<<audio ":playing" pause>><h1>credits</h1>
<p class="credits">Thank you to all the creators of these resources <3
Made in <a href="https://twinery.org/" target="_blank">Twine</a> and <a href="https://www.motoslave.net/sugarcube/2/" target="_blank">Sugarcube.</a>
Base template by <a href="https://ccrberus.itch.io/" target="_blank">ccrberus</a>.
Meters, Continue, Dialog API and Message custom macros by <a href="https://twinelab.net/custom-macros-for-sugarcube-2/#/" target="_blank">Chapel.</a>
Live update custom macro by <a href="https://github.com/cyrusfirheir/cycy-wrote-custom-macros/tree/master/live-update" target="_blank">Cyrusfirheir.</a>
Fonts used for the title are <a href="https://fonts.google.com/specimen/Righteous" target="_blank">Righteous</a> and <a href="https://fonts.google.com/specimen/Rock+Salt" target="_blank">Rock Salt</a> on Google Fonts.
Icons by <a href="https://fontawesome.com/" target="_blank">Font Awesome</a> and <a href="https://iconify.design/" target="_blank">Iconify.</a></p>
All sounds are used as they are and have been left unchanged from the original files. Sounds used : <a href="https://freesound.org/people/primeval_polypod/sounds/160612/" target="_blank">"door_slam" by primeval_polypod</a>, <a href="https://freesound.org/people/klavo1985/sounds/329979/" target="_blank">"1500 AD by kris" by klavo1985</a>, <a href="https://freesound.org/people/BrainClaim/sounds/273804/" target="_blank">"Dark Choir Singing" by BrainClaim</a>, <a href="https://freesound.org/people/SpliceSound/sounds/218292/" target="_blank">"01-17 Footsteps" by SpliceSound</a>, <a href="https://freesound.org/people/odditonic/sounds/388833/" target="_blank">"Hammer falls to wood floor" by odditonic</a>, <a href="https://freesound.org/people/AntoineRomo/sounds/587051/" target="_blank">"Window" by AntoineRomo</a>, <a href="https://freesound.org/people/MattRuthSound/sounds/550407/" target="_blank">"Steel Drawers_02" by MattRuthSound</a>, <a href="https://freesound.org/people/sinatra314/sounds/58451/" target="_blank">chairscape2" by sinatra314</a>, <a href="https://freesound.org/people/CressieCres/sounds/516830/" target="_blank">"Headband tighten" by CressieCres</a>, <a href="https://freesound.org/people/rambler52/sounds/455324/" target="_blank">"Heavy Door Creaking_05" by rambler52</a>, <a href="https://freesound.org/people/egomassive/sounds/536776/" target="_blank">"wind" by egomassive</a>, <a href="https://freesound.org/people/TRP/sounds/571214/" target="_blank">"181115 Creaky floor" by TRP</a>, <a href="https://freesound.org/people/DrinkingPeter/sounds/646455/" target="_blank">"Aggressive Door Slam" by DrinkingPeter</a>, <a href="https://freesound.org/people/Topschool/sounds/443494/" target="_blank">"thud2" by Topschool</a>, <a href="https://freesound.org/people/quattrostagii/sounds/361172/" target="_blank">"Crowd on Stairs" by quattrostagii</a>, <a href="https://freesound.org/people/leosalom/sounds/234288/" target="_blank">"FIREPLACE" by leosalom</a>, <a href="https://freesound.org/people/deleted_user_2104797/sounds/164621/" target="_blank">"Car interior driving 1" by deleted_user_2104797</a>, <a href="https://freesound.org/people/isohoo/sounds/640163/" target="_blank">electronic_noise_amplifier" by isohoo</a>.
<div class="returncontainer">
<<link '<button class="btn btnreturn">return to game</button>' $return>><</link>>
</div><<audio ":playing" pause>>
<h3><i>When you finish a chapter, it will appear here and you can click on the chapter's name to display a recap of what happened as well as a text area to write your own thoughts and notes.</i></h3>\
<<if $gamechapter is "prologue">>
<<elseif $gamechapter is "chapter 1">><section class="prologueSum"><button onclick="summaryDropdown();showhideSum()" class="dropbtn"><h2>Prologue</h2></button>\
<div id="myDropdown" class="dropdown-content"><p>Sam managed to get the child away from the church and most importantly, away from the satanic cult they would have been involved with but not before the child could be used as a host for... something. The ritual was a success<<if $proRitualSuccess is false>> or Sam wish it had been, the burn scar on the left side of their face indicates otherwise<</if>>, but it wasn't finished so who really knows what it's actually accomplished. Sam doubts the thing left its host at all. The child's mother is most likely dead though Sam never actually saw if she drew her last breath<<if hasVisited("prologue.15cult")>>, they did see the child's father being burned alive and they dread to think of whether he survived or not. The cult members all saw Sam's face and they know they'll never be able to get back to their normal life now<</if>>.<<if $samBlind is true>>In their attempt to kill the child, Sam paid the price by being blinded in their left eye.<</if>><<if $samPentaBurn is true>>Sam will now forever have a pentagram shaped branding on their body; a grim reminder of what happened on that fateful night - as if they could ever forget.<</if>></p>\
<p><<textarea "$SUMpro" $SUMpro>></p></div></section>\
<<else>>No deliveries yet.<</if>>
<div class="returncontainer">
<<link '<button class="btn btnreturn">return to game</button>' $return>><</link>>
</div>
<script>
function summaryDropdown() {
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}
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"block";
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</script><<audio ":playing" pause>>
<h1><<if $mcGender is "">>No deliveries yet.\
<<else>>$mcName - pizza delivery $mcGender<</if>></h1>
<<if $mcGender is "">>\
<<else>>Your $mcHairLength $mcHairColor hair is $mcHairStyle and you have $mcEyes eyes. You have ((tattoos & piercings)).\
You are currently wearing your work uniform consisting of a ? polo shirt with the company’s logo on the left of your chest and the matching uniform's vinyl jacket. You’re ((not)) wearing the uniform’s cap. You’re wearing ((dark / light work / loose / tight pants, jeans, skirt, shorts)) and ((sneakers, platform shoes, knee high boots, ankle boots, sandals)). \
Your ((color)) hair is ((length)) and ((style)). You have ((tattoos & piercings)).
You are not currently possessed. You are not currently bleeding. \<</if>>
<div class="btnstatscontainer"><button class="btn btnstats" onclick="change();showhide()" id="buttonDetails">Show descriptions</button></div>
<section class="mcstats">
<article>
<b class="mcstatsL">Timid <<print $confidence>></b><<showmeter 'confidence' `$confidence / $maxConfidence`>><b class="mcstatsR"> <<print $maxConfidence - $confidence>> Bold</b>
</article>
<i id="statsdetails">in social situations : if you're nervous or if you put yourself out there</i>
<article>
<b class="mcstatsL">Reserved <<print $ambiversion>></b><<showmeter 'ambiversion' `$ambiversion / $maxAmbiversion`>><b class="mcstatsR"> <<print $maxAmbiversion - $ambiversion>> Excited</b>
</article>
<i id="statsdetails">about your self-expression: if you keep your emotions to yourself or react openly</i>
<article>
<b class="mcstatsL">Thoughtful <<print $behavior>></b><<showmeter 'behavior' `$behavior / $maxBehavior`>><b class="mcstatsR"> <<print $maxBehavior - $behavior>> Spontaneous</b>
</article>
<i id="statsdetails">about your presence : if you're unpredictable or if you're accommodating</i>
<article>
<b class="mcstatsL">Trusting <<print $intention>></b><<showmeter 'intention' `$intention / $maxIntention`>><b class="mcstatsR"> <<print $maxIntention - $intention>> Wary</b>
</article>
<i id="statsdetails">about your intentions : if you're honest or cautious about your plans</i>
<article>
<b class="mcstatsL">Discouraged <<print $mindset>></b><<showmeter 'mindset' `$mindset / $maxMindset`>><b class="mcstatsR"> <<print $maxMindset - $mindset>> Driven</b>
</article>
<i id="statsdetails">when faced with difficulties : if you give up in the face of adversity or if you persevere</i>
<article>
<b class="mcstatsL">Follower <<print $role>></b><<showmeter 'role' `$role / $maxRole`>><b class="mcstatsR"> <<print $maxRole - $role>> Leader </b>
</article>
<i id="statsdetails">in decision making : if you'd rather defer to others or make the choices yourself</i>
<article>
<b class="mcstatsL">Emotional <<print $disposition>></b><<showmeter 'disposition' `$disposition / $maxDisposition`>><b class="mcstatsR"> <<print $maxDisposition - $disposition>> Pragmatic</b>
</article>
<i id="statsdetails">in your actions : whether you're influenced by your heart or by your logic</i>
<article>
<b class="mcstatsL">Submissive <<print $lovepref>></b><<showmeter 'lovepref' `$lovepref / $maxLovepref`>><b class="mcstatsR"> <<print $maxLovepref - $lovepref>> Dominant</b>
</article>
<i id="statsdetails">in relationships : whether you flirt subtly or boldly</i>
</section>
<div class="returncontainer">
<<link '<button class="btn btnreturn">return to game</button>' $return>><</link>>
</div>
<script>
function change() {
var y = document.getElementById("buttonDetails");
if (y.innerHTML == "Show stats descriptions") {
y.innerHTML = "Hide stats descriptions";
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y.innerHTML = "Show stats descriptions";
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</script><<audio ":playing" pause>>
<div class="rel-flex">
<i>Click on the characters' names to see more informations about them, this will be updated as the story progresses.</i>
<section class="rel-container">
<<link '<h3><b><<nameM>></b> <i>"Moonlander"</i> <b>Harris</b></h3>' >>
<<dialog '"Moonlander"' 'char-sheet stats'>>
<i>A sarcastic and pragmatic computer operator, they’re an arcade, tech and sci-fi lover through and through.</i><br>
<<if $Mmet>>
<h3><b>Appearance</b></h3>
Dark skin with cool undertones, coily black hair in a medium afro, almond-shaped dark brown eyes masked by a pair of wide yellow-tinted glasses. Oval face, full lips.
<<if $appearanceM is "masculine">>
Wearing a jade green short sleeve shirt with white rim, dark sea green corduroy high waisted pants and a tan colored jacket with a ballpoint pen clipped onto its front pocket, a pair of white sneakers and earthy tones striped socks.<br>
<<elseif $appearanceM is "feminine">>
Wearing a corduroy dark sea green overall dress on top of a long sleeved jade green patterned tunic with loose flowy sleeves, a ballpoint pen clipped on the overall's collar, a pair of earthy tones striped mid calf socks and brown wedges. A tan colored jacket tied around the waist. Nude brown lip gloss, some slight black eyeshadow on the top lid.<br>
<<elseif $appearanceM is "androgynous">>
Wearing corduroy dark sea green overalls on top of a long sleeve jade green shirt, a ballpoint pen clipped on the overall's collar, a pair of earthy tones striped mid calf socks and white sneakers. A tan colored jacket tied around the waist. Some slight black eyeshadow on the top lid.<br>
<</if>>
Black chipped nail polish on short nails, doodles and smudged writings on hands and wrists. A digital watch on the right wrist.
<h3><b>Inventory</b></h3>
<</if>>
<</dialog>>
<</link>>
<p><<if $Mmet>>
<<if $Mfriend gte 90>><<subjectiveMUP>> <<if $genderM eq "nonbinary">>consider<<else>>considers<</if>> you a trusted friend, <<subjectiveM>><<if $genderM eq "nonbinary">>'re<<else>>'s<</if>> glad you're here.
<<elseif $Mfriend gte 75>><<subjectiveMUP>> <<if $genderM eq "nonbinary">>enjoy<<else>>enjoys<</if>> your company greatly.
<<elseif $Mfriend gte 60>><<subjectiveMUP>> <<if $genderM eq "nonbinary">>are<<else>>is<</if>> warming up to you and less cautious around you.
<<elseif $Mfriend gte 40>><<subjectiveMUP>> <<if $genderM eq "nonbinary">>are<<else>>is<</if>> neutral towards you, trying to figure out if <<subjectiveM>> can trust you.
<<elseif $Mfriend gte 20>><<subjectiveMUP>> <<if $genderM eq "nonbinary">>are<<else>>is<</if>> not sure what to think of you, preferring to keep <<determinerM>> guard up for now.
<<elseif $Mfriend gte 0>><<subjectiveMUP>> <<if $genderM eq "nonbinary">>are<<else>>is<</if>> distrustful of you.
<</if>><i>
<<if $Mlove gt 30>><<subjectiveMUP>> would rather spend time getting to know you more than by <<reflexiveM>>.
<<elseif $Mlove gt 15>><<subjectiveMUP>> <<if $genderM eq "nonbinary">>are<<else>>is<</if>> intrigued by you, you've piqued <<determinerM>> interest - this doesn't happen often with <<objectiveM>>.
<</if>>
</i>
<</if>>
</p>
<article>
<<print '<svg class="radial-progress" id="MheartStat" width="100" height="100" viewBox="0 0 120 120"><circle cx="60" cy="60" r="48" fill="none" stroke="#14906F" stroke-width="14" /><circle class="percent" cx="60" cy="60" r="48" fill="none" stroke="#e6e6e6" stroke-width="15" pathLength="100" style="stroke-dashoffset:' + $Mlove + '"/></svg>'>>
<progress max="100" @value="$Mfriend"></progress>
</article>
</section>
<section class="rel-container">
<<link '<h3><b><<nameA>></b> <i>"Ace"</i> <b>Beaulieu</b></h3>' >>
<<dialog '"Ace"' 'char-sheet stats'>>
<i>A college athlete with a sunny disposition who's currently feeling lost and going through a difficult time</i><br>
<</dialog>>
<</link>>
<article>
<<print '<svg class="radial-progress" id="AheartStat" width="100" height="100" viewBox="0 0 120 120"><circle cx="60" cy="60" r="48" fill="none" stroke="#FFC800" stroke-width="14" /><circle class="percent" cx="60" cy="60" r="48" fill="none" stroke="#e6e6e6" stroke-width="15" pathLength="100" style="stroke-dashoffset:' + $Alove + '"/></svg>'>>
<progress max="100" @value="$Afriend"></progress>
</article>
</section>
<section class="rel-container">
<<link '<h3><b><<nameG>></b> <i>"Gumdrop"</i> <b>Fernández Alfonso</b></h3>' >>
<<dialog '"Gumdrop"' 'char-sheet stats'>>
<i>Charismatic and resourceful, this social work student's desire to help others always seems to break through their fear of letting people get too close.</i><br>
<</dialog>>
<</link>>
<article>
<<print '<svg class="radial-progress" id="GheartStat" width="100" height="100" viewBox="0 0 120 120"><circle cx="60" cy="60" r="48" fill="none" stroke="#FF760D" stroke-width="14" /><circle class="percent" cx="60" cy="60" r="48" fill="none" stroke="#e6e6e6" stroke-width="15" pathLength="100" style="stroke-dashoffset:' + $Glove + '"/></svg>'>>
<progress max="100" @value="$Gfriend"></progress>
</article>
</section>
<section class="rel-container">
<<link '<h3><b><<nameI>></b> <i>"Iris"</i> <b>Juhász</b></h3>' >>
<<dialog '"Iris"' 'char-sheet stats'>>
<i>Though they lack in life experiences due to a sheltered upbringing, they possess a gentle thoughtfulness and vivid imagination.</i><br>
<</dialog>>
<</link>>
<article>
<<print '<svg class="radial-progress" id="IheartStat" width="100" height="100" viewBox="0 0 120 120"><circle cx="60" cy="60" r="48" fill="none" stroke="#8673FF" stroke-width="14" /><circle class="percent" cx="60" cy="60" r="48" fill="none" stroke="#e6e6e6" stroke-width="15" pathLength="100" style="stroke-dashoffset:' + $Ilove + '"/></svg>'>>
<progress max="100" @value="$Ifriend"></progress>
</article>
</section>
<section class="rel-container">
<<link '<h3><b><<nameK>></b> <i>"Killjoy"</i> <b>Miller</b></h3>' >>
<<dialog '"Killjoy"' 'char-sheet stats'>>
<i>A reckless straight-edge hardcore punk with a sharp tongue and an honest heart.</i><br>
<</dialog>>
<</link>>
<article>
<<print '<svg class="radial-progress" id="KheartStat" width="100" height="100" viewBox="0 0 120 120"><circle cx="60" cy="60" r="48" fill="none" stroke="#930000" stroke-width="14" /><circle class="percent" cx="60" cy="60" r="48" fill="none" stroke="#e6e6e6" stroke-width="15" pathLength="100" style="stroke-dashoffset:' + $Klove + '"/></svg>'>>
<progress max="100" @value="$Kfriend"></progress>
</article>
</section>
</div>
<div class="returncontainer">
<<link '<button class="btn btnreturn">return to game</button>' $return>><</link>>
</div>
<!-- a little script to boop longer passages back up to the top when going to new pages -->
<script>var myDiv = document.getElementById('passages');
myDiv.scrollTop = 0;
</script><!-- storyinterface doesn't let you code variables in, so this is how u cheat the system -->
<<replace ".menu-flex">><<include "menu-flex">><</replace>>
<<replace "#header-text">><<include "header-text">><</replace>>
<<replace ".naviconbar">><<include "naviconbar">><</replace>>
<<if passage() is "relationships">>
<<switch $Mlocked>>
<<case true>>
<<removeclass "#MheartStat" "Mnoheart">>
<<addclass "#MheartStat" "Mheart">>
<<case false>>
<<removeclass "#MheartStat" "Mheart">>
<<addclass "#MheartStat" "Mnoheart">>
<</switch>>
<<switch $Alocked>>
<<case true>>
<<removeclass "#AheartStat" "Anoheart">>
<<addclass "#AheartStat" "Aheart">>
<<case false>>
<<removeclass "#AheartStat" "Aheart">>
<<addclass "#AheartStat" "Anoheart">>
<</switch>>
<<switch $Glocked>>
<<case true>>
<<removeclass "#GheartStat" "Gnoheart">>
<<addclass "#GheartStat" "Gheart">>
<<case false>>
<<removeclass "#GheartStat" "Gheart">>
<<addclass "#GheartStat" "Gnoheart">>
<</switch>>
<<switch $Ilocked>>
<<case true>>
<<removeclass "#IheartStat" "Inoheart">>
<<addclass "#IheartStat" "Iheart">>
<<case false>>
<<removeclass "#IheartStat" "Iheart">>
<<addclass "#IheartStat" "Inoheart">>
<</switch>>
<<switch $Klocked>>
<<case true>>
<<removeclass "#KheartStat" "Knoheart">>
<<addclass "#KheartStat" "Kheart">>
<<case false>>
<<removeclass "#KheartStat" "Kheart">>
<<addclass "#KheartStat" "Knoheart">>
<</switch>>
<</if>> <!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8">
<meta http-equiv="X-UA-Compatible" content="IE=edge">
<meta name="viewport" content="width=device-width, initial-scale=1.0">
<title>Gone to Hell in a Handbasket</title>
<link rel="stylesheet" href="stylesheet.css">
<link rel="preconnect" href="https://fonts.googleapis.com">
<link rel="preconnect" href="https://fonts.gstatic.com" crossorigin>
<link href="https://fonts.googleapis.com/css2?family=Righteous&family=Rock+Salt&display=swap" rel="stylesheet">
</head>
<div id="container">
<header>
<section class="flex-header">
<h1>Gone to <span>Hell</span> in a handbasket</h1>
<nav>
<ul>
<li id="back">
<i class="fa fa-long-arrow-left" aria-hidden="true"></i>
</li>
<li id="sidebar-toggle" onclick="toggle(this)">
<i class="fa fa-navicon" aria-hidden="true"></i>
</li>
</ul>
</nav>
</section>
<div id="header">
<span id="header-text"></span> <div class="menutoggle"><span id="zero" onclick="toggle(this)"> </span> <span id="one" style="right:-45%;">
<section class="navlinkbar">
<div class="closemenu" onclick="toggle(this)"><i class="fa-solid fa-xmark"></i></div>
<div class="menu-flex">
</div>
<section class="naviconbar">
<div class="saves"></div>
<div class="settings"></div>
<div class="tumblr"></div>
<div class="credits"></div>
</section>
<footer><span class="iconify" data-icon="emojione-monotone:candy" style=" color:white; background-color:var(--accent);border-radius: 10px;" data-width="36"></span><span class="footertext"> by<a href="https://glucosify.tumblr.com/" target="_blank">glucosify</a></span>
</footer>
</section>
</span></div>
</div>
</header>
<div id="story">
<div id="passages">
</div>
</div>
</div>
<script>function toggle() {
var x = document.getElementById("one");
if (!x.style.right ||x.style.right === '-45%') {
x.style.right = '0px';
} else {
x.style.right = '-45%';
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}
$("#story").click(function() {
var x = document.getElementById("one");
if (x.style.right == '0px') {
x.style.right = '-45%';
}
});
$("#one").click(function(event) {
event.stopPropagation();
});
</script><<set $gamechapter = "chapter 1">>
<h2 class="chaptertitle">CHAPTER 1</h2>
<p><i>One medium pepperoni for 528 South Park Avenue...</i></p>
<h3>The story ends here for now, I'm still working on the next chapter, thank you for playing ! You can make a save here or on the previous passage.
Don't forget to rate and comment the game :^)
You can come talk to me on Tumblr and send in your feedback and/or bug reports through the Google Form, it would be much appreciated <3</h3>
<<nobr>><div class="choices">
<<link '<div class="choice-item">Click here to go back to the menu screen.</div>' 'MENU SELECT'>><</link>>
</div><</nobr>> <<set $gamechapter = "prologue">>
<<masteraudio volume 0>>
<h2 class="chaptertitle">PROLOGUE</h2>
<p><i>19XX, under the xxxxxxxxx</i></p>
<u>Content warnings :</u> violence, blood, death, death by burning, mentions of drugs, vomit, sacrificial killings of dogs, blood and sex rituals, attempt to kill a child.
<<cont append keypress>><<goto 'prologue.1'>><</cont>>Would you like to have dialogue markers ? ♡ will indicate a romantic option and ↺ will repeat the passage but with additional info. You can change this at any time in the settings.
<<nobr>><div class="choices">
<<liveblock>>
<<link '<div class="choice-item">Yes.</div>' 'PROLOGUE'>>[\<<set settings.dialogtags to true, $flirt_label to "- ♡", $info_label to "- ↺">><<update>>]<</link>>
<<link '<div class="choice-item">No.</div>' 'PROLOGUE'>>[\<<set settings.dialogtags to false, $flirt_label to "", $info_label to "">><<update>>]<</link>>
<</liveblock>>
</div><</nobr>><b><<nameM>></b> <i>'Moonlander'</i> <b>Harris</b> will look <b><<print $appearanceM>></b>.
<b><<nameA>></b> <i>'Ace'</i> <b>Beaulieu</b> will look <b><<print $appearanceA>></b>.
<b><<nameG>></b> <i>'Gumdrop'</i> <b>Fernández Alfonso</b> will look <b><<print $appearanceG>></b>.
<b><<nameI>></b> <i>'Iris'</i> <b>Juhász</b> will look <b><<print $appearanceI>></b>.
<b><<nameK>></b> <i>'Killjoy'</i> <b>Miller</b> will look <b><<print $appearanceK>></b>.
<<nobr>><div class="choices">
<<link '<div class="choice-item">Continue.</div>' 'NGtoneindic'>><</link>>
<<link '<div class="choice-item">Go back and re-select.</div>' 'NGrosselect2'>><</link>>
</div><</nobr>><h3><b>Marlon / Mahalia / Mars</b> <i>"Moonlander"</i> <b>Harris</b></h3>
<i>a sarcastic and pragmatic computer operator, they’re an arcade, tech and sci-fi lover through and through</i><br>
<<listbox "$appearanceM">>
<<option "masculine" masculine>>
<<option "feminine" feminine>>
<<option "androgynous" androgynous>>
<</listbox>>
<h3><b>Alexandre / Amélie / Astin</b> <i>"Ace"</i> <b>Beaulieu</b></h3>
<i>a college athlete with a sunny disposition who's currently feeling lost and going through a difficult time</i><br>
<<listbox "$appearanceA">>
<<option "masculine" masculine>>
<<option "feminine" feminine>>
<<option "androgynous" androgynous>>
<</listbox>>
<h3><b>Gil / Gina / Gera</b> <i>"Gumdrop"</i> <b>Fernández Alfonso</b></h3>
<i>charismatic and resourceful, this social work student's desire to help others always seems to break through their fear of letting people get too close</i><br>
<<listbox "$appearanceG">>
<<option "masculine" masculine>>
<<option "feminine" feminine>>
<<option "androgynous" androgynous>>
<</listbox>>
<h3><b>István / Ilona / Írisz</b> <i>"Iris"</i> <b>Juhász</b></h3>
<i>though they lack in life experiences due to a sheltered upbringing, they possess a gentle thoughtfulness and vivid imagination</i><br>
<<listbox "$appearanceI">>
<<option "masculine" masculine>>
<<option "feminine" feminine>>
<<option "androgynous" androgynous>>
<</listbox>>
<h3><b>Kit / Kat / Ky</b> <i>"Killjoy"</i> <b>Miller</b></h3>
<i>a reckless and straight-edge hardcore punk with a sharp tongue and an honest heart</i><br>
<<listbox "$appearanceK">>
<<option "masculine" masculine>>
<<option "feminine" feminine>>
<<option "androgynous" androgynous>>
<</listbox>>
<<nobr>><div class="choices">
<<link '<div class="choice-item">Continue.</div>' 'NGrosallappearances'>><</link>>
<<link '<div class="choice-item">Go back and re-select.</div>' 'NGrosselect2'>><</link>>
</div><</nobr>><h3><b>Marlon / Mahalia / Mars</b> <i>"Moonlander"</i> <b>Harris</b></h3>
<i>a sarcastic and pragmatic computer operator; they’re an arcade, tech and sci-fi lover through and through</i><br>
<<listbox "$genderM">>
<<option "male" male>>
<<option "female" female>>
<<option "non binary" nonbinary>>
<</listbox>>
<h3><b>Alexandre / Amélie / Astin</b> <i>"Ace"</i> <b>Beaulieu</b></h3>
<i>a college athlete with a sunny disposition who's currently feeling lost and going through a difficult time</i><br>
<<listbox "$genderA">>
<<option "male" male>>
<<option "female" female>>
<<option "non binary" nonbinary>>
<</listbox>>
<h3><b>Gil / Gina / Gera</b> <i>"Gumdrop"</i> <b>Fernández Alfonso</b></h3>
<i>charismatic and resourceful, this social work student's desire to help others always seems to break through their fear of letting people get too close</i><br>
<<listbox "$genderG">>
<<option "male" male>>
<<option "female" female>>
<<option "non binary" nonbinary>>
<</listbox>>
<h3><b>István / Ilona / Írisz</b> <i>"Iris"</i> <b>Juhász</b></h3>
<i>though they lack in life experiences due to a sheltered upbringing, they possess a gentle thoughtfulness and vivid imagination</i><br>
<<listbox "$genderI">>
<<option "male" male>>
<<option "female" female>>
<<option "non binary" nonbinary>>
<</listbox>>
<h3><b>Kit / Kat / Ky</b> <i>"Killjoy"</i> <b>Miller</b></h3>
<i>a reckless straight-edge hardcore punk with a sharp tongue and an honest heart</i><br>
<<listbox "$genderK">>
<<option "male" male>>
<<option "female" female>>
<<option "non binary" nonbinary>>
<</listbox>>
<<nobr>><div class="choices">
<<link '<div class="choice-item">Continue.</div>' 'NGrosallpronouns'>><</link>>
<<link '<div class="choice-item">Go back and re-select.</div>' 'NGrosselect1'>><</link>>
</div><</nobr>><!-- logo --><section class="containertitle">
<<link '<button class="btn btnnewgame">new game</button>''NGrosselect1'>><</link>>
<<link '<button class="btn btnloadgame">load game</button>'>><<script>>UI.saves()<</script>><</link>>
<<if Save.autosave.ok() and Save.autosave.has()>>
<<link '<button class="btn btncontinue">continue</button>'>><<script>>Save.autosave.load()<</script>><</link>>
<</if>>
</section>
<hr>
<section class="menutext">
<h3>18+ story and content </h3><br>
<p>The audio (sound effects and ambient sounds) is <i>muted by default</i>, you can change this in the settings - be aware of possible "jump scare" sounds.</p>
<<message 'Click for disclaimer' 'disclaimer'>><p id="disclaimercontainer">This fiction is not meant to be historically, geographically or factually accurate.
It will contain satanic, ritualistic content and things related to witchcraft and religion. Some will be inspired by real events and stories but much of it will also be fictional and not based on any real practices. <br>
<i>This is not meant to portray occult things and beliefs in a bad or evil way, this story should not influence the views you have on real life beliefs, witchcraft and other practices explored in this story.</i></p><</message>>
<p>Content warnings and triggers will be mentioned at the start of each chapter - keep in mind that this story will contain <b>dark elements</b>, don't read if you're uncomfortable with it.
<i>If you'd like me to add more content warnings on certain chapters, let me know !</i></p>
<u>Content warnings :</u> (as of May 2023) violence, blood, death, death by burning, mentions of drugs, vomit, sacrificial killings of dogs, blood and sex rituals, attempt to kill a child.
<hr>
<p>Additional content and updates on <a href="https://gthiah-if.tumblr.com/" target="_blank">my tumblr.</a><br>
This is my first time writing a story so any feedback is appreciated ! Questions will be more easily answered through Tumblr but feedback and long reviews will be more convenient to send in through this <a href="https://forms.gle/NDUBvgT7t5Y3CS139" target="_blank">Google Form</a>.</p>
</section><section class="overlay" id="overlay">
<h2 class="overlaytitle">Gone to<span id="colorchange"> Hell </span>in a Handbasket</h2>
<p>click or press any key to continue</p>
</section>
<<cont append keypress>><<goto 'MENU SELECT'>><</cont>><<link '<div class="menu-item"><i class="fa-solid fa-floppy-disk"></i><span class="tooltiptext">save / load</span></div>'>><<script>>UI.saves()<</script>><</link>>
<<link '<div class="menu-item"><i class="fa-solid fa-gear"></i><span class="tooltiptext">settings</span></div>'>><<script>>UI.settings()<</script>><</link>>
<<link '<a href="https://gthiah-if.tumblr.com/" target="_blank"><div class="menu-item"><i class="fa-brands fa-tumblr"></i><span class="tooltiptext">tumblr</span></div></a>'>><</link>>
<<link '<div class="menu-item"><i class="fa-solid fa-heart"></i><span class="tooltiptext">credits</span></div>' 'credits'>><</link>>
All characters have 3 options available : female presenting, male presenting and androgynous. Would you like to select the characters appearances now?
(NOTE : this will not set genitals but will set things such as hair and clothing as well as affect some elements of their backstory and character arc)
<<nobr>><div class="choices">
<<message '<div class="choice-item">Yes.</div>' 'yesrosappearances'>>
<<link '<div class="choice-item sup">Set all to female presenting.</div>' 'NGrosallappearances'>>[\
<<set $appearanceM to "feminine", $appearanceA to "feminine", $appearanceG to "feminine", $appearanceI to "feminine", $appearanceK to "feminine">>
]<</link>>
<<link '<div class="choice-item sup">Set all to male presenting.</div>' 'NGrosallappearances'>>[\
<<set $appearanceM to "masculine", $appearanceA to "masculine", $appearanceG to "masculine", $appearanceI to "masculine", $appearanceK to "masculine">>
]<</link>>
<<link '<div class="choice-item sup">Set all to androgynous.</div>' 'NGrosallappearances'>>[\
<<set $appearanceM to "androgynous", $appearanceA to "androgynous", $appearanceG to "androgynous", $appearanceI to "androgynous", $appearanceK to "androgynous">>
]<</link>>
<<link '<div class="choice-item sup">Randomize.</div>' 'NGrosallappearances'>>[\
<<set $appearanceM to either("masculine", "feminine", "androgynous"), $appearanceA to either("masculine", "feminine", "androgynous"), $appearanceG to either("masculine", "feminine", "androgynous"), $appearanceI to either("masculine", "feminine", "androgynous"), $appearanceK to either("masculine", "feminine", "androgynous")>>
]<</link>>
<<link '<div class="choice-item sup">Set appearances depending on pronouns (she/her will be female presenting, he/him will be male presenting, they/them will be angrogynous).</div>' 'NGrosallappearances'>>[\
<<if $genderM is "male">><<set $appearanceM to "masculine">><<elseif $genderM is "female">><<set $appearanceM to "feminine">><<elseif $genderM is "nonbinary">><<set $appearanceM to "androgynous">>\
<</if>>
<<if $genderA is "male">><<set $appearanceA to "masculine">><<elseif $genderA is "female">><<set $appearanceA to "feminine">><<elseif $genderA is "nonbinary">><<set $appearanceA to "androgynous">>\
<</if>>
<<if $genderG is "male">><<set $appearanceG to "masculine">><<elseif $genderG is "female">><<set $appearanceG to "feminine">><<elseif $genderG is "nonbinary">><<set $appearanceG to "androgynous">>\
<</if>>
<<if $genderI is "male">><<set $appearanceI to "masculine">><<elseif $genderI is "female">><<set $appearanceI to "feminine">><<elseif $genderI is "nonbinary">><<set $appearanceI to "androgynous">>\
<</if>>
<<if $genderK is "male">><<set $appearanceK to "masculine">><<elseif $genderK is "female">><<set $appearanceK to "feminine">><<elseif $genderK is "nonbinary">><<set $appearanceK to "androgynous">>\
<</if>>
]<</link>>
<</message>>
<<link '<div class="choice-item">Yes, but I want to choose them individually.</div>' 'NGsoloappearances'>><</link>>
<<link '<div class="choice-item">No, I\'ll set them later.</div>' 'NGtoneindic'>><</link>>
</div><</nobr>><b><<nameM>></b> <i>'Moonlander'</i> <b>Harris</b> will be <b><<print $genderM>></b> and use <b><<subjectiveM>>/<<objectiveM>></b> pronouns.
<b><<nameA>></b> <i>'Ace'</i> <b>Beaulieu</b> will be <b><<print $genderA>></b> and use <b><<subjectiveA>>/<<objectiveA>></b> pronouns.
<b><<nameG>></b> <i>'Gumdrop'</i> <b>Fernández Alfonso</b> will be <b><<print $genderG>></b> and use <b><<subjectiveG>>/<<objectiveG>></b> pronouns.
<b><<nameI>></b> <i>'Iris'</i> <b>Juhász</b> will be <b><<print $genderI>></b> and use <b><<subjectiveI>>/<<objectiveI>></b> pronouns.
<b><<nameK>></b> <i>'Killjoy'</i> <b>Miller</b> will be <b><<print $genderK>></b> and use <b><<subjectiveK>>/<<objectiveK>></b> pronouns.
<<nobr>><div class="choices">
<<link '<div class="choice-item">Continue.</div>' 'NGrosselect2'>><</link>>
<<link '<div class="choice-item">Go back and re-select.</div>' 'NGrosselect2'>><</link>>
</div><</nobr>><<set $gamechapter = "new game">>
<b>As of now, only the prologue is playable - you will not play as the MC and you will not meet the ROs until chapter 1.</b>
There are 5 romance options in this story, you can select their pronouns and physical attributes separately. Romantic options can be ignored if you wish to play a platonic route. Would you like to select the characters pronouns now ?<br>
<<nobr>><div class="choices">
<<message '<div class="choice-item">Yes.</div>' 'yesrospronouns'>>
<<link '<div class="choice-item sup">Set all to female.</div>' 'NGrosallpronouns'>>[\
<<set $genderM to "female", $genderA to "female", $genderG to "female", $genderI to "female", $genderK to "female">>
]<</link>>
<<link '<div class="choice-item sup">Set all to male.</div>' 'NGrosallpronouns'>>[\
<<set $genderM to "male", $genderA to "male", $genderG to "male", $genderI to "male", $genderK to "male">>
]<</link>>
<<link '<div class="choice-item sup">Set all to non-binary.</div>' 'NGrosallpronouns'>>[\
<<set $genderM to "nonbinary", $genderA to "nonbinary", $genderG to "nonbinary", $genderI to "nonbinary", $genderK to "nonbinary">>
]<</link>>
<<link '<div class="choice-item sup">Randomize.</div>' 'NGrosallpronouns'>>[\
<<set $genderM to either("male", "female", "nonbinary"), $genderA to either("male", "female", "nonbinary"), $genderG to either("male", "female", "nonbinary"), $genderI to either("male", "female", "nonbinary"), $genderK to either("male", "female", "nonbinary")>>
]<</link>>
<<link '<div class="choice-item sup">Presets</div>' 'NGrosallpronouns'>>[\
<<set $genderM to "nonbinary", $genderA to "male", $genderG to "female", $genderI to "female", $genderK to "male">>
]<</link>>
<</message>>
<<link '<div class="choice-item">Yes, but I want to choose them individually.</div>' 'NGsolopronouns'>><</link>>
<<link '<div class="choice-item">No, I\'ll set them later.</div>' 'NGrosselect2'>><</link>>
</div><</nobr>>
<<link '<button class="btn btnprofile"> profile</button>' 'profile'>><</link>>
<<link '<button class="btn btnrel"> relationships</button>' 'relationships'>><</link>>
<<link '<button class="btn btnsum"> summary</button>' 'summary'>><</link>>
<<link '<button class="btn btnrestart"> restart</button>'>><<script>>UI.restart()<</script>><</link>><b>GTHIAH </b> / <i> $gamechapter </i><<widget "nameM">>
<<if $genderM eq "male">>
Marlon
<<elseif $genderM eq "female">>
Mahalia
<<elseif $genderM eq "nonbinary">>
Mars
<</if>>
<</widget>>
<<widget "subjectiveM">>
<<if $genderM eq "male">>
he
<<elseif $genderM eq "female">>
she
<<elseif $genderM eq "nonbinary">>
they
<</if>>
<</widget>>
<<widget "subjectiveMUP">>
<<if $genderM eq "male">>
He
<<elseif $genderM eq "female">>
She
<<elseif $genderM eq "nonbinary">>
They
<</if>>
<</widget>>
<<widget "objectiveM">>
<<if $genderM eq "male">>
him
<<elseif $genderM eq "female">>
her
<<elseif $genderM eq "nonbinary">>
them
<</if>>
<</widget>>
<<widget "possessiveM">>
<<if $genderM eq "male">>
his
<<elseif $genderM eq "female">>
hers
<<elseif $genderM eq "nonbinary">>
theirs
<</if>>
<</widget>>
<<widget "determinerM">>
<<if $genderM eq "male">>
his
<<elseif $genderM eq "female">>
her
<<elseif $genderM eq "nonbinary">>
their
<</if>>
<</widget>>
<<widget "reflexiveM">>
<<if $genderM eq "male">>
himself
<<elseif $genderM eq "female">>
herself
<<elseif $genderM eq "nonbinary">>
themself
<</if>>
<</widget>>
<<widget "nounM">>
<<if $genderM eq "male">>
man
<<elseif $genderM eq "female">>
woman
<<elseif $genderM eq "nonbinary">>
person
<</if>>
<</widget>>
<<widget "nameA">>
<<if $genderA eq "male">>
Alexandre
<<elseif $genderA eq "female">>
Amélie
<<elseif $genderA eq "nonbinary">>
Astin
<</if>>
<</widget>>
<<widget "subjectiveA">>
<<if $genderA eq "male">>
he
<<elseif $genderA eq "female">>
she
<<elseif $genderA eq "nonbinary">>
they
<</if>>
<</widget>>
<<widget "subjectiveAUP">>
<<if $genderA eq "male">>
He
<<elseif $genderA eq "female">>
She
<<elseif $genderA eq "nonbinary">>
They
<</if>>
<</widget>>
<<widget "objectiveA">>
<<if $genderA eq "male">>
him
<<elseif $genderA eq "female">>
her
<<elseif $genderA eq "nonbinary">>
them
<</if>>
<</widget>>
<<widget "possessiveA">>
<<if $genderA eq "male">>
his
<<elseif $genderA eq "female">>
hers
<<elseif $genderA eq "nonbinary">>
theirs
<</if>>
<</widget>>
<<widget "determinerA">>
<<if $genderA eq "male">>
his
<<elseif $genderA eq "female">>
her
<<elseif $genderA eq "nonbinary">>
their
<</if>>
<</widget>>
<<widget "reflexiveA">>
<<if $genderA eq "male">>
himself
<<elseif $genderA eq "female">>
herself
<<elseif $genderA eq "nonbinary">>
themself
<</if>>
<</widget>>
<<widget "nounA">>
<<if $genderA eq "male">>
man
<<elseif $genderA eq "female">>
woman
<<elseif $genderA eq "nonbinary">>
person
<</if>>
<</widget>>
<<widget "nameG">>
<<if $genderG eq "male">>
Gil
<<elseif $genderG eq "female">>
Gina
<<elseif $genderG eq "nonbinary">>
Gera
<</if>>
<</widget>>
<<widget "subjectiveG">>
<<if $genderG eq "male">>
he
<<elseif $genderG eq "female">>
she
<<elseif $genderG eq "nonbinary">>
they
<</if>>
<</widget>>
<<widget "subjectiveGUP">>
<<if $genderG eq "male">>
He
<<elseif $genderG eq "female">>
She
<<elseif $genderG eq "nonbinary">>
They
<</if>>
<</widget>>
<<widget "objectiveG">>
<<if $genderG eq "male">>
him
<<elseif $genderG eq "female">>
her
<<elseif $genderG eq "nonbinary">>
them
<</if>>
<</widget>>
<<widget "possessiveG">>
<<if $genderG eq "male">>
his
<<elseif $genderG eq "female">>
hers
<<elseif $genderG eq "nonbinary">>
theirs
<</if>>
<</widget>>
<<widget "determinerG">>
<<if $genderG eq "male">>
his
<<elseif $genderG eq "female">>
her
<<elseif $genderG eq "nonbinary">>
their
<</if>>
<</widget>>
<<widget "reflexiveG">>
<<if $genderG eq "male">>
himself
<<elseif $genderG eq "female">>
herself
<<elseif $genderG eq "nonbinary">>
themself
<</if>>
<</widget>>
<<widget "nounG">>
<<if $genderG eq "male">>
man
<<elseif $genderG eq "female">>
woman
<<elseif $genderG eq "nonbinary">>
person
<</if>>
<</widget>>
<<widget "nameI">>
<<if $genderI eq "male">>
István
<<elseif $genderI eq "female">>
Ilona
<<elseif $genderI eq "nonbinary">>
Írisz
<</if>>
<</widget>>
<<widget "subjectiveI">>
<<if $genderI eq "male">>
he
<<elseif $genderI eq "female">>
she
<<elseif $genderI eq "nonbinary">>
they
<</if>>
<</widget>>
<<widget "subjectiveIUP">>
<<if $genderI eq "male">>
He
<<elseif $genderI eq "female">>
She
<<elseif $genderI eq "nonbinary">>
They
<</if>>
<</widget>>
<<widget "objectiveI">>
<<if $genderI eq "male">>
him
<<elseif $genderI eq "female">>
her
<<elseif $genderI eq "nonbinary">>
them
<</if>>
<</widget>>
<<widget "possessiveI">>
<<if $genderI eq "male">>
his
<<elseif $genderI eq "female">>
hers
<<elseif $genderI eq "nonbinary">>
theirs
<</if>>
<</widget>>
<<widget "determinerI">>
<<if $genderI eq "male">>
his
<<elseif $genderI eq "female">>
her
<<elseif $genderI eq "nonbinary">>
their
<</if>>
<</widget>>
<<widget "reflexiveI">>
<<if $genderI eq "male">>
himself
<<elseif $genderI eq "female">>
herself
<<elseif $genderI eq "nonbinary">>
themself
<</if>>
<</widget>>
<<widget "nounI">>
<<if $genderI eq "male">>
man
<<elseif $genderI eq "female">>
woman
<<elseif $genderI eq "nonbinary">>
person
<</if>>
<</widget>>
<<widget "nameK">>
<<if $genderK eq "male">>
Kit
<<elseif $genderK eq "female">>
Kat
<<elseif $genderK eq "nonbinary">>
Ky
<</if>>
<</widget>>
<<widget "subjectiveK">>
<<if $genderK eq "male">>
he
<<elseif $genderK eq "female">>
she
<<elseif $genderK eq "nonbinary">>
they
<</if>>
<</widget>>
<<widget "subjectiveKUP">>
<<if $genderK eq "male">>
He
<<elseif $genderK eq "female">>
She
<<elseif $genderK eq "nonbinary">>
They
<</if>>
<</widget>>
<<widget "objectiveK">>
<<if $genderK eq "male">>
him
<<elseif $genderK eq "female">>
her
<<elseif $genderK eq "nonbinary">>
them
<</if>>
<</widget>>
<<widget "possessiveK">>
<<if $genderK eq "male">>
his
<<elseif $genderK eq "female">>
hers
<<elseif $genderK eq "nonbinary">>
theirs
<</if>>
<</widget>>
<<widget "determinerK">>
<<if $genderK eq "male">>
his
<<elseif $genderK eq "female">>
her
<<elseif $genderK eq "nonbinary">>
their
<</if>>
<</widget>>
<<widget "reflexiveK">>
<<if $genderK eq "male">>
himself
<<elseif $genderK eq "female">>
herself
<<elseif $genderK eq "nonbinary">>
themself
<</if>>
<</widget>>
<<widget "nounK">>
<<if $genderK eq "male">>
man
<<elseif $genderK eq "female">>
woman
<<elseif $genderK eq "nonbinary">>
person
<</if>>
<</widget>><<set $gamechapter to "version 0.2">> /*may 2023*/
<<set $SUMpro to "">>
/* ------------------------ MC -------------------------- */
<<set $mcName to "">>
<<set $mcGender to "">>
<<set $mcHairLength to "">>
<<set $mcHairColor to "">>
<<set $mcEyes to "">>
/* ------------------------ ROs -------------------------- */
<<set $genderM to "">>
<<set $genderA to "">>
<<set $genderG to "">>
<<set $genderI to "">>
<<set $genderK to "">>
<<set $appearanceM to "">>
<<set $appearanceA to "">>
<<set $appearanceG to "">>
<<set $appearanceI to "">>
<<set $appearanceK to "">>
/* ------------------------ STATS -------------------------- */
<<set $role to 50, $maxRole to 100>>
<<set $disposition to 50, $maxDisposition to 100>>
<<set $lovepref to 50, $maxLovepref to 100>>
<<set $confidence to 50, $maxConfidence to 100>>
<<set $ambiversion to 50, $maxAmbiversion to 100>>
<<set $behavior to 50, $maxBehavior to 100>>
<<set $intention to 50, $maxIntention to 100>>
<<set $mindset to 50, $maxMindset to 100>>
<<newmeter 'role' $role >>
<<colors 'var(--accent)' 'var(--accent)' 'var(--accent2)'>>
<<sizing '350px' '1.2em'>>
<</newmeter>>
<<newmeter 'disposition' $disposition >>
<<colors 'var(--accent)' 'var(--accent)' 'var(--accent2)'>>
<<sizing '350px' '1.2em'>>
<</newmeter>>
<<newmeter 'lovepref' $lovepref >>
<<colors 'var(--accent)' 'var(--accent)' 'var(--accent2)'>>
<<sizing '350px' '1.2em'>>
<</newmeter>>
<<newmeter 'confidence' $confidence >>
<<colors 'var(--accent)' 'var(--accent)' 'var(--accent2)'>>
<<sizing '350px' '1.2em'>>
<</newmeter>>
<<newmeter 'ambiversion' $ambiversion >>
<<colors 'var(--accent)' 'var(--accent)' 'var(--accent2)'>>
<<sizing '350px' '1.2em'>>
<</newmeter>>
<<newmeter 'behavior' $behavior >>
<<colors 'var(--accent)' 'var(--accent)' 'var(--accent2)'>>
<<sizing '350px' '1.2em'>>
<</newmeter>>
<<newmeter 'intention' $intention >>
<<colors 'var(--accent)' 'var(--accent)' 'var(--accent2)'>>
<<sizing '350px' '1.2em'>>
<</newmeter>>
<<newmeter 'mindset' $mindset >>
<<colors 'var(--accent)' 'var(--accent)' 'var(--accent2)'>>
<<sizing '350px' '1.2em'>>
<</newmeter>>
/* ------------------------ RELATIONSHIPS -------------------------- */
<<set $Mfriend to 50, $maxMfriend to 100>>
<<set $Mlove to 0, $maxMlove to 100>>
<<set $Mlocked to false>>
<<set $Mmet to false>>
<<set $Afriend to 50, $maxAfriend to 100>>
<<set $Alove to 0, $maxAlove to 100>>
<<set $Alocked to false>>
<<set $Amet to false>>
<<set $Gfriend to 50, $maxGfriend to 100>>
<<set $Glove to 0, $maxGlove to 100>>
<<set $Glocked to false>>
<<set $Gmet to false>>
<<set $Ifriend to 50, $maxIfriend to 100>>
<<set $Ilove to 0, $maxIlove to 100>>
<<set $Ilocked to false>>
<<set $Imet to false>>
<<set $Kfriend to 50, $maxKfriend to 100>>
<<set $Klove to 0, $maxKlove to 100>>
<<set $Klocked to false>>
<<set $Kmet to false>>
/* ------------------------ PERMA STORY -------------------------- */
/* ------------------------ PROLOGUE -------------------------- */
<<set $samBlind to false>>
<<set $samBurn to false>>
<<set $samPentaBurn to false>>
/* ------------------------ TEMP STORY -------------------------- */
/* ------------------------ PROLOGUE -------------------------- */
<<set $proTimer to 0>>
<<set $proRitualSuccess to false>>
<<set $proSamSmoke to false>>
<<set $proSamRadio to false>>
/* ------------------------ AUDIO -------------------------- */
<<cacheaudio "ambientPrologue" "./medias/sounds/darkchoirsinging.mp3">>
<<cacheaudio "prologueChoir" "./medias/sounds/prologuechoir.mp3">>
<<cacheaudio "prologueWalk"
"./medias/sounds/prologuefootsteps.mp3">>
<<cacheaudio "prologueBuzzKill" "./medias/sounds/prologuebuzzkill.mp3">>
<<cacheaudio "prologueChaliceBag" "./medias/sounds/prologuechalicebag.mp3">>
<<cacheaudio "prologueChaliceScreech" "./medias/sounds/prologuechalicescreech.mp3">>
<<cacheaudio "prologueDaggerFall" "./medias/sounds/prologuedaggerfall.mp3">>
<<cacheaudio "prologueDaggerDrawer" "./medias/sounds/prologuedaggerdrawer.mp3">>
<<cacheaudio "prologueBranchWindow" "./medias/sounds/prologuebranchwindow.mp3">>
<<cacheaudio "prologueBranchDoor" "./medias/sounds/prologuebranchdoor.mp3">>
<<cacheaudio "prologueDoorWind" "./medias/sounds/prologuedoorwind.mp3">>
<<cacheaudio "prologueWallSlam" "./medias/sounds/prologuewallslam.mp3">>
<<cacheaudio "prologueRitual" "./medias/sounds/prologueritual.mp3">>
<<cacheaudio "prologueRitualDoor" "./medias/sounds/prologueritualdoor.mp3">>
<<cacheaudio "prologueThud" "./medias/sounds/prologuethud.mp3">>
<<cacheaudio "prologueCult" "./medias/sounds/prologuecult.mp3">>
<<cacheaudio "prologueFire" "./medias/sounds/prologuefire.mp3">>
<<cacheaudio "prologueCar" "./medias/sounds/prologuecar.mp3">><<audio ":paused" play>><<audio "ambientPrologue" volume 0.1 loop play>>The host’s loud cries echoed through the walls, it's finally born.
It's not yours and yet, your stomach churns and twists in guilt; this is wrong. Of course it’s wrong, a part of you has always known, ever since you donned these dark blue robes but you remained. "It’s not like such a thing is possible" you thought. To bring forth something so nefarious into this world : you believed in its power but not that it would actually exist here.
And to think at first, you had only joined to get the insider scoop on the stories you'd hear from bored teenagers and scared conservatives. You believed well enough there were things outside of human comprehension, things that were beyond us all - it made sense to investigate. Though you were sure this could have only been harmless little games among drug addicts and outcasts. Nothing serious, nothing dangerous, nothing that could shatter countless lives and humanity as we know it.
But now, "it" wails and wails in your arms and you know you have to stop it.
<<nobr>><div class="choices">
<<link '<div class="choice-item">Kill it before it grows up, kill it before it hungers, kill it before it\'s too late.</div>' 'prologue.1kill'>><</link>>
<<link '<div class="choice-item">Maybe there\'s a way to remove it and let the host live.</div>' 'prologue.1save'>><</link>>
</div><</nobr>><<audio ":paused" play>>Its existence is so wrong, nothing could ever make it right. There are consequences in connecting with the world beyond this one and if turning you into a bloodied-hands killer is one of them then so be it. Your frantic heartbeat sounds louder in your head than the host's cries and you desperately yearn for silence. You don't know if this thing can be killed like any living being or if it will take another ritual, like the one you saw with your own eyes 9 months ago. You look down at the small bundle in your arms, it breathes and cries like any other infant - it can die like any of them could. It has to.
<<nobr>><div class="choices">
<<link '<div class="choice-item">Continue.</div>' 'prologue.2'>><</link>>
</div><</nobr>><<audio ":paused" play>>The host is innocent after all, it should never have been born but then again, the same can be said about every living being within these walls. Holding it in your arms, you can't pretend to not feel how small and frail it is, its warmth against you : this is no monster. It... The child deserves a chance at a normal life but you know you'll need to undo the ritual and that's hardly within your abilities. You're a member here and only the magister knows how to perform these ceremonies. Still, you were present 9 months ago when the host's parents were chosen for the invocation ritual and you remember <i>some</i> things; it'll have to be enough.
<<nobr>><div class="choices">
<<link '<div class="choice-item">Continue.</div>' 'prologue.2'>><</link>>
</div><</nobr>><<audio ":paused" play>><<audio "prologueChoir" stop>><<audio "prologueWalk" stop>>With a sigh and an exasperated look at the ceiling, you strive forward and inside the room on the left, part of you can't believe you're really going to do this. Setting the baby on a table against the wall, you turn to the large blackboard in the adjacent wall and remove one side of the metal sliding as quietly as you can. When you had snuck inside this room unauthorized, you had been underwhelmed to say the least; it was just a normal almost empty room, as decrepit as the rest of the building. But then you had bumped into the wall from jumping at your own shadow, the fear of being caught gripping at you, and had unhinged the metal sliding on that innocuous blackboard.
The situation wasn't so different than it is now, save from the fact that you are now far more aware of the dangers these people are capable of and not just them either. This isn't just a reporting job about a bunch of drug addicts doing some stupid sex rituals and drinking each others blood for fun while they draw pentagrams and recited some fancy little latin phrases. Not anymore. Now, it's all too real, even the things that shouldn't be, even the thing possessing that child.
An old and yellowed book rests in the opening carved in the brick behind the blackboard.
<<nobr>><div class="choices">
<<link '<div class="choice-item">Continue.</div>' 'prologue.3save'>><</link>>
</div><</nobr>><<audio ":paused" play>><<audio "prologueChoir" stop>><<audio "prologueWalk" stop>>The thought of what you’re about to do makes your body almost go limp and you lean against the wall for support. Murdering a… child? Its host is still a child, after all. You’ve done questionable things in the past, sure, but this is too much - you’re getting fucked up on any drugs you can find in order to survive through this miserable life and now this. Maybe your father was right all along, this world isn’t worth finding a place in, you’ll only find misery at the end of your hard work. Maybe you should have stayed back home, lived like him : a miserable life with no purpose, no happiness, no work either - just be a parasite to all who have the misfortune of knowing you, pass the time watching TV and numbly wait for your death.
But you can’t pretend like the fate of the “child” doesn’t concern you, you were involved in bringing that thing into this world and you’re not heartless enough to walk away.
You’re pretty sure there’s a dagger in the second room to the right of the stairs. You’ve seen it before, it’d be hard to miss really, ornate handle and razor sharp blade - almost always covered in crimson at the hands of the high priestess. The whimpers of these poor stray dogs still haunt you. You hope it won’t make any noise when you do what you have to do. Looking down at it, you realize you’ll need to set it down somewhere so your hands are free and decide to leave it on a table in the far left room. With barely a glance around said room, you’re mostly relieved to not have to keep it in your arms for the weight of its body makes you feel sick to your stomach. There’s another door to the far side of the room: it leads to an outside staircase so you can make your escape as quickly as possible. You avoid looking in the direction of the thing squirming around the table and head to the other side of the corridor. A few careful steps lit by your flashlight lead you to the room near the stairs, the members are still humming below your feet. The classroom in front of you looks similar to the one you were in, save for the boarded up windows and the massive wooden filing cabinet in the corner. As you approach it, you wonder where exactly the knife would be.
<<nobr>><div class="choices">
<<link '<div class="choice-item">Some of the locks have clearly been broken into before and the latches are loose - the dagger would be in an open drawer.</div>' 'prologue.daggerY'>><</link>>
<<link '<div class="choice-item">Some of the drawers still look like they could be locked and unlocked - the dagger would be kept safe in a closed drawer.</div>' 'prologue.daggerN'>><<set $proTimer +=1>><</link>>
</div><</nobr>><<audio "prologueChoir" volume 0.2 play>><<audio "prologueWalk" volume 0.3 play>>Your own hurried footsteps are drowned out by the low humming coming from the hooded figures huddled together. The vibrations of their chant resonates throughout the candlelit abandoned building, bouncing off the stained glass windows and shaking you to your core. You feel their thrums in your bones, ribs trembling at every step you take as fear threatens to overtake you. You're expected to prepare the host for the strengthening ritual. They continue humming, unaware of your plans.
The pillars supporting the crumbling ceiling tiles guide you toward the front exit and turn to the ascending staircase near the door.
Rickety wooden steps lead to a long corridor, you get your flashlight out of your pocket and turn it on as you readjust your hold on the bundle of blankets in your arms. Several doors decorate the upstairs hallway, you know you have to make your choice now.
You could attempt the unbinding ritual and free the host so they could perhaps live a normal life, away from everything and everyone here. The magister's grimoire is hidden in the last room on the left; this you know from when you snuck upstairs to get some evidence of the cult's activities soon after you joined. Though you have no idea if this could even work and time will be of the essence : if they catch you, you'll die the same way the sacrificed dogs did.
Then again, how do you know you won't make everything worse and possibly unleash something far worse. And what about yourself? What if it comes for you and tries to kill you? You had no idea this could all be true so anything's on the table now.
Is this child's possible survival your responsibility if it means risking your own? There is an exterior staircase accessible through one of these room's balconies. Forget the ritual, just kill it and run out of there, into your car and drive off to never come back again.
<<nobr>><div class="choices">
<<link '<div class="choice-item">It\'s just a child. You can\'t leave it like this : find the grimoire.</div>' 'prologue.2save'>><</link>>
<<link '<div class="choice-item">You don\'t want to do this but what else is there to do? Maybe this is the price you pay for getting involved. Find something sharp and do the right thing.</div>' 'prologue.2kill'>><</link>>
</div><</nobr>><<audio ":paused" play>><<audio "prologueDaggerDrawer" volume 0.3 play>>You don’t think they’d bother locking the knife away every time, pretty as it may be and desperate for money as some of these addicts are, you know how terrifying the magister can be. Everyone here knows it, he’s made an example of what happens to those with loose tongues and sticky fingers.
The first two drawers are unlocked and you sigh in relief when your eyes catch onto the silver dagger. It has some carvings on the blade though they’re too hard to make out with the grime and poorly washed blood crusted all over the weapon - your curiosity can wait.
<<nobr>><div class="choices">
<<link '<div class="choice-item">Continue.</div>' 'prologue.3kill'>><</link>>
</div><</nobr>> <<audio ":paused" play>>Surely they would keep something so precious hidden away, not everyone here can be trusted after all, you’re a good enough example of this. The magister is paranoid and distrustful, though now you wonder what to do to open the drawers. You try to pry them open with your fingers while looking around the room for something that could help. A metal ruler on the floor nearby catches your eye.
It’s slim enough to fit in the opening slit of the drawer but you’re unsure of what kind of lock holds them closed. You try to push and use it as leverage, the cabinet wobbles as you lean all your strength on the ruler.
<<audio "prologueDaggerFall" volume 0.3 play>>It bends and the cabinet falls forward, almost crushing you under its heavy weight. You push your body against it, trying to set it upright again but one of the top drawer comes loose and falls to the floor. You managed to cushion its messy tumble with your foot, biting back a hiss as the pain shoots through your leg. The dagger that fell out of said drawer clatters noisily beside you. A drop of cold sweat chills your back and you could swear you felt your heart stop - please don’t let them have heard this.
<<nobr>><div class="choices">
<<link '<div class="choice-item">Continue.</div>' 'prologue.3kill'>><</link>>
</div><</nobr>> <<audio ":paused" play>>Holding it in your hand makes your throat tighten, there’s no going back after this.
The walk back to the other room feels longer than it really is, your hands feel clammy and you want to cry. What kind of person have you become? What would Nina and Lillith think of who you grew up to become?
These kinds of thoughts are exactly why you wish you more stoned than you are right now; fuck.
As you enter the classroom and close the door behind you, your eyes lock with theirs. It's still on the table where you left it and you wish you could have come back to an empty room, if only to feel as though this isn’t your problem anymore. You just want to get this over with.
Looking at the blackboard nailed to the wall, you remember the grimoire you’d found last time you’d been poking around the place, trying to get answers the priestess and the magister wouldn’t give you. Answers for questions you couldn’t ask without seeming suspicious; that’s right, it feels like so long ago that you had joined this cult to write an article about them. The article you’d hoped would make your boss take you more seriously and finally give you the chance to talk about what the mainstream medias want to ignore. You wanted to be known as the one who exposed the corrupted and the bigoted but look at you now : about to do something so unforgivable.
Blinking back your tears, you can't help but hesitate : you might still have the time to do the ritual and unbind the host from its usurper.
<<nobr>><div class="choices">
<<link '<div class="choice-item">No, there’s no guarantee it’ll work. You can’t afford to fail. Stab it.</div>' 'prologue.4kill'>><</link>>
<<link '<div class="choice-item">You can’t bring yourself to kill it, you don’t want to. Do the ritual and hope for the best.</div>' 'prologue.3save'>><</link>>
</div><</nobr>> <<audio ":paused" play>><<audio "prologueBuzzKill" stop>>You’ve wasted enough time. It still blankly stares as you walk to the table, it can’t be saved; not when it looks at you so inhumanly. You tighten your grip on the dagger and raise it above your head.
<<nobr>><div class="choices">
<<link '<div class="choice-item">Don\'t do it.</div>' 'prologue.3save'>><</link>>
<<link '<div class="choice-item">Do it.</div>' 'prologue.5kill'>><<set $samBlind to true>><</link>>
</div><</nobr>> <<audio ":paused" play>><<audio "ambientPrologue" stop>><<audio "prologueBuzzKill" volume 0.4 play>><<if hasVisited("prologue.2save", "prologue.8save")>>Holding it in your hand makes your throat tighten, there’s no going back after this.
Your hands feel clammy and you want to cry. What kind of person have you become? What would Nina and Lillith think of who you grew up to become?
These kinds of thoughts are exactly why you wish you more stoned than you are right now; fuck.
As you enter turn to look at the child, your eyes lock with theirs. They’re still on the table where you left them and you wish they would have disappeared while you had your back turned, if only to feel as though this isn’t your problem anymore. You just want to get this over with.
Looking at the grimoire in the wall, you can't help but think again of how different things were not so long ago. Back when you were trying to get answers the priestess and the magister wouldn’t give you. Answers for questions you couldn’t ask without seeming suspicious. It feels like it was in another lifetime that you had joined this cult to write an article about them. The article you’d hoped would make your boss take you more seriously and finally give you the chance to talk about what the mainstream medias want to ignore. You wanted to be known as the one who exposed the corrupted and the bigoted but look at you now : about to do something so unforgivable.
You’ve wasted enough time. they still blankly stare as you walk to the table, they can’t be saved; not when they look at you so inhumanly. You tighten your grip on the dagger and raise it above your head.<</if>>
Your eyes close as your hand comes down, as if to shield you from the sight. Except you can’t seem to reopen them.
The adrenaline, the fear, your heartbeat, the blood pumping through your veins - everything sounds so loud, everything is too much. It feels icy hot and yet scalding cold all over your face, your eye. Bit by bit, you realize the amount of pain you’re in, washing over you like acid burning through your skin. The dagger falls to the floor, its blade never even touched its skin. Blood oozes from your left eye, you can’t open it; three gashes adorn your eyelid. You can’t even scream, the shock has your throat sewn shut and your breathing halted. You don’t remember when you fell to the floor, the ache in your knees barely registers as you open your right eye, squinting through the tears to see it. It is still there, it still stares, it’s not bleeding. You can’t kill it, it will protect its host.
If this thing can do that to you even when its host is so young and weak, even before the strengthening ritual, you can’t bear to think of how much more powerful it can become. You have to get it out of the host, out of this realm.
It raises a small hand towards you and you cower with a yelp, though looking back up at it, you realize you’re able to open your left eye. The pain has faded but you can’t see anything; the pain wouldn’t have just gone away like that. The host looks at you tiredly and yet you can’t fathom why it would have tried to take the pain away after blinding your left eye but how else could you be able to blink so normally now?
The remnants of your sanity whisper at you to focus on your next course of action, if only to ignore the growing guilt and bile-tasting disgust on your tongue.
You have to do the ritual.
<<nobr>><div class="choices">
<<if hasVisited("prologue.8save")>><<link '<div class="choice-item">Continue.</div>' 'prologue.9'>><</link>><<else>>
<<link '<div class="choice-item">Continue.</div>' 'prologue.3save'>><</link>>
<</if>>
</div><</nobr>> <<audio ":paused" play>><<if not hasVisited("prologue.2save")>><<audio "ambientPrologue" loop play>><<audio "prologueBuzzKill" stop>>You turn to the large blackboard in the adjacent wall and remove one side of the metal sliding as quietly as you can. When you had snuck inside this room unauthorized, you had been underwhelmed to say the least; it was just a normal almost empty room, as decrepit as the rest of the building. But then you had bumped into the wall from jumping at your own shadow, the fear of being caught gripping at you, and had unhinged the metal sliding on that innocuous blackboard.
The situation wasn't so different than it is now,<<if hasVisited("prologue.5kill")>> save from the fact that you're now half blind and far more aware of the dangers this thing on the table is capable of.<<else>> save from the fact that you are now far more aware of the dangers these people are capable of and not just them either.<</if>> This isn't just a reporting job about a bunch of drug addicts doing some stupid sex rituals and drinking each others blood for fun while they draw pentagrams and recite some fancy little latin phrases. Not anymore. Now, it's all too real, even the things that shouldn't be, even the thing possessing that child.
An old and yellowed book rests in the opening carved in the brick behind the blackboard.<</if>>
With no time to lose, you grab it and flip through the pages hurriedly until the moon lights the words you were looking for : Līberā Hospes.
Without a second to lose, you skim over the faded words and make a mental checklist of what you’ll need. The necklace serving of bookmark has a pentacle engraved on a coin-like pendant, that’s one item down. Now, to find a cup, a wand and a knife.
<<nobr>><div class="choices">
<<link '<div class="choice-item">Continue.</div>' 'prologue.4save'>><</link>>
</div><</nobr>> <<audio ":paused" play>><<nobr>><div class="choices">
<<if hasVisited("prologue.5save")>><div class="choice-item choice-disabled">You have the chalice.</div><<else>> <<link '<div class="choice-item">There should be a chalice used for the ritual somewhere in this room.</div>' 'prologue.5save'>><</link>><</if>>
<<if not hasVisited("prologue.5save")>><<else>>
<<if hasVisited("prologue.3kill")>><div class="choice-item choice-disabled">You have the dagger.</div><<elseif hasVisited("prologue.6save")>><div class="choice-item choice-disabled">You have the dagger.</div><<else>><<link '<div class="choice-item">You remember the dagger used for the sacrifices, it should be in its box in another classroom.</div>' 'prologue.6save'>><</link>><</if>>
<</if>>
<<if hasVisited("prologue.7save")>><div class="choice-item choice-disabled">You have the branch.</div>
<<elseif hasVisited("prologue.5save", "prologue.3kill")>><<link '<div class="choice-item">Maybe you can get a branch from outside and use it as a wand?</div>' 'prologue.7save'>><</link>>
<<elseif hasVisited("prologue.5save", "prologue.6save")>><<link '<div class="choice-item">Maybe you can get a branch from outside and use it as a wand?</div>' 'prologue.7save'>><</link>>
<</if>>
<<if hasVisited("prologue.7save", "prologue.5kill")>><<link '<div class="choice-item">Start the ritual.</div>' 'prologue.9'>><</link>><<elseif hasVisited("prologue.7save")>><<link '<div class="choice-item">Start the ritual.</div>' 'prologue.8save'>><</link>>
<</if>>
</div><</nobr>>
<<audio ":paused" play>>They would use it to drink each other’s blood… amongst other things. You suppress a shudder when you remember the taste on your tongue before you’d discreetly spit it inside your robe when no one was looking. A quick glance at the hole in the wall confirms its absence and you look around the near empty room. There are a handful of children's desks pushed to one wall and a couple of linen bags.
<<nobr>><div id="temp-choices">
<<link '<div class="choice-item">Open the desks’ drawer, it’s made of silver so you’re pretty sure they’d want to keep it hidden.</div>'>><<set $proTimer +=1>>
<<replace "#temp-choices">>
<b>Open the desks’ drawer, it’s made of silver so you’re pretty sure they’d want to keep it hidden.</b><br>
<<audio "prologueChaliceScreech" volume 0.3 play>>Your fingers grab at the underside of the desk and you pull. It’s stuck. Perhaps from years of disuse in this dark and damp room. You pull again, harder this time, and the desk screeches as it scrapes the wooden floor, making you jump backwards. You flinch, let’s hope they didn’t hear that from downstairs. You realize as you look down at your feet that you’ve bumped against the linen bags. The simple chalice has rolled out from the bag and you swiftly pick it up, relieved it wasn’t inside the unopenable desks. Looking at it more closely, you think it was used for the eucharist before being corrupted to a darker goal.
<div class="choices">
<<link '<div class="choice-item">Continue.</div>' 'prologue.4save'>><</link>>
</div>
<</replace>>
<</link>>
<<link '<div class="choice-item">Look inside the bags, with how often they use it, it’s probably within reach.</div>'>>
<<replace "#temp-choices">>
<b>Look inside the bags, with how often they use it, it’s probably within reach.</b><br>
<<audio "prologueChaliceBag" volume 0.3 play>>You pull on the handles of the first bag and immediately recognize the silver chalice. Its simple design and lack of decorations betray its nefarious usage - you think it was to be used for the eucharist before this church became abandoned.
<div class="choices">
<<link '<div class="choice-item">Continue.</div>' 'prologue.4save'>><</link>>
</div>
<</replace>>
<</link>>
</div><</nobr>>
<<audio ":paused" play>>The child has quieted down by now, a passing glance at it as you march to leave the room gives you pause. Would it be safe to leave it there alone? You “think” the dagger lies in the filing cabinet in the second room to the right from the stairs. It’s at the opposite end of the corridor and you’d only be gone for a few minutes. It might start crying if you pick it up but then again, what if it cries and you’re not there to calm it down quickly, before the others get suspicious?
You give the child a passing glance as you pass through the doorway and into the corridor, it has quieted down by now. A few careful steps lit by your flashlight lead you to the room near the stairs, the members are still humming below your feet. The classroom in front of you looks similar to the one you were in, save for the boarded up windows and the massive wooden filing cabinet in the corner. As you approach it, you wonder where exactly the knife would be. You’ve seen it before, it’d be hard to miss really, ornate handle and razor sharp blade - almost always covered in crimson at the hands of the high priestess. The whimpers of these poor stray dogs still haunt you.
<<nobr>><div id="temp-choices">
<<link '<div class="choice-item">Some of the locks have clearly been broken into before and the latches are loose - the dagger would be in an opened drawer.</div>'>>
<<replace "#temp-choices">>
<b>Some of the locks have clearly been broken into before and the latches are loose - the dagger would be in an opened drawer.</b><br>
<<audio "prologueDaggerDrawer" play>>You don’t think they’d bother locking the knife away every time, pretty as it may be and desperate for money as some of these addicts are, you know how terrifying the magister can be. Everyone here knows it, he’s made an example of what happens to those with loose tongues and sticky fingers.
The first two drawers are unlocked and you sigh in relief when your eyes catch onto the silver dagger. It has some carvings on the blade though they’re too hard to make out with the grime and poorly washed blood crusted all over the weapon - your curiosity can wait.
<div class="choices">
<<link '<div class="choice-item">Continue.</div>' 'prologue.4save'>><</link>>
</div>
<</replace>>
<</link>>
<<link '<div class="choice-item">Some of the drawers still seem like they could be locked and unlocked - the dagger would be kept safe in a closed drawer.</div>'>><<set $proTimer +=1>>
<<replace "#temp-choices">>
<b>Some of the drawers still seem like they could be locked and unlocked - the dagger would be kept safe in a closed drawer.</b><br>
Surely they would keep something so precious hidden away, not everyone here can be trusted after all, you’re a good enough example of this. The magister is paranoid and distrustful, though now you wonder what to do to open the drawers. You try to pry them open with your fingers while looking around the room for something that could help. A metal ruler on the floor nearby catches your eye.
It’s slim enough to fit in the opening slit of the drawer but you’re unsure of what kind of lock holds them closed. You try to push and use it as leverage, the cabinet wobbles as you lean all your strength on the ruler.
<<audio "prologueDaggerFall" play>>It bends and the cabinet falls forward, almost crushing you under its heavy weight. You push your body against it, trying to set it upright again but one of the top drawer comes loose and falls to the floor. You managed to cushion its messy tumble with your foot, biting back a hiss as the pain shoots through your leg. The dagger that fell out of said drawer and clatters noisily beside you. A drop of cold sweat chills your back and you could swear you felt your heart stop - please don’t let them have heard this.
<div class="choices">
<<link '<div class="choice-item">Continue.</div>' 'prologue.4save'>><</link>>
</div>
<</replace>>
<</link>>
</div><</nobr>> <<audio ":paused" play>>It will have to do. You can’t think of anywhere else to get a “wand” anyways. You walk back to the classroom, glancing over your shoulder the entire time to make sure no one’s come up the stairs. Closing the door behind you, you look at the other door at the back of the class; it leads to the outside staircase, you’ll need to be quiet when you open it.
<<nobr>><div id="temp-choices">
<<link '<div class="choice-item">Looking out the window, you see how windy it is as the leaves dance above the ground. The door will surely slam against the wall, maybe you can go out the window instead ?</div>'>>
<<replace "#temp-choices">>
<b>Looking out the window, you see how windy it is as the leaves dance above the ground. The door will surely slam against the wall, maybe you can go out the window instead ?</b><br>
You don’t trust your strength to hold the door back if the wind pushes it wide open <<if $proTimer eq 2>>- especially after how tired you feel from your search and your sore foot and fingers - <</if>>and proceed to slide the window open. <<audio "prologueBranchWindow" play>>The cold wind blows in your face and you’re glad the tree branch is within reach so you don’t have to completely climb out of the less-cold room. It is still a stretch though and you can only hope you won’t go overboard and fall into the dirt. It isn’t a big drop, you’re only one floor above the ground floor but still, you’d rather avoid a broken ankle if possible. You manage to get a decent grasp at a thin branch and chop it off with the dagger. It has a couple of twigs attached to it and you trim it briefly with the sharp blade before closing the window.
<div class="choices">
<<link '<div class="choice-item">Continue.</div>' 'prologue.4save'>><</link>>
</div>
<</replace>>
<</link>>
<<link '<div class="choice-item">The door seems heavy, too heavy and old to be affected by the wind, you only need to open it a sliver to pass through.</div>'>><<set $proTimer +=1>>
<<replace "#temp-choices">>
<b>The door seems heavy, too heavy and old to be affected by the wind, you only need to open it a sliver to pass through.</b><br>
<<audio "prologueBranchDoor" play>>One of the few times in your life you’ve been glad for the frail and weak build you’ve been given; the other time was when you used to be able to sneak into your father’s basement from the outside half-underground window so you could steal from his stash of booze for high school parties. Looking back, it seems like you’ve always had a knack for sneaking in places you shouldn’t be in - not that it’s ever worked out well for you though. The heavy door creaks open as you barely squeeze through and you flinch at the noise. You turn to look at the classroom’s door anxiously, ready to see it open and to face an angry mob but nothing for now. You hurriedly look back outside and lean to the right of the staircase’s railings. You can easily grab an overhanging branch from a nearby tree <<if $proTimer eq 2>> though you wish your foot and fingers didn’t feel so sore from your earlier mess as you lean forward<</if>>.
<div class="choices">
<<link '<div class="choice-item">Continue.</div>' 'prologue.7door'>><</link>>
</div>
<</replace>>
<</link>>
</div><</nobr>> <<audio ":paused" play>><<audio "prologueDoorWind" play>>A firm chop on the wood as the wind picks up suddenly, you’re about to trim the small twigs off of it when you see -from the corner of your eye- the door, about to slam forcefully against the wall.
...
<<timed 4s t8n>><<link '<h3>Grab it!</h3>' 'prologue.doorY'>><</link>><</timed>>
<<timed 7s>><<goto "prologue.doorN">><</timed>><<audio ":paused" play>>Your fingers barely grasp onto the door in time but you hold on tight. It takes all your strength to avoid getting flung out along with the door but you’re able to go back inside, wand and knife in your pocket. You managed to avoid raising the other followers’ suspicions… hopefully.
<<nobr>><div class="choices">
<<link '<div class="choice-item">Continue.</div>' 'prologue.4save'>><</link>>
</div><</nobr>> <<audio ":paused" play>><<audio "prologueWallSlam" volume 0.1 play>>Helpless, you watch as it hits the wall, your fingers barely missing the door’s edge in time. The sharp bang feels as though it knocked the breath out of you and you come to your senses, running back inside and pushing the door closed against the wild wind. They’ve heard that.
The child starts crying again and you rush to their side to try and soothe them.
<<nobr>><div class="choices">
<<link '<div class="choice-item">Continue.</div>' 'prologue.4save'>><</link>>
</div><</nobr>> <<audio ":paused" play>>You don’t know how much time you have but you know it might not be enough. A wave of uncertainty washes over you, are you really going to follow through with this and try to save this child?
<<nobr>><div class="choices">
<<link '<div class="choice-item">Reaching into your pocket and grabbing the knife, you change your mind - you don’t know what you’re doing with magic and you’re no hero, best end things the easy way even if it means having blood on your hands.</div>' 'prologue.5kill'>><</link>>
<<link '<div class="choice-item">Looking at the child strengthens your resolve, you’re the only one in this damn church who would try to save that poor vulnerable soul - you have to do this.</div>' 'prologue.9'>><</link>>
</div><</nobr>><<audio ":paused" play>><<audio "prologueRitual" stop>><<audio "prologueBuzzKill" stop>>A quick glance at the grimoire’s instructions later, you get to work. The inverted pentagram was already painted on the floor months ago and you gently place the child at its center. It calmly looks at you and you wish it didn’t; the weight of what you’re attempting to do only worsening. You pick up one of the dozen of half melted candles strewn about the room, the magister always lights up so many of them for the rituals considering the electricity doesn’t work anymore. The matches rattle noisily in their box as you attempt to light the candle in your left hand; you’ll need to walk along the painted lines of the pentagram holding the candle and hum the Latin words for each element as you place their corresponding items down on the floor.
There won’t be time for a second try, you need to get it right.
First, the bottom point of the star holds the wand to represent fire, then the pentacle on the right point for the earth, then the sword for the air on the opposite point and finally the cup for the water must sit at the top, between the two remaining points.
Then you’ll have to stand outside the pentagram and draw a triangle in the air with the candle to protect yourself from the being inside that child before banishing it away; hopefully the Latin classes you took in high school will be enough to read the formula in the grimoire.
<<nobr>><div class="choices">
<<link '<div class="choice-item">Continue.</div>' 'prologue.10'>><</link>>
</div><</nobr>><<audio ":paused" play>><<audio "prologueRitual" volume 0.5 play>>First, at the bottom, <b><u><<cycle "$proRitual1" autoselect>>
<<option "Aer">>
<<option "Terra">>
<<option "Ignis">>
<<option "Aqua">><</cycle>></u></b>. Then on the right, <b><u><<cycle "$proRitual2" autoselect>>
<<option "Terra">>
<<option "Aqua">>
<<option "Aer">>
<<option "Ignis">><</cycle>></u></b>. The left, <b><u><<cycle "$proRitual3" autoselect>>
<<option "Aqua">>
<<option "Ignis">>
<<option "Terra">>
<<option "Aer">><</cycle>></u></b>. And lastly, <b><u><<cycle "$proRitual4" autoselect>>
<<option "Ignis">>
<<option "Aqua">>
<<option "Aer">>
<<option "Terra">><</cycle>></u></b> at the top.
As you finish walking the line, you think you can hear noise coming from the stairs. You quickly step outside the pentagram and draw a shape in the air around you, protecting your body and mind within a magic triangle.
The Latin phrases are spoken in a hush as you anxiously glance back and forth between the child and the door. You’re almost done reciting from memory, this you know because you’re about to say the final phrase. To banish the being from this host’s infancy, childhood, adolescence and adulthood - to never come back again even in death.
<<nobr>><div class="choices">
<<link '<div class="choice-item">Continue.</div>' 'prologue.11'>><<if $proRitual1 is "Ignis" and $proRitual2 is "Terra" and $proRitual3 is "Aer" and $proRitual4 is "Aqua">><<set $proRitualSuccess to true>><<else>><<set $proRitualSuccess to false>><</if>><</link>>
</div><</nobr>> <<audio ":paused" play>><<audio "prologueRitual" stop>><<if $proRitualSuccess is true>>You look at the items laid before you and something washes over you, maybe the child’s eyes look clearer, as if uncorrupted and innocent again, or maybe it’s the magic but this feels right; you must be on the right track.
With renewed vigor, you’re almost done reciting the last few words when the door flings open.<<else>><<set $samBurn to true>>Except you hear a laugh. Was it a laugh? The door is still closed, the child is still the only one there with you. It stares blankly but so intently, was it them? If the one inside the host is laughing at you.. You look at the items on the ground again, this isn’t right. Maybe there’s still time to do it all over again, properly this time.
But there isn’t. You’re all out of time. And you failed.
The candle’s flame suddenly flares abnormally and burns the left side of your face - you yell in pain at the same time as the door flings open.<</if>>
<<nobr>><div class="choices">
<<link '<div class="choice-item">Continue.</div>' 'prologue.12'>><</link>>
</div><</nobr>> <<audio ":paused" play>><<audio "prologueRitualDoor" volume 0.2 play>>The first thing you see is a woman standing there, a crazed look in her wide eyes as she stares at the child on the floor. You recognize her <<if $samBurn is true>>and it’s almost enough to numb the pain on your cheek<</if>>, the child’s mother.
<<nobr>><div class="choices">
<<link '<div class="choice-item">Continue.</div>' 'prologue.13'>><</link>>
</div><</nobr>> <<audio ":paused" play>>She strides in the room unsteadily and briskly, her blood shot eyes and dilated pupils are enough signs to know the drugs everyone took earlier are affecting her. You’re not in as bad a state as her but you know your paranoia and sweaty body aren’t just caused by the situation you’re in - if anything, you doubt you would have taken the initiative to save this child had you not been on acid. Your worst decisions always happened on acid.
It takes a couple of steps before she stands in front of you, her trembling hands gripping onto the front of your robe and your body feels as though it could give out on you. “What did you do you little bitch?!”
You drop the candle for good this time and she doesn’t even react to her robe being set aflame, unwilling to let go of you as she tightens her grip on your collar, the fabric digging into your nape. You look past her and your eyes meet the child’s; you can’t give up now.
Lowering your head out of the robe’s collar and removing it from your body altogether, you push her away from you and scramble to the center of the pentagram. Unsteady on her knees, the woman doesn’t even bother getting up as she reaches for the dagger on the floor.
<<nobr>><div class="choices">
<<link '<div class="choice-item">Dive for the dagger before her.</div>' 'prologue.14dagger'>><</link>>
<<link '<div class="choice-item">Protect the child with your body.</div>' 'prologue.14protect'>><</link>>
</div><</nobr>>
<<audio ":paused" play>><<audio "ambientPrologue" stop>>With the state the woman’s in, you don’t know if the child is safe. Rather, of course you know it’s not safe; what kind of mother would willingly tie a monster to her baby ? There’s always a price to pay, you’ll pay with your blood. She swipes the blade and you barely have time to scoop the child in your arms before she lunges for you and you fall backwards. It’s not enough. You clench your eyes shut.
It happens so quickly. <<audio "prologueThud" volume 0.3 play>>
The sudden thud brings you back to reality.
Your first instinct is to look down at the warm bundle in your arms; it looks blankly at the woman. You look at her, she’s on the floor in front of you covered in blood. Too stunned to look away, you watch as blood pours endlessly out of her chest; crimson rivers flowing through the floorboards and soaking your legs. There are three deep gashes where her heart beats, cut right through the dark velvet of her robe - what happened ? The dagger is still in her right hand, resting in her limp palm. She’s smiling blissfully, more adoration in her eyes as she gazes at her child than you’ve ever seen so far. Then again, she might just be smiling at the thing inside the child because who else could have done this ? Looking back at them, their eyes are closed now - you don’t know who or what is inside them, members were not allowed that knowledge but any answer would be equally terrifying.
<<if not hasVisited("prologue.doorN")>>You feel so full of emotions that it feels hollow, like when you touch something so hot, it feels cold. Numb and unaware of the tears overflowing past your lashes, you stand and hold the bundle of blankets close to you. It’s still warm against you, sleeping so peacefully you almost want to believe it didn’t just kill its mother.<</if>>
<<nobr>><div class="choices">
<<if hasVisited("prologue.doorN")>><<link '<div class="choice-item">Continue.</div>' 'prologue.15cult'>><</link>>
<<else>><<link '<div class="choice-item">Continue.</div>' 'prologue.17'>><</link>>
<</if>>
</div><</nobr>> <<audio ":paused" play>><<audio "ambientPrologue" stop>>Adrenaline courses through your veins and you swipe the weapon before she does. But it doesn’t deter her. “We waited 9 months ! 9 fucking months and you ruined everything, we could have had everything we want now that it was finally here!” She tries to claw at your eyes and you’re aware she’s not even trying to protect herself, it’s almost a challenge to not cut her with the dagger in your palms.
It happens so quickly. <<audio "prologueThud" volume 0.3 play>>
The sudden thud brings you back to reality.
Instinctively looking down, you see red. The crimson puddle soaks the floorboards and through your shorts. To your horror, the handle is still in your hand and you’re holding on so tightly, your knuckles are stuck in position. She gasps and groans, limbs twitching and blood pouring from her chest. What have you done. Bile rises in your throat. The child cries.
<<if not hasVisited("prologue.doorN")>>Gripping your wrist with your other hand to let go of the handle, you finally loosen your grip. You feel so full of emotions that it feels hollow, like when you touch something so hot, it feels cold. Numb and unaware of the tears overflowing past your lashes, you stand and gather the bundle of blankets nestling the child. It’s still warm against you, your blood soaked hand like a stain on them, the handprint of a killer. <</if>>
<<nobr>><div class="choices">
<<if hasVisited("prologue.doorN")>><<link '<div class="choice-item">Continue.</div>' 'prologue.15cult'>><</link>>
<<elseif $proTimer gte 2>><<link '<div class="choice-item">Continue.</div>' 'prologue.15cult'>><</link>>
<<else>><<link '<div class="choice-item">Continue.</div>' 'prologue.17'>><</link>>
<</if>>
</div><</nobr>> <<audio ":paused" play>><<audio "prologueDoorWind" play>><<audio "prologueBranchDoor" play>>The wind howls and<<if hasVisited("prologue.doorN")>> for the second time,<</if>> the heavy door slams against the wall as you shakily run down the stairs. Your eyes burn<<if $samBurn is true>> and so does your injured cheek<</if>>, the blood still drips down your legs and it hurts to breathe. Still you run outside the church and get into your car, thankful for the first time in your life that it’s too beat up to be able to actually lock it. Setting the child in the passenger seat, you grab your keys from your pocket and drive off. The orange light coming from the first floor’s window and the smoke coming from the open door fade in the distance from your rearview and you don’t register anything anymore.
<<nobr>><div class="choices">
<<link '<div class="choice-item">Continue.</div>' 'prologue.18'>><</link>>
</div><</nobr>> <<audio ":paused" play>><<if hasVisited("prologue.14dagger", "prologue.doorN")>>There is no respite as you hear more footsteps hurrying through the corridor, they’re coming for you.
Gripping your wrist with your other hand to let go of the handle, you finally loosen your grip. You feel so full of emotions that it feels hollow, like when you touch something so hot, it feels cold. Numb and unaware of the tears overflowing past your lashes, you stand and gather the bundle of blankets nestling the child. It’s still warm against you, your blood soaked hand like a stain on them, the handprint of a killer.
<<elseif hasVisited("prologue.14protect", "prologue.doorN")>>There is no respite as you hear more footsteps hurrying through the corridor, they’re coming for you. In any other circumstances, you would have tried to stop the bleeding, tried to save her; you’d done as much when you’d found a dog bleeding out in an alleyway despite being high as hell. But right now, your mind can’t keep up with what’s happening even with the urgency of the situation.
You feel so full of emotions that it feels hollow, like when you touch something so hot, it feels cold. Numb and unaware of the tears overflowing past your lashes, you stand and hold the bundle of blankets close to you. It’s still warm against you, sleeping so peacefully you almost want to believe it didn’t just kill its mother.<</if>>
<<audio "prologueCult" play>>You can’t even bring yourself to look at the floor as you feel the woman’s hand feebly grasp at your ankle. Her strained breathing is so faint yet you hear it as if she was breathing through your skull and bones. Not even a step later, you hear the gasps and screams from the other cultists gathered at the open door. The magister and the high priestess in front of them, she aims her flashlight right at your face, you can barely make out her glare boring into you. “I won’t forget your face, Sam.” It’s getting hard to breathe; how does she know your name - your real name, not the fake one you gave them ? What else does she know about you ? Will she find you ? Will she kill you ? You hadn’t even planned what to do with the child after the ritual but now where are you supposed to go ?
They’re about to take a step forward when they look down at your feet. Not at the dying woman, but the bright flames consuming the robe’s heavy velvet and spreading to the wooden floor. You feel the heat rise in the room, you’d almost forgotten the fire around you.
You have to go now.
<<nobr>><div class="choices">
<<link '<div class="choice-item">Continue.</div>' 'prologue.16cult'>><</link>>
</div><</nobr>> <<audio ":paused" play>><<audio "prologueFire" play>>Turning around to run out the outside door causes more panicked screams echo in the near empty room; you hear another thud followed by agonized pleas. “You were supposed to protect the host, the both of you.” It’s the deep booming voice of the magister, its tone as icy as you’ve always known. As you reach for the handle with one hand you make the mistake of turning around as yet another string of pleas of mercy and shrill screams ring out. There’s a man writhing in the fire, you think it’s the child’s father, and the magister stands over him. The priestess is bent over the expanding fire; a hand hovering it as if she was holding something, her wide eyed gaze and toothy grin aimed at you; fire licks at her long hair and sets it ablaze. Morbid curiosity roots you in place, she throws something at you. Your hands are full from holding the child and you can only twist your body to protect it from the small bright red thing coming for you. It makes a metallic sound as it lands between you and the blankets you’re holding, it burns through your sweatshirt but you ignore the pain and rush out of the room.
<<nobr>><div class="choices">
<<link '<div class="choice-item">Continue.</div>' 'prologue.17'>><<set $samPentaBurn to true>><</link>>
</div><</nobr>> <<audio ":paused" play>><<audio "prologueCar" play>>You drive for some time, numb and without direction. You stop on an empty road somewhere, you don’t know where. You don’t remember driving, as if you’d blacked out - part of you wish you had. The child is still beside you, asleep. Good thing they didn’t slide off the seat, you wouldn’t have noticed in the state you’re in. They seem unharmed but the ritual… You couldn’t finish it,<<if $proRitualSuccess is false>> if you had even started it at all,<</if>> so what does that even mean for them then? Did you save them at all or made things worse as you always do?
<<if hasVisited("prologue.16cult")>>A glimmer in the corner of your teary eyes catches your attention. It’s a small gold chain sitting on your lap, so this is what the priestess threw at you : the pentacle engraved coin. Lifting the hem of your shirt, you can see it made an imprint on your skin, that same pentacle now branded onto your flesh. Memories of what just happened flood your mind and you feel nauseous. The fire, the screams, the blood…
<<else>>A glimmer in the corner of your teary eyes catches your attention. It's a small gold chain caught in the pocket of your cargo shorts : the pentacle engraved coin. It must have gotten stuck on the pocket's button when you fell on the floor with the woman. Untangling the flimsy chain from the fabric with shaking hands, ht memories of what just happened flood your mind and you feel nauseous. The blood, the crazed look in her eyes, her strained breathing even as you left her to die there...<</if>>
Your hands are still covered in red and you open the door, promptly throwing up on the asphalt. You don’t know how long you spend, panting and crying next to a puddle of vomit. Eventually, your breathing evens out and you close the door again with a sigh.
<<nobr>><div class="choices">
<<link '<div class="choice-item">You need to smoke.</div>' 'prologue.19'>><<set $proSamSmoke to true>><</link>>
<<link '<div class="choice-item">You need to turn on the radio.</div>' 'prologue.19'>><<set $proSamRadio to true>><</link>>
</div><</nobr>> <<audio ":paused" play>><<if $proSamSmoke is true>>You need to smoke to calm down, maybe if you’re high you won’t have to relive this night over and over again. Reaching out under the passenger seat to grab your stash of weed, your eyes meet the child’s.
<<elseif $proSamRadio is true>>You need to hear something other than the blood pulsing through your ears and the memories of the woman’s dying breath <<if hasVisited("prologue.16cult")>>or the father’s screams as he burned alive<</if>>. Reaching for the dusty console, you realize the child is awake.<</if>>
They stare at you and you flinch, it doesn’t feel human; not entirely. Maybe it’s the drugs, maybe it’s the fear and maybe you’re wrong. But something nags at you that you still have more to do if you want to save this child. And after killing <<if hasVisited("prologue.16cult")>>its parents, <<else>>its mother, <</if>>you know you can’t go back to your life anymore - you’re tied to them the same way they’re tied to that thing inside them.
You retract your hand and lean your head back. There’s much to figure out now; starting with finding out where to send this child to, but you’ve always worked best when under pressure and you’re really good at finding things. The mess that you are can barely look after themselves, you can’t be raising a child especially now that your life is in danger, as if the drug addiction wasn’t bad enough.
But you’ve always wanted a purpose, you’ve found it.<<audio ":all" stop>>
<<nobr>><div class="choices">
<<link '<div class="choice-item">You turn the ignition on again.</div>' 'CHAPTER.1'>><</link>>
</div><</nobr>>