<<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>\n<<nobr>>\n\n\t\tYou lower your weapon and approach the dead hybrids. Unseeing, reptilian eyes stare up at you accusingly. \n\n\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.\n\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.\n\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.\n\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.\n\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.\n\t\t<<endif>><br><br>\n\n\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.\n\n\n<<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>\n<<nobr>>\n\n\tYou say, \n\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>\n\n\t\t\t<<if $job_conspiracy.buddy eq "celena">>"I see." Xarena glances at Celena. "\n\n\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?"\n\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."\n\t\t\t\t<<endif>><br><br>\n\n\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>\n\n\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."\n\t\t\t<<else>>Wilkin looks shocked. "An abomination? Here? Are you mad, Kid?"<br><br>\n\n\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."\n\t\t\t<<endif>>\n\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>\n\t\t\t\n\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?"\n\n\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."\n\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>\n\n\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."\n\t\t\t<<endif>>\n\n\t\t<<endif>><br><br>\n\n\t\t"We'll see about that." You glance around, wondering where to begin your search.<br><br>\n\n\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.\n\n<<endnobr>><<endif>>
<<silently>>\n\t<<set $currentgamepassage = passage()>>\n\t<<set $action.action1 = "none">>\n\t<<set $action.action2 = "none">>\n\t<<set $action.action3 = "none">>\n\t<<set $action.action4 = "none">>\n\t<<set $action.action5 = "none">>\n\n\t<<set $hide.layer1 = false>>\n\t<<set $hide.layer2 = false>>\n\t<<set $hide.layer3 = false>>\n\t<<set $hide.layer4 = false>>\n\t<<set $hide.layer5 = false>>\n\t<<set $savesMenuPassage = "B10 Crossroads">>\n\n\t<<set $randomScene = (Math.random() + 0.01)>>\n\n\t<<display 'doAutoSave'>>\n<<endsilently>>\n<<nobr>>\n\n\t<div class='GameText'><<display 'the_crossroads_main_txt'>></div><br>\n\t<div class='OptionsField'>\n\n\t<<if not (($job_abomination_investigate.abomSabotagePhase gt 8 or $job_abomination_investigate.abomAugmentPhase gt 10) and $attrib.infected)>>\n\t\t<<if $job_conspiracy.conspiratorPhase eq 2>>\n\t\t\t<div class='GameOption GameOption_Move'>[[Mauricio's Appartment|the_crossroads_mauricio_1][playContextSound("ui_walk");]]</div><br>\n\t\t<<endif>>\n\n\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 $job_fisher_counterattack.mainPhase eq 4)>>\n\t\t\t<div class='GameOption GameOption_Move'>[[Wait at the Information Booth|the_crossroads_waitGravCar][$processed = false; $hide.layer0 = false; playContextSound("ui_walk");]]</div><br>\n\t\t<<endif>>\n\n\t\t<<if $job_abomination_investigate.chosenCorbeiReward eq "sex" or $job_abomination_investigate.chosenCorbeiReward eq "status">>\n\t\t\t<div class='GameOption GameOption_Move'>[[Corbei Residence|the_crossroads_corbeiresidence][$processed = false; $action.arrive = "fromOutside"; playContextSound("ui_walk");]]</div><br>\n\t\t<<endif>>\n\t\t\n\t\t<<if $randomEncounterPhases.syndicateBasePhase eq 2>>\n\t\t\t<div class='GameOption GameOption_Move'>[[Look for Syndicate 4|snydicate_crossroads_search][$processed = false; playContextSound("ui_walk");]]</div><br>\n\t\t<<endif>>\n\n\t\t<<if $job_conspiracy.conspiratorPhase eq 7 and $job_conspiracy.buddy eq "lag" and $characterEncounterPhases.lagRecruitPhase eq 1>>\n\t\t\t<div class='GameOption GameOption_Move'>[[Viewport Cafe|b10_viewport_lag][$processed = false; playContextSound("ui_walk");]]</div><br>\n\t\t<<endif>>\n\n\t\t<<if ($job_conspiracy.instructionPhase eq 5 or $job_conspiracy.knowledgePhase eq 2) and $chr_raj.alive and $chr_raj.met eq false>>\n\t\t\t\t<div class='GameOption GameOption_Move'>[[Figure out where Raj lives|the_crossroads_findraj][$hide.layer0 = true; $action.arrive = "fromOutside"; playContextSound("ui_walk");]]</div><br>\n\t\t<<elseif $chr_raj.alive eq true and $chr_raj.met >>\n\t\t\t<<if $job_fisher_extremists.instructionPhase eq 10>>\n\t\t\t\t<div class='GameOption GameOption_Move'>[[Raj's Appartment|the_crossroads_addon_killraj][$action.arrive = "fromOutside"; $hide.layer = false; $hide.layer1 = false; playContextSound("ui_walk");]]</div><br>\n\t\t\t<<else>>\n\t\t\t\t<div class='GameOption GameOption_Move'>[[Raj's Appartment|the_crossroads_raj_main][$action.arrive = "fromOutside"; $hide.layer = false; $hide.layer1 = false; playContextSound("ui_walk");]]</div><br>\n\t\t\t<<endif>>\n\t\t<<endif>>\n\n\t\t<div class='GameOption GameOption_Move'>[[The Siren's Song|the_crossroads_sirens_song][playContextSound("ui_walk");]]</div><br>\n\n\t\t<<if $randomEncounterPhases.syndicateRaidTriggered and ($randomEncounterPhases.syndicateBaseDestroyed eq false or $randomEncounterPhases.syndiateRaidAlternate neq "none") and $randomScene lt $randomEncounterPhases.syndicateRaidFrequency>>\n\t\t\t\t<div class='GameOption GameOption_Move'>[[Level B10 Tramway Station|random_syndicate_killteam][$action.arrive = "onfoot"; $processed = false; $hide.layer0 = false; $action.action4 = "b10"; $action.action5 = "tram_station_b10"; playContextSound("ui_walk");]]</div>\n\t\t<<else>>\n\t\t\t<div class='GameOption GameOption_Move'>[[Level B10 Tramway Station|tram_station_b10][$action.arrive = "onfoot"; $hide.layer0 = false; playContextSound("ui_walk");]]</div>\n\t\t<<endif>>\n\t<<else>>\n\t\t<div class='GameOption GameOption_Move'>[[Level B10 Tramway Station|tram_station_b10][$action.arrive = "onfoot"; $hide.layer0 = false; playContextSound("ui_walk");]]</div>\n\t<<endif>>\n\n\t</div>\n\n<<endnobr>>
<<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>\n<<nobr>>\n\t\tYou pick up the data pad and activate the screen. It reads:<br><br>\n\n\t\t<div class='HUD_datapad'>Undersprawl Incident #416151 - Journal<br><br>\n\n\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>\n\n\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>\n\n\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>\n\n\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>\n\n\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.\n\n\t\t</div>\n\n<<endnobr>><<endif>>
<<silently>>\n\t<<set $currentgamepassage = passage()>>\n\t<<set $savesMenuPassage = "Level B40 - Docks">>\n\t<<if not $processed>>\n\t\t<<set $action.action1 = "none">>\n\t\t<<set $action.action2 = "none">>\n\t\t<<set $action.action3 = "none">>\n\t\t<<set $action.action4 = "none">>\n\t\t<<set $action.action5 = "none">>\n\n\t\t<<set $hide.layer1 = false>>\n\t\t<<set $hide.layer2 = false>>\n\t\t<<set $hide.layer3 = false>>\n\t\t<<set $hide.layer4 = false>>\n\t\t<<set $hide.layer5 = false>>\n\n\t\t<<set $processed = true>>\n\t<<endif>>\n<<endsilently>>\n<<nobr>>\n\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 )) %/\n\t<<if $action.action1 eq "none">>\n\t\t<div class='GameText'><<display 'b40_docks_kobol_post_txt'>></div><br>\n\t\t<div class='OptionsField'>\n\t\t\t<<if $factionlock.kobolFactionAlign eq "kobol">>\n\t\t\t\t<div class='GameOption GameOption_Dialogue'>[[Ask what killed the Paladin|b40_docks_kobol_conflict_post][$action.action1 = "whatkilled"; $hide.layer1 = true; $factionlock.kobolAskedDjinn = true; playContextSound("ui_click");]]</div><br>\n\t\t\t\t<div class='GameOption GameOption_Dialogue'>[[Ask what happened on Cubix|b40_docks_kobol_conflict_post][$action.action1 = "whathappened"; $hide.layer1 = true; $factionlock.kobolAskedCubix = true; playContextSound("ui_click");]]</div><br>\n\t\t\t\t<div class='GameOption GameOption_Dialogue'>[[Ask how you're Involved|b40_docks_kobol_conflict_post][$action.action1 = "howinvolved"; $hide.layer1 = true; $factionlock.kobolAskedInvolve = true; playContextSound("ui_click");]]</div>\n\t\t\t<<else>>\n\t\t\t\t<div class='GameOption GameOption_Move'>[[Return to the Tramway Station|b40_tram_station][$action.arrive = "onfoot"; $time.active += 0.5; $hide.layer0 = false; $factionlock.kobolPhase = 99; $factionlock.lockedFaction = "none"; playContextSound("ui_walk");]]</div>\n\t\t\t<<endif>>\n\t\t</div>\n\t<<elseif $action.action2 eq "none">>\n\t\t<div class='GameTextGreyed'><<display 'b40_docks_kobol_post_txt'>></div><br>\n\t\t<div class='GameText'><<display 'b40_docks_kobol_post_2_txt'>></div><br>\n\t\t<div class='OptionsField'>\n\t\t\t<<if not $factionlock.kobolAskedDjinn>>\n\t\t\t\t<div class='GameOption GameOption_Dialogue'>[[Ask what killed the Paladin|b40_docks_kobol_conflict_post][$action.action1 = "whatkilled"; $hide.layer1 = true; $factionlock.kobolAskedDjinn = true; playContextSound("ui_click");]]</div>\n\t\t\t<<else>>\n\t\t\t\t<div class='GameOption GameOption_Disabled'><div class='GameOption_Disabled_Text'>[You already asked what killed the Paladin]</div></div>\n\t\t\t<<endif>><br>\n\t\t\t<<if not $factionlock.kobolAskedCubix>>\n\t\t\t\t<div class='GameOption GameOption_Dialogue'>[[Ask what happened on Cubix|b40_docks_kobol_conflict_post][$action.action1 = "whathappened"; $hide.layer1 = true; $factionlock.kobolAskedCubix = true; playContextSound("ui_click");]]</div>\n\t\t\t<<else>>\n\t\t\t\t<div class='GameOption GameOption_Disabled'><div class='GameOption_Disabled_Text'>[You already asked what happened on Cubix]</div></div>\n\t\t\t<<endif>><br>\n\t\t\t<<if not $factionlock.kobolAskedInvolve>>\n\t\t\t\t<div class='GameOption GameOption_Dialogue'>[[Ask how you're Involved|b40_docks_kobol_conflict_post][$action.action1 = "howinvolved"; $hide.layer1 = true; $factionlock.kobolAskedInvolve = true; playContextSound("ui_click");]]</div>\n\t\t\t<<else>>\n\t\t\t\t<div class='GameOption GameOption_Disabled'><div class='GameOption_Disabled_Text'>[You already asked how you're Involved]</div></div>\n\t\t\t<<endif>><br>\n\t\t\t<div class='GameOption GameOption_Dialogue'>[[Ask what happens Now|b40_docks_kobol_conflict_post][$action.action2 = "continue"; $hide.layer2 = true; playContextSound("ui_click");]]</div>\n\t\t</div>\n\t<<elseif $action.action3 eq "none">>\n\t\t<<set $paymentammount = Math.round(8000 * $gameworld_modifiers.freelanceModifier)>>\n\t\t<<if $action.arrive eq "fromBattle">>\n\t\t\t<<set $paymentammount2 = 0>>\n\t\t<<else>>\n\t\t\t<<set $paymentammount2 = Math.round(1500 * $gameworld_modifiers.freelanceModifier)>>\n\t\t<<endif>>\n\t\t<<set $paymenttext = "Accept the Comission">>\n\n\t\t<div class='GameTextGreyed'><<display 'b40_docks_kobol_post_txt'>></div><br>\n\t\t<div class='GameTextGreyed'><<display 'b40_docks_kobol_post_2_txt'>></div><br>\n\t\t<div class='GameText'><<display 'b40_docks_kobol_post_3_txt'>></div><br>\n\t\t<div class='OptionsField'>\n\t\t\t<div class='GameOption GameOption_Dialogue'>\n\t\t\t\t<<click $paymenttext "b40_docks_kobol_conflict_post">>\n\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>>\n\t\t\t\t\t<<replace '#hud-notification-pane'>>\n\t\t\t\t\t\t<<set $aquireTitle = "Aquired">>\n\t\t\t\t\t\t<<set $aquireText = "Credits x" + ($paymentammount + $paymentammount2)>>\n\t\t\t\t\t\t<<set $aquireImage = "credits">>\n\t\t\t\t\t\t<<display 'UI_AquireItem'>>\n\t\t\t\t\t<</replace>>\n\t\t\t\t\t<<replace '#hud-center-pane'>>\n\t\t\t\t\t\t<<display 'UI_CenterPane'>>\n\t\t\t\t\t<</replace>>\t\t\t\t\t\n\t\t\t\t<</click>>\n\t\t\t</div><br>\n\t\t\t<div class='GameOption GameOption_Dialogue'>[[Refuse the Comission|b40_docks_kobol_conflict_post][$action.action3 = "nocomiss"; $hide.layer3 = true; $factionlock.kobolPhase = 2; playContextSound("ui_click"); $attrib.dilligence += 2]]</div>\n\t\t</div>\n\t<<elseif $action.action4 eq "none">>\n\t\t<div class='GameTextGreyed'><<display 'b40_docks_kobol_post_txt'>></div><br>\n\t\t<div class='GameTextGreyed'><<display 'b40_docks_kobol_post_2_txt'>></div><br>\n\t\t<div class='GameTextGreyed'><<display 'b40_docks_kobol_post_3_txt'>></div><br>\n\t\t<div class='GameText'><<display 'b40_docks_kobol_post_4_txt'>></div><br>\n\t\t<div class='OptionsField'>\n\t\t\t<div class='GameOption GameOption_Move'>[[Leave the Docks|b40_docks_enter][$action.arrive = "fromSelf"; $hide.layer0 = false; $job_conspiracy.conspiratorPhase = 7; $time.active += 0.5; $job_abomination_investigate.djinnMode = "active"; playContextSound("ui_walk");]]</div>\n\t\t</div>\n\t<<endif>>\n<<endnobr>>
<<silently>>\n<<set $currentgamepassage = passage()>>\n<<set $hide.layer4 = false>>\n<<endsilently>>\n<div class='GameTextGreyed'><<display 'the_sirens_song_base_txt'>></div>\n<div class='GameTextGreyed'><<display 'the_sirens_song_main_txt'>></div>\n<div class='GameTextGreyed'><<display 'the_sirens_song_reccuring_base_txt'>></div>\n<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][$hide.layer4 = true]]</div>\n"I have something to show you." You produce Object 55316 and show it to the Machine Smith. "Figure you'll know what it is. But can you tell me anything about it?"\n\nIth's eyes light up. "Ah, an Imperial data device, just as I speculated. An odd one though. Spherical, not an efficient geometric shape. May I?"\n\n"Sure." You hand her the object.\n\n"How very odd. Look—" The [[Sphinx|PDA][$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."\n\nYou nod slowly. "So if I want to look at it, I'd need a machine with the appropriate runtimes?"\n\n"If such a thing even exists today." Ith's lips curl. "This thing is even older than I am, human."<<endif>></div>\n<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>\n<<nobr>>\n\n\t<<if $loc_warlock_core.companion eq "isabelle">><div class='GameTextImage GameTextSpecial'>[img["https://secureservercdn.net/45.40.148.234/9db.ec6.myftpupload.com/game-content/scaffold-22/images/env_small_insabelle_final.png"]]</div>\n\t<<elseif $loc_warlock_core.companion eq "fabienne">>\n\t<<else>><div class='GameTextImage GameTextSpecial'>[img["https://secureservercdn.net/45.40.148.234/9db.ec6.myftpupload.com/game-content/scaffold-22/images/env_small_warbot.png"]]</div>\n\t<<endif>>\n\n\tYou head around the bend in the passage, all too aware that the aged walls are riddled with bolt holes. \n\n\t\t<<if $loc_warlock_core.companion eq "isabelle">>Before you've gone two steps, heavy footfalls echo behind you.<br><br>\n\n\t\t\t"Vine. Wait." You turn to see Isabelle's cybernetic form hastening toward you. "What are you doing here?"<br><br>\n\n\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>\n\n\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>>\n\t\t<<elseif $loc_warlock_core.companion eq "fabienne">>Before you've gone two steps, rapid footfalls echo behind you.<br><br>\n\n\t\t\t"Wait, wait!" You turn to see Fabienne's read-headed form hurrying toward you. "What the hell do you think you're doing?"<br><br>\n\n\t\t\t"Honestly? I was gonna put an end to this Warlock nonsense." You fold your arms. "I think you got some explaining to do. A lot of it."<br><br>\n\n\t\t\tThe [[Siren|PDA][$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."\n\n\t\t<<else>>\n\t\t\tBlood 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>\n\n\t\t\t<<if $attrib.demeanor eq "agressive">>"Crap." You stop short. "Well, this is bad."<<else>>"Oops. You stop short. "Uh, I don't want any trouble?"<<endif>><br><br>\n\n\t\t\tMachinery creaks as the [[WarBots|PDA][$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.\n\t\t<<endif>>\n\n<<endnobr>><<endif>>
<<silently>>\n<<set $currentgamepassage = passage()>>\n<<endsilently>>\n<div class='GameTextGreyed'><<display 'the_crossroads_raj_enter_txt'>></div>\n<<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>\n<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][$hide.layer3 = true]]</div>\n"Okay." You program the deposit and hold out your arm. "Five K. You'll get it back in one piece though. I promise."\n\n"I should certainly hope so." He taps at his [[PDA|PDA][$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?"\n\n"Fine with me," you say and swipe his arm.\n\n"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>>\n<div class='OptionsField'><<nobr>>\n<<if $action.action1 eq "none">>\n\t<<if $job_conspiracy.knowledgePhase gte 9 or ($sexPhases.raj gte 3 and $sexPhases.raj lt 9999)>>\n\t\t<div class='GameOption GameOption_Move'>[[Head to the Garage|b5_covenfinal_arrive][$job_coven.buddy = "alone"; $hide.layer0 = false; $hide.layer1 = false; $hide.layer2 = false; playContextSound("ui_walk");]]</div>\n\t<<else>>\n\t\t<<if $attrib.credits gte 5000>>\n\t\t\t<div class='GameOption GameOption_Dialogue'>[[Make the deposit (5000 C)|the_crossroads_raj_floater][$attrib.credits -= 5000; $chr_raj.madeCarDeposit = true; window.setTimeout(flashUIElement, 60, "finances", "HUD_StandardIcon_FlashDown"); $action.action1 = "accept"; $hide.layer2 = true; playContextSound("ui_blip");]]</div>\n\t\t<<else>>\n\t\t\t<div class='GameOption GameOption_Disabled'><div class='GameOption_Disabled_Text'>[Make the deposit (5000 C)]</div></div>\n\t\t<<endif>><br>\n\t\t<div class='GameOption GameOption_Dialogue'>[[End Conversation|the_crossroads_raj_main][$action.arrive = "fromSelf"; $hide.layer1 = false; $hide.layer0 = true; playContextSound("ui_click");]]</div>\n\t<<endif>>\n<<elseif $action.action1 eq "accept">>\n\t\t<div class='GameOption GameOption_Move'>[[Head to the Garage|b5_covenfinal_arrive][$job_coven.buddy = "alone"; $hide.layer0 = false; $hide.layer1 = false; playContextSound("ui_walk");]]</div>\n<<endif>>\n<<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>\n<<nobr>>\n\n\tYou say,\n\n\t<<if $action.action1 eq "wasfine">>"We were fine, Visionary. Thanks for dropping by though."<br><br>\n\n\t\t"Oh, a pleasure." The Visionary offers a mock bow. "Yet it may be better we do not delay. Our friends have assaulted the [[Docks|PDA][$hud.currentScreen = "The Docks"]]. It is doubtful they shall hold for long."\n\t<<elseif $action.action1 eq "islate">>"You are late. By a lot. We off and did it on our own.<br><br>\n\n\t\t"That is, ah, good. You see—" The Visionary folds his hands. "—our friends have assaulted the [[Docks|PDA][$hud.currentScreen = "The Docks"]]. It is doubtful they shall hold for long."\n\t<<elseif $action.action1 eq "wasfollowed">>"Were you followed? There's a ton of security around here."<br><br>\n\n\t\t"Us specifically?" The Visionary shakes his head. "Yet I doubt we can hold this position for long. Our friends have assaulted the [[Docks|PDA][$hud.currentScreen = "The Docks"]]. It is doubtful they shall hold for long."\n\t<<endif>><br><br>\n\n\tYou snort. "Great plan, man. Great plan. Let's get<<if $attrib.demeanor eq "agressive">> the hell<<endif>> out of here before—"<br><br>\n\n\t<<if $action.arrive eq "fromSneak">>\n\t\t"Yes, yes, there is no time to argue. We must go." The visionary waves to his men, calling, "Fall back and remain alert! The Vision shall guide us!"<br><br>\n\n\t\tNot wanting to be left behind, you join the hastily retreating cultists. Just as you reach the far door, boltfire explodes behind you, causing one of the cultists you arrived with to errupt in bloody giblets. Several of the cultists return fire. Bolts whizz back and forth. Blood spatters on the wall. A female cultist's head is blown off before your very eyes.<br><br>\n\n\t\t"Motherucker!" You scramble around a corner, breathing hard.<br><br>\n\n\t\tThe stairs down to the [[Docks|PDA][$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.\n\t<<else>>\n\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>\n\n\t\t"Visionary," you shout, hoping to be heard over the noise. "Fall back! Now!"<br><br>\n\n\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.\n\t<<endif>>\n<<endnobr>><<endif>>
<<silently>>\n\t<<set $currentgamepassage = passage()>>\n\t<<set $savesMenuPassage = "Level B14 - Cathedral Quarters">>\n<<endsilently>>\n<<nobr>>\n\t\t<div class='GameTextGreyed'><<display 'b14_cathedral_zweili_txt'>></div><br>\n\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>\n\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>\n\n\t\tZweili chuckles. "And what precisely do you expect I can do to quell this issue, old friend?"<br><br>\n\n\t\tYou open your mouth, hesitate, and suggest, "Say something wise, maybe?"<br><br>\n\n\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>\n\n\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 $attrib.demeanor eq "agressive">>So maybe you should wise up, not me. Old man.<<else>>You know that.<<endif>>"<br><br>\n\n\t\t"I did not mean to suggest you shell out hard-earned cash for such ridiculous notions. Though I will add a small disability benefit to your compensation in light of this. What I meant—" Zweili pauses. "It is as I said when we first met. There is no simple solution. You must find balance, perhaps companionship. I do not know. That is why I cannot say anything you do not already know: I cannot show you the pat. No one can, Vine. I have said this many times before."<br><br>\n\n\t\tYou simply nod, unwilling to reply. Not because it's bad advice. But because you know he's right: there's no shortcut to mental stability. You'll have to do that one yourself. Somehow.\n\n\t\t<<endif>>\n\t\t</div>\n\t\t<div class='OptionsField'>\n\t\t\t<div class='GameOption GameOption_Dialogue'>[[End Conversation|b14_cathedral_addon_zweili][$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>\n\t\t</div>\n\t\n<<endnobr>>
<<nobr>>\n\t<<set $combat.specialEnemyState = "throwArcDisc">>\n\t<<set $combat.enemy.hasArcShield = true>>\n\t<<set $combat.enemy.maxshield += 12>>\n\t<<set $combat.enemy.shield += 12>>\n\t<<set $combat.enemy.hasUsedBuff = true>>\n<<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>\n<<nobr>>\n\n\t<div class='GameTextImage'>[img["https://secureservercdn.net/45.40.148.234/9db.ec6.myftpupload.com/game-content/scaffold-22/images/env_boulevard_catacombs.png"]]</div>\n\t<<if $action.arrive eq "fromPit">>You leave the machine pit and head back the way you came, to the Machine Catacomb.\n\t<<elseif $action.arrive eq "fromCore">>You leave the core and head back the way you came, to the Machine Catacomb.\n\t<<elseif $action.arrive eq "fromSelf">>You return to the entrance of the Machine Catacomb.\n\t<<elseif $action.action1 eq "forcedOpen">>Rather 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. \n\t<<elseif $action.action1 eq "success">>The door hisses open with an electronic beep. You step through, into the pressure corridor beyond.\n\t<<else>>You step through the utility door, into the Machine Catacomb.\n\t<<endif>>\n\n\tHundreds of ancient [[WarBots|PDA][$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.\n\n\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>\n\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>\n\t<<else>>Closer to the entrance, where a sealed blast door blocks the path to the right, two rusted [[Security Bots|PDA][$hud.currentScreen = "Security Bot"]] stand, deactivated, in their alcoves. Another two bots watch over an unsealed doorway which leads off to the left.<br><br>\n\t<<endif>>\n\n\t<<if ($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>>\n\n\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.\n<<endnobr>><<endif>>
<<nobr>>\n\t<<if not $processed>>\n\t\t<<set $tempWeaponLoot = "NGREP">>\n\t\t<<set $action.action99 = "none">>\n\t<<endif>>\n\n\t<<if $action.action1 eq "none">>\n\t\t<div class='GameText'><<display 'rnd_cyber_cyborgs_txt'>></div><br>\n\t\t<div class='OptionsField'>\n\t\t\t<<if $attrib.passedSneakCheck>>\n\t\t\t\t<div class='GameOption GameOption_Defend'>[[Attempt to Flee|random_uniquencounter_inject][$action.action1 = "flee"; $hide.layer1 = true; $attrib.caution += 2; $attrib.violence -= 1; $statistics.sneakDone += 1; playContextSound("ui_walk");]]</div>\n\t\t\t<<else>>\n\t\t\t\t<div class='GameOption GameOption_Defend'>[[Attempt to Flee|random_uniquencounter_inject][$action.action1 = "fleefail"; $hide.layer1 = true; $attrib.caution += 2; $attrib.violence -= 1; playContextSound("ui_walk");]]</div>\n\t\t\t<<endif>><br>\n\t\t\t<div class='GameOption GameOption_Weapon'>[[Attack the Cyborgs|hud_combat][$attrib.violence += 2; $combatTemplate = "Cyber_Cyborgs"; $processed = false; $statistics.agressionDone += 1]]</div>\n\t\t</div>\n\t<<else>>\n\t\t<div class='GameTextGreyed'><<display 'rnd_cyber_cyborgs_txt'>></div><br>\n\t\t<div class='GameText'><<display 'rnd_cyber_cyborgs_2_txt'>></div><br>\n\t\t<div class='OptionsField'>\n\t\t\t<<if $action.action1 eq "flee">>\n\t\t\t\t<div class='GameOption GameOption_Move'>[[Continue on your Way|$action.action5][$processed = false; $action.action1 = "none"; $action.action2 = "none"; $time.active += 0.25; $hide.layer1 = false; $randomEncounterPhases.rndSceneCounter += 1; playContextSound("ui_walk");]]</div>\n\t\t\t<<else>>\n\t\t\t\t<div class='GameOption GameOption_Weapon'>[[Fight the Cyborgs|hud_combat][$combatTemplate = "Cyber_Cyborgs"; $processed = false]]</div>\n\t\t\t<<endif>>\n\t\t</div>\n\t<<endif>>\n<<endnobr>>
<<set $itemToGetStats = $hud.currentScreen>>\n<<display 'getArmorStats'>>\n<<set $getCharacteristicsFrom = $hud.currentScreen>>\n<<display 'getItemCharacteristics'>>\n\n<<set $calcMod = 1>>\n<<set $roundTag = 0>>\n\n<<if $itemToGetStats eq $equip.clothes>>\n\t<<if $hud.codexCompareBack neq "none">>\n\t\t<div class="HUD_PdaExpandButton HUD_PdaExpandButtonNoFloat">\n\t\t\t[[< Back |PDA][playContextSound("ui_blip"); $hud.currentScreen = $hud.codexCompareBack; $hud.codexCompareBack = $equip.clothes]]\t\t\t\n\t\t</div>\n\t<<endif>>\n<<else>>\n\t<div class="HUD_PdaExpandButton HUD_PdaExpandButtonNoFloat">\n\t\t[[ Compare >|PDA][$hud.codexCompareBack = $hud.currentScreen; playContextSound("ui_blip"); $hud.currentScreen = $equip.clothes]]\n\t</div>\n<<endif>>\n\n<<if $returnedArmorType eq "unarmored">>\n\t<<if $armor_ranged gt 0 or $armor_melee gt 0>>\n\t\t<<set $calcMod = 0.5>>\n\t<<endif>>\n<<elseif $returnedArmorType eq "protected">>\n<<elseif $returnedArmorType eq "armored">>\n<<elseif $returnedArmorType eq "impervious">>\n<<endif>>\n<<if $isFleshMold >>\n\t<<set $calcMod *= $attrib.fleshMoldModifier>>\n<<endif>>\n\nStats:<br>\n- armor type: \n\t<<if $returnedArmorType eq "unarmored">>\n\t\t<span class='greyedout'><<print $returnedArmorType>></span>\n\t<<elseif $returnedArmorType eq "protected">>\n\t\t<span class='yellowcolor'><<print $returnedArmorType>></span>\n\t<<elseif $returnedArmorType eq "impervious">>\n\t\t<span class='purplecolor'>impervious</span>\n\t<<else>>\n\t\t<<if $isHeavyArmor>>\n\t\t\t<span class='bluecolor'>heavy armor</span>\n\t\t<<else>>\n\t\t\t<span class='greencolor'><<print $returnedArmorType>></span>\n\t\t<<endif>>\n\t<<endif>>\n\t<<if $isFleshMold >>\n\t\t<span class='greyedout'>(melded <<print Math.round($attrib.fleshMoldModifier * 100)>>%)</span>\n\t<<endif>>\n\t<br>\n<<if $armor_ranged gt 0 or $armor_melee gt 0>>\n\t- ranged rating: <<print Math.round($armor_ranged * 100 * $calcMod)>>%<br>\n\t- melee rating: <<print Math.round($armor_melee * 100 * $calcMod)>>%<br>\n\t- <span class='yellowcolor'>impact fatigue:</span> <<print Math.round($armor_fatigue)>>\n<<else>>\n\t- <span class='greyedout'>no protection</span>\n<<endif>><br>\n\n<<if $isArcShielder>>\n- <span class='bluecolor'>shielded:</span> integrated arc shield<br>\n<<endif>>\n\n<<if $isCamoFlage>>\n- <span class='bluecolor'>camoflaged:</span> harder to hit<br>\n<<endif>>\n\n<<if $inquisitorEffect>>\n- <span class='bluecolor'>sanctioned inquiry:</span> increased damage to humans<br>\n<<endif>>\n\n<<if $isAbomKiller>>\n- <span class='bluecolor'>purifier:</span> increased combat effectiveness against abominations<br>\n<<endif>>\n\n<<if $givesClassBonus>>\n\t<<set $classToPrint = $classBonusName>>\n\t<<if $attrib.religion eq $classBonusName>>\n\t- <span class='purplecolor'><<print $skillBoostName>>:</span> <<print $skillToImprove>> <span class='bluecolor'>(<<display 'printProperClassName'>>)</span>\n\t<<else>>\n\t- <span class='greyedout'><<print $skillBoostName>>: <<print $skillToImprove>> (<<display 'printProperClassName'>>)</span>\n\t<<endif>><br>\n<<endif>>\n\n<<if $givesSpecialMeleeBoost>>\n- <span class='purplecolor'><<print $meleeBoostName>>:</span> increased melee effectiveness<br>\n<<endif>>\n\n<<if $givesSpecialChemBoost>>\n- <span class='purplecolor'><<print $chemBoostName>>:</span> increased combat chem effectiveness<br>\n<<endif>>\n\n<<if $givesSpecialCritBoost>>\n- <span class='purplecolor'><<print $critBoostName>>:</span> increased critical hit chance<br>\n<<endif>>\n\n<<if $givesSpecialArcBoost>>\n- <span class='purplecolor'><<print $arcBoostName>>:</span> increases arc shield deflection<br>\n<<endif>>\n\n<<if $isFallenLegion>>\n- <span class='purplecolor'>fallen legion:</span> can wield heavy weapons effortlessly<br>\n- <span class='purplecolor'>vengeful legion:</span> increased critical chance<br>\n<<endif>>\n\n<<if $isCyberOutfit >>\n- <span class='bluecolor'>cypherwear:</span> improves IntelliDiscs<br>\n<<endif>>\n\n<<if $isPartyOutfit >>\n\t- <span class='purplecolor'>clubwear:</span> better chem prices and effects<br>\n<<endif>>\n\n<<if $isConcealing >>\n\t- <span class='bluecolor'>concealing:</span> less crime, immune to gas<br>\n<<endif>>\n\n<<if $itemToGetStats eq "Power Armor">>\n\t- <<if $equip.isNeuroImplant>><span class='bluecolor'>inerface:</span><<else>><span class='redcolor'>inerface:</span><<endif>> requires neuronodes or cybernetics to operate<br>\n<<endif>>\n\n<<if $isFashionOutfitFromTalent>>\n\t- <span class='bluecolor'>fashionable (InZtinct):</span> better prices, worse bribes<br>\n<<elseif $isFashionOutfit or $isFashionOutfitApplyAfter>>\n\t<<if $isSuperFancy >>\n\t\t- <span class='greencolor'>super fashionable:</span> better prices, worse bribes, worse evade<br>\n\t<<elseif $isFashionOutfitApplyAfter>>\n\t\t- <span class='purplecolor'>fashionable:</span> better prices and bribes<br>\n\t<<else>>\n\t\t- <span class='greencolor'>fashionable:</span> better prices and bribes, worse evade<br>\n\t<<endif>>\n<<endif>>\n<<if $isGlamorous >>\n\t- <span class='bluecolor'>glamorous:</span> reeks of exubrence<br>\n<<endif>>\n\n<<if $isCrossdressOutfit >>\n\t- <span class='orangecolor'>gender inappropriate:</span> recieved poorly<br>\n<<endif>>\n\n<<if $isSkimpy >>\n\t- <span class='orangecolor'>skimpy:</span> ohh so sexy<br>\n<<endif>>\n\n<<if $isRestrictiveFit>>\n\t- <span class='redcolor'>restrictive:</span> worse sneak and evade<br>\n<<endif>>\n\n<<if $isHeavyArmor and $itemToGetStats neq "Legionnaire Armor">>\n\t<<if $gameworld_modifiers.hasArmorFatigueOverride>>\n\t- <span class='redcolor'>exceptionally heavy:</span> <span class='greyedout'>incurs fatigue</span> <span class='bluecolor'>(InZtinct)</span>, reduced sneak, no sneak<br>\n\t<<else>>\n\t- <span class='redcolor'>exceptionally heavy:</span> incurs fatigue, reduced evade, no sneak<br>\n\t<<endif>>\n<<elseif $returnedArmorType eq "armored">>\n\t<<if $gameworld_modifiers.hasArmorSneak>>\n\t- <span class='yellowcolor'>armored:</span> worse <span class='greyedout'>sneak</span> <span class='bluecolor'>(InZtinct)</span> and evade<br>\n\t<<else>>\n\t- <span class='yellowcolor'>armored:</span> worse sneak and evade<br>\n\t<<endif>>\n<<endif>>\n\n<<if $isReallyVisible >>\n\t- <span class='redcolor'>stands out:</span> easier to be hit<br>\n<<endif>><br>\n\n<<if $itemUpgradesTo.length gt 0>>\n\t- Upgrade Family:\n<<else>>\n\t- <span class='greyedout'>No Upgrades</span><br>\n<<endif>>\n<<for $i = 0; $i lt $itemUpgradesTo.length; $i++>>\n\t<<set $aquireText = $itemUpgradesTo[$i]>>\n\t<<display 'getActualItemName'>>\n\n\t<<if $itemUpgradesTo[$i] neq $itemToGetStats>>\n\t\t<<if $i gt 0>> - <<endif>><<print "[["+$aquireText+"|PDA][$hud.currentScreen = '"+$itemUpgradesTo[$i]+"']]">>\n\t<<else>>\n\t\t<<if $i gt 0>> - <<endif>> <span class='greyedout'><strong>[<<print $aquireText>>]</strong></span>\n\t<<endif>>\n<</for>>\n<<if $itemUpgradesTo.length gt 0>>\n\t<br>\n<<endif>>
<<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>\n<<nobr>>\n\n\t<<if $action.arrive eq "fromSelf">>\n\t\tYou are standing in Lord Otto's command center, beside an array of enormous holo-screens. \n\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.\n\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.\n\t\t<<endif>><br><br>\n\n\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.\n\t<<else>>\n\n\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>\n\n\t\t\tLord Otto Vindell wheezes a laugh. "As ignorant as you are blind. <<if $factionlock.lockedFaction eq "visionary">>You truly do not care. Not for your health. Nor your sanity. Nor of anything else.<<else>>Do you truly not care? Not in the slightest what happens at all?<<endif>>"<br><br>\n\n\t\t\t"Nope," you reply bluntly.<br><br>\n\n\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."\n\n\t\t<<else>>\n\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>\n\n\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>> \n\t\t\t\t<<if $factionlock.lockedFaction eq "visionary">>"What strength you believe to have pales in comparison to what I could have commmanded, had only the truth been revealed. What glorious ironiy. But alas. Your path will lead to the utter destruction of all you hold dear."\n\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."\n\t\t\t\t<<endif>><br><br>\t\n\t\t\t\t\n\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>\n\n\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 to certain damnation."\n\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. A schism approaches and it does so rapidly. Not that I would expect you to care, dull and unperceptive as you are."\n\t\t\t\t<<endif>><br><br>\n\t\t\t\t\n\t\t\t<<endif>>\n\t\t\t<<if $factionlock.lockedFaction eq "visionary">>"Oh, dear. Like I couldn't have foreseen that one."<br><br>\n\n\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 in the wake of the imperium's fall. And you, in your young arrogance, truly believe that this is—"<br><br>\n\n\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."\n\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."\n\t\t\t\t<<endif>><br><br>\n\n\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 suddenly and abruptly falls apart around you."\t\t\t\t\n\t\t\t<<else>>\n\t\t\t\t"And that would be what, exactly? Rampant capitalism and corporate greed?"<br><br>\n\n\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. Among other things. Alas, your meddling makes all hope of such impossible. And now you shall slay me too, ending the last chance—"<br><br>\n\n\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."\n\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."\n\t\t\t\t<<endif>><br><br>\n\n\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."\n\t\t\t<<endif>>\n\t\t<<endif>>\n\t<<endif>>\n\n<<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>\n<<nobr>> \n\n\tYou turn to <<if $loc_riptide.ownedBy eq "wilkin">>Fisher<<else>>Jalkovski<<endif>>.\n\n\t<<if $action.action2 eq "adviseno">>"Not my call but I'm against the proposed arrangement. It'll backfire. Guaranteed."<br><br>\n\n\t\t<<if $loc_riptide.ownedBy eq "wilkin">>\n\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."\n\t\t\t\t<<set $factionlock.kobolWasViolent = true>>\n\t\t\t<<else>>"Yeah," Fisher says coldly. "You're right, Boss. This is bullshit and we're not letting it happen."\n\t\t\t\t<<set $factionlock.kobolWasViolent = false>>\n\t\t\t<<endif>>\n\t\t\t<<set $factionlock.kobolFactionAlign = "wilkin">>\n\t\t<<else>>\n\t\t\t"Possibly," Jalkovski admits. "But it serves a mutual interest, Sir. No disrespect. It just makes sense."\n\t\t\t<<set $factionlock.kobolFactionAlign = "kobol">>\n\t\t\t<<set $factionlock.kobolWasViolent = false>>\n\t\t<<endif>>\n\n\t<<elseif $action.action2 eq "adviseyes">>"I know it's your call but there's potential for a beneficial arrangement here."<br><br>\n\n\t\t<<if $loc_riptide.ownedBy eq "wilkin">>\n\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."\n\t\t\t<<else>>"Maybe," Fisher says slowly. "No one wants another war, Boss, but this is thin ice. Y'know?"\n\t\t\t<<endif>>\n\t\t<<else>>\n\t\t\t"Agreed," Jalkovski says. "It serves a mutual interest, Sir. We have more to gain than loose."\n\t\t<<endif>>\n\t\t<<set $factionlock.kobolWasViolent = false>>\n\t\t<<set $factionlock.kobolFactionAlign = "kobol">>\n\n\t<<elseif $action.action2 eq "getspecifics">>"This proposed arrangement's a bit vague in my oppinion. Needs more substance."<br><br>\n\n\t\t<<if $loc_riptide.ownedBy eq "wilkin">>\n\t\t\t<<if $chr_fisher.loc eq "none">>"Oh, shut up already." Fisher breathes a sigh. "But <<genderpronoun>>'s right. We need more details."\n\t\t\t<<else>>"Yeah," Fisher says darkly. "What's the game here really? And why the hell's [[Kobol|PDA][$hud.currentScreen = "Sons of Kobol"]] suddenly so interested?"\n\t\t\t<<endif>>\n\t\t\t<<set $factionlock.kobolFactionAlign = "wilkin">>\n\t\t<<else>>\n\t\t\t"Agreed," Jalkovski says. "I woudld like to know what [[Kobol|PDA][$hud.currentScreen = "Sons of Kobol"]] wants here too. As plain and simple as possible."\n\t\t\t<<set $factionlock.kobolFactionAlign = "zanex">>\n\t\t<<endif>>\n\t\t<<set $factionlock.kobolWasViolent = false>>\n\n\t<<elseif $action.action2 eq "agree">>"Cablehead has a point. No one here can really afford another street war."<br><br>\n\n\t\t<<if $loc_riptide.ownedBy eq "wilkin">>\n\t\t\t<<if $chr_fisher.loc eq "none">>"Of course you'd fucking say that." Fisher breathes a sigh. "And sure. No one wants another war. But I'm not just gonna let those assholes walk in here either."\n\t\t\t<<else>>"Maybe," Fisher says slowly. "No one wants another war, Boss, but this is thin ice. Y'know? No one wants those assoles around these parts either."\n\t\t\t<<endif>>\n\t\t<<else>>\n\t\t\t"To a point," Jalkovski agrees. "It serves a mutual interest, Sir. We have more to gain than loose. Still, this is [[Kobol|PDA][$hud.currentScreen = "Sons of Kobol"]]."\n\t\t<<endif>>\n\t\t<<set $factionlock.kobolWasViolent = true>>\n\t\t<<set $factionlock.kobolFactionAlign = "kobol">>\n\n\t<<elseif $action.action2 eq "disagree">>"There's no way I'm supporting the cablehead. This'll go sour quick."<br><br>\n\t\t<<if $loc_riptide.ownedBy eq "wilkin">>\n\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."\n\t\t\t<<else>>"Yeah," Fisher says coldly. "This is bullshit. No one wants those [[Kobol|PDA][$hud.currentScreen = "Sons of Kobol"]] assholes around."\n\t\t\t<<endif>>\n\t\t\t<<set $factionlock.kobolFactionAlign = "wilkin">>\n\t\t<<else>>\n\t\t\t"Agreed," Jalkovski says. "It's a poor arrangement, Sir. No one wants [[Kobol|PDA][$hud.currentScreen = "Sons of Kobol"]] here."\n\t\t\t<<set $factionlock.kobolFactionAlign = "zanex">>\n\t\t<<endif>>\n\t\t<<set $factionlock.kobolWasViolent = true>>\n\n\t<<endif>><br><br>\n\n\t<<if $factionlock.kobolFactionAlign eq "kobol">>\n\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>\n\n\t\t\t<<if $loc_riptide.ownedBy eq "wilkin">>"Only thing is I don't buy it." Fisher levels his rifle, growling, "Back the fuck off. Now. Or this thing goes cyclic."<br><br>\n\n\t\t\t\tThere's a tense silence. The [[Kobol|PDA][$hud.currentScreen = "Sons of Kobol"]] guards fidget uneasily. So do Fisher's Raptors.<br><br>\n\n\t\t\t\t"Ah, fuck this shit." The android reaches for its sidearm.<br><br>\n\n\t\t\t\tWhat follows happens so fast it's hard to follow. Raptors spray bolts wildly as [[Kobol's|PDA][$hud.currentScreen = "Sons of Kobol"]] heavy weapons tear through their combat armor. Bolts wizz past too close for comfort. It's only after a moment you realize three of Fisher's men are shooting at you. Fuck knows why - you don't have time to ask.\n\n\t\t\t<<else>>"Unfortunately, I disagree." Jalkovski levels his carbine, eyes narrowed. "Give me an excuse. Jerk. Just one."<br><br>\n\n\t\t\t\tThere's a tense silence. The [[Kobol|PDA][$hud.currentScreen = "Sons of Kobol"]] guards fidget uneasily. Jalkovski's men ready their weapons.<br><br>\n\n\t\t\t\t"Ah, fuck this shit." The android reaches for its sidearm.<br><br>\n\n\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.\n\t\t\t<<endif>>\n\n\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>\n\n\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>\n\n\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>\n\n\t\t\t\t"Right." Fisher waves his men off. "C'mon, assholes. Show's over."<br><br>\n\t\t\t<<else>>"Let's hope so." Jalkovski lowers his carbine. "Don't make us deploy here again."<br><br>\n\n\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>\n\n\t\t\t\t"Make sure it doesn't." Jalkovski waves his men away, calling, "Back to base. Show's over."<br><br>\n\t\t\t<<endif>>\n\n\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."\n\t\t<<endif>>\n\t<<elseif $factionlock.kobolFactionAlign eq "zanex">>\n\t\t<<if $factionlock.kobolWasViolent eq true>>"Dunno if it's jus' me," the android says. "But I ain't got a good feelin' where this is heading, ya feel me?"<br><br>\n\n\t\t\t"And I don't like your tone." Jalkovski levels his carbine, eyes narrowed. "Give me an excuse. Jerk. Just one."<br><br>\n\n\t\t\tThere's a tense silence. The [[Kobol|PDA][$hud.currentScreen = "Sons of Kobol"]] guards fidget uneasily. Jalkovski's men ready their weapons.<br><br>\n\n\t\t\t"Ah, fuck this shit." The android reaches for its sidearm.<br><br>\n\n\t\t\tJalkovski pulls the trigger. The machine jerks and twitches as bolts riddle its chest. That same instant, the [[Kobol|PDA][$hud.currentScreen = "Sons of Kobol"]] guards open fire. Bolts wizz past too close for comfort. Hell knows if they're shooting at you but you aren't about to wait and find out.\n\n\t\t<<else>>"Wow, wow," the android says. "I ain't likin' where this is going, ya feel? So let's jus' all—"<br><br>\n\n\t\t\t"You felt right. Deal's off." Jalkovski steps up to the android, eyes narrowed. "I suggest you and your men get out of here. Jerk. Unless you want to find out what happens when you mess with the [[Division|PDA][$hud.currentScreen = "Division 108"]]. Understood?"<br><br>\n\n\t\t\tThere's a tense silence. The [[Kobol|PDA][$hud.currentScreen = "Sons of Kobol"]] guards fidget uneasily. Jalkovski's men ready their weapons.<br><br>\n\n\t\t\t"Okay, okay!" The android backs away, hands raised. "Fair play. We're going already."<br><br>\n\n\t\t\tAs the retreat [[Kobol|PDA][$hud.currentScreen = "Sons of Kobol"]] guards into the docks, Jalkovski lowers his weapon. "Close call, Sir. You think they'll stay gone?"\n\t\t<<endif>>\n\t<<elseif $factionlock.kobolFactionAlign eq "wilkin">>\n\t\t<<if $factionlock.kobolWasViolent eq true>>"I don't like the way yer talkin," the android says. "Bad vibes, ya feel me?"<br><br>\n\n\t\t\t"Fuck yourself." Fisher levels his rifle, growling, "Back the fuck off. Now. Or this thing goes cyclic."<br><br>\n\n\t\t\tThere's a tense silence. The [[Kobol|PDA][$hud.currentScreen = "Sons of Kobol"]] guards fidget uneasily. So do Fisher's Raptors.<br><br>\n\n\t\t\t"Ah, fuck this shit." The android reaches for its sidearm.<br><br>\n\n\t\t\tFisher pulls the trigger. The machine jerks and twitches as bolts riddle its chest. That same instant, the [[Kobol|PDA][$hud.currentScreen = "Sons of Kobol"]] guards open fire. Bolts wizz past too close for comfort. Hell knows if they're shooting at you but you aren't about to wait and find out.\n\t\t<<else>>"Wow, wow," the android says. "I ain't likin' where this is going, ya feel? So let's jus' all—"<br><br>\n\n\t\t\t"Save it. There's no deal." Fisher levels his rifle, growling, "Back the fuck off. Now. Or this thing goes cyclic."<br><br>\n\n\t\t\tThere's a tense silence. The [[Kobol|PDA][$hud.currentScreen = "Sons of Kobol"]] guards fidget uneasily. So do Fisher's Raptors.<br><br>\n\n\t\t\t"Okay, okay!" The android backs away, hands raised. "Fair play. We're going already."<br><br>\n\n\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?"\n\t\t<<endif>>\n\t<<endif>>\n\n<<endnobr>><<endif>>
<<display 'HUD_CodexBackButton'>><strong>Oger</strong>\n\n<<nobr>>\n<div class='HUD_CodesHalfImage'>[>img[https://secureservercdn.net/45.40.148.234/9db.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>\n\n<span class='redcolor'>Immunity:</span> n/a<br>\n<span class='yellowcolor'>Strength:</span> strong armor<br>\n<span class='greencolor'>Weakness:</span> <<print $plasmaDamageType>><br><br>\n\n\t<div id='codex-expand-area' class='HUD_PdaDisplayZone HUD_PdaDisplayZoneCodex'>\n\t\t<div class='HUD_PdaExpandButton'><<click 'Show More'>>\n\t\t\t<<replace '#codex-expand-area'>>\n\t\t\t\tOriginally concieved of by the Talithrax Corporation to serve as front-line shock troopers during the [[Crusade of Eden|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "Crusade of Eden"]], Ogers are humans who have synthetically augmented to the point they barely resemble the people they once were. These abominations often appear unnaturally bloated and impossibly muscular, though the exact techniques used - and outcome of the specific modificatoins applied - vary from Oger to Oger. Generally speaking however, these abominations are designed with heightened physical prowess and diminished sensitivity to pain and human emotion in mind. Absolute obedience to their creators, relentless pursuit of their goals, and utter lack of empathy are also common traits displayed by an Oger.<br><br>\n\nContrary to the public preconception of being mindless brutes, virtually every Oger retains its intelligence and, in almost all cases, these abominations are both painfully aware of what they have become and that few - if any - humans will ever treat them as equals again. Consequentially, Ogres are seldom seen in civilized space, preferring to roam the void in starships and, occasionaly, settling on remote colonies where persecution by the public - and the [[Church of Eden|PDA][$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>\n\nIn 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.\n\t\t\t<</replace>>\n\t\t<</click>></div>\n\t</div>\n<<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>\n<<nobr>>\n\n\t<div class='GameTextImage'>[img["https://secureservercdn.net/45.40.148.234/9db.ec6.myftpupload.com/game-content/scaffold-22/images/env_highbornpalace_outside.png"]]</div>\n\n\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>\n\n\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>\n\n\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>\n\n\t\t"Boss," they chorus as you pass.<br><br>\n\n\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.\n\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>\n\n\t\t"Well, we's still here, I suppose." Pinapple pulls a face. "I'll be 'round if ya need, myeah?"<br><br>\n\n\t\t"Sure." You wander absently through the biochem operation until you come to a stop before your tent.\n\n\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>\n\n\t\t"Well, I'll get back to it." Pinapple walks off again. "Be 'round if ya need, myeah?"<br><br>\n\n\t\t"Yeah." You wander absently through the biochem operation until you come to a stop before your tent.\n\n\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>\n\n\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>\n\n\t\t"Figures. I suppose it's gotta be drugs too."<br><br>\n\n\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."\n\n\t<<endif>>\n<<endnobr>><<endif>>
<<display 'HUD_CodexBackButton'>><strong>CalTec C2000 HALO</strong>\n\n<<nobr>>[>img[https://secureservercdn.net/45.40.148.234/9db.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>\n\n<<display 'drawWeaponStats'>><br>\n\n\t<div id='codex-expand-area' class='HUD_PdaDisplayZone HUD_PdaDisplayZoneCodex'>\n\t\t<div class='HUD_PdaExpandButton'><<click 'Show More'>>\n\t\t\t<<replace '#codex-expand-area'>>\n\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"); $hud.currentScreen = "C2000"]] from a coilarm intended for home protection into a low-cost multifunction weapon. It is produced and distributed by Orlin Industries and offers several improvements over the base carbine:<br><br>\n\n\t\t\t\t- replacement grip and bolt carrier assembly, improving ergonomics<br>\n\t\t\t\t- strengthening of the buttstock for use with greater acceleration<br>\n\t\t\t\t- shielding of the coil assembly, allowing greater muzzle velocity<br>\n\t\t\t\t- inclusion of a breech-loaded underbarrel canister launcher<br><br>\n\n\t\t\t\tOverall, the HALO system - like the [[C2000|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "C2000"]] - remains a substandard coil carbine and suffers from its short barrel length and low magazine capacity. It is therefore suitable only for use by individuals who cannot afford or do not require more professional weapons. None the less, HALO offers considerable flexibility in a small package and is well known for its markedly improved stopping power.<br><br>\n\n\t\t\t\tConsequently the HALO weapons system has found numerous buyers in the private security industry, especially among bodyguards and void security crews, who require a compact and efficient personal defense weapon. It has also been favorably recieved by various riot control teams and civic security details, both of whom value the ability to launch supression canisters at a low price, while retaining some semblance of rapid fire capacity. Outside of these niche sectors however the HALO system has not gained any traction, and sales figures pale in comparison to those of the baseline [[CalTech C2000|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "C2000"]].<br><br>\n\n\t\t\t\tFollowing munitions are certified for use with the Orlin HALO launcher: [[Scattershot Canister|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "Scattershot Canister"]], [[Neurotoxin Canister|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "Neurotoxin Canister"]]\n\t\t\t<</replace>>\n\t\t<</click>></div>\n\t</div>\n<<endnobr>>
<<silently>>\n<<set $currentgamepassage = passage()>>\n<<if $job_conspiracy.conspiratorPhase eq 3 and $processed eq false>>\n\t<<set $action.action1 to either("catgirl", "halfhalf")>>\n\t<<set $processed = true>>\n<<elseif $processed eq false>>\n\t<<set $action.action1 to either("catgirl", "lizzardman", "rhinogirl", "halfhalf")>>\n\t<<set $processed = true>>\n<<endif>>\n<<endsilently>>\n<div class='GameTextGreyed'><<display 'the_sirens_song_base_txt'>></div>\n<div class='GameTextGreyed'><<display 'the_sirens_song_main_txt'>></div>\n<div class='GameText'><<display 'the_sirens_song_bar_txt'>></div>\n<div class='OptionsField'><<nobr>>\n\n<<if $job_conspiracy.conspiratorPhase eq 3>>\n\t<div class='GameOption GameOption_Dialogue'>[[Ask about the Sphinx|the_crossroads_sirens_song_main_sphinx][$hide.layer3 = true; playContextSound("ui_click");]]</div><br>\n<<endif>>\n\n<<set $reasonstring = "Not up for That">>\n<<if $attrib.credits lt 1000>>\n\t<<set $reasonstring = "Too broke for That">>\n<<endif>>\n\n<<if $action.action1 eq "catgirl">>\n\t<<if $sexPhases.canHaveSex and $attrib.credits gte 1000>>\n\t\t<div class='GameOption GameOption_Dialogue'>[[Say you'd like That|the_crossroads_sirens_song_main_bar_agree][$hide.layer3 = true; playContextSound("ui_click");]]</div><br>\n\t<<else>>\n\t\t<div class='GameOption GameOption_Disabled'><div class='GameOption_Disabled_Text'>[<<print $reasonstring>>]</div></div><br>\n\t<<endif>>\n\t<div class='GameOption GameOption_Dialogue'>[[Say you'd prefer Not|the_crossroads_sirens_song_main_bar_decline][$hide.layer3 = true; playContextSound("ui_click");]]</div>\n<<elseif $action.action1 eq "lizzardman">>\n\t<<if $attrib.demeanor neq "cautious" and $sexPhases.canHaveSex and $attrib.credits gte 1000>>\n\t\t<div class='GameOption GameOption_Dialogue'>[[Accept his Challenge|the_crossroads_sirens_song_main_bar_agree][$hide.layer3 = true; playContextSound("ui_click");]]</div><br>\n\t<<else>>\n\t\t<div class='GameOption GameOption_Disabled'><div class='GameOption_Disabled_Text'>[<<print $reasonstring>>]</div></div><br>\n\t<<endif>>\n\t<div class='GameOption GameOption_Dialogue'>[[Decline the Offer|the_crossroads_sirens_song_main_bar_decline][$hide.layer3 = true; playContextSound("ui_click");]]</div>\n<<elseif $action.action1 eq "rhinogirl">>\n\t<<if $attrib.violence gte 25 and $sexPhases.canHaveSex and $attrib.credits gte 1000>>\n\t\t<div class='GameOption GameOption_Dialogue'>[[Prove you're not a slow Learner|the_crossroads_sirens_song_main_bar_agree][$hide.layer3 = true; playContextSound("ui_click");]]</div><br>\n\t<<else>>\n\t\t<div class='GameOption GameOption_Disabled'><div class='GameOption_Disabled_Text'>[<<print $reasonstring>>]</div></div><br>\n\t<<endif>>\n\t<div class='GameOption GameOption_Dialogue'>[[Decline the Offer|the_crossroads_sirens_song_main_bar_decline][$hide.layer3 = true]]</div>\n<<elseif $action.action1 eq "halfhalf">>\n\t<<if $sexPhases.canHaveSex and $attrib.credits gte 1000>>\n\t\t<div class='GameOption GameOption_Dialogue'>[[Say you're open to Experience|the_crossroads_sirens_song_main_bar_agree][$hide.layer3 = true; playContextSound("ui_click");]]</div><br>\n\t<<else>>\n\t\t<div class='GameOption GameOption_Disabled'><div class='GameOption_Disabled_Text'>[<<print $reasonstring>>]</div></div><br>\n\t<<endif>>\n\t<div class='GameOption GameOption_Dialogue'>[[Decline the offer|the_crossroads_sirens_song_main_bar_decline][$hide.layer3 = true; playContextSound("ui_click");]]</div>\n<<endif>>\n\n<<endnobr>></div>
<<silently>>\n<<set $currentgamepassage = passage()>>\n<<if $action.action3 eq "object">>\n\t<<set $job_conspiracy.knowledgePhase = 1>>\n<<elseif $action.action3 eq "conspirator">>\n\t<<set $job_conspiracy.conspiratorPhase = 1>>\n<<elseif $action.action3 eq "whatdo">>\n\t<<set $job_conspiracy.instructionPhase = 1>>\n<<endif>>\n<<endsilently>>\n<div class='GameTextGreyed'><<display 'intro_start_txt'>></div>\n<div class='GameTextGreyed'><<display 'intro_2_txt'>><<display 'read_mission_zweili'>></div>\n<div class='GameText'><<display 'intro_talk_stuffiforgot_text'>></div>\n<<nobr>><div class='OptionsField'>\n\n<<if $job_conspiracy.knowledgePhase lt 1>>\n\t<div class='GameOption GameOption_Dialogue'>[[Ask what Object 55316 is|intro_talk][$action.action3 = "object"; $processed = false; playContextSound("ui_click");]]</div>\n<<else>>\n\t<div class='GameOption GameOption_Disabled'><div class='GameOption_Disabled_Text'>[You already asked about Object 55316]</div></div>\n<<endif>><br>\n\n<<if $job_conspiracy.conspiratorPhase lt 1>>\n\t<div class='GameOption GameOption_Dialogue'>[[Ask about the Conspirators|intro_talk][$action.action3 = "conspirator"; $processed = false; playContextSound("ui_click");]]</div>\n<<else>>\n\t<div class='GameOption GameOption_Disabled'><div class='GameOption_Disabled_Text'>[You already asked about the Conspirators]</div></div>\n<<endif>><br>\n\n<<if $job_conspiracy.instructionPhase lt 1>>\n\t<div class='GameOption GameOption_Dialogue'>[[Ask what you should Do|intro_talk][$action.action3 = "whatdo"; $processed = false; playContextSound("ui_click");]]</div>\n<<else>>\n\t<div class='GameOption GameOption_Disabled'><div class='GameOption_Disabled_Text'>[You already know what to Do]</div></div>\n<<endif>><br>\n\n<div class='GameOption GameOption_Dialogue'>[[Say you've Understood|intro_accept][$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>\n\n</div><<endnobr>>
<<nobr>>\n\n\t<<set $combat.enemy = {\n\t\ttype: "abomination_elusive",\n\t\tname: "wraith",\n\t\tgender: "it",\n\t\tposessive: "its",\n\t\tdeathtype: "igniting",\n\t\tresulttext: "abomination_wraith_result",\n\t\tresponsetext: "abomination_wraith_response",\n\t\tsinglenames: ["wraith"],\n\t\tsinglegender: ["it"],\n\t\tsingleposessive: ["its"],\n\t\timages: ["images/combat_abom_wraith.png"],\n\t\talive: 1,\n\t\tarmor: 3,\n\t\tvulnerable: "conductive",\n\t\timmune: "toxin",\n\t\tshield: 14,\n\t\taccuracy: 0.65,\n\t\tcover: 0,\n\t\tisMeeleAttacker: true,\n\t\tdidreappear: false,\n\t\ttaunt: "The Wraith appears before you, fangs bared and claws spread wide. Anger burns in its inhuman eyes.",\n\t}>>\n\n\t<<set $combat.player = {\n\t\taccuracy: 0.8,\n\t\tcover: 0,\n\t\tcontinue: "b33_constructionsite_altar",\n\t\tally: "none",\n\t}>>\n\n<<endnobr>>
Credits:\n\n- MoLoLu: author\n- IPS: artwork, alpha testing, and conceptual advice\n- VomitButterfly: alpha testing and conceptual advice\n- SWR Productions: hosting\n\nThis 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][$hide.layer1 = true]]</div>\n<<nobr>>\n\n\tYou lower your weapon, breathing hard. Around you, abominations are slaughtering with impuny, and up by the barricade muzzles flash constanty. Noise is a constant, as is death. There's blood everywhere, more bodies than you can count. It's utter chaos.<br><br>\n\n\tBefore you can decide how to best aid the attack, three towering [[Knights of Eden|PDA][$hud.currentScreen = "Knights of Eden"]] bear down on you, [[Plasma Lances|PDA][$hud.currentScreen = "Plasma Lance"]] held ready. Even though the constructs are faceless, their scorn can be felt - scorn reserved in particular for you. Or maybe that's just your warped perception.<br><br>\n\n\t<div class='GameTextImage GameTextSpecial'>[img["https://secureservercdn.net/45.40.148.234/9db.ec6.myftpupload.com/game-content/scaffold-22/images/env_rnd_constabulary_koe.png"]]</div>\n\t"Fuck it," you mutter, eyeing the [[Knights|PDA][$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>\n\n\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.\n\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.\n\t<<endif>>\n\t\n<<endnobr>><<endif>>
<<nobr>>\n\t<<set $name = $combat.enemy.name>>\n\t<<set $number = $combat.enemy.posessive>>\n\t\n\t<<if $combat.enemy.alive eq 1>>\n\t\t<<set $name = $combat.enemy.singlenames[$combat.enemy.alive - 1]>>\n\t\t<<set $number = $combat.enemy.singlegender[$combat.enemy.alive - 1]>>\n\t<<endif>>\n\n\t<<if $combat.actions[$index].action eq "firePrimary">>\n\t\t<<set $template = $combat.moveMain>>\n\t<<elseif $combat.actions[$index].action eq "fireSecondary">>\n\t\t<<set $template = $combat.moveSecondary>>\n\t<<elseif $combat.actions[$index].action eq "tryMelee">>\n\t\t<<set $template = $combat.moveMelee>>\n\t<<endif>>\n\n\t<<if $template.ammo eq "melee" or $template.ammo eq "powerfist">>\n\t\t<<if $combat.actions[$index].action eq "tryMelee">>\n\t\t\tYour charge comes unexpectedly and the <<print $name>> fail<<if $combat.enemy.alive eq 1>>s<<endif>> to react in time.\n\t\t<<else>>\n\t\t\tBefore the <<print $name>> can react, you dodge out of sight. \n\t\t\t<<if $combat.specialEnemyState eq "doShieldBuff">>\n\t\t\t\t<<if $combat.enemy.hasFrictionShield>>Friction shields buzz angrily\n\t\t\t\t<<else>>Arc shields crackle\n\t\t\t\t<<endif>> as the <<print $name>> recharge<<if $combat.enemy.alive eq 1>>s<<endif>>.\n\t\t\t<<elseif $combat.specialEnemyState eq "throwArcDisc">>Electricity crackles as the <<print $name>> deploy<<if $combat.enemy.alive eq 1>>s<<endif>> an ArcDrone.\n\t\t\t<<elseif $combat.specialEnemyState eq "takeCover">>The <<print $name>> sieze<<if $combat.enemy.alive eq 1>>s<<endif>> the oppertunity to take cover.\n\t\t\t<<endif>>\n\t\t<<endif>>\n\t<<else>>\n\t\tBefore the <<print $name>> can react, you run for a better position.\n\t\t<<if $combat.specialEnemyState eq "doShieldBuff">>\n\t\t\t<<if $combat.enemy.hasFrictionShield>>Friction shields buzz angrily\n\t\t\t<<else>>Arc shields crackle\n\t\t\t<<endif>> as the <<print $name>> recharge<<if $combat.enemy.alive eq 1>>s<<endif>>.\n\t\t<<elseif $combat.specialEnemyState eq "throwArcDisc">>Electricity crackles as the <<print $name>> deploy<<if $combat.enemy.alive eq 1>>s<<endif>> an ArcDrone.\n\t\t<<elseif $combat.specialEnemyState eq "takeCover">>The <<print $name>> sieze<<if $combat.enemy.alive eq 1>>s<<endif>> the oppertunity to take cover.\n\t\t<<endif>>\n\t<<endif>>\n\n<<endnobr>>
.GameText, .GameTextGreyed, .OptionsField, .HUD_hackutility, #hud-combat-background, .HUD_shop .HUD_PdaScreen {\n\tpadding: 10px;\n\tmargin-left: 1%;\n\twidth: 98%;\n}\n\n#ui-combat-enemyarea, #ui-combat-actionarea, #ui-combat-playerarea {\n\tpadding-left: 10px;\n\tmargin-left: 1%;\n\twidth: 98%;\n}\n\n.TimeSkip {\n\ttext-align:center;\n\twidth: 100%;\n\tmargin-top: 0px;\n\tmargin-bottom: 0px;\n\tmargin-right: 25%;\n\tmargin-left: 0px;\n\tborder-style: solid;\n\tborder-width: 3px;\n\tborder-radius: 6px;\n\tcolor: #d46dc9;\n\tborder-color: #701669;\n}\n\n.GameText {\n\tborder-style: solid;\n\tborder-width: 1px;\n\tborder-radius: 10px;\n\tborder-color: #4e748a;\n\ttransform: perspective( 600px ) translateX(0px);\n\tbackground-color: black;\n\ttransition: transform 0.5s ease 0s;\n\tborder-left: 0;\n\tborder-right: 0;\n\tbackground-image: url("https://secureservercdn.net/45.40.148.234/9db.ec6.myftpupload.com/game-content/scaffold-22/images/hud_background_lightblue.png");\n}\n\n.GameTextImage img {\n\tfloat: left;\n\ttransform: perspective( 600px ) translateX(30px);\n\tborder: 1px solid #4e748a; \n\t/* border: 2px solid #4e748a; */\n\tborder-radius: 10px;\n\tmargin: 0;\n\tmargin-left: -10px;\n\tpadding: 0;\n\twidth: 30%;\n\tz-index: 99;\n\ttransform: perspective( 600px ) translateX(-10px) translateZ(0px) scale(1, 1);\n\ttransition: all 0.5s ease 0s;\n\tz-index: 1;\n\tborder-left: 0;\n\tborder-right: 0;\n}\n\n.GameTextImage img:hover {\n\t//*transform: perspective( 600px ) translateX(30px) translateZ(10px) scale(1.45, 1.3);\n\ttransition: all 0.5s ease 0s;\n\tz-index: 1;*//\n}\n\n.GameTextSpecial img {\t\n\twidth: 21%;\n}\n\n.GameTextGreyed {\n\tborder-style: solid;\n\tborder-width: 1px;\n\tborder-radius: 10px;\n\tcolor: #4D5F69;\t\n\tborder-color: #394348;\t\n\tbackground-color: #0A0B0B;\n\ttransform: perspective( 600px ) translateX(0px);\n\ttransition: transform 0.5s ease 0s;\n\tborder-left: 0;\n\tborder-right: 0;\n\tbackground-image: url("https://secureservercdn.net/45.40.148.234/9db.ec6.myftpupload.com/game-content/scaffold-22/images/hud_background_grey.png");\n}\n\n.OptionsField {\n\tline-height: 0.8em;\n\tpadding: 10px;\n\tborder-style: solid;\n\tborder-width: 2px;\n\tborder-radius: 10px;\n\tborder-color: #928542;\n\ttransform: perspective( 600px ) translateX(0px);\n\tbackground-color: black;\n\ttransition: transform 0.5s ease 0s;\n\tbackground-image: url("https://secureservercdn.net/45.40.148.234/9db.ec6.myftpupload.com/game-content/scaffold-22/images/hud_background_yellow.png");\n}\n\n.OptionsField:after {\n\tcontent:"";\n\tdisplay:block;\n\tclear:both;\n}\n\n.OptionsField_Dead {\n\tborder-color: red;\n}\n\n.GameOption_Expand {\n\ttext-align:center;\n\twidth: 20%;\n\tmin-width: 100px;\n\tmargin-top: 0px;\n\tmargin-bottom: 0px;\n\tmargin-right: 25%;\n\tmargin-left: -9px;\n\tborder-style: solid;\n\tborder-width: 1px;\n\tborder-radius: 10px;\n\tborder-color: #4e748a;\n\tfont-size: 0.9em;\n\tbackground-color: #0a0a0a;\n\ttransform: perspective( 600px ) TranslateY(-25px);\n\ttransition: transform 0.5s ease 0s;\n}\n\n.GameOption_Expand:hover {\n\tborder-color: #3ab0cf;\n\ttransform: perspective( 600px ) TranslateY(-25px);\n\ttransition: transform 0.5s ease 0s;\n}\n\n.GameOption_Expand a {\n\tcolor: #4e748a;\n\tdisplay: block;\n\ttext-decoration: none;\n}\n.GameOption_Expand a:hover {\n\tcolor: #3ab0cf;\n\ttext-decoration: none;\n}\n\n.GameOption {\n\tmargin: 3px; \n\tborder-style: solid;\n\tborder-width: 2px;\n\tborder-radius: 10px;\n\twidth: 98%;\n\ttext-align:left;\n\tbackground-color: #080808;\n\n\ttransform: perspective( 600px ) translateX(0px);\n\ttransition: transform 0.5s ease 0s;\n}\n\n.GameOption:hover {\n\ttransform: perspective( 600px ) translateX(0px);\n\ttransition: transform 0.5s ease 0s;\n}\n\n.GameOption a {\n\tpadding: 12px;\n\tdisplay: block;\n\ttext-decoration: none;\n}\n\n.GameOption a:hover {\n\tdisplay: block;\n\ttext-decoration: none;\n}\n\n.GameOption_Move {\n\tborder-color: #a9672c;\n\tbackground-image: url("https://secureservercdn.net/45.40.148.234/9db.ec6.myftpupload.com/game-content/scaffold-22/images/hud_background_green.png");\n}\n\n.GameOption_Move:hover {\n\tborder-color: #ffe17b;\n}\n\n.GameOption_Move a {\n\tcolor: #cb9949;\t\n}\n\n.GameOption_Move a::before {\n\tcontent: "> "\n\t /* content: " " url("https://secureservercdn.net/45.40.148.234/9db.ec6.myftpupload.com/game-content/scaffold-22/images/ui_icon_clickable.png");*/\n}\n\n.GameOption_Move a:hover {\n\tcolor: #ffe17b;\t\n}\n\n.GameOption_Dialogue {\n\tborder-color: #15611e;\n\tbackground-image: url("https://secureservercdn.net/45.40.148.234/9db.ec6.myftpupload.com/game-content/scaffold-22/images/hud_background_green.png");\n}\n\n.GameOption_Dialogue:hover {\n\tborder-color: #ffe17b;\n}\n\n.GameOption_Dialogue a {\n\tpadding: 10px;\n\tcolor: #469f44;\t\n\tdisplay: block;\n\ttext-decoration: none;\n}\n\n.GameOption_Dialogue a::before {\n\tcontent: "> "\n\t/*\n\t content: " " url("https://secureservercdn.net/45.40.148.234/9db.ec6.myftpupload.com/game-content/scaffold-22/images/ui_icon_clickable_green.png"); */\n}\n\n.GameOption_Dialogue a:hover {\n\tcolor: #ffe17b;\t\n}\n\n.GameOption_Disabled {\n\tcolor: #585858;\n\tbackground-image: url("https://secureservercdn.net/45.40.148.234/9db.ec6.myftpupload.com/game-content/scaffold-22/images/hud_background_grey.png");\n}\n\n.GameOption_Disabled:hover {\n\tcolor: #797979;\n\ttransform: perspective( 600px ) TranslateX(0px);\n\ttransition: transform 0.5s ease 0s;\n}\n\n.GameOption_Disabled_Text {\n\tpadding: 12px;\n}\n\n.GameOption_Defend {\n\twidth: 98%;\n\ttext-align:left;\n\tborder-style: solid;\n\tborder-radius: 10px;\n\tborder-color: #3f81a4;\n\tmargin: 3px; \n\tbackground-image: url("https://secureservercdn.net/45.40.148.234/9db.ec6.myftpupload.com/game-content/scaffold-22/images/hud_background_green.png");\n}\n\n.GameOption_Defend:hover {\n\tborder-color: #ffe17b;\n}\n\n.GameOption_Defend a {\n\tpadding: 10px;\n\tcolor: #3f81a4;\t\n\tdisplay: block;\n\ttext-decoration: none;\n}\n\n.GameOption_Defend a::before {\n\t content: "> " /*url("https://secureservercdn.net/45.40.148.234/9db.ec6.myftpupload.com/game-content/scaffold-22/images/ui_icon_clickable_blue.png");*/\n}\n\n.GameOption_Defend a:hover {\n\tcolor: #ffe17b;\t\n\tdisplay: block;\n\ttext-decoration: none;\n}\n\n.GameOption_Weapon {\n\twidth: 98%;\n\ttext-align:left;\n\tborder-style: solid;\n\tborder-radius: 10px;\n\tborder-color: #e35000;\n\tmargin: 3px; \n\tbackground-image: url("https://secureservercdn.net/45.40.148.234/9db.ec6.myftpupload.com/game-content/scaffold-22/images/hud_background_green.png");\n}\n\n.GameOption_Weapon:hover {\n\tborder-color: #ffe17b;\n}\n\n.GameOption_Weapon a {\n\tpadding: 10px;\n\tcolor: #e35000;\t\n\tdisplay: block;\n\ttext-decoration: none;\n}\n\n.GameOption_Weapon a::before {\n\t content: "> " /* url("https://secureservercdn.net/45.40.148.234/9db.ec6.myftpupload.com/game-content/scaffold-22/images/ui_icon_clickable_red.png"); */\n}\n\n.GameOption_Weapon a:hover {\n\tcolor: #ffe17b;\t\n\tdisplay: block;\n\ttext-decoration: none;\n}\n\n.GameOption_Die {\n\twidth: 98%;\n\ttext-align:left;\n\tborder-style: solid;\n\tborder-width: 3px;\n\tborder-radius: 10px;\n\tborder-color: #e35000;\n\tmargin: 3px; \n\tbackground-image: url("https://secureservercdn.net/45.40.148.234/9db.ec6.myftpupload.com/game-content/scaffold-22/images/hud_background_green.png");\n}\n\n.GameOption_Die:hover {\n\tborder-color: #c60000;\n}\n\n.GameOption_Die a {\n\tpadding: 10px;\n\tcolor: #e35000;\t\n\tdisplay: block;\n\ttext-decoration: none;\n}\n\n.GameOption_Die a:hover {\n\tcolor: #c60000;\t\n\tdisplay: block;\n\ttext-decoration: none;\n}\n\n.GameOption_BuyUI {\n\topacity: 0.925;\n\twidth: 48.2%;\n\tfloat: left;\n\ttext-align: center;\n}\n\n.GameOption_BuyUI a::before {\n\tcontent: ""\n}\n\n.GameOption_BuyUI:hover {\n\topacity: 1;\n}\n\n@media screen and (max-width: 1440px)\n{\n\t.GameText, .GameTextGreyed, .OptionsField, .HUD_hackutility, #ui-combat-enemyarea, #ui-combat-actionarea, #ui-combat-playerarea, #hud-combat-background, .HUD_shop {\n\t\tmargin-left: 15%;\n\t\twidth: 70%;\n\t}\n\n\t.GameOption_BuyUI {\n\t\twidth: 47%;\n\t}\n}\n\n@media screen and (max-width: 1024px)\n{\n\t.GameText, .GameTextGreyed, .OptionsField, .HUD_hackutility, #ui-combat-enemyarea, #ui-combat-actionarea, #ui-combat-playerarea, #hud-combat-background, .HUD_shop {\n\t\tmargin-left: 10%;\n\t\twidth: 80%;\n\t}\n}\n\n@media screen and (max-width: 768px)\n{\n\n\t.TimeSkip {\n\t\twidth: 98%;\n\t}\n\n\t.OptionsField a {\n\t\tfont-size: 0.9em;\n\t\tline-height: 1.2em;\n\t}\n\n\t.GameOption_Disabled_Text {\n\t\tpadding: 10px;\n\t\tline-height: 1.2em;\n\t}\n\n\t.GameOption_Disabled:hover {\n\t\tcolor: #797979;\n\t\ttransform: perspective( 600px ) TranslateX(0px);\n\t\ttransition: transform 0.5s ease 0s;\n\t}\n\n\t.GameText, .GameTextGreyed, .OptionsField, .HUD_hackutility, #ui-combat-enemyarea, #ui-combat-actionarea, #ui-combat-playerarea, #hud-combat-background, .HUD_shop {\n\t\tmargin-left: 2%;\n\t\twidth: 98%;\n\t}\n\n\t.GameTextImage img {\n\t\tvertical-align: bottom;\n\t\tfloat: left;\n\t\ttransform: perspective( 600px ) translateX(0px);\n\t\tmargin: -2px;\n\t\tpadding: 0;\n\t\tmargin-bottom: 1em;\n\t\twidth: 100%;\n\t}\n\n\t.GameTextSpecial img {\t\n\t\twidth: 70%;\n\t\tfloat: right;\n\t\tmargin-left: 15%;\n\t\tmargin-right: 15%;\n\t}\n\n\t.GameOption_Expand {\n\t\ttransform: perspective( 600px ) TranslateY(-24px);\n\t}\n\n\t.GameOption_Expand:hover {\n\t\ttransform: perspective( 600px ) TranslateY(-24px);\n\t}\n\n\t.GameOption_Disabled_Text {\n\t\tpadding: 5px;\n\t}\n\n\t.GameOption {\n\t\twidth: 98%;\n\t\tfont-size: 0.9em;\n\t\tmargin: 1px;\n\t\ttransform: perspective( 600px ) translateX(0px);\n\t}\n\n\t.GameOption a {\n\t\tpadding: 6px;\n\t}\n\n\t.GameOption_BuyUI {\n\t\tpadding-top: 3px;\n\t\tpadding-bottom: 3px;\n\t\tmargin: 3px;\n\t\tmargin-top: 2px;\n\t\twidth: 47%;\n\t\tfloat: left;\n\t\ttext-align: center;\n\t}\n\n}\n\n@media screen and (max-width: 440px)\n{\n\t.GameText, .GameTextGreyed, .OptionsField, .HUD_hackutility, #ui-combat-enemyarea, #ui-combat-actionarea, #ui-combat-playerarea, #hud-combat-background, .HUD_shop {\n\t\tmargin-left: 2%;\n\t\twidth: 99%;\n\t}\n\n\t.GameOption_BuyUI {\n\t\twidth: 46%;\n\t}\n}\n\n.OptionsField_Tramway {\n\theight: 245px;\n\tbackground-position: center center;\n\tbackground-size: contain, auto;\n\tbackground-repeat: no-repeat, repeat;\n\tbackground-image: url("https://secureservercdn.net/45.40.148.234/9db.ec6.myftpupload.com/game-content/scaffold-22/images/navmap_tramway.png"), url("https://secureservercdn.net/45.40.148.234/9db.ec6.myftpupload.com/game-content/scaffold-22/images/hud_background_yellow.png");\n}\n\n.GameOption_Tramway a::before {\n\tcontent: ""\n}\n\n.GameOption_Tramway {\n\ttext-align: center;\n\tmargin: 1%;\n\tmargin-bottom: 5px;\n\tmargin-top: 70px;\n\tpadding: -2px;\n\ttransform: perspective( 600px ) translateX(0px);\n\twidth: 30%;\n\tfloat: left;\n}\n\n.GameOption_Tramway:hover {\n\ttransform: perspective( 600px ) translateZ(0px);\n\ttransition: transform 0.5s ease 0s;\n}\n\n.TramwayDestinationZone {\n\tmargin-left: 2%;\n\twidth: 10%;\n\tposition: fixed;\n\tmargin-top: 20px;\n\theight: 55%;\n}\n\n.TramwayDestinationZone a {\n\t position:absolute; \n\t width:100%;\n\t height:100%;\n\t top:0;\n\t left: 0;\n\n\t /* edit: added z-index */\n\t z-index: 1;\n}\n\n.TramwayDestination_B33 {\n\tmargin-left: 20%;\n}\n\n.TramwayDestination_B30 {\n\tmargin-left: 30%;\n}\n\n.TramwayDestination_B29 {\n\tmargin-left: 40%;\n}\n\n.TramwayDestination_B28 {\n\tmargin-left: 54%;\n}\n\n.TramwayDestination_B27 {\n\tmargin-left: 68%;\n}\n\n.TramwayDestination_B14 {\n\tmargin-left: 76%;\n}\n\n.TramwayDestination_B10 {\n\tmargin-left: 86%;\n}\n\n.TramwayInfoArea {\n\tpadding-left: 10px;\n\tpadding-top: 2px;\n\tborder-left: 3px solid #3cfed7;\n\theight: 20px;\n}\n\n.TramwayInfoMarker {\n\tmargin-right: 10px;\n\t\n\tborder-top: 3px solid #3cfed7;\n\twidth: 10%;\n\theight: 45%;\n\ttransition: all 0.5s ease 0s;\n\n}\n\n.TramwayInfoMarker_Inside {\n\ttransform: perspective( 600px ) translateX(3px);\n\tfloat: right;\n\tborder-left: 3px solid #3cfed7;\n\twidth: 15px;\n\theight: 65%;\n}\n\n.TramwayInfoMarker_Image {\n\ttransform: perspective( 600px ) translateX(12px);\n\tfloat: right;\n\theight: 100%;\n\twidth: 30px;\n\tbackground-position: bottom right;\n\tbackground-repeat: no-repeat;\n\tbackground-image: url("https://secureservercdn.net/45.40.148.234/9db.ec6.myftpupload.com/game-content/scaffold-22/images/ui_tramway_destination.png");\n}\n\n.TramwayInfoMarker_B10 {\n\twidth: 92.5%;\n}\n\n.TramwayInfoMarker_B14 {\n\twidth: 84%;\n}\n\n.TramwayInfoMarker_B27 {\n\twidth: 73%;\n}\n\n.TramwayInfoMarker_B28 {\n\twidth: 62%;\n}\n\n.TramwayInfoMarker_B29 {\n\twidth: 47%;\n}\n\n.TramwayInfoMarker_B30 {\n\twidth: 35%;\n}\n\n.TramwayInfoMarker_B33 {\n\twidth: 26%;\n}\n\n.TramwayInfoMarker_B40 {\n\twidth: 5%;\n}\n\n@media screen and (max-width: 1600px)\n{\n\t.GameOption_Tramway {\n\t\tmargin-top: 60px;\n\t}\n\n\t.OptionsField_Tramway {\n\t\theight: 225px;\n\t}\n\n\t.TramwayInfoMarker_Inside {\n\t\theight: 60%;\n\t}\n\n}\n\n@media screen and (max-width: 1440px)\n{\n\n\t.GameOption_Tramway {\n\t\tmargin-top: 50px;\n\t}\n\n\t.OptionsField_Tramway {\n\t\theight: 205px;\n\t}\n\n\t.TramwayInfoMarker_Inside {\n\t\theight: 55%;\n\t}\n\n}\n\n@media screen and (max-width: 1024px)\n{\n\n\t.GameOption_Tramway {\n\t\tmargin-top: 40px;\n\t}\n\n\t.OptionsField_Tramway {\n\t\theight: 185px;\n\t}\n\n\t.TramwayInfoMarker_Inside {\n\t\theight: 50%;\n\t}\n}\n\n@media screen and (max-width: 768px)\n{\n\t.TramwayInfoArea {\n\t\tfont-size: 10pt;\n\t}\n\n\t.GameOption_Tramway {\n\t\tmargin-top: 30px;\n\t}\n\n\t.OptionsField_Tramway {\n\t\tpadding: 4px;\n\t\theight: 145px;\n\t}\n\n\t.TramwayInfoMarker_Inside {\n\t\theight: 45%;\n\t}\n}\n\n@media screen and (max-width: 440px)\n{\n\t.GameOption_Tramway {\n\t\tborder-raidus: 2px;\n\t\tmargin-top: 20px;\n\t\twidth: 29%;\n\t}\n\n\t.OptionsField_Tramway {\n\t\theight: 135px;\n\t}\n\n\t.TramwayInfoMarker_B40 {\n\t\twidth: 22px;\n\t}\n\n\t.TramwayInfoMarker_Inside {\n\t\theight: 40%;\n\t}\n}\n\n.GameOption_BuyUI_FW {\n\twidth: 98%;\n}
<<silently>>\n<<set $currentgamepassage = passage()>>\n<<if visited() eq 1>>\n\t\n<<endif>>\n<<endsilently>>\n<div class='GameTextGreyed'><<display 'b40_storeroom_arrive_txt'>></div>\n<div class='GameText'><<display 'b40_storeroom_arrive_2_txt'>></div>\n<div class='OptionsField'><<nobr>>\n<<if $action.action1 eq "abort">>\n\t<div class='GameOption GameOption_Move'>[[Return to the Tramway Station|b40_tram_station][$action.arrive = "fromstoreroom"; $time.active = $time.active + 0.5; $attrib.fatigue = $attrib.fatigue + 5; playContextSound("ui_walk");]]</div>\n<<else>>\n\t<div class='GameOption GameOption_Dialogue'>[[Attempt to Negotiate|b40_storeroom_arrive_3][$processed = false; $action.action2 = "tryTalk"; $attrib.violence -= 2; $attrib.caution += 2; $hide.layer2 = true; $statistics.negotion_failDone += 1; playContextSound("ui_click");]]</div><br>\n\t<div class='GameOption GameOption_Defend'>[[Retreat Slowly|b40_storeroom_arrive_3][$processed = false; $action.action2 = "doRetreat"; $hide.layer2 = true; $attrib.caution += 5; playContextSound("ui_walk");]]</div><br>\n\t<<if $equip.isPrecisionWeapon and $equip.rifle.ammo.normal gte 1>>\n\t\t<div class='GameOption GameOption_Defend'>[[Precision Takedown (Main)|b40_storeroom_arrive_3][$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>\n\t<<elseif $equip.isSubsonicWeapon and $equip.pistol.ammo gte 12>>\n\t\t<div class='GameOption GameOption_Defend'>[[Silent Takedown (Main)|b40_storeroom_arrive_3][$processed = false; $action.action2 = "doSnipe"; $attrib.violence += 2; $attrib.caution += 6; $equip.pistol.ammo -= 12; $hide.layer2 = true; $statistics.specialKillDone += 1; $statistics.nineMillFired += 1; playContextSound("ui_attack_suppressed");]]</div><br>\t\n\t<<endif>>\n\t<div class='GameOption GameOption_Weapon'>[[Attack the Oger|hud_combat][$attrib.violence = $attrib.violence + 3; $combatTemplate = "Oger_B40"; $processed = false; $hide.layer1 = false; $hide.layer2 = true; $statistics.agressionDone += 1]]</div>\n<<endif>><<endnobr>></div>
<<silently>>\n<<set $currentgamepassage = passage()>>\n<<if visited() eq 1>>\n\t\n<<endif>>\n<<endsilently>>\n<div class='GameTextGreyed'><<display 'b40_storeroom_arrive_txt'>></div>\n<div class='GameTextGreyed'><<display 'b40_storeroom_arrive_2_txt'>></div>\n<div class='GameText'><<display 'b40_storeroom_arrive_3_txt'>></div>\n<div class='OptionsField'><<nobr>>\n<<if $action.action2 eq "tryTalk" or $action.action2 eq "doRetreat">>\n\t<div class='GameOption GameOption_Weapon'>[[Fight the Oger|hud_combat][$combatTemplate = "Oger_B40"; $processed = false; $hide.layer1 = false; $hide.layer2 = true]]</div>\n<<else>>\n\t<div class='GameOption GameOption_Move'>[[Lower your Weapon|b40_storeroom_ogre_lookaround][$processed = false; $hide.layer1 = false; $hide.layer2 = true]]</div>\n<<endif>><<endnobr>></div>
<div class='HUD_NavScreenClose' style='margin: 0px;'>[[X|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "messages"; playContextSound("ui_blip_back");]]</div><<silently>>\n<<for $i to 0; $i lt $hud.messages.length; $i++>>\n\t<<if $hud.messages[$i].name eq "msg_abomination_invite">>\n\t\t<<if not $hud.messages[$i].read>>\n\t\t\t<<set $hud.messages[$i].read = true>>\n\t\t\t<<set $job_abomination_investigate.readCultInvite = true>>\n\t\t<<endif>>\n\t<<endif>>\n<<endfor>>\n<<endsilently>><strong>From:</strong> Xarea.Corbei@Private.Corbei.Net\n<strong>To:</strong> <<firstname>>.Acrel@EVOX.Net\n<strong>Subject:</strong> Cordial Invitation\n\nDear <<formalname>>,\n\nWe 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.\n\nCordially,\n\nXarea Corbei\nOwner / Asssistant Director\nErkan-Corbei Holdings Group\nScaffold 22
<<silently>>\n\t<<set $currentgamepassage = passage()>>\n\t<<set $savesMenuPassage = "Level B40 - Kobol Basecamp">>\n\t<<if not $processed>>\n\t\t<<set $action.action1 = "none">>\n\t\t<<set $action.action2 = "none">>\n\t\t<<set $action.action3 = "none">>\n\t\t<<set $action.action4 = "none">>\n\t\t<<set $action.action5 = "none">>\n\n\t\t<<set $hide.layer1 = false>>\n\t\t<<set $hide.layer2 = false>>\n\t\t<<set $hide.layer3 = false>>\n\t\t<<set $hide.layer4 = false>>\n\t\t<<set $hide.layer5 = false>>\n\n\t\t<<set $processed = true>>\n\t<<endif>>\n<<endsilently>>\n<<nobr>>\n\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 )) %/\n\t<<if $action.action1 eq "none">>\n\t\t<div class='GameText'><<display 'b40_docks_final_kobol_txt'>></div><br>\n\t\t<div class='OptionsField'>\n\t\t\t<div class='GameOption GameOption_Dialogue'>[[Suggest its a Weapon|b40_docks_final_kobol][$action.action1 = "weapon"; $hide.layer1 = true; playContextSound("ui_click");]]</div><br>\n\t\t\t<div class='GameOption GameOption_Dialogue'>[[Suggest its Historic Records|b40_docks_final_kobol][$action.action1 = "records"; $hide.layer1 = true; playContextSound("ui_click");]]</div><br>\n\t\t\t<<if $job_conspiracy.knowledgePhase gte 8>>\n\t\t\t\t<div class='GameOption GameOption_Dialogue'>[[Say it's a Star Chart|b40_docks_final_kobol][$action.action1 = "starchart"; $hide.layer1 = true; playContextSound("ui_click");]]</div>\n\t\t\t<<else>>\n\t\t\t\t<div class='GameOption GameOption_Dialogue'>[[Admit you have no Idea|b40_docks_final_kobol][$action.action1 = "noidea"; $hide.layer1 = true; playContextSound("ui_click");]]</div>\n\t\t\t<<endif>>\n\t\t</div>\n\t<<elseif $action.action2 eq "none">>\n\t\t<div class='GameTextGreyed'><<display 'b40_docks_final_kobol_txt'>></div><br>\n\t\t<div class='GameText'><<display 'b40_docks_final_kobol_2_txt'>></div><br>\n\t\t<div class='OptionsField'>\n\t\t\t<div class='GameOption GameOption_Move'>[[Install Object 55316|b40_docks_final_kobol][$action.action2 = "install"; $hide.layer2 = true; playContextSound("ui_attack_machinecharge");]]</div>\n\t\t</div>\n\t<<elseif $action.action3 eq "none">>\n\t\t<div class='GameTextGreyed'><<display 'b40_docks_final_kobol_txt'>></div><br>\n\t\t<div class='GameTextGreyed'><<display 'b40_docks_final_kobol_2_txt'>></div><br>\n\t\t<div class='GameText'><<display 'b40_docks_final_kobol_3_txt'>></div><br>\n\t\t<div class='OptionsField'>\n\t\t\t<div class='GameOption GameOption_Dialogue'>[[Ask what it could Be|b40_docks_final_kobol][$action.action3 = "whatis"; $hide.layer3 = true; playContextSound("ui_click");]]</div><br>\n\t\t\t<div class='GameOption GameOption_Dialogue'>[[Ask what happens Now|b40_docks_final_kobol][$action.action3 = "whatnow"; $hide.layer3 = true; playContextSound("ui_click");]]</div><br>\n\t\t\t<div class='GameOption GameOption_Dialogue'>[[Ask how it's Valuable|b40_docks_final_kobol][$action.action3 = "howvaluable"; $hide.layer3 = true; playContextSound("ui_click");]]</div>\n\t\t</div>\n\t<<elseif $action.action4 eq "none">>\n\t\t<div class='GameTextGreyed'><<display 'b40_docks_final_kobol_txt'>></div><br>\n\t\t<div class='GameTextGreyed'><<display 'b40_docks_final_kobol_2_txt'>></div><br>\n\t\t<div class='GameTextGreyed'><<display 'b40_docks_final_kobol_3_txt'>></div><br>\n\t\t<div class='GameText'><<display 'b40_docks_final_kobol_4_txt'>></div><br>\n\t\t<div class='OptionsField'>\n\t\t\t<div class='GameOption GameOption_Move'>[[Hand over Object 55316|b40_docks_final_kobol][$action.action4 = "giveobject"; $hide.layer4 = true; $job_conspiracy.hasGivenObject = true; playContextSound("ui_click");]]</div><br>\n\t\t\t<div class='GameOption GameOption_Dialogue'>[[Refuse to Comply|b40_docks_final_kobol][$action.action4 = "refusehandover"; $hide.layer4 = true; playContextSound("ui_click");]]</div>\n\t\t</div>\n\t<<elseif $action.action5 eq "none">>\n\t\t<div class='GameTextGreyed'><<display 'b40_docks_final_kobol_txt'>></div><br>\n\t\t<div class='GameTextGreyed'><<display 'b40_docks_final_kobol_2_txt'>></div><br>\n\t\t<div class='GameTextGreyed'><<display 'b40_docks_final_kobol_3_txt'>></div><br>\n\t\t<div class='GameTextGreyed'><<display 'b40_docks_final_kobol_4_txt'>></div><br>\n\t\t<div class='GameText'><<display 'b40_docks_final_kobol_5_txt'>></div><br>\n\t\t<div class='OptionsField'>\n\t\t\t<div class='GameOption GameOption_Weapon'>[[Resist the Paladin|hud_combat][$combatTemplate = "Paladin_Corinthin"; $processed = false; $action.arrive = "atKobol"]]</div>\n\t\t\t<<if $action.action4 eq "giveobject">><br>\n\t\t\t\t<div class='GameOption GameOption_Defend'>[[Accept your Fate|b40_docks_final_kobol][$action.action5 = "acceptfate"; $hide.layer5 = true; $action.arrive = "atKobol"; $hide.layer0 = false]]</div>\n\t\t\t<<endif>>\n\t\t</div>\n\t<<else>>\n\t\t<div class='GameTextGreyed'><<display 'b1_siege_sanctum_txt'>></div><br>\n\t\t<div class='GameTextGreyed'><<display 'b1_siege_sanctum_2_txt'>></div><br>\n\t\t<div class='GameTextGreyed'><<display 'b1_siege_sanctum_3_txt'>></div><br>\n\t\t<div class='GameTextGreyed'><<display 'b1_siege_sanctum_4_txt'>></div><br>\n\t\t<div class='GameTextGreyed'><<display 'b1_siege_sanctum_5_txt'>></div><br>\n\t\t<div class='GameText'><<display 'b14_cathedral_postfirefight_6_txt'>></div><br>\n\t\t<div class='OptionsField'>\n\t\t\t<div class='GameOption GameOption_Move'>[[Epilogue|endings_purged][playContextSound("ui_blip");]]</div>\n\t\t</div>\n\t<<endif>>\n<<endnobr>>
<<nobr>>\n\n\t<<set $combat.enemy = {\n\t\ttype: "abomination_imposing",\n\t\tname: "oger",\n\t\tgender: "it",\n\t\tposessive: "its",\n\t\tdeathtype: "killing",\n\t\tresulttext: "abomination_oger_result",\n\t\tresponsetext: "abomination_oger_response",\n\t\tsinglenames: ["oger"],\n\t\tsinglegender: ["it"],\n\t\tsingleposessive: ["its"],\n\t\timages: ["images/combat_abom_oger_female.png"],\n\t\talive: 1,\n\t\tarmor: 34,\n\t\tvulnerable: "plasma",\n\t\timmune: "none",\n\t\tshield: 0,\n\t\taccuracy: 0.8,\n\t\tcover: 0,\n\t\tisMeeleAttacker: true,\n\t\tisLargeTarget: true,\n\t\ttaunt: "The Oger advances, eyes blazing with crazed anger and improvized lance held ready.",\n\t}>>\n\n\t<<set $combat.player = {\n\t\taccuracy: 0.75,\n\t\tcover: 0,\n\t\tcontinue: "b30_mexaplex_wretchhive",\n\t\tally: "none",\n\t}>>\n\n<<endnobr>>
<<nobr>>\n\n\t<<set $combat.enemy = {\n\t\ttype: "abomination_imposing",\n\t\tname: "oger",\n\t\tgender: "it",\n\t\tposessive: "its",\n\t\tdeathtype: "killing",\n\t\tresulttext: "abomination_oger_result",\n\t\tresponsetext: "abomination_oger_response",\n\t\tsinglenames: ["oger"],\n\t\tsinglegender: ["it"],\n\t\tsingleposessive: ["its"],\n\t\timages: ["images/combat_abom_oger_pipe.png"],\n\t\talive: 1,\n\t\tarmor: 28,\n\t\tvulnerable: "plasma",\n\t\timmune: "none",\n\t\tshield: 0,\n\t\taccuracy: 0.65,\n\t\tcover: 0,\n\t\tisMeeleAttacker: true,\n\t\tisLargeTarget: true,\n\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.",\n\t}>>\n\n\t<<set $combat.player = {\n\t\taccuracy: 0.7,\n\t\tcover: 0,\n\t\tcontinue: "b33_scrapyard_oger_loot",\n\t\tally: "none",\n\t}>>\n\n<<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>\n<<nobr>>\n\n\t<<if $action.action1 eq "kill">>"Too late for that."\n\n\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>\n\n\t\t\tIt slices through flesh and bone like butter. Blood squirts free, <<if $job_blindkid_resolution.mainPhase eq 4>>dribbling down her black dress.<<else>>staining her white dress.<<endif>> Her mouth opens for just a second before she collapses.<br><br>\n\n\t\t\t"Idiot." You stare at her corpse. "Really, what the fuck did you think would happen?"<br><br>\n\n\t\t\tThere's no reply, not a sound to be heard at all. Corbei Tower is as quiet as the grave it has become. You breathe a faint sigh and glance at the [[Djinn's knife|PDA][$hud.currentScreen = "corsair knife"]]. Might be worth keeping - if just to avoid leaving evidence behind.\n\n\t\t<<elseif $job_conspiracy.buddy eq "varai">>You glance at Varai. "Execute her. Or I will."<br><br>\n\n\t\t\tThe [[Commisaria|PDA][$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>\n\n\t\t\t"Then I'm conducting myself—" You ram the [[Djinn's|PDA][$hud.currentScreen = "Djinn"]] knife into Miss Corbei's neck. "—in accordance with whatever I'm sanctioned to do in self-defense."<br><br>\n\n\t\t\tAs the woman falls, her throat cut open like a slab of meat, Varai says, "I do suppose it was unlikely she would have complied with the Law. Though, naturally, I shall have to make note of this in my report. Grave errors in procedure were made. I am certain you are aware this cannot go without consequence."<br><br>\n\n\t\t\tYou simply nod in silence, gaze fixed on the corpse. Varai doesn't speak either. Corbei Tower is as quiet as the grave it has become. You breathe a faint sigh and glance at the [[Djinn's knife|PDA][$hud.currentScreen = "corsair knife"]]. Might be worth keeping - if just to avoid leaving evidence behind.\n\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>\n\n\t\t\tIt slices through flesh and bone like butter. Blood squirts free, <<if $job_blindkid_resolution.mainPhase eq 4>>dribbling down her black dress.<<else>>staining her white dress.<<endif>> Her mouth opens for just a second before she collapses.<br><br>\n\n\t\t\t"Loving Stars be thanked, Kid." Wilkin crawls out from beneath the desk. "An' I promise I won't tell no one of any of this. No one, just as long as ya don't say nothing 'bout me being here either. Deal?"<br><br>\n\n\t\t\tYou simply nod in silence, gaze fixed on the corpse. Wilkin doesn't speak either. Corbei Tower is as quiet as the grave it has become. You breathe a faint sigh and glance at the [[Djinn's knife|PDA][$hud.currentScreen = "corsair knife"]]. Might be worth keeping - if just to avoid leaving evidence behind.\n\t\t<<elseif $job_conspiracy.buddy eq "jalkovski">>You nod to Jalkovski. "Kill her."<br><br>\n\n\t\t\t"Sir." He pulls the trigger.<br><br>\n\n\t\t\tA lone coilshot rings out, blowing a bloody hole clean through Miss Corbei's forehead. She falls, blood <<if $job_blindkid_resolution.mainPhase eq 4 or $job_abomination_investigate.mainPhase eq 4>>dribbling down her black dress.<<else>>staining her white dress.<<endif>> Jalkovski lowers his carbine, looking visibly relieved.<br><br>\n\n\t\t\t"Idiot." You stare at her corpse. "Really, what the fuck did she think would happen?"<br><br>\n\n\t\t\tThere's no reply, not a sound to be heard at all. Corbei Tower is as quiet as the grave it has become. You breathe a faint sigh and glance at the [[Djinn's knife|PDA][$hud.currentScreen = "corsair knife"]]. Might be worth keeping - if just to avoid leaving evidence behind.\n\t\t<<elseif $job_conspiracy.buddy eq "fisher">>You nod to Fisher. "Do it, kid."<br><br>\n\n\t\t\t"Boss." He pulls the trigger.<br><br>\n\n\t\t\tA clipped burst rings out, blasting bloody holes through Miss Corbei's chest. She collapses, blood <<if $job_blindkid_resolution.mainPhase eq 4 or $job_abomination_investigate.mainPhase eq 4>>dribbling down her black dress.<<else>>staining her white dress.<<endif>> Fisher lowers his assault rifle, shaking his head.br><br>\n\n\t\t\t"Idiot." You stare at her corpse. "Really, what the fuck did she think would happen?"<br><br>\n\n\t\t\tThere's no reply, not a sound to be heard at all. Corbei Tower is as quiet as the grave it has become. You breathe a faint sigh and glance at the [[Djinn's knife|PDA][$hud.currentScreen = "corsair knife"]]. Might be worth keeping - if just to avoid leaving evidence behind.\n\t\t<<elseif $job_conspiracy.buddy eq "fabienne">>You ram the [[Djinn's|PDA][$hud.currentScreen = "Djinn"]] knife into Miss Corbei's neck.<br><br>\n\n\t\t\tIt slices through flesh and bone like butter. Blood squirts free, <<if $job_blindkid_resolution.mainPhase eq 4 or $job_abomination_investigate.mainPhase eq 4>>dribbling down her black dress.<<else>>staining her white dress.<<endif>> Her mouth opens for just a second before she collapses.<br><br>\n\n\t\t\t"Idiot." You stare at her corpse, then at Fabienne. "No stringing up internal organs or mutilating corpses though. Not here. Not now."<br><br>\n\n\t\t\tThe [[Siren|PDA][$hud.currentScreen = "Siren"]] simply nods in reply. Nothing else makes a sound. 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.\n\t\t<<elseif $job_conspiracy.buddy eq "pineapple">>You nod to Pineapple. "You suggested it."<br><br>\n\n\t\t\t"Ah, always gotte be me." He pulls the trigger.<br><br>\n\n\t\t\tA clipped burst rings out, blasting bloody holes through Miss Corbei's chest. She collapses, blood <<if $job_blindkid_resolution.mainPhase eq 4 or $job_abomination_investigate.mainPhase eq 4>>dribbling down her black dress.<<else>>staining her white dress.<<endif>> Pinapple lowers his assault carbine, regret written on his face.br><br>\n\n\t\t\t"Nasty business." You stare at her corpse. "But really. What did she think would happen?"<br><br>\n\n\t\t\tThere's no reply, not a sound to be heard at all. Corbei Tower is as quiet as the grave it has become. You breathe a faint sigh and glance at the [[Djinn's knife|PDA][$hud.currentScreen = "corsair knife"]]. Might be worth keeping - if just to avoid leaving evidence behind.\n\n\t\t<<endif>>\n\n\n\t<<else>>"Fucked if I know why but I believe you." \t\n\t\t<<if $job_conspiracy.buddy eq "alone" or $job_conspiracy.buddy eq "lag" or $job_conspiracy.buddy eq "alone_kobol">>You lower the [[Djinn's|PDA][$hud.currentScreen = "Djinn"]] knife. "Get out of here, Lady. Before I change my mind."<br><br>\n\n\t\t\t"Thank you! Thank you so very much. I am certain—" She hesitates, swallows, then nods. "I'll just go now."<br><br>\n\n\t\t\tYou watch her leave, <<if $job_blindkid_resolution.mainPhase eq 4>>black gown swishing as she hastens<<else>>white gown swishing as she hastens<<endif>> from the Library. Her footsteps soon fate into the distance.<br><br>\n\n\t\t\t"Shit," you mutter, wondering if you made a mistake.<br><br>\n\n\t\t\tBut it's too late to change your mind now. The [[Djinn's|PDA][$hud.currentScreen = "Djinn"]] dead and Corbei Tower as quiet as the grave it's 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.\n\t\t<<elseif $job_conspiracy.buddy eq "varai">>You glance at Varai. "[[Commisaria|PDA][$hud.currentScreen = "Commisariat"]], stand down."<br><br>\n\n\t\t\tVarai lookes shocked. "That is impossible, <<formalname>>. She is an enemy of the [[Church|PDA][$hud.currentScreen = "Church of Eden"]] by implication. She must be punished to the full extent allowed by Law."<br><br>\n\n\t\t\t"She's not threat to us so neither of us has the right to detain her." You lower the [[Djinn's|PDA][$hud.currentScreen = "Djinn"]] knife. "Get out of here, Lady. But you can be certain the [[Commisaria|PDA][$hud.currentScreen = "Commisariat"]] will report this to the [[Constabulary|PDA][$hud.currentScreen = "Constabulary"]]."<br><br>\n\n\t\t\t"Thank you, Mister. Thank you so very much. I am certain—" She hesitates, swallows, then nods. "I'll just go now."<br><br>\n\n\t\t\t"Technically the appropriate course of action yet not at all in the spirit of the Law." Varai shakes her head. "I hope you are pleased with yourself, <<formalname>>. I for one am most certainly not."<br><br>\n\n\t\t\tPart of you wants to retort but nothing comes to mind. So you just 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.\n\t\t<<elseif $job_conspiracy.buddy eq "wilkin">>You lower the [[Djinn's|PDA][$hud.currentScreen = "Djinn"]] knife. "Get out of here, Lady. Before I change my mind."<br><br>\n\n\t\t\t"Thank you, Mister. Thank you so very much. I am certain—" She hesitates, swallows, then nods. "I'll just go now."<br><br>\n\n\t\t\tAs she leaves, Wilkin crawls out from beneath the desk. "Are ya daft, kid? Ya just gonna let that wretch walk like that? After what she just did?"<br><br>\n\n\t\t\t"More blood isn't worth it," you say though you can't help but wonder whether you made a mistake.<br><br>\n\n\t\t\tBut it's too late to change your mind now. The [[Djinn's|PDA][$hud.currentScreen = "Djinn"]] dead and Corbei Tower as quiet as the grave it's become - albeit only because Mr. Wilkin can't seem to find words to express the anger on his face. You ignore him, gaze drawn to the [[Djinn's knife|PDA][$hud.currentScreen = "corsair knife"]]. Might be worth keeping - if just to avoid leaving evidence behind.\n\t\t<<elseif $job_conspiracy.buddy eq "jalkovski">>You nod to Jalkovski. "Let her go, man."<br><br>\n\n\t\t\t"Sir?" He hesitantly lowers his carbine. "Are you sure about this?"<br><br>\n\n\t\t\t"She's no threat and enough blood's been spilt." You fix the terrified woman with a hard gaze. "Get the hell out of here. Before I change my mind."<br><br>\n\n\t\t\t"Thank you, Mister. Thank you so very much. I am certain—" She hesitates, swallows, then nods. "I'll just go now."<br><br>\n\n\t\t\tYou watch her leave, <<if $job_blindkid_resolution.mainPhase eq 4 or $job_abomination_investigate.mainPhase eq 4>>black gown swishing as she hastens<<else>>white gown swishing as she hastens<<endif>> from the Library. Her footsteps soon fate into the distance. Maybe this was a mistake after all.<br><br>\n\n\t\t\tBut it's too late to change your mind now. The [[Djinn's|PDA][$hud.currentScreen = "Djinn"]] dead and Corbei Tower as quiet as the grave it's 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.\n\t\t<<elseif $job_conspiracy.buddy eq "fisher">>You nod to Fisher. "Let her go, man."<br><br>\n\n\t\t\t"What?" He keeps his rifle trained on Miss Corbei. "You really beleave that shit? For real?"<br><br>\n\n\t\t\t"No, but she's no threat and enough blood's been spilt." You fix the terrified woman with a hard gaze. "Get the hell out of here. Before I change my mind."<br><br>\n\n\t\t\t"Thank you, Mister. Thank you so very much. I am certain—" She hesitates, swallows, then nods. "I'll just go now."<br><br>\n\n\t\t\tYou watch her leave, <<if $job_blindkid_resolution.mainPhase eq 4 or $job_abomination_investigate.mainPhase eq 4>>black gown swishing as she hastens<<else>>white gown swishing as she hastens<<endif>> from the Library. Her footsteps soon fate into the distance. Maybe this was a mistake after all.<br><br>\n\n\t\t\tBut it's too late to change your mind now. The [[Djinn's|PDA][$hud.currentScreen = "Djinn"]] dead and Corbei Tower as quiet as the grave it's 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.\n\n\t\t<<elseif $job_conspiracy.buddy eq "fabienne">>You lower the [[Djinn's|PDA][$hud.currentScreen = "Djinn"]] knife. "Get out of here, Lady. Before I change my mind."<br><br>\n\n\t\t\t"Thank you, Mister. Thank you so very much. I am certain—" She hesitates, swallows, then nods. "I'll just go now."<br><br>\n\n\t\t\tAs she leaves, Fabienne says, "Ah, Vine. You do realize she was a [[witch|PDA][$hud.currentScreen = "Witches Coven"]], right? And that she isn't gonna just forget about this because you didn't slit her throat open."<br><br>\n\n\t\t\t"We'll see," you say, already fearing you made a big mistake.\n\n\t\t\tBut it's too late to change your mind now. The [[Djinn's|PDA][$hud.currentScreen = "Djinn"]] dead and Corbei Tower as quiet as the grave it's 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.\n\t\t<<elseif $job_conspiracy.buddy eq "pineapple">>You nod to Pineapple. "Let's keep it civil here."<br><br>\n\n\t\t\t"Sure thing, Boss." He keeps his carbine trained on Miss Corbei regardless. "No funny business now. We'll just be leavin'."<br><br>\n\n\t\t\t"Agreed. Enough blood's been spilt." You fix the terrified woman with a hard gaze. "Get the hell out of here. Before I change my mind."<br><br>\n\n\t\t\t"Thank you, Mister. Thank you so very much. I am certain—" She hesitates, swallows, then nods. "I'll just go now."<br><br>\n\n\t\t\tYou watch her leave, <<if $job_blindkid_resolution.mainPhase eq 4 or $job_abomination_investigate.mainPhase eq 4>>black gown swishing as she hastens<<else>>white gown swishing as she hastens<<endif>> from the Library. Her footsteps soon fate into the distance. Maybe this was a mistake after all.<br><br>\n\n\t\t\tBut it's too late to change your mind now. The [[Djinn's|PDA][$hud.currentScreen = "Djinn"]] dead and Corbei Tower as quiet as the grave it's 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.\n\n\t\t<<endif>>\n\n\n\t<<endif>>\n\n\n<<endnobr>><<endif>>
<<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>\n<<nobr>>\n\t<<if $randomEncounterPhases.criminalityPhase eq 20>>\n\t\tYou lower your weapon, eyeing the dead [[Knights|PDA][$hud.currentScreen = "Knights of Eden"]]. Smoke drifts lazily from their ruined power armor. Around you, the crowd is muttering in surprise, but all you can think is: this will be one hell of a bitch to explain.<br><br>\n\n\t\t"Biological." You turn with a start to see <<if $chr_corinthin.met>>[[Paladin|PDA][$hud.currentScreen = "Paladin"]] Corinthin<<else>>a[[Paladin|PDA][$hud.currentScreen = "Paladin"]]<<endif>> standing behind you, its white cloak swaying in an artifical breeze. "An unwise course of action."<br><br>\n\n\t\t"No shit," you mutter, backing away. "So, what now? You melt my face into holy goo?"<br><br>\n\n\t\t"Contrarily." <<if $chr_corinthin.met>>Corinthin<<else>>The [[Paladin|PDA][$hud.currentScreen = "Paladin"]]<<endif>> steps past you, droning, "Be on your way. This incident no longer concerns you."<br><br>\n\n\t\t"I, but—" You swallow. "Wait, what?"<br><br>\n\n\t\tThe machine-angel turns to you. "Meddling beyond authority. Distainful even by biological standards. Unacceptable among the [[Knighthood|PDA][$hud.currentScreen = "Knights of Eden"]]. It shall be dealt with."<br><br>\n\n\t\t"Oh." You nod slowly. "Okay. I'll just be on my way then."<br><br>\n\n\t\tHell knows what that was about. Internal rivalry, probably, thought it may be better you not know. Anyways, the [[Order|PDA][$hud.currentScreen = "Paladin"]] is far better suited to deal with the [[Commisariat|PDA][$hud.currentScreen = "Commisariat"]] without leaving a trail of corpses than you are.\n\t<<else>>\n\t\t<<if $randomEncounterPhases.criminalityPhase lt 35>>\n\t\t\tYou lower your weapon, eyeing the dead CIVL commandos. Somehow you'd expected more from the best of the best. More importantly however, what little of the crowd stayed to watch is jabbering and shouting. Most have already fled down the pressure tunnel in panic.<br><br>\n\n\t\t\t"Aw, shit." You swallow, trying not to think of what will happen next.<br><br>\n\n\t\t\tA hefty fine at best. Incarceration or summary execution at worst. Even more damingly, you know what the deeper implications are: your actions are spiraling out of control, drawing way too much heat. Like Zweili said. And this time around there's no jurisdiction loophole you'll be able to escape. Hell, after the mess you just made, they're certain come for you. And somehow you doubt it'll just be a fine next time.<br><br>\n\n\t\t\t"Oh, fuck it," you mutter, resigned to the fact you're royally screwed now.<br><br>\n\n\t\t\tBetter to just get the hell out of this place before more [[constables|PDA][$hud.currentScreen = "Constabulary"]] show up and rip you a new one.\n\t\t<<else>>\n\t\t\tYou lower your weapon, heart racing. The demolished CIVL troopers sputter sparks. Smoke drifts lazily from their ruined chassis. Around you, what remains of the crowd is jabbering and shouting. Many have already fled down the pressure tunnel in panic.<br><br>\n\n\t\t\t"Aw, shit." You swallow, trying not to think of what will happen next.<br><br>\n\n\t\t\tA hefty fine at best. Incarceration or summary execution at worst. Even more damingly, you know what the deeper implications are: your actions are spiraling out of control, drawing way too much heat. Like Zweili said. And this time around there's no jurisdiction loophole you'll be able to escape. Hell, after the mess you just made, they're certain come for you. And somehow you doubt it'll just be a fine next time.<br><br>\n\n\t\t\t"Oh, fuck it," you mutter, resigned to the fact you're royally screwed now.<br><br>\n\n\t\t\tBetter to just get the hell out of this place before more [[constables|PDA][$hud.currentScreen = "Constabulary"]] show up and rip you a new one.\n\t\t<<endif>>\n\t<<endif>>\n\n<<endnobr>><<endif>>
<<if $hide.layer1 eq true>><div class='GameOption_Expand'>[[Expand|$currentgamepassage][$hide.layer1 = false]]</div>You make your way along...<<else>><div class='GameOption_Expand'>[[Collapse|$currentgamepassage][$hide.layer1 = true]]</div>\n<<nobr>>\n\tYou make your way along the [[Level B30 Hab Block|PDA][$hud.currentScreen = "B30 Block"]] to your appartment, a small hab unit on the fird floor.\n\n\t<<if $characterEncounterPhases.edenRewardPhase eq 1>>When you reach the door, there's a small box set beside it. There's no one around and no indication where it came from. Despite your misgivings, you carry the box inside and set it on your bed.<br><br>\n\n\t"I wonder—" You sit beside the box, eyeing the featureless surface.<br><br>\n\n\tDespite your better judgement, you risk a peek inside. It doesn't blow up in your face - a good sign - but the content is unusual: a set of white <<if $attrib.gender eq "male">>[[robes|PDA][$hud.currentScreen = "Devout Robes"]]<<else>>[[robes|PDA][$hud.currentScreen = "Devout Shroud"]]<<endif>> with red trim. There's a note with them that reads: //<<firstname>> Acrel, it fills my heart with joy to know you have made peace with the Loving Stars. Find enclosed a small gift, a relic of a time I have set behind me. May it serve you better than it did me in my quest. A Friend of Juno.//\n\n\t<<elseif $characterEncounterPhases.voidRewardPhase eq 1>>When you reach the door, there's a small box set beside it. There's no one around and no indication where it came from. Despite your misgivings, you carry the box inside and set it on your bed.<br><br>\n\n\t"I wonder—" You sit beside the box, eyeing the featureless surface.<br><br>\n\n\tDespite your better judgement, you risk a peek inside. It doesn't blow up in your face - a good sign - but the content is unusual: a set of armored [[robes|PDA][$hud.currentScreen = "Voidheart Robes"]] with purple trim. There's a note with them that reads: //Voided One. It was pleasant to watch you find peace as so many of us have in the shadows of the Loving Stars. It was said to me that is the hunt for the twisted and abominable which brought you to us, just as it did my great grandmother may years before. We follow a different path yet may what once served her in the hunt shield you from that which lurks in the blackness of the Void - A Friend.//\n\n\t<<elseif $characterEncounterPhases.deathRewardPhase eq 1>>Before you can even unlock the door, footsteps sound on the walkway. You turn to see a person dressed in a [[Mourning Shroud|PDA][$hud.currentScreen = "Deathshroud"]] approach. They carry a box in their arms, which they sets before you wordlessly.<br><br>\n\n\tBoth of you nod, it being implicit that neither of you will speak, and the messenger leaves again. As soon as he's gone you carry the box inside and open it on your bed.<br><br>\n\n\tThere's a set of [[Seeker Robes|PDA][$hud.currentScreen = "Seeker Robes"]] packed neatly inside, with a handwritten note atop. The note reads: //Deathseeker. Find enclosed a token of both our friendship and acknowledgement of the acceptance you have found before the inevitable. It is pleasant to know another forsaken soul has truly accepted the harsh truths of this universe. Deathcaller Ariv.//<br><br>\n\n\tYou set the note aside with a faint smile and examine the robes. Crude, perhaps, but it would still be an honor to wear them in the name of the Forsaken - and the peace their teachings have brought to your troubled life.\n\n\t<<elseif $characterEncounterPhases.antiRewardPhase eq 1>>When you reach the door, there's a small box set beside it. There's no one around and no indication where it came from. Despite your misgivings, you carry the box inside and set it on your bed.<br><br>\n\n\t"Here goes nothing." You remove the lid, half expecting it to blow up in your face.<br><br>\n\n\tIt doesn't. Inside is a data pad and a crumpled [[T-Shirt|PDA][$hud.currentScreen = "Hatewear"]] bearing the [[Division 108|PDA][$hud.currentScreen = "Division 108"]] emblem, which explains who sent it. What you aren't certain of is why. Perhaps the data pad will explain.\n\t<<endif>>\n\n<<endnobr>><<endif>>
<<nobr>>\n\n\t<<set $combat.enemy = {\n\t\ttype: "machine_exo",\n\t\tname: "exo troopers",\n\t\tgender: "them",\n\t\tposessive: "their",\n\t\tdeathtype: "destroying",\n\t\tresulttext: "bot_result",\n\t\tresponsetext: "bot_response",\n\t\tsinglenames: ["exo armor", "exo armor"],\n\t\tsinglegender: ["it", "it"],\n\t\tsingleposessive: ["its", "its"],\n\t\timages: ["images/combat_exo_syndicate.png", "images/combat_exo_syndicate.png"],\n\t\talive: 2,\n\t\tarmor: 28,\n\t\tvulnerable: "none",\n\t\timmune: "toxin",\n\t\tshield: 24,\n\t\taccuracy: 0.7,\n\t\tcover: 0,\n\t\tisMeeleAttacker: false,\n\t\thasArcShield: true,\n\t\tisLargeTarget: true,\n\t\thasRailgun: true,\n\t\ttaunt: "The Exos advance, heavy footfalls shaking the floor as they reload their massive rail cannons.",\n\t}>>\n\n\t<<set $combat.player = {\n\t\taccuracy: 0.65,\n\t\tcover: 0.15,\n\t\tcontinue: "todo",\n\t\tally: "none",\n\t}>>\n\n<<endnobr>>
<<if $hide.layer2 eq true>><div class='GameOption_Expand'>[[Expand|$currentgamepassage][$hide.layer2 = false]]</div>"Thanks." You...<<else>><div class='GameOption_Expand'>[[Collapse|$currentgamepassage][$hide.layer2 = true]]</div>\n<<nobr>>\n\n<div class='GameTextImage'>[img["https://secureservercdn.net/45.40.148.234/9db.ec6.myftpupload.com/game-content/scaffold-22/images/env_boulevard_inn.png"]]</div>\n\n"Thanks." You leave reception, headed down a short corridor that leads to the rooms.<br><br>\n\nEven from afar, you can tell the door to Number 15 has been jammed open. Footsteps are audible beyond. Adrenaline surges. You've just started to reach for your <<if $equip.pistol neq "none">><<pistol>><<else>><<knife>><<endif>> when someone yelps within.<br><br>\n\n<<if $attrib.demeanor eq "agressive">>"Shit."<<else>>"Here goes—"<<endif>> You kick the door open and storm through.<br><br>\n\nMr. Luscovari is lying, naked and rigid as a board, on a double bed. A stringlike mass of flesh and organs that only vaguely resembles a woman is perched atop him. The [[Siren|PDA][$hud.currentScreen = "Siren"]] glances at you with bloodshot eyes.<br><br>\n\n<<if $chr_fabienne.met>>"Oh, hey Vine." Her familiar red-headed form rematerialized. "Nice timing. I just came. Stupid jerk really though I was a fucktoy."<<else>>"Oh, it's you." The red-headed woman materializes, fully clothed. "Nice timing. I just got off with him. Stupid jerk had the nerve to reat me like a fucktoy."<<endif>><br><br>\n\n<<if $chr_fabienne.met and $job_witches_pendant.mainPhase neq 8>>"I really didn't need to know that." You lower your weapon. "So, uh, mind telling me what<<if $attrib.demeanor eq "agressive">> the fuck<<endif>> is going on here?"\n<<elseif $loc_riptide.ownedBy eq "marisa" and $job_fisher_revenge.mainPhase eq 3>>"Well, great." You keep your weapon ready. "I spared you once. Now this? Why?"\n<<else>>"Wonderful." You keep your weapon ready. "Give me an excuse. Just one. And I swear I'll put your abominated ass down."\n<<endif>><br><br>\n\n<<if $chr_fabienne.met and $job_witches_pendant.mainPhase neq 8>>"Simple." Fabienne hops off her paralyzed victim, saying, "I'm looking for Warlock.\n<<elseif $loc_riptide.ownedBy eq "marisa" and $job_fisher_revenge.mainPhase eq 3>>"Mostly 'cause he deserved it." The [[Siren|PDA][$hud.currentScreen = "Siren"]] hops off its paralyzed victim, saying, "Also because I needed to figure out who the fuck Warlock is.\n<<else>>"One good reason?" The [[Siren|PDA][$hud.currentScreen = "Siren"]] hops off the paralyzed man, smiling. "Okay, one: Warlock.\n<<endif>> He used to be a, well, friend of mine before I ended up like this. Now he's some crypto-vigilante. But I get it. Just blame me and get it over with. I am an abom after all, right, so it's gotta be my fault."\n\n<<endnobr>><<endif>>
<<display 'HUD_CodexBackButton'>><strong>CalTec C2000</strong>\n\n<<nobr>>[>img[https://secureservercdn.net/45.40.148.234/9db.ec6.myftpupload.com/game-content/scaffold-22/images/c2000.png]]Primitive coil accelerated carbine intended as a home defense weapon.<br><br>\n\n<<display 'drawWeaponStats'>><br>\n\n\t<div id='codex-expand-area' class='HUD_PdaDisplayZone HUD_PdaDisplayZoneCodex'>\n\t\t<div class='HUD_PdaExpandButton'><<click 'Show More'>>\n\t\t\t<<replace '#codex-expand-area'>>\n\t\t\t\tThe CalTec C2000 is a rugged, coil-accelerated carbine chambered for the common 9mm multipurpose round marketed at security contractors and property owners who reqire a simple, easy to operate firearm to keep armed intruders at bay. The C2000 makes no excuses for its inherit simplicity, being both technically and optically a crude firearm designed merely to fulfill its users needs and no more.<br><br>\n\nThe implications of the design however carry beyond the mere design of the weapons system, with performance reports indicating that the C2000 is a sub-par firearm in every respect, unable to compete with full-length assault rifles in terms of accuracy or stopping power and failing to achieve the compactness of contemporary pistols. None the less, the C2000 has proven a commercial success, with over thirty-seven billion units sold in the six months since its release.<br><br> \n\nAvailability of ammunition, low unit price, and ease of maintenance have become the main selling - and advertising - points of the C2000, a trend which has become visible amongst most recent CalTec products. As such, the consumer base for the C2000 has naturally expanded beyond the intended market volume and quickly been adopted by street gangs and small mercenary bands who cannot afford professional firearms.<br><br>\n\nThis has generated some backlash at CalTec, which has been accused of deliberately producing firearms for illict markets, particularly after the release of the third-party [[Nirol-Ivan Tactical Extender|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "C2000_Converted"]], which allows customers to retool the otherwise primitive C2000 into a lightweight, subsonic percision weapon. Further controversy resulted with the release of a second, unofficial conversion, the [[HALO Kit|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "C2000_Extended"]], marketed as a low-cost multifunction weapon. Statemens by representatives of the CalTech corporation however deny these claims, stating that CalTec requires all resellers to posess appropriate permits, with special mention being given to the fact that the C2000 was designed specifically to allow common citizens to defend their keepsakes against thugs who carry unlicensed firearms.\n\n\t\t\t<</replace>>\n\t\t<</click>></div>\n\t</div>\n<<endnobr>>
<<silently>>\n<<set $currentgamepassage = passage()>>\n\t<<set $action.action1 = "none">>\n\t<<set $action.action2 = "none">>\n\t<<set $action.action3 = "none">>\n\t<<set $action.action4 = "none">>\n\t<<set $action.action5 = "none">>\n\n\t<<set $hide.layer1 = false>>\n\t<<set $hide.layer2 = false>>\n\t<<set $hide.layer3 = false>>\n\t<<set $hide.layer4 = false>>\n\t<<set $hide.layer5 = false>>\n\t<<set $savesMenuPassage = "B30 Tramway Station">>\n\n\t<<if ($job_abomination_investigate.plagueTarget eq "b30_tramway" or ((($job_abomination_investigate.abomSabotagePhase gt 8 or $job_abomination_investigate.abomAugmentPhase gt 10) and $job_abomination_investigate.abomSabotagePhase neq 98) and $time.active - $job_abomination_investigate.plagueTime gte 72)) and not ($equip.isConcealing or $equip.isAbominated)>>\n\t\t<<set $attrib.infected = true>>\n\t<<endif>>\n\n\t<<display 'doAutoSave'>>\n<<endsilently>>\n<div class='GameText'><<if $hide.layer0 eq true>><div class='GameOption_Expand'>[[Expand|$currentgamepassage][$hide.layer0 = false]]</div><<if $action.arrive eq "fromHome">>You leave your appartment and...<<elseif $action.arrive eq "fromQuarantine">>You head back through the grav-field and...<<elseif $action.arrive eq "onfoot">><<if $attrib.toxicity gte 75>>Swaying this way and that, you...<<elseif $attrib.fatigue gt 75>>You have to fight to keep your eyes open as you...<<else>>You thread your way through...<<endif>><<elseif $action.arrive eq "ontram">>The tram hums to a stop at the Level B33 station...<<elseif $action.arrive eq "fromSmashPlague">>You produce the plague sample...<<endif>><<else>><div class='GameOption_Expand'>[[Collapse|$currentgamepassage][$hide.layer0 = true]]</div>\n<<if $action.arrive eq "fromHome" or $action.arrive eq "onfoot" or $action.arrive eq "fromQuarantine">><<nobr>>\n\n\t<<if $attrib.toxicity gte 75>>\n\t\t<<if $action.arrive eq "fromHome">>\n\t\t\tYou leave your appartment and, swaying this way and that, stumble through the crowds thronging the pressure tunnel that runs the length of the [[B30 Habs|PDA][$hud.currentScreen = "B30 Block"]].\n\t\t<<elseif $action.arrive eq "fromQuarantine">>You head back through the grav-field and, swaying unsteadily, set a meandering pace along the [[Level B30|PDA][$hud.currentScreen = "B30 Block"]] pressure tunnel.\n\t\t<<else>>\n\t\t\tSwaying this way and that, you stumble through the crowds thronging the pressure tunnel that runs the length of the [[B30 Habs|PDA][$hud.currentScreen = "B30 Block"]].\n\t\t<<endif>>\n\t<<elseif $attrib.fatigue gt 75>>\n\t\t<<if $action.arrive eq "fromHome">>\n\t\t\tYou leave your appartment and, fighting to stay awake, meander through the crowds thronging the pressure tunnel that runs the length of the [[B30 Habs|PDA][$hud.currentScreen = "B30 Block"]].\n\t\t<<elseif $action.arrive eq "fromQuarantine">>You head back through the grav-field and, fighting mounting fatigue, trudge along the [[Level B30|PDA][$hud.currentScreen = "B30 Block"]] pressure tunnel.\n\t\t<<else>>\n\t\t\tYou have to fight to keep your eyes open as you meander through the crowds thronging the pressure tunnel that runs the length of the [[B30 Habs|PDA][$hud.currentScreen = "B30 Block"]].\n\t\t<<endif>>\n\t<<else>>\n\t\t<<if $action.arrive eq "fromHome">>\n\t\t\tYou leave your apartment and thread your way through the crowds thronging the pressure tunnel that runs the length of the [[B30 Habs|PDA][$hud.currentScreen = "B30 Block"]].\n\t\t<<elseif $action.arrive eq "fromQuarantine">>\n\t\t\tYou head back through the grav-field and, glad to be out of the sprawl, set a hasty pace along the [[Level B30|PDA][$hud.currentScreen = "B30 Block"]] pressure tunnel.\n\t\t<<else>>\n\t\t\tYou thread your way through the crowds thronging the pressure tunnel that runs the length of the [[B30 Habs|PDA][$hud.currentScreen = "B30 Block"]].\n\t\t<<endif>>\n\t<<endif>>\n\n<<endnobr>>Voices babble. Walkways tremble underfoot. The air reeks of stale sweat. It's a long quarter of an hour before you reach the tramway station.<<elseif $action.arrive eq "fromSmashPlague">><div class='GameTextImage GameTextSpecial'>[img["https://secureservercdn.net/45.40.148.234/9db.ec6.myftpupload.com/game-content/scaffold-22/images/evt_plague_release.png"]]</div>You produce the plague sample from your pocket. The vial looks so small; harmless. Just a simple suspension inside and nothing more. And this little thing will kill hundreds; thousands. Your gaze wanders across the many commuters flowing in and out of the station, then back to the vial.\n\n"What a joke." You smash the vial against the floor.\n\nSafety plastic shatters. The vaccuum within snaps, spewing fine dust in every imaginable direction. Aside from the clatter of plastic shards on pannelblock there's no sound. Around you, pedestrians continue undeterred. One or two of them glance at the smashed vial. None of them seem to think it's odd. Incredible, how no one realized what's happened. They'll probably never know - never even suspect. And maybe you should grab the next tram. Just to be safe.\n<<elseif $action.arrive eq "ontram">><<if ($job_abomination_investigate.plagueTarget eq "b30_tramway" and $time.active - $job_abomination_investigate.plagueTime gte 6) or ((($job_abomination_investigate.abomSabotagePhase gt 8 or $job_abomination_investigate.abomAugmentPhase gt 10) and $job_abomination_investigate.abomSabotagePhase neq 98) and $time.active - $job_abomination_investigate.plagueTime gte 72)>><div class='GameTextImage'>[img["https://secureservercdn.net/45.40.148.234/9db.ec6.myftpupload.com/game-content/scaffold-22/images/env_b30tramway_infected.png"]]</div>The tram hums to a stop at the Level B30 station. No one else makes for the door. When you step onto the platform it's clear why: the [[B30 Block|PDA][$hud.currentScreen = "B30 Block"]] has been quarantined. Noxious haze swirls above the platform. The usual crowd is absent; only half a dozen Purifiers standing guard beyond the safe zone.\n\n"Screw this," you mutter, eyeing the scene.\n\nMust've been quite the massacre. Hundreds, maybe thousands dead. At any rate, you aren't getting in through the front door. Maybe you can take the back route through the [[Sprawl|PDA][$hud.currentScreen = "Undersprawl"]]. But this way is shut. You might as well turn around and take the next tram to:<<else>><div class='GameTextImage'>[img["https://secureservercdn.net/45.40.148.234/9db.ec6.myftpupload.com/game-content/scaffold-22/images/env_b30tramway_normal.png"]]</div>The tram hums to a stop at the Level B30 station. <<if $attrib.toxicity gte 75>>You don't notice where you are until people start jostling their way toward the door. Cursing, you scramble after them. Bodies bump against you, knocking you around like a doll as you stumble onto the platform.<<else>>The chime of the announcer is lost in babbling voices. As the tram slows, passengers jostle for position by the doors. You join the throng and are promptly carried out onto the platform.<<endif>> \n\nThe crowd is just as thick in the tramway station. Thankfully you know where the blast door to the [[Level B30|PDA][$hud.currentScreen = "B30 Block"]] pressure tunnel is by heart. From there you could go to:<<endif>><<endif>><<endif>></div>\n<<if ($job_abomination_investigate.plagueTarget eq "b30_tramway" and $time.active - $job_abomination_investigate.plagueTime gte 6) or ((($job_abomination_investigate.abomSabotagePhase gt 8 or $job_abomination_investigate.abomAugmentPhase gt 10) and $job_abomination_investigate.abomSabotagePhase neq 98) and $time.active - $job_abomination_investigate.plagueTime gte 72)>><<display 'b30_tramway_remotedest'>><<else>><<if $action.arrive eq "onfoot" or $action.arrive eq "fromHome" or $action.arrive eq "fromQuarantine" or $action.arrive eq "fromSmashPlague">><<display 'b30_tramway_remotedest'>>\n<div class='GameText'>Alternatively, you could turn around, head back out of the station and go to:</div>\n<<display 'b30_tramway_localdest'>><<elseif $action.arrive eq "ontram">><<display 'b30_tramway_localdest'>>\n<div class='GameText'>Alternatively, you could turn around, wait for another tram and go to:</div>\n<<display 'b30_tramway_remotedest'>><<endif>><<endif>>
<<set $shopScene = "b30_megaplex_visionary">>\n<<set $replaceContianer = "game-visionary-shop">>\n<<set $replaceWith = "visionshrine_gearoptionss">>\n<<set $confirmDoReplace = "shrineshop_gear">>\n<<set $shopContent = []>>\n\n<<set $shopItem = {title: "Ammunition", type: "ammo", name: "9mm", num: 120, price: 90}; $shopContent.push($shopItem)>>\n<<set $shopItem = {title: "Ammunition", type: "ammo", name: "bolt_tungsten", num: 3, price: 125}; $shopContent.push($shopItem)>>\n<<set $shopItem = {title: "Ammunition", type: "ammo", name: "bolt_electro", num: 3, price: 250}; $shopContent.push($shopItem)>>\n<<set $shopItem = {title: "Ammunition", type: "ammo", name: "bolt_toxin", num: 2, price: 325}; $shopContent.push($shopItem)>>\n<<set $shopItem = {title: "Ammunition", type: "ammo", name: "bolt_scatter", num: 2, price: 325}; $shopContent.push($shopItem)>>\n\n<<set $shopItem = {title: "Sidearms", type: "secondary", name: "LICH_Converted", num: 1, price: 2290, specialSet: ""}; $shopContent.push($shopItem)>>\n<<set $shopItem = {title: "Sidearms", type: "secondary", name: "VXI", num: 1, price: 5825, specialSet: ""}; $shopContent.push($shopItem)>>\n\n<<set $shopItem = {title: "Cellarms", type: "main", name: "Flay3r", num: 1, price: 5890, specialSet: ""}; $shopContent.push($shopItem)>>\n<<set $shopItem = {title: "Cellarms", type: "main", name: "ArcSpike", num: 1, price: 6755, specialSet: ""}; $shopContent.push($shopItem)>>\n\n<<set $shopItem = {title: "Outfits", type: "armor", name: "Legionnaire Armor", num: 1, price: 21395, specialSet: ""}; $shopContent.push($shopItem)>>\n<<set $shopItem = {title: "Outfits", type: "armor", name: "Cultist Armor", num: 1, price: 7395, specialSet: ""}; $shopContent.push($shopItem)>>\n<<set $shopItem = {title: "Outfits", type: "armor", name: "Cultist Robes", num: 1, price: 250, specialSet: ""}; $shopContent.push($shopItem)>>\n\n<<set $shopItem = {title: "Knives", type: "knife", name: "cultblade", num: 1, price: 1105, specialSet: ""}; $shopContent.push($shopItem)>>\n\n<<display 'drawShopInterface'>>
<<silently>>\n<<set $currentgamepassage = passage()>>\n<<endsilently>>\n<div class='GameTextGreyed'><<display 'lalina_apt_cel_fisttime_txt'>></div>\n<div class='GameText'><<display 'lalina_apt_firsttime_2_txt'>></div>\n<div class='OptionsField'><<nobr>>\n\n<<if $attrib.fatigue gte 75 or $attrib.toxicity gte 75>>\n\t<div class='GameOption GameOption_Move'>[[Curl up to Sleep|b28_hab_lanina_wake][$action.action3 = "rested"; $attrib.toxicity = 0; $attrib.fatigue = 0; $time.active = $time.active + 8; $hide.layer1 = false; playContextSound("ui_click");]]</div>\n<<else>>\n\t<div class='GameOption GameOption_Dialogue'>[[Say you doubt That|b28_hab_lanina_3][$action.action2 = "doubt"; $chr_lanina.rep -= 2; $hide.layer2 = true; playContextSound("ui_click");]]</div><br>\n\t<div class='GameOption GameOption_Dialogue'>[[Say you believe Her|b28_hab_lanina_3][$action.action2 = "believe"; $chr_lanina.rep += 2; $hide.layer2 = true; $sexPhases.numTimesHadSex += 1; $sexPhases.lastSexTime = $time.active; $chr_lanina.relation = "fucked"; playContextSound("ui_click"); $sexPhases.lanina += 1;]]</div>\n<<endif>>\n\n<<endnobr>></div>
<<nobr>>\n\t<<set $shopScene = "b33_ROM_mainfloor">>\n\t<<set $replaceContianer = "game-rom-isabelle">>\n\t<<set $replaceWith = "eprom_isabellebuy">>\n\t<<set $confirmDoReplace = "cybercult">>\n\t<<set $shopContent = []>>\n\n\t<<if $savesMenuPassage eq "Level B27 - Sever Tomb">>\n\t\t<<set $shopScene = "b27_cybercult_hideout">>\n\n\t\t<<set $shopItem = {title: "Ammunition", type: "ammo", name: "bolt_tungsten", num: 3, price: 195}; $shopContent.push($shopItem)>>\n\t\t<<set $shopItem = {title: "Ammunition", type: "ammo", name: "bolt_electro", num: 3, price: 275}; $shopContent.push($shopItem)>>\n\n\t\t<<set $shopItem = {title: "Railarms", type: "main", name: "S7ZF", num: 1, price: 14210, specialSet: ""}; $shopContent.push($shopItem)>>\n\n\t\t<<set $shopItem = {title: "Cellarms", type: "main", name: "Arcblade", num: 1, price: 3720, specialSet: ""}; $shopContent.push($shopItem)>>\n\t\t<<set $shopItem = {title: "Cellarms", type: "main", name: "N3CR", num: 1, price: 4210, specialSet: ""}; $shopContent.push($shopItem)>>\n\n\t\t<<set $shopItem = {title: "Outfits", type: "armor", name: "Cyber Armor", num: 1, price: 6580, specialSet: ""}; $shopContent.push($shopItem)>>\n\t<<endif>>\n\n\t<<set $shopItem = {title: "Outfits", type: "armor", name: "CyberWaer", num: 1, price: 450, specialSet: ""}; $shopContent.push($shopItem)>>\n\t<<set $shopItem = {title: "Outfits", type: "armor", name: "CyberGlam", num: 1, price: 350, specialSet: ""}; $shopContent.push($shopItem)>>\n\t<<set $shopItem = {title: "Outfits", type: "armor", name: "Rockwave", num: 1, price: 225, specialSet: ""}; $shopContent.push($shopItem)>>\n\n\t<<set $shopItem = {title: "IntelliDiscs", type: "item", name: "ViroDisc", num: 1, price: 375, specialSet: "disc"}; $shopContent.push($shopItem)>>\n\t<<set $shopItem = {title: "IntelliDiscs", type: "item", name: "HoloDisc", num: 1, price: 440, specialSet: "disc"}; $shopContent.push($shopItem)>>\n\n\t<<set $shopItem = {title: "Utility", type: "item", name: "FuCell", num: 1, price: 250, specialSet: "disc"}; $shopContent.push($shopItem)>>\n\n\t<<display 'drawShopInterface'>>\n<<endnobr>>
<<if $hide.layer1 eq true>><div class='GameOption_Expand'>[[Expand|$currentgamepassage][$hide.layer1 = false]]</div>You follow the...<<else>><<nobr>>\n<div class='GameOption_Expand'>[[Collapse|$currentgamepassage][$hide.layer1 = true]]</div>\n\t\n\tYou follow the [[Namaz|PDA][$hud.currentScreen = "Witch Queen"]] [[Demon|PDA][$hud.currentScreen = "Demon"]] into the colonade. Footsteps echo in the mausoleum. Your gaze falls on sygils, patterns, and pictograms carved in columns and above the many coffins. They mean nothing to you.<br><br>\n\n\tEventually, the child slows its pace. "I asked about abomination specifically because it's a curious topic. [[Church Law|PDA][$hud.currentScreen = "Church of Eden"]], in the strictest legal sense, would concemn half the galaxy as abominated. We are not in fact biologically pure. And by me I mean humans. Yourself. Myself. Not even abominations per se."<br><br>\n\n\t"You aren't exactly human," you point out.<br><br>\n\n\t"No. I'm more human than you." The kid chuckles. "In earnest. Read the laws. Test your genetic makeup. Deviation to Template CEJ-41-G43 greater than 25% is considered abominated. That accounts for most citizens of [[Scaffold 22|PDA][$hud.currentScreen = "Scaffold 22"]], and many beyond. You would fail. I pass biological marker tests while you, the sanctioned hunter who is called upon to enforce these xenophobic laws, would not."<br><br>\n\n\tYou can't help but laugh. "No one ever claimed [[Church Law|PDA][$hud.currentScreen = "Church of Eden"]] makes sense. That's why there's courts."<br><br>\n\n\t"The system is fundamentally broken because it is an excuse built on lies." The [[Demon|PDA][$hud.currentScreen = "Demon"]] stops and faces you. "Humanity evolves and changes and, for this, the new is decried as abominated. We are taught to fear this but look at the world of today and what do we see? The [[Church|PDA][$hud.currentScreen = "Church of Eden"]] arrests natural progress with one hand while, with the other, they bestow cybernetic blessings upon their chosen few. <<if $equip.isCyberImplant>>Just as you have tainted your body with cheap corporate circuits. <<endif>>Do you truly believe there can be a future when one pursues such poorly thought out policies?"\n\n<<endnobr>><<endif>>
<<if $hide.layer3 eq true>><div class='GameOption_Expand'>[[Expand|$currentgamepassage][$hide.layer3 = false]]</div><<if $action.action2 eq "accept">>"Deal." You swipe his arm...<<else>>You lower your weapon and...<<endif>><<else>><div class='GameOption_Expand'>[[Collapse|$currentgamepassage][$hide.layer3 = true]]</div>\n<<if $action.action2 eq "accept">><div class='GameTextImage GameTextSpecial'>[img["https://secureservercdn.net/45.40.148.234/9db.ec6.myftpupload.com/game-content/scaffold-22/images/env_small_creditswipe.png"]]</div>"Deal." You swipe his arm, accepting the 1000 credits, and nod to the mercs. "You folks all have a good day, then."\n\n"Yeah, yeah, whatever." The shotgun merc backs away uneasily. "Don't tell no one, yeah?"\n\n"I won't," you say, watching as the other mercs begin to retreat. \n\nPart of you expects them to open fire any moment. Instead they just walk away, one careful step at a time. Maybe they don't want trouble. Maybe the corpse they left behind is too much already. Or maybe you're about to get shot in the back. Whatever the case, you wait until the [[Syndicate 4|PDA][$hud.currentScreen = "Syndicate 4"]] contractors are well out of sight before you start to look around.\n\nThere isn't much to see beyond the dead dock worker they left behind. Sure, there are shipping crates all over, but none of them have been opened.<<else>>You lower your weapon and approach the bodies. The first thing you notice is that their combat armor bears the [[Syndicate 4|PDA][$hud.currentScreen = "Syndicate 4"]] logo. The second thing you notice is none of them are armed with standard-issue weapons, which suggests they're on unofficial business. \n\nHas to be some black operation. You just can't imagine why else a group of [[Syndicate 4|PDA][$hud.currentScreen = "Syndicate 4"]] contractors - professionals in every respect - would be walking around with shotguns and sub-par carbines like the [[C2000|PDA][$hud.currentScreen = "C2000"]]. Hell, you've never even heard of a contractor willingly carrying civilian firearms of the sorts before, and you've met enough of the fellows over the years. Though, without exeption, they always carried spare magazines - this is no exception.\n\n"Only question is what they were after." You glance around, brow furrowed.\n\nThere isn't much to see beyond the dead dock worker they left behind. Sure, there are shipping crates all over, but none of them have been opened.<<endif>><<endif>>
<<if $hide.layer1 eq true>><div class='GameOption_Expand'>[[Expand|$currentgamepassage][$hide.layer1 = false]]</div>You let Lady Corbei...<<else>><div class='GameOption_Expand'>[[Collapse|$currentgamepassage][$hide.layer1 = true]]</div>\n<<nobr>>\n\n\tYou let Lady Corbei draw you to your feet. Her smile is as seductive as it is cruel as she makes you to the door. There she pauses just long enough to brush against your <<if $attrib.gender eq "male">>crotch<<else>>breasts<<endif>>, and guides you into a room hung with translucent white curtains. A plush couch stands against each wall and a glass table occupies the center.<br><br>\n\n\t"There was a time we often entertained here," Xarea says, easing you onto the nearest couch. "If these walls could tell tales."<br><br>\n\n\tYou scoff. "Doubt I'd like what they have to say."<br><br>\n\n\t"Oh, certainly not." Xarea pulls off your <<armortype>>, a distant look in her eyes. "The depravity they witnessed. So many of highest society, succumbed to binges of day-long extacy, orgies which knew no difference between pleasure and pain, an endless dance which knew no end." A hint of sadness crosses her ivory features. "At times I almost wished I had the interest to partake."<br><br>\n\n\t"Sounds terrible," you say a little too coldly.<br><br>\n\n\tXarea's lips brush against your neck as she whispers, "It was, <<firstname>>. You cannot imagine how disheartening it is to be denied your deepest wishes by a long discredited genetic destiny."<br><br>\n\n\tThere's no time to make sense of what was said before Xarea's <<if $attrib.gender eq "male">>lips slide around your cock.<<else>>tongue licks at your pussy.<<endif>> You can't help but sigh contently. Lady Corbei feels nice, and yet you sense something else. Something terribly wrong; no matter how good it feels, there's just something a little off about the whole affair.\n\n<<endnobr>><<endif>>
<<silently>>\n<<set $currentgamepassage = passage()>>\n<<set $savesMenuPassage = "B10 - Boulevard Inn">>\n<<endsilently>>\n<<nobr>>\n\n\t<<if $action.action1 eq "none">>\n\t\t<div class='GameText'><<display 'b10_inn_txt'>></div><br>\n\t\t<div class='OptionsField'>\n\t\t\t<div class='GameOption GameOption_Move'>[[Head to Room 15|b10_inn_mission][$action.action1 = "r15"; $hide.layer1 = true; playContextSound("ui_walk");]]</div>\n\t\t</div>\n\t<<elseif $action.action2 eq "none">>\n\t\t<div class='GameTextGreyed'><<display 'b10_inn_txt'>></div><br>\n\t\t<div class='GameText'><<display 'b10_inn_2_txt'>></div><br>\n\t\t<div class='OptionsField'>\n\t\t\t<div class='GameOption GameOption_Dialogue'>[[Say she's damned Right|b10_inn_mission][$action.action2 = "damnright"; $hide.layer2 = true; $attrib.violence += 1; playContextSound("ui_click");]]</div><br>\n\t\t\t<div class='GameOption GameOption_Dialogue'>[[Ask who's really to Blame|b10_inn_mission][$action.action2 = "blame"; $hide.layer2 = true; $attrib.caution += 1; playContextSound("ui_click");]]</div><br>\n\t\t\t<div class='GameOption GameOption_Dialogue'>[[Say you really don't Care|b10_inn_mission][$action.action2 = "nocare"; $hide.layer2 = true; playContextSound("ui_click");]]</div>\n\t\t</div>\n\t<<elseif $action.action3 eq "none">>\n\t\t<div class='GameTextGreyed'><<display 'b10_inn_txt'>></div><br>\n\t\t<div class='GameTextGreyed'><<display 'b10_inn_2_txt'>></div><br>\n\t\t<div class='GameText'><<display 'b10_inn_3_txt'>></div><br>\n\t\t<div class='OptionsField'>\n\t\t\t<div class='GameOption GameOption_Dialogue'>[[Say you Can|b10_inn_mission][$action.action3 = "friends"; $hide.layer3 = true; playContextSound("ui_click");]]</div><br>\n\t\t\t<<if not $chr_fabienne.met or $job_witches_pendant.mainPhase eq 8>>\n\t\t\t\t<div class='GameOption GameOption_Dialogue'>[[Say you Can't|b10_inn_mission][$action.action3 = "nofriend"; $hide.layer3 = true; playContextSound("ui_click");]]</div><br>\n\t\t\t<<endif>>\n\t\t\t<div class='GameOption GameOption_Dialogue'>\n\t\t\t\t<<click ' Demant your Payment' 'b10_inn_mission'>>\n\t\t\t\t\t<<set $action.action3 = "payment"; $hide.layer3 = true; $attrib.credits += Math.round(2150 * $gameworld_modifiers.freelanceModifier); window.setTimeout(flashUIElement, 60, "finances", "HUD_StandardIcon_FlashUp")>>\n\t\t\t\t\t<<replace '#hud-notification-pane'>>\n\t\t\t\t\t\t<<set $aquireTitle = "Aquired">>\n\t\t\t\t\t\t<<set $aquireText = "Credits x" + Math.round(2150 * $gameworld_modifiers.freelanceModifier)>>\n\t\t\t\t\t\t<<set $aquireImage = "credits">>\n\t\t\t\t\t\t<<display 'UI_AquireItem'>>\n\t\t\t\t\t<</replace>>\n\t\t\t\t\t<<replace '#hud-center-pane'>>\n\t\t\t\t\t\t<<display 'UI_CenterPane'>>\n\t\t\t\t\t<</replace>>\n\t\t\t\t<</click>>\n\t\t\t</div>\n\t\t</div>\n\t<<elseif $action.action4 eq "none">>\n\t\t<div class='GameTextGreyed'><<display 'b10_inn_txt'>></div><br>\n\t\t<div class='GameTextGreyed'><<display 'b10_inn_2_txt'>></div><br>\n\t\t<div class='GameTextGreyed'><<display 'b10_inn_3_txt'>></div><br>\n\t\t<div class='GameText'><<display 'b10_inn_4_txt'>></div><br>\n\t\t<div class='OptionsField'>\n\t\t\t<div class='GameOption GameOption_Move'>[[Check on Mr. Luscovari |b10_inn_mission][$action.action4 = "check"; $hide.layer4 = true; $attrib.caution += 2; playContextSound("ui_walk");]]</div><br>\n\t\t\t<div class='GameOption GameOption_Move'>[[Leave the Room|b10_inn_mission][$action.action4 = "leave"; $hide.layer4 = true; playContextSound("ui_walk");]]</div>\n\t\t</div>\n\t<<elseif $action.action5 eq "none">>\n\t\t<div class='GameTextGreyed'><<display 'b10_inn_txt'>></div><br>\n\t\t<div class='GameTextGreyed'><<display 'b10_inn_2_txt'>></div><br>\n\t\t<div class='GameTextGreyed'><<display 'b10_inn_3_txt'>></div><br>\n\t\t<div class='GameTextGreyed'><<display 'b10_inn_4_txt'>></div><br>\n\t\t<div class='GameText'><<display 'b10_inn_5_txt'>></div><br>\n\t\t<div class='OptionsField'>\n\t\t\t<div class='GameOption GameOption_Move'>[[Onto the B10 Boulevard|b10_boulevard_main][$processed = false; $action.arrive = "onfoot"; $attrib.fatigue += 1; $time.active += 0.25; $hide.layer0 = false; $job_crypto_warlock.mainPhase = 98; playContextSound("ui_walk");]]</div>\n\t\t</div>\n\t<<endif>>\n<<endnobr>>
<<if $hide.layer1 eq true>><div class='GameOption_Expand'>[[Expand|$currentgamepassage][$hide.layer1 = false]]</div><<if $action.arrive eq "fromSelf">>You are standing in the<<else>>You lower your weapon<<endif>>...<<else>><div class='GameOption_Expand'>[[Collapse|$currentgamepassage][$hide.layer1 = true]]</div>\n<<nobr>>\n\n\t<div class='GameTextImage GameTextSpecial'>[img["https://secureservercdn.net/45.40.148.234/9db.ec6.myftpupload.com/game-content/scaffold-22/images/env_loot_abopm_intro.png"]]</div>\n\t<<if $action.arrive eq "fromSelf">>\n\t\tYou are standing in the maint-spider hive, beside the body of the failed [[Wraith|PDA][$hud.currentScreen = "Wraith"]] you just killed. There's a holo-terminal behind the corpse and, scattered on the floor, numerous biotubes.<br><br>\n\n\t\tSeveral of the devices are broken and stained with blood. There's no indication what happened or why someone was trying to reanimate the dead here. Which would be strange, if this weren't an abominable investigation. There's never a simple explanation to anything in your chosen field of expertise.\n\t\n\t<<else>>\n\t\tYou lower your weapon and approach the dead abomination. It's skin has been badly torn up and, judging by the biotubes jacked in its back, was indeed what you expected: a failed attempt to create [[Wraith|PDA][$hud.currentScreen = "Wraith"]]. No indication as to who was trying to reanimate the dead or why. But at least it's dead.<br><br>\n\n\t\t"And good thing it wasn't a real [[Wraith|PDA][$hud.currentScreen = "Wraith"]]," you mutter, gaze drawn uncomfortably to the creature's rotten fangs.<br><br>\n\n\t\tScary enough, but not the real deal. You'd need proper gear to handle one of those - gear you didn't bother with because you were only hired to determine whether abominable taint was present. Which, by the looks of things, it was, just not on behalf of your suspect.<br><br>\n\n\t\tSo case closed, at least in that regard. The real question is: what<<if $attrib.demeanor eq "agressive">> the hell<<endif>> was going on here? Maybe the biotubes will provide clues. Or the nearby holo-terminal. Could be security recordings on there.\n\t<<endif>>\n<<endnobr>><<endif>>
<<nobr>>\n\t<<set $skillname = "skill_arena_7">>\n\t<<set $skilltitle = "Unstoppable">>\n\t<<set $requiredtext = "Achieved Tension in Arena">>\n\n\t<<if $displayFullSkill>>\n\t\t<div class='SkillTitle'><<print $skilltitle>></div>\n\t\tReactive neuro-hardening package. <span class = 'SkillText_Bonus'>Attacks deflected by armor</span> cause <span class = 'SkillText_Bonus'><<print (5 * $inztinct.affinity)>>% less</span> fatigue.\n\n\t\t<<display 'assignSkill'>>\n\t<<endif>>\n\n\n<<endnobr>>
<<nobr>>\n\t<<set $skillname = "skill_arena_6">>\n\t<<set $skilltitle = "Domination">>\n\t<<set $requiredtext = "Achieved Curbstomp in Arena">>\n\n\t<<if $displayFullSkill>>\n\t\t<div class='SkillTitle'><<print $skilltitle>></div>\n\t\tAdrenal optimization package. <span class='SkillText_Bonus'>Evade</span> improved and weapon switch penalty <span class = 'SkillText_Bonus'>reduced</span> by <span class = 'SkillText_Bonus'><<print (7.5 * $inztinct.affinity)>>%</span>.\n\n\t\t<<display 'assignSkill'>>\n\t<<endif>>\n\n\n<<endnobr>>
<<if $hide.layer3 eq true>><div class='GameOption_Expand'>[[Expand|$currentgamepassage][$hide.layer3 = false]]</div><<if $action.action2 eq "doubt">>"I doubt that..."<<else>>"I believe ya..."<<endif>><<else>><div class='GameOption_Expand'>[[Collapse|$currentgamepassage][$hide.layer3 = true]]</div>\n<<nobr>>\n\n\t<<if $action.action2 eq "doubt">>"I doubt that. <<if $attrib.demeanor eq "agressive">>I ain't buying you won't just fuck anything you wanna because you can.<<else>>Mean, I could be wrong, but I you don't seem like the sort who'd turn down a perfectly good offer.<<endif>>"<br><br>\n\n\t\t"Me?" Lanina scoffs and gulps beeer. "That ain't me. Cel, maybe. Not me."<br><br>\n\n\t\tYou have to laugh. "If ya say so. But I'm still not buying it. Not when you're walking around like that."<br><br>\n\n\t\t"What, this?" Lanina plucks at her miniskirt. "Sure, it's got slut written all over it. But I like it when peeps look at my ass. And my tits. It, I dunno, makes me feel good. Like I actually mean something, you know?"<br><br>\n\n\t\t"Yeah," you say, wishing you didn't know what she was implying.<br><br>\n\n\t\tThere's a moment's silence before Lanina stands up, saying, "I'm kinda tired. But ya can sleep her if ya wanna. Couch is free." She kisses you on the cheek. "G'night. Sleep well."<br><br>\n\n\t\t"Night," you say and...\n\n\t<<else>>"I believe ya. There's a whole bunch of crazy around and, well, you just don't seem like that at all."<br><br>\n\n\t\t"Oh good." Lanina gulps beer. "But, you know, I don't wanna make it sound like I'm all prude or anything. 'Cause I'm not. Oh, hey. Idea."<br><br>\n\n\t\tShe fiddles with her [[PDA|PDA][$hud.currentScreen = "home"]]. A throbbing digital rythm fills the appartment. Lanina settles back with a sigh. "Way better like this."<br><br>\n\n\t\t"Yeah." You sip booze, saying, "This is Purple in Orange, right? Or Criblex. Never can get those two straight."<br><br>\n\n\t\t"Purple." She leans closer and brusher her lips against yours, whispering, "My favorite."<br><br>\n\n\t\t"Sweet." You pull the little girl closer.<br><br>\n\n\t\tLong strands of blonde hair brush your cheeks. Her tongue toys with yours, suggesting, implying, until you slide a hand into her skirt.<br><br>\n\n\t\tLanina moans pleasurably. Part of you expects her to tell you to stop but she doesn't. Next thing you know, she's tugging off your <<armorbottom>>. You shudder as she\n\n\t\t<<if $attrib.gender eq "male">>licks your cock.\n\t\t<<else>>gets busy between your legs. \n\t\t<<endif>>\n\n\t\t<<if $attrib.toxicity gte 50>>What follows is way too short and nowhere near as satisfying as you would have wanted but still enough to feel content.\n\t\t<<else>>What follows feels nice. Not great but still more than enough to make you feel content.\n\t\t<<endif>>It ends with Lanina looking rather satisfied with herself and you not caring nearly as much as you should. She simply isn't Celena. No comparison at all but oh well. It's getting late and about time you...\n\n\n\t<<endif>>\n\n\n<<endnobr>><<endif>>
<<nobr>>\n\t<<set $skillname = "skill_arena_4">>\n\t<<set $skilltitle = "Gorefest">>\n\t<<set $requiredtext = "Achieved Unsustainable in Arena">>\n\n\t<<if $displayFullSkill>>\n\t\t<div class='SkillTitle'><<print $skilltitle>></div>\n\t\tMuscle-memory package. Successful <span class='SkillText_Bonus'>combination effects</span> increase <span class = 'SkillText_Bonus'>critical hit chance</span> by <span class = 'SkillText_Bonus'><<print (3 * $inztinct.affinity)>>%</span>.\n\n\t\t<<display 'assignSkill'>>\n\t<<endif>>\n\n\n<<endnobr>>
<div class='HUD_NavScreenClose' style='margin: 0px;'>[[X|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "messages"; playContextSound("ui_blip_back");]]</div><<silently>>\n<<for $i to 0; $i lt $hud.messages.length; $i++>>\n\t<<if $hud.messages[$i].name eq "msg_banshee_sprawl">>\n\t\t<<if not $hud.messages[$i].read>>\n\t\t\t<<set $hud.messages[$i].read = true>>\n\t\t\t<<set $job_banshee_srpawl.mainPhase = 1>>\n\t\t<<endif>>\n\t<<endif>>\n<<endfor>>\n<<endsilently>><strong>From:</strong> Petrovic@LVRX.Net\n<strong>To:</strong> <<firstname>>.Acrel@EVOX.Net\n<strong>Subject:</strong> A Small Job\nComrade,\n\nYou may be aware that I am active in some... communities. If not, well, let us simply say that a small matter has come up that may be of interest to you. I would like very much to speak of this in person. Could you come by my shop at your convenience?\n\nPetrovic
<<nobr>>\n\t<<set $skillname = "skill_arena_2">>\n\t<<set $skilltitle = "Spectacle">>\n\t<<set $requiredtext = "Achieved Hotshot in Arena">>\n\n\t<<if $displayFullSkill>>\n\t\t<div class='SkillTitle'><<print $skilltitle>></div>\n\t\tReflex enhancement package. <span class='SkillText_Bonus'>Switching weapons</span> increases <span class='SkillText_Bonus'>combination damage</span> by <span class = 'SkillText_Bonus'><<print (5.5 * $inztinct.affinity)>>%</span>.\n\n\t\t<<display 'assignSkill'>>\n\t<<endif>>\n\n\n<<endnobr>>
<<nobr>>\n\t<<set $skillname = "skill_arena_1">>\n\t<<set $skilltitle = "Blade Dance">>\n\t<<set $requiredtext = "Achieve Massacre in Arena">>\n\n\t<<if $displayFullSkill>>\n\t\t<div class='SkillTitle'><<print $skilltitle>></div>\n\t\tNeuro-optimization package. <span class='SkillText_Bonus'>Successive hits</span> increase <span class='SkillText_Bonus'>melee counter</span> bonus by <span class = 'SkillText_Bonus_Flat'>5%</span>.\n\n\t\t<<display 'assignSkill'>>\n\t<<endif>>\n\n\n<<endnobr>>
<<if $hide.layer3 eq true>><div class='GameOption_Expand'>[[Expand|$currentgamepassage][$hide.layer3 = false]]</div>After a moment's consideration...<<else>><div class='GameOption_Expand'>[[Collapse|$currentgamepassage][$hide.layer3 = true]]</div>\nAfter a moment's consideration, you decide, <<if $action.action2 eq "tagalong">>"Sure, I'll tag along. Just tell me where to be and whatnot."\n\n"Cool." Fabienne pockets the bust, saying, "Meet me down by the Voider Shrine in, say, a few hours? I need a moment to, well, do some thing you probably don't want to know about beforehand."\n\n"I'll be there," you say, trying not to imagine what those things might be.\n\n"Right. I'll be in touch then." Fabienne hops over the dead <<if $chr_varai.alive>>[[Commisaria|PDA][$hud.currentScreen = "Commisariat"]] on the way to the door, calling, "Don't linger around too long. I'm sure someone is gonna come looking for the fair lady."<<else>>commandos he way to the door, calling, "Don't linger around too long. I'm sure someone is gonna come looking for those two idiots."<<endif>><<elseif $action.action2 eq "nothelp">>"No offense but I'd rather not. I'm already tangled in enough crap as it is and the last thing I need is more trouble."\n\nFabienne shrugs. "Suit yourself. Give you, say, fort-sixty on the sale. Assuming it gets through. And mostly 'casue you helped take care of that stupid woman." She nods to the dead [[Commisaria|PDA][$hud.currentScreen = "Commisariat"]].\n\n"Fair enough," you say.\n\n"Cool. I'll be in touch then." Fabienne pockets the bust and heads for the door, calling, "Don't linger around too long. I'm sure someone is gonna come looking for the fair lady."<<elseif $action.action2 eq "canhelp">>"No deal. I want in on the bust, all the way, and if you're going to make a deal of this, I'm sure I can find a way to make a fuss too."\n\nVarai breathes a deep sigh. "Must you do this, <<formalname>>? For I assure you I am, as it appears in most cases, better at this game than you."\n\n"After a comment like that?" You snort. "Hell yeah. I want in. End of story."\n\n"Very well," she says heavily. "Then meet me at the Voider Shrine in a few hours. I have already arranged for one of my sources to meet. And as always: do not do anything stupid. I have little patience left for your antics."<<elseif $action.action2 eq "fineby">>"That's fine by me. I've gotten in your way enough. Just make sure you hand over anything relevant. That's all I ask."\n\n"I give you my word," Varai say, packing the bust in a plastic bag. "Now, if you excuse me, I must be on my way."<<endif>>\n\n<<if $job_witches_pendant.mainPhase eq 7 and not $chr_varai.alive>>"Yeah," you mutter, eyeing the corpses.\n\nIt would probably be a good idea to get out of dodge. But there might be something of use on them - or something that explains why they were there. Provided you really want to know, of course. It might just be safer to leave.<<elseif $job_witches_pendant.mainPhase eq 7>>"Yeah," you mutter, eyeing the corpse.\n\nIt would probably be smart to get the hell out of dodge. But there might be something of use on the [[Commisaria|PDA][$hud.currentScreen = "Commisariat"]] - something that explains why she was there, for examplem, and just how much trouble you're in now she's, well, dead. Provided you really want to know, of course.<<else>>With that, she strides past the dead [[Siren|PDA][$hud.currentScreen = "Siren"]] and passes the door. Slow footsteps sound on the stairs. Silence returns, leaving you alone with the corpse - and more than a few unanswered questions. At the very least there's one thing you can do: figure out why the [[Siren|PDA][$hud.currentScreen = "Siren"]] was there. Provided you really want to know.<<endif>><<endif>>
<<if $hide.layer3 eq true>><div class='GameOption_Expand'>[[Expand|$currentgamepassage][$hide.layer3 = false]]</div>"I'd better leave..."<<else>><<nobr>>\n<div class='GameOption_Expand'>[[Collapse|$currentgamepassage][$hide.layer3 = true]]</div>\n\t\n\t"I'd better leave," you say. "Still gotta find that Object. And sitting around here isn't going to get us closer. Unless there's something I missed."<br><br>\n\n\t"Unlikely." Corinthin's head swivels around as though surveying the scene. "Failures. Misfits. Rejects. Matters of importance would not be entrusted to such. The [[Djinn|PDA][$hud.currentScreen = "Djinn"]] would have known. It is no longer present."<br><br>\n\n\tYou scowl, gaze drawn to the dead [[Demon|PDA][$hud.currentScreen = "Demon"]]. "And him? It? Any way to know what was in its head?"<br><br>\n\n\tThe [[Paladin|PDA][$hud.currentScreen = "Paladin"]] stares at you. No words are needed. It really was a stupid question.<br><br>\n\n\t<<if $job_conspiracy.conspiratorPhase lt 7 and $factionlock.lockedFaction neq "zanex" and $factionlock.lockedFaction neq "kobol">>\n\t\t"Right. So the [[Djinn|PDA][$hud.currentScreen = "Djinn"]] is the only positive lead that isn't <<if $attrib.demeanor eq "agressive">>fucking <<endif>>dead." You shake your head, just about willing to kick yourself for killing that kid earlier. "Okay. I'll look into it."<br><br>\n\n\t\t"Consult your sources, as shall I. Determine who employs the [[Djinn|PDA][$hud.currentScreen = "Djinn"]]. Discover all you can of its origins, strengths, and weaknesses." Corinthin faces you. "When you are prepared, convene with me at the Cathedral of Beams. Ask for me. The Clergy will know you are expected."\n\t<<else>>\n\t\t"Well, at least there's a connection. Maybe that'll help." In truth, you doubt it - killing the kid was a mistake after all.<br><br>\n\t\n\t\t"Do what is possible, biological."\n\t<<endif>>\n\n\tThe [[Paladin|PDA][$hud.currentScreen = "Paladin"]] departs, striding across the Mausoleum with its cloak billowing behind it. You watch it, wondering whether you should have said more - or less. But it doesn't matter now. You are where you are.<br><br>\n\n\t"Yeah, well, let's not waste too much time here," you say and...\n\n<<endnobr>><<endif>>
<<nobr>>\n\t<<set $skillname = "skill_arena_8">>\n\t<<set $skilltitle = "Godlike">>\n\t<<set $requiredtext = "Achieved Gladiator in Arena">>\n\n\t<<if $displayFullSkill>>\n\t\t<div class='SkillTitle'><<print $skilltitle>></div>\n\t\tNeuro-tweak package. <span class = 'SkillText_Bonus'>Entering combat</span> within <span class='SkillText_Bonus_Flat'>24 hours</span> of winning an arena match now <span class = 'SkillText_Bonus'>dazzles</span>.\n\n\n\t\t<<display 'assignSkill'>>\n\t<<endif>>\n\n\n<<endnobr>>
<<nobr>>\n\n\t/% syndicate-lootoptions %/\n\n\t<<if $action.action1 eq "searchLockers">>
\t\t\t<<if $equip.offhand eq "cybergun" or $equip.offhand eq "cybercannon" or $equip.offhand eq "cybercarbine">>
\t\t\t\t<div class='GameOption GameOption_Disabled'><div class='GameOption_Disabled_Text'>Main Weapon Restricted</div></div>
\t\t\t<<else>>\n\t\t<div class='GameOption GameOption_Move'>\n\t\t\t<<if $loc_syndicate_fob.storedRifle eq "RUG-9_Converted">>\n\t\t\t\t<<click 'Take the RUG-HK'>>\n\t\t\t\t\t<<set $action.action5 = $equip.rifle.name; $equip.rifle.name = $loc_syndicate_fob.storedRifle; $loc_syndicate_fob.storedRifle = $action.action5; window.setTimeout(flashUIElement, 60, "main", "HUD_StandardIcon_FlashUp")>>\n\t\t\t\t\t<<set $statistics.lootedMainWeapon += 1>>\n\n\t\t\t\t\t<<display 'checkAmmoLevel'>>\n\n\t\t\t\t\t<<replace '#hud-center-pane'>>\n\t\t\t\t\t\t<<display 'UI_CenterPane'>>\n\t\t\t\t\t<</replace>>
\t\t\t\t\t\t<<replace '#hud-notification-pane'>>
\t\t\t\t\t\t\t<<set $aquireTitle = "Equipped">>
\t\t\t\t\t\t\t<<set $aquireText = $equip.rifle.name>>
\t\t\t\t\t\t\t<<set $aquireImage = $equip.rifle.name.toLowerCase()>>
\t\t\t\t\t\t\t<<display 'UI_AquireItem'>>
\t\t\t\t\t\t<</replace>>\n\t\t\t\t\t<<replace '#syndicate-lootoptions'>>\n\t\t\t\t\t\t<<display 'b10_syndicate_lootoptions'>>\n\t\t\t\t\t<</replace>>\n\t\t\t\t<</click>>\n\t\t\t<<else>>\n\t\t\t\t<<click 'Return the RUG-HK'>>\n\t\t\t\t\t<<set $action.action5 = $equip.rifle.name; $equip.rifle.name = $loc_syndicate_fob.storedRifle; $loc_syndicate_fob.storedRifle = $action.action5; window.setTimeout(flashUIElement, 60, "main", "HUD_StandardIcon_FlashUp")>>\n\t\t\n\t\t\t\t\t<<display 'checkAmmoLevel'>>\n\n\t\t\t\t\t<<replace '#hud-center-pane'>>\n\t\t\t\t\t\t<<display 'UI_CenterPane'>>\n\t\t\t\t\t<</replace>>
\t\t\t\t\t\t<<replace '#hud-notification-pane'>>
\t\t\t\t\t\t\t<<set $aquireTitle = "Equipped">>
\t\t\t\t\t\t\t<<set $aquireText = $equip.rifle.name>>
\t\t\t\t\t\t\t<<set $aquireImage = $equip.rifle.name.toLowerCase()>>
\t\t\t\t\t\t\t<<display 'UI_AquireItem'>>
\t\t\t\t\t\t<</replace>>\n\t\t\t\t\t<<replace '#syndicate-lootoptions'>>\n\t\t\t\t\t\t<<display 'b10_syndicate_lootoptions'>>\n\t\t\t\t\t<</replace>>\n\t\t\t\t<</click>>\n\t\t\t<<endif>>\n\t\t</div>
\t\t\t<<endif>><br>\n\n\t\t<<if $loc_syndicate_fob.tookAmmo eq false>> \n\t\t\t<<if $equip.pistol.ammo lt $equip.pistol.ammo_max>>\n\t\t\t\t<div class='GameOption GameOption_Move'>\n\t\t\t\t\t<<click 'Take the 9mm Magazine'>>\n\t\t\t\t\t\t<<set $equip.pistol.ammo += Math.round(60 * $gameworld_modifiers.ammoFindModifier * $gameworld_modifiers.ammoFindModifierNineMill)>>\n\t\t\t\t\t\t<<set $loc_syndicate_fob.tookAmmo = true>>\n\t\t\t\t\t\t<<set $statistics.lootedAmmo += 1>>\n\t\t\t\t\t\t<<set\t$ammotype = "9mm">>\n\t\t\t\t\t\t<<display 'HUD_AmmoFlashes'>>\n\n\t\t\t\t\t\t<<display 'checkAmmoLevel'>>\n\n\t\t\t\t\t\t<<replace '#hud-center-pane'>>\n\t\t\t\t\t\t\t<<display 'UI_CenterPane'>>\n\t\t\t\t\t\t<</replace>>
\t\t\t\t\t\t\t<<replace '#hud-notification-pane'>>
\t\t\t\t\t\t\t\t<<set $aquireTitle = "Aquired">>
\t\t\t\t\t\t\t\t<<set $aquireText = "9mm Rounds x" + Math.round(60 * $gameworld_modifiers.ammoFindModifier * $gameworld_modifiers.ammoFindModifierNineMill)>>
\t\t\t\t\t\t\t\t<<set $aquireImage = "9mm">>
\t\t\t\t\t\t\t\t<<display 'UI_AquireItem'>>
\t\t\t\t\t\t\t<</replace>>\n\t\t\t\t\t\t<<replace '#syndicate-lootoptions'>>\n\t\t\t\t\t\t\t<<display 'b10_syndicate_lootoptions'>>\n\t\t\t\t\t\t<</replace>>\n\t\t\t\t\t<</click>>\n\t\t\t\t</div>\n\t\t\t<<else>>\n\t\t\t\t<div class='GameOption GameOption_Disabled'><div class='GameOption_Disabled_Text'>[You cannot carry any more 9mm Rounds]</div></div>\n\t\t\t<<endif>>\n\t\t<<else>>\n\t\t\t<div class='GameOption GameOption_Disabled'><div class='GameOption_Disabled_Text'>[You already took the 9mm Magazine]</div></div>\n\t\t<<endif>><br>\n\n\t\t<div class='GameOption GameOption_Move'>\n\t\t\t<<if $loc_syndicate_fob.storedArmor eq "Arc Armor">>\n\t\t\t\t<<click 'Wear the Arc Armor'>>\n\t\t\t\t\t<<set $action.action5 = $equip.clothes; $equip.clothes = $loc_syndicate_fob.storedArmor; $loc_syndicate_fob.storedArmor = $action.action5; window.setTimeout(flashUIElement, 60, "vitality", "HUD_StandardIcon_FlashUp")>>\n\t\t\t\t\t<<set $statistics.lootedArmor += 1>>\n\n\t\t\t\t\t<<display 'checkAmmoLevel'>>\n\n\t\t\t\t\t<<replace '#hud-center-pane'>>\n\t\t\t\t\t\t<<display 'UI_CenterPane'>>\n\t\t\t\t\t<</replace>>
\t\t\t\t\t\t<<replace '#hud-notification-pane'>>
\t\t\t\t\t\t\t<<set $aquireTitle = "Equipped">>
\t\t\t\t\t\t\t<<set $aquireText = $equip.clothes>>
\t\t\t\t\t\t\t<<set $aquireImage = $equip.clothes.toLowerCase()>>
\t\t\t\t\t\t\t<<display 'UI_AquireItem'>>
\t\t\t\t\t\t<</replace>>\n\t\t\t\t\t<<replace '#syndicate-lootoptions'>>\n\t\t\t\t\t\t<<display 'b10_syndicate_lootoptions'>>\n\t\t\t\t\t<</replace>>\n\t\t\t\t<</click>>\n\t\t\t<<else>>\n\t\t\t\t<<click 'Return the Arc Armor'>>\n\t\t\t\t\t<<set $action.action5 = $equip.clothes; $equip.clothes = $loc_syndicate_fob.storedArmor; $loc_syndicate_fob.storedArmor = $action.action5; window.setTimeout(flashUIElement, 60, "vitality", "HUD_StandardIcon_FlashUp")>>\n\t\t\n\t\t\t\t\t<<display 'checkAmmoLevel'>>\n\n\t\t\t\t\t<<replace '#hud-center-pane'>>\n\t\t\t\t\t\t<<display 'UI_CenterPane'>>\n\t\t\t\t\t<</replace>>
\t\t\t\t\t\t<<replace '#hud-notification-pane'>>
\t\t\t\t\t\t\t<<set $aquireTitle = "Equipped">>
\t\t\t\t\t\t\t<<set $aquireText = $equip.clothes>>
\t\t\t\t\t\t\t<<set $aquireImage = $equip.clothes.toLowerCase()>>
\t\t\t\t\t\t\t<<display 'UI_AquireItem'>>
\t\t\t\t\t\t<</replace>>\n\t\t\t\t\t<<replace '#syndicate-lootoptions'>>\n\t\t\t\t\t\t<<display 'b10_syndicate_lootoptions'>>\n\t\t\t\t\t<</replace>>\n\t\t\t\t<</click>>\n\t\t\t<<endif>>\n\t\t</div><br>\n\n\t\t<div class='GameOption GameOption_Move'>[[Search the Planning Table|snydicate_crossroads_inside][$action.action1 = "searchTable"; $hide.layer1 = true; playContextSound("ui_walk");]]</div>\n\n\t<<else>>\n\t\t<div class='GameOption GameOption_Move'>[[Read the Data Pad|snydicate_crossroads_inside][$action.action2 = "datapad"; $loc_syndicate_fob.foundDatapad = true; $hide.layer2 = true; $statistics.dataPadsRead += 1; playContextSound("ui_blip");]]</div><br>\n\n\t\t<<if $loc_syndicate_fob.tookCredits eq false>>\n\t\t\t<div id='transfer-credits' class='GameOption GameOption_Move'>\n\t\t\t\t<<click 'Transfer the Credits'>>\n\t\t\t\t\t<<set $loc_syndicate_fob.tookCredits = true; $attrib.credits += 815; window.setTimeout(flashUIElement, 60, "finances", "HUD_StandardIcon_FlashUp"); $statistics.lootedCredits += 1>>\n\n\t\t\t\t\t<<replace '#transfer-credits'>>\n\t\t\t\t\t\t<div class='GameOption_Disabled_Text'>[You already transferred the Credits]</div>\n\t\t\t\t\t<</replace>>
\t\t\t\t\t\t<<replace '#hud-notification-pane'>>
\t\t\t\t\t\t\t<<set $aquireTitle = "Aquired">>
\t\t\t\t\t\t\t<<set $aquireText = "Credits x815">>
\t\t\t\t\t\t\t<<set $aquireImage = "credits">>
\t\t\t\t\t\t\t<<display 'UI_AquireItem'>>
\t\t\t\t\t\t<</replace>>\n\t\t\t\t\t<<replace '#hud-center-pane'>>\n\t\t\t\t\t\t<<display 'UI_CenterPane'>>\n\t\t\t\t\t<</replace>>\n\n\t\t\t\t\t<<set document.getElementById("transfer-credits").className = "GameOption GameOption_Disabled">>\n\t\t\t\t<</click>>\n\t\t\t</div>\n\t\t<<else>>\n\t\t\t<div class='GameOption GameOption_Disabled'><div class='GameOption_Disabled_Text'>[You already transferred the Credits]</div></div>\n\t\t<<endif>><br>\n\n\t\t<div class='GameOption GameOption_Move'>[[Search the Weapons Lockers|snydicate_crossroads_inside][$action.action1 = "searchLockers"; $hide.layer1 = true; playContextSound("ui_walk");]]</div>\n\t<<endif>>\n\t<<if $loc_syndicate_fob.foundDatapad>><br>\n\t\t<div class='GameOption GameOption_Move'>[[Leave the Syndicate FOB|snydicate_crossroads_inside][$action.action2 = "leave"; $hide.layer2 = true; $randomEncounterPhases.syndicateBasePhase = 3; $randomEncounterPhases.syndicateRaidPhase = 5; playContextSound("ui_walk");]]</div>\n\t<<endif>>\n\n<<endnobr>>
<<display 'HUD_CodexBackButton'>><strong>Skinsuit</strong>\n\n<<nobr>>[>img[https://secureservercdn.net/45.40.148.234/9db.ec6.myftpupload.com/game-content/scaffold-22/images/skinsuit.png]]Flesh-molded protective layer which augments the wearer's physiology.<br><br>\n\n<<display 'drawArmorStats'>><br>\n\n\t<div id='codex-expand-area' class='HUD_PdaDisplayZone HUD_PdaDisplayZoneCodex'>\n\t\t<div class='HUD_PdaExpandButton'><<click 'Show More'>>\n\t\t\t<<replace '#codex-expand-area'>>\n\t\t\t\tSimplistic by nature yet difficult to mass produce, skinsuits are synthetically grown adaptive fleshmolds that merge into the wearer's skin, augmenting musclular fiber, heightening senses, and providing protection from minor injuries. Most suits draw 'power' from the wearer's biological energy reserves, often augmented with integrated bio-reaction systems. Unlike inert forms of synthetic protective gear however, skinsuits - like all fleshmolds - act as an extension of the user's body rather than an external layer.<br><br>\n\nThis artificial biological integration allows direct interaction with the wearer's nervous system even in absence specialized augments such as [[Neuronodes|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "aimpoint"]] but brings unfortunate drawbacks, most notably in that any damage to the synthetic layer is 'felt' by the wearer as though it were an injury to his or her own body. For this reason, skinsuit fleshmolds are seldom used by those who can reasonably expect to suffer painful injury, and instead by those who require the benefits of an exoskeleton yet cannot rely on external power sources or bulky equipment. Skinsuits are in highest demand amongst voiders and other spacefarers, though often find application in athletic professions, competitive sports, and other physically exerting professions. \n\t\t\t<</replace>>\n\t\t<</click>></div>\n\t</div>\n<<endnobr>>
<<if $hide.layer2 eq true>><div class='GameOption_Expand'>[[Expand|$currentgamepassage][$hide.layer2 = false]]</div><<if $action.action1 eq "scan" or $action.action1 eq "scanfail">>You remain motionless<<elseif $action.action1 eq "hide" or $action.action1 eq "hidefail">>You get up and, doing your best<<elseif $action.action1 eq "negotiate" or $action.action1 eq "negotiatefail">>"I disagree," you say...<<elseif $action.action1 eq "pay">>"I have a better idea..."\n<<elseif $action.action1 eq "negotiatethugs" or $action.action1 eq "negotiatethugsfail">>"Actually, I was hoping to avoid..."<<elseif $action.action1 eq "paythugs">>"Okay. Here you go..."<<endif>><<else>><div class='GameOption_Expand'>[[Collapse|$currentgamepassage][$hide.layer2 = true]]</div>\n<<nobr>>\n\n\t<<if $action.action1 eq "negotiatethugs">>"Actually, I was hoping to avoid that." You risk a smile. "I really don't want to pay up, and I'd wager you don't want the alternative. By which I mean I kill you all."<br><br>\n\n\t\tThe thug laughs. "Kill us, eh? Ye's outnumbered three te one. Ya ain't got no chance, punk."<br><br>\n\n\t\t"You may find you're mistaken," you say evenly. "My name's Acrel. You probably know of me. Odds aren't something I'm known to have on my favor. People still end up dead."<br><br>\n\n\t\t"Blimey!" The thug recoils, visibly shocked. "Ittis ye, innit? Shit. Thought ya looked f'miliar. I's real sorry 'bout this. Dind't mean nothin'. Fer real."<br><br>\n\n\t\t"We all make mistakes," you say with a smirk. "Now move along, please. I won't hold it against you."<br><br>\n\n\t\tThat's exactly what the thugs do, pillaging everyone else but remaining cautiously distant from you. Hardly a surprise. Your name still holds weight, even in these dark times - maybe more because of it. No one in their right mind would screw with you. And these fellows are clearly smart enough to not tempt fate. Which is good, because you really didn't want to kill them.\n\n\t<<elseif $action.action1 eq "negotiatethugsfail">>"Actually, I was hoping to avoid that." You risk a smile. "I really don't like threats, you see, and was hoping maybe we could come to a different arrangement."<br><br>\n\n\t\t"Differenet?" The thug looks confused. "What ye offernin, eh?"<br><br>\n\n\t\t"Your life. I don't kill you. You don't take my money. Everyone wins."<br><br>\n\n\t\tThe man laughs. "Up yer effin' ass." He readies his pistol. "Creds. Now. Or yer brain's toast. Ya 'ear me?"<br><br>\n\n\t\tWell, it was worth a try. Unfortunately, these idiots don't know who they're dealing with. Maybe if they did - but it's too late for that. It's clear they'll only accept credits. And you have no intention of paying this lowlife scum. Which really only leaves one option: the messy one.\n\n\t<<elseif $action.action1 eq "paythugs">>"Okay. Here you go." You hold out your arm, the transaction already programmed.<br><br>\n\n\t\t<<if $action.action2 gte (600 * $gameworld_modifiers.bribeModifier)>>\n\t\t\tThe thug swipes the transaction. "Much obliged, man."<br><br>\n\n\t\t\tHe walks off to pester the next passenger. You watch, mildly amused by the situation. The hab platform's in utter chaos and these guys are out for credits? Great lot of good that will do them when the plague gets into their lungs. But that isn't your problem.<br><br>\n\n\t\t\tAt least, not directly. You did make their life hell but it was already shitty before that. So what difference does it make? None. Events are already in motion. Nothing you or anyone can do will change that, and things will only get worse before they get better.\n\t\t<<else>>\n\t\t\tThe thug looks dubious. "Dat all ya got? Ye mus' be effin' kiddn me."<br><br>\n\n\t\t\t"It's what I have," you say firmly.<br><br>\n\n\t\t\t"Nah, nah, nah. I know what ye look like. Ya got more. C'mon, punk—" He levels his coil pistol. "Hand it over. Allo it."<br><br>\n\n\t\t\t"Hey, I'm telling you, that's all I got. Now take it—" You hesitate, all too aware everyone is watching you.<br><br>\n\n\t\t\tClearly these idiots won't buy your vision. Unfortunate for them. You were giving them what you could spare. Now they'll get nothing. Just a bloodbath. Intelligence clearly isn't their forte - or maybe they're just that desperate to pick you clean. As if they could.\n\t\t<<endif>>\n\n\t\t\n\n\t<<elseif $action.action1 eq "negotiate">>"I disagree," you say, mustering him evenly. "I'm not coming with you. If anything, you join me. Or you die. That's the way it's been for everyone so far. You're not an exception just because you're sanctioned."<br><br>\n\n\t\tHe scoffs. "But you think you're an exception, eh? That's what it's like?"<br><br>\n\n\t\t"I think—" You step up to the man, expression cold as ice. "—I'm this hab platform's worst nightmare. A hunter who betrayed what my sanction stood for, became what I thought I'd risen above: a terrorist. I'm not immortal, not special, but you can be certain of one thing: if you stand in my way, you will die. Do you want to end that way? Because you will."<br><br>\n\n\t\tThe hunter looks conflicted. "I suppose, no. Not exactly."<br><br>\n\n\t\t"Then do the smart thing and walk away." You fold your arms. "Now."<br><br>\n\n\t\tThere's a moment's hesitation. Then the hunter does as instructed. He looks downcast, almost beaten. But that doesn't matter. He's still alive - and you are too. Better things went this way. The alternative would have just ended with his guts splattered all over the tramway car.\n\n\t<<elseif $action.action1 eq "negotiatefail">>"I disagree," you say as you stand. "This doesn't end here. And I'm not coming with you."<br><br>\n\n\t\tHe laughs. "What, you think just because you have a sanction you're immune to consequences? Hell no. You're going down, Acrel. Don't be stupid."<br><br>\n\n\t\t"I think you're the one being stupid," you snarl. "If you know even a sliver of who I am and what I've done, you wouldn't be here. You won't survive. No one has."<br><br>\n\n\t\t"I guess we'll just have to—" He grabs his sidearm. "—see!"<br><br>\n\n\t\tAdrenaline surges as you dodge aside. A bright bolt lances past your head, killing the passenger behind you. Screams fill the tramway car. You don't care. All you can see is the damned hunter - another person who deserves to die. He will. That much is certain.\n\n\t<<elseif $action.action1 eq "pay">>"I have a better idea," you say. "How about I offer you some incentive. Say <<print $action.action2 >> C. And we forget this ever happened."<br><br>\n\n\t\tHe laughs. "You think I'm buyable, Acrel? After everything you've done?<br><br>\n\n\t\t"I think you're a sensible man," you reply coldly. "My offer's good. It keeps us both alive. And you should know by now what I'm capable of. So you want this. To survive, don't you?"<br><br>\n\n\t\t<<if $action.action2 gte (1500 * $gameworld_modifiers.bribeModifier)>>\n\t\t\t"Well—" He hesitates, visibly conflicted. "I suppose so. Yes."<br><br>\n\n\t\t\tYou hold out your arm. "Take it. Walk away. And that'll be the end of it."<br><br>\n\n\t\t\tThe hunter does exactly that. You watch him walk away, wondering whether this will really keep him away. For a while perhaps. Someone else will come after you. But that's not what matters at the moment. The important thing is you're still alive. And that, frankly, is more important than a few credits.\n\t\t<<else>>\n\t\t\t"You're delusional. Not that I'm surprised. The taint's strong here, and you know what the solution to taint—" He grabs his sidearm. "—is!"<br><br>\n\n\t\t\tAdrenaline surges as you dive for cover. A bright bolt lances over your head, killing the passenger behind you. Screams fill the tramway car. You don't care. All you can see is the damned hunter - another person who deserves to die. He will. That much is certain.\n\t\t<<endif>>\n\n\t\t/% PURIFIER STUFF BELOW %/\n\t<<elseif $action.action1 eq "scan">>You remain motionless, waiting for the Purifiers to approach. The one with the scanner is quick to move towards you.<br><br>\n\n\t\t"G'day, citizen. Security check." He swipes the device over you from head to toe.<br><br>\n\n\t\tThe other Purifiers stand about, weapons at the ready. The safeties are on though. It's just for show - so far. If that device picks up anything out of the ordinary you'll be in for a rough time.<br><br>\n\n\t\tThe scanner beeps. Its operator nods. "Thank you for your cooperation, <<if $attrib.gender eq "male">>Sir<<else>>Ma'am<<endif>>. And good luck out there. We can definitely use every hunter we can get."<br><br>\n\n\t\tYou force a smile in reply. The Purifiers move on, armored boots thudding heavily as they approach the next passenger. They don't suspect. Somehow, impossibly, you slipped through the cracks. Or maybe they weren't looking for you to begin with. At any rate, you came through unscathed. Which is good news as far as you're concerned.\n\n\t<<elseif $action.action1 eq "hide">>You get up and, doing your best not to draw attention, head for the far door. Several of the Purifiers take notice. One of them taps his colleague's shoulder plate points in your direction. The other shakes his head.<br><br>\n\n\t\tHeart pounding, you reach for the door release. It snaps open and you pass through, into the next tramway car. As soon as the door closes you hasten pace, headed toward the front of the train. It won't be long to your station. All you need to do is stay out of sight long enough. The Purifiers don't suspect - yet. You can slip away unnoticed.<br><br>\n\n\t\tSeveral minutes later, you reach the first car and take a seat. It's just as deserted as the one you got into. But there's no sign of the Purifiers. Maybe they won't get to you in time. Maybe not. All you can do now is wait - and hope.\n\t<<else>>\n\t\t<<if $action.action1 eq "scanfail">>You remain motionless, waiting for the Purifiers to approach. The one with the scanner is quick to move towards you.<br><br>\n\n\t\t\t"G'day, citizen. Security check." He swipes the device over you from head to toe.<br><br>\n\n\t\t\tThe device beeps. One of the other Purifiers turns. A third readies his carbine. The one with the scanner says, "Excuse me, <<if $attrib.gender eq "male">>Sir<<else>>Ma'am<<endif>>. I'll have to ask you to come with us."<br><br>\n\n\t\t\t"What? Why?" You glance at the armored figures, feigning confusion.<br><br>\n\n\t\t\t<<if $equip.isAbominated>>"Genetics. You appear to have been aversely affected. We'll have to confirm exactly what happened before we can let you go." \n\t\t\t<<elseif $attrib.infected>>"Quarantine. You're infected and pose a risk to others. We'll have to move you to isolation until the disease can be counteracted."\n\t\t\t<<elseif $equip.isConcealing>>"Facial identity check failed. We need you to come with us so your identity can be confirmed."\n\t\t\t<<elseif $attrib.criminality gte 15>>"There's a flag on your record. Nothing serious but we need to follow through. Protocol."\n\t\t\t<<endif>>He motions for you to stand. "We disembark at the next station. It's advised you cooperate. Disobedience will be punished."<br><br>\n\n\t\t\t"Right." You stand, blood beginning to pound.<br><br>\n\n\t\t\tClearly they suspect. It won't be long until they put two and two together. Soon as they do, this'll go south. No. You can't let them take you. And, since you're in no position to talk your way out of this, that leaves only one gruesome alternative.\n\n\t\t<<elseif $action.action1 eq "hidefail">>You get up and, doing your best not to draw attention, head for the far door. Several of the Purifiers take notice. One of them taps his colleague's shoulder plate points in your direction.<br><br>\n\n\t\t\t"Citizen," one of them calls as you near the door. "Halt!"<br><br>\n\n\t\t\tBlood pounds in your veins as you reach for the door release. Rapid footsteps sound. A coil carbine is racked. "Citizen! Don't move! Or we shoot!"<br><br>\n\n\t\t\t"Oh, for fuck's sake." You turn to face the armored troopers. "I need to use the—"<br><br>\n\n\t\t\t"Irrelevant." One of them motions to wall with his gun. "Stand over there, <<if $attrib.gender eq "male">>Sir<<else>>Ma'am<<endif>>. Security protocol. We disembark at the next station. It's advised you cooperate. Disobedience will be punished."<br><br>\n\n\t\t\tYou nod, throat tight as you move toward the wall. Clearly they suspect. It won't be long until they put two and two together. Soon as they do, this'll go south. No. You can't let them take you. And, since you're in no position to talk your way out of this, that leaves only one gruesome alternative.\n\n\t\t<<endif>>\n\t<<endif>>\n \n<<endnobr>><<endif>>
<<nobr>>\n\n\t<<set $combat.enemy = {\n\t\ttype: "xenofauna_imposing",\n\t\tname: "stingcrab",\n\t\tgender: "it",\n\t\tposessive: "its",\n\t\tdeathtype: "killing",\n\t\tresulttext: "abomination_stingcrab_result",\n\t\tresponsetext: "abomination_stingcrab_response",\n\t\tsinglenames: ["stingcrab"],\n\t\tsinglegender: ["it"],\n\t\tsingleposessive: ["its"],\n\t\timages: ["images/combat_abom_stingcrab.png"],\n\t\talive: 1,\n\t\tarmor: 32,\n\t\tvulnerable: "plasma",\n\t\timmune: "toxin",\n\t\tshield: 2,\n\t\taccuracy: 0.6,\n\t\tcover: 0,\n\t\tisMeeleAttacker: true,\n\t\tisLargeTarget: true,\n\t\ttaunt: "The Stingcrab prances toward you, pincers clicking menacingly as its barbed tentacles sway lazily.",\n\t}>>\n\n\t<<set $combat.player = {\n\t\taccuracy: 0.8,\n\t\tcover: 0,\n\t\tcontinue: "b29_lowhabs_insidelair",\n\t\tally: "none",\n\t}>>\n\n<<endnobr>>
<<silently>>\n<<set $currentgamepassage = passage()>>\n\n<<if $processed eq false>>\n\t<<set $processed = true>>\n<<endif>>\n\n<<endsilently>>\n<<nobr>>\n\t<<if $action.action1 eq "none">>\n\t\t<div class='GameText'><<display 'home_devouttalk_txt'>></div><br>\n\t\t<div id='heritage-reward' class='OptionsField'>\n\t\t\t<<display 'heritage_lootoptions'>>\n\t\t</div>\n\t<<elseif $action.action2 eq "none">>\n\t\t<div class='GameTextGreyed'><<display 'home_devouttalk_txt'>></div><br>\n\t\t<div class='GameText'><<display 'home_devouttalk_2_txt'>></div><br>\n\t\t<div id='heritage-reward' class='OptionsField'>\n\t\t\t<div class='GameOption GameOption_Move'>[[Put down the Data Pad|home][$processed = false; $action.arrive = "fromSelf"; $job_devout_heritage.mainPhase = 2; playContextSound("ui_click");]]</div>\n\t\t\t/% was:|addon_home_devouttalk][$hide.layer1 = false; $action.action1 = "none"; playContextSound("ui_click");]] %/\n\t\t</div>\n\t<<endif>>\n<<endnobr>>
<<nobr>>\n\n\t<<set $combat.enemy = {\n\t\ttype: "human",\n\t\tname: "cultists",\n\t\tgender: "them",\n\t\tposessive: "their",\n\t\tdeathtype: "killing",\n\t\tresulttext: "default_result",\n\t\tresponsetext: "human_firearm_response",\n\t\tsinglenames: ["cultist", "cultist", "cultist"],\n\t\tsinglegender: ["him", "him", "him"],\n\t\tsingleposessive: ["his", "his", "his"],\n\t\timages: ["images/combat_human_cultist_2.png", "images/combat_human_cultist.png", "images/combat_human_cultist_2.png"],\n\t\talive: 3,\n\t\tarmor: 10,\n\t\tvulnerable: "none",\n\t\timmune: "none",\n\t\tshield: 0,\n\t\taccuracy: 0.65,\n\t\tcover: 0.25,\n\t\tisMeeleAttacker: false,\n\t\ttaunt: "The cultists raise their weapons. One of them calls, \s"Death calls your name, outsider!\s"",\n\t}>>\n\n\t<<set $combat.player = {\n\t\taccuracy: 0.8,\n\t\tcover: 0.1,\n\t\tcontinue: "b30_megaplex_cult",\n\t\tally: "none",\n\t}>>\n\n<<endnobr>>
<<silently>>\n<<set $currentgamepassage = passage()>>\n<<set $action.action1 = "none">>\n<<set $action.action2 = "none">>\n<<set $action.action3 = "none">>\n<<set $action.action4 = "none">>\n<<set $action.action5 = "none">>\n\n<<set $hide.layer1 = false>>\n<<set $hide.layer2 = false>>\n<<set $hide.layer3 = false>>\n<<set $hide.layer4 = false>>\n<<set $hide.layer5 = false>>\n<<set $savesMenuPassage = "B30 Habs - Old Habs">>\n<<endsilently>>\n<div class='GameText'><<display 'b30_oldhabs_enter_txt'>></div>\n<div class='OptionsField'><<nobr>>\n\n\t<div class='GameOption GameOption_Weapon'>[[Attack the Thugs|hud_combat][$attrib.violence = $attrib.violence + 3; $combatTemplate = "Thugs_B30"; $processed = false; $statistics.agressionDone += 1]]</div><br>\n\t<div class='GameOption GameOption_Dialogue'>[[Attempt to Negotiate|b30_oldhabs_1][$action.action1 = "talk"; $attrib.violence -= 3; $attrib.caution += 1; $hide.layer1 = true; playContextSound("ui_click");]]</div><br>\n\t<div class='GameOption GameOption_Defend'>[[Back Away|b30_oldhabs_1][$action.action1 = "backaway"; $attrib.violence -= 1; $attrib.caution += 1; $hide.layer1 = true; playContextSound("ui_walk");]]</div>\n\n<<endnobr>></div>
<<display 'HUD_CodexBackButton'>><strong>B Sector</strong>\n\n<<nobr>>\n[>img["https://secureservercdn.net/45.40.148.234/9db.ec6.myftpupload.com/game-content/scaffold-22/images/b_sector.png"]]Administrative zone in the western sphere of Scaffold 22. One of the oldest areas of the habitation platform, B Sector is home to the Cathedral of Beams, and is therefore of galactic significance despite its relatively impovrished populace.<br><br>\n\n\t<div id='codex-expand-area' class='HUD_PdaDisplayZone HUD_PdaDisplayZoneCodex'>\n\t\t<div class='HUD_PdaExpandButton'><<click 'Show More'>>\n\t\t\t<<replace '#codex-expand-area'>>\n\t\t\t\tB Sector (Levels B1-B40) is a administrative zone located in the western hemisphare of [[Scaffold 22|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "Scaffold 22"]]. It is one of the oldest parts of the habitation platforms, with floor blueprints dating back to the original construction still in use, and is considered one of the twenty most populous areas of [[Scaffold 22|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "Scaffold 22"]]. The Sector is composed of forty levels, ranging from the Corporate Zone at the upper B-Levels, across the numerous habitation areas in the mid-sector, to the [[Cargo Docks|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "The Docks"]] at the bottommost levels. The entire sector is home to an unspecified number of citizens, believed to be near 2 Billion when unapproved and unofficial residential areas are included in the statistic.<br><br>\n\nAdministration of the zone is divided between two parties, with the [[Hegemony-Sponsored|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "Corporate Hegemony"]] Sector Administration B responsible for the upper levels (B1-B19) and the Wilkin Administrative Group responsible for the lower levels (B20-B40). Both administrations are well-recieved by the local population and continue to maintain, secure, and expand their respective zones under the terms & conditions set forth by the [[Church|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "Church of Eden"]]. Notable exception to the rule is Level B14, which allows Clergy-level access to the [[Cathedral of Beams|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "Cathedral of Beams"]], and is therefore administered by the [[Church of Eden|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "Church of Eden"]].<br><br>\n\nEconomically, B Sector is relatively weak, with its only true source of income being the docks [[Cargo Docks|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "The Docks"]] and the [[Bazar|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "Level B29 Bazar"]]. The large population base however provides ample oppertunity for small business, which have flourished in several areas. Unfortunately, these businesses only employ a fraction of the population, and most citizens of B Sector are forced to commute to work.<br><br>\n\nTransportation is another issue with B Sector, which has the unfortunate distinction of being the only Sector of [[Scaffold 22|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "Scaffold 22"]] that does not branch or intersect anywhere. Consequently, the single, central tramway line is perpetually overcrowded despite having several dynamically rerouted tracks, leading to delayed commutes at all times of the cycle. Pedestrian zones are equally affected by overcrowding. On the other hand, the relatively poor local economy means that many citizens cannot afford a grav-vehicle, leading to reduced fastway traffic compared to other sectors.<br><br>\n\nEducation is yet another issue that prevails in B Sector. While most residential districss have at least a primary and secondary school, further education is not readily available, and quality suffers due to numerous issues common to many zones of [[Scaffold 22|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "Scaffold 22"]]. Initiatives launched by the [[Church of Eden|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "Church of Eden"]] to combat this problem, including subsidation and training of teaching staff, have not shown promising results. Consequently, many local residents do not possess higher degrees, and trade school diplomas are rare even among the many skilled laborers in the Sector.<br><br>\n\nLast but not least, security is a constant worry on lower levels of B Sector, most notably due to overpopulation, which has led to a predominance of street gangs and non-sanctioned drug trade. Wilkin's Raptors, the private security company responsible for law enforcement, is unable - and frequently unwilling - to handle the sheer volume of illict activity. Unstable relations with and disinterest from the [[Constabulary|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "Constabulary"]] further exaberates the issue, with many residents turning to localalized vigilante groups or citizen's patrols when official law enforcement fails to meet demands.<br><br>\n\nAmong the many notable locations in B Sector are: <br><br>\n\n- The [[Crossroads|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "The Crossroads"]], which span across Level B10<br>\n- The [[Cathedral of Beams|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "Cathedral of Beams"]], accessible from Level B14<br>\n- [[Wilkin's Riptide|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "Wilkin's Riptide"]], accessible from Level B28<br>\n- The [[Level B29 Bazar|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "Level B29 Bazar"]], accessible from Level B29<br>\n- The [[Cargo Docks|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "The Docks"]], located on Level B40<br>\n\t\t\t<</replace>>\n\t\t<</click>></div>\n\t</div>\n<<endnobr>>
<<nobr>>\n\n\t<<set $combat.enemy = {\n\t\ttype: "human",\n\t\tname: "addicts",\n\t\tgender: "them",\n\t\tposessive: "their",\n\t\tdeathtype: "killing",\n\t\tresulttext: "default_result",\n\t\tresponsetext: "human_firearm_response",\n\t\tsinglenames: ["addict", "addict", "addict"],\n\t\tsinglegender: ["him", "him", "her"],\n\t\tsingleposessive: ["his", "his", "her"],\n\t\timages: ["images/combat_human_scavenger_2.png", "images/combat_human_scavenger_2.png", "images/combat_human_scavenger_female.png"],\n\t\talive: 3,\n\t\tarmor: 0,\n\t\tvulnerable: "none",\n\t\timmune: "none",\n\t\tshield: 0,\n\t\taccuracy: 0.5,\n\t\tcover: 0,\n\t\tisMeeleAttacker: false,\n\t\ttaunt: "One of the addicts racks his un-loaded pistol. Another shouts, \s"Kill im! Kill im!\s"",\n\t}>>\n\n\t<<set $combat.player = {\n\t\taccuracy: 0.8,\n\t\tcover: 0,\n\t\tcontinue: "rnd_freaks_palacegone_after",\n\t\tally: "none",\n\t}>>\n\n<<endnobr>>
<<nobr>>\n\n\t/% flicker change stuff %/\n\t<<if $hud.combatUIScrewLevel gte 1>>\n\t\t<<set $hud.combatUIScrewLevel -= 1>>\n\t<<endif>>\n\n\t<<display 'setBasicFlicker'>>\n\n\t<<set document.getElementById("ui-combat-container").className = "PlayerCombatOptionsContainer PlayerCombatOptionsContainer_Hidden">>\n\t<<set document.getElementById("ui-combat-main").className = "CombatUI_PlayerIcon CombatUI_PlayerIcon_Disabled CombatUI_PlayerIcon_Hidden">>\n\t<<set document.getElementById("ui-combat-backup").className = "CombatUI_PlayerIcon CombatUI_PlayerIcon_Disabled CombatUI_PlayerIcon_Hidden">>\n\t<<set document.getElementById("ui-combat-melee").className = "CombatUI_PlayerIcon CombatUI_PlayerIcon_Disabled CombatUI_PlayerIcon_Hidden">>\n\t<<set document.body.scrollTop = document.documentElement.scrollTop = 0;>>\n\n\t/% turn firePrimary etc. into an acual, actionable move %/\n\t<<set $index = $combat.actions.length - 1>>\n\t/% no longer needed in current inception of combat UI\n\t<<set $combat.activetab = "weapons">> %/\n\n\t<<set $move = {\n\t\taction: $combat.actions[$index],\n\t\tresult: "",\n\t\tresponse: "",\n\t\tkills: 0,\n\t\tshotsfired: 0,\n\t\tammotype: "none",\n\t}>>\n\t<<set $combat.actions[$index] = $move>>\n\n\t<<replace '#ui-combat-actionarea'>>\n\t\t<<print "">>\n\t<</replace>>\n\n\t<<if $move.action eq "useItem1" or $move.action eq "useItem2" or $move.action eq "useItemS">>\n\t\t<<set window.setTimeout(doCombatTimedProcess, 15, "doItemMove");>>\n\t<<else>>\n\t\t<<set $combat.rounds += 1>>\n\t\t<<if $template.ammo eq "melee" or $template.ammo eq "powerfist">>\n\t\t\t<<set window.setTimeout(doCombatTimedProcess, 15, "doStatusEffCalc");>>\n\t\t<<else>>\n\t\t\t<<set window.setTimeout(doCombatTimedProcess, 15, "doActionMove");>>\n\t\t<<endif>>\n\t<<endif>>\t\n\n\t<<unset $move>>\n\n<<endnobr>>
<<if $hide.layer4 eq true>><div class='GameOption_Expand'>[[Expand|$currentgamepassage][$hide.layer4 = false]]</div>You head back the way...<<else>><div class='GameOption_Expand'>[[Collapse|$currentgamepassage][$hide.layer4 = true]]</div>\n<<nobr>>\n\n\n\n\tYou head back the way you came, <<if $equip.clothes eq "Power Armor">>stomping<<else>>hurrying<<endif>> through the <<if $action.arrive eq "powerfist">>demolished<<endif>> airlock and back to the front entrance. The lot outside is empty as a brief peek through the tiny window in the security door proves. Relieved, you hit the release and step outside.<br><br>\n\n\t<<if $equip.clothes eq "Power Armor" or $loc_athenalab.sabotagedArmor>><div class='GameTextImage GameTextSpecial'>[img["https://secureservercdn.net/45.40.148.234/9db.ec6.myftpupload.com/game-content/scaffold-22/images/env_small_syndicate_commando.png"]]</div>\n\t<<else>><div class='GameTextImage GameTextSpecial'>[img["https://secureservercdn.net/45.40.148.234/9db.ec6.myftpupload.com/game-content/scaffold-22/images/env_boss_exo_syndicate.png"]]</div>\n\t<<endif>>\n\tThat same moment, <<if $equip.clothes eq "Power Armor" or $loc_athenalab.sabotagedArmor>>something behind the containers opposite you catches your eye: a masked mercenary armed with a rail rifle.<<else>>heavy footfalls shake the ground. The suit of [[Exo Armor|PDA][$hud.currentScreen = "Power Armor"]] you saw earlier stomps into view carrying an enormous rail cannon.<<endif>><br><br>\n\n\t<<if $equip.clothes eq "Power Armor" or $loc_athenalab.sabotagedArmor>>\n\t\t"Motherfucker!" The man bellows, blasting a bolt that <<if $equip.clothes eq "Power Armor">>causes your armor's shields to engage with an agry crackle<<else>>narrowly misses you<<endif>>. <<if $equip.clothes eq "Power Armor">>"How dare ya fucking steal my [[Exo|PDA][$hud.currentScreen = "Power Armor"]], punk!"<<else>>"How dare ya fucking wreck my [[Exo|PDA][$hud.currentScreen = "Power Armor"]], punk!"<<endif>><br><br>\n\n\t\t<<if $equip.clothes eq "Power Armor">>"Just wanted to take it for a ride," you call back, stomping out into the open. "But now I got a chance, let's see what your <<if $attrib.demeanor eq "agressive">>hunk of junk<<else>>toy<<endif>> can really do."\n\t\t<<else>>"Sorry," you call back, scrambling behind a nearby crate. "I'd buy you a new one but you'll be long dead by then, <<if $attrib.demeanor eq "agressive">>asshole<<else>>man<<endif>>."\n\t\t<<endif>>\n\t<<else>>\n\t\t"End of the road, punk," a distorted voice echoes as the [[Exo|PDA][$hud.currentScreen = "Power Armor"]] levels its cannon on you.<br><br>\n\n\t\t"Oh, <<if $attrib.demeanor eq "agressive">>shit<<else>>great<<endif>>." You dive behind a crate just as bolts slam through the door to the lab.<br><br>\n\n\t\tHeavy footfalls shake the ground. It's now or never - take that damned suit out or get blasted into a million bits. You really, really, don't have an alternative.\n\t<<endif>>\n\n<<endnobr>><<endif>>
<<nobr>>\n\n\t<<if $combat.enemy.name eq "wraith" or $combat.enemy.name eq "banshee" or $combat.enemy.name eq "hellcat" or $combat.enemy.name eq "Djinn" or $combat.enemy.name eq "abomination" or $combat.enemy.name eq "acheri" or $combat.enemy.name eq "woman" or $combat.enemy.name eq "witch">>\n\t\t<<if $hud.combatUIScrewLevel lt 1>>\n\t\t\t<<set $hud.combatUIScrewLevel = 1>>\n\t\t<<endif>>\n\t<<endif>>\n\n<<endnobr>>
<<silently>>\n\t<<set $currentgamepassage = passage()>>\n\t<<set $savesMenuPassage = "Level B28 - Riptide VIP Area">>\n\t<<if not $processed>>\n\t\t<<set $action.action1 = "none">>\n\t\t<<set $action.action2 = "none">>\n\t\t<<set $action.action3 = "none">>\n\t\t<<set $action.action4 = "none">>\n\t\t<<set $action.action5 = "none">>\n\n\t\t<<set $hide.layer1 = false>>\n\t\t<<set $hide.layer2 = false>>\n\t\t<<set $hide.layer3 = false>>\n\t\t<<set $hide.layer4 = false>>\n\t\t<<set $hide.layer5 = false>>\n\n\t\t<<set $processed = true>>\n\t<<endif>>\n<<endsilently>>\n<<nobr>>\n\t<div class='GameTextGreyed'><<display 'riptide_base_txt'>></div><br>\n\t<<if $action.action1 eq "none">>\n\t\t<div class='GameText'><<display 'b28_vip_lavandrigrab_txt'>></div><br>\n\t\t<div class='OptionsField'>\n\t\t\t<div class='GameOption GameOption_Dialogue'>[[Ask what that Entails|b28_vip_lavandrigrab][$action.action1 = "whatentail"; $hide.layer1 = true; playContextSound("ui_click");]]</div><br>\n\t\t\t<div class='GameOption GameOption_Dialogue'>[[Say you're Interested|b28_vip_lavandrigrab][$action.action1 = "placeholder"; $action.action2 = "interested"; $hide.layer1 = true; $job_arena_lavandri.mainPhase = 1; playContextSound("ui_click");]]</div><br>\n\t\t\t<div class='GameOption GameOption_Dialogue'>[[Say you're not Interested|b28_vip_lavandrigrab][$action.action1 = "placeholder"; $action.action2 = "notinterested"; $hide.layer1 = true; $job_arena_lavandri.mainPhase = 98; playContextSound("ui_click");]]</div>\n\t\t</div>\n\t<<elseif $action.action2 eq "none">>\n\t\t<div class='GameTextGreyed'><<display 'b28_vip_lavandrigrab_txt'>></div><br>\n\t\t<div class='GameText'><<display 'b28_vip_lavandrigrab_2_txt'>></div><br>\n\t\t<div class='OptionsField'>\n\t\t\t<div class='GameOption GameOption_Dialogue'>[[Say you're Interested|b28_vip_lavandrigrab][$action.action2 = "interested"; $hide.layer2 = true; $job_arena_lavandri.mainPhase = 1; playContextSound("ui_click");]]</div><br>\n\t\t\t<div class='GameOption GameOption_Dialogue'>[[Say you're not Interested|b28_vip_lavandrigrab][$action.action2 = "notinterested"; $hide.layer2 = true; $job_arena_lavandri.mainPhase = 98; playContextSound("ui_click");]]</div>\n\t\t</div>\n\t<<elseif $action.action3 eq "none">>\n\t\t<div class='GameTextGreyed'><<display 'b28_vip_lavandrigrab_txt'>></div><br>\n\t\t<<if not $action.action1 eq "placeholder">>\n\t\t\t<div class='GameTextGreyed'><<display 'b28_vip_lavandrigrab_2_txt'>></div><br>\n\t\t<<endif>>\n\t\t<div class='GameText'><<display 'b28_vip_lavandrigrab_3_txt'>></div><br>\n\t\t<div class='OptionsField'>\n\t\t\t<div class='GameOption GameOption_Move'>[[Return to the Main Floor|riptide_main_floor][$time.active = $time.active + 0.25; $attrib.fatigue += 1; $hide.layer0 = false; $action.arrive = "fromSelf"; playContextSound("ui_walk");]]</div>\n\t\t</div>\n\t<<endif>>\n<<endnobr>>
<<if $hide.layer4 eq true>><div class='GameOption_Expand'>[[Expand|$currentgamepassage][$hide.layer4 = false]]</div>"Thanks. I've heard what..."<<else>><div class='GameOption_Expand'>[[Collapse|$currentgamepassage][$hide.layer4 = true]]</div>\n<<nobr>>\n\n\t"Thanks. I've heard what I needed to. Or wanted to. What I really want to know though is: what happens next?"<br><br>\n\n\t"That depends entirely on you." Xarea folds her hands before her chest. "Are you willing to walk boldly into this uncertain future of mine? This fairy tale yet to be written? Or would you prefer we part ways now, safe in the knowledge you will live your life in the present as you know it."<br><br>\n\n\t"Can't really say unless I know what you're asking of me."<br><br>\n\n\t"I am not asking but offering a chance to leave your mark on this galaxy. You are in a unique position: an individual so meaningless you would go unnoticed poised at the precipice of fate. Divine providence, one might say, if one believed in such things."<br><br>\n\n\tYour brow furrows. "What?<br><br>\n\n\t"Those who play the puppets on strings do not know you exist and those who do know you exist do not seriously believe you would actually attempt to change the status quo. All you would need do to make all the difference in the galaxy is to leave life as you know it behind in favor of a brighter future."<br><br>\n\n\t"Talk about being vague." You shake your head. "I don't know. I really don't."<br><br>\n\n\t"Then I have imparted all I might to you. For my part, his matter has been settled. You are welcome to—" She gestures to the door. "—leave in peace."\n\n<<endnobr>><<endif>>
<<nobr>>\n\t<<set $skillname = "skill_highborn_4">>\n\t<<set $skilltitle = "Psychotic">>\n\t<<set $requiredtext = "imposing abomination hunted">>\n\n\t<<if $displayFullSkill>>\n\t\t<div class='SkillTitle'><<print $skilltitle>></div>\n\t\tNeuro-activation package. Intoxication <span class='SkillText_Bonus'>increases</span> critical hit chance by <span class = 'SkillText_Bonus'><<print (3 * $inztinct.affinity)>>%</span> per severity.\n\n\t\t<<display 'assignSkill'>>\n\t<<endif>>\n\n<<endnobr>>
<<silently>>\n<<set $currentgamepassage = passage()>>\n<<endsilently>>\n<<nobr>>\n\t<<if $action.action1 eq "none">>\n\t\t<div class='GameText'><<display 'home_raptorreward_txt'>></div><br>\n\t\t<div id='raptor-reward' class='OptionsField'>\n\t\t\t<<display 'raptorreward_lootoptions'>>\n\t\t</div>\n\t<<endif>>\n<<endnobr>>
<<if $hide.layer3 eq true>><div class='GameOption_Expand'>[[Expand|$currentgamepassage][$hide.layer3 = false]]</div>You tell Fisher...<<else>><div class='GameOption_Expand'>[[Collapse|$currentgamepassage][$hide.layer3 = true]]</div>\nYou tell Fisher, "I gotta see the backlot now. Stay behind me. And stay frosty, man, because this is definitely weird shit."\n\n<<display 'jewler_backlot_txt'>><<endif>>
<<nobr>><div class='HUD_NavScreenClose' style='margin: 0px;'>[[X|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "agenda"; playContextSound("ui_blip_back");]]</div>\n\tTask: Abominable Influence<br>\n\tClient: N/A<br>\n\tPriority: High<br>\n\n<<endnobr>> \n<div class='HUD_PdaDisplayZone'><<nobr>>\n\n\t<<if $job_abomination_investigate.mainPhase eq 1>>\n\t\tI ran across a failed Wraith in the maintenance tunnels off the B28 Tramway Station.\n\t\t<<if $loc_intro_utility.abomStatus eq "killed">>Killed the thing but no clue why it was there or who made it.\n\t\t<<else>>No clue who tried to make it or why. Decided not to tangle with the thing. \n\t\t<<endif>>\n\t\tShould probably keep my eyes and ears open. Might be a one-time occurence, but I doubt it.\n\n\t\t<<if $job_abomination_investigate.ogerPhase eq 1>><br><br>\n\t\t\tFound a tag on an Oger that says Desvhar. Might be relevant?\n\t\t<<elseif $job_abomination_investigate.ogerPhase eq 2>><br><br>\n\t\t\tFound a message on an Oger that referenced Deshvar. Think this is relevant.\n\t\t<<elseif $job_abomination_investigate.ogerPhase eq 3>><br><br>\n\t\t\tFound an Oger speaking about Deshvar being 'gone'. Odd. Think this is relevant.\n\t\t<<endif>>\n\n\t\t<<if $job_abomination_investigate.wraithPhase eq 1>><br><br>\n\t\t\tRan into a Wraith at Raj Winston's apartment. Wonder if there's a connection?\n\t\t<<elseif $job_abomination_investigate.wraithPhase eq 2>><br><br>\n\t\t\tOkay, so another Wraith murdered Celena's parents. Not sure it's connected but... well, might not be a coincidence.\n\t\t<<elseif $job_abomination_investigate.wraithPhase eq 3>><br><br>\n\t\t\tSo I found yet another Wraith. At an altar. No solid lead but this is getting ridiculous. There's gotta be a connection.\n\t\t<<endif>>\n\n\t\t<<if $job_boulevard_hellcat.mainPhase gte 2 and $job_boulevard_hellcat.mainPhase neq 3 and $job_boulevard_hellcat.mainPhase neq 4>><br><br>\n\t\t\tRan into a Hellcat at the cryolounge. There a connection here?\n\t\t<<endif>>\n\n\t<<elseif $job_abomination_investigate.mainPhase eq 2>>\n\t\t<<if $job_abomination_investigate.ogerPhase eq 4>>\n\t\t\t<<if $job_abomination_investigate.foundAltPath>>Right, so I found an odd link to a bunch of Ogers and a guy named Deshvar. Former mob guy who went to hiding in a Shrine somewhere near the Low Habs I take it? Anyways, I've found a back entrance through the Junction below the Bazar. Could be worth investigating.\n\t\t\t<<else>>\n\t\t\t\tSo I got some intel on Deshvar. Not sure how it relates to those Ogers but, word is, he was a former mob guy. Got driven into the Sprawl on B29, near the Bazar. I should check out the habs there. See if I can't find any indication of how this all relates.\n\n\t\t\t\t<<if $loc_lowhabs_oger.gotPasscode>><br><br>\n\n\t\t\t\t\tI've been told to use the utility hatch down here. The passcode is: 1741\n\t\t\t\t<<endif>>\n\t\t\t<<endif>>\n\t\t<<elseif $job_abomination_investigate.ogerPhase eq 5>>\t\t\t\n\t\t\tSo I followed up on that Deshvar lead. \n\t\t\t<<if $loc_lowhabs_oger.drankSkull or $loc_lowhabs_oger.readDataPad>>The guy's definitely dead - has been for some time, apparently.<<else>>No idea what happened to the guy. Ran away maybe? Or long dead?<<endif>> But I did run into a Syndicate 4 team clearing the Undersprawl. Odd contract for the Syndicate, but I couldn't figure out why they were hired.<br><br>\n\n\t\t\tThe good news is I found something. The bad news is it's weird. There were a bunch of humans - cultists, maybe? - down there along with a few Ogers. All dead, obviously, but the humans all had morgue stencils on their wrists. Which is odd, since they were definitely alive until Syndicate 4 rolled in. Better keep digging; maybe ask around a bit too?\n\t\t<<elseif $job_abomination_investigate.ogerPhase eq 6>>\n\t\t\tSo I followed up on that Deshvar lead. \n\t\t\t<<if $loc_lowhabs_oger.drankSkull or $loc_lowhabs_oger.readDataPad>>The guy's definitely dead - has been for some time, apparently.<<else>>No idea what happened to the guy. Ran away maybe? Or long dead?<<endif>> But I did run into a Syndicate 4 team clearing the Undersprawl. Odd contract for the Syndicate, but I couldn't figure out why they were hired.<br><br>\n\n\t\t\tThe good news is I figured out what's up with those morgue stencils: they aren't. Aparently, the stencil is an access token for old mausoleums. There's alledgedly some down in the Undersprawl, deep below Level B30. \n\t\t\t<<if $job_undersprawl_purge.mainPhase eq 98>>\n\t\t\t\tOnly problem is the area's quarantine and I pissed off my only good way in. Maybe I'm stuck. Shit.\n\t\t\t<<elseif $job_undersprawl_purge.mainPhase gte 2>>\n\t\t\t\tThe whole area's quarantined but I can get inside at least. Now all I gotta do is find out where that mausoleum is.\n\t\t\t\t<<if $loc_undersprawn_megaplex.cultStatus eq "rejected">>I'd ask the Death Cult but I kinda messed that one up. Damn it.\n\t\t\t\t<<else>>Figure I should ask the Death Cultists. They'll know.\n\t\t\t\t<<endif>>\n\t\t\t<<else>>\n\t\t\t\tProblem is the whole area's quarantined. I'll need to find some way in.\n\t\t\t<<endif>>\n\t\t<<elseif $job_abomination_investigate.ogerPhase eq 7>>\n\t\t\tSo I followed up on that Deshvar lead. \n\t\t\t<<if $loc_lowhabs_oger.drankSkull or $loc_lowhabs_oger.readDataPad>>The guy's definitely dead - has been for some time, apparently.<<else>>No idea what happened to the guy. Ran away maybe? Or long dead?<<endif>> But I did run into a Syndicate 4 team clearing the Undersprawl. Odd contract for the Syndicate, but I couldn't figure out why they were hired.<br><br>\n\n\t\t\tThe good news is I figured out what's up with those morgue stencils: they aren't. Aparently, the stencil is an access token for old mausoleums. There's one below the square, deep in the B30 Undersprawl. Apparently there's some secret door that leads to it. Guess I'll have to look for that. Feels like I'm so close now...\n\t\t<<endif>>\n\n\t<<elseif $job_abomination_investigate.mainPhase eq 3>>\n\t\t[UNUSED] - don't ask why\n\t<<elseif $job_abomination_investigate.mainPhase eq 4>>\n\t\tContinued investigation led me to a Mausoleum deep in the Undersprawl. <<if $job_blindkid_resolution.mainPhase eq 4>>Turns out that Namaz Demon I ran into earlier is beind all this<<else>>Turns out there was some kinda Namaz Demon there<<endif>>. Not sure what they were doing. <<if $job_blindkid_resolution.mainPhase eq 4>>Did what I should've done last time and killed it.<<else>>Seemed safer to just kill the damn thing.<<endif>> Ran into Corinthin after that and the Paladin wasn't too pleased. Different topic though.\n\n\t<<elseif $job_abomination_investigate.mainPhase eq 5>>\n\t\tContinued investigation led me to a Mausoleum deep in the Undersprawl. <<if $job_blindkid_resolution.mainPhase eq 4>>Turns out that Namaz Demon I ran into earlier is beind all this<<else>>Turns out there was some kinda Namaz Demon there<<endif>>. Freaky thing. Decided to work with it to get a better understanding of what's going on.<br><br>\n\n\t\tMy first objective's to poison the Forsaken down in the Sprawl by injecting a neurotoxin canister into their air supply. I don't quite know why. A loyalty test, maybe, but I suspect more. Got the sense there's something very big happening here. I don't quite know whether I want to be part of it. \n\t<<elseif $job_abomination_investigate.mainPhase eq 6>>\n\t\tOkay, I've dealt with the Forsaken shrine. They're all dead. Not sure this was a brilliant idea but let's see what happens next.\n\t<<elseif $job_abomination_investigate.mainPhase eq 98>>\n\t\tSo I got some intel on Deshvar. Not sure how it relates to those Ogers but, word is, he was a former mob guy. Seems he was running some kinda cult or something down below the Bazar. But I didn't stay to look to closely. There was someone shooting and Syndicate 4 mercs were storming the premises. Figured it was safer to just get the hell out. \n\t<<elseif $job_abomination_investigate.mainPhase eq 99>>\n\t\t(( FOUND MAUSOLEUM BUT NO ONE THERE ))\n\t<<endif>>\n<<endnobr>></div>
<<nobr>>\n\n\t<<set $combat.enemy = {\n\t\ttype: "human",\n\t\tname: "fanatics",\n\t\tgender: "them",\n\t\tposessive: "their",\n\t\tdeathtype: "killing",\n\t\tresulttext: "default_result",\n\t\tresponsetext: "human_firearm_response",\n\t\tsinglenames: ["fanatic", "fanatic", "fanatic", "fanatic"],\n\t\tsinglegender: ["him", "his", "her", "him"],\n\t\tsingleposessive: ["his", "his", "her", "his"],\n\t\timages: ["images/combat_human_fanatic_3.png", "images/combat_human_fanatic_rifle.png", "images/combat_human_fanatic_female.png", "images/combat_human_fanatic_2.png"],\n\t\talive: 4,\n\t\tarmor: 0,\n\t\tvulnerable: "none",\n\t\timmune: "none",\n\t\tshield: 0,\n\t\taccuracy: 0.6,\n\t\tcover: 0,\n\t\tisMeeleAttacker: false,\n\t\ttaunt: "One of the fanatics stops to reload in the middle of the hallway. The others are still firing at the Zanex troopers.",\n\t}>>\n\n\t<<if $loc_machineroom.killedFanatics>>\n\t\t<<set $combat.enemy.alive = 2>>\n\t<<endif>>\n\n\t<<set $combat.player = {\n\t\taccuracy: 0.8,\n\t\tcover: 0,\n\t\tcontinue: "b27_riot_catacombs",\n\t\tally: "jalkovski_rifle",\n\t}>>\n\n<<endnobr>>
<<if $hide.layer1 eq true>><div class='GameOption_Expand'>[[Expand|$currentgamepassage][$hide.layer1 = false]]</div>"Hey, Anska. I've been..."<<else>><<nobr>>\n"Hey, Anska. I've been having some trouble. Mood swings. Depression. Fatigue. Whatnot. Was wondering if some kinda [[neurohormone|PDA][$hud.currentScreen = "biochip"]] could help."<br><br>\n\nThe fleshmelder looks surprised. "Help? Why certainly, dear. Though I do hope you understand what this would entail. Are you?"<br><br>\n\n"Vaguely," you admit. "I suppose you'd have to install some sorta device or—"<br><br>\n\n"Grow, not install, dear. Grow a synthetic [[gland|PDA][$hud.currentScreen = "biochip"]] which would dispense these chemicals. It is a fairly simple procedure, yet it will affect your state of mind. And not in pretty ways, dear. Mood and emotion becomes impossible to control, and perpetually increased adrenaline is unavoidable. I do not advice such a procedure unless the situation is dire."<br><br>\n\nYou nod. "Let's assume it's dangerous and could get me killed. What would it cost?"\n\n"6500 C, dearest. It requires utmost care to not cause permanent damage. Surely you understand, yes?"<<endnobr>><<endif>>
<div class='HUD_NavScreenClose' style='margin: 0px;'>[[X|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "messages"; playContextSound("ui_blip_back");]]</div><<silently>>\n<<set $subject = "">>\n<<for $i to 0; $i lt $hud.messages.length; $i++>>\n\t<<if $hud.messages[$i].name eq "msg_stats_tut">>\n\t\t<<if not $hud.messages[$i].read>>\n\t\t\t<<set $hud.messages[$i].read = true>>\n\t\t<<endif>>\n\t\t<<print '<<set $subject = $hud.messages[' + $i + '].subject>>'>>\n\t\t<<break>>\n\t<<endif>>\n<<endfor>>\n<<endsilently>><strong>From:</strong> Icefall.Marketing@EVOX.Net\n<strong>To:</strong> <<firstname>>.Acrel@EVOX.Net\n<strong>Subject:</strong> <<print $subject>>\n\nDear Prospective Customer,\n\nIs your life full of stress? Are your days too long? We at Icefall Cryogenics are well aware that keeping the human body healthy is a chore and have committed ourselves making your life as easy as possible with our alternative health program, including but not limited to full freeze-thaw treatments and wake rituals that will wash your worries away!\n\n<div class='HUD_PdaDisplayZone HUD_PdaDisplayZoneCodex'><strong>Vitality & Stats:</strong>\nYour PDA continuously monitors your vitals and reports the following metrics: \n<<nobr>>\n<ul>\n\t<li><span class='yellowcolor'>Fatigue (FAT):</span> your endurance and resilience</li>\n\t<li><span class='lgreencolor'>Intoxication (TOX):</span> increased intoxication impairs your character</li>\n\t<li><span class='purplecolor'>Dilligence (JOB):</span> increases salary and freelance pay</li>\n\t<li><span class='orangecolor'>Aggression (AGGRO):</span> increases intimidation and melee damage</li>\n\t<li><span class='bluecolor'>Caution (CAUTIO):</span> increases sneak and ranged damage</li>\n\t<li><span class='redcolor'>Stress (STRESS):</span> your mental state; regular downtime reduces stress</li>\n</ul>\n<<endnobr>><strong>Vital Signs:</strong>\nYour character <span class='redcolor'>does not have a health bar</span> in the classic sense. Damage is modeled on armor integrity and only indirectly related to your stats (notably fatigue). As you move about the world, your stats will be positively and negatively influenced by your actions. Rest frequently, regularly stock up on ammo and items, and remember to head out for a night at the club - or other forms of downtime - every so often. Combat and other stressful events will slowly take their toll unless you adapt as healthy a lifestyle as you can in your current circumstances.\n\n<strong>Character & Demeanor:</strong>\nYour character is described by their personality and demeanor (balance of <span class='orangecolor'>aggression</span> and <span class='bluecolor'>caution</span>). Your can have one of three states: <span class='orangecolor'>aggressive</span>, <span class='greencolor'>balanced</span>, or <span class='bluecolor'>cautious</span>. Your ability to negotiate is dependant on both your outfit and your current demeanor. Additionally, you may experience personality shifts (and, if InZtinct is active, gain access to different skill sets) based on your behavior and convictions ingame. \n\n<strong>Afflictions & Cures:</strong>\nYour character can suffer three possible negative afflictions: <span class='redcolor'>Exhaustions (EXH)</span> cause by high stress, <span class='lgreencolor'>Infection (INF)</span> caused by diseased enemies, and <span class='purplecolor'>Addiction (ADC)</span> caused by over-use of chems. Each affliction which will negatively affect your character's performance and all can afflict you at once. If you are in any way negatively afflicted, it is important you remedy this sitation as soon as possible, either through sheer willpower and endurance, or through medical treatment. </div>\nIcefall Cryogenics - Just Chill...\n\n<<display 'CancelTutsButton'>>
<<nobr>>\n\t<<set $currentgamepassage = passage()>>\n\n\t<div class='GameTextGreyed'><<display 'b27_cybercult_hideout_txt'>></div><br>\n\t<div class='GameText'><<if $hide.layer2 eq true>><div class='GameOption_Expand'>[[Expand|$currentgamepassage][$hide.layer2 = false]]</div>"I've been trying..."<<else>><div class='GameOption_Expand'>[[Collapse|$currentgamepassage][$hide.layer2 = true]]</div>\n\t\t"I've been trying to dig up intel on someone named Deshvar. Figured maybe you could help. Or knew something?"<br><br>\n\n\t\tGal shoots you a sidelong glance. "Deshvar? Not exactly a common name. What can you tell me?"<br><br>\n\n\t\t"Nothing," you admit. "Got no context except that it might be abominable. Which doesn't really narrow down the search."<br><br>\n\n\t\t"No, it doesn't." Gal's fingers twitch. "Okay, got a search result, but there's six million citizens. First or last name matching. And that's just [[B Sector|PDA][$hud.currentScreen = "B Sector"]]. There's no way we'll figure out who your Deshvar is unless we can narrow that list down."<br><br>\n\n\t\t"Aw, hell," you mutter. "Well, thanks anyways. I'll keep digging."\n\t<<endif>></div><br>\n\t<div class='OptionsField'>\n\t\t<div class='GameOption GameOption_Dialogue'>[[End Conversation|b27_cybercult_hideout][$action.arrive = "fromSelf"; $processed = false; $time.active += 0.5; $job_abomination_investigate.askedOgerGal = true; playContextSound("ui_click");]]</div>\n\t</div>\n\n<<endnobr>>
<<if $hide.layer1 eq true>><div class='GameOption_Expand'>[[Expand|$currentgamepassage][$hide.layer1= false]]</div><<if $action.arrive eq "fromBattle">>You lower your weapon<<else>>You follow the android<<endif>>...<<else>><div class='GameOption_Expand'>[[Collapse|$currentgamepassage][$hide.layer1 = true]]</div>\n<<nobr>>\n\n\t<<if $action.arrive eq "fromBattle">>You lower your weapon, \n\n\t\t<<if $factionlock.kobolFactionAlign eq "kobol">>eyeing the dead\n\t\t\t<<if $loc_riptide.ownedBy eq "wilkin">>Raptors. Their combat armor never stood a chance. Poor bastards. Shot to bloody bits - and there \n\t\t\t<<else>>riot troopers. Even their armor didn't stand a chance. Poor bastards. Shot to bloody bits - and there \n\t\t\t<<endif>> were only four [[Blood Sons|PDA][$hud.currentScreen = "Sons of Kobol"]]. The very idea makes you feel uneasy.<br><br>\n\n\t\t\t"Ey, nice work there, jerk." The android pats your shoulder and nods toward the loading area. "C'mon. Biz is waitin' for us."<br><br>\n\n\t\t\tWondering what the rush is, you follow the android\n\t\t<<else>>eyeing the dead [[Kobol|PDA][$hud.currentScreen = "Sons of Kobol"]] guards. Their heavy armor is utterly ruined. Bastards. Came prepared to say the least.<br><br>\n\n\t\t\t<<if $factionlock.kobolFactionAlign eq "zanex">>\n\t\t\t\t"Sir." Jalkovski appears beside you, armor scarred but otherwise unhurt. "B Company reports perimiter locked down. We'll sweep the area for stragglers. Sir."<br><br>\n\n\t\t\t\tYou glance toward the loading area. "There were a few more last I saw. You guys need a hand?"<br><br>\n\n\t\t\t\t"No, Sir. We came prepared. Won't take more than an hour." He nods toward the tramway station. "Sir."<br><br>\n\n\t\t\t\tClear enough message, and you can hardly blame Jalkovski for wanting you gone. Even if he doesn't mistrust you, which is unlikely, you'd just get in his men's way.\n\n\t\t\t<<elseif $factionlock.kobolFactionAlign eq "wilkin">>\n\t\t\t\t"Boss'" Fisher appears beside you, his left shoulder plate blown off but otherwise unhurt. "Got word the rest of the kids are on the way down. We'll sweep the fuckers out for ya."<br><br>\n\n\t\t\t\tYou glance toward the loading area. "There were a few more last I saw. You guys need a hand?"<br><br>\n\n\t\t\t\t"Nah, be better you weren't around." Fisher nods toward the tramway station. "No offense, but ya ain't one of us anymore. Jus' sayin'."<br><br>\n\n\t\t\t\tYou simply nod in response. Hard to blame the kid for mistrusting you considering what just went down. Anyways, you'd just get in the way. \n\n\t\t\t<<endif>>\n\t\t<<endif>>\n\t<<else>>\n\t\tYou follow the android\n\t<<endif>>\n\n\t<<if $factionlock.kobolFactionAlign eq "kobol">>across the [[Docks|PDA][$hud.currentScreen = "The Docks"]]. The cranes remain motionless, the loading bots deactivated. You can't even see a dock worker around.<br><br>\n\n\t\tAs you turn into a canyon of shipping containers, the android says, "Shutdown's temporary, ya dig? Gotta vet the whole crew. Iffy situation. That's the biz we gotta handle. Word."<br><br>\n\n\t\t"Vet the crew?" Your pace slows. "What, you just gonna ice anyone that doesn't like your plans?"<br><br>\n\n\t\tThe android barks a metallic laugh. "C'mon, jerk. We just got big issues. Ya remember when I told y'about how I knew what you was lookin' into? Well, there's been somethin' of a situation goin' on back on Cubix. Got the chapter all worried 'cause we's bleedin' assets an' contacts. They does some pokin' round and it turns out it begins back here. So they sends me over to do some askin' - all while pretendin' I'm here te make a foothold so no one notices - and I find out it's 'cause someone smuggled somethin' from Cubix to here. Just I dunno what the billion fucks te make of this." The machine stops beside a shipping container marked with a biohazard warning. "Look."<br><br>\n\n\t\t<div class='GameTextImage GameTextSpecial'>[img["https://secureservercdn.net/45.40.148.234/9db.ec6.myftpupload.com/game-content/scaffold-22/images/env_small_palcorpse.png"]]</div>\n\t\tBefore you can ask what you're supposed to be looking at, the android hauls the container open. Inside, shrouded in shadow, lies the mechanical corpse of what looks uncannily like a [[Paladin|PDA][$hud.currentScreen = "Paladin"]]. Its armor has cracked open in a dozen places, limbs twisted well out of alignment, and all manner of and wires dangle from its 'wounds'.<br><br>\n\n\t\t"This wasn't us. Word." The android's voice has gone quiet. "Found it outside our chaper though, with a note pinned on. No clue. What I can say is this: that machine was digging through our file on you. We have it on record, access and all. Machine wanted to know about you so that's why I come find ya. There's some nasty shit goin' down an' it's bigger than we ever thought."\n\n\t<<endif>>\n\n<<endnobr>><<endif>>
<<if $hide.layer1 eq true>><div class='GameOption_Expand'>[[Expand|$currentgamepassage][$hide.layer1 = false]]</div>You stride onto the main floor of...<<else>><div class='GameOption_Expand'>[[Collapse|$currentgamepassage][$hide.layer1 = true]]</div>\n<div class='GameTextImage'>[img["https://secureservercdn.net/45.40.148.234/9db.ec6.myftpupload.com/game-content/scaffold-22/images/env_riptide_floor_zanex.png"]]</div><<if $attrib.demeane eq "agressive">>"We'll talk to 'em first. Stop wasting breath."<<else>>"Take it easy, Fish. We'll talk to them. Work it out."<<endif>> You gesture toward the entrance. "Let's head inside and see what's up, yeah?"\n\nFisher looks unconvinced but follows you into the [[Riptide|PDA][$hud.currentScreen = "Wilkin's Riptide"]]. Noise reverberates in the air. Patrons writhe and shake to the beat. All you can see however are the four heavily armored mercenaries blocking the stairs to the VIP Terrace. \n\nA fifth appears behind them and makes directly toward you. He's dressed from head to toe in yellow-and-black riot armor. Only his head, topped by a shock of orange hair, is visible through the thick plates. The expresison on his face is grave.\n\n"Mr. Fisher." The merc stops, his gaze fixed on you. "And Vine. What a surprise to see you here."\n\nYour brow furrows. <<if $attrib.demeane eq "agressive">>"We fucking know one another?"<<else>>"Have we met?"<<endif>>\n\n"Jalkovski. Not sure if you remember me but I used to deal with you. Worked with my half-sister. Marisa. I'm sure you remember her. Supplied hardware for the Raptors?"<<endif>>
<<display 'HUD_CodexBackButton'>><strong>The Street Wars</strong>\n\n<<nobr>>\n[>img["https://secureservercdn.net/45.40.148.234/9db.ec6.myftpupload.com/game-content/scaffold-22/images/streetwars.png"]]Major gang conflict that broke out on Scaffold 22 in 27035. Resulting violence between competing street powers in the lower B Sector caused widespread panic and disrupted daily life until the end of the wars in the late 40s.<br><br>\n\n\t<div id='codex-expand-area' class='HUD_PdaDisplayZone HUD_PdaDisplayZoneCodex'>\n\t\t<div class='HUD_PdaExpandButton'><<click 'Show More'>>\n\t\t\t<<replace '#codex-expand-area'>>\n\t\t\t\tGenerally bgelieved to have begun in early 27035 and ended sometime in the late 40s, the Street Wars were a localized gang conflict that took place in the lower levels of [[B Sector|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "B Sector"]] on [[Scaffold 22|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "Scaffold 22"]]. The fighting began when the then-prominent gang named the Red Scars came into conflict with the Lowdowners, Astral Punks, and, later, the Wilkin's Raptors and the notorious crime synciate known as the [[Sons of Kobol|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "Sons of Kobol"]]. Initial confrontations were small in scale but, over the years, expanded from isolated cases of rioting and violence to full-on mercenary warfare.<br><br>\n\nThough the exact chronology of the Wars is unknown even to most citizens of the affected Sector, most if not all residents of [[B Sector|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "B Sector"]] associate the Street Wars with the rise of Wilkin's Raptors and the stablishment of [[Wilkin's Riptide|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "Wilkin's Riptide"]] as the power center of the Downs. This era of the Wars counts among the bloodiest conflicts to have occured on any Sector of [[Scaffold 22|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "Scaffold 22"]], with death tolls rising into the thousands as the notorious Raptor lieutennant known as Vine conducted a ruthless guerilla campaign against the already weakened Red Scars and recently-arrived [[Sons of Kobol|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "Sons of Kobol"]].<br><br>\n\nThe Street Wars differed from earlier [[B Sector|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "B Sector"]] conflicts, which were characterized primarily by emotional outbursts and revenge killings, in the means and methods employed by Wilkins Raptors. While originally mere street thugs, their new leader quickly transformed the organization into a full fledged mercenary outfit, capable not only of contending with other gangs in open warfare but also in repeated firefights with security teams dispatched by the [[Constabulary|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "Constabulary"]] in a vain attempt to stem the violence. This cold and calculated approach led Raptor's utter dominance of [[B Sector|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "B Sector"]], a trend which would reverse itself only after Vine disappeared entirely from the gang scene in the late 40s and Mr. Xaviar Wilkin adopted a more leient security policy backed by the [[Constabulary|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "Constabulary"]].<br><br>\n\nCitizens who lived through the Street Wars remember these years as a time of barely-restained terror, in which the sight of Raptors on the move in scavenged [[Combat Armor|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "Combat Armor"]] and armed with heavy assault weaponry were common. Daily life was gravely affected, with many citizens fearing for their lives and possessions as stories of Raptor kill-teams dragging away suspected rivals or executing known opponents on the spot mounted on a daily basis. For this reason, many of the Raptors' former members - most of whom are believed to have moved on to freelance mercenary work - were declared wanted criminals and enemies of the [[Church|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "Church of Eden"]] by the [[Constabulary|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "Constabulary"]].<br><br>\n\nFew if any of these charges have lead to arrests or the promised capital punishment however, and dissenting voices in [[B Sector|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "B Sector"]] wonder to this day whether the Street Wars were not, at least in part, orchastrated by the [[Church of Eden|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "Church of Eden"]] in a bid to wrest control of the Levels surrounding the [[Cathedral of Beams|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "Cathedral of Beams"]] from the allegedly [[Hegemony-sponsored|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "Corporate Hegemony"]] Red Scars. Most notable among these voices is Joanas Abrecht, formerly a prominent [[Herald of Juno|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "Cult of Juno"]], who maintains to this day that the Wars were directly and indirectly funded by an unnamed yet highranking member of the Clergy.\n\t\t\t<</replace>>\n\t\t<</click>></div>\n\t</div>\n<<endnobr>>
<<if $hide.layer5 eq true>><div class='GameOption_Expand'>[[Expand|$currentgamepassage][$hide.layer5 = false]]</div>You say...<<else>><div class='GameOption_Expand'>[[Collapse|$currentgamepassage][$hide.layer5 = true]]</div>\nYou say, <<nobr>>\n\n<<set $job_conspiracy.locationDecision = $action.action2>>\n\n<<if $action.action2 eq "corbei">>\n\t<<if $job_conspiracy.djinnKnowledge.celena eq true or $job_conspiracy.djinnKnowledge.marisa eq true>>\n\t\t"I have a good source that claims it's in the possession of the Corbei family.<<if $job_cathedral_hack.mainPhase eq 5>> Plus, one of the conspirators I tracked down had data that suggested the same.<<endif>>"\n\t<<else>>\n\t\t"Data retrieved from one of the conspirators i tracked down suggested it ended up in the hands of the Corbei family. Not quite certain how that happened but it's the most conclusive lead I got."\n\t<<endif>>\n\t<br><br>\n\n\t<<if $chr_varai.alive>>"The Corbei family?" [[Commisaria|PDA][$hud.currentScreen = "Commisariat"]] Varai looks intrigued. "Can you corroberate this?"\n\t<<else>>"Are you certain?" Brother Verillius looks dubious "Can you corroberate this claim?"\n\t<<endif>><br><br>\n\n\t"I can," Corinthin drones. "It corrolates with my results. I believe the artfact is indeed in the possession of a member of the Corbei Family."\n\n<<elseif $action.action2 eq "wilkin">>"I'm not sure but I know it passed through Mr. Wilkin's hands at some point."<br><br>\n\n\t<<if $chr_varai.alive>>"We know that," [[Commisaria|PDA][$hud.currentScreen = "Commisariat"]] Varai says flatly. "We wish to know where it is now."\n\t<<else>>"Most intriguingm" Brother Verillius says. "Do you have any idea where it might have ended up?"\n\t<<endif>><br><br>\n\n\t"To elaborate," Corinthin drones. "Investigative efforts suggest it was passed on to the Corbei family. The mention of Xaviar Wilkin merely confirms what was already suspected."\n\n<<elseif $action.action2 eq "djinn">>"No idea. I just know that there's a solid lead that connects a [[Djinn|PDA][$hud.currentScreen = "Djinn"]] to whoever has it."<br><br>\n\n\t<<if $chr_varai.alive>>"We were already told thus," [[Commisaria|PDA][$hud.currentScreen = "Commisariat"]] Varai says flatly. "We wish to know where it is now. Do you have any idea?"\n\t<<else>>"Corinthin insinuated a similar connection," Brother Verillius says. "Do you have any idea who might control it?"\n\t<<endif>><br><br>\n\n\t"Marginally," Corinthin drones. "Investigative efforts suggest it was passed on to the Corbei family. There are no sources to confirm this at present, yet evidence is almost conclusive."\n\n<<elseif $action.action2 eq "namaz">>\n\n\t<<if $job_blindkid_resolution.mainPhase eq 3 and ($job_conspiracy.djinnKnowledge.celena eq true or $job_conspiracy.djinnKnowledge.marisa eq true)>>"I think a [[Namaz|PDA][$hud.currentScreen = "Witch Queen"]] [[Demon|PDA][$hud.currentScreen = "Demon"]] hiding in the Corbei family has it.\n\t<<else>>"I'm not quite certain but I think it's in the possession of a [[Namaz|PDA][$hud.currentScreen = "Witch Queen"]] [[Demon|PDA][$hud.currentScreen = "Demon"]]."<<endif>><br><br>\n\n\t<<if $chr_varai.alive>>"You cannot be serious," [[Commisaria|PDA][$hud.currentScreen = "Commisariat"]] Varai says. "A [[Namaz|PDA][$hud.currentScreen = "Witch Queen"]] [[Demon|PDA][$hud.currentScreen = "Demon"]]? What madness is this?"\n\t<<else>>"A most worrying claim," Brother Verillius says. "I was under the impression such [[Demons|PDA][$hud.currentScreen = "Demon"]] were mere myths."\n\t<<endif>><br><br>\n\n\t"It is likely," Corinthin drones. "Investigative efforts suggest it was passed by Mr. Xaviar Wilkin, through another, to the Corbei family. <<if $job_blindkid_resolution.mainPhase eq 3 and ($job_conspiracy.djinnKnowledge.celena eq true or $job_conspiracy.djinnKnowledge.marisa eq true)>>The hunter's testimony only corroberates what I already suspected beyond reasonable doubt.<<else>>There are no sources to confirm this at present, yet evidence is almost conclusive.<<endif>> That a [[Namaz|PDA][$hud.currentScreen = "Witch Queen"]] [[Demon|PDA][$hud.currentScreen = "Demon"]] should be involved is merely... ironic."\n\n<<elseif $action.action2 eq "athena">>"No clue, honestly. All I can say for certain is that [[Athena Medical|PDA][$hud.currentScreen = "Athena Medical"]] is involved."<br><br>\n\n\t<<if $chr_varai.alive>>"In other words, you know nothing." [[Commisaria|PDA][$hud.currentScreen = "Commisariat"]] Varai breathes a sigh. "Remind me why we are relying on this person's testimony?"\n\t<<else>>"I see," Brother Verillius says. "Though I dare say this claim is rather, ah, broad and unspecific."\n\t<<endif>><br><br>\n\n\t"One could extrapolate based on prior patterns," Corinthin drones. "The Corbei family was involved. There is also a connection to [[Athena Medical|PDA][$hud.currentScreen = "Athena Medical"]], which is in line with expected patterns. There are no sources to confirm this relation at present but evidence is conclusive."\n\n<<elseif $action.action2 eq "notknow">>"I have absolutely no idea. I don't wanna point fingers without proof so, yeah, no solid lead."<br><br>\n\n\t<<if $chr_varai.alive>>"In other words, you are useless." [[Commisaria|PDA][$hud.currentScreen = "Commisariat"]] Varai breathes a sigh. "Remind me why we are relying on this person's testimony?"\n\t<<else>>"I see," Brother Verillius says. "So we know no more than we did before."\n\t<<endif>><br><br>\n\n\t"Only what was previously mentioned in closed circle," Corinthin drones. "Pattern analysis suggest the item was passed on to the Corbei family. It is yet unfonfirmed but likey given what we have determined so far."\n\n<<endif>><br><br>\n\nZweili nods slowly. "That indeed seems to be the case. Which brings us to the unfortunate matter of what should be done. <<if $job_conspiracy.accuseDecision eq "zweili" or $job_conspiracy.accuseDecision eq "zweili_convicted">>I abstain from making my oppinion known on behalf of the earlier accusations against myself, however the course of action appears clear.<<else>>I believe the course of action is clear. The artefact must be recovered and the presence of this [[Djinn|PDA][$hud.currentScreen = "Djinn"]]<<if $action.action2 eq "namaz">>, not to mention the possibility of a [[Demon|PDA][$hud.currentScreen = "Demon"]],<<endif>> offers ample pretense."<<endif>><br><br>\n\n\t<<if $chr_varai.alive>>"You mean to send <<formalname>>?" Verei looks shocked. "Truly? This is the best that we can do? Send an amateur?"<br><br>\n\n\t\t"The biological will suffice."\n\t<<else>>"Indeed." Brother Verillius draws a deep breath. "I have already made my position clear yet the situation is dire enough to warrant an exception."<br><br>\n\n\t\t"Agreed."\n\t<<endif>>\n\t\tCorinthin fixes you with a faceless stare. "Presence of an abomination excuses your intervention, biological. Visit the Corbei residence on Level B3. Retrieve the artefact. Should you require transportation or assistance, I am certain your biological aquaintances might assist. <<if $chr_varai.alive>>Alternatively, one could request assistance from the [[Commisaria|PDA][$hud.currentScreen = "Commisariat"]].<<endif>> That is all."\n\n<<endnobr>><<endif>>
<<if $hide.layer1 eq true>><div class='GameOption_Expand'>[[Expand|$currentgamepassage][$hide.layer1 = false]]</div>You've just returned to the main hallway of Abacus Middleschool when...<<else>><div class='GameOption_Expand'>[[Collapse|$currentgamepassage][$hide.layer1 = true]]</div>\n<div class='GameTextImage'>[img["https://secureservercdn.net/45.40.148.234/9db.ec6.myftpupload.com/game-content/scaffold-22/images/env_abacus_acheri.png"]]</div>You've just returned to the main hallway of Abacus Middleschool when Mr. Tobias Gartner bursts through the front doors at a fast walk. He strides directly for you, determination etched on his face. "Hey, I was thinking—"\n\n"No need, Mr. Gartner." He opens and closes his mouth. <<if $attrib.demeanor eq "caution">>You shoot him an inquisitive look. "Yes?"<<else>>You fold your arms. "Okay. What?"<<endif>>\n\n"I, ah." He glances at his feet. "I knew the [[Acheri|PDA][$hud.currentScreen = "Acheri"]]. She. It went to school here one year. Then she didn't return. I never heard from her parents. If I'd known—" He swallows. "But that doens't matter now, does it?"<<endif>>
<<if $hide.layer3 eq true>><div class='GameOption_Expand'>[[Expand|$currentgamepassage][$hide.layer3 = false]]</div>Still irritated by your encounter with the ...<<else>><div class='GameOption_Expand'>[[Collapse|$currentgamepassage][$hide.layer3 = true]]</div>\n<div class='GameTextImage GameTextSpecial'>[img["https://secureservercdn.net/45.40.148.234/9db.ec6.myftpupload.com/game-content/scaffold-22/images/env_rnd_thugs.png"]]</div>Still <<if $attrib.demeanor eq "agressive" or $attrib.religion eq "theophobe">>irritated<<else>>overwhelmed<<endif>> by your encounter with the [[Sphinx|PDA][$hud.currentScreen = "Sphinx"]], you leave the [[Siren's Song|PDA][$hud.currentScreen = "The Siren's Song"]]<<if $equip.pistol.name neq "none" or $equip.rifle.name neq "none">> and retrieve your gear from the box in the entrance.<<else>>.<<endif>> You've just started to walk down the alley, headed back to the Level B10 pressure corridor, when a shadowed silhouette moves in a doorway to your left. You barely have time to reach for a weapon - any weapon - when [[Paladin|PDA][$hud.currentScreen = "Paladin"]] Corinthin steps out of the gloom. \n\n"<<formalname>>." It adjusts its inexplicably white cloak and speaks in a hollow voice, "Was the [[Sphinx|PDA][$hud.currentScreen = "Sphinx"]] present?"\n\n"What <<if $attrib.demeanor eq "agressive" or $attrib.religion eq "theophobe">>the fuck <<endif>>do you think?" When the [[Paladin|PDA][$hud.currentScreen = "Paladin"]] doesn't react, you <<if $attrib.demeanor eq "agressive" or $attrib.religion eq "theophobe">>roll your eyes. "Yeah. Fuck. She was—"<<else>>say, "Yeah, she was—"<<endif>>\n\n"It," Corinthin corrects. "The [[Sphinx|PDA][$hud.currentScreen = "Sphinx"]] is genderless. Biologicals percieve only what the abomination presents."\n\n"But I..." You hesitate. "Okay, out of sheer curiosity: what does a [[Sphinx|PDA][$hud.currentScreen = "Sphinx"]] look like to you if whatever I saw was a <<if $attrib.demeanor eq "agressive" or $attrib.religion eq "theophobe">>damned<<endif>> illusion?"\n\n"A quadrupedal creature originally created from biological components yet since decayed beyond recognition and sustained by extensive augmentation. A series of holoprojectors fused to its spine and nanoreplicative layers to aproximate the image with bulk allow the abomination to remold its appearance to a limited extent and continually appear lifelike. It also possesses advanced pheromonal glands that allow it to imitate the finer aspects of biological life." \n\n<<if $attrib.demeanor eq "agressive" or $attrib.religion eq "theophobe">>"Aw hell. A ten thousand year old dead thing just tried to come onto—"<<else>>"Yuck. You mean a ten thousand year old dead thing tride to come onto—"<<endif>> You wave the thought away. "Never mind. The important thing is I got an answer." Your lips twitch. "Sorry, man, but you're not going to like it."\n\n"The [[Sphinx|PDA][$hud.currentScreen = "Sphinx"]] was not responsible," Corinthin says evenly.<<endif>>
<<if $hide.layer3 eq true>><div class='GameOption_Expand'>[[Expand|$currentgamepassage][$hide.layer3 = false]]</div>You say...<<else>><div class='GameOption_Expand'>[[Collapse|$currentgamepassage][$hide.layer3 = true]]</div>\n<<nobr>>\n\n\t<<if $action.action2 eq "comission">>\n\t\t<div class='GameTextImage GameTextSpecial'>[img["https://secureservercdn.net/45.40.148.234/9db.ec6.myftpupload.com/game-content/scaffold-22/images/env_small_creditswipe.png"]]</div>\n\t<<endif>>\n\n\tYou say,\n\n\t<<if $action.action2 eq "nocomission">>"It's good. Wasn't an abomination so I got no claim to the creds."<br><br>\n\n\t\t"Oh." Lilly is surprised. "Really? Okay. Cool. Well, thanks for your help."<br><br>\n\n\t\t"No problem. Just, uh, make sure the mess here gets cleaned up. Or at least try. You don't want another [[Ratroach|PDA][$hud.currentScreen = "Ratroach"]] drawn to all the trash lying around."<br><br>\n\n\t\tLilly pulls a face. "I'll try my best, man. <<if $equip.rifle.name eq "none" and ($equip.pistol.name eq "M1114" or $equip.pistol.name eq "none")>>And sorry for being such an ass before. Didn't think you could really handle something like this."<<else>>And it was nice working with ya, hunter."<<endif>><br><br>\n\n\t\t<<if $equip.rifle.name eq "none" and ($equip.pistol.name eq "M1114" or $equip.pistol.name eq "none")>>"I didn't get my sanction for nothing. But yeah. Bye."<<else>>"Same. Bye."<<endif>> You turn away and...\n\n\t<<elseif $action.action2 eq "comission">>\n\t\t<<if $action.action1 eq "placeholder">>"Whatever. Just give me my comission and I'll be on my way."<br><br>\n\n\t\t"Yeah, yeah." Lilly holds out her arm. "<<print Math.round(1500 * $gameworld_modifiers.freelanceModifier)>> C. There ya go. And thanks for your help."<br><br>\n\t\t<<else>>"Yeah. I don't work for free. On principle."<br><br>\n\n\t\t"Like everyone." Lilly holds out her arm. "Well, there you go. <<print Math.round(1500 * $gameworld_modifiers.freelanceModifier)>> C. And thanks for your help."<br><br>\n\t\t<<endif>>\n\n\t\tYou swipe it. "No problem. Just, uh, make sure the mess here gets cleaned up. Or at least try. You don't want another [[Ratroach|PDA][$hud.currentScreen = "Ratroach"]] drawn to all the trash lying around."<br><br>\n\n\t\t"Yeah, yeah, I'll try my best. But we ain't the fuzz you know. Citizen's Patrol doesn't have, like, endless credits for this kinda stuff."<br><br>\n\n\t\t<<if $attrib.demeanor eq "agressive">>"Not my problem. Just make it happen."<<else>>"Take it up with the council then. It's in your interests. Now if you'll excuse me..."<<endif>> You turn away and...\n\n\t\t\n\n\n\t<<endif>>\n\n<<endnobr>><<endif>>
<<if $hide.layer2 eq true>><div class='GameOption_Expand'>[[Expand|$currentgamepassage][$hide.layer2 = false]]</div><<if $action.action1 eq "negotiate">>"You really don't wanna..."<<elseif $action.action1 eq "negotiatefail">>"You really don't wanna..."<<else>>"Easy there. I got..."<<endif>><<else>><div class='GameOption_Expand'>[[Collapse|$currentgamepassage][$hide.layer2 = true]]</div>\n<<nobr>>\n\n\t<<if $action.action1 eq "negotiate">>"You really don't wanna do that. I mean it."<br><br>\n\n\t\t"Ah, shutup." He jams the pistol against your chest. "Was tryin' t be nice, <<if $attrib.gender eq "male">>fucker<<else>>bitch<<endif>>. But if ya keep fidgetin'—"<br><br>\n\n\t\t"And if you don't get the fuck out of here, I'll kill you all." You fix the man with the hardest stare you can. "I'm serious. Just walk away now or this gets nasty. Quick."<br><br>\n\n\t\tThe man hesitates, mouth open as though about to speak. But he doesn't say anything. Might have to do with the twitching fellow tugging at his clothes. The next moment, all three of them are gone, leaving you alone in that side alley, wondering what the hell just happened. \n\n\t<<elseif $action.action1 eq "negotiatefail">>"You really don't wanna do that. I mean it. This'll—"<br><br>\n\n\t\t"Ah, shutup." He jams the pistol against your chest. "Was tryin' t be nice, <<if $attrib.gender eq "male">>fucker<<else>>bitch<<endif>>. But if ya keep fidgetin' we might's well take 'em creds off yer corpse."<br><br>\n\n\t\tHands raised, you say. "Let's just talk this out. Okay? I'm sure we can find a—"<br><br>\n\n\t\tExcept it's already clear there isn't going to be a solution. That crazed look in the man's eyes says it all: he's gonna get his credits whether you're alive or not. Which doesn't leave much room for negotiation, unfortunately - except with lethal force.\n\n\t<<else>>"Easy there. I got what you want. Okay?" You hold out your arm. "Just like you wanted."<br><br>\n\n\t\t"Ya, ya." The man swipes a credit chip across it, the pistol still aimed at your face.<br><br>\n\n\t\tYou force a smile. "There you go. Now, let's just go our ways, okay?"<br><br>\n\n\t\t"Okay, okay." The man backs up, nudging his compansions along. "But nothin' stupid. Nothin' stupid or I swear—"<br><br>\n\n\t\tThe next moment they're gone, leaving you alone in that side alley, wondering what the hell just happened. <<if $attrib.demeanor eq "agressive">>You breathe a laugh even though there's nothing funny about the situation<<else>>You draw a deep breath, calming your racing heart.<<endif>> Not the first time you've had a coilgun rammed in your face. But, shit, that could've gone wrong - badly wrong. Good thing it didn't.\n\n\t<<endif>>\n\n<<endnobr>><<endif>>
<<silently>>\n<<set $currentgamepassage = passage()>>\n\n<<if $action.action1 eq "recharge">>\n\t<<if $job_petrovic_paladin.mainPhase eq 5>>\n\t\t<<set $job_petrovic_paladin.mainPhase = 4>>\n\t<<endif>>\n\t<<if $equip.dDoS eq "discharged">>\n\t\t<<set $equip.dDoS = "charged">>\n\t<<endif>>\n\t<<if $equip.charge lt 100>>\n\t\t<<set $equip.charge = 100>>\n\t<<endif>>\n<<endif>>\n\n<<endsilently>>\n<div class='GameTextGreyed'><<display 'b29_machinesmith_base_txt'>></div>\n<div class='GameText'><<if $hide.layer1 eq true>><div class='GameOption_Expand'>[[Expand|$currentgamepassage][$hide.layer1 = false]]</div><<if $action.action1 eq "recharge">>"I got some gear I need..."<<elseif $action.action1 eq "weapons">>"I'm looking for hardware. What...<<elseif $action.action1 eq "sphinxspine" and $job_petrovic_paladin.mainPhase eq 2>>"You won't believe this but..."<<else>>"Just wanted to talk..."<<endif>><<else>><div class='GameOption_Expand'>[[Collapse|$currentgamepassage][$hide.layer1 = true]]</div>\n<<if $action.action1 eq "weapons">>"I'm looking for hardware. What you got in stock?"\n\n<<if $time.active gte 96>>"A new shipment has just arrived, comrade. Come."<<else>>"A fine enough selection, comrade. Come."<<endif>> Petrovic walks you to a cabinet at the back of his shop and un-locks it. Inside are a selection of firearms and ammunition. He waves at the content and says, "What would you be interested in?"<<elseif $action.action1 eq "recharge">>"I got some gear I need recharged. High voltage stuff. You got an outlet I could use?"\n\n"Of course, comrade." Petrovic points to an industrial charging station behind his workbench. "Feel free."\n\n"Thanks." You head over and plug your gear in.\n\nMinutes drag past. You pace around, absently watching the Machine Smith word. Eventually the cells and capacitors are topped off. You take a moment to scan them all for errors, just to be safe. Nothing appears to be malfunctioning - a good sign.<<elseif $action.action1 eq "sphinxspine">><<display 'machinesmith_sphinxfindspine_txt'>><<else>>"Just wanted to talk a little."\n\nPetrovic spreads his hands. "Of course. About what then, comrade?"\n\n<<if $action.action1 eq "business">>You shrug. "Anything. Like, how's business been going of late?"\n\n"Ah, well enough. Not as many customers as in the old days but they still stop by occasionally." He shrugs. "Honestly, I have begun to branch out. Hardware is no longer my main business anymore. But surely you have heard this, yes?"\n\n"Not exactly," you say. "I've been out of touch with the old gang for ages."\n\nPetrovic chuckles. "Ah, well, then now you know. These days, Petrovic the Exquisite works on anything he can, even simply fixing machines. It is not glamorous, no, but it is certainly better than to have no business at all." He grins. "Times change and I adapt."\n\n"Don't we all," you mutter, more to yourself than to him.\n\nHis eyebrows rise. "Is that all, comrade?"<<elseif $action.action1 eq "object">>"I'm looking for something in particular, an ancient artefact. I don't know much about it, only that it's small and might have something to do with the [[Church|PDA][$hud.currentScreen = "Church of Eden"]]. You heard about anything like that?"\n\nPetrovic rubs the back of his head. "No, I do not think so. It is mechanical though?" He tuts. "Of course it is or you would not ask me."\n\n"Actually, I don't have a damn clue." When Petrocic rolls his eyes, you add, "Honestly, man. <<if $attrib.demeanor eq "agressive">>I'm not fucking with you. <<endif>>I don't know anything about the<<if $attrib.demeanor eq "agressive">> damn<<endif>> thing except that I'm supposed to find it. That's why I figured I'd ask."\n\n"Ah." Petrovic shrugs unhelpfully. "I do not know anything. Though, if you do find it, I might be able to tell you what it is. If that helps at all."\n\n"Dunno. But if I do find the artefact, I'll keep that in mind."\n\n"Yes, then until you do, well, ah..." He purses his lips. "Is that all, comrade?"<<elseif $action.action1 eq "showobject">>"About this." You produce Object 55316 and show it to the Machine Smith. <<if $job_conspiracy.askedMachineSmith >>"This is that thing I told you I was looking for.<<else>>"It's related to the job I'm working.<<endif>> Can you tell me anything about it?"\n\nPetrovic scowls at the silver sphere. "It, ah, may be a data sphere. Much like the ones my gradfather made notes of. An old design, comrade, very old. It will not work with any device I know of."\n\n"I figured as much," you say darkly.\n\n"What is perculaiar is these carvings, here—" He indicates several lines on the Object's surface. "They appear to simply be pattern. In fact, they describe a encoding ID specific to this data sphere. Only a device which posesses the runtimes necessary to decode this particular identifier will be able to read it. But do not ask me where to find such a thing, comrade. I know of no machine so old which still functions."\n\nYou nod slowly. "Thanks anyways. You've been a great help, Petrovic."\n\n"No problem, comrade. It is always a pleasure."<<elseif $action.action1 eq "paladins">>"About [[Paladins|PDA][$hud.currentScreen = "Paladin"]], actually. I might end up on the wrong side of one. Or more. And was wondering if you knew about any technology or something that might keep me alive a little longer."\n\n"I do not envy you," Petrovic says gravely. "Great marvels and wonderous machines, those beings are. But I tell you, comrade, they are not immortal. I know only what I have heard over the years. Perhaps it might help?"\n\nYou risk a smile. "I'll take anything you got, man."\n\n"It is known," Petrovic says slowly, "that the [[Paladin|PDA][$hud.currentScreen = "Paladin"]] is a monster of great technology. To overpower one, one would require machinery greater than its own. I am speaking of such marvelous and deceptive devices as are rumored to be installed within the [[Sphinx|PDA][$hud.currentScreen = "Sphinx"]]. One would need to kill such a being, comrade, and remove its spinal column, to which all its augments are said to be attached. Perposterous an idea, I know. But if you could aquire such technology. Perhaps not from a [[Sphinx|PDA][$hud.currentScreen = "Sphinx"]], as I doubt they truly exist, then I could surely construct a means to decieve even a [[Paladin's|PDA][$hud.currentScreen = "Paladin"]] circuitry."\n\n"That'll really work? You're sure?"\n\nPetrovic shakes his head. "No, comrade. It is only a theory that I have heard. And I doubt such fabulous beings even exist. But the technology to create illusions? That surely exists and, with some modification, it can be used to overload any perception algorithm. Applied to your problem, it could dazzle the [[Paladin|PDA][$hud.currentScreen = "Paladin"]] in such a manner that it would not know how to act. Its subroutines would be overwhelmed, and it would be all but defenseless."\n\n"That sounds intriguing," you admit. "Okay, listen. I'll look into it. Maybe, just maybe, I can find a device like the one you're talking about."<<endif>><<endif>><<endif>></div>\n<<if $action.action1 eq "weapons">><<nobr>>\n<div id='game-machinesmith-shop' class='HUD_shop'>\n\t<<display 'machinesmith_buyoptions'>>\n</div>\n<<endnobr>><<elseif $action.action1 eq "sphinxspine">><<nobr>>\n\t<div class='OptionsField'>\n\t\t<<if $job_petrovic_paladin.mainPhase eq 2>>\n\t\t\t<<if $attrib.credits gte 500>>\n\t\t\t\t<div class='GameOption GameOption_Dialogue'>[[Say you'll Pay (500 C)|b29_machinesmith_sphinxspine][$action.action1 = "pay"; $attrib.credits -= 500; $hide.layer1 = true; playContextSound("ui_blip");]]</div>\n\t\t\t<<else>>\n\t\t\t\t<div class='GameOption GameOption_Disabled'><div class='GameOption_Disabled_Text'>[Say you'll Pay (500 C)]</div></div>\n\t\t\t<<endif>><br>\n\t\t\t<div class='GameOption GameOption_Dialogue'>[[Say you'll return Later|b29_machinesmith_sphinxspine][$action.action1 = "later"; $hide.layer1 = true; playContextSound("ui_click");]]</div>\n\t\t<<else>>\n\t\t\t<<if $attrib.credits gte 500>>\n\t\t\t\t<div class='GameOption GameOption_Dialogue'>[[Pay the Comission (500 C)|b29_machinesmith_sphinxspine][$action.action1 = "pay_2"; $attrib.credits -= 500; $hide.layer1 = true; playContextSound("ui_blip");]]</div>\n\t\t\t<<else>>\n\t\t\t\t<div class='GameOption GameOption_Disabled'><div class='GameOption_Disabled_Text'>[ Pay the Comission (500 C)]</div></div>\n\t\t\t<<endif>><br>\n\t\t\t<div class='GameOption GameOption_Dialogue'>[[End Conversation|b29_machinesmith][$hide.layer0 = false; $action.arrive = "fromSelf"; playContextSound("ui_click");]]</div>\n\t\t<<endif>>\n\t</div>\n<<endnobr>><<elseif $action.action1 eq "recharge">><div class='OptionsField'><div class='GameOption GameOption_Move'>[[Retrieve your Gear|b29_machinesmith][$hide.layer0 = false; $action.arrive = "fromSelf"; playContextSound("ui_reload_complex")]]</div></div><<elseif $action.action1 eq "paladins">><div class='OptionsField'><div class='GameOption GameOption_Dialogue'>[[End Conversation|b29_machinesmith][$hide.layer0 = false; $job_fisher_extremists.paladinKnowledge.petrovic = true; $job_petrovic_paladin.mainPhase = 1; $action.arrive = "fromSelf"; ga('send', 'event', 'game', 'job_sphinx', 'startedMission'); playContextSound("ui_click");]]</div></div><<else>><div class='OptionsField'><div class='GameOption GameOption_Dialogue'>[[End Conversation|b29_machinesmith][$hide.layer0 = false; $action.arrive = "fromSelf"; playContextSound("ui_click");]]</div></div><<endif>>
<<nobr>>\n\t<<if $combat.enemy.actionsound eq "none">>\n\t\t<<set $combat.enemy.actionsound = "ui_attack_melee">>\n\t<<endif>>\n\t<<set $name = $combat.enemy.name>>\n\t<<set $number = $combat.enemy.posessive>>\n\t\n\t<<if $combat.enemy.alive eq 1>>\n\t\t<<set $name = $combat.enemy.singlenames[$combat.enemy.alive - 1]>>\n\t\t<<set $number = $combat.enemy.singleposessive[$combat.enemy.alive - 1]>>\n\t<<endif>>\n\n\t<<set $armortype = "thick overcoat">>\n\n\t<<if $combat.enemy.name neq "Djinn">>\n\t\t<<set $armortype = "flesh">>\n\t<<endif>>\n\n\n\t<<if $combat.actions[$index].response eq "getburned">>\n\t\t<<if $combat.enemy.deathtype eq "vanishing">>\n\t\t\tThe <<print $combat.enemy.singlenames[$combat.enemy.alive]>> vanishes into the floor, plasma searing the spot it just occupied. It doesn't reappear. Maybe you scared it off - for now.\n\t\t<<else>>\n\t\t\tThe <<print $combat.enemy.singlenames[$combat.enemy.alive]>> flails wildly, its slender body burning, and falls with a muffled grunt.\n\t\t<<endif>>\n\t<<elseif $combat.actions[$index].response eq "getburnedarmor">>\n\t\tThe <<print $name>> flail<<if $combat.enemy.total eq 1>>s<<endif>> wildly as superheated plasma burns though <<print $number>> <<print $armortype>>.\n\t<<elseif $combat.actions[$index].response eq "getgassed">>\n\t\tThe <<print $name>> choke<<if $combat.enemy.total eq 1>>s<<endif>> and splutter<<if $combat.enemy.total eq 1>>s<<endif>> as toxic mist fills <<print $number>> lungs.\n\t<<elseif $combat.actions[$index].response eq "getshocked">>\n\t\tThe <<print $name>> twitch<<if $combat.enemy.total eq 1>>es<<endif>> as static electricity arcs across <<print $number>> <<print $armortype>>.\n\t<<elseif $combat.actions[$index].response eq "getdazzled">>\n\t\tThe <<print $name>> hesitate<<if $combat.enemy.total eq 1>>s<<endif>>, disoriented by the dazzling holograms projected around them.\n\n\t<<elseif $combat.actions[$index].response eq "gasburnkill">>\n\t\t<<if $combat.enemy.deathtype eq "vanishing">>\n\t\t\tThe <<print $combat.enemy.singlenames[$combat.enemy.alive]>> vanishes into the floor, plasma searing the spot it just occupied. It doesn't reappear. Maybe you scared it off - for now.\n\t\t<<else>>\n\t\t\tToxic mist ignites with a sucking roar, consuming the <<print $combat.enemy.singlenames[$combat.enemy.alive]>> in a searing blaze. It collapses, burned to a charred crisp.\n\t\t<<endif>>\n\t<<elseif $combat.actions[$index].response eq "gasburn">>\n\t\tToxic mist ignites with a sucking roar, causing the <<print $name>> to recoil as plasma burns at <<print $number>> <<print $armortype>>.\n\t<<elseif $combat.actions[$index].response eq "shockburnkill">>\n\t\t<<if $combat.enemy.deathtype eq "vanishing">>\n\t\t\tThe <<print $combat.enemy.singlenames[$combat.enemy.alive]>> vanishes into the floor, plasma searing the spot it just occupied. It doesn't reappear. Maybe you scared it off - for now.\n\t\t<<else>>\n\t\t\tPlasma re-ignites with a crackling hiss, consuming the <<print $combat.enemy.singlenames[$combat.enemy.alive]>> in a searing blaze. It collapses, burned to a charred crisp.\n\t\t<<endif>>\n\t<<elseif $combat.actions[$index].response eq "shockburn">>\n\t\tPlasma re-ignites with a hiss, causing electricity to painfully scar the <<print $name>>'s <<print $number>> <<print $armortype>>.\n\t<<elseif $combat.actions[$index].response eq "gasexplosionkill">>\n\t\t<<if $combat.enemy.deathtype eq "vanishing">>\n\t\t\tToxic mist detonates with an ear-numbing bang just as the <<print $combat.enemy.singlenames[$combat.enemy.alive]>> vanishes. It doesn't reappear. Maybe you scared it off - for now.\n\t\t<<else>>\n\t\t\tToxic mist detonates with an ear-numbing bang, blasting the <<print $combat.enemy.singlenames[$combat.enemy.alive]>> into a million bloody bits and pieces.\n\t\t<<endif>>\n\t<<elseif $combat.actions[$index].response eq "gasexplosion">>\n\t\tToxic mist detonates with an ear-numbing bang, causing the <<print $name>> to recoil with an audible grunt.\n\t<<elseif $combat.actions[$index].response eq "shockexplosionkill">>\n\t\t<<if $combat.enemy.deathtype eq "vanishing">>\n\t\t\tPlasma detonates with a vicious crackle just as the <<print $combat.enemy.singlenames[$combat.enemy.alive]>> vanishes. It doesn't reappear. Maybe you scared it off - for now.\n\t\t<<else>>\n\t\t\tPlasma detonates with a vicious crackle, causing electricity to scar the <<print $combat.enemy.singlenames[$combat.enemy.alive]>>. It collapses and stays down.\n\t\t<<endif>>\n\t<<elseif $combat.actions[$index].response eq "shockexplosion">>\n\t\tPlasma detonates with a vicious crackle, causing the <<print $name>> to recoil as electricity arcs over <<print $number>> <<print $armortype>>.\n\n\t<<elseif $combat.enemy.alive eq 0>>\n\t\t<<if $combat.enemy.deathtype eq "vanishing">>\n\t\t\tHeart pounding, you wait for the <<print $combat.enemy.name>> to ambush you again. It doesn't. Maybe you scared it off - for now.\n\t\t<<else>>\n\t\t\t<<if $template.ammo eq "9mm">>\n\t\t\t\tThe <<print $combat.enemy.name>> falls with a grunt. Blood seeps from <<print $combat.enemy.singleposessive[$combat.enemy.alive]>> wounds.\n\t\t\t<<elseif $template.ammo eq "toxin">>\n\t\t\t\tThe <<print $combat.enemy.name>> falls, wheezing for breath. Toxic haze swirls lazily in the air. The <<print $combat.enemy.name>> twitches one last time.\n\t\t\t<<elseif $template.ammo eq "scatter">>\n\t\t\t\tThe <<print $combat.enemy.name>> is sheared into a million gorey bits. Blood and body parts splatter on the ground.\n\t\t\t<<elseif $template.ammo eq "plasmaburst">>\n\t\t\t\tThe <<print $combat.enemy.name>> lies on the floor, guttering flames still licking the charred corpse.\n\t\t\t<<elseif $template.ammo eq "arclance">>\n\t\t\t\tThe <<print $combat.enemy.name>> lies on the floor, limbs twisted into an unnatural position by sheer agony.\n\t\t\t<<elseif $template.ammo eq "micronuke">>\n\t\t\t The <<print $combat.enemy.name>> lies on the floor, its body charred black and twisted beyond recognition.\n\t\t\t<<else>>\n\t\t\t\tThe <<print $combat.enemy.name>> lies scattered on the floor amidst a puddle of blood and gore.\n\t\t\t<<endif>>\n\t\t<<endif>>\n\t<<elseif $combat.actions[$index].response eq "killplayer">>\n\t\t<<if $combat.enemy.didreappear>>\n\t\t\tThere is just enough time to see the <<print $name>> reappear before it attacks, gashing your throat with its blade.\n\t\t<<else>>\n\t\t\tThe <<print $name>> darts toward you, its bright eyes blazing. There's no time to react before a jagged blade slices your head clean off.\n\t\t<<endif>>\n\t<<else>>\n\t\t<<if $combat.specialEnemyState eq "doSlam">>\n\t\t\tThe <<print $name>> throws a blindingly fast punch that \n\t\t\t\t<<if $equip.isHeavyArmor>>doubles you over in agony. Disoriented, you look up to see the\n\t\t\t\t<<else>>knocks you clean off your feet. Bruised and disoriented, you pick yourself up as the\n\t\t\t\t<<endif>>\n\t\t<<elseif $combat.specialEnemyState eq "throwFlash">>\n\t\t\tYou're thrown violently off your feet as the\n\t\t<<elseif $combat.specialEnemyState eq "throwFlashDisarm">>\n\t\t\tYour <<rifle>> is torn from your hands as the\n\n\t\t\t<<set $equip.rifle.name = "none">>\n\t\t\t<<replace '#hud-pda-pane'>>\n\t\t\t\t<<display 'calcMainDisplay'>>\n\t\t\t<</replace>>\n\t\t<<else>>\n\t\t\tThe\n\t\t<<endif>>\n\n\t\t<<if $combat.actions[$index].response eq "hitnothing">>\n\t\t\t<<if $combat.enemy.didreappear>>\n\t\t\t\t<<print $name>> reappears behind you but by sheer luck you dodge its jagged blade.\n\t\t\t<<else>>\n\t\t\t\t<<print $name>> lunges at you, blade poised to strike, but you roll aside just in time.\n\t\t\t<<endif>>\n\t\t<<elseif $combat.actions[$index].response eq "hitdeflect">>\n\t\t\t<<if $combat.enemy.didreappear>>\n\t\t\t\t<<print $name>> drops from the above, blade poised to strike, but you deflect its assault with your <<rifle>>\n\t\t\t<<else>>\n\t\t\t\t<<print $name>> surges forward, swiping at your throat, but you deflect the blow with your <<rifle>>\n\t\t\t<<endif>>\n\t\t<<elseif $combat.actions[$index].response eq "hitarmor">>\n\t\t\t<<if $combat.enemy.didreappear>>\n\t\t\t\t<<print $name>> errupts from the floor, blade poised to strike, but the blow glances off your <<armor>>\n\t\t\t<<else>>\n\t\t\t\t<<print $name>> attacks, swiping at your chest. Its blow glances off your <<armor>>\n\t\t\t<<endif>>\n\t\t<<elseif $combat.actions[$index].response eq "hitshield">>\n\t\t\t<<if $equip.clothes eq "Power Armor">>\n\t\t\t\t<<if $combat.enemy.didreappear>>\n\t\t\t\t\t<<print $name>> bursts from the wall behind you but your Exo Armor's shields activate with a vicious crackle. It recoils with an angry hiss.\n\t\t\t\t<<else>>\n\t\t\t\t\t<<print $name>> darts forward, causing your optical feed to stutter, but your Exo Armor's shields activate with a vicious crackle that stops it dead in its tracks.\n\t\t\t\t<<endif>>\n\t\t\t<<else>>\n\t\t\t\t<<if $combat.enemy.didreappear>>\n\t\t\t\t\t<<print $name>> bursts from the wall behind you. Frantic, you throw up your shield. The abomination recoils with an angry hiss.\n\t\t\t\t<<else>>\n\t\t\t\t\t<<print $name>> darts forward amidst a blur of motion. Panicked, you throw up your shield. The abomination recoils with an angry hiss.\n\t\t\t\t<<endif>>\n\t\t\t<<endif>>\n\t\t<<elseif $combat.actions[$index].response eq "hitshielddrone">>\n\t\t\t<<if $combat.enemy.didreappear>>\n\t\t\t\t<<print $name>> bursts from the wall behind you. Before you can react, your ArcDrone deploys a crackling shield. The abomination recoils with an angry hiss.\n\t\t\t<<else>>\n\t\t\t\t<<print $name>> darts forward amidst a blur of motion. Before you can react, your ArcDrone deploys a crackling shield. The abomination recoils with an angry hiss.\n\t\t\t<<endif>>\n\t\t<<endif>>\n\t<<endif>>\n\n\t<<unset $respond>>\n\n<<endnobr>>
<<if $hide.layer4 eq true>><div class='GameOption_Expand'>[[Expand|$currentgamepassage][$hide.layer4 = false]]</div>You shake your head...<<nobr>>\n\n\n<<endnobr>><<else>><div class='GameOption_Expand'>[[Collapse|$currentgamepassage][$hide.layer4 = true]]</div>\n<<if $attrib.demeanor eq "agressive" or $attrib.religion eq "theophobe">>"Well, thanks for being supremely unhelpful. I'm officially nowhere nearer to knowing what the hell's going on or much of anything except that your kind are an ancient pain in the ass."<<else>>"Well, thanks for your time. I'm still not really wiser than I was before. But a few things make a little more sense. Marginally."<<endif>>\n\n"It was my utmost pleasure." The [[Sphinx|PDA][$hud.currentScreen = "Sphinx"]] smirks seductively.\n\n<<if $attrib.demeanor eq "agressive" or $attrib.religion eq "theophobe">>You fix her with a hard stare. "There's just one problem: according to Corinthin you're the only one who could've posessed Mauricio Winston. So I'm gonna need a damn good explanation to cover that little inconsistency."<<else>>You fix her with an earnest look. "Only one problem here: according to Corinthin you're the only one who could've posessed Mauricio Winston. Can you explain this inconsistency?"<<endif>>\n\nIth echoes a laugh. "Naturally the [[Paladin|PDA][$hud.currentScreen = "Paladin"]] would imply guilt. Yet you know nothing of possession, mortal, nor does our... friend. There are two common forms of posession, the agumentative version of which I am certain you know. Pheromonal however, and that is what we deal with, is suggestive, not neurologically intrusive. Such manipulation demands ample conversational skills. It also requires access to the appropriate pheromones to aid in suggestions. Such compounds are not easily found on this habitation platform. Aside from me, only one on this station posesses the knowledge to synthetically craft such pheromones. I assure neither I nor her have created such an insidious cocktail.<<if $job_coven.mainPhase eq 6>> And by her, of coruse, I mean your former - or current? - lover. Celena." \n\nYou've barely had time to wonder how the hell Ith knows about Celena when the [[Sphinx's|PDA][$hud.currentScreen = "Sphinx"]] golden lips curl into a smile. "Oh, indeed, I know of [[Coven Eresi|PDA][$hud.currentScreen = "Witches Coven"]], the betrayal that was their youngest spawn, and the intimite history she shares with you, mortal. We seldom agree on... ah, I should say we have never agreed on anything. Yet the power of a [[Witch Queen's|PDA][$hud.currentScreen = "Witch Queen"]] intuition is undeniable. Indeed, perhaps even her hopeless infatuation with you—" The [[Sphinx|PDA][$hud.currentScreen = "Sphinx"]] smirks knowingly. "—is not exclusively the result of hormonal imbalances, as I once believed."\n\n<<if $attrib.religion eq "theophobe" or $attrib.religion eq "atheist">>"Wonderful," you mutter. "I have to ask though: am I the only human in this freak fest of ancient galactic fairy tales and supernatural abominations?"<<else>>"One way to put it. Though I gotta ask: am I the only normal human being involved in this mess?"<<endif>>\n\nThe [[Sphinx|PDA][$hud.currentScreen = "Sphinx"]] grins maliciously. "How overwhelmingly narrow-minded your existence must be, mortal. Yet still, I must admit, you are the first mortal I have encountered in many years who did not bore me utterly."\n\n<<if $attrib.demeanor eq "agressive" or $attrib.religion eq "theophobe">>You scoff. "Right. Thanks for the compliment. Not."<<else>>You smile uncertainly. "Not sure I should take that as a compliment."<<endif>>\n\n"How the little [[witch|PDA][$hud.currentScreen = "Witches Coven"]] even tolerates your attitude is incomprehensible. Though, to be fair, how I stand that child of the void and her arrogance is equally incomprehensible." Ith waves a paw dismissively. "To matters of consequence: while few could synthesize the pheromones required, they could be aquired from another source, one far from this station, and then—"<<else>> Were such a pheromone to be aquired from another source however, perhaps one far from this station, then—"<<endif>>\n\n"Then pretty much anyone could have done it, which just expands the suspect list of suspects from two people to countless billions." You rub your face with a sigh. <<if $attrib.demeanor eq "agressive" or $attrib.religion eq "theophobe">>"Fuck."\n\n"I have always found reproductive acts are an esquisite method to—" Ith smirks. "—deal with such stressful situations, do you not agree?"\n\n"Typical. But okay. Thanks again for nothing. If I ever need unhelpful advice I'll know who to come to."\n\n"Amusing." Ith smirks sarcastically. "Feel free to show yourself out, mortal. Or do you require assistance with even such mundane acts?"<<else>>"This just gets better and better."\n\n"Ah, it could be made even better. Would you only—" Ith smirks. "—agree to certain conditions. Assuming your mortal brain can follow what I insinuate."\n\nYou shake your head. "I've heard enough for now. So thanks but no thanks, Ith,"\n\n"Unfortunate." Ith looks genuinely disappointed. "Feel free to show yourself out, mortal."<<endif>><<endif>>
<<display 'HUD_CodexBackButton'>><strong>Chem Weave</strong>\n\n<<nobr>>[>img[https://rage-productions.com/game-content/scaffold-22/images/chem wear.png]]Bio-augmentative inlay favored by the biochem subculture.<br><br>\n\n<<display 'drawArmorStats'>><br>\n\n\t<div id='codex-expand-area' class='HUD_PdaDisplayZone HUD_PdaDisplayZoneCodex'>\n\t\t<div class='HUD_PdaExpandButton'><<click 'Show More'>>\n\t\t\t<<replace '#codex-expand-area'>>\n\t\t\t\t<<display 'chemweave_txt'>>\n\t\t\t<</replace>>\n\t\t<</click>></div>\n\t</div>\n<<endnobr>>
<<if $hide.layer2 eq true>><div class='GameOption_Expand'>[[Expand|$currentgamepassage][$hide.layer2 = false]]</div>You head up the stairs...<<else>><div class='GameOption_Expand'>[[Collapse|$currentgamepassage][$hide.layer2 = true]]</div>\nYou head up the stairs to a blue-lit pressure tunnel that runs the length of Level B34. There's barely anyone around and you make good time, hurrying along the tunnel until Celena stops before a door labeled //B34-25-031//. \n\n"Here we are." she slaps the door controls and calls, "Mom, it's me." Several seconds pass. There's no reply. Celena hits the controls again. "Mom, we gotta talk. Now." Again no one answers. Celena sighs. "This is so fucking typical."\n\nShe fiddles with the controls. A soft chime sounds. The doors snap open with a hydraulic hiss. \n\n"Mom?" Cel steps into the appartment and stops dead in her tracks. "Oh no."\n\n<div class='GameTextImage'>[img["https://secureservercdn.net/45.40.148.234/9db.ec6.myftpupload.com/game-content/scaffold-22/images/env_hab_celena_parents.png"]]</div>When you enter the two-room hab, it's immediately clear what made Celena bawlk. Foul odors preceed the blood and gore splattered across the carpeted floor. Bones and scraps of flesh have been scattered around an upended dining table as though someone had chewed on and spit out a human body one limb at a time. \n\nA second body lies deeper in the room, beneath a puddle of pale ooze slowly dripping from the ceiling. Ventilation fans creak in the background, slowly but steadily filtering <<if $equip.isConcealing>>foul odors your mask's filters are blocking out<<else>>the stench of urine and intestinal fluids<<endif>> out of the air. \n\n"Gross." Celena leans against the nearest wall. "But guess we know why mom didn't answer, eh?" She breathes a humorless laugh. "Shit, man, what the fuck? Seriously. What the fucking fuck happened here?"<<endif>>
<<nobr>>\n<<set $job_coven.foundDnetMention = true>>\n<<endnobr>><span class='bluecolor'>[DISC]</span> Think I saw a Witch today! Can any1 confimr?\n\nI really think I did. Heading into a store room down on B40. by the docks. 367. think a coven might be meeting there... so can any1 confirm?<hr>\n\ncome off it. how could you know it was a witch?
<<if $hide.layer3 eq true>><div class='GameOption_Expand'>[[Expand|$currentgamepassage][$hide.layer3 = false]]</div>You say...<<else>><div class='GameOption_Expand'>[[Collapse|$currentgamepassage][$hide.layer3 = true]]</div>\n<<nobr>>\n\nYou say, \n\n<<if $action.action1 eq "objective">>\n\t<<if $job_corpo_conference.objectiveOutcome eq "none">>\n\t\t<<if $action.action2 eq "heardsimilar">>"I've heard similar. Possibly black market dealings. Might be related to abominable business. I don't wanna point fingers though."<br><br>\n\n\t\t\t"Damn. I knew there was more to this than just clerical errors." He draws a deep breath. "I know you don't have much reason to share information with me, <<formalname>>, but I've gott ask: any chance you could tell me exactly what went missing and why? I can't get a straight answer from my contacts at [[Athena|PDA][$hud.currentScreen = "Athena Medical"]]. Very suspicious."<br><br>\n\n\t\t\t"There's a chance I might know something. I'm curious who's asking though, Mr...?"\n\t\t<<elseif $action.action2 eq "askabout">>"Missing shipments? Of what? And why would anyone think I'd know about it?"<br><br>\n\n\t\t\t"Frankly I don't know. [[Athena|PDA][$hud.currentScreen = "Athena Medical"]] claims clerical errors. But I doubt that." He draws a deep breath. "I know you don't have much reason to care about my problems, <<formalname>>, but I am told you're in good terms down at the [[Docks|PDA][$hud.currentScreen = "The Docks"]]. Is there any chance you could ask around? Maybe figure out what's happening to these shipments?"<br><br>\n\n\t\t\t"There's a chance I could find time. But no promises." You raise an eyebrow. "And who would I be doing a favor here, Mr...?"\n\t\t<<elseif $action.action2 eq "notaware">>"I wasn't aware. Why? Is it something I should be worried about?"<br><br>\n\n\t\t\t"Presumably not," he admits. "It's just I'm told you're in good terms down at the [[Docks|PDA][$hud.currentScreen = "The Docks"]]. Thought maybe someone might have mentioned something to you."<br><br>\n\n\t\t\t"There's a chance I could find time to poke around. But I'm rather busy so no promises." You raise an eyebrow. "And who would I be doing a favor here, Mr...?"\n\t\t<<endif>><br><br>\n\n\t\t"Halthin, Fabio Halthin." He holds out a plan. "It's a pleasure to meet you."<br><br>\n\n\t\t<<if $attrib.demeanor eq "agressive">>"Sure sounds like it." You shake his hand, smirking.<<else>>"Likewise." You shake his hand. "Pleasure."<<endif>><br><br>\n\n\t\t<<if $action.action2 eq "heardsimilar">>\n\t\t\t"Well, it's very nice to meet you. And, uh, do forgive me. But what exactly have you heard about these shipments?"\n\t\t<<else>>\n\t\t\t"Well then, <<formalname>>. I'm glad we got the chance to speak. But I don't want to bore you with tedious administrative details." He gestures to the bar. "Would you perhaps care for a drink?"\n\t\t<<endif>>\n\t<<else>>\n\t\t<<if $action.action2 eq "athenashipment">>"I got some information for you. About those missing [[Athena|PDA][$hud.currentScreen = "Athena Medical"]] shipments you mentioned. Not much but it might help."<br><br>\n\n\t\t\t"Oh, indeed?" Fabio looks impressed. "I've only managed to get vague answers from anyone. It's as though no one wants to admit there's an inconsistency even though it's painfully obvious there is foul play involved."<br><br>\n\n\t\t\t<<if $attrib.demeanor eq "agressive">>"Yeah, no shit they don't,"<<else>>"I'm not surprised,"<<endif>> you reply. "It's a bit of a messy affair."<br><br>\n\n\t\t\t"Oh dear. But okay. May I ask what you've discovered?"\n\t\t<<elseif $action.action2 eq "exposeconspiracy">>"I'm trying to make what happened with [[Syndicate 4|PDA][$hud.currentScreen = "Syndicate 4"]] public, expose the real depth of conspiracy here."<br><br>\n\n\t\t\t"That's an admirable goal," Fabio replies. "You need my help with that?"<br><br>\n\n\t\t\tYou nod. "I was hoping on sourced statements, something to prove this isn't just some lunatic rambling."<br><br>\n\n\t\t\t"Makes perfect sense. And I'm sure I can help you out there. Mutual benefit and all." He tilts his head. "Provided you aren't going to smear [[Objective 22|PDA][$hud.currentScreen = "Objective 22"]]. Can I trust ya with that?"<br><br>\n\n\t\t\t"I'll do my best," you say with a smile. "Not trying to smear anyone, just lay out what really happened."<br><br>\n\n\t\t\tFabio spreads his hands. "Fine by me. Just give me a heads up when ya need my input."\n\t\t<<elseif $action.action2 eq "askprofession">>"I was curious about what you do for [[Objective 22|PDA][$hud.currentScreen = "Objective 22"]]. Didn't know the Initiative was also an accounting agency."<br><br>\n\n\t\t\t"We aren't," Fabio admits. "But we do have a vested interest in assuring our partners are financially accountable. That's the whole idea: ensure that everyone plays fair and can cover their books. In return, everyone gets a stable credit rating and financial benefits. Less foul play, better for everyone."<br><br>\n\n\t\t\t<<if $attrib.religion eq "theophobe">>You chuckle. "Wow. And the [[Church|PDA][$hud.currentScreen = "Church of Eden"]] keeps trying to make you guys out as the bad guys?"<<else>>You raise an eyebrow. "Huh, so why's the [[Church|PDA][$hud.currentScreen = "Church of Eden"]] always painting you guys black?"<<endif>><br><br>\n\n\t\t\t"Simple conflict of interest." Fabio sips his drink. "You see, <<formalname>>, our credit rating is a direct threat to the St. Michael's Trust. Which, unfortunately, is highly unpredictable. And I don't meant to trash the [[Church|PDA][$hud.currentScreen = "Church of Eden"]] by saying that. The Credit is a huge step in galactic and financial unity. But it's an archaic system. We're trying to evolve into the modern era."<br><br>\n\n\t\t\t<<if $attrib.religion eq "theophobe">>"Yeah, well, no wonder those bastards want you gone."<<else>>"Be that as it may, I'm still a little sceptic."<<endif>><br><br>\n\n\t\t\t<<if $attrib.religion eq "theophobe">>Fabio nods solemly. "It's a hard position to be in but we do our best. Both in our self-interest and that of the greater galaxy. What more can I say?"<<else>>Fabio shrugs. "You're entitled to your oppinion, of course. And our efforts aren't without flaws, admittedly. But we're trying to move the galaxy forward while - and I don't say this lightly - the [[Church|PDA][$hud.currentScreen = "Church of Eden"]] fixates upon maintaining their status quo. Hardly a crime in itself. We simply have very different view on what the future of this galaxy should be."<<endif>>\n\t\t<<endif>>\n\t<<endif>>\n<<else>>\n\t<<if $action.action2 eq "quantusvii">>"I head some disturbing rumors about one of your colonies. [[Quantus VII|PDA][$hud.currentScreen = "Quantus VII"]]. Utterly devestated, they said."<br><br>\n\n\t\tMr. Prawell breathes a laugh. "Everyone's heard. Weren't you told? It's the new joke of the circlejerk."<br><br>\n\n\t\tYou can't help but smile. "So, how many have also heard it was the work of the [[Paladin Order|PDA][$hud.currentScreen = "Paladin"]]?"<br><br>\n\n\t\t"Now that's a crazy theory." The executive looks up, suspicion written on his face. "Why'd you think something like that?"<br><br>\n\n\t\t"I just have my reasons."<br><br>\n\n\t\t"Then I just got my reasons to be interested." Prawell's eyes narrow. "Care to share?"\n\t<<elseif $action.action2 eq "assistant">>"Wanted to ask about your assistant, Janice Sibli I think her name was?"<br><br>\n\n\t\t"Not mine. Mr. Corbei's." Prawell shoots you a brief look. "Why? <<if $attrib.gender eq "male">>Ya think she's hot?<<else>>Ya one of 'em lesbos or somethin'?<<endif>>"<br><br>\n\n\t\t<<if $attrib.demeanor eq "cautious">>"No," you say slowly. "I was just curious."<<else>>You laugh. "Hardly. Just curious."<<endif>><br><br>\n\n\t\t"Nothin te know. She's Mr. Corbei's personal assistant. Used te be one of 'em [[Juno|PDA][$hud.currentScreen = "Cult of Juno"]] freaks. Now she's the woman ya say yes Ma'am and no Ma'am to unless ya want the president breathin' down yer neck." Prawell fixes you with a hard look. "That answer yer question, hunter?"<br><br>\n\n\t\tYou nod, uncertain what to make of that random tidbit: another [[Child of Juno|PDA][$hud.currentScreen = "Cult of Juno"]]. Also working for Father Zweili. It's starting to become a bit of a pattern.\n\t<<endif>>\n<<endif>>\n\n\n<<endnobr>><<endif>>
<<if $hide.layer0 eq true>><div class='GameOption_Expand'>[[Expand|$currentgamepassage][$hide.layer0 = false]]</div><<nobr>>\n\n/% Collapsed %/\n\n<<endnobr>><<if $action.arrive eq "fromstation">>>You leave the Level B10 tramway station and walk up to the...<<elseif $action.arrive eq "fromSpire">>You leave the observation deck and...<<elseif $action.arrive eq "fromLabs">>You leave the warehouse district...<<elseif $action.arrive eq "fromCatacombs">>You leave the Machine Catacomb and...<<else>>>You are on the broad, sunlit boulevard that runs the length of...<<endif>><<nobr>>\n\n/% Expanded %/\n\n<<endnobr>><<else>><div class='GameOption_Expand'>[[Collapse|$currentgamepassage][$hide.layer0 = true]]</div>\n<<if ($job_abomination_investigate.abomSabotagePhase gt 8 or $job_abomination_investigate.abomAugmentPhase gt 10) and $job_abomination_investigate.abomSabotagePhase neq 98>><<if $action.arrive eq "fromLabs">>You leave the warehouse district via the alley behind the Boulevard Information booth and quickly rejoin the crowd out to enjoy the sun, glad you're away from the mess and hoping against hope the mercs don't come after you. But you're safe for now, safe on the [[B10 Boulevard|PDA][$hud.currentScreen = "B10 Boulevard"]], where violence is but a distant memory. Hell, you could almost believe that, what with all the people out to enjoy the sunshine.<<elseif $action.arrive eq "fromCatacombs">>You leave the Machine Catacomb and head the long way back through the many passages and utility ducts to the Cryolounge. A few minutes later, you're on the [[B10 Boulevard|PDA][$hud.currentScreen = "B10 Boulevard"]], bathed in the warm sunlight of [[XVSVVP-15|PDA][$hud.currentScreen = "XVSVVP-15"]]. \n\nIt feels good to be out in the relative open again, though you can't help but notice the omnipresent crowd feels odd. Even if there's barely anyone around by [[Scaffold 22|PDA][$hud.currentScreen = "Scaffold 22"]] standards, the world above the superstructure is just a little too bright and active. You'll probably adjust soon enough though.<<elseif $action.arrive eq "fromstation">><div class='GameTextImage'>[img["https://secureservercdn.net/45.40.148.234/9db.ec6.myftpupload.com/game-content/scaffold-22/images/env_boulevard_lockdown.png"]]</div>You join the line of refugees by the Purifier checkpoint. Dozens are being turned aside, and many more are trying to pass. It takes long minutes just to reach one of the robed zealots. He swipes a scanner over your arm.\n\n<<if $attrib.infected>>"Denied," he says, voice distorted by his faceplate. "Stand aside."\n\n"What? But I'm a hunt—"\n\n"Infection. Stand aside." He pushes you away, making room for the next person in the line.<<else>>"Head on through." He stands aside just long enough to let you pass.\n\nYou head up to the broad, sunlit [[B10 Boulevard|PDA][$hud.currentScreen = "B10 Boulevard"]].<<endif>><<elseif $action.arrive eq "fromSpire">>You leave the observation deck and head back own to the [[Boulevard|PDA][$hud.currentScreen = "B10 Boulevard"]].<<else>>You are on the sunlit [[Boulevard|PDA][$hud.currentScreen = "B10 Boulevard"]] that runs off Level B10.<<endif>> <<if $action.arrive neq "fromCatacombs">><<if $attrib.toxicity gt 75>>The bright light of [[XVSVVP-15|PDA][$hud.currentScreen = "XVSVVP-15"]], which filters down through the translucent ceiling, makes your temples throb painfully. Irritable, you shield your eyes, trying to make out what's going on.<<elseif $attrib.fatigue gt 75>>The bright light of [[XVSVVP-15|PDA][$hud.currentScreen = "XVSVVP-15"]], which filters down through the translucent ceiling, makes your head hurt. You blink a few times, trying to make out what's what.<<else>>The bright light of [[XVSVVP-15|PDA][$hud.currentScreen = "XVSVVP-15"]], which filters down through the translucent ceiling, is almost too bright. You have to squint just to make out what's going on - not much, to be frank.<<endif>>\n\nThe broad, shop-lined boulevard that runs the length of a deep blue lagoon is oddly deserted. Lone pedestrians amble. No hustle or bustle, just folk idly window-shopping while others sun-bathe at the water's edge. <<if $attrib.demeanor eq "cautious">>Except, if you're really honest with yourself, you feel ill at ease here. It's too calm for [[Scaffold 22|PDA][$hud.currentScreen = "Scaffold 22"]].<<else>>It's almost although the day to day worries of [[Scaffold 22|PDA][$hud.currentScreen = "Scaffold 22"]] just disappeared. Unlikely; but that's what it feels like.<<endif>><<endif>><<else>><div class='GameTextImage'>[img["https://secureservercdn.net/45.40.148.234/9db.ec6.myftpupload.com/game-content/scaffold-22/images/env_boulevard_exterior.png"]]</div><<if $action.arrive eq "fromLabs">>You leave the warehouse district via the alley behind the Boulevard Information booth and quickly rejoin the crowd out to enjoy the sun, glad you're away from the mess and hoping against hope the mercs don't come after you. But you're safe for now, safe on the [[B10 Boulevard|PDA][$hud.currentScreen = "B10 Boulevard"]], where violence is but a distant memory. Hell, you could almost believe that, what with all the people out to enjoy the sunshine.<<elseif $action.arrive eq "fromCatacombs">>You leave the Machine Catacomb and head the long way back through the many passages and utility ducts to the Cryolounge. A few minutes later, you're on the [[B10 Boulevard|PDA][$hud.currentScreen = "B10 Boulevard"]], bathed in the warm sunlight of [[XVSVVP-15|PDA][$hud.currentScreen = "XVSVVP-15"]]. \n\nIt feels good to be out in the relative open again, though you can't help but notice the omnipresent crowd feels odd. Even if there's barely anyone around by [[Scaffold 22|PDA][$hud.currentScreen = "Scaffold 22"]] standards, the world above the superstructure is just a little too bright and active. You'll probably adjust soon enough though.<<elseif $action.arrive eq "fromstation">>You leave the Level B10 tramway station and walk up to the broad, sunlit [[Boulevard|PDA][$hud.currentScreen = "B10 Boulevard"]].<<elseif $action.arrive eq "fromSpire">>You leave the observation deck and head back own to the [[Boulevard|PDA][$hud.currentScreen = "B10 Boulevard"]].<<else>>You are on the sunlit [[Boulevard|PDA][$hud.currentScreen = "B10 Boulevard"]] that runs off Level B10.<<endif>> <<if $action.arrive neq "fromCatacombs">><<if $attrib.toxicity gt 75>>The bright light of [[XVSVVP-15|PDA][$hud.currentScreen = "XVSVVP-15"]], which filters down through the translucent ceiling, makes your temples throb painfully. Irritable, you shield your eyes, trying to make out what's going on.<<elseif $attrib.fatigue gt 75>>The bright light of [[XVSVVP-15|PDA][$hud.currentScreen = "XVSVVP-15"]], which filters down through the translucent ceiling, makes your head hurt. You blink a few times, trying to make out what's what.<<else>>The bright light of [[XVSVVP-15|PDA][$hud.currentScreen = "XVSVVP-15"]], which filters down through the translucent ceiling, is almost too bright. You have to squint just to make out what's going on - not much, to be frank.<<endif>>\n\nThe broad, shop-lined boulevard that runs the length of a deep blue lagoon is oddly deserted. Lone pedestrians amble. No hustle or bustle, just folk idly window-shopping while others sun-bathe at the water's edge. <<if $attrib.demeanor eq "cautious">>Except, if you're really honest with yourself, you feel ill at ease here. It's too calm for [[Scaffold 22|PDA][$hud.currentScreen = "Scaffold 22"]].<<else>>It's almost although the day to day worries of [[Scaffold 22|PDA][$hud.currentScreen = "Scaffold 22"]] just disappeared. Unlikely; but that's what it feels like.<<endif>><<endif>><<endif>><<endif>>
<<silently>>\n<<set $currentgamepassage = passage()>>\n<<set $action.action1 = "none">>\n<<set $action.action2 = "none">>\n<<set $action.action3 = "none">>\n<<set $action.action4 = "none">>\n<<set $action.action5 = "none"; $hud.disabled = false>>\n\n<<set $hide.layer1 = false>>\n<<set $hide.layer2 = false>>\n<<set $hide.layer3 = false>>\n<<set $hide.layer4 = false>>\n<<set $hide.layer5 = false>>\n<<set $savesMenuPassage = "Level B27 - Chapel of Eden">>\n\n\t<<if $job_abomination_investigate.plagueTarget eq "b27_chapel" and not ($equip.isConcealing or $equip.isAbominated)>>\n\t\t<<set $attrib.infected = true>>\n\t<<endif>>\n\n<<endsilently>>\n<<nobr>>\n\t<<if $action.action1 eq "none">>\n\t\t<div class='GameText'><<display 'b27_chapel_txt'>></div><br>\n\t\t<div class='OptionsField'>\n\t\t\t<<if $job_abomination_investigate.abomSabotagePhase eq 4>>\n\t\t\t\t<<if $attrib.religion eq "visionary">>\n\t\t\t\t\t<div class='GameOption GameOption_Move'>[[Smash the Plague Vial|b27_chapel_main][$action.arrive = "fromSmashPlague"; $job_abomination_investigate.abomSabotagePhase = 5; $job_abomination_investigate.cultStatus = "conflict"; $job_abomination_investigate.plagueTime = $time.active; $job_abomination_investigate.plagueTarget = "b27_chapel"; $attrib.criminality += 2; playContextSound("ui_shatter");]]</div>\n\t\t\t\t<<else>>\n\t\t\t\t\t<div class='GameOption GameOption_Move'>\n\t\t\t\t\t\t<<click "Smash the Plague Vial">>\n\t\t\t\t\t\t\t<<replace '#hud-confirmation-pane'>>\n\t\t\t\t\t\t\t\t<<set $confirmType = 'confirmClass'>>\n\t\t\t\t\t\t\t\t<<display 'UI_ConfirmStoryDecision'>>\n\t\t\t\t\t\t\t<</replace>>\n\t\t\t\t\t\t\t<<set $nextScene = "b27_chapel_main"; $nextSceneSet = '$action.arrive = "fromSmashPlague"; $job_abomination_investigate.abomSabotagePhase = 5; $job_abomination_investigate.cultStatus = "conflict"; $job_abomination_investigate.plagueTime = $time.active; $job_abomination_investigate.plagueTarget = "b27_chapel"; $attrib.criminality += 2; $attrib.religion = "visionary";'; playContextSound("ui_shatter");>>\n\t\t\t\t\t\t<</click>>\n\t\t\t\t\t</div>\n\t\t\t\t<<endif>><br>\n\t\t\t<<endif>>\n\t\t\t<<if $job_crypto_warlock.altPhase gte 3 and $job_crypto_warlock.altPhase neq 98 and not $factionlock.zanexKilledGal>>\n\t\t\t\t<div class='GameOption GameOption_Move'>[[Enter the Server Tombs|b27_cybercult_hideout][$processed = false; $action.arrive = "fromOutside"; playContextSound("ui_walk");]]</div><br>\n\t\t\t<<endif>>\n\n\t\t\t<<if $chr_raj.met eq false and not $job_conspiracy.rajSearch27 and ($job_conspiracy.instructionPhase eq 5 or $job_conspiracy.knowledgePhase eq 2)>>\n\t\t\t\t<div class='GameOption GameOption_Move'>[[Figure out where Raj lives|b27_findraj][$processed = false; $action.arrive = "fromOutside"; playContextSound("ui_walk");]]</div><br>\n\t\t\t<<endif>>\n\n\t\t\t<<if $loc_riptide.ownedBy eq "wilkin">>\n\t\t\t\t<<if ($job_exhaustion_evt.mainPhase eq 1 or $job_exhaustion_evt.mainPhase eq 98) and $attrib.exhausted and not $job_exhaustion_evt.solutionTalkEden and $attrib.religion neq "theophobe">>\n\t\t\t\t\t<div class='GameOption GameOption_Dialogue'>[[Consult a Priest|b27_eden_breakdown][$hide.layer1 = true; playContextSound("ui_walk");]]</div><br>\n\t\t\t\t<<endif>>\n\n\t\t\t\t<<if $job_devout_heritage.mainPhase eq 2 and $attrib.religion eq "atheist">>\n\t\t\t\t\t<div class='GameOption GameOption_Move'>[[Pray for your Father|b27_chapel_pray][$action.action1 = "father"; $processed = false; $hide.layer1 = true; $attrib.caution -= 5; $attrib.dilligence += 1; $attrib.violence += 5; $attrib.stress -= 3; playContextSound("ui_click");]]</div><br>\n\t\t\t\t<<elseif $job_devout_heritage.mainPhase gt 2 and $time.active gte ($attrib.faith.lastPrayTime + 8) and ($attrib.religion eq "atheist" or $attrib.religion eq "edenite")>>\n\t\t\t\t\t<div class='GameOption GameOption_Move'>[[Pray to the Loving Stars|b27_chapel_pray][$action.action1 = "pray"; $hide.layer1 = true; $attrib.stress -= 3; playContextSound("ui_click");]]</div><br>\n\t\t\t\t<<endif>>\n\t\t\t<<endif>>\n\n\t\t\t<<if $job_fisher_extremists.conspiratorPhase eq 1 or ($job_fisher_extremists.conspiratorPhase eq 0 and $job_fisher_extremists.instructionPhase gte 1)>>\n\t\t\t\t<div class='GameOption GameOption_Move'>[[Look for Zweili|b27_chapel_zweili][$processed = false; $hide.layer1 = true; playContextSound("ui_walk");]]</div><br>\n\t\t\t<<elseif $job_fisher_extremists.conspiratorPhase eq 6>>\n\t\t\t\t<div class='GameOption GameOption_Move'>[[Look for Zweili|b27_chapel_zweili_confront][$processed = false; $hide.layer1 = true; playContextSound("ui_walk");]]</div><br>\n\t\t\t<<endif>>\n\t\t\t<div class='GameOption GameOption_Move'>[[Leave the Chapel|b27_tram_station][$processed = false; $action.arrive = "onfoot"; $attrib.fatigue += 1; $time.active += 0.25; $hide.layer0 = false; playContextSound("ui_walk");]]</div>\n\t\t</div>\n\t<<endif>>\n<<endnobr>>
<<silently>>\n<<set $currentgamepassage = passage()>>\n<<endsilently>>\n<div class='GameTextGreyed'><<display 'the_sirens_song_base_txt'>></div>\n<div class='GameTextGreyed'><<display 'the_sirens_song_main_txt'>></div>\n<div class='GameTextGreyed'><<display 'the_sirens_song_bar_txt'>></div>\n<div class='GameTextGreyed'><<display 'the_sirens_song_bar_accept_txt'>></div>\n<div class='GameTextGreyed'><<display 'the_sirens_song_transbreed_txt'>></div>\n<div class='GameText'><<if $hide.layer0 eq true>><div class='GameOption_Expand'>[[Expand|$currentgamepassage][$hide.layer0 = false]]</div>"No, of course not." You close your...<<else>><div class='GameOption_Expand'>[[Collapse|$currentgamepassage][$hide.layer0 = true]]</div>\n"No, of course not." You close your eyes, collecting your thoughts, and say, "This was a few years ago After..." You swallow, unertain how to explain.\n\n"You had left behind the life wich caused you much pain. Yes." The transbreed strokes your forehead. "I sense the past anguish in your being."\n\n"Yeah, well, I was looking for absolution. I'd just found a new job, one that wasn't as stressful. It paid well and there was lots of free time. So I started to walk the passages, away from the places I knew, and deep into the station. I met one of your kind on one of those walks. We talked a little, not about anything important, just the way we saw the world and how different our views were." You take a deep breath and says, "Days later, I met the same one again. We continued our conversation. And again the day after that. All in all, we spoke for about three months. He. She. It. Well, it was the only friend I had at the time. It helped me understand what I'd done and why who I was made me do what I did. And..." You glance up at the transbreed. "And I learned to see the world differently, to believe in things I thought were worthless. Suffice to say, it changed me."\n\n"Not entirely," the transbreed says with a little smile. "You are still who you are. You have merely gained a broader perspective."\n\nYour lips twitch. "True that. Though I'm not sure how much good that did me. The way things are going of late, it feels like I'm right back where I started."\n\n"Yet you face the same challenges with a broader knowledge, do you not?"\n\n"Sure," you admit. "But anyways, that's how I'm familiar with your kind. Spend three months talking and it's hard not to forget how unique you guys are."\n\nThe transbreed smiles. "A rare compliment. Most deem us abominations."\n\n"That's because they're ignorant. You're just a person with a much broader perception of reality than any human can understand. You can think and feel in ways we can't. Most peeps don't like being told their world view is limited. Hell, years ago, I wouldn't have either." You breathe a laugh. "But between us, I'm a lot more scared of real abominations than your kind."\n\n"Am I to take it you have had experience with these true abominations also?"\n\n"Yeah, and before you bring it up: I know they're just beings existing in a different world view. I don't blame them for that, at least not really. I just draw the line when things try to kill me or anyone else." You breathe a sigh. "Y'know, there's times I think I'm more of an abomination than most of the things out there. The only difference I see is that I'm trying not to be one - and usually fail. They tend not to bother trying."\n\nThe transbreed chuckles. "Perhaps this is a wise distinction yet I would not presume to judge as I have not been in such a situation before. My existence has, thus far, been relatively peaceful. I have not been forced to consider what I consider to be worthy or unworthy of existence."\n\n"Be glad for it. The one I spoke about earlier, well, it got curious about violence. I had to take it down before it hurt someone." You pull a face. "Not the way I'd hoped that friendship would end."\n\n"Ah." A sad look crosses the transbreed's face. "Well, I thank you. But perhaps it would be better we left this conversation be."\n\n"Probably." You stand up and, with a little nod, make your departure. \n\nThere's no point staying longer. It would only unsettle the transbreed. And that'd be a damn shame, given how nice it was. Still, you're not about to call it a friend anytime soon, not after what happened to the last one of its kind you met. So you leave the private room, swipe your arm over the access panel outside like any good customer would, and...<<endif>></div>\n<div class='OptionsField'><div class='GameOption GameOption_Move'>[[Return to the Bar|the_crossroads_sirens_song_main][$action.arrive = "fromself"; $hide.layer2 = false; $hide.layer3 = false; $hide.layer4 = false; $hide.layer5 = false; $hud.interference = false; $processed = false; playContextSound("ui_walk");]]</div></div>
<<nobr>>\n\n\t<<set $combat.enemy = {\n\t\ttype: "human",\n\t\tname: "witch",\n\t\tgender: "her",\n\t\tposessive: "her",\n\t\tdeathtype: "killing",\n\t\tresulttext: "default_result",\n\t\tresponsetext: "human_melee_response",\n\t\tsinglenames: ["witch"],\n\t\tsinglegender: ["her"],\n\t\tsingleposessive: ["her"],\n\t\timages: ["images/combat_human_witch.png"],\n\t\talive: 1,\n\t\tarmor: 1,\n\t\tvulnerable: "none",\n\t\timmune: "none",\n\t\tshield: 0,\n\t\taccuracy: 0.85,\n\t\tcover: 0,\n\t\tisMeeleAttacker: true,\n\t\thasArcShield: false,\n\t\tisLargeTarget: false,\n\t\ttaunt: "The witch drops into a low stance, blade held ready and eyes bright with crazed anger. Clearly she doesn't intend to go out without a suicidal fight.",\n\t}>>\n\n\t<<set $combat.player = {\n\t\taccuracy: 0.8,\n\t\tcover: 0,\n\t\tcontinue: "b40_storeroom_ogre_lookaround_3",\n\t\tally: "none",\n\t}>>\n\n<<endnobr>>
<<nobr>>\n\n\t<<set $combat.enemy = {\n\t\ttype: "human",\n\t\tname: "Bounty Hunter",\n\t\tgender: "him",\n\t\tposessive: "his",\n\t\tdeathtype: "killing",\n\t\tresulttext: "default_result",\n\t\tresponsetext: "human_firearm_response",\n\t\tsinglenames: ["Bounty Hunter"],\n\t\tsinglegender: ["him"],\n\t\tsingleposessive: ["his"],\n\t\timages: ["images/combat_merc_bhunter.png"],\n\t\talive: 1,\n\t\tarmor: 18,\n\t\tvulnerable: "none",\n\t\timmune: "toxin",\n\t\tshield: 22,\n\t\taccuracy: 1.6,\n\t\tcover: 0,\n\t\tisMeeleAttacker: false,\n\t\thasArcShield: true,\n\t\ttaunt: "The Bounty Hunter draws and loads his railgun with a perfectly timed flourish. \s"Dead it is then.\s"",\n\t}>>\n\n\t<<set $combat.player = {\n\t\taccuracy: 0.8,\n\t\tcover: 0,\n\t\tcontinue: "rnd_bounty_hunter_after",\n\t\tally: "none",\n\t}>>\n\n<<endnobr>>
<<nobr>>\n\n\t<<if $hide.layer5 eq true>><div class='GameOption_Expand'>[[Expand|$currentgamepassage][$hide.layer5 = false]]</div><<if $job_fisher_extremists.mainPhase eq 3>>You leave the VIP terrace...<<else>>You move past the fallen...<<endif>><<else>><div class='GameOption_Expand'>[[Collapse|$currentgamepassage][$hide.layer5 = true]]</div>\n\t/% from combat %/\n\t<<if $processed eq false and $job_fisher_extremists.mainPhase eq 2>>\n\t\t<<set $job_fisher_extremists.mainPhase = 98>>\n\t<<endif>>\n\n\t<<if $job_fisher_extremists.mainPhase eq 3>>\n\t\tYou leave the VIP terrace and return to the main floor of [[Wilkin's Riptide|PDA][$hud.currentScreen = "Wilkin's Riptide"]] - not that the name applies anymore. Fisher and several other of the Raptors are under the watchful gun barrels of the [[Zanex|PDA][$hud.currentScreen = "Division 108"]] troopers. All look to you as though expecting answers.<br><br>\n\n\t\t<<if $attrib.demeanor eq "agressive">>"Okay, listen up!" You stop before the assembled kids. "Wilkin's dead. [[Zanex|PDA][$hud.currentScreen = "Division 108"]] is in command. You wanna live, do what the fuck they say."\n\t\t<<else>>"Wilkin—" You swallow and stop before the assembled kids. "Wilkin's dead. [[Zanex|PDA][$hud.currentScreen = "Division 108"]] is in command. If you want to live, I'd suggest you do what they say."\n\t\t<<endif>><br><br>\n\n\t\tFisher looks appaled. "You gotta be fucking kidding me."<br><br>\n\n\t\t<<if $attrib.demeanor eq "agressive">>"Hey, it's the way it fucking is." You dix him with a firm look. "Situation's simple. Boss was an asshole. Bit off more than he could chew. He just got what he's fucking had coming for years so want my advice? Go with the flow and don't fuck up like he did."\n\t\t<<else>>"I'm not, Fish. Sorry it came to this but it isn't my problem." You closwe your eyes, draw a deep breath, and say, "Way I was told, the Boss bit off more than he could chew. Doesn't even surprise me in the slightest. So, if you want my advice, it's this: go with the flow and don't make the same mistake he did."\n\t\t<<endif>><br><br>\n\n\t\tStunned faces stare at you. The synthbeat reverberates in the air. Patrons dance nearby, all but oblivious to the events transpiring on the VIP terrace.<br><br>\n\n\t\t<<if $attrib.religion eq "forsaken">>"Yeah, well. Everything's finite. Don't take it too personally."\n\t\t<<elseif $attrib.religion eq "voided">>"Yeah, well, nothing we can do now. Just live with it."\n\t\t<<elseif $attrib.religion eq "edenite">>"I know it sucks but think of this as a new beginning."\t\n\t\t<<else>>"Yeah, well it sucks. But it's the way it is."\n\t\t<<endif>>\n\t\t You nod to the assembled crew and make for the exit.<br><br>\n\n\t\tFisher hurries after you. "Boss, Vine, hey. Wait." He moves into your path. "What happens now?"<br><br>\n\n\t\t<<if $attrib.demeanor eq "agressive">>"Not my fucking problem." You push him out of the way and stride on.\n\t\t<<else>>"I have no idea but that's up to you, kid." You force the sincerest smile you can and stride away.\n\t\t<<endif>><br><br>\n\n\t\tEveryone stares after you, even the [[Zanex|PDA][$hud.currentScreen = "Division 108"]] troopers, but it's Fisher's gaze you feel most. Part of you feels bad for him but still. None of this was your fault. None of this was your responsibility. If the kid can't handle it, whatever. You have bigger problems to deal with and, judging by the mounting confusion among the patrons, your first priority should be getting the hell...\n\t<<else>>\n\t\t<div class='GameTextImage'>[img["https://secureservercdn.net/45.40.148.234/9db.ec6.myftpupload.com/game-content/scaffold-22/images/env_riptide_vip_slaughter.png"]]</div>\n\t\tYou move past the fallen [[Zanex|PDA][$hud.currentScreen = "Division 108"]] troopers,\n\t\t<<if $action.arrive eq "sneakFail">>through the back door to the VIP terrace. Holograms flicker in the gloom Beyond. Terrified patrons lurk behind the many shadows couches. No one speaks. Before you can decide what to do - or say - coilfire errupts out of nowhere. Three [[Zanex|PDA][$hud.currentScreen = "Division 108"]] troopers watching the other stairs to the terrace are gunned down unceremoniously.<br><br>\n\n\t\t"Move in. Move in!" Fisher and four Raptors advance past the fallen, firing in clipped bursts.<br><br>\n\n\t\tThree more troopers and a woman with blonde hair take cover behind Wilkin's couch. Noise reverberates louder than the bounding base. Mr. Wilkin heroically dives for cover amidst the carnage. A moment later, ringing silence hangs over the VIP area.<br><br>\n\n\t\t"Cease fire," Fisher's voice calls out. "Clear, damn it! Ceace fire already! Ya numbskulls almost iced the Big Boss."<br><br>\n\n\t\tA dozen Raptors lower their weapons, moving into position around Wilkin's couch. The [[Zanex|PDA][$hud.currentScreen = "Division 108"]] troopers are sprawled on the floor. Nine patrons met a sticky end along the way too, if the bodies beside Wilkin's perch are any indication. Fisher barely cautions them a second glance, too busy helping Mr. Wilkin out from over his bolt-riddled couch to care.\n\t\t<<else>>headed for the stairs to the VIP terrace. Footfalls thud in rapid succession as Fisher and his raptors fall in behind you. Ahead, there's a blur of movement. Bolts zip past as a [[Zanex|PDA][$hud.currentScreen = "Division 108"]] trooper on the landing opens fire. Two gunshots echo over the thudding of the bass.<br><br>\n\n\t\t"Motherfucker." Fisher blasts a third round into the trooper's face at point-blank range.<br><br>\n\n\t\t"Over there." You point to three more troopers and a woman with blonde hair scrambling behind Wilkin's couch. "Suppressive fire!"<br><br>\n\t\t\n\t\tCoilfire roars as the Raptors advance, firing all the way. More of Fisher's kids burst from the service area behind the VIP terrace. Brilliant bolts zip through the air. Wilkin dives for cover amidst the carnage. Noise louder than the pounding base reverperates in your ear drums.<br><br>\n\n\t\tWhen ringing silence finally returns, all you hear is Fisher's voice shouting, "Clear! Clear! Cease fire, damn it."<br><br>\n\n\t\tAll around you, Raptors lower their weapons. The [[Zanex|PDA][$hud.currentScreen = "Division 108"]] troopers lie strewn on the floor. Two dozen patrons and nine Raptors went down with them by your count. Fisher barely cautions them a second glance, too busy helping Mr. Wilkin out from over his bolt-riddled couch to care.\n\t\t<<endif>>\n\t<<endif>>\n\t<<endif>>\n\n<<endnobr>>
<<if $hide.layer1 eq true>><div class='GameOption_Expand'>[[Expand|$currentgamepassage][$hide.layer1 = false]]</div>You <<if $attrib.toxicity gte 75>>swagger<<else>>walk<<endif>> across the...<<else>><div class='GameOption_Expand'>[[Collapse|$currentgamepassage][$hide.layer1 = true]]</div>\n<div class='GameTextImage GameTextSpecial'>[img["https://secureservercdn.net/45.40.148.234/9db.ec6.myftpupload.com/game-content/scaffold-22/images/env_small_fountain.png"]]</div>You <<if $attrib.toxicity gte 75>>swagger<<else>>walk<<endif>> across the <<if ($job_abomination_investigate.abomSabotagePhase gt 8 or $job_abomination_investigate.abomAugmentPhase gt 10) and $job_abomination_investigate.abomSabotagePhase neq 98>>tramway station to the security checkpoint. The <<if $loc_riptide.ownedBy eq "wilkin">>Raptors<<else>>[[Zanex|PDA][$hud.currentScreen = "Division 108"]] troopers<<endif>> standing guard wave you through and so you pass<<else>>crowded walkways of Level B28<<endif>>, headed for the Spitting Fountain opposite the tramway station. Water squirts from the many aquarian heads along the rim, splashing into the basin at irregular intervals. Several kids are watching the display, loudly guessing which head will squirt next. As you stop beside the fountain, a man flicks a credit chip in as he hurries past. It sinks to the bottom to joins the hundreds of other used chips lain to rest there.\n\n<<if $attrib.toxicity gte 75>>Comfortably buzzed, you plunk yourself on the edge of the fountain and watch the crowds on the walkways.<<elseif $attrib.fatigue gte 75>>Yawning, you sit on the edge of the fountain and watch the crowds on the walkways.<<else>>Relishing the relative calm, you sit on the edge of the fountain and watch the crowds on the walkways.<<endif>> Hundreds of people hurry past every second. Barely anyone stops at the fountain and even fewer head to the little Shrine of Eden behind it. Sad, in a way, though you hardly care for the place either. Aside from kids and the rare holy man with an insatable urge to pray, the only people who ever visit this place are drunks and addicts who are quickly kicked out by the lone security bot assigned to keeping the peace.<<endif>>
<div class='HUD_NavScreenClose' style='margin: 0px;'>[[X|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "messages"; playContextSound("ui_blip_back");]]</div><<silently>>\n<<for $i to 0; $i lt $hud.messages.length; $i++>>\n\t<<if $hud.messages[$i].name eq "msg_otto_evidence">>\n\t\t<<set $hud.messages[$i].read = true>>\n\t\t<<set $characterEncounterPhases.ottoRewardPhase = 2>>\n\t<<endif>>\n<<endfor>>\n<<endsilently>><strong>From:</strong> Otto.Vindell@Vindell.Corp.Net\n<strong>To:</strong> <<firstname>>.Acrel@EVOX.Net\n<strong>Subject:</strong> Fwd: Evidence\n\nDear Mr. <<firstname>> Acrel,\n\nIt was a pleasure to speak to you yesterday and I do hope you are well. As discussed, I have pooled my resources and compile a database extract containinng evidence pretaining to your investigation. It appears that a certain Father Zweili of the Church of Eden is attempting to cast a sour light upon myself and my employees by insinuating we were somehow involved in the theft of a religious artefact of substantial value, though I have reason to believe this is but a small part of this cleric's larger war against the so-called Corporate Hegemony.\n\nThe attached audio, video, and textual records clearly show that this Cleric has conspired with violent theological radicals, theophobic militant groups, and numerous criminal organizations in this misguided pursuit of 'justice'. Among the worst incidents I have been able to verify are: sixteen accounts conspiracy to bribery, nineteen cases of supporting illegal organizations with Church assets, and several dozen instances of inciting religious or anti-religious hatred, some of which resulted in outright violence and death. I believe this is only the tip of the iceberg however, and far more serious crimes have been comitted by this individual.\n\nI hope this is of use and that you might find a way to bring those truly responsible for this recent travesty to justice.\n\nHighest Regards,\n\nLord Otto Vindel\nOwner & Director\nVindel Armaments Incorporated\nScaffold 22
<<if $hide.layer2 eq true>><div class='GameOption_Expand'>[[Expand|$currentgamepassage][$hide.layer2 = false]]</div>You approach...<<else>><div class='GameOption_Expand'>[[Collapse|$currentgamepassage][$hide.layer2 = true]]</div>\n<<nobr>>\n\n\tYou approach\n\n\t<<if $action.action1 eq "calamity">>Calamity and her extatic fans. It isn't long before she moves away from her admirers.<br><br>\n\t\t\n\t\t"Vine. Good to see you." She smiles, still flushed and looking exstatic. "I wanted to get to know you first, before your sorry ass gets kicked. Call it curiosity. I've heard a lot about you. Wanted to know how much of that was true."<br><br>\n\n\t\t"Depends on what you're talking about," you say. "People say a lot about me."<br><br>\n\n\t\t"No shit. Half of it sounds like it's straight out of an action flick. Or a horror story, depending on who you ask. And now you've actually got it in your head you got what it takes to make Tournament Champion." She flashes a smile and nods to a passing serving bot. "Wanna drink?"\n\n\t<<elseif $action.action1 eq "reaper">>Reaper Jack and his freakish fans. He nods to you and, within moments, moves away from the gaggle of admirers.<br><br>\n\n\t\t"Vine." He nods curtly. "I've been waiting a long time to speak to you. Quite the reputation you have. I'd consider it only right we get to know one another. Before one of us ends up dead."<br><br>\n\n\t\tYour brow furrows. "Common courtesy? Or you serious about that?"<br><br>\n\n\t\t"Bit of both, actually. There aren't many people on this platform worth killing. You? Well—" His thin lips curl into a smile. "You're definitely worth it, Acrel. But let's not dwell on that. It'd be an honor to entertain you for a moment." He nods to a passing serving bot. "Care for a drink?"\n\n\t<<elseif $action.action1 eq "incubus">>the Incubus rep.\n\n\t\t<<if not $job_arena_lavandri.finalSpokeRep>>He looks up as you approach and excuses himself from the crowd.<br><br>\n\n\t\t\t"Vine." He grins widely. "I knew you were the right choice. Superb presentation, sublime performance. You're really pushing the Incubus label hard. Doubt anyone else could've done it. Now all we gotta do is get ya through the finals and we'll be right where we wanna be."<br><br>\n\n\t\t\tYou smile a little. "I'll do my best. The whole thing still seems unreal."<br><br>\n\n\t\t\t"Not just for you. None of us thought we'd really make it on the first try. But here we are." He leans closer. "Listen, if you need anything - anything at all - feel free to ask. Incubus is behind you all the way. Last thing we'd want is our Champion falling short at the last moment."\n\t\t<<else>>He glances over as you approach.<br><br>\n\n\t\t\t"Vine," he says, leaning closer. "Excuse me. I'm a bit busy at the moment. We'll speak after the finals. Provided you're still alive."<br><br>\n\n\t\t\t"Oh, yeah. Right." You smile and let the man get back to his conversation.\n\t\t<<endif>>\n\n\t<<elseif $action.action1 eq "lavandri">>the Lavandri rep.\n\n\t\t<<if not $job_arena_lavandri.finalSpokeRep>>He waves as you approach and excuses himself from the crowd.<br><br>\n\n\t\t\t"Vine." He grips your shoulder. "Bloody well done, man. See? I always said you had it in you. And now you're here, just one step away from the real thing. Gotta be one hell of a moment, eh?"<br><br>\n\n\t\t\tYou nod. "I still can't quite believe it, honestly. Seems almost unreal."<br><br>\n\n\t\t\t<<if $job_arena_lavandri.sponsor eq "Lavandri Corporation">>\n\t\t\t\t"Well, everyone at Lavandri is real proud of you. And I gotta thank you personally. The bonus I'm getting for this, well, it'll have me set for the whole year. Longer, maybe." He smiles. "If there's anything I can do for you, just let me know."\n\t\t\t<<else>>\n\t\t\t\t"I can imagine. And I'd like to extend another sponsorship offer from Lavandri. I know you want to play independant. But we'd really like to back you up for the finals. Give you access to the best gear, maybe even a little incentive?" He smiles. "Consider it an extension of our immense respect for your performance."\n\t\t\t<<endif>>\n\t\t<<else>>He nods as you approach.<br><br>\n\n\t\t\t"Vine," he says, leaning closer. "No offense, but I'm really damn busy right now. We'll speak after the finals. Y'know, if you're still alive."<br><br>\n\n\t\t\t"Oh, yeah. Right." You smile and let the man get back to his conversation.\n\t\t<<endif>>\n\n\t<<elseif $action.action1 eq "fans">>your admiring fans. \n\n\t\t<<if $job_arena_lavandri.sponsor eq "Project Incubus">>Virtually all of them are dressed in black. They're quick to congregate around you, pressing close and speaking over one another. It's hard to tell what they want.\n\t\t<<else>>They're a diverse crowd of mixed styles and social statuses. They're quick to surround you, jabbering and jostling for position. Many seem to be asking for autographs but it's hard to tell with all the chaos.\n\t\t<<endif>><br><br>\n\n\t\t<<if $job_arena_lavandri.finalSpokeFans>>\n\t\t\t<<if $job_arena_lavandri.sponsor eq "Project Incubus">>"Do us proud tomorrow," someone shouts. "Vine for Champion! Revive Incubus!"<br><br>\n\n\t\t\t\t"Revive Incubus," the crowd choruses. "Blackthorn Back! Incubus Ascendant!"<br><br>\n\n\t\t\t\tIt's hard not to grin, and you're quickly swept up in the euphoria. Several people shake your hand. One or two even hug you - or offer a kiss. It's almost impossible to speak to anyone though, and you're soon overwhelmed by the chaos. Unfortunate. It would've been nice to speak to the people rooting for you, but there are just way too many to handle at once.\n\t\t\t<<else>>"Play it good tomorrow," someone shouts. "Get that effin' title, Vine! We're with you all the way!"<br><br>\n\n\t\t\t\t"Vine for champion," someone else calls, followed by a rapidly mounting chant.<br><br>\n\n\t\t\t\tIt's hard not to be swept up in the euphoria. Many people hug you, offer kisses, or just shake your hand. It's almost impossible to speak to anyone though, and you're soon overwhelmed by the chaos. Unfortunate. It would've been nice to speak to the people rooting for you, but there are just way too many to handle at once.\n\t\t\t<<endif>>\n\t\t<<else>>\n\t\t\t"Wow, easy there." You raise your hands to silence them. "I know you're anxious to speak to me, and I'm really glad you're all here. But please. Not everyone at once."<br><br>\n\n\t\t\tThere's a momentary lull as everyone hesitates. \n\t\t\t<<if $job_arena_lavandri.sponsor eq "Project Incubus">>Then a young woman with jet-black hair calls, "You're my dark <<if $attrib.gender eq "male">>prince<<else>>queen<<endif>>, Vine!"<br><br>\n\n\t\t\t\tYou can't help but grin. "My pleasure to be of service."<br><br>\n\n\t\t\t\t<<if $chr_fabienne.met>>"It must be a rare pleasure." Fabienne slips gracefully from the crowd, back in her red-haired body, and a smirk on her lips. "Care for a snapshot? To remember the night by"\n\t\t\t\t<<else>>A young man in black robes elbowes forward. "Vine, sorry. I'm sure we'd all like a shot with you. To remember this historic night by." \n\t\t\t\t<<endif>>\n\t\t\t<<else>>Then a young woman in bright hotpants calls, "I love you, Vine!"<br><br>\n\n\t\t\t\tYou grin despite yourself. "I love you too."<br><br>\n\n\t\t\t\t<<if $chr_celena.met>>"Fuck you." Celena pushes her way to the front. "Fuck, man. Wasn't sure I'd catch you. Sign my tits?" She pulls up her top. "Please?"\n\t\t\t\t<<else>>\tA fellow in a sparkly shirt calls, "Vine, Vine! Sign my shirt. Please!" He shoves it through the crowd, toward you.\n\t\t\t\t<<endif>>\n\t\t\t<<endif>>\n\t\t<<endif>>\n\n\t<<endif>>\n\n<<endnobr>><<endif>>
<<if $hide.layer0 eq true>><div class='GameOption_Expand'>[[Expand|$currentgamepassage][$hide.layer0 = false]]</div><<if $action.arrive eq "fromSelf">>You're standing in...<<else>><<if $attrib.fatigue gt 75>>Fighting to keep your eyes open...<<else>>You head down the passage toward the...<<endif>><<endif>><<else>><div class='GameOption_Expand'>[[Collapse|$currentgamepassage][$hide.layer0 = true]]</div>\n<<if $action.arrive eq "fromSelf">>You're standing in Petrovic's Machine Shop in the [[Bazar|PDA][$hud.currentScreen = "Level B29 Bazar"]]. Automated creation engines whirr and buzz as they weld, bolt, and sauter various devices together. In the passage outside, the crowd chatters endlessly.\n\nPetrovic clasps his hands. "Was that all, comrade? Or was there anything else?"<<else>><div class='GameTextImage'>[img["https://secureservercdn.net/45.40.148.234/9db.ec6.myftpupload.com/game-content/scaffold-22/images/env_bazar_machinesmith.png"]]</div><<if $attrib.fatigue gt 75>>Fighting to keep your eyes open, you<<else>>You<<endif>> head down the passage toward the machine-smiths. The passage is filled with stalls containing robotic servos, ageing power packs, and all manner of devices. Eletronics whirr from every corner, sheets of metal groan, and plasma welders buzz incessively. Scrap urchins dart skirt the crowd as they hustle raw materials back to their masters. Everywhere, buyers are arguing over the price and quality.\n\nHalfway down, you reach the small machine shop marked by a sign that reads: //Petrovic - Revolutionary Machinery on Custom-Order//. When you step inside, you see a scrawny man draped in an oversized leather apron hunched over a workbench, a plasma-cutter in hand. Sparks shower. Something clicks. \n\n<<if $attrib.fatigue gt 75>>You take a tentative step forward. "Hey, man. You..." You stifle a yawn. "You busy?"<<else>>You take a tentative step forward, shouting, "Hey, man, you busy?"<<endif>>\n\n"Oh." Petrovic looks up. "Welcome, comrade. It is nice to see you again, very nice, yes." He pulls off his work gloves, saying, "What is it I can do for you today?"<<endif>><<endif>>
<<if $hide.layer1 eq true>><div class='GameOption_Expand'>[[Expand|$currentgamepassage][$hide.layer1 = false]]</div>You leave the VIP area, thread your way...<<else>><div class='GameOption_Expand'>[[Collapse|$currentgamepassage][$hide.layer1 = true]]</div>\nYou leave the VIP area, thread your way through the crowd thronging the main floor, and head for the staff area at the back of the club. The bouncer watching over the door nods to you as you pass - he doesn't look familiar but you must know one another. When the door slams closed, the throbbing music fades to a dull murmur. \n\n<div class='GameTextImage GameTextSpecial'>[img["https://secureservercdn.net/45.40.148.234/9db.ec6.myftpupload.com/game-content/scaffold-22/images/env_small_abandonedhab.png"]]</div>You head through the back door and into the cramped delivery tunnel behind the [[Riptide|PDA][$hud.currentScreen = "Wilkin's Riptide"]]. The familiar scent of burnt tobbaco and hash fills your nostrils. Four Raptors in black hoodies are lounging around, chatting in low voices. Two of them are carrying assault rifles. A third is cleaning a stubby machine pistol with a rag. \n\nThe fourth, whom you recognize as Fisher, looks up. "Vine? Good to see ya, man. What's up?"\n\n"I need some information. Some dude who dropped by not long ago. Wanted to hire you boys. The big boss tells me you refused." You shrug. "That's all I got. Hope it means something to you."\n\n<<if $job_riptide_postbattle.mainPhase eq 6>>"Yeah, yeah, I remember. Came in, acting all self-important. Made a sweet deal but nah. Couldn't take it. Not from just anyone." He shrugs. <<if $chr_celena.met eq true>>How 'bout this: I tell ya who you're looking for and you tell me what the fuck's up with you and that druggie chick. Cel or whatever her name is that sound like a fair deal?"<<else>>"Personal, huh? Well, then maybe I can help you out. Depends what's on the table." He winks. "And, yeah, you get the old-time discount but we gotta talk creds before we talk intel."<<endif>><<else>>"Maybe. I know something. But it's gonna cost ya. Learned the hard way credits is power around here. So let's talk credits. Then we talk intel."<<endif>><<endif>>
<<if $hide.layer2 eq true>><div class='GameOption_Expand'>[[Expand|$currentgamepassage][$hide.layer2 = false]]</div>You continue along the...<<else>><div class='GameOption_Expand'>[[Collapse|$currentgamepassage][$hide.layer2 = true]]</div>\n<<nobr>>\n\t\tYou continue along the narrow passage, picking your way past abandoned tents and stray corpses. Flies buzz in the darkness. <<if $equip.isConcealing>>Foul air clogs your air filters.<<else>>The stench grows unbrearable.<<endif>> Then, after a sharp bend in the passage, you spot light ahead. It looks like a fire and there are dark shapes huddled around it.<br><br>\n\n\t\t<div class='GameTextImage GameTextSpecial'>[img["https://secureservercdn.net/45.40.148.234/9db.ec6.myftpupload.com/game-content/scaffold-22/images/env_small_sprawlfire.png"]]</div>"...saw them, I tell ya," someone is muttering. "Burnin' through 'em lower passages. I says no one's gettin' out alive, yeah?"<br><br>\n\n\t\t"We's gotta try," another voice says. "An' we's got these, don' we?" One of the silhouettes holds up a pistol. "So if they comes fer us we knows what we's doin'."<br><br>\n\n\t\tSeveral of the figures nod in agreement. The hushed conversation continues. You glance around and spot another passage that leads into the gloom. It would probably be safer to head that way. Though, on the other hand, maybe these folks might be able to tell you something useful. Or maybe it'd just be safest to kill them, given the contagion and all.\n<<endnobr>><<endif>>
<<if $hide.layer1 eq true>><div class='GameOption_Expand'>[[Expand|$currentgamepassage][$hide.layer1 = false]]</div>You <<if $attrib.toxicity gte 75>>swagger<<else>>stride<<endif>> onto the...<<else>><div class='GameOption_Expand'>[[Collapse|$currentgamepassage][$hide.layer1 = true]]</div>\n<div class='GameTextImage GameTextSpecial'>[img["https://secureservercdn.net/45.40.148.234/9db.ec6.myftpupload.com/game-content/scaffold-22/images/env_small_riptidedance.png"]]</div>You <<if $attrib.toxicity gte 75>>swagger<<else>>stride<<endif>> onto the dance floor and join the crowd writhing and surging amidst the holographic waves. Before you can even start to move though, someone barges into you. Cold liquid splashes across your <<armortype>>. You recoil, knocking into a couple rubbing ass, and are thrown into another group of partygoers. Angry shouts fill the air as you're pushed away.\n\nSomeone grips your shoulder; a man in a crinkled suit who reeks of booze. "Loving Stars. I'm so sorry, <<if $attrib.gender eq "male">>man<<else>>miss<<endif>>. Did not see. Was mistake."\n\n<<if $attrib.demeanor eq "agressive">>"Fuck you," you growl, trying to push him away.<<else>>"Hey, no problem," you say, easing him away.<<endif>>\n\n"Truly, I did not mean ill." He holds you back, swaying unsteadily. "I will buy you drink, okay? On me. As apology, yes? Has been real shit night."<<endif>>
<<nobr>>\n\t<<set $hud.combatUIScrewLevel = 2>>\n\n\t<<set $attrib.stress += 1>>\n\n\t<<if $attrib.fatigue lt 50>>\n\t\t<<set $attrib.fatigue = 50>>\n\t<<elseif $attrib.fatigue lt 75>>\n\t\t<<set $attrib.fatigue = 75>>\n\t<<else>>\n\t\t<<set $attrib.fatigue += 15>>\n\t<<endif>>\n\n\t<<if $combatIsArena>>\n\t\t<<set $combat.arenaScore.takenHits += 1>>\n\t<<endif>>\n\n\t<<set $combat.player.accuracy *= 0.9>>\n\n\t<div class='CombatUI_Action_Segment CombatUI_Action_Enemy'>\n\t\t<<display 'Combat_IntroImage'>>\n\t\tYou've just set off across the icy floor when a blur of motion brawls you over. Panicked, you struggle to throw off the invisible assailant. Its vicious fangs snap so close to your ears you can hear them snapping closed.\n\t</div>\n\n\t<div class='CombatUI_Action_Segment'>\n\t\t<<set $combat.usedEscapeMechanic = 2>>\n\t\t<div class='Combat_AlertText'>\n\t\t\t<span class='greyedout'>Evade</span>\n\t\t</div>\n\t\tA lucky kick sends the creature reeling away. Its feline yelp gives it away: a Hellcat. You scramble upright, heart racing.\n\t</div>\n\n\t<<display 'doCombatJitter'>>\n\n<<endnobr>>
<<if $hide.layer4 eq true>><div class='GameOption_Expand'>[[Expand|$currentgamepassage][$hide.layer4 = false]]</div><You say...<<else>><div class='GameOption_Expand'>[[Collapse|$currentgamepassage][$hide.layer4 = true]]</div>\n<<nobr>>\nYou say, \n\n<<if $action.action3 eq "nomodel">>"I'm no model. Nothing to be looked up to. Think you got that one wrong."<br><br>\n\n"Have I?" Sasha's lips curl into a smirk. "Simply look at what your legacy has left. An entire sector looks up to an unsung hero. Surely that is an inspiration."<br><br>\n\n"Maybe, but a bad one." You lean on the bar. "So what about yourself? What's your legacy?"<<elseif $action.action3 eq "whatimply">>"What are you implying? That fame is something I should be celebrating?"<br><br>\n\n"Perhaps. Look more closely at what your legacy has left. An entire sector looks up to an unsung hero. Surely that is an inspiration."<br><br>\n\n"Well, you got a point. I guess." You lean on the bar, lips pursed. "What's your story then? Haven't heard much about you."<<elseif $action.action3 eq "awesome">>"Well, sure. I'm awesome. Everyone knows that."<br><br>\n\n"Well, you most certainly are an unsung hero who is looked up to. For that alone, you are worth mention. Perhaps even admiration."<br><br>\n\n"Damn straight I am." You lean on the bar. "But what about you? What's your legacy?"<<endif>><br><br>\n\nSasha laughs. "Oh, I am merely Sasha Vandez, the one who rose above his station, who built for the profession an appealing image. My means was sophistication—" He flourishes. "—and in method, it was supreme confidence. Someone must set the good example after all."<br><br>\n\n"Yeah—" Your gaze wanders to the two chicks who are still chattering behind his back. "You sure set an example. Just not the one I'd have opted for."<br><br>\n\n"Naturally. Our means and methods are quite opposed. Yet I must excuse myself. It has been quite a long day." He offers a curt bow. "<<formalname>>, it would be an honor to cross paths again."<br><br>\n\n<<if $attrib.demeanor eq "agressive">>"Whatever," you mutter<<else>>"Sure thing," you say<<endif>> as the bounty hunter departs, his hand on the grip of his sidearm.<br><br>\n\nHe's definitely nailed the presentation. As for the rest? Hard to say. But he doesn't seem like a bad fellow. And that says a lot in this <<if $attrib.demeanor eq "agressive">>fucked up <<endif>>world.\n\n<<endnobr>><<endif>>
<<if $hide.layer4 eq true>><div class='GameOption_Expand'>[[Expand|$currentgamepassage][$hide.layer4 = false]]</div>You say...<<else>><div class='GameOption_Expand'>[[Collapse|$currentgamepassage][$hide.layer4 = true]]</div>\n<<nobr>>\n\n\tYou say, \n\n\t<<if $action.action3 eq "silentkill">>"Oh, I'm sorry. I think there's some mistake here."<br><br>\n\n\t\t"Mistake, huh?" One of the men steps forward, producing a spiky shocker. "This will just—"<br><br>\n\n\t\t<div class='GameTextImage GameTextSpecial'>[img["https://secureservercdn.net/45.40.148.234/9db.ec6.myftpupload.com/game-content/scaffold-22/images/env_special_pistol.png"]]</div>\n\n\t\t"Actually, you are—" You snatch your M1114, flip the selector to subsonic as you draw the weapon, and level it on the freak's faceplate. "—the mistake."<br><br>\n\n\t\tThe suppressed pistol recoils ever so faintly. The freak falls, his helmet blown out. His companion recoils in surprise, the rifle he has aimed at you all but forgotten.<br><br>\n\n\t\tTwo muffled thuds later and he hits the floor too. You blow a fourth round into the first man's head and survey the scene, heart racing.<br><br>\n\n\t\tNo one seems to have noticed your arrival or the fact the two bastards just got their brains blown out. To be safe, you hurriedly move the corpses out of sight. Chances are someone will notice the missing guards sooner than later but you only need a little time - just enough to figure out who the hell you're dealing with here.\n\n\t<<elseif $action.action3 eq "silentkill_knife">>"Oh, I'm sorry. I think there's some mistake here."<br><br>\n\n\t\t"Mistake, huh?" One of the men steps forward, producing a spiky shocker. "This will just—"<br><br>\n\n\t\t"Actually, you are—" You snatch your <<knife>> and, before the man can react, slam it into his neck. "—the mistake!"<br><br>\n\n\t\tHis companion recoils in surprise, the rifle he has aimed at you all but forgotten. It takes a split second to reach him and a moment longer to slice his throat. A moment later, he's on the ground, spluttering to death in his psychodelically painted armor. You stand above the corpses, heart still racing.<br><br>\n\n\t\tNo one seems to have noticed your arrival or the fact the two bastards just got stuck. To be safe, you hurriedly move the corpses out of sight. Chances are someone will notice the missing guards sooner than later but you only need a little time - just enough to figure out who the hell you're dealing with here.\n\n\t<<elseif $action.action3 eq "silentkill_fail">>"Oh, I'm sorry. I think there's some mistake here."<br><br>\n\n\t\t"Mistake, huh?" One of the men steps forward, producing a spiky shocker. "This will just—"<br><br>\n\n\t\t"Actually, you are—" You snatch your <<knife>> and lunge at the nearest man but he throws you off.<br><br>\n\n\t\t"Ah, motherfucker!" The other man racks his rifle. Coilfire errupts. Noise and light dazzle you. Bolts ping wildly off the walls.<br><br>\n\n\t\tYou scramble up, heart racing. There's no alternative now. Kill the bastards - or get gunned down on the spot.\n\t<<elseif $action.action3 eq "justlook">>"Don't worry. I'm just looking. Call it curiosity."<br><br>\n\n\t\t"Ah. That's nice." One of the men steps forward, producing a spiky shocker. "This will just—"<br><br>\n\n\t\t"Wow." You take a hasty step back. <<if $attrib.demeanor eq "agressive">>"What the fuck? Get that damn thing away from me."<<else>>"What do you think you're doing?"<<endif>><br><br>\n\n\t\tThe other, rifle still aimed at your head, says, "You gotta submit. It's the King's law."<br><br>\n\n\t\t<<if $attrib.demeanor eq "agressive">>"Yeah, like fuck." You draw a deep breath. "I'm gonna give you one chance. One. Then I start killing and you two will be the first to go."<<else>>"No. I don't think so." You draw a deep breath. "You get one warning. Then we start shooting. So, what'll it be?"<<endif>><br><br>\n\n\t\tNeither of them lowers their weapon. Unfortunate. But it isn't like you didn't warn them so, end of the day, it's really their damned fault.\n\n\t<<else>>"Put down the guns. Now. I am not <<if $attrib.demeanor eq "agressive">>fucking <<endif>>kidding. I already killed two of you freaks<<if $attrib.demeanor eq "agressive">> and I'll make it more if I have to<<else>>. You'll end the same way if you don't back down<<endif>>."<br><br>\n\n\t\tThe guards look at one another. Neither lowers their weapon.<br><br>\n\n\t\t"Oh, please." You step forward, <<if $attrib.demeanor eq "agressive">>snarling<<else>>saying<<endif>>, "I don't care who<<if $attrib.demeanor eq "agressive">> the fuck<<endif>> you are or what you're doing here. But anyone who points a gun at me will regret it. Promised."<br><br>\n\n\t\t"Fair point." One of the guards lowers his rifle, gesturing for the other to do likewise. "Don't wanna do nothing stupid now, do we? But ye'd better come with us. The High King will wanna see ya."<br><br>\n\n\t\t"The High King, huh?" Your lips curl. <<if $attrib.demeanor eq "agressive">>"Obnoxious name."<<else>>"Odd name."<<endif>><br><br>\n\n\t\t"Don't mock his Eternal Highness. Now move. That way—" The speaker gestures toward the tent city. "—please. Before we take back this generous offer."\n\n\t<<endif>>\n<<endnobr>><<endif>>
<<nobr>>\n\n\t<<set $combat.enemy = {\n\t\ttype: "abomination_unique",\n\t\tname: "Djinn",\n\t\tgender: "it",\n\t\tposessive: "its",\n\t\tdeathtype: "killing",\n\t\tresulttext: "abomination_djinn_result",\n\t\tresponsetext: "abomination_djinn_response",\n\t\tsinglenames: ["Djinn"],\n\t\tsinglegender: ["it"],\n\t\tsingleposessive: ["its"],\n\t\timages: ["images/combat_abom_djinn.png"],\n\t\talive: 1,\n\t\tarmor: 8,\n\t\tvulnerable: "none",\n\t\timmune: "toxin",\n\t\tshield: 75,\n\t\taccuracy: 1.1,\n\t\tcover: 0,\n\t\tisMeeleAttacker: true,\n\t\ttaunt: "The Djinn advances, bright blue eyes blazing with anger as it flips its knife into a backhanded grip.",\n\t}>>\n\n\t<<set $combat.player = {\n\t\taccuracy: 0.35,\n\t\tcover: 0,\n\t\tcontinue: "b14_cathedral_final_postgunfight",\n\t\tally: "none",\n\t}>>\n\n<<endnobr>>
<<if $hide.layer2 eq true>><div class='GameOption_Expand'>[[Expand|$currentgamepassage][$hide.layer2 = false]]</div>Grunting with effort, you...<<else>><div class='GameOption_Expand'>[[Collapse|$currentgamepassage][$hide.layer2 = true]]</div>\nGrunting with effort, you shove at the obsidian lid. Stone grinds on stone as it shifts ever so slightly. You try again, this time with Fabienne's help, and the lid slides a little more. Another good shove leaves the coffin - or whatever it is - exposed enough to see inside.\n\n"Yuch," you mutter, eyeing the mummified corpse dressed in dark blue ceremonial armor.\n\nThere's virtually nothing left of the man, just stiff flesh drawn taunt over ancient bones. You can't even make out his facial features - probably not how this dude wanted to be remembered. Given, the jewlery and armor looks nice, but the fact it's on a featureless, decrepit corpse sort of sours the display of prestige.\n\n"Not quite what I expected either," Fabienne says. "These statis blocks are supposed to keep them preserved but whatever. Here we are. And got what I came for." She pulls a slender, staff-like object from the coffin.\n\nYour brow furrows. "Anything particular I should know?"\n\n"It's a scepter. Entirely useless in practical terms but there were few in the days of the empire and fewer left today. Collectors pay a fortune for them so, yeah, that's what I'm after. But don't worry. You can have all the rest here if you want."\n\n<<if $attrib.demeanor eq "agressive">>"What, a bunch of jewels and an old corpse? Seems kinda unfair."<<else>>"What? Why would I want to steal a bunch of mummified bones?"<<endif>>\n\n"No, I meant the armor. It's ceremonial [[AntiSkel|PDA][$hud.currentScreen = "AntiSkel Armor"]]. Old world dueling armor. Classy. Smart-enhanced. But not full-scale techno-abomination body horror like the [[Paladin Order|PDA][$hud.currentScreen = "Paladin"]] ended up with but still comes with a whole bunch of goodies. It'd be worth a fortune in its own right these days but you'll get more use out of, you know, using it." Fabienne shrugs. "Just my suggestion though. Do whatever you like."<<endif>>
<<if $hide.layer2 eq true>><div class='GameOption_Expand'>[[Expand|$currentgamepassage][$hide.layer2 = false]]</div>Hoping to avoid...<<else>><div class='GameOption_Expand'>[[Collapse|$currentgamepassage][$hide.layer2 = true]]</div>\n<<nobr>>\n\n\tHoping to avoid another mess, you hastily reverse direction and backtrack. The cyborgs follow your every step. It isn't long before you start to run. So do the machines.<br><br>\n\n\t"Shit, shit, shit," you mutter, turning sharply into a side alley and making a break for it.<br><br>\n\n\tHeavy footfalls sound as the cyborgs dash after you.\n\n\t<<if $action.action1 eq "flee">>\n\t\tShouts ring out, followd by the rattle of coilfire. Bolts slam into the walls beside you. Adrenaline surge as you dash down one corridor, then another, winding your way in a long circle you know will take you back where the chace began.<br><br>\n\n\t\tSomewhere along the way, you loose the machines. How is impossible to say but you don't care. Not getting riddled with bolts is good enough for you - at least for the moment.\n\t<<else>>\n\t\tShouts ring out, followd by the rattle of coilfire. Bolts slam into the walls beside you. Adrenaline surges. You scramble behind a support column, breathing hard. Freaking cyborgs. For real.\n\t<<endif>>\n\n<<endnobr>><<endif>>
<<if $hide.layer3 eq true>><div class='GameOption_Expand'>[[Expand|$currentgamepassage][$hide.layer3 = false]]</div>You enter the...<<else>><div class='GameOption_Expand'>[[Collapse|$currentgamepassage][$hide.layer3 = true]]</div>\n<<nobr>>\n\n\t<<if $action.action2 eq "library">>\n\t\t<div class='GameTextImage GameTextSpecial'>[img["https://secureservercdn.net/45.40.148.234/9db.ec6.myftpupload.com/game-content/scaffold-22/images/env_corbei_library.png"]]</div>\n\t<<else>>\n\t\t<div class='GameTextImage GameTextSpecial'>[img["https://secureservercdn.net/45.40.148.234/9db.ec6.myftpupload.com/game-content/scaffold-22/images/env_loot_shvr.png"]]</div>\n\t<<endif>>\n\n\tYou enter the \n\t\t<<if $action.action2 eq "library">>Library, a marbled room lined with ornate, purewood bookcases. There's a heavy oak table in the center of the room, laden with data pads. Beyond, a darkened viewport barely hidden behind deep, blue curtains looks out over the spire-infested expanse of Level B3.<br><br>\n\n\t\t\t<<if $job_conspiracy.buddy eq "alone" or $job_conspiracy.buddy eq "lag" or $job_conspiracy.buddy eq "alone_kobol">>"Nice view." You cast a fleeting glance outside and begin searching the desk.\n\t\t\t<<elseif $job_conspiracy.buddy eq "varai">>\n\t\t\t\t"Quite the collection," [[Commisaria|PDA][$hud.currentScreen = "Commisariat"]] Varai says, examining the shelves. "I would expect no less from such a family. Surely they are well-educated."<br><br>\n\n\t\t\t\t"Nice view too." You cast a fleeting glance outside and begin searching the desk.\n\t\t\t<<elseif $job_conspiracy.buddy eq "celena">>\n\t\t\t\t"My brother's study," Xarena says. "Please do attempt not to cause too much of a chaos. He <<if $job_blindkid_resolution.mainPhase eq 4>>was quite particular and I would not wish his memory tarnished<<else>>is quite insistant on order<<endif>>."<br><br>\n\n\t\t\t\t<<if $job_blindkid_resolution.mainPhase eq 4>>"Oh, we wouldn't want that, would we?" Celena smirks.<<else>>"Oh, I'm sure he won't mind us poking around a little," Celena says, smirking.<<endif>><br><br>\n\n\t\t\t\t"Let's hope not." You cast a fleeting glance outside and begin searching the desk.\n\t\t\t<<elseif $job_conspiracy.buddy eq "wilkin">>\n\t\t\t\t"My brother's study," Xarena says. "Please do attempt not to cause too much of a chaos. He <<if $job_blindkid_resolution.mainPhase eq 4>>was quite particular and I would not wish his memory tarnished<<else>>is quite insistant on order<<endif>>."<br><br>\n\n\t\t\t\t"I'm certain <<formalname>> will be careful with your brother's things," Wilkin says.<br><br>\n\n\t\t\t\t"I'll try," you say and begin searching the desk.\n\t\t\t<<elseif $job_conspiracy.buddy eq "jalkovski">>"So many books, Sir." Jalkovski pans around, clearly in awe. "I've never seen so much paper in one place in my life, Sir."<br><br>\n\n\t\t\t\t"Neither have I," you say and begin searching the desk.\n\t\t\t<<elseif $job_conspiracy.buddy eq "fisher">>"Shit." Fisher whistles. "Quite the collection these guys got. Wonder if there's any porn around."<br><br>\n\n\t\t\t\t"Knock yourself out looking," you say and and begin searching the desk.\n\t\t\t<<elseif $job_conspiracy.buddy eq "fabienne">>"Wow." Fabienne pans around, visibly awed. "So much paper. Why all paper? Why not digital?"<br><br>\n\n\t\t\t\t"Wealth," you say flatly and begin searching the desk.\n\t\t\t<<elseif $job_conspiracy.buddy eq "pineapple">>"Funny," Pineapple says, eyeing the books. "It's all paper. No digital."<br><br>\n\n\t\t\t\t"Must be a bitch to copy paste," you say and begin searching the desk.\n\n\t\t\t<<endif>><br><br>\n\n\t\t\tBeneath a stack of data pads, you find a silverish orb carved with an intricate pattern. Maybe it's the Object you're looking for. Though, frankly, you have no idea what the damn thing looks like. Maybe you'll find more information in the data pads.\n\t\t<<else>>Sitting Room, a dimly lit chamber dominated by a low couch and two plush armchairs. Beside one of the armchairs is a table with a data pad on it. A deactivated holo-frame hangs on one wall and, opposite, stands a glass vitrine containing what looks suspiciously like a custom-built [[ShVR|PDA][$hud.currentScreen = "ShVR"]].<br><br>\n\n\t\t\t<<if $job_conspiracy.buddy eq "alone" or $job_conspiracy.buddy eq "lag" or $job_conspiracy.buddy eq "alone_kobol">>"Nice furniture," you murmur, wondering where to search first.\n\t\t\t<<elseif $job_conspiracy.buddy eq "varai">>"Impressive." Varai nods toward the display case. "An obvious status symbol. Perhaps the Corbeis are more dignified than I expected."<br><br>\n\n\t\t\t\t"Not in my book," you say, wondering where to search first.\n\t\t\t<<elseif $job_conspiracy.buddy eq "celena">>"My father's study," Xarena says, standing by the door. "He is currently away. An urgent matter I was told."<br><br>\n\n\t\t\t\t"I'm sure it was," you say wondering where to search first.<br><br>\n\n\t\t\t\t"How's Dad doing anyways," Celena says with a sly look on her face. "Still chugging opits and trying to forget Mum's death? So soon after your brother's death. Tragic. Tragic."<br><br>\n\n\t\t\t\t"Yes, tragic." Xarena folds her arms. "If you must know, he was well last I heard. Thank you for asking."\n\t\t\t<<elseif $job_conspiracy.buddy eq "wilkin">>"My father's study," Xarena says, standing by the door. "He is currently away. An urgent matter I was told."<br><br>\n\n\t\t\t\t"I'm sure it was," you say wondering where to search first.<br><br>\n\n\t\t\t\tWilkin says, "How's he been doing? Terrible, that his wife died so young. My utmost sympathies."<br><br>\n\n\t\t\t\t"Most appreciated." Xarena smiles sadly. "Alas, work consumes my father's mind. He seems to know nothing else when he is here, and that is seldom."\n\t\t\t<<elseif $job_conspiracy.buddy eq "jalkovski">>"Sir," Jalkovski says, pointing to the display case. "I have never seen one of those. Truly a mark of status, I'm told, Sir."<br><br>\n\n\t\t\t\t"It's a nice piece," you say, wondering where to search first.\n\t\t\t<<elseif $job_conspiracy.buddy eq "fisher">>"Oi, Boss, you see that?" Fisher points to the display case. "Fucking rare those pieces."<br><br>\n\n\t\t\t\t"I've heard," you say wondering where to search first.\n\t\t\t<<elseif $job_conspiracy.buddy eq "fabienne">>"What a waste of space," Fabienne says, glancing about. "Though I guess the gun would fetch a little. From the right buyer."<br><br>\n\n\t\t\t\t"It probably would," you say, wondering where to search first.\n\t\t\t<<elseif $job_conspiracy.buddy eq "pineapple">>"This place is beyond belief," Pineapple says, examining the display case. "Seriously. I've seen pomp before. But not like this."<br><br>\n\n\t\t\t\t"It is kinda over the top," you admit, wondering where to search first.\n\t\t\t<<endif>>\n\n\t\t\t<<if not $loc_storeroom.tookPendant>><br><br>\n\t\t\t\tOn a nearby table, you also see a strange pendant roughly the size of your palm. It looks to be vaguely star-shaped. Beyond that, you have no idea what it is - or what significance, if any, it has to the Corbeis.\n\t\t\t<<endif>>\n\t\t<<endif>>\n\n<<endnobr>><<endif>>
<<nobr>>\n\n\t<<set $combat.enemy = {\n\t\ttype: "machine_cyborg",\n\t\tname: "cyborg",\n\t\tgender: "it",\n\t\tposessive: "its",\n\t\tdeathtype: "destroying",\n\t\tresulttext: "bot_result",\n\t\tresponsetext: "bot_response",\n\t\tsinglenames: ["cyborg"],\n\t\tsinglegender: ["it"],\n\t\tsingleposessive: ["its"],\n\t\timages: ["images/combat_bot_cyborg.png"],\n\t\talive: 1,\n\t\tarmor: 12,\n\t\tvulnerable: "conductive",\n\t\timmune: "toxin",\n\t\tshield: 26,\n\t\taccuracy: 0.85,\n\t\tcover: 0,\n\t\tisMeeleAttacker: false,\n\t\thasRailgun: true,\n\t\thasArcShield: true,\n\t\ttaunt: "The cyborg glowers at you through its mechanical eyes. Even extensive augmentation can't hide the anger on the face beneath.",\n\t}>>\n\n\t<<set $combat.player = {\n\t\taccuracy: 0.8,\n\t\tcover: 0,\n\t\tcontinue: "b33_rom_isabellakill",\n\t\tally: "none",\n\t}>>\n\n<<endnobr>>
<<if $hide.layer4 eq true>><div class='GameOption_Expand'>[[Expand|$currentgamepassage][$hide.layer4= false]]</div><<if $action.action3 eq "comission">>"Sounds good. Sign over..."<<else>>"Never mind the comission..."<<endif>>\n<<else>><div class='GameOption_Expand'>[[Collapse|$currentgamepassage][$hide.layer4 = true]]</div>\n<<nobr>>\n\n\t<<if $action.action3 eq "comission">>"Sounds good." You hold out your arm. "I bring you that Object, you pay the rest, and we all benefit. Hopefully."<br><br>\n\n\t\t"Deal." The android swipes. "Make it happen, jerk."<br><br>\n\n\t\t"Do my best." You glance around. "So, uh, where am I supposed to find you in this maze?"<br><br>\n\n\t<<else>>"Never mind the comission," you say. "I bring you the Object, we figure out what the hell's really going on here. Deal?"<br><br>\n\n\t\t"Ain't what I saw comin' but okay, deal." He holds out a hand, smirking. "Jerk."<br><br>\n\n\t\t"Jerk yourself." You shake his hand. "Be back as soon as I have more. But, uh, where where am I supposed to find you in this maze?"<br><br>\n\t<<endif>>\n\n\t"We'll clear this area—" He gestures around. "—and set up camp, at least until we can get that tin can off station. Gonna make sure our perimiter guys know you'll be comin'. Also, ya need gear, we can help ya. Cabal's still got good connections here. Yeaah?"<br><br>\n\n\t"Good to know." You nod curtly, turn on your heel, and...\n<<endnobr>><<endif>>
<<display 'HUD_CodexBackButton'>><strong>Nagauri Black Skull</strong>\n\n<<nobr>>[>img[https://rage-productions.com/game-content/scaffold-22/images/black skull.png]]Twin-barreled compact rail rifle intended for pit fights.<br><br>\n\n<<display 'drawWeaponStats'>><br>\n\n\t<div id='codex-expand-area' class='HUD_PdaDisplayZone HUD_PdaDisplayZoneCodex'>\n\t\t<div class='HUD_PdaExpandButton'><<click 'Show More'>>\n\t\t\t<<replace '#codex-expand-area'>>\n\t\t\t\tA custom build of the [[Nitewood SKUL|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "SKUL"]] by Nagauri, the Black Skull is the bloodsports-approved version of the Nagauri Sweeper, a home defense weapon designed for less-lethal rounds and subsonic scattershot. The Black Skull redesign is incredibly lethal and built under license from Nitewood, though the Nagauri build shares little commonality with the original weapon beyond it's basic housing. Though short for a railgun, the weapon packs a serious punch up close and can be either quick-aimed with a holo-pointer or using the integrated holo-sight.<br><br>\n\n\t\t\t\tDue to the small size of the weapon, the Black Skull is known to recoil sharply which would be an issue were the weapon not breech-loaded. The loading procedure is somewhat time consuming too, since two rounds have to be individually placed into the breech for full effect. Partial loading with one round is also possible; the integrated circuitry will identify what and how the Black Skull is loaded and adjust targeting dynamically. If two identical rounds are loaded, and thus the ballistics computer can use the same calculations for both barrels, the Black Skull will allow dual discharge. For differing loads, it reverts to single shot mode, firing the upper barrel first unless otherwise configured.<br><br>\n\n\t\t\t\tFollowing munitions are certified for use with Nagauri Black Skull: [[Tungsten Bolt|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "Tungsten Bolt"]], [[Conductive Bolt|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "Conductive Bolt"]], [[Scattershot Canister|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "Scattershot Canister"]], [[Neurotoxin Canister|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "Neurotoxin Canister"]]\n\t\t\t<</replace>>\n\t\t<</click>></div>\n\t</div>\n<<endnobr>>
<<nobr>>\n\n\t<<set $combat.enemy.didreappear = false>>\n\t<<set $name = $combat.enemy.name>>\n\t<<set $number = $combat.enemy.gender>>\n\n\t<<if ($combat.enemy.alive eq 0 and $combat.actions[$index].kills eq 0) or $combat.actions[$index].kills eq 1>>\n\t\t<<set $name = $combat.enemy.singlenames[$combat.enemy.alive]>>\n\t\t<<set $number = $combat.enemy.singlegender[$combat.enemy.alive]>>\n\t<<endif>>\n\n\t<<display 'calcRoundType'>>\n\n\t<<if $combat.actions[$index].result eq "playerdead">>\n\t\tYou fall, bleeding to death from your injuries\n\t<<else>>\n\n\t\t<<if $template.ammo eq "tungsten" or $template.ammo eq "conductive" or $template.ammo eq "scatter" or $template.ammo eq "toxin" or $template.ammo eq "9mm_hyper">>\n\t\t\t<<set $wastetype = $shottype>>\n\n\t\t\t<<display 'determineWasteAmmoType'>>\n\n\t\t\t<<if $combat.actions[$index].result eq "hitnothing">>\n\t\t\t\tThe <<print $shottype>> <<if $template.magazine eq 1>>misses<<else>>miss<<endif>> entirely - you waste a <<print $wastetype>>\n\t\t\t<<elseif $combat.actions[$index].result eq "hitcover">>\n\t\t\t\tThe <<print $name>> <<if $combat.enemy.alive lte 1>>has<<else>>have<<endif>> taken cover - you waste a <<print $wastetype>>\n\t\t\t<<elseif $combat.actions[$index].result eq "hitshield">>\n\t\t\t\tYour <<print $shottype>> glance<<if $template.magazine eq 1>>s<<endif>> off the crab's thick shell, causing it to buzz angrily, but inflicts no lasting damage - you use up a <<print $wastetype>>\n\t\t\t<<elseif $combat.actions[$index].result eq "hitvulnerable">>\n\t\t\t\tThe <<print $shottype>> <<if $template.magazine eq 1>>detonates<<else>>detonate<<endif>>, releasing a cloud of noxious gas that engulfs the <<print $name>>\n\t\t\t<<elseif $combat.actions[$index].result eq "hitimmune">>\n\t\t\t\tThe <<print $shottype>> <<if $template.magazine eq 1>>ricoshets<<else>>ricoshet<<endif>> off the <<print $name>>'s thick carapace, smashing harmlessly into the ground \n\t\t\t<<elseif $combat.actions[$index].result eq "hitarmor">>\n\t\t\t\t<<if $template.ammo eq "scatter">>\n\t\t\t\t\tThe <<print $shottype>> <<if $template.magazine eq 1>>detonates<<else>>detonate<<endif>> but the resulting hail of slivers fails to penetrate the <<print $name>>'s thick carapace - you use up a <<print $wastetype>>\n\t\t\t\t<<elseif $template.ammo eq "toxin">>\n\t\t\t\t\tThe <<print $shottype>> <<if $template.magazine eq 1>>detonates<<else>>detonate<<endif>>, releasing a cloud of noxious gas, but the fumes fail to affect the <<print $name>> - you use up a <<print $wastetype>>\n\t\t\t\t<<else>>\n\t\t\t\t\tThe <<print $shottype>> glance<<if $template.magazine eq 1>>s<<endif>> off the <<print $name>>'s thick shell - you use up a <<print $wastetype>>\n\t\t\t\t<<endif>>\n\t\t\t<<elseif $combat.actions[$index].result eq "ripshield">>\n\t\t\t\t<<if $template.ammo eq "scatter">>\n\t\t\t\t\tThe <<print $shottype>> <<if $template.magazine eq 1>>detonates<<else>>detonate<<endif>> in a hail of slivers that perforate the <<print $name>>, <<print $combat.enemy.deathtype>> <<print $number>> instantly\n\t\t\t\t<<elseif $template.ammo eq "toxin">>\n\t\t\t\t\tThe <<print $shottype>> <<if $template.magazine eq 1>>detonates<<else>>detonate<<endif>>, releasing a cloud of noxious gas that engulfs the <<print $name>>\n\t\t\t\t<<else>>\n\t\t\t\t\tThe <<print $shottype>> <<if $template.magazine eq 1>>slams<<else>>slam<<endif>> into the <<print $name>>, <<print $combat.enemy.deathtype>> <<print $number>> instantly\n\t\t\t\t<<endif>>\n\t\t\t\t\n\t\t\t<<elseif $combat.actions[$index].result eq "riparmor">>\n\t\t\t\t<<if $template.ammo eq "scatter">>\n\t\t\t\t\tThe <<print $shottype>> <<if $template.magazine eq 1>>detonates<<else>>detonate<<endif>> in a hail of slivers that perforate the <<print $name>>'s thick shell, <<print $combat.enemy.deathtype>> <<print $number>> instantly\n\t\t\t\t<<elseif $template.ammo eq "toxin">>\n\t\t\t\t\tThe <<print $shottype>> <<if $template.magazine eq 1>>detonates<<else>>detonate<<endif>>, releasing a cloud of noxious gas that engulfs the <<print $name>>\n\t\t\t\t<<else>>\n\t\t\t\t\tThe <<print $shottype>> <<if $template.magazine eq 1>>blows<<else>>blow<<endif>> clean through the<<print $name>>'s thick shell, <<print $combat.enemy.deathtype>> <<print $number>> instantly\n\t\t\t\t<<endif>>\n\t\t\t\t\n\t\t\t<<elseif $combat.actions[$index].result eq "riparmorshield">>\n\t\t\t\t<<if $template.ammo eq "scatter">>\n\t\t\t\t\tThe <<print $shottype>> <<if $template.magazine eq 1>>detonates<<else>>detonate<<endif>> in a hail of slivers that perforate the <<print $name>>, <<print $combat.enemy.deathtype>> <<print $number>> instantly\n\t\t\t\t<<elseif $template.ammo eq "toxin">>\n\t\t\t\t\tThe <<print $shottype>> <<if $template.magazine eq 1>>detonates<<else>>detonate<<endif>>, releasing a cloud of noxious gas that engulfs the <<print $name>>\n\t\t\t\t<<else>>\n\t\t\t\t\tThe <<print $shottype>> <<if $template.magazine eq 1>>slams<<else>>slam<<endif>> into the <<print $name>>, <<print $combat.enemy.deathtype>> <<print $number>> instantly\n\t\t\t\t<<endif>>\n\n\t\t\t<<elseif $combat.actions[$index].result eq "ripflesh">>\n\t\t\t\t<<if $template.ammo eq "scatter">>\n\t\t\t\t\tThe <<print $shottype>> <<if $template.magazine eq 1>>detonates<<else>>detonate<<endif>> in a hail of slivers that perforate the <<print $name>>, <<print $combat.enemy.deathtype>> <<print $number>> instantly\n\t\t\t\t<<elseif $template.ammo eq "toxin">>\n\t\t\t\t\tThe <<print $shottype>> <<if $template.magazine eq 1>>detonates<<else>>detonate<<endif>>, releasing a cloud of noxious gas that engulfs the <<print $name>>\n\t\t\t\t<<else>>\n\t\t\t\t\tThe <<print $shottype>> <<if $template.magazine eq 1>>rips<<else>>rip<<endif>> the <<print $name>> into shreds, <<print $combat.enemy.deathtype>> <<print $number>> instantly\n\t\t\t\t<<endif>>\n\t\t\t\t\n\t\t\t<<endif>>\n\n\t\t<<elseif $template.ammo eq "9mm">>\n\n\t\t\t<<if $combat.actions[$index].result eq "hitnothing">>\n\t\t\t\tThe <<print $shottype>> miss entirely - you waste a magazine\n\t\t\t<<elseif $combat.actions[$index].result eq "hitcover">>\n\t\t\t\tThe <<print $name>> <<if $combat.enemy.alive lte 1>>has<<else>>have<<endif>> taken cover - you waste a magazine\n\t\t\t<<elseif $combat.actions[$index].result eq "hitshield">>\n\t\t\t\t<<set $combat.enemy.didreappear = true>>\n\t\t\t\tThe <<print $name>> recoils as your <<print $shottype>> slam into its shell but the creature does not fall - you use up a magazine\n\t\t\t<<elseif $combat.actions[$index].result eq "hitvulnerable">>\n\t\t\t\tThe <<print $name>> <<if $combat.enemy.alive lte 1>>is<<else>>are<<endif>> catastrophically wounded by your attack\n\t\t\t<<elseif $combat.actions[$index].result eq "hitimmune">>\n\t\t\t\tThe <<print $name>> <<if $combat.enemy.alive lte 1>>is<<else>>are<<endif>> immune to your attack\n\t\t\t<<elseif $combat.actions[$index].result eq "hitarmor">>\n\t\t\t\tThe <<print $shottype>> bounce harmlessly off the <<print $name>>'s thick shell - you use up a magazine\n\t\t\t<<elseif $combat.actions[$index].result eq "ripshield">>\n\t\t\t\tThe <<print $shottype>> tear through the <<print $name>>'s thick shell, <<print $combat.enemy.deathtype>> <<print $number>> instantly\n\t\t\t<<elseif $combat.actions[$index].result eq "riparmor">>\n\t\t\t\tThe <<print $shottype>> tear through the <<print $name>>'s slime-crusted shell, <<print $combat.enemy.deathtype>> <<print $number>> instantly\n\t\t\t<<elseif $combat.actions[$index].result eq "riparmorshield">>\n\t\t\t\tThe <<print $shottype>> tear through the <<print $name>>'s shell <<print $combat.enemy.deathtype>> <<print $number>> instantly\n\t\t\t<<elseif $combat.actions[$index].result eq "ripflesh">>\n\t\t\t\tThe <<print $shottype>> tear through the <<print $name>>'s crablike body, <<print $combat.enemy.deathtype>> <<print $number>> instantly\n\t\t\t<<endif>>\n\n\t\t<<elseif $template.ammo eq "arclance">>\n\t\t\t<<if $combat.actions[$index].result eq "hitnothing">>\n\t\t\t\tArcs of electricity sear the floor but inflict no damage - you waste your discharge\n\t\t\t<<elseif $combat.actions[$index].result eq "hitcover">>\n\t\t\t\tElectricity arcs out but the <<print $name>> <<if $combat.enemy.alive lte 1>>has<<else>>have<<endif>> taken cover - you waste your discharge\n\t\t\t<<elseif $combat.actions[$index].result eq "hitshield">>\n\t\t\t\tThe <<print $name>>'s legs thrash as electcicity arcs across its thick shell but the creature does not fall - you use up your discharge\n\t\t\t<<elseif $combat.actions[$index].result eq "hitvulnerable">>\n\t\t\t\t(( N/A ))\n\t\t\t<<elseif $combat.actions[$index].result eq "hitimmune">>\n\t\t\t\t(( N/A ))\n\t\t\t<<elseif $combat.actions[$index].result eq "hitarmor">>\n\t\t\t\tElectricity arcs harmlessly off the <<print $name>>'s thick shell- you use up your discharge\n\t\t\t<<elseif $combat.actions[$index].result eq "ripshield">>\n\t\t\t\tElectricity sears the <<print $name>>'s shell, <<print $combat.enemy.deathtype>> <<print $number>> amidst shrieks of intense agony\n\t\t\t<<elseif $combat.actions[$index].result eq "riparmor">>\n\t\t\t\tArcs of electricity crackle across the <<print $name>>'s thick shell, <<print $combat.enemy.deathtype>> <<print $number>> amidst shrieks of intense agony\n\t\t\t<<elseif $combat.actions[$index].result eq "riparmorshield">>\n\t\t\t\tArcs of electricity burn through the <<print $name>>'s slime-crusted shell, <<print $combat.enemy.deathtype>> <<print $number>> amidst shrieks of intense agony\n\t\t\t<<elseif $combat.actions[$index].result eq "ripflesh">>\n\t\t\t\tElectcricity crackles across the <<print $name>>'s crablike form, <<print $combat.enemy.deathtype>> <<print $number>> amidst shrieks of intense agony\n\t\t\t<<endif>>\n\n\t\t<<elseif $template.ammo eq "plasmaburst">>\n\t\t\t<<if $combat.actions[$index].result eq "hitnothing">>\n\t\t\t\tSuperheated plasma sears the floor but inflicts no damage - you waste your discharge\n\t\t\t<<elseif $combat.actions[$index].result eq "hitcover">>\n\t\t\t\tSuperheated plasma sprays out but the <<print $name>> <<if $combat.enemy.alive lte 1>>has<<else>>have<<endif>> taken cover - you waste your discharge\n\t\t\t<<elseif $combat.actions[$index].result eq "hitshield">>\n\t\t\t\tThe <<print $name>> thrashes as superheated plasma washess its shell but the creature does not fall - you use up your discharge\n\t\t\t<<elseif $combat.actions[$index].result eq "hitvulnerable">>\n\t\t\t\t(( N/A ))\n\t\t\t<<elseif $combat.actions[$index].result eq "hitimmune">>\n\t\t\t\t(( N/A ))\n\t\t\t<<elseif $combat.actions[$index].result eq "hitarmor">>\n\t\t\t\tSuperheated plasma rushes harmesssly over the <<print $name>>'s thick shell - you use up your discharge\n\t\t\t<<elseif $combat.actions[$index].result eq "ripshield">>\n\t\t\t\tSuperheated plasma burns throught the <<print $name>>'s shell, <<print $combat.enemy.deathtype>> <<print $number>> amidst shrieks of panicked agony\n\t\t\t<<elseif $combat.actions[$index].result eq "riparmor">>\n\t\t\t\tSuperheated plasma sears through the <<print $name>>'s thick shell, <<print $combat.enemy.deathtype>> <<print $number>> amidst shrieks of panicked agony\n\t\t\t<<elseif $combat.actions[$index].result eq "riparmorshield">>\n\t\t\t\tSuperheated plasma engulfs the <<print $name>>'s slime-crusted shell, <<print $combat.enemy.deathtype>> <<print $number>> amidst shrieks of panicked agony\n\t\t\t<<elseif $combat.actions[$index].result eq "ripflesh">>\n\t\t\t\tSuperheated plasma washes over the <<print $name>>'s crablike form, <<print $combat.enemy.deathtype>> <<print $number>> amidst shrieks of panicked agony\n\t\t\t<<endif>>\n\n\t\t<<elseif $template.ammo eq "powerfist">>\n\t\t\t<<if $combat.actions[$index].result eq "hitnothing">>\n\t\t\t\tThe <<print $combat.enemy.singlenames[$combat.enemy.alive - 1]>> skitters backwards, dodging your blow entirely\n\t\t\t<<elseif $combat.actions[$index].result eq "hitshield">>\n\t\t\t\tYour punch the <<print $combat.enemy.singlenames[$combat.enemy.alive - 1]>>'s thick shell but the blow inflicts no damage\n\t\t\t<<elseif $combat.actions[$index].result eq "hitarmor">>\n\t\t\t\tYour powerfist glances off the <<print $combat.enemy.singlenames[$combat.enemy.alive - 1]>>'s slime-crusted shell\n\t\t\t<<elseif $combat.actions[$index].result eq "ripshield">>\n\t\t\t\tThe <<print $combat.enemy.singlenames[$combat.enemy.alive]>>> surges forward but you slam your powerfist into a gap in its shell, causing it rear with a squeal, and fall dead\n\t\t\t<<elseif $combat.actions[$index].result eq "riparmor">>\n\t\t\t\tYou powerfist smashes deep into a gap in the <<print $combat.enemy.singlenames[$combat.enemy.alive]>>'s slimy shell, causing it rear with a squeal, and fall dead.\n\t\t\t<<elseif $combat.actions[$index].result eq "riparmorshield">>\n\t\t\t\tYou powerfist clean through the <<print $combat.enemy.singlenames[$combat.enemy.alive]>>'s slime-slick shell, causing it rear with a squeal, and fall dead.\n\t\t\t<<elseif $combat.actions[$index].result eq "ripflesh">>\n\t\t\t\tYour powerfist finds a gap in the <<print $combat.enemy.singlenames[$combat.enemy.alive]>>'s shell, causing it rear with a squeal, and fall dead\n\t\t\t<<endif>>\n\n\t\t<<elseif $template.ammo eq "micronuke">>\n\t\t\tThe rocket zips toward the <<print $combat.enemy.singlenames[$combat.enemy.alive]>> and detonates in a brilliant ball of plasma.. The resulting shockwave knocks you back and leaves your ears ringing.\n\n\t\t<<else>>\n\t\t\t<<if $combat.specialDisplayState eq "comsumeOrganicFoe">>\n\t\t\t\t\tYou jump on the <<print $combat.enemy.singlenames[$combat.enemy.alive]>> and, dodging its tentacles, snap at the oozing substance between its shell. Venom gushes forth. The <<print $combat.enemy.singlenames[$combat.enemy.alive]>> thrashes as you scramble away, a chunk of its sline in your mouth. It tastes thick, slimy and makes you retch. Utterly disgusting.\n\t\t\t<<else>>\n\t\t\t\t<<if $combat.actions[$index].result eq "hitnothing">>\n\t\t\t\t\tThe <<print $combat.enemy.singlenames[$combat.enemy.alive - 1]>> skitters backwards, dodging your blow entirely\n\t\t\t\t<<elseif $combat.actions[$index].result eq "hitshield">>\n\t\t\t\t\tYour <<meeleweapon>> cuts into the <<print $combat.enemy.singlenames[$combat.enemy.alive - 1]>>'s thick shell but inflicts no damage\n\t\t\t\t<<elseif $combat.actions[$index].result eq "hitarmor">>\n\t\t\t\t\tYour <<meeleweapon>> glances off the <<print $combat.enemy.singlenames[$combat.enemy.alive - 1]>>'s slime-crusted shell\n\t\t\t\t<<elseif $combat.actions[$index].result eq "ripshield">>\n\t\t\t\t\tThe <<print $combat.enemy.singlenames[$combat.enemy.alive]>>> surges forward but you plunge your blade deep into a gap in it shell, causing it rear with a squeal, and fall dead\n\t\t\t\t<<elseif $combat.actions[$index].result eq "riparmor" or $combat.actions[$index].result eq "riparmorshield">>\n\t\t\t\t\tYour <<meeleweapon>> finds a gap in the <<print $combat.enemy.singlenames[$combat.enemy.alive]>>'s slime-slicked shell, causing it rear with a squeal, and fall dead\n\t\t\t\t<<elseif $combat.actions[$index].result eq "ripflesh">>\n\t\t\t\t\tYour <<meeleweapon>> finds a gap in the <<print $combat.enemy.singlenames[$combat.enemy.alive]>>'s shell, causing it rear with a squeal, and fall dead\n\t\t\t\t<<endif>>\n\t\t\t<<endif>>\n\t\t<<endif>>\n\t<<endif>>\n\n\t<<unset $name>>\n\n<<endnobr>>
<<silently>>\n<<set $currentgamepassage = passage()>>\n\n\t<<if not $processed>>\n\t\t<<set $action.action1 = "none">>\n\t\t<<set $action.action2 = "none">>\n\t\t<<set $action.action3 = "none">>\n\t\t<<set $action.action4 = "none">>\n\t\t<<set $action.action5 = "none">>\n\n\t\t<<set $hide.layer1 = false>>\n\t\t<<set $hide.layer2 = false>>\n\t\t<<set $hide.layer3 = false>>\n\t\t<<set $hide.layer4 = false>>\n\t\t<<set $hide.layer5 = false>>\n\n\t\t<<set $savesMenuPassage = "B40 - Pressure Berth 51">>\n\t\t<<set $processed = true>>\n\t<<endif>>\n\n<<endsilently>>\n<<nobr>>\n\t<<if $action.action1 eq "none">>\n\t\t<div class='GameText'><<display 'hauler_constabularia_txt'>></div><br>\n\t\t<div class='OptionsField'>\n\t\t\t<<if $action.arrive eq "fromKill">>\n\t\t\t\t<div class='GameOption GameOption_Move'>[[The Docks|b40_docks_enter][$action.arrive = "enter"; $time.active += 0.65; $hide.layer0 = false; $job_blindkid_shrine.mainPhase = 101; ga('send', 'event', 'game', 'job_voidshrine', 'killedCommisaria'); playContextSound("ui_walk");]]</div>\n\t\t\t<<else>>\n\t\t\t\t<div class='GameOption GameOption_Dialogue'>[[Say she has a Point|b40_addon_constabularia_hauler][$action.action1 = "haspoint"; $hide.layer1 = true; ga('send', 'event', 'game', 'job_voidshrine', 'sparedCommisaria'); playContextSound("ui_click");]]</div><br>\n\t\t\t\t<div class='GameOption GameOption_Dialogue'>[[Say she's a real Asshole|b40_addon_constabularia_hauler][$action.action1 = "asshole"; $hide.layer1 = true; $attrib.violence += 1; ga('send', 'event', 'game', 'job_voidshrine', 'sparedCommisaria'); playContextSound("ui_click");]]</div><br>\n\t\t\t\t<div class='GameOption GameOption_Dialogue'>[[Insist you're doing your Job|b40_addon_constabularia_hauler][$action.action1 = "dojob"; $hide.layer1 = true; $attrib.caution += 1; ga('send', 'event', 'game', 'job_voidshrine', 'sparedCommisaria'); playContextSound("ui_click");]]</div>\n\t\t\t<<endif>>\n\t\t</div>\n\t<<elseif $action.action2 eq "none">>\n\t\t<div class='GameTextGreyed'><<display 'hauler_constabularia_txt'>></div><br>\n\t\t<div class='GameText'><<display 'hauler_constabularia_2_txt'>></div><br>\n\t\t<div class='OptionsField'>\n\t\t\t<<if $action.action1 eq "haspoint" or $job_abomination_investigate.mainPhase eq 4 or $job_abomination_investigate.mainPhase eq 5 or $job_abomination_investigate.mainPhase eq 6>>\n\t\t\t\t<div class='GameOption GameOption_Move'>[[The Docks|b40_docks_enter][$action.arrive = "enter"; $time.active += 0.65; $hide.layer0 = false; $job_blindkid_shrine.mainPhase = 101; playContextSound("ui_walk");]]</div>\n\t\t\t<<else>>\n\t\t\t\t<div class='GameOption GameOption_Dialogue'>[[Insist you can Help|b40_addon_constabularia_hauler][$action.action2 = "canhelp"; $hide.layer2 = true; playContextSound("ui_click");]]</div><br>\n\t\t\t\t<div class='GameOption GameOption_Dialogue'>[[Say that's bad for Her|b40_addon_constabularia_hauler][$action.action2 = "badfor"; $hide.layer2 = true; playContextSound("ui_click");]]</div><br>\n\t\t\t\t<div class='GameOption GameOption_Dialogue'>[[Ask for more Information|b40_addon_constabularia_hauler][$action.action2 = "details"; $hide.layer2 = true; playContextSound("ui_click");]]</div>\n\t\t\t<<endif>>\n\t\t</div>\t\t\n\t<<elseif $action.action3 eq "none">>\n\t\t<div class='GameTextGreyed'><<display 'hauler_constabularia_txt'>></div><br>\n\t\t<div class='GameTextGreyed'><<display 'hauler_constabularia_2_txt'>></div><br>\n\t\t<div class='GameText'><<display 'hauler_constabularia_3_txt'>></div><br>\n\t\t<div class='OptionsField'>\n\t\t\t<<if $action.action2 eq "badfor" or ($action.action2 eq "canhelp" and ($loc_derelict_hauler.killedKnight or $attrib.religion eq "theophobe"))>>\n\t\t\t\t<div class='GameOption GameOption_Move'>[[The Docks|b40_docks_enter][$action.arrive = "enter"; $time.active += 0.65; $hide.layer0 = false; $job_blindkid_shrine.mainPhase = 98; playContextSound("ui_walk");]]</div>\n\t\t\t<<else>>\n\t\t\t\t<<if $action.action2 neq "canhelp">>\n\t\t\t\t\t<div class='GameOption GameOption_Dialogue'>[[Say six days is a long Time|b40_addon_constabularia_hauler][$action.action3 = "sixdays"; $hide.layer3 = true; $job_blindkid_shrine.mainPhase = 98; playContextSound("ui_click");]]</div><br>\n\t\t\t\t<<endif>>\n\t\t\t\t<div class='GameOption GameOption_Dialogue'>[[Mention the Maintenance Bot|b40_addon_constabularia_hauler][$action.action3 = "maintbot"; $hide.layer3 = true; $job_blindkid_shrine.mainPhase = 6; playContextSound("ui_click");]]</div>\n\t\t\t<<endif>>\n\t\t</div>\n\t<<elseif $action.action4 eq "none">>\n\t\t<div class='GameTextGreyed'><<display 'hauler_constabularia_txt'>></div><br>\n\t\t<div class='GameTextGreyed'><<display 'hauler_constabularia_2_txt'>></div><br>\n\t\t<div class='GameTextGreyed'><<display 'hauler_constabularia_3_txt'>></div><br>\n\t\t<div class='GameText'><<display 'hauler_constabularia_4_txt'>></div><br>\n\t\t<div class='OptionsField'>\n\t\t\t<div class='GameOption GameOption_Move'>[[The Docks|b40_docks_enter][$action.arrive = "enter"; $time.active += 0.65; $hide.layer0 = false; playContextSound("ui_walk");]]</div>\n\t\t</div>\n\t<<endif>>\n\n<<endnobr>>
<<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>\n<<nobr>>\n\n\tYou say,\n\n\t<<if $action.action1 eq "submission">>"I expected submission. And I will get it, one way or another. Or are you going to stop me?"<br><br>\n\n\t\t<<if $chr_celena.relation eq "serious" or $chr_celena.isWitch>>\n\t\t\tShe shrugs. "I wasn't planning on it. But who knows? You're kinda forcing my hand here."<br><br>\n\n\t\t\t"Then it's your decision. Do they—" You gesture to the refugees. "—suffer because of your stubbornness? Or do they get to choose a better route, one that'll save them from certain death?"<br><br>\n\n\t\t\tCelena looks positiviely venomous. "I can't believe you. I really fucking can't."<br><br>\n\n\t\t\t"It's the way it is," you say coldly. "Might not be what you want. But what has ever been?"<br><br>\n\n\t\t\t"Nothing." She seems to shrink half a head. "Fine, whatever. I'll not get in your way. Just... just don't fucking expect me to help you when they get all pissy. That's your problem then. Not mine."\n\t\t<<else>>\n\t\t\tShe scoffs. "Please. I could break you right now. And I might. You ruined everything."<br><br>\n\n\t\t\t"Then do it," you say coldly. "I promise someone will break a plague vial before you can take us all down. Everyone suffers. Guaranteed."<br><br>\n\n\t\t\t"I'm not submitting," Celena snaps. "None of us are. Not to you. Not after you up and fucking abandoned us. Turned on us. Fuck! You have fucking nerves to—"<br><br>\n\n\t\t\t"Abandoned them?" You laugh. "I abandoned you, Celena, because it was killing us. But these people here? I'm trying to help them survive this plague. Unless you hadn't noticed."<br><br>\n\n\t\t\t"Survive? Help? You? First what you did to me... and now this. No. No! I'm not fucking living with it. I just so am fucking not!"\n\t\t<<endif>>\n\n\t<<elseif $action.action1 eq "violence">>"I expected violence. Still, no point to cause unnecessary suffering. There's enough of that already."<br><br>\n\n\t\t"Then maybe you shouldn't have come here," Celena says coldly. "Maybe you should have kept your bullshit away from me.\n\n\t\t<<if $chr_celena.relation eq "serious" or $chr_celena.isWitch>>'Cause I'm starting to think maybe you were right. This whole you and me thing isn't going to work."<br><br>\n\n\t\t\tYou snort. "This isn't about you, Celena. It never was. It's about them—" You gesture to the refugees. "—and the fact they'll suffer. I'm offering them a better path. One that doesn't end in certain death."<br><br>\n\n\t\t\tCelena looks positiviely venomous. "I can't believe you. I really fucking can't."<br><br>\n\n\t\t\t"It's the way it is," you say coldly. "Might not be what you want but you'll have to deal with it."<br><br>\n\n\t\t\t"No," Celena snaps, a defiant look on her face. "I've suffered enough because of your shit. Because of our shit. I'm not fucking living with it again. I just so am fucking not!"\n\n\t\t<<else>>Fuck, that's what you've been doing for years, isn't it?"<br><br>\n\n\t\t\t"What I've been doing is what needed to be done. Them?" You gesture to the refugees. "They need this. Everyone around here needs a good kick in the ass."<br><br>\n\n\t\t\tCelena looks positiviely venomous. "I can't believe you. I know you're wrong. You're a lunatic. I want to laugh. But I can't handle this shit."<br><br>\n\n\t\t\t"It's the way it is," you say coldly. "Might not be what you want. But what has ever gone the way you wanted?"<br><br>\n\n\t\t\t"Nothing." She seems to shrink half a head. "Fine, whatever. I'll not get in your way. Just... just don't fucking expect me to help you when they get all antsy. That's your problem then. Not mine."\n\n\t\t<<endif>>\n\n\t<<elseif $action.action1 eq "nothing">>"I didn't expect anything, honestly. I brought the Vision here because it's inevitable. Prolonging their suffering serves no one."<br><br>\n\n\t\t"Bla, bla, bla, and you're doing a fuck ton to help. Help!" Celena snorts. "Please, what are you offering? Death? Pain? Haven't these poor people suffered enough already?"<br><br>\n\n\t\tYou breath a sigh. "Yes. \n\n\t\t<<if $chr_celena.relation eq "serious" or $chr_celena.isWitch>>But I can help them. Offer a better path. One that doesn't end in misery."<br><br>\n\n\t\t\tCelena looks positiviely venomous. "I can't believe you. I really fucking can't."<br><br>\n\n\t\t\t"It's the way it is," you say coldly. "Might not be what you want but you'll have to deal with it."<br><br>\n\n\t\t\t"No," Celena snaps, a defiant look on her face. "I've suffered enough because of your shit. Because of our shit. I'm not fucking living with it again. I just so am fucking not!"\n\t\t<<else>>But I can help them. Offer a better path. One that doesn't end in misery."<br><br>\n\n\t\t\tCelena's expression darkens. "Like you did with me? Just throw it all up in the air and let it come crashing down? You think I fucking support that?"<br><br>\n\n\t\t\t"There's no alternative," you say. "And what happened between us is irrelevant. That's in the past."<br><br>\n\n\t\t\t"Like fuck it is," Celena snarls. "I'm not letting you do this. Not while I'm alive. No way. I've suffered enough because of your shit."\n\n\t\t<<endif>>\n\n\t<<elseif $action.action1 eq "nocare">>"I really don't care what you think, Celena. I'm doing what I think is best. You don't factor in."<br><br>\n\n\t\t"Like fuck I don't," she snaps. \n\n\t\t<<if $chr_celena.relation eq "serious" or $chr_celena.isWitch>>"You knew what you were doing. And you did this. I can't fucking believe you."\n\t\t<<else>>"You fucking left me. And now this. You think I'm really just going to sit here? And watch? I can't fucking believe you."\n\t\t<<endif>><br><br>\n\n\t\t"Believe it, because this is happening. Only question is what happens to you."<br><br>\n\n\t\t"The thing I should have always done." She produces a [[CalTech M1114|PDA][$hud.currentScreen = "M1114"]] and racks the slide. \n\t\t<<if $chr_celena.relation eq "serious" or $chr_celena.isWitch>>"You say you care about me? Prove it. Or my fucking brains go splat. Promised."\n\t\t<<else>>"Guess it was nice knowing you, <<if $attrib.gender eq "male">>asshole<<else>>bitch<<endif>>. See you never again."\n\t\t<<endif>><br><br>\n\n\t\tShe presses the coilgun under her chin. A finger finds the trigger. Her eyes dart to you. A vicious smirk curls her lips, as though she were daring you to stop her. Taunting you. Then again, she might just do it.\n\t<<elseif $action.action1 eq "doubtit">>"I doubt it. Which leaves to question: what'll you do about it."<br><br>\n\n\t\t<<if $chr_celena.relation eq "serious" or $chr_celena.isWitch>>"Well, I could let it out on you. And I might. This is a fucking mess."\n\t\t<<else>>"Stop you," she says darkly. "Or I would have. But it's too late. Just look at this mess. And I fucking let it happen."\n\t\t<<endif>><br><br>\n\t\n\t\t"Then that's on you. I've talked enough. Ball's in your park now."<br><br>\n\n\t\t"Yeah, well. Guess I should've just done this a long time ago." She produces a [[CalTech M1114|PDA][$hud.currentScreen = "M1114"]] and racks the slide. \n\t\t<<if $chr_celena.relation eq "serious" or $chr_celena.isWitch>>"You say you care about me? Prove it. Or my fucking brains go splat. Promised."\n\t\t<<else>>"Guess it was nice knowing you, <<if $attrib.gender eq "male">>asshole<<else>>bitch<<endif>>. See you never again."\n\t\t<<endif>><br><br>\n\n\t\tShe presses the coilgun under her chin. A finger finds the trigger. Her eyes dart to you. A vicious smirk curls her lips, as though she were daring you to stop her. Taunting you. Then again, she might just do it.\n\t<<elseif $action.action1 eq "nomatter">>"Kind of a moot point now, isn't it? This is happening. Right here, right now."<br><br>\n\n\t\t<<if $chr_celena.relation eq "serious" or $chr_celena.isWitch>>"Yeah, and I don't fucking like it now, do I? This is a fucking disaster."\n\t\t<<else>>"Yeah and I almost wanna stop you," she says darkly. "But it's too late. Just look at this mess. And I fucking let it happen."\n\t\t<<endif>><br><br>\n\t\t"Then that's on you. I've talked enough. Ball's in your park now."<br><br>\n\n\t\t"Yeah, well. Guess I should've just done this a long time ago." She produces a [[CalTech M1114|PDA][$hud.currentScreen = "M1114"]] and racks the slide. \n\t\t<<if $chr_celena.relation eq "serious" or $chr_celena.isWitch>>"You say you care about me? Prove it. Or my fucking brains go splat. Promised."\n\t\t<<else>>"Guess it was nice knowing you, <<if $attrib.gender eq "male">>asshole<<else>>bitch<<endif>>. See you never again."\n\t\t<<endif>><br><br>\n\n\t\tShe presses the coilgun under her chin. A finger finds the trigger. Her eyes dart to you. A vicious smirk curls her lips, as though she were daring you to stop her. Taunting you. Then again, she might just do it.\n\t<<endif>>\n\n<<endnobr>><<endif>>
<<if $hide.layer4 eq true>><div class='GameOption_Expand'>[[Expand|$currentgamepassage][$hide.layer4 = false]]</div>"I feel ya..."<<else>><div class='GameOption_Expand'>[[Collapse|$currentgamepassage][$hide.layer4 = true]]</div>\n<<nobr>>\n\t<<if $attrib.religion eq "highborn">><div class='GameTextImage GameTextSpecial'>[img["https://secureservercdn.net/45.40.148.234/9db.ec6.myftpupload.com/game-content/scaffold-22/images/env_prayer_highborn.png"]]</div><<endif>>\n\n\t"I feel ya," you say. \n\t\t<<if $action.action3 eq "continueusing">>\n\n\t\t\t"But I'm not gonna just up and stop using, y'know? Not in this world. Not in this line of work."<br><br>\n\n\t\t\t"Ah, feck." Pineapple shrinks visibly. "Listen, Boss. If dat's how it is, then I's not gonna argue. But ya be careful. Ya figure out how yer gon' live like this, yeah? 'Cause jus' fixin' till you drop ain't a solution. It ain't never worked. For no one."<br><br>\n\n\t\t\tYour lips twitch. \n\t\t\t<<if $attrib.religion eq "highborn">>\n\t\t\t\t"Preach. Got any suggestions then?"<br><br>\n\n\t\t\t\t"Yeah. Find yer calm. Yer balance. And if yer really gon' do this, then..." He swallows visibly. "Then make sure yer up fer it. <<if $equip.offhand neq "detoxifier">>Get an aug or so. <<endif>><<if $inztinct.active>>Fiddle with yer neuros.<<else>>Get yer head in order.<<endif>> Jus' don't let it drag ya down 'till yer crawlin' in the dirt, yeah?"<br><br>\n\n\t\t\t\t"I follow," you say slowly.<br><br>\n\n\t\t\t\t"I ain't sayin' I like it, \n\t\t\t<<else>>\n\t\t\t\t"I got my head in order, Pineapple. Don't worry about me."<br><br>\n\n\t\t\t\tHe looks sceptical. "Ya sure, Boss? 'Cause 'dis kinda thing drags everyun' down in da dirt. Everyone. No matter where they's from or what they's thinkin'."<br><br>\n\n\t\t\t\t<<if $attrib.religion eq "forsaken">>"I'm gonna die anyways, Pineapple. Death's coming for me as sure as it is for anyone, surer even. And I'm not afraid of what's to come. It's just another part of this wretched life."\n\t\t\t\t<<elseif $attrib.religion eq "voided">>"Life's already fucked me over, Pineapple. I'm alone, forgotten, but I'm okay with that. There's no reason to fear the shadows between the stars. Not once you've accepted them."\n\t\t\t\t<<elseif $attrib.religion eq "edenite">>"I have the Stars on my side, Pineapple. That might not mean much to you but it does to me. I'll keep it together. Believe me."\n\t\t\t\t<<elseif $attrib.religion eq "theophobe">>"I got an axe to grind with the faiths. Bastards deserve it. And if a few chems will get them ruined quicker, okay. But I have a handle on it. Trust me."\n\t\t\t\t<<endif>><br><br>\n\n\t\t\t\t"Well... If ya says so,\n\t\t\t<<endif>>\n\n\t\t\tBoss, but I's gon' be here if ya need me. Now I got a business to run. 'Scuses." He nods curtly and strides back to the tent village.<br><br>\n\n\t\t\tYou watch him for a moment, wondering whether this can even end well. It's hard to tell. But you aren't going to lay off the chems. That much is certain. But the kid's right about one thing: you might as well just make the best of it, chemed up or not. Because you won't last forever at this rate.\n\t\t\t\n\t\t<<else>>"I'll do my best, man. And thanks. Really. I appreciate it you're looking out for me."<br><br>\n\n\t\t\t"No problem." Pineapple pats your shoulder. "Look out fer yaself, Boss. An' if ya need me, I'll be here. As usual."<br><br>\n\n\t\t\tYour lips curl. "I'll keep it in mind."<br><br>\n\n\t\t\t"Right, then. Now I got a business to run." He nods curtly and strides back to the tent village.<br><br>\n\n\t\t\tYou watch him for a moment, wondering whether you can actually hold true to your word. Hard to tell. But you gotta try. Sweat it out, like the kid said. Biochems won't fix your life. But getting your head straight, that'll get you back on track. Hopefully.\n\t\t<<endif>>\n\n<<endnobr>><<endif>>
<<nobr>>\n\t<<set $skillname = "skill_warsmith_5">>\n\t<<set $skilltitle = "Belt-Fed">>\n\t<<set $requiredtext = "looted ammunition (x3)">>\n\n\t<<if $displayFullSkill>>\n\t\t<div class='SkillTitle'><<print $skilltitle>></div>\n\t\tImprovization package. <span class='SkillText_Bonus'>Increases</span> ammount of 9mm rounds scrounged by <span class='SkillText_Bonus_Flat'>300%</span>.\n\n\t\t<<display 'assignSkill'>>\n\t<<endif>>\n<<endnobr>>
<<nobr>>\n\n\t<<set playContextSound("ui_attack_auto");>>\n\t<<set $specialTargetType = "none">>\n\t<<set $combat.enemy.didreappear = false>>\n\n\t<<if $combat.enemy.name eq "Djinn">>\n\t\t<<set $specialTargetType = "vanishes">>\n\t<<endif>>\n\n\t<<set $name = $combat.enemy.singlenames[$combat.enemy.alive - 1]>>\n\t<<set $number = $combat.enemy.singlegender[$combat.enemy.alive - 1]>>\n\n\t<<set $random = (Math.random() + 0.01)>>\n\t<<set $accuracy = (0.6 * $random)>>\n\t<<set $magazine = 38>>\n\n\t<<if $accuracy lte 0>>\n\t\t<div class='Combat_AlertText'><span class='greyedout'>Missed</span></div>\n\t\tPineapple fires his carbine but misses entirely\n\t<<else>>\n\t\t<<set $accuracy -= $combat.enemy.cover>>\n\t\t<<if $accuracy lte 0>>\n\t\t\t<<set $combat.enemy.didreappear = true>>\n\t\t\t<<if $specialTargetType eq "vanishes">>\n\t\t\t\t<div class='Combat_AlertText'><span class='greyedout'>Missed</span></div>\n\t\t\t<<else>>\n\t\t\t\t<div class='Combat_AlertText'><span class='greyedout'>Cover</span></div>\n\t\t\t<<endif>>\n\t\t\tPineapple fires his carbine but the <<print $name>> <<if $specialTargetType eq "vanishes">>vanishes into thin air<<else>>is in cover<<endif>>.\n\t\t<<endif>>\n\t<<endif>>\n\n\t<<if $accuracy gt 0>>\n\t\t<<set $kills = (($accuracy * $magazine) / 8)>>\n\n\t\t<<set $armorpenalty = ($combat.enemy.armor - Math.ceil(0.05 * $magazine))>>\n\t\t<<set $shieldpenalty = ($combat.enemy.shield - Math.ceil(0.1 * $magazine))>>\n\n\t\t<<if $shieldpenalty gt 0 or $armorpenalty gt 0>>\n\t\t\t<<if $shieldpenalty gt 0>>\n\t\t\t\t<<set $kills -= $shieldpenalty>>\n\t\t\t<<endif>>\n\n\t\t\t<<if $kills lte 0>>\n\t\t\t\t<<set $combat.enemy.shield -= (((0.25 * $magazine) * 0.66) / $combat.enemy.total)>>\n\t\t\t\t<<set $combat.enemy.shield = Math.max(0, $combat.enemy.shield)>>\n\t\t\t\t<<set $combat.enemy.didreappear = true>>\n\t\t\t\t<<if $specialTargetType eq "vanishes">>\n\t\t\t\t\t<div class='Combat_AlertText'><span class='greyedout'>Missed</span></div>\n\t\t\t\t<<else>>\n\t\t\t\t\t<div class='Combat_AlertText'><span class='greyedout'>Hit Shield</span></div>\n\t\t\t\t<<endif>>\n\t\t\t\tPineapple fires his carbine but the <<print $name>> <<if $specialTargetType eq "vanishes">>vanishes into thin air<<else>>deploys a shield<<endif>>.\n\t\t\t<<else>>\n\t\t\t\t<<if $armorpenalty gt 0>>\n\t\t\t\t\t<<set $kills -= $armorpenalty>>\n\t\t\t\t<<endif>>\n\n\t\t\t\t<<if $kills lte 0>>\n\t\t\t\t\t<<set $combat.enemy.armor -= ((0.2 * $magazine) / $combat.enemy.total)>>\n\t\t\t\t\t<<set $combat.enemy.armor = Math.max(0, $combat.enemy.armor)>>\n\t\t\t\t\t<div class='Combat_AlertText'><span class='yellowcolor'>Hit Armor</span></div>\n\t\t\t\t\tPineapple fires his carbine but the <<print $name>>'s armor holds\n\t\t\t\t<<endif>>\n\t\t\t<<endif>>\n\t\t<<endif>>\n\n\t\t<<set $kills = Math.ceil($kills)>>\n\n\t\t<<if $kills gt 0>>\n\t\t\t<<set $kills = 1>>\n\t\t\t<div class='Combat_AlertText'><span class='greencolor'>Direct Hit</span></div>\n\t\t\tPineapple fires his carbine at the <<print $name>> and kills <<print $number>>\n\t\t\t/% apply kills to enemy %/\n\t\t\t<<set $combat.enemy.alive -= $kills>>\n\t\t\t<<set $combat.enemy.killed += $kills>>\n\t\t\t<<set $combat.enemy.killed = Math.min($combat.enemy.killed, $combat.enemy.total)>>\n\t\t\t<<set $combat.enemy.alive = Math.max(0, $combat.enemy.alive)>>\n\t\t<<endif>>\n\n\t<<endif>>\n\n\t/% upodate enemy display %/\n\t<<replace '#ui-combat-enemyarea'>>\n\t\t<<display 'Combat_EnemyList'>>\n\t<</replace>>\n\n\t<<unset $random>>\n\n<<endnobr>>
<<if $hide.layer2 eq true>><div class='GameOption_Expand'>[[Expand|$currentgamepassage][$hide.layer2 = false]]</div>You <<if $action.action1 eq "talk">>approach the<<else>>stow your weapons and<<endif>>...<<else>><div class='GameOption_Expand'>[[Collapse|$currentgamepassage][$hide.layer2 = true]]</div>\n<<nobr>>\n\n\tYou <<if $action.action1 eq "talk">>approach the [[Security Bots|PDA][$hud.currentScreen = "Security Bot"]], half expecting them to <<if $job_cathedral_hack.hackedAthedaLab>>rebootopen fire<<endif>> at any moment. They simply stand where they are, indifferent to your presence<<if not $job_cathedral_hack.hackedAthedaLab>>, until you've moved within a few meters of them<<endif>>.<br><br>\n\n\t<<if $job_cathedral_hack.hackedAthedaLab>>"Okay," you mutter, slowing your pace as you draw near. "Freaky."<br><br>\n\n\t\tThe [[Bots|PDA][$hud.currentScreen = "Security Bot"]] remain inert as you step through the curtained doorway they were guarding. \n\n\t<<else>>Finally, a synthesized voice says, "You are entering restricted premises. Please observe all security precautions before proceeding."<br><br>\n\n\t\t"Uhh—" You hesitate, uncertain how to respond.<br><br>\n\n\t\t <<if $equip.clothes eq "Power Armor">> \n\t\t\t"Your compliance is appreciated, Captain Dalmai," the bot sqwaks. "Thank you and have a nice day."<br><br>\n\n\t\t\t"Yeah, you too," you say, stomping past the machines and through the curtained doorway.<br><br>\n\t\t<<else>> \n\t\t\t"Warning: unidenfified user detected. Warning: security protocols activated." Both bots level their weapon arms.<br><br>\n\n\t\t\t<<if $attrib.demeanor eq "agressive">>"Shit."<<else>>"Darn."<<endif>> You scramble back as the bots open fire.<br><br>\n\n\t\t\tRed-hot bolts zip down the corridor, bouncing off the walls. Blood pounds in your veins. Just as you duck back through the airlock, a bolt slams into the wall beside your head. An inch closer, just one - but there's no time to dwell. Not in the present situation.\n\t\t<<endif>>\n\t<<endif>>\n\n\t<<else>>stow your weapons and <<if $equip.clothes eq "Power Armor">>stomp past<<else>>step over<<endif>> the demolished [[Security Bots|PDA][$hud.currentScreen = "Security Bot"]], passing through the curtained doorway.<br><br>\n\n\t<<endif>>\n\n\t<<if $equip.clothes eq "Power Armor" or $action.action1 eq "attack" or $job_cathedral_hack.hackedAthedaLab>>\n\t\t<div class='GameTextImage GameTextSpecial'>[img["https://secureservercdn.net/45.40.148.234/9db.ec6.myftpupload.com/game-content/scaffold-22/images/env_small_athenalab.png"]]</div>The room beyond is cluttered with tables, machines, and chemical equipment. A man in a pressurized chemical suit is bent over their work. He's so absorbed in his work that your <<if $equip.clothes eq "Power Armor">> floor-shaking <<endif>>approach goes unnoticed. Only when you stop directly behind the scientist does he look up, surprise evident on the sweaty face behind the chemical suit.<br><br>\n\n\t\t<<if $equip.clothes eq "Power Armor">>\n\t\t\t"What did I tell you last time, Captain?" He fixes you with a hard stare. "Rule number one: loose the damned suits before you come in here! You'll contaminate all our work."<br><br>\n\n\t\t\tYou shrug with a mechanical whirr. "Guess I wasn't listning. How are things going?"<br><br>\n\n\t\t\t"Slow, as usual, but we just finished another batch. It's over there—" He gestures to a cooler at the back of the room. "—if your lovely Boss is being pushy about delivery times again. Just tell them we're working as fast as we can but synthesizing this crap without a full industrial setup will take time. Lots of time."\n\t\t<<else>>\n\t\t\t"Huh?" His brows narrow. "Hey! Who the hell are you? What are you doing here?"<br><br>\n\n\t\t\t"Doesn't <<if $attrib.demeanor eq "agressive">>fucking <<endif>>matter who I am. I'm just here for your work. I'd suggest you hand what you got over or—" <<if $attrib.demeanor eq "agressive">>You draw<<else>>You indicate<<endif>> your <<knife>>. "—things get ugly. Understood?"<br><br>\n\n\t\t\tThe man recoils. "What the— Security. Security! There's an intruder on the premises!"\n\t\t<<endif>>\n\t<<endif>>\n\n<<endnobr>><<endif>>
<<nobr>>\n\n\t<<set $combat.enemy = {\n\t\ttype: "machine_cyborg",\n\t\tname: "cyborgs",\n\t\tgender: "them",\n\t\tposessive: "their",\n\t\tdeathtype: "destroying",\n\t\tresulttext: "bot_result",\n\t\tresponsetext: "bot_response",\n\t\tsinglenames: ["cyborg", "cyborg", "cyborg", "cyborg"],\n\t\tsinglegender: ["him", "her", "her", "him"],\n\t\tsingleposessive: ["his", "her", "her", "his"],\n\t\timages: ["images/combat_bot_cyborg_male.png", "images/combat_bot_cyborg.png", "images/combat_bot_cyborg.png", "images/combat_bot_cyborg_male.png"],\n\t\talive: 4,\n\t\tarmor: 12,\n\t\tvulnerable: "conductive",\n\t\timmune: "toxin",\n\t\tshield: 26,\n\t\taccuracy: 0.75,\n\t\tcover: 0.1,\n\t\tisMeeleAttacker: false,\n\t\thasArcShield: true,\n\t\thasRailgun: true,\n\t\ttaunt: "The Cyborgs dart in and out of view as they swap positions, offering no clear indication of how they intend to play - except perhaps defensively.",\n\t}>>\n\n\t<<set $combat.player = {\n\t\taccuracy: 0.8,\n\t\tcover: 0,\n\t\tcontinue: "b28_arena_post",\n\t\tally: "none",\n\t}>>\n\n<<endnobr>>
<<nobr>>\n\n\t<<set $random = (Math.random() + 0.01)>>\n\n\t<<if $combat.actions[$index].action eq "useItem1">>\n\t\t<<set $template = $equip.item1>>\n\t\t<<set $equip.item1 = "none">>\n\t<<elseif $combat.actions[$index].action eq "useItem2">>\n\t\t<<set $template = $equip.item2>>\n\t\t<<set $equip.item2 = "none">>\n\t<<else>>\n\t\t<<set $template = "special">>\n\t<<endif>>\n\n\t<<set $effmultiplier = 1>>\n\t<<set $cybermultiplier = 1>>\n\t<<set $toxicitygained = 1>>\n\n\t<<if $attrib.toxicity gte 75>>\n\t\t<<set $effmultiplier = 0.5>>\n\t\t<<set $toxicitygained = 0.33>>\n\t<<elseif $attrib.toxicity gte 50>>\n\t\t<<set $effmultiplier = 0.75>>\n\t\t<<set $toxicitygained = 0.5>>\n\t<<endif>>\n\n\t<<if $equip.isChemBooster>>\n\t\t<<set $effmultiplier += 0.25>>\n\t\t<<set $toxicitygained *= 0.6>>\n\t<<elseif $equip.isPartyOutfit>>\n\t\t<<set $effmultiplier += 0.15>>\n\t\t<<set $toxicitygained *= 0.8>>\n\t<<endif>>\n\n\t<<if $equip.isCyberOutfit>>\n\t\t<<set $cybermultiplier += 0.15>>\n\t<<endif>>\n\n\t<<display 'calcStatusTweaks'>>\n\n\t<<if $equip.isCybernetic and $inztinct.learnedSkills.contains("skill_voided_9")>>\n\t\t<<set $toxicitygained *= 0.75>>\n\t<<endif>>\n\n\t<<if $inztinct.learnedSkills.contains("skill_highborn_8") and $equip.offhand neq "none" and not $equip.isCybernetic>>\n\t\t<<set $effmultiplier += (0.05 * $inztinct.affinity)>>\n\t\t<<set $toxicitygained *= 1.2>>\n\t<<endif>>\n\n\t<<if $inztinct.learnedSkills.contains("skill_cyber_8")>>\n\t\t<<if $equip.clothes eq "CyberWaer">>\n\t\t\t<<set $cybermultiplier += (0.04 * $inztinct.affinity)>>\n\t\t<<endif>>\n\t\t<<set $cybermultiplier += (0.04 * $inztinct.affinity)>>\n\t<<endif>>\n\n\t<<if $equip.offhand eq "aimpoint">>\n\t\t<<if $attrib.bioAugModifier gte 1>>\n\t\t\t<<set $cybermultiplier += 0.25>>\n\t\t<<endif>>\n\t<<endif>>\n\n\t<<if $equip.offhand eq "abomskin" and $attrib.bioAugModifier gte 0.5>>\n\t\t<<set $toxicitygained *= 0.5>>\n\t<<endif>>\n\n\t<<if $equip.offhand eq "detoxifier">>\n\t\t<<set $toxicitygained *= 0.5>>\n\n\t\t<<if $attrib.bioAugModifier gte 1>>\n\t\t\t<<set $effmultiplier += 0.25>>\n\t\t<<endif>>\n\t<<endif>>\n\n\t<<if $inztinct.learnedSkills.contains("skill_forsaken_11")>>\n\t\t<<set $toxicitygained *= 0.5>>\n\t<<endif>>\n\n\t<<set $name = $combat.enemy.name>>\n\t<<set $number = $combat.enemy.posessive>>\n\t\n\t<<if $combat.enemy.alive eq 1>>\n\t\t<<set $name = $combat.enemy.singlenames[$combat.enemy.alive - 1]>>\n\t\t<<set $number = $combat.enemy.singleposessive[$combat.enemy.alive - 1]>>\n\t<<endif>>\n\n\t/% ############################################### %/\n\t/% DISC THROW TALENTS %/\n\t/% ############################################### %/\n\t<<if $template eq "ViroDisc" or $template eq "HoloDisc" or $template eq "ArcDisc">>\n\t\t<<set playContextSound("ui_throw")>>\n\t\t<<if $inztinct.learnedSkills.contains("skill_atheist_11")>>\n\t\t\t<<set $skillMod = 1 + (0.06 * $inztinct.affinity)>>\n\t\t\t<<set $combat.player.cover *= $skillMod>>\n\t\t<<endif>>\n\t\t<<replace '#hud-combat-background'>>\n\t\t\t<div class='Combat_BG_Container'>\n\t\t\t\t<<print "[img[https://secureservercdn.net/45.40.148.234/9db.ec6.myftpupload.com/game-content/scaffold-22/images/combat_ui_throwdisc.png]]">>\n\t\t\t</div>\n\t\t<</replace>>\n\t<<endif>>\n\t<<if $template eq "TranqWash" or $template eq "FreakOut" or $template eq "UnNerve" or $template eq "StimFuel">>\n\t\t<<set playContextSound("ui_inject")>>\n\t\t<<replace '#hud-combat-background'>>\n\t\t\t<div class='Combat_BG_Container'>\n\t\t\t\t<<print "[img[https://secureservercdn.net/45.40.148.234/9db.ec6.myftpupload.com/game-content/scaffold-22/images/combat_ui_combatdrug.png]]">>\n\t\t\t</div>\n\t\t<</replace>>\n\t\t<<set $combat.usedBioChems += 1>>\n\n\t\t<<if $inztinct.learnedSkills.contains("skill_warsmith_8")>>\n\t\t\t<<set $skillMod = (0.035 * $inztinct.affinity)>>\n\t\t\t<<set $combat.bonus.pcasterCritBonus += $skillMod>>\n\t\t<<endif>>\n\n\t\t<<if $gameworld_modifiers.isExtacyQualified>>\n\t\t\t<<set $skillMod = (0.01 * $inztinct.affinity)>>\n\t\t\t<<set $combat.bonus.pcasterCritBonus += $skillMod>>\n\t\t\t<<set $combat.bonus.meleeCritBonus += $skillMod>>\n\t\t\t<<set $combat.bonus.rangedCritBonus += $skillMod>>\n\t\t<<endif>>\n\t<<endif>>\n\n\t<<if $template neq "special">>\n\t\t<<if $template eq "ViroDisc">>\n\t\t\t<<set $viroTweak = 1>>\n\t\t\t<<if $inztinct.learnedSkills.contains("skill_forsaken_7")>>\n\t\t\t\t<<set $viroTweak += 0.1>>\n\t\t\t<<endif>>\n\t\t\t<<if $inztinct.learnedSkills.contains("skill_forsaken_4")>>\n\t\t\t\t<<set $viroTweak += (0.05 * $inztinct.affinity)>>\n\t\t\t<<elseif $inztinct.learnedSkills.contains("skill_abominated_9")>>\n\t\t\t\t<<set $viroTweak += (0.04 * $inztinct.affinity)>>\n\t\t\t<<elseif $inztinct.learnedSkills.contains("skill_mesmer_4")>>\n\t\t\t\t<<set $viroTweak += (0.1 * $inztinct.affinity)>>\n\t\t\t<<endif>>\n\n\t\t\t<<if not $combatArenaTraining>>\n\t\t\t\t<<set $statistics.discsThrown += 1>>\n\t\t\t\t<<set $statistics.disc_toxinUsed += 1>>\n\t\t\t<<endif>>\n\t\t\t<<set $combat.viroDiskThrown += 1>>\n\n\t\t\t<<set $text = "You grab your ViroDisc and hurl the device. ">>\n\n\t\t\t<<if $combat.enemy.immune eq "toxin">>\n\t\t\t\t<<set $text += "It zips toward the " + $name + ", dispersing a hazy aerosol agent which does not have any noticable effect. The viroactive cloud lingers ominously.">>\n\t\t\t\t<<set $combat.inflictedGasStates += (1 * $cybermultiplier * $viroTweak)>>\n\t\t\t<<else>>\n\t\t\t\t<<if $combat.enemy.alive eq 1>>\n\t\t\t\t\t<<set $text += "It zips toward the " + $name + ", dispersing a hazy aerosol agent. The " + $name + " heaves and flails wildly as the viroactive cloud engulfs it.">>\n\t\t\t\t<<else>>\n\t\t\t\t\t<<set $text += "It zips toward the " + $name + ", dispersing a hazy aerosol agent. The " + $name + " heave and flail wildly as the viroactive cloud engulfs them.">>\n\t\t\t\t<<endif>>\n\n\t\t\t\t<<set $combat.inflictedGasStates += (1 * $cybermultiplier * $tweakGas)>>\n\t\t\t\t<<if $combat.enemy.armor gt 0>>\n\t\t\t\t\t<<set $combat.enemy.armor *= (1 - (0.15 * $cybermultiplier * $viroTweak))>>\n\t\t\t\t<<endif>>\n\t\t\t<<endif>>\n\t\t<<elseif $template eq "HoloDisc">>\n\t\t\t<<if not $combatArenaTraining>>\n\t\t\t\t<<set $statistics.discsThrown += 1>>\n\t\t\t\t<<set $statistics.disc_holoUsed += 1>>\n\t\t\t<<endif>>\n\t\t\t<<set $combat.dazzleDiskThrown += 1>>\n\n\t\t\t<<set $text = "You grab your HoloDisc and hurl the device. It zips toward the " + $name + ", projecting a dazzling barrage of bright holographic noise. ">>\n\n\t\t\t<<if $combat.enemy.immune neq "conductive" and $combat.enemy.hasArcShield>>\n\t\t\t\t<<if $combat.enemy.shield gt 0>>\n\t\t\t\t\t<<if $inztinct.learnedSkills.contains("skill_voided_12")>>\n\t\t\t\t\t\t<<set $skillMod = 1 + (0.065 * $inztinct.affinity)>>\n\t\t\t\t\t\t<<set $combat.enemy.shield *= (1 - (0.15 * $cybermultiplier * $skillMod))>>\n\t\t\t\t\t<<else>>\n\t\t\t\t\t\t<<set $combat.enemy.shield *= (1 - (0.15 * $cybermultiplier))>>\n\t\t\t\t\t<<endif>>\n\t\t\t\t<<endif>>\n\t\t\t<<endif>>\n\n\t\t\t<<set $combat.inflictedDazzleStates += (1 * $cybermultiplier)>>\n\t\t\t<<if $combat.enemy.alive eq 1>>\n\t\t\t\t<<set $text += "The " + $name + " hesitates, disoriented, as the disc continues to orbit.">>\n\t\t\t<<else>>\n\t\t\t\t<<set $text += "The " + $name + " hesitate, disoriented, as the disc continues to orbit.">>\n\t\t\t<<endif>>\n\n\t\t<<elseif $template eq "ArcDisc">>\n\t\t\t<<if not $combatArenaTraining>>\n\t\t\t\t<<set $statistics.discsThrown += 1>>\n\t\t\t\t<<set $statistics.disc_arcUsed += 1>>\n\t\t\t<<endif>>\n\t\t\t<<set $combat.shieldDiskThrown += 1>>\n\n\t\t\t<<if $inztinct.learnedSkills.contains("skill_forsaken_2")>>\n\t\t\t\t<<set $text = "You grab your ArcDisc and hurl it directly at the " + $name + ". It impacts with a vicious crackle and falls to the floor.">>\n\t\t\t\t<<set $combat.inflictedShockStates += (1 * $tweakShock)>>\n\t\t\t<<else>>\n\t\t\t\t<<set $text = "You grab your ArcDisc and hurl the device. It boomerangs back and begins to orbit, beeping and buzzing all the while.">>\n\t\t\t\t<<set $combat.bonus.shieldDrones += 1>>\n\t\t\t<<endif>>\n\n\t\t<<elseif $template eq "StimFuel">>\n\t\t\t<<if not $combatArenaTraining>>\n\t\t\t\t<<set $statistics.drugsUsed += 1>>\n\t\t\t\t<<set $statistics.drugs_stimUsed += 1>>\n\t\t\t<<endif>>\n\n\t\t\t<<set $text = "You grab your StimFuel inhaler and take a deep drag. ">>\n\n\t\t\t<<if $attrib.toxicity gte 75>>\n\t\t\t\t<<set $text += "Biochemicals flood your lung. The haze clouding your mind vanishes. Contours appear sharper than you could possibly have imagined. It's as though you've only just woken up for the first time in forever.">>\n\t\t\t<<elseif $attrib.toxicity gte 50>>\n\t\t\t\t<<set $text += "Biochemicals flood your lung. The cobwebs in your mind vanish. The world is sharper than before, every tiny shape perfectly defined - a whole new world opened to your eyes and yours alone.">>\n\t\t\t<<else>>\n\t\t\t\t<<set $text += "Biochemicals flood your lung. At once the world feels sharp and clear, as though someone had turned up the saturation. You've never felt this alive before.">>\n\t\t\t<<endif>>\n\n\t\t\t<<set $combat.usedBioChems += 1>>\n\n\t\t\t<<set $combat.bonus.postCombatFatigue += (5 * $toxicitygained)>>\n\t\t\t<<set $combat.bonus.postCombatToxic += (25 * $toxicitygained)>>\n\t\n\t\t\t<<if $gameworld_modifiers.isExtacyQualified or $inztinct.learnedSkills.contains("skill_abominated_4")>>\n\t\t\t\t<<set $attrib.fatigue = 0>>\n\t\t\t<<else>>\n\t\t\t\t<<set $attrib.fatigue -= 45>>\n\t\t\t<<endif>>\n\t\t\t<<if $inztinct.learnedSkills.contains("skill_mesmer_4") and $attrib.toxicity lt 75>>\n\t\t\t\t/% do nothing? %/\n\t\t\t<<else>>\n\t\t\t\t<<set $attrib.toxicity -= 25>>\n\t\t\t<<endif>>\n\n\t\t\t<<set $combat.bonus.meleeHitBonus += (0.1 * $effmultiplier)>>\n\t\t\t<<set $combat.bonus.meleeShieldBonus += (0.3 * $effmultiplier)>>\n\t\t\t<<set $combat.bonus.meleeCritBonus += 0.05>>\n\n\t\t\t<<set $combat.bonus.rangedHitBonus += (0.1 * $effmultiplier)>>\n\t\t\t<<set $combat.bonus.rangedShieldBonus += (0.15 * $effmultiplier)>>\n\t\t\t<<set $combat.bonus.rangedCritBonus += 0.05>>\n\t\n\t\t\t<<set $combat.bonus.shieldBonus += (0.25 * $effmultiplier)>>\n\t\t\t<<set $combat.bonus.deflectBonus += (0.35 * $effmultiplier)>>\n\t\t\t<<set $combat.bonus.dodgeBonus += (0.6 * $effmultiplier)>>\n\n\t\t\t<<if $combat.armorhits gte 1>>\n\t\t\t\t<<set $combat.armorhits -= 1>>\n\t\t\t<<endif>>\n\t\t\t<<if $combat.shieldhits gte 1>>\n\t\t\t\t<<set $combat.shieldhits -= 1>>\n\t\t\t<<endif>>\n\n\t\t<<elseif $template eq "TranqWash">>\n\t\t\t<<if not $combatArenaTraining>>\n\t\t\t\t<<set $statistics.drugsUsed += 1>>\n\t\t\t\t<<set $statistics.drugs_rangedUsed += 1>>\n\t\t\t\t<<set $attrib.stress -= 1>>\n\t\t\t<<endif>>\n\n\t\t\t<<set $text = "You grab your TranqWash horn and gulp the sour liquid. ">>\n\n\t\t\t<<if $attrib.toxicity gte 75>>\n\t\t\t\t<<set $text += "Sensation fades to a muted blur. Everything moves in exagerated slow motion, almost as if time has decided to stand still. Maybe it has. That would be nice, because you can barely see what's going on.">>\n\t\t\t<<elseif $attrib.toxicity gte 50>>\n\t\t\t\t<<set $text += "Sensation dulls, something barely worth thinking about. You can see cleary, concentrate on every twitch of your muscles. It's blissful. If only the world would stay like this forever.">>\n\t\t\t<<else>>\n\t\t\t\t<<set $text += "Sensation dulls to something distant, beyond your concern. Everything moves in slow motion and nothing seems to make a sound. It's almost seree. You wish the world were always like that.">>\n\t\t\t<<endif>>\n\n\t\t\t<<set $combat.bonus.postCombatFatigue += (5 * $toxicitygained)>>\n\t\t\t<<set $combat.bonus.postCombatToxic += (35 * $toxicitygained)>>\n\t\t\t<<set $combat.bonus.postCombatCaution += (15 * $toxicitygained)>>\n\t\t\t<<set $combat.bonus.postCombatViolence -= (15 * $toxicitygained)>>\n\n\t\t\t<<if $gameworld_modifiers.isExtacyQualified or $inztinct.learnedSkills.contains("skill_abominated_4")>>\n\t\t\t\t<<set $attrib.fatigue = 0>>\n\t\t\t<<else>>\n\t\t\t\t<<set $attrib.fatigue -= (15 * $toxicitygained)>>\n\t\t\t<<endif>>\n\t\t\t<<set $attrib.toxicity += (10 * $toxicitygained)>>\n\n\t\t\t<<set $combat.bonus.meleeHitBonus -= (0.25 * $effmultiplier)>>\n\t\t\t<<set $combat.bonus.meleeShieldBonus -= (0.25 * $effmultiplier)>>\n\t\t\t<<set $combat.bonus.meleeArmorBonus += (0.15 * $effmultiplier)>>\n\n\t\t\t<<set $combat.bonus.rangedHitBonus += (0.65 * $effmultiplier)>>\n\t\t\t<<set $combat.bonus.rangedShieldBonus += (0.45 * $effmultiplier)>>\n\t\t\t<<set $combat.bonus.rangedArmorBonus += (0.25 * $effmultiplier)>>\n\t\t\t<<set $combat.bonus.deCoverBonus += (0.25 * $effmultiplier)>>\n\t\t\t<<set $combat.bonus.rangedCritBonus += 0.25>>\n\n\t\t\t<<set $combat.usedBioChems += 1>>\n\n\t\t\t<<if $combat.shieldhits gte 1>>\n\t\t\t\t<<set $combat.shieldhits -= 1>>\n\t\t\t<<endif>>\n\t\n\t\t<<elseif $template eq "FreakOut">>\n\t\t\t<<if not $combatArenaTraining>>\n\t\t\t\t<<set $statistics.drugsUsed += 1>>\n\t\t\t\t<<set $statistics.drugs_meleeUsed += 1>>\n\t\t\t\t<<set $attrib.stress += 1>>\n\t\t\t<<endif>>\n\n\t\t\t<<set $text = "You grab your FreakOut injector and sqwirt warm chills into your veins. ">>\n\n\t\t\t<<if $attrib.toxicity gte 75>>\n\t\t\t\t<<set $text += "Hatred clouds your muddled thoughts. At who or what you don't know and don't care. Only the though of warm blood between your fingers offers comfort - yours or someone else's; doesn't matter in the slightest.">>\n\t\t\t<<elseif $attrib.toxicity gte 50>>\n\t\t\t\t<<set $text += "Simmering anger bubbles in your veins. Just trying to focus hurts. All you want to do is kill something - smash until it breaks or you do. That will make you feel better.">>\n\t\t\t<<else>>\n\t\t\t\t<<set $text += "Seeting, uncontrollable rage consumes your mind. It's hard to think. Except about pain. The very word makes you want hurt something - bad. Maybe then you'll feel better.">>\n\t\t\t<<endif>>\n\n\t\t\t<<set $combat.usedBioChems += 1>>\n\n\t\t\t<<set $combat.bonus.postCombatFatigue += (15 * $toxicitygained)>>\n\t\t\t<<set $combat.bonus.postCombatToxic += (55 * $toxicitygained)>>\n\t\t\t<<set $combat.bonus.postCombatViolence += (15 * $toxicitygained)>>\n\t\t\t<<set $combat.bonus.postCombatCaution -= (15 * $toxicitygained)>>\n\n\t\t\t<<if $gameworld_modifiers.isExtacyQualified or $inztinct.learnedSkills.contains("skill_abominated_4")>>\n\t\t\t\t<<set $attrib.fatigue = 0>>\n\t\t\t<<else>>\n\t\t\t\t<<set $attrib.fatigue -= (25 * $toxicitygained)>>\n\t\t\t<<endif>>\n\t\t\t<<set $attrib.toxicity += (15 * $toxicitygained)>>\n\n\t\t\t<<set $combat.bonus.meleeHitBonus += (0.55 * $effmultiplier)>>\n\t\t\t<<set $combat.bonus.meleeArmorBonus += (0.65 * $effmultiplier)>>\n\t\t\t<<set $combat.bonus.meleeShieldBonus += (0.35 * $effmultiplier)>>\n\t\t\t<<set $combat.bonus.meleeCritBonus += 0.2>>\n\n\t\t\t<<set $combat.bonus.rangedHitBonus -= (0.15 * $effmultiplier)>>\n\t\t\t<<set $combat.bonus.rangedShieldBonus += (0.15 * $effmultiplier)>>\n\t\t\t<<set $combat.bonus.rangedArmorBonus += (0.45 * $effmultiplier)>>\n\t\t\t<<set $combat.bonus.deCoverBonus += (0.3 * $effmultiplier)>>\n\t\t\t<<set $combat.bonus.rangedCritBonus += 0.1>> /% minor crit increase so freakout isn't useless for ranged weapons %/\n\n\t\t\t<<set $combat.bonus.armorBonus += (0.5 * $effmultiplier)>>\n\t\t\t<<set $combat.bonus.shieldBonus += (0.15 * $effmultiplier)>>\n\t\t\t<<set $combat.bonus.deflectBonus += (0.45 * $effmultiplier)>>\n\t\t\t<<set $combat.bonus.dodgeBonus += (0.15 * $effmultiplier)>>\n\n\t\t\t<<if $combat.armorhits gte 2>>\n\t\t\t\t<<set $combat.armorhits -= 2>>\n\t\t\t<<elseif $combat.armorhits gte 1>>\n\t\t\t\t<<set $combat.armorhits -= 1>>\n\t\t\t<<endif>>\n\n\t\t<<elseif $template eq "UnNerve">>\n\t\t\t<<if not $combatArenaTraining>>\n\t\t\t\t<<set $statistics.drugsUsed += 1>>\n\t\t\t\t<<set $statistics.drugs_abomUsed += 1>>\n\t\t\t\t<<set $attrib.stress += 1>>\n\t\t\t<<endif>>\n\n\t\t\t<<set $combat.usedBioChems += 1>>\n\n\t\t\t<<set $text = "You grab your UnNerve injector and slam it into your leg, wincing as the needles rip your skin. Everything changes immediately. Your perception, the world around you; it's almost intutitive. You know exactly what to do - kill - and how to do it.">>\n\n\t\t\t<<set $combat.bonus.postCombatFatigue += (55 * $toxicitygained)>>\n\t\t\t<<set $combat.bonus.postCombatToxic += (75 * $toxicitygained)>>\n\n\t\t\t<<if $gameworld_modifiers.isExtacyQualified or $inztinct.learnedSkills.contains("skill_abominated_4")>>\n\t\t\t\t<<set $attrib.fatigue = 0>>\n\t\t\t<<else>>\n\t\t\t\t<<set $attrib.fatigue -= (5 * $toxicitygained)>>\n\t\t\t<<endif>>\n\t\t\t<<set $attrib.toxicity += (25 * $toxicitygained)>>\n\n\t\t\t<<set $combat.bonus.ultimateHitBonus = true>>\n\t\t\t<<set $combat.bonus.rangedHitBonus -= (0.1 * $effmultiplier)>>\n\t\t\t<<set $combat.bonus.meleeHitBonus -= (0.1 * $effmultiplier)>>\n\t\t\t<<set $combat.bonus.meleeCritBonus += 0.3>>\n\t\t\t<<set $combat.bonus.rangedCritBonus += 0.25>>\n\n\t\t\t<<set $combat.bonus.deCoverBonus += (0.5 * $effmultiplier)>>\n\n\t\t<<elseif $template eq "FuCell">>\n\t\t\t<<if not $combatArenaTraining>>\n\t\t\t\t<<set $statistics.item_fucellUsed += 1>>\n\t\t\t<<endif>>\n\n\t\t\t<<set $equip.charge = 100>>\n\t\t\t<<set $fucelltext = "The device powers up with a low hum.">>\n\n\t\t\t<<if $inztinct.learnedSkills.contains("skill_warsmith_11")>>\n\t\t\t\t<<set $attrib.fatigue -= (7.5 * $inztinct.affinity)>>\n\t\t\t\t<<set $attrib.toxicity -= (7.5 * $inztinct.affinity)>>\n\n\t\t\t\t<<set $fucelltext = "The device powers up, sending buzing energy coursing down your augmented spine.">>\n\t\t\t<<endif>>\n\n\t\t\t<<set playContextSound("ui_attack_machinecharge");>>\n\t\t\t<<set $text = "You eject the used FuCell and slot a fresh one in." + $fucelltext>>\n\n\t\t\t<<replace '#hud-pda-pane'>>\n\t\t\t\t<<display 'calcMainDisplay'>>\n\t\t\t<</replace>>\n\t\t<<endif>>\n\n\t\t<<replace '#hud-center-pane'>>\n\t\t\t<<display 'Combat_UI_Centerpane'>>\n\t\t<</replace>>\n\t\t<<set window.setTimeout(flashUIElement, 60, "vitality", "HUD_StandardIcon_FlashUp");>>\n\t<<else>>\n\t\t/% SPECIAL EFFECT ITEMS %/\n\t\t<<if $job_anska_haze.mainPhase eq 6 and $combat.enemy.name eq "Djinn">>\n\t\t\t/% #################################################################\n\t\t\tHAZE\n\t\t\t#################################################################\t%/\n\t\t\t<<set playContextSound("ui_shatter")>>\n\t\t\t<<if not $combatArenaTraining>>\n\t\t\t\t<<set $statistics.special_miasmaUsed += 1>>\n\t\t\t<<endif>>\n\n\t\t\t<<set $text = "You grab the vial of miasma and smash it on the floor. Blueish haze errupts, expanding into the entire room. At first you can see nothing. Then the cloud thins enough to spot the Djinn, glancing about in confusion and blinking furiously.">>\n\t\t\t<<set $job_abomination_investigate.djinnMode = "banished">>\n\n\t\t\t<<set $combat.miasmaUsed = true>>\n\t\t\t<<set $combat.player.accuracy *= 1.25>>\n\t\t\t<<set $combat.enemy.accuracy *= 0.8>>\n\t\t\t<<set $combat.enemy.shield *= 0.8>>\n\t\t\t<<set $combat.inflictedGasStates += 2>>\n\n\t\t\t<<set $job_anska_haze.mainPhase = 7>>\n\t\t<<elseif $job_petrovic_paladin.mainPhase eq 4 and ($combat.enemy.name eq "Paladin" or $combat.enemy.name eq "Sunlord")>>\n\t\t\t<<set playContextSound("ui_attack_machinewreck")>>\n\t\t\t<<if not $combatArenaTraining>>\n\t\t\t\t<<set $statistics.special_spineUsed += 1>>\n\t\t\t<<endif>>\n\t\t\t<<set $combat.inflictedDazzleStates += 3>>\n\t\t\t<<set $combat.spineUsed = true>>\n\n\t\t\t<<set $text = "You grab the Sphinx's Spine and activate the device. Brilliant, multicolored holograms errupt, twisting and flickering in shapes beyond your mind's ability to comprehend. Just seeing them makes your temples throb and your eyes water.">>\n\n\t\t\t<<set $combat.enemy.accuracy *= 0.8>>\n\t\t\t<<set $combat.enemy.shield *= 0.8>>\n\n\t\t\t<<set $job_petrovic_paladin.mainPhase = 5>>\n\n\t\t<<elseif $equip.dDoS eq "charged" and $combat.enemy.hasArcShield>>\n\t\t\t/% should no longer be usable now %/\n\t\t\t<<set playContextSound("ui_shock")>>\n\t\t\t<<if not $combatArenaTraining>>\n\t\t\t\t<<set $statistics.special_ddosUsed += 1>>\n\t\t\t<<endif>>\n\n\t\t\t<<set $equip.dDoS = "discharged">>\n\t\t\t<<set $combat.isShieldSuppresed = true>>\n\t\t\t<<set $combat.enemy.shield = 0>>\n\t\t\t<<set $combat.inflictedShockStates += 2>>\n\t\t\t<<set $text = "You grab the dDoS and activate the device. Indicator lights glow bright red as the air begins to bristle with static. The " + $combat.enemy.name + "'s Arc Projectors fail with a pitiful splutter of sparks and electric arcs. Buzzing silence follows.">>\n\n\t\t<<elseif ($inztinct.learnedSkills.contains("skill_cyber_6") or (($getCharacteristicsFrom eq "Puffwear" or $getCharacteristicsFrom eq "Puffdress") and $attrib.religion eq "theophobe")) and $job_cathedral_hack.mainPhase gte 4 and $job_cathedral_hack.mainPhase neq 98 and $combat.enemy.isMachine and $combat.usedXanju eq false>>\n\t\t\t/% Xanju 4 use %/\n\t\t\t<<set $combat.enemy.accuracy *= 0.75>>\n\t\t\t<<set $combat.usedXanju = true>>\n\t\t\t<<set $text = "You link into the local net with your implant and unleash the Xjanu-4. A soft humm sounds in your ears. The malicious code has no visible effect on the " + $combat.enemy.name + " but the script window in the corner of your vision shows plainly: the intrusion agent is active.">>\n\n\t\t<<elseif $equip.hasFusionSphere>>\n\t\t\t<<set $combat.enemy.accuracy *= 0.8>>\n\t\t\t<<set $combat.enemy.shield = 0>>\n\t\t\t<<set $combat.enemy.armor *= 0.9>>\n\t\t\t<<set $combat.armorhits += 5>>\n\t\t\t<<set $combat.shieldhits += 5>>\n\t\t\t<<set $combat.inflictedBurnStates += 5>>\n\n\t\t\t<<set $combat.tookFusionSphereToFace = true>>\n\n\t\t\t<<set playContextSound("ui_attack_machinewreck")>>\n\t\t\t<<set $text = "You grab the Fusion Sphere and hurl the device at the " + $combat.enemy.name + ". A sucking roar sounds from the device as it detonates with a brilliant flash. Shrapnel zings past. Searing heat washes over you. It occurs to you that, maybe, just maybe, throwing a miniature fusion reactor at your enemies was a bad idea">>\n\n\t\t\t<<set $equip.hasFusionSphere = false>>\n\t\t\t<<set $job_witches_pendant.mainPhase = 3>>\n\t\t<<endif>>\n\n\t\t<<replace '#hud-center-pane'>>\n\t\t\t<<display 'Combat_UI_Centerpane'>>\n\t\t<</replace>>\n\t<<endif>>\n\n\t/% upodate enemy display %/\n\t<<replace '#ui-combat-enemyarea'>>\n\t\t<<display 'Combat_EnemyList'>>\n\t<</replace>>\n\n\t<<append '#ui-combat-actionarea'>>\n\t\t<div class='CombatUI_Action_Segment'>\n\t\t\t<div class='Combat_AlertText'>\n\t\t\t\t<<if $template eq "TranqWash">>\n\t\t\t\t\t<span class='greencolor'>TranqWash</span>\n\t\t\t\t<<elseif $template eq "FreakOut">>\n\t\t\t\t\t<span class='orangecolor'>FreakOut</span>\n\t\t\t\t<<elseif $template eq "UnNerve">>\n\t\t\t\t\t<span class='purplecolor'>UnNerve</span>\n\t\t\t\t<<elseif $template eq "StimFuel">>\n\t\t\t\t\t<span class='yellowcolor'>StimFuel</span>\n\t\t\t\t<<elseif $template eq "ViroDisc">>\n\t\t\t\t\t<span class='lgreencolor'>ViroDisc</span>\n\t\t\t\t<<elseif $template eq "HoloDisc">>\n\t\t\t\t\t<span class='purplecolor'>HoloDisc</span>\n\t\t\t\t<<elseif $template eq "ArcDisc">>\n\t\t\t\t\t<span class='bluecolor'>ArcDisc</span>\n\t\t\t\t<<elseif $template eq "FuCell">>\n\t\t\t\t\t<span class='bluecolor'>FuCell</span>\n\t\t\t\t<<else>>\n\t\t\t\t\t<span class='purplecolor'>Special!</span>\n\t\t\t\t<<endif>>\n\t\t\t</div>\n\n\t\t\t<<print $text>>\n\t\t</div>\n\t<</append>>\n\n\t<<unset $effmultiplier, $text>>\n\n\t<<set window.setTimeout(doCombatTimedProcess, $combat.tickrate, "doActionResetUI");>>\n\n<<endnobr>>
<<if $hide.layer2 eq true>><div class='GameOption_Expand'>[[Expand|$currentgamepassage][$hide.layer2 = false]]</div>"Looking for gear, actually..."<<else>><div class='GameOption_Expand'>[[Collapse|$currentgamepassage][$hide.layer2 = true]]</div>\n<<nobr>>\n\n\t"Looking for gear, actually. What you guys got in stock."<br><br>\n\n\t"Oh, we's got more than a few things ye'll like, jerk." The machine hands you a data pad, smirking. "Take a look."\n\n<<endnobr>><<endif>>
<<silently>>\n<<set $savesMenuPassage = "B10 - The Siren's Song">>\n<<set $currentgamepassage = passage()>>\n<<set $action.action1 = "none">>\n<<set $action.action2 = "none">>\n<<set $action.action3 = "none">>\n<<set $action.action4 = "none">>\n<<set $action.action5 = "none">>\n<<endsilently>>\n<<nobr>>\n<<if $action.arrive neq "fromself">><div class='GameTextGreyed'><<display 'the_sirens_song_base_txt'>></div><br><<endif>>\n<div class='GameText'><<display 'the_sirens_song_main_txt'>></div><br>\n<div class='OptionsField'>\n\n\t<<if $job_conspiracy.conspiratorPhase gte 4 and $chr_ith.alive and $chr_ith.met>>\n\t\t<<if $job_petrovic_paladin.mainPhase eq 1>>\n\t\t\t<div class='GameOption GameOption_Dialogue'>[[Say you're there for Ith|addon_sirenssong_kill_ith][$hide.layer2 = true; playContextSound("ui_click");]]</div><br>\n\t\t<<else>>\n\t\t\t<div class='GameOption GameOption_Dialogue'>[[Say you're there for Ith|the_crossroads_sirens_song_ith][$hide.layer2 = true; playContextSound("ui_click");]]</div><br>\n\t\t<<endif>>\n\t<<endif>>\n\n\t<<if ($job_abomination_investigate.abomAugmentPhase eq 8 or $job_abomination_investigate.abomSabotagePhase eq 6) and $job_abomination_investigate.abomAllyPhase lt 2>>\n\t\t<div class='GameOption GameOption_Dialogue'>[[Say you're looking for Varijasha|the_crossroads_sirens_song_blackscale][$processed = false; $hide.layer2 = true; playContextSound("ui_click");]]</div><br>\n\t<<endif>>\n\n\t<<if $randomEncounterPhases.syndicateBasePhase eq 1>>\n\t\t<div class='GameOption GameOption_Dialogue'>[[Ask about the Baibirack Facility|ssong_facility_ask][$hide.layer2 = true; $randomEncounterPhases.syndicateRaidFrequency += 0.2; playContextSound("ui_click");]]</div><br>\n\t<<endif>>\n\n\t<<if $attrib.credits gte 2>>\n\t\t<div class='GameOption GameOption_Dialogue'>[[Order a Beer (2 Credits)|the_crossroads_sirens_song_main_bar][$action.action2 = "beer"; $attrib.credits = $attrib.credits - 2; $attrib.toxicity = $attrib.toxicity + 10; $hide.layer2 = true; $hide.layer3 = false; $hide.layer4 = false; $hide.layer5 = false; $processed = false; $statistics.alcoholDrunk += 1; $attrib.stress -= 1; window.setTimeout(flashUIElement, 60, "finances", "HUD_StandardIcon_FlashDown"); playContextSound("ui_blip");]]</div>\n\t<<else>>\n\t\t<div class='GameOption GameOption_Disabled'><div class='GameOption_Disabled_Text'>[Order a Beer (2 Credits)]</div></div>\n\t<<endif>><br>\n\t<<if $attrib.credits gte 5>>\n\t\t<div class='GameOption GameOption_Dialogue'>[[Order a Liq (5 Credits)|the_crossroads_sirens_song_main_bar][$action.action2 = "liq"; $attrib.credits = $attrib.credits - 5; $attrib.toxicity = $attrib.toxicity + 30; $hide.layer2 = true; $hide.layer3 = false; $hide.layer4 = false; $hide.layer5 = false; $processed = false; $statistics.alcoholDrunk += 1; $attrib.stress -= 1; window.setTimeout(flashUIElement, 60, "finances", "HUD_StandardIcon_FlashDown"); playContextSound("ui_blip");]]</div>\n\t<<else>>\n\t\t<div class='GameOption GameOption_Disabled'><div class='GameOption_Disabled_Text'>[Order a Liq (5 Credits)]</div></div>\n\t<<endif>><br>\n\n\t<<if $attrib.credits gte 15>>\n\t\t<div class='GameOption GameOption_Dialogue'>[[Order a Flash (15 Credits)|the_crossroads_sirens_song_main_bar][$action.action2 = "flash"; $attrib.credits = $attrib.credits - 15; $attrib.toxicity = $attrib.toxicity + 50; $hide.layer2 = true; $hide.layer3 = false; $hide.layer4 = false; $hide.layer5 = false; $processed = false; $statistics.alcoholDrunk += 1; $attrib.stress -= 2; window.setTimeout(flashUIElement, 60, "finances", "HUD_StandardIcon_FlashDown"); playContextSound("ui_blip");]]</div>\n\t<<else>>\n\t\t<div class='GameOption GameOption_Disabled'><div class='GameOption_Disabled_Text'>[Order a Flash (15 Credits)]</div></div>\n\t<<endif>><br>\n\t<div class='GameOption GameOption_Dialogue'>[[Say you're just there to Look|the_crossroads_sirens_song_main_bar][$action.action2 = "lookaround"; $hide.layer2 = true; $hide.layer3 = false; $hide.layer4 = false; $hide.layer5 = false; playContextSound("ui_click"); $processed = false; ]]</div><br>\n\t<div class='GameOption GameOption_Move'>[[Leave the Siren's Song|the_crossroads_main][$action.arrive = "fromss"; $time.active = $time.active + 0.5; $attrib.fatigue = $attrib.fatigue + 1; $equip.hideWeaponLoadout = false; $hud.interference = false; playContextSound("ui_walk");]]</div>\n\n\n</div><<endnobr>>
<<if $hide.layer2 eq true>><div class='GameOption_Expand'>[[Expand|$currentgamepassage][$hide.layer2 = false]]</div>You face Lanina and...<<else>><div class='GameOption_Expand'>[[Collapse|$currentgamepassage][$hide.layer2 = true]]</div>\n\n\tYou face Lanina and\n\t<<if $action.action1 eq "flirt">>flash a <<if $attrib.demeanor eq "agressive">>cocky <<elseif $attrib.demeanor eq "cautious">>shy <<endif>>smile. "So Lani. I was thinking. About where we left off last time. And--"<br><br>\n\n\t\tLanina groans. "I was drunk and high and--" She purses her lips. "Well, maybe I liked it? A bit? More than I want to admit?" She looks nervous.<br><br>\n\n\t\t"Maybe that's what I think too? Not saying I do. But it could be."<br><br>\n\n\t\t"Oh. Yes." Lanina looks relieved. "I'm not saying I see it that way too. But maybe I do?"<br><br>\n\n\t\tYour lips curl. "That's a nice hypothetical."<br><br>\n\n\t\tLanina nods earnestly. She can't take her eyes off you.<br><br>\n\n\t\t"So, about picking up where we stopped off--" You pull her closer.<br><br>\n\n\t\tShe blushes as she runs a hand along your thigh. When you lean in for a kiss, her tongue toys with yours, suggesting, implying. It tastes as deliciously artificial as it did the last time. Subdermal implants. Designed to look bio-normal. Has to be. It doesn't take long before you're aroused.<br><br>\n\n\t\tLanina pulls away, expression one of excited alarm. You smile encouragingly.<br><br>\n\n\t\tShe turns bright red. "Oh, I'm so not ready for this yet. Not yet. Yet!" She laughs nervously. "Once I've got over myself, maybe?"<br><br>\n\n\t\t"That might be hard," you say. "You're a lot to get over."<br><br>\n\n\t\tLanina giggles and buries her face in her hands. She mutters unintelligably, peering at you from between her fingers. It's a bit awkward. In a cute sort of way.\n\t<<elseif $action.action1 eq "sex">>place an arm around her. Lanina snuggles up, a smug look on her face. Long strands of blonde hair brush your cheeks. She risks a kiss on your cheek. Long moments pass as you run your fingers along her spine.<br><br>\n\n\t\tLanina shudders. "Wow. It's been too long. For me. Way too long."<br><br>\n\n\t\t"Too long?"<br><br>\n\n\t\t"Yes." <<if $attrib.gender eq "male">>Lanina giggles. "That's what she said."\n\t\t\t\t <<else>>Lanina blushes. "I haven't, well, you know. Maybe I like you?"\n\t\t\t\t <<endif>><br><br>\n\n\t\t"Oh. That." A little smirk curls your lips as you let your hand slide under her skirt.<br><br>\n\n\t\tLanina shudders with anticipation. It doesn't take long before she climps onto you. Thighs press close as you make out. What starts innocently quickly turns into Lanina tugging off your <<armorbottom>>. You shudder as she\n\n\t\t<<if $attrib.gender eq "male">>runs her fingers along your cock.\n\t\t<<else>>gets her fingers busy between your legs. \n\t\t<<endif>><br><br>\n\n\t\t<<if $attrib.toxicity gte 50>>What follows is way too short and nowhere near as satisfying as you wanted.\n\t\t<<else>>What follows feels nice, gentle, and exactly what you needed in that moment.\n\t\t<<endif>>It ends with Lanina looking rather satisfied with herself and you rather pleased with the results. \n\n\t\t<<if $gameworld_modifiers.isIrresistable>>To call it love would be a misnomer. More desperation and desire but that's quite all right. The sweaty, gasping, moaning adventure is what you came for. The girl is irrelevant. This one simply one more to add to your collection.<<else>>Perhaps it is true love, though you're hesitant to declare that. It really doesn't matter anyways. Lanina is a beautiful young girl and you adore her as much as you do spending time with her.<<endif>>\n\n\t<<elseif $action.action1 eq "reject">>flash a <<if $attrib.demeanor eq "agressive">>cocky <<elseif $attrib.demeanor eq "cautious">>shy <<endif>>smile. "So Lani. I was thinking. We sort of left off--"<br><br>\n\n\t\t"Wait, wait." Lanina holds up a hand. "If this is about what happened, you really should know: I was drunk. And high. And I don't mean this the wrong way but--" She looks away. "You're not my type. At all."<br><br>\n\n\t\t"Oh," you say. "I thought--"<br><br>\n\n\t\tLanina groans. "I know. I came off all wrong. I'm sorry. I just mean, well, can't we just be friends?"<br><br>\n\n\t\t"I don't see why not," you say.<br><br>\n\n\t\tLanina nods and smiles nervously. An uncomfortable silence falls.\n\n\t<<endif>>\n<<endif>>
<<silently>>\n<<set $currentgamepassage = passage()>>\n<<set $read_mission_zweili = true>>\n<<endsilently>>\n<div class='GameTextGreyed'><<display 'intro_start_txt'>></div>\n<div class='GameText'><<display 'intro_2_txt'>><<display 'read_mission_zweili'>></div>\n<div class='OptionsField'><div class='GameOption GameOption_Dialogue'>[[Ask what Object 55316 Is|intro_talk][$action.action3 = "object"; $hide.layer3 = true; $attrib.dilligence += 1; $hide.layer0 = true; playContextSound("ui_click");]]</div>\n<div class='GameOption GameOption_Dialogue'>[[Ask about the Conspirators|intro_talk][$action.action3 = "conspirator"; $hide.layer3 = true; $attrib.dilligence += 1; $hide.layer0 = true; playContextSound("ui_click");]]</div>\n<div class='GameOption GameOption_Dialogue'>[[Say you get the Gist|intro_talk][$action.action3 = "whatdo"; $hide.layer3 = true; $attrib.dilligence += 1; $hide.layer0 = true; playContextSound("ui_click");]]</div></div>
<<display 'HUD_CodexBackButton'>><strong>Ratroach</strong>\n\n<<nobr>>\n<div class='HUD_CodesHalfImage'>[>img[https://secureservercdn.net/45.40.148.234/9db.ec6.myftpupload.com/game-content/scaffold-22/images/combat_abom_ratroach.png]]</div>Disesed, rodent-esque xenofauna know to exist on many habitation platforms. Scavenging omnivore by nature and seldom threatens humans despite its alarm size. Protected by a thick shell and isolated by long, tuft-like fur. Weak immune system vulnerable to virological and toxological agents.<br><br>\n\n<span class='redcolor'>Immunity:</span> n/a<br>\n<span class='yellowcolor'>Strength:</span> n/a<br>\n<span class='greencolor'>Weakness:</span> <<print $toxinDamageType>><br><br>\n\n\t<div id='codex-expand-area' class='HUD_PdaDisplayZone HUD_PdaDisplayZoneCodex'>\n\t\t<div class='HUD_PdaExpandButton'><<click 'Show More'>>\n\t\t\t<<replace '#codex-expand-area'>>\n\t\t\t\tOf uncertain origin, the Ratroach is a furry, rodent-esque race of xenofauna known as a disease carrier and scavenger which, despite frequently growing to the size of a large canine, seldom preys on mammals. It will eat almost anything else however, allowing this rodent to survive in virtually any environment, and is well isolated against cold due to its tuft-like fur. These attributes, coupled with a thick outer shell that covers its back, make the Ratroach a tough pest to root out.<br><br>\n\n\t\t\t\tDespite its alarming size and obvious danger to public health, the Ratroach is neither an abomination nor a serious threat to modern society, though the species did indirectly cause several plagues when it first appeared on Scaffold 27. Today, cases of Ratroach infestation are rare, though lone speciments can occasionally be found up in dirty passages or abandoned habs. In most instances however, Ratroach litters self-exterminate due to their tendency to feed upon their own kind once more suitable food sources have been depleted or made inaccessible.<br><br>\n\n\t\t\t\tAdditionally, Ratroaches reproduce astonishingly slowly, decades to fully mature and grow. These creatres are also known to be highly intelligent and will - unless otherwise prompted - quickly adapt to survive in the most unusual circumstances, sometimes going unnoticed for months or longer despite their obvious bulk. Thus, when not dealt with swiftly Ratroaches can become a serious health hazard due to the many infectuous micro-organisms that inhabit their fur. It is therefore reccomended that any citizen who encounters one of these rodents either kill it while it is still young or - should this prove impractical - alert the appropriate authorities immediately.\n\n\t\t\t<</replace>>\n\t\t<</click>></div>\n\t</div>\n<<endnobr>>
<<if $hide.layer1 eq true>><div class='GameOption_Expand'>[[Expand|$currentgamepassage][$hide.layer1 = false]]</div>You leave the <<print $action.action4.toUpperCase()>> tramway station and...<<else>><div class='GameOption_Expand'>[[Collapse|$currentgamepassage][$hide.layer1 = true]]</div>\n<<nobr>>\n\n\t<<if $loc_riptide.ownedBy eq "wilkin">><div class='GameTextImage GameTextSpecial'>[img["https://secureservercdn.net/45.40.148.234/9db.ec6.myftpupload.com/game-content/scaffold-22/images/env_rnd_thugs_zanex.png"]]</div>\n\t<<else>><div class='GameTextImage GameTextSpecial'>[img["https://secureservercdn.net/45.40.148.234/9db.ec6.myftpupload.com/game-content/scaffold-22/images/env_rnd_thugs_riptide.png"]]</div>\n\t<<endif>>\n\n\tYou leave the <<print $action.action4.toUpperCase()>> tramway station and\n\n\t<<if $action.action4 eq "b40">>turn into the dim pressure corridor. There's no one around. Your footfalls ring in silence. A ventilation fan creaks and shudders.\n\t<<elseif $action.action4 eq "b29">>head toward the Bazar. Bodies press on all sides. Voices clamor at the top of their lungs. All manner of scents fill your nostrils.\n\t<<else>>squeeze through the crowds. Bodies press on all sides. Voices clamor endlessly. Above, bright neon advertizements flicker in and out of view. \n\t<<endif>>\n\n\tIt isn't long before you spot several <<if $loc_riptide.ownedBy eq "wilkin">>heavily armed theophobes<<else>>armed thugs<<endif>> ahead. They look to be headed straight for you, and looking none too happy.<br><br>\n\n\t"Darn," you mutter, stopping short.<br><br>\n\n\tThough you don't recognize any of them, it's fairly evident these are <<if $loc_riptide.ownedBy eq "wilkin">>[[Zanex|PDA][$hud.currentScreen = "Division 108"]] supporters<<else>>former Raptors<<endif>> and, if you had to guess, they've come to teach you a 'lesson'. Or two. Or three.\n\n<<endnobr>><<endif>>
<<silently>>\n<<set $currentgamepassage = passage()>>\n<<endsilently>>\n<<if $action.arrive neq "fromSelf">><div class='GameTextGreyed'><<display 'riptide_base_txt'>></div><br><<endif>><div class='GameTextGreyed'><<display 'riptide_vip_wilkin_txt'>></div>\n<<nobr>>\n\t<<if $action.action1 eq "none">>\n\t\t<div class='GameText'><<display 'riptide_vip_b28_djinn_talk_txt'>></div><br>\n\t\t<div class='OptionsField'>\n\t\t\t<<set $bribeammount = Math.round(700 * $gameworld_modifiers.bribeModifier)>>\n\t\t\t<<set $bribetext = "Bribe Mr. Wilkin (" + $bribeammount + " C)">>\n\n\t\t\t<<if $attrib.credits gte $bribeammount>>\n\t\t\t\t<div class='GameOption GameOption_Dialogue'>\n\t\t\t\t\t<<click $bribetext "riptide_vip_b28_djinn_talk">>\n\t\t\t\t\t\t<<set $action.action1 = "bribe"; $attrib.credits -= $bribeammount; $hide.layer2 = true; $statistics.bribesDone += 1; window.setTimeout(flashUIElement, 60, "finances", "HUD_StandardIcon_FlashDown"); playContextSound("ui_blip");>>\n\t\t\t\t\t<</click>>\n\t\t\t\t</div>\n\t\t\t<<else>>\n\t\t\t\t<div class='GameOption GameOption_Disabled'><div class='GameOption_Disabled_Text'>[Bribe Mr. Wilkin (<<print $bribeammount>> C)]</div></div>\n\t\t\t<<endif>><br>\n\t\t\t<<if $gameworld_modifiers.hasNegotiateOverride or $attrib.demeanor eq "agressive" or ($equip.isFashionOutfit and not $equip.isCrossdressOutfit)>>\n\t\t\t\t<div class='GameOption GameOption_Dialogue'>[[Attempt to Negotiate|riptide_vip_b28_djinn_talk][$action.action1 = "negotiate"; $hide.layer2 = true; $statistics.negotiateDone += 1; playContextSound("ui_click");]]</div>\n\t\t\t<<else>>\n\t\t\t\t<div class='GameOption GameOption_Dialogue'>[[Attempt to Negotiate|riptide_vip_b28_djinn_talk][$action.action1 = "negotiatefail"; $hide.layer2 = true; playContextSound("ui_click");]]</div>\n\t\t\t<<endif>>\n\t\t</div>\n\t<<else>>\n\t\t<div class='GameTextGreyed'><<display 'riptide_vip_b28_djinn_talk_txt'>></div><br>\n\t\t<div class='GameText'><<if $hide.layer3 eq true>><div class='GameOption_Expand'>[[Expand|$currentgamepassage][$hide.layer3 = false]]</div><<if $action.action1 eq "bribe">>"Fine. We do business..."<<elseif $action.action1 eq "negotiate">>"No. Business is what we did before..."<<else>>"What, you kidding me...?"<<endif>><<else>><div class='GameOption_Expand'>[[Collapse|$currentgamepassage][$hide.layer3 = true]]</div>\n\t\t<<if $action.action1 eq "bribe">>\n\t\t\t<div class='GameTextImage GameTextSpecial'>[img["https://secureservercdn.net/45.40.148.234/9db.ec6.myftpupload.com/game-content/scaffold-22/images/env_small_creditswipe.png"]]</div>"Fine. We do business." You hold out your arm. "Now, what ya got?"<br><br>\n\n\t\t"Not much," he says, swiping your transaction. "I've been hearing ghost stories. Something about a haunting down on B33, at this construction site, a black figure walking through walls and appearing out of thin air. Dunno what the legend is supposed to be but it only comes out when the shift is off and—" Wilking breathes a laugh. "Shit. Running around after ghosts? That's what you do now, <<if $attrib.gender eq "male">>boy<<else>>girl<<endif>>? Seriously?"<br><br>\n\n\t\t\t"Not ghosts," you say evenly. "Abominations. And thanks. This might be useful."<br><br>\n\n\t\t\t"Me, I says it's just another rumor. But yer welcome te do what ya want with it. Paid for it square and fair, after all, didn't ya?" Wilkin looks a little too smug for your liking.\n\t\t<<elseif $action.action1 eq "negotiate">>\n\t\t\t"No. Business is what we did before. This here?" You gesture from him to you. "This is us having issues because I jumped ship and went my own <<if $attrib.demeanor eq "agressive">>damn <<endif>>way." Mr. Wilkin finally looks up, a dangerous look in your eyes. You return an icy gaze. "Xavier..."<br><br>\n\n\t\t\tWilkin grows, "I don't like your tone, <<if $attrib.gender eq "male">>boy<<else>>girl<<endif>>."\n\n\t\t\t<<if $attrib.demeanor eq "agressive">>"And I think you're a stuck up old git. You act tough because you can't forgive yourelf for all the bullshit you put me through. Mean, look at this—" You wave around. "—and that—" You tug at his suit. "But whatever. You wanna feel guilty? Feel guilty. Just don't vent it on me. Buy yourself a fucking whore or whatever."<<else>>"And I think you're over-reacting. Just look at all this—" You wave around. "—and then look at me. You think I'm really a theat? Nah. You just feel guilty. Real guilty."<<endif>><br><br>\n\n\t\t\tWilkin glowers at the table but speaks evenly, "Okay, kid. You win. Only I can't give you nothing on what ya want. I've been hearing ghost stories though. Something about a haunting down on B33, at this construction site, a black figure walking through walls and appearing out of thin air. Dunno what the legend is supposed to be but it only comes out when the shift is off and—" Wilking breathes a laugh. "Shit. Run around chasing ghosts? That's what you do now, <<if $attrib.gender eq "male">>boy<<else>>girl<<endif>>?"<br><br>\n\n\t\t\t"Not ghosts," you say evenly. "Abominations. And thanks. This might be useful."\n\t\t<<elseif $action.action1 eq "negotiatefail">>\n\t\t\t"What, you kidding me? Asking for creds? From me?"<br><br>\n\n\t\t\t"Like I said, business." Wilkin spreads his hands. "So, ya offerin' or not?"<br><br>\n\n\t\t\tYou breathe a laugh. "I thought we had a—"<br><br>\n\n\t\t\t"You thought wrong, kid," Wilkin grumbles. "Now either ya put something down or I ain't talking. Clear?"<br><br>\n\n\t\t\tFor a moment, you want to argue. But there's no point. Wilkin's either in one of his moods again - or he really doesn't like you. Hard to tell which. But you won't get anything out of him this way.\n\t\t<<endif>>\n\t\t<<endif>></div><br>\n\t\t<div class='OptionsField'>\n\t\t\t<<if $action.action1 eq "negotiatefail">>\n\t\t\t\t<div class='GameOption GameOption_Dialogue'>[[End Conversation|riptide_vip_b28][$hide.layer1 = false; $action.action1 = "none"; $hide.layer2 = false; $hide.layer3 = false; $action.arrive = "fromSelf"; playContextSound("ui_click");]]</div>\n\t\t\t<<else>>\n\t\t\t\t<div class='GameOption GameOption_Dialogue'>[[End Conversation|riptide_vip_b28][$job_conspiracy.djinnKnowledge.wilkin = true; $hide.layer1 = false; $action.action1 = "none"; $hide.layer2 = false; $hide.layer3 = false; $action.arrive = "fromSelf"; playContextSound("ui_click");]]</div>\n\t\t\t<<endif>>\n\t\t</div>\n\t<<endif>>\n<<endnobr>>
<<nobr>>\n\n\t<<set $combat.enemy = {\n\t\ttype: "abomination",\n\t\tname: "shambler",\n\t\tgender: "it",\n\t\tposessive: "its",\n\t\tdeathtype: "killing",\n\t\tresulttext: "abomination_acheri_result",\n\t\tresponsetext: "abomination_acheri_response",\n\t\tsinglenames: ["shambler"],\n\t\tsinglegender: ["it"],\n\t\tsingleposessive: ["its"],\n\t\timages: ["images/combat_abom_failwraith.png"],\n\t\talive: 1,\n\t\tarmor: 6,\n\t\tvulnerable: "none",\n\t\timmune: "none",\n\t\tshield: 0,\n\t\taccuracy: 0.35,\n\t\tcover: 0,\n\t\tisMeeleAttacker: true,\n\t\ttaunt: "The shambler steps toward you, rotten fangs bared and clawlike fingers raised threateningly.",\n\t}>>\n\n\t<<set $combat.player = {\n\t\taccuracy: 0.8,\n\t\tcover: 0,\n\t\tcontinue: "intro_postabom",\n\t\tally: "none",\n\t}>>\n\n<<endnobr>>
<<display 'HUD_CodexBackButton'>><strong>CyberOptic</strong>\n\n<<nobr>>[>img[https://secureservercdn.net/45.40.148.234/9db.ec6.myftpupload.com/game-content/scaffold-22/images/cybereye.png]]Augmentative cybernetic eye designed to radically improve vision and coordination.<br><br>\n\nCybernetic:<br>\n- upgrade pack: <<if $equip.offhandUpgrade eq "none">><span class='greyedout'>none installed</span><<else>><span class='bluecolor'><<print $equip.offhandUpgrade>></span><<endif>><br>\n- baseline: <span class='greencolor'>improved range accuracy</span><br>\n- baseline: <span class='bluecolor'>guaranteed hit on first shot</span><br>\n- baseline: <span class='bluecolor'>allows use of Exo Armor</span><br>\n<<if $gameworld_modifiers.hasCyberneticFatigueOverride>>\n- baseline <span class='greyedout'>fatigues user</span> <span class='bluecolor'>(InZtinct)</span>\n<<else>>\n- baseline <span class='redcolor'>fatigues user</span>\n<<endif>><br>\n- <<if $equip.offhandUpgrade eq "omnisense">>\n\t\t<span class='bluecolor colorbold'>omnisense pack:</span> improved evade\n\t<<else>>\n\t\t<span class='greyedout'>omnisense pack: improved evade</span>\n\t<<endif>><br>\n- <<if $equip.offhandUpgrade eq "antiflash">>\n\t\t<span class='bluecolor colorbold'>antiflash pack:</span> enemy moves fatigue you less\n\t<<else>>\n\t\t<span class='greyedout'>antiflash: enemy moves fatigue you less</span>\n\t<<endif>><br>\n- <<if $equip.offhandUpgrade eq "deadeye">>\n\t\t<span class='bluecolor colorbold'>deadeye pack:</span> +10% ranged crit\n\t<<else>>\n\t\t<span class='greyedout'>deadeye: +10% ranged crit</span>\n\t<<endif>><br><br>\n\n\t<div id='codex-expand-area' class='HUD_PdaDisplayZone HUD_PdaDisplayZoneCodex'>\n\t\t<div class='HUD_PdaExpandButton'><<click 'Show More'>>\n\t\t\t<<replace '#codex-expand-area'>>\n\t\t\t\tCyberoptics - also known as Cyber Eyes, Occular Implants or similar - are a form of cybernetic implant that replaces the user's biological eye with a more durable and capable synthetic optical unit. Among the benefits are enhanced vision, correction of various occular disorders, and a number of unique features such as IR filtering, light amplification mode, and similar digital enhancements not possible with biological solutions. Many CyberOptic packages also include fully integrated [[Neurointerface Nodes|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "aimpoint"]], allowing the user to draw even greater benifits from their occular upgrade.<br><br>\n\nUniquely, creation and maintenance of Cyberoptics is not traditionally the domain of the flesh melder, a professional caste which prefers to deal with bioaugmentative solutions and exoskeletons rather than interfere with the internal workings of the human body in such delicate matters. Instead, it is the historically shunned and notoriously criminalized Cybersmith cult which offers this form of cybernetic upgrade, making them borderline illegal on most worlds and hab-platforms of the galaxy.<br><br>\n\nFurthermore, due to the wide ranging biological 'dehumanization' of the user upon installation of the augment, Cyberoptics are met with disgust or indeed scorn by many segments of society, being tolerated almost exclusively among augment-focused subcultures and techo-cults. This is made even more problematic by the fact that most Cyberoptics are extremely visible and difficult to conceal. None the less, they find widespread use among assassination cults, transumanist circles, and even some sharpshooters operating in prominent mercenary or private security organizations.\n\t\t\t<</replace>>\n\t\t<</click>></div>\n\t</div>\n<<endnobr>>
<div class='HUD_NavScreenClose' style='margin: 0px;'>[[X|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "messages"; playContextSound("ui_blip_back");]]</div><<silently>>\n<<for $i to 0; $i lt $hud.messages.length; $i++>>\n\t<<if $hud.messages[$i].name eq "msg_zweili_money">>\n\t\t<<set $hud.messages[$i].read = true>>\n\t<<endif>>\n<<endfor>>\n<<endsilently>><strong>From:</strong> Kuli.Zweili@Church.Eden.Net\n<strong>To:</strong> <<firstname>>.Acrel@EVOX.Net\n<strong>Subject:</strong> Transaction\n\nVine,\n\nAs promised, I have signed 3000 credits onto your account. Use these funds wisely. Any advantage you posess may be necessary. \n \nMay the Loving Stars guide you, \nFather Zweili
<<nobr>>\n\n\t<<set $combat.enemy = {\n\t\ttype: "human",\n\t\tname: "heavies",\n\t\tgender: "them",\n\t\tposessive: "their",\n\t\tdeathtype: "killing",\n\t\tresulttext: "default_result",\n\t\tresponsetext: "human_firearm_response",\n\t\tsinglenames: ["heavy", "heavy", "heavy", "heavy"],\n\t\tsinglegender: ["him", "him", "him", "him"],\n\t\tsingleposessive: ["his", "his", "his", "his"],\n\t\timages: ["images/combat_merc_raptor_heavy.png", "images/combat_merc_raptor_heavy.png", "images/combat_merc_raptor_heavy.png", "images/combat_merc_raptor_heavy.png"],\n\t\talive: 4,\n\t\tarmor: 18,\n\t\tvulnerable: "none",\n\t\timmune: "toxin",\n\t\tshield: 0,\n\t\taccuracy: 0.65,\n\t\tcover: 0,\n\t\tisMeeleAttacker: false,\n\t\ttaunt: "The Raptor heavies re-form their firing line, stepping over dead cultists as their coils spin up.",\n\t}>>\n\n\t<<set $combat.player = {\n\t\taccuracy: 0.8,\n\t\tcover: 0,\n\t\tcontinue: "b28_visionary_riptidefinal",\n\t\tally: "none",\n\t}>>\n\n<<endnobr>>
<<nobr>>\n\t<<set $skillname = "skill_kobol_12">>\n\t<<if $attrib.gender eq "male">>\n\t\t<<set $skilltitle = "Son of Hades">>\n\t<<else>>\n\t\t<<set $skilltitle = "Daughter of Hades">>\n\t<<endif>>\n\t<<set $requiredtext = "has been addicted">>\n\n\t<<if $displayFullSkill>>\n\t\t<div class='SkillTitle'><<print $skilltitle>></div>\n\t\tNeuro-tweak package. <span class = 'SkillText_Bonus'>Entering combat</span> sober in Hellstorm Armor <span class='SkillText_Bonus_Flat'>24 hours</span> after recreation <span class = 'SkillText_Bonus'>incinerates</span> enemies.\n\n\t\t<<display 'assignSkill'>>\n\t<<endif>>\n\n\n<<endnobr>>
<<set $skillEarnString = "by doing nothing">>\n<<set $skillDoubleEarnString = "sitting around">>\n\n<<set $inztinct.affinity = 0>>\n<<set $inztinct.maxAffinity = 10>>\n\n<<if $attrib.religion eq "atheist">>\n\t<<set $skillEarnString = "by killing abominations">>\n\t<<set $skillDoubleEarnString = "completing freelance jobs">>\n\n\t<<set $inztinct.affinity = Math.round(($statistics.abominationKilled * 0.25) + ($statistics.freelanceJobsDone * 1))>>\n\n<<elseif $attrib.religion eq "forsaken">>\n\t<<set $skillEarnString = "by killing organics">>\n\t<<set $skillDoubleEarnString = "breaking locks">>\n\n\t<<set $inztinct.affinity = Math.round(($statistics.organicKilled * 0.15) + ($statistics.controlsBroken * 0.5))>>\n\n<<elseif $attrib.religion eq "voided">>\n\t<<set $skillEarnString = "by firing projectile-based weapons">>\n\t<<set $skillDoubleEarnString = "sneaking successfully">>\n\n\t<<set $inztinct.affinity = Math.round((($statistics.nineMillFired + $statistics.boltTunstenFired + $statistics.boltConductiveFired + $statistics.boltScatterFired + $statistics.boltToxinFired) * 0.02) + ($statistics.sneakDone * 0.5))>>\n\n<<elseif $attrib.religion eq "edenite">>\n\t<<set $skillEarnString = "by killing abominations">>\n\t<<set $skillDoubleEarnString = "based on dilligence">>\n\n\t<<set $inztinct.affinity = Math.round(($statistics.abominationKilled * 0.25) + ($attrib.dilligence * 0.05))>>\n<<elseif $attrib.religion eq "theophobe">>\n\t<<set $skillEarnString = "by killing humans">>\n\t<<set $skillDoubleEarnString = "for every 2500 credits owned">>\n\n\t<<set $inztinct.affinity = Math.round(($statistics.humanKilled * 0.25) + ($attrib.credits / 2500))>>\n<<elseif $attrib.religion eq "highborn">>\n\t<<set $skillEarnString = "through wanton slaughter">>\n\t<<set $skillDoubleEarnString = "for every substance abused">>\n\n\t<<set $inztinct.affinity = Math.round(($statistics.drugsUsed * 0.35) + ($statistics.drugs_noncombatUsed * 0.3) + ($statistics.alcoholDrunk * 0.05) + ($statistics.overalKills * 0.05))>>\n<<elseif $attrib.religion eq "cyberpunk">>\n\t<<set $skillEarnString = "by destroying machines">>\n\t<<set $skillDoubleEarnString = "for completing hacks and throwing discs">>\n\n\t<<set $inztinct.affinity = Math.round(($statistics.machineKilled * 0.125) + ($statistics.machine_advKilled * 0.45) + ($statistics.hacksDone * 0.25) + ($statistics.discsThrown * 0.35) + ($statistics.dataPadsRead * 0.15))>>\n\t<<if $equip.isCybernetic and $inztinct.affinity lt $inztinct.maxAffinity>>\n\t\t<<set $inztinct.affinity += 1>>\n\t<<endif>>\n<<elseif $attrib.religion eq "visionary">>\n\t<<set $skillEarnString = "by killing organics">>\n\t<<set $skillDoubleEarnString = "for using heavy armor and self-abomination">>\n\n\t<<set $inztinct.affinity = Math.round(($statistics.organicKilled * 0.05) + ($statistics.combatHeavyArmor * 0.1))>>\n\t<<if $equip.isAbominated>>\n\t\t<<set $inztinct.affinity += 1>>\n\t<<endif>>\n\n<<elseif $attrib.religion eq "gladiator">>\n\t<<set $skillEarnString = "through wanton slaughter">>\n\t<<set $skillDoubleEarnString = "for every 500 arena points">>\n\n\t<<set $inztinct.affinity = Math.round(($job_arena_lavandri.pointsTotal / 500) + ($statistics.overalKills * 0.05))>>\n<<elseif $attrib.religion eq "mesmer">>\n\t<<set $skillEarnString = "by bribes, negotiation, and recreational activities">>\n\t<<set $skillDoubleEarnString = "for every data pad read">>\n\n\t<<set $inztinct.affinity = Math.round(($statistics.negotiateDone * 0.1) + ($statistics.bribesDone * 0.15) + ($sexPhases.numTimesHadSex * 0.3) + ($statistics.drugs_noncombatUsed * 0.3) + ($statistics.alcoholDrunk * 0.05) + ($statistics.dataPadsRead * 0.25))>>\n\n<<elseif $attrib.religion eq "warsmith">>\n\t<<set $skillEarnString = "by using heavy weapons and armor in combat">>\n\t<<set $skillDoubleEarnString = "for equipment looted">>\n\n\t<<set $inztinct.affinity = Math.round(($statistics.combatArmored * 0.06) + ($statistics.combatHeavyArmor * 0.06) + ($statistics.combatHeavyWeapon * 0.06) + ($statistics.lootedMainWeapon * 0.1) + ($statistics.lootedBackupWeapon * 0.1) + ($statistics.lootedArmor * 0.25) + ($statistics.lootedAmmo * 0.15))>>\n\n<<elseif $attrib.religion eq "kobol">>\n\t<<set $skillEarnString = "by firing coilgun and railgun bolts">>\n\t<<set $skillDoubleEarnString = "for using armor in combat">>\n\n\t<<set $inztinct.affinity = Math.round(($statistics.combatArmored * 0.07) + ($statistics.nineMillFired * 0.07) + ($statistics.boltTunstenFired * 0.15) + ($statistics.boltConductiveFired * 0.15))>>\n\n<<endif>>\n\n<<if $inztinct.affinity gt $inztinct.maxAffinity>>\n\t<<set $inztinct.affinity = $inztinct.maxAffinity>>\n<<elseif $inztinct.affinity eq 0>>\n\t<<set $inztinct.affinity = 1>>\n<<endif>>
<<if $hide.layer1 eq true>><div class='GameOption_Expand'>[[Expand|$currentgamepassage][$hide.layer1 = false]]</div>You <<if $attrib.toxicity gte 75>>push, stumble and shove your way across the dance floor<<else>>make your way around the edge of the room, skirting the dancing crowd,<<endif>> to the...<<else>><div class='GameOption_Expand'>[[Collapse|$currentgamepassage][$hide.layer1 = true]]</div>\nYou <<if $attrib.toxicity gte 75>>push, stumble and shove your way across the dance floor<<else>>make your way around the edge of the room, skirting the dancing crowd,<<endif>> to the DJ's pedestal. The bouncer beside the stairs to the VIP area is about to stop you when Fisher appears. <<if $chr_fisher.met eq false>>You haven't seen the black-haired kid since you bought your way out of the mercenary business four years earlier. Good enough kid - last you heard he'd taken over command of Wilkin's Raptors in your stead.<<endif>>\n\n"Oh, thank fuck you're here." Fisher looks relieved. "You got my message, right? What the hell took you so long?"\n\nConfused, you say, "Message? What? Slow down, kid." \n\n"There was this—" Fisher glances at the bouncer and waves you aside. "Something happened. I don't know what. The Boss is spooked but he ain't letting on. And..." Fisher stops in the shadows beneath the VIP terrace. "And you're sure you didn't get my message?"\n\n"Positive," you say firmly. "What's going on."\n\nFisher laughs nervously. "If I knew that, man, I wouldn't be fucking talking to you behind the Boss's back now, would I? But fuck, man. I think we need your help. I wouldn't be fucking asking if we could handle it without ya. Mean, I know you're out of the business and all. But this is deep shit, man. Real deep shit. And if you didn't get my message it means they're watching me. Us. Everyone."<<endif>>
<<nobr>>\n\n<<set $randomScene = (Math.random() + 0.01)>>\n\n\t<div class='OptionsField'>\n\t\t<<if $job_coven.mainPhase eq 2>>\n\t\t\t<div class='GameOption GameOption_Move'>[[Storeroom 367|b40_storeroom_arrive][$processed = false; playContextSound("ui_walk");]]</div><br>\n\t\t<<elseif ($job_coven.overrideAnska or $job_coven.foundDnetMention or $job_coven.spokeVoiderShrine) and $job_conspiracy.instructionPhase eq 6>>\n\t\t\t<div class='GameOption GameOption_Move'>[[Storeroom 367|b40_storeroom_arrive][$processed = false; playContextSound("ui_walk");]]</div><br>\n\t\t<<endif>>\n\n\t\t<<if $chr_raj.met eq false and not $job_conspiracy.rajSearch40 and ($job_conspiracy.instructionPhase eq 5 or $job_conspiracy.knowledgePhase eq 2)>>\n\t\t\t<div class='GameOption GameOption_Move'>[[Figure out where Raj lives|b40_findraj][$processed = false; $action.arrive = "fromOutside"; playContextSound("ui_walk");]]</div><br>\n\t\t<<endif>>\n\n\t\t<<if $job_fisher_extremists.mainPhase eq 1>>\n\t\t\t<div class='GameOption GameOption_Move'>[[Grav Tunnels|b40_gravtunnels_enter][$processed = false; $action.arrive = "fromOutside"; playContextSound("ui_walk");]]</div><br>\n\t\t<<endif>>\n\n\t\t<<if $randomEncounterPhases.syndicateBasePhase eq 4>>\n\t\t\t<div class='GameOption GameOption_Move'>[[Landing Pad 4000151|b40_snydicate_landingpad][$processed = false; $action.arrive = "fromOutside"; playContextSound("ui_walk");]]</div><br>\n\t\t<<endif>>\n\n\t\t<<if $job_abomination_investigate.abomSabotagePhase eq 9>>\n\t\t\t<div class='GameOption GameOption_Move'>[[The Docks|b40_docks_purge][$processed = false; playContextSound("ui_walk");]]</div><br>\n\t\t<<elseif $job_abomination_investigate.abomSabotagePhase gte 10 and $job_abomination_investigate.abomSabotagePhase neq 98>>\n\n\t\t<<else>>\n\t\t\t<<if $factionlock.kobolPhase eq 1 and $factionlock.lockedFaction eq "kobol">>\n\t\t\t\t<div class='GameOption GameOption_Move'>[[The Docks|b40_docks_kobol_conflict][$processed = false; $time.active += 0.25; playContextSound("ui_walk");]]</div>\n\t\t\t<<elseif $job_conspiracy.conspiratorPhase eq 8 and not $job_conspiracy.hasGivenObject and $factionlock.kobolPhase eq 2>>\n\t\t\t\t<div class='GameOption GameOption_Move'>[[The Docks|b40_docks_final_kobol][$time.active += 0.25; playContextSound("ui_walk");]]</div>\n\t\t\t<<elseif $job_conspiracy.conspiratorPhase eq 8 and $chr_corinthin.met and not $job_conspiracy.hasGivenObject and $factionlock.kobolPhase neq 2>>\n\t\t\t\t<div class='GameOption GameOption_Move'>[[The Docks|b40_docks_final_paladin][$time.active += 0.25; playContextSound("ui_walk");]]</div>\n\t\t\t<<elseif $randomScene gte 0.25 and $randomScene lt 0.75 and $randomEncounterPhases.backalleyPhase lt 2 and $time.active gte 16 and $time.active gte ($randomEncounterPhases.lastRndEncounterTime + $randomEncounterPhases.minTimeWindow)>>\n\t\t\t\t<div class='GameOption GameOption_Move'>[[The Docks|random_backalley_inject][$action.arrive = "enter"; $action.action4 = "b40"; $action.action5 = "b40_docks_enter"; playContextSound("ui_walk");]]</div>\n\t\t\t<<elseif $randomScene gte 0.33 and $randomScene lt 0.66 and $randomEncounterPhases.backalleyPhase gte 2 and $randomEncounterPhases.hasRndScene and $time.active gte ($randomEncounterPhases.lastRndEncounterTime + $randomEncounterPhases.minTimeWindow)>>\n\t\t\t\t<div class='GameOption GameOption_Move'>[[The Docks|random_uniquencounter_inject][$action.arrive = "enter"; $action.action4 = "b40"; $action.action5 = "b40_docks_enter"; playContextSound("ui_walk");]]</div>\n\t\t\t<<else>>\n\t\t\t\t<div class='GameOption GameOption_Move'>[[The Docks|b40_docks_enter][$action.arrive = "enter"; $time.active += 0.15; playContextSound("ui_walk");]]</div>\n\t\t\t<<endif>><br>\n\t\t<<endif>>\n\n\t\t<<if $job_blindkid_resolution.mainPhase eq 2>>\n\t\t\t<div class='GameOption GameOption_Move'>[[Voider Shrine|b40_voidershrine_resolution][$processed = false; playContextSound("ui_walk");]]</div>\n\t\t<<else>>\n\t\t\t<<if $randomScene lt 0.25 and $randomEncounterPhases.nutcasePhase lt 4 and $time.active gte ($randomEncounterPhases.lastRndEncounterTime + $randomEncounterPhases.minTimeWindow)>>\n\t\t\t\t<div class='GameOption GameOption_Move'>[[Voider Shrine|random_nutcase_inject][$processed = false; $action.arrive = "fromOutside"; $action.action4 = "b40"; $action.action5 = "b40_voidershrine_enter"; playContextSound("ui_walk");]]</div>\n\t\t\t<<elseif $randomScene gte 0.25 and $randomScene lt 0.75 and $randomEncounterPhases.backalleyPhase lt 2>>\n\t\t\t\t<div class='GameOption GameOption_Move'>[[Voider Shrine|random_backalley_inject][$processed = false; $action.arrive = "fromOutside"; $action.action4 = "b40"; $action.action5 = "b40_voidershrine_enter"; playContextSound("ui_walk");]]</div>\n\t\t\t<<elseif $randomScene gte 0.33 and $randomScene lt 0.66 and $randomEncounterPhases.backalleyPhase gte 2 and $randomEncounterPhases.hasRndScene and $time.active gte ($randomEncounterPhases.lastRndEncounterTime + $randomEncounterPhases.minTimeWindow)>>\n\t\t\t\t<div class='GameOption GameOption_Move'>[[Voider Shrine|random_uniquencounter_inject][$processed = false; $action.arrive = "fromOutside"; $action.action4 = "b40"; $action.action5 = "b40_voidershrine_enter"; playContextSound("ui_walk");]]</div>\n\t\t\t<<elseif $randomScene gt 0.75 and $randomEncounterPhases.beggarPhase lt 4 and $time.active gte ($randomEncounterPhases.lastRndEncounterTime + $randomEncounterPhases.minTimeWindow)>>\n\t\t\t\t<div class='GameOption GameOption_Move'>[[Voider Shrine|random_beggar_inject][$processed = false; $action.arrive = "fromOutside"; $action.action4 = "b40"; $action.action5 = "b40_voidershrine_enter"; playContextSound("ui_walk");]]</div>\n\t\t\t<<else>>\n\t\t\t\t<div class='GameOption GameOption_Move'>[[Voider Shrine|b40_voidershrine_enter][$processed = false; $action.arrive = "fromOutside"; playContextSound("ui_walk");]]</div>\n\t\t\t<<endif>>\n\t\t<<endif>><br>\n\n\t\t<<if $randomScene lt 0.25 and $randomEncounterPhases.nutcasePhase lt 4 and $time.active gte ($randomEncounterPhases.lastRndEncounterTime + $randomEncounterPhases.minTimeWindow)>>\n\t\t\t<div class='GameOption GameOption_Move'>[[Xeno Garden|random_nutcase_inject][$processed = false; $action.arrive = "fromOutside"; $action.action4 = "b40"; $action.action5 = "b40_xenogarden_enter"; playContextSound("ui_walk");]]</div>\n\t\t<<elseif $randomScene gte 0.25 and $randomScene lt 0.75 and $randomEncounterPhases.backalleyPhase lt 2>>\n\t\t\t<div class='GameOption GameOption_Move'>[[Xeno Garden|random_backalley_inject][$processed = false; $action.arrive = "fromOutside"; $action.action4 = "b40"; $action.action5 = "b40_xenogarden_enter"; playContextSound("ui_walk");]]</div>\n\t\t<<elseif $randomScene gte 0.33 and $randomScene lt 0.66 and $randomEncounterPhases.backalleyPhase gte 2 and $randomEncounterPhases.hasRndScene and $time.active gte ($randomEncounterPhases.lastRndEncounterTime + $randomEncounterPhases.minTimeWindow)>>\n\t\t\t<div class='GameOption GameOption_Move'>[[Xeno Garden|random_uniquencounter_inject][$processed = false; $action.arrive = "fromOutside"; $action.action4 = "b40"; $action.action5 = "b40_xenogarden_enter"; playContextSound("ui_walk");]]</div>\n\t\t<<elseif $randomScene gt 0.75 and $randomEncounterPhases.beggarPhase lt 4 and $time.active gte ($randomEncounterPhases.lastRndEncounterTime + $randomEncounterPhases.minTimeWindow)>>\n\t\t\t<div class='GameOption GameOption_Move'>[[Xeno Garden|random_beggar_inject][$processed = false; $action.arrive = "fromOutside"; $action.action4 = "b40"; $action.action5 = "b40_xenogarden_enter"; playContextSound("ui_walk");]]</div>\n\t\t<<else>>\n\t\t\t<div class='GameOption GameOption_Move'>[[Xeno Garden|b40_xenogarden_enter][$processed = false; $action.arrive = "fromOutside"; playContextSound("ui_walk");]]</div>\n\t\t<<endif>>\n\t</div>\n\n\n\n<<endnobr>>
<<silently>>\n\t<<set $currentgamepassage = passage()>>\n\n\t<<if $processed eq false>>\n\t\t<<set $action.action1 = "none">>\n\t\t<<set $action.action2 = "none">>\n\t\t<<set $action.action3 = "none">>\n\t\t<<set $action.action4 = "none">>\n\t\t<<set $action.action5 = "none">>\n\n\t\t<<set $hide.layer1 = false>>\n\t\t<<set $hide.layer2 = false>>\n\t\t<<set $hide.layer3 = false>>\n\t\t<<set $hide.layer4 = false>>\n\t\t<<set $hide.layer5 = false>>\n\n\n\t\t<<set $savesMenuPassage = "Level B28 - Maintenance Tunnels">>\n\t\t<<set $processed = true>>\n\t<<endif>>\n\t\n<<endsilently>>\n<<nobr>>\n<<if $action.action1 eq "none">>\n\t<div class='GameText'><<display 'intro_postabom_txt'>></div><br>\n\t<div class='OptionsField'>\n\t\t<div class='GameOption GameOption_Move'>[[Use the Holo-Terminal|intro_postabom][$action.action1 = "terminal"; $hide.layer1 = true; playContextSound("ui_blip");]]</div><br>\n\t\t<div class='GameOption GameOption_Move'>[[Examine the BioTubes|intro_postabom][$action.action1 = "tubes"; $hide.layer1 = true; playContextSound("ui_walk");]]</div><br>\n\t\t<div class='GameOption GameOption_Move'>[[Leave the Bot Hive|intro_postabom][$action.action1 = "leave"; $hide.layer1 = true]]</div>\n\t</div>\n<<elseif $action.action2 eq "none">>\n\t<div class='GameTextGreyed'><<display 'intro_postabom_txt'>></div><br>\n\t<div class='GameText'><<display 'intro_postabom_2_txt'>></div><br>\n\t<div class='OptionsField'>\n\t\t<<if $action.action1 eq "leave">>\n\t\t\t<div class='GameOption GameOption_Move'>[[Return to the Airlock|intro_maintenance_breathable][$action.arrive = "fromAirlock"; $processed = false; $hud.interference = false; playContextSound("ui_walk");]]</div>\n\t\t<<else>>\n\t\t\t<div class='GameOption GameOption_Move'>[[Step Back|intro_postabom][$action.action1 = "none"; $hide.layer1 = false; $action.arrive = "fromSelf"; $time.active += 0.1; playContextSound("ui_walk");]]</div>\n\t\t<<endif>>\n\t</div>\n<<elseif $action.action3 eq "none">>\n\t\n<<endif>><<endnobr>>
<<silently>>\n<<set $currentgamepassage = passage()>>\n<<endsilently>>\n<div class='GameText'><<if $hide.layer0 eq true>><div class='GameOption_Expand'>[[Expand|$currentgamepassage][$hide.layer0 = false]]</div>After a rather eventful visit to Celena's recently...<<else>><div class='GameOption_Expand'>[[Collapse|$currentgamepassage][$hide.layer0 = true]]</div>\n<<if $randomEncounterPhases.zanexPhase gte 4 and $chr_celena.isWitch>><div class='GameTextImage'>[img["https://secureservercdn.net/45.40.148.234/9db.ec6.myftpupload.com/game-content/scaffold-22/images/env_hab_celena_zanex.png"]]</div><<else>><div class='GameTextImage'>[img["https://secureservercdn.net/45.40.148.234/9db.ec6.myftpupload.com/game-content/scaffold-22/images/env_hab_celena.png"]]</div><<endif>>After a rather eventful visit to Celena's recently deceased sister, Faralah, you decided to stay the night with Celena and returned to her appartment on the first floor of the Level B33. For a hab unit, it's unusually large; able to comfortably fit a bed and wash tube along one wall, a small cooker and wall cabinets along the other, and still have enough open area to fit a U-shaped couch in the center. \n\nCel has plastered the dark grey walls with digital prints of various synth-artists - including a buttshot of Madame, a photograph of FaRAx giving the camrea the finger, and Jethrow Leerowy standing beside a homemade shuttle - and painetd one wall in flourescent colors that glow brightly in the relative gloom.<<endif>></div>\n<div class='GameText'><<if $hide.layer1 eq true>><div class='GameOption_Expand'>[[Expand|$currentgamepassage][$hide.layer1 = false]]</div>Celena plods over to the couch and flops ...<<else>><div class='GameOption_Expand'>[[Collapse|$currentgamepassage][$hide.layer1 = true]]</div>\nCelena plods over to the couch and flops down. "Shit. Feels like my head's about to fucking explode."\n\n"That bad?" You dump your gear on the floor and slouch beside her. \n\n"Mostly just the shit in my veins but yeah." Celena reaches under the couch, pulls out her box of pills, and shovels at least half a dozen into her mouth. The moment she's swallowed them, she glances at you. "I'm gonna regret this, ain't I?"\n\n"Probably but I don't blame ya. That got pretty crazy back there."\n\nCelena fixes you with a droopy-eyed stare. "This what it feel like for you? When you killed your first dude, I mean."\n\n"Pretty much." You smile despite the gravity of the situation. "Well, minus the pills. I just drank myself into a—" You hesitate. "Actually, I think that was the same night I met you. Can't remember a damn thing I was so gone."\n\n"Yeah." A warm smile lights up Celena's face. "Yeah, man. I remember. That was great. You were so cute." She strokes your chin. "So fucking cute, like you just didn't care what the fuck happened and all."\n\nYou nod absently, uncertain how 'cute' relates to someone who just killed some poor kid for having stolen from Mr. Wilkin.\n\nCelena nudges you. <<if $chr_celena.relation eq "serious">>"Dunno if I ever told you but I really like being your girl. It's nice, y'know? Not being alone."\n\n"Yeah." When you smile at her, she wraps an arm tight around you. There's something comforting about knowing she's always there, always around, and wants you no matter what. Just thinking about it makes your heart ache a little. "Cel?"\n\nShe looks up lazily. "Hmmh?"\n\n"Thanks." You kiss her on the cheek. "For everything."\n\n"Anytime." Her lips brush againt yours. "I mean it. I love you. Always have. Always will. You know that."\n\n"Yeah," you say, remembering that morning all those years ago - the same damned day you left the Raptors.\n\nCelena had said the same thing then but you hadn't listened. It didn't seem possible a girl like her would want to put up with - much less live with - someone like you. But you hadn't understood back then. You'd thought you were the asshole and she the poor, suffering chick. In truth, well, things were different. \n\nCelena wasn't afraid of you, never has been and never will be. Nothing could shake her. You realize that, now more than ever. But one thing hasn't changed: she was there when you needed her. And that means the least you can do is show her the same respect - doubly so now that her family's dead.<<else>>"Dunno if I said this before but I still really wanna be your girl. You know that, right?"\n\n"I'm not sure," you say slowly. "I'm still a bit confused by you."\n\n"Oh." Celena nods lazily. "Yeah. Sure. I can wait. Forever if I have to."\n\nYou nod absently, your throughts having already wandered to that morning all those years ago - the same day you left the Raptors. Celena had said the same thing then but you hadn't listened. It didn't seem possible a girl like her would want to put up with - much less live with - someone like you. But you hadn't understood back then. You'd thought you were the asshole and she the poor, suffering chick. In truth, well, things were different. \n\nCelena wasn't afraid of you, never has been and never will be. Nothing could shake her. You realize that, now more than ever. But one thing hasn't changed: she was there when you needed her. And that means the least you can do is show her the same respect - doubly so now that her family's dead.<<endif>>\n\nBeside you, Celena has started to snore. Her skin - previously as silver as her hair - has begun to return to normal. Given the ammount of pills she swallowed, it's unlikely she'll wake for a few hours yet. \n\n"See you later, silly." You stand<<if $equip.pistol.name neq "none" or $equip.rifle.name neq "none">>, grab your gear, and head for the door.<<else>> and head for the door.<<endif>><<endif>></div>\n<<nobr>><div class='OptionsField'>\n\t<div class='GameOption GameOption_Move'>\n\t\t[[Leave the Apartment|b33_tram_station][$action.arrive = "fromCelena"; $time.active += 1; $attrib.fatigue += 2; $attrib.dilligence += 5; playContextSound("ui_walk");]]\n\t</div>\n</div><<endnobr>>
<<if $hide.layer5 eq true>><div class='GameOption_Expand'>[[Expand|$currentgamepassage][$hide.layer5 = false]]</div>You shoot the woman...<<else>><div class='GameOption_Expand'>[[Collapse|$currentgamepassage][$hide.layer5 = true]]</div>\nYou shoot the woman<<nobr>>\n\n\n\t<<if $action.action3 eq "wherelead">>a dark look. "So, what exactly did we open here?"<br><br>\n\n\t"Oh, just an interstellar portal." Fabienne walks to where the floor changes from dusty metal plates to dusty tiles. "Not sure where to exactly. These things are hard-coded by endpoint and no one really bothered to label which one goes where."\n\n\t<<elseif $action.action3 eq "whatnow">>a dubious look. "So, what happens now?"<br><br>\n\n\t"We take a look around." Fabienne walks to where the floor changes from dusty metal plates to dusty tiles. "Not sure where we'll be looking around exactly, though. These things are hard-coded by endpoint and no one really bothered to label which one goes where."\n\n\t<<elseif $action.action3 eq "enter">>a amused look. "Shall we go for a little walk?"<br><br>\n\n\t"Absolutely." Fabienne walks to where the floor changes from dusty metal plates to dusty tiles. "Just wish we knew where we're going. Mean, these things are hard-coded by endpoint and all, but no one really bothered to label which one goes where."\n\n\t<<endif>><br><br>\n\n\t<<if $attrib.demeanor neq "cautious">>"Well, this should be fun," you say, stepping into the corridor.<<else>>"So we're heading into the unknow," you say, risking a cautious step into the corridor. "I can think of so many ways this will go wrong."<<endif>><br><br>\n\n\tThere's no reply, and for a long moment, silence reigns as you test your way into the darkness. Ahead, beyond a doorway of black stone, you can just make out a cavernous hall lit by scattered glow-orbs - hundreds more dangle, unlit, amidst the few which still have power. Their frail light casts irregular, overlapping shadows off the many power cables, ornately carved cryo-tubes, and gilded vaccuum containers stacked along the chamber's walls, decorated and carved just as finely as the machinery stacked in the chamber.<br><br>\n\n\tFabienne stops in the doorway, hands planted on her hips. "Well, it's definitely a Dynasty Tomb but hell knows which one."<br><br>\n\n\t<<if $attrib.demeanor eq "cautious">>Even more alarmed tha you were before, you say, "Are you sure this is a good idea? Maybe we should just leave."<<else>>Suddenly apprehensive, you mutter, "Why do I not like the sound of this?"<<endif>><br><br>\n\n\t"Oh, don't be silly. We're just poking through the remains of a long-dead civilization. Isn't like they're gonna come back to life and eat you or anything." Fabienne steps through the doorway, saying, "Come on, let's see what there's to see."\n\n<<endnobr>><<endif>>
<<if $hide.layer1 eq true>><div class='GameOption_Expand'>[[Expand|$currentgamepassage][$hide.layer1 = false]]</div>Hoping you aren't being watched, you...<<else>><div class='GameOption_Expand'>[[Collapse|$currentgamepassage][$hide.layer1 = true]]</div>\n<div class='GameTextImage'>[img["https://secureservercdn.net/45.40.148.234/9db.ec6.myftpupload.com/game-content/scaffold-22/images/env_utilitypassage_sots.png"]]</div>Hoping you aren't being watched, you follow the blue-cloaked fanatic into the superstructure. The narrow access duct leads on into darkness, until it bends left, into a well-lit doorway. Machinery whirrs in the room beyond.\n\n"Here goes nothing," you mutter as you creep toward the door.\n\nIt leads into a small utility room packed with racks that, judging by their size, once held maintenance bots. The machines have since been removed and replaced with dozens of refridgerated containers. There's no way to know what's inside them but it's not the boxes that worry you. \n\nIt's the two men in dark blue cloaks - them and, more specifically, the fact they're both carrying automatic weapons. Admittedly, the two fanatics are watching a Share-Net video and not the entrance they're supposed to be guarding, but still. This wasn't what you expected. But you have to go on if you want answer, so you decide to...<<endif>>
<<if $hide.layer3 eq true>><div class='GameOption_Expand'>[[Expand|$currentgamepassage][$hide.layer3 = false]]</div>\t<<if $action.action1 eq "kill">><<if $action.action2 eq "chip">>You take the chip and...<<elseif $action.action2 eq "neurals">>You jack into...<<elseif $action.action2 eq "leave">>You turn away and...<<endif>><<else>>You say...<<endif>><<else>><div class='GameOption_Expand'>[[Collapse|$currentgamepassage][$hide.layer3 = true]]</div>\n<<nobr>>\n\n\t<<if $action.action1 eq "kill">>\n\t\t<<if $action.action2 eq "chip">>You take the chip and flip it over. It's a small holo-projector with an embedded storage device. When you turn it on, it hums to life, displaying the following screen:<br><br>\n\n\t\t\t<div class='HUD_datapad'><strong>W4R1k Remote Monitor:</strong><br><br>\n\n\t\t\t\t- Core Uplink: <span class='yellowcolor'>connection timeout</span><br>\n\t\t\t\t- TransNet Link: <span class='yellowcolor'>connection timeout</span><br>\n\t\t\t\t- ArchNet Link: <span class='yellowcolor'>connection timeout</span><br>\n\t\t\t\t- RouteTrace: <span class='greyedout'>destination unreachable</span><br><br>\n\n\t\t\t\t<strong>Summary:</strong> <span class='redcolor'>system unresponsive</span>\n\t\t\t</div>\n\t\t<<elseif $action.action2 eq"neurals">>You jack into the neural nodes. Static flickers before your eyes as your implant interfaces. After a moment, the following screen appears:<br><br>\n\n\t\t<<elseif $action.action2 eq "leave">>You turn away and head back to the consumer electronics shop. It is still in utter disarray, bits and pieces of bot scattered onm the floor amidst telltale puddles of blood. Behind one of the shelves, you spot a terrified face. They look away as you pass.<br><br>\n\n\t\t\t"Sheesh," you mutter as you make for the door. "It's not like I'm <<if $attrib.demeanor eq "agressive">>fucking <<endif>>responsible for this mess."<br><br>\n\n\t\t\tThough, on second thought, that's irrelevant. The [[Constabulary|PDA][$hud.currentScreen = "Constabulary"]] will show up shortly, assuming the <<if $loc_riptide.ownedBy eq "marisa">>[[Division|PDA][$hud.currentScreen = "Division 108"]]<<else>>Raptors<<endif>> don't arrive first, and the last thing you need is to get tangled in explaining exactly what the hell happened. Especially given you aren't quite certain yourself.\n\t\t<<endif>>\n\n\t<<else>>\n\t\tYou say, \n\t\t<<if $action.action2 eq "idiot">>"You're an idiot. Big as they come. But I get why you did it so, yeah, we'll call it a clean slate."<br><br>\n\n\t\t\tThe man looks statled. "Really? <<if $equip.pistol.name neq "none">>So no, boom, in the head<<else>>Not even stabby in the chest<<endif>> or anything?"<br><br>\n\n\t\t\t"You ever <<if $attrib.demeanor eq "agressive">>fuck<<else>>mess<<endif>> with me again I will." <<if $equip.pistol.name neq "none">>You lower your <<pistol>><<else>>You lower your <<knife>><<endif>>. "But not now. [[Constabulary|PDA][$hud.currentScreen = "Constabulary"]] will be on its way already. You can answer to them. Or run."<br><br>\n\n\t\t\t"Well, fuck." The man shoots you an uneasy glance. "So, this is it? We just go our ways."<br><br>\n\n\t\t\tYou nod and stride away, unwilling to say more on the matter. \n\t\t<<else>>"You better have something to pay up with. 'Cause, round where I work, that's the only thing that makes up for <<if $attrib.demeanor eq "agressive">>shit<<else>>antics<<endif>> like this."<br><br>\n\n\t\t\t"Oh, yeah, yeah." He hastily holds out his hands. "There. That's all I got. Take it. Whatever. Please."<br><br>\n\n\t\t\t<div class='GameTextImage GameTextSpecial'>[img["https://secureservercdn.net/45.40.148.234/9db.ec6.myftpupload.com/game-content/scaffold-22/images/env_small_creditswipe.png"]]</div>You swipe his arm. "Thanks. The [[Constabulary|PDA][$hud.currentScreen = "Constabulary"]] will be on its way already so, as far as I'm concerned, you can answer to them. Or run. I suggest the latter after what you did."<br><br>\n\n\t\t\t"Yeah, yeah." His lips twitch. "Run. Yeah. And what happens with you?"<br><br>\n\n\t\t\t"I leave." You trun and stride away.<br><br>\n\t\t<<endif>>\n\t\tAt the door to the electronics shop, you pause to glance back. The man in organge is still standing in shock. Part of you wonders whether this was even a good idea but that's moot now. The [[Constabulary|PDA][$hud.currentScreen = "Constabulary"]] will show up shortly, assuming the <<if $loc_riptide.ownedBy eq "marisa">>[[Division|PDA][$hud.currentScreen = "Division 108"]]<<else>>Raptors<<endif>> don't arrive first, and the last thing you need is to get tangled in explaining this mess.\n\t<<endif>>\n\n\n<<endnobr>><<endif>>
<<nobr>>\n\n\t<<set $combat.enemy = {\n\t\ttype: "human",\n\t\tname: "psychos",\n\t\tgender: "them",\n\t\tposessive: "their",\n\t\tdeathtype: "killing",\n\t\tresulttext: "default_result",\n\t\tresponsetext: "human_firearm_response",\n\t\tsinglenames: ["psycho", "psycho", "psycho"],\n\t\tsinglegender: ["him", "her", "him"],\n\t\tsingleposessive: ["his", "her", "his"],\n\t\timages: ["images/combat_merc_psycho_rifle.png", "images/combat_merc_psycho_female.png", "images/combat_merc_psycho_rifle.png"],\n\t\talive: 3,\n\t\tarmor: 8,\n\t\tvulnerable: "none",\n\t\timmune: "none",\n\t\tshield: 0,\n\t\taccuracy: 0.65,\n\t\tcover: 0,\n\t\tisMeeleAttacker: false,\n\t\ttaunt: "The Psychonauts charge into view with a vicious roar. Their chem-fueled rage is unmistakable - and mildly unsettling.",\n\t}>>\n\n\t<<set $combat.player = {\n\t\taccuracy: 0.8,\n\t\tcover: 0.1,\n\t\tcontinue: "b28_arena_post",\n\t\tally: "none",\n\t}>>\n\n<<endnobr>>
<<silently>>\n<<set $currentgamepassage = passage()>>\n<<set $hud.interference = false>>\n<<endsilently>>\n<div class='GameText'><<if $hide.layer4 eq true>><div class='GameOption_Expand'>[[Expand|$currentgamepassage][$hide.layer4 = false]]</div>You lower your weapon, shaking your..<<else>><div class='GameOption_Expand'>[[Collapse|$currentgamepassage][$hide.layer4 = true]]</div>\nYou lower your weapon, shaking your head. "<<if $attrib.demeanor eq "agressive">>Man, I so fucking hate witchcraft.<<else>>Man, I really don't like witchcraft.<<endif>>"\n\nFrom behind you, a thin voice says, "Is... is it dead?"\n\n<<if $attrib.demeanor eq "agressive">>"Of course it is."<<else>>"I think so."<<endif>> You kick the charred corpse. It doesn't move. "Looks fucking dead to me." You face the man in the dark brown suit. "You Raj Winston?"\n\n"I, yes." He nods hastily. "And I am very greatful you appeared. I thought—" He swallows visibly. "I thought I was dead for certain."\n\n<<if $attrib.demeanor eq "agressive">>"Then you're one lucky son of a bitch."<<else>>"Guess it's your lucky day, man."<<endif>>\n\n"Yes, yes, I must ask though: what were you doing here? It strikes me odd you shoud appear at this very moment when that, that—" He risks a glance at the dead [[Wraith|PDA][$hud.currentScreen = "Wraith"]], which has started to dissolve into mikly white light. "—abomination attacks me."\n\n<<if $attrib.demeanor eq "agressive">>"Looking for your sorry ass.<<else>>"I was looking for you, actually.<<endif>> I had some questions but now I'm more curious why that—" You nod to the dissolving [[Wraith|PDA][$hud.currentScreen = "Wraith"]]. "—thing wanted to tear you a new one. <<if $attrib.demeanor eq "cautious">>But maybe you'll wanna sit down first.<<else>>But I'd understand if, you know, you wanna sit down or something.<<endif>>"\n\n"Yes, I quite like that idea." Raj gestures to his apartment. "Please, come in. Then perhaps I might have a nervous breakdown and you might ask your questions in peace."<<endif>></div>\n<div class='OptionsField'><div class='GameOption GameOption_Move'>[[Enter Raj's Appartment|the_crossroads_raj_main][$action.arrive = "fromFirstTime"; $chr_raj.met = true; $chr_raj.loc = "home_firsttime"; $time.active += 0.25; $attrib.fatigue += 5; $hide.layer0 = false; $hide.layer1 = false; playContextSound("ui_walk");]]</div></div>
<<silently>>\n<<set $currentgamepassage = passage()>>\n<<endsilently>>\n<div class='GameTextGreyed'><<display 'b40_docks_intro_txt'>></div>\n<div class='GameTextGreyed'><<display 'b40_docks_findshipment_txt'>></div>\n<div class='GameText'><<display 'b40_docks_findshipment_1_txt'>></div>\n<div class='OptionsField'><<nobr>>\n\n\t<<if $action.action1 eq "talk">>\n\t\t<<set $bribeammount = Math.round(1000 * $gameworld_modifiers.extortModifier)>>\n\t\t<<set $bribetext = "Accept the Bribe (" + $bribeammount + " C)">>\n\n\t\t<div class='GameOption GameOption_Dialogue'>\n\t\t\t<<click $bribetext "b40_docks_findshipment_2">>\n\t\t\t\t<<replace '#hud-center-pane'>>\n\t\t\t\t\t<<display 'UI_CenterPane'>>\n\t\t\t\t<</replace>>\n\t\t\t\t<<replace '#hud-notification-pane'>>\n\t\t\t\t\t<<set $aquireTitle = "Aquired">>\n\t\t\t\t\t<<set $aquireText = "Credits x" + Math.round(1500 * $gameworld_modifiers.freelanceModifier)>>\n\t\t\t\t\t<<set $aquireImage = "credits">>\n\t\t\t\t\t<<display 'UI_AquireItem'>>\n\t\t\t\t<</replace>>\n\t\t\t\t<<set $action.action2 = "accept"; $attrib.credits += $bribeammount; $hide.layer2 = true; window.setTimeout(flashUIElement, 60, "finances", "HUD_StandardIcon_FlashUp");>>\n\t\t\t<</click>>\n\t\t</div><br>\n\t\t<div class='GameOption GameOption_Weapon'>[[Betray the Mercs|hud_combat][$combatTemplate = "Syndicate_B40"; $loc_docks.killedMercs = true; $processed = false; $attrib.violence += 1]]</div>\n\t<<elseif $action.action1 eq "talkfail">>\n\t\t<div class='GameOption GameOption_Weapon'>[[Fight the Mercs|hud_combat][$combatTemplate = "Syndicate_B40"; $loc_docks.killedMercs = true; $processed = false]]</div>\n\t<<else>>\n\t\t<div class='GameOption GameOption_Move'>[[Search the Bodies|b40_docks_findshipment_2][$action.action2 = "search"; $processed = false; playContextSound("ui_walk");]]</div>\n\t<<endif>>\n\n<<endnobr>></div>
<<nobr>>\n\n\t<div class='HUD_NavScreenClose' style='margin: 0px;'>[[X|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "agenda"; playContextSound("ui_blip_back");]]</div>\n\tTask: <<if ($job_abomination_investigate.abomSabotagePhase gte 7 or ($job_abomination_investigate.abomAugmentPhase gte 9 and $job_abomination_investigate.abomAugmentPhase lt 98)) and $job_abomination_investigate.abomSabotagePhase neq 98>>Project Chaos<<else>>Object 55316<<endif>><br>\n\tClient: <<if ($job_abomination_investigate.abomSabotagePhase gte 7 or ($job_abomination_investigate.abomAugmentPhase gte 9 and $job_abomination_investigate.abomAugmentPhase lt 98)) and $job_abomination_investigate.abomSabotagePhase neq 98>>Xarea<<else>>Zweili<<endif>><br>\n\tPriority: High<br><br>\n\t<<if not $job_conspiracy.unlockedMainQuest>>\n\t\t<div class='HUD_PdaDisplayZone'>\n\t\t\tFather Zweili's asked to meet me at the Level B14 entrance to the Cathedral of Beams. Something important. The message didn't say what but it sounded serious.\n\t\t</div>\n\t<<else>>\n\n\t\t<<if $job_abomination_investigate.mainPhase eq 6 and $job_conspiracy.conspiratorPhase lt 8 and $job_abomination_investigate.abomSabotagePhase lt 98>>\n\t\t\t<div class='HUD_PdaDisplayZone' id='maintask-area4'>\n\t\t\t\t<<display 'zweilitask_area4'>>\n\t\t\t</div>\n\t\t<<endif>>\n\n\t\t<div class='HUD_PdaDisplayZone' id='maintask-area1'>\n\t\t\t<<display 'zweilitask_area1'>>\n\t\t</div>\n\n\t\t<div class='HUD_PdaDisplayZone' id='maintask-area2'>\n\t\t\t<<display 'zweilitask_area2'>>\n\t\t</div>\n\n\t\t<<if $factionlock.lockedFaction neq "visionary">>\n\t\t\t<div class='HUD_PdaDisplayZone' id='maintask-area3'>\n\t\t\t\t<<display 'zweilitask_area3'>>\n\t\t\t</div>\n\t\t<<endif>>\n\n\t<<endif>>\n\n<<endnobr>>
<<if $hide.layer3 eq true>><div class='GameOption_Expand'>[[Expand|$currentgamepassage][$hide.layer3 = false]]</div><<if $action.action2 eq "interested">>"Okay. I'm interested..."<<else>>"No way. I'm not interested..."<<endif>><<else>><div class='GameOption_Expand'>[[Collapse|$currentgamepassage][$hide.layer3 = true]]</div>\n<<nobr>>\n\n\t<<if $action.action2 eq "interested">>"Okay. I'm interested." You can't help but chuckle. "Bloodsports? Deathmatch Arena. Wow. Not something I saw coming."<br><br>\n\n\t\t"Ey, no one did. Long as Deathmwatch was shut down h—" The rep hesitates. "Listen, here's the thing. We're running a three-tiered championship. First, local - y'know, just weeding out the chaff and making sure viewers know who they're rootin' for. Kinda a qualification, also. You pass that, Lavandri will sponsor you in regional, competin' for the Sector. That's where we want ya. Slayin' shit for the [[Downs|PDA][$hud.currentScreen = "B30 Block"]]. Ya get through that in one piece? You're off to globals and - if you get through that - we'll push you all the way to pan-galactic. Best of the fucking best, man."<br><br>\n\n\t\tIt's hard to keep the smile off your lips. "I've never been to Cubix, actually."<br><br>\n\n\t\t"Then this is your chance, man!" The Lavandri rep grins. "Shit, wow. This is great. Fucking great. I'm so earning a quad bonus on this grab. But, uh, right. We've re-opened the Arena right here, down in the passages below the [[Riptide|PDA][$hud.currentScreen = "Wilkin's Riptide"]]. Keep street power where it belongs, eh? So you wanna qualify. Just head down to the lobby. They'll arrange it all. Guaranteed."<br><br>\n\n\t\t"Right," you say slowly. "Easy as that?"<br><br>\n\n\t\t"Well, it'd be good if ya don't die, yeah? Respawn ain't a think in real life. But yeah. Easy as that. Cred reward is by ranking. And ya gotta bring yer own gear, at least until ya make sponsorship. But easy as that." He grins. "I'm fucking rooting for you man. Vine slaying in the Sports. Fuck, yeah!"<br><br>\n\n\t\tYou nod in reply, wondering if this was such a good idea. Still, the Arena. You've probably faced worse on the walkways than Deathmatch can throw at you. Might be easy credits - or a fast ticket to a gorey end. At any rate, you thank the Lavandri rep and...\n\n\t<<else>>"No way. I'm not interested. Bloodsports isn't my thing. Now, if you'll excuse—"<br><br>\n\n\t\t"Oh, come on, man!" The rep looks positively desperate. "You're Vine! Biggest fucking legend there is around here. This could make you, man. For life!"<br><br>\n\n\t\tYou shake your head. "I got out of the business because fame and fortune wasn't my way. Now please. I have work—"<br><br>\n\n\t\t"Yeah, sure, so you're a little banged up. Who wouldn't be? You went through shit, man. But this? This could be it! This could—" Irritable, you turn and walk away. The rep calls after you, "This could have been your chance, Vine. This right here, it really could have. No second offers!"<br><br>\n\n\t\tBut you don't care. Screw Lavandri. Screw the deathmatch and everything involved in it. Like you need some idiot telling you that killing folks so other people can jizz at the gibs is your future. It's corporate sellout for one, and it's a <<if $attrib.demeanor eq "agressive">>fucking <<endif>>disgrace for another. Best you get away from this creep as fast as possible and...\n\t<<endif>>\n<<endnobr>><<endif>>
<<display 'HUD_CodexBackButton'>><strong>Objective 22</strong>\n\n<<nobr>>\n[>img[https://secureservercdn.net/45.40.148.234/9db.ec6.myftpupload.com/game-content/scaffold-22/images/objective_22.png]]A Hegemony-sponsored financial initiative launched on Scaffold 22, Objective 22 is an attempt by various corporate entities to build a financial benefits and monetary exchange system that paralells the Church-sponsored St. Martin's Trust.<br><br>\n\t<div id='codex-expand-area' class='HUD_PdaDisplayZone HUD_PdaDisplayZoneCodex'>\n\t\t<div class='HUD_PdaExpandButton'><<click 'Show More'>>\n\t\t\t<<replace '#codex-expand-area'>>\n\t\t\t\tLaunched in 26649, Objective 22 is a cooperative financial project organized by the [[Corporate Hegemony|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "Corporate Hegemony"]] to trade investment information, broker financial deals, and offer better terms to private as well as corporate financial assets on [[Scaffold 22|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "Scaffold 22"]]. It initially faced harsh critique and scepticism from all sectors of industry and economy, notably due to early failures and association with the [[Hegemony|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "Corporate Hegemony"]].<br><br>\n\nInvestments however quickly began to pay off, starting 26684, and the past centuries have seen participating banks and investment agencies grow to include most of [[Scaffold 22's|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "Scaffold 22"]] independant monetary institutes, who have all pledged their assets to the stated goal of creating a trusted, long-term monetary fund equal to the [[Church-Sponsored|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "Church of Eden"]] St. Martin's Trust.<br><br>\n\nThe most notable achievement of Objective 22 is its incredibly robust credit rating, which is both ensured by [[Hegemony|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "Corporate Hegemony"]] sponsorship and partnership with comparable projects across the galaxy. As a result, fluctuations in rating for participating organizations remain at a steady 3% between remote habitation platforms, compared to the wildly varying rates of [[Church-Sponsored|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "Church of Eden"]] trusts, which can rise to up to 25% discrepancy depending on local events and other unforeseen circumstances.<br><br>\n\nAs a result, Objective 22 has gained notoriety as THE go-to partner for trans-system and pan-galactic trading on [[Scaffold 22|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "Scaffold 22"]]. It has also recently launched several campaigns to increase benefits for private partners, including standardized pension conditions and assured interest rates, neither of which are available to corporate or legal entities.<br><br>\n\nUnfortunately, the benefits of Objective 22 are not without their drawbacks, the most damning of which includes voluntary abstinence from [[Church|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "Church of Eden"]] sponsorship and benefits. Possibly even more daunting however are recent reports that assets managed by Objective 22 partners are being channeled through dubious sub-contractors to achieve even more shady ends. <br><br>\n\nPrecisely what these claims state varies, with speculation ranging from economical terrorism and theophobic radicalism to money laundering, but thus far no charges have officialy been pressed against Objective 22. Indeed, while the [[Church of Eden|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "Church of Eden"]] remains understandably sceptical of the program, investigations have proven that all Objective 22 participants conduct business according to regulation and no breeches of [[Church|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "Church of Eden"]] law have occured. <br><br>\n\nNone the less, care should be taken in approaching deals with offer benefits obviously fostered by Objective 22, particularly in the case of private individuals who do not have the means to assert themselves against the [[Hegemony|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "Corporate Hegemony"]] in case of breeched contracts.\n\t\t\t<</replace>>\n\t\t<</click>></div>\n\t</div>\n<<endnobr>>
<<nobr>>\n\t<<set $currentgamepassage = passage()>>\n\n\t<div class='GameTextGreyed'><<display 'b29_fallenshrine_txt'>></div><br>\n\t<div class='GameText'><<if $hide.layer2 eq true>><div class='GameOption_Expand'>[[Expand|$currentgamepassage][$hide.layer2 = false]]</div>"I've been looking into..."<<else>><div class='GameOption_Expand'>[[Collapse|$currentgamepassage][$hide.layer2 = true]]</div>\n\t\t"I've been looking into something kinda odd. Morgue stencils. On the living. Related to abomination. Does that mean anything to you?"<br><br>\n\n\t\t"Not morgue stencils," the Deathcaller says quietly. "I know of what markings you speak. Mausoleum tradition. Old. The passageway to the hallowed halls of the dead. <<if $attrib.religion eq "forsaken">>What leads you to query of this ancient way, my friend?<<else>>Yet dare I ask: what business is such tradition to an outsider?<<endif>>"<br><br>\n\n\t\t"Strange story, actually. I ran into a bunch of cultists or something. They all had stensils on their wrists. Looked like they were morgue IDs. But that didn't make sense, because they were still alive."<br><br>\n\n\t\t"The old ways grant the living the rights to the halls of their ancestors. A great honor, it is, to walk among the ancient bones." The Deathcaller's expression darknes. "Alas, of late, false powers seek these honors also. I pray they have not found our greatest halls, yet we cannot know. The walkways are too many and the Deathseekers too few. <<if $attrib.religion eq "forsaken">>If you are pure of heart, friend, then I beg of you that you see justice is done for those who have departed. They no doubt seek the old hall beneath the Square of Bone. Punish those who have sinned against mortality.<<else>>As you already pursue these heretics, I shall share this with you: seek the hidden doorway in the square. From there, you might enter the Mausoleum. And bring peace back to the dead.<<endif>>"<br><br>\n\n\t\t<<if $attrib.religion eq "forsaken">>You bow your head in understanding. "I shall see it is done."<<else>>"Okay, I'll look into it." You smile. "And thanks."<<endif>>\n\t<<endif>></div><br>\n\t<div class='OptionsField'>\n\t\t<div class='GameOption GameOption_Dialogue'>[[End Conversation|b30_megaplex_cult][$hide.layer1 = false; $action.action1 = "none"; $action.arrive = "fromSelf"; $job_abomination_investigate.ogerPhase = 7; $time.active += 0.25; playContextSound("ui_click");]]</div>\n\t</div>\n\n<<endnobr>>
<<silently>>\n<<set $currentgamepassage = passage()>>\n<<if $action.action1 eq "object" and $job_conspiracy.knowledgePhase lte 1>>\n\t<<set $job_conspiracy.knowledgePhase = 2; ga('send', 'event', 'game', 'job_main', 'gotAnskaInfo');>>\n<<endif>>\n<<if $action.action1 eq "gossip" and $processed eq false>>\n\t<<set $action.action2 to either("witches", "demons", "fringes", "wraiths")>>\n\t<<set $processed = true>>\n<<endif>>\n<<endsilently>>\n<div class='GameTextGreyed'><<display 'b29_fleshmelder_txt'>></div>\n<div class='GameText'><<if $hide.layer1 eq true>><div class='GameOption_Expand'>[[Expand|$currentgamepassage][$hide.layer1 = false]]</div><<if $action.action1 eq "buy" or $action.action1 eq "upgrade">>"I was wondering..."<<else>><<if $action.action1 eq "gossip">>Just wanted to ask what..."<<elseif $action.action1 eq "other">>"There was something I..."<<elseif $action.action1 eq "object">>"I'm looking for something, an ancient..."<<elseif $action.action1 eq "coven">>"Hey, I know you might not be willing to talk but..."<<endif>><<endif>><<else>><div class='GameOption_Expand'>[[Collapse|$currentgamepassage][$hide.layer1 = true]]</div>\n<<if $action.action1 eq "buy">>"I was wondering what you're selling these days. Anything—" You lower your voice "—worth the credits, maybe?"\n\n<<if $equip.isAbominated>>"Perhaps I can do something, my precieous. But do not hold high hopes." She shoots you a wary look. "The path you walk is dark, yes, yes. Be wary. Wary indeed, of what may follow."<<else>><<if $attrib.fatigue gt 75 or $attrib.demeanor eq "cautious">>"Ah, my precious, I have just the right bits and pieces to make your battered body righter than rain, my dear."<<else>>"All the bits and pieces you could ever need." Anska cracks a grin. "Come closer, come, come. Let me show you."<<endif>><<endif>><<else>><<if $action.action1 eq "upgrade">>"I was wondering whether you could evolve my fleshmold. <<if $attrib.fleshMoldModifier lt 1.3>>It's grown in well but not as well as it could have."<<else>>It's grown in and I think it's close to matured.<<endif>>"\n\nAnska leans closer<<if $attrib.fleshMoldModifier eq 0.5>> and laughs. "You've given it no time at all to grown it! This will take hours. Days even. Be patient, dear. The fleshmold will mature in time."\n\n"Okay," you say.\n\n"A few hours. Or days. Remember: do not take the fleshmold off. Wear it at all times. Or it will have to grow into you anew."<<elseif $attrib.fleshMoldModifier lt 1>>. "Ah. Yes. It's growing. Growing, growing, growing. Give it time, dear. Not much more and it shall be as though a second skin." Anska grins toothily. "Remember not to take it off for any reason."<<elseif $attrib.fleshMoldModifier gte 1.2>>. "Ah. Yes. Indeed it has. A magnificent specimen and so finely attuned. I can work with this, yes. Simply tell me what you require."<<endif>><<elseif $action.action1 eq "gossip">>"Just wanted to ask what have people been saying lately. You know, rumors, the sorta thing you tend to know a thing or two about."\n\n"Ah, my precious, the walls whisper. Oh, they whisper." She cracks a toothy grin. <<if $action.action2 eq "witches">>"Hushed words, mutterings of fear. The forsaken walk the shadowed halls once more, hunting, chanting, raving, ranting."\n\nYour eyes narrow. "The [[Coven|PDA][$hud.currentScreen = "Witches Coven"]] is meeting again? I thought—"\n\n"Oh, they always meet. That they do. They do." Anska's lips twitch. "Forgotten, forsaken, but now they walk the halls again, my dearest." She leans closer and whispers, "Be wary, precious, be wary of the forsaken in the shadows. I am certain this is no coincidence, my preceious. No coincidence at all." Anska eyes you doubtfully. "But you still remember the youngest of the [[Coven|PDA][$hud.currentScreen = "Witches Coven"]], don't you, my dearest?"\n\n<<if $chr_celena.met eq true>>"Celena? I saw her a little while ago. Why?"\n\n"Watch out for her, my precious. Speak to her. For she is in peril. She does not know it yet but she is in danger - much more than even she thinks, precious."\n\nConfused, you take a step back. "Okay, right. But why the hell are you telling me?"\n\n"Because—" Anska streches a wrinkled hand toward your cheek. "Because, my dear, she was a bright girl. Misguided, a little, but very bright, I believe. And I think you should know before she is hurt or worse, much worse, my dear."\n\nYou nod slowly, wondering what the hell the old hag is mumbling about. It doesn't make sense. Still, you should probably speak to Celena, just to make sure she's okay.<<else>><<if $chr_celena.loc eq "none">>"We don't speak anymore."\n\n"How sad." Anska breathes a sigh. "Sad, yes, very sad. She was a bright girl. Misguided, a little, but very bright. It will be sad to see her gone."\n\n"Gone? How?"\n\n"Dead. Bled. Sacrificed." Anska leans closer and whispers, "The forsaken have spoken. I have heard their whispers."\n\n"Oh well." You shrug half-heartedly. "Not my problem anymore."\n\nAnska nods slowly, a sad look in her aged eyes. You can't bring yourself to care. Celena and you are over. There's nothing between you anymore and, honestly her problems - even her death - is not your damn problem.<<else>>"I haven't seen her in years. Why?"\n\n"Watch out for her, my precious. Speak to her. For she is in peril. She does not know it yet but she is in danger - much more than even she thinks, precious."\n\nConfused, you take a step back. "Okay, right. But why the hell are you telling me?"\n\n"Because—" Anska streches a wrinkled hand toward your cheek. "Because, my dear, I think you should know before she is hurt. Or worse."\n\nYou nod slowly, wondering what the hell the old hag is mumbling about. \n\nIt doesn't make sense. Still, it would probably be a good idea to find Celena and see how she's doing. If things are still the way they used to be back in the day, you'll find her hanging out at [[Wilkin's Riptide|PDA][$hud.currentScreen = "Wilkin's Riptide"]].<<endif>><<endif>><<elseif $action.action2 eq "demons">>"A demon walks again, or so they whisper. A mind has been taken. A body obeys. Or so I hear."\n\n"A demon?" Your eyes narrow. "How? Where?"\n\n"If only I knew, my precious, if only I knew. But it walks, I hear, it walks in the minds of those who say they are sacred." Anska wrinkles her nose. "Sacred. Their words. Not mine. Be mindful of the holy people, dearest. Watch them. Doubt them. They are not what they say."\n\n"Great," you mutter, wondering what on earth Anska meant by a 'demon'. \n\nObviously she doesn't mean the supernatural being spoken of in ancient legends. Those don't exist, never have and never will. But it's not impossible that someone sworn to the [[Church of Eden|PDA][$hud.currentScreen = "Church of Eden"]] has been possessed. Just because mindjacking isn't a common practice doens't mean there isn't someone skulking around who can control people's minds.<<elseif $action.action2 eq "fringes">>"The voiders speak of the fringes, dearest. They say things happen there. Dark things. Things that disappear and are never heard of again. They say they are taken. Stolen. Gone forever."\n\nYou breathe a humorless laugh. "You're talking about Pirates? Pirates on the fringes? Seriously?"\n\n"Pirates." Anska barks a laugh. "No. Dark things. Things that speak the old language. Things older than this world." She shivers. "I hear they come to answer the call of the Voided One, and that they come closer by the cycle." Her eyes narrow. "I hear the end is nigh, my dear. So very nigh indeed."\n\n"Yeah, yeah," you mutter, wondering if Anska has lost her mind or what. \n\nNot that you'd be surprised if the old hag has. Hell, she's been hanging around the flesh-melders way too long to be sane. But still, she does occasionaly say intelligent things - occasionally.<<elseif $action.action2 eq "wraiths">>"They whisper about ghosts, my dear, of ghosts summoned from the darknest depths of the void."\n\n"Spirits?" You raise an eyebrow. "Anska, you barking?"\n\nShe cackles. "Oh, no, precious, oh no. I saw them with my own eyes, dearest. Three of them, as black as death itself. They were there..." She points behind you. "For but a moment. And then they were gone." She shudders. "Ghosts... the world grows madder by the day."\n\n"Ghosts, eh?" Lips pursed, you say, "And you're sure you saw them?"\n\n"Oh yes, my dearest, when I slept. I saw them. First I heard their footsteps. I woke. And I saw them. And one touched my arm." She leans closer and pulls back her sleeve to reveal a burn mark resembling a human hand. "It was cold, dearest, as cold as ice." Anska shivers. "I do not know what they wanted, my precious, but they will be back. I am certain. They will be back."\n\n"Let's hope not," you mutter, examining the burn mark and wondering what the hell made it. Obviously something physical, not a hologram or projection. \n\nTheoretically it could have been a [[Wraith|PDA][$hud.currentScreen = "Wraith"]] but you've never heard of them leaving frost burns. Come to think of it, you don't know what the hell anyone would want from Anska anyways. Then again she is an old hag, so maybe she's hiding old secrets in that ancient mind of hers. That or she's just gone insane - again.<<endif>><<elseif $action.action1 eq "other">>"There was something I thought you might be able to help me with," you say. "A, well, thing that might exist. Pure hearsay. But it's out in this world and it's doing a lot of crap. Causing losta pain. Not getting noticed at all. Figured you know all about spooky shit so maybe you know what I mean."\n\nAnska looks worried. "Ah, I know you tangle with dark things, my dear. But this? This is little to go by even for me."\n\n"It's all I got," you say earnestly. "It's related to a whole bunch of crap I'm messed up in. Maybe even the [[Coven|PDA][$hud.currentScreen = "Witches Coven"]]. But that's all I know."\n\n"Then I cannot say much, but be warned, my dear." Anska leaans closer, whispering, "The shadows between the stars are restless these days. Something hungers for us, but for you in particular. It is not a being, not a thing, more a... sense, an idea quickly forgotten. I can see it only in the blackest shadows, like an eye. And it sees me too. It knows."\n\nConfused, you say, "Knows what?"\n\n"Everything, my dear," Anska says in a frightened tone. "It comes for us all, longs for us all. It wants to destroy, my dear. These days everything wants to destroy."\n\n"Well, that's encouraging," you say, absolutely none the wiser.\n\n"Simply take care, my dear, and beware the shadows between the stars. Only she really knows. And she will not say, I am certain. Not because she does not care, no, no, not that. Because she—" Anska tilts her head. "Dear, dear, what was I speaking of again?"\n\n"Don't think it matters," you say with a little smile. "But it was nice talking to you, as usual."<<elseif $action.action1 eq "object">>"I'm looking for something, an ancient artefact, probably related to the [[Church|PDA][$hud.currentScreen = "Church of Eden"]]. You heard about anything like that?"\n\n"Heard?" Anska cracks a toothy grin. "Oh, I have heard of it, my precious, oh that I have, that I have."\n\n"Really?" You can't help but feel surprised. "Where? How?"\n\n"Here, my dearest. A man came. He asked of just the same thing. Only he knew more than you. Much more. I—" Anska's expression grows dark. "He said it was a small cube, no larger than a fist, and that it came from the fringes. It was found as part of a bigger device I hear. And it is powerful, oh, it is powerful, my dearest, so menacing in fact that the [[Church of Eden|PDA][$hud.currentScreen = "Church of Eden"]] wants this power."\n\n"Any idea what it does?"\n\nAnska shakes her head. "The man did not say. Only asked if I had heard of this thing. I had not. Not before he spoke to me." Her eyes light up. "But you can ask him, can't you, my precious? You can ask him more."\n\n"Sure, if I knew where to find him. But I don't."\n\n"You will find him in this Sector, dearest. He studies the past, has many books. I have heard of his halls of knowledge before." Anska smiles shyly. "He is an old friend, my precious, just like you. Or perhaps not quite like you but very similar."\n\n"Mhm." You say, hastily making notes on your [[PDA|PDA][$hud.currentScreen = "home"]]. "This old friend have a name?"\n\nAnska glances around, leans closer, and whispers, "His name is Raj, dearest. Ask the information machines. They will know where he is."\n\n"Right." You finish your notes, saying, "Thanks a lot, Anska."\n\n"Oh, it is nothing, my dear, nothing at all." She whinks at you. "For you, dearest, I would do anything, oh, absolutely anything at all."<<elseif $action.action1 eq "coven">><<display 'b29_fleshmelder_coven_txt'>><<endif>><<endif>><<endif>></div>\n<<if $action.action1 eq "buy">><<nobr>>\n<div id='game-fleshmelder-shop' class='HUD_shop'>\n\t<<display 'fleshmelder_buyoptions'>>\n</div>\n\n<<endnobr>><<elseif $action.action1 eq "upgrade" and $attrib.fleshMoldModifier gte 1.0>><<nobr>>/% was 1.0 %/\n<div id='game-fleshmelder-shop' class='HUD_shop'>\n\t<<display 'fleshmelder_upgradeoptions'>>\n</div>\n\n<<endnobr>><<elseif $action.action1 eq "upgrade">><div class='OptionsField'><div class='GameOption GameOption_Dialogue'>[[End Conversation|b29_fleshmelder][$hide.layer0 = false; $action.arrive = "fromSelf"; playContextSound("ui_click");]]</div></div><<elseif $action.action1 eq "other">><div class='OptionsField'><div class='GameOption GameOption_Dialogue'>[[End Conversation|b29_fleshmelder][$job_fisher_extremists.locationPhase = 5; $hide.layer0 = false; $action.arrive = "fromSelf"; playContextSound("ui_click");]]</div></div><<else>><<nobr>>\n\n<div class='OptionsField'>\n<<if $action.action1 eq "coven">>\n\t<<set $bribeammount = Math.round(1000 * $gameworld_modifiers.bribeModifier)>>\n\t<<set $bribetext = "Bribe Anska (" + $bribeammount + " C)">>\n\n\t<<if $attrib.credits gte $bribeammount>>\n\t\t<div class='GameOption GameOption_Dialogue'>\n\t\t\t<<click $bribetext "b29_fleshmelder_talk_coven">>\n\t\t\t\t<<set $action.action1 = "credits"; $attrib.credits -= $bribeammount; $job_coven.mainPhase = 99; $job_coven.overrideAnska = true; $hide.layer2 = true; window.setTimeout(flashUIElement, 60, "finances", "HUD_StandardIcon_FlashDown"); ga('send', 'event', 'game', 'job_coven', 'gotAnskaInfo'); $statistics.bribesDone += 1; playContextSound("ui_blip");>>\n\t\t\t<</click>>\n\t\t</div>\n\t<<else>><div class='GameOption GameOption_Disabled'><div class='GameOption_Disabled_Text'>Bribe Anska (<<print $bribeammount>> Credits)</div></div>\n\t<<endif>><br>\n\n\t<<if $attrib.demeanor eq "cautious" or $gameworld_modifiers.hasNegotiateOverride or $equip.isFashionOutfit>>\n\t\t<div class='GameOption GameOption_Dialogue'>[[Attempt to Negotiate|b29_fleshmelder_talk_coven][$action.action1 = "negotiate"; $job_coven.mainPhase = 99; $job_coven.overrideAnska = true; $hide.layer2 = true; $statistics.negotiateDone += 1; playContextSound("ui_click");]]</div>\n\t<<else>>\n\t\t<div class='GameOption GameOption_Dialogue'>[[Attempt to Negotiate|b29_fleshmelder_talk_coven][$action.action1 = "negotiatefail"; $hide.layer2 = true; playContextSound("ui_click");]]</div>\n\t<<endif>><br>\n<<endif>>\n<div class='GameOption GameOption_Dialogue'>[[End Conversation|b29_fleshmelder][$hide.layer0 = false; $action.arrive = "fromSelf"; playContextSound("ui_click");]]</div></div><<endnobr>><<endif>>
<<display 'HUD_CodexBackButton'>><strong>Illitivan Rail Cannon</strong>\n\n<<nobr>>[>img[https://rage-productions.com/game-content/scaffold-22/images/rail cannon.png]]Multi-railed, heavy weapon intended for use by exo armor.<br><br>\n\n- 4x bolt<br>\n- <span class='redcolor'>cannot load canisters</span><br>\n<<display 'drawWeaponStats'>><br>\n\n\t<div id='codex-expand-area' class='HUD_PdaDisplayZone HUD_PdaDisplayZoneCodex'>\n\t\t<div class='HUD_PdaExpandButton'><<click 'Show More'>>\n\t\t\t<<replace '#codex-expand-area'>>\n\t\t\t\tEasily one of the most destructive man-portable weapon systems in contemporary production, the Illitivan Rail Cannon is a composite plaform built around four acceleration barrels, each able to accept any conventional bolt-based ammunition. It is based on crew-served weapons deployed on grav-platforms, though its weight has been cut down by removing the auto-loading mechanisms. Still, the platform cannot be reliably lifted or fired even by heavily augmented individuals. A fully self-powered exoskeleton such as [[Exo Armor|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "Power Armor Harness"]] is required.<br><br>\n\n\t\t\t\tWhen properly deployed however, the Rail Cannon offers unparalleled penetration power, allowing an [[Exo|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "Power Armor Harness"]] operator to fire four bolts in rapid succession, overpowering even the heaviest defenses with pinpoint boltfire. Despite its power however, the Rail Cannon must be manually loaded, making it somewhat less effective than comparable weapons systems. None the less, it is one of the cheapest and most effective support weapons in existence, and is commonly wielded by [[Exo|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "Power Armor Harness"]] operators.<br><br>\n\nFollowing munitions are certified for use with Rail Cannons: [[Tungsten Bolt|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "Tungsten Bolt"]], [[Conductive Bolt|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "Conductive Bolt"]]\n\t\t\t<</replace>>\n\t\t<</click>></div>\n\t</div>\n<<endnobr>>
<<silently>>\n\n\t<<set $currentgamepassage = passage()>>\n\n\t<<if not $processed>>\n\t\t<<set $action.action1 = "none">>\n\t\t<<set $action.action2 = "none">>\n\t\t<<set $action.action3 = "none">>\n\t\t<<set $action.action4 = "none">>\n\t\t<<set $action.action5 = "none">>\n\n\t\t<<set $hide.layer1 = false>>\n\t\t<<set $hide.layer2 = false>>\n\t\t<<set $hide.layer3 = false>>\n\t\t<<set $hide.layer4 = false>>\n\t\t<<set $hide.layer5 = false>>>\n\n\t\t<<set $processed = true>>\n\t<<endif>>\n\n<<endsilently>>\n<<nobr>>\n\t<<if $action.action1 eq "none">>\n\t\t<<set $savesMenuPassage = "B40 - Air Circulation">>\n\t\t<div class='GameText'><<display 'b40_docks_postfight_txt'>></div><br>\n\t\t<div class='OptionsField'>\n\t\t\t<div class='GameOption GameOption_Dialogue'>[[Say you were Fine|b40_docks_postfight][$action.action1 = "wasfine"; $hide.layer1 = true; playContextSound("ui_click")]]</div><br>\n\t\t\t<div class='GameOption GameOption_Dialogue'>[[Insist he was Late|b40_docks_postfight][$action.action1 = "islate"; $hide.layer1 = true; playContextSound("ui_click")]]</div><br>\n\t\t\t<div class='GameOption GameOption_Dialogue'>[[Ask if he was Followed|b40_docks_postfight][$action.action1 = "wasfollowed"; $hide.layer1 = true; playContextSound("ui_click")]]</div>\n\t\t</div>\n\t<<elseif $action.action2 eq "none">>\n\t\t<div class='GameTextGreyed'><<display 'b40_docks_postfight_txt'>></div><br>\n\t\t<div class='GameText'><<display 'b40_docks_postfight_2_txt'>></div><br>\n\t\t<div class='OptionsField'>\n\t\t\t<div class='GameOption GameOption_Move'>[[Fall Back|b40_docks_postfight][$action.action2 = "fallback"; $hide.layer2 = true; $time.active += 0.25; $attrib.stress += 1; playContextSound("ui_walk")]]</div>\n\t\t</div>\n\t<<elseif $action.action3 eq "none">>\n\t\t<<set $savesMenuPassage = "B40 - Loading Area">>\n\t\t<div class='GameTextGreyed'><<display 'b40_docks_postfight_txt'>></div><br>\n\t\t<div class='GameTextGreyed'><<display 'b40_docks_postfight_2_txt'>></div><br>\n\t\t<div class='GameText'><<display 'b40_docks_postfight_3_txt'>></div><br>\n\t\t<div class='OptionsField'>\n\t\t\t<div class='GameOption GameOption_Weapon'>[[Shoot your way Out|b40_docks_postfight][$action.action3 = "shootout"; $hide.layer3 = true; $attrib.violence += 1; playContextSound("ui_walk")]]</div><br>\n\t\t\t<div class='GameOption GameOption_Defend'>[[Cause a Distraction|b40_docks_postfight][$action.action3 = "distraction"; $hide.layer3 = true; $attrib.caution -= 2; playContextSound("ui_walk")]]</div><br>\n\t\t\t<div class='GameOption GameOption_Move'>[[Run for a Utility Duct|b40_docks_postfight][$action.action3 = "utilityduct"; $hide.layer3 = true; $attrib.caution += 1; playContextSound("ui_walk")]]</div>\n\t\t</div>\n\t<<elseif $action.action4 eq "none">>\n\t\t<div class='GameTextGreyed'><<display 'b40_docks_postfight_txt'>></div><br>\n\t\t<div class='GameTextGreyed'><<display 'b40_docks_postfight_2_txt'>></div><br>\n\t\t<div class='GameTextGreyed'><<display 'b40_docks_postfight_3_txt'>></div><br>\n\t\t<div class='GameText'><<display 'b40_docks_postfight_4_txt'>></div><br>\n\t\t<div class='OptionsField'>\n\t\t\t<<if $action.action3 eq "shootout" or ($action.action3 eq "distraction" and not ($attrib.demeanor eq "cautious" or $gameworld_modifiers.hasShadowExclusin)) or ($action.action3 eq "utilityduct" and not ($attrib.demeanor eq "agressive"))>>\n\t\t\t\t<<if $job_abomination_investigate.abomAllyPhase eq 4>>\n\t\t\t\t\t<div class='GameOption GameOption_Weapon'>[[Fight the Mercs|hud_combat][$combatTemplate = "Kobol_2_Abom_B40"; $processed = false; $action.arrive = $action.action3]]</div>\n\t\t\t\t<<elseif not $randomEncounterPhases.syndicateBaseDestroyed>>\n\t\t\t\t\t<div class='GameOption GameOption_Weapon'>[[Fight the Mercs|hud_combat][$combatTemplate = "Syndiate_2_Abom_B40"; $processed = false; $action.arrive = $action.action3]]</div>\n\t\t\t\t<<else>>\n\t\t\t\t\t<div class='GameOption GameOption_Weapon'>[[Fight the Commandos|hud_combat][$combatTemplate = "CIVL_2_Abom_B40"; $processed = false; $action.arrive = $action.action3]]</div>\n\t\t\t\t<<endif>>\t\t\t\t\n\t\t\t<<else>>\n\t\t\t\t<div class='GameOption GameOption_Move'>[[Catch your Breath|b40_docks_visionescape][$processed = false; $action.arrive = "fromSneak"; $attrib.stress += 1; playContextSound("ui_click")]]</div>\n\t\t\t<<endif>>\n\t\t</div>\n\t<<endif>>\n\t\n<<endnobr>>
<<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>\nYou say, <<nobr>>\n\n\t<<if $action.action1 eq "whatdoes">>"What does it do, then? I mean I have a vague idea what a sub-null transmitter is but yeah."<br><br>\n\n\t"No clue," Fabienne says. "Transmits messages I would imagine. All I know is these things are somehow related to REACH tech. But no idea how they work."\n\n\t<<elseif $action.action1 eq "howinvolved">>"How was it involved in that mess? I mean, it was just a tiny statue as far as I could tell."<br><br>\n\n\t"I do not know," Varai says slowly. "Yet the sub-null signature it emitts is similar to recordings I was able to retrieve from the emergency logs of the Outer Spheres. Moreover, any device which involves REACH technology is potentially dangerous, and this counts doubly so when [[witchcraft|PDA][$hud.currentScreen = "Witches Coven"]] is involved. Though it seems I may have overestimated your skills."\n\n\t<<elseif $action.action1 eq "dangerous">>"So, this sub-null transmitter, is it dangerous? Because it just looked like a statue when I found it."<br><br>\n\n\t\t<<if $job_witches_pendant.mainPhase eq 7>>"No clue," Fabienne says. "I think all it does is transmit messages but, yeah, no idea. It's got something to do with REACH tech but that's really not something I ever took a lot of interest in."\n\t\t<<else>>"I do not know," Varai says slowly. "That is why I wished you present. Any device which involves REACH technology is potentially dangerous, and this counts doubly so when [[witchcraft|PDA][$hud.currentScreen = "Witches Coven"]] is involved. Though it seems I may have overestimated your skills."\n\t\t<<endif>>\n\t<<endif>>\n\n\t<<if $job_witches_pendant.mainPhase eq 7>>"In other words we have no idea what<<if $attrib.demeanor eq "agressive">> the hell<<endif>> will happen if we move it." You breathe a sigh. "Right, guess there's one way to find out whether screwing blindly with [[witchcraft|PDA][$hud.currentScreen = "Witches Coven"]] is a survivable hobby."<br><br>\n\n\t"Yep." Fabienne hops down from the barricate and strides toward the construciton side, saying, "But I wouldn't be too worried. From what I read they're basically just over-glorified wireless transmitters. I doubt it will blow up or anything."<br><br>\n\n\t"Says the [[witch|PDA][$hud.currentScreen = "Witches Coven"]] who abominated herself trying to create a better orgasm," you mutter darkly.<br><br>\n\n\t"That was an accident." Fabinenne steps into the unfinished hab-block and stops. "But okay. Maybe there is a risk. We'll find out as soon as you show me where the thing is."\n\t<<else>>"Hey, dealing with abominations isn't exactly rocket science. You can't just study and know everything. It's ninety percent learning by doing so how about we just go look at the<<if $attrib.demeanor eq "agressive">> damn<<endif>> thing again and see if we can't figure out what it does, yeah?"<br><br>\n\n\t"I would agree." Varai climbs over the barricade and and strides toward the construciton side, saying, "I expect you to conduct yourself professionally, <<formalname>>. Do not do anything stupid. Communicate your intent if you do intend to take risks. And, please, do not tampre with evidence again."<br><br>\n\t\n\t"Whatever you say," you mutter.<br><br>\n\n\tVarai steps into the uninished hab-block and stops. "Since you know where this object is, I suggest you lead the way."\n\t<<endif>>\n\n<<endnobr>>\n<<endif>>
<<nobr>>\n\n\t<<set $combat.enemy.actionsound = "ui_attack_melee">>\n\t<<display 'calcRoundType'>>\n\n\t<<set $name = $combat.enemy.name>>\n\t<<set $number = $combat.enemy.posessive>>\n\t\n\t<<if $combat.enemy.alive eq 1>>\n\t\t<<set $name = $combat.enemy.singlenames[$combat.enemy.alive - 1]>>\n\t\t<<set $number = $combat.enemy.singleposessive[$combat.enemy.alive - 1]>>\n\t<<endif>>\n\n\t<<if $combat.actions[$index].response eq "getburned">>\n\t\tThe <<print $combat.enemy.singlenames[$combat.enemy.alive]>> hesitates, burning profusely, and crumples with a dull thud.\n\t<<elseif $combat.actions[$index].response eq "getburnedarmor">>\n\t\tThe <<print $name>> hesitates<<if $combat.enemy.total eq 1>>s<<endif>>, distracted by the superheated plasma melting through <<print $number>> armor plates.\n\t<<elseif $combat.actions[$index].response eq "getgassed">>\n\t\t(( IMMUNE ))\n\t<<elseif $combat.actions[$index].response eq "cyberfreeze">>\n\t\tThe <<print $name>> stand<<if $combat.enemy.alive eq 1>>s<<endif>> around doing nothing, its runtimes overwhelmed by intrusion agent you unleashed.\n\t<<elseif $combat.actions[$index].response eq "getshocked">>\n\t\tThe <<print $name>> twitch<<if $combat.enemy.alive eq 1>>es<<endif>> as static electricity acrcs over <<print $number>> armor plates.\n\t<<elseif $combat.actions[$index].response eq "getdazzled">>\n\t\tThe <<print $name>> recoil<<if $combat.enemy.alive eq 1>>s<<endif>>, confused by the dazzling holograms projected around them.\n\n\t<<elseif $combat.actions[$index].response eq "gasburnkill">>\n\t\tToxic mist ignites with a sucking roar, charring the <<print $combat.enemy.singlenames[$combat.enemy.alive]>> and melting servo joints. The sickly inferno continues to burn.\n\t<<elseif $combat.actions[$index].response eq "gasburn">>\n\t\tToxic mist ignites with a sucking roar, causing the <<print $name>> to recoil as superheated plasma melts through <<print $number>> exo<<if $combat.enemy.total eq 1>>s<<endif>>. The sickly inferno continues to burn.\n\t<<elseif $combat.actions[$index].response eq "shockburnkill">>\n\t\tPlasma re-ignites with a crackling hiss, charring the <<print $combat.enemy.singlenames[$combat.enemy.alive]>> and short-circuting servo joints. The crackling inferno continues to burn.\n\t<<elseif $combat.actions[$index].response eq "shockburn">>\n\t\tPlasma re-ignites with a crackling hiss, melting through the exo amidst a shower of sparks. The crackling inferno continues to burn.\n\t<<elseif $combat.actions[$index].response eq "gasexplosionkill">>\n\t\tToxic mist detonates with an ear-numbing bang, dislodging the <<print $combat.enemy.singlenames[$combat.enemy.alive]>>'s servos and killing the operator.\n\t<<elseif $combat.actions[$index].response eq "gasexplosion">>\n\t\tToxic mist detonates with an ear-numbing bang. Violent overpressure dents the exo's thick armor plates, causing the operator to hesitate.\n\t<<elseif $combat.actions[$index].response eq "shockexplosionkill">>\n\t\tPlasma detonates with a vicious crackle, dislodging the <<print $combat.enemy.singlenames[$combat.enemy.alive]>>'s servos and killing the operator.\n\t<<elseif $combat.actions[$index].response eq "shockexplosion">>\n\t\tPlasma detonates with a vicious crackle. Crackling electricity arcs over the exo, causing sparks to errupt madly and the operator to hesitate.\n\n\t<<elseif $combat.enemy.alive eq 0>>\n\t\t<<if $combat.enemy.total eq 1>>\n\t\t\t<<if $template.ammo eq "9mm">>\n\t\t\t\tThe <<print $combat.enemy.name>> crumples with a dull thud. Sparks spurt from its bullet-riddled chassis.\n\t\t\t<<elseif $template.ammo eq "toxin">>\n\t\t\t\t(( IMMUNE ))\n\t\t\t<<elseif $template.ammo eq "scatter">>\n\t\t\t\tThe <<print $combat.enemy.name>> is torn into a million tiny bits. Circuits and wires are strewn across the ground.\n\t\t\t<<elseif $template.ammo eq "conductive" or $template.ammo eq "arclance">>\n\t\t\t\tElectricity arcs over the <<print $combat.enemy.name>>'s demolished chassis as it falls to the ground with a dull thud.\n\t\t\t<<elseif $template.ammo eq "plasmaburst">>\n\t\t\t\tThe <<print $combat.enemy.name>>'s falls, guttering flames crackling in the molten chassis.\n\t\t\t<<elseif $template.ammo eq "micronuke">>\n\t\t\t\tThe <<print $combat.enemy.name>> lies strewn on the floor, bits of its chassis molten beyond recognition.\n\t\t\t<<else>>\n\t\t\t\tThe <<print $combat.enemy.name>>'s chassis is blown apart. Bits and pieces fall to the ground with dull thuds.\n\t\t\t<<endif>>\n\t\t<<else>>\n\t\t\t<<if $template.ammo eq "9mm">>\n\t\t\t\tThe <<print $combat.enemy.name>> lie strewn on the floor. Sparks spurt from their bullet-riddled chassis.\n\t\t\t<<elseif $template.ammo eq "toxin">>\n\t\t\t\t(( IMMUNE ))\n\t\t\t<<elseif $template.ammo eq "scatter">>\n\t\t\t\tThe <<print $combat.enemy.name>> lie strewn on the floor, surrounded by cracked circuits and frayed wires.\n\t\t\t<<elseif $template.ammo eq "conductive" or $template.ammo eq "arclance">>\n\t\t\t\tThe <<print $combat.enemy.name>> lie strewn on the floor, sparks crackling amidst the ruined circuitry.\n\t\t\t<<elseif $template.ammo eq "plasmaburst">>\n\t\t\t\tThe <<print $combat.enemy.name>> lie strewon on the floor, guttering flames crackling in the molten chassis.\n\t\t\t<<elseif $template.ammo eq "micronuke">>\n\t\t\t\tThe <<print $combat.enemy.name>> lie strewn on the floor, the parts of their chassis molten beyond recognition.\n\t\t\t<<else>>\n\t\t\t\tThe <<print $combat.enemy.name>> lie strewn on the floor. Bits of twisted metal surround the demolished chassis.\n\t\t\t<<endif>>\t\t\t\n\t\t<<endif>>\n\t<<elseif $combat.actions[$index].response eq "killplayer">>\n\t\tThe <<print $name>> booms a thriumphant roar as its enormous axe slams down, cleaving your body clean in two\n\t<<else>>\n\t\t<<if $combat.actions[$index].response eq "hitnothing">>\n\t\t\tThe <<print $name>> swipes at you, causing you to roll aside just as the enormous axeblade swishes past.\n\t\t<<elseif $combat.actions[$index].response eq "hitcover">>\n\t\t\t(( N/A ))\n\t\t<<elseif $combat.actions[$index].response eq "hitdeflect">>\n\t\t\tAugments whirr as the <<print $name>> swipes but you deflect the blow with your <<rifle>>. The enormous axe cleaves your weapon clean in two - you loose your <<rifle>>\n\t\t\t<<set $equip.rifle.name = "none">>\n\t\t\t<<replace '#hud-pda-pane'>>\n\t\t\t\t<<display 'calcMainDisplay'>>\n\t\t\t<</replace>>\n\t\t<<elseif $combat.actions[$index].response eq "hitarmor">>\n\t\t\tThe <<print $name>>'s axe swishes toward you, causing you to roll aside. The blade nicks your <<armor>> but inflicts no serious damage.\n\t\t<<elseif $combat.actions[$index].response eq "hitshield">>\n\t\t\t<<if $equip.clothes eq "Power Armor">>\n\t\t\t\tThe <<print $name>> charges with a roar but your Exo Amor's shields activate with a crackling hiss, driving it away.\n\t\t\t<<else>>\n\t\t\t\tThe <<print $name>> charges with a roar but you throw up your arm, driving your attacker away with your shield.\n\t\t\t<<endif>>\n\t\t<<elseif $combat.actions[$index].response eq "hitshielddrone">>\n\t\t\tThe <<print $name>> charges with a roar but your ArcDrone's shield activates with a crackling hiss, driving it away.\n\t\t<<endif>>\n\t<<endif>>\n\n<<endnobr>>
<<if $hide.layer4 eq true>><div class='GameOption_Expand'>[[Expand|$currentgamepassage][$hide.layer4 = false]]</div>You approach the corpse...<<else>><div class='GameOption_Expand'>[[Collapse|$currentgamepassage][$hide.layer4 = true]]</div>\nYou approach the corpse<<if $job_witches_pendant.mainPhase eq 7 and not $chr_varai.alive>>s<<endif>> and crouch down. <<if $job_witches_pendant.mainPhase eq 7 and not $chr_varai.alive>>Tucked in their pouches are several spent magazines and one of them was also carrying a [[CalTech C2000 NITE|PDA][$hud.currentScreen = "C2000_Converted"]]. More importantly, you spot a blood-spattered data pad amidst their gear. \n\nMaybe that explains. Or, on second thought, it could be booby-trapped. An attempt to kill you even if the commandos failed. There's no way to know until you try.<<elseif $job_witches_pendant.mainPhase eq 7>>Tucked in the [[Commisaria's|PDA][$hud.currentScreen = "Commisariat"]] blood-stained uniform, you spot a data pad. There's also her sidearm, a sleek [[Sanction Mk2|PDA][$hud.currentScreen = "Mk2"]], still half-clutched in her lifeless fingers.\n\nIt would be 'unlawful' to steal from an agent of the law, of course, but you doubt that matters given the circumstances. And a corpse won't have need for a weapon anymore. Maybe it would better serve you.<<else>>Amidst the bloody entrails, you spot a data pin and two credit chips.\n\nNot the sort of thing one usually finds on an abomination, though [[Sirens|PDA][$hud.currentScreen = "Siren"]] are more intelligent than most monsters - and older, if the rumors are true. So her stuff might be worth looking into.<<endif>><<endif>>
<<silently>>\n\n\t<<set $currentgamepassage = passage()>>\n\t<<set $savesMenuPassage = "Level B29 - Undersprawl">>\n\n\t<<if not $processed>>\n\t\t<<set $action.action1 = "none">>\n\t\t<<set $action.action2 = "none">>\n\t\t<<set $action.action3 = "none">>\n\t\t<<set $action.action4 = "none">>\n\t\t<<set $action.action5 = "none">>\n\n\t\t<<set $hide.layer1 = false>>\n\t\t<<set $hide.layer2 = false>>\n\t\t<<set $hide.layer3 = false>>\n\t\t<<set $hide.layer4 = false>>\n\t\t<<set $hide.layer5 = false>>>\n\n\t\t<<if $action.arrive eq "fromDeathseekers" or $action.arrive eq "fromWarren" or $action.arrive eq "fromMausoleum">>\n\t\t\t<<set $action.action1 = "walkway">>\n\t\t\t<<set $hide.layer1 = true>>\n\t\t<<endif>>\n\n\t\t<<set $processed = true>>\n\t<<endif>>\n<<endsilently>>\n<<nobr>>\n\t<<if $action.action1 eq "none">>\n\t\t<div class='GameText'><<display 'b29_warren_txt'>></div><br>\n\t\t<div class='OptionsField'>\n\t\t\t<div class='GameOption GameOption_Move'>[[Follow the Walkway|b30_warrenpassages][$action.action1 = "walkway"; $hide.layer1 = true; $action.arrive = "fromMall"; $time.active += 0.1; playContextSound("ui_walk");]]</div><br>\n\t\t\t<div class='GameOption GameOption_Move'>[[Search the collapsed Hab|b30_warrenpassages][$action.action1 = "habunit"; $hide.layer1 = true; $action.arrive = "fromWalkway"; playContextSound("ui_walk");]]</div><br>\n\t\t\t<div class='GameOption GameOption_Move'>[[Leave via Slowside Mall|b30_quarantine_inside][$action.arrive = "fromUndersprawl"; $processed = false; $time.active += 0.1; playContextSound("ui_walk");]]</div>\t\n\t\t</div>\n\t<<elseif $action.action2 eq "none">>\n\t\t<<if $action.arrive neq "fromDeathseekers" and $action.arrive neq "fromWarren" and $action.arrive neq "fromMausoleum">>\n\t\t\t<div class='GameTextGreyed'><<display 'b29_warren_txt'>></div><br>\n\t\t<<endif>>\n\t\t<div class='GameText'><<display 'b29_warren_2_txt'>></div><br>\n\t\t<div id='collapsedhab-loot' class='OptionsField'>\n\t\t\t<<if $action.action1 eq "habunit">>\n\t\t\t\t<<display 'warren_collapsedhab_options'>>\n\t\t\t<<else>>\n\t\t\t\t<<if $loc_undersprawn_passages.deathseekerStatus eq "unmet">>\n\t\t\t\t\t<<if $equip.clothes eq "Deathshroud" or $equip.clothes eq "Seeker Robes" or $equip.clothes eq "Mourning Shroud">>\n\t\t\t\t\t\t<div class='GameOption GameOption_Dialogue'>[[Say you don't Know|b30_warrenpassages][$action.action2 = "notknow"; $hide.layer2 = true; $statistics.negotiateDone += 1; playContextSound("ui_click");]]</div><br>\n\t\t\t\t\t\t<div class='GameOption GameOption_Dialogue'>[[Say you're headed Deeper|b30_warrenpassages][$action.action2 = "headeddeeper"; $hide.layer2 = true; $statistics.negotiateDone += 1; playContextSound("ui_click");]]</div><br>\n\t\t\t\t\t<<elseif $gameworld_modifiers.hasNegotiateOverride or $loc_undersprawn_megaplex.cultStatus eq "accepted">>\n\t\t\t\t\t\t<div class='GameOption GameOption_Dialogue'>[[Attempt to Negotiate|b30_warrenpassages][$action.action2 = "speaksucceed"; $hide.layer2 = true; $attrib.caution += 3; $statistics.negotiateDone += 1; playContextSound("ui_click");]]</div><br>\n\t\t\t\t\t<<else>>\n\t\t\t\t\t\t<div class='GameOption GameOption_Dialogue'>[[Attempt to Negotiate|b30_warrenpassages][$action.action2 = "speak"; $hide.layer2 = true; $attrib.caution += 3; $statistics.negotion_failDone += 1; playContextSound("ui_click");]]</div><br>\n\t\t\t\t\t<<endif>>\n\t\t\t\t\t<div class='GameOption GameOption_Weapon'>[[Attack the Cultists|hud_combat][$combatTemplate = "Deathseekers_B30"; $attrib.violence += 3; $processed = false; $action.arrive = "fromDeathseekers"; $loc_undersprawn_passages.deathseekerStatus = "killed"; $statistics.agressionDone += 1]]</div>\n\t\t\t\t<<else>>\n\t\t\t\t\t<<display 'doAutoSave'>>\n\t\t\t\t\t<div class='GameOption GameOption_Move'>[[Take the Side Passage|b30_warrenpassages][$action.action2 = "sidepassage"; $hide.layer2 = true; playContextSound("ui_walk");]]</div><br>\n\t\t\t\t\t<<if $job_undersprawl_purge.mainPhase lt 8>>\n\t\t\t\t\t\t<div class='GameOption GameOption_Move'>[[Enter the Warren|b30_warren_inside][$action.arrive = "fromUndersprawl"; $processed = false; $time.active += 0.25; playContextSound("ui_walk");]]</div><br>\n\t\t\t\t\t<<endif>>\n\t\t\t\t\t<div class='GameOption GameOption_Move'>[[Head toward Slowside Mall|b30_warrenpassages][$action.action1 = "none"; $hide.layer1 = false; $action.arrive = "fromUndersprawl"; playContextSound("ui_walk");]]</div>\n\t\t\t\t<<endif>>\n\t\t\t<<endif>>\n\t\t</div>\n\t<<elseif $action.action2 eq "dpad">>\n\t\t<div class='GameTextGreyed'><<display 'b29_warren_txt'>></div><br>\n\t\t<div class='GameTextGreyed'><<display 'b29_warren_2_txt'>></div><br>\n\t\t<div class='GameText'><<display 'b30_breakdown_tunnel_dpad_txt'>></div><br>\n\t\t<div class='OptionsField'>\n\t\t\t<div class='GameOption GameOption_Move'>[[Put down the Data Pad|b30_warrenpassages][$action.action2 = "none"; $hide.layer2 = false; playContextSound("ui_click");]]</div>\n\t\t</div>\n\t<<elseif $action.action3 eq "none">>\n\t\t<<if $action.arrive neq "fromDeathseekers" and $action.arrive neq "fromWarren">>\n\t\t\t<div class='GameTextGreyed'><<display 'b29_warren_txt'>></div><br>\n\t\t<<endif>>\n\t\t<div class='GameTextGreyed'><<display 'b29_warren_2_txt'>></div><br>\n\t\t<div class='GameText'><<display 'b29_warren_3_txt'>></div><br>\n\t\t<div class='OptionsField'>\n\t\t\t<<if $action.action2 eq "sidepassage">>\n\t\t\t\t<<if $job_abomination_investigate.ogerPhase eq 7 and $job_abomination_investigate.mainPhase eq 2>>\n\t\t\t\t\t<div class='GameOption GameOption_Move'>[[Enter the Hidden Doorway|b30_mausoleum_door][$action.arrive = "fromOutside"; $processed = false; $time.active += 0.15]]</div><br>\n\t\t\t\t<<endif>>\n\t\t\t\t<<if $loc_undersprawn_passages.tookAmmo eq false>>\n\t\t\t\t\t<<if $equip.pistol.ammo lt $equip.pistol.ammo_max>>\n\t\t\t\t\t\t<div id='transfer-ammo' class='GameOption GameOption_Move'>\n\t\t\t\t\t\t\t<<click 'Take the 9mm Magazine'>>\n\t\t\t\t\t\t\t\t<<set $equip.pistol.ammo += Math.round(30 * $gameworld_modifiers.ammoFindModifier * $gameworld_modifiers.ammoFindModifierNineMill)>>\n\t\t\t\t\t\t\t\t<<set $loc_undersprawn_passages.tookAmmo = true; $statistics.lootedAmmo += 1>>\n\t\t\t\t\t\t\t\t<<set\t$ammotype = "9mm">>\n\t\t\t\t\t\t\t\t<<display 'HUD_AmmoFlashes'>>\n\n\t\t\t\t\t\t\t\t<<display 'checkAmmoLevel'>>\n\t\t\t\t\t\t\t\t<<replace '#hud-center-pane'>>\n\t\t\t\t\t\t\t\t\t<<display 'UI_CenterPane'>>\n\t\t\t\t\t\t\t\t<</replace>>
\t\t\t\t\t\t\t\t\t<<replace '#hud-notification-pane'>>
\t\t\t\t\t\t\t\t\t\t<<set $aquireTitle = "Aquired">>
\t\t\t\t\t\t\t\t\t\t<<set $aquireText = "9mm Rounds x" + Math.round(30 * $gameworld_modifiers.ammoFindModifier * $gameworld_modifiers.ammoFindModifierNineMill)>>
\t\t\t\t\t\t\t\t\t\t<<set $aquireImage = "9mm">>
\t\t\t\t\t\t\t\t\t\t<<display 'UI_AquireItem'>>
\t\t\t\t\t\t\t\t\t<</replace>>\n\t\t\t\t\t\t\t\t<<replace '#transfer-ammo'>>\n\t\t\t\t\t\t\t\t\t<div class='GameOption_Disabled_Text'>[You already took the 9mm Magazine]</div>\n\t\t\t\t\t\t\t\t<</replace>>\n\t\t\t\t\t\t\t\t<<set document.getElementById("transfer-ammo").className = "GameOption GameOption_Disabled">>\n\t\t\t\t\t\t\t<</click>>\n\t\t\t\t\t\t</div>\n\t\t\t\t\t<<else>>\n\t\t\t\t\t\t<div class='GameOption GameOption_Disabled'><div class='GameOption_Disabled_Text'>[You cannot carry any more 9mm rounds]</div></div>\n\t\t\t\t\t<<endif>>\n\t\t\t\t<<else>>\n\t\t\t\t\t<div class='GameOption GameOption_Disabled'><div class='GameOption_Disabled_Text'>[You already took the 9mm rounds]</div></div>\n\t\t\t\t<<endif>><br>\n\t\t\t\t<div class='GameOption GameOption_Move'>[[Return to the Square|b30_warrenpassages][$action.action2 = "none"; $hide.layer2 = false; playContextSound("ui_walk");]]</div>\n\t\t\t<<else>>\n\t\t\t\t<<if $loc_undersprawn_megaplex.cultStatus eq "accepted">>\n\t\t\t\t\t<div class='GameOption GameOption_Move'>[[Enter the Warren|b30_warren_inside][$action.arrive = "fromUndersprawl"; $processed = false; $time.active += 0.25; $loc_undersprawn_passages.deathseekerStatus = "left"; playContextSound("ui_walk");]]</div>\n\t\t\t\t<<if $job_abomination_investigate.ogerPhase eq 7>><br>\n\t\t\t\t\t<div class='GameOption GameOption_Move'>[[Find the Hidden Doorway|b30_mausoleum_door][$action.arrive = "fromOutsideFind"; $processed = false; $time.active += 0.25; $loc_undersprawn_passages.deathseekerStatus = "left"; playContextSound("ui_walk");]]</div>\n\t\t\t\t<<endif>>\n\t\t\t\t<<else>>\n\t\t\t\t\t<div class='GameOption GameOption_Weapon'>[[Fight the Cultists|hud_combat][$combatTemplate = "Deathseekers_B30"; $processed = false; $action.arrive = "fromDeathseekers"; $loc_undersprawn_passages.deathseekerStatus = "killed"]]</div>\n\t\t\t\t<<endif>>\n\t\t\t<<endif>>\n\t\t</div>\n\t<<endif>>\n\t\n<<endnobr>>
<<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>\n<<nobr>>\n\n\t<div class='GameTextImage'>[img["https://secureservercdn.net/45.40.148.234/9db.ec6.myftpupload.com/game-content/scaffold-22/images/env_bazar_infected.png"]]</div>\n\n\tYou say,\n\n\t<<if $action.action1 eq "wasglorious">>"It was glorious. Sacry <<if $attrib.demeanor eq "agressive">>as fuck<<else>>too <<endif>>but we achieved what we set out to do: set a new precedent in the sector."<br><br>\n\n\t\t<<if $job_abomination_investigate.abomSabotagePhase eq 8>>"I can only concur," Vijar says, \n\t\t<<elseif $job_abomination_investigate.abomAugmentPhase eq 10>>"An' it ain't gonna stop 'ere," Arva says,\n\t\t<<endif>>\n\n\t\t<<if $action.arrive eq "fromRetreat">>walking you back towards the\n\t\t<<else>>eyeing the mess you've caused in the\n\t\t<<endif>>[[Bazar|PDA][$hud.currentScreen = "Level B29 Bazar"]] hub.\n\n\t\t<<if $job_abomination_investigate.abomSabotagePhase eq 8>>"And it will not stop here. We are one step closer to our goal."\n\t\t<<elseif $job_abomination_investigate.abomAugmentPhase eq 10>>"Gotta keep goin' while we's got momentum, eh?"\n\t\t<<endif>>\n\n\t<<elseif $action.action1 eq "wasmess">>"Glorious? This was a <<if $attrib.demeanor eq "agressive">>fucking <<endif>>mess. We almost got everyone killed."<br><br>\n\n\t\t<<if $job_abomination_investigate.abomSabotagePhase eq 8>>"Risk must be taken in war," Vijar says, \n\t\t<<elseif $job_abomination_investigate.abomAugmentPhase eq 10>>"Eh, but we ain't dead," Arva says,\n\t\t<<endif>>\n\n\t\t<<if $action.arrive eq "fromRetreat">>walking you back towards the\n\t\t<<else>>eyeing the mess you've caused in the\n\t\t<<endif>>[[Bazar|PDA][$hud.currentScreen = "Level B29 Bazar"]] hub.\n\n\t\t<<if $job_abomination_investigate.abomSabotagePhase eq 8>>"Nor can we stop now, when we are one step closer to our goal."\n\t\t<<elseif $job_abomination_investigate.abomAugmentPhase eq 10>>"Anyways, we's gotta keep goin' while we's got momentum, eh?"\n\t\t<<endif>>\n\n\t<<elseif $action.action1 eq "whatnext">>"Right, sure. But what happens next?"<br><br>\n\n\t\t<<if $job_abomination_investigate.abomSabotagePhase eq 8>>"An excellent question," Vijar says, \n\t\t<<elseif $job_abomination_investigate.abomAugmentPhase eq 10>>"Figure we keeps movin'," Arva says,\n\t\t<<endif>>\n\n\t\t<<if $action.arrive eq "fromRetreat">>walking you back towards the\n\t\t<<else>>eyeing the mess you've caused in the\n\t\t<<endif>>[[Bazar|PDA][$hud.currentScreen = "Level B29 Bazar"]] hub.\n\n\t\t<<if $job_abomination_investigate.abomSabotagePhase eq 8>>"We are one step closer to our goal. What needs to be known is how we continue."\n\t\t<<elseif $job_abomination_investigate.abomAugmentPhase eq 10>>"We's got 'em with 'eir pants down, so I says we keeps kickin, yeah?"\n\t\t<<endif>>\n\n\t<<endif>><br><br>\n\n\n\t<<if $job_abomination_investigate.abomSabotagePhase eq 8>>\n\t\tYou nod. "Then we'd better move on the [[Docks|PDA][$hud.currentScreen = "The Docks"]] next. The whole [[Sector|PDA][$hud.currentScreen = "B Sector"]] depends on them. Wipe it out and life here breaks down, and that's what we're aiming for, right?"<br><br>\n\n\t\tThe Visionary bows. "Of course, friend. I shall return to the Shrine to regroup. Our allies from the Deshvar Shrine shall remain here, to ensure the situation remains as it is. We shall meet by the [[Docks|PDA][$hud.currentScreen = "The Docks"]], if that is acceptable."<br><br>\n\n\t\t"It is," you say.<br><br>\n\n\t\tVijar offers a bow and strides away. You watch him go\n\t<<elseif $job_abomination_investigate.abomAugmentPhase eq 10>>\n\t\t"Sensible enough," you admit. "Target here is still the [[Riptide|PDA][$hud.currentScreen = "Wilkin's Riptide"]], right?"<br><br>\n\t\t\n\t\t"Dat's what I's been thinkin'. Provided we's ready. Not sure ya wanna, y'know, maybe get stuff organized first?"\n\n\t\t"Depends. Let's say we assemble outside the [[Riptide|PDA][$hud.currentScreen = "Wilkin's Riptide"]], or as close as possible. They'll probably lock the level down after this. So we'll have to kill our way in. Come prepared for that. I'll be there as soon as I'm ready."<br><br>\n\n\t\t"Word," Arva says and departs, determination etched on her face.<br><br>\n\n\t\tYou watch her go,\n\t<<endif>>all too aware of the carnage around you. Dozens - hundreds, maybe - dead and noxious gasses swirling in the air. [[Scaffold 22|PDA][$hud.currentScreen = "Scaffold 22"]] won't survive long at this rate. Just looking at what's left of the [[Bazar|PDA][$hud.currentScreen = "Level B29 Bazar"]] is all the indication you need. Everything poisoned, the passages empty and deserted. Part of you almost wants to look around, see just how much damage your little stunt caused.\n\n<<endnobr>><<endif>>
<<nobr>>\n\t<div class='HUD_SkillContainer'>\n\t\t<<display 'skill_theophobe_1'>>\n\t\t<<display 'generateSkillIcon'>>\n\n\t\t<<display 'skill_theophobe_2'>>\n\t\t<<display 'generateSkillIcon'>>\n\n\t\t<<display 'skill_theophobe_3'>>\n\t\t<<display 'generateSkillIcon'>>\n\n\t\t<<display 'skill_theophobe_4'>>\n\t\t<<display 'generateSkillIcon'>>\n\t</div>\n\n\t<div class='HUD_SkillContainer'>\n\n\t\t<<display 'skill_theophobe_6'>>\n\t\t<<display 'generateSkillIcon'>>\n\n\t\t<<display 'skill_theophobe_7'>>\n\t\t<<display 'generateSkillIcon'>>\n\n\t\t<<display 'skill_theophobe_8'>>\n\t\t<<display 'generateSkillIcon'>>\n\n\t\t<<display 'skill_theophobe_12'>>\n\t\t<<display 'generateSkillIcon'>>\n\t</div>\n\n\t<div class='HUD_SkillContainer HUD_SkillContainer_Right'>\n\t\t<<display 'skill_theophobe_5'>>\n\t\t<<display 'generateSkillIcon'>>\n\n\t\t<<display 'skill_theophobe_9'>>\n\t\t<<display 'generateSkillIcon'>>\n\n\t\t<<display 'skill_theophobe_11'>>\n\t\t<<display 'generateSkillIcon'>>\n\n\t\t<<display 'skill_theophobe_10'>>\n\t\t<<display 'generateSkillIcon'>>\n\n\t</div>\n<<endnobr>>
<<display 'HUD_CodexBackButton'>><strong>NullRifle</strong>\n\n<<nobr>>[>img[https://secureservercdn.net/45.40.148.234/9db.ec6.myftpupload.com/game-content/scaffold-22/images/nullrifle.png]]Fasntastical sub-null firearm alledgedly used by Djinn Corsairs.<br><br>\n\n<<display 'drawWeaponStats'>><br>\n\n\t<div id='codex-expand-area' class='HUD_PdaDisplayZone HUD_PdaDisplayZoneCodex'>\n\t\t<div class='HUD_PdaExpandButton'><<click 'Show More'>>\n\t\t\t<<replace '#codex-expand-area'>>\n\t\t\t\tBelieved by most to be fantastical at best, downright heretical at worst, NullRifles are theorecical firearms with make use of a sub-null core to move various projectiles at hyper-relativistic speeds. Unlike traditional kinetic fiearms, a NullRifles would not make use of traditional accelerators, but instead cause ammunition to spontaneously 'exist' in a state of over-acceleration by means of a technology which is similar to that used in REACH cores, possibly even causing the bolt to appear in several places at once.<br><br>\n\n\t\t\t\tThis paradoxical state change, while theoretically possible with sub-null technology, is unlikely to be practical. Meddling with the laws of nature can - and frequently does - cause unexpected side effects and even if a reliable state-change mechanism could be created, it would not be miniaturizable to fit into a handheld firearm. Naturally, no NullRifles are known to exist, though conspiracy theorists often propose that the enigmatic [[Djinn|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "Djinn"]] once wielded such fantastical weapons in battle and continue to do so when their Corsair fleets raid the fringes of civilized space. Experts have, to date, not uncovered any evidence that ever this was - or still is - the case.\n\t\t\t<</replace>>\n\t\t<</click>></div>\n\t</div>\n<<endnobr>>
<<silently>>\n<<set $currentgamepassage = passage()>>\n<<endsilently>>\n<<nobr>>\n\n\t<<if $action.action2 eq "fromMarisa">>\n\t\t<<if $action.arrive neq "fromSelf">><div class='GameTextGreyed'><<display 'riptide_base_txt'>></div><br><<endif>>\n\t\t<div class='GameTextGreyed'><<display 'riptide_marisa_vip_txt'>></div><br>\n\t\t<div class='GameTextGreyed'><<display 'riptide_marisa_talk_txt'>></div><br>\n\t<<endif>>\n\n\t<<if $action.action3 eq "none">>\n\t\t<div class='GameText'><<display 'riptide_conferenceroom_txt'>></div><br>\n\t\t<div class='OptionsField'>\n\t\t\t<<if $action.action2 eq "fromMarisa">>\n\t\t\t\t<div class='GameOption GameOption_Dialogue'>[[Ask Bob to Explain|riptide_vip_conferenceroom][$action.action3 = "explain"; $hide.layer3 = true; $processed = false; playContextSound("ui_click");]]</div><br>\n\t\t\t\t<div class='GameOption GameOption_Dialogue'>[[Say you just want Answers|riptide_vip_conferenceroom][$action.action3 = "answers"; $attrib.caution += 1; $hide.layer3 = true; $processed = false; playContextSound("ui_click");]]</div><br>\n\t\t\t\t<div class='GameOption GameOption_Dialogue'>[[Demand to know More|riptide_vip_conferenceroom][$action.action3 = "knowmore"; $attrib.violence += 1; $hide.layer3 = true; $processed = false; playContextSound("ui_click");]]</div>\n\t\t\t<<else>>\n\t\t\t\t<div class='GameOption GameOption_Dialogue'>[[Say you Understand|riptide_vip_conferenceroom][$action.action3 = "understand"; $hide.layer3 = true; $processed = false; playContextSound("ui_click");]]</div><br>\n\t\t\t\t<div class='GameOption GameOption_Dialogue'>[[Say you just want Answers|riptide_vip_conferenceroom][$action.action3 = "answers"; $hide.layer3 = true; $attrib.caution += 1; $processed = false; playContextSound("ui_click");]]</div><br>\n\t\t\t\t<div class='GameOption GameOption_Dialogue'>[[Threaten the Businessman|riptide_vip_conferenceroom][$action.action3 = "torture"; $attrib.violence += 1; $hide.layer3 = true; $processed = false; playContextSound("ui_click");]]</div>\n\t\t\t<<endif>>\n\t\t</div>\n\t<<elseif $action.action4 eq "none">>\n\t\t<div class='GameTextGreyed'><<display 'riptide_conferenceroom_txt'>></div><br>\n\t\t<div class='GameText'><<display 'riptide_conferenceroom_2_txt'>></div><br>\n\t\t<div class='OptionsField'>\n\t\t\t<<if $action.action3 eq "answers" and ($action.action2 eq "fromMarisa" or $action.action3 eq "knowmore")>>\n\t\t\t\t<div class='GameOption GameOption_Dialogue'>[[Ask Bob to Explain|riptide_vip_conferenceroom][$action.action3 = "explain"; $hide.layer3 = true; $processed = false; playContextSound("ui_click");]]</div><br>\n\t\t\t<<elseif $action.action3 eq "explain">>\n\t\t\t\t<<if $chr_raj.alive>>\n\t\t\t\t\t<div class='GameOption GameOption_Dialogue'>[[Accept the Terms|riptide_vip_conferenceroom][$action.action4 = "deal"; $hide.layer4 = true; $processed = false; playContextSound("ui_click");]]</div><br>\n\t\t\t\t<<else>>\n\t\t\t\t\t<div class='GameOption GameOption_Dialogue'>[[Agree to a Meeting|riptide_vip_conferenceroom][$action.action4 = "agreemeeting"; $hide.layer4 = true; $processed = false; playContextSound("ui_click");]]</div><br>\n\t\t\t\t<<endif>>\n\t\t\t<<elseif $action.action3 eq "torture" or $action.action3 eq "whatwant">>\n\t\t\t\t<div class='GameOption GameOption_Weapon'>[[Torture the Man|riptide_vip_conferenceroom][$action.action4 = "gothrough"; $attrib.violence += 5; $job_fisher_counterattack.mainPhase = 3; $hide.layer4 = true; $processed = false; playContextSound("ui_battle");]]</div><br>\n\t\t\t\t<div class='GameOption GameOption_Defend'>[[Let the man Go|riptide_vip_conferenceroom][$action.action4 = "letgo"; $attrib.violence -= 5; $attrib.caution += 3; $job_fisher_counterattack.mainPhase = 99; $hide.layer4 = true; $processed = false; playContextSound("ui_click");]]</div>\n\t\t\t<<endif>>\n\t\t\t<<if $action.action2 eq "fromMarisa" and $chr_raj.alive>>\n\t\t\t\t<div class='GameOption GameOption_Dialogue'>[[Refuse the Terms|riptide_vip_conferenceroom][$action.action4 = "nodeal"; $attrib.caution += 3; $hide.layer4 = true; $processed = false; playContextSound("ui_click");]]</div>\n\t\t\t<<elseif $action.action2 neq "fromMarisa" and $action.action3 neq "torture" and $action.action3 neq "whatwant">>\n\t\t\t\t<div class='GameOption GameOption_Dialogue'>[[Threaten the Businessman|riptide_vip_conferenceroom][$action.action3 = "torture"; $attrib.violence += 1; $hide.layer3 = true; $processed = false; playContextSound("ui_click");]]</div><br>\n\t\t\t\t<div class='GameOption GameOption_Dialogue'>[[Ask what the man Wants|riptide_vip_conferenceroom][$action.action3 = "whatwant"; $attrib.caution += 1; $hide.layer3 = true; $processed = false; playContextSound("ui_click");]]</div>\n\t\t\t<<endif>>\n\t\t</div>\n\t<<elseif $action.action5 eq "none">>\n\t\t<div class='GameTextGreyed'><<display 'riptide_conferenceroom_txt'>></div><br>\n\t\t<div class='GameTextGreyed'><<display 'riptide_conferenceroom_2_txt'>></div><br>\n\t\t<div class='GameText'><<display 'riptide_conferenceroom_3_txt'>></div><br>\n\t\t<div class='OptionsField'>\n\t\t\t<<if $action.action4 eq "agreemeeting">>\n\t\t\t\t<div class='GameOption GameOption_Move'>[[To the rear Exit|riptide_bob_pickup][$action.action2 = "fromMarisaDirect"; $processed = false; $hide.layer3 = false; $hide.layer4 = false; $equip.hideWeaponLoadout = false; playContextSound("ui_walk");]]</div>\n\t\t\t<<elseif $action.action4 eq "deal">>\n\t\t\t\t<div class='GameOption GameOption_Move'>[[Return to the Main Floor|riptide_main_floor][$time.active = $time.active + 0.5; $attrib.fatigue = $attrib.fatigue + 1; $hide.layer0 = false; $job_fisher_extremists.instructionPhase = 10; $action.arrive = "fromSelf"; playContextSound("ui_walk");]]</div>\n\t\t\t<<elseif $action.action4 eq "nodeal">>\n\t\t\t\t<div class='GameOption GameOption_Move'>[[Return to the Main Floor|riptide_main_floor][$time.active = $time.active + 0.5; $attrib.fatigue = $attrib.fatigue + 1; $hide.layer0 = false; $job_fisher_extremists.instructionPhase = 11; $action.arrive = "fromSelf"; playContextSound("ui_walk");]]</div>\n\t\t\t<<elseif $action.action4 eq "gothrough">>\n\t\t\t\t<div class='GameOption GameOption_Dialogue'>[[Say you'll go Now|riptide_vip_conferenceroom][$action.action5 = "gonow"; $attrib.violence += 1; $hide.layer5 = true; $hide.layer0 = false; playContextSound("ui_click");]]</div><br>\n\t\t\t\t<div class='GameOption GameOption_Dialogue'>[[Say you need Time|riptide_vip_conferenceroom][$action.action5 = "needtime"; $attrib.caution += 2; $hide.layer5 = true; $hide.layer0 = false; playContextSound("ui_click");]]</div>\n\t\t\t<<elseif $action.action4 eq "letgo">>\n\t\t\t\t<div class='GameOption GameOption_Move'>[[Return to the Main Floor|riptide_main_floor][$time.active += 0.5; $attrib.fatigue += 1; $hide.layer0 = false; $job_fisher_counterattack.ammanMissionOverride = true; $action.arrive = "fromSelf"; playContextSound("ui_walk");]]</div>\n\t\t\t<<endif>>\n\t\t</div>\n\t<<else>>\n\t\t<div class='GameTextGreyed'><<display 'riptide_conferenceroom_txt'>></div><br>\n\t\t<div class='GameTextGreyed'><<display 'riptide_conferenceroom_2_txt'>></div><br>\n\t\t<div class='GameTextGreyed'><<display 'riptide_conferenceroom_3_txt'>></div><br>\n\t\t<div class='GameText'><<display 'riptide_conferenceroom_4_txt'>></div><br>\n\t\t<div class='OptionsField'>\n\t\t\t<<if $action.action5 eq "gonow">>\n\t\t\t\t<div class='GameOption GameOption_Move'>[[Head out Back|mansion_raid_leave][$action.arrive = "fromWilkin"; $processed = false; $hide.layer3 = false; $hide.layer4 = false; $equip.hideWeaponLoadout = false; playContextSound("ui_walk");]]</div>\n\t\t\t<<else>>\n\t\t\t\t<div class='GameOption GameOption_Move'>[[Return to the Main Floor|riptide_main_floor][$time.active += 0.5; $attrib.fatigue += 1; $hide.layer0 = false; $action.arrive = "fromSelf"; playContextSound("ui_walk");]]</div>\n\t\t\t<<endif>>\n\t\t</div>\n\t<<endif>>\n<<endnobr>>
<<silently>>\n\t<<set $currentgamepassage = passage()>>\n\t<<set $savesMenuPassage = "Level B30 - Grand Mausoleum">>\n\t<<if not $processed>>\n\t\t<<set $action.action1 = "none">>\n\t\t<<set $action.action2 = "none">>\n\t\t<<set $action.action3 = "none">>\n\t\t<<set $action.action4 = "none">>\n\t\t<<set $action.action5 = "none">>\n\n\t\t<<set $hide.layer1 = false>>\n\t\t<<set $hide.layer2 = false>>\n\t\t<<set $hide.layer3 = false>>\n\t\t<<set $hide.layer4 = false>>\n\t\t<<set $hide.layer5 = false>>\n\n\t\t<<set $processed = true>>\n\t<<endif>>\n<<endsilently>>\n<<nobr>>\n\t<<if $action.action1 eq "none">>\n\t\t<div class='GameText'><<display 'b30_mausoleum_joinscene_txt'>></div><br>\n\t\t<div class='OptionsField'>\n\t\t\t<<if $attrib.religion eq "theophobe" or $attrib.religion eq "forsaken" or $attrib.religion eq "cyberpunk" or $attrib.religion eq "highborn" or $attrib.religion eq "atheist">>\n\t\t\t\t<div class='GameOption GameOption_Dialogue'>[[Say the system's Bullshit|b30_mausoleum_joinscene][$action.action1 = "systemcrap"; $hide.layer1 = true; playContextSound("ui_click");]]</div><br>\n\t\t\t<<endif>>\n\t\t\t<<if $attrib.religion eq "edenite" or $attrib.religion eq "forsaken" or $attrib.religion eq "atheist">>\n\t\t\t\t<div class='GameOption GameOption_Dialogue'>[[Say you trust the System|b30_mausoleum_joinscene][$action.action1 = "trustsystem"; $hide.layer1 = true; playContextSound("ui_click");]]</div><br>\n\t\t\t<<endif>>\n\t\t\t<<if $attrib.religion eq "theophobe" or $attrib.religion eq "cyberpunk" or $attrib.religion eq "atheist" or $attrib.religion eq "voided">>\n\t\t\t\t<div class='GameOption GameOption_Dialogue'>[[Say this is Propaganda|b30_mausoleum_joinscene][$action.action1 = "propaganda"; $hide.layer1 = true; playContextSound("ui_click");]]</div><br>\n\t\t\t<<endif>>\n\t\t\t<div class='GameOption GameOption_Dialogue'>[[Ask why this Matters|b30_mausoleum_joinscene][$action.action1 = "whymatter"; $hide.layer1 = true; playContextSound("ui_click");]]</div>\n\t\t</div>\n\t<<elseif $action.action2 eq "none">>\n\t\t<div class='GameTextGreyed'><<display 'b30_mausoleum_joinscene_txt'>></div><br>\n\t\t<div class='GameText'><<display 'b30_mausoleum_joinscene_2_txt'>></div><br>\n\t\t<div class='OptionsField'>\n\t\t\t<<if ($action.action1 eq "whymatter" or $action.action1 eq "systemcrap") and not $attrib.religion eq "forsaken">>\n\t\t\t\t<div class='GameOption GameOption_Dialogue'>[[Say you'll play Along|b30_mausoleum_joinscene][$action.action2 = "playalong"; $hide.layer2 = true; $job_abomination_investigate.mainPhase = 5; playContextSound("ui_click");]]</div>\n\t\t\t<<else>>\n\t\t\t\t<div class='GameOption GameOption_Dialogue'>[[Say you'll consider It|b30_mausoleum_joinscene][$action.action2 = "consider"; $hide.layer2 = true; $job_abomination_investigate.mainPhase = 5; playContextSound("ui_click");]]</div>\n\t\t\t<<endif>><br>\n\t\t\t<div class='GameOption GameOption_Dialogue'>[[Refuse to Cooperate|b30_mausoleum_joinscene][$action.action2 = "nocooperate"; $hide.layer2 = true; $job_abomination_investigate.mainPhase = 4; playContextSound("ui_click");]]</div>\n\t\t</div>\n\t<<elseif $action.action3 eq "none">>\n\t\t<div class='GameTextGreyed'><<display 'b30_mausoleum_joinscene_txt'>></div><br>\n\t\t<div class='GameTextGreyed'><<display 'b30_mausoleum_joinscene_2_txt'>></div><br>\n\t\t<div class='GameText'><<display 'b30_mausoleum_joinscene_3_txt'>></div><br>\n\t\t<div class='OptionsField'>\n\t\t\t<<if $action.action2 eq "nocooperate">>\n\t\t\t\t<<if $action.arrive eq "fromKill">>\n\t\t\t\t\t<<if $job_abomination_investigate.djinnMode eq "none" or $job_abomination_investigate.djinnMode eq "active">>\n\t\t\t\t\t\t<div class='GameOption GameOption_Weapon'>[[Fight the Djinn|hud_combat][$action.arrive = "fromDjinn"; $combatTemplate = "Mausoleum_Djinn_B30"; $processed = false]]</div>\n\t\t\t\t\t<<else>>\n\t\t\t\t\t\t<div class='GameOption GameOption_Move'>[[Search the Bodies|b30_mausoleum_searchbody][$action.arrive = "fromKid"; $processed = false; playContextSound("ui_walk");]]</div>\n\t\t\t\t\t<<endif>>\n\t\t\t\t<<else>>\n\t\t\t\t\t<<if $job_abomination_investigate.djinnMode eq "none" or $job_abomination_investigate.djinnMode eq "active">>\n\t\t\t\t\t\t<div class='GameOption GameOption_Weapon'>[[Fight the Djinn|hud_combat][$action.arrive = "fromDjinn"; $combatTemplate = "Mausoleum_Djinn_B30"; $processed = false]]</div>\n\t\t\t\t\t<<else>>\n\t\t\t\t\t\t<div class='GameOption GameOption_Weapon'>[[Fight the Cultists|hud_combat][$action.arrive = "fromCultists"; $combatTemplate = "Mausoleum_Cultists_Alt_B30"; $processed = false]]</div>\n\t\t\t\t\t<<endif>>\n\t\t\t\t<<endif>>\n\t\t\t<<else>>\n\t\t\t\t<div class='GameOption GameOption_Move'>[[Leave the Mausoleum|b30_warrenpassages][$action.arrive = "fromMausoleum"; $processed = false; $time.active += 0.25; $job_abomination_investigate.djinnMode = "inactive"; $hud.messages.push($msg_corinthin_warning); $hud.newmsg += 1; $hud.interference = false; playContextSound("ui_walk");]]</div>\n\t\t\t<<endif>>\n\t\t</div>\n\t<<endif>>\n<<endnobr>>
<<if $hide.layer0 eq true>><div class='GameOption_Expand'>[[Expand|$currentgamepassage][$hide.layer0 = false]]</div>\t<<if $action.action5 eq "keep">>"No." You pocket the Object...<<elseif $action.action5 eq "return">>You hand the Object back...<<endif>><<else>><div class='GameOption_Expand'>[[Collapse|$currentgamepassage][$hide.layer0 = true]]</div>\n<<nobr>>\n\n\t<<if $action.action5 eq "keep">>"No." You pocket the Object and face the woman, eyes narrowed. "This little adventure cost a whole lot of folk a metric ton of blood. You'll answer for that, Corbei. All of you will."<br><br>\n\n\t\t"I very much doubt that", Xarea replies coldly. "Now please return my trinket. It has no value beyond what that Vindell idiot assumes it has. Surely even you realize that."<br><br>\n\n\t\t"How about—" You hesitate, suddenly aware of a <<if ($equip.rifle.name eq "Blacklance" and $equip.clothes eq "Blackscorn Armor") or $equip.isAbominated>>dark silhouette<<else>>hazy blur<<endif>> that's appeared behind the woman. "No. That's not gonna happen."<br><br>\n\n\t\t"Truly unfortunate. You showed much promise. But alas—" The woman points at you." Kill it."<br><br>\n\n\t\tAir gusts through the room as a tall figure wrapped in a black cloak appears out of thin air. Bright blue eyes glower at you from a face hidden behind a dark mask. The [[Djinn|PDA][$hud.currentScreen = "Djinn"]] draws a jagged blade from a sheath at its ankle, snarling something you can't quite hear. Its meaning is still clear: you're about to die unless you act - fast.\n\n\t<<elseif $action.action5 eq "return">>You hand the Object back with a nod. "Of course. I'll pretend I never saw this."<br><br>\n\n\t\t"Oh, that won't be necessary. \n\t\t<<if $job_abomination_investigate.abomAllyPhase eq 2>>You see, I'm aware of the deal you made with the [[Sons of Kobol|PDA][$hud.currentScreen = "Sons of Kobol"]]. Sad, <<firstname>>. You showed so much promise."<br><br>\n\n\t\t\t"Wow, hey, but I—" You hesitate, suddenly aware of a <<if ($equip.rifle.name eq "Blacklance" and $equip.clothes eq "Blackscorn Armor") or $equip.isAbominated>>dark silhouette<<else>>hazy blur<<endif>> that's appeared behind the woman. "Oh, bugger."<br><br>\n\n\t\t"Truly an unfortunate turn of events. But alas—" The woman points at you." Kill it, Asmodeus."<br><br>\n\n\t\tAir gusts through the room as a tall figure wrapped in a black cloak appears out of thin air. Bright blue eyes glower at you from a face hidden behind a dark mask. The [[Djinn|PDA][$hud.currentScreen = "Djinn"]] draws a jagged blade from a sheath at its ankle, snarling something you can't quite hear. Its meaning is still clear: you're about to die unless you act - fast.\n\n\t\t<<else>>\n\n\t\t\tYou see, this—" Xarea fingers the silvery sphere. "—is but an illusion of meaning, a means to an end and a coveted treasure of that idiot Vindell. An excuse, if you will, that all those who've been involved in this affair were ready to accept without question."<br><br>\n\n\t\t\tYour brow furrows. "An excuse cost all those people who've died over this their lives?"<br><br>\n\n\t\t\t"Unfortunate, is it not? Alas, blood is often the price one must pay for power and influence. So the severity of an action is never questioned. Or do you truly believe anyone - all those individuals who wished, in their greed, to claim this artefact - hesitated for but a moment to shed their morality?" When you shake your head, Xarea places the Object back on the desk. "Indeed. Let us speak somewhere more comfortable."<br><br>\n\n\t\t\tShe guides you toward the door, white dress flowing in her wake. <<if ($equip.rifle.name eq "Blacklance" and $equip.clothes eq "Blackscorn Armor") or $equip.isAbominated>>As you pass the doorway, a jet-black silhouette with bright blue eyes catches your eye. The [[Djinn|PDA][$hud.currentScreen = "Djinn"]] lingers for a moment, its piercing gaze fixed on you, before it vanishes into a side room.<<else>>As you pass the doorway, a hazy blur moves in the corner of your eye. When you look again, it's gone.<<endif>><br><br>\n\n\t\t\tXarea stops before the doorway opposite the Library. "<<firstname>>, if you please?"\n\t\t<<endif>>\n\t<<endif>>\n\n\n<<endnobr>><<endif>>
<<if $hide.layer2 eq true>><div class='GameOption_Expand'>[[Expand|$currentgamepassage][$hide.layer2 = false]]</div>You take the...<<else>><<nobr>>\n<div class='GameOption_Expand'>[[Collapse|$currentgamepassage][$hide.layer2 = true]]</div>\n\n\tYou take the\n\n\t<<if $action.action1 eq "crawlpassage">>left passage, wading ever deeper into the water. Before long, the water becomes too deep to progress. Someone has however removed a utility panel from a duct that doesn't seem to have flooded - yet. Peering inside, you can see nothing at all.<br><br>\n\n\t\t"Aw, man." You grab the hand-holds and haul yourself into the duct, splashing loudly.<br><br>\n\n\t\tIt's cramped but movement is possible and, before long, you've reached another removed pannel. The passage beyond is dark but, when you climb out, there's only a thin film of water on the floor. Just as you climb out however, something moves to your left.<br><br>\n\n\t\t<div class='GameTextImage GameTextSpecial'>[img["https://secureservercdn.net/45.40.148.234/9db.ec6.myftpupload.com/game-content/scaffold-22/images/env_small_cephanine.png"]]</div>\n\t\tAdrenaline surges. You stand rigid, peering into the gloom. There's a dark shape curled up against the wall not far away. Judging by what little you can see of the the silhouette, it might be a [[Cephanine|PDA][$hud.currentScreen = "Cephanine"]]. It looks asleep, which is good because there's no other way around the beast - the passage behind you is blocked by a sealed pressure door.<br><br>\n\n\t\t"Ah, shuck," you mutter, eyeing the creature. "This is just what I <<if $attrib.demeanor eq "agressive">>fucking <<endif>>needed."\n\n\t<<elseif $action.action1 eq "exopassage">>right passage, splashing along rising slope. Before long, you're out of the water entirely. Only a trickle runs down the walls. At first you're relieved. Then you hear footsteps around a corner ahead.<br><br>\n\n\t\tA male voice says, "I don't get it. What the hell was the point of lugging that [[Exo|PDA][$hud.currentScreen = "Power Armor"]] down here?"<br><br>\n\n\t\t"Fuck knows," another replies. "The Captain said the Atrium's infested and the suit won't fit through the ducts. So they went in the back way. Our orders are to hold position here, watch their backs. Goddit?"<br><br>\n\n\t\t<div class='GameTextImage GameTextSpecial'>[img["https://secureservercdn.net/45.40.148.234/9db.ec6.myftpupload.com/game-content/scaffold-22/images/env_small_syndicate_fob.png"]]</div>\n\t\tThere's a long silence, during which you peer around the corner. In an alcove beyond is an empty suit of dark grey [[Exo Armor|PDA][$hud.currentScreen = "Power Armor"]]. Down the opposite passage, three mercs wearing armor that bears the [[Syndicate 4|PDA][$hud.currentScreen = "Syndicate 4"]] insignia are standing guard over sealed pressure door.<br><br>\n\n\t\tOne of them shakes his head. "It still doesn't make sense we ain't bringing in the big guns to wreck 'em all. But whatever. This job is fucking bullshit. For real."\n\n\t<<endif>>\n\n<<endnobr>><<endif>>\n
<<if $hide.layer3 eq true>><div class='GameOption_Expand'>[[Expand|$currentgamepassage][$hide.layer3 = false]]</div>"Right. Well I could..."<<else>><div class='GameOption_Expand'>[[Collapse|$currentgamepassage][$hide.layer3 = true]]</div>\n<<nobr>>\n\t\n\t"Right. Well I could investigate. No charge up front, but if something does turn up, I'll be back for a comission." You smile a little. "I can't afford to work for free, unfortunately."<br><br>\n\n\tPetrovic nods. "I understand, of course, comrade. And I am naturally prepared to pay. One of the main power leads I rely on runs through the Junction. It would be unfortunate if that failed. Or surge-shorted all my devices."<br><br>\n\n\t"Yeah, it really would be." You clasp your hands. "Anytihng else I need to know?"<br><br>\n\n\t"I do not—" He hesitates. "Actually, yes. The direct access tunnel through the Low Habs is flooded. That's why the Communa came to me. They needed a cutter to dislodge the utility hatch, back by the passage fork up here. It was welded up years back. You'll have to go down that way."<br><br>\n\n\t"Good to know," you say. "Soon as I have a moment, I'll go take a look."\n\n<<endnobr>><<endif>>
<<if $hide.layer2 eq true>><div class='GameOption_Expand'>[[Expand|$currentgamepassage][$hide.layer2 = false]]</div>You tell Fisher...<<else>><div class='GameOption_Expand'>[[Collapse|$currentgamepassage][$hide.layer2 = true]]</div>\nYou tell Fisher, <<if $action.action1 eq "abomination">>"I need to know about the abomination. What did—"\n\n"I dunno, man." He looks scared. "Never seen anything like it. But there's a holo-terminal over there. Maybe they got security recordings or somethin'."\n\n"Good thinking." <<if $attrib.toxicity gte 75>>Swaying unsteadily on your feet,<<else>>Moving as quietly as possible,<<endif>> you approach the holo-terminal. \n\n<div class='GameTextImage GameTextSpecial'>[img["https://secureservercdn.net/45.40.148.234/9db.ec6.myftpupload.com/game-content/scaffold-22/images/env_loot_dpad_hab.png"]]</div>The holo-terminal doesn't respond when you try to activate it. But there's a data pad beside it that looks functional. When you pick it up, you find an unused credit chip lying beneath.\n\nFisher sidles over. "Looks like power's out. So I got no clue. Unless there's some kinda abomination that steals sparkly stuff, y'know." He laughs nervously.\n\n"I doubt it," you say, gaze still fixed on the data pad.<<elseif $action.action1 eq "lookaround">>"We better look around. You know, just in case."\n\n"Ok." Fisher nods. "Okay. Good plan. Let's do that."\n\n<<if $attrib.toxicity gte 75>>Swaying unsteadily on your feet,<<else>>Moving as quietly as possible,<<endif>> you scour the room. There's not much around except jewlery but you find a holo-terminal and data pad behind another sales counter. \n\n<div class='GameTextImage GameTextSpecial'>[img["https://secureservercdn.net/45.40.148.234/9db.ec6.myftpupload.com/game-content/scaffold-22/images/env_loot_dpad_hab.png"]]</div>The holo-terminal doesn't respond when you try to activate it. The data pad however looks functional. When you pick it up, you find an unused credit chip lying beneath.\n\nFisher sidles over. "Hey, I got nothing. Just jewlery. So unless there's some kinda abomination that steals sparkly stuff, y'know." He laughs nervously.\n\n"I doubt it," you say, gaze still fixed on the data pad.<<else>>"I gotta see the backlot. Be better if you stay behind me. And stay frosty, man, because I got no clue what we're dealing with."\n\n<<display 'jewler_backlot_txt'>><<endif>><<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>\n<<nobr>>\n\n\tYou say,\n\n\t<<if $randomEncounterPhases.nutcasePhase eq 0>>\n\t\t<<if $action.action1 eq "bless">>"You have my blessing, friend. If that's all you want."<br><br>\n\n\t\t"Thank you, thank you." The man kisses the grimy floor. "I shall carry shadow of the lifeless stars to all, friend, and all shall know of your kindness."<br><br>\n\n\t\t"I suppose," you say, edging away from the man.<br><br>\n\n\t\t"Go with the void," he calls after you. "You are a blessing to us all, friend!"<br><br>\n\n\t\tYour lips twitch as you continue on. Lunatics. They exist everywhere in the galaxy. Usually they try to swipe-hack credits though. It's been a while since you've run into one who's just plain old crazy.\n\t\t<<elseif $action.action1 eq "shakoff">>"Get off me," shaking him off your leg.<br><br>\n\n\t\t"Wait, wait," the man calls as you hasten onwards. "Am I not worthy of the Voided One, friend? Have my sacrifices not earned me a simple blessing?"<br><br>\n\n\t\tYou scoff. "More like you lost your mind, freak."<br><br>\n\n\t\tThere's no reply. The man has since been swallowed by the crowd again. Good thing too. You've got just about no patience for swipe-hackers posing as lunatics.\n\t\t<<elseif $action.action1 eq "ridicule">>"Freak," throwing the man off. "You and your pathetic religion. What the fuck is your problem?"<br><br>\n\n\t\t The man spreads his arms in a gesture of acceptance. "I merely wished to have your blessing, Voided One."<br><br>\n\n\t\t"Yeah, well you can go fuck—" You shove the man to the ground. "—your void and shove it up your ass."<br><br>\n\n\t\tFor a moment, you tower over the idiot. It would be so simple to plant a boot in his face, teach him the lesson he deserves. Instead you just turn and slip into the crowd. Maybe better that way. If he'd opened his mouth even one more time, you might've killed the bastard.\t\t\n\n\t\t<<endif>>\n\t<<elseif $randomEncounterPhases.nutcasePhase eq 1>>\n\t\t<<if $action.action1 eq "bless">>"That sounds kinda nice, actually. Sure. I'm in."<br><br>\n\n\t\t"Wonderful!" They grin as the smaller girl holds out an ink marker. "Please, <<if $attrib.gender eq "male">>Mister<<else>>Miss<<endif>>. Trace your ray of light wherever you like."<br><br>\n\n\t\t"Okay, then." Feeling a little overwhelmed, you take the marker and search for a free spot on the girl's body.<br><br>\n\n\t\tThere's barely an inch of her skin not covered but you find a half-completed sun on her back and add a ray to that. The girl shivers as the marker traces over her skin, leaving a wobbly line.<br><br>\n\n\t\t"Not exactly perfect but there you are." You hand the marker back with a smile.\n\n\t\t"Blessings upon you, <<if $attrib.gender eq "male">>Mister<<else>>Miss<<endif>>, and may the Loving Stars light your way." The girls walk away, glancing about for other passers-by to speak to.\n\n\t\t<<elseif $action.action1 eq "noreligion">>"Sorry, I'm not religious. But best of luck to you."<br><br>\n\n\t\t"Oh." Both of the girls look disappointed. "Well, perhaps someday you too will find the light of the Loving Stars, <<if $attrib.gender eq "male">>Mister<<else>>Miss<<endif>>. It wasn't easy for us either, to see the sinful ways of our past, but—"<br><br>\n\n\t\tYou shake your head. "No offence, but if I get your drift, you're on a pilgrimage into a fricking sun. That's just insane."<br><br>\n\n\t\t"One sinner's insanity is but a believer's faith," they chorus. "One day you too shall see the light. Only those whose bones are broken by the Voided One can never find peace."<br><br>\n\n\t\t"If you say so," you murmur, brushing past the girls.<br><br>\n\n\t\tNo point arguing with nutcases. Let them make their crazy pilgrimage if they want to. You can think of better things to do than 'visiting' [[XVSVVP-15|PDA][$hud.currentScreen = "XVSVVP-15"]] and having your sins 'washed away' by unprotected exposure to solar radiaton.\n\t\t<<elseif $action.action1 eq "insultreligion">>"In my oppinion, you two can go fuck yourselves. And your stupid-ass religion. Mean, what is this shit? Pilgriming into a fucking sun?"<br><br>\n\n\t\tThe girs look shocked. "But <<if $attrib.gender eq "male">>Mister<<else>>Miss<<endif>>, it is our obligation to wash sin away, so that our bodies might be pure once more."<br><br>\n\n\t\t"Yeah, fine. Go fucking kill yourselves. The galaxy would be better off without your sick faith."<br><br>\n\n\t\t"Faith is sick only to lost souls who cannot find it in their hearts to believe," they chorus. "One day you too shall see the light. Only those whose bones are broken by the Voided One can never find peace."<br><br>\n\n\t\t"Fucking faiths," you snarl, shoving past the girls.<br><br>\n\n\t\tLet them have their stupid faith. Let them pilgrim to [[XVSVVP-15|PDA][$hud.currentScreen = "XVSVVP-15"]] and die horribly as cancer spreads through their exposed bodies. Hell, you almost condone it. They'd be doing the galaxy a favor by dying, after all.\n\n\t\t<<endif>>\n\t<<elseif $randomEncounterPhases.nutcasePhase eq 3>>\n\t\t<<if $action.action1 eq "makefuss">>\n\t\t\t"Hey, you're the one making the fuss here. Not me."<br><br>\n\n\t\t\t"Yeah, and only 'cause you had to open your big, showoff mouth," the woman chimes in. "Who the fuck do you think you are anyways, punk?"<br><br>\n\n\t\t\t"I'd ask you the same thing." You fold your arms. "Now we going to just go our ways or does this have to turn nasty?"<br><br>\n\n\t\t\tThe two look at each other. The man shrugs. "No nasty. We're just on our day off, you know. It gets really damn boring in retail. I mean, really? Standing around showing people how to use holo-previewers all day? Talk about decay of modern society. Anyways, you gotta admit: the veils look really cool, right?"<br><br>\n\n\t\t\t"I suppose," you say slowly. "And have fun doing whatever you're doing then. Just, you know, don't piss anyone off who might actually have a go at you."<br><br>\n\n\t\t\t"But that's half the fun," the woman says as they stroll off.<br><br>\n\n\t\t\tYou shake your head, almost wishing they had been real nut cases. That at least you're used to. Retail employees walking around in veils on the other hand? Definitely not something one sees every day.\n\n\t\t<<elseif $action.action1 eq "threaten">>"Hey, I don't know what circuits are fried in your stupid ass brains. But go on, try me. See what happens."\n\n\t\t\t"Yeah, right," the woman chimes in. "Bet ya cry like a baby. Mean, look at you. Just anothr asshat who's got it in for—"<br><br>\n\n\t\t\t"Just piss off," you snarl, reaching for your <<knife>>. "Now. Or we'll see how you react, hm?"\n\n\t\t\t"Asshole." The two freaks slink away, muttering, "What the fuck is that idiot's problem?"<br><br>\n\n\t\t\tYou shake your head, wondering exactly the same in inverse. On second thought, you don't want to know. Better you just walk away and forget all about the incident.\n\t\t<<elseif $action.action1 eq "notmean">>\n\t\t\t<<if $attrib.demeanor eq "cautious">>"Didn't meananything by it, man. Sorry."<br><br>\n\n\t\t\t"Yeah, right," the woman chimes in. "Bet ya didn't. Nah. You never coulda been thinking we're freaks when you, you know, fucking SAID IT OUT LOUD."<br><br>\n\n\t\t\t<<if $attrib.religion eq "forsaken">>"Death take me,"\n\t\t\t<<elseif $attrib.religion eq "voided">>"Void between,"\n\t\t\t<<elseif $attrib.religion eq "edenite">>"Loving Stars,"\n\t\t\t<<elseif $attrib.religion eq "theophobe">>"Fucking hell,"\n\t\t\t<<else>>"Bloody hell,"\n\t\t\t<<endif>>\n\t\t\t you mutter, backing away. "What is wrong with you?"<br><br>\n\n\t\t\tThe woman snorts. "Wrong with us? What's wrong with you, freak?"<br><br>\n\n\t\t\t"Less than with you," you mutter, hurrying away before the situation escalates.<br><br>\n\n\t\t\t"Yeah, that's right," the man shouts after you. "Play it all tough and then run the fuck away, looser."\n\t\t\t<<else>>"Didn't mean anything. Now please. Bug someone else."<br><br>\n\n\t\t\t"Yeah, right," the woman chimes in. "Bet ya didn't. Nah. You never coulda been thinking we're freaks when you, you know, fucking SAID—"<br><br>\n\n\t\t\t"Hey, fuck you," you snap, getting in her face. "Fuck both of you. No one needs your crap."<br><br>\n\n\t\t\t"Sheesh." They slink away, muttering, "What the fuck is that asshole's problem?"\n\t\t\t<<endif>><br><br>\n\n\t\t\tYou shake your head, wondering what the hell his problem is. On second thought, it doesn't matter. Better you just walk away and forget all about it.\n\t\t<<endif>>\n\t<<endif>>\n\n<<endnobr>><<endif>>
<<if $hide.layer2 eq true>><div class='GameOption_Expand'>[[Expand|$currentgamepassage][$hide.layer2 = false]]</div>You wave <<print $loc_highpalace_owned.chosenSqueeze>> over...<<else>><div class='GameOption_Expand'>[[Collapse|$currentgamepassage][$hide.layer2 = true]]</div>\n<<nobr>>\n\n\tYou wave <<print $loc_highpalace_owned.chosenSqueeze>> over, saying, "Hey, come over here. I'm in the mood for fun."<br><br>\n\n\t<<if $loc_highpalace_owned.chosenSqueeze eq "Lu">>Lu traipses over and, without so much as a moment's hesitation, guides you over to the bed. Bright eyes stare at you as he\n\t<<elseif $loc_highpalace_owned.chosenSqueeze eq "Lia">>Lia traipses over and, with a gentle hand, guides you over to the bed. Bright eyes stare briefl, then look away as she \n\t<<endif>>slides a hand into your <<armorbottom>>. It feels nice, warm, pleasant but in no way remarkable.<br><br>\n\n\t<<if $loc_highpalace_owned.chosenSqueeze eq "Lu">>Lu's lips curl. "A little more? Something more exciting maybe? Whatever you find amusing. My body's yours."\n\t<<elseif $loc_highpalace_owned.chosenSqueeze eq "Lia">>"Would you like something else? Somethign more exciting?" Lia smiles shyly. "My body's yours in whatever way you want it."\n\t<<endif>><br><br>\n\n\t"Oh, I know that." You \n\t<<if $loc_highpalace_owned.chosenSqueeze eq "Lu">>stoke his chest.<br><br>\n\t<<elseif $loc_highpalace_owned.chosenSqueeze eq "Lia">>stroke her breasts.<br><br>\n\t<<endif>>\n\n\tPretty, just like the rest. And yours to do with what you want. <<if $attrib.toxicity gte 75>>There are so many dirtly little ideas floating around your mind it's hard to decide where to start.<<else>>So many possibilities. It's hard to know which one would be the most fun.<<endif>>\n\n<<endnobr>><<endif>>
<<silently>>\n<<set $currentgamepassage = passage()>>\n<<endsilently>>\n<div class='GameTextGreyed'><<display 'b29_djinn_enter_txt'>></div>\n<div class='GameText'><<display 'b29_djinn_enter_2_txt'>></div>\n<<nobr>>\n<<if $attrib.toxicity gte 75 or $attrib.fatigue gt 75>>\n\t<<display 'UI_DeathOptions'>>\n<<else>>\n\t<div class='OptionsField'>\n\t\t<<if not $attrib.passedAmbushCheck>>\n\t\t\t<div class='GameOption GameOption_Dialogue'>[[Attempt to Negotiate|hud_combat][$combatTemplate = "Djinn_HabEncounter"; $isAmbush = true; $ambushTemplate = "ambush_djinn_hab"; $hud.interference = false; $attrib.violence += 3; $statistics.agressionDone += 1; $action.action1 = "fight"; $action.arrive = "fromFight"]]</div><br>\n\t\t\t<div class='GameOption GameOption_Defend'>[[Attempt to Run|hud_combat][$combatTemplate = "Djinn_HabEncounter"; $isAmbush = true; $ambushTemplate = "ambush_djinn_hab"; $hud.interference = false; $attrib.violence += 3; $statistics.agressionDone += 1; $action.action1 = "fight"; $action.arrive = "fromFight"]]</div><br>\n\t\t<<else>>\n\t\t\t<div class='GameOption GameOption_Dialogue'>[[Attempt to Negotiate|b29_djinn_enter_3][$action.action1 = "talk"; $attrib.caution += 1; $attrib.violence -= 1; $hide.layer2 = true; $statistics.negotion_failDone += 1; $action.arrive = "fromPassifict"; playContextSound("ui_ambush");]]</div><br>\n\t\t\t<div class='GameOption GameOption_Defend'>[[Attempt to Run|b29_djinn_enter_3][$action.action1 = "run"; $attrib.caution += 3; $hide.layer2 = true; $action.arrive = "fromPassifict"; playContextSound("ui_ambush");]]</div><br>\n\t\t<<endif>>\n\t\t<div class='GameOption GameOption_Weapon'>[[Attack the Djinn|hud_combat][$combatTemplate = "Djinn_HabEncounter"; $isAmbush = true; $ambushTemplate = "ambush_djinn_hab"; $hud.interference = false; $attrib.violence += 3; $statistics.agressionDone += 1; $action.action1 = "fight"; $action.arrive = "fromFight"]]</div>\n\t</div>\n<<endif>><<endnobr>>
<<silently>>\n<<set $currentgamepassage = passage()>>\n<<endsilently>>\n<<if $action.arrive eq "fromPassifict">><div class='GameTextGreyed'><<display 'b29_djinn_enter_txt'>></div>\n<div class='GameTextGreyed'><<display 'b29_djinn_enter_2_txt'>></div>\n<<endif>><div class='GameText'><<if $hide.layer3 eq true>><div class='GameOption_Expand'>[[Expand|$currentgamepassage][$hide.layer3 = false]]</div><<if $action.action1 eq "fight">>You lower your weapon...<<elseif $action.action1 eq "run">>You make a dash for the...<<else>>You hastily back away, saying...<<endif>><<else>><div class='GameOption_Expand'>[[Collapse|$currentgamepassage][$hide.layer3 = true]]</div>\n<<if $action.action1 eq "fight">>You lower your weapon, staring at where the [[Djinn|PDA][$hud.currentScreen = "Djinn"]] used to be. Damned thing. Cheating the laws of physics. No fair. You're about to move when rapid footfalls pount behind you. Adrenaline surges. \n\n<div class='GameTextImage GameTextSpecial'>[img["https://secureservercdn.net/45.40.148.234/9db.ec6.myftpupload.com/game-content/scaffold-22/images/env_small_corinthin.png"]]</div>You whirl around to see [[Paladin|PDA][$hud.currentScreen = "Paladin"]] Corinthin storm into the empty hab unit. The machine stops short. "Damnation upon the Stars. Too slow."<<elseif $action.action1 eq "run">>You make a dash for the door. Before you've gone two steps, the abomination slams a fist into your chest. You hit the ground hard.\n\n<<if $attrib.demeanor eq "agressive">>"Fuck,"<<else>>"Shit,"<<endif>> you gasp as the abomination towers over you.\n\nThe [[Djinn|PDA][$hud.currentScreen = "Djinn"]] steps forward but hesitates as though it's heard something. Next thing you know, the black-clothed figure vanishes into thin air, leaving only a pale silhouette shimering in mid-air. Your heart continues to race.\n\nFootfalls thunder as [[Paladin|PDA][$hud.currentScreen = "Paladin"]] Corinthin storms into the empty hab unit. The machine stops short. "Damnation upon the Stars. Too slow."<<else>>You hastily back away, saying, "Hey, can't we just talk—"\n\nThe [[Djinn|PDA][$hud.currentScreen = "Djinn"]] kicks you in the chest, knocking you down.\n\n<<if $attrib.demeanor eq "agressive">>"Fuck,"<<else>>"Shit,"<<endif>> you gasp as the abomination towers over you.\n\nThe [[Djinn|PDA][$hud.currentScreen = "Djinn"]] steps forward but hesitates as though it's heard something. Next thing you know, the black-clothed figure vanishes into thin air, leaving only a pale silhouette shimering in mid-air. Your heart continues to race.\n\n<div class='GameTextImage GameTextSpecial'>[img["https://secureservercdn.net/45.40.148.234/9db.ec6.myftpupload.com/game-content/scaffold-22/images/env_small_corinthin.png"]]</div>Footfalls thunder as [[Paladin|PDA][$hud.currentScreen = "Paladin"]] Corinthin storms into the empty hab unit. The machine stops short. "Damnation upon the Stars. Too slow."<<endif>>\n\n"Just don't<<if $attrib.demeanor eq "agressive">> fucking<<endif>> tell me I didn't try. Because it was here. Right here. Like you planned." You pick yourself up with a grunt. "So, what happens now?"\n\nCorinthin remains perfectly still, its gaze fixed on where the abomination disappeared. "Uncertain. A [[Djinn|PDA][$hud.currentScreen = "Djinn"]] would not risk uncessary exposure unless it deemed the circumstances dire. Evidently it has failed in its intended task. Logically, it shall avoid exposing itself again. Thus a more creative approach will be required to locate and eliminate it."\n\n"Humor me then: what do we do next? Because I'm out of ideas and getting<<if $attrib.demeanor eq "agressive">> pretty damn<<endif>> tired of walking around in the dark without a glowlamp."\n\n"Consult your sources, as shall I. Determine who employs the [[Djinn|PDA][$hud.currentScreen = "Djinn"]]. Discover all you can of its origins, strengths, and weaknesses." Corinthin faces you. "When you are prepared, convene with me at the Cathedral of Beams. Ask for me. The Clergy will know you are expected."\n\n"Uh, okay, so you want me to—" Corinthin walks out without another word. <<if $attrib.religion eq "theophobe">>"Yeah, fuck you, you stupid can of faith."<<elseif $attrib.demeanor eq "agressive">>"Yeah, fuck you too, Corinthin."<<else>>"Yeah, just leave me standing here. Thanks."<<endif>>\n\nBut the [[Paladin|PDA][$hud.currentScreen = "Paladin"]] is long gone. You are alone in the empty hab unit, with virtually no leads to go on and no idea how anything fits together. But, on the upside, you are alive. So you decided the best course of action is to get back up and get back at it. Not an ingenious plan but better than nothing, which is about all you have at the moment.<<endif>></div>\n<div class='OptionsField'><div class='GameOption GameOption_Move'>[[Leave the Hab Unit|b29_tram_station][$action.arrive = "fromdjinn"; $job_conspiracy.conspiratorPhase = 6; $attrib.caution += 3; $hide.layer0 = false; $attrib.stress += 1; $job_abomination_investigate.djinnMode = "active"; $hud.interference = false; playContextSound("ui_walk");]]</div></div>
<<display 'HUD_CodexBackButton'>><strong>Temperamental</strong>\n\n<<nobr>>[>img[https://secureservercdn.net/45.40.148.234/9db.ec6.myftpupload.com/game-content/scaffold-22/images/temperamental.png]]Flesh-molded protective layer which regulates wearer's biochem use.<br><br>\n\n<<display 'drawArmorStats'>><br>\n\n\t<div id='codex-expand-area' class='HUD_PdaDisplayZone HUD_PdaDisplayZoneCodex'>\n\t\t<div class='HUD_PdaExpandButton'><<click 'Show More'>>\n\t\t\t<<replace '#codex-expand-area'>>\n\t\t\t\tAn evolution of the basic [[Fleshsuit|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "Fleshsuit"]], Temperamental describes both a form of Fleshmold and the mentality of the chem-fueled pit fighters who allow such gene-tech to fuse into their skin. The precise origin of the Temperamental template is unknown but believed to have become popular after Lith the Artist made a minor name for herself in the Lavandri Cube Cup only a few years ago. Temperamentals are grown almost exclusively for arena fighting and bloodsports as, while the skinsuit does conceal the wearer, it is incredibly obvious and impossible to overlook, making such designs impractical for any other use - unless one wants to look like a freak. \n\t\t\t<</replace>>\n\t\t<</click>></div>\n\t</div>\n<<endnobr>>
<<if $hide.layer1 eq true>><div class='GameOption_Expand'>[[Expand|$currentgamepassage][$hide.layer1 = false]]</div>You enter the...<<else>><div class='GameOption_Expand'>[[Collapse|$currentgamepassage][$hide.layer1 = true]]</div>\n<div class='GameTextImage GameTextSpecial'>[img["https://secureservercdn.net/45.40.148.234/9db.ec6.myftpupload.com/game-content/scaffold-22/images/env_small_dockingtube.png"]]</div>You enter the void hauler - MCS Outer Spheres according to the inscription on the hull - through the forward crew airlock. It leads to a cramped corridor overrun by thick strands of cables. Stingy air gusts from overhead vents. With each step, the aged floor plates creak underfoot.\n\nTrying not to feel apprehensive, you brush a cluster of oily cables aside and continue on, to where another open door leads into the unlit capsule. Power must have failed because the interior hull is lit only by dull, red emergency lights and a handful of construction lanterns set up along the spinal corridor - the kilometer-long walkway that spans the centerline of the ship.\n\nGravity steadily lessens as you walk out to the ship. Eventually you float off the floor. Alarmed, you grab a handhold and glance around, your body drifting lazily in the low gravity environment. To the left, through an unsealed hatch, you can see the couches and holo-displays of the command center. To the right, the passage leads off into the gloom - and the crew quarters, if the signs on the walls are to be believed.<<endif>>
[img[sirenssong]]<<silently>>\n<<set $currentgamepassage = passage()>>\n<<endsilently>>\n<div class='GameTextGreyed'><<display 'the_sirens_song_base_txt'>></div>\n<div class='GameTextGreyed'><<display 'the_sirens_song_main_txt'>></div>\n<div class='GameTextGreyed'><<display 'the_sirens_song_bar_txt'>></div>\n<div class='GameTextGreyed'><<display 'the_sirens_song_bar_accept_txt'>></div>\n<div class='GameTextGreyed'><<display 'the_sirens_song_catsex_txt'>></div>\n<div class='GameText'><<if $hide.layer0 eq true>><div class='GameOption_Expand'>[[Expand|$currentgamepassage][$hide.layer0 = false]]</div>"Okay," you say, wondering where to start. "Have you..."<<else>><div class='GameOption_Expand'>[[Collapse|$currentgamepassage][$hide.layer0 = true]]</div>\n"Okay," you say, wondering where to start. "I'm sure you've heard of the [[Riptide|PDA][$hud.currentScreen = "Wilkin's Riptide"]]. Big club down on B28. It was nothing like what it is today back in the day, just the go-to place for chems and a good night out. I wanted in like everyone else. You know, figure out what it's like." \n\n"Makes sense," the cat says, stroking your thigh. "But what went wrong? It sound slike such an innocent wish."\n\n"Yeah, except I wasn't anyone, just another kid from the Downs. Adopted. Parents absent. No money. I tied several times. They never let me in. Some of my friends managed but I never did. Anyways, one day I drop by, thinking this time I'll get in, and I do. Except the club's empty. There's like sixty young guys and girls there, all lined up on the floor. I thought maybe they were practicing for some show or—" You breathe a laugh. "Shit, if I'd know they were recruiting kids for the gang, I'd have bolted but..."\n\nYou remember exactly what it felt like, standing there with all the other young faces, not having a damn clue what was going on. And this huge bloke came down the line and started beating the crap out of kids, one at a time. Anyone he knocked down - or out - was kicked. When he came at you, you just stepped out of the way. The big dude had been furious, tried to fuck you up good, but the Big Boss stopped him. That's what you did to earn your slot in Wilkin's Raptors - you'd been smart enough not to try and fight a dude twice your size. \n\nThe kitten's lips brush against yours, shaking you out of your memory. "I'm so sorry. I don't know anything about what it was like. But it must have been terrible."\n\n"It was stupid. But it wasn't much at first. Ran a few errands for the Big Boss, kept the club clean, made sure orders came in and the store rooms were topped, that kinda stuff. And we ran security on the club. Sometimes things got physical but never anything bad. Shit, and I thought it was cool, being part of a real gang." \n\nIt was blissful, hanging around the back or out front at the doors, making sure operations were running smoothly. It had been obvious from the beginning that Mr. Wilkin liked giving you responsibility so he could see how you handled under pressure. And you'd done well for a seventeen-year-old kid. Folk got along with you. Hell, those were the golden days, back when life had been simple.\n\nFighting down self-loathing, you say, "But then things happened. The Red Scars started messing with the Boss. No one knew how to deal with them. Peeps were getting beat up. One poor girl even got her brains blown on the walkway. We were scared and the Boss was loosing guys and creds fast. So one day he took me aside and told me clear out: I was the smartest dude he had and he wanted me to figure out something. He didn't care what just as long as it worked." \n\nYou breathe a laugh. "Shit, I was eighteen. And he basically told me to sort shit with the biggest damn gang in [[B Sector|PDA][$hud.currentScreen = "B Sector"]]. I knew we couldn't negotiate. We were nothing compared to the Scars, just a few gangbangers working for some small-time club owner. I knew we wouldn't survive on their terms so..."\n\nThat morning will stick in your mind forever; you and five guys from the gang headed out, armed to the teeth with whatever hardware you could scrounge up. The target you'd chosen was a hangout on Level B35. Some kid had told you there'd been a big chem orgy there the cycle before. The Scars would be buzzed and, since they were the meanest kids in town, they didn't think to keep their guard up. The six of you had shot your way into the chem den, executed thirty Scars in cold blood, raped one of the girls because <<if $attrib.gender eq "male">>why not<<else>>why not let the boys have fun<<endif>>, and torched the place to boot. \n\nYou'd left one kid alive to take the message back: fuck with Mr. Wilkin and Wilkin's Raptors will fuck you up. The look of utter terror on the boy's face when you'd pressed your [[CalTech|PDA][$hud.currentScreen = "M1114"]] to his head, the trickle of urine running down his leg, those details will stay with you forever, etched in your memory like the first..\n\n"Oh dear. You killed them?" the cat whispers.\n\n"Yeah." You swallow. "Well, not all of them. Not at first. And the Scars fought back. It was messy but we hung on. But I didn't know what I was doing, just that we couldn't play fair. We couldn't afford to be fair. So we planned ahead, got smarter than the enemy, learned how to fight dirty, and made sure we were always meaner than the Scars. Humiliation, beatings, murder, rape, homemade bombs, gas attacks, anything went. And it got worse from there. Debts were paid in corpses. Lives were expendable. But I didn't see it like that, not at first. All I could think about was myself. I had a Boss who thought of me like a <<if $attrib.gender eq "male">>son<<else>>daughter<<endif>>. I had a crew that looked up to me like a hero. I did the jobs no one else would or could take. Shit happened all the time and I washed it away with booze, chems and pills, pretended nothing was wrong because I was finally someone." With a heavy heart, you finish, "I fought in the [[Wars|PDA][$hud.currentScreen = "Street Wars"]] for six years. The guilt did me in. The pain tore me apart. So I bought my way out. And there it is. A long story with no happy end." \n\nThe cat stares at you, her yellow eyes wide with surprise. "That's so sad, baby. I—" She strokes your cheek. "I wish I could make it go away. But you're not all bad."\n\nYou breathe a humorless laugh. "No offense but I won't take your word for it."\n\n"But you were nice to me today, baby. So you can't be all bad, can you?" She smiles sadly. "At least, that's what I think."\n\n"Maybe," you say, unconvinced. "Maybe not." You stroke the cat's tail. "But I've stuck around too long. I gotta go."\n\n"Or you could stay. I'll make you feel better." She brushes her lips against your cheek. "I promise, baby."\n\nYour lips twitch. "Another time, maybe." You gently move her head aside, stand up and walk to the door. \n\nOn the way out, you swipe your arm over the access control. As a precaution, just in case the cat doesn't ask for payment. That wouldn't be fair to her and, even though she might be a nice person, you aren't about to treat her like a friend.<<endif>></div>\n<div class='OptionsField'><div class='GameOption GameOption_Move'>[[Return to the Bar|the_crossroads_sirens_song_main][$action.arrive = "fromself"; $hide.layer2 = false; $hide.layer3 = false; $hide.layer4 = false; $hide.layer5 = false; $hud.interference = false; $processed = false; playContextSound("ui_walk");]]</div></div>
<<if $hide.layer3 eq true>><div class='GameOption_Expand'>[[Expand|$currentgamepassage][$hide.layer3 = false]]</div>You approach the...<<else>><div class='GameOption_Expand'>[[Collapse|$currentgamepassage][$hide.layer3 = true]]</div>\n<<nobr>>\n\nYou approach the \n\n<<if $action.action1 eq "athena">>[[Athena|PDA][$hud.currentScreen = "Athena Medical"]] executive. \n\n\t<<if $job_corpo_conference.athenaOutcome eq "lockedout">>He glowers. "I got nothing more to say to ya, hunter. Clear?"<br><br>\n\n\t\t<<if $attrib.demeanor eq "agressive">>"Still a pissed off your dirty laundry got aired, are we?"<<else>>"Hey, easy. I just wanted to—"<<endif>><br><br>\n\t\t\n\t\t"Don't even try," he snaps. "I said we're done. Now we are. Pssh." He shoes you away.<br><br>\n\n\t\t<<if $attrib.demeanor eq "agressive">>"Frickin' asshole," you mutter, more than yourself than to him.<<else>>"Oh, how sociable," you mutter, more to yourself than to him.<<endif>>\n\n\t<<elseif $job_corpo_conference.athenaOutcome eq "solved">>Mr. Yazivu nods curtly. "<<formalname>>. You have returned."<br><br>\n\n\t\t"Just wanted your ear for a moment, if you have time."<br><br>\n\n\t\t"Little. Yet I can spare a moment." He spreads his hands. "Speak."\n\n\t<<elseif $job_corpo_conference.athenaOutcome eq "none">>He shoots you an irritable look. "What you want?"<br><br>\n\n\t\t"Just wanted to introduce myself. <<formalname>>. Sanctioned hunter."<br><br>\n\n\t\t"Mr. Yazivu," he snaps back. "What's a hunter doing here? There aren't any abominations here. And I don't have time for [[Church|PDA][$hud.currentScreen = "Church of Eden"]] business. Unless I'm missing something?"<br><br>\n\n\t\t<<if $attrib.demeanor neq "cautious">>"Hey, I'm just trying to make the rounds," you snap back. "Lay off the venom."<<else>>"I'm here on personal business. Nothing related to the [[Church|PDA][$hud.currentScreen = "Church of Eden"]]."<<endif>><br><br>\n\n\t\t<<if $attrib.demeanor neq "cautious">>He shakes his head. "Typical. But okay. What you want, hunter?"<<else>>"Yeah, that's likely." When you don't react, he breathes a sigh. "Fine, what you want, hunter?"<<endif>>\n\t<<else>>Mr. Yazivu glowers at you. "Back again, <<formalname>>? What is it this time?"<br><br>\n\n\t\t<<if $attrib.demeanor eq "agressive">>"Still a pissed off, miserable sod, are we?"<<else>>"Wow, easy. I just wanted a friendly conversation."<<endif>><br><br>\n\n\t\t<<if $attrib.demeanor eq "agressive">>Mr. Yazivu barks a laugh. "I'm starting to like you, hunter. A bit. What ya want?"<<else>>Mr. Yazivu rolls his eyes. "Then friendlily converse away. I'm listening."<<endif>>\n\t<<endif>>\n\n<<elseif $action.action1 eq "juno">>[[Sister of Juno|PDA][$hud.currentScreen = "Cult of Juno"]] dressed in red. \n\n\t<<if $job_corpo_conference.junoOutcome eq "lockedout">>A dark gaze meets you from beneath her shadowed hood. "I do not think we have anything more to speak of, hunter."<br><br>\n\n\t\t"Oh, we don't do we?" You raise an eyebrow. "That so?"<br><br>\n\n\t\t"It is." She bows her head. "Loving Stars have mercy on your rotten soul."<br><br>\n\n\t\t<<if $attrib.religion eq "theophobe">>"Fuck your Loving Stars," you snarl back.<<else>>"I think you'll need their mercy more than me. Sister."<<endif>>\n\t\n\t<<elseif $job_corpo_conference.junoOutcome eq "none">>\n\t\t<<if $equip.isFashionOutfit eq false or $equip.isCyberImplant>>She shoots you a cold look. "What do you want with the [[Juno Family|PDA][$hud.currentScreen = "Cult of Juno"]]?"<br><br>\n\n\t\t\t"Name's Acrel. Sanctioned hunter." You nod curtly.<br><br>\n\n\t\t\t"Ah. I see. A rare calling in this day and age." After a moment, she says, "Do you require assistance?"\n\n\t\t<<else>>\n\t\t\tShe smiles from beneath a shadowed hood. "Hello. I do not believe we have met. Sister Via, of the [[Juno Family|PDA][$hud.currentScreen = "Cult of Juno"]]."<br><br>\n\n\t\t\t"<<firstname>> Acrel," you say. "It's nice to meet you."<br><br>\n\n\t\t\t"Likeweise, <<firstname>>. May I ask whom you are affiliated with? Out of courtesy, of course."<br><br>\n\n\t\t\t"No one. I'm here by invitation of the [[Erkan-Corbei Group|PDA][$hud.currentScreen = "Erkan-Corbei Minerals Group"]]. Professionally, I'm a hunter. Sanctioned."<br><br>\n\n\t\t\tShe nods. "I see. A rare calling in this day and age. May the Loving Stars bless you."\n\t\t<<endif>>\n\t\n\t<<else>>\n\t\t<<if $equip.isFashionOutfit eq false or $equip.isCyberImplant>>\n\t\t\tShe tilts her chin up. "Hunter."<br><br>\n\n\t\t\t"Sister. You got a moment?"<br><br>\n\n\t\t\t"I suppose." She folds her arms. "How can I help?"\n\t\t<<else>>\n\t\t\tShe smiles, saying, "<<firstname>> Acrel. How may the Loving Stars serve you today?"<br><br>\n\n\t\t\t<<if $attrib.religion eq "theophobe">>"Not at all but that's beside the point.<<elseif $attrib.religion eq "voided" or $attrib.religion eq "forsaken">>"Frankly, I'm not partial to the Stars, but that's irrelevant.<<else>>"In one way or another, I'm sure.<<endif>> Do you have a moment?"<br><br>\n\n\t\t\t"But of course." Sister Via bows her hooded head. "Speak, and I shall answer to the best of my ability."\n\t\t<<endif>>\n\t<<endif>>\n\n<<endif>>\n\n<<endnobr>><<endif>>
<<silently>>\n\t<<set $currentgamepassage = passage()>>\n\t<<set $savesMenuPassage = "Level B33 - EPROM">>\n\t<<if not $processed>>\n\t\t<<set $action.action1 = "none">>\n\t\t<<set $action.action2 = "none">>\n\t\t<<set $action.action3 = "none">>\n\t\t<<set $action.action4 = "none">>\n\t\t<<set $action.action5 = "none">>\n\n\t\t<<set $hide.layer1 = false>>\n\t\t<<set $hide.layer2 = false>>\n\t\t<<set $hide.layer3 = false>>\n\t\t<<set $hide.layer4 = false>>\n\t\t<<set $hide.layer5 = false>>\n\n\t\t<<set $processed = true>>\n\t<<endif>>\n<<endsilently>>\n<<nobr>>\n\t<<if $action.action1 eq "none">>\n\t\t<div class='GameText'><<display 'b33_rom_cyborgdead_txt'>></div><br>\n\t\t<div class='OptionsField'>\n\t\t\t<div class='GameOption GameOption_Move'>[[Leave the EPROM|b33_tram_station][$action.arrive = "onfoot"; $hide.layer0 = false; $time.active += 0.25; playContextSound("ui_walk");]]</div>\n\t\t</div>\n\t<<endif>>\n<<endnobr>>
<<display 'HUD_CodexBackButton'>><strong>The Undersprawl</strong>\n\n<<nobr>>\nComposed of impovrished areas that have fallen into disuse and disrepair, Undersprawl as a term refers to the collective slums of Scaffold 22. It is inhabited primarily by the least fortunate of souls and is known for inhospitable, sometimes downright inhumane, living conditions.<br><br>\n\n\t<div id='codex-expand-area' class='HUD_PdaDisplayZone HUD_PdaDisplayZoneCodex'>\n\t\t<div class='HUD_PdaExpandButton'><<click 'Show More'>>\n\t\t\t<<replace '#codex-expand-area'>>\n\t\t\t\tThe Undersprawl is a tangled warren of passages overrun by squatters, defunct hab units which have fallen into disrepair, and disused utility areas of [[Scaffold 22|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "Scaffold 22"]] which stretches over several sectors. Exact estimates of this extended slum's size are all but impossible as the territory is geographically dispersed and the extent varies on a cyclic basis. Official estimates place it at occupying 11.3% of the habitation platform's pressurized space, though independant research which suggests it may in fact consume far more space - up to 34.1% of [[Scaffold 22|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "Scaffold 22"]].<br><br>\n\nIn many sectors, the border between legal habitation areas and Undersprawl is ill defined, being composed of many social layers which slowly but steadily devolve the farther one moves away from the main pressure corridors. Elsewhere, the division is more clear cut, in rare cases even denoted by holo-barriers or physical impediments such as bulkheads or tramway tunnels - hence the colloquial phrase 'born on the wrong side of the hoops'. Likewise, the quality of life in different areas of the Undersprawl varies wildly. In most cases it can be described as unhygienic and lawless, though tolerable sections exist, often run by local criminal groups and religious cults.<br><br>\n\nIt is generally advised that citizens avoid the Undersprawl whenever possible, though in many sectors this is unfeasible - for example [[B29 Bazar|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "Level B29 Bazar"]] is both the sector's largest commercial venue and an offshoot of the local sprawl. \n\t\t\t<</replace>>\n\t\t<</click>></div>\n\t</div>\n<<endnobr>>
<<if $hide.layer1 eq true>><div class='GameOption_Expand'>[[Expand|$currentgamepassage][$hide.layer1 = false]]</div>You are in Celena's apartment...."<<else>><div class='GameOption_Expand'>[[Collapse|$currentgamepassage][$hide.layer1 = true]]</div>\n<<if $randomEncounterPhases.zanexPhase gte 4 and $chr_celena.isWitch>><div class='GameTextImage'>[img["https://secureservercdn.net/45.40.148.234/9db.ec6.myftpupload.com/game-content/scaffold-22/images/env_hab_celena_zanex.png"]]</div><<else>><div class='GameTextImage'>[img["https://secureservercdn.net/45.40.148.234/9db.ec6.myftpupload.com/game-content/scaffold-22/images/env_hab_celena.png"]]</div><<endif>>You are in Celena's apartment on the first floor of the [[Level B33 Hab Block|PDA][$hud.currentScreen = "B33 Block"]]. For a hab unit, it's unusually large; able to comfortably fit a bed and wash tube along one wall, a small cooker and wall cabinets along the other, and still have enough open area to fit a U-shaped couch in the center. <<if ($equip.rifle.name eq "Blacklance" and $equip.clothes eq "Blackscorn Armor") or $equip.isAbominated>>And, for a bried moment, you could have sworn you saw a jet-black feline sitting, perfectly motionless, in the corner of the room.<<endif>> Almost like it used to be. Except cleaner - a lot cleaner.\n\nIt's hard not to smirk. "Shit, Cel, you're going all tidy on me."\n\n"Eh, that's just 'cause my Moms dropped past yesterday and y'know." She swaggers over to the couch and flops down. "Fuck, I'm so fucking wasted, man."\n\n"No fucking shit." You rub sense into your head and sit down beside Cel. "That was fucking awesome though." You stifle a yawn. "Exhausting but fucking awesome."\n\n"Mhhm." Cel strokes your back a few times. "Shit, man." She runs her nails along your spine, muttering, "Hell of a coincidence though, you showin' up today. I was just thinking, y'know, if I'd ever see you again. And now, bam, there you are."\n\n"Yeah, well, you could've messaged me," you say absently.\n\n"Nah, they've flagged my account. Didn't want to, well, you know." When you nod, Cel wraps her arms around your waist. "Fuck man, I really missed this. Y'know? Just spending time with you an' all."\n\nYou snort. "Seriously? You can't get wasted without me?" When Celina giggles, you say, "What? It's true. That's really all we ever did."\n\nShe shoots you a amused look. "That and fuck but, yeah, you got a point." Cel props herself up on her elbows and says, "So, yeah, I'm gonna pop again. You in?"<<endif>>
<<if $hide.layer4 eq true>><div class='GameOption_Expand'>[[Expand|$currentgamepassage][$hide.layer4 = false]]</div><<if $action.action3 eq "leave">>"All right then..."<<else>>"Not gonna happen..."<<endif>><<else>><div class='GameOption_Expand'>[[Collapse|$currentgamepassage][$hide.layer4 = true]]</div>\n<<nobr>>\n\n\t\n\t\t<<if $action.action3 eq "leave">>"All right then. But you're gonna have to walk on your own. I need my hands for this—" You pat your <<if $equip.rifle.name neq "none">><<rifle>><<elseif $equip.pistol.name neq "none">><<pistol>><<else>><<knife>><<endif>>.<br><br>\n\n\t\t\t"Oh, that is quite all right." Lord Otto hobbles toward the door. "Come, it is just down the—"<br><br>\n\t\t<<else>>"Not gonna happen. We stay. It's safer and I don't trust you. And just in case you get any funny ideas, believe me—" You pat your <<if $equip.rifle.name neq "none">><<rifle>><<elseif $equip.pistol.name neq "none">><<pistol>><<else>><<knife>><<endif>>.<br><br>\n\n\t\t\t"Oh, very well." Lord Otto's shriveled chest heaves. "It would have merely been a dozen meters or so yet if you ins—"<br><br>\n\t\t<<endif>>\n\n\t\t\tSomeone shouts. Gunfire errupts. A bright flash washes the hallway outside the panic room, causing power to fail. In the resulting darkness, you can just make out a humanoid silhouette striding toward you. Its heavy footfalls ring on the floor.<br><br>\n\n\t\t\t<div class='GameTextImage GameTextSpecial'>[img["https://secureservercdn.net/45.40.148.234/9db.ec6.myftpupload.com/game-content/scaffold-22/images/env_small_corinthin.png"]]</div>\n\t\t\t"Biological," a monotone voice drones. "Surrender your weapons and produce the artefact or direct intervention will enuse."<br><br>\n\n\t\t\t<<if $chr_corinthin.met>>Even if emergency power hadn't come back on, bathing the corridor in reddish hues that reflect off [[Paladin|PDA][$hud.currentScreen = "Paladin"]] Corinthin's silver armor, you would have known it was him beyond all doubt. No other being in the galaxy has that voice. And the implied meaning of Corinthin's slender, outstretched hand is beyond doubt.\n\t\t\t<<else>>As emergency power comes online, reddish hues bathe the silvery skin of what is undoubtably a [[Paladin|PDA][$hud.currentScreen = "Paladin"]]. Its mask is faceless and yet you sense the machine-angel's barely contained scorn.\n\t\t\t<<endif>>\n\n\n<<endnobr>><<endif>>
<<display 'HUD_CodexBackButton'>><strong>Sanction PUR-L</strong>\n\n<<nobr>>[>img[https://secureservercdn.net/45.40.148.234/9db.ec6.myftpupload.com/game-content/scaffold-22/images/pur-l.png]]Compact, high-capacity coil carbine intended for close range engagements.<br><br>\n\n<<display 'drawWeaponStats'>><br>\n\n\t<div id='codex-expand-area' class='HUD_PdaDisplayZone HUD_PdaDisplayZoneCodex'>\n\t\t<div class='HUD_PdaExpandButton'><<click 'Show More'>>\n\t\t\t<<replace '#codex-expand-area'>>\n\t\t\t\tAn even lighter, more compact variant of the [[Sanction PUR-G|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "PUR-G"]], the PUR-L is designed to serve in situations where even the original design is too bulky to use effectively. Although the L variant sacrifices the underbarrel plasma caster in favor of a forward grip, the resulting reduction in weight allows it to comfortably fit a larger magazine without unbalancing the weapon. This, coupled with an incredibly high cyclic rate, makes the PUR-L an excellent - albeit rare - close quarters weapon.<br><br>\n\n\t\t\t\tIn practice, it is often issued to support personel and Purifier reconnaisance teams - individuals who are not expected to engage in combat regularly, and in cases where they do, are more interested in volume of fire than the ability to burn out rooms or engage in extended firefights. Within its niche, the PUR-L performs very well, though it is virtually useless otherwise. A combination of low accuracy brought on by a radically shortened barrel and the absence of reliable stopping power makes it ill suited for extended firefights.<br><br>\n\n\t\t\t\tMore damningly, the design is known to chew through 9mm bolts at an alarming rate, and absence of the plasma caster module means that the wielder has no alternative means to suppress potential hostiles. It has however been favorably recieved by bodyguards serving high-ranking members of the Clergy, and is perhaps the only [[PUR-G|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "PUR-G"]] derrivate to be used outside the Purifier Order. Unfortunately, the PUR-L is still a sub-par firearm, and seldom seen in the contemporary galaxy.\n\t\t\t<</replace>>\n\t\t<</click>></div>\n\t</div>\n<<endnobr>>
<<if $hide.layer2 eq true>><div class='GameOption_Expand'>[[Expand|$currentgamepassage][$hide.layer2 = false]]</div>You curl up...<<else>><div class='GameOption_Expand'>[[Collapse|$currentgamepassage][$hide.layer2 = true]]</div>\n<<nobr>>\n\nYou curl up on the mattress, pulling the furry covers up to your neck.\n\n\t<<if $loc_highpalace_owned.chosenSqueeze eq "Lu">>Lu snuggles up beside you, his warm breath tickling your ear.\n\t<<elseif $loc_highpalace_owned.chosenSqueeze eq "Lia">>Lia cuddles against you, her breath slow and steady.\n\t<<else>>It's warm and compfy.\n\t<<endif>>\n\n\t<<if $action.action1 eq "addictsleep">>Sleep comes slowly. You toss and turn, unable to get comfortable and wondering if you'll get any rest at all. <<if $loc_highpalace_owned.chosenSqueeze eq "Lu" or $loc_highpalace_owned.chosenSqueeze eq "Lia">>But at least you're not alone. And the lights. So pretty. It's hard to feel bad.<<else>>Worst of all, you're alone, lost in an unfamiliar world. Lost... lost.<<endif>>\n\n\t<<elseif $action.action1 eq "toxicsleep">>You barely notice. Oblivion overcomes you almost the same second you lay down your head.\n\n\t<<else>>It doesn't take long before drowsiness takes hold and you drift into a deep and dreamless sleep.<<endif>>\n\t<br><br>\n\n\n<div class='TimeSkip'>— Several hours pass —</div><br>\n<<if $action.action1 eq "addictsleep">>You wake, feeling worn out and stretched thin.<<elseif $action.action1 eq "toxicsleep">>You wake, still dizzy from your intoxication.<<else>>You wake, feeling drowsy but rested.<<endif>>\n\n\t<<if $loc_highpalace_owned.chosenSqueeze eq "Lu">>Lu is still half-asleep, his head rested on your chest. You lie where you are for a while, absently stroking his soft skin and relishing the warmth, but ultimately decide it's time to...\n\t<<elseif $loc_highpalace_owned.chosenSqueeze eq "Lia">>Lia is still half-asleep, her head rested on your chest. You lie where you are for a while, absently rinning your fingers over her skin relishing the warmth, but ultimately decide it's time to...\n\t<<else>>You yawn and stretch. Outside the tent, voices murmur. You listen to them for a while and ultimately decide to...\n\t<<endif>>\n\n<<endnobr>><<endif>>
<<nobr>>\n\n\t<<set $combat.enemy = {\n\t\ttype: "human",\n\t\tname: "raptors",\n\t\tgender: "them",\n\t\tposessive: "their",\n\t\tdeathtype: "killing",\n\t\tresulttext: "default_result",\n\t\tresponsetext: "human_firearm_response",\n\t\tsinglenames: ["raptor", "raptor", "raptor", "raptor", "raptor"],\n\t\tsinglegender: ["him", "him", "her", "him", "him"],\n\t\tsingleposessive: ["his", "his", "her", "his", "his"],\n\t\timages: ["images/combat_human_raptor.png", "images/combat_human_raptor.png", "images/combat_human_raptor_female.png", "images/combat_human_raptor_nohelmet.png", "images/combat_human_raptor.png"],\n\t\talive: 5,\n\t\tarmor: 7,\n\t\tvulnerable: "none",\n\t\timmune: "none",\n\t\tshield: 0,\n\t\taccuracy: 0.55,\n\t\tcover: 0.15,\n\t\tisMeeleAttacker: false,\n\t\ttaunt: "The raptors scrambe into firing positions, calling, \s"Blast the fuckers!\s"",\n\t}>>\n\n\t<<set $combat.player = {\n\t\taccuracy: 0.8,\n\t\tcover: 0.15,\n\t\tcontinue: "b29_bazar_visionpost",\n\t\tally: "none",\n\t}>>\n\n<<endnobr>>
<<display 'HUD_CodexBackButton'>><strong>Razorspine ShVR</strong>\n\n<<nobr>>[>img[https://secureservercdn.net/45.40.148.234/9db.ec6.myftpupload.com/game-content/scaffold-22/images/shvr.png]]Individually hand-crafted hypercoil pistol based on pre-Church designs.<br><br>\n\n<<display 'drawWeaponStats'>><br>\n\n\t<div id='codex-expand-area' class='HUD_PdaDisplayZone HUD_PdaDisplayZoneCodex'>\n\t\t<div class='HUD_PdaExpandButton'><<click 'Show More'>>\n\t\t\t<<replace '#codex-expand-area'>>\n\t\t\t\tTracing its heritage back to individually hand-crafted duelling implements popular among Lords and Ladies during the early days of the [[Church of Eden|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "Church of Eden"]], the Razorspine ShVR is a modernized hypercoil pistol, redrawn to function with contemporary ammunition, in particular the standardized 9mm bolt. Each ShVR unit is built to personalized request and implents a host of buyer-specific features such as: sighting apparatus, magazine layout, grip, and aesthetics. Common to all ShVR units however is the sidearm's compact size - generally no larger than modern coil pistol - atypical magnetic feed system, and hyperswitched discharge mechanism.<br><br>\n\nUnlike most traditional coilarms, which mechanically lock a round into the discharge chamber to ensure pinpoint accuracy upon trigger depression, the ShVR system - believed to be inspired by prehistoric designs - not only accelerates directly from the magazine but does so by switching coils at an incredible rate, resulting in a cyclic rate exceeding one hundred rounds per second. While imperfections in this mechanism drastically lower the firearm's accuraccy, sheer volume of fire ensures at least some rounds will strike true, often inflicting painful electric shocks on account of the conductive forces. Coupled with the ShVR's lack of mechanical parts and integrated recoil compensator, these compact weapons can achieve nigh-unparalleled muzzle velocity, providing stopping power well above a traditional coilarm, provided just one bolt hits its intended target.<br><br>\n\nWhile undoubtably an exemplar product, far surpassing typical coil pistols in performance and design, the ShVR package counts is among the most expensive small-arms produced today, and is only available to buyers whose purchase requests are personally authorized by the Machine-Smiths of Razorspine Armaments Inc. Less than three thousand ShVR units are known to have been produced to date, many believed to be in the hands of the galactic elite and high-ranking members of the Clergy.\n\t\t\t<</replace>>\n\t\t<</click>></div>\n\t</div>\n<<endnobr>>
<<display 'HUD_CodexBackButton'>><strong>Chem Weave</strong>\n\n<<nobr>>[>img[https://rage-productions.com/game-content/scaffold-22/images/chem weave.png]]Bio-augmentative inlay favored by the biochem subculture.<br><br>\n\n<<display 'drawArmorStats'>><br>\n\n\t<div id='codex-expand-area' class='HUD_PdaDisplayZone HUD_PdaDisplayZoneCodex'>\n\t\t<div class='HUD_PdaExpandButton'><<click 'Show More'>>\n\t\t\t<<replace '#codex-expand-area'>>\n\t\t\t\t<<display 'chemweave_txt'>>\n\t\t\t<</replace>>\n\t\t<</click>></div>\n\t</div>\n<<endnobr>>
<<if $hide.layer1 eq true>><div class='GameOption_Expand'>[[Expand|$currentgamepassage][$hide.layer1 = false]]</div>You leave the tramway station...<<else>><div class='GameOption_Expand'>[[Collapse|$currentgamepassage][$hide.layer1 = true]]</div>\n<<nobr>>\n\n\tYou leave the tramway station, pushing your way through the usual crowd. It's thicker than usual on account of a cargo lift having been lowered so that four fellows with grav-platforms can delover a shipment of deactivated [Security Bots] to one of the local strip clubs.<br><br>\n\n\t"Great," you mutter, shouldering your way through the masses of bodies flowing around the lift.<br><br>\n\n\t<div class='GameTextImage GameTextSpecial'>[img["https://secureservercdn.net/45.40.148.234/9db.ec6.myftpupload.com/game-content/scaffold-22/images/env_small_securitybot.png"]]</div>Just as you reach the far side of the lift, your [PDA] stuttees and dies with an error. That same moment one of the [Security Bots] comes to life with a beep. One of the delivery guys approaches it. The [bot] rasies an arm. Heads turn. Gunfire errupts as the bot sprays coilfire into the delivery man and the crowd around him.<br><br>\n\n\t"What the—" You reach for your <<if $equip.pistol.name neq "none">><<pistol>><<else>><<knife>><<endif>>.<br><br>\n\n\tPeople around you are screaming and running for cover. The [bot] ignores them, its optics focused on you. A mechanical arm rises. Adrenaline surges as you realize what's about to happen.\n\n<<endnobr>><<endif>>
<<if $hide.layer3 eq true>><div class='GameOption_Expand'>[[Expand|$currentgamepassage][$hide.layer3 = false]]</div><<if $action.arrive eq "fromKill">>You lower your weapon...<<else>>You enter the tent...<<endif>><<else>><<nobr>>\n<div class='GameOption_Expand'>[[Collapse|$currentgamepassage][$hide.layer3 = true]]</div>\n\t\n\t<div class='GameTextImage GameTextSpecial'>[img["https://secureservercdn.net/45.40.148.234/9db.ec6.myftpupload.com/game-content/scaffold-22/images/env_loot_dpad_generic.png"]]</div>\n\n\t<<if $action.arrive eq "fromKill">>You lower your weapon and approach the fallen heavy, alert for danger. There is none. The merc is dead and the two scientists ran off in the chaos. THere's nothing between you and the entrance to the tent, so you through the plastic dividers.<br><br>\n\t<<else>>You enter the tent, brushing the plastic dividers aside, and glance around.\n\t<<endif>>\n\n\tSterile mats cover the floor. A table laden with data pads dominates the center of the tent and several analysis machines behind it, flashing holo-displays at no one in particular. Off to the left, an automated refridgeration unit contains countless labeled samples. One of those must be the one you're after.<br><br>\n\n\t"Right," you mutter, wary of the biohazard warnings on the machine. "Let's get this over with. Or maybe—" Your gaze wanders to the data pads. "Read the manual first?"\n\n<<endnobr>><<endif>>
<<nobr>>\n\n\t<<set $combat.enemy = {\n\t\ttype: "machine_cyborg",\n\t\tname: "cyborgs",\n\t\tgender: "them",\n\t\tposessive: "their",\n\t\tdeathtype: "destroying",\n\t\tresulttext: "bot_result",\n\t\tresponsetext: "bot_response",\n\t\tsinglenames: ["cyborg", "cyborg"],\n\t\tsinglegender: ["her", "him"],\n\t\tsingleposessive: ["her", "his"],\n\t\timages: ["images/combat_bot_cyborg.png", "images/combat_bot_cyborg_male.png"],\n\t\talive: 2,\n\t\tarmor: 12,\n\t\tvulnerable: "conductive",\n\t\timmune: "toxin",\n\t\tshield: 26,\n\t\taccuracy: 0.75,\n\t\tcover: 0,\n\t\tisMeeleAttacker: false,\n\t\thasRailgun: true,\n\t\thasArcShield: true,\n\t\ttaunt: "The cyborgs approach, weapons arms raised. Even their augmented faces can't hide the distain in their eyes.",\n\t}>>\n\n\t<<set $combat.player = {\n\t\taccuracy: 0.8,\n\t\tcover: 0,\n\t\tcontinue: "rnd_cyber_cyborgs_after",\n\t\tally: "none",\n\t}>>\n\n<<endnobr>>
<<if $hud.finalExpand>>\n\t<div class = 'HUD_PdaExpandButton'>\n\t\t<<click 'Collapse'>>\n\t\t\t<<set $hud.finalExpand = false>>\n\t\t\t<<replace '#game-final'>>\n\t\t\t\t<<display 'endgame_collapsed'>>\n\t\t\t<</replace>>>\n\t\t<</click>>\n\t</div>\n<<else>>\n\t<div class = 'HUD_PdaExpandButton'>\n\t\t<<click 'Expand'>>\n\t\t\t<<set $hud.finalExpand = true>>\n\t\t\t<<replace '#game-final'>>\n\t\t\t\t<<display 'endgame_content'>>\n\t\t\t<</replace>>\n\t\t<</click>>\n\t</div>\n<<endif>>\n\n<center><strong>Gameplay Summary</strong></center><br>\n\n<div class='HUD_PdaDisplayZone medtext' style='text-align: left'>\n<center><strong>Character</strong></center><br>\nGender: <<if $attrib.gender eq "female">>Female<<else>>Male<<endif>><br>\nDemeanor: <<if $attrib.demeanor eq "agressive">>Agressive<<elseif $attrib.demeanor eq "cautious">>Cautious<<else>>Balanced<<endif>><br>\nStress: <<print $attrib.stress>>%<br>\nClass: \n<<if $attrib.religion eq "atheist">>Freelancer\n<<elseif $attrib.religion eq "forsaken">>Forsaken\n<<elseif $attrib.religion eq "voided">>Voidheart\n<<elseif $attrib.religion eq "edenite">>Edenist\n<<elseif $attrib.religion eq "theophobe">>Theophobe\n<<elseif $attrib.religion eq "highborn">>Highborn\n<<elseif $attrib.religion eq "cyberpunk">>Cyberpunk\n<<elseif $attrib.religion eq "visionary">>Visionary\n<<elseif $attrib.religion eq "gladiator">>Gladiator\n<<elseif $attrib.religion eq "mesmer">>Skindancer\n<<elseif $attrib.religion eq "warsmith">>Warsmith\n<<elseif $attrib.religion eq "kobol">><<if $attrib.gender eq "female">>Daughter<<else>>Son<<endif>> of Kobol\n<<endif>><br>\n</div>\n\n<div class='HUD_PdaDisplayZone medtext' style='text-align: left'>\n<center><strong>Jobs & Crime</strong></center><br>\n\tTime Active: <<print Math.floor($time.active / 24)>>:<<print ($time.active % 24)>> GSD<br>\n\tDilligence: <<print $attrib.dilligence>>%<br>\n\tFreelance Jobs Completed: <<print $statistics.freelanceJobsDone>><br>\n\tCredits: <<print $attrib.credits>><br><br>\n\n\tCrimes Investigated: <<print $statistics.crimesInvestigated>><br>\n\tSuspects Questioned: <<print $statistics.suspectQuestioned>><br><br>\n\t\n\tCriminality: \n\t\t\t<<if $attrib.criminality lt 2>>No Record\n\t\t\t<<elseif $attrib.criminality lt 5>>Misdemeanor\n\t\t\t<<elseif $attrib.criminality lt 10>>Petty Thief\n\t\t\t<<elseif $attrib.criminality lt 15>>Street Criminal\n\t\t\t<<elseif $attrib.criminality lt 20>>Gang Affiliated\n\t\t\t<<else>>Wanted Class 1\n\t\t\t<<endif>><br>\n\tWanted Level: <<print $attrib.criminality>><br>\n\tSneak Attempts: <<print $statistics.sneakDone>><br>\n\tSuccessful Hacks: <<print $statistics.hacksDone>><br>\n\tForced Locks: <<print $statistics.controlsBroken>>\n</div>\n\n<div class='HUD_PdaDisplayZone medtext' style='text-align: left'>\n<center><strong>Combat</strong></center><br>\nTotal Engagements: <<print $statistics.overalKills>><br><br>\n\nXenofauna Killed: <<print $statistics.xenofaunaKilled>><br>\nAbominations Killed: <<print $statistics.abominationKilled>><br>\nElusive Abominations Killed: <<print $statistics.abom_elusiveKilled>><br>\nImposing Abominations Killed: <<print $statistics.abom_imposingKilled>><br>\nUnique Abominations Killed: <<print $statistics.abom_uniqueKilled>><br><br>\n\nOrganics Killed: <<print $statistics.organicKilled>><br>\nHumans Killed: <<print $statistics.humanKilled>><br><br>\n\nMachines Killed: <<print $statistics.machineKilled>><br>\nAdvanced Machines Killed: <<print $statistics.machine_advKilled>></div>\n\n<div class='HUD_PdaDisplayZone medtext' style='text-align: left'>\n<center><strong>Combat Items</strong></center><br>\n\nDiscs Thrown: <<print $statistics.discsThrown>><br>\nArcDiscs Thrown: <<print $statistics.disc_arcUsed>><br>\nViroDiscs Thrown: <<print $statistics.disc_toxinUsed>><br>\nHoloDiscs Thrown: <<print $statistics.disc_holoUsed>><br><br>\n\nCombat Chems Used: <<print $statistics.drugsUsed>><br>\nStimFuel Used: <<print $statistics.drugs_stimUsed>><br>\nTranqWash Used: <<print $statistics.drugs_rangedUsed>><br>\nFreakOut Used: <<print $statistics.drugs_meleeUsed>><br>\nUnNerve Used: <<print $statistics.drugs_abomUsed>><br><br>\n\nFuCell Used: <<print $statistics.item_fucellUsed>>\n\n<<if $statistics.special_ddosUsed gt 0 or $statistics.special_miasmaUsed gt 0 or $statistics.special_spineUsed gt 0>><br><<endif>>\n<<if $statistics.special_ddosUsed gt 0>><br>dDoS used: <<print $statistics.special_ddosUsed>><<endif>>\n<<if $statistics.special_miasmaUsed gt 0>><br>Miasma used: <<print $statistics.special_miasmaUsed>><<endif>>\n<<if $statistics.special_spineUsed gt 0>><br>Sphinx's Spine used: <<print $statistics.special_spineUsed>><<endif>></div>\n\n<div class='HUD_PdaDisplayZone medtext' style='text-align: left'>\n<center><strong>Equipment & Ammunition</strong></center><br>\nCombat as Unarmored: <<print $statistics.combatUnarmored>><br>\nCombat as Protected: <<print $statistics.combatProtected>><br>\nCombat as Armored: <<print $statistics.combatArmored>><br>\nCombat as Heavily Armored: <<print $statistics.combatHeavyArmor>><br><br>\n\nShield Deflections: <<print $statistics.shieldDeflect>><br>\nArmor Deflections: <<print $statistics.armorDeflect>><br><br>\n\n9mm Attacks: <<print $statistics.nineMillFired>><br>\nTungsten Bolt Attacks: <<print $statistics.boltTunstenFired>><br>\nConductive Bolt Attacks: <<print $statistics.boltConductiveFired>><br>\nScattershot Attacks: <<print $statistics.boltScatterFired>><br>\nNeurotoxin Attacks: <<print $statistics.boltToxinFired>><br><br>\n\nPlasma Caster Attacks: <<print $statistics.plasmaCasterUsed>><br>\nArc Weapon Attacks: <<print $statistics.shockGunUsed>><br><br>\n\nMelee Attacks: <<print $statistics.meleeDone>><br>\n<<if $statistics.nukeGunUsed gt 0>>NUKEs fired: <<print $statistics.nukeGunUsed>><br><<endif>><br>\n\nUnique Takedowns: <<print $statistics.specialKillDone>></div>\n\n<div class='HUD_PdaDisplayZone medtext' style='text-align: left'>\t\n<center><strong>Noncombat</strong></center><br>\nAbominations Spared: <<print $statistics.abominationsSpared>><br>\nHumans Spared: <<print $statistics.humansSpared>><br><br>\n\nIntimidations: <<print $statistics.intimidateDone>><br>\nNegotiations: <<print $statistics.negotiateDone>><br>\nFailed Negotiations: <<print $statistics.negotion_failDone>><br>\nBribes Paid: <<print $statistics.bribesDone>></div>\n\n<div class='HUD_PdaDisplayZone medtext' style='text-align: left'>\n<center><strong>Shopping</strong></center><br>\n\nMain Weapons Purchased: <<print $statistics.purchasedMainWeapon>><br>\nSidearms Purchased: <<print $statistics.purchasedBackupWeapon>><br>\nOutfits Purchased: <<print $statistics.purchasedArmor>><br>\nAmmo Purchased: <<print $statistics.purchaseddAmmo>><br>\nChems Purchased: <<print $statistics.purchasedChems>><br>\nDiscs Purchased: <<print $statistics.purchasedDiscs>><br>\nAugments Purchased: <<print $statistics.purchasedAugs>></div>\n\n<div class='HUD_PdaDisplayZone medtext' style='text-align: left'>\n<center><strong>Recreation</strong></center><br>\n\nTotal Romantic Encounters: <<print $sexPhases.numTimesHadSex>><br>\n\n<<set $cntr = 0>>\n<<if $sexPhases.didWilkin>>\n\t<<set $cntr += 1>>\n<<endif>>\n<<if $sexPhases.didMarisa>>\n\t<<set $cntr += 1>>\n<<endif>>\n<<if $sexPhases.didRhino>>\n\t<<set $cntr += 1>>\n<<endif>>\n<<if $sexPhases.didLizzard>>\n\t<<set $cntr += 1>>\n<<endif>>\n<<if $sexPhases.didKitty>>\n\t<<set $cntr += 1>>\n<<endif>>\n<<if $sexPhases.didHalfbreed>>\n\t<<set $cntr += 1>>\n<<endif>>\n<<if $sexPhases.hadSynthSex>>\n\t<<set $cntr += 1>>\n<<endif>>\n<<if $sexPhases.raj gt 0>>\n\t<<set $cntr += 1>>\n<<endif>>\n<<if $sexPhases.cel gt 0>>\n\t<<set $cntr += 1>>\n<<endif>>\n<<if $sexPhases.lanina gt 0>>\n\t<<set $cntr += 1>>\n<<endif>>\n\nRomantic Partners: <<print $cntr>><br>\nRecreational Chem Uses: <<print $statistics.drugs_noncombatUsed>><br>\nAlcohol Imbiled: <<print $statistics.alcoholDrunk>><br><br>\n\nData Pads Read: <<print $statistics.dataPadsRead>>\n</div>
<<display 'HUD_CodexBackButton'>><strong>Blackscale</strong>\n\n<<nobr>>\n<div class='HUD_CodesHalfImage'>[>img[https://secureservercdn.net/45.40.148.234/9db.ec6.myftpupload.com/game-content/scaffold-22/images/combat_human_witch.png]]</div>An abominable ofshoot of humanity, Witchkin - or Witches - are vile sorceresses trained in the heretical arts of necrotic flesh-forming and neurocurcuitry, but otherwise no more harmful than the average human.<br><br>\n\n<span class='redcolor'>Immunity:</span> n/a<br>\n<span class='yellowcolor'>Strength:</span> n/a<br>\n<span class='greencolor'>Weakness:</span> n/a<br><br>\n\n\t<div id='codex-expand-area' class='HUD_PdaDisplayZone HUD_PdaDisplayZoneCodex'>\n\t\t<div class='HUD_PdaExpandButton'><<click 'Show More'>>\n\t\t\t<<replace '#codex-expand-area'>>\n\t\t\t\tInvariably the spawn of modern-day [[Covens|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "Witches Coven"]], Witchkin are a humanoid species that is virtually indistinguishable from the real thing - except for their unnatural proficiency for heretical arts. Though feared for their inhuman abilities and knowledge, the average Witch is not a foe to be reckoned with, seldom privy to advanced weaponry - beyond the potential of employing their arts, if given the chance.<br><br>\n\n\t\t\t\tNotable exception must be made in some cases, and certain Witches have been known to be virtually - or entirely - impossbile to kill by both conventional and unconventional means. It is believed that the eldest and most knowladgable members of their kind are able to manipulate sub-null technology without even an inkling of technology. For obvious reasons, all Witchkin are considered heretically abominable under [[Church Law|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "Church of Eden"]] and must be executed on sight - a task most frequently delegated to the Witch Hunters.<br><br>\n\n\t\t\t\tDespite popular fears, only a handful of Witchkin have survived to this day, and Witch Hunts are exceptionally rare in contemporary society. They pose virtually no threat and are easily exterminated. Except in such rare cases where this... cannot be so easily accomplished.\n\t\t\t<</replace>>\n\t\t<</click>></div>\n\t</div>\n<<endnobr>>
<<nobr>>\n\t<div class='HUD_NavScreenClose' style='margin: 0px;'>[[X|PDA][$hud.codexBack = "codex"; playContextSound("ui_blip"); $hud.currentScreen = "agenda"; playContextSound("ui_blip_back");]]</div>\n\tTask: Hunting Season<br>\n\tClient: None<br>\n\t<<if $job_psychocult.mainPhase lt 8>>Priority: Low<<elseif $job_psychocult.mainPhase eq 98 or $job_psychocult.mainPhase eq 99>>Status: <span class='greencolor'>Completed</span><<else>>Status: <span class='redcolor'>Aborted</span><<endif>><br>\n\t<div class='HUD_PdaDisplayZone'>\n\t\t<<if $job_psychocult.mainPhase eq 1>>\n\t\t\t<<if $job_psychocult.altIntroTriggered>>\n\t\t\t\tFound out who was supplying those creeps on B33: a place called Highborn Palace on Level B29, utility duct behind Unit 42. Passcode is vXvvXXvx1. Looks like hunting season's open. Okay. That was over-dramatic.\n\t\t\t<<else>>\n\t\t\t\tI found a data pad on these two freaks who wanted to, uh, abduct me? No idea. Anyways, it was a call for 'Highborn' to bring captives in return for bounty. Some cult I figure, on Level B29, utility duct behind Unit 42. Passcode is vXvvXXvx1.\n\t\t\t<<endif>>\n\t\t<<elseif $job_psychocult.mainPhase eq 98>>\n\t\t\tSo I followed up on that Highborn matter. Found a bunch of biochem growers. Decided they'd be more useful alive - slaves or not. I'm the new boss now. Yay for me! Oh, and for future refernce: the access code is vXvvXXvx1.\n\t\t<<elseif $job_psychocult.mainPhase eq 99>>\n\t\t\tSo I followed up on that Highborn matter. Found a bunch of biochem growers. Killed them all, and their ridiculous High King. They're well and dead now. Good thing too.\n\t\t<<elseif $job_psychocult.mainPhase eq 100>>\n\t\t\tSo I followed up on that Highborn matter. Ran into some insane High King locked up in this psycho suit of Exo Armor. Didn't stick around to find out what happened next. Seriously. Fuck that shit.\n\t\t<<elseif $job_psychocult.mainPhase eq 101>>\n\t\t\tSo I followed up on that Highborn matter. Found a bunch of biochem growers. Weird bunch. Tried to make 'em see sense, for what it's worth. Seemed like the right thing to do.\n\t\t<<endif>>\n\t</div>\n<<endnobr>>
<<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>\n<<nobr>>\n\n\tYou lower your weapon and approach the demolished cyborgs. There's barely anything left - human or otherwise - but you spot an undamaged neural uplink amidst the scattered bits and pieces. Hoping for answers, or at the very least an explanation for the aggression, you yank out one of the jacks and hook into a free slot.<br><br>\n\n\tError messages explode as your [PDA] fails. You clear the warnings away to find the following dialog buried beneath:\n\n<<endnobr>><<endif>>
History.initPRNG();\n\n<<script>>\n\tconfig.disableHistoryTracking = true;\n\tconfig.disableHistoryControls = true;\n\n\t(function(i,s,o,g,r,a,m){i['GoogleAnalyticsObject']=r;i[r]=i[r]||function(){\n\t(i[r].q=i[r].q||[]).push(arguments)},i[r].l=1*new Date();a=s.createElement(o),\n\tm=s.getElementsByTagName(o)[0];a.async=1;a.src=g;m.parentNode.insertBefore(a,m)\n\t})(window,document,'script','//www.google-analytics.com/analytics.js','ga');\n\n\tga('create', 'UA-73270635-1', 'auto');\n\tga('send', 'pageview');\n<<endscript>>\n\n<<set $chapter = 1>>\n<<display 'StoryInit_I'>>
<<nobr>>\n\t<<set $hud.combatUIScrewLevel = 2>>\n\n\t<<set $attrib.stress += 1>>\n\n\t<<if not $equip.isConcealing >>\n\t\t<<if $attrib.toxicity lt 50>>\n\t\t\t<<set $attrib.toxicity = 50>>\n\t\t<<elseif $attrib.toxicity lt 75>>\n\t\t\t<<set $attrib.toxicity = 75>>\n\t\t<<else>>\n\t\t\t<<set $attrib.toxicity += 15>>\n\t\t<<endif>>\n\t<<endif>>\n\n\t<<if $combatIsArena>>\n\t\t<<set $combat.arenaScore.takenHits += 1>>\n\t<<endif>>\n\n\t<<set $combat.player.accuracy *= 0.9>>\n\n\t<div class='CombatUI_Action_Segment CombatUI_Action_Enemy'>\n\t\t<<display 'Combat_IntroImage'>>\n\t\tYou've barely gone a dozen steps when three Acheri jump out of nowhere. Childlike fingers grab your libs, shrieking viciously, as one of them vomits sickly bile <<if $equip.isConcealing>>on your faceplate. You rasp your breath as the air filters clog.<<else>>in your face. You choke and splutter, struggling to free yourself.<<endif>>\n\t</div>\n\n\t<div class='CombatUI_Action_Segment'>\n\t\t<<set $combat.usedEscapeMechanic = 2>>\n\t\t<div class='Combat_AlertText'>\n\t\t\t<span class='greyedout'>Evade</span>\n\t\t</div>\n\t\tPanicked, you tear free from the Acheri. They back away, their deformed bodies hunched low and spitting unintelligably.\n\t</div>\n\n\t<<display 'doCombatJitter'>>\n\n<<endnobr>>
<<silently>>\n<<set $currentgamepassage = passage()>>\n<<set $savesMenuPassage = "B28 - Riptide VIP Area">>\n\t<<if $action.action2 eq "none">>\n\t\t<<set $action.randomize to either("oldtimes", "fisher", "business")>>\n\t<<endif>>\n<<endsilently>>\n<<if $action.arrive neq "fromSelf">><div class='GameTextGreyed'><<display 'riptide_base_txt'>></div><br><<endif>><<if $attrib.toxicity gte 75 or not $job_conspiracy.unlockedMainQuest>><div class='GameText'><<display 'riptide_vip_wilkin_txt'>></div>\n<div class='OptionsField'><div class='GameOption GameOption_Move'>[[Return to the Main Floor|riptide_main_floor][$time.active = $time.active + 0.5; $attrib.fatigue = $attrib.fatigue + 1; $hide.layer0 = false; $action.arrive = "fromSelf"]]</div></div><<else>><<nobr>>\n\n/% First Talk Pt1 %/\n\n<<endnobr>><<if $loc_riptide.talkedToWilkin eq false and ($job_conspiracy.instructionPhase lte 2 or $job_conspiracy.instructionPhase eq 4)>><<if $action.action1 eq "none">><div class='GameText'><<display 'riptide_vip_wilkin_txt'>></div>\n<div class='OptionsField'><<nobr>>\n\n<<set $bribeammount = Math.round(1000 * $gameworld_modifiers.bribeModifier)>>\n<<set $bribetext = "Bribe Mr. Wilkin (" + $bribeammount + " C)">>\n\n<<if $attrib.credits gte $bribeammount>>\n\t<div class='GameOption GameOption_Dialogue'>\n\t\t<<click $bribetext "riptide_vip_b28">>\n\t\t\t<<set $action.action1 = "credits"; $attrib.credits -= $bribeammount; $job_conspiracy.instructionPhase = 2; $hide.layer1 = true; ga('send', 'event', 'game', 'job_main', 'gotWilkinInfo'); $statistics.bribesDone += 1; window.setTimeout(flashUIElement, 60, "finances", "HUD_StandardIcon_FlashDown"); playContextSound("ui_click");>>\n\t\t<</click>>\n\t</div>\n<<else>>\n\t<div class='GameOption GameOption_Disabled'><div class='GameOption_Disabled_Text'>[Bribe Mr. Wilkin <<print $bribeammount>> C]</div></div>\n<<endif>><br>\n<<if $gameworld_modifiers.hasNegotiateOverride or $equip.isFashionOutfit or $attrib.dilligence gte 5>>\n\t<div class='GameOption GameOption_Dialogue'>[[Attempt to Negotiate|riptide_vip_b28][$action.action1 = "church"; $job_conspiracy.instructionPhase = 2; $hide.layer1 = true; ga('send', 'event', 'game', 'job_main', 'gotWilkinInfo'); $statistics.negotiateDone += 1; playContextSound("ui_click");]]</div><br>\n<<else>>\n\t<div class='GameOption GameOption_Dialogue'>[[Attempt to Negotiate|riptide_vip_b28][$action.action1 = "church_fail"; $hide.layer1 = true; $loc_riptide.triedChurchOption = true; $job_conspiracy.instructionPhase = 4; playContextSound(&quo