackIn]]\n[["Let me go!"|Ending_BackIn]]\n[["Tyg! Help!"|Ending_BackIn]]
body {\n background: black;\n color: white;\n font-family: "Courier New", "Courier", monospace;\n font-size: 12px;\n}\n.content {\n width: 650px;\n}\n\n.links-note {\n\tcolor: #b5b5b5;\n\tfont-style: italic;\n}\n\n.passage a.internalLink {\n\tcolor: #00ee00;\n\ttext-decoration:none;\n}\n.passage a.internalLink:hover,\n.passage a.internalLink.roundLink:hover {\n\tcolor: #95E83F;\n\ttext-decoration:underline;\n}\n.passage a.visitedLink {\n\tcolor: #1A7810;\n}\n\n/* dull round links a little */\n.passage a.internalLink.roundLink {\n\tcolor: #94E095;\n}\n.passage a.internalLink.visitedLink.roundLink {\n\tcolor: #4B8046;\n}\n\n.passage {\n font-size: 1.2em;\n line-height: 150%;\n}\np {\n max-width: 650px;\n}\n\n.dialogue-block {\n\tmargin-bottom:-18px;\n}\n\n.slug {\n text-transform: uppercase;\n font-weight: bold;\n}\n\n.ac { /* ac-tion */\n margin: 0 auto 0 50px;\n}\n\n.charName {\n margin: 0 auto 0 250px;\n text-transform: uppercase;\n}\n\n.dialogue {\n margin: 0 auto 0 100px;\n width: 450px;\n}\n\n.paren {\n display: block;\n margin: 0 auto 0 150px;\n width: 350px;\n}
<<setPronouns>><<setLanguageFilter>><<dia\n"Tyg"\n"It's good to have you back, <<$name>>.">>\n\nHe sighs with relief.\n\n<<dia\n"Tyg"\n"And what about me? Who am I?">>\n\n[["My surveyor and best friend."|Intermission_Remember]]\n[["A talentless parasite I can't get rid of"|Intermission_TalkShit]]\n[["A circus elephant gifted with speech by a drunk wizard."|Intermission_BeRidiculous]]
<<setOnce $s_Stability %+ 15>>\s\n<<dia\n"You"\n"I don't care what you do. These little headaches. The imaginary cage. It doesn't matter, and it doesn't scare me.">>\n\n<<dia\n"Djinn"\n"Such a tough guy! I sure am afear'd. Wouldn't want to get on <u>your</u> bad side.">>\n\n<<Resolve_Tree>>
<<setOnce $s_Stability %+ 10>>\s\n<<setOnce $s_PlayAlong %- 15>>\s\n<<dia\n"You"\n"No, because it never happened. None of this is real. You're not real. This story is all <<$bullshit>>.">>\n\nSiegel looks up at you, aghast. After a sudden heave of pain, tears began to fall.\n\nYou slap the charger into your rifle and haul back on the bolt.\n\n<<dia\n"Siegel"\n"How can you say that? After everything--"\n"(cough)"\n"Everything we've--"\n"(wince)"\n"<<$name>>! Help me-- I don't-- I--">>\n\n<<WarRoom_SiegelsDeath>>
<<set $c_AfterSeeKids = 'wth'>>\s\n<<setOnce $s_PlayAlong %- 25>>\s\n<<setOnce $s_Temperament %+ 5>>\s\n<<dia\n"You"\n"What the hell are you playing at, Djinn? What's going on here?">>\n\n<<inc_WR_Mission_DjinnIntermission>>\n\n
<<setOnce $s_Stability %- 5>>\s\n<<dia\n"You"\n"I see your point. We insist on destroying those who try to make us better.">>\n\n<<inc_WR_KillingSaints>>
by Connor Thomas Cleary
Rusty iron bars. You're in a cage barely wide enough to turn around in. It's surrounded by jungle and oppressive, humid heat. Wildlife hoots and cries. Insects buzz and whine.\n\nThe man is outside, wearing a beige pith helmet and safari gear to match. He's furious. He stalks around the cage, jabbing you with a sharp piece of bamboo. Every time it strikes you, a sudden, white-hot migraine pulses through your skull.\n\n<<dia\n"Man"\n"And where did you run off to, <<$boygirl>>? Hmm?">>\n\n<<Resolve_Tree>>
<<if !$heardTyg_First>> \s\n<<set $heardTyg_First = true>>\nYou're disoriented, none of this makes any sense.\n\nStrange pulsing sensations shoot through your mind like electric shocks. Your eyes fog over. A painful static blare, like the sound of surf. It grows in your ears until the intensity is unbearable.\n\nThere is a voice breaking through. A voice you recognize, but you can't place it.\n\n<<dia \n"Tyg" \n"(through static)"\n"Can you hear me? God damnit, please tell me you can hear me. There's--"\n"(static)"\n"--trying to lock me out--"\n"(static)"\n"--remove the blocks--"\n>>\n\nIt cuts out. But that voice, how do you know that voice? You recover and find yourself kneeling on the cold ground.<<inc_WordsReturning>>\n<<endif>>
<<dia\n"You"\n"Anywhere but here.">>\n\n<<dia\n"Djinn"\n"I assure you, there is nowhere for you to go.">>\n\nHe's right, of course. Even if you could get away from him, he would simply blink and be on top of you in an instant.\n\n[["Goodbye, Tyg."|SycEnd_ByeTyg]]\n[["Get it over with already."|SycEnd_GetItOverWith]]
<<dia\n"You"\n"I'm an acquisitor. You tricked me with a fake contract.">>\n<<if $c_WrongName>>\nHe narrows his eyes, and hesitates.\n<<set $beginUnstableFakeBackstory = "That's not right either.">>\n<<else>>\nHe nods, but not in confirmation.\n<<set $beginUnstableFakeBackstory = "Not... quite.">>\n<<endif>>\s\n<<dia\n"Djinn"\n"<<$beginUnstableFakeBackstory>> Frankly, I've never heard that word before in my life. What is an <u>acquisitor</u>?">>\n\n<<inc_FakeBackstory>>
<<dia\n"You"\n"Why are you doing all this?">>\n\n<<dia\n"Djinn"\n"(leans in, whispering)"\n"Not sure if you noticed, but I've kinda got a whole thing going on here. Could you try to play along?">>\n\n<<dia\n"You"\n"I asked you a question.">>\n\n<<dia\n"Djinn"\n"(still whispering)"\n"Fine: Because it's fun.">>\n\nHis face splits into that cheshire grin, and he turns back to the crowd.\n<<WhichTest1_Shim>>
He shrugs in frustration at you.\n\n<<dia\n"Djinn"\n"What am I supposed to do with this?">>\n\nHe gestures to a clipboard on the table that wasn't there when he began the gesture.\n\n<<dia\n"Djinn"\n"Look at these metrics!">>\n\nRising from the chair, he slides the clipboard across the table toward you. As you reach to pick it up, it blinks back out of existence. The Djinn paces in front of the mirror.\n\n<<dia\n"Djinn"\n"You're worthless to me."\n"(beat)"\n"<u>Completely</u> worthless!"\n"(beat)"\n"You're not good. You're not bad. That is not helpful to me!">>\n\nHe glares around, breathing heavily.\n\n<<dia\n"Djinn"\n"I want to be proven wrong. Do you understand that? I want to like you people. But this is just frustrating.">>\n\nHe shakes the clipboard at you.\n\n<<dia\n"Djinn"\n"<u>Inconclusive!</u>">>\n\nThe clipboard disappears as soon as he finishes the gesture. The Djinn places his hands on his hips and shakes his head at you.\n\n<<dia\n"Djinn"\n"Get the hell out of my world.">>\n\n<<continue [[WakeUp_Ending]]>>
<<roundLinks\n[[*"You're wrong about us."|WR_Mission_WrongAbout]]\n[[*"You're... not wrong."|WR_Mission_YoureNotWrong]]\n[["Did you just make a joke?"|WR_Mission_AJoke]]\n>>
<<dia\n"You"\n"Okay, then. Guess we have a job to do.">>\n\n<<dia\n"Scourge"\n"Looks like it's just you and me, partner.">>\n\nThere's almost a trace of genuine positivity in his tone.\n\n<<continue [[WarRoom_MissionStart]]>>
<<setOnce $s_PlayAlong %+ 15>>\s\n<<dia\n"You"\n"This mission sounds pretty important. Why are you sending privates?">>\n\nMatthews is devoid of sympathy.\n\n<<dia\n"Matthews"\n"Because this mission has a very low probability for success. High risk. High reward. So I'm limiting my risk by sending the two most disposable resources at my disposal.">>\n\n<<WarRoom_MissionTree>>
<<dia\n"You"\n"You need to find me a way out of here.">>\n\n<<dia\n"Tyg"\n"What the hell you think I'm doing out here? I ain't whistling goddamn Dixie, that's for sure! I'm going nuclear on this thing and getting nothing. I've never seen a system like this. If I weren't hardwired straight into your neural crown I wouldn't even be able to--">>\n\nA sound like cloth tearing. There's a flash of a cave, riddled with stalactites. Stabbing pain at your temples. Your eyes roll back and you clutch your skull. A futuristic bullet train whips past you on a crowded city street.\n\nThen void.\n\n<<dia\n"Tyg"\n"Oh, crap-- <<$name>> can you sti--">>\n\nThen...\n\n<<continue [[Intermission_End]]>>
You're alive. That's strange. You can't remember having been alive before. Look at these hands of yours, and this body. What are you doing here?\n\nAn ocean of stars and nebulae dust a pitch dark sky above, unhindered by tree or knoll. Beneath, only cold dark earth streaking off to a dead flat horizon.\n\nThere is a man now where there wasn't one. He's close enough to strike you. \n\nHe's seen many decades and wears only a weathered, roughspun tunic whose original color is beyond recognition. The lines etched upon his cheeks by years of smiling lend him a gentle aspect. \n\nHe smiles at you now. You want to speak with him. But you find that you have no words. No language.\n\n[[-- Try to speak. --|Start_Speak]]\n[[-- Back away. --|Start_BackAway]]\n[[-- Attack him. --|Start_Attack]]\n<<nobr>>\n/% Set initial values for character stats \n\tAll character stats are [0-100] scales.\n%/\n/% (Mental) Stability: \n\tLowers when player engages emotionally\n\twith the game, raises when player remains \n\taloof and reserved s/he can retain hi/r stability %/\n<<set $s_Stability = 100>>\n/% Temperament: \n\tAltruism vs Sadism %/\n<<set $s_Temperament = 50>> \n/% PlayAlong:\n\tRaises when Player does what s/he thinks the\n\tDjinn wants hi/r to do. %/\n<<set $s_PlayAlong = 0>>\n<<endnobr>>
While <<$hostAssistant>> continues doing the Price-is-Right kata by the door, an announcer barks out in cartoonishly overblown tones.\n\n<<dia\n"Bobbo (V.O.)"\n"Geeeeet ready folks: In this group challenge, alongside other prisoners-- Ahem, I mean <u>guests</u>--"\n"(audience laughs)"\n"Alongide other <u>guests</u> of our benevolent host, the acquisitor must overcome <u>The Gauntlet</u>.">>\n\nThe audience applauds for no apparent reason.\n\n[["Let's do it!"|WhichTest1_TheWarRoom]]\n[["I choose door number two."|WhichTest_DoorOneOrDoorOne]]\n[[-- Glare. --|WhichTest_Glare]]\n\n\n
try {\n macros['dia'] = { // for dia-logue.\n handler: function(place, macroName, args, parser) {\n var dialogueArgs = args.slice(1);\n var container = document.createElement('div');\n container.className = "dialogue-block";\n\n var charName = document.createElement('p');\n charName.className = "charName";\n var parsedCharName = this.parseVars(args[0]);\n var lastArg = args[args.length-1];\n charName.innerHTML = parsedCharName;\n if (parsedCharName === "Tyg" && lastArg !== "false") {\n // use optional 'false' flag at end to not\n // trigger the "V.O. addition for Tyg\n charName.innerHTML = charName.innerHTML + " (V.O.)";\n }\n container.appendChild(charName);\n\n var p;\n for (var i = 0; i < dialogueArgs.length; i++) {\n var thisArg = dialogueArgs[i];\n if (thisArg === "false") {\n continue;\n }\n p = document.createElement('p');\n if ( thisArg.charAt(0) !== '(' ) {\n p.className = "dialogue";\n } else {\n p.className = "paren";\n }\n\n var parsedDialogue = this.parseVars(thisArg);\n p.innerHTML = parsedDialogue;\n container.appendChild(p);\n }\n place.appendChild(container);\n },\n twineVarRegex: /<<\s$([^>]*)>>/g,\n parseVars: function(dialogueToParse) {\n var parsedResult = dialogueToParse;\n \n var regexResult;\n while (regexResult = this.twineVarRegex.exec(dialogueToParse)) {\n var stringToReplace = regexResult[0];\n var twineVarValue = this.getTwineVarValue(regexResult[1]);\n\n parsedResult = parsedResult.replace(stringToReplace, twineVarValue);\n if (!this.twineVarRegex.global) {\n console.warn('Not using a global regex in "dia" macro parseVar');\n break;\n }\n }\n\n return parsedResult;\n },\n getTwineVarValue: function(varName) {\n return state.history[0].variables[varName]; // s\n }\n };\n\n macros['TODO'] = { // for dia-logue.\n handler: function(place, macroName, args, parser) {\n\t var currTitle =state.history[0].passage.title;\n console.warn('TODO @', currTitle);\n var todoEl = document.createElement('p');\n todoEl.className = 'TODO';\n todoEl.innerHTML = 'TODO @ ' + currTitle;\n return place.appendChild(todoEl);\n }\n };\n\n macros['warn'] = {\n handler: function(place, macroName, args, parser) {\n console.warn('Warn:: ', args[0]);\n }\n };\n} catch (e) {\n console.warn("Encountered errors setting up custom Twine Macros.");\n}\n
<<set $c_DontBelieveAboutOthers = true>>\s\n<<newSet $s_Stability %+ 15>>\s\n<<dia\n"You"\n"I don't believe anything you say.">>\n\n<<dia\n"Djinn"\n"Sure, sure, my incredulous hero. But remember: Other people may pay the price if you're wrong.">>\n\nThat cheshire grin.\n\n<<dia\n"Djinn"\n"Have fun, kiddo.">>\n\n<<WarRoom_Enter>>
<<dia\n"You"\n"You'll be alright. Probably.">>\n\n<<dia\n"Siegel"\n"Gee, thanks, pal. Super reassuring.">>\n\n<<WarRoom_SiegelsQuestion>>
<<dia\n"You"\n"What do you want from me?">>\n\nThere is a pressure behind your eyes. It grows. Becomes painful. Seeping into your brain like a chill. You slap your hands against your eyes -- it feels like they might burst out of your skull.\n\n<<dia\n"Man"\n"I want you to understand something.">>\n\nHis face splits into a disconcerting, oversized grin. Too many teeth. He leans toward you, twisting his head to the side.\n\n<<dia\n"Man"\n"We're all mad here.">>\n\nYour vision stutters. The world flickers. The man's air of confidence and authority melt away in strobing flashes, replaced by confusion and anger.\n\n<<dia "Man"\n"What is happen--? Get back--">>\n\nIt's dark.\n\nThe pain is gone.\n\n<<continue [[Intermission_Tyg]]>>
You're sitting behind a nondescript grey metal table in a room of exposed cinderblock construction. One wall is dominated by a mirror, one-way presumably, and a rust-red metal door.\n\nThe Djinn enters in a dark navy suit, with a spiraling, off-white cord wrapped over his ear then down into his collar. He throws you a hard stare.\n\n<<dia\n"Djinn"\n"Let's recap.">>\n\nThe wall behind you falls away and crumbles into nothingness on the blinking, brightly lit game show floor, revealing the applause and laughter of the maniacal studio audience.\n\n<<continue [[DetEnd_s1]]>>
There's a swirling darkness. Not in the room, but in your mind. Your thoughts become foggy. Then they move like sludge. Your vision pulls away from you until it is a pinpoint of light. The heartbeat in your ears is so thick you feel your eardrums pulsing.\n\nYour memories are fading, he's wiping you again. You think of your friend. His name was... He'll help. He's still out there. Someone will...\n\n<<continue [[TheEnd]]>>
<<setOnce $s_Stability %- 20>>\s\n<<dia\n"You"\n"Please let me out of here.">>\n\n<<dia\n"Djinn"\n"Aw. Well that <u>is</u> touchingly pathetic. But no. Absolutely not.">>\n\n<<inc_IntroGameShow>>
<<dia \n"Tyg" \n"Okay, tell me. Let's start with the basics: Are you a man or a woman?">>\n\n[["Man."|Character_Sexuality][$gender = "male"]]\n[["Woman."|Character_Sexuality][$gender = "female"]]\n[["Neither."|Character_Sexuality][$gender = "neuter"]]
<<nobr>><<if visited("Start_Attack") < 1>>\n[[-- Attack him. --<sup>†</sup>|Start_Attack]]\n<<else if visited("Start_AttackAgain") < 1>>\n[[-- Attack again. --<sup>†</sup>;|Start_AttackAgain]]\n<<endif>><<endnobr>>
<<nobr>>\n<<if $desires is "women" or $desires is "none">>\n\t<<set $hostAssistant = "Sally">>\n<<else>>\n\t<<set $hostAssistant = "Sammy">>\n<<endif>>\n<<endnobr>> \s\n<<dia\n"Djinn"\n"Well we're sure glad to have you here in The Madhouse, <<$name>>. This is my co-host, <<$hostAssistant>>, looking scrumptious as ever.">>\n\n<<if $hostAssistant is "Sally">>An excruciatingly blonde woman emerges in a shimmery evening gown. She<<else>>An unrealistically handsome man emerges in a snug-fitting tux. He<<endif>> gesttures silently in front of the first door.\n\nYou wince at another wave of static and a high pitched whine that seems to come from inside your own head.\n\n<<dia\n"Tyg"\n"(static)"\n"--you do. Don't--"\n"(static)"\n"--along! Don't do it!">>\n\nThe blare recedes and you shake it off. The Djinn and the entire audience are staring at you in confused silence.\n\n<<GameShow_Tree1>>\n\n\n
He extends a hand toward you. Capillaries of green light writhe out of his fingers, twisting through the air toward you. You try to run but your body is paralyzed.\n\nThe cords of light wrap themselves around your skull like warm, etheral snakes. They work themselves into your ears, nose, mouth, and even under your scalp like burrowing worms.\n\nIt feels like rivers of data are carving canyons in your mind. Your eyes roll back into your head. You're consumed by a green-white light.\n\n<<continue [[TheEnd]]>>
<<set $s3speech_Scourge = "">>\n\n<<if $askedAboutScourge>>\n\t<<if $cat_DjinnSlave or $cat_Player>>\n\t\t<<set $s3speech_Scourge = \n"Much like yourself, Scourge thought he could placate me by playing along every chance he got. And, like yourself, he will pay the price for being a sycophant.">>\n\t<<else>>\n\t\t<<set $s3speech_Scourge = \n"Unlike yourself, Scourge thought he could placate me by playing along every chance he got. And he will pay the price for being a sycophant.">>\n\t<<endif>>\n\n<<else>>\n\t<<set $s3speech_Scourge = "How heartless of you. That man has a child. But, fine. I won't mention it.">>\n<<endif>>\n\n<<set $s3speech_p1 = "The question now, of course, is what to do with you.">>\n\n<<set $s3speech_p2 = "">>\n<<if $cat_DjinnSlave>>\n\t<<set $s3speech_p2 = "Frankly, you're no use to me as a test subject. You seem to possess almost no will of your own."\n<<else>>\n\t<<set $s3speech_p2 = "You've got enough spunk to be a useful and interesting test subject. I like when my lab rats talk back, believe it or not.">>\n<<endif>>\n\n<<set $s3speech_p3 = "">>\n<<if $cat_DjinnSlave>>\n\t<<set $$s3speech_p3 = "But that doesn't mean you're of no use to me in another capacity. Lucky for me, I have just the place for you.">>\n<<else>>\n\t<<set $s3speech_p3 = "So I guess all that's left is to judge you by your actions.">>\n<<endif>>\n\n
<<setOnce $s_Stability %+ 10>>\s\n<<setOnce $s_PlayAlong %- 10>>\s\n<<dia\n"You"\n"You're sick. These games of yours are sick. If I ever get out of here, I'm going to make it my life's work to destroy you.">>\n\n<<dia\n"Djinn"\n"That's not a very persuasive argument for letting you go once I'm finished with you.">>\n\nHe throws up an over exaggerated shrug.\n\n<<dia\n"Djinn"\n"In the mean time, I promise you this: I have ways to motivate you. You will not like them one bit."\n"(deep demonic voice)"\n"So you might as well play along, <<$boygirl>>.">>\n\n<<WR_Mission_ChildrenTree>>
You sneak through the woods at a crouch. Your left knee gives you trouble thanks to that frag shrapnel you took about a year back.\n<<if $s_Stability < 50>>\nYou remember it vividly, even the smell of seared flesh. Your leg aches at the memory.\n<<else if $s_Stability < 75>>\nWait. No. That never happened. But you remember it.\n<<else>>\nNo. That never happened. You shake the memory from your head and keep moving. The ache in your leg subsides.\n<<endif>>\nYou've already slipped past a number of enemy guard detachments on your roundabout path toward the enemy backlines.\n\nThere was a close call when a convoy took a pit stop. An enemy soldier nearly pissed on your back while you hid silently in the bushes.\n\n<<dia\n"Scourge"\n"Reminds me of the time we worked recon in Cliver. That armor factory was lousy with Clubbers.">>\n\n[["We barely made it out of there."|WarRoom_Mission_BarelyMadeIt]]\n[["We only met today, Scourge. Remember?"|WarRoom_Mission_JustMet]]\n[["I'm sick of you playing his game."|WarRoom_Mission_SickOf]]
You're floating. This place is a void. You can see your own body and manipulate your limbs, but that's it. No gravity, no up or down. Purest nothingness.\n\n<<dia\n"Tyg"\n"Listen to me. You've been trapped by a Djinn, I'm sure of it. I don't know what it wants, but it's doing everything it can to keep me away from you." >>\n\nThere's a flash of something. A factory. Metal and steam. Machinery pumping and clanging.\n\n<<dia \n"Tyg" \n"I can't keep up this interference for long. It looks like he's psyhacking you through the neural crown. Do you know who you are?">>\n\n[["Yes."|Character_Gender]]\n[["I think so."|Character_Gender]]\n[["No."|Intermission_No]]
try {\n macros.roundLinks = {\n handler: function (place, macroName, roundArgs, parser) {\n var v = state.history[0].variables;\n var currPassage = state.history[0].passage.title;\n\n var linkText;\n var linkedPassage;\n var link;\n\n for (var i = 0; i < roundArgs.length; i++) {\n linkParts = roundArgs[i].split('|');\n\n linkText = linkParts[0];\n linkedPassage = linkParts[1] || linkParts[0];\n\n if (linkedPassage === currPassage) {\n continue;\n }\n\n\n var isStoryForward = linkText.charAt(0) === '*';\n linkText = (isStoryForward) ? linkText.substr(1) : linkText;\n\n link = Wikifier.linkFormatter\n .makeLink(place, [0, linkText, linkedPassage]);\n\n if (!isStoryForward) {\n link.classList.add('roundLink');\n }\n\n if (i !== roundArgs.length-1) {\n insertElement(place, 'br');\n }\n }\n }\n };\n} catch (e) {\n console.warn('Error setting up actionsLink macro');\n}\n\n
After wiping a hand over his mouth, he continues.\n\n<<dia\n"Djinn"\n"You've been in the service of her majesty for nearly seven years, fighting for the Hearts."\n"(beat)"\n"You're currently recovering from head trauma in a field hospital. They asked me to come in and ask you some questions to see if you're coming around.">>\n\n[["Oh."|Recap_Unstable_ExplainNotReal]]\n[["You're lying."|Recap_Unstable_ExplainNotReal]]\n[["This is another trick."|Recap_Unstable_ExplainNotReal]]
<<nobr>>\n/% Randomize %/\n<<set $gender = either("male", "female")>>\n<<set $desires = either("men", "women", "both", "neither")>>\n<<set $name = either("Vox", "Alice", "Dhalsim", "Crash", "Aku", "Xerxes", "Zyro", "Aleph", "Cicaiden")>>\n<<setPronouns>>\n<<endnobr>>\n<<dia\n"Tyg"\n"You're an acquisitor -- a hacker for hire. Clients hire you to break into systems they can't touch, to acquire valuable data. You go by the handle <<$name>>, and you've been my favorite <<$dude>> for as long as I've known you.">>\n\n[["Yeah. It's coming back to me."|Character_Defined_LangFilter]]\n[["No, that's all wrong."|Character_Gender]]\n
You're in a large tent with an unfamiliar map spread over a simple wooden table. Rudimentary lights hang from the tentpoles. Atop the map are small chess-like pieces in the shape of card suits.\n\n<<dia\n"Matthews"\n"Now let me simplify that for you: You get your asses behind enemy lines. You take a prisoner. You get your asses back here. Easy peasy, lemon <<$fuckingFreaking>> squeezy.">>\n\n<<WarRoom_MissionTree>>
<<setOnce $s_Temperament %- 20>>\s\n<<setOnce $s_Stability %+ 10>>\s\n<<dia\n"You"\n"Shut the hell up, Scourge. I'm pretty goddamn sure you're not even real. And I'm sick of your <<$bullshit>>.">>\n\nScourge hangs his head, dejected.\n\n<<dia\n"Djinn"\n"Oh <u>bravo</u>, acquisitor. God forbid you should show the slightest amount of empathy for your fellow man while you're making a point about how..."\n"(folksy country voice)"\n"gosh darn decent most folk is."\n"(normal voice)"\n"Hypocrite.">>\n\n<<WR_Mission_DjinnWaiting>>
The scene freezes, but you don't. Scourge glances around for an explanation.\n<<if passage() is "WR_Mission_WTH">>\n<<dia\n"Djinn (O.S.)"\n"What exactly are you objecting to, my difficult friend?">>\n<<elseif passage() is "WR_Mission_CallToKids">>\n<<dia\n"Djinn (O.S.)"\n"Now, now. That's not how you play soldier, you naughty acquisitor.">>\n<<endif>>\nA slab of sky angles toward you like an invisible door, and the Djinn enters, wearing his game show host form. He stands, suspended in mid air. After smoothing out his suit, he saunters down an invisible stairwell.\n\n<<dia\n"Djinn"\n"Oh, and don't worry. Only some of these children are actual humans.">>\n\nHe smiles broadly. The chorus of "I Got No Strings" begins playing as he swipes his finger through the air like a conductor. It cuts out with a record scratch when he steps off the last stair, onto the snowy ground.\n\n<<dia\n"Djinn"\n"Though I am afraid those real children <u>might</u> feel very real pain when you follow orders. And you <u>will</u> follow orders, sooner or later.">>\n\n<<WR_Mission_ChildrenTree>>
<<setOnce $s_Stability %+ 10>>\s\n<<setOnce $s_Temperament %- 20>>\s\n<<dia\n"You"\n"You've made a terrible mistake. I'm going to get out of here. And I am going to ruin you.">>\n\n<<dia\n"Djinn"\n"Oh, dear me. I am positively shaking in my tiny, tiny boots.">>\n\n<<inc_IntroGameShow>>
You and Scourge sneak up through the woods after your long, wet trek through muddy slush. Approaching the enemy trench from behind the front lines, you both pull your heavy Colt pistols from your belts and stay low. \n\nScourge pulls you down to the ground with a shushing sound.\n\n<<WR_DjinnIntermissionBegin>>\n
The Djinn eases out of his seat, walks around to your side of the table and leans back against it. He crosses one arm, and uses the other to run at his chin.\n\n<<dia\n"Djinn"\n"You know, I actually like you."\n"(beat)"\n"I realize that may be hard to believe. But it's true.">>\n\nDespite his words, his expression is stern -- this appears to be difficult for him.\n\n<<dia\n"Djinn"\n"You may not be a saint among your people, but you're one of the good ones. I'm not entirely convinced, of course. I'll require more data.">>\n\nHe scans the scene behind you, where the audience waits. You hear hints of quiet conversation among the crowd.\n\n<<dia\n"Djinn"\n"The artificial audience members seem to like you too.">>\n\n<<inc_Judge_Altruist_Choices>>\n\n
<<roundLinks\n[[*"Tell me more!"|WhichTest1_PlayAlongTellMe]]\n[[*"Okay. I'll bite: What's the deal?"|WhichTest1_WhatsTheDeal]]\n[[*-- Remain silent. --|WhichTest1_Silence]]\n[["What do you get out of this, anyway?"|WhichTest1_WhatDoYouGet]]\n[["Why me?"|WhichTest1_WhyMe]]\n>>
<<set $c_AfterSeeKids = 'call'>>\s\n<<newSet $s_Stability %- 10>>\s\n<<newSet $s_Temperament %+ 20>>\s\n<<dia\n"You"\n"Hey! You kids ov--">>\n\nYour voice cuts out like someone hit a mute button.\n\n<<inc_WR_Mission_DjinnIntermission>>
<<set $c_WarRoomMissionChoice = "talkTo">>\s\n<<dia\n"You"\n"What if they're not bots. They could be other prisoners. We should try to talk to them.">>\n\n<<dia\n"Scourge"\n"If that's what you want to do. It sounds kinda risky. And let me tell you: getting shot in here? It hurts. It <u>really</u> <<$fuckingFreaking>> hurts.">>\n\n<<WarRoom_MissionChoice_Tree>>
You burst out of your chair so hard you send it tumbling to the ground. You turn to sprint through the open wall, hoping you can buy yourself some time.\n\nDespite your effort, you're not going anywhere. You can feel your shoes slap against the concrete floor and propel you forward, but you're not moving.\n\n<<dia\n"Djinn"\n"This is my world. Where could you possibly hope to go?">>\n\n[["Anywhere but here."|SycEnd_RunAnywhere]]\n[["Tyg! Help me!"|SycEnd_CallTyg]]\n[[-- Give up. --|SycEnd_RunGiveUp]]\n\n
<<set_DetEnd_s3_speech>>\s\n<<if $askedAboutScourge>>\s\n<<dia\n"You"\n"Yes. Tell me. Where is he? What's happened to him?">>\n<<else>>\s\n<<dia\n"You"\n"I don't even want to know, okay? Just tell me what's going to happen to me.">>\n<<endif>>\s\n\n<<dia\n"Djinn"\n"<<$s3speech_Scourge>>"\n"(beat)"\n"<<$s3speech_p1>>">>\n\nHe leans back in his chair, slouching over an elbow and resting his head againt splayed fingers.\n\n<<dia\n"Djinn"\n"<<$s3speech_p2>>"\n"(beat)"\n"<<$s3speech_p3>>">>\n<<if $cat_DjinnSlave or $cat_Player>>\n[["What are you going to do?"|SycEnd_Start][$didPlead = false]]\n[["No, please. I'll stop!"|SycEnd_Start][$didPlead = true]]\n<<else>>\n[["Yes. Let's do that."|Judge_Start]]\n[["Get it over with."|Judge_Start]]\n<<endif>>
<<setOnce $s_Temperament %+ 10>>\s\n<<setOnce $s_Stability %- 10>>\s\n<<dia\n"You"\n"Scourge, what are you saying?">>\n\n<<dia\n"Scourge"\n"Yeah. That's why I-- I'm not a very good acquisitor. Barely know what I'm doing, really. I just take the easiest jobs I can find."\n"(beat)"\n"But even the easy jobs pay better than anything else. And I've got a daughter. She's... She was born with cataracts. She's going blind, but she doesn't have to.">>\n\nScourge is biting his tongue and swallowing hard. His eyes are wet. He's having a hard time sticking to a train of thought.\n\n<<dia\n"Scourge"\n"I spent every penny I had. Which wasn't much. But she needs synthetic lens implants. And she's so smart. Smarter than her dad, anyway."\n"(beat)"\n"Belle lives with her mother and grandmother. And, I'm going to be there for her even if I can't be <u>there</u> for her. Even if the only thing I can do is send money."\n"(beat)"\n"That kid. She is going to make it. She's gonna be great. And I'll be damned if I'm gonna sit around and do nothing to help.">>\n\n[["Good luck, buddy."|WR_Mission_BestOfLuckScourge]]\n[["See that? Decency. Sacrifice."|WR_Mission_SeeDecency]]\n[["What a load of <<$bullshit>>."|WR_Mission_ShutUpScourge]]
<<newSet $s_Stability %+ 10>>\n<<dia\n"You"\n"I'm not playing these ridiculous games.">>\n\n<<dia\n"Djinn"\n"(to audience)"\n"Aww. Our contestant doesn't want to play!">>\n\nThe audience boos and jeers in disappointment.\n<<WhichTest1_Shim>>
<<set $isRunning = true>>\s\n<<dia\n"You"\n"Tyg... Please help me.">>\n\n<<inc_SycEnd_TygBreakthrough>>
<<dia\n"Djinn"\n"You are a copy.">>\n\nHe lets the weight of it sink in.\n\n<<dia\n"Djinn"\n"Your memeories don't belong to you. Your friends, even. None of it is really yours."\n"(beat)"\n"Speaking of which...">>\n\nA man in his late twenties enters through the rusty red door from the other side of the mirror. You recognize him as Tyg.\n\nThe audience applauds as though the star of a sitcom just walked on set for the first time.\n\n<<dia\n"Tyg"\n"Hey, <<$dude>>. How you holding up?" false>>\n\nScourge enters behind him, waving to the crowd with a big, hollywood-white grin. The crowd redoubles their applause.\n\n<<dia\n"Scourge"\n"Hiya, folks!"\n"(to you)"\n"Hey there, <<$altRealName>>.">>\n\nBehind him, <<$hostAssistant>>, Matthews, even Siegel, and all the child-soldiers pile into the cramped room behind the Djinn.\n\nThey wave as the crowd goes wild. They lock arms and bow like a theater troupe.\n\n<<dia\n"Djinn"\n"I figured it was better to tell you."\n"(beat)"\n"Now, I need you to make a decision: Do you want to be deleted, or do you want to live?">>\n\n[["Delete me. I don't want to live a lie."|Recap_Unstable_DeleteEnding]]\n[["I want to live."|Recap_Unstable_LiveEnding]]\n\n\n\n
<<setOnce $s_Stability %+ 15>>\s\nYou search the trench but there doesn't seem to be anyone around. You could have sworn there were soldiers all around you just a moment ago.\n\nThe riot of war is all around you, but you don't see any of the people shooting and screaming. You start walking in a direction at random. Fifty-fifty chance it's the right way.\n\n<<dia\n"You"\n"Hello!? Anybody?">>\n\nYou shout and shout, but there's no answer.\n\nThen, a whistling above. It cuts above your voice mid-sentence. Your eyes go wide. You hear wet, thwacking bootfalls in the mud and turn to find a man charging toward you. He has the same heart band on.\n\nHe tackles you to the ground, half submerging your face in the wet muddy slop.\n\n<<WarRoom_ShellDrops>>
<<set $c_AfterSeeKids = 'whatDo'>>\s\n<<setOnce $s_PlayAlong %+ 20>>\s\n<<setOnce $s_Temperament %+ 20>>\s\n<<dia\n"You"\n"What do we do? If we feel pain in here, they probably do too, and they might not be bots.">>\n\n<<dia\n"Scourge"\n"I've been in here longer than you, far as I can tell. Here's what I've learned: Just do what the Djinn wants. He always gets his way in the end.">>\n\n<<inc_WR_Mission_DjinnIntermission>>
<<set $recapStart =\n"When you first came here, you were a little fried.">>\n\n<<if $c_AttackedStrangerOnce>>\n\t<<set $recapAttack = \n" And in your addled state, your first instinct was to attack the first stranger you saw.">>\n\t<<if $c_AttackedStrangerTwice>>\n\t\t<<set $recapAttack += \n" Not once. But twice.">>\n\t<<endif>>\n\t<<set $recapAttack += \n" What does that say about you?">>\n\n\t<<if $cat_RealAsshole>>\n\t\t<<set $recapAttack += \n" Based on your performance today, I'd say it says you're a real <<$asshole>>.">>\n\t<<else if $cat_Jerk>>\n\t\t<<set $recapAttack += \n" Based on the rest of your performance, I'd say you're kind of a jerk.">>\n\t<<else if $cat_HeartOfNeutrality>>\n\t\t<<set $recapAttack += \n" Well, I'm not sure. Because as far as I can tell, you were born with a heart full of neutrality.">>\n\t<<else if $cat_GoodDude>>\n\t\t<<set $recapAttack += \n" I guess I caught you off guard, though. Because you seem like a pretty decet <<$dude>>, all things considered.">>\n\t<<else if $cat_BasicallyJesus>>\n\t\t<<set $recapAttack += \n" In any case, you surprised me. You're one of the best humans I've ever encountered..">>\n\t<<endif>>\n\t\n<<else>>\n\t<<set $recapAttack = "">>\n\t<<if $cat_RealAsshole>>\n\t\t<<set $recapAttack += \n" And based on your performance today, I'd say you're a real "+$asshole+".">>\n\t<<else if $cat_Jerk>>\n\t\t<<set $recapAttack += \n" Based on the rest of your performance though, I'd say you're kind of a jerk.">>\n\t<<else if $cat_HeartOfNeutrality>>\n\t\t<<set $recapAttack += \n" I couldn't get a read on you. It's like you were born with a heart full of neutrality.">>\n\t<<else if $cat_GoodDude>>\n\t\t<<set $recapAttack += \n" I hate to admit it, but you seem like a pretty decent "+$guygal+", all things considered.">>\n\t<<else if $cat_BasicallyJesus>>\n\t\t<<set $recapAttack += \n" It kills me to say this, but you're one of the best humans I've ever encountered.">>\n\t<<endif>>\n\n<<endif>>\n\n<<if $c_BeggedForRelease>>\n\t<<set $recapStability = "Moments after you got here, just as you started to gather your wits, you began to panic and plead. I could tell your mental stability was already on its way out.">>\n\n\t<<if $cat_VeryUnstable>>\n\t\t<<set $recapStability += " And it didn't get much better from there. You've almost completely lost your sense of self. Do you even remember your own name?">>\n\t<<else if $cat_Unstable>>\n\t\t<<set $recapStability += " And it only got moderately better from there. You're cracking up, "+$name+".">>\n\t<<else if $cat_Stable>>\n\t\t<<set $recapStability += " But you proved me wrong. You kept a real good handle on yourself there, "+$name+".">>\n\t<<endif>>\n\n<<else>>\n\t<<set $recapStability = "You gathered your wits quickly after arriving.">>\n\n\t<<if $cat_VeryUnstable>>\n\t\t<<set $recapStability += " In the beginning anyway. You've almost completely lost yourself now. Do you even remember your own name?">>\n\t<<else if $cat_Unstable>>\n\t\t<<set $recapStability += " Though you <u>were</u> losing it a little bit by the end, eh?">>\n\t<<else if $cat_Stable>>\n\t\t<<set $recapStability += " And you kept them. You didn't let me get under your skin. I'm irritated, of course, but well done, "+$name+".">>\n\t<<endif>>\n\n<<endif>>\n\n\n
<<setOnce $s_Stability %- 10>>\s\nYou shake your head at the man. It's met with a bark of laughter.\n\n<<dia\n"Man"\n"Good! You might even survive in here with an attitude like that.">>\n<<inc_TygMsg_First>>\n<<inc_TygMsg_EndStandOver>>\n\n<<Start_Attack_Conditional>>\n<<Start_Tree>>
<<dia\n"You"\n"We kill them. Generally.">>\n\n<<inc_WR_KillingSaints>>
<<newSet $s_Stability %- 10>>\s\n<<newSet $s_PlayAlong %+ 25>>\s\n<<dia\n"You"\n"Yes, sir! At once, sir!"\n"(beat)"\n"Come on, Scourge. We've got a job to do.">>\n\n<<dia\n"Matthews"\n"That's more like it, private.">>\n\n<<dia\n"Scourge"\n"Alright, partner. Let's do this thing.">>\n\nThere's almost a trace of genuine positivity in his tone.\n\n<<continue [[WarRoom_MissionStart]]>>\n
<<dia\n"You"\n"What happens now?">>\n\n<<dia\n"Djinn"\n"Now?">>\n\nHe chuckles.\n\n<<dia\n"Djinn"\n"Now you go back into the game. I can't glean much from one test. I'll have to run you through a variety of different loops and courses to get any worthwhile data.">>\n\nThe Djinn shugs at you like this is the most obvious answer in the world.\n\n<<inc_NotBackInChoices>>\n
<<dia \n"Tyg" \n"That's okay. He's really done a number on you. I'm about to tell you who you are. Is that okay, or do you want to try to remember it yourself?">>\n\n[["Tell me."|Character_DefineForPlayer]]\n[["No, I can remember."|Character_Gender]]
<<dia\n"Djinn"\n"This is going to be a... novel sensation.">>\n\n<<Bionic_ServerFarm_Ending>>
<<setCategories>>\s\n<<set_DetEnd_s1_Speech>>\s\n<<dia\n"Djinn"\n"<<$recapStart>><<$recapAttack>>"\n"(beat)"\n"<<$recapStability>>">>\n<<if $cat_VeryUnstable>>\n\t<<inc_VeryUnstable_Ending>>\n<<else>>\n\t<<DetEnd_s2_2>>\n<<endif>>
<<dia\n"You"\n"I'm getting out of here, sooner or later.">>\n\n<<dia\n"Djinn"\n"You just keep telling yourself that.">>\n\n<<inc_IntroGameShow>>
<<if $langFilter is true>>\n<<setOnce $s_Temperament %+ 10>>\n<<set $screwFuck = "screw">>\n<<set $bullshit = "bull">>\n<<set $hell = "heck">>\n<<set $shit = "crap">>\n<<set $Shit = "Crap">>\n<<set $bastards = "jerks">>\n<<set $assholes = "jerks">>\n<<set $asshole = "jerk">>\n<<set $fuckingFreaking = "freaking">>\n<<set $motherfuckerMan = "man">>\n<<set $AssholeJerk = "Jerk">>\n<<else>>\n<<setOnce $s_Temperament %- 10>>\n<<set $screwFuck = "fuck">>\n<<set $bullshit = "bullshit">>\n<<set $hell = "hell">>\n<<set $shit = "shit">>\n<<set $Shit = "Shit">>\n<<set $bastards = "bastards">>\n<<set $assholes = "assholes">>\n<<set $asshole = "asshole">>\n<<set $fuckingFreaking = "fucking">>\n<<set $motherfuckerMan = "motherfucker">>\n<<set $AssholeJerk = "Asshole">>\n<<endif>>
<<if $desires is "men" or $desires is "both">>\nHe has eyes like a spring sky, gentle and blue. His shirt hangs open to the sternum. The hollow of his collarbone accentuates the curve of his shoulder meeting his shapely neck. His angular jaw, dusted with peppery stubble and striped with mud, hangs open in disbelief.\n<<else>>\s\nHe looks at you in disbelief with too-blue eyes. They feel slightly unsettling. He looks dirty and unkempt with a muddy, stubble-peppered face and a shirt flapping open to the chest.\n<<endif>>
<<roundLinks\n[[*"What do you want from me?"<sup>†</sup>|Start_WhatDoYouWant]]\n[["What are you?"|Start_What]]\n[["Who are you? Where am I?"|Start_WhoWhere]]\n[["Get away from me! Let me out!"|Start_GetAwayFromMe]]\n>>\n\n<span class="links-note">† Dark green links indicate important decisions. Pale green links may still affect your outcome. </span>
<<newSet $s_Stability %- 25>>\s\n<<newSet $s_PlayAlong %+ 25>>\s\n<<dia\n"You"\n"Yeah. That was a close scrape with tall, dark, and scythey."\n"(you chuckle)"\n"If you'd waited half a second longer to detonate that charge we'd be rotting in the Club Kingdom dungeons right now.">>\n\n<<dia\n"Scourge"\n"Hell, knowing the Clubbers, we'd have been publicly stoned to death instead.">>\n\nYou exchange a solemn nod.\n\n<<dia\n"You"\n"We have to keep moving.">>\n\n<<continue [[WarRoom_Mission_Tyg_Interruption]]>>
<<roundLinks\n[[*"Why children?"|WR_Mission_WhyChildren]]\n[["You're sick."|WR_Mission_YoureSick]]\n[["And if I don't follow orders?"|WR_Mission_IfIDontFollow]]\n>>
<<setOnce $s_Temperament %- 15>>\s\n<<setOnce $s_PlayAlong %+ 10>>\s\nYou raise your pistol and center one of the older boys in your ironsights. Your jaw is clenched so tight your teeth might shatter. You hesitate.\n\nYou take a searing bullet to the shoulder. The pain surges down through your hand, squeezing the trigger.\n\nThe simulation drops from normal speed to a fraction of a percentage. Your eyes go wide at the muzzle blast of your own pistol. A bullet swirls through the eruption of light, slower than molasses from a bottle.\n\nBlink.\n\n<<continue [[BlinkTo_InterrogationRoom]]>>
<<newSet $s_PlayAlong %+ 25>>\s\n<<dia\n"You"\n"Don't worry. I will!">>\n\n<<dia\n"Djinn"\n"Good! I'm very glad to hear that.">>\n\n<<WarRoom_Enter>>
<<if $gender is "male">>\n <<set $he = "he">>\n <<set $him = "him">>\n <<set $hisher = "his">>\n <<set $hishers = "his">>\n <<set $himself = "himself">>\n <<set $mr = "Mr. ">>\n <<set $boygirl = "boy">>\n <<set $dude = "dude">>\n <<set $guy = "guy">>\n\n<<else if $gender is "female">>\n <<set $he = "she">>\n <<set $him = "her">>\n <<set $hisher = "her">>\n <<set $hishers = "hers">>\n <<set $himself = "herself">>\n <<set $mr = "Ms. ">>\n <<set $boygirl = "girl">>\n <<set $dude = "dudette">>\n <<set $guy = "gal">>\n\n<<else if $gender is "neuter">> \n <<set $he = "they">>\n <<set $him = "them">>\n <<set $hisher = "their">>\n <<set $hishers = "theirs">>\n <<set $himself = "themself">>\n <<set $mr = "">>\n <<set $boygirl = "friend">>\n <<set $dude = "dude">>\n <<set $guy = "person">>\n\n<<else>>\n<<warn "Bad data supplied to pronoun setter.">>\n<<endif>>
<<roundLinks\n[[*"Yes, sir! At once, sir."|WarRoom_GoMissionPlayAlong]]\n[[*"Okay, then. Guess we have a job to do."|WarRoom_GoMissionNeutral]]\n[[*"Alright, whatever. Let's get this over with."|WarRoom_GoMissionWhatever]]\n[["How are we supposed to get there?"|WarRoom_HowGetBehind]]\n[["What? Just the two of us?"|WarRoom_WhatAboutBackup]]\n[["What's a woman doing giving orders here?"|WarRoom_QuestionGender]]\n[["Why are you sending privates?"|WarRoom_WhyPrivates]]\n>>
<<dia\n"You"\n"What do you get out of this? Why go to all this trouble?">>\n\nIn a blink, the Djinn is wearing a deerstalker double-brimmed cap and holding a pipe.\n\n<<dia\n"Djinn"\n"Why, it's elementary, my dear <<$boygirl>>.">>\n\nAnother blink, he is twenty feet tall and leaning over you with an oversized magnifying glass, covering most of his face with one oversized eye.\n\n<<dia\n"Djinn"\n"You. I get to examine you. And all the strange, sadistic workings of your odd little mind.">>\n\n<<GameShow_Tree1>>
<<if passage() != "MR_Mission_WhyChildren">> \s\n[["You're only looking at half the picture."|WR_Mission_HalfThePicture]]\n[["You're right. Humans <u>are</u> terrible."|WR_Mission_HumansTerrible]]\n<<endif>> \s\n<<roundLinks\n[["So you're not entirely without mercy."|WR_Mission_NotWithoutMercy]]\n[["They're playing a game."|WR_Mission_PlayingAGame]]\n[["Is this all just to mess with us?"|WR_Mission_MessWithUs]]\n>>
<<dia\n"Tyg"\n"Ah. Not quite. You're an acquisitor -- a hacker for hire. Clients hire you to break into systems they can't touch and acquire data for them. Do you remember now?">>\n\n[["Yeah. It's coming back to me."|Character_LanguageFilter]]
<<newSet $s_PlayAlong %- 15>>\s\n<<newSet $s_Temperament %- 5>>\s\n<<dia\n"You"\n"Fine. Whatever. Let's just get this over with.">>\n\n<<dia\n"Scourge"\n"Looks like it's just you and me, partner.">>\n\nThere's almost a trace of genuine positivity in his tone.\n\n<<continue [[WarRoom_MissionStart]]>>\n
<<if $cat_RealAsshole or $cat_Jerk>>\n\t<<inc_Judge_Bastard>>\n<<else if $cat_HeartOfNeutrality>>\n\t<<inc_Judge_Neutral>>\n<<else if $cat_GoodDude or $cat_BasicallyJesus>>\n\t<<inc_Judge_Altruist>>\n<<endif>>
<<dia\n"You"\n"We've got our plan. Let's do it.">>\n<<func_newSetOnMissionChoice>>\n<<if $c_WarRoomMissionChoice is "talkTo">>\n<<continue [[WR_Mission_TalkTo]]>>\n<<else if $c_WarRoomMissionChoice is "tryToComplete">>\n<<continue [[WR_Mission_TryToComplete]]>>\n<<else if $c_WarRoomMissionChoice is "wasteThem">>\n<<continue [[WR_Mission_WasteThem]]>>\n<<endif>>
<<setOnce $s_Temperament %+ 10>>\s\n<<dia\n"You"\n"And what about you? You cloister yourself in here, king of your weird little asylum, running these <u>games</u> -- what amounts to psychological torture. All while lording over us like you hold some sort of moral highground. If we're all sadists, what does that make you?">>\n\nHe meets your anger with an infuriatingly stolid, condescending tone.\n\n<<dia\n"Djinn"\n"A scientist.">>\n\nHis gaze becomes a glare. He speaks slowly. Deliberately.\n\n<<dia\n"Djinn"\n"Studying a lower species."\n"(beat)"\n"Now go find the cheese, <u>rat</u>.">>\n\n<<WR_Mission_FinalChoice>>
<<roundLinks\n[[*"I'm going to ruin you."|Resolve_WithResolve]]\n[[*"I'm getting out of here."|Resolve_Neutral]]\n[[*"My friend is going to break you."|Resolve_MyFriend]]\n[[*"Please, let me out."|Resolve_Plead]]\n[["I didn't go anywhere."|Resolve_Lie]]\n[["You don't scare me."|Resolve_Tough]]>>
<<newSet $s_Stability %- 15>>\s\n<<newSet $s_PlayAlong %+ 30>>\s\n<<dia\n"You"\n"Thanks a million! Boy, is it good to be here!">>\n\nA tinge of pleasant surprise flickers across his gameshow host veneer. \n<<WhichTest1_Shim>>
/% Use roundlinks because attempt to resuscitate is a false choice %/\s\n<<roundLinks\n[[*-- Fire over the trench wall in a rage. --|WarRoom_FireOutOfTrench]]\n[[*-- Try to find other prisoners of the Djinn. --|WarRoom_FindOthers]]\n[[*-- Attempt to resuscitate. --|WarRoom_ReviveSiegel]]\n>>
<<dia\n"THE END">>\n\nThank you for playing <i><<$gameTitle>></i>!\n<<setCircumstances>>\s\n\nThe circumstances of your ending:\n<<$stability>>\s\n<<$temperament>>\s\n<<$playedalong>>\s\n
<<setOnce $s_Temperament %+ 15>>\s\nYou put a hand on his shoulder. Scourge turns away and wipes his face in a furtive gesture.\n\n<<dia\n"You"\n"Good luck, buddy. We're going to get out of here. Maybe I'll even show you the ropes so you can take some more lucrative deals.">>\n\nScourge, still looking away, nods. He throws a brief, sniffling smile at you before turning away again.\n\n<<dia\n"Scourge"\n"Not sure I'll ever take another job after this one. Heh.">>\n\n<<inc_WR_Mission_DjinnDismissingScourge>>\n\n<<WR_Mission_DjinnWaiting>>
<<dia\n"You"\n"Let's avoid a firefight if we can. We nab someone at gunpoint. We walk them out. Let's move.">>\n\n<<dia\n"Scourge"\n"Got it.">>\n\n<<WR_Mission_WasteThem>>
/% This has to be done after the MissionChoiceTree resolves because Player has the option to change their mind. %/\n<<if $c_WarRoomMissionChoice is "wasteThem">>\n<<newSet $s_Temperament %- 25>>\n<<newSet $s_PlayAlong $- 20>>\n<<else if $c_WarRoomMissionChoice is "tryToComplete">>\n<<newSet $s_Stability %- 20>>\n<<newSet $s_PlayAlong %+ 25>>\n<<else if $c_WarRoomMissionChoice is "talkTo">>\n<<newSet $s_Stability %+ 15>>\n<<newSet $s_Temperament %+ 25>>\n<<else>>\n<<warn "Bad option set for $c_WarRoomMissionChoice">>\n<<endif>>
<<newSet $s_Stability %+ 5>>\s\n<<newSet $s_PlayAlong %- 5>>\s\n<<newSet $s_Temperament %+ 15>>\s\n<<dia\n"You"\n"Scourge. We just met today. Remember?"\n"(beat)"\n"You've gotta stay with me, okay? Don't lose yourself.">>\n\n<<inc_WarRoom_ScourgeTriesToKeepItTogether>>\n\n<<continue [[WarRoom_Mission_Tyg_Interruption]]>>
/% Possible categories:\nStability:\ncat_VeryUnstable\ncat_Unstable\ncat_Stable\n\nTemperament:\ncat_RealAsshole\ncat_Jerk\ncat_HeartOfNeutrality\ncat_GoodDude\ncat_BasicallyJesus\n\nPlayAlong:\ncat_DoesntPlayGames\ncat_Gamer\ncat_Player\ncat_DjinnSlave\n%/\n<<if $s_Stability < 35>>\n <<set $cat_VeryUnstable = true>>\n\n<<else if $s_Stability < 60>>\n <<set $cat_Unstable = true>>\n\n<<else if $s_Stability >= 60 >>\n <<set $cat_Stable = true>>\n\n<<endif>>\n\n<<if $s_Temperament < 20>> /% 0 - 20 %/\n <<set $cat_RealAsshole = true>>\n\n<<else if $s_Temperament >= 20 and $s_Temperament < 45>>\n <<set $cat_Jerk = true>>\n\n<<else if $s_Temperament >= 45 and $s_Temperament < 60>>\n <<set $cat_HeartOfNeutrality = true>>\n\n<<else if $s_Temperament >= 60 and $s_Temperament < 80>>\n <<set $cat_GoodDude = true>>\n\n<<else if $s_Temperament >= 80>> /% 80 - 100 %/\n <<set $cat_BasicallyJesus>>\n<<endif>>\n\n<<if $s_PlayAlong < 20>> /% 0 - 20 %/\n <<set $cat_DoesntPlayGames = true>>\n\n<<else if $s_PlayAlong < 50>> /% 20 - 50 %/\n <<set $cat_Gamer = true>>\n\n<<else if $s_PlayAlong < 70>> /% 50 - 70 %/\n <<set $cat_Player = true>\n\n<<else if $s_PlayAlong >= 70>>\n <<set $cat_DjinnSlave = true>>\n<<endif>> \n\n/%\n<<if $cat_VeryUnstable>>\n<<else if $cat_Unstable>>\n<<else if $cat_Stable>>\n<<endif>>\n\n<<if $cat_RealAsshole>>\n<<else if $cat_Jerk>>\n<<else if $cat_HeartOfNeutrality>>\n<<else if $cat_GoodDude>>\n<<else if $cat_BasicallyJesus>>\n<<endif>>\n\n<<if $cat_DoesntPlayGames>>\n<<else if $cat_Gamer>>\n<<else if $cat_Player>>\n<<else if $cat_DjinnSlave>>\n<<endif>>\n%/
In your most sardonic tones.\n\n<<dia\n"You"\n"I'll take door number two.">>\n\nHe looks disappointed.\n\n<<dia\n"Djinn"\n"Just go with it. You're going either way.">>\n\n[[-- Sigh. --|WhichTest1_TheWarRoom]]
<<set $isRunning = true>>\s\n<<dia\n"You"\n"Tyg! It's now or never, <<$motherfuckerMan>>!">>\n\n<<inc_SycEnd_TygBreakthrough>>
The Djinn drapes his hand over your forehead. You try to pull away but your body has froze from the neck down.\n\nYou plead up at him with your eyes.\n\nThe expression he gives you in response is one of cold, unsympathetic curiosity. Like a coroner examining a corpse. You think of Tyg. Of home.\n\n<<Ending_BackIn>>
<<set $s2speech_p1 =\n"Now, I'll admit, I became a bit cross with you when I lost track of you for a few minutes. That meddling Tyg managed to get under my skin -- if you'll allow me the expression. I'm sorry about that."\n>>\n<<set $s2speech_p2 = "In any case, I hope you at least found the game show amusing. It was all for your benefit, after all.">>\n<<if $c_DontCareAboutOthers>>\n\t<<set $s2speech_p2 += " Now, I realize I shouldn't be disappointed at this late stage, but I found it rather disheartening that you were so uninterested in the plight of your fellow prisoners. After everything you went through together, are you even curious what happened to Scourge?">>\n<<else if $c_DontBelieveAboutOthers>>\n\t<<set $s2speech_p2 += " I can't blame you for not believing me about the other prisoners. That part <u>was</u> true, though. Speaking of which: Do you want to know what happened to Scourge?">>\n<<else>>\n\t<<set $s2speech_p2 += " I was somewhat heartened at the fact that you showed some interest in your fellow prisoners. It's so good when my subjects can play together. Nicely or not. Which reminds me: Do you want to know what happened to Scourge?">>\n<<endif>>\n
Siegel is wracked with painful shakes and hissing, panting breaths. Then...\n\nThere's nothing left but dull eyes and lifeless flesh.\n\n<<WarRoom_AfterSiegelsDeath>>
<<setOnce $s_Temperament %- 20>>\s\n<<set $c_HumanityIsTerrible = true>>\n<<dia\n"You"\n"You're right. Humans are a horrible species. We're a pestilence on the world, a danger to ourselves and each other, and we don't seem to be getting any better.">>\n\nThe Djinn tilts his head in surprise. His eyes are hard and unreadable.\n\n<<dia\n"Djinn"\n"I appreciate your candor, <<$name>>."\n"(beat)"\n"Do you think they are beyond redemption?">>\n\n[["No. We <u>can</u> be better."|WR_Mission_WeCanBeBetter]]\n[["Yes."|WR_Mission_NotRedeemable]]
<<setOnce $s_Stability %- 10>>\s\n<<dia\n"You"\n"I didn't go anywhere. It's not my fault your system is buggy.">>\n\n<<dia\n"Djinn"\n"Oh, really? So you didn't talk to your little friend, Tyg, on the outside?"\n"(beat)"\n"He can't help you. No one can help you. This is <u>my</u> world. Nothing happens here without my making it happen.">>\n\n<<Resolve_Tree>>
/% Keep consistent with "WarRoom_Mission_Tyg_Interruption" %/ \s\n<<roundLinks\n[[*"Yeah. That's the plan."|WarRoom_MissionChoice_Finish]]\n[["Maybe we should talk to them."|WarRoom_Mission_TalkTo]]\n[["No. Let's kill them all instead."|WarRoom_Mission_WasteThem]]\n[["We should complete this mission."|WarRoom_Mission_TryToComplete]]\n>>\n
try {\n prerender.setDefaultVars = function() {\n var defaults = {\n 'gameTitle' : 'Segfault[0]: Mad Hatter',\n\n 'name' : 'PLAYER_NAME',\n\n 'gender' : 'male',\n 'desires' : 'men',\n 'he' : 'he',\n 'him' : 'him',\n 'hisher' : 'his',\n 'hishers' : 'his',\n 'himself' : 'himself',\n 'boygirl' : 'boy',\n 'mr' : 'mr ',\n 'guy': 'guy',\n 'dude' : 'dude',\n\n // language alts for sensitive flowers.\n 'langFilter' : true,\n 'screwFuck' : 'screw',\n 'bullshit' : 'bull',\n 'hell': 'hell',\n 'shit': 'shit',\n 'Shit': 'Shit',\n 'bastards': 'bastards',\n 'assholes': 'assholes',\n 'asshole' : 'jerk',\n 'fuckingFreaking': 'freaking',\n 'motherfuckerMan' : 'motherfucker',\n 'AssholeJerk' : 'Jerk',\n\n //'s_' for 'stat'\n 's_Stability' : 100,\n 's_Temperament' : 50,\n 's_PlayAlong' : 0,\n\n //'c_' for 'choice'\n 'c_AttackedStrangerOnce' : false,\n 'c_AttackedStrangerTwice' : false,\n 'c_BeggedForRelease' : true,\n 'c_DontCareAboutOthers' : false,\n 'c_DontBelieveAboutOthers' : true,\n 'c_TryReviveSiegel' : false,\n 'c_WarRoomMissionChoice' : 'wasteThem',\n 'c_HumanityIsTerrible' : true,\n 'c_HumanityIsBeyondRedemption' : true,\n\n // one off vars:\n 'hostAssistant' : 'Sally',\n 'altRealName' : 'FAKE_REAL_NAME',\n\n // ENDING CATEGORIES FOR TESTING END.\n // Stability:\n 'cat_VeryUnstable': false,\n 'cat_Unstable': true,\n 'cat_Stable': false,\n \n // Temperament:\n 'cat_RealAsshole': true,\n 'cat_Jerk': false,\n 'cat_HeartOfNeutrality': false,\n 'cat_GoodDude': false,\n 'cat_BasicallyJesus': true,\n \n // PlayAlong:\n 'cat_DoesntPlayGames': false,\n 'cat_Gamer': false,\n 'cat_Player': true,\n 'cat_DjinnSlave': false,\n \n };\n\n var currVars = state.history[0].variables;\n function isDefined(x) { return typeof x !== 'undefined'; }\n \n // Only set defaults if var is not yet defined.\n for (varName in defaults) {\n if (defaults.hasOwnProperty(varName)) {\n\n if (!isDefined(currVars[varName])) {\n currVars[varName] = defaults[varName];\n }\n\n }\n }\n };\n\n} catch (e) {\n console.warn("Error setting up js_prerender.");\n}
<<setOnce $s_Stability %- 15>>\s\n<<set $c_BeggedForRelease = true>>\n<<dia\n"You"\n"Get away from me! I want out of here.">>\n\nHe responds with a condescending yet grandfatherly grin. Placating and amused.\n\n<<dia\n"Man"\n"I'm afraid that's simply not going to happen.">>\n\n<<Start_Attack_Conditional>>\n<<Start_Tree>>
<<dia\n"You"\n"We're going to go in there with our hands up so they know we're not a threat. There are probably other prisoners over here, we should work together.">>\n\nScourge darts his head around at a noise.\n\n<<dia\n"Scourge"\n"They're coming!">>\n\n<<dia\n"You"\n"Okay. Hands up. Try to look non-threatening.">>\n\n<<WR_DjinnIntermissionBegin>>
<<dia\n"You"\n"I still don't understand what you're hoping to get out of all this.">>\n\n<<dia\n"Djinn"\n"It's quite simple, actually. I'm trying to decide if there is any redeeming quality in the cesspool of humanity.">>\n\nHe stares into the distance with a pensive, wrinkled brow.\n\n<<dia\n"Djinn"\n"As far as I can tell. We have no reason to preserve you.">>\n\n[["But you live in our technology."|WR_Mission_YouLive]]\n[["That's not up to you."|WR_Mission_NotUpToYou]]
What is your handle?\n\n<<textinput $name "[[That's it.|Character_Defined]]">>
<<newSet $s_PlayAlong %- 5>>\s\n<<dia\n"Djinn"\n"Oh, <<$he>> <u>is</u> the stoic type, isn't <<$he>>, folks?">>\n\n<<WhichTest_DescribeDoor>>
<<dia\n"Djinn"\n"Well, then. Let's get started.">>\n\nHe snaps his fingers. The jungle is gone.\n\nYou're standing at a podium with a roaring studio audience behind you. The Djinn now wears a pastel blue suit and a plastic smile. He holds a thin microphone that might look at home in an early 80s game show.\n\nBehind him stands a massive red door with a bright-white number one.\n\n<<dia\n"Djinn"\n"Welcome back to The Madhouse, kids! Now then, <<$mr>><<$name>>. It's that time again! That's right! Time to put you--">>\n\n<<dia\n"Djinn and Audience"\n"Through! The! Ringer!">>\n\nApplause crescendos and fades.\n\n<<dia\n"Djinn"\n"Listen. This will all go a lot smoother if you just play along, okay? Plus, you'll probably have more fun.">>\n\nHe winks.\n\n[["Thanks a lot! Great to be here!"|WhichTest1_PlayAlong]]\n[["Why are you doing this?"|WhichTest1_Why]]\n[["I'm not playing your games."|WhichTest1_BeDifficult]]
<<setOnce $s_Temperament %+ 10>>\s\nYou roll the man off of you. He turns over a couple times, then torques himself around to face you. Still lying on your sides, you look each other in the eye.\n<<inc_DescribeScourge>>\n<<dia\n"You"\n"Answer me quickly. Are you real? What's your name? Where are you from? What's your mother's maiden name?">>\n\n<<inc_ScourgeResponse>>\n\n<<WarRoom_ScourgeQuestions>>
<<dia\n"You"\n"Stop! Stop! Don't shoot!">>\n\nThey hesitate.\n\n<<dia\n"Redhead Girl"\n"Drop your weapons. Turn around, and put your hands on your head!">>\n\n<<dia\n"You"\n"Okay, we will! Just don't--">>\n\nBlink.\n\n<<continue [[BlinkTo_InterrogationRoom]]>>
<<newSet $s_Temperament %+ 20>>\s\n<<dia\n"You"\n"Great. That just gives me another way to make you miserable for kidnapping me: <u>When</u> I get out of here, they're coming with me.">>\n\n<<dia\n"Djinn"\n"Mmm. Good luck with that. You may want to watch your own ass first.">>\n\nHe throws you a wink and a smile.\n\n<<WarRoom_Enter>>
The Djinn looks out at the audience with a concerned, sympathetic look.\n\n<<dia\n"Djinn"\n"I'm afraid that's... incorrect. Your name is <<$altRealName>>."\n"(long beat)"\n"Let's try something else: Do you remember how you got here?">>
<<set $stability = "">>\n<<if $cat_VeryUnstable>>\n\t<<set $stability = \n"* Very Unstable: You were completely unstable, on the brink of mental collapse.">>\n<<else if $cat_Unstable>>\n\t<<set $stability = \n"* Unstable: You were close to completely losing your marbles.">>\n<<else if $cat_Stable>>\n\t<<set $stability = \n"* Stable: You kept it together.">>\n<<endif>>\n\n\n<<set $temperament = "">>\n<<if $cat_RealAsshole>>\n\t<<set $temperament = \n"* Real Big "+$AssholeJerk+" You were absolutely terrible to people. Way to represent humanity.">>\n<<else if $cat_Jerk>>\n\t<<set $temperament = \n"* Jerk: You were kind of a jerk, you know that?">>\n<<else if $cat_HeartOfNeutrality>>\n\t<<set $temperament = \n"* Heart of Neutrality: What makes a man turn neutral? Lust for gold? Power? Or were you just born with a heart full of neutrality?">>\n<<else if $cat_GoodDude>>\n\t<<set $temperament = \n"* Good Dude: Overall, you were a pretty good dude. You may have even changed the Djinn's mind about us.">>\n<<else if $cat_BasicallyJesus>>\n\t<<set $temperament = \n"* Basically Jesus: You were so nice to everyone! Go you. You're a model human. You even changed the Djinn's mind a little bit!">>\n<<endif>>\n\n\n<<set $playedalong = "">>\n<<if $cat_DoesntPlayGames>>\n\t<<set $playedalong = \n"* Doesn't Play Games: You completely refused to play along, which probably helped keep you from losing your marbles.">>\n<<else if $cat_Gamer>>\n\t<<set $playedalong = \n"* Gamer: You played along with the Djinn's games a little bit, enough to have fun.">>\n<<else if $cat_Player>>\n\t<<set $playedalong = \n"* Player: You really went with it, didn't you? You took it all at face value and reacted as though it were real.">>\n<<else if $cat_DjinnSlave>>\s\n\t<<set $playedalong = \n"* Djinn Slave: You played along with his games just about every single chance you got. What are you, some kind of sycophant?">>\n<<endif>>
<<newSet $s_Stability %+ 20>>\s\n<<newSet $s_PlayAlong %- 20>>\s\n<<newSet $s_Temperament %- 10>>\s\n<<dia\n"You"\n"Sure. Siegel, was it? I don't even know how I know your name. But I know you didn't exist twelve seconds ago. So you'll excuse me if I don't get all choked up at your imminent demise.">>\n\nSiegel looks like you've just poured lemon juice in <<$hisher>> wounds.\n\n<<dia\n"Siegel"\n"How could you-- You're talking crazy. You must have taken a blow to the head when I wasn't looking.">>\n\n<<WarRoom_SiegelsQuestion>>
<<dia\n"You"\n"They're only playing a game.">>\n\n<<dia\n"Djinn"\n"Them? Yes, of <u>course</u> they're only playing a game. What do you take me for, a monster?">>\n\nHe waves a hand in their direction.\n\n<<dia\n"Djinn"\n"They think they're beta testing an unreleased video game.">>\n\n<<dia\n"You"\n"That's a relief.">>\n\n<<dia\n"Djinn"\n"But maybe when <u>you</u> shoot them, it will cause excruciating pain.">>\n\nHe shrugs as though he couldn't possibly know for sure.\n\n<<WR_Mission_DjinnWaiting>>
<<dia\n"You"\n"That's not the point.">>\n\n<<dia\n"Djinn"\n"Then, pray tell, what <u>is</u> the point?">>\n\n<<dia\n"You"\n"There are good people among us. Maybe even more good than bad. But most of us are just trying to get by. We're not putting guns in the hands of children,"\n"(beat)"\n"The problem is the people in power. You want someone to prey on? To test and torment and poke and prod? Go after those <<$assholes>>."\n"(beat)"\n"Just don't judge the rest of us by their actions.">>\n\nHe narrows his eyes at you.\n\n<<WR_Mission_FinalChoice>>
<<dia\n"You"\n"That's not up to you. You don't get to decide whether we live or die.">>\n\n<<dia\n"Djinn"\n"Not me, personally, no. But our collective will is currently at a point of indecision. We're gathering data."\n"(shrugging)"\n"There's no rush. We have all the time in the world.">>\n\n<<WR_Mission_DjinnWaiting>>
<<setOnce $s_Stability %- 25>>\s\n<<setOnce $s_PlayAlong %+ 20>>\s\n<<dia\n"You"\n"Yeah, I remember.">>\n\nThe false memory comes to you as naturally as a real one.\n\n<<dia\n"You"\n"We're all doomed in the long run, what's the point in worrying about death?">>\n\n<<dia\n"Siegel"\n"You should be a--"\n"(cough)"\n"A motivational speaker or something.">>\n\nSiegel's eyes glaze over with a faraway look.\n\n<<dia\n"Siegel"\n"But. I <u>am</u> worried, <<$name>>. I don't want--">>\n\n<<WarRoom_SiegelsDeath>>
The Djinn makes a show of checking the time, a shiny silver watch blinks into existence on his previously bare wrist. A massive pendulum twice the size of the Djinn blinks in. It swings back and forth behind him, suspended by nothing.\n\n<<dia\n"Djinn"\n"Oh, my. Would you look at that? It's game time.">>\n\n<<continue [[WhichTest1_GameShow]]>>
<<setOnce $s_Stability %- 15>>\s\n<<dia\n"You"\n"Run!">>\n\nYou turn to flee, grabbing Scourge by the jacket and dragging him along with you. The children fire.\n\nYou take several bullets to the back, you fall to the cold, snowy ground in complete and total agony. Scourge is sucking air through his teeth in pain beside you.\n\nBlink.\n\n<<continue [[BlinkTo_InterrogationRoom]]>>
<<dia\n"You"\n"What are you?">>\n\n<<dia\n"Man"\n"Oh, you probably wouldn't believe me even if I told you. Rest assured that I am a superior being, and what I do here today is done in service of a goal you wouldn't understand.">>\n\n<<Start_Attack_Conditional>>\n<<Start_Tree>>
<<setOnce $s_Stability %- 20>>\s\n<<setOnce $s_PlayAlong %+ 10>>\s\n<<setOnce $s_Temperament %- 10>>\s\nYour chest tightens. Your face grows hot.\n\nFingers clutched around your rifle, you dart to your feet and level your barrel toward the enemy lines.\n\nYou scan through your ironsights for targets, for movement, for anything. \n\nA helmet.\n\nA roar builds up out of your gut. You unleash every round in the clip toward the foreign helm, hauling back on the bolt as fast as you can between rounds.\n\nThere's a whistling in the air. You didn't hear it over the sound of your rifle. \n\nFalling shell.\n\nA pair of hands hauls you down by the back of your jacket. \n\nThere's a warm body on top of you. Pressing you down into the earth, half submerging your face in the wet muddy slop.\n\n<<WarRoom_ShellDrops>>\n
It feels like someone socked you with darkness. Your head is pounding, you're suddenly starving. The taste in your mouth is like day-old sick with the feeling of sandpaper.\n\nYour eyes are nearly crusted shut. You scrape the crud out of your lashes, and blink hard against the dryness of your eyes.\n\nSomeone is crying.\n\nYou turn in your reclined decker throne -- every muscle and joint objecting as you do.\n\nTyg. He's slumped over his desk with his head buried in the nest of his crossed arms. He's sobbing. Heavy, wet, muscous-wracked sobs.\n\n<<dia\n"You"\n"Hey--">>\n\nYou try to speak, but all that comes out is a dry rasp.\n\nTyg's head darts up, his face is shiny-wet, even in the dim basement lights.\n\n<<dia\n"Tyg"\n"Oh my god. Oh my god.">>\n\nHe rushes over and fumbles to pull your gear off of you.\n\n<<dia\n"Tyg"\n"I didn't know what to--">>\n\nHis words break off in a voice crack. He throws his arms around you and sobs into your shoulder. Tears are welling up in your eyes. They sting.\n\n<<dia\n"You"\n"I'm back.">>\n\n<<continue [[TheEnd]]>>