(align:"<==")+(box:"X=")[(display: "Health")](set: $ba to (prompt: "Enter the Code", "")) (if: $ba is "2689")[The box opened there is a lock pick and a key card.
You can now go to the court yard and climb the fence (text-colour:red)[there is no where else to explore.(track: "Pu", "loop", false) (track: "Pu", "play")]
[[Walk Away->Front End]] (set: $lockp to 1)(set: $courtk to true)(set: $pro1 to true)](else:)[The code is wrong...
[[Try Again?->Box Code]]
[[Walk Away->Front End]] ](align:"<==")+(box:"X=")[(display: "Health")](if: $lpu is false and $lockp is 0)[ The door is locked
[[Head back->Down to the front end]] ](else-if: $lockp is 1 and $lpu is false)[(link: "Use The Lock Pick?")[You use the lock pick and the door opens
[[Enter The Room]](track: "Lp", "loop", false)(track: "Lp", "play")(set: $lockp to $lockp - (random: 0,1 ))(if: $lockp <= 0)[(dialog: "You Use Your Pick Successfully But It Broke")]]
[[Head back->Down to the front end]] ](else-if: $lpu is true)[ [[Enter The Room]] ]
(align:"<==")+(box:"X=")[[Inventory]]You look around your body wondering where the best place would be...
You decide the lower abdomen...
You cut it as wide as you can sticking your hand in and pulling your guts out.
Ultimately you die a horrorible gruesome nasty gory death.
(text-style:"strike","blurrier","shudder")[ [[Back->Start]] ]
(track: "Cutopen", "false", true)
(track: "Cutopen", "play")(align:"<==")+(box:"X=")[(display: "Health")]
You wake up in your prison cell coming out a peaceful dream in which you were still with your family, your wife, your kids.
You expected to hear the guards and other prisoners but it deathly quiet.
You wait a little bit, but no one comes around.
By the time its lunch you have decided to try to break out and see what is going on.
Around you is a list of items :
[[Sharp piece of metal]]
[[Piece of a broken broom]]
[[Duct tape]]
[[Glass]]
[[Try to break]]
(align:"<==")+(box:"X=")[[Inventory]]
(track: "ct", "stop")(align:"<==")+(box:"X=")[(display: "Health")]You beat the chapter one demo and made it too the end was there things that you missed?
[[Restart->Start]]
(track: "Es", "loop", true) (track: "Es", "play")
(set: $gm to false)
(set: $gm1 to false)
(set: $gm2 to false)
(set: $gm3 to false)
(set: $gm4 to false)
(set: $gm5 to false)(align:"<==")+(box:"X=")[(display: "Health")]You go left, toward the courtyard... your footsteps echo down the hallway.
Eventually... after a bit of a walk you reach the courtyard door.
You wonder if you should [[Try the door->enter courtyard]] or [[head back->Step out]].
(align:"<==")+(box:"X=")[[Inventory]]
(set: $as to true)
(track: "Ce", "stop")(align:"<==")+(box:"X=")[(display: "Health")]
After escaping out of the court yard you reach another fence, however it looks like it was newly installed this isnt rusty and dull like the other it looks fresh and sharp but your to far in to back out now, you let out a little pray before you go over it.
(link: "Climb Fence...")[You [[climb the fence]] taking some damage (set: $health to $health - (random: 1, 20))](set: $health to 100)
[[Untitled Passage]](align:"<==")+(box:"X=")[(display: "Health")]You enter the hall there is a [[room ->C1LR]] to the left but you know its locked...
However unlike most doors here, its a look that can be lockpicked since its not a swipe lock...
You can [[move past this door->Front End]] or [[head back->Step out]].
(align:"<==")+(box:"X=")[[Inventory]]
(set: $as to true)
(track: "Ce", "stop")(align:"<==")+(box:"X=")[(display: "Health")](if: $ducttape is false)[You got duct tape and do you want to combine anything else?
[[Sharp piece of metal]](track: "Pu3", "loop", false)(track: "Pu3", "play")
[[Piece of a broken broom]]
[[Back->Chapter One]]](if: $ducttape is true)[You already have the duct tape do you want to combine anything else?
[[Sharp piece of metal]]
[[Piece of a broken broom]]
[[Back->Chapter One]] ]
(align:"<==")+(box:"X=")[[Inventory]]
(set: $ducttape to true)(align:"<==")+(box:"X=")[(display: "Health")](if: $pbullet is 0 and $knife is 0)[ As you open the door... The room (text-style:"smear","rumble")[REEKS] and (text-style:"smear","shudder")[SMELLS...]
Once the door is fully open you see a body, blood pools around it.
It looks like it was just killed, but next too it is a (link: "knife")[(set: $knife to 1)(track: "Pu", "loop", false) (track: "Pu", "play")knife(dialog: "You picked up the knife")] and a (link: "box of pistol bullets")[(set: $pbullet to $pbullet + (random: 1,3) )(track: "Pu2", "loop", false)(track: "Pu2", "play")box of bullets(dialog: "In the case there was $pbullet")]
[[Walk Back->Front End]] ](else-if: $pbullet is 0 and $knife is 1)[You are still in the room looking around a knife tucked in your pants, the room reeks you still see a (link: "box of pistol bullets")[(set: $pbullet to $pbullet + (random: 1,3) )(track: "Pu", "loop", false)
(track: "Pu", "play")box of bullets(dialog: "In the case there was $pbullet")]
[[Walk Back->Front End]] ](else-if: $pbullet is > 0 and $knife is 0)[You are still in the room looking around a small amount of bullets sit in your pocket, the room still reeks, you notice the (link: "knife")[(set: $knife to 1)(track: "Pu", "loop", false)(track: "Pu", "play")knife(dialog: "You picked up the knife")]
[[Walk Back->Front End]] ](else:)[You are still in the room looking around, a small amount of pistol bullets sit in your pocket and a knife tucked in your pants, the room reeks and smells
[[Walk Back->Front End]] ]
(align:"<==")+(box:"X=")[[Inventory]]
(track: "Lp", "stop")
(set: $lpu to true)(align:"<==")+(box:"X=")[(display: "Health")](if: $frontk is false)[You don't have a key card, where would you even find that?
[[Go back->Front End]] ](else:)[(link: "Use The Bloody Key Card?")[[[Exit The Prison->Chapter Two]]] ]
(align:"<==")+(box:"X=")[[Inventory]]
(set: $c1e2 to true)(align:"==>")+(box:"X=")[(display: "Health")](link: "Climb The Rusty Fence")[You escape over the razor fence...
Its rusty blades cut you up and shred your skin, as you get over the top you wish you would of found another way out but the only choice is to move one.
(text-colour:red)[(text-style:"smear","fidget")[Hopefully there isnt another fence!] ]
[[Chapter Two]] (set:$health to $health - (random: 1, 10)) ]
(set: $c1e1 to true)(align:"<==")+(box:"X=")[(display: "Health")](if: $pro1 is true)[ (dialog: "You can now leave out the court yard no reason to explore")(set: $pro1 to false) ]Your now in the Front End...
There is a bullet proof glass three by three [[check in]] area for vistors to the right of the [[door->Escape Ending Two]] which you are looking at, and to the left of the door is a few benches for vistors to sit at.
You notice a [[box]] on the bench.
You (text-colour:white)[ [[look]] ] back at where you [[came from->Step out]].
(align:"<==")+(box:"X=")[[Inventory]]You look at the shard of glass, you wonder to yourself asking "how did this even get here" it makes no sense to you.
You feel the dispair wash over you...
You grab it sqeezing it tight in your hand, you feel the blood trickle out, you see the droplets of blood start to pool, you then raise it up and plunge it several time into yourself until you feel loopy, pass out and die.
[[Back->Start]]
(track: "glasse", "loop", true)
(track: "glasse", "play")Health : (live: 0.01)[$health](align:"<==")+(box:"X=")[(display: "Health")
Medkits : (if: $medkit is 0)[You Don't Have Any Medkits](else-if: $medkit > 0)[(link-rerun: "You Have a Med Kit Do You Want To Use It?")[(if: $medkit > 0)[(set: $health to $health + 10)](if: $health > 100)[(set: $health to 100)](set: $medkit to $medkit - 1)(if: $medkit <= 0)[(set: $medkit to 0)(dialog: "You Used All Your Medkits")] ] ]
(link-replace: "Show Bullet Types")[Pistol Bullets : $pbullet
Shotgun Shells : $sshell
Rifle Bullets : $rbullet
Machine Gun Bullets : $mbullet]
(link-replace: "Show Current Gun")[ [(if: $pistol is 0) [You Have No Pistol](else-if: $pistol is 1)[You Have A Pistol]
(if: $shotgun is 0)[You Have No Shotgun](else-if: $shotgun is 1)[You Have A Shotgun]
(if: $rifle is 0)[You Have No Rifle](else-if: $rifle is 1)[You Have A Rifle]
(if: $mgun is 0)[You Have No Machine Gun](else-if: $mgun is 1)[You Have A Machine Gun] ] ]
Knife : (if: $knife is 0)[You Don't Have a Knife] (else:)[You Have a Knife]
Radio : (if: $wt is false)[You Don't Have a Radio](else:)[You Have a Radio... It Emits Static (track: "twr", "loop", true)(track: "twr", "play")] ]
(align:"<==")+(box:"X=")[(link-goto: "Return?", (history:)'s last)] (set: $name to (prompt: "What is your name", ""))(text-style:"bold","italic","smear")[Loading : (set: $loading to 0)(live: 0.085s)[(set: $loading to $loading + 1)$loading(if: $loading is 100)[(stop:)(go-to: "Start")](if: $loading is 50)[(track: "Laugh", "loop", false)(track: "Laugh", "play")] ] ](if: $mk is false)[ (align:"<==")+(box:"X=")[(display: "Health")]There is a figure...
Its ugly...
Its shaking and convolsing...
Its dripping fluids of unknown origins a mixture of brown red and yellow...
Its muttering something but it sounds muffled...
Its twisted and disgusting...
You don't want to be around it!
[[Run Past It]]
[[Try Not To Vomit and Turn back->Step out]]
[[Use Knife->uk1]]
[[Use Gun->ug1]] (track: "help", "loop", false) (track: "help", "play")] (else:)[ [[Enter The Medical Room->MedKit Room]] ]
(align:"<==")+(box:"X=")[[Inventory]](align:"<==")+(box:"X=")[(display: "Health")]You enter the medical room, the beds are (text-colour:white)[ [[soaked]] ] with blood and its dark.
(if: $gm1 is false)[ There is a medkit in this room.
(link: "Grab Medkit")[You grabbed the medkit(set:$gm1 to true) (set: $medkit to $medkit + 1)(track: "Pu", "loop", false) (track: "Pu", "play")]
[[Go Back->Step out]] ](else:)[ You already grabbed the medkit
[[Go Back->Step out]] ]
(align:"<==")+(box:"X=")[[Inventory]](align:"<==")+(box:"X=")[(display: "Health")](if: $mk is false)[You see a door at the end of the hall-way...
You see black goo like footprints, there is a (text-style:"fidget")[dull] smell in the air... and the hallway starts to go dark
Finally reaching the [[door->ME1]] you think if you should [[head back->Step out]].](else-if: $mk is true)[You reach the door at the end of the hall you can [[head back->Step out]] or you can [[enter through the door->MedKit Room]] (if: $frontk is false)[also you see the (link: "key card")[(set: $frontk to true)] you left behind on the floor you can pick it up] ]
(align:"<==")+(box:"X=")[[Inventory]]
(track: "Ce", "stop")
(set: $as to true)
(track: "help", "stop")
(track: "ks1", "stop")(set: $health to 75)(set: $medkit to 0)(set: $gm1 to false)(set: $gm2 to false)
[[Untitled Passage 1]](align:"<==")+(box:"X=")[(display: "Health")] (if: $gm2 is false)[ There is a medkit here
(link: "Grab Medkit")[ You grabbed the medkit (set: $medkit to $medkit + 1 ) (set: $gm2 to true)]
[[Next]] ] (else:)[ You already grabed the medkit
[[Next]] ]
[[Untitled Passage 1]]
(align:"<==")+(box:"X=")[ [[Inventory]] ][[New Medkit]](align:"<==")+(box:"X=")[(display: "Health")](if: $handle is false)[You got a piece of broken broom and do you want to combine anything else?
[[Sharp piece of metal]]
[[Duct tape]]
[[Back->Chapter One]](track: "Pu2", "loop", false)(track: "Pu2", "play")](if: $handle is true)[You already have the broken piece of broom do you want to combine anything else?
[[Sharp piece of metal]]
[[Duct tape]]
[[Back->Chapter One]] ]
(align:"<==")+(box:"X=")[[Inventory]]
(set: $handle to true)(align:"<==")+(box:"X=")[(display: "Health")]
You run past the monster, your heart racing and pumping in your chest..
You finally reach the [[Medical room->MedKit Room]]
(track: "help", "stop")
(set: $health to $health - (random: 0, 5))(track: "twr", "stop")(align:"<==")+(box:"X=")[(display: "Health")](if: $sharpmetal is false)[You got a sharp piece of metal and do you want to combine anything else?
[[Duct tape]]
[[Piece of a broken broom]]
[[Back->Chapter One]]
(text-style:"rumble")[(text-style:"shudder")[(text-style:"fidget")[(text-colour:red)[ [[CUT YOURSELF]] ] ] ] ](track: "Pu", "loop", false)(track: "Pu", "play") ](if: $sharpmetal is true)[You already have thes sharp piece of metal do you want to combine anything else?
[[Duct tape]]
[[Piece of a broken broom]]
[[Back->Chapter One]] ]
(align:"<==")+(box:"X=")[[Inventory]]
(set: $sharpmetal to true)Welcome to the game...
Are you the last one?
Before playing keep in mind that this is a horror game and DOES CONTAIN disturbing content.
(text-colour:red)[ [[Tutorial and Needed Info Please Read]] ]
(track: "ct", "loop", true) (track: "ct", "play")
(track: "glasse", "stop")
(track: "Laugh", "stop")
(track: "Es", "stop")
(set: $health to 100)
(set: $sharpmetal to false)
(set: $ducttape to false)
(set: $handle to false)
(set: $mgun to 0)
(set: $pistol to 0)
(set: $rifle to 0)
(set: $shotgun to 0)
(set: $mbullet to 0)
(set: $rbullet to 0)
(set: $pbullet to 0)
(set: $sshell to 0)
(set: $knife to 0)
(set: $kb to 0)
(set: $gb to 0)
(set: $medkit to 0)
(set: $gm1 to false)
(set: $gm2 to false)
(set: $gm3 to false)
(set: $gm4 to false)
(set: $gm5 to false)
(set: $c1e1 to false)
(set: $c1e2 to false)(align:"<==")+(box:"X=")[(display: "Health")](if: $as is false)[ You step out, it feels weird not being in handcuffs in the hall...
It also feels eerie because there is NO ONE around you.
You have been (text-colour:white)[ [[watching]] ] your surroundings everytime your out of your cell, so you practically know where to go there are several ways you can escape...
](else:) [You walk back.
You have been (text-colour:white)[ [[watching]] ] your surroundings everytime your out of your cell, so you practically know where to go there are several ways you can escape...]
[[Go left->Court yard]]
[[Go right->Medical Facility]]
[[Go forward->Down to the front end]]
(align:"<==")+(box:"X=")[[Inventory]]
(if: $stepout is true)[ (track: "Ce", "loop", false) (track: "Ce", "play") ] (else:)[ (track: "Stepout", "loop", false) (track: "Stepout", "play") ]
(track: "Cellbreak", "stop")
(track: "help", "stop")
(set: $stepout to true)
<!--C1S var end-->
(set: $sharpmetal to false)
(set: $ducttape to false)
(set: $handle to false)(align:"<==")+(box:"X=")[(display: "Health")]
(if: $ducttape and $sharpmetal and $handle)[You make a make shift chisel and mange to make a hole big enough for you to step out.
[[Step out]]
(track: "Cellbreak", "loop", false)
(track: "Cellbreak", "play")]
(else:)[You don't have everything you need.
[[Back->Chapter One]]]
(align:"<==")+(box:"X=")[[Inventory]]
(set: $courtk to false)
(set: $lockp to 0)
(set: $frontk to false)
(set: $stepout to false)
(set: $wt to false)
(set: $mk to false)
(set: $as to false)
(set: $pro1 to false)
(set: $lpu to false)SORRY FOR THE BLOCK OF TEXT THAT THIS PAGE IS!!!
Health and medkit Info : The player can take damage which is randomly generated if the play loses all their health which starts at 100 they will be put back to the scene before they died.
Inventory Info : Your inventory contains things such as health kits, bullet amount, ect.
In the case that the player can take damage the inventory wont be accessible.
One thing in your inventory is the radio, you can choose to pick it up or not, the choice is yours the outcome is different.
Ending routes info : To explain this aspect of the game I will put a example of this :
route one "climb the cliff with no saftey gear", route two "TAKE THE STAIRS DUMMY" one could cause you more damage but give you a different outcome.
Also pay attention to text, some text may appear white but will actually be a hidden button to give you a code for another route or another weapon.
Guns, bullets, and knife info : Guns are a tool for the player that can help with Monster Encounters.
Guns have a 100 percent chance of working and letting you proceed, however guns aren't perfect and will break or jam, depeneding on what type of gun you have will determine the durability while a pistol is clean and sleek it may not last as long as a shot gun, the same applies for knifes... also guns need bullets.
Monster encounters info : Monster encounters are set encounters and there are several things you can do.
You can shoot the monster if you have a gun and bullets or use the knife on the monster both have a 100 percent chance of working, you can run around it taking damage, or you can turn back.
Some monsters may need to be killed to get to area so not all monsters are able to be ran around.
Items and combination info : Several items can be combined if the items are combined certain actions will be unlocked.
Some choices can lead to serious consquences.
(text-colour:red)[(text-style:"bold","fidget")[THIS GAME IS HARD! THE PUZZLE ARE DIFFICULT!]]
This is your last warning for disturbing content.
[[Chapter One]](align:"<==")+(box:"X=")[(display: "Health")]
[[damage]](align:"<==")+(box:"X=")[(display: "Health")] (if: $gm1 is false)[ There is a medkit here
(link: "Grab Medkit")[ You grabbed the medkit (set: $medkit to $medkit + 1 ) (set: $gm1 to true)]
[[New Medkit]] ] (else:)[ You already grabed the medkit
[[New Medkit]] ]
(align:"<==")+(box:"X=")[ [[Inventory]] ][[Untitled Passage]](align:"<==")+(box:"X=")[(display: "Health")](if: $courtk is false)[ There is a box, next to the box is a note that reads :
Hello there $name...
The first is the smallest.
The second is the two.
The last is the biggest.
That is your clue.
Huh seems like this note was left for you strange
[[Try the code->Box Code]] ] (else:)[ [[You already opened the box->Front End]] ](align:"<==")+(box:"X=")[(display: "Health")](if: $wt is false)[ You see a two way radio sitting on the outside of the check in booths do you take it
(link: "Grab The Two Way Radio")[ You grabbed the two way radio(set: $wt to true)(track: "Pu", "loop", false) (track: "Pu", "play") ]
[[Go back->Front End]] ](else:)[ You already grabbed the two way radio
[[Walk back from the front end->Front End]] ]{(set: $health to $health - (random: 98, 99) ) (if: $health < 1)[(set: $health to 0)](align:"<==")+(box:"X=")[(display: "Health")]}
(if: $health is < 1)[(link-undo: "go back")]
(else:)[ [[Untitled Passage]] ](align:"==>")+(box:"X=")[(display: "Health")](if: $courtk is true)[ You swipe the key card... It unlocks do you walk through?
[[Enter the Court Yard->Escape ending one]]
[[Walk Back->Step out]]
](else:)[You don't have the key card but this is the door to the Court Yard...
[[Walk Back->Step out]] ]
(align:"<==")+(box:"X=")[[Inventory]]showControls: false
preload: trueglasse : audio/Horror.wav
Cellbreak : audio/Barbreak.wav
Stepout : audio/Stepout.wav
Footsteps : audio/Walking.wav
Cutopen : audio/Gore.wav
Laugh : audio/Laugh.wav
Ce : audio/Cement.mp3
Es : audio/Backgm.mp3
Ts : audio/title.mp3
help : audio/AHH.mp3
ks1 : audio/OOAA.mp3
Lp : audio/Lockpick.mp3
Pu : audio/Collection.mp3
Pu2 : audio/Collection.mp3
Pu3 : audio/Collection.mp3
Pu4 : audio/Collection.mp3
Pu5 : audio/Collection.mp3
Pu6 : audio/Collection.mp3
Pu7 : audio/Collection.mp3
Pu8 : audio/Collection.mp3
Pu9 : audio/Collection.mp3
twr : audio/wts.mp3
ct : audio/Crooked.mp368
[[Look Away->Front End]]9
[[Look Away->MedKit Room]](align:"<==")+(box:"X=")[(display: "Health")](if: $gun is 0)[You have no gun
[[Try Again->ME1]] ]
(track: "help", "stop")(align:"<==")+(box:"X=")[(display: "Health")](if: $knife is 0)[You have no knife
[[Try again->ME1]] ](else:)[ (track: "help", "stop") (track: "ks1", "loop", false) (track: "ks1", "play") (set: $knife to $knife - (random:0,1) ) (if: $knife is 0)[(dialog: "Your knife broke")] You killed the monster...
Its black blood dripping out around its dysfigured body...
Laying dead on the floor the mutters still go on for a bit and then it goes silent..
it also dropped another (link: "key card...")[you picked up the key card(set: $frontk to true)(track: "Pu", "loop", false) (track: "Pu", "play")] where could this be used?
[[Medical room->MedKit Room]] (set: $mk to true)]
(track: "help", "stop")
(align:"<==")+(box:"X=")[[Inventory]]2
[[Look Away->Step out]]