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<<if $inventory.length == 0>>You are not carrying anything.<<else>>You are carrying:
<<invWithLinks>>
<<endif>>
<<return>>
You wake up amongst ruins.
[[Look around.]]You are in unfamiliar ground, in the distance you see a [[Campsite.]]<<set _randomevent = $campsitedescription.random()>>\
<<if _randomevent == "event1">>\
The fire is long dead.
<<elseif _randomevent == "event2">>\
The faint smell of ashes and charcoal.
<<elseif _randomevent == "event3">>\
Burnt wood and charred stone.
<<endif>>\
<<if $inventory.indexOf("GUN") == -1>> \
<<linkreplace "On the ground you see a GUN." t8n>> <<addToInv 'GUN'>> You take the GUN.<</linkreplace>>
<<endif>>\
<<if $diplomatcamp is true>>\
The Ambassador huddles beside the ashes of the fire, chattering in his native tongue. <<if $inventory.indexOf("NOTE") != -1>> [[Show him the note.]]<<endif>>
<<endif>>\
<<if $privatecamp is true>>\
The Private stands guard at the camp perimeter, unmoving, except for occasional twitches. You haven't seen him move since he arrived.
<<endif>>\
[[Explore.]] <<if $travel is true>> [[Travel.|travel]] <<endif>><<initInv>>
<<set $health to 3>>
<<set $ammo to 0>>
<<set $privatecamp to false>>
<<set $diplomatcamp to false>>
<<set $privatemet to false>>
<<set $diplomatmet to false>>
<<set $strangermet to false>>
<<set $strangercamp to false>>
<<set $notecheck to false>>
<<set $travel to false>>
<<set $flarestranger to false>>
<<set $flareevacuation to false>>
/*<<set $exploreevents = [ "event1", "event2", "event3", "event4"]>>*/
<<set $campsitedescription = [ "event1", "event2", "event3"]>>
<<set $storyevents = [ "event1", "event2", "event3"]>>
<<set $encounterevents = [ "event1", "event2", "event3"]>>
/*<<set $shoot = [ "hit", "miss"]>>*/[[Inventory]]
[[Take a breather]]You don't know much about guns, but it looks formidable enough.
<<back>><<set _randomevent to random(1, 8)>>\
<<if _randomevent == 1>>\
You find nothing.
<<return "Return.>> [[Continue exploring.|Explore.]]
<<elseif _randomevent == 2>>\
Only ruins.
<<return "Return.>> [[Continue exploring.|Explore.]]
<<elseif _randomevent gte 3 and _randomevent lte 5>>\
While searching, you find [[something.]]
<<elseif _randomevent == 6>>\
While searching, a shadowy figure [[approaches.|encounter]]
<<elseif _randomevent == 7 and $privatecamp is false >>\
You meet another wanderer in the [[ruins.|private]]
<<elseif _randomevent == 8 and $diplomatcamp is false >>\
You meet another wanderer in the [[ruins.|diplomat]]
<<elseif _randomevent == 7 and $privatecamp is true >>\
Dust and ash fills the air.
<<return "Return.">> [[continue exploring|Explore.]]
<<elseif _randomevent == 8 and $diplomatcamp is true >>\
Rubble as far as the eye can see.
<<return "Return.">> [[Continue exploring.|Explore.]]
<<endif>>\
<<if $health == 3>>You are HEALTHY <<endif>>
<<if $health == 2>>You are WOUNDED <<endif>>
<<if $health == 1>>You are DYING <<endif>>
<<if $ammo == 0>>You're out of ammo.<<else>>You have
<<print $ammo>> bullets.
<<endif>>
<<return>><<set _randomevent = $storyevents.random()>>\
<<if _randomevent == "event1">>\
<<if $health <3>> <<set $health to $health +1>>\
You find some bandages for your wounds. <<elseif $health == 3>> You find some bandages, but you don't need them. <<endif>>
<<elseif _randomevent == "event2">>\
<<set $ammo to $ammo + 3>> you find some ammo.
<<elseif _randomevent == "event3">>\
<<set $ammo to $ammo + 1>> you find some ammo.
<<endif>>\
<<return [[Go back.|Campsite.]]>>
<<set $encounter = $encounterevents.random()>>\
<<if $encounter == "event1">>\
A faltering shadow approaches.
<<elseif $encounter == "event2">>\
A flickering nightmare approaches.
<<elseif $encounter == "event3">>\
A terrifying silhouette approaches.
<<endif>>\
[[Fight.]] [[Run.|Campsite.]]
<<if $encounter == "event1">>\
<<set $shadowhealth to 3>>
You face the faltering shadow.
It warps in and out of view, black against the grey ash of the RUINS.
<<if $inventory.indexOf("GUN") != -1>> [[Shoot]] <<endif>>
<<elseif $encounter == "event2">>\
<<set $shadowhealth to 4>>
A flickering nightmare approaches.
It warps in and out of view, black against the grey ash of the RUINS.
<<if $inventory.indexOf("GUN") != -1>> [[Shoot]] <<endif>>
<<elseif $encounter == "event3">>\
<<set $shadowhealth to 5>>
A terrifying silhouette approaches.
It warps in and out of view, black against the grey ash of the RUINS.
<<if $inventory.indexOf("GUN") != -1>> [[Shoot]] <<endif>>
<<endif>>\
[[Run.|Campsite.]]<<if $encounter == "event1">>\
<<set _hitevent to random(1, 6)>>\
You face the faltering shadow.
It warps in and out of view, black against the grey ash of the RUINS.
<<if $ammo == 0>> you try to shoot, but you're out of ammo! <<elseif $ammo != 0>> <<set $ammo to $ammo -1>> You shoot at the faltering shadow. <<if _hitevent gte 3>> <<set $shadowhealth to $shadowhealth -1>> You hit the shadow. <<if $shadowhealth == 0>> The shadow falls, [[dead.|loot]] <<elseif $shadowhealth != 0>> The shadow falters, but stays upright. <<endif>> <<elseif _hitevent lte 2>> You miss. <<endif>>
<<if $shadowhealth != 0>>
<<set _hitevent to random(1, 6)>>\
The shadow lunges at you. <<if _hitevent gt 4>> <<set $health to $health -1>> The shadow strikes you. <<if $health == 0>> [[You bleed out|death]], <<elseif $health != 0>> You take the blow. <<endif>> <<elseif _hitevent lte 4>> It narrowly misses you. <<endif>>
<<endif>> <<endif>> <<endif>>
<<if $encounter == "event2">>\
<<set _hitevent to random(1, 6)>>\
You face the flickering nightmare.
It warps in and out of view, black against the grey ash of the RUINS.
<<if $ammo == 0>> you try to shoot, but you're out of ammo! <<elseif $ammo != 0>> <<set $ammo to $ammo -1>> You shoot at the flickering nightmare. <<if _hitevent gte 3>> <<set $shadowhealth to $shadowhealth -1>> You hit the shadow. <<if $shadowhealth == 0>> The shadow falls, [[dead.|loot]] <<elseif $shadowhealth != 0>> The shadow falters, but stays upright. <<endif>> <<elseif _hitevent lte 2>> You miss. <<endif>>
<<if $shadowhealth != 0>>
<<set _hitevent to random(1, 6)>>\
The shadow lunges at you. <<if _hitevent gt 4>> <<set $health to $health -1>> The shadow strikes you. <<if $health == 0>> [[You bleed out|death]], <<elseif $health != 0>> You take the blow. <<endif>> <<elseif _hitevent lte 4>> It narrowly misses you. <<endif>>
<<endif>> <<endif>> <<endif>>
<<if $encounter == "event3">>\
<<set _hitevent to random(1, 6)>>\
You face the terrifying silhouette.
It warps in and out of view, black against the grey ash of the RUINS.
<<if $ammo == 0>> you try to shoot, but you're out of ammo! <<elseif $ammo != 0>> <<set $ammo to $ammo -1>> You shoot at the terrifying silhouette. <<if _hitevent gte 3>> <<set $shadowhealth to $shadowhealth -1>> You hit the shadow. <<if $shadowhealth == 0>> The shadow falls, [[dead.|loot]] <<elseif $shadowhealth != 0>> The shadow falters, but stays upright. <<endif>> <<elseif _hitevent lte 2>> You miss. <<endif>>
<<if $shadowhealth != 0>>
<<set _hitevent to random(1, 6)>>\
The shadow lunges at you. <<if _hitevent gt 4>> <<set $health to $health -1>> The shadow strikes you. <<if $health == 0>> [[You bleed out|death]], <<elseif $health != 0>> You take the blow. <<endif>> <<elseif _hitevent lte 4>> It narrowly misses you. <<endif>>
<<endif>> <<endif>> <<endif>>
<<if $health gt 0 and $shadowhealth gt 0>> [[Shoot again.|Shoot]] [[Flee.|Campsite.]] <<endif>>
<<set _randomevent to random(1, 6)>>\
<<if _randomevent == 1>>\
You find nothing on the corpse.
<<elseif _randomevent == 2>>\
The body's barren.
<<elseif _randomevent gte 3 and _randomevent lte 5>>\
<<if $inventory.indexOf("NOTE") == -1>> \
<<linkreplace "You find a note on the body." t8n>> <<addToInv 'NOTE'>> You take the NOTE.<</linkreplace>>
<<elseif $inventory.indexOf("NOTE") != -1>> \
You find a note on the body, same as the last one. <<endif>>
<<elseif _randomevent == 6>>\
<<set $ammo to $ammo + 3>> you find some ammo.
<<if $health <3>> <<set $health to $health +1>>\
You find some bandages for your wounds. <<elseif $health == 3>> You find some bandages, but you don't need them. <<endif>>
<<endif>>\
<<return [[Go back.|Campsite.]]>>You are dead.
<<click "Restart">><<script>>UI.restart()<</script>><</click>>The writing looks foreign, but the message seems to be clear, judging by the skull and crossbones, the note seems to be some kind of warning.
<<back>><<if $diplomatmet is false>>\
<<set $diplomatmet to true>>\
A tattered formal suit hangs off his emaciated body, it looks like he's been hiding in this part of the ruins for weeks. Or maybe that's just how his people look like, you wouldn't know.
He introduces himself in broken speech, though he claims to be an ambassador from the Great Ally, he hardly seems to know the language. He's clearly hysterical, and won't last much longer out here. <<endif>>
<<if $diplomatmet is true>>\
He remains, though not for much longer probably.<<endif>>
[[Offer him safety.|diplomatsafety]] [[Leave Him.|diplomatleave]]<<if $privatemet is false>>\
<<set $privatemet to true>>\
He draws and fires his weapon as soon as he sees you, but the click of the trigger shows the chamber's empty. You try to calm him down, but he's shellshocked, calling you a spy of the Great Enemy.
His uniform, oddly pristine in the dust of the ruins, marks him as a private, his face is young, too young for the army, but there's no point in trying to get any answers about what happened from him. <<endif>>
<<if $privatemet is true>>\
He looks like he hasn't moved in hours, still rigidly on guard against the unknown. <<endif>>
[[Offer him safety.|privatesafety]] [[Leave Him.|privateleave]]<<set $diplomatcamp to true>>
Though he may not be of much help, it would be cruel to leave him to his fate, you help him up and lead him back to your [[campsite.|Campsite.]]The man is a wreck, and the Great Ally fell months ago, you have no use for him.
[[Campsite.]]<<set $privatecamp to true>>
It would be cruel to leave him to his fate, you help him up and lead him back to your [[campsite.|Campsite.]]A shellshocked kid with an empty weapon is of no use in figuring out what happened. You let him be.
[[Campsite.]]<<set $notecheck to true>>\
You get the diplomat to steady himself long enough to focus on the pamphlet. His voice is shaky, but he manages to comprehend it. He says the Great Enemy has won, and the ruins are their handiwork. Propaganda, to be sure.
<<set $travel to true>>\
The rest of the note details an evacuation point for anyone still in the ruins. you recognize it as a nearby city. The way is [[clear.|travel]]
<<return [[Not yet.|Campsite.]]>>
You travel to the Evacuation point. <<if $diplomatcamp is true>> The Ambassador, buoyed by hope, decides to journey with you. <<endif>> <<if $privatecamp is true>> The private stays behind. He babbles about regrouping, perimeters, and traps, there is no use in convincing him. <<endif>> After an eternity of walking, you make it to the [[Evacuation point.]]<<set _randomevent = $campsitedescription.random()>>\
<<if _randomevent == "event1">>\
You hear birds in the distance.
<<elseif _randomevent == "event2">>\
life, amidst rubble.
<<elseif _randomevent == "event3">>\
Signs of panic, abandoned suitcases.
<<endif>>\
<<if $diplomatcamp == true>>\
The Ambassador seems to be doing better outside the ruins, the colour returning to his pale face.
<<endif>>\
<<if $strangermet == true and $inventory.indexOf("FLARE") != -1>>\
The stranger is at your camp. [[Show him the flare.]]
<<endif>>\
[[Explore.|exploreevac]] <<if $travel == true>> [[Back to the ruins.|travelback]] <<endif>>You head back to the [[ruins.|Campsite.]]<<set _randomevent to random(1, 7)>>\
<<if _randomevent == 1>>\
The city is strangely empty.
<<return "Return.">> [[contine exploring|exploreevac]]
<<elseif _randomevent == 2>>\
Only a high pitched whine, in the distance.
<<return "Return.">> [[contine exploring|exploreevac]]
<<elseif _randomevent gte 3 and _randomevent lte 5>>\
While searching, you find [[something.|somethingevac]]
<<elseif _randomevent == 6>>\
While searching, a shadowy figure [[approaches.|encounterevac]]
<<elseif _randomevent == 7 and $strangercamp is false >>\
You meet another wanderer in the [[city.|stranger]]
<<elseif _randomevent == 7 and $strangercamp is true >>\
You think you spot someone, but it's just a hallucination.
<<return "Return.">> [[contine exploring|exploreevac]]
<<endif>>\<<set $encounter = $encounterevents.random()>>\
<<if $encounter == "event1">>\
A scurrying drifter approaches.
<<elseif $encounter == "event2">>\
A a panicking scavenger approaches.
<<elseif $encounter == "event3">>\
A a heartless looter approaches.
<<endif>>\
[[Fight.|fightevac]] [[Run.|Campsite.]]
<<if $strangermet is false>>\
<<set $strangermet to true>>\
The man sits on an abandoned suitcase, in the middle of a deserted street. He makes no sign of movement as you approach, and you're not certain he realizes you're even here.
You try to get his attention, but he ignores you. You mention the evacuation point, and he merely laughs. there's no point in trying to get anything more out of him, And it is doubtful he knows any more than you do about what happened in the ruined city, or here.
<<endif>>
<<if $strangermet is true>>\
He sits, you sit. You talk, he stays silent.
<<endif>>\
[[Offer him safety.|strangersafety]] [[Leave him.|strangerleave]]<<set $strangercamp to true>>
You offer to lead the man back to the evacuation point, but he merely laughs. He points at the sky, and rambles about judgement, saying there will be no evacuation, and even if there was, it would be too late. You leave him to his folly and head back to [[the evacuation point.|Evacuation point.]]He barely noticed you arriving, he will not notice your departure. You leave him to his folly and head back to [[the evacuation point.|Evacuation point.]]
<<if $encounter == "event1">>\
<<set $shadowhealth to 3>>
You face the scurrying drifter.
He wordlessly prepares to fight.
<<if $inventory.indexOf("GUN") != -1>> [[Shoot|shootevac]] <<endif>>
<<elseif $encounter == "event2">>\
<<set $shadowhealth to 4>>
You face the panicking scavenger.
He screams about the end of days, you can see the madness in his eyes.
<<if $inventory.indexOf("GUN") != -1>> [[Shoot|shootevac]] <<endif>>
<<elseif $encounter == "event3">>\
<<set $shadowhealth to 5>>
You face the heartless looter.
He says nothing.
<<if $inventory.indexOf("GUN") != -1>> [[Shoot|shootevac]] <<endif>>
<<endif>>\
[[Run.|Campsite.]]<<if $encounter == "event1">>\
<<set _hitevent to random(1, 6)>>\
You face the scurrying drifter.
He darts side to side, attempting to get close to you.
<<if $ammo == 0>> you try to shoot, but you're out of ammo! <<elseif $ammo != 0>> <<set $ammo to $ammo -1>> You shoot at the scurrying drifter. <<if _hitevent gte 3>> <<set $shadowhealth to $shadowhealth -1>> You hit him. <<if $shadowhealth == 0>> He falls to the ground, [[dead.|lootevac]] <<elseif $shadowhealth != 0>> He bleeds, but still stands. <<endif>> <<elseif _hitevent lte 2>> You miss. <<endif>>
<<if $shadowhealth != 0>>
<<set _hitevent to random(1, 6)>>\
The drifter lunges at you, <<if _hitevent gt 4>> <<set $health to $health -1>> striking you. <<if $health == 0>> [[You bleed out|death]], <<elseif $health != 0>> You take the blow. <<endif>> <<elseif _hitevent lte 4>> You dodge, barely. <<endif>>
<<endif>> <<endif>> <<endif>>
<<if $encounter == "event2">>\
<<set _hitevent to random(1, 6)>>\
You face the panicking scavenger.
He screams obscenities at you, then alternates to begging you to get out of the way.
<<if $ammo == 0>> you try to shoot, but you're out of ammo! <<elseif $ammo != 0>> <<set $ammo to $ammo -1>> You shoot at the panicking scavenger. <<if _hitevent gte 3>> <<set $shadowhealth to $shadowhealth -1>> You hit the scavenger. <<if $shadowhealth == 0>> He falls to the ground, [[dead.|lootevac]] <<elseif $shadowhealth != 0>> He bleeds, but stands. <<endif>> <<elseif _hitevent lte 2>> You miss. <<endif>>
<<if $shadowhealth != 0>>
<<set _hitevent to random(1, 6)>>\
The scavenger charges you, screaming. <<if _hitevent gt 4>> <<set $health to $health -1>> He hits you. <<if $health == 0>> [[You bleed out|death]], <<elseif $health != 0>> You take the blow. <<endif>> <<elseif _hitevent lte 4>> You dodge, barely <<endif>>
<<endif>> <<endif>> <<endif>>
<<if $encounter == "event3">>\
<<set _hitevent to random(1, 6)>>\
You face the heartless looter.
He says nothing, and aims his weapon at you.
<<if $ammo == 0>> you try to shoot, but you're out of ammo! <<elseif $ammo != 0>> <<set $ammo to $ammo -1>> You open fire on the looter. <<if _hitevent gte 3>> <<set $shadowhealth to $shadowhealth -1>> You score a hit on his shoulder. <<if $shadowhealth == 0>> He falters, then falls, [[dead.|lootevac]] <<elseif $shadowhealth != 0>> He shrugs it off. <<endif>> <<elseif _hitevent lte 2>> You miss. <<endif>>
<<if $shadowhealth != 0>>
<<set _hitevent to random(1, 6)>>\
The looter opens fire on you. <<if _hitevent gt 4>> <<set $health to $health -1>> A bullet rips into your skin. <<if $health == 0>> [[You bleed out|death]], <<elseif $health != 0>> You're bleeding, but still alive. <<endif>> <<elseif _hitevent lte 4>> You dodge, barely. <<endif>>
<<endif>> <<endif>> <<endif>>
<<if $health gt 0 and $shadowhealth gt 0>> [[Shoot again.|shootevac]] [[Flee.|Evacuation point.]] <<endif>>
<<set _randomevent to random(1, 6)>>\
<<if _randomevent == 1>>\
You find nothing on the corpse.
<<elseif _randomevent == 2>>\
The body's barren.
<<elseif _randomevent gte 3 and _randomevent lte 5>>\
<<if $inventory.indexOf("FLARE") == -1>> \
<<linkreplace "You find a flare gun on the body, loaded with one shot." t8n>> <<addToInv 'FLARE'>> You take the Flare.<</linkreplace>>
<<elseif $inventory.indexOf("FLARE") != -1>> \
Priceless heirlooms, stolen from the departed. <<endif>>
<<elseif _randomevent == 6>>\
<<set $ammo to $ammo + 3>> you find some ammo.
<<if $health <3>> <<set $health to $health +1>>\
You find some bandages for your wounds. <<elseif $health == 3>> You find some bandages, but you don't need them. <<endif>>
<<endif>>\
<<return [[Go back.|Evacuation point.]]>>One shot, make it count.
<<back>><<set $flarestranger to true>>\
<<set $flareevacuation to true>>\
The minute you show him the flare, his eyes light up. rushing you, he takes the flare off you, and [[runs.|evacuate]]
<<return [[Not yet.|Evacuation point.]]>>You chase after him, but lose him in the alleyways. Then, up above, you see the light of the flare on the rooftops. Making your way to the roof, you see him illuminated, by the blinding light of the flare. Within minutes, the sound of spinning blades begins to drown out all others. <<if $diplomatcamp is true>> The diplomat staggers behind you, following the flare light from camp. The helicopter begins to descend, foreign men with gleaming weapons scream over the blades. The diplomat shouts horsely, but he knows the language, and they lower their guns. The stranger is already aboard, and as you help the diplomat on to the chopper, it lifts into the [[sky.|sky]] <<elseif $diplomatcamp is false>> The helicopter begins to descend, foreign men with gleaming weapons scream over the blades. They scream foreign words at you, but you can't understand, you raise your weapon in defense, but you're too slow, shots from the helicopter ring out, and you fall to the ground, [[dead.|death]] <<endif>>
The helicopter careens away from the city. In the distance you see the ruins, then that too is fades into the distance. As you turn to your fellow passengers the helicopter is hit by a shockwave, locking out you see nothing but smoke, then fire, then nothing. The helicopter flies low to avoid ash, and there, in the distance, is the only remaining structure standing in the [[ruins|image]].[img[https://i.imgur.com/bwxhoU2.png]]
"Dear God," You think, "The war's over."
[[End.]]Thanks for playing.
<<click "Restart">><<script>>UI.restart()<</script>><</click>><<set _randomevent = $storyevents.random()>>\
<<if _randomevent == "event1">>\
<<if $health <3>> <<set $health to $health +1>>\
You find some bandages for your wounds. <<elseif $health == 3>> You find some bandages, but you don't need them. <<endif>>
<<elseif _randomevent == "event2">>\
<<set $ammo to $ammo + 3>> you find some ammo.
<<elseif _randomevent == "event3">>\
<<set $ammo to $ammo + 1>> you find some ammo.
<<endif>>\
<<return [[Go back.|Evacuation point.]]>>