,<<inv letter>>
<<inv coin>>
<<inv ticket>>
<<if $currentRoom == "reception">>
<<set $rebellion = $rebellion + 1>>
<<update>>
<<dialog 'oops' 'popup'>>
You abruptly - somehow - find yourself back in the lobby.
<</dialog>>
<</if>>
<<set $currentRoom = "lobby">>
<<include lobbyMap1>>
<div class="text">
You open your eyes.
<<timed $textTime+'s' t8n>>
<br><br>
When did you arrive here? Five minutes, five years, a lifetime ago - it's impossible to tell. Your mind wandered. Again. You have a bad habit of that.
<br><br>
<<next>>
And still you're stuck in this waiting room...
<<next>>
<br><br>
It seems all you can do is sit and be patient while observing your surroundings.
<span class="redText">
<br><br>Hint: click on items in the game world to interact with them. Items to inspect turn your cursor into a magnifying glass, while items which navigate you to another part of the game display footsteps.
<hr>
Try to <<if $manLooked == 0>> talk to the other person here
<<else>>
find a place to sit <</if>>
to continue.
</span>
<</timed>>
</div><<if $elevatorV == 0>>
<<dialog etravel popup>>
IT IS IMPERATIVE YOU CONDUCT YOUR INTERVIEW. GO TO YOUR INTERVIEW. NOW.
<hr>
<span class="redText">Hint: It's not imperative. Screw whatever they are telling you. Forget NOW. Explore all you want. Revisit floors you've visited before. Who knows, maybe you'll learn something new by delving back into the past....</span>
<<set $elevatorV = 1>>
<</dialog>>
<</if>>
<<set $currentRoom = "elevator">>
<<music elevator>>
<div class="container">
<div class="background-image">
<img class="levelSplash" @src=$nextFloorImg />
</div>
<div class="door left-door"></div>
<div class="door right-door"></div>
</div>
<div class="etext">
<span id="elevatorText">
<<if $interview8 == 1>>
<<print setup.elevator.eight>>
You recall Bob's note about backtracking and eye the different buttons, debating if you want to revisit any floors before meeting the Boss.
<<elseif $interview7 == 1>>
<<print setup.elevator.seven>>
You find yourself unnerved by the experience in the ballroom and quickly glance at your own reflection in the shiny doors, as if to reassure you are really you.
<<elseif $interview6 == 1>>
<<print setup.elevator.six>>
Your blood is still racing from the violent archery and you find yourself wondering about returning to try to score a bullseye...
<<elseif $interview5 == 1>>
<<print setup.elevator.five>>
The chants of the crowd still echo in your ears before finally fading into the placid elevator music.
<<elseif $interview4 == 1>>
<<print setup.elevator.four>>
You can still smell the rich, earthy scent of the greenhouse.
<<elseif $interview3 == 1>>
<<print setup.elevator.three>>
Your ears ring with phantom echoes of the casino's clangs and chimes.
<<elseif $interview2 == 1>>
<<print setup.elevator.two>>
Your hunger has abated, but you debate returning to the diner - you wouldn't say no to more food! While you muse that over, you discover a new button and a new floor to explore.
<<elseif $interview1 == 1>>
<<print setup.elevator.one>>
Zombies!? You shiver, reflecting back on what a surreal experience that was. You notice a new button has appeared on the elevator's panel.
<<else>>
<<print setup.elevator.none>>
<br><br>
That whole experience in the lobby...was odd. Even odder is the fact that there only seems to be one other floor to select from.
<</if>>
</span>
<hr>
<div class="panel">
<<link '<div class="eButton">0</div> - Lobby'>>
<<buttonSF>>
<<set $nextFloor = "floor0Repeat">>
<<replace "#elevatorText">>
<<include elevatorTravel>>
<</replace>>
<</link>>
<br>
<<link '<div class="eButton">1</div> - Lu Studios'>>
<<buttonSF>>
<<set $nextFloor = "floor1">>
<<replace "#elevatorText">>
<<include elevatorTravel>>
<</replace>>
<</link>>
<<if $interview1 == 1>>
<br>
<<link '<div class="eButton">2</div> - CuliTon Institute'>>
<<buttonSF>>
<<set $nextFloor = "floor2">>
<<replace "#elevatorText">>
<<include elevatorTravel>>
<</replace>>
<</link>>
<</if>>
<<if $interview2 == 1>>
<br>
<<link '<div class="eButton">3</div> - The Gilded Reed Casino'>>
<<buttonSF>>
<<set $nextFloor = "floor3">>
<<replace "#elevatorText">>
<<include elevatorTravel>>
<</replace>>
<</link>>
<</if>>
<<if $interview3 == 1>>
<br>
<<link '<div class="eButton">4</div> - Rathborne Gardens'>>
<<buttonSF>>
<<set $nextFloor = "floor4">>
<<replace "#elevatorText">>
<<include elevatorTravel>>
<</replace>>
<</link>>
<</if>>
<<if $interview4 == 1>>
<br>
<<link '<div class="eButton">5</div> - Heritix Consulting'>>
<<buttonSF>>
<<set $nextFloor = "floor5">>
<<replace "#elevatorText">>
<<include elevatorTravel>>
<</replace>>
<</link>>
<</if>>
<<if $interview5 == 1>>
<br>
<<link '<div class="eButton">6</div> - Rejuvilence Center'>>
<<buttonSF>>
<<set $nextFloor = "floor6">>
<<replace "#elevatorText">>
<<include elevatorTravel>>
<</replace>>
<</link>>
<</if>>
<<if $interview6 == 1>>
<br>
<<link '<div class="eButton">7</div> - Frauluxe Memorial Ballroom'>>
<<buttonSF>>
<<set $nextFloor = "floor7">>
<<replace "#elevatorText">>
<<include elevatorTravel>>
<</replace>>
<</link>>
<</if>>
<<if $interview7 == 1>>
<br>
<<link '<div class="eButton">8</div> - Trutreach Workshop'>>
<<buttonSF>>
<<set $nextFloor = "floor8">>
<<replace "#elevatorText">>
<<include elevatorTravel>>
<</replace>>
<</link>>
<</if>>
<<if $interview8 == 1>>
<br>
<<link '<div class="eButton">9</div> - Mundanix Partners Inc'>>
<<buttonSF>>
<<set $nextFloor = "floor9">>
<<replace "#elevatorText">>
<<include elevatorTravel>>
<</replace>>
<</link>>
<</if>>
</div>
<<set $currentRoom = "floor1hallway">>
<<music lust>>
<<if $interview1 == 1>>
<<include floor1Repeat>>
<<else>>
<<include floor1First>>
<</if>>
<<floorwp>>
<<set $interview1 = 1>>
<<include floor1InterviewMap>>
<div class="text">
"$name? $name?"
<<timed $textTime+'s' t8n>>
<br><br>
You blink rapidly and glance about you. No zombies. No cameras. No live studio audience. Just a rather dull office, a large desk, and behind it a boringly bureaucratic man.
<<next>>
<hr>
[[Sorry, I zoned out there a second...|floor1Interview2a]]
<br>
[[Err, where the hell am I?|floor1Interview2b]]
<</timed>>
</div>
<<preload delve.jpg>>
<<preload elevatorDoorL.jpg>>
<<preload elevatorDoorR.jpg>>
<<preload floor1Hallway.jpg>>
<<preload floor2Hallway.jpg>>
<<preload floor3Hallway.jpg>>
<<preload floor4Hallway.jpg>>
<<preload floor5Hallway.jpg>>
<<preload floor6Hallway.jpg>>
<<preload floor7Hallway.jpg>>
<<preload floor8Mirror.jpg>>
<<preload intro.jpg>>
<<preload lobby.jpg>>
<<set $textTime = 2>>
<<cacheaudio "edoor" "edoorOpen.mp3">>
<<cacheaudio "button1" "button1.mp3">>
<<cacheaudio "button2" "button2.mp3">>
<<cacheaudio "button3" "button3.mp3">>
<<cacheaudio "button4" "button4.mp3">>
<<cacheaudio "ching" "ching.mp3">>
<<cacheaudio "dice" "dice.mp3">>
<<cacheaudio "bell" "bell.mp3">>
<<cacheaudio "lobby" "lobby.mp3">>
<<cacheaudio "elevator" "elevator.mp3">>
<<cacheaudio "lust" "lust.mp3">>
<<cacheaudio "gluttony" "gluttony.mp3">>
<<cacheaudio "greed" "greed.mp3">>
<<cacheaudio "wrath" "wrath.mp3">>
<<cacheaudio "heresy" "heresy.mp3">>
<<cacheaudio "violence" "violence.mp3">>
<<cacheaudio "fraud" "fraud.mp3">>
<<cacheaudio "treachery" "treachery.mp3">>
<<cacheaudio "finalCircle" "finalCircle.mp3">>
<<createplaylist "ost">>
<<track "lobby" volume 3>>
<<track "elevator" volume 3>>
<<track "lust" volume 3>>
<<track "gluttony" volume 3>>
<<track "greed" volume 3>>
<<track "wrath" volume 3>>
<<track "heresy" volume 3>>
<<track "violence" volume 3>>
<<track "fraud" volume 3>>
<<track "treachery" volume 3>>
<<track "finalCircle" volume 3>>
<</createplaylist>>
<<createplaylist "lobby">>
<<track "lobby" volume 3>>
<</createplaylist>>
<<createplaylist "elevator">>
<<track "elevator" volume 3>>
<</createplaylist>>
<<createplaylist "lust">>
<<track "lust" volume 3>>
<</createplaylist>>
<<createplaylist "gluttony">>
<<track "gluttony" volume 3>>
<</createplaylist>>
<<createplaylist "greed">>
<<track "greed" volume 3>>
<</createplaylist>>
<<createplaylist "wrath">>
<<track "wrath" volume 3>>
<</createplaylist>>
<<createplaylist "heresy">>
<<track "heresy" volume 3>>
<</createplaylist>>
<<createplaylist "violence">>
<<track "violence" volume 3>>
<</createplaylist>>
<<createplaylist "fraud">>
<<track "fraud" volume 3>>
<</createplaylist>>
<<createplaylist "treachery">>
<<track "treachery" volume 3>>
<</createplaylist>>
<<createplaylist "finalCircle">>
<<track "finalCircle" volume 3>>
<</createplaylist>>
<<set $aEarned = []>>
<<set $elevatorV = 0>>
<<set $name = "default">>
<<set $uName = "DEFAULT">>
<<set $they = "unicorn">>
<<set $uThey = "THEY">>
<<set $their = "their">>
<<set $uTheir = "THEIR">>
<<set $nameSet = 0>>
<<set $age = 0>>
<<set $ageSet = 0>>
<<set $dream = "none">>
<<set $dreamSet = 0>>
<<set $fear = "none">>
<<set $fearSet = 0>>
<<set $pronounSet = 0>>
<<set $lastSet = "none">>
<<set $currentRoom = "lobby">>
<<set $nextFloor = 0>>
<<set $interview1 = 0>>
<<set $interview2 = 0>>
<<set $interview3 = 0>>
<<set $interview4 = 0>>
<<set $interview5 = 0>>
<<set $interview6 = 0>>
<<set $interview7 = 0>>
<<set $interview8 = 0>>
<<set $willpower = 100>>
<<set $rebellion = 0>>
<<set $morality = 0>>
<<set $emotion = 0>>
<<set $currentInventory = [
]>>
<<set $manLooked = 0>>
<<set $inventory = [
{ name: 'letter', brief: 'a recruitment letter', description: 'This letter is curiously contained in an envelope shaped like a pyramid.', use: 'You read the letter.'},
{ name: 'coin', brief: 'some spare change', description: 'All that\'s left from your cash after catching the bus here to this weird building.', use: 'You clink together your few remaining coins.'},
{ name: 'ticket', brief: 'a confusing paper ticket', description: 'The numbers on this ticket seem to constantly shift, making it impossible to discern what it reads.', use: 'You study the perplexing ticket.'},
{ name: 'pocketwatch', brief: 'a gilded pocketwatch', description: 'This gleaming pocketwatch is covered in fake gold and appears to be broken.', use: 'You wind the watch, but nothing happens. It appears to be broken.'},
{ name: 'shears', brief: 'wickedly sharp pruning shears', description: 'These shears are quite sharp and seem ideal for trimming back overgrown plants.', use: 'You hack away at plants.'},
{ name: 'trowel', brief: 'a small hand trowel', description: 'This handheld spade is easy to grasp and seems perfect for helping tackle overgrown root systems.', use: 'You dig in the dirt.'},
]>>
<<set $hr = 0>>
<<set $ticketEx = 0>>
<<set $letterEx = 0>>
<<set $msgEtravel = Array.from(setup.elevator.ambient)>>
<<set $dgame = "both">>
<<set $contestant = 1>>
<<set $plotVisit = 0>>
<<set $orderList = []>>
<<set $cooking = [
{ name: 'fried worms', type: 'fryer', cookingTime: 3, description: 'At first glance, this looks like spaghetti...until it starts to wriggle. It\'s probably just death-throes...', eaten: 'You slurp down some fried worms. They\'re nice and fresh!'},
{ name: 'sauteed sandpaper', type: 'stove', cookingTime: 2, description: 'It\'s sandpaper. Sauteed in butter and white wine. You\'ve had worse.', eaten: 'You choke down the sandpaper and pick some grit out of your teeth.' },
{ name: 'baked Arizona', type: 'oven', cookingTime: 4, description: 'It\'s kinda similar to baked Alaska, if by similar you mean completely different. This is basically just a pile of scorched meringue.', eaten: 'You munch down on the baked Arizona - the crunchy dessert is mostly just hollow, burnt air.' },
{ name: 'French-Canadian fries', type: 'fryer', cookingTime: 2, description: 'It\'s like someone\'s taken away the best parts of poutine and french fries, leaving this behind. It\'s just a bowl of fried gravy.', eaten: 'You pop bits of the \"fries\" into your mouth. Yum...' },
{ name: 'sauteed snickerdoodles', type: 'stove', cookingTime: 3, description: 'Cookies are great, and what food isn\'t made better with more butter? Yeah, this one. It\'s a big pile of cinnamon cookie mush.', eaten: 'You squish some of the slop together in a rough aproximation of a cookie shape. Mmmm, greasy.' },
{ name: 'lahogna', type: 'oven', cookingTime: 4, description: 'You\'ve heard of the turduken, but what about a lasagna stuffed inside a whole hog?! Uhhh...there\'s a reason nobody\'s heard of it.', eaten: 'You scoop out some lasagna from the pig\'s inner cavity, destroying any semblance of layers. Soupy!' }
]>>
<<set $dishesEaten = []>>
<<set $oven = "none">>
<<set $stove = "none">>
<<set $fryer = "none">>
<<set $ovenTime = 0>>
<<set $stoveTime = 0>>
<<set $fryerTime = 0>>
<<set $coatChecked = 0>>
<<set $dice1 = 0>>
<<set $dice2 = 0>>
<<set $grassplant = 0>>
<<set $ferns = 0>>
<<set $vines = 0>>
<<set $monstera = 0>>
<<set $archery1 = "">>
<<set $archery2 = "">>
<<set $archery3 = "">>
<<set $archery4 = "">>
<<set $aResult = "">>
<<set $nextP = "">>
<<set $flowerList = []>><div class="container">
<<include floor2Map1>>
<div class="door left-door"></div>
<div class="door right-door"></div>
<<edoor>>
<<timed 4s>>
<div class="text">
The sheer impossibility of this floor distracts you for several moments - instead of an office hallway, you're in a small parking lot before an old-fashioned diner.
<br><br>
Yet again, the elevator has vanished.
<br><br>
Your stomach rumbles, reminding you once more that you skipped lunch.
<hr>
[[Might as well have a bite...|floor2Diner1]]
</div>
<</timed>>
</div><<floorwp>>
<<set $interview2 = 1>>
<<include floor2InterviewMap>>
<div class="text">
A stern cough breaks your reverie.
<<timed $textTime+'s' t8n>>
<br><br>
It's the boringly bureaucratic man, again, and that office you were in before. Although - did he (and it) always look quite so...sinister?
<<next>>
<br><br>
Your stomach rumbles and the man coughs again. If a cough can sound disapproving, this one nailed it.
<hr>
[[What did you say?|floor2Interview2a]]
<br>
[[Why am I here?|floor2Interview2b]]
<</timed>>
</div>
<div class="container">
<<include floor3Map1>>
<div class="door left-door"></div>
<div class="door right-door"></div>
<<edoor>>
<<timed 4s>>
<div class="text">
Another floor, another hallway, this one piped with faint strains of an alluring music which entices you onwards. You're struck by the elegant display of wealth in the furnishings.
<br><br>
And - again - no discernable exit. You've grown used to the malevolent elevator by now.
<hr>
[[Study the hallway|floor3First1]]
</div>
<</timed>>
</div><div class="container">
<<include floor4Map1>>
<div class="door left-door"></div>
<div class="door right-door"></div>
<<edoor>>
<<timed 4s>>
<div class="text">
There's something almost peaceful about this floor: sunlight streams through the windows and potted plants line one wall.
<br><br>
And, of course, the elevator has - yet again - disappeared.
<hr>
[[Study the hallway|floor4First1]]
</div>
<</timed>>
</div><div class="container">
<<include floor5Map1>>
<div class="door left-door"></div>
<div class="door right-door"></div>
<<edoor>>
<<timed 4s>>
<div class="text">
It feels like Bob's lecture still reverberates in your mind as you step off onto this floor, before you realize what you're hearing is a dull, rhythmic noise from somewhere down the hallway.
<<timed 4s>>
<<timed $textTime+'s' t8n>>
<br><br>
You almost don't even bother glancing back to see if the elevator is still there. Almost.
<</timed>>
<<next>>
<br><br>
Of course, it isn't. As usual.
<<next>>
<hr>
[[Look around the corridor|floor5First1]]
<</timed>>
</div>
<</timed>>
</div><div class="container">
<<include floor6Map1>>
<div class="door left-door"></div>
<div class="door right-door"></div>
<<edoor>>
<<timed 4s>>
<div class="text">
You feel adrift in liminal space as you step off the elevator, transported to somewhere broken and dystopian. Above you, a bleak grey firmament stretches away, and it's impossible to determine if it's sky or simply some vast, vaunted ceiling.
<br><br>
The elevator, as expected, is nowhere to be found.
<hr>
[[Explore this weird, lonely place|floor6First1]]
</div>
<</timed>>
</div><div class="container">
<<include floor7Map1>>
<div class="door left-door"></div>
<div class="door right-door"></div>
<<edoor>>
<<timed 4s>>
<div class="text">
You find yourself in an elegant, sumptuous foyer. Light streams in through one window, gleaming off polished surfaces in warm glows.
<br><br>
Things feel deceptively...pleasant here. The elevator is, of course, nowhere to be found.
<hr>
[[Look around the hallway|floor7First1]]
</div>
<</timed>>
</div><div class="container">
<<include floor8Map1>>
<div class="door left-door"></div>
<div class="door right-door"></div>
<<edoor>>
<<timed 4s>>
<div class="text">
You're exhausted by this building and all you can muster is dull surprise when you reach this floor. There are no doors, no windows, no exits - just a hall of mirrors, reflecting your own haggard face back at you.
<br><br>
Unexpectedly - and somewhat ominously - the elevator stands waiting behind you.
<hr>
[[Explore the hall|floor8First1]]
<br>
[[Return to the elevator|elevator]]
</div>
<</timed>>
</div><<music finalCircle>>
<div class="container">
<<include floor9InterviewMap>>
<div class="door left-door"></div>
<div class="door right-door"></div>
<<edoor>>
<<timed 4s>>
<div class="text">
Iiiiiit's...Bob.
<br><br>
The demon grins far-too-widely, needle-sharp teeth exposed in a pointed smile. He's obviously amused by your surprise.
<br><br>
"We do a bit of joking around here," he explains and nods towards the chair across the desk from him.
<hr>
[[Uh huh...|floor9a]]
</div>
<</timed>>
</div><<floorwp>>
<<set $interview4 = 1>>
<<include floor4InterviewMap>>
<div class="text">
The sound of your scream reverberates across the woods before dwindling to a mild, echoing buzz.
<<timed $textTime+'s' t8n>>
<br><br>
Your eyes open to the harsh glow of flourescent lights - overhead, one seems on its last legs and its death rattle fills the cramped office with an irritating, incessant hum.
<<next>>
<br><br>
Back to Bob. He's staring, frowning, waiting - at this point, you wonder if he can do anything else.
<<next>>
<hr>
[[Sorry for that. My mind wandered a bit...|floor4Interview2]]
<</timed>>
</div><<floorwp>>
<<set $interview5 = 1>>
<<include floor5InterviewMap>>
<div class="text">
You give in, reveling in the falsehoods and close your eyes in triumph as the crowd roars. Their cheers fade away...
<<timed $textTime+'s' t8n>>
<br><br>
...and your reverie is interrupted by a cough from good ol' Bob. You open your eyes, and you're once again back in his office.
<<next>>
<br><br>
"Something you'd like to share?" he asks.
<<next>>
<hr>
[[I was just thinking of what a great employee I'd make!|floor5Interview2]]
<</timed>>
</div><div id="tooltip" style="display:none; position:absolute; z-index:1000;"></div>
<div class="topBox">
<svg class="top" viewBox="0 0 4096 4096">
<image href="interview8.jpg"></image>
</svg>
</div>
<<widget "buttonSF">>
<<set _button = setup.audio.button.random()>>
<<audio _button volume 5 play>>
<</widget>>
<<widget "doorFX">>
<<audio edoor volume 5 play>>
<</widget>>
<<widget "chingFX">>
<<audio ching volume 5 play>>
<</widget>>
<<widget "diceFX">>
<<audio dice volume 5 play>>
<</widget>>
<<widget "bellFX">>
<<audio bell volume 5 play>>
<</widget>>
<<widget "music">>
<<audio ":playing" fadeout>>
<<playlist $args[0] volume 3 loop play>>
<</widget>>
<<widget "musicFX">>
<<audio ":playing" stop>>
<<playlist $args[0] volume 3 loop play>>
<</widget>>
<<widget "floorwp">>
<<set $willpower = $willpower-10>>
<<update>>
<</widget>>
<<widget "actionwp">>
<<set $willpower = $willpower-2>>
<<update>>
<</widget>>
<<widget "edoor">>
<<timed 1s>>
<<doorFX>>
<<run document.querySelector('.container').classList.add('open-doors')>>
<</timed>>
<</widget>>
<<widget "ach">>
<<set _ach = $args[0]>>
<<if $aEarned.includes($args[0])>>
<<else>>
<<dialog>>
<<set $aEarned.push(_ach)>>
You earned the <<print setup.ach[_ach + "Title"]>> achievement!
<</dialog>>
<</if>>
<</widget>>
<<widget "inv">>
<<set _itemExistsInCurrentInventory = false>> <!-- Initialize flag -->
<<for _i, _item range $inventory>>
<<if _item.name is $args[0]>>
/* Check if this item already exists in $currentInventory */
<<set _itemExistsInCurrentInventory = $currentInventory.some(function(currentItem) {
return currentItem.name === _item.name;
})>>
/* If the item doesn't already exist in $currentInventory, add it */
<<if !_itemExistsInCurrentInventory>>
<<set $currentInventory.push(_item)>>
<</if>>
<</if>>
<</for>>
<</widget>>
<div class="container">
<<include floor1Map1>>
<div class="door left-door"></div>
<div class="door right-door"></div>
<<timed 1s>>
<<doorFX>>
<<run document.querySelector('.container').classList.add('open-doors')>>
<</timed>>
<<timed 4s>>
<div class="text">
The landing is illuminated only by the glow from the elevator's interior - and as those doors close, you find yourself plunged into twilit shadows. The receptionist must have sent you to the wrong floor.
<br><br>
You turn around to take the elevator back to the lobby.
<br><br>
...And find it has vanished, leaving only a smooth, postered length of wall in its place.
<hr>
[[Might as well look around...|floor1FirstEx]]
</div>
<</timed>>
</div><div class="container">
<<include floor1Map1Repeat>>
<div class="door left-door"></div>
<div class="door right-door"></div>
<<timed 1s>>
<<doorFX>>
<<run document.querySelector('.container').classList.add('open-doors')>>
<</timed>>
<<timed 4s>>
<div class="text">
The elevator seems a bit more compliant on a revisit to this floor. For starters, the doors haven't vanished on you.
<br><br>
...Yet.
Still, it's probably wise not to linger too long...
<hr>
[[Study the corridor|floor1RepeatNoElevator]]
<br>
[[Return to the elevator|elevator]]
</div>
<</timed>>
</div><<include floor1TVMap>>
<div class="text">
<span class="redText">"LIVE IN FIVE, FOUR..." </span>
<<timed $textTime+'s' t8n>>
<br><br>
<span class="redText">"THREE." </span>
<<next>>
<br><br>
<span class="redText">"TWO." </span>
<<next>>
<br><br>
<span class="redText">"ONE." </span>
<<next>>
<hr>
[[Try to stand|floor1TV2d]]
<br>
[[Stare out into the void|floor1TV2e]]
<</timed>>
</div>
<<music lobby>>
<div class="splashContainer">
<span class="redText">
<span class = "h3">
CONTENT WARNING<hr>
This game contains descriptions of violence, abuse and dark emotional states.
<hr>
<<button "CONTINUE">>
<<goto mainMenu>>
<</button>>
</span>
</span>
</div>
<div align="center">
<<button "New Game">>
<<goto intro1>>
<</button>>
<br>
<<button "Save/Load Game">>
<<run UI.saves();>>
<</button>>
<br>
<<button "Settings">>
<<run UI.settings();>>
<</button>>
<br>
<<button "Achievements">>
<<dialog "Achievements" "popup">>
<<include achievements>>
<</dialog>>
<</button>>
<br>
<<button "Music">>
<<popup 'music' 'popup'>>
<</button>>
<br>
<<button "Credits">>
<<popup 'credits' 'popup'>>
<</button>>
<br>
<<button "Close Menu">>
<<dialogclose>>
<</button>>
</div><<if $msgEtravel.length == 0>>
<<set $msgEtravel = Array.from(setup.elevator.ambient)>>
<</if>>
<<print $msgEtravel.pop()>>
<<timed $textTime+'s' t8n>>
<<bellFX>>
<<next>>
<hr>
<<link 'The doors open...'>>
<<goto $nextFloor>>
<</link>>
<</timed>>
<div class="flicker1">
<span class="shift1">D</span>
<span class="shift2">E</span>
<span class="shift3">L</span>
<span class="shift2">V</span>
<span class="shift1">E</span>
</div>
@media screen and (min-width: 768px) {
body {
font-size: 120%;
}
}
<div id="tooltip" style="display: none; position: absolute;"></div>
storyinterface:
<div class="header"></div>
<div class="footer"></div>
<img class="levelSplash" @src=$nextFloorImg />
//UI
postrender["UpdateHeaderFooter"] = function (content, taskName) {
var header = document.querySelector('.header');
var footer = document.querySelector('.footer');
var headerContent = Story.get('HeaderContent').processText();
var footerContent = Story.get('FooterContent').processText();
header.innerHTML = '';
footer.innerHTML = '';
new Wikifier(header, headerContent);
new Wikifier(footer, footerContent);
};
@media screen and (min-width: 1000px) {
.header {
box-sizing: border-box;
background-image:url("branchLeft.png");
background-position: center;
background-size: cover;
height: 95vh;
max-height: 95vh;
transform: translateY(-50%);
position: absolute;
display: flex;
flex-direction: column;
align-items: center;
justify-content: center;
top: 50%;
left: 5%;
max-width: 10vw;
margin-bottom: 0;
}
.headerBox {
display: flex;
flex-direction: column;
width: 10vw;
}
.headerLeft {
width: 10vw;
display: flex;
flex-direction: column;
}
.headerLeftDiv {
background: var(--buttonBackgroundColor);
display: block;
margin-bottom: 1em;
padding: 0;
}
.headerRight {
display: flex;
flex-direction: column;
width: 10vw;
}
.footer {
background-image:url("branchRight.png");
background-position: center;
background-size: cover;
height: 95vh;
position: absolute;
display: flex;
flex-direction: column;
align-items: center;
justify-content: center;
top: 50%;
right: 5%;
left: auto;
transform: translateY(-50%);
max-width: 10vw;
max-height: 95vh;
bottom: auto;
}
.footer > * {
margin-bottom: .5em;
margin-top: .5em;
}
.top {
max-width: 75vw;
}
}
<img class="top" src="table.png" alt="A black and white handrawn image of a table covered in clutter and crumpled takeout menus." usemap="#tableMap">
<map name="tableMap">
<area shape="circle" coords="350, 100, 75" alt="a grease-covered menu" title="a grease-covered menu" onclick="window.mapText($menu2)">
<area shape="circle" coords="400, 250, 75" alt="a dog-eared leather-bound journal" title="a dog-eared leather-bound journal" onclick="window.mapText('journal')">
<area shape="circle" coords="200, 250, 75" alt="a takeout menu for a nearby Indian restaurant" title="a takeout menu for a nearby Indian restaurant" onclick="window.mapPassage('indian')">
<area shape="circle" coords="600, 200, 75" alt="a crumpled menu" title="a crumpled menu" onclick="window.mapText('$menu3')">
<area shape="circle" coords="150, 150, 75" alt="an empty beer bottle" title="an empty beer bottle" onclick="window.mapText('bottles')">
<area shape="circle" coords="50, 250, 75" alt="a pack of smokes" title="a pack of smokes" onclick="window.mapText('cigarettes')">
</map>
$(document).on({
mouseenter: function(e) {
$("#tooltip").css({
top: e.pageY - 15, // adjust distance from cursor here
left: e.pageX + 15, // adjust distance from cursor here
}).text($(this).attr("data-title")).fadeIn(5); // adjust display time here
},
mouseleave: function() {
$("#tooltip").fadeOut(50); // adjust hide time here
}
}, ".soil");
Dialog.setup("Information"); //dialog title, not using atm
<div id="tooltip" style="display:none; position:absolute; z-index:1000;"></div>
<div class="topBox">
<svg class="top" viewBox="0 0 4096 4096">
<image href="floor2Hallway.jpg"></image>
<a id="signArea" class="tooltipArea examine" alt="a deformed sign" data-title="a deformed sign" data-info="sign" onclick="examine('sign')">
<rect x="250" y="2100" fill="#fff" opacity="0" width="950" height="200"></rect>
</a>
<a id="doorArea" class="tooltipArea navigate" alt="a doorway" data-title="a doorway" onclick="window.mapPassage('floor2Diner1')">
<rect x="1100" y="2600" fill="#fff" opacity="0" width="439" height="800"></rect>
</a>
<a id="tableArea" class="tooltipArea examine" alt="empty chairs and empty tables" data-title="empty chairs and empty tables" data-info="table" onclick="examine('table')">
<rect x="2500" y="3000" fill="#fff" opacity="0" width="1500" height="400"></rect>
</a>
</svg>
<div id="sign" style="display:none;">
This sign is warped and deformed, the letters melting off its face in a Dali-esque style.
</div>
<div id="table" style="display:none;">
Tables and chairs are haphazardly arrayed outside the diner, though none seem to be occupied.
</div>
</div>
<div id="tooltip" style="display:none; position:absolute; z-index:1000;"></div>
<div class="topBox">
<svg class="top" viewBox="0 0 4096 4096">
<image href="floor1Hallway.jpg"></image>
<a id="posterArea" class="tooltipArea examine" alt="a lurid poster" data-title="a lurid poster" data-info="posterInfo" onclick="examine('posterInfo')">
<rect x="713" y="1736" fill="#fff" opacity="0" width="389" height="1337"></rect>
</a>
<a id="doorArea" class="tooltipArea navigate" alt="a darkened doorway" data-title="a darkened doorway" onclick="window.mapPassage('floor1TV1')">
<rect x="1862" y="1666" fill="#fff" opacity="0" width="439" height="1405"></rect>
</a>
<a id="doorLockedArea" class="tooltipArea examine" alt="a locked door" data-title="a locked door" data-info="doorLockedInfo" onclick="examine('doorLockedInfo')">
<rect x="2795" y="1831" fill="#fff" opacity="0" width="700" height="1000"></rect>
</a>
</svg>
<div id="posterInfo" style="display:none;">
This poster features a horrific creature looming menacingly over the hallway. The sight gives you the shivers.
</div>
<div id="doorLockedInfo" style="display:none;">
The door is locked. For now...
</div>
</div>
Design/Code/Writing by <a href="https://loressa.itch.io/" target="_blank">Loressa</a>
<hr>
Audio by Wigg Grant/WGAudio
<br>
<a href="https://linktr.ee/wgaudio" target="_blank">
LinkTree</a>
<br>
<a href="https://www.wgaudio.co.uk/" target="_blank">
Website</a>
<br>
<a href="https://www.linkedin.com/in/wigg-grant/" target="_blank">
LinkedIn</a>
<br>
<a href="https://artist.sptfy.com/WGAudio" target="_blank">
Spotify</a>
<br>
<a href="https://soundcloud.com/wigg_grant" target="_blank">
SoundCloud</a>
<br>
<a href="https://wgaudio.itch.io/" target="_blank">
Itch</a>
<br>
<a href="https://www.youtube.com/@WiggGrant" target="_blank">
YouTube</a>
<hr>
Images generated by Loressa using <a href="https://stablediffusionweb.com/StableDiffusionXL" target="_blank">
Stable Diffusion XL</a>
<hr>
<a href="https://www.freepik.com/icon/magnifying-glass_207153" target="_blank">Magnifying glass image by Freepik</a>
<hr>
<a href="https://www.freepik.com/free-vector/shoes-footprints-colorful-tracks-set_4431173.htm" target="_blank">Footprint image by macrovector_official</a> on Freepik
<hr>
Dice Roll Sound Effect from <a href="https://pixabay.com/" target="_blank">Pixabay</a>
<hr>
Bell Sound Effect from <a href="https://pixabay.com/sound-effects/" target="_blank">Pixabay</a>
<hr>
Twine dialog/preload macros used courtesy of <a href="https://github.com/ChapelR/custom-macros-for-sugarcube-2/tree/master" target="_blank">Chapel</a>
<hr>
Twine liveupdate macro used courtesy of <a href="https://github.com/cyrusfirheir/cycy-wrote-custom-macros/tree/master" target="_blank">cyrusfirheir</a>
<hr>
This game was inspired by <a href="https://www.gutenberg.org/ebooks/41537" target="_blank">The Divine Comedy of Dante Alighieri: The Inferno</a>.
<<include floor1TVMap>>
<div class="text">
Beyond the door is sheer black. You can sense a vast room around you and your footsteps echo, but darkness presses uncomfortably against your eyes.
<<timed $textTime+'s' t8n>>
<br><br>
<span class="redText">"YOU'RE LATE!!!"</span>
<<next>>
<br><br>
As the disembodied, booming voice echoes away, a single spotlight snaps on, focusing on an empty chair.
<<next>>
<hr>
[[Take a seat|floor1TV2]]
<br>
[[Try to find an exit|floor1TV2a]]
<</timed>>
</div>
<<include lobbyMap1>>
<div class="text">
The door appears to be locked.
<<timed $textTime+'s' t8n>>
<br><br>
It seems all you can do is [[sit|lobbyWait]] and wait for your number to be called.
<</timed>>
</div><<include lobbyMapEnv>>
<div class="text">
<span id="waiting">
While you wait, you empty your pockets and glance down at your hands, taking <<link 'inventory.'>>
<<dialog 'inventory' 'popup'>>
<<include inventory>>
<</dialog>>
<</link>>
There's not much - just a coin and a small paper ticket.
<<timed $textTime+'s' t8n>>
<br><br>
And, of course, the envelope with the letter inviting you here.
<<next>>
<br><br>
<span class="redText">Hint: You should probably inspect these items to continue. You can click on each of the THREE items to read more about them to progress!</span>
<</timed>>
</span>
</div>
<div id="tooltip" style="display:none; position:absolute; z-index:1000;"></div>
<div class="topBox">
<svg class="top" viewBox="0 0 4096 4096">
<image href="lobbyWaiting.jpg"></image>
<a xlink:href="#ticket" id=ticketArea" class="tooltipArea examine" alt="a numbered ticket" data-title="a numbered ticket" data-info="ticketInfo" onclick="examine('ticketInfo'); setVariable('ticketEx', 1)">
<rect x="2200" y="2800" fill="#fff" opacity="0" width="1200" height="400"></rect>
</a>
<a xlink:href="#envelope" id="envelopeArea" class="tooltipArea examine" alt="an envelope" data-title="an envelope" data-info="envelopeInfo" onclick="examine('envelopeInfo'); setVariable('letterEx', 1)">
<rect x="1200" y="1000" fill="#fff" opacity="0" width="1000" height="1000"></rect>
</a>
<a xlink:href="#coin" id="coinArea" class="tooltipArea examine" alt="a tarnished coin" data-title="a tarnished coin" data-info="coinInfo" onclick="examine('coinInfo')">
<rect x="1100" y="2700" fill="#fff" opacity="0" width="900" height="400"></rect>
</a>
</svg>
<div id="ticketInfo" style="display:none;">
You don't remember receiving this ticket, but somehow here it is in your hands. The numbers seem to evade your scrutiny, glitching and warping so it's impossible to read.
<br><br>
You aren't sure how it makes you feel.
<hr>
<span class="redText">Hint: Your emotionality is one of the stats you can influence. You are currently repressed - will you let your emotions influence you strongly or will you keep them tamped down?</span>
<<include letterCheck>>
</div>
<div id="envelopeInfo" style="display:none;">
The curious nature of the envelope itself is what first piqued your interest, while the letter inside captured your attention. Offering a solution to your situation, the hand-written note promised a very unique sort of job interview.
<br><br>
You've been desperate for work and bills are piling up, so you figured you'd give it a shot - what do you have to lose?
<<include letterCheck>>
</div>
<div id="coinInfo" style="display:none;">
After bus fare, this coin is all that's left of your spare change. You're worried about how you'll pay rent.
<<include letterCheck>>
</div>
</div><<include lobbyMapUnlocked>>
<div class="text">
"####!"
<<timed $textTime+'s' t8n>>
<br><br>
"####! Proceed for processing!"
<<next>>
<br><br>
That might be your number being called... There's a faint clicking sound - perhaps the door has been unlocked?
<<next>>
<hr>
<span class="redText">Hint: You can navigate to other parts of the game by clicking on the game map - the footprint cursor means you can travel. Try moving to the next room by clicking on the door.</span>
<</timed>>
</div><div id="tooltip" style="display:none; position:absolute; z-index:1000;"></div>
<div class="topBox">
<svg class="top" viewBox="0 0 4096 4096">
<image href="lobby.jpg"></image>
<a xlink:href="#clock1" id="clockArea" class="tooltipArea examine" alt="a curious clock" data-title="a curious clock" data-info="clockInfo" onclick="examine('clockInfo')">
<rect x="1208" y="984" fill="#fff" opacity="0" width="318" height="262"></rect>
</a>
<a xlink:href="#man" id="manArea" class="tooltipArea examine" alt="a man waiting" data-title="a man waiting" data-info="manInfo" onclick="examine('manInfo')">
<rect x="713" y="1736" fill="#fff" opacity="0" width="389" height="1337"></rect>
</a>
<a xlink:href="#door" id="doorArea" class="tooltipArea navigate" alt="a closed door" data-title="a closed door" onclick="window.mapPassage('lobbyReceptionist')">
<rect x="1862" y="1666" fill="#fff" opacity="0" width="439" height="1405"></rect>
</a>
<a xlink:href="#chair" id="seatArea" class="tooltipArea navigate" alt="an empty seat" data-title="an empty seat" onclick="window.mapPassage('lobbyWait')">
<rect x="2995" y="2731" fill="#fff" opacity="0" width="724" height="457"></rect>
</a>
<a xlink:href="#clock2" id="clockArea" class="tooltipArea examine" alt="a curious clock" data-title="another clock" data-info="clockInfo1" onclick="examine('clockInfo1')">
<rect x="1959" y="1050" fill="#fff" opacity="0" width="310" height="304"></rect>
</a>
</svg>
<div id="manInfo" style="display:none;">
The man stares blankly at you and then back down at his own ticket.
</div>
<div id="clockInfo" style="display:none;">
This clock appears to be running both backwards and forwards at once. Your boredom is probably just getting to you...
</div>
<div id="clockInfo1" style="display:none;">
Instead of numbers, this clock seems to have indecipherable symbols. Your eyes are probably just tired...
</div>
</div><<set $currentRoom = "reception">>
<<include receptionMap>>
<div class="text">
Beyond the door is a cramped walkway and a long counter - behind that is a bustling office, filled with shadowy nooks crammed with paperwork.
<<timed $textTime+'s' t8n>>
<br><br>
"####?" a woman behind the desk queries.
<<next>>
<hr>
[[Yes|lobbyReceptionistYes]]
<br>
[[No|lobbyReceptionistNo]]
<</timed>>
</div><div id="tooltip" style="display:none; position:absolute; z-index:1000;"></div>
<div class="topBox">
<svg class="top" viewBox="0 0 4096 4096">
<image href="lobbyReceptionist.jpg"></image>
</svg>
</div><div id="tooltip" style="display:none; position:absolute; z-index:1000;"></div>
<div class="topBox">
<svg class="top" viewBox="0 0 4096 4096">
<image href="lobby.jpg"></image>
<a id="clockArea" class="tooltipArea examine" alt="a curious clock" data-title="a curious clock" data-info="clockInfo" onclick="examine('clockInfo')">
<rect x="1208" y="984" fill="#fff" opacity="0" width="318" height="262"></rect>
</a>
<a id="manArea" class="tooltipArea examine" alt="a man waiting" data-title="a man waiting" data-info="manInfo" onclick="includePassage('manInfo')">
<rect x="713" y="1736" fill="#fff" opacity="0" width="389" height="1337"></rect>
</a>
<a id="doorArea" class="tooltipArea navigate" alt="a closed door" data-title="a closed door" onclick="window.mapPassage('lobbyLocked')">
<rect x="1862" y="1666" fill="#fff" opacity="0" width="439" height="1405"></rect>
</a>
<a xlink:href="#chair" id="seatArea" class="tooltipArea navigate" alt="an empty seat" data-title="an empty seat" onclick="window.mapPassage('lobbyWait')">
<rect x="2995" y="2731" fill="#fff" opacity="0" width="724" height="457"></rect>
</a>
<a xlink:href="#clock2" id="clockArea" class="tooltipArea examine" alt="a curious clock" data-title="a weird clock" data-info="clockInfo1" onclick="examine('clockInfo1')">
<rect x="1959" y="1050" fill="#fff" opacity="0" width="310" height="304"></rect>
</a>
</svg>
<div id="manInfo" style="display:none;">
The man stares blankly at you and then back down at his own ticket.
</div>
<div id="clockInfo" style="display:none;">
This clock appears to be running both backwards and forwards at once. Your boredom is probably just getting to you...
</div>
<div id="clockInfo1" style="display:none;">
Instead of numbers, this clock seems to have indecipherable symbols. Your eyes are probably just tired...
</div>
</div><<if $ticketEx == 1 and $letterEx == 1>>
Test
<<goto lobbyUnlocked>>
<</if>><<include receptionMap>>
<<set $letterEx = 0>>
<<set $ticketEx = 0>>
<div class="text">
The woman gives a knowing nod, before tapping on a pile of papers stacked beside her.
<<timed $textTime+'s' t8n>>
<br><br>
"Fill that out."
<<next>>
<br><br>
"And don't dawdle."
<<next>>
<hr>
[[Err...all right, then...|lobbyReceptionApplication]]
<br>
[[Screw this!|lobby]]
<</timed>>
</div><<include receptionMap>>
<div class="text">
The woman narrows her eyes and gives you a piercing stare.
<<timed $textTime+'s' t8n>>
<br><br>
"Are you certain?" she asks.
<<next>>
<hr>
[[Yes|lobby]]
<br>
[[Wait, I was confused...|lobbyReceptionist1]]
<</timed>>
</div><<include applicationMap>>
<<dialogclose>>
<div class="text">
<<if $nameSet == 1 and $ageSet == 1 and $dreamSet == 1 and $pronounSet == 1 and $fearSet == 1>>
<<goto lobbyReceptionAppDone>>
<<elseif $lastSet == "name">>
<<set $nameSet = 1>>
You enter your name into what you hope is the right form field and continue with the rest of the application.
<hr>
<<link "Name">>
<<set $nameSet = 1>>
<<goto applicationName>>
<</link>>|<<link "Age">>
<<set $ageSet = 1>>
<<goto applicationAge>>
<</link>>|<<link "Pronouns">>
<<set $pronounSet = 1>>
<<goto applicationPronouns>>
<</link>>|<<link "Dream">>
<<set $dreamSet = 1>>
<<goto applicationDream>>
<</link>>|<<link "Fear">>
<<set $fearSet = 1>>
<<goto applicationFear>>
<</link>>
<<elseif $lastSet == "age">>
<<set $ageSet = 1>>
You briefly question your ability at counting as the box containing your age seems to shift and warp when you review your entry, before continuing with the application.
<hr>
<<link "Name">>
<<set $nameSet = 1>>
<<goto applicationName>>
<</link>>|<<link "Age">>
<<set $ageSet = 1>>
<<goto applicationAge>>
<</link>>|<<link "Pronouns">>
<<set $pronounSet = 1>>
<<goto applicationPronouns>>
<</link>>|<<link "Dream">>
<<set $dreamSet = 1>>
<<goto applicationDream>>
<</link>>|<<link "Fear">>
<<set $fearSet = 1>>
<<goto applicationFear>>
<</link>>
<<elseif $lastSet == "pronoun">>
<<set $pronounSet = 1>>
You finish taking stock of your gender and continue with the rest of the application.
<hr>
<<link "Name">>
<<set $nameSet = 1>>
<<goto applicationName>>
<</link>>|<<link "Age">>
<<set $ageSet = 1>>
<<goto applicationAge>>
<</link>>|<<link "Pronouns">>
<<set $pronounSet = 1>>
<<goto applicationPronouns>>
<</link>>|<<link "Dream">>
<<set $dreamSet = 1>>
<<goto applicationDream>>
<</link>>|<<link "Fear">>
<<set $fearSet = 1>>
<<goto applicationFear>>
<</link>>
<<elseif $lastSet == "dream">>
<<set $dreamSet = 1>>
You mull over your answer, wondering if you were true to yourself and what you dream of, before you continue filling out the application.
<hr>
<<link "Name">>
<<set $nameSet = 1>>
<<goto applicationName>>
<</link>>|<<link "Age">>
<<set $ageSet = 1>>
<<goto applicationAge>>
<</link>>|<<link "Pronouns">>
<<set $pronounSet = 1>>
<<goto applicationPronouns>>
<</link>>|<<link "Dream">>
<<set $dreamSet = 1>>
<<goto applicationDream>>
<</link>>|<<link "Fear">>
<<set $fearSet = 1>>
<<goto applicationFear>>
<</link>>
<<elseif $lastSet == "fear">>
<<set $fearSet = 1>>
You feel a twinge of regret at sharing such a deep fear and quickly shift your attention to the rest of the application.
<hr>
<<link "Name">>
<<set $nameSet = 1>>
<<goto applicationName>>
<</link>>|<<link "Age">>
<<set $ageSet = 1>>
<<goto applicationAge>>
<</link>>|<<link "Pronouns">>
<<set $pronounSet = 1>>
<<goto applicationPronouns>>
<</link>>|<<link "Dream">>
<<set $dreamSet = 1>>
<<goto applicationDream>>
<</link>>|<<link "Fear">>
<<set $fearSet = 1>>
<<goto applicationFear>>
<</link>>
<<else>>
The words on the paper seem to swim before your eyes, rapidly shifting and changing, but as you peer at different sections of the page, some semblance of meaning resolves from the chaos.
<br><br>
It seems to be a job application.
<hr>
<<link "Name">>
<<set $nameSet = 1>>
<<goto applicationName>>
<</link>>|<<link "Age">>
<<set $ageSet = 1>>
<<goto applicationAge>>
<</link>>|<<link "Pronouns">>
<<set $pronounSet = 1>>
<<goto applicationPronouns>>
<</link>>|<<link "Dream">>
<<set $dreamSet = 1>>
<<goto applicationDream>>
<</link>>|<<link "Fear">>
<<set $fearSet = 1>>
<<goto applicationFear>>
<</link>>
<</if>>
</div><div id="tooltip" style="display:none; position:absolute; z-index:1000;"></div>
<div class="topBox">
<svg class="top" viewBox="0 0 4096 4096">
<image href="application.jpg"></image>
<a id="nameArea" class="tooltipArea navigate" alt="name" data-title="name" onclick="window.mapPassage('applicationName'); setVariable('nameSet', 1)">
<rect x="1627" y="601" fill="#fff" opacity="0" width="939" height="505"></rect>
</a>
<a id="ageArea" class="tooltipArea navigate" alt="age" data-title="age" onclick="window.mapPassage('applicationAge'); setVariable('ageSet', 1)">
<rect x="3013" y="1236" fill="#fff" opacity="0" width="389" height="500"></rect>
</a>
<a id="pronounArea" class="tooltipArea navigate" alt="pronouns" data-title="prounouns" onclick="window.mapPassage('applicationPronouns'); setVariable('pronounSet', 1)">
<rect x="2012" y="2536" fill="#fff" opacity="0" width="800" height="600"></rect>
</a>
<a id="dreamArea" class="tooltipArea navigate" alt="dream" data-title="dream" onclick="window.mapPassage('applicationDream'); setVariable('dreamSet', 1)">
<rect x="1100" y="1700" fill="#fff" opacity="0" width="900" height="800"></rect>
</a>
<a id="fearArea" class="tooltipArea navigate" alt="fear" data-title="fear" onclick="window.mapPassage('applicationFear'); setVariable('fearSet', 1)">
<rect x="700" y="2900" fill="#fff" opacity="0" width="800" height="600"></rect>
</a>
</svg>
</div><<include applicationBG>>
<div class="text">
<<if $name == "default">>
This section of the application appears to be asking for your name.
<<timed $textTime+'s' t8n>>
Maybe.
<<next>>
It's hard to tell...
<<next>>
<hr>
<<link 'Give it a try'>>
<<dialog 'textEntry' 'popup'>>
NAME:
<<textbox "$name" "" "lobbyReceptionApplication">>
<br><br>
<<button "I'm pretty sure this is my name...">>
<<set $lastSet = "name">>
<<set $nameSet = 1>>
<<goto lobbyReceptionApplication>>
<</button>>
<</dialog>>
<</link>>
<</timed>>
<<else>>
You've written $name for your name - have you forgotten how to spell it?
<<timed $textTime+'s' t8n>>
<hr>
[[No, I've finished this part.|lobbyReceptionApplication]]
<br>
<<link 'Yeah, let\'s try this again...'>>
<<dialog 'textEntry' 'popup'>>
NAME. USE YOUR BRAIN THIS TIME:
<<textbox "$name" "" "lobbyReceptionApplication">>
<<button "I'm pretty sure this is my name...">>
<<set $lastSet = "name">>
<<set $nameSet = 1>>
<<goto lobbyReceptionApplication>>
<</button>>
<</dialog>>
<</link>>
<</timed>>
<</if>>
</div><div class="topBox">
<img class="top" src="application.jpg" alt="a stack of papers covered in gibberish">
</div><<set $currentRoom = "reception">>
<<include receptionMap>>
<<set $nameSet = 0>>
<<set $ageSet = 0>>
<<set $dreamSet = 0>>
<<set $pronounSet = 0>>
<<set $fearSet = 0>>
<<set $lastSet = "none">>
<<set $age = $age.trim()>>
<<set $name = $name.trim()>>
<<set $name = $name.toUpperFirst()>>
<<set $uName = $name.toUpperCase()>>
<<set $they = $they.trim()>>
<<set $they = $they.toLowerCase()>>
<<set $their = $their.trim()>>
<<set $their = $their.toLowerCase()>>
<<set $dream = $dream.trim()>>
<<set $dream = $dream.toLowerCase()>>
<<set $fear = $fear.trim()>>
<<set $fear = $fear.toLowerCase()>>
<div class="text">
You bring the paperwork back to the receptionist.
<<timed $textTime+'s' t8n>>
<br><br>
She frowns and briskly scans the paper, repeating back your details:
<<next>>
<br><br>
"Name: $name. Age: $age. Pronouns: $they, $their. Secret dream or desire: $dream. Deepest, darkest fear: $fear." She glances up at you, raising an eyebrow for confirmation.
<hr>
[[Yep, all correct|floor0]]
<br>
[[No, I messed up...|lobbyReceptionApplication]]
<</timed>>
</div><<include applicationBG>>
<div class="text">
<<if $age == "0">>
It seems like this is a place for you to write your age.
<<timed $textTime+'s' t8n>>
You think.
<<next>>
The numbers keep shifting...
<<next>>
<hr>
<<link 'Do your best'>>
<<dialog 'textEntry' 'popup'>>
AGE:
<<textbox "$age" "" "lobbyReceptionApplication">>
<br><br>
<<button "This age looks right...">>
<<set $lastSet = "age">>
<<if $age < 10>>
<<dialog>>
ERROR! TOO YOUNG FOR JOB OPENING!
<</dialog>>
<<elseif $age > 150>>
<<dialog>>
ERROR! PROCEED TO RETIREMENT!
<</dialog>>
<<elseif isNaN($age) or $age == "">>
<<dialog>>
"DIGITS ONLY! NO TIME FOR TEXT. WE'RE VERY BUSY PEOPLE AND WE HAVEN'T GOT ALL DAY."
<</dialog>>
<<else>>
<<set $lastSet = "age">>
<<set $ageSet = 1>>
<<goto lobbyReceptionApplication>>
<</if>>
<</button>>
<</dialog>>
<</link>>
<</timed>>
<<else>>
You've written $age for your age. Have you forgotten how to count?
<<timed $textTime+'s' t8n>>
<hr>
[[No, I've finished this part.|lobbyReceptionApplication]]
<br>
<<link 'Yeah, let\'s try this again...'>>
<<dialog 'textEntry' 'popup'>>
AGE. AGAIN. IMPROVE YOUR MATHEMATICAL ABILITIES, PLEASE. WE DON'T WANT TO BE HERE FOREVER:
<<textbox "$age" "" "lobbyReceptionApplication">>
<<button "This age looks right...">>
<<set $lastSet = "age">>
<<if $age < 10>>
<<dialog>>
ERROR! TOO YOUNG FOR JOB OPENING!
<</dialog>>
<<elseif $age > 150>>
<<dialog>>
ERROR! PROCEED TO RETIREMENT!
<</dialog>>
<<elseif isNaN($age) or $age == "">>
<<dialog>>
"DIGITS ONLY! NO TIME FOR TEXT. WE'RE VERY BUSY PEOPLE AND WE HAVEN'T GOT ALL DAY."
<</dialog>>
<<else>>
<<set $lastSet = "age">>
<<set $ageSet = 1>>
<<goto lobbyReceptionApplication>>
<</if>>
<</button>>
<</dialog>>
<</link>>
<</timed>>
<</if>>
</div><<include receptionMap>>
<div class="text">
Maybe it's best to just agree that #### is what your ticket says.
<<timed $textTime+'s' t8n>>
<br><br>
It's not like you can read it anyways, and nobody else seems to be waiting...
<<next>>
<hr>
[[Reassure the receptionist that your ticket was called|lobbyReceptionistYes]]
<</timed>>
</div><<include introMap>>
<div class="text">
Your career is dead, your future buried, and you stand in the aftermath. Radiating outwards are weathered headstones, each scribed with the birth and subsequent swift end of every short-lived hope and dream you've had over the years.
<<timed $textTime+'s' t8n>>
<br><br>
Your resume.
<<next>>
<hr>
[[Job interviews are hell|lobby]]
<</timed>>
</div><br>
<div class="splashContainer">
<img src="delve.jpg" style="height: 50vh;">
</div>
<<include menuMain>>
<div class="header"></div>
<div id="passages"></div><<liveblock>>
<div class="header">
<<if $name != "default">>
$name
|
<</if>>
<<if $age != 0>>
$age years old
|
<</if>>
Willpower: $willpower
|
<<if $rebellion < 1>>
Meek
<<elseif $rebellion < 2>>
Passive
<<elseif $rebellion < 8>>
Defiant
<<else>>
Rebellious
<</if>>
|
<<if $morality < -6>>
Evil
<<elseif $morality < -3>>
Bad
<<elseif $morality < 2>>
Neutral
<<elseif $morality < 6>>
Good
<<else>>
Virtuous
<</if>>
|
<<if $emotion < 4>>
Repressed
<<elseif $emotion < 9>>
Restrained
<<else>>
Emotional
<</if>>
|
<<link 'inventory'>>
<<dialog 'inventory' 'popup'>>
<<include inventory>>
<</dialog>>
<</link>>
|
<<link 'menu'>>
<<dialog 'menu' 'popup'>>
<<include menu>>
<</dialog>>
<</link>>
</div>
<</liveblock>><div id="tooltip" style="display:none; position:absolute; z-index:1000;"></div>
<div class="topBox">
<svg class="top" viewBox="0 0 4096 4096">
<image href="floor1Hallway.jpg"></image>
<a id="posterArea" class="tooltipArea examine" alt="a lurid poster" data-title="a lurid poster" data-info="posterInfo" onclick="examine('posterInfo')">
<rect x="713" y="1736" fill="#fff" opacity="0" width="389" height="1337"></rect>
</a>
<a id="doorArea" class="tooltipArea navigate" alt="a darkened doorway" data-title="a darkened doorway" onclick="window.mapPassage('floor1TV1Repeat')">
<rect x="1862" y="1666" fill="#fff" opacity="0" width="439" height="1405"></rect>
</a>
<a id="doorUnlockedArea" class="tooltipArea navigate" alt="an unlocked door" data-title="an unlocked door" data-info="doorLockedInfo" onclick="window.mapPassage('floor1Office')">
<rect x="2795" y="1831" fill="#fff" opacity="0" width="700" height="1000"></rect>
</a>
</svg>
<div id="posterInfo" style="display:none;">
The poster looks almost comical - the makeup is amateur and the sloppily applied, giving the "monster" a rather absurd appearance.
</div>
</div>
<<include floor1OfficeMap>>
<div class="text">
This messy office makes you pause in disorientation. Outside the windows, it's night and there's a cityscape - even though you entered the suburban building in the early morning.
<<timed $textTime+'s' t8n>>
<<next>>
<br><br>
Screenplays and headshots litter the desk, while the shelves are full of disorganized paperwork.
<<next>>
<hr>
[[Back to the corridor|floor1RepeatNoElevator]]
<</timed>>
</div>
<<include floor1Map1Repeat>>
<<if $hr == 1>>
<<ach heartripped>>
<</if>>
<div class="text">
The hallway still yawns into darkness, and the lurid posters still adorn the walls. This time around, however, it's easy to see at a glance that they are just B-movie monsters, adorned in cheap prosthetics and greasy makeup.
<<timed $textTime+'s' t8n>>
<<next>>
<br><br>
It's almost quaint.
<<next>>
Almost. Something about this corridor still gives you the creeps.
<<next>>
<hr>
[[Return to the elevator|elevator]]
<</timed>>
</div>
<<include floor1TVMapRepeat>>
<div class="text">
The studio appears to be empty - no sign of anything stressful like rolling cameras or lurking zombies.
<<timed $textTime+'s' t8n>>
As you walk deeper into the soundstage, you have an abrupt, unsettling realization: the audience seems to still be all seated, waiting for....something?
<<next>>
<hr>
[[Study the audience|floor1RepeatAudience]]
<br>
[[Return to the corridor|floor1RepeatNoElevator]]
<</timed>>
</div>
<div id="tooltip" style="display:none; position:absolute; z-index:1000;"></div>
<div class="topBox">
<svg class="top" viewBox="0 0 4096 4096">
<image href="floor1Chair.jpg"></image>
</svg>
</div>
<<include floor1Map1>>
<div class="text">
In the dim light, you are able to discern a long hallway lined with lurid posters, stretching into the yawning darkness. A boxy black shape suggests a doorway at the end of the corridor.
<<timed $textTime+'s' t8n>>
<<next>>
<br><br>
Or a refigerator-shaped monster lurking in the gloom.
<<next>>
But it's probably just a doorway...
<</timed>>
</div><<include floor1TVMap>>
<<set $rebellion += 1>>
<<update>>
<div class="text">
You turn away from the spotlight and the stool - clearly something has gotten very mixed up, and this is definitely not where you are meant (or even want) to be.
<<timed $textTime+'s' t8n>>
<br><br>
Behind you is the same spotlight. Same chair.
<<next>>
<br><br>
<span class="redText">"LIVE IN FIVE, FOUR..." </span>
<<next>>
<hr>
[[Resign yourself to your fate...whatever it is that this is.|floor1TV2b]]
<br>
[[Keep searching for an exit|floor1TV2c]]
<</timed>>
</div>
<<include floor1TVMap>>
<div class="text">
<span class="redText">"THREE." </span>
<<timed $textTime+'s' t8n>>
The chair suddenly slides across the yawning black emptiness, tracked by the spotlight.
<<next>>
<br><br>
<span class="redText">"TWO." </span>
<<next>>
Your knees are painfully knocked out from under you, and you find yourself sitting.
<<next>>
<br><br>
<span class="redText">"ONE." </span>
<<next>>
<hr>
<<link 'Struggle to stand'>>
<<set $rebellion += 1>>
<<goto floor1TV2d>>
<</link>>
<br>
[[Stare out into the void|floor1TV2e]]
<</timed>>
</div>
<<include floor1TVMap>>
<<set $rebellion += 1>>
<<update>>
<div class="text">
You attempt to stand, but it's as if your legs are lead. You can do nothing except look straight ahead, at the mercy of whatever unseen force has power here.
<<timed $textTime+'s' t8n>>
<<next>>
<hr>
[[Stare into the void. Rebelliously.|floor1TV2e]]
<</timed>>
</div>
<div class="topBox">
<<include floor1TVMap>>
<div class="neon">
APPLAUSE
</div>
</div>
<div class="text">
<span class="redText">
"ROLLING! STANDBY FOR BROADCAST!" </span>
<<timed $textTime+'s' t8n>>
<br><br>
The spotlight seems to sharpen, light lancing at your vision to leave you dazzled. A headache begins to bloom.
<<next>>
<br><br>
Somewhere in the emptiness a tinny theme song begins to play. To your right, a lurid glow sparks, illuminating the words "APPLAUSE" while the roar of a crowd fills the dark.
<<next>>
<hr>
[[A swelling wave of applause fills the air...|floor1TV2f]]
<</timed>>
</div>
<<include floor1TVMap>>
<<set $willpower -= 1>>
<<update>>
<div class="text">
<span class="redText">"THREE." </span>
<<timed $textTime+'s' t8n>>
<br><br>
You trudge over to the stool and take a seat.
<<next>>
<br><br>
<span class="redText">"TWO." </span>
<<next>>
<br><br>
<span class="redText">"ONE." </span>
<<next>>
<hr>
[[Try to stand|floor1TV2d]]
<br><br>
[[Stare out into the void|floor1TV2e]]
<</timed>>
</div>
<<if $dgame == "women">>
<<include floor1TVMapW>>
<<elseif $dgame == "men">>
<<include floor1TVMapM>>
<<elseif $dgame == "both">>
<<include floor1TVMapB>>
<<elseif $dgame == "other">>
<<include floor1TVMapB>>
<</if>>
<div class="text">
You try to focus on the people across from you.
<<if $dgame == "women">>
One of the women, short and voluptuous, strikes a seductive pose. Another, tall and willowy, appears to blow you a kiss.
<</if>>
<<if $dgame == "men">>
One of the men, a tall, strapping figure, flexes his muscles. Another, a slender guy whose glasses ominously catch a stray bounce of light, gives you a fluttering wave.
<</if>>
<<if $dgame == "both">>
One of the women, short and voluptuous, strikes a seductive pose. Another, a slender guy whose glasses ominously catch a stray bounce of light, gives you a fluttering wave.
<</if>>
<<if $dgame == "other">>
One of the...You're not sure what to call them. They seem humanoid, but everything in you screams uncanney valley. One of the...things manages a semblance of a seductive pose, however, while another does an aproximation of a flirtatious wave. Your stomach turns.
<</if>>
<<timed $textTime+'s' t8n>>
<br><br>
<span class="redText">"AND WELCOME BACK TO HEARTRIPPER! LET'S MEET OUR NEXT CONTESTANT - $name!" </span>
<<next>>
<br><br>
The spotlight's beam seems to intensify its heat. Your name is $name.
<<next>>
<hr>
[[What the hell is going on?|floor1TV4]]
<</timed>>
</div><<if $dgame == "women">>
<<include floor1TVMapW>>
<<elseif $dgame == "men">>
<<include floor1TVMapM>>
<<elseif $dgame == "both">>
<<include floor1TVMapB>>
<<elseif $dgame == "other">>
<<include floor1TVMapB>>
<</if>>
<div class="text">
The disembodied voice (a host, you suppose?) loudly announces the rules of the game. They appear fairly simple.
<<timed $textTime+'s' t8n>>
<br><br>
<span class="redText">"AS A REMINDER TO THE FOLKS AT HOME-" </span> (what?!) <span class="redText">"-$uName GETS $uTheir CHOICE OF FIVE - AND ONLY FIVE - QUESTIONS, BEFORE $uThey MUST MAKE $uTheir FINAL SELECTION. WILL $uThey FIND LOVE...OR WILL IT BE A HEART RIPPER?" </span>
<<next>>
<hr>
[[And away we go?|floor1TV5]]
<</timed>>
</div><div id="tooltip" style="display:none; position:absolute; z-index:1000;"></div>
<div class="topBox">
<svg class="top" viewBox="0 0 4096 4096">
<image href="gameshowM.jpg"></image>
</svg>
</div>
<div id="tooltip" style="display:none; position:absolute; z-index:1000;"></div>
<div class="topBox">
<svg class="top" viewBox="0 0 4096 4096">
<image href="gameshowW.jpg"></image>
</svg>
</div><div id="tooltip" style="display:none; position:absolute; z-index:1000;"></div>
<div class="topBox">
<svg class="top" viewBox="0 0 4096 4096">
<image href="gameshowB.jpg"></image>
</svg>
</div><div id="tooltip" style="display:none; position:absolute; z-index:1000;"></div>
<div class="topBox">
<svg class="top" viewBox="0 0 4096 4096">
<image href="floor1Office.jpg"></image>
<a id="posterArea" class="tooltipArea examine" alt="a disorganized desk" data-title="a disorganized desk" onclick="includePassage('desk')">
<rect x="2513" y="2036" fill="#fff" opacity="0" width="999" height="1337"></rect>
</a>
</svg>
</div>
<<if $dgame == "women">>
<<include floor1TVMapW>>
<<elseif $dgame == "men">>
<<include floor1TVMapM>>
<<elseif $dgame == "both">>
<<include floor1TVMapB>>
<<elseif $dgame == "other">>
<<include floor1TVMapB>>
<</if>>
<div class="text">
Off to your right, an enormous cathode TV screen blurs to life, shedding a bit of light on the darkened - what you assume must be - soundstage. Through the glare of the spotlights, you can glimpse vague outlines of what appear to be a live studio audience.
<<timed $textTime+'s' t8n>>
<br><br>
Several questions populate the screen and the air fills with an ominously echoing sound of a clock's tick.
<<next>>
<hr>
<<link 'Read anything good lately?'>>
<<set $dateQ = "book">>
<<goto floor1TV6>>
<</link>>
<br>
<<link 'What do you like to do in your spare time?'>>
<<set $dateQ = "hobby">>
<<goto floor1TV6>>
<</link>>
<br>
<<link 'What\'s your favorite movie?'>>
<<set $dateQ = "movie">>
<<goto floor1TV6>>
<</link>>
<</timed>>
</div><div class="topBox">
<<if $dgame == "women">>
<<include floor1TVMapW>>
<<elseif $dgame == "men">>
<<include floor1TVMapM>>
<<elseif $dgame == "both">>
<<include floor1TVMapB>>
<<elseif $dgame == "other">>
<<include floor1TVMapB>>
<</if>>
<div class="answerBoxContainer">
<div class="answerBox1">
<<print setup.gameshow[$dateQ].pluck()>>
</div>
<div class="answerBox2">
<<print setup.gameshow[$dateQ].pluck()>>
</div>
<div class="answerBox3">
<<print setup.gameshow[$dateQ].pluck()>>
</div>
<div class="answerBox4">
<<print setup.gameshow[$dateQ].pluck()>>
</div>
</div>
</div>
<div class="text">
The audience seems to approve of your choice of questions so far.
<<timed $textTime+'s' t8n>>
<br><br>
Of course, the flashing applause sign might also be a factor...
<<next>>
<br><br>
Is it going well? Maybe? Are you winning? Who knows, but more questions are rolling up on the screen for you to pick from.
<<next>>
<hr>
<<link 'What would you say is your biggest weakness?'>>
<<set $dateQ = "weakness">>
<<goto floor1TV8>>
<</link>>
<br>
<<link 'What do you consider your strongest quality?'>>
<<set $dateQ = "strength">>
<<goto floor1TV8>>
<</link>>
<br>
<<link 'What\'s your biggest fear?'>>
<<set $dateQ = "fear">>
<<goto floor1TV8>>
<</link>>
<</timed>>
</div><div class="topBox" style="position: relative;">
<svg class="top" viewBox="0 0 4096 4096">
<image href="gameshowB.jpg"></image>
</svg>
<div class="answerBox1" style="position: absolute; top: 25%; left: 15%;">
<<print setup.gameshow[$dateQ].pluck()>>
</div>
<div class="answerBox2" style="position: absolute; top: 25%; left: 35%;">
<<print setup.gameshow[$dateQ].pluck()>>
</div>
<div class="answerBox3" style="position: absolute; top: 25%; left: 55%;">
<<print setup.gameshow[$dateQ].pluck()>>
</div>
<div class="answerBox4" style="position: absolute; top: 25%; left: 75%;">
<<print setup.gameshow[$dateQ].pluck()>>
</div>
</div>
<div class="topBox">
<<if $dgame == "women">>
<<include floor1TVMapW>>
<<elseif $dgame == "men">>
<<include floor1TVMapM>>
<<elseif $dgame == "both">>
<<include floor1TVMapB>>
<<elseif $dgame == "other">>
<<include floor1TVMapB>>
<</if>>
<div class="answerBoxContainer">
<div lang="en" class="answerBox1">
<<print setup.gameshow[$dateQ].pluck()>>
</div>
<div class="answerBox2">
<<print setup.gameshow[$dateQ].pluck()>>
</div>
<div class="answerBox3">
<<print setup.gameshow[$dateQ].pluck()>>
</div>
<div class="answerBox4">
<<print setup.gameshow[$dateQ].pluck()>>
</div>
</div>
</div>
<div class="text">
The contestants don't answer directly with words - instead, a box appears above their heads, displaying their answers in a lurid neon glow.
<<timed $textTime+'s' t8n>>
<br><br>
The technology doesn't make any sense to you, but that seems par for the course here.
<<next>>
<hr>
<<link 'What\'s your favorite song?'>>
<<set $dateQ = "song">>
<<goto floor1TV7>>
<</link>>
<br>
<<link 'When you\'re cutting a rug on the dance floor, what\'s your go-to move\?'>>
<<set $dateQ = "dance">>
<<goto floor1TV7>>
<</link>>
<br>
<<link 'Favorite travel destination\?'>>
<<set $dateQ = "travel">>
<<goto floor1TV7>>
<</link>>
<</timed>>
</div><div class="topBox">
<<if $dgame == "women">>
<<include floor1TVMapW>>
<<elseif $dgame == "men">>
<<include floor1TVMapM>>
<<elseif $dgame == "both">>
<<include floor1TVMapB>>
<<elseif $dgame == "other">>
<<include floor1TVMapB>>
<</if>>
<div class="answerBoxContainer">
<div class="answerBox1">
<<print setup.gameshow[$dateQ].pluck()>>
</div>
<div class="answerBox2">
<<print setup.gameshow[$dateQ].pluck()>>
</div>
<div class="answerBox3">
<<print setup.gameshow[$dateQ].pluck()>>
</div>
<div class="answerBox4">
<<print setup.gameshow[$dateQ].pluck()>>
</div>
</div>
</div>
<div class="text">
Another round, another bout of questions. You're beginning to notice an odd vibe in the studio, a curious cant to the contestants' poses, a gleeful edge to the audience's roars of approval.
<<timed $textTime+'s' t8n>>
<br><br>
Either you're on something, or everyone else here is...
<<next>>
<hr>
<<link 'Describe your perfect romantic evening.'>>
<<set $dateQ = "date">>
<<goto floor1TV9>>
<</link>>
<br>
<<link 'What\'s the most important thing you look for in a partner?'>>
<<set $dateQ = "partner">>
<<goto floor1TV9>>
<</link>>
<br>
<<link 'What\'s your your love language?'>>
<<set $dateQ = "love">>
<<goto floor1TV9>>
<</link>>
<</timed>>
</div><div class="topBox">
<<if $dgame == "women">>
<<include floor1TVMapW>>
<<elseif $dgame == "men">>
<<include floor1TVMapM>>
<<elseif $dgame == "both">>
<<include floor1TVMapB>>
<<elseif $dgame == "other">>
<<include floor1TVMapB>>
<</if>>
<div class="answerBoxContainer">
<div class="answerBox1">
<<print setup.gameshow[$dateQ].pluck()>>
</div>
<div class="answerBox2">
<<print setup.gameshow[$dateQ].pluck()>>
</div>
<div class="answerBox3">
<<print setup.gameshow[$dateQ].pluck()>>
</div>
<div class="answerBox4">
<<print setup.gameshow[$dateQ].pluck()>>
</div>
</div>
</div>
<div class="text">
The next round of choices make your stomach rumble.
<<timed $textTime+'s' t8n>>
<br><br>
You skipped lunch today, you suddenly remember. You used the last of your cash for that bus ticket here.
<<next>>
<hr>
<<link 'What\'s your go-to comfort food?'>>
<<set $dateQ = "food">>
<<goto floor1TV10>>
<</link>>
<br>
<<link 'What\'s a food you simply can\'t resist?'>>
<<set $dateQ = "food">>
<<goto floor1TV10>>
<</link>>
<br>
<<link 'What would you recommend as the perfect meal?'>>
<<set $dateQ = "food">>
<<goto floor1TV10>>
<</link>>
<</timed>>
</div><div class="topBox">
<<if $dgame == "women">>
<<include floor1TVMapW>>
<<elseif $dgame == "men">>
<<include floor1TVMapM>>
<<elseif $dgame == "both">>
<<include floor1TVMapB>>
<<elseif $dgame == "other">>
<<include floor1TVMapB>>
<</if>>
<div class="answerBoxContainer">
<div class="answerBox1">
<<print setup.gameshow[$dateQ]>>
</div>
<div class="answerBox2">
<<print setup.gameshow[$dateQ]>>
</div>
<div class="answerBox3">
<<print setup.gameshow[$dateQ]>>
</div>
<div class="answerBox4">
<<print setup.gameshow[$dateQ]>>
</div>
</div>
</div>
<div class="text">
"AND THAT'S THE END OF $uName's QUESTIONS, FOLKS!" The host's voice is jarring and seems to echo on and on and on as the implication of the final answers sinks in.
<<timed $textTime+'s' t8n>>
<br><br>
"SO - WHO'S IT GONNA BE?!"
<<next>>
<hr>
<<link 'Contestant 1'>>
<<set $contestant = 1>>
<<goto floor1TVDone>>
<</link>>
|
<<link 'Contestant 2'>>
<<set $contestant = 2>>
<<goto floor1TVDone>>
<</link>>
|
<<link 'Contestant 3'>>
<<set $contestant = 3>>
<<goto floor1TVDone>>
<</link>>
|
<<link 'Contestant 4'>>
<<set $contestant = 4>>
<<goto floor1TVDone>>
<</link>>
<br>
[[None of these! They're zombies!|floor1TVNo]]
<</timed>>
</div><<set $emotion += 1>>
<<update>>
<<if $dgame == "women">>
<<include floor1ZombieMapW>>
<<elseif $dgame == "men">>
<<include floor1ZombieMapM>>
<<elseif $dgame == "both" and $contestant == "1">>
<<include floor1ZombieMapW>>
<<elseif $dgame == "both" and $contestant == "2">>
<<include floor1ZombieMapW>>
<<elseif $dgame == "other">>
<<include floor1ZombieMapM>>
<</if>>
<div class="text">
Everything feels so surreal and insane that a giddy, crazed laugh bubbles up from your chest. Why not date a zombie? At least they won't mind those days when the depression overwhelms you, when you can barely move, much less handle the basics like showering.
<<timed $textTime+'s' t8n>>
<br><br>
Missing a nose tends to make one less concerned with such niceties...
<<next>>
<br><br>
Your "date" advances, jaw dropping for a kiss, a bite, impromptu brain surgery - you don't know, and part of you (most of you) has stopped caring.
<<next>>
<hr>
[[You close your eyes and await your doom...|floor1Interview1]]
<</timed>>
</div>
<<include floor1InterviewMap>>
<div class="text">
The man faintly scowls and directs his attention to a paper in his hand. "Typical $age year old," he mutters, before glancing back up.
<<timed $textTime+'s' t8n>>
<br><br>
"Well?"
<<next>>
<br><br>
It seems like he's waiting for an answer from you.
<<next>>
<hr>
[[Could you please repeat the question?|floor1Interview3]]
<br>
[[I didn't quite hear what you said.|floor1Interview3]]
<</timed>>
</div>
<<include floor1InterviewMap>>
<div class="text">
The man rolls his eyes, grumbling something about "$age year olds" and then stares expectantly at you.
<<timed $textTime+'s' t8n>>
<br><br>
"Well?"
<<next>>
<br><br>
It seems like he's waiting for some kind of answer.
<<next>>
<hr>
[[Could you please repeat the question?|floor1Interview3]]
<br>
[[I didn't quite hear what you said.|floor1Interview3]]
<</timed>>
</div>
<<include floor1InterviewMap>>
<div class="text">
With a belabored sigh, the man (apparently) repeats: "What attracted you to this job in the first place?"
<<timed $textTime+'s' t8n>>
<hr>
[[Money. I need money!|floor1Interview4]]
<br>
[[The challenge. I thrive under pressure!|floor1Interview4]]
<br>
[[The team. They seem like they'd be really interesting to work with!|floor1Interview4]]
<br>
<<link 'Screw this!'>>
<<set $rebellion += 1>>
<<set $willpower -= 3>>
<<goto elevator>>
<</link>>
<</timed>>
</div>
<<include floor1InterviewMap>>
<div class="text">
There's a single, noncommittal grunt in reply. It's unclear if your question impressed or repulsed him, but you find yourself sweating either way.
<<timed $textTime+'s' t8n>>
<br><br>
Like, it's seriously hot in here. How the hell is this guy wearing a three-piece suit? Nevertheless, he seems at ease (if stiffly professional) and launches into a clearly-prepared piece of corporate mumbo jumbo about the amazing benefits of working at the company.
<<next>>
<br><br>
As the man drones on, you find your gaze roaming and your mind wandering.
<<next>>
<hr>
[[How long have you been here?|elevator]]
<</timed>>
</div>
<div class="container">
<<include lobbyMapElevatorRepeat>>
<div class="door left-door"></div>
<div class="door right-door"></div>
<<timed 1s>>
<<doorFX>>
<<run document.querySelector('.container').classList.add('open-doors')>>
<</timed>>
<div class="text">
The lobby is still empty. There seems to be no exit, not even a door back into the purgatory of that waiting room. That's definitely not ominous...
<<timed $textTime+'s' t8n>>
<hr>
[[Seems like the elevator is your only way out...|elevator]]
<</timed>>
</div>
</div><div id="tooltip" style="display:none; position:absolute; z-index:1000;"></div>
<div class="topBox">
<svg class="top" viewBox="0 0 4096 4096">
<image href="lobbyElevator.jpg"></image>
</svg>
</div><<set $currentRoom = "reception">>
<<include lobbyMapElevator>>
<div class="text">
You find yourself briskly ushered onwards to an empty lobby. The building, once grand and magnificent, has clearly seen better days. Time has not treated it kindly.
<<timed $textTime+'s' t8n>>
<br><br>
You understand the feeling.
<<next>>
<br><br>
There's not much here - and the door to reception seems to have locked behind you. Just you, yourself and a big empty foyer.
<hr>
[[And an elevator...|elevator]]
<</timed>>
</div><div id="tooltip" style="display:none; position:absolute; z-index:1000;"></div>
<div class="topBox">
<svg class="top" viewBox="0 0 4096 4096">
<image href="lobbyElevator.jpg"></image>
</svg>
</div><div id="tooltip" style="display:none; position:absolute; z-index:1000;"></div>
<div class="topBox">
<svg class="top" viewBox="0 0 4096 4096">
<image href="interview1.jpg"></image>
</svg>
</div><<include floor1TVMap>>
<div class="text">
Across from you, four more spotlights abruptly appear, sweeping through the black to eventually backlight four forms. They appear to be...
<<timed $textTime+'s' t8n>>
<hr>
<<link 'all men'>>
<<set $dgame = "men">>
<<goto floor1TV3>>
<</link>>
<br>
<<link 'all women'>>
<<set $dgame = "women">>
<<goto floor1TV3>>
<</link>>
<br>
<<link 'both men and women'>>
<<set $dgame = "both">>
<<goto floor1TV3>>
<</link>>
<br>
<<link 'neither men nor women, but something inexplicably...other...'>>
<<set $dgame = "other">>
<<goto floor1TV3>>
<</link>>
<</timed>>
</div>
<<set $currentRoom = "floor2hallway">>
<<music gluttony>>
<<if $interview2 == 1>>
<<include floor2Repeat>>
<<else>>
<<include floor2First>>
<</if>><div class="container">
<<include floor2Map1Repeat>>
<div class="door left-door"></div>
<div class="door right-door"></div>
<<edoor>>
<<timed 4s>>
<div class="text">
The weirdness of this "floor" is just as disorienting the second time around, but at least you're prepared for it.
<br><br>
At least the elevator hasn't vanished...
<br><br>
...Yet. Though it sure looks odd sitting there in the middle of the empty parking lot.
<hr>
[[Return to the elevator|elevator]]
<br>
[[Explore the parking lot|floor2LotRepeat]]
<br>
[[Enter the diner|floor2Diner1Repeat]]
</div>
<</timed>>
</div><<include floor2Diner1Map>>
<div class="text">
Inside, the restaurant is completely empty, devoid of even staff. A bell attached to the door lets out a hollow ring as you enter and the sound echoes oddly in the silent, deserted diner.
<<timed $textTime+'s' t8n>>
<br><br>
Your stomach reminds you that you desperately need food...
<<next>>
<hr>
[[Sit in a booth|floor2Diner1a]]
<br>
[[Sit at the counter|floor2Diner1b]]
<br>
[[Head back outside|floor2Diner1c]]
<</timed>>
</div><div id="tooltip" style="display:none; position:absolute; z-index:1000;"></div>
<div class="topBox">
<svg class="top" viewBox="0 0 4096 4096">
<image href="floor2Diner1.jpg"></image>
<a id="boothArea" class="tooltipArea navigate" alt="an empty booth" data-title="an empty booth" data-info="boothInfo" onclick="window.mapPassage('floor2Diner1a')">
<rect x="713" y="1736" fill="#fff" opacity="0" width="389" height="1337"></rect>
</a>
<a id="counterArea" class="tooltipArea navigate" alt="an empty counter" data-title="an empty counter" onclick="window.mapPassage('floor2Diner1b')">
<rect x="2862" y="1666" fill="#fff" opacity="0" width="600" height="1405"></rect>
</a>
<a id="doorArea" class="tooltipArea navigate" alt="a door to the diner exterior" data-title="a door to the diner exterior" onclick="window.mapPassage('floor2Diner1c')">
<rect x="1862" y="1666" fill="#fff" opacity="0" width="439" height="1405"></rect>
</a>
</svg>
</div><div id="tooltip" style="display:none; position:absolute; z-index:1000;"></div>
<div class="topBox">
<svg class="top" viewBox="0 0 4096 4096">
<image href="floor2Hallway.jpg"></image>
<a id="signArea" class="tooltipArea examine" alt="a deformed sign" data-title="a deformed sign" data-info="sign" onclick="examine('sign')">
<rect x="250" y="2100" fill="#fff" opacity="0" width="950" height="200"></rect>
</a>
<a id="doorArea" class="tooltipArea navigate" alt="a doorway" data-title="a doorway" onclick="window.mapPassage('floor2Diner1Repeat')">
<rect x="1100" y="2600" fill="#fff" opacity="0" width="439" height="800"></rect>
</a>
<a id="tableArea" class="tooltipArea examine" alt="empty chairs and empty tables" data-title="empty chairs and empty tables" data-info="table" onclick="examine('table')">
<rect x="2500" y="3000" fill="#fff" opacity="0" width="1500" height="400"></rect>
</a>
</svg>
<div id="sign" style="display:none;">
This sign is warped and deformed, the letters melting off its face in a Dali-esque style.
</div>
<div id="table" style="display:none;">
Tables and chairs are haphazardly arrayed outside the diner, though none seem to be occupied.
</div>
</div>
<<set $currentRoom = "floor3hallway">>
<<music greed>>
<<if $interview3 == 1>>
<<include floor3Repeat>>
<<else>>
<<include floor3First>>
<</if>><div class="container">
<<include floor3Map1Repeat>>
<div class="door left-door"></div>
<div class="door right-door"></div>
<<edoor>>
<<timed 4s>>
<div class="text">
You arrive on the floor with the casino, the distant dim din of the gaming tables and cheering patrons reaching your ear.
<br><br>
The elevator seems to have decided to hang around this time.
<hr>
[[Study the hallway|floor3Repeat1]]
<br>
[[Use the elevator|elevator]]
</div>
<</timed>>
</div><div id="tooltip" style="display:none; position:absolute; z-index:1000;"></div>
<div class="topBox">
<svg class="top" viewBox="0 0 4096 4096">
<image href="floor3Hallway.jpg"></image>
<a id="doorLockedArea" class="tooltipArea examine" alt="a locked door" data-title="a locked door" data-info="doorLockedInfo" onclick="examine('doorLockedInfo')">
<rect x="3000" y="1230" fill="#fff" opacity="0" width="700" height="2500"></rect>
</a>
<a id="doorArea" class="tooltipArea navigate" alt="a shadowy doorway" data-title="a shadowy doorway" onclick="window.mapPassage('floor3Coatroom1')">
<rect x="213" y="730" fill="#fff" opacity="0" width="500" height="3000"></rect>
</a>
<a id="doorLockedArea" class="tooltipArea examine" alt="a locked door" data-title="a locked door" data-info="doorLockedInfo1" onclick="examine('doorLockedInfo1')">
<rect x="900" y="1500" fill="#fff" opacity="0" width="450" height="1600"></rect>
</a>
<a id="doorArea1" class="tooltipArea navigate" alt="a beckoning doorway" data-title="a beckoning doorway" onclick="window.mapPassage('floor3Casino1')">
<rect x="1862" y="1766" fill="#fff" opacity="0" width="439" height="1205"></rect>
</a>
</svg>
<div id="doorLockedInfo" style="display:none;">
Behind the locked door, you can hear the sounds of clinking coins, chatters and chuckles, victorious cheers and groans of defeat.
</div>
<div id="doorLockedInfo1" style="display:none;">
Pressing your ear to the locked door, you can discern hints of a tense, whispered conversation amid the clanking noise of coins being shuffled about.
</div>
</div><div id="tooltip" style="display:none; position:absolute; z-index:1000;"></div>
<div class="topBox">
<svg class="top" viewBox="0 0 4096 4096">
<image href="floor3Hallway.jpg"></image>
<a id="doorLockedArea" class="tooltipArea examine" alt="a locked door" data-title="a locked door" data-info="doorLockedInfo" onclick="examine('doorLockedInfo')">
<rect x="3000" y="1230" fill="#fff" opacity="0" width="700" height="2500"></rect>
</a>
<a id="doorArea" class="tooltipArea navigate" alt="a shadowy doorway" data-title="a shadowy doorway" onclick="window.mapPassage('floor3CoatroomRepeat')">
<rect x="213" y="730" fill="#fff" opacity="0" width="500" height="3000"></rect>
</a>
<a id="doorLockedArea" class="tooltipArea examine" alt="a locked door" data-title="a locked door" data-info="doorLockedInfo1" onclick="examine('doorLockedInfo1')">
<rect x="900" y="1500" fill="#fff" opacity="0" width="450" height="1600"></rect>
</a>
<a id="doorArea1" class="tooltipArea navigate" alt="a beckoning doorway" data-title="a beckoning doorway" onclick="window.mapPassage('floor3Casino1Repeat')">
<rect x="1862" y="1766" fill="#fff" opacity="0" width="439" height="1205"></rect>
</a>
</svg>
<div id="doorLockedInfo" style="display:none;">
Behind the locked door, you can hear the sounds of clinking coins, chatters and chuckles, victorious cheers and groans of defeat.
</div>
<div id="doorLockedInfo1" style="display:none;">
Pressing your ear to the locked door, you can discern hints of a tense, whispered conversation amid the clanking noise of coins being shuffled about.
</div>
</div><<include floor3CasinoMap1>>
<div class="text">
You stand in an ornate, lavish casino. All around you are the sounds of whirring machines, tinkling coins, rolling dice and cheering crowds - although the shadows make it hard to directly see any of the patrons.
<<timed $textTime+'s' t8n>>
<br><br>
There also doesn't seem to be any exit.
<hr>
[[Wander deeper into the casino|floor3Casino2]]
<</timed>>
</div><div id="tooltip" style="display:none; position:absolute; z-index:1000;"></div>
<div class="topBox">
<svg class="top" viewBox="0 0 4096 4096">
<image href="floor3Casino1.jpg"></image>
<a id="slotArea" class="tooltipArea examine" alt="a shining slot machine" data-title="a shining slot machine" data-info="slotInfo" onclick="includePassage('slots')">
<rect x="300" y="1836" fill="#fff" opacity="0" width="700" height="1437"></rect>
</a>
<a id="doorArea" class="tooltipArea navigate" alt="a winding path past game machines" data-title="a winding path past game machines" onclick="window.mapPassage('floor3Casino2')">
<rect x="2262" y="2166" fill="#fff" opacity="0" width="439" height="1005"></rect>
</a>
<a id="slotArea" class="tooltipArea examine" alt="a dice table" data-title="a dice table" data-info="diceInfo" onclick="includePassage('dice')">
<rect x="1400" y="2836" fill="#fff" opacity="0" width="900" height="837"></rect>
</a>
</svg>
</div><<set $currentRoom = "floor4hallway">>
<<music wrath>>
<<if $interview4 == 1>>
<<include floor4Repeat>>
<<else>>
<<include floor4First>>
<</if>><div class="container">
<<include floor4Map1Repeat>>
<div class="door left-door"></div>
<div class="door right-door"></div>
<<edoor>>
<<timed 4s>>
<div class="text">
This floor is deceptively peaceful - you still remember the anger you unleashed in the greenhouse.
<hr>
[[Return to the elevator|elevator]]
<br>
[[Continue to the greenhouse|floor4GreenhouseRepeat]]
</div>
<</timed>>
</div><div id="tooltip" style="display:none; position:absolute; z-index:1000;"></div>
<div class="topBox">
<svg class="top" viewBox="0 0 4096 4096">
<image href="floor4Hallway.jpg"></image>
<a id="doorArea" class="tooltipArea navigate" alt="an open door" data-title="an open door" onclick="window.mapPassage('floor4Piano')">
<rect x="213" y="730" fill="#fff" opacity="0" width="500" height="3000"></rect>
</a>
<a id="plantArea" class="tooltipArea examine" alt="potted plants" data-title="potted plants" onclick="examine('plantInfo')">
<rect x="2560" y="1666" fill="#fff" opacity="0" width="1209" height="1405"></rect>
</a>
<a id="doorArea1" class="tooltipArea navigate" alt="a sunlit door" data-title="a sunlit door" onclick="window.mapPassage('floor4Greenhouse1')">
<rect x="1662" y="1466" fill="#fff" opacity="0" width="439" height="1105"></rect>
</a>
</svg>
<div id="plantInfo" style="display:none;">
Precisely-pruned potted plants line part of the wall. The orderly maintence seems rigid in its restraint and, on closer inspection, you notice slight bits of wilting, drooping and speckling, as if the plants are failing to thrive due to the excessive control.
</div>
</div><div id="tooltip" style="display:none; position:absolute; z-index:1000;"></div>
<div class="topBox">
<svg class="top" viewBox="0 0 4096 4096">
<image href="floor4Hallway.jpg"></image>
<a id="doorArea" class="tooltipArea navigate" alt="an open door" data-title="an open door" onclick="window.mapPassage('floor4Piano')">
<rect x="213" y="730" fill="#fff" opacity="0" width="500" height="3000"></rect>
</a>
<a id="plantArea" class="tooltipArea examine" alt="potted plants" data-title="potted plants" onclick="examine('plantInfo')">
<rect x="2560" y="1666" fill="#fff" opacity="0" width="1209" height="1405"></rect>
</a>
<a id="doorArea1" class="tooltipArea navigate" alt="a sunlit door" data-title="a sunlit door" onclick="window.mapPassage('floor4GreenhouseRepeat')">
<rect x="1662" y="1466" fill="#fff" opacity="0" width="439" height="1105"></rect>
</a>
</svg>
<div id="plantInfo" style="display:none;">
Precisely-pruned potted plants line part of the wall. The orderly maintence seems rigid in its restraint and, on closer inspection, you notice slight bits of wilting, drooping and speckling, as if the plants are failing to thrive due to the excessive control.
</div>
</div><<include floor4GreenhouseMap1>>
<div class="text">
The greenhouse is a riot of life, barely constrained, with overgrown plants spilling out of planters and pots.
<<timed $textTime+'s' t8n>>
<br><br>
<span class="redText">"PRUNING IS NEEDED."</span>
<<next>>
<br><br>
The voice is back, although you can't help but find yourself agreeing with it this time. As soon as you think the thought, you find a set of tools in your hands: a small trowel and a wicked set of shears.
<<inv shears>>
<<inv trowel>>
<hr>
[[Delve deeper into the greenhouse|floor4Greenhouse2]]
<br>
[[Return to the corridor|floor4First1]]
<</timed>>
</div><div id="tooltip" style="display:none; position:absolute; z-index:1000;"></div>
<div class="topBox">
<svg class="top" viewBox="0 0 4096 4096">
<image href="floor4Greenhouse1.jpg"></image>
<a id="posterArea" class="tooltipArea examine" alt="a wild grassplant" data-title="a wild grassplant" data-info="posterInfo" onclick="includePassage('grassplant')">
<rect x="143" y="3000" fill="#fff" opacity="0" width="1100" height="900"></rect>
</a>
<a id="doorArea" class="tooltipArea navigate" alt="a glass door" data-title="a glass door" onclick="window.mapPassage('floor4Greenhouse2')">
<rect x="1862" y="1666" fill="#fff" opacity="0" width="439" height="1405"></rect>
</a>
<a id="posterArea" class="tooltipArea examine" alt="overgrown ferns" data-title="overgrown ferns" data-info="posterInfo" onclick="includePassage('ferns')">
<rect x="2243" y="2500" fill="#fff" opacity="0" width="1500" height="900"></rect>
</a>
</svg>
</div><<set $currentRoom = "floor5hallway">>
<<music heresy>>
<<if $interview5 == 1>>
<<include floor5Repeat>>
<<else>>
<<include floor5First>>
<</if>><div class="container">
<<include floor5Map1Repeat>>
<div class="door left-door"></div>
<div class="door right-door"></div>
<<edoor>>
<<timed 4s>>
<div class="text">
The hallway is dark and silent on a repeat visit. The shadows creep long and menacing, discouraging you from lingering long.
<br><br>
<hr>
[[Return to the elevator|elevator]]
<br>
[[Continue down the corridor|floor5Podium1R]]
</div>
<</timed>>
</div><div id="tooltip" style="display:none; position:absolute; z-index:1000;"></div>
<div class="topBox">
<svg class="top" viewBox="0 0 4096 4096">
<image href="floor5Hallway.jpg"></image>
<a id="posterArea" class="tooltipArea examine" alt="a propaganda poster" data-title="a propaganda poster" data-info="posterInfo" onclick="examine('posterInfo')">
<rect x="513" y="836" fill="#fff" opacity="0" width="599" height="1537"></rect>
</a>
<a id="doorArea" class="tooltipArea navigate" alt="a darkened doorway" data-title="a darkened doorway" onclick="window.mapPassage('floor5Podium1')">
<rect x="1862" y="1666" fill="#fff" opacity="0" width="439" height="1405"></rect>
</a>
</svg>
<div id="posterInfo" style="display:none;">
Blocky text and bold, stylized art illustrate some sort of glorious leader. There's a vague familiarity to the form, and as you study it longer, you feel like it almost looks like...well, you.
<br><br>
The thought is confirmed when you read the words on the bottom, emblazoned in a bright, demandingly eye-catching font: $uName.
</div>
</div><div id="tooltip" style="display:none; position:absolute; z-index:1000;"></div>
<div class="topBox">
<svg class="top" viewBox="0 0 4096 4096">
<image href="floor5Hallway.jpg"></image>
<a id="posterArea" class="tooltipArea examine" alt="a propaganda poster" data-title="a propaganda poster" data-info="posterInfo" onclick="examine('posterInfo')">
<rect x="513" y="836" fill="#fff" opacity="0" width="599" height="1537"></rect>
</a>
<a id="doorArea" class="tooltipArea navigate" alt="a darkened doorway" data-title="a darkened doorway" onclick="window.mapPassage('floor5Podium1R')">
<rect x="1862" y="1666" fill="#fff" opacity="0" width="439" height="1405"></rect>
</a>
</svg>
<div id="posterInfo" style="display:none;">
This poster seems almost like satire, with the authoritative figure little more than a sketch with an empty face. Someone has scratched out the canditate's name, and instead simply scrawled "LIAR" in bold handwriting.
</div>
</div><<include floor5PodiumMap1>>
<div class="text">
You emerge into a vast rotunda surrounded by columns, with a raised dais at its center. At first, you wonder if you've stumbled back into the TV studio - bright lights blind you, making it impossible to see what lays beyond the stage.
<<timed $textTime+'s' t8n>>
<br><br>
Then, you see the podium.
<br><br>
<span class="redText">"THEY'RE WAITING!"</span>
<hr>
[[Ascend the podium|floor5Podium2]]
<br>
[[Return to the corridor|floor5First1]]
<</timed>>
</div><div id="tooltip" style="display:none; position:absolute; z-index:1000;"></div>
<div class="topBox">
<svg class="top" viewBox="0 0 4096 4096">
<image href="floor5Podium1.jpg"></image>
</svg>
</div><div class="container">
<<include floor6Map1>>
<div class="door left-door"></div>
<div class="door right-door"></div>
<<edoor>>
<<timed 4s>>
<div class="text">
You feel adrift in liminal space as you step off the elevator, transported to somewhere broken and dystopian. Above you, a bleak grey firmament stretches away, and it's impossible to determine if it's sky or simply some vast, vaunted ceiling.
<br><br>
The elevator remains behind you, suspended impossibly in space.
<hr>
[[Continue down the range|floor6RepeatArchery1]]
<br>
[[Return to the elevator|elevator]]
</div>
<</timed>>
</div><div id="tooltip" style="display:none; position:absolute; z-index:1000;"></div>
<div class="topBox">
<svg class="top" viewBox="0 0 4096 4096">
<image href="floor6Hallway.jpg"></image>
<a id="posterArea" class="tooltipArea examine" alt="hole-ridden targets" data-title="hole-ridden targets" data-info="targetInfo" onclick="examine('targetInfo')">
<rect x="713" y="1736" fill="#fff" opacity="0" width="389" height="1337"></rect>
</a>
<a id="doorArea" class="tooltipArea navigate" alt="a darkened entry" data-title="a darkened entry" onclick="window.mapPassage('floor6Archery1')">
<rect x="1862" y="1666" fill="#fff" opacity="0" width="439" height="1405"></rect>
</a>
</svg>
<div id="targetInfo" style="display:none;">
Riddled with puncture wounds, this target has been abandoned on one side of the archery range.
</div>
</div><<set $currentRoom = "floor6hallway">>
<<music violence>>
<<if $interview6 == 1>>
<<include floor6Repeat>>
<<else>>
<<include floor6First>>
<</if>><div id="tooltip" style="display:none; position:absolute; z-index:1000;"></div>
<div class="topBox">
<svg class="top" viewBox="0 0 4096 4096">
<image href="floor6Hallway.jpg"></image>
<a id="posterArea" class="tooltipArea examine" alt="a lurid poster" data-title="a lurid poster" data-info="posterInfo" onclick="examine('posterInfo')">
<rect x="713" y="1736" fill="#fff" opacity="0" width="389" height="1337"></rect>
</a>
<a id="doorArea" class="tooltipArea navigate" alt="a darkened doorway" data-title="a darkened doorway" onclick="window.mapPassage('floor6Archery1')">
<rect x="1862" y="1666" fill="#fff" opacity="0" width="439" height="1405"></rect>
</a>
</svg>
<div id="posterInfo" style="display:none;">
This is what the poster looks like! Creepy, isn't it?
</div>
<div id="doorLockedInfo" style="display:none;">
Locked door, revisiting floor after interview will unlock it.
</div>
</div> <<include floor6ArcheryMap1>>
<div class="text">
You quickly scurry onwards, instinctively keeping your head low - it may look empty, but it's clear this is a place intended for weaponry.
<<timed $textTime+'s' t8n>>
<br><br>
The dark tunnel opens into a large, open area, lined with targets. Beside each one is a quiver full of arrows.
<<next>>
<br><br>
<span class="redText">"TIME TO SHOOT."</span>
<hr>
[[You're beginning to hate this voice|floor6Archery1a]]
<br>
[[You're beginning to consider the voice soothing|floor6Archery1b]]
<</timed>>
</div><div id="tooltip" style="display:none; position:absolute; z-index:1000;"></div>
<div class="topBox">
<svg class="top" viewBox="0 0 4096 4096">
<image href="floor6Archery1.jpg"></image>
</svg>
</div><<set $currentRoom = "floor7hallway">>
<<music fraud>>
<<if $interview7 == 1>>
<<include floor7Repeat>>
<<else>>
<<include floor7First>>
<</if>><div class="container">
<<include floor7Map1Repeat>>
<div class="door left-door"></div>
<div class="door right-door"></div>
<<edoor>>
<<timed 4s>>
<div class="text">
On a revisit to this floor, you're struck by the gaudiness of the decor. Instead of the expensive finery you once were dazzled by, you instead see that the furnishings are merely cheap and tawdry fakes, bedizened and bedazzled to mask their true nature.
<br><br>
At the end of the hall stands a door and, behind it, the ghostly orchestra still plays.
<hr>
[[Head down the hallway|floor7Ballroom1Repeat]]
<br>
[[Return to the elevator|elevator]]
</div>
<</timed>>
</div><div id="tooltip" style="display:none; position:absolute; z-index:1000;"></div>
<div class="topBox">
<svg class="top" viewBox="0 0 4096 4096">
<image href="floor7Hallway.jpg"></image>
<a id="mirrorArea" class="tooltipArea examine" alt="an ornate mirror" data-title="an ornate mirror" data-info="mirrorInfo" onclick="examine('mirrorInfo')">
<rect x="713" y="1337" fill="#fff" opacity="0" width="389" height="737"></rect>
</a>
<a id="flowerArea" class="tooltipArea examine" alt="a vase of flowers" data-title="a vase of flowers" data-info="flowerInfo" onclick="includePassage('flowers7')">
<rect x="713" y="2036" fill="#fff" opacity="0" width="589" height="737"></rect>
</a>
<a id="doorArea" class="tooltipArea navigate" alt="an elegant door" data-title="an elegant door" onclick="window.mapPassage('floor7Ballroom1')">
<rect x="1862" y="1666" fill="#fff" opacity="0" width="439" height="1405"></rect>
</a>
<a id="paintingArea" class="tooltipArea examine" alt="an intricate oil painting" data-title="an intricate oil painting" data-info="paintingInfo" onclick="examine('paintingInfo')">
<rect x="3300" y="1066" fill="#fff" opacity="0" width="539" height="1405"></rect>
</a>
</svg>
<div id="mirrorInfo" style="display:none;">
You glance in the mirror, only to find nothing at all - it seems this is just a piece of framed glass. Curious.
</div>
<div id="paintingInfo" style="display:none;">
You pause to study the painting - from a distance, it appears as an intricate masterwork of a woodland scene complete with cavorting nymphs and languid pastoral delights. As you approach closer, however, it resolves into brushstrokes and blobs, the components of the overall image merely smears of paint.
</div>
</div>
<<if $flowerList.length == 4>>
<<ach flowers>>
<</if>><div id="tooltip" style="display:none; position:absolute; z-index:1000;"></div>
<div class="topBox">
<svg class="top" viewBox="0 0 4096 4096">
<image href="floor7Hallway.jpg"></image>
<a id="mirrorArea" class="tooltipArea examine" alt="an ornate mirror" data-title="an ornate mirror" data-info="mirrorInfo" onclick="examine('mirrorInfo')">
<rect x="713" y="1337" fill="#fff" opacity="0" width="389" height="737"></rect>
</a>
<a id="flowerArea" class="tooltipArea examine" alt="a vase of flowers" data-title="a vase of flowers" data-info="flowerInfo" onclick="includePassage('flowers7')">
<rect x="713" y="2036" fill="#fff" opacity="0" width="589" height="737"></rect>
</a>
<a id="doorArea" class="tooltipArea navigate" alt="an elegant door" data-title="an elegant door" onclick="window.mapPassage('floor7Ballroom1Repeat')">
<rect x="1862" y="1666" fill="#fff" opacity="0" width="439" height="1405"></rect>
</a>
<a id="paintingArea" class="tooltipArea examine" alt="an intricate oil painting" data-title="an intricate oil painting" data-info="paintingInfo" onclick="examine('paintingInfo')">
<rect x="3300" y="1066" fill="#fff" opacity="0" width="539" height="1405"></rect>
</a>
</svg>
<div id="mirrorInfo" style="display:none;">
You glance in the mirror, only to find nothing at all - it seems this is just a piece of framed glass. Curious.
</div>
<div id="paintingInfo" style="display:none;">
You pause to study the painting - from a distance, it appears as an intricate masterwork of a woodland scene complete with cavorting nymphs and languid pastoral delights. As you approach closer, however, it resolves into brushstrokes and blobs, the components of the overall image merely smears of paint.
</div>
</div>
<<if $flowerList.length == 4>>
<<ach flowers>>
<</if>><<include floor7BallroomMap1>>
<div class="text">
Music swells as you enter and you find yourself in a vast, empty ballroom. The are no dancers, no musicians - not even doors. You seem to be trapped here, alone, with only the ghostly orchestra for company.
<<timed $textTime+'s' t8n>>
<br><br>
<span class="redText">"DANCE! DANCE! DANCE!"</span>
<<next>>
<br><br>
...And the voice. Always that voice...
<<next>>
<hr>
[[Dance like nobody's watching|floor7Ballroom1a]]
<br>
[[Search the room for an exit|floor7Ballroom1b]]
<</timed>>
</div><div id="tooltip" style="display:none; position:absolute; z-index:1000;"></div>
<div class="topBox">
<svg class="top" viewBox="0 0 4096 4096">
<image href="floor7Ballroom1.jpg"></image>
</svg>
</div><div class="container">
<<include floor8Map1>>
<div class="door left-door"></div>
<div class="door right-door"></div>
<<edoor>>
<<timed 4s>>
<div class="text">
You can find nothing here except mirrors - the reflections rebound within each frame, creating endless tunnels in every direction.
<hr>
[[Return to the elevator|elevator]]
</div>
<</timed>>
</div><<set $currentRoom = "floor8hallway">>
<<music treachery>>
<<if $interview8 == 1>>
<<include floor8Repeat>>
<<else>>
<<include floor8First>>
<</if>><div id="tooltip" style="display:none; position:absolute; z-index:1000;"></div>
<div class="topBox">
<svg class="top" viewBox="0 0 4096 4096">
<image href="floor8Mirror.jpg"></image>
<a id="doorArea" class="tooltipArea navigate" alt="an ornate mirror" data-title="an ornate mirror" onclick="window.mapPassage('floor8Mirror5')">
<rect x="362" y="966" fill="#fff" opacity="0" width="639" height="2705"></rect>
</a>
<a id="doorArea" class="tooltipArea navigate" alt="an ornate mirror" data-title="an ornate mirror" onclick="window.mapPassage('floor8Mirror1')">
<rect x="1262" y="1866" fill="#fff" opacity="0" width="439" height="1105"></rect>
</a>
<a id="doorArea" class="tooltipArea navigate" alt="an ornate mirror" data-title="an ornate mirror" onclick="window.mapPassage('floor8Mirror3')">
<rect x="2262" y="1866" fill="#fff" opacity="0" width="439" height="1205"></rect>
</a>
<a id="doorArea" class="tooltipArea navigate" alt="an ornate mirror" data-title="an ornate mirror" onclick="window.mapPassage('floor8Mirror2')">
<rect x="3162" y="1366" fill="#fff" opacity="0" width="539" height="2105"></rect>
</a>
</svg>
</div><<include floor8Map1>>
<div class="text">
Confused, you find yourself at a crossroads of illusions, not knowing which reflection to trust. The hall seems to stretch on infinitely.
</div><div id="tooltip" style="display:none; position:absolute; z-index:1000;"></div>
<div class="topBox">
<svg class="top" viewBox="0 0 4096 4096">
<image href="floor8Mirror.jpg"></image>
<a id="doorArea" class="tooltipArea navigate" alt="an ornate mirror" data-title="an ornate mirror" onclick="window.mapPassage('floor8Mirror2')">
<rect x="362" y="966" fill="#fff" opacity="0" width="639" height="2705"></rect>
</a>
<a id="doorArea" class="tooltipArea navigate" alt="an ornate mirror" data-title="an ornate mirror" onclick="window.mapPassage('floor8Mirror4')">
<rect x="1262" y="1866" fill="#fff" opacity="0" width="439" height="1105"></rect>
</a>
<a id="doorArea" class="tooltipArea navigate" alt="an ornate mirror" data-title="an ornate mirror" onclick="window.mapPassage('floor8Mirror5')">
<rect x="2262" y="1866" fill="#fff" opacity="0" width="439" height="1205"></rect>
</a>
<a id="doorArea" class="tooltipArea navigate" alt="an ornate mirror" data-title="an ornate mirror" onclick="window.mapPassage('floor8Mirror1')">
<rect x="3162" y="1366" fill="#fff" opacity="0" width="539" height="2105"></rect>
</a>
</svg>
</div><<include floor2Diner1Map>>
<div class="text">
You settle into a booth and begin to wait.
<<timed $textTime+'s' t8n>>
<br><br>
Minutes tick by, and still no sign of any staff.
<<next>>
<hr>
[[Study the menu|floor2DinerMenu]]
<br>
[[Check out the kitchen|floor2DinerKitchen1]]
<</timed>>
</div><<include floor2Diner1Map>>
<div class="text">
You plop down on a stool before the counter and begin to wait.
<<timed $textTime+'s' t8n>>
<br><br>
After several long minutes, it starts to become clear that service might not be arriving.
<<next>>
<hr>
[[Study the menu|floor2DinerMenu]]
<br>
[[Check out the kitchen|floor2DinerKitchen1]]
<</timed>>
</div> <<include floor2Map2>>
<div class="text">
Back outside, the elevator is still gone. Other than the [[deserted diner|floor2Diner2]], it seems your only option is to explore the [[parking lot|floor2DinerLot]].
</div>
<<set $plotVisit = $plotVisit + 1>>
<<if $plotVisit > 5>>
<<goto floor2DinerLotCar>>
<</if>>
<<include floor2Map1>>
<div class="text">
<<print setup.plot.one.random()>>
<<timed $textTime+'s' t8n>>
<br><br>
<<print setup.plot.two.random()>>
<<next>>
<hr>
[[Continue exploring the empty lot|floor2DinerLot]]
<br>
[[Head back inside the diner|floor2Diner2]]
<</timed>>
</div>
<div id="tooltip" style="display:none; position:absolute; z-index:1000;"></div>
<div class="topBox">
<svg class="top" viewBox="0 0 4096 4096">
<image href="floor2Hallway.jpg"></image>
<a id="signArea" class="tooltipArea examine" alt="a deformed sign" data-title="a deformed sign" data-info="sign" onclick="examine('sign')">
<rect x="250" y="2100" fill="#fff" opacity="0" width="950" height="200"></rect>
</a>
<a id="doorArea" class="tooltipArea navigate" alt="a doorway" data-title="a doorway" onclick="window.mapPassage('floor2Diner2')">
<rect x="1100" y="2600" fill="#fff" opacity="0" width="439" height="800"></rect>
</a>
<a id="tableArea" class="tooltipArea examine" alt="empty chairs and empty tables" data-title="empty chairs and empty tables" data-info="table" onclick="examine('table')">
<rect x="2500" y="3000" fill="#fff" opacity="0" width="1500" height="400"></rect>
</a>
</svg>
<div id="sign" style="display:none;">
This sign is warped and deformed, the letters melting off its face in a Dali-esque style.
</div>
<div id="table" style="display:none;">
Tables and chairs are haphazardly arrayed outside the diner, though none seem to be occupied.
</div>
</div>
<<include floor2Diner1Map>>
<div class="text">
You pick up a menu and begin to <<link 'browse the options'>>.
<<dialog 'Menu' 'popup'>>
<h1>Menu</h1>
<<for _i, _dish range $cooking>>
<<print _dish.name>>: <<if _dish.description>> <<print _dish.description>> <<else>> No description available.<</if>>
<hr>
<</for>>
<</dialog>>
<</link>>
<<timed $textTime+'s' t8n>>
<hr>
[[Maybe someone's in the kitchen?|floor2DinerKitchen1]]
<br>
[[Damn it, I'll cook something myself|floor2DinerKitchen1]]
<</timed>>
</div><<include floor2DinerKitchen1Map>>
<div class="text">
<span class="redText">"YOU'RE LATE!"</span>
<<timed $textTime+'s' t8n>>
<br><br>
Oh damnit, not this voice again.
<<next>>
<hr>
[[Nope, I'm outta here!|floor2DinerKitchen1a]]
<br>
[[Why bother fighting it...|floor2DinerKitchen1b]]
<</timed>>
</div><<include floor2Diner1Map>>
<div class="text">
Still no sign of a living soul inside the diner, and your stomach is beginning to gnaw at your backbone. You desperately need some food.
<<timed $textTime+'s' t8n>>
<hr>
[[Sit in a booth|floor2Diner1a]]
<br>
[[Sit at the counter|floor2Diner1b]]
<br>
[[Head back outside|floor2Diner1c]]
<</timed>>
</div><span class="h3">
Achievements
</span>
<hr>
<<set _a = setup.ach.list.length>>
<<if $aEarned == 0>>
No achievements earned yet. There are <<print [_a]>> possible to obtain!
<<else>>
Earned $aEarned.length out of <<print _a>> total achievements.
<hr>
<<for $i = 0; $i < $aEarned.length; $i++>>
<<set _a = $aEarned[$i]>>
<span class="h4">
<<print setup.ach[_a + "Title"]>>
</span>
<br>
<span class="h5">
<<print setup.ach[_a+ "Desc"]>>
<hr>
</span>
<</for>>
<</if>>
<br><<ach plot>>
<<set $plotVisit = 0>>
<<include floor2MapCar>>
<div class="text">
Finally, you spy something distant on the horizon and jog towards it.
<<timed $textTime+'s' t8n>>
<br><br>
The shape resolves itself into several old, abandoned cars. A hint of life, but still no sign of any living soul. Also, you seem to have somehow circled back next to the diner...
<<next>>
<hr>
[[Continue exploring the empty lot|floor2DinerLot]]
<br>
[[Head back inside the diner|floor2Diner2]]
<</timed>>
</div><div id="tooltip" style="display:none; position:absolute; z-index:1000;"></div>
<div class="topBox">
<svg class="top" viewBox="0 0 4096 4096">
<image href="floor2Car.jpg"></image>
</svg>
</div>
<div id="tooltip" style="display:none; position:absolute; z-index:1000;"></div>
<div class="topBox">
<svg class="top" viewBox="0 0 4096 4096">
<image href="floor2Kitchen.jpg"></image>
</svg>
</div>
<<include floor2DinerKitchen1Map>>
<div class="text">
You turn to scoot back around the counter to the diner's seating area...and find yourself facing a tiny passthrough for plates of food.
<<timed $textTime+'s' t8n>>
<br><br>
You appear to be trapped in the kitchen.
<<next>>
<hr>
[[Maybe you can squeeze through the tiny opening...|floor2DinerKitchen1c]]
<br>
[[What's the point in fighting?|floor2DinerKitchen1b]]
<</timed>>
</div><<include floor2DinerKitchen1Map>>
<div class="text">
You remember the TV studio and how pointless trying to struggle was. Maybe if you just push through whatever...this...is, you can make yourself a grilled cheese before you faint from hunger.
<<timed $textTime+'s' t8n>>
<br><br>
"CUSTOMERS ARE ARRIVING!"
<<next>>
<hr>
[[Grab an apron and get cooking!|floor2DinerKitchen2]]
<</timed>>
</div><<include floor2DinerKitchen2Map>>
<<if $oven == "none">>
<<else>>
<<set $ovenTime = $ovenTime - 1>>
<</if>>
<div class="text">
<<set _newOrder = setup.cooking.random()>>
<<set $orderList.push(_newOrder)>>
COOKING: Oven: $oven ($ovenTime)
ORDER UP: <<print $orderList.last().name>>
<br>
All orders:
<<for _i, _order range $orderList>>
<<link '<div class="eButton">_order.name</div>'>>
<<set $currentOrder to _order>>
<<replace #choices>>
<<button "Oven">>
<<if $oven == "none">>
<<set $oven = _order.name>>
<<goto floor2DinerKitchen2a>>
<<else>>
<<dialog>>
You are already cooking $oven in the oven!
<</dialog>>
<</if>>
<</button>>
<<button "Stovetop">>
<<run moveToStation($currentOrder, 'stove')>>
<</button>>
<<button "Fryer">>
<<run moveToStation($currentOrder, 'fryer')>>
<</button>>
<</replace>>
<</link>>
<</for>>
<hr>
<span id="choices">
Cooking choices:
Select an order first to see cooking choices.
</span>
</div><<include floor2DinerKitchen2Map>>
<<if $orderList.length > 8>>
<<goto "floor2DinerKitchen5">>
<<elseif $orderList.length == 5>>
<<goto "floor2DinerKitchen4">>
<<elseif $orderList.length == 3>>
<<goto "floor2DinerKitchen3">>
<</if>>
<<if $oven == "none">>
<<else>>
<<set $ovenTime = $ovenTime - 1>>
<<if $ovenTime == 0>>
<<set _matchedDish = $cooking.find(function(dish) { return dish.name === $oven; })>>
<<if _matchedDish.type == "oven">>
<<dialog>>$oven is all done cooking!<<set $oven = "none">><</dialog>>
<<else>>
<<dialog>>Oh no, $oven is supposed to be cooked using the <<print _matchedDish.type>>.<</dialog>>
<<set $orderList.push(_matchedDish)>>
<<set $oven = "none">>
<</if>>
<</if>>
<</if>>
<<if $stove == "none">>
<<else>>
<<set $stoveTime = $stoveTime - 1>>
<<if $stoveTime == 0>>
<<set _matchedDish = $cooking.find(function(dish) { return dish.name === $stove; })>>
<<if _matchedDish.type == "stove">>
<<dialog>>$stove is all done cooking!<<set $stove = "none">><</dialog>>
<<else>>
<<dialog>>Oh no, $stove is supposed to be cooked using the <<print _matchedDish.type>>.<</dialog>>
<<set $orderList.push(_matchedDish)>>
<<set $stove = "none">>
<</if>>
<</if>>
<</if>>
<<if $fryer == "none">>
<<else>>
<<set $fryerTime = $fryerTime - 1>>
<<if $fryerTime == 0>>
<<set _matchedDish = $cooking.find(function(dish) { return dish.name === $fryer; })>>
<<if _matchedDish.type == "fryer">>
<<dialog>>$fryer is all done cooking!<<set $fryer = "none">><</dialog>>
<<else>>
<<dialog>>Oh no, $fryer is supposed to be cooked using the <<print _matchedDish.type>>.<</dialog>>
<<set $orderList.push(_matchedDish)>>
<<set $fryer = "none">>
<</if>>
<</if>>
<</if>>
<div class="text">
<<set _newOrder = $cooking.random()>>
<<set $orderList.push(_newOrder)>>
CURRENTLY COOKING: Oven: $oven ($ovenTime) | Stove: $stove ($stoveTime) | Fryer: $fryer ($fryerTime)
<hr>
ORDERS:
<<for _i, _order range $orderList>>
<<capture _order>>
<<button '_order.name'>>
<<set $currentOrder to _order>>
<<replace #choices>>
<<print "Cook " + $currentOrder.name + " in the...">>
<<button "Oven">>
<<if $oven == "none">>
<<set $oven = $currentOrder.name>>
<<set $ovenTime = $currentOrder.cookingTime>>
<<set _index = $orderList.indexOf($currentOrder)>>
<<set $orderList.deleteAt(_index)>>
<<goto "floor2DinerKitchen2">>
<<else>>
<<dialog>>
You are already cooking $oven in the oven!
<</dialog>>
<</if>>
<</button>>
<<button "Stovetop">>
<<if $stove == "none">>
<<set $stove = $currentOrder.name>>
<<set $stoveTime = $currentOrder.cookingTime>>
<<set _index = $orderList.indexOf($currentOrder)>>
<<set $orderList.deleteAt(_index)>>
<<goto "floor2DinerKitchen2">>
<<else>>
<<dialog>>
You are already cooking $stove in the stove!
<</dialog>>
<</if>>
<</button>>
<<button "Fryer">>
<<if $fryer == "none">>
<<set $fryer = $currentOrder.name>>
<<set $fryerTime = $currentOrder.cookingTime>>
<<set _index = $orderList.indexOf($currentOrder)>>
<<set $orderList.deleteAt(_index)>>
<<goto "floor2DinerKitchen2">>
<<else>>
<<dialog>>
You are already cooking fryer in the fryer!
<</dialog>>
<</if>>
<</button>>
<</replace>>
<</button>>
<</capture>>
<</for>>
<hr>
<span id="choices">
Cooking choices:
Select an order first to see cooking choices.
</span>
<hr>
[[Wait for more orders.|floor2DinerKitchen2]]
</div><<include floor2DinerKitchen1Map>>
<div class="text">
Determined, you wriggle up onto the counter and try to squeeze through the tiny opening.
<<timed $textTime+'s' t8n>>
<br><br>
The more you try to struggle, though, the smaller it narrows until you find yourself staring at a smooth patch of wall.
<<next>>
<hr>
[[Resign yourself to obeying the voice|floor2DinerKitchen1b]]
<br>
[[Obey the voice, but loudly vocalize your displeasure|floor2DinerKitchen1d]]
<</timed>>
</div><<include floor2DinerKitchen1Map>>
<<set $rebellion = $rebellion + 1>>
<div class="text">
You scream loudly at the empty kitchen. Your voice bounces back in the enclosed space, resonating like a mocking laugh.
<<timed $textTime+'s' t8n>>
<br><br>
<span class="redText">"FORMAL WARNING NOW IN YOUR FILE!"</span> You seem to have upset the disembodied presence and you take a savage bit of pleasure in the act of rebellion. Your triumph doesn't last long, however.
<<next>>
<br><br>
<span class="redText">"CUSTOMERS ARE ARRIVING!"</span>
<<next>>
<hr>
[[Grab an apron and get cooking!|floor2DinerKitchen2]]
<</timed>>
</div><div id="tooltip" style="display:none; position:absolute; z-index:1000;"></div>
<div class="topBox">
<svg class="top" viewBox="0 0 4096 4096">
<image href="floor2Kitchen.jpg"></image>
</svg>
</div>
<<include floor2DinerEating1Map>>
<div class="text">
The orders pile up and you find yourself swamped by the backlog. It's not your fault! You only have so many cooking surfaces to work with!
<<timed $textTime+'s' t8n>>
<br><br>
You briefly glance out at the crowd in the diner, suppressing a flash of jealous pain as you watch them eating, despite your own hunger. They seem almost animalistic, like pigs nosing at a trough.
<<next>>
<br><br>
Munch, chomp, gnash, gulp, swallow.
<<next>>
<hr>
[[Back to cooking!|floor2DinerKitchen2]]
<</timed>>
</div><hr>
CURRENTLY COOKING: Oven: $oven ($ovenTime)
<hr>
All orders:
<<for _i, _order range $orderList>>
<<link '<div class="eButton">_order.name</div>'>>
<<set $currentOrder to _order>>
<<print "Debug: Current order is " + $currentOrder.name>>
<<replace #choices>>
<<print "Debug: Current order is " + $currentOrder.name>>
<<button "Oven">>
<<if $oven == "none">>
<<set $oven = $currentOrder.name>>
<<set $ovenTime = $currentOrder.cookingTime>>
<<set _index = $orderList.indexOf($currentOrder)>>
<<set $orderList.deleteAt(_index)>>
<<goto "floor2DinerKitchen2">>
<<else>>
<<dialog>>
You are already cooking $oven in the oven!
<</dialog>>
<</if>>
<</button>>
<<button "Stovetop">>
<<run moveToStation($currentOrder, 'stove')>>
<</button>>
<<button "Fryer">>
<<run moveToStation($currentOrder, 'fryer')>>
<</button>>
<</replace>>
<</link>>
<</for>>
<<button "Oven">>
<<if $oven == "none">>
<<set $oven = $currentOrder.name>>
<<set $ovenTime = $currentOrder.cookingTime>>
<<set _index to $orderList.indexOf($currentOrder)>>
<<set $orderList.deleteAt(_index)>>
<<goto "floor2DinerKitchen2">>
<<else>>
<<dialog>>You are already cooking $oven in the oven!<</dialog>>
<</if>>
<</button>>
<<button "Stovetop">>
<<run moveToStation($currentOrder, 'stove')>>
<</button>>
<<button "Fryer">>
<<run moveToStation($currentOrder, 'fryer')>>
<</button>><div id="tooltip" style="display:none; position:absolute; z-index:1000;"></div>
<div class="topBox">
<svg class="top" viewBox="0 0 4096 4096">
<image href="floor2Eating1.jpg"></image>
</svg>
</div>
<<include floor2DinerEating2Map>>
<div class="text">
This is so unfair - how can you hope to keep up?! The orders keep stacking up and it feels impossible to maintain a pace which will let you process them all. There's just too much to do, and not enough time to do it...
<<timed $textTime+'s' t8n>>
<br><br>
You glance into the dining area, pausing for a moment as you watch the visitors eat. Mouths distend wide for immense chomps, drool pooling around the corners of their lips.
<<next>>
<br><br>
Or maybe that's just your own hunger coloring your view...
<<next>>
<hr>
[[Back to cooking!|floor2DinerKitchen2]]
<</timed>>
</div><<include floor2DinerEating3Map>>
<div class="text">
You can't take it - there's simply no way you can meet everyone's expectations.
<<timed $textTime+'s' t8n>>
<br><br>
Nor do you even want to, anymore. Your own hunger rises like a swelling ocean, drowning your thoughts in sheer, simple necessity - you need to eat.
<<next>>
<br><br>
You do your best to ignore the restuarant's diners, closing your eyes and ears to the flood of incoming demands. You're not sure what will happen if you just...stop, but screw it.
<hr>
[[You eat.|floor2Interview1]]
<</timed>>
</div><div id="tooltip" style="display:none; position:absolute; z-index:1000;"></div>
<div class="topBox">
<svg class="top" viewBox="0 0 4096 4096">
<image href="floor2Eating2.jpg"></image>
</svg>
</div><div id="tooltip" style="display:none; position:absolute; z-index:1000;"></div>
<div class="topBox">
<svg class="top" viewBox="0 0 4096 4096">
<image href="floor2Eating3.jpg"></image>
</svg>
</div><h1>Menu</h1>
<<for _i, _dish range $cooking>>
<<print _dish.name>>: <<if _dish.description>> <<print _dish.description>> <<else>> No description available.<</if>>
<hr>
<</for>>
<<include floor2Diner1MapRepeat>>
<div class="text">
The diner is still deserted on a revisit, but you know your way around now. More importantly, you know how to use the kitchen.
<<timed $textTime+'s' t8n>>
<hr>
[[Enter the kitchen|floor2KitchenRepeat]]
<br>
[[Head back outside|floor2Repeat1]]
<</timed>>
</div><<include floor2DinerKitchenMapRepeat>>
<div class="text">
The kitchen is a familiar sight, but instead of stress and panic, you find yourself feeling quietly assured. You know how to use the equipment. You'll be ok.
<<timed $textTime+'s' t8n>>
<hr>
[[Cook something|floor2KitchenRepeat1]]
<br>
[[Return to the dining area|floor2Diner1Repeat]]
<</timed>>
</div>
<<set $plotVisit = $plotVisit + 1>>
<<if $plotVisit > 5>>
<<goto floor2DinerLotCarRepeat>>
<</if>>
<<include floor2Map1Repeat>>
<div class="text">
<<print setup.plot.one.random()>>
<<timed $textTime+'s' t8n>>
<br><br>
<<print setup.plot.two.random()>>
<<next>>
<hr>
[[Continue exploring the empty lot|floor2LotRepeat]]
<br>
[[Head back inside the diner|floor2Diner1Repeat]]
<</timed>>
</div><<ach plot>>
<<set $plotVisit = 0>>
<<include floor2MapCar>>
<div class="text">
Finally, you spy something distant on the horizon and jog towards it.
<<timed $textTime+'s' t8n>>
<br><br>
The shape resolves itself into several old, abandoned cars. A hint of life, but still no sign of any living soul. Also, you seem to have somehow circled back next to the diner...
<<next>>
<hr>
[[Continue exploring the empty lot|floor2LotRepeat]]
<br>
[[Head back inside the diner|floor2Diner1Repeat]]
<</timed>>
</div>
<<include floor2Map1Repeat>>
<div class="text">
The elevator's still standing there in the middle of the abandoned parking lot.
<<timed $textTime+'s' t8n>>
<br><br>
You suppose that's a good sign...
<<next>>
<hr>
[[Return to the elevator|elevator]]
<br>
[[Explore the parking lot|floor2LotRepeat]]
<br>
[[Enter the diner|floor2Diner1Repeat]]
<</timed>>
</div>
<div id="tooltip" style="display:none; position:absolute; z-index:1000;"></div>
<div class="topBox">
<svg class="top" viewBox="0 0 4096 4096">
<image href="floor2Diner1.jpg"></image>
<a id="boothArea" class="tooltipArea examine" alt="an empty booth" data-title="an empty booth" data-info="boothInfo" onclick="examine('boothInfo')">
<rect x="713" y="1736" fill="#fff" opacity="0" width="389" height="1337"></rect>
</a>
<a id="counterArea" class="tooltipArea examine" alt="an empty counter" data-title="an empty counter" onclick="examine('counterInfo')">
<rect x="2862" y="1666" fill="#fff" opacity="0" width="600" height="1405"></rect>
</a>
<a id="doorArea" class="tooltipArea navigate" alt="a door to the diner exterior" data-title="a door to the diner exterior" onclick="window.mapPassage('floor2Repeat1')">
<rect x="1862" y="1666" fill="#fff" opacity="0" width="439" height="1405"></rect>
</a>
</svg>
<div id="boothInfo" style="display:none;">
An empty booth sits here, devoid of diners. Crumbs litter the table.
</div>
<div id="counterInfo" style="display:none;">
Empty stools line one side of the diner, while smears of food streak the counter's surface.
</div>
</div><div id="tooltip" style="display:none; position:absolute; z-index:1000;"></div>
<div class="topBox">
<svg class="top" viewBox="0 0 4096 4096">
<image href="floor2Kitchen.jpg"></image>
</svg>
</div><<include floor1AudienceMap>>
<<ach cardboard>>
<div class="text">
You approach the seats, staring out a wave of faces. They stare back, unblinkingly.
<<timed $textTime+'s' t8n>>
It takes you several moments before the truth hits you.
<<next>>
<br><br>
They are nothing more than cardboard cutouts.
<<next>>
<hr>
[[Nothing seems to be real...|floor1RepeatNoElevator]]
<</timed>>
</div>
<div id="tooltip" style="display:none; position:absolute; z-index:1000;"></div>
<div class="topBox">
<svg class="top" viewBox="0 0 4096 4096">
<image href="floor1Audience.jpg"></image>
</svg>
</div>
<<if $dgame == "women">>
<<include floor1ZombieMapW>>
<<elseif $dgame == "men">>
<<include floor1ZombieMapM>>
<<elseif $dgame == "both" and $contestant == "1">>
<<include floor1ZombieMapW>>
<<elseif $dgame == "both" and $contestant == "2">>
<<include floor1ZombieMapW>>
<<elseif $dgame == "other">>
<<include floor1ZombieMapM>>
<</if>>
<<set $rebellion = $rebellion + 1>>
<div class="text">
Nope, nope. You're not doing this. Whatever sick, twisted game this is - you've had enough!
<<timed $textTime+'s' t8n>>
<br><br>
You struggle against the invisible force holding you in the chair, and eventually manage to wrest one leg free. The effort rocks the seat and, as your foot flings upwards and you begin to crash towards the floor, an unsettling sight fills your vision.
<<next>>
<br><br>
You potential "dates" are advancing, slow and shambling like some grotesque parody of a bridal march, with outstretched arms and slavering, slack jaws.
<<next>>
<hr>
[[It seems that instead of getting lunch, you are about to become it...|floor1Interview1]]
<</timed>>
</div>
<div id="tooltip" style="display:none; position:absolute; z-index:1000;"></div>
<div class="topBox">
<svg class="top" viewBox="0 0 4096 4096">
<image href="floor1ZombieM.jpg"></image>
</svg>
</div><div id="tooltip" style="display:none; position:absolute; z-index:1000;"></div>
<div class="topBox">
<svg class="top" viewBox="0 0 4096 4096">
<image href="floor1ZombieW.jpg"></image>
</svg>
</div>
<<include floor2InterviewMap>>
<div class="text">
The question clearly hasn't impressed this guy, and you get the distinct impression that his view of you wasn't high to start with.
<<timed $textTime+'s' t8n>>
<br><br>
The man scowls and, as if speaking to a child, slowly drawls, "We were discussing your work history..."
<<next>>
<br><br>
Oh, that.
<hr>
[[I know it's ecletic...|floor2Interview3]]
<br>
<<link 'Ugh, I\'m done with this nonsense!'>>
<<set $rebellion += 1>>
<<set $willpower -= 3>>
<<goto elevator>>
<</link>>
<</timed>>
</div>
<div id="tooltip" style="display:none; position:absolute; z-index:1000;"></div>
<div class="topBox">
<svg class="top" viewBox="0 0 4096 4096">
<image href="interview2.jpg"></image>
</svg>
</div><<include floor2InterviewMap>>
<div class="text">
The man frowns and stares down his nose at you.
<<timed $textTime+'s' t8n>>
<br><br>
"I'm beginning to wonder the same, $name," he sternly replies. "You don't seem very serious about this at all."
<<next>>
<hr>
[[I'm sorry! I'm just having trouble focusing...|floor2Interview2c]]
<br>
<<link 'Ugh, I\'m done with this nonsense!'>>
<<set $rebellion += 1>>
<<set $willpower -= 3>>
<<goto elevator>>
<</link>>
<</timed>>
</div>
<<include floor2InterviewMap>>
<div class="text">
"Be that as it may, you may need a bit more in your recent history to impress us here," comes the reply. It almost feels like he's sneering. You can almost hear his tone dripping with condescension.
<<timed $textTime+'s' t8n>>
<br><br>
It's almost like he hates you. They always do.
<<next>>
<br><br>
These interviews always turn out the same, no matter how much you prepare or how hard you try, no matter what buzzwords you drop or false enthusiasm you muster up, it's always just another repeat. Another thanks, but no, please don't try again. Another rejection, another failure, another body to bury in the graveyard of your career.
<<next>>
<hr>
[[Another time, perhaps, with anyone other than us...|elevator]]
<</timed>>
</div>
<<include floor2InterviewMap>>
<div class="text">
The man lets out a soft "harumph" and notes something down on the paper before him. It looks vaguely similar to the document you remember filing, once upon a time, down in the lobby.
<<timed $textTime+'s' t8n>>
<br><br>
If that place even existed...
<<next>>
<br><br>
"Now, as I was saying, your work history is..." He trails off, eyebrows raising, and fixes you with a piercing stare.
<<next>>
<hr>
[[I know it's ecletic...|floor2Interview3]]
<br>
<<link 'Forget this!'>>
<<set $rebellion += 1>>
<<set $willpower -= 3>>
<<goto elevator>>
<</link>>
<</timed>>
</div>
<<include applicationBG>>
<div class="text">
<<if $dream == "none">>
This field can't be right.
<<timed $textTime+'s' t8n>>
It wants to know your...secret dream? Your hidden desire? Your life goal?
<<next>>
It's vague, but you FEEL that it's looking for something like that.
<<next>>
<hr>
<<link 'Give it a try'>>
<<dialog 'textEntry' 'popup'>>
DREAM/GOAL:
<<textbox "$dream" "" "lobbyReceptionApplication">>
<br><br>
<<button "I think this is right...">>
<<set $lastSet = "dream">>
<<set $dreamSet = 1>>
<<goto lobbyReceptionApplication>>
<</button>>
<</dialog>>
<</link>>
<</timed>>
<<else>>
You've share that you dream of $dream - are you uncertain?
<<timed $textTime+'s' t8n>>
<hr>
[[No, I've finished this part.|lobbyReceptionApplication]]
<br>
<<link 'Yeah, let\'s try this again...'>>
<<dialog 'textEntry' 'popup'>>
DELVE DEEP WITHIN YOUR DESIRES:
<<textbox "$dream" "" "lobbyReceptionApplication">>
<<set $lastSet = "dream">>
<<set $dreamSet = 1>>
<<button "This is it...">>
<<goto lobbyReceptionApplication>>
<</button>>
<</dialog>>
<</link>>
<</timed>>
<</if>>
</div><<include applicationBG>>
<div class="text">
<<if $they == "unicorn">>
It looks like this is a series of boxes for you to enter your pronouns.
<hr>
<<link 'Fill it out'>>
<<dialog 'Pronouns' 'popup'>>
SHE/HE/THEY:
<label><<radiobutton "$they" "she" autocheck>>she</label>
<label><<radiobutton "$they" "he" >>he</label>
<label><<radiobutton "$they" "they" >>they</label>
<br>
HER/HIS/THEIR:
<label><<radiobutton "$their" "her" autocheck>>her</label>
<label><<radiobutton "$their" "his" >>his</label>
<label><<radiobutton "$their" "their" >>their</label>
<br>
<<button "I think this is right...">>
<<set $lastSet = "pronoun">>
<<set $pronounSet = 1>>
<<goto lobbyReceptionApplication>>
<</button>>
<</dialog>>
<</link>>
<<else>>
You've indicated that you go by $they / $their - is this incorrect?
<hr>
[[No, I've finished this part.|lobbyReceptionApplication]]
<br>
<<link 'Yeah, let\'s try this again...'>>
<<dialog 'Pronouns' 'popup'>>
SHE/HE/THEY:
<label><<radiobutton "$they" "she" autocheck>>she</label>
<label><<radiobutton "$they" "he" >>he</label>
<label><<radiobutton "$they" "they">>they</label>
<br>
HER/HIS/THEIR:
<label><<radiobutton "$their" "her" autocheck>>her</label>
<label><<radiobutton "$their" "his" >>his</label>
<label><<radiobutton "$their" "their">>their</label>
<br>
<<button "I think this is right...">>
<<set $lastSet = "pronoun">>
<<set $pronounSet = 1>>
<<goto lobbyReceptionApplication>>
<</button>>
<</dialog>>
<</link>>
<</if>>
</div><div id="tooltip" style="display:none; position:absolute; z-index:1000;"></div>
<div class="topBox">
<svg class="top" viewBox="0 0 4096 4096">
<image href="floor1Studio.jpg"></image>
</svg>
</div>
<<include floor3CoatroomMap1>>
<div class="text">
This appears to be a coatroom for a rather classy establishment. Luxe wools and opulent furs grace the walls, quietly screaming excessive wealth.
<<timed $textTime+'s' t8n>>
<hr>
[[Return to the hallway|floor3First1]]
<</timed>>
</div><<include floor3Map1>>
<div class="text">
To your right is a doorway leading to a small, shadowy room, while at the end of the hall is a beckoning door - music drifts out from behind it, inviting you onwards. There are locked doors on either side of the hall, seemingly some sort of private rooms.
<<timed $textTime+'s' t8n>>
<hr>
[[Head down the hallway|floor3Casino1]]
<</timed>>
</div><div id="tooltip" style="display:none; position:absolute; z-index:1000;"></div>
<div class="topBox">
<svg class="top" viewBox="0 0 4096 4096">
<image href="floor3Coatroom.jpg"></image>
<a id="coatArea" class="tooltipArea examine" alt="an elegant overcoat" data-title="an elegant overcoat" data-info="overcoatInfo" onclick="includePassage('overcoatInfo')">
<rect x="713" y="1736" fill="#fff" opacity="0" width="389" height="1337"></rect>
</a>
<a id="coatArea1" class="tooltipArea examine" alt="a smart sport coat" data-title="a smart sport coat" data-info="coatInfo1" onclick="examine('coatInfo1')">
<rect x="1762" y="1566" fill="#fff" opacity="0" width="439" height="1005"></rect>
</a>
<a id="coatArea2" class="tooltipArea examine" alt="a fur coat" data-title="a fur coat" data-info="coatInfo2" onclick="examine('coatInfo2')">
<rect x="3000" y="1230" fill="#fff" opacity="0" width="700" height="2500"></rect>
</a>
</svg>
<div id="coatInfo1" style="display:none;">
This coat is tightly woven from costly fibers. For the cost of the garment, you could buy food for a month.
</div>
<div id="coatInfo2" style="display:none;">
Sumptuously heavy, this coat has a faint musky odor - the furs indeed appear to be real, complete with glass eyes on the preserved fox heads twining around the throat. In the dim light of the coatroom, the shadows reflect oddly across the orbs, giving you the impression that some form of life is still there but simply silenced, trapped within the garment's material.
</div>
</div><span id="overcoat">
The floor-length coat has been finely crafted from expensive materials - a single purchase for someone, but over a month's worth of labor at the pay you were getting at your last job.
<<if $coatChecked == 0>>
<hr>
<<link "Check the pockets...">>
<<set $coatChecked = 1>>
<<replace "#overcoat">>
<span id="overcoat1">
You find a rather shiny, rather expensive and rather-not-belonging-to-you pocketwatch inside. The face is antiquated and it doesn't appear to be wound, with the hands stuck at sixteen past seven.
<hr>
<<link "Nobody's looking...Pilfer it!">>
<<replace "#overcoat1">>
You snag the watch. Finder's keepers, and you doubt the owner will even miss it, given their apparent wealth.
<<inv pocketwatch>>
<<set $morality -= 1>>
<</replace>>
<</link>>
<br>
<<link "Stealing is wrong. Leave it be.">>
<<replace "#overcoat1">>
You reluctantly put the watch back - even though it could probably cover your rent for several months, it doesn't seem right to just take it.
<<set $morality += 1>>
<</replace>>
<</link>>
</span>
<</replace>>
<</link>>
<</if>>
</span><h1>Inventory</h1>
<<if $currentInventory.length is 0>>
Absolutely nothing. A shame.
<<else>>
<<for _i, _item range $currentInventory>>
<<print _item.brief>>: <<if _item.description>> <<print _item.description>> <<else>> No description available.<</if>>
<hr>
<</for>>
<</if>><<include floor3CasinoMap2>>
<div class="text">
The casino feels maze-like, the flashing lights and alluring sounds of jackpots drawing you deeper into its depths.
<<timed $textTime+'s' t8n>>
<hr>
[[Continue exploring the casino|floor3Casino3]]
<br>
[[Head back towards the casino entrance|floor3Casino1]]
<</timed>>
</div><div id="tooltip" style="display:none; position:absolute; z-index:1000;"></div>
<div class="topBox">
<svg class="top" viewBox="0 0 4096 4096">
<image href="floor3Casino2.jpg"></image>
<a id="slotArea" class="tooltipArea examine" alt="a gleaming slot machine" data-title="a gleaming slot machine" onclick="includePassage('slots')">
<rect x="113" y="1536" fill="#fff" opacity="0" width="589" height="1337"></rect>
</a>
<a id="slotArea" class="tooltipArea examine" alt="a large dice table" data-title="a large dice table" onclick="includePassage('dice1')">
<rect x="813" y="2236" fill="#fff" opacity="0" width="1889" height="837"></rect>
</a>
<a id="doorArea" class="tooltipArea navigate" alt="a winding path past game machines" data-title="a winding path past game machines" onclick="window.mapPassage('floor3Casino3')">
<rect x="3062" y="1666" fill="#fff" opacity="0" width="439" height="1405"></rect>
</a>
</svg>
</div><<include floor3CasinoMap4>>
<div class="text">
Finally, you spot the glow of an exit sign against a far wall.
<<timed $textTime+'s' t8n>>
<hr>
[[Head towards the exit sign|floor3Casino5]]
<br>
[[Continue exploring the casino|floor3Casino3]]
<</timed>>
</div><<include floor3CasinoMap3>>
<div class="text">
You begin to wonder if there is an end to the casino floor. On it goes, like some vast hedge maze lined with jangling machines and felt-covered table games. The overhead lights bounce harshly at impossible angles, creating sinister shadows which shroud the reveling patrons.
<<timed $textTime+'s' t8n>>
<hr>
[[Travel deeper into the casino|floor3Casino4]]
<br>
[[Try to find the casino's entrance|floor3Casino2]]
<</timed>>
</div><<include floor3CasinoMap5>>
<div class="text">
As you walk towards the exit, the walls seem to stretch and distort around you, extending out into an endless tunnel. The glow of game machines smear into streaks while the clank and chatter of the casino floor rises into a cacophonous din.
<<timed $textTime+'s' t8n>>
<br><br>
You find yourself overwhelmed. Each step is like dragging your legs through sludge, and it's as if some invisible tether is pulling you back to the gambling, the greed, the chaos, the loss.
<<next>>
<br><br>
Perhaps there simply IS no exit.
<<next>>
<hr>
[[Everything blurs together...|floor3Interview1]]
<</timed>>
</div>This gleaming gaming slot machine is equipped with a long lever to pull downwards to set the single reel spinning. In elegant cursive text, a placard at the top reads: <span class="redText">"TRADE YEARS FOR RICHES." </span>
<hr>
<div id="slot-container">
<div id="slot-machine">
<div class="reel" id="reel1">
<div class="symbol">🍒</div>
<div class="symbol">🔔</div>
<div class="symbol">7</div>
<div class="symbol">🍋</div>
<div class="symbol">⭐</div>
<div class="symbol">💀</div>
</div>
</div>
</div>
<br>
<<button "Spin">>
<<chingFX>>
<<if $age > 15>>
<<set $age -= 1>>
<<update>>
<<script>>
spinSlotMachine();
<</script>>
<<else>>
<<replace "#spinText">>
You're too young to gamble here!
<</replace>>
<</if>>
<</button>>
<hr>
<span id="spinText">
<div id="spin-result">
Spin to win!
</div>
</span>
A shadowy attendant presides over this dice table, their features indistinguishable in the dim light of the casino. In a hoarse, raspy whisper, they inform you: <span class="redText">"RISK YOUR YEARS FOR MORAL REWARDS!"</span>
<hr>
<span id="dice"><<set $dice1 = 0>>
<<set $dice2 = 0>>
<<include diceButton>>
</span>
<<button "Roll Dice">>
<<if $age < 15>>
<<replace "#dice">>
You're too young to gamble here!
<</replace>>
<<else>>
<<diceFX>>
<<set $age -= 1>>
<<replace "#dice">>
<<set $dice1 = Math.floor(Math.random() * 3) + 1>>
<<set $dice2 = Math.floor(Math.random() * 3) + 1>>
You rolled $dice1 and $dice2.
<hr>
<<if $dice1 == $dice2>>You seem to have gotten lucky - you feel your moral compass straightening just a bit.
<<set $morality += 3>>
<<else>>
<<print setup.casino.dice.random()>>
<<set $morality -= 1>>
<</if>>
<hr>
<<include diceButton>>
<<update>>
<</replace>>
<</if>>
<</button>><<include floor3CoatroomMap1>>
<div class="text">
This appears to be a coatroom for a disgustingly expensive establishment. Luxe wools and opulent furs grace the walls, grossly screaming excessive wealth.
<<timed $textTime+'s' t8n>>
<hr>
[[Return to the hallway|floor3Repeat1]]
<</timed>>
</div><<include floor3Map1Repeat>>
<div class="text">
On your revisit, the furnishings seem less elegant and more gaudy, the overly showy display of wealth coming across as tacky and crass.
<<timed $textTime+'s' t8n>>
<br><br>
There seems to be a coatroom to your left, while private rooms line the rest of the corridor.
<hr>
[[Head down the hallway|floor3Casino1Repeat]]
<br>
[[Use the elevator|elevator]]
<</timed>>
</div><div id="tooltip" style="display:none; position:absolute; z-index:1000;"></div>
<div class="topBox">
<svg class="top" viewBox="0 0 4096 4096">
<image href="floor3Casino3.jpg"></image>
<a id="slotArea" class="tooltipArea examine" alt="a long card table" data-title="a long card table" onclick="includePassage('cards')">
<rect x="713" y="2236" fill="#fff" opacity="0" width="1789" height="837"></rect>
</a>
<a id="doorArea" class="tooltipArea navigate" alt="a passageway deeper into the casino" data-title="a passageway deeper into the casino" onclick="window.mapPassage('floor3Casino4')">
<rect x="2562" y="966" fill="#fff" opacity="0" width="939" height="1105"></rect>
</a>
</svg>
</div><<include floor3CasinoMap1Repeat>>
<div class="text">
You stand in an ornate, lavish casino. All around you are the sounds of whirring machines, tinkling coins, rolling dice and cheering crowds - although the shadows make it hard to directly see any of the patrons.
<<timed $textTime+'s' t8n>>
<hr>
[[Wander deeper into the casino|floor3Casino2Repeat]]
<br>
[[Head back to the hallway|floor3Repeat1]]
<</timed>>
</div><div id="tooltip" style="display:none; position:absolute; z-index:1000;"></div>
<div class="topBox">
<svg class="top" viewBox="0 0 4096 4096">
<image href="floor3Casino4.jpg"></image>
<a id="slotArea" class="tooltipArea examine" alt="a bank of slot machines" data-title="a bank of slot machines" onclick="includePassage('slots1')">
<rect x="1013" y="1536" fill="#fff" opacity="0" width="889" height="1337"></rect>
</a>
<a id="doorArea" class="tooltipArea navigate" alt="a long dice table" data-title="a long dice table" onclick="includePassage('dice2')">
<rect x="2262" y="2066" fill="#fff" opacity="0" width="1439" height="1405"></rect>
</a>
</svg>
</div><div id="tooltip" style="display:none; position:absolute; z-index:1000;"></div>
<div class="topBox">
<svg class="top" viewBox="0 0 4096 4096">
<image href="floor3Casino4.jpg"></image>
<a id="slotArea" class="tooltipArea examine" alt="a bank of slot machines" data-title="a bank of slot machines" onclick="includePassage('slots1')">
<rect x="1013" y="1536" fill="#fff" opacity="0" width="889" height="1337"></rect>
</a>
<a id="doorArea" class="tooltipArea navigate" alt="a long dice table" data-title="a long dice table" onclick="includePassage('dice2')">
<rect x="2262" y="2066" fill="#fff" opacity="0" width="1439" height="1405"></rect>
</a>
</svg>
</div><div id="tooltip" style="display:none; position:absolute; z-index:1000;"></div>
<div class="topBox">
<svg class="top" viewBox="0 0 4096 4096">
<image href="floor3CasinoExit.jpg"></image>
</svg>
</div><<floorwp>>
<<set $interview3 = 1>>
<<include floor3InterviewMap>>
<div class="text">
You open your eyes.
<<timed $textTime+'s' t8n>>
<br><br>
The man is staring, waiting. Instead of slot machines, the room is ringed by filing cabinets. You notice a placard on the desk before you - was that there before? <span class="redText">BOB BEEZLEY: EXECUTIVE ASSISTANT.</span>
<<next>>
<br><br>
A boring name for a boring man.
<<next>>
<hr>
[[Who ARE you, Bob?|floor3Interview2a]]
<br>
[[Who am I, Bob?|floor3Interview2b]]
<</timed>>
</div>
<div id="tooltip" style="display:none; position:absolute; z-index:1000;"></div>
<div class="topBox">
<svg class="top" viewBox="0 0 4096 4096">
<image href="interview3.jpg"></image>
</svg>
</div>
<<include floor3InterviewMap>>
<div class="text">
The man appears to take your question favorably and launches into a brief monologue about synergy and syncocollaborization which makes you instantly zone out.
<<timed $textTime+'s' t8n>>
<br><br>
You manage to follow along enough to realize when he's finished speaking, nodding at all the right parts even though you can feel your eyes glazing over.
<<next>>
<hr>
[[Frown in confusion|floor3Interview3]]
<br>
[[Give a knowing nod in agreement to whatever he just said|floor3Interview3]]
<</timed>>
</div><<include floor3InterviewMap>>
<div class="text">
"Well, obviously that's what we're trying to figure out," the man dryly remarks. He stares at your application again, brow furrowing.
<<timed $textTime+'s' t8n>>
<br><br>
"I can't say I've learned much, yet," he continues. "You don't seem to have done anything of note with your $age years on earth."
<<next>>
<hr>
[[Like becoming an executive assistant?|floor3Interview3]]
<br>
[[A resume can't tell the full story...|floor3Interview3]]
<</timed>>
</div>
<<include floor3InterviewMap>>
<div class="text">
Bob smiles. There seem to be too many teeth in his mouth.
<<timed $textTime+'s' t8n>>
<br><br>
"And so we're back at the job history," he concludes, folding his hands and leaning back in his chair. He studies you in silence for a long span.
<<next>>
<br><br>
He seems to be waiting for you to defend yourself.
<<next>>
<hr>
[[I'm good at learning on the fly!|floor3Interview4]]
<br>
<<link 'I\'m sick of this!'>>
<<set $rebellion += 1>>
<<set $willpower -= 3>>
<<goto elevator>>
<</link>>
<</timed>>
</div><<include floor3InterviewMap>>
<div class="text">
"That's exactly what we're looking for-" Even though his words seem approving, Bob's demeanor and tone say otherwise, as if he's wondering how you dared to think anything else would be even considered acceptable.
<<timed $textTime+'s' t8n>>
<br><br>
That's how it's always been, it seems. No matter where you went, you always needed experience to get experience. A paradoxical catch-22 of recruiting hell.
<<next>>
<br><br>
Maybe it was too much to think this time things would change. Maybe you were simply delusional, thinking you could become someone new. Someone better.
<<next>>
<hr>
[[Maybe things never change...|elevator]]
<</timed>>
</div> <<include floor4Map1>>
<<if $pp1 == 1>>
<<ach dmaestro>>
<</if>>
<<if $pp2 == 1>>
<<ach lmaestro>>
<</if>>
<<if $pp1 == 1 and $pp2 == 1>>
<<ach bmaestro>>
<</if>>
<div class="text">
An earthy scent fills your nose and the air is chill and crisp. Orderly tiles lead in constrained patterns towards the end of the corridor, while to your left a door stands ajar.
<<timed $textTime+'s' t8n>>
<hr>
[[Continue down the corridor|floor4Greenhouse1]]
<</timed>>
</div>
<<if $grassplant == 1>>
This plant has been neatly pruned, its spiky long arms of grass constrained into a tidy halo.
<<else>>
<span id="grassplant">
This wild snarl of grass stabs outwards in a spiky array, threatening to poke and slash anyone who walks by.
<hr>
<<link "Prune the plant">>
<<replace "#grassplant">>
<<include pruneGrass>>
<</replace>>
<</link>>
</span>
<</if>>
<<if $grassplant == 1 and $vines == 1 and $ferns == 1 and $monstera == 1>>
<<include floor4GreenhouseMap2a>>
<<else>>
<<include floor4GreenhouseMap2>>
<</if>>
<div class="text">
The back of the greenhouse is even more tangled, plants creeping over the walkway with grasping tendrils which threaten to ensnare your ankles.
<<if $grassplant == 1 and $vines == 1 and $ferns == 1 and $monstera == 1>>
<<timed $textTime+'s' t8n>>
<br><br>
The pathway to the patio is finally cleared, and you can glimpse a wild expanse of forest through the open glass doors.
<<next>>
<hr>
[[Push through the plants to reach the patio|floor4Greenhouse4]]
<br>
[[Return to the front of the greenhouse|floor4Greenhouse3]]
<</timed>>
<<else>>
<<timed $textTime+'s' t8n>>
<br><br>
A set of double doors leads to a small patio, although the rampant growth prevents you from reaching it.
<<next>>
<hr>
[[Return to the front of the greenhouse|floor4Greenhouse3]]
<</timed>>
<</if>>
</div> <<include floor4PianoMap1>>
<div class="text">
This room is dimly lit and empty save for a piano. The instrument's hulking bulk takes up most of the small chamber.
<<timed $textTime+'s' t8n>>
<hr>
[[Return to the corridor|floor4First1]]
<</timed>>
</div><div id="tooltip" style="display:none; position:absolute; z-index:1000;"></div>
<div class="topBox">
<svg class="top" viewBox="0 0 4096 4096">
<image href="floor4Greenhouse2.jpg"></image>
<a id="monsteraArea" class="tooltipArea examine" alt="a monstrously overgrown monstera" data-title="a monstrously overgrown monstera" onclick="includePassage('monstera')">
<rect x="143" y="1000" fill="#fff" opacity="0" width="800" height="3000"></rect>
</a>
<a id="doorArea" class="tooltipArea navigate" alt="a glass door" data-title="a glass door" onclick="window.mapPassage('floor4Greenhouse4')">
<rect x="1262" y="1166" fill="#fff" opacity="0" width="589" height="1705"></rect>
</a>
<a id="vinesArea" class="tooltipArea examine" alt="a mass of creeping vines" data-title="a mass of creeping vines" onclick="includePassage('vines')">
<rect x="2262" y="2066" fill="#fff" opacity="0" width="1600" height="1700"></rect>
</a>
</svg>
</div><<include floor4GreenhouseMap1>>
<div class="text">
The greenhouse is a riot of life, barely constrained, with overgrown plants spilling out of planters and pots.
<<timed $textTime+'s' t8n>>
<hr>
[[Delve deeper into the greenhouse|floor4Greenhouse2]]
<br>
[[Return to the corridor|floor4First1]]
<</timed>>
</div><<include floor4GreenhouseMap3>>
<div class="text">
You finally manage to push your way through the garden's growth. The pruning has left you sore and tired, with churning emotions from the memories you've unearthed.
<<timed $textTime+'s' t8n>>
<br><br>
Beyond the small patio balcony unfolds a wild, tangled forest - unbridled, unkempt, unfettered, nature running rampant. As you feel a final surge of wrath bubbling up, you squeeze your eyes closed as...
<<next>>
<hr>
<<link 'You unleash a primal scream of rage...'>>
<<goto floor4Interview1a>>
<<set $emotion += 1>>
<</link>>
<br>
<<link 'You clamp down your anger...'>>
<<goto floor4Interview1b>>
<<set $emotion -= 1>>
<</link>>
<</timed>>
</div><<actionwp>>
<span id="prune">
You take up your shears and begin to snip away at the overgrown grassy mess. It seems to fight back against the pruning, and you find yourself growing frustrated by the effort. Your anger grows and you envision the plant as...
<hr>
<<link "That boss who fired you for reporting the safety issue">>
<<replace "#prune">>
<<set $archery1 = "that boss you used to hate. Your anger rises and you feel a sudden surge of violent thoughts.">>
<<set $greenhouseGrassR = "that old boss you once had. They were terrible - safety was important! Your vision hazes over as your mind floods with rage.">>
They were a right old bastard and it just wasn't fair. You hadn't deserved it. Someone could have died, but it was easier to just sweep it under the rug - and silence you.
<br><br>
You find yourself fueled by the rage and you hack away harder, chopping the plant into submission.
<br><br>
Finally, you step back, satisfied. The wild growth has been tamed.
<<set $grassplant = 1>>
<<update>>
<</replace>>
<</link>>
<br>
<<link "That colleague who took credit for your work">>
<<replace "#prune">>
<<set $archery1 = "that credit-stealing colleague. Anger rushes through you as violence floods your mind.">>
<<set $greenhouseGrassR = "that work colleague who stole all your credit. Your mind floods with anger and you find your vision hazing red.">>
Every snip feels like reclaiming a piece of your stolen recognition. You remember the applause they got, the promotion, their new office - everything that should have been yours.
<br><br>
Infused with indignation, you snip at the grass with precision and force, cutting it down to size.
<br><br>
When it's all over, you look down at the tamed plant. The wild, rampant growth is now nothing more than mildly ornamental.
<<set $grassplant = 1>>
<<update>>
<</replace>>
<</link>>
<br>
<<link "That particularly toxic workplace">>
<<replace "#prune">>
<<set $archery1 = "your supervisor from that toxic workplace. Thoughts of violence haze your vision red.">>
<<set $greenhouseGrassR = "that toxic workplace. You almost feel yourself back there again and anger overwhelms you.">>
Every cut feels like a boundary set against negativity. The years you spent in that festering environment flash before your eyes.
<br><br>
Guided by a bitter resolve, you hack away at the entangled mess.
<br><br>
As you stand back, you briefly admire the plant's new, neat boundaries and healthy, restrained limitation.
<<set $grassplant = 1>>
<<update>>
<</replace>>
<</link>>
<br>
<<link "All those unreasonable deadlines and impossible workloads">>
<<replace "#prune">>
<<set $archery1 = "your manager who gave all those unreasonable deadlines. You wrestle with a surge of violent thoughts.">>
<<set $greenhouseGrassR = "that job with all those unreasonable deadlines and insane demands. You feel overwhelmed with a sudden surge of rage.">>
Each cut echoes your late nights and early mornings, the deplorable demands that drained your energy and joy, the pressing weight of expectations you - nobody! - could ever meet.
<br><br>
Fueled by memories of stress and sleeplessness, you trim down the overgrowth vigorously.
<br><br>
When you finally step back, you see that what remains is balanced and reasonable, the restraint creating space for the plant to flourish.
<<set $grassplant = 1>>
<<update>>
<</replace>>
<</link>>
</span><div id="tooltip" style="display:none; position:absolute; z-index:1000;"></div>
<div class="topBox">
<svg class="top" viewBox="0 0 4096 4096">
<image href="floor4Greenhouse3.jpg"></image>
</svg>
</div><<if $ferns == 1>>
This plant has been neatly pruned, its broad leaves splayed to catch the soft, diffused sunlight.
<<else>>
<span id="ferns">
Wildly overgrown, these ferns sprout in abandon, the broad leaves tangling upwards to choke out exterior light.
<hr>
<<link "Prune the ferns">>
<<replace "#ferns">>
<<include pruneFerns>>
<</replace>>
<</link>>
</span>
<</if>>
<<actionwp>>
<span id="prune">
Armed with your shears, you begin to hack away at the thicket of ferns. They seem endless, an impossibly large number of leaves cropping up as you chop down. You feel your anger rising as you envision the plant as...
<hr>
<<link "All those years of sibling rivalry and competition">>
<<replace "#prune">>
<<set $archery2 = "your sibling - unbidden, violent thoughts of revenge for your rivalry flood your mind.">>
<<set $greenhouseFernsR = "years and years of sibling rivalry. It's an aching anger, one you can't seem to escape, and it eclipses your thoughts.">>
Each snip is a confrontation, a rebuttal to every moment of comparison and rivalry. You can almost hear your sibling's voice, boasting about their achievements, and behind it your parents, spurring them onwards.
<br><br>
Anger fuels your shears as you cut back the fern’s overgrown fronds.
<br><br>
As you finish, you notice the newly exposed younger shoots. For once, you feel like the focus is where it needs to be.
<<set $ferns = 1>>
<<update>>
<</replace>>
<</link>>
<br>
<<link "The neglect you felt from your parents">>
<<replace "#prune">>
<<set $archery2 = "your neglectful parents. You know it's wrong, but you feel a surge of violence color your emotions.">>
<<set $greenhouseFernsR = "how much your parents neglected you. Who would you have been if you had been raised in love instead of neglect? Anger seizes your thoughts.">>
Every cut seems to echo the lack of attention, the absence of care. The fern's overgrowth mirrors the chaos of your early life.
<br><br>
With each snip, you sever a little more of that neglected past, hoping to reveal something better underneath.
<br><br>
When you're done, you see the fern in its trimmed form and feel a sad sort of satisfaction; you've done what your parents never could.
<<set $ferns = 1>>
<<update>>
<</replace>>
<</link>>
<br>
<<link "The immense pressure to uphold family honor">>
<<replace "#prune">>
<<set $archery2 = "your honor-driven family. Very violent, very dishonorable thoughts fill your mind.">>
<<set $greenhouseFernsR = "that overwhelming burden of honor. You just wanted to be YOU. You feel a sudden surge of rage at the memory of all those expectations all through your life.">>
Each cut feels like a rebellion against the heavy burden of family expectations. The shears seem lighter with each snip.
<br><br>
Filled with a sense of defiant purpose, you trim away at the weighty fronds.
<br><br>
You look at the simplified, manageable fern and realize that honor is a two-way street. It's high time they honored you, too.
<<set $ferns = 1>>
<<update>>
<</replace>>
<</link>>
<br>
<<link "The painful memories of parental abuse">>
<<replace "#prune">>
<<set $archery2 = "your abusive parents. A flood of violent emotions overwhelm you.">>
<<set $greenhouseFernsR = "all the abuse you somehow survived. It wasn't fair and how much of your future did it steal? You feel a sudden surge of rage, railing at what could have been.">>
Each snip feels like a small but significant act of reclaiming your life, a life that was overshadowed by darkness and fear.
<br><br>
As you cut back the oppressive fronds, you channel your pain into each stroke, taking back a sense of control that was once stolen from you.
<br><br>
When you step back, you see that you've transformed the fern. It's as if you've freed it from its own twisted tangles.
<<set $ferns = 1>>
<<update>>
<</replace>>
<</link>>
</span><<if $vines == 1>>
Neatly trimmed vines climb up trellises bordering the greenhouse and create a creeping edging for the path.
<<else>>
<span id="vines">
This massive mass of vines has overtaken half the greenhouse, creeping into the walkway to uproot the stone paving.
<hr>
<<link "Prune the vines">>
<<replace "#vines">>
<<include pruneVines>>
<</replace>>
<</link>>
</span>
<</if>>
<<actionwp>>
<span id="prune">
You take up your trowel and start to stab at the creeping roots. The thick, ropy tendrils seem resistant to your efforts and a frustrated anger bubbles up in your chest. Your wrath grows and in your mind, the plant begins to represent...
<hr>
<<link "That friend who betrayed you">>
<<replace "#prune">>
<<set $archery3 = "that friend who betrayed you. You can't help yourself and a flood of violent emotion overwhelms you.">>
<<set $greenhouseVinesR = "your treacherous friend. Would you be able to trust had they never betrayed you? Anger clouds your mind.">>
The thorns seem mocking, just like the backstabbing you never saw coming. The weight of their betrayal feels as heavy as ever. Your hands shake as you dig. Broken promises. Shattered trust. Pain and pain and pain.
<br><br>
Infused with righteous anger, you hack away at the offending foliage, each severed root like a string cut in a web of deceit.
<br><br>
The final stab at the vines feels like a closing statement, the end of a chapter you never wanted to read but found yourself forced to. You exhale deeply as you look at your work and find a bit of peace in seeing order resolve from the once-messy tangle.
<<set $vines = 1>>
<<update>>
<<run Engine.play(State.passage)>>
<</replace>>
<</link>>
<br>
<<link "Your abusive ex">>
<<replace "#prune">>
<<set $archery3 = "your abusive ex. Your vision goes red as thoughts of violence force their way into your mind.">>
<<set $greenhouseVinesR = "how your ex abused you. It felt like it broke you - how much did it set you back from your goals, just trying to handle life? You feel a sudden flood of mind-numbing rage.">>
As you identify and cut away each root, you remember the degrading words, the manipulations, the gaslighting, your pain at their hands.
<br><br>
The trowel feels like a scalpel and you a surgeon, deftly operating on your past to slice away your own truths from their entangling lies.
<br><br>
With the last root finally cut, the garden feels lighter, pitfalls pruned away from the pathway.
<<set $vines = 1>>
<<update>>
<<run Engine.play(State.passage)>>
<</replace>>
<</link>>
<br>
<<link "Those friends who only used you for their own gain">>
<<replace "#prune">>
<<set $archery3 = "those leeching friends who used you. You find yourself at the mercy of a violent flood of emotion.">>
<<set $greenhouseVinesR = "all those people who used you. How much of your own future was lost to their schemes? You find yourself overcome with anger.">>
The creeping vines remind you of those one-sided relationships: spreading across the garden, taking and using, the plants are unable to stand alone.
<br><br>
With every bit of digging, you detach another leeching creeper, cutting the underlying branches free from the draining parasites.
<br><br>
As the last root falls, you realize how much healthier this section of the garden looks now that the underlying plants are free to reach towards the sun.
<<set $vines = 1>>
<<update>>
<<run Engine.play(State.passage)>>
<</replace>>
<</link>>
<br>
<<link "How alone you've always felt">>
<<replace "#prune">>
<<set $archery3 = "absolutely nobody - but somehow the absence is palpable, reminding you of how alone you've been. You struggle with a surge of violent emotion.">>
<<set $greenhouseVinesR = "how alone you are. Nobody ever wanted you around, and the thought sets you into a rage.">>
The creeping plants seem to encircle you, invasively demanding the greenhouse as their own space. Other plants are choked out beneath a blanket of uniform, clinging vines and roots, isolated and alone beneath the burden.
<br><br>
As you dig, you uncover hidden surprises suppressed by the overgrowth: a bright flower straining towards sunlight, a slender sapling struggling to grow, a thorny bramble prickling with bright, juicy berries.
<br><br>
When you finish, the roots lie inanimate and the garden feels larger, the space created for the smaller, more unique plants leaving the entire greenhouse more vibrant.
<<set $vines = 1>>
<<update>>
<<run Engine.play(State.passage)>>
<</replace>>
<</link>>
</span><<if $monstera == 1>>
Tall and magnificent, this pruned monstera is healthy and strong. The restrained, controlled gardening allows it to thrive without collapsing under its own weight.
<<else>>
<span id="monstera">
This monsterous monstera plant overshadows an entire section of the greenhouse, choking out sunlight and tangling its root systems deep beneath the pathway's paving.
<hr>
<<link "Prune the monstera">>
<<replace "#monstera">>
<<include pruneMonstera>>
<</replace>>
<</link>>
</span>
<</if>> <<actionwp>>
<span id="prune">
Using both trowel and shears you begin to attack the gigantic plant. It seems almost too much to handle, the sheer size overwhelming, and you feel rage building at your ineffective efforts. Slowly, the plant seems to warp, and you soon find yourself fighting...
<hr>
<<link "Your frustration at your own limitations">>
<<replace "#prune">>
<<set $archery4 = "an embodiment of your own frustrations at your weaknesses. You feel yourself bristling with thoughts of self-violence.">>
<<set $ballroom = "I am burdened by my own weaknesses, held back by my own limitations.">>
The monstera's hulking, complicated structure reminds you of your own limitations and how they've always seemed to hold you back. Weakness. Pathetic.
<br><br>
Gripping the shears, you start cutting away at the leaves that have grown too wild, too out of control, too messy and broken. Your pruning becomes frenetic and you find yourself almost screaming, but as the leaves fall, you feel a weight lifting. The burdens lessen. The core is healthy.
<br><br>
You gradually slow your efforts and soon the plant stands sparse but stronger, ready to flourish without all that dead weight.
<<set $monstera = 1>>
<<update>>
<<run Engine.play(State.passage)>>
<</replace>>
<</link>>
<br>
<<link "Your regret over all those missed opportunities">>
<<replace "#prune">>
<<set $archery4 = "a manifestation of your own regret. Violent thoughts flood your mind as you hate yourself for all the opportunities you've missed.">>
<<set $ballroom = "I am laden with regret for all the opportunities I missed in life. I've ruined everything.">>
The intricate root system looks so much like the web of choices and roads not taken in your own life, a tangled and snarled mess ruining everything around it. You hate it.
<br><br>
Taking a trowel in hand, you begin to stab around the base, roughly loosening the plant's grip on the soil as sour memories fill your mind. Each clump of dirt removed untangles a root and soon you see a method to the madness and find yourself calming - the monstera is just trying to exist beneath its own weight.
<br><br>
You coax new root paths where you can and excise away the unnecessary until finally you can step back and just breathe. The plant has been given room to grow anew.
<<set $monstera = 1>>
<<update>>
<<run Engine.play(State.passage)>>
<</replace>>
<</link>>
<br>
<<link "Your sapping self-doubt">>
<<replace "#prune">>
<<set $archery4 = "a spectre of your own self doubt. You find yourself overwhelmed by a sudden surge of violent emotion.">>
<<set $ballroom = "I am dragged down by self-doubt, unable to see past that to grow and succeed.">>
The monstera's leaves loom tall, evoking thoughts of the self-doubt that always seems to crowd your mind, stealing light, space, order, peace. Does it even deserve to live?
<br><br>
With savage snips of the shears, you cut away the leaves that choke the plant's potential, roughly hacking and chopping as anger overtakes you. As the haze recedes, you realize the overgrowth is not nearly as bad at it first seemed. The huge leaves are deceptive, but the actual damage and work needed is not nearly as demanding as you thought.
<br><br>
Eventually, you set aside the shears. The space feels clearer, lighter, easier to breathe in, and you're struck by the beauty of the plant.
<<set $monsteraPlant = 1>>
<<update>>
<<run Engine.play(State.passage)>>
<</replace>>
<</link>>
<br>
<<link "Your gnawing guilt and shame">>
<<replace "#prune">>
<<set $archery4 = "a shifting shadow of your own guilt. Violence hazes your mind as you stare at your self-shame.">>
<<set $ballroom = "I am gnawed by guilt and surrounded by shame. I am pitiful and disgusting.">>
The Monstera’s tangled leaves remind you of the guilt that weaves through your thoughts, the shameful memories you can't quiet, the echoing anger you have at yourself. Pitiful. Disgusting.
<br><br>
You grip the shears tightly and start slashing away, letting your rage build. You stab the trowel into the soil in violent aeration and gradually your anger washes away. The plant is what it is and you can't unwind the growth that's led to this mess - but you can help release the burdens.
<br><br>
As the plant becomes more manageable, you slow your work. The monstera is not healthy, yet, but it's going to be soon.
<<set $monstera = 1>>
<<update>>
<<run Engine.play(State.passage)>>
<</replace>>
<</link>>
</span><div id="tooltip" style="display:none; position:absolute; z-index:1000;"></div>
<div class="topBox">
<svg class="top" viewBox="0 0 4096 4096">
<image href="floor4Greenhouse2.jpg"></image>
<a id="monsteraArea" class="tooltipArea examine" alt="a monstrously overgrown monstera" data-title="a monstrously overgrown monstera" onclick="includePassage('monstera')">
<rect x="143" y="1000" fill="#fff" opacity="0" width="800" height="3000"></rect>
</a>
<a id="doorArea" class="tooltipArea examine" alt="a glass door" data-title="a glass door" data-info="doorInfo" onclick="examine('doorInfo')">
<rect x="1262" y="1166" fill="#fff" opacity="0" width="589" height="1705"></rect>
</a>
<a id="vinesArea" class="tooltipArea examine" alt="a mass of creeping vines" data-title="a mass of creeping vines" onclick="includePassage('vines')">
<rect x="2262" y="2066" fill="#fff" opacity="0" width="1600" height="1700"></rect>
</a>
</svg>
<div id="doorInfo" style="display:none;">
The door is impossible to reach - the tangled plants block access. You'll need to prune them to get past.
</div>
</div>Text Delay:
<label><<radiobutton "$textTime" "0" autocheck>>None</label>
<label><<radiobutton "$textTime" "1" autocheck>>1s</label>
<label><<radiobutton "$textTime" "2" autocheck>>2s</label>
<label><<radiobutton "$textTime" "3" autocheck>>3s</label>
<div id="tooltip" style="display:none; position:absolute; z-index:1000;"></div>
<div class="topBox">
<svg class="top" viewBox="0 0 4096 4096">
<image href="floor4Piano.jpg"></image>
<a id="pianoArea" class="tooltipArea examine" alt="an antique piano" data-title="an antique piano" data-info="pianoInfo" onclick="includePassage('pianoPlay')">
<rect x="713" y="1736" fill="#fff" opacity="0" width="889" height="1337"></rect>
</a>
</svg>
</div><span id="piano">
This antique piano is covered in a layer of dust and clearly has lain unused for quite some time.
<hr>
<<link "Play the piano">>
<<replace "#piano">>
<<include pianoPlay1>>
<</replace>>
<</link>>
</span><span id="pplay">
You plunk a few notes on the piano, before you feel yourself seized by some sort of inspiration. Settling into a seat at the bench, you begin to play in earnest, fingers picking out a slow, refined melody.
<br><br>
Despite the dust, the instrument seems well-tuned and you find yourself getting lost in the music.
<br><br>
You hands soon take control, leading you on intricate explorations of melody down deeper, darker and more twisted musical pathways.
<hr>
<<link "Let the music take control">>
<<replace "#pplay">>
<<set $emotion += 1>>
<<update>>
You give in to whatever force is directing you and find yourself swept away. Chilling bouts of sound erupt from the piano as you practically slam the keys. Tension builds, the song crescendos, notes scream in blistering wrath as your fingers fly - faster, faster, faster, more, more, more and your mind becomes blank.
<br><br>
You are a vessel for music and emotion and raw, screaming rage.
<br><br>
Eventually the song dwindles to a quiet, soft close, revisiting the earlier restraint from before. You find yourself drained, but - curiously - somehow content, as if the experience has unlocked some floodgate you never realized was dammed.
<<set $pp1 = 1>>
<</replace>>
<</link>>
<br>
<<link "Fight the impulse and continue your restrained melody">>
<<replace "#pplay">>
<<set $emotion -= 1>>
<<update>>
You refuse to let yourself give in and instead focus on clean, crisp, precise playing, exploring elegant, simple tunes in perfect refinement. The song is peaceful, although you feel a rising tension building in your chest.
<br><br>
The music wants to break free and scream, but you refuse to let it, instead steering the song into minimal melodies.
<br><br>
Eventually, your hands slow and stop. The music ends with a ghostly, echoing whisper, leaving you feeling frustratingly unfulfilled.
<<set $pp2 = 1>>
<</replace>>
<</link>>
</span>
<<include floor4InterviewMap>>
<div class="text">
"Yes," Bob acknowledges with a scowl. "You seem to be particularly skilled at that."
<<timed $textTime+'s' t8n>>
<br><br>
"Now, if you don't mind-" (it doesn't seem to matter if you do) "-We were discussing more...salient....skills you're good at."
<<next>>
<hr>
[[I'm quite creative!|floor4Interview3]]
<br>
[[I'm rather good at thinking outside-the-box!|floor4Interview3]]
<br>
<<link 'Forget it - I\'m done with this place!'>>
<<set $rebellion += 1>>
<<set $willpower -= 3>>
<<goto elevator>>
<</link>>
<</timed>>
</div><<floorwp>>
<<set $interview4 = 1>>
<<include floor4InterviewMap>>
<div class="text">
You do your best to shut out your emotions, focusing instead on the distant sound of birdsong. A shrill call fades away to a lingering echo which slowly becomes only a dull buzz.
<<timed $textTime+'s' t8n>>
<br><br>
Your eyes open to the harsh glow of flourescent lights - overhead, one seems on its last legs and its death rattle fills the cramped office with an irritating, incessant hum.
<<next>>
<br><br>
Back to Bob. He's staring, frowning, waiting - at this point, you wonder if he can do anything else.
<<next>>
<hr>
[[Sorry for that. My mind wandered a bit...|floor4Interview2]]
<</timed>>
</div>
<<include floor4InterviewMap>>
<div class="text">
Bob snorts, not even bothering to hide his disdain, before launching into another monologue about the ACTUAL skills the company values.
<<timed $textTime+'s' t8n>>
<br><br>
His voice is perfectly pitched to tune out - something about his oily, sneering demeanor makes your mind wander, so all you catch are snatches of his speech, but it seems to focus conceptually on the qualities needed to be the perfect faceless cog in a machine.
<<next>>
<hr>
[[You start to suspect you need to get better at lying...|elevator]]
<</timed>>
</div><div id="tooltip" style="display:none; position:absolute; z-index:1000;"></div>
<div class="topBox">
<svg class="top" viewBox="0 0 4096 4096">
<image href="interview4.jpg"></image>
</svg>
</div> <<include floor5Map1>>
<div class="text">
A long colonnade runs down the right half of the hall, while the walls to the left are papered with posters reminscent of propaganda. Somewhere in the distance you hear a low chanting, drawing you onwards.
<<timed $textTime+'s' t8n>>
<hr>
[[Continue down the corridor|floor5Podium1]]
<</timed>>
</div><<include floor5PodiumMap1>>
<div class="text">
It seems inevitable - the only way out is up, and so you climb for what seems like far too long.
<<timed $textTime+'s' t8n>>
<br><br>
As you reach the top of the podium and stare out past the lights, you realize what it is you are hearing... It's a crowd and they are chanting your name.
<<next>>
<hr>
<<link "$name! $name! $name!">>
<<goto floor5Podium3>>
<</link>>
<</timed>>
</div><<include floor5AudienceMap1>>
<div class="text">
From the top of the dais, you are able to discern glimpses of the crowd beyond the lights. The size is staggering, sweeping across a vast, endless hall to vanish into the distance.
<<timed $textTime+'s' t8n>>
<br><br>
A roar fills your ears, and then that damned disembodied voice returns: <span class="redText">"READ."</span>
<<next>>
<hr>
[[Read? Read what?|floor5Podium4]]
<</timed>>
</div><div class="topBox">
<<include floor5AudienceMap1>>
<<include teleprompter>>
</div>
<div class="text">
The question barely flits across your mind before a screen ominously descends and flickers to life, words projecting larger-than-life across its face.
<<timed $textTime+'s' t8n>>
<hr>
[[Lie|floor5Podium5]]
<br>
[[Lie|floor5Podium5]]
<br>
[[Lie|floor5Podium5]]
<</timed>>
</div><div id="tooltip" style="display:none; position:absolute; z-index:1000;"></div>
<div class="topBox">
<svg class="top" viewBox="0 0 4096 4096">
<image href="floor5Audience1.jpg"></image>
</svg>
</div><div id="credits-container" class="scrolling-text">
<div class="credits">
<span class="redText1">
LIE.
<br><br>
LIE.
<br><br>
LIE.
<br><br>
LIE.
<br><br>
SMILE.
<br><br>
LIE.
<br><br>
LIE.
<br><br>
LIE.
<br><br>
WAVE.
<br><br>
LIE.
<br><br>
LIE.
<br><br>
PAUSE FOR CHEERS.
<br><br>
LIE.
<br><br>
LIE.
<br><br>
LIE.
<br><br>
LIE.
<br><br>
LIE.
<br><br>
LIE.
<br><br>
NOD AND WAVE.
<br><br>
LIE.
<br><br>
LIE.
<br><br>
HAND OVER HEART.
<br><br>
LIE.
<br><br>
LIE.
<br><br>
LIE.
<br><br>
LIE.
<br><br>
LIE.
<br><br>
SMILE.
<br><br>
LIE.
<br><br>
LIE.
<br><br>
LIE.
<br><br>
LIE.
<br><br>
LIE.
<br><br>
WAVE.
<br><br>
LIE.
<br><br>
LIE.
<br><br>
</span>
</div>
</div>
<div class="topBox">
<<include floor5AudienceMap1>>
<<include teleprompter>>
</div>
<div class="text">
You find yourself compelled to obey some script dictated to you, strings pulled by an unseen puppeteer.
<<timed $textTime+'s' t8n>>
<br><br>
You know nothing you are saying is true. You know the damage it could cause. You know how hollow you sound.
<hr>
[[Lie|floor5Podium6]]
<br>
[[Lie|floor5Podium6]]
<br>
[[Lie|floor5Podium6]]
<</timed>>
</div><div class="topBox">
<<include floor5AudienceMap1>>
<<include teleprompter>>
</div>
<div class="text">
Finally, it becomes too much...
<<timed $textTime+'s' t8n>>
<br><br>
You have to do something.
<hr>
<<link "Embrace the falsehood">>
<<goto floor5Interview1a>>
<<set $morality -= 5>>
<</link>>
<br>
<<link "Fight the power">>
<<goto floor5Interview1b>>
<<set $rebellion += 3>>
<</link>>
<br>
<<link "Scream the truth">>
<<goto floor5Interview1c>>
<<set $morality += 5>>
<</link>>
<</timed>>
</div><<floorwp>>
<<set $interview5 = 1>>
<<include floor5InterviewMap>>
<div class="text">
You struggle against the domineering force, refusing to give in to what it tells you to do. You are you and nobody else. Your eyes clench shut and the roar of the crowd fades away...
<<timed $textTime+'s' t8n>>
<br><br>
Your eyes snap open as Bob coughs, trying to get your attention.
<<next>>
<br><br>
"Something you'd like to share?" he asks.
<hr>
[[I was reflecting on my prior work experience|floor5Interview2]]
<</timed>>
</div><<floorwp>>
<<set $interview5 = 1>>
<<include floor5InterviewMap>>
<div class="text">
You can't continue with the falsehoods - the truth is too important to you. You try to start screaming with your own words, your own voice, but the crowd drowns you out. You close your eyes in defeat...
<<timed $textTime+'s' t8n>>
<br><br>
...Only to open them again as Bob grabs your attention with a cough.
<<next>>
<br><br>
"Something you'd like to share?" he asks.
<<next>>
<br><br>
Maybe the truth doesn't matter.
<<next>>
<hr>
[[I was contemplating how I would fit in here|floor5Interview2]]
<</timed>>
</div><div id="tooltip" style="display:none; position:absolute; z-index:1000;"></div>
<div class="topBox">
<svg class="top" viewBox="0 0 4096 4096">
<image href="interview5.jpg"></image>
</svg>
</div> <<include floor6Map1>>
<div class="text">
This seems to be some sort of neglected archery range, judging by the pock-marked bales of hay and snapped stems of arrows strewn about. Rows of long-forgotten targets march towards a distant, darkened entry, conjuring up images of trench-like furrows or perhaps soldiers standing at attention.
<<timed $textTime+'s' t8n>>
<br><br>
There doesn't seem to be anyone here, although the thought of walking down the range feels unnerving...and dangerous.
<<next>>
<br><br>
...Not that there's anywhere else to go.
<hr>
[[Sprint to the dark entry|floor6Archery1]]
<</timed>>
</div> <<include floor6ArcheryMap1>>
<div class="text">
<<set $rebellion += 1>>
<<update>>
It's always here, always controlling - you don't know who the voice belongs to, but you've begun to resent its domineering ways.
<<timed $textTime+'s' t8n>>
<br><br>
Still, you find yourself obeying against your will, reaching for a bow and slinging a quiver over your shoulder.
<<next>>
<br><br>
<span class="redText">"TARGET ONE!"</span>
<hr>
[[Prepare to shoot|floor6Target1]]
<</timed>>
</div> <<include floor6ArcheryMap1>>
<div class="text">
<<set $rebellion -= 1>>
<<update>>
There's something a bit comforting in knowing that you aren't alone in this insane building...if it can even be called a building.
<<timed $textTime+'s' t8n>>
<br><br>
A madhouse might be a better term.
<<next>>
<br><br>
<span class="redText">"TARGET ONE!"</span>
<<next>>
<br><br>
You grab a bow and sling a quiver over your shoulder, walking several dozen paces away to get some distance from the first target.
<hr>
[[Prepare to shoot|floor6Target1]]
<</timed>>
</div> <<include floor6Target1Map>>
<<set $nextP = "floor6Target1R">>
<div class="text">
<span class="redText">"TAKE AIM!"</span>
<<timed $textTime+'s' t8n>>
<br><br>
You take aim at the target and nearly drop your weapon - instead of the concentric circles, it's morphed, changing into something far more familiar. Far more sinister. Far more...violent.
<<next>>
<br><br>
You blink, but you can't clear it from your vision: you find your bow pointed at $archery1
<<next>>
<br><br>
<span class="redText">"FIRE!"</span>
<hr>
<<include archery>>
<</timed>>
</div><div id="tooltip" style="display:none; position:absolute; z-index:1000;"></div>
<div class="topBox">
<svg class="top" viewBox="0 0 4096 4096">
<image href="floor6Target1.jpg"></image>
</svg>
</div> <<include floor6Target1Map>>
<<if $aResult == "hit">>
<<set $aResult1 = setup.archery.hitType.random()>>
<<if $aResult1 == "bullseye">>
<<ach bullseye>>
<</if>>
<<set $aResult1 = setup.archery[$aResult1].random()>>
<<elseif $aResult == "missOver">>
<<set $aResult1 = setup.archery.missOver.random()>>
<<elseif $aResult == "missUnder">>
<<set $aResult1 = setup.archery.missUnder.random()>>
<</if>>
<div class="text">
$aResult1
<<timed $textTime+'s' t8n>>
<hr>
<<if $aResult == "hit">>
<<link "You feel a surge of violent glee at your shot">>
<<set $morality -= 1>>
<<goto floor6Target2>>
<</link>>
<br>
<<link "You feel remorseful at the violent shot">>
<<set $morality += 1>>
<<goto floor6Target2>>
<</link>>
<<else>>
<<link "You feel a surge of violent disappointment at your miss">>
<<set $morality -= 1>>
<<goto floor6Target2>>
<</link>>
<br>
<<link "You feel grateful the violent shot missed">>
<<set $morality += 1>>
<<goto floor6Target2>>
<</link>>
<</if>>
<</timed>>
</div><span id="aim">
<<button "aim high">>
<<replace "#aim">>
<<button "draw strong">>
<<set $aResult = "missOver">>
<<goto $nextP>>
<</button>>
<<button "draw medium">>
<<set $aResult = "hit">>
<<goto $nextP>>
<</button>>
<<button "draw light">>
<<set $aResult = "hit">>
<<goto $nextP>>
<</button>>
<</replace>>
<</button>>
<<button "aim medium">>
<<replace "#aim">>
<<button "draw strong">>
<<set $aResult = "hit">>
<<goto $nextP>>
<</button>>
<<button "draw medium">>
<<set $aResult = "hit">>
<<goto $nextP>>
<</button>>
<<button "draw light">>
<<set $aResult = "missUnder">>
<<goto $nextP>>
<</button>>
<</replace>>
<</button>>
<<button "aim low">>
<<replace "#aim">>
<<button "draw strong">>
<<set $aResult = "hit">>
<<goto $nextP>>
<</button>>
<<button "draw medium">>
<<set $aResult = "missUnder">>
<<goto $nextP>>
<</button>>
<<button "draw light">>
<<set $aResult = "missUnder">>
<<goto $nextP>>
<</button>>
<</replace>>
<</button>>
</span>
<<actionwp>> <<include floor6Target2Map>>
<<set $nextP = "floor6Target2R">>
<div class="text">
<span class="redText">"TAKE AIM!"</span>
<<timed $textTime+'s' t8n>>
<br><br>
Another target, another shot, and yet another sinister warping. This time, you find your weapon aimed at $archery2
<<next>>
<br><br>
<span class="redText">"FIRE!"</span>
<hr>
<<include archery>>
<</timed>>
</div><div id="tooltip" style="display:none; position:absolute; z-index:1000;"></div>
<div class="topBox">
<svg class="top" viewBox="0 0 4096 4096">
<image href="floor6Target2.jpg"></image>
</svg>
</div> <<include floor6Target2Map>>
<<if $aResult == "hit">>
<<set $aResult1 = setup.archery.hitType.random()>>
<<if $aResult1 == "bullseye">>
<<ach bullseye>>
<</if>>
<<set $aResult1 = setup.archery[$aResult1].random()>>
<<elseif $aResult == "missOver">>
<<set $aResult1 = setup.archery.missOver.random()>>
<<elseif $aResult == "missUnder">>
<<set $aResult1 = setup.archery.missUnder.random()>>
<</if>>
<div class="text">
$aResult1
<<timed $textTime+'s' t8n>>
<hr>
<<if $aResult == "hit">>
<<link "You are violently excited by the hit">>
<<set $morality -= 1>>
<<goto floor6Target3>>
<</link>>
<br>
<<link "You regret aiming so well">>
<<set $morality += 1>>
<<goto floor6Target3>>
<</link>>
<<else>>
<<link "You feel a rush of violent anger at the miss">>
<<set $morality -= 1>>
<<goto floor6Target3>>
<</link>>
<br>
<<link "You feel relieved you missed">>
<<set $morality += 1>>
<<goto floor6Target3>>
<</link>>
<</if>>
<</timed>>
</div> <<include floor6Target3Map>>
<<if $aResult == "hit">>
<<set $aResult1 = setup.archery.hitType.random()>>
<<if $aResult1 == "bullseye">>
<<ach bullseye>>
<</if>>
<<set $aResult1 = setup.archery[$aResult1].random()>>
<<elseif $aResult == "missOver">>
<<set $aResult1 = setup.archery.missOver.random()>>
<<elseif $aResult == "missUnder">>
<<set $aResult1 = setup.archery.missUnder.random()>>
<</if>>
<div class="text">
$aResult1
<<timed $textTime+'s' t8n>>
<hr>
<<if $aResult == "hit">>
<<link "You take violent delight in your aim">>
<<set $morality -= 1>>
<<goto floor6Target4>>
<</link>>
<br>
<<link "A surge of shame overcomes you at the violent aim">>
<<set $morality += 1>>
<<goto floor6Target4>>
<</link>>
<<else>>
<<link "You are frustrated at the inability to follow-through with your violent intention">>
<<set $morality -= 1>>
<<goto floor6Target4>>
<</link>>
<br>
<<link "You feel more at peace as your shot misses">>
<<set $morality += 1>>
<<goto floor6Target4>>
<</link>>
<</if>>
<</timed>>
</div> <<include floor6Target4Map>>
<<if $aResult == "hit">>
<<set $aResult1 = setup.archery.hitType.random()>>
<<if $aResult1 == "bullseye">>
<<ach bullseye>>
<</if>>
<<set $aResult1 = setup.archery[$aResult1].random()>>
<<elseif $aResult == "missOver">>
<<set $aResult1 = setup.archery.missOver.random()>>
<<elseif $aResult == "missUnder">>
<<set $aResult1 = setup.archery.missUnder.random()>>
<</if>>
<div class="text">
$aResult1
<<timed $textTime+'s' t8n>>
<hr>
<<if $aResult == "hit">>
<<link "You feel a rush of violent excitement as the shot lands">>
<<set $morality -= 1>>
<<goto floor6ArcheryDone>>
<</link>>
<br>
<<link "Shame overtakes you as you realize how violent your aim was">>
<<set $morality += 1>>
<<goto floor6ArcheryDone>>
<</link>>
<<else>>
<<link "You are violently frustrated by the miss">>
<<set $morality -= 1>>
<<goto floor6ArcheryDone>>
<</link>>
<br>
<<link "You feel a sense of peaceful relief as the shot goes wide">>
<<set $morality += 1>>
<<goto floor6ArcheryDone>>
<</link>>
<</if>>
<</timed>>
</div> <<include floor6Target3Map>>
<<set $nextP = "floor6Target3R">>
<div class="text">
<span class="redText">"TAKE AIM!"</span>
<<timed $textTime+'s' t8n>>
<br><br>
The target shifts once again, this time shifting into $archery3
<<next>>
<br><br>
<span class="redText">"FIRE!"</span>
<hr>
<<include archery>>
<</timed>>
</div> <<include floor6Target4Map>>
<<set $nextP = "floor6Target4R">>
<div class="text">
<span class="redText">"TAKE AIM!"</span>
<<timed $textTime+'s' t8n>>
<br><br>
As you pull back your bowstring, the target wavers and warps, transforming into $archery4
<<next>>
<br><br>
<span class="redText">"FIRE!"</span>
<hr>
<<include archery>>
<</timed>>
</div> <<include floor6Target5Map>>
<div class="text">
Blood pumping, heart racing, you prepare yourself for one final shot...
<<timed $textTime+'s' t8n>>
<br><br>
And find it is an image of yourself you are aiming at. All your flaws, all your weaknesses, all your worries, rising like a ghost from the grave to stand before you.
<<next>>
<br><br>
<span class="redText">"FIRE!"</span>
<<next>>
<br><br>
Do you destroy it or ignore it? Do you fight to change who you are or do you shy away?
<hr>
[[Release the arrow|floor6Interview1a]]
<br>
[[Refuse to shoot|floor6Interview1b]]
<</timed>>
</div><<floorwp>>
<<set $interview6 = 1>>
<<include floor6InterviewMap>>
<<set $emotion += 2>>
<<update>>
<div class="text">
You let loose your arrow, willing it to rip your own flaws to shreds. The shaft becomes a blur and the target looms large until everything is swallowed by black.
<<timed $textTime+'s' t8n>>
<br><br>
And then you're back to Bob. He gives you a wide, pointed grin. "Felt good, didn't it?" he asks.
<<next>>
<hr>
[[Err...Pardon?|floor6Interview2]]
<</timed>>
</div><<floorwp>>
<<set $interview6 = 1>>
<<include floor6InterviewMap>>
<<set $emotion -= 2>>
<div class="text">
You can't do it - just acknowleding the emotions is too difficult, much less trying to battle them. The target looms large, swallowing you in black...
<<timed $textTime+'s' t8n>>
<br><br>
...and then you're back to Bob. He frowns, quietly asking, "It's hard, isn't it?"
<<next>>
<hr>
[[Uhh, what?|floor6Interview2]]
<</timed>>
</div><div id="tooltip" style="display:none; position:absolute; z-index:1000;"></div>
<div class="topBox">
<svg class="top" viewBox="0 0 4096 4096">
<image href="floor6Target3.jpg"></image>
</svg>
</div><div id="tooltip" style="display:none; position:absolute; z-index:1000;"></div>
<div class="topBox">
<svg class="top" viewBox="0 0 4096 4096">
<image href="floor6Target4.jpg"></image>
</svg>
</div><div id="tooltip" style="display:none; position:absolute; z-index:1000;"></div>
<div class="topBox">
<svg class="top" viewBox="0 0 4096 4096">
<image href="floor6Target5.jpg"></image>
</svg>
</div><div id="tooltip" style="display:none; position:absolute; z-index:1000;"></div>
<div class="topBox">
<svg class="top" viewBox="0 0 4096 4096">
<image href="interview6.jpg"></image>
</svg>
</div><<include floor5PodiumMap1>>
<div class="text">
You step into a vast rotunda and a silent, empty auditorium.
<<timed $textTime+'s' t8n>>
<br><br>
No crowds, no chanting, no screaming. Just the heavy aftermath left in the wake of lies.
<hr>
[[Ascend the podium|floor5Podium2R]]
<br>
[[Return to the corridor|floor5Repeat1]]
<</timed>>
</div>
<<include floor5Map1Repeat>>
<div class="text">
The hallway is dark and silent on a repeat visit. The shadows creep long and menacing, discouraging you from lingering long.
<<timed $textTime+'s' t8n>>
<hr>
[[Return to the elevator|elevator]]
<br>
[[Continue down the corridor|floor5Podium1R]]
<</timed>>
</div>
<<include floor6ArcheryMap1>>
<div class="text">
The dark tunnel opens into a large, open area, lined with targets. Beside each one is a quiver full of arrows.
<<timed $textTime+'s' t8n>>
<br><br>
But no voice this time. You seem to be utterly alone.
<hr>
[[Prepare to shoot|floor6RepeatArcheryLoop]]
<br>
[[Return to the entrance of the range|floor6Repeat1]]
<</timed>>
</div> <<include floor6Target1Map>>
<<set $nextP = "floor6ArcheryLoopR">>
<div class="text">
You prepare yourself to shoot, taking careful aim.
<<timed $textTime+'s' t8n>>
<hr>
<<include archery>>
<</timed>>
</div>
<<include floor6Map1>>
<div class="text">You feel adrift in liminal space as you step off the elevator, transported to somewhere broken and dystopian. Above you, a bleak grey firmament stretches away, and it's impossible to determine if it's sky or simply some vast, vaunted ceiling.
<<timed $textTime+'s' t8n>>
<br><br>
The elevator stands here, suspended impossibly in space.
<<next>>
<hr>
[[Continue down the range|floor6RepeatArchery1]]
<br>
[[Return to the elevator|elevator]]
<</timed>>
</div>
<<include floor6Target1Map>>
<<if $aResult == "hit">>
<<set $aResult1 = setup.archery.hitType.random()>>
<<if $aResult1 == "bullseye">>
<<ach bullseye>>
<</if>>
<<set $aResult1 = setup.archery[$aResult1].random()>>
<<elseif $aResult == "missOver">>
<<set $aResult1 = setup.archery.missOver.random()>>
<<elseif $aResult == "missUnder">>
<<set $aResult1 = setup.archery.missUnder.random()>>
<</if>>
<div class="text">
$aResult1
<<timed $textTime+'s' t8n>>
<hr>
<span id="archery">
<<link "Continue shooting">>
<<set $nextP = "floor6ArcheryLoopR">>
<<replace "#archery">>
<<include archery>>
<</replace>>
<</link>>
<br>
[[Return to the range entrance|floor6Repeat1]]
</span>
<</timed>>
</div><<include floor4GreenhouseMap1Repeat>>
<div class="text">
The greenhouse is a study in restrained order and neatly pruned growth. It gives you the shivers - revisting it, after your own attack with the clippers, makes you realize that it's TOO orderly.
<<timed $textTime+'s' t8n>>
<br><br>
Nature isn't meant to be draw within the lines.
<<next>>
<hr>
[[Delve deeper into the greenhouse|floor4Greenhouse2Repeat]]
<br>
[[Return to the corridor|floor4Repeat1]]
<</timed>>
</div>
<<include floor4GreenhouseMap2Repeat>>
<div class="text">
The air feels stifling humid in here - heat is captured and reflected, bouncing between glass panes in unnatural amplification.
<<timed $textTime+'s' t8n>>
<br><br>
Just standing in this morass seems to make your blood start to boil.
<<next>>
<hr>
[[Push through the plants to reach the patio|floor4Greenhouse3Repeat]]
<br>
[[Return to the front of the greenhouse|floor4GreenhouseRepeat]]
<</timed>>
</div>
<<include floor4Map1Repeat>>
<div class="text">
The carefully manicured plants lining the right wall seem sickly and weak on a closer look as you revist this floor. The highly restrained nature of whoever handles gardening here doesn't seem to suit them.
<<timed $textTime+'s' t8n>>
<br><br>
To the left, you see a darkened chamber while ahead of you is the greenhouse.
<hr>
[[Return to the elevator|elevator]]
<br>
[[Visit the greenhouse|floor4GreenhouseRepeat]]
<</timed>>
</div>
<<include floor4GreenhouseMap3>>
<div class="text">
Beyond the small patio balcony unfolds a wild, tangled forest - you find a peaceful sort of release in watching the wild expanse of nature.
<<timed $textTime+'s' t8n>>
<hr>
[[Return to the greenhouse|floor4Greenhouse2Repeat]]
<</timed>>
</div><div id="tooltip" style="display:none; position:absolute; z-index:1000;"></div>
<div class="topBox">
<svg class="top" viewBox="0 0 4096 4096">
<image href="floor4Greenhouse1.jpg"></image>
<a id="posterArea" class="tooltipArea examine" alt="a wild grassplant" data-title="a wild grassplant" data-info="posterInfo" onclick="includePassage('grassplantR')">
<rect x="143" y="3000" fill="#fff" opacity="0" width="1100" height="900"></rect>
</a>
<a id="doorArea" class="tooltipArea navigate" alt="a glass door" data-title="a glass door" onclick="window.mapPassage('floor4Greenhouse2Repeat')">
<rect x="1862" y="1666" fill="#fff" opacity="0" width="439" height="1405"></rect>
</a>
<a id="posterArea" class="tooltipArea examine" alt="overgrown ferns" data-title="overgrown ferns" data-info="posterInfo" onclick="includePassage('fernsR')">
<rect x="2243" y="2500" fill="#fff" opacity="0" width="1500" height="900"></rect>
</a>
</svg>
</div><div id="tooltip" style="display:none; position:absolute; z-index:1000;"></div>
<div class="topBox">
<svg class="top" viewBox="0 0 4096 4096">
<image href="floor4Greenhouse2.jpg"></image>
<a id="monsteraArea" class="tooltipArea examine" alt="a monstrously overgrown monstera" data-title="a monstrously overgrown monstera" onclick="includePassage('monsteraR')">
<rect x="143" y="1000" fill="#fff" opacity="0" width="800" height="3000"></rect>
</a>
<a id="doorArea" class="tooltipArea navigate" alt="a glass door" data-title="a glass door" onclick="window.mapPassage('floor4Greenhouse3Repeat')">
<rect x="1262" y="1166" fill="#fff" opacity="0" width="589" height="1705"></rect>
</a>
<a id="vinesArea" class="tooltipArea examine" alt="a mass of creeping vines" data-title="a mass of creeping vines" onclick="includePassage('vinesR')">
<rect x="2262" y="2066" fill="#fff" opacity="0" width="1600" height="1700"></rect>
</a>
</svg>
</div>Compositions for Hellevator and how I developed the sonic identity.
<br>Composed By Wigg Grant | <a href="www.wgaudio.co.uk" target="_blank">www.wgaudio.co.uk</a>
<br><br>
To ensure high-quality music, I aimed to create various compositions that would offer a wide range of options to the developer. To achieve this, I began by creating an underlying base melody that served as the foundation upon which I could construct multiple layers. I also designed a template
consisting of VST's (Virtual instruments) to help me write, produce, and mix music faster within the given timeline. Once the template and temporary melody base were in place, I had a solid foundation for writing music, which allowed me the freedom to exercise my creativity and work with a linear flow, minimizing distractions and speeding up writing my compositions.
<hr>
<<button "Play the entire playlist">>
<<musicFX ost>>
<</button>>
<hr>
<<button "Floor 1: Lust">>
<<musicFX lust>>
<</button>>
<br>
A captivating noir brass melody with layered church organs and choir, introducing sleazy Celeste and a gentle string ensemble.
<hr>
<<button "Floor 2: Gluttony">>
<<musicFX gluttony>>
<</button>>
<br>
An orchestral ensemble featuring a celeste layer and jazzy brush kit with swing. A warm harpsichord stab complements this 3/4 composition.
<hr>
<<button "Floor 3: Greed">>
<<musicFX greed>>
<</button>>
<br>
The melody of the Celeste top is quite loose and repetitive, which gives it a dated feel like that of a Las Vegas casino. Despite this, it has a slightly upbeat tone that adds excitement, with purposely clashing notes at the end of each section to convey a sense of risky behavior. The subtle Walla effect captures the excitement, with layered distorted keys that heighten the sensation of greed and risktaking.
<hr>
<<button "Floor 4: Wrath">>
<<musicFX wrath>>
<</button>>
<br>
Picturing a serene yet eerie greenhouse, where pent-up anger and unpleasant memories are unleashed, leading to an abrupt theme. The overall composition has a spooky and Halloween-like feel that is suitable and hints of birdsong.
<hr>
<<button "Floor 5: Heresy">>
<<musicFX heresy>>
<</button>>
<br>
The composition has a militant feel with snare rolls throughout. It features a light brass section and an unnerving melody that supports a sense of corruption in a political encounter. The sustained morphing of choir synths and reverb adds to the sinister tone of the piece. Additionally, there is a repetitive keyboard melody underneath that supports the overall feeling of unease in the encounter.
<hr>
<<button "Floor 6: Violence">>
<<musicFX violence>>
<</button>>
<br>
This is an epic cinematic composition that is designed to get your blood pumping. It features massive string sections and a very unsettling midsection that play with your emotions. The piece starts and ends with tension, while the release is a brief respite that is intentionally supported by constant
drumming to create a sense of thrilling excitement.
<hr>
<<button "Floor 7: Fraud">>
<<musicFX fraud>>
<</button>>
<br>
Fraud composition creates an unnerving atmosphere, mainly achieved by a recurring deep bass that sets the mood. The main melody consists of a three-layered organ, which includes two Church Organs and a subtle choir for movement, supporting the Halloween theme. Short, sustained stabs are used to add curiosity and an illusion of awareness. Multiple layers underlie throughout the piece, which helps to breathe emotion into the song. These include a mixture of a full brass section, cinematic strings, and a woodwind ensemble.
<hr>
<<button "Floor 8: Treachery">>
<<musicFX treachery>>
<</button>>
<br>
In order to bring a sense of treachery to the composition, I added a repeating loop and subtly incorporated long reverbs. Furthermore, I reversed one of the Morphed Choirs to create a unique and unsettling undertone. To maintain a sense of consistency throughout the album and songs, I mostly used the same instruments and morphing techniques to create unique and subtle variations.
<hr>
<<button "Floor 9: The Final Circle">>
<<musicFX finalCircle>>
<</button>>
<br>
In the final circle of hell, I used a stripped-back version of the composition titled "Fraud". This approach worked exceptionally well in creating an empty and unsettling atmosphere for the final composition. To heighten the sense of a life-or-death scenario, I intentionally amplified the bass melody.
<hr>
<<button "Elevator Music">>
<<musicFX elevator>>
<</button>>
<br>
I created a composition for elevator music by starting with a soft piano melody in a salsa style to set a generic waiting mood while riding in the elevator. Since this music is intended for Halloween, I added a spooky touch by layering a 'Manor Bell' keyboard tone from Arturia Analog Lab. After finalizing the stripped-back composition, I applied aggressive EQing to achieve a telephone speaker sound that would work well for the small speakers in an elevator. I only left in high mid and some middle frequencies to achieve this effect.
<hr>
<<button "Lobby Music">>
<<musicFX lobby>>
<</button>><<include floor3CasinoMap2Repeat>>
<div class="text">
The casino feels maze-like, the flashing lights and alluring sounds of jackpots drawing you deeper into its depths.
<<timed $textTime+'s' t8n>>
<hr>
[[Continue exploring the casino|floor3Casino3Repeat]]
<br>
[[Head back towards the casino entrance|floor3Casino1Repeat]]
<</timed>>
</div><div id="tooltip" style="display:none; position:absolute; z-index:1000;"></div>
<div class="topBox">
<svg class="top" viewBox="0 0 4096 4096">
<image href="floor3Casino1.jpg"></image>
<a id="slotArea" class="tooltipArea examine" alt="a shining slot machine" data-title="a shining slot machine" data-info="slotInfo" onclick="includePassage('slots')">
<rect x="300" y="1836" fill="#fff" opacity="0" width="700" height="1437"></rect>
</a>
<a id="doorArea" class="tooltipArea navigate" alt="a winding path past game machines" data-title="a winding path past game machines" onclick="window.mapPassage('floor3Casino2Repeat')">
<rect x="2262" y="2166" fill="#fff" opacity="0" width="439" height="1005"></rect>
</a>
<a id="slotArea" class="tooltipArea examine" alt="a dice table" data-title="a dice table" data-info="diceInfo" onclick="includePassage('dice')">
<rect x="1400" y="2836" fill="#fff" opacity="0" width="900" height="837"></rect>
</a>
</svg>
</div><<include floor3CasinoMap3Repeat>>
<div class="text">
You begin to wonder if there is an end to the casino floor. On it goes, like some vast hedge maze lined with jangling machines and felt-covered table games. The overhead lights bounce harshly at impossible angles, creating sinister shadows which shroud the reveling patrons.
<<timed $textTime+'s' t8n>>
<hr>
[[Travel deeper into the casino|floor3Casino4Repeat]]
<br>
[[Head towards the casino's entrance|floor3Casino2Repeat]]
<</timed>>
</div><<include floor3CasinoMap4Repeat>>
<div class="text">
Finally, you spot the glow of an exit sign against a far wall.
<<timed $textTime+'s' t8n>>
<hr>
[[Head towards the exit sign|elevator]]
<br>
[[Continue exploring the casino|floor3Casino3Repeat]]
<</timed>>
</div><div id="tooltip" style="display:none; position:absolute; z-index:1000;"></div>
<div class="topBox">
<svg class="top" viewBox="0 0 4096 4096">
<image href="floor3Casino2.jpg"></image>
<a id="slotArea" class="tooltipArea examine" alt="a gleaming slot machine" data-title="a gleaming slot machine" onclick="includePassage('slots')">
<rect x="113" y="1536" fill="#fff" opacity="0" width="589" height="1337"></rect>
</a>
<a id="slotArea" class="tooltipArea examine" alt="a large dice table" data-title="a large dice table" onclick="includePassage('dice1')">
<rect x="813" y="2236" fill="#fff" opacity="0" width="1889" height="837"></rect>
</a>
<a id="doorArea" class="tooltipArea navigate" alt="a winding path past game machines" data-title="a winding path past game machines" onclick="window.mapPassage('floor3Casino3Repeat')">
<rect x="3062" y="1666" fill="#fff" opacity="0" width="439" height="1405"></rect>
</a>
</svg>
</div> <<include floor7Map1>>
<div class="text">
Rich furnishings dazzle your eyes: a costly woven rug, polished mahogany furniture, pricelss vases - even the ceiling is adorned with glinting giltwork.
<<timed $textTime+'s' t8n>>
<br><br>
At the end of the hall stands an elegant door. From behind it, you can hear the strains of dramatic, orchestral music.
<<next>>
<hr>
[[Head down the hallway|floor7Ballroom1]]
<</timed>>
</div>
<span id="flowers7">
You pause to smell the flowers, drawing in sweet, spicy floral fragrance. Hyacinth: the robust, earthy bloom is known to evoke memories - both good and bad.
<br><br>
The complex, heady aroma reminds you of...
<hr>
<<link "Your grandmother">>
<<replace "#flowers7">>
<<include flowers7grandma>>
<</replace>>
<</link>>
<br>
<<link "One of your old schoolteachers">>
<<replace "#flowers7">>
<<include flowers7teacher>>
<</replace>>
<</link>>
</span><span id="grandma">
You stand there for a moment, caught up in the past. The scent brings you back to...
<hr>
<<link "Childhood and happier days">>
<<replace "#grandma">>
<<include flowers7grandma1>>
<</replace>>
<</link>>
<br>
<<link "Her funeral">>
<<replace "#grandma">>
<<include flowers7grandma2>>
<</replace>>
<</link>>
</span>Life was easier then. Adulthood feels like a constant masquerade, but as a kid you were too young, too innocent, too full of dreams to feel like a fraud.
<br><br>
What happened to that hope?
<<if $flowerList.includes("grandmaKid")>>
<<else>>
<<set $flowerList.push("grandmaKid")>>
<</if>>
<<set $emotion +=1>>
<<update>>
You remember her body in the casket and standing silently as it was lowered into the ground. Part of you died that day, a piece of your youth and hope buried alongside her, as you awoke to the reality of life.
<br><br>
And now you're grown, dancing a constant endless dance of deception, faking it until - someday, maybe - you make it.
<br><br>
How long has it been since you dreamed?
<<if !$flowerList.includes("grandmaDead")>>
<<set $flowerList.push("grandmaDead")>>
<</if>>
<<set $emotion +=1>>
<<update>><span id="teacher">
Your eyes close as the past briefly becomes present. The teacher was...
<hr>
<<link "Kind and supportive">>
<<replace "#teacher">>
<<include flowers7teacher1>>
<</replace>>
<</link>>
<br>
<<link "Cruel and callous">>
<<replace "#teacher">>
<<include flowers7teacher2>>
<</replace>>
<</link>>
</span>You remember their lessons and how excited you were for class each day. They did more than teach - they helped you dream, and for a time you truly believed you could do anything.
<br><br>
The world, of course, had other plans.
<br><br>
Sometimes you wish you could return to those days and rediscover the hope you once had instead of feeling like a fraud, stumbling onwards through life.
<br><br>
Sometimes you wish you still dreamed.
<<if !$flowerList.includes("teacherGood")>>
<<set $flowerList.push("teacherGood")>>
<</if>>
<<set $emotion +=1>>
<<update>>They always smelled of hyacinth, and the rich scent evokes a bitter memory in your mind.
<br><br>
You were too young to become so jaded, your carefree hopes and dreams ground to dust by someone you were supposed to be able to trust. You certainly learned from them, oh yes, but it wasn't arithmetic or grammar or history that they taught best.
<br><br>
No, it was a lasting and early glimpse into the truth of the world and how fradulent it was.
<br><br>
They taught you that the beauty and potential you believed in as a child was nothing more than wishful thinking.
<<if !$flowerList.includes("teacherBad")>>
<<set $flowerList.push("teacherBad")>>
<</if>>
<<set $emotion +=1>>
<<update>><<include floor7BallroomMap1>>
<div class="text">
<<set $emotion += 2>>
You've long since stopped trying to resist the commanding voice and instead simply give in to the compulsion, eyes closing as you begin to move with the music.
<<timed $textTime+'s' t8n>>
<br><br>
As you spin and sway, you begin to feel...free, like some burden is lifting, a mask dropping, and you can simply be you.
<<next>>
<br><br>
...And then you feel yourself brush against something. There's a rustle of silken fabric against your leg.
<hr>
[[Open your eyes...|floor7Ballroom2]]
<</timed>>
</div><<include floor7BallroomMap1>>
<div class="text">
<<set $rebellion += 1>>
You stubbornly refuse to obey the voice and instead scour the edge of the ballroom, searching behind every curtain and drape to see if you can find some concealed exit.
<<timed $textTime+'s' t8n>>
<br><br>
<span class="redText">"DANCE!"</span> the voice insists again and again you ignore it.
<<next>>
<br><br>
There has to be an exit here somewhere...
<hr>
[[You turn around...|floor7Ballroom2]]
<</timed>>
</div><<include floor7BallroomMap2>>
<div class="text">
<span class="redText">"DANCE! DANCE! DANCE!"</span>
<<timed $textTime+'s' t8n>>
<br><br>
The ballroom is packed, crowded with elegant ladies in floor-length gowns and dapper gentlemen in freshly-pressed tuxedos. They spin and twirl in graceful unison, floating across the floor in time with the music.
<<next>>
<br><br>
And they all wear masks.
<<next>>
<br><br>
Masks of your face.
<<next>>
<hr>
[[Dance...|floor7Ballroom3]]
<</timed>>
</div><div id="tooltip" style="display:none; position:absolute; z-index:1000;"></div>
<div class="topBox">
<svg class="top" viewBox="0 0 4096 4096">
<image href="floor7Dancers.jpg"></image>
</svg>
</div><<include floor7BallroomMap1Repeat>>
<div class="text">
Music swells as you enter and you find yourself in a vast, empty ballroom. The are no dancers, no musicians - not even doors. You seem to be here, alone, with only the ghostly orchestra for company.
<<timed $textTime+'s' t8n>>
<<next>>
<hr>
[[Dance like nobody's watching|floor7Ballroom2Repeat]]
<br>
[[Return to the corridor|floor7Repeat1]]
<</timed>>
</div><div id="tooltip" style="display:none; position:absolute; z-index:1000;"></div>
<div class="topBox">
<svg class="top" viewBox="0 0 4096 4096">
<image href="floor7Ballroom1.jpg"></image>
</svg>
</div><<include floor7Map1Repeat>>
<div class="text">
On a revisit to this floor, you're struck by the gaudiness of the decor. Instead of the expensive finery you once were dazzled by, you instead see that the furnishings are merely cheap and tawdry fakes, bedizened and bedazzled to mask their true nature.
<<timed $textTime+'s' t8n>>
<br><br>
At the end of the hall stands a door and, behind it, the ghostly orchestra still plays.
<<next>>
<hr>
[[Head down the hallway|floor7Ballroom1Repeat]]
<br>
[[Return to the elevator|elevator]]
<</timed>>
</div><<include floor7BallroomMap1Repeat>>
<div class="text">
<<print setup.ballroom.dance.random()>>
<<timed $textTime+'s' t8n>>
<br><br>
<<print setup.ballroom.dance.random()>>
<<next>>
<br><br>
<<print setup.ballroom.dance.random()>>
<<set $willpower += 1>>
<<set $emotion += 1>>
<<update>>
<hr>
[[Dance like nobody's watching|floor7Ballroom2Repeat]]
<br>
[[Return to the corridor|floor7Repeat1]]
<</timed>>
</div><<include floor7BallroomMap2>>
<div class="text">
You find yourself swept up in the crowd, passed from dancer to dancer in a dizzying waltz.
<<timed $textTime+'s' t8n>>
<br><br>
Your first partner inclines $their head in greeting - watching your own face on someone else's body leaves you a bit nauseous.
<<next>>
<br><br>
<span class="redText">"I am $name,"</span> $they <<if $they == "they">>murmur<<else>>murmurs<</if>>.
<<next>>
<hr>
[[This is not me...|floor7Ballroom4]]
<</timed>>
</div><<include applicationBG>>
<div class="text">
<<if $fear == "none">>
This section makes your stomach clench.
<<timed $textTime+'s' t8n>>
It asks for your deepest, darkest, most buried fear.
<<next>>
<hr>
<<link 'You really need this job...'>>
<<dialog 'textEntry' 'popup'>>
WHAT ARE YOU TRULY AFRAID OF:
<<textbox "$fear" "" "lobbyReceptionApplication">>
<br><br>
<<button "Am I going to regret sharing this?">>
<<set $lastSet = "fear">>
<<set $fearSet = 1>>
<<goto lobbyReceptionApplication>>
<</button>>
<</dialog>>
<</link>>
<</timed>>
<<else>>
You've declared your deepest fear is $fear - were you honest?
<<timed $textTime+'s' t8n>>
<hr>
[[Yes, I've finished this part|lobbyReceptionApplication]]
<br>
<<link 'No, let me try again...'>>
<<dialog 'textEntry' 'popup'>>
LOOK DEEP WITHIN - WHAT SCARES YOU?
<<textbox "$fear" "" "lobbyReceptionApplication">>
<<set $lastSet = "fear">>
<<set $fearSet = 1>>
<<button "I hope this doesn't come back to haunt me...">>
<<goto lobbyReceptionApplication>>
<</button>>
<</dialog>>
<</link>>
<</timed>>
<</if>>
</div><<include floor7BallroomMap2>>
<div class="text">
Your second partner grips you tight, $their arms snaring you in a tight embrace as you twirl across the floor.
<<timed $textTime+'s' t8n>>
<br><br>
<span class="redText">"I am $name,"</span> $they <<if $they == "they">>rasp<<else>>rasps<</if>>. <span class="redText">"I dream of $dream."</span>
<<next>>
<br><br>
<hr>
[[This is NOT me...|floor7Ballroom5]]
<</timed>>
</div><<include floor7BallroomMap2>>
<div class="text">
Your third partner pulls you close, whisking you across the ballroom in a series of spins. Your gut clenches. You feel nauseous.
<<timed $textTime+'s' t8n>>
<br><br>
<span class="redText">"I am $name,"</span> $they <<if $they == "they">>hiss<<else>>hisses<</if>>. <span class="redText">"I dream of $dream. I fear $fear."</span>
<<next>>
<br><br>
<hr>
[[This is NOT me!|floor7Ballroom6]]
<</timed>>
</div><<include floor7BallroomMap2>>
<div class="text">
Your fourth partner holds you tight, dipping and spinning and twirling and twisting - you're dizzy and disoriented, barely able to keep up, and then they pull you close.
<<timed $textTime+'s' t8n>>
<br><br>
<span class="redText">"I am $name,"</span> $they <<if $they == "they">>whisper<<else>>whispers<</if>>, $their voice barely heard over the strains of the music. <span class="redText">"I dream of $dream. I fear $fear."</span>
<<next>>
<br><br>
<span class="redText">"$ballroom"</span>
<hr>
[[Is this me?|floor7Ballroom7]]
<</timed>>
</div><<include floor7BallroomMap2>>
<div class="text">
You try to pull away, but $their grip is steely against your struggling. You stare into your own face and listen in horror as your own voice fills your ears, drowning out the music and overwhelming even your thoughts.
<<timed $textTime+'s' t8n>>
<br><br>
<span class="redText">"I am $name,"</span> $they <<if $they == "they">>insist<<else>>insists<</if>>. <span class="redText">"I AM $uName!"</span>
<<next>>
<br><br>
<span class="redText">"I am you."</span>
<<next>>
<br><br>
You are unable to break away and so you continue to dance, spinning and spinning and spinning and the world blurs around you - everything narrows to a single image: your own face staring mockingly back at you.
<hr>
[[Is this really me?|floor7Interview1]]
<</timed>>
</div><<floorwp>>
<<set $interview7 = 1>>
<<include floor7InterviewMap>>
<div class="text">
"Let's talk about $fear," Bob suggests.
<<timed $textTime+'s' t8n>>
<br><br>
Oh, damnit, you're here again.
<<next>>
<hr>
[[I'd rather not...|floor7Interview1a]]
<br>
[[Sure, let's face that fear|floor7Interview1b]]
<</timed>>
</div><div id="tooltip" style="display:none; position:absolute; z-index:1000;"></div>
<div class="topBox">
<svg class="top" viewBox="0 0 4096 4096">
<image href="interview7.jpg"></image>
</svg>
</div>
<<include floor8Map1>>
<div class="text">
You can find nothing here except mirrors - the reflections rebound within each frame, creating endless tunnels in every direction.
<<timed $textTime+'s' t8n>>
<hr>
[[Return to the elevator|elevator]]
<</timed>>
</div>
<<include floor8Map2>>
<div class="text">
Deeper into the maze, your steps grow hesitant, each turn more disorienting as your reflections multiply. Your footfalls echo oddly, creating the impression of others lost in this labryinth.
</div><<include floor8Map3>>
<div class="text">
Each mirrored corridor blurs into the next, and you realize you might wander this maze forever, lost among a multitude of yourself. In a burst of frustration, you shout, but the sound is swallowed by the hall, reflected back in a cacophony of echoed silence.
</div><<include floor8Map4>>
<div class="text">
Your foot slips, you stumble, and a ripple of movement cascades through the labyrinth of reflections. Disoriented, you stop to gather your thoughts, but even your reflection seems lost and confused.
</div><div id="tooltip" style="display:none; position:absolute; z-index:1000;"></div>
<div class="topBox">
<svg class="top" viewBox="0 0 4096 4096">
<image href="floor8Mirror.jpg"></image>
<a id="doorArea" class="tooltipArea navigate" alt="an ornate mirror" data-title="an ornate mirror" onclick="window.mapPassage('floor8Mirror6')">
<rect x="362" y="966" fill="#fff" opacity="0" width="639" height="2705"></rect>
</a>
<a id="doorArea" class="tooltipArea navigate" alt="an ornate mirror" data-title="an ornate mirror" onclick="window.mapPassage('floor8Mirror4')">
<rect x="1262" y="1866" fill="#fff" opacity="0" width="439" height="1105"></rect>
</a>
<a id="doorArea" class="tooltipArea navigate" alt="an ornate mirror" data-title="an ornate mirror" onclick="window.mapPassage('floor8Mirror3')">
<rect x="2262" y="1866" fill="#fff" opacity="0" width="439" height="1205"></rect>
</a>
<a id="doorArea" class="tooltipArea navigate" alt="an ornate mirror" data-title="an ornate mirror" onclick="window.mapPassage('floor8Mirror7')">
<rect x="3162" y="1366" fill="#fff" opacity="0" width="539" height="2105"></rect>
</a>
</svg>
</div><div id="tooltip" style="display:none; position:absolute; z-index:1000;"></div>
<div class="topBox">
<svg class="top" viewBox="0 0 4096 4096">
<image href="floor8Mirror.jpg"></image>
<a id="doorArea" class="tooltipArea navigate" alt="an ornate mirror" data-title="an ornate mirror" onclick="window.mapPassage('floor8Mirror2')">
<rect x="362" y="966" fill="#fff" opacity="0" width="639" height="2705"></rect>
</a>
<a id="doorArea" class="tooltipArea navigate" alt="an ornate mirror" data-title="an ornate mirror" onclick="window.mapPassage('floor8MirrorEnd')">
<rect x="1262" y="1866" fill="#fff" opacity="0" width="439" height="1105"></rect>
</a>
<a id="doorArea" class="tooltipArea navigate" alt="an ornate mirror" data-title="an ornate mirror" onclick="window.mapPassage('floor8First1')">
<rect x="2262" y="1866" fill="#fff" opacity="0" width="439" height="1205"></rect>
</a>
<a id="doorArea" class="tooltipArea navigate" alt="an ornate mirror" data-title="an ornate mirror" onclick="window.mapPassage('floor8Mirror6')">
<rect x="3162" y="1366" fill="#fff" opacity="0" width="539" height="2105"></rect>
</a>
</svg>
</div><div id="tooltip" style="display:none; position:absolute; z-index:1000;"></div>
<div class="topBox">
<svg class="top" viewBox="0 0 4096 4096">
<image href="floor8Mirror.jpg"></image>
<a id="doorArea" class="tooltipArea navigate" alt="an ornate mirror" data-title="an ornate mirror" onclick="window.mapPassage('floor8Mirror8')">
<rect x="362" y="966" fill="#fff" opacity="0" width="639" height="2705"></rect>
</a>
<a id="doorArea" class="tooltipArea navigate" alt="an ornate mirror" data-title="an ornate mirror" onclick="window.mapPassage('floor8Mirror1')">
<rect x="1262" y="1866" fill="#fff" opacity="0" width="439" height="1105"></rect>
</a>
<a id="doorArea" class="tooltipArea navigate" alt="an ornate mirror" data-title="an ornate mirror" onclick="window.mapPassage('floor8Mirror2')">
<rect x="2262" y="1866" fill="#fff" opacity="0" width="439" height="1205"></rect>
</a>
<a id="doorArea" class="tooltipArea navigate" alt="an ornate mirror" data-title="an ornate mirror" onclick="window.mapPassage('floor8Mirror3')">
<rect x="3162" y="1366" fill="#fff" opacity="0" width="539" height="2105"></rect>
</a>
</svg>
</div><div id="tooltip" style="display:none; position:absolute; z-index:1000;"></div>
<div class="topBox">
<svg class="top" viewBox="0 0 4096 4096">
<image href="floor8Mirror.jpg"></image>
<a id="doorArea" class="tooltipArea navigate" alt="an ornate mirror" data-title="an ornate mirror" onclick="window.mapPassage('floor8MirrorSecret1')">
<rect x="362" y="966" fill="#fff" opacity="0" width="639" height="2705"></rect>
</a>
<a id="doorArea" class="tooltipArea navigate" alt="an ornate mirror" data-title="an ornate mirror" onclick="window.mapPassage('floor8Mirror9')">
<rect x="1262" y="1866" fill="#fff" opacity="0" width="439" height="1105"></rect>
</a>
<a id="doorArea" class="tooltipArea navigate" alt="an ornate mirror" data-title="an ornate mirror" onclick="window.mapPassage('floor8Mirror7')">
<rect x="2262" y="1866" fill="#fff" opacity="0" width="439" height="1205"></rect>
</a>
<a id="doorArea" class="tooltipArea navigate" alt="an ornate mirror" data-title="an ornate mirror" onclick="window.mapPassage('floor8First1')">
<rect x="3162" y="1366" fill="#fff" opacity="0" width="539" height="2105"></rect>
</a>
</svg>
</div><div id="tooltip" style="display:none; position:absolute; z-index:1000;"></div>
<div class="topBox">
<svg class="top" viewBox="0 0 4096 4096">
<image href="floor8Mirror.jpg"></image>
<a id="doorArea" class="tooltipArea navigate" alt="an ornate mirror" data-title="an ornate mirror" onclick="window.mapPassage('floor8Mirror5')">
<rect x="362" y="966" fill="#fff" opacity="0" width="639" height="2705"></rect>
</a>
<a id="doorArea" class="tooltipArea navigate" alt="an ornate mirror" data-title="an ornate mirror" onclick="window.mapPassage('floor8MirrorEnd')">
<rect x="1262" y="1866" fill="#fff" opacity="0" width="439" height="1105"></rect>
</a>
<a id="doorArea" class="tooltipArea navigate" alt="an ornate mirror" data-title="an ornate mirror" onclick="window.mapPassage('floor8Mirror9')">
<rect x="2262" y="1866" fill="#fff" opacity="0" width="439" height="1205"></rect>
</a>
<a id="doorArea" class="tooltipArea navigate" alt="an ornate mirror" data-title="an ornate mirror" onclick="window.mapPassage('floor8Mirror8')">
<rect x="3162" y="1366" fill="#fff" opacity="0" width="539" height="2105"></rect>
</a>
</svg>
</div><div id="tooltip" style="display:none; position:absolute; z-index:1000;"></div>
<div class="topBox">
<svg class="top" viewBox="0 0 4096 4096">
<image href="floor8Mirror.jpg"></image>
<a id="doorArea" class="tooltipArea navigate" alt="an ornate mirror" data-title="an ornate mirror" onclick="window.mapPassage('floor8Mirror7')">
<rect x="362" y="966" fill="#fff" opacity="0" width="639" height="2705"></rect>
</a>
<a id="doorArea" class="tooltipArea navigate" alt="an ornate mirror" data-title="an ornate mirror" onclick="window.mapPassage('floor8MirrorSecret2')">
<rect x="1262" y="1866" fill="#fff" opacity="0" width="439" height="1105"></rect>
</a>
<a id="doorArea" class="tooltipArea navigate" alt="an ornate mirror" data-title="an ornate mirror" onclick="window.mapPassage('floor8Mirror6')">
<rect x="2262" y="1866" fill="#fff" opacity="0" width="439" height="1205"></rect>
</a>
<a id="doorArea" class="tooltipArea navigate" alt="an ornate mirror" data-title="an ornate mirror" onclick="window.mapPassage('floor8Mirror8')">
<rect x="3162" y="1366" fill="#fff" opacity="0" width="539" height="2105"></rect>
</a>
</svg>
</div><div id="tooltip" style="display:none; position:absolute; z-index:1000;"></div>
<div class="topBox">
<svg class="top" viewBox="0 0 4096 4096">
<image href="floor8Mirror.jpg"></image>
<a id="doorArea" class="tooltipArea navigate" alt="an ornate mirror" data-title="an ornate mirror" onclick="window.mapPassage('floor8Mirror6')">
<rect x="362" y="966" fill="#fff" opacity="0" width="639" height="2705"></rect>
</a>
<a id="doorArea" class="tooltipArea navigate" alt="an ornate mirror" data-title="an ornate mirror" onclick="window.mapPassage('floor8Mirror7')">
<rect x="1262" y="1866" fill="#fff" opacity="0" width="439" height="1105"></rect>
</a>
<a id="doorArea" class="tooltipArea navigate" alt="an ornate mirror" data-title="an ornate mirror" onclick="window.mapPassage('floor8MirrorEnd')">
<rect x="2262" y="1866" fill="#fff" opacity="0" width="439" height="1205"></rect>
</a>
<a id="doorArea" class="tooltipArea navigate" alt="an ornate mirror" data-title="an ornate mirror" onclick="window.mapPassage('floor8MirrorSecret3')">
<rect x="3162" y="1366" fill="#fff" opacity="0" width="539" height="2105"></rect>
</a>
</svg>
</div><<include floor8Map5>>
<div class="text">
Your movements feel like a kaleidoscope, every action reflected a thousandfold to leave you dizzy and disoriented. Your eyes dart from one reflection to another, searching for an anomaly, a break in the pattern, a way out.
</div><<include floor8Map6>>
<div class="text">
With every step you take, the reflections distort, stretching and compressing as if mocking your futile attempts to escape. Your own image is treacherous and untrustable, and there seems to be no way out.
</div><<include floor8Map7>>
<div class="text">
Lost among endless copies of yourself, you begin to question your own existence. Maybe you are the reflection, trapped behind glass.
</div><<include floor8Map8>>
<div class="text">
Despite the multitude of reflections, you've never felt more alone. A fleeting shadow catches your eye, but as you turn, you find only another copy of you staring back.
</div><<include floor8Map9>>
<div class="text">
You start running, desperately hoping to break free, but each turn reveals another dead-end of reflections. Around you, the hall seems to stretch and distort, like a nightmare you can't awaken from.
</div><<include floor8MapSecret1>>
<div class="text">
You stumble into a small room, little more than a closet. In the dim light, you can discern a single mirror hung on the wall.
<<timed $textTime+'s' t8n>>
<br><br>
You step closer, peering within - for once, it is not your own, treacherous reflection staring back.
<<next>>
<br><br>
Instead, you see something impossible: $dream.
<<next>>
<br><br>
You feel hope blossoming. You can escape. You will escape.
<<next>>
<<set $willpower += 10>>
<<ach mirror1>>
<<update>>
<hr>
[[You continue onwards|floor8Mirror6]]
<</timed>>
</div><<include floor8MapSecret2>>
<div class="text">
You turn a corner to find yourself facing a dead end. Hung on the wall is yet another mirror.
<<timed $textTime+'s' t8n>>
<br><br>
You cautiously approach, but instead of your face yet again, you glimpse a sight which bolsters your spirits.
<<next>>
<br><br>
$dream.
<<next>>
<br><br>
You feel a surge of renewed energy. You can escape this maze!
<<next>>
<<set $willpower += 10>>
<<ach mirror2>>
<<update>>
<hr>
[[You continue onwards|floor8Mirror8]]
<</timed>>
</div><<include floor8MapSecret3>>
<div class="text">
You turn a corner and find yourself facing a blank wall, hung only with a single, small mirror.
<<timed $textTime+'s' t8n>>
<br><br>
You warily approach, fearing another treacherous glimpse of your own mocking reflection, but you find yourself pleasantly surprised to instead see something far more hopeful inside the mirror's face:
<<next>>
<br><br>
$dream
<<next>>
<br><br>
It's impossible, but there is is. You feel encouraged, elated, enthused - you will get out.
<<next>>
<<set $willpower += 10>>
<<ach mirror3>>
<<update>>
<hr>
[[You continue onwards|floor8Mirror9]]
<</timed>>
</div><div id="tooltip" style="display:none; position:absolute; z-index:1000;"></div>
<div class="topBox">
<svg class="top" viewBox="0 0 4096 4096">
<image href="floor8Mirror1.jpg"></image>
</svg>
</div><div id="tooltip" style="display:none; position:absolute; z-index:1000;"></div>
<div class="topBox">
<svg class="top" viewBox="0 0 4096 4096">
<image href="floor8Mirror2.jpg"></image>
</svg>
</div><div id="tooltip" style="display:none; position:absolute; z-index:1000;"></div>
<div class="topBox">
<svg class="top" viewBox="0 0 4096 4096">
<image href="floor8Mirror3.jpg"></image>
</svg>
</div><<include floor8MapEnd>>
<div class="text">
You reach the end of a long hallway - unlike the maze, this is a simple stretch of darkened corridor. Against the wall leans a mirror, more elaborate and ornate than all the rest.
<<timed $textTime+'s' t8n>>
<br><br>
<<if $interview8 == 1>>
You confidently approach and face your fear. The mirror melts away, revealing a pathway back to the start of the maze.
<hr>
[[Return to the beginning|floor8Repeat1]]
<<else>>
You approach the mirror and gaze within. Instead of your own face peering back, you find a horrific image: $fear.
<br><br>
<<if $willpower < 5>>
<<timed $textTime+'s' t8n>>
You can't go on. You simply don't have the willpower to handle this. You slump to the ground as the world spins about you and when you finally dare to open your eyes, you find yourself back once more within a familiar [[elevator]].
<</timed>>
<<else>>
<<timed $textTime+'s' t8n>>
You grit your teeth and stare down the sight - it's merely a reflection, and after all you've endured in this weird, wild building you find your original deep, dark fear rather laughable. The mirror grows, yawning wide as if to swallow you whole, and then it cracks and explodes in a shower of shards.
<hr>
[[You close your eyes...|floor8Interview1]]
<</timed>>
<</if>>
<</if>>
<</timed>>
</div><div id="tooltip" style="display:none; position:absolute; z-index:1000;"></div>
<div class="topBox">
<svg class="top" viewBox="0 0 4096 4096">
<image href="floor8Mirror4.jpg"></image>
</svg>
</div><<include floor8Map1>>
<div class="text">
You can find nothing here except mirrors - the reflections rebound within each frame, creating endless tunnels in every direction.
<<timed $textTime+'s' t8n>>
<hr>
[[Return to the elevator|elevator]]
<</timed>>
</div><<floorwp>>
<<set $interview8 = 1>>
<<include floor8InterviewMap>>
<div class="text">
"Well done."
<<timed $textTime+'s' t8n>>
<br><br>
Bob's back and you're certain by now that he's a demon. And not just the middle management type, but an honest-to-God, pitchfork-wielding, hell-spawning, fire-and-brimstone demon.
<<next>>
<hr>
[[Eh, I've had worse managers|floor8Interview2]]
<</timed>>
</div><div id="tooltip" style="display:none; position:absolute; z-index:1000;"></div>
<div class="topBox">
<svg class="top" viewBox="0 0 4096 4096">
<image href="interview9.jpg"></image>
</svg>
</div><div id="tooltip" style="display:none; position:absolute; z-index:1000;"></div>
<div class="topBox">
<svg class="top" viewBox="0 0 4096 4096">
<image href="floor3Casino3.jpg"></image>
<a id="slotArea" class="tooltipArea examine" alt="a long card table" data-title="a long card table" onclick="includePassage('cards')">
<rect x="713" y="2236" fill="#fff" opacity="0" width="1789" height="837"></rect>
</a>
<a id="doorArea" class="tooltipArea navigate" alt="a passageway deeper into the casino" data-title="a passageway deeper into the casino" onclick="window.mapPassage('floor3Casino4Repeat')">
<rect x="2562" y="966" fill="#fff" opacity="0" width="939" height="1105"></rect>
</a>
</svg>
</div><<include floor5PodiumMap1>>
<div class="text">
It seems as if the podium is several floors high, as you climb for what seems to be hours. In the vast, empty hall, your footfalls echo in an odd susurration, reminiscent of a whispering crowd.
<<timed $textTime+'s' t8n>>
<br><br>
But when you reach the top, the auditorium is still empty.
<<next>>
<br><br>
You have nobody to address.
<<next>>
<hr>
[[Descend the podium|floor5Podium1R]]
<br>
[[Speak anyways|floor5Podium3R]]
<</timed>>
</div><<include floor5PodiumMap1>>
<div class="text">
You begin to talk, your voice reverberating through the lonely chamber.
<<timed $textTime+'s' t8n>>
<br><br>
What do you speak about?
<<next>>
<hr>
[[Your dream|floor5Podium3Ra]]
<br>
[[Your fear|floor5Podium3Rb]]
<</timed>>
</div><<include floor5PodiumMap1>>
<<set $emotion += 2>>
<div class="text">
Addressing an empty audience, you speak of $dream.
<<timed $textTime+'s' t8n>>
<br><br>
Your tone is hopeful and you imagine yourself sharing these words with others, inspiring them to dream. On and on you continue, spilling out your secret desire and envisioning a world where the positive could lead to change.
<<next>>
<br><br>
But the audience remains empty.
<<next>>
<<ach orator>>
<hr>
[[Descend the podium|floor5Podium1R]]
<</timed>>
</div><<include floor5PodiumMap1>>
<<set $morality -= 2>>
<div class="text">
Addressing an empty audience, you speak of $fear.
<<timed $textTime+'s' t8n>>
<br><br>
Your tone is bitter and bombastic, and you imagine your words swaying people through fear, confusion and anxiety. You wonder what sort of world that would create, and take a twisted sort of glee from dreaming of the consequences of others hearing your speech.
<<next>>
<br><br>
But the audience remains empty.
<<next>>
<<ach orator>>
<hr>
[[Descend the podium|floor5Podium1R]]
<</timed>>
</div><<include floor2DinerKitchenMapRepeat>>
<<set _randomIndex = Math.floor(Math.random() * $cooking.length)>>
<<set _randomDish = $cooking[_randomIndex]>>
<<if !$dishesEaten.includes(_randomDish.name)>>
<<set $dishesEaten.push(_randomDish.name)>>
<</if>>
<<if $dishesEaten.length == $cooking.length>>
<<ach gourmand>>
<</if>>
<div class="text">
You bustle about in the kitchen, taking your time to leisurely cook <<print _randomDish.name>>. <<print _randomDish.description>>
<<timed $textTime+'s' t8n>>
<br><br>
<<print _randomDish.eaten>>
<<set $willpower += 1>>
<<update>>
<hr>
[[Cook something|floor2KitchenRepeat1]]
<br>
[[Return to the dining area|floor2Diner1Repeat]]
<</timed>>
</div>
<<include floor5InterviewMap>>
<div class="text">
Bob seems mollified by your answer and scans your application once more.
<<timed $textTime+'s' t8n>>
<br><br>
This interview is endless.
<<next>>
<br><br>
Finally, he glances back up at you. Something about the lighting casts his features in sinister shadows and you suppress a shiver.
<<next>>
<br><br>
"We work hard here," he sternly informs you. "Long hours, but it's worth it."
<hr>
[[I'm always eager to be part of a team|floor5Interview3]]
<br>
<<link 'Screw this!'>>
<<set $rebellion += 1>>
<<set $willpower -= 3>>
<<goto elevator>>
<</link>>
<</timed>>
</div><<include floor5InterviewMap>>
<div class="text">
Your reply obviously pleases the man.
<<timed $textTime+'s' t8n>>
<br><br>
You're not sure if you find that comforting. He's smiling again and there's something definitely creepy about his face. It's just not... quite... right.
<<next>>
<br><br>
He begins to describe the job duties, but you find yourself fixated on his features. His words fade into background chatter as you study him until your vision blurs, unable to focus on anything else except for how... wrong everything about this feels.
<<next>>
<hr>
[[His voice drones on...|elevator]]
<</timed>>
</div>
<<include floor6InterviewMap>>
<div class="text">
"Changing jobs," he clarifies. "Your work history is quite extensive, but it seems full of brief stints."
<<timed $textTime+'s' t8n>>
<br><br>
You know. You've never found your place at any of them and have, instead, always drifted, trying your best to find a spot where you feel like you truly belong.
<<next>>
<hr>
[[It's given me quite a range of disparate experience...|floor6Interview3]]
<br>
<<link 'I don\'t want to be here anymore...'>>
<<set $rebellion += 1>>
<<set $willpower -= 3>>
<<goto elevator>>
<</link>>
<</timed>>
</div>
<<include floor6InterviewMap>>
<div class="text">
"Hmmm..." the man muses. You aren't sure if he approves of your answer. The guy is damned hard to read.
<<timed $textTime+'s' t8n>>
<br><br>
Or maybe it's just that you're distracted by the horns apparently sprouting from his head.
<<next>>
<br><br>
You blink rapidly, trying to clear your vision. It's just his hair. Surely. It's slicked back, probably a combover, and a breeze must have lifted it out of place.
<hr>
[[But then why's it so hot in here?|elevator]]
<</timed>>
</div><<include floor7InterviewMap>>
<<set $emotion -= 2>>
<<update>>
<div class="text">
"Avoidance won't make it go away," the man insists. "Sometimes the only way forward is back. The only way up is down. The only way out is in." He speaks the works slowly and clearly, as if this is an important message for you to learn.
<<timed $textTime+'s' t8n>>
<br><br>
Suprisingly poetic for the boringly bureaucratic Bob.
<<next>>
<br><br>
But you're not sure this even IS Bob anymore...
<hr>
[[Study the man|floor7Interview2]]
<</timed>>
</div><<include floor7InterviewMap>>
<<set $emotion += 2>>
<<update>>
<div class="text">
"Good! Acceptance and tackling it head on," the man agrees. "Sometimes the only way forward is back. The only way up is down. The only way out is in." He speaks the works slowly and clearly, as if this is an important message for you to learn.
<<timed $textTime+'s' t8n>>
<br><br>
Suprisingly poetic for the boringly bureaucratic Bob.
<<next>>
<br><br>
But you're not sure this even IS Bob anymore...
<hr>
[[Study the man|floor7Interview2]]
<</timed>>
</div><<include floor7InterviewMap>>
<div class="text">
His features seem distorted and ghastly, with sunken eyes and elongated fingers and ears. His nose has sharpened to an impossible point.
<<timed $textTime+'s' t8n>>
<br><br>
He seems almost demonic.
<<next>>
<hr>
[[And why is it so damn hot in here?|elevator]]
<</timed>>
</div><<include floor8InterviewMap>>
<div class="text">
Bob picks up a hefty stamp, rolls it across an inkpad and thuds it down across the face of your application. He flashes you a smile and your stomach turns. Why are his teeth so SHARP?
<<timed $textTime+'s' t8n>>
<br><br>
"Approved," he succinctly states, shuffling the application into a pile of paperwork.
<<next>>
<hr>
[[What? Did I get the job?|floor8Interview3]]
<</timed>>
</div><<include floor8InterviewMap>>
<div class="text">
The man-demon-thing chuckles. It sounds like cats yowling, pans clanking, glass shattering, moans of death.
<<timed $textTime+'s' t8n>>
<br><br>
"That's not up for me to decide," he chides. "For that, you've got to have a final interview with the Boss. I'm just a...gatekeeper, of sorts."
<<next>>
<hr>
[[How?|floor8Interview4]]
<br>
[[Where?|floor8Interview4]]
<br>
[[When?|floor8Interview4]]
<</timed>>
</div><<include floor8InterviewMap>>
<div class="text">
"Just take the elevator to the 9th floor," Bob explains. "The Boss will be waiting."
<<timed $textTime+'s' t8n>>
<br><br>
He pauses for just long enough to be creepy, then adds, "I'm sure he'll have something VERY special planned."
<hr>
[[That sounds ominous as all hell...|floor8Interview5a]]
<br>
[[That sounds...kinda exciting!|floor8Interview5b]]
<</timed>>
</div><<include floor8InterviewMap>>
<<set $morality += 2>>
<div class="text">
You try to repress a shiver and simply mutely nod. You're not looking forward to this, but...it is what it is. Desperate times and all that.
<<timed $textTime+'s' t8n>>
<br><br>
Bob nods towards the exit (when did that get there?) and begins to sort through paperwork, apparently done with you. As you depart, he glances up, offering a final suggestion: "You don't have to go directly there. Just...in case you had other business to clear up first."
<<next>>
<br><br>
Bearing his words in mind, you head towards the exit and the familiar walls of the [[elevator]].
<</timed>>
</div><<include floor8InterviewMap>>
<<set $morality -= 2>>
<div class="text">
You try to repress a shiver of excitement and simply mutely nod. You're actually looking forward to this. Something about this place has...awakened something rather dark in you.
<<timed $textTime+'s' t8n>>
<br><br>
Bob nods towards the exit (when did that get there?) and begins to sort through paperwork, apparently done with you. As you depart, he glances up, offering a final suggestion: "You don't have to go directly there. Just...in case you had other business to clear up first."
<<next>>
<br><br>
Bearing his words in mind, you head towards the exit and the familiar walls of the [[elevator]].
<</timed>>
</div><<include floor9InterviewMap>>
<div class="text">
You take a seat and wait while Bob shuffles around some paperwork. You spy your application, stamped for approval, at the top of the pile - but you also notice other sheets of paper filled with notes and sketches.
<<timed $textTime+'s' t8n>>
<br><br>
Even upside down, you can see the drawings are AWFULLY similar to the strange places and things you've encountered in this weird, wild building.
<<next>>
<br><br>
"Now let's see..." The demon folds his hands over his lap, leaning back to study you for several long moments.
<<next>>
<hr>
[[The wait is excruciating...|floor9b]]
<</timed>>
</div><<include floor9InterviewMap>>
<div class="text">
"First, let's talk about your rebellious nature..." Bob begins.
<<if $rebellion < 1>>
<<set $class = "midMan">>
<<timed $textTime+'s' t8n>>
<br><br>
"...Or, rather, the lack of one."
<<next>>
<br><br>
"That sort of attitude is perfect for <span class="redText">MIDDLE MANAGEMENT</span>." He gives you a winning smile. It's horrific.
<<next>>
<br><br>
"We like 'em docile, and you, $name, are perfect."
<<next>>
<hr>
[[Uhh...thanks?|floor9c]]
<</timed>>
<<elseif $rebellion < 8>>
<<set $class = "lowMan">>
<<timed $textTime+'s' t8n>>
<br><br>
"It's...ok." The demon grimaces. The sight is disquieting. "Not great, not terrible. You don't really show much initiative, but you're not really pliant, either."
<<next>>
<br><br>
"I'm thinking you'll slot in well for a <span class="redText">LOWER MANAGEMENT</span> role."
<<next>>
<br><br>
"You're the perfect combination for pissing off both your underlings and your superiors!"
<<next>>
<hr>
[[Uhh...thanks?|floor9c]]
<</timed>>
<<else>>
<<set $class = "upMan">>
<<timed $textTime+'s' t8n>>
<br><br>
"You've got it in spades!" The demon beams widely at you. You kinda wish he hadn't. He has SO many teeth. Sharp teeth. Long, sharp teeth.
<<next>>
<br><br>
He seems oblivious to - or delighted by - your discomfort and enthuses, "That's exactly the type of annoying initiative we like to see in our <span class="redText">UPPER MANAGEMENT</span> roles."
<<next>>
<br><br>
"You're going to make a lot of people really pissed off!" It's phrased as glowing praise.
<<next>>
<hr>
[[Uhh...thanks?|floor9c]]
<</timed>>
<</if>>
</div><<include floor9InterviewMap>>
<div class="text">
"Now, moving on to your..." Bob's nose wrinkles in distate. "...Emotional nature." Just saying the words seems to disgust him.
<<if $emotion < 3>>
<<set $area = "public">>
<<timed $textTime+'s' t8n>>
<br><br>
"Fortunately for you, you've done great at bottling up your feelings!" The demon seems quite proud of you.
<<next>>
<br><br>
"Growth and change are things we only want to see on our quarterly reports," he notes. "No danger of you sorting out your underlying issues, which means you'll have plenty of misdirected rage to go around!"
<<next>>
<br><br>
"We've got a few openings that will be perfect for. The only remaining factor is your morality..." He smiles again. You wish he'd stop doing that.
<<next>>
<hr>
[[But you keep the thought to yourself...|floor9d]]
<</timed>>
<<elseif $emotion < 8>>
<<timed $textTime+'s' t8n>>
<<set $area = "private">>
<br><br>
"I'll be honest, here, $name - you're pretty middle of the road." The demon shakes his head from side to side, clearly a bit unimpressed. "Even keel is...dull. I don't expect to see very many implosions or explosions from someone with your temperment."
<<next>>
<br><br>
"But!" He gives you an encouraging smile. You find yourself clenching your jaw, disquieted by his grin. "Let's review your morality - there might be a few openings which work."
<<next>>
<hr>
[[You wait patiently....|floor9d]]
<</timed>>
<<else>>
<<set $area = "public">>
<<timed $textTime+'s' t8n>>
<br><br>
"You're DRIPPING in it," the demon sneers. "If I weren't so disgusted with you, I'd be ecstatic." You think it's praise. Kinda.
<<next>>
<br><br>
"You're absolutely going to implode and make a beautiful scene at some point. There will be tears!" He seems downright delighted by the possibility.
<<next>>
<br><br>
"Let's just review your morality and we'll find you the perfect role." He smiles. It's disquieting. "Something with a lot of witnesses for your inevitable breakdown."
<<next>>
<hr>
[[You struggle to contain your excitement...|floor9d]]
<</timed>>
<</if>>
</div><<include floor9InterviewMap>>
<div class="text">
"A strong moral compass is rather important," Bob begins. He pauses for emphasis and then chuckles at his own joke.
<<if $morality < -5>>
<<timed $textTime+'s' t8n>>
<br><br>
"Fortunately yours is broken!" You feel a surge of perverse pleasure at the assessment.
<<next>>
<br><br>
"This makes you suitable for a WIDE range of disciplines!" The demon begins to run one finger down a document before him, scanning a list of what appear to be job openings.
<<next>>
<br><br>
Finally, he stabs at the sheet, his claw gouging a hole in the paper. "This will be perfect!" He reaches for your application, scrawls some words on it, and slides it across the desk to you.
<<next>>
<hr>
[[Review the offer...|floor9e]]
<</timed>>
<<elseif $morality > 5>>
<<timed $textTime+'s' t8n>>
<br><br>
"You've got a hell of an annoying, holier-than-thou attitude," he grunts. "Fortunately, that works great in certain roles."
<<next>>
<br><br>
The demon begins to run one finger down a document before him, scanning a list of what appear to be job openings.
<<next>>
<br><br>
Finally, he stabs at the sheet, his claw gouging a hole in the paper. "This will be perfect!" He reaches for your application, scrawls some words on it, and slides it across the desk to you.
<<next>>
<hr>
[[Review the offer...|floor9e]]
<</timed>>
<<else>>
<<timed $textTime+'s' t8n>>
<br><br>
"Most people, they swing up or down, but you, $name, you're different." The demon eyes you with a calculating stare.
<<next>>
<br><br>
"Neutral folks are tricky to place, but I'm confident we can find a way to make it work."
<<next>>
<br><br>
The demon begins to run one finger down a document before him, scanning a list of what appear to be job openings.
<<next>>
<br><br>
Finally, he stabs at the sheet, his claw gouging a hole in the paper. "This will be perfect!" He reaches for your application, scrawls some words on it, and slides it across the desk to you.
<<next>>
<hr>
[[Review the offer...|floor9e]]
<</timed>>
<</if>>
</div><<include floor9InterviewMap>>
<div class="text">
You skim your application - written across it in lurid red ink (well, probably ink) is your job offer:
<br><br>
<<timed 2s>>
...
<</timed>>
<br>
<<timed 4s>>
...
<</timed>>
<br>
<<timed 6s>>
...
<</timed>>
<br><br>
<<timed 8s>>
<<if $class == "midMan" and $area == "public">>
<<if $morality < -3>>
<span class="redText">
Vice President of Human Resources
</span>
<<elseif $morality > 3>>
<span class="redText">
Ethics and Regulatory Coordinator
</span>
<<else>>
<span class="redText">
Customer Service Supervisor
</span>
<</if>>
<<elseif $class == "midMan" and $area == "private">>
<<if $morality < -3>>
<span class="redText">
Junior Director of Data Acquisition
</span>
<<elseif $morality > 3>>
<span class="redText">
Ethical Investments Advisor
</span>
<<else>>
<span class="redText">
Supply Chain Coordinator
</span>
<</if>>
<<elseif $class == "upMan" and $area == "public">>
<<if $morality < -3>>
<span class="redText">
Executive Director of Sales
</span>
<<elseif $morality > 3>>
<span class="redText">
Senior Director of Education and Training
</span>
<<else>>
<span class="redText">
Senior Communications Director
</span>
<</if>>
<<elseif $class == "upMan" and $area == "private">>
<<if $morality < -3>>
<span class="redText">
President of Acquisitions
</span>
<<elseif $morality > 3>>
<span class="redText">
Director of Philanthropy
</span>
<<else>>
<span class="redText">
Chief Financial Officer
</span>
<</if>>
<<elseif $class == "lowMan" and $area == "public">>
<<if $morality < -3>>
<span class="redText">
Collections Supervisor
</span>
<<elseif $morality > 3>>
<span class="redText">
Corporate Responsibility Manager
</span>
<<else>>
<span class="redText">
Help Desk Coordinator
</span>
<</if>>
<<elseif $class == "lowMan" and $area == "private">>
<<if $morality < -3>>
<span class="redText">
Asset Liquidation Manager
</span>
<<elseif $morality > 3>>
<span class="redText">
Employee Benefits Administrator
</span>
<<else>>
<span class="redText">
Quality Assurance Manager
</span>
<</if>>
<</if>>
<</timed>>
<hr>
<<timed 10s>>
[[Bob awaits your decision...|floor9f]]
<</timed>>
</div><<include floor9InterviewMap>>
<div class="text">
You ponder the job offer, considering the implications of what the work would entail - especially in a company like this, if this place could even be called that.
<<timed $textTime+'s' t8n>>
<br><br>
The demon leans back in his chair and idly picks at his teeth, giving you time to mull it over.
<<next>>
<br><br>
Finally, you decide...
<<next>>
<hr>
[[I'll take the job!|floor9yes]]
<br>
[[I really don't need a job THAT badly|floor9no]]
<</timed>>
</div><<include floor9InterviewMap>>
<<ach jobYes>>
<div class="text">
You pick up a pen and eagerly sign your name to the contract while the demon keenly watches.
<<timed $textTime+'s' t8n>>
<br><br>
As you finish your signature with a triumphant flourish, Bob grins and reaches across the desk to firmly grasp your hand in a steely shake. He seems quite pleased with your choice - which immediately makes you wonder if it was the correct one.
<<next>>
<br><br>
"Welcome to the team, $name," the demon says, his smile stretching wider and wider.
<<next>>
<br><br>
"I'm sure you'll be with us for a long, long, long time..."
<<next>>
<hr>
[[THE END|mainMenu]]
<</timed>>
</div><<include floor9InterviewMap>>
<div class="text">
<<if $willpower > 50>>
<span class="redText">THIS IS NOT YOU.</span>
<<timed $textTime+'s' t8n>>
<br><br>
Oh, for once that voice is being useful?
<br><br>
<<next>>
<span class="redText">LOOK, I JUST THOUGHT I WAS HELPING-</span>
<<next>>
<hr>
[[Shut up!|floor9noa]]
<br>
[[You were. You always were.|floor9nob]]
<</timed>>
<<elseif $willpower < 51>>
Bob scowls, staring you down.
<<timed $textTime+'s' t8n>>
<br><br>
"It's a great opportunity," he wheedles. "And don't you NEED this?"
<<next>>
<br><br>
He's not entirely wrong. You DO need this...
<<next>>
<br><br>
You find yourself becoming convinced despite your own reservations - it feels dreamlike, surreal, something you have no control over.
<<next>>
<br><br>
But it'll be all right. Right?
<<next>>
<br><br>
Everything will work out all right....
<<next>>
<hr>
[[At least you're getting a job. Right?|floor9noc]]
<</timed>>
<<else>>
Bob scowls and narrows his eyes and then glances down at your hand. Unbidden, you find yourself reaching for a pen.
<<timed $textTime+'s' t8n>>
<br><br>
No matter what you do, no matter how hard you fight it, you find yourself helpless to resist. Your fingers grip the pen and slowly - painfully, achingly, excruciatingly slowly - you watch yourself sign the contract.
<<next>>
<br><br>
"Welcome to the team, $name," the demon says, mouth splitting into a gut-churning grin.
<<next>>
<br><br>
"I'm sure you'll be with us for a long, long, long time..."
<<next>>
<hr>
<<ach jobNo>>
[[THE END|mainMenu]]
<</timed>>
<</if>>
</div>
<div align="center">
<<button "New Game">>
<<goto intro1>>
<</button>>
<br>
<<button "Save/Load Game">>
<<run UI.saves();>>
<</button>>
<br>
<<button "Settings">>
<<run UI.settings();>>
<</button>>
<br>
<<button "Achievements">>
<<dialog "Achievements" "popup">>
<<include achievements>>
<</dialog>>
<</button>>
<br>
<<button "Music">>
<<popup 'music' 'popup'>>
<</button>>
<br>
<<button "Credits">>
<<popup 'credits' 'popup'>>
<</button>>
</div>A shadowy attendant presides over this dice table, their features indistinguishable in the dim light of the casino. In a hoarse, raspy whisper, they inform you: <span class="redText">"RISK YOUR WILLPOWER FOR THE WISDOM OF AGE!"</span>
<hr>
<span id="dice"><<set $dice1 = 0>>
<<set $dice2 = 0>>
<<include diceButton1>>
</span>
<<button "Roll Dice">>
<<diceFX>>
<<if $willpower < 1>>
You're too exhausted to gamble here!
<</if>>
<<set $willpower -= 1>>
<<update>>
<<replace "#dice">>
<<set $dice1 = Math.floor(Math.random() * 3) + 1>>
<<set $dice2 = Math.floor(Math.random() * 3) + 1>>
You rolled $dice1 and $dice2.
<hr>
<<if $dice1 == $dice2>>You seem to have gotten lucky - you feel yourself growing older and wiser.
<<set $age += 3>>
<<else>>
<<print setup.casino.dice1.random()>>
<<set $age -= 1>>
<</if>>
<hr>
<<include diceButton1>>
<<update>>
<</replace>>
<</button>>A shadowy attendant presides over this dice table, their features indistinguishable in the dim light of the casino. In a hoarse, raspy whisper, they inform you: <span class="redText">"RISK YOUR MORALITY FOR THE WISDOM OF AGE!"</span>
<hr>
<span id="dice"><<set $dice1 = 0>>
<<set $dice2 = 0>>
<<include diceButton2>>
</span><<button "Roll Dice">>
<<diceFX>>
<<set $morality -= 1>>
<<update>>
<<replace "#dice">>
<<set $dice1 = Math.floor(Math.random() * 3) + 1>>
<<set $dice2 = Math.floor(Math.random() * 3) + 1>>
You rolled $dice1 and $dice2.
<hr>
<<if $dice1 == $dice2>>You seem to have gotten lucky - you feel yourself growing older and wiser.
<<set $age += 3>>
<<else>>
<<print setup.casino.dice2.random()>>
<<set $morality -= 1>>
<</if>>
<hr>
<<include diceButton2>>
<<update>>
<</replace>>
<</button>>This gleaming gaming slot machine is equipped with a long lever to pull downwards to set the single reel spinning. In elegant cursive text, a placard at the top reads: <span class="redText">"TRADE WILLPOWER FOR RICHES." </span>
<hr>
<div id="slot-container">
<div id="slot-machine">
<div class="reel" id="reel1">
<div class="symbol">🍒</div>
<div class="symbol">🔔</div>
<div class="symbol">7</div>
<div class="symbol">🍋</div>
<div class="symbol">⭐</div>
<div class="symbol">💀</div>
</div>
</div>
</div>
<br>
<<button "Spin">>
<<chingFX>>
<<if $willpower > 2>>
<<set $willpower -= 2>>
<<update>>
<<script>>
spinSlotMachine();
<</script>>
<<else>>
<<replace "#spinText">>
You're too tired to gamble here!
<</replace>>
<</if>>
<</button>>
<hr>
<span id="spinText">
<div id="spin-result">
Spin to win!
</div>
</span>
This table features a deceptively simple game of 10 cards. A small sign next to the playing area reads: <span class="redText">HIGH OR LOW? SPEND YOUR YEARS TO BECOME REBELLIOUS.</span>
<hr>
<span id="cards">
<<set $currentCard = Math.floor(Math.random() * 10) + 1>>
<<set $currentCard = Math.floor(Math.random() * 10) + 1>>
<<set $playerGuess = "">>
The current card is: <<print $currentCard>>
<hr>
<<button "Guess Higher">>
<<set $playerGuess = "higher">>
<<replace "#cards">>
<<if $age < 15>>
You're too young to gamble here!
<<else>>
<<set $age -= 1>>
<<include cardsR>>
<</if>>
<</replace>>
<</button>>
<br>
<<button "Guess Lower">>
<<set $playerGuess = "lower">>
<<replace "#cards">>
<<if $age < 15>>
You're too young to gamble here!
<<else>>
<<set $age -= 1>>
<<include cardsR>>
<</if>>
<</replace>>
<</button>>
</span>
<span id="cardsR">
The last card was: <<print $currentCard>>
<br>
<<set $nextCard = Math.floor(Math.random() * 10) + 1>>
The new card is....<<timed 2s>><<print $nextCard>><</timed>>
<hr>
<<timed 2s>>
<<if ($playerGuess === "higher" and $nextCard > $currentCard) or ($playerGuess === "lower" and $nextCard < $currentCard)>>
<<print setup.casino.cardsR.random()>>
<<set $rebellion += 1>>
<<else>>
<<print setup.casino.cardsW.random()>>
<</if>>
<</timed>>
<hr>
<<button "Play Again">>
<<replace "#cardsR">>
<span id="cards">
<<set $currentCard = Math.floor(Math.random() * 10) + 1>>
<<set $currentCard = Math.floor(Math.random() * 10) + 1>>
<<set $playerGuess = "">>
The current card is: <<print $currentCard>>
<hr>
<<button "Guess Higher">>
<<set $playerGuess = "higher">>
<<replace "#cards">>
<<if $age < 15>>
You're too young to gamble here!
<<else>>
<<set $age -= 1>>
<<include cardsR>>
<</if>>
<</replace>>
<</button>>
<br>
<<button "Guess Lower">>
<<set $playerGuess = "lower">>
<<replace "#cards">>
<<if $age < 15>>
You're too young to gamble here!
<<else>>
<<set $age -= 1>>
<<include cardsR>>
<</if>>
<</replace>>
<</button>>
</span>
<</replace>>
<</button>>
</span><span id="desk">
You idly sift through the screenplays strewn across the desk. Most of them seem to be horror-skinned takes on rom-coms, and you thumb through several out of curiosity.
</span>
<hr>
<<link "Read the script for \"Mombie\"">>
<<replace "#desk">>
<span id="desk">
This script is pure shlock about a single mother transformed into a zombie. Somehow she manages to juggle two jobs, three kids and an insatiable craving for brains by working the night shift at the morgue.
<br><br>
The romance subplot seems particulary zany, involving a love triangle with a mortician and a zombie hunter.
</span>
<</replace>>
<</link>>
<br>
<<link "Glance over the outline for \"HeartRipper\"">>
<<replace "#desk">>
<span id="desk">
$name: Enters stage left.
<br>
$name: Sits on chair.
<br>
$name: Squints in glare of spotlight as contestants appear on sta-
<br><br>
Your skin crawls and your heart skips as beat as you read a retelling of your experience earlier in the studio. You quickly shuffle that script aside and try not to look at it again.
<<set $hr = 1>>
</span>
<</replace>>
<</link>>
<br>
<<link "Skim the screenplay for \"Meat Cute\"">>
<<replace "#desk">>
<span id="desk">
This one looks like a zombie flick at first, but after reading a bit longer you realize it's got a dash of everything stirred in. Werewolves, vampires, monsters and mummies - a whole cast of characters all shambling through sets on the search for love. And dinner.
</span>
<</replace>>
<</link>>
<div id="tooltip" style="display:none; position:absolute; z-index:1000;"></div>
<div class="topBox">
<svg class="top" viewBox="0 0 4096 4096">
<image href="intro.jpg"></image>
</svg>
</div><<include floor9InterviewMap>>
<div class="text">
You silence the voice in your head - that constant feedback, that constant negativity, that constant teardown.
<<timed $textTime+'s' t8n>>
<br><br>
That constant echo.
<<next>>
<br><br>
It may be you, but you've become stronger, better, faster, wiser, whatever. Let's not go overboard, but, hey. Something in you <span class="redText">HAS CHANGED.</span>
<<next>>
<br><br>
Hey there. Remember that internal monologue we JUST had? Like 2 seconds ago?
<<next>>
<br><br>
<span class="redText">SORRY, JUST GOT EXCITED.</span>
<<next>>
<hr>
[[Just keep it together|floor9noa1]]
<br>
[[SCREW YOU!|floor9noa2]]
<</timed>>
</div><<include floor1InterviewMap>>
<div class="text">
You realize that the voice you've heard, over and over and over, has been nothing but your own, guiding, helping, trying to steer you towards something more productive.
<<timed $textTime+'s' t8n>>
<br><br>
And Bob? He's just a boring little tiny man trying to trap you in a bullshit job.
<<next>>
<br><br>
You need something better than him and the bullshit he's offering.
<<next>>
<br><br>
Something which makes you feel alive.
<<next>>
<hr>
[[I want more with my life|floor9noa3]]
<</timed>>
</div><<include floor1InterviewMap>>
<div class="text">
You forgive yourself. Yourself deserves more than a bit of forgiveness you realize and as you stare at Bob, he melts away.
<<timed $textTime+'s' t8n>>
<br><br>
He's not a demon. He's just a man.
<<next>>
<br><br>
A petty, bullshit example of a man, representing a petty, bullshit example of a company.
<<next>>
<br><br>
Why did you come here again?
<<next>>
<hr>
[[I REALLY NEED A JOB|lobby]]
<br>
[[I can do better|floor9noa3]]
<</timed>>
</div><<include floor1InterviewMap>>
<div class="text">
You rage - all this self-hate has done nothing for you but still you indulge. In the end, it never has mattered and you're always just facing a million different facets of Bob.
<<timed $textTime+'s' t8n>>
<br><br>
He's not a demon. He's just a man.
<<next>>
<br><br>
A disgusting petty tiny stupid bullshit little man.
<<next>>
<br><br>
Why did you come here again?
<<next>>
<hr>
[[I REALLY NEED A JOB|lobby]]
<br>
[[I can do better|floor9noa3]]
<</timed>>
</div>Bob scowls and narrows his eyes and then glances down at your hand. Unbidden, you find yourself reaching for a pen.
<<timed $textTime+'s' t8n>>
<br><br>
No matter what you do, no matter how hard you fight it, you find yourself helpless to resist. Your fingers grip the pen and slowly - painfully, achingly, excruciatingly slowly - you watch yourself sign the contract.
<<next>>
<br><br>
"Welcome to the team, $name," the demon says, mouth splitting into a gut-churning grin.
<<next>>
<br><br>
"I'm sure you'll be with us for a long, long, long time..."
<<next>>
<hr>
<<ach jobNo>>
[[THE END|mainMenu]]<<include floor1InterviewMap>>
<div class="text">
<span class="redText">NO.</span>
<<timed $textTime+'s' t8n>>
<br><br>
It's refreshing to say.
<<next>>
<br><br>
It's powerful to say.
<<next>>
<br><br>
Bob hates that you're saying it. You can see it in every movement he makes. He's twitching and convulsing and it would be scary - if you still cared. It makes you want to say it again.
<<next>>
<br><br>
<span class="redText">LOUDLY.</span>
<<next>>
<hr>
<<link NO? floor9nono>>
<<set $no = "whisper it uncertainly, but even the act reassures you.">>
<</link>>
<br>
<<link NO! floor9nono>>
<<set $no = "firmly assert the word and find yourself feeling stronger, bolder from insistence.">>
<</link>>
<br>
<<link NO!!! floor9nono>>
<<set $no = "scream it with conviction and the echoing cry reasserts your own belief in yourself.">>
<</link>>
<br>
<</timed>>
</div><<include floor1InterviewMap>>
<div class="text">
<span class="redText">NO.</span>
<<timed $textTime+'s' t8n>>
<br><br>
You $no
<<next>>
<br><br>
And - for once - you realize that's what you've always needed to say.
<<next>>
<br><br>
Life will still be shit, but it's better than working in hell.
<<next>>
<br><br>
Thank god for <span class="redText">NO.</span>
<hr>
<<ach bobNo>>
[[THE END|mainMenu]]
<br>
<</timed>>
</div><span id="greenhouse">
You remember pruning this plant and how it evoked thoughts of $greenhouseGrassR
<hr>
<<link "Give in to the sudden surge of emotion">>
<<replace "#greenhouse">>
<<include grassplantR1>>
<</replace>>
<</link>>
<br>
<<link "Reject the emotional upheaval">>
<<replace "#greenhouse">>
<<include grassplantR2>>
<</replace>>
<</link>>
</span><<set $emotion += 1>>
<<update>>
You relish in the sudden surge of emotion - even if it's destructive, it makes you feel alive. You grasp the grassplant in an angry fist, almost unaware that you're slicing your hand, and allow yourself to wallow in the momentary surge of pain and rage.<<set $emotion -= 1>>
<<update>>
You push down your emotional response, focusing instead on the garden around you. Neat. Tidy. Orderly. Restrained.
<br><br>
As it all should be.<span id="greenhouse">
You remember pruning this plant and how it evoked thoughts of $greenhouseFernsR
<hr>
<<link "Give in to the sudden surge of emotion">>
<<replace "#greenhouse">>
<<include fernsR1>>
<</replace>>
<</link>>
<br>
<<link "Reject the emotional upheaval">>
<<replace "#greenhouse">>
<<include fernsR2>>
<</replace>>
<</link>>
</span><<set $emotion += 1>>
<<update>>
You let yourself roar - maybe you needed this. Maybe this is healing. Maybe not. Who knows. You're stuck in a madhouse. All you know is that you are screaming and it makes you feel better.<<set $emotion -= 1>>
<<update>>
You tamp down on the emotional upheavel, pulling yourself together. You force yourself to emulate the ornamental garden, trying your best to be neat, tidy, structured, orderly.
<br><br>
Mild. Not wild. Calm and constrained.<span id="greenhouse">
You remember trimming back this plant and how it evoked thoughts of $greenhouseMonsteraR
<hr>
<<link "Give in to the sudden surge of emotion">>
<<replace "#greenhouse">>
<<include monsteraR1>>
<</replace>>
<</link>>
<br>
<<link "Reject the emotional upheaval">>
<<replace "#greenhouse">>
<<include monsteraR2>>
<</replace>>
<</link>>
</span><span id="greenhouse">
You remember pruning this plant and how it evoked thoughts of $greenhouseVinesR
<hr>
<<link "Give in to the sudden surge of emotion">>
<<replace "#greenhouse">>
<<include vinesR1>>
<</replace>>
<</link>>
<br>
<<link "Reject the emotional upheaval">>
<<replace "#greenhouse">>
<<include vinesR2>>
<</replace>>
<</link>>
</span><<set $emotion += 1>>
<<update>>
Emotion floods through you, setting every nerve afire - for a moment, you are as alive as you can be, completely consumed by rage. It fires every nerve and you feel yourself overwhelmed, before it subsides, leaving you drained.<<set $emotion -= 1>>
<<update>>
You reject the impulse to indulge in your emotions. It would be uncouth and untidy. Instead, you focus on containing the urge, such as the plants are.
<br><br>
Clean. Clipped. Constrained.<<set $emotion += 1>>
<<update>>
For a brief moment, the anger feels nice - it's almost soothing in how sudden it arrives and how alive it makes you feel. As it subsides, you find yourself almost dizzy, overwhelmed by the surge of emotion. <<set $emotion -= 1>>
<<update>>
You turn away from the emotional impulse and instead focus on boxing in your feelings, just like a neaty pruned plant.
<br><br>
Tidy, orderly, still, quiet. How well-behaved.<<set $manLooked = 1>>
<span id="man">
The man looks down at his own ticket and then back at you. Something in his stare is incredibly absent and vague, as if he's simply not quite here.
<hr>
<<link "Keep trying to talk to the man">>
<<replace "#man">>
<<include man1>>
<</replace>>
<</link>>
</span><<set $rebellion += 1>>
<<update>>
You do your best to try to engage the guy.
<br><br>
You ask about the time. He nods to the weird clocks.
<br><br>
You ask about the wait. He gestures at his own ticket.
<br><br>
You ask about his own job prospects. He stares at you blankly.
<br><br>
You've learned nothing. You do feel a bit more rebellious just for asking, however.
<hr>
<span class="redText">Hint: Check out your rebellion stat in the top UI bar! Your choices will influence this - you can choose to go with the flow or push back. You should see that you're now PASSIVE instead of MEEK.
<<run Engine.play(State.passage)>>
</span>