<<set $numberOfRopes = 0>>
<<set $knowsPatrolTimings = false>>
<<set $hasNavModule = false>>
<<set $hasEvaSuit = false>>
<<set $suitRepaired = false>>
<<set $hasTether = false>>
<<set $hasWelder = false>>
<<set $searchedAccommodation = false>>
<<set $searchedMinehead = false>>
<<set $searchedWorkersArea = false>>
<<set $isNavAttached = false>>
<<set $isRopeAttached = false>>
<<set $isTetherAttached = false>>
<<set $tetherExamined = false>>
<<set $storeroomExplored = false>>
<<set $suitExamined = false>>
<<set $turns = 0>>body {
font-family: "Courier New", monospace;
background-color: #000;
color: #0f0;
}
.passage {
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font-size: 2em;
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}! Gilbert's Sabotage Mission
<img src="./images/gilbert.png" style="width: 300px; height: auto;" alt="Gilbert">
You are Gilbert, a resistance operative who has successfully infiltrated a GigaSource mining asteroid. Your mission has two objectives:
1. Create a destructive diversion through sabotage, inflicting as much damage as possible on the mine
2. Locate and recover an old courier vessel, which contains data critical to the resistance, believed to be somewhere on the asteroid's exterior
The resistance is counting on you, but the odds are stacked against you. The mining colony is heavily guarded, and escape is far from guaranteed.
[[Begin your mission|FirstChoice]]
<img src="./images/indomitable.png" style="width: 600px; height: auto;" alt="The Indomitable arriving at mining colony Alpha-7">
You are jostled awake by the subtle shudder of the Indomitable as it exits SnapSpace. Minutes later, the hum of the ship's engines softens, replaced by the mechanical sighs of docking clamps and pressurisation systems engaging. For a brief moment, the silence of space is mirrored within, a stillness before the inevitable churn of machinery and movement.
The air is thick with anticipation. A few of the others murmur quietly, casting nervous glances toward the cargo bay doors. No one knows quite what to expect beyond them. You shift on your bunk, the metal frame creaking beneath you, and tighten the strap of your satchel containing what little you’ve been allowed to bring.
A deep clunk echoes through the hull. The doors begin to open.
Light floods in, harsh and clinical, exposing the weary faces of your fellow passengers. You are ushered forward with the rest, your boots clanking against the metal ramp. The scent of steriliser and machine oil assaults your nostrils.
The dock is vast, cold, and unforgiving. Security personnel in heavy armour stand like statues at the perimeter. Their visors reflect back distorted images of the new arrivals, including you. No words are spoken. Only gestures guide you toward the processing zone.
You're funnelled into a line. Holo-terminals flicker as biometric scans are conducted with mechanical indifference. Your name is spoken by a guard as he processes your arrival - his voice distorted to a mechanical monotone by the circuit in his visor. A personal item - a small music player - is taken from your satchel, examined, then discarded without so much as a glance in your direction.
The guard behind the terminal gestures to the next station. You move forward, shoulders tense beneath the unwavering gaze of helmeted eyes. Another scan, another order barked in a modulated voice. You comply. Everyone complies.
Eventually, you're herded with the others toward a sealed chamber - decontamination. The doors close with a hiss. Lights flicker overhead. A sterile mist engulfs you, seeping into every pore, stinging eyes and throat alike. It's not just about sanitation; it's about control. Every step, every action is designed to remind you where you are - and what you are.
The mist clears.
The chamber doors slide open.
You step out, dripping and blinking under the harsh lights. Ahead, corridors stretch toward the residential modules. The path is clear, but your next move isn't.
You know your mission.
You know the risk.
You know the stakes.
<ul><li>[[Speak out - stand up for yourself!|Defiance]]</li>
<li>[[Do your best to fit in with the other new arrivals|Balanced]]</li>
<li>[[Show your subservience by cowering.|Subservience]]</li></ul>
<<set $turns += 1>>
You choose to stand up for yourself. Nobody should be treated this inhumanely! You stride over to the nearest guard and square up to them.
Before you even have a chance to speak, you feel a sharp jab in your back, and sense your legs giving way just before you black out.
[[Continue|Canonical Ending]]<<set $turns += 1>>
You choose to show your deference by cowering. In doing so, your wet boots slip on the walkway. You trip and accidentally stumble into one of the guards!
Before you even have a chance to speak, you feel a sharp jab in your back, and sense your legs giving way just before you black out.
[[Continue|Canonical Ending]]<<set $turns += 1>>
Looking around, you see all of the new arrivals behaving the same. Their heads are bowed, and they are staying in line - each of them has their eyes fixed on the back of the person in front of them as they trudge slowly forwards to the exit of the dockyard.
Not wanting to draw any attention, you copy their behaviour, stepping in time with the person in front of you, alternating your gaze between the floor and their backside.
Eventually you are herded down a narrow corridor into what must be the accommodation section. One of the guards barks, "You - in there. Welcome home," and points at a flimsy looking door.
You enter the room, and the guard moves on, escorting the last few new arrivals to their allocated accommodation.
With nothing else to do, you lay down on the filthy, lumpy mattress which smells as if someone recently died on it, and try and get some rest.
[[Continue|First Night]]<<set $turns += 1>>
You wake to the blare of the klaxon, the sound cutting through the stagnant air of your holding cell like a blade. Not that you were asleep - there's little rest to be had when every second might be your last. You’ve known this was coming since they dragged you in. Still, knowing doesn't prepare you.
The footsteps arrive on schedule - precise, heavy, purposeful. Two guards, faceless behind their helmets, open the door with clinical efficiency. They don’t speak. They don’t need to. You rise, shackles clinking with every movement, and allow them to escort you through the corridors.
The colony is waking up.
As you’re marched toward the courtyard, you glimpse the workers assembling, herded like livestock to witness the show. The air is thick with confusion, dread, a flicker of anticipation. This break in routine is not a blessing. They’ll realise that soon.
The guards steer you to the centre of the courtyard. The spotlight finds you, hot and unflinching. Across from you, Drayton mounts the dais. You’ve seen his type before. Petty tyrants, drunk on borrowed power, hiding cowardice behind cruelty. His smirk curdles your stomach, but your spine stays straight.
He talks. Oh, how he talks. Pious drivel about duty and privilege, about the grand vision of GigaSource. Lies, all of it, gilded with just enough truth to poison the soul. But you're not listening any more. Not really. You’ve seen the weapon, the stage, the audience.
This is theatre. Your death is the finale.
They bring you forward. You don’t resist. You lock eyes with Drayton. He looks away first.
The pistol is cold against the back of your head.
In that final moment - before the trigger is pulled, before the sound tears through the silence - you feel no fear. Only clarity. You chose this path. You fought back. And though your mission ends here, the spark has been lit. Somewhere in the crowd, someone is watching. Someone who will remember.
The last thing you see is the face of a young boy, staring up at you wide-eyed from just behind the barrier.
Everything goes black.
[[Continue|End]]<<set $turns += 1>>
A klaxon sounds, indicating the beginning of curfew.
This is your first opportunity to explore the mine when most people will be out of the way. You will need to be wary of guard patrols. You know they have a reputation for meting out draconian punishments for the slightest of misdemeanours.
[[Explore the Administration area|Administration Area]]
[[Explore the maintenance tunnels|Maintenance Tunnels]]
[[Explore the 'public' areas|Worker Areas]]<<set $turns += 1>>
You decide to explore the area around the administration offices, near the dockyard.
<img src="./images/admin_area.png" style="width: 600px; height: auto;" alt="The bright, clean administration area">
You set off cautiously, alert to the sound of any nearby guard patrols, and tentatively approach the brightly-lit offices.
The first indication you have that something is wrong is when a distant alarm sounds, triggered by your movement being picked up by a security camera.
Seconds later, you hear the thumping sound of many booted feet approaching you from multiple directions. You turn around and start to run back towards the accommodation area, but it is too late!
A large guard appears from a side corridor and rugby-tackles you to the ground. You try to fight back, when you feel a sharp jab in your side, immediately followed by the blackness of unconsciousness.
[[Continue|Canonical Ending]]<<set $turns += 1>>
You decide to explore the maintenance tunnels.
<img src="./images/tunnel.png" style="width: 600px; height: auto;" alt="An old, exploratory tunnel">
Remaining alert at all times for the sounds of the security guards, you set off away from the administrative and worker-areas, seeking the old tunnels, some of which are still used for maintenance access, but most of which are left over from the original probing of the asteroid, looking for the richest mineral deposits.
[[Explore the tunnels, going where the whim takes you|Whimsical]]
[[Take a measured approach to exploring the tunnels|Methodical]]<<set $turns += 1>>
<img src="./images/worker_area.png" style="width: 600px; height: auto;" alt="The workers' area under curfew">
Cautiously, you decide to limit your exploration to those areas that all workers are permitted to access when not working, or under curfew.
Remaining alert at all times for the sounds of the security guards, you successfully familiarise yourself with the layout of these areas, without being discovered.
Feeling somewhat accomplished, you quietly return to your allocated accommodation and settle down to sleep before your luck runs out.
[[Continue|Work Shift]]<<set $turns += 1>>
Woken by the morning klaxon, you peel apart your tired eyelids, and haul yourself off the uncomfortable mattress.
Rubbing your eyes, you pour some of the dried 'food' into the battered bowl on the table, and taste it. The dry powder instantly sticks to your tongue and throat, making you cough and wretch.
You pour some water from the equally battered jug into our mouth and swill it around. Once you have stopped coughing, you pour some of the water into the bowl and watch as the flaked powder absorbs it, turning into an inedible looking grey gloop.
In testament to your knowledge that it is important to keep your strength up, you steel yourself and spoon some of the soggy mess into your mouth.
The substance has the vague taste of oats, and feels like cold vomit in your mouth.
Unable to keep eating the vile mess, you place everything back on the table and sit on the rickety chair.
A while later, the klaxon sounds again, summoning the workers to the mine.
You have already planned to try and learn about the guards' patrol schedule, so you can explore other areas more safely.
Do you...
[[Talk to your fellow workers, interrogating them about the patrol patterns?|Workers]]
[[Try and access a computer terminal to discover the mine's schedules?|Computer]]
[[Move around as you are working and try to figure out the schedules for yourself|Self]]<<set $turns += 1>>
You decide to take a methodical approach to exploring the tunnels. You carefully navigate, brushing your hand along the wall to ensure you don't miss any turnings in the darkness.
After almost two hours you encounter what feels like a door. You tug on it cautiously, and the aged hinges let out a loud, piercing screech as the door budges by a few inches.
[[Leave the door - the noise will inevitably be heard by someone|Return]]
[[Take the risk and see if the door opens|Tunnel Storeroom]]<<set $turns += 1>>
You stroll around the tunnels, carefully at first, then more confidently as you encounter no guard patrols.
After a couple of hours exploration, you feel that you have a pretty good idea of the layout, and head back to your accommodation.
[[Continue|Work Shift]] <<set $turns += 1>>
Sensibly deciding to minimise the risk of being spotted, you decide to leave the noisy door and head back you your accommodation.
Feeling somewhat accomplished, you quietly return to your allocated accommodation and settle down to sleep before your luck runs out.
[[Continue|Work Shift]]<<set $turns += 1>>
<<set $numberOfRopes +=1>>
Throwing caution to the wind, you yank on the doorhandle and force the door open despite the horrendous noise.
Behind the door, there is a small storeroom. As you walk around the outside, using your hand as a guide, your foot hits something soft.
Reaching down, you find a coiled rope, which you pick up and sling over your shoulder.
Discovering nothing else in the room, you decide it is time to head back to your accommodation - there is a high chance that some guards might already be on their way, alerted by the screech from the door.
Feeling somewhat accomplished, you quietly return to your allocated accommodation and settle down to sleep before your luck runs out.
[[Continue|Work Shift]]<<set $turns += 1>>
Throughout your gruelling 12-hour shift, you make countless attempts to engage with your fellow workers.
The few that even acknowledge your advances are reticent to say the least - most simply try to encourage you to 'keep your head down' and 'focus on the work'.
The vast majority either ignore you, or look at you as if you're crazy before going back to their assigned tasks.
As far as learning anything about any regular guard patrol schedules is concerned, the day is a dead loss.
[[Continue|Equipment Search]]<<set $turns += 1>>
After a few hours toil, you seize the opportunity to try accessing the mine's computer system on a nearby terminal while the guards aren't looking.
As soon as you start interacting with the terminal, a silent alarm is triggered, and within seconds, you feel a sharp jab in your side.
Your legs go numb, and you sense you are falling before...
Darkness.
[[Continue|Canonical Ending]] <<set $turns += 1>>
<<set $knowsPatrolTimings = true>>
In a cunning act of subtlety, you pretend to be working at multiple locations throughout the day. Whenever a guard is nearby, you ensure your head is down, and you seems to be busy, but in reality you are memorising the comings and goings of the guards.
By the end of the 12-hour shift, you are mentally drained, but you have a reasonable idea of the pattern of the guards' movements.
[[Continue|Equipment Search]] <<set $turns += 1>>
Following your long shift, you are mentally and physically drained, but your mission is paramount.
You decide that the next logical step, under cover of curfew, is to search for equipment that will be helpful in your eventual escape.
<ul><li><<if $searchedAccommodation == false>><<= "[[Search the accommodation area|Accommodation search]]">><</if>></li>
<li><<if $searchedMinehead == false>><<= "[[Search the minehead area|Minehead search]]">><</if>></li>
<li><<if $searchedWorkersArea == false>><<= "[[Search the workers' areas thoroughly|Workers search]]">><</if>></li>
<li>[[Continue to plan your sabotage|Sabotage planning]]</li></ul><<set $turns += 1>>
<<set $searchedAccommodation = true>>
Searching the accommodation area, you find a store room you hadn't noticed before.
[[Explore the store room|Accommodation Storeroom]]
<<if $searchedWorkersArea == false>>[[Search the workers' areas thoroughly|Workers search]]<br><</if>><<if $searchedMinehead == false>>[[Search the minehead area|Minehead search]]<br><</if>>[[Continue to plan your sabotage|Sabotage planning]]<<set $turns += 1>>
<<set $searchedWorkersArea = true>>
<<set $numberOfRopes += 1>>
Performing a thorough search of the communal workers' area, you discover a rope, tucked in a corner.
You also spot a cupboard along a short corridor.
[[Explore the cupboard|WorkersCupboard]]
<<if $searchedAccommodation == false>>[[Search the accommodation area|Accommodation search]]<br><</if>><<if $searchedMinehead == false>>[[Search the minehead area|Minehead search]]<br><</if>>[[Continue to plan your sabotage|Sabotage planning]]<<set $turns += 1>>
<<set $searchedMinehead = true>>
<<set $hasTether = true>>
Carefully exploring the minehead area, keeping to the shadows as much as possible, you discover a strap, with clips at both ends.
You also notice an illuminated store room on one side of the area - its light shining through the door which seems to be stuck ajar.
<<if $tetherExamined == false>>[[Examine the strap|Examine Tether]]<br><</if>><<if $storeroomExplored == false>>[[Explore the storeroom|Minehead Storeroom]]<br><</if>><<if $searchedAccommodation == false>>[[Search the accommodation area|Accommodation search]]<br><</if>><<if $searchedWorkersArea == false>>[[Search the workers' areas thoroughly|Workers search]]<br><</if>>[[Continue to plan your sabotage|Sabotage planning]]<<set $turns += 1>>
According to your information, there are three principal systems which might be effective targets for your sabotage.
The air filtration system uses explosive gases to de-carbonise the atmosphere.
The power system provides power to all areas of the mine.
The communications system is essential for all internal and external communications.
[[Sabotage the power system|Sabotage Power]]
[[Sabotage the air filtration system|Sabotage Air]]
[[Sabotage the communications system|Sabotage Comms]]<<set $turns += 1>>
<<set $hasNavModule = true>>
In the storeroom, you discover what appears to be an accessory for an EVA suit.
Thinking it might be useful, you pick it up.
<<if $searchedMinehead == false>>[[Search the minehead area|Minehead search]]<</if>>
<<if $searchedWorkersArea == false>>[[Search the workers' areas thoroughly|Workers search]]<</if>>
[[Continue to plan your sabotage|Sabotage planning]]<<set $turns += 1>>
<<set $hasEvaSuit = true>>
You carefully open the cupboard door, which creaks as it moves.
Inside the cupboard, in a heap on the floor, you find what appears to be an abandoned EVA suit!
Knowing this will be incredibly useful, you pick it up.
<<if $searchedAccommodation == false>>[[Search the accommodation area|Accommodation search]]<</if>>
<<if $searchedMinehead == false>>[[Search the minehead area|Minehead search]]<</if>>
[[Continue to plan your sabotage|Sabotage planning]]<<set $turns += 1>>
<<set $storeroomExplored = true>>
You cautiously approach the illuminated storeroom.
As to get close, you realise that there is nobody inside. Emboldened, you pull the door open a little more and poke your head inside.
On a table just inside the door, you spot a portable welder.
[[Grab the welder|Get Welder]]
[[It's too risky. Leave the welder alone|Minehead search]]<<set $turns += 1>>
<<set $tetherExamined = true>>
This industrial strength tether strap has strong metal clips at each end. Based on your casual inspection, it seems much stronger than an ordinary rope...
[[Return|Minehead search]] <<set $turns += 1>>
<<set $hasWelder = true>>
You reach in and carefully grab the small portable welder.
[[Continue|Minehead search]]<<set $turns += 1>>
You decide to start with the power system.
You make your way to a power distribution room you spotted earlier.
The door opens smoothly, and you find yourself faced with a large, humming control panel, its many lights and dials indicating the current status of power generation from the external solar arrays and distribution within the mine.
You are about to make some adjustments to try and set up a positive-feedback loop which should result in a cascading power failure, when you feel a sharp pain in your ribs.
Your final thought is that the guards must have spotted you on a security feed as you entered the room, as you descend into darkness...
[[Continue|Canonical Ending]] <<set $turns += 1>>
You decide that the first target of your sabotage should be the air filtration system.
Making your way carefully to a room near the accommodation area which you spotted earlier, you carefully open the door and step inside.
The room contains a few dirty workbenches, with various tools and equipment scattered on them. The main function of the room, however, is the array of machinery attached to the rear wall. This is the mine's primary Aerozynex (a highly reactive gas) air scrubbing machine.
Countless pipes, large and small, snake through the wall, as well as between the various anonymous metal boxes. You know from your training that the majority of the pipes are highly pressurised, and most of the smaller pipes are part of the regulation system.
[[Damage a large pipe|Sabotage Large]]
[[Damage a small pipe|Sabotage Small]]<<set $turns += 1>>
You decide to start with the communications system.
You sneak your way into an empty office near the adminstration area, and log on to the terminal inside.
You quickly navigate your way through the menu system and find the main control program for both the internal and external systems.
As you are engrossed, you fail to notice the guard who has arrived in the doorway to investigate why the terminal is active during curfew.
You feel a sharp pain in your ribcage, followed by darkness...
[[Continue|Canonical Ending]]<<set $turns += 1>>
You brace yourself, and start kicking at one of the more exposed, large pipes.
After several good whacks, you seem to be making progress. A few more hefty kicks and you think you will breach the pipe.
You are so engrossed in your act of vandalism that you fail to hear the guards approaching, oblivious to their presence until you feel a sharp pain in your ribs, followed by darkness...
[[Continue|Canonical Ending]] <<set $turns += 1>>
Deciding that it is better to sabotage the balancing system, the effect of which will take some time to become apparent, you plant your boot heavily and repeatedly against an angle joint in a feedback pipe.
After a few hefty kicks, you see a small crack in the corner.
Ensuring that the door is securely shut behind you, you beat a hasty retreat.
[[Continue|Secondary Sabotage]]<<set $turns += 1>>
Your 'work' on the air filtration system complete, you decide that your next target should be the power distribution system.
An effective 'adjustment' to the power system, setting up a positive feedback loop, would result in a suitable distraction when the increased power demand from the heavy mining equipment powering up at the beginning of the next work shift.
Your only decision is when you should attempt this interference.
[[No point waiting, get on with it immediately|Sabotage Power]]
[[Best to give it some time, in case the guards were alerted by the noise from the air filtration room|Sabotage Power]]
<<if $knowsPatrolTimings == true>>[[Use your knowledge of the guards schedules to time your attack|Power Sabotage]]<</if>><<set $turns += 1>>
Using the intelligence you gathered while observing the guard patrols earlier, you carefully time your visit to the power distribution hub.
You examine the bewildering array of dials and status lights, and select the appropriate control that should trigger a feedback loop when the demand from the mining equipment picks up.
You make a small adjustment that you believe will achieve the desired effect, then quickly and quietly return to your accommodation, confident in your night's actions.
[[Continue|Escape Planning]]<<set $turns += 1>>
Back in your quarters, you make yourself as comfortable as possible and grab a few hours sleep before you are awoken by the blare of the morning klaxon.
Feeling physically depleted, you hydrate some of the disgusting gruel and force yourself to eat it. This is no mean feat, and it takes you almost an hour to force your body to accept the meagre nourishment.
The shift start klaxon sounds, and you head to work with the rest of the indentured miners, but your mind is already buzzing, planning for your next steps.
Having observed the operations of the mine, you have identified just two possible ways out. Neither is without risk.
Do you...
[[Plan to escape by sneaking aboard a ship, and stow away|Stowaway]]
[[Make a plan for escaping the mine via a waste disposal chute|Chute Escape Planning]]<<set $turns += 1>>
You decide to try and infiltrate the dockyard and sneak on board a vessel.
At the end of the work shift, tired and dirty, you head back to your accommodation and wait for the beginning of curfew.
About half an hour after the curfew klaxon, once the noise of the guard patrols has subsided, you set off towards the dockyard.
The well illuminated area offers few opportunities for cover, but your course is set.
As you observe a guard patrol completing their circuit of the dock, you choose your moment and make a dash for the security gate. It fails to yield to your pressure, so you resort to climbing. You are almost at the top, about to swing your legs over, when you hear a shout, followed a split-second later by a sharp pain in your back.
As the taser takes effect, you lose your grip on the gate and fall to the floor, unconscious.
[[Continue|Canonical Ending]] <<set $turns += 1>>
You decide to try and escape via one of the many waste disposal chutes. You know they will accommodate your body, since you have witnessed the corpses of workers being disposed through them by the guards.
At the end of the work shift, tired and dirty, you head back to your accommodation and wait for the beginning of curfew.
About half an hour after the curfew klaxon, once the noise of the guard patrols has subsided, you lay out the equipment you have gathered and give it all an examination.
You have: <<if $numberOfRopes == 0>><<if $hasEvaSuit == false>><<if $hasWelder == false>><<if $hasNavModule == false>><<if $hasTether == false>>Nothing useful<</if>><</if>><</if>><</if>><</if>><<if $numberOfRopes > 0>><<print $numberOfRopes+" rope(s)">><br><</if>><<if $hasEvaSuit == true>><<print "an EVA suit">><br><</if>><<if $hasWelder == true>><<print "a portable welder">><br><</if>><<if $hasNavModule == true>><<print "an EVA suit module">><<if $isNavAttached == true>><<print " (attached to EVA suit)">><</if>><br><</if>><<if $hasTether == true>><<print "an industrial-strength tether">><br><</if>>
What will you do next?
<<if $hasEvaSuit == true>><<if $suitExamined == false>>[[Carefully examine the EVA suit|Examine Suit]]<</if>><br><</if>><<if $hasNavModule == true>><<if $isNavAttached == false>>[[Carefully examine the EVA suit module|Examine NAV]]<</if>><br><</if>>[[Scout the nearest waste disposal chute|Scout Chute]]<<set $turns += 1>>
<<set $suitExamined = true>>
You carefully examine the EVA suit. Upon close inspection, you notice that there are some small cracks you hadn't noticed before.
They may not be critical...
<<if $hasWelder>>[[Use the welder to repair the cracks in the EVA suit|Repair Suit]]<</if>>
[[Continue|Chute Escape Planning]]<<set $turns += 1>>
Under careful examination, you determine that the EVA module you found is for external navigation - it has cold-gas jets, and looks as if it is compatible with a standard EVA suit.
<<if $hasEvaSuit == true>>[[Attach the nav module to the suit|Attach Nav to Suit]]<</if>>
[[Examine the rest of the equipment|Chute Escape Planning]]<<set $turns += 1>>
You gather your items and head for the nearest waste disposal chute.
The chute is about thirty metres away from your accommodation.
<nobr><<if $hasEvaSuit == true>>[[Put on the EVA suit and climb into the chute|In Chute]]<br><</if>><<if $numberOfRopes > 0>><<if $isRopeAttached == false>><<if $isTetherAttached == false>>[[Tie a rope to something secure as an anchor|Tie Rope]]<</if>><</if>><br><</if>><<if $hasTether == true>><<if $isRopeAttached == false>><<if $isTetherAttached == false>>[[Attach the industrial tether to something secure as an anchor|Attach Tether]]<</if>><</if>><br><</if>>[[Climb into the waste chute|In Chute]]</nobr><<set $turns += 1>>
<<set $isNavAttached = true>>
You carefully align the EVA navigation module with the back of the suit. It clips into place with a satisfying clunk.
[[Continue|Chute Escape Planning]] <<set $turns += 1>>
<<set $suitRepaired = true>>
Using the portable welder, you carefully re-seal the cracks in the EVA suit.
[[Continue|Chute Escape Planning]]<<set $turns += 1>>
<<if $hasEvaSuit>><<print "You put on the suit and">><</if>><<if $isRopeAttached>><<print " tie the free end of the rope to it. Then you">><</if>><<if $isTetherAttached>><<if $hasEvaSuit>><<print " clip the free end of the tether to it. Then you">><</if>><</if>><<if $hasEvaSuit == false>><<print "You">><</if>> clamber into the waste disposal chute, feet-first. As you slide in, the hatch behind you closes automatically, and one at your feet opens, sending you speeding through the smooth tube into outer space.
<<if $hasEvaSuit>>
<<if $isTetherAttached>>[[Continue|Tethered Outside]]
<<elseif $isRopeAttached>>[[Continue|Roped Outside]]
<<else>>[[Continue|Freefall]]<</if>>
<<else>>
[[Continue|Freefall]]
<</if>>
<<set $turns += 1>>
<<set $isRopeAttached = true>>
You tie one end of a rope to a solid nearby railing.
[[Continue|Scout Chute]]<<set $turns += 1>>
<<set $isTetherAttached = true>>
You clip one end of the industrial tether to a solid nearby railing.
[[Continue|Scout Chute]]<<set $turns += 1>>
You whizz through the waste disposal chute, feet first. Seconds later, you clear the asteroid and emerge in outer space.
The strap that is tethering you to the asteroid plays out to its full extent, and then snaps taut, holding you securely.
<img src="./images/tethered.png" style="width: 600px; height: auto;" alt="Tethered outside the asteroid">
As you rotate slowly at the end of the tether, you catch a glimpse of something metallic reflecting the starlight a couple of hundred metres from the chute's exit.
<<if $isNavAttached>>[[Use the suit's attached navigation module to stop spinning and head towards the metallic object|Nav Towards Ship]]<<else>>[[Continue|No Nav Attached]]<</if>>
<<set $turns += 1>>
You whizz through the waste disposal chute, feet first. Seconds later, you clear the asteroid and emerge in outer space.
The rope that is tethering you to the asteroid plays out to its full extent, and then snaps - its strength woefully inadequate to keep you attached to the asteroid due to your high speed.
As you fly off into deep space, never to be seen again, you reflect on your life choices, before you die of asphyxiation.
[[Continue|End]]<<set $turns += 1>>
You whizz through the waste disposal chute, feet first. Seconds later, you clear the asteroid and emerge in outer space.
With nothing anchoring you to the asteroid, you fly off into space never to be seen again.
<<if $hasEvaSuit>><<print "The fact that you are wearing an EVA suit gives you ample time to reflect on your life choices before you eventually die of asphyxiation.">><<else>><<print "The only silver lining is that your lack of an EVA suit means you only have seconds before you expire.">><</if>>
[[Continue|End]]<<set $turns += 1>>
You use the navigation module you had the foresight to attach to your suit, to stop your rotation, then propel yourself towards the metallic object.
As you approach, the tether pulls you closer to the surface of the asteroid. Just as you are about to make contact, the navigation module shuts down, and you are just able to grab a small rocky protuberance on the asteroid's surface to prevent yourself 'falling' back where you came from.
<<if $numberOfRopes > 0>>[[Quickly tie a rope to the rocky surface, and your arm, to prevent yourself falling back away from the asteroid|Rope Tie 1]]<<else>>[[Wait for the navigation module to cool down, then detach yourself from the tether and use the module to propel yourself towards the metal object|Detached No Rope]]<</if>><<set $turns += 1>>
After a few seconds dangling, you realise that you have no means to propel yourself towards the metallic object.
In the time you have left, before your suit runs out of oxygen, you reflect on your life choices, before you die from asphyxiation.
[[Continue|End]]<<set $turns += 1>>
You quickly tie one end of the rope to a suitable anchor point on the asteroid, and the other end to your arm.
Next, you unclip the tether from your suit, and wait for the navigation module to cool down.
<<if $numberOfRopes > 1>>[[Use the navigation module to get closer to the metallic object|Rope Tie 2]]<</if>>
<<if $numberOfRopes < 2>>[[Use the navigation module to get closer to the metallic object|Not Enough Ropes]]<</if>><<set $turns += 1>>
You wait as long as you can, clinging onto the asteroid. When you feel your grip is about to fail, you detach the tether from your suit, and use the navigation module to propel you to the metallic object.
Unfortunately, the navigation module shuts shown before you reach your target, and instead you float off into deep space, never to be seen again.
You spend your last minutes reflecting on your life choices before you die of asphyxiation.
[[Continue|End]]<<set $turns += 1>>
You manoeuvre yourself closer to the metallic object, letting the rope on your arm play out as you go. As you approach, it becomes apparent that what you are looking at is the stern of a modest spaceship.
You feel your pulse quicken with excitement, at the prospect of a successful escape.
The rope attached to your arm goes taught, and you find yourself back in contact with the surface of the asteroid.
Clinging onto the surface, you manage to tie your second rope to another chunk of rock, and your arm.
Untying the first rope from your arm, you wait once more for the navigation module to start working.
[[Continue towards the ship|Approach Ship]]<<set $turns += 1>>
You manoeuvre yourself closer to the metallic object. As you approach, it becomes apparent that what you are looking at is the stern of a modest spaceship.
You feel your pulse quicken with excitement, at the prospect of a successful escape.
The rope attached to your arm goes taught, and you find yourself back in contact with the surface of the asteroid.
Clinging onto the surface, you realise there is no way for you to safely reach the ship. If only you had another rope...
Eventually your grip fails, and you swing back into space. The rope tied to your arm holds, allowing you to spend your last remaining minutes enjoying the spectacular view, and reflecting on your life choices, before you die of asphyxiation.
[[Continue|End]]<<set $turns += 1>>
As you use the last of the navigation module's fuel to approach the ship, you are filled with excitement.
<<if $suitRepaired == false>><<print "Unfortunately for you, the suit you are wearing is not sound, and has been slowly bleeding oxygen into the void. You are overcome by a wave of euphoria, brought about by oxygen deprivation. The last thing you see before you die of asphyxiation is the hull of the courier ship that you had believed was your salvation.">><<else>><<print "With the dying gasp of the navigation module, you manage to reach the ship - an old courier class.">><</if>>
<<if $suitRepaired>>[[Examine the ship|Examine Ship]]<<else>>[[Continue|End]]<</if>><<set $turns += 1>>
<img src="./images/courier.png" style="width: 600px; height: auto;" alt="The dilapidated courier ship">
The vessel is an old Corsair class courier. The airlock is just in front of you.
[[Open the airlock|Try Airlock]]
[[Clamber over the ship and assess its condition|Assess Ship]]<<set $turns += 1>>
You try and activate the airlock, but it doesn't respond. It occurs to you that after a long time dormant, it is likely that there is insufficient energy available to power the door.
You try and brute-force the mechanism, but in doing so, you lose your grip and fall away. The rope attached to your arm holds... at least long enough for you to realise that the feeling of euphoria you are experiencing is likely due to a lack of oxygen.
Your limbs go weak, and you spend your last few minutes reflecting on your life choices, before you die of asphyxiation.
[[Continue|End]]<<set $turns += 1>>
You clamber your way around the vessel.
It is not in good shape. There are holes all over the hull with associated carbon scoring, indicating that the ship was in some sort of firefight.
You notice a particularly nasty gash which has penetrated deep into the vessel's structure, exposing the crew cabin to the hard vacuum of space.
Alas, even if you had been able to gain entry, there is no way the ship would have been able to hold the atmosphere necessary to keep you alive.
As the last of your suit's oxygen is used up, you are overcome by a wave of euphoria as you gradually die from asphyxiation, the aged corsair the last man-made object you ever see.
[[Continue|End]]Thanks for paying this little game. I hope is has given you a flavour of the Jackrabbit universe, and particularly life aboard the Alpha-7 mining colony, the main setting for <a href="https://aggiesfriend.github.io/Jackrabbit_Website/book1.html">Stolen Freedom</a>.
You managed to survive <<print $turns>> turns before your demise.
<<if $turns > 41>>This is the best possible outcome. Congratulations, I guess...<</if>>