<center><blockquote>
<div class="slowlyappearing"><<linkappend "<em>Nfh!</em>">>
<div id="aniwakingup"></div>
[img[assets/backgrounds/broken-interior.webp]]
<<timed 6s>><<linkappend "Whoa!">> Destruction and chaos everywhere.
<<timed 2s>>That is not good! Everything is bent, shattered, battered. Cables loose or ripped, sparks jumping from one end to another. Glasses, metals, polymers, ceramics, synthetics, all disordered. How strong was that ... thing that could penetrate graphene coated aceramics?!
<<timed 3s>>Also, it didn't kill us. I mean ... or I think, I feel like it could have killed us with its barbs. But ... rather decided to stomp the spaceship back to ground.
<<timed 3s>><<ab>>[[Assess the outcome]]<</ab>><</timed>><</timed>><</timed>><</linkappend>><</timed>><</linkappend>></div>
</blockquote></center><center>[img[assets/backgrounds/running_away.webp]]
<blockquote>
I run and run and run and run and run, my pump, my heart, is overclocking. As soon as I see the spaceship, I radio to the spaceship to be ready to close the hatch and even fly away. But Leo is already on the hatch and as soon as I run to a distance he seemt fit, he intitiate the closing of the hatch. As it is closing, <<linkappend 'I jump in'>><div id="anilowshake">and hear a loud clack and thuck and more collision noises. We are running inside and hear the machines humming. Vika is in the cockpit, pressing all buttons to levitate the spaceship out of place in short time. From all sides comes the roaring of the motor and the thucks against the hull.</div>
<<linkappend 'Silence.'>> The roars once are now humming. Leo and I look at each other, wondering if we can relax now? We listen intently, we can feel the spaceship distancing more and more from the surface.
<<linkappend 'Then,'>><div id="anilowsab"><<nobr>><<script>>
window.scrollBy(0,120)<</script>><</nobr>> with a loud crash, a crystalline stele brutally penetrates through the hull, one thrust through the ship, that hard, that fast, it manages not to break the ship apart, but spreads barbs and suddenly with the same brute force it pulls on the spaceship.</div>
<<linkappend "The last">> we realize was a loud crash and bl...<<timed 1s>><<goto "3E Event Aftermath">><</timed>><</linkappend>><</linkappend>><</linkappend>><</linkappend>>
</blockquote>
</center><center><blockquote><<nobr>>
<<if $days >= 30 && !$QuestPool.includes($Q1C0) && !$QuestPoolDone.includes($Q1C0)>><<set $QuestPool.pushUnique($Q1)>><</if>>
<<set $rNr = random(10)>>
<<set $Oeu = 0.3>>
<<if $evenfrom3E == false>>
<<if $noLeo || $noVika || $noElva || $noAbiba>><<set $noLeo = false, $noVika = false, $noElva = false, $noAbiba = false>><</if>>
<<else>>
<<if $noLeo>><<set $noLeo = false>><</if>>
<<if $QuestPool.includesAny($Q1CA, $Q1CA1, $Q1CA2, $Q1CA3)>><<set $noVika = true>><<else>><<set $noVika = false>><</if>>
<<if $QuestPool.includesAny($Q1CD, $Q1CD1)>><<set $noElva = true, $noAbiba = true>><<else>><<set $noElva = false, $noAbiba = false>><</if>>
<</if>>
<<if $noenglobe>><<set $noenglobe = false>><</if>>
<<if $energy < 0 || $nutrients <= 0>><<goto "End of Game">>
<<elseif $Camp_J>>
<<if $QuestPool.includes($Q1CA3)>><<set _VikaEnfreezed = 2 >><<else>><<set _VikaEnfreezed = 0 >><</if>>
<<if $QuestPool.includes($Q1CD)>><<set _EuAEnfreezed = 4 >><<else>><<set _EuAEnfreezed = 0 >><</if>>
<<if $QuestPoolDone.includes($Q1CC2A)>><<set _bothspsh = 5>><<else>><<set _bothspsh = 0>><</if>>
<<set $energy += 5 + _bothspsh + $CampJ.EHarvester + ($OrbTransport.count("encomp")*(2.5/1.8)) - ($OrbTransport.count("unimatter")*1.2) - ($OrbTransport.count("nutrients")*0.6) - ($OrbTransport.count("CMNutrients")*((5+$summand)*$Oeu*2)) - $notrepaired - $CampJ.building - _VikaEnfreezed - _EuAEnfreezed>>
<<if $energy < 1>><<goto [[End of Game]]>><</if>>
<<if $eventfrom3E>><<set _AbiUElva = 2>><<else>><<set _AbiUElva = 0>><</if>>
<<set $nutrients += -3 -_AbiUElva + $CampJ.Farm + ($OrbTransport.count("nutrients")*9)>>
<<if !$QuestPool.includes($Q1C0)>><<if $CampM.nutrients >= 0>><<set $CampM.nutrients += -2 + $CampM.Farm + ($OrbTransport.count("CJMNutrients")*9) + ($OrbTransport.count("CMNutrients")*9) + $CMnutrientsplus>><<elseif $CampM.nutrients < 0>><<set $CampM.nutrients = 0>><</if>><</if>>
<<if $TransMast3>><<set _ElvaCombat = 0.1, _AbibaEngineering = 0.2>><<else>><<set _ElvaCombat = 0, _AbibaEngineering = 0>><</if>>
<<set $engineering += 0.3 + _AbibaEngineering; $social += 0.2, $combat += _ElvaCombat, $unimatter += ($OrbTransport.count("unimatter")*3)>>
<<elseif $Camp_M>>
<<if $QuestPoolDone.includes($Q1CC2B)>><<set _notwospsh = 5>><<else>><<set _notwospsh = 0>><</if>>
<<set $energy += 10 + $CampM.EHarvester + (($OrbTransport.count("encomp")*(2.5/($Oeu*2*(8+$summand)))) - ($OrbTransport.count("unimatter")*($Oeu*2*(7+$summand))) - ($OrbTransport.count("nutrients")*($Oeu*2*(4+$summand)))) - $notrepaired - $CampM.building - _notwospsh>>
<<if $energy < 1>><<goto [[End of Game]]>><</if>>
<<set $nutrients += -5 + $CampM.Farm + ($OrbTransport.count("nutrients")*9)>>
<<set $engineering += 0.5; $combat += 0.1; $social += 0.2, $unimatter += $OrbTransport.count("unimatter")*3>>
<</if>>
<</nobr>>
<<if $rNr == 2>>
<<if random(4) > 0>>
False Alarm. Or the AI handled it. Anyway, time to rest. A new cycle.
<<elseif $OrbTA>>[img[assets/events/Orb_automated.webp]]
The whirring hum of the orb, gliding through its morning route, begins its cycle of collection.
<<else>>
[img[assets/events/torments.webp]]
What a spectacle!
<</if>>
<<elseif $rNr == 4 && ($days.range(15, 25) || $days.range(35, 45))>>>
<div class="anilowshake"><<if $days.range(15, 25)>>[img[assets/events/meteoritebombardments1.webp]]<<else>>[img[assets/events/meteoritebombardments2.webp]]<</if>>
Wow. This planet is getting quite bombarded. Luckily in the far distance.
Our sensors do not indicate our area as an immminent risk zone. The trajectories of these outer-planet objects are all in that distance. But still, going back to sleep is not possible by those incoming shockwaves, although slight, but enough to heave our spaceship. And the late incoming rumbling. We get ourselves busy or watch the spectacle.
</div>
<<elseif $rNr == 4 && ($days.range(20, 30) || $days.range(40, 50))>>
<div class="tremors"><<if random(2) == 1>>[img[assets/events/ashenclouds1.webp]]<<else>>[img[assets/events/ashenclouds.webp]]<</if>>
Whoa! What's happening?! Earthquake!
Everyone gets awake and look at the cockpit, some get even outside, on top of the spaceship. There we can see: an active volcano. Oooph, it's big. Yet kind of far in the distance. The quake has calmed down, now it is only spitting ashes. Although even now it seems to become less and less.
After almost an hour, it has calmed so far that everyone went to sleep.
</div>
<<elseif $rNr == 5 && $nutrients > 0 && ($CampJ.DefPerimeter == false && $Camp_J || $CampM.DefPerimeter == false && $Camp_M)>>
[img[assets/events/alien_mammals.webp]]
Animals!
Alien Animals are breaching in. It seems, they only distinctively go for the food.
We have lost some nutrients.<<set $nutrients -= 5>><<if $nutrients < 0>><<set $nutrients = 0>><</if>><<set $xenoexp += 0.1>>
<<elseif $rNr == 6 && $CampJ.DefPerimeter == false && $Camp_J|| $rNr == 6 && $CampM.DefPerimeter == false && $Camp_M>>
[img[assets/events/aggressive_animal.webp]]
What a ruckus!
Shiiiet! One that attacks us relentless! It depends much on our Combat Arts.<<set $xenoexp += 0.1>>
<h3>OUTCOME:</h3>
<<if $combat*$cbtOrb > 5>>
Yes! That was a good training session, <<if $Camp_M>>Elva and I<<else>>we<</if>> could defeat that beast. <<set $combat += 0.5>><<if $SubAnalyzer>>And have some bit food. The rest can be disintegrated as unimatter.<<set $nutrients += 3>><<set $unimatter += 2>><</if>>
<<else>>
Ach, such is a hardship here in the stranded planet. The monstruo is wrecking our equipment and damaging the hull; letting our spaceship operates not at the optimum.<<set $unimatter -= 1, $energy -= 2, $notrepaired += 2>><</if>>
<<else>>
<<if random(1) == 1>>[img[assets/Ch-Camp/Rest1.webp]]<<else>>[img[assets/Ch-Camp/Rest2.webp]]<</if>>
A new cycle, a new day. Although this planet's rotation is much slower.
Energy is replenished. <<if !$QuestPool.includesAny($Q1CA, $Q1CA1, $Q1CA2, $Q1CA3, $Q1CA4)>> Vika has learned some more in engineering, as has Leo in interactibility.<<else>>Leo evolved his skills in interactibility.<</if>><<if $Camp_M || $QuestPool.includes($Q1C0)>> Elva and Abiba in their fields of specialties.<</if>>
<</if>>
<div class="actions-row"><<if $Camp_M>><div><<if $OrbTA>>[[On to new adventures|Camp Mountain]]<<else>>[[On to new adventures|Camp Mountain][$OrbTransport = []]]<</if>></div><<else>><div><<if $OrbTA>>[[On to new adventures|Camp Jungle]]<<else>>[[On to new adventures|Camp Jungle][$OrbTransport = []]]<</if>></div><</if>></div>
</blockquote></center><center>[img[assets/items/antenna_CJ.webp]]
<blockquote>
The antenna is installed on a small hill. But it seems to reach no one. Maybe it is set too low, or the jungle is too dense.
<<nobr>>
<<set $CampJ.TransMast = true>>
<<set $CampJ.building += 1>>
<</nobr>>
<<ab>>[[Set up the Camp|Camp Jungle]]<</ab>>
</blockquote></center><center><blockquote>
<<if random(4) == 0>>[img[assets/characters/abiba_3.webp]]
Not an easy talker, she is; maybe because she is young?<<set $social += 0.15>>
<<elseif random(3) == 1>>[img[assets/characters/abiba_2.webp]]
We were talking about some ideas of what can be improved here. More ruminating than talking.<<set $engineering += 0.1 * $social>>
<<else>>
She is reading, she doesn't want to be disturbed. <<set $noAbiba = true>><<set $Abibavisits -= 1>>
<</if>>
<<if $Camp_J>><<ab>>[[Back to Camp|Camp Jungle]]<</ab>><<else>><<ab>>[[Back to Camp|Camp Mountain]]<</ab>><</if>>
<<if $energy > 1>><<ab>>[[Go chat with others|Social Events]]<</ab>><</if>>
<<if $energy > 1 && $noAbiba != true>><<ab>>[[continue chatting with her?|Abiba][$energy -= 1; $social += 0.1]]<</ab>><</if>>
</blockquote></center><center><blockquote>
Who will accompany me, who can I persuade?
<<nobr>><br>
<<if $QuestPool.includesAny($Q1CA, $Q1CA1, $Q1CA2, $Q1CA3, $Q1CA4)>>Vika is not available.<<else>><<linkreplace "Vika">><<if random(10) * $social > 40 || (($CampJ.EHarvester == 0 && $Camp_J || $Camp_M && $CampM.EHarvester == 0) && $notrepaired > 2) || $nutrients < 10>>+ Vika will accompany you.<<set $Humcarrycap +=1, $xenohelp += 0.3>><<else>>- Vika is focusing on the communications screen, she rather sit by the radio.<</if>><</linkreplace>><</if>><br><br>
<<if $QuestPool.includes($Q1CB)>>Leo is not in optimal state to go out.<<else>><<linkreplace "Leo">><<if random(10) * $social > 30 || (($CampJ.EHarvester == 0 && $Camp_J || $Camp_M && $CampM.EHarvester == 0) && $notrepaired > 2) || $nutrients <10>>+ Leo will help you.<<set $Humcarrycap +=1, $xenohelp += 0.3>><<elseif $nutrients <10 && $explored.T1E != 100 && !$SubAnalyzer>>+ Leo will help you. Also he got the information form the AI that somewhere in the east is a field crucial for organic optimum.<<set $Humcarrycap +=1, $xenohelp += .3>><<else>>- Leo is in dialogue with his AI or other AIs. He cannot come with you.<</if>><</linkreplace>><</if>>
<br>
<br>
<<if $Camp_M || $eventfrom3E>><<linkreplace "Elva">><<if random(10) * $social > 38 || (($CampJ.EHarvester == 0 && $Camp_J || $Camp_M && $CampM.EHarvester == 0) && $notrepaired > 2) || $nutrients <10>>+ Elva want some outdoor training, she comes with me.<<set $Humcarrycap +=1, $xenohelp += 0.3>><<else>>- Elva is in her training mode. Quite intensely. Better not disturb her.<</if>><</linkreplace>><</if>>
<br>
<br>
<<if $Camp_M || $eventfrom3E>><<linkreplace "Abiba">><<if random(10) * $social > 35 || (($CampJ.EHarvester == 0 && $Camp_J || $Camp_M && $CampM.EHarvester == 0) && $notrepaired > 2) || $nutrients < 10>>+ Abiba nods.<<set $Humcarrycap +=1, $xenohelp += 0.3>><<else>>- Abiba is not available. She seems to be occupied.<</if>><</linkreplace>><</if>>
<br>
<br>
<<if ($CampJ.Orb == 3 && $Camp_J) || ($CampM.Orb == 3 && $Camp_M)>>Do I activate the floating Orb?
<br>
<<linkreplace "Yes">>
<<set $Orbcarrycap += 3, $Oeu = 0.3>>
<<if $CampJ.Orb && $Camp_J>><<set $navOrb = $CampJ.nOrb>><<elseif $CampM.Orb && $Camp_M>><<set $navOrb = $CampM.nOrb>><<else>><<set $navOrb = 1>><</if>>
<<if $CampJ.Orb && $Camp_J>><<set $cbtOrb = $CampJ.cOrb>><<elseif $CampM.Orb && $Camp_M>><<set $navOrb = $CampM.cOrb>><<else>><<set $cbtOrb = 1>><</if>>
The floating Orb decouples from the port and is swirring by your side.<</linkreplace>><</if>>
<br>
<br>
<<if $ignore == 0 && $explored.T1E == 100 && $explored.T2N == 100>>Ignore random finds in unimatter and nutrients? <<linkreplace "<<ab>>Yes<</ab>>">><br><br>Yes<br><<set $ignore = 1>><</linkreplace>><br><<linkreplace "<<ab>>No<</ab>>">><br><br>No<br><</linkreplace>><</if>><</nobr>>
<<ab>>[[Go to the Map|The Map][$carrycap = $Humcarrycap + $Orbcarrycap]]<</ab>>
<div class="actions-row"><<if $Camp_J>><div>[[Ach, nah, I've changed my mind, I will go back.|Camp Jungle]]</div><<else>><div>[[Ach, nah, I've changed my mind, I will go back.|Camp Mountain]]</div><</if>></div>
</blockquote></center><<nobr>>
<<if $energy < 5>><<set $energy = 5>><</if>>
<<set $QuestPool.pushUnique($Q0)>>
<<script>>SimpleAudio.stop();<</script>>
<<audio "rd_a009_1" play>>
<</nobr>><center>[img[assets/Ch-Camp/JungleCamp.webp]]
<blockquote><<set $engineering +=1>><<set $social +=1>><<set $unimatter += 5>>
Vika's spaceship, which is the parent spaceship of our - Leo's and mine - pods, landed upon a clearing in this jungle. Her ride was more smooth than ours. Too smooth by her description, while we almost became wrecks. The AI of this spaceship decided to distribute the risk of losing too many personnel by dispersing us to a wide area. Weird decision, in my opinion. Since we are missing 2 others that our compass doesn't show. Maybe they are what we almost became: wrecks. Everyone should have a compass to reach out to the others, to any others. I hope, we will find out the reason it decided to let us spread out. But for now, the AI is silent. It does sometimes; I have heard, it is to avoid us degenerating our brains, i.e. to keep our neuronal activities steady. I can hope, it - the AI - will decide to tell us soon enough if our situation turns sticky. Yet, for now, we can assume, there is no imminent danger. Also, it keeps silent about the other stranded. Weird policy.
Alas, what will we do?
<<say "vika">><<timed 78s>><<audio "vika_a002_1" play>><</timed>>Honestly, as a pilot, I can say that we cannot connect to the mothership. In fact, there is nothing but static. So, I conclude the mothership is unreachable or no more. Also, I do not reach the others; the other stranded.
My suggestion is therefore: As we only have 5 unimatter, we print a transmission mast, look for an optimal elevation and reach out to the others.<</say>>
<<timed 104s>><<audio "rd_a009_2" play>><</timed>>Only 5 unimatter?! That sucks! That means, I ... uh, we have to strategize wisely.
<<say "leo">><<timed 114s>><<audio "leo_a002_1" play>><</timed>><em>groan</em> I would hoard nutritions. What Vika said doesn't sound good. I fear, we are stuck here. At least for a while.
Oh, by the dark universe! Please, give us hope!
Ah, ye'. I would like to repair myself and have a substance analyzer.<</say>>
<<timed 134s>><<audio "rd_a009_3" play>><</timed>>If we are stuck here for long ... nutritions and energy are essential. A substance analyzer enables us to know which things are edible or can be used as materials, like unimatter.
--- no more voices for the time being ---
<<say "rd">><em>Hrm!</em> Let me check. Do we have enough energy?<</say>>
<<nobr>><<if $engineering >= 2>>
I could salvage one more energy.
<<set $energy += 1>>
<</if>>
<<if hasVisited("Shutdown")>>
Not enough to fly.<br>
And for walk? We gotta see.
<<set $energy -= 5>>
<<else>><br>
<<if $engineering >= 2>>And we have enough<<else>>Enough<</if>> energies for flying.
<</if>><</nobr>>
<<say "rd">>Alright. Anyway. I suggest we use these 5 unimatter to build an energy harvester.<</say>>
... some pause ...
<<say "leo">><em>Mh.</em> To me, all reasons seem to be sensible. I say, we vote.<</say>>
<<say "vika">>I agree.<</say>>
<strong>What?! I am the protagonist!
I want to decide!
I wanna be the boss!</strong>
<<if $social >=2>>
Maybe I can convince them about ...
... a transmission mast. The potential to reach more people sounds more intriguing <<if $energy > 5>>[[to me.|Foot of a Mountain][$energy -= 6; $unimatter -= 2]]<<elseif $energy.range(2, 5)>>[[to me.|A Small Hill][$energy -= 3; $unimatter -= 2]]<<else>>[[to me|WhyNothing]]<</if>>
... a substance analyzer. Knowing what surrounds us gives us better planning [[ahead.|Substance Analyzer][$energy -= 2; $unimatter -= 5]]
... an energy harvester. Energy is crucial to our survival, so pump up the [[regeneration rate!|Energy Harvester][$energy -= 5; $unimatter -= 5]]
<<else>>
Ugh. FIne. Voting it is.
...
Have I a change of mind? Do I want a ...
<<button "Transmission Mast">><<set $numero = 1>><<goto "Vote">><</button>>
<<button "Substance Analyzer">><<set $numero = 2>><<goto "Vote">><</button>>
<<button "Energy Harvester">><<set $numero = 3>><<goto "Vote">><</button>>
<</if>>
</blockquote></center><center><blockquote>
[img[assets/backgrounds/night-landing.webp]]/* Arrival at Camp Jungle */
With the protection of the night, we were departing for the Jungle Camp. It was not an easy ride, always on alert, on our toes. Even as our flight didn't took more than 15 minutes - we took a huge curved flight path, evading the hotspot -, we didn't know whether I made the right choice. What's more is that we have absolutely no data whether the air in the night is free of hostiles.
But fortuna is on our side. Nothing happened. And weirdly nothing was in the air, not a flying thing - animal nor ship -, no radio messages. Too silent for my taste.
<<if $token != 1>><<if $CampM.nutrients > 0>>Leo is waving us and greet us happily, relieved. He shortly introduces himself to the ladies and proposes to postpone the introductions. All agree. W<<else>>Leo is saluting me and immediately w<</if>>e carry Vika to the spaceship and dock her inside the spaceship to activate the recuperation protocol. As it is done ... What? Yes, so much effort for just a bit of carrying and indocking that just took no more than 10 minutes. As I was saying: as it is done, we assessed the scenery anew. Leo did a job! Most of the scraps is collected and the important things are done in a short time.
We made us ourselves known and talk about our situation, of what we all know so far. But it is late. We go to sleep and hope that there won't be nightly surprises.
<<ab>>[[Go to sleep|A New Cycle][$QuestPool.pushUnique($Q1C0, $Q1CA, $Q1CA1, $Q1CA2, $Q1CB, $Q1CC); $phases = 0]]<</ab>>
<<elseif $token == 1>>
We landed safely on the camp and waited many minutes for any incomings. The sensors all are indicating the usual. No tremors. It takes us much more minutes to calm ourselves to a point where we dare to go to sleep. Abiba volunteers to be on the cockpit until morning. But Elva insist that she should wake her up in 4 hours. Abiba shrugs.
Hopefully, we won't have any nightly surprises.
<<ab>>[[Go to sleep|A New Cycle][$QuestPool.pushUnique($Q1C0, $Q1CA, $Q1CA1, $Q1CA2, $Q1CB); $phases = 0]]<</ab>>
<</if>>
</blockquote></center><<nobr>>
<<set $QuestPool.pushUnique($Q1C0, $Q1CA)>> /* Urgency of Vika */
<</nobr>><center><blockquote>[img[assets/backgrounds/broken-interior.webp]]
It is a huge setback. The hull is broken. As are the cockpit, our life maintenance modules, the nutrients converter, the energy generator, the outbuildings and worse of all: our Printer! Leo is shaken, but compared to his first landing, still good. Last but not least, Vika is in coma, in emergency mode. <<set $VikaCountdown = $days>> That makes me the luckiest of all, as I need only a bit of polishing, not more.
<<if $Camp_J>><<set $CampJ to {TransMast: false,Farm: 0,DefPerimeter: false,building: 0,maxbuildings: 0,EHarvester: 0,Orb: 1,nOrb: 1,cOrb: 1,}; $energy = 2; $unimatter = 1; $nutrients = 4>>
<<say "leo">>By the coldness in the dark universe! What. Was. That?<</say>>
<<say "rd">><em>I gesticulate wildly.</em>What are you looking at me? I have no idea.<br> I sent the orb to prospect the spaceship - that one overgrown with vegetation -, and then ... it happened so fast, I decided to run. Looking at the capable violence, I would have been smashed to smithereens.<</say>>
Leo gesticulates to calm me down.<br>
<<say "leo">>Mate, sorry. It was more a rhetorical question. I knew ...<</say>>
<<say "rd">>By the way, how did you knew?<</say>>
<<say "leo">>... that something was coming. Our Watcher warned us.<</say>>
<<say "rd">>Huh! <br>The first time, it took initiative. Then it was something. Quite.<</say>>
<<say "leo">>You tell me. With this wreck, it is!<</say>>
...<br>
<<say "rd">>So ... we have ...<</say>>
<<say "leo">>We have to call for help.<</say>>
<<say "rd">>Yeapp<</say>>
/* Start Quest 3E Event Aftermath */
<<if hasVisited("TBM0")>><<set $QuestPool.pushUnique($Q1A)>> /* Go East and ask for help */
<<say "rd">>I will go to the others at the mountain and came back with them.<</say>>
Leo nods<br>
<<say "rd">>Or did our Watcher, our AI, send an emergeny alert?!<</say>>
<<say "leo">>Not that I know of.<</say>>
<<say "rd">>Sometimes it is so hard to understand their reasoning!<</say>>
<<say "leo">>Mmmh! I believe there is a reason for it. It will eventually pop int our minds.<</say>>
<<say "rd">>There better be!<</say>>
<<ab>>[[Go East|T1E]]<</ab>>
<<else>><<set $QuestPool.pushUnique($Q1B)>> /* Go East, recommended by AI */
<<say "leo">>Our Watcher once hinted that there is something on the east, or some else.<</say>>
<<say "rd">>Great! Mystic and reticent as always.<</say>>
<<say "leo">>Young Boy. Well! Go!<</say>>
<<say "rd">>Oi! What about ...<</say>>
<<say "leo">>Don't debate. Go! And yes, I am that old. C'mon.<</say>>
<<say "rd">>Huh! That's powerplay!<</say>>
<<say "leo">>By zero Kelvin! You have more experience in the outside field and are the less broken one of all of us.<</say>>
<<say "rd">>...<</say>>
<<say "leo">>Mach den Abgang! <em>gesticulating to go</em><br><</say>>
<<say "rd">><span>Wha?! Yeah, damn! Couldn't you have been nicer!?<br><em>What language was that?</em></span><</say>>
<<ab>>[[Go East|T1E]]<</ab>>
<</if>>
<<else>><<set $CampM to {TransMast: false,Farm: 0,DefPerimeter: false,building: 0,maxbuildings: 0,EHarvester: 0,Orb: 1,nOrb: 1,cOrb: 1,}; $nutrients /= 2; $unimatter /= 2; $energy /= 2; $QuestPool.pushUnique($Q1C0); $storageFactor = 1;>> /* Q1C is: do repairs */
Elva and Abiba's ship return. It hasn't attacked them. If their watcher knows what that was that attacked us?
With jetting forces their ship land on the same spot. The hatch opens, both of them run out and hugs us, asking what that was? What I did?<br>
I did nothing.<br>
<<say "leo">>Guys! Let us bring Vika in and stabilize her.<</say>><br>
Ashamed, I fret at myself that Vika's priority didn't came to my mind first, instead to Leo's. Am I selfish?
We all carry her into their spaceship, to one of the unfilled pod <<nobr>>
<<if $energy > 2 && $CampM.unimatter >= 3>><<set $CampM.unimatter -= 3>>, but the watcher directed us to the costruction chamber and already is on to repair her module, as printing the replacement tools. I guess, it is too urgent to let us diagnose and creating a solution. It notified us that it should only take some days.<<set $noVika = true>><<else>><<set $QuestPool.pushUnique($Q1CA); $QuestPool.pushUnique($Q1CA2)>>and the watcher stabilized her, but urges us to find unimatter as of now! At latest in two cycles.<</if>><br>
<<if $energy > 3 && $CampM.nutrients >= 5>><<set $CampM.nutrients -= 5>>It notified us also that it will infuse her with enough medicine to neutralize the damages on the internal composition. <<else>><<set $QuestPool.pushUnique($Q1CA1)>>Same for medicine. She needs nutrients, also within two cycles. Else she has to be enfreezed, which uses regularly energy that we also need.<</if>><br>
<<if $energy >= 1 &&$CampM.unimatter >= 1 && $CampM.nutrients >= 2>><<set $CampM.nutrients -= 2; $CampM.unimatter -= 1, $energy -= 1>>Leo's case is quite mild and is done in a few hours.<<else>><<set $QuestPool.pushUnique($Q1CB)>>Leo's case is quite mild and has not an urgency, he only needs to be inside a pod and let himself stabilized. Until then, Vika has to be healed, then Leo.<</if>><br>
<</nobr>>
<<say "elva">><p onclick="recOTattack();" style="color: royalblue; cursor: pointer">Look!</p> That is what attacked you.<</say>><br>
...<br>
<<say "rd">>Huh!<</say>>
<<say "leo">>Okay ...<</say>>
<<say "abiba">>...<</say>>
<<say "elva">>So, we have something far more dangerous than the animals that attack us occasionally.<</say>>
<<say "rd">>Oh yes!<</say>>
By the sight of the sheer destruction power, we all can only agree.<br>
<<say "rd">>And it seemt to have an intelligence.<</say>>
<<say "elva">>How come?<</say>>
<<say "rd">><em>Mmh.</em> A feeling.<</say>>
<<say "rd">>Our watchers doesn't say anything?<</say>>
Nope. Both ladies shake their heads.<br>
<em>Ugh! Typical.</em><br>
<<say "rd">>Fine. I have to go out collecting nutrients.<</say>>
<<say "elva">>I will accompany you.<</say>><<set $carrycap += 1>>
Abiba nods and stays near the cockpit, in case they need to quickjump again.<br>
<<ab>>[[Go West|T4E]]<</ab>>
<</if>>
</blockquote></center><<nobr>>
<<set $QuestPool.deleteAll($Q1A), $QuestPool.deleteAll($Q1B), $QuestPoolDone.pushUnique($Q1A), $QuestPoolDone.pushUnique($Q1B)>>
<</nobr>>
<center><blockquote>
<<if $CampM.nutrients <= 0>>[img[assets/backgrounds/silent-camp.webp]]
On a spot of a mountainous area, I found another spaceship - like ours! Another stranded.
But it is silent. I try to direct-radio them, even knocking on the hatch - which is quite brutally deformed. But no reaction.
<div id="theHatch">What do I do?
<<ab>>[[Return to Camp and submit to our slow demise?|End of Game]]<</ab>>
<<ab>>Returning is not an option, but then what is?<</ab>>
<<timed 10s>><<replace "#theHatch">>Wait! What is ... the hatch! <em>Wow</em> It is opening painfully, with loud crashing and creaking sounds. Surely audible wide and far. Hopefully, whatever attacked her, is very much in the distance. <em>Whether it was the same that attacked us?</em> The hatch is hanging, as it tried open completely it swings. The hinge is bent.
Anyway, it is far enough to jump in and <<linkappend "check it out.">>
<<timed 1s>>.<<timed 1s>>.<<timed 1s>>.<</timed>><</timed>><</timed>>
Ok! There are two ladies in the cryostasis <<set $QuestPool.pushUnique($Q1CD), $noAbiba = true, $noElva = true>>, as they apparently couldn't find food and even had unsucessful energy consuming flights around this area. Their guardian, the watcher didn't help much as probably recommending the ladies to go to sleep. Never find I myself in such a stark contrast to our AIs here than anytime in my life. Does it need to save energy, or?
Bueno, enough complaining. This ship is not what I hoped for, but still can serves us. Well then, <<linkappend "to the cockpit.">>
<div class="dot-enqueuer"><div class="Dot1">.</div><div class="Dot2">.</div><div class="Dot3">.</div></div>
<<timed 10s>>With a whirring sound - accompanied with some horrible clanking -, the spaceship is ready. Hopefully, I make the flight, as I have absolutely no experience in piloting a tin can.
<<ab>>[[Start now and Go!|End of Game][$whydead = 1]]<</ab>>
<<ab>>[[Or wait for the night?|Arrival at CJ]]<</ab>>
<</timed>><</linkappend>><</linkappend>><</replace>><</timed>>
<<else>>[img[assets/Ch-Camp/MountainCamp.webp]]
Yes! There are others! The ladies greet me in surprise and ask me from where I do come, which spaceship number is it, why didn't I radio them. I ask them that their antenna works? They gesturing and answering: not always, it is weird. So I answered to them that <<if $CampJ.TransMast>>even though we built an antenna, we didn't received any incomings - we assume it is because of the dense jungle.<<else>>we hadn't found the time and the urgency to build an antenna. Until now.<</if>> So, what happened that I took a rather dangerous journey?
<<say "rd">>Yes! I almost forgot! We were attacked. Whacked!<</say>>
The ladies raises the eyebrows, opens the eyes, slightly open the mouth as I tell them what happened. As in to realize that they, we, are not in a safe environment anymore. Or dreading more if they also had their encounters.
<<say "elva">>Then let us go there. You know the way.<</say>>
<<ab>>[[Yes! Thank you!|End of Game][$whydead = 1]]<</ab>>
<<ab>>[[Yes! But wait for the night!|Arrival at CJ]]<</ab>>
<</if>>
</blockquote></center><<cacheaudio "BgMusic" "assets/characters/audio/background_introduction.wav">>
/* Leo */
<<cacheaudio "leo_a001_1" "assets/characters/audio/leo_a001_1.mp3">>
<<cacheaudio "leo_a001_2" "assets/characters/audio/leo_a001_2.mp3">>
<<cacheaudio "leo_a001_3" "assets/characters/audio/leo_a001_3.mp3">>
<<cacheaudio "leo_a001_4" "assets/characters/audio/leo_a001_4.mp3">>
<<cacheaudio "leo_a002_1" "assets/characters/audio/leo_a002_1.mp3">>
/* RD */
<<cacheaudio "rd_a001" "assets/characters/audio/rd_a001.mp3">>
<<cacheaudio "rd_a002" "assets/characters/audio/rd_a002.mp3">>
<<cacheaudio "rd_a003" "assets/characters/audio/rd_a003.mp3">>
<<cacheaudio "rd_a004" "assets/characters/audio/rd_a004.mp3">>
<<cacheaudio "rd_a005" "assets/characters/audio/rd_a005.mp3">>
<<cacheaudio "rd_a006" "assets/characters/audio/rd_a006.mp3">>
<<cacheaudio "rd_a007" "assets/characters/audio/rd_a007.mp3">>
<<cacheaudio "rd_a007_1" "assets/characters/audio/rd_a007_1.mp3">>
<<cacheaudio "rd_a007_2" "assets/characters/audio/rd_a007_2.mp3">>
<<cacheaudio "rd_a007_3" "assets/characters/audio/rd_a007_3.mp3">>
<<cacheaudio "rd_a007_4" "assets/characters/audio/rd_a007_4.mp3">>
<<cacheaudio "rd_a008" "assets/characters/audio/rd_a008.mp3">>
<<cacheaudio "rd_a009_1" "assets/characters/audio/rd_a009_1.mp3">>
<<cacheaudio "rd_a009_2" "assets/characters/audio/rd_a009_2.mp3">>
<<cacheaudio "rd_a009_3" "assets/characters/audio/rd_a009_3.mp3">>
/* Vika */
<<cacheaudio "vika_a001_1" "assets/characters/audio/vika_a001_1.mp3">>
<<cacheaudio "vika_a001_2" "assets/characters/audio/vika_a001_2.mp3">>
<<cacheaudio "vika_a002_1" "assets/characters/audio/vika_a002_1.mp3">><center><blockquote>
[img[assets/backgrounds/Placeholder.webp]]
<div class="logbook">As Solaris extended its reach across the entire solar system, integrating Neptune into the Solaris Hub became an inevitability. It was only a matter of time before the connection was established. Consequently, the logical progression was to dispatch probes to nearby stellar systems, particularly those with promising Earth-like characteristics.
This planet is one such target. The mission parameters are clear:
Phase 1: Establish a preliminary outpost.
Phase 2: Conduct a comprehensive survey to assess:
<ul><li>Colonization potential</li><br>
<li>If unsuitable for colonization, detailed analysis of notable features and resources.</li></ul></div>
<<ab>>[[Year 1]]<</ab>>
</blockquote></center><<nobr>>
<<script>>
Config.saves.autosave = ["autosave"]
<</script>>
<<if $energy < 0>><<set $energy = 0>><</if>>
<<set $Camp_J = true, $Camp_M = false, $carrycap = 0, $Humcarrycap = 1, $Orbcarrycap = 0, $Oeu = 0, $navOrb = 1, $cbtOrb = 1, $xenohelp = 1>>
<<if $QuestPoolDone.includes($Q1CC2A)>><<set $storageFactor = 2>><<else>><<set $storageFactor = 1>><</if>>
<<if $eventfrom3E>><<set $summand = 2>><<else>><<set $summand = 0>><</if>>
<<if ($QuestPoolDone.includes($Q2B) && !$QuestPoolDone.includes($Q2E) || hasVisited("SfBM open")) && $CampM.nutrients <= 4>><<set $QuestPool.pushUnique($Q2E)>><<script>>window.showCustomPopup();<</script>><</if>>
<<if $nutrients <= 3>><<script>>window.showWarningPopup();<</script>><</if>>
<<if $evenfrom3E && $QuestPoolDone.includes($Q1CA3, $Q1CB) && !$QuestPool.includesAny($Q1CD, $Q1CD1) && !$QuestPoolDone.includes($Q3)>><<set $QuestPool.pushUnique($Q3)>><</if>>
<</nobr>><center>
<<nobr>><<if $QuestPool.includes($Q1CC2A) || $QuestPoolDone.includesAny($Q1A, $Q1B, $Q1CC2A)>>
<center>[img[assets/Ch-Camp/JungleCamp_bothSps.webp]]/* Two Spaceships */</center>
<<else>>
<center>[img[assets/Ch-Camp/JungleCamp.webp]]</center>
<</if>><</nobr>>
<div class="passage-titles" style="color:#2aa22a; border-bottom-color: #2aa22a; border-top-color: #2aa22a;"><center><h2><strong>Camp Jungle</strong></h2></center></div>
<div class="order-indices"><div class="index-screens-normal"><div><strong>Things in the inventory:</strong></div>
<div>[img[Materials Printer|assets/items/3D-Printer_rs.webp]] [img[Compass|assets/items/compass_rs.webp]] <<if $SubAnalyzer == true>>[img[Substance Analyzer|assets/items/Substance-Analyzer_rs.webp]]<</if>></div></div>
<div class="index-screens-normal"><div><strong>Components and Buildings operated by your spaceship:</strong></div>
<div><<if $CampJ.TransMast == true>>[img[Transmission Mast|assets/items/antenna_CJ_rs.webp]] <</if>><<if $CampJ.EHarvester != 0>>[img[Energy Harvester|assets/items/sun-collectors_rs.webp]] <</if>><<if $CampJ.DefPerimeter == true>>[img[Defense Perimeter|assets/items/defense-perimeter_rs.webp]] <</if>><<if $CampJ.Farm == 5>>[img[Horticulture|assets/items/farm_rs.webp]] <</if>><<if $CampJ.Orb == 3>>[img[Floating Orb|assets/items/The-Orb_rs.webp]] <<elseif $CampJ.nOrb == 3 && $CampJ.cOrb == 1>>[img[Orb +Navigation|assets/items/navigation-Orb_rs.webp]] <<elseif $CampJ.nOrb == 1 && $CampJ.cOrb == 3>>[img[Orb +Combat|assets/items/combat-Orb_rs.webp]] <<elseif $CampJ.nOrb == 3 && $CampJ.cOrb == 3>>[img[Orb +Navi +Combat|assets/items/nc-Orb_rs.webp]] <</if>></div><div><<if $CampJ.building > $CampJ.maxbuilding>><<set $CampJ.building = $CampJ.maxbuilding>><<elseif $CampJ.building < 0>><<set $CampJ.building = 0>><</if>>The camp has <<= $CampJ.building>> of maximal <<= $CampJ.maxbuildings>> buildings.</div></div>
<div class="index-screens-small"><div><div><strong>CYCLES: </strong></div><div><<= $days>></div></div>
<div><div><strong>ENERGY: </strong></div><div><<if ($maxenergy*$storageFactor) < 0>><<set ($maxenergy*$storageFactor) = 0>><</if>><<if $energy > ($maxenergy*$storageFactor)>><<set $energy = ($maxenergy*$storageFactor)>><</if>><<= $energy.toFixed(1)>> of maximal <<= ($maxenergy*$storageFactor)>></div></div>
<div><div><strong>UNIMATTER: </strong></div><div><<if $unimatter < 0>><<set $unimatter = 0>><</if>><<if $unimatter > ($maxunimatter*$storageFactor)>><<set $unimatter = ($maxunimatter*$storageFactor)>><<elseif $unimatter < 0>><<set $unimatter = 0>><</if>><<= $unimatter.toFixed(1)>> Unimatter</div></div></div>
<div class="index-screens-normal"><div><strong>NUTRIENTS:</strong></div><<nobr>><<if $nutrients > ($maxnutrients*$storageFactor)>><<set $nutrients = ($maxnutrients*$storageFactor)>><</if>><</nobr>><div>We have <<= $nutrients>> nutrients in storage. Each person consume one unit of nutrients per cycle. We can only store a quantity of <<= ($maxnutrients*$storageFactor)>>.</div></div>
<div class="index-screens-professions"><div class="title-profession"><strong>PROFESSIONS:</strong></div>
<div class="index-professions"><div> Xenology: <<= ($xeno*$navOrb).toFixed(1)>></div> + <div>Combatibility: <<= ($combat*$cbtOrb).toFixed(1)>></div> + <div>Engineering: <<= $engineering.toFixed(1)>></div> + <div>Interactibility: <<= $social.toFixed(1)>></div></div></div></div>
<div class="Title_Actions"><strong><center><h3>ACTIONS:</h3></center></strong></div>
<div class="actions-table">
<div class="actions-row"><<if $energy >=1>><div>[[Train in Engineering|Engineer Training][$energy -= 1; $engineering += 0.1]]</div><</if>>
<<if $energy >=1>><div>[[Train in Combat Arts|Combat Training][$energy -= 1; $combat += 0.1]]</div><</if>></div>
<div class="actions-row"><<if $energy >=1>><div>[[Go to the Materials Printer|Construction Menu]]</div><</if>>
<<if $energy >=1>><div>[[Socialize with your Crew|Social Events]]</div><</if>></div>
<div class="actions-row"><<if $energy >=1>><div>[[Go Out|Ante Explore]]</div><</if>>
<<if $energy >=1>><div>[[Go to the Task Monitor|Scheduler]]</div><</if>></div>
<div class="actions-row">
<<nobr>><<if $eventfrom3E == false>>
<<if $energy >= 5 && (hasVisited("SfBM open") || hasVisited("Foot of a Mountain") || $QuestPool.includes($Q2C) || $QuestPoolDone.includes($Q2C)) && $TransMast3 == false>><div>[[Move to Camp Mountain|Camp Mountain][$energy -= 5; $nutrients += $CampM.nutrients; $CampM.nutrients = 0; $engineering += $days*0.3; $combat += $days*0.1; $unimatter += $CampM.unimatter; $CampM.unimatter = 0; $OrbTransport = []]]</div><<if $QuestPool.includes($Q2C)>><<set $QuestPool.deleteAll($Q2C), $QuestPoolDone.pushUnique($Q2C)>><</if>>
<<elseif $TransMast3 && $energy >= 5>><div>[[Move to Camp Mountain|Camp Mountain][$energy -= 5; $nutrients += $CampM.nutrients; $CampM.nutrients = 0; $unimatter += $CampM.unimatter; $CampM.unimatter = 0; $OrbTransport = []]]</div><</if>>
<<else>><<if $energy >= 5>><div><<linkappend "Move to Camp Mountain" t8n>>We do not want to risk flying again until we know more about what attacked us.<</linkappend>></div><</if>><</if>><</nobr>>
<div>[[Rest|A New Cycle][$days += 1]]</div></div>
</div>
</center><<nobr>>
<<script>>
Config.saves.autosave = ["autosave"]
<</script>>
<<if $energy < 0>><<set $energy = 0>><</if>>
<<set $Camp_M = true, $Camp_J = false, $carrycap = 0, $Humcarrycap = 1, $Orbcarrycap = 0, $Oeu = 0, $navOrb = 1, $cbtOrb = 1, $xenohelp = 1>>
<<if $QuestPoolDone.includes($Q1CC2B)>><<set $storageFactor = 1>><<else>><<set $storageFactor = 2>><</if>>
<<if $eventfrom3E>><<set $summand = 2>><<else>><<set $summand = 0>><</if>>
<<if $nutrients <= 5>><<script>>window.showWarningPopup();<</script>><</if>>
<</nobr>><center><center>[img[assets/Ch-Camp/MountainCamp.webp]]</center>
<div class="passage-titles" style="color: #d2a679; border-bottom-color: #d2a679; border-top-color: #d2a679;"><center><h2><strong>Camp Mountain</strong></h2></center></div>
<div class="order-indices">
<div class="index-screens-normal"><div><strong>Things in the inventory:</strong></div><div>[img[Materials Printer|assets/items/3D-Printer_rs.webp]] [img[Compass|assets/items/compass_rs.webp]] <<if $SubAnalyzer>>[img[Substance Analyzer|assets/items/Substance-Analyzer_rs.webp]]<</if>></div></div>
<div class="index-screens-normal"><div><strong>Components and Buildings operated by your spaceship:</strong></div><div><<if $CampM.TransMast>>[img[Transmission Mast|assets/items/antenna_CM_rs.webp]] <</if>><<if $CampM.EHarvester != 0>>[img[Energy Harvester|assets/items/sun-collectors_rs.webp]] <</if>><<if $CampM.DefPerimeter>>[img[Defense Perimeter|assets/items/defense-perimeter_rs.webp]] <</if>><<if $CampM.Farm == 5>>[img[Horticulture|assets/items/farm_rs.webp]] <</if>><<if $CampM.Orb == 3>>[img[Floating Orb|assets/items/The-Orb_rs.webp]] <<elseif $CampM.nOrb == 3 && $CampM.cOrb == 1>>[img[Orb +Navigation|assets/items/navigation-Orb_rs.webp]] <<elseif $CampM.nOrb == 1 && $CampM.cOrb == 3>>[img[Orb +Combat|assets/items/combat-Orb_rs.webp]] <<elseif $CampM.nOrb == 3 && $CampM.cOrb == 3>>[img[Orb +Navi +Combat|assets/items/nc-Orb_rs.webp]] <</if>></div><div><<if $CampM.building > $CampM.maxbuildings>><<set $CampM.building = $CampM.maxbuildings>><<elseif $CampM.building < 0>><<set $CampM.building = 0>><</if>>The camp has <<= $CampM.building>> of maximal <<= $CampM.maxbuildings>> buildings.</div></div>
<div class="index-screens-small"><div><div><strong>CYCLES: </strong></div><div><<= $days>></div></div><div><div><strong>ENERGY: </strong></div><div><<if ($maxenergy*$storageFactor) < 0>><<set $maxenergy = 0>><</if>><<if $energy > ($maxenergy*$storageFactor)>><<set $energy = ($maxenergy*$storageFactor)>><</if>><<= $energy.toFixed(1)>> of maximal <<= ($maxenergy*$storageFactor)>></div></div><div><div><strong>UNIMATTER: </strong></div><div><<if $unimatter < 0>><<set $unimatter = 0>><</if>><<if $unimatter > ($maxunimatter*$storageFactor)>><<set $unimatter = ($maxunimatter*$storageFactor)>><<elseif $unimatter < 0>><<set $unimatter = 0>><</if>><<= $unimatter.toFixed(1)>> Unimatter</div></div></div>
<div class="index-screens-normal"><div><strong>NUTRIENTS:</strong></div><<nobr>><<if $nutrients > ($maxnutrients*$storageFactor)>><<set $nutrients = ($maxnutrients*$storageFactor)>><</if>><</nobr>><div>We have <<= $nutrients>> nutrients in storage. Each person consume one unit of nutrients per cycle. We can only store a quantity of <<= ($maxnutrients*$storageFactor)>>.</div></div>
<div class="index-screens-professions"><div class="title-profession"><strong>PROFESSIONS:</strong></div><div class="index-professions"><div> Xenology: <<= ($xeno*$navOrb).toFixed(1)>></div> + <div>Combatibility: <<= ($combat*$cbtOrb).toFixed(1)>></div> + <div>Engineering: <<= $engineering.toFixed(1)>></div> + <div>Interactibility: <<= $social.toFixed(1)>></div></div></div></div>
<div class="Title_Actions"><strong><center><h3>ACTIONS:</h3></center></strong></div>
<div class="actions-table"><div class="actions-row">
<<if $energy >=1>><div>[[Train in Engineering|Engineer Training][$energy -= 1; $engineering += 0.1]]</div><</if>>
<<if $energy >=1>><div>[[Train in Combat Arts|Combat Training][$energy -= 1; $combat += 0.1]]</div><</if>></div>
<div class="actions-row"><<if $energy >=1>><div>[[Go to the Materials Printer|Construction Menu]]</div><</if>>
<<if $energy >=1>><div>[[Socialize with your Crew|Social Events]]</div><</if>></div>
<div class="actions-row"><<if $energy >=1>><div>[[Go Out|Ante Explore]]</div><</if>>
<<if $energy >=1>><div>[[Go to the Task Monitor|Scheduler]]</div><</if>></div>
<div class="actions-row"><<if $eventfrom3E == false && $energy >= 5 && $explored.TBJ0 == 100 && $TransMast3 == false>><div>
[[Move to Camp Jungle|Camp Jungle][$energy -= 5; $energy /= 2; $CampM.nutrients = ($nutrients/2); $nutrients /= 2; $CampM.unimatter = ($unimatter/2); $unimatter /= 2; $engineering -= $days*0.3; $combat -= $days*0.1; $OrbTransport = []]]</div><<elseif $energy >= 5 && $TransMast3>><div>[[Move to Camp Jungle|Camp Jungle][$energy -= 5; $CampM.nutrients = ($nutrients/2); $nutrients /= 2; $CampM.unimatter = ($unimatter/2); $unimatter /= 2; $OrbTransport = []]]</div><<elseif hasVisited("3E-Event")>><div><<linkappend "Move to Camp Jungle" t8n>>We do not want to fly again until we know more about what attacked us.<</linkappend>></div><</if>>
<div>[[Rest|A New Cycle][$days += 1]]</div></div>
</div>
</center><<nobr>>
<<if $firsttime == false>><<script>>SimpleAudio.select("rd_a005").volume(1).stop();<</script>><<audio "rd_a006" play>><<set $firsttime = true>><</if>>
<</nobr>><center>
[img[assets/Ch-Crash/Zoeken-Predator.webp]]
<blockquote>
Hm. Nice! Like it is designed to be: sturdy.
Now. What to do? I have <<= $energy>> energy left.
<<if $energy == 4>>
Ech! Nothing happens. It is boring. Maybe I should try to go out anyway?
<<elseif $energy <= 0>><<goto "Shutdown">>
<</if>>
<<ab>>[[Look for other stranded|LostiJ][$firsttime = false]]<</ab>>
<<if $passagevisited == false>>
<<ab>>[[Check for salvageables|Search for Compass]]<</ab>>
<</if>><<if $energy != 4>>
<<ab>>[[Wait out|Check my pod][$energy -= 1]]<</ab>>
<<else>>
<<ab>>[[Nope! I wait out|Check my pod][$energy -= 1]]<</ab>>
<</if>>
</blockquote></center><center><blockquote><<set _rNr = random(3)>>
<<nobr>>
<<if _rNr == 0>>
[img[assets/backgrounds/combat_training.webp]]
<<elseif _rNr == 1 && ($Camp_M || $eventfrom3E)>>
[img[assets/backgrounds/combat_training1.webp]]
Elva joins me in a training session.<br>
<<elseif _rNr == 2 && ($Camp_M || $eventfrom3E)>>
[img[assets/characters/elva_2.webp]]
Elva joins me for a sparring match.<br>
<<elseif _rNr == 3 && $SFW_Path == false && $Camp_M && $social > 7>>
[img[assets/characters/elva_2-5.webp]]
That is gonna be a twofactored battle; for the mind as well for the body.
<<else>>
[img[assets/backgrounds/combat_training2.webp]]
<</if>>
<br>
If you are wondering, how we - in cylinders - are fighting? Well, our exosuits are mostly mechanical, which is still necessary for us to finetune the coordination between brain and limbs. If our AI has the command, then ... well ... let us say ... they have ... what we would call personalities too. Also, in low-data situations, it is down to luck and chance. Better die by my own choice.
And for other reasons, as: to counteract brain degeneration and for energy efficiency.
<br><br>
<<if $Camp_J>><<ab>>[[Return to Camp|Camp Jungle]]<</ab>><<else>><<ab>>[[Return to Camp|Camp Mountain]]<</ab>><</if>>
<</nobr>>
</blockquote></center><center>/* <<nobr>>
<<set $anyorbtrueCJ = [$CampJ.Orb, $CampJ.nOrb, $CampJ.cOrb, $CampJ.cnOrb]; $anyorbtrueCM = [$CampM.Orb, $CampM.nOrb, $CampM.cOrb, $CampM.cnOrb]>>
<</nobr>> */<center>[img[assets/items/3D-Printer.webp]]</center>
<div class="passage-titles" style="color: #336699; border-bottom-color: #336699; border-top-color: #336699;"><center><h3><strong>Construction Menu</strong></h3></center></div>
<div class="index-screens-small"><div><strong>ENERGY: </strong>
<<if $energy > $maxenergy>><<set $energy = $maxenergy>><<elseif $energy < 0>><<set $energy = 0>><</if>><<= $energy.toFixed(1)>> of maximal <<= $maxenergy>></div>
<div><strong>UNIMATTER: </strong>
<<if $unimatter > $maxunimatter>><<set $unimatter = $maxunimatter>><<elseif $unimatter < 0>><<set $unimatter = 0>><</if>><<= $unimatter.toFixed(1)>> Unimatter</div>
<div><<if $Camp_M>>available buildings:
<<= $CampM.building>> from maximal <<= $CampM.maxbuildings>>
<<else>>available buildings:
<<= $CampJ.building>> from maximal <<= $CampJ.maxbuildings>><</if>></div>
</div>
<div class="index-screens-small"><div style="width: 100%;">[[Go to Disintegration Menu|Disintegration Menu]]</div></div>
<div class="index-screens-small"><div style="width: 100%;"><<if $Camp_J>>[[Go to Camp|Camp Jungle]]<<else>>[[Go to Camp|Camp Mountain]]<</if>></div></div>
</center>
<<nobr>>
<<if $printnanodrone || $printdatainterpreter>>
<div class="whiteborderglimmer"><strong><u>special projects:</u></strong><br>
<center><ul>
<<if $printnanodrone && $designing < 4>>
<li>Nanodrone:
<<if $printnanodrone && $designing == 0 && $engineering >= 15 && $energy >= 2>><<ab>>[[Brainstorm and design a nanodrone|Picture designing][$designing = 1]]<</ab>>
<<elseif $printnanodrone && $designing == 0 && ($engineering < 15 || $energy < 2)>><div class="color-red">Not enough energy (+2) and/or knowledge in engineering (Lvl:+15)</div>
<<elseif $printnanodrone && $designing == 1 && $social >= 20 && $energy >= 3>><<ab>>[[Ask Abiba, Vika and Leo for feedback|Picture designing][$designing = 2]]<</ab>>
<<elseif $printnanodrone && $designing == 1 && ($social < 20 || $energy < 3)>><div class="color-red">Not enough energy (+2) and/or in interactibility (Lvl:+20)</div>
<<elseif $printnanodrone && $designing == 2 && $engineering >= 17 && $energy >= 1>><<ab>>[[Improve the design|Picture designing][$designing = 3]]<</ab>>
<<elseif $printnanodrone && $designing == 2 && ($engineering < 17 || $energy < 1)>><div class="color-red">Not enough energy (+1) and/or knowledge in engineering (Lvl:+17)</div>
<<elseif $printnanodrone && $designing == 3 && $engineering >= 18 && $energy >= 2 && $unimatter >= 1>><<ab>>[[Print it!|Picture designing][$designing = 4]]<</ab>>
<<elseif $printnanodrone && $designing == 3 && ($engineering < 18 || $energy < 2 || $unimatter < 1)>><div class="color-red">Not enough energy (+2), unimatter (+1) and/or in engineering (Lvl:+18)</div><</if>>
</li>
<<elseif $printdatainterpreter && $designing < 3>>
<li>Data Interpreter:
<<if $printdatainterpreter && $designing == 0 && $engineering >= 20 && $energy >= 2>><<ab>>[[Brainstorm and design a data interpreter device|Picture designing][$designing = 1]]<</ab>>
<<elseif $printdatainterpreter && $designing == 0 && ($engineering < 20 || $energy < 2)>><div class="color-red">Not enough energy (+2) and/or knowledge in engineering (Lvl:+20)</div>
<<elseif $printdatainterpreter && $designing == 1 && $social >= 23 && $energy >= 3>><<ab>>[[Synergize the design with those of Abiba and Vika|Picture designing][$designing = 2]]<</ab>>
<<elseif $printdatainterpreter && $designing == 1 && ($social < 23 || $energy < 3)>><div class="color-red">Not enough energy (+3) and/or in interactibility (Lvl:+23)</div>
<<elseif $printdatainterpreter && $designing == 2 && $engineering >= 24 && $energy >= 1>><<ab>>[[Print|Picture designing][$designing = 3]]<</ab>>
<<elseif $printdatainterpreter && $designing == 2 && ($engineering < 24 || $energy < 1)>>><div class="color-red">Not enough energy (+1) and/or in interactibility (Lvl:+24)</div><</if>>
</li>
<</if>>
</ul></center>
</div>
<</if>>
<</nobr>>
<div class="CaD-container" id ="C-Menu">
<strong><u>available Templates:</u></strong><br>
<<nobr>><h6>Legend:<br>Energy = E | Unimatter = U | Energy Upkeep - EU | Lvl = Engineering Level</h6><br>
<ul><li>Repairs (3E - 3U): <<if $notrepaired > 0>><<if $energy >= 3 && $unimatter >= 3 && ($Camp_J || $Camp_M)>>[[Action it|Construction Menu][$energy -= 3; $unimatter -= 3; $notrepaired -= 2]]
<<elseif $unimatter < 3 || $energy < 3>><div class="color-red">insufficient ressources</div>
<<elseif $Camp_J && $maxenergy < 10 || $Camp_M && $maxenergy < 20>><div class="color-red">insufficient ressources</div><</if>>
<<else>><div class="color-green">all good and functioning.</div><</if>></li>
<<if $engineering >= 2>><li>Lvl 2: Substance Analyzer (2E - 5U):
<<if $SubAnalyzer != true && $energy >= 2 && $unimatter >= 5>>[[Print|Construction Menu][$energy -= 2; $unimatter -= 5; $SubAnalyzer = true]]
<<elseif $SubAnalyzer>><br><div class="color-green">We have already the Substance Analyzer in our inventory.</div>
<<else>><div class="color-red">insufficient level or ressources</div><</if>></li><</if>></ul>
<<if $Camp_J && $CampJ.building < $CampJ.maxbuildings || $Camp_M && $CampM.building < $CampM.maxbuildings>>
<ul>
<<if $engineering >= 2>><li>Lvl 2: Energy Harvester (5E - 5U):
<<if $CampJ.EHarvester == 0 && $Camp_J && $energy >= 5 && $unimatter >= 5>>[[Print|Construction Menu][$energy -= 5; $unimatter -= 5; $CampJ.EHarvester = 5; $CampJ.building += 1]]
<<elseif $CampM.EHarvester == 0 && $Camp_M && $energy >= 5 && $unimatter >= 5>>[[Print|Construction Menu][$energy -= 5; $unimatter -= 5; $CampM.EHarvester = 5; $CampM.building += 1]]
<<elseif $CampJ.EHarvester == 5 && $Camp_J || $CampM.EHarvester == 5 && $Camp_M>><br><div class="color-green">Our Energy Harvester collects all possible energies.</div>
<<elseif ($CampJ.EHarvester == 10 && $Camp_J) || ($CampM.EHarvester == 10 && $Camp_M)>><br><div class="color-green">Our energy regeneration rate is raised by +10.</div>
<<else>><div class="color-red">insufficient level or ressources</div>
<</if>>
</li>
<<if $engineering >= 5 && ($CampJ.EHarvester == 5 && $Camp_J) || ($CampM.EHarvester == 5 && $Camp_M)>>
<ul class="plussign-list">
<li>Lvl 5: + Energy Generation Upgrade (5E - 5U):
<<if $energy >= 5 && $unimatter >= 5 && ($CampJ.EHarvester == 5 && $Camp_J || $CampM.EHarvester == 5 && $Camp_M)>><<if $Camp_J>>[[Print|Construction Menu][$energy -= 5; $unimatter -= 5; $CampJ.EHarvester = 10]]<<else>>[[Print|Construction Menu][$energy -= 5; $unimatter -= 5; $CampM.EHarvester = 10]]<</if>><<else>>
<div class="color-red">insufficient level or ressources</div><</if>>
</li></ul><</if>><</if>>
<<if $engineering >= 2>><li>Lvl 3: Defense Perimeter (2E - 2U - 1EU):
<<if $CampJ.DefPerimeter != true && $Camp_J && $energy >= 2 && $unimatter >= 2>>[[Print|Construction Menu][$energy -= 2; $unimatter -= 2; $CampJ.DefPerimeter = true; $CampJ.building += 1]]
<<elseif $CampM.DefPerimeter != true && $Camp_M && $energy >= 2 && $unimatter >= 2>>[[Print|Construction Menu][$energy -= 8; $unimatter -= 3; $CampM.DefPerimeter = true; $CampM.building += 1]]
<<elseif $CampJ.DefPerimeter && $Camp_J || $CampM.DefPerimeter && $Camp_M>><br><div class="color-green">The Defense Perimeter is active.</div>
<<else>><div class="color-red">insufficient level or ressources</div>
<</if>>
</li><</if>>
<<if $engineering >= 3>><li>Lvl 3: Antenna (2E - 2U - 1EU):
<<if $CampJ.TransMast != true && $Camp_J && $energy >= 2 && $unimatter >= 2>>[[Print|Construction Menu][$energy -= 2; $unimatter -= 2; $CampJ.TransMast = true; $CampJ.building += 1]]
<<elseif $CampM.TransMast != true && $Camp_M && $energy >= 2 && $unimatter >= 2>>[[Print|Construction Menu][$energy -= 2; $unimatter -= 2; $CampM.TransMast = true; $CampM.building += 1]]
<<elseif $CampJ.TransMast && $Camp_J || $CampM.TransMast && $Camp_M>><br><div class="color-green">Our transmission mast is sending without interruption.</div>
<<else>><div class="color-red">insufficient level or ressources</div>
<</if>>
</li>
<<if $CampM.TransMast && $Camp_M && hasVisited("TBJ0") || $CampJ.TransMast && $Camp_J && hasVisited("TBM0")>>
<ul class="plussign-list">
<li>Lvl 8: + Transmission Mast Upgrade (7E - 4U - Orb):
<<if $engineering >= 8 && $CampJ.TransMast && $TransMast2 != true && $CampM.TransMast && $energy >= 7 && $unimatter >= 4 && ($CampJ.Orb && $Camp_J || $CampM.Orb && $Camp_M)>>[[Execute|Construction Menu][$energy -= 7; $unimatter -= 4; $TransMast2 = true]]
<<elseif $CampM.TransMast && $CampJ.TransMast != true || $CampM.TransMast != true && $CampJ.TransMast>><br><div class="color-red">One of the camps has not built a mast.</div>
<<elseif $TransMast2>><br><div class="color-green">Our bandwith is enlarged.</div><<else>><div class="color-red">insufficient level or ressources</div>
<</if>>
</li>
<li>Lvl 10: + Spaceship Interlink (4E - 6U - Orb):
<<if $engineering >= 10 && $CampJ.TransMast && $CampM.TransMast && $TransMast2 && $TransMast3 != true && $energy >= 4 && $unimatter >= 6 && ($CampJ.Orb && $Camp_J || $CampM.Orb && $Camp_M)>>[[Execute|Construction Menu][$energy -= 4; $unimatter -= 6; $TransMast3 = true]]
<<elseif $CampM.TransMast && $CampJ.TransMast != true || $CampM.TransMast != true && $CampJ.TransMast>><br><div class="color-red">One of the camps has not built a mast.</div>
<<elseif $TransMast2 != true>><br><div class="color-red">Transmission Mast Upgrade required.</div>
<<elseif $TransMast3>><br><div class="color-green">We are interlinked.</div><<else>><div class="color-red">insufficient level or ressources</div>
<</if>>
</li>
</ul>
<</if>><</if>>
<<if $engineering >= 4>><li>Lvl 4: Farm (4E - 6U - 1EU):
<<if $CampJ.Farm == 0 && $Camp_J && $energy >= 4 && $unimatter >= 6>>[[Print|Construction Menu][$energy -= 4; $unimatter -= 6; $CampJ.Farm = 5; $CampJ.building += 1]]
<<elseif $CampM.Farm == 0 && $Camp_M && $energy >= 4 && $unimatter >= 6>>[[Print|Construction Menu][$energy -= 4; $unimatter -= 6; $CampM.Farm = 5; $CampM.building += 1]]
<<elseif $CampJ.Farm == 5 && $Camp_J || $CampM.Farm == 5 && $Camp_M>><br><div class="color-green">Our horticulture produces our nutrients all fine.</div><<else>><div class="color-red">insufficient level or ressources</div>
<</if>>
</li><</if>>
<<if $engineering >= 4>><li>Lvl 4: Floating Orb (8E - 4U - 1EU):
<<if $CampJ.Orb != 3 && $Camp_J && $energy >= 8 && $unimatter >= 4>>[[Print|Construction Menu][$energy -= 8; $unimatter -= 4; $CampJ.Orb = 3; $CampJ.building += 1]]
<<elseif $engineering >= 4 && $CampM.Orb != 3 && $Camp_M && $energy >= 8 && $unimatter >= 4>>[[Print|Construction Menu][$energy -= 8; $unimatter -= 4; $CampM.Orb = 3; $CampM.building += 1]]
<<elseif $CampJ.Orb == 3 && $Camp_J || $CampM.Orb == 3 && $Camp_M>><br><div class="color-green">The Orb is recharging at its port.</div><<else>><div class="color-red">insufficient level or ressources</div>
<</if>>
</li>
<<if $CampJ.Orb == 3 && $Camp_J || $CampM.Orb == 3 && $Camp_M>>
<ul class="plussign-list"><li>+ Lvl 5: Orb Improvement for Exploring (4E - 4U):
<<if $engineering >= 5 && $CampJ.nOrb != 3 && $Camp_J && $energy >= 4 && $unimatter >= 4>>[[Print|Construction Menu][$energy -= 4; $unimatter -= 4; $CampJ.nOrb = 3]]
<<elseif $engineering >= 5 && $CampM.nOrb != 3 && $Camp_M && $energy >= 4 && $unimatter >= 4>>[[Print|Construction Menu][$energy -= 4; $unimatter -= 4; $CampM.nOrb = 3]]
<<elseif $CampJ.nOrb == 3 && $Camp_J || $CampM.nOrb == 3 && $Camp_M>><br><div class="color-green">The Orb +navigation is implemented.</div><<else>><div class="color-red">insufficient level or ressources</div><</if>></li>
<li>+ Lvl 7: Orb Improvement for Combat (6E - 6U):
<<if $engineering >= 7 && $CampJ.cOrb != 3 && $Camp_J && $energy >= 6 && $unimatter >= 6>>[[Print|Construction Menu][$energy -= 6; $unimatter -= 6; $CampJ.cOrb = 3]]
<<elseif $engineering >= 7 && $CampM.cOrb != 3 && $Camp_M && $energy >= 6 && $unimatter >= 6>>[[Print|Construction Menu][$energy -= 6; $unimatter -= 6; $CampM.cOrb = 3]]
<<elseif $CampJ.cOrb == 3 && $Camp_J || $CampM.cOrb == 3 && $Camp_M>><br><div class="color-green">The Orb +combat is implemented.</div><<else>><div class="color-red">insufficient level or ressources</div><</if>></li>
<li>+ Lvl 6: Orb Automation (1E - 1U):
<<if $engineering >= 6 && $OrbAutoCJ != true && $Camp_J && $energy >= 1 && $unimatter >= 1>>[[Print|Construction Menu][$energy -= 1; $unimatter -= 1; $OrbAutoCJ = true]]
<<elseif $engineering >= 6 && $OrbAutoCM != true && $Camp_M && $energy >= 1 && $unimatter >= 1>>[[Print|Construction Menu][$energy -= 1; $unimatter -= 1; $OrbAutoCM = true]]
<<elseif $OrbAutoCJ && $Camp_J || $OrbAutoCM && $Camp_M>><br><div class="color-green">The options panel is available in the Task Monitor.</div><<else>><div class="color-red">insufficient level or ressources</div><</if>></li>
</ul><</if>><</if>>
<<else>>
<br><div style="color:#b35900">There is no more space.</div><br>
<u>Upgrades availables:</u><br>
<<if $CampJ.EHarvester == 5 && $Camp_J || $CampM.EHarvester == 5 && $Camp_M>>
<ul class="plussign-list">
<li>+ Lvl 5: Energy Generation Upgrade (5E - 5U):
<<if $engineering >= 5 && $energy >= 5 && $unimatter >= 5 && ($CampJ.EHarvester == 5 && $Camp_J || $CampM.EHarvester == 5 && $Camp_M)>><<if $Camp_J>>[[Print|Construction Menu][$energy -= 5; $unimatter -= 5; $CampJ.EHarvester = 10]]<<else>>[[Print|Construction Menu][$energy -= 5; $unimatter -= 5; $CampM.EHarvester = 10]]<</if>>
<<elseif ($CampJ.EHarvester == 10 && $Camp_J) || ($CampM.EHarvester == 10 && $Camp_M)>><br><div class="color-green">Our energy regeneration rate is raised by +10.</div><<else>><div class="color-red">insufficient level or ressources</div>
<</if>>
</li></ul><</if>>
<br>
<<if $CampM.TransMast && $Camp_M && hasVisited("TBJ0") || $CampJ.TransMast && $Camp_J && hasVisited("TBM0")>>
<ul class="plussign-list">
<li>+ Lvl 8: Transmission Mast Upgrade (7E - 4U - Orb):
<<if $engineering >= 8 && $CampJ.TransMast && $TransMast2 != true && $CampM.TransMast && $energy >= 7 && $unimatter >= 4 && ($CampJ.Orb && $Camp_J || $CampM.Orb && $Camp_M)>>[[Execute|Construction Menu][$energy -= 7; $unimatter -= 4; $TransMast2 = true]]
<<elseif $CampM.TransMast && $CampJ.TransMast != true || $CampM.TransMast != true && $CampJ.TransMast>><br><div class="color-red">One of the camps has not built a mast.</div>
<<elseif $TransMast2>><br><div class="color-green">Our bandwith is enlarged.</div><<else>><div class="color-red">insufficient level or ressources</div>
<</if>>
</li>
<li>+ Lvl 10: Spaceship Interlink (4E - 6U - Orb):
<<if $engineering >= 10 && $CampJ.TransMast && $CampM.TransMast && $TransMast2 && $TransMast3 != true && $energy >= 4 && $unimatter >= 6 && ($CampJ.Orb && $Camp_J || $CampM.Orb && $Camp_M)>>[[Execute|Construction Menu][$energy -= 4; $unimatter -= 6; $TransMast3 = true]]
<<elseif $CampM.TransMast && $CampJ.TransMast != true || $CampM.TransMast != true && $CampJ.TransMast>><br><div class="color-red">One of the camps has not built a mast.</div>
<<elseif $TransMast2 != true>><br><div class="color-red">Transmission Mast Upgrade required.</div>
<<elseif $TransMast3>><br><div class="color-green">We are interlinked.</div><<else>><div class="color-red">insufficient level or ressources</div>
<</if>>
</li></ul><</if>>
<br>
<<if $CampJ.Orb == 3 && $Camp_J || $CampM.Orb == 3 && $Camp_M>>
<ul class="plussign-list"><li>+ Lvl 5: Orb Improvement for Exploring (4E - 4U):
<<if $engineering >= 5 && $CampJ.nOrb != 3 && $Camp_J && $energy >= 4 && $unimatter >= 4>>[[Print|Construction Menu][$energy -= 4; $unimatter -= 4; $CampJ.nOrb = 3]]
<<elseif $engineering >= 5 && $CampM.nOrb != 3 && $Camp_M && $energy >= 4 && $unimatter >= 4>>[[Print|Construction Menu][$energy -= 4; $unimatter -= 4; $CampM.nOrb = 3]]
<<elseif $CampJ.nOrb == 3 && $Camp_J || $CampM.nOrb == 3 && $Camp_M>><br><div class="color-green">The Orb +navigation is implemented.</div><<else>><div class="color-red">insufficient level or ressources</div><</if>></li>
<li>+ Lvl 7: Orb Improvement for Combat (6E - 6U):
<<if $engineering >= 7 && $CampJ.cOrb != 3 && $Camp_J && $energy >= 6 && $unimatter >= 6>>[[Print|Construction Menu][$energy -= 6; $unimatter -= 6; $CampJ.cOrb = 3]]
<<elseif $engineering >= 7 && $CampM.cOrb != 3 && $Camp_M && $energy >= 6 && $unimatter >= 6>>[[Print|Construction Menu][$energy -= 6; $unimatter -= 6; $CampM.cOrb = 3]]
<<elseif $CampJ.cOrb == 3 && $Camp_J || $CampM.cOrb == 3 && $Camp_M>><br><div class="color-green">The Orb +combat is implemented.</div><<else>><div class="color-red">insufficient level or ressources</div><</if>></li>
<li>+ Lvl 6: Orb Automation (1E - 1U):
<<if $engineering >= 6 && $OrbAutoCJ != true && $Camp_J && $energy >= 1 && $unimatter >= 1>>[[Print|Construction Menu][$energy -= 1; $unimatter -= 1; $OrbAutoCJ = true]]
<<elseif $engineering >= 6 && $OrbAutoCM != true && $Camp_M && $energy >= 1 && $unimatter >= 1>>[[Print|Construction Menu][$energy -= 1; $unimatter -= 1; $OrbAutoCM = true]]
<<elseif $OrbAutoCJ && $Camp_J || $OrbAutoCM && $Camp_M>><br><div class="color-green">The options panel is available in the Task Monitor.</div><<else>><div class="color-red">insufficient level or ressources</div><</if>></li>
</ul><</if>>
<</if>><</nobr>><br></div><center><blockquote>
[img[assets/backgrounds/Placeholder.webp]]
<<say "rd">>Sooo! What do you make out of this situation?<</say>>
<<say "elva">>Sure that it is not from us?<</say>>
<<say "rd">>Ah, come on, Elva.<</say>>
Elva only shrugs.
<<say "leo">>The design seems to be older. I have my doubts as well.<</say>>
<<say "vika">>Didn't you saw anyone?<</say>>
<<say "rd">>Nope!<</say>>
<<say "vika">>Were you looking?<</say>>
Slighted, I point to Abiba.
<<say "vika">>Yeah, but you were not nearby the hot zone.<</say>>
<<say "rd">>Well, first it is nearby - for me at least -, second I saw no activity, and these made me feel that this area could be connected to the first incident.<</say>>
Vika looks at me completely sceptical.
<<say "rd">>Oh, come on. The alien, or whatever, exactly knew where to hit on our spaceship.<</say>>
<<say "vika">>Both are of completely different design. How can it know?<</say>>
<<say "rd">>What do I know! I just felt like that. That it may be intelligent enough for deduction.<</say>>
<<say "vika">>Whooa!<</say>>
I stand to it, I posture to stress what I felt.
<<say "leo">>I guess, we vote on how ...<</say>>
<<say "rd">>Leo! You and always voting.<</say>>
Leo is taken aback, then a bit affronted.
<<say "leo">>Then, how should we ...<</say>>
<<say "rd">>Print a nano drone!<</say>>
<<say "leo">>... keep our cohesion?<</say>>
He is gesticulating with a shrugged shoulder, swirled with his uplifted hand and tilted slighty his head.
<<say "elva">>Fine, I guess, it is your right since you are out there the most of the time.<</say>>
I thank Elva with a nod. Then look at Abiba, but she only stares at me, rather a bit darkly.
<<say "rd">>Yes, I know, it is kind of a lottery. As a compromise, I will explore more. But if I didn't found anything, we do our plan. Agreed?<</say>>
Abiba looks sideways, grinds her left teeth while the others do not veto. Leo looks at me with his mouth wrinkle far on his side. Then all of them nod.
<<ab>>[[Bueno|Camp Jungle][$QuestPool.deleteAll($Q3, $Q3A, $Q3B); $QuestPoolDone.pushUnique($Q3A, $Q3B, $Q3C), $QuestPool.pushUnique($Q3C)]]<</ab>>
</blockquote></center><center><blockquote>
[img[assets/backgrounds/Placeholder.webp]]
<<say "vika">>So there is someone!<</say>>
<<say "rd">>Yeah! The first one ... s.<</say>>
Unsure whether he is alone or has others.
<<say "vika">>And he want us a what?<</say>>
<<say "rd">>A data interpreter. <<if $engineering < 20>>Whatever he meant by that.<</if>><</say>>
<<nobr>>
<<if $engineering < 20>><<say "abiba">>Something that ... <</say>>
<<say "vika">>... compiles, interpret and present us the whole picture.<</say>>
Abiba turned her palm up and point to Vika.<</if>>
<</nobr>>
<<say "elva">>We finally can unravel the weird situation we're in?<</say>>
<<say "rd">>Don't you dare to hope!<</say>>
...
<<say "rd">>But, yeah, that is what I make out of my encounter with him.<</say>>
Elva crosses her fingers and asks us of what are we waiting for?
<<say "leo">>And the guy was secretive? Evading questions?<</say>>
<<say "rd">>Nnnhah, more discreet than secretive.<</say>>
Leo, with his hand on his mouth and his index finger on the cheek, acknowledges the description.
<<say "leo">>You trust him?<</say>>
<<say "rd">>Puh ... <</say>>
<<say "rd">>Difficult to say. I mean, such a device, completed off our network, solely isolated, simplified. Such a thing cannot do much harm, can it?<</say>>
I ask the engineering ladies. Vika and Abiba are between weighing and nodding their heads.
<<say "rd">>Right. Onwards then.<</say>>
We all scatter except for Vika. She sits still there lost in thoughts and with a serious sceptic face, even shaking subtly her head time to time.
Anyway. Time for: <<ab>>[[brainstorm and design|Scheduler][$QuestPool.deleteAll($Q3E); $QuestPoolDone.pushUnique($Q3E); $QuestPool.pushUnique($Q3F)]]<</ab>>
</blockquote></center><center><blockquote>
[img[assets/backgrounds/Placeholder.webp]]
<<timed 1s>>.<</timed>><<timed 2s>>.<</timed>><<timed 3s>>.<</timed>>
Everyone voted. Vika took her sweet time. Understandable, it is not an easy decision.
<<linkappend "Result is:">> Look for other survivors, ignore the alternative route to the mountain.<</linkappend>>
<em>Groan</em>
Abiba, though, seems very relieved.
<<say "leo">>Alright. We stick to it!?<</say>>
Leo looks to all our eyes, especially at mine more harder. <em>Huh? What!</em>
<<say "rd">>Yeah ... <</say>>
<em>Will I though?</em>
[[Conclude the council|Camp Jungle][$QuestPool.deleteAll($Q3); $QuestPoolDone.pushUnique($Q3); $QuestPool.pushUnique($Q3A)]]
</blockquote></center><<nobr>><<script>>SimpleAudio.select("rd_a004").volume(1).stop(); SimpleAudio.select("BgMusic").volume(1).stop();<</script>><</nobr>><center><blockquote><<audio "rd_a005" play>>
<em>Moan. Ugh. Oooph</em>, what a ride. That I get awake just in the moment of impact, what kind of a dick move is that? It is a miracle that I am still whole and functioning. Although ... will luck still continue to be on my side?
<<ab>>[[Check my pod]]<</ab>>
</blockquote></center><<= $CampM.nutrients>>
[[Camp Jungle]]<center><center>[img[assets/items/3D-Printer.webp]]</center>
<div class="passage-titles" style="color: #943838; border-bottom-color: #943838; border-top-color: #943838;"><center><h3><strong>Disintegration Menu</strong></h3></center></div>
<div class="index-screens-small"><div><strong>ENERGY: </strong>
<<if $energy > $maxenergy>><<set $energy = $maxenergy>><<elseif $energy < 0>><<set $energy = 0>><</if>><<= $energy.toFixed(1)>> of maximal <<= $maxenergy>></div><div><strong>UNIMATTER: </strong>
<<if $unimatter > $maxunimatter>><<set $unimatter = $maxunimatter>><<elseif $unimatter < 0>><<set $unimatter = 0>><</if>><<= $unimatter.toFixed(1)>> Unimatter</div><div><<if $Camp_M>>available buildings:
<<= $CampM.building>> from maximal <<= $CampM.maxbuilding>>
<<else>>available buildings:
<<= $CampJ.building>> from maximal <<= $CampJ.maxbuildings>><</if>></div></div>
<div class="index-screens-small"><div style="width: 100%;">[[Go to Construction Menu|Construction Menu]]</div></div>
</center>
<div class="CaD-container" id="D-Menu"><strong><u>current components/buildings:</u></strong>
<<if $CampM.building > 0 || $CampJ.building > 0 || $SubAnalyzer>>
<ul><<if $SubAnalyzer>><li>[[Substance Analyzer (2E - 5U)|Disintegration Menu][$energy += 2; $unimatter += 5; $SubAnalyzer = false]]</li><</if>>
<<if ($CampJ.EHarvester == 5 && $Camp_J) || ($CampM.EHarvester == 5 && $Camp_M)>>
<li><<if $Camp_J>>[[Energy Harvester (5E - 5U)|Disintegration Menu][$energy += 5; $unimatter += 5; $CampJ.EHarvester = 0; $CampJ.building -= 1; $OrbTA = false; $OrbTransport = []]]<<else>>[[Energy Harvester (5E - 5U)|Disintegration Menu][$energy += 5; $unimatter += 5; $CampM.EHarvester = 0; $CampM.building -= 1; $OrbTA = false; $OrbTransport = []]]<</if>></li>
<<elseif ($CampJ.EHarvester == 10 && $Camp_J) || ($CampM.EHarvester == 10 && $Camp_M)>><div class="color-yellow"><li>Downgrade the upgrades first.</li></div><</if>>
<ul class="plussign-list"><li><<if $Camp_J>>[[Energy Harvester Upgrade (5E - 5U)|Disintegration Menu][$energy += 5; $unimatter += 5; $CampJ.EHarvester = 5; $OrbTA = false; $OrbTransport = []]]<<else>>[[Energy Harvester (5E - 5U)|Disintegration Menu][$energy += 5; $unimatter += 5; $CampM.EHarvester = 5; $OrbTA = false; $OrbTransport = []]]<</if>></li></ul>
<<if $CampJ.DefPerimeter && $Camp_J>>
<li>[[Defense Perimeter (8E - 3U - 1EU)|Disintegration Menu][$energy += 8; $unimatter += 3; $CampJ.DefPerimeter = false; $CampJ.building -= 1]]</li>
<<elseif $CampM.DefPerimeter && $Camp_M>>
<li>[[Defense Perimeter (8E - 3U - 1EU)|Disintegration Menu][$energy += 8; $unimatter += 3; $CampM.DefPerimeter = false; $CampM.building -= 1]]</li><</if>>
<<if $CampJ.TransMast && $Camp_J && $TransMast2 != true && $TransMast3 != true>>
<li>[[Antenna (2E - 2U - 1EU)|Disintegration Menu][$energy += 2; $unimatter += 2; $CampJ.TransMast = false; $CampJ.building -= 1]]</li>
<<elseif $CampM.TransMast && $Camp_M && $TransMast2 != true && $TransMast3 != true>>
<li>[[Antenna (2E - 2U - 1EU)|Disintegration Menu][$energy += 2; $unimatter += 2; $CampM.TransMast = false; $CampM.building -= 1]]</li><<elseif ($CampM.TransMast || $CampM.TransMast) && $TransMast2>><div class="color-yellow"><li>Downgrade the upgrades first.</li></div><</if>>
<ul class="plussign-list">
<<if $TransMast2 && $TransMast3 != true>>
<li>[[Energy Share (7E - 4U)|Disintegration Menu][$energy += 7; $unimatter += 4; $TransMast2 = false]]</li><<elseif $TransMast2 && $TransMast3>><div class="color-yellow"><li>The Interlink has to be shut down and disintegrated beforehand.</li></div><</if>>
<<if $TransMast3>>
<li>[[Disintegrate the Interlink|Disintegration Menu][$energy += 4; $unimatter += 6; $TransMast3 = false]]</li><</if>>
</ul>
<<if $CampJ.Farm == 5 && $Camp_J>>
<li>[[Farm (4E - 6U - 1EU)|Disintegration Menu][$energy += 4; $unimatter += 6; $CampJ.Farm = 0; $CampJ.building -= 1]]</li>
<<elseif $CampM.Farm == 5 && $Camp_M>>
<li>[[Farm (4E - 6U - 1EU)|Disintegration Menu][$energy += 4; $unimatter += 6; $CampM.Farm = 0; $CampM.building -= 1]]</li><</if>>
<<if $CampJ.Orb == 3 && $Camp_J && $CampJ.nOrb == 1 && $CampJ.cOrb == 1 && $OrbAutoCJ != true>>
<li>[[Floating Orb (8E - 4U - 1EU)|Disintegration Menu][$energy += 8; $unimatter += 4; $CampJ.Orb = 1; $CampJ.building -= 1]]</li>
<<elseif $CampM.Orb == 3 && $Camp_M && $CampM.nOrb == 1 && $CampM.cOrb == 1 && $OrbAutoCM != true>>
<li>[[Floating Orb (8E - 4U - 1EU)|Disintegration Menu][$energy += 8; $unimatter += 4; $CampM.Orb = 1; $CampM.building -= 1]]</li><<elseif ($CampJ.Orb == 3 || $CampM.Orb == 3) && ($CampJ.nOrb == 3 || $CampJ.cOrb == 3 || $OrbAutoCJ || $CampM.nOrb == 3 || $CampM.cOrb == 3 || $OrbAutoCM)>><div class="color-yellow"><li>Disintegrate the implementations first.</li></div><</if>>
<ul class="plussign-list">
<<if $CampJ.nOrb == 3 && $Camp_J>>
<li>+ [[Orb Improvement for Exploring (4E - 4U)|Disintegration Menu][$energy += 4; $unimatter += 4; $CampJ.nOrb = 1]]</li>
<<elseif $CampM.nOrb == 3 && $Camp_M>>
<li>+ [[Orb Improvement for Exploring (4E - 4U)|Disintegration Menu][$energy += 4; $unimatter += 4; $CampM.nOrb = 1]]</li><</if>>
<<if $CampJ.cOrb == 3 && $Camp_J>>
<li>+ [[Orb Improvement for Combat (6E - 6U)|Disintegration Menu][$energy += 6; $unimatter += 6; $CampJ.cOrb = 1]]</li>
<<elseif $CampM.cOrb == 3 && $Camp_M>>
<li>+ [[Orb Improvement for Combat (6E - 6U)|Disintegration Menu][$energy += 6; $unimatter += 6; $CampM.cOrb = 1]]</li><</if>>
<<if $OrbAutoCJ && $Camp_J>>
<li>+ [[Orb Automation (1E - 1U)|Disintegration Menu][$energy += 1; $unimatter += 1; $OrbAutoCJ = false]]</li>
<<elseif $OrbAutoCM && $Camp_M>>
<li>+ [[Orb Automation (1E - 1U)|Disintegration Menu][$energy += 1; $unimatter += 1; $OrbAutoCM = false]]</li><</if>></ul>
<<else>><div class="color-yellow">There is nothing built or printed.</div><</if>></div><center><blockquote>
<<if random(6) == 0>>[img[assets/characters/elva_4.webp]]
She was reminiscing about her time in the marines academy and in the training camp.<<set $social += 0.1>>
<<elseif random(6) == 1>><<if random(6) == 2>>[img[assets/characters/elva_2.webp]]<<else>>[img[assets/characters/elva_2-5.webp]]<</if>>
She challenged me over in a simulation of wits, strategy and tactics.<<set $combat += 0.1 * $social>>
<<elseif random(6) == 3>>[img[assets/characters/elva_3.webp]]
Tips and tricks for serious situations. Handy.<<set $combat += 0.1>>
<<elseif random(6) == 4>>[img[assets/characters/elva_5.webp]]
We improved our cardio and our motor skills. She is a rough, yet useful motivator.<<set $combat += 0.1 * $social>>
<<elseif random(6) == 5>>[img[assets/characters/elva_6.webp]]
General talk; about life, anecdotes, this planet here, what to do next, ...<<set $social += 0.1>>
<<else>>
Elva is not in the mood now. I should try another time. <<set $noElva = true>><<set $Elvavisits -= 1>>
<</if>>
<<if $Camp_J>><<ab>>[[Back to Camp|Camp Jungle]]<</ab>><<else>><<ab>>[[Back to Camp|Camp Mountain]]<</ab>><</if>>
<<if $energy > 1>><<ab>>[[Go chat with others|Social Events]]<</ab>><</if>>
<<if $energy > 1 && $noElva != true>><<ab>>[[continue chatting with her?|Elva][$energy -= 1; $social += 0.1]]<</ab>><</if>>
</blockquote></center><center><blockquote>
<<if $days <60>>
Such a bad luck! Everything has to be shut down. Our AI is a good for nothing! Or ... you? Or the game designer?
<<nobr>>
<<if $whydead == 1>>As you were flying in the daylight, you were an easy target and not so lucky this time. At least, you had the adrenaline surge for free falling for 6 seconds. Once-in-a-time-ticket
<<elseif $whydead == 2>>As you were trying to cross the dangerous zone, you had bad luck and bad skill to be quiet throughout the endeavor. You were pierced. Luckily, you didn't felt any pain. That is something, ain't?
<<elseif $whydead == 3>>As you were trying to circumvent the dangerous zone, you were - unfortunately - not free of other dangers. It came from the bushes, without a roar and knocked you out. You could feel something, a piercing electric shock, and then ... nothing.
<</if>>
<</nobr>>
Restart the game from the sidebar, or close the window.
<<elseif $deathin3E>>
Whatever this was, it killed you. And you don't have a backup. Backups are still too costly in dimensions of human brains; only clones - which are obviously sponsored - from the best brains and genes. You. Are not.
<<else>>
If you reached 30 days, I think, it is enough (for this version). You should have seen all:
- if all professions are over level 6,
- if you detected Unimatter in the North (2 tiles),
- if you detected the beach in the West (no events in the west, 5 tiles, rather unimportant)
- if you detected the camp in the mountains in the East (4 tiles)
- if you detected the energy balls in the South (3 tiles)
- if you had all interactions with the ladies (8xE, 11xA & 12xV)
Plans:
- more events (more variety)
- one more lady (or more people)
- expanded exploration (more tiles and events)
- possibility to extend, upgrade and manage tech, components and buildings (per aspera ad astra) for finding out the mysteries
- if possible: more events with the current ladies
- sophisticated gameplay (missions, quests, feedback)
You can close the window.
<</if>></blockquote></center><<nobr>><<script>>
SimpleAudio.stop();
<</script>><</nobr>>
<center><blockquote>
<<nobr>><div style="position: relative;">
<img id="VikaFront" src="assets/characters/vika_2.webp">
<img src="assets/Ch-Camp/JungleCamp.webp">
</div><</nobr>>
Oh! Am I glad to find our spaceship.<<audio "rd_a008" play>>
<<say "vika">><<if hasVisited("Shutdown")>><<timed 3s>><<audio "vika_a001_1" play>><</timed>>Fella! Can I tell you how glad I am to find another one of you?<<else>><<timed 3s>><<audio "vika_a001_2" play>><</timed>>Fellas! Can I tell you how glad I am to find the likes of you?<</if>><</say>>
<<ab>> [[Same here, same here|AnteVote]]<</ab>>
</blockquote></center><center>[img[assets/items/sun-collectors.webp]]
<blockquote>
Yes, with our energy harvester - which "harvest" sun rays, winds, gravitation, molecular dis- and integration, atomic fusion - we have raised the energy regeneration rate.
<<nobr>>
<<set $CampJ.EHarvester = 5>>
<<set $CampJ.building += 1>>
<</nobr>>
It is important to note, that those cannot be transported. Either they gets disintegrated to unimatter - which again can only be transported of maximal 5 units per spaceship - or they stay at the [[camp|Camp Jungle]].
</blockquote></center><center><blockquote>[img[assets/Ch-Camp/virtual_designing.webp]]
Always pushing the knowledge frontier. With AI.
<<if $Camp_J>><<ab>>[[Return to Camp|Camp Jungle]]<</ab>><<else>><<ab>>[[Return to Camp|Camp Mountain]]<</ab>><</if>>
</blockquote></center><center><blockquote>
[img[assets/backgrounds/Placeholder.webp]]
EPILOG
<<say "blackface">>How are our sweepers coming through?<</say>>
<<say "blackface">>Almost finished. Phase 2 is in preparation.<</say>>
<<say "blackface">>Good. Luckily it was sloppy and inexperienced, but it shouldn't happen again. A setback, a painful time-consuming backup reset of this magnitude is ... unnerving! Nonetheless, we know now that we have a rival.<</say>>
<<say "blackface">>The report from our investigators and forensics should be coming through at any moment.<</say>>
<<say "blackface">>Good. Good.<</say>>
<div style="color:skyblue">Report coming through. Please authorize.</div>
<<say "blackface">>Open<</say>>
<div style="color:skyblue">Please wait. Sync authorization with security.</div>
<<say "blackface">>Come on<</say>>
<div style="color:lightgreen">Authorized. Report accessible.</div>
<<say "blackface">>Good. Now, show yourself!<</say>>
...
<<say "blackface">>... external definitely ... ok!<</say>>
<<say "blackface">><em>Ugh!</em> indicates a rogue AI ... which could explain the continual absence of SOLARIS' BLESSING ... although unknown for which reason ... <</say>>
<<say "blackface">> ... first signature ... timedate dates back to ... originated with a 97% confidence from those locations: Tau Ceti, Teegarden, Kapteyn, Gliese 876 and 581, YZ Ceti and Luyten.<</say>>
<<say "blackface">>Begin operations with the focus on these stars!<</say>>
--- END OF GAME and STORY ---
</blockquote></center><center>[img[assets/items/antenna_CM.webp]]
<blockquote>
Since, luckily, I had the compass, I did not spend too much energy. Which gave us an optimal total balance (no forgetti! We are practically machines, too) for a fly.
We found two spots on the mountaineous ridge, one for parking, the other one for the antenna. Both in visible distance.
It didn't take long after the installation of the antenna until we established contact to another group of stranded, but like us, not in a lucky number: 2 of 5. The small spaceships is designed to house 5 pods with 10 maximum energy and 5x10 cycles of nutrients. With two spaceships, we have a total of 20 energy now.
But, for me personally, I welcome to have two more ladies: Elva and Abiba.
<<nobr>>
<<set $engineering += 1>>
<<set $combat += 1>>
<<set $unimatter += 5>>
<<set $energy += 10>>
<<set $nutrients += 50>>
<<set $CampM.building += 1>>
<<set $CampM.TransMast = true>>
<</nobr>>
<<ab>>[[Set up the Camp|Camp Mountain]]<</ab>>
</blockquote></center><center><blockquote>
[img[assets/backgrounds/Placeholder.webp]]
<<ab>><<if $Camp_J>>[[Camp Jungle]]<<else>>[[Camp Mountain]]<</if>><</ab>>
</blockquote></center><center><blockquote>
[img[assets/backgrounds/Placeholder.webp]]
<<ab>><<if $Camp_J>>[[Camp Jungle]]<<else>>[[Camp Mountain]]<</if>><</ab>>
</blockquote></center><center><blockquote>
[img[assets/backgrounds/Placeholder.webp]]
After opening a virtual space, it didn't took long for them to enter.
<<say "rd">>Ladies and Gentleman. Thank you ... <</say>>
<<say "elva">>Huh? Why so formal?<</say>>
I look at Elva, make a gesture and mimic as I do not know either.
<<say "rd">>Fine. Then I get to the point: What do we do with the info that we, or I, were attacked?<</say>>
Vika shudders a bit, changing her position to more encapsulating.
<<say "elva">>It didn't attack us anew. So, either we do all right or it will happen again.<</say>>
<<say "vika">>After reliving of what happened again and again, I think it is intelligent.<</say>>
<<say "rd">>I know right.<</say>>
<<say "leo">>What makes you both think so?<</say>>
<<say "vika">>By the fact that it didn't killed us. Well, it almost killed me. I do not know ... well, compared to the animals, it seemt to be very precise and exact, as it knew where to hit.<</say>>
That is it! That's the concrete feeling I had after the pullback, the back-to-ground-stomp.
The others are not that convinced, though spooked by such a possibility.
<<say "rd">>Then ... you were the most dangerous one for it to have almost killed you!<</say>>
<<say "vika">>Maybe. It could have killed me, but it decided rather to weaken me or to neutralize me. <em>Mfh!</em> I do not know. It is indeed that we know almost nothing about it.<</say>>
<<say "abiba">>Would it be wise to poke on a beehive?<</say>>
Mixed with surprise that Abiba spoke and with what she said, we - for many seconds - haven't said a word. She made us re-align to the original topic.
With a clicking sound, Leo initiates the talk anew.
<<say "leo">>What would you do?<</say>>
<<say "abiba">>Continue on trying to find others and a way to contact our mothership. Let ... the thing be. No more crossing over the zone.<</say>>
<<say "rd">>It was all fine until I used the Orb to scan the spaceship. The spaceship overgrown by plants.<</say>>
<<say "abiba">>Then no more orbs. We can do it without it.<</say>>
We all squirm.
<<say "rd">>I say, we print ultra-small drones and slowly collect data.<</say>>
<<say "abiba">>We do no such things! Didn't we agreed on no flying things?<</say>>
<<say "rd">>Well, we neither agreed nor vetoed.<</say>>
<<say "abiba">>Avoid the hotspot at all cost, no fliers. Only trying to find the others. Until we reach the mothership!<</say>>
<<say "elva">>If it is intelligent, wouldn't it have us attacked again?<</say>>
<<say "leo">>From the human perspective, we should have done, yes. But obviously, it is not. So, its decision factors may differ. But then again: we indeed know too less ... in fact: we have no data at all, except <<if $QuestPoolDone.includesAny($Q1A, $Q1B)>>our own memories<<else>>the record<</if>>.<</say>>
<<say "rd">>That makes you to which position? To which side?<</say>>
Leo looks at me, says nothing, ruminates.
<<say "vika">>A middle ground?<</say>>
<<say "elva">>Which is?<</say>>
Vika shakes her head and everyone is silent.
<<say "rd">>Fine. One ultra-small drone, no more?<</say>>
<<say "abiba">>A'a! <em>gesturing determined</em> No!<</say>>
<<say "elva">>Bien. How about the antenna?<</say>>
<<say "vika">>Here? It doesn't seem to reach no one.<</say>>
<<say "elva">>Weird. It is overreaching the canopies, is it not?<</say>>
<<say "vika">>It is. It is even functional. There is just no reaction. It seems to reach no one.<</say>>
<<say "elva">>But we were there on the mountains as you installed the antenna?<</say>>
Vika only looks at Elva, saying nothing, asking herself whether there is something she oversaw.
<<say "elva">>If we build an antenna and a transmitter again on the mountain ridge? This time with your expertise? After we found ... well, after he <em>pointing towards me</em> found another route and spot?<</say>>
Vika has still her doubts. The ladies are competent enough. There must be another reason.
<<say "elva">>We try again? With Vika's expertise? Can we accept that, Abiba?<</say>>
Abiba is squirming. She would completely avoid the East at all.
<<say "leo">>Gut! It is obvious: we need to find others! Be it other stranded or our mothership. That is: genereally explore more until he stumbles upon others plus an alternative route to the mountain ridge and build a new antenna?<</say>>
The ladies nod and shrug.
<<say "leo">>Agreed?<</say>>
<<say "rd">>Hold on! What about my approach?<</say>>
<<say "leo">>Then: vote it is.<</say>>
Leo and his voting! <em>hrgh</em>
Everyone nods,
Alright, which will I choose?
<<button "Proactive measures! A nano drone!">><<goto "Council Vote">><</button>>
<<button "Exploring?">><<goto "Council Vote">><</button>>
<<button "Whatever!">><<goto "Council Vote">><</button>>
</blockquote></center><center><blockquote>
<h3>INTERMISSION</h3>
<<say "blackface">>I do not understand! How can we have not any vessel?!<</say>>
<<say "blackface">>For the orbit, yes, but not for landing on this planet.<</say>>
<<say "blackface">>Unbelievable!<</say>>
<em>background noise, clacking, murmur</em>
<<say "blackface">>And tell me again, why can't we print?<</say>>
<<say "blackface">>We can not access the materials storage. I mean, we can, but it does not open. The door, I mean.<</say>>
<<say "blackface">>The mechanics say they do not find anything that obstruct the opening of the door?<</say>>
<<say "blackface">>Until now. That's correct. They have not found any clue.<</say>>
<<say "blackface">>Ada yang tidak beres!<</say>>
<<say "blackface">>Yeah ... <em>staring silently at the board panel with a hint of an ominous feeling</em><</say>>
The laksmana looks at his adjutant then at the board panel as well, his face becoming more bothered. Then an incoming message.
<<say "blackface">>Laksmana!<</say>>
<<say "blackface">>Yes. Tell me, you have good news!<</say>>
<<say "blackface">>Laksmana. Just an update. That we will inspect the warehouse from the outside.<</say>>
<<say "blackface">>Baik, mengerti. Be careful. Be on guard. I fear, we have another player here. Another force.<</say>>
<<say "blackface">>... ok ... understood<</say>>
The Laksmana is looking intently to his human senior security engineer, which is kind of a paramanager to the AI management of security. She is a bit perplexed as of why the Laksmana stares at her intently without saying any words. But it shouldn't take long for her to grasp. Time will tell who or what is the assumed "third" player.
<<say "blackface">>Frustrating!<</say>>
[[End of Intermission|Hold a council]]
</blockquote></center><<nobr>><<script>>SimpleAudio.select("rd_a002").volume(1).stop();<</script>><</nobr>><center>
[img[assets/backgrounds/Dock_by_Kuldar_Leement.webp]]
<blockquote><<audio "rd_a003" play>><<audio "BgMusic" loop play>>
That's the big spacecruiser. Made for voyaging from Earth to other galaxies. A big Chunker, that one. Many boasted engineering feats werde done to enable a better inter-galactical travel. Hopefully it won't become our titanic. Ha haaa. But, inter galactic travel is still a long journey. Therefore it is practically a ferrying city, with all its typical elements: bakery, cafeteria, park, university, club, city hall, residential area, apartments, restaurants etc. You get the gist.
What about Family? Friends? In a way they travel with me, as virtual clones. Same with me, a virtual clone with them, updated in cycles. Funnily, if I rather want not much contact, I virtually clone myself. With time they notice, depending how investive they were to me. Clearly, we do not have endless storage, even in the universe.
Anyway, as an obligatory out-field practice repectively inter-change student program, I have to partake on this journey, as my professor was commissioned to go there. Am I happy to go? Huh ... I am not quite a believer in active steering of destiny. Yeah, practically: I am lazy. Let see to where it takes me.
But! Not that lazy to have packed, say goodbye and handled all digidocs for departure that is in 3 hours. I am already stacked inside, connected, but I decided to dwell still on the old world. Wondering what I will miss when being afar ... ah, [[whatever!|Intro3]]
</blockquote></center><<nobr>><<script>>SimpleAudio.select("rd_a003").volume(1).stop();<</script>><</nobr>><center>
[img[assets/backgrounds/To_the_Moon_by_Voyager212.webp]]
<blockquote><<audio "rd_a004" play>><<audio "BgMusic" loop play>>
Aaand ignition!
...
Come on, that what you see is only the postbot. What tomfoolery would that be to catapult a huge spacewhale out of our solar system from the earthen soil! And no, I am sitting - stacked - in a commuter; on the way to the big chunker that is anchored nearby Mercure. If ready, the big chunker will float to the gateway, that will bend time and space to sling the big chunker out of the solar system.
Its destination: Alpha Centauri. A stellar system recently established by probes and first pioneers. All criteria are within tolerable parameters and three planets are get go for colonization by Homo Solaris.
The project, the voyage, is the biggest of its kind, but also probably one of the last. You see, sending practically a "country" with its living inhabitants has become too huge, too risky and it takes too much time. A new approach is in transaction: Sending only sophisticated printers that upon arrival initiates a waking protocol, which is usually goes in by first sending a status feedback to Solaris Hub, then by printing sensors, a vessel, AI and at last human brains. What happens after, depends on the systemic situation. Much more economic, energy-savvy, faster and safer that way.
Whether the chunker has a name? Enough of reading "big chunker"? Fine, the name of this mobile polymer-ceramic half-moon: Big Chunker!
Hahaa, do not tell me we have humour!
...
Fine, it is: SOLARIS' BLESSING.
So.
In this journey, in the virtual city I will enjoy going out, meet people, have dates. Only to be met by frustrations and dissappointments. And, on top of all, my prof will force me to cram, cram, cram. Äääch! Hippiyay. Too much cramming cannot be good, so I go out anew, meet people, have fun, all as much my hormones allows me. Aaaand the cycle repeats: frustrations, dissappointments, cramming.
It is a big wonder with our technological advancements that we do not live in an neverending bliss.
The answer may be given to <<linkappend "me." t8n>> Soon. <<nobr>>
<<run automaticDownscroll();>><</nobr>>
<<linkappend "As in our route after exiting the neighbor star system" t8n>> something [[happens.|Crash]]<</linkappend>><</linkappend>>
</blockquote></center><center><blockquote><<if random(3) == 1>>[img[assets/characters/2_men_talking.webp]]
I had an interesting viewpoint from him about AI's and algorithms.
<<if $explored.T1E < 100>> Additionally, he emphases the importance of nutrients; which should be in the east. If we have a substance analyzer.<<elseif $explored.T1E < 100 && $nutrients < 20>>He urges me to go to East and find the nutrients source. And I better have the substance analyzer.<</if>>
<<if $unimatter <= 0>> Also, Leo told me that we need Unimatter - universal materials - for constructions. It was hinted to him that it should be somewhere in the North..
<<if $days > 5>>His AI dropped a hint that I should try again and again in the northern area.<</if>><</if>>
<<if $days >= 15 && $engineering > 4 && $Camp_J>>
Leo asked me if Vika told you that at the rigde in the east, there is something.
<<if hasVisited("3E") && not hasVisited("TBM0")>>
I told him, if it is the overgrown spaceship, there is nothing. But Leo thinks, that is not yet the ridge ...<</if>><</if>>
I thank Leo for the chat.
<<if $energy >= 1>>I am in the mood to chat further with <<ab>>[[Leo.|Leo][$energy -= 1; $social += 0.5]]<</ab>><</if>>
<<elseif random(3) == 2>>[img[assets/characters/leo_2.webp]]
Not bad. Leo is not an easy opponent. <<set $social += 0.3, $combat += 0.05, $engineering += 0.05>>
<<elseif random(3) == 3>>[img[assets/characters/leo_3.webp]]
We were talking about our lives, our experiences, politics, economy, about other life forms, AI's, ... <<set $social += 0.1, $xenoexp += 0.5>>
<<else>>
<<set $noLeo = true>>
Leo is not in the mood. Try another time.
<</if>>
<<if $Camp_J>><<ab>>[[Back to Camp|Camp Jungle]]<</ab>><<else>><<ab>>[[Back to Camp|Camp Mountain]]<</ab>><</if>>
<<if $energy > 1>><<ab>>[[Go chat with others|Social Events]]<</ab>><</if>>
</blockquote></center><<nobr>>
<<if $firsttime == false>><<script>>SimpleAudio.select("rd_a006").volume(1).stop();<</script>><<audio "rd_a007" play>><<set $firsttime = true>><</if>>
<</nobr>><center>[img[assets/Ch-Crash/Pod2.webp]]<<unset $numero>>
<blockquote>
Another stranded. And this one is quite dilapidated. He has his movement, but barely any limbs (no forgetti, we are inside machines). He will survive, but not up to top. I help him getting up. He thanks me and asks me if I have a compass?
<<if $compass == true>>
<<say "rd">>Yes I have one.<</say>><<timed 18s>><<audio "rd_a007_1" play>><</timed>>
<<say "leo">>Oh good, then we can find the others.<</say>><<timed 20s>><<audio "leo_a001_1" play>><</timed>>
<<say "rd">>True. Although there is only one signal.<</say>><<timed 23s>><<audio "rd_a007_2" play>><</timed>>
<<say "leo">>Hm. Well, anyway. Like as we can do anything here. Let us go.<</say>><<timed 27s>><<audio "leo_a001_2" play>><</timed>>
<<ab>>[[Go to the only and last signal|EndPoint ChCrash]]<</ab>>
<<else>>
<<say "rd">>Nope<</say>><<timed 18s>><<audio "rd_a007_3" play>><</timed>>
<<say "leo">>So, you just found me by sheer luck?<</say>><<timed 19s>><<audio "leo_a001_3" play>><</timed>>
<<say "rd">>Pretty cool, eh.<</say>><<timed 22s>><<audio "rd_a007_4" play>><</timed>>
<<say "leo">>...<</say>>
<<say "leo">>Anyway, you should find one in my pod.<</say>><<timed 24s>><<audio "leo_a001_4" play>><</timed>>
<<ab>>[[Search for Compass]]<</ab>>
<</if>>
</blockquote></center><<nobr>><<script>>SimpleAudio.select("rd_a001").volume(1).stop();<</script>><</nobr>><center>
[img[assets/characters/cylinder.webp]]
<blockquote><<audio "rd_a002" play>><<audio "BgMusic" loop play>>
That's me at birth. Cute, eh? Arms and Legs are missing, though. They come later. Why in virtual age do we need a complete organic body? We are connected to the cloud, internet, parallel world, peer-to-peer. Countries are practically virtual now. Borders? Nah, firewalls.
And since we are in the future, or like in the past, every technology is subject to evolution. Despite of advanced technology, no entity - except of (maybe) the universe - has unlimited data storage. Professionals are still in demand like in every time.
</blockquote>
Choose in which profession I should master:
<<ab>>[[Xenology (archaelogy, exploration/navigation, cataloguing etc.)|Intro2][$xenoexp = 1]]<</ab>>
<<ab>>[[Combatability (martial arts, endurance, attack, defense etc.)|Intro2][$combat = 1]]<</ab>>
<<ab>>[[Engineering (mechanics, 3D-printing, electronics, coding etc.)|Intro2][$engineering = 1]]<</ab>>
<<ab>>[[Interactibility (social management, negotiations, leadership, group behavior etc.)|Intro2][$social = 1]]<</ab>>
</center><<nobr>>
<<if $energy <= 0>><<goto "Shutdown">><</if>>
<</nobr>><center><blockquote>
<<if $compass == true>>
The compass is a lifesaver, I wonder how I would have done without it ...
There are two signals, one that is more near and the other more far away.
<<ab>>[[Go to the next signal|Leo Crashsite]]<</ab>>
<<ab>>[[Go to the more distant signal|EndPoint ChCrash]]<</ab>>
<<else>>
[img[assets/Ch-Explore/lostinjungle.webp]]
I have <<= $energy>> energy. I cannot be lost! Otherwise, I am at mercy of others to find me.
<<nobr>>
<<if $xeno >= 1 && visited("LostiJ") is 5>>My "professional" guts are telling me it should be somewhere north and east.<</if>>
<<if $xeno >= 1 && $numero >= 8>><<goto "Leo Crashsite">><</if>>
<<if $energy < 3>>Oh no no. Please, Fortuna, be on my side!<</if>>
<<if $numero >= 6 && random(6) > 5>><<goto "Leo Crashsite">><</if>><</nobr>>
<<ab>>[[North|LostiJ][$energy -= 1; $numero += 1]]<</ab>>
<<ab>>[[East|LostiJ][$energy -= 1; $numero += 1]]<</ab>>
<<ab>>[[South|LostiJ][$energy -= 1]]<</ab>>
<<ab>>[[West|LostiJ][$energy -= 1]]<</ab>>
<</if>>
</blockquote></center><center>
[img[assets/backgrounds/bg-cover.webp]]
<blockquote>
<div class="text">Hello. Hola. Moin. Salve.
<h3>Huzzah! My first game!</h3>
This game is designed for desktop and mobile version. The sidebar is therefore only for rollback, saving, loading and restarting. It can be stowed away by clicking on the image banner: <span id="mobileonoA" style="cursor: default; color: cadetblue;"><script>$(document).one(':passageend', function (ev) { if (window.innerWidth < 900) {document.getElementById('mobileonoA').innerHTML = '<span onclick="imgbannerappear()" style="color: cadetblue;">Click on me</span>'} else {document.getElementById('mobileonoA').innerHTML = '<span onmouseover="imgbannerappear()" style="cursor:pointer;color: cadetblue;"">Hover me</span>'};});</script></span> to show it to you.
If you want to support me by giving me feedbacks, ideas, suggestions, co-authoring, tips, corrections etc., please do: pajozim@gmail.com.
<div class="changelog">Changelog:
Update 18.09.23:
+ changed the exploration factor (exploring is more effective the more persons help you)
+ fixed the Quests
+ adjusted the energy use for exploring
<div class="collapsible collapsed" onclick="dropdownNup();"> earlier updates:
<div class="collapsible-content">Update 22.08.23:
+ fixed calculation when moving camp
+ fixed calculation when dispatching Orb to collect
+ fixed small bugs in Construction Menu
Update 15.08.24:
+ fixed errors in resting and exploring
+ fixed error in reducing the dispatch in Orb Transport Automation
+ refurbished the sidebar
</div></div>
</div>
<h3>Sidenotes:</h3>
By selling my soul, notably to Google, I could use some free services. However, these only go as that far. The voices are created using ElevenLabs (credits to unknown contributors). Some pictures are sourced from the internet (the origins are in the image links), while others are created by tensor.art and seaart.ai (here again: credits also to the unwillingly or willingly "contributors"). Consistency and context are still significant challenges in AI image generation, which is why characters and objects may appear different in each new image. Additionally, visionary depictions, such as different carbon-based life forms (imagine red-colored leaves, blue-colored grass, sponge-like trees, fungus with its spore clouds, etc. or just imagine the mini series: Scavengers Reign), still require human visionaries.
This game is free and has no intention of generating income, as it was my formation project.
If you wish to hear some music and voices, you can toggle the speaker icon on the top-right corner of this browser window. <span id="mobileonoB"><script>$(document).one(':passageend', function (ev) { if (window.innerWidth < 900) {document.getElementById('mobileonoB').innerHTML = '<span onclick="soundiconappear()" style="color:cadetblue;>Click on me</span>'} else {document.getElementById('mobileonoB').innerHTML = '<span onmouseover="soundiconappear()" style="cursor:pointer;color:cadetblue;">Hover me</span>'};});</script></span> to show you.
<h3>Aside from formalities:</h3>
Well then, ancient. Welcome to the future, as it is already now. Ready to play?
</div>
<<ab>>[[Yes]]<</ab>>
</blockquote></center><center><blockquote>
NOTE from the developer:
The story is getting linear now. That is because I want to wrap this game up and have a feeling of completion.
But please continue on if you are interested in the story.
[[Continue On|Intermission]]
</blockquote></center><<nobr>>
<<set $Oeu = 0.3>>
<<if $OrbTransport.first()>><<run setTimeout(function() {window.scrollTo(0, document.body.scrollHeight * 0.3);}, 0);>><</if>>
<</nobr>><center><center>[img[assets/backgrounds/Orb_Config_3.webp]]</center>
<blockquote>
<<print $OrbTransport>>
<div class="passage-titles" style="color: #ff5c33; border-bottom-color: #ff5c33; border-top-color: #ff5c33;"><center><h3><strong>Orb Automation Configuration</strong></h3></center></div>
<div class="index-screens-normal"><div><strong>ENERGY: </strong></div><<if $energy > $maxenergy>><<set $energy = $maxenergy>><<elseif $energy < 0>><<set $energy = 0>><</if>><div><<= $energy.toFixed(1)>> of maximal <<= $maxenergy>></div></div>
What do I want for the Orb to collect?<<nobr>>
<</nobr>><<if $OrbTA == false>>
<<if $Camp_J>>
<<if $explored.T2N == 100>>
<div class="index-screens-small-OC"><div><strong>Unimatter Transport</strong>
<div><<= 3 * $OrbTransport.count("unimatter")>> unimatter for <br><<= ((4*$Oeu) * $OrbTransport.count("unimatter")).toFixed(1)>> Energy </div>
<<if $energy > $maxenergy>><<set $energy = $maxenergy>><</if>><<= $energy.toFixed(1)>> of maximal <<= $maxenergy>></div>
<<if $energy >= (4*$Oeu)>><<button "+1 dispatch">><<set $OrbTransport.push("unimatter"), $energy -= (4*$Oeu)>><<goto "Orb Configuration">><</button>><</if>>
<<if $OrbTransport.count("unimatter") > 0>><<button "-1 dispatch">><<set $OrbTransport.deleteFirst("unimatter"), $energy += (4*$Oeu)>><<goto "Orb Configuration">><</button>><</if>>
<</if>>
<<if $explored.T1E == 100>>
<div class="index-screens-small-OC"><div><strong>Nutrients Transport</strong>
<div><<= 9 * $OrbTransport.count("nutrients")>> nutrients for <br><<= ((2*$Oeu) * $OrbTransport.count("nutrients")).toFixed(1)>> Energy </div>
<<if $energy > $maxenergy>><<set $energy = $maxenergy>><</if>><<= $energy.toFixed(1)>> of maximal <<= $maxenergy>></div>
<<if $energy >= (2*$Oeu)>><<button "+1 dispatch">><<set $OrbTransport.push("nutrients"), $energy -= (2*$Oeu)>><<goto "Orb Configuration">><</button>><</if>>
<<if $OrbTransport.count("nutrients") > 0>><<button "-1 dispatch">><<set $OrbTransport.deleteFirst("nutrients"), $energy += (2*$Oeu)>><<goto "Orb Configuration">><</button>><</if>>
<</if>>
<<if $explored.T3S == 100 && $noenglobe != true>>
<div class="index-screens-small-OC"><div><strong>Energy Composite Transport (1/cycle)</strong>
<div><<= (2.5 * $OrbTransport.count("encomp")).toFixed(1)>> energy composites for <br><<= ((6*$Oeu) * $OrbTransport.count("encomp")).toFixed(1)>> Energy </div>
<<if $energy > $maxenergy>><<set $energy = $maxenergy>><</if>><<= $energy.toFixed(1)>> of maximal <<= $maxenergy>></div>
<<if $energy >= (6*$Oeu) && $OrbTransport.count("encomp") < 1>><<button "+1 dispatch">><<set $OrbTransport.push("encomp"), $energy -= (6*$Oeu)>><<goto "Orb Configuration">><</button>><</if>>
<<if $OrbTransport.count("encomp") > 0>><<button "-1 dispatch">><<set $OrbTransport.deleteFirst("encomp"), $energy += (6*$Oeu)>><<goto "Orb Configuration">><</button>><</if>>
<</if>>
<<if ($TransMast3 && $CampM.Orb && $Camp_M) || ($Camp_J && $CampJ.Orb && hasVisited("TBM0") && !$eventfrom3E && !$QuestPool.includesAny($Q2, $Q2A, $Q2B))>>
<div class="index-screens-small-OC"><div><strong>Nutrients Transport to Camp Mountain</strong>
<div><<= (9 * $OrbTransport.count("CMNutrients")).toFixed(1)>> nutrients for <br><<= (((10+($summand*2))*$Oeu) * $OrbTransport.count("CMNutrients")).toFixed(1)>> Energy </div>
<<if $energy > $maxenergy>><<set $energy = $maxenergy>><</if>><<= $energy.toFixed(1)>> of maximal <<= $maxenergy>></div>
<<if $energy >= ((10+($summand*2))*$Oeu)>><<button "+1 dispatch">><<set $OrbTransport.push("CMNutrients"), $energy -= ((10+($summand*2))*$Oeu)>><<goto "Orb Configuration">><</button>><</if>>
<<if $OrbTransport.count("CMNutrients") > 0>><<button "-1 dispatch">><<set $OrbTransport.deleteFirst("CMNutrients"), $energy += ((10+($summand*2))*$Oeu)>><<goto "Orb Configuration">><</button>><</if>>
<</if>>
<<elseif $Camp_M>>
<<if $explored.T2N == 100>>
<div class="index-screens-small-OC"><div><strong>Unimatter Transport</strong>
<div><<= 3 * $OrbTransport.count("unimatter")>> unimatter for <br><<= (((14+($summand*2))*$Oeu) * $OrbTransport.count("unimatter")).toFixed(1)>> Energy </div>
<<if $energy > $maxenergy>><<set $energy = $maxenergy>><</if>><<= $energy.toFixed(1)>> of maximal <<= $maxenergy>></div>
<<if $energy >= ((14+($summand*2))*$Oeu)>><<button "+1 dispatch">><<set $OrbTransport.push("unimatter"), $energy -= ((14+($summand*2))*$Oeu)>><<goto "Orb Configuration">><</button>><</if>>
<<if $OrbTransport.count("unimatter") > 0>><<button "-1 dispatch">><<set $OrbTransport.deleteFirst("unimatter"), $energy += ((14+($summand*2))*$Oeu)>><<goto "Orb Configuration">><</button>><</if>>
<</if>>
<<if $explored.T1E == 100>>
<div class="index-screens-small-OC"><div><strong>Nutrients Transport</strong>
<div><<= 9 * $OrbTransport.count("nutrients")>> nutrients for <br><<= (((8+($summand*2))*$Oeu) * $OrbTransport.count("nutrients")).toFixed(1)>> Energy </div>
<<if $energy > $maxenergy>><<set $energy = $maxenergy>><</if>><<= $energy.toFixed(1)>> of maximal <<= $maxenergy>></div>
<<if $energy >= ((8+($summand*2))*$Oeu)>><<button "+1 dispatch">><<set $OrbTransport.push("nutrients"), $energy -= ((8+($summand*2))*$Oeu)>><<goto "Orb Configuration">><</button>><</if>>
<<if $OrbTransport.count("nutrients") > 0>><<button "-1 dispatch">><<set $OrbTransport.deleteFirst("nutrients"), $energy += ((8+($summand*2))*$Oeu)>><<goto "Orb Configuration">><</button>><</if>>
<</if>>
<<if $explored.T3S == 100>>
<div class="index-screens-small-OC"><div><strong>Energy Composite Transport (1/cycle)</strong>
<div><<= (2.5 * $OrbTransport.count("encomp")).toFixed(1)>> energy composites for <br><<= (((16+($summand*2))*$Oeu) * $OrbTransport.count("encomp")).toFixed(1)>> Energy </div>
<<if $energy > $maxenergy>><<set $energy = $maxenergy>><</if>><<= $energy.toFixed(1)>> of maximal <<= $maxenergy>></div>
<<if $energy >= ((16+($summand*2))*$Oeu) || $OrbTransport.count("encomp") < 1>><<button "+1 dispatch">><<set $OrbTransport.push("encomp"), $energy -= ((16+($summand*2))*$Oeu)>><<goto "Orb Configuration">><</button>><</if>>
<<if $OrbTransport.count("encomp") > 0>><<button "-1 dispatch">><<set $OrbTransport.deleteFirst("encomp"), $energy += ((16+($summand*2))*$Oeu)>><<goto "Orb Configuration">><</button>><</if>>
<</if>>
<<else>>
All energy spent. Either reduce the energy input or rest.
<</if>>
Checkpoint: Repeat in a new cycle? <div id="OrbTA-feedback"></div><<nobr>>
<<button "YES">><<set $OrbTA = true>>
<<replace "#OrbTA-feedback">><div class="color-green">Checked</div><</replace>>
<<replace "#important-notice">>
<<if $readOC == false>>Important Notice: <br>
<<if !$eventfrom3E>>1. By moving to another Camp, the configuration is set to null - therefore has to be configured anew - as well as all collected ressources are lost. <br>
2.<</if>> The collection is during the day, hence after a cycle the ressources are compiled.<br>
<br>
<<linkappend 'Yes, I have read and understood' t8n>> - <div class="color-green">signed</div>
<<linkappend "Do not show again">> - <div class="color-green">checked</div><<set $readOC = true>><</linkappend>><</linkappend>><</if>>
<</replace>>
<<replace "#showAB">><div class="actions-row">
<<if $Camp_J>><div>[[Go back to Camp|Camp Jungle]]</div><<else>><div>[[Go back to Camp|Camp Mountain]]</div><</if>></div>
<</replace>>
<</button>>
/
<<button "NO">><<set $OrbTA = false>>
<<replace "#OrbTA-feedback">><div class="color-red">Unchecked</div><</replace>>
<<replace "#important-notice">>
<<if $readOC == false>>Important Notice: <br>
<<if !$eventfrom3E>>1. By moving to another Camp, the configuration is set to null - therefore has to be configured anew - as well as all collected ressources are lost. <br>
2.<</if>> The collection is during the day, hence after a cycle the ressources are compiled.<br>
<br>
<<linkappend 'Yes, I have read and understood' t8n>> - <div class="color-green">signed</div>
<<linkappend "Do not show again">> - <div class="color-green">checked</div><<set $readOC = true>><</linkappend>><</linkappend>>
<</if>>
<</replace>>
<<replace "#showAB">><div class="actions-row">
<<if $Camp_J>><div>[[Go back to Camp|Camp Jungle]]</div><<else>><div>[[Go back to Camp|Camp Mountain]]</div><</if>></div>
<</replace>>
<</button>>
<</nobr>>
<div id="important-notice"></div>
<<else>><<ab>>[[Unset the Automation|Orb Configuration][$OrbTA = false]]<</ab>>
<</if>>
<div id="showAB"></div>
</blockquote>
</center><center><blockquote><<nobr>>
<div id="PassTile3E"></div>
<<if $choice1P3E == 1>><<timed 0s>>
<<replace "#PassTile3E">>[img[assets/backgrounds/placeholder.webp]]<br><br>
Well then, onwards.<br><br>
<<timed 2s>>
.<<timed 2s>>.<<timed 2s>>.<br>
<br>
<em>Mierda! Something went loose and splashed quite loudly.</em><br>
<br>
<<timed 4s>>.<<if random(3) < 1 && $xeno >= $days*0.5 || random(3) < 3 && $xeno < $days*0.5>><<goto [[End of Game][$whydead = 2]]>><<else>>.<<timed 1s>>.<<timed 1s>><br><br>All good.<br>
<br>
<<timed 2s>><<if $Camp_J>><<goto [[AtMountainCamp]]>><<else>><<goto [[T2E]]>><</if>><</timed>>
<</timed>><</timed>><</if>><</timed>><</timed>><</timed>><</timed>>
<</replace>><</timed>>
<<elseif $choice1P3E == 2>><<timed 0s>>
<<replace "#PassTile3E">>[img[assets/backgrounds/placeholder.webp]]<br><br>
Well then, YOLO!<br><br>
<<timed 2s>>
.<<timed 2s>>.<<timed 2s>>.<br>
<br>
<em>Shit! That was loud! Now! Run!</em><br>
<br>
<<timed 4s>><<if random(4) < 1 && $combat >= $days*0.4 || $combat < $days*0.4 && random(4) < 4>><<goto [[End of Game][$whydead = 2]]>><<else>>I am running<<timed 1s>> and running<<timed 1s>> and running<br>
<br>
<<timed 2s>><<if $Camp_J>><<goto [[AtMountainCamp]]>><<else>><<goto [[T2E]]>><</timed>>
<</timed>><</timed>><</if>><</timed>><</timed>><</timed>><</timed>>
<</replace>><</timed>>
<<elseif $choice1P3E == 3>><<timed 0s>>
<<replace "#PassTile3E">>[img[assets/backgrounds/placeholder.webp]]<br><br>
Well then, the long way!<br><br>
<<timed 2s>>
.<<timed 2s>>.<<timed 2s>>.<br>
<br>
<em>Whoa! What was that?!</em><br>
<br>
<<timed 4s>><<if random(4) < 4 && ($combat < $days*0.2 || $xeno < $days*0.5)>><<goto [[End of Game][$whydead = 3]]>><<else>>Hm.<<timed 1s>> <em>looking behind<em><<timed 1s>> <br><br><em>Is there really nothing?</em><br><<if random(4) < 3 && ($combat < $days*0.3 || $xeno < $days*0.6)>><<timed 1s>>AH SHIIEEET!<<timed 1s>><<goto [[End of Game][$whydead = 3]]>><</timed>><</timed>><<else>><<timed 1s>>Hm ...<</timed>>
<br>
<<timed 2s>><<if $Camp_J>><<goto [[AtMountainCamp]]>><<else>><<goto [[T2E]]>><</timed>><</if>><</if>><</if>>
<</timed>><</timed>><</if>><</timed>><</timed>><</timed>><</timed>>
<</replace>><</timed>>
<<elseif $choice1P3E == 4>>
<<timed 0s>>
<<replace "#PassTile3E">>[img[assets/backgrounds/placeholder.webp]] /* wrecked Camp */
<br><<if $Camp_M>>Abiba and Leo saw us. They were asking us non-verbally what happened. I told them that I do not feel good.<<else>>Leo saw me. He has sunk his head, said nothing. The wrecked camp looks a bit more sorted, and Vika is relocated under a safer spot. Incredibly, sonsidering the short time I was out.<</if>><br><br>
I went to check on Vika to get more urgency on myself, to have more pressure. Two cycles, and Vika is has to undergo more complications. That is if we are lucky when no hostile passes here meanwhile. <em>Ech!</em> That sucks.<br><br>
<<if hasVisited("TBM0") && $Camp_J>><<say "rd">>What if I go West or North? Or South?<</say>><br><br>
Leo only rolled with his head and shrugged with on shoulder.<br><br>
<<say "leo">>It is in the east. The likelihood is higher. Much higher.<</say>><br><br>
<<say "rd">>You trust on this source that much?<</say>><br><br>
Leo turns his eyes to the side, said nothing for fraction of a second.<br><br>
<<say "leo">>It is the same feeling if I am usually right.<</say>><br><br>
I raised my eyebrows, stare at him. But he stares me back, resolutely. Now I turn my eyes to the side and upwards. Weighing my legs forth and back.<br><br><</if>>
Alright. I go around to look for something I could use for the dangerous passage.<br><br>
<<linkappend "<<ab>>Search<</ab>>">><<if $combat > $days*0.5 && $engineering > $days*0.6>>A kind of a halberd, bent and curvy. Well ... it is something.<<set $combat += 2>><<else>>Nothing. I cannot see anything.<</if>><</linkappend>><br><br>
And will I rest for some hours?<br><br>
<<linkappend "<<ab>>Yes<</ab>><br><br>">>
<<replace "#PassTile3E">>
<<timed 1s>><em>Rest. Inward it is. Find nothing. Nothing but me walking down.</em>
<<timed 3s>><em><br><br>Imagine worst case scenarios. Be prepared.</em>
<<timed 2s>><em><br><br>Breathe. In. Out. In. Out.</em>
<<timed 2s>><em><br><br>...</em>
<<timed 2s>><em><br><br>There is a nudge. A movement.</em>
<<timed 1s>><br><br><<say "leo">>Wake up! Come on! You were off since 3 hours!<</say>><br><br>
<<timed 1s>><<say "rd">>Whoa. That long?<</say>><<set $energy += 3>><br><br>
<<say "leo">>The sun will touch the canopies in around 2 hours.<</say>><br><br>
I hurry waking and prepping myself up.<br><br>
<<say "leo">>Here: kind of a flashlight. It may be handy for you.<</say>><br><br>
Oh yes, it is. <<set $xenoexp += 1>><br><br>
Alright. Ready I am?<br><br>
<<ab>><<if $Camp_M>>[[Ready|T4E][$choice1P3E = 5]]<<else>>[[Ready|T1E][$choice1P3E = 5]]<</if>><</ab>>
<</timed>>
<</timed>>
<</timed>>
<</timed>>
<</timed>>
<</timed>>
<</timed>>
<</replace>>
<</linkappend>>
<br><br>Alright. Ready I am?<br><br>
<<if $energy < 1>>
<<linkappend "<<ab>Ready<</ab>">>Hm. I should rest. There is not enough energy.<</linkappend>>
<<else>>
<<ab>><<if $Camp_M>>[[Ready|T4E][$choice1P3E = 5]]<<else>>[[Ready|T1E][$choice1P3E = 5]]<</if>><</ab>>
<</if>>
<</replace>>
<</timed>>
<<elseif $choice1P3E == 6>>
<<timed 0s>>
<<replace "#PassTile3E">>[img[assets/backgrounds/placeholder.webp]]<br><br>
<<say "rd">>Guys, listen. Let us go to the camp in the jungle.<</say>><br>
Everyone is thinking, but ultimately are shrugging their shoulders or nod.<br><br>
<<say "leo">>To be honest, I was thinking about that too.<</say>><br>
<<say "elva">> Wouldn't it be dangerous flying? Since it can extend itself quite long; enough to pierce us at our maximal flying altitude.<</say>><br>
<<say "rd">>Yeah, that is the risk. At last, we have to ask ourselves whether - me or Elva - traversing the zone is less riskier. Or whether finding an alternative route is worth the many energies we have to use. If! We find other stashes of unimatter or food nearby. For now, the camp in the jungle is the one most conveniently located.<</say>><br>
The others are listening and pondering. Leo is nodding his head slowly and constantly, while Elva looks sideways down to the grass and sighs. Abiba only observes us.<br><br>
<<say "elva">>I guess, it is your word, since you're risking out there for us more than us.<</say>><br>
Leo agrees.<br><br>
<<say "rd">>Ok ... <em>Puh!</em><</say>><br>
Please, let it be the correct choice.<br><br>
<<ab>>[[Let us go! No time to waste.|End of Game][$whydead = 1]]<</ab>><br><br>
<<ab>>[[Let us go! But in the night.|Arrival at CJ][$Camp_J = true; $Camp_M = false; $token = 1;]]<</ab>>
<</replace>>
<</timed>>
<</if>>
<</nobr>></blockquote></center><center><blockquote>
[img[assets/backgrounds/Placeholder.webp]]
<<ab>><<if $Camp_J>>[[Camp Jungle]]<<else>>[[Camp Mountain]]<</if>><</ab>>
</blockquote></center><center><blockquote>
[img[assets/backgrounds/Placeholder.webp]]
<<ab>><<if $Camp_J>>[[Camp Jungle]]<<else>>[[Camp Mountain]]<</if>><</ab>>
</blockquote></center><center><blockquote><<set $addendum = true>>
[img[assets/backgrounds/Placeholder.webp]]
Now. Time for the truth!
<<ab>>[[Camp Jungle]]<</ab>>
</blockquote></center><center><blockquote>
[img[assets/backgrounds/Placeholder.webp]]
<<ab>><<if $Camp_J>>[[Camp Jungle]]<<else>>[[Camp Mountain]]<</if>><</ab>>
</blockquote></center><center><blockquote>
[img[assets/backgrounds/Placeholder.webp]]
<<ab>><<if $Camp_J>>[[Camp Jungle]]<<else>>[[Camp Mountain]]<</if>><</ab>>
</blockquote></center><<nobr>>
<<if $QuestPoolDone.includesAll($Q1CA1, $Q1CA2)>>
<<set $QuestPool.deleteAll($Q1CA); $QuestPoolDone.pushUnique($Q1CA); $QuestPool.pushUnique($Q1CA3); $VikaHeal = $days>>
<</if>>
<</nobr>><center><blockquote>
[img[assets/backgrounds/Placeholder.webp]]
<<ab>><<if $Camp_J>>[[Camp Jungle]]<<else>>[[Camp Mountain]]<</if>><</ab>>
</blockquote></center><center><blockquote>
[img[assets/backgrounds/Placeholder.webp]]
<<ab>><<if $Camp_J>>[[Camp Jungle]]<<else>>[[Camp Mountain]]<</if>><</ab>>
</blockquote></center><<if $designing == 1>>
[img[assets/events/brainstorm.webp]]
<<elseif $designing == 2>>
[img[assets/events/feedback.webp]]
<<elseif $designing == 3 && $printnanodrone>>
[img[assets/events/nanodroneimprove.webp]]
<<elseif $designing == 3 && $printdatainterpreter>>
[img[assets/events/datainterpreterprint.webp]]
[[On to the next task|Scheduler][$datainterpreter = true; printdatainterpreter = false; $QuestPool.deleteAll($Q3F); $QuestPoolDone.pushUnique($Q3F); $QuestPool.pushUnique($Q3G); $designing = 0]]
<<elseif $designing == 4>>
[img[assets/events/nanodroneprint.webp]]
[[On to the next task|Scheduler][$nanodrone = true; $printnanodrone = false; $QuestPool.deleteAll($Q3C); $QuestPoolDone.pushUnique($Q3C); $QuestPool.pushUnique($Q3D); $designing = 0]]
<</if>><<if $designing.range(1, 3) && $printnanodrone || $designing.range(1, 2) && $printdatainterpreter>>
[[Continue on|Construction Menu]]
[[Go to Camp|Camp Jungle]]
<</if>><center><blockquote>
[img[assets/backgrounds/Placeholder.webp]]
<<ab>><<if $Camp_J>>[[Camp Jungle]]<<else>>[[Camp Mountain]]<</if>><</ab>>
</blockquote></center><center><blockquote>
[img[assets/backgrounds/Placeholder.webp]]
<<ab>><<if $Camp_J>>[[Camp Jungle]]<<else>>[[Camp Mountain]]<</if>><</ab>>
</blockquote></center><<nobr>>
/* First Task */
<<if $QuestPool.includes($Q0) && _currentQuest == $Q0>> <</if>>
/* Task 2 */
<<if $QuestPool.includes($Q2) && _currentQuest == $Q2 && $nutrients >= 15>>
<<ab>>[[Plan the transport|Task 2]]<</ab>>
<<elseif $QuestPool.includes($Q2) && _currentQuest == $Q2 && $nutrients < 15>>
<div class="conditionnotmet"><div class="conditionnotmet">--- Not enough nutrients ---</div>
<</if>>
<<if $QuestPool.includes($Q2A) && _currentQuest == $Q2A && $unimatter >= 2>>
<<ab>>[[Plan the transport|Task 2]]<</ab>>
<<elseif $QuestPool.includes($Q2A) && _currentQuest == $Q2A && $unimatter < 2>>
<div class="conditionnotmet"><div class="conditionnotmet">--- Not enough unimatter ---</div>
<</if>>
<<if $QuestPool.includes($Q2B) && _currentQuest == $Q2B && ($dayCount + 2) <= $days && $energy >= (((5+$summand)*2)*0.2)>>
<<ab>>[[Go to the Mountain Ridge|TBM0][$energy -= (((5+$summand)*2)*0.2); $QuestPool.deleteAll($Q2B); $QuestPoolDone.pushUnique($Q2B); $QuestPool.pushUnique($Q2C)]]<</ab>>
<<elseif $QuestPool.includes($Q2B) && _currentQuest == $Q2B && ($dayCount + 2) <= $days && $energy < (((5+$summand)*2)*0.2)>><div class="conditionnotmet">--- Not enough energy ---</div>
<</if>>
<<if $QuestPool.includes($Q2C) && _currentQuest == $Q2C && ((($dayCount + 5) <= $days && !$QuestPoolDone.includes($Q2C)) || $eventfrom3E || $Camp_M)>>
<<set $QuestPool.deleteAll($Q2C), $QuestPoolDone.pushUnique($Q2C)>>
<</if>>
<<if $QuestPool.includes($Q2E) && _currentQuest == $Q2E>>
<<if $SubAnalyzer>>
<<ab>>[[Send them the coordinates where the nutrients are|Scheduler][$QuestPool.deleteAll($Q2E); $QuestPoolDone.pushUnique($Q2E); $CMnutrientsplus += random(2, 4)]]<</ab>>
<</if>>
<<if $SubAnalyzer>>
<<ab>>[[Send them the coordinates where unimatter can be found|Scheduler][$QuestPool.deleteAll($Q2E); $QuestPoolDone.pushUnique($Q2E); $CampM.Farm = 5; $CampM.building += 1]]<</ab>>
<</if>>
<<if $CampJ.Orb == 3 && $OrbAutoCJ && $energy >= (($Oeu*(5+$summand))*2) && $unimatter >= 6>>
<<ab>>[[Send them the unimatter they need to build a farm|Scheduler][$QuestPool.deleteAll($Q2E); $QuestPoolDone.pushUnique($Q2E); $energy -= (($Oeu*(5+$summand))*2); $unimatter -= 6; $CampM.Farm = 5; $CampM.building += 1]]<</ab>>
<<elseif $CampJ.Orb == 3 && $energy >= (((0.2+$Oeu)*(5+$summand))*2) && $unimatter >= 6>>
<<ab>>[[Bring them the unimatter they need to build a farm|Scheduler][$QuestPool.deleteAll($Q2E); $QuestPoolDone.pushUnique($Q2E); $energy -= (((0.2+$Oeu)*(5+$summand))*2); $unimatter -= 6; $CampM.Farm = 5; $CampM.building += 1]]<</ab>>
<</if>>
<<if $CampJ.Orb == 3 && $OrbAutoCJ && $energy >= (($Oeu*(5+$summand))*2) && $nutrients >= 4>>
<<ab>>[[Send them the nutrients|Scheduler][$QuestPool.deleteAll($Q2E); $energy -= (($Oeu*(5+$summand))*2); $nutrients -= 4; $CampM.nutrients += 4]]<</ab>>
<<elseif $CampJ.Orb == 3 && $energy >= (((0.2+$Oeu)*(5+$summand))*2) && $unimatter >= 6>>
<<ab>>[[Bring them the nutrients|Scheduler][$QuestPool.deleteAll($Q2E); $energy -= (((0.2+$Oeu)*(5+$summand))*2); $nutrients -= 4; $CampM.nutrients += 4]]<</ab>>
<</if>>
<</if>>
/* Task 1 */
<<if $QuestPool.includesAny($Q1CA, $Q1CA1, $Q1CA2) && _currentQuest == $Q1CA && ($VikaCountdown + 2) < $days>>
<<set $QuestPool.deleteAll($Q1CA, $Q1CA1, $Q1CA2); $QuestPool.pushUnique($Q1CA4)>>
<</if>>
<<if $QuestPool.includes($Q1CA1) && _currentQuest == $Q1CA1 && $nutrients >= 5 && $energy >= 2>>
<<ab>>[[Turn over the nutrients|Picture Turnover][$QuestPool.deleteAll($Q1CA1); $QuestPoolDone.pushUnique($Q1CA1); $nutrients -= 5; $energy -= 2]]<</ab>>
<<elseif $QuestPoolDone.includes($Q1CA1) && _currentQuest == $Q1CA1 && ($nutrients < 5 || $energy < 2)>><div class="conditionnotmet">--- Not enough nutrients or 2 energy ---</div>
<</if>>
<<if $QuestPool.includes($Q1CA2) && _currentQuest == $Q1CA2 && $unimatter >= 3 && $energy >= 2>>
<<ab>>[[Turn over the unimatter|Picture Turnover][$QuestPool.deleteAll($Q1CA2); $QuestPoolDone.pushUnique($Q1CA2); $unimatter -= 5; $energy -= 2]]<</ab>>
<<elseif $QuestPool.includes($Q1CA2) && _currentQuest == $Q1CA2 && ($unimatter < 3 || $energy < 2)>><div class="conditionnotmet">--- Not enough unimatter or 2 energy ---</div>
<</if>>
<<if $QuestPool.includes($Q1CA4) && _currentQuest == $Q1CA4 && $unimatter >= 2 && $energy >= 3 && $nutrients >= 4 && $phases <= 1>>
<<if $phases < 1>>
Phase <<= $phases+1>>:<br>
<<ab>>[[Turnover the necessities for Vika|Picture Vika in Cryostasis][$unimatter -= 2; $energy -= 3; $nutrients -= 4; $phase += 1]]<</ab>>
<<else>>
Last phase:<br>
<<ab>>[[Turnover the last batch of necessities for Vika|Picture Vika in Cryostasis][$unimatter -= 2; $energy -= 3; $nutrients -= 4; $phase += 1; $QuestPool.deleteAll($Q1CA4); $QuestPoolDone.pushUnique($Q1CA4); $QuestPool.pushUnique($Q1CA3); $VikaHeal = $days]]<</ab>>
<<elseif $QuestPool.includes($Q1CA4) && _currentQuest == $Q1CA4 && ($unimatter < 2 || $energy < 3 || $nutrients < 4)>>
<div class="conditionnotmet">--- Not enough unimatter, energy and/or nutrients ---</div>
<</if>>
<</if>>
<<if $QuestPool.includes($Q1CA3) && _currentQuest == $Q1CA3 && ($VikaHeal+4) <= $days>>
<<ab>>[[Go gratulating Vika][$QuestPool.deleteAll($Q1CA3); $QuestPool.pushUnique($Q3); $QuestPoolDone.pushUnique($Q1CA3); $noVika = false]]<</ab>>
<</if>>
<<if $QuestPool.includes($Q1CB) && $QuestPoolDone.includes($Q1CA) && _currentQuest == $Q1CB && $unimatter >= 1 && $nutrients >= 2 && $energy >= 2>>
<<ab>>
<<if $token == 1>>[[Repair Leo|Picture repair Leo][$QuestPool.deleteAll($Q1CB, $Q1C0); $QuestPoolDone.pushUnique($Q1CB, $Q1C0); $unimatter -= 1; $nutrients -= 2; $energy -= 2]]
<<else>>[[Repair Leo|Picture repair Leo][$QuestPool.deleteAll($Q1CB); $QuestPoolDone.pushUnique($Q1CB); $unimatter -= 1; $nutrients -= 2; $energy -= 2]]
<</if>>
<</ab>>
<<elseif $QuestPool.includes($Q1CB) && _currentQuest == $Q1CB && ($unimatter < 1 || $nutrients < 2 || $energy < 2)>><div class="conditionnotmet">--- Not enough nutrients, unimatter or 2 units of energy ---</div>
<</if>>
<<if $QuestPool.includes($Q1CD) && _currentQuest == $Q1CD && $energy >= 3 && $nutrients >= 2 && $phases <= 1>>
<<if $phases < 1>>
Phase <<= $phases+1>>:<br>
<<ab>>[[Turnover the necessities for the ladies|Picture the ladies in Cryostasis][$energy -= 3; $nutrients -= 2; $phase += 1]]<</ab>>
<<else>>
Last phase:<br>
<<ab>>[[Turnover the last batch of necessities for the ladies|Picture the ladies in Cryostasis][$energy -= 3; $nutrients -= 2; $phase += 1; $QuestPool.deleteAll($Q1CD); $QuestPoolDone.pushUnique($Q1CD); $QuestPool.pushUnique($Q1CD1); $LadiesHeal = $days; $noElva = false, $noAbiba = false]]<</ab>>
<<elseif $QuestPool.includes($Q1CD) && _currentQuest == $Q1CD && ($energy < 3 || $nutrients < 2)>>
<div class="conditionnotmet">--- Not enough energy and/or nutrients ---</div>
<</if>>
<</if>>
<<if $QuestPool.includes($Q1CD1) && _currentQuest == $Q1CD1 && ($LadiesHeal+3) <= $days>>
<<ab>>[[Go gratulate both ladies][$QuestPool.deleteAll($Q1CD1); $QuestPoolDone.pushUnique($Q1CD1); $noVika = false]]<</ab>>
<</if>>
<<if $QuestPool.includes($Q1CC) && $QuestPoolDone.includes($Q1CA) && $QuestPoolDone.includes($Q1CB) && _currentQuest == $Q1CC && $unimatter >= 4 && $energy >= 4>>
<<ab>>[[Action the printing of a mobile repairbot|Picture RepairBot][$QuestPool.deleteAll($Q1CC); $QuestPool.pushUnique($Q1CC1); $QuestPoolDone.pushUnique($Q1CC); $unimatter -= 1; $nutrients -= 2; $energy -= 2]]<</ab>>
<<elseif $QuestPool.includes($Q1CC) && _currentQuest == $Q1CC && ($unimatter < 4 || $energy < 4)>><div class="conditionnotmet">---Not enough unimatter or energy ---</div>
<</if>>
<<if $QuestPool.includes($Q1CC1) && _currentQuest == $Q1CC1 && $energy >= 2 && $phases <= 2>>
<<if $phases < 2>>
Phase <<= $phases+1>>:<br>
<<ab>>[[Disassemble the broken buildings to unimatter|Picture Disassemble][$unimatter += 2; $energy -= 2; $phases += 1]]<</ab>>
<<else>>
Last phase:<br>
<<ab>>[[Disassemble the last scraps|Picture Disassemble][$QuestPool.deleteAll($Q1CC1); $QuestPoolDone.pushUnique($Q1CC1); $QuestPool.pushUnique($Q1CC2A, $Q1CC2B); $unimatter += 2; $energy -= 2; $CampJ.maxbuildings += 2; $phases = 0]]<</ab>>
<</if>>
<<elseif $QuestPool.includes($Q1CC1) && _currentQuest == $Q1CC1 && $energy < 2>><div class="conditionnotmet">--- Not enough energy ---</div>
<</if>>
<<if $QuestPool.includes($Q1CC2A) && _currentQuest == $Q1CC2A && $unimatter >= 2 && $energy >= 3 && $phases <= 3>>
<<if $phases < 3>>
Phase <<= $phases+1>>:<br>
<<ab>>[[Repair the spaceship|Picture Repair Spaceship][$QuestPool.deleteAll($Q1CC2B); $unimatter -= 2; $energy -= 3; $phases += 1]]<</ab>>
<<else>>
<<set $QuestPool.deleteAll($Q1CC2A); $QuestPoolDone.pushUnique($Q1CC2A); $unimatter -= 2; $energy -= 3>>
Last phase:<br>
<<ab>>
<<if $Camp_M>>[[Do the final repair on the spaceship|Camp Mountain][$QuestPool.deleteAll($Q1CC2A); $QuestPoolDone.pushUnique($Q1CC2A); $QuestPool.deleteAll($Q1C0); $QuestPoolDone.pushUnique($Q1C0); $unimatter -= 2; $energy -= 3; $phases = 0]]
<<else>>[[Do the final repair on the spaceship|Camp Jungle][$QuestPool.deleteAll($Q1CC2A); $QuestPoolDone.pushUnique($Q1CC2A); $QuestPool.deleteAll($Q1C0); $QuestPoolDone.pushUnique($Q1C0); $unimatter -= 2; $energy -= 3; $phases = 0; $CampJ.maxbuildings = 3]]
<</if>>
<</ab>>
<</if>>
<<elseif $QuestPool.includes($Q1CC2A) && _currentQuest == $Q1CC2A && ($unimatter < 2 || $energy < 3)>><div class="conditionnotmet">--- Not enough unimatter or energy ---</div>
<</if>>
<<if $QuestPool.includes($Q1CC2B) && _currentQuest == $Q1CC2B && $energy >= 3 && $phases <= 2>>
<<if $phases < 2>>
Phase <<= $phases+1>>:<br>
<<ab>>[[Dismantle the spaceship|Picture Dismantle Spaceship][$QuestPool.deleteAll($Q1CC2A); $unimatter += 3; $energy -= 3; $phases += 1]]<</ab>>
<<else>>
<<set $QuestPool.deleteAll($Q1CC2B); $QuestPoolDone.pushUnique($Q1CC2B); $unimatter += 3; $energy -= 3; $CampJ.maxbuildings += 3>>
Last phase:<br>
<<ab>>
<<if $Camp_M>>[[Dismantle the last pieces of the spaceship|Camp Mountain][$QuestPool.deleteAll($Q1CC2B); $QuestPoolDone.pushUnique($Q1CC2B); $QuestPool.deleteAll($Q1C0); $QuestPoolDone.pushUnique($Q1C0); $unimatter += 3; $energy -= 3; $phases = 0; $CampM.maxbuildings += 2]]
<<else>>[[Dismantle the last pieces of the spaceship|Camp Jungle][$QuestPool.deleteAll($Q1CC2B); $QuestPoolDone.pushUnique($Q1CC2B); $QuestPool.deleteAll($Q1C0); $QuestPoolDone.pushUnique($Q1C0); $unimatter += 3; $energy -= 3; $phases = 0; $CampM.maxbuildings += 2]]
<</if>>
<</ab>>
<</if>>
<<elseif $QuestPool.includes($Q1CC2B) && _currentQuest == $Q1CC2B && $energy < 3>><div class="conditionnotmet">---Not enough energy ---</div>
<</if>>
/* Task 3 */
<<if $QuestPool.includes($Q3) && _currentQuest == $Q3 && $energy >= 1 && $CampJ.DefPerimeter>><<ab>>[[Hold a council|Note from Developer][$energy -= 1]]<</ab>>
<<elseif $QuestPool.includes($Q3) && _currentQuest == $Q3 && $energy < 1>><div class="conditionnotmet">--- Rest. Sleep. ---</div>
<<elseif $QuestPool.includes($Q3) && _currentQuest == $Q3 && !$CampJ.DefPerimeter>><div class="conditionnotmet">--- To have a council, we need at possible no distractions; that one is by having a Defense Perimeter. ---</div>
<</if>>
<<if $QuestPool.includes($Q3B) && _currentQuest == $Q3B && $energy >= 1>><<ab>>[[Hold a council anew|Council Round 2][$energy -= 1]]<</ab>>
<<elseif $QuestPool.includes($Q3B) && _currentQuest == $Q3B && $energy < 1>><div class="conditionnotmet">--- Rest. Sleep. ---</div>
<</if>>
<<if $QuestPool.includes($Q3C) && _currentQuest == $Q3C && allValues100($explored, 100) && $designing == 0>><<ab>>[[My approach|Construction Menu][$printnanodrone = true; $designing = 0]]<</ab>>
<<elseif $QuestPool.includes($Q3C) && _currentQuest == $Q3C && allValues100($explored, 100) && $designing > 0>><<ab>>[[My approach|Construction Menu]]<</ab>>
<<elseif $QuestPool.includes($Q3C) && _currentQuest == $Q3C && !allValues100($explored, 100)>><div class="conditionnotmet">--- Explore more. More. ---</div>
<</if>>
<<if $QuestPool.includes($Q3D) && _currentQuest == $Q3D && $energy >= 1.5 && $CampJ.cOrb == 3>><<ab>>[[Go to the seemingly inactive spaceship|T1S2E][$Oeu = 0.3; $energy -= 3*(0.2+$Oeu)]]<</ab>>
<<elseif $QuestPool.includes($Q3D) && _currentQuest == $Q3D && $CampJ.cOrb != 3>><div class="conditionnotmet">--- Upgrade your Orb to a combat Orb ---</div>
<</if>>
<<if $QuestPool.includes($Q3E) && _currentQuest == $Q3E && $energy >= 1>><<ab>>[[Council Session Three|Council Round 3][$energy -= 1]]<</ab>>
<<elseif $QuestPool.includes($Q3E) && _currentQuest == $Q3E && $energy < 1>><div class="conditionnotmet">--- no energy ---</div>
<</if>>
<<if $QuestPool.includes($Q3F) && _currentQuest == $Q3F>><<ab>>[[Go to the Construction Chamber|Construction Menu][$printdatainterpreter = true; $designing = 0]]<</ab>><</if>>
<<if $QuestPool.includes($Q3H) && _currentQuest == $Q3H && !$addendum && $energy >= 1 && $unimatter >= 1>><<ab>>[[Print a modular addendum for the Orb|Picture Orb addendum][$energy -= 1; $unimatter -= 1; $addendum = true]]<</ab>>
<<elseif $QuestPool.includes($Q3H) && _currentQuest == $Q3H && $addendum>>The addendum is implemented.
<<elseif $QuestPool.includes($Q3H) && _currentQuest == $Q3H && ($energy < 1 || $unimatter >= 1)>><div class="conditionnotmet">--- no energy (+1) and/or unimatter (+1) ---</div>
<</if>>
<<if $QuestPool.includes($Q3I) && _currentQuest == $Q3I && $CampJ.DefPerimeter>><<ab>>[[Well, now the time of truth|The great Expo]]<</ab>>
<<elseif $QuestPool.includes($Q3I) && _currentQuest == $Q3I && $CampJ.DefPerimeter == false>><div class="conditionnotmet">--- have Defense Perimeter set ---</div>
<</if>>
<</nobr>><<nobr>>
<<set $Q1 = "Investigate the by vegetation overgrown spaceship in the east.">>
<<set $Q1A = "Go to Camp Mountain and ask for help">>
<<set $Q1B = "Go to East, a tip from AI to Leo">>
<<set $Q1C0 = "Do repairs">>
<<set $Q1CA = "Priority 1 - Repair Vika within 2 days, otherwise she has to be enfreezed (which takes constantly 3 energy units).">>
<<set $Q1CA1 = "Priority 1a - Find and bring at least 5 nutrients.">>
<<set $Q1CA2 = "Priority 1b - Find and bring at least 3 unimatter.">>
<<set $Q1CA3 = "Wait some cycles to greet Vika.">>
<<set $Q1CA4 = "Wake Vika from her cryostasis. 8 nutrients, 4 unimatter and 6 units of energy are needed.">>
<<set $Q1CB = "Priority 2 - repair Leo ( - 1 unimatter & - 2 nutrients & - 2 energy)">>
<<set $Q1CC = "Print a mobile repairbot ( - 4 energy & - 4 unimatter)">>
<<set $Q1CC1 = "Dismantle the broken buildings (- 6 energy & + 6 unimatter)">>
<<set $Q1CC2A = "Repair the spaceship ( - 8 unimatter & - 12 energy)">>
<<set $Q1CC2B = "Or dismantle the spaceship ( + 9 unimatter & - 9 energy).">>
<<set $Q1CD = " Wake the ladies from the cryostasis (- 6 nutrients & - 9 energy)">>
<<set $Q1CD1 = "Wait some cycles.">>
<<set $Q2 = "Collect 12 (+3 as your own buffer) nutrients and bring them to the Camp with the dormant spaceship on the Mountain Ridge.">>
<<set $Q2A = "Set aside 2 Unimatter. Go to the Camp with the dormant spaceship on the Mountain Ridge.">>
<<set $Q2B = "Wait 2 cycles">>
<<set $Q2C = "You may resettle to the Mountain Camp (This note deletes itself after some cycles)">>
<<set $Q2E = "The ladies in Camp Mountain sent an urgency. They ask us whether we can send them nutrients, as theirs are running low, or do we know of a place where they can colllect nutrients or 6 unimatter for a hydroponic farm? They have now only <<= $CampM.nutrients>> nutrients left.">>
<<set $Q3 = "What happened there in the East? Why were we attacked?">>
<<set $Q3A = "For now: Explore more">>
<<set $Q3B = "What to do with the new information?">>
<<set $Q3C = "Explore as much as possible">>
<<set $Q3D = "Have a combat orb for better protection">>
<<set $Q3E = "Council Round Three">>
<<set $Q3F = "Print a Data Interpreter and have an Orb again.">>
<<set $Q3G = "Meet with the old man in south-east, near our camp. Have an Orb with you to carry the storage.">>
<<set $Q3H = "Complement the Orb with a scanner.">>
<<set $Q3I = "Have a Defense Perimeter set.">>
<</nobr>><center><blockquote>
[img[assets/backgrounds/Placeholder.webp]]
---- WARNING: LOOOONG PAGE WITH DIALOGUES ----
<<say "vika">>Are you from the first generation?<</say>>
<<say "paavali">>Niin. The one and only.<</say>>
<<say "vika">>How many were of you.<</say>>
Paavali is rubbing his nose.
<<say "paavali">>Around 100 people, including only-brains.<</say>>
<<say "elva">>Only brains?<</say>>
<<say "paavali">>Brains in a biiig immobile facility in Kapteyn Hub. Have you seen the hub upon arrival?<</say>>
All of us shake our head. Paavali chirruped, then waved it away and gestures that he is ready for more.
<<say "rd">>What is this thing? You said, it is a silver carpet?<</say>>
<<say "elva">>No no! What is it about the brains!? They do not have ... a torso oooor ... limbs?<</say>>
<<say "paavali">>Niin. That Is correct. They live completely virtual, alongside an AI. It was also them who were more or less awake throughout the journey, depending on the energy quantity en route, of course. While us were in cryonics, they - or some of them - were managing, fixing, improvising our spaceship/probe and were keeping in contact with Solaris.<</say>>
<<say "vika">>You volunteered?<</say>>
<<say "paavali">>Me? Or us?<</say>>
Vika stares at him more sternly. Paavali reacts a bit confused, but then continues on.
<<say "paavali">>Yeah, yeah, I kind of volunteered. The others more or less.<</say>>
<<say "elva">>How so? Anyone were forced?<</say>>
<<say "paavali">>Not at gunpoint, that to say. But for economic reasons, financial, or only if the family could join. Some only joined by securing special benefits - like having a claim on a planet or having a long-term trade contract. Some others again simply joined by lacks of alternatives. All in all though, many of us decided to come here.<</say>>
<<say "vika">>What about other probes? Were they composed like yours? And how many did Solaris sent out?<</say>>
<<say "paavali">>Oooph. We were around ... the 20th or 30th?<</say>>
<<say "vika">>Composed like yours?<</say>>
<<say "paavali">>I guess so. Why not?<</say>>
Vika look at him sceptically, gives him no answer though.
<<say "rd">>Can we talk about the thing?<</say>>
Paavali turned his head, but his eyes are still on Vika's. He is pointing towards her, asking us why she is hostile to him.
<<say "rd">>Silver Carpet!<</say>>
Paavali gives some lingering on Vika then focuses on my question.
<<say "paavali">>Yeah, yeah, ok. Uhh ... yeah. Hopeamatto. Or officially: the Titan. Yeah, well, we agreed that it a ... being. Almost sentient. "Almost" in the sense that obviously it can withstand harder external forces, contrary to us obvously. It is <strong>very</strong> observant! Aaand yes, It is intelligent. A bit different, but intelligent nonetheless.<</say>>
<<say "abiba">>How so?<</say>>
Paavali stretched his underlip up, combed his beard with his hand.
<<say "paavali">>It sent us messages.<</say>>
We all reacted surprised. Amazed. Then with nervousness.
<<say "abiba">>And?<</say>>
<<say "elva">>Hold on! Was it before or after?<</say>>
Paavali stares at her, addled as to what Elva was referring to. As Leo wants to help, Paavali is already asking back.
<<say "paavali">>You mean: before or after the initiation to deep slumber, to the sleep mode?<</say>>
<<say "elva">>Yes.<</say>>
He raises his eyebrow, swayed his head leftward and back.
<<say "paavali">>After.<</say>>
Now, we are more surprised and amazed.
<<say "abiba">>Ok. Wow. How? I don't understand. And! What did the message say?<</say>>
<<say "paavali">>Sometimes, to save energy or if we cannot continue on as usual, we need to got to deep sleep mode. Same policy as in your spaceship, I strongly presume. So, when we all were in a state of inertia, of doing nothing, machines, hardwares, us, have their own life periods, obviously. Thus, sometimes one of us, depending on the expertise, has to wake up and repair or do maintenance. So far so good, It mostly went without incidents.
Not so last time! Our ship got attacked and some of us have to repair with what we have. The first two times were all good, not so on the third time where we realize if it happens again, we have to do hard decisions.<</say>>
<<say "abiba">>Killing those in cryonics?!<</say>>
<<say "paavali">>Whoa! First we - or: one of us - tried to find the ressources needed for repairs. Sometimes, we could find it, sometimes it was too less, but mostly we had an energy budget problem. All our sensors were lost, We couldn't access to the charts. We couldn't transport the ressources from the distances. All in short: Me ollaan aika pahasti kusessa. We became from a desperate situation to a worse situation, To answer your question, yes, we had the talk, aaand, yes ...<</say>>
He nodding slowly, his eyes staring absently to the grass, lost in memory, chewing on his underlip, with a worrying facial expression.
<<say "abiba">>You killed!<</say>>
<<say "paavali">>Hei!<</say>>
<<say "abiba">>Did you not or did you?!<</say>>
Whoa! Abiba pierces with her eyes on him, demanding intently an answer from him.
<<say "paavali">>I did not.<</say>>
She searches him for any sign of a lie.
<<say "paavali">>But eventually I would have, yes, But someone else already did. Before our agreement, our agreement was to wake them all up and explain the situation. Some heftily protested, saying that switching off is more merciful than waking them up and have them to decide. How would you have decided?<</say>>
Abiba would have demanded to woken up, to be given a chance, while the rest of us say nothing. In my opinion, that is indeed a difficult question and at first I would rather drift off than to be woken up.
...
But then ...
<em>Ech</em> I do not know.
<<say "paavali">>I have to correct: it wasn't an agreement, it escalated into a conflict where ... we neutralized ... the opposition. Not by killing, by tearing off their limbs.<</say>>
What a diverse pallette of emotional reactions on us, from disgust to understanding to blank stares.
<<say "paavali">>As we were about to wake the others up, the aggressive monster - tuo kirottu eläin - ran into us. Crushed and rammed and bited and ... ugh, a mess! Guys, I tell ya, voi hyvänen aika! At the end, only me and another one were mostly unscathed. The others were no more or had to go to their cryonics caskets or to med, but with what? We had nothing. And our ship was for the dogs. Hopeless! <</say>>
Hm. The ship I saw? It seemt in a good state. What is going on? It doesn't feel like he is lying, or acting up.
<<say "paavali">>Now, we had to wake them all, hold a comlpete council and do hard to swallow decisions.<</say>>
Paavali does a pause, fidgeting with his fingers, concentrating at a patch of grass.
<<say "rd">>Come on!<</say>>
Without looking up, he continues on.
<<say "paavali">>Then it came.<</say>>
Now, all our eyes are open.
<<say "paavali">>Sent us an offer: to enter it.<</say>>
<<say "rd">>To enter it?<</say>>
<<say "paavali">>Yeah, we didn't knew either what it meant by that. But when it repaired and stabilized those in critical state, slighty fixed the rest of us, it ... <</say>>
He broke off and stares again on the grass. No! Not again! Gosh, the suspense!
<<say "rd">>Tell!<</say>>
<<say "paavali">> ... those who were deemed hopeless, it ... swallowed them. Incorporated them. At that moment, we kind of knew what the offer meant. And obviously all of us refused.<</say>>
<<say "elva">>Refuse"d"?! As in past?<</say>>
Paavali nods.
<<say "paavali">>Until, around two or three days, as some decided their luck in the wilderness or wanted to sleep to oblivion or just waited, we were having visitations. Virtually. From those it swallowed. They were telling us what a huge world there awaits, a kind of a paradise in waiting, in making, or just a world - for us sceptics. Virtual nonetheless, But also it wanted us to keep biological; or is trying to keep it biological.<</say>>
<<say "abiba">>It is able to understand humanity? To tempt you all? Is that the reason it wants ... biological ... carbon-based structures? To understand carbon-based structures?<</say>>
Abiba. Speaking so much, with such an emotionally invested interest. Huh.
<<say "paavali">>It seems to understand us, in a way. Or just some pattern we emit. It is not like it converses with us. Regarding tempation, either that or it is just kind of honest. We had many theories, but none really proved for what it is. Consquently, more and more accepted the offer and let themselves be assimilated into the silver carpet.<</say>>
<<say "leo">>What convinced them?<</say>>
<<say "paavali">>Well, first establishing a settlement were not going well, too slow reproduction, two hunting parties - which were mere two persons - never returned. Fear crept in. Obvious that at a point, more and more risk by "entering" the silver carpet. To understand better, those visitations, they came regularly and grew. Also, they <strong>were not!</strong> simplistic. Gradually, we came into conviction that it is indeed the same people who entered Hopeamatto.<</say>>
<<say "leo">>How is it possible? Isn't it mostly metallic?<</say>>
<<say "paavali">>You ask, how it can absorb and reproduce the same people with same complexity? I guess, in the same way we communicate with AIs. Only much more intertwined, I do not have a clear idea. Also! Important detail: we observed animals observing us, practically inanimate for daaays! It became clear to us that those were not original animals. They were made.<</say>>
Whoa! Now that sets us to a completely new level. That ...
<<say "leo">>That would explain ... many things.<</say>>
Now Leo, and the others too, are staring, looking at Paavali.
<<say "paavali">>I am one of last ones. No. I mean: the ones who never accepted ... accepts the offer, as it is still standing.<</say>>
<<say "vika">>Why?<</say>>
Paavali looks at Vika with intense eyes.
<<say "paavali">>Because I, for example, don't believe in paradise, in a world of eternal blessing. There is always something to pay, to sacrifice, to tribute, to suffer. Yin and Yang. Duality. Two poles.<</say>>
He said those with such a concentration, with a sincerity, with a seriousness that put us in a bit of awe, even as it is cheesy, kitschy, schlocky. But considering that ... wait!
<<say "rd">>Can they communicate? Communicate with you? As in having dialogues?<</say>>
<<say "paavali">>Yes. And that is the other reason for not going in. Some of them proposed to us that we should stay in original biology, as original as possible obviously. Their project is ... not decoupling from their host, but become a kind of a loose unit. Hard to understand at first. They say, their host, their "overseer" is kind of trying to understand individuality. Now they explain: decentralization, fragmentaion, copies with variations. Seems to be received better. Well, now they work on a link to a biological product.<</say>>
<<say "leo">>A what?!<</say>>
<<say "paavali">>Yeah!<</say>>
<<say "leo">>No! I didn't understood what you were trying to say. Biological product? As in producing ... animals?<</say>>
<<say "paavali">>That what I understood.<</say>>
<<say "abiba">>Then the aggressive animal is its product!?<</say>>
<<say "paavali">>Some asked that too. But we believe it is not, at most it can incluence it, but it doesn't control them.<</say>>
<<say "elva">>How much influence?!<</say>>
Paavali shrugs, said that they stressed: influence, not control.
<<say "vika">>Where are the others? The others who didn't "enter". Where are they?<</say>>
<<say "paavali">>In cryonics. It is only four of us. Enough energy by that way. And we rotate every year.<</say>>
<<say "rd">>You said your ship were damaged. Wrecked?<</say>>
<<say "paavali">>Yes. ... Voi, kyllä. Our ship looks like it is repaired? That what you refer to?<</say>>
I nod.
<<say "paavali">>With the help of those inside the Titan, it spits some ressources that enabled us to repair the ship eventually.<</say>>
<<say "vika">>Then you must be able to launch now? And! Are you in contact with the Kapteyn Hub?!<</say>>
<<say "paavali">>...<</say>>
<<say "vika">>Are you!?<</say>>
Vika looks like as she is about to jump. Paavali stares back at her, obviously raking his brain on how to answer. Now that will be something that will bother us.
<<say "paavali">>We are.<</say>>
Huh?! He is?! He is in contact with the hub? We all are happy, but also dazzled.
<<say "paavali">>Although ...<</say>>
I knew it! And probably not only me as well.
<<say "paavali">>... we have not received any messages from Solaris since entering deep sleep mode. Knowing that answers takes some years, but nowadays it is too long too silent.<</say>>
...
<<say "leo">>Foul Play?<</say>>
Paavali weighs his whole body, weighing his shoulders, saying that he even himself doesn't know for sure.
<<say "elva">>Maybe Solaris intentionally doesn't reply?<</say>>
We all ponder, but it feels weak, this argument. Silence befalls on us. No words are spoken, for a whole minute. Then Paavali takes the initiative.
<<say "paavali">>Can I ask you guys?<</say>>
We all slowly gaze at him.
<<say "paavali">>Nuori veitikka here says: you are not the sent corps? Or: you do not know of such things?<</say>>
We confirm, we do not know anything of such.
<<say "paavali">>To where were you destined?<</say>>
<<say "rd">>Alpha Centauri.<</say>>
<<say "paavali">>Again?<</say>>
<<say "rd">>We are the third wave. Third wave of colonizers.<</say>>
Paavali kneads his mouth, stretches his lips,
<<say "rd">>Anyway, that explains why we had to put in cryonics. That our journey took another double.<</say>>
Paavali looks at me. In a way that I can read that he has a premonition.
<<say "rd">>Paavali. What is it?<</say>>
He stares at me, obviously weighing the arguments in his head. Obviously he cannot speak it out. He grins, the grin of a dilemma. Then he shakes his head.
<<say "paavali">>Ok, kaverit. You know where I am. Let us keep in contact. Yeah?<</say>>
<<say "vika">>Hold on. How can you walk freely outside without any concern?<</say>>
<<say "paavali">>With the guarantee of our peers in the Titan.<</say>>
Sounds like more controlling than influencing if he can walk around "freely". I feel that the other thinking the same.
<<say "vika">>And: why don't we have a monolith?<</say>>
He answers by pointing with his index finger vigorously at Vika, grinning on his left face. But then he looks intently at me, as if he wants to warn me, to hint me to rake my brain, to understand of what he wants to say to me. I could feel that Leo noticed that too.
After Paavali were out of sight in the late afternoon horizon, Vika cast her doubts to trust him. We all nod more or less, no one protesting.
But what was Paavali trying to hint?
<input type="text" id="keywordInput" placeholder="Type your conclusion here" oninput="KeywordsCheck(this.value)">
<<script>>
window.further = function() {
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<</script>>
<script>
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if (foundGroup1 && foundGroup2) {
document.getElementById('message').innerHTML = 'My, a keen one, are you.<br><br><div class="actions-row" style="color:#68d"><div><a data-passage="Epilogue" class="link-internal" role="link" tabindex="0" onclick="further();">Epilogue</a></div></div>';
document.getElementById('message').style.color = 'green';
} else if (!foundGroup1 && foundGroup2 || foundGroup1 && !foundGroup2) {
document.getElementById('message').textContent = 'Not quite, but on the right track.';
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} else if (value.length >= 200) {
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</blockquote></center><<nobr>>
<<include [[QuestTracker]]>>
<<if hasVisited("T2N", "T1E") && $SubAnalyzer && $QuestPool.includes($Q0) && !$QuestPoolDone.includes($Q0)>><<set $QuestPool.deleteAll($Q0); $QuestPoolDone.pushUnique($Q0)>><</if>>
<</nobr>>
<center>[img[assets/backgrounds/todo-list.webp]]
<blockquote>
<div class="passage-titles" style="color:#ff944d; border-bottom-color: #ff944d; border-top-color: #ff944d;"><center><h2><strong>Task Monitor</strong></h2></center></div>
<center>Tip:
The "Q" key popups the task progressor everywhere.</center>
<<if $OrbAutoCJ && $Camp_J || $OrbAutoCM && $Camp_M || $TransMast3 && ($OrbAutoCJ || $OrbAutoCM)>><div class="index-screens-small"><div style="width: 100%;background:darkslateblue">[[Configure the Orb|Orb Configuration]]</div></div><</if>>
<div class="order-indices"><div class="index-screens-normal"><div style="color:#ff944d"><strong>open tasks</strong></div>
<div><ul><<for _name range $QuestPool>><<set _currentQuest = _name>><li><blockquote> _name<br><<include [[QuestProgressor]]>></blockquote></li><</for>></ul></div></div>
<div class="index-screens-normal"><div style="color:#cc9966"><strong>completed tasks</strong></div>
<div><ol><<for _name range $QuestPoolDone>><li><blockquote> _name</blockquote></li><</for>></ol></div></div>
<div class="index-screens-small"><div style="width: 100%;"><<if $Camp_J>>[[Go to Camp|Camp Jungle]]<<else>>[[Go to Camp|Camp Mountain]]<</if>></div></div></div>
</blockquote></center><center><blockquote>
<<if not hasVisited("Leo Crashsite")>>Are there things I can use?
<<set $passagevisited = true>>
<<timed 1000ms>>Anything on the left side?<</timed>><<timed 3000ms>> In the middle?<</timed>><<timed 5000ms>> On the right?<</timed>>
<<nobr>><</nobr>>
<<timed 7000ms>>
<<if $engineering >= 1 && random(3) >0>>
Yepp. My eye for engineering helps.
<<set $compass = true>>
[img[assets/items/compass.webp]]
That is something useful. So, looking for other stranded shouldn't be that much of a problem.
<<ab>>[[Go back|Check my pod]]<</ab>>
<<elseif random(3) > 2>>
Yepp.
<<set $compass = true>>
[img[assets/items/compass.webp]]
That is something useful. So, looking for other stranded shouldn't be that much of a problem.
<<ab>>[[Go back|Check my pod]]<</ab>>
<<else>>
I cannot find anything useful.
<<ab>>[[Go back|Check my pod]]<</ab>>
<</if>>
<</timed>>
<<else>><<nobr>>
<img src="assets/Ch-Crash/inside-of-crashed-pod.webp">
<</nobr>>
<<if $compass == false>>Hm. Where could be the compass?
<<timed 1000ms>>Anything on the left side?<</timed>><<timed 3000ms>> In the middle?<</timed>><<timed 4000ms>> [img[assets/items/compass.webp]]
Oh yes.
Bien, bien. Now I have the compass. <</timed>>
<<ab>>[[Go back to Leo|Leo Crashsite][$compass = true]]<</ab>>
<</if>>
<</if>>
</blockquote></center>[img[assets/Ch-Camp/MountainCamp.webp]]
On a spot of a mountainous area, I found others! Yay! I guess, that is why the AI kept passive, because it knew, we will find the others ...
Both damsels told me that they are less lucky. 3 others of their crewmates didn't make it since <<= $days>> cycles. Both alones make them feel rather lonely. They wish more company. I proposed, if possible, we will set a camp here. The more the merrier. They agreed without hesitation.
I will go back and tell the others about the new option: the resettling to Camp Mountain.<center><blockquote>
<<timed 1000ms>>Shutdown in 3
<div class="Char"><div class="Char-Framer"><img class="Char-img" src="assets/characters/rd.webp"></div><div class="Char-dialogues">Shit?! No! No!</div></div><</timed>>
<<timed 2000ms>>2
<div class="Char"><div class="Char-Framer"><img class="Char-img" src="assets/characters/rd.webp"></div><div class="Char-dialogues"><em>Eeeech!</em></div></div><</timed>>
<<timed 3000ms>>1
<div class="Char"><div class="Char-Framer"><img class="Char-img" src="assets/characters/rd.webp"></div><div class="Char-dialogues">Maldición! Oh please, oh please, someone find me!</div></div><</timed>>
<<timed 4000ms>>Shutting Down<</timed>>
<div class="anilightsout"></div>
<<timed 8000ms>>.<</timed>> <<timed 10000ms>>.<</timed>> <<timed 12000ms>>.<</timed>>
<<timed 14000ms>>(It is not a bug)<</timed>>
<<timed 18000ms>>It is intended to be long.<</timed>>
<<timed 19000ms>>Relatively.<</timed>>
<<timed 22000ms>>Hating me?<</timed>>
<<timed 24000ms>><<nobr>><<script>>
setTimeout(function() {
window.scrollTo(0, document.body.scrollHeight);
}, 50); // Adjust delay as needed
<</script>><</nobr>>
[img[assets/characters/Rescue.webp]]
<div class="Char"><div class="Char-Framer"><img class="Char-img" src="assets/characters/rd.webp"></div><div class="Char-dialogues">Huh?!
Yes! Yes! I am saved</div></div>
<</timed>><<timed 27000ms>><<goto "EndPoint ChCrash">><</timed>>
</blockquote></center><center><blockquote>
[img[assets/backgrounds/Placeholder.webp]]
<<say "blackface">>Waaait.<</say>>
Huh?! I turn my head back, but still ready to run. Also I notice no tremors. From where did the voice come from?
There. I see a shape appearing. An old man, his hairs so white and long.
Aaand! It is in an older version; more synthetic than cyborg. I look at him in bewilderment, but he walk so casually and non-threatening, even waving his hand.
<<say "paavali">>So you can hear me.<</say>>
Ok. Obviously he doesn't have the automatic virtual link, where my kinds can see each other virtually in human forms, whereas he only sees my capsule and its mechanic limbs. I activate the hologram. It whirs up, and after some seconds of warmup it increments its resolution until the old man sees my face with its individual features.
<<say "paavali">>Oh, nice! A human. I greet you. You are human, right? From Solaris, right?<</say>>
Why this question? Are there other aliens?
<<say "rd">>Yes.<</say>>
<<say "paavali">>Perhana, too long since I had someone humanely. Are you the sent corps?<</say>>
<<say "rd">>A sent corps?<</say>>
<<say "paavali">>...<</say>>
<<say "paavali">>Perkele! You know nothing?<</say>>
<<say "rd">>About?<</say>>
<<say "paavali">>Oh no ...<</say>>
The old man puts his hand on his face and pulls it downwards, grimacing the facial skin downwards.
<<say "paavali">>Then ... who are you, from where do you come from, are you alone, which spaceship?<</say>>
I say nothing, too flummoxed. As in what is he doing here, as obviously he must be from an older generation. I know Solaris sent many probes and first wave scouts to all corners from our solar galaxis. So many, I barely know all of them solely by the sheer number of them. I guess, this one is one of them first wave scouts.
<<say "rd">>Are you the first wave scouts?<</say>>
<<say "paavali">>Niin<</say>>
Niin? What language is that? Ugh, since we do not have the automatic translator - energy saving methodology -, there will be many words unknown.
<<say "paavali">>Right, I can see that you didn't understood me. I was saying: Yes, I am one of the scouts and explorers. Paavali my name.<</say>>
<<say "rd">>Wait! My orb and ... my orb were attacked. Why did y ... Why?<</say>>
<<say "paavali">>Mh!<</say>>
The old man pucks his lips sideways, turns and tilts his head subtly and looks over my side.
<<say "paavali">>Yeah, that would be Hopeamatto.<</say>>
I look at him, sensing something revealing, but also confirming my suspicion. And yes, it is.
<<say "paavali">>Meaning: silver carpet. But he has another name.<</say>>
...
I look at the old man. The old man looks at me.
<<say "rd">>And?<</say>>
<<say "paavali">>I recommend you to build a data interpreter. A kind of a record player, reproducible for older versions.<</say>>
<<say "rd">>Why? Just send us me the data, the records.<</say>>
<<say "paavali">>Nah, have a simple data interpreter. Also, I need to collect the hardware.<</say>>
Was he almost blinking his eye? As in to give me a hint? A warning? And he gesticulated like I shouldn't ask further. Huh ...
<<say "rd">>Ok, then ... but the Orb gets shot down again? I need it for the transport. It didn't sounded lightweighted.<</say>>
He mimicked in the direction from where I came from. I concludes that is the spot where we meet again.
<<say "rd">>O'right, old man, there we meet again.<</say>>
<<say "paavali">>Hei! Nuori veitikka.<</say>>
<<ab>>[[Go back to camp|Camp Jungle][$QuestPool.deleteAll($Q3D); $QuestPool.pushUnique($Q3E); $QuestPoolDone.pushUnique($Q3D)]]<</ab>>
</blockquote></center><center><blockquote><<if $energy < 1>><<if $Camp_J>><<goto [[Camp Jungle]]>><<else>><<goto [[Camp Mountain]]>><</if>><</if>>
With whom do I want to socialize?
<<if $noVika == false && $energy > 1>>[img[Vika|assets/characters/vika.webp][Vika][$energy -= 1; $social += 0.04; $Vikavisits += 1]]<</if>>
<<if $noLeo == false && $energy > 1>>[img[Leo|assets/characters/leo.webp][Leo][$energy -= 1; $social += 0.1]]<</if>>
<<if $Camp_M || $TransMast2 || $eventfrom3E>><<if $noElva == false && $energy > 1>>[img[Elva|assets/characters/elva.webp][Elva][$energy -= 1; $social += 0.06; $Elvavisits += 1]]<</if>>
<<if $noAbiba == false && $energy > 1>>[img[Abiba|assets/characters/abiba.webp][Abiba][$energy -= 1; $social += 0.08; $Abibavisits += 1]]<</if>><</if>>
<div class="actions-row"><<if $Camp_J>><div>[[Back to the camp|Camp Jungle]]</div><<else>><div>[[Back to the camp|Camp Mountain]]</div><</if>></div>
</blockquote></center><<include [[globalvariables]]>>
<<include [[Territories]]>>
<<include [[Audios]]>><center>
[img[assets/items/Substance-Analyzer.webp]]
<blockquote>
The substance analyzer is now in our inventory.
With that, we should be able to collect materials nearby. Hopefully, some can be broken down to refuel our energy. If we don't have anymore of it.
<<nobr>>
<<set $SubAnalyzer = true>>
<</nobr>>
<<ab>>[[Set up the Camp|Camp Jungle]]<</ab>>
</blockquote></center><<nobr>>
<<if $Camp_J>><<set $explored.TBJ0 = 100>><</if>>
<</nobr>><<nobr>>
<<if $Camp_J && $eventfrom3E != true && $energy <= 2*(0.2+$Oeu)>><<set $energy = 0>><<goto [[Camp Jungle]]>><<elseif $Camp_M && $eventfrom3E && hasVisited("3E-Event") && $energy <= 6*(0.2+$Oeu)>><<set $energy = 0>><<goto [[Camp Mountain]]>><<elseif $Camp_M && $eventfrom3E != true && $energy <= 4*(0.2+$Oeu)>><<set $energy = 0>><<goto [[Camp Mountain]]>><</if>>
<</nobr>><center><<if not hasVisited("3E-Event") && $eventfrom3E>>[img[assets/Ch-Explore/running_away.webp]]<<else>>[img[assets/Ch-Explore/T1E.webp]]<</if>>
<blockquote>
<<if $eventfrom3E && not hasVisited("3E-Event")>>
<<if $energy > 0.2>>
<div class="tremors">A devil will I do to stop here! <br><br><<ab>>[[RUN!|3E-Event][$energy -= 0.2; $eventfrom3E = true]]<</ab>></div>
<<else>>
<<goto [[End of Game][$deathin3E = true]]>>
<</if>>
<<elseif $eventfrom3E && ($QuestPool.includes($Q1A) || $QuestPool.includes($Q1B))>>
<<ab>>[[Continue on|T2E]]<</ab>>
<<else>>
That looks like something. Could it be edible?
<<if $SubAnalyzer>>After running them through the Substance Analyzer, it is definitive that those are edible. Those are optimal to be our nutrients.
As what do I want to bring them to Camp?
<<nobr>><<if $Camp_J>>
<<ab>>[[As Nutrients|Camp Jungle][$energy -= ($Humcarrycap*0.2)+$Oeu; $nutrients += $carrycap*3]]<</ab>>
<br>
<<ab>>[[As Unimatter|Camp Jungle][$energy -= ($Humcarrycap*0.2)+$Oeu; $unimatter += $carrycap/3]]<</ab>>
<br>
<<else>>
<<ab>>[[As Nutrients|Camp Mountain][$energy -= 4*(($Humcarrycap*0.2)+$Oeu); $nutrients += $carrycap*3]]<</ab>>
<br>
<<ab>>[[As Unimatter|Camp Mountain][$energy -= 4*(($Humcarrycap*0.2)+$Oeu); $unimatter += $carrycap/3]]<</ab>>
<</if>><</nobr>>
<<else>>
Hm, too risky to try it out without a substance analyzer. We can use it as unimatter, though not plentiful.
Do I wish to bring it to Camp?
<<if $Camp_J>><<ab>>[[Yes|Camp Jungle][$energy -= ($Humcarrycap*0.2)+$Oeu; $unimatter += $carrycap/3]]<</ab>><<else>><<ab>>[[Yes|Camp Mountain][$energy -= 4*(($Humcarrycap*0.2)+$Oeu); $unimatter += $carrycap/3]]<</ab>><</if>>
<</if>><<nobr>>
<br>
<<if $Camp_J>><<ab>>[[Go back to Base|The Map][$energy -= ($Humcarrycap*0.2)*$Oeu]]<</ab>><<else>><<ab>>[[Go back to Base|The Map][$energy -= 4*(($Humcarrycap*0.2)+$Oeu)]]<</ab>><</if>>
<br>
<<compass "T1NE" "TBJ0" "T2E" "T1SE">>
<</nobr>>
<</if>>
</blockquote></center><<nobr>>
<<if $Camp_J>><<set $explored.TBJ0 = 100>><</if>>
<</nobr>><center>[img[assets/Ch-Explore/T1N.webp]]
<blockquote>
Hm, a swampy area. Nothing useful here.
<<if $Camp_J>><<ab>>[[Go back to Base|The Map][$energy -= 0.2+$Oeu]]<</ab>><<else>><<ab>>[[Go back to Base|The Map][$energy -= 6*(0.2+$Oeu)]]<</ab>><</if>>
<<compass "T2N" "T1NW" "T1NE" "TBJ0">>
</blockquote></center><<nobr>>
<<if $Camp_J && $energy <= 3*(0.2+$Oeu)>><<set $energy = 0>><<goto [[Camp Jungle]]>><<elseif $Camp_M && $energy <= 4*(0.2+$Oeu)>><<set $energy = 0>><<goto [[Camp Mountain]]>><</if>>
<</nobr>><center><<if !$scrapscollected>>[img[assets/Ch-Explore/T1N2E.webp]]<<else>>[img[assets/Ch-Explore/T1N2E_empty.webp]]<</if>>
<blockquote>
<<if !$looked>>There! I found another pod. But, shiiiet, it doesn't look good. If there is no one inside, then the person got lucky and must be alive somewhere. Or not alive. Somewhere.
<<linkappend "<<ab>>Look for signs<</ab>>">><br><<set $looked = true>>
<div class="dot-enqueuer"><div class="Dot1">.</div><div class="Dot2">.</div><div class="Dot3">.</div></div>
<<timed 5s>>I see no one. Then I guess, person got lucky. <em>fingers crossed</em><</timed>><</linkappend>>
<<else>>
Quite foggy here.
<</if>>
<<if !$scrapscollected>><<set $scrapscollected = true>>I could use <<if $Oeu == 0.3>>the<<else>>an<</if>> orb to collect the materials here.
<<if $Oeu == 0.3>><<ab>><<choice [[Set the Orb to collect the scraps|Camp Jungle][$unimatter += 3; $scrapscollected = true]]>><</ab>><</if>><</if>>
<<ab>>[[Go back to Base|The Map][$energy -= 3*(0.2+$Oeu)]]<</ab>>
<<compass "T2N2E" "T1NE" "T1N3E" "T2E">>
</blockquote></center><<nobr>>
<<if $Camp_J && $energy <= 4*(0.2+$Oeu)>><<set $energy = 0>><<goto [[Camp Jungle]]>><<elseif $Camp_M && $energy <= 3*(0.2+$Oeu)>><<set $energy = 0>><<goto [[Camp Mountain]]>><</if>>
<</nobr>><center>[img[assets/Ch-Explore/T1N3E.webp]]
<blockquote>
Yes, ok, that looks good. Like, I could be protected by those hills on the southern flank if I cross here through. Hopefully!
<<if $Camp_J>><<ab>>[[Go back to Base|The Map][$energy -= 4*(0.2+$Oeu)]]<</ab>><<else>><<ab>>[[Go back to Base|The Map][$energy -= 3*(0.2+$Oeu)]]<</ab>><</if>>
<<compass "" "T1N2E" "T1N4E" "">>
</blockquote></center><<nobr>>
<<if $Camp_J && $energy <= 5*(0.2+$Oeu)>><<set $energy = 0>><<goto [[Camp Jungle]]>><<elseif $Camp_M && $energy <= 2*(0.2+$Oeu)>><<set $energy = 0>><<goto [[Camp Mountain]]>><</if>>
<</nobr>><center>[img[assets/Ch-Explore/T1N4E.webp]]
<blockquote>
<<if $Camp_J>><<ab>>[[Go back to Base|The Map][$energy -= 5*(0.2+$Oeu)]]<</ab>><<else>><<ab>>[[Go back to Base|The Map][$energy -= 2*(0.2+$Oeu)]]<</ab>><</if>>
<<compass "" "T1N3E" "T1N5E" "T4E">>
</blockquote></center><<nobr>>
<<if $Camp_M>><<set $explored.TBM0 = 100>><</if>>
<</nobr>><<nobr>>
<<if $Camp_J && $energy <= 6*(0.2+$Oeu)>><<set $energy = 0>><<goto [[Camp Jungle]]>><<elseif $Camp_M && $energy <= 0.2+$Oeu>><<set $energy = 0>><<goto [[Camp Mountain]]>><</if>>
<</nobr>><center>[img[assets/Ch-Explore/T1N5E.webp]]
<blockquote>
<<if $Camp_J>><<ab>>[[Go back to Base|The Map][$energy -= 6*(0.2+$Oeu)]]<</ab>><<else>><<ab>>[[Go back to Base|The Map][$energy -= 0.2+$Oeu]]<</ab>><</if>>
<<compass "" "T1N4E" "" "TBM0">>
</blockquote></center><<nobr>>
<<if $Camp_J && $energy <= 2*(0.2+$Oeu)>><<set $energy = 0>><<goto [[Camp Jungle]]>><<elseif $Camp_M && $energy <= 5*(0.2+$Oeu)>><<set $energy = 0>><<goto [[Camp Mountain]]>><</if>>
<</nobr>><center>[img[assets/Ch-Explore/T1NE.webp]]
<blockquote>
Huh! A monolith.
...
Looks weird ...
<<if $Camp_J>><<ab>>[[Go back to Base|The Map][$energy -= 2*(0.2+$Oeu)]]<</ab>><<else>><<ab>>[[Go back to Base|The Map][$energy -= 5*(0.2+$Oeu)]]<</ab>><</if>>
<<compass "" "T1N" "T1N2E" "T1E">>
</blockquote>
</center><<nobr>>
<<if $Camp_J && $energy <= 2*(0.2+$Oeu)>><<set $energy = 0>><<goto [[Camp Jungle]]>><<elseif $Camp_M && $energy <= 5*(0.2+$Oeu)>><<set $energy = 0>><<goto [[Camp Mountain]]>><</if>>
<</nobr>><center>[img[assets/Ch-Explore/T1NW.webp]]
<blockquote>
Nothing but forest, jungle, leaves, green, green, green and more greens. And the noises, constant cacophonies of noises that I barely know of. That's eerie.
<<ab>>[[Go back to Base|The Map][$energy -= 2*(0.2+$Oeu)]]<</ab>>
<<compass "" "" "T1N" "T1W">>
</blockquote>
</center><<nobr>>
<<if $Camp_J>><<set $explored.TBJ0 = 100>><</if>>
<</nobr>><<nobr>>
<<if $Camp_J && $energy <= 0.2+$Oeu>><<set $energy = 0>><<goto [[Camp Jungle]]>><<elseif $Camp_M && $energy <= (6+$summand)*(0.2+$Oeu)>><<set $energy = 0>><<goto [[Camp Mountain]]>><</if>>
<</nobr>><center>[img[assets/Ch-Explore/T1S.webp]]
<blockquote>
Dryness.
Dryness.
Dryness!
Water!
<<if $Camp_J>><<ab>>[[Go back to Base|The Map][$energy -= 0.2+$Oeu]]<</ab>><<else>><<ab>>[[Go back to Base|The Map][$energy -= (6+$summand)*(0.2+$Oeu)]]<</ab>><</if>>
<<compass "TBJ0" "T1SW" "T1SE" "T2S">>
</blockquote></center><<nobr>>
<<if $Camp_J && $energy <= (3*($Humcarrycap*0.2))+$Oeu>><<set $energy = 0>><<goto [[Camp Jungle]]>><</if>>
<</nobr>><center>[img[assets/Ch-Explore/T1S2E.webp]]
<blockquote>
<<if $nanodrone == true>>
Bueno! Bueno! Buenooo!
<em>Pfuuuh</em>
<<linkappend "Then let us roll.">> I activate the nanodrone and it buzzes up and forth. <<timed 1s>> same time, the combat Orb whirs on.
<<timed 1s>><div class="pierced">WHACK!</div><<set $nanodrone = false, $printnanodrone = false;>>
The nanodrone! <<nobr>>
<<run automaticDownscroll();>><</nobr>>
<<timed 2s>><div class="pierced" style="font-size:130%">CRAAACK!</div><<set $CampJ.Orb = 1; $CampJ.nOrb = 1; $CampJ.cOrb = 1; $CampJ.building -= 1>><<nobr>>
<<run automaticDownscroll();>><</nobr>>
The Orb!
Shiiet!!! <<nobr>>
<<run automaticDownscroll();>><</nobr>>
<<ab>>[[Run!|Situation in T1S2E][]]<</ab>>
<</timed>><</timed>><</timed>><</linkappend>>
<<else>>
<<if !$firsttime1S2E>><<set $firsttime1S2E = true>>
Indeed! Another spaceship! Buuuut ... it seems to me that is <strong>not</strong> from our mothership. And, yet ... of human design. Were our kind already here? Before?
...
Thaaat ... could ... maybe explain some things ... like: it knew where to hit. Hm!
That is another case for a council. <<set $QuestPool.pushUnique($Q3B)>>
<<else>>
Back here again. And same strangeness.
<</if>>
<<if $Oeu == 0.3 && !$QuestPoolDone.includes($Q3D)>>Do I dare to send the Orb off?
<<linkappend "<<ab>>Send it off<</ab>>">>
<div class="dot-enqueuer"><div class="Dot1">.</div><div class="Dot2">.</div><div class="Dot3">.</div></div>
<<timed 3s>> So good so far. But damn. Is my heart beating hard!
And to be more safe, I walk back with keeping my eyes on my back.
<<timed 3s>><<replace "#ABtohide">> <</replace>><div class="tremors">Ah! Mmmiiierrrda!!! Shit!
<<timed 1s>><<ab>>[[Run!|Situation in T1S2E]]<</ab>></div><</timed>><</timed>><</timed>><</linkappend>><</if>>
<div class="ABtohide"><<ab>>[[Go back to Base|Camp Jungle][$energy -= 0.2+$Oeu]]<</ab>></div>
<<compass "T2E" "T1SE" "" "">>
<</if>>
</blockquote></center><<nobr>>
<<if $Camp_J && $energy <= 2*(0.2+$Oeu)>><<set $energy = 0>><<goto [[Camp Jungle]]>><<elseif $Camp_M && $energy <= 5*(0.2+$Oeu)>><<set $energy = 0>><<goto [[Camp Mountain]]>><</if>>
<</nobr>><center>[img[assets/Ch-Explore/T1S2W.webp]]
<blockquote>
...
Nothing unusual here.
Although, it feels like ... here nearby are the crash sites of our pods. Whatever, not important. I guess.
<<if $Camp_J>><<ab>>[[Go back to Base|The Map][$energy -= 2*(0.2+$Oeu)]]<</ab>><<else>><<ab>>[[Go back to Base|The Map][$energy -= 5*(0.2+$Oeu)]]<</ab>><</if>>
<<compass "T2W" "" "T1SW" "">>
</blockquote>
</center><<nobr>>
<<if $Camp_J && $energy <= 3*($Humcarrycap*0.2+$Oeu)>><<set $energy = 0>><<goto [[Camp Jungle]]>><</if>>
<</nobr>><center>[img[assets/Ch-Explore/T1SE.webp]]
<blockquote>
<<if $QuestPool.includes($Q3G) && $CampJ.Orb == 3>>
We didn't set a time. But I felt like that it wasn't necessary. Then again, he is from an older generation, surely they do not know when someone nears. Shit. Do I have to go in again?
Oh no, I can see the storage. Kind of a bit hidden, but still visible since ... he knew I would walk on this way. Nice.
Well then
...
...
What if it is a bomb?
...
He may have a different agenda and wasn't so joyish to see us after so ... probably yeeears! Not in the way I would react. Also, he seems to know ... the alien? Wasn't he rather casually mentioning it? In a tone of a ... familiarity? If both know each other.
But it didn't attack us again. Why aren't we attacked again?
...
Argh! Fine, an upgrade to the Orb to scan the content. Ach! It never ends here.
<<ab>>[[Go back to Camp|Camp Jungle][$QuestPool.deleteAll($Q3G); $QuestPoolDone.pushUnique($Q3G); $QuestPool.pushUnique($Q3H)]]<</ab>>
<<elseif $QuestPool.includes($Q3H) && $CampJ.Orb == 3 && $addendum>>
The time of truth!
<<linkappend "<<ab>>Signal the Orb to scan the storage container<</ab>>">> [img[assets/events/Orbscans.webp]]
<div class="dot-enqueuer"><div class="Dot1">.</div><div class="Dot2">.</div><div class="Dot3">.</div></div>
<<timed 2s>>After some thorough scanning, it gave me the 96% probability that it is an explosive.
Huh! What indicates those 4%?
<<say "rd">>... new components, new design, not known to humanity. The developper do not take responsibility in case of failure. Right. Obviously. Clever! Just generally have a small percentage to be lawfully out of responsibility.<</say>>
...
Well, I do not think, it is going to explode. I point the Orb to carry the storage.
<<ab>>[[Now. To the unravelling.|The great Expo][$energy -= 3*(0.2+$Oeu)]]<</ab>>
<</timed>>
<</linkappend>>
<<else>>
A path?! Huh! That's new.
I wonder ...
<<ab>>[[Go back to Base|The Map][$energy -= 3*($Humcarrycap*0.2+$Oeu)]]<</ab>>
<</if>>
<<compass "T1E" "T1S" "T1S2E" "">>
</blockquote>
</center><<nobr>>
<<if $Camp_J && $energy <= 2*(0.2+$Oeu)>><<set $energy = 0>><<goto [[Camp Jungle]]>><<elseif $Camp_M && $energy <= 5*(0.2+$Oeu)>><<set $energy = 0>><<goto [[Camp Mountain]]>><</if>>
<</nobr>><center>[img[assets/Ch-Explore/T1SW.webp]]
<blockquote>
Aaand behind this ridge is the desert, the barren land ... what a contrast.
<<if $Camp_J>><<ab>>[[Go back to Base|The Map][$energy -= 2*(0.2+$Oeu)]]<</ab>><<else>><<ab>>[[Go back to Base|The Map][$energy -= 5*(0.2+$Oeu)]]<</ab>><</if>>
<<compass "T1W" "T1S2W" "T1S" "">>
</blockquote>
</center><<nobr>>
<<if $Camp_J>><<set $explored.TBJ0 = 100>><</if>>
<</nobr>><<nobr>>
<<if $Camp_J && $energy <= 0.2+$Oeu>><<set $energy = 0>><<goto [[Camp Jungle]]>><<elseif $Camp_M && $energy <= (6+$summand)*(0.2+$Oeu)>><<set $energy = 0>><<goto [[Camp Mountain]]>><</if>>
<</nobr>><center>[img[assets/Ch-Explore/T1W.webp]]
<blockquote>
Passing on the border of the swamp area.
<<if $SubAnalyzer>>
Those clay-like bubbles can be used as unimatter, though of inferior quality.
Bring them to Camp anyway?
<<if $Camp_J>><<ab>>[[Yes|Camp Jungle][$energy -= 2*(0.2+$Oeu); $unimatter += $carrycap/4]]<</ab>><<else>><<ab>>[[Yes|Camp Mountain][$energy -= (7+$summand)*(0.2+$Oeu); $unimatter += $carrycap/4]]<</ab>><</if>>
<</if>>
<<if $Camp_J>><<ab>>[[Go back to Base|The Map][$energy -= 0.2+$Oeu]]<</ab>><<else>><<ab>>[[Go back to Base|The Map][$energy -= (6+$summand)*(0.2+$Oeu)]]<</ab>><</if>>
<<compass "T1NW" "T2W" "TBJ0" "T1SW">>
</blockquote></center><<nobr>>
<<if $Camp_J && $eventfrom3E != true && $energy <= 2*(0.2+$Oeu)>><<set $energy = 0>><<goto [[Camp Jungle]]>><<elseif $Camp_M && $eventfrom3E && hasVisited("3E-Event") && $energy <= 5*(0.2+$Oeu)>><<set $energy = 0>><<goto [[Camp Mountain]]>><<elseif $Camp_M && $eventfrom3E != true && $energy <= 3*(0.2+$Oeu)>><<set $energy = 0>><<goto [[Camp Mountain]]>><</if>>
<</nobr>><center><<if not hasVisited("3E-Event") && $eventfrom3E>>[img[assets/Ch-Explore/running_away.webp]]<<else>>[img[assets/Ch-Explore/T4E.webp]]<</if>>
<blockquote><<nobr>>
<<if not hasVisited("3E-Event") && $eventfrom3E>>
<<set _run = 6>>
<span id="run">Whoa! That was scary!</span>
<<repeat 1s>>
<<set _run-->>
<<if _run.range(4,6)>>
<<replace "#run">><div class="tremors">The tremors are getting stronger?! Is it coming?!</div><br><</replace>>
<<else>>
<<replace "#run">>
<<if $energy > 0.2>>
<div class="tremors"><<ab>>[[RUN!|T1E][$energy -= 0.2; $eventfrom3E = true]]<</ab>></div>
<<else>>
<<goto [[End of Game][$deathin3E = true]]>>
<</if>>
<</replace>>
<<stop>>
<</if>>
<</repeat>>
<<elseif $eventfrom3E && $Camp_J && ($QuestPool.includes($Q1A) || $QuestPool.includes($Q1B)) || $choice1P3E == 5>>
<<if $choice1P3E == 5>>
<br><br><h4>What is then the best way to get to furthermore east?</h4>
<br>
Sneaking? Do I feel confident in my xenology? <<ab>>[[Yes|PassTest3E][$choice1P3E = 1]]<</ab>><br>
Damn it! We are in a desperate situation! I will go and run through the lion's den! Do I have confidence in my athletism and combatibility?<<ab>>[[Yay!|PassTest3E][$choice1P3E = 2]]<</ab>><br>
<<if $energy > 1.5>>I have enough energy for a walkaround, although it depends a bit also on my xenology knowledge. Will I risk walking around and through unknown terrain? <<ab>>[[Yes|PassTest3E][$choice1P3E = 3]]<</ab>><br><</if>>
<<else>>
<div id="howtocontinue"><<ab>>[[Continue on|End of Game]]<</ab>></div>
<<set _seconds to 3>>
<<repeat 1s>>
<<set _seconds-->>
<<if _seconds == 0>>
<<replace "#howtocontinue">><<if $choice1P3E != 5>>Hold on! I am brave, but not suicidal! Treading on this area again is surely a way to enter the eternal darkness.<</if>>
<br><br><h4>What is then the best way to get to furthermore east?</h4><<set $choice1P3E = 0>>
<br>
Sneaking? Do I feel confident in my xenology? <<ab>><<choice [[Yes|PassTest3E][$choice1P3E = 1]]>><</ab>><br>
Damn it! We are in a desperate situation! I will go and run through the lion's den! Do I have confidence in my athletism and combatibility?<<ab>><<choice [[Yay!|PassTest3E][$choice1P3E = 2]]>><</ab>><br>
<<if $energy > 1.5>>I have enough energy for a walkaround, although it depends a bit also on my xenology knowledge. Will I risk walking around and through unknown terrain? <<ab>><<choice [[Yes|PassTest3E][$choice1P3E = 3]]>><</ab>><br><</if>>
It sucks! It totally sucks. If I die, everyone will die. Should I return, rest, brainstorm with Leo or wait for divine intervention?<<ab>><<choice [[Oh yes|PassTest3E][$choice1P3E = 4]]>><</ab>><br>
<</replace>>
<<stop>>
<</if>>
<</repeat>>
<</if>>
<<else>>
Nothing but jungle and humidity.<br><br>
How to continue?<br><br>
<<if $Camp_J>><<ab>>[[Go back to Base|The Map][$energy -= 2*(0.2+$Oeu)]]<</ab>><<else>>
<<if $eventfrom3E && hasVisited("3E-Event")>><<ab>>[[Go back to Base|The Map][$energy -= 5*(0.2+$Oeu)]]<</ab>><<else>><<ab>>[[Go back to Base|The Map][$energy -= 3*(0.2+$Oeu)]]<</ab>><</if>><</if>><br><br>
<<nobr>><br><div id="text-replaced-T2E"></div><br>
<div class="compass">
<<if $explored.T1N2E == 100>><<ab>>[[N|T1N2E][$energy -= 0.2+$Oeu]]<</ab>><</if>>
<div class="WandE">
<div class="westside">
<<if $explored.T1E == 100>><<ab>>[[W|T1E][$energy -= 0.2+$Oeu]]<</ab>><</if>>
</div>
<div class="eastside">
<<if $eventfrom3E && hasVisited("3E-Event")>><<linkappend '<div class="actions-row"><div>E</div></div>'>><<replace "#text-replaced-T2E">>Hold your horses! Am I an adrenaline-junkie?! If so, that's surely a one time ticket to oblivion! For now, let us go around.<</replace>><</linkappend>><<else>><<if $explored.T3E == 100>><<ab>>[[E|T3E][$energy -= 0.2+$Oeu]]<</ab>><</if>><</if>>
<div>
</div>
</div><</nobr>>
<</if>>
<</nobr>></blockquote></center><<nobr>>
<<if $Camp_J && $energy <= 2*(0.2+$Oeu)>><<set $energy = 0>><<goto [[Camp Jungle]]>><<elseif $Camp_M && $energy <= 7*(0.2+$Oeu)>><<set $energy = 0>><<goto [[Camp Mountain]]>><</if>>
<</nobr>><center><<if random(2) > 1>>[img[assets/Ch-Explore/T2N_1.webp]]<<else>>[img[assets/Ch-Explore/T2N_2.webp]]<</if>>
<blockquote>
There is no way to go further north in this swampy area. Possibility to go further north is lost, but something else possibly is gained.
<<if $SubAnalyzer == true>>
Since, naturally, there is a substance analyzer our inventory, we can determine that those are clay-like substances. That formable material can be used as Unimatter.
Go to Camp, depositing the unimatter?
<<if $Camp_J>><<ab>>[[Yes|Camp Jungle][$energy -= 2*(0.2+$Oeu); $unimatter += $carrycap]]<</ab>><<else>><<ab>>[[Yes|Camp Mountain][$energy -= 7*(0.2+$Oeu); $unimatter += $carrycap]]<</ab>><</if>>
<<else>>Nothing to do here. A substance analyzer is needed here.<</if>>
<<if $Camp_J>><<ab>>[[Go back to Base|The Map][$energy -= 2*(0.2+$Oeu)]]<</ab>><<else>><<ab>>[[Go back to Base|The Map][$energy -= 7*(0.2+$Oeu)]]<</ab>><</if>>
<<compass "" "" "" "T1N">>
</blockquote></center><<nobr>>
<<if $Camp_J && $energy <= 2*(0.2+$Oeu)>><<set $energy = 0>><<goto [[Camp Jungle]]>><<elseif $Camp_M && $energy <= 5*(0.2+$Oeu)>><<set $energy = 0>><<goto [[Camp Mountain]]>><</if>>
<</nobr>><center>[img[assets/Ch-Explore/T2N2E.webp]]
<blockquote>
Yeapp, getting more and more watery. Now I cannot find another way.
<<ab>>[[Go back to Base|The Map][$energy -= 2*(0.2+$Oeu)]]<</ab>>
<<compass "" "" "" "T1N2E">>
</blockquote>
</center><<nobr>>
<<if $Camp_J && $energy <= 2*(0.2+$Oeu)>><<set $energy = 0>><<goto [[Camp Jungle]]>><<elseif $Camp_M && $energy <= (7+$summand)*(0.2+$Oeu)>><<set $energy = 0>><<goto [[Camp Mountain]]>><</if>>
<</nobr>><center>[img[assets/Ch-Explore/T2S.webp]]
<blockquote>
Sand. Heat. Weird formations. Sand. Heat. Did I say Heat? Heat!
<<if $Camp_J>><<ab>>[[Go back to Base|The Map][$energy -= 2*(0.2+$Oeu)]]<</ab>><<else>><<ab>>[[Go back to Base|The Map][$energy -= (7+$summand)*(0.2+$Oeu)]]<</ab>><</if>>
<<compass "T1S" "" "" "T3S">>
</blockquote></center><<nobr>>
<<if $Camp_J && $energy <= 2*(0.2+$Oeu)>><<set $energy = 0>><<goto [[Camp Jungle]]>><<elseif $Camp_M && $energy <= (7+$summand)*(0.2+$Oeu)>><<set $energy = 0>><<goto [[Camp Mountain]]>><</if>>
<</nobr>><center>[img[assets/Ch-Explore/T2W.webp]]
<blockquote>
A small strip. Small bay. Too difficult to get down to the beach.
<<if $Camp_J>><<ab>>[[I go back to the Base|The Map][$energy -= 2*(0.2+$Oeu)]]<</ab>><<else>><<ab>>[[I go back to the Base|The Map][$energy -= (7+$summand)*(0.2+$Oeu)]]<</ab>><</if>>
<<compass "T2N2E" "T3W" "T1W" "T1S2W">>
</blockquote></center><<nobr>>
<<if $Camp_J && $energy <= 3*(0.2+$Oeu)>><<set $energy = 0>><<goto [[Camp Jungle]]>><<elseif $Camp_M && $energy <= 2*(0.2+$Oeu)>><<set $energy = 0>><<goto [[Camp Mountain]]>><</if>>
<</nobr>><center>[img[assets/Ch-Explore/T3E.webp]]
<blockquote>
<span id="tohide">Hm, is that a spaceship? Or what is it?</span> <<nobr>>
/* Content1 of Chapter 2 ---------------------- */
<<if $eventfrom3E == false && ($xeno > 8 || hasVisited("T2N", "T5W", "T3S", "TBM0"))>><span id="3EBegin">I need to get a better picture. It is too overgrown by vegetation. But ... how to get up?<br><br></span>
<<if ($CampM.Orb == 3 || $CampJ.Orb == 3 || $CampJ.nOrb == 3 || $CampM.nOrb == 3 || $CampJ.cOrb == 3 || $CampM.cOrb == 3 || $CampJ.cnOrb == 3 || $CampM.cnOrb == 3) && $Oeu == 0.3>><br>
<<linkappend '<<ab>>Use the Orb<</ab>>' t8n>><<set $QuestPool.deleteAll($Q1), $QuestPoolDone.pushUnique($Q1); >><<replace "#ABhidden">> <</replace>><<replace "#tohide">> <</replace>><<replace "#3EBegin">>
[img[assets/backgrounds/floatingOrb.webp]]
<br>
Ok, before I print something, I send the orb to scan as much as possible. With enough informations I can design more to the point. Also, I will know whether there is danger or where to get in ...<</replace>>
<br><br>
<<linkappend '<<ab>>Oookay, off it goes<</ab>>' t8n>><<replace "#3EBegin">>
<br>
[img[assets/backgrounds/levOrb1.webp]]
<br>/* Deactivating Quest $Q2C */ <<if $QuestPool.includes($Q2C)>><<set $QuestPool.deleteAll($Q2C), $QuestPoolDone.pushUnique($Q2C)>><</if>>
With a whirring sound it swooshed upward and went off to scan.<</replace>>
<br><br>
<<set _seconds = 20>>
<span id="wait"></span>
<<repeat 1s>>
<<set _seconds-->>
<<if _seconds.range(18,20)>>
<<replace "#wait">>.<</replace>>
<<elseif _seconds.range(15,17)>>
<<replace "#wait">>..<</replace>>
<<elseif _seconds.range(11,14)>>
<<replace "#wait">>...<</replace>>
<<elseif _seconds.range(8,10)>>
<<replace "#wait">>Shouldn't take long. Unless ... it cannot get in.<</replace>>
<<elseif _seconds.range(5,7)>>
<<replace "#wait">>A creaking sound. Must be the hatch.<</replace>>
<<elseif _seconds.range(2,4)>>
<<replace "#wait">>Whoa! That was a crack! ... And a dull plop. What happened?!<<set $Oeu = 0>><<if $Camp_J>><<set $CampJ.Orb = false>><<elseif $Camp_M>><<set $CampM.Orb = false>>
<</if>><</replace>>
<<else>>
<<replace "#wait">><div class="tremors">Suddenly there are tremors. The whole area is vibrating; accompanied by a whooshing and buzzing sound!</div><<set _react = 6>>
<div class="tremors"><span id="react"></span></div>
<<repeat 1s>>
<<set _react-->>
<<if _react > 0>>
<<replace "#react">>
<<if $energy > 0.2>><<run automaticDownscroll();>>
<br><br>
<<if $Camp_J>><<ab>>[[RUN!|T2E][$energy -= 0.2; $eventfrom3E = true]]<</ab>>
<<else>><<ab>>[[RUN!|T4E][$energy -= 0.2; $eventfrom3E = true]]<</ab>>
<</if>>
<br>
<<ab>>[[WAIT!|End of Game][$deathin3E = true]]<</ab>>
<<else>><<goto [[End of Game][$deathin3E = true]]>>
<</if>>
<</replace>>
<<else>>
<<replace "#react">><<goto [[End of Game][$deathin3E = true]]>><</replace>>
<<stop>>
<</if>>
<</repeat>>
<</replace>>
<<stop>>
<</if>>
<</repeat>>
<</linkappend>>
<</linkappend>>
<</if>>
<</if>>
<</nobr>>/* End of Content1 of Chapter 2 ---- */
<span id="ABhidden">
Where to go next?
<<if $Camp_J>><<ab>>[[Go back to Base|The Map][$energy -= 3*(0.2+$Oeu)]]<</ab>><<else>><<ab>>[[Go back to Base|The Map][$energy -= 2*(0.2+$Oeu)]]<</ab>><</if>>
<<compass "T1N3E" "T2E" "T4E" "">>
</span>
</blockquote></center><<nobr>>
<<if $Camp_J && $energy <= 3*(0.2+$Oeu)>><<set $energy = 0>><<goto [[Camp Jungle]]>><<elseif $Camp_M && $energy <= (8+$summand)*(0.2+$Oeu)>><<set $energy = 0>><<goto [[Camp Mountain]]>><</if>>
<</nobr>><center><blockquote>
<<if $noenglobe>>[img[assets/Ch-Explore/T3S.webp]]
There are no more globe to be seen. Better check out tomorrow.
<<else>>[img[assets/Ch-Explore/energy_deposit.webp]]
Whoa! That looks intense!
<<if $SubAnalyzer == true>>
And, yes, it is an energy globe. Naturally forming in this barren land; or because this globe. Anyway: energy!
Do I want to take it to the Camp?
<<if $Camp_J>><<ab>>[[Take it to the Camp|Camp Jungle][$energy += ($carrycap*2.5)-(3*(0.2+$Oeu)); $noenglobe = true]]<</ab>><<else>><<ab>>[[Take it to the Camp|Camp Jungle][$energy += ($carrycap*2.5)-(8+$summand)*(0.2+$Oeu); $noenglobe = true]]<</ab>><</if>>
<<else>>
It almost looks obviously that can be used as energy. But a substance analyzer is in need to know how to break it down without nuking the whole planet.
...
Haha. Ok. It was a joke, it is more to avoid contaminating the area.
...
Hn? The area is already at waste?
...
Are you nitpicking me?!
...
Hm?!
<</if>>
<</if>>
<<if $Camp_J>><<ab>>[[Go back to Base|The Map][$energy -= 3*(0.2+$Oeu)]]<</ab>><<else>><<ab>>[[Go back to Base|The Map][$energy -= (8+$summand)*(0.2+$Oeu)]]<</ab>><</if>>
<<compass "T2S" "" "" "">>
</blockquote></center><<nobr>>
<<if $Camp_J && $energy <= 3*(0.2+$Oeu)>><<set $energy = 0>><<goto [[Camp Jungle]]>><<elseif $Camp_M && $energy <= (8+$summand)*(0.2+$Oeu)>><<set $energy = 0>><<goto [[Camp Mountain]]>><</if>>
<</nobr>><center>[img[assets/Ch-Explore/T3W.webp]]
<blockquote>
Aah. Open space. Open air.
<<if $Camp_J>><<ab>>[[Go back to Base|The Map][$energy -= 3*(0.2+$Oeu)]]<</ab>><<else>><<ab>>[[Go back to Base|The Map][$energy -= (8+$summand)*(0.2+$Oeu)]]<</ab>><</if>>
<<compass "" "T4W" "T2W" "">>
</blockquote></center><<nobr>>
<<if $Camp_M>><<set $explored.TBM0 = 100>><</if>>
<<if $Camp_J && $energy <= (4+$summand)*(0.2+$Oeu)>><<set $energy = 0>><<goto [[Camp Jungle]]>><<elseif $Camp_M && $energy <= 0.2+$Oeu>><<set $energy = 0>><<goto [[Camp Mountain]]>><</if>>
<</nobr>><center><<if not hasVisited("3E-Event") && $eventfrom3E>>[img[assets/Ch-Explore/running_away.webp]]<<else>>[img[assets/Ch-Explore/T4E.webp]]<</if>>
<blockquote>
<<if not hasVisited("3E-Event") && $eventfrom3E>>
<<set _run = 6>>
<span id="run">Whoa! That was scary!</span>
<<repeat 1s>>
<<set _run-->>
<<if _run.range(4,6)>>
<<replace "#run">><div class="tremors">The tremors are getting stronger?! Is it coming?!</div><br><</replace>>
<<else>>
<<replace "#run">>
<<if $energy > 0.2>>
<div class="tremors"><<ab>>[[RUN!|3E-Event][$energy -= 0.2; $eventfrom3E = true]]<</ab>></div>
<<else>>
<<goto [[End of Game][$deathin3E = true]]>>
<</if>>
<</replace>>
<<stop>>
<</if>>
<</repeat>>
<<elseif ($eventfrom3E || $choice1P3E == 5) && $Camp_M>>
<<else>>
Oh boy, will I see a path through this jungle?
Where to go next?
<<if $Camp_J>><<ab>>[[Go back to Base|The Map][$energy -= (4+$summand)*(0.2+$Oeu)]]<</ab>><<else>><<ab>>[[Go back to Base|The Map][$energy -= 0.2+$Oeu]]<</ab>><</if>>
<<nobr>><br><div id="text-replaced-T4E"></div>
<div class="compass">
<<if $explored.T1N4E == 100 && $eventfrom3E>><<ab>>[[N|T1N4E][$energy -= 0.2+$Oeu]]<</ab>><</if>>
<div class="WandE">
<div class="westside">
<<if $eventfrom3E && hasVisited("3E-Event")>><<linkappend '<div class="actions-row"><div>W</div></div>'>><<replace "#text-replaced-T4E">>Whoa! Hold on! Do I have a screw loose?! Come on! I will enter again only after knowing more. For now, I go around.<</replace>><</linkappend>><<else>><<if $explored.T3E == 100>><<ab>>[[W|T3E][$energy -= 0.2+$Oeu]]<</ab>><</if>><</if>>
</div>
<div class="eastside">
<<if $explored.TBM0 == 100 && $Camp_J || $Camp_M>><<ab>>[[E|TBM0][$energy -= 0.2+$Oeu]]<</ab>><</if>>
</div>
</div></div><</nobr>>
<</if>>
</blockquote></center><<nobr>>
<<if $Camp_J && $energy <= 4*(0.2+$Oeu)>><<set $energy = 0>><<goto [[Camp Jungle]]>><<elseif $Camp_M && $energy <= (9+$summand)*(0.2+$Oeu)>><<set $energy = 0>><<goto [[Camp Mountain]]>><</if>>
<</nobr>><center>[img[assets/Ch-Explore/T4W.webp]]
<blockquote>
The colors become more and more nicer, friendlier ...
<<if $Camp_J>><<ab>>[[Go back to Base|The Map][$energy -= 4*(0.2+$Oeu)]]<</ab>><<else>><<ab>>[[Go back to Base|The Map][$energy -= (9+$summand)*(0.2+$Oeu)]]<</ab>><</if>>
<<compass "" "T5W" "T3W" "">>
</blockquote></center><<nobr>>
<<if $Camp_J && $energy <= 5*(0.2+$Oeu)>><<set $energy = 0>><<goto [[Camp Jungle]]>><<elseif $Camp_M && $energy <= (10+$summand)*(0.2+$Oeu)>><<set $energy = 0>><<goto [[Camp Mountain]]>><</if>>
<</nobr>><center>[img[assets/Ch-Explore/T5W.webp]]
<blockquote>
Sandy Beach! That's a spot!
<<if $Camp_J>><<ab>>[[Go back to Base|The Map][$energy -= 5*(0.2+$Oeu)]]<</ab>><<else>><<ab>>[[Go back to Base|The Map][$energy -= (10+$summand)*(0.2+$Oeu)]]<</ab>><</if>>
<<compass "" "" "T4W" "">>
</blockquote></center><<nobr>>
<<if $Camp_M && $eventfrom3E && hasVisited("3E-Event") && $energy <= 7(0.2+$Oeu)>><<set $energy = 0>><<goto [[Camp Jungle]]>><<elseif $Camp_M && $eventfrom3E != true && $energy <= 5*(0.2+$Oeu)>><<set $energy = 0>><<goto [[Camp Mountain]]>><<elseif $Camp_J>><<goto [[Camp Jungle]]>><</if>>
<</nobr>><center>[img[assets/Ch-Explore/TBCJ.webp]]
<blockquote>
<<if $Camp_M && lastVisited("TBJ0") is 0>>
That is a good spot to set a new camp. More spacious than up in the mountain. As well as a new base for exploring without descending from the mountains again and again.
<<else>>
A good spot to set up a camp.
<</if>>
<<if $Camp_J>><<ab>>[[Go back to Base|The Map][$energy -= 0.2+$Oeu]]<</ab>><<else>><<ab>>[[Go back to Base|The Map][$energy -= 6*(0.2+$Oeu)]]<</ab>><</if>>
<<nobr>><<compass "T1N" "T1W" "T1E" "T1S">><</nobr>>
</blockquote></center><<nobr>>
<<if $Camp_J && $energy <= (5+$summand)*(0.2+$Oeu)>><<set $energy = 0>><<goto [[Camp Jungle]]>><<elseif $Camp_M>><<goto [[Camp Mountain]]>><</if>>
<<if $days < 5>><<set $CampM.unimatter = 5>><</if>>
<</nobr>><center><blockquote>
<<nobr>>
<<if $CampM.nutrients > 0 && !$QuestPoolDone.includes($Q2)>>
<<include [[SfBM open]]>>
<<elseif $CampM.nutrients <= 0 && !$QuestPool.includes($Q2) && not hasVisited("dormant spaceship 1")>>
<<goto [[dormant spaceship 1]]>>
<<elseif $QuestPool.includesAny($Q2A, $Q2B) || ($QuestPool.includes($Q2C) && $Q2D == false)>>
<<goto [[dormant spaceship 2]]>>
<<else>>
<<if $eventfrom3E>>[img[assets/Ch-Camp/MountainCamp_empty.webp]]<<else>>[img[assets/Ch-Camp/MountainCamp.webp]]<</if>>
<br>
Nothing to do here.
<</if>><</nobr>>
<<ab>>[[Go back to Base|The Map][$energy -= (5+$summand)*(0.2+$Oeu)]]<</ab>>
<<compass "T1N5E" "T4E" "" "">>
</blockquote></center><center><blockquote>
<<if $QuestPool.includes($Q2)>>
I think it is better to start up with at least 12 nutrients - keep additional 3 nutrients as a buffer for ourselves. Less so would be ridiculous. What or who will carry them with me?<<set _conditional = 1; _orbconditional = 0>>
<<if $CampJ.Orb == 3>><<linkappend "+ activate the Orb">><<if $energy > (((5+$summand)*2)*0.3)>>: The Orb is programmed to accompany me and is about to gather the nutrients<<set _orbconditional = 1>><<else>>: There is not enough energy (<<print $energy.toFixed(1)>>) or nutrients ($nutrients).<</if>><</linkappend>>
AND/OR<</if>>
<<linkappend "+ ask Vika for help">><<if $social >=5 && $energy >= (((5+$summand)*2)*0.2)>>: Vika will help you carrying the nutrients.<<set _conditional += 1>><<elseif $social < 5>>: She thinks that maybe it is better this way, for now. Jugding by her tone, I guess, she doesn't trust me enough.<<else>>: Not enough energy (<<print $energy.toFixed(1)>>).<</if>><</linkappend>>
<<linkappend "+ ask Leo for help">><<if $social >=7 && (((5+$summand)*2)*0.2)>>: Leo will help carrying nutrients and activating the dormant spaceship.<<set _conditional += 1>><<elseif $social < 7>>: I couldn't motivate him. He doesn't feel comfortable to walk a long way to the mountain ridge.<<else>>: Not enough energy (<<print $energy.toFixed(1)>>).<</if>><</linkappend>>
<<nobr>><<repeat 2s>>
<<if ((_conditional*(((5+$summand)*2)*0.2)+_orbconditional*(((5+$summand)*2)*0.3)) <= $energy) && (_conditional == 3 || _orbconditional == 1)>>
<<replace "#Quest2Status">><<ab>>[[Go to the Mountain Ridge|TBM0][$energy -= _conditional*(((5+$summand)*2)*0.2)+_orbconditional*(((5+$summand)*2)*0.3); $nutrients -= _conditional*3+_orbconditional*9; $QuestPool.deleteAll($Q2); $QuestPool.pushUnique($Q2A); $QuestPoolDone.pushUnique($Q2)]]<</ab>><</replace>>
<<elseif (_conditional*(((5+$summand)*2)*0.2)+_orbconditional*(((5+$summand)*2)*0.3)) > $energy>>
<<replace "#Quest2Status">>Energy (<<= $energy.toFixed(0)>>) is not in sufficent quantity.<</replace>>
<<else>>
<<replace "#Quest2Status">>Not enough transport capacity.<</replace>>
<</if>>
<</repeat>>
<div id="Quest2Status"></div><</nobr>>
<<elseif $QuestPool.includes($Q2A)>>
Two unimatter are ready to be transported. What or who will help me?<<set _conditional = 1; _orbconditional = 0>>
<<if $CampJ.Orb == 3>><<linkappend "+ activate the Orb">><<if $energy > (((5+$summand)*2)*0.3)>>: The Orb is programmed to accompany me and is about to store the unimatter into itself.<<set _orbconditional = 1>><<else>>: There is not enough energy (<<print $energy.toFixed(1)>>).<</if>><</linkappend>>
AND/OR<</if>>
<<linkappend "+ ask Vika for help">><<if $social >=5 && $energy >= (((5+$summand)*2)*0.2)>>: Vika will help you carrying the one unimatter disk.<<set _conditional += 1>><<elseif $social < 5>>: She doen't feel good for the trek.<<else>>: Not enough energy (<<print $energy.toFixed(1)>>).<</if>><</linkappend>>
<<linkappend "+ ask Leo for help">><<if $social >=7 && $energy >= (((5+$summand)*2)*0.2)>>: Leo will help carrying one unimatter disk.<<set _conditional += 1>><<elseif $social < 7>>: Leo doesn't feel comfortable to walk a long way to the mountain ridge.<<else>>: Not enough energy (<<print $energy.toFixed(1)>>).<</if>><</linkappend>>
<<nobr>><<repeat 2s>>
<<if ((_conditional*(((5+$summand)*2)*0.2)+_orbconditional*(((5+$summand)*2)*0.3)) <= $energy) && (_conditional == 3 || _orbconditional == 1)>>
<<replace "#Quest3Status">><<ab>>[[Go to the Mountain Ridge anew.|TBM0][$energy -= _conditional*(((5+$summand)*2)*0.2)+_orbconditional*(((5+$summand)*2)*0.3); $unimatter -= _conditional*3+_orbconditional*9; $CampM.nutrients = 12; $CampM.DefPerimeter = true; $CampM.building += 1; $QuestPool.deleteAll($Q2A); $QuestPool.pushUnique($Q2B); $QuestPoolDone.pushUnique($Q2A)]]<</ab>><</replace>>
<<elseif (_conditional*(((5+$summand)*2)*0.2)+_orbconditional*(((5+$summand)*2)*0.3)) > $energy>>
<<replace "#Quest3Status">>Energy (<<= $energy.toFixed(0)>>) is not in sufficent quantity.<</replace>>
<<else>>
<<replace "#Quest3Status">>Not enough transport capacity.<</replace>>
<</if>>
<</repeat>>
<div id="Quest3Status"></div><</nobr>>
<</if>>
<<ab>>[[Go back|Scheduler]]<</ab>>
</blockquote></center><<set $explored to {
TBJ0: 0,
TBM0: 0,
T1N: 0,
T1NE: 0,
T1E: 0,
T1SE: 0,
T1S: 0,
T1SW: 0,
T1W: 0,
T1NW: 0,
T2N: 0,
T2N2E: 0,
T1N2E: 0,
T2E: 0,
T1S2E: 0,
T2S: 0,
T1S2W: 0,
T2W: 0,
T1N3E: 0,
T3E: 0,
T3S: 0,
T3W: 0,
T1N4E: 0,
T4E: 0,
T4W: 0,
T1N5E: 0,
T5W: 0,
}>><<nobr>>
<<set _nummer = random(80)>>
<<if $days != 0>><<set _randomNumber = random(20)/($days/10)>><<else>><<set _randomNumber = random(20)>><</if>>
<<if $xeno == 0>><<set $xenoexp = 0.05>><</if>>
<</nobr>>
<<if _nummer.range(0, 1)>>
[img[assets/Ch-Explore/hostile_encounter1.webp]]
Damn! Some mother alien, animal, four-legger seems to be in aggressive stance.
<<if $xeno < 5>>The outcome depends on my combat ability. Hence: how lucky the mother will be.<br>
<<if $combat*$cbtOrb >= 5>><strong><u>OUTCOME:</u></strong> No damage, successfully coming out unscathed.
<<elseif $combat*$cbtOrb >= 4>><strong><u>OUTCOME:</u></strong> Slight damage that use a bit of constant maintaining until repaired. <<set $energy -= 1; $notrepaired += 1; $combat += 0.2>>
<<elseif $combat*$cbtOrb >= 3>><strong><u>OUTCOME:</u></strong> Moderate damage. Not so good. Some repairs are needed.<<set $energy -= 2; $notrepaired += 2; $combat += 0.5>>
<<elseif $combat*$cbtOrb >= 2>><strong><u>OUTCOME:</u></strong> Severe damage, it doesn't look good, repairs are urgently in need. The only consolation is the data collection of combat.<<set $energy -= 3; $notrepaired += 3; $combat += 0.8>>
<<else>>
<<if $combat*$cbtOrb > $xeno>>
<<if random(10)*$combat*$cbtOrb > 10>><strong><u>OUTCOME:</u></strong> Lucky! Escape run successful. Although, I received some damages; damages that drains our constant energy use and some immediate repairs will be needed.<<set $energy -= 1; $notrepaired += 1; $combat += 0.3>>
<<if $unimatter > 0>><<set $unimatter -= 1>><</if>>
<<else>><strong><u>OUTCOME:</u></strong> Failure! Intense Damages; repairs are needed.<<set $energy -= 4; $notrepaired += 5; $combat += 0.5>>
<<if $unimatter > 0>><<set $unimatter -= 5>><</if>>
<</if>>
<<else>>
<<if random(10)*$xeno*$navOrb > 10>><strong><u>OUTCOME:</u></strong> Trick! I throw something over them, which makes a landing sound behind them and run as fast as I can.<<set $nutrients -= 8>>
<<else>><strong><u>OUTCOME:</u></strong> Failure! Intense Damages; repairs are needed. <<set $energy -= 4; $notrepaired += 5; $combat += 0.5>>
<<if $unimatter > 0>><<set $unimatter -= 5>><</if>>
<</if>>
<</if>>
<</if>>
<<else>><strong><u>OUTCOME:</u></strong> With enough knowledge in alien life, it is interpreted that the alien animals can be kept at distance if food is thrown to them. I guess, these are our tax collectors, or highwaymen.<<set $nutrients -= 5>>
<</if>>
<<if $energy < 0>>[[Not good, not easy. Surviving here is harsh!|The Map][$energy = 0]]<<else>>[[Not good, not easy. Surviving here is harsh!|The Map]]<</if>>
<<elseif _nummer.range(75, 80) && $ignore == 0>><<include [[random events]]>>
<<elseif _nummer.range(2, 74) || _nummer.range(75, 80) && $ignore == 1>>
<<nobr>><<if hasVisited("Camp Mountain")>><<set $exploredTBM0 = 100>><</if>>
<div id="the_map"><img src="assets/Ch-Explore/map_evolution22.webp" style="max-width:864px;max-height:605px">
<<if $Camp_J || $explored.T1E >= 100>>
<div id="theJBase">
<<if $energy <= 0>><<if $Camp_J>><<goto [[Camp Jungle]]>><<else>><<goto [[Camp Mountain]]>><</if>>
<<else>>
<<if $Camp_M>>
<<if $explored.TBJ0 >= 100>><<set $explored.TBJ0 = 100>>
<<if $energy < 10*(($Humcarrycap*0.2)+$Oeu)>><div class="imgs-opaqued">[img[assets/Ch-Explore/TBCJ.webp]]</div><<else>><div class="imgs-scaled">[img[assets/Ch-Explore/TBCJ.webp][TBJ0][$energy -= 5*(($Humcarrycap*0.2)+$Oeu)]]</div><</if>>
<<else>>
<<if $Camp_M && $energy > 10*(($Humcarrycap*0.2)+$Oeu)>><<button "<<print $explored.TBJ0.toFixed(0)>>%">>
<<set $explored.TBJ0 += _randomNumber*$xeno*$navOrb; $energy -= 1; $xenoexp += 0.02>>
<<goto [[The Map]]>>
<</button>><</if>>
<</if>>
<<else>>
<div class="imgs-scaled">[img[JB|assets/Ch-Camp/JungleCamp.webp][Camp Jungle]]</div>
<</if>>
<</if>>
</div>
<</if>>
<<if $Camp_J || $explored.T2E >= 100>>
<div id="p1E">
<<if $energy <= 0>><<if $Camp_J>><<goto [[Camp Jungle]]>><<else>><<goto [[Camp Mountain]]>><</if>>
<<else>>
<<if $explored.T1E >= 100>><<set $explored.T1E = 100>>
<<if $Camp_J>>
<<if $energy < 2*(($Humcarrycap*0.2)+$Oeu)>><div class="imgs-opaqued">[img[assets/Ch-Explore/T1E.webp]]</div>
<<else>><div class="imgs-scaled">[img[assets/Ch-Explore/T1E.webp][T1E][$energy -= ($Humcarrycap*0.2)+$Oeu]]</div>
<</if>>
<<else>>
<<if $energy < 8*(($Humcarrycap*0.2)+$Oeu)>><div class="imgs-opaqued">[img[assets/Ch-Explore/T1E.webp]]</div>
<<else>><div class="imgs-scaled">[img[assets/Ch-Explore/T1E.webp][T1E][$energy -= 4*(($Humcarrycap*0.2)+$Oeu)]]</div>
<</if>>
<</if>>
<<else>>
<<if $Camp_M && $energy > 8*(($Humcarrycap*0.2)+$Oeu) || $Camp_J && $energy > 2*(($Humcarrycap*0.2)+$Oeu)>><<button "<<print $explored.T1E.toFixed(0)>>%">>
<<set $explored.T1E += _randomNumber*$xeno*$navOrb; $energy -= 1; $xenoexp += 0.05>>
<<goto [[The Map]]>>
<</button>><</if>>
<</if>>
<</if>>
</div>
<</if>>
<<if $explored.T1E >= 100 || $explored.T3E >= 100>>
<div id="p2E">
<<if $energy <= 0>><<if $Camp_J>><<goto [[Camp Jungle]]>><<else>><<goto [[Camp Mountain]]>><</if>>
<<else>>
<<if $explored.T2E >= 100>><<set $explored.T2E = 100>>
<<if $Camp_J>>
<<if $energy < 4*(($Humcarrycap*0.2)+$Oeu)>><div class="imgs-opaqued">[img[assets/Ch-Explore/T2E.webp]]</div>
<<else>><div class="imgs-scaled">[img[assets/Ch-Explore/T2E.webp][T2E][$energy -= 2*(($Humcarrycap*0.2)+$Oeu)]]</div>
<</if>>
<<else>>
<<if $energy < 6*(($Humcarrycap*0.2)+$Oeu)>><div class="imgs-opaqued">[img[assets/Ch-Explore/T2E.webp]]</div>
<<else>><div class="imgs-scaled">[img[assets/Ch-Explore/T2E.webp][T2E][$energy -= 3*(($Humcarrycap*0.2)+$Oeu)]]</div>
<</if>>
<</if>>
<<else>>
<<if $Camp_M && $energy > 6*(($Humcarrycap*0.2)+$Oeu) || $Camp_J && $energy > 4*(($Humcarrycap*0.2)+$Oeu)>><<button "<<print $explored.T2E.toFixed(0)>>%">>
<<set $explored.T2E += _randomNumber*$xeno*$navOrb; $energy -= 1; $xenoexp += 0.05>>
<<goto [[The Map]]>>
<</button>><</if>>
<</if>>
<</if>>
</div>
<</if>>
<<if $eventfrom3E == false>>
<<if $explored.T2E >= 100 || $explored.T4E >= 100>>
<div id="p3E">
<<if $energy <= 0>><<if $Camp_J>><<goto [[Camp Jungle]]>><<else>><<goto [[Camp Mountain]]>><</if>>
<<else>>
<<if $explored.T3E >= 100>><<set $explored.T3E = 100>>
<<if $Camp_J>>
<<if $energy < 6*(($Humcarrycap*0.2)+$Oeu)>><div class="imgs-opaqued">[img[assets/Ch-Explore/T3E.webp]]</div><<else>><div class="imgs-scaled">[img[assets/Ch-Explore/T3E.webp][T3E][$energy -= 3*(($Humcarrycap*0.2)+$Oeu)]]</div><</if>>
<<else>>
<<if $energy < 4*(($Humcarrycap*0.2)+$Oeu)>><div class="imgs-opaqued">[img[assets/Ch-Explore/T3E.webp]]</div><<else>><div class="imgs-scaled">[img[assets/Ch-Explore/T3E.webp][T3E][$energy -= 2*(($Humcarrycap*0.2)+$Oeu)]]</div><</if>>
<</if>>
<<else>>
<<if $Camp_M && $energy > 4*(($Humcarrycap*0.2)+$Oeu) || $Camp_J && $energy > 6*(($Humcarrycap*0.2)+$Oeu)>><<button "<<print $explored.T3E.toFixed(0)>>%">>
<<set $explored.T3E += _randomNumber*$xeno*$navOrb; $energy -= 1; $xenoexp += 0.05>>
<<goto [[The Map]]>>
<</button>><</if>>
<</if>>
<</if>>
</div>
<</if>>
<<else>>
<div id="p3E">
<div class="imgs-opaqued">[img[assets/Ch-Explore/T3E.webp]]</div>
</div>
<</if>>
<<if $explored.T3E >= 100 || $Camp_M>>
<div id="p4E">
<<if $energy <= 0>><<if $Camp_J>><<goto [[Camp Jungle]]>><<else>><<goto [[Camp Mountain]]>><</if>>
<<else>>
<<if $explored.T4E >= 100>><<set $explored.T4E = 100>>
<<if $Camp_J>>
<<if $energy < 8*(($Humcarrycap*0.2)+$Oeu)>><div class="imgs-opaqued">[img[assets/Ch-Explore/T4E.webp]]</div><<else>><div class="imgs-scaled">[img[assets/Ch-Explore/T4E.webp][T4E][$energy -= 4*(($Humcarrycap*0.2)+$Oeu)]]</div><</if>>
<<else>>
<<if $energy < 2*(($Humcarrycap*0.2)+$Oeu)>><div class="imgs-opaqued">[img[assets/Ch-Explore/T4E.webp]]</div><<else>><div class="imgs-scaled">[img[assets/Ch-Explore/T4E.webp][T4E][$energy -= ($Humcarrycap*0.2)+$Oeu]]</div><</if>>
<</if>>
<<else>>
<<if $Camp_M && $energy > 2*(($Humcarrycap*0.2)+$Oeu) || $Camp_J && $energy > 8*(($Humcarrycap*0.2)+$Oeu)>><<button "<<print $explored.T4E.toFixed(0)>>%">>
<<set $explored.T4E += _randomNumber*$xeno*$navOrb; $energy -= 1; $xenoexp += 0.05>>
<<goto [[The Map]]>>
<</button>><</if>>
<</if>>
<</if>>
</div>
<</if>>
<<if $Camp_M || $explored.T4E >= 100>>
<div id="theMBase">
<<if $energy <= 0>><<if $Camp_J>><<goto [[Camp Jungle]]>><<else>><<goto [[Camp Mountain]]>><</if>>
<<else>>
<<if $Camp_J>>
<<if $explored.TBM0 >= 100>><<set $explored.TBM0 = 100>>
<<if $energy < 10*(($Humcarrycap*0.2)+$Oeu)>><div class="imgs-opaqued"><<if $eventfrom3E>>[img[assets/Ch-Camp/MountainCamp_empty.webp]]<<else>>[img[assets/Ch-Camp/MountainCamp.webp]]<</if>></div><<else>><div class="imgs-scaled"><<if $eventfrom3E>>[img[assets/Ch-Camp/MountainCamp_empty.webp][TBM0][$energy -= 5*(($Humcarrycap*0.2)+$Oeu)]]<<else>>[img[assets/Ch-Camp/MountainCamp.webp][TBM0][$energy -= 5*(($Humcarrycap*0.2)+$Oeu)]]<</if>></div><</if>>
<<else>>
<<if $Camp_J && $energy > 10*(($Humcarrycap*0.2)+$Oeu)>><<button "<<print $explored.TBM0.toFixed(0)>>%">>
<<set $explored.TBM0 += _randomNumber*$xeno*$navOrb; $energy -= 1; $xenoexp += 0.05>>
<<goto [[The Map]]>>
<</button>><</if>>
<</if>>
<<else>>
<div class="imgs-scaled">[img[MB|assets/Ch-Camp/MountainCamp.webp][Camp Mountain]]</div>
<</if>>
<</if>>
</div>
<</if>>
<<if $Camp_J || $explored.TBJ0 >= 100>>
<div id="p1S">
<<if $energy <= 0>><<if $Camp_J>><<goto [[Camp Jungle]]>><<else>><<goto [[Camp Mountain]]>><</if>>
<<else>>
<<if $explored.T1S >= 100>><<set $explored.T1S = 100>>
<<if $Camp_J>>
<<if $energy < 2*(($Humcarrycap*0.2)+$Oeu)>><div class="imgs-opaqued">[img[assets/Ch-Explore/T1S.webp]]</div><<else>><div class="imgs-scaled">[img[assets/Ch-Explore/T1S.webp][T1S][$energy -= ($Humcarrycap*0.2)+$Oeu]]</div><</if>>
<<else>>
<<if $energy < 12*(($Humcarrycap*0.2)+$Oeu)>><div class="imgs-opaqued">[img[assets/Ch-Explore/T1S.webp]]</div><<else>><div class="imgs-scaled">[img[assets/Ch-Explore/T1S.webp][T1S][$energy -= 6*(($Humcarrycap*0.2)+$Oeu)]]</div><</if>>
<</if>>
<<else>>
<<if $Camp_M && $energy > 12*(($Humcarrycap*0.2)+$Oeu) || $Camp_J && $energy > 2*(($Humcarrycap*0.2)+$Oeu)>><<button "<<print $explored.T1S.toFixed(0)>>%">>
<<set $explored.T1S += _randomNumber*$xeno*$navOrb; $energy -= 1; $xenoexp += 0.02>>
<<goto [[The Map]]>>
<</button>><</if>>
<</if>>
<</if>>
</div>
<</if>>
<<if $explored.T1S >= 100>>
<div id="p2S">
<<if $energy <= 0>><<if $Camp_J>><<goto [[Camp Jungle]]>><<else>><<goto [[Camp Mountain]]>><</if>>
<<else>>
<<if $explored.T2S >= 100>><<set $explored.T2S = 100>>
<<if $Camp_J>>
<<if $energy < 4*(($Humcarrycap*0.2)+$Oeu)>><div class="imgs-opaqued">[img[assets/Ch-Explore/T2S.webp]]</div><<else>><div class="imgs-scaled">[img[assets/Ch-Explore/T2S.webp][T2S][$energy -= 2*(($Humcarrycap*0.2)+$Oeu)]]</div><</if>>
<<else>>
<<if $energy < 14*(($Humcarrycap*0.2)+$Oeu)>><div class="imgs-opaqued">[img[assets/Ch-Explore/T2S.webp]]</div><<else>><div class="imgs-scaled">[img[assets/Ch-Explore/T2S.webp][T2S][$energy -= 7*(($Humcarrycap*0.2)+$Oeu)]]</div><</if>>
<</if>>
<<else>>
<<if $Camp_M && $energy > 14*(($Humcarrycap*0.2)+$Oeu) || $Camp_J && $energy > 4*(($Humcarrycap*0.2)+$Oeu)>><<button "<<print $explored.T2S.toFixed(0)>>%">>
<<set $explored.T2S += _randomNumber*$xeno*$navOrb; $energy -= 1; $xenoexp += 0.02>>
<<goto [[The Map]]>>
<</button>><</if>>
<</if>>
<</if>>
</div>
<</if>>
<<if $explored.T2S >= 100>>
<div id="p3S">
<<if $energy <= 0>><<if $Camp_J>><<goto [[Camp Jungle]]>><<else>><<goto [[Camp Mountain]]>><</if>>
<<else>>
<<if $explored.T3S >= 100>><<set $explored.T3S = 100>>
<<if $Camp_J>>
<<if $energy < 6*(($Humcarrycap*0.2)+$Oeu)>><div class="imgs-opaqued">[img[assets/Ch-Explore/T3S.webp]]</div><<else>><div class="imgs-scaled">[img[assets/Ch-Explore/T3S.webp][T3S][$energy -= 3*(($Humcarrycap*0.2)+$Oeu)]]</div><</if>>
<<else>>
<<if $energy < 16*(($Humcarrycap*0.2)+$Oeu)>><div class="imgs-opaqued">[img[assets/Ch-Explore/T3S.webp]]</div><<else>><div class="imgs-scaled">[img[assets/Ch-Explore/T3S.webp][T3S][$energy -= 8*(($Humcarrycap*0.2)+$Oeu)]]</div><</if>>
<</if>>
<<else>>
<<if $Camp_M && $energy > 16*(($Humcarrycap*0.2)+$Oeu) || $Camp_J && $energy > 6*(($Humcarrycap*0.2)+$Oeu)>><<button "<<print $explored.T3S.toFixed(0)>>%">>
<<set $explored.T3S += _randomNumber*$xeno*$navOrb; $energy -= 1; $xenoexp += 0.02>>
<<goto [[The Map]]>>
<</button>><</if>>
<</if>>
<</if>>
</div>
<</if>>
<<if $Camp_J || $explored.TBJ0 >= 100>>
<div id="p1W">
<<if $energy <= 0>><<if $Camp_J>><<goto [[Camp Jungle]]>><<else>><<goto [[Camp Mountain]]>><</if>>
<<else>>
<<if $explored.T1W >= 100>><<set $explored.T1W = 100>>
<<if $Camp_J>>
<<if $energy < 2*(($Humcarrycap*0.2)+$Oeu)>><div class="imgs-opaqued">[img[assets/Ch-Explore/T1W.webp]]</div><<else>><div class="imgs-scaled">[img[assets/Ch-Explore/T1W.webp][T1W][$energy -= ($Humcarrycap*0.2)+$Oeu]]</div><</if>>
<<else>>
<<if $energy < 12*(($Humcarrycap*0.2)+$Oeu)>><div class="imgs-opaqued">[img[assets/Ch-Explore/T1W.webp]]</div><<else>><div class="imgs-scaled">[img[assets/Ch-Explore/T1W.webp][T1W][$energy -= 6*(($Humcarrycap*0.2)+$Oeu)]]</div><</if>>
<</if>>
<<else>>
<<if $Camp_M && $energy > 12*(($Humcarrycap*0.2)+$Oeu) || $Camp_J && $energy > 2*(($Humcarrycap*0.2)+$Oeu)>><<button "<<print $explored.T1W.toFixed(0)>>%">>
<<set $explored.T1W += _randomNumber*$xeno*$navOrb; $energy -= 1; $xenoexp += 0.02>>
<<goto [[The Map]]>>
<</button>><</if>>
<</if>>
<</if>>
</div>
<</if>>
<<if $explored.T1W >= 100>>
<div id="p2W">
<<if $energy <= 0>><<if $Camp_J>><<goto [[Camp Jungle]]>><<else>><<goto [[Camp Mountain]]>><</if>>
<<else>>
<<if $explored.T2W >= 100>><<set $explored.T2W = 100>>
<<if $Camp_J>>
<<if $energy < 4*(($Humcarrycap*0.2)+$Oeu)>><div class="imgs-opaqued">[img[assets/Ch-Explore/T2W.webp]]</div><<else>><div class="imgs-scaled">[img[assets/Ch-Explore/T2W.webp][T2W][$energy -= 2*(($Humcarrycap*0.2)+$Oeu)]]</div><</if>>
<<else>>
<<if $energy < 14*(($Humcarrycap*0.2)+$Oeu)>><div class="imgs-opaqued">[img[assets/Ch-Explore/T2W.webp]]</div><<else>><div class="imgs-scaled">[img[assets/Ch-Explore/T2W.webp][T2W][$energy -= 7*(($Humcarrycap*0.2)+$Oeu)]]</div><</if>>
<</if>>
<<else>>
<<if $Camp_M && $energy > 14*(($Humcarrycap*0.2)+$Oeu) || $Camp_J && $energy > 4*(($Humcarrycap*0.2)+$Oeu)>><<button "<<print $explored.T2W.toFixed(0)>>%">>
<<set $explored.T2W += _randomNumber*$xeno*$navOrb; $energy -= 1; $xenoexp += 0.02>>
<<goto [[The Map]]>>
<</button>><</if>>
<</if>>
<</if>>
</div>
<</if>>
<<if $explored.T2W >= 100>>
<div id="p3W">
<<if $energy <= 0>><<if $Camp_J>><<goto [[Camp Jungle]]>><<else>><<goto [[Camp Mountain]]>><</if>>
<<else>>
<<if $explored.T3W >= 100>><<set $explored.T3W = 100>>
<<if $Camp_J>>
<<if $energy < 6*(($Humcarrycap*0.2)+$Oeu)>><div class="imgs-opaqued">[img[assets/Ch-Explore/T3W.webp]]</div><<else>><div class="imgs-scaled">[img[assets/Ch-Explore/T3W.webp][T3W][$energy -= 3*(($Humcarrycap*0.2)+$Oeu)]]</div><</if>>
<<else>>
<<if $energy < 16*(($Humcarrycap*0.2)+$Oeu)>><div class="imgs-opaqued">[img[assets/Ch-Explore/T3W.webp]]</div><<else>><div class="imgs-scaled">[img[assets/Ch-Explore/T3W.webp][T3W][$energy -= 8*(($Humcarrycap*0.2)+$Oeu)]]</div><</if>>
<</if>>
<<else>>
<<if $Camp_M && $energy > 16*(($Humcarrycap*0.2)+$Oeu) || $Camp_J && $energy > 6*(($Humcarrycap*0.2)+$Oeu)>><<button "<<print $explored.T3W.toFixed(0)>>%">>
<<set $explored.T3W += _randomNumber*$xeno*$navOrb; $energy -= 1; $xenoexp += 0.02>>
<<goto [[The Map]]>>
<</button>><</if>>
<</if>>
<</if>>
</div>
<</if>>
<<if $explored.T3W >= 100>>
<div id="p4W">
<<if $energy <= 0>><<if $Camp_J>><<goto [[Camp Jungle]]>><<else>><<goto [[Camp Mountain]]>><</if>>
<<else>>
<<if $explored.T4W >= 100>><<set $explored.T4W = 100>>
<<if $Camp_J>>
<<if $energy < 8*(($Humcarrycap*0.2)+$Oeu)>><div class="imgs-opaqued">[img[assets/Ch-Explore/T4W.webp]]</div><<else>><div class="imgs-scaled">[img[assets/Ch-Explore/T4W.webp][T4W][$energy -= 4*(($Humcarrycap*0.2)+$Oeu)]]</div><</if>>
<<else>>
<<if $energy < 18*(($Humcarrycap*0.2)+$Oeu)>><div class="imgs-opaqued">[img[assets/Ch-Explore/T4W.webp]]</div><<else>><div class="imgs-scaled">[img[assets/Ch-Explore/T4W.webp][T4W][$energy -= 9*(($Humcarrycap*0.2)+$Oeu)]]</div><</if>>
<</if>>
<<else>>
<<if $Camp_M && $energy > 18*(($Humcarrycap*0.2)+$Oeu) || $Camp_J && $energy > 8*(($Humcarrycap*0.2)+$Oeu)>><<button "<<print $explored.T4W.toFixed(0)>>%">>
<<set $explored.T4W += _randomNumber*$xeno*$navOrb; $energy -= 1; $xenoexp += 0.02>>
<<goto [[The Map]]>>
<</button>><</if>>
<</if>>
<</if>>
</div>
<</if>>
<<if $explored.T4W >= 100>>
<div id="p5W">
<<if $energy <= 0>><<if $Camp_J>><<goto [[Camp Jungle]]>><<else>><<goto [[Camp Mountain]]>><</if>>
<<else>>
<<if $explored.T5W >= 100>><<set $explored.T5W = 100>>
<<if $Camp_J>>
<<if $energy < 10*(($Humcarrycap*0.2)+$Oeu)>><div class="imgs-opaqued">[img[assets/Ch-Explore/T5W.webp]]</div><<else>><div class="imgs-scaled">[img[assets/Ch-Explore/T5W.webp][T5W][$energy -= 5*(($Humcarrycap*0.2)+$Oeu)]]</div><</if>>
<<else>>
<<if $energy < 20*(($Humcarrycap*0.2)+$Oeu)>><div class="imgs-opaqued">[img[assets/Ch-Explore/T5W.webp]]</div><<else>><div class="imgs-scaled">[img[assets/Ch-Explore/T5W.webp][T5W][$energy -= 10*(($Humcarrycap*0.2)+$Oeu)]]</div><</if>>
<</if>>
<<else>>
<<if $Camp_M && $energy > 20*(($Humcarrycap*0.2)+$Oeu) || $Camp_J && $energy > 10*(($Humcarrycap*0.2)+$Oeu)>><<button "<<print $explored.T5W.toFixed(0)>>%">>
<<set $explored.T5W += _randomNumber*$xeno*$navOrb; $energy -= 1; $xenoexp += 0.05>>
<<goto [[The Map]]>>
<</button>><</if>>
<</if>>
<</if>>
</div>
<</if>>
<<if $Camp_J || $explored.TBJ0 >= 100>>
<div id="p1N">
<<if $energy <= 0>><<if $Camp_J>><<goto [[Camp Jungle]]>><<else>><<goto [[Camp Mountain]]>><</if>>
<<else>>
<<if $explored.T1N >= 100>><<set $explored.T1N = 100>>
<<if $Camp_J>>
<<if $energy < 2*(($Humcarrycap*0.2)+$Oeu)>><div class="imgs-opaqued">[img[assets/Ch-Explore/T1N.webp]]</div><<else>><div class="imgs-scaled">[img[assets/Ch-Explore/T1N.webp][T1N][$energy -= ($Humcarrycap*0.2)+$Oeu]]</div><</if>>
<<else>>
<<if $energy < 12*(($Humcarrycap*0.2)+$Oeu)>><div class="imgs-opaqued">[img[assets/Ch-Explore/T1N.webp]]</div><<else>><div class="imgs-scaled">[img[assets/Ch-Explore/T1N.webp][T1N][$energy -= 6*(($Humcarrycap*0.2)+$Oeu)]]</div><</if>>
<</if>>
<<else>>
<<if $Camp_M && $energy > 12*(($Humcarrycap*0.2)+$Oeu) || $Camp_J && $energy > 2*(($Humcarrycap*0.2)+$Oeu)>><<button "<<print $explored.T1N.toFixed(0)>>%">>
<<set $explored.T1N += _randomNumber*$xeno*$navOrb; $energy -= 1; $xenoexp += 0.05>>
<<goto [[The Map]]>>
<</button>><</if>>
<</if>>
<</if>>
</div>
<</if>>
<<if $explored.T1N >= 100>>
<div id="p2N">
<<if $energy <= 0>><<if $Camp_J>><<goto [[Camp Jungle]]>><<else>><<goto [[Camp Mountain]]>><</if>>
<<else>>
<<if $explored.T2N >= 100>><<set $explored.T2N = 100>>
<<if $Camp_J>>
<<if $energy < 4*(($Humcarrycap*0.2)+$Oeu)>><div class="imgs-opaqued">[img[assets/Ch-Explore/T2N_1.webp]]</div><<else>><div class="imgs-scaled">[img[assets/Ch-Explore/T2N_1.webp][T2N][$energy -= 2*(($Humcarrycap*0.2)+$Oeu)]]</div><</if>>
<<else>>
<<if $energy < 14*(($Humcarrycap*0.2)+$Oeu)>><div class="imgs-opaqued">[img[assets/Ch-Explore/T2N_2.webp]]</div><<else>><div class="imgs-scaled">[img[assets/Ch-Explore/T2N_2.webp][T2N][$energy -= 7*(($Humcarrycap*0.2)+$Oeu)]]</div><</if>>
<</if>>
<<else>>
<<if $Camp_M && $energy > 14*(($Humcarrycap*0.2)+$Oeu) || $Camp_J && $energy > 4*(($Humcarrycap*0.2)+$Oeu)>><<button "<<print $explored.T2N.toFixed(0)>>%">>
<<set $explored.T2N += _randomNumber*$xeno*$navOrb; $energy -= 1; $xenoexp += 0.05>>
<<goto [[The Map]]>>
<</button>><</if>>
<</if>>
<</if>>
</div>
<</if>>
/* Chapter 2 - Event from 3E */
<<if hasVisited("3E-Event")>>
<<if $explored.T1N >= 100 || $explored.T1N2E >= 100>>
<div id="p1NE">
<<if $energy <= 0>><<if $Camp_J>><<goto [[Camp Jungle]]>><<else>><<goto [[Camp Mountain]]>><</if>>
<<else>>
<<if $explored.T1NE >= 100>><<set $explored.T1NE = 100>>
<<if $Camp_J>>
<<if $energy < 4*(($Humcarrycap*0.2)+$Oeu)>><div class="imgs-opaqued">[img[assets/Ch-Explore/T1NE.webp]]</div><<else>><div class="imgs-scaled">[img[assets/Ch-Explore/T1NE.webp][T1NE][$energy -= 2*(($Humcarrycap*0.2)+$Oeu)]]</div><</if>>
<</if>>
<<else>>
<<if $Camp_J && $energy > 4*(($Humcarrycap*0.2)+$Oeu)>><<button "<<print $explored.T1NE.toFixed(0)>>%">>
<<set $explored.T1NE += _randomNumber*$xeno*$navOrb; $energy -= 1; $xenoexp += 0.05>>
<<goto [[The Map]]>>
<</button>><</if>>
<</if>>
<</if>>
</div>
<</if>>
<<if $explored.T1NE >= 100 || $explored.T1N3E >= 100>>
<div id="p1N2E">
<<if $energy <= 0>><<if $Camp_J>><<goto [[Camp Jungle]]>><<else>><<goto [[Camp Mountain]]>><</if>>
<<else>>
<<if $explored.T1N2E >= 100>><<set $explored.T1N2E = 100>>
<<if $Camp_J>>
<<if $energy < 6*(($Humcarrycap*0.2)+$Oeu)>><div class="imgs-opaqued"><<if !$scrapscollected>>[img[assets/Ch-Explore/T1N2E.webp]]<<else>>[img[assets/Ch-Explore/T1N2E_empty.webp]]<</if>></div><<else>><div class="imgs-scaled"><<if !$scrapscollected>>[img[assets/Ch-Explore/T1N2E.webp][T1N2E][$energy -= 3*(($Humcarrycap*0.2)+$Oeu)]]<<else>>[img[assets/Ch-Explore/T1N2E_empty.webp][T1N2E][$energy -= 3*(($Humcarrycap*0.2)+$Oeu)]]<</if>></div><</if>>
<</if>>
<<else>>
<<if $Camp_J && $energy > 6*(($Humcarrycap*0.2)+$Oeu)>><<button "<<print $explored.T1N2E.toFixed(0)>>%">>
<<set $explored.T1N2E += _randomNumber*$xeno*$navOrb; $energy -= 1; $xenoexp += 0.05>>
<<goto [[The Map]]>>
<</button>><</if>>
<</if>>
<</if>>
</div>
<</if>>
<<if $explored.T1N2E >= 100 || $explored.T1N4E >= 100>>
<div id="p1N3E">
<<if $energy <= 0>><<if $Camp_J>><<goto [[Camp Jungle]]>><<else>><<goto [[Camp Mountain]]>><</if>>
<<else>>
<<if $explored.T1N3E >= 100>><<set $explored.T1N3E = 100>>
<<if $Camp_J>>
<<if $energy < 8*(($Humcarrycap*0.2)+$Oeu)>><div class="imgs-opaqued">[img[assets/Ch-Explore/T1N3E.webp]]</div><<else>><div class="imgs-scaled">[img[assets/Ch-Explore/T1N3E.webp][T1N3E][$energy -= 4*(($Humcarrycap*0.2)+$Oeu)]]</div><</if>>
<</if>>
<<else>>
<<if $Camp_J && $energy > 8*(($Humcarrycap*0.2)+$Oeu)>><<button "<<print $explored.T1N3E.toFixed(0)>>%">>
<<set $explored.T1N3E += _randomNumber*$xeno*$navOrb; $energy -= 1; $xenoexp += 0.05>>
<<goto [[The Map]]>>
<</button>><</if>>
<</if>>
<</if>>
</div>
<</if>>
<<if $explored.T1N3E >= 100 || $explored.T1N5E >= 100>>
<div id="p1N4E">
<<if $energy <= 0>><<if $Camp_J>><<goto [[Camp Jungle]]>><<else>><<goto [[Camp Mountain]]>><</if>>
<<else>>
<<if $explored.T1N4E >= 100>><<set $explored.T1N4E = 100>>
<<if $Camp_J>>
<<if $energy < 10*(($Humcarrycap*0.2)+$Oeu)>><div class="imgs-opaqued">[img[assets/Ch-Explore/T1N4E.webp]]</div><<else>><div class="imgs-scaled">[img[assets/Ch-Explore/T1N4E.webp][T1N4E][$energy -= 5*(($Humcarrycap*0.2)+$Oeu)]]</div><</if>>
<</if>>
<<else>>
<<if $Camp_J && $energy > 10*(($Humcarrycap*0.2)+$Oeu)>><<button "<<print $explored.T1N4E.toFixed(0)>>%">>
<<set $explored.T1N4E += _randomNumber*$xeno*$navOrb; $energy -= 1; $xenoexp += 0.05>>
<<goto [[The Map]]>>
<</button>><</if>>
<</if>>
<</if>>
</div>
<</if>>
<<if $explored.T1N4E >= 100 || $Camp_M>>
<div id="p1N5E">
<<if $energy <= 0>><<if $Camp_J>><<goto [[Camp Jungle]]>><<else>><<goto [[Camp Mountain]]>><</if>>
<<else>>
<<if $explored.T1N5E >= 100>><<set $explored.T1N5E = 100>>
<<if $Camp_J>>
<<if $energy < 12*(($Humcarrycap*0.2)+$Oeu)>><div class="imgs-opaqued">[img[assets/Ch-Explore/T1N5E.webp]]</div><<else>><div class="imgs-scaled">[img[assets/Ch-Explore/T1N5E.webp][T1N5E][$energy -= 6*(($Humcarrycap*0.2)+$Oeu)]]</div><</if>>
<</if>>
<<else>>
<<if $Camp_J && $energy > 6*(($Humcarrycap*0.2)+$Oeu)>><<button "<<print $explored.T1N5E.toFixed(0)>>%">>
<<set $explored.T1N5E += _randomNumber*$xeno*$navOrb; $energy -= 1; $xenoexp += 0.05>>
<<goto [[The Map]]>>
<</button>><</if>>
<</if>>
<</if>>
</div>
<</if>>
<</if>>
<<if $QuestPoolDone.includes($Q3)>>
<<if $explored.T1E >= 100 || $explored.T1S >= 100>>
<div id="p1SE">
<<if $energy <= 0>><<goto [[Camp Jungle]]>>
<<else>>
<<if $explored.T1SE >= 100>><<set $explored.T1SE = 100>>
<<if $energy < 4*(($Humcarrycap*0.2)+$Oeu)>><div class="imgs-opaqued">[img[assets/Ch-Explore/T1SE.webp]]</div><<else>><div class="imgs-scaled">[img[assets/Ch-Explore/T1SE.webp][T1SE][$energy -= 2*(($Humcarrycap*0.2)+$Oeu)]]</div><</if>>
<<else>>
<<if $Camp_J && $energy > 4*(($Humcarrycap*0.2)+$Oeu)>><<button "<<print $explored.T1SE.toFixed(0)>>%">>
<<set $explored.T1SE += _randomNumber*$xeno*$navOrb; $energy -= 1; $xenoexp += 0.05>>
<<goto [[The Map]]>><</button>>
<</if>>
<</if>>
<</if>>
</div>
<</if>>
<<if $explored.T1SE >= 100>>
<div id="p1S2E">
<<if $energy <= 0>><<goto [[Camp Jungle]]>>
<<else>>
<<if $explored.T1S2E >= 100>><<set $explored.T1S2E = 100>>
<<if $energy < 6*(($Humcarrycap*0.2)+$Oeu)>><div class="imgs-opaqued">[img[assets/Ch-Explore/T1S2E.webp]]</div><<else>><div class="imgs-scaled">[img[assets/Ch-Explore/T1S2E.webp][T1S2E][$energy -= 3*(($Humcarrycap*0.2)+$Oeu)]]</div><</if>>
<<else>>
<<if $Camp_J && $energy > 6*(($Humcarrycap*0.2)+$Oeu)>><<button "<<print $explored.T1S2E.toFixed(0)>>%">>
<<set $explored.T1S2E += _randomNumber*$xeno*$navOrb; $energy -= 1; $xenoexp += 0.05>>
<<goto [[The Map]]>><</button>>
<</if>>
<</if>>
<</if>>
</div>
<</if>>
<<if $explored.T1W >= 100 || $explored.T1S >= 100>>
<div id="p1SW">
<<if $energy <= 0>><<goto [[Camp Jungle]]>>
<<else>>
<<if $explored.T1SW >= 100>><<set $explored.T1SW = 100>>
<<if $energy < 4*(($Humcarrycap*0.2)+$Oeu)>><div class="imgs-opaqued">[img[assets/Ch-Explore/T1SW.webp]]</div><<else>><div class="imgs-scaled">[img[assets/Ch-Explore/T1SW.webp][T1SW][$energy -= 2*(($Humcarrycap*0.2)+$Oeu)]]</div><</if>>
<<else>>
<<if $Camp_J && $energy > 4*(($Humcarrycap*0.2)+$Oeu)>><<button "<<print $explored.T1SW.toFixed(0)>>%">>
<<set $explored.T1SW += _randomNumber*$xeno*$navOrb; $energy -= 1; $xenoexp += 0.05>>
<<goto [[The Map]]>><</button>>
<</if>>
<</if>>
<</if>>
</div>
<</if>>
<<if $explored.T2W >= 100 || $explored.T1SW >= 100>>
<div id="p1S2W">
<<if $energy <= 0>><<goto [[Camp Jungle]]>>
<<else>>
<<if $explored.T1S2W >= 100>><<set $explored.T1S2W = 100>>
<<if $energy < 6*(($Humcarrycap*0.2)+$Oeu)>><div class="imgs-opaqued">[img[assets/Ch-Explore/T1S2W.webp]]</div><<else>><div class="imgs-scaled">[img[assets/Ch-Explore/T1S2W.webp][T1S2W][$energy -= 3*(($Humcarrycap*0.2)+$Oeu)]]</div><</if>>
<<else>>
<<if $Camp_J && $energy > 6*(($Humcarrycap*0.2)+$Oeu)>><<button "<<print $explored.T1S2W.toFixed(0)>>%">>
<<set $explored.T1S2W += _randomNumber*$xeno*$navOrb; $energy -= 1; $xenoexp += 0.05>>
<<goto [[The Map]]>><</button>>
<</if>>
<</if>>
<</if>>
</div>
<</if>>
<<if $explored.T1W >= 100 || $explored.T1N >= 100>>
<div id="p1NW">
<<if $energy <= 0>><<goto [[Camp Jungle]]>>
<<else>>
<<if $explored.T1NW >= 100>><<set $explored.T1NW = 100>>
<<if $energy < 4*(($Humcarrycap*0.2)+$Oeu)>><div class="imgs-opaqued">[img[assets/Ch-Explore/T1NW.webp]]</div><<else>><div class="imgs-scaled">[img[assets/Ch-Explore/T1NW.webp][T1NW][$energy -= 2*(($Humcarrycap*0.2)+$Oeu)]]</div><</if>>
<<else>>
<<if $Camp_J && $energy > 4*(($Humcarrycap*0.2)+$Oeu)>><<button "<<print $explored.T1NW.toFixed(0)>>%">>
<<set $explored.T1NW += _randomNumber*$xeno*$navOrb; $energy -= 1; $xenoexp += 0.05>>
<<goto [[The Map]]>><</button>>
<</if>>
<</if>>
<</if>>
</div>
<</if>>
<<if $explored.T1N2E >= 100>>
<div id="p2N2E">
<<if $energy <= 0>><<goto [[Camp Jungle]]>>
<<else>>
<<if $explored.T2N2E >= 100>><<set $explored.T2N2E = 100>>
<<if $energy < 8*(($Humcarrycap*0.2)+$Oeu)>><div class="imgs-opaqued">[img[assets/Ch-Explore/T2N2E.webp]]</div><<else>><div class="imgs-scaled">[img[assets/Ch-Explore/T2N2E.webp][T2N2E][$energy -= 4*(($Humcarrycap*0.2)+$Oeu)]]</div><</if>>
<<else>>
<<if $Camp_J && $energy > 8*(($Humcarrycap*0.2)+$Oeu)>><<button "<<print $explored.T2N2E.toFixed(0)>>%">>
<<set $explored.T2N2E += _randomNumber*$xeno*$navOrb; $energy -= 1; $xenoexp += 0.05>>
<<goto [[The Map]]>><</button>>
<</if>>
<</if>>
<</if>>
</div>
<</if>>
<</if>>
</div><</nobr>>
<center>
<div id="ktitm">
<div class="index-screens-normal"><strong>Carrying Capacity:</strong> <<= $carrycap.toFixed(0)>></div>
<div class="index-screens-normal"><strong>Energy Indicator:</strong> <<= $energy.toFixed(1)>><<if $energy <2>> energy<<else>> energies<</if>></div>
<div class="index-screens-normal"><strong>Xeno Indicator:</strong> <<= $xeno.toFixed(1)>></div>
<div class="actions-row"><<if $Camp_J>><div>[[Go back to Camp|Camp Jungle]]</div><<else>><div>[[Go back to Camp|Camp Mountain]]</div><</if>></div>
</div>
</center>
<</if>><center><blockquote>
[img[assets/backgrounds/Placeholder.webp]]
The others set the record interpreter outside in a distance to the spaceship, but still within our defense perimeter.
<<ab>>[[At the time ...|Beginning]]<</ab>>
</blockquote></center><center><blockquote>
<<if random(4) == 0>>[img[assets/characters/vika_1.webp]]
We both exchanged topics in machines and communications engineerings. I feel I get a better understanding in engineering. <<set $engineering += 0.1 * $social>>
<<elseif random(4) == 1>>[img[assets/characters/vika_5.webp]]
I helped as much as I could do on the communications she want to work on.<<set $social += 0.1>>
<<elseif random(4) == 2>>[img[assets/characters/vika_4.webp]]
We were brainstorming and developing some concepts to improve our bearings here. <<set $engineering += 0.1 * $social>>
<<elseif random(4) == 3>>[img[assets/characters/vika_6.webp]]
A chat over a beer in a virtual bar.<<set $social += 0.1>>
<<else>>
Vika is not in the mood now. I should try another time. <<set $noVika = true>><<set $Vikavisits -= 1>>
<</if>>
<<if $Camp_J>><<ab>>[[Back to Camp|Camp Jungle]]<</ab>><<else>><<ab>>[[Back to Camp|Camp Mountain]]<</ab>><</if>>
<<if $energy > 1>><<ab>>[[Go chat with others|Social Events]]<</ab>><</if>>
<<if $energy > 1 && $noVika != true>><<ab>>[[continue chatting with her?|Vika][$energy -= 1; $social += 0.1]]<</ab>><</if>>
</blockquote></center><center><blockquote><<nobr>>
<<set $Vikavote = random(1, 3)>><<set $Leovote = random(1, 3)>><<timed 1000ms>>Vika gives in her vote<</timed>><br><br>
<<timed 3000ms>>Leo has decided<</timed>><<set $vcount = [$numero, $Vikavote, $Leovote]>><br><br>
<<timed 5000ms>>
<<say "vika">>Gentlemen. It resulted in for a <div id="replace3points" style="align-content:center;"> ...</div><<timed 3000ms>>
<<if $energy > 5 && $vcount.count(1) >= 2>><<replace "#replace3points">> [[Transmission Mast.|Foot of a Mountain][$energy -= 6; $unimatter -= 2]]<</replace>>
<<elseif $energy < 5 && $energy > 2 && $vcount.count(1) >= 2>><<replace "#replace3points">> [[Transmission Mast.|A Small Hill][$energy -= 3; $unimatter -= 2]]<</replace>>
<<elseif $energy <= 2 && $vcount.count(1) >= 2>><<replace "#replace3points">> [[Transmission Mast. But ...|WhyNothing]]<</replace>>
<<elseif $vcount.count(2) >= 2>><<replace "#replace3points">> [[Substance Analyzer.|Substance Analyzer][$energy -= 2; $unimatter -= 5]]<</replace>>
<<elseif $vcount.count(3) >= 2>><<replace "#replace3points">> [[Energy Harvester.|Energy Harvester][$energy -= 5; $unimatter -= 5]]<</replace>>
<<else>><<replace "#replace3points">> ... huh ... everyone voted for each of it. ... Ok! Then we keep the unimatter and decide on a more urgent situation. Let us set our [[Camp here.|Camp Jungle]]<</replace>><</if>><</timed>><</say>><</timed>>
<</nobr>></blockquote></center><center><blockquote>
[img[assets/backgrounds/Placeholder.webp]]
Paavali stands before the defense perimeter, looking to us. In a distance, not visible immediately, unless he is moving.
<<say "vika">>What is that?! Is that him?<</say>>
<<say "rd">>Pable - or kind of -, yes.<</say>>
<<say "vika">>Why is he here?<</say>>
He is waving.
I go to him, but cannot help wonder how he could find us - not that it surprises me - and how he seems to know about the defense perimeter as he is leaning with his stretched arm on a tree, 2 m before the staked sensor post. Paavali greets me, yet looks kind of a bit under me, looking for a focus point. First it was confounding until I remembered to activate again my hologram. Then Paavali could look correctly into my eyes. He asks me whether we watched and listened through it all. I silently nod, as I am sure he would have known since Vika glances at him repeatedly. My reticence is not unnoticed, Paavali mimicked a question whether all is good?
Not really. Vika's certainty that all first waves were non-humans bugs me. It would make more sense since humans need to be in big groups, at least 200 of them, and we are and were not that plentiful since the Big Decline after the first out-movement to the earthen orbit. At least not in our original biology. Even as synthetics - or even in our cylinders - it is still too much percentage to slice off. I guess. I am not that versed in history. Maybe I am wrong.
<<say "leo">>Humans are known for being discreet and secretive. And do exceptions to the rule. Or! He is not from the first wave?<</say>>
<<say "vika">>Slipping under the eyes of Solaris?<</say>>
Leo asks me to ask Pable which I did. He grimaced humourously, sighed heavily.
<<say "vika">>The data interpreter told us there were biological humans!<</say>>
<<say "leo">>Well, not exactly biological, only that there were humans.<</say>>
<<say "vika">>What had he said?<</say>>
<<say "rd">>"I am not proof enough?", he said.<</say>>
<<say "leo">>Sure that you are not ... that somewhere you are mixing up, Vika? Maybe mixing up with a policy upon arrival to not set foot on a planet until it is confirmed to be safe? Besides, our watcher says there were biological humans.<</say>>
Vika is brooding. Heavily.
Curious! She doesn't seem swayed.
Now Leo comes to me and greets Paavali. With a good mood he greets back. Internally, he asked us to let Paavali in. All of us with a varying degree of hesitation agree, except Vika who is ignoring the vote. Pable then walk with us to the ladies and greets them each individually. Only Vika says nothing, instead observing him. Now I know how is name is written and pronounced actually.
After the formalities, Paavali opens his arms to the side, palms up.
<<say "paavali">>Well then. Shoot.<</say>>
<<ab>>[[Questions. Questions. Questions.|Questions][$epilog = false]]<</ab>>
</blockquote></center><center>
... energy is too low for any constructions. We need rest.
<<ab>>[[Set up the Camp|Camp Jungle]]<</ab>>
</center><<widget "say" container>><div class="Char">
<div class="Char-Framer"><img class="Char-img" @src="'assets/characters/' + _args[0].toLowerCase() + '.webp'"></div><div class="Char-dialogues">_contents</div></div><</widget>>
<<widget "ab" container>><div class="actions-row"><div>_contents</div></div><</widget>>
<<widget "compass">><<nobr>><div class="compass">
<<if _args[0] != "">>
<<if $explored[_args[0]] == 100>>
<div class="actions-row"><div><a @data-passage="_args[0]" data-setter="$energy -= 0.2+$Oeu">N</a></div></div>
<</if>>
<</if>>
<div class="WandE">
<div class="westside">
<<if _args[1] != "">>
<<if $explored[_args[1]] == 100>>
<div class="actions-row"><div><a @data-passage="_args[1]" data-setter="$energy -= 0.2+$Oeu">W</a></div></div>
<</if>>
<</if>>
</div>
<div class="eastside">
<<if _args[2] != "">>
<<if $explored[_args[2]] == 100>>
<div class="actions-row"><div><a @data-passage="_args[2]" data-setter="$energy -= 0.2+$Oeu">E</a></div></div>
<</if>>
<</if>>
</div>
</div>
<<if _args[3] != "">>
<<if $explored[_args[3]] == 100>>
<div class="actions-row"><div><a @data-passage="_args[3]" data-setter="$energy -= 0.2+$Oeu">S</a></div></div>
<</if>>
<</if>>
</div><</nobr>><</widget>><center><blockquote>
[img[assets/backgrounds/Arrival_KapteynsS.webp]]
<div class="logbook"><strong><h3>Log - Year 1:</h3><h4>Arrival at Kapteyn's Star System</h4></strong>
Upon arrival at Kapteyn's Star, a red dwarf system, all sensors were activated to scan for planetary bodies. Initial readings confirmed the presence of two planets, Kapteyn b and Kapteyn c, within our immediate vicinity. Subsequent scans identified two additional planets, Kapteyn d and Kapteyn e.
A preliminary survey was conducted on all planets to evaluate their potential habitability. Kapteyn c emerged as a candidate for habitability but with a significant caveat: the planet is subject to frequent meteorite bombardments. This phenomenon began approximately 50 years prior to our arrival, postdating our probe's launch. The bombardment is a consequence of orbital interactions between Kapteyn d and Kapteyn e, which started to converge and chafe against each other, dispersing debris throughout the system.
Our orbital outpost was required to execute evasive maneuvers three times due to this debris. Calculations indicate that while Kapteyn c will experience numerous setbacks due to the bombardments, it will not be rendered uninhabitable. The planet has been designated <strong>Bādhiccu</strong>, meaning "the plighted."</div>
<<say "elva">>That is definitely a fact contra colonization. Moreso, that more detritus will follow.<</say>>
We all nod.
<<ab>>[[Year 2]]<</ab>>
</blockquote></center><center><blockquote>
[img[assets/backgrounds/Year_2.webp]]
<div class="logbook"><strong><h3>Log - Year 2:</h3><h4>Exploration of Kapteyn c (Bādhiccu)</h4></strong>
A site has been identified on Bādhiccu that remains undisturbed by meteorite activity, providing a sufficient window for on-site exploration. The current survey status of the stellar system stands at 86.54%, with 34.23% of Bādhiccu's surface cartographed.
Kapteyn c teems with a few carbon-based life forms, predominantly flora, and a curious scarcity of fauna. No observed organisms have demonstrated intelligence comparable to that of humanity.
Several plant-based entities have been identified as potentially consumable or convertible to consumables. Some flora exhibit completely unknown molecular structures, necessitating cautious handling due to unpredictable effects.
After several cycles, our sensors detected extensive metallic layers beneath Bādhiccu's surface, likely spanning thousands of kilometers. These layers, primarily composed of titanium, exhibit unusual properties: they are moving, changing, and continually oscillating
UUpon excavation, these metallic compounds demonstrated high reactivity. Initially, they exhibited malleability and heat, followed by coldness and increased durability. Remarkably, the metallic surface hardened progressively with continuous drilling, revealing an adaptive hardening mechanism with changes occurring within minutes. This phenomenon was consistently observed across multiple excavation sites.
At excavation site number 12, an unexpected event occurred: the metallic layer rapidly formed a stele - - -</div>
I stretch out my arm, pointing to this fact while looking at the others. We look at each other, knowing now that it is the same that attacked our spaceship.
<div class="logbook">- - - within milliseconds, with explosive force that pulverized the driller and propelled the supervisors several meters away. Immediate stabilization in med-chambers revealed that their injuries were limited to mild concussions. Following recalibration, they have been cleared for continued exploration.</div>
I hear a groaning from Vika. She is shaking her head, looking with such suspicion that makes us quite wonder.
<div class="logbook">The metallic structure displayed a proactive defense mechanism, prompting an immediate halt to all excavations. Deliberations ensued on how best to proceed safely and effectively in light of this rapid capacity for adaptation, especially on how to communicate with it.</div>
<<ab>>[[Year 3]]<</ab>>
</blockquote></center><center><blockquote>
[img[assets/backgrounds/Year_3.webp]]
<div class="logbook"><strong><h3>Log - Year 3:</h3><h4>Investigation of the Entity: Titan</h4></strong>
The reactive metallic entity has been designated "Titan."</div>
<<say "elva">>How fitting!<</say>>
<<say "rd">>Yeah, very creative.<</say>>
Elva looked at me, I looked at Elva back, puzzled. She meant it?
<div class="logbook">The following observations were made while studying Titan observantly and passively:
<ul>
<li> Newly observed animals, presumed to be influenced by Titan</li>
<li> Aggressive animals, showing no signs of Titan's influence</li>
<li> Micrological floating units, predominantly of half-metallic origin, assumed to originate from Titan</li>
<li> Loss of several automatic units, later assumed to be neutralized by Titan</li>
<li> Magnetic anomalies</li>
<li> High energy discharges, frequently resulting in thunderstorms</li>
<li> Tremors, caused by Titan's internal activity</li>
<li> Earthquakes, correlated with Titan's activity, meteorite bombardments, and tectonic shifts</li>
<li> a monolith near our camp, - - -</li></ul></div>
<<say "rd">>Hey! That is almost the same I saw just North-East of here!<</say>>
<<say "leo">>Huh!<</say>>
<<say "vika">>What?<</say>>
<<say "leo">>Just an ominous feeling. I fear now, it is not simple-minded like the animals.<</say>>
<div class="logbook"> - - - composed of many types of compounds, presumed to function as sensors
Initial attempts to send messages to the monolith yielded no correlated responses. We have reallocated our energy budget to 50% for the exploration of Bādhiccu and 50% for attempts to communicate with the monolith and, by extension, Titan.</div>
<<ab>>[[Year 4]]<</ab>>
</blockquote></center><center><blockquote>
[img[assets/backgrounds/Year_4.webp]]
<div class="logbook"><strong><h3>Log - Year 4:</h3><h4>Status Update on Bādhiccu Operations</h4></strong>
<ul><li>all of our automatic units lost during planetary charting missions.</li>
<li>connection to Kapteyn Hub lost. Attempts to reestablish communication have been unsuccessful.</li>
<li>launch attempts from Bādhiccu failed; insufficient resources to analyze the failures.</li>
<li>switching to sleep mode to conserve energy and resources.</li></ul></div>
<<say "rd">>Leo? You do not look good.<</say>>
<<say "leo">>How can I. It demonstrates an high intelligence!<</say>>
Weird, I do not feel that spooked. But the others are in all degrees of nervousness. Is it because of my feeling that it could have killed us, but didn't?
But I wanted to ask Vika something, couldn't remember what it was. Sucks. Particularly that it was not that long ago. Then Vika asked the data interpreter of what was the mixture of the probeship. Weirdly, it didn't answered on point. Vika asked again, and again it didn't answered satisfactory. Leo looks at the data interpreter befuddled, sinks its head pondering with a serious face. Only after the third inquiry, it output us the mixture of the 30% humans, 30% AI units and 30% Hive Mind. Vika looks still uncertain at it. Do I perceive distrust?
<<say "abiba">>Why?<</say>>
Vika tilted her head, laying it on her hand that massages her forehead, then waving with her index finger.
<<say "vika">>Because as far as I remember there were no humans sent.<</say>>
<<say "elva">>Then here because it was deemed as potential habitable?<</say>>
Vika weighes her head.
<<say "leo">>It said only brains. So, maybe brains in containers, like us? WIth that explosive force that happened on the drilling, an original human would have died.<</say>>
Vika looks at Leo chewing her underlip, then ask about the composition of humans to the data interpreter.
<<say "vika">>I was ... am convinvced that biological humans were sent first.<</say>>
The data interpreter displays the first humans as synthetic beings. Like Paavali.
<<say "leo">>Were there no exceptions of outsent first-wave units??<</say>>
<<say "vika">>They were ... strict. Moreso particularly to the first waves.<</say>>
Then we all jolted, Vika shrieked. As we turn to see what made her scream, we jolted again.
<<ab>>[[Whoa!]]<</ab>>
</blockquote></center><center>
[img[assets/characters/Me.webp]]
<blockquote><<audio "rd_a001" play>><<audio "BgMusic" loop play>>
Yep, that's me. Handsome, eh? Like a Roman demi-god, no?
Since I come from upper middle class, my family invested in a designer baby. Obviously. But surprise, surprise! Like the majority of humanity (and pets!), we are synthetic beings, Cyborgs. For better space travel, which this story is about, we have to be cyborgs. Only our brain and spine is completely organic; the rest is in synthetic materials.
</blockquote>
<<ab>>[[Like this]]<</ab>>
</center><<say "rd">>Hold on!<</say>><br>
...
<br>
<<say "rd">>Why taking many risks walking around this dangerous area if we have to take one dangerous risk to do?<</say>>
<br>
Elva looks at me puzzled, but then I waved her to go back.<br>
<br>
<<ab>>[[Go back|PassTest3E][$choice1P3E = 6]]<</ab>><<nobr>>
<<set $CampM.nutrients = 0; $CampM.unimatter = 0>>
<</nobr>><center><blockquote>[img[assets/backgrounds/silent-campM.webp]]
On a spot of a mountainous area, I found another spaceship - like ours! Another stranded.
<div class="dot-enqueuer"><div class="Dot1">.</div><div class="Dot2">.</div><div class="Dot3">.</div></div>
<<timed 3s>>But it is silent. I try to direct-radio them, even knocking on the hatch - which is quite brutally deformed. But no reaction. As I wanted to go befuddled, I hear a whirring, then a cracking sound. The hatch! It opens, but painfully. I guess here was someone hostile. Immediately I reposition myself for better oversight and check around, if the cause for this silence is around.
<div class="dot-enqueuer"><div class="Dot1">.</div><div class="Dot2">.</div><div class="Dot3">.</div></div><</timed>>
<<timed 11s>>I see no movement, and no one comes out. Typical AI. Silent since we are on this new planet.
But boy, oh boy, never had I this much adrenaline! And the silence is more unnerving than an AI informing me what could be wrong.<</timed>>
<<timed 14s>>Slowly I near the hatch sidewyas, check it from the distance, no movement. So? Does it mean, no one made it? All were deceased, lost, shut down or at other places? With this hunch, I have a better feeling.
Then! Inside should be some nutrients and unimatter, I hope! As I enter the spaceship, and went to the central, it informed me that there is no unimatter - although a Substance Analyzer is in the inventory - and no nutrients! Whoa, what happened here?!
Hold on, no nutrients?! Then. I gotta check.
<div class="dot-enqueuer"><div class="Dot1">.</div><div class="Dot2">.</div><div class="Dot3">.</div></div><</timed>>
<<timed 17s>>Oh yes, there are two in cryostasis. Luckily, the energy regenerator on this spaceship is functioning, more or less, which keeps the cryochambers on. Okay, then that means they need nutrients to let them to be released out of the chambers. For that I need a floating Orb, or I convince Vika and Leo to come with me.
<</timed>>
<<ab>>[[Go back to Base|Camp Jungle][$energy -= (5+$summand)*(0.2+$Oeu), $QuestPool.pushUnique($Q2)]]<</ab>>
</blockquote></center><center><blockquote><<if $QuestPool.includes($Q2A)>>[img[assets/backgrounds/Placeholder.webp]]
We again went cautiously to the camp with the dormant spaceship. It is not unlikely that the reason for the spaceship deformations can come up anytime.
The hatch opened as we neared to it. Inside, we plug the nutrients in, and immediately the contents are sucked out and transfered to the cryochambers. There, slowly the machines whirred up to rise the temperatures to a bit, so the awakening biocells are ready for nutrients reception. All still without waking up the consciousness. It will take some hours. Waking up from deep freeze is still a delicate matter.
Meanwhile, I fiddle on the videofeeds.
<div class="dot-enqueuer"><div class="Dot1">.</div><div class="Dot2">.</div><div class="Dot3">.</div></div><<timed 4s>>And yes! It is a brutish big aggressive animal. Weirdly, though, it always attacks on night. Although in the last nights, there were no nightly visits.
<em>... Huh</em>
As it knows that there is no more humanly and/or machinely activity. On the night, where the ladies went to deep freeze, it only circled the spaceship, then trotted off.
<em>Uh uh!</em>
It will come back! I call the Watcher and ordered him to slow down, better: even to revolve back to status ante quo. It accepted. I will come back with enough unimatter in a morning to let the printer here install a defense perimeter. So be it.
Right. Auf ein Neues!
<</timed>>
<<elseif $QuestPool.includes($Q2B)>>[img[assets/backgrounds/Placeholder.webp]]
It feels familiar now. I am getting fond of this place here. If there wouldn't be the knowledge of something lurking nearby, though. But that should not be problem anymore once the defense nodes are entrenched.
The watcher took the disks in and begins working on it. It gave the notice that the defense perimeter will be finished by the end of the day. And in another day the inhabitants will be out of the chambers.
In two days, then. In two days I could come back. Better with more nutrients, or resettling our spaceship to here.
<<set $dayCount = $days>>
<<elseif $QuestPool.includes($Q2C)>>[img[assets/backgrounds/Placeholder.webp]]
There were greetings. Quite happily. Obviously they were not sure whether they will be found or forgotten for all eternity. A scary thought. Until Solaris may send a rescue - which would take generations, more so as it is not clear that they received the changed status of us being stranded -, our friends and parents may not be anymore. Although, along with our travels, everyone has its own virtual clones of friends, family and soulmates. But, since they are duplicates, it takes up to enormous amount of storage - hence energy. Obviously, our spaceships do not have these options as these are modelled for temporary stay. So, yeah, they are on our mothership. So, it better not be out this stellar system! Man, that would suck immensely!
Both survivors then are telling me that they are less lucky. Three others of their crewmates didn't make it since <<= $days>> cycles. Yeah, I guessed it by the occupied number of cryochambers. And that there were nightly terrors; by an aggressive animal out there. But it wouldn't anymore. They rejoiced and hugged me.
They further tell me that they had no luck in their decisions about collecting unimatter and nutrients, so they had to enfreeze themselves eventually.
Both now feel rather that we resettle our camp here. They wish more company, which can be arranged.
<<set $CampM.TransMast = true, $CampM.building += 1, $CampM.nutrients = 12, $Q2D = true, $dayCount = $days>>
<</if>>
<<ab>>[[Go back to Base|The Map]]<</ab>>
</blockquote></center><<set $xeno = $xenoexp * $xenohelp>>
<<set $combat = 0>>
<<set $engineering = 0>>
<<set $social = 0>>
<<set $xenoexp = 0>>
<<set $xenohelp = 1>>
<<set $storageFactor = 1>>
<<set $energy = 10>>
<<set $maxenergy = 10>>
<<set $unimatter = 0>>
<<set $maxunimatter = 15>>
<<set $nutrients = 50>>
<<set $maxnutrients = 50>>
<<set $days = 0>>
<<set $notrepaired = 0>>
<<set $noenglobe = false>>
<<set $QuestPool = []>>
<<set $QuestPoolDone = []>>
<<set $Q0 = "Well, what would you do? Unimatter and Nutrients do not replenish automatically.">>
<<set $Q2D = false>>
<<set $compass = false>>
<<set $SubAnalyzer = false>>
<<set $Camp_J = false>>
<<set $Camp_M = false>>
<<set $CampJ to {
TransMast: false,
Farm: 0,
DefPerimeter: false,
building: 0,
maxbuildings: 5,
EHarvester: 0,
Orb: 1,
nOrb: 1,
cOrb: 1,
};>>
<<set $CampM to {
TransMast: false,
Farm: 0,
nutrients: 50,
unimatter: 5,
DefPerimeter: false,
building: 0,
maxbuildings: 3,
EHarvester: 0,
Orb: 1,
nOrb: 1,
cOrb: 1,
};>>
<<set $passagevisited = false>>
<<set $Orbcarrycap = 0>>
<<set $Humcarrycap = 0>>
<<set $carrycap = 0>>
<<set $navOrb = 1>>
<<set $cbtOrb = 1>>
<<set $Oeu = 0>>
<<set $OrbTransport = [$energy]>>
<<set $OrbTA = false>>
<<set $readOC = false>>
<<set $numero = 0>>
<<set $noVika = false>>
<<set $noLeo = false>>
<<set $noElva = false>>
<<set $noAbiba = false>>
/* Chapter 2 */
<<set $eventfrom3E = false>>
<<set $deathin3E = false>>
<<set $TransMast2 = false; $TransMast3 = false;>>
<<set $OrbAutoCM = false>>
<<set $OrbAutoCJ = false>>
<<set $notrepaired = 0>>
<<set $ignore = 0>>
<<set $CMnutrientsplus = 0>>
<<set $whydead = 0>><center><blockquote>
<<if random(1, 10) > 5>>[img[assets/Ch-Explore/random_find_unimatter.webp]]
I found something that can be used as Unimatter.
Deposit it at the Camp?
<<if $Camp_M>><<ab>>[[Yes|Camp Mountain][$unimatter += either(0.3, 0.6, 1)]]<</ab>><<else>><<ab>>[[Yes|Camp Jungle][$unimatter += $carrycap*either(0.3, 0.6, 1)]]<</ab>><</if>>
<<ab>>[[Nah|The Map]]<</ab>>
<<elseif random(1, 10) > 1>>[img[assets/Ch-Explore/random_find_nutrients.webp]]
I am pretty sure that is edible and has nutritional value.
Deposit it at the Camp?
<<if $Camp_M>><<ab>>[[Yes|Camp Mountain][$nutrients += either(1, 2, 3)]]<</ab>><<else>><<ab>>[[Yes|Camp Jungle][$nutrients += $carrycap*either(1, 2, 3)]]<</ab>><</if>>
<<ab>>[[Nah|The Map]]<</ab>>
<<else>>
<<audio "rd_a003" play>>
<<if random(1, 10) == 1>>[img[assets/events/meteoritebombardments3.webp]]<<elseif random(1, 10) == 10>>[img[assets/events/meteoritebombardments4.webp]]<</if>>
Ui! There was a loud explosion! Meteroite? Volcano? Aliens?
Yes, I can see the clouds. Wow ...
<<ab>>[[Continue on|The Map]]<</ab>>
<</if>>
</blockquote></center>