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<<set $morality to 0>>\
<<set $inventory to ["detective's journal"]>>\
<<set $journal to {}>>\
<<set $continuedriving_observe to false>>\
<<set $continuedriving_checkresident to false>>\
<<set $church_observesymbols to false>>\
<<set $church_altarentranceactive to false>>\
<<set $churchpanel_s1 to false>>\
<<set $churchpanel_s2 to false>>\
<<set $churchpanel_s3 to false>>\
<<set $f1_entr_doorexamined to false>>\
<<set $f1_lh_panelattempt to false>>\
<<set $f1_lh_panelunstuck to false>>\
<<set $f1_entr_dooractive to false>>\
Signs whizz by, barely visible through the window of your car, as you travel through the countryside. It's been a long time since you've taken a drive this long, but it gives you time to think and reflect. Before long, you'll arrive to the [[town]].
The town of Violet, one of the first towns established in this part of the country. Long abandoned by business and commerce, the town looms as an echo of a distant past. You find it hard to believe that anyone could be in, let alone live in someplace so remote, alone, isolated - and feel a sense of discomfort as you approach it.
All worth it for [[the tip]]<<if ndef $journal["tip"]>>\
<<set $journal["tip"] to "Anonymous tip about disappearances relating to this church. Need to find out what's going on.">>\
<</if>>\
\
The anonymous tip came in the drop box of your shop, from a figure hurridely walking by. It read:
"I know you're renowned for your investigatory work. I can't explain this in detail, too risky, too little time - but you must come to Violet.
There are disappearances happening here. Neighbors and children gone missing, especially those who move into the town. I've reason to believe the Church is behind it - rumors of the clergymen speaking of new comings, higher purposes. We need your help here - come to the town and put this to light."
A case like this could make your career. There was no passing it up.
[[continue driving]]Almost as soon as you finish recalling the tip's contents do you finally arrive at the town. Anticipation resides within you, as well as a feeling of dread. But to find out about the disappearances makes this case all worthwhile.
You're driving towards a large gate.
<<if $continuedriving_observe is false>>\
[[observe the front of the town|continue driving][$continuedriving_observe to true]]
<</if>>\
<<if $continuedriving_observe is true>>\
The town is old and decrepid. The wooden houses look mostly rotten away, with little trace of life left. The houses are interspersed amongst the countryside plains - appropriate for an agriculturally focused town.
<<if $continuedriving_checkresident is false>>\
For a moment, you think you may see one of the residents
[[second glance|continue driving][$continuedriving_checkresident to true]]
<</if>>\
\
<<if $continuedriving_checkresident is true>>\
there is no one there
[[drive into the town]]
<</if>>\
<</if>>\Passing by the empty houses, you start to feel a greater sense of unease. Where are all the residents? Certainly there must be some group of people here - someone went to the effort to travel all the way to the neighboring city to give the tip. Yet, passing by the abandoned houses, you can't help but feel a great sense of being alone. There must be something more to this place.
At the top of the town stands the Church. Somehow, the building looks much more intact - a beautiful marble temple atop the forgotten fields.
You pull up to the front of the church. It's time to get to work.
[[leave the car|outside the church]]
!Inventory
<<for _i, _c range $inventory>>
- <<print _c>>
<</for>>
!Journal
<<for _i, _c range $journal>>
- <<print _c>>
<</for>>
<<if def $seconds and $seconds gt 0>>
!Seconds
@@#secondcounter;$seconds@@
<</if>>
<<widget "updatebar">><<silently>>
<<replace "#story-caption">><<display "StoryCaption">><</replace>>
<</silently>><</widget>>You are standing at the outside of the church. The church building looms tall in its marble stature, overlooking the town. On either side of the church stand short marble walls, masking the area behind the church. Monochrome stained windows line the front of the church, with symbols inscribed on them. Marble seals contain these same symbols. The church's main door stands in the center.
<<if $church_observesymbols is true>>Something of these symbols seems terribly familiar. You make a note of it in your journal.
<<if ndef $journal["churchsymbols"]>>\
<<set $journal["churchsymbols"] to "A strange symbol is repeated across the church, looks familar somehow.">>\
<</if>>\
<</if>>\
<<if $church_observesymbols is false>>\
[[examine the symbols|outside the church][$church_observesymbols to true]]
<</if>>\
[[investigate the walls]]
[[enter the church]]<<set $journal["tip"] to "Tip seems to be onto something. Found a crimson stain outside the church - something is definetely going on here.">>\
\
You walk over to one of the walls on the side of the church. Upon closer inspection, this wall appears to be aged and weathered. The white of the marble seems closer to grey, and dust from the town has accumulated on it.
Suddenly, something catches your eye: a crimson mark, old and dark in color, is seen strewn across the wall. Perhaps one of the church's victims?
[[back to the front|outside the church]]You walk into the front chamber of the church. Rows of benches line the way to the altar in the front. The monochrome windows let a grey, dismal light into the church. The chamber is totally devoid of color. You walk through the lines of benches to the front of the altar, right below the pedestal.
To the front is the altar. To the left you notice a panel on the wall, with a symbol on top<<if $church_observesymbols is true>>, the same symbols you noticed outside<</if>>. To the right is some kind of room.
\
<<if $church_altarentranceactive is true>>
The altar block has risen to give way to some sort of entrance that descends below the church.
<</if>>
\
@@.calign;
[[investigate the altar|church altar]]
[[investigate the panel|church panel]] | [[investigate the room|church office]]
@@
<<if $church_altarentranceactive is true>>\
@@.calign;
[[enter the underground|f0f1stairwell]]
@@
<</if>>\<<if $churchpanel_s1 is not false or $churchpanel_s2 is not true or $churchpanel_s3 is not true>>\
You come to a panel with a set of switches, with a button at the bottom.
<<if $churchpanel_s1 is false>>\
The first switch is down. [[put the switch up|church panel][$churchpanel_s1 to true]]
<</if>>\
<<if $churchpanel_s1 is true>>\
The first switch is up. [[put the switch down|church panel][$churchpanel_s1 to false]]
<</if>>\
<<if $churchpanel_s2 is false>>\
The second switch is down. [[put the switch up|church panel][$churchpanel_s2 to true]]
<</if>>\
<<if $churchpanel_s2 is true>>\
The second switch is up. [[put the switch down|church panel][$churchpanel_s2 to false]]
<</if>>\
<<if $churchpanel_s3 is false>>\
The third switch is down. [[put the switch up|church panel][$churchpanel_s3 to true]]
<</if>>\
<<if $churchpanel_s3 is true>>\
The third switch is up. [[put the switch down|church panel][$churchpanel_s3 to false]]
<</if>>\
<</if>>\
<<if $churchpanel_s1 is false and $churchpanel_s2 is true and $churchpanel_s3 is true>>\
<<set $church_altarentranceactive to true>>\
You hear a grinding noise. Some kind of mechanism has activated.
<</if>>\
@@.calign;
[[return to the benches|enter the church]]
@@You walk to behind the altar. You see the rows of benches painted in monochrome, as you look out into where a crowd would form. The church is in remarkable condition for being within a deserted town, yet there's no indication of recent visit to the church. Where are the residents?
On the altar rests a paper. It reads "THIS IS YOUR CALLING. REJECT THE WRONGDOERS AND JOIN US."
@@.calign;
[[return to the benches|enter the church]]
@@You walk into the room to the side. You see what appears to be some kind of office, but find scattered papers all across the desk. There seems to be a combination of news articles and scrawled images across the desk.
[[examine the articles|church office articles]]
[[examine the scrawling|church office scrawling]]
@@.calign;
[[return to the benches|enter the church]]
@@You enter the underground cavern. As you descend the stairs, you come across a white lantern. Something about its light is warm and inviting - you feel compelled to reach out to it.
[[touch the lantern|lantern0]]There are several articles and essays scattered across the table.
!Town of Violet Founded
!!September 27, 1846
The nearby town of Violet has been established in the newly settled California. The residents aim to gain a successful agricultural foothold in the region.
!Town of Violet loses significant population
!!October 27, 1876
The economic successes of America in the midst of manufacturing advances have led many to depart the town of Violet, leading many to consider leaving the town.
"I love Violet with all my heart, but there's more opportunity in the cities near the coast. I can't really consider staying here." one resident says.
!Church of Violet Grows the Town of Violet
!!August 27, 1878
The Church of Violet, founded in 1876 amidst population losses, has significantly grown the town. Several development projects for continuing agricultural advances have been made.
"We see Violet as an agricultural town, and we fully intend to preserve the heritage of this place, even in the face of manufacturing." one Clergymember stated.
[[stop examining|church office]]You pick up the scrawled image. It reads as follows:
//We must follow its path//
//fall, rise, and rise again//
[[return|church office]]
<<set $journal["path"] to "Something about a path - fall, rise, and rise again?">>\@@.flashback;
You're standing in the fields among the many wooden houses. The adults around are bustling, working the fields and tending to their crops. Your parents are nearby, talking with friends.
You see your friend look at you. A feeling overcomes you upon seeing her. She motions for you to follow her, although you know you're supposed to stay with your parents.
You look at her. "Shouldn't we stay here?"
She replies, "You're meant to come here," and runs towards the church.
You follow her. Something about her is pulling you closer.
[[fade away|f1_entrance]]
@@You enter the first floor of the caverns. <<if ndef $f1_entr_dooractive>>The marble finish has turned to stone block, with the path forward blocked off by a door which looks broken down. <<if $f1_entr_doorexamined is false>>There is no clear way to open the chamber.<</if>><<else>>The door is open, revealing a prisoner in the chamber.<</if>>There are halls to the left and right which lead around this central chamber.
\
<<if $f1_entr_doorexamined is true>>\
You notice a set of gears on the door which lead into the ceiling, in a contraption which looks to go down the left. Perhaps a way to open the door.
<<set $journal["f1_1"] to "There seems to be a way to open the door of this chamber using some mechanisms which are attached. Perhaps I should find a way to open this.">>\
<</if>>\
<<if $f1_entr_doorexamined is false and $f1_entr_dooractive is false>>\
[[examine the door|f1_entrance][$f1_entr_doorexamined to true]]
<</if>>\
<<if $f1_entr_dooractive is true>>\
@@.calign;
[[enter the chamber|f1_prisoner]]
@@
<</if>>\
@@.calign;
[[go down the left hall|f1_lh]] | [[go down the right hall|f1_rh]]
@@You walk down the left hall and find a panel here with a switch atop a gearbox. <<if $f1_entr_doorexamined is true>>It appears to be a mechanism used to open the central chamber.<</if>>
<<if $f1_lh_panelattempt is false>>\
<<set $f1_lh_lubricantused to false>>\
[[throw the switch|f1_lh][$f1_lh_panelattempt to true]]
<</if>>\
<<if $f1_lh_panelattempt is true and $f1_lh_panelunstuck is false>>\
You try the switch but it doesn't work. The gears in this panel are too tough to move.
<<if $inventory.includes("lubricant")>>
<<link "apply lubricant" f1_lh>>
<<set $inventory.delete("lubricant")>>
<<set $f1_lh_panelunstuck to true>>
<</link>>
<</if>>\
<</if>>\
<<if $f1_lh_panelunstuck is true and $f1_entr_dooractive is false>>\
The gears have been greased.
[[throw the switch|f1_lh][$f1_entr_dooractive to true]]
<</if>>\
<<if $f1_entr_dooractive is true>>\
The mechanism has been ran. You hear what sounds like a door opening from within the center chamber. You also now hear a voice coming from the hall - sharp, and panicked.
<</if>>\
@@.calign;
[[return |f1_entrance]]
@@<<set $f1_rh_chemset to false>>
You walk down the right hall and come across a chemical laboratory. You see a mixing machine with several jars of chemicals stored in boxes, along with different papers on the desk for making different kinds of chemicals. A marking labeled "DANGER" is on the machine.
[[examine the paper titled 'acidic compound'|f1_rh_acid]]
[[examine the paper titled 'lubricant'|f1_rh_lube]]
[[examine the paper titled 'explosive compound|f1_rh_explosive]]
[[mix chemicals|f1_rh_chem]]
@@.calign;
[[return|f1_entrance]]
@@!!Instructions on acid compound
Insert chemicals A, B, A
[[stop examining|f1_rh]]!!Instructions on lubricant compound
//Insert chemicals C, A, B//
[[return|f1_rh]]<<if $f1_rh_chemset is false>>\
<<set $f1_rh_chem1 to 'n'>>\
<<set $f1_rh_chem2 to 'n'>>\
<<set $f1_rh_chem3 to 'n'>>\
<<set $f1_rh_chemset to true>>\
<</if>>\
You stand over the chemical machine. There are three containers which appear to be over a dial, which presumably mixes the chemicals when turned.
<<if $f1_rh_chem1 isnot 'n'>>\
The chemical in the first container is $f1_rh_chem1
<</if>>\
<<if $f1_rh_chem1 is 'n'>>\
There is no chemical in the first container.
<</if>>\
[[put chemical A into the first bin|f1_rh_chem][$f1_rh_chem1 to 'A']]
[[put chemical B into the first bin|f1_rh_chem][$f1_rh_chem1 to 'B']]
[[put chemical C into the first bin|f1_rh_chem][$f1_rh_chem1 to 'C']]
<<if $f1_rh_chem2 isnot 'n'>>\
The chemical in the second container is $f1_rh_chem2
<</if>>\
<<if $f1_rh_chem2 is 'n'>>\
There is no chemical in the second container.
<</if>>\
[[put chemical A into the second bin|f1_rh_chem][$f1_rh_chem2 to 'A']]
[[put chemical B into the second bin|f1_rh_chem][$f1_rh_chem2 to 'B']]
[[put chemical C into the second bin|f1_rh_chem][$f1_rh_chem2 to 'C']]
<<if $f1_rh_chem3 isnot 'n'>>\
The chemical in the third container is $f1_rh_chem3
<</if>>\
<<if $f1_rh_chem3 is 'n'>>\
There is no chemical in the third container.
<</if>>\
[[put chemical A into the third bin|f1_rh_chem][$f1_rh_chem3 to 'A']]
[[put chemical B into the third bin|f1_rh_chem][$f1_rh_chem3 to 'B']]
[[put chemical C into the third bin|f1_rh_chem][$f1_rh_chem3 to 'C']]
<<if $f1_rh_chem1 isnot 'n' and $f1_rh_chem2 isnot 'n' and $f1_rh_chem3 isnot 'n'>>\
[[mix chemicals|f1_rh_chemmix]]
<</if>>\
[[return|f1_rh]]
<<set $journal["f1_2"] to "There is a chemical mixer here - perhaps chemicals could be used in the process of opening the door?">>\<<if $f1_rh_chem1 is 'C' and $f1_rh_chem2 is 'A' and $f1_rh_chem3 is 'B'>>\
<<if not $inventory.includes("lubricant")>>
<<set $inventory.push("lubricant")>>
<</if>>
Lubricant was crafted.
[[return|f1_rh]]
<<elseif $f1_rh_chem1 is 'A' and $f1_rh_chem2 is 'B' and $f1_rh_chem3 is 'A'>>
<<if not $inventory.includes("acid")>>
<<set $inventory.push("acid")>>
<</if>>
Acid was crafted.
[[return|f1_rh]]
<<else>>
The chemical machine begins to smoke and bursts, showering you with toxic chemicals. Your vision begins to blur as you feel a burning sensation across your body.
[[end|game over]]
<</if>>!Game Over
<<link "try again">><<run Engine.restart()>><</link>><<if ndef $f1_prisoner_complete>>
You walk into the chamber to see a man crying, strapped to a contraption. A switch lies in front of the chamber.
<<if ndef $f1_prisoner_convo>>\
You reach for the switch, but the prisoner shouts out "STOP! Please!"
[[speak to the prisoner|f1_prisoner_convo]]
<</if>>\
<<if ndef $f1_prison_examined>>\
[[examine the cell|f1_prisoner][$f1_prison_examined to true]]
<<else>>\
The cell restraints appear damaged. Perhaps applying some kind of chemical will allow dissolution of the restraints.
<<if $inventory.includes("acid")>>\
<<link "apply the acid">>
<<set $inventory.delete("acid")>>\
<<set $f1_prisonerfreed to true>>\
<<set $f1_prisoner_complete to true>>\
<<set $morality += 1>>\
<<goto f1_prisoner>>\
<</link>>
<</if>>\
<</if>>\
<<link "throw the switch">>
<<set $f1_prisoner_complete to true>>\
<<set $morality -= 1>>\
<<goto f1_prisoner>>\
<</link>>
@@.calign;
[[return|f1_entrance]]
@@
<<else>>\
<<if $f1_prisonerfreed>>\
The man is released from his cell. He glances at you with immense gratitude. A door opens ahead.
<<set $journal["prisoner1"] to "I found an engineer at the first floor of the church. What were they doing holding him?">>\
<<else>>\
The man lets out a tortorous scream as the cell closes around him, killing him. The door opens ahead.
<<set $journal["prisoner1"] to "The engineer deserved to die. They only drained this town of all it had.">>\
<</if>>\
@@.calign;
[[continue onwards|f1f2stairwell]]
@@
<</if>>\"Please, don't throw that switch! It'll kill me!"
[[who are you?|f1_prisoner_ask]]As you walk down the staircase from the chamber, you come across another white lantern. Its light again beckons to you, revealing pasts which have faded
[[touch the lantern|f1_lantern]]
<<script>>
delete State.variables.journal.f1_1
delete State.variables.journal.f1_2
<</script>>"I'm an engineer living here in Violet. I've lived here my whole life. They came out of nowhere to take me as prisoner."
[[why are you held here?|f1_prisoner_interogate]]"I tried to warn people of the Church - they were working on destroying the libraries. They started rewriting the history of this place, controlling the residents. The Church found me out and took me prisoner. Please, you have to help me!"
[[stop talking|f1_prisoner][$f1_prisoner_convo to true]]@@.flashback;
You follow the girl towards the temple. On the way, you see the library, where many books in the town lie. You've read many of them in school - they taught you many things about the world.
<<if $f1_prisonerfreed is true>>\
[[today you see the Clergymen enter the library|f1_lantern_good]]
<<else>>\
[[something within you despises those books|f1_lantern_bad]]
<</if>>\
@@@@.flashback;
The Clergymen are storming the library. Puzzled, you and your friend try to get closer to the scene.
"Please, what are you doing?" the librarian screams
The Clergymen force the librarian out of the library. You see the last one drop a match, where the library begins to catch fire. They exit.
You and your friend try to stay hidden from them, as you gaze on with horror.
[[you watch|f1_lantern_end]]
@@
@@.flashback;
You've always hated the books in the library. The Church knew better than those books ever did. Something within you tells you what to do.
You begin to walk towards the library, taking out a match. You drop the match in the corner of the building, where you know it will catch.
The librarian is inside. They don't know what has begun until it's too late to stop it; too late to escape.
As you walk back from the building, your friend stares in horror
[[you watch|f1_lantern_end]]
@@
@@.flashback;
You and your friend walk away, continuing towards the Church as the library collapses to flame.
[[fade away|f2_entrance]]
@@<<if ndef $f2_sys_init>>\
<<set $f2_sys_init to true>>\
<<set $f2_sys_combo to 0>>\
<<set $f2_sys_partial to false>>\
<<set $f2_sys_hearactivate to false>>\
<<set $f2_sys_complete to false>>\
<<set $f2_sys_combocorrect to true>>\
<<set $f2_sys_s1 to false>>\
<<set $f2_sys_s2 to false>>\
<<set $f2_sys_s3 to false>>\
<<set $f2_prisoner_safe to false>>\
<</if>>\
\
<<set $f2_sys_hearactivate to false>>\
\
You descend into the second floor. The walls appear to be overgrown with some kind of moss on the walls. A path reveals a chamber to the front, with a prisoner inside.
To the left is a hallway labeled "PYLONS"
To the right is a hallway labeled "SHIFTERS"
@@.calign;
[[enter the chamber|f2_prisoner]]
[[go left|f2_lh]] | [[go right|f2_rh]]
@@<<if ndef $f2_prisoner_complete>>\
You walk into the chamber to see a man held captive in some kind of device. The man appears to be old, severely hurt, bloodied and thin from malnourishment. He wears a suit with the seal of the Steel Manufacturing Co.
In front of the man are a collection of scattered articles.
<<if ndef $f2_prisoner_convo>>\
[[speak to the prisoner|f2_prisoner][$f2_prisoner_convo to true]]
<<else>>\
You try to speak to the prisoner, but they do not respond.
<</if>>\
<<if ndef $f2_prisoner_examined>>\
[[examine the device|f2_prisoner][$f2_prisoner_examined to true]]
<<else>>\
The device appears to have some set of gears to the sides of the prisoner. <<if not $f2_prisoner_safe is true>>If the gears are ran in their current configuration, it will certainly crush the prisoner between them.<<else>>The configuration appears to be out of the way of the prisoner, perhaps enabling them to escape.<</if>>
<<set $journal["f2_1"] to "There is some kind of mechanism here which must be disabled to save the prisoner.">>\
<</if>>\
[[examine the articles|f2_articles]]
<<link "pull the lever">>
<<set $f2_prisoner_complete to true>>\
<<if $f2_prisoner_safe>>\
<<set $morality += 1>>\
<<else>>\
<<set $morality -= 1>>\
<</if>>\
<<goto f2_prisoner>>\
<</link>>
@@.calign;
[[return|f2_entrance]]
@@
<<else>>\
<<if $f2_prisoner_safe>>\
The gears begin to turn and fold down from the device.
The prisoner is released from his shackles. He crumples to the ground, quietly crying, but is safe for the time. He looks at you, then seems to smile and laugh softly.
<<set $journal["prisoner2"] to "I found an old man from the manufacturing company here. Why would the Church hold someone like this prisoner here? This makes less and less sense.">>\
<<else>>\
The device closes, and you hear a scream from within. The device reopens to the corpse of the old man.
<<set $journal["prisoner2"] to "Manufacturing pulled the people from this great town. They didn't get away this time.">>\
<</if>>\
Stairs open to the front
@@.calign;
[[continue downwards|f2f3stairwell]]
@@
<</if>><<set $journal["f2_3"] to "There seems to be a combination of switches here. Perhaps they can be input into the machine.">>\
You come to a panel with a series of switches. The switches resemble the panel you used to open the altar.
The first switch is <<if $f2_sys_s1 is false>>down [[put the switch up|f2_lh][$f2_sys_s1 to true]]<<else>>up [[put the switch down|f2_lh][$f2_sys_s1 to false]]<</if>>
The second switch is <<if $f2_sys_s2 is false>>down [[put the switch up|f2_lh][$f2_sys_s2 to true]]<<else>>up [[put the switch down|f2_lh][$f2_sys_s2 to false]]<</if>>
The third switch is <<if $f2_sys_s3 is false>>down [[put the switch up|f2_lh][$f2_sys_s3 to true]]<<else>>up [[put the switch down|f2_lh][$f2_sys_s3 to false]]<</if>>
@@.calign;
[[return|f2_entrance]]
@@<<set $journal["f2_2"] to "There is some kind of shifter mechanism for the gears. If I activate it, it will input some combination, perhaps from another panel.">>\
You arrive to a panel which reads "SHIFTER" An activator lever is present with a inaccessible gearbox below it. A second lever labeled 'reset' is next to it. A piece of paper is left behind with instructions scawled onto it.
\
<<if $f2_sys_partial is true and $f2_sys_complete is false and $f2_sys_hearactivate is true>>\
You hear a clunk from the lever
<<elseif $f2_sys_complete is true>>\
You hear several clunks from the machinery as something turns into place. A combination has been entered.
<</if>>\
[[read the scrawling|f2_rh_instructions]]
<<if $f2_sys_combo lt 3>>\
<<link "pull the activator lever">>
<<if $f2_sys_combo is 0 and ($f2_sys_s1 is true or $f2_sys_s2 is true or $f3_sys_s3 is true)>><<set $f2_sys_combocorrect to false>><</if>>\
<<if $f2_sys_combo is 1 and ($f2_sys_s1 is true or $f2_sys_s2 is false or $f3_sys_s3 is false)>><<set $f2_sys_combocorrect to false>><</if>>\
<<if $f2_sys_combo is 2 and ($f2_sys_s1 is false or $f2_sys_s2 is false or $f3_sys_s3 is false)>><<set $f2_sys_combocorrect to false>><</if>>\
\
<<set $f2_sys_combo += 1>>\
\
<<if $f2_sys_combo lt 3>>\
<<set $f2_sys_partial to true>>\
<<else>>\
<<set $f2_sys_partial to false>>\
<<set $f2_sys_complete to true>>\
<</if>>\
\
<<if $f2_sys_combo gte 3 and $f2_sys_combocorrect is true>>\
<<set $f2_prisoner_safe to true>>\
<</if>>\
\
<<set $f2_sys_hearactivate to true>>\
<<goto f2_rh>>\
<</link>>
<</if>>\
<<link "pull the reset lever">>
<<set $f2_sys_combo to 0>>\
<<set $f2_sys_partial to false>>\
<<set $f2_sys_complete to false>>\
<<set $f2_sys_combocorrect to true>>\
<<set $f2_sys_s1 to false>>\
<<set $f2_sys_s2 to false>>\
<<set $f2_sys_s3 to false>>\
<<goto f2_rh>>\
<</link>>\
@@.calign;
[[return|f2_entrance]]
@@You pick up the article.
!Manufacturers Lead to the Desertion of Violet
!!//Opinion of the Violet Church - Feburary 27, 1877//
Our town has experienced incredible desertion due to the rise of these so-called titans of humanity. They make a mockery of the people by enslaving them to work the factories of the cities for long hours.
The Town of Violet must stand for what it was founded for. We will preserve the truth of humanity in pursuit of the Light.
[[stop examining|f2_prisoner]]"In the beginning, we all shall fall.
We must then follow the path.
In the end we all will rise."
[[return|f2_rh]]
A white lantern rests on the side of the passage.
[[fade in|f2_lantern]]
<<script>>
delete State.variables.journal.f2_1
delete State.variables.journal.f2_2
delete State.variables.journal.f2_3
<</script>>@@.flashback;
You follow your friend through the town. You see a gathering of townsfolk, in some kind of protest. You also see a group of businessmen walking away from the riotous crowd.
[[you recognize the face|f2_lantern_recognition]]
@@@@.flashback;
Douglass Danton, the head of the Steel Manufacturing Corp. One of the manufacturing titans of the nation, in Violet?
<<if $f2_prisoner_safe>>\
You watch him walk away from the crowds, with a stubborn look on his face. The town of Violet doesn't seem to want people like him.
[[suddenly|f2_lantern_good]]
<<else>>\
You watch him cowardly retreat from the crowds, with a cold expressionless face. The town of Violet doesn't need people like him. The world shouldn't have people like him.
[[you won't let him get away|f2_lantern_bad]]
<</if>>\
@@@@.flashback;
Clergymen come from the left, in a line for Danton and his men. Before Danton realizes what's happening, he's already been beaten down by one of the Clergymen. Danton lies on the ground, unconscious, as the Clergymen take him towards the church.
You and your friend exchange glances. It must be for the betterment of the town, you think. What else does the Church stand for?
[[so|f2_lantern_end]]
@@@@.flashback;
You pick up a nearby rock, and approach Danton. Before Danton realizes what's happening, you've already thrown the rock into his face. Danton falls down in pain, looking at you with a terrified expression.
Others gather around with stones, and begin to throw. The town won't let someone like Danton get away with this rampant exploitation.
[[he didn't deserve his life|f2_lantern_end]]
@@@@.flashback;
You and your friend carry on from the commotion, with the church near in sight.
[[fade out|f3_entrance_mock]]
@@<<set $f3_counter to 0>>\
<<set $seconds to 90>>\
You enter the final chamber. The mossy organic material has revealed itself as a fleshy mass, concentrated on most parts of the wall. There's no telling what makes up this place.
On the wall in front of you is a window into a chamber. Below it are controls for a numeric input, and an activation button. You see a woman struggling to get free. She sees you and yells for you to respond.
[[respond|f3_prisoner_convo]]"You! Oh thank god, I thought it might have been one of them. You have to help me!"
[[who are you?|f3_prisoner_who]]
[[how do I free you?|f3_prisoner_how]]"You don't recognize me? It's me, Rachael. I wouldn't forget your face in a million years."
The name Rachael comes and goes, like a memory on the tip of your tongue. You can't remember the details, and decide it best to figure out how to save her.
[[how do I free you?|f3_prisoner_how]]"There's a number keypad there. Please, find out what the number is. I don't have long before they activate this. I don't want to die!"
You see a timer flip to 90 seconds. You know you don't have long to figure out this machine.
[[solve|f3_south]]<<include Timer>>
<<if ndef $f3_prisoner_death>>\
<<set $journal["f3_2"] to "This chamber seems to be on a timer. I need to act fast in order to save Rachael.">>\
You are at the southern end of four sides of the chamber. To your left and right are hallways. To your front is a numeric keypad. There is writing on the keypad.
[[examine the writing|f3_south][$f3_prisoner_writingexamined to true]]
<<if $f3_prisoner_writingexamined is true>>\
You read "the sum of our contributions will define our closeness to the Light."
<<set $journal["f3_1"] to "The keypad seems to want the sum of something input into it. Perhaps I should look around the environment.">>\
<</if>>\
The number reads <<print $f3_counter>>
<<link "Set 10">>
<<set $f3_counter += 10>>\
<<if Math.trunc($f3_counter / 10) gte 10>>\
<<set $f3_counter to (0 + $f3_counter % 10)>>\
<</if>>\
<<goto f3_south>>\
<</link>>
<<link "Set 1">>
<<if $f3_counter % 10 is 9>>\
<<set $f3_counter to (Math.trunc($f3_counter / 10) * 10)>>\
<<else>>\
<<set $f3_counter += 1>>\
<</if>>\
<<goto f3_south>>\
<</link>>
<<elseif $f3_prisoner_death>>\
You look into the chamber to see her, charred to a crisp by the machinery. Whoever did this will pay. The door in that chamber across is open, allowing access to the chamber.
<<else>>\
You look into the chamber to see her free of the device. The door is open to the north.
<</if>>
@@.calign;
[[go behind the chamber|f3_north]]
[[go west of the chamber|f3_west]] | [[go east of the chamber|f3_east]]
you are here
@@
<<if ndef $f3_prisoner_death>>\
<<link "press the button">>
<<if $f3_counter is 27>>\
<<set $f3_prisoner_safe to true>>\
<<set $f3_prisoner_death to false>>\
<<set $seconds to -1>>\
<<set $morality += 1>>\
<<else>>\
<<set $f3_prisoner_safe to false>>\
<<set $f3_prisoner_death to true>>\
<<prisoner3death>>\
<</if>>\
<<script>>state.display(state.active.title, null, "back")<</script>>\
<</link>>
<</if>>\<<include Timer>>
You see writing here on the wall.
<<if ndef $f3_west_examined>>
[[examine writing|f3_west][$f3_west_examined to true]]
<<else>>
The number reads "13"
<</if>>
@@.calign;
[[go behind the chamber|f3_north]]
you are here | [[go east of the chamber|f3_east]]
[[go south to the entrance|f3_south]]
@@<<include Timer>>
You see writing here on the wall.
<<if ndef $f3_east_examined>>
[[examine writing|f3_east][$f3_east_examined to true]]
<<else>>
The number reads "6"
<</if>>
@@.calign;
[[go behind the chamber|f3_north]]
[[go west of the chamber|f3_west]] | you are here
[[go south to the entrance|f3_south]]
@@<<include Timer>>
You see writing here on the wall. <<if ndef $f3_prisoner_safe>>There is a door into the chamber which is currently sealed.<</if>>
<<if ndef $f3_north_examined>>
[[examine writing|f3_north][$f3_north_examined to true]]
<<else>>
The number reads "8"
<</if>>
@@.calign;
you are here
[[go west of the chamber|f3_west]] | [[go east of the chamber|f3_east]]
[[go south to the entrance|f3_south]]
@@
<<if def $f3_prisoner_safe>>
@@.calign;
[[enter the chamber|f3_prisoner]]
@@
<</if>><<script>>
delete State.variables.journal.f3_1
delete State.variables.journal.f3_2
<</script>>
<<if $f3_prisoner_safe>>\
<<if ndef $f3_prisoner_convo>>\
She looks at you with beaming eyes, surprised that she's still alive.
"Thank god you're back, Daniel. I don't know what I would have done without you."
[[Daniel?|f3_prisoner_convo0]]
<<else>>\
She stands looking away from you.
<<set $journal["prisoner3"] to "Despite saving Rachael, I'm not sure what I could have done. But I know I know her from somewhere. Perhaps after all this is over, I can talk to her once again.">>\
<</if>>\
<<else>>\
You see the corpse of the prisoner in the chamber, charred to a crisp. She never stood a chance.
<</if>>\
<<if ($f3_prisoner_safe and def $f3_prisoner_convo) or not $f3_prisoner_safe>>\
@@.calign;
[[walk down the stairs|f3f4stairwell]]
@@
<</if>>\"Don't tell me you don't remember your name?! Don't you remember anything?"
Suddenly she looks at you worridely. "Why are you back here?"
[[tell her about the tip|f3_prisoner_convoreveal]]
[[hesitate to explain|f3_prisoner_convoanxious]]You see another white lantern in the hall.
[[compel|f3_lantern]]
You tell her about the tip. She sighs and then says:
"Now I'm starting to remember. You didn't want to remember the Church and what <<if $morality lt -1>>you<<else>>they<</if>> did. The Church wanted you back, and you fell into their trap. There's no other way to it now - you'll have to confront them."
[[stop talking|f3_prisoner][$f3_prisoner_convo to true]]
She looks at you for a while, then sighs.
"Fine. I know you stopped trusting me a long time ago. Just talk to the Clergymen. They're ahead, waiting for you."
[[stop talking|f3_prisoner][$f3_prisoner_convo to true]]
@@.flashback;
You arrive with the girl at the top of the mountain. She looks at you with beaming eyes. "Oh Daniel, look at it! Isn't it wonderful?"
You look out at the town of Violet with her by your side. You think to yourself.
<<if $f3_prisoner_safe and $morality is 3>>
[[confide in her your fears|f3_lantern_best]]
<<elseif $f3_prisoner_safe>>
[[agree that the town is beautiful|f3_lantern_good]]
<<else>>
[[you must serve the Church|f3_lantern_bad]]
<</if>>
@@@@.flashback;
You pull her to the side, and talk to her.
"Rachael? I don't know what to think anymore. The Church keeps on doing things that I don't understand."
Rachael looks at you with a worried expression. "You can't possibly be going against the Church?"
You look back at her. "Perhaps not. But I don't think I can stay in Violet any longer."
//your vision fades back to white//
[[fade out|chamber_entrance]]
@@@@.flashback;
You agree that the town is good. As you watch out on the horizon, you are greeted outside by the Clergymen, who take you into the church.
//Your vision fades back//
[[fade out|chamber_entrance]]
@@<<include p3death>>\
<<silently>>\
<<repeat 1s>>\
<<if $seconds gt 0>>\
<<set $seconds to $seconds - 1>>\
<<elseif $seconds is 0>>\
<<set $seconds to -1>>\
<<if not $f3_prisoner_safe>>\
<<prisoner3death>>\
<</if>>\
<<stop>>\
<</if>>\
<<updatebar>>\
<</repeat>>\
<</silently>>\
\<<if $f3_prisoner_death and ndef $f3_death_notif>>\
You hear screams, and realize it is too late. The door opens behind her chamber.
<<set $journal["prisoner3"] to "Rachael is just a distraction from the light. This is my calling.">>\
<<set $f3_death_notif to true>>\
<<set $morality -= 1>>\
<</if>>\
\
<<widget "prisoner3death">><<silently>>\
<<set $f3_prisoner_death to true>>\
<<set $f3_prisoner_safe to false>>\
<<script>>state.display(state.active.title, null, "back")<</script>>\
<</silently>><</widget>>\You enter the Chamber below the Church, where you find several Clergymen waiting for you.
"Welcome back, Daniel. It has been a long time."
[[who are you? what do you want from me?|chamber_reveal]]
<<set $journal["flashbacks"] to "These flashbacks are here for a reason. I'm supposed to be here, for one reason or another.">>\@@.flashback;
The Light is calling out to you. //"Kill Rachael"// you hear in your head. No, this can't be right, can it? But you know what you've heard from the Clergymen. You know that you have your Calling.
You turn to look at her one more time. She stands by the wall besides the Church, looking out towards the town.
Then, you pick up a rock.
//Your vision fades out//
[[fade out|chamber_entrance]]
@@"Why, you are one of our Children, of course. You seem to have forgotten your time in Violet - perhaps of your own volition, perhaps of volition which the Darkness gave to you. But we have sent for you, and you have come once again. It is time for the Higher Callings to begin. Your actions towards the Prisoners here have determined your fate for this monumental occasion.
The town has long undergone a revolution as we have done our work. Now is the time for us to raise Violet into glory, and begin to bring our Light into the rest of the world. You can see the work we have done here - and we are just getting started."
<<if $morality is 3>>\
[[refuse|chamber_refusal_good]]
<<elseif $morality is not -3>>\
[[refuse|chamber_refusal_sacrifice]]
<<else>>\
[[accept|chamber_acceptance_evil]]
<</if>>\But you refuse the Clergymen. You know in your heart you will not serve them, for your actions towards the Prisoners demonstrated your heart. All of the Prisoners have been saved from the fates of this Church, and you will be no exception.
"Then, you will not leave this place."
Suddenly, you hear a deep rumbling in the chambers above. The floors begin to collapse down upon the chamber, and you narrowly escape into the previous chambers. Rachael is beckoning you to follow.
You run up the stairs of the chambers, as each floor collapses, burying the Clergymen to their works. You run through the door out into the world around the Church, as the Church itself collapses.
As you walk outside, you see the residents of the town coming out of their houses to see the Church fallen away. In time, they will learn to be free; for now, they are in awe.
You see Rachael walk away into the town, and wonder if, in some way, she led you here again.
You follow.
[[game finished]]You refuse the Clergymen. You know in your heart you will not serve them, for whatever has happened here, this is not your place.
"Then, you will not leave."
The Clergymen come forward en masse to mob you as you try to escape. Suddenly, you hear from the stairwell "To me! Pass me your journal." You toss your journal to them - the only way to reveal the extent of the church's control - as the mob swarms you, beating you into the ground.
Your vision begins to blur. You know whoever they are, they will reveal the truth of what has happened here.
[[game finished]]You realize that you truly do belong here. The flashbacks you've been having must have been your own - you helped the Church in Violet. There is no other way. This is your destiny. You must return to serve your calling.
You walk forward amongst the chants of the Clergymen, who now sing a hymn for your new induction.
The Grand Clergyman hands you a light cloak.
@@.flashback;
"Welcome back to the Clergy," he says with a smile.
@@
You exit the church with the Clergymen, as the residents begin to exit their homes. They all look onto you with horror, then bow down to pray to you. You accept this newfound power, as you prepare to bring Violet into the next age of enlightenment.
[[game finished]]!Game Finished
<<link "play again">><<run Engine.restart()>><</link>>You pick up a bloodied piece of paper with instructions on an explosive compound.
!!Instructions on explosive compound
//Insert chemicals C, C, and C. Use extreme caution.//
[[stop examining|f1_rh]]