Please enable JavaScript to play this story!

<<if $hide.layer1 eq true>><div class='GameOption_Expand'>[[Expand|$currentgamepassage][$hide.layer1 = false]]</div>You lower your weapon...<<else>><div class='GameOption_Expand'>[[Collapse|$currentgamepassage][$hide.layer1 = true]]</div>

<<nobr>>



\t\tYou lower your weapon and approach the dead hybrids. Unseeing, reptilian eyes stare up at you accusingly.



\t\t<<if $attrib.religion eq "forsaken">>You draw a deep breath, commemorating their deaths. They're free now. It might not have been what they wanted. But at least they're free - which is more than you are.

\t\t<<elseif $attrib.religion eq "voided">>"You stare back, an icy chill in your heart. Strange creatures. Neither human nor inhuman. Maybe they're more like you than you want to admit.

\t\t<<elseif $attrib.religion eq "edenite">>"It's hard to feel pity for such strange creatures, and yet they're still human in some way. They probably deserve respect, at least an ounce of it.

\t\t<<elseif $attrib.religion eq "theophobe" or $attrib.demeanor eq "agressive">>Freaking xenos. Their wretched kind doesn't warrant pity - or mercy. Damned things attacked you for no reason. They got their just deserts.

\t\t<<else>>You swallow, unsettled by their appearance. And yet they're human - maybe more so than you are. It's unfortunate you had to kill them so recklessly, but they did attack first.

\t\t<<endif>><br><br>



\t\tAs you're about to walk away, you realize what the hybrids were: Zanazshi Blackscales; Assassins. First time you've run into one in real life. But you've heard of the Blackscale cult - who hasn't? Considering that, it might be a good idea to keep your head down. Last thing you need is even more trouble.





<<endnobr>><<endif>>

<<if $hide.layer2 eq true>><div class='GameOption_Expand'>[[Expand|$currentgamepassage][$hide.layer2 = false]]</div>You say...<<else>><div class='GameOption_Expand'>[[Collapse|$currentgamepassage][$hide.layer2 = true]]</div>

<<nobr>>



\tYou say,

\t\t<<if $action.action1 eq "djinn">>"I'm looking for a [[Djinn|PDA][$hud.currentScreen = "Djinn"]] and have good reason to suspect it may be sheltering on your property. So I'm requesting permission, under terms of my sanction and in accordance with [[Church Law|PDA][$hud.currentScreen = "Church of Eden"]], to search your residence for the abomination."<br><br>



\t\t\t<<if $job_conspiracy.buddy eq "celena">>"I see." Xarena glances at Celena. "



\t\t\t\t<<if $job_blindkid_resolution.mainPhase eq 4>>Is it not enough that my poor brother left us so soon? Must you poke into these old wounds also?"

\t\t\t\t<<else>>Do tell me this is not another of your games. Neither I nor my brother have any patience for them."

\t\t\t\t<<endif>><br><br>



\t\t\t\t"Brother." Celena snorts a laugh. "Yeah, right. And no. This isn't a game. It's the real deal. I didn't have a damn thing to do with it."<br><br>



\t\t\t\t"Ah." Xarena flashes you a smile. "Very well, then. You are free to search the premises. Though I must say you shall not find what you believe to seek. Family Corbei has no secrets to hide."

\t\t\t<<else>>Wilkin looks shocked. "An abomination? Here? Are you mad, Kid?"<br><br>



\t\t\t\t"Xaviar, please." Xarena places a hand on his shoulders. "Your friend is, of course, permitted to search the premises if that is what is requested. Family Corbei has no secrets to hide."

\t\t\t<<endif>>

\t\t<<elseif $action.action1 eq "object">>"I'm looking for stolen property. I have reason to believe it is currently in the posession of your family. I don't expect you to just cough up but, yeah, can't hurt to ask if you happen to know anything."<br><br>

\t\t\t

\t\t\t<<if $job_conspiracy.buddy eq "celena">>"He's looking for the old world ticky-tacky," Celena says. "You know, the one your brother was all hot about?"



\t\t\t\t"I am afraid I have not the faintest idea what you mean," Xarena says whimsically. "Though, should you wish to search the premises, you are free to do so. Family Corbei has no secrets to hide."

\t\t\t<<else>>"Stolen property? In possession of the Corbei Family?" Wilkin looks shocked. "Kid, ya must've lost yer mind. There's—"<br><br>



\t\t\t\t"Xaviar, please." Xarena places a hand on his shoulders. "Your friend is, of course, permitted to search the premises if that is what is requested. Family Corbei has no secrets to hide."

\t\t\t<<endif>>



\t\t<<endif>><br><br>



\t\t"We'll see about that." You glance around, wondering where to begin your search.<br><br>



\t\tThere are two obvious options: the burgundy-themed library off to the left and a sitting room opposite. It doesn't seem likely you'll find what you're looking for this way. But there can't be any harm in looking. That's what you came to do, after all.



<<endnobr>><<endif>>

<<silently>>

\t<<set $currentgamepassage = passage()>>

\t<<set $action.action1 = "none">>

\t<<set $action.action2 = "none">>

\t<<set $action.action3 = "none">>

\t<<set $action.action4 = "none">>

\t<<set $action.action5 = "none">>



\t<<set $hide.layer1 = false>>

\t<<set $hide.layer2 = false>>

\t<<set $hide.layer3 = false>>

\t<<set $hide.layer4 = false>>

\t<<set $hide.layer5 = false>>

\t<<set $savesMenuPassage = "B10 Crossroads">>



\t<<set $randomScene = (Math.random() + 0.01)>>



\t<<display 'doAutoSave'>>

<<endsilently>>

<<nobr>>



\t<div class='GameText'><<display 'the_crossroads_main_txt'>></div><br>

\t<div class='OptionsField'>



\t<<if not (($job_abomination_investigate.abomSabotagePhase gt 8 or $job_abomination_investigate.abomAugmentPhase gt 10) and $attrib.infected)>>

\t\t<<if $job_conspiracy.conspiratorPhase eq 2>>

\t\t\t<div class='GameOption GameOption_Move'>[[→ Mauricio's Appartment|the_crossroads_mauricio_1][playContextSound("ui_walk");]]</div><br>

\t\t<<endif>>



\t\t<<if $job_abomination_investigate.abomSabotagePhase eq 6 and not ($job_fisher_extremists.conspiratorPhase eq 13 or $job_fisher_extremists.ottoDecision eq "kill" or $job_fisher_counterattack.mainPhase eq 4)>>

\t\t\t<div class='GameOption GameOption_Move'>[[→ Wait at the Information Booth|the_crossroads_waitGravCar][$processed = false; $hide.layer0 = false; playContextSound("ui_walk");]]</div><br>

\t\t<<endif>>



\t\t<<if $job_abomination_investigate.chosenCorbeiReward eq "sex" or $job_abomination_investigate.chosenCorbeiReward eq "status">>

\t\t\t<div class='GameOption GameOption_Move'>[[→ Corbei Residence|the_crossroads_corbeiresidence][$processed = false; $action.arrive = "fromOutside"; playContextSound("ui_walk");]]</div><br>

\t\t<<endif>>

\t\t

\t\t<<if $randomEncounterPhases.syndicateBasePhase eq 2>>

\t\t\t<div class='GameOption GameOption_Move'>[[→ Look for Syndicate 4|snydicate_crossroads_search][$processed = false; playContextSound("ui_walk");]]</div><br>

\t\t<<endif>>



\t\t<<if $job_conspiracy.conspiratorPhase eq 7 and $job_conspiracy.buddy eq "lag" and $characterEncounterPhases.lagRecruitPhase eq 1>>

\t\t\t<div class='GameOption GameOption_Move'>[[→ Viewport Cafe|b10_viewport_lag][$processed = false; playContextSound("ui_walk");]]</div><br>

\t\t<<endif>>



\t\t<<if ($job_conspiracy.instructionPhase eq 5 or $job_conspiracy.knowledgePhase eq 2) and $chr_raj.alive and $chr_raj.met eq false>>

\t\t\t\t<div class='GameOption GameOption_Move'>[[→ Figure out where Raj lives|the_crossroads_findraj][$hide.layer0 = true; $action.arrive = "fromOutside"; playContextSound("ui_walk");]]</div><br>

\t\t<<elseif $chr_raj.alive eq true and $chr_raj.met >>

\t\t\t<<if $job_fisher_extremists.instructionPhase eq 10>>

\t\t\t\t<div class='GameOption GameOption_Move'>[[→ Raj's Appartment|the_crossroads_addon_killraj][$action.arrive = "fromOutside"; $hide.layer = false; $hide.layer1 = false; playContextSound("ui_walk");]]</div><br>

\t\t\t<<else>>

\t\t\t\t<div class='GameOption GameOption_Move'>[[→ Raj's Appartment|the_crossroads_raj_main][$action.arrive = "fromOutside"; $hide.layer = false; $hide.layer1 = false; playContextSound("ui_walk");]]</div><br>

\t\t\t<<endif>>

\t\t<<endif>>



\t\t<div class='GameOption GameOption_Move'>[[→ The Siren's Song|the_crossroads_sirens_song][playContextSound("ui_walk");]]</div><br>



\t\t<<if $randomEncounterPhases.syndicateRaidTriggered and ($randomEncounterPhases.syndicateBaseDestroyed eq false or $randomEncounterPhases.syndiateRaidAlternate neq "none") and $randomScene lt $randomEncounterPhases.syndicateRaidFrequency>>

\t\t\t\t<div class='GameOption GameOption_Move'>[[→ Level B10 Tramway Station|random_syndicate_killteam][$action.arrive = "onfoot"; $hide.layer0 = false; $action.action4 = "b10"; $action.action5 = "tram_station_b10"; playContextSound("ui_walk");]]</div>

\t\t<<else>>

\t\t\t<div class='GameOption GameOption_Move'>[[→ Level B10 Tramway Station|tram_station_b10][$action.arrive = "onfoot"; $hide.layer0 = false; playContextSound("ui_walk");]]</div>

\t\t<<endif>>

\t<<else>>

\t\t<div class='GameOption GameOption_Move'>[[→ Level B10 Tramway Station|tram_station_b10][$action.arrive = "onfoot"; $hide.layer0 = false; playContextSound("ui_walk");]]</div>

\t<<endif>>



\t</div>



<<endnobr>>

<<silently>>

<<set $currentgamepassage = passage()>>



\t<<if not $processed>>

\t\t<<set $action.action1 = "none">>

\t\t<<set $action.action2 = "none">>

\t\t<<set $action.action3 = "none">>



\t\t<<set $hide.layer1 = false>>

\t\t<<set $hide.layer2 = false>>

\t\t<<set $hide.layer3 = false>>

\t\t<<set $hide.layer4 = false>>

\t\t<<set $hide.layer5 = false>>

\t\t<<set $processed = true>>

\t<<endif>>



<<endsilently>>

<<nobr>>

\t\t<<if $action.action1 eq "none">>

\t\t\t<div class='GameText'><<display 'rnd_sphinx_revenge_after_txt'>></div><br>

\t\t\t<div class='OptionsField'>

\t\t\t\t<div class='GameOption GameOption_Move'>[[→ Continue on your Way|$action.action5][$processed = false; $action.action1 = "none"; $action.action2 = "none"; $action.action3 = "none"; $time.active += 0.25; $hide.layer1 = false; $randomEncounterPhases.rndSceneCounter += 1; playContextSound("ui_walk");]]</div>

\t<<endif>>

<<endnobr>>

<<silently>>

\t<<set $currentgamepassage = passage()>>

\t<<set $savesMenuPassage = "Level B40 - Docks">>

\t<<if not $processed>>

\t\t<<set $action.action1 = "none">>

\t\t<<set $action.action2 = "none">>

\t\t<<set $action.action3 = "none">>

\t\t<<set $action.action4 = "none">>

\t\t<<set $action.action5 = "none">>



\t\t<<set $hide.layer1 = false>>

\t\t<<set $hide.layer2 = false>>

\t\t<<set $hide.layer3 = false>>

\t\t<<set $hide.layer4 = false>>

\t\t<<set $hide.layer5 = false>>



\t\t<<set $processed = true>>

\t<<endif>>

<<endsilently>>

<<nobr>>

\t/% (( CONFRONTATION WITH RIPTIDE OWNER AND CAN BE PLAYED TO EITHER'S BENEFIT. IF SOK ARE NOT DESTROYED, THEIR FINAL PATH OPENS - REPLACES CHURCH PATH )) %/

\t<<if $action.action1 eq "none">>

\t\t<div class='GameText'><<display 'b40_docks_kobol_post_txt'>></div><br>

\t\t<div class='OptionsField'>

\t\t\t<<if $factionlock.kobolFactionAlign eq "kobol">>

\t\t\t\t<div class='GameOption GameOption_Dialogue'>[[→ Ask what killed the Paladin|b40_docks_kobol_conflict_post][$action.action1 = "whatkilled"; $hide.layer1 = true; $factionlock.kobolAskedDjinn = true; playContextSound("ui_click");]]</div><br>

\t\t\t\t<div class='GameOption GameOption_Dialogue'>[[→ Ask what happened on Cubix|b40_docks_kobol_conflict_post][$action.action1 = "whathappened"; $hide.layer1 = true; $factionlock.kobolAskedCubix = true; playContextSound("ui_click");]]</div><br>

\t\t\t\t<div class='GameOption GameOption_Dialogue'>[[→ Ask how you're Involved|b40_docks_kobol_conflict_post][$action.action1 = "howinvolved"; $hide.layer1 = true; $factionlock.kobolAskedInvolve = true; playContextSound("ui_click");]]</div>

\t\t\t<<else>>

\t\t\t\t<div class='GameOption GameOption_Move'>[[→ Return to the Tramway Station|b40_tram_station][$action.arrive = "onfoot"; $time.active += 0.5; $hide.layer0 = false; $factionlock.kobolPhase = 99; $factionlock.lockedFaction = "none"; playContextSound("ui_walk");]]</div>

\t\t\t<<endif>>

\t\t</div>

\t<<elseif $action.action2 eq "none">>

\t\t<div class='GameTextGreyed'><<display 'b40_docks_kobol_post_txt'>></div><br>

\t\t<div class='GameText'><<display 'b40_docks_kobol_post_2_txt'>></div><br>

\t\t<div class='OptionsField'>

\t\t\t<<if not $factionlock.kobolAskedDjinn>>

\t\t\t\t<div class='GameOption GameOption_Dialogue'>[[→ Ask what killed the Paladin|b40_docks_kobol_conflict_post][$action.action1 = "whatkilled"; $hide.layer1 = true; $factionlock.kobolAskedDjinn = true; playContextSound("ui_click");]]</div>

\t\t\t<<else>>

\t\t\t\t<div class='GameOption GameOption_Disabled'><div class='GameOption_Disabled_Text'>[You already asked what killed the Paladin]</div></div>

\t\t\t<<endif>><br>

\t\t\t<<if not $factionlock.kobolAskedCubix>>

\t\t\t\t<div class='GameOption GameOption_Dialogue'>[[→ Ask what happened on Cubix|b40_docks_kobol_conflict_post][$action.action1 = "whathappened"; $hide.layer1 = true; $factionlock.kobolAskedCubix = true; playContextSound("ui_click");]]</div>

\t\t\t<<else>>

\t\t\t\t<div class='GameOption GameOption_Disabled'><div class='GameOption_Disabled_Text'>[You already asked what happened on Cubix]</div></div>

\t\t\t<<endif>><br>

\t\t\t<<if not $factionlock.kobolAskedInvolve>>

\t\t\t\t<div class='GameOption GameOption_Dialogue'>[[→ Ask how you're Involved|b40_docks_kobol_conflict_post][$action.action1 = "howinvolved"; $hide.layer1 = true; $factionlock.kobolAskedInvolve = true; playContextSound("ui_click");]]</div>

\t\t\t<<else>>

\t\t\t\t<div class='GameOption GameOption_Disabled'><div class='GameOption_Disabled_Text'>[You already asked how you're Involved]</div></div>

\t\t\t<<endif>><br>

\t\t\t<div class='GameOption GameOption_Dialogue'>[[→ Ask what happens Now|b40_docks_kobol_conflict_post][$action.action2 = "continue"; $hide.layer2 = true; playContextSound("ui_click");]]</div>

\t\t</div>

\t<<elseif $action.action3 eq "none">>

\t\t<<set $paymentammount = Math.round(8000 * $gameworld_modifiers.freelanceModifier)>>

\t\t<<if $action.arrive eq "fromBattle">>

\t\t\t<<set $paymentammount2 = 0>>

\t\t<<else>>

\t\t\t<<set $paymentammount2 = Math.round(1500 * $gameworld_modifiers.freelanceModifier)>>

\t\t<<endif>>

\t\t<<set $paymenttext = "→ Accept the Comission">>



\t\t<div class='GameTextGreyed'><<display 'b40_docks_kobol_post_txt'>></div><br>

\t\t<div class='GameTextGreyed'><<display 'b40_docks_kobol_post_2_txt'>></div><br>

\t\t<div class='GameText'><<display 'b40_docks_kobol_post_3_txt'>></div><br>

\t\t<div class='OptionsField'>

\t\t\t<div class='GameOption GameOption_Dialogue'>

\t\t\t\t<<click $paymenttext "b40_docks_kobol_conflict_post">>

\t\t\t\t\t<<set $action.action3 = "comission"; $attrib.credits += ($paymentammount + $paymentammount2); $hide.layer3 = true; $statistics.freelanceJobsDone += 1; window.setTimeout(flashUIElement, 60, "finances", "HUD_StandardIcon_FlashUp"); $factionlock.kobolPhase = 2>>

\t\t\t\t\t<<replace '#hud-notification-pane'>>

\t\t\t\t\t\t<<set $aquireTitle = "Aquired">>

\t\t\t\t\t\t<<set $aquireText = "Credits x" + ($paymentammount + $paymentammount2)>>

\t\t\t\t\t\t<<set $aquireImage = "credits">>

\t\t\t\t\t\t<<display 'UI_AquireItem'>>

\t\t\t\t\t<</replace>>

\t\t\t\t\t<<replace '#hud-center-pane'>>

\t\t\t\t\t\t<<display 'UI_CenterPane'>>

\t\t\t\t\t<</replace>>\t\t\t\t\t

\t\t\t\t<</click>>

\t\t\t</div><br>

\t\t\t<div class='GameOption GameOption_Dialogue'>[[→ Refuse the Comission|b40_docks_kobol_conflict_post][$action.action3 = "nocomiss"; $hide.layer3 = true; $factionlock.kobolPhase = 2; playContextSound("ui_click");]]</div>

\t\t</div>

\t<<elseif $action.action4 eq "none">>

\t\t<div class='GameTextGreyed'><<display 'b40_docks_kobol_post_txt'>></div><br>

\t\t<div class='GameTextGreyed'><<display 'b40_docks_kobol_post_2_txt'>></div><br>

\t\t<div class='GameTextGreyed'><<display 'b40_docks_kobol_post_3_txt'>></div><br>

\t\t<div class='GameText'><<display 'b40_docks_kobol_post_4_txt'>></div><br>

\t\t<div class='OptionsField'>

\t\t\t<div class='GameOption GameOption_Move'>[[→ Leave the Docks|b40_docks_enter][$action.arrive = "fromSelf"; $hide.layer0 = false; $job_conspiracy.conspiratorPhase = 7; $time.active += 0.5; $job_abomination_investigate.djinnMode = "active"; playContextSound("ui_walk");]]</div>

\t\t</div>

\t<<endif>>

<<endnobr>>

<<silently>>

<<set $currentgamepassage = passage()>>

<<set $hide.layer4 = false>>

<<endsilently>>

<div class='GameTextGreyed'><<display 'the_sirens_song_base_txt'>></div>

<div class='GameTextGreyed'><<display 'the_sirens_song_main_txt'>></div>

<div class='GameTextGreyed'><<display 'the_sirens_song_reccuring_base_txt'>></div>

<div class='GameText'><<if $hide.layer4 eq true>><div class='GameOption_Expand'>[[Expand|$currentgamepassage][$hide.layer4 = false]]</div>"I have something to show you..."<<else>><div class='GameOption_Expand'>[[Collapse|$currentgamepassage][$hide.layer4 = true]]</div>

"I have something to show you." You produce Object 55316 and show it to the Machine Smith. "Figure you'll know what it is. But can you tell me anything about it?"



Ith's eyes light up. "Ah, an Imperial data device, just as I speculated. An odd one though. Spherical, not an efficient geometric shape. May I?"



"Sure." You hand her the object.



"How very odd. Look—" The [[Sphinx|PDA][$hud.currentScreen = "Sphinx"]] indicates several lines on the devices' surface. "At first glance just a pattern. But they betray a deeper secret: the encoding ID specific to this device. Only a system which posesses the runtimes necessary to decode this particular identifier will be able to read it. Alas, I do not, or I would gladly translate its contents. Out of curiosity, of course."



You nod slowly. "So if I want to look at it, I'd need a machine with the appropriate runtimes?"



"If such a thing even exists today." Ith's lips curl. "This thing is even older than I am, human."<<endif>></div>

<div class='OptionsField'><div class='GameOption GameOption_Dialogue'>[[End Conversation|the_crossroads_sirens_song_ith][$job_fisher_extremists.paladinKnowledge.ith = true; $time.active += 0.25; $hide.layer3 = false; playContextSound("ui_click");]]</div></div>

<<if $hide.layer1 eq true>><div class='GameOption_Expand'>[[Expand|$currentgamepassage][$hide.layer1 = false]]</div>You head around the...<<else>><div class='GameOption_Expand'>[[Collapse|$currentgamepassage][$hide.layer1 = true]]</div>

<<nobr>>



\tYou head around the bend in the passage, all too aware that the aged walls are riddled with bolt holes.



\t\t<<if $loc_warlock_core.companion eq "isabelle">>Before you've gone two steps, heavy footfalls echo behind you.<br><br>



\t\t\t<div class='GameTextImage GameTextSpecial'>[img["https://secureservercdn.net/166.62.108.43/9db.ec6.myftpupload.com/game-content/scaffold-22/images/env_small_insabelle_final.png"]]</div>"Vine. Wait." You turn to see Isabelle's cybernetic form hastening toward you. "What are you doing here?"<br><br>



\t\t\t"Good question." You muster the cyberwoman sceptically. <<if $job_crypto_warlock.altPhase eq 8>>"I was hunting Warlock with the Cybercult - the real one - and it led me here. Figure it's about time this charade be ended."<<else>>"I ended up here by accident. Have the feeling you got a reason to be here. Care to explain?"<<endif>><br><br>



\t\t\tShe stops beside you, a bitter look her augment face. <<if $job_crypto_warlock.sourceUsed eq "isabelle">>"I was already expecting the worst, like I told you when we spoke. I thought maybe he'd gone power mad or something But this? This is beyond anything I expected."<<else>>"I had reason to think Warlock might not be dead. I wanted to see for myself. The data trail lead me here but it isn't quite what I expected. At all."<<endif>>

\t\t<<elseif $loc_warlock_core.companion eq "fabienne">>Before you've gone two steps, rapid footfalls echo behind you.<br><br>



\t\t\t"Wait, wait!" You turn to see Fabienne's read-headed form hurrying toward you. "What the hell do you think you're doing?"<br><br>



\t\t\t"Honestly? I was gonna put an end to this Warlock nonsense." You fold your arms. "I think you got some explaining to do. A lot of it."<br><br>



\t\t\tThe [[Siren|PDA][$hud.currentScreen = "Siren"]] stops beside you. "Honestly, it's a long story. one I was kinda hoping you wouldn't get tangled in after that thing Abbath. I was kinda hoping this part of the past would just stay cooped up forever. But then shit started happening. Now I gotta deal with it. I guess it's lucky you're here 'cause I could really use your help."



\t\t<<else>>Blood pounds in your veins as you inch forward. Up ahead you can just see the enormous bulk of three aged [[WarBots|PDA][$hud.currentScreen = "WarBot"]]. One of them appears to have crashed. The other two are still active, their angry red optics watching your every move.<br><br>



\t\t\t<<if $attrib.demeanor eq "agressive">>"Crap." You stop short. "Well, this is bad."<<else>>"Oops. You stop short. "Uh, I don't want any trouble?"<<endif>><br><br>



\t\t\tMachinery creaks as the [[WarBots|PDA][$hud.currentScreen = "WarBot"]] re-angle their grav-plates and glide forward. Weapons arms rise toward you. It doesn't take much to figure out what will happen next: you, riddled with bolts, unless you do something - fast.

\t\t<<endif>>



<<endnobr>><<endif>>

<<silently>>

<<set $currentgamepassage = passage()>>

<<endsilently>>

<div class='GameTextGreyed'><<display 'the_crossroads_raj_enter_txt'>></div>

<<if $action.action1 eq "none">><div class='GameText'><<display 'the_crossroads_raj_floaterpartial'>></div><<elseif $action.action1 eq "accept">><div class='GameTextGreyed'><<display 'the_crossroads_raj_floaterpartial'>></div>

<div class='GameText'><<if $hide.layer3 eq true>><div class='GameOption_Expand'>[[Expand|$currentgamepassage][$hide.layer3 = false]]</div>"Okay." You program the deposit and hold out your...<<else>><div class='GameOption_Expand'>[[Collapse|$currentgamepassage][$hide.layer3 = true]]</div>

"Okay." You program the deposit and hold out your arm. "Five K. You'll get it back in one piece though. I promise."



"I should certainly hope so." He taps at his [[PDA|PDA][$hud.currentScreen = "home"]] and holds out an arm. "Here. The access codes, though, ah, if I am asked how you aquired them, I will say they were taken by force, yes?"



"Fine with me," you say and swipe his arm.



"That is it then. Ah, it is parked in slot 10. Just outside, take the stairs up two floors. The door to the garrage is usually unlocked. And, ah, do attempt to be gentle with it." He smiles nervously.<<endif>></div><<endif>>

<div class='OptionsField'><<nobr>>

<<if $action.action1 eq "none">>

\t<<if $job_conspiracy.knowledgePhase gte 9>>

\t\t<div class='GameOption GameOption_Move'>[[→ Head to the Garage|b5_covenfinal_arrive][$job_coven.buddy = "alone"; $hide.layer0 = false; $hide.layer1 = false; $hide.layer2 = false; playContextSound("ui_walk");]]</div>

\t<<else>>

\t\t<<if $attrib.credits gte 5000>>

\t\t\t<div class='GameOption GameOption_Dialogue'>[[→ Make the deposit (5000 C)|the_crossroads_raj_floater][$attrib.credits -= 5000; $chr_raj.madeCarDeposit = true; window.setTimeout(flashUIElement, 60, "finances", "HUD_StandardIcon_FlashDown"); $action.action1 = "accept"; $hide.layer2 = true; playContextSound("ui_blip");]]</div>

\t\t<<else>>

\t\t\t<div class='GameOption GameOption_Disabled'><div class='GameOption_Disabled_Text'>[Make the deposit (5000 C)]</div></div>

\t\t<<endif>><br>

\t\t<div class='GameOption GameOption_Dialogue'>[[→ End Conversation|the_crossroads_raj_main][$action.arrive = "fromSelf"; $hide.layer1 = false; $hide.layer0 = true; playContextSound("ui_click");]]</div>

\t<<endif>>

<<elseif $action.action1 eq "accept">>

\t\t<div class='GameOption GameOption_Move'>[[→ Head to the Garage|b5_covenfinal_arrive][$job_coven.buddy = "alone"; $hide.layer0 = false; $hide.layer1 = false; playContextSound("ui_walk");]]</div>

<<endif>>

<<endnobr>></div>

<<if $hide.layer2 eq true>><div class='GameOption_Expand'>[[Expand|$currentgamepassage][$hide.layer2 = false]]</div>You say...<<else>><div class='GameOption_Expand'>[[Collapse|$currentgamepassage][$hide.layer2 = true]]</div>

<<nobr>>



\tYou say,



\t<<if $action.action1 eq "wasfine">>"We were fine, Visionary. Thanks for dropping by though."<br><br>



\t\t"Oh, a pleasure." The Visionary offers a mock bow. "Yet it may be better we do not delay. Our friends have assaulted the [[Docks|PDA][$hud.currentScreen = "The Docks"]]. It is doubtful they shall hold for long."

\t<<elseif $action.action1 eq "islate">>"You are late. By a lot. We off and did it on our own.<br><br>



\t\t"That is, ah, good. You see—" The Visionary folds his hands. "—our friends have assaulted the [[Docks|PDA][$hud.currentScreen = "The Docks"]]. It is doubtful they shall hold for long."

\t<<elseif $action.action1 eq "wasfollowed">>"Were you followed? There's a ton of security around here."<br><br>



\t\t"Us specifically?" The Visionary shakes his head. "Yet I doubt we can hold this position for long. Our friends have assaulted the [[Docks|PDA][$hud.currentScreen = "The Docks"]]. It is doubtful they shall hold for long."

\t<<endif>><br><br>



\tYou snort. "Great plan, man. Great plan. Let's get<<if $attrib.demeanor eq "agressive">> the hell<<endif>> out of here before—"<br><br>



\t<<if $action.arrive eq "fromSneak">>

\t\t"Yes, yes, there is no time to argue. We must go." The visionary waves to his men, calling, "Fall back and remain alert! The Vision shall guide us!"<br><br>



\t\tNot wanting to be left behind, you join the hastily retreating cultists. Just as you reach the far door, boltfire explodes behind you, causing one of the cultists you arrived with to errupt in bloody giblets. Several of the cultists return fire. Bolts whizz back and forth. Blood spatters on the wall. A female cultist's head is blown off before your very eyes.<br><br>



\t\t"Motherucker!" You scramble around a corner, breathing hard.<br><br>



\t\tThe stairs down to the [[Docks|PDA][$hud.currentScreen = "The Docks"]] is just ahead. Better run for it. Cowardly, maybe. But the corridor is desintegrating under heavy boltfire. They'll be on you in seconds if you don't move - fast.

\t<<else>>

\t\tBoltfire explodes behind you, causing one of the cultists you arrived with to errupt in bloody giblets. Everyone scrambles for cover as bolts lance across the room. A dull thud resounds as smoke billows from a crashed holo-disk. It's hard to tell what's going on but - wagering a guess - there are <<if $job_abomination_investigate.abomAllyPhase eq 4>>[[Blood Son|PDA][$hud.currentScreen = "Sons of Kobol"]] mercenaries<<elseif not $randomEncounterPhases.syndicateBaseDestroyed>>[[Syndicate 4|PDA][$hud.currentScreen = "Syndicate 4"]] heavies<<else>>CIVL troopers<<endif>> pushing up the way you came in. Stupid. Forgot to seal the door again.<br><br>



\t\t"Visionary," you shout, hoping to be heard over the noise. "Fall back! Now!"<br><br>



\t\tThere's no way to know if the order was heard. Everyone's still shooting all over the place, blood being splattered across the walls and floor, and the room is desintegrating under sustained bolt and coilfire. Definitely time to move - and fast.

\t<<endif>>

<<endnobr>><<endif>>

<<silently>>

\t<<set $currentgamepassage = passage()>>

\t<<set $savesMenuPassage = "Level B14 - Cathedral Quarters">>

<<endsilently>>

<<nobr>>

\t\t<div class='GameTextGreyed'><<display 'b14_cathedral_zweili_txt'>></div><br>

\t\t<div class='GameText'><<if $hide.layer4 eq true>><div class='GameOption_Expand'>[[Expand|$currentgamepassage][$hide.layer4 = false]]</div>"I've been having..."<<else>><div class='GameOption_Expand'>[[Collapse|$currentgamepassage][$hide.layer4 = true]]</div>

\t\t"I've been having some trouble lately. Mental fatigue. Stress, maybe even depression. Figured since you're a priest, well, maybe you could help."<br><br>



\t\tZweili chuckles. "And what precisely do you expect I can do to quell this issue, old friend?"<br><br>



\t\tYou open your mouth, hesitate, and suggest, "Say something wise, maybe?"<br><br>



\t\t"All I can tell you is what you already know, Vine: you push yourself too hard. Obviously, it is your job - perhaps indeed calling - to place yourself in danger. And we are both well aware of your considerable skills. Yet how long do you imagine you might continue to do this?" Zweili breathes a sigh. "You are smart, Vine. Be smart about this too."<br><br>



\t\tYou laugh. "Smart? What<<if $attrib.demeanor eq "agressive">> the fuck<<endif>> am I supposed to do? Take a vacation? Go to Paradisium and bury my head in synth sand? C'mon. I'm not the kinda <<if $attrib.gender eq "male">>guy<<else>>girl<<endif>> to skip out on a job. Especially one like this. <<if $attrib.demeanor eq "agressive">>So maybe you should wise up, not me. Old man.<<else>>You know that.<<endif>>"<br><br>



\t\t"I did not mean to suggest you shell out hard-earned cash for such rediculous notions. Though I will add a small disability benefit to your compensation in light of this. What I meant—" Zweili pauses. "It is as I said when we first met. There is no simple solution. You must find balance, perhaps companionship. I do not know. That is why I cannot say anything you do not already know: I cannot show you the pat. No one can, Vine. I have said this many times before."<br><br>



\t\tYou simply nod, unwilling to reply. Not because it's bad advice. But because you know he's right: there's no shortcut to mental stability. You'll have to do that one yourself. Somehow.



\t\t<<endif>>

\t\t</div>

\t\t<div class='OptionsField'>

\t\t\t<div class='GameOption GameOption_Dialogue'>[[→ End Conversation|b14_cathedral_addon_zweili][$action.action1 = "none"; $hide.layer3 = false; $hide.layer4 = false; $job_exhaustion_evt.solutionTalkZweili = true; $attrib.stress -= 1; $payment_church.ammount += 50; playContextSound("ui_click");]]</div>

\t\t</div>

\t

<<endnobr>>

<<if $hide.layer2 eq true>><div class='GameOption_Expand'>[[Expand|$currentgamepassage][$hide.layer2 = false]]</div><<if $action.arrive eq "fromPit">>You leave the machine pit...<<elseif $action.arrive eq "fromCore">>You leave the core...<<elseif $action.arrive eq "fromSelf">>You return to the...<<elseif $action.action1 eq "forcedOpen">>Rather than bother...<<elseif $action.action1 eq "success">>The door hisses open ...<<else>>You step through the utility door...<<endif>><<else>><div class='GameOption_Expand'>[[Collapse|$currentgamepassage][$hide.layer2 = true]]</div>

<<nobr>>



\t<div class='GameTextImage'>[img["https://secureservercdn.net/166.62.108.43/9db.ec6.myftpupload.com/game-content/scaffold-22/images/env_boulevard_catacombs.png"]]</div>

\t<<if $action.arrive eq "fromPit">>You leave the machine pit and head back the way you came, to the Machine Catacomb.

\t<<elseif $action.arrive eq "fromCore">>You leave the core and head back the way you came, to the Machine Catacomb.

\t<<elseif $action.arrive eq "fromSelf">>You return to the etrance of the Machine Catacomb.

\t<<elseif $action.action1 eq "forcedOpen">>ather than bother with an override, you jam your <<knife>> into the lock mechanism. The control unit errupts in sparks, causing the door to grind open. You step through, into the pressure corridor beyond.

\t<<elseif $action.action1 eq "success">>The door hisses open with an electronic beep. You step through, into the pressure corridor beyond.

\t<<else>>You step through the utility door, into the Machine Catacomb.

\t<<endif>>



\tHundreds of ancient [[WarBots|PDA][$hud.currentScreen = "WarBot"]] clog the passage, each linked into a charging station by webs of decomposing cable. An avalance of frayed wires, serpentine cables, and rusted spare parts litters the floor.



\t<<if $loc_warlock_core.clearedGuardians>>To your right, beside two empty bot alcoves, the blast door leads to the Core. Opposite, between another two empty alcoves, a passage branches odd to the Machine Pit.<br><br>

\t<<elseif $loc_cybercatacomb.templeOpen>>Closer to the entrance, where the blast door has since retracted into the floor, two rusted [[Security Bots|PDA][$hud.currentScreen = "Security Bot"]] stand, deactivated, in their alcoves. Another two bots watch over an unsealed doorway which leads off to the left.<br><br>

\t<<else>>Closer to the entrance, where a sealed blast door blocks the path to the right, two rusted [[Security Bots|PDA][$hud.currentScreen = "Security Bot"]] stand, deactivated, in their alcoves. Another two bots watch over an unsealed doorway which leads off to the left.<br><br>

\t<<endif>>



\t<<if ($action.action1 eq "forcedOpen" or $action.action1 eq "success") and $action.arrive neq "fromSelf" and $action.arrive neq "fromPit" and $action.arrive neq "fromCore">>"What the—" You stare, lost for words. "The hell is this place?"<br><br><<endif>>



\tEerie silence haunts the pressure corridor. Not a single piece of machinery - not even a ventilation fan - moves. Only dust swirls lazily in the air.

<<endnobr>><<endif>>

<<nobr>>

\t<<if $action.action1 eq "none">>

\t\t<div class='GameText'><<display 'rnd_cyber_cyborgs_txt'>></div><br>

\t\t<div class='OptionsField'>

\t\t\t<<if $attrib.passedSneakCheck>>

\t\t\t\t<div class='GameOption GameOption_Defend'>[[→ Attempt to Flee|random_uniquencounter_inject][$action.action1 = "flee"; $hide.layer1 = true; $attrib.caution += 2; $attrib.violence -= 1; $statistics.sneakDone += 1; playContextSound("ui_walk");]]</div>

\t\t\t<<else>>

\t\t\t\t<div class='GameOption GameOption_Defend'>[[→ Attempt to Flee|random_uniquencounter_inject][$action.action1 = "fleefail"; $hide.layer1 = true; $attrib.caution += 2; $attrib.violence -= 1; playContextSound("ui_walk");]]</div>

\t\t\t<<endif>><br>

\t\t\t<div class='GameOption GameOption_Weapon'>[[→ Attack the Cyborgs|hud_combat][$attrib.violence += 2; $combatTemplate = "Cyber_Cyborgs"; $processed = false; $statistics.agressionDone += 1]]</div>

\t\t</div>

\t<<else>>

\t\t<div class='GameTextGreyed'><<display 'rnd_cyber_cyborgs_txt'>></div><br>

\t\t<div class='GameText'><<display 'rnd_cyber_cyborgs_2_txt'>></div><br>

\t\t<div class='OptionsField'>

\t\t\t<<if $action.action1 eq "flee">>

\t\t\t\t<div class='GameOption GameOption_Move'>[[→ Continue on your Way|$action.action5][$processed = false; $action.action1 = "none"; $action.action2 = "none"; $time.active += 0.25; $hide.layer1 = false; $randomEncounterPhases.rndSceneCounter += 1; playContextSound("ui_walk");]]</div>

\t\t\t<<else>>

\t\t\t\t<div class='GameOption GameOption_Weapon'>[[→ Fight the Cyborgs|hud_combat][$combatTemplate = "Cyber_Cyborgs"; $processed = false]]</div>

\t\t\t<<endif>>

\t\t</div>

\t<<endif>>

<<endnobr>>

<<if $hide.layer0 eq true>><div class='GameOption_Expand'>[[Expand|$currentgamepassage][$hide.layer0 = false]]</div><<if $action.action2 eq "nocare">>"I really don't care..."<<elseif $action.action2 eq "taunt">>"I'm the thug?"<<else>>"Wrecking the galaxy?"<<endif>><<else>><div class='GameOption_Expand'>[[Collapse|$currentgamepassage][$hide.layer0 = true]]</div>

<<nobr>>



\t<<if $action.arrive eq "fromSelf">>

\t\tYou are standing in Lord Otto's command center, beside an array of enormous holo-screens.

\t\t<<if $job_cathedral_hack.hackedOttoSystems>>The endless data streams have since stopped scrolling, replaced by a file system error message. There is however a data pad beside Otto's chair.

\t\t<<else>>There's no way to know what the endless data streams contain but you do spot a data pad beside Otto's chair.

\t\t<<endif>><br><br>



\t\tMaybe there's something useful on that. Or maybe you should just get<<if $attrib.demeanor eq "agressive">> the hell<<endif>> away before more guards show up.

\t<<else>>



\t\t<<if $action.action2 eq "nocare">>"I really don't care. Let the galaxy burn. Who-hoo. It's already screwed so badly it won't make much of a difference."<br><br>



\t\t\tLord Otto wheezes a laugh. "As ignorant as you are blind. <<if $factionlock.lockedFaction eq "visionary">>You truly do not care. Not for your body. Nor of anything else.<<else>>Do you truly not care? Not in the slightest what happens at all?<<endif>>"<br><br>



\t\t\t"Nope," you reply bluntly.<br><br>



\t\t\t<<if $factionlock.lockedFaction eq "visionary">>"Tragic, that such great power is invested in one so ignorant.<<else>>"A tragic case, you are.<<endif>> But as you wish. If you have no intention of listening we may as well be done with this charade."



\t\t<<else>>

\t\t\t<<if $action.action2 eq "taunt">>"I'm the thug?" The very idea makes you laugh<<if $equip.clothes eq "Power Armor">> behind your armor<<endif>>. <<if $factionlock.lockedFaction eq "visionary">>"You're weak. A shriveled husk devoid of any true meaning.<<else>>"From where I'm standing it looks more like you got that all backwards.<<endif>>"<br><br>



\t\t\t\t"Hardly," Lord Otto wheezes, staring <<if $equip.clothes eq "Power Armor">> up at your [[Exo Armor|PDA][$hud.currentScreen = "Power Armor"]] defiantly.<<else>>at you defiantly.<<endif>>

\t\t\t\t<<if $factionlock.lockedFaction eq "visionary">>"What strength you believe to have pales in comparison to what I could have commmanded. What glorious ironiy. But alas. Your path will lead to utter destruction."

\t\t\t\t<<else>>"What you and the Cleric have begun, what it shall become, will undo all that countless generations bled and fought for. What a glorious irony. But alas. I am powerless to stop it."

\t\t\t\t<<endif>><br><br>\t

\t\t\t\t

\t\t\t<<else>>"Wrecking the galaxy?" You breathe a laugh. <<if $factionlock.lockedFaction eq "visionary">>"I think you got that one backwards.<<else>>"What <<if $attrib.demeanor eq "agressive">>the hell<<else>>biochems<<endif>> are you on?"<<endif>><br><br>



\t\t\t\t<<if $factionlock.lockedFaction eq "visionary">>"Hardly," Lord Otto wheezes, staring <<if $equip.clothes eq "Power Armor">> up at your [[Exo Armor|PDA][$hud.currentScreen = "Power Armor"]] defiantly.<<else>>at you defiantly.<<endif>> "This unity you believe you seek is in truth a path that shall lead to utter destruction."

\t\t\t\t<<else>>"A time of renewed darkness approaches," Lord Otto wheezes, staring <<if $equip.clothes eq "Power Armor">> up at your [[Exo Armor|PDA][$hud.currentScreen = "Power Armor"]] defiantly.<<else>>at you defiantly.<<endif>> "What you and the Cleric have begun, what it shall become, will undo all that countless generations bled and fought for. Not that I would expect you to care, dull and unperceptive as you are."

\t\t\t\t<<endif>><br><br>

\t\t\t\t

\t\t\t<<endif>>

\t\t\t<<if $factionlock.lockedFaction eq "visionary">>"Oh, dear. Like I couldn't have foreseen that one."<br><br>



\t\t\t\tLord Otto looks disheartened. "You condone this madness? This... insanity? Even when it is destined to destroy all we know, all we have worked centuries to create. And you, in your young arrogance, truly believe that this is—"<br><br>



\t\t\t\t<<if $attrib.demeanor eq "agressive">>"Oh, just shut—" You <<if $equip.clothes eq "Power Armor">>cock a [[Power Fist|PDA][$hud.currentScreen = "powerfist"]]<<else>>draw your <<knife>><<endif>>. "—up with your bullshit already."

\t\t\t\t<<else>>"I've had about enough—" <<if $equip.clothes eq "Power Armor">>You cock a [[Power Fist|PDA][$hud.currentScreen = "powerfist"]]<<else>>draw your <<knife>><<endif>>. "—of your hypocritical pseudobabble."

\t\t\t\t<<endif>><br><br>



\t\t\t\t"Slay me then." Otto stands unsteadily, his blood-tubes swaying with every motion. "Do what you must but do not be surprised when the galaxy ends."\t\t\t\t

\t\t\t<<else>>

\t\t\t\t"And that would be what, exactly? Rampant capitalism and corporate greed?"<br><br>



\t\t\t\tLord Otto looks disheartened. "A better world, you fool, one free of that wretched [[Church|PDA][$hud.currentScreen = "Church of Eden"]] and all the hipocricy it stands for. Alas, your meddling makes all hope of such impossible. And now you shall slay me too, ending the last chance—"<br><br>



\t\t\t\t<<if $attrib.demeanor eq "agressive">>"Oh, just shut—" You <<if $equip.clothes eq "Power Armor">>cock a [[Power Fist|PDA][$hud.currentScreen = "powerfist"]]<<else>>draw your <<knife>><<endif>>. "—up with your bullshit already."

\t\t\t\t<<else>>"I've had about enough—" <<if $equip.clothes eq "Power Armor">>You cock a [[Power Fist|PDA][$hud.currentScreen = "powerfist"]]<<else>>draw your <<knife>><<endif>>. "—of your hypocritical pseudobabble."

\t\t\t\t<<endif>><br><br>



\t\t\t\t"Slay me then." Otto stands unsteadily, his blood-tubes swaying with every motion. "Do what you must but do not weep over my rotting corpse when this galaxy slides into utter ruin."

\t\t\t<<endif>>

\t\t<<endif>>

\t<<endif>>



<<endnobr>><<endif>>

<<if $hide.layer3 eq true>><div class='GameOption_Expand'>[[Expand|$currentgamepassage][$hide.layer3= false]]</div>You turn to <<if $loc_riptide.ownedBy eq "wilkin">>Fisher<<else>>Jalkovski<<endif>>...<<else>><div class='GameOption_Expand'>[[Collapse|$currentgamepassage][$hide.layer3 = true]]</div>

<<nobr>>



\tYou turn to <<if $loc_riptide.ownedBy eq "wilkin">>Fisher<<else>>Jalkovski<<endif>>.



\t<<if $action.action2 eq "adviseno">>"Not my call but I'm against the proposed arrangement. It'll backfire. Guaranteed."<br><br>



\t\t<<if $loc_riptide.ownedBy eq "wilkin">>

\t\t\t<<if $chr_fisher.loc eq "none">>"Yeah, it sure as fuck isn't your call." Fisher breathes a sigh. "But you're right. No fucking way those assholes are walking in here."

\t\t\t\t<<set $factionlock.kobolWasViolent = true>>

\t\t\t<<else>>"Yeah," Fisher says coldly. "You're right, Boss. This is bullshit and we're not letting it happen."

\t\t\t\t<<set $factionlock.kobolWasViolent = false>>

\t\t\t<<endif>>

\t\t\t<<set $factionlock.kobolFactionAlign = "wilkin">>

\t\t<<else>>

\t\t\t"Possibly," Jalkovski admits. "But it serves a mutual interest, Sir. No disrespect. It just makes sense."

\t\t\t<<set $factionlock.kobolFactionAlign = "kobol">>

\t\t\t<<set $factionlock.kobolWasViolent = false>>

\t\t<<endif>>



\t<<elseif $action.action2 eq "adviseyes">>"I know it's your call but there's potential for a beneficial arrangement here."<br><br>



\t\t<<if $loc_riptide.ownedBy eq "wilkin">>

\t\t\t<<if $chr_fisher.loc eq "none">>"Of course you'd fucking say that." Fisher breathes a sigh. "But you're right. No one wants another war."

\t\t\t<<else>>"Maybe," Fisher says slowly. "No one wants another war, Boss, but this is thin ice. Y'know?"

\t\t\t<<endif>>

\t\t<<else>>

\t\t\t"Agreed," Jalkovski says. "It serves a mutual interest, Sir. We have more to gain than loose."

\t\t<<endif>>

\t\t<<set $factionlock.kobolWasViolent = false>>

\t\t<<set $factionlock.kobolFactionAlign = "kobol">>



\t<<elseif $action.action2 eq "getspecifics">>"This proposed arrangement's a bit vague in my oppinion. Needs more substance."<br><br>



\t\t<<if $loc_riptide.ownedBy eq "wilkin">>

\t\t\t<<if $chr_fisher.loc eq "none">>"Oh, shut up already." Fisher breathes a sigh. "But <<genderpronoun>>'s right. We need more details."

\t\t\t<<else>>"Yeah," Fisher says darkly. "What's the game here really? And why the hell's [[Kobol|PDA][$hud.currentScreen = "Sons of Kobol"]] suddenly so interested?"

\t\t\t<<endif>>

\t\t\t<<set $factionlock.kobolFactionAlign = "wilkin">>

\t\t<<else>>

\t\t\t"Agreed," Jalkovski says. "I woudld like to know what [[Kobol|PDA][$hud.currentScreen = "Sons of Kobol"]] wants here too. As plain and simple as possible."

\t\t\t<<set $factionlock.kobolFactionAlign = "zanex">>

\t\t<<endif>>

\t\t<<set $factionlock.kobolWasViolent = false>>



\t<<elseif $action.action2 eq "agree">>"Cablehead has a point. No one here can really afford another street war."<br><br>



\t\t<<if $loc_riptide.ownedBy eq "wilkin">>

\t\t\t<<if $chr_fisher.loc eq "none">>"Of course you'd fucking say that." Fisher breathes a sigh. "And sure. No one wants another war. But I'm not just gonna let those assholes walk in here either."

\t\t\t<<else>>"Maybe," Fisher says slowly. "No one wants another war, Boss, but this is thin ice. Y'know? No one wants those assoles around these parts either."

\t\t\t<<endif>>

\t\t<<else>>

\t\t\t"To a point," Jalkovski agrees. "It serves a mutual interest, Sir. We have more to gain than loose. Still, this is [[Kobol|PDA][$hud.currentScreen = "Sons of Kobol"]]."

\t\t<<endif>>

\t\t<<set $factionlock.kobolWasViolent = true>>

\t\t<<set $factionlock.kobolFactionAlign = "kobol">>



\t<<elseif $action.action2 eq "disagree">>"There's no way I'm supporting the cablehead. This'll go sour quick."<br><br>

\t\t<<if $loc_riptide.ownedBy eq "wilkin">>

\t\t\t<<if $chr_fisher.loc eq "none">>"Hey, asshole, this ain't your call." Fisher breathes a sigh. "But you're right. No one wants those [[Kobol|PDA][$hud.currentScreen = "Sons of Kobol"]] assholes around."

\t\t\t<<else>>"Yeah," Fisher says coldly. "This is bullshit. No one wants those [[Kobol|PDA][$hud.currentScreen = "Sons of Kobol"]] assholes around."

\t\t\t<<endif>>

\t\t\t<<set $factionlock.kobolFactionAlign = "wilkin">>

\t\t<<else>>

\t\t\t"Agreed," Jalkovski says. "It's a poor arrangement, Sir. No one wants [[Kobol|PDA][$hud.currentScreen = "Sons of Kobol"]] here."

\t\t\t<<set $factionlock.kobolFactionAlign = "zanex">>

\t\t<<endif>>

\t\t<<set $factionlock.kobolWasViolent = true>>



\t<<endif>><br><br>



\t<<if $factionlock.kobolFactionAlign eq "kobol">>

\t\t<<if $factionlock.kobolWasViolent eq true>>"Aw, c'mon," the android says. "Let's at least try to see eye to eye here, yeah? We're doin' this for everyone's good."<br><br>



\t\t\t<<if $loc_riptide.ownedBy eq "wilkin">>"Only thing is I don't buy it." Fisher levels his rifle, growling, "Back the fuck off. Now. Or this thing goes cyclic."<br><br>



\t\t\t\tThere's a tense silence. The [[Kobol|PDA][$hud.currentScreen = "Sons of Kobol"]] guards fidget uneasily. So do Fisher's Raptors.<br><br>



\t\t\t\t"Ah, fuck this shit." The android reaches for its sidearm.<br><br>



\t\t\t\tWhat follows happens so fast it's hard to follow. Raptors spray bolts wildly as [[Kobol's|PDA][$hud.currentScreen = "Sons of Kobol"]] heavy weapons tear through their combat armor. Bolts wizz past too close for comfort. It's only after a moment you realize three of Fisher's men are shooting at you. Fuck knows why - you don't have time to ask.



\t\t\t<<else>>"Unfortunately, I disagree." Jalkovski levels his carbine, eyes narrowed. "Give me an excuse. Jerk. Just one."<br><br>



\t\t\t\tThere's a tense silence. The [[Kobol|PDA][$hud.currentScreen = "Sons of Kobol"]] guards fidget uneasily. Jalkovski's men ready their weapons.<br><br>



\t\t\t\t"Ah, fuck this shit." The android reaches for its sidearm.<br><br>



\t\t\t\tWhat follows happens so fast it's hard to follow. [[Zanex|PDA][$hud.currentScreen = "Division 108"]] troopers open fire as [[Kobol's|PDA][$hud.currentScreen = "Sons of Kobol"]] heavy weapons tear through their riot armor. Bolts wizz past too close for comfort. It's only after a moment you realize two of Jalkovski's men are shooting at you. Fuck knows why - you don't have time to ask.

\t\t\t<<endif>>



\t\t<<else>>"Glad we see eye t'eye," the android says. "We're doin' this for everyone's good, not jus' our own. Word and promise. Guaranteed from all the way back in Cubix. Ain't even my call."<br><br>



\t\t\t<<if $loc_riptide.ownedBy eq "wilkin">>"I sure hope you're right," Fisher says, fingering his rifle. "We ain't got time for your shit."<br><br>



\t\t\t\t"Eh, don't worry." The android cracks a grin. "Now, if ya don't mind, we gotta get to work. An' you'd better get back home, yeah?"<br><br>



\t\t\t\t"Right." Fisher waves his men off. "C'mon, assholes. Show's over."<br><br>

\t\t\t<<else>>"Let's hope so." Jalkovski lowers his carbine. "Don't make us deploy here again."<br><br>



\t\t\t\t"Eh, don't worry." The android cracks a grin. "Now, if ya don't mind, we gotta get to work. Ain't gonna bug you one bit."<br><br>



\t\t\t\t"Make sure it doesn't." Jalkovski waves his men away, calling, "Back to base. Show's over."<br><br>

\t\t\t<<endif>>



\t\t\tAs they receed down the passage, the android glances at you. "Nice work, jerk. Knew I'd hired you for a right fucking reason."

\t\t<<endif>>

\t<<elseif $factionlock.kobolFactionAlign eq "zanex">>

\t\t<<if $factionlock.kobolWasViolent eq true>>"Dunno if it's jus' me," the android says. "But I ain't got a good feelin' where this is heading, ya feel me?"<br><br>



\t\t\t"And I don't like your tone." Jalkovski levels his carbine, eyes narrowed. "Give me an excuse. Jerk. Just one."<br><br>



\t\t\tThere's a tense silence. The [[Kobol|PDA][$hud.currentScreen = "Sons of Kobol"]] guards fidget uneasily. Jalkovski's men ready their weapons.<br><br>



\t\t\t"Ah, fuck this shit." The android reaches for its sidearm.<br><br>



\t\t\tJalkovski pulls the trigger. The machine jerks and twitches as bolts riddle its chest. That same instant, the [[Kobol|PDA][$hud.currentScreen = "Sons of Kobol"]] guards open fire. Bolts wizz past too close for comfort. Hell knows if they're shooting at you but you aren't about to wait and find out.



\t\t<<else>>"Wow, wow," the android says. "I ain't likin' where this is going, ya feel? So let's jus' all—"<br><br>



\t\t\t"You felt right. Deal's off." Jalkovski steps up to the android, eyes narrowed. "I suggest you and your men get out of here. Jerk. Unless you want to find out what happens when you mess with the [[Division|PDA][$hud.currentScreen = "Division 108"]]. Understood?"<br><br>



\t\t\tThere's a tense silence. The [[Kobol|PDA][$hud.currentScreen = "Sons of Kobol"]] guards fidget uneasily. Jalkovski's men ready their weapons.<br><br>



\t\t\t"Okay, okay!" The android backs away, hands raised. "Fair play. We're going already."<br><br>



\t\t\tAs the retreat [[Kobol|PDA][$hud.currentScreen = "Sons of Kobol"]] guards into the docks, Jalkovski lowers his weapon. "Close call, Sir. You think they'll stay gone?"

\t\t<<endif>>

\t<<elseif $factionlock.kobolFactionAlign eq "wilkin">>

\t\t<<if $factionlock.kobolWasViolent eq true>>"I don't like the way yer talkin," the android says. "Bad vibes, ya feel me?"<br><br>



\t\t\t"Fuck yourself." Fisher levels his rifle, growling, "Back the fuck off. Now. Or this thing goes cyclic."<br><br>



\t\t\tThere's a tense silence. The [[Kobol|PDA][$hud.currentScreen = "Sons of Kobol"]] guards fidget uneasily. So do Fisher's Raptors.<br><br>



\t\t\t"Ah, fuck this shit." The android reaches for its sidearm.<br><br>



\t\t\tFisher pulls the trigger. The machine jerks and twitches as bolts riddle its chest. That same instant, the [[Kobol|PDA][$hud.currentScreen = "Sons of Kobol"]] guards open fire. Bolts wizz past too close for comfort. Hell knows if they're shooting at you but you aren't about to wait and find out.

\t\t<<else>>"Wow, wow," the android says. "I ain't likin' where this is going, ya feel? So let's jus' all—"<br><br>



\t\t\t"Save it. There's no deal." Fisher levels his rifle, growling, "Back the fuck off. Now. Or this thing goes cyclic."<br><br>



\t\t\tThere's a tense silence. The [[Kobol|PDA][$hud.currentScreen = "Sons of Kobol"]] guards fidget uneasily. So do Fisher's Raptors.<br><br>



\t\t\t"Okay, okay!" The android backs away, hands raised. "Fair play. We're going already."<br><br>



\t\t\tAs the retreat [[Kobol|PDA][$hud.currentScreen = "Sons of Kobol"]] guards into the docks, Fisher lowers his weapon. "Fucking close thing there, Boss. You think they'll stay gone?"

\t\t<<endif>>

\t<<endif>>



<<endnobr>><<endif>>

<<display 'HUD_CodexBackButton'>><strong>Oger</strong>



<<nobr>>

<div class='HUD_CodesHalfImage'>[>img[https://secureservercdn.net/166.62.108.43/9db.ec6.myftpupload.com/game-content/scaffold-22/images/combat_abom_oger_crowbar.png]]</div>Once humans, Ogers are genetically engineered brutes best known for their sheer physical strength. Despite their abominable status, most Ogers retain some form of intelligence and identity. Seldom seen in the civilized galaxy.<br><br>



<span class='redcolor'>Immunity:</span> none<br>

<span class='yellowcolor'>Strength:</span> physical bulk<br>

<span class='greencolor'>Weakness:</span> none<br><br>



\t<div id='codex-expand-area' class='HUD_PdaDisplayZone HUD_PdaDisplayZoneCodex'>

\t\t<div class='HUD_PdaExpandButton'><<click 'Show More'>>

\t\t\t<<replace '#codex-expand-area'>>

\t\t\t\tOriginally concieved of by the Talithrax Corporation to serve as front-line shock troopers during the [[Crusade of Eden|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "Crusade of Eden"]], Ogers are humans who have synthetically augmented to the point they barely resemble the people they once were. These abominations often appear unnaturally bloated and impossibly muscular, though the exact techniques used - and outcome of the specific modificatoins applied - vary from Oger to Oger. Generally speaking however, these abominations are designed with heightened physical prowess and diminished sensitivity to pain and human emotion in mind. Absolute obedience to their creators, relentless pursuit of their goals, and utter lack of empathy are also common traits displayed by an Oger.<br><br>



Contrary to the public preconception of being mindless brutes, virtually every Oger retains its intelligence and, in almost all cases, these abominations are both painfully aware of what they have become and that few - if any - humans will ever treat them as equals again. Consequentially, Ogres are seldom seen in civilized space, preferring to roam the void in starships and, occasionaly, settling on remote colonies where persecution by the public - and the [[Church of Eden|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "Church of Eden"]] - is minimal. When they are present in civilized space, they frequently serve as mercenaries or enforcers, and commonly restrict allegience to criminal organizations that will not turn them over to the [[Church of Eden|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "Church of Eden"]] for incineration.<br><br>



In extremely rare cases however, an Oger will settle for a lawful carrer, though this behavior tends to be limited to those whose physical deformation is minimal, allowing them to pass as human beings unless scrutinized closely. Over the centuries, these unusual outliers have given rise to numerous far-fetched superstitions, most notably the belief that an Oger with an unnaturally long lifespan will ammass incredible wealth and power. These fairy tales however ignore the simple scientific fact that every known breed of Oger suffers from the fatal flaw of overaccelerated cell growth that will, eventually, lead to terminal cancer. This circumstance forces Ogers to think in terms of short-term survival, as few of these unfortunates can expect to live more than a few years past their date of augmentation without extensive medical care.

\t\t\t<</replace>>

\t\t<</click>></div>

\t</div>

<<endnobr>>

<<if $hide.layer1 eq true>><div class='GameOption_Expand'>[[Expand|$currentgamepassage][$hide.layer1= false]]</div><<if $action.arrive eq "fromOutside">>You step through the...<<elseif $action.arrive eq "fromConvo">>You are standing...<<else>>You step out...<<endif>><<else>><div class='GameOption_Expand'>[[Collapse|$currentgamepassage][$hide.layer1 = true]]</div>

<<nobr>>



\t<div class='GameTextImage'>[img["https://secureservercdn.net/166.62.108.43/9db.ec6.myftpupload.com/game-content/scaffold-22/images/env_highbornpalace_outside.png"]]</div>



\t<<if $action.arrive eq "fromOutside">>You step through the hatch, into the Highborn Palace. A soft trancetune humms from speakers crammed into the disused bot racks. Below, a city of tents glistens in the glow of innumerable neon lights. Your slaves wander about in their shadows, tending the many UV tanks set up in the room. Some of them shoot you fearful glances as they pass.<br><br>



\t\t<<if $attrib.demeanor eq "agressive">>"Yeah, you're mine, bitches." A grin curls your lips as you stride on.<<elseif $attrib.demeanor eq "cautious">>"I am so sorry," you mutter, averting your eyes.<<else>>"Hell of a place," you mutter, shaking your head.<<endif>><br><br>



\t\tSpent injectors crunch underfoot. Exhausted faces hide in the shadowed interiors of their grimy tents. Ahead, two guards in psychodelic armor are surveying the goings-on.<br><br>



\t\t"Boss," they chorus as you pass.<br><br>



\t\t<<if $attrib.demeanor eq "agressive">>"Keep it up, Kids."<<else>>"Hey."<<endif>> You stop in the cery center of the biochem operation, just before your tent.

\t<<elseif $action.arrive eq "fromConvo">>You are standing amidst the many tents and UV planters of Highborn Palace. Guards move about, shoing the confused slaves back to work. Muttered apologies are offered as they stumble, delirious, toward their assignments.<br><br>



\t\t"Well, we's still here, I suppose." Pinapple pulls a face. "I'll be 'round if ya need, myeah?"<br><br>



\t\t"Sure." You wander absently through the biochem operation until you come to a stop before your tent.



\t<<elseif $action.arrive eq "fromConvoAlt">>You are standing amidst the many tents and UV planters of Highborn Palace. Guards move about, watching the slaves back work. Muttered whispers fill the air as trudges, delirious, about their assignments.<br><br>



\t\t"Well, I'll get back to it." Pinapple walks off again. "Be 'round if ya need, myeah?"<br><br>



\t\t"Yeah." You wander absently through the biochem operation until you come to a stop before your tent.



\t<<else>>You step out, into the disused bot-hangar used by the Highborn. The tent city glistens in the liminescent gloom. Slaves wander about, most tending UV planters and a hanfuly seemingly lost. One of the guards shoves them none too kindly, demanding they get back to work. Muttered apologies are offered as they stumble, delirious, toward their assignments.<br><br>



\t\t"Is a full-time job to keep 'em in check." Pinapple stops beside you, a concerned look his face. "We do what we can, Boss. But it ain't never enough for their brains."<br><br>



\t\t"Figures. I suppose it's gotta be drugs too."<br><br>



\t\tPinapple laughs. "Unless ya want 'em te run off on us, yeah. An' hell. Most of 'em like it. Fix all the time. Sex after work. What else ya want, man? What else ya fucking want?" He shoots you a sly smirk. "Except to rule, obviously."



\t<<endif>>

<<endnobr>><<endif>>

<<display 'HUD_CodexBackButton'>><strong>CalTec C2000 HALO</strong>



<<nobr>>[>img[https://secureservercdn.net/166.62.108.43/9db.ec6.myftpupload.com/game-content/scaffold-22/images/c2000_extended.png]]Modified coil accelerated carbine intended as a compact, low-cost multifunction weapon.<br><br>



- 15x9mm magazine<br>

- <span class='yellowcolor'>average accuracy</span><br>

- <span class='yellowcolor'>average stopping power</span><br>

- <span class='yellowcolor'>average rate of fire</span><br>

- <span class='bluecolor'>can launch canisters</span><br><br>



\t<div id='codex-expand-area' class='HUD_PdaDisplayZone HUD_PdaDisplayZoneCodex'>

\t\t<div class='HUD_PdaExpandButton'><<click 'Show More'>>

\t\t\t<<replace '#codex-expand-area'>>

\t\t\t\tThe C2000 HALO - shot for High Acceleration and Launcher by Orlin - is an unofficial adaption kit which transforms the [[C2000|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "C2000"]] from a coilarm intended for home protection into a low-cost multifunction weapon. It is produced and distributed by Orlin Industries and offers several improvements over the base carbine:<br><br>



\t\t\t\t- replacement grip and bolt carrier assembly, improving ergonomics<br>

\t\t\t\t- strengthening of the buttstock for use with greater acceleration<br>

\t\t\t\t- shielding of the coil assembly, allowing greater muzzle velocity<br>

\t\t\t\t- inclusion of a breech-loaded underbarrel canister launcher<br><br>



\t\t\t\tOverall, the HALO system - like the [[C2000|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "C2000"]] - remains a substandard coil carbine and suffers from its short barrel length and low magazine capacity. It is therefore suitable only for use by individuals who cannot afford or do not require more professional weapons. None the less, HALO offers considerable flexibility in a small package and is well known for its markedly improved stopping power.<br><br>



\t\t\t\tConsequently the HALO weapons system has found numerous buyers in the private security industry, especially among bodyguards and void security crews, who require a compact and efficient personal defense weapon. It has also been favorably recieved by various riot control teams and civic security details, both of whom value the ability to launch supression canisters at a low price, while retaining some semblance of rapid fire capacity. Outside of these niche sectors however the HALO system has not gained any traction, and sales figures pale in comparison to those of the baseline [[CalTech C2000|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "C2000"]].<br><br>



\t\t\t\tFollowing munitions are certified for use with the Orlin HALO launcher: [[Scattershot Canister|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "Scattershot Canister"]], [[Neurotoxin Canister|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "Neurotoxin Canister"]]

\t\t\t<</replace>>

\t\t<</click>></div>

\t</div>

<<endnobr>>

<<nobr>>



\t<<set $combat.enemy = {

\t\ttype: "human",

\t\tname: "mercenaries",

\t\tgender: "them",

\t\tposessive: "their",

\t\tdeathtype: "killing",

\t\tresulttext: "default_result",

\t\tresponsetext: "human_firearm_response",

\t\tsinglenames: ["merc", "merc", "merc"],

\t\tsinglegender: ["him", "him", "him"],

\t\tsingleposessive: ["his", "his", "his"],

\t\timages: ["images/combat_merc_syndicate_rifle.png", "images/combat_merc_syndicate_rifle.png", "images/combat_merc_syndicate_rifle.png"],

\t\talive: 3,

\t\tarmor: 8,

\t\tvulnerable: "none",

\t\timmune: "toxin",

\t\tshield: 0,

\t\taccuracy: 0.75,

\t\tcover: 0.2,

\t\tisMeeleAttacker: false,

\t\ttaunt: "As the mercs hurry into positions, one of them barks, \s"Suppressive Fire!\s"",

\t}>>



\t<<set $combat.player = {

\t\taccuracy: 0.8,

\t\tcover: 0.2,

\t\tcontinue: "b10_athena_enter",

\t\tally: "none",

\t}>>



<<endnobr>>

<<silently>>

<<set $currentgamepassage = passage()>>

<<if $action.action3 eq "object">>

\t<<set $job_conspiracy.knowledgePhase = 1>>

<<elseif $action.action3 eq "conspirator">>

\t<<set $job_conspiracy.conspiratorPhase = 1>>

<<elseif $action.action3 eq "whatdo">>

\t<<set $job_conspiracy.instructionPhase = 1>>

<<endif>>

<<endsilently>>

<div class='GameTextGreyed'><<display 'intro_start_txt'>></div>

<div class='GameTextGreyed'><<display 'intro_2_txt'>><<display 'read_mission_zweili'>></div>

<div class='GameText'><<display 'intro_talk_stuffiforgot_text'>></div>

<<nobr>><div class='OptionsField'>



<<if $job_conspiracy.knowledgePhase lt 1>>

\t<div class='GameOption GameOption_Dialogue'>[[→ Ask what Object 55316 is|intro_talk][$action.action3 = "object"; $processed = false; playContextSound("ui_click");]]</div>

<<else>>

\t<div class='GameOption GameOption_Disabled'><div class='GameOption_Disabled_Text'>[You already asked about Object 55316]</div></div>

<<endif>><br>



<<if $job_conspiracy.conspiratorPhase lt 1>>

\t<div class='GameOption GameOption_Dialogue'>[[→ Ask about the Conspirators|intro_talk][$action.action3 = "conspirator"; $processed = false; playContextSound("ui_click");]]</div>

<<else>>

\t<div class='GameOption GameOption_Disabled'><div class='GameOption_Disabled_Text'>[You already asked about the Conspirators]</div></div>

<<endif>><br>



<<if $job_conspiracy.instructionPhase lt 1>>

\t<div class='GameOption GameOption_Dialogue'>[[→ Ask what you should Do|intro_talk][$action.action3 = "whatdo"; $processed = false; playContextSound("ui_click");]]</div>

<<else>>

\t<div class='GameOption GameOption_Disabled'><div class='GameOption_Disabled_Text'>[You already know what to Do]</div></div>

<<endif>><br>



<div class='GameOption GameOption_Dialogue'>[[→ Say you've Understood|intro_accept][$time.active = $time.active + 0.5; $attrib.fatigue = $attrib.fatigue + 1; $hud.newmsg += 1; $hud.messages.push($msg_zweili_mission); $hide.layer4 = true; $hide.layer5 = false; $job_conspiracy.instructionPhase = 1; $job_conspiracy.unlockedMainQuest = true; $time.billedchurch = $time.active; playContextSound("ui_click");]]</div>



</div><<endnobr>>

<<nobr>>



\t<<set $combat.enemy = {

\t\ttype: "abomination_elusive",

\t\tname: "wraith",

\t\tgender: "it",

\t\tposessive: "its",

\t\tdeathtype: "igniting",

\t\tresulttext: "abomination_wraith_result",

\t\tresponsetext: "abomination_wraith_response",

\t\tsinglenames: ["wraith"],

\t\tsinglegender: ["it"],

\t\tsingleposessive: ["its"],

\t\timages: ["images/combat_abom_wraith.png"],

\t\talive: 1,

\t\tarmor: 3,

\t\tvulnerable: "conductive",

\t\timmune: "toxin",

\t\tshield: 14,

\t\taccuracy: 0.65,

\t\tcover: 0,

\t\tisMeeleAttacker: true,

\t\tdidreappear: false,

\t\ttaunt: "The Wraith appears before you, fangs bared and claws spread wide. Anger burns in its inhuman eyes.",

\t}>>



\t<<set $combat.player = {

\t\taccuracy: 0.8,

\t\tcover: 0,

\t\tcontinue: "b33_constructionsite_altar",

\t\tally: "none",

\t}>>



<<endnobr>>

Credits:



- MoLoLu: author

- IPS: artwork, alpha testing, and conceptual advice

- VomitButterfly: alpha testing and conceptual advice

- SWR Productions: hosting



This story was created with <a href="https://twinery.org/" target="_blank">Twine</a> and is powered by <a href="https://www.motoslave.net/sugarcube/" target="_blank">SugarCube</a>, which is based on <a href="https://tiddlywiki.com/" target="_blank">TiddlyWiki</a>, and was further customized by the author.

<<if $hide.layer1 eq true>><div class='GameOption_Expand'>[[Expand|$currentgamepassage][$hide.layer1 = false]]</div>You lower your weapon...<<else>><div class='GameOption_Expand'>[[Collapse|$currentgamepassage][$hide.layer1 = true]]</div>

<<nobr>>



\tYou lower your weapon, breathing hard. Around you, abominations are slaughtering with impuny, and up by the barricade muzzles flash constanty. Noise is a constant, as is death. There's blood everywhere, more bodies than you can count. It's utter chaos.<br><br>



\tBefore you can decide how to best aid the attack, three towering [[Knights of Eden|PDA][$hud.currentScreen = "Knights of Eden"]] bear down on you, [[Plasma Lances|PDA][$hud.currentScreen = "Plasma Lance"]] held ready. Even though the constructs are faceless, their scorn can be felt - scorn reserved in particular for you. Or maybe that's just your warped perception.<br><br>



\t<div class='GameTextImage GameTextSpecial'>[img["https://secureservercdn.net/166.62.108.43/9db.ec6.myftpupload.com/game-content/scaffold-22/images/env_rnd_constabulary_koe.png"]]</div>

\t"Fuck it," you mutter, eyeing the [[Knights|PDA][$hud.currentScreen = "Knights of Eden"]] with <<if $attrib.demeanor eq "agressive">> a cruel smirk on your lips. "This will be fun."<<else>> with mounting unease. "This really was a terrible plan."<<endif>><br><br>



\t<<if $attrib.demeanor eq "agressive">>A real challenge for once. Let the [[Church|PDA][$hud.currentScreen = "Church of Eden"]] test their best against <<firstname>> Acrel. Not that they stand a chance, but still. It will be fun.

\t<<else>>Except you can't back out now. There's nowhere to run, nowhere to hide. Not in amidst the carnage. All you can do is keep fighting - and hope like hell you don't die in the process.

\t<<endif>>

\t

<<endnobr>><<endif>>

<<nobr>>



\t<<set $combat.enemy = {

\t\ttype: "abomination_elusive",

\t\tname: "banshee",

\t\tgender: "it",

\t\tposessive: "its",

\t\tdeathtype: "igniting",

\t\tresulttext: "abomination_wraith_result",

\t\tresponsetext: "abomination_wraith_response",

\t\tsinglenames: ["banshee"],

\t\tsinglegender: ["it"],

\t\tsingleposessive: ["its"],

\t\timages: ["images/combat_abom_banshee.png"],

\t\talive: 1,

\t\tarmor: 24,

\t\tvulnerable: "conductive",

\t\timmune: "toxin",

\t\tshield: 14,

\t\taccuracy: 0.75,

\t\tcover: 0,

\t\tisLargeTarget: true,

\t\tisMeeleAttacker: true,

\t\tdidreappear: false,

\t\ttaunt: "The banshee turns to you, fangs bared and claws spread wide. Anger burns in its inhuman eyes.",

\t}>>



\t<<set $combat.player = {

\t\taccuracy: 0.8,

\t\tcover: 0,

\t\tcontinue: "b30_warren_inside",

\t\tally: "none",

\t}>>



<<endnobr>>

.GameOption_Defend {

\twidth: 98%;

\ttext-align:left;

\tborder-style: solid;

\tborder-width: 3px;

\tborder-radius: 10px;

\tborder-color: #3f81a4;

\tmargin: 3px;

\tbackground-image: url("https://secureservercdn.net/166.62.108.43/9db.ec6.myftpupload.com/game-content/scaffold-22/images/hud_background_green.png");

}



.GameOption_Defend:hover {

\tborder-color: #ffe17b;

}



.GameOption_Defend a {

\tpadding: 10px;

\tcolor: #3f81a4;\t

\tdisplay: block;

\ttext-decoration: none;

}



.GameOption_Defend a:hover {

\tcolor: #ffe17b;\t

\tdisplay: block;

\ttext-decoration: none;

}



.GameOption_Weapon {

\twidth: 98%;

\ttext-align:left;

\tborder-style: solid;

\tborder-width: 3px;

\tborder-radius: 10px;

\tborder-color: #e35000;

\tmargin: 3px;

\tbackground-image: url("https://secureservercdn.net/166.62.108.43/9db.ec6.myftpupload.com/game-content/scaffold-22/images/hud_background_green.png");

}



.GameOption_Weapon:hover {

\tborder-color: #ffe17b;

}



.GameOption_Weapon a {

\tpadding: 10px;

\tcolor: #e35000;\t

\tdisplay: block;

\ttext-decoration: none;

}



.GameOption_Weapon a:hover {

\tcolor: #ffe17b;\t

\tdisplay: block;

\ttext-decoration: none;

}



.GameOption_Die {

\twidth: 98%;

\ttext-align:left;

\tborder-style: solid;

\tborder-width: 3px;

\tborder-radius: 10px;

\tborder-color: #e35000;

\tmargin: 3px;

\tbackground-image: url("https://secureservercdn.net/166.62.108.43/9db.ec6.myftpupload.com/game-content/scaffold-22/images/hud_background_green.png");

}



.GameOption_Die:hover {

\tborder-color: #c60000;

}



.GameOption_Die a {

\tpadding: 10px;

\tcolor: #e35000;\t

\tdisplay: block;

\ttext-decoration: none;

}



.GameOption_Die a:hover {

\tcolor: #c60000;\t

\tdisplay: block;

\ttext-decoration: none;

}



.GameText, .GameTextGreyed, .OptionsField, .HUD_hackutility, #ui-combat-enemyarea, #ui-combat-actionarea, #ui-combat-playerarea, #hud-combat-background, .HUD_shop {

\tpadding: 10px;

\tmargin-left: 15%;

\twidth: 70%;

}



.TimeSkip {

\ttext-align:center;

\twidth: 100%;

\tmargin-top: 0px;

\tmargin-bottom: 0px;

\tmargin-right: 25%;

\tmargin-left: 0px;

\tborder-style: solid;

\tborder-width: 3px;

\tborder-radius: 6px;

\tcolor: #d46dc9;

\tborder-color: #701669;

}



.GameText {

\tborder-style: solid;

\tborder-width: 1px;

\tborder-radius: 10px;

\tborder-color: #4e748a;

\ttransform: perspective( 600px ) translateX(0px);

\tbackground-color: black;

\ttransition: transform 0.5s ease 0s;

\tborder-left: 0;

\tborder-right: 0;

\tbackground-image: url("https://secureservercdn.net/166.62.108.43/9db.ec6.myftpupload.com/game-content/scaffold-22/images/hud_background_lightblue.png");

}



.GameTextImage img {

\tfloat: right;

\ttransform: perspective( 600px ) translateX(30px);

\tborder: 1px solid #4e748a;

\t/* border: 2px solid #4e748a; */

\tborder-radius: 10px;

\tmargin: 0;

\tmargin-left: -10px;

\tpadding: 0;

\twidth: 55%;

\tz-index: 99;

\ttransform: perspective( 600px ) translateX(30px) translateZ(0px) scale(1, 1);

\ttransition: all 0.5s ease 0s;

\tz-index: 1;

\tborder-left: 0;

\tborder-right: 0;

}



.GameTextImage img:hover {

\t//*transform: perspective( 600px ) translateX(30px) translateZ(10px) scale(1.45, 1.3);

\ttransition: all 0.5s ease 0s;

\tz-index: 1;*//

}



.GameTextSpecial img {\t

\twidth: 35%;

}



.GameTextGreyed {

\tborder-style: solid;

\tborder-width: 1px;

\tborder-radius: 10px;

\tcolor: #4D5F69;\t

\tborder-color: #394348;\t

\tbackground-color: #0A0B0B;

\ttransform: perspective( 600px ) translateX(0px);

\ttransition: transform 0.5s ease 0s;

\tborder-left: 0;

\tborder-right: 0;

\tbackground-image: url("https://secureservercdn.net/166.62.108.43/9db.ec6.myftpupload.com/game-content/scaffold-22/images/hud_background_grey.png");

}



.OptionsField {

\tline-height: 0.8em;

\tpadding: 10px;

\tborder-style: solid;

\tborder-width: 2px;

\tborder-radius: 10px;

\tborder-color: #928542;

\ttransform: perspective( 600px ) translateX(0px);

\tbackground-color: black;

\ttransition: transform 0.5s ease 0s;

\tbackground-image: url("https://secureservercdn.net/166.62.108.43/9db.ec6.myftpupload.com/game-content/scaffold-22/images/hud_background_yellow.png");

}



.OptionsField:after {

\tcontent:"";

\tdisplay:block;

\tclear:both;

}



.OptionsField_Dead {

\tborder-color: red;

}



.GameOption_Expand {

\ttext-align:center;

\twidth: 20%;

\tmin-width: 100px;

\tmargin-top: 0px;

\tmargin-bottom: 0px;

\tmargin-right: 25%;

\tmargin-left: -9px;

\tborder-style: solid;

\tborder-width: 1px;

\tborder-radius: 10px;

\tborder-color: #4e748a;

\tfont-size: 0.9em;

\tbackground-color: #0a0a0a;

\ttransform: perspective( 600px ) TranslateY(-25px);

\ttransition: transform 0.5s ease 0s;

}



.GameOption_Expand:hover {

\tborder-color: #3ab0cf;

\ttransform: perspective( 600px ) TranslateY(-25px);

\ttransition: transform 0.5s ease 0s;

}



.GameOption_Expand a {

\tcolor: #4e748a;

\tdisplay: block;

\ttext-decoration: none;

}

.GameOption_Expand a:hover {

\tcolor: #3ab0cf;

\ttext-decoration: none;

}



.GameOption {

\tmargin: 3px;

\tborder-style: solid;

\tborder-width: 2px;

\tborder-radius: 10px;

\twidth: 98%;

\ttext-align:left;

\tbackground-color: #080808;



\ttransform: perspective( 600px ) translateX(0px);

\ttransition: transform 0.5s ease 0s;

}



.GameOption:hover {

\ttransform: perspective( 600px ) translateX(0px);

\ttransition: transform 0.5s ease 0s;

}



.GameOption a {

\tpadding: 12px;

\tdisplay: block;

\ttext-decoration: none;

}



.GameOption a:hover {

\tdisplay: block;

\ttext-decoration: none;

}



.GameOption_Move {

\tborder-color: #a9672c;

\tbackground-image: url("https://secureservercdn.net/166.62.108.43/9db.ec6.myftpupload.com/game-content/scaffold-22/images/hud_background_green.png");

}



.GameOption_Move:hover {

\tborder-color: #ffe17b;

}



.GameOption_Move a {

\tcolor: #cb9949;\t

}



.GameOption_Move a:hover {

\tcolor: #ffe17b;\t

}



.GameOption_Dialogue {

\tborder-color: #15611e;

\tbackground-image: url("https://secureservercdn.net/166.62.108.43/9db.ec6.myftpupload.com/game-content/scaffold-22/images/hud_background_green.png");

}



.GameOption_Dialogue:hover {

\tborder-color: #ffe17b;

}



.GameOption_Dialogue a {

\tpadding: 10px;

\tcolor: #469f44;\t

\tdisplay: block;

\ttext-decoration: none;

}



.GameOption_Dialogue a:hover {

\tcolor: #ffe17b;\t

}



.GameOption_Disabled {

\tcolor: #585858;

\tbackground-image: url("https://secureservercdn.net/166.62.108.43/9db.ec6.myftpupload.com/game-content/scaffold-22/images/hud_background_grey.png");

}



.GameOption_Disabled:hover {

\tcolor: #797979;

\ttransform: perspective( 600px ) TranslateX(0px);

\ttransition: transform 0.5s ease 0s;

}



.GameOption_Disabled_Text {

\tpadding: 12px;

}



.GameOption_BuyUI {

\topacity: 0.925;

\twidth: 48.2%;

\tfloat: left;

\ttext-align: center;

}



.GameOption_BuyUI:hover {

\topacity: 1;

}



@media screen and (max-width: 1440px)

{

\t.GameText, .GameTextGreyed, .OptionsField, .HUD_hackutility, #ui-combat-enemyarea, #ui-combat-actionarea, #ui-combat-playerarea, #hud-combat-background, .HUD_shop {

\t\tmargin-left: 15%;

\t\twidth: 70%;

\t}



\t.GameOption_BuyUI {

\t\twidth: 47%;

\t}

}



@media screen and (max-width: 1024px)

{

\t.GameText, .GameTextGreyed, .OptionsField, .HUD_hackutility, #ui-combat-enemyarea, #ui-combat-actionarea, #ui-combat-playerarea, #hud-combat-background, .HUD_shop {

\t\tmargin-left: 10%;

\t\twidth: 80%;

\t}

}



@media screen and (max-width: 768px)

{



\t.TimeSkip {

\t\twidth: 98%;

\t}



\t.OptionsField a {

\t\tfont-size: 0.9em;

\t\tline-height: 1.2em;

\t}



\t.GameOption_Disabled_Text {

\t\tpadding: 10px;

\t\tline-height: 1.2em;

\t}



\t.GameOption_Disabled:hover {

\t\tcolor: #797979;

\t\ttransform: perspective( 600px ) TranslateX(0px);

\t\ttransition: transform 0.5s ease 0s;

\t}



\t.GameText, .GameTextGreyed, .OptionsField, .HUD_hackutility, #ui-combat-enemyarea, #ui-combat-actionarea, #ui-combat-playerarea, #hud-combat-background, .HUD_shop {

\t\tmargin-left: 2%;

\t\twidth: 98%;

\t}



\t.GameTextImage img {

\t\tvertical-align: bottom;

\t\tfloat: left;

\t\ttransform: perspective( 600px ) translateX(0px);

\t\tmargin: -2px;

\t\tpadding: 0;

\t\tmargin-bottom: 1em;

\t\twidth: 100%;

\t}



\t.GameTextSpecial img {\t

\t\twidth: 70%;

\t\tfloat: right;

\t\tmargin-left: 15%;

\t\tmargin-right: 15%;

\t}



\t.GameOption_Expand {

\t\ttransform: perspective( 600px ) TranslateY(-24px);

\t}



\t.GameOption_Expand:hover {

\t\ttransform: perspective( 600px ) TranslateY(-24px);

\t}



\t.GameOption_Disabled_Text {

\t\tpadding: 6px;

\t}



\t.GameOption {

\t\twidth: 98%;

\t\tfont-size: 0.9em;

\t\tmargin: 1px;

\t\ttransform: perspective( 600px ) translateX(0px);

\t}



\t.GameOption a {

\t\tpadding: 6px;

\t}



\t.GameOption_BuyUI {

\t\tpadding-top: 3px;

\t\tpadding-bottom: 3px;

\t\tmargin: 3px;

\t\tmargin-top: 2px;

\t\twidth: 47%;

\t\tfloat: left;

\t\ttext-align: center;

\t}



}



@media screen and (max-width: 440px)

{

\t.GameText, .GameTextGreyed, .OptionsField, .HUD_hackutility, #ui-combat-enemyarea, #ui-combat-actionarea, #ui-combat-playerarea, #hud-combat-background, .HUD_shop {

\t\tmargin-left: 2%;

\t\twidth: 99%;

\t}



\t.GameOption_BuyUI {

\t\twidth: 46%;

\t}

}



.OptionsField_Tramway {

\theight: 245px;

\tbackground-position: center center;

\tbackground-size: contain, auto;

\tbackground-repeat: no-repeat, repeat;

\tbackground-image: url("https://secureservercdn.net/166.62.108.43/9db.ec6.myftpupload.com/game-content/scaffold-22/images/navmap_tramway.png"), url("https://secureservercdn.net/166.62.108.43/9db.ec6.myftpupload.com/game-content/scaffold-22/images/hud_background_yellow.png");

}



.GameOption_Tramway {

\ttext-align: center;

\tmargin: 1%;

\tmargin-bottom: 5px;

\tmargin-top: 70px;

\tpadding: -2px;

\ttransform: perspective( 600px ) translateX(0px);

\twidth: 30%;

\tfloat: left;

}



.GameOption_Tramway:hover {

\ttransform: perspective( 600px ) translateZ(0px);

\ttransition: transform 0.5s ease 0s;

}



.TramwayDestinationZone {

\tmargin-left: 2%;

\twidth: 10%;

\tposition: fixed;

\tmargin-top: 20px;

\theight: 55%;

}



.TramwayDestinationZone a {

\t position:absolute;

\t width:100%;

\t height:100%;

\t top:0;

\t left: 0;



\t /* edit: added z-index */

\t z-index: 1;

}



.TramwayDestination_B33 {

\tmargin-left: 20%;

}



.TramwayDestination_B30 {

\tmargin-left: 30%;

}



.TramwayDestination_B29 {

\tmargin-left: 40%;

}



.TramwayDestination_B28 {

\tmargin-left: 54%;

}



.TramwayDestination_B27 {

\tmargin-left: 68%;

}



.TramwayDestination_B14 {

\tmargin-left: 76%;

}



.TramwayDestination_B10 {

\tmargin-left: 86%;

}



.TramwayInfoArea {

\tpadding-left: 10px;

\tpadding-top: 2px;

\tborder-left: 3px solid #3cfed7;

\theight: 20px;

}



.TramwayInfoMarker {

\tmargin-right: 10px;

\t

\tborder-top: 3px solid #3cfed7;

\twidth: 10%;

\theight: 45%;

\ttransition: all 0.5s ease 0s;



}



.TramwayInfoMarker_Inside {

\ttransform: perspective( 600px ) translateX(3px);

\tfloat: right;

\tborder-left: 3px solid #3cfed7;

\twidth: 15px;

\theight: 65%;

}



.TramwayInfoMarker_Image {

\ttransform: perspective( 600px ) translateX(12px);

\tfloat: right;

\theight: 100%;

\twidth: 30px;

\tbackground-position: bottom right;

\tbackground-repeat: no-repeat;

\tbackground-image: url("https://secureservercdn.net/166.62.108.43/9db.ec6.myftpupload.com/game-content/scaffold-22/images/ui_tramway_destination.png");

}



.TramwayInfoMarker_B10 {

\twidth: 92.5%;

}



.TramwayInfoMarker_B14 {

\twidth: 84%;

}



.TramwayInfoMarker_B27 {

\twidth: 73%;

}



.TramwayInfoMarker_B28 {

\twidth: 62%;

}



.TramwayInfoMarker_B29 {

\twidth: 47%;

}



.TramwayInfoMarker_B30 {

\twidth: 35%;

}



.TramwayInfoMarker_B33 {

\twidth: 26%;

}



.TramwayInfoMarker_B40 {

\twidth: 5%;

}



@media screen and (max-width: 1600px)

{

\t.GameOption_Tramway {

\t\tmargin-top: 60px;

\t}



\t.OptionsField_Tramway {

\t\theight: 225px;

\t}



\t.TramwayInfoMarker_Inside {

\t\theight: 60%;

\t}



}



@media screen and (max-width: 1440px)

{



\t.GameOption_Tramway {

\t\tmargin-top: 50px;

\t}



\t.OptionsField_Tramway {

\t\theight: 205px;

\t}



\t.TramwayInfoMarker_Inside {

\t\theight: 55%;

\t}



}



@media screen and (max-width: 1024px)

{



\t.GameOption_Tramway {

\t\tmargin-top: 40px;

\t}



\t.OptionsField_Tramway {

\t\theight: 185px;

\t}



\t.TramwayInfoMarker_Inside {

\t\theight: 50%;

\t}

}



@media screen and (max-width: 768px)

{

\t.TramwayInfoArea {

\t\tfont-size: 10pt;

\t}



\t.GameOption_Tramway {

\t\tmargin-top: 30px;

\t}



\t.OptionsField_Tramway {

\t\tpadding: 4px;

\t\theight: 145px;

\t}



\t.TramwayInfoMarker_Inside {

\t\theight: 45%;

\t}

}



@media screen and (max-width: 440px)

{

\t.GameOption_Tramway {

\t\tborder-raidus: 2px;

\t\tmargin-top: 20px;

\t\twidth: 29%;

\t}



\t.OptionsField_Tramway {

\t\theight: 135px;

\t}



\t.TramwayInfoMarker_B40 {

\t\twidth: 22px;

\t}



\t.TramwayInfoMarker_Inside {

\t\theight: 40%;

\t}

}

<<silently>>

<<set $currentgamepassage = passage()>>

<<if visited() eq 1>>

\t

<<endif>>

<<endsilently>>

<div class='GameTextGreyed'><<display 'b40_storeroom_arrive_txt'>></div>

<div class='GameText'><<display 'b40_storeroom_arrive_2_txt'>></div>

<div class='OptionsField'><<nobr>>

<<if $action.action1 eq "abort">>

\t<div class='GameOption GameOption_Move'>[[→ Return to the Tramway Station|b40_tram_station][$action.arrive = "fromstoreroom"; $time.active = $time.active + 0.5; $attrib.fatigue = $attrib.fatigue + 5; playContextSound("ui_walk");]]</div>

<<else>>

\t<div class='GameOption GameOption_Dialogue'>[[→ Attempt to Negotiate|b40_storeroom_arrive_3][$processed = false; $action.action2 = "tryTalk"; $attrib.violence -= 2; $attrib.caution += 2; $hide.layer2 = true; $statistics.negotion_failDone += 1; playContextSound("ui_click");]]</div><br>

\t<div class='GameOption GameOption_Defend'>[[→ Retreat Slowly|b40_storeroom_arrive_3][$processed = false; $action.action2 = "doRetreat"; $hide.layer2 = true; $attrib.caution += 5; playContextSound("ui_walk");]]</div><br>

\t<<if $equip.rifle.name eq "XZ" and $equip.rifle.ammo.normal gte 1>>

\t\t<div class='GameOption GameOption_Defend'>[[→ Blackthorn XZ Takedown|b40_storeroom_arrive_3][$processed = false; $action.action2 = "doSnipe"; $attrib.violence += 2; $attrib.caution += 6; $equip.rifle.ammo.normal -= 1; $hide.layer2 = true; $statistics.specialKillDone += 1; $statistics.boltTunstenFired += 1; $statistics.overalKills += 1; $statistics.abominationKilled += 1; $statistics.abom_imposingKilled += 1; $statistics.organicKilled += 1; playContextSound("ui_attack_cannon");]]</div><br>

\t<<elseif $equip.rifle.name eq "C2000_Converted" and $equip.pistol.ammo gte 12>>

\t\t<div class='GameOption GameOption_Defend'>[[→ C2000 NITE Takedown|b40_storeroom_arrive_3][$processed = false; $action.action2 = "doSnipe"; $attrib.violence += 2; $attrib.caution += 6; $equip.pistol.ammo -= 12; $hide.layer2 = true; $statistics.specialKillDone += 1; $statistics.nineMillFired += 1; playContextSound("ui_attack_suppressed");]]</div><br>\t

\t<<endif>>

\t<div class='GameOption GameOption_Weapon'>[[→ Attack the Oger|hud_combat][$attrib.violence = $attrib.violence + 3; $combatTemplate = "Oger_B40"; $processed = false; $hide.layer1 = false; $hide.layer2 = true; $statistics.agressionDone += 1]]</div>

<<endif>><<endnobr>></div>

<<silently>>

<<set $currentgamepassage = passage()>>

<<if visited() eq 1>>

\t

<<endif>>

<<endsilently>>

<div class='GameTextGreyed'><<display 'b40_storeroom_arrive_txt'>></div>

<div class='GameTextGreyed'><<display 'b40_storeroom_arrive_2_txt'>></div>

<div class='GameText'><<display 'b40_storeroom_arrive_3_txt'>></div>

<div class='OptionsField'><<nobr>>

<<if $action.action2 eq "tryTalk" or $action.action2 eq "doRetreat">>

\t<div class='GameOption GameOption_Weapon'>[[→ Fight the Oger|hud_combat][$combatTemplate = "Oger_B40"; $processed = false; $hide.layer1 = false; $hide.layer2 = true]]</div>

<<else>>

\t<div class='GameOption GameOption_Move'>[[→ Lower your Weapon|b40_storeroom_ogre_lookaround][$processed = false; $hide.layer1 = false; $hide.layer2 = true]]</div>

<<endif>><<endnobr>></div>

<<if $hide.layer2 eq true>><div class='GameOption_Expand'>[[Expand|$currentgamepassage][$hide.layer2 = false]]</div>You pick up the...<<else>><div class='GameOption_Expand'>[[Collapse|$currentgamepassage][$hide.layer2 = true]]</div>

<<nobr>>

\t\tYou pick up the data pad and activate the screen. It reads:<br><br>



\t\t<div class='HUD_datapad'>Undersprawl Incident #416151 - Journal<br><br>



\t\t\t- No luck getting into the Undercity. They definitely know who we are only I don't think they get why the Athena Medical sent us. All they do is blab about how the Loving Stars have forsaken them and how we should go have intercourse with ourselves. Insane! The situation will only get worse if they don't let us help. Guess we'll just have to find another way.<br><br>



\t\t\t- Things have been getting worse. Tried to advise on breathing masks or at least face covers but not enough of them will listen. Not enough attempts to separate the sick from the healthy either. Ironically, the True Believers and all the other Eden nutcases are the worst. Always huddling, praying, muttering angrily about divine retribution and witchcraft, but not doing much of any good.<br><br>



\t\t\t- Well, the first body turned up in public today. The Forsaken were there within minutes to collect the dead. I was later told by the Deathcaller that there have been thirteen bodies prior. All have been embalmed and furnaced though. Still, maybe the Death Cult can get us access to the blood samples we need.<br><br>



\t\t\t- Great. More bodies. Some plague, some murder. The Forsaken have been quick to move them away. Think they may be using the old Mausoleum below the square to hide them. Seen a few of those weirdos disappar through the secret door there. At any rate, it's getting dicey. Good news is we've been 'reached out' to by a woman whom I believe may actually be a witch! She has the trust of some of the Undercity dwellers and says she can aquire the samples we need.<br><br>



\t\t\t- It's been six hours since the witch left. Now Dr. Bur returns from the Outerworld, saying the passages to the Bazar have been sealed on direct order from the Clergy. Probably out of fear the contagion will spread to the general population. I gotta say I'm more worried about will happen here. Tensions are already high and I have seen too many coilarms of late for comfort. Things will definitely get worse. A lot worse.



\t\t</div>



<<endnobr>><<endif>>

<div class='HUD_NavScreenClose' style='margin: 0px;'>[[X|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "messages"; playContextSound("ui_blip_back");]]</div><<silently>>

<<for $i to 0; $i lt $hud.messages.length; $i++>>

\t<<if $hud.messages[$i].name eq "msg_abomination_invite">>

\t\t<<if not $hud.messages[$i].read>>

\t\t\t<<set $hud.messages[$i].read = true>>

\t\t\t<<set $job_abomination_investigate.readCultInvite = true>>

\t\t<<endif>>

\t<<endif>>

<<endfor>>

<<endsilently>><strong>From:</strong> Xarea.Corbei@Private.Corbei.Net

<strong>To:</strong> <<firstname>>.Acrel@EVOX.Net

<strong>Subject:</strong> Cordial Invitation



Dear <<formalname>>,



We have not spoken before yet I have, through aquaintances, become most interested in your current investigations. I believe there may be some information I could share which would aid you in this endeavor. If you would like to meet, it would be my pleasure to recieve you at the family residence. Our driver shall collect you outside the Cathedral of Beams at your earliest convenience.



Cordially,



Xarea Corbei

Owner / Asssistant Director

Erkan-Corbei Holdings Group

Scaffold 22

<<silently>>

\t<<set $currentgamepassage = passage()>>

\t<<set $savesMenuPassage = "Level B40 - Kobol Basecamp">>

\t<<if not $processed>>

\t\t<<set $action.action1 = "none">>

\t\t<<set $action.action2 = "none">>

\t\t<<set $action.action3 = "none">>

\t\t<<set $action.action4 = "none">>

\t\t<<set $action.action5 = "none">>



\t\t<<set $hide.layer1 = false>>

\t\t<<set $hide.layer2 = false>>

\t\t<<set $hide.layer3 = false>>

\t\t<<set $hide.layer4 = false>>

\t\t<<set $hide.layer5 = false>>



\t\t<<set $processed = true>>

\t<<endif>>

<<endsilently>>

<<nobr>>

\t/% (( CONFRONTATION WITH RIPTIDE OWNER AND CAN BE PLAYED TO EITHER'S BENEFIT. IF SOK ARE NOT DESTROYED, THEIR FINAL PATH OPENS - REPLACES CHURCH PATH )) %/

\t<<if $action.action1 eq "none">>

\t\t<div class='GameText'><<display 'b40_docks_final_kobol_txt'>></div><br>

\t\t<div class='OptionsField'>

\t\t\t<div class='GameOption GameOption_Dialogue'>[[→ Suggest its a Weapon|b40_docks_final_kobol][$action.action1 = "weapon"; $hide.layer1 = true; playContextSound("ui_click");]]</div><br>

\t\t\t<div class='GameOption GameOption_Dialogue'>[[→ Suggest its Historic Records|b40_docks_final_kobol][$action.action1 = "records"; $hide.layer1 = true; playContextSound("ui_click");]]</div><br>

\t\t\t<<if $job_conspiracy.knowledgePhase gte 8>>

\t\t\t\t<div class='GameOption GameOption_Dialogue'>[[→ Say it's a Star Chart|b40_docks_final_kobol][$action.action1 = "starchart"; $hide.layer1 = true; playContextSound("ui_click");]]</div>

\t\t\t<<else>>

\t\t\t\t<div class='GameOption GameOption_Dialogue'>[[→ Admit you have no Idea|b40_docks_final_kobol][$action.action1 = "noidea"; $hide.layer1 = true; playContextSound("ui_click");]]</div>

\t\t\t<<endif>>

\t\t</div>

\t<<elseif $action.action2 eq "none">>

\t\t<div class='GameTextGreyed'><<display 'b40_docks_final_kobol_txt'>></div><br>

\t\t<div class='GameText'><<display 'b40_docks_final_kobol_2_txt'>></div><br>

\t\t<div class='OptionsField'>

\t\t\t<div class='GameOption GameOption_Move'>[[→ Install Object 55316|b40_docks_final_kobol][$action.action2 = "install"; $hide.layer2 = true; playContextSound("ui_attack_machinecharge");]]</div>

\t\t</div>

\t<<elseif $action.action3 eq "none">>

\t\t<div class='GameTextGreyed'><<display 'b40_docks_final_kobol_txt'>></div><br>

\t\t<div class='GameTextGreyed'><<display 'b40_docks_final_kobol_2_txt'>></div><br>

\t\t<div class='GameText'><<display 'b40_docks_final_kobol_3_txt'>></div><br>

\t\t<div class='OptionsField'>

\t\t\t<div class='GameOption GameOption_Dialogue'>[[→ Ask what it could Be|b40_docks_final_kobol][$action.action3 = "whatis"; $hide.layer3 = true; playContextSound("ui_click");]]</div><br>

\t\t\t<div class='GameOption GameOption_Dialogue'>[[→ Ask what happens Now|b40_docks_final_kobol][$action.action3 = "whatnow"; $hide.layer3 = true; playContextSound("ui_click");]]</div><br>

\t\t\t<div class='GameOption GameOption_Dialogue'>[[→ Ask how it's Valuable|b40_docks_final_kobol][$action.action3 = "howvaluable"; $hide.layer3 = true; playContextSound("ui_click");]]</div>

\t\t</div>

\t<<elseif $action.action4 eq "none">>

\t\t<div class='GameTextGreyed'><<display 'b40_docks_final_kobol_txt'>></div><br>

\t\t<div class='GameTextGreyed'><<display 'b40_docks_final_kobol_2_txt'>></div><br>

\t\t<div class='GameTextGreyed'><<display 'b40_docks_final_kobol_3_txt'>></div><br>

\t\t<div class='GameText'><<display 'b40_docks_final_kobol_4_txt'>></div><br>

\t\t<div class='OptionsField'>

\t\t\t<div class='GameOption GameOption_Move'>[[→ Hand over Object 55316|b40_docks_final_kobol][$action.action4 = "giveobject"; $hide.layer4 = true; $job_conspiracy.hasGivenObject = true; playContextSound("ui_click");]]</div><br>

\t\t\t<div class='GameOption GameOption_Dialogue'>[[→ Refuse to Comply|b40_docks_final_kobol][$action.action4 = "refusehandover"; $hide.layer4 = true; playContextSound("ui_click");]]</div>

\t\t</div>

\t<<elseif $action.action5 eq "none">>

\t\t<div class='GameTextGreyed'><<display 'b40_docks_final_kobol_txt'>></div><br>

\t\t<div class='GameTextGreyed'><<display 'b40_docks_final_kobol_2_txt'>></div><br>

\t\t<div class='GameTextGreyed'><<display 'b40_docks_final_kobol_3_txt'>></div><br>

\t\t<div class='GameTextGreyed'><<display 'b40_docks_final_kobol_4_txt'>></div><br>

\t\t<div class='GameText'><<display 'b40_docks_final_kobol_5_txt'>></div><br>

\t\t<div class='OptionsField'>

\t\t\t<div class='GameOption GameOption_Weapon'>[[→ Resist the Paladin|hud_combat][$combatTemplate = "Paladin_Corinthin"; $processed = false; $action.arrive = "atKobol"]]</div>

\t\t\t<<if $action.action4 eq "giveobject">><br>

\t\t\t\t<div class='GameOption GameOption_Defend'>[[→ Accept your Fate|b40_docks_final_kobol][$action.action5 = "acceptfate"; $hide.layer5 = true; $action.arrive = "atKobol"; $hide.layer0 = false]]</div>

\t\t\t<<endif>>

\t\t</div>

\t<<else>>

\t\t<div class='GameTextGreyed'><<display 'b1_siege_sanctum_txt'>></div><br>

\t\t<div class='GameTextGreyed'><<display 'b1_siege_sanctum_2_txt'>></div><br>

\t\t<div class='GameTextGreyed'><<display 'b1_siege_sanctum_3_txt'>></div><br>

\t\t<div class='GameTextGreyed'><<display 'b1_siege_sanctum_4_txt'>></div><br>

\t\t<div class='GameTextGreyed'><<display 'b1_siege_sanctum_5_txt'>></div><br>

\t\t<div class='GameText'><<display 'b14_cathedral_postfirefight_6_txt'>></div><br>

\t\t<div class='OptionsField'>

\t\t\t<div class='GameOption GameOption_Move'>[[→ Epilogue|endings_purged][playContextSound("ui_blip");]]</div>

\t\t</div>

\t<<endif>>

<<endnobr>>

<<nobr>>



\t<<set $combat.enemy = {

\t\ttype: "abomination_imposing",

\t\tname: "oger",

\t\tgender: "it",

\t\tposessive: "its",

\t\tdeathtype: "killing",

\t\tresulttext: "abomination_oger_result",

\t\tresponsetext: "abomination_oger_response",

\t\tsinglenames: ["oger"],

\t\tsinglegender: ["it"],

\t\tsingleposessive: ["its"],

\t\timages: ["images/combat_abom_oger_female.png"],

\t\talive: 1,

\t\tarmor: 22,

\t\tvulnerable: "none",

\t\timmune: "none",

\t\tshield: 0,

\t\taccuracy: 0.8,

\t\tcover: 0,

\t\tisMeeleAttacker: true,

\t\tisLargeTarget: true,

\t\ttaunt: "The Oger advances, eyes blazing with crazed anger and improvized lance held ready.",

\t}>>



\t<<set $combat.player = {

\t\taccuracy: 0.75,

\t\tcover: 0,

\t\tcontinue: "b30_mexaplex_wretchhive",

\t\tally: "none",

\t}>>



<<endnobr>>

<<nobr>>



\t<<set $combat.enemy = {

\t\ttype: "abomination_imposing",

\t\tname: "oger",

\t\tgender: "it",

\t\tposessive: "its",

\t\tdeathtype: "killing",

\t\tresulttext: "abomination_oger_result",

\t\tresponsetext: "abomination_oger_response",

\t\tsinglenames: ["oger"],

\t\tsinglegender: ["it"],

\t\tsingleposessive: ["its"],

\t\timages: ["images/combat_abom_oger_pipe.png"],

\t\talive: 1,

\t\tarmor: 18,

\t\tvulnerable: "none",

\t\timmune: "none",

\t\tshield: 0,

\t\taccuracy: 0.65,

\t\tcover: 0,

\t\tisMeeleAttacker: true,

\t\tisLargeTarget: true,

\t\ttaunt: "The Oger hesitates, its gaze drawn directly toward you. The next instant it rushes for the base of the stairs below, roaring. You have moments at most before it reaches you.",

\t}>>



\t<<set $combat.player = {

\t\taccuracy: 0.75,

\t\tcover: 0,

\t\tcontinue: "b33_scrapyard_oger_loot",

\t\tally: "none",

\t}>>



<<endnobr>>

<<if $hide.layer2 eq true>><div class='GameOption_Expand'>[[Expand|$currentgamepassage][$hide.layer2 = false]]</div><<if $action.action1 eq "kill">>"Too late for that..."<<else>>"Fucked if I know why but I believe you..."<<endif>><<else>><div class='GameOption_Expand'>[[Collapse|$currentgamepassage][$hide.layer2 = true]]</div>

<<nobr>>



\t<<if $action.action1 eq "kill">>"Too late for that."



\t\t<<if $job_conspiracy.buddy eq "alone" or $job_conspiracy.buddy eq "lag" or $job_conspiracy.buddy eq "alone_kobol">>You ram the [[Djinn's|PDA][$hud.currentScreen = "Djinn"]] knife into Miss Corbei's neck.<br><br>



\t\t\tIt slices through flesh and bone like butter. Blood squirts free, <<if $job_blindkid_resolution.mainPhase eq 4>>dribbling down her black dress.<<else>>staining her white dress.<<endif>> Her mouth opens for just a second before she collapses.<br><br>



\t\t\t"Idiot." You stare at her corpse. "Really, what the fuck did you think would happen?"<br><br>



\t\t\tThere's no reply, not a sound to be heard at all. Corbei Tower is as quiet as the grave it has become. You breathe a faint sigh and glance at the [[Djinn's knife|PDA][$hud.currentScreen = "corsair knife"]]. Might be worth keeping - if just to avoid leaving evidence behind.



\t\t<<elseif $job_conspiracy.buddy eq "varai">>You glance at Varai. "Execute her. Or I will."<br><br>



\t\t\tThe [[Commisaria|PDA][$hud.currentScreen = "Commisariat"]] looks surprised. "That would be an unlawful use of force, <<formalname>>. The suspect poses no immediate threat and thus one ought to conduct—"<br><br>



\t\t\t"Then I'm conducting myself—" You ram the [[Djinn's|PDA][$hud.currentScreen = "Djinn"]] knife into Miss Corbei's neck. "—in accordance with whatever I'm sanctioned to do in self-defense."<br><br>



\t\t\tAs the woman falls, her throat cut open like a slab of meat, Varai says, "I do suppose it was unlikely she would have complied with the Law. Though, naturally, I shall have to make note of this in my report. Grave errors in procedure were made. I am certain you are aware this cannot go without consequence."<br><br>



\t\t\tYou simply nod in silence, gaze fixed on the corpse. Varai doesn't speak either. Corbei Tower is as quiet as the grave it has become. You breathe a faint sigh and glance at the [[Djinn's knife|PDA][$hud.currentScreen = "corsair knife"]]. Might be worth keeping - if just to avoid leaving evidence behind.

\t\t<<elseif $job_conspiracy.buddy eq "wilkin">>You ram the [[Djinn's|PDA][$hud.currentScreen = "Djinn"]] knife into Miss Corbei's neck.<br><br>



\t\t\tIt slices through flesh and bone like butter. Blood squirts free, <<if $job_blindkid_resolution.mainPhase eq 4>>dribbling down her black dress.<<else>>staining her white dress.<<endif>> Her mouth opens for just a second before she collapses.<br><br>



\t\t\t"Loving Stars be thanked, Kid." Wilkin crawls out from beneath the desk. "An' I promise I won't tell no one of any of this. No one, just as long as ya don't say nothing 'bout me being here either. Deal?"<br><br>



\t\t\tYou simply nod in silence, gaze fixed on the corpse. Wilkin doesn't speak either. Corbei Tower is as quiet as the grave it has become. You breathe a faint sigh and glance at the [[Djinn's knife|PDA][$hud.currentScreen = "corsair knife"]]. Might be worth keeping - if just to avoid leaving evidence behind.

\t\t<<elseif $job_conspiracy.buddy eq "jalkovski">>You nod to Jalkovski. "Kill her."<br><br>



\t\t\t"Sir." He pulls the trigger.<br><br>



\t\t\tA lone coilshot rings out, blowing a bloody hole clean through Miss Corbei's forehead. She falls, blood <<if $jo