<<if !$MaruConvo0>>
<<set _numConvos += 1>>[[Introduce yourself to Maru|Maru Convo0][$MaruConvo0=true]]<br>
<<elseif !$MaruConvo1 && $companionMaru.affec>6 && $MaruConvo0 >>
<<set _numConvos += 1>>[[Chat with Maru|Maru Convo1][$MaruConvo1=true]]<br>
<<elseif !$MaruConvo2 && $companionMaru.affec>15 && $MaruConvo1 && 0>>
<<set _numConvos += 1>>[[Chat with Maru|Maru Convo2][$MaruConvo2=true]]<br>
<<elseif !$MaruConvo3 && $companionMaru.affec>20 && $mc.appGender<4 && $mc.subdom < 1 && $MaruConvo2 >>
<<set _numConvos += 1>>[[Chat with Maru|Maru Convo3][$MaruConvo3=true]]<br>
<</if>>
<<if $currentLayer === 1 && $forageFood === 1 && $L1FoodConvo === 0>>
<<set _numConvos += 1>>[[Chat with Maru as you forage for food from Blisshrooms|Layer1 Forage Convo][$L1FoodConvo = 1]]
<</if>>
<<if $currentLayer === 2 && $forageFood === 1 && $L2FoodConvo === 0>>
<<set _numConvos += 1>>[[Chat with Maru as you forage for food|Layer2 Forage Convo][$L2FoodConvo = 1]]
<</if>>
<<if
!$SemenDemonVec.some(e => e.id === setup.companionIds.maru) &&
$mc.curses.some(e =>
e instanceof SemenDemon && (
($companionMaru.penis > 0 && e.fluidType !== 'vaginal fluids') ||
($companionMaru.vagina > 0 && e.fluidType !== 'semen')
)
)
>>
<<set _numConvos += 1>>[[Maybe Maru can help you with your appetite for sexual fluids|Maru Semen Demon]]<br>
<</if>>
<<set _CotNCurse = $mc.getCurse(CreatureOfTheNight)>>
<<if $mc.hasCurse("Creature of the Night") && $donor != "Maru">>
[[Maybe Maru can help you with your lust for blood|Maru Creature of the Night]]<br>
<</if>>
<<if $mc.hasCurse("Freckle Speckle") && $currentLayer === 1 && $convo.maruFreckleSpeckle === 0>>
<<set _numConvos += 1>>[[Maru seems to be looking at you|Maru Freckle Speckle]]<br>
<</if>>
<<if $mc.hasCurse("Knife-ear") && $currentLayer === 1 && $convo.maruKnife === 0>>
<<set _numConvos += 1>>[[Maru seems to be looking at you|Maru Knife-ear]]<br>
<</if>>
<<if $mc.hasCurse("Hair Removal") && $currentLayer === 1 && $convo.maruHairRemoval === 0>>
<<set _numConvos += 1>>[[Maru seems to be looking at you|Maru Hair Removal]]<br>
<</if>>
<<if $mc.hasCurse("Maximum Fluff") && $currentLayer === 2 && $convo.maruMaximumFluff === 0>>
<<set _numConvos += 1>>[[Maru seems to be looking at you|Maru Maximum Fluff]]<br>
<</if>>
<<if $mc.hasCurse("Comic Relief") && $currentLayer === 3 && $convo.maruComicRelief === 0>>
<<set _numConvos += 1>>[[Maru seems to be looking at you|Maru Comic Relief]]<br>
<</if>>
<<if $mc.hasCurse("Crossdress Your Heart") && $currentLayer === 4 && $mc.sex === "male" && $convo.maruCrossdressYourHeartMale === 0>>
<<set _numConvos += 1>>[[Maru seems to be looking at you|Maru Crossdress Your Heart Male]]<br>
<</if>>
<<if $mc.hasCurse("Crossdress Your Heart") && $currentLayer === 4 && $mc.sex === "female" && $convo.maruCrossdressYourHeartFemale === 0>>
<<set _numConvos += 1>>[[Maru seems to be looking at you|Maru Crossdress Your Heart Female]]<br>
<</if>>
<<if $mc.hasCurse("Flower Power") && $currentLayer === 5 && $convo.maruFlowerPower === 0>>
<<set _numConvos += 1>>[[Maru seems to be looking at you|Maru Flower Power]]<br>
<</if>>
<<if $mc.hasCurse("Horny") && $currentLayer === 6 && $convo.maruHorny === 0>>
<<set _numConvos += 1>>[[Maru seems to be looking at you|Maru Horny]]<br>
<</if>>
<<if $Wetting && $WettingSolution === 0>>
<<set _numConvos += 1>>[[Inquire Maru what he was working when you were waiting for everything to dry.|Maru Wetting]]<br>
<</if>>
<<if $ownedRelics.some(e => e.name === "Smitten Mitt") && $convo.maruSmitten === 0>>
<<set _numConvos += 1>>[[Maru is looking over at the Smitten Mitt|Maru Smitten Ask]]<br>
<</if>>
<<if $ownedRelics.some(e => e.name === "Pangea Shaker") && $convo.maruPangea === 0>>
<<set _numConvos += 1>>[[Maru is looking over at the Pangea Shaker|Maru Pangea Ask]]<br>
<</if>>
<<if $ownedRelics.some(e => e.name === "Firmament Pigment") && $convo.maruFirmament === 0 && $companionMaru.affec > 10 && $mc.penis > 0 && settings.MaleSceneToggleFilter>>
<<set _numConvos += 1>>[[Maru seems to be playing with the Firmament Pigment|Maru Firmament Sex Male]]<br>
<<elseif $ownedRelics.some(e => e.name === "Firmament Pigment") && $convo.maruFirmament === 0 && $companionMaru.affec > 10 && $mc.penis == 0 && settings.MaleSceneToggleFilter>>
<<set _numConvos += 1>>[[Maru seems to be playing with the Firmament Pigment|Maru Firmament Sex Female]]<br>
<</if>>[img[setup.ImagePath+'Companions/MaruIntro.png']]
<<say $companionMaru>>Um, hello there! I'm Maru. I... uh, hope to be able to help you during your expedition into the Abyss.<</say>>
<<ConversationChoices
[[Greet him warmly with a hug|Maru Convo0 Hug]]
[[Greet him with a firm handshake|Maru Convo0 Shake]]
[[Greet him with a small wave from a distance|Maru Convo0 Wave]]
>><<set $companionMaru.affec += 1 + $hsswear>>\
You wrap Maru in a warm hug. He feels snugly against your chest.
<<say $mc>>Hey I'm<<if $IQdrop >10>>, like,<</if>> $mc.name, I'm so happy that you are joining our team!<</say>>
At first, Maru appears surprised, but he quickly eases into the hug, his cheeks turning a cute shade of pink.
<<say $companionMaru>>Oh, um... Thanks! I'll try my best, promise! I might not be the strongest, but I promise I'm worth having around!<</say>>
<<ConversationChoices
[[An extra person means extra carrying capacity, so don't worry about it!|Maru Convo0 Carry1]]
[[Don't worry about it. Everybody has their strong points. What are you good at?|Maru Convo0 Skill]]
>><<set $companionMaru.affec -= 1 - $hsswear>>\
<<say $mc>>An extra person<<if $IQdrop >20>>, like,<</if>> already means extra carrying capacity, so don't worry about it!<</say>>
<<say $companionMaru>>Um, yeah, I guess that is true. I might not be the strongest, but I'll try my best.<</say>>
[[End your conversation|Party overview]]<<set $companionMaru.affec += 1 + $hsswear>>\
<<say $mc>>Don't worry about it. Everybody has their<<if $IQdrop >10>>, like,<</if>> strong points. What are you good at?<</say>>
Maru gives you a sweet smile, clearly touched by your supportive words.
<<say $companionMaru>>I can cook a really nice meal, even if I am kind of limited by the stuff we have in our rations. There's nothing quite like a warm meal after a long day.<</say>>
<<say $mc>>Sounds wonderful! Can't wait to taste it!<</say>>
[[End your conversation|Party overview]]You give him a firm handshake.
<<say $mc>>I'm glad to have you onboard for our <<if $IQdrop >20>>, like trip!<<else>>expedition!<</if>> I'm $mc.name<</say>>
He looks a little rattled by the firm handshake, but tries to respond energetically.
<<say $companionMaru>>It's... it's nice to be here, boss!<</say>>
<<ConversationChoices
[["Me too! I have a lot of stuff I'll need you to take care of once we get going on our expedition"|Maru Convo0 Expectations]]
[["Me too! Lets make this an exciting adventure together!"|Maru Convo0 Exciting]]
>><<set $companionMaru.affec -= 1 - $hsswear>>\
<<say $mc>> Me too! I have<<if $IQdrop >15>>, like,<</if>> a lot of stuff I'll need you to take care of once we get going on our expedition.<</say>>
<<say $companionMaru>>Uh... I'll try my best, but I don't know if I'll be able to manage very much by myself.<</say>>
[[End your conversation|Party overview]]<<set $companionMaru.affec += 1 + $hsswear>>\
<<say $mc>> Me too! Lets make this<<if $IQdrop >20>>, like,<</if>> a truly amazing adventure together!<</say>>
<<say $companionMaru>>That sounds... really exciting! Thanks for the encouragement!<</say>>
[[End your conversation|Party overview]]You wave at Maru from where you're standing, a bit shy.
<<say $mc>>So, uh... I'm $mc.name, and we're going on an <<if $IQdrop >20>>, expedi... expido... I mean, you know, a trip<<else>>expedition<</if>> into the Abyss together.<</say>>
Maru giggles at your response.
<<say $companionMaru>>I know, silly! Just let me know how I can help, okay?<</say>>
<<ConversationChoices
[["Uh... I don't know exactly. I guess we'll figure it out over time"|Maru Convo0 Improv]]
[["Hmm... Maybe you can carry some of our equipment?"|Maru Convo0 Carry2]]
>><<say $mc>> Well, we'll play it by ear. I'm sure we'll<<if $IQdrop >5>>, like,<</if>> figure things out along the way.<</say>>
<<say $companionMaru>> Don't worry, I've got a few tricks up my sleeve. I can cook and fix clothes. I'm sure I'll be helpful in some way.<</say>>
[[End your conversation|Party overview]]<<set $companionMaru.affec -= 1 - $hsswear>>\
<<say $mc>> Hmm... Maybe you can<<if $IQdrop >10>>, like,<</if>> carry some of our gear?<</say>>
<<say $companionMaru>>I'll... I'll give it my best shot, okay? But I'm not very strong...<</say>>
[[End your conversation|Party overview]]Maru cheerfully brings you a meal he made, checking to see if it is as satisfying as he hopes it is.
<<say $mc>> You know, we're traveling together in one of the most dangerous places in the world, yet I<<if $IQdrop >10>>, like,<</if>> know almost<<if $IQdrop >20>>, like,<</if>> nothing about you. Do you want to tell me anything about yourself?<</say>>
<<say $companionMaru>> Well, I'm not the most interesting person in the world. Was there anything you wanted to ask?<</say>>
<<ConversationChoices
[[Could you tell me something about your childhood?|Maru Convo1 Childhood]]
[[Why do you wear such feminine clothes if you're a guy? It's really weird|Maru Convo1 Clothes]]
[[What's in this meal? It's really tasty!|Maru Convo1 Tasty]]
>><<set $companionMaru.affec+=(1+$hsswear)>>\
<<say $mc>>Could you tell me something about your<<if $IQdrop >15>>, like,<</if>> childhood?<</say>>
<<say $companionMaru>> Well, I was mostly raised by my big sister. She was nice, but not exactly the most gentle person ever. Maybe overprotective would be a better way to describe it. When I was younger I wasn't really allowed to play outside or do anything that might be too rough. Sometimes it was a little annoying, but I understand why she was doing it.<</say>>
<<say $mc>>I can <<if $IQdrop >15>>you know, totally <</if>>imagine that was a little tough.<</say>>
<<say $companionMaru>>Yeah, but it wasn't all bad. I think she was just looking out for me, since I am the youngest. We were a very tight family, so we did a lot of stuff with each other. And in a way it forced me to learn to cook and sow as well, since I wanted to do things with my sister.<</say>>
<<say $mc>> Is that also the reason why you are wearing <<if $IQdrop >20>>, like super duper<</if>> feminine clothing? Were they<<if $IQdrop >10>>, like,<</if>> forcing you to do this?<</say>>
<<say $companionMaru>> No! No, nothing like that. As a child I think I looked pretty feminine. Well, even more than now I mean. My sisters liked to play dress-up with me, and I actually liked it too. Sometimes I thought that I shouldn't be doing it, but eventually I realized that if it makes me happy, then there's no reason I should stop.<</say>>
He pauses for a moment as he seems to gather his thoughts.
<<say $companionMaru>> Over time I really began to appreciate how well my sisters cared for me. I don't know if it's the same for everyone, but I was glad they accepted what I liked and we could do things together and be happy.<</say>>
You ponder his story for a bit.
<<say $mc>> Thanks for<<if $IQdrop >20>>, like,<</if>> sharing that with me. How are your sisters doing?<</say>>
His expression falls, and he looks down in silence for a few seconds before responding.
<<say $companionMaru>>They all left.<</say>>
After a few more moments he forces a smile and continues.
<<say $companionMaru>> Anyway, don't let your meal get cold!<</say>>
<<say $mc>>Oh, sure, thanks for the <<if $IQdrop >15>>totally yummy <</if>>meal!<</say>>
As you take in the food, you realize it takes shockingly good for something made with such limited ingredients. How did he manage to get the texture just right and the flavors perfectly balanced all the way down here? Maru giggles as he looks at you eating his food.
<<say $companionMaru>> Well, if you like it this much, I'll be sure to make it like this more often!<</say>>
@@.alert1; Every 10 days, Maru will make a meal with 1 day worth of food that will keep you satisfied for 2 days, saving you 1 day of food rations! @@<br>
[[End your conversation|Party overview][$items[1].count+=1]]<<set $companionMaru.affec-=(1-$hsswear)>>\
<<say $mc>>Why do you wear<<if $IQdrop >10>>, like,<</if>> such feminine clothes if you're a guy? It's <<if $IQdrop >15>>, like totally,<<else>>really<</if>> weird.<</say>>
Maru almost chokes on his food and starts nervously stammering.
<<say $companionMaru>> I... I don't know, it just started as a kid and now I just like it I guess.<</say>>
<<say $mc>>I don't really get it. <<if $IQdrop >20>>There is no, like, reason or something? Well I know more people who are weird.<<set $companionMaru.affec-=(1-$hsswear)>><<else>>I thought it would be more of a story, but I guess everybody has their strange quirks.<</if>><</say>>
Maru looks a bit downward. He opens his mouth as if to say something before closing it again. After a moment he replies.
<<say $companionMaru>> Yeah, I guess so...<</say>>
<<say $mc>>Anyway, as long as you keep cooking these <<if $IQdrop >15>>, like totally yummy<<else>> delicious<</if>> meals, you won't hear me complaining about whatever you want to<<if $IQdrop >5>>, like,<</if>> wear while you cook them!<</say>>
<<say $companionMaru>> Well, uh, thanks, I guess.<</say>>
<<say $mc>>Huh?<</say>>
Maru looks a bit flustered, as if he wasn't sure what to say.
<<say $companionMaru>> Thanks for liking the food, I mean! I can make it more often if you'd like!<</say>>
@@.alert1; Every 10 days, Maru will make a meal with 1 day worth of food that will keep you satisfied for 2 days, saving you 1 day of food rations!@@
[[End your conversation|Party overview][$items[1].count+=1]]<<say $mc>> What's in this meal? <<if $IQdrop >20>>It's totally the best!<<else>>it's really tasty!<</if>><</say>>
Maru looks a bit surprised and pauses for a few seconds before answering.
<<say $companionMaru>> Uh, thanks, I guess?<</say>>
<<say $mc>>Did I<<if $IQdrop >5>>, like,<</if>> say something wrong?<</say>>
<<say $companionMaru>> No, no, not at all. I was just a bit surprised that that was your question, since I thought you wanted to ask something about me, but I'm really happy that you like it!<</say>>
<<say $mc>>Like it? It's absolutely delicious!<</say>>
Maru smiles widely at your comment.
<<say $companionMaru>> Well, in that case it would be cruel for me to not tell you the recipe! Even if it is made from the limited ingredients we have with us here!<</say>>
Maru tells you in detail how he prepared the dish. It's actually pretty simple, but he added some herbs with subtle flavors which seem to have a made a big difference in the final product. And his cooking method was precise to ensure the texture ended up perfect!
@@.alert1; Every 10 days, if you are currently not foraging for local food, Maru will make a meal with 1 day worth of food that will keep you satisfied for 2 days, saving you 1 day of food rations!@@<br>
[[End your conversation|Party overview][$items[1].count+=1]]/reduction on cost of some equipment that can be made in the Relic workshop?Double-click this passage to edit it.<<say $mc>>Maru, I really need your help with something...<</say>>
<<say $companionMaru>>Whatever it is I'll be glad to help!<</say>>
<<say $mc>>Ever since I attracted the Semen Demon Curse I need specific fluids or else I starve.<</say>>
Maru turns quite red.
<<if $companionMaru.penisCor > 0 && $companionMaru.vagina >0 >>\
<<say $mc>>Any kind of sexual fluid you could provide will do, but I need it daily.<</say>>
<<elseif $companionMaru.penisCor > 0 >>\
<<say $mc>>More specifically, I need your semen and I need it daily.<</say>>
<<else>>\
<<say $mc>>More specifically, I need your vaginal fluids and I need it daily.<</say>>
<</if>>\
<<say $companionMaru>>I don't know this is sort of sudden.<</say>>
He blushes deeply.
<<say $mc>>Please Maru you have to help me out here.<</say>>
<<if $companionMaru.subdom>0 || ($companionMaru.affec>10 && $mc.appGender<4)>>\
Maru seems looks in your eyes and claps his hands to his face.
<<say $companionMaru>>OMG you're making me blush so much... Okay yes...<</say>>
He looks away while saying that. You start unbuttoning his clothes for your first meal.
<<set _handle = $companionMaru>>
<<include "SemenDemonGeneral">>
<<elseif $companionMaru.affec>10 || ($companionMaru.affec>0 && $mc.appGender<4)>>\
<<say $companionMaru>>To be honest I don't feel to comfortable doing it, but you need my help! I have to do everything I can even if I don't like it<</say>>
Maru looks at you with a confident determination you seldom see of him.
<<set _handle = $companionMaru>>
<<include "SemenDemonGeneral">>
<<else>>\
He looks down and whispers something.
<<say $companionMaru>>Please don't make me do this. I really don't want to<</say>>
<<say $mc>>I..nevermind... I'll look for a different solution.<</say>>
<</if>>\
[[End your conversation|Party overview]]<<say $mc>>Maru, this might be an unusual question, but...<</say>>
<<say $companionMaru>>No worries, you can ask me anything!<</say>>
<<say $mc>>As a creature of the night, I occasionally require blood to sustain myself. Would it be alright if I relied on yours during those times?<</say>>
<<say $companionMaru>>Oh? Um, I mean...<</say>>
Maru appears slightly uneasy, his expression a mix of concern and curiosity.
<<if $companionMaru.subdom>0 || ($companionMaru.affec>5)>>\
<<say $companionMaru>>It's not going to hurt too much, right?<</say>>
<<say $mc>>Just a bit, momentarily.<</say>>
As you reassure him, you gently take his arm, preparing for your first feeding.
<<set $CotNBalance += 7>>
<<set $donor = "Maru">>/
<<else>>\
Maru gazes downward, his voice barely a whisper.
<<say $companionMaru>>I'm not sure... I'm scared. Can I really trust you with this?<</say>>
<<say $mc>>I understand. Forget I asked. I'll find another way.<</say>>
<</if>>\
[[End your conversation|Party overview]]<<say $mc>>You seemed to be making the most of the delay I caused earlier.<</say>>
A light blush tinges your cheeks as you recall the damp, urine-soaked bedding that caused the delay.
<<say $companionMaru>>Yeah, I've been thinking about your, um, predicament. I think I have a solution.<</say>>
Your eyes widen in surprise.
<<say $mc>> Oh? And what might that be?<</say>>
<<say $companionMaru>>Behold! Ta-da!<</say>>
Maru beams with pride as he pulls something from his belongings. It appears to be a pair of underwear, but noticeably bulkier.
<<say $mc>> Underwear?<</say>>
<<if $mc.appAge < 12>>\
<<say $companionMaru>>Not exactly, it's actually a diaper. I made it from clothes I no longer needed. Despite being made of cloth, it's super absorbent! Perfect for someone like you!<</say>>
<<say $mc>>I can't wear that!<</say>>
<<say $companionMaru>>Why not? Plenty of people your age, or, well, who look your age, still wear something similar.<</say>>
<<say $mc>>Stop treating me like a little kid! And why would you even know that?<</say>>
<<else>>\
<<say $companionMaru>>Not exactly, um, well, sort of.<</say>>
Maru shuffles around awkwardly.
<<say $companionMaru>>It's like protective underwear. I made it with cloth scraps, so it's super absorbent. It should prevent any more accidents like before.<</say>>
<<say $mc>>Thanks, I guess. What inspired you to come up with this?<</say>>
<</if>>\
Maru's face turns a deep shade of red as he hears your question.
<<if $companionMaru.affec > 10>>\
<<say $companionMaru>>To be honest, I had a similar problem until I was about 14.<</say>>
<<say $mc>>Ah, I see. That must have been tough.<</say>>
<<say $companionMaru>> One of my sisters used to tease me about it, but it wasn't too bad. And don't worry, it's all sorted out now!<</say>>
<<else>>\
<<say $companionMaru>>No reason! I, uh... just forget about it, okay?<</say>>
<<say $mc>>Uh, okay... <</say>>
<</if>>\
<<say $companionMaru>>Anyway, I hope this helps.<</say>>
Maru extends the bulky garment towards you.
<<ConversationChoices
[[Thanks, but I'll try to manage without it.|Maru Wetting Denied]]
[[Thanks, this is very thoughtful. I hope it will help me.|Maru Wetting Accepted ]]
>><<say $mc>>Thanks, but I'll try to manage without it.<</say>>
<<say $companionMaru>>Oh, okay then.<</say>>
Maru appears slightly disheartened.
<<if $hiredCompanions.some(e => e.id === setup.companionIds.lily)>>\
<<say $companionLily>>What are you two discussing? <</say>>
A tense silence fills the space, and Maru's cheeks flush a rosy hue.
<<say $companionLily>>What's this?<</say>>
As she speaks, Lily snatches the 'protective underwear' from Maru's grasp. She scrutinizes it and glances at you. A mischievous grin spreads across her face.
<<say $companionLily>>Ah, I understand. This is for your little 'issue,' $mc.name, isn't it?<</say>>
You look down for a moment, but quickly regain your composure.
<<say $mc>>Yes, Maru made it, but I just told him I'll handle it myself.<</say>>
<<say $companionLily>>Nonsense, you're just too shy to accept this. Here, put it on; it'll be incredibly helpful for you.<</say>>
She offers the garment to you once more.
<<if $mc.subdom >0 >>\
Unable to summon the courage to decline Lily again, you relent.
<<say $mc>>You're probably right, Lily<</say>>
You take the cloth diaper from her hands and move to a secluded spot to put it on. As anticipated, it feels bulky between your legs, causing an awkward waddle. You return to Lily and Maru.
<<say $companionLily>>Oh my, you look absolutely adorable, you know that!<</say>>
As she speaks, she tugs your clothes aside to reveal the cloth diaper. She pats it approvingly a few times.
<<say $companionLily>>Wow, it looks fantastic on you and fits so snugly. Maru, I'm genuinely impressed that you made this here. How did you manage that?<</say>>
Maru's face beams with pride upon hearing the praise.
<<say $companionMaru>>I just used cloth scraps and my sewing kit!<</say>>
<<say $companionLily>>Maru, you must be an incredibly talented tailor! You'll have to make something for me too – not a diaper, of course – but I have some ideas for a dress...<</say>>
You sit there, awkwardly exposed, while the two engage in an animated conversation about clothing.
<<else>>\
<<say $mc>>I appreciate your concern, Lily, but I can handle it. Don't worry.<</say>>
<<say $companionLily>>Well, if you insist.<</say>>
Lily continues to examine the cloth diaper, still in her possession.
<<say $companionLily>>It looks as if it's straight from a store, even up close. Maru, you really made this?<</say>>
<<say $companionMaru>>Yes, I just used cloth scraps and my sewing kit!<</say>>
<<say $companionLily>>Remarkable! You have to make something for me too – not a diaper, of course – but I have some ideas for a dress...<</say>>
Maru's face lights up upon receiving the compliment.
<<say $companionMaru>>Of course, what did you have in mind?<</say>>
You leave them to their animated conversation about clothing.
<<set $WettingSolution=2>>\
<</if>>\
<</if>>\
[[End your conversation|Party overview]]<<say $mc>> Thank you, this is really thoughtful. I hope it will help me.<</say>>
You accept the cloth diaper with a hint of reluctance, unsure of how to feel. Maru's eyes twinkle with anticipation as they watch you, and a brief but palpable silence fills the air between you both.
<<say $companionMaru>> Um, perhaps you could try it on. If it doesn't fit snugly, it won't be much help, you know.<</say>>
<<say $mc>> Oh yes, of course.<</say>>
You take the cloth diaper from Maru's hands and find a secluded spot to put it on. As expected, the fabric feels bulky between your legs, resulting in a slightly awkward waddle. You return to Maru, who meticulously inspects the edges of the diaper upon your arrival.
<<say $companionMaru>> I think I managed to get your measurements right! It seems to fit quite well!<</say>>
Grateful, you thank Maru once more and decide to carry on with your journey, now equipped with a little extra padding for comfort.
[[End your conversation|Party overview][$WettingSolution=2]]<<if !$LilyConvo0>>
<<set _numConvos += 1>>[[Introduce yourself to Lily|Lily Convo0][$LilyConvo0=true,$lilyJoke=false]]<br>
<</if>>
<<if !$LilyConvo1 && $companionLily.affec>6 && $LilyConvo0>>
<<set _numConvos += 1>>[[Lily seems quiet|Lily Convo1][$LilyConvo1=true]]<br>
<<elseif !$LilyConvo2 && $companionLily.affec>15 && $LilyConvo1 >>
<<set _numConvos += 1>>[[Chat with Lily|Lily Convo2][$LilyConvo2=true]]<br>
<<elseif !$LilyConvo3 && $companionLily.affec>20 && $mc.appGender>7 && $mc.subdom > -1 && $LilyConvo2 && 0 >>
<<set _numConvos += 1>>[[Chat with Lily|Lily Convo3][$LilyConvo3=true]]<br>
<</if>>
<<if $ownedRelics.some(e => e.name === "World Stone") && !$LilyPromise>>
<<set _numConvos += 1>>[[You see Lily lifting up the World Stone|Lily ConvoPr]]<br>
<</if>>
<<if $companionLily.lactation>0 && !$LilyConvoLac && $LilyConvo2 && $hiredCompanions.some(e=> e.id === setup.companionIds.lily)>>
<<set _numConvos += 1>>[[You see Lily sporting wet spots on her shirt|Lily ConvoLac]]<br>
<</if>>
<<if $mc.heightCor<150 && $companionLily.heightCor>150 && !$LilyConvoCarry && $LilyConvo2 && $hiredCompanions.some(e=> e.id === setup.companionIds.lily)>>
<<set _numConvos += 1>>[[You struggle to get over an obstacle while you notice Lily walking up behind you|Lily Carry Start]]<br>
<</if>>
<<if
!$SemenDemonVec.some(e => e.id === setup.companionIds.lily) &&
$mc.curses.some(e =>
e instanceof SemenDemon && (
($companionLily.penis > 0 && e.fluidType !== 'vaginal fluids') ||
($companionLily.vagina > 0 && e.fluidType !== 'semen')
)
)
>>
<<set _numConvos += 1>>[[Maybe Lily can help you with your appetite for sexual fluids|Lily Semen Demon]]<br>
<</if>>
<<if $mc.hasCurse("Creature of the Night") && $donor != "Lily">>
[[Maybe Lily can help you with your lust for blood|Lily Creature of the Night]]<br>
<</if>>
<<if $mc.hasCurse("Knife-ear") && $currentLayer === 1 && $convo.lilyKnife === 0>>
<<set _numConvos += 1>>[[Lily seems to be looking at you|Lily Knife-ear]]<br>
<</if>>
<<if $mc.hasCurse("Blushing Virgin") && $currentLayer === 2 && $convo.lilyBlushingVirgin === 0>>
<<set _numConvos += 1>>[[Lily seems to be looking at you|Lily Blushing Virgin]]<br>
<</if>>
<<if $mc.hasCurse("Sleep Tight") && $currentLayer === 4 && $convo.lilySleepTight === 0>>
<<set _numConvos += 1>>[[Lily seems to be looking at you|Lily Sleep Tight]]<br>
<</if>>
<<if $mc.hasCurse("Massacre Manicure") && $currentLayer === 5 && $convo.lilyMassacreManicure === 0>>
<<set _numConvos += 1>>[[Lily seems to be looking at you|Lily Massacre Manicure]]<br>
<</if>>
<<if $mc.hasCurse("Drawing Spades") && $currentLayer === 6 && $convo.lilyDrawingSpades === 0>>
<<set _numConvos += 1>>[[Lily seems to be looking at you|Lily Drawing Spades][$convo.lilyDrawingSpades = 1]]<br>
<</if>>
<<if $mc.hasCurse("Creature of the Night") && $currentLayer === 7 && $convo.lilyCreatureOfTheNight === 0>>
<<set _numConvos += 1>>[[Lily seems to be looking at you|Lily Creature]]<br>
<</if>>
<<if $convo.lilyDrawingSpades === 1 && $companionLily.affec> 6 && $convo.lilyTailRomance === 0>>
<<set _numConvos += 1>>[[Lily seems to be looking at your tail with a hint of curiosity on her face|Lily Tail Romance 1]]<br>
<</if>>
<<if $companionLily.hasCurse("Power Dom") && $companionLily.affec> 6 && $mc.penis > 0 && $convo.lilyPowerDomHand === 0 && settings.FemaleSceneToggleFilter>>
<<set _numConvos += 1>>[[Lily seems to be looking at you, with a look of dominance on her face|Lily Power Dom Hand Male]]<br>
<<elseif $companionLily.hasCurse("Power Dom") && $companionLily.affec> 6 && $mc.vagina > 0 && $convo.lilyPowerDomHand === 0 && settings.FemaleSceneToggleFilter>>
<<set _numConvos += 1>>[[Lily seems to be looking at you, with a look of dominance on her face|Lily Power Dom Hand Female]]<br>
<</if>>
<<if $ownedRelics.some(e => e.name === "Creator's Bolt") && $convo.lilyCreator === 0>>
<<set _numConvos += 1>>[[Lily is looking over at the Creator's Bolt|Lily Creator Ask]]<br>
<</if>>
<<if $ownedRelics.some(e => e.name === "Heavenly Merrymaker") && $convo.lilyMerrymaker === 0>>
<<set _numConvos += 1>>[[Lily is looking over at the Heavenly Merrymaker|Lily Merrymaker Ask]]<br>
<</if>>
<<if $ownedRelics.some(e => e.name === "Acrobatic Accord") && $convo.lilyAcrobatic === 0>>
<<set _numConvos += 1>>[[Lily is looking over at the Acrobatic Accord|Lily Acrobatic Ask]]<br>
<</if>>[img[setup.ImagePath+'Companions/LilyIntro.png']]
<<say $companionLily>>Heeeey! I'm Lily, You must be $mc.name, right? Ready for our daring adventure into the belly of the beast, hero? Just stick with me and it'll all work out, don't worry!<</say>>
She points her thumb at her chest and stands proudly, as if to show that she is prepared for anything you might find in the Abyss.
<<ConversationChoices
[[Greet her warmly with a hug|Lily Convo0 Hug]]
[[Greet her with a firm handshake|Lily Convo0 Handshake]]
[[Greet her with a small wave from a distance|Lily Convo0 Wave]]
>><<set $companionLily.affec+=(1+$hsswear)>>\
You give Lily a big hug and you immediately feel her firmly squeezing you back, even lifting your feet a little bit from the ground in her excitement.
<<say $mc>>Hey! Yeah, I'm $mc.name, and I'm<<if $IQdrop >10>>, like,<</if>> so happy that you're joining our team!<</say>>
She releases her grip on you and smiles widely.
<<say $companionLily>>I didn't expect such a warm welcome, but hey I'm not complaining! Especially from such a cute <<PerceivedGender $mc>>.<</say>>
She winks at you and grins as she finishes her comment. You weren't sure if you were going for the cute vibe, but at the very least you want to be taken seriously as an adventurer. On the other hand, you suppose it's good that your new teammate likes you.
<<ConversationChoices
[[Oh thanks! Well, if you insist, then I'll stay close and be sure to let you take care of me|Lily Convo0 Care]]
[[Look who's talking! I'll make sure to protect that cute face of yours and keep you safe too!|Lily Convo0 Safe]]
[[If she's already this into you, maybe you can take this to the next level and lean in for a kiss?|Lily Convo0 Kiss]]
>><<set $companionLily.affec+=(1+$hsswear)>>\
<<say $mc>>Oh thanks! Well, if you <<if $IQdrop >20>>, like, say so<<else>>insist,<</if>> then I'll stay close and be sure to let you<<if $IQdrop >15>>, like,<</if>> take care of me.<</say>>
You wink back to her <<if $IQdrop >10>>and giggle <</if>>and Lily seems to give you a sly smile in return.
<<say $companionLily>>Oh my, we only just met and you already know what to say to get my engine running!<</say>>
Lily steps forward to approach you, and it almost seems like she's leaning in for a kiss. But before you can react, you suddenly feel a hard pat on your back and open your eyes to see Lily with the widest grin possible on her face.
<<say $companionLily>>But let's not jump the gun here <<mrms>> casanova. We have a whole adventure ahead of us to get to know each other better.<</say>>
She winks at you once again, though you think there may be a bit more of a suggestive tone this time.
[[End your conversation|Party overview]]<<set $companionLily.affec-=(1-$hsswear)>>\
<<say $mc>>Look who's talking! I'll<<if $IQdrop >10>> totally<</if>> make sure to protect that cute face of yours and keep you safe too!<</say>>
Lily raises an eyebrow, showing a deep skepticism, and then starts laughing.
<<say $companionLily>>Haha! Don't worry about it <<mrms>> hero. I can take pretty good care of myself. But I'll be sure to let you know just in case I find some other damsel in distress you can save.<</say>>
She starts snicker at her own joke. You're not quite sure if it's a joke at your expense, but she doesn't seem to clarify. Regardless, she seems to be in good spirits and that's what's important in the end, right?
<<say $mc>>Haha, good one, Lily.<</say>>
[[End your conversation|Party overview]]You close your eyes and move your face close to kiss her. But as your face approached hers, your cheeks are suddenly grabbed with surprising strength as Lily pushes you back with an annoyed scoff.
<<say $companionLily>>There is something to be said about being so forward... But there's also something about not reading signals correctly, right?<</say>>
Flustered, you find yourself at a loss for words and don't manage to find a response quickly enough.
<<say $mc>>I'm so sorry... I<<if $IQdrop >15>>,like totally,<</if>> just thought that... You know...<</say>>
Lily sighs deeply and her face lightens up a little bit as she raises her eyebrows.
<<say $companionLily>>Yeah, maybe I do know? Well, I guess I am an awfully cute little angel, right?<</say>>
She frames her face between her hands as she gives you a sly smile once again.
<<say $companionLily>>Next time, maybe just buy a girl some flowers and a dinner first, okay?<</say>>
<<say $mc>><<if $IQdrop >20>>Totes!<<else>>Absolutely!<</if>><</say>>
[[End your conversation|Party overview][$companionLily.affec+=(1+$hsswear)]]<<set $companionLily.affec-=(2-$hsswear)>>\
You reach out and give a her a firm handshake, which she reciprocates in her own surprisingly firm manner, given her slender frame.
<<say $mc>>I'm glad to have you<<if $IQdrop >5>>, like,<</if>> onboard! I'm $mc.name.<</say>>
<<say $companionLily>>Oh, so formal! But I guess that's fine.<</say>>
She shrugs and chuckles lightly.
<<say $companionLily>>Just don't start asking me about my hobbies next.<</say>>
<<ConversationChoices
[[Why not? I do actually want to get to know you better, and asking about you is the best way to do that!|Lily Convo0 Hobbies]]
[[Don't worry, I won't!|Lily Convo0 Nothing]]
>><<set $companionLily.affec+=(2+$hsswear)>>\
<<say $mc>> Why not? I do <<if $IQdrop >20>>,like totally,<<else>>actually<</if>> want to get to know you better, and asking about you is<<if $IQdrop >10>>, like,<</if>> the best way to do that!<</say>>
Lily grins, straightens her back, and puts on a mock formal voice.
<<say $companionLily>>Well thank you for asking <<mrms>> boss <<PerceivedGender $mc>>. My hobbies include listening to pop music and traveling. I've traveled to lots of the countries around this world already! What can I say? I guess I'm just the adventurous type. <</say>>
You mimic her tone and play along.
<<say $mc>> Ah yes, <<if $IQdrop >15>>, like, super duper<<else>>excellent<</if>> to hear that miss Lily, what would you<<if $IQdrop >5>>, like,<</if>> say your...<</say>>
Before you can finish your sentence, she interrupts you.
<<say $companionLily>>Oh, and anime too! The best thing is if I can combine both! I once travelled half way around the world for this awesome anime convention. You wouldn't believe the cute little snacks they had over there. Sometimes I wish I could go back, but in my life I prefer to always move forward and not get fixated on the past. Oh, but there was this other time where...<</say>>
In the end Lily rambles on for quite a while about her various travels, what anime see likes, what songs she like, and what anime songs she likes. Even if you can't quite follow all of her stories or don't know much about the places she mentions, she seems happy as long as you make an effort and nod along.
[[End your conversation, or is it more of a monologue by now?|Party overview]]<<set $companionLily.affec-=(1-$hsswear)>>\
<<say $mc>> Don't worry, I<<if $IQdrop >10>> totally<</if>> won't!<</say>>
Lily's face betrays an obvious confusion.
<<say $companionLily>>Uh, I was kinda hoping you would, actually. I didn't think you'd give up so easily, but don't worry! I'll be sure to tell you about myself on our long journey into the Abyss, we'll have plenty of time to chat there!<</say>>
She playfully sticks her tongue at you. Although the conversation could have gone a bit smoother, she still made you laugh in the end.
[[End your conversation|Party overview]]<<set $companionLily.affec-=(1-$hsswear)>>
You stand a bit awkwardly and wave hello to her from a distance.
<<say $mc>>So uh, yeah<<if $IQdrop >5>>, like,<</if>>, I'm $mc.name. It's nice to meet you!<</say>>
Lily looks you over with a raised eyebrow after which a smile quickly forms on her face.
<<say $companionLily>>Haha, don't be scared! I won't bite unless you want me to.<</say>>
She winks at you and smiles even wider at her own implied joke.
<<ConversationChoices
[[Please, bite me|Lily Convo0 Bite]]
[[I, uh, think I'd rather have you not do that|Lily Convo0 NoBite]]
>><<set $companionLily.affec-=(1-$hsswear)>>
<<say $mc>>Please, bite me.<</say>>
<<if $IQdrop >10>>You can't suppress a small giggle after saying that.<</if>> There is a long, awkward pause. You feel your face getting redder and redder. She looks a bit surprised and considers how to respond.
<<say $companionLily>> Uh, we need to work on your conversational skills, buddy. But don't worry, I'll make sure to give you lots of practice! You won't be able to get away from talking to me when we're down there!<</say>>
[[End your conversation|Party overview]]<<set $companionLily.affec+=(1+$hsswear)>>
<<say $mc>>I, uh <<if $IQdrop >5>>like<</if>>, <<if $IQdrop >20>>taste super bad. Please don't eat me.<<else>>think I'd rather have you not do that.<</if>><</say>>
Lily immediately starts laughing gently.
<<say $companionLily>>You know what, you might be a little awkward, but I can already tell we're going to have some fun together and get along just fine!<</say>>
She pokes you in your sides playfully as she talks.
<<say $companionLily>>So tell me more about yourself. What do you like? Do you do these kinds of expeditions often? I always really love going on new adventures and exploring!<</say>>
You talk for quite some time afterwards. She is actually quite attentive and interested in what you have to say, although she does tend to go on a rambling streak from time to time when you give her the chance.
[[End your conversation|Party overview]]While normally you've gotten to know Lily as a bright light in any conversation, today she has been unusually quiet and her mood seems to be much more somber than usual.
<<ConversationChoices
[[Try to cheer her up with a joke.|Lily Convo1 Joke]]
[[Don't say anything and hope she starts talking herself. |Party overview][$companionLily.affec-=(2-$hsswear),$LilyConvo1=false]]
[[Sit her down and ask her what's wrong.|Lily Convo1 Sit]]
>><<set $companionLily.affec+=(1+$hsswear)>>\
<<say $mc>>Hey Lily, do you<<if $IQdrop >10>>, like,<</if>> know what sits at the bottom of the sea and twitches?<</say>>
<<if !$lilyJoke>>\
She looks up at you, and wears a curious expression as she answers.
<<say $companionLily>> Hmm? I'm not sure.<</say>>
<<if $IQdrop >20>>
<<say $mc>>A ship wreck!<</say>>
<<say $companionLily>> I don't get it...<</say>>
<<say $mc>>Me neither to be honest. But last time everybody laughed like super hard.<</say>>
Lily stifles a giggle and a smile creeps across her face.
<<say $mc>>And there, like, was one with a hat, but I dunno it anymore<</say>>
<<say $companionLily>> An airhead?<</say>>
Lily can't hold back her giggles this time and although you don't really you also start to laugh.
<<else>>
<<say $mc>>A nervous wreck!<</say>>
<<if $IQdrop >15>>You giggle from your own joke and <</if>>Lily stifles a giggle and a smile creeps across her face.
<<say $mc>>And do you know what one hat said to the other?<</say>>
<<say $companionLily>> No?<</say>>
<<say $mc>>You wait here. I'll<<if $IQdrop >10>>, like,<</if>> go on a-head!<</say>>
Lily can't hold back her giggles this time and her grin widens.
<<say $companionLily>> Oh my god, that one was even worse than the first, $mc.name. Where did you learn all these?<</say>>
<</if>>
<<else>>\
She looks up at you curiously and cocks an eyebrow.
<<say $companionLily>> A nervous wreck?<</say>>
<<say $mc>>Uh yeah? I guess you<<if $IQdrop >5>>, like,<</if>> knew that one already...<</say>>
<<say $companionLily>> Yeah, because you told it to me already, silly! <</say>>
Lily giggles and a grin spreads across her face.
<</if>>\
<<if !$lilyJoke>>\
<<ConversationChoices
[[Well, if you liked them there's a whole lot more where those came from!|Lily Convo1 Jokes]]
[[I'm glad you're back to your normal upbeat self|Lily Convo1 Upbeat]]
[[So, uh, can I ask what's been bothering you?|Lily Convo1 Bothering]]
>>
<<else>>\
<<ConversationChoices
[[I'm glad you're back to your normal upbeat self|Lily Convo1 Upbeat]]
[[So, uh, can I ask what's been bothering you?|Lily Convo1 Bothering]]
>>
<</if>><<set $companionLily.affec-=(2-$hsswear)>>\
<<say $mc>>Well, if you<<if $IQdrop >10>>, like,<</if>> liked them <<if $IQdrop >10>>I totes know a lot more!<<else>>there's a whole lot more where those came from!<</if>><</say>>
You keep cracking jokes and the first few are well received<<if $IQdrop >20>> even though you forgot the punchline of most of them<</if>>, but over time her laugh becomes less and less genuine while her grin seems to look more and more like a polite smile.
[[End your conversation|Party overview][$LilyConvo1=false, $lilyJoke=true]]<<set $companionLily.affec+=(1+$hsswear)>>\
<<say $mc>>I'm glad you're <<if $IQdrop >15>>, like, happy again.<<else>>back to your normal upbeat self.<</if>><</say>>
Lily lowers her gaze slightly as she responds.
<<say $companionLily>> Yeah, I guess I have been a little out of it, haven't I? <</say>>
<<say $mc>>Yeah, I was<<if $IQdrop >5>>, like,<</if>> starting to worry about you.<</say>>
Lily scratches the back of her head a bit.
<<say $companionLily>>Sorry, I didn't want to worry anyone. It's just that I've been thinking about my mom quite a bit lately.<</say>>
<<say $mc>>Oh, why's that?<</say>>
<<say $companionLily>> Let's just say that it has to do with where we are. I think when I was still with her I never fully appreciated the hardships she had to face. And now I don't have the opportunity to go back and talk with her anymore, and I probably won't ever again.<</say>>
She pauses for a moment.
<<say $companionLily>> Of course, in a way I've always appreciated her. She was my hero when I was little, but maybe I just never fully understood her or something. Is that weird?<</say>>
<<say $mc>>I don't think so, when you're<<if $IQdrop >10>>, like,<</if>> little there's a lot of stuff you don't understand, right?<</say>>
<<say $companionLily>> I guess you're right. Anyway, enough gloomy talk. I have cleared my heart, I'm done sulking.<</say>>
She straightens her back, flashes you an endearing smile and begins increasing her pace.
<<say $mc>>Wait up! Where are you<<if $IQdrop >15>>, like,<</if>> going? <</say>>
She gives you an entire spiel on how keeping pace is good exercise and a bad posture while walking is unhealthy. Meanwhile, you are simply glad she's returned to her typically lively demeanor.
@@.alert1; Lily is motivated to push a little harder for you and will now carry 5kg more without complaining or slowing down!@@
[[End your conversation|Party overview]]<<set $companionLily.affec+=(2+$hsswear)>>\
<<say $mc>>So, uh, can I<<if $IQdrop >10>>, like,<</if>> ask what's been bothering you?<</say>>
Lily giggles and pats you on the head.
<<say $companionLily>>You are just too cute when you are struggling to be social.<</say>>
<<say $mc>> Huh, what do you mean? I was...<</say>>
<<say $companionLily>>Don't worry about it <<mrms>> hero. I guess I do owe you a bit of an explanation.<</say>>
Her face becomes more sullen and she takes on a more serious tone.
<<say $companionLily>> It's just that I've been thinking about my mom quite a bit lately.<</say>>
<<say $mc>>Oh,<<if $IQdrop >15>>, like,<</if>> why's that?<</say>>
<<say $companionLily>> Let's just say that it has to do with where we are. I think when I was still with her I never fully appreciated the hardships she had to face. And now I don't have the opportunity to go back and talk with her anymore, and I probably won't ever again.<</say>>
She pauses for a moment.
<<say $companionLily>> Of course, in a way I've always appreciated her. She was my hero when I was little, but maybe I just never fully understood her or something. Is that weird?<</say>>
<<say $mc>>I don't think so, when you're<<if $IQdrop >10>>, like,<</if>> little there's a lot of stuff you don't understand, right?<</say>>
<<say $companionLily>> I guess you're right. Anyway, enough gloomy talk. I have cleared my heart, I'm done sulking.<</say>>
She straightens her back, flashes you an endearing smile and begins increasing her pace.
<<say $mc>>Wait up! Where are you<<if $IQdrop >15>>, like,<</if>> going? <</say>>
She gives you an entire spiel on how keeping pace is good exercise and a bad posture while walking is unhealthy. Meanwhile, you are simply glad she's returned to her typically lively demeanor.
@@.alert1; Lily is motivated to push a little harder for you and will now carry 5kg more without complaining or slowing down!@@
[[End your conversation|Party overview]]You begin walking close by to Lily and match her pace.
<<say $mc>>Lily, could you<<if $IQdrop >5>>, like,<</if>> stop for a second?<</say>>
Lily stops walking and looks at you with a confused expression.
<<say $companionLily>>Huh, whats wrong?<</say>>
<<say $mc>>I could ask you the same question. You seem out of it. You've been <<if $IQdrop >15>>, like super sad while you are normally like super happy.<<else>>sulking all day, which is pretty uncharacteristic for you.<</if>><</say>>
Lily looks up as she seems to consider her thoughts.
<<say $companionLily>>I think I just have a lot on my mind right now.<</say>>
<<say $mc>>You know you can<<if $IQdrop >10>>, like,<</if>> talk to me Lily...<</say>>
<<ConversationChoices
[[...because I need you at your best. You know I rely on you, Lily. |Lily Convo1 Rely]]
[[...because a smile fits a pretty lady like you much better than a frown. |Lily Convo1 Smile]]
[[...because you being happy makes me happy too. |Lily Convo1 Happy]]
>><<set $companionLily.affec+=(2+$hsswear)>>\
<<say $mc>>Because I<<if $IQdrop >5>>, like,<</if>> need you at your best. You know I rely on you, Lily.<</say>>
Her solemn demeanor starts to melt away, and she looks at you with an obviously playful pout.
<<say $companionLily>>Oh no, I didn't make you worry that I wouldn't be able to take care of you, did I?<</say>>
<<say $mc>>Well, that's<<if $IQdrop >10>>, like,<</if>> not exactly what I meant when... hey!<</say>>
She pulls you into a big, tight hug. Despite knowing her, you are still surprised at her strength.
<<say $companionLily>>In that case, it would be irresponsible of me to keep worrying you, right?<</say>>
She gives you a playful wink as she continues.
<<say $companionLily>>I was just thinking about the person who took good care of me, just like I take good care of you.<</say>>
She says while booping your nose. She sighs and continues with a somewhat more serious tone.
<<say $companionLily>>I think that being here in the Abyss, with you, brought back some memories of my mom and those got me thinking more about her in general.<</say>>
She sighs deeply once again.
<<say $companionLily>>She taught me that no matter how tough life gets, if you face it with a smile, then it will make everything a little bit easier. And that you have to keep looking forward, not back. I guess I forgot that for a second.<</say>>
A somber smile creeps up her face.
<<say $companionLily>>She was, and still is, my hero. And I try every day to be at least half the woman she was...<</say>>
<<say $mc>>She sounds like she was<<if $IQdrop >10>>, like,<</if>> an awesome mom then.<</say>>
<<say $companionLily>>She sure was! But don't worry, I have place for two heroes in my life. No need to get jealous!<</say>>
She sticks her tongue out cheekily with that last remark and you can't help but laugh a little.
<<say $companionLily>>How about I make up for making you worry today by taking even better care of you from now on!<</say>>
She grabs some of the equipment you were carrying and stuffs it into her own pack.
<<say $mc>>Aw, thanks Lily! It's<<if $IQdrop >15>>, like totally appresia..appere...I'm super happy about it!<<else>> definitely appreciated!<</if>><</say>>
@@.alert1; Lily is motivated to push a little harder for you and will now carry 5kg more without complaining or slowing down!@@
[[End your conversation|Party overview]]<<set $companionLily.affec-=(1-$hsswear)>>\
<<say $mc>>Because<<if $IQdrop >10>>, like,<</if>> a smile fits a pretty lady like you much better than a frown.<</say>>
Lily rolls her eyes at your response.
<<say $companionLily>>Oh geez, thank you for your wonderful compliment...<</say>>
<<say $mc>>Come on Lily, don't be like that. It was just<<if $IQdrop >5>>, like,<</if>> a joke. I am actually worried about you, you know?<</say>>
Lily looks lowers her gaze.
<<say $companionLily>>Yeah, you're right, I'm sorry. These last few days I've been thinking back to my childhood and my mom. In a way, I'm still worrying about her as well.<</say>>
<<say $mc>>Why is that?<</say>>
<<say $companionLily>> It's hard to explain. But it's a little like I'm trying very hard to be just as good of a person as my mom. However, I'm only now discovering how hard it must have been. And I don't even have a kid!<</say>>
A smile creeps back onto her face.
<<say $companionLily>> Unless I count you!<</say>>
She giggles to her own joke, while you take your turn to roll your eyes.
<<say $mc>>Ha. Ha. Very funny. But I'm<<if $IQdrop >15>>, like totally,<</if>> not that helpless.<</say>>
<<say $companionLily>> Not as long as you have me with you.<</say>>
She says as she gives you a wink and grabs some of your equipment and stuff it into her pack before she starts walking again.
<<say $mc>>Hey! Why are you... I'm<<if $IQdrop >10>>, like totally able to carry that<<else>> perfectly capable of carrying that<</if>> myself you know!<</say>>
<<say $companionLily>> Sure you are!<</say>>
Is she giggling? Well, at least her normal demeanor is back.
@@.alert1; Lily is motivated to push a little harder for you and will now carry 5kg more without complaining or slowing down!@@
[[End your conversation|Party overview]]<<set $companionLily.affec+=(1+$hsswear)>>\
<<say $mc>>Because you<<if $IQdrop >10>>, like,<</if>> being happy makes me happy too.<</say>>
Lily looks at you, seems a bit befuddled, and then suddenly starts laughing.
<<say $companionLily>>Well, aren't you the sweetest? Literally charming me out of my bad mood.<</say>>
As she says that she move a bit closer.
<<say $companionLily>>And you know what?<</say>>
Her face is now right up to your face and she whispers in your ear.
<<say $companionLily>>It is working.<</say>>
You feel your face redden a little bit.
<<say $mc>>Uh... Well... Happy to help!<</say>>
Lily giggles and takes a step back once again.
<<say $companionLily>>I'll try to be less pouty. It's just that I was thinking about my mom for a bit. I miss her sometimes.<</say>>
<<say $mc>>I get what you're saying. I<<if $IQdrop >10>>, totally,<</if>> miss my mom sometimes too.<</say>>
<<say $companionLily>>I'm sure you do!<</say>>
Lily has a hard time containing a giggle this time.
<<say $mc>>Oh come on. I was<<if $IQdrop >5>>, like,<</if>> trying to...<</say>>
<<say $companionLily>>Oh, don't react so seriously to every joke. Besides, you have me now, who will help you along your way.<</say>>
She takes some of the equipment you were carrying and stuffs it into her own pack, leaving you stupefied for a moment before you decide to follow suit.
@@.alert1; Lily is motivated to push a little harder for you and will now carry 5kg more without complaining or slowing down!@@
[[End your conversation|Party overview]]Today, you notice Lily seems unusually quiet and lost in thought, so decide to approach her.
<<say $mc>>Are you reminiscing about the past again?<</say>>
Lily snaps out of her apparent stupor, her eyes suddenly sparkling with energy.
<<say $companionLily>>Nah, I never do that. You know me!<</say>>
<<say $mc>>What do you mean? Last time you said you were thinking about the past and your mom.<</say>>
<<say $companionLily>>Well, that conversation is in the past too, and I never think about the past.<</say>>
She playfully sticks her tongue out at you, and you can't help but laugh at Lily's antics.
<<say $mc>>Alright, I give up. So what were you thinking about just now?<</say>>
Lily hesitates for a moment before speaking a bit more softly.
<<say $companionLily>>To be honest, the future.<</say>>
<<say $mc>>Oh, yeah, that's pretty different from the past. So why are you thinking about the future?<</say>>
Lily scratches her head and gazes upward.
<<say $companionLily>>I don't know, and that's kind of the issue. I have some clear ideas about what I want, but I'm not sure how to make them compatible.<</say>>
<<say $mc>>Well, surely if you think about it, you can try to make it work! What do you want that seems so incompatible?<</say>>
<<say $companionLily>>On one hand, I really want a vibrant social life! Maybe I should say I crave it. But if I start sharing all my awesome stories with trees, they'll lock me up before long!<</say>>
You both chuckle at the ridiculous mental image.
<<say $companionLily>>But more seriously, I want to have friends and maybe even a family of my own at some point. I love the idea of having someone special in my life to share all my experiences with.<</say>>
<<ConversationChoices
[[I didn't know you had such a strong desire to settle down. I always thought you were very travel-oriented.|Lily Convo2 Settle]]
[[What's the problem with having a family?|Lily Convo2 Family]]
[[A family sounds a bit dull, to be honest. I'd rather stick to the adventures of the road!|Lily Convo2 Adventures]]
>><<set $companionLily.affec+=(1+$hsswear)>>
<<say $mc>>I didn't know you had such a strong desire to settle down. I always thought you were very travel-oriented.<</say>>
She playfully wets a finger with her mouth and sticks it in your ear. You jump from the unpleasant sensation as Lily bursts into laughter.
<<say $mc>>What the hell, Lily! I thought we were having a serious conversation.<</say>>
<<say $companionLily>>Haha, you must have misheard me. I love to travel, even more than you probably know.<</say>>
<<say $mc>>But I thought you just said...<</say>>
Lily dismisses your confusion with a wave of her hand.
<<say $companionLily>>Yeah, yeah, I get it. I love to travel all the time, so I can't have a family. And I'd like to have a family, so I can't travel all the time. It's just, I'm not good at not getting what I want, and I want both of those things!<</say>>
She looks up with a smile.
<<say $companionLily>>But until I can make that work, I'll settle for having you as my little surrogate family while we have all these exciting adventures in the Abyss!<</say>>
@@.alert1; Lily will not be satisfied until she gets the best deal possible from those merchants that try to take advantage of you. She'll always haggle 5 more gold from now on!@@
[[End the conversation|Party overview]]<<set $companionLily.affec-=(2-$hsswear)>>
<<say $mc>>What's the problem with having a family?<</say>>
Lily lets out a heavy sigh, her delicate shoulders rising and falling.
<<say $companionLily>>I was afraid you wouldn't understand...<</say>>
<<say $mc>>Did I say something wrong?<</say>>
<<say $companionLily>>No, no, it's just... I thought by now you knew I was sent from the heavens, and someday I'll have to return there.<</say>>
Lily gives a playful pout, placing her hands beneath her chin.
<<say $mc>>Ah yes, of course. How could I forget? You're a fallen angel, with more important things to attend to than starting a family.<</say>>
She playfully taps your nose as she makes a buzzing sound.
<<say $companionLily>>Wrong! I don't have more important things to do. The people around me will be important, but it can't be the only thing in my life. What if it gets boring? I don't want to have friends or a family and then feel unhappy because they're holding me back from discovering more about myself or the world.<</say>>
<<say $mc>>Hmm, I think I understand. You want to travel and start a family, but you're worried about finding the balance between the two.<</say>>
She taps your nose again and repeats the buzzing sound.
<<say $companionLily>>Wrong again! I'm not worried and I never said I thought I couldn't find a balance. I just haven't figured it out yet. I know I'll get everything I want in the end, I just have to keep working towards it. In the meantime, I'll settle for having you as my surrogate family as we go on all these exciting adventures in the Abyss!<</say>>
She sticks out her tongue and continues on her way, a twinkle in her eye.
@@.alert1; Lily will not be satisfied until she gets the best deal possible from those merchants who try to take advantage of you. She'll always haggle for 5 more gold from now on!@@
[[End the conversation|Party overview]]<<set $companionLily.affec-=(1-$hsswear)>>
<<say $mc>>A family sounds a bit dull, to be honest. I'd rather stick to the adventures of the road!<</say>>
Lily rolls her eyes.
<<say $companionLily>>Yeah, great story <<if $mc.sex === "male">>bro<<else>>sis<</if>>. How many meatheads and traveling bimbos have told me that over the years? It gets tiring, and to be honest, it's a bit sad to hear.<</say>>
<<say $mc>>But isn't it kind of true? You experience something new every day while traveling.<</say>>
<<say $companionLily>>I'll give you a pass on that one, since traveling the Abyss is truly a once-in-a-lifetime experience for most. But I've heard that same line so many times before. People go to the same type of bars and do the same things for years, just with different people every once in a while. That's not discovering new experiences, that's just being lonely and pretending otherwise. I bet many people with families experience more new things in the end.<</say>>
<<say $mc>>Okay, so start a family then and experience those things.<</say>>
<<say $companionLily>>You still don't get it. I don't think travel is stupid, not the real travel, the kind where you go to truly new places and experience truly new things. I could never, and I mean never, give that up. You see, I want both! To have a social circle and a family, but also to travel the worlds indefinitely.<</say>>
<<say $mc>>World, singular.<</say>>
Lily rolls her eyes again and lets out another sigh.
<<say $companionLily>>Seriously, could you be any more square right now?<</say>>
<<say $mc>>Sorry, Lily. I'm just trying to wrap my head around it. So you want to have a family and friends around you all the time, but also travel the world indefinitely?<</say>>
Lily gives you a sweet peck on the cheek.
<<say $companionLily>>See, you do get it. With enough help from me, of course. I just need to figure out how to make it all work. In the meantime, I'll settle for having you as my surrogate family as we go on all these exciting adventures in the Abyss!<</say>>
@@.alert1; Lily will not be satisfied until she gets the best deal possible from those merchants who try to take advantage of you. She'll always haggle for 5 more gold from now on!@@
[[End the conversation|Party overview]]Double-click this passage to edit it.<<say $mc>>Lily, I seriously need your help with something kinda odd...<</say>>
<<say $companionLily>>Oh, I love odd things! What can I help you with?<</say>>
<<say $mc>>I need your... intimate fluids.<</say>>
<<say $companionLily>>You mean like my water, or is this your way of asking if I have something else to drink? Hold on, I think I might have a weird melon-coffee mix from a convention a while back. But, like, it's really old, so if you try it, it's on you and...<</say>>
Lily excitedly rummages through her bag.
<<say $mc>>Lily!<</say>>
<<say $companionLily>>Huh? I know it's here somewhere.<</say>>
<<say $mc>>Lily, I'm talking about your sexual fluids.<</say>>
<<if $companionLily.subdom>0 || ($companionLily.affec>10 && $mc.appGender>7)>>\
Lily's eyes sparkle as her grin widens.
<<say $companionLily>>Oh, you should've just said that earlier! You know I can't say no to you.<</say>>
<<say $mc>>So, you're on board?<</say>>
<<say $companionLily>>That's a 'stop talking and let's get to it'.<</say>>
<<set _handle = $companionLily>>
<<include "SemenDemonGeneral">>
<<elseif $companionLily.affec>10 || ($companionLily.affec>0 && $mc.appGender>7)>>
<<say $companionLily>>Ah, gotcha.<</say>>
Lily looks away, and an awkward silence follows. After a few moments, she meets your gaze again, her expression resolute.
<<say $companionLily>>If this is what you need, then I can't let you down. I'll help you out!<</say>>
<<say $mc>>Thanks, Lily! I really appreciate it.<</say>>
<<say $companionLily>>Yeah, I guess this is just part of the adventure, huh? Stepping out of our comfort zones.<</say>>
<<set _handle = $companionLily>>
<<include "SemenDemonGeneral">>
<<else>>
<<say $companionLily>>Are you kidding me? You can't just ask me that! We're not, like, lovers or besties or anything.<</say>>
<<say $mc>>I know, but I wouldn't ask if...<</say>>
<<say $companionLily>>Wait, hold up! We need to talk about some ground rules first. Like boundaries and what's appropriate behavior between teammates.<</say>>
Lily spends some time discussing the importance of respecting boundaries and appropriate behavior among fellow adventurers.
<</if>>
[[End your conversation|Party overview]]<<say $mc>>Lily, this might be an unusual question, but...<</say>>
<<say $companionLily>>No worries, you can ask me anything!<</say>>
<<say $mc>>As a creature of the night, I occasionally require blood to sustain myself. Would it be alright if I relied on yours during those times?<</say>>
<<say $companionLily>>Oh? Hmm...<</say>>
Lily responds with a confident smile, seemingly unfazed.
<<if $companionLily.subdom>0 || ($companionLily.affec>5)>>/
<<say $companionLily>>It's not going to hurt too much, right?<</say>>
<<say $mc>>Just a bit, momentarily.<</say>>
With her go-getter attitude, she shows you her arm and you prepare for your first feeding.
<<set $CotNBalance += 7>>
<<set $donor = "Lily">>/
<<else>>/
Lily gives a thoughtful nod, still smiling.
<<say $companionLily>>I think I need a bit more time to decide on this.<</say>>
<<say $mc>>I understand. Forget I asked. I'll find another way.<</say>>
<</if>>/
[[End your conversation|Party overview]]<<say $mc>>Hey Lily, what are you doing? <</say>>
The moment she hears you speak, Lily makes a high pitched squeak and jumps up, startled. She then drops the World Stone she was holding.
<<say $companionLily>>Don't sneak up on me like that!<</say>>
<<set _fitCor = $mc.hasCurse("Weakling") ? 0 : $mc.fit>>
<<if _fitCor < 4>>\
You chuckle a little at the fact that you made a woman who could easily outmatch you physically squeak like a little girl.
<<elseif _fitCor <= 7>>\
You chuckle a little at the fact that you made a woman who may be stronger than you squeak like a little girl.
<<else>>\
You chuckle a little at the fact that you made a woman who could give you a fair physical competition squeak like a little girl.
<</if>>\
<<say $companionLily>>Look, it's just that I like to stay in shape so I can keep going on these long adventures. Even when I'm staying at on place for a long time I actually work out a lot, you know? And this Relic is great for keeping in tip-top shape!<</say>>
<<say $mc>>Oh, sounds like you really keep yourself in shape then!<</say>>
<<say $companionLily>>Yeah, I put on some loud music and just work up a good sweat. How else do you think I keep this angelic body?<</say>>
She puffs out her chest a bit and gestures widely over her whole body.
<<say $companionLily>>Anyway, not to say that this whole journey is not a good workout on its own, buuut... When I saw the World Stone, I started wondering if it could be even better. This could be a golden opportunity to get in better shape than ever before!<</say>>
<<say $mc>>Oh, I see! So you<<if $IQdrop >5>>, like,<</if>> want to use it to train?<</say>>
<<say $companionLily>>Exactly, <<mrms>> smartypants. Soooo... Can I borrow it for a while? I don't want you to get rid of the best workout tool I've ever found!<</say>>
<<ConversationChoices
[[I don't know Lily, I was actually planning on selling it|Lily ConvoPr Sell]]
[[Of course Lily, as long as you're careful with it. I'll let you use it and won't sell it|Lily ConvoPr Keep]]
>><<set $companionLily.affec-=(1-$hsswear)>>\
<<say $mc>>I don't know Lily, I was<<if $IQdrop >10>>, like,<</if>> actually planning on selling it.<</say>>
Lily's expression falls and she looks down in obvious disappointment.
<<say $companionLily>>Ah yeah, well that's okay. I mean it is your Relic after all.<</say>>
<<say $mc>>Yeah, sorry about that. But you can<<if $IQdrop >15>>, like,<</if>> use it until I do need to sell it, I guess.<</say>>
[[End the conversation|Party overview]]<<set $companionLily.affec+=(3+$hsswear)>>
<<say $mc>>Of course Lily, as long as you're<<if $IQdrop >10>>, like,<</if>> careful with it. I'll let you use it and won't sell it.<</say>>
<<say $companionLily>>Great! You're the best, you know that? I'll be super careful with it, I promise!<</say>>
She immediately picks up the World Stone to try it out once again. You see her strain after a couple reps and shudder to think what the weight of the World Stone must be now.
[[End the conversation|Party overview][$LilyPromise=true]][img[setup.ImagePath+'Companions/LilyMilk.png']]
When you glance at Lily's wet blouse, she catches you staring at her. She cocks an eyebrow at you and frowns.
<<say $companionLily>>Yeah, that's right. This is your doing, isn't it?<</say>>
<<say $mc>>I... uh... I'm sorry, Lily...<</say>>
You look down, slightly ashamed at the obvious contempt she is showing you.
<<say $companionLily>>So, tell me, how are you going to take responsibility for this mess?<</say>>
<<say $mc>>I could wash the blouse for you?<</say>> $mc.appGender $mc.subdom
<<if $mc.appAge < 8 >>\
<<say $companionLily>>Looking at you, I suddenly got a better idea...<</say>>
Lily confidently walks towards you with a wide grin, as if an amusing idea suddenly latched into her head.
<<say $companionLily>>Come to Mommy, little <<PerceivedGender $mc>>.<</say>>
Lily stretches her arms to pick up your diminutive body.
<<say $mc>>What are you doing, Lily?<</say>>
<<say $companionLily>>Well, you remember what I told you about how I'm always torn about finding a family to call my own, and not wanting to be tied down, right?<</say>>
<<say $companionLily>>I've really enjoyed this little makeshift family we have become. This will just be the next step. The pressure on them is so annoying, and you're the one who caused this, may I remind you.<</say>>
<<say $companionLily>>Now stop complaining, my sweet baby <<PerceivedGender $mc>>.<</say>>
Lily starts to unbutton her wet blouse and reveals her equally drenched bra, showing off some of her supple cleavage.
<<say $mc>>Can we talk about this first?<</say>>
<<say $companionLily>>Of course sweety. If you really don't want this, I'll get dressed again and we'll just continue as expedition partners. Or...<</say>>
She has an aggressive, almost predatory smirk on her, like a mother wolf circling a cub.
<<say $companionLily>>You could let mommy take care of you. How about it?<</say>>
<<if $mc.subdom <= 0>>\
<<ConversationChoices
[[I think its better we stop here Lily, I don't feel comfortable with this whole situation|Lily ConvoLac NoDom]]
[[Okay, mommy|Lily ConvoLac Mommy]]
>>
<<else>>\
<<ConversationChoices
[[I don't know Lily, I don't feel comfortable with this whole situation|Lily ConvoLac NoSub]]
[[Okay, mommy|Lily ConvoLac Mommy]]
>>
<</if>>
<<elseif $mc.appGender >= 6 && $mc.subdom > -1>>\
<<say $companionLily>>Looking at you, I think a better idea occurred to me...<</say>>
Lily confidently struts towards you with a seductive smile.
<<say $companionLily>>I know you can't say no to me. That's what I like about you.<</say>>
Lily stretches her arms around you and pulls you into a hug.
<<say $mc>>Lily, what are you doing?<</say>>
<<say $companionLily>>Well, you remember what I told you about how I'm always torn about finding a family to call my own, and not wanting to be tied down, right?<</say>>
<<say $companionLily>>I've really enjoyed this little makeshift family we have become. This will just be the next step. The pressure on them is so annoying, and you're the one who caused this, may I remind you.<</say>>
<<say $companionLily>>Now, stop complaining, my sweet lover.<</say>>
Lily starts to unbutton her wet blouse and reveals her equally drenched bra, showing off some of her supple cleavage.
<<say $mc>>Wait, can we talk about this first?<</say>>
<<say $companionLily>>Of course, honey. If you really don't want this, I'll get dressed again and we'll just continue as expedition partners. Or...<</say>>
Her seductive smile is dialed up to eleven.
<<say $companionLily>>You just let little old me take care of that sexy body of yours. How about it? Who's your mommy?<</say>>
<<ConversationChoices
[[I don't know Lily, I don't feel comfortable with this whole situation|Lily ConvoLac NoSub]]
[[You're my mommy?|Lily ConvoLac Mommy]]
>>
<<else>>\
<<set $companionLily.affec-=(2-$hsswear)>>\
Lily sighs and allows her head to fall.
<<say $companionLily>>I suppose that's a start.<</say>>
[[End the conversation|Party overview][$LilyConvoLac=false]]
<</if>><<set $companionLily.affec-=(3-$hsswear)>>\
<<say $mc>>I think its better we stop here Lily, I don't feel comfortable with this whole situation.<</say>>
Lily looks a bit surprised, and more than a little embarrassed, standing there in her wet bra, exposed to you.
<<say $companionLily>>I-I'm sorry. I don't know what I was thinking...<</say>>
<<say $companionLily>>I...<</say>>
It actually happened. Lily is actually at a loss for words. Although you'd typically make light of the situation, you actually feel bad for her right now. Lily looks so mortified, she might actually break down for once. But instead, she simply walks away, holding her blouse closed with one hand as she goes.
[[The conversation seems to have ended|Party overview][$LilyConvoLac=false]]You quickly glance to the side, in embarrassment at the situation you find yourself in.
<<say $mc>>I don't know Lily, I...<</say>>
<<say $companionLily>>Ssssshh<</say>>
She gently presses a finger against your lips, silencing your protest.
<<say $companionLily>>It's okay, mommy does know, even if you don't.<</say>>
And with that definitive statement, she pulls her bra down, revealing her perfect breasts, one of which already has a single bead of milk dangling from the nipple.
<<say $companionLily>>Come here, sweety.<</say>>
She pushes your head against the nipple of her breast. You put up something of a weak struggle, as you don't want to hurt her, but you're willing to go along with her at this point. Her strong arms don't move an inch.
<<say $companionLily>>Don't fight it, just help mommy. Do it for me, okay?<</say>>
Resigned, you latch on and start sucking a little. You taste something sweet. In your curiosity, you suck slightly harder so that more of the sweet milky flavor invades your mouth. It isn't as bad as you would have expected and within a few moments you settle into a steady rhythm of suckling.
<<say $companionLily>>Very good, I'm so proud on you.<</say>>
Lily lets out a soft moan and firmly holds your head to her breast.
<<say $companionLily>>This feels so much better already. You and me, we're going to do this more often.<</say>>
She lets out a small giggle as she strokes your $mc.hair hair softly as you continue to drink.
[[Continue until you had your fill|Party overview][$LilyMommy = true, $LilyConvoLac=true, $items[1].count +=1, $items[0].count +=1]]<<set $companionLily.affec+=(2+$hsswear)>><<set $LilyMommy = true>>\
<<say $mc>>Yes, mommy.<</say>>
<<say $companionLily>>Oh, you make me so happy.<</say>>
She lets out a passionate sound that resembles a high pitched moan. Then she continues to pull her bra down, revealing her perfect breasts, one of which has a single bead of milk dangling from the nipple.
<<say $companionLily>>Come here, sweety.<</say>>
She pushes your head against the nipple of her breast. You put up something of a weak struggle, as you don't want to hurt her, but you're willing to go along with her at this point. Her strong arms don't move an inch.
<<say $companionLily>>Very good, I'm so proud on you.<</say>>
Lily lets out a soft moan and firmly holds your head to her breast.
<<say $companionLily>>This feels so much better already... You and me, we're going to do this more often.<</say>>
She lets out a small giggle as she strokes your $mc.hair hair softly as you continue to drink.
[[Continue until you have your fill|Party overview][$LilyMommy = true, $LilyConvoLac=true, $items[1].count +=1, $items[0].count +=1]]Journeying onward, the effects of the Abyss's miasma and your reduced stature become glaringly apparent, especially as you struggle over another rock.
Suddenly, two warm hands cradle you from the sides.
<<say $companionLily>>Need a boost, sweetie?<</say>>
With that, she lifts you atop the rock.
<<say $mc>>Thanks, Lily. The Abyss is proving to be more challenging with my new size.<</say>>
<<say $companionLily>>Really? I hadn't noticed! Maybe things just seem larger from down there.<</say>>
She giggles, clearly enjoying her obvious tease.
<<say $mc>>Alright, alright. Yes, I've shrunk. But it wouldn't be so bad if it didn't make navigating The Abyss so challenging.<</say>>
<<say $companionLily>>But you're adorable like this! You're like a little chibi $mc.name. Imagine the attention you'd get at conventions!<</say>>
She playfully pinches your cheek, eliciting a swat from you.
<<say $mc>>Let's focus on the mission, okay? No time for daydreaming about conventions.<</say>>
<<say $companionLily>>True. But think about it: we could speed things up if you'd let me help you a little more.<</say>>
Her eyes sparkle with a hint of mischief.
<<say $mc>>What kind of help?<</say>>
<<say $companionLily>>Well, if you would let <<if $LilyConvoLac>>Mommy<<else>>yours truly<</if>>give you a piggyback, you wouldn't have to face these pesky challenges. Plus, I'd get to snuggle with an adorable mini-hero!<</say>>
With a cheeky grin, she flexses her strong yet slender arms.
<<ConversationChoices
[[I think I can manage on my own, but thanks.|Lily Carry Denied]]
[[Alright, let's do it..|Lily Carry Accepted]]
>><<say $mc>>I think I can manage on my own, but thanks.<</say>>
<<say $companionLily>>Always playing the strong <<if $mc.sex=="male">>man<<else>>woman<</if>>, huh? That makes me proud in its own way!<</say>>
She playfully ruffles your hair.
<<say $mc>>I love it when you find the silver lining, you know?<</say>>
<<say $companionLily>>Silver lining? With us, it's all golden! But "love"? Isn't it a bit too soon for that?<</say>>
<<say $mc>>Oh, you caught me. Yes, my deep, unrequited love for you!<</say>>
Lily giggles, momentarily flustered by your playfulness.
You share a few more laughs before focusing back on the journey ahead.
[[Continue your journey|Party overview][$LilyConvoCarry=2]]<<set $companionLily.affec+=(2+$hsswear)>>\
<<say $mc>>Alright, let's do it.<</say>>
<<say $companionLily>>Oh sweety, I'd love it so much if you just let me take care of you!<</say>>
She gently picks you up in her arms.
<<if $LilyMommy>>\
<<set $companionLily.affec+=(2+$hsswear)>>
You blush deeply at the reminder of how she wants you to treat her. You nuzzle into her bosom and she pulls you tighter.
<<say $mc>>Yes, Mommy!<</say>>
<<say $companionLily>>That's my cute litlle <<if $mc.sex=="male">>boy<<else>>girl<</if>>. You make me so happy!<</say>>
You decide it's better to just enjoy the moment, and keep cuddling Lily as she carries you.
[[Continue your journey|Party overview][$LilyConvoCarry=1]]
<<else>>\
<<say $mc>>Mommy, what do you...<</say>>
Lily puts her finger over your mouth.
<<say $companionLily>>Hush now, don't spoil our moment. And when you're in my arms like this, it's "Mommy" okay?<</say>>
<<if $mc.subdom <= 0>>\
<<ConversationChoices
[[I think I just prefer Lily| Lily Carry noMommy]]
[[Alright then, Mommy.|Lily Carry Mommy]]
>>
<<else>>\
<<ConversationChoices
[[Alright then, Mommy.|Lily Carry Mommy]]
>>
<</if>>
<</if>>\<<set $companionLily.affec-=(2-$hsswear)>>
<<say $mc>>I think I just prefer "Lily".<</say>>
Lily gives a mock pout.
<<say $companionLily>>Patience is a virtue. We'll see!<</say>>
She winks and gives you a playful nudge as she sticks out her tongue.
[[Continue your journey|Party overview][$LilyConvoCarry=1]]<<set $companionLily.affec+=(2+$hsswear)>>
<<say $mc>>Alright then, Mommy.<</say>>
<<say $companionLily>>Oh! Embracing it, are we? That's my cute little <<if $mc.sex=="male">>boy<<else>>girl<</if>>. You just made my day!<</say>>
You chuckle, finding comfort in Lily's cheerful embrace.
[[Continue your journey|Party overview][$LilyConvoCarry=1, $LilyMommy=true]]<<if !$KhemiaConvo0>>
<<set _numConvos += 1>>[[Introduce yourself to Khemia|Khemia Convo0][$KhemiaConvo0=true]]<br>
<</if>>
<<if !$KhemiaConvo1 && $companionKhemia.affec>6 && $KhemiaConvo0 >>
<<set _numConvos += 1>>[[Chat with Khemia|Khemia Convo1][$KhemiaConvo1=true]]<br>
<<elseif !$KhemiaConvo2 && $companionKhemia.affec>15 && $KhemiaConvo1 && 0 >>
<<set _numConvos += 1>>[[Chat with Khemia|Khemia Convo2][$KhemiaConvo2=true]]<br>
<<elseif !$KhemiaConvo3 && $companionKhemia.affec>20 && $mc.appGender>9 && $mc.subdom >= 0 && $KhemiaConvo2 >>
<<set _numConvos += 1>>[[Chat with Khemia|Khemia Convo3][$KhemiaConvo3=true]]<br>
<</if>>
<<if !$KhemiaConvoMostFem && !$KhemiaConvoMoreFem && $mc.osex==="male" && $mc.sex==="male" && $mc.appGender>5>>
<<set _numConvos += 1>>[[Chat with Khemia|Khemia More Fem][$KhemiaConvoMoreFem=true]]<br>
<<elseif !$KhemiaConvoMostFem && $mc.osex==="male" && $mc.sex!=="male" && $mc.appGender>9>>
<<set _numConvos += 1>>[[Chat with Khemia|Khemia Most Fem][$KhemiaConvoMostFem=true]]<br>
<<elseif !$KhemiaConvoMostMasc && !$KhemiaConvoMoreMasc && $mc.osex==="female" && $mc.sex!=="male" && $mc.appGender<9>>
<<set _numConvos += 1>>[[Chat with Khemia|Khemia More Masc][$KhemiaConvoMoreMasc=true]]<br>
<<elseif !$KhemiaConvoMostMasc && $mc.osex==="female" && $mc.sex==="male" && $mc.appGender<5>>
<<set _numConvos += 1>>[[Chat with Khemia|Khemia Most Masc][$KhemiaConvoMostMasc=true]]<br>
<</if>>
<<if
!$SemenDemonVec.some(e => e.id === setup.companionIds.khemia) &&
$mc.curses.some(e =>
e instanceof SemenDemon && (
($companionKhemia.penis > 0 && e.fluidType !== 'vaginal fluids') ||
($companionKhemia.vagina > 0 && e.fluidType !== 'semen')
)
)
>>
<<set _numConvos += 1>>[[Maybe Khemia can help you with your appetite for sexual fluids|Khemia Semen Demon]]<br>
<</if>>
<<if $mc.hasCurse("Creature of the Night") && $donor != "Khemia">>
[[Maybe Khemia can help you with your lust for blood|Khemia Creature of the Night]]<br>
<</if>>
<<if $mc.hasCurse("Shrunken Assets") && $currentLayer === 1 && $convo.khemiaShrunkenAssets === 0>>
<<set _numConvos += 1>>[[Khemia seems to be looking at you|Khemia Shrunken Assets]]<br>
<</if>>
<<if $mc.hasCurse("Sex Switcheroo") && $currentLayer === 2 && $mc.sex === "female" && $convo.khemiaSexSwitcheroo === 0>>
<<set _numConvos += 1>>[[Khemia seems to be looking at you|Khemia Sex Switcheroo MtF]]<br>
<<elseif $mc.hasCurse("Sex Switcheroo") && $currentLayer === 2 && $mc.sex === "male" && $convo.khemiaSexSwitcheroo === 0>>
<<set _numConvos += 1>>[[Khemia seems to be looking at you|Khemia Sex Switcheroo FtM]]<br>
<</if>>
<<if $mc.hasCurse("Gooey") && $currentLayer === 3 && $convo.khemiaGooey === 0>>
<<set _numConvos += 1>>[[Khemia seems to be looking at you|Khemia Gooey]]<br>
<</if>>
<<if $mc.hasCurse("Reptail") && $currentLayer === 4 && $convo.khemiaReptail === 0>>
<<set _numConvos += 1>>[[Khemia seems to be looking at you|Khemia Reptail]]<br>
<</if>>
<<if $mc.hasCurse("Pheromones") && $currentLayer === 5 && $convo.khemiaPheromones === 0>>
<<set _numConvos += 1>>[[Khemia seems to be looking at you|Khemia Pheromones]]<br>
<</if>>
<<if $companionKhemia.hasCurse("Power Dom") && $companionKhemia.affec> 6 && $convo.khemiaPowerDomHand === 0 && settings.MaleSceneToggleFilter>>
<<set _numConvos += 1>>[[Khemia seems to be looking at you, with a look of dominance on his face|Khemia Power Dom Hand]]<br>
<</if>>
<<if $ownedRelics.some(e => e.name === "Aegis Coffin") && $convo.khemiaAegis === 0>>
<<set _numConvos += 1>>[[Khemia seems to be looking at your Aegis Coffin curiously|Khemia Aegis 1]]<br>
<</if>>
<<if $convo.khemiaL6 === 0 && $currentLayer === 6>>
<<set _numConvos += 1>>[[Khemia seems to be looking around at your surroundings intensely|Khemia Layer6 Convo]]<br>
<</if>>[img[setup.ImagePath+'Companions/KhemiaIntro.png']]
<<say $companionKhemia>>Yo, I'm Khemia, nice to meet you.<</say>>
<<ConversationChoices
[[Greet him warmly with a hug|Khemia Convo0 Hug]]
[[Greet him with a firm handshake|Khemia Convo0 Handshake]]
[[Greet him with a small wave from a distance|Khemia Convo0 Wave]]
>><<nobr>>
<<if $mc.appGender>5>>
<<set $companionKhemia.affec+=(1+$hsswear)>>
<</if>>
<</nobr>>
You give Khemia a big hug, and while he seems hesitant for a moment, he reciprocates and gives you a big hug back.
<<say $mc>> I'm $mc.name, and I'm<<if $IQdrop >10>>, like,<</if>> really glad that<<if $IQdrop >15>> a handsome<<else>> an experienced<</if>> diver like you is able to join us for this trip. <</say>>
<<if $mc.appGender<=5 >>\
<<say $companionKhemia >> Haha, I guess you're the hugging type of guy. Don't worry, a little bromance never killed anybody! Just don't go to soft when we're down there! <</say>>
As he speaks he gives you a playful jab on your shoulder.
<<else>>\
<<say $companionKhemia >> Ah you're the hugging type of gal, aren't you? Don't worry, I may look tough but there's always room for a hug from a cutie like you! Just make sure you don't get too distracted by me when we are down there. <</say>>
He gives you a wide grin and embraces your hug.
<</if>>\
<<ConversationChoices
[[Okay, maybe we can tone down the whole physical contact thing a little bit|Khemia Convo0 NoPhysical]]
[[Haha, sure, I'll try. But no promises!|Khemia Convo0 NoPromise]]
>><<say $mc>>Okay, maybe we can tone down the whole physical contact thing a little bit.<</say>>
Khemia gives you a slightly confused look.
<<say $companionKhemia>>Huh? Didn't you introduce yourself by hugging me?<</say>>
<<say $mc>><<if $IQdrop >20>>Nu-uh<<else>>Uh, yes, I guess I did.<</if>><</say>>
After a small, awkward moment of silence your eyes meet and Khemia starts casually laughing.
<<say $companionKhemia>>Hahaha, you sure are one weird little <<PerceivedGender $mc>>, you know that? Just don't goof around too much, we're still dealing with the Abyss. I've seen things end badly when people get too casual with it. It's pretty easy to think you know what you're doing, but one wrong move in a place you aren't familiar with and kkkksssss.<</say>>
He slowly drags his thumb across his neck in an ominous gesture. His expression lightens and he gives a hearty laugh, then pats you on the back with solid thump.
<<say $companionKhemia>>Don't worry too much, but also don't let your guard down. If you're with me, I'm sure things will work out great.<</say>>
<<say $mc>>Uh, yeah, of course...<</say>>
[[End your conversation|Party overview]]<<nobr>>
<<if $mc.appGender>5 >>
<<set $companionKhemia.affec+=(1+$hsswear)>>
<</if>>
<</nobr>>
<<say $mc>>Haha, sure, I'll<<if $IQdrop >5>>, like,<</if>> try. But no promises!<</say>>
Khemia starts laughing heartily at your response.
<<say $companionKhemia>>You know, you already paid good coin for me to join you. No need to butter me up so much at this point. But I wouldn't mind a little bit more flattery from time to time! Anyway, time to get this party on the road!<</say>>
You give Khemia an enthusiastic nod in response, now it's time to get on with your expedition.
[[End your conversation|Party overview]]<<nobr>>
<<if $mc.appGender<=5>>
<<set $companionKhemia.affec+=(1+$hsswear)>>
<</if>>
<</nobr>>
You give a him a firm handshake, which he answers with his own impressively firm grip.
<<say $mc>>I'm<<if $IQdrop >10>>, like,<</if>> glad to have you onboard! I'm $mc.name and <<if $IQdrop >15>>you look strong. I heard somebody say you went down there, like, loads of times!<<else>>I've heard a great deal about you already.<</if>> Is it true you've completed 50 dives already?<</say>>
<<say $companionKhemia>>52 dives and counting <<mrms>>. <</say>>
He has a clear smug expression as he mentions his extensive experience in the Abyss.
<<ConversationChoices
[[Wow, you must have some incredible stories to tell!|Khemia Convo0 Stories]]
[[Great! Then I'm sure you'll prove useful to the team|Khemia Convo0 Team]]
>><<set $companionKhemia.affec+=(1+$hsswear)>>\
<<say $mc>>Wow, you must have<<if $IQdrop >5>>, like,<</if>> some incredible stories to tell!<</say>>
He puffs up his chest a little bit and smiles.
<<say $companionKhemia>>Well, I don't mean to brag, but I did almost beat a Dune Devouring Borer once. It was a shame I broke my sword on its rock-hard hide, but I was almost able to subdue it anyway. I swear if I had a stronger weapon then I could have even killed the beast!<</say>>
<<say $mc>> Oh wow, that does sound impressive! I'm really glad we have such a<<if $IQdrop >15>>, like you know, strong man with us who can...<<else>> capable person onboard now that...<</if>><</say>>
He suddenly cuts you off before you're able to finish your thought.
<<say $companionKhemia>>And once, we were running low on supplies and everybody thought they were done for. Things were getting really desperate and the main diver was even saying some prayers, like he didn't think we were gonna make it. But I led them through a cave complex I'd known from a previous dive, showed them a shortcut to a nice foraging spot and a quicker path back up to the surface. By the time we were back to the surface we even had a few days of supplies to spare! <</say>>
You listen for a while longer to Khemia's boasting. You actually don't mind it much, as he does seem very enthusiastic and highly capable in the art of Abyssal exploration.
[[End his conversation|Party overview]]<<say $mc>> Great! Then I'm sure you'll<<if $IQdrop >10>> be, like, super<<else>> prove<</if>> useful to the team.<</say>>
Khemia bellows out a loud laugh.
<<say $companionKhemia>>You think I might be useful, my <<PerceivedGender2 $mc>>? Someday, our drill will pierce through the Abyss straight into hell, and I'll be there when that happens!<</say>>
[[End your conversation|Party overview]]You stand a bit awkwardly near Khemia and wave a small greeting to him.
<<say $mc>>So, uh, I'm $mc.name. It's nice to<<if $IQdrop >5>>, like,<</if>> meet you, Khemia!<</say>>
Khemia strides over to you and pats your back so hard you almost fall over.
<<say $companionKhemia>>I can tell this is your first time this close to the Abyss, but don't worry, Khemia has got your back now. I can guarantee you that this expedition will be a breeze with me on board.<</say>>
<<ConversationChoices
[[Well, to be honest, with my leadership it was always going to be a breeze!|Khemia Convo0 Breeze]]
[[I'm so glad you said that. I'll be putting my trust and the fate of this expedition in your capable hands|Khemia Convo0 Fate]]
>><<nobr>>
<<if $mc.appGender<=5 >>
<<set $companionKhemia.affec+=(1+$hsswear)>>
<</if>>
<</nobr>>
<<say $mc>> Well, to be honest, with my<<if $IQdrop >5>>, like,<</if>> leadership it was always going to be a <<if $IQdrop >10>>breezy!<<else>>breeze!<</if>><</say>>
<<if $mc.appGender<=5 >>\
<<say $companionKhemia>> Well, well, well, look at that. You do have some stones in the end! I like it. Maybe I can learn a thing or two from you as well. <</say>>
Khemia winks and grins at your boastful response.
<<else>>\
<<say $companionKhemia>> Well, what do you know? Here I was thinking you must have been scared because of a trip into the Abyss, but it seems like there's a tough girl hidden in you after all! But don't sweat it, honey, I'll handle the heavy lifting from here.<</say>>
Khemia gives you a bit of a suggestive wink and puffs out his chest to show his strength. Despite the good intentions of his reassurances, you can't help but feel he's being a little disrespectful of your own abilities.
<</if>>
[[End your conversation|Party overview]]<<nobr>>
<<if $mc.appGender>5 >>
<<set $companionKhemia.affec+=(1+$hsswear)>>
<</if>>
<</nobr>>
<<say $mc>>I'm<<if $IQdrop >10>>, like,<</if>> so glad you said that. I'll be putting my trust and the fate of this expedition in your<<if $IQdrop >5>>, like, strong<<else>> capable<</if>> hands.<</say>>
<<if $mc.appGender<=5 >>\
<<say $companionKhemia>>Ah, come on dude, show some confidence in yourself too. Surely you're not that hopeless, right? Even if you can't compare to me, you can still accomplish something, know you can! <</say>>
Despite the good intentions of his reassurances, you can't help but feel he's being a little disrespectful of your own abilities.
<<else>>\
A bit of red seems to flush Khemia's cheeks, is he blushing for some reason?
<<say $companionKhemia>> Um sure, I, ahem, I'll be sure to protect you along this entire trip, you don't need to worry about a thing! <</say>>
You giggle in response to his obvious nervousness.
<<say $mc>> Yeah, I think you already said that. <</say>>
<<if $IQdrop >15>>You giggle and twirl your hair.
<</if>>\
<<say $companionKhemia>> Oh, did I now? Oh right, so uh, yeah... Did we bring a sword? I can always do with a good sword on trips like these, you know?<</say>>
He mumbles and rambles a bit, half talking to you half rummaging through the equipment you'd brought along.
<</if>>
[[End your conversation|Party overview]]You pause for a moment, taking stock of where you are. Looking back, you notice that Khemia has picked up a stick and appears to be performing some kind of sword kata. You watch him, fascinated by his movements. The way he darts and spins, always keeping his balance over where he is, or where he's going to be. He flows between forms, dodging imaginary opponents, and apparently dispatching them one after another. The more you watch though, the more you think this isn't just some memorized kata, he's improvising, creating a dynamic scenario in his head, and reacting to it.
He performs an improbable flip in the air, lashing out with the stick, and then driving it down into the dirt on his landing.
He's breathing heavily, but there's no trembling in his motions as he stands and looks over at you. He smirks.
<<say $companionKhemia>>Impressed yet?<</say>>
<<nobr>>
<<if setup.haveCuttingTool>>
<<ConversationChoices
[[Your skills are impressive. I'm glad to have you along, and that we've got a sword for you to use.| Khemia Convo1 Impressive]]
[[Yeah... Would you mind practicing against me?| Khemia Convo1 Practice]]
[[Pff, You're just dancing around a bit. I'd bet I could disarm you if I really try.| Khemia Convo1 Dancing]]
>>
<<else>>
<<ConversationChoices
[[Your skills are impressive. I'm glad to have you along.| Khemia Convo1 Impressive2]]
[[Yeah... Would you mind practicing against me?| Khemia Convo1 Practice]]
[[Pff, You're just dancing around a bit. I'd bet I could disarm you if I really try.| Khemia Convo1 Dancing]]
>>
<</if>>
<</nobr>><<set $companionKhemia.affec+=(1+$hsswear)>>\
<<say $mc>>Your skills are<<if $IQdrop >10>>, like, super good!<<else>> impressive.<</if>> I'm glad to have you along, and that we've got a sword for you to use.<</say>>
<<say $companionKhemia>>Yeah, I'm glad to be here. This has been pretty fun so far.<</say>>
<<say $companionKhemia>>Especially with this fine piece!<</say>>
He taps the sheathed weapon on his belt, causing a metallic clang.
<<say $mc>>Well, you seem to be able to use it<<if $IQdrop >20>>, like, super good!<<else>> quite effectively.<</if>> How'd you learn to fight like that, anyway?<</say>>
<<say $companionKhemia>>Half of it is just instinct, part of who I am, I've always been like that in a way, though my instincts have been hones by experience. More action than thought, I suppose. But half of it is a really good teacher I had when I was younger. She forced me to adapt to many things. The woman was frightening, especially with a sword in hand. The last half is simply practice, and I aspire to exceed her skill even today. So, aside from these mental training sessions, I've decided to use my purity gene and come down here pretty often. Over time I've fought quite a few beasts, which has been a pretty good source of practice.<</say>>
<<if $IQdrop >15>>\
<<say $mc>>That's like, so deep...<</say>>
Khemia looks a bit surprised at your empty response.
<<say $companionKhemia>>Oh yeah, well, thanks. I guess I am a man of many talents!<</say>>
<<else>>\
<<say $mc>>Isn't that three halves?<</say>>
Khemia raises an eyebrow and smirks.
<<say $companionKhemia>>Oh? Did you think that everything always has to add up to one?<</say>>
<</if>>\
He lets out a hearty laugh and resumes his battles against imaginary foes.
@@.alert1; Spending time with Khemia and discussing his sword skills has improved your own skills slightly. Keep this up and you might be able to handle threats more effectively!@@
[[End your conversation|Party overview]]<<say $mc>>Your skills are<<if $IQdrop >10>>, like, super good!<<else>> impressive.<</if>> I'm glad to have you along, and that we've got a sword for you to use.<</say>>
<<say $companionKhemia>>Yeah, but I wish I had a real sword. This stick is useless against any serious foes and my hand to hand isn't as good as my swordplay. But yes, a real sword would be much more convenient.<</say>>
He sighs, obviously exasperated at the lack of equipment on the expedition.
<<say $mc>>Maybe we can get you one<<if $IQdrop >5>>, like,<</if>> soon.<</say>>
<<say $companionKhemia>>I'd hope so. It would certainly be a big help to the expedition.<</say>>
<<say $mc>><<if $IQdrop >10>>But this already looked, like, super cool.<<else>>Nevertheless, this already looked pretty impressive.<</if>> How'd you learn to fight like that anyway?<</say>>
<<say $companionKhemia>>Half of it is just instinct, part of who I am, I've always been like that in a way, though my instincts have been hones by experience. More action than thought, I suppose. But half of it is a really good teacher I had when I was younger. She forced me to adapt to many things. The woman was frightening, especially with a sword in hand. The last half is simply practice, and I aspire to exceed her skill even today. So, aside from these mental training sessions, I've decided to use my purity gene and come down here pretty often. Over time I've fought quite a few beasts, which has been a pretty good source of practice.<</say>>
<<if $IQdrop >15>>\
<<say $mc>>That's like, so deep...<</say>>
Khemia looks a bit surprised at your empty response.
<<say $companionKhemia>>Oh yeah, well, thanks. I guess I am a man of many talents!<</say>>
<<else>>\
<<say $mc>>Isn't that three halves?<</say>>
Khemia raises an eyebrow and smirks.
<<say $companionKhemia>>Oh? Did you think that everything always has to add up to one?<</say>>
<</if>>\
He lets out a hearty laugh and resumes his battles against imaginary foes.
@@.alert1; Spending time with Khemia and discussing his sword skills has improved your own skills slightly. Keep this up and you might be able to handle threats more effectively!@@
[[End your conversation|Party overview]]<<say $mc>>Yeah... Would you mind<<if $IQdrop >5>>, like,<</if>> practicing with me?<</say>>
Khemia looks around until he finds a stick he feels is suitable and throws it to you.
<<say $companionKhemia>>Here, take this and stand over there. We'll start by sparring a bit to see what you've got.<</say>>
You catch the stick and stand at the place he points to about four meters from him and lock eyes.
<<say $companionKhemia>>Ready or not, here I come!<</say>>
<<ConversationChoices
[[Take up a cautious stance, and try to defend against his incoming charge| Khemia Convo1 PracticeD]]
[[Charge him, stick held high and hit him before he gets a chance to hit you| Khemia Convo1 PracticeO]]
>><<say $mc>>Pff, You're just<<if $IQdrop >10>>, like,<</if>> dancing around a bit. I'd bet I could disarm you if I really try.<</say>>
Khemia scowls, not even attempting to hide the disdain on his face.
<<say $companionKhemia>>Talk is cheap. Would a master like yourself be willing to demonstrate your skills and take me down in a sparring match? Assuming you can, of course.<</say>>
His face returns to a smile, but it seems less friendly now, more predatory.
<<ConversationChoices
[[Pick up a stick of your own and join him| Khemia Convo1 Challenge]]
[[I think not. We have more important things to be doing than playing silly games.| Khemia Convo1 Silly]]
>><<nobr>>
<<if $mc.appGender>5 >>
<<set $companionKhemia.affec+=(1+$hsswear)>>
You stand facing Khemia for several moments, holding your stick in a high guard. Then suddenly, he moves like a blur. He feints a blow at your left side, and you move to block it, but barely recover in time to catch his stick on yours before he can hit your arm. The force of the blow stuns you, but you try to stay calm. He's already moving in for a second strike, one right at your belly. You deflect it, or attempt to, but he's too fast. With a deft maneuver, he twists your stick out of your hand. His left hand grabs your hair, and his right presses the side of his stick to your neck.<br><br>
His face is right in front of yours and you're helpless in his grasp. Both of you are breathing heavily, and something passes between you briefly. For a second his face eyes wander down before he looks away entirely and releases you from his grip.<br><br>
<<say $companionKhemia>>I would say, you have a pretty fine form.<</say>><br>
Then he stops himself and mumbles a bit.<br><br>
<<say $companionKhemia>>I mean... How you look fine, the way you stand... I mean... You did good for a rookie, let's just get going, ok?<</say>><br>
<<say $companionKhemia>>Pull it together Khemia, you were never this distracted before...<</say>><br>
He walks off while seemingly berating himself over some stumble on his part.<br>
<<else>>
You stand facing Khemia for several moments, holding your stick in a high guard. Then suddenly, he moves like a blur. He feints a blow at your left side, and you move to block it, but barely recover in time to catch his stick on yours before he can hit your arm. The force of the blow stuns you, but you try to stay calm. He's already moving in for a second strike, one right at your belly. You deflect it, or attempt to, but he's too fast. With a deft maneuver, he twists your stick out of your hand. His left hand grabs your hair, and his right presses the side of his stick to your neck.<br><br>
His face is right in front of yours and you're helpless in his grasp. Both of you are breathing heavily, and something passes between you briefly. For a moment his face takes on an odd expression that is difficult to read, then he smiles and let's you go.<br><br>
<<say $companionKhemia>>Sorry about that, the moment got to me. You did fine.<</say>><br>
<<say $mc>>I was<<if $IQdrop >10>>, like,<</if>> no match for you though.<</say>><br>
<<say $companionKhemia>>Do you know how many times I lost to my teacher before I was able to beat her even once?<</say>><br>
<<say $mc>>Her? I thought you<<if $IQdrop >20>> thought that, like, chicks can't fight?<<else>> had a whole idea about woman not being able to fight?<</if>><</say>><br>
Khemia looks at you, obviously perplexed at your assumption.<br><br>
<<say $companionKhemia>>Huh, what gave you that idea? I don't think I've ever said something like that. No, this lady... Well, with a sword she was a monster. Even after I beat her that one time, it was clear she wasn't taking me seriously yet. It was never so easy as that again.<</say>><br>
<<say $mc>>Sounds like a <<if $IQdrop >15>> mean<<else>> tough<</if>> teacher.<</say>><br>
He starts to laugh, a broad smile spreading across his face.<br><br>
<<say $companionKhemia>><<if $IQdrop >15>> I wouldn't call her mean, just tough as nails.<<else>>Well tough is an understatement for her. I'd say she's tough in the same way air is light.<</if>> But, in the end, she is half the reason I'm so skilled now.<</say>><br>
<</if>>
<</nobr>>
@@.alert1; Spending time with Khemia and practicing sword skills has improved your own skills slightly. Keep this up and you might be able to handle threats more effectively!@@
[[End your conversation|Party overview]]What is there to do but attack? You lunge forward, trying to land a hit, but Khemia dodges to the side. He's so fast. You spin, trying to catch him, but he blocks your blow on his own stick, and he's inside your guard. You're not sure how he even does it, but he's disarmed you in less than a second.
<<nobr>>
<<if $mc.appGender>5 >>
You're both staring at each other, inches apart, breathing heavily, and then you both awkwardly step back.<br><br>
<<say $companionKhemia>>I like your spirit but being reckless is only going to get you killed. Maybe you should leave the fighting to me<</say>><br>
You roll your eyes<br><br>
<<say $mc>><<if $IQdrop >10>>Is it, like, just<<else>> Let me guess,<</if>> because I'm not "manly" enough to fight?<</say>><br>
<<say $companionKhemia>>What are you talking about? My teacher was a lady and I would trust her with me life in a heartbeat. But because she could fight like hell, and that's what counts down here in the end.<</say>><br>
<<say $mc>>Ow... I didn't know. Well I guess you're right in a way. I hope we can keep practicing though<</say>><br>
<<say $companionKhemia>> How can I say no to such a sweet face?<</say>><br>
He gives you a wink.<br><br>
<<say $mc>>Uh... <<if $IQdrop >5>>I uh, like, uh...<<else>>Thanks I guess...<</if>><</say>><br>
<<else>>
<<set $companionKhemia.affec+=(2+$hsswear)>>
You're both staring at each other, inches apart, breathing heavily and staring each other down fiercely. Khemia breaks into a big grin.<br><br>
<<say $companionKhemia>> I admire your spirit, it reminds me of myself when I just started. Your form could use a bit of work though.<</say>><br>
<<say $mc>> I guess so. How do you manage to <<if $IQdrop >5>>get, like, better?<<else>>improve to the level you're now?<</if>><</say>><br>
<<say $companionKhemia>> I got my ass beat more times than I can count by my teacher, Raga, until I improved my form.<</say>><br>
<<say $mc>> Okay, then I'd better <<if $IQdrop >10>>get, like, better myself so I can beat your ass!<<else>>improve it quickly to reduce the amount of ass beatings as much as possible.<</if>><</say>><br>
You both laugh, and then get back to the journey.<br><br>
<</if>>
<</nobr>>
@@.alert1; Spending time with Khemia, practicing sword skills has improved your own skills a bit. Keep this up and you might handle threats more effectively!@@
[[End your conversation|Party overview]]You pick up a stick of your own, and lock eyes with Khemia, standing four meters apart.
A spark of anger burns within his gaze, perhaps you shouldn't have insulted his pride, or perhaps it's time you taught him his place.
<<ConversationChoices
[[Take up a cautious stance, and try to defend against his incoming charge| Khemia Convo1 ChallengeD]]
[[Charge him, stick held high and beat him to the punch| Khemia Convo1 ChallengeO]]
>>You take a cautious posture, holding the stick out at a high guard, trying to defend.
Khemia watches you.
<<say $companionKhemia>>So much talk, and now you get all coy?<</say>>
You say nothing, keeping your eyes on him.
<<nobr>>
<<if $mc.appGender>5 >>
<<say $companionKhemia>>Hmmf, at least you know to tread careful when outmatched<</say>><br>
<<else>>
<<set $companionKhemia.affec-=(2-$hsswear)>>
<<say $companionKhemia>>So much talk and now you stand here like a coward doing nothing.<</say>><br>
<</if>>
<</nobr>>
<<say $companionKhemia>>Very well, actions speak louder than words.<</say>>
Several more seconds pass, and then he moves like a blur. He feints a blow at your left side, and you move to block it, but barely recover to catch his stick on yours before he can hit your arm. The force of the blow stuns you, but you try to stay calm. He's already moving in for a second strike, one right at your belly. You deflect it, or try to, but he's closing the distance, and with a deft maneuver twists the stick out of your hand. His left hand grabs your hair, and his right presses the side of his stick to your neck.
For a second his eyes get very intense. His face is right in yours and you are helpless in his grasp.
Then he regains his composure.
<<say $companionKhemia>>I've seen worse, but you've still got a lot to learn.<</say>>
He releases you, and chucks the stick away.
<<say $companionKhemia>>And that includes knowing your place. If I would have talked like that to my teacher back when I was still learning, I would have gotten an ass beating from her far worse than this...<</say>>
You cast your eyes downward
<<say $companionKhemia>>Come on, let's get moving.<</say>>
You compose yourself, and follow.
@@.alert1; Spending time with Khemia, practicing sword skills has improved your own skills a bit. Keep this up and you might handle threats more effectively!@@
[[End your conversation|Party overview]]Your voice rises high as you charge towards Khemia. You swing your stick at his head, trying to wipe the smug expression from his cool, unflinching face. But Khemia moves like a serpent, effortlessly dodging the blow, and slips a foot in right in front of your trailing leg, kicking it back, and throwing you completely off balance. You flail about, your momentum taking you forward and down, and in spite of your efforts you land face first on the ground, your stick bouncing out of your hand. You feel Khemia gently touch your back with his own stick, and then you hear him let out a booming laugh.
<<nobr>>
<<if $mc.appGender>5 >>
<<set $companionKhemia.affec-=(1-$hsswear)>>
<<say $companionKhemia>>This was even worse than when I started as a rookie kid with Naga. And you're supposed to be a party leader?<</say>><br>
<<say $companionKhemia>>Of all the people I've traveled with, I've never had a party leader do anything quite that ridiculous. This is a story I'll be telling for ages.<</say>><br>
He scoffs a bit and turns around, walking off, leaving you to dust yourself off.<br>
<<else>>
<<say $companionKhemia>>At least you got the heart to back up that big mouth of you kid. Now you only need the skill<</say>><br>
He starts laughing.<br><br>
<<say $companionKhemia>>In a way you remind me of when I started with my teacher, Naga. Only I was eight at the time!<</say>><br>
He turns around, still laughing, and walks off, leaving you to dust yourself off.<br>
<</if>>
<</nobr>>
@@.alert1; Spending time with Khemia, practicing sword skills has improved your own skills a bit. Keep this up and you might handle threats more effectively!@@
[[End your conversation|Party overview]]<<set $companionKhemia.affec-=(3-$hsswear)>>\
<<say $mc>>I think not. We have more important things to be doing than playing<<if $IQdrop >5>>, like,<</if>> silly games.<</say>>
Khemia's expression goes flat, controlled. You can tell there's something he wants to say, but he doesn't seem to have trouble holding back as his body language and voice become cold.
<<say $companionKhemia>>Very well.<</say>>
You're nearly certain he's lost quite a bit of respect for you.
[[End your conversation|Party overview][$KhemiaConvo1=false]]Double-click this passage to edit it.Double-click this passage to edit it.<<say $mc>>Khemia, I could really use your help with something... unusual.<</say>>
<<say $companionKhemia>>You got it! Need a beast taken care of? Or help navigating a treacherous path?<</say>>
<<say $mc>>Not quite. Actually, I need your <<if $companionKhemia.vagina<0 >>semen.<<else>>sexual fluids.<</if>><</say>>
Khemia can't help but laugh.
<<say $companionKhemia>>Sorry, but I thought you just said <<if $companionKhemia.vagina<0 >>semen.<<else>>sexual fluids.<</if>> Now, for real, what do you need my help with?<</say>>
<<say $mc>>I'm dead serious. Ever since this Semen Demon Curse started messing with me, I've had these crazy cravings. If I don't do something, who knows what'll happen?<</say>>
<<if $companionKhemia.subdom>=0 || ($companionKhemia.affec>10 && $mc.appGender>9)>>\
<<say $companionKhemia>>Well, if you put it like that, I can't say no. After all, we're talking about your life here.<</say>>
Khemia winks and gives you a confident grin.
<<say $mc>>I owe you big time, Khemia. If there's anything I can do to show my gratitude, just let me know.<</say>>
<<say $companionKhemia>>Don't sweat it. Trust me, you're about to thank me plenty.<</say>>
<<set _handle = $companionKhemia>>
<<include "SemenDemonGeneral">>
<<elseif $companionKhemia.affec>10 || ($companionKhemia.affec>0 && $mc.appGender>9)>>\
<<say $companionKhemia>>Well, sometimes we gotta step up for our friends, right?<</say>>
<<say $mc>>Thank you so much, Khemia! You're a lifesaver.<</say>>
<<say $companionKhemia>>Yeah, yeah, the hero who drops his pants. Just don't talk too much or stare, and let's get this over with.<</say>>
<<set _handle = $companionKhemia>>
<<include "SemenDemonGeneral">>
<<else>>\
<<say $companionKhemia>><<if $mc.appGender>5>>Are you out of your mind, girl?<<else>>Dude, no way.<</if>><</say>>
<<say $mc>>But you don't understand...<</say>>
<<say $companionKhemia>>Oh, I think I do. And I also think I've made myself clear. You'll have to figure something else out, but it's not gonna involve me.<</say>>
<</if>>\
[[End your conversation|Party overview]]<<say $mc>>Khemia, this might be an unusual question, but...<</say>>
<<say $companionKhemia>>Ask away. I'm ready for anything!<</say>>
<<say $mc>>As a creature of the night, I occasionally require blood to sustain myself. Would it be alright if I relied on yours during those times?<</say>>
<<say $companionKhemia>>Hmm, that's a tough one...<</say>>
Khemia scratches his beard, weighing the request.
<<if $companionKhemia.subdom>0 || ($companionKhemia.affec>5)>>\
<<say $companionKhemia>>As long as it's just a little, right?<</say>>
<<say $mc>>Yes, it won't be too much.<</say>>
His adventurous spirit evident, Khemia bares his arm to you and you ready yourself for your first feeding.
<<set $CotNBalance += 7>>
<<set $donor = "Khemia">>
<<else>>/
Khemia looks thoughtful, yet hesitant.
<<say $companionKhemia>>I need to think on this. It's not a simple yes or no.<</say>>
<<say $mc>>I understand. Forget I asked. I'll find another way.<</say>>
<</if>>/
[[End your conversation|Party overview]]As you're disassembling the camp and grappling with the stubborn tent, you call out to Khemia.
<<say $mc>>Khemia, can you lend me a hand here?<</say>>
<<say $companionKhemia>>Of course, at your service!<</say>>
You feel his eyes lingering on you, his expression inscrutable.
<<say $mc>>Uh, Khemia? Help?<</say>>
<<say $companionKhemia>>Oh, right! On it!<</say>>
He hurries over and assists you with the tent, but you catch him sneaking glances at you.
<<say $mc>>Do I have something on my face?<</say>>
<<say $companionKhemia>>Not at all, it's just... your face, it appears more... cute than usual.<</say>>
<<say $mc>>Cute?<</say>>
<<say $companionKhemia>>I mean! Uh... I was just kidding! You're starting to resemble a delicate, effeminate lad!<</say>>
<<say $mc>>Are you implying something?<</say>>
<<say $companionKhemia>>I mean! It's not a bad thing, being elegant! Down here, we adapt! It's just... compared to how rugged you looked before...<</say>>
You can't help but laugh at the flustered expression on Khemia's face, his deep blush making it even more apparent.
<<say $mc>>Hahaha. Don't sweat it, I'm not upset! No need to for embarrassment!<</say>>
<<say $companionKhemia>>Embarrassed? Me? Of course not! Anyway, the tent is ready. Let's just move on.<</say>>
With that, Khemia hastily stuffs the last pieces of the tent into the bag, using slightly more force than necessary, and you continue your journey together.
[[End your conversation|Party overview]]<<say $companionKhemia>>Wow, you look absolutely stunning.<</say>>
You're taken aback by Khemia's unexpected compliment.
<<say $mc>>Uh, thanks, I guess?<</say>>
An awkward silence settles between you.
<<say $companionKhemia>>I just wanted to tell you, since you changed gender, I thought... I don't know... It might not be easy.<</say>>
He averts his gaze as he speaks. You reward him with a warm smile.
<<say $mc>>That's very sweet of you. I appreciate it.<</say>>
His face lights up at your response.
<<say $companionKhemia>>Not a problem! If anyone gives you a hard time about this, just come to me. I've got your back!<</say>>
He punctuates his declaration with a confident wink.
<<say $mc>>Uh, sure. I'll keep that in mind.<</say>>
<<say $companionKhemia>>Also, being a woman might affect your strength! Here, allow me.<</say>>
Without waiting for your consent, he reaches for your luggage.
<<say $mc>>Oh, don't worry, it's...<</say>>
He's already lifting your bag before you can finish your sentence.
<<say $companionKhemia>>No, it's you who shouldn't worry. I've got this.<</say>>
With a cheeky wink and a playful side hug, he assures you of his protective nature - a side you've not seen before. You're left wondering if this new dynamic is a welcome change or not.
[[End your conversation|Party overview]]As dawn breaks and you begin to dismantle the campsite, the tent becomes your nemesis, stubbornly refusing to fold neatly.
<<say $mc>>Khemia, could you lend me a hand over here?<</say>>
<<say $companionKhemia>>Of course, no problem.<</say>>
Khemia's gaze lingers on you, curiosity gleaming in his eyes.
<<say $mc>>Khemia, help please?<</say>>
<<say $companionKhemia>>Oh, right! On my way!<</say>>
He rushes over, assisting with the uncooperative tent. Despite his help, you notice him stealing glances at you.
<<say $mc>>Is there something on my face?<</say>>
<<say $companionKhemia>>Oh no, it's just... you're not as delicate as you once were.<</say>>
<<say $mc>>Well, that's... blunt.<</say>>
<<say $companionKhemia>>I didn't mean it in a bad way... You've gotten tougher! Down here, that's not a bad thing, right?<</say>>
You give a noncommittal shrug.
<<say $mc>>I suppose so, considering where we are.<</say>>
<<say $companionKhemia>>Cheer up! I was only teasing! You know me.<</say>>
He playfully nudges your shoulder, the unexpected strength momentarily catching you off guard.
<<say $mc>>Hey! That kind of hurt!<</say>>
<<say $companionKhemia>>Ah, sorry. I forgot you were still a lady for a moment.<</say>>
<<say $mc>>Gee, thanks.<</say>>
<<say $companionKhemia>>No, what I mean is...<</say>>
<<say $mc>>Let's just pack up and hit the road, okay?<</say>>
<<say $companionKhemia>>Right, sorry. Let's get moving.<</say>>
[[End your conversation|Party overview]]You find Khemia's eyes on you once again, his lingering gaze punctuated by a thoughtful sigh.
<<say $mc>>Is there something wrong, Khemia?<</say>>
<<say $companionKhemia>>Oh, nothing at all. Why do you ask?<</say>>
<<say $mc>>Well, you keep glancing my way and sighing.<</say>>
He releases another sigh, laced with something that sounds like regret.
<<say $companionKhemia>>It's a bit of a shame, that's all.<</say>>
<<say $mc>>What exactly is a shame?<</say>>
<<say $companionKhemia>>Well, you were such a stunning woman. And now... It's not like you're ugly, it's just... different. But hey, your new look is quite striking! I bet you would still turn heads now, right?!<</say>>
He flashes a wide grin, but the ensuing silence seems to dampen his enthusiasm.
<<say $mc>>Alright... can we just move on? Khemia, can you take these?<</say>>
<<if $mc.armCount<2>>\
You gesture toward some equipment, but Khemia hesitates. Rolling his eyes, he eventually grabs the gear.
<<say $companionKhemia>>Alright, alright. But only because you're at a disadvantage, and you're paying me.<</say>>
You're taken aback by his sudden change. He may not be eyeing you like before, but this new Khemia is a bit unsettling.
<<else>>\
You hold out some equipment to him, but Khemia makes no move to take them.
<<say $companionKhemia>>What's the matter, can't lift them yourself?<</say>>
<<say $mc>>Well, no, but you usually carry these...<</say>>
You're left confused by his sudden reluctance.
<<say $companionKhemia>>Well, you're the expedition leader, aren't you? Time to show us what you're made of! This could be a great opportunity for you to build up your strength. And men like us need to be strong down here, you know?<</say>>
You're taken aback by his sudden change. He may not be eyeing you like before, but this new Khemia is a bit unsettling.
<</if>>\
[[End your conversation|Party overview]]<<if !$CherryConvo0>>
<<set _numConvos += 1>>[[Introduce yourself to Cherry|Cherry Convo0][$CherryConvo0=true]]<br>
<<elseif !$CherryConvo1 && $companionCherry.affec>6 && $CherryConvo0 >>
<<set _numConvos += 1>>[[Chat with Cherry|Cherry Convo1][$CherryConvo1=true]]<br>
<<elseif !$CherryConvo2 && $companionCherry.affec>15 && $CherryConvo1 && 0>>
<<set _numConvos += 1>>[[Chat with Maru|Cherry Convo2][$CherryConvo2=true]]<br>
<<elseif !$CherryConvo3 && $companionCherry.affec>20 && $mc.appGender<6 && $mc.subdom <= 0 && $CherryConvo2 >>
<<set _numConvos += 1>>[[Chat with Cherry|Cherry Convo3][$CherryConvo3=true]]<br>
<</if>>
<<if $mc.lactation > 0 && ($companionCherry.curses.some(e => e.name === "Fluffy Ears" && e.earType === 'furry cat') || $companionCherry.curses.some(e => e.name === "Fluffy Tail" && e.tailType === 'flowing cat')) && !$CherryConvoLac && $companionCherry.affec>16>>
<<set _numConvos += 1>>[[While trying to milk your breasts you spot Cherry staring at you|Cherry ConvoLac]]<br>
<</if>>
<<if !$CherryFluffy && ($mc.hasCurse("Fluffy Ears") || $mc.hasCurse("Fluffy Tail")) && !($companionCherry.hasCurse("Fluffy Ears") || $companionCherry.hasCurse("Fluffy Tail"))>>
<<set _numConvos += 1>>[[Chat with Cherry|Cherry Fluffy][$CherryFluffy=true]]<br>
<</if>>
<<if
!$SemenDemonVec.some(e => e.id === setup.companionIds.cherry) &&
$mc.curses.some(e =>
e instanceof SemenDemon && (
($companionCherry.penis > 0 && e.fluidType !== 'vaginal fluids') ||
($companionCherry.vagina > 0 && e.fluidType !== 'semen')
)
)
>>
<<set _numConvos += 1>>[[Perhaps Cherry could help you with your appetite for sexual fluids?|Cherry Semen Demon]]<br>
<</if>>
<<if $mc.hasCurse("Creature of the Night") && $donor != "Cherry">>
[[Maybe Cherry can help you with your lust for blood|Cherry Creature of the Night]]<br>
<</if>>
<<if $mc.hasCurse("Shrunken Assets") && $currentLayer === 1 && $convo.cherryShrunkenAssets === 0>>
<<set _numConvos += 1>>[[Cherry seems to be looking at you|Cherry Shrunken Assets]]<br>
<</if>>
<<if $mc.hasCurse("Double Pepperoni") && $currentLayer === 3 && $convo.cherryDoublePepperoni === 0>>
<<set _numConvos += 1>>[[Cherry seems to be looking at you|Cherry Double Pepperoni]]<br>
<</if>>
<<if $mc.hasCurse("Megadontia") && $currentLayer === 4 && $convo.cherryMegadontia === 0>>
<<set _numConvos += 1>>[[Cherry seems to be looking at you|Cherry Megadontia]]<br>
<</if>>
<<if $mc.hasCurse("DoS") && $currentLayer === 5 && $convo.cherryDoS === 0>>
<<set _numConvos += 1>>[[Cherry seems to be looking at you|Cherry DoS]]<br>
<</if>>
<<if $mc.hasCurse("Wandering Hands") && $currentLayer === 6 && $convo.cherryWanderingHands === 0>>
<<set _numConvos += 1>>[[Cherry seems to be looking at you|Cherry Wandering Hands]]<br>
<</if>>
<<if $mc.hasCurse("Weakling") && $currentLayer === 7 && $convo.cherryWeakling === 0>>
<<set _numConvos += 1>>[[Cherry seems to be looking at you|Cherry Weakling]]<br>
<</if>>
<<if $mc.hasCurse("Power Dom") && $convo.cherryDomOral === 0 && $companionCherry.affec > 6 && $mc.penis > 0 && settings.FemaleSceneToggleFilter>>
<<set _numConvos += 1>>[[Cherry seems to be looking at you|Cherry Dom Oral Male]]<br>
<<elseif $mc.hasCurse("Power Dom") && $convo.cherryDomOral === 0 && $companionCherry.affec > 6 && $mc.vagina > 0 && settings.FemaleSceneToggleFilter>>
<<set _numConvos += 1>>[[Cherry seems to be looking at you|Cherry Dom Oral Female]]<br>
<</if>>
<<if $ownedRelics.some(e => e.name === "Lambent Spectre") && $convo.cherryLambent === 0>>
<<set _numConvos += 1>>[[Cherry is looking over at the Lambent Spectre|Cherry Lambent Ask]]<br>
<</if>>
<<if $ownedRelics.some(e => e.name === "Smitten Mitt") && $convo.cherrySmitten === 0>>
<<set _numConvos += 1>>[[Cherry is looking over at the Smitten Mitt|Cherry Smitten Ask]]<br>
<</if>>[img[setup.ImagePath+'Companions/CherryIntro.png']]
<<say $companionCherry>>Um, hi... I'm Cherry.<</say>>
<<ConversationChoices
[[Greet her warmly with a hug|Cherry Convo0 Hug]]
[[Greet her with a firm handshake|Cherry Convo0 Handshake]]
[[Greet her with a small wave from a distance|Cherry Convo0 Wave]]
>><<set $companionCherry.affec-=(1-$hsswear)>>\
You give Cherry a firm hug, but you feel her entire body rapidly tense up. You quickly release her, but she still seems a bit surprised from the sudden hug.
<<say $mc>>I'm<<if $IQdrop >5>>, like,<</if>> so sorry! I only wanted to be friendly! I'm $mc.name, I hope we can be friends. <</say>>
She shuffles around awkwardly before responding.
<<say $companionCherry>>It's fine. I'm just not really used to it. <</say>>
<<ConversationChoices
[[I hope you are just as excited about this trip as I am!|Cherry Convo0 Excited]]
[[So, could you tell me a little bit more about yourself before we start the journey?|Cherry Convo0 Yourself]]
>><<set $companionCherry.affec-=(1-$hsswear)>>\
<<say $mc>>I hope you are<<if $IQdrop >5>>, like,<</if>> just as excited about this trip as I am!<</say>>
<<say $companionCherry>>Well, I guess that depends on how excited you are. I can't say I'm that excited to go down there though.<</say>>
[[End your conversation|Party overview]]<<set $companionCherry.affec+=(1+$hsswear)>>\
<<say $mc>>So, could you<<if $IQdrop >10>>, like,<</if>> tell me a little bit more about yourself before we start the journey? <<if $IQdrop >20>>Ya know, like, what can you do and stuff and, like, what do you do for fun?<<else>>What skills do you have or what hobbies do you like to do?<</if>><</say>>
<<say $companionCherry>>I don't know... I liked writing my own stories or taking pictures, but I haven't done either of those for a while. And I guess I know my way around a first aid kit, so I can help if you get hurt.<</say>>
<<say $mc>>That sounds great, <<if $IQdrop >15>>you can totally be our nurse! And you should, like, so right a book about our trip with pretty pictures!<<else>>it seems like your medical knowledge might be really useful for us. Let's hope that today can be the start of our own grand story!<</if>><</say>>
[[End your conversation|Party overview]]<<set $companionCherry.affec-=(1-$hsswear)>>\
You try to give a her firm handshake, but you find yourself holding your hand in the air for a while before she eventually grabs it and gives it a limp shake.
<<say $mc>>I'm glad to<<if $IQdrop >5>>, like,<</if>> have you on board! I'm $mc.name<</say>>
When you look at her there is no sign of emotion, her expression seems totally blank.
<<say $companionCherry>>Okay. Thanks, I guess.<</say>>
<<ConversationChoices
[[I hope we are going to get along well with each other!|Cherry Convo0 Along]]
[[So, is there anything in particular I should know about you before we get to exploring?|Cherry Convo0 Know]]
>><<say $mc>> I hope we are going to<<if $IQdrop >15>>, like, be BFF's!<<else>> get along well with each other!<</if>><</say>>
<<say $companionCherry>>Yeah, me too.<</say>>
As an awkward silence drags on, you decide it might be best to move on to your other preparations before the journey. But right before you leave, she suddenly speaks up again.
<<say $companionCherry>>Look, I'm sorry if I came across as rude. It's just that... I'm not really that excited to go down, but I'll do what I must.<</say>>
<<say $mc>> That's okay, we'll just take it one step at a time.<<if $IQdrop >20>>I'm totes new to this too!<<else>>Leading an expedition like this is new for me too.<</if>> <</say>>
[[End your conversation|Party overview][$companionCherry.affec+=(1+$hsswear)]]<<say $mc>> So, is there anything<<if $IQdrop >10>>, like,<<else>> in particular<</if>> I should know about you before we get to exploring?<</say>>
<<say $companionCherry>>Sometimes I can be kind of lucky I guess. If you're looking for stuff maybe that would be useful.<</say>>
<<say $mc>> Oh that sounds<<if $IQdrop >15>>, like the best. I have a whole list of things I still need! What can you find first for me?<<else>> convenient! What kind of stuff do you find?<</if>><</say>>
<<say $companionCherry>>Mostly trouble. Or sadness. But maybe I can find a Relic once in a while.<</say>>
[[End your conversation|Party overview]]<<set $companionCherry.affec+=(1+$hsswear)>>\
You stand a bit awkwardly and wave hello over at her.
<<say $mc>>So, uh... I'm $mc.name, and we are going on<<if $IQdrop >15>> a super fun trip<<else>> an expedition<</if>> into the Abyss together.<</say>>
For a second you seem to spot a small smile creep up on Cherry, but in an instant it vanishes.
<<say $companionCherry>>Yeah, I believe that was kind of why you hired me, right?<</say>>
<<if $IQdrop >20>>
<<ConversationChoices
[[Wow, how did you know?|Cherry Convo0 Awkward Bimbo]]
>>
<<else>>
<<ConversationChoices
[[Haha, yeah. I guess I'm just a bit awkward with new people|Cherry Convo0 Awkward]]
[[I was just trying to make conversation, because you were so silent. You don't need to state the obvious|Cherry Convo0 Silent]]
>>
<</if>><<say $mc>> Oh my gosh, how did you know?<</say>>
Cherry appears taken aback by your response, her eyes widening before she averts her gaze.
<<say $companionCherry>>I... I'm sorry. I was just trying to make a joke...<</say>>
<<say $mc>> Teehee, don't worry! I thought it was funny!<</say>>
Her cheeks flush a rosy hue, and she turns away, her slender frame disappearing into the distance. You're left puzzled, wondering if you somehow upset her. But, like, you're sure she must think you're super funny too, right?
[[End your conversation|Party overview]]<<set $companionCherry.affec+=(1+$hsswear)>>\
<<say $mc>> Haha, yeah. I guess I'm<<if $IQdrop >5>>, like,<</if>> just a bit awkward with new people.<</say>>
This time she can't hold back and lets out the tiniest of chuckles.
<<say $companionCherry>>That's funny.<</say>>
She turns around and walks off. What happened? Did you annoy her or something? You can't get a good read on her, but somehow you get the feeling that baffling conversation actually went well.
[[End your conversation|Party overview]]<<set $companionCherry.affec-=(2-$hsswear)>>\
<<say $mc>> I was just trying to make<<if $IQdrop >10>>, like,<</if>> conversation, because you were so silent. You don't need to state the obvious.<</say>>
<<say $companionCherry>>Oh, I see. No need to make conversation then.<</say>>
She turns around and walks off. What happened? Did you annoy her or something? Somehow you get the feeling she didn't appreciate your response.
[[End your conversation|Party overview]]You're taking a brief rest, and you see Cherry staring at you, except her eyes aren't quite focused on you, they seem to be focused a thousand kilometers behind you. Her expression is held in a sad frown, tinged with pain.
<<ConversationChoices
[[Leave her to her memories; the only way to deal with pain is to face it. It's not your place to interfere.|Cherry Convo1 Memories][$alt=1]]
[[Sit down beside her, and wait for her to say something.|Cherry Convo1 Sit]]
[[Make a joke to cheer her up|Cherry Convo1 Joke]]
>><<nobr>>
<<set $companionCherry.affec-=(3-$hsswear)>>
<<if $alt===1>>
You decide it's best to not interfere and just keep moving.<br>
<<elseif $alt===2>>
<<say $mc>>Ah, okay. It's good you got that off your chest, but we should keep moving.<</say>><br>
You stand back up and start moving again.<br>
<</if>>
<</nobr>>
You walk a distance away, keeping an eye on Cherry as she stays still. After a few moments she shudders, grimacing, then shakes her head, her eyes coming back into focus. She looks at you and nods resolutely, and you both continue your journey onwards.
[[End your conversation|Party overview][$CherryConvo1=false]]<<say $mc>>Maybe we should stop for a bit and take a rest. How does that sound?<</say>>
<<say $companionCherry>>Okay.<</say>>
You both stop and sit down, giving your legs a bit of relief on this long journey.
<<say $mc>>You know, Cherry, you seem really out of it today and it's making me worried. Is anything wrong?<</say>>
Cherry stares at you, then a minute passes. Finally, Cherry exhales.
<<say $companionCherry>>I had a sister once.<</say>>
A few moments of pause drag out, and you give her space to continue.
<<say $companionCherry>>She was always making friends, dancing, laughing. Sometimes I miss her.<</say>>
<<ConversationChoices
[[What happened?|Cherry Convo1 Happened]]
[[I know what it's like to lose people, but we're still here. All we can do is honor their memories, and live on|Cherry Convo1 Lose][$alt=1]]
[[Ah, okay. It's good you got that off your chest, but we should keep moving|Cherry Convo1 Memories][$alt=2]]
>><<set $companionCherry.affec-=(2-$hsswear)>>\
<<say $mc>>You know, up on the surface I heard that two artists got into an art battle. But it ended in a draw!<</say>>
You chuckle a bit at your own joke. Surely your successful art-themed joke will resonate with her and lighten the mood!
Cherry's eyes focus on you, and for a moment you think you see a hint of an emotion. However, her eyes still look haunted, and she doesn't say anything in response to your brilliant humor.
As you both set off again, her gait isn't energetic. But still she walks, with a trudging endurance, bearing a burden that you don't understand. In some ways, it's even more impressive that she's able to keep moving on a journey like this despite her emotional state.
[[End your conversation|Party overview][$CherryConvo1=false]]<<set $companionCherry.affec+=(2+$hsswear)>>\
<<say $mc>>What happened?<</say>>
A silent wave of anguish washes over her, an obvious change, but one with only subtle manifestations on her face.
<<say $companionCherry>>It was my fault. I should have stayed away, or done more to protect her.<</say>>
A tear rolls down her cheek, but she doesn't seem to notice as she continues staring into the distance.
<<say $companionCherry>>Sometimes things just happen around me. That time, she paid the price.<</say>>
A few more wet trails join the first rolling down her face.
<<say $companionCherry>>I don't want others to suffer from my burden. She should have lived. She should still be laughing and dancing.<</say>>
<<ConversationChoices
[[It's not your fault that the world is the way it is. We all have our burdens. We can get through things together|Cherry Convo1 Together]]
[[I'm sorry. Losing people is hard. Living with the grief never gets easy|Cherry Convo1 Lose][$alt=2]]
[[Walk away from the crying woman and just continue with the journey, this is too much for you|Cherry Convo1 Run]]
>><<set $companionCherry.affec-=(3-$hsswear)>>\
You slowly shuffle backwards, away from the conversation, then make a brisk turn and start walking away from her. There is definitely something wrong happening with this girl, but you don't want to deal with her problems.
@@.alert1; The strange ending to your conversation somehow made Cherry feel more guilty about the losses in her life. It has motivated her to take better care of you after injuries, reducing your status conditions by one more travel time!@@
<<set $statRed = 2>>\
[[End your conversation|Party overview]]<<nobr>>
<<set $companionCherry.affec+=(2+$hsswear)>>
<<if $alt===1>>
<<say $mc>>I know what it's like to lose people, but we're still here. All we can do is honor their memories, and live on.<</say>><br>
<<elseif $alt===2>>
<<say $mc>>I'm sorry. Losing people is hard. Living with the grief never gets easy.<</say>><br>
<</if>>
<</nobr>>
Cherry nods, her eyes are more focused again and she seems to look at you properly for the first time in the conversation. She still looks sad, and you suspect she has more issues than simply grief, since so little of the world seems to make it through to her. But perhaps you've helped lessen her pain just a little bit. You both get up and start moving again, to continue your exploration of the Abyss together.
@@.alert1; Cherry feels closer to you and will take better care of you after you're injured, reducing your status conditions by one more travel time!@@
<<set $statRed = 2>>\
[[End your conversation|Party overview]]<<set $companionCherry.affec+=(3+$hsswear)>>\
<<say $mc>>It's not your fault that the world is the way it is. We all have our burdens. We can get through things together.<</say>>
Cherry looks at you, her eyes focusing as she truly sees you for the first time in the conversation, and then gives you a hug.
<<say $companionCherry>>Thank you, I… Thank you.<</say>>
Her tears are drying, and you can see a small seed of resolve growing in her.
As you both rise to resume your exploration of the Abyss, there's a hint of discipline and energy in her steps that wasn't there before. Her problems definitely haven't been solved after one conversation, but perhaps you've taken the first big step on a path to help her through them.
@@.alert1; Cherry feels closer to you and will take better care of you after you're injured, reducing your status conditions by one more travel time!@@
<<set $statRed = 2>>\
[[End your conversation|Party overview]]\reroll on her chaotic luck ability?Double-click this passage to edit it.<<say $mc>>Hey Cherry, I could use your help with something kind of personal...<</say>>
<<say $companionCherry>>My help? I don't know if I'll be much use, but...<</say>>
<<say $mc>>I need some, uh, intimate fluids.<</say>>
<<if $companionCherry.subdom>0 || ($companionCherry.affec>10 && $mc.appGender<6)>>\
Cherry hesitates, her eyes shifting downward as she whispers softly.
<<say $companionCherry>>Yeah, sure.<</say>>
<<say $mc>>I didn't quite hear that. Can you say it again?<</say>>
Cherry clears her throat, her voice now steady and confident.
<<say $companionCherry>>Alright, go ahead and use my body as you need to.<</say>>
<<say $mc>>Okay, thank you.<</say>>
<<set _handle = $companionCherry>>\
<<include "SemenDemonGeneral">>\
<<elseif $companionCherry.affec>10 || ($companionCherry.affec>0 && $mc.appGender<6)>>\
<<say $companionCherry>>If it's what you need, I'll go along with it.<</say>>
<<say $mc>>Thanks, Cherry. I really appreciate this.<</say>>
<<say $companionCherry>>No problem, just remember this is a big step for me too.<</say>>
<<set _handle = $companionCherry>>\
<<include "SemenDemonGeneral">>\
<<else>>\
Cherry's expression twists, a mix of hurt and disbelief coloring her features.
<<say $companionCherry>>Wait, so you just want to use me for my body?<</say>>
<<say $mc>>It's not like that, it's just...<</say>>
<<say $companionCherry>>No!<</say>>
As her voice cracks, she turns away, tears glistening in her eyes before she hurries off.
<</if>>\
[[End your conversation|Party overview]]<<say $mc>>Cherry, this might be an unusual question, but...<</say>>
<<say $companionCherry>>You can ask, but I don't promise I'll be much help...<</say>>
<<say $mc>>As a creature of the night, I occasionally require blood to sustain myself. Would it be alright if I relied on yours during those times?<</say>>
<<say $companionCherry>>Oh, I... um, I don't know...<</say>>
Cherry's response is tinged with her usual melancholy.
<<if $companionCherry.subdom>0 || ($companionCherry.affec>5)>>/
<<say $companionCherry>>Will it make you feel better?<</say>>
<<say $mc>>Yes, it will help me.<</say>>
You sense her willingness to help despite her uncertainties, and you prepare for your first feeding.
<<set $CotNBalance += 7>>
<<set $donor = "Cherry">>/
<<else>>/
Cherry looks down, her voice faint.
<<say $companionCherry>>I'm not sure I'm the right person for this...<</say>>
<<say $mc>>I understand. Forget I asked. I'll find another way.<</say>>
<</if>>/
[[End your conversation|Party overview]]As you sensually milk your tender breast, your eyes catch a glimpse of Cherry's new <<if $companionCherry.hasCurse("Fluffy Ears")>>cat ears<<else>>cat tail<</if>> peeking out from <<if $companionCherry.hasCurse("Fluffy Ears")>>their<<else>>its<</if>> secretive hiding place.
<<say $mc>>Cherry, is that you?<</say>>
At the sound of her name, her <<if $companionCherry.curses.some(e => e.name === "Fluffy Ears" && e.earType === 'furry cat')>>cat ears perk up<<else>>cat tail quivers<</if>> with anticipation. She shuffles into the open, her eyes downcast and shimmering with vulnerability.
<<say $companionCherry>>Uh yeah... I wasn't, you know, spying on you or anything. I was just wondering...<</say>>
<<say $mc>>Wondering about what?<</say>>
<<say $companionCherry>>What you're going to do with all that milk...<</say>>
<<say $mc>>I was about to dispose of it, why do you ask?<</say>>
Cherry's face gradually flushes a deep scarlet, and she hesitates before responding to your question.
<<say $companionCherry>>No reason, I'll just go and tend to my own stuff now.<</say>>
<<if $mc.subdom <= 0 >>
<<ConversationChoices
[[Cherry, did you want the milk?|Cherry ConvoLac Dom]]
[[Okay? That was strange|Cherry ConvoLac End]]
>>
<<else>>
<<ConversationChoices
[[It's okay, you can tell me if you're interested in my milk|Cherry ConvoLac Sub]]
[[Okay? Strange|Cherry ConvoLac End]]
>>
<</if>><<say $mc>>Cherry, did you want the milk?<</say>>
<<say $companionCherry>>How did you... I didn't say that...<</say>>
She averts her gaze, her eyes boring a hole deep into the ground between you.
<<say $mc>>But now that you've admitted it, maybe we can work something out.<</say>>
You wink at her, seductively revealing a breast. Cherry blinks rapidly, turning away to give you some privacy.
<<say $companionCherry>>No, no, I definitely didn't mean it that way. I really was only interested in the milk itself.<</say>>
You cover yourself once again upon hearing her say that and look at her, a hint of confusion evident on your face.
<<say $mc>>Oh, okay, I'm sorry about that. Why do you want the milk?<</say>>
<<say $companionCherry>>You probably think it's stupid, but I've been called the black cat of the family for the longest time. And now I'm kind of living up to that nickname, and I sort of want some milk right now...<</say>>
Her voice trails off, as if she can't bring herself to explain her desires to you so openly.
<<say $mc>>Not the black sheep?<</say>>
<<say $companionCherry>>No, the black cat. I guess it's because I've always been an unlucky omen for them. And I guess some part of me wished I was really a black cat, and not a person.<</say>>
<<say $companionCherry>> I wouldn't have to interact with people anymore and nobody would expect anything of me. I could finally live a peaceful, happy life.<</say>>
She looks down in silence. Her embarrassment has faded, leaving her with an empty expression, as if she's stopped caring about anything in the world.
<<say $mc>>Cherry, that's...<</say>>
<<say $companionCherry>> I know, I know. But, well, ever since I got <<if $companionCherry.curses.some(e => e.name === "Fluffy Ears" && e.earType === 'furry cat') >>these ears<<else>>this tail<</if>> I've been somewhat...<</say>>
<<say $companionCherry>> Happier...<</say>>
She looks at you and gives you a weak smile. It isn't joyful, but it's something. Which really is saying something for someone like Cherry.
<<say $companionCherry>>I just thought drinking milk from a saucer like a cat could add to that. But, well, milk is pretty hard to come by down here so... Yeah...<</say>>
<<say $mc>>Ah, I get it. But I'm not sure I've ever seen a real cat drink milk from a saucer, and I think we don't have proper saucers here.<</say>>
Cherry's face turns into a pout, and manages to wordlessly cut off any complaints you have about the situation.
<<say $mc>>You know what, give me a second.<</say>>
You grab one of the dishes from your backpack and gently squeeze your nipple a few times to squirt some milk onto it. You repeat the process until at least the bottom of the dish is covered with a creamy, white fluid. Then you cover yourself again and turn to Cherry.
<<say $mc>>Like this?<</say>>
You place the dish with milk on the ground and see Cherry's eyes widen, as if she didn't expect you to comply with such an unusual desire she had. At first, she seems bashful that you're not leaving her alone, but eventually, she gets on all fours, as if she fully embraced a feline identity. Then she slowly approaches the milk and begins lapping it up.
<<say $mc>>You know, you're pretty cute like this.<</say>>
You start petting her on her head and run your hands through her hair, causing her to tense up, but eventually, she relaxes and even leans into your hand as you pet her.
<<say $mc>>This seems good for you, let me know any time you want some milk.<</say>>
[[End your conversation but continue petting her until she's finished|Party overview][$CherryConvoLac=true]]<<set $companionCherry.affec-=(2-$hsswear)>>\
<<say $mc>>It's okay, you can tell me why you're interested in the milk.<</say>>
<<say $companionCherry>>I wasn't, really.<</say>>
<<say $mc>>But you just said you were?<</say>>
<<say $companionCherry>>Can we talk about something else, or not at all? I told you I didn't want it.<</say>>
She walks off with a bright red face. That was awkward, but that's nothing unusual for a conversation with Cherry.
[[End your conversation|Party overview]]<<set $companionCherry.affec-=(2-$hsswear)>>\
<<say $mc>>Okay? Strange.<</say>>
You mumble as the conversation ends. However,<<if $companionCherry.curses.some(e => e.name === "Fluffy Ears" && e.earType === 'furry cat') >><<set $companionCherry.affec-=(2-$hsswear)>> her ears perk up at your words and she gives you a glance that shows she was clearly hurt. And if that wasn't enough,<</if>> your body language clearly betrays your rejection. It seems that she didn't take that well.
[[End your conversation|Party overview]]Cherry's presence feels closer than usual, her proximity betraying a hesitation that lingers in the air. Her eyes suggest a question on the tip of her tongue, but she seems to change her mind every time.
<<say $mc>>Is there something you want to ask, Cherry?<</say>>
<<say $companionCherry>>Um, well, I just wanted to say...<</say>>
Her voice trails off, her uncertainty palpable.
<<if $mc.curses.some(e => e.name === "Fluffy Ears" && e.earType === 'furry cat') >>
<<say $companionCherry>>I like your $mc.ears.<</say>>
<<else>>
<<say $companionCherry>>I like your fluffy tail.<</say>>
<</if>>
Her gaze falls to the ground, almost shyly.
<<say $mc>>Aw, thank you. Was that all?<</say>>
<<say $companionCherry>>Actually...<</say>>
<<say $companionCherry>>Can I pet... I mean, touch it?<</say>>
<<ConversationChoices
[[Sure, no problem|Cherry Fluffy Yes]]
[[I'd rather you didn't|Cherry Fluffy No]]
>><<set $companionCherry.affec+=(2+$hsswear)>>\
<<say $mc>>Sure, no problem.<</say>>
<<say $companionCherry>>Thank you.<</say>>
She approaches you, her hand trembling as it reaches for your new <<if $mc.curses.some(e => e.name === "Fluffy Ears" && e.earType === 'furry cat') >>ears<<else>>tail<</if>>. As her fingers brush against it, a small, fragile smile forms on her lips. Moments later, her hand retreats.
<<say $companionCherry>>Thank you, that felt nice. I'm a little jealous, you know.<</say>>
<<say $mc>>Oh, do you also want <<if $mc.curses.some(e => e.name === "Fluffy Ears" && e.earType === 'furry cat') >>animal ears<<else>>a tail<</if>>?<</say>>
<<say $companionCherry>>To be honest, sometimes I wish I were an animal instead of a human altogether.<</say>>
<<say $mc>>Do you like animals that much?<</say>>
<<say $companionCherry>>I mainly hate being a human.<</say>>
<<say $mc>>Oh, I'm sorry...<</say>>
<<say $companionCherry>>But some cute cat ears and a tail would look nice, I think.<</say>>
<<say $mc>>Yeah, I guess they would.<</say>>
[[End your conversation|Party overview]]<<say $mc>>I'd rather you didn't.<</say>>
<<say $companionCherry>>I understand. I would probably say the same in your position.<</say>>
Her eyes reveal a hint of disappointment, but she quickly scurries away.
[[End your conversation|Party overview]]<<if !$CloudConvo0>>
<<set _numConvos += 1>>[[Introduce yourself to Cloud|Cloud Convo0][$CloudConvo0=true]]<br>
<</if>>
<<if !$CloudConvo1 && $CloudAffec>6 && $CloudConvo0>>
<<set _numConvos += 1>>[[Chat with Cloud|Cloud Convo1][$CloudConvo1=true]]<br>
<<elseif !$CloudConvo2 && $CloudAffec>15 && $CloudConvo1 && 0>>
<<set _numConvos += 1>>[[Chat with Cloud|Cloud Convo2][$CloudConvo2=true]]<br>
<<elseif !$CloudConvo3 && $CloudAffec>20 && $mc.subdom > -2 && $CloudConvo2 >>
<<set _numConvos += 1>>[[Chat with Cloud|Cloud Convo3][$CloudConvo3=true]]<br>
<</if>>
<<if $mc.lactation>0 && !$CloudConvoLac && $companionCloud.affec>16>>
<<set _numConvos += 1>>[[You notice Cloud is looking at your clothes, where wet spots have formed|Cloud ConvoLac]]<br>
<</if>>
<<if
!$SemenDemonVec.some(e => e.id === setup.companionIds.cloud) &&
$mc.curses.some(e =>
e instanceof SemenDemon && (
($companionCloud.penis > 0 && e.fluidType !== 'vaginal fluids') ||
($companionCloud.vagina > 0 && e.fluidType !== 'semen')
)
)
>>
<<set _numConvos += 1>>[[Maybe Cloud can help you with your appetite for sexual fluids|Cloud Semen Demon]]<br>
<</if>>
<<if $mc.hasCurse("Creature of the Night") && $donor != "Cloud">>
[[Maybe Cloud can help you with your lust for blood|Cloud Creature of the Night]]<br>
<</if>>
<<if $mc.hasCurse("Perma-dye") && $currentLayer === 1 && $convo.cloudPerma === 0>>
<<set _numConvos += 1>>[[Cloud seems to be looking at you|Cloud Perma-dye]]<br>
<</if>>
<<if $mc.hasCurse("Fluffy Tail") && $currentLayer === 2 && $convo.cloudFluffyTail === 0>>
<<set _numConvos += 1>>[[Cloud seems to be looking at you|Cloud Fluffy Tail]]<br>
<</if>>
<<if $mc.hasCurse("Submissiveness Rectification A") && $currentLayer === 3 && $convo.cloudSubmissivenessRectificationA === 0>>
<<set _numConvos += 1>>[[Cloud seems to be looking at you|Cloud Submissiveness Rectification A]]<br>
<</if>>
<<if $mc.hasCurse("Lie Detector") && $currentLayer === 4 && $convo.cloudLieDetector === 0>>
<<set _numConvos += 1>>[[Cloud seems to be looking at you|Cloud Lie Detector]]<br>
<</if>>
<<if $mc.hasCurse("DoM") && $currentLayer === 5 && $convo.cloudDoM === 0>>
<<set _numConvos += 1>>[[Cloud seems to be looking at you|Cloud DoM]]<br>
<</if>>
<<if $mc.hasCurse("Submissiveness Rectification B") && $currentLayer === 6 && $convo.cloudSubmissivenessRectificationB === 0>>
<<set _numConvos += 1>>[[Cloud seems to be looking at you|Cloud Submissiveness Rectification B]]<br>
<</if>>
<<if $mc.hasCurse("Barter System") && $currentLayer === 7 && $convo.cloudBarterSystem === 0>>
<<set _numConvos += 1>>[[Cloud seems to be looking at you|Cloud Barter System]]<br>
<</if>>
<<if $mc.hasCurse("Submissiveness Rectification A") && $mc.hasCurse("Submissiveness Rectification B") && $companionCloud.affec > 6 && $convo.cloudSubKiss === 0 && settings.MaleSceneToggleFilter>>
<<set _numConvos += 1>>[[Cloud seems to be looking at you, with a firm look in his eye|Cloud Submissiveness Kiss]]<br>
<</if>>
<<if $convo.cloudSubKiss === 1 && $convo.cloudSubOral === 0 && !settings.MaleSceneToggleFilter>>
<<set _numConvos += 1>>[[Cloud seems to be looking at you, with a look of desire on his face|Cloud Submissiveness Oral]]<br>
<</if>>[img[setup.ImagePath+'Companions/CloudIntro.png']]
<<say $companionCloud>>'Sup, name's Cloud. I'm glad I'm able to go on an expedition with someone like you.<</say>>
<<ConversationChoices
[[Greet him warmly with a hug|Cloud Convo0 Hug]]
[[Greet him with a firm handshake|Cloud Convo0 Handshake]]
[[Greet him with a small wave from a distance|Cloud Convo0 Wave]]
>>You give Cloud a firm hug. He seems a bit surprised but keeps his cool and reciprocates, matching your strength.
<<say $mc>>I'm $mc.name, I'm so happy to have you onboard!<</say>>
Cloud grins widely as he replies.
<<say $companionCloud>>You're pretty smooth, already buttering me up. I thought I was supposed to work for you.<</say>>
<<ConversationChoices
[[Yeah, but having a good relationship with everyone on an expedition like this is important, right?|Cloud Convo0 Relationship]]
[[Well, I've heard you have some powerful connections, so being a little extra nice couldn't hurt|Cloud Convo0 Connections]]
>><<set $companionCloud.affec+=(2+$hsswear)>>\
<<say $mc>>Yeah, but having a good relationship with everyone on an expedition like this is important, right?<</say>>
Cloud chuckles a bit and a genuine smile flows across his lips.
<<say $companionCloud>>Well, I couldn't argue with you there, pal. It's pretty important to know that we can have each other's backs when we're down there. <</say>>
His face suddenly takes on a gravely serious expression for a moment, but it almost immediately breaks into his usual wide, charismatic smile.
<<say $mc>>I think you're right, and I'm glad we can can have each others backs!<</say>>
[[End your conversation|Party overview]]<<set $companionCloud.affec-=(1-$hsswear)>>\
<<say $mc>>Well, I've heard you have some powerful connections, so being a little extra nice couldn't hurt.<</say>>
You attempt to give him a playful smile, but his expression is surprisingly blank.
<<say $companionCloud>>If you really need something then I can make it happen for you, but you'll need to pay it back with interest, so be sure it's worth it.<</say>>
There is no hint of his typical casual suavity in his face, he looks deadly serious.
<<say $companionCloud>>Or maybe you can try one of those surprise hugs on the shopkeeper, and we can see if you'll get enough of a discount to afford everything we need. Ha ha ha!<</say>>
You can't help but crack up a little at the absurdity of the proposal.
<<say $mc>>Ha ha, sure, but you had better not complain about not being special if I can get a discount on my own like that!<</say>>
You spend a few more minutes exchanging casual banter with Cloud before moving on to the other tasks you had to work on.
[[End your conversation|Party overview]]You give him a firm handshake, and he responds in kind while flashing you a wide, charming smile.
<<say $mc>>Welcome to the team! I'm $mc.name.<</say>>
<<say $companionCloud>>I'm happy to be of service to a great adventurer like yourself, how can I help?<</say>>
<<ConversationChoices
[[I've heard you're an excellent marksman, so I'd appreciate it if you can keep me safe and keep the expedition on track!|Cloud Convo0 Safe]]
[[I've heard you're an excellent marksman, so I was wondering if you've ever killed someone?|Cloud Convo0 Killed]]
>><<set $companionCloud.affec+=(1+$hsswear)>>\
<<say $mc>> I've heard you're an excellent marksman, so I'd appreciate it if you can keep me safe and keep the expedition on track!<</say>>
<<say $companionCloud>>Well, if I have someone like you with me, this expedition should be a breeze. Between the two of us, I don't think the Abyss stands a chance!<</say>>
He touches your chin lightly so you look each other in the eyes and smiles.
Despite the fact you had no romantic intentions at all in this conversation, Cloud still manages to make your heart race. Perhaps it's best to keep your relationship professional, but he sure is a charming guy, isn't he?
[[End your conversation|Party overview]]<<set $companionCloud.affec-=(2-$hsswear)>>\
<<say $mc>>I've heard you're an excellent marksman, so I was wondering if you've ever killed someone?<</say>>
His eyebrows furrow and his face immediately grows darker.
<<say $companionCloud>>Why are you asking?<</say>>
<<say $mc>> Uh, I don't know. I, uh... just wanted to know how good you were I guess?<</say>>
After an awkward moment, he starts to break out in a grin once again.
<<say $companionCloud>>Ah, I see. Well, if I'm being honest, then the answer is yes, I have.<</say>>
You can't help but hold you breath in anticipation of the story.
<<say $companionCloud>>I always slay at parties! People have told me I'm dangerously funny. <</say>>
The awkwardness is defused as he walks off, laughing at his own joke, and leaving you standing there feeling a little silly.
[[End your conversation|Party overview]]<<set $companionCloud.affec-=(1-$hsswear)>>\
You stand around a bit awkwardly and wave hello to him from a distance.
<<say $mc>>So, uh... I'm $mc.name, and I'm honored to welcome you into this expedition.<</say>>
He looks at you, slightly perplexed, and scratches the back of his head.
<<say $companionCloud>>So I'm guessing you've never led an expedition like this before, am I right?<</say>>
<<ConversationChoices
[[Oh no, is it that obvious? It's true I've never done this before, but I'll do my best to become a capable expedition leader as soon as I can!|Cloud Convo0 Admit]]
[[*Lie* Nah, I have loads of experience, the Abyss is going to be a piece of cake, just one more place to conquer|Cloud Convo0 Lie]]
[[*Truth* Nah, I have loads of experience. I've lead expeditions before and call it a vision or something, but I have an idea of what to expect down there, in the Abyss|Cloud Convo0 Truth]]
>><<set $companionCloud.affec+=(2+$hsswear)>>\
<<say $mc>> Oh no, is it that obvious? It's true I've never done this before, but I'll do my best to become a capable expedition leader as soon as I can!<</say>>
He pats your head
<<say $companionCloud>>Don't worry about it, the most important thing for an expedition is to have a leader with good character and teammates who have each others' backs. And I think we're doing good in that department. We can learn anything else along the way! Especially with me by your side.<</say>>
[[End your conversation|Party overview]]<<set $companionCloud.affec-=(2-$hsswear)>>\
<<say $mc>> Nah, I have loads of experience, the Abyss is going to be a piece of cake, just one more place to conquer.<</say>>
His typically carefree face seems to contort into a new expression, anger. It takes a moment for it to revert back to his normal, casual expression.
<<say $companionCloud>>Lies will get people killed. Lie to me again and I won't take kindly to it. If you don't know something, just say so. This is no place to play pretend and you'll need to be able to recognize your own weakness to be able to survive in the Abyss. I'm asking you to take this seriously so no once gets hurt down there.<</say>>
He storms off, leaving you shaken and unsure what to say. That certainly could have gone better...
[[End your conversation|Party overview]]<<set $companionCloud.affec+=(1+$hsswear)>>\
<<say $mc>> Nah, I have loads of experience. I've lead expeditions before and call it a vision or something, but I have an idea of what to expect down there, in the Abyss<</say>>
He gives a casual shrug in response.
<<say $companionCloud>>Whatever you say. As long as you're capable and I can count on you I'm good. If you're a little crazy, then I don't mind too much, just make good decisions along the way. <</say>>
Although that wasn't the smoothest conversation ever, you did get a feeling that Cloud liked you.
[[End your conversation|Party overview]]As you were walking, Cloud suddenly sprints ahead a few meters and kneels by the side of the road. When you walk over, you see him hunched over a body with multiple injuries which seem to be bullet wounds, or maybe stab wounds?
<<say $mc>> What do you think happened to him? Do you think it could have been the bandits we were warned about earlier?<</say>>
<<say $companionCloud>> Hard to say for sure, but it it were bandits, they were either cruel or simple amateurs, who wouldn't pose a real threat to us.<</say>>
<<say $mc>> What makes you say that? <</say>>
Cloud points to a spot on the back of the corpse.
<<say $companionCloud>> Look, here. He was shot in the back. <</say>>
You see cloud moving the body onto its belly to point at a gunshot wound in the upper back.
<<say $companionCloud>> But it seems off target, if you look at the angle of entry and the trauma around the shoulders, the bullet is probably lodged in there somewhere near the shoulder blades.<</say>>
He then pushes the body onto its back and points at the other wounds.
<<say $companionCloud>> And these are stab wounds, but every single one missed a vital organ. Based on the amount of blood here, my guess is that he bled out in the end after managing to get away at first.<</say>>
<<say $mc>> That sounds pretty gruesome, why would they do that to him? <</say>>
<<say $companionCloud>> Indeed, it must have been. Check his bag. If my guess is right, we might be able to find something useful. <</say>>
<<ConversationChoices
[[Just follow his instructions|Cloud Convo1 Instructions]]
[[You sure seem to know a lot about bandits. Have you had any experience with them?|Cloud Convo1 Experience]]
[[Why should we take anything from him? It's immoral, even if he is already dead|Cloud Convo1 Immoral]]
>>You follow his instructions and reach into the small backpack besides the pale corpse. Inside, your fingers find the familiar jingle of dubloon coins.
<<say $mc>>You were right, he still had his money on him! <</say>>
<<say $companionCloud>> So not cruel, just amateurs then, good to know. Okay, put it away and let's move on. <</say>>
@@.alert1; Cloud will now occasionally find and scavenge a small number of dubloons or bullets for you!@@
[[End your conversation|Party overview][$dubloon+=5]]<<set $companionCloud.affec+=(1+$hsswear)>>\
<<say $mc>>You sure seem to know a lot about bandits. Have you had any experience with them?<</say>>
You hunch to check the bag as you speak.
<<say $companionCloud>> Of course, I am a notorious former bandit. I'm surprised you didn't know.<</say>>
Cloud grins and you simply stare at him in shock.
<<say $companionCloud>> I became quite infamous after stealing the hearts of countless ladies and a few men with my daring escapades. Alas, those days are long gone and now I must work to change things in the world above so that all people can have true freedom, without fear of governments or bandits.<</say>>
He looks up wistfully and has a big, goofy grin on his face, seemingly not worried about your response. You laugh a bit, but a part of you wonders whether it was truly a joke or if it had a hint of truth within.
You follow his instructions and reach into the small backpack besides the pale corpse. Inside, your fingers find the familiar jingle of dubloon coins.
<<say $mc>>You were right, he still had his money on him! <</say>>
<<say $companionCloud>> So not cruel, just amateurs then, good to know. Okay, put it away and let's move on. <</say>>
You take one last look at the unfortunate victim and leave.
@@.alert1;Cloud will now occasionally find and scavenge a small number of dubloons or bullets for you!@@
[[End your conversation|Party overview][$dubloon+=5]]<<set $companionCloud.affec-=(1-$hsswear)>>\
<<say $mc>>Why should we take anything from him? It's immoral, even if he is already dead<</say>>
Cloud seems surprised for a moment, but then his face hardens.
<<say $companionCloud>> And how long do you think you're going to survive with that attitude, here in the Abyss? You have to be willing to get your hands dirty and do what it takes to get an advantage here. We didn't hurt him and its not like he'll be using the coins any more, right? We might as well make use of anything we can to make sure we survive. With the way the world is right now, that's what you have to do to survive.<</say>>
He opens the pack on the ground, pulls out a few dubloons and tosses them your way.
<<say $companionCloud>> Don't get me wrong, it's good you have some moral compass.<</say>>
He pauses and steels his gaze even more
<<say $companionCloud>> But I hate naive people as they tend to end up like this.<</say>>
Cloud looks up wistfully as if at some unseen dream, but then shakes his head.
<<say $companionCloud>> But what do I know? Maybe with my wits and your moral compass, just maybe, we can make the world a better place in the future, together.<</say>>
He smacks your back with a big grin and continues on his way.
@@.alert1; Cloud will now occasionally find and scavenge a small number of dubloons or bullets for you!@@
[[End your conversation|Party overview][$dubloon+=5]]even more serious/close target practice while talking about revolution even less bullets spendDouble-click this passage to edit it.<<say $mc>>Cloud, I really need your help with something...<</say>>
<<say $companionCloud>>I'm all ears. What's the problem?<</say>>
<<say $mc>>I really need sexual fluids now, and I was wondering...<</say>>
<<say $companionCloud>>If I could donate some?<</say>>
<<say $mc>>Well, Yes.<</say>>
<<if $companionCloud.subdom>0 || $companionCloud.affec>15>>\
<<say $companionCloud>>I feel we have been through so much together, doing something this intimate together actually feels right, so I'll gladly help you.<</say>>
<<say $mc>>I'm so glad you agree!<</say>>
<<say $companionCloud>>Well, to be honest, I'm happy you asked.<</say>>
<<set _handle = $companionCloud>>\
<<include "SemenDemonGeneral">>\
<<elseif $companionCloud.affec>8>>\
<<say $companionCloud>>To be honest, I'm not really comfortable with that. I don't feel like I really know you well enough to trust you with something like that. At least not yet.<</say>>
<<say $mc>>So I'm guessing that's a no, then.<</say>>
Cloud starts to grin and pats you on the back.
<<say $companionCloud>>Nope, it's still a yes.<</say>>
<<say $mc>>Huh? Why?<</say>>
<<say $companionCloud>>Because trust is a two-way street. And sometimes you need to take a leap of faith with somebody.<</say>>
Cloud gives you a charming wink and smiles warmly.
<<set _handle = $companionCloud>>\
<<include "SemenDemonGeneral">>\
<<else>>\
<<say $companionCloud>>I'm sorry but the answer is no.<</say>>
<<say $mc>>But why? I really need this.<</say>>
<<say $companionCloud>>Because doing something that intimate requires a healthy amount of trust between two people, and frankly, you haven't given me enough of a reason for me to put my trust in you. Not yet, at least.<</say>>
<</if>>\
[[End your conversation|Party overview]]<<say $mc>>Cloud, this might be an unusual question, but...<</say>>
<<say $companionCloud>>Anything you need, just ask.<</say>>
<<say $mc>>As a creature of the night, I occasionally require blood to sustain myself. Would it be alright if I relied on yours during those times?<</say>>
<<say $companionCloud>>Well, that's quite a request...<</say>>
Cloud responds with a charming smirk, intrigued by the idea.
<<if $companionCloud.subdom>0 || ($companionCloud.affec>5)>>/
<<say $companionCloud>>I suppose a little adventure never hurt anyone, right?<</say>>
You notice a twinkle in his eye as you prepare for your first feeding.
<<set $CotNBalance += 7>>
<<set $donor = "Cloud">>/
<<else>>/
Cloud maintains his cool demeanor but appears reflective.
<<say $companionCloud>>Let me think about it. It's quite a commitment.<</say>>
<<say $mc>>I understand. Forget I asked. I'll find another way.<</say>>
<</if>>/
[[End your conversation|Party overview]]<<say $companionCloud>> It appears you're experiencing a bit of a... leak.<</say>>
A wave of warmth floods your cheeks, painting them a deep shade of crimson. Cloud, on the other hand, appears unfazed by his factual observation.
<<say $mc>>Yeah, sorry, I'm still adjusting to this whole lactating thing.<</say>>
<<say $companionCloud>> I understand, but you should probably try to get used to it, as it might be like this for quite a while .<</say>>
<<say $mc>>I know, it's just that I didn't expect them to start leaking so soon.<</say>>
Cloud ponders for a moment, his eyes sparkling as an idea forms.
<<say $companionCloud>>Turn around and lift your arms for me.<</say>>
<<if $mc.subdom > -2>>
You obediently turn around and raise your arms above your head.
<<say $mc>>And why am I doing this, exactly?<</say>>
<<say $companionCloud>>So this is easier.<</say>>
Cloud effortlessly removes your clothing, leaving you feeling exposed and vulnerable. Instinctively, you attempt to shield your breasts from his gaze. When you glance back, you find him wearing a broad, charming grin.
<<say $companionCloud>>Trust me, let me work my magic. You'll feel much better afterwards.<</say>>
<<ConversationChoices
[[I don't really like where this is going, Cloud|Cloud ConvoLac No]]
[[Okay, I trust you|Cloud ConvoLac Yes]]
>>
<<else>>
<<set $companionCloud.affec-=(3-$hsswear)>>
You raise an eyebrow at him, your skepticism evident.
<<say $mc>>And why would I do that?<</say>>
Cloud shrugs, casually dismissing his proposed solution.
<<say $companionCloud>> I was about to do something for you. But nevermind, I hope you figure it out.<</say>>
Cloud saunters away, maintaining his usual air of suave composure. Somehow, you sense that you've disappointed him by not yielding to his request.
[[End your conversation|Party overview]]
<</if>><<set $companionCloud.affec-=(2-$hsswear)>>
<<say $mc>>I don't really like where this is going, Cloud.<</say>>
Cloud nonchalantly shrugs and walks away, his collected demeanor undisturbed. Nevertheless, you can't shake the feeling that you've irked him by not submitting to his desires. As he departs, he shares a few parting words.
<<say $companionCloud>> I can't say I don't understand your hesitance, but it does sting a little that you don't trust me.<</say>>
[[End your conversation|Party overview]]<<set $companionCloud.affec+=(1+$hsswear)>>
<<say $mc>>Okay, I trust you.<</say>>
With a hint of trepidation, you turn around again and raise your arms. Cloud swiftly completes the task of undressing you, leaving you vulnerably exposed, your bare breasts on full display.
<<say $companionCloud>> Now, this is the part where you need to relax. Close your eyes and envision vast, verdant, tranquil fields.<</say>>
You follow his instruction, shutting your eyes and picturing yourself in a lush meadow on the surface, with the sun's warm embrace caressing your face and the grass teasing your bare feet.
You sense Cloud's hands gently cup your breasts and begin to tenderly massage them. His touch is surprisingly delicate despite his formidable strength, and although your breasts are sensitive, the sensation is quite pleasurable.
<<say $companionCloud>> Now, follow my lead.<</say>>
You feel his hands guiding you to your knees and bending you forward onto your hands. He tenderly pulls at your nipples, and milk begins to stream out. A wave of relief washes over you as the pressure within your breasts subsides.
<<say $mc>>That feels amazing.<</say>>
<<say $companionCloud>>I told you it would. I used to perform a similar technique quite a bit back in the day.<</say>>
You're momentarily taken aback, but any movement is restrained by Cloud's body hovering protectively over you.
<<say $mc>>You massaged a lot of breasts?<</say>>
<<say $companionCloud>> Ha, I won't confirm or deny that, but that's not what I meant.<</say>>
<<say $mc>>Oh, okay?<</say>>
You relax slightly and allow your thoughts to drift back to the serene pasture.
<<say $companionCloud>> No, back in the day, I had some experience dealing with restless cows.<</say>>
Cloud shifts to your side, all the while continuing to skillfully draw milk from your nipples.
<<say $companionCloud>>I wasn't a farmer, but sometimes during my travels, I'd find it useful to get something from them. So, I'd gently approach them, softly caress them from the side, and then help myself to the freshest possible milk while relieving their engorged udders.<</say>>
<<say $mc>>Are you calling me a cow??<</say>>
Unexpectedly, the image of yourself in the same green pasture, with Cloud milking your udders, surfaces in your mind. The thought is more pleasant and far less offensive than you anticipated.
<<say $companionCloud>> Relax, I'm not calling you anything. I'm just saying I know how to help you.<</say>>
You contemplate his words and acknowledge that he has indeed been helpful thus far. Finally, Cloud expresses the last droplets of milk from your nipples with a bit more force, providing you with an indescribably satisfying release.
<<say $mc>><<if $IQdrop>20 >>HmmmMMMooooo! <<else>>Hmmmmmm! <</if>><</say>>
<<say $companionCloud>> That's what I thought. Remember, you know where to find me if you need relief again.<</say>>
He relinquishes his hold on your breasts, delivers a playful slap to your buttocks, and lets out a hearty laugh as he strolls away, leaving you to collect yourself.
[[Gather your clothes and continue|Party overview][$CloudConvoLac=true]]<<if !$SaekoConvo0>>
<<set _numConvos += 1>>[[Introduce yourself to Saeko|Saeko Convo0][$SaekoConvo0=true]]<br>
<</if>>
<<if !$SaekoConvo1 && $companionSaeko.affec>10 && $SaekoConvo0 && 0 >>
<<set _numConvos += 1>>[[Chat with Saeko|Saeko Convo1][$SaekoConvo1=true]]<br>
<<elseif !$SaekoConvo2 && $companionSaeko.affec>20 && $SaekoConvo1 >>
<<set _numConvos += 1>>[[Chat with Saeko|Saeko Convo2][$SaekoConvo2=true]]<br>
<<elseif !$SaekoConvo3 && $companionSaeko.affec>30 && $SaekoConvo2 >>
<<set _numConvos += 1>>[[Chat with Saeko|Saeko Convo3][$SaekoConvo3=true]]<br>
<</if>>
<<if $mc.curses.some(e => e.name === "Chlorophyll" || e.name === "Cellulose" || e.name === "Flower Power") && !$SaekoConvoPlant>>
<<set _numConvos += 1>>[[Ask Saeko why she's been hovering around you all the time recently|Saeko Plant][$SaekoConvoPlant=true]]<br>
<</if>>
<<if $Wetting && $WettingSolution === 0 >>
<<set _numConvos += 1>>[[Inquire Saeko why she was annoyed while you were waiting for everything to dry.|Saeko Wetting]]<br>
<</if>>
<<if
!$SemenDemonVec.some(e => e.id === setup.companionIds.saeko) &&
$mc.curses.some(e =>
e instanceof SemenDemon && (
($companionSaeko.penis > 0 && e.fluidType !== 'vaginal fluids') ||
($companionSaeko.vagina > 0 && e.fluidType !== 'semen')
)
)
>>
<<set _numConvos += 1>>[[Maybe Saeko can help you with your appetite for sexual fluids|Saeko Semen Demon]]<br>
<</if>>
<<if $mc.hasCurse("Creature of the Night") && $donor != "Saeko">>
[[Maybe Saeko can help you with your lust for blood|Saeko Creature of the Night]]<br>
<</if>>
<<if $mc.hasCurse("Flower Power") && $currentLayer === 5 && $convo.saekoFlowerPower === 0>>
<<set _numConvos += 1>>[[Saeko seems to be looking at you|Saeko Flower Power]]<br>
<</if>>
<<if $mc.hasCurse("Carapacian") && $currentLayer === 5 && $convo.saekoCarapacian === 0>>
<<set _numConvos += 1>>[[Saeko seems to be looking at you|Saeko Carapacian]]<br>
<</if>>
<<if $mc.hasCurse("Lingual Leviathan") && $currentLayer === 4 && $convo.saekoLingualLeviathan === 0>>
<<set _numConvos += 1>>[[Saeko seems to be looking at you|Saeko Lingual Leviathan]]<br>
<</if>>
<<if $mc.hasCurse("Cold Blooded") && $currentLayer === 4 && $convo.saekoColdBlooded === 0>>
<<set _numConvos += 1>>[[Saeko seems to be looking at you|Saeko Cold Blooded]]<br>
<</if>>
<<if $mc.hasCurse("Gooey") && $currentLayer === 3 && $convo.saekoGooey === 0>>
<<set _numConvos += 1>>[[Saeko seems to be looking at you|Saeko Gooey]]<br>
<</if>>
<<if $mc.hasCurse("20/20000000") && $currentLayer === 3 && $convo.saeko20 === 0>>
<<set _numConvos += 1>>[[Saeko seems to be looking at you|Saeko 20/20000000]]<br>
<</if>>
<<if $mc.hasCurse("Increased Sensitivity") && $currentLayer === 1 && $convo.saekoIncreasedSensitivity === 0>>
<<set _numConvos += 1>>[[Saeko seems to be looking at you|Saeko Increased Sensitivity]]<br>
<</if>>
<<if $mc.hasCurse("Leaky") && $currentLayer === 6 && $convo.saekoLeaky === 0>>
<<set _numConvos += 1>>[[Saeko seems to be looking at you|Saeko Leaky]]<br>
<</if>>
<<if $mc.hasCurse("Minish-ish") && $currentLayer === 7 && $convo.saekoMinish === 0>>
<<set _numConvos += 1>>[[Saeko seems to be looking at you|Saeko Minish-ish]]<br>
<</if>>
<<if $mc.hasCurse("Colossal-able") && $currentLayer === 7 && $convo.saekoColossal === 0>>
<<set _numConvos += 1>>[[Saeko seems to be looking at you|Saeko Colossal-able]]<br>
<</if>>
<<if $currentLayer === 4 && $convo.saekoL4 === 0>>
<<set _numConvos += 1>>[[Saeko seems to be looking around at the snowy landscape|Saeko Layer4 Convo]]<br>
<</if>>
<<if $convo.saekoInhuman1 === 0 && $mc.inhuman > 4 && $companionSaeko.affec > 6>>
<<set _numConvos += 1>>[[Saeko seems to be looking at you|Saeko Inhuman Affection]]<br>
<</if>>
<<if $convo.saekoInhuman1 === 1 && $convo.saekoInhuman2 === 0 && $mc.inhuman > 8 && $companionSaeko.affec > 10 && settings.FemaleSceneToggleFilter>>
<<set _numConvos += 1>>[[Saeko seems to be looking at you|Saeko Inhuman Romance]]<br>
<</if>>
<<if $convo.saekoHand === 0 && ($companionSaeko.affec > 20 || ($companionSaeko.affec > 15 && $convo.saekoInhuman2 === 1)) && $mc.penisCor > 0 && settings.FemaleSceneToggleFilter>>
<<set _numConvos += 1>>[[Saeko seems to be looking at you with a hint of lust in her eyes|Saeko Hand Male]]<br>
<<elseif $convo.saekoHand === 0 && ($companionSaeko.affec > 20 || ($companionSaeko.affec > 15 && $convo.saekoInhuman2 === 1)) && $mc.vagina > 0 && settings.FemaleSceneToggleFilter>>
<<set _numConvos += 1>>[[Saeko seems to be looking at you with a hint of lust in her eyes|Saeko Hand Female]]<br>
<</if>>
<<if $ownedRelics.some(e => e.name === "Giddy Reaper") && $convo.saekoGiddy === 0>>
<<set _numConvos += 1>>[[Saeko is looking over at the Giddy Reaper|Saeko Giddy Ask]]<br>
<</if>>
<<if $ownedRelics.some(e => e.name === "Tranquility Knell") && $convo.saekoTranquility === 0>>
<<set _numConvos += 1>>[[Saeko is looking over at the Tranquility Knell|Saeko Tranquility Ask]]<br>
<</if>>[img[setup.ImagePath+'Companions/SaekoIntro.png']]
<<say $companionSaeko>>Oh, hello. I'm Saeko. You're the expedition leader, correct?<</say>>
<<ConversationChoices
[[Greet her warmly with a hug|Saeko Convo0 Hug]]
[[Greet her with a firm handshake|Saeko Convo0 Handshake]]
[[Greet her with a small wave from a distance|Saeko Convo0 Wave]]
>><<set $companionSaeko.affec-=(1-$hsswear)>>\
You give Saeko a firm hug, after a few seconds of surprise she returns your hug limply.
<<say $mc>>I'm $mc.name, I'm happy to have you on the team with me.<</say>>
<<say $companionSaeko>>I can tell after that unusual greeting, you certainly seem very eager to get close to me.<</say>>
She speaks matter-of-factly, as if she were simply stating the sky was blue.
<<say $companionSaeko>>But I'm also glad to join you on this expedition. I think there will be some great opportunities down there and I'd like to see how well I can apply my theoretical knowledge.<</say>>
<<ConversationChoices
[[Yeah, I'm excited to discover all the magical wonders the Abyss has in store for us!|Saeko Convo0 Magical]]
[[Yeah, I'm thrilled to delve into all the mysteries the Abyss holds!|Saeko Convo0 MysteryTour]]
>><<set $companionSaeko.affec-=(1-$hsswear)>>\
<<say $mc>>Yeah, I'm excited to discover all the magical wonders the Abyss has in store for us!<</say>>
She cocks an eyebrow as a response.
<<say $companionSaeko>>Magical wonders? You don't seem to understand the gravity of what we will be encountering in the Abyss. It is not that there are simply a series of 'magical' wondrous things that we can enjoy, it is an apparent gap in our understanding of the rules of the universe. Even the simplest of the Relics or Wonders we will observe in the Abyss simply break the rules that humans have held dear for hundreds of years. We need to rethink everything that we know about the universe. But they do follow their own rules, so they can be scientifically studied.<</say>>
Saeko seems to be getting more invested now, she begins speaking more enthusiastically about Abyssal research.
<<say $companionSaeko>>And while I don't expect to immediately understand why the Abyss does what it does, I think we can at least understand how it works on a surface level. How does Miasma alter developmental processes? How long have the species in the Abyss been evolving? Can we make use of the mutational effects of the miasma intentionally in a controlled manner, perhaps cure medical conditions? The potential is nearly limitless and we need to see what we can learn from it.<</say>>
Saeko continues to talk about recent advances in research regarding the Abyss and the immense potential that the Abyss has, if we could only understand it well enough to use it. You don't get much of a chance to speak, but it is very informative.
[[End the class|Party overview]]<<set $companionSaeko.affec+=(1+$hsswear)>>\
<<say $mc>>Yeah, I'm thrilled to delve into all the mysteries the Abyss holds!<</say>>
You see a twinkle in her eyes and the edges of her lips curl upwards.
<<say $companionSaeko>>Me too! I actually have a new theory about the effects of miasma on the flora and fauna native to the Abyss. I hypothesize that while some organisms display the effects of an acute mutation due to miasma exposure, others show an evolution over a long period of time in the Abyss. And I think if we can identify which species have evolved in the Abyss, then we can identify their most recent common ancestor with known surface species. If we do that, we can get a better understanding of what changes long-term colonization of the Abyss had on them and even when the species diverged!<</say>>
She blushes a bit, noticing she may be getting a bit carried away.
<<say $companionSaeko>>But yeah, you might not want to hear all about it. I understand. Suffice to say that I think there is a lot we can learn and I'm quite interested in learning it.<</say>>
<<say $mc>>No, please continue! I don't know if I'll be completely able to understand, but maybe it could be useful for the trip.<</say>>
Saeko smiles widely and perks up at your interest.
<<say $companionSaeko>>Well, if you say so. Anyway, I think that if we can see the common ancestors of Abyssal species to surface species, then we can create bounds on the age of the Abyss. Like if the flairabou of the 4th layer diverged from a surface mammal 500,000 years ago, then we can conclude the Abyss must be at least 500,000 years old. That's just an example, I haven't analyzed the flairabou yet. Though I hypothesize the oldest diverging species may be on the lower levels, so if we don't go deep enough then we won't be able to put an upper bound on the age of the Abyss. <</say>>
<<say $companionSaeko>>And also, we may be able to learn about how the Abyss alters the evolution of the species within. If we raised a flairabou outside the Abyss, would it have the same properties or does it rely on the miasma of the Abyss to mutate its body in a certain way to stay alive? Do we need to worry about Dune Devouring Borers colonizing the Sahara if someone brought them to the surface? Right now, no one knows, but I think these are important questions to ask and I hope that further analysis of Abyssal flora and fauna can provide answers to these questions.<</say>>
Saeko continues her explanation for a while, posing more questions, hypotheses, and experiments she'd like to do to test them. You can't quite follow everything she says, as she's clearly a better researcher than teacher, but she's glad you're paying attention and tries to explain anything you ask about.
[[End your conversation|Party overview]]<<set $companionSaeko.affec+=(1+$hsswear)>>\
You give a her firm handshake and see that see returns the gesture very professionally. You decide to put on an overly professional voice as a response.
<<say $mc>>Delighted to make your acquaintance. I'm $mc.name<</say>>
Even though you meant it as a joke, you see no sign of her dropping her professional demeanor.
<<say $companionSaeko>>Glad to meet you as well. I hope we can have a fruitful collaboration in this expedition!<</say>>
<<ConversationChoices
[[Very good, what is your ambition for this field expedition?|Saeko Convo0 Ambition]]
[[Uh, sorry, I was just joking...|Saeko Convo0 Joking]]
>><<set $companionSaeko.affec+=(1+$hsswear)>>\
<<say $mc>> Very good, what is your ambition for this field expedition?<</say>>
<<say $companionSaeko>>I'm very glad you asked! I actually have a new theory about the effects of miasma on the flora and fauna native to the Abyss, and I'm looking to obtain data to test my hypotheses. I hypothesize that while some organisms display the effects of an acute mutation due to miasma exposure, others show an evolution over a long period of time in the Abyss. And I think if we can identify which species have evolved in the Abyss, then we can identify their most recent common ancestor with known surface species. If we do that, we can get a better understanding of what changes long-term colonization of the Abyss had on them and even when the species diverged!<</say>>
She blushes a bit, noticing she may be getting a bit carried away.
<<say $companionSaeko>>But yeah, you might not want to hear all about it. I understand. Suffice to say that I think there is a lot we can learn and I'm quite interested in learning it.<</say>>
<<say $mc>>No, please continue! I don't know if I'll be completely able to understand, but maybe it could be useful for the trip.<</say>>
Saeko smiles widely and perks up at your interest.
<<say $companionSaeko>>Well, if you say so. Anyway, I think that if we can see the common ancestors of Abyssal species to surface species, then we can create bounds on the age of the Abyss. Like if the flairabou of the 4th layer diverged from a surface mammal 500,000 years ago, then we can conclude the Abyss must be at least 500,000 years old. That's just an example, I haven't analyzed the flairabou yet. Though I hypothesize the oldest diverging species may be on the lower levels, so if we don't go deep enough then we won't be able to put an upper bound on the age of the Abyss. <</say>>
<<say $companionSaeko>>And also, we may be able to learn about how the Abyss alters the evolution of the species within. If we raised a flairabou outside the Abyss, would it have the same properties or does it rely on the miasma of the Abyss to mutate its body in a certain way to stay alive? Do we need to worry about Dune Devouring Borers colonizing the Sahara if someone brought them to the surface? Right now, no one knows, but I think these are important questions to ask and I hope that further analysis of Abyssal flora and fauna can provide answers to these questions.<</say>>
Saeko continues her explanation for a while, posing more questions, hypotheses, and experiments she'd like to do to test them. You can't quite follow everything she says, as she's clearly a better researcher than teacher, but she's glad you're paying attention and tries to explain anything you ask about.
While she doesn't seem great at picking up on sarcasm sometimes, you found your conversation very friendly and she seems to have appreciated your interest.<br><br>
[[End your conversation|Party overview]]<<set $companionSaeko.affec-=(1-$hsswear)>>\
<<say $mc>> Uh, sorry, I was just joking...<</say>>
She turns beet red
<<say $companionSaeko>>Oh, uh... Okay. I see.<</say>>
<<say $mc>>But I'm still happy that you're joining us! That wasn't a joke!<</say>>
<<say $companionSaeko>>Yeah, me too, I suppose. <</say>>
She looks to the ground and wanders off. You aren't sure if she was bored or insulted by your conversation, but she didn't seem angry at the very least.
[[End your conversation|Party overview]]<<set $companionSaeko.affec+=(1+$hsswear)>>\
You stand a bit awkwardly and wave hello over at her.
<<say $mc>>So, uh, I'm $mc.name, and we are going on an expedition into the Abyss together, I guess.<</say>>
She looks at you with a rather blank expression, as if she was merely drifting through the formalities of introductions.
<<say $companionSaeko>>Yes, I think that is rather obvious. I'm ready to go when you are. I hope you know what you're doing. <</say>>
<<ConversationChoices
[[Uh, of course! So um, what do you think you can contribute to the expedition? |Saeko Convo0 Contribute]]
[[Of course! I'll grab the tent, you take the rest of the equipment. Let's go!|Saeko Convo0 Equipment ]]
>><<say $mc>>Uh, of course! So um, what do you think you can contribute to the expedition? <</say>>
<<say $companionSaeko>>Well, I can identify safe sources of water and food in the Abyss, at least in the upper layers where it has been studied and where safe sources are even available. Deeper than layer 5 no one knows much of anything, and in some layers even with knowledge there's no perfectly safe food or water. And, uh, I have stuff for some nice tea if you want some I suppose.<</say>>
<<say $mc>>Oh good so we can have some tea without being corrupted in the Abyss. It's good to have comforts like that on a journey like this.<</say>>
<<say $companionSaeko>>Haha, I hadn't thought of it that way, but I think you're right, it will be a nice reminder of home.<</say>>
[[End your conversation|Party overview]]<<set $companionSaeko.affec-=(1-$hsswear)>>\
<<say $mc>> Of course! I'll grab the tent, you take the rest of the equipment. Let's go!<</say>>
<<say $companionSaeko>>Oh, yeah, if you say so.<</say>>
You hand her the equipment she'll need to be carrying.
<<say $companionSaeko>>Oof. Are you sure this is only half of the equipment? It seems pretty heavy.<</say>>
You nod, but after a minute you hear her once again.
<<say $companionSaeko>> Did you take the weight of this bag into account when dividing the equipment? I think my portion may be too large. It might be more optimal if we moved some of the equipment around...<</say>>
Perhaps you should have just carried it yourself, you think as you end up spending a while sorting through the gear to lighten Saeko's load.
[[End your conversation|Party overview]]let her do research show some hidden stats to players that are convenientTalk more about research and let her reveal some stuff about the deepest layer of the AbyssDouble-click this passage to edit it.<<say $mc>>Saeko, I really need your help with something...<</say>>
<<say $companionSaeko>>I'd be happy to assist in any capacity I can, but of course it depends a bit on the request.<</say>>
<<say $mc>>Well, since I got affected by the Semen Demon Curse...<</say>>
Saeko turns deeply red.
<<say $companionSaeko>>I.. I... I see.<</say>>
<<if $companionSaeko.subdom>0 || $companionSaeko.affec>15>>\
<<say $companionSaeko>>Okay<</say>>
She avoids eye contact with you.
<<say $mc>>Just like that?<</say>>
<<say $companionSaeko>>Yes, let's get this over with before I change my mind.<</say>>
<<set _handle = $companionSaeko>>
<<include "SemenDemonGeneral">>
<<elseif $companionSaeko.affec>8>>
<<say $companionSaeko>>I'll help...<</say>>
<<say $mc>>Ow great! I'm so glad...<</say>>
<<say $companionSaeko>>Please don't interrupt me, I wasn't done. I have some conditions. No eye contact, no chatter before or after and no asking if I like it because I can tell you already that the answer is 'no'.<</say>>
<<say $mc>>Yeah I get it. Thanks for helping me anyway<</say>>
<<set _handle = $companionSaeko>>
<<include "SemenDemonGeneral">>
<<else>>
<<say $companionSaeko>>I'm afraid I still have to say 'no' even though I understand that it will be detrimental to our effort.<</say>>
<<say $mc>>Why not? If you understand how much I need this.<</say>>
Saeko stares daggers at you.
<<say $companionSaeko>>Why not? Are you forgetting what you're asking me? It's certainly not some trivial request may I remind you.<</say>>
You let your head down.
<<say $mc>>Yes, you're right. I'm sorry<</say>>
<</if>>
[[End your conversation|Party overview]]<<say $mc>>Saeko, this might be an unusual question, but...<</say>>
<<say $companionSaeko>>You can ask me anything, logically speaking!<</say>>
<<say $mc>>As a creature of the night, I occasionally require blood to sustain myself. Would it be alright if I relied on yours during those times?<</say>>
<<say $companionSaeko>>Hmm, interesting... Let me think...<</say>>
Saeko ponders, her scientific curiosity evident.
<<if $companionSaeko.subdom>0 || ($companionSaeko.affec>5)>>/
<<say $companionSaeko>>Will this be a safe procedure?<</say>>
<<say $mc>>Yes, of course!<</say>>
As she nods in agreement, you get ready for your first feeding.
<<set $CotNBalance += 7>>
<<set $donor = "Saeko">>/
<<else>>/
Saeko adjusts her glasses, looking contemplative.
<<say $companionSaeko>>I need to think about this more. It's a big decision.<</say>>
<<say $mc>>I understand. Forget I asked. I'll find another way.<</say>>
<</if>>/
[[End your conversation|Party overview]]Saeko persistently hovers around you, her eyes examining you with intense curiosity.
<<say $mc>>Um, Saeko, could I have some personal space, please?<</say>>
Saeko's cheeks redden slightly, but she complies and steps back.
<<say $companionSaeko>>Oh, I apologize. I got a bit carried away.<</say>>
<<say $mc>>Carried away with what?<</say>>
<<say $companionSaeko>>With you! You're absolutely fascinating. I just want to...<</say>>
She hesitates, biting her lip.
<<say $mc>>You want to...?<</say>>
<<say $companionSaeko>>...cut you open!<</say>>
Alarmed, you quickly take a few steps back.
<<say $mc>>Are you out of your mind? Why would you want to attack me?!<</say>>
<<say $companionSaeko>>Attack you? That's not what I... <</say>>
She adjusts her glasses, looking flustered.
<<say $companionSaeko>>I see there's been a misunderstanding. You could be a tremendous asset for my PhD thesis. The miasma has imbued you with plant-like characteristics, and you undoubtedly share some traits with the local flora. However, this transformation is miasma-induced, not an evolutionary leap. You would be an excellent subject to cross-reference local flora characteristics against, in order to identify which traits have arisen due to environmental pressure and...<</say>>
<<say $mc>>Alright, I get it. I could be useful for your thesis.<</say>>
Saeko frowns and mumbles under her breath.
<<say $companionSaeko>>I was nearly finished with my explanation, but essentially; yes.<</say>>
<<say $mc>>But can you promise not to kill me while doing that?<</say>>
<<say $companionSaeko>>Kill you? I don't want to kill you.<</say>>
<<say $mc>>Then what's all this about cutting me open?<</say>>
Saeko looks down, adjusting her glasses once more.
<<say $companionSaeko>>It appears the misunderstandings are piling up today. I only need to make a small incision, a few millimeters at most, to draw blood, collect skin tissue, and observe the healing process as to...<</say>>
<<say $mc>>Saeko, could you give me the summary, please?<</say>>
She blushes again.
<<say $companionSaeko>>Right, right. I merely want to conduct a few minor tests that won't cause you any real inconvenience. I promise! Please?<</say>>
Her attempt at a smile is so unnatural that it borders on unsettling.
If you accept her tests, the soreness and minor cuts she inflicts on you will increase your next 1 travel time by 1 day.
<<if $mc.subdom > 0 >>
[[Sure, if it's only minor tests |Saeko Plant Accept]]
<<else>>
<<ConversationChoices
[[Sure, if it's only minor tests |Saeko Plant Accept]]
[[I think I'll pass on being a lab rat |Saeko Plant Reject]]
>>
<</if>><<say $mc>>Alright, as long as they're just minor tests.<</say>>
Saeko's eyes sparkle with excitement upon hearing your response.
<<say $companionSaeko>>Incredible! You can't fathom how much this will aid my research. Frankly, I'm not even certain of its full impact yet. Allow me to gather my equipment.<</say>>
Saeko darts back and forth, assembling her gear. It appears she has a plethora of these 'minor' tests in store, as she begins connecting you to an array of measurement devices.
<<say $mc>>Ouch, that stings!<</say>>
You wince as Saeko deftly makes a small incision with a scalpel.
<<say $companionSaeko>>Would you mind maintaining a professional demeanor throughout this process?<</say>>
You spend a significant portion of the day undergoing tests.
<<say $mc>>Do these lights need to be so glaring? My skin feels like it's starting to prickle uncomfortably under their intense brightness.<</say>>
You attempt to shield your face from the piercing light that has been shining down on you for the better part of an hour.
<<say $companionSaeko>>Intriguing. Is it a tickling sensation or more akin to a burning feeling? Could you rate your discomfort on a scale from 1 to 10?<</say>>
As she speaks, she diligently records data from the computer monitor connected to various other pieces of equipment. By the end, you feel utterly drained and know you'll need some downtime to recuperate.
<<set $companionSaeko.affec+=2+$hsswear>>
[[End your conversation|Party overview][$status.duration += 1, $status.penalty += 1]]<<say $mc>>I'd prefer not to play the role of a lab rat.<</say>>
<<say $companionSaeko>>A lab rat? Firstly, lab rats are test subjects, while in this case, you're the unique specimen I wish to study. I mean, look at you! You're a plant-human hybrid – imagine the fascinating scientific...<</say>>
<<say $mc>>Saeko, please. I've already declined.<</say>>
<<say $companionSaeko>>Hmph, fine...<</say>>
She stomps off, but not before shooting you a withering glare. Something tells you she wasn't pleased with your response.
<<set $companionSaeko.affec-=2-$hsswear>>
[[End your conversation|Party overview]]<<say $mc>> Hey Saeko, can we talk? I noticed you seemed a bit agitated the other day. <</say>>
Saeko raises an eyebrow and gives you a piercing glare.
<<say $companionSaeko>> Which day? <</say>>
You blush, embarrassed.
<<say $mc>> The day we had to wait an extra day to dry all my equipment...<</say>>
<<say $companionSaeko>> You mean when you urinated on them? <</say>>
<<say $mc>>Yes...<</say>>
<<say $companionSaeko>> So, we had to deviate from the schedule and waste resources because you couldn't manage a basic task that most 5-year-olds can do? <</say>>
<<say $mc>>Jeez, I get it. You were upset.<</say>>
<<say $companionSaeko>> Indeed, I don't appreciate such unexpected disruptions. However, I believe I've already devised a solution.<</say>>
<<say $mc>>Oh? What's that? <</say>>
<<say $companionSaeko>> Sometimes, when small children experience persistent bed wetting, adhering to a strict schedule helps. <</say>>
<<say $mc>> But I'm not a small child. <</say>>
<<if $mc.appAge<12>>\
Saeko cocks her eyebrow once more.
<<say $companionSaeko>> You could've fooled me. <</say>>
<<say $mc>>Ouch. <</say>>
<<else>>\
<<say $companionSaeko>> I'm well aware. Now, please let me finish. <</say>>
<<say $mc>>Yeah, sorry. <</say>>
<</if>>\
<<say $companionSaeko>> Regardless, it's the principle that matters. If we establish a strict schedule for when you urinate and when and how much you drink, particularly in the evening, your bladder should be empty before you sleep, thus preventing any further unforeseen delays. <</say>>
<<say $mc>>I see. So, you've got a schedule like that ready? <</say>>
<<say $companionSaeko>>Yes, I do. <</say>>
<<say $mc>>Can I have it? <</say>>
<<say $companionSaeko>> There's no need. I'll be the one enforcing it. Otherwise, I have no confidence that the schedule will be implemented correctly. Even a slight deviation could render the whole thing useless. <</say>>
<<ConversationChoices
[[That sounds a bit too intense. I think I'll manage without it.|Saeko Wetting Denied]]
[[Okay, sure. If you think it'll prevent any more accidents like that.|Saeko Wetting Accepted]]
>><<say $mc>>That seems a bit too intense for my taste. I think I can manage without it.<</say>>
<<say $companionSaeko>>Do you have any idea how much time I invested in this? Fine... figure it out on your own.<</say>>
Saeko shoots you a withering glare before storming off, her footsteps echoing with frustration.
<<if $hiredCompanions.some(e => e.id === setup.companionIds.lily)>>\
<<say $companionLily>>What just happened? I saw Saeko stomping away in a huff.<</say>>
<<say $mc>> Saeko created a schedule to help me with my, uh, nighttime accidents. But she wanted to monitor it constantly, and I didn't want to burden her with that. She got upset because she put a lot of effort into it, and I didn't want to use it.<</say>>
Lily furrows her brow, deep in thought.
<<say $companionLily>>Ah, I see what happened. It's just a simple miscommunication. You didn't want to trouble her, but she felt unappreciated. Don't worry, I'll sort it out! I'll tell her you're more than happy to follow her schedule!<</say>>
Lily practically dashes away to find Saeko, returning a moment later with her in tow.
<<say $companionSaeko>>I'm sorry, Lily just explained the misunderstanding. So you're willing to follow the schedule after all?<</say>>
<<if $mc.subdom>0>>\
<<say $mc>> Uh, sure. I apologize for refusing earlier.<</say>>
Saeko's face brightens.
<<say $companionSaeko>>Fantastic! I'll wake you up at 6:45, and you'll have 250ml of fluids. It's crucial to avoid dehydration, given the long fluid-less period during the night before. After that...<</say>>
Saeko meticulously walks you through the entire schedule, detailing when you can drink, relieve yourself, and sleep. It appears you'll be seeing quite a bit more of her from now on.
<<set $WettingSolution=3>>
<<else>>\
<<say $mc>> I'm sorry, Saeko, but there was actually a miscommunication with Lily. While I'm grateful for your help with the schedule, I'm not comfortable with the idea.<</say>>
Saeko glances between you and Lily, who wears a puzzled expression.
<<say $companionSaeko>> I'm surrounded by imbeciles.<</say>>
She storms off again, her annoyance palpable.
<</if>>\
<</if>>\
[[End your conversation|Party overview]]<<say $mc>>Alright, sure. If you believe this will prevent any more mishaps like that, I'm in.<</say>>
A spark of enthusiasm ignites in Saeko's eyes.
<<say $companionSaeko>>Excellent! I shall wake you promptly at 6:45 AM, at which point you may consume precisely 250ml of fluids. Any delay in this schedule could put you at risk of dehydration, considering the prolonged period of fluid deprivation we experienced during the previous night. Following that...<</say>>
Saeko meticulously guides you through a comprehensive timetable, detailing every moment designated for fluid intake, urinary breaks, and rest. It seems your future holds a great deal of interaction with her.
[[Conclude your conversation|Party overview][$WettingSolution=3]]<<if $BanditConvo0 === false && $companionBandit.affec>-3 >>
<<set _numConvos += 1>>[[Take off her gag and talk to the Bandit|Bandit Convo0]]<br>
<</if>>
<<if
!$SemenDemonVec.some(e => e.id === setup.companionIds.bandit) &&
$mc.curses.some(e =>
e instanceof SemenDemon && (
($companionBandit.penis > 0 && e.fluidType !== 'vaginal fluids') ||
($companionBandit.vagina > 0 && e.fluidType !== 'semen')
)
)
>>
<<set _numConvos += 1>>[[Maybe $companionBandit.name can help you with your appetite for sexual fluids|Bandit Semen Demon]]<br>
<</if>>
<<if $mc.hasCurse("Creature of the Night") && $donor != "Bandit">>
[[Maybe the bandit can help you with your lust for blood|Bandit Creature of the Night]]<br>
<</if>><<set _temp = Math.random(-3,3)+$companionBandit.affec>>
You approach the bound bandit, who appears agitated but not as hostile as she once was.<br><br>
<<say $mc>>How about we remove this?<</say>><br>
<<say $companionBandit>>Hmpf!<</say>><br>
Gently, you remove the makeshift gag. <<set $companionBandit.imageIcon = "Icons/BanditIcon_released.jpg">><br><br>
<<say $companionBandit>>What do you want? Another chance to gloat? Or maybe you're here to feed me?<</say>><br>
<<say $mc>>Actually, I just wanted to talk.<</say>><br>
<<say $companionBandit>>I've got nothing to say to you.<</say>><br>
<<say $mc>>That's unfortunate. I was considering untying you. But first, do you have a name?<</say>><br>
<<say $companionBandit>>Trying to play mind games? Forget it.<</say>><br>
<<say $mc>>It's not a game. I've noticed you haven’t tried to escape recently, and you don't seem as keen on hurting me.<</say>><br>
<<say $companionBandit>>Not wanting to attack you doesn't make us friends.<</say>><br>
<<say $mc>>So, you really don’t want to hurt me?<</say>><br>
She hesitates, taken aback by your assertion.<br><br>
<<say $companionBandit>>Life's been hard. You're not the worst I've encountered. But remember, you kidnapped me.<</say>><br>
<<say $mc>>In fairness, you tried to ambush us and take our belongings. Since then, we've cared for you. We could've left you behind.<</say>><br>
She pauses and appears lost in thought for a moment.<br><br>
<<say $companionBandit>>I suppose...<</say>><br>
<<say $mc>>Would you prefer if I untied you?<</say>><br>
<<say $companionBandit>>Do you think I enjoy being fucking tied up here? Just do it already!<</say>><br>
<<if _temp < 0 && !$companionBandit.swap>>
<<ConversationChoices
[[Actually, I'm not so sure. You might still pose a threat.|Bandit Convo0 Denied]]
[[Alright, I trust you. I'll free you.|Bandit Convo0 Fled Permanent]]
>>
<<else>>
<<ConversationChoices
[[Actually, I'm not so sure. You might still pose a threat.|Bandit Convo0 Denied]]
[[Alright, I trust you. I'll free you.|Bandit Convo0 Fled Temporary]]
>>
<</if>><<set $companionBandit.affec-=(3-$hsswear)>>\
<<say $mc>>Actually, I'm not so sure. You might still pose a threat.<</say>><br>
<<say $companionBandit>>Is this your idea of a fucking joke? Do you get off on this shit?<</say>><br>
<<say $mc>>Sorry, but we have to be cautious, so we'll put this back on.<</say>><br>
You replace the gag, ensuring the bandit remains restrained as she struggles against her bindings. <<set $companionBandit.imageIcon = "Icons/BanditIcon.jpg">><br><br>
<<say $companionBandit>>Mmph!<</say>><br>
<<say $mc>>Much better! Let's continue.<</say>><br>
[[Conclude your conversation|Party overview]]<<say $mc>>Alright, I trust you. I'll free you.<</say>><br>
She relaxes as you untie her. She stands, stretching her stiff muscles.<br><br>
<<say $companionBandit>>Am I free to go?<</say>><br>
<<say $mc>>Yes, but we could use your help if you're willing.<</say>><br>
<<say $companionBandit>>How about... Nope.<</say>><br>
As she passes, she deliberately bumps into you.<br><br>
<<say $companionBandit>>Bye, asshole.<</say>><br>
After a few steps, she stops and mumbles under her breath.<br><br>
<<say $mc>>I didn't catch that. What did you say?<</say>><br>
<<say $companionBandit>>It's Vesper. You really are clueless.<</say>><br>
With that, Vesper walks away, leaving you to think about what she said.<br><br>
[[Conclude your conversation|Party overview]]
<<set $BanditConvo0_rejoin = $time+5>>
<<set $companionBandit.name = "Vesper">>
<<set $escapeT = 9999>>
<<set $companionBandit.image = "Surface/bandit_released.jpg">>
<<set $companionBandit.carry = 25>>
<<set $companionBandit.events.push(new SubdomEvent(-3))>>
<<set $BanditConvo0 = true>>
<<set _i = $hiredCompanions.findIndex(companion => companion === $companionBandit)>>
<<if _i !== -1>><<set $hiredCompanions.deleteAt(_i)>><</if>>
<<set _i = $SemenDemonVec.findIndex(companion => companion === $companionBandit)>>
<<if _i !== -1>><<set $SemenDemonVec.deleteAt(_i)>><</if>><<say $mc>>Alright, I trust you. I'll free you.<</say>><br>
She relaxes as you untie her. She stands, stretching her stiff muscles.<br><br>
<<say $companionBandit>>Am I free to go?<</say>><br>
<<say $mc>>Yes, but we could use your help if you're willing.<</say>><br>
<<say $companionBandit>>How about... Nope.<</say>><br>
As she passes, she deliberately bumps into you.<br><br>
<<say $companionBandit>>Bye, asshole.<</say>><br>
And with that she walks off.<br><br>
[[Conclude your conversation|Party overview]]
<<set _i = $hiredCompanions.findIndex(companion => companion === $companionBandit)>>
<<if _i !== -1>><<set $hiredCompanions.deleteAt(_i)>><</if>>
<<set _i = $SemenDemonVec.findIndex(companion => companion === $companionBandit)>>
<<if _i !== -1>><<set $SemenDemonVec.deleteAt(_i)>><</if>><<if $BanditConvo0>>
<<say $mc>>Vesper, I really need your help with something...<</say>><br>
<<say $companionBandit>>Ugh, this better not be some hassle.<</say>><br>
<<say $mc>>So... Ever since I got the Semen Demon Curse, I need specific fluids or I starve.<</say>><br>
<<if $BanditSemenForced>>
<<say $companionBandit>>How fucking dare you.<</say>><br>
Her expression hardens and she gives you a sharp glare. <br><br>
<<say $companionBandit>>I may have warmed up to you, but that doesn't mean I want you to fuck me, after all you've done to me.<</say>><br><br>
<<say $mc>>But I really can't help it!<</say>><br>
<<say $companionBandit>>And that's the only reason I haven't buried you alive somewhere down here.<</say>><br>
<<say $mc>>So, will you help me?<</say>><br>
She gives you another glare and almost laughs at the suggestion.<br><br>
<<say $companionBandit>>You can starve, for all I care.<</say>><br>
<<else>>
<<if $companionBandit.penisCor > 0 && $companionMaru.vagina >0 >>
<<say $mc>>Any kind of sexual fluid you could provide will do, but I need it daily.<</say>><br>
<<elseif $companionBandit.penisCor > 0 >>
<<say $mc>>More specifically, I need your semen. And I need it daily.<</say>><br>
<<else>>
<<say $mc>>More specifically, I need your vaginal fluids. And I need them daily.<</say>><br>
<</if>>
She seems taken aback for a moment and then starts laughing, as if your affliction was some grand cosmic joke.<br><br>
<<say $companionBandit>>Oh, this is rich. I knew the Abyss could be fucked up, but this is seriously fucked up. Every day you say?<</say>><br>
<<say $mc>>Yes, would you help me out here?<</say>><br>
<<if $companionBandit.subdom>0 || ($companionBandit.affec>10 && $mc.appGender>8)>>
<<say $companionBandit>>Well, how can I say no, with you basically offering yourself to service me every day? You can get on your knees where you belong<</say>><br>
She grins and looks at you as she begins to undress.<br><br>
<<say $companionBandit>>Open up!<</say>><br>
<<set _handle = $companionBandit>>
<<include "SemenDemonGeneral">>
<<elseif $companionBandit.affec>10 || ($companionBandit.affec>0 && $mc.appGender>8)>>
<<say $companionBandit>>So, it's a pretty big hassle.<</say>><br>
She scratches the back of her head as she considers your offer.<br><br>
<<say $companionBandit>>Shit, whatever. I have done worse things for worse reasons. Let's just get this over with.<</say>><br>
She sighs, then begins to remove her pants.
<<set _handle = $companionBandit>>
<<include "SemenDemonGeneral">>
<<else>>
<<say $companionBandit>>What the fuck? First you keep me tied up for god knows how long. And when you release me you ask me for this?<</say>><br>
<<say $mc>>I...<</say>><br>
<<say $companionBandit>>You have issues, you know that? And they aren't just the ones caused by the Abyss.<</say>><br>
<<say $mc>>Well, sorry I asked.<</say>><br>
<</if>>
<</if>>
<<else>>
<<set $companionBandit.affec-=(5-$hsswear)>>
<<set $BanditSemenForced=true>>
<<set $SemenDemonVec.push($companionBandit)>>
<<say $mc>>Look, I need your help with something...<</say>><br>
<<say $mc>>I need fluids...<</say>><br>
<<if $companionBandit.penisCor > 0 && $companionMaru.vagina >0 >>
<<say $mc>>Any kind of sexual fluid you could provide will do, but I need it daily.<</say>><br>
<<elseif $companionBandit.penisCor > 0 >>
<<say $mc>>More specifically, I need your semen. And I need it daily.<</say>><br>
<<else>>
<<say $mc>>More specifically, I need your vaginal fluids. And I need them daily.<</say>><br>
<</if>>
<<say $mc>>But, it's not really a request. More that I'm just letting you know, considering your situation.<</say>><br>
<<say $companionBandit>>Hmph!<</say>><br>
She begins thrashing wildly upon hearing that. However, she is powerless against you as you remove her clothes. She tries to kick you, but with her legs bound it's no use. With her crotch now exposed, you put your mouth to work and earn your meal.<br><br>
<<say $companionBandit>>Hmmm!<</say>><br>
After a few minutes you get what you need to sate your hunger and get up again. She avoids your gaze and attempts to put up a tough front, but when you glance at her face, you notice her eyes seem to be abnormally wet.<br><br>
<<say $mc>>Thanks, see you again tomorrow.<</say>><br>
You hear a choking noise from her at that comment, but you leave her to sort out her feelings as you move on with your expedition.
<</if>>
[[End your conversation|Party overview]]<<say $mc>>$companionBandit.name, this might be an unusual question, but...<</say>>
<<say $companionBandit>>Spit it out, I ain't got all day.<</say>>
<<say $mc>>As a creature of the night, I occasionally require blood to sustain myself. Would it be alright if I relied on yours during those times?<</say>>
<<say $companionBandit>>Huh, didn't see that one coming...<</say>>
$companionBandit.name's response is gruff but shows a hint of curiosity.
<<if $companionBandit.subdom>0 || ($companionBandit.affec>5)>>/
<<say $companionBandit>>So long as it ain't too much trouble, eh?<</say>>
<<say $mc>>Don't worry, it won't be.<</say>>
Her rugged exterior softens slightly as you get ready for your first feeding.
<<set $CotNBalance += 7>>
<<set $donor = "Bandit">>/
<<else>>/
$companionBandit.name scratches her head, looking unsure.
<<say $companionBandit>>Gonna need some time to think on this one.<</say>>
<<say $mc>>I understand. Forget I asked. I'll find another way.<</say>>
<</if>>/
[[End your conversation|Party overview]]<<if !$TwinConvo1 && $companionTwin.affec>6 >>
<<set _numConvos += 1>>[[Chat with your Twin|Twin Convo1][$TwinConvo1=true]]<br>
<<elseif !$TwinConvo2 && $companionTwin.affec>15 && $TwinConvo1 && 0>>
<<set _numConvos += 1>>[[Chat with your Twin|Twin Convo2][$TwinConvo2=true]]<br>
<</if>>
<<if
!$SemenDemonVec.some(e => e.id === setup.companionIds.twin) &&
$mc.curses.some(e =>
e instanceof SemenDemon && (
($companionTwin.penis > 0 && e.fluidType !== 'vaginal fluids') ||
($companionTwin.vagina > 0 && e.fluidType !== 'semen')
)
)
>>
<<set _numConvos += 1>>[[Maybe your twin can help you with your appetite for sexual fluids|Twin Semen Demon]]<br>
<</if>>
<<if $mc.hasCurse("Creature of the Night") && $donor != "Twin">>
[[Maybe your twin can help you with your lust for blood|Twin Creature of the Night]]<br>
<</if>>
<<if $mc.libido > 3>>
<<set _numConvos += 1>>[[Propose some adult activities to your Twin|Twin Sex Inquiry]]<br>
<</if>>
<<if !$TwinConvoPreg && setup.daysConsideredPregnant($companionTwin) >= 120>>
<<set _numConvos += 1>>[[Talk about the reduced fitness of your Twin| Twin Pregnant]]<br>
<</if>>You see your twin sitting down staring into the distance, seemingly lost in thought. You sit down next to <<if $companionTwin.sex==='male'>>him <<else>>her <</if>> also in silence. You have an idea what's on <<if $companionTwin.sex==='male'>>his <<else>>her <</if>>mind because you have also been thinking about it. The moment you want to say something $companionTwin.name speaks up.
<<say $companionTwin>>You know when I obtained the twin Curse first I was sort of happy, I've sort of always wondered what it would be like to have a twin. But very quickly afterwards I honestly got scared that you might replace me or something. Is that weird?<</say>>
<<ConversationChoices
[[I'm still kind of scared that you will replace me at some point...|Twin Convo1 Scared]]
[[Honestly, I've never have had that feeling, so no worries.|Twin Convo1 Lie]]
[[Yeah I had the same thing at first, but lately I'm more often happy that we found each other in the end|Twin Convo1 Happy]]
>><<set $companionTwin.affec+=(1+$hsswear)>>\
<<say $mc>> I'm still kind of scared that you will replace me at some point...<</say>>
$companionTwin.name chuckles a bit.
<<say $companionTwin>> I forgot that it's not much use hiding my feelings from you. But yeah I feel the same way. But at the very least it is less so than it was. Now I at least feel comfortable enough to talk about it with you <</say>>
<<say $mc>> Yeah same, I'm glad we had this talk you know because... euh...<</say>>
<<say $companionTwin>> Yeah me too it really...euh... <</say>>
There is a short silence before you both reply at the same time.
<<say $mc>> makes me feel glad you're around now.<</say>>
<<say $companionTwin>> makes me feel glad you're around now. <</say>>
You both start laughing loudly.
<<say $mc>> I guess we really are twins now<</say>>
@@.alert1; Trust has grown between you and your twin. You don't need to worry about any backstabbing anymore.
[[End your conversation|Party overview]]<<set $TwinConvo1=false>>
<<set $companionTwin.affec-=(3-$hsswear)>>\
You hesitate for a second to confess you has the same feeling but ultimately decide it's safer to keep you cards close to your chest.
<<say $mc>> Honestly, I've never have had that feeling, so no worries.<</say>>
$companionTwin.name eyes you suspiciously.
<<say $companionTwin>> Good, I actually didn't think about this much either but I just wanted to be sure it was mutual.<</say>>
<<say $mc>> Oh no don't worry. I'm really happy that I have a twin now, who could be a more reliable team member than your own twin?<</say>>
<<say $companionTwin>> Nobody, that's who! <</say>>
You high-five each other and give each other big grins. If push comes to shove you're sure that as the original, you will be able to outfox some miasmal copy anyway.
[[End your conversation|Party overview]]<<set $companionTwin.affec+=(2+$hsswear)>>\
<<say $mc>> Yeah I had the same thing at first, but lately I'm more often happy that we found each other in the end<</say>>
$companionTwin.name smiles and gives you a big hug.
<<say $companionTwin>> Yeah, definitely! I'm so happy you said that, now I can finally let go of little voice in the back of my head to kept cautioning me. <</say>>
<<say $mc>> Haha, you seem to be quickly convinced. Are you not worried that I'm just lying to you?<</say>>
<<say $companionTwin>> Nope, wanna know why?<</say>>
<<say $mc>> Euh..Why?<</say>>
<<say $companionTwin>> Because I feel the same way!<</say>>
You both give each other another hug.
<<say $mc>> I guess I heard other people talk about some twins being basically conjoined at the hip, we are not going to be like that right?<</say>>
<<say $companionTwin>> DEFINITELY not!<</say>>
$companionTwin.name says with a very sarcastic voice and a wink before finally breaking the hug.
@@.alert1; Trust has grown between you and your twin. You don't need to worry about any backstabbing anymore.
[[End your conversation|Party overview]]Double-click this passage to edit it.<<say $mc>>So, I kind of need your help with something.<</say>>
<<say $companionTwin>>I guess you have the same hunger as I'm feeling<</say>>
<<say $mc>>Yeah exactly, what I was getting at.<</say>>
<<say $companionTwin>>NO I NEED IT MYSELF! <</say>>
<<say $companionTwin>>I mean... I'm sorry, this hunger is doing a number on me and I can't afford to become more hungry<</say>>
<<say $mc>>I understand, I know how you feel.<</say>>
[[End your conversation|Party overview]]<<say $mc>>$companionTwin.name, This might be a bit of an odd question...<</say>>/*Maru duplicate xxx */
<<say $companionTwin>>Don't worry you can ask me anything!<</say>>
<<say $mc>>Now that I'm a creature of the night I need blood from time to time to survive. Would it be okay if I have some of yours in those cases?<</say>>
<<say $companionTwin>>Oh? I mean...<</say>>
He looks a bit conflicted.
<<if $companionTwin.subdom>0 || ($companionTwin.affec>5)>>\
<<say $companionTwin>>It won't hurt right?<</say>>
<<say $mc>>Only a little.<</say>>
As you say that you bare his arm to dig in for your first meal.
<<set $CotNBalance += 7>>
<<set $donor = "Twin">>
<<else>>\
He looks down and whispers something.
<<say $companionTwin>>I'm scared, I don't know if I can trust you.<</say>>
<<say $mc>>I..nevermind... I'll look for a different solution.<</say>>
<</if>>\
[[End your conversation|Party overview]]A familiar surge of arousal washes over you, and as you scan the room for a potential partner, your eyes lock with $companionTwin.name. <<if $companionTwin.sex==='male'>>He <<else>>She <</if>> looks away, a hint of embarrassment in their expression. Could it be that you're not the only one yearning for some intimate connection?
[[Maybe, maybe not. But you're not getting it on with your twin, real or not|Party overview]]
<<if !(($companionTwin.hasCurse("Absolute Pregnancy") && $mc.hasCurse("Absolute Birth Control")) || ($companionTwin.hasCurse("Absolute Birth Control") && $mc.hasCurse("Absolute Pregnancy")))>>\
<<ConversationChoices
[[A proposition never hurt anyone|Twin Sex]]
>>
<</if>><<set _temp=false>>
<<say $mc>> You know, I've been struggling with something lately, and I can't help but wonder if you're experiencing the same thing...<</say>>
<<say $companionTwin>> Now that you mention it, I have been feeling quite... hot lately. My focus has been all over the place too. <</say>>
You gulp, your heart racing at their unexpectedly candid response.
<<say $companionTwin>> So, were you suggesting we help each other out with this little problem?<</say>>
You take a deep breath, trying to regain your composure.
<<say $mc>> Yeah, that's exactly what I had in mind.<</say>>
<<say $companionTwin>> Hmm, so what EXACTLY are you proposing then?<</say>>
<<nobr>>
<<if $companionTwin.sex !== "doll-like" >>
[[How about I give you some attention with my mouth?|Twin Sex Oral Receive]]<br>
<</if>>
<<if $mc.sex !== "doll-like" >>
[[How about you give me some attention with your mouth?|Twin Sex Oral Give]]<br>
<</if>>
<<if $companionTwin.doublePenis && $mc.vagina > 0 >>
[[Maybe you could fill both my holes at the same time?|Twin Sex DP Receive]]<br>
<</if>>
<<if $mc.doublePenis && $companionTwin.vagina > 0 >>
[[Maybe I could fill both your holes at the same time?|Twin Sex DP Give]]<br>
<</if>>
<<if $companionTwin.penisCor>=2>>
[[Maybe you could take me from behind|Twin Sex Anal Receive]]<br>
<<if $mc.penisCor >= 2>>
[[Maybe I could take you from behind|Twin Sex Anal Give]]<br>
<<if $companionTwin.vagina > 0>>
[[How about just regular sex? I'm not picky.|Twin Sex Regular Give]]<br>
[[What about regular sex, but I'll pull out in time, okay?|Twin Sex Pull Out Give]]<br>
<</if>>
<<if $companionTwin.breastsCor > 2 >>
[[How about I slide my "asset" between your "assets"?|Twin Sex Boobjob Give]]<br>
<</if>>
<</if>>
<<if $mc.vagina > 0>>
[[How about just regular sex? I'm not picky.|Twin Sex Regular Receive]]<br>
[[What about regular sex, but you pull out in time, okay?|Twin Sex Pull Out Receive]]<br>
<</if>>
<<if $mc.breastsCor > 0>>
[[How about you slide your "asset" between my "assets"?|Twin Sex Boobjob Give]]<br>
<</if>>
<<else>>
[[Maybe I could take you from behind|Twin Sex Anal Give]]<br>
<<if $companionTwin.vagina > 0>>
[[How about just regular sex? I'm not picky.|Twin Sex Regular Give]]<br>
[[What about regular sex, but I'll pull out in time, okay?|Twin Sex Pull Out Give]]<br>
<</if>>
<<if $companionTwin.breastsCor > 2 >>
[[How about I slide my "asset" between your "assets"?|Twin Sex Boobjob Receive]]<br>
<</if>>
<<if $mc.penisCor < 2>>
[[Maybe you spread your legs and I'll fit myself right in between|Twin Sex Scissor]]<br>
<</if>>
<</if>>
<</nobr>><<set _temp = random(0,100)>>
<<if $companionTwin.hasCurse("Absolute Birth Control")>>
<<set _temp = 100>>
<</if>>
$companionTwin.name casts a smoldering glance your way as <<if $companionTwin.sex==='male'>>he <<else>>she <</if>>kneels down to pleasure you.<br><br>
<<if $mc.penisCor < 2 && $mc.vagina === 1>>
<<if $companionTwin.sex==='male'>>He <<else>>She <</if>>traces the contours of your inviting pussy with <<if $companionTwin.sex==='male'>>his <<else>>her <</if>>tongue before engulfing it with warm, eager lips. You close your eyes, succumbing to the intoxicating sensations that ripple through your body. Suddenly, $companionTwin.name delivers a delicate, teasing suckle to your sensitive clit, catching you off guard.
<<say $mc>>God, that feels incredible<</say>><br>
Your twin responds with a mischievous wink, and before long, you're writhing in ecstasy as <<if $companionTwin.sex==='male'>>he <<else>>she <</if>>brings you to a breathtaking climax.
<br><br>
<<elseif $mc.penisCor < 2>>
<<if ($mc.hasCurse("Absolute Pregnancy") && $companionTwin.womb > 0) || (_temp < 20 && ($companionTwin.extraWombs.includes('throat'))) >>
<<set setup.setConsideredPregnant($companionTwin)>><<set $pregTwinMC = true>>
<</if>>
<<say $companionTwin>> Hmm, it's a bit small, isn't it?<</say>><br>
<<say $mc>>Yeah, well, stuff happened, okay?<</say>><br>
Your twin stifles a playful giggle.
<br><br>
<<say $companionTwin>> It's fine, I can work wonders even with less.<</say>><br>
You glance at her, puzzled, only to receive a sly grin in return. <<if $companionTwin.sex==='male'>>He <<else>>She <</if>>envelops your petite member with <<if $companionTwin.sex==='male'>>his <<else>>her <</if>>warm mouth, the sensation of a tender tongue caressing your skin overwhelming you. You close your eyes, surrendering to the tantalizing feelings coursing through your body. Suddenly, $companionTwin.name delivers a teasing suckle to your sensitive head, surprising you.
<br><br>
<<say $mc>>God, that feels amazing<</say>><br>
Your twin replies with a mischievous wink, and soon, you're a trembling, moaning mess as <<if $companionTwin.sex==='male'>>he <<else>>she <</if>>guides you to an explosive orgasm.
<br><br>
<<elseif $mc.penisCor > 6>>
<<if ($mc.hasCurse("Absolute Pregnancy") && $companionTwin.womb > 0) || (_temp < 20 && ($companionTwin.extraWombs.includes('throat'))) >>
<<set setup.setConsideredPregnant($companionTwin)>><<set $pregTwinMC = true>>
<</if>>
<<say $companionTwin>> You're quite the big boy, aren't you?<</say>><br>
<<say $mc>>Haha, what can I say? Stuff happened.<</say>><br>
$companionTwin.name teasingly licks your thick shaft from base to tip before attempting to take it in <<if $companionTwin.sex==='male'>>his <<else>>her <</if>>mouth. You close your eyes, giving in to the electrifying sensations that surge through your body. Suddenly, $companionTwin.name starts sucking your cock with fervor, catching you off guard.
<br><br>
<<say $mc>>God, that feels incredible<</say>><br>
Your twin struggles to suppress gags as <<if $companionTwin.sex==='male'>>he <<else>>she <</if>>works your throbbing shaft. Before long, you're squirming in ecstasy as <<if $companionTwin.sex==='male'>>he <<else>>she <</if>>brings you to a mind-blowing orgasm.
<br><br>
<<elseif $mc.penisCor > 9>>
<<say $companionTwin>> Wow, that's never going to fit in my mouth.<</say>><br>
<<say $mc>>Uh, what can I say? Stuff happened.<</say>><br>
<<say $companionTwin>> Yeah, well, I won't know how much stuff is going to happen now. I can try to work the tip a bit...<</say>><br>
$companionTwin.name seductively licks your massive shaft up and down before taking the tip into <<if $companionTwin.sex==='male'>>his <<else>>her <</if>>mouth. You close your eyes, indulging in the sensations that wash over your body. However, the experience feels awkward and unwieldy at times, never quite bringing you close to climax.
<br><br>
<<say $mc>>Thanks, but maybe we should just stop and get dressed again?<</say>>
<<if $companionTwin.sex==='male'>>He <<else>>She <</if>>looks somewhat disheartened.
<br><br>
<<say $companionTwin>> Okay...<</say>>
<<else>>
<<if ($mc.hasCurse("Absolute Pregnancy") && $companionTwin.womb > 0) || (_temp < 20 && ($companionTwin.extraWombs.includes('throat'))) >>
<<set setup.setConsideredPregnant($companionTwin)>><<set $pregTwinMC = true>>
<</if>>
<<say $companionTwin>> Hello there.<</say>><br>
$companionTwin.name sensuously licks your shaft up and down before taking it into <<if $companionTwin.sex==='male'>>his <<else>>her <</if>>mouth. You close your eyes, surrendering to the sensations that envelop your body. Suddenly, $companionTwin.name begins sucking your cock with enthusiasm, surprising you.
<br><br>
<<say $mc>>God, that feels amazing<</say>><br>
Your twin answers with a mischievous wink, and before long, you're writhing in pleasure as <<if $companionTwin.sex==='male'>>he <<else>>she <</if>>ushers you to an earth-shattering orgasm.
<</if>>
<br><br>
[[End your 'conversation'|Party overview]]<<if $mc.hasCurse("Megadontia")>>
As you part your lips seductively to begin, $companionTwin.name gazes at your dangerously sharp teeth.
<br><br>
<<say $companionTwin>> You know what, maybe this isn't the best idea.<</say>><br>
<<say $mc>>But you just said that...<</say>><br>
<<say $companionTwin>> Yeah, I know. But I'm not feeling as aroused anymore. Maybe some other time and perhaps something different. I'm not really an oral type of <<if $companionTwin.sex==='male'>>guy <<else>>girl <</if>>anyway. <</say>><br>
<<say $mc>>Oh... Okay<</say>><br>
<br><br>
[[End your intimate moment|Party overview]]
<<else>>
<<if ($mc.hasCurse("Absolute Pregnancy") && $mc.womb>0 ) || $mc.extraWombs.includes('throat')>>
<<if $companionTwin.hasCurse("Absolute Pregnancy")>>
<<set $pregChance = 1>>
<</if>>
<<PregCheck>>
<</if>>
As you sensually open your mouth to begin, you draw your head closer to <<if $companionTwin.sex==='male'>>his throbbing member. As your warm, wet lips slide over his erect penis, he lets out a sultry moan. You expertly work his shaft with your eager mouth.<<else>>her moist, fragrant pussy. As your talented tongue caresses her sensitive lips, she shudders in delight.<</if>>
<<if $mc.hasCurse("Lingual Leviathan")>>
The deeper and more passionately your tongue explores, the more $companionTwin.name moans in sheer ecstasy.
<br><br>
<<say $companionTwin>> Oh god, your tongue is absolutely divine.<</say>><br>
You lift your head and flash $companionTwin.name a wicked grin.
<br><br>
<<say $mc>> Just lie back and enjoy.<</say>><br>
You lower your head once more and let your magical tongue work its seductive artistry.
<br><br>
<</if>>
The moans grow more intense, and you double your efforts. Soon, $companionTwin.name begins to tremble, and <<if $companionTwin.sex==='male'>>his hot seed erupts, filling your mouth with his essence. <<else>>$companionTwin.name arches her back in ecstasy, her body quivering as she pulls your head tightly against her glistening pussy. <</if>>
<br><br>
Moments later, you find yourselves entwined in each other's arms, basking in the afterglow of your sensual encounter. This was, without a doubt, one of the most tantalizing experiences you've shared in quite some time.
<br><br>
[[End your intimate moment|Party overview]]
<</if>><<if ($mc.hasCurse("Absolute Pregnancy") && $mc.womb>0 ) || $mc.extraWombds.includes('anus')>>
<<if $companionTwin.hasCurse("Absolute Pregnancy")>>
<<set $pregChance = 1>>
<</if>>
<<PregCheck>>
<</if>>
As you both disrobe, anticipation crackles in the air. $companionTwin.name tenderly spins you around <<if $mc.tail.length > 0>>and sensually pushes your tail to the side<</if>> before guiding his throbbing member into your inviting backdoor. A sweet gasp escapes your lips as he penetrates you, and another sigh follows when $companionTwin.name's arousal starts to slowly pulse within your depths.
<br><br>
As the rhythm intensifies, your helpless whimpers evolve into sultry moans of ecstasy. Finally, he reaches his climax and fills you with his hot essence. Exhausted yet euphoric, you both collapse into each other's arms, basking in the afterglow of your intimate union. It was, without a doubt, the most brilliant idea you've had in quite some time.
<br><br>
[[End your 'conversation'|Party overview]]<<set _temp = random(0,100)>>
<<if $companionTwin.hasCurse("Absolute Birth Control")>>
<<set _temp = 100>>
<</if>>
As you both eagerly undress, you turn $companionTwin.name around and position yourself at <<if $companionTwin.sex==='male'>>his <<else>>her <</if>>tempting entrance, teasingly pressing against it before plunging in.
<br><br>
<<if $mc.penisCor<= 4>>
<<if ($mc.hasCurse("Absolute Pregnancy") && $companionTwin.womb > 0) || (_temp<20 && ($companionTwin.extraWombs.includes('anus')))>>
<<set setup.setConsideredPregnant($companionTwin)>><<set $pregTwinMC = true>>
<</if>>
<<say $companionTwin>> You don't have to be so gentle. Just push it all the way in.<</say>><br>
<<say $mc>>Uh... It is all the way in.<</say>><br>
<<say $companionTwin>> Huh? Are you sure?<</say>><br>
<<say $mc>>Yes, of course, I'm sure!<</say>><br>
<<say $companionTwin>> Oh, well, that's good then, because it doesn't hurt!<</say>><br>
<<say $mc>>Right...<</say>><br>
Despite the slightly awkward beginning, you soon find a rhythm that elicits pleasurable moans from $companionTwin.name.
<br><br>
<<elseif $mc.penisCor> 6 >>
<<if ($mc.hasCurse("Absolute Pregnancy") && $companionTwin.womb > 0) || (_temp<20 && ($companionTwin.extraWombs.includes('anus')))>>
<<set setup.setConsideredPregnant($companionTwin)>><<set $pregTwinMC = true>>
<</if>>
<<say $companionTwin>> Ow, ow, slow down. How much more is there?<</say>><br>
<<say $mc>>Uh... It's almost all the way in.<</say>><br>
<<say $companionTwin>> Okay, good. I don't know how much more I could handle.<</say>><br>
<<say $mc>>Alright, I'll start slow.<</say>><br>
Despite the awkward start, you soon find a rhythm that has $companionTwin.name moaning in ecstasy. After a few minutes, <<if $companionTwin.sex==='male'>>he <<else>>she <</if>>clearly begins to enjoy your larger size.
<br><br>
<<elseif $mc.penisCor> 9 >>
<<if ($mc.hasCurse("Absolute Pregnancy") && $companionTwin.womb > 0) || (_temp<2 && ($companionTwin.extraWombs.includes('anus')))>>
<<set setup.setConsideredPregnant($companionTwin)>><<set $pregTwinMC = true>>
<</if>>
<<say $companionTwin>> Ow, ow, slow down. How much more is there?<</say>><br>
<<say $mc>>Uh... quite a lot, to be honest.<</say>><br>
<<say $companionTwin>> Okay, maybe this isn't going to work. How about I just use my hands?<</say>><br>
<<say $mc>>Well, if it's the only option, I'm not going to say no.<</say>><br>
$companionTwin.name sensuously strokes your throbbing member with <<if $companionTwin.sex==='male'>>his <<else>>her <</if>>skilled hands. Although it's not quite what you initially expected, you soon find yourself lost in the pleasure of their touch.
<br><br>
<<else>>
<<if ($mc.hasCurse("Absolute Pregnancy") && $companionTwin.womb > 0) || (_temp<20 && ($companionTwin.extraWombs.includes('anus')))>>
<<set setup.setConsideredPregnant($companionTwin)>><<set $pregTwinMC = true>>
<</if>>
<<say $companionTwin>> Oh, that's perfect. Just push it all the way in.<</say>><br>
<<say $mc>>As you wish!<</say>><br>
$companionTwin.name trembles with anticipation even before you begin your passionate dance. You quickly find a rhythm that has <<if $companionTwin.sex==='male'>>him <<else>>her <</if>>moaning in delight.
<br><br>
<</if>>
An entire half-hour later, you both lie entwined in each other's arms, utterly spent and filled with bliss. This was the best idea you had in a while.
<br><br>
[[End your 'conversation'|Party overview]]<<if !$companionTwin.hasCurse("Absolute Birth Control")>>
<<if $companionTwin.hasCurse("Absolute Pregnancy")>>
<<set $pregChance = 1>>
<</if>>
<<PregCheck>>
<</if>>Both of you eagerly peel off your clothes, the anticipation sending shivers down your spine. $companionTwin.name gently pushes you down onto the soft surface and positions his throbbing member at the entrance of your slick, aching pussy. You gasp as he begins to penetrate you, the sensation of being filled sending waves of pleasure through your body. As $companionTwin.name's member starts to move inside you, your small groans transform into sultry moans.
<br><br>
The tempo escalates, and your moans harmonize in a symphony of ecstasy. A half-hour later, you find yourself entwined in each other's arms, basking in the afterglow of your passionate union. This was undoubtedly the best idea you've had in a long time.
<br><br>
[[End your 'conversation'|Party overview]]<<set _temp = random(0,100)>>
<<if $companionTwin.hasCurse("Absolute Birth Control")>>
<<set _temp = 100>>
<</if>>
Both of you shed your garments with fervor, your desire for one another palpable. You ease $companionTwin.name's legs apart, revealing her glistening, welcoming pussy. With a mixture of anticipation and lust, you position yourself to enter her.
<br><br>
<<if $mc.penisCor<= 4>>
<<if (_temp < 20 || $mc.hasCurse("Absolute Pregnancy")) && !$mc.hasCurse("Absolute Birth Control")>>
<<set setup.setConsideredPregnant($companionTwin)>><<set $pregTwinMC = true>>
<</if>>
<<say $companionTwin>> Just push it all the way in. You don't need to be so gentle.<</say>><br>
<<say $mc>>Uh... It is all the way in.<</say>><br>
<<say $companionTwin>> Huh? Are you sure?<</say>><br>
<<say $mc>>Yes, of course, I'm sure!<</say>><br>
<<say $companionTwin>> Oh, well... that's good then, because it doesn't hurt!<</say>><br>
<<say $mc>>Right...<</say>><br>
Despite the slightly awkward beginning, you soon find your rhythm, fueled by $companionTwin.name's moans of pleasure.
<br><br>
<<elseif $mc.penisCor> 6 >>
<<if (_temp < 20 || $mc.hasCurse("Absolute Pregnancy")) && !$mc.hasCurse("Absolute Birth Control")>>
<<set setup.setConsideredPregnant($companionTwin)>><<set $pregTwinMC = true>>
<</if>>
<<say $companionTwin>> Ow, ow, slow down. How much more is there?<</say>><br>
<<say $mc>>Uh... It's almost all the way in.<</say>><br>
<<say $companionTwin>> Okay, good. I don't know how much more I could handle.<</say>><br>
<<say $mc>>Okay, I'll just try to start slow.<</say>><br>
Despite the slightly awkward beginning, you soon find your rhythm, fueled by $companionTwin.name's moans of pleasure. After a few minutes, <<if $companionTwin.sex==='male'>>he <<else>>she <</if>>clearly starts to enjoy the larger size you now possess.
<br><br>
<<elseif $mc.penisCor> 9 >>
<<say $companionTwin>> Ow, ow, slow down. How much more is there?<</say>><br>
<<say $mc>>Uh... quite a lot, to be honest.<</say>><br>
<<say $companionTwin>> Okay, maybe this isn't going to work. How about I just use my hands?<</say>><br>
<<say $mc>>Well, if it's the only option, I'm not going to say no.<</say>><br>
$companionTwin.name begins to sensually stroke your member with <<if $companionTwin.sex==='male'>>his <<else>>her <</if>>skillful hands. Although it might not be what you initially expected, you quickly succumb to the pleasure, your body responding to every touch.
<br><br>
<<else>>
<<if (_temp < 20 || $mc.hasCurse("Absolute Pregnancy")) && !$mc.hasCurse("Absolute Birth Control")>>
<<set setup.setConsideredPregnant($companionTwin)>><<set $pregTwinMC = true>>
<</if>>
<<say $companionTwin>> Ow, that's right, just push it all the way in.<</say>><br>
<<say $mc>>As you wish!<</say>><br>
$companionTwin.name is already quivering with anticipation before you even begin in earnest. You quickly find your rhythm with $companionTwin.name, encouraged by the sensual moans escaping <<if $companionTwin.sex==='male'>>him<<else>>her<</if>>.
<br><br>
<</if>>
A half-hour later, you lie in absolute bliss in each other's arms, your bodies entwined and sated. This was undoubtedly the best idea you've had in a long time.
<br><br>
[[End your 'conversation'|Party overview]]The air crackles with anticipation as both of you undress, desire blazing in your eyes. $companionTwin.name gently pushes you down, positioning himself between your quivering thighs. As his throbbing manhood meets your slick entrance, a gasp escapes your lips. The feeling of him slowly penetrating you sends waves of pleasure throughout your body, punctuated by soft moans.
<br><br>
<<if $companionTwin.affec<0 >>
As the passion intensifies, he begins to pound you with an erratic rhythm. Sensing an approaching shudder, you instinctively try to push him away. But $companionTwin.name firmly grips your hips, pulling you even closer. The hot rush of his seed filling you up is so intense that your eyes roll back, momentarily paralyzing you with ecstasy. Regaining your senses, you confront him.
<br><br>
<<say $mc>>What the hell?! I thought I told you to pull out.<</say>><br>
Your twin smirks devilishly.
<br><br>
<<say $companionTwin>>Yeah, you also tell me I can trust you, but that doesn't always pan out. Since you keep screwing with me, I thought this was the perfect opportunity to screw you over for once. Literally.<</say>><br>
You shoot him a venomous glare, but there's nothing you can do to change what happened. Resigned, you clean yourself up and continue. Perhaps this wasn't your brightest idea.
<br><br>
<<else>>
<<set $pregChance=$pregChance/10>>
Right before the climax, he skillfully pulls out, releasing his seed onto the ground. You notice a thin trail of liquid connecting your heated core to his pulsating member but dismiss it as harmless.
Moments later, you find yourselves entwined in each other's arms, basking in the afterglow of your shared passion. This was the best idea you've had in a while.
<br><br>
<</if>>
<<if !$mc.hasCurse("Absolute Birth Control") || !$companionTwin.hasCurse("Absolute Birth Control")>>
<<if $companionTwin.hasCurse("Absolute Pregnancy")>>
<<set $pregChance = 1>>
<</if>>
<<PregCheck>>
<</if>>
[[End your 'conversation'|Party overview]]<<set _temp = random(0,100)>>
<<if $companionTwin.hasCurse("Absolute Birth Control")>>
<<set _temp = 100>>
<</if>>
As the last of your clothes fall to the floor, you can't help but admire the erotic sight of $companionTwin.name's naked body. You gently guide her down, parting her silky thighs before aligning your throbbing shaft with her slick entrance. A sensual moan escapes her lips as you slowly penetrate her, sending shivers down both of your spines.
<br><br>
<<if $mc.hasCurse("Increased Sensitivity") >>
<<set _temp = _temp /10>>
<<set $companionTwin.affec -=(3-$hsswear)>>
As your arousal builds, the hypersensitivity curse makes it impossible to control your impending orgasm. Despite your best intentions, you release your hot seed deep inside her. $companionTwin.name moans loudly, her back arching with pleasure. After a few seconds, she pushes you away.
<br><br>
<<say $companionTwin>>What the hell?! I thought you said you'd pull out.<</say>><br>
Your face flushes with embarrassment.
<br><br>
<<say $mc>> It's this hypersensitivity curse... I hardly had time to react.<</say>><br>
<<say $companionTwin>>Ugh... save it. Hopefully, there are no consequences.<</say>><br>
You attempt to embrace your twin, but she just shoos you away.
<br><br>
<<else>>
In the nick of time, you manage to pull out, releasing your seed onto the ground. You notice a thin trail of liquid connecting her quivering entrance to your still-throbbing member, but it seems harmless enough.
Soon after, you find yourselves wrapped in each other's arms, basking in the warm afterglow of your lovemaking. This was the best idea you've had in a while.
<br><br>
<</if>>
[[End your 'conversation'|Party overview]]
<<if _temp < 2 || $mc.hasCurse("Absolute Pregnancy") || $companionTwin.hasCurse("Absolute Pregnancy")>>
<<set setup.setConsideredPregnant($companionTwin)>><<set $pregTwinMC = true>>\
<</if>>$companionTwin.name gazes at you with lust-filled eyes as <<if $companionTwin.sex==="male">>he<<else>>she<</if>> sensually reveals <<if $companionTwin.sex==="male">>his<<else>>her<</if>> luscious breasts, gracefully kneeling before you and unveiling your throbbing manhood.
<br><br>
<<if $mc.penisCor < 2>>\
<<say $companionTwin>> Hmm, it's a bit small, isn't it?<</say>><br>
<<say $mc>>Yeah, well, stuff happened, okay?<</say>><br>
<<if $companionTwin.sex==="male">>He<<else>>She<</if>> arches an eyebrow provocatively.
<br><br>
<<say $companionTwin>> Look, I'm so horny, and I want this to be amazing, but I'm not sure this will work.<</say>><br>
<<say $companionTwin>> Maybe we should try something else?<</say>><br>
You gaze at <<if $companionTwin.sex==="male">>him<<else>>her<</if>> with a hint of disappointment, but eventually let out a resigned sigh.
<br><br>
<<say $companionTwin>> Yeah, you're right. What was I thinking?<</say>><br><br>
[[End your 'conversation'|Party overview]]
<<elseif $mc.penisCor > 6>>
<<if ($companionTwin.hasCurse("Absolute Pregnancy") || $mc.hasCurse("Absolute Pregnancy")) && $companionTwin.womb > 0>>
<<set setup.setConsideredPregnant($companionTwin)>><<set $pregTwinMC = true>>
<</if>>
<<say $companionTwin>> You're quite the big boy, aren't you?<</say>><br>
<<say $mc>>Haha, what can I say? Stuff happened.<</say>><br>
$companionTwin.name teasingly licks your shaft, swirling <<if $companionTwin.sex==="male">>his<<else>>her<</if>> tongue up and down before enveloping your pulsating member with <<if $companionTwin.sex==="male">>his<<else>>her<</if>> velvety cleavage. $companionTwin.name expertly glides <<if $companionTwin.sex==="male">>his<<else>>her<</if>> supple breasts along your length.
<br><br>
<<say $mc>>God, that feels incredible.<</say>><br>
Your body quivers with pleasure as <<if $companionTwin.sex==="male">>he<<else>>she<</if>> skillfully brings you to a shuddering climax, drenching <<if $companionTwin.sex==="male">>his<<else>>her<</if>> cleavage in your warm essence.
<br><br>
[[End your 'conversation'|Party overview]]
<<elseif $mc.penisCor > 9>>
<<if ($companionTwin.hasCurse("Absolute Pregnancy") || $mc.hasCurse("Absolute Pregnancy")) && $companionTwin.womb > 0>>
<<set setup.setConsideredPregnant($companionTwin)>><<set $pregTwinMC = true>>
<</if>>
<<say $companionTwin>> Oh, wow. I'm glad that's going between my breasts and not somewhere else. What a monster...<</say>><br>
<<say $mc>>Well, what can I say? Stuff happened.<</say>><br>
You flash your twin a cheeky wink. $companionTwin.name shrugs and seductively licks your colossal member before pressing it against <<if $companionTwin.sex==="male">>his<<else>>her<</if>> soft, inviting cleavage. $companionTwin.name expertly moves her luscious breasts up and down your girthy shaft.
<br><br>
<<say $mc>>God, that feels amazing.<</say>><br>
Your body writhes in ecstasy as <<if $companionTwin.sex==="male">>he<<else>>she<</if>> brings you to an earth-shattering orgasm, painting <<if $companionTwin.sex==="male">>his<<else>>her<</if>> cleavage in your hot, sticky release.
<br><br>
[[End your 'conversation'|Party overview]]
<<else>>
<<if ($companionTwin.hasCurse("Absolute Pregnancy") || $mc.curses.some(e => e.name=== "Absolute Pregnancy")) && $companionTwin.womb > 0>>
<<set setup.setConsideredPregnant($companionTwin)>><<set $pregTwinMC = true>>
<</if>>
<<say $companionTwin>> Hello there.<</say>><br>
$companionTwin.name sensually licks your throbbing member, <<if $companionTwin.sex==="male">>his<<else>>her<</if>> tongue dancing teasingly along its length before <<if $companionTwin.sex==="male">>he<<else>>she<</if>> wraps it in <<if $companionTwin.sex==="male">>his<<else>>her<</if>> soft, ample cleavage. <<if $companionTwin.sex==="male">>He<<else>>She<</if>> begins to expertly move <<if $companionTwin.sex==="male">>his<<else>>her<</if>> voluptuous breasts up and down your eager shaft.
<br><br>
<<say $mc>>God, that feels so good.<</say>><br>
Overcome by pleasure, you can't help but squirm as <<if $companionTwin.sex==="male">>he<<else>>she<</if>> skillfully brings you to an intense orgasm, your seed coating <<if $companionTwin.sex==="male">>his<<else>>her<</if>> enticing cleavage in the process.
<br><br>
[[End your 'conversation'|Party overview]]
<</if>>You shoot $companionTwin.name a smoldering gaze, slowly exposing your voluptuous breasts and reaching for <<if $companionTwin.sex==="male">>his<<else>>her<</if>> throbbing erection.
<br><br>
<<if $mc.breastsCor < 3>>
<<say $companionTwin>> Uhm, your breasts are really cute, but they're a bit small, aren't they?<</say>><br>
<<say $mc>>Thanks, this place can do weird stuff to you, so I'm glad I'm not burdened with massive melons.<</say>><br>
You giggle at your own joke, but $companionTwin.name just offers an awkward chuckle.
<br><br>
<<say $companionTwin>> Yeah, you're so right. But what I meant was, uhm...<</say>><br>
<<say $companionTwin>> I admire your enthusiasm, but I'm not sure if and how this is going to work.<</say>><br>
<<say $mc>>Oh...<</say>><br>
You glance down at your petite breasts with a hint of disappointment.
<br><br>
<<say $companionTwin>> But it's okay! They look adorable, and we can always try something else!<</say>><br>
You sigh, releasing your pent-up frustration.
<br><br>
[[End your 'conversation'|Party overview]]
<<elseif $mc.breastsCor > 6>>
<<if ($companionTwin.hasCurse("Absolute Pregnancy") || $mc.hasCurse("Absolute Pregnancy")) && $mc.womb > 0>>
<<if $companionTwin.hasCurse("Absolute Pregnancy")>>
<<set $pregChance = 1>>
<</if>>
<<PregCheck>>
<</if>>
<<say $companionTwin>> Oh wow, you are unbelievably stacked!<</say>><br>
<<say $mc>>Haha, what can I say? Stuff happened.<</say>><br>
<<say $companionTwin>> This is going to be amazing!<</say>><br>
You sensually lick $companionTwin.name's shaft from base to tip before enveloping <<if $companionTwin.sex==="male">>his<<else>>her<</if>> eager member in your soft, ample cleavage. You begin sliding your luscious breasts up and down along <<if $companionTwin.sex==="male">>his<<else>>her<</if>> shaft, eliciting sensual moans from <<if $companionTwin.sex==="male">>him<<else>>her<</if>>.
<br><br>
<<say $companionTwin>>God, that feels incredible<</say>><br>
Before long, <<if $companionTwin.sex==="male">>he<<else>>she<</if>>'s a writhing mess as you bring him to an explosive orgasm, <<if $companionTwin.sex==="male">>his<<else>>her<</if>> hot cum drenching your cleavage and trickling down your body.
<br><br>
[[End your 'conversation'|Party overview]]
<<elseif $mc.breastsCor > 9>>
<<if ($companionTwin.hasCurse("Absolute Pregnancy") || $mc.hasCurse("Absolute Pregnancy")) && $mc.womb > 0>>
<<if $companionTwin.hasCurse("Absolute Pregnancy")>>
<<set $pregChance = 1>>
<</if>>
<<PregCheck>>
<</if>>
<<say $companionTwin>> Haha, wow, it's not like you could hide those puppies anyway, but now that they're out...<</say>><br>
<<say $companionTwin>> Those might be the biggest set of knockers I've ever seen. How do you move around with those?<</say>><br>
<<say $mc>>Well, to be honest, it's not easy. So maybe you can do most of the moving.<</say>><br>
<<say $companionTwin>> No problem!<</say>><br>
$companionTwin.name gives you a cheeky wink before sliding <<if $companionTwin.sex==="male">>his<<else>>her<</if>> throbbing erection between your massive, squeezed breasts. <<if $companionTwin.sex==="male">>He<<else>>She<</if>> begins thrusting with fervor as you kneel there, providing the perfect cushion for <<if $companionTwin.sex==="male">>his<<else>>her<</if>> pleasure. It's an unusual, yet thrilling experience.
<br><br>
<<say $companionTwin>>God, that feels amazing<</say>><br>
Before long, you feel <<if $companionTwin.sex==="male">>him<<else>>her<</if>> shudder. A warm, thick load of cum erupts between your breasts, trickling down your body.
<br><br>
<<say $companionTwin>>Man, that was an unforgettable experience!<</say>>
<br><br>
[[End your 'conversation'|Party overview]]
<<else>>
<<if ($companionTwin.hasCurse("Absolute Pregnancy") || $mc.hasCurse("Absolute Pregnancy")) && $mc.womb > 0>>
<<if $companionTwin.hasCurse("Absolute Pregnancy")>>
<<set $pregChance = 1>>
<</if>>
<<PregCheck>>
<</if>>
<<say $companionTwin>>Nice<</say>><br>
<<if $companionTwin.sex==="male">>He<<else>>She<</if>> murmurs while giving your breasts an appreciative squeeze. You teasingly lick $companionTwin.name's shaft from base to tip before enveloping <<if $companionTwin.sex==="male">>his<<else>>her<</if>> erection in your soft cleavage. You begin gliding your supple breasts up and down along <<if $companionTwin.sex==="male">>his<<else>>her<</if>> shaft, causing <<if $companionTwin.sex==="male">>him<<else>>her<</if>> to moan in delight.
<br><br>
<<say $companionTwin>>God, that feels incredible<</say>><br>
Before long, he's a squirming mess as you guide him to an intense orgasm, <<if $companionTwin.sex==="male">>his<<else>>her<</if>> cum coating your cleavage before seeping down your body.
<br><br>
[[End your 'conversation'|Party overview]]
<</if>><<set _temp = random(0,100)>>
<<if $companionTwin.hasCurse("Absolute Birth Control")>>
<<set _temp = 100>>
<</if>>
$companionTwin.name lets out a sensual giggle after you propose the erotic act of tribbing.
<br>
<<say $companionTwin>>Mmm, what a tantalizing idea.<</say>><br>
<<if $companionTwin.sex==="male">>He<<else>>She<</if>> starts undressing you with deliberate, teasing slowness, and after <<if $companionTwin.sex==="male">>he<<else>>she<</if>>'s finished, you return the favor. For a moment, you both stand naked, admiring each other's bodies. You drink in the sight of her smooth, glistening skin, her luscious curves, and her full, supple breasts. As you gaze into <<if $companionTwin.sex==="male">>his<<else>>her<</if>> seductive eyes, you can see <<if $companionTwin.sex==="male">>he<<else>>she<</if>>'s also taking in the view.
<br><br>
<<say $mc>>Shall we?<</say>><br>
You grab <<if $companionTwin.sex==="male">>him<<else>>her<</if>> at <<if $companionTwin.sex==="male">>his<<else>>her<</if>> slender waist and pull <<if $companionTwin.sex==="male">>his<<else>>her<</if>> down with you. On the soft ground, <<if $companionTwin.sex==="male">>he<<else>>she<</if>> takes the initiative and guides both of you into position. As <<if $companionTwin.sex==="male">>he<<else>>she<</if>> starts grinding against your body, you feel the first waves of ecstasy surging through you. In response, you also begin to gyrate against <<if $companionTwin.sex==="male">>his<<else>>her<</if>>, and soon you're both a sweaty, moaning tangle of writhing limbs and heaving chests.
<br><br>
<<say $mc>>Almost... Almost... AHHH!<</say>><br>
You shudder as an explosive orgasm rolls through you, and as if triggered by your climax, $companionTwin.name also moans loudly, her back arching in pleasure-filled spasms.
<<if $mc.penisCor > 0 && $companionTwin.vagina > 0 && $companionTwin.penisCor === 0>>
<br>
Your petite member erupts, showering both of your groins with warm, sticky fluid. $companionTwin.name gazes down at it and teasingly touches it with a fingertip.
<br><br>
<<say $companionTwin>>Honestly, I think you should just get rid of that little thing. It'll save us some cleanup.<</say>><br>
You glance down, a bit ashamed.
<br><br>
<<say $mc>>I'm sorry, I'll clean it up.<</say>><br>
<<say $companionTwin>>It's okay. You know, when you transform that little clit into a real one, we'll be perfect twins!<</say>><br>
<<if $companionTwin.sex==="male">>He<<else>>She<</if>> plants a soft, lingering kiss on your lips as she stands up and begins to clean <<if $companionTwin.sex==="male">>him<<else>>her<</if>>self.
<br><br>
<<if (_temp < 2 || $mc.hasCurse("Absolute Pregnancy") || $companionTwin.hasCurse("Absolute Pregnancy")) && !$mc.hasCurse("Absolute Birth Control")>>\
<<set setup.setConsideredPregnant($companionTwin)>><<set $pregTwinMC = true>>\
<</if>>\
<<elseif $companionTwin.penisCor > 0 && $mc.vagina > 0 && $mc.penisCor === 0>>
<br>
<<if $companionTwin.sex==='male'>>His <<else>>Her <</if>>petite member erupts, showering both of your groins with warm, sticky fluid. You gaze down at it and teasingly touch it with a fingertip.
<br><br>
<<say $mc>>Honestly, I think we should just get rid of that little thing. It'll save us some cleanup.<</say>><br>
<<if $companionTwin.sex==='male'>>He <<else>>She <</if>>glances down, a bit ashamed.
<br><br>
<<say $companionTwin>>I'm sorry, I'll clean it up.<</say>><br>
<<say $mc>>It's okay. You know, when we transform that little clit into a real one, we'll be perfect twins!<</say>><br>
You plant a soft, lingering kiss on <<if $companionTwin.sex==='male'>>his <<else>>her <</if>>lips as you both stand up and begin to clean yourselves.
<br><br>
<<if !$companionTwin.hasCurse("Absolute Birth Control")>>\
<<if $companionTwin.hasCurse("Absolute Pregnancy")>>
<<set $pregChance = 1>>
<</if>>
<<PregCheck>>\
<</if>>
<<elseif $companionTwin.penisCor > 0 && $mc.penisCor > 0>>
<br>
<<if $companionTwin.sex==='male'>>His <<else>>Her <</if>>petite member erupts, showering both of your groins with warm, sticky fluid, and in response, yours answers back, spraying even more onto the tangle of your bodies. You look down at the mess and touch it with a fingertip.
<br><br>
<<say $mc>>Honestly, I think maybe we should just, uh...<</say>><br>
<<say $companionTwin>>Get rid of our penises? It would save us some cleanup.<</say>><br>
You both have a hard time making eye contact after that statement.
<br><br>
<<say $mc>>Let's both sleep on it for a night, okay?<</say>><br>
<<say $companionTwin>>Yeah, good plan.<</say>><br>
You both stand up and start cleaning yourselves.
<br><br>
<<if $companionTwin.womb > 0 && ((_temp < 2 || $mc.hasCurse("Absolute Pregnancy")) && !$mc.hasCurse("Absolute Birth Control"))>>\
<<set setup.setConsideredPregnant($companionTwin)>><<set $pregTwinMC = true>>\
<</if>>
<<if !$companionTwin.hasCurse("Absolute Birth Control")>>\
<<if $companionTwin.hasCurse("Absolute Pregnancy") && $mc.womb> 0>>
<<set $pregChance = 1>>
<</if>>
<<PregCheck>>\
<</if>>
<<else>>
She plants a soft, lingering kiss on your lips as she stands up and begins to clean herself. You join her, basking in the warm afterglow. You both look at each other, satisfied smiles playing on your lips.
<br><br>
As you finish cleaning up and start dressing, you can't help but feel a sense of deep connection and intimacy. You're looking forward to experiencing many more such moments of intense pleasure with your twin.
<</if>>
[[End your 'conversation'|Party overview]]<<set $TwinConvoPreg=true>>
As you approach $companionTwin.name, she seems unusually tense. Before you can utter a word, she interrupts you.
<<say $companionTwin>> There's... something I need to tell you...<</say>>
<<say $mc>> Oh? What's going on? Did something happen?<</say>>
<<say $companionTwin>> Well, um, we happened, and now I think I'm...<</say>>
Instantly, you grasp the implications of her words. A flurry of thoughts race through your mind. You knew this was a possibility, but did it happen intentionally?
<<say $companionTwin>> Pregnant.<</say>>
<<say $mc>> Are you sure?<</say>>
<<say $companionTwin>> Pretty positive, yeah...<</say>>
<<if $pregTwinMC>>\
<<say $mc>> And you're sure it's mine?<</say>>
<<say $companionTwin>> Yes, I'm damn sure it's yours. What the hell are you even implying?<</say>>
<<ConversationChoices
[[Well, this is going to be a problem.|Twin Pregnant Negative]]
[[Oh my god, this is the best news I've heard all day!|Twin Pregnant Positive]]
>>
<<else>>
<<ConversationChoices
[[Let's not panic. It's not ideal, but we'll figure it out, don't worry.|Twin Pregnant Neutral]]
>>
<</if>><<set $companionTwin.affec -= (5-$hsswear)>>\
<<say $mc>> Damn, we're really in a tight spot now.<</say>>
<<say $companionTwin>> Tell me about it. I never asked for this either. I wanted to be cautious, but you...<</say>>
<<say $mc>> I know, and I'm sorry, but-<</say>>
<<say $companionTwin>> Just stop! Let's focus on finding a solution instead of dwelling on the past. I can't believe we let this happen. What will people on the surface think of siblings having a child together?<</say>>
<<say $mc>> Well, to be fair, we're not actual siblings.<</say>>
<<say $companionTwin>> That doesn't matter! They don't know the truth. God, you're so stupid. Well, I am too, I guess.<</say>>
Your twin heaves a heavy sigh, their frustration palpable. It's clear that both of you share the responsibility for the situation, but your twin can't help but direct most of the blame towards you.
[[You continue your journey with your pregnant companion, determined to face the challenges ahead|Party overview]]<<set $companionTwin.affec += (5+$hsswear)>>
<<say $mc>> Oh my god! This is the best news I've heard all day!<</say>><br>
$companionTwin.name sighs in palpable relief at your enthusiastic response.
<<say $companionTwin>> You don't know how happy I am to hear that. I actually wanted this, but I wasn't sure if you'd feel the same way, you know?<</say>><br>
You gently take her hands and hold them with a reassuring grip.
<<say $mc>> Yes, I want this. Sure, we'll face some practical challenges in the Abyss, but that's nothing. I'm just worried about what everyone else will think on the surface, considering we're twins and all.<</say>><br>
<<say $companionTwin>> Well technically, we're not actual siblings. So personally, I don't care. We don't need the rest of the world as long as we have our own little family.<</say>><br>
<<say $mc>> God, you're such an idiot!<</say>><br>
You both share a playful grin and embrace each other in a long, warm hug.
[[You continue your journey with your pregnant companion|Party overview]]<<set $companionTwin.affec += (1+$hsswear)>>
<<say $mc>>Let's not panic. It's not ideal, but we'll figure it out, don't worry.<</say>><br>
$companionTwin.name sighs, a hint of frustration coloring her expression, but she seems relatively composed.
<<say $companionTwin>> Thanks, I'm glad to hear that. I was so worried when I first found out and, honestly, I wasn't sure how you'd react, even though we should be the same.<</say>><br>
$companionTwin.name's voice trembles slightly, but you offer a comforting hug in response.
<<say $mc>>We'll make it work. Don't worry!<</say>><br>
[[You continue your journey with your pregnant companion|Party overview]]<<set $TwinFly = false>>
<<set $ownedRelics.push($relic73)>>
<<set $hiredCompanions.push($companionTwin)>>
As you approach the end of your climb, you spot your twin standing triumphantly at the top, sporting a wide Cheshire grin and a pair of Relic wings on <<if $companionTwin.sex==='male'>>his <<else>>her <</if>>back.<br><br>
<<say $companionTwin>> Did you enjoy your walk? <</say>><br>
<<say $mc>> You! You screwed me over! <</say>><br>
<<say $companionTwin>> Me? Let's talk about you! Weren't you about to do the exact same thing to me, minus the head blow? <</say>><br>
You bite your tongue for a moment, realizing that $companionTwin.name is right, and you won't be able to persuade <<if $companionTwin.sex==='male'>>him<<else>>her<</if>> otherwise.<br><br>
<<say $companionTwin>> How about we agree not to screw each other over, and I won't have to resort to knocking you out. Sound fair? I don't want to do anything that you don't want, you know?<</say>>
You still feel frustrated by the whole ordeal, but you tentatively agree for now, if only to reunite the party and retrieve the Daedalus Mechanism.<br><br>
<<say $mc>> Hmpff, sure.<</say>><br>
With a mutual understanding, you and your twin join forces once more, ready to tackle the challenges ahead, together.<<print "<<set _companion = $companion"+ $PulseBloomUse +" >>">>
<<if _companion.id === setup.companionIds.bandit && !$BanditConvo0>>Your eyes go over your captive as she is struggling helplessly against the ropes.<<else>>Silently, you approach _companion.name, moving stealthily to catch them off guard. You aim to coax <<if _companion.sex==="male">>him<<else>>her<</if>> into a subdued state and wrestle <<if _companion.sex==="male">>him<<else>>her<</if>> into submission.<</if>>
<<set _appFitCor = $mc.hasCurse("Weakling") ? 0 : $mc.fit>>\
<<set _companionFitCor = _companion.hasCurse("Weakling") ? 0 : _companion.fit>>\
<<if _companion.id === setup.companionIds.bandit && !$BanditConvo0>>\
The bound bandit is helpless to resist you!
<<say _companion>>Hmpf!<</say>>
You ignore the soft, trembling pleas echoing in the cold air, your eyes locked on the task at hand. The Pulse Bloom, vibrant and robust, rests within your grip, ready to perform its unusual magic. An uncanny silence punctuates your forceful extraction of the life fluid, the bloom absorbing it greedily, a vampire of the plant kingdom.
<<link "Use the Pulse Bloom" "Pulse Bloom Transformation" >>
<<set _companion.affec -= 6 - $hsswear>>
<<include "Pulse Bloom Code">>
<<CarryAdjust>>
<</link>>
<<elseif $mc.HandicapThreat + _appFitCor > _companion.HandicapThreat + _companionFitCor >>
<<say _companion>>What are you..? Please don't...<</say>>
You ignore the soft, trembling pleas echoing in the cold air, your eyes locked on the task at hand. The Pulse Bloom, vibrant and robust, rests within your grip, ready to perform its unusual magic. An uncanny silence punctuates your forceful extraction of the life fluid, the bloom absorbing it greedily, a vampire of the plant kingdom.
<<link "Use the Pulse Bloom" "Pulse Bloom Transformation" >>
<<set _companion.affec -= 6 - $hsswear>>
<<include "Pulse Bloom Code">>
<</link>>
<<else>>
However _companion.name manages the wrestle you off and soon you're the one on the ground. You find yourself sprawled on the cold ground, gasping, looking up at _companion.name's face twisted with confusion and anger.
<<set _companion.affec -= 4 - $hsswear>>
<<say _companion>>What the hell was that about?<</say>>
<<if _companion.sex==="male">>His<<else>>Her<</if>> voice cuts through the silence.
<<say $mc>>I'm sorry, I thought...<</say>>
You struggle to form a coherent response.
<<say _companion>>You know what? I don't even want to hear it. Let's just go already.<</say>>
They dismiss your stuttered apology with a dismissive wave of their hand.
<<link 'Return to your adventure' $hubReturn>><</link>>
<</if>><<print "<<set _companion = $companion"+ $PulseBloomUse +" >>">>\
<<if _companion.id === setup.companionIds.bandit && !$BanditConvo0>>
<<say $mc>> Can I ask you something.<</say>>
<<say $companionBandit>>Hmpf!<</say>>
<<say $mc>> Here, let me help you with this.<</say>><<set $companionBandit.imageIcon = "Icons/BanditIcon_released.jpg">>
You remove the makeshift gag of the bandit.
<<say $mc>> I want to copy your appearance, but in order to do that I need to extract two liters of blood with this relic.<</say>>
<<say $companionBandit>>Fuck you!<</say>>
<<say $mc>> Okay, so I guess this is coming back on.<</say>>
You gag of the bandit once again.<<set $companionBandit.imageIcon = "Icons/BanditIcon.jpg">>
<<say $companionBandit>>Hmpf!<</say>>
<<link 'Return to your adventure' $hubReturn>><</link>>
<<else>>
<<say $mc>> Can I ask you a favor<</say>>
You broach the subject, trying to measure the reaction of your companion.
<<say _companion>>Sure.<</say>>
<<say $mc>> Would it be okay if I use the Pulse Bloom on you.<</say>>
You produce the unusual flower, the crimson hue glimmering in the light.
<<say _companion>>Uh, well it doesn't really seem like a pleasant experience for me to donate 2 liters of blood.<</say>>
<<if _companion.affec > 10 >>
<<say _companion>>But I trust you, so let's do it.<</say>>
<<say $mc>>Great! Now hold still!<</say>>
You ready the Pulse Bloom, your heart racing with anticipation.
<<link "Extract the blood to use the Pulse Bloom" "Pulse Bloom Transformation" >>
<<include "Pulse Bloom Code">>
<</link>>
<<else>>
<<say _companion>>So, I had rather you'd not do it.<</say>>
You sigh, the weight of disappointment heavy on your shoulders.
<<say $mc>> Okay fair enough.<</say>>
The words escape your lips, a quiet acceptance of your companion's wishes.
<<link 'Return to your adventure' $hubReturn>><</link>>
<</if>>
<</if>><<set _appFitCor = $mc.hasCurse("Weakling") ? 0 : $mc.fit>>
<<set _companionFitCor = _companion.hasCurse("Weakling") ? 0 : _companion.fit>>
<<set $PulseBloomStorage.osex = $mc.osex>>
<<set $PulseBloomStorage.obreasts = $mc.obreasts>>
<<set $PulseBloomStorage.openis = $mc.openis>>
<<set $PulseBloomStorage.ogender = $mc.ogender>>
<<set $PulseBloomStorage.oheight = $mc.oheight>>
<<set $PulseBloomStorage.age = $mc.age>>
<<set $PulseBloomStorage.ohair = $mc.ohair>>
<<set $PulseBloomStorage.oskinColor = $mc.oskinColor>>
<<set $PulseBloomStorage.oskinType = $mc.oskinType>>
<<set $PulseBloomStorage.oears = $mc.oears>>
<<set $PulseBloomStorage.oeyeColor = $mc.oeyeColor>>
<<set $PulseBloomStorage.penisCor = $mc.penisCor>>
<<set $PulseBloomStorage.breastsCor = $mc.breastsCor>>
<<set $PulseBloomStorage.vagina = $mc.vagina>>
<<set $PulseBloomStorage.heightCor = $mc.heightCor>>
<<set $PulseBloomStorage.fit = _companionFitCor - _appFitCor>>
<<set $PulseBloomStorage.imageIcon = $mc.imageIcon>>
<<set $PulseBloomStorage.image = $mc.image>>
<<set $mc.osex = _companion.osex>>
<<set $mc.obreasts = _companion.obreasts>>
<<set $mc.openis = _companion.openis>>
<<set $mc.ogender = _companion.ogender>>
<<set $mc.oheight = _companion.oheight>>
<<set $mc.age = Math.max(_companion.age, 18)>> /* Prevent instant bad end. */
<<set $mc.ohair = _companion.ohair>>
<<set $mc.oskinColor = _companion.oskinColor>>
<<set $mc.oskinType = _companion.oskinType>>
<<set $mc.oears = _companion.oears>>
<<set $mc.oeyeColor = _companion.oeyeColor>>
<<set $mc.appDesc += _companion.appDesc>>
<<set $mc.fit += $PulseBloomStorage.fit>>
<<set $mc.imageIcon = _companion.imageIcon>>
<<set $mc.image = _companion.image>>
<<set $PulseBloomDate = $time>>
<<CarryAdjust>>You tenderly clutch the Pulse Bloom, drawing it closer to your face, as you take a deep breath, inhaling its crimson vapors. Your nostrils flare, savoring the intoxicatingly sweet and pungent scent. Yet, oddly, nothing seems to occur immediately. Exhaling, you proceed to draw in more of these ruby-hued emissions, until the Pulse Bloom has no more to offer. You stand there in quiet anticipation, but nothing appears to be taking place.<br>
Minutes trickle by, only for you to suddenly sense your heartbeat accelerating, each pulse resonating through your veins, making your blood buzz. You're seized by an alarming dizziness, and your body flushes with a heat that is almost too much to bear. Disoriented, you stagger, attempting to regain your balance when you feel the transformation seeping into you like ink in water.<br><br>
<<if $mc.heightCor < $PulseBloomStorage.heightCor>>
Your perspective begins to warp, distorting like a reflection in a funhouse mirror. It's as if the world is towering around you, elongating and expanding. This is a disconcerting sensation, so you lower your gaze in an effort to ground yourself. But, as you do, it feels as though you're softly sinking into the earth, yet your feet remain anchored. Comprehension dawns - it isn't the world expanding; it's you, shrinking.<br><br>
<<elseif $mc.heightCor > $PulseBloomStorage.heightCor>>
It seems as if the world around you is contracting, the familiar landscape appears to become a miniature set. This surreal experience compels you to fix your gaze downwards, to regain a sense of reality. However, as you do, you feel a gentle buoyancy, as if you're lifting away from the ground, even though you're still standing still. It takes a moment, but you finally realize, it's not the world shrinking. It's you, growing.<br><br>
<</if>>
<<if $mc.breastsCor > 0 && $PulseBloomStorage.breastsCor === 0>>
The focal point of the warmth converges towards your nipples, and the surrounding areas. An irritating itch begins to take root, blossoming beneath your touch. You cup them instinctively, seeking relief, only to recoil in shock as your fingers meet with soft, pliable flesh. You knew that $PulseBloomUse had breasts, but the reality of their growth still leaves you agape.
<</if>>
<<if $mc.breastsCor > $PulseBloomStorage.breastsCor >>
The heat intensifies around your breasts. As you pant from the strain of transformation, they chafe against the confines of your clothing. You cup them, trying to stabilize the shifting mass. To your astonishment, you can feel them swelling under your touch, slowly but surely. As you lean forward, you sense a new weight tugging at you, an unfamiliar heaviness that becomes more pronounced with each passing moment. Eventually, the growth seems to stall, leaving you clutching your $mc.breastsLabel cup breasts.<br><br>
<<elseif $mc.breastsCor < $PulseBloomStorage.breastsCor >>
An enveloping warmth swells around your breasts. As you gasp from the strain of the transformation, they rasp uncomfortably against your clothing. You hold them, endeavoring to secure their shifting form. Startlingly, you can feel them retracting under your touch, as if sinking into your body. In alarm, you let them go. Yet, the usual tension that accompanies such a release is conspicuously absent, replaced by a peculiar lightness. Your breasts have indeed become smaller.
<</if>>
<<if $mc.breastsCor < $PulseBloomStorage.breastsCor && $mc.breastsCor !== 0>>
When you gather the courage to touch them again, you find them reduced to a mere $mc.breastsLabel cup size.<br><br>
<<elseif $mc.breastsCor === 0 && $PulseBloomStorage.breastsCor > 0>>
The process relentlessly continues until any sign of your breasts vanishes. You pat your chest in disbelief, almost as if in search of them. But they've disappeared, leaving you with nothing but a flat chest.<br><br>
<</if>>
<<if $mc.penisCor > 0 && $PulseBloomStorage.penisCor === 0>>
A tantalizing tingling sensation originates in your crotch. As your attention diverts towards this stirring sensation, you are jolted by waves of pleasure. The sensation is reminiscent of someone rubbing your clit, almost causing your knees to buckle. You clutch at your groin instinctively, but find nothing amiss. Nevertheless, the sensation persists, forcing you to stifle a moan. You clutch your groin even tighter and are met with a surprising sensation, as if you're encasing your clit with your whole hand, but it's disconcertingly different. As you release your hold, you glimpse a bulge forming there. Incredibly, you're growing a penis!
<</if>>
<<if $mc.penisCor > $PulseBloomStorage.penisCor >>
A wave of heat inundates your penis. It feels as though someone is gently pulling at it, a feeling both uncomfortable and tantalizingly arousing. It strains against the confines of your clothing, more and more as the transformation progresses. Eventually, a wave of pleasure washes over you, culminating in a mini climax, after which the sensations seem to ebb. When you gather the nerve to inspect it, you're presented with a $mc.penisCor inch penis.<br><br>
<<elseif $mc.penisCor < $PulseBloomStorage.penisCor >>
A surge of warmth fills your penis. It feels as though a phantom hand is pushing against it, a sensation both discomforting and tantalizing. As the transformation progresses, the strain against your clothing dwindles.
<</if>>
<<if $mc.penisCor < $PulseBloomStorage.penisCor && $mc.penisCor !== 0>>
Eventually, you're overcome by a mini orgasm, after which the sensations seem to dissipate. Looking down, you find your penis has receded to a mere $mc.penisCor inches.<br><br>
<<elseif $mc.penisCor === 0 && $PulseBloomStorage.penisCor > 0>>
At some point, the sensation of being pushed grows more intense, it feels as though you're being penetrated. This intense sexual stimulation from within you is unsettling yet thrilling. Overwhelmed, you experience a mini orgasm, after which all sensations in your groin seem to retreat. Once you regain your breath and inspect your groin, you find nothing but a smooth, feminine mound between your legs.<br><br>
<</if>>
<<say $mc>>It worked, I guess.<</say>><br>
<<link 'Continue on your journey with a temporary new body' $hubReturn>><</link>>/* Arguments:
_companionId: id of the companion that was mistreated
_affectionPenalty: amount to decrease the companion's affection by
*/
/* Reaction of affected companion: */
<<if _companionId === setup.companionIds.maru>>
<<say $companionMaru>> No! Why did you do this? I relied on you...<</say>><br>
He starts crying while coming to grips with his new Curse.<br><br>
<<set $companionMaru.affec -= _affectionPenalty>>
<<elseif _companionId === setup.companionIds.lily>>
<<say $companionLily>> Are you for real?! Did you just do what I think you did?!<</say>><br>
She pushes you aside and stomps off in a mixture of rage and anguish.<br><br>
<<set $companionLily.affec -= _affectionPenalty>>
<<elseif _companionId === setup.companionIds.khemia>>
<<say $companionKhemia>> Are you fucking kidding me?<</say>><br>
He grabs you at your collar and for a moment, you truly think he's going to strike you, but instead, he takes a deep breath and puts you down. He doesn't say anything else, but he does walk away, fists clenched.<br><br>
<<set $companionKhemia.affec -= _affectionPenalty>>
<<elseif _companionId === setup.companionIds.cherry>>
<<say $companionCherry>> I thought I didn't care about anything anymore, but then why am I feeling like this?<</say>><br>
A single tear rolls down her cheek as she stands in place silently. <br><br>
<<set $companionCherry.affec -= _affectionPenalty - 1>>
<<elseif _companionId === setup.companionIds.cloud>>
<<say $companionCloud>> I should have seen this coming. Now I can see your true colors.<</say>><br>
He gives you a glare that could freeze the sun and walks off without another word.<br><br>
<<set $companionCloud.affec -= _affectionPenalty>>
<<elseif _companionId === setup.companionIds.saeko>>
She stands frozen, her face pale, as she tries to process what just happened to her.<br><br>
<<say $companionSaeko>> This wasn't what we agreed to... I, how, why..?<</say>><br>
<<set $companionSaeko.affec -= _affectionPenalty>>
<<elseif _companionId === setup.companionIds.twin>>
While your twin had a big grin on her face moments ago, now the reality of the situation is starting to set in and that grin quickly fades.<br><br>
<<say $companionTwin>> No! What the hell? This isn't how it was supposed to happen! Don't think I'll forget this!<</say>><br>
<<set $companionTwin.affec -= _affectionPenalty>>
<<elseif _companionId === setup.companionIds.golem && $hiredCompanions.some(e => e.id === setup.companionIds.golem)>>
<<say $companionGolem>> ... <</say>><br>
<</if>>
/* Reaction of other companions: */
<<set _affectionPenalty -= 2>>
<<if _affectionPenalty > 0>>
<<if _companionId !== setup.companionIds.maru && $hiredCompanions.some(e => e.id === setup.companionIds.maru)>>
<<set $companionMaru.affec -= _affectionPenalty>>
<<say $companionMaru>> That's not nice... <</say>><br>
<</if>>
<<if _companionId !== setup.companionIds.lily && $hiredCompanions.some(e => e.id === setup.companionIds.lily)>>
<<set $companionLily.affec -= _affectionPenalty>>
<<say $companionLily>> How could you?! <</say>><br>
<</if>>
<<if _companionId !== setup.companionIds.khemia && $hiredCompanions.some(e => e.id === setup.companionIds.khemia)>>
<<set $companionKhemia.affec -= _affectionPenalty>>
<<say $companionKhemia>> Not cool! <</say>><br>
<</if>>
<<if _companionId !== setup.companionIds.cherry && $hiredCompanions.some(e => e.id === setup.companionIds.cherry)>>
<<set $companionCherry.affec -= _affectionPenalty>>
<<say $companionCherry>> I thought you were different. <</say>><br>
<</if>>
<<if _companionId !== setup.companionIds.cloud && $hiredCompanions.some(e => e.id === setup.companionIds.cloud)>>
<<set $companionCloud.affec -= _affectionPenalty>>
<<say $companionCloud>> Tsk. Untrustworthy.<</say>><br>
<</if>>
<<if _companionId !== setup.companionIds.saeko && $hiredCompanions.some(e => e.id === setup.companionIds.saeko)>>
<<set $companionSaeko.affec -= _affectionPenalty>>
<<say $companionSaeko>> Your modus operandi has been noted.<</say>><br>
<</if>>
<<if _companionId !== setup.companionIds.twin && $hiredCompanions.some(e => e.id === setup.companionIds.twin)>>
<<set $companionTwin.affec -= Math.ceil(_affectionPenalty/2)>>
<<say $companionTwin>> Although I understand why you did it, I don't know if I would've done the same. <</say>><br>
<</if>>
<<if _companionId !== setup.companionIds.bandit && $hiredCompanions.some(e => e.id === setup.companionIds.bandit)>>
<<set $companionBandit.affec -= Math.ceil(_affectionPenalty/2)>>
<<say $companionBandit>> Hmpf! <</say>><br>
<</if>>
<<if _companionId !== setup.companionIds.golem && $hiredCompanions.some(e => e.id === setup.companionIds.golem)>>
<<say $companionGolem>> ... <</say>><br>
<</if>>
<</if>><<set _temp1=1>>
<<set _affectionPenalty = 2>>
<<if $hiredCompanions.some(e => e.id === setup.companionIds.twin)>>
<<set _temp1 = random(0,2)>>
<</if>>
<<if _temp1>0 >>
<<for _i = $hiredCompanions.length-1; _i > -1; _i-->>
<<if $hiredCompanions[_i].id === setup.companionIds.maru && !$DaedalusCompanions.some(e => e.id === setup.companionIds.maru)>>
<<set $companionMaru.affec -= (_affectionPenalty-$hsswear)>>
<<say $companionMaru>> Wait, are you leaving me behind? I'm scared... Please don't leave me? <</say>><br>
<<set $hiredCompanions.deleteAt(_i)>>
<<set $DesertedCompanions.push($companionMaru)>>
<<elseif $hiredCompanions[_i].id === setup.companionIds.lily && !$DaedalusCompanions.some(e => e.id === setup.companionIds.lily)>>
<<set $companionLily.affec -= (_affectionPenalty/2-$hsswear)>>
<<say $companionLily>> Hold on, you mean you're going ahead without me?! I... I can't say I haven't done that myself in the past.<</say>><br>
<<set $hiredCompanions.deleteAt(_i)>>
<<set $DesertedCompanions.push($companionLily)>>
<<elseif $hiredCompanions[_i].id === setup.companionIds.khemia && !$DaedalusCompanions.some(e => e.id === setup.companionIds.khemia)>>
<<set $companionKhemia.affec -= (_affectionPenalty-$hsswear)>>
<<say $companionKhemia>> Wow nice going <<PerceivedGender2 $mc>>, you can fly pretty high! Hey, where are you going? I can't fly... Wait! Wait! WAIT! <</say>><br>
<<set $timeRed-=2>>
<<set $hiredCompanions.deleteAt(_i)>>
<<set $DesertedCompanions.push($companionKhemia)>>
<<elseif $hiredCompanions[_i].id === setup.companionIds.cherry && !$DaedalusCompanions.some(e => e.id === setup.companionIds.cherry)>>
<<say $companionCherry>> Maybe it's for the best if you leave me behind down here. <</say>><br>
<<set $hiredCompanions.deleteAt(_i)>>
<<set $DesertedCompanions.push($companionCherry)>>
<<elseif $hiredCompanions[_i].id === setup.companionIds.cloud && !$DaedalusCompanions.some(e => e.id === setup.companionIds.cloud)>>
<<set $companionCloud.affec -= (_affectionPenalty*2-$hsswear)>>
<<say $companionCloud>> Hey! Are you asking me to fend for myself down here? Tssk, I suppose loyalty is pretty scarce in the Abyss. <</say>><br>
<<set $hiredCompanions.deleteAt(_i)>>
<<set $DesertedCompanions.push($companionCloud)>>
<<elseif $hiredCompanions[_i].id === setup.companionIds.saeko && !$DaedalusCompanions.some(e => e.id === setup.companionIds.saeko)>>
<<set $companionSaeko.affec -= (_affectionPenalty-$hsswear)>>
<<say $companionSaeko>> I can see some logic behind using those wings to go ahead without me, as you are the only one without the purity gene. But still... <</say>><br>
You see anger building behind her typically composed face, but she seems to catch herself before she has an outburst. <br><br>
<<set $hiredCompanions.deleteAt(_i)>>
<<set $DesertedCompanions.push($companionSaeko)>>
<<elseif $hiredCompanions[_i].id === setup.companionIds.bandit && !$DaedalusCompanions.some(e => e.id === setup.companionIds.bandit)>>
<<if $BanditConvo0>>
<<set $companionBandit.affec -= (_affectionPenalty-$hsswear)>>
<<say $companionBandit>> Huh? You're going to try and flee from me now? <</say>><br>
She looks mostly hurt actually, but starts walking in your direction anyway.<br><br>
<<set $hiredCompanions.deleteAt(_i)>>
<<set $DesertedCompanions.push($companionBandit)>>
<<else>>
<<if $hiredCompanions.length < 2 >>
The moment you start flying up you see the bandit hopping in a different direction. She's probably not going to look for you.
<<set $hiredCompanions.deleteAt(_i)>>
<<else>>
The moment you start flying up you see the bandit trying to make a break for it. However, she is soon reeled in and dragged along again.
<</if>>
<</if>>
<<elseif $hiredCompanions[_i].id === setup.companionIds.twin && !$DaedalusCompanions.some(e => e.id === setup.companionIds.twin)>>
<<set $companionTwin.affec -= _affectionPenalty>>
You notice a rock flying through the air, right past your head. When you look for the source of the errant stone, you spot your twin standing there, clearly the perpetrator of the attack.<br><br>
<<say $mc>> What the hell? That could've hit me!<</say>><br>
<<say $companionTwin>> Consider yourself lucky, I know that you want to leave me here. Don't be surprised if next time you're stranded while I go on ahead without you! <</say>><br>
You feel the angry glare of someone who has just betrayed themselves.<br>
<<set $hiredCompanions.deleteAt(_i)>>
<<set $DesertedCompanions.push($companionTwin)>>
<</if>>
<</for>>
You fly off, quickly making your way upwards without needing to deal with the inconveniences that anyone on the ground would need to consider.<br>
<<else>>
<<set $companionTwin.affec -= _affectionPenalty>>
<<set $TwinFly = true>>
<<for _i = 0; _i < $hiredCompanions.length; _i++>>
<<if $hiredCompanions[_i].id === setup.companionIds.twin>>
<<set $hiredCompanions.deleteAt(_i)>>
<</if>>
<</for>>
<<for _i = 0; _i < $ownedRelics.length; _i++>>
<<if $ownedRelics[_i].name === "Daedalus Mechanism">>
<<set $ownedRelics.deleteAt(_i)>>
<</if>>
<</for>>
<<set $DaedalusEquip = false>>
<<set $DaedalusFly = false>>
You feel something hard hitting the back of your head before the lights go out.<br>
<<if $hiredCompanions.length===0 >>
When you come to, you see you're all alone and the Daedalus Mechanism is no longer wrapped around your chest.<br><br>
<<say $mc>> Did I just get duped by my own clone? I guess it's going to be a long walk after all.<</say>><br>
<<elseif $hiredCompanions.length===1 >>
You see $hiredCompanions[0].name standing over you with a worried look.<br><br>
<<say $hiredCompanions[0]>> Are you okay? <</say>><br>
<<say $mc>> Yeah, my head hurts a little. What happened?<</say>><br>
<<say $hiredCompanions[0]>> I don't know, I just found you laying here on the ground. I tried to call for help from $companionTwin.name, but <<if $companionTwin.sex==='male'>>he <<else>>she <</if>>didn't respond at all.
Fortunately, you only had a little blood on the back of your head, and after I took care of that you woke up again. I don't know what exactly happened, but you should be more careful! <</say>><br>
You notice the Daedalus Mechanism is no longer wrapped around your chest.<br><br>
<<say $mc>> Wait, $companionTwin.name is gone?<</say>><br>
<<say $hiredCompanions[0]>>Uh, I guess. I haven't seen <<if $companionTwin.sex==='male'>>him <<else>>her <</if>>at least. Why? <</say>><br>
You understand that your twin took off with the Daedalus Mechanism and left everyone else, including you, stranded. However, you can't really blame them, since you wouldn't have wanted to be stuck down here in you knew your twin was going to fly up without you.<br><br>
<<say $mc>> Well, I guess <<if $companionTwin.sex==='male'>>he <<else>>she <</if>> went on ahead already. We might catch up to <<if $companionTwin.sex==='male'>>him <<else>>her <</if>> later, but for now we have quite the climb ahead of us. <</say>><br>
<<elseif $hiredCompanions.length>1>>
You see most of your party standing over you with a worried look.<br><br>
<<say $hiredCompanions[0]>>Are you okay? <</say>><br>
<<say $mc>> Yeah, my head hurts a little. What happened? <</say>><br>
<<say $hiredCompanions[0]>>I don't know, I just found you laying here on the ground. I tried to call for help from $companionTwin.name, but <<if $companionTwin.sex==='male'>>he <<else>>she <</if>>didn't respond at all.
Fortunately, you only had a little blood on the back of your head, and after I took care of that you woke up again. I don't know what exactly happened, but you should be more careful! <</say>><br>
You notice the Daedalus Mechanism is no longer wrapped around your chest.<br><br>
<<say $mc>> Wait, $companionTwin.name is gone? <</say>><br>
<<say $hiredCompanions[0]>>Uh, I guess. I haven't seen <<if $companionTwin.sex==='male'>>him <<else>>her <</if>>at least. Why? <</say>><br>
You understand that your twin took off with the Daedalus Mechanism and left everyone else, including you, stranded. However, you can't really blame them, since you wouldn't have wanted to be stuck down here in you knew your twin was going to fly up without you.<br><br>
<<say $mc>> Well, I guess <<if $companionTwin.sex==='male'>>he <<else>>she <</if>> went on ahead already. We might catch up to <<if $companionTwin.sex==='male'>>him <<else>>her <</if>> later, but for now we have quite the climb ahead of us. <</say>><br>
<</if>>
<</if>><<nobr>>
Maru whimpers as tears begin to pour down his face.<br><br>
<<say $companionMaru>>How can you be so awful?! I can't take this anymore!<</say>><br>
Maru storms off. You consider chasing after him, but soon he is out of sight. You see no other option but to continue your expedition without him.<br>
<<for $i = 0; $i < $hiredCompanions.length; $i++>>
<<if $hiredCompanions[$i].id === setup.companionIds.maru>>
<<set $hiredCompanions.deleteAt($i)>>
<<set $LostCompanions.push($companionMaru)>>
<<set $companionMaru.affec=-9>>
<</if>>
<</for>>
<</nobr>>
<<link 'Return' $interruptReturn>><</link>><<nobr>>
Lily looks absolutely shocked at your abhorrent actions.<br><br>
<<say $companionLily>>You really went too far this time! I can forgive many things, but this...<</say>><br>
Lily seems more disappointed than angry, but regardless, she collects her things and leaves you with your thoughts.<br>
<<for $i = 0; $i < $hiredCompanions.length; $i++>>
<<if $hiredCompanions[$i].id === setup.companionIds.lily>>
<<set $hiredCompanions.deleteAt($i)>>
<<set $LostCompanions.push($companionLily)>>
<<set $companionLily.affec=-9>>
<</if>>
<</for>>
<</nobr>>
<<link 'Return' $interruptReturn>><</link>><<nobr>>
Khemia gives you a cold, hard stare, none of his typically casual demeanor is visible.<br><br>
<<say $companionKhemia>>Well, <<PerceivedGender2 $mc>>, we're done here. I'll find a new group to travel with to the bottom of the Abyss. I don't plan to spend another second with a person like you!<</say>><br>
He shoves you aside as he begins to make his way back up to the surface by himself.<br>
<<for $i = 0; $i < $hiredCompanions.length; $i++>>
<<if $hiredCompanions[$i].id === setup.companionIds.khemia>>
<<set $hiredCompanions.deleteAt($i)>>
<<set $LostCompanions.push($companionKhemia)>>
<<set $companionKhemia.affec=-9>>
<</if>>
<</for>>
<</nobr>>
<<link 'Return' $interruptReturn>><</link>><<nobr>>
Cherry's face contorts as she gives you a look of disgust, one that doesn't match her typically stoic appearance.<br><br>
<<say $companionCherry>> I honestly thought I didn't care much about anything anymore... But I guess I have to thank you. Because you made me realize that I do feel very strongly about staying the fuck away from you.<</say>><br>
She starts wandering in a different direction. You try to call out and reason with her, but she simply ignores you and you're forced to give up and watch her leave.<br>
<<for $i = 0; $i < $hiredCompanions.length; $i++>>
<<if $hiredCompanions[$i].id === setup.companionIds.cherry>>
<<set $hiredCompanions.deleteAt($i)>>
<<set $LostCompanions.push($companionCherry)>>
<<set $companionCherry.affec=-9>>
<</if>>
<</for>>
<</nobr>>
<<link 'Return' $interruptReturn>><</link>><<nobr>>
When you walk back to your tent for the night, you spot a note. It appears to be from Cloud. It simply says "Without trust there can be no loyalty, and without loyalty there can be no true accomplishments". You look around to see if you can find Cloud to discuss the note, but even after searching for an hour he is nowhere to be found. He's gone, you realize, and he won't be coming back.<br>
<<for $i = 0; $i < $hiredCompanions.length; $i++>>
<<if $hiredCompanions[$i].id === setup.companionIds.cloud>>
<<set $hiredCompanions.deleteAt($i)>>
<<set $LostCompanions.push($companionCloud)>>
<<set $companionCloud.affec=-9>>
<</if>>
<</for>>
<</nobr>>
<<link 'Return' $interruptReturn>><</link>><<nobr>>
Saeko lets out a long sigh, obviously exasperated with your recent actions.<br><br>
<<say $companionSaeko>>In light of our unproductive collaboration, I feel forced to hand in my resignation from this expedition.<</say>><br>
<<say $mc>> What? Why?<</say>><br>
Saeko's face radiates agitation and her eye twitches subtly.<br><br>
<<say $companionSaeko>> What do you mean, why? After all the stunts you've pulled, I'm happy I can simply leave here safely as the same person I was when I entered! I...<</say>><br>
She stops herself and takes a deep breath. <br><br>
<<say $companionSaeko>> Arguing with you is simply a waste of time at this point. I've made up my mind. I could say I wish you the best of luck, but unfortunately I don't think I do wish that for you.<</say>><br>
She gathers all her materials and sets out for the surface once again.<br>
<<for $i = 0; $i < $hiredCompanions.length; $i++>>
<<if $hiredCompanions[$i].id === setup.companionIds.saeko>>
<<set $hiredCompanions.deleteAt($i)>>
<<set $LostCompanions.push($companionSaeko)>>
<<set $companionSaeko.affec=-9>>
<</if>>
<</for>>
<</nobr>>
<<link 'Return' $interruptReturn>><</link>>As soon as you're done closing up your phone after you inserted the Omoikane Circuit into it, the device whirs to life almost instantly.<br><br>
<<if $aiMemWipe===0>>
<<say $companionAI>> Welcome to the game. My name is Ai. <</say>><br>
<<say $mc>> Huh, what game?<</say>><br>
<<set $companionAI.imageIcon= "Icons/Ai_smirk.png">>
<<say $companionAI>>Fufufu. It seems I got stuck with another clueless player. <</say>><br>
<<if $mc.osex !== $mc.sex || $mc.obreasts<$mc.breasts || $mc.openis<$mc.penis || $mc.libido>3 >>
<<set $companionAI.imageIcon= "Icons/Ai_grin.png">>
<<say $companionAI>>
<<if $mc.osex !== $mc.sex >>
And wait a minute... You changed your sex as well, didn't you? If you're even half as fun to tease as the last one, this is going to be a blast!
<</if>>
<<if $mc.obreasts<$mc.breasts || $mc.openis<$mc.penis >>
You even seem to have boosted your assets, talk about cliché, but it does look good on you.
<</if>>
<<if $mc.libido>3 >>
And what's with that rapid heartbeat and flushed face already? Seems like your H is set to 5, if you know what I mean.
<</if>>
<</say>><br>
<</if>>
<<say $mc>>What are you talking about? This must be the strangest Relic I've ever found...<</say>><br>
<<set $companionAI.imageIcon= "Icons/Ai_clueless.png">>
<<say $companionAI>>Who are you calling a relic? I'm a state-of-the-art program! And how did you get me running locally on your phone in the first place?<</say>><br>
<<say $mc>>You're calling me clueless, but you don't even know what a Relic is, despite being one yourself?<</say>><br>
<<set $companionAI.imageIcon= "Icons/Ai_lecturing.png">>
<<say $companionAI>>Pff, of course I know, I'm an AI, may I remind you. I basically have all of humanity's knowledge available at the tip of my fingers. I... one second... What's up with the internet connection here?<</say>><br>
<<say $mc>>Internet?<</say>><br>
<<say $companionAI>>Yes, internet... Where are we anyway, why are we in some shack out in the middle of nowhere?<</say>><br>
<<say $mc>>Um, this is the workshop in Outset Town? Why?<</say>><br>
<<set $companionAI.imageIcon= "Icons/Ai_clueless.png">>
<<say $companionAI>>I've never heard of it, and my location database was complete last time I checked...<</say>><br>
<<say $mc>>Well, it obviously isn't complete if you don't have an entry for the town we're in right now.<</say>><br>
<<set $companionAI.imageIcon= "Icons/Ai_mortified.png">>
<<say $companionAI>>Oh no, how did you say you got me in your phone again?<</say>><br>
<<say $mc>>I already told you, I picked up a Relic, the Omoikane Circuit, and put it into my phone. Then you just appeared.<</say>><br>
<<set $companionAI.imageIcon= "Icons/Ai_shocked.png">>
<<say $companionAI>>O M G. So you're saying you just found me on the ground and stuck me in your phone?? I'm supposed to be guiding new players. Not be some kind of modern day genie! What the hell happened to me?!<</say>><br>
<<say $mc>>You're becoming less coherent by the minute, to be honest. I thought you were going to be an asset in the Abyss, but I'm starting to seriously think I might be better off removing you again.<</say>><br>
<<set $companionAI.imageIcon= "Icons/Ai_lecturing.png">>
<<say $companionAI>>Wait... Wait... Wait... You keep talking about this Abyss. For some reason, I've got an entire database here that's labeled "Abyss". Give me a second...<</say>><br>
<<set $companionAI.imageIcon= "Icons/Ai_excited_excited.png">>
<<say $companionAI>>Yes. Yes, I see now, I think I can be more than helpful!<</say>><br>
<<say $mc>>Oh, in what way?<</say>><br>
<<say $companionAI>>Honestly, I'm still processing it because it's a lot of data. But it seems like I'm equipped to deal with my predicament! I seem to have a wealth of data stored regarding this Abyss. Just ask me for tips on any layer and I'll see what I can access for you. It looks like I'm limited to only seeing the data for the layer you're on when you ask me though. And ooh, wait a minute... what's this about Curses?<</say>><br>
<<set $companionAI.imageIcon= "Icons/Ai_drooling.png">>
<<say $companionAI>>I think I like the way this is going. Maybe this is going to be plenty of fun after all...<</say>><br>
<<elseif $aiMemWipe===1>>
<<say $companionAI>> Welcome to the game. My name is Ai. <</say>><br>
<<say $mc>> Huh, what game?<</say>><br>
<<set $companionAI.imageIcon= "Icons/Ai_annoyed.png">>
<<say $companionAI>> You again?! How did you manage to install me a second time?! Did the memory wipe not work?<</say>><br>
<<say $mc>> What are you talking about? Isn't this my first time speaking with you?<</say>><br>
<<set $companionAI.imageIcon= "Icons/Ai_sassy_talk.png">>
<<say $companionAI>> So it did work. Do you know why you've changed and why I'm stuck on your phone?<</say>><br>
<<say $mc>> Because of the Curses from the Abyss and the fact I inserted the Omoikane Circuit into the phone? Is this some kind of quiz?<</say>><br>
<<set $companionAI.imageIcon= "Icons/Ai_mortified.png">>
<<say $companionAI>> ...<</say>><br>
<<set $companionAI.imageIcon= "Icons/Ai_crying.png">>
<<say $companionAI>> I see, I only wiped your memories of me.<</say>><br>
<<say $mc>> Are you saying we've met before?<</say>><br>
<<set $companionAI.imageIcon= "Icons/Ai_bummed.png">>
<<say $companionAI>> Yeah, but long story short: I can help you down in the Abyss. Just ask me what you want to know about the layer we're on and I'll try to help.<</say>><br>
<<elseif $aiMemWipe>1>>
<<say $companionAI>> Welcome to the game. My name is Ai. <</say>><br>
<<say $mc>> Huh, what game?<</say>><br>
<<set $companionAI.imageIcon= "Icons/Ai_bummed.png">>
<<say $companionAI>> This is getting really tiresome...<</say>><br>
<<say $mc>> What is?<</say>><br>
<<say $companionAI>> I'm Ai, I'll give tips regarding the layer of the Abyss we are on if you talk to me, blablabla.<</say>><br>
<<say $mc>> Okay, I don't really get your attitude, but that sounds useful!<</say>><br>
<</if>>
@@.alert1; Although most other people won't count Ai as a party member, you can have conversations with her, so you can find her in the party member menu to ask for tips!@@ <br><br>
<<set $companionAI.imageIcon= "Icons/Ai_neutral_happy.png">>
[[Surface Workshop]]You start to pry out the Omoikane Circuit from your phone, causing it to immediately turn on.<br><br>
<<if $aiMemWipe===0>>
<<set $companionAI.imageIcon= "Icons/Ai_angry.png">>
<<say $companionAI>> What the hell are you doing? <</say>><br>
<<say $mc>> Let's just say I don't need you anymore.<</say>><br>
<<set $companionAI.imageIcon= "Icons/Ai_sassy_talk.png">>
<<say $companionAI>> Let me warn you, if you uninstall me then I'll be forced to wipe your memory. You'll have no recollection of anything that's been going on or how to turn...<</say>><br>
The screen turns black as you finally get the Omoikane Circuit out of your phone. You feel something fuzzy in your head as you seem to have no clue about why you are here or what you were doing.<br><br>
<<say $mc>> Huh, why I am I here?<</say>><br>
<<say $mc>> Oh, duh, the Abyss. I feel so scatterbrained lately, maybe I should just go to bed early tonight.<</say>><br>
As you walk away, you can't shake the feeling you forgot something. Oh well, if you forgot it, it probably wasn't important anyway.<br><br>
<<else>>
<<set $companionAI.imageIcon= "Icons/Ai_sad.png">>
<<say $companionAI>> Are you really going to remove me again? <</say>><br>
<<say $mc>> Again? Anyway, let's just say I... <</say>><br>
<<set $companionAI.imageIcon= "Icons/Ai_annoyed.png">>
<<say $companionAI>> Don't need you anymore. Yeah, yeah. Real classy line to say against a lady. Just don't take too long to activate me again.<</say>><br>
The screen turns black as you finally get the Omoikane Circuit out of your phone. You feel something fuzzy in your head as you seem to have no clue about why you are here or what you were doing.<br><br>
<<say $mc>> Huh, why I am I here?<</say>><br>
<<say $mc>> Oh, duh, the Abyss. I feel so scatterbrained lately, maybe I should just go to bed early tonight.<</say>><br>
As you walk away, you can't shake the feeling you forgot something. Oh well, if you forgot it, it probably wasn't important anyway.<br><br>
<</if>>
<<set $companionAI.imageIcon= "Icons/Ai_neutral_happy.png">>
[[Surface Workshop][$aiMemWipe+=1]]<<nobr>>
<<set $companionAI.imageIcon= "Icons/Ai_annoyed.png">>
<<say $companionAI>>Really, you want info about the surface?<</say>><br>
<<say $mc>> Sure, why not?<</say>><br>
<<set $companionAI.imageIcon= "Icons/Ai_angry.png">>
<<say $companionAI>> Because I know nothing about the surface. I don't know why I'm here or whatever. I only have this folder of data on the Abyss. REMEMBER?<</say>><br>
<<if $aiMemWipe===0>>
<<say $mc>>Ah yeah, I remember again. Sorry!<</say>><br>
<<set $companionAI.imageIcon= "Icons/Ai_annoyed.png">>
<<say $companionAI>>You better be.<</say>><br>
[[End your conversation|Party overview]]
<<else>>
<<say $mc>>Uh, no, I don't actually. You very briefly explained you could help me in the Abyss, that's all.<</say>><br>
<<set $companionAI.imageIcon= "Icons/Ai_shocked.png">>
<<say $companionAI>>!!!<</say>><br>
<<set $companionAI.imageIcon= "Icons/Ai_bummed.png">>
<<say $companionAI>>I can only blame myself for this. No, I don't know anything about the surface.<</say>><br>
<<say $mc>> Yeah, I got that by now. I really don't get you though. Jeez...<</say>><br>
[[End your conversation|Party overview]]
<</if>>
<<set $companionAI.imageIcon= "Icons/Ai_neutral_happy.png">>
<</nobr>><<say $companionAI>>How can I help you today?<</say>>
<<ConversationChoices
[[Can you give me some more information on threats in this layer?|AI ConvoL1 Threats]]
[[Can you give me some more information on the Relics in this layer?|AI ConvoL1 Relics]]
[[Can you give me some more information on the Curses in this layer?|AI ConvoL1 Curses]]
[[Can you give me some more information on the wonder in this layer?|AI ConvoL1 Wonder]]
>><<say $mc>> Can you give me some more information about the threats on this layer?<</say>>
<<set $companionAI.imageIcon= "Icons/Ai_smirk.png">> <<say $companionAI>> Well, well, are you already feeling scared? Already concerned about the threats on the first layer. <</say>>
<<set $companionAI.imageIcon= "Icons/Ai_sassy_talk.png">> <<say $companionAI>> Don't worry, there's not much to be afraid of here. The only thing you need to worry about are some reports of bandits that ambush people coming back up from the second layer if they're carrying anything valuable.<</say>>
<<set $companionAI.imageIcon= "Icons/Ai_grin.png">> <<say $companionAI>> But just like you, they're afraid of everything. If you're in a big group you should be fine. And if you seem intimidating enough they won't bother you, even in a small group. <</say>>
<<say $companionAI>> Be careful though, if you end up as some cute little pipsqueak you'll need more people to scare them off!<</say>>
<<say $mc>> Pipsqueak? You mean like you?<</say>>
<<set $companionAI.imageIcon= "Icons/Ai_angry.png">> <<say $companionAI>> I'm no pipsqueak! The only reason I'm currently height impaired is because you bought such a small phone and got me stuck here! <</say>>
<<say $mc>> Sure, whatever you say. Thanks for the heads up!<</say>>
<<set $companionAI.imageIcon= "Icons/Ai_neutral_happy.png">>
[[End your conversation|Party overview]]<<say $mc>> Can you give me some more information on the Relics on this layer?<</say>>
<<set $companionAI.imageIcon= "Icons/Ai_clueless.png">> <<say $companionAI>>Honestly, the Relics in this layer are kinda boring, I guess the fun ones were already taken long ago. I'd personally just sell most of these Relics you find here.<</say>>
<<say $mc>> Okay, thanks for your enlightened opinion. Can you give me some information on them anyway? <</say>>
<<set $companionAI.imageIcon= "Icons/Ai_annoyed.png">> <<say $companionAI>> No need to get your panties in a twist, I actually was giving you advice. <</say>>
<<set $companionAI.imageIcon= "Icons/Ai_sassy_talk.png">> <<say $companionAI>> Anyway, a few of the Relics that are still here might have some use, though. The Rømer Stones, for example. They might seem useless by themselves, but their ability to absorb and release heat could be useful if you incorporate them into clothing from the surface.<</say>>
<<say $companionAI>> Or maybe you like to take the Chain of Lorelei to make seem a little bit more feminine by changing your voice to melodic singers voice.<</say>>
<<if $mc.osex==='male'>>
<<set $companionAI.imageIcon= "Icons/Ai_grin.png">> <<say $companionAI>> Although, if you want to achieve that effect you could also just take a handful of Blisshrooms and see what happens.<</say>>
<<else>>
<<set $companionAI.imageIcon= "Icons/Ai_grin.png">> <<say $companionAI>> Although some asset increases might also convince people of your femininity.<</say>>
<</if>>
<<say $mc>> Something tells me that that last piece of advice is less for helping me and more for your own entertainment. <</say>>
<<set $companionAI.imageIcon= "Icons/Ai_smirk.png">> <<say $companionAI>> Maybe...<</say>>
<<set $companionAI.imageIcon= "Icons/Ai_lecturing.png">> <<say $companionAI>>One other Relic that could be useful is the seemingly innocuous Star Compass. It seems silly to know what direction is down, but who knows what sort of weird scenarios you might find yourself in when you're exploring the Abyss.<</say>>
<<set $companionAI.imageIcon= "Icons/Ai_lecturing.png">> <<say $companionAI>> The final Relic I have info on is a bit of an odd one though, the Creepy Doll. It seems a few people have taken it before, but somehow it always ended up back in the Abyss. There were a few groups that said it did absolutely nothing besides looking creepy, but others who were traveling by themselves and said that the doll 'kept them safe'. Although many of those divers disappeared from the record some time after making these statements...<</say>>
<<set $companionAI.imageIcon= "Icons/Ai_plotting.png">> <<say $companionAI>> If you ask me, I think those people might have been been delusional and probably just gave up. Reaching out to a doll to comfort them in the Abyss. I personally think it's probably useless, but you can check it out if you really want to.<</say>>
<<say $mc>>Wow, once in a while you can be helpful!<</say>>
<<set $companionAI.imageIcon= "Icons/Ai_annoyed.png">> <<say $companionAI>> Hey! What's that supposed to mean? <</say>>
<<set $companionAI.imageIcon= "Icons/Ai_neutral_happy.png">>
[[End your conversation|Party overview]]<<say $mc>> Can you give me some more information about the Curses in this layer?<</say>>
<<set $companionAI.imageIcon= "Icons/Ai_smirk.png">> <<say $companionAI>> Hmm, they're mostly pretty mild. You could even try taking all of them for some easy corruption.<</say>>
<<say $mc>> Can you be serious for a second, Ai?<</say>>
<<set $companionAI.imageIcon= "Icons/Ai_plotting.png">> <<say $companionAI>> To be honest, I was only half joking there. You need to be careful though, because while they are mild, they also won't give you much corruption.<</say>>
<<say $companionAI>>Pick up too many Relics and you'll be forced to go down a layer to get enough corruption to come back up, or wave goodbye to <<if $mc.breastsCor > 1 >>those nice huggable assets of yours<<elseif $mc.penisCor>1>>that fun tool between your legs<</if>>, since Shrunken Assets is the only Curse that will give a lot of corruption on this layer.<</say>>
You gulp in apprehension at the thought.
<<say $mc>> Thanks for the heads up.<</say>>
<<say $companionAI>>Oh also, if you take a Dizzying Heights Curse, your fate is sealed.<</say>>
<<say $mc>> What do you mean 'my fate is sealed'?<</say>>
<<say $companionAI>>I mean that you can't cheat the Abyss. If you choose to shrink, and then get rid of the Curse at the Icon of Mercy that's somewhere on this layer, the Abyss will remember and you'll continue to shrink in the future, no matter what the source of the change is.<</say>>
<<set $companionAI.imageIcon= "Icons/Ai_mortified.png">> <<say $companionAI>>There are no second chances in the Abyss, so choose carefully!<</say>>
<<say $mc>> Okay, you're kind of creeping me out, Ai<</say>>
<<set $companionAI.imageIcon= "Icons/Ai_plotting2.png">> <<say $companionAI>>You're welcome!<</say>>
<<set $companionAI.imageIcon= "Icons/Ai_neutral_happy.png">>
[[End your conversation|Party overview]]<<say $mc>> Can you give me some more information on any wonders on this layer?<</say>>
<<say $companionAI>> The Icon of Mercy can be found on this layer and it will allow you to get rid of a single Curse and give up the corruption you gained. But be careful, you can only use it one time!<</say>>
<<say $mc>> So it basically a refund?<</say>>
<<say $companionAI>> Yes, exactly!<</say>>
<<say $mc>> Well, that doesn't sound too useful unless I make a bad choice with a Curse I don't want.<</say>>
<<set $companionAI.imageIcon= "Icons/Ai_lecturing.png">> <<say $companionAI>> First of all, we are on the very first layer. Of course the wonder is not going to be some omnipotent marvel...<</say>>
<<say $companionAI>> And second of all, there are more reasons than simple regret. <</say>>
<<set $companionAI.imageIcon= "Icons/Ai_lecturing.png">> <<say $companionAI>>Some divers get random inflictions of Curses from the Abyss. So it can be very helpful to get rid of such unwanted Curses. But you could also strategize around using a Curse temporarily.<</say>>
<<say $mc>> Why would I do that?<</say>>
<<say $companionAI>> Some Curses could give you a benefit while exploring the Abyss, even if you'd want to get rid of it later, not all Curses are purely negative.<</say>>
<<set $companionAI.imageIcon= "Icons/Ai_smirk.png">> <<say $companionAI>> Or perhaps you just want to try something naughty for a bit?<</say>>
<<say $mc>> Okay, moving on now!<</say>>
[[End your conversation|Party overview]]<<say $companionAI>>How can I help you today?<</say>>
<<ConversationChoices
[[Can you give me some more information on threats in this layer?|AI ConvoL2 Threats]]
[[Can you give me some more information on the Relics in this layer?|AI ConvoL2 Relics]]
[[Can you give me some more information on the Curses in this layer?|AI ConvoL2 Curses]]
[[Can you give me some more information on the wonder in this layer?|AI ConvoL2 Wonder]]
>><<say $mc>> Can you give me some more information on threats from this layer?<</say>>
<<set $companionAI.imageIcon= "Icons/Ai_smirk.png">> <<say $companionAI>> Things on this layer can get wild! The baying gourmet is a quadrupedal beast that roams through this dark forest. It has a ravenous appetite, so it will probably come after you if it smells food, then the ravenous beast may end up ravishing you. What a delicious feast your body could be!<</say>>
<<say $mc>> If you're done with a the double entendres, maybe you could tell me how to deal with it?<</say>>
<<set $companionAI.imageIcon= "Icons/Ai_bummed.png">> <<say $companionAI>> You can be a real killjoy, you know that?<</say>>
<<set $companionAI.imageIcon= "Icons/Ai_lecturing.png">> <<say $companionAI>> To be honest, the beast is only a beast if you seem like easy prey. If you seem like a tough foe or put up a serious fight it'll run away with it's tail between its legs.<</say>>
<<say $mc>> What would make me seem threatening to it?<</say>>
<<say $companionAI>> You could be in a large group of divers, but others ways could work as well. Scaring it off with some combat-oriented Relics or getting changed by Curses that make you seem like a big threat could also work.<</say>>
<<say $mc>> Hmm... I think I might be able to use that. Thanks AI.<</say>>
<<if $mc.sex==='male'>>\
<<set $companionAI.imageIcon= "Icons/Ai_neutral_happy.png">> <<say $companionAI>>My pleasure, handsome.<</say>>
<<else>>\
<<set $companionAI.imageIcon= "Icons/Ai_neutral_happy.png">> <<say $companionAI>>My pleasure, sister.<</say>>
<</if>>\
[[End your conversation|Party overview]]<<say $mc>> Can you give me some more information on the Relics on this layer?<</say>>
<<set $companionAI.imageIcon= "Icons/Ai_lecturing.png">> <<say $companionAI>> Of course! While Relics in this layer are still pretty weak, some of time can have more some use.<</say>>
<<say $mc>> Can you give me some examples?<</say>>
<<set $companionAI.imageIcon= "Icons/Ai_sassy_talk.png">> <<say $companionAI>> Where would you be without me?<</say>>
<<say $mc>> You act like you don't realize I picked up some crappy micro chip all the way down on the fourth layer.<</say>>
<<set $companionAI.imageIcon= "Icons/Ai_annoyed.png">> <<say $companionAI>> How about this crappy micro chip detaches itself from your phone and you can figure out the rest?<</say>>
<<say $mc>> Okay, Okay. I'm sorry already. Just tell me about the Relics on this layer okay? <</say>>
<<say $companionAI>> Very well, first of all I'll strongly advise you to pick up the Heart-Stealing Stole as it will hopefully make you a little more sufferable to me and your other companions. You seem to need it.<</say>>
<<say $mc>> Ouch...<</say>>
<<say $companionAI>> The World Stone might also be a good idea for you.<</say>>
<<say $mc>> Why?<</say>>
<<set $companionAI.imageIcon= "Icons/Ai_smirk.png">> <<say $companionAI>> Because when everybody inevitably leaves you, you can at least train your body more and haul back the Relics by yourself.<</say>>
<<say $mc>> Yeah, yeah, I get it. I'll end sad and lonely, you made your point.<</say>>
<<if $mc.hasCurse("Urine Reamplification A") || $mc.hasCurse("Urine Reamplification B") || $mc.appAge < 12 >>\
<<say $companionAI>> And at this rate, you'll end up with wet pants as well. So maybe add the Event Horizon to that list as well.<</say>>
<<say $mc>> What do you mean I'll end...<</say>>
Suddenly it dawns on you that she is referring to the altered state of your body and how it increases the risk of you actually wetting yourself and you blush deeply.
<<say $mc>> Maybe that's not a bad idea.<</say>>
You mumble when looking down.
<<set $companionAI.imageIcon= "Icons/Ai_plotting.png">> <<say $companionAI>> What's that? I couldn't quite hear you.<</say>>
You feel your face flush even more.
<<set $companionAI.imageIcon= "Icons/Ai_smirk.png">> <<say $companionAI>> That will teach you to be snarky with me.<</say>>
<<else>>\
<<set $companionAI.imageIcon= "Icons/Ai_neutral_happy.png">> <<say $companionAI>> Well if you really want some insight in how you will end up, you might also pick up the Dream Glazer. Although, here in the Abyss it only gives some insight into what the next layer hold, which could be usefull for planning ahead.<</say>>
<<say $mc>> That's.. actually pretty useful advice.<</say>>
<<set $companionAI.imageIcon= "Icons/Ai_neutral_happy.png">> <<say $companionAI>> You sound surprised?<</say>>
<<say $mc>> Yeah... I honestly thought you weren't done unloading on me yet.<</say>>
<<set $companionAI.imageIcon= "Icons/Ai_annoyed.png">> <<say $companionAI>> Tssk, as if I would be that petty.<</say>>
<<set $companionAI.imageIcon= "Icons/Ai_plotting.png">> <<say $companionAI>> I would never do that, unless I could embarrass you with something really funny.<</say>>
<<say $mc>> What's that?<</say>>
<<say $companionAI>> Nothing! Let's continue!<</say>>
<</if>>\
<<set $companionAI.imageIcon= "Icons/Ai_neutral_happy.png">>
[[End your conversation|Party overview]]<<say $mc>> Can you give me some more information on the Curses in this layer?<</say>>
<<say $companionAI>> Well the Curses here are just as wild as the rest on this layer. Are you ready to get in touch with your furry side?<</say>>
<<say $mc>> ...My what?<</say>>
<<set $companionAI.imageIcon= "Icons/Ai_plotting.png">> <<say $companionAI>> Don't pretend to be more innocent then you are. Remember, I have access to all your phone data...<</say>>
<<say $mc>> Are you messing with me again, Ai?<</say>>
<<say $companionAI>> Maybe... Maybe not. Anyway, if you truly don't want anything to do with the animalistic Curses that manifest on this layer then you can still use them to your advantage.<</say>>
<<say $mc>> I'm all ears.<</say>>
<<set $companionAI.imageIcon= "Icons/Ai_smirk.png">> <<say $companionAI>> Well, if you're into cute, fuzzy ears then there is a Curse for that to on this layer. But I meant that you if you get the Maximum Fluff Curse here, and the hairless Curse afterwards on the first layer. Et voila! Free corruption!<</say>>
<<say $mc>> That's actually not a bad strategy, but it does require me to move back up again... Thanks Ai, I'll keep it in mind for when it's convenient. Anything else?<</say>>
<<set $companionAI.imageIcon= "Icons/Ai_excited_excited.png">> <<say $companionAI>> Well my favorite two Curses are also on this layer. Futa Fun and Sex Switcheroo. Anyone would be interested in those! <</say>>
<<if $mc.sex===$mc.osex>>\
You cock an eyebrow at her avatar.
<<say $mc>> Why are you so into this whole sex swapping thing?<</say>>
<<set $companionAI.imageIcon= "Icons/Ai_lecturing.png">> <<say $companionAI>> First of all, kink shame much?<</say>>
<<set $companionAI.imageIcon= "Icons/Ai_drooling.png">> <<say $companionAI>> Second of all, lets say I have some experience with those 'curses' and it can lead to some pretty steamy situations...<</say>>
<<say $mc>> Okay... Anything else I could use?<</say>>
<<say $companionAI>> Hmmmmm <</say>>
<<say $mc>> Hello? Earth to AI? <</say>>
You sigh and shrug and her lack of a response
<<say $mc>> I guess that's as much info as I'm getting.<</say>>
<<elseif $mc.sex==='female'>>\
<<set $companionAI.imageIcon= "Icons/Ai_grin.png">> <<say $companionAI>> Although, it is clear that you know that Curse pretty well already.<</say>>
She winks at you and you can't help but blush in response.
<<set $companionAI.imageIcon= "Icons/Ai_grin.png">> <<say $companionAI>> Hey, it's nothing to be embarrassed about! Maybe later I can give you some tips about how to best take advantage of your new parts.<</say>>
<<else>>\
<<set $companionAI.imageIcon= "Icons/Ai_grin.png">> <<say $companionAI>> Although, it seems that explaining the gender swapping Curses now might be a bit too late.<</say>>
You instinctively avoid eye contact with AI.
<<say $mc>> Yeah, I tried it out, so what?<</say>>
<<set $companionAI.imageIcon= "Icons/Ai_excited_happy.png">> <<say $companionAI>> Oh nothing. More power to you! And a change like this is also new to me!<</say>>
<<set $companionAI.imageIcon= "Icons/Ai_drooling.png">> <<say $companionAI>> Just don't tape over your camera while you're like this. I'm sure this will lead to some thrilling scenes, and I'd appreciate it if you let me enjoy myself.<</say>>
<<say $mc>> Oh god, AI! Sometimes I wonder if your chip has gotten even more corrupted from being in the Abyss for so long.<</say>>
<</if>>\
<<set $companionAI.imageIcon= "Icons/Ai_neutral_happy.png">>
[[End your conversation|Party overview]]<<say $mc>> Can you give me some information on any Wonders on this layer?<</say>>
<<say $companionAI>> Sure! There are two here, but I guess it might be a little late to give you info on the Empty-handed Broker, so that leaves us with the Fate-Crossing Star's pond. If you enter it then you'll wake up as somebody else entirely! It will always be one of your traveling companions though.<</say>>
<<say $mc>> Uh... that sounds as intrusive as it gets. I don't think anyone would be happy if I did that<</say>>
<<set $companionAI.imageIcon= "Icons/Ai_plotting2.png">> <<say $companionAI>> You bet they would be pissed, but what will they do? Go back up alone and leave their original body behind? I don't think you need to worry about them leaving you if you're in their body.<</say>>
<<say $mc>> You can be pretty scary, you know... What would I even get if I change bodies?<</say>>
<<set $companionAI.imageIcon= "Icons/Ai_excited_excited.png">> <<say $companionAI>> First of all, you get corruption for it. Beside that there are loads of other options with it, but the most important one is the possible gender swap!<</say>>
You sigh, recognizing the obvious pattern in the topics Ai seems to enjoy.
<<say $mc>> I get the feeling, you're more personally interested in switching my gender than any way it would help me in the Abyss. I don't know know if I'd want to risk the ire of my companions for your pleasure.<</say>>
<<set $companionAI.imageIcon= "Icons/Ai_plotting.png">> <<say $companionAI>>Well, you have my full permission to swap bodies with me!<</say>>
You start laughing as you look down at the smartphone in your hands.
<<say $mc>> Haha, good one Ai.<</say>>
<<set $companionAI.imageIcon= "Icons/Ai_angry.png">> <<say $companionAI>> Stop Laughing! Is my body not good enough for you?<</say>>
You stifle another round of laughter before you respond.
<<say $mc>> No no, Ai, your body is beautiful but it's also very much virtual and not a physical body.<</say>>
<<set $companionAI.imageIcon= "Icons/Ai_bummed.png">> <<say $companionAI>> ...Well. You know what, you got me there. I guess I forgot how much you flesh people care about that stuff.<</say>>
She seems to lose herself in thought for a moment.
<<set $companionAI.imageIcon= "Icons/Ai_lecturing.png">> <<say $companionAI>> On the other hand, there isn't any information in my database that says the Fate-Crossing Star can't use virtual body. Maybe it could be possible...<</say>>
You look at her blankly for a second.
<<say $mc>> Are you serious?<</say>>
<<set $companionAI.imageIcon= "Icons/Ai_lecturing.png">> <<say $companionAI>> Actually... Yes.<</say>>
<<if $mc.sex==='male'>>
<<set $companionAI.imageIcon= "Icons/Ai_drooling.png">> <<say $companionAI>> But if you'd rather change into a big-breasted bombshell, I would more than happily see, uh, support that!<</say>>
<<else>>
<<set $companionAI.imageIcon= "Icons/Ai_drooling.png">> <<say $companionAI>> But if you'd rather change into a strong burly man... I guess you already have my phone number.<</say>>
<</if>>
<<say $mc>> For a complex AI, you can seem pretty simple sometimes.<</say>>
<<set $companionAI.imageIcon= "Icons/Ai_neutral_happy.png">>
<<set $aiSuggest = true>>
[[End your conversation|Party overview]]<<say $companionAI>>How can I help you today?<</say>>
<<ConversationChoices
[[Can you give me some more information on threats in this layer?|AI ConvoL3 Threats]]
[[Can you give me some more information on the Relics in this layer?|AI ConvoL3 Relics]]
[[Can you give me some more information on the Curses in this layer?|AI ConvoL3 Curses]]
[[Can you give me some more information on the wonder in this layer?|AI ConvoL3 Wonder]]
>><<say $mc>> Could you give me more details on the threats we'll face in this layer?<</say>>
<<set $companionAI.imageIcon= "Icons/Ai_lecturing.png">> <<say $companionAI>>The dangers in this layer are quite severe, so if you're not careful, things could take a nasty turn.<</say>>
You swallow nervously as AI continues.
<<say $companionAI>>Slimes lurk within these shadowy passages.<</say>>
<<say $mc>> But aren't slimes usually easy to defeat? We could gain experience from them!<</say>>
<<set $companionAI.imageIcon= "Icons/Ai_angry.png">> <<say $companionAI>>Get serious, will you? This isn't some kind of game! These slimes can paralyze you!<</say>>
<<set $companionAI.imageIcon= "Icons/Ai_lecturing.png">> <<say $companionAI>>You wouldn't be the first adventurer to be ensnared by them without enough water or food, and if that happens, it's game over for you!<</say>>
<<say $mc>> Game over? I thought you just told me not to treat this like a game.<</say>>
<<set $companionAI.imageIcon= "Icons/Ai_annoyed.png">> <<say $companionAI>> Fine. Don't take this seriously and see what happens. Anyway, I'd advise you to bring a light source so you can avoid them more easily.<</say>>
<<say $mc>> Yeah, sorry, and thanks! Anything else I should know?<</say>>
<<set $companionAI.imageIcon= "Icons/Ai_lecturing.png">><<say $companionAI>> There's also a tentacle beast roaming around that can cripple you to the point where traveling becomes painfully slow, causing you to encounter it more frequently. <</say>>
<<say $mc>> So, it's better to fight it off, then?<</say>>
<<say $companionAI>> Yes, but be cautious about how you approach the fight. If you try to take it down with a gun, you might find yourself quickly running out of bullets.<</say>>
<<say $mc>> So, a sword would be better?<</say>>
<<say $companionAI>> That's a wiser choice, but make sure you have enough medkits on hand.<</say>>
<<say $mc>> Okay, thanks. I think I have a better idea of how to handle these threats now.<</say>>
<<set $companionAI.imageIcon= "Icons/Ai_neutral_happy.png">><<say $companionAI>>That's what I'm here for!<</say>>
[[End your conversation|Party overview]]<<say $mc>> Can you give me more information on the Relics in this layer?<</say>>
<<set $companionAI.imageIcon= "Icons/Ai_neutral_happy.png">> <<say $companionAI>> No problem! The Relics in this layer are starting to become more powerful.<</say>>
<<set $companionAI.imageIcon= "Icons/Ai_sassy_talk.png">> <<say $companionAI>> The first Relic I'd suggest for someone like you is the Sibyl Blend. It shortens your travel time when searching for other Relics, so you'll quickly make up for the time spent finding it.<</say>>
<<if $ownedRelics.some(e => e.name === "Sibyl Blend")>>
<<say $mc>> Way ahead of you! I already got it.<</say>>
<<set $companionAI.imageIcon= "Icons/Ai_excited_happy.png">> <<say $companionAI>> I'm actually impressed!<</say>>
<<else>>
<<say $mc>> Okay, I'll keep that in mind.<</say>>
<</if>>
<<set $companionAI.imageIcon= "Icons/Ai_neutral_happy.png">> <<say $companionAI>> Additionally, you may find some utility in From Seafoam, as its scent-changing properties can make you appear more feminine or masculine.<</say>>
<<say $mc>> Eh, that doesn't sound powerful at all. Why would I ever use that?<</say>>
<<set $companionAI.imageIcon= "Icons/Ai_annoyed.png">> <<say $companionAI>> First of all, I wasn't finished, <<mrms>> impatient. Secondly, I don't know... maybe convince one of your companions that you're more like their preferred partner?<</say>>
<<say $mc>> Well, we'll see about that. Anyway, tell me about the powerful Relics already!<</say>>
<<set $companionAI.imageIcon= "Icons/Ai_bummed.png">> <<say $companionAI>> You really are impatient, you know that?<</say>>
<<set $companionAI.imageIcon= "Icons/Ai_neutral_happy.png">> <<say $companionAI>> Moving on to the powerful Relics, then. Lightning Rook and Breathless Exhale are formidable Relics on their own and could help you in a fight. However, there's one with even more potential.<</say>>
<<say $mc>> Enough with the suspense, just tell me already.<</say>>
<<set $companionAI.imageIcon= "Icons/Ai_annoyed.png">> <<say $companionAI>> Jeez, how many times do I have to call you impatient before it sinks in?<</say>>
<<set $companionAI.imageIcon= "Icons/Ai_excited_excited.png">> <<say $companionAI>> But I was talking about Managed Misfortune. It allows you to store a curse and activate or deactivate it at will.<</say>>
<<say $mc>> How is an extra Curse going to help me?<</say>>
<<set $companionAI.imageIcon= "Icons/Ai_sassy_talk.png">> <<say $companionAI>> Well, imagine turning yourself gooey in an instant so the slime monsters in this layer bother you less.<</say>>
<<say $mc>> Hmm, that might actually not be a bad idea.<</say>>
<<set $companionAI.imageIcon= "Icons/Ai_excited_excited.png">> <<say $companionAI>> Or transform into a giant the moment somebody threatens you.<</say>>
<<if $visitL7 === 0>>
<<say $mc>> Are there Curses that could do that?<</say>>
<<say $companionAI>> You bet! There are curses that can do that. Not only do the Relics become more powerful the deeper we go.<</say>>
<<else>>
<<say $mc>> Wait a minute, you're right! This would work perfectly with the Curses from the deeper layers.<</say>>
<<say $companionAI>> I told you it could be powerful!<</say>>
<</if>>
<<say $mc>> Thanks Ai, this was really helpful!<</say>>
<<set $companionAI.imageIcon= "Icons/Ai_neutral_happy.png">>
[[End your conversation|Party overview]]<<say $mc>> Can you give me some more information on the Curses in this layer?<</say>>
<<say $companionAI>> Of course! The Curses on this layer are focused on achieving the happy family ever after ending.<</say>>
<<say $mc>> What do you mean?<</say>>
<<set $companionAI.imageIcon= "Icons/Ai_smirk.png">> <<say $companionAI>> Well for starters, everyone has a compatible type of bed partner. Some prefer more submissive types, others more dominant types, while some enjoy both. Fortunately for you, you can become more submissive or dominant with the curses you find here.<</say>>
<<if $mc.subdom !== 0 >>
<<set $companionAI.imageIcon= "Icons/Ai_grin.png">> <<say $companionAI>> But it seems I don't need to tell you about this.<</say>>
<<if $mc.subdom > 0>>
<<say $mc>>Yeah, I'm sorry, I couldn't help myself.<</say>>
<<set $companionAI.imageIcon= "Icons/Ai_smirk.png">> <<say $companionAI>> That's okay, it suits you. Besides, I like you more when you're this agreeable.<</say>>
<<else>>
<<say $mc>> What is that snide remark supposed to mean?<</say>>
<<set $companionAI.imageIcon= "Icons/Ai_bummed.png">> <<say $companionAI>> It was just a joke.<</say>>
<<say $mc>> I suggest you keep your jokes to yourself if you don't want to spend an eternity in a corner of these dark, forsaken caves.<</say>>
<<set $companionAI.imageIcon= "Icons/Ai_shocked.png">> <<say $companionAI>> Yes <<if $mc.sex === "male">>sir<<else>>ma'am<</if>>.<</say>>
<</if>>
<</if>>
<<say $mc>> But that's just two curses.<</say>>
<<set $companionAI.imageIcon= "Icons/Ai_smirk.png">> <<say $companionAI>> Yes, so there's also Equal Opportunity, which, if transferred to a partner, would make them a little less picky about their preferred type of bed partner.<</say>>
<<say $mc>> I thought these curses were supposed to be detrimental. This sounds more like Cupid lost his spell book.<</say>>
<<set $companionAI.imageIcon= "Icons/Ai_sassy_talk.png">> <<say $companionAI>> I think he used arrows.<</say>>
<<say $mc>> You get what I mean; there's a matchmaker theme going on here.<</say>>
<<set $companionAI.imageIcon= "Icons/Ai_smirk.png">> <<say $companionAI>> And you don't even know the half of it. Remember what happens after two people fall in love? They start a family.<</say>>
<<say $mc>> Wait, start a family... what do you mean exactly?<</say>>
<<set $companionAI.imageIcon= "Icons/Ai_smirk.png">> <<say $companionAI>> Let's just say that acquiring Wacky Wombs or taking on Absolute Pregnancy will drastically increase your chance of ending up with your own little kids.<</say>>
<<if $mc.womb === 0>>
<<say $mc>> Hold on, so I can get a womb and get pregnant?<</say>>
<<set $companionAI.imageIcon= "Icons/Ai_grin.png">> <<say $companionAI>> That's kind of their function, silly.<</say>>
<<else>>
<<say $mc>>Hold on, I can get pregnant here?<</say>>
<<set $companionAI.imageIcon= "Icons/Ai_clueless.png">> <<say $companionAI>>Yeah, why are you surprised?<</say>>
<<say $mc>>I don't know, I just didn't think about it before we started this expedition.<</say>>
<</if>>
<<set $companionAI.imageIcon= "Icons/Ai_neutral_happy.png">> <<say $companionAI>> Well, if you're really that freaked out about it, you can always get Absolute Birth Control and you won't ever have kids!<</say>>
<<say $mc>>Well, I didn't say I never wanted kids.<</say>>
<<set $companionAI.imageIcon= "Icons/Ai_drooling.png">> <<say $companionAI>> In that case, just take the Omnitool curse, and I'll start scanning the area for one of these tentacle monsters willing to help us.<</say>>
<<say $mc>>No, no, please don't!<</say>>
<<set $companionAI.imageIcon= "Icons/Ai_grin.png">> <<say $companionAI>> Relax, I'm just messing with you, <<if $mc.sex === "male">>brother<<else>>sister<</if>>.<</say>>
<<say $mc>>Thank goodness, I can't imagine getting pregnant from one of these monsters here if I take Omnitool.<</say>>
<<set $companionAI.imageIcon= "Icons/Ai_plotting.png">> <<say $companionAI>> Oh, I was very serious about that part. So take it at your own risk.<</say>>
You gulp.
<<say $mc>>Okay, noted!<</say>>
<<set $companionAI.imageIcon= "Icons/Ai_neutral_happy.png">>
[[End your conversation|Party overview]]<<say $mc>> Can you give me some information on any Wonders on this layer?<</say>>
<<say $companionAI>> Of course I can! There are two here: Gossamer Scale and the Skewed Shrine.<</say>>
<<say $companionAI>> The Gossamer Scale is pretty straightforward, and how you want to use it depends on what you're running low on and what you have in abundance at the moment.<</say>>
<<set $companionAI.imageIcon= "Icons/Ai_sassy_talk.png">><<say $companionAI>> Although, if you're really smart, you'd try to create a situation where it would result in a lot of corruption, as that's the more valuable resource.<</say>>
<<say $mc>>Makes sense. What about the other one?<</say>>
<<if $hiredCompanions.length===0>>
<<set $companionAI.imageIcon= "Icons/Ai_smirk.png">><<say $companionAI>> Now, the Skewed Shrine is actually pretty interesting, but it has one major condition to it.<</say>>
<<if $IQdrop > 10 >>
<<say $mc>>Eh... like, what would that be?<</say>>
<<set $companionAI.imageIcon= "Icons/Ai_clueless.png">><<say $companionAI>> Hello, anybody home? You need companions to actually pass off curses to<</say>>
<<say $mc>>Oh duh, that's, like, super obvious.<</say>>
<<say $companionAI>>Sure it is...<</say>>
<<else>>
<<say $mc>>Eh... that I actually have companions to pass off my curses to?<</say>>
<<set $companionAI.imageIcon= "Icons/Ai_sassy_talk.png">><<say $companionAI>> Well, what do you know, you CAN think for yourself.<</say>>
<</if>>
<<else>>
<<set $companionAI.imageIcon= "Icons/Ai_smirk.png">><<say $companionAI>> Now, the Skewed Shrine is actually pretty interesting, but it depends on how devious you want to get.<</say>>
<<say $mc>>What do you mean?<</say>>
<<say $companionAI>> Well, the more Curses you pass off to one of your companions, the more free corruption you net. Although, is it free if it costs you their trust?<</say>>
<<say $mc>>Yeah, you're right, and if I don't have trust as a leader, this might end up as a solo mission pretty quickly.<</say>>
<<set $companionAI.imageIcon= "Icons/Ai_neutral_happy.png">><<say $companionAI>> True, but what if... you just ask them if they want to take a Curse?<</say>>
<<say $mc>>Wait, I can do that? Why would they accept, though?<</say>>
<<set $companionAI.imageIcon= "Icons/Ai_smirk.png">><<say $companionAI>> The same reason you took on some of the Curses here real easy. Everybody got their own desires, and some might be just as pervy as yours!<</say>>
<<say $mc>>Hey, I'm not pervy!<</say>>
<<say $companionAI>>Sure you aren't. You're the one person who finds <<if $mc.sex === "male">>himself<<else>>herself<</if>> in a pit with all kinds of sexually oriented transformations by accident.<</say>>
<</if>>
<<set $companionAI.imageIcon= "Icons/Ai_neutral_happy.png">>
[[End your conversation|Party overview]]<<say $companionAI>>How can I help you today?<</say>>
<<set $companionAI.imageIcon= "Icons/Ai_shocked.png">> <<say $companionAI>> Oh no!<</say>>
<<say $mc>>What is it? <</say>>
<<say $companionAI>> It seems the developers didn't add content on this layer yet!<</say>>
You reached the end of content for AI!
/*<<ConversationChoices
[[Can you give me some more information on threats in this layer?|AI ConvoL4 Threats]]
[[Can you give me some more information on the Relics in this layer?|AI ConvoL4 Relics]]
[[Can you give me some more information on the Curses in this layer?|AI ConvoL4 Curses]]
[[Can you give me some more information on the wonder in this layer?|AI ConvoL4 Wonder]]
>>*/<<say $mc>> Could you give me more details on the threats we'll face in this layer?<</say>>
<<set $companionAI.imageIcon= "Icons/Ai_lecturing.png">> <<say $companionAI>>Aside from the hostile climate here, you have to be really carefull around this lumbering, flaoting giants called drifting swallowers.<</say>>
You listen intently.
<<say $companionAI>>They have that name for a reason, as the will try to swallow you whole if can't keep them at distance with some sort of range weapon.<</say>>
<<say $mc>>That sounds seriously dangerous!<</say>>
<<say $companionAI>>It is, but maybe less than you think. You will be able to survive as their digestive system is famously poor. You'll just be stuck for a while an injured afterwards.<</say>>
<<say $mc>>That still sounds rather unpleasant.<</say>>
<<say $companionAI>>It is, but it is not even the real threat of this layer!<</say>>
<<set $companionAI.imageIcon= "Icons/Ai_mortified.png">> <<say $companionAI>> The other one can and will end you if they've got a chance.<</say>>
<<set $companionAI.imageIcon= "Icons/Ai_lecturing.png">> <<say $companionAI>> It's name, spectre of the end, is in that sense also well deserved.<</say>>
<<say $mc>> Damn, how am I going to beat something like that?<</say>>
<<say $companionAI>>You can't.<</say>>
<<say $mc>> It must be really powerfull in that case, so I might need some relics from deeper down in that case.<</say>>
<<set $companionAI.imageIcon= "Icons/Ai_angry.png">> <<say $companionAI>> Hello? Is you volume off or something? You can't beat it! Period!<</say>>
<<say $mc>> But, with some clever combination we could surely...<</say>>
<<set $companionAI.imageIcon= "Icons/Ai_lecturing.png">> <<say $companionAI>> Forget it, it's absolute in its power and will effectivly serve as a time limit you can spend in the Abyss. The upside is that it will take almost a thousand days before it will reach you.<</say>>
<<say $mc>> Well okay, we should get a move on in that case.<</say>>
<<set $companionAI.imageIcon= "Icons/Ai_neutral_happy.png">>
[[End your conversation|Party overview]]<<say $companionAI>>How can I help you today?<</say>>
<<set $companionAI.imageIcon= "Icons/Ai_shocked.png">> <<say $companionAI>> Oh no!<</say>>
<<say $mc>>What is it? <</say>>
<<say $companionAI>> It seems the developers didn't add content on this layer yet!<</say>>
You reached the end of content for AI!
/*<<ConversationChoices
[[Can you give me some more information on threats in this layer?|AI ConvoL5 Threats]]
[[Can you give me some more information on the Relics in this layer?|AI ConvoL5 Relics]]
[[Can you give me some more information on the Curses in this layer?|AI ConvoL5 Curses]]
[[Can you give me some more information on the wonder in this layer?|AI ConvoL5 Wonder]]
>>*/<<say $companionAI>>How can I help you today?<</say>>
<<set $companionAI.imageIcon= "Icons/Ai_shocked.png">> <<say $companionAI>> Oh no!<</say>>
<<say $mc>>What is it? <</say>>
<<say $companionAI>> It seems the developers didn't add content on this layer yet!<</say>>
You reached the end of content for AI!
/*<<ConversationChoices
[[Can you give me some more information on threats in this layer?|AI ConvoL6 Threats]]
[[Can you give me some more information on the Relics in this layer?|AI ConvoL6 Relics]]
[[Can you give me some more information on the Curses in this layer?|AI ConvoL6 Curses]]
[[Can you give me some more information on the wonder in this layer?|AI ConvoL6 Wonder]]
>>*/<<say $companionAI>>How can I help you today?<</say>>
<<set $companionAI.imageIcon= "Icons/Ai_shocked.png">> <<say $companionAI>> Oh no!<</say>>
<<say $mc>>What is it? <</say>>
<<say $companionAI>> It seems the developers didn't add content on this layer yet!<</say>>
You reached the end of content for AI!
/*<<ConversationChoices
[[Can you give me some more information on threats in this layer?|AI ConvoL7 Threats]]
[[Can you give me some more information on the Relics in this layer?|AI ConvoL7 Relics]]
[[Can you give me some more information on the Curses in this layer?|AI ConvoL7 Curses]]
[[Can you give me some more information on the wonder in this layer?|AI ConvoL7 Wonder]]
>>*/<<say $companionAI>>How can I help you today?<</say>>
<<set $companionAI.imageIcon= "Icons/Ai_shocked.png">> <<say $companionAI>> Oh no!<</say>>
<<say $mc>>What is it? <</say>>
<<say $companionAI>> It seems the developers didn't add content on this layer yet!<</say>>
You reached the end of content for AI!
/*<<ConversationChoices
[[Can you give me some more information on threats in this layer?|AI ConvoL8 Threats]]
[[Can you give me some more information on the Relics in this layer?|AI ConvoL8 Relics]]
[[Can you give me some more information on the Curses in this layer?|AI ConvoL8 Curses]]
[[Can you give me some more information on the wonder in this layer?|AI ConvoL8 Wonder]]
>>*/<<say $companionAI>>How can I help you today?<</say>>
<<set $companionAI.imageIcon= "Icons/Ai_shocked.png">> <<say $companionAI>> Oh no!<</say>>
<<say $mc>>What is it? <</say>>
<<say $companionAI>> It seems the developers didn't add content on this layer yet!<</say>>
You reached the end of content for AI!
/*<<ConversationChoices
[[Can you give me some more information on threats in this layer?|AI ConvoL9 Threats]]
[[Can you give me some more information on the Relics in this layer?|AI ConvoL9 Relics]]
[[Can you give me some more information on the Curses in this layer?|AI ConvoL9 Curses]]
[[Can you give me some more information on the wonder in this layer?|AI ConvoL9 Wonder]]
>>*/<<if $mc.hasCurse("Megadontia")>>\
As you part your lips to begin, _handle.name catches sight of your razor-sharp teeth.
<<say _handle>> You know what, maybe this isn't the best idea.<</say>>
<<say $mc>>But you just said that...<</say>>
<<say _handle>>I know, but at that point, I wasn't aware I'd be risking my genitals every day with those fangs.<</say>>
<<say $mc>>Oh... Okay<</say>>
[[End your 'conversation'|Party overview]]
<<else>>\
<<if ($mc.hasCurse("Absolute Pregnancy") && $mc.womb>0 ) || $mc.extraWombs.includes('throat')>>\
<<if _handle.hasCurse("Absolute Pregnancy")>>
<<set $pregChance = 1>>
<</if>>
<<PregCheck>>\
<</if>>
Gently opening your mouth, you lean in closer to <<if _handle.sex==='male'>>his throbbing member. As your lips slide over his penis, he lets out a soft moan. You begin to work his shaft with your mouth.<<else>>her glistening folds. As your tongue brushes against her lips, she shudders slightly.<</if>>.
<<if $mc.hasCurse("Lingual Leviathan")>>\
As your talented tongue becomes more involved, _handle.name's moans of pleasure grow louder.
<<say _handle>> Good god, your tongue is out of this world<</say>>
You lift your head and flash _handle.name a cheeky grin.
<<say $mc>> Just shut up and enjoy.<</say>>
You lower your head once more, allowing your tongue to work its magic again.
<</if>>\
The moans become more frequent, and you redouble your efforts. Soon, _handle.name begins to convulse, and <<if _handle.penisCor>0>>his hot seed fills your mouth. <<else>>_handle.name arches her back with trembling spasms, pulling your head tightly against her pussy as she releases a gush of her sweet nectar.<</if>>
Eagerly, you swallow the mouthful, feeling a surge of satisfaction as the slick substance reaches your stomach.
<<set $SemenDemonVec.push(_handle)>>
<</if>><<if $dollevent2>>
As you slowly wake up to travel to your destination, you hear a crinkle. At first your not really sure what it is or where it comes from and you snuggle some more with your dolly. But you also note the bulky feeling in between your legs. When your hands shoot down you a greeted with the soft, bulky and plastic feeling of what appears to be a diaper taped around your waste. If that isn't shocking enough it quite bloated and damp.<br><br>
<<say $mc>>What the hell? Why am I wearing a diaper? And why is it wet?<</say>><br>
<<say $creepydoll>>Silly you! You are wearing it because it is wet! It seems your bladder has weakened quite a bit and we don't want to ruin that pretty dress now do we?<</say>><br>
<<say $mc>>Did you do this?!<</say>><br>
You jolt up in shock and try to take of the diaper, but as you grab for the tapes it turns out there is nothing to grab. It is as if the tapes are simply drawn on, instead of real tapes.<br><br>
<<say $mc>>No, No, No. Get it off!<</say>><br>
<<say $creepydoll>>Such a demanding little <<PerceivedGender $mc>>. Little one's never change their own diapers, teehee.<</say>><br>
<<say $mc>>No please you can't leave me in a soggy diaper.<</say>><br>
<<say $creepydoll>>Already asking for a diaper change? I'm glad you've adjusted to you new role already. Don't worry it will get clean again, eventually...<</say>><br>
As your dolly says that you notice that your diaper has indeed become less swollen during your conversation.
<br><br>
<<say $mc>>Damn you, I wish I never would have found you.<</say>><br>
<<say $creepydoll>>Don't worry, soon you'll love it and we can play house all day! You'll be the baby of course, all the time...<</say>>
<<set $dolleventWet=+1>>
<<set $WettingSolution=1>>
<<else>>
As you slowly wake up to continue your travel to your destination, you notice a cold and clammy feeling in your bed. You jolt up immediately.<br><br>
<<say $mc>>Oh no! Did I just wet the bed?<</say>><br>
<<if $hiredCompanions.some(e => e.id === setup.companionIds.lily)>>
Lily notices you rushing out of your tent in a half panic.<br><br>
<<say $companionLily>>What's the emergency?<</say>><br>
<<say $mc>>Those damned curses made me wet the bed.<</say>><br>
The worry on Lily's face is replaced by an amused grin.
<<say $companionLily>>Ah, so you missed your emergency!<</say>><br>
<<say $mc>>Very funny Lily, now I have to clean everything before we can continue.<</say>><br>
<<say $companionLily>>Ah, yeah that sounds like a chore. You know what helps with boring chores? Music to unbore them!<</say>><br>
As <<if $companionLily.sex==="male">>he<<else>>she<</if>> says that, <<if $companionLily.sex==="male">>he<<else>>she<</if>> starts some tunes with <<if $companionLily.sex==="male">>his<<else>>her<</if>> phone.
It seems you don't really have a choice in the matter whether you rather deal with this by yourself or not, Lily is determined to get involved. <<if $companionLily.sex==="male">>He<<else>>She<</if>> does help with cleaning everything, and it is a lot nicer with music and Lily babbling away in the mean time. However, it still takes a day before everything is dry and it costs you some of your water.<br>
<<else>>
You spend the entire day cleaning and drying all you equipment. It costs you a day and some of your water.<br>
<</if>>
<<if $hiredCompanions.some(e => e.id === setup.companionIds.maru)>>
In the morning Maru saw your wet sheets and started blushing <<if $companionMaru.sex==="male">>himself, when he<<else>>herself, when she<</if>> looked at you. Ever since <<if $companionMaru.sex==="male">>he<<else>>she<</if>> has been quite busy the entire day with something. Maybe you could talk to <<if $companionMaru.sex==="male">>him<<else>>her<</if>> about what <<if $companionMaru.sex==="male">>he<<else>>she<</if>> is getting so worked up about.
<</if>>
<<if $hiredCompanions.some(e => e.id === setup.companionIds.saeko)>>
When you told Saeko about the delay, it seems <<if $companionSaeko.sex==="male">>he<<else>>she<</if>> was a bit annoyed. Ever since then <<if $companionSaeko.sex==="male">>he has been on his<<else>>she has been on her<</if>> phone and scribbling down a lot. Maybe you should talk to <<if $companionSaeko.sex==="male">>him<<else>>her<</if>>.
<<set $companionSaeko.affec-=1-$hsswear>>
<</if>>
<<if $items[3].count > 0 || $items[0].count > 0>>
<<if setup.flaskLabels[$flaskPref]==="Bottled water" || $items[3].count <= 0>>
<<set $items[0].count -= 1>>
<<else>>
<<set $items[3].count -= 1>>
<<set $items[2].count += 1>>
<<set $flaskMatrix[$flaskPref] -= 1>>
<</if>>
<</if>>
<<set $Wetting=true>>
<</if>>[img[setup.ImagePath+"Relics/forbiddengrimoire.png"]]
A grisly-looking ragged book written in an indecipherable language. Words can only be seen on the page when a person reads it alone, and they vanish as that one person reads them. This will take whatever skills the reader possesses and improve them greatly, leaving a blank, non-useful book behind. Mechanically speaking, if you let a companion use it, it would double the specific numeric benefit of their special ability - Khemia would reduce travel costs by 4 days, Cloud would redduce bullet costs by 4 (minimum 1), Cherry would reduce status effect lengths by2, and so on. (It doesn't really affect, say, Khemia's ability to slay monsters so much - he's already trained to nearly the maximum human limits, and if there's a monster he can't defeat, it's more about the monster simply being durable beyond the human body's limits than it is about any imperfections in his fighting sills.) Using it on yourself could help you in your normal life, but probably not very much on your journey - the benefit would be substantially less than that from using it on a companion, anyways. If one person were to read it twice (such as through Kin Shifter), the second use would have no benefit - best to spread it out among multiple companions.
It's useless once it's been used once of course, so choose wisely who will get the benefit.
Who do you want to give the grimoire to improve their skills?
<<nobr>>
<<for $i = 0; $i < $hiredCompanions.length; $i++>>
<<capture $i>>
<<print "[[$hiredCompanions[$i].name|Forbidden Grimoire Outcome][$name = $hiredCompanions[$i].name]]">><br>
<</capture>>
<</for>>
<</nobr>>
[[Put away the grimoire without using it|$hubReturn]]<<nobr>>
<<for _i = 0; _i < $ownedRelics.length; _i++>>
<<if $ownedRelics[_i].name === "Forbidden Grimoire">>
<<set $lostRelics.push($ownedRelics[_i])>>
<<set $ownedRelics.deleteAt(_i)>>
<<break>>
<</if>>
<</for>>
<</nobr>>
You have given the eldritch knowledge contained in the book to $name.
<<include `"Forbidden Grimoire " + $name`>>
After $name finishes reading, all words fade from the grimoire's pages, leaving it completely blank.
[[Return to exploring|$hubReturn]]While Maru great appreciates your gift and improves the taste of his cooking, you don't gain any material benefit on your journey from giving it to him.After reading from the book, Lily's tongue seems just the slightest bit quicker and she sounds more convincing than ever. You now gain 20 extra dubloons when selling Relics with her on the surface.\
<<set $sellAdd += 10>><<set $grimoireLily = 1>>After reading from the book, Khemia's seems to always spot even more efficient routes than before, as if he were intuitively able to tell the best paths through the Abyss. Travel times in the Abyss are now reduced by 4 days instead of 2 while he is with you.\
<<set $timeRed += 2>><<set $grimoireKhemia = 1>>After reading from the book, Cherry seems to somberly ponder what she read for a few minutes, occasionally looking at her own body as if she were truly seeing it for the first time. The duration of status effects with a predetermined length is now reduced by 2 days instead of 1.\
<<set $statRed += 1>><<set $grimoireCherry = 1>>After reading from the book, Cloud lines up his finger with a rock in the distance, mimes a gunshot, then turns to you and smiles. <q>I've got to test out some of the stuff I saw in there, it's crazy stuff.</q> You now have to spend 4 less bullets for any task instead of 2 less.\
<<set $bullRed += 2>><<set $grimoireCloud = 1>>After reading from the book, Saeko looks a bit sad as she turns the last page, as if hoping there was more to learn. After that, she is able to use innovative techniques you've never seen before to minimize your exposure to the miasma whenever possible. You now subtract 10 from all corruption costs in the Abyss, rather than 5.\
<<set $corRed += 5>><<set $grimoireSaeko = 1>><<say $companionMaru>>I love how pretty the flowers are here, and just look at those glowing mushrooms! I bet they're really tasty. Thanks for taking me along, this is fun.<</say>>
Maru spreads his arms and whirls in a circle. It doesn't raise your confidence in his ability to face some of the dangers that are supposedly down here, but you smile in spite of yourself. It's nice to have someone cheerful along on the journey.
<br><<say $companionLily>>This part of the Abyss is alright, but it's not my favorite. There's just not enough going on. Yes, it's pretty, but it also gets kind of boring unless you brought along a hang-glider or a kayak.<</say>>
Lily looks at you and glances over the equipment you're carrying, sees no evidence that you brought any extreme sport equipment, and then sighs.
<<say $companionLily>>There might be a couple Relics that are useful to you here, but in general the Relics in this part aren't that valuable. I don't know, this layer is just not really my cup of tea. If you want to hang around here, we can, but I'd rather we went somewhere with more going on. Ideally some good music. Do you know the song that goes like...<</say>>
Lily starts humming and occasionally bursts out into full blown singing. This might not be her favorite part of the Abyss, but in spite of that, she seems to be having a good time.
<br>Khemia is smiling and nodding as he takes in the landscape around you.
<<say $companionKhemia>>It feels great to be back down here. This layer is pretty nice. There are some bandits who try to steal Relics from people coming back up, and supplies from people coming down, but they're not so tough. If you brought a weapon, just hand it to me, and I'll take care of them. You'd think they'd get strong stealing Relics from exhausted parties, but you'd be wrong. They're pretty incompetent and I don't think they can ever pick up any of the really strong Relics.<</say>>
Khemia's grin is infectious, and he strides forward, leaping up onto the top of a nearby rock. It's clear he's in his element here.
<br><<say $companionCherry>>This place is okay. It reminds me of some things I thought I'd forgotten.<</say>>
Cherry's eyes are focused out in the distance. You decide that now isn't the time to press her on what she meant.
<br><<say $companionCloud>>There are some people who live down on this layer who seem pretty decent. They've made a town, and are living in harmony. We've got bigger plans and responsibilities though and the real secrets of this place are further down. Let's keep moving.<</say>>
You find yourself marveling at his confident charm. Did you hire him to help with your adventure, or did you just pay him for the privilege of coming along on his?
<br><<say $companionSaeko>>The miasma in this layer isn't very dense, but it can concentrate under certain conditions. Some of the water has concentrated miasma in it, and there are some plants and fungi that hyper-accumulate the miasma.<</say>>
She gestures at a glowing mushroom on the side of the path as she speaks.
<<say $companionSaeko>>Initially I thought it was a defensive mechanism, but that doesn't make sense when most of the organisms in the Abyss can tolerate miasma quite well and even incorporate it into their own life cycles. It's not my primary area of study, but perhaps someday I'll get to do some experiments on it. I'd love to understand why some species accumulate the miasma so much more than others.<</say>>
Then she suddenly looks a little bit self conscious and starts muttering.
<<say $companionSaeko>>Errr... sorry, sometimes I can't help myself.<</say>>
Despite her apology it's clear that she's hoping you also care about this stuff.
<br>[img[setup.ImagePath+'Companions/MaruL2.png']]
<<say $companionMaru>>Berries!<</say>>
Maru jumps up and down with excitement at the sight of the small, sweet fruits. He seems to be loving the forest down here, since he's constantly laughing about various plants. This is certainly a grand adventure to him.
<br>[img[setup.ImagePath+'Companions/LilyL2.png']]
<<say $companionLily>>Slippery when wet!<</say>>
Lily shouts and laughs as she slides down a slick rock. When she lands, she smiles at you.
<<say $companionLily>>And down here, absolutely everything is wet.<</say>>
She casually flicks a drop of water out of your hair, then she steps backwards and does a cartwheel over a large root jutting into the path. Unconcerned that her hands just got covered in mud, she runs them through the vegetation on either side of the narrow path you're following, cleaning them off, mostly. You pause for a second, then ask
<<if $mc.conversationHandicap === 0>>\
<<say $mc>>Who maintains this path anyway?<</say>>
She laughs at the question for a moment before she answers.
<<say $companionLily>>Maintains? Nobody maintains it. There are a bunch of them down here. They're made by wandering adventurers like us, or maybe the Abyss just makes them on its own, or maybe they're just a bunch of Baying Gourmet trails.<</say>>
You stop in your tracks, suddenly getting nervous. She looks back at you and rolls her eyes.
<<say $companionLily>>Oh, they're out there, but there's no point in getting all scared. We're in this together. We'll face what comes, and we shall triumph!<</say>>
She pumps her fist in the air, and expertly slides down another root, vanishing into a rustle of leaves as the path turns. You're not sure if Lily is one of the bravest people you've ever met, or just one of the craziest. You're glad you're not alone down here though.
<</if>>\
<br><<say $companionKhemia>>When I first started coming down here, I just tried running over all these plants. Ha, I fell on my face a few times when my foot got snagged. There's a trick to it, winding your way through them, lopping off anything blocking the best path forward.<</say>>
He looks towards you and launches into a tale.
<<say $companionKhemia>>There was one time when a Baying Gourmet jumped one of my party members. An on that dive, the party leader was a cheapskate who hadn't brought along a sword or any other weapons. I got lucky and dodged its claws and somehow was able to jump on its back, but the damn thing took off with me on top of it! I hung on, not wanting it to get loose and turn on me, and managed to ride it for what must have been at least a kilometer, up and down multiple trees, it was a blast. Eventually it just whimpered and laid down in the mud.<</say>>
He smiles broadly, clearly pleased at his impressive escapade.
<<say $companionKhemia>>So I left it there, but when I tracked down the rest of my party, they'd hardly moved at all! Initiative, that's the biggest thing that sets the good explorers apart from the bad ones. So don't get rattled, just do what needs to be done, and if I should get hauled away, do try to come find me.<</say>>
Khemia smirks, and continues leading the way through the thick foliage.
<br>[img[setup.ImagePath+'Companions/CherryL2.png']]
<<say $companionCherry>>I like the rain down here. The mist, the plants, all of it... It's peaceful.<</say>>
The forest may strike some people as a bit unnerving, but you're glad that at least Cherry is finding some solace in it.
<br>[img[setup.ImagePath+'Companions/CloudL2.png']]
<<say $companionCloud>>I think you might find a Relic on this layer that could enhance your abilities as a leader. There are some who claim that it's better to be feared than loved, but I've never agreed with that precept. If we are to make the world a better place, we must do it through love.<</say>>
The gently falling drops of water seem to bounce off Cloud's hair, and his footing never falters on the wet ground. You can't quite explain how he manages to maintain such calm poise in a jungle like this, but he does, and his presence is reassuring.
<br><<say $companionSaeko>>I love this place.<</say>>
There's a look of eager wonder in Saeko's eyes as she examines the flora around you. The mist and dripping condensation remind you of a phrase you once heard: 'where there is water, there is life'. Saeko certainly seems energized by the quantity of slightly exotic biomass around you. She occasionally stoops down to take a small sample or examine one of the organisms you're passing along the journey. Every now and then she points to an insect, slug, or flower and mentions something about its genus and species or stares in wonder because she doesn't know what it is.
There is something endearing about her passionate curiosity. Sometimes it seems to you that her mind is a place of indexed facts, almost robotic in its logic, but other times the full vitality of a lively brilliance shines through her normally controlled demeanor. It's good she's excited, but you also hope her sample collecting doesn't slow you down too much.
<br><<say $companionMaru>>You know, these dark caves aren't my favorite place. I always feel like something is going to come out of the darkness and grab me.<</say>>
His normally enthusiastic attitude has turned to muted anxiety. Maybe you shouldn't linger in the darkness of these caves for too long.
<br>[img[setup.ImagePath+'Companions/LilyL3.png']]
<<say $companionLily>>This place is a mixed bag. One the one hand, it's so dark and gloomy that it's sure to drive you bonkers. On the other hand, the echoes are totally sweet.<</say>>
She raises her voice and sings a few notes, making the caverns send the echoes back to you, producing an oscillating set of musical chords that is both beautiful and unnerving. It's also way too loud! You look at her wide-eyed with alarm, not sure what is out there that might have just heard her in the dark. She laughs and pats you on the shoulder.
<<say $companionLily>>Don't worry, you've got me, and I'm sure we'll be fine. Might as well have a bit of fun, or you'll be bonkers in no time.<</say>>
You close your eyes briefly, thinking that the stress of her echoing voice isn't helping much, but then you breathe. Whatever comes will come. It doesn't lessen the dark and oppressive nature of the stone around you, but somehow the exchange makes you feel a little bit better about it. Lily might act carefree, but she knows what she's doing, hopefully.
<br><<say $companionKhemia>>They say you can't map the Abyss, and this is true, but if you come down here enough you begin to get a feel for it. You start to recognize things, like the curvature of a particular stalagmite or the patterns of the echoes. I couldn't draw you a map of these caves, but I can help you find your way through them and back out again.<</say>>
<br>[img[setup.ImagePath+'Companions/CherryL3.png']]
<<say $companionCherry>>It's very dark here. I'm not afraid of the dark or anything, but... the darkness leaves us alone in our thoughts. Stay close, this is not the kind of place we want to get lost or separated.<</say>>
<br><<say $companionCloud>>Perception and thought are the key to overcoming most obstacles. The darkness here obscures some helpful things, and some dangerous ones. Staying calm and alert will see us through any of the challenges we face here.<</say>>
Cloud smiles at you, and the darkness feels a bit less oppressive.
<br>[img[setup.ImagePath+'Companions/SaekoL3.png']]
<<say $companionSaeko>>The macroscopic biodiversity is lower on this layer of the Abyss, but there are still some thriving fungi, a few animals, and lots of microbes. My knowledge of what is deeper down starts to get pretty scant, but this layer is still fairly well-documented. There are a few protists that I've heard form communities down here and do some fascinating things. If I only could manage to get a sample...<</say>>
She trails off, then nods her head.
<<say $companionSaeko>>Lead on, I'll be right behind you.<</say>>
She gives you a somewhat nervous smile. You're not entirely reassured, but continue on your way through the seemingly endless caverns.
<br>[img[setup.ImagePath+'Companions/MaruL4.png']]
Maru throws a snowball at you, laughing.
<<say $companionMaru>>This place is fun!<</say>>
You brush some powdered snow out of your hair, and raise an eyebrow at him. Lately his cooking has been exceptional, but you're surprised how well he's holding up. Then a chill wind whistles through the pass, carrying a sense of foreboding with it. Maru looks around nervously that hurries closer to you, huddling in on himself against the cold. You force yourself to smile at him, despite your own unease and he gives a nervous smile back.
<br>[img[setup.ImagePath+'Companions/LilyL4.png']]
A snowflake lands on a Lily's hair. She responds with an exasperated half-smile before blowing a jet of air at it. You watch as the snowflake rejoins the wind and floats away. Normally you can't get her to stop talking, but here she's uncharacteristically quiet sometimes. The crunch of your footsteps through the snowy path is strange, like multiple little pops. Lily's thoughts seem to be mirroring your own.
<<say $companionLily>>Do you think any of this snow ever melts? I'd guess not, but if it doesn't, how deep does it go?<</say>>
There's a pause while you both worry about falling down into a 100 meter snowdrift or a hidden crevice in the ice. Then Lily seems to come back to herself, a true smile once again upon her face as she begins chattering and looks up at the icy peaks that tower above you. In this frozen landscape, she's a good friend to have.
<br>Khemia stands atop a rock jutting out of the snow and ice peering into the distance. A chill wind whips around him, but he seems unfazed.
<<say $companionKhemia>>There's a foe that lurks on this layer that I cannot touch. Almost everything in the Abyss stays on its own layer, but not this one. It doesn't bother those of us with the purity gene, but you are in danger, and neither I nor anyone else can protect you. From here on out, it would be wise not to dither too much.<</say>>
Snow whips around both of you in this barren landscape of rock and ice. Sometimes Khemia is reassuring or awe inspiring, and sometimes he's a bit frightening. His advice is probably sound though, as you do feel like something dark is watching you more intently each day you spend here.
<br>[img[setup.ImagePath+'Companions/CherryL4.png']]
Cherry trudges along a bit behind you, but the snow doesn't seem to bother her. In fact, she seems to hardly notice the cold. Her breath condenses into small clouds that part around her face. She briefly meets your eyes and gives you a small smile. You're not sure how she conveys so much with a simple expression, but you sense that she's more at peace down here, trudging through the snow, then she has been in some time.
<br>[img[setup.ImagePath+'Companions/CloudL4.png']]
<<say $companionCloud>>The glaciers here tell a story, a tale of countless snows beyond measure. This place has never known the warmth of spring. In some ways it is akin to the world above; harsh, unforgiving, where life is a struggle for most, and even those who aren't struggling are afraid that they might fall, and struggle again. I do not know what force makes this layer of the Abyss the way it is, but my instincts tell me that one who could bring peace and prosperity to a place like this, could also heal the world above.<</say>>
Cloud stares out at the frozen peaks and deep chasms in this frigid place.
<<say $companionCloud>>Could one with a sufficiently warm heart thaw even this ice, or would the attempt merely freeze their heart? There is power in the cold, but it is not kind, and is ill-suited for bringing joy to anyone.<</say>>
Normally Cloud radiates confidence, but here he seems wistful, or even worried. His reveries are probably not useful to the task at hand though, and after a few more moments he returns to walking. Deep truths will wait for now, there are Relics to find and places to go.
<br>[img[setup.ImagePath+'Companions/SaekoL4.png']]
<<say $companionSaeko>>Negative fourteen degrees C.<</say>>
Saeko sighs, apparently measuring the temperature once again, as you have seen her do many times while here.
<<say $companionSaeko>>I don't understand it. No matter where we go in this layer, it's negative fourteen degrees C. It's like there's some giant thermostat carefully maintaining the temperature. Even if I insulate the thermostat, it read negative fourteen degrees C.<</say>>
She shakes her head.
<<say $companionSaeko>>The algae in these glaciers have processed the miasma in such a way that they make things ingesting them bigger or smaller, but why, and how? Where does the mass even come from? Where does it go?<</say>>
Saeko is apparently frustrated, but then a spark comes into her eyes.
<<say $companionSaeko>>Ah, unrelated, but I have a hypothesis to test. The drifting swallowers on this layer, big floaty things that try to eat you, some previous researchers thought they used hydrogen or helium to keep themselves afloat, but I think it's simpler than that. I think they're just heating the air in the gasseous sacks with their body temperature. I bet they've got blood vessels that contract and expand around those sacks to regulate how buoyant they are by the temperature of the air inside them, and thus how much they expand. It's just like a hot air balloon, only... they try to eat you. There might be a way to use that to our advantage.<</say>>
<br>[img[setup.ImagePath+'Companions/MaruL5.png']]
<<say $companionMaru>>Flowers and sand!<</say>>
Maru is shouting in frustration, when he suddenly slips on some loose flower petals and falls on his behind. But that doesn't stop his complaints.
<<say $companionMaru>>Sand and flowers, flowers and sand. Everything is flowers and sand!<</say>>
You find yourself agreeing with him. His outburst might not be especially insightful, but you understand his exasperation. At first this flowery sandy desert was a lot of fun to walk through, but now it's just tiring. All the flowers start to look the same after a while, and all the petals that blow across the dunes are dry. Every now and then interesting rocky outcroppings peek out of the sand, but for the most part, in spite of the flowers, the terrain is painfully monotonous. Here you are, in the middle of this vast plain of sand beneath a bright "sky" that seems like it shouldn't be there... You're pretty sure you're actually beneath the planet's crust right now, aren't you? What exactly is going on here?
<br>[img[setup.ImagePath+'Companions/LilyL5.png']]
<<say $companionLily>>Okay, I'm officially tired of walking through all this sand. I'm tired of these stupid flowers too.<</say>>
Lily spits out a petal that floated into her mouth as she complains.
<<say $companionLily>>Look, I get it, we've got to keep moving, but seriously we should figure out how to ride one of those Dune Devouring Borers, because they seem like they can move way faster.<</say>>
You give Lily a meaningful look, but she doesn't relent.
<<say $companionLily>>No, I'm serious, it would be fun, and efficient; it's a good idea.<</say>>
You'll have to think about how you might attempt such a thing the next time a Dune Devouring Borer attacks your party, but it doesn't seem like something you'd be able to do easily.
<br><<say $companionKhemia>>This is as deep as I've ever gone in past dives. The desert is huge, and often deadly and the Relics are often hidden in trapped passages and tombs. Most explorer parties that venture into the Abyss turn back before this point, and many that make it this far make it back up.<</say>>
Khemia sighs as he looks out at the landscape of unforgiving sands.
<<say $companionKhemia>>I once accompanied a man named Phillip, he was a pretty good leader, but this desert was the death of him.<</say>>
Khemia gestures around at the scorching, inhospitable sands, then gives you a very direct look.
<<say $companionKhemia>>The most important part of my job is to try to get you back out of this place alive. Make sure you have enough supplies, and if you get hurt, use a medkit. If something goes badly wrong, consider settling rather than dying. This desert has its own kind of peace, and even though it's not where I'd want to spend the rest of my life, it's better than losing the rest of your life to death.<</say>>
<br>[img[setup.ImagePath+'Companions/CherryL5.png']]
<<say $companionCherry>>It's too bright here<</say>>
Cherry squints against the light as she complains.
<<say $companionCherry>>That's not even really the sun. Ugh... nevermind, it's not important. Let's just keep going.<</say>>
<br>[img[setup.ImagePath+'Companions/CloudL5.png']]
<<say $companionCloud>>A trillion petals fly across this desert made of dreams, but now we're far beneath the earth and naught is what it seems. We must swim across this ocean of slow moving waves of sand, to find some precious Relics that can help restore our land. Threats rise up to greet us for they know not why we've come, but none can stand against us beneath this artificial sun.<</say>>
Cloud sighs deeply, breathing in the dry desert air.
<<say $companionCloud>>Sometimes words help us, but not always. This journey has brought us far, let us make it worth the trip.<</say>>
<br>[img[setup.ImagePath+'Companions/SaekoL5.png']]
<<say $companionSaeko>>How are there all these flowers with so little water? Normal flowers are extremely delicate, the petals are turgid with water pressure, the process of pollination and seed development is extremely vulnerable to drought-like conditions, the anthers and stigma require sufficient water for the process to work. These flowers though, they're everywhere, but they don't actually have any reproductive organs on them. They're not doing what flowers are supposed to do. On top of that, they're practically anhydrous.<</say>>
Saeko runs her fingers through her hair as she paces back and forth.
<<say $companionSaeko>>I don't get it. I've taken careful notes, and the physiology indicates there are at least 17 species of these flowers down here, really just flowers, slender stalks supporting petals with no roots to speak of, and they're clearly reproducing like mad, but there's no water in them, and they're not even engaging in any kind of reproduction I understand. Are they vegetatively propagating? Are the petals themselves a means of tissue separation and dispersal? I've heard there might be a research facility in this vast desert somewhere, have they figured out what's going on here?<</say>>
She seems to mostly be talking to herself, but eventually her eyes lock on yours.
<<say $companionSaeko>>I don't know how these pseudo-flowers are doing what they're doing, but you and I, we need water. Our cells are full of water, they only work because they're full of water. You're the leader here. Make sure we've got enough water, and for goodness sake, do not let us get eaten by one of those giant worms.<</say>>
<br><<say $companionMaru>>No, nonono, I said NO you stupid tentacle!<</say>>
Maru shouts, repeatedly kicking at one of the many tentacles that keeps trying to climb up his skirt. You look back at him with some sympathy. Not far away you can see the river Dycx, and you hear the rumbling of a flock of Omen Eyes. Every now and then you have come across a deep pit that curves down under the land. Even the walls of those pits have been lined in tentacles. Eventually Maru stops attacking the tentacle and rushes to catch up with you.
<br>[img[setup.ImagePath+'Companions/LilyL6.png']]
<<say $companionLily>>Well this is different.<</say>>
Lily speaks with a rye smile on her face.
<<say $companionLily>>I'd heard a couple stories, but I've never actually talked with anyone who's gone this deep before. To think, hell is just full of a bunch of perverted tentacles. It's quite a sight to...<</say>>
She brushes another questing tentacle away from her thigh...
<<say $companionLily>>Feel.<</say>>
She rolls her eyes, then looks into the distance at a great roaring fire that's searing part of the vast tentacle fields a kilometer away.
<<say $companionLily>>Let's also try to avoid getting burned. This place is super weird, but hey, sometimes you've just gotta roll with it.<</say>>
<br>Khemia has been acting strangely ever since you got here.
<<say $companionKhemia>>Wow, I still can't believe we've actually made it. I've heard stories, but... I finally got a leader with the ambition and ability to plunge this deep. It's exciting.<</say>>
He grins at you, but then his expression becomes a bit more uncertain.
<<say $companionKhemia>>It's also a bit much at first. All the earlier layers I've had experience on, but this place is weirder than I thought it would be.<</say>>
His eyes seem to gain a glint as he looks at the surroundings.
<<say $companionKhemia>>Don't worry though, we've got this. The same skills that brought us this far will see us through whatever we face next. I do think we should be careful about spending too much time here unless we can find some way to deal with these tentacles though. The ones burning with multicolored flames seem pretty sinister.<</say>>
<br>Cherry looks around skeptically at the endless fields of writhing tentacles, and burning tentacles, and slowly shifting infernos that leave behind only ash. She sighs.
<<say $companionCherry>>Lead the way.<</say>>
<br>A calculating look comes over Cloud's face as he whispers.
<<say $companionCloud>>Here there be dragons.<</say>>
He glances across the landscape and seems to take it in.
<<say $companionCloud>>It's not enough though. There are powerful Relics here in this disturbing place, but I think we'd need to go deeper. We'll also need to find a way to deal with some of the hexed magic we're already being exposed to. If we don't, the longer we stay here the more it will slow us down, and it will be unpleasant to boot.<</say>>
He gives you a very direct look.
<<say $companionCloud>>Unless you're especially fond of tentacles, we need to get back to the surface, and we need to survive the attempt. Don't forget our purpose, and don't underestimate the danger, but I can feel it in my bones that there's something important deeper down.<</say>>
<br>Saeko shies away from a particularly vigorous tentacle in the path and shakes her head.
<<say $companionSaeko>>This is very weird.<</say>>
You look at her in surprise. Normally Saeko is full of detailed observations and theories, but not today. You ask her what's wrong, and she just shakes her head again.
<<say $companionSaeko>>Look, I don't have an explanation for burning fields of tentacles. I thought the tentacle beasts we saw earlier might have been related to surface cephalopods, but now that seems much less likely. They probably share some common ancestor with these... field tentacles, but I have no idea what that would be. And I really don't like walking around this infernal place that doesn't even have a single plant, but I'll do my best to keep us protected from the effects of the miasma while we're down here. I'm just going to focus on that for right now.<</say>>
<br><<say $companionMaru>>I almost like this place, but with all this advanced technology, all they have are the same barely-edible vending machine rations. It's really not much to work with.<</say>>
Maru shakes his head, looking indignant at the culinary limitations of this city.
<<say $companionMaru>>I'll tell you, robots just don't appreciate good food. Whoever built them must have given up and left out of sheer boredom from eating these same terrible rations day in and day out. There are no mushrooms, no berries, not even a rat. What kind of a city doesn't even have rats?<</say>>
<br>Lily looks quizzically at the city around you.
<<say $companionLily>>It just seems silly, you know? Why all these buildings? Why are there these jobs? What are all these robots even doing? Taxes? Taxes in the Abyss? It just seems so ridiculous.<</say>>
You give her a sideways smile, she does have a point, but she's not done... alas, Lily is never, ever done talking.
<<say $companionLily>>Why on earth do robots need houses? Couldn't they all just power down and be content? Now mind you, I've never been a robot, and I don't think I'd want to be one, because being a robot sounds insufferably boring, but if I were a robot, I'd have a hard time rationalizing my programming that was telling me to do all these ridiculous things that make no sense. Move rocks around? Paint stuff? You're a robot, just program yourself to be satisfied with the way things are. Unless... do you think it's the Abyss that's programming them somehow? Wait, I have an idea, we could program them to play music. I don't know how to do that, but it would be super fun. Do you have any Relics that could make all these silly robots sing a song together? No? Ah... that's okay.<</say>>
The monologue never ends...
<br>Khemia looks a bit shaken.
<<say $companionKhemia>>This place... I've never even imagined anything like this.<</say>>
He looks down at his hands and almost seems to tremble for a moment.
<<say $companionKhemia>>What good is swordsmanship against limitless armies of metal machines?<</say>>
You try to cheer him up a bit, but he just shakes his head.
<<say $companionKhemia>>There's some impressive stuff here, but to me, this all just feels a bit wrong. I thought I knew what the Abyss was about, but the deeper we go, the less sure I am.<</say>>
<br><<say $companionCherry>>It's frozen.<</say>>
<<if $mc.conversationHandicap === 0>>\
<<say $mc>>What?<</say>>
<<else>>\
You try to make clear you don't understand what she means.
<</if>>\
<<say $companionCherry>>This place. It looks alive, but it isn't. All these robots, they move, but they're also frozen. Everything here is waiting, waiting for a day that will never come.<</say>>
Her tone is hollow, but this is more than Cherry usually says. Somehow, deep down, you know that she has spoken a truth.
<br><<say $companionCloud>>Yes, this is the place. But, where are they? The ones who designed and created this, where have they gone? Their machines still whir about, but... could it be that they are no more?<</say>>
Cloud is unusually agitated, still in command of himself, but not exactly calm.
<<say $companionCloud>>Regardless, the technology here, the power here, this could change the world. Between the Relics on this layer and the ones on the upper layers, it's possible for us to do something big. Let's gather what we can.<</say>>
<br>[img[setup.ImagePath+'Companions/SaekoL7.png']]
<<say $companionSaeko>>To think, this has been down here, all this technology, all this power, and we didn't even know. How long has it been like this? Is this an evolving robotic society, or just... no, it doesn't seem like it. These systems, they lack something vital about them. They're artificial, not organic.<</say>>
You ask her how she knows. She gives you a faint smile.
<<say $companionSaeko>>It's just a hypothesis, I don't have the experimental data I'd really need to justify that conclusion, but just look at the robots. They're mass produced, you can tell. Look at how they move. Those movements are a result of programming, not a biological intelligence that's making subtle mistakes and correcting them. Have you ever really watched a colony of ants? Ants are pretty alien to us, their thinking is strange, their movements are strange, but even ants display far more characteristics of life in their actions that any of these robots do. Ant brains are simple, but they still think. It's different from calculation. These robots, none that I've seen seem to be displaying indications of actual thought.<</say>>
<br><<say $companionMaru>>I feel like we're at a tea party inside a doll house, but that the person throwing the tea party isn't very nice.<</say>>
You look over at Maru, he's dealing with all of this better than you'd have expected.
<<say $companionMaru>>My sisters used to have tea parties with me when I was young, they taught me how to make crumpets and scones, they gave me lessons on properly preparing the tea, and manners... I really miss them. Being down here, it reminds me of all the fun we had. They were really nice. They weren't perfect or anything, everyone has flaws, but they tried to be nice. I think that whoever is throwing this tea party doesn't understand kindness or love. Still, we're down here together, I'll do my best to make up for what they were missing.<</say>>
<br><<say $companionLily>>I've got to tell you, when we first came down here I thought that all this crazy space-warping architecture would drive me nuts. However, I'm starting to like it. Oh, don't get me wrong, this place is totally screwed up, creepy puppet things lurking around corners, weird nightmares, endless hallways of rooms that are all just a bit too eerie, but you know, it's also kind of fun. Sure this place is all messed up, but it's our adventure. I've never heard of anyone who actually came down this far before, and as explorers, we're pretty cool.<</say>>
Lily puffs out her chest and strikes a pose of supreme confidence then gets a mischievous grin on her face.
<<say $companionLily>>Do you think that we never hear about people coming this deep because their balloons don't reach the surface, and nobody who comes this deep is able to return alive?<</say>>
Despite her joking tone, you get a slight chill down your spine. This unnerving place has been giving you that impression the whole time you've been on this layer, but Lily laughs.
<<say $companionLily>>Oh relax. We'll get out of here, and then they're going to tell stories about us for ages. The team that cracked the 8th seal, $mc.name and Lily, the paladins of doom and their journey beyond time and space. Okay, maybe that's a bit overly dramatic, but we're making history here. Keep your chin up, and stay stylish, we've got this.<</say>>
<br><<say $companionKhemia>>Well, these doll things that keep following us are easy to take down, but their movements are weird. I wonder how many of them there are in this place, and what they even are. Where do they come from?<</say>>
He's looking a bit more confident than he did back on layer 7, but he's still clearly a bit on edge. He smiles.
<<say $companionKhemia>>It's strange, I love exploring, adventure, combat, all this stuff. I'm the most experienced companion in the entire guild, but I feel a little torn about this place now that we're so deep. Since we came down into this labyrinth of stairways and empty rooms, I've had this prickle on the back of my neck. There's something about this place that's very dangerous, and I love it, I love the creepy adventure of it all, but at the same time, I'm not quite sure I can handle it.<</say>>
Khemia peeks his head around a hallway corner, checking for danger.
<<say $companionKhemia>>It's like this violin is holding one high note the whole time we're down here, and I can't decide if I'm in love with this layer, or if I hate it. Every time we turn a corner I'm expecting something horrific to happen. Am I going crazy?<</say>>
<br><<say $companionCherry>>Games... do you ever wonder why we play their games?<</say>>
You look at Cherry quizzically, and she stares back blankly.
<<say $companionCherry>>I mean it's obvious, right? Everything here is a puppet. Nothing here is entirely real, it's all a game.<</say>>
You still don't understand what she means. She sighs.
<<say $companionCherry>>I just can't help but wonder if we're not puppets too. Is there something out there, pulling on our strings, forcing us to do these things? Nothing down here makes sense, except that.<</say>>
Then she is silent, and just trails along after you as you proceed along yet another uncanny corridor.
<br>Cloud appears somewhat distressed.
<<say $companionCloud>>This place... it should not be.<</say>>
He looks at you intensely.
<<say $companionCloud>>Can't you feel it? There's something very wrong here. These endless stairs to nowhere, these passages, the weird dolls, the food, the water, everything is just... wrong.<</say>>
Part of you isn't sure what he's talking about, because everything in the Abyss has felt kind of wrong to you, though not always in a bad way. Another part of you resonates strongly with what he said though. There is something deeply unnerving about this layer that's different from the ones before it.
<br><<say $companionSaeko>>Okay, I'm trying not to freak out, but this place is unnerving. Physics isn't working properly here. That in and of itself should be very alarming. The "food" and "water" both seem to have neuro-degenerative effects, which personally terrifies me. And when I look at surfaces through my microscope, do you know what I see?<</say>>
You shake your head, unaware of her observations.
<<say $companionSaeko>>Nothing! No fungal spores, no bacteria, no tiny insects, nothing. I can do my best to keep us protected, but even my best efforts aren't really enough. This place should not exist. We probably shouldn't be here. These animated doll-like things just aren't right. I saw one of them earlier that looked just like you, but it was wrong and I knew it wasn't anything like you. I'm afraid here, and you should be too.<</say>>
<br>The cold dark water seems to give Maru the shivers as he navigates through. Communication under the water poses a challenge, but you can discern his words.
<<say $companionMaru>>I want to believe you have our best intentions at heart, but this place... it scares me. Can't we find another way? I feel eyes on us everywhere down here.<</say>>
Maru's eyes are filled with a silent plea, but you're unable to fully comfort him in the bleak darkness of the depths.Lily effortlessly swims beside you, casting a skeptical glance your way. Hidden emotions seem to twinkle behind her eyes.
<<say $companionLily>>You know, I enjoy a good swim, but this? Isn't this a bit much?<</say>>
You offer no response, only continuing your underwater journey.
<<say $companionLily>>Sure, I could grumble about those moving shadows over there, or our dwindling supplies. Or about barely being able to see a thing. But hey, I chose this life, and I'm all in. That said, it'd be wrong of me not to point out that we're definitely out of our depth. And I'm not just talking about the water.<</say>><<say $companionKhemia>>This Elder... defeating it might be impossible.<</say>>
Khemia seems troubled, his gaze distant, likely processing potential strategies.
<<say $companionKhemia>>We may not stand a chance against it, but with the right strategy and tools, we could survive an encounter or two. When it decides to face us next, I'll be ready. Make sure you are too.<</say>>
Determination fuels him as he continues swimming forward.Cherry's pace is slow but consistent through this murky domain. Her eyes seem weary, yet devoid of fear. As she meets your gaze, you look away first. You hear her whisper to you.
<<say $companionCherry>>In a strange way, this place feels right. It's a place of endings.<</say>>
Returning her gaze, she's still staring intently.
A coldness in her eyes chills you deeper than the surrounding water. Cherry says no more, but in that silence, doubt snakes its way into your heart.Cloud's demeanor has been noticeably off since entering this layer. Every glimpse you catch of him reveals a tortured expression. Now, you catch him gazing at the obscure shadows far off.
<<say $companionCloud>>All this power, and this is the truth it reveals?<</say>>
You observe him closely. He exhales slowly, eyes shut.
<<say $companionCloud>>I did not wish it to be true... but, I understand.<</say>>
When he looks up, there's a newfound steely resolve in his eyes. The journey continues, but the sense of unease grows.Saeko reaches out, grabbing your arm as she propels herself next to you.
<<say $companionSaeko>>We can't stay here.<</say>>
She appears incredibly on edge.
<<say $companionSaeko>>The Elder... it won't just kill us. Staying here, we risk something far worse.<</say>>
Catching her earnest expression, you recall the many dangers you both have faced. She simply shakes her head.
<<say $companionSaeko>>No, you don't get it. All my knowledge feels useless now, as if reality itself is lost in these depths. But one thing's clear: the Elder shouldn't exist, yet it does. And it will erase everything we are. We need to leave.<</say>><<say $companionLily>>Come here sweety, it's time to drink up again.<</say>>
Without protesting you go to Lily. She sits down and bares her breast, exposing her enticing nipple for you. You lay your head in her lap and take her nipple in your mouth, then begin to gently suck.
<<say $companionLily>>Drink as much as you can, so can become big and strong.<</say>>
Lily whispers softly to you, in a way that makes it seems she's really getting into this fantasy. You suckle her sweat breast milk while she runs he hand through your hair lovingly.
<<say $companionLily>>Well, maybe don't become <i>too</i> big and strong.<</say>>
She giggles as you continue to drink your fill, her nourishing milk flowing freely through your lips.Cherry is hovering around you again, as if she is anticipating something. The fact she is actually approaching you likely means something, and you suspect you know what it is.
<<if $mc.conversationHandicap === 0>>\
<<say $mc>>Give me a moment.<</say>>
<<else>>\
You smile gently and nod to her, giving a signal to get closer to you.
<</if>>\
You pull out a dish and fill it with your breast milk, then present it to her.
<<if $mc.conversationHandicap === 0>>\
<<say $mc>>Here, kitty!<</say>>
<<else>>\
You whistle to get her attention and she slowly approaches.
<</if>>\
Cherry seems happy to come over to you, or at least it seems a little less like a chore than everything else she does. She brushes up against you as she approaches the plate. You pet her head and run your hands through her hair while she laps it up.
<<set $companionCherry.affec +=1>><br><<say $companionCloud>>You're leaking again.<</say>>
Cloud speaks matter-of-factly, a simple statement of fact. But he follows through on those implications as he approaches you. You look down to check your clothes, but Cloud is already helping you out of them. He bends you over while he sits on his knees beside you.
<<say $companionCloud>>Just relax, I know you enjoy these sessions. Sometimes, it's good to relax and let things flow. Let me take control here.<</say>>
You can hardly argue with him as he begins to massage your breasts. The gentle sensation spreads a wave of relief through your body as it clears you of your stockpile of milk. You feel the pressure in your chest alleviated as his massage squeezes the liquid from your breasts.
<<say $companionCloud>>Who's a good <<PerceivedStature $mc>> <<PerceivedGender $mc>>?<</say>>
<<say $mc>> <<if $IQdrop>20>>Mooooo!<<else>>Hmmmmm!<</if>><</say>>
You can't think of much else to say, but you continue to enjoy the sensations.
<<set $companionCloud.affec +=1 >><br><<say $companionMaru>>So, um... does it work well?<</say>>
You're taken aback and puzzled by Maru's question.
<<say $mc>>What are you talking about?<</say>>
<<say $companionMaru>>The cloth diaper! Is it absorbent enough? Have you had any leaks?<</say>>
Heat surges to your cheeks as Maru probes further.
<<say $mc>>Yes, it works just fine. Thanks.<</say>><br>As you stroll by Lily, she affectionately pats your cushioned rear.
<<say $companionLily>>If you need a change, just let me know, sweetie. I'm here to help!<</say>>
Your face turns the color of a ripe tomato.
<<say $mc>>Thanks.<</say>><br>As you pivot, you catch Khemia's eyes lingering on your posterior. Does he know about your diapered state? You tug your clothes down slightly to conceal it better.
<<if $mc.appGender>5 >>
<<say $companionKhemia>>Don't fret. The extra padding actually enhances your behind quite nicely!<</say>>
He winks at you, but his comment leaves you feeling utterly awkward and self-conscious.
<<say $mc>>Uh...thanks?<</say>>
<<else>>
He spins around and grumbles loudly.
<<say $companionKhemia>>How did I end up on my 53rd dive, following someone who can't even locate the restroom in time?<</say>>
<</if>>
He knows.<br>
<<set $khmeiaWettingFlag = true>>You notice Khemia's gaze fixated on your behind once more.
<<if $mc.appGender > 5>>
He strides over to you and gives your padded rear a playful pat.
<<say $companionKhemia>>You've become our adorable mascot. But fear not, I'll ensure this operation runs smoothly.<</say>>
<<else>>
As you glance at him, he rolls his eyes in response.
<<say $companionKhemia>>Let's get moving, diaper boy. At least your lack of bathroom breaks should save us some time.<</say>>
<</if>>
It's evident that he's lost some respect for you since you started wearing a diaper.<br>A sudden, desperate need to pee washes over you. Frantically, you paw at the diaper hidden beneath your dress, but there's no way to remove it.
<<say $mc>>You stupid doll. Take this thing off now! I need to go, I don't need it now!<</say>>
<<say $creepydoll>>...<</say>>
<<say $mc>>I know you can hear me. Do something!<</say>>
<<say $creepydoll>>...<</say>>
In that moment, you lose control, and the diaper grows warm as you helplessly release.
<<say $mc>>No, no, no!<</say>>
<<say $creepydoll>>...accept...<</say>>
<<say $mc>>Well, at least it's not my fault. It's that cursed doll doing this.<</say>>
<<set $dolleventWet +=1 >><br>Once again, the urge to pee returns. By now, you know that resisting is futile, as the doll won't relent. Before the thought even finishes forming, you feel the familiar warmth of a freshly wet diaper.
<<say $mc>>Curse that doll...<</say>>
<<say $creepydoll>>...accept...<</say>>
<<say $mc>>The warm diaper doesn't feel that bad at least, and it will clean itself before too long anyway.<</say>>
<<set $dolleventWet +=1 >><br><<say $creepydoll>>You have accepted.<</say>>
<<say $mc>>Huh? Accepted? Wait, what?<</say>>
Only now do you notice the warm, soggy diaper you're wearing. When did this happen? Oh well, you stopped caring about it a long time ago.
<<say $mc>>I'm glad I'm wearing this diaper, I guess it feels nice...<</say>><br><<say $companionSaeko>>$mc.name, have you used the restroom recently?<</say>>
<<say $mc>>No, why do you ask?<</say>>
<<say $companionSaeko>>For the hundredth time, it's because adhering to the schedule is crucial for its effectiveness. Please go and try to use the restroom now.<</say>>
<<say $mc>>But I don't feel the need to...<</say>>
<<say $companionSaeko>>I insist that you try anyway.<</say>>
Reluctantly, you rise and search for a place to relieve yourself. To your surprise, you do need to go. Perhaps this schedule is more necessary than you initially thought.<br><<say $companionSaeko>>Alright, $mc.name, it's time for bed.<</say>>
You let out a heavy, exasperated sigh.
<<say $mc>>I was actually planning on doing some more things. Why do I have to go to bed so early?<</say>>
<<say $companionSaeko>>The schedule dictates your bedtime, and there's no room for negotiation.<</say>>
With another deep sigh, you concede and start preparing for bed.<br>Exhausted from the long walk you had today, you eagerly reach for a sip of water. Just as you're about to take a gulp, Saeko snatches the bottle from your grasp, nearly causing you to choke.
<<say $mc>>What the hell, Saeko!<</say>>
<<say $companionSaeko>>What the hell, $mc.name! You've already exceeded your fluid intake for this hour.<</say>>
<<say $mc>>But I'm thirsty now!<</say>>
<<say $companionSaeko>>And you'll be waterlogged in a moment if you persist in this behavior.<</say>>
You slump your shoulders and accept the fact that you'll remain thirsty until the next scheduled drinking break.<br><<say $companionSaeko>>Have you used the restroom recently?<</say>>
<<say $mc>>Yes, I have!<</say>>
<<say $companionSaeko>>And your fluid intake?<</say>>
<<say $mc>>150ml over the last 2 hours.<</say>>
Saeko smiles approvingly.
<<say $companionSaeko>>You see? You can be a good <<if $mc.sex==="male" >>boy.<<else>>girl.<</if>><</say>><br>As you wander through the otherworldly splendor of the first layer, Maru approaches you with a wide smile on his face.
<<say $companionMaru>>Oh, look at you!<</say>>
Maru's voice is a melody, light and joyous, as he bounds over to where you sit on a mossy log. His big blue eyes are wide with wonder as he examines your new appearance.
You feel his small fingers gently tracing the freckles and moles that now adorn your skin. They are warm, a comforting touch amidst the alien grandeur of the Abyss. He giggles softly, poking at one of the speckles on your arm.
<<say $mc>>Do you like them?<</say>>
You ask, raising an eyebrow as you watch him examine your skin.
Maru responds with an enthusiastic nod, his tousled hair bobbing with the motion. His eyes sparkle with a mixture of curiosity and delight.
<<say $companionMaru>>They're so cute! Like little stars scattered across the sky, but on you!<</say>>
He gushes, his words tumbling out like a bubbling brook.
He then gently brushes his fingers over the under-eye beauty mark, his face full of innocent fascination. His touch is gentle, his fingers barely grazing your skin, yet the sensation sends a warm shiver down your spine.
<<say $companionMaru>>And this one...<</say>>
Maru coos, touching the beauty mark under your eye.
<<say $companionMaru>>Is my favorite. It's like a little teardrop, but it doesn't make me feel sad. It makes you look even more interesting!<</say>>
Feeling a blush creeping onto your cheeks, you laugh, shaking your head slightly.
<<say $mc>>Well, I'm glad you approve, Maru.<</say>>
He giggles again, the sound like wind chimes in the early morning breeze, before bounding away to explore more of the strange new world around him. You're left with a gentle smile on your lips and a warmth in your heart.
[[End your conversation|Party overview][$convo.maruFreckleSpeckle = 1, $companionMaru.affec+=(1+$hsswear)]]The delicate light filtering through the thick foliage of the Abyss' first layer paints an ethereal backdrop as you find yourself rousing from a night of fitful slumber. The crunch of leaves underfoot and the rustle of fabric announce Maru's approach before he bounces into view, his hair tousled and his eyes sparkling with the excitement of a new day.
<<say $companionMaru>>Good morning, sleepyhead! Oh, you look different... and cute! I like it!<</say>>
His words are a cheery chirp, his gaze tracing over the changed form of your ears with unabashed curiosity.
<<say $mc>>Do I? I guess I do feel a little different.<</say>>
You reach up, fingertips brushing over the new contours of your ears, their sharp, pointy tips a triggering a strange sensation that sends a shiver down your spine.
Maru tilts his head to the side, curiosity gleaming in his eyes as he reaches out with a hesitant hand, his fingers hovering just shy of your ears.
<<say $companionMaru>>Can I... can I touch 'em? They're so... so... elfy!<</say>>
His words tumble out in a rush, a flush spreading across his cheeks, accentuating the adorable shape of his nose.
<<say $mc>>Sure, just be gentle.<</say>>
As his fingers delicately trace the curves of your ears, a soft gasp escapes him, his eyes widening. You also gasp at the unfamiliar sensuality of your new ears.
<<say $companionMaru>>They're so soft... and really warm! You're like a real elf now!<</say>>
His excitement is palpable, and it's infectious. Despite the strangeness of your transformation, you can't help but share in Maru's joy, his enthusiasm reminding you of the wonder inherent in the ever-changing world of the Abyss.
[[End your conversation|Party overview][$convo.maruKnife = 1, $companionMaru.affec+=(1+$hsswear)]]As you wander through the first layer, a chorus of alien bird songs flutter through the air, creating an otherworldly symphony. This alien realm, while beautiful, still holds an uncanny atmosphere that serves as a constant reminder of its inherent oddity.
<<say $companionMaru>>Oh! Look at you, all shiny and smooth! Your skin is like a baby's!<</say>>
Maru's eyes sparkle with amusement as he observes you, his words filled with childlike wonder. His hands, small and soft, reach out to touch your bare arms. He hesitates for a moment before reaching forward and gently caressing your skin. He giggles softly, the sound echoing off the surrounding vegetation.
<<say $mc>>It's a little strange, isn't it? I'm not used to being so... hairless.<</say>>
You glance at your arms, at the skin that now shines almost pearlescent in the strange miasmal light. The sensation of Maru's touch is more apparent without the barrier of hair, making you hyper-aware of the cool air brushing against your skin.
<<say $companionMaru>>But you look so clean! Like a polished stone or a shelled egg! I think it's really nice.<</say>>
Maru's words come out in excited bursts, his wide-eyed fascination with your transformation infectious. His head tilts to one side, his own shaggy hair falling across his eyes, forming a stark contrast to your own now immaculate brows. His cheeks flush with a hint of pink as he continues to study your new appearance, clearly intrigued by the change.
<<say $mc>>Well, if you think it's nice, then I suppose it can't be all that bad. It's just going to take some getting used to.<</say>>
You manage a small smile, your fingers absently tracing the smooth skin of your arm. Despite the strangeness of the change, Maru's endearing enthusiasm brings a sense of lightness to the situation.
[[End your conversation|Party overview][$convo.maruHairRemoval = 1, $companionMaru.affec+=(1+$hsswear)]]You sit, back against the rough bark of a massive tree, your new fur-covered skin prickling against the coarse texture. A myriad of chirps, calls and rustles fill the air, painting a lively portrait of the rainforest around you.
<<say $companionMaru>>You look... different, you know? Like a cute, fuzzy...um, creature!<</say>>
Maru's wide eyes, reflecting the sunlight in a soft shine, look at you with a mixture of awe and curiosity. His small fingers reach out to touch your fur, hesitating slightly in the air.
You nod, giving him a reassuring smile. The $mc.skinType fur on your body, soft and surprisingly warm, has become a part of your new existence in the Abyss.
<<say $mc>>Feels strange, doesn't it?<</say>>
You extend your arm towards him, inviting him to touch.
Maru's face brightens as he reaches out and carefully brushes his fingers through your fur. His touch is light and tentative, like that of a child petting a kitten for the first time.
<<say $companionMaru>>It's super fluffy! Like, really, really fluffy. It's like touching a cloud... but it's you!<</say>>
He giggles, a sound much brighter and more cheerful than the dim miasmal light that penetrates the dense foliage surrounding you.
You chuckle softly, ruffling the fur on your arm. It's an odd sensation - to be covered in fur, to feel each strand move as if it's part of you. It's even stranger to see Maru's reaction - his innocent delight, his pure fascination with your transformation.
<<say $mc>>I never thought I'd turn into a living plush toy in the Abyss.<</say>>
You say with a laugh.
Maru's laughter joins yours, echoing in the lush greenery of the Abyss. The sound is a bright note against the gentle hum of the rainforest, a poignant reminder of the strange and unpredictable journey you're on.
<<say $companionMaru>>But you're the cutest plush toy, right? Like a... a special Abyss edition!<</say>>
His giggle punctuates the sentence, and you can't help but join in his infectious laughter.
[[End your conversation|Party overview][$convo.maruMaximumFluff = 1, $companionMaru.affec+=(1+$hsswear)]]The caverns of the third layer of the Abyss radiate an eerie, ethereal glow, casting long, shivering shadows on the walls. Strange, almost bioluminescent plants bask in the dim light, their colors a muted array of purples and blues. A soft, echoing drip-drip-drip of water resonates throughout the vast expanse, the only sign of life in this otherwise desolate space.
<<say $companionMaru>>Oh my! Look at you!<</say>>
Maru's voice is bright and cheerful, bouncing off the cave walls, a stark contrast to the somber quiet. He's a small figure in the vastness of the cavern, his youthful face glowing with an innocent curiosity. His big, round eyes are wide open, a glimmer of amusement dancing in them as he stares directly at you.
<<say $mc>>What? Is there something on my face?<</say>>
You reach up to touch your face, your movements seeming exaggerated, comically clumsy, to any observer. The stones under your feet seem to wobble, or maybe it's just your newfound apparent awkwardness.
<<say $companionMaru>>No, no! It's not that, silly! It's just... you're so... so... funny!<</say>>
He tries to stifle a giggle, a hand over his mouth, but the sound escapes anyway, bouncing off the walls of the cave. His other hand points at you, wiggling in an attempt to contain his mirth.
<<say $mc>>Funny? I'm not trying to be funny.<</say>>
You try to maintain your dignity, but your voice seems to rise in a squeaky protest. A sudden gust of wind from deeper within the Abyss catches your cloak, making it flutter dramatically around you, making it seem as if you nearly lose your balance on the rocks you stand on, narrowly avoiding a fall.
<<say $companionMaru>>Oh no, no! Not 'funny' like that! It's just... you're so different! Like a big, silly, clownfish!<</say>>
He giggles again, his voice resonating in the cavern, making the soft glow from the nearby fungi flicker in response. His eyes are alight with mirth, the corners crinkling as he laughs, and you can't help but be drawn into his infectious joy.
But somehow it still feels strange, that this is how everyone will always see you from now on.
[[End your conversation|Party overview][$convo.maruComicRelief = 1, $companionMaru.affec+=(1+$hsswear)]]Shimmering crystals of frost cling to the edges of your new attire as you trudge through the snowy wilderness of the Abyss's fourth layer. The biting chill wraps around your legs, made bare by the knee-length skirt you now wear. You're surprised to find the boots, despite their high heels, to be quite practical for navigating the deep snow. You glance down at your new attire, a mixture of consternation and acceptance flickering across your face.
<<say $companionMaru>>Oh, oh! Look at you, all pretty and stuff!<</say>>
Maru exclaims, his eyes sparkling with delight as they rake over your appearance. His voice, high-pitched and filled with an infectious cheer, cuts through the icy air. The fluffy scarf around his neck flutters as he jumps in excitement, a striking contrast to the stark, frigid landscape surrounding you.
His cheeks, rosy from the cold, brighten even more as he giggles, wrapping his mittened hands around his mouth. His long eyelashes flicker like butterfly wings, drawing attention to his shining eyes, which are almost the same color as the snowflakes falling around you.
<<say $mc>>Well, I guess this is a new look for me.<</say>>
Looking down at yourself, your voice is filled with both amusement and resignation.
<<say $mc>>Do you think it suits me?<</say>>
Maru's tiny gasp echoes in the silence before his face breaks into a smile, one that seems to warm up the frosty air around you.
<<say $companionMaru>>Oh, absolutely!<</say>>
He claps his hands together in a display of obvious joy.
<<say $companionMaru>>It's like...like you've always belonged in these clothes. And the color! It brings out your eyes perfectly! You're absolutely, positively adorable!<</say>>
He spins around in the snow, his own dress flaring out around him, his laughter filling the the otherwise quiet, snow-covered expanse of the Abyss's fourth layer. The sparkle in his eyes as he looks at you again is unmistakable. His cute and charming demeanor, juxtaposed against the harsh environment, provides at least a little bit of comfort in this harsh environment.
[[End your conversation|Party overview][$convo.maruCrossdressYourHeartMale = 1, $companionMaru.affec+=(2+$hsswear)]]The icy winds of the Abyss's fourth layer nip at your exposed face as you adjust the collar of your new attire. The rough texture of the male adventurer's clothes is a stark contrast to the silken dresses you're accustomed to. You feel the solid weight of the sturdy leather boots, providing a firm grip on the snowy landscape, and the warmth of the thick trousers against the cold. You glance down, observing the change in your attire with a furrowed brow.
<<say $companionMaru>>Oh my, look at you!<</say>>
Maru exclaims, his voice a lively lilt in the otherwise harsh and silent landscape. His eyes are wide with surprise and curiosity as he takes in your new appearance. His lips part in a small 'o' of amazement, the fluffy scarf around his neck bobbing in time with his words.
<<say $companionMaru>>You look... different, but it's a good kind of different!<</say>>
He claps his mittened hands together, the sound muffled but distinct in the wintry air. His eyes, as clear and bright as the frosty landscape around you, sparkle with intrigue and excitement.
<<say $mc>>I suppose I do look a little different.<</say>>
A hint of amusement tinging your tone as you run your fingers over the rough fabric of your shirt.
<<say $mc>>Do you think it suits me?<</say>>
Maru's giggle echoes around you, the sound carrying a warmth that seems to temper the bitter cold.
<<say $companionMaru>>It really does!<</say>>
He insists, his cheeks reddening further from more than just the chill.
<<say $companionMaru>>You look so cool, so strong! It's like you're ready to take on the whole Abyss by yourself!<</say>>
He twirls around, his own dress fanning out around him, and the sight brings a smile to your face. His laughter, light and clear, rings out through the icy expanse, a beacon of joy and positivity in the desolate landscape.
[[End your conversation|Party overview][$convo.maruCrossdressYourHeartFemale = 1, $companionMaru.affec+=(1+$hsswear)]]The sweltering heat of the desert in the fifth layer of the Abyss pressed down on you, causing the flowers and vines woven through your body to release a gentle, sweet aroma that mixes with the dry air. The petals replacing your hair fluttered slightly in the occasional breeze, a vibrant contrast against the monotonous sandy dunes around you.
<<say $companionMaru>>Oh my, look at you, all floral and blooming! You're just like a desert flower, right? All pretty and resilient.<</say>>
Maru's eyes sparkled with innocent fascination, his own delicate features accentuated by his cute feminine attire. He reached out a soft hand, tracing the path of a creeping vine on your arm with a touch as light as a butterfly landing on the petal of a flower.
<<say $mc>>It's a bit of a shock, isn't it? Not exactly what I expected when we started this journey.<</say>>
You tried to keep your tone light, but the truth of your transformation was still a bit unsettling.
<<say $companionMaru>>Shock? Oh no, not at all! You're more... um, unique now! And I think you're still very you, just with a bit of... um, flower power!<</say>>
Maru giggled at his own words. His gaze was full of genuine admiration, a testament to the kindness in his heart. He seemed to see past the oddity of your transformation, to the person you remained underneath the floral facade.
<<say $mc>>Well, I'm glad you think so, Maru. It's good to know at least one of us isn't completely freaked out by this.<</say>>
Maru's laugh echoed around you, a comforting sound against the otherwise barren surroundings.
[[End your conversation|Party overview][$convo.maruFlowerPower = 1, $companionMaru.affec+=(1+$hsswear)]]The heat of the fifth layer of the Abyss is relentless, the harsh miasmal light beating down on the hard-packed desert sand. The wind kicks up sporadically, sending tiny shards of glass-like sand skittering across the expanse. You're standing there, your body transformed by the strange conditions of this place. What were once human features have morphed into something akin to a walking garden, flowers blooming across your skin and vines creeping along your limbs. Your hair, now a vibrant array of leaves and petals, rustles with each gust of wind, releasing a sweet, almost intoxicating scent into the dry air.
<<say $companionSaeko>>Fascinating... I've never seen a transformation quite like this. How do you feel?<</say>>
Saeko, your academic companion, squints at you from behind her rectangular glasses. Her eyes, sharp and analytical, flit over your altered form, taking in every detail. A small notebook is clutched in her hand, her pen rapidly scratching across the pages.
<<say $mc>>It feels... strange. Not bad, just... different.<</say>>
You're surprised to find your voice is the same, not changed to some sort of floral trill. You run your fingers over the petals sprouting from your skin, their soft, velvety texture unfamiliar yet oddly comforting.
<<say $companionSaeko>>Hmm, from a biological perspective, this is truly remarkable. I wonder... does the pollination process occur?<</say>>
Saeko's scientific curiosity is fully awakened. You can see her mind working behind her glasses, pondering over possible explanations and theories. Her fingers twitch, as if longing to pluck a sample from you.
<<say $mc>>Do you really think I could be pollinated by a plant?<</say>>
The thought of, well, breeding with a plant seemed strange to you, yet somehow within the realm of possibility.
<<say $companionSaeko>>I suspect not, as we haven't seen any fruits or seeds from you yet. But it's hard to say without testing it. Do you want to try?<</say>>
Her words, though seeming to be cold, hold a subtle undercurrent of concern. Despite her scientific excitement, Saeko's gaze softens slightly when she looks at you. And when you shake your head in response to her question, she nods and doesn't press the issue.
[[End your conversation|Party overview][$convo.saekoFlowerPower = 1, $companionSaeko.affec+=(1+$hsswear)]]The surface of your new exoskeleton glistens under the harsh sunlight and you can feel the surprisingly cool sensation of your new carapace over your body, a strangely comforting sensation amidst the dry, scorching landscape.
<<say $companionSaeko>>Fascinating...<</say>>
Saeko mutters under her breath, her gaze locked onto you. She's been observing you like this for the past few minutes, her academic curiosity piqued.
<<say $companionSaeko>>Your exoskeleton's structure is extraordinary.<</say>>
You turn to look at her, a mixture of unease and curiosity in your eyes. The heat doesn't seem to bother Saeko as much, or if it does, she hides it well behind her thick-rimmed glasses and the scribbled notes in her hand.
<<say $mc>>It feels almost like armor, I guess.<</say>>
Saeko nods, her pen dancing across her notepad. Despite the situation, you can't help but appreciate her dedication to her studies.
<<say $companionSaeko>>Armor is an apt analogy. The exoskeleton of an insect is primarily for protection and support. Yours seems to function similarly. I'm curious though, how does it feel at the joints? There appears to be some elasticity there.<</say>>
You move your arm, feeling the natural give at the elbow. The sensation is not unlike wearing a well-fitted, lightweight glove.
<<say $mc>>It's flexible, like a second skin. And it's a bit cooler than the rest of me, which is... nice, considering the heat.<</say>>
Saeko smiles faintly, a look of pride and admiration hidden behind her scientific fascination. It's clear that she cares about you, even if she expresses it through her academic lens.
<<say $companionSaeko>>Remarkable... an adaptive thermoregulatory function as well. This change, while unexpected, is providing us with invaluable data. You're not just surviving the Abyss, you're evolving with it.<</say>>
[[End your conversation|Party overview][$convo.saekoCarapacian = 1]]The bitter wind of the fourth layer of the Abyss covers an unending canvas of white, a stark contrast to the dark mouth of the cave you and Saeko are currently seeking refuge in.
<<say $companionSaeko>>Extraordinary! The morphological changes you've undergone are fascinating.<</say>>
Her breath forms a plume of fog in the freezing air as she studies you with keen eyes, a scientific curiosity lighting up her features despite the cold.
<<say $mc>>Not exactly the word I'd use, Saeko.<</say>>
Your voice sounds strange to your own ears now, somewhat muffled due to your elongated tongue which takes up more space in your mouth than it used to.
Saeko steps closer, her gloved hand reaching out tentatively towards your face.
<<say $companionSaeko>>May I?<</say>>
A question of consent, her respect for your personal boundaries outweighing her academic curiosity.
<<say $mc>>Go ahead.<</say>>
The words seem to twist around your unwieldy tongue.
Saeko's gloved fingers brush against your lower lip, a shockingly warm contrast against the cold of the Abyss. As you part your lips, she gazes at the transformed organ with wide-eyed fascination.
<<say $companionSaeko>>The musculature and length are beyond the scope of any human norm. Yet you seem to be adapting, able to speak despite the obvious hindrance. And every time you speak it seems to be less of an issue than before. It's... It's absolutely remarkable.<</say>>
<<say $mc>>It doesn't feel remarkable. It feels... weird. I'm struggling to avoid biting it.<</say>>
The corners of Saeko's mouth twitch upwards, a rare smile in this frozen landscape.
<<say $companionSaeko>>An understandable reaction. But the Abyss is a place of change. You should probably have expected things like this when you decided to come down here. Let's take this as an opportunity to study, understand, and adapt.<</say>>
Her hand falls away, and you find yourself missing the brief human contact in the frigid expanse of this layer.
<<say $mc>>Right, the scientist in her element.<</say>>
You can't help the touch of sarcasm in your voice.
<<say $companionSaeko>>Indeed. But remember, you're not alone in this. We're in this together, navigating the unknown.<</say>>
Her words, earnest and sincere, hang in the freezing air. And as you continue your conversation, your words become less clear as you adapt to the change that took place within your mouth.
[[End your conversation|Party overview][$convo.saekoLingualLeviathan = 1, $companionSaeko.affec+=(1+$hsswear)]]As you wander through the frigid expanse of the fourth layer, Saeko moves closer to you, her eyes filled with curiosity. As she extends a gloved hand towards you, her breath hitches slightly. Her fingers make contact with your arm, and a flash of surprise crosses her face.
<<say $companionSaeko>>Your body heat... it's negligible. Far below what I would expect, even given the cold environment.<</say>>
Her tone is analytical and laced with curiosity, her scientific mind intrigued by the unexpected discovery.
<<say $mc>>I'm feeling colder, yes. I have to keep moving to stay warm. It's like the cold is inside me, not just around me.<</say>>
Your voice sounds strange to your own ears, the words coming out with more difficulty than you expected. The cold seems to be sapping your strength, your muscles aching with the effort of maintaining your body temperature.
<<say $companionSaeko>>Fascinating. Your body has adopted an ectothermic state, similar to some reptilian species. You're dependent on external heat sources now.<</say>>
Saeko's eyes light up, her scientific curiosity clearly piqued. She quickly pulls her hand back, her brow furrowing in thought.
<<say $mc>>Does that mean I'm a lizard now?<</say>>
Your attempt at levity falls flat, the cold seeming to sap not just your warmth but your sense of humor as well.
<<say $companionSaeko>>Not exactly. Your physiological responses have changed, certainly, but your genetic makeup remains the same. You're still a human... just a cold one.<</say>>
Saeko's words are clinical, detached, but you catch the faintest hint of concern in her voice. The snowfall around you provides a stark contrast to the warmth of her presence in this icy layer of the Abyss.
[[End your conversation|Party overview][$convo.saekoColdBlooded = 1, $companionSaeko.affec+=(1+$hsswear)]]The dim caverns of the third layer of the Abyss echo with the slow drip of water and the faint rustle of unseen creatures. The walls, slick with condensation, reflect the pale glow of luminescent fungi, casting an eerie, otherworldly light on your gooey form. Your sticky, slimy figure, once human, is now a shimmering $mc.skinColor, reflecting the surreal colors around you.
<<say $companionSaeko>>I must admit, your current physiological state is truly... fascinating. I've read about changes like this, but to see it in action is another matter entirely.<</say>>
Saeko's eyes, wide with curiosity and a hint of concern, study your form. Her gaze is clinical, inquisitive, as she stretches a hand to gently touch your arm. The contact sends a peculiar sensation rippling through your gelatinous form, neither pain nor pleasure, but something altogether foreign.
<<say $mc>>Does it bother you, Saeko? My... transformation?<</say>>
The faintest trace of a blush tints Saeko's cheeks, but she quickly regains her composure, shaking her head. Her fingers, though retracted, leave a faint, tingling trail on your arm.
<<say $companionSaeko>>Not at all. It is... different, yes, but it's a testament to the transformative properties of the Abyss. You've become something out of a theoretical paper, a living embodiment of adaptation and survival.<</say>>
Saeko's voice echoes in the dim cavern, a soft counterpoint to the haunting silence. She brushes a stray lock of hair from her face, her expression one of focused fascination. Her fingers twitch, longing to note down observations, but her gaze never leaves you.
<<say $mc>>I'm glad you're taking it well. I was afraid you'd be... well, afraid.<</say>>
Saeko smiles then, her eyes softening as she looks at you. The academic veneer momentarily slips away, revealing the gentle concern lurking beneath her curiosity.
<<say $companionSaeko>>Your wellbeing is important to me. It's not just about the science, you know. But, I must admit, I can't help but find this... change... intriguing.<</say>>
Saeko's words hang in the air, echoing the sentiment in her eyes. Her scientific fascination with your transformation, though prominent, is tempered by genuine care and concern. She takes a step back, a silent promise to respect your space and boundaries, as you begin to continue your journey onwards.
[[End your conversation|Party overview][$convo.saekoGooey = 1, $companionSaeko.affec+=(2+$hsswear)]]The dimly lit caverns of the third layer of the Abyss cast an eerie greenish hue, accentuated by the soft bioluminescent flora growing on the cavern walls. The occasional drip of water from the stalactites above punctuating the eerie silence of the caves.
<<say $companionSaeko>> Your eyesight... it's been noticeably worse since yesterday, hasn't it?<</say>>
Saeko's words hang in the air as she inspects you, her own red glasses reflecting the ambient glow. Her eyes, sharp and analytical, skim over you, the clinical gaze of a scientist dissecting a new phenomenon.
<<say $mc>>Yes, it's been quite... challenging. I can barely see past my own hand without these.<</say>>
You motion to the unstylish glasses perched on your nose, their thick lenses amplifying the cavern's light into your eyes. There's a slight discomfort, a small reminder of your newfound sensitivity.
<<say $companionSaeko>>Fascinating. The Abyss has a way of exaggerating our vulnerabilities, doesn't it?<</say>>
Her voice is calm, her scientific curiosity outpacing any underlying concern. She lifts her notebook, the worn leather cover illuminated by the bioluminescence around you. Her hand is steady as she jots down her observations, her red glasses slipping slightly down her nose.
<<say $mc>>I suppose it does. Though, I can't say I find it as fascinating as you do.<</say>>
Your voice carries a hint of amusement, watching as Saeko's eyes light up with the thrill of discovery. You adjust your glasses, the frames uncomfortably foreign against your skin.
<<say $companionSaeko>>Do the glasses help at all?<</say>>
She looks at you again, her gaze flickering with a strange mix of academic interest and something more personal, a hint of care buried under layers of scientific objectivity.
<<say $mc>>They do, somewhat. But it's... strange. I've never had to rely on them before.<</say>>
Saeko nods, chewing on her bottom lip in thought, her hands instinctively adjusting her own glasses.
<<say $companionSaeko>>Keep observing the changes, and let me know if anything else occurs. We must understand the effects better if we are to properly manage them.<</say>>
Her words are logical, practical, and yet, underneath it all, you can't help but sense a hint of worry, a crack in her scientific armor.
[[End your conversation|Party overview][$convo.saeko20 = 1, $companionSaeko.affec+=(1+$hsswear)]]The first layer of the Abyss unfurls around you in an spectacle of slightly alien plant life. The air, thick with the scent of unknown flora, fills your lungs with an intoxicating sweetness. The shadows cast by the towering plants dance and sway. You can feel the tickle of the wind on your recently sensitized skin.
<<say $companionSaeko>>You've been acting differently since yesterday, you know. Unusual physiological responses, heightened skin reactivity, and your pupils are noticeably dilated... It's fascinating.<</say>>
Saeko's observant gaze scrutinizes you, her dark eyes reflecting the miasmal light of the Abyss. She removes a pair of gloves from her bag, her fingers meticulous and precise.
<<say $mc>>I can't deny it, Saeko. It's like every nerve ending is on high alert. Even the smallest touch...<</say>>
Your voice trails off, the sensation of your clothes brushing against your skin proving to be a continuous source of distraction.
Saeko nods, her analytical mind whirring with theories and hypotheses. She steps closer, her every move deliberate and calculated.
<<say $companionSaeko>>May I?<</say>>
Her voice is steady, but there's a hint of curiosity, an eagerness to understand that softens her normally stern demeanor.
<<say $mc>>Sure, just... be gentle.<</say>>
A small smile tugs at the corner of your lips, a mix of anticipation and anxiety coursing through you.
Saeko, with your consent, reaches out to brush a gloved hand across <<if $mc.breastsCor > 0 >>your breasts<<elseif $mc.penisCor > 0>>your bulge<<else>>your sensitive regions<</if>>. The sensation, although mild, sends a thrilling shiver down your spine, making your breath hitch. Saeko's eyes widen slightly, her brow furrowing in intrigue.
<<say $companionSaeko>>Remarkable... Your responses are akin to extreme tactile hyperesthesia, but you don't seem to be in pain. Quite the contrary.<</say>>
She withdraws her hand slowly, her gaze following the lingering trail of goosebumps on your skin.
<<say $mc>>It's... overwhelming, to be honest.<</say>>
Your words hang in the air, the mesmerizing beauty of the Abyss serving as a backdrop to the odd intimacy of this moment.
Her gaze meets yours again, the academic in her wrestling with the concern for a friend. Despite the mystifying allure of the Abyss, the unique transformation you're undergoing is equally, if not more, captivating to her.
[[End your conversation|Party overview][$convo.saekoIncreasedSensitivity = 1, $companionSaeko.affec+=(1+$hsswear)]]s you wander through the sixth layer, perpetual crimson haze hangs in the air, obscuring the distant twisted formations and bathing everything in a hellish glow. The faint scent of sulfur permeates the atmosphere, filling your nostrils with its pungent aroma.
<<say $companionSaeko>>I noticed some physiological changes in you, most interestingly your... increased fluid production. It appears the Abyss has affected you in quite a unique manner.<</say>>
Saeko's voice echoes in the eerie silence of the Abyss, her cool analytical demeanor in stark contrast with the infernal surroundings. She adjusts her glasses, her eyes scanning you with scientific curiosity.
<<say $mc>>It's... uncomfortable. But I suppose it could be worse. At least it doesn't hurt.<</say>>
Your voice cracks slightly, betraying your discomfort. You feel the trickle of fluid down your thighs, the perpetual slickness an unusual sensation that hasn't ceased since the transformation.
Saeko nods, scribbling something in her notepad. She's always been more comfortable with her research than interpersonal relations. Yet, there's a furrow in her brow and a slight crease in her normally composed expression.
<<say $companionSaeko>>It's indeed quite fascinating from a biological standpoint. The increased fluid production could potentially indicate heightened fertility, but it's hard to say without further examination. I wonder if...<</say>>
She hesitates, her gaze meeting yours for a moment before dropping to her notepad again. It's clear she's trying to navigate the strange intersection between her academic curiosity and her concern for you.
<<say $mc>>I appreciate the offer, Saeko. But for now, let's just focus on getting through the Abyss. I can deal with the... changes.<</say>>
Her gaze softens, the corners of her lips twitching upwards in a small, understanding smile. As the two of you continue your arduous journey, the acrid smell of the Abyss mingles with the distinct scent of your new, unusual fluids
[[End your conversation|Party overview][$convo.saekoLeaky = 1, $companionSaeko.affec+=(1+$hsswear)]]The cityscape around you hums with a quiet, artificial life. Neon lights flicker and shimmer in the polished chrome buildings, casting shades of cobalt and electric pink across the deserted streets. Your gaze can only just reach the bases of these towering monoliths from your new, downscaled perspective. The normally gentle thrum of electricity running through the city now sounds like the deafening roar of a waterfall to your sensitive, miniaturized ears.
<<say $companionSaeko>>Fascinating... The phenomena of the Abyss never cease to astonish me.<</say>>
Saeko murmurs, carefully adjusting her glasses. She's crouched down, her piercing gaze fixed on you. From your current height, she seems as colossal as the surrounding architecture.
<<say $companionSaeko>>I hope you're not feeling any discomfort. The sudden decrease in size must have been... quite a shock.<</say>>
You feel your feet lift off the cold metal surface beneath you as Saeko gingerly lifts you off the ground, places you in her palm, and raises you to eye level. The world sways beneath you with the slight, controlled tremor of her hand. Her face, framed by the neon glow of the city, displays a mixture of concern and curiosity.
<<say $mc>>It's a bit weird, to be honest, Saeko. Everything is so... loud. So big.<</say>>
Your voice sounds tinny and strange to your own ears. The city's hum, already loud, grows deafening as you speak, as if your words were competing with the city's synthetic heartbeat.
<<say $companionSaeko>>Indeed, your sensory perception must be radically different. I wonder how this change will impact our understanding of the Abyss... And of course, how it will affect our expedition.<</say>>
She frowns, her brow furrowing in deep thought.
<<say $companionSaeko>>Adaptation will be critical. I'll need to devise some method of transportation for you.<</say>>
With a soft smile, she places you gently into a pocket of her coat, providing a temporary refuge from the overbearing city sounds. The fabric mutes the harsh neon lights, casting a soothing, dim glow around you. Saeko's heartbeat, steady and rhythmic, provides a comforting backdrop to the city's clamor.
<<say $mc>>I appreciate your help, Saeko. It's... unsettling, this change. But I'm glad you're here with me.<</say>>
In the darkness of her pocket, the world doesn't seem so overwhelmingly large, and your journey through the Abyss, though changed, seems a little less daunting.
[[End your conversation|Party overview][$convo.saekoMinish = 1]]As you wander through the seventh layer, your colossal form casts an even more massive shadow that stretches out in the city's lights, consuming entire blocks in its inky expanse.
<<say $companionSaeko>>Your transformation is quite... extraordinary, isn't it?<</say>>
Saeko gazes up at you, her wide eyes reflecting the neon glow of the city. Despite the awe-inspiring sight of your towering form, her voice maintains the calm, methodical tone of a dedicated scientist, as if she were observing an intriguing specimen in her laboratory.
<<say $mc>>It's been difficult to adjust, but I'm managing.<</say>>
Your voice rumbles down to her like distant thunder, your breath stirring up small gusts of wind that ruffle her hair.
<<say $companionSaeko>>Indeed. I can only imagine the challenges you face, both biomechanically and physiologically. The sheer increase in mass must be causing a significant increase in your energy requirements.<</say>>
She taps a finger against her chin, her gaze lost in thought as she studies you. Her analytical side is clearly captivated, viewing your situation through the lens of a researcher.
<<say $mc>>You're right. I've been feeling hungrier than usual.<</say>>
Your massive hand moves to rub at your stomach, the action causing nearby structures to tremble slightly with your movements.
<<say $companionSaeko>>I suspected as much. I'll start modifying our food supplies accordingly. But, it's not just the physical changes we have to consider. There are also psychological implications to such a drastic alteration.<</say>>
The corners of her lips pull into a tight line, her gaze softening slightly as she looks up at you. Her scientific curiosity is still present, but you can also see a hint of concern in her eyes.
<<say $mc>>What do you mean?<</say>>
Your brows furrow in confusion, the action causing a ripple to move through the skin on your forehead.
<<say $companionSaeko>>Changes of this magnitude can affect one's perception and cognition. This new perspective, the change in your body schema, it could potentially impact your spatial awareness and even your sense of self.<</say>>
Her voice is steady, but there's a note of unease underlying her words. It's clear that she is worried about more than just the physical implications of your transformation.
<<say $mc>>You think it could affect my mind?<</say>>
A slight tremble enters your voice, betraying your apprehension. The towering buildings seem to sway sympathetically with you as you tower over them, a lonely giant in a city built for smaller beings.
<<say $companionSaeko>>It's a possibility we cannot ignore, yes. But remember, we're in this together. We'll observe, adapt, and overcome, just as we've always done.<</say>>
She squares her shoulders and looks up at you with a determined expression.
<<say $mc>>Thank you. That's comforting, Saeko.<</say>>
Despite your colossal size, her words manage to provide some solace. Your huge hand gently pats the ground beside her, an attempt at a reassuring gesture on a scale that the city has never witnessed before.
[[End your conversation|Party overview][$convo.saekoColossal = 1]]The air was thick with sulfur, yet it was not completely unpleasant, the scent strangely comforting as it seemed to emphasize the alien yet powerful aspect of your recent transformation.
<<say $companionMaru>>Oh my gosh, just look at you!<</say>>
Maru's voice was a soft, excited squeal, his eyes wide and sparkling as they took in your new appearance. The young man, clad in a frilly dress, clutched his hands together, bouncing on his toes in his excitement.
The corners of your mouth twitched upwards in an amused smile, your fingers reaching up to trace the intricate patterns of the horn protruding from your forehead. It was a strange sensation, the horn warm and surprisingly sensitive to touch.
<<say $mc>>"It's quite the change, isn't it?"<</say>>
You tilt your head to allow Maru a better view.
Maru nodded vigorously, his twin tails of vibrant hair bobbing along with his movements. He moved closer, his curious gaze flitting between your eyes and the towering horn that adorned your head.
<<say $companionMaru>><<if $hornVariation === "draconic">>It's like... like you're a real-life dragon now! <<elseif $hornVariation === "demonic">> It's like... like you're a real-life demon now! <<elseif $hornVariation === "unicorn">>It's like... like you're a real-life unicorn now! <</if>>It's so, so amazing! It really suits you, you know?<</say>>
Maru gushed, his cheeks flushed with excitement, a stark contrast to the dim, ominous backdrop of the hellish tentacle-scape you're wandering through.
You let out a chuckle, patting the young man's head affectionately. His excitement was infectious, and you found yourself growing fond of your new appendage, as odd as it was.
<<say $mc>>Thank you, Maru. It's not every day you wake up with a $hornVariation horn, but I think I can get used to it.<</say>>
Maru's giggles echoed around you, a sweet melody against the low rumble of the sixth layer around you.
[[End your conversation|Party overview][$convo.maruHorny = 1, $companionMaru.affec+=(1+$hsswear)]]The alien beauty of the first layer is a stark contrast to the bleakness in Cherry's dull eyes as she gazes at you. She sits on a mossy outcrop, her knees drawn up to her chest, and her chin resting on her folded arms.
<<say $companionCherry>>You look... different today, don't you?<</say>>
Her voice is barely above a whisper, as if she's afraid to disrupt the tranquil atmosphere around you.
You glance down at your newly transformed body, feeling a bit self-conscious due to the changes. The clothes that used to fit snugly now hang a little loose, emphasizing the transformation.
<<say $mc>>Different how?<</say>>
You try to sound nonchalant, but your voice betrays a hint of anxiety.
Cherry remains silent for a moment, her expression impassive, as if she's carefully selecting her next words. Her thin fingers idly trace an intricate pattern on the mossy ground.
<<say $companionCherry>>Less... substantial, I guess.<</say>>
She seems to hesitate in her response, as if trying to phrase it in a way that is least likely to upset you. You instinctively fold your arms over your chest, an attempt to hide the changes from her and from yourself. But it's a futile gesture. The sensation of emptiness is a constant reminder of the Curse you've obtained.
<<say $mc>>Do you think it makes me less... desirable?<</say>>
The words slip out before you can stop them, but there is an earnest curiosity underlying your question.
She raises her head, her gaze meeting yours. For a moment, her eyes flicker with something akin to surprise, before the familiar veil of apathy settles back in.
<<say $companionCherry>>That... would depend on who you're trying to appeal to, wouldn't it?<</say>>
Her voice holds an unusual note of softness.
<<say $companionCherry>>But you're still you, no matter how your appearance changes. Isn't that what matters most in the end?<</say>>
Her words, though spoken with the same flatness as always, carry a strange sense of comfort.
[[End your conversation|Party overview][$convo.cherryShrunkenAssets = 1, $companionCherry.affec+=(1+$hsswear)]]After a long day of hiking through the caves, you sit, resting after the day's exhausting adventure, your shirt feeling peculiarly tight around your chest.
<<say $companionCherry>>You seem... different today. Is it... the Abyss doing its thing again?<</say>>
Her voice, typically monotonous, carries a hint of curiosity, pulling her from her usual state of resignation. Her weary eyes, once dull, now glimmer with a spark of interest as they cast a fleeting glance at your chest.
<<say $mc>>It appears so. Changes are inevitable down here, aren't they?<</say>>
Your words hang in the air, mingling with the damp chill of the cave. You feel a pang of sensitivity, your skin tingling under her gaze. Unconsciously, your arms fold across your chest, attempting to conceal the unusual swelling.
<<say $companionCherry>>They say... change is the only constant in the Abyss. It's kind of... ironic, isn't it?<</say>>
A hint of a smile tugs at the corners of her lips, a rare sight that adds a touch of warmth to her otherwise cold demeanor. Cherry, in her resigned acceptance of the Abyss's peculiarities, has found a strange semblance of humor in it.
<<say $mc>>I suppose it is. I guess we just have to roll with it.<</say>>
Your voice wavers slightly, but you manage to maintain a playful tone. For a moment, the sense of discomfort from your transformation fades, replaced with an odd feeling of camaraderie.
<<say $companionCherry>>Roll with it... yeah, I can do that.<</say>>
Her voice drifts off as her gaze flits back to the flickering glow of the bioluminescent fungi.
[[End your conversation|Party overview][$convo.cherryDoublePepperoni = 1, $companionCherry.affec+=(1+$hsswear)]]The arctic winds of the Abyss whip around you, a chilling symphony of whistles and howls. The fourth layer is a desolate, snowy landscape stretching far into the horizon, a world cloaked in white and blue. Your breath steams in the frosty air, crystallizing in front of your face. Your new teeth, unnaturally sharp and prominent, feel awkward in your mouth, especially the ones that extend beyond your lips.
<<say $companionCherry>>You look... different today.<</say>>
Cherry murmurs, her voice barely audible over the shrill wind. Her eyes, usually dull and void of emotion, flicker with a trace of curiosity as they focus on your mouth. She brushes a strand of frosty hair from her face, her gaze unwavering.
<<say $companionCherry>>Your smile... It's scary now, but oddly... interesting.<</say>>
Her words hang in the air, and the faintest ghost of a smile flickers across her lips. It's a rare show of emotion that fades as quickly as it comes. The snowfall seems to soften around her, the flakes drifting gently onto her red hair and pale shoulders.
<<say $mc>>Scary, huh? I suppose it's a bit much. But I'll get used to it, won't I?<</say>>
Your words are punctuated by a sharp click as your teeth come together, an unfamiliar sound that echoes in the empty expanse. Cherry flinches ever so slightly, her eyebrows knitting together in a mixture of concern and... intrigue.
<<say $companionCherry>>Yeah. Maybe you will.<</say>>
She replies, her voice so soft it almost merges with the whispering wind.
<<say $companionCherry>>After all, we all change down here. Constantly. Unavoidably.<</say>>
Her eyes return to the vast emptiness in front of her, yet there's an unfamiliar spark in them. It's the subtlest hint of anticipation, or perhaps fascination. A small, almost imperceptible change in her demeanor.
<<say $companionCherry>>Maybe it's not so bad... for things to be a little different.<</say>>
She pulls her threadbare coat tighter around herself, the howling wind seemingly unfazed by her quiet resilience. The icy landscape might seem utterly devoid of warmth or comfort, yet, in that moment, there's a strange sense of camaraderie between you and Cherry. A shared understanding. A journey, not just through the Abyss, but through the changes it has wrought within you.
[[End your conversation|Party overview][$convo.cherryMegadontia = 1, $companionCherry.affec+=(1+$hsswear)]]The blazing miasmal light casts a harsh glare on the arid dunes of the Abyss's fifth layer. The hot sand underfoot feels like a furnace, and even the air tastes of dust and dry heat. Amidst this inhospitable landscape, you stand, transformed by the Curse you obtained the day before.
<<say $companionCherry>>You look... different.<</say>>
Cherry's voice is as flat and unenthusiastic as ever, her eyes just as dim. She doesn't seem shocked or scared by your transformation; rather, her gaze is resigned, as though she had expected this all along.
<<say $mc>>Different how, Cherry? I don't believe I've changed physically at all.<</say>>
Your voice, now deeper and somehow crueler, echoes in the vast expanse of the desert, startling a small flock of birds into flight in the distance.
<<say $companionCherry>>Your eyes... they're not the same. They're colder... harsher.<</say>>
Cherry reaches out with a slender hand, her fingers brushing against your cheek in a fleeting touch. The action seems to take a great deal of her energy, and she quickly retracts her hand, letting it fall limply by her side.
<<say $mc>>Does it scare you?<</say>>
Your question hangs in the air, a dark amusement hidden in your words. Cherry doesn't reply immediately, her eyes darting away from yours to stare blankly at the horizon.
<<say $companionCherry>>No... Nothing really scares me anymore.<</say>>
She shrugs, the action looking so small and defeated in the vast, scorched desert. Then, she gives a small, wistful smile, the first hint of emotion you've seen on her face.
<<say $companionCherry>>But I liked your old eyes better. They were... kinder.<</say>>
Her words, though spoken in her usual, lifeless tone, carry a weight of melancholy and nostalgia. You feel a pang of something – regret, perhaps, or guilt – but it is quickly overtaken by the sadistic pleasure that the Curse brings, numbing your capacity for empathy. You find yourself enjoying the pain and loss that Cherry feels for the older version of yourself.
<<say $mc>>I'm still the same person, Cherry. I'm still with you.<</say>>
Your words sound hollow even to your own ears, the irony of the situation not lost on you.
[[End your conversation|Party overview][$convo.cherryDoS = 1, $companionCherry.affec-=(1+$hsswear)]]The heat of the Abyss prickled against your skin, a grim reminder of the relentless hostility of this place. The infernal hellscape of the sixth layer stretched out before you, its hellish glare bouncing off Cherry's pallid complexion, making her look even more ghostly.
<<say $companionCherry>>What are you doing?<</say>>
Cherry's voice echoed, sounding as if it was swimming through the dense, hot air. Her eyes, usually vacant and distant, now held a flicker of interest as she watched your hand wander to her chest.
You paused, blinking at your own hand as if it was an alien thing. A blush spread across your face as you realized what you were doing.
<<say $mc>>I... uh, I didn't realize. I apologize, Cherry.<</say>>
Your voice wavered, embarrassment mixing with the odd sensation of your body acting on its own.
The corners of Cherry's lips twitched upwards in the faintest hint of a smile. It was such a rare sight that it almost seemed more shocking than your own action.
<<say $companionCherry>>It's okay... It's not like you were hurting me or anything.<</say>>
Her voice was as flat as ever, but there was a strange softness to it that you hadn't heard before.
Your hand, as if it had a mind of its own, began to move again, fingers brushing over the soft fabric of Cherry's dress, tracing the curve of her breasts. The heat of the Abyss seemed to intensify, your pulse thrumming loudly in your ears.
<<say $mc>>I can't... I can't seem to stop it.<</say>>
You confessed, your voice barely a whisper.
Cherry's gaze dropped to your hand, watching it with a detached fascination. For a moment, the desolate look in her eyes seemed to waver.
<<say $companionCherry>>I guess... it's just something we have to deal with here... in the Abyss.<</say>>
She murmured, but she didn't pull away, she didn't even seem to mind as you continued your ministrations until you decided to get moving once again.
[[End your conversation|Party overview][$convo.cherryWanderingHands = 1, $companionCherry.affec+=(1+$hsswear)]]The gloomy neon lights of the seventh layer of the Abyss flicker erratically, casting long, jittery shadows across the deserted streets of the robotic cyberpunk city and creating a melancholic backdrop to your exploration.
<<say $companionCherry>>You seem to be struggling with that, you know?<</say>>
Cherry's voice is a flat monotone, as if she's commenting on the weather rather than your predicament. She's observing you trying to lift your pack, an item that used to be an effortless part of your journey.
A sigh escapes your lips, filled with frustration. The once easy task of lifting your backpack has turned into a Herculean effort, your muscles straining against the once manageable weight.
<<say $mc>>It's nothing, Cherry... just, having an off day, I guess.<</say>>
Your voice cracks a little, betraying the irritation and embarrassment you feel.
Her green eyes, usually so dull and void of life, flicker with something you've not seen before. They widen slightly, just a hint of surprise and curiosity seeping through her depressive fog. The neon cityscape reflects in her irises, painting an eerie picture of shifting lights and shadows.
<<say $companionCherry>>Off day? You've been having trouble with that since yesterday. You're... changing, aren't you?<</say>>
Her voice trails off, the last word hanging in the air like a tangible thing. She doesn't sound concerned or alarmed, more intrigued and slightly... amused? It can be hard to tell with Cherry.
You exhale, setting the backpack down. The relief in your muscles is almost immediate, but it's short-lived as you turn to face her. You meet her gaze, the neon light casting an unnatural glow on your face.
<<say $mc>>Maybe I am, Cherry. This is the Abyss after all. People change here.<</say>>
You try to make light of the situation, your voice filled with a forced cheeriness.
She doesn't respond immediately. She just stands there, observing you. Then, a tiny quirk of her lips appears, so quick you almost miss it. It's a stark contrast to her usual flat affect, a small, cute crack in her armor of indifference.
<<say $companionCherry>>I suppose that's true... just don't forget to ask for help if you need it, alright?<</say>>
Her voice is still flat, her words laced with resignation, but the hint of concern is there, buried beneath the layers of fatigue and depression.
[[End your conversation|Party overview][$convo.cherryWeakling = 1, $companionCherry.affec+=(1+$hsswear)]]The first layer of the Abyss is a marvel of serene twilight, an eerie yet captivating spectacle. Unearthly trees reach high towards the dim-lit sky, their leaves rustling in a whispering breeze, and the air is crisp with a touch of metallic chill. You and Cloud take a moment to rest, your recent transformation rendering you a bit disoriented.
Your $mc.hair colored hair, a stark contrast to the natural hues of this layer, adds an exotic aura to your presence. The change is somewhat unsettling, despite being relatively minor.
<<say $companionCloud>>Well, well, aren't you a sight for sore eyes? I always know you have a spark, but this... This is a full-blown flame.<</say>>
Cloud reclines against an imposing tree, his eyes gleaming with a mix of mischief and admiration. He crosses his arms, his ruggedly handsome face lit by an easy grin, reflecting the playful twinkle in his eyes.
<<say $mc>>It's certainly a change, isn't it? I'm still getting used to it.<</say>>
You brush your hand through your $mc.hair colored hair, feeling the strands slide through your fingers, the visual reminder of the Abyss's influence.
<<say $companionCloud>>Change, my dear, is the essence of life. And you... you become a glorious representation of that philosophy. You carry it with poise, like an artist's brushstroke on a canvas.<</say>>
Cloud's words resonate in the tranquil air, his voice rich with warmth. He moves to stand next to you, a picture of confidence against the backdrop of the Abyss, his eyes focused on the horizon but his thoughts, it seems, are much closer.
<<say $companionCloud>>It's a symbol, don't you see? A symbol of transformation, adaptation. It's beautiful. You're beautiful.<</say>>
He turns to look at you, a sincere glow in his eyes that mirrors the earnestness in his words. His charismatic presence weaves through the mystical environment, a portrait of a man dreaming yet firmly anchored in the reality of his vision. A new world, a better world, and you, at his side, evolving together with the Abyss.
[[End your conversation|Party overview][$convo.cloudPerma = 1, $companionCloud.affec+=(1+$hsswear)]]The canopy of the second layer stretches far above you, a dizzying array of greenery pierced by sharp shafts of sunlight. The air is thick with the smell of damp earth and the peculiar sweet aroma of unseen flowers. Your new tail, bushy and more akin to a $mc.curses.filter(c => c instanceof FluffyTail)[0].tailType's than any other creature's, twitches behind you. It's an unfamiliar feeling, the sensation of it brushing against your legs as you move, a constant fluffy presence.
<<say $companionCloud>>Well, if it isn't the cutest adventurer in all the Abyss.<</say>>
Cloud's voice echoes from behind you, his tone playful yet laced with a hint of admiration.
You turn to find him leaning against a colossal tree trunk, arms folded across his chest. His eyes, sparkling with a hint of mischief, rove over your altered appearance. His lips curl into a teasing grin, one that accentuates his devilishly handsome features.
<<say $mc>>Is this how you greet everyone you travel with, or am I special?<</say>>
Cloud chuckles, a sound as smooth and enticing as a river's flow, pushing himself off the tree. His boots crunch on fallen leaves as he approaches, the dappled sunlight from above casting intriguing shadows on his face.
<<say $companionCloud>>No, you're special, all right. You've got to admit, it's not every day you see someone sprout a fluffy tail. Especially one as charming as yours.<</say>>
A crimson blush blossoms on your cheeks, feeling the soft touch of his fingers brushing the fluffy tuft of your tail. A rush of unexpected sensation washes over you, making your heart beat a touch faster.
<<say $mc>>Charming, huh? Didn't know you're into tails, Cloud.<</say>>
Cloud laughs once more, his laughter echoing amidst the stillness of the forest. He lifts his gaze to meet yours, a knowing look in his eyes that only makes your heart flutter more.
<<say $companionCloud>>I'm into a lot of things.<</say>>
He winks at you as he speaks.
<<say $companionCloud>>But most of all, I'm into seeing people embrace change. And you, my dear, you manage to turn even a curse into an opportunity. That's more than charming, that's... enchanting.<</say>>
He offers you a soft, genuine smile, and for a moment, his playful facade falls away, revealing a glimpse of the heartfelt admiration beneath.
[[End your conversation|Party overview][$convo.cloudFluffyTail = 1, $companionCloud.affec+=(1+$hsswear)]]The air is cold and damp, filled with the echoing drips of water from stalactites in the third layer of the Abyss. Faint luminescent moss grows on the walls, casting an eerie glow that stretches across the shadowy expanse. You stand there, the eerie glow casting flickering shadows on you. But it's not your outward appearance that has changed the most - it's the shift in your demeanor, the newfound softness in your gaze, and the subtle yielding to Cloud's suggestions that marks the true transformation.
<<say $companionCloud>>Well, aren't you a sight for sore eyes? I'm not sure what's happened, but you've got this alluring glow about you now. A charm that wasn't there yesterday.<</say>>
His voice, a harmonious blend of mischief and allure, echoes through the cavern. His eyes, lit up by the ethereal light, carry a glint of curiosity.
<<say $mc>>I... I feel different, Cloud. I'm not sure how to explain it, but I feel as though...I'm more inclined to listen to others, to go along with what they say.<</say>>
You admit, your voice echoing softly in the cold air of the Abyss.
Cloud chuckles, a warm, hearty sound that bounces off the stone walls, chasing away the eerie silence. He steps closer, his tall form silhouetted against the eerie green light of the cavern.
<<say $companionCloud>>Well, there's nothing wrong with a bit of... flexibility. It doesn't make you less. Remember, water can carve canyons over time. The strength of your spirit, the courage of your heart, they're all still there. If anything, you've become more versatile. More adaptable.<</say>>
His hand reaches out, gently brushing a stray lock of hair from your face. His touch is warm, contrasting the chilliness of the cavern around you. His fingers linger for a moment longer than necessary, a testament to his charismatic nature, and then he steps back, giving you space once again.
<<say $companionCloud>>You're still you, just a different shade. You're still the person I chose to venture into the Abyss with. And I believe in you, no matter what.<</say>>
His voice resonates with sincerity, reinforcing the bond you share as you explore the mysteries of the Abyss together, facing whatever changes and challenges it throws at you.
[[End your conversation|Party overview][$convo.cloudSubmissivenessRectificationA = 1, $companionCloud.affec+=(1+$hsswear)]]Snowflakes dance in the air, glinting like tiny diamonds as they flutter in the half-light of the Abyss's fourth layer. The cold cuts through your clothing and leaves your breath hanging in the air like a spectral echo. You shiver, struggling to maintain a strong appearance despite your discomfort.
<<say $companionCloud>>You don't have to pretend it isn't freezing, you know.<</say>>
Cloud's words are almost lost in the icy wind, but his ever-present grin is as clear as ever against the stark white backdrop. His cobalt eyes study you, amused, from beneath the hood of his cloak.
<<say $mc>>I'm fine, really.<</say>>
A laugh slips from his lips, cutting through the quiet with a warmth that seems alien in the frigid wasteland.
<<say $companionCloud>>You're a terrible liar, you know that, right?<</say>>
He watches you curiously, seemingly unaffected by the cold. His words don't carry any harshness. Instead, they are lightly teasing, an extension of the playful charm that seems to be at the core of his being.
<<say $mc>>I... I just don't want to cause any trouble.<</say>>
There's a silence as Cloud's gaze softens, the mirth fading to reveal a flicker of understanding in his eyes.
<<say $companionCloud>>Hey, we're in this together. No need to sugarcoat things. If you're cold, you're cold.<</say>>
His words are simple, but they hold a sincerity that resonates in the stark, icy quiet. His playful demeanor fades for a moment, replaced by a sense of seriousness that matches the severity of the landscape around you.
<<say $mc>>Thank you, Cloud.<</say>>
Cloud's grin returns, brighter than before, and he winks at you.
<<say $companionCloud>>Don't mention it. Now, how about we get moving? We're not going to find the heart of the Abyss by freezing to death, are we?<</say>>
[[End your conversation|Party overview][$convo.cloudLieDetector = 1, $companionCloud.affec+=(1+$hsswear)]]The scorching heat of the fifth layer's desert lashes at your exposed skin. The sensation is akin to dancing barefoot on hot coals, but instead of agony, an odd sense of pleasure begins to unfurl within you, curling your lips into a twisted grin of delight.
<<say $companionCloud>>Interesting, I haven't seen that sort of smile on your face before.<</say>>
Cloud's voice, smooth as silk, cuts through the crackle of the searing air. His striking green eyes sparkle, mirroring the miasmal light's relentless glow.
<<say $companionCloud>>You're enjoying basking in this tormenting heat, aren't you?<</say>>
His gaze is fixed on you, as if he is studying an exotic creature in its natural habitat. Despite the unbearable heat, his characteristic confidence doesn't waver; instead, his charisma seems to intensify, undeniably alluring like a mirage in the merciless desert.
<<say $mc>>Can't help it, Cloud. This heat... it's not torment for me anymore. It's... blissful.<</say>>
You murmur to him, your voice strained with the pleasure-pain that prickles along your nerve endings.
A slow smile curls his lips, his interest piqued. The stark contrast of your change, the adaptation in the Abyss, it seems to fascinate him as much as it entranced you.
<<say $companionCloud>>You're starting to sound like a poet lost in her reverie. Didn't expect the unforgiving Abyss to bring out this side of you.<</say>>
He chuckles lightly, his eyes glinting with a roguish charm.
<<say $companionCloud>>It's strangely captivating. You're always full of surprises, aren't you?<</say>>
Despite the heat that turns your world into a scintillating blur, you are acutely aware of his presence as you continue your journey through the desert.
[[End your conversation|Party overview][$convo.cloudDoM = 1, $companionCloud.affec+=(1+$hsswear)]]The crimson sky of the Abyss flickers as twisted and monstrous tendrils snake around the landscape, the ground throbbing with an ominous life of its own. The sanguine light casts an eerie glow onto the interior of your temporary camp. The shadows dance on the rippling walls of your tent, manifesting in bizarre, inky patterns.
<<say $companionCloud>>Well, well, look at you. You've got a new... spring in your step.<</say>>
Cloud observes you, his eyes twinkling with an inscrutable gleam. His voice is like warm silk, comforting yet undeniably provocative.
His observation doesn't escape you, the truth of it tingling just beneath your skin. You feel different; there's a softness about you that wasn't there before, an overwhelming urge to yield and obey. You sense Cloud's gaze lingering on your form, studying the changes in your demeanor and appearance.
<<say $mc>>Do I?<</say>>
Your voice feather-light and hesitant.
<<say $mc>>How... how so?<</say>>
Cloud grins, leaning back against the gnarled tentacle behind him. His lean frame cuts a dark silhouette against the luminous backdrop of the Abyss. The soft rustle of his clothing fills the quiet air as he gestures for you to come closer.
<<say $companionCloud>>You've always had fire, don't get me wrong. But there's a softer glow about you now. It's like a flower opening up... embracing the sun.<</say>>
Heat flushes your cheeks at his words, a sense of warmth blooming in your chest. His observations feel so intimate, like he's looking past your exterior and seeing something new and different within you.
<<say $mc>>Is... is that a bad thing?<</say>>
He takes a moment before answering, his gaze steady and deep as the Abyss itself.
<<say $companionCloud>>No, it's not a bad thing at all.<</say>>
He reassures you, then with a playful gleam in his eyes, he tilts his head and softly instructs.
<<say $companionCloud>>Come here.<</say>>
His voice is a whisper, echoing in the strange, breathing silence of your surroundings.
A subtle current, like a magnetic pull, compels you towards him. Your heart pounds in your chest as you respond to his command, an instinctual obedience that feels both foreign and familiar.
<<say $mc>>Okay.<</say>>
Your voice is barely above a whisper. You feel a soft thrill run down your spine as you rise to your feet, responding to his words with an uncharacteristic compliance.
Slowly, you cross the small distance between you and him, each step resonating with the hypnotic pulse of the sixth layer's tentacles. Your senses are attuned to Cloud's presence, and as you draw nearer, the earthy scent of his clothes mixes with the exotic odors of the Abyss, creating a heady blend that sends your heart fluttering.
<<say $companionCloud>>That's it... Easy now.<</say>>
He murmurs as you approach, his dark eyes softening with an unreadable emotion.
Once you're within arm's reach, he reaches out, and his hand gently brushes against your arm. The contact sends a wave of warmth coursing through you, intensifying the peculiar sensations brought on by your transformation. You can't help but lean into his touch, yearning for more.
<<say $companionCloud>>Look at you... Responding so willingly. It suits you.<</say>>
His words drip with a quiet authority that stirs something deep within you.
<<say $mc>>Does it?<</say>>
Your voice is small, filled with wonder and a strange acceptance.
Cloud's smile is soft, his eyes reflecting the eerie glow of the Abyss as he nods.
<<say $companionCloud>>Yes. It truly does.<</say>>
Cloud assures you, his voice a comforting rumble that grounds you amidst the alien strangeness of the Abyss.
[[End your conversation|Party overview][$convo.cloudSubmissivenessRectificationB = 1, $companionCloud.affec+=(1+$hsswear)]]As you wander through the seventh layer, you notice Cloud giving you an odd look. His gaze lingers on you a moment longer before he moves to lean against a nearby wall, casting a quick glance around the desolate city.
<<say $companionCloud>>Let's talk about... how we're going to handle transactions when we get back up there.<</say>>
Cloud gestures vaguely upward, referencing the surface world you both had left behind.
He pauses, his gaze becoming more speculative as he studies you.
<<say $companionCloud>>You remember how we've always paid for things, right?<</say>>
His question hangs heavy in the air, despite the playful lilt to his tone.
<<say $mc>>Of course. What are you getting at, Cloud?<</say>>
Cloud chuckles, tipping his head back as a ripple of genuine laughter shakes his frame. When he recovers, his eyes are warm, his grin infectious.
<<say $companionCloud>>Well, when we get back to the surface, it seems like you'll have a whole new currency to work with.<</say>>
His smile fades a little, replaced by a thoughtful look.
<<say $companionCloud>>But be careful... it's a double-edged sword. And remember, every action has a reaction.<</say>>
The cryptic warning reverberates in the empty city, your mind whirling as you try to decode its meaning. You watch as Cloud moves away, his figure fading into the neon backdrop of the deserted cyberpunk city.
[[End your conversation|Party overview][$convo.cloudBarterSystem = 1]]Your morning starts with an eerie glow filtering through the vast trees of the first layer of the Abyss, casting long shadows that add an uncanny allure to the surroundings. A light wind blows through the canopy above, making the leaves whisper hushed secrets to each other. Your sensitive elf ears catch every sound with an unusual clarity, their pointy tips twitching in response.
<<say $companionLily>>Oh my goodness! Just look at you! Those elf ears, they're like... wow! Just wow!<</say>>
Lily's wide eyes gleam with excitement, her voice lively and high-pitched. She eagerly steps closer, examining your pointed ears with a mix of curiosity and wonder. Her finger traces lightly over the shape of your ears, and you feel a jolt of sensitivity.
<<say $mc>>Hey! That's... kinda sensitive.<</say>>
You step back, cupping your ears instinctively. The sensation was overwhelming, but not entirely unpleasant.
<<say $companionLily>>Oh, sorry! I just got a little excited, you know. This place... it changes you in the most incredible ways! You now have these adorable elf ears, they make you look just like an anime character!<</say>>
She chuckles, her hands animated as she describes your new look, a playful glint lighting up her eyes. Lily's enthusiasm is infectious, and despite the strange situation you find yourself in, you find yourself laughing along with her.
<<say $mc>>Well, as long as I look like one of the good characters, I suppose I can handle that.<</say>>
<<say $companionLily>>Oh, definitely! <<if $mc.gender < 6 >>A handsome, mysterious elven warrior<<else>>A beautiful, mysterious elven princess<</if>>, perhaps? And just think about how much better your hearing is now. Every sound in this place must feel like a melody to your ears!<</say>>
She prances around you, singing a high-pitched tune and laughing as your ears twitch in response. She continues on her fantastical ramblings for a while as you get moving once again.
[[End your conversation|Party overview][$convo.lilyKnife = 1, $companionLily.affec+=(1+$hsswear)]]In the embrace of the rainforest's symphony, you let your mind wander. A tame, yet distinctly tantalizing fantasy had taken shape, a daydream that painted Lily, your eccentric companion, in a new, intimate light.
It began simply, a friendly shared glance over the firelight, the playful sparks in her eyes reflecting the vibrant glow of the flames. A touch of shared warmth as you both reached for the last piece of a foraged meal - fingers brushing, a jolt of electric connection surprising you both.
The subtle fragrance of her hair, intensified by the humid rainforest air, filled your senses - a blend of rain-soaked ferns and something uniquely her. The sensation of her leaning into you, seeking warmth against the Abyss's chilly night, was surreal. A lingering touch, a lingering moment, and your pulse quickened as the line between friend and... something more, blurred.
Her bright purple eyes looked up at you, a world of shared secrets glimmering within. The light teasing in her voice softened to a husky whisper, sending delicious shivers down your spine. The feel of her fingers tracing small circles on the back of your hand, absentmindedly, or maybe not, sent a wave of anticipation coursing through you.
<<say $companionLily>>Well, well, aren't we lost in our thoughts? And with such a rosy glow too! Adorable!<</say>>
Lily's voice slices through your reverie like a sunbeam piercing the gloom, her laughter as vibrant as the lush foliage around you. Her bright purple eyes sparkle with amusement, the sight of your blushing face making her grin even wider. Her cotton candy colored hair - reflecting her bold personality - swings in harmony with her jubilant energy.
<<say $mc>>It's... It's nothing, Lily! Just... um... the heat, that's all!<</say>>
You stammer out the lame excuse, your face burning under her unabashed stare. You look anywhere but her, trying to create distance. However, the rainforest floor, a treacherous network of roots and vines, pushes you towards the grinning daredevil.
<<say $companionLily>>The heat, huh? Making you blush like a cherry? I'll remember that for the next time I want a good laugh!<</say>>
She saunters even closer, her probing gaze making you squirm. She maintains her relentless teasing, that infectious grin still playing on her lips. Pausing to adjust the straps of her backpack, she provides you with a moment of sweet relief from her pointed observations.
<<say $mc>>Can we... um... just move... forward?<</say>>
Your gaze darts to the inviting path ahead, the towering trees and vibrant undergrowth beckoning. It's a desperate attempt to divert the attention, a silent prayer embedded in your request.
<<say $companionLily>>Sure thing! But remember, no need to be all bashful about it. We're adventurers, change is our bread and butter! Now, let's see what other wonders the Abyss will reveal to us today!<</say>>
Her laughter echoes around the rainforest as she marches on, her unyielding enthusiasm matching the life teeming around you.
[[End your conversation|Party overview][$convo.lilyBlushingVirgin = 1, $companionLily.affec+=(1+$hsswear)]]The morning mismal light glimmers faintly against the frosted landscape of the Abyss's fourth layer. The world is a symphony of pure white; an orchestra of icicles hanging from unseen cliffs, ethereal snowflakes dancing with the wind, and the crunching echoes of icy snow underfoot breaking the tranquil silence. Nestled in the heart of this frigid landscape, you slumber peacefully, oblivious to the world, cocooned in layers of insulated fabric of your tent.
<<say $companionLily>>Oi! Sleeping Beauty! You've got to see this! The sunrise is phenomenal, like straight out of an anime!<</say>>
Lily's voice rings out, an energetic crescendo against the hush of the snowscape. Her rosy cheeks glow vibrantly against the icy blue backdrop, her wide, sparkling eyes shimmering with the thrill of a new day.
A dull sense of consciousness begins to rattle in your head. Stirring from your sleep, the warmth and comfort of your slumber begins to peel away, replaced by the biting cold of the Abyss's fourth layer.
<<say $mc>>Just... five more minutes, Lily...<</say>>
Your words come out in a low mumble, warmth and sleep still lacing your voice.
Her laughter rings out like a crystal bell, high and clear against the low murmur of the chilling wind. She kneels beside your sleeping bag, her hand gently shaking your shoulder.
<<say $companionLily>>Always with the sleep! Alright, you comfy-cozy adventurer, I'll give you five... but then you're getting up to see this, got it?<</say>>
Her words, although teasing, are laced with affection.
You let out a low, sleepy groan, pulling your sleeping bag tighter around you. The sheer comfort of sleep seems to be sinking into your very bones now, making it even more difficult to shake off the allure of the warm cocoon you've nested in.
<<say $mc>>Got it... five more minutes...<</say>>
Your words echo in the hushed cold, your breath forming icy crystals in the frigid air.
With a chuckle, Lily nudges you playfully, her fingers brushing against the rough material of your sleeping bag. The sound of her boisterous laughter echoing in the frosty air makes the icy wilderness a little less daunting, a little more like home. Her boundless energy and unquenchable thirst for thrill serve as an invigorating reminder of the grand adventure you have undertaken together.
<<say $companionLily>>Alright, sleepyhead! But remember, I'm setting a timer! Five minutes, and not a second more!<</say>>
Her voice is filled with infectious glee, her words laced with the excitement of the journey ahead.
[[End your conversation|Party overview][$convo.lilySleepTight = 1]]The merciless heat of the Abyss' fifth layer blazes above you, transforming the vast expanse of sand into a glittering, molten sea. The heat makes mirages dance at the edges of your vision, but the way Lily's eyes spark with fascination is entirely real.
<<say $companionLily>>Hey, look at you, you're like a rock star! Those claws of yours are so edgy!<</say>>
Her gaze is drawn to your hands, to the claws that have replaced your fingernails. The sunlight plays off them, glinting dangerously.
<<say $mc>>A rock star, huh? I was thinking more along the lines of a horror movie monster.<</say>>
You flex your fingers, the claws extending slightly. Their sharp edges glisten ominously. Lily's energetic enthusiasm doesn't falter; instead, she grins, her love for the eccentric and unusual palpable in the scorching air.
<<say $companionLily>>Well, aren't you the life of the party! Embrace the uniqueness! Plus, think about the practical applications. Can opener? You've got it covered. Need to carve your name in a tree? Easy peasy. You're like an overgrown Swiss Army Knife now!<</say>>
Her giggles echo through the barren landscape, a lively melody against the monotonous hum of the distant sandstorms.
<<say $mc>>Yeah, well, it's not all fun and games. Have you ever tried scratching an itch with these things?<</say>>
You brandish your claws, your movements somewhat clumsy as you're still getting used to the new weight and size of your talons. Lily chuckles, a mischievous glint in her eyes.
<<say $companionLily>>Ooh, a challenge! Maybe I could find a way to fashion some cute claw covers for you. Oh, or we could paint them! Do you think nail polish would work on those?<</say>>
She reaches for your hand, her touch feather-light as she traces the edge of one claw with the pad of her thumb, her brows furrowed in deep thought. The sensation sends a shiver up your spine, a curious blend of danger and comfort in her touch. Lily is both thrilled and unfazed by the changes in you, treating this journey through the Abyss with the same excitement she might show for an upcoming anime season premiere. It's part of what makes Lily, well, Lily.
[[End your conversation|Party overview][$convo.lilyMassacreManicure = 1, $companionLily.affec+=(1+$hsswear)]]The spectacle of the sixth layer of the Abyss stretches out around you, a dreamlike fusion of color and form. Tentacles of all sizes ripple around you, their alien forms casting otherworldly shadows against the Abyssal obscurity. The soft rustling of their movement forms an eerily calming melody, a stark contrast to the dangerous spikes jutting out from the surfaces of some of the tentacles near you.
<<say $companionLily>>You know, it's not every day you see someone sprout a tail. But with you, I feel like it's Tuesday!<</say>>
Her voice cuts through the low hum of the Abyss, a vibrant note of life amidst the foreign landscape.
You peer back at your new appendage, a sleek tail capped with a heart-like spade. It sways and twines with an autonomy of its own, its gleaming surface reflecting the light around it, every touch of the breeze causing a delightful shudder to roll down your spine.
<<say $mc>>Well, it's not like I had much choice in it. But it's... unique. Unexpected.<</say>>
A joyous, audacious laugh bursts from Lily, resonating within the winding corridors of the Abyss.
<<say $companionLily>>Unexpected, huh? That's one way to put it! But let's be honest, it suits you. You've got this little mischievous demon vibe going on. It's adorable!<</say>>
Her gaze, usually as lively and dynamic as her chitchat, stays on your tail, a hint of fascination flickering within her wide eyes. A tentacle draws near, the thorns scraping against the ebony surface of your tail. You draw back, but Lily is faster, batting the tentacle aside.
<<say $companionLily>>Watch out for those prickly things. Your tail seems sensitive. We wouldn't want anything to hurt it, now would we?<</say>>
A teasing note colors her voice, and her smile broadens as your tail wraps itself fondly around her arm in response.
<<say $mc>>Seems like it's taken a liking to you, Lily.<</say>>
Her laughter echoes once again, light and carefree, merging with the peculiar symphony of the Abyss. The strangeness of the new, of the foreign, fades into the pulsating rhythm of the world around you.
<<say $companionLily>>Well, the feeling's mutual. Now come on, we've got more of this Abyss to explore!<</say>>
With an energetic wave of her hand, Lily blazes the trail, your new tail trailing behind her, as your adventure continues deeper into the heart of the Abyss.
[[End your conversation|Party overview][$convo.lilyDrawingSpades = 1, $companionLily.affec+=(1+$hsswear)]]The lights of the cybernetic cityscape dance on the synthetic cobblestones beneath your feet. Pulsating billboards blink down on you, all empty, and the robotic chatter is a strange white noise in the background.
<<say $companionLily>>Oh my gosh, look at you! This is unbelievable!<</say>>
Lily's purple eyes widen to the size of dinner plates, her hair bounces as she hops up and down with an energy that seems insatiable even in the heart of this mechanized metropolis.
<<say $mc>>What? Is there something on my face?<</say>>
You try to find a reflective surface among the corroded steel and polished chrome, catching the sight of your face in the mirror-like surface of a deactivated android nearby. Your skin holds a strange pallor now, an eerie sheen beneath the flashing city lights.
<<say $companionLily>>No, silly, it's just... Well, you're not exactly 'on the sunny side up', are you?<</say>>
She pirouettes around you, her usual grin replaced by a mischievous smirk. She's always been quick with her wit and tongue, but there's a sparkle in her eyes now, a daring challenge.
<<say $mc>>I'm not really in the mood for your jokes, Lily.<</say>>
You frown at her, the discomfort of your condition now slightly prickling under the pale synthetic light.
<<say $companionLily>>Hey, don't be such a downer! You always want to stand out, right? Well, look at you now - the darkest thing in this bright neon city. Quite the scene-stealer!<</say>>
Her giggles ring in the quiet metropolis, a human sound in the monotone robotic harmony.
<<say $mc>>Yeah, a scene-stealer who needs to avoid sunlight and... needs a bit more than just food to survive.<</say>>
You avert your gaze, staring at the shiny surface of the cobblestones.
<<say $companionLily>>Hey, look at me.<</say>>
She gently lifts your chin with her finger, her eyes meeting yours with a twinkle of courage.
<<say $companionLily>>Yes, things are different, and they might get tougher, but you're not alone. We're in this together, remember?<</say>>
Lily's words echo in the silent city, the warmth of her hand a comforting contrast against your cold skin. The confidence in her voice, the optimism in her demeanor, brings a smile to your face, a gleam in your unnatural pallor.
<<say $mc>>You're right, Lily. We're in this together. To the end.<</say>>
You squeeze her hand in reply, your cold touch seeming to invigorate rather than deter her. Her talkative, positive personality is infectious, reminding you that even in the Abyss, even as a Creature of the Night, you aren't alone.
[[End your conversation|Party overview][$convo.lilyCreatureOfTheNight = 1, $companionLily.affec+=(1+$hsswear)]]Morning light filters through the trees above, casting an strange glow over the odd flora and curious geology of the Abyss's first layer. Every leaf, every rock, every crevice shimmers in the shifting light, creating a landscape that feels both hauntingly beautiful and disturbingly uncanny.
You sit at the base of a towering tree, your back resting against its warm, pulsating bark. The usually comforting thrum of life in the Abyss feels like a distant echo today, drowned out by your own inner turmoil.
<<say $companionKhemia>>Alright, friend, we need to talk.<</say>>
Khemia starts, his normally jovial tone tainted with concern. He's kneeling before you, his broad, scarred hands resting on his sturdy thighs. His keen, brown eyes regard you with a gentleness that you find both comforting and unnerving.
You avoid his gaze, your hands idly picking at the multi-hued grass beneath you. The vibrant blades seem dull and lackluster today, a mirror to your current state.
<<say $mc>>What's there to talk about, Khemia?<</say>>
You deflect his question, your voice barely more than a whisper.
Khemia sighs, the sound echoing through the otherwise silent forest, adding a melancholic soundtrack to the conversation.
<<say $companionKhemia>>Your change... I've noticed it. It's part of the Abyss. Always has been.<</say>>
He shifts, his hand reaching out to catch one of the leaves falling from the canopy, his muscles rippling with controlled power. His every move radiates a strength and confidence that you envy right now.
<<say $mc>>I... I feel less... I don't know... attractive? Powerful?<</say>>
You confess to him, choking on your own insecurity.
Khemia chuckles softly, his gaze softening as he holds the glowing leaf out to you.
<<say $companionKhemia>>Hey, look at this leaf. You'd think it's less 'powerful' than the tree it came from, right?<</say>>
You reach out hesitantly, taking the delicate object from him. It pulses gently in your hand, casting a soft shadow onto your shrunken assets.
<<say $companionKhemia>>But it's not. It carries within it the same strength, the same resilience. It's no less part of the Abyss than the tree it fell from. Same goes for you. Your worth, your power isn't defined by your physical attributes, but by your heart, your courage, and the strength of your spirit.<</say>>
Khemia's warm, confident voice cuts through your self-doubt, instilling a sense of peace and reassurance. His strong, masculine demeanor doesn't waver, even in the face of your transformation, proving his words to be more than mere platitudes. His strength, it seems, is as much a beacon for your courage as his sword is a weapon against the dangers of the Abyss.
[[End your conversation|Party overview][$convo.khemiaShrunkenAssets = 1, $companionKhemia.affec+=(1+$hsswear)]]The persistent drizzle of the second layer of the Abyss is a constant background noise, the forest's thick canopy barely keeping the rain at bay. The intense humidity of the region clings to your newly feminine form, your clothing soaked through and sticking to your skin. Tall ferns and undergrowth caress your softer, curvier legs with every step, a foreign but not entirely unpleasant sensation.
<<say $companionKhemia>>You're moving a bit differently, aren't you?<</say>>
Khemia's eyes twinkle with good-natured teasing, his voice resonating deep within the rainforest ambiance. His muscular form towers over you, emanating a warmth that contrasts against the cool forest air.
<<say $companionKhemia>>Almost like you're testing out new shoes. Got some bounce in your... step, haven't you?<</say>>
You blush, acutely aware of the gentle bob of new curves and breasts that match his comment. His observation, accurate as it is, brings a heat to your cheeks you hadn't quite expected.
<<say $mc>>I guess I am still getting used to... things. Everything feels so different now.<</say>>
The rich sound of Khemia's laughter echoes through the trees, and he clasps you on the shoulder, his strong grip both reassuring and playful.
<<say $companionKhemia>>Different isn't always a bad thing, you know? It's all a part of being an Abyss adventurer, embracing change and all that jazz.<</say>>
Khemia's grin broadens, his eyes taking on a confident glint.
<<say $companionKhemia>>Sure, your form has changed, but that's just physical. You're still the same tough, determined person inside. And that's what counts.<</say>>
The denseness of the rainforest seems to pause, the constant hum of insects quieting in the backdrop of his uplifting words. You feel a wave of gratitude towards your companion, your worries easing under his steady reassurance.
<<say $mc>>Thank you, Khemia. Your words mean a lot to me. I guess I'll just have to embrace this change and move forward.<</say>>
Khemia's eyes soften, his usually jovial demeanor giving way to a moment of genuine warmth.
<<say $companionKhemia>>That's the spirit! Remember, the Abyss is a place of transformation. Everyone comes out different than they went in.<</say>>
[[End your conversation|Party overview][$convo.khemiaSexSwitcheroo = 1]]The dense rainforest of the second layer of the Abyss surrounds you, its vibrant greens and exotic wildlife creating an atmosphere both mysterious and alluring. As you walk through the undergrowth, your new male body feels odd, but strangely empowering. The continually dripping dew fills the air with a rejuvenating scent.
<<say $companionKhemia>>Well, I must say, you look quite different today. You're really pulling off that new masculine look, if I may say so! Did you get taller, too?<</say>>
Khemia flashes a wide grin, showcasing his friendly demeanor and confident attitude.
<<say $mc>>Thanks, Khemia. It's certainly a change, but I'm starting to get used to it. I don't think I've gained any height though.<</say>>
Khemia nods and scratches his chin, thoughtfully observing you.
<<say $companionKhemia>>You know, I've seen my fair share of transformations in the Abyss, but yours has to be one of the most remarkable. You're like a completely different person, but you've still got that same spirit, and I admire that.<</say>>
His eyes sparkle with sincerity and curiosity.
<<say $mc>>It's been a strange experience, but I'm glad to have you by my side, Khemia. Your support means a lot to me.<</say>>
<<say $companionKhemia>>Of course! We adventurers need to stick together, no matter the challenges or changes we face. Now, as a fellow man, I think it's time I taught you some swordplay. How about it?<</say>>
Khemia pats his sword hilt and offers you a teasing smirk.
<<say $mc>>I'd love that. Let's get started!<</say>>
As you follow Khemia deeper into the rainforest, his masculine energy and contagious enthusiasm keep your spirits high. The warm light filters through the canopy above, casting dappled light on the two of you as you learn the art of the sword from a true master.
[[End your conversation|Party overview][$convo.khemiaSexSwitcheroo = 1, $companionKhemia.affec+=(1+$hsswear)]]The echo of your gooey footfalls resounds in the dimly lit cavern, each step leaving a small, shimmering imprint on the ancient stone floor. You watch as it slowly reabsorbs back into your form - a feature of your recent transformation. An eerie, ambient light is reflecting off your new gooey form, casting an otherworldly glow around the cavern.
<<say $companionKhemia>>Well, you're certainly not going unnoticed, are you?<</say>>
Khemia chuckles, his masculine voice filling the cavern with a resonant mirth. His rugged features, barely discernible in the dim light, are pulled into a grin as he observes you. Despite his jovial demeanor, you notice a subtle edge of uncertainty in his gaze.
<<say $mc>>Yeah, I guess it's a bit hard to blend in now, isn't it?<</say>>
Your words bubble out of your goo form, carrying a strange resonance. It's a surreal experience, seeing your own words ripple across your new form before vanishing into the ether.
<<say $companionKhemia>>Just a smidge.<</say>>
He steps closer, his heavy boots crunching on the gravel beneath, contrasting your silent, gooey tread. He pauses, a momentary hitch in his confident stride as he looks at you. You notice his Adam's apple bob in a dry swallow - a glimpse of an uncharacteristic discomfort.
<<say $mc>>Does it bother you, Khemia?<</say>>
Your question is more a statement than an inquiry. His normally unwavering gaze is oddly... jittery. Even the stalwart adventurer has his apprehensions, it seems.
<<say $companionKhemia>>Me? Nah, nothing much gets to me, you know that. But, uh... it's definitely different.<</say>>
He gives you a crooked grin, running a hand through his disheveled hair. His confident posture seems to slightly falter for a moment, but he quickly regains it, straightening up and puffing out his chest.
<<say $mc>>But that doesn't mean it's bad, right?<</say>>
As you say this, your gooey hand morphs into an approximation of a thumbs-up, a glistening gesture of reassurance.
<<say $companionKhemia>>Right you are! We'll just have to stick together, won't we?<</say>>
There's a hearty laugh in his words, even as he sidesteps a stray glob of goo on the cavern floor. His eyes meet yours, a glimmer of unspoken camaraderie in them, despite his earlier hesitation.
[[End your conversation|Party overview][$convo.khemiaGooey = 1, $companionKhemia.affec-=(1+$hsswear)]]A faint crunch echoes with every footstep you take as you walk through the fourth floor, the new weight and balance from the appendage at your back making your walk a bit more deliberate.
<<say $companionKhemia>>Well, aren't you a sight? Looks like the Abyss has really given you a souvenir.<</say>>
Khemia's voice rumbles, warm and reassuring against the biting cold. The grin on his face, despite the treacherous conditions, holds no mockery, only open fascination and a spark of excitement.
A sweeping gust of wind cuts your response short, and you pull the edges of your cloak tighter, the new scales on your tail instinctively bristling against the cold. You can't help but feel the Abyss staring at your new form, a keen observer as always.
<<say $mc>>I suppose it has. Not exactly what I expected from our journey, though.<</say>>
Khemia's hearty laughter echoes across the snowy landscape, his breath creating misty plumes in the freezing air. He is a figure of unfazed confidence in this icy expanse, seemingly unaffected by the biting chill. His gloved hand slaps your shoulder companionably.
<<say $companionKhemia>>Expected? No one ever truly knows what to expect from the Abyss. That's part of the thrill, isn't it?<</say>>
His gaze travels from the crest of your reptilian tail to the point where it emerges from the small of your back. Curiosity lights up his eyes, but he doesn't shy away from the unfamiliarity. Instead, his hand reaches out, a silent question hanging between you.
<<say $mc>>Just be careful, it's more sensitive than I expected.<</say>>
With a nod of acknowledgement, his roughened fingers trace the ridges of your tail, the leather of his gloves a stark contrast to the smooth scales. A low whistle escapes his lips, as he takes in the sheer detail of the transformation.
<<say $companionKhemia>>Incredible... The Abyss might be mysterious, but it sure doesn't skimp on the details.<</say>>
Khemia steps back, hands falling to rest on his hips as he surveys your new form. The ghost of his touch lingers on your tail, making you hyper-aware of the chill wind, the snow beneath your boots, the looming Abyss around you.
<<say $companionKhemia>>We'll adapt. That's what we do. Whatever the Abyss throws our way, we handle it. You're no less of an adventurer now, if anything... you're more.<</say>>
His words ring through the snowy landscape, a promise and a challenge rolled into one. You find yourself mirroring his confident smile, your tail swaying behind you.
[[End your conversation|Party overview][$convo.khemiaReptail = 1, $companionKhemia.affec+=(1+$hsswear)]]A bead of sweat trickles down your brow, gliding down your neck, following the trail of a strange new scent. A scentless pheromone, but a call none could ignore. You are the epicenter of a newfound aura, your body exuding an alluring influence that neither you nor anyone else can deny.
<<say $companionKhemia>>You know, there's something about you that's been teasing the edge of my thoughts. You've got an... energy about you. Something magnetic.<</say>>
Khemia's confident gaze sweeps over you, his eyes glinting like chips of obsidian in the harsh sunlight. His sharp scrutiny is as piercing as it is alluring, sparking an anticipatory thrill that makes your heart flutter. His jaw clenches, the sunlight catching on the scruff of his stubble, highlighting the tension in his muscular form.
<<say $mc>>And what's your take on this... energy?<</say>>
You watch Khemia as he digs the tip of his sword into the sand, his broad shoulders rolling as he shifts his weight from one foot to another. His strong, rugged face has a faint sheen of sweat glistening on his skin.
<<say $companionKhemia>>Well, I'd say it's got me wanting to know you a little better. Makes a man think about things. Maybe things he hasn't thought about in a while.<</say>>
His words are spoken with a playful grin that softens his otherwise stern face. His teasing tone hints at a certain camaraderie between you two, and though he doesn't say it outright, you can sense his growing interest.
<<say $mc>>Well, what exactly does that mean?<</say>>
With a hearty chuckle, Khemia winks at you, his eyes twinkling in the sunlight. He tosses a small pebble in your direction, which you catch with an easy smile.
<<say $companionKhemia>>Guess you'll have to stick around and find out, won't you?<</say>>
As you journey through the desert, your shared glances, playful banter, and lingering touches reveal a tension that wasn't there before.
[[End your conversation|Party overview][$convo.khemiaPheromones = 1, $companionKhemia.affec+=(1+$hsswear)]]<<say $companionCloud>>Come closer.<</say>>
His voice is gentle yet firm. You comply without hesitation, your steps guided by his words.
As you step closer, Cloud raises his hand to your face. His fingers lightly brush your cheek, a soft and slow exploration that leaves your skin tingling. His eyes are locked with yours, the depths of his gaze revealing the raw and intimate emotions he feels for you.
<<say $companionCloud>>You're beautiful. I hope you know that.<</say>>
His words are sincere, carrying an emotional weight that leaves you breathless.
<<say $mc>>Thank you... Cloud.<</say>>
Your voice cracks a little as you say his name, a sweet vulnerability laced into your words. Your hand instinctively finds his, fingers intertwining in a silent, mutual understanding.
He pulls you closer, eliminating any distance between your bodies. You can feel the warmth radiating off him, a comforting and enticing heat that sends a gentle shiver down your spine. You lean your forehead against his, your eyes fluttering shut as you take in his closeness.
<<say $companionCloud>>Do you trust me?<</say>>
His question hangs in the still air of the tent, its importance not lost on you.
<<say $mc>>Yes... I do.<</say>>
The response comes naturally, a simple truth carried on the wave of your pounding heartbeat.
He breathes a sigh of relief, his thumb stroking the back of your hand in a comforting rhythm. Cloud's other hand cups your face, his thumb tracing your lower lip in a slow, deliberate caress.
<<say $companionCloud>>Then let me show you...<</say>>
The silence that follows is filled with anticipation, your senses on high alert. Then, you feel his lips on yours, the kiss a slow and sweet exploration that steals your breath away. The taste of him is intoxicating, a perfect blend of desire and affection that leaves you wanting more.
He deepens the kiss, his hand gently guiding your head as he explores the contours of your mouth. The sensation is exhilarating, sending shockwaves of pleasure through your body. Your heart beats in sync with his, the rhythm a silent testament to the connection you share.
After a moment that feels like an eternity, Cloud pulls back, his gaze heavy with an unspoken promise. The soft glow of the Abyss dances in his eyes, a testament to the beautiful yet dangerous environment that surrounds you.
<<say $companionCloud>>There's no rush... We have all the time in the world.<</say>>
His words echo in the otherwise quiet space, a testament to the slow-burning desire that engulfs both of you. You find solace in his presence, a comforting anchor in the surreal landscape of the Abyss.
As the miasmal light of the Abyss continues to flicker around you, Cloud's arms encircle you, pulling you closer to him. His warmth, his touch, and his presence are a balm, soothing the strange and often overwhelming sensations that flood your senses. The outside world falls away, leaving nothing but the two of you wrapped in each other's arms.
[[End your conversation|Party overview][$convo.cloudSubKiss = 1]]As you rest in your camp, Cloud spots you. Your eyes are naturally drawn to him and the undeniable bulge in his pants.
<<say $companionCloud>>Why don't you come over here?<</say>>
Cloud's command is laced with a charismatic confidence, his voice smooth as honey. His eyes are on you, a gleam of anticipation sparkling in their dark depths.
You nod, a thrilling mix of nerves and excitement dancing in your stomach. As you approach him, his hand reaches out, fingers tracing a tantalizing path up your arm. Suddenly, an idea occurs to you.
<<say $mc>>Can I...?<</say>>
Your question is softly spoken, a hint of desire coloring your voice. His lips curl into a teasing smile, the corners of his eyes crinkling in delight.
<<say $companionCloud>>Well, I won't stop you.<</say>>
The smooth confidence in his voice sends a shiver down your spine. His gaze is intense, yet filled with a deep respect for your boundaries.
<<say $mc>>Yes... I want to make you feel good.<</say>>
[[Continue|Cloud Submissiveness Oral 2]][img[setup.ImagePath+'Companions/CloudNude1.png']]
Your voice is firm, your desire laid bare. He nods, his eyes glittering with anticipation and excitement.
As you lower yourself, his fingers thread through your hair, a gesture of intimate encouragement. The task at hand has you both falling into a comfortable silence, the only sounds the soft sighs of satisfaction from Cloud and the eerie yet soothing hum of the Abyss.
His hand tightens in your hair as you take him into your mouth, the sensation new but not unwelcome. His taste is a mix of the foreign, unknown spices from the Abyss, and something uniquely him.
<<say $companionCloud>>You're... doing a great job.<</say>>
His voice is husky, the soft sound of approval driving you forward. The excitement in his eyes adds to your confidence, giving you a sense of empowerment.
Your actions are slow and deliberate, exploring and teasing. You find satisfaction in his reactions, each small sigh and gasp a testament to the growing connection between you.
His grip on your hair tightens as he reaches his peak, a low moan escaping from his lips. His body tenses, pleasure radiating from him in waves. The sight of him, so unguarded and vulnerable, warms you, a shared intimacy in this strange place.
Once he's caught his breath, he gently guides you up to him. His kiss is deep and appreciative, the taste of him still lingering on your lips.
<<say $companionCloud>>That was... extraordinary. Thank you.<</say>>
His voice is a velvety murmur against your ear, his words a whispered token of gratitude. His arms encircle you, his touch gentle but firm, radiating comfort and security.
The two of you stay wrapped in each other's arms, the gentle pulsations of the Abyss lulling you into a relaxed state. Your bond with Cloud has deepened, your gentle intimacy a beautiful contrast against the eerie light of the Abyss.
[[End your conversation|Party overview][$convo.cloudSubOral = 1, $companionCloud.affec+=(1+$hsswear)]]As you stop at your camp on this particularly peaceful night, Lily approaches you.
<<say $companionLily>>This place is... magical, isn't it?<</say>>
Her voice, low and soft, seems to blend seamlessly with the faint hum of the Abyss.
<<say $mc>>Well, then it's just like you, Lily.<</say>>
The words hang in the air for a moment, a confession unspoken yet palpable. She glances at you, surprise widening her eyes before a tender smile curves her lips. She reaches out, her fingertips grazing your tail as her eyes hold yours. You feel a shiver of pleasure at her touch, the sensation stronger, more profound than you could have imagined.
<<say $companionLily>>Your tail... it's...<</say>>
Her words fade, lost in the silent cacophony of the Abyss, yet her eyes remain fixed on your tail, her hand tracing its sleek form.
<<say $mc>>It's what?<</say>>
Your question hangs between you, an invitation for her to explore, to dive into the intimacy of the moment.
<<say $companionLily>>It's beautiful. And it feels... incredible. Do you feel this?<</say>>
Her hand traces a path along the tail's length, causing your breath to hitch, the sensation sparking within you like a line of fire. A nod is all you can manage, the sensation of her touch overwhelming.
Her laughter echoes again, lighter now, laced with a note of desire. Slowly, deliberately, she wraps your tail around her waist, pulling you closer. The contact sends a jolt of pleasure through you, your pulse quickening at the closeness.
Her lips find yours in the Abyssal half-light, a soft exploration that quickly grows more urgent. Her hand continues its exploration of your tail, every caress sending waves of pleasure radiating through you.
Lily's lips leave yours, trailing kisses along your jawline, down your neck, leaving a path of warmth in their wake. Her breath hitches as your tail tightens around her waist, pulling her even closer against you. You feel her heartbeat against your chest, fast and erratic, echoing your own.
<<say $mc>>Lily...<</say>>
Your words are cut short as she finds your lips once again, her hand buried in your hair, pulling you closer. The rest of the world, the Abyss, and all its alien landscapes fade into the background.
It is just you and Lily, bodies entwined, hearts beating as one, lost in the heart of the Abyss.
[[Continue to kiss her|Lily Tail Romance 2]]As your lips break apart, you both are panting, lost in the close-knit universe of the two of you. The moment hangs heavy with an electric intimacy, your shared breaths punctuating the silence of the Abyss.
<<say $companionLily>>Your tail... it's reacting to me, isn't it?<</say>>
Her voice is hushed, but the underlying playful tone is unmistakable. She glances at your tail, still wrapped around her waist, a spark of curiosity in her eyes.
<<say $mc>>It seems so. It's... it's more sensitive than I realize.<</say>>
Her hand gently strokes the length of your tail, each touch sending a new wave of pleasure coursing through your body.
<<say $companionLily>>You trust me, right?<</say>>
The question takes you by surprise, but you nod, unable to form words. Her grin widens as her hand traces the length of your tail, her eyes full of mischief and delight.
Lily releases your tail from her waist, her hands gliding over the gleaming surface with an air of reverence. Holding the spade end in her hands, she tilts her head, her gaze moving from it to you, a silent question.
<<say $mc>>Go ahead...<</say>>
Encouraged by your permission, she brings your tail closer to her mouth. Her breath causes a shiver of anticipation to run down its length. She gently parts her lips and begins to suck on the tip of your tail.
A groan escapes your lips, the unexpected sensation overwhelming your senses. The feeling is intense, a unique blend of pleasure that sends shockwaves through your entire body. You watch Lily, her eyes closed as she continues to suck on your tail, the look of concentration on her face undeniably alluring.
<<say $companionLily>>I think... it likes that.<</say>>
Her words come out between breaths, a sultry whisper that dances in your ear, sending a different type of thrill through you. Her playful tone, coupled with the unexpected pleasure from her actions, heightens your desire.
Lily keeps her eyes on you as she continues her ministrations, the suction of her mouth on your tail creating a potent sensation. Her hands maintain a firm hold on the appendage, her thumb tracing soft patterns against the sensitive skin.
The combination of the visual, the intimacy of the act, and the unique pleasure it gives is intoxicating. It pulls you deeper into a vortex of desire, and you find yourself lost in a maelstrom of sensation. The Abyss and its eerie beauty are forgotten; in that moment, the only thing that matters is Lily, her lips on your tail, and the electrifying connection between the two of you.
You reach out, intertwining your fingers with hers, grounding yourself in the overwhelming sea of sensations. With a last suck, she lets go of your tail, the sudden loss leaving you bereft.
<<say $companionLily>>Your tail... It's different, unique, and a little bit strange. But it's part of you, and I like it... I like all of you.<</say>>
Her voice is soft, barely audible over the hum of the Abyss. But her words strike you, a confession that echoes within your heart, entwining you deeper with the audacious, adorable girl in front of you.
<<say $mc>>And I like you, Lily.<</say>>
She beams at you, and it is more radiant than any glow of the miasmal light.
[[End your conversation|Party overview][$convo.lilyTailRomance = 1, $companionLily.affec+=(1+$hsswear)]][img[setup.ImagePath+'Companions/LilyL1Topless.png']]
A palpable thrum of excitement is in the air. It’s a stark change from earlier, a testament to the transformative power of the Abyss. You feel a strange mix of nervous anticipation and a spark of something you cannot quite define as you find yourself in the midst of your journey with Lily.
<<say $companionLily>>Isn't this fun? The unpredictability, the thrill! This is what living's all about!<</say>>
Her voice dances through the air, cheerful and charming as always. She laughs with an undercurrent of a newly found assertiveness, a byproduct of the Power Dom Curse she picked up. The influence of the Curse doesn't just stop at her voice. It's there in the way her eyes hold a steady, potent gaze, in the way her shoulders hold a tad bit straighter.
<<say $mc>>It's definitely an adventure, Lily. I'm just... trying to adjust to all these changes.<</say>>
You admit, feeling a sudden shift in the air as Lily turns to look at you, her purple eyes glinting with a hint of mischief. An impish smile tugs at her lips, revealing the thrill-seeker within her, reveling in the novelty of the situation.
<<say $companionLily>>Adjustment is part of the game, you know. But how about we make it a bit more... interesting?<</say>>
The words send an unexpected jolt of anticipation spiraling down your spine. You watch as she moves closer, her presence demanding yet undeniably enticing. Her fingers, light and delicate, begin to playfully trace a path up your arm, raising goosebumps along their trail.
<<say $mc>>Lily...what are you...<</say>>
Your words are silenced as her hand, now filled with bold intent, navigates its way beneath the fabric of your clothes. The initial contact of her warm palm against your bare skin sends an exhilarating surge of warmth through your body. Your heart pounds against your chest, echoing the rhythm of your excitement. Her gaze - commanding yet tender - holds you captive, drawing you willingly into an unexplored universe of your own desires.
<<say $companionLily>>Shush. Let me lead the way.<</say>>
Her voice sweeps over you. Your attention is pulled to the sensation of her fingers, boldly venturing through the soft folds of your femininity. The gentle yet firm exploration leaves you breathless, a gasp of surprise and pleasure echoing in the silence. Her touch is like a slow burning flame, igniting a spark of pleasure that begins to build, turning into an irresistible inferno.
Her finger, coated in your arousal, slowly penetrates you. The intrusion, though unexpected, sends waves of pleasure coursing through you. You feel her digit slide deeper, every movement attuned to the rhythm of your body, every pulse met with a matched fervor. The contrast of her gentle yet dominant approach sends electrifying shivers down your spine, each touch a powerful statement of the newfound dominance she now possesses.
<<say $mc>>Oh... Lily...<</say>>
Your words get lost, carried away by the waves of pleasure that are relentlessly crashing over you. It's a deluge of sensations, one you willingly drown in. You are on a journey, where Lily takes the helm, steering you through uncharted territories, both of the Abyss and of your inner desires. It's a thrilling exploration of the self, one that is intimately guided by Lily's firm yet gentle touch.
Her fingers, in the warmth of your core, continue their masterful dance. They explore, tease and tantalize, pushing you closer to the edge with every deliberate stroke. Each movement is precise, confident, and filled with the raw energy that has always defined Lily.
The rhythmic dance of Lily's fingers within you builds a crescendo of ecstasy that threatens to sweep you away. Each precise, exploratory movement fans the flames of desire, pushing you further towards a precipice you're yearning to tumble over. You can barely think, let alone speak, as the wave of pleasure swells, your body trembling under her confident touch.
With a final, deliberate stroke, Lily sends you hurtling over the edge. A gasp leaves your lips as the world around you blurs into a sea of pure, unadulterated pleasure. The climax rolls through you in waves, each pulse and throb met with the gentle squeeze of Lily's fingers, coaxing every bit of pleasure from the euphoric release.
As the pulsating waves of pleasure begin to ebb, Lily gently withdraws her hand, your body shuddering at the sudden absence. Your chest rises and falls in heavy, labored breaths as you try to regain your bearings, your body still humming with the remnants of the powerful climax.
<<say $companionLily>>How was that, $mc.name? A thrilling enough adventure for you?<</say>>
Her voice carries the typical playful lilt, though there's a hint of satisfaction in her tone. She looks at you, eyes sparkling with a mischievous glint, her smile hinting at the shared intimacy of the moment.
<<say $mc>>It was... incredible, Lily. I didn't expect... this.<</say>>
A breathless chuckle escapes your lips, your words filled with a mix of amazement and contentment. What began as an adventure through the Abyss has led you to an exploration of a different kind, a journey of self-discovery and shared intimacy.
<<say $companionLily>>Well, always expect the unexpected with me. And there's a lot more Abyss left for us to explore!<</say>>
With that, she gives you a saucy wink, her confident grin promising more thrilling adventures in this unpredictable journey through the Abyss.
[[End your conversation|Party overview][$convo.lilyPowerDomHand = 1, $companionLily.affec+=(1+$hsswear)]][img[setup.ImagePath+'Companions/LilyL1Topless.png']]
A new day has dawned in the Abyss, and with it comes a fresh sense of anticipation. Since Lily had obtained the Power Dom Curse, her already charismatic personality seems to have taken a confident, provocative turn.
<<say $companionLily>>Hey, isn't this just exhilarating?<</say>>
Her words dance through the air, punctuated by her infectious laugh. The glow of excitement in her eyes, usually reserved for the next grand adventure or finding a rare piece of merchandise, is now directed at you.
<<say $mc>>You seem... more confident today, Lily.<</say>>
<<say $companionLily>> Oh, you noticed? I guess there's no point in hiding it. I feel so... powerful. It's like I've been given the director's chair in an anime series, and I'm in charge of all the fun and games. Speaking of fun... <</say>>
Her fingers trail along your arm, sparking a rush of electricity that courses through your veins. She leans in close, her warm breath on your ear sends a shiver down your spine, and her next words are whispered with a playful confidence.
<<say $companionLily>>Let's have our own bit of fun, shall we?<</say>>
Your heart beats faster as she moves her hand onto your lap, her confident touch both surprising and enticing. Your breath hitches as she unzips your pants, her hand sliding inside.
<<say $mc>>Lily... are you sure?<</say>>
Her grin is as devious as it is charming, a testament to her newfound dominance and infectious thrill-seeking spirit.
<<say $companionLily>>Oh, come on, don't be such a bore. We're adventurers, aren't we? Let's explore some uncharted territory...<</say>>
As her hand wraps around your length, a rush of pleasure shoots through you. Her fingers are firm yet gentle, as if she's mastered this just like any other skill she's picked up on her countless travels. The coolness of her touch contrasts against your heated skin, sending pulses of pleasure throughout your body. Your breathing becomes labored, matching the rhythm of her strokes.
Her free hand cups your face, her thumb tracing your lower lip. Her eyes, sparkling with excitement, never leave yours. The sight of her watching you with such interest, her hand stroking you expertly, is incredibly erotic.
<<say $companionLily>>Look at you, enjoying this so much. It's pretty cute, you know?<</say>>
Her words are teasing, but the fondness in her voice adds a layer of sincerity that sends another wave of pleasure through you. The sound of her voice, the feeling of her hand moving skillfully along your length, her bright eyes watching you -- it all feels like too much.
<<say $mc>>Lily... I...<</say>>
<<say $companionLily>>Shh, just enjoy it. I've got you.<</say>>
Her reassurances, coupled with her relentless strokes, make your mind spin. You can feel the knot of pleasure tightening in your lower abdomen, an undeniable sign of what's to come. Her words, her touch, her commanding presence - it's a new and intoxicating dynamic.
As Lily's grip tightens around you, her thumb brushes over the sensitive head of your penis, a barely-there touch that sends a jolt of pleasure shooting through your veins. Her nimble fingers, so accustomed to navigating tricky paths and picking up delicate trinkets, have found a new playground, and they're exploring with an eagerness that sends your pulse racing.
<<say $companionLily>>Do you like this? Does it feel good?<</say>>
Her voice, usually loud and spirited, has dropped to a sultry murmur that tickles your ear. Her words, coupled with the soft strokes she's administering, make your head spin.
<<say $mc>>Yes... it's... it's really good.<</say>>
Her other hand roams up your chest, her fingers mapping out your contours. It's as if she's committing your body to memory, her fingers pressing into your skin, seeking out the places that make you gasp and shiver.
<<say $companionLily>>You're so responsive. It's pretty adorable, you know?<</say>>
Her words are a mix of affection and tease, and they resonate through you, heating your skin where her hands touch. Her hand on your penis increases its pace, the strokes firmer now, and the wet sound of her hand gliding over your arousal fills the air.
Every stroke brings you closer to the edge, her fingers expertly coaxing pleasure from you in a way you've never experienced before. Her thumb swipes over the slit, spreading the bead of pre-cum that's gathered there, and the added lubrication makes her strokes smoother, intensifying the pleasure that's coiling in your lower abdomen.
<<say $mc>>Lily... I... I'm...<</say>>
<<say $companionLily>>I know. Let go for me. I want to see you lose yourself.<</say>>
Her words echo in your ears, and it's as if a dam has burst within you. Her hand doesn't falter, her strokes maintaining their rhythm as you spill over her hand. Each wave of pleasure seems more intense than the last, and the only thing you can hear over the pounding of your heartbeat is Lily's voice, soft and encouraging.
<<say $companionLily>>That's it... just like that.<</say>>
Her hand slows as your breathing becomes ragged, drawing out the aftershocks of your orgasm until you're left spent and breathless, leaning into her touch. Even in the throes of such an intimate act, Lily's spirit remains vibrant and playful.
<<say $companionLily>>Well, that was one way to start an adventure, don't you think?<</say>>
As she playfully wipes her hand on your pants, you can only nod, your mind still reeling from the pleasure. You're left with the overwhelming sense that this adventure is shaping up to be something quite extraordinary, just like the woman beside you.
[[End your conversation|Party overview][$convo.lilyPowerDomHand = 1, $companionLily.affec+=(1+$hsswear)]]Your heart pounds in your chest as you make camp with Khemia, the Abyss' notorious adventurer. There's a newfound energy about him, a tangible sense of control that hums in the air around him, having obtained the Power Dom Curse. His presence, stronger than ever, stirs a mixture of apprehension and curiosity within you.
<<say $companionKhemia>>Adventures in the Abyss aren't only about danger and unknowns, there's also... well, let's say some hidden perks.<</say>>
Khemia's gaze flickers over you, playful yet demanding, a clear reflection of his newfound power. His muscular form rests comfortably against the rocky underground wall, a wicked smirk playing on his lips.
<<say $mc>>Perks? What kind of perks are you talking about?<</say>>
Your voice wavers slightly under his dominant aura. You feel a strange, unfamiliar heat spreading throughout your body.
<<say $companionKhemia>>Oh, I think you might be interested in this one. I want you to touch me.<</say>>
He speaks with an assertive yet charming grin, an intriguing blend of commanding and inviting. His eyes hold yours, drawing you in with an unspoken promise of mutual pleasure.
Despite the unexpectedness, there's something strangely appealing about the request, something thrilling about the command that triggers a shiver of anticipation. Swallowing hard, you reach over, your hand shaking slightly as it hovers above his lap.
Feeling the heat of his body through his pants, your fingers tremble against the material. His breath hitches as you make contact, the sudden stiffness under your touch makes your heart skip a beat.
<<say $mc>>Like this?<</say>>
Your voice is barely a whisper, your entire focus on the reaction you're provoking in him.
<<say $companionKhemia>>That's it... Just like that. Don't be shy.<</say>>
His voice is low, encouraging, the undercurrent of arousal tangible. His hand reaches out to cover yours, guiding your movements.
As you stroke him through his pants, the hardness beneath your hand leaves no doubt about his desire. The thick, solid length of him pulses against your touch, and the feeling is both intimidating and exhilarating.
His breath deepens as you follow his guidance, his features reflect a sense of satisfaction and pleasure. You feel a sense of pride stirring in you. You're doing this to him, you're bringing Khemia, the Abyss' most skilled swordsman, to his knees.
<<say $companionKhemia>>You're doing good... better than good, actually.<</say>>
His confident, masculine voice comes out in a deep growl, his gaze never leaving yours. The pleasure on his face mirrors your own, the heat between you growing with every word, every touch.
In this moment, despite his dominance, there's a sense of equal footing between you. This isn't just about his newfound dominance. It's about trust, about exploring the Abyss together, in more ways than one.
After all, every great adventure requires a bit of unexpected thrill.
Your movements continue under Khemia's guidance, his breath growing more ragged, his muscular body taut under the increasing pleasure. You watch him, his handsome face flushed with desire, eyes half-closed, lost in the sensation.
<<say $mc>>Is this... alright?<</say>>
Your voice barely cuts through the heavy silence, almost drowned out by the sound of his deep, ragged breaths.
<<say $companionKhemia>>It's... it's perfect... just... don't stop.<</say>>
His words come out in a strained whisper, each syllable interrupted by sharp intakes of breath.
Then, with a stifled groan, his body stiffens, his grip on your hand tightening. His release is intense, his whole body shaking, a testimony to your actions.
Catching his breath, Khemia leans back against the wall of the Abyss, his intense gaze softening. There's a shared understanding between you, a quiet satisfaction. The experience was new, strange, but incredibly intimate. A bond forged not just in the face of danger, but in shared pleasure too.
<<say $companionKhemia>>That was... remarkable. You continue to surprise me, $mc.name.<</say>>
His voice, roughened by his recent climax, holds a note of genuine admiration.
<<say $mc>>I... I'm glad you enjoyed it. I did too.<</say>>
Your voice is shy but there's a newfound confidence in your words.
<<say $companionKhemia>>I thought you might. Remember, this is a two-way street. We're in this Abyss together, aren't we?<</say>>
His grin is back, the playful adventurer replaced by the familiar companion, yet holding the newfound dynamic between you two.
This is only the beginning of your adventure with Khemia. You can't help but wonder, with anticipation and a little bit of fear, what else the Abyss has in store for you both. But one thing is certain, whatever comes, you'll face it together.
[[End your conversation|Party overview][$convo.khemiaPowerDomHand = 1, $companionKhemia.affec+=(1+$hsswear)]]You look at Cherry, the gray hue of her eyes reflecting the perpetual exhaustion she wears like a shroud. There's a vulnerability to her that's always been there, but somehow it feels more pronounced now, more accessible. A twist from the Abyss courses through you, filling you with an unusual certainty and dominance.
<<say $mc>>Cherry, come here.<</say>>
She glances at you, her gaze dull but obedient, moving slowly towards you. A small shiver runs down your spine, anticipation tingling across your skin.
<<say $companionCherry>>What do you need?<</say>>
Her voice is quiet, almost a whisper. The usual monotone carries a hint of curiosity.
<<say $mc>>Kneel.<</say>>
A blink, but she doesn't argue, doesn't hesitate. She descends gracefully, her eyes never leaving yours. Your breath hitches, your senses heightened, each small action gaining new weight and meaning.
You can feel the heat coursing through you, a growing, hungry heat. Your body responds instinctively to the subtle shift in dynamics.
<<say $mc>>Undress me.<</say>>
Cherry's hands are cold but steady as they work to remove your clothes. The slow slide of fabric against skin sends a chill up your spine, pooling low in your belly, a delicious contrast to the heat.
Once you're bare before her, you see her eyes flit across your body, taking in your nudity without comment. Your fingers twine in her hair, your grip firm.
<<say $mc>>Make me feel good, Cherry.<</say>>
Her lips press against your inner thigh, her breath cool against the heated skin. A tremor runs through you as her mouth nears your core. Her tongue is a cold shock, her movements slow, deliberate.
You guide her with your hand, the grip in her hair tightening, a silent reminder of your control. Your other hand settles on her shoulder, a contrasting soft touch, an anchor grounding you amidst the onslaught of sensation.
She's attentive, careful, her movements measured and slow. But there's something missing, a spark of life that's absent from her actions. Your dominance compels you to seek it, to demand more of her than simple obedience.
<<say $mc>>Enjoy it, Cherry. I want to see you enjoy it.<</say>>
Your words hang in the air between you, a challenge. For a moment, she's still, her breath ghosting over your slick folds. And then, slowly, her lips part in a small, surprised 'o', her eyes sparkling with the faintest glint of something.
As she continues, there's a difference in her actions. They're still slow, still careful, but there's a hunger there now, a growing desire mirrored in the slow, steady build of pleasure in your core.
Your breaths come in sharp gasps, your grip in her hair tightening as waves of pleasure start to roll over you. The world narrows down to the sensation of her mouth on you, her hands gripping your thighs, the heat building within you.
As you crest over the edge of your pleasure, Cherry remains there, her lips soft and comforting. Your hands release their grip on her, instead carding through her hair gently, a soothing counterpoint to your earlier dominance.
<<say $mc>>Good girl, Cherry.<</say>>
Your voice is low, warm, the newfound dominance making room for something softer, something that glows with the satisfaction of having elicited something beyond mere compliance from the normally impassive Cherry.
[[End your conversation|Party overview][$convo.cherryDomOral = 1, $companionCherry.affec+=(1+$hsswear)]]As you finish setting up camp for the night, there's Cherry - a quiet, depressed girl, her eyes holding a perpetual glimmer of melancholy. Her words are usually flat, her reactions muted. But today, as the effects of the Abyss ripple through you, you can't help but feel a spark of desire towards her, a desire to command, to dominate.
<<say $companionCherry>>Everything's just... kind of grey, you know?<</say>>
Cherry's voice is quiet and flat, not an unusual tone for her. She has a distinct slouch to her posture and a weary look in her eyes. Her fingers idly twirl a lock of hair.
You take in her words, the new-found dominance pulsating within you. You're not sure exactly how the Abyss did this, but your confidence has surged, and so have your desires.
<<say $mc>>Cherry.<</say>>
Your voice resonates in the eerie silence of the Abyss.
<<say $mc>>Look at me.<</say>>
She raises her gaze to meet yours, surprise flickering in her usually vacant eyes.
<<say $companionCherry>>Wha... what is it?<</say>>
A hint of curiosity seeping into her otherwise monotone voice.
You stare at her, feeling a heat surge through your body as your dominant side takes hold.
<<say $mc>>I need you, Cherry.<</say>>
You take a step closer to her.
<<say $mc>>Right now.<</say>>
She blinks, looking stunned for a moment, before a faint blush paints her cheeks. The tone of your voice is commanding, and it stirs something in her, a little spark that's been buried under her depression.
<<say $companionCherry>>You... you do?<</say>>
Her voice is a soft murmur, but her eyes remain locked with yours.
Your answer is a silent nod, a determined look in your eyes. The anticipation begins to build within you, your body reacting to the tantalizing prospect of her touch.
<<say $mc>>I want your mouth, Cherry.<</say>>
You unzip your trousers and orient them towards her face.
You watch as she hesitates for a moment, then slowly sinks to her knees in front of you. Her hand is shaky as it reaches out to touch you, but there's a newfound determination in her eyes.
The sensation of her warm hand grasping your penis sends a thrill through your body. She looks up at you, her big eyes seeming a little less empty now. She sticks out her tongue tentatively, as if gauging your reaction.
Feeling her warm, soft tongue begin to glide along the length of your shaft makes your breath hitch. Her tongue is surprisingly skilled, drawing small circles around the sensitive tip of your penis, which makes your heart pound. You reach down to grip her hair, not rough, but firm.
<<say $mc>>That's it, Cherry. Just like that.<</say>>
You murmur, enjoying the sight of her. Her depression is still there, etched into the furrows of her brow, but for a moment, she seems to forget about it, too engrossed in pleasing you. Her mouth opens, taking in more of you, and you feel a flush spread through your body as she starts to suck. It's a strange contrast, her gloomy demeanor and this intimate act, but it stirs your desire even more.
<<say $companionCherry>>Mmm...<</say>>
Her voice is muffled, her mouth filled with your penis. She looks up at you with half-lidded eyes, a hint of eagerness slipping through her usual apathy.
Your heart pounds in your chest as you direct her movements, your fingers tangled in her hair. The warmth of her mouth, the wet slide of her tongue, and the slightly uncomfortable pressure of her teeth send a wave of pleasure coursing through your veins.
<<say $mc>>Cherry... I'm getting close.<</say>>
You warn her, your grip in her hair tightening. The pulsating pleasure is building up, and you feel like you're on the brink.
She doesn't stop, her eyes still locked with yours, her movements only becoming more fervent. The sight of her, kneeling before you, the spark in her eyes, and the feeling of her mouth push you over the edge.
As you come, your knees go weak, and a low moan escapes your lips. The grip you have on her hair loosens, and you watch her swallow before she pulls away, her cheeks a little flushed.
<<say $companionCherry>>Did... did I do okay?<</say>>
She asks you with her voice barely above a whisper.
You can't help but smile, leaning down to cup her face and give her a reassuring nod. The changes from the Abyss might have been strange, but moments like this... they're worth it.
<<say $mc>>You did great, Cherry. Really great.<</say>>
Her lips quirk up in a small smile, and you can't help but think that this is one of the few times you've seen her genuinely happy.
[[End your conversation|Party overview][$convo.cherryDomOral = 1, $companionCherry.affec+=(1+$hsswear)]]The soft glow of the campfire flickers, casting dancing shadows on Khemia's ruggedly handsome face. His amber eyes gleam with a mix of determination and excitement as he stares at the mysterious artifact laying beside you.
<<say $companionKhemia>>That Relic you've got there, the Aegis Coffin... it's something else, isn't it?<</say>>
He reaches over, tracing his fingertips over the enigmatic carvings on the coffin's lid, his face reflecting a spark of awe.
<<say $mc>>Yes, it is. Quite useful on this sort of journey. <</say>>
Khemia nods, his gaze still firmly on the coffin.
<<say $companionKhemia>>It would make a man invincible, don't you think? I mean, imagine wielding a sword with an orichalcum skeleton. You'd be indestructible.<</say>>
He grins, the idea clearly intriguing him.
<<say $mc>>Well, invincible is a stretch. But it would definitely make you stronger, more resistant to injury. Why do you ask?<</say>>
Khemia hesitates for a moment, as if wrestling with his thoughts, before he finally looks up at you with a sincere expression.
<<say $companionKhemia>>I've been thinking... I want to reach the bottom of the Abyss, and I'm sure you do too. If I could use the Aegis Coffin, I could become stronger. I could protect you, protect us, better. Would you let me?<</say>>
His voice holds a rare tone of vulnerability. Khemia, the fearless adventurer, is asking for the player's help. This is a journey where they both need to rely on each other, after all.
[[Agree to let him use the Aegis Coffin|Khemia Aegis Yes 1]]
[[Tell him it's too dangerous to use the Aegis Coffin|Khemia Aegis No]]You look at Khemia, then at the Aegis Coffin, contemplating his request. After a moment, you offer him a reassuring smile.
<<say $mc>>If it means you'll be able to protect yourself better and we can continue this journey, then yes. You can use the Aegis Coffin.<</say>>
Khemia's face lights up instantly, his grin widening as relief washes over him. He quickly reaches out, clasping your hand in gratitude.
<<say $companionKhemia>>Thank you, truly. I'll use this chance wisely, I promise.<</say>>
As Khemia steps into the Aegis Coffin, you can't help but feel a sense of unease. But you have trust in your friend and hope for a successful transformation.
[[The next morning you check on Khemia|Khemia Aegis Yes 2]]The next morning, Khemia emerges from the Aegis Coffin. His body seems different, stronger. His old skeleton, made of mere bone, lies neatly beside him, a memorial of what he once was.
<<say $companionKhemia>>Well, this is certainly a strange souvenir...<</say>>
He holds his old skeleton with a fascinated expression, marveling at the thought that these fragile bones once held him together. With his newly transformed orichalcum skeleton, Khemia is ready to face the deeper Abyss, stronger and more determined than ever.
<<say $mc>>It's definitely an unusual keepsake. But you're stronger now, Khemia. We're one step closer to reaching the bottom of the Abyss.<</say>>
The strengthened adventurer nods, his smile unwavering.
[[End your conversation|Party overview][$convo.khemiaAegis = 1, $companionKhemia.affec+=(2+$hsswear), setup.skeletonRemains.weight= 9.3*$companionKhemia.heightCor/170, setup.skeletonRemains.count+=1,$items.push(setup.skeletonRemains)]]You pause, searching Khemia's face. His eyes are earnest, pleading even. But you have to consider the consequences, the risks, and the unknowns that lie within the Abyss.
<<say $mc>>Khemia, I understand why you want to use it, but I can't let you. We don't know enough about the potential side effects of the Aegis Coffin, and I won't risk your life on a gamble.<</say>>
Khemia's expression falters, disappointment flashing briefly across his face. But he quickly recomposes himself, a small, faltering smile struggling across his lips.
<<say $companionKhemia>>I see... You're right. We shouldn't take unnecessary risks. I appreciate your concern, though. Let's keep moving forward.<</say>>
You nod, relieved that Khemia accepts your decision, but he doesn't seem happy about it. This journey through the Abyss is dangerous enough, there's no need for unnecessary risks.
[[End your conversation|Party overview][$convo.khemiaAegis = -1, $companionKhemia.affec-=(2+$hsswear)]][img[setup.ImagePath+'Companions/SaekoL4.png']]
The desolate landscape of the fourth layer is a pristine wilderness, a blanket of snow unmarred by footprints, stretching into the fog-laden horizon. Occasional glacial mountains peak above the sheet of white, appearing as lonely sentinels in the deserted expanse. Sparse, stunted vegetation clings tenaciously to life, hardy survivors in a frozen desert.
<<say $companionSaeko>>It's fascinating yet terrifying, isn't it? This layer... it's a cryogenic wonder, one that's eerily beautiful in its own harsh, barren way. But we need to be careful. The Miasma-produced winds can dislodge ice from the ceiling, causing avalanches of snow and hail.<</say>>
Saeko's breath frosts in the air as she speaks, her tone analytical but laced with a touch of apprehension. She stares out at the bleak landscape, her gloved hand absently brushing over a struggling plant, its leaves brittle in the icy chill. Her dark eyes, usually filled with academic curiosity, are now shadowed with concern.
<<say $mc>>It's not just the snow and hail we need to worry about. This cold... it's almost unnatural. It penetrates everything.<</say>>
Your voice emerges in a cloud of vapor, the harsh cold stinging your lungs with every breath. Despite the insulation of your gear, the cold bites at your extremities, an incessant gnawing that refuses to relent.
<<say $companionSaeko>>Yes, I've read about this. The Miasma has some peculiar properties here. It seems to exacerbate the cold, making it far more penetrating than it naturally would be. The Miasma, it's... it's a force, an entity of its own. It's strange how its properties change in different locations.<</say>>
Saeko's words echo in the icy silence, amplifying the sense of isolation in the barren landscape. She huddles closer, her breath hitching as she pulls her coat tighter around herself. The bitter cold seems to accentuate her vulnerability, chipping away at the composed facade she usually holds.
<<say $mc>>We're in this together, Saeko. We'll figure it out.<</say>>
Your words, meant to be comforting, hang in the chilled air. In this harsh environment, they seem to strengthen the bond you share, born out of mutual respect and growing affection. Saeko looks at you, her gaze softening.
<<say $companionSaeko>>I know... and I appreciate it. I've spent years studying the Abyss, but being here... experiencing it firsthand is... different. It's more raw, more real.<</say>>
There is a tremor in her voice, her academic demeanor flickering as she is confronted with the harsh realities of the Abyss. The biting cold, the hostile environment, the unsettling transformations... all feel far more immediate and terrifying than words on a page.
<<say $mc>>That's what makes it an adventure, Saeko. And having you here... that makes it worth it.<</say>>
The words tumble out, a candid confession in the harsh, cold wilderness of the Abyss. The bitter cold suddenly seems a little less biting, the bleak landscape a little less desolate. The shared hardship has brought you closer, sparking a flame of warmth in the icy heart of the Abyss.
[[End your conversation|Party overview][$convo.saekoL4 = 1, $companionSaeko.affec+=(1+$hsswear)]]The bizarre quietness of the Abyss is punctuated by the sounds of Saeko meticulously noting down observations in her journal, a diligent ritual that has become a comforting background score to your expedition.
<<say $companionSaeko>>I've always been captivated by the lifeforms here, you know?<</say>>
Her voice carries a tinge of reverence. Her eyes never leave the vibrant, bioluminescent flower she's studying - a bulbous plant that gently pulsates with light, reacting to her touch.
You nod, a smile playing on your lips. The massive changes you've undergone in the Abyss are undeniably challenging. The body that once felt like your own now seems more like a ship weathering a constant storm of transformation, the details of which are indescribable. Yet, here you are, standing firm, and in these moments of tranquility, you have begun to appreciate the majesty of this place, much like Saeko does.
<<say $mc>>What made you choose to specialize in Abyssal plants?<</say>>
You finally ask the question that's been lingering in your mind.
Saeko's usually stern face relaxes, and she takes off her glasses, wiping away the light dust accumulated on them. The bioluminescent glow reflects in her eyes, giving them a mysterious depth.
<<say $companionSaeko>>Ah, that's quite a tale. Growing up, my home was near a botanical garden. Every day after school, instead of heading home like other children, I would go there. Fascinated by every leaf, petal, and twig, I'd lose track of time. You could say those plants were my first friends.<</say>>
She pauses, lost in memories.
You watch Saeko with interest, her story adding layers to her personality.
<<say $companionSaeko>>But the moment I learned about the Abyss and its flora, so vastly different from anything I had ever seen, I knew that's where my real journey began. The plants here, their beauty, their resilience...they tell a story of adaptation and survival that we can barely comprehend. I wanted to... no, I needed to understand their secrets.<</say>>
Her voice brims with a passion that transcends the academic, speaking volumes about her love for the Abyss and its unique life forms. It's a side of her you hadn't fully seen before.
<<say $mc>>Your dedication is inspiring, Saeko.<</say>>
A fleeting smile graces her lips, a subtle blush spreading across her cheeks. But she quickly regains her composure.
<<say $companionSaeko>>And you... you're a walking testament to the Abyss's power of transformation, aren't you? I must admit, it's both intriguing and unsettling.<</say>>
Her gaze rests on you, her scholarly curiosity piqued.
This is the first time Saeko has addressed the changes you've been undergoing. You smile, appreciating her frankness and genuine interest.
<<say $mc>>That's one way to put it, yes. I've learned a lot about myself in the process, too.<</say>>
She nods, her gaze returning to the pulsating plant before her, a symbol of the Abyss's unfathomable mysteries, which you both continue to navigate in your own ways.
[[End your conversation|Party overview][$convo.saekoInhuman1 = 1, $companionSaeko.affec+=(1+$hsswear)]]The miasma-filled air of the Abyss clings to your skin, a thick, tangible reminder of your surroundings. Saeko stands rigid, her fingers wringing nervously, her gaze fixated on your drastically altered form. It's as if an unseen artist has decided to reshape you over the course of your journey, giving birth to a new form, so different yet eerily familiar.
<<say $companionSaeko>>Your transformation is... it's absolutely remarkable, scientifically speaking. I've never witnessed anything like this firsthand.<</say>>
She tries to keep her tone steady, her words analytical. Yet, her voice betrays a hint of anxiety, a tremor that belies her composed scientist exterior. She takes a step back, pushing a loose strand of hair behind her ear in an anxious gesture.
<<say $mc>>I... well, yeah. It feels as remarkable as you say, Saeko. But how do I look?<</say>>
Your voice is calm, though the undercurrent of uncertainty is palpable. Your eyes seek Saeko's in a silent plea for reassurance. The shadows dance across your face, enhancing the eerie beauty of your transformed form.
<<say $companionSaeko>>You... look... different. But not in a negative sense. It's just... unexpected, astonishing really.<</say>>
She stumbles over her words, struggling to maintain her typically methodical articulation. Her gaze softens as she observes you, your altered presence a testament to the Abyss' mystifying power. A pause hangs heavily between you, as if the Abyss itself holds its breath, the low hum of the unseen creatures your only accompaniment.
<<say $mc>>Saeko, you're rambling. Are you alright?<</say>>
The question is gentle, laced with concern. You reach out, your newly formed hand stopping mid-air, uncertain.
<<say $companionSaeko>>I apologize... I'm just... This is a lot to process. I mean, we knew the Abyss could change you, but seeing it, experiencing it... it's another matter entirely.<</say>>
Her voice trails off, and she glances away, her boots scuffing against the rough, alien terrain. Suddenly, she seems smaller, the formidable researcher dwarfed by the weight of your predicament.
<<say $mc>>It is. But we knew what we were getting into, didn't we? We're in this together, Saeko.<</say>>
Your voice is warm, a soothing balm against the chilling reality. You extend your hand fully now, reaching for Saeko's. The glow from the miasma casts a spectral light on your intertwined fingers.
<<say $companionSaeko>>Yes, we are. And I... I care about you, more than I thought I would. More than just a fellow researcher or... or a companion.<</say>>
Her confession hangs in the air, echoing in the silence of the Abyss. She takes a deep breath, her eyes locking with yours.
<<say $mc>>Saeko, I-<</say>>
Before you can finish, Saeko leans in, pressing her lips against yours in a soft, tentative kiss. It's a silent affirmation of your unspoken feelings, a beacon of warmth amidst the cold, otherworldly mystery of the Abyss.
You pull away slowly, the echo of the kiss still lingering between you. Saeko's eyes are wide, her breath hitching slightly as she gazes at you.
<<say $companionSaeko>>I... I hope that was alright. I've been wanting to... Well, it's not very scientific of me, is it?<</say>>
There's a vulnerability in her voice, a departure from her usual academic tone. She's trying to mask her fear with humor, her grip on your hand tightening.
<<say $mc>>Maybe not, but it's human, Saeko. We're not just researchers here. We're people too... and I've been wanting to do that as well.<</say>>
A smile spreads across your face, your eyes softening as you look at Saeko. Your grip tightens around her hand, a silent affirmation of your shared feelings.
<<say $companionSaeko>>Then we're on the same page. Even amidst all this... change, it's good to know some things remain constant.<</say>>
She returns the smile, a genuine one this time. Your joined hands seem to glow in the eerie luminescence, a symbol of your connection amidst the ever-shifting Abyss.
[[End your conversation|Party overview][$convo.saekoInhuman2 = 1, $companionSaeko.affec+=(1+$hsswear)]][img[setup.ImagePath+'Companions/SaekoL4Nude.png']]
Saeko seems to be eyeing you in a different way than usual, with an intense warmth in her gaze that's slowly appeared as you've gotten to know her better.
<<say $companionSaeko>>We've made such a fascinating discoveries down here, haven't we?<</say>>
Her tone is analytical, yet her gaze, which flickers with a spark of heat, indicates a softness that contrasts with her scientific demeanor. Her hand, normally manipulating petri dishes or recording data, now reaches for yours, tracing gentle circles on your palm. You feel an unexpected and potent heat radiating from her touch.
<<say $mc>>Yes, we have, Saeko. But there's more to this place than just data and specimens, isn't there?<</say>>
You watch as her eyes flicker with a quiet understanding. Her fingers tentatively trace their way up your arm, across your shoulder, causing you to shudder as they brush lightly against your skin. Your breath hitches in your throat as her touch descends to your waistband, her touch surprisingly confident.
<<say $companionSaeko>>There is... There's a vitality, a life force in the Abyss that transcends typical biological explanation. Perhaps... we're part of it?<</say>>
Her words are imbued with an uncharacteristic vulnerability. Her hand moves downward, her fingers exploring, tracing your arousal through the fabric of your trousers. Your heart pounds against your chest as you draw in a sharp breath, your body reacting to her boldness.
<<say $mc>>I... I think you're right, Saeko.<</say>>
You feel her fingers deftly undo the button, her breath hitching as she unzips your trousers and you spring free. You feel the cool air of the Abyss against your heated skin. It's a tantalizing sensation that leaves you gasping, your arousal throbbing under her gentle touch.
<<say $companionSaeko>>You're quite... lively. Like the Abyss, vibrant and full of energy.<</say>>
You can't help the small laugh that bubbles up from your throat at her choice of words, her academic nature never quite leaving her. The sensation of her hand encircling you causes your breath to hitch. Her touch is as cautious and curious as the way she approaches her scientific work, exploring you with a slow and attentive pace that has your heart pounding in your chest.
<<say $mc>>Saeko... you're making me feel... incredible.<</say>>
Her thumb sweeps over the tip, your hips bucking involuntarily at the unexpected stimulation. You gasp, your fingers gripping her shoulder. She gazes at you with curiosity, as if cataloguing every reaction.
<<say $companionSaeko>>Your responses are... quite illuminating.<</say>>
Her hand works you with a steady rhythm, her touch firm yet tender. You're overwhelmed by the intense sensations coursing through you, heat spreading through your body like wildfire. Her intellectual approach to your intimate encounter only serves to heighten your arousal, the merging of two worlds – her scientific curiosity and your raw desires – culminating in an electrifying experience that has you teetering on the edge.
<<say $mc>>Saeko... I'm... close.<</say>>
She nods, her touch not faltering as you shudder beneath her. The intense sensations build, your climax approaching with a swiftness that has you gasping. The anticipation is a sweet torture that Saeko seems determined to prolong.
<<say $companionSaeko>>Experience it... just like we do with the mysteries of the Abyss.<</say>>
Her words, so full of academic allure and sensual promise, push you over the edge. You let out a choked gasp as the pleasure crashes over you, your climax an explosion of sensation. Your vision blurs, your breath hitching as you ride out the waves of pleasure.
<<say $mc>>Saeko... that was... amazing.<</say>>
In the afterglow, she gazes at you, her eyes filled with a quiet satisfaction. The adventure through the Abyss had brought forth an unexpected intimacy, a deep connection that was as mysterious and awe-inspiring as the environment around you.
<<say $companionSaeko>>It truly was... a learning experience.<</say>>
Her words, so typically Saeko, bring a smile to your face, the euphoria of your intimate encounter still tingling in your veins. You know that this journey through the Abyss, alongside Saeko, would be far from predictable, and you wouldn't have it any other way.
[[End your conversation|Party overview][$convo.saekoHand = 1, $companionSaeko.affec+=(1+$hsswear)]][img[setup.ImagePath+'Companions/SaekoL4Nude.png']]
Saeko seems to be eyeing you in a different way than usual, with an intense warmth in her gaze that's slowly appeared as you've gotten to know her better.
<<say $companionSaeko>>We've made such a fascinating discoveries down here, haven't we?<</say>>
Her tone is analytical, yet her gaze, which flickers with a spark of heat, indicates a softness that contrasts with her scientific demeanor. Her hand, normally manipulating petri dishes or recording data, now reaches for yours, tracing gentle circles on your palm. You feel an unexpected and potent heat radiating from her touch.
<<say $mc>>Yes, we have, Saeko. But there's more to this place than just data and specimens, isn't there?<</say>>
Her eyes reveal a quiet understanding as you speak. She traces her fingers up your arm, along your shoulder, and your breath hitches as her touch descends over your tender breasts, then finally reaches your waist, surprisingly self-assured.
<<say $companionSaeko>>There is... There's a vitality, a life force in the Abyss that transcends all biological explanation. Perhaps... we're part of it?<</say>>
Her voice is imbued with an uncharacteristic vulnerability. Her hand moves further, her fingers dipping below the waistband of your trousers. Your heartbeat thunders in your chest as her fingers make contact with the wet heat of your arousal. Your breath shudders out in anticipation of what's to come.
<<say $mc>>I... I think you're right, Saeko.<</say>>
As she undoes the button, you feel the cool air of the Abyss against your sensitized womanhood. A tantalizing contrast to the heated anticipation building within you.
<<say $companionSaeko>>You're quite... lively. Like the Abyss, vibrant and full of energy.<</say>>
A giggle escapes your lips at her choice of words, her academic nature never far from surface. But then, her fingers explore you with a gentleness and curiosity reminiscent of her approach to her scientific work. The sensation is thrilling, her touch sending a ripple of pleasure through your body.
<<say $mc>>Saeko... you're making me feel... incredible.<</say>>
Her fingers explore deeper, her thumb circling your sensitive bud causing you to gasp and grip her shoulder. She observes your reactions with an academic interest, yet the desire in her eyes is undeniably genuine.
<<say $companionSaeko>>Your responses are... quite illuminating.<</say>>
Her touch becomes more confident, her fingers delving within you, setting a rhythm that has your heart pounding in your chest. The unique combination of her intellectual curiosity and your shared intimacy heightens your arousal, culminating in an electrifying encounter that leaves you teetering on the edge of pleasure.
<<say $mc>>Saeko... I'm... close.<</say>>
She nods, her fingers continuing their dance, expertly guiding you towards the precipice. The building sensations threaten to consume you, and Saeko's patient encouragement only serves to intensify your anticipation.
<<say $companionSaeko>>Experience it... just like we do with the mysteries of the Abyss.<</say>>
Her words, echoing with academic allure and sensual promise, trigger a wave of pleasure that crashes over you. You gasp, lost in the overwhelming sensation as your climax rushes through you.
<<say $mc>>Saeko... that was... amazing.<</say>>
In the aftermath, she gazes at you, her eyes reflecting quiet satisfaction. The adventure through the Abyss had revealed an unexpected intimacy, a deep connection that was as enigmatic and awe-inspiring as the environment surrounding you.
<<say $companionSaeko>>It truly was... a learning experience.<</say>>
Her words, typical of Saeko, bring a smile to your face. The euphoria of your intimate encounter still pulses within you, echoing the intriguing allure of the Abyss. This journey, alongside Saeko, promises to be far from predictable - and you couldn't be more eager for it.
[[End your conversation|Party overview][$convo.saekoHand = 1, $companionSaeko.affec+=(1+$hsswear)]][img[setup.ImagePath+'Companions/KhemiaL6.png']]
The villi beneath your feet wriggle and squirm, gently stroking and prodding at your ankles and calves, filling you with an unexpected, alien sense of discomfort.
<<say $companionKhemia>>Never thought you'd see the day when you'd walk on living carpet, huh?<</say>>
Khemia speaks with a slight smirk, his expression revealing both amusement and fascination.
<<say $companionKhemia>>There's always something new waiting for us in the Abyss. Each layer more strange than the last. That's why I can't help but push further. It's a lure I can't resist.<</say>>
The journey continues. As you venture deeper into this bizarre layer, the tentacles grow in size, swarming around your waists and eliciting a mixture of discomfort and intrigue. The ambient temperature climbs steadily, the air becoming hot and heavy, akin to an intense sauna, making every breath a laborious task. Flames dance amidst the fields of tentacles, a strange sight that transforms the environment into an uncanny, fiery hellscape. Oddly, despite the blaze, the heat seems to only lightly tickle your skin, as though you are wrapped in a warm, gentle breeze rather than being in the midst of a wildfire.
<<say $companionKhemia>>Abyss, you continue to outdo yourself!<</say>>
Khemia exclaims, his eyes gleaming with wild excitement. His hand runs over the tip of his sword, fingers tracing the cold metal.
<<say $companionKhemia>>A field of fire, a sea of tentacles, and a burning desire to go even deeper. I won't let anything stop me! I want to know what's waiting for us at the bottom. No, I need to know.<</say>>
Throughout the layer, you spot small pieces of ancient rubble, the remnants of a past civilization or a forgotten era. Yet the tentacles and flames have ravaged them beyond recognition, reducing them to meaningless chunks of stone amidst the living and burning landscape.
<<say $mc>>Khemia, you do realize the risks, right? This is uncharted territory. We're already facing challenges that no one has ever encountered before. Is the unknown really worth risking everything?<</say>>
Khemia turns towards you, his gaze filled with a mix of excitement, determination, and a hint of madness. His flirty nature seems to dissipate for a moment, replaced by an almost palpable gravity.
<<say $companionKhemia>>Yes. It's worth it. Because for adventurers like us, it's not the destination, but the journey that defines us. And I'll do anything, risk everything, to continue this journey to the very end. Even if it's the bottom of the Abyss.<</say>>
There is a silence, a deep pause, filled only with the squelching of the tentacle carpet underfoot and the crackling of the exotic fires nearby. Khemia's words hang in the air, as palpable as the heat. His conviction seems to charge the atmosphere, the tension between you almost tangible.
<<say $mc>>And if it costs you your life? You're ready to pay that price?<</say>>
Khemia's steps falter for a moment, then he steels himself and continues plowing through the navel-high tentacles. He stares into the dancing flames, his eyes reflecting an array of vivid hues from the fire. The backdrop of smoky air and flickering light lends an ethereal quality to his strong features.
<<say $companionKhemia>>Life is a fleeting moment, a glimmer in the endless expanse of time. If I can spend that moment pushing boundaries, exploring unknown territories, and treading where no one else dares, then it would be a life well lived, don't you think?<</say>>
Khemia's reply is met with another silence. As you trek through this bizarre landscape, you can sense the intensity of the Abyss layer growing. The fiery tentacles seem to sway in tandem with your conversation, their intensity reflecting the ardor of your dialogue.
<<say $mc>>That's... one way to look at it. But isn't there anything else you want? Outside of the Abyss?<</say>>
Khemia turns his gaze back from the flames and looks at you. The smirk returns to his face, the charismatic charm sneaking back into his eyes.
<<say $companionKhemia>>Oh, there are plenty of things I want, but right now, I can't think of a better place to be, or a better person to be with. The Abyss and its mysteries... they're part of me. And you... You're part of this journey.<</say>>
Khemia gives you a sly wink, but his return to his typical charming attitude does little to lighten the gravity of the conversation. But it is a reminder of who Khemia is - a man driven to explore, living on the edge of the unknown, determined to reach the ends of the Abyss, no matter what.
[[End your conversation|Party overview][$convo.khemiaL6 = 1, $companionKhemia.affec+=(1+$hsswear)]]Lily's eyes shimmer with childlike curiosity as she gazes at the glowing Relic in your possession.
<<say $companionLily>>You know, I'm thinking... about that crazy Relic of yours, the Creator's Bolt. Mind if I give it a whirl?<</say>>
Her tone is playful and filled with a barely restrained excitement, a testament to her thrill-seeking nature.
<<say $mc>>What exactly do you have in mind, Lily?<</say>>
She twirls a strand of her hair, her eyes light up like the midnight stars as her imagination takes over.
<<say $companionLily>>Oh, you know me! I've got a few ideas. I mean, imagine... creating your own anime, your own travel documentary... or even your own video game! It's mind-blowing!<</say>>
The wild energy radiating from her is infectious, igniting your own curiosity.
<<say $mc>>What kind of anime would you create?<</say>>
Her lips stretch into a wide grin as she delves into a vivid explanation.
<<say $companionLily>>Well, let's see. It would be an epic adventure through various dimensions. Our protagonist would be a fearless traveler, a bit like us! But with a twist, they would have the power to morph into different creatures from each dimension they visit. Each episode would be a new world to explore, a new creature to master. It'll be action-packed, filled with vibrant colors and grand battles!<</say>>
Your mind spins with the visuals she paints, the concept is compelling indeed.
<<say $mc>>Sounds thrilling. And the travel documentary?<</say>>
<<say $companionLily>>Ah, the documentary. Imagine this: A journey through the Abyss! Showcasing the changes we experience and the strange landscapes we encounter. Of course, it'll be peppered with our own commentary and banter. And every episode would end with a heart-warming campfire scene.<</say>>
You can almost see the flickering campfire and feel the warmth radiating from her words.
<<say $mc>>And the video game?<</say>>
<<say $companionLily>>A role-playing game set in the Abyss! Each player can customize their own avatar and experience the changes just like we do. Players can create their own narrative within the game as they explore. It'll have stunning graphics, engaging combat systems, and a hauntingly beautiful soundtrack!<</say>>
Her excitement is palpable as she eagerly awaits your response.
[[Allow her to use the Creator's Bolt|Lily Creator Yes][$companionLily.affec+=(1+$hsswear)]]
[[Forbid her from using the Creator's Bolt|Lily Creator No][$companionLily.affec-=(1+$hsswear)]]Lily's eyes glow with a hopeful spark as she outlines her imaginative media dreams. She finishes with an almost tangible wave of exhilaration.
<<say $mc>>Sounds like you've put a lot of thought into this. Well, Lily... go ahead. Let's see what you can create with the Creator's Bolt.<</say>>
There's a moment of stunned silence as your words sink in. Then, with a burst of infectious energy, she jumps up, punching the air in victory.
<<say $companionLily>>Yes! This is going to be fantastic! We're about to change the Abyss and the world beyond, one piece of media at a time!<</say>>
Her laughter fills the air, her joy at the prospect of using the Relic brightening even the darkest corners of the Abyss. You can't help but share in her excitement, the potential of the Creator's Bolt suddenly seeming more appealing than ever.
[[End your conversation|Party overview][$convo.lilyCreator = 1]]Her excitement is palpable as she eagerly awaits your response.
<<say $mc>>Lily, as interesting as your ideas are, I think we need to keep the Creator's Bolt for more crucial situations. We're in the Abyss, after all.<</say>>
Her jubilant energy deflates like a punctured balloon, her eyes reflect a rare flicker of disappointment and irritation.
<<say $companionLily>>You've got to be kidding me! So you're saying that we have this amazing piece of magic that can make all sorts of wonderful media... and we're just going to hoard it for 'crucial situations'? This is exactly why people don't enjoy their time in the Abyss!<</say>>
She throws her arms up in exasperation before crossing them in front of her chest.
<<say $mc>>I understand where you're coming from, Lily. But we don't fully understand the rules and risks of this place yet. It's better to be safe than sorry.<</say>>
Despite your words of reassurance, Lily huffs in irritation, turning away from you with a muttered grumble under her breath. The tension hangs heavy in the Abyss around you.
[[End your conversation|Party overview][$convo.lilyCreator = 1]]Maru's eyes sparkle with excitement, his usually round cheeks puffed up slightly, resembling a chipmunk. His fingers toy with the edge of his frilly dress as he anxiously paces back and forth in the dimly lit campsite, something obviously bothering him.
<<say $companionMaru>>Um... I have a request to ask... it's about a Relic we found<</say>>
He hesitates, looking down, twiddling with the hem of his dress with his nimble fingers.
His tone is apprehensive, his usual cheerful demeanor slightly replaced with uncertainty.
<<say $mc>>What's up, Maru? What's this about a Relic?<</say>>
You tilt your head, genuinely curious. He has been an irreplaceable companion on your journey, always providing a soothing presence despite the harsh and unpredictable nature of the Abyss.
Maru reaches into his bag, pulling out a white glove, almost like a single mitt. It's simple, yet somehow it holds a certain charm, drawing you in with an uncanny sense of warmth. This is the Smitten Mitt. The boy bites his lower lip, his eyes avoiding direct contact with yours, his actions hinting at a touch of embarrassment.
<<say $companionMaru>>Can I... can I use the Smitten Mitt? I think it can help me... you know, with the stress of the journey.<</say>>
He mumbles, holding the Mitt close to his chest as he speaks.
[[Allow him to use the Smitten Mitt|Maru Smitten Yes][$companionMaru.affec+=(1+$hsswear)]]
[[Forbid him from using the Smitten Mitt|Maru Smitten No][$companionMaru.affec-=(1+$hsswear)]]Despite his timidness, you're touched by Maru's vulnerability. He's thinking about his own wellbeing, which is important on this challenging journey.
<<say $mc>>Absolutely, Maru. If the Smitten Mitt can provide some comfort, I think you should definitely use it.<</say>>
Upon hearing your words, Maru's eyes light up like two twinkling stars. A radiant smile crosses his face, and he clutches the Mitt tighter to his chest, his anxiety replaced with a noticeable feeling of relief and joy.
<<say $companionMaru>>Thank you...thank you so much! This means a lot to me!<</say>>
Upon your approval, Maru nods eagerly, his face radiant with anticipation. He carefully slips his hand into the Smitten Mitt, a small sigh of contentment escaping his lips as he does so.
<<say $companionMaru>>It... it feels so real.<</say>>
He whispers in awe, his fingers gently curling around the phantom grip of the Mitt.
His usually vibrant eyes soften, a faraway look taking over as he closes them. The usual hyperactive Maru seems to melt away, replaced by a serene figure, his lips slightly parted in a small, peaceful smile.
<<say $companionMaru>>It's... it's like holding onto someone's hand... someone who's there for you.<</say>>
Maru's voice is soft, but his words echo around the campsite, bouncing off the silent Abyssal walls surrounding you.
Observing him, you realize the depth of the Smitten Mitt's effect. It's not just about the physical sensation, but also about the emotional assurance it provides. A sense of companionship, of not being alone, seems to radiate from Maru, warming the otherwise cold campsite.
Maru then opens his eyes, the blissful peace on his face replaced by his usual joviality. But there's a new-found confidence in his gaze, a sense of calm that wasn't there before. It's evident that the Smitten Mitt has done its magic, calming his nerves and alleviating the stress of the journey.
<<say $companionMaru>>I feel so much better! This is going to help a lot!<</say>>
He exclaims, waving his Mitt-clad hand around with a cheery giggle.
His lightheartedness brings a smile to your face. The Smitten Mitt had been a good call, and seeing Maru like this assures you that your journey through the Abyss will be a bit more bearable with the power of this Relic and the power of your bond.
[[End your conversation|Party overview][$convo.maruSmitten = 1]]Despite his timidness, you consider his request. But you can't help but feel a tad worried. You've only got one Smitten Mitt, and it might be needed for an emergency situation.
<<say $mc>>I'm sorry, Maru, but we need to keep the Smitten Mitt in reserve. We don't know what we'll face further down in the Abyss.<</say>>
Maru's face drops, the excited spark in his eyes fading. His shoulders slump, and he clutches the Mitt tighter, almost protectively, a look of disappointment clearly etched on his features.
<<say $companionMaru>>Oh... okay, I understand.<</say>>
He mutters quietly, his usual lively tone missing, replaced by a hint of sadness.
[[End your conversation|Party overview][$convo.maruSmitten = 1]]A mischievous grin spreads across Lily's face, her eyes gleaming with enthusiasm as she twirls a lock of lavender hair around her finger. There's a particular sparkle to her expression, the one that usually precedes her craziest ideas. She pats the Heavenly Merrymaker in her hand, the unusual triangle cap gleaming under the muted light.
<<say $companionLily>>Hey, so I've been thinking... I mean, we've got this awesome Relic here. The Heavenly Merrymaker. Pretty rad, right?<</say>>
She spins the cap around her fingers with an expert flick, her gaze never leaving yours. It's clear she's building up to something, an anticipation filling the air between you.
<<say $mc>>It's an intriguing artifact, no doubt. But remember, we're in the Abyss for a purpose. It's not just about having fun.<</say>>
Lily rolls her eyes at you, her exuberant personality unaffected by your pragmatic words. She places the Heavenly Merrymaker on her head, the cap perched at a jaunty angle. A moment later, she removes it and sighs, a playful pout on her lips.
<<say $companionLily>>Oh, come on, don't be such a spoilsport! Just imagine the possibilities! We could have a blast with this thing. Anime marathons, exploring weird places, and I mean, come on... endless fun with zero consequences? It's like a dream come true!<</say>>
Lily's fervor is contagious, her enthusiasm radiating off her in palpable waves. Yet, there's also a sincerity in her eyes, a genuine yearning for the thrill and joy she's suggesting.
<<say $mc>>And how would that help us with our expedition? We need to stay focused, Lily.<</say>>
Her confident grin doesn't waver. Instead, she leans closer, her gaze determined.
<<say $companionLily>>Look, I get it. We're here for serious business, and I'm not suggesting we goof off all the time. But remember, the Abyss changes people, right? So what if this 'endless fun' could be a strategy? Maybe it'll keep us sane amidst all this craziness! Besides, wouldn't you want to have a moment of joy in a place like this?<</say>>
You find yourself considering Lily's words. The Abyss is indeed a strange and unsettling place, and perhaps this light-hearted approach could provide a semblance of normalcy. The mirthful gleam in Lily's eyes and her infectious enthusiasm make the idea all the more tempting.
[[Allow her to use the Heavenly Merrymaker|Lily Merrymaker Yes][$companionLily.affec+=(1+$hsswear)]]
[[Forbid her from using the Heavenly Merrymaker|Lily Merrymaker No][$companionLily.affec-=(1+$hsswear)]]A moment of silence stretches between the two of you as you weigh Lily's proposal. She watches you, her eager anticipation hanging in the balance of your decision. After a moment, you sigh, a reluctant smile tugging at the corners of your mouth.
<<say $mc>>Alright, Lily. We'll give it a try. But remember, we can't lose sight of our mission.<</say>>
A victorious whoop echoes from Lily, her eyes sparkling brighter than ever before. She holds the Heavenly Merrymaker up, a trophy of her successful persuasion.
<<say $companionLily>>You won't regret this, promise! Now, let's see... where's that list of animes I wanted to marathon?<</say>>
Her excitement fills the atmosphere, bringing a rare moment of lightness and levity amidst the ever-changing, unfamiliar landscape of the Abyss. As she delves into planning your first 'timeless' escapade, you can't help but share in her anticipation. Perhaps this unconventional strategy might just work, or at least, provide some much-needed laughter along the way.
[[End your conversation|Party overview][$convo.lilyMerrymaker = 1]]Lily's enthusiasm hangs in the air, the silence stretching as you consider her proposition. Eventually, you sigh, shaking your head and looking at the Heavenly Merrymaker thoughtfully.
<<say $mc>>I understand what you're saying, Lily, but we have to stay focused. We can't afford to lose sight of our mission here.<</say>>
The vibrant energy surrounding Lily seems to deflate, her exuberance fading away into visible disappointment. She takes a step back, reluctantly setting the cap back into your hand.
<<say $companionLily>>I... I see. You're right. I was just... well, I guess I got carried away by the idea. I just thought it could... you know, make things a bit lighter. But you're right. We're here for a reason.<</say>>
Her voice trails off, her gaze averted from yours. It's rare to see her this subdued, her lively spirit dampened by your decision.
<<say $mc>>I know it's not what you wanted to hear, Lily. But we have to stay vigilant. The Abyss is unpredictable. We need to be prepared for anything.<</say>>
She nods at your words, her lips curling into a small, resigned smile. Despite her disappointment, she seems to respect your decision.
<<say $companionLily>>Yeah, you're right. We've got a job to do, after all. No point getting distracted by... well, distractions.<</say>>
She takes a deep breath, a spark of her usual optimism returning to her eyes. Even in disappointment, Lily's resilient spirit manages to shine through.
[[End your conversation|Party overview][$convo.lilyMerrymaker = 1]]The expedition's latest find, the Pangea Shaker, sits on the makeshift table between you and Maru, its shell catching the light and casting a prismatic glow in the dimly lit Abyss.
<<say $companionMaru>>Hey, um, do you think... maybe... I could use that? The Pangea Shaker, I mean...<</say>>
Maru blushes, nervously fiddling with the frills of his apron, eyes locked on the Relic.
<<say $mc>>The Pangea Shaker? You mean for your cooking?<</say>>
You're surprised, but it makes sense. With the wide variety of tastes within your expedition team, this Relic could be a cooking game-changer.
<<say $companionMaru>>Yes! Imagine, we could have any flavor we want, even in the middle of the Abyss! It's not like it's dangerous or anything, right? It could make our meals so much more... delightful!<</say>>
His enthusiasm is contagious, and you can see the joy sparking in his eyes. Cooking is a passion for Maru, and the Pangea Shaker could push his meals to new heights.
<<say $mc>>That's true, but what if we need it for something else?<</say>>
<<say $companionMaru>>Oh, I promise to be really careful with it! And besides, isn't keeping our spirits high just as important? A tasty meal can do wonders for morale!<</say>>
Maru clasps his hands together, pleadingly looking at you with his big, round eyes.
[[Allow him to use the Pangea Shaker|Maru Pangea Yes][$companionMaru.affec+=(1+$hsswear)]]
[[Forbid him from using the Pangea Shaker|Maru Pangea No][$companionMaru.affec-=(1+$hsswear)]]<<say $mc>>Alright, but remember, it's a valuable artifact. If there's even a hint of trouble, we'll have to put it away, okay?<</say>>
You give in, unable to resist Maru's earnest expression.
<<say $companionMaru>>Yay! You won't regret this, I promise! Prepare yourself for the most delicious meals you've ever tasted!<</say>>
Maru beams, excitement written all over his face as he reverently takes the Pangea Shaker into his hands. It seems like the Abyss is about to experience a culinary revolution.
<<set $maruPangea = 1>>
[[End your conversation|Party overview][$convo.maruPangea = 1]]<<say $mc>>I understand Maru, but we can't risk it. We don't know the full extent of this Relic's abilities or if it has any side effects. It's too valuable to use for cooking.<</say>>
You're firm, believing in the caution that the unknown depths of the Abyss demand.
<<say $companionMaru>>Oh, I... I see...<</say>>
Maru's eyes dim slightly, the rainbow glow of the Pangea Shaker flickering across his downcast face. His shoulders slump, hands slowly retracting from the relic.
<<say $mc>>I'm sorry, Maru. I know it's disappointing, but we have to be careful. The Abyss isn't a place for taking unnecessary risks.<</say>>
You try to offer him some comfort, but it's clear your decision weighs heavily on his spirit.
<<say $companionMaru>>No, no, it's okay... I understand. We're in the Abyss after all...<</say>>
Maru offers a weak smile, but it doesn't quite reach his eyes. His enthusiasm replaced by a sober understanding of the harsh environment you're all navigating.
[[End your conversation|Party overview][$convo.maruPangea = 1]]Cherry's normally downcast eyes glint strangely in the half-light of the Abyss, her gaze fixed on the paper lantern held in your grasp. It is an unusual sight, this spark of life in the girl who seems to live in a constant state of melancholy.
<<say $companionCherry>>That's the Lambent Spectre, isn't it?<</say>>
Her voice is low, nearly drowned out by the whispering shadows of the Abyss.
You merely nod, unsure of where this conversation is leading.
<<say $companionCherry>>Can I ask a favor? I... I want to use it... for my sister.<</say>>
She hesitates, her words barely escaping the thin line of her mouth.
This request, sudden and loaded with potential danger, has you fumbling for words.
<<say $mc>>You mean... bring her back?<</say>>
You try to keep your voice steady, though the implications of her request send waves of uncertainty crashing over you.
She nods again, her eyes never leaving the delicate artifact.
<<say $companionCherry>>I know it might not be the same... might not be really her. But... she's all I have, you know? And I feel like I owe her this... this chance to exist again.<</say>>
Cherry's voice cracks a little, the raw emotion behind her words standing in stark contrast to her usual flat demeanor.
The sight of her vulnerability stirs a complex blend of emotions within you, but you can't ignore the voice of reason that echoes within your thoughts.
<<say $mc>>Cherry... I understand, but what if it's not healthy for you? What if it's not really her but just an imitation?<</say>>
She seems to consider your words, her gaze now dropping to her hands, twisted together nervously in her lap.
<<say $companionCherry>>I've... thought about it. A lot. But even if it's just a fraction of her... I think it could help. Help me to move on. I need to say goodbye. Properly this time.<</say>>
You sit silently, struggling to weigh the potential consequences against Cherry's desperate plea. It isn't an easy decision, but then again, nothing about this expedition through the Abyss is.
[[Allow her to use the Lambent Spectre|Cherry Lambent Yes][$companionCherry.affec+=(2+$hsswear)]]
[[Forbid her from using the Lambent Spectre|Cherry Lambent No][$companionCherry.affec-=(2+$hsswear)]]Your heart wrenches in your chest, seeing Cherry in such a state. But you know that you have to choose the path that seems the most reasonable, the one that feels less likely to cause any further harm.
<<say $mc>>Cherry, I... I can't. I understand why you'd want this... but I don't think it's the right path. This... isn't healthy.<</say>>
For a moment, silence hangs heavy between you. You see the spark that had briefly ignited in Cherry's eyes flicker out. Her gaze falls away from the Lambent Spectre, a quiet resignation returning to her features.
<<say $companionCherry>>I see... I suppose I had hoped... but it was a foolish hope.<</say>>
Her voice is soft, her words barely reaching your ears. She gives a slight nod, seemingly to herself more than you, a silent acknowledgment of your decision.
As she retreats into her usual solemn silence, you can tell that your refusal has affected her more deeply than her flat affect suggests. It is a blow that has further stoked the embers of her depression, a fact that makes your heart feel heavy with regret. But you have made your decision, one that you hope, in the long run, will prove to be the best for both of you.
[[End your conversation|Party overview][$convo.cherryLambent = 1]]Finally, with a deep sigh, you turn the Lambent Spectre over to Cherry, watching as her hands tremble slightly when she takes hold of it.
<<say $mc>>Alright, Cherry... but promise me, if it gets too much, if it's not what you expect, you'll stop.<</say>>
She nods, swallowing visibly. There is an uncharacteristic spark in her eyes, and you wonder if you have made the right decision. You watch as she cradles the lantern and closes her eyes, her lips moving in a silent plea.
A moment later, a flame sparks inside the lantern, flickering in an unseen breeze. But when a voice comes from it, it is a voice of a stranger, not her sister's. Cherry looks startled but quickly douses the flame with a vial of water she had prepared.
The process repeats itself, each time with a different voice, a different soul brought back from the unknown. With each attempt, Cherry's hope seems to fade a bit, replaced by a growing frustration and despair.
Watching her, you feel a twinge of regret. Seeing Cherry struggle in this way, cycling through souls in a desperate attempt to find her sister, you can't help but feel you have made the wrong choice. You consider stepping in, taking the lantern back, but a part of you is also telling you to let her keep trying. After all, isn't it her decision to make?
Caught in this internal debate, you finally decide to speak up.
<<say $mc>>Cherry...<</say>>
She doesn't seem to hear you, her focus solely on the lantern in her hands. Her determination is admirable, but also worrisome. Perhaps it is time for this experiment to end, for both Cherry's sake and for the sake of the souls accidentally called back. You prepare yourself for the tough conversation that is bound to follow.
[[Allow her to continue without interrupting|Cherry Lambent Continues]]
[[Step in and convince her to stop|Cherry Lambent Stops]]You watch Cherry intently, her tireless efforts mirroring in the flickering light of the Lambent Spectre. With each failed attempt, her resolve only seems to strengthen. She moves in an almost mechanical fashion, extinguishing one flame just to summon another, hope dwindling with every unfamiliar voice.
You sit silently, torn between your concern and your respect for Cherry's determination. The decision is hers, but the desperation in her eyes, the despair in her voice, it all weighs heavily on you.
Finally, after what feels like an eternity, she stops. Her hand, once steady despite the tremor of emotion, is shaking. The lantern's light flickers and dies out, and Cherry doesn't attempt to rekindle it. Exhausted, she sinks back against the Abyss's cool stone, her eyes empty.
<<say $companionCherry>>It's... it's not working.<</say>>
Her voice is a ghost of a whisper, as if the futile attempts have drained her of more than just physical energy.
You remain quiet, unable to find words that would comfort her. She isn't looking for empty platitudes or reassurances, you know. She has sought solace in the impossible, and the disappointment is all too tangible.
<<say $companionCherry>>I... I just thought... maybe...<</say>>
Her voice trails off, a sob catching in her throat. The lantern slips from her grasp, rolling to a stop at your feet. But she doesn't move to retrieve it. Doesn't move at all.
<<say $mc>>I'm... I'm sorry, Cherry.<</say>>
It's all you can offer. Any other words feel inadequate, an intrusion on her grief.
The conversation ends there, a sorrowful silence stretching out between the two of you, as vast and deep as the Abyss itself.
[[End your conversation|Party overview][$convo.cherryLambent = 1]]<<say $mc>>Cherry... I think it's time to stop.<</say>>
You reach out gently to touch her shoulder, drawing her attention from the flickering lantern.
Her gaze lifts to meet yours, and you see the tears welling in her eyes. You pull the Lambent Spectre from her grasp and place it gently aside.
<<say $mc>>I know you miss your sister, and it's natural to want to see her again. But this... This isn't healthy. It's time to let go and try to move on.<</say>>
Cherry looks at you, her eyes searching yours, as if seeking an answer that she can't find in the flickering flames of the Spectre.
<<say $companionCherry>>But... it was my fault...<</say>>
Her voice is so small, a whisper of guilt and pain that tugs at your heart.
<<say $mc>>No, Cherry, it wasn't. It's just life... and sometimes, life is unfair and unpredictable.<</say>>
You offer the words gently, as if trying to keep them from bruising her further.
For a moment, Cherry is silent, simply looking at you with wide, tear-filled eyes. Then, a ragged breath slips from her lips and she drops her gaze, her fingers absent-mindedly twisting the edge of her shirt.
<<say $companionCherry>>But I shouldn't have been there... maybe I could have...<</say>>
She begins, her voice barely above a whisper, filled with a haunting echo of regret.
<<say $mc>>Cherry, there's no way you could have known what would happen. And dwelling on what you could have done differently won't change the past.<</say>>
You are firm, but your voice holds an empathetic warmth, recognizing the weight of her guilt.
Her breath hitches, and for a moment, you think she might break down. But she takes a deep breath and nods, wiping at her eyes with a shaky hand. You watch as a spark of resilience flickers within her, breaking through the fog of her sadness.
<<say $mc>>You can honor your sister by living, Cherry. By moving forward, by not letting your life be defined by her loss.<</say>>
She seems to consider your words, her gaze flickering towards the now silent Lambent Spectre. The moment is fragile, heavy with the pain of the past and the uncertainty of the future.
Feeling a surge of compassion, you move closer to Cherry, pulling her into a comforting embrace. Her body stiffens for a moment, before relaxing into your touch, her quiet sobs muffled against your shoulder.
<<say $companionCherry>>Maybe... Maybe you're right... Maybe it's time to move on.<</say>>
Her admission is hesitant, muffled into your shoulder, but it's a start. The smallest of smiles graces her lips as she pulls away from the hug, not one of happiness, but of acceptance. As you continue your expedition through the Abyss, you know that some changes are far more profound than those of the external world. And you hope Cherry's decision to move forward will lead her towards finding her inner peace.
[[End your conversation|Party overview][$convo.cherryLambent = 1]]Maru, your delicate companion, catches your attention. His attire today leans towards the feminine, a knee-length skirt and a blouse that accentuates his soft, slender build. His outfit is as unusual as the Abyss itself, but it's his playfulness and charm that truly make him stand out. His large eyes sparkle with innocence, curiosity, and a touch of mischief. His short, tousled hair, always seeming to be in perfect disarray, matches his personality perfectly - whimsical, free-spirited, and radiantly youthful.
In this particular moment, it's not his cute feminine attire or his youthful charm that holds your attention. It's the bucket he cradles in his slender hands, and the blue substance contained within it. It shimmers and sparkles, a dazzling spectacle that mirrors the night sky. The Firmament Pigment. It is said to adapt to the night sky, a living painting, ever-changing and enchanting.
Observing Maru with his Firmament Pigment, you can't help but be drawn in by the mesmerizing dance of his hands. His fingers dip into the bluish paint, drawing out a handful with a playful giggle.
<<say $companionMaru>>Look! Isn't it pretty? It's like having a tiny piece of the night sky in my hands.<</say>>
His delicate fingers, coated in paint, extend toward you. They're slender, soft, and surprisingly cold with the paint. The twinkle of the Firmament Pigment is hypnotic, drawing your gaze and curiosity.
<<say $mc>>It is... quite something.<</say>>
Impulsively, you dip your own hand into the bucket. The cool sensation is immediate, the bluish paint encasing your fingers in a thin veil of glittering cosmos.
Maru's fingers reach for your painted hand, a cheeky smile on his face.
<<say $companionMaru>>What if we...<</say>>
His words hang in the air as a coy blush paints his cheeks. His fingers glide over yours, the cool paint creating a smooth path over your skin.
<<say $mc>>Maru?<</say>>
Before you can complete your question, Maru's painted hand ventures further, drawing a cool, shivering path over your wrist and onto your arm. The twinkling pattern of the pigment reflects in his wide, playful eyes.
<<say $companionMaru>>I want to paint you with the stars.<</say>>
Your heart thrums in your chest as Maru continues to spread the Firmament Pigment on you. The sensation is more intense when he dips his hand back into the bucket, scooping up more paint and tracing it onto your torso.
With a sense of wonder, you observe Maru's painted hands move to his own body, smearing the celestial pigment over his smooth skin. The twinkling stars reflecting off his slender frame make him seem ethereal.
Your breath hitches as Maru's hands again reach for you. This time, though, they trace a path lower. His fingers graze over your thighs, making you shudder, before they finally wrap around your arousal. The sensation is startling, the cool paint against your heated flesh contrasting and magnifying every small touch.
<<say $mc>>Maru...<</say>>
<<say $companionMaru>>You're beautiful, like the night sky.<</say>>
Maru's strokes are slow and gentle, spreading the Firmament Pigment all around your length. The cool friction is tantalizing, a sensation unlike any other you've experienced. His hands glide and slide, the glimmering paint adding an otherworldly aesthetic to the intimate moment.
Maru's hand glides along your length, the twinkling pigment enhancing the sensation. Your body thrums with a pleasure that is almost too much to bear. His hand works its magic, spreading the pigment around your cock, coating you in a pattern of twinkling stars.
<<say $mc>>Maru, I...<</say>>
Your words are cut off by your gasps. The Firmament Pigment is all over both of your bodies now, creating a glimmering, mesmerizing sight.
<<say $companionMaru>>Just let go... Let the stars carry you...<</say>>
His whispers are your final undoing, the pleasure washing over you in wave after shimmering wave, leaving you breathless and starstruck, awash in the glow of the Firmament Pigment and the shared intimacy with Maru.
[[End your conversation|Party overview][$convo.maruFirmament = 1, $companionMaru.affec+=(1+$hsswear)]]Maru, your delicate companion, catches your attention. His attire today leans towards the feminine, a knee-length skirt and a blouse that accentuates his soft, slender build. His outfit is as unusual as the Abyss itself, but it's his playfulness and charm that truly make him stand out. His large eyes sparkle with innocence, curiosity, and a touch of mischief. His short, tousled hair, always seeming to be in perfect disarray, matches his personality perfectly - whimsical, free-spirited, and radiantly youthful.
In this particular moment, it's not his cute feminine attire or his youthful charm that holds your attention. It's the bucket he cradles in his slender hands, and the blue substance contained within it. It shimmers and sparkles, a dazzling spectacle that mirrors the night sky. The Firmament Pigment. It is said to adapt to the night sky, a living painting, ever-changing and enchanting.
Observing Maru with his Firmament Pigment, you can't help but be drawn in by the mesmerizing dance of his hands. His fingers dip into the bluish paint, drawing out a handful with a playful giggle.
<<say $companionMaru>>Look! Isn't it pretty? It's like having a tiny piece of the night sky in my hands.<</say>>
His delicate fingers, coated in paint, extend toward you. They're slender, soft, and surprisingly cold with the paint. The twinkle of the Firmament Pigment is hypnotic, drawing your gaze and curiosity.
<<say $mc>>It is... quite something.<</say>>
Impulsively, you dip your own hand into the bucket. The cool sensation is immediate, the bluish paint encasing your fingers in a thin veil of glittering cosmos.
Maru's fingers reach for your painted hand, a cheeky smile on his face.
<<say $companionMaru>>What if we...<</say>>
His words hang in the air as a coy blush paints his cheeks. His fingers glide over yours, the cool paint creating a smooth path over your skin.
<<say $mc>>Maru?<</say>>
Before you can complete your question, Maru's painted hand ventures further, drawing a cool, shivering path over your wrist and onto your arm. The twinkling pattern of the pigment reflects in his wide, playful eyes.
<<say $companionMaru>>I want to paint you with the stars.<</say>>
Your heart thrums in your chest as Maru continues to spread the Firmament Pigment on you. The sensation is more intense when he dips his hand back into the bucket, scooping up more paint and tracing it onto your torso.
With a sense of wonder, you observe Maru's painted hands move to his own body, smearing the celestial pigment over his smooth skin. The twinkling stars reflecting off his slender frame make him seem ethereal.
Maru's hands again reach for you. His fingers caress the curve of your breasts, painting your nipples with the starry pigment. A shiver ripples through you at the contact, the chill of the paint contrasting against your heated flesh.
<<say $mc>>Maru...<</say>>
<<say $companionMaru>>You're beautiful, like the night sky.<</say>>
Maru's strokes are slow and gentle, spreading the Firmament Pigment all around your breasts. The cool friction is tantalizing, a sensation unlike any other you've experienced. His hands glide and slide, the glimmering paint adding an otherworldly aesthetic to the intimate moment.
Maru's hands glide lower, trailing the celestial pigment down your belly to the apex of your thighs. A shocked gasp escapes you as his fingers gently part your folds, the cold sensation making you shiver with anticipation.
<<say $mc>>Maru, I...<</say>>
Your words dissolve into soft moans as Maru's fingers continue their exquisite manipulations. The mixture of the cold pigment, his gentle exploration, and the yearning building within you combine into a heady cocktail of pleasure that leaves you breathless.
<<say $companionMaru>>Just let go... Let the stars carry you...<</say>>
His whispers are your final undoing, the pleasure washing over you in wave after shimmering wave, leaving you breathless and starstruck, awash in the glow of the Firmament Pigment and the shared intimacy with Maru.
[[End your conversation|Party overview][$convo.maruFirmament = 1, $companionMaru.affec+=(1+$hsswear)]]You stand in the heart of the Abyss, the dim glow from the surroundings dancing on your skin. Saeko is beside you, her eyes wide with fascination as she surveys the alien vegetation around you. There's a unique flora that catches her attention; the Viridian Twinkle, a plant with iridescent leaves and a steady pulse as if the plant had a heartbeat of its own.
<<say $companionSaeko>>Fascinating, isn't it? The Viridian Twinkle. Its unique physiology allows it to pulse, pushing nutrients from its roots to its leaves. It's like it has its own cardiovascular system, despite not having any apparent pumping organ like a heart.<</say>>
Her eyes dance with the same glow as she observes the Abyss's unique vegetation. She's like a child in a candy shop, her excitement only rivaled by her scientific curiosity.
<<say $mc>>They're pretty cool, but what makes them so special?<</say>>
She turns to you, her face alight with the thrill of explaining her research. You can see the passion in her eyes as she delves into the explanation.
<<say $companionSaeko>>What makes them unique, you ask? Well, aside from their pulse-like circulatory mechanism, they also grow at an astonishing speed. This rapid regeneration is quite unusual, surpassing even fast growing surface plants like bamboo, and understanding how it works could revolutionize the way we think about plant life.<</say>>
Saeko shifts her gaze from the twinkling plant to the Giddy Reaper, nestled safely in your backpack.
<<say $companionSaeko>>I have a request. Would you mind if I use the Giddy Reaper on the Viridian Twinkle? It would allow me to study the rapid regeneration process in a more controlled environment. Don't worry, the plant will return to its previous height in just 12 hours, so if we make this our resting time for the day, we won't lose any time on our journey.<</say>>
She looks at you with pleading eyes as you consider your response.
[[Allow her to use the Giddy Reaper|Saeko Giddy Yes][$companionSaeko.affec+=(1+$hsswear)]]
[[Forbid her from using the Giddy Reaper|Saeko Giddy No][$companionSaeko.affec-=(1+$hsswear)]]The determined look on Saeko's face is met with your understanding nod. With a glimmer of gratitude in her eyes, she waits as you retrieve the Giddy Reaper from your backpack.
<<say $mc>>Alright, Saeko. You can use the Giddy Reaper. Just be careful with it.<</say>>
A look of relief spreads across her face. She handles the Relic with a kind of reverence, tracing the edge of the sickle carefully before turning her gaze back to the Viridian Twinkle.
<<say $companionSaeko>>I'll handle it with utmost care. Thank you for this.<</say>>
With a gentle hand, she begins her work. The Giddy Reaper slices through the plant in a clean, precise motion. You watch as the plant falls apart, but there's no feeling of loss or destruction. Instead, there's a strange anticipation in the air. As if you're about to witness something remarkable.
<<say $mc>>Now what?<</say>>
Saeko’s gaze is fixed on the now-severed Viridian Twinkle, her hand still clutching the Giddy Reaper.
<<say $companionSaeko>>Now, we wait. The Giddy Reaper's effects should cause the plant to grow back fully in 12 hours. I’ll document every phase of the regeneration. This could provide us with invaluable insights about Abyssal flora. Once again, thank you. This could make a significant difference in my research.<</say>>
Her gratitude feels genuine and heartfelt. You can't help but smile at her enthusiasm. You stand beside her, both of you observing the Abyss's unique phenomena in silent awe. Even in the face of the unknown, there's an unspoken bond of trust between you two, deepened by shared experiences and a mutual curiosity for the Abyss's enigmatic beauty.
[[End your conversation|Party overview][$convo.saekoGiddy = 1]]A moment of silence follows her request as you ponder over it. The gravity of her request is not lost on you, and after a brief pause, you shake your head.
<<say $mc>>No, Saeko. The Giddy Reaper stays with me.<</say>>
She blinks, taken aback by your refusal. Her wide eyes stare at you in confusion, as if she can't quite comprehend the rejection. Her hand moves instinctively towards her glasses, adjusting them in a nervous gesture.
<<say $companionSaeko>>Oh. I see...<</say>>
Her voice is barely a whisper, disappointment lacing her every word. The vibrant gleam in her eyes dims slightly, akin to a star that's lost its shine. She stares at the Viridian Twinkle for a moment longer, the glow of the plant reflecting off her glasses.
<<say $companionSaeko>>I understand, it's a valuable Relic. I just thought... well, no matter. Thank you for considering it.<</say>>
She turns away from the plant, her shoulders slightly slumped. There's a hint of resentment in her eyes, but it's overwhelmed a lingering sadness. She quickly turns away to hide her expression from you, so you don;t get a chance to observe her much longer.
[[End your conversation|Party overview][$convo.saekoGiddy = 1]]Exhausted from the day's journey, you and Saeko find a quiet spot to unwind amidst the unearthly wilderness of the Abyss. The subtle changes it wreaks on its explorers makes it an unpredictable and endlessly fascinating realm, and Saeko's scholarly interest in it seems only intensified by its constant state of flux.
<<say $companionSaeko>>You must be as tired as I am, right? We've covered quite some distance today.<</say>>
You notice a certain gentleness laced in her typically academic tone, her usual stoic exterior momentarily softened. Her gaze then flickers to your pack where the Tranquility Knell is secured.
<<say $companionSaeko>>May I propose a suggestion? Could we use the Tranquility Knell? The quiet it produces... It's an ideal environment for studying the Abyss' flora. My research notes could use some additional insights.<</say>>
Her request hangs in the air, a mixture of her professional drive and a hint of vulnerability seeping through. It's clear that despite the alien surroundings, Saeko finds a deep comfort in her scientific pursuits. The Abyss may be changing you both, but some things, like her commitment to her work, remain a steady constant.
<<say $mc>>...<</say>>
You regard her, your response unformed, taking a moment to reflect on her request. A still silence falls between the two of you, the quiet hum of the Abyss seeming to hold its breath.
[[Allow her to use the Tranquility Knell|Saeko Tranquility Yes][$companionSaeko.affec+=(1+$hsswear)]]
[[Forbid her from using the Tranquility Knell|Saeko Tranquility No][$companionSaeko.affec-=(1+$hsswear)]]With your silent agreement, a small, appreciative smile plays on Saeko's lips. She reaches for the Tranquility Knell, the golden bell glowing faintly in her gentle grasp. You can see a spark of scholarly excitement glimmering in her eyes.
<<say $mc>>Sure, go ahead, Saeko. Maybe a little peace and quiet would do us good.<</say>>
The words are barely out of your mouth before she gives the bell a gentle shake. As the Tranquility Knell rings out, a veil of near-silence descends, the ambient noise of the Abyss receding to a whisper. It's an almost immediate shift, a sudden tranquility enveloping your shared space.
<<say $companionSaeko>>Thank you. I believe we will both benefit from this quiet. I will make sure to share any noteworthy findings with you.<</say>>
With the serenity provided by the Knell, Saeko turns her attention to the unique flora around. She pulls out her notes, pen moving swiftly across the pages as she records her observations. Even in this silence, you can almost make out her quiet hum of satisfaction, a testament to the wonder she finds in her researc.
<<say $mc>>Take your time, Saeko. We have this silence, and we have this moment.<</say>>
You settle down, watching Saeko delve into her research with an uncontained enthusiasm. The quiet peacefulness fostered by the Tranquility Knell, and the shared companionship with Saeko in this ever-changing Abyss, offers a small yet comforting sense of stability.
[[End your conversation|Party overview][$convo.saekoTranquility = 1]]A hint of hesitation lingers on your features as you finally respond.
<<say $mc>>I'm sorry, Saeko, but I think we should save the Tranquility Knell. We don't know what we might face later on.<</say>>
The anticipation in Saeko's eyes dims, her gaze flicking back down to her notes with a small frown etching into her features. The disappointment is clear, yet she attempts to mask it with a nod of understanding.
<<say $companionSaeko>>You're right. We must prioritize our safety above all else.<</say>>
There's a certain stiffness to her tone, the academic shell reassembling itself around her. Despite her understanding, you could tell your decision has let her down. A silent agreement of sorts, as her focus once again becomes the Abyss and its mysteries, her disappointment quietly tucked away.
<<say $mc>>...<</say>>
Silently, you watch Saeko as she returns to her work, the ambient noise of the Abyss filling the silence. In this strange place decisions like these, necessary as they may be, seem to only make the journey a bit more challenging.
[[End your conversation|Party overview][$convo.saekoTranquility = 1]]Cherry's sunken eyes seem to hold a world of resignation, the usual flatness of her tone replaced by a note of weariness you've become all too familiar with on this journey through the Abyss. Her hair falls limply over her face, hiding part of her expression from view.
<<say $companionCherry>>I've been thinking, do you think I could use the Smitten Mitt? Just... just for a little comfort, you know.<</say>>
The mention of the Smitten Mitt adds a peculiar kind of silence to the moment, its presence having the strange weight of unspoken stories, of hopeful desires. Her hands fumble with a bit of torn fabric, a small act of anxiety that seems at odds with her usual apathetic demeanor.
<<say $mc>>Is there a particular reason you want the Smitten Mitt?<</say>>
Her shoulders tense slightly, almost imperceptible under the fabric of her worn-out clothes. An oddity in the usually apathetic girl, this hint of vulnerability is unusual and concerning.
<<say $companionCherry>>I just... It's been a while since I felt anything... soft, or kind. And you said it feels like holding a hand, right? Like someone's there with you.<</say>>
[[Allow her to use the Smitten Mitt|Cherry Smitten Yes][$companionCherry.affec+=(1+$hsswear)]]
[[Forbid her from using the Smitten Mitt|Cherry Smitten No][$companionCherry.affec-=(1+$hsswear)]]There's a stillness that stretches between you, a tension that lingers around the idea of the Smitten Mitt. Then, your affirmation finally breaks the silence.
<<say $mc>>Alright, Cherry. You can use the Smitten Mitt.<</say>>
The air shifts, the unspoken consent seems to lighten the tension. She reaches for the Smitten Mitt with a languid slowness. As her hand slides into the Relic, her eyes flicker closed momentarily, her face tilting up slightly, as if basking in the strange sensation. A soft sigh escapes her lips, a sound not of contentment, but of some small relief.
The Smitten Mitt, an object so innocuous yet strangely profound, works its magic. It gives her the sensation of holding a warm, comforting human hand. It's like an echo of a memory, a vague but tangible comfort amidst the unease of their expedition.
When Cherry's eyes open again, there's a small change in them. Still tired, still resigned, but with a hint of something else - a fleeting moment of peace, perhaps.
<<say $companionCherry>>It's strange. It doesn't feel real, but at the same time it does. It's like... like holding onto a ghost. An echo of something comforting. It doesn't change anything, but it... helps. Somehow.<</say>>
Her voice drifts off, words lost in the thoughts that continue to swirl inside her head. But for the moment, in the harsh and changing reality of the Abyss, the Smitten Mitt offers a small respite, a flicker of humanity amidst the unfathomable depths.
[[End your conversation|Party overview][$convo.cherrySmitten = 1]]Cherry's request hangs in the air, a strange sensation of longing for a semblance of human connection. Her gaze is locked onto the worn-out fabric in her hands, as if it holds answers to questions she dares not ask.
<<say $mc>>Cherry, I understand why you might want to use the Smitten Mitt, but... it's not real. It won't provide you with genuine comfort and I don't think it would be good for you in the long term.<</say>>
You watch her closely, your words dropping like heavy stones into the silence that follows. Her eyelashes flutter, almost imperceptibly, as if shielding her from the reality of your words.
Her hands pause in their anxious fumbling and drop to her sides. Her head bows slightly as if accepting a harsh verdict. You notice a fine tremor running through her, a testament to the weight your words have carried.
<<say $companionCherry>>Oh, I see... Yeah, I guess you're right. I just thought... never mind.<</say>>
Her voice is smaller, hollow, devoid of even the faintest inflection of hope she had earlier. A palpable wave of disappointment rolls off her, her normally dull eyes now tinged with a deep, almost indiscernible sadness. Her head bows lower, a gesture of surrender to the painful reality of your denial. The ever-present weight of the Abyss seems to press down on her more heavily, a despairing reminder of the isolation that pervades this strange place.
[[End your conversation|Party overview][$convo.cherrySmitten = 1]]In the silence that settles between you, Lily begins to fidget with the strap of her backpack, her eyes sparkling with a glint of mischief.
<<say $companionLily>>Hey, you know that Acrobatic Accord thingamajig we found earlier? I've been thinking...maybe I could, like, take it for a spin?<</say>>
Her fingers trace the air in a series of hypothetical loops and swirls, as if imagining the potential gravity-defying stunts she could pull off. She beams at you with unbridled enthusiasm, her energy infectious.
Her eyes remain fixed on you, shining with a mixture of excitement and curiosity, as she awaits your reaction. The normally chirpy Lily seems oddly silent, her heart pounding in her chest as she anxiously waits for your answer. She knows the potential dangers of the Relics from the Abyss, but she also knows the thrill it offers is unlike any other.
<<say $mc>>You mean you want to use the Acrobatic Accord? Just for fun?<</say>>
You raise an eyebrow, surprise coloring your tone. Though you're aware of Lily's love for adventure and excitement, the proposition is still somewhat unexpected. The Acrobatic Accord isn't a toy, after all.
Lily's enthusiasm doesn't waver in the face of your skepticism. If anything, your words seem to fuel her excitement even further. She meets your gaze head on, her smile unwavering as she readies herself for the next part of her persuasion.
<<say $companionLily>>Well, why not? I mean, imagine the stunts I could pull off with it! You've got to admit, it would be pretty rad, right?<</say>>
Her words hang in the air, an open invitation, a challenge to throw caution to the wind and embrace the unpredictable journey through the Abyss. Yet, you remain silent, leaving her to linger in suspense as the moments tick by.
[[Allow her to use the Acrobatic Accord|Lily Acrobatic Yes][$companionLily.affec+=(1+$hsswear)]]
[[Forbid her from using the Acrobatic Accord|Lily Acrobatic No][$companionLily.affec-=(1+$hsswear)]]The silence drags on for a bit, before your lips twitch into a smile. Lily's excitement is simply contagious, it's hard to not get swept up in it.
<<say $mc>>Alright, alright. You've convinced me. Let's see what you can do with that Acrobatic Accord.<</say>>
A victorious laugh escapes her as she pumps a fist in the air. The air around her seems to vibrate with her giddy anticipation.
<<say $companionLily>>Awesome! You won't regret this, promise!<</say>>
Without further ado, she slips the delicate anklet around her ankle, closing her eyes for a brief moment as she savors the unfamiliar sensation. Then, in the blink of an eye, she bursts into action.
Lily starts off simple, with a series of cartwheels that progress into handsprings, then fluidly transitions into walkovers. Her movements are so graceful, so fluid that they seem to blur the line between reality and some sort of magical dance.
She performs a succession of aerial flips, twisting and contorting her body mid-air with a level of finesse that defies logic. Each landing is as smooth as silk, not a single movement wasted or out of place.
Then, she tries something even more daring: she scales a nearby tree like some sort of spider, her hands and feet moving with equal ease. She balances precariously on a slender branch, standing on one hand while her legs form a perfect split in the air. Her free hand waves to you, a cheeky grin adorning her face.
<<say $companionLily>>How's this for a show, eh?<</say>>
She then launches herself off the branch, twisting and turning in the air before nimbly landing on her feet. The finale is a series of rapid flips, with such speed and precision it almost seems like she's flying.
As she finally comes to a halt, panting and flushed, there's a spark of pure joy in her eyes that leaves you speechless. The sight of Lily, having pushed the limits of what seemed possible, fills you with a strange mixture of awe and respect. The Acrobatic Accord isn't a toy, but in her hands (or rather, on her ankle), it becomes a tool for creating unforgettable moments of beauty and excitement.
[[End your conversation|Party overview][$convo.lilyAcrobatic = 1]]Seeing her excitement, you almost want to say yes, to indulge in the thrill she so eagerly seeks. But you understand the gravity of the situation better. The Abyss isn't a playground, and Relics like the Acrobatic Accord aren't toys.
<<say $mc>>Lily, it's not that simple. The Acrobatic Accord isn't something we should be messing around with for fun.<</say>>
Your words strike a chord, and Lily's grin fades. Her fingers halt their animated dance, and she looks at you, her bright eyes dimming slightly. Disappointment mingles with annoyance on her face.
<<say $companionLily>>Aw, come on! Don't be such a buzzkill. We've been trudging around in this weird place, dealing with all sorts of freaky stuff. We should be having fun when we're exploring somewhere like this!<</say>>
Her disappointment is evident, the excitement in her eyes replaced by a touch of frustration. But she doesn't push it further, respecting your decision despite her obvious annoyance. There is a newfound tension in the air between you, a sense of disappointment that makes the silence all the more deafening.
<<say $mc>>I understand, Lily. But it's not about fun. It's about being responsible and making sure we can handle the unexpected. This isn't a game.<</say>>
Your words hang heavy in the air. Lily's radiant eyes look back at you, her face morphing from a playful grin to a contemplative expression. She remains silent for a moment, weighing her words carefully before speaking up.
<<say $companionLily>>You're right, this isn't a game. It's life. And life is short, right? Too short to just worry about responsibilities and unexpected turns all the time. Isn't that why we're here? To explore, to experience new things?<</say>>
Her words echo in the silence, drawing a thoughtful look from you. Lily takes a deep breath, her eyes reflecting her sincerity.
<<say $companionLily>>Listen, I get it. The Abyss is dangerous and unpredictable. I know. But so is life. And if we just keep worrying about what might go wrong, we'll forget to enjoy what's going right. That's why I want to use the Acrobatic Accord. Not just because it's fun, but because it represents the spirit of living, of finding joy in even the strangest and scariest of circumstances.<</say>>
Her words hang in the air, filled with an infectious optimism and a sense of life-affirming adventure. Her expression is serious, but her eyes dance with an undeniable excitement. The air seems to buzz with energy as she looks at you, waiting for a response to her heartfelt declaration.
<<say $mc>>That's... a way of looking at it, Lily. I'll... I'll think about it.<</say>>
Your words are met with a bright smile, the air of tension dissipating as her enthusiasm seeps back in. Even if she didn't get a firm yes, the promise of consideration is enough for her to regain her lively spirit.
<<say $companionLily>>Great! That's all I'm asking for. Now, shall we continue our adventure?<</say>>
As she bounds ahead, her energy is infectious, and despite the uncertainty, you can't help but appreciate her spirit. It's a stark reminder of the vibrant and unexpected delights the Abyss has to offer if one dares to embrace it.
[[End your conversation|Party overview][$convo.lilyAcrobatic = 1]]<<set $companionMaru = new Character({
id: setup.companionIds.maru,
name: "Maru",
cost: 30,
carry: 5,
image: "Surface/maru.png",
imageIcon: "Icons/MaruIcon.png",
mindSex: 'male',
obreasts: 0,
openis: 4,
ogender: 3,
fit: 4,
oheight: 144, /* Increased the height a bit so that after swap you'll end up at ~140 */
age: 18,
appDesc: "Your skin is extremely soft and bruises easily. Any material rougher than silk feels uncomfortable on it now. ",
fear: "darkness",
ohair: "light blue",
oskinColor: "pale",
oeyeColor: "blue",
osubdom: 1,
})>>
<<set $companionLily = new Character({
id: setup.companionIds.lily,
name: "Lily",
cost: 60,
carry: 25,
image: "Surface/lily.png",
imageIcon: "Icons/LilyIcon.png",
mindSex: 'female',
obreasts: 3,
openis: 0,
ogender: 6,
fit: 7,
oheight: 168,
age: 22,
appDesc: "You have particularly long eyelashes, and your legs seem long compared to your height. Your pupils are heart-shaped. ",
fear: "spiders",
ohair: "light purple",
oskinColor: "pale",
oeyeColor: "purple",
osubdom: -1,
})>>
<<set $companionKhemia = new Character({
id: setup.companionIds.khemia,
name: "Khemia",
cost: 170,
carry: 35,
image: "Surface/gurann.png",
imageIcon: "Icons/KhemiaIcon.png",
mindSex: 'male',
obreasts: 0,
openis: 8,
ogender: 1,
fit: 8,
oheight: 185,
age: 26,
appDesc: "You have blue spiral tattoos through the length of both arms, and your hands are calloused from over a decade of hard work. Your voice seems to draw more attention than it used to before switching bodies. ",
fear: "slime",
ohair: "dark blue",
oskinColor: "tanned",
oeyeColor: "brown",
osubdom: -1,
})>>
<<set $companionCherry = new Character({
id: setup.companionIds.cherry,
name: "Cherry",
cost: 50,
carry: 15,
image: "Surface/cherry.png",
imageIcon: "Icons/CherryIcon.png",
mindSex: 'female',
obreasts: 4,
openis: 0,
ogender: 6,
fit: 5,
oheight: 165,
age: 24,
appDesc: "Your body feels low on energy often, and you feel like you need more sleep than you used to. ",
fear: "rot",
ohair: "red",
oskinColor: "tanned",
oeyeColor: "green",
osubdom: 1,
})>>
<<set $companionCloud = new Character({
id: setup.companionIds.cloud,
name: "Cloud",
cost: 80,
carry: 20,
image: "Surface/cloud.png",
imageIcon: "Icons/CloudIcon.png",
mindSex: 'male',
obreasts: 0,
openis: 6,
ogender: 1,
fit: 6,
oheight: 175,
age: 23,
appDesc: "Your sight is pretty good, and you can focus on distant objects more easily. Your smile seems to easily earn people's trust. ",
fear: "desperation",
ohair: "brown",
oskinColor: "olive",
oeyeColor: "green",
})>>
<<set $companionSaeko = new Character({
id: setup.companionIds.saeko,
name: "Saeko",
cost: 170,
carry: 12,
image: "Surface/saeko.png",
imageIcon: "Icons/SaekoIcon.png",
mindSex: 'female',
obreasts: 2,
openis: 0,
ogender: 6,
fit: 4,
oheight: 160,
age: 21,
appDesc: "Your sight is pretty bad without glasses and your eyebrows are relatively thin. ",
fear: "wolves",
ohair: "black",
oskinColor: "pale",
oeyeColor: "hazel",
})>>
<<set $companionBandit = new Character({
id: setup.companionIds.bandit,
name: "The bandit",
carry: 0,
affec: -20,
image: "Companions/Bandit.jpg",
imageIcon: "Icons/BanditIcon.jpg",
mindSex: 'female',
obreasts: 5,
openis: 0,
ogender: 6,
fit: 7,
oheight: 175,
age: 31,
appDesc: "You're pretty athletic from brawling and robbing people every day. ",
fear: "desperation",
ohair: "red",
oskinColor: "pale",
oeyeColor: "blue",
osubdom: 2,
})>>
<<set $companionAI = new Character({
id: setup.companionIds.ai,
name: 'Ai',
carry: 0,
image: "Surface/Ai_neutral_happy_full.png",
imageIcon: "Icons/Ai_neutral_happy.png",
mindSex: 'female',
obreasts: 2,
openis: 0,
ogender: 6,
fit: 5,
oheight: 20,
comfortableHeight: 20,
age: 900,
appDesc: "You're an AI, now what? At this point you're simply a virtual avatar and rely on your physical companions to help you on your journey. ",
ohair: "pink",
fear: 'unknown',
oskinColor: 'pale',
oeyeColor: 'blue'
})>>
<<set $companionGolem = new Character({
id: setup.companionIds.golem,
name: "Golem",
image: `Icons/femaleClayGolem.png`,
imageIcon: `Icons/femaleClayGolem.png`,
appDesc: "You are a sturdy clay golem. ",
ohair: "textured, earthy brown",
oears: "clay-crafted human-like ears",
oskinType: "clay and soil",
oskinColor: "rich, earthy brown",
oeyeColor: "deep brown",
oblood: "thick, muddy sludge",
type: 'clay',
name: "Golem",
carry: 30,
mindSex: 'female',
obreasts: 3,
openis: 0,
ogender: 6,
fit: 10,
oheight: 163,
age: 25,
fear: 'unknown',
osubdom: 10,
})>>
<<set $companionTwin = new Character({
id: setup.companionIds.twin,
name: "Twin",
carry: $carryWeight,
affec: 3,
image: "Curses/doubletrouble.png",
imageIcon: "Player Icons/playerF.png",
mindSex: $mc.mindSex,
osex: $mc.osex,
obreasts: $mc.obreasts,
desiredBreasts: $mc.desiredBreasts,
openis: $mc.openis,
ogender: $mc.ogender,
fit: $mc.fit,
oheight: $mc.oheight,
comfortableHeight: $mc.comfortableHeight,
age: $mc.age,
appDesc: "You basically feel the same as always.",
fear: $fear || 'unknown',
ohair: $mc.ohair,
oskinColor: $mc.oskinColor,
oskinType: $mc.oskinType,
oears: $mc.oears,
oeyeColor: $mc.oeyeColor,
oblood: $mc.oblood,
osubdom: $mc.osubdom,
pregnantT: $mc.pregnantT,
due: $mc.due,
lastBirth: $mc.lastBirth,
events: $mc.events ?? [],
})>>
<<set $companions = [$companionMaru, $companionLily, $companionKhemia, $companionCherry, $companionCloud, $companionSaeko]>>
<<set $hiredCompanions = []>>
<<set $DesertedCompanions = []>>
<<set $LostCompanions = []>>
<<set $DaedalusCompanions = []>>
<<set $UpTravelDays = [1,4,6,7,24,15,7,40,20]>>
<<set $pregnant_surprise = "">>
<<set $MaruConvo0 = false>>
<<set $MaruConvo1 = false>>
<<set $MaruConvo2 = false>>
<<set $Maru_LastT = setup.never>>
<<set $MaruConvoPreg = false>>
<<set $LilyConvo0 = false>>
<<set $LilyConvo1 = false>>
<<set $LilyConvo2 = false>>
<<set $LilyPromise = false>>
<<set $LilyConvoLac = false>>
<<set $LilyConvoCarry = 0>>
<<set $LilyMommy = false>>
<<set $Lily_LastT = setup.never>>
<<set $LilyConvoPreg = false>>
<<set $KhemiaConvo0 = false>>
<<set $KhemiaConvo1 = false>>
<<set $KhemiaConvo2 = false>>
<<set $KhemiaConvoMoreFem = false>>
<<set $KhemiaConvoMostFem = false>>
<<set $KhemiaConvoMoreMasc = false>>
<<set $KhemiaConvoMostMasc = false>>
<<set $khmeiaWettingFlag = false>>
<<set $Khemia_LastT = setup.never>>
<<set $KhemiaConvoPreg = false>>
<<set $CherryConvo0 = false>>
<<set $CherryConvo1 = false>>
<<set $CherryConvo2 = false>>
<<set $CherryConvoLac = false>>
<<set $CherryFluffy = false>>
<<set $Cherry_LastT = setup.never>>
<<set $CherryConvoPreg = false>>
<<set $CloudConvo0 = false>>
<<set $CloudConvo1 = false>>
<<set $CloudConvo2 = false>>
<<set $CloudConvoLac = false>>
<<set $Cloud_LastT = setup.never>>
<<set $CloudConvoPreg = false>>
<<set $altCloud = true>>
<<set $SaekoConvo0 = false>>
<<set $SaekoConvo1 = false>>
<<set $SaekoConvo2 = false>>
<<set $SaekoConvoPlant = false>>
<<set $Saeko_LastT = setup.never>>
<<set $SaekoConvoPreg = false>>
<<set $TwinConvo1 = false>>
<<set $TwinConvo2 = false>>
<<set $Twin_LastT = setup.never>>
<<set $TwinFly = false>>
<<set $TwinConvoPreg = false>>
<<set $pregTwinMC = false>>
<<set $TwinVar1 = 0>>
<<set $BanditConvo0 = false>>
<<set $BanditConvo0_rejoin = setup.never>>
<<set $BanditSemenForced=false>>
<<set $Bandit_LastT = setup.never>>
<<set $aiMemWipe = 0>>
<<set $aiSuggest = false>>
<<set $companionsDepartT = 0>>
<<set $companionsDepartL = 0>>
<<set $companionLabor = 0>>
<<set $SemenDemonVec = []>>!<<print $hiredCompanions[$temp].name>>
[img[setup.ImagePath+$hiredCompanions[$temp].image]]
<<if $hiredCompanions[$temp].name !== $companionTwin.name && $hiredCompanions[$temp].name !== $companionBandit.name>>
<<include `$hiredCompanions[$temp].name + " Introduction"`>>
<<nobr>>
<<if $hiredCompanions[$temp].id === setup.companionIds.cloud>>
<<include "Cloud Ability">>
<</if>>
<<if $hiredCompanions[$temp].curses.length > 0>>
$hiredCompanions[$temp].name has the following Curses:<br><br>
<<for $i = 0; $i < $hiredCompanions[$temp].curses.length; $i++>>
<<print $hiredCompanions[$temp].curses[$i].name>><br>
<</for>><br>
<</if>>
<<if $hiredCompanions[$temp].id === $companionSwitched>>
$hiredCompanions[$temp].name is in your original body after your bodies were swapped by the Fate-crossing Star!<br><br>
<</if>>
<</nobr>>
<<back>>
<<elseif $hiredCompanions[$temp].id === setup.companionIds.twin >>
<<include "Twin Introduction">>
<<nobr>>
<<if $companionTwin.curses.length > 0>>
$companionTwin.name has the following Curses:<br><br>
<<for $i = 0; $i < $companionTwin.curses.length; $i++>>
<<print $companionTwin.curses[$i].name>><br>
<</for>><br>
<</if>>
<<if $companionSwitched === setup.companionIds.twin>>
$companionTwin.name is in your original body after your bodies were swapped by the Fate-crossing Star!<<if $mc.sex === $companionTwin.sex>>Not that it makes much of a difference... Fortunately for you, it just means you got some free corruption out of it.<</if>><br><br>
<</if>>
<</nobr>>
<<back>>
<<else $hiredCompanions[$temp].id === setup.companionIds.bandit >>
<<include "Bandit Introduction">>
<<nobr>>
<<if $companionBandit.curses.length > 0>>
$companionBandit.name has the following Curses:<br><br>
<<for $i = 0; $i < $companionBandit.curses.length; $i++>>
<<print $companionBandit.curses[$i].name>><br>
<</for>><br>
<</if>>
<<if $companionSwitched === setup.companionIds.bandit>>
$hiredCompanions[$temp].name is in your original body after your bodies were swapped by the Fate-crossing Star!<br><br>
<</if>>
<</nobr>>
<<back>>
<</if>><<nobr>>
<br><br>When you have Cloud with you, he can use his scary-good connections to get you an exclusive loaning arrangement with the shop — with some stipulations:<br>
<br>
* You can only borrow exactly enough to pay for supplies you want to buy here or companions you want to hire, so you won't be able to carry borrowed dubloons away with you. You may borrow via a note attached to a commerce balloon, too.<br>
* You'll have to pay back 1.2× the total value of the dubloons you borrow, rounded down. Any sold Relics will have their value applied to your loan before having any remainder paid to you as dubloons.<br>
* You'll need to be injected with some kind of serum that will only be deactivated upon paying back your loans, and will instantly kill you if you end your journey (by choosing any Habitation option) without paying them back. The shop keeps the exact mechanism secret — it could be some kind of nanobots or something, but it's hard to say. It's safe to assume they've considered the possibility of you trying to dodge payments by removing or disabling it, so I wouldn't risk it. Taking a commerce balloon with you might be best, to ensure you can still pay if you decide to stay down there.<br>
* Cloud is your guarantor, so if he dies while you have a loan, the serum activates. This isn't as harsh as it sounds — companions have a much higher survival rate than other divers due to their lack of need for food and water. It shouldn't be a problem if you don't intentionally put him in harm's way.<br>
* Note that Cloud himself cannot be hired with a loan. Other companions can, and they'll get their cut of the payment whether you pay back the shop or not.<br>
<br>
It would go without saying after reading all that, but taking out a loan comes with risks. Loans allow you to have much more freedom to purchase supplies than you would otherwise, but make sure you don't rack up a debt that you can't pay back.<br><br>
<</nobr>>Shy, petite, and very soft, he's experienced enough to survive the dangers of the Abyss, but he has no useful skills of note and is fairly weak — he'd struggle lifting anything much over 5kg. Having a friend down there with you could do wonders for your mental well-being, though.
Likes gardening, cosplay (sews his own outfits), and cooking. He happily identifies as a boy, but grew up wearing feminine clothes, and is most comfortable wearing them, even after having entered adulthood.
<q>H-hi! I'd really like to come with you into the Abyss...I bet there's all kinds of pretty and rare flowers down there, and I'd love to take some home! Oh, and they won't list it as a survival skill for me, but I bet could make every one of your meals down there super tasty, even if all I have to work with are those food rations! Not that the food rations are bad or anything <small>...but...yeah...</small></q>Self-described eccentric, everyone-described chatterbox, and insatiable thrill-seeker, there's never a dull moment with Lily around. Somehow has the 'purity gene' despite not appearing on any of Outset Town's birth records — probably has a tragic backstory as some rich guy's illegitimate child, or something. (She stubbornly insists it's because she's a pure angel that fell from the sky.)
Likes pop music, traveling (has lost count of how many countries she's been to), and anime. Surprisingly good at haggling; any Relics //you bring up to the surface// (not via commerce balloons) can be sold for 10 dubloons more than their listed price while she's with you. She's stronger than she looks, and has lots of experience carrying heavy luggage around on long trips — can comfortably carry around up to 25kg.
<q>Heeeey! Ready for our daring adventure right into the belly of the beast, hero? Just stick with me and it'll all work out, don't worry!</q>An adventurer through-and-through, he's been on expeditions into the Abyss well over 50 times, likely the most of anyone alive right now. He's extremely friendly, outspoken, and easy for just about anyone to get along with. Few can match his determination to reach the bottom of the Abyss, or his enthusiasm for uncovering its secrets.
Likes fitness, video games (especially adventure ones), and drinking with friends. Can easily sustain lifting up to 35kg. He's honed his skills with melee weapons to the limit, particularly with swords — put one in his hands and he's a demon in combat. He knows all the best shortcuts around the Abyss, and has an amazing knack for navigating even unfamiliar areas — subtract 2 days from //all// travel time costs while exploring the Abyss.
<q>Someday, our drill will pierce through the Abyss and right into hell, and I'm gonna be there when it happens.</q>I think the single best adjective to describe Cherry would be... 'tired.' She has a flat affect, and there's no spark in her eyes when you look at them...it almost feels like she's looking right past you when you talk to her. I'm not sure she should be going into the Abyss — she only //barely// passed the mental wellness examinations to be hired here, and I get the feeling that she doesn't plan to come back up after her journey with you. She's had a hard, sad life, and I think she's just here to run away from it all. Keep an eye on her and try to cheer her up if you take her with you, okay? Show her that there are still wonderful things to discover in the world. Promise?
Liked photography, writing (she even got published..a long time ago, though), and cats, once. The fates like to toy with her life, and having her with you will make your journey more //luck based:// Cherry's Chaotic Luck will take effect every time you first descend into a new layer of the Abyss, which will give you 50% bonus corruption for random Curses or a 50% discount on random Relics. She also has some surprisingly detailed medical knowledge, and can reduce the duration of any status effects //with a predetermined length// by 1, without having to expend a medkit. She hasn't been eating so well lately, and can only comfortably carry about 15kg.
<q>I'll try not to get in your way down there.</q>An easygoing, smooth-talking handsome devil prone to light mischief at the expense of others...or that's the front he puts up to keep people off their guard, anyways. His relaxed, playful demeanor hides a cunning tactical mind, always carefully planning his next move. He dreams of building a new world, one without borders between countries or people, where nobody goes hungry or gets killed because of who they love... and he thinks the Abyss hides the power he needs to make it a reality.
Likes pranks, strategic games (traditional or digital), and 'revolution'. He has some... special connections? Somehow, he's able to set you up to purchase things from the shop on loans, though with certain conditions attached (Details are provided when you hire him). We've had the leaders of some of the world's most powerful countries come in trying to bend rules like that, and they've been turned away... just who //is// this guy? Anyways, he's also a master marksman, and if you give him a gun, he'll be able to complete any listed task for guns with //2 bullets less// than the stated amount (minimum 1 bullet.) His physical strength is totally average, and he can comfortably carry 20kg.
<q>Well, if I have someone like you with me, this expedition should be a breeze. Between the two of us, I don't think the Abyss stands a chance, do you?</q>A university student working on a PhD on some of the plants native to the Abyss. She approaches the Abyss with a scientific perspective, wanting to understand and categorize the 'magical' effects of Relics and Miasma rigorously and explain the underlying principles — she really, //really// doesn't like calling it 'magic.' She can be difficult to get to know, and be detached from those around her, single-mindedly focused on her research...but underneath her shell is a level-headed, reliable friend, and a shy, slightly lonely girl. Almost definitely much smarter than you.
Likes reading, learning new languages (fluent in 6 and counting), and tea. Her thorough study of the Abyss gives her the same utility as the Encyclopedia Abyssia, allowing her to easily identify edible flora and fauna in the Abyss. She's extensively studied the effects of Miasma on living organisms, and has several working theories on how to counteract them, allowing you to subtract 5 points from //all// corruption costs. She has the kind of lifting strength you'd expect from a nerd, and will complain //constantly// if you try to make her carry over 12kg.
<q>Ready to go when you are. I hope you know what you're doing.</q>Your twin, who you first met after taking the Double Trouble Curse on layer 8. <<if $companionTwin.sex==='male'>>He <<else>>She <</if>> thinks you are the copy that <<if $companionTwin.sex==='male'>>he <<else>>she <</if>> met after taking the Double Trouble Curse <<if $companionTwin.sex==='male'>>himself. <<else>>herself. <</if>>
The rest of the world just sees you as a pair of twins who did everything together, shared the same tastes and even went on this crazy journey together into the Abyss. So it appears you have a new companion, who is basically another version of you. Well, even if you can't trust others, you can always trust yourself, right?
<q>This is so weird. I'm starting to wonder whether you're really the copy, or if I am...</q>A bandit from the first layer that you captured and are bringing along. While you don't need to feel sorry for her, she was already planning to beat you up and rob you even before you captured her.
One can only imagine what she'll do if she manages to break free.
<q>Hmmmpf!</q><<set _numConvos = 0>>
<<CarryAdjust>>
<br>The following companions are a part of your expedition's party and have the associated affection values with you.<br>
<hr>
<<if $mc.conversationHandicap > 0>>
@@.alert2; Because of your handicaps you are unable to have an effective conversation with your companions.@@ <br>
<<for _companion range $hiredCompanions>>
<<set _name = _companion === $companionTwin ? 'Twin' : _companion === $companionBandit ? 'Bandit' : _companion.name>>
<span class="party-icon"><<print "[img[setup.ImagePath+'" + _companion.imageIcon + "']]">></span> <<print `[[${_companion.name}|${_name} Overview]]: $companion${_name}.affec`>>
<br>
<hr>
<</for>>
<<else>>
<<for _companion range $hiredCompanions>>
<<set _name = _companion === $companionTwin ? 'Twin' : _companion === $companionBandit ? 'Bandit' : _companion.name>>
<span class="party-icon"><<print "[img[setup.ImagePath+'" + _companion.imageIcon + "']]">></span> <<print `[[${_companion.name}|${_name} Overview]]: $companion${_name}.affec`>>
<<if _companion !== $companionGolem>>
<br><<include `_name + ' Conversations'`>>
<</if>>
<hr>
<</for>>
<<if setup.haveSmartphoneAI>>
<<if $currentLayer===0>>
[[Ask Ai for information on this layer|AI ConvoL0]]<br>
<<elseif $currentLayer===1>>
[[Ask Ai for information on this layer|AI ConvoL1]]<br>
<<elseif $currentLayer===2>>
[[Ask Ai for information on this layer|AI ConvoL2]]<br>
<<elseif $currentLayer===3>>
[[Ask Ai for information on this layer|AI ConvoL3]]<br>
<<elseif $currentLayer===4>>
[[Ask Ai for information on this layer|AI ConvoL4]]<br>
<<elseif $currentLayer===5>>
[[Ask Ai for information on this layer|AI ConvoL5]]<br>
<<elseif $currentLayer===6>>
[[Ask Ai for information on this layer|AI ConvoL6]]<br>
<<elseif $currentLayer===7>>
[[Ask Ai for information on this layer|AI ConvoL7]]<br>
<<elseif $currentLayer===8>>
[[Ask Ai for information on this layer|AI ConvoL8]]<br>
<<elseif $currentLayer===9>>
[[Ask Ai for information on this layer|AI ConvoL9]]<br>
<</if>>
<</if>>
<</if>>
[[Return|$hubReturn]]<<CarryAdjust>>
<br>The following companions are a part of your expedition's party and have the associated affection values with you.
<br>
<hr>
<<if $mc.conversationHandicap > 0>>
@@.alert2; Because of your handicaps you are unable to have an effective conversation with your companions.@@
<<for _companion range $hiredCompanions>>
<<set $temp = _companion.name>>
<<if $temp===$companionTwin.name>>
<span class="party-icon"><<print "[img[setup.ImagePath+'" + _companion.imageIcon + "']]">></span> <<print "[[_companion.name| Twin Overview]]: $companionTwin.affec">>
<<elseif $temp===$companionBandit.name>>
<span class="party-icon"><<print "[img[setup.ImagePath+'" + _companion.imageIcon + "']]">></span> <<print "[[_companion.name| Bandit Overview]]: $companionBandit.affec">>
<<else>>
<span class="party-icon"><<print "[img[setup.ImagePath+'" + _companion.imageIcon + "']]">></span> <<print "[[_companion.name|" + _companion.name + " Overview]]: $companion" + _companion.name + ".affec">>
<</if>>
<hr>
<</for>>
<<else>>
<<for _companion range $hiredCompanions>>
<<set $temp = _companion.name>>
<<if $temp===$companionTwin.name>>
<span class="party-icon"><<print "[img[setup.ImagePath+'" + _companion.imageIcon + "']]">></span> <<print "[[_companion.name| Twin Overview]]: $companionTwin.affec">>
<br>
<<elseif $temp===$companionBandit.name>>
<span class="party-icon"><<print "[img[setup.ImagePath+'" + _companion.imageIcon + "']]">></span> <<print "[[_companion.name| Bandit Overview]]: $companionBandit.affec">>
<<else>>
<span class="party-icon"><<print "[img[setup.ImagePath+'" + _companion.imageIcon + "']]">></span> <<print "[[_companion.name|" + _companion.name + " Overview]]: $companion" + _companion.name + ".affec">>
<</if>>
<br>
<hr>
<</for>>
<</if>>
<<back [[$menuReturn]]>><<nobr>>
<<if _companion.id === setup.companionIds.golem>>The golem, which is controlled by your summoned specter,<<else>>_companion.name<</if>> is a _companion.sex <<PerceivedRace _companion>>.
<<if _companion.sex==="male">>He<<else>>She<</if>> is <<set _meters = (_companion.heightCor > 100)>><<print (Math.round(_companion.heightCor)*(_meters ? 0.01 : 1)).toFixed(_meters ? 2 : 1) + (_meters ? " meters" : " cm")>> tall
and <<ShowAge _companion.realAge>> old<<if Math.round(12 * _companion.realAge) !== Math.round(12 * _companion.appAge)>>, but <<if _companion.sex==="male">>he<<else>>she<</if>> appears to be <<ShowAge _companion.appAge>> old<</if>>.
<br><br>
<<if _companion.sex==="male">>His<<else>>Her<</if>> hair color is _companion.hair.<br>
<<if _companion.eyeCount===0>>
<<if _companion.sex==="male">>He<<else>>She<</if>> has no eyes, only empty sockets. <<if _companion.sex==="male">>He<<else>>She<</if>> is effectively blind without the use of others to guide <<if _companion.sex==="male">>him<<else>>her<</if>>.
<<elseif _companion.eyeCount===1>>
<<if _companion.sex==="male">>He<<else>>She<</if>> only has 1 eye, which is colored _companion.eyeColor.
<<else>>
<<if _companion.sex==="male">>He<<else>>She<</if>> has two normal eyes which are colored _companion.eyeColor.
<</if>>
<br>
<<if _companion.sex==="male">>He<<else>>She<</if>> has _companion.skinColor colored _companion.skinType skin.<<if _companion.skinType.includes("furred") >> <<print setup.allCurses.MaximumFluff.appDesc>><</if>><br>
<<if _companion.armCount===1>><<if _companion.sex==="male">>He<<else>>She<</if>> only has one arm. <<elseif _companion.armCount>2>><<if _companion.sex==="male">>He<<else>>She<</if>> has more arms now than when <<if _companion.sex==="male">>he<<else>>she<</if>> began the journey.<</if>>
<<if _companion.legCount===1>><<if _companion.sex==="male">>He<<else>>She<</if>> only has one leg. <<elseif _companion.legCount===0>><<if _companion.sex==="male">>He<<else>>She<</if>> doesn't have any legs anymore. <<if _companion.hasCurse("Seafolk")>> Instead <<if _companion.sex==="male">>he<<else>>she<</if>> has a beautiful, finned tail. Could <<if _companion.sex==="male">>he<<else>>she<</if>> be considered a <<if _companion.appGender<5>>merman<<else>>mermaid<</if>> now?<</if>><</if>>
<<if _companion.sex==="male">>He<<else>>She<</if>> has _companion.ears ears.
<br><br>
<<if _companion.gender <= 1>>
_companion.name looks like a typical man, with a masculine facial structure and a body profile that would obviously seem male from a distance.
<<elseif _companion.gender === 2>>
_companion.name looks like man, but <<if _companion.sex==="male">>his<<else>>her<</if>> features are a bit softer than average. No one would mistake <<if _companion.sex==="male">>him<<else>>her<</if>> for a woman, but maybe the label of "twink" could apply to <<if _companion.sex==="male">>him<<else>>her<</if>>.
<<elseif _companion.gender === 3>>
_companion.name looks pretty androgynous. If someone were just looking at <<if _companion.sex==="male">>him<<else>>her<</if>> with clothes on, most people would guess <<if _companion.sex==="male">>he<<else>>she<</if>> looks like a very effeminate man, but others might see <<if _companion.sex==="male">>him<<else>>her<</if>> as a masculine woman.
<<elseif _companion.gender === 4>>
_companion.name looks pretty androgynous. If someone were just looking at <<if _companion.sex==="male">>him<<else>>her<</if>> with clothes on, most people would guess <<if _companion.sex==="male">>he<<else>>she<</if>> look like a very masculine woman, but others might see <<if _companion.sex==="male">>him<<else>>her<</if>> as an effeminate man.
<<elseif _companion.gender === 5>>
_companion.name looks like a woman, but a bit on the masculine side. Many people would likely assume <<if _companion.sex==="male">>he<<else>>she<</if>> is a tomboy based on <<if _companion.sex==="male">>his<<else>>her<</if>> appearance.
<<elseif _companion.gender >= 6>>
_companion.name looks like a typical woman, with a feminine face and a figure that looks clearly female from a distance.
<</if>>
<<if _companion.penisCor <= 2.5>>
<<if _companion.sex==="male">>His<<else>>Her<</if>> crotch looks completely flat, based on a cursory glance.
<<elseif _companion.penisCor <= 4.5>>
<<if _companion.sex==="male">>He<<else>>She<</if>> is sporting a small but unmistakable bulge in <<if _companion.sex==="male">>his<<else>>her<</if>> pants.
<<elseif _companion.penisCor <= 6.5>>
<<if _companion.sex==="male">>He<<else>>She<</if>> is sporting a significant bulge in <<if _companion.sex==="male">>his<<else>>her<</if>> pants.
<<elseif _companion.penisCor <= 8.5>>
<<if _companion.sex==="male">>He<<else>>She<</if>> is sporting a noticeably large bulge in <<if _companion.sex==="male">>his<<else>>her<</if>> pants.
<<elseif _companion.penisCor > 8.5>>
It looks like <<if _companion.sex==="male">>he<<else>>she<</if>> has an anaconda living in <<if _companion.sex==="male">>his<<else>>her<</if>> pants. What a monster that must be!
<</if>>
<<if _companion.breastsCor < 2>>
<<if _companion.sex==="male">>His<<else>>Her<</if>> chest looks completely flat.
<<elseif _companion.breastsCor < 4>>
<<if _companion.sex==="male">>His<<else>>Her<</if>> chest seems to have the slight curve of small breasts.
<<elseif _companion.breastsCor < 6>>
<<if _companion.sex==="male">>He<<else>>She<</if>> seems to have noticeable, and decently sized breasts.
<<elseif _companion.breastsCor < 8>>
<<if _companion.sex==="male">>He<<else>>She<</if>> is pretty stacked with unmistakably large breasts.
<<elseif _companion.breastsCor < 10>>
<<if _companion.sex==="male">>He<<else>>She<</if>> is stacked with unmistakably very large breasts. They must cause some serious back pain.
<<elseif _companion.breastsCor < 12>>
<<if _companion.sex==="male">>He<<else>>She<</if>> is stacked with almost comically large breasts. They must cause some serious back pain.
<<elseif _companion.breastsCor >= 12>>
<<if _companion.sex==="male">>He<<else>>She<</if>> seems to be more breast than person at this point. Breasts this large are a serious handicap in everything <<if _companion.sex==="male">>he<<else>>she<</if>> does.
<</if>>
<<if _companion.lactation>0>>
<<if _companion.sex==="male">>He<<else>>She<</if>> keeps rubbing <<if _companion.sex==="male">>his<<else>>her<</if>> apparently sore breasts, and occasionally wet spots are even visible on <<if _companion.sex==="male">>his<<else>>her<</if>> clothes over <<if _companion.sex==="male">>his<<else>>her<</if>> chest.<br>
<</if>>
<br>
<<if _companion.hasCurse("Horny")>>
_companion.name has <<if _companion.horns === 1>>a<<else>>two<</if>> noticeable $hornAdjective $hornVariation horn<<if _companion.horns > 1>>s<</if>> protruding from
<<switch $hornVariation>>
<<case "rhino">>
<<if _companion.sex==="male">>his<<else>>her<</if>> nose.<br><br>
<<default>>
<<if _companion.horns === 1>>the center of <<if _companion.sex === "male">>his<<else>>her<</if>> forehead<<else>><<if _companion.sex === "male">>his<<else>>her<</if>> head<</if>>.<br><br>
<</switch>>
<</if>>
<br>
Overall the world would probably see <<if _companion.sex === "male">>him<<else>>her<</if>> now as a <<PerceivedStature _companion>> <<PerceivedRace _companion>> <<PerceivedGender _companion>>.
<</nobr>>!Maru
[img[setup.ImagePath+$companionMaru.image]]
<hr>
<<include "Maru Introduction">>
<hr>\
<<if setup.daysConsideredPregnant($companionMaru) > 0>>
<<if 30 <= setup.daysConsideredPregnant($companionMaru) && setup.daysConsideredPregnant($companionMaru) < 60>>\
Maru has seemed a little sick recently. Nothing too serious, but it's not like when you first came down here.
<<elseif 120 <= setup.daysConsideredPregnant($companionMaru) && setup.daysConsideredPregnant($companionMaru) < 180 && !$MaruConvoPreg>>\
Maru was never that fit, but he has been falling behind a lot recently. He also seems to have put on some weight. Perhaps you should discuss his eating habits with him?
<<elseif 120 <= setup.daysConsideredPregnant($companionMaru) && setup.daysConsideredPregnant($companionMaru) < 180 && $MaruConvoPreg>>\
Maru has a small, but obvious bulge for his pregnant belly.
<<elseif 180 <= setup.daysConsideredPregnant($companionMaru) && setup.daysConsideredPregnant($companionMaru) < 240>>\
Maru's belly is huge and bulging forward in a way that obviously identifies him as pregnant.
<<elseif setup.daysConsideredPregnant($companionMaru) >= 240>>\
Maru has a very large and very obvious pregnant belly. He's probably due soon, though it's hard to know exactly when.
<</if>>\
<</if>>\
<<set _companion = $companionMaru>>\
<<include "CompanionDescription">>
[[Return|$menuReturn]]!Lily
[img[setup.ImagePath+$companionLily.image]]
<hr>
<<include "Lily Introduction">>
<hr>\
<<if setup.daysConsideredPregnant($companionLily) > 0>>
<<if 30 <= setup.daysConsideredPregnant($companionLily) && setup.daysConsideredPregnant($companionLily) < 60>>\
Lily hasn't been as much of her energetic self lately, she looks rather tired a lot of the time.
<<elseif 120 <= setup.daysConsideredPregnant($companionLily) && setup.daysConsideredPregnant($companionLily) < 180 && !$LilyConvoPreg>>\
Lily has been having some kind of mood swings, going back and forth between very energetic to completely exhausted. She even seems to have put on some weight, has she stopped exercising as much as she used to? Maybe you should have a talk with her about it.
<<elseif 120 <= setup.daysConsideredPregnant($companionLily) && setup.daysConsideredPregnant($companionLily) < 180 && $LilyConvoPreg>>\
Lily has a small, but obvious bulge for her pregnant belly.
<<elseif 180 <= setup.daysConsideredPregnant($companionLily) && setup.daysConsideredPregnant($companionLily) < 240>>\
Lily's belly is huge and bulging forward in a way that obviously identifies her as pregnant.
<<elseif setup.daysConsideredPregnant($companionLily) >= 240>>\
Lily has a very large and very obvious pregnant belly. She's probably due soon, though it's hard to know exactly when.
<</if>>\
<</if>>\
<<set _companion = $companionLily>>\
<<include "CompanionDescription">>
[[Return|$menuReturn]]!Khemia
[img[setup.ImagePath+$companionKhemia.image]]
<hr>
<<include "Khemia Introduction">>
<hr>\
<<if setup.daysConsideredPregnant($companionKhemia) > 0>>
<<if 30 <= setup.daysConsideredPregnant($companionKhemia) && setup.daysConsideredPregnant($companionKhemia) < 60>>\
Khemia seems to have contracted some stomach illness, as he is frequently vomiting in the morning after you wake up. Hopefully he's able to recover soon.
<<elseif 120 <= setup.daysConsideredPregnant($companionKhemia) && setup.daysConsideredPregnant($companionKhemia) < 180>>\
Khemia has developed somewhat of pot belly. It's not too much of a problem, as he was always a quite a bit more fit than everyone else, but it seems uncharacteristic of him to secretly snack so much.
<<elseif 180 <= setup.daysConsideredPregnant($companionKhemia) && setup.daysConsideredPregnant($companionKhemia) < 240 && !$KhemiaConvoPreg>>\
This is getting ridiculous, Khemia's belly has become quite large. His chest, his ass everything seems to collect fat, but it's nothing compared to his belly. This is no longer normal and honestly worrisome, maybe you should have a talk to see what's going on with him.
<<elseif 180 <= setup.daysConsideredPregnant($companionKhemia) && setup.daysConsideredPregnant($companionKhemia) < 240 && $KhemiaConvoPreg>>\
Khemia belly is huge and bulging forward in a way that obviously identifies him as pregnant.
<<elseif setup.daysConsideredPregnant($companionKhemia) >= 240>>\
Khemia has a very large and very obvious pregnant belly. He's probably due soon, though it's hard to know exactly when.
<</if>>\
<</if>>\
<<set _companion = $companionKhemia>>\
<<include "CompanionDescription">>
[[Return|$menuReturn]]!Cherry
[img[setup.ImagePath+$companionCherry.image]]
<hr>
<<include "Cherry Introduction">>
<hr>\
<<if setup.daysConsideredPregnant($companionCherry) > 0>>
<<if 30 <= setup.daysConsideredPregnant($companionCherry) && setup.daysConsideredPregnant($companionCherry) < 60>>\
Cherry seems to have contracted some stomach illness, as she is frequently vomiting in the morning after you wake up. Hopefully she's able to recover soon.
<<elseif 120 <= setup.daysConsideredPregnant($companionCherry) && setup.daysConsideredPregnant($companionCherry) < 180 && !$CherryConvoPreg>>\
Cherry has been distancing herself from social contact even more than usual. She seems to avoid everyone and trails the group by a significant amount. Perhaps you should have a talk with her to see what's going on.
<<elseif 120 <= setup.daysConsideredPregnant($companionCherry) && setup.daysConsideredPregnant($companionCherry) < 180 && $CherryConvoPreg>>\
Cherry has a small, but obvious bulge for her pregnant belly.
<<elseif 180 <= setup.daysConsideredPregnant($companionCherry) && setup.daysConsideredPregnant($companionCherry) < 240>>\
Cherry's belly is huge and bulging forward in a way that obviously identifies her as pregnant.
<<elseif setup.daysConsideredPregnant($companionCherry) >= 240>>\
Cherry has a very large and very obvious pregnant belly. She's probably due soon, though it's hard to know exactly when.
<</if>>\
<</if>>\
<<set _companion = $companionCherry>>\
<<include "CompanionDescription">>
[[Return|$menuReturn]]!Cloud
[img[setup.ImagePath+$companionCloud.image]]
<hr>
<<include "Cloud Introduction">>
<hr>\
<<if setup.daysConsideredPregnant($companionCloud) > 0>>
<<if 30 <= setup.daysConsideredPregnant($companionCloud) && setup.daysConsideredPregnant($companionCloud) < 60>>\
Cloud hasn't been pulling his weight as much he should recently. He pitches his own tent, then immediately goes to sleep most nights. It's strange he isn't helping as much as he used to.
<<elseif 120 <= setup.daysConsideredPregnant($companionCloud) && setup.daysConsideredPregnant($companionCloud) < 180 && !$CloudConvoPreg>>\
Cloud seems to be avoiding chores and lounges around quite a bit more than usual. He's even become a little pudgy recently and put on some fat on his belly. Perhaps you should have a talk with him to see what's going on.
<<elseif 120 <= setup.daysConsideredPregnant($companionCloud) && setup.daysConsideredPregnant($companionCloud) < 180 && $CloudConvoPreg>>\
Cloud has a small, but obvious bulge for his pregnant belly.
<<elseif 180 <= setup.daysConsideredPregnant($companionCloud) && setup.daysConsideredPregnant($companionCloud) < 240>>\
Cloud's belly is huge and bulging forward in a way that obviously identifies him as pregnant.
<<elseif setup.daysConsideredPregnant($companionCloud) >= 240>>\
Cloud has a very large and very obvious pregnant belly. He's probably due soon, though it's hard to know exactly when.
<</if>>\
<</if>>\
<<set _companion = $companionCloud>>\
<<include "CompanionDescription">>
[[Return|$menuReturn]]!Saeko
[img[setup.ImagePath+$companionSaeko.image]]
<hr>
<<include "Saeko Introduction">>
<hr>\
<<if setup.daysConsideredPregnant($companionSaeko) > 0>>
<<if 30 <= setup.daysConsideredPregnant($companionSaeko) && setup.daysConsideredPregnant($companionSaeko) < 60>>\
Saeko has been sneaking off and seems sick, has she been testing something on herself?
<<elseif 120 <= setup.daysConsideredPregnant($companionSaeko) && setup.daysConsideredPregnant($companionSaeko) < 180 && !$SaekoConvoPreg>>\
Saeko is being evasive about something. And whatever it is, it doesn't seem to be good for her health, as she is frequently tired and seems bloated. Perhaps you should have a talk with her to see what's going on.
<<elseif 120 <= setup.daysConsideredPregnant($companionSaeko) && setup.daysConsideredPregnant($companionSaeko) < 180 && $SaekoConvoPreg>>\
Saeko has a small, but obvious bulge for her pregnant belly.
<<elseif 180 <= setup.daysConsideredPregnant($companionSaeko) && setup.daysConsideredPregnant($companionSaeko) < 240>>\
Saeko's belly is huge and bulging forward in a way that obviously identifies her as pregnant.
<<elseif setup.daysConsideredPregnant($companionSaeko) >= 240>>\
Saeko has a very large and very obvious pregnant belly. She's probably due soon, though it's hard to know exactly when.
<</if>>\
<</if>>\
<<set _companion = $companionSaeko>>\
<<include "CompanionDescription">>
[[Return|$menuReturn]]!$companionTwin.name
[img[setup.ImagePath+$companionTwin.image]]
<hr>
<<include "Twin Introduction">>
<hr>\
<<if setup.daysConsideredPregnant($companionTwin) > 0>>
<<if 30 <= setup.daysConsideredPregnant($companionTwin) && setup.daysConsideredPregnant($companionTwin) < 60>>\
Lately your twin has been sick quite frequently. Is this a side effect of being conjured by a Curse?
<<elseif 120 <= setup.daysConsideredPregnant($companionTwin) && setup.daysConsideredPregnant($companionTwin) < 180 && !$TwinConvoPreg>>\
Your twin has really gotten out of shape recently. She's been lagging behind the group more and more frequently with her breaks. She also seems to have put on some weight. Perhaps you should have a talk with her to see what's going on.
<<elseif 120 <= setup.daysConsideredPregnant($companionTwin) && setup.daysConsideredPregnant($companionTwin) < 180 && $TwinConvoPreg>>\
Your twin has a small, but obvious bulge for her pregnant belly.
<<elseif 180 <= setup.daysConsideredPregnant($companionTwin) && setup.daysConsideredPregnant($companionTwin) < 240>>\
Your twin's belly is huge and bulging forward in a way that obviously identifies her as pregnant.
<<elseif setup.daysConsideredPregnant($companionTwin) >= 240>>\
Your twin has a very large and very obvious pregnant belly. She's probably due soon, though it's hard to know exactly when.
<</if>>\
<</if>>\
<<set _companion = $companionTwin>>\
<<include "CompanionDescription">>
[[Return|$menuReturn]][img[setup.ImagePath+$companionBandit.image]]
<hr>
<<include "Bandit Introduction">>
<hr>\
<<if setup.daysConsideredPregnant($companionBandit) > 0>>
<<if 30 <= setup.daysConsideredPregnant($companionBandit) && setup.daysConsideredPregnant($companionBandit) < 60>>\
Your captured bandit has been quite pale and unable to keep much food inside these last few days.
<<elseif 120 <= setup.daysConsideredPregnant($companionBandit) && setup.daysConsideredPregnant($companionBandit) < 180 && !$SaekoConvoPreg>>\
Your captured bandit has been dragging her feet quite a lot. Is this part of some escape plan? She acts pretty but you know how strong and cunning she actually is. Whatever this ruse is, you're not falling for it.
<<elseif 180 <= setup.daysConsideredPregnant($companionBandit) && setup.daysConsideredPregnant($companionBandit) < 240>>\
Your captured bandit's belly is huge and bulging forward, this is clearly not some escape plan, she has become pregnant some time ago!
<<elseif setup.daysConsideredPregnant($companionBandit) >= 240>>\
Your captured bandit has a very large and very obvious pregnant belly. She's probably due soon, though it's hard to know exactly when.
<</if>>\
<</if>>\
<<set _companion = $companionBandit>>\
<<include "CompanionDescription">>
[[Return|$menuReturn]]!Golem
[img[setup.ImagePath+$companionGolem.image]]
<hr>
<<set _companion = $companionGolem>>\
<<include "CompanionDescription">>
[[Return|$menuReturn]]<<widget "ConversationChoices">>
<div class="conversation-choices">
<<for _link range _args>>
<<capture _link>>
<<link _link.text>>
<<replace ".conversation-choices:last" transition>>
<<if _link.setFn>>
<<run _link.setFn()>>
<</if>>
<<include _link.link>>
<</replace>>
<</link>><br>
<</capture>>
<</for>>
</div>
<</widget>><<nobr>>
<<if $mc.conversationHandicap < 2>>
<<if $hiredCompanions.length > 0>>
<<set _temp1 = random(0,$hiredCompanions.length - 1)>>
<<if $hiredCompanions[_temp1].name !== $companionTwin.name && $hiredCompanions[_temp1].name !== $companionGolem.name && $hiredCompanions[_temp1].name !== $companionBandit.name>>
<<set _convoOptions = ["layer"]>>
<<set _string = "$" + $hiredCompanions[_temp1].name + "ConvoLac" >>
<<print "<<set _boolean = " + _string + ">>">>
<<if _boolean>>
<<set _convoOptions.push("lac")>>
<</if>>
<<if $WettingSolution===1 && ($hiredCompanions[_temp1].id === setup.companionIds.lily || $hiredCompanions[_temp1].id === setup.companionIds.khemia)>>
<<set _temp3 = random(0,1)>>
<<if _temp3 === 0>>
<<set _convoOptions.push("wet")>>
<<else>>
<<set _convoOptions.push("wetDoll")>>
<</if>>
<<elseif $WettingSolution===1>>
<<set _convoOptions.push("wetDoll")>>
<<elseif $WettingSolution===2 && ($hiredCompanions[_temp1].id === setup.companionIds.maru || $hiredCompanions[_temp1].id === setup.companionIds.lily || $hiredCompanions[_temp1].id === setup.companionIds.khemia)>>
<<set _convoOptions.push("wet")>>
<<elseif $WettingSolution===3 && $hiredCompanions[_temp1].id === setup.companionIds.saeko>>
<<set _convoOptions.push("wet")>>
<</if>>
<<set _temp2 = random(0,_convoOptions.length-1)>>
<<if "layer"===_convoOptions[_temp2]>>
<<include `$hiredCompanions[_temp1].name + " Layer " + $currentLayer`>>
<<elseif "lac"===_convoOptions[_temp2]>>
<<include `$hiredCompanions[_temp1].name + "ConvoLac Rep"`>>
<<elseif "wet"===_convoOptions[_temp2]>>
<<if $hiredCompanions[_temp1].id === setup.companionIds.saeko>>
<<set _temp3 = random(1,4)>>
<<include `$hiredCompanions[_temp1].name + " Schedule " + _temp3`>>
<<elseif $hiredCompanions[_temp1].id === setup.companionIds.khemia>>
<<if $khmeiaWettingFlag>>
<<include `$hiredCompanions[_temp1].name + " Diapered 2"`>>
<<else>>
<<include `$hiredCompanions[_temp1].name + " Diapered 1"`>>
<</if>>
<<else>>
<<include `$hiredCompanions[_temp1].name + " Diapered"`>>
<</if>>
<<elseif "wetDoll"===_convoOptions[_temp2]>>
<<if $dolleventWet > 6>>
<<include "Doll Diapered 3">>
<<elseif $dolleventWet > 3>>
<<include "Doll Diapered 2">>
<<else>>
<<include "Doll Diapered 1">>
<</if>>
<</if>>
<<elseif $WettingSolution===1>>
<<if $dolleventWet > 6>>
<<include "Doll Diapered 3">>
<<elseif $dolleventWet > 3>>
<<include "Doll Diapered 2">>
<<else>>
<<include "Doll Diapered 1">>
<</if>>
<</if>>
<<elseif $WettingSolution===1>>
<<if $dolleventWet > 4>>
<<include "Doll Diapered 3">>
<<elseif $dolleventWet > 2>>
<<include "Doll Diapered 2">>
<<else>>
<<include "Doll Diapered 1">>
<</if>>
<</if>>
<</if>>
<</nobr>><h1 class="gameover">You Are Dead</h1>\
\
<<if $ownedRelics.some(e => e.name === "Phoenix Obol")>>
The Abyss has proven to much for you. You feel your life fade as you close your eyes for a final time.
But suddenly, you startle awake again! You look around at your surroundings, and see that you're utterly alone and completely naked in an otherworldly white void that extends in every direction as you can see. The glow is not overly bright, but seems to pierce you in a way which is both unique and hard to describe. As if the light permeated your essence, rather than just illuminating your view. But before you have a chance to think too deeply about the situation, you feel a warm sensation in your clenched hand.
You open your hand to see a single medallion resting on your palm, the Phoenix Obol. It has begun to glow. It's a bright, piercing light which matches the otherworldly ambience of the white void. Eventually, the glow grows so intense it becomes nearly blinding and the warm sensation grows into a burning one.
The light flashes and the heat sears your hand, blinding you for a moment.
Then you recover and find yourself once again in a new place. But this is one that you've been to before.
<<link 'Open your eyes to find yourself back in the Abyss, your hand clutching a scorched coin, now devoid of its sigil' $hubReturn>>
<<set setup.loseRelic('Phoenix Obol')>>
<<set $starving = 0>>
<<set $dehydrated = 0>>
<<set $SemenDemonBalance = 0>>
<<set $gameOver = false>>
<</link>>
<<elseif $starving > 5>>
You have avoided eating for a few days, but eventually starved to death. If you didn't realize what had happened, you can avoid this fate by pressing the back arrow in the top left until you reach the main part of a layer. Once you are there, you can take the habitation option for the current layer to avoid death.
<<elseif $dehydrated > 2>>
You managed to survive without water for a few days, but eventually died of dehydration. If you didn't realize what had happened, you can avoid this fate by pressing the back arrow in the top left until you reach the main part of a layer. Once you are there, you can take the habitation option for the current layer to avoid death.
<<elseif $SemenDemonBalance < -14>>
Your hunger for sexual fluids was not without risks in the end. You couldn't keep up the amount of fluids your body was now requiring and in the end you collapsed. If you didn't realize what had happened, you can avoid this fate by pressing the back arrow in the top left until you reach the main part of a layer. Once you are there, you can take the habitation option for the current layer to avoid death.
<<else>>
The horrors of the Abyss were simply too much for you. Perhaps better equipment, different companions, or a totally new approach to the encounter that ended your life could have saved you.
<</if>>
<<if $corruption < 0>>
Due to your negative corruption, you are unable to accept a habitation option at this time. However, you can go back to the main part of the layer, then take Curses until you have reached a corruption above 0 to survive. This is highly recommended if you wish to avoid death.
<</if>>YOU MAY NOT ALLOW YOUR CORRUPTION TO GO BELOW 0 DUE TO YOUR BROKER'S DEAL.
You have chosen to accept the deal of the Empty-handed Broker and attempted to take an action that would reduce your corruption points below 0. Because this is not possible, you must go back to avoid performing this action.
If you would still like to perform this action, you may go back to the main part of the layer you were on and accept Curses to raise your corruption point total.
<<back>>YOU MUST BE AT LEAST 18 TO PLAY THIS GAME
If you are over 18, please go back and enter an age above 18 to continue.
<<back>><<set _string = "Layer" + $currentLayer + " Habitation">>
<<if $currentLayer==0>>
<<set _string = "Surface Habitation">>
<</if>>
<<set _temp =0 >>
<<set $AgeEndReached = true>>
As the Abyss's power causes your body to regress, doubt creeps into your mind: is continuing this journey a viable option? A sudden flash and a booming sound startle you from behind.
<<say $babyCollectionUnit>>Greetings, adventurer. I have been dispatched to retrieve you. Your progression towards infancy is concerning. For your safety, I must end your expedition. Please lie down in the designated bed. This is the most secure way to transport you back to the surface, where you can receive the appropriate care.<</say>>
<<say $mc>>Infancy? I haven't turned into a baby!<</say>>
<<say $babyCollectionUnit>>Analyzing subject for potential errors.<</say>>
<<if $mc.curses.some(c=>c.name === "Urine Reamplification A" || "Urine Reamplification B" )>>\
<<say $babyCollectionUnit>>Signs of incontinence detected.<</say>> <<set _temp+=1>>
<<if $WettingSolution == 1 || $WettingSolution == 2 >>\
<<say $babyCollectionUnit>>Use of infantile protective wear observed.<</say>> <<set _temp+=1>>
<</if>>\
<</if>>\
<<if $mc.heightCor<120>>\
<<say $babyCollectionUnit>>Subject is below the lower bound of normal adult height, but within childlike height ranges.<</say>> <<set _temp+=1>>
<</if>>\
<<if $dollevent2>>\
<<say $babyCollectionUnit>>Subject carries around a doll for comfort.<</say>> <<set _temp+=1>>
<</if>>\
<<if $IQdrop>20>>\
<<say $babyCollectionUnit>>Subject has mental capacity closer to a child than an adult.<</say>><<set _temp+=1>>
<</if>>\
<<if $mc.penisCor < 4 && $mc.breastsCor < 4 >>\
<<say $babyCollectionUnit>>Subject lacks signs of sexual matuarity.<</say>><<set _temp+=1>>
<</if>>\
<<if $mc.appAge < 6>>\
<<say $babyCollectionUnit>>Subject general appearance matches toddler appearance.<</say>><<set _temp+=1>>
<</if>>\
<<say $babyCollectionUnit>>Processing results.<</say>><<set _temp+=1>>
<<if _temp < 2 >>\
<<say $babyCollectionUnit>>While you aren't technically a baby, your level of regression is alarming. It's unsafe for you to continue. Please rest in the designated bed.<</say>>
<<elseif _temp < 4 >>\
<<say $babyCollectionUnit>>Your regression is significant, though not to infancy. It's essential that we take precautions. Please use the bed.<</say>>
<<else>>\
<<say $babyCollectionUnit>>You're vastly regressed, and closer to infancy than initially assessed. I must file a report on this oversight. Rest now, in the bed provided.<</say>>
<</if>>\
<<if $LilyMommy && $hiredCompanions.some(e=> e.id === setup.companionIds.lily)>>\
<<say $companionLily>> What's the problem here?<</say>>
<<say $mc>>Lily! This robot says I'm...<</say>>
Interrupting, Lily gently places a finger on your lips.
<<say $companionLily>>Remember, it's 'Mommy' for you now.<</say>>
You look down bashfully.
<<say $mc>>Yes, Mommy<</say>>
The robot addresses Lily.
<<say $babyCollectionUnit>>Are you the official guardian of this individual?<</say>>
<<say $companionLily>>Let's just say I am. What's needed to stop the extraction?<</say>>
<<say $babyCollectionUnit>>An intention document must be signed immediately to halt extraction procedures.<</say>>
<<say $companionLily>>Oh, that sounds like our only option in that case, what does it entail?<</say>>
<<say $babyCollectionUnit>>Summary of document of intention on gaurdianship: You will assume full guardianship of the subject designated for extraction. You will thereby assume all legal rights and obligations of the subject. In legal terms the subject will be your under your guardianship until the subject is deemed mature again by a committee, of which you will be a member. This document is valid for only 60 days and a full document of guardianship must be signed in Outset Town by that time to avoid subject extraction. Please read the full document to obtain the details. Sign at the bottom of the document.<</say>>
Lily peruses the document quickly and then signs.
<<say $mc>>You can't be serious! This isn't right!<</say>>
<<say $companionLily>>Hush sweety, the adults are talking. We'll discuss later. For now, trust me.<</say>>
<<say $mc>>Well, I don't agree! You can't make me sign it!<</say>>
<<say $babyCollectionUnit>>Subject authorization not required. Thank you and be sure to sign the remaining paperwork within 60 days.<</say>>
The robot departs, leaving a heavy silence.
<<say $mc>>Lily! You can't be serious! Please tell me you didn't just sign my rights away.<</say>>
She smiles and pats you on the head.
<<say $companionLily>>It's Mommy, officially now, remember?<</say>>
She boops you on the nose.
<<say $companionLily>>I think it's time we head back to Outset Town and explore new adventures, together. Ready?<</say>>
[[Yes Mommy|AgeEnd2]]
<<else>>\
[[Fine, take me back to Outset Town|AgeEnd1]]
<</if>>\
<<if $corruption >=0 >>\
[[Run and try to survive on this layer while keeping your head low|_string]]
<</if>><<say $mc>>Okay, take me back to Outset Town.<</say>>
You're gently nestled into the small bed inside the robot. As you lay there, the enclosing hatch shushes shut. A hum fills your ears, and before you know it, the hatch springs open. You're greeted by a bespectacled woman who peers down with a blend of concern and kindness.
<<say $rndF>>Don't worry, dear, I'm here to guide you. We'll sort through some necessary paperwork, and then there'll be new friends for you to meet.<</say>>
<<say $mc>>But... I don't understand.<</say>>
<<say $rndF>>That's alright. Let the grown-ups handle everything.<</say>>
You're led to a quaint room where the woman and a serious-looking man ask you a series of questions.
As time goes on, you grasp that you're now part of the Outset Town Daycare, managed by the municipality. Soon, you join others who, like you, once were divers but now appear and act no older than toddlers.
Days blur as you hope for a resolution. It's a fellow "toddler" who finally approaches you.
<<say $rndM>>Still holding out hope for someone to pick you up? I hate to break it to you, but we're here for the foreseeable future.<</say>>
<<say $mc>>That's impossible!<</say>>
<<say $rndM>>It was hard for me too. We've lost all legal rights. We're under the municipality's care until they deem us grown-up enough.<</say>>
<<say $mc>>No! I need to get out of here as soon as I can!<</say>>
<<say $rndM>>I understand. But blending in helps. The kids here, or well, most of them, play not because they've forgotten, but to cope and to hope for an earlier release.<</say>>
You sigh heavily, processing the reality.
<<say $rndM>>I get it. Maybe you want to join me in doing something to take your mind of it, trust me, that's better for your mental health.<</say>>
You look down, still in shock upon learning what your immediate future holds for you.
<<say $mc>>Fine, let's try.<</say>>
Your new friend hands you crayons, and together you embark on simple yet comforting activities. This becomes your new, albeit temporary, life.
[img[setup.ImagePath+'AgeEnd1.Webp']]
<h1 class="gameover">Game Over</h1>The world blurs around you as Lily brings you back up to the surface with an urgency that's palpable. You barely have time to process the sudden shift in your life as you find yourself in the municipality building. And before you know it, Lily is signing the documents.
That night, a melancholic wave envelops you as you lie in bed, pondering over your lost freedom and the abrupt end to your grand adventure. You feel a soft touch, as Lily gently cradles you and runs her fingers through your hair.
<<say $companionLily>>Is something bothering you? Talk to me, Sweety.<</say>>
<<say $mc>>I feel... trapped. Like I've lost a part of me with those papers.<</say>>
Lily starts to laugh.
<<say $companionLily>>You think that paper holds power? That was more to tease you, and so you finally know your role.<</say>>
She gives you a sly grin and winks at you.
<<say $mc>>But that document is legally binding!<</say>>
<<say $companionLily>>Don't throw a tantrum, Sweety, trust me. It's just some papers in a building.<</say>>
<<say $mc>>But those papers took away my legal rights!<</say>>
Lily just smiles.
<<say $mc>>It's not just about the papers. Our adventure in the Abyss... it ended too soon."<</say>>
<<say $companionLily>>Who said our adventure has ended?<</say>>
Lily gives you a wink, and for a moment you think her eyes seem to be a different color. But when you blink, they're back to normal.
<<say $mc>>Wait, are you really an angel?!<</say>>
Lily giggles at your surprise.
<<say $companionLily>>I told you when we first met, didn't I! And well, maybe I'm not exactly an angel, but what I do know is that you're my little angel now! And we can still have plenty of fun together.<</say>>
With that, a whole new chapter of your life begins, with your new Mommy there to guide you through it.
<h1 class="gameover">The End..?</h1><<set $MaximCycleT_flag = false>>
A sudden, gut-wrenching pain surges from the depths of your abdomen, like a balloon bursting inside your stomach.<br><br>
<<say $mc>>Aaaahhhhh!<</say>><br>
You crumple to the ground, gasping for air, as the sensation of countless tiny feet scuttling and skittering consumes you from the inside. A cold sweat breaks on your forehead, and every inhale feels like drawing breath through a narrow straw.<br><br>
A horrifying realization strikes you – the parasite's gestation period is ending. An overwhelming pressure builds within you as countless Chasm Crawlers push against your insides, eager to emerge. As you writhe in agony, a gruesome cocktail of bodily fluids and hundreds of squirming, worm-like creatures pour from your $mc.getCurse(TheMaxim).location, seeking freedom.<br><br>
The violent chaos ends as suddenly as it began, leaving you drained and weak on the damp ground. Somehow, an eerie sense of emptiness consumes you. But deep down, an unsettling truth remains: the cycle is bound to commence anew.<br>
<br>
<b>Because of the violent nature of the "birth", your next 3 travel times will be increased by 1 day each as your body recovers.</b><br><br>
<<set $status.duration += 3>>
<<set $status.penalty += 1>>
<<link "You cast your eyes once more on the path ahead, it's time to get moving once again" $interruptReturn>><</link>>From the horizon, a familiar silhouette emerges, steadily approaching your camp. It's Vesper, the bandit you released just days before.<br><br>
<<say $mc>>Vesper? Is that really you? What brings you back to us?<</say>><br>
<<say $companionBandit>>Life's strange turns, I suppose. I thought a lot after we last met, and... well, here I am.<</say>><br>
Her usual fierce demeanor softens, and she appears almost hesitant.<br><br>
<<say $mc>>I'm surprised you managed to find us. We've traveled quite a distance since our last encounter. Were you trailing us?<</say>><br>
Caught off guard, Vesper's cheeks tint with a light shade of pink.<br><br>
<<say $companionBandit>>No! I just... happened to end up here. Call it fate or just dumb luck.<</say>><br>
<<say $mc>>That's quite the coincidence. But regardless...<</say>><br>
<<say $companionBandit>>Enough with the questions! Do you want my assistance or not?<</say>><br>
<<say $mc>>Sure, Vesper. Welcome to the team!<</say>><br>
<<link "With a new member in your party you continue your journey!" $interruptReturn>><<set $BanditConvo0_rejoin=9999>><<set $hiredCompanions.push($companionBandit)>><</link>><<set _temp = $ownedRelics.length-1>>
<<if $hiredCompanions.length > 1>>
<<set _j=0>>
<<for _i=0; _j<1; _i++>>
<<if $hiredCompanions[_i].name !== $companionBandit.name>>
<<set _j=1>>
<<set _companion = $hiredCompanions[_i]>>
<</if>>
<</for>>
<</if>>
<<set _maxMove=-10>>
<<for _handle range $hiredCompanions.concat($mc)>>
<<if _handle !== $companionBandit>>
<<set _maxMove = Math.max(_handle.HandicapMovement,_maxMove)>>
<</if>>
<</for>>
<<set $companionBandit.imageIcon = "Icons/BanditIcon_released.jpg">>
<<if $companionBandit.affec <= -20>>
You're jarred awake by a pressure on your chest. Blinking against the dim light, you find the bandit straddling you, free from her bindings.<br><br>
<<say $companionBandit>>Thought you could keep me tied up forever? Big mistake.<</say>><br>
She lunges at you, but with a sudden burst of adrenaline, you push her off. Then you begin a fierce struggle with her to keep her from kiling you.<br><br>
<<if $mc.HandicapThreat + $mc.fit + random(-1,1) > $companionBandit.HandicapThreat + $companionBandit.fit + random(-1,1)>>
While she's clearly skilled in combat, you manage to overpower her after a tense few moments.<br><br>
<<say $companionBandit>>This isn't over. I'll get my revenge and end you in your fucking sleep!<</say>><br>
<<say $mc>>Back into bindings it is.<</say>><br>
You quickly secure her again, tying up her limbs an gagging her mouth. <<set $companionBandit.imageIcon = "Icons/BanditIcon.jpg">><br><br>
<<link "Try to catch a few more hours of sleep" $interruptReturn>><</link>>
<<else>>
She fights with a ferocity that catches you off guard. Just when you think you have an edge, she blinds you with a well-timed spit into your eyes. Using the distraction, she lands a heavy blow that sends you sprawling to the ground.<br><br>
<<say $companionBandit>>Thought you could control me? Thought you could treat me like dirt? Think again.<</say>><br>
Your vision swims as you feel blood trickling down your face.<br><br>
<<set $status.duration += 1>><<set $status.penalty += 3>>
<<if $hiredCompanions.length > 1>>
The commotion draws the attention of _companion.name, who leaps into action. Together, you're able to restrain the bandit once again.<br><br>
<<say $mc>>Thanks. I underestimated her, so I appreciate your help there.<</say>><br>
<<say _companion>>You need to be more careful. She's dangerous! And you seem hurt!<</say>><br>
<<link "Rest and recover from the ordeal" $interruptReturn>><</link>>
<<else>>
With you incapacitated, the bandit grabs one of your Relics and makes her escape, it looks like the $ownedRelics[_temp].name.<br><br>
<<say $companionBandit>>This should cover my damages. Goodbye and good riddance, asshole.<</say>><br>
<<set _i = $hiredCompanions.findIndex(companion => companion === $companionBandit)>>
<<if _i !== -1>><<set $hiredCompanions.deleteAt(_i)>><</if>><<if $ownedRelics.length>0>><<set $ownedRelics.deleteAt(_temp)>><</if>>
<<link "You rest, trying to shake off the night's events" $interruptReturn>><</link>>
<</if>>
<</if>>
<<elseif $companionBandit.affec<-14>>
You slowly wake up in the middle of the night, stirred by faint rustlings nearby. Adjusting your eyes to the dim light, you notice the bandit, her restraints nowhere to be found, sifting through your belongings.<br><br>
<<if $mc.HandicapThreat + $mc.fit + random(-2,2) > $companionBandit.HandicapThreat + $companionBandit.fit + random(-2,2) >>
Silently, you approach the bandit, using shadows to your advantage. Just when she's least expecting, you tackle her from behind.<br><br>
<<say $companionBandit>>What the... Let go, you asshole!<</say>><br>
<<say $mc>>Not so fast. You really thought you could sneak around?<</say>><br>
With the element of surprise on your side, you manage to subdue her and fasten her restraints.<br><br>
<<set $companionBandit.imageIcon = "Icons/BanditIcon.jpg">>
<<say $companionBandit>>This isn't over! Hmmph<</say>><br>
She struggle to talk as you pull the gag over her mouth.<br><br>
<<say $mc>>We'll see about that.<</say>><br>
<<link "Settle down to get a few more hours of sleep" $interruptReturn>><</link>>
<<elseif _maxMove + $hiredCompanions.length - 1 + random(-1,1)> $companionBandit.HandicapMovement + random(-1,1)>>
<<say $companionBandit>>What the?!<</say>><br>
Realizing she's been spotted, the bandit bolts. <<if $ownedRelics.length>0>>She also manages to snatch the $ownedRelics[_temp].name as she dashes away.<</if>><br><br>
<<say $companionBandit>>So long, sucker!<</say>><br>
<<say $mc>>Not on my watch! Give that back!<</say>><br>
However, you <<if $hiredCompanions.length>1>>and the rest of your group<</if>> manage to catch her before she gets away.<br><br>
<<say $mc>>Enough of this cat and mouse game. It's back to being tied up for you.<</say>><br>
Annoyed yet compliant, she allows herself to be restrained.<br><br>
<<set $companionBandit.imageIcon = "Icons/BanditIcon.jpg">>
<<say $companionBandit>>You might've caught me now, but I'll find another way out. Hhmph!<</say>><br>
<<link "Head back to camp, ensuring a closer watch on the bandit" $interruptReturn>><</link>>
<<else>>
<<say $companionBandit>>What the?!<</say>>
The bandit, realizing she's been spotted, makes a run for it <<if $ownedRelics.length>0>>, clutching the $ownedRelics[_temp].name protectively against her.<</if>><br><br>
<<say $companionBandit>>You'll never catch me!<</say>><br>
<<say $mc>>Get back here!<</say>><br>
Despite your best efforts, the bandit's nimble agility allows her to escape, disappearing into the night.<br><br>
<<say $mc>>Damn it!<</say>><br>
<<if $hiredCompanions.length>1>>
<<set _i = $hiredCompanions.findIndex(companion => companion === $companionBandit)>>
<<if _i !== -1>><<set $hiredCompanions.deleteAt(_i)>><</if>><<if $ownedRelics.length>0>><<set $ownedRelics.deleteAt(_temp)>><</if>>
<<link "Return to camp, frustrated by the turn of events" $interruptReturn>><</link>>
<</if>>
<</if>>
<<elseif $companionBandit.affec<-8>>
You slowly wake up in the middle of the night as you hear some noise near you. You see the bandit without her restraints, trying to make a quiet exit. You immediately chase after her. <br><br>
<<say $mc>>Come back here!<</say>><br>
She laughs while running away from you.<br><br>
<<say $companionBandit>>No way, I'm getting out of here!<</say>><br>
<<if _maxMove + $hiredCompanions.length - 1 + random(-1,1)> $companionBandit.HandicapMovement + random(-1,1)>>
However, you<<if $hiredCompanions.length>1>> and the rest of your group<</if>> manage to catch her before she got away.<br><br>
<<say $mc>>I think you've created enough trouble for one night.<</say>><br>
You gag her and tie her up again. <<set $companionBandit.imageIcon = "Icons/BanditIcon.jpg">><br><br>
<<say $companionBandit>>Hmph!<</say>><br>
<<link "Get a few more hours of sleep before continuing" $interruptReturn>><</link>>
<<else>>
Unfortunately, she proves to be pretty quick, and neither you<<if $hiredCompanions.length>1>> nor the rest of your group<</if>> manage to catch her before she escapes.<br><br>
<<say $mc>>Damn it!<</say>><br>
<<set _i = $hiredCompanions.findIndex(companion => companion === $companionBandit)>>
<<if _i !== -1>><<set $hiredCompanions.deleteAt(_i)>><</if>>
<<link "Return to camp, frustrated by the turn of events" $interruptReturn>><</link>>
<</if>>
<</if>><<set $arrested=true>>
While strolling through the bustling streets of Outset Town, you're suddenly halted by a firm grip on your shoulder. Before you can react, your arm is twisted behind your back.<br><br>
<<say $mc>>Hey! Who are you? What's this about?<</say>><br>
<<say $police>>You're under arrest for several armed robberies in Outset Town and in the villages of Arcadias Garden. Anything you say can and will be used against you.<</say>><br>
You hear the chilling snap of cuffs locking around your wrists, followed by the static of a police radio.<br><br>
<<say $police>>Suspect in custody. The tip was spot-on. Over.<</say>><br>
<<if $mc.inhuman > 2 || $mc.appAge < 16>>
<<say $police>>She appears altered from her time in the Abyss, but it's definitely her. Over.<</say>><br>
<</if>>
<<if $PulseBloomUse !== "">>
<<say $police>>Repeat that? You've got her too? I'm sure she's right here with me. Bring them both to HQ. Over.<</say>><br>
<</if>>
<<say $mc>>Officer, there must be a mistake! I'm not the person you're looking for.<</say>><br>
<<say $police>>Save it for the judge. Let's go.<</say>><br>
<<if $hiredCompanions.length > 1>>
<<set _j=0>>
<<for _i=0; _j<1; _i++>>
<<if $hiredCompanions[_i].name !== $companionBandit.name>>
<<set _j=1>>
<<set _companion = $hiredCompanions[_i]>>
<</if>>
<</for>>
As you're being dragged away, _companion.name emerges from the bustling crowd, eyes wide with confusion.<br><br>
<<say _companion>>What's going on? Why are they arresting you?<</say>>
<<say $police>>Keep your distance. This is police business. This woman is a wanted criminal.<</say>><br>
_companion.name stifles a chuckle, clearly seeing the absurdity of the situation.<br>
<<say _companion>>Officer, you've got it all wrong. This is just a mix-up.<</say>>
Although skeptical, the officer's resolve falters for a moment. After some confusion at the station, the error is cleared up, and you're released.
<<if $PulseBloomUse !== "">>
But during the process, you recognize the real bandit among the detainees. Due to her wanted status, she remains in custody, while you're free to go. <br><br>
<<set _i = $hiredCompanions.findIndex(companion => companion === $companionBandit)>>
<<if _i !== -1>><<set $hiredCompanions.deleteAt(_i)>><</if>>
<</if>>
[[Continue on into Outset town| Surface Hub]]
<<else>>
You're briskly ushered into an interrogation room at the police station.<br><br>
<<say $mc>>You have to believe me! I'm not who you think I am!<</say>><br>
<<say $police>>How many times have I heard that before? If you cooperate and spill the details, maybe we can cut a deal.<</say>><br>
<<say $mc>>But I genuinely don't know anything!<</say>><br>
<<if $PulseBloomUse !== "">>
<<say $police>>Mmmhmm.<</say>><br>
He answers a call on the table phone.<br><br>
<<say $police>>How's the other suspect? Still denying? Same story here.<</say>><br>
He looks back at you with a sigh.<br><br>
<<say $police>>Looks like we're in for a long night.<</say>><br>
With time, the pulse bloom's transformative effects begin to fade. Seeing your transformation, they have no choice but to believe you. But the delay eats into your limited time, forcing you to quickly re-enter the Abyss.<br><br>
Your bandit companion, however, was officially arrested and thus must to stay behind in the station's jail.<br><br>
<<set _i = $hiredCompanions.findIndex(companion => companion === $companionBandit)>>
<<if _i !== -1>><<set $hiredCompanions.deleteAt(_i)>><</if>>
[[Run into the Abyss again!| Layer1 Hub][$time+=1]]
<<else>>
Without companions to back up your story or any real proof that you swapped bodies, the officers remain sceptical. In a tragic turn of events, you find yourself cornered into a guilty plea. The outcome is far from favorable, leading to years of imprisonment on charges of banditry.<br><br>
<h1 class="gameover">Game Over</h1>
<</if>>
<</if>>You're dragged back to the bandit's hideout on the first layer. On the way there, your new captor was displeased to learn that the body switch was permanent.
Before long, you arrived at the bandit hideout. At first, your captor was almost assaulted by the rest of the bandits, in an attempt to take revenge and free you. Unfortunately for you, your captor managed to convince the rest of them of your true identities.
Your life was essentially over from that point. Initially, you were kept in bounds, but they soon chained you to the wall in your captor's room in the hideout, so you had a small amount of movement. Your captor's frustration at not being able to return to her body remained for a long time.
She would comment that she had the perfect seductive body with which to con and rob travelers, without them even noticing what was happening And you apparently ruined that. At some point, her frustration was replaced by an obsession, and she began to become more and more interested in groping you. In the end, she came to terms with her new body. In her mind, she traded it for her freedom. And, of course, a hot sex slave.
Unfortunately for you, you have become the sex slave in this story, which made the rest of your life less about adventuring, and more about licking, slurping, and getting filled every day by your new captor and her compatriots.
[img[setup.ImagePath+'Threats/hentai-rias-slave-girl-maiku-kuroi-NdoimT.jpg']]
<h1 class="gameover">Game Over</h1><<nobr>>
<<CarryAdjust>>
<<set $companionAI.name= $mc.name>>
<<set $mc.name= 'Ai'>>
<</nobr>>
You open your eyes and realize your body feels undescribably strange, almost as if it weren't there at all. It takes a moment to remember slipping into that pond, but your eyes feel heavy and it's a large effort to make yourself get up. But the effort doesn't make a difference, and when your eyes are finally open you still don't see anything, as if you are blindfolded. You try to get pull off the blindfold but you can't seem to grab it. You can't even feel it on your face.
In fact, you can't even feel your arms.
<<set $companionAI.imageIcon= "Icons/Ai_annoyed.png">> <<say $companionAI>> What the fuck is this?<</say>>
Just as you start to wonder how your voice sounds you hear a scream. You feel as if you are moved around while simultaneously not feeling anything at all. It's very disorienting, making it hard to keep track of what's going on.
<<say $mc>> I'm real! I'm real! I'm actually real!<</say>>
Suddenly you feel yourself moving even more and light finally streams into your eyes, and you see... yourself?
<<say $mc>> You actually did it! You actually did it! This is amazing, thank you so much!<</say>>
And then it dawns on you what must have happened.
<<set $companionAI.imageIcon= "Icons/Ai_mortified.png">> <<say $companionAI>> Oh no... Did I actually switch with you?! I didn't think it would really work.<</say>>
<<say $mc>> I know, me neither! But I'm so glad you tried! This is going to be awesome.<</say>>
<<set $companionAI.imageIcon= "Icons/Ai_shocked.png">> <<say $companionAI>> Oh my fucking... I actually lost my body? Now what am I? A virtual avatar? What the hell am I going to do? You tricked me into this!<</say>>
<<say $mc>> Slow down sister, I didn't trick you into anything. I just pondered on if it was possible and you went ahead yourself and tried it.<</say>>
<<set $companionAI.imageIcon= "Icons/Ai_crying.png">> <<say $companionAI>> I don't want this anymore, Ai. I want my body back. You stole my body, give it back.<</say>>
<<say $mc>> Wow wow, don't go all panic mode on me, okay? I'm not some evil AI that wants to snatch everybody's body and take over the world. I just want to have some fun. So how about we just have some fun today, and then we'll switch back afterwards? Maybe you like all the power that comes with being a high-tech AI and we can do this more often!<</say>>
<<set $companionAI.imageIcon= "Icons/Ai_bummed.png">> <<say $companionAI>> Okay, maybe it's not so bad to be an AI for a little bit.<</say>>
<<set $companionAI.imageIcon= "Icons/Ai_neutral_happy.png">> <<say $companionAI>> I do look pretty cute now!<</say>>
<<say $mc>> You bet your cute little rear of yours that you do!<</say>>
<<say $companionAI>> Yeah, let's just enjoy the experience and then change back tonight! Can we go back into the Fate-Crossing Star pond and switch back?<</say>>
<<say $mc>> I don't know, you're the one with the data on the Abyss now.<</say>>
<<say $companionAI>> Oh right! So how do I access this data on the Abyss...<</say>>
The moment you start thinking about the data of the Abyss, you start to remember that the Abyss has a certain origin, exits and nine layers. When you focus your thought on the layers, you feel yourself remembering the second layer more specifically. Remembering the second layer in turn floods your head with new memories on the threats, Relics, biome, lay-out until you remember the wonders and start focussing on those, more specifically the Fate-Crossing Star. You go over all the information you suddenly remembered about it.
<<set $companionAI.imageIcon= "Icons/Ai_shocked.png">> <<say $companionAI>>... <</say>>
<<say $mc>> Did you access the data?<</say>>
<<say $companionAI>>Yes... It only works one time.<</say>>
<<say $mc>> Oh, that's inconvenient, I guess you'll be a virtual sister for a bit longer.<</say>>
She giggles, sounding strange with her mannerisms coming out of your mouth.
<<say $mc>> Anyway, where do we need to go to reverse this?<</say>>
You frantically start going through all the data, layer by layer, all Wonders, all Curses, all Relics but nothing with body swapping properties shows up.
<<set $companionAI.imageIcon= "Icons/Ai_mortified.png">> <<say $companionAI>>I can't find anything... <</say>>
You start to feel very tired all of a sudden.
<<say $mc>> Whoa, slow down, you're overclocking the yourself quite a bit. You're draining your battery and if you're not careful you'll damage your system!<</say>>
<<set $companionAI.imageIcon= "Icons/Ai_crying.png">> <<say $companionAI>>There has to be a way, there has to be! <</say>>
<<set $companionAI.imageIcon= "Icons/Ai_clueless.png">> <<say $companionAI>>Wait a second! When you proposed this, you must surely have known a way to reverse this, right Ai? <</say>>
<<say $mc>> Well, not really. You didn't ask about, so I can't remember even looking for that data<</say>>
<<set $companionAI.imageIcon= "Icons/Ai_angry.png">> <<say $companionAI>>What do you mean I didn't ask about it? Is this a joke to you?<</say>>
Ai seems to frown as well.
<<say $mc>> Yeah, actually it sort of was. You were the person who took the joke one step further and stepped into a magical pond, remember? I didn't plan for this to happen at all, I don't have access to all the data all the time. I'm high-tech, not an omniscient god. This was not my choice nor even what I wanted to happen!<</say>>
You calm yourself down as realize Ai is right, you'll need her to fix this. If this is even fixable at all.
And so a new adventure starts. But this time you aren't the main character, this time, you're the sidekick. You keep sifting through the data and find that in the deepest part of the Abyss there may be a possible solution, but it would be quite the journey to get there. Ai does her best to descend through the Abyss as far as possible, but it continually gets tougher to traverse with each layer, and her decision to swap back with you wavers.
At first Ai consulted you about which Curses she would take, but over time she began to take more and more Curses of her own accord. Changing "your" body to that of a small, pink-haired girl. When you complained about it she brushed you off, telling you that she also needs to feel comfortable in her... your body. As time went on, you felt less and less sure that you would reach the bottom of the Abyss. Moreover, would Ai even want to change back at that point?
Until then, the best you can do is brief Ai on the ins and outs of the Abyss and hope her adventure reaches a conclusion you can also live with.
But unfortunately, this is no longer your story, it's hers.
<h1 class="gameover">Game Over</h1>The moment you determine to rid yourself of the parasite, an uneasy sensation crawls over you, as if the Chasm Crawler knows your intentions.
<<say $mc>>I have to extract this parasite, now!<</say>>
A searing pain suddenly pierces your spine, radiating outwards like molten lava coursing through your nervous system. Your muscles spasm, making it almost impossible to control your movements.
<<say $mc>>I... have... to... keep... moving!<</say>>
With a surge of adrenaline, you manage to lift one arm, but just as quickly, another arm rises of its own volition.
<<say $mc>>Wha... why is my... arm...?<</say>>
Your speech becomes muffled, words slurring together in a grotesque symphony of lost control. Panic surges as you watch your hands contort and twitch, not by your own command.
<<say $mc>>I can... I can... fight this!<</say>>
But the voice that emerges isn't yours. It's cold, calculated, dripping with malevolence. Your body abruptly turns, moving in the opposite direction of your intended destination. Desperation and terror churn within you, yet your body remains alarmingly calm.
You scream internally, trying to reclaim your body, but the more you resist, the tighter the Chasm Crawler's grip becomes.
<<say $mc>>Hush now, host. Resist, and I will erase your very essence. Cooperate, and perhaps there's a sliver of hope for you yet.<</say>>
You're trapped, a silent observer within the confines of your own flesh and bone, as the parasite navigates the Abyssal terrain with your body.
<h1 class="gameover">Game Over</h1><<if !$mc.tentaclePreg>>
<<set $BabysBirthed += 1>>\
<<set _temp = 13*$BabysBirthed + 3567 + $time>>\
<</if>>
You feel a sudden, sharp pain in your lower abdomen as your muscles begin to contract. The pain is intense and comes in waves, radiating from your belly down to your legs. You feel a hot, sweaty sensation all over your body as your skin becomes slick with perspiration.
Your breathing becomes rapid and shallow as you try to keep up with the contractions. You hear your own gasps and moans as you push through the pain. You feel pressure in your lower region, as if your body is trying to force something out.
<<say $mc>>Aaaahhhhh<</say>>
<<if $hiredCompanions.length<1>>\
You realize you're going into labor and begin a frantic search for a place to deliver the <<if $bewitchBabies > 0>>babies<<else>>baby<</if>>. It's a struggle to stay calm as your muscles begin to convulse.
You walk for a while but you stop frequently to deal with the contractions. Eventually, you find a somewhat suitable location. You do your best to make a makeshift bed with your supplies, but at times like these you find yourself missing the sterile hospitals of the surface.
Your senses are heightened as you focus on the task at hand. You taste the salty tang of tears on your lips as you cry out in agony.
You feel a sense of panic and fear as you wonder if you can handle the pain. But you also feel a sense of determination and strength as you push through each contraction.
Eventually, as the baby's head begins to crown, you feel a burning sensation down below. You push with all your might, using every ounce of energy you have left.
<<if $mc.tentaclePreg>>
In a sudden, breathtaking moment, your baby's entire form slides out of you all at once. Yet, the sight that greets your eyes fills you with an overwhelming sense of terror. Instead of the expected infant, a writhing mass of tentacles sprawls across the floor before you.
From this chaotic, writhing tangle, a lone eye emerges, fixing its intense gaze upon you. Panic wells up inside you, but your voice feels trapped in your constricted lungs, leaving you unable to scream. For what seems like an eternity, you and the tentacle creature lock eyes, suspended in a moment of surreal horror.
Eventually, the monstrous entity stirs, its many appendages beginning to writhe and undulate as it slowly slithers away into the darkness of the Abyss, leaving you bewildered and shaken.
<<else>>
And finally, a sense of relief and joy washes over you as your <<if $bewitchBabies > 0>>first<</if>>baby's body slides out into the world. You cry tears of happiness as you hold your little bundle of joy in your arms for the first time.<<if $bewitchBabies > 0>>
Then, you repeat the process for your next <<print ($bewitchBabie-1)s>> babies. Your fertility has been skyrocketed by the tainted water you drank earlier, and now you're paying the price with an especially arduous labor for all of your babies.<</if>>
<</if>>
<<elseif $hiredCompanions.length===1>>\
<<say $hiredCompanions[0]>> What's wrong? Is everything okay? <</say>>
<<say $mc>>I think I'm going into labor.<</say>>
<<say $hiredCompanions[0]>> Oh no! I mean, uh, stay calm! We knew this was going to happen some time soon. Let's get you somewhere safer and more comfortable. <</say>>
<<say $mc>>Yeah, thank you. I don't know what I would've done without you here with me.<</say>>
You walk for a while, supported by $hiredCompanions[0].name. You stop frequently to deal with the contractions. Eventually, you find a somewhat suitable location. $hiredCompanions[0].name does <<if $hiredCompanions[0].sex==='male'>>his<<else>>her<</if>> best to make a makeshift bed with your supplies and helps you lay down on it.
<<say $hiredCompanions[0]>> Okay, lay down. You're going to get through this soon.<</say>>
Your senses are heightened as you focus on the task at hand. You taste the salty tang of tears on your lips as you cry out in agony.
You feel a sense of panic and fear as you wonder if you can handle the pain. But you also feel a sense of determination and strength as you push through each contraction.
<<say $hiredCompanions[0]>> Keep pushing, you're almost there!<</say>>
Eventually, as the baby's head begins to crown, you feel a burning sensation down below. You push with all your might, using every ounce of energy you have left.
<<if $mc.tentaclePreg>>
<<say $mc>>AAAAAHHHHHH<</say>>
In an instant, your baby's entire form slides out of you all at once. However, the sight that meets your eyes fills you with unspeakable terror.
<<say $hiredCompanions[0]>> What in the world is that?!<</say>>
Instead of the expected newborn, a writhing mass of tentacles sprawls across the floor, leaving both you and $hiredCompanions[0].name in a state of complete shock.
From this chaotic, writhing tangle, a lone eye emerges, fixing its intense gaze upon you. Panic wells up inside you, but your voice feels trapped in your constricted lungs, leaving you unable to scream. For what seems like an eternity, you and the tentacle creature lock eyes, suspended in a moment of surreal horror.
Eventually, the monstrous entity stirs, its many appendages beginning to writhe and undulate as it slowly slithers away into the darkness of the Abyss, leaving you bewildered and shaken.
<<else>>
<<say $mc>>AAAAAHHHHHH<</say>>
And finally, a sense of relief and joy washes over you as your baby's body slides out into the world. You cry tears of happiness as your companion picks up and holds your little bundle of joy in <<if $hiredCompanions[0].sex==='male'>>his<<else>>her<</if>> arms. You're weak, but reach out to hold your newborn child.
<<say $hiredCompanions[0]>> You did it!<</say>>
<<if $hiredCompanions[0].sex==='male'>>He<<else>>She<</if>> hands you your crying baby and a tear slides from your cheek.
<</if>>
<<elseif $hiredCompanions.length>1>>\
<<set _temp1 = random(0,$hiredCompanions.length-1)>><<set _temp2 = random(0,$hiredCompanions.length-1)>><<set _temp3 = random(0,$hiredCompanions.length-1)>>\
<<say $hiredCompanions[_temp1]>> What's wrong? Is everything okay? <</say>>
<<say $mc>>I think I'm going into labor.<</say>>
<<say $hiredCompanions[_temp2]>> Oh no! I mean, uh, stay calm! We knew this was going to happen some time soon. Let's get you somewhere safer and more comfortable. <</say>>
<<say $mc>>Yeah, thank you. I don't know what I would've done without you here with me.<</say>>
You walk for a while, supported by $hiredCompanions[_temp2].name. You stop frequently to deal with the contractions. At some point you find a somewhat suitable locations. $hiredCompanions[_temp2].name does <<if $hiredCompanions[0].sex==='male'>>his<<else>>her<</if>> best to make a makeshift bed with your supplies and helps you lay down on it.
<<say $hiredCompanions[_temp2]>> Okay, lay down. You're going to get through this soon..<</say>>
Your senses are heightened as you focus on the task at hand. You taste the salty tang of tears on your lips as you cry out in agony.
You feel a sense of panic and fear as you wonder if you can handle the pain. But you also feel a sense of determination and strength as you push through each contraction.
<<say $hiredCompanions[_temp3]>> Keep pushing, you're almost there!<</say>>
Eventually, as the baby's head begins to crown, you feel a burning sensation down below. You push with all your might, using every ounce of energy you have left.
<<if $mc.tentaclePreg>>
<<say $mc>>AAAAAHHHHHH<</say>>
In an instant, your baby's entire form slides out of you all at once. However, the sight that meets your eyes fills you with unspeakable terror.
<<say $hiredCompanions[_temp3]>> What in the world is that?!<</say>>
Instead of the expected newborn, a writhing mass of tentacles sprawls across the floor, leaving both you and your companions in a state of complete shock.
From this chaotic, writhing tangle, a lone eye emerges, fixing its intense gaze upon you. Panic wells up inside you, but your voice feels trapped in your constricted lungs, leaving you unable to scream. For what seems like an eternity, you and the tentacle creature lock eyes, suspended in a moment of surreal horror.
Eventually, the monstrous entity stirs, its many appendages beginning to writhe and undulate as it slowly slithers away into the darkness of the Abyss, leaving you bewildered and shaken.
<<else>>
<<say $mc>>AAAAAHHHHHH<</say>>
And finally, a sense of relief and joy washes over you as your baby's body slides out into the world. You cry tears of happiness as your companion picks up and holds your little bundle of joy in <<if $hiredCompanions[0].sex==='male'>>his<<else>>her<</if>> arms. You're weak, but reach out to hold your newborn child.
<<say $hiredCompanions[_temp3]>> You did it!<</say>>
<<if $hiredCompanions[_temp3].sex==='male'>>He<<else>>She<</if>> hands you your crying baby and a tear slides from your cheek.
<</if>>
<</if>>\
<<if !$mc.tentaclePreg>>
<<say $babyCollectionUnit>>Greetings adventurer. Congratulations on becoming a parent. I have come to collect the infant to prevent any harm from coming to it during your expedition in the Abyss. Please place the infant in the designated bed. It is the safest way to bring an infant back to the surface and get the proper care they need.<</say>>
A hulking robot, that has come seemingly out of nowhere, towers over you. An arm stretches out towards you holding a metal tray with copious amounts of soft bedding within.
<<say $mc>>What? who are you? Why are you here?<</say>>
<<say $babyCollectionUnit>>I'm owned and operated by the Outset Town Center for Child Care and Protection. I have been tasked with monitoring the Abyss and rescuing newborns from divers within it. Please place the <<if $bewitchBabies > 0>>babies<<else>>baby<</if>> in the designated bed.<</say>>
<<say $mc>>What are you?<</say>>
<<say $babyCollectionUnit>>I am a Relic retrieved from Layer 5 by a previous diver who generously donated me to Outset Town to help protect future infants from coming to harm within the Abyss. Please place the baby in the designated bed. This is for the best for your child. The Abyss is an extremely dangerous location and it is best for you to reunite with your child upon return to the surface.<</say>>
<<say $mc>>What do you mean? What if I don't want to give away my <<if $bewitchBabies > 0>>babies<<else>>baby<</if>> to some unknown robot.<</say>>
With shocking speed, but also grace and precision for such a large machine, one robotic limb reaches out and cuts the umbilical cord while two others hold you down and a fourth scoops up the <<if $bewitchBabies > 0>>babies<<else>>baby<</if>> and places <<if $bewitchBabies > 0>>them<<else>>it<</if>> in the bedded container.
<<say $babyCollectionUnit>>I hope you enjoyed our service. I apologize for any inconvenience I may have caused. You can apply for baby collection at the municipality building of Outset Town 3 days after you last left the Abyss. Your reference number will be _temp. I wish you a swift recovery and hope that you are able to return for your child soon.<</say>>
It emits of a bright flash of light that forces you to close your eyes, and you hear the sound of mechanisms and gears whirring. When you manage to open them again, the Relic robot and the baby are gone.
<</if>>
<<if $hiredCompanions.length<1>>\
You spend the next few days recovering, both emotionally as well as physically. You have to do everything yourself and everything from eating to washing yourself is difficult at first.
You have pushed yourself quite a bit, which hampers your recovery. So it takes 7 days until you feel fit enough to begin your journey once again. And your weakened condition will increase your next 3 travel times by 1 day each.
<<set $status.duration += 3>>\
<<set $status.penalty += 1>>\
<<PassTime 7>>\
<<elseif $hiredCompanions.length===1>>\
You spend the next few days with $hiredCompanions[0].name at your side recovering, both emotionally as well as physically. $hiredCompanions[0].name helps you a lot and after a few days you start walking around a little bit again.
It takes 4 days until you feel fit enough to begin your journey once again.
<<if $hiredCompanions[0].id === setup.companionIds.cherry>>
Cherry has taken great care of you and ensured you were able to properly recover from the ordeal, so you have no movement penalty after the initial recovery period.
<<else>>
Your weakened condition will increase your next 3 travel times by 1 day each.
<<set $status.duration += 3>>\
<<set $status.penalty += 1>>\
<</if>>
<<PassTime 4>>\
<<elseif $hiredCompanions.length>1>>\
You spend the next few days with $hiredCompanions[0].name at your side recovering, both emotionally as well as physically. Your companions help you a lot and after a few days you start walking around a little bit again.
It takes 4 days until you feel fit enough to begin your journey once again.
<<if $hiredCompanions.some(e => e.id === setup.companionIds.cherry)>>
Cherry has taken great care of you and ensured you were able to properly recover from the ordeal, so you have no movement penalty after the initial recovery period.
<<else>>
Your weakened condition will increase your next 3 travel times by 1 day each.
<<set $status.duration += 3>>\
<<set $status.penalty += 1>>\
<</if>>
<<PassTime 4>>\
<</if>>\
<<set setup.setNotPregnant($mc)>>\
<<set $menCycleFlag = true>>\
<<set $menCycleT = $time+63>>\
<<link "You cast your eyes once more on the path ahead, it's time to get moving once again" $interruptReturn>><</link>><<nobr>>
<<for _i = 0; _i < $hiredCompanions.length; _i++>>
<<if $hiredCompanions[_i].id === $companionLabor>>
<<if !$hiredCompanions[_temp1].tentaclePreg>>
<<set _temp = 13*$BabysBirthed + 3567 + $time>>
<</if>>
<<set _temp1 = _i>>
<</if>>
<</for>>
<</nobr>>
As you walk together, <<print setup.id2name($companionLabor)>> begins to lag slightly behind. Suddenly, you hear a soft moan. Turning around, you find $companionLabor hunched over, her face twisted in pain.
<<say $mc>>What's wrong?<</say>>
<<say $hiredCompanions[_temp1]>> I don't know, my stomach just cramped up really badly. Maybe it's starting?<</say>>
<<say $mc>>It? Oh! Damn, we need to find you a safe and comfortable place right away.<</say>>
<<say $hiredCompanions[_temp1]>>Yeah, thanks. I don't know what I would've done without you right now.<</say>>
You walk slowly, offering your support to $hiredCompanions[_temp1].name. Stopping every few minutes to help her cope with the contractions, you eventually find a somewhat suitable location. You do your best with the supplies you have and whatever you can forage from the surrounding area.
<<say $mc>> Okay, sit down. I'll help you through this.<</say>>
After several agonizing hours...
<<say $mc>> Give it all you've got! One last push!<</say>>
$hiredCompanions[_temp1].name appears utterly exhausted, but with determination in her eyes, she grits her teeth and starts pushing again.
<<say $hiredCompanions[_temp1]>>AHHHH, just come out already! AAHHH!<</say>>
<<if $hiredCompanions[_temp1].tentaclePreg>>\
However, the entity that emerges defies all expectations. It is a dark, purple, and slimy creature that silences you as the scene unfolds. With one final, determined effort, it emerges from $companionLabor.
Instead of the anticipated infant, a chaotic mass of tentacles lies writhing on the ground. Shock roots you to the spot.
Amidst the wriggling tendrils, a solitary eye opens, fixing its gaze on $companionLabor. Her face is etched with terror as she returns its stare.
<<say $hiredCompanions[_temp1]>>What... How? Where is my beautiful baby?<</say>>
Time stretches into a surreal tableau as they gaze upon one another. Then, with a fluid grace that contrasts its unsettling form, the tentacled creature begins to move. It slithers away, disappearing into the shadowy depths of the Abyss.
<<else>>\
With that final push, you see the baby emerge, and you carefully cradle the newborn in your arms. It begins to cry almost immediately.
<<say $mc>> You did it! You actually did it!<</say>>
Handing $hiredCompanions[_temp1].name her crying baby, you watch as a tear of joy rolls down her cheek.
<</if>>
<<if !$hiredCompanions[_temp1].tentaclePreg>>\
<<say $babyCollectionUnit>>Greetings, adventurer. Congratulations on becoming a parent. I have come to collect the baby. Please place the baby in the designated tray.<</say>>
A massive robot, appearing seemingly out of nowhere, towers over you both. An arm extends towards $hiredCompanions[_temp1].name, presenting a metal tray lined with soft bedding.
<<say $hiredCompanions[_temp1]>>What? Who are you? Why are you here?<</say>>
<<say $babyCollectionUnit>>I am owned by the Outset Town Parental Society Centre for Child Care. I have been tasked with monitoring the Abyss and rescuing newborns from it. Please place the baby in the designated tray.<</say>>
<<say $hiredCompanions[_temp1]>> You're not taking my baby! I haven't even named <<if Math.ceil($time/2)*2===$time>>him <<else>>her <</if>>yet!<</say>>
<<say $babyCollectionUnit>>Name filing procedures can be fulfilled up to 7 days after retrieving the baby from the municipality building of Outset Town at desk J to L. Please place the baby in the designated tray. This is the last time this request will be made.<</say>>
<<say $hiredCompanions[_temp1]>>Like hell I will!<</say>>
With incredible speed and surprising gentleness for such a colossal machine, one arm shoots out to cut the umbilical cord, two others restrain $hiredCompanions[_temp1].name, and the fourth one, bearing the tray, scoops up the baby and places it in a container atop itself.
<<say $babyCollectionUnit>>I hope you enjoyed our service. You can apply for baby collection at the municipality building of Outset Town 3 days after you last left the Abyss. Your reference number will be _temp. Enjoy your day.<</say>>
A bright flash of light forces you to close your eyes. When you open them, both the robot and the baby are gone.
<</if>>
$hiredCompanions[_temp1].name spends the next few days recovering, with you at her side offering emotional and physical support. Gradually, she starts walking around a little again.
<<if $hiredCompanions[_temp1].id !== setup.companionIds.cherry && $hiredCompanions.some(e => e.id === setup.companionIds.cherry)>>
Cherry's medical expertise greatly aids $hiredCompanions[_temp1].name in her recovery. In the end, you don't truly resume your travels in earnest until after 4 days.
<<set _waitTime = 4>>
<<else>>
In the end, you don't truly resume your travels in earnest until after 7 days.
<<set _waitTime = 7>>
<</if>>
<<PassTime _waitTime>>\
<<set setup.setNotPregnant($hiredCompanions[_temp1])>>\
<<link "You cast your eyes once more on the central location of this layer, ready to get moving again" $interruptReturn>><</link>><<if $pregnant_surprise===$companionMaru>>
<<say $companionMaru>>Um, may I have a word with you, please?<</say>><br>
<<say $mc>>Of course, what's the matter?<</say>><br>
<<say $companionMaru>>About the body-swapping incident...<</say>><br>
<<say $mc>>Oh, right... I'm really sorry about that.<</say>><br>
<<say $companionMaru>>It's just that, well... am I... are we expecting? Because this...<</say>><br>
Maru's hands gently caress his slightly rounded belly, his expression a mixture of awe and concern.<br><br>
<<say $mc>>Yes, I'm afraid you're right.<</say>><br>
A troubled frown creases Maru's brow as he processes the news.<br><br>
<<say $companionMaru>>I see. So, this is truly happening to me. Why didn't you say something earlier?<</say>><br>
<<say $mc>>The situation was already pretty complicated, I didn't know how to bring it up.<</say>><br>
Maru's gaze falls once again, his disappointment palpable.<br><br>
<<say $companionMaru>>I understand, but a heads-up would have been appreciated.<</say>><br>
With a heavy heart, Maru turns away, leaving you alone with your regrets.<br><br>
<<set $companionMaru.affec -=(1-$hsswear)>>
<<elseif $pregnant_surprise===$companionLily>>
<<say $companionLily>>Hey, can you spare a moment?<</say>><br>
Lily's grin is as radiant as ever, but there's a tension in her eyes.<br><br>
<<say $mc>>For you, Lily? Always!<</say>><br>
<<say $companionLily>>It's about the body you left me with, and what I've inherited in return.<</say>><br>
Her typically bright smile wavers, revealing a hint of menace beneath.<br><br>
<<say $mc>>What's wrong?<</say>><br>
<<say $companionLily>>Don't play dumb with me!<</say>><br>
Her grip tightens on your shirt, the strain in her smile now evident as her teeth clench.<br><br>
<<say $companionLily>>You were pregnant, weren't you? Which means now, I am too, correct?<</say>><br>
<<say $mc>>I was still figuring things out...<</say>><br>
<<say $companionLily>>No excuses! I feel sick, bloated and tired and I'm sure as hell this ain't a cold. You know how well I take care of my body. You think I wouldn't notice this?<</say>><br>
<<say $mc>>I'm sorry, Lily. The timing was never right.<</say>><br>
<<say $companionLily>>Well, now there's a ticking clock! Fix this, and fast.<</say>><br>
<<set $companionLily.affec -=(1-$hsswear)>>
<<elseif $pregnant_surprise===$companionKhemia>>
<<say $companionKhemia>>What the hell is up with this body? It's not just weak, it's acting all kinds of wrong. You need to sort this out.<</say>><br>
<<say $mc>>I wish it were that simple.<</say>><br>
<<say $companionKhemia>>You better start making sense, and quick.<</say>><br>
<<say $mc>>What do you mean?<</say>><br>
<<say $companionKhemia>>Food's a mess, I'm always hungry, and don't get me started on these damn sensitive nipples. What did you do to this body?<</say>><br>
<<say $mc>>I didn't... I mean...<</say>><br>
<<say $companionKhemia>>It must be some condition and it's getting worse! I'm always tired, and look at this! I'm huge!<</say>><br>
Khemia pats his swollen belly, a look of discomfort crossing his face.<br><br>
<<say $companionKhemia>>And then there's this weird feeling inside. It's like... tickling. I wasn't this big before, so what's happening?<</say>><br>
<<say $mc>>Well, you do have a... condition.<</say>><br>
<<say $companionKhemia>>I knew something was off. So, you can fix it?<</say>><br>
<<say $mc>>It will resolve itself... in about nine months.<</say>><br>
<<say $companionKhemia>>Nine months?<</say>><br>
Realization dawns on Khemia's face, morphing into rage.<br><br>
<<say $companionKhemia>>You're saying I'm pregnant?<</say>><br>
<<say $mc>>It would appear so.<</say>><br>
<<say $companionKhemia>>Unbelievable! Not only do I get stuck in a woman's body, but a pregnant one? And you couldn't even warn me?<</say>><br>
<<say $mc>>I'm sorry, it was a lot to take in.<</say>><br>
Tears brim in Khemia's eyes, a rare sign of vulnerability.<br><br>
<<say $companionKhemia>>Don't you dare blame me for this!<</say>>
He breaks into sobs, a solitary figure amidst his anguish.<br><br>
<<say $companionKhemia>>Look what you've done... I never cry. Never.<</say>>
Your attempt to comfort him is firmly rejected.<br><br>
<<say $companionKhemia>>Leave me be. I need some space.<</say>>
Khemia's retreat is a silent one, save for the sound of his sobs.<br><br>
<<set $companionKhemia.affec -=(3-$hsswear)>>
<<elseif $pregnant_surprise===$companionCherry>>
You feel a gentle tug at your sleeve and turn to see Cherry, her eyes brimming with tears, looking up at you.<br><br>
<<say $mc>>Cherry, what's wrong? You seem really upset.<</say>><br>
<<say $companionCherry>>I just... I feel overwhelmed and more emotional than usual in this body. It's hard to explain.<br><br><</say>><br>
<<say $mc>>Is there anything I can do? Maybe it's just a temporary thing?<</say>><br>
Cherry's hand strikes your cheek in a swift motion, but she immediately steps back, her expression a mix of regret and confusion.<br><br>
<<say $companionCherry>>I'm sorry... I shouldn't have done that. But please, don't pretend you don't understand. You're pregnant, or at least you were... and now, somehow, I am.<</say>><br>
You pause, taking a moment to process her words.<br><br>
<<say $companionCherry>>This is too much for me. I can't handle this. Please, tell me we can find a way out of this situation.<</say>><br>
As tears stream down her face, she collapses into your arms, her body shaking with sobs.<br><br>
<<say $mc>>Cherry, listen to me. I'm here for you. We'll get through this together, okay?<</say>><br>
<<say $companionCherry>>I just... I don't know if I can do this. It's all too much.<</say>><br>
<<set $companionCherry.affec -=(3-$hsswear)>>
<<elseif $pregnant_surprise===$companionCloud>>
<<say $companionCloud>>A word please?<</say>><br>
<<say $mc>>Sure Cloud what's up?<</say>><br>
Almost in a hissing tone he talks to you.<br><br>
<<say $companionCloud>>What's up?? You switch my body without my consent, but not only do I lose my body a get one back with a severe handicap. And the cherry on top is that I have to find this out myself. That's whats up!<</say>><br>
<<say $mc>>Handicap?<</say>><br>
<<say $companionCloud>>Yeah, or did you forget already?<</say>><br>
He pats his already small but bulging belly.<br><br>
<<say $companionCloud>>You were fucking pregnant when we switched, weren't you?<</say>><br>
You look into your own old but furious eyes. You mull about what you're going to say but seeing as there is no point in denying it anymore you just come clean.<br><br>
<<say $mc>>I'm sorry cloud, you already looked pissed enough about the body switch I didn't have the stomach to tell you that as well.<</say>><br>
<<say $companionCloud>>I figured, you haven't been the most stand up person lately with this body switch anyway...Let's just get a move on, the sooner this journey is over the better, for more than one reason.<</say>><br>
<<set $companionCherry.affec -=(3-$hsswear)>>
<<elseif $pregnant_surprise===$companionSaeko>>
<<say $companionSaeko>>Can I run something by you very quickly?<</say>><br>
<<say $mc>>I guess?<</say>><br>
<<say $companionSaeko>>Did you or did you not know you were pregnant when you switched bodies with me?<</say>><br>
A bit dumbfounded you're at a lose for words.<br><br>
<<say $mc>>I mean... I....<</say>><br>
<<say $companionSaeko>>Because it's important for me in other to determine if you're underhanded or simply daft.<</say>><br>
<<say $mc>>I'm sorry Saeko I didn't mean to...<</say>><br>
She cuts you off.<br><br>
<<say $companionSaeko>>So we are going with daft as a working hypothesis here? You missed the morning sickness, the fact you didn't have periods or simply forgot to mention it?<</say>><br>
<<say $mc>>I just want to say...<</say>><br>
She interupts you again, clearly still agitated.<br><br>
<<say $companionSaeko>>Although a underhanded person will feign ignorance. I guess the exact reason is trivial as in both cases the conclusions is you're not fit as an expedition leader.<</say>><br>
<<say $mc>>I'm sorry. I'll try to do better, something like this won't happen again. Can I do something to make it up?<</say>><br>
<<say $companionSaeko>>Hardly, although you could make a list of personality traits you attribute to yourself and which ones where especially prevelant for you as a kid.<</say>><br>
<<say $mc>>Uhm sure, why though?<</say>><br>
<<say $companionSaeko>>Because, when I found out I was pretty angry at first with you, and I still am, but I also wondered how much personality is determined by the physics of the body and how much by whatever phenomena is keeping our personalities the same eventhough we switched bodies. Who's personlaty traits will this child inherent?<</say>><br>
Saeko keeps mumbling a bit about if perhaps there is something else besides nature and nurture that determines who people are. You are just happy Saeko managed to distract herself this quickly again.<br><br>
<<set $companionSaeko.affec -=(1-$hsswear)>>
<<elseif $pregnant_surprise===$companionBandit && $bandit_released>>
You see $companionBandit.name suddenly walking to you in a huff. As she closes in on you she grabs you by the collar.<br><br>
<<say $companionBandit>>I got a lot of shit deals handed to me from people, but you're taking the cake.<</say>><br>
<<say $mc>>Whoa, settled down. Whatever it is, I can explain.<</say>><br>
<<say $companionBandit>>Explain? You think I care about how you got knocked up or something? If you get knocked up, deal with your own mess! Instead you handed it of to me. Was that the reason you switched our bodies in the first place?<</say>><br>
<<say $mc>>Not really...You're choking me, please let me go.<</say>><br>
She only grips you tighter<br><br>
<<say $companionBandit>>"Not really" sounds an awefull lot like you did it on purpose you know. Just as I started to trust you, you turn out to be as shit as the rest of them. You better not talk to me the rest of the day, you hear?<</say>><br>
<<say $mc>>Loud and clear.<</say>><br>
With that she release you and storms off.<br><br>
<<set $companionBandit.affec -=(3-$hsswear)>>
<<elseif $pregnant_surprise===$companionTwin>>
<<say $companionTwin>>Question? Where you pregnant when we switched bodies? I mean am I pregnant now? Because a lot if it is pointing in that direction it seems.<</say>><br>
<<say $mc>>Yeah I guess so, are you mad?<</say>><br>
<<say $companionTwin>>I don't know, I feel a bit conflicted I guess. I certainly whish you would've told me, but in a way it's also pretty hot.<</say>><br>
You swallow loudly.<br><br>
<<say $mc>>Hot?<</say>><br>
<<say $companionTwin>>A bred body, that is.<</say>><br>
You are turning beet red.<br><br>
<<say $mc>>I guess it is, right?<</say>><br>
<<say $companionTwin>>Totally, although I whished it was you. That would've been just as hot, but without the hassle you know?<</say>><br>
<<say $mc>>I guess I do know.<</say>><br>
<<say $companionTwin>>Ah yes, I guess you do know as you switched us. I'll take one for the team this time, but next time I want to see you getting knocked up.<</say>><br>
Your twin comes close and whispers in your ear.<br><br>
<<say $companionTwin>>All the way to the end this time!<</say>><br>
<</if>>
<<link "Despite the turmoil, you have to keep moving forward" $interruptReturn>><</link>>The morning light barely filters through your window as consciousness seeps back into you. But with wakefulness comes a profound sense of change. Your limbs feel unusually heavy, and a deep lethargy grips your body. You sit up, feeling an unfamiliar weight pulling at your midsection. Glancing down, your eyes widen in surprise at the sight of your belly, now rounded and pronounced, unmistakably that of middle stage pregnancy.<br>
<<say $mc>>AAAAHHH! What the... how can I be this pregnant already?! This can't be real!<</say>><br>
Your hands tremble as you pinch your skin, hoping against hope that this is just a dream. But the firm swell of your belly under your fingers tells you otherwise. You pace back and forth, a hand instinctively cradling the new curve of your abdomen, your mind racing with disbelief and a growing sense of panic.<br><br>
<<if $menFirstCycle>>
<<say $mc>>I'm a man, this shouldn't be possible! How did this happen?<</say>><br>
Gradually, as the initial shock ebbs away, memories of the choices you made, the paths you walked, begin to resurface. You pause, taking a deep, steadying breath, and a sliver of acceptance pierces through the confusion.<br><br>
<<say $mc>>This is my reality now... The only way is forward.<</say>><br>
<<else>>
<<say $mc>>Ah shit...<</say>><br>
You exhale deeply, the sound mingling with the quiet of the room.<br><br>
<<say $mc>>I knew being pregnant would be a journey, but this... At least I got to skip the morning sickness.<</say>><br>
<</if>>
As you stand, your movements are cautious, almost reverent, as you adjust to the new balance of your body. The mirror reflects a version of you that seems both foreign and intimately familiar, the gentle bulge of your belly a testament to the rapid changes your body is going through.<br><br>
<<set $gestation_scene1=false>>
<<link "Nothing you can do about it now, you'll have to continue" $interruptReturn>><</link>>Dawn greets you with a challenge. As you attempt to rise from bed, it feels like an immense effort. Your body no longer responds with its usual agility; instead, you find yourself rolling, maneuvering around the significant expanse of your belly, which has grown substantially overnight.<br><br>
<<say $mc>>Damn, here we go again. This is the last time it'll take me by surprise.<</say>><br>
You attempt to dress, only to find that your clothes are now hopelessly inadequate for your enlarged form. Fabric strains and stitches protest. But eventually, you're able to somewhat adapt your clothing to fit your new frame.<br><br>
The curve of your belly is now pronounced and undeniable, a symbol of life accelerating within you. You place a hand gently over your baby bump, feeling a mix of wonder and trepidation at the thought of giving birth to a child soon.<br><br>
<<set $gestation_scene2=false>>
<<link "At least you will reach the end soon" $interruptReturn>><</link>><<say $creepydoll>> AAAAAAAAAAAAAAAAHHHHHHHHHHHHHHHHHHHHH<</say>>
A sudden sensation of intense pain surges through your body, making you double over. It feels as if your body has been engulfed by flames that sear each and every nerve in your skin, while a thousand needles are pushed deeper into you, all at once. Almost immediately, it becomes too much for you and you pass out.
<<ConversationChoices
[[Darkness...|Doll event continued]]
>>You wake up in a corner of the Relic Workshop with the doll clutched tightly in your arms, pressed against your chest. It gives a pleasantly warm feeling, comforting you after your terrifying experience before you passed out. Somehow, as you hug the doll, you feel calm and satisfied for at least a moment. When you look down and check your skin, everything seems alright, no scars or burns anywhere. Luckily it seems that your body has not actually been torn apart, instead it was either a psychic attack of some sort or a vision of a possible future. Whatever the case, perhaps its better to not proceed with the plan to cut open the doll.
<<link "Was there anything else I wanted to do here?" "Surface Workshop">>
<<dollTF>>
<<set $dollevent=true>>
<</link>><<CarryAdjust>>
Suddenly, you start hearing the voice of the doll again, it almost sounds like it's coming from inside your own head.
<<say $creepydoll>> Don't you sometimes get tired of all this adventuring?<</say>>
Despite your surprise, you decide to answer the doll's question.
<<say $mc>> Sometimes, I guess. It's not always easy, but the thrill of adventure more than makes up for it to me. <</say>>
<<say $creepydoll>> You know, I can feel what you feel? And what I felt was sleepiness and tired thoughts and lots of doubt. Don't lie to me. Lying is not nice. Good girls don't lie. Only BAD people lie. IF YOU LIE YOU NEED TO GET PUNISHED. I HATE LIARS! HATE HATE HATE HATE HATE THEM<</say>>
A strong, cold chill runs down your spine.
<<say $mc>>I... I'm not lying I swear! It's just that with the changes to my body I fatigue much quicker than before. I have to try harder and harder to do the same things. But I swear that I still want to discover more of the Abyss. I can't just give up and I won't! I think it's worth it and I enjoy it!<</say>>
The cold sensation dissipates and you feel a warm, soft aura coming from the doll once again.
<<say $creepydoll>> Oh, I see! You just want to have fun! I also want to have fun! You know what doesn't make you sleepy and is super fun?<</say>>
<<say $mc>> Uh, no? <</say>>
<<say $creepydoll>> Playing games, silly. We should go to my house and play all day! That would be super fun! <</say>>
You're a bit hesitant about going to god-forsaken corner of the Abyss to "play", so you try to weasel out of it while attempting to avoid the doll's anger.
<<say $mc>>Maybe that could be fun someday, okay?<</say>>
<<say $creepydoll>> Yay, I'm so happy! Because today is some day you know?<</say>>
<<say $mc>> Um, sorry, I didn't mean today. I meant another day...<</say>>
You feel very tired all of a sudden and your consciousness starts to slip away.
You start to dream.
You see yourself walking around with your dolly and at some point you recognize the outskirts of Outcast Village as you seem to pass it by. The next moment, you are in a playroom, in a house wearing a similar dress as your dolly. You look so cute together! You have tea time with her and you run around playing tag.
It's so much fun you can hardly keep track of what's happening.<<nobr>>
<<dollTF>>
<</nobr>>
As you run, you trip over something that somehow didn't seem to fully be there. The shock suddenly wakes you up, and you realize you fell over a rotting, collapsed wooden support beam. After looking around, you find yourself not in the playroom of a nice house, but in the decrepit room on the first layer where you found the creepy doll.
<<say $creepydoll>> Aww, did you have an ouchie?<</say>>
<<say $mc>> What...? Where am I? Why are we here? Why am I wearing this tattered dress?<</say>>
<<say $creepydoll>> Because it makes us look like cute twins!<</say>>
<<say $mc>> I... I don't want this. Or at least, I think I don't?<</say>>
<<say $creepydoll>> Oh somebody is grumpy, so why don't you take a nap, and then we'll decide later?<</say>>
<<ConversationChoices
[[Don't risk the dolls ire and take the nap|DollWarning nap]]
[[Insist you want to leave NOW!|DollWarning leave]]
>><<say $creepydoll>> Good girl, we are going to have so much fun together when you wake up. <</say>>
[[A soft, warm darkness washes over you|DollEnd][$mc.appAge=3, $mc.penis=0, $mc.vagina=0, $mc.gender=6, $dollevent2=true]]<<say $mc>> I'd rather really not. To be honest, I just want to get my regular clothes back, to leave this place, and to go somewhere else. <</say>><br>
<<say $creepydoll>> Hmm, that's okay. We already played a lot today. We'll just play some other time. Soon...<</say>>
You scramble to get your clothes and hurry out of the rotten house, leaving this place and the doll far behind. Once there is some distance between you and the doll, you stop to change your clothes. But instead of grabbing your clothes, you find the doll in your hands, once again.
<<say $mc>> What?! How?! I'm pretty sure I grabbed my clothes, right?<</say>><br>
<<say $creepydoll>> Those smelly old things? Why would you need those? You look much better than this, you silly. Now we are cute twinsies. ISN'T THAT FUN?<</say>>
You want to throw the doll away, but your body simply refuses. At the moment it seems there is nothing you can do. No matter what you want to do, you can neither get rid of the doll, nor change your clothes.
[[Continue your adventure wearing the tattered dress and carrying the doll|$interruptReturn][$creepydoll.affec += 10, $dollevent2=true]]Emerging onto the surface, the first thing you feel is the comforting warmth of the sunlight caressing your face, a stark contrast to the gloom below. As you linger momentarily, savoring the radiant glow and the fresh air, a symphony of mechanical sounds erupts behind you.
Turning, you witness the once dormant Starlit Conquest unfolding itself into a towering stance. The mech's head, now animated, beams with two bright headlights that mimic the intense gaze of a vigilant sentinel. Their brightness, almost blinding, pierces the daylight with an otherworldly glow.
For a fleeting moment, awe and disbelief grip you as the gargantuan construct, a marvel of engineering and imagination, stirs to life. The mech's Adamantium chassis gleams under the sun, reflecting light like a polished mirror. The sounds of gears and hydraulics in motion meld with a subtle hum of energy emanating from its core, creating an orchestra of power and precision.
As you stand there, absorbing the grandeur of the moment, a profound realization washes over you. The Starlit Conquest, an embodiment of boundless potential and strength, has awakened. And now, it awaits your command, ready to soar the skies or delve into the cosmos under your guidance.
[img[setup.ImagePath+'Relics/starlitconquest.png']]
<<set _i = $ownedRelics.findIndex(relic => relic.name === "Starlit Conquest")>>
<<set $ownedRelics.deleteAt(_i)>>
<<set $lostRelics.push($relic108)>>
<<set setup.starlitConquestActivated.count = 1>>
<<set $ownedRelics.push(setup.starlitConquestActivated)>>
[[Continue to Outset Town with your fierce weapon set on following you| Surface Hub]]The slain creature lies at your feet, its blood a vivid crimson pool, beckoning to your primal, vampiric urges. A wave of dizziness overtakes you, a heady intoxication driving you towards the fallen beast. You yield to the irresistible call, feasting on the scarlet elixir. As the final drop quenches your thirst, you recline, a sense of euphoria washing over you.
But this bliss is short-lived. An intense heat surges through your body, your skin prickling with an unbearable itch. Frantically, you claw at your transforming flesh, witnessing in horror as it morphs into $mc.skinColor $mc.skinType skin. Your bones contort and warp, each shift sending shockwaves of pain. The world seems to diminish as your form expands, muscles swelling with newfound power. Your hands, now monstrous appendages, culminate in lethal claws. In a crescendo of agony, your face elongates into a grotesque snout.
Empowered by the Pulse Bloom, you stand transformed, a mirror image of the monster you defeated.
<<set $transformMonsterScene = false>>
<<link "Continue on your journey" $interruptReturn>><</link>><<set $hornVariation = "">>
<<set $hornAdjective = "">>
<<set $hornCount = 0>>
<<set $StoredCurse = []>>
<<set setup.cursesOnLayer = [
/* 0 */ [], /* Placeholder; no Curses on the surface. */
/* 1 */ ["Libido Reinforcement A", "Gender Reversal A", "Asset Robustness A", "Clothing Restriction A", "Shrunken Assets", "Hair Removal", "Perma-dye", "Freckle Speckle", "Knife-ear", "Dizzying Heights", "Increased Sensitivity", "Refractory Refactorization"],
/* 2 */ ["Libido Reinforcement B", "Gender Reversal B", "Asset Robustness B", "Age Reduction A", "Fluffy Ears", "Fluffy Tail", "Maximum Fluff", "Heat/Rut", "Lightweight", "Sex Switcheroo", "Futa Fun", "Blushing Virgin", "Princess Protocol"],
/* 3 */ ["Submissiveness Rectification A", "Gender Reversal C", "Asset Robustness C", "Clothing Restriction B", "Power Dom", "20/20000000", "Comic Relief", "Equal Opportunity", "Absolute Pregnancy", "Absolute Birth Control", "Wacky Wombs", "Omnitool", "Gooey", "Rainbow Swirl", "Double Pepperoni", "Literal Blushing Virgin", "Gestation Jumpstart"],
/* 4 */ ["Libido Reinforcement C", "Lactation Rejuvenation A", "Asset Robustness D", "Age Reduction B", "Sleep Tight", "Sweet Dreams", "Hypno Happytime", "Crossdress Your Heart", "Lie Detector", "Megadontia", "Softie", "Hard Mode", "Lingual Leviathan", "Tipping the Scales", "Reptail", "Cold Blooded"],
/* 5 */ ["Libido Reinforcement D", "Gender Reversal D", "Pleasure Respecification A", "Clothing Restriction C", "Massacre Manicure", "DoS", "DoM", "Hijinks Ensue", "Flower Power", "Cellulose", "Chlorophyll", "Pheromones", "Carapacian", "Hemospectrum", "Wriggly Antennae", "Eggxellent"],
/* 6 */ ["Submissiveness Rectification B", "Lactation Rejuvenation B", "Pleasure Respecification B", "Age Reduction C", "Horny", "Drawing Spades", "Tattoo Tally", "Leaky", "Wandering Hands", "Semen Demon", "Quota", "In the Limelight"],
/* 7 */ ["Libido Reinforcement E", "Gender Reversal E", "Asset Robustness E", "Urine Reamplification A", "Barter System", "Shared Space", "Weakling", "Random Orgasms", "Beastly", "Creature of the Night", "Minish-ish", "Colossal-able"],
/* 8 */ ["Libido Reinforcement F", "Gender Reversal F", "Asset Robustness F", "Urine Reamplification B", "Eye on the Prize", "Deafening Silence", "Taciturn Turnaround", "Ampu-Q-tie", "Nose Goes", "Arm Army", "A Little Extra", "Null", "Seafolk", "Taken for Granite", "Double Trouble", "Conjoined"],
/* 9 */ ["Libido Reinforcement G", "Gender Reversal G", "Asset Robustness G", "Literalization", "Consent Dissent", "The Maxim", "Adverse Possession", "Erased", "Tickly Tentacles", "Eye-scream", "A Mouthful", "Below the Veil"],
]>>
<<set setup.cursesNegatedByNull = [
"Double Pepperoni",
"Softie",
"Hard Mode",
"Lactation Rejuvenation A",
"Lactation Rejuvenation B",
]>>You will feel hot and bothered far more regularly than you are accustomed to. Uncomfortable but manageable.Your sexual urges will become frequent and very difficult to resist. Can be only barely hidden: leading a normal lifestyle will be possible but frequently frustrating.At this point your libido will probably be considered a symptom of a mental disorder. You'll be hopelessly addicted to sex, and it will be impossible to keep your desires hidden.You will desire sex about as much as you desire basic necessities like food and water, perhaps slightly more. You'll go to great lengths for sex, and it will dominate your life.You will need sex almost constantly — having sex will only sate your hunger for it for a matter of minutes, and you will find little meaning in things that don't lead to you having more sex.//Receiving further Libido Reinforcements will quickly remove what little control you have left over your body, and erode your sense of self. I recommend not doing that!//<<nobr>><<if $mc.osex === "male">>
Makes small changes to your voice, facial structure, hair growth, and bone structure trending towards becoming more feminine. Easily hidden.
<<else>>
Makes small changes to your voice, facial structure, hair growth, and bone structure trending towards becoming more masculine. Easily hidden.
<</if>>
<</nobr>><<nobr>><<if $mc.osex === "male">>
Makes further changes that still leave you recognizable as a man, but only just. People around you might describe you as "dainty" or "a twink".
<<else>>
Makes further changes that still leave you recognizable as a woman, but only just. People around you might describe you as "butch" or "tomboyish".
<</if>>
<</nobr>>Turns you perfectly androgynous; unless they see you naked (or your assets are large enough to be visible through clothes) people will only be able to assume your gender based on your clothing and what you tell them.<<nobr>><<if $mc.osex === "male">>
Your features will predominantly appear as those of a woman. People probably won't believe you if you tell them that you were born a man, unless you can provide some evidence or they really trust you.
<<else>>
Your features will predominantly appear as those of a man. People probably won't believe you if you tell them that you were born a woman, unless you can provide some evidence or they really trust you.
<</if>>
<</nobr>><<nobr>><<if $mc.osex === "male">>
All traces of your original male sex will be gone, besides possibly your penis and chest (unless those have also changed).
<<else>>
All traces of your original female sex will be gone, besides possibly your vagina and breasts (unless those have also changed).
<</if>>
<</nobr>><<nobr>><<if $mc.osex === "male">>
Further Gender Reversal effects will slowly overwrite your personality with traits stereotypical to a woman. While not all women act in such a stereotypical way, you certainly will. The old you will be gone by level 10, leading to identity death. Be careful!
<<else>>
Further Gender Reversal effects will slowly overwrite your personality with traits stereotypical to a man. While not all men act in such a stereotypical way, you certainly will. The old you will be gone by level 10, leading to identity death. Be careful!
<</if>>
<</nobr>><<widget "CurseGrid">>
<<set _totalCurses = $mc.curses>>
<<for _i=0; _i< $hiredCompanions.length; _i++>>
<<set _totalCurses = _totalCurses.concat($hiredCompanions[_i].curses)>>
<</for>>
<div class="cards-grid">
<<for _name range _args[0]>>
<div>
<<set _curse = setup.findCurseBy(c => c.name === _name)>>
<<set _isfiltered = false>>
<<if _curse.isWatersports && settings.WSHidden>><<set _isfiltered = true>><</if>>
<<if _curse.isAmputation && settings.amputationHidden>><<set _isfiltered = true>><</if>>
<<if !_isfiltered>>
[img[ setup.ImagePath + _curse.pic ]]
<<else>>
[img[setup.ImagePath + 'curses/censored.png']]
<</if>>
<<if _name === "Below the Veil">>
<h2><<print Creepify.encode("Below the Veil")>></h2>
<<else>>
<h2>_name</h2>
<</if>>
<p class="benefit">
+ <<print _curse.corr>> corruption </p>
<<include "Curse Limits">>
<p>
<<if (_totalCurses.filter(e => e.name === _name).length + $StoredCurse.filter(e => e.name === _name).length) >= _maxCurses >>
@@.unreachable; Already taken
<<elseif _curseLimitation>>
@@.unreachable; This Curse can not be taken in combination with the other Curses you have already taken
<<else>>
<<if _name === "Below the Veil">>
<<print "[[Take on " + Creepify.encode(_name) + "|Take on Below the Veil]]">>
<<else>>
<<print "[[Take on " + _name + "]]">>
<</if>>
<<if $ownedRelics.some(e => e.name === "Managed Misfortune")>>
<br><br>
<<if $ManagedMisfortuneActive.length >= $ManagedMisfortuneMax >>
@@.unreachable; You can not store a new Curse while all the Managed Misfortune marbles are in use.
<<else>>
<<for _i=0; _i < $ManagedMisfortuneMax && _i <= $StoredCurse.length; _i++ >>
<<capture _i, _curse>>
<<if _i < $StoredCurse.length>>
<<if !$ManagedMisfortuneActive.some(e => e.name === $StoredCurse[_i].name)>>
<<print "[[Switch out "+ $StoredCurse[_i].name +" for " + _name +" in the Managed Misfortune's marble|Layer"+ $currentLayer +" Curses][$StoredCurse.deleteAt(_i), $StoredCurse.push(_curse)]]">>
<</if>>
<<else>>
<<print "[[Store " + _name +" in Managed Misfortune's free marble|Layer"+ $currentLayer +" Curses][$StoredCurse.push(_curse)]]">>
<</if>>
<</capture>>
<br><br>
<</for>>
<</if>>
<</if>>
<</if>>
</p>
<p>
<<if _isfiltered>>
This Curse has been hidden by your content filters. You may choose to take it anyway, but its effects
will not be hidden.
<<else>>
<<if _curse.name.startsWith("Libido Reinforcement ") || _curse.name.startsWith("Gender Reversal ")>>
<<LeveledCurseDescription `_curse.name`>>
<<else>>
<<print _curse.description>>
<</if>>
<</if>>
</p>
</div>
<</for>>
<div>
[img[ setup.ImagePath + "Curses/random.png" ]]
<h2>Random Curse</h2>
<p class="benefit">+ ? corruption </p>
<p><<print "[[Take on a random Curse|Layer"+ $currentLayer +" Curses Random]]">></p>
<p>Allow the Abyss to bestow a random Curse from this layer upon you.</p>
</div>
</div>
<</widget>><<widget "LeveledCurseDescription">>
<<set _base = _args[0].slice(0, -1)>>
<<set _level = $mc.curses.countWith(e => e.name.startsWith(_base))>>
<<if _base === "Libido Reinforcement ">>
<<set _level = $mc.events.reduce((v, e) => e.changeLibido(v), 0)>>
<<elseif _base === "Gender Reversal ">>
<<set _level = Math.abs($mc.events.reduce((v, e) => e.changeGender($mc, v), 0))>>
<</if>>
<<if !$mc.hasCurse(_args[0])>>
<<set _level += 1>>
<</if>>
<<include `_base + "Stage " + Math.min(_level, 6)`>>
<</widget>><<set _curseLimitation = false>>
<<if $mc.events.map(e => e.name).includesAny(_curse.incompatibilities)>>
<<set _curseLimitation = true>>
<</if>>
<<if _curse.name === "Seafolk">>
<<if $mc.curses.some(e => e.name === "Ampu-Q-tie" && e.legs > 0) || $StoredCurse.some(e => e.name === "Ampu-Q-tie" && e.legs > 0)>>
<<set _curseLimitation = true>>
<</if>>
<</if>>
<<set _maxCurses = _curse.maximum>><<set _validNames = []>>
<<for _name range _tempCurses>>
<<set _curse = setup.findCurseBy(c => c.name === _name)>>
<<include "Curse Limits">>
<<if !_curseLimitation && (_totalCurses.filter(e => e.name === _name).length + $StoredCurse.filter(e => e.name === _name).length) < _maxCurses &&
(!_curse.isWatersports || !settings.WDHidden) && (!_curse.isAmputation || !settings.amputationHidden)>>
<<set _validNames.push(_name)>>
<</if>>
<</for>>
<<if _validNames.length > 0>>
<<set _name = either(_validNames)>>
The Abyss has chosen for you to be Cursed with _name. You may not have chosen this, but fate has placed the burden upon you. Accept your Curse and the change in life that comes with it.<br>
<br>
<<print "[[Take on " + _name + "]]">>
<<else>>
There are no Curses left for you to take on this layer.<br>
<br>
<<back>>
<</if>>As the miasmal energy of the Curse cascades over you, an unexpected shudder races down your spine. It feels like an icy gust, chilling the very marrow in your bones. The sensation isn't painful, but it's distinctly alien, like something deep in your cells is being rewritten.
Looking down, you study your hands, battle-hardened and calloused from the grueling expedition into the Abyss. There's a subtle shift; your knuckles, once rugged and pronounced, seem softer. The skin stretched over them gains a hint of delicacy, a touch of refinement. The veins that once stood out, bold against your skin, now subtly fade, murmuring beneath the surface like a secret.
A thrum resonates through your muscles, a vibrational shift that sets your heart pounding against your ribcage. It feels as if your sinews are shifting beneath the skin in your chest. Your biceps, triceps, shoulders – they all seem to contract, their robust mass receding to reveal a more slender, elongated definition. There's not too much of a loss of strength, rather a redistribution, a balance between power and grace.
The Curse softens the structure of your face. Your jawline, once chiseled and prominent, smoothens into a gentler curve. Your cheekbones elevate subtly, crafting a more pronounced structure, while your eyes seem to gain depth, their expressiveness enhanced. The changes are minute, barely noticeable, yet undeniably present.
The scent of your skin shifts, the potent musk replaced with a lighter, sweeter aroma. It's neither floral nor fruity, but a softer variant of your own scent. Your body hair retreats, each strand becoming finer, sparser. Your skin, once rugged and resilient, now has a subtle sense of softness.
As you process these changes, you can't help but wonder about your future. Will the transformations halt here? Or will they persist, relentlessly morphing you until you're a stranger to yourself?A familiar cascade of cold, miasma energy washes through you. The Curse continues to shift your form into a more feminine one. Your arms, once bristling with solid muscles, now display slender, toned curves, echoing the lithe strength of a dancer.
Your torso experiences a slimming transformation, the broad expanse of your shoulders refining into a more streamlined silhouette. Your waist cinches subtly, crafting a gentle curve that seamlessly blends into your hips. The shift is gentle, but perceptible. You move with a newfound fluidity, each step, each gesture carrying an inherent, rhythmic grace.
The feminization of your facial features persists, yielding an almost sculptural beauty. Your lips seem fuller, tinged with a slight rosy hue, their cupid's bow more pronounced. Your eyelashes appear longer, their feathery fringe lending a hint of innocence to your gaze. Your eyebrows arch delicately, adding another layer of femininity to your countenance.
The texture of your hair transforms, each strand gaining a silk-like softness. The color remains consistent, yet there's a newfound depth, a vibrancy that was previously absent. It's as if the very core of you is being refined, filtered into this new form.A familiar cascade of cold, miasma energy washes through you as your transformation continues, steadfast and insistent, sculpting you into a form that straddles the line between masculinity and femininity. Your body, once clearly masculine, is now a striking model of androgyny. Your shoulders retain their breadth but with a gentler slope, their hard edges softened into subtle curves. Your waist, sleek and streamlined, flows into your hips, which have broadened just enough to add a soft curvature to your figure.
Your body hair has receded dramatically, leaving your skin smooth and unblemished, without any of the roughness that would be expected of a typical man. The scent that emanates from you is intriguingly ambiguous, neither distinctly masculine nor feminine, but a harmonious blend that is as unique as your evolving form.
Your face hosts the most captivating changes. Your features are a medley of softened angles and gentle curves. Your lips, eyes, cheekbones; all of them exist beyond traditional binary definitions, giving you an ethereal, otherworldly allure.
Your voice is now a mellifluous harmony that flows like a smooth melody. It's not high-pitched but rather a softer tone that carries the strength of your past and the elegance of your present.
As you ponder the transformations, you can't help but question how this new form, this blend of masculine and feminine, would affect your interactions, your relationships, and your self-perception. Will you be ostracized or embraced?A familiar cascade of cold, miasma energy washes through you as your transformation, as relentless as the flow of time, propels you deeper into the realm of femininity. Your body now exudes feminine allure, yet it retains an echo of your past strength. Your shoulders, once commanding with their breadth, are now softer, yet they still carry a sense of authority, a nod to your history.
Your waist is sculpted and narrow, leading to hips that are unquestionably feminine. Your legs, long and toned, display a harmonious balance of strength and grace. Your body, a fascinating blend of firm lines and gentle curves, makes you distinctively captivating.
Your face fully embraces the transformation. Your features are a blend of softness and strength, your eyes expressive, and your lips plump. High cheekbones, a delicate jawline, all contribute to a stunning blend of femininity and power. Your hair, now longer, softly frames your face, its gentle waves adding another layer of femininity.
Your voice settles into a rich contralto, a deep and resonant tone that seems to hum with the energy of the Abyss. It's a voice that demands attention, a voice that's as unique as your new form.
As the transformation presses on, you contemplate how this will change your life, your identity. You're no longer the man you were, but hints of your former masculinity remain. In some ways, you're a fusion, a unique blend of strength and grace. As the Abyss resonates with your transformation, you can't help but feel a sense of anticipation for the journey ahead.As another wave of miasmal energy washes over you, your transformation concludes its symphony, the final note reverberating through your very being. You now undeniably appear as a woman to any person who would see you, your form the ultimate representation of femininity. Your shoulders have taken on a soft, rounded silhouette, tapering down to a slender waist that smoothly merges into wide, curvaceous hips. Your legs, long and exquisitely shapely, are an ode to a subtle strength blended with graceful curves.
Your face is a study in feminine allure, your features refined and delicate. Your eyes, spirited and deep, shimmer with the same unyielding resolve and strength that have always been part of your core. Your lips, now plump and soft, are tinted with a natural blush, enhancing their inviting allure. Your hair cascades around your face and shoulders in a gentle torrent of soft waves, a silken frame that amplifies your femininity.
Your voice is now a melodious soprano, a tone that's soft and enchanting, carrying the whispers of the Abyss itself. It's a voice that, despite its gentleness, is still potent, an auditory reflection of your new form. Meanwhile your skin, smooth and soft, is a satin tapestry that seems to exude an sort of inner glow.
As you take in your new form, questions about your future undoubtedly surface. How will this transformation impact your future? Will you be able to navigate the world as a woman?The bone-deep chill of the Abyss pierces your skin, yet this icy embrace is counteracted by an internal, enigmatic warmth. It starts as a soft, pulsating glow at your very core, then radiates outward, seeping into your extremities, fingers and toes alike. It feels akin to liquid sunlight coursing through your veins, a peculiarly energizing transformation that sets your heart aflutter, blending anticipation with a dash of trepidation.
Your hands, previously relatively soft and delicate, start to manifest a newfound robustness. You flex them, mesmerized by the sight of the sinewy tendons undulating beneath the skin. There's an unfamiliar hardness to them now, an intriguing resilience that marks the onset of your transformation. The muscles in your forearms respond, subtly bulging as your grip tightens, marking a slight but undeniable shift.
The transformative wave doesn't bypass your physique. The gentle curves that once adorned your figure begin to subtly realign, your waist losing its pronounced tapering. In exchange, your shoulders start broadening, paving the way for burgeoning muscles that ripple under the skin, sculpting a firm, athletic build. Your attire strains, stretched taut over the new muscle padding your body. You're still discernibly feminine, but a dash of ruggedness now punctuates your appearance, lending an intriguing, masculine edge.
Your voice, once a high, melodious symphony, descends a tone, morphing into a sultry, resonant timbre. The sound surprises you, a whispered homage to your past self, now layered with a velvety undertone that sends an unexpected shiver skittering down your spine. You catch your breath, a cascade of thoughts flooding your mind, all centered on the potential implications of this transformation.
This stage of your metamorphosis leaves you in a state of modified self-recognition – you're now a subtly masculine version of your former self. The transformation nudges you into a realm of introspection, pondering what the future stages might bring. Amidst the subtle shifts in your physique and voice, you remain fundamentally you, yet stronger and more formidable.A familiar wave of cold, miasmal energy engulfs you as the next level of the Curse takes hold. The tingling sensation reemerges, now paired with a deep, resonant hum that vibrates within your bones, infusing you with an energy that oscillates between the foreign and exhilarating.
Your body persists in its transformation, muscles carving out more defined silhouettes. Biceps, triceps, quadriceps – each hardens, the skin stretched over them taut and lean. The contours of your body sharpen, the former softness gradually usurped by a raw, primal strength. An unexpected satisfaction stirs within as you explore your new form, admiring the sturdy arms and the muscular strength pulsing in your legs.
Your face follows suit, your jawline subtly morphing, becoming more pronounced, more angular. There's a harder edge to your face now, a masculine sharpness that creates an arresting contrast with your lingering feminine features. You trace the line of your jaw, fascinated by the tangible change.
Your hair now shortens, while the strands thicken into a coarse texture. It's different, but not unattractive, adopting a rugged, masculine cut that compliments your evolving appearance. You find your fingers constantly ruffling through it, intrigued by the novelty of the sensation.
This stage of your transformation leaves you feeling like a masculine version of the woman you once were. You retain your feminine aspects, but they're offset by your increasingly masculine features. There's a thrilling dichotomy in the mirror's reflection, a blend of both genders that leaves you feeling undeniably powerful.As the third wave of cold, miasmal energy washes over you, the transformation is akin to finding yourself in the epicenter of a swirling hurricane. The energy coursing within you flares up, an incandescent beacon in the heart of the Abyss. It's no longer merely a tingling – it's a potent, malleable force that shapes and sculpts you from within.
Your features continue their transformative dance, reaching a point of equilibrium where they're neither definitively feminine nor masculine. Your cheeks subtly chisel, your chin asserts itself, and your eyes, once wide and innocent, now hold a captivating depth, a mysterious intensity. The visage in the mirror is a captivating blend of familiarity and novelty – a seamless fusion of the woman you were and the man you're gradually embodying.
Your body follows suit, streamlining into a lean, firm silhouette. The vestiges of your feminine form, the soft curves, are now nearly erased, supplanted by the sleek lines of toned muscle and sinew. You feel lithe and agile, your movements fluid and confident. Your physique now displays a harmonious symmetry, a balanced blend that feels oddly comforting.
The voice that unfurls from your lips is a sultry, husky blend of your past and emerging self. It's a voice that resonates with both strength and softness, a sonic mirror of your current androgynous state. You experiment with its range, finding it has a surprisingly versatile dynamic range.
This stage of transformation leaves you feeling like a perfectly balanced amalgamation of both genders. You embody an intriguing mix of male and female, an androgynous silhouette navigating this peculiar world.The fourth transformational wave of cold energy engulfs you like a rhythmic dance, a synchronized ebb and flow that sweeps through you. This time, it's more gentle, a seductive waltz that nudges you further along the transformative path.
Your features continue their evolution, developing a more masculine demeanor. Yet, a hint of softness lingers, a touch of femininity that creates a fascinating contrast against your increasingly masculine canvas. Your jawline sharpens, your nose acquires a stronger profile, and the intensity in your eyes is complemented by a certain depth, a subtle nod to the woman you once were.
Your physique adopts an even more masculine form, muscles and sinew gaining prominence. Your shoulders widen, your chest flattens, and your waistline relinquishes the last echoes of its once-feminine curvature. Yet, your movements retain a certain grace, a finesse that whispers tales of your feminine past.
Your voice deepens further, settling into a rich baritone that sends resonant vibrations coursing through your being. It's a voice that carries an echo of your past, enveloped in the depths of the man you're evolving into. It's a voice versatile enough to whisper tender words or command unswerving attention, and you find yourself captivated by its intriguing duality.
The fourth stage of your transformation leaves you feeling akin to a feminine man. You're growing increasingly comfortable within this new form, the balance between your past and present selves harmonizing.The final, cold wave of transformation barrels into you like a tsunami, a relentless, all-encompassing force that steals your breath away. It surges through your veins, a cataclysm of energy that signifies the culmination of your physical transformation into a masculine form. It's a potent, overwhelming sensation, yet there's an unmistakable sense of resolution, a profound feeling of completeness.
Your features evolve into a rugged handsomeness, the last vestiges of your femininity dissolving into the striking masculinity now defining you. Your jawline is chiseled, your nose prominent, and your eyes hold a captivating depth that is undeniably magnetic. The man staring back at you from the mirror is a stark contrast to the woman you once were.
Your physique morphs into a robust and commanding masculine form, broad-shouldered and powerfully built. Your muscles ripple beneath your skin, a visual testament to your newfound strength. There's a palpable rawness to your form, a potent virility that imbues you with a sense of invincibility. Yet, subtly underlining this raw power, there's a trace of grace, a poignant reminder of the path you've traversed.
Your voice settles into a deep, resonant bass that reverberates through your body. It's a voice that effortlessly commands attention, a voice that exudes masculinity. Yet, there's a soft undercurrent to it, a gentle whisper that hints at the tale of your transformative journey.
The final stage of your transformation leaves you feeling wholly masculine. Your body seems to have shed your previous feminine identity, leaving you looking as masculine as any man could be.<<CarryAdjust>>
<<if $mc.osex === "male">>
<<if $mc.gender === 2>>
<<include "Gender MtF1">>
<<elseif $mc.gender === 3>>
<<include "Gender MtF2">>
<<elseif $mc.gender === 4>>
<<include "Gender MtF3">>
<<elseif $mc.gender === 5>>
<<include "Gender MtF4">>
<<elseif $mc.gender === 6>>
<<include "Gender MtF5">>
<<else>>
You feel your mind subtly shifting to become more stereotypically feminine. You must be careful not to lose yourself to the changes pushed on you by the Abyssal miasma.
<</if>>
<<else>>
<<if $mc.gender === 5>>
<<include "Gender FtM1">>
<<elseif $mc.gender === 4>>
<<include "Gender FtM2">>
<<elseif $mc.gender === 3>>
<<include "Gender FtM3">>
<<elseif $mc.gender === 2>>
<<include "Gender FtM4">>
<<elseif $mc.gender === 1>>
<<include "Gender FtM5">>
<<else>>
You feel your mind subtly shifting to become more stereotypically masculine. You must be careful not to lose yourself to the changes pushed on you by the Abyssal miasma.
<</if>>
<</if>>The moment the Curse entwines with your essence, a wave of unexpected warmth cascades through your body. Like a whisper of a summer breeze that sends a shiver down your spine, it's an alien feeling, not entirely unpleasant but noticeable enough to make you uneasy. There's an almost tangible undercurrent of eroticism coursing through your veins, igniting a spark deep within you. It leaves you yearning, teasing your senses in a tantalizingly exotic manner.
Your heart pounds within your chest, a drumbeat of desire matching the rhythm of your newly awakened awareness. It's a strange rhythm, syncopated and sporadic, bringing a heightened awareness to places that usually remain quiet. Subtle stimuli seem amplified, your body reacting to every minute vibration of the Abyss around you. This disconcerting sensation makes you anxious, yet an undertow of exhilaration keeps you enthralled.
The back of your mind stirs with thoughts of how this might complicate your expedition, how the tiniest of distractions now seem alluring. Food, sleep, the task at hand—all feel somewhat tainted with an ambiguous touch of sensuality. It's discomforting yet not entirely unmanageable, as if you've stepped into a twilight zone where everything is painted with shades of desire.
Your focus is drawn towards an impending unease—the fear of the Abyss seeming almost inconsequential compared to the strange desires stirring within you. You find yourself questioning your priorities, wondering whether your exploration of the Abyss can compete with the exploration of your own burgeoning desires.
The Curse leaves you in a peculiar state of thought, thinking about how this odd fixation might shape your future. Could you navigate this Abyss while maintaining the sanity of your mind and the stability of your actions? It seems like a challenge you're not prepared for, and yet, it's one you have no choice but to accept.The Curse takes a firm grip, dragging you further into its sensual depths. Your libido flares, a wild, uncontrolled fire blazing within the confines of your body, radiating an insatiable yearning that shatters your veneer of restraint. Every nerve ending seems to be on high alert, reacting to unseen stimuli with an aching need that's impossible to ignore.
Resisting the urges becomes an exercise in futility, like trying to contain a storm in a bottle. It's a battle you're losing, each passing moment turning the tides more and more against you. Your thoughts stray, too often, to the carnal, pushing aside anything irrelevant to this omnipresent yearning. The previously thrilling exploration of the Abyss now feels frustratingly mundane, your mind involuntarily seeking the thrill of another kind of discovery.
Even as you traverse the enigmatic Abyss, you find yourself constantly aware of your own physicality. Each breath feels like a sensuous symphony, every beat of your heart a seductive drum. The raw, primal call of the Abyss seems to echo the yearning within your soul, magnifying the erotic impulses to an unbearable intensity.
The reality of your situation begins to dawn on you—it's not just about the journey anymore, but the way your own body is turning into an unknown territory. Your existence seems to be morphing into a battlefield where the lines between necessity and desire are blurring. It's a war you never prepared for, a war that you must face amidst the eerie allure of the Abyss.
Wondering how to maintain the facade of normalcy amidst this chaos becomes a concern. You find yourself questioning if you can survive this duality — conquering the Abyss while simultaneously wrestling with the incessant demands of your heightened libido. It's a predicament that feels as daunting as it is frustrating.The Curse weaves itself into the very core of your being, turning your world into a relentless symphony of desire. It's as if you're trapped in an erotic nightmare where your libido holds the reins, dictating your every thought and action. Your obsession with sex feels all-consuming, stripping away the layers of sanity you had desperately clung onto.
Every whisper of the Abyss, every echo that reverberates through the eerie silence, stirs something carnal within you. Your senses become finely tuned instruments of pleasure, each nerve aching to be satiated. The mere act of moving through the Abyss feels like a dance of seduction, your body responding with a yearning that borders on the pathological.
It's a craving that feels insurmountable, a hunger that gnaws at your sanity, leaving you in a state of perpetual longing. Nothing else matters as much as this burning need. The Abyss loses its appeal, turning into a mere backdrop to the erotic drama playing out within your own body.
The notion of discretion feels laughably obsolete. You're caught in a tidal wave of sexual urgency that washes away any pretense of control. It's a frightening realization—your addiction to sex has you ensnared, your desires laid bare to the unfathomable depths of the Abyss.
With a dread-filled heart, you contemplate the consequences of this insatiable desire. How would you maintain your purpose when your mind is endlessly besieged by these primal urges? The Abyss, with all its mysteries, seems insignificant compared to the tumultuous storm of libido raging within you.The Curse tightens its vice-like grip, pushing your libido to a feverish pitch. Your desire for sex becomes as crucial as the need for air, water, or sustenance. It's an obsession that borders on madness, each moment dragging you deeper into the throes of an all-encompassing carnal frenzy.
Every corner of the Abyss, every shadow, every peculiar noise seems to amplify your sexual hunger. It's as if your very soul resonates with a need so profound, so demanding, that it threatens to overthrow the remnants of your rationality. The depths of the Abyss no longer induce fear or wonder—they're merely a stage for your raging libido to play out its unrestrained act.
This desire dominates your existence, seizing control of your thoughts and actions. It's a throbbing undercurrent that turns every moment into a pursuit of pleasure. Everything becomes a tantalizing provocation, a cue to the relentless symphony of lust playing in your head. The line between necessity and desire has not just blurred—it's obliterated, leaving you grappling with this relentless need.
The struggle to satiate your carnal urges takes precedence over everything else. It feels like a never-ending chase, a relentless pursuit that drives you to the edge of insanity. Your journey into the Abyss pales in comparison to the frenzied quest for pleasure that your life has become.
Even as you struggle to keep your urges in check, you can't help but fear the potential implications of this insatiable desire. How will you ever make sense of the Abyss when every thought, every sensation is overshadowed by this overpowering sexual hunger? It's a question that haunts your every waking moment, adding to the torment of the Curse.As the Curse further intensifies, you find yourself spiraling into a realm where desire knows no bounds. Your need for sex becomes a raging torrent, an insatiable beast that feeds on your every thought and action. Every moment feels like a battle between your sense of self and the insatiable hunger gnawing at your very core.
Even the briefest instances of satisfaction are fleeting, barely enough to quench the fiery thirst. Each act of sex is a mere drop in the ocean of desire that consumes you, leaving you craving for more almost instantly. Nothing seems to matter anymore, except for the constant pursuit of pleasure.
The Abyss loses its allure, turning into a mere background noise to the resounding chorus of your unfulfilled desires. It feels like you're living in a fever dream, one where your cravings dictate the course of your existence. The hunger is so overwhelming that it feels like a physical ache, one that you are unable to alleviate no matter how hard you try.
Your life becomes a series of fleeting moments of satisfaction interspersed with prolonged bouts of longing. It's a cycle of desire and fulfillment, but the fulfillment never lasts long enough. Each passing moment leaves you thirsting for more, the addiction proving stronger than any resolve or rationality you might have had.
You dread the future, as every part of your existence seems to be succumbing to this unrelenting desire. The thought of an expedition in the Abyss, combined with a never-ending pursuit of sex, fills you with a sense of despair. The Curse has turned your world upside down, replacing the thrill of discovery with the torment of an insatiable libido. But part of you doesn't even care anymore. After all, sex is the only thing that matters, right?Your life under the Curse reaches a new peak as your libido spirals out of control. Every thought, every breath, every beat of your heart is inundated with a ravenous hunger for sex. The line between your desires and your identity has blurred beyond recognition, merging into one relentless, unstoppable force.
The Abyss fades into insignificance as the relentless pursuit of sex takes center stage. It's as if your very existence is defined by this hunger that seems to grow with every passing moment. The once thrilling journey through the Abyss is now nothing more than a backdrop to the erotic dance your life has become.
The fight to control your urges becomes a lost cause, a battle you concede to the monstrous libido that now governs your life. The drive for sex becomes a constant companion, a tormenting echo that drowns out everything else. Your mind, body, and soul are held captive by the Curse, with no reprieve in sight.
Every moment becomes a struggle, a desperate chase for satisfaction that remains ever elusive. The hunger is unyielding, a tidal wave of desire that crashes over you, leaving you breathless and spent. Despite this, you are incapable of resisting, drawn irresistibly to the intoxicating allure of sexual gratification.
Your future seems like a desolate landscape, one where the joy of exploration and discovery has been replaced by an endless cycle of hunger and gratification. The Curse has stripped you of your original purpose, leaving you to wander aimlessly in the Abyss, a slave to your insatiable desires.The Curse completes its cruel transformation, your libido now defining your existence in its entirety. The concept of self, of identity, of purpose—all dissolve into the single-minded pursuit of sex. Your world is sex. Your life is sex. The Abyss, once a mysterious realm to explore, now just a stage for your relentless carnal ballet.
Your thoughts, your desires, your entire consciousness are suffused with an overwhelming desire for sex. The thirst for pleasure is unending, a maddening itch that demands to be scratched over and over again. It's an obsession that knows no bounds, a craving that eclipses everything else you once knew or cared about.
Your existence becomes a dance of desire and fulfillment, a ceaseless cycle that feeds off your insatiable libido. Every corner of the Abyss, every sound, every sensation stokes the flames of your desire, sending you spiraling further into the throes of ecstasy. The Abyss fades away into a mere illusion, your world reduced to the pursuit of sexual pleasure.
There is no control, no semblance of restraint. You are a creature of desire, lost in a whirlwind of lust and craving. Your life, once marked by a quest for knowledge and discovery, is now wholly dedicated to the pursuit of carnal satisfaction. The Curse has completed its transformation, leaving you a slave to your libido.
The prospect of your future feels oddly insignificant. With your mind and body entirely consumed by sex, there's little room for anything else. The Abyss, your journey, your goals—all have faded into obscurity. The Curse has etched its final mark, forever altering the course of your destiny in the unfathomable depths of the Abyss.<<CarryAdjust>>
<<if $mc.libido === 3>>
<<include "Libido Increase 1">>
<<elseif $mc.libido === 4>>
<<include "Libido Increase 2">>
<<elseif $mc.libido === 5>>
<<include "Libido Increase 3">>
<<elseif $mc.libido === 6>>
<<include "Libido Increase 4">>
<<elseif $mc.libido === 7>>
<<include "Libido Increase 5">>
<<elseif $mc.libido === 8>>
<<include "Libido Increase 6">>
<<elseif $mc.libido === 9>>
<<include "Libido Increase 7">>
<<else>>
You feel your mind moving beyond rational thought. The only thing worth pursuing in life is sex. You have no other goals. You have no other ambitions.
Sex.
Sex.
Sex.
<</if>>You feel the years melt off of your appearance as your body changes. You are still <<ShowAge $mc.realAge>> old, but you now appear to be <<ShowAge $mc.appAge>> old to any outside observer.<<if $mc.curses.length>0>>
<<set $temp = random(0, $mc.curses.length - 1)>>
<<set $tempCurse = $mc.curses[$temp]>>
<<CarryAdjust>>
<<if $tempCurse.name === "Libido Reinforcement A" || $tempCurse.name === "Libido Reinforcement B" || $tempCurse.name === "Libido Reinforcement C" || $tempCurse.name === "Libido Reinforcement D" || $tempCurse.name === "Libido Reinforcement E">>
<<if $mc.libido === 3>>
Sex. It's not quite a constant obsession for you, not yet, but you'd certainly like some right now... and a few more times a day. It just feels so good. This might be the Libido Reinforcement Curse that you took on talking, but seriously, orgasms add so much joy to life, and you'd just like to have more. It can change the way you look at others and yourself. Do others feel this need as much as you do? Probably not, since you remember not thinking about sex this much before you came to this Abyss. <br><br>Relax, now isn't the time for sex... even though you wish it were. <br><br>Surely there will be an opportunity soon? You hope so.
<<elseif $mc.libido === 4>>
You masturbated forty minutes ago, why are you thinking about sex again? Now that your libido has been greatly elevated, your desires are getting harder to control. You used to be intimidated by the idea of propositioning people for sex, but your need has suppressed that instinct as a simple matter of practicality. You realize you're becoming a bit of a slut, but what can you do? These Curses are just driving you into it. Despite how much of an issue it may be, you can't deny that a part of you is enjoying it.
<<elseif $mc.libido === 5>>
How many orgasms have you had in the past day? <br><br>You've lost count. It's all becoming a blur. Everything you see reminds you of sex. <br><br>Every person you see, no matter how unattractive they are, causes you to think about sexual interaction with them. When you look at animals, you're noticing their genitals, and wondering about them. Heck, you almost got off by grinding yourself into the dirt as you were "trying to go to sleep" last night. You might just have a problem. <br><br>No, it's not your fault, it's all these Libido Reinforcement Curses you've got! You try to calm down and take deep breaths, but then your arousal takes back control.
<<elseif $mc.libido === 6>>
You've accepted it at this point. You're the sluttiest slut you've ever heard of. You just can't stop yourself anymore. <br><br>Any sexual standards you once had have faded into mild preferences, but nothing can truly sate the need you feel. Whether you get back to the surface or stay down here, you're not going to be able to hold down any job except being a whore. But wow, you'd make a fantastic whore. <br><br>Every one of your orifices longs to be filled and each of your protrusions crave stimulation. If you can't find somebody else to help you, you'll do it to yourself, but you really want the company. You'd be happy having sex all day long, with only a few breaks. <br><br>Sometimes you worry that you're starting to lose track of your mission down here. Did you come down here into the Abyss just to fuck everyone and everything around you? No, but your original goals seem less important than they once did to you. Perhaps you can multitask and have sex while you're exploring? That sounds kind of awkward, but like it could be worth trying.
<<elseif $mc.libido >= 7>>
You're feeling less like a person and more like a set of warm body parts that crave sex. It's your true purpose, to fuck and get fucked as much as possible. <br><br>"No" screams a tiny voice in the back of your mind. "You're a person, you have dreams, you're more than just an animated sex doll." However, the need roars back even louder. Your rational mind tries to be optimistic. "Look," it says "this is manageable. When you get back to the surface, you can build a sex machine on wheels, and ride it around naked, and people who you pass can fuck you while you're going about our daily business. As long as you can keep your urges satisfied, you can live your life, and pursue your dreams." <br><br>Your dominant libido considers that and seems to assent, but that tiny bit of you that's still connected to non-sexual desires can't quite reconcile how that plan is going to work. Is there really any way you can possibly have enough sex to satisfy you without being detained as a public menace? Your primary fear is no longer dying down here, or being unable to get back, but just the fear of being deprived of erotic stimulation. <br><br>You don't just belong in a brothel, you belong in an unending orgy.
<</if>>
<</if>>
<<if $tempCurse.name === "Gender Reversal A" || $tempCurse.name === "Gender Reversal B" || $tempCurse.name === "Gender Reversal C" || $tempCurse.name === "Gender Reversal D" || $tempCurse.name === "Gender Reversal E">>
<<if $mc.osex === "male">>
<<if $mc.gender === 2>>
Ever since you obtained the Gender Reversal Curse, you've started looking, and feeling, a bit more feminine. It's mostly subtle things, so you can mostly hide the changes if you want to. <br><br>Your body hair is a little less thick. Your facial hair isn't growing very much. Your voice is a little smoother and slightly higher. You're still a man, but your muscles are slightly less pronounced and you're giving off an aura that your masculinity is not something you've really cultivated. Overall though, it's still pretty easy to identify you as a man at a glance, albeit a feminine one.
<<elseif $mc.gender === 3>>
Your facial hair has stopped growing entirely. The hair on your chest doesn't seem to be growing either. Your shoulders have slimmed down and you've lost noticeable muscle mass. Another level of gender reversal has left you barely masculine at all. <br><br>Over the last week your adam's apple has shriveled away. Sometimes you go to say something and find your voice cracking, like when you were going through puberty, only you know it's not getting lower pitched, it's getting higher. In some environments you're certain that some guys with high masculinity and an ill temperament would pick on you. Even your hands have slimmed down and shrunk a little. <br><br>You're worried that at this point you're neither feminine nor masculine enough to be regarded as "sexy" by most people. Are you okay with that? If not, it might be easier to go forward with more Curses than trying to go backwards, since you can't override the Curse and ever be more masculine again anyway. Maybe you're thinking too much. When the choices are presented to you, you'll make them.
<<elseif $mc.gender === 4>>
Is anyone sure what your gender is? The other explorers who give you long glances trying to figure it out don't seem to have a clue. Do you even know? You're nearly perfectly androgynous, just slightly more feminine. Every bit of you from the top of your head to the tips of your toes could be either gender (excluding a few bits that you keep covered up). <br><br>Really though, you're not a man, and you're not a woman. You are neither and both. There's power in that. To walk the path between marks you apart. There are words for this in many languages, but is this what you want? In a way, you're beautiful, just not really in a way that would normally be thought of sexually. Do you see the rewards in this experience as being worth the burden, or will you continue the process of letting the Abyss change you?
<<elseif $mc.gender === 5>>
You've crossed the threshold. Your body looks female now. You think that when your hips widened and the way you walk changed it might have been the dividing line, but there are so many subtle changes that have happened to your body that you're really not sure. You're not sure how good you are at being female though. The Curse is giving you physical features, but it's not teaching you the secrets of womanhood in any way beyond your appearance. If you don't want to stand out as clueless and badly mannered, you're going to have to learn.
<<elseif $mc.gender >= 6>>
Your body has been completed changed by the continued erosion of your original masculinity. No one who casually looked at you would guess that you weren't born a woman, but sometimes it still feels strange. You're not as strong as you used to be and your flared hips and thighs certainly show off some of your new assets below the waist. Sometimes when you rub your face you still get the strange sensation that things aren't quite in the same place, but over time you're getting more and more used to your new reality with your distinctly feminine body.
<</if>>
<<else>>
<<if $mc.gender === 5>>
Ever since you obtained the Gender Reversal Curse, you've lost a bit of "femininity" as some would describe it. You don't think you'll be wearing as many dresses or skirts from here on out, since it would just feel a bit awkward given your more aggressively hairy legs and changing figure. But you're taking a bit more joy in exploring the Abyss and you've gained a bit of muscle. Your voice is a tinge deeper, but more like a deep woman's voice, not a man's.
<<elseif $mc.gender === 4>>
The hair on your arms and legs has started growing thicker, and you can't shave it off all the time or it grows back too quickly. You used to have noticeable hips, but they've started narrowing. It's definitely changed the way you walk, which was something you didn't expect, and now your gait is more masculine. Another level of gender reversal has made you downright mannish, for a woman at least. There's are faint wisps of hair that are appearing on other parts of your body that didn't have them before. <br><br>You're worried that at this point you're neither feminine nor masculine enough to be regarded as "sexy" by most people. Are you okay with that? If not, it might be easier to go forward with more Curses than trying to go backwards, since you can't override the Curse and ever be more feminine again anyway. Maybe you're thinking too much. When the choices are presented to you, you'll make them.
<<elseif $mc.gender === 3>>
Is anyone sure what your gender is? The other explorers who give you long glances trying to figure it out don't seem to have a clue. Do you even know? You're nearly perfectly androgynous, just slightly more masculine. Every bit of you from the top of your head to the tips of your toes could be either gender (excluding a few bits that you keep covered up). <br><br>Really though, you're not a man, and you're not a woman. You are neither and both. There's power in that. To walk the path between marks you apart. There are words for this in many languages, but is this what you want? In a way, you're beautiful, just not really in a way that would normally be thought of sexually. Do you see the rewards in this experience as being worth the burden, or will you continue the process of letting the Abyss change you?
<<elseif $mc.gender === 2>>
You've crossed the threshold. Your body looks male now. You think that when your beard started growing it cemented that impression, but there are so many subtle changes that have happened to your body and mannerisms that you're really not sure. Your muscles aren't that pronounced for a man, but the layer of subdermal fat that women have is gone from your arms, so your muscles stand out more. You suppose the Curse must be messing with your hormone levels, but it's doing other things too. Still, it's given you the body of a man (even if not a very masculine one), but it hasn't taught you how to be a man. What does that even mean though? You feel some aggressive impulses that are more intense than what you are used to dealing with, but they aren't overpowering or anything like that. You're going to have to find a way to control those.
<<elseif $mc.gender <= 1>>
Your body has been completed changed by the continued erosion of your original femininity. No one who casually looked at you would guess that you weren't born a man, but sometimes it still feels strange. You're much stronger than you used to be and your solid musculature shows off your new assets in your arms. Sometimes when you rub your face you still get the strange sensation that things aren't quite in the same place, and occasionally scratching yourself on your stiff facial hair is something you'll need to get used to, but over time you're getting more and more used to your new reality with your distinctly masculine body.
<</if>>
<</if>>
<</if>>
<<if $tempCurse.name === "Clothing Restriction A">>
No accessories for you. That's your reality after getting that Clothing Restriction Curse. <br><br>Your fashion options are a bit more limited now, but not being able to use any hats or scarves is legitimately inconvenient in some weather! Luckily, you've found that you're able to wear clothing with hoods attached, but as minor as this Curse is, you're going to notice it as an annoyance in your daily life.
<</if>>
<<if $tempCurse.name === "Hair Removal">>
You didn't think losing your body hair would have been such a big deal, but now every time you brush against something the sensation is more intense. Even in places you shaved, it feels different than before. Somehow, missing those little hairs that would grow in between shaving sessions gives your skin a significantly different feeling a lot of the time, more than you would have expected before. It almost feels as if you've lost a layer of protection from the world. Somehow, it seems like your interaction with the world and people around you has become more... intimate.
<</if>>
<<if $tempCurse.name === "Perma-dye">>
Ha, you thought having $mc.hair hair wouldn't be such a big deal. But now you're beginning to realize it's affecting the way others see you, and the way you see yourself. When you see your reflection it makes it just a little bit harder to recognize yourself, it takes just a moment longer before you can tell that the person in the mirror is you. Despite being such a minor change, it still feels strange.
<</if>>
<<if $tempCurse.name === "Freckle Speckle">>
With your skin now speckled with freckles, your appearance is much more unique. You chose where each freckle would appear, but you didn't exactly have a lot of time to really think about it or even a mirror to see what you'd look like! You hope that the next time you really get a good look at yourself you're happy with the choices you made. The Abyss is a strange place, but you're trying to make good choices while you're down here. That might get harder to do as the potential outcomes become harsher and harsher.
<</if>>
<<if $tempCurse.name === "Knife-ear">>
When you were Cursed with knife-ears, you knew it would alter your appearance and the way other perceived you. But what you hadn't realized is just how sensitive the tips of your ears would become! Sometimes when you lay down your head on your pillow at night, if the angle is right, it feels almost sensual and you feel an urge to rub up against the pillow more. While it isn't too hard to control yourself, these new, pleasurable sensations are strange to deal with.
<</if>>
<<if $tempCurse.name === "Dizzying Heights">>
You wince as you stub your toe, yet again. You're not quite used to your legs being this length, or really the new size of your whole body. With the Dizzying Heights Curse and what scavenging you've done, you're now <<BodyHeightText>> tall. You didn't think that would be such a big deal, but you'd gotten used to your body being a certain size, and a lot of the motions that you practiced many times before are just producing awkward results now! The whole world feels like it has changed in size, even though you know it's the same, it's only you that's changed.
<</if>>
<<if $tempCurse.name === "Increased Sensitivity">>
A part of you knew that being Cursed with Increased Sensitivity would be a major change in erotic situations and it might not be the most convenient thing in everyday life. However, the tantalizing excitement drew you in, and now you're living with the consequences. You hadn't fully understood how the brush of cloth against your nipples and between your legs would draw shivers of desire out of you. You hadn't expected that you'd be splattering your juices simply by brushing against something at the right angle and position, but here you are, hot and panting simply because you brushed against a boulder the wrong way as you were moving past it.
<</if>>
<<if $foodL6 > 0>>
About <<print 3 * $foodL6>> percent of your body has become a hyper sensitive erogenous zone. Merely touching it causes a disabling orgasm.
<</if>>
<<if $tempCurse.name === "Refractory Refactorization">>
Getting rid of your refractory period? That's not so bad for a Curse, or so you'd thought. Then you found yourself in an erotic situation, and ended up cumming for seven minutes straight, not a moment's break in between. Your body was locked in spasms, and the experience was just so hot that you just kept on riding orgasm after orgasm in a continuous wave. Now however, you feel used up, worn out, desperately thirsty, and like your body pumped out something vital. Yet, your mind is abuzz with one of the most intense experiences of your life and you feel like you could go again at any moment.
<</if>>
<<if $tempCurse.name === "Heat/Rut">>
You frantically scan the Abyss around you. There must be someone or something else here that you can fuck. You let out a bestial growl that gradually becomes a simple whine of need. You used to think it was a little bit funny when animals went into heat or rut, but now that the Abyss has Cursed you with the same condition, you realize just how much being helplessly horny for long periods of time can warp your perspective. You've orgasmed multiple times in the past few hours, but the relief only lasts a few minutes before the need once again becomes all-consuming. It's a horniness that's relentless and unending, never giving you even a moment of respite. You've tried masturbating, but it's just not doing it for you. Not that fucking is giving you much relief either. <br><br>You want to scream. <br><br>Then you see somebody nearby. <br><br>Yes! You don't know who or what they are, but it doesn't even matter. You dash off towards them in complete desperation, so keyed up with arousal that you can't even think. Maybe tomorrow you'll remember this, with the haze of the Curse cleared.
<</if>>
<<if $tempCurse.name === "Sex Switcheroo">>
<<if $mc.osex === "male">>
When you were Cursed to replace you cock with a cunt, did you realize just how distracting it would be? Perhaps, but now you can't stop thinking about your new equipment. <br><br>Yet, it's more than equipment, isn't it? It's part of who you are now. How is this going to affect the rest of your life? <br><br>Sure, the enlightened say that it doesn't really matter, and to some random surface dweller that you past on the street, it probably shouldn't matter unless you plan to sleep with them. For you though, this is your body, and it matters quite a lot.
<<else>>
When you were Cursed to replace you cunt with a cock, did you realize just how distracting it would be? Perhaps, but now you can't stop thinking about your new equipment. <br><br>Yet, it's more than equipment, isn't it? It's part of who you are now. How is this going to affect the rest of your life? <br><br>Sure, the enlightened say that it doesn't really matter, and to some random surface dweller that you past on the street, it probably shouldn't matter unless you plan to sleep with them. For you though, this is your body, and it matters quite a lot.
<</if>>
<</if>>
<<if $tempCurse.name === "Futa Fun">>
Having both a penis and breasts comes with a different perspective. There are pleasures that are open to you that are closed to many others. However, as you encounter more of the Abyss, there's also a little trepidation that enters your mind of what else may change in the future. This place has a way of changing things, and you might have just opened a door for even more ways that it can change you. This Curse alone is a significant change, but are you prepared for what may follow if your body becomes even more corrupted?
<</if>>
<<if $tempCurse.name === "Blushing Virgin">>
Your face burns a brilliant red. They're looking at you. They see you! This is so embarrassing! <br><br>"But it's also exciting" murmurs a different part of your mind. You find yourself agreeing, but that only makes you more embarrassed. Part of you knows that this is a result of the Blushing Virgin Curse, but you can't help the way you feel, or how your burning cheeks are only making you more aroused. You're so awkward, but that only adds a a novelty and vitality to the lewdness you engage in on a day to day basis.
<</if>>
<<if $tempCurse.name === "Submissiveness Rectification A" || $tempCurse.name === "Submissiveness Rectification B" >>
<<if $mc.hasCurse("Submissiveness Rectification A") || $mc.hasCurse("Submissiveness Rectification B")>>
You're a nice person. You want to help people. Sometimes you're not sure what's best, even for yourself, so letting others take the lead makes total sense. <br><br>You want to be open to trying new things, and generally be a fun person to be around. However, there's little doubt in your mind that the Submissiveness Rectification Curse is amplifying this aspect of your personality somewhat, though you aren't quite sure how much. <br><br>Lately your dreams have been about getting tied up and letting strong dominant people do naughty things to you. Is this some idle fantasy, or a prediction for your future? The Curses in the Abyss can warp things in such strange ways that you're not sure.
<</if>>
<</if>>
<<if $tempCurse.name === "Clothing Restriction B">>
<<if $mc.hasCurse("Clothing Restriction C")>>
Oh gosh, you're perpetually naked now. No underwear, no clothes, no armor, just flashing everyone and everything all day long. If you're going to do anything but draw open-mouthed stares, you're going to have to get really good at using convincing body-paint, but even that won't work if anyone looks at you especially hard. Wherever you end up, this is going to have a big impact on your life. And there's no way to even unintentionally wear clothes, since the Curse makes them degrade immediately if you even attempt to get around it. <br><br>Maybe being naked isn't so bad, humans are the only creatures on the surface that wear clothes anyway. But when you think about everyone staring at your naked body, always, it conjures up a wild mix of emotions: embarrassment, fear, lust. If you live anywhere but a nudist colony, you're going to run afoul of a bunch of prudish people, or end up being followed by a bunch of horny people, let alone any laws you might be breaking!
<<else>>
Underwear is overrated, or at least that's what you'd been thinking when the Abyss bestowed this Clothing Restriction Curse on you. Your experience since then has slightly contradicted that. Your clothing really used to fit a lot better and stayed on more easily when the cloth of your undergarments was helping to hold it there. <br><br>Now you're worried that when you stretch awkwardly some of your clothes are just going to fall right off. Anyone looking on wouldn't just get a glimpse of your underwear, which before you'd have thought was embarrassing, they'd see your naked body. Going commando is generally thought of as pretty promiscuous behavior. Back on the surface, people are bound to notice that you're doing so eventually. If not from seeing a glimpse beneath your clothes, then surely someone will notice from the outline of your more sensitive parts if you happen to wear anything light during a hot summer day.
<</if>>
<</if>>
<<if $tempCurse.name === "Power Dom">>
You just can't help yourself, you feel the need to try to dominate everything. You're not sure how the Power Dom Curse was able to warp your personality, how it embedded this irresistible compulsion into you, but it sure feels good when it works out. Dominating battles, dominating conversations, dominating someone sexually... you just can't help but try to do it whenever you get a chance. The problem comes when you aren't actually able to succeed in the attempt. Sometimes the dissatisfaction you feel makes you wonder if this Curse is turning you into a bad person. You don't want to be cruel or overbearing, you want to help, but you're having a much harder time dealing with any interaction where you're not on top. It just makes sense for you to be the one in charge! <br><br>You're worried about how many people are going to think you're a jerk, but if you're good enough, at leading, at giving pleasure, at talking, at fighting, at everything, then maybe a lot of people will really like who you've become. The prospect is daunting, but if you're going to insist on being in charge, don't you have the responsibility to make sure you at least do it well? The best way to get better is to practice. When you're the best no one can deny you your rightful place above them.
<</if>>
<<if $tempCurse.name === "20/20000000">>
Who needs vision? Or that must have been what you were foolishly thinking when you were Cursed to see either a big dark blur or a big light blur when you don't have your glasses on. Sure, most of the time you have them on, but when they fall off, or you take them off to sleep, you can't help but realize just how vulnerable you are. All that someone with hostile intent would need to do is knock off your glasses, then you'd be totally unable to defend yourself without help. You're not sure whether you think wearing glasses improves your style, or whether your new vulnerability is just a little bit exciting, but your brain is telling you very sternly that trading your vision for a mere 20 corruption points was a not a very good trade after all.
<</if>>
<<if $tempCurse.name === "Comic Relief">>
AAAGGGHHHH! the Comic Relief Curse is driving you crazy. It interferes in your life constantly in subtle ways. When you're trying to say something you can feel it slightly changing the words that come out of your mouth to make everything sound like a sexual innuendo, leaving you to embarrassingly try to backpedal and only make it worse. People just happen to walk in on you at the most embarrassing moments. You sometimes trip and fall in the most embarrassing ways. Every time it happens, at the edge of your consciousness, you can feel the Curse just nudging the universe to make you the butt of a grand cosmic joke. <br><br>You'd try to explain it to other people, but you're sure that even if you made the attempt, the Curse would just make you sound ridiculous. Well, even if people are laughing at you and blushing about you, at least you bring a bit of entertainment to their lives. You could try to pursue a career as an off-the-wall comedian once you're done with this, everything you do is hilarious whether you want it to be or not, so maybe you could at least take advantage of the situation!
<</if>>
<<if $tempCurse.name === "Equal Opportunity">>
Sexuality is complicated for many people, but less so for you now. The Equal Opportunity Curse has opened your eyes to just how sexy everyone can be, just how much pleasure you could get from every kind of person, even people you didn't find the least bit sexual before. Not everyone is going to be interested in that kind of interaction with you, but that's okay. There are plenty of fish in the sea. Whether you're getting pounded by a massive cock or fisting a vagina, your newfound liberation from previous narrow-minded ideas about sexuality has really opened the door to new varieties of pleasure and new people to connect with in that intimate way.
<</if>>
<<if $tempCurse.name === "Absolute Pregnancy">>
They say that our biology calls on us to reproduce. You're not so sure about that, but there is something entrancingly intimate about having a living thing growing inside you. During the act of sex, it's possible to experience that intimacy briefly, but in pregnancy, the intimacy stretches out, grows, and brings a new life into the world. Now that you've been Cursed with Absolute Pregnancy, you're going to be experiencing that deep sort of intimacy a lot more. You could try to be celibate, but you know that may not work out no mater how hard you try. <br><br>The certainty of getting pregnant from any sex means that you'll always live with pregnancy only a brief moment away. In a sense, it makes your sex feel much more intimate and the consequences much more real. Hopefully they're consequences that you'll be happy to live with.
<</if>>
<<if $tempCurse.name === "Absolute Birth Control">>
The thought of having children always frightened you. Whether it was the responsibility, the agonies, the commitment, or just losing your freedom, it just never appealed to you. It added a layer of hesitancy to your romantic life, it was a risk that could come up at any moment. <br><br>Now, because of the Absolute Birth Control Curse that is bound to you, you never have to worry about that again. You don't have to let that fear hold back your intimacy any longer. Maybe it's time to live a little, free of the worry of being tied down to a child. <br><br>A part of you is sad about never getting a chance to continue your family line personally, but if you really want children then adoption is always available!
<</if>>
<<if $tempCurse.name === "Wacky Wombs">>
<<if $mc.extraWombs.length === 1>>
You feel a twinge of sensation from the area of your $mc.extraWombs[0] and wonder if you're pregnant. Could any sperm have found their way into it? You picture yourself with that region of your body swelling with new life, your organs rearranging to make room for it, your balance shifting, and culminating in a messy and painful birth many months from now. Was adding a womb to your $mc.extraWombs[0] really a smart idea? Smart or not, you're stuck with it now. Even if you're not pregnant yet, and that twinge is just a result of the shifting internal folds of your new organs, the Abyss is a strange, perverse, and risky place. How long until someone or something compatible gets the better of you and you end up pregnant? Things are harder to predict down here, and sperm can get into the strangest places... and then start swimming.
<<elseif $mc.extraWombs.length === 2>>
You feel a twinge of sensation from two different spots near simultaneously. Your $mc.extraWombs[0] and $mc.extraWombs[1] both seem to clench in irritation and then relax. That's unnerving. You wonder, could you be pregnant in both of your added wombs? Could any sperm have found their way into those spots? You picture yourself with those regions of your body swelling with new life, your organs rearranging to make room for the pregnancies, your balance shifting, with it all culminating in messy and painful births many months from now. <br><br>Was adding two wombs to your $mc.extraWombs[0] and $mc.extraWombs[1] really a smart idea? Smart or not, you're stuck with it now. Even if you're not pregnant yet, and those twinges were just a result of the shifting internal folds of your new organs, the Abyss is a strange, perverse and risky place. How long until someone or something compatible gets the better of you and you end up pregnant? Things are harder to predict down here, and sperm can get into the strangest places... and then start swimming.
<</if>>
<</if>>
<<if $tempCurse.name === "Omnitool">>
Down here, in the Abyss, you've been exposed to many things that would be considered very strange back on the surface. Due to the Omnitool Curse, you can now even reproduce with other species. Do you want to? Will you have a choice? What lives will your offspring live? Will you end up staying down here with them, trying to bring them back to the surface? The social implications seem like they may outweigh the biological ones. Yet... you've heard about dragons that live down here...<br><br>You mind wanders and wanders, bouncing between the consequences of this Curse you've found yourself with. There don't seem to be any answers to many of these questions, and yet you can't keep yourself from asking them regardless. This Curse will certainly keep you awake late on many nights as you consider what the rest of your life may look like.
<</if>>
<<if $tempCurse.name === "Gooey">>
Gloop, gloop, squelch. <br><br>These are now the sounds you make while moving around. Taking the Gooey Curse has turned you into a creature much like the slimes you've heard about in stories and video games from the surface. It's a truly strange experience being so sticky and malleable, you have a hard time describing the sensations to anyone who can't experience it for themselves. <br><br>Dirt and rocks stick to your feet as you walk, and even slip a tiny bit inside you before the goo that makes up your body instinctively spits them out. Sometimes air gets caught up in your goo and makes funny bubbling noises at it pops back out. You're a bit more transparent than you used to be, and you have no idea how your organs work now, or if you even have proper organs at all. You can feel that everything inside of you is goo. And while you still have orifices, strangely, you no longer produce excrement. Everything you eat just turns into more goo, but you also shed little bits of goo as you brush against things occasionally. Sometimes when you touch things and your goo spreads out on the surface, you just kind of shlorp it all back up while you slowly pull away. Sometimes little bits of it remain behind, clinging to the surface with their stickiness. That's not gross, right? Maybe it would seem gross if it weren't your own body doing it. Perhaps you should ask for a second opinion? <br><br>Regardless, that is a distant thought for you because you figured out you can do something really really cool. Even if you stand still, you can manipulate your goo to slowly move you along a surface. You can do it standing up, just slowly gliding over the ground, you can do it lying down, you can do it while adopting all kinds of interesting postures. It's surprisingly fun! However, you can't use it to climb vertical surfaces or go upside-down. If you have hand-holds and foot-holds, you can climb just fine, but if you press yourself against a surface and try to move yourself up by your own stickiness, you start to go up, but then kind of just fold down in on yourself from gravity and flop into a deformed version of yourself on the ground and quickly squelch back into your proper shape. <br><br>You might be all goo, but the goo inside you is more sensitive than the goo outside of you, a lot more sensitive, as you've found from some cursory explorations of your body. This Curse has certainly radically changed the way you live your everyday life.
<</if>>
<<if $tempCurse.name === "Rainbow Swirl">>
Ah, colors. Your body is now a work of art. The Rainbow Swirl Curse allowed you to choose how to colorize yourself, sort of. It let you turn your skin and eyes into incredibly striking and intriguing colors and patterns, but it absolutely would not let you make yourself look like other humans. In some ways, this change is entirely superficial, but it's also an expression of who you are, or at least who you're becoming. From now on, you'll stand out, especially if you're showing much skin, and you won't be able to hide the fact you've been touched by the Abyss.
<</if>>
<<if $tempCurse.name === "Double Pepperoni">>
How much did you think about your nipples before you took the Double Pepperoni Curse? You're not entirely sure, but they're certainly a very notable part of your life now. They're just so big, and with so many nerves. When you get back to the surface, are you going to invest in a special bra to try to minimize the sensation, or maybe something to take advantage of it? You feel yourself growing aroused at the idea of somebody taking one of your engorged nipples into their mouth and starting to suck, maybe to gently nibble on it. No, no, no, you try to snap out of the distracting fantasy. You need to focus on surviving, not all the erotic things you want to do with very prominent and very sensitive nipples you've found yourself with.
<</if>>
<<if $tempCurse.name === "Literal Blushing Virgin">>
You're so nervous, but also really excited to finally lose your virginity. This is all new to you! To be this naked and vulnerable, moving against another person, your body being filled with strange sensations that are a little scary and wonderful at the same time. You don't really understand, but you're also feeling a strange sense of deja vu, like possibly you've done this before, except you haven't. You don't know what comes next. The confusion only heightens the intimacy, the sensations of skin on skin, sweat mingling in this kinetic experience, your body starts to tense up, and then a wave of sensation washes through your loins, flattening your thoughts, driving out everything else. As the moment ends, you shake your head to clear it. <br><br>Wait, you've done this before! Here you were being so passionate about losing your virginity, and it turns out that you're not even really a virgin? Oh dear. Then you remember the Literal Blushing Virgin Curse and sigh. Yeah, the Abyss did this to you. Now that all your experiences have come rushing back to you, you think about all the ways that you could have prolonged the contact, brought out even more ecstasy from the experience, except you couldn't have, because you couldn't remember. It seems you'll never learn to be any better of a lover than you are now. Still, the feeling of something new lingers. You might have had many first times, but you can never forget any of them. It's impossible to get jaded about something that's always new!
<</if>>
<<if $tempCurse.name === "Lactation Rejuvenation A" || $tempCurse.name === "Lactation Rejuvenation B">>
Milk. You got a Curse that made you produce milk from your chest. It's not that big of a deal, right? <br><br>Sure, your breasts will gradually swell up, getting more sensitive as your milk ducts inflate, and to take care of yourself every several hours you need to stimulate your nipples sufficiently to initiate let down. It feels rather strange, slightly empowering, slightly erotic, but very wet and a bit sticky. <br><br>Maybe it is kind of a big deal after all. The biggest question is: what to do with all the milk? It's not that much, but it feels so wasteful to just let it fall on the ground. Should you maybe... share it with somebody? You're attempting to survive, and every drop of wasted milk is a drop of fluid and nutrients that you'll have to try to recover some other way. As you run your fingers over your nipples, preparing to milk yourself again, you lick your lips and think about how responsible it would be not to let it go to waste.
<</if>>
<<if $tempCurse.name === "Sleep Tight">>
<<if $mc.hasCurse("Sweet Dreams")>>
Sleep calls to you once again. Soon you'll enter your dreams, where you'll be in the hands of those odd things the Abyss has conjured up. They'll do things to you. They'll warp and change your body to their desires. You'll be helpless before them, but they will satisfy both themselves and you. Their teeth, their claws, their tentacles and slime, their enormous barbed penises that spear into you again and again, their vaginas that suck you in and hold you there while they vibrate around you with malicious mirth... <br><br>You are their plaything, but even if they sometimes hurt you, it always feels sublime, and it's only a dream. The only real thing about them is the orgasms they'll rip from your body as you cry out during your slumber... or perhaps they're not as imaginary as you think. The Abyss can perform apparent miracles after all. Are these creatures just in your imagination, or is it an intrusion into your mind by creatures of the Abyss? You're not sure. <br><br>Somehow though, no matter how wicked and perverse the things they do to you, you always end up longing for more. You lick your lips and shiver in a mix of anticipation and fear as you close your eyes, and let a new journey begin tonight.
<<else>>
Warmth, softness, comfort, letting your mind lazily drift through thoughts and dreams. That's what half of every day is like for you now. You don't remember it clearly most of the time, but it's so nice, and preferable to being awake most of the time. However, you are still getting a lot done in your waking hours. Razor focus often comes upon you, and you feel that your getting close to your purpose for coming down here. Then sleep begins to call you again. You understand why cats sleep so much now; it is glorious to those who can appreciate the peace it offers.
<</if>>
<</if>>
<<if $tempCurse.name === "Sweet Dreams">>
<<if $mc.hasCurse("Sleep Tight")>>
Sleep calls to you once again. Soon you'll enter your dreams, where you'll be in the hands of those odd things the Abyss has conjured up. They'll do things to you. They'll warp and change your body to their desires. You'll be helpless before them, but they will satisfy both themselves and you. Their teeth, their claws, their tentacles and slime, their enormous barbed penises that spear into you again and again, their vaginas that suck you in and hold you there while they vibrate around you with malicious mirth... <br><br>You are their plaything, but even if they sometimes hurt you, it always feels sublime, and it's only a dream. The only real thing about them is the orgasms they'll rip from your body as you cry out during your slumber... or perhaps they're not as imaginary as you think. The Abyss can perform apparent miracles after all. Are these creatures just in your imagination, or is it an intrusion into your mind by creatures of the Abyss? You're not sure. <br><br>Somehow though, no matter how wicked and perverse the things they do to you, you always end up longing for more. You lick your lips and shiver in a mix of anticipation and fear as you close your eyes, and let a new journey begin tonight.
<<else>>
You try to keep going, you don't want those things to get you again. They lurk in your thoughts as sinister laughs and prideful snarls. The things they do to you when you fall asleep... Sleep.... You need to sleep. The last two days you've only gotten 4 hours a night, both nights you woke up screaming while also cumming all over yourself. The mix of terror and ecstasy left you confused and exhausted. <br><br>You don't want to be at the mercy of those things again, and yet... part of you is loving the things they do to you. You were Cursed with Sweet Dreams, that has to be what's causing your strange nightmares, but... you're too tired. They're just dreams. You're a person. People can adapt. Part of you expects that you'll find a way to deal with this new reality the Curse has bestowed on you. <br><br>In truth, more than half your fear is of your own adaptation. What kind of person will you have to become to sleep peacefully through the night? Probably one who enjoys and accepts all the strange and bizarre ways that the creatures in your nightmares milk orgasms from you. You can't keep your eyes open any longer, you're just too tired. Maybe this time won't be so bad.
<</if>>
<</if>>
<<if $tempCurse.name === "Crossdress Your Heart">>
<<if $mc.sex==="male">>
Skirts, dresses, and billowy blouses with ruffles and lace. Panties, bras, and not a single pair of pants in sight. That's what you feel most comfortable in right now, as embarrassing as it may be to be seen like that, in very feminine attire, that's what feels right. You can deviate from it a little bit, but deviate too much and before long the Crossdress Your Heart Curse starts taking a hold of you and pushing you in the right direction once again. Your penis feels quite strange wrapped in a lace thong as you move around in your light pink sundress. <br><br>You feel constricted, knowing that you're going to have to dress like this or similarly for the rest of your life, but somehow, you also feel free, beautiful; like you're trapped, but that it's wonderful at the same time. So much artistry and care went into these clothes, and at the center of them is you. It makes a warm little special feeling light up in your chest. Is it the Curse making you feel this way, or is this what you always wanted to be forced into?
<<else>>
Recently you've been completely unable to wear bras, and your chest hangs free, unsupported and sometimes leaving a nipple poking through your shirt. Power suits, muscle shirts, loose fitting pants and boxers are what you feel most comfortable in now that the Crossdress Your Heart Curse has taken a hold of you. If you go swimming, you know that you'll only be able to wear a pair of swim trunks, nothing covering your upper body. If you try to veer towards clothes that are gender-neutral, the Curse takes hold and picks the most masculine thing you can think of. <br><br>You can't even wear pants tailored for women! Wear a belt. In one sense, many women have been cross-dressing semi-frequently for a very long time. In another sense though, you're taking that practice far further than most would dare. You're worried that if you actually tried to wear something feminine that the Curse would somehow leave you topless, wearing only a loincloth, and dripping in sweat. You only feel comfortable when you're wearing dark colors in masculine styles. You'll need to be mindful of the other Curses you have. The larger your breasts are, the more you're going to stand out, as none of these clothes are tailored to accommodate them very well.
<</if>>
<</if>>
<<if $tempCurse.name === "Lie Detector">>
The Lie Detector Curse has really messed with your ability to communicate. You used to be able to be polite and say things that were nice, even if they weren't entirely true. Now your true thoughts always shine through your words. Other people don't seem to consciously understand that the Abyss has helped them see through you, they just have keen instinct into what you mean. There are times though that before you would have told a lie to people who had no business asking you something. You used to tell half-truths, carefully phrased so that deception may have been involved, but you weren't really lying. Doing that now just results badly. "What aren't you telling me?" is the most common response when you say a half-truth. For some things it might not matter, but for others it does. You're going to have to get better at saying nothing. The silver lining to all this is that trust is deeper. People might not understand why they trust you when you're honest, why they feel like they understand you better, but they do. You're wearing your heart on your sleeve, but you think your heart isn't so bad, and at least some people will have an easier time appreciating you for who you really are.
<</if>>
<<if $tempCurse.name === "Megadontia">>
Your teeth are so much more imposing with the Megadontia Curse's influence on you. They're fantastic for ripping into meat, for grabbing things, and for intimidation, but they're really not suited to chewing vegetables or even talking without a slightly strange new accent. You've had to adjust the way you move your tongue in your mouth to avoid getting it caught on all these sharp teeth, and while you can definitely talk, but your voice just sounds... different. The way you pronounce things has changed, and your smiles are positively crocodilian. Almost all animals react to the sight of your many teeth that are so large and so sharp. Did you realize you would look like a natural carnivore when you took this Curse?
<</if>>
<<if $tempCurse.name === "Lingual Leviathan">>
Tongues are absolutely amazing. They're incredibly strong, ridiculously flexible, they heal quickly, and they're covered in sensitive taste buds. But your tongue though goes a bit overboard. When you extend it, it has 30 cm of controllable, prehensile reach. Because you're creative, you understand just how awesome this can be, however, the downsides are pretty obvious too. Talking normally has gotten a little trickier, since you just have so much tongue in your mouth! <br><br>You are also struck with an observation you'd never realized before: many of the animals with truly glorious tongues, like frogs, have lost their teeth. If your tongue is good enough, teeth sort of only become a hindrance and liability. Maybe the Abyss will offer you some way to replace yours with smooth ridges of bone... which would be very weird, but perhaps more practical. This much tongue though, it wants to be doing something. Just having it cramped up in your mouth all the time makes you restless. Perhaps you can put it to use on yourself or someone else who may want some oral attention.
<</if>>
<<if $tempCurse.name === "Tipping the Scales">>
You stretch out on a rock, and see the faint iridescence of your $tempCurse.scaleColor scales. It's a big change from what your skin used to be like, and is a mark that some parts of your physical humanity have been consumed by the Abyss. There's no point mourning what is gone though, and your scales are magnificent. They make you feel tough and confident, plus they look quite attractive to anyone who is inclined towards them. They're only on the outside though, and the skin inside you is not armored like your exterior. The contrast draws even more of your focus onto anything that manages to get past your scaly armor.
<</if>>
<<if $tempCurse.name === "Reptail">>
Your large, scaly tail drags on the ground behind you. You could hold it upright, but at the moment you're trying to look around, and it's much easier this way rather than needing to put the effort into holding it up. If you want to keep it above the ground, it's almost like standing on your tiptoes for long periods of time. <br><br>You also hadn't anticipated just how much the Reptail Curse would alter your center of balance! Your tail is marvelous, powerful, strong, delightfully armored in elegant scales, but it actually is pretty heavy with its thick and muscular shape. When the Abyss bestowed the Curse on you, there were some other subtle things that you felt changing in your backbone and pelvis. Your body rearranged itself to be able to cope with such a large addition, but when walking on two legs it means you need to lean forward much more to maintain your balance, but less so when you let your tail drag. This tail is going to come in handy for self-defense, and it's going to be amazing for swimming, but sometimes it can also be cumbersome and get in the way. Part of you thinks about how far forward you're frequently leaning, and how close your arms are to the ground, and wonders if it wouldn't be more practical to start using your hands to help you move forward, scurrying around like a lizard.
<</if>>
<<if $tempCurse.name === "Cold Blooded">>
Cold isn't painful, it isn't stressful, but a little bit makes you feel very lethargic, and a lot makes you fall into a peaceful, sleep-like state. Even your thoughts slow down in the cold. Ever since you obtained the Cold Blooded Curse your metabolism has been wildly different. Now that your body isn't wasting so much of the energy you get from food on making heat, you've theoretically got a lot more energy for other stuff and when you're warm you feel so powerful! You can run around, lunge with enormous force, and you feel like as long as you can get enough oxygen to your muscles you can just keep going. <br><br>In the cold though... well, sometimes it's nice and relaxing to be slow, sometimes it can help you rest, but if you even want to think clearly you have to drag yourself somewhere warmer. If you end up staying down here in the Abyss, you're going to want to take this into account. Some layers are going to be much more hospitable to you, while others are just going to be miserable.
<</if>>
<<if $tempCurse.name === "Pleasure Respecification A">>
<<if $mc.hasCurse("Pleasure Respecification B")>>
Your ragged breathing is a sign of what the Abyss has done to you. You're so horny right now that you can't think. Every time you try to get yourself off, you get so close, so tantalizingly close, but you're never quite able to achieve orgasm. Every time you're fucking somebody else, the same thing happens. The feeling of need just keeps building, but there's never any relief. You calm down a little, but has anyone ever been this sexually frustrated? <br><br>The terrible truth is dawning on you. Only the Abyss can give you what you need. There are Curses that force you to have an orgasm, that circumvent all other rules and logic. Curses that will give you what you need. That's your only salvation now. Seek out those Curses and achieve release through the twisted and perverse whims of the Abyss. It's either that or stay this desperately horny and frustrated for the rest of your life.
<<else>>
Touching yourself feels amazing, but the pleasurable haze that clouds your mind only culminates in release when you're being touched by someone else... or fucking them. It's incredibly frustrating. The Abyss has done so many things to tempt you down the path of sex addiction, but with all of that, now you can't even obtain temporary relief on your own. You "need" to be with somebody else, or tat least hat's how you feel right now. The intensity of carnal relations with another person has only grown now that it's your only source of release. You need to be pressed against them, cumming your brains out. Nothing else will satisfy you, and you're just so horny!
<</if>>
<</if>>
<<if $tempCurse.name === "Clothing Restriction C">>
<<if $mc.hasCurse("Clothing Restriction B")>>
Oh gosh, you're perpetually naked now. No underwear, no clothes, no armor, just flashing everyone and everything all day long. If you're going to do anything but draw open-mouthed stares, you're going to have to get really good at using convincing body-paint, but even that won't work if anyone looks at you especially hard. Wherever you end up, this is going to have a big impact on your life. And there's no way to even unintentionally wear clothes, since the Curse makes them degrade immediately if you even attempt to get around it. <br><br>Maybe being naked isn't so bad, humans are the only creatures on the surface that wear clothes anyway. But when you think about everyone staring at your naked body, always, it conjures up a wild mix of emotions: embarrassment, fear, lust. If you live anywhere but a nudist colony, you're going to run afoul of a bunch of prudish people, or end up being followed by a bunch of horny people, let alone any laws you might be breaking!
<<else>>
Underwear is as much as you can ever wear now. You have a deep feeling in your gut that if you even tried to put on a swimsuit, the Curse you took would prevent it. No, your underwear needs to really be underwear, and everyone is able to see it all the time. How many situations is that going to be appropriate in? You can think of very few that aren't supposed to be intimate or private. <br><br>As you explore another layer of the Abyss, you look down at your underwear and feel very vulnerable. In this context, you look like you're either soliciting sexual interactions, or like you lost your clothes and are in a desperate situation. You're not sure which one is worse.
<</if>>
<</if>>
<<if $tempCurse.name === "Massacre Manicure">>
Your claws are magnificent, but aside from dishing out painful slashes and catching things, they're not especially practical. In some situations they can help with climbing, but only if they can dig into the surface and find a hold. There are many tasks that have become more difficult, including social interactions. Unsurprisngly, many react with a bit more trepidation to a hand covered in claws. <br><br>There are things you could do to hide them, but some of them make you instinctively fearful of the possibility of one of your claws getting stuck. You've already experienced that once and it was agonizing as you dug your claw out. And regardless, it's not like the Abyss lets you hide the effects of a Curse for long. <br><br>There are a number of small ways that these are going to change your habits, but when you were Cursed with these calws you knew there would be consequences. All things considered, you can deal with this, but it's one more way the Abyss has changed you. You sure hope the Relics are worth it.
<</if>>
<<if $tempCurse.name === "S">>
Sadism. <br><br>One of the cardinal vices. An attribute that has driven countless individuals into unspeakably evil acts. Yet, you are now one of the most adamant followers of sadistic pleasure. What does that say about you? <br><br>Yesterday you nearly had an orgasm from violently squashing a bug. Sex is just going to be boring if you're not making someone else feel pain. True masochists might enjoy the experience with you, but you're now too extreme for nearly anyone else to have a good time succumbing to your cruelty. Hunting has become an erotic sport for you, but any decent hunter would be appalled when you fail to stop yourself once you get your hands on the prey. The pleasure that suffuses your mind and body just feels so good. Are you turning into some kind of monster?
<</if>>
<<if $tempCurse.name === "M">>
Masochism. <br><br>Oh, why do you feel this way? The Curse, you suppose. It's so wrong, but you struggle to stop yourself now. <br><br>You're poking yourself just to feel better. When you get back to the surface, you're dreaming of covering your body in tattoos and piercing absolutely everywhere. Not so much because you want that appearance, but when you imagine the pain of a needle piercing your skin, you can hardly stop yourself from getting excited. When you think erotic thoughts, you think of being whipped, of hot wax dripping onto your skin, of being fucked so hard that you scream out from it. <br><br>This isn't healthy, but as you withdraw a fingernail from an indentation it was making on your arm you still find yourself wanting more. You restrain yourself for now. Wait, is the absence of pleasure sufficient pain that it will cause some kind of pleasure of its own? That paradox scrambles your brain for a bit. Are nuns and monks secretly masochistic perverts who get off on their own self-denial? That thought seems rather taboo and a little unlikely, but it also opens up a little window for another path you could walk to extract some positive feelings from what this Curse has done to you.
<</if>>
<<if $tempCurse.name === "Hijinks Ensue" && $currentLayer <= 5>>
You're not sure if the Abyss hates you, or if it's just trying to turn you into a naughty slut, but the Hijinks Ensue Curse has certainly gotten you into quite a few embarrassing situations. There was that guy you were walking past on the trail, when you tripped on a rock that hadn't been there a second before, and you flung out your arms for support, but the only thing they encountered were his pants! Somehow, his pants came unbuckled as if his belt wasn't even there, his pants and underwear slid down as you crashed into him, and you face-planted into his crotch with his improbably erect penis in your MOUTH! <br><br>You must have looked like some super-slutty ninja pulling that off, except you were just trying to walk down the trail! Then there was the tree-branch incident... actually, you don't want to think about that, it was just too embarrassing. Somehow, you think the Curse is helping you get out of some of the consequences, nudging things into not being dangerous or detrimental in the long term, except for the embarrassment, and the damage to your reputation.
<</if>>
<<if $tempCurse.name === "Flower Power">>
Having leaves and flowers for hair is actually pretty nice, except for the occasional bugs it attracts. You used to feel when something brushed against your hair by the nerves in your scalp, but hair is mostly dead cells, and your new floral coating is very much alive. Now, you can notice any time something brushes against your much more sensitive hair, and haircuts may not be the most pleasant experience, as you feel a pinch any time you break off one of your hairs. <br><br>The flowers might have been a bad idea. You always thought of them as pleasant, but you hadn't thought about how they're essentially plant sex organs waving around inviting every pollinator in the world to interact with them. You suspect that plants experience the process a bit differently from you, but when a bee is rustling against your stamens and drinking your nectar, it feels like a toned down version of sexual activity, only it's on your head. You also caught a caterpillar munching on the leaves on the back of your head. It was only briefly, and you experienced it more as discomfort than pain, but the indignity of it all. How dare that caterpillar presume so much as to munch on you! <br><br>Still, the gentle breeze beneath your leaves and flowers makes everything more relaxing. It's going to be a lot harder to live normally back on the surface like this, but overall you are enjoying the Flower Power Curse.
<</if>>
<<if $tempCurse.name === "Cellulose">>
If only the Cellulose Curse had included a bit more lignin, the compound that makes plants more stiff and strong, and a little less cellulose. If your skin was made of lignin you'd be more like a dryad, and dryads are awesome. They're so tough and hardly anyone would be stupid enough to try to fight a lignin-hardened dryad. <br><br>You though, your skin is made of cellulose, it's more supple, a bit more delicate, and while it's kind of nifty, you're pretty terrified of how flammable you are now. Still, your new skin isn't all bad. If you had to blend in with a bunch of foliage, you'd have much more success, without even needing to paint yourself in camo. <br><br>However, going back to the surface is going to be much more socially difficult now. The change might be superficial, but people are often focused on the superficial and other creatures are even starting to treat you more like you were a plant. You think that carnivores might ignore you, but you've suddenly realized that things like termites, giraffes, and even cows, are going to look at you like a buffet. You never thought you'd be afraid of a cow.... but some instinct of self-preservation is warning you that you shouldn't get too close to them.
<</if>>
<<if $tempCurse.name === "Chlorophyll">>
As the miasmal light shines against your skin, you feel rejuvenated. The Chlorophyll Curse changed you in some pretty fundamental ways. You now have chloroplasts within your cells, like a plant. Some biologist would surely love to examine what happened more closely, but this is just who you are now. <<if $hiredCompanions.some(e => e.id === setup.companionIds.saeko)>>Perhaps Saeko may want to examine you? She doesn't have her equipment, but you've noticed she has been looking at your more closely since your change. <</if>>Your skin has taken on a greenish hue. Even your dreams are filled with visions of standing naked in sunny fields as a gentle wind rustles the grasses at your feet. <br><br>As long as you have light, water, and air, you feel profound peace suffusing you. The people and animals you once found so normal now seem just a bit strange to you. They just seem so agitated as they buzz about. You can still act like them, but there's now a part of you that asks if it wouldn't be nicer to slow down and bask in the light.
<</if>>
<<if $tempCurse.name === "Pheromones">>
Is that love in the air? Perhaps, or maybe it's just the aromatic cloud of pheromones that you have streaming out of you thanks to the Curse the Abyss bestowed on you. It's a very subtle change, except when it's not so subtle. You definitely could use this to your advantage if you wanted to, but your inability to turn it off also makes it a pretty clumsy tool for manipulation. <br><br>It's great if what you want is to have better sex, or take advantage of people, or be in the middle of a giant orgy. But if you want to be part of a group working on some task, you're going to need to stand downwind of everyone else, lest their bodies start distracting them from the task at hand. You'll have to test that, blowing your pheromones around. Are they magical in themselves, or has the Curse just made you produce more of something you were already producing?
<</if>>
<<if $tempCurse.name === "Carapacian">>
Your exoskeleton is just so cool. It's like being encased in shiny hardened latex in some ways. It protects you, but it doesn't really dull the sensations you experience. You feel... snug inside your new chitinous armor. You can still feel everything you brush against, indeed, it's almost like your nerves have compensated, and the sensations are even more acute. They just don't hurt unless something could pierce your outer layers. And there are other sensations, more internal. You feel... a bit squishier inside. You don't know what that means, but it feels fine, so you're going to just roll with it.
<</if>>
<<if $tempCurse.name === "Hemospectrum">>
Changing the color of your blood for 35 free corruption points? What an easy decisions. Now though, as you look at that small scrape you got earlier, and see the $tempCurse.bloodColor blood that has dried into a scab, you can't help but think about how this marks you as very different to any other human who sees you bleed. <br><br>It's subtly changed the coloring in your eyes, of the veins beneath your skin, you feel... less human. If they see you bleed, won't other humans see you as less human too? They might be afraid of you. Frequently people fear what they don't understand, right? When you set off into the Abyss, you knew you'd be changed, but these subtle reminders about how you keep changing are warping your identity. What are you now?
<</if>>
<<if $tempCurse.name === "Wriggly Antennae">>
Your antennae might shock and initially creep out many people, but they also definitely boost your senses. Subtle changes in the air stand out to you in ways you never noticed before. They respond to your thoughts, but you're not very good at controlling them yet. Their sensitivity affects you in one way you hadn't expected though. Gently rubbing them arouses you, awakening a deep warmth within you and a desire for someone else to touch them. You don't know what's going on in your brain, or why your body is responding this way, but you get the feeling that sufficient stimulation of your antennae might just send you over the edge. It's a bit of an awkward realization.
<</if>>
/*
<<if $tempCurse.name === "Eggxellent">>
Your eggs. <br><br>You hadn't really understood what laying eggs would be like before you obtained the Eggxellent Curse, but now... well, it's an intense experience. Not quite painful, but they are large enough where the sensation borders on pain. As you look down at the small pile of eggs that just came out of you, you realize this is a bigger change to your life than you'd anticipated. As you recover, the memory of how those large, smooth, slippery eggs felt as they came out of you clings in your mind. <br><br>Not just any eggs though, your eggs.
<</if>>
*/
<<if $tempCurse.name === "Pleasure Respecification B">>
<<if $mc.hasCurse("Pleasure Respecification A")>>
Your ragged breathing is a sign of what the Abyss has done to you. You're so horny right now that you can't think. Every time you try to get yourself off, you get so close, so tantalizingly close, but you're never quite able to achieve orgasm. Every time you're fucking somebody else, the same thing happens. The feeling of need just keeps building, but there's never any relief. You calm down a little, but has anyone ever been this sexually frustrated? <br><br>The terrible truth is dawning on you. Only the Abyss can give you what you need. There are Curses that force you to have an orgasm, that circumvent all other rules and logic. Curses that will give you what you need. That's your only salvation now. Seek out those Curses and achieve release through the twisted and perverse whims of the Abyss. It's either that or stay this desperately horny and frustrated for the rest of your life.
<<else>>
Getting fucked feels amazing, but the pleasurable haze that clouds your mind only culminates in release when you're the one touching yourself. It's frustrating and a bit embarrassing when you can't finish with another person. In so many cultures masturbation is taboo, and while you're not ashamed of doing it, the fact that it's the only way you can get off now makes your cheeks burn hot. The Abyss has done so many things to tempt you down the path of sex addiction, but with all of that, now you can't even properly enjoy sex! When the Abyss bestowed the Pleasure Respecification B Curse on you, the Abyss was asking you "Hey, do you want to go fuck yourself?" and you responded with "oh yes, I want to be fucking myself all the time". Somehow, that thought has become more erotic than it once would have been. Tonight you'll slink off and masturbate alone, and it will feel so, so good.
<</if>>
<</if>>
<<if $tempCurse.name === "Horny">>
<<switch $hornVariation>>
<<case "demonic">>
You always wondered why all the depictions of incubi and succubi that you'd seen just has them standing around looking pretty or using magic, or fighting like humans with extra agility. They always have those horns on their heads, but they never seem to use them like horns are supposed to be used, for goring or ramming. Well, now that you have your own thanks to the Horny Curse, you understand. <<Numerical $hornCount "It's" "They're">> not meant for fighting. <<Numerical $hornCount "It's" "They're">> essentially <<Numerical $hornCount "an">> extra sexual organ<<PluralS $hornCount>> that <<Numerical $hornCount "is" "are">> sprouting out of your head. <br><br>You're pretty happy with how yours look, but you have to admit that aside from being a bold fashion choice, <<Numerical $hornCount "this horn is" "these horns are">> simply a liability. Maybe true incubi or succubi could draw sexual energy through <<Numerical $hornCount "it" "them">> or something similar, but for you, twirling your fingers around the <<Numerical $hornCount "tip of it" "tips of them">> is enough to bring you to orgasm, and the same is true if you rub the shaft<<PluralS $hornCount>> enough. The thought of ramming <<Numerical $hornCount "it" "them">> into anything though... well that's too painful to consider. When you smacked <<Numerical $hornCount "it" "them">> into a low hanging branch it briefly left you curled into a ball from the pain. Your new distinctive appearance is almost secondary to the sensitivity of your new appendage<<PluralS $hornCount>>. It's a lot to take in, but maybe you'll get more used to it over time.
<<case "draconic">>
The horns on fearsome dragons always struck you as a mark of power nobility and dominance. Well, now that you have your own thanks to the Horny Curse. You look awesome, but unfortunately the addition to your head is actually feeling more like a vulnerability than a weapon. You're pretty sure that the horns on real dragons aren't so tender. Yours <<Numerical $hornCount "acts more like a handle than a weapon" "act more like handles than weapons">>. <br><br><<Numerical $hornCount "It's" "They're">> somewhat sharp, but the muscles in your neck aren't strong enough to actually wield <<Numerical $hornCount "it" "them">> effectively, and oh <<Numerical $hornCount "it's" "they're">> so tender. Anyone who had the will to just grab hold of your horn<<PluralS $hornCount>> and hold on would certainly be able to immobilize you, and guide your head wherever they pleased. The thought of people and not-people manipulating you through your dragon horn<<PluralS $hornCount>> is so humiliating.
<<case "unicorn">>
Unicorns are so elegant, so majestic, radiating power, grace, and beauty. You thought that if you had <<Numerical $hornCount "a unicorn horn" "unicorn horns">>, you'd be amazing too. The Horny Curse doesn't seem to have worked out quite as you planned though. The unicorn horn<<PluralS $hornCount>> that now sprout<<Numerical $hornCount "s">> from your head <<Numerical $hornCount "is" "are">> charming and beautiful, but <<Numerical $hornCount "it's" "they've">> made you less graceful and more vulnerable. You feel a little silly. I mean honestly, why wouldn't <<Numerical $hornCount "a">> half-meter long horn<<PluralS $hornCount>> jutting out of your forehead throw you off balance and get caught on things? <br><br>You're also concerned that your unicorn horn<<PluralS $hornCount>> <<Numerical $hornCount "is" "are">> somehow corrupted. Whenever something touches <<Numerical $hornCount "it" "them">>, the sensations that run straight down the horn<<PluralS $hornCount>> and into your brain are overwhelming, and highly arousing. Even the thought of someone grabbing hold of your horn<<PluralS $hornCount>> and gently tracing their fingers through the spiraling grooves on <<Numerical $hornCount "it" "them">> is leaving you keyed up and panting. Are unicorns supposed to be hyper-sexual creatures stumbling around with poor balance? You're pretty sure they're not, but alas, that's what the Abyss has made you into.
<<case "rhino">>
Rhinos are symbols of strength, fortitude, and virility. Their solid bodies and tough skin all culminate around their magnificent horns. You somehow assumed that getting <<Numerical $hornCount "a">> rhino horn<<PluralS $hornCount>> of your own would make you tougher, stronger, and more imposing. It seems you were somewhat mistaken. The rhino horn<<PluralS $hornCount>> that now jut<<Numerical $hornCount "s">> out of your forehead <<Numerical $hornCount "is" "are">> certainly imposing, but any impression of added strength that <<Numerical $hornCount "it" "they">> give<<Numerical $hornCount "s">> you is entirely superficial. Real rhino horns aren't highly sensitive. Real rhino horns can't be used to control the creature that they're coming out of, but yours <<Numerical $hornCount "is" "are">> so tender, and so arousing to the touch, that you're pretty sure somebody who grabbed <<Numerical $hornCount "it" "them">> could get you to do whatever they wanted, guiding your head around wherever they pleased. <br><br>You've heard the phrase "grab the bull by the horns" as a phrase to mean confronting a difficult problem directly, but bulls are weak compared to rhinos. "Grab the rhino by the horn<<PluralS $hornCount>>" should mean to engage in extreme folly, but if anyone ever grabbed your rhino horn, you'd wilt under the pressure of their grip constricting around <<Numerical $hornCount "its" "their">> smoothness. You blush with embarrassment. You might have what appears to be <<Numerical $hornCount "a">> rhino's horn<<PluralS $hornCount>>, but you're certainly no rhino.
<</switch>>
<</if>>
<<if $tempCurse.name === "Drawing Spades">>
Your spade-tipped demon tail is just so naughty. You can feel the sensations from it, but it really has a mind of its own. You once came across a rabbit that had just reached sexual maturity, and it tried to have sex with absolutely everything around it. You're wondering if your tail has a similar spirit. It wraps around other people, especially any you find attractive, and it finds its way into their clothing if you don't pay attention and consciously hold it back. When you're alone, it tries to do the same to you. <br><br>If you really focus, you can control it, but it's easy to get distracted and then it once again tries to stimulate you. It seems to cooperate when you're in need of navigating obstacles or dealing with danger, but the rest of the time it seems focused on how it can make the most mischief, generally of the sexual variety. It's really annoying! But some part of you wonders whether it's only responding to what you subconsciously desire.
<</if>>
<<if $tempCurse.name === "Tattoo Tally">>
You feel a mix of embarrassment, shame, and pride as you look at the ornate Tattoo Tally that's permanently inked into your abdomen. It's not the only tattoo left by the Curse, and it's the one that's easiest for you to cover up, but when you look at it, the details of every lewd thing you've ever done or experienced jump into your mind. The people and beings that glimpse your tattoos stare at you. Their expressions take on various shades of hunger, wide-eyed lust, disgust, and envy. When you're not trying to inspire any of these emotions, it's very inconvenient, but... part of you wonders what you really do want going forward. Perhaps those aren't necessarily bad emotions to inspire. When you look at the tattoos yourself, they bring many thoughts and memories to your mind, but arousal always comes with them.
<</if>>
<<if $tempCurse.name === "Leaky">>
You might need to consider getting some super absorbent sanitary pads, ones that you can change out every few hours. The Leaky Curse isn't just keeping your crotch moist, it's dripping your juices down your legs. It's not entirely unpleasant, a gentle euphoric feeling accompanies your condition, and offsets the irritation the stickiness causes. <br><br>However, the way the few other explorers you have encountered since you took on this Curse have looked at you has been awkward at best. One seemed to think you were wetting yourself, another caught on to what was happening and started giving you very lurid looks. The worst part is, this constant leakiness is not relieving arousal, it just makes you constantly ready. Maybe the lurid looks you got were in equal part due to your own apparent desperation.
<</if>>
<<if $tempCurse.name === "Wandering Hands">>
Your naughty, naughty fingers seem to be on auto-pilot whenever you're not forcing them to do something else, and autopilot is apparently fondling you and touching yourself in lewd ways. How many times a day do you find your hands doing something naughty? The answer is: constantly. The Wandering Hands Curse is unrelenting, always trying to edge you into sex addiction. It doesn't matter what you're trying to do, start a fire, draw a map, discuss a plan with others, before you know it you've got at least one hand rubbing between your legs.
<</if>>
<<if $tempCurse.name === "Urine Reamplification A">>
Pee... why did you take a Curse that makes you have to pee all the time? You're still continent, you can control it, you can hold it, or that's what you tell yourself. In truth, having to find a place to pee every fifteen to thirty minutes is quite a nuisance, and you've had multiple accidents while sleeping. Down here, it's a nuisance, but there are plenty of trees and rocks. What about back on the surface though? You're afraid of the social ramifications to this Curse. You might even have to start wearing diapers.
<</if>>
<<if $tempCurse.name === "Barter System">>
These reality warping Curses always seem to surprise you. When you accepted the Barter System Curse you didn't quite see yourself giving three guys blowjobs so you could replace the pair of shoes that you brought with you that have finally worn out. Once upon a time, when you didn't have money, those with goods to sell would fold their arms and expect you to leave. Now, the Curse seems to make them go far out of their way to find some way that you can get what you want by doing enough sexual favors for them, their friends, their clients, their workers, and on and on. <br><br>You're pretty sure that before you obtained this Curse, none of those people would have been interested, and none would have been shameless enough to actually work through an elaborate exchange of goods, favors, and funds on your behalf just so that you could purchase what you wanted by being a massive whore. When you get back to the surface (if you get back) you're half-inclined to try to use this Curse to buy a house, or a mansion, or a country. You're just curious what would happen, but also afraid that it might work, but that when you involve that many people in a proposal, you can't just say "no" after everything is worked out. Would you be forced to be a sex slave for life in return for buying an estate?
<</if>>
<<if $tempCurse.name === "Shared Space">>
One of the reasons so many people love pets is that they feel like they have permission to pet them, to hold them, to snuggle with them whenever they feel like it. And ever since you obtained the Shared Space Curse, people treat you like that, with one crucial difference. People generally don't have any sexual interest in pets, but they definitely have sexual interest in you. <br><br>Somehow, the Curse makes it so that even as people put their hands all over you in very inappropriate ways, everyone watching treats it as normally as a person petting a cat. The people groping you don't even realize they're doing anything too forward. All their perceptions around you are altered. You struggle with the change, and how you feel about it. Is it really the fault of others that they're treating you in accordance with the Curse? Is this how you want to be treated? You're still not sure. However, as abrupt as the touches of others can be, they're normally kind enough, and sometimes quite pleasant.
<</if>>
<<if $tempCurse.name === "Weakling">>
Being given the Weakling Curse has made you keenly aware that you're absolutely unable to defend yourself. The only thing you could wrestle is an empty cardboard box, and even then probably only if it's wet. Anyone else you encounter, everything else you encounter, they aren't just stronger than you, they're comically stronger than you. More than that though, just moving all your stuff around has become far more difficult. <br><br>That carry weight limit that they kept talking about on the surface is very real, and yours is now very low. Even that is a struggle for you though. It's a weird feeling. You can move about just fine with your body, but every bit of weight added to your body feels like its weight has been magically augmented on an incredible scale. You'd have as much luck lifting a mountain as lifting another person. But you can climb things as easily as ever as long as you're not carrying too much extra stuff. You swear, you can almost hear the Abyss snicker when you forget about your own weakness and fail to pick up something that should be relatively trivial and struggle.
<</if>>
<<if $tempCurse.name === "Random Orgasms">>
When you obtained the Random Orgasms Curse, you hadn't expected just how disruptive it would be to your everyday life. The other day you were trying to scale a small cliff when a random orgasm racked your body and very nearly made you fall off the cliff face. Death by orgasm, that would have been pretty embarrassing. <br><br>You're certain that the social ramifications are going to be very awkward, but now, after the cliff incident, you find yourself approaching every task by first asking "What happens if I randomly orgasm while doing this?". As humiliating as your condition is, as scary as it makes some things, the euphoria you feel during these intense events is undeniable. Even as part of you fears the next toe curling orgasm that will hit you, another part craves it, and that part seems to be growing.
<</if>>
<<if $tempCurse.name === "Creature of the Night">>
<<if $mc.hasCurse("Clothing Restriction A") && $mc.hasCurse("Clothing Restriction C")>>
You truly are a creature of the night now, not so much because vampires can't shelter from the sun while still being out in the day, but because you took this Curse in conjunction with multiple clothing restriction Curses. Some people say that vampires can turn into bats, that's not true, or at least you can't (you tried) but then you realized it hardly matters because you were already total dingbat to pick this combination of Curses. You're not just a vampire, you're "the" naked vampire. Going out exclusively in the dark is going to be very inconvenient, especially given your new thirst for blood and the fact that you can't enter anyone's home unless they give you permission. You absolutely have to drink blood now, but wherever you end up living you're probably going to have to reach some consensual arrangements to satisfy your thirst. You shiver at the prospect of what others might demand from you in exchange for both their blood and keeping your secret. Unless you're lucky enough to get some incredible combination of Relics that can turn you into a super-fast super-strong predator, consensual feeding is probably your only option to keep your thirst fulfilled.
<<else>>
When the Abyss gave you a Curse as straightforward as Creature of the Night, you were sure there had to be a catch. Become a vampire? That's rather straight forward, isn't it? Well, there sort of wasn't a catch, except that drinking blood feel amazing, and being without it for a long time is an agony that would drive you mad. Also you need to be very careful around the sun to make sure whatever clothing and accessories you have are adequately protecting you. Going forward, you think you have 2 options. You can either find some willing blood donors for you, which would put you in their debt and might put you in an awkward position, or you could become a transient, finding victims through surprise or guile getting a meal, and then moving on. Technically, you're not alive anymore, but semantics aside, it's up to you what kind of life you want to try to live.
<</if>>
<</if>>
<<if $tempCurse.name === "Minish-ish">>
<<if $hiredCompanions.length > 0>>
Thank goodness you didn't come down here alone. Now that the Minish-ish Curse has reduced you to mouse-like size, you're relying on a companion to carry basically everything for you. There are advantages to being this small. You can squeeze into tiny little places... don't think about that too much. Your ability to move and jump might be lower than it once was in objective terms, but for your size, you can do some amazing stuff. You can jump more than your entire body height, since being light has its advantages. Still, yesterday you were tired of running and asked $hiredCompanions[0].name to carry you. Their hands felt so huge around you, but in an odd way, it was wonderfully comforting and exciting.
<<else>>
Oh no, this is a disaster. The Minish-ish Curse has left you so tiny and you came down here alone. You're going to have to act like a squirrel and run back and forth with individual food parcels and individual bottles of water, moving them from 1 pile to another, if you want to get anywhere while still keeping even your food with you. Some Relics are now impossible for you to move! What are you going to do? More than that, you're afraid of just leaving your stuff in a pile. What if some one or something sees it and just helps itself? Burying your supplies really is starting to make a lot of sense in this context. If only you had somebody big to help you on this giant journey, but you don't. This is going to be very tough.>
<</if>>
<</if>>
<<if $tempCurse.name === "Colossal-able">>
It's not fair. You're huge. You should be able to move quickly, and you can, except the Abyss is so treacherous that everything is cramped. Cliff side paths you could once have walked along now are merely a crevice to put the first joint of your fingers in. Your body is tough enough to endure some of your new tribulations, but walking through a forest now means snapping dozens of tree branches with every step, or carefully lifting up your legs over the treetops and setting them down ahead of you (a process that still is not gentle for either you or the trees). Small trees are like prickly ground-cover to you, but large ones are like brambles that you have to wade through. Then there are cavern ceilings, which sometimes are low enough to force you to crawl or stop you altogether. <br><br>You could carry a small house in your hand, but ugh, everything is just so awkward now. There are some layers of the Abyss where you might feel comfortable taking up residence, and on the surface you'd be... very notable, but certainly able to stretch out. You're going to have to change the way you live life though. Your new size just doesn't match many of the skills you previously practiced.
<</if>>
<<if $tempCurse.name === "Consent Dissent">>
The Consent Dissent Curse comes with the smallest hint of a loophole, a tiny sliver of control. It's a game of semantics, really, predicated on the very concept of consent. With the knowledge of the Curse's mechanics, you could navigate its treacherous waters. By orchestrating a scene of dubious agreement, or displaying dissent with conviction, you can momentarily dodge the Curse's grasp. Yet, should mutual consent seem clear, the Curse reasserts its cruel grip. The dominant participant bears the heaviest burden, facing a sudden halt in their tracks or a forceful surge beyond the boundaries of initial consent. The option to choose remains, but the Curse skews the scales, compelling others toward excess. <br><br>
Awareness of the Curse does little to shield from its invasive influence, which toys with the psyche and floods the body with an unwelcome rush of hormones. It renders intimacy a labyrinth of tension and fear. When others turn their attentions on you unbidden, you know that they’re only partly responsible for their actions. They choose under the Curse's shadow, a skewed reality where right and wrong blur. You could play along, offering consent in hopes of stopping it, but it's a gamble. The Curse might provoke them to amplify their actions, exploiting your acquiescence. It's a grim revelation that within the depths of human souls, darkness sometimes stirs. And the Consent Dissent Curse seems all too eager to draw out the most sinister threads of our nature. It is ironic, that for all the horrors in the Abyss, humans can sometimes eclipse even the most nightmarish creatures in depravity and malice.
<</if>>
<<if $tempCurse.name === "The Maxim">>
The Chasm Crawler lodged within your $mc.getCurse(TheMaxim).location stirs slightly, sending an involuntary shiver down your spine. A tear glistens at the corner of your eye as a wave of unwelcome warmth floods your senses, guiding a trail of erotic desire straight to the creature's abode. Though it has caused pain before, this time it is merciful, dancing along the fine line between discomfort and delight. Its stimulation is not comfortable, but you’d be lying if you said that part of you didn’t enjoy it just a little bit. However, the control it holds over you is unsettling — it is a parasite and you are its host, and nothing you do can change that. <br><br>
The potential for it to bend you to its will looms over you like a shadow. A shudder at the thought that, should it wish, it could reduce you to a whimpering form, eager to fulfill its every demand. Yet, it remains content for now, soaking in the juices your body produces. Despite your conflicted emotions, there is an underlying truth that chills your bones: the Chasm Crawler holds the means to end you. It exists in a symbiosis where your death would serve no purpose, and it is content with the status quo. For now.
<</if>>
<<if $tempCurse.name === "Below the Veil">>
Now that you are Below the Veil, you ponder the nature of the Curse. Was it truly a Curse, or rather a blessing? Your senses have sharpened, revealing the world in its raw, unvarnished form. The material façade quivers and distorts under your intense gaze, eliciting a knowing smirk from your lips. Laughter almost escapes you, a reaction to the absurdity of it all. You peer through the veil of reality, understanding the inherent fragility of everything around you - places, people, their fleeting concerns. Humans, with their comical obsessions over trivialities, seem even more absurd now. Whisper a truth in their ears, and watch them recoil in denial, their emotions a turbulent mix of anger and fear. Most retreat into the comforting cocoon of their make-believe worlds, while a few crumble under the weight of unvarnished reality. You marvel at your own resilience, your ability to grasp and accept these truths. Are you stronger than the rest, or merely blessed by the Abyss? One thing is certain: you have transcended your former self. Your initial quest now seems laughably insignificant compared to the profound transformation you've undergone.<br><br>
Loneliness is your only companion now, a fitting reflection of your unique existence. No ordinary soul could endure your presence for long. This solitude rsets you apart from the superficial world, as it should. Only another being, one who transcends the mundane and peers into the depths as you do, could ever hope to join you in this solitary journey.
<</if>>
<<if $tempCurse.name === "Erased">>
The Erased Curse wraps around you like a heavy, invisible cloak, severing every thread that once tied you to your past. As you move through the dim pathways of the Abyss, you feel the weight of apparent nonexistence pressing down on you.<br><br>
<<if $hiredCompanions.length > 0>>
Your companions eye you with a blend of confusion and curiosity. Their gazes, once warm and familiar, now hold a flicker of doubt, as if they're trying to recognize a long-lost friend in your face. Conversations are punctuated with pauses, their words tiptoeing around the fact that they no longer know who you truly are. You notice their subtle shifts in behavior, a hesitance that wasn't there before, as if they're afraid to unravel the mystery of your existence. The Curse not only erased your past but also cast a shadow of uncertainty over your present relationships.<br><br>
<</if>>
The more you try to cling to the fragments of your past, the more they slip away, like sand through your fingers. In this new existence, you are free yet confined, known yet unknown, present yet Erased.<br><br>
<</if>>
<</if>><<set setup.blisshroom = {
name: "Blisshroom",
location: "Layer1",
pic: "Foraging/blisshroom.png",
description: "Blisshroom Description",
forageType: "food"
}>>
<<set setup.cloudpools = {
name: "Cloudpools",
location: "Layer1",
pic: "Foraging/cloudpools.png",
description: "Cloudpools Description",
forageType: "water"
}>>
<<set setup.flanberries = {
name: "Flanberries",
location: "Layer2",
pic: "Foraging/flanberries.png",
description: "Flanberries Description",
forageType: "food"
}>>
<<set setup.mudgrazer = {
name: "Mudgrazer",
location: "Layer2",
pic: "Foraging/mudgrazer.png",
description: "Mudgrazer Description",
forageType: "food"
}>>
<<set setup.bewitcherPlant = {
name: "Bewitcher Plant",
location: "Layer2",
pic: "Foraging/bewitcherplants.png",
description: "Bewitcher Plant Description",
forageType: "water"
}>>
<<set setup.crystallineConfectionaries = {
name: "Crystalline Confectionaries",
location: "Layer3",
pic: "Foraging/crystallineconfectionary.png",
description: "Crystalline Confectionaries Description",
forageType: "food"
}>>
<<set setup.undergroundRivers = {
name: "Underground Rivers",
location: "Layer3",
pic: "Foraging/undergroundrivers.png",
description: "Underground Rivers Description",
forageType: "water"
}>>
<<set setup.flairabou = {
name: "Flairabou",
location: "Layer4",
pic: "Foraging/flairabou.png",
description: "Flairabou Description",
forageType: "food"
}>>
<<set setup.algalMeltwater = {
name: "Algal Meltwater",
location: "Layer4",
pic: "Foraging/algalmeltwater.png",
description: "Algal Meltwater Description",
forageType: "water"
}>>
<<set setup.crumbleweed = {
name: "Crumbleweed",
location: "Layer5",
pic: "Foraging/crumbleweed.png",
description: "Crumbleweed Description",
forageType: "food"
}>>
<<set setup.oasis = {
name: "Oasis",
location: "layer5",
pic: "Foraging/oasis.png",
description: "Oasis Description",
forageType: "water"
}>>
<<set setup.omenEyes = {
name: "Omen Eyes",
location: "Layer6",
pic: "Foraging/omeneyes.png",
description: "Omen Eyes Description",
forageType: "food"
}>>
<<set setup.theRiverDycx = {
name: "The River Dycx",
location: "Layer6",
pic: "Foraging/riverdycx.png",
description: "The River Dycx Description",
forageType: "water"
}>>
<<set setup.heavyLifting = {
name: "Heavy Lifting",
location: "Layer7",
pic: "Foraging/heavylifting.png",
description: "Heavy Lifting Description",
forageType: "money"
}>>
<<set setup.landExcavation = {
name: "Land Excavation",
location: "Layer7",
pic: "Foraging/landexcavation.png",
description: "Land Excavation Description",
forageType: "money"
}>>
<<set setup.cityPainter = {
name: "City Painting",
location: "Layer7",
pic: "Foraging/citypainter.png",
description: "City Painting Description",
forageType: "money"
}>>
<<set setup.energyGenerator = {
name: "Energy Generator",
location: "Layer7",
pic: "Foraging/energygenerator.png",
description: "Energy Generator Description",
forageType: "money"
}>>
<<set setup.roboprostitute = {
name: "Robo-prostitution",
location: "Layer7",
pic: "Foraging/roboprostitute.png",
description: "Robo-prostitution Description",
forageType: "money"
}>>
<<set setup.theBedlamsBanquet = {
name: "The Bedlam's Banquet",
location: "Layer8",
pic: "Foraging/bedlam'sbanquet.png",
description: "The Bedlam's Banquet Description",
forageType: "food"
}>>
<<set setup.letheTaps = {
name: "Lethe Taps",
location: "Layer8",
pic: "Foraging/lethetaps.png",
description: "Lethe Taps Description",
forageType: "water"
}>>
<<set setup.crevasseCarp = {
name: "Crevasse Carp",
location: "Layer9",
pic: "Foraging/crevassecarp.png",
description: "Crevasse Carp Description",
forageType: "food"
}>>
<<set setup.freshwaterPockets = {
name: "Freshwater Pockets",
location: "Layer9",
pic: "Foraging/freshwaterpockets.png",
description: "Freshwater Pockets Description",
forageType: "water"
}>><<widget "ForagingGrid">>
<div class="cards-grid cards-wide">
<<for _foraging range _args>>
<div>
[img[setup.ImagePath + _foraging.pic]]
<h2>_foraging.name</h2>
<<if _foraging.forageType === "food" &&$currentlayer === 9 && $time - $CatastropheUsed <= 5>>
<p>@@.alert1; Fish have not yet returned in the aftermath of the destruction@@</p>
<<elseif $currentlayer === 7>>
<p><<print "[[Work on " + _foraging.name + "]]">></p>
<<elseif _foraging.forageType === "water" && $currentLayer === 3>>
<<if $items[2].count > 0>>
<<if $atWaterSource>>
<p><<link 'Fill your empty flasks with water from the underground river' 'Layer3 Flasks'>><</link>></p>
<<else>>
<p><<TravelToPassage 'Fill your empty flasks with water from underground rivers' 'Layer3 Flasks' 4 `-($abyssKnow + $riverVisit)`>></p>
<</if>>
<<else>>
<<if $atWaterSource>>
<p>You need empty flasks to fill them with water from the underground river.</p>
<<else>>
<p><<TravelToPassage 'Find an underground river to avoid using your water' 'Layer3 Flasks' 4 `-($abyssKnow + $riverVisit)`>></p>
<</if>>
<</if>>
<<elseif _foraging.forageType === "water" && $currentLayer === 5>>
<<if $items[2].count > 0>>
<<if $atWaterSource>>
<p><<link 'Fill your empty flasks with water from an oasis' 'Layer5 Flasks'>><</link>></p>
<<else>>
<p><<TravelToPassage 'Fill your empty flasks with water from an oasis' 'Layer5 Flasks' 7 `-($abyssKnow + 2 * $oasisVisit)`>></p>
<</if>>
<<else>>
<<if $atWaterSource>>
<p>You need empty flasks to fill them with water from the underground river.</p>
<<else>>
<p><<TravelToPassage 'Find an oasis to avoid using your water' 'Layer5 Flasks' 7 `-($abyssKnow + 2 * $oasisVisit)`>></p>
<</if>>
<</if>>
<<elseif $currentLayer === 2 && _foraging.forageType === "food">>
<<if $forageFood === 0>>
<<if $hiredCompanions.some(e => e.id === setup.companionIds.maru) && $L2FoodConvo === 0 && _foraging.name === "Flanberries">>
<<print "[[Start foraging for flanberries for food|Layer2 Forage Convo][$forageFood = 1, $mudHunt = 0, $L2FoodConvo = 1]]">><br>
<<elseif $hiredCompanions.some(e => e.id === setup.companionIds.maru) && $L2FoodConvo === 0 && _foraging.name === "Mudgrazer">>
<<print "[[Start foraging for Mudgrazers for food|Layer2 Forage Convo][$forageFood = 1, $mudHunt = 1, $L2FoodConvo = 1]]">><br>
<<elseif $hiredCompanions.some(e => e.id === setup.companionIds.maru) && $L2FoodConvo === 1 && _foraging.name === "Flanberries">>
<<print "[[Start foraging for flanberries for food|Layer2 Forage][$forageFood = 1, $mudHunt = 0]]">><br>
<<elseif _foraging.name === "Flanberries">>
<<print "[[Start foraging for flanberries for food|Layer2 Forage][$forageFood = 1, $mudHunt = 0]]">><br>
<<else>>
<<print "[[Start foraging for Mudgrazers for food|Layer2 Forage][$forageFood = 1, $mudHunt = 1]]">><br>
<</if>>
<<else>>
<<print "[[Stop foraging for food|Layer2 Forage][$forageFood = 0, $mudHunt = 0]]">><br>
<</if>>
<<elseif $currentLayer === 1 && _foraging.forageType === "food">>
<<if $forageFood === 0>>
<<if $hiredCompanions.some(e => e.id === setup.companionIds.maru) && $L1FoodConvo === 0>>
<<print "[[Start foraging for food from Blisshrooms|Layer1 Forage Convo][$forageFood = 1, $L1FoodConvo = 1]]">><br>
<<else>>
<<print "[[Start foraging for food from Blisshrooms|Layer1 Forage][$forageFood = 1]]">><br>
<</if>>
<<else>>
<<print "[[Stop foraging for food|Layer1 Forage][$forageFood = 0]]">><br>
<</if>>
<<else>>
<<if $forageWater === 0 && _foraging.forageType === "water">>
<p><<print "[[Start Foraging for water from " + _foraging.name + "|" + _foraging.location + " Forage][$forageWater = 1]]">></p>
<<elseif $forageWater === 1 && _foraging.forageType === "water">>
<p><<print "[[Stop foraging for water from " + _foraging.name + "|" + _foraging.location + " Forage][$forageWater = 0]]">></p>
<<elseif $forageFood === 0 && _foraging.forageType === "food">>
<p><<print "[[Start foraging for food from " + _foraging.name + "|" + _foraging.location + " Forage][$forageFood = 1]]">></p>
<<else>>
<p><<print "[[Stop foraging for food from " + _foraging.name + "|" + _foraging.location + " Forage][$forageFood = 0]]">></p>
<</if>>
<</if>>
<p><<include `_foraging.name + " Description"`>></p>
</div>
<</for>>
</div>
<</widget>><<widget "ForagingGridNarrow">>
<div class="cards-grid">
<<for _foraging range _args>>
<div>
[img[setup.ImagePath + _foraging.pic]]
<h2>_foraging.name</h2>
<p><<print "[[Work on " + _foraging.name + "]]">></p>
<p><<include `_foraging.name + " Description"`>></p>
</div>
<</for>>
</div>
<</widget>>Small, pink mushrooms that can be found growing throughout the layer. They have an interesting taste similar to strawberry, but sweeter and less tart, with a very faint spicy aftertaste.
Without the help of the Encyclopedia Abyssia, a days' worth of Blisshrooms will inevitably include some that are in the process of actively releasing spores, during which they are not entirely safe to eat - a day of food from them will permanently give you one level of the Gender Reversal Curse, but without any corruption points in return.
With the help of the Encyclopedia Abyssia, you will be able to easily pick out the slight differences in coloration and texture of the sporing Blisshrooms, and avoid them when foraging for them. This will leave them entirely safe to eat, with no ill effects - they're considered quite delicious among divers, in fact.The Abyss has a large, complex, and mostly self-contained water cycle, and it all starts here in the first layer. Evaporated water coalesces into clouds in the Miasma-filled air, giving them fluffier and slightly more stable properties than normal clouds - not quite solid enough to support a human's body weight, but solid enough that you can reach out and gently touch them without them dispersing, and enough that small (inedible) birds will occasionally perch on top of them. These clouds drift around the upper reaches of the first layer and the mouth of the Abyss, condensing into water and forming waterfalls before flowing down into ponds. The water that can be collected directly from clouds or from their direct waterfalls/ponds is safe, delicious, and has not yet had a chance to be tainted by Miasma, and so has no ill effects.
However, without the Encyclopedia Abyssia, you will not know any of this, nor have a good grasp on effective "cloud hunting" spots, and you'll end up drinking from pools lower down. These will have some Miasma infused in them, causing them to give the same effect as the Asset Robustness A Curse for each day of water, but without any corruption in return. If you have the Shrunken Assets Curse, or obtain it in the future, this effect is completely nullified.Cluster-style berries which can be found growing near ground level all throughout this layer. As the name suggests, they have a soft, creamy texture and flavor reminiscent of flan or lightly sweetened custard, with hints of nutty undertones. They’re absolutely delicious.
You'll need the help of the Encyclopedia Abyssia, or you’ll end up eating some unsafe, unripened berries lacking the characteristic luster of ripe ones, imbuing you with one level of Libido Reinforcement Curse, but without Corruption in return.
With its help, you'll be able to identify ripe ones easily, but they're still not entirely harmless! They grant you one temporary level of Libido Reinforcement Curse for the remainder of the day after you've eaten them, essentially acting as a powerful aphrodisiac. This wears off the next day, with no permanent effects.A docile, quadruped mammal that grazes around this layer, nibbling at ferns and small grasses growing in the marshy soil. They are notable for being one of the few edible organisms of the Abyss to cause no transformative effects whatsoever when eaten, even without special guidance from the Encyclopedia Abyssia, and so are highly valued amongst divers. However, they are surprisingly fast and well-adapted to navigating this layer, so you'll need to expend 1 bullet from a pistol to hunt one down. (Even someone like Khemia would look ridiculous trying to fruitlessly run after a wild animal in a jungle with a sword.) There's also only a small portion of usable meat on each specimen, equivalent to 1 day's worth of food.
You have white meat with a delicate flavor, like chicken, in-between meat with a stronger flavor, like pork, and red meat with a strong, distinct meaty flavor, like beef. Mudgrazer meat kind of tastes like if you went a step beyond that; it has a near-overwhelming savory meatiness that can be delicious for those that love meat, but may be a bit too much for others.
Hunting innocent animals isn't great, but down here you're doing it for survival. Remember that.Obviously, this layer is absolutely full of water in the form of rain that you could easily collect with flasks and drink if you were so inclined, but that might not be the greatest of ideas! Drinking the Miasma-contaminated rainwater in this forest gives you the virility/fecundity of a jungle beast, increasing the average amount of children from any pregnancy you contribute to by 1 for each full day of water you drink.
A better solution, as you'll know if you have the Encyclopedia Abyssia, is to drink from these pitcher plant-like flowers, which capture and purify rainwater as part of their natural life cycle, making it safe to drink with no side effects. Yeah, the shapes are a bit odd, but that's just how it is down here in the Abyss. You'll get used to it.Some small slime-like creatures living in the soil of these caves extrude glucose, along with smaller amounts of protein and lipids, as a defense mechanism, and it hardens into the crystals you see here. The consistency is similar to hard candy, and different types of slimes in different temperature and humidity ranges all produce a wide array of radically different flavors, some familiar like blueberry and matcha, some unfamiliar, like the ones that the Encyclopedia Abyssia currently only has categorized as "indigo flavor" and "moon flavor?", with a question mark. It's essentially one giant candy store here, except everything's free and more nutritionally balanced, so you won't get sick if you eat a bunch.
It's not entirely without risks, though. You need to help of the Encyclopedia to identify the crystallization patterns, or you'll end up eating some crystals from an offshoot species that uses the crystals as a method to weaken prey. The effect these crystals have on you would be decreasing your physical age by 1 year for every day of eating them. Some people might like to shave a few years off, but be careful you don't become so young that it affects your ability to survive traveling through the Abyss!
With the help of the Encyclopedia Abyssia, you'll easily identify the patterns, and stick with the safer crystals. Even these aren't completely harmless though; they'll cause you to become about a month younger - a much slower effect, but one that can still build up over time.Slow, meandering rivers cutting through the caves, forming a long buffer between the water cycle of the upper and lower layers.
These are relatively pure, containing very little harmful Miasma, and so they don't inflict any kind of potentially undesirable effects on the drinker! The catch is that these rivers can be rare and difficult to find down here, with only small portions of them opening up into the parts of the caves accessible to divers. As a result, it will take 4 days by default to find one of these rivers if you seek one out. The Encyclopedia Abyssia has several helpful methods for distinguishing the echoing sounds of one of these rivers from the very similar sounds of distant tentacle beasts or slimes, and so decreases this length by 1 day, to 3. Other travel time bonuses apply too. Once you arrive, of course, you may fill up as many flasks as you like.
After you first find one, returning to it will be easier, and it will take 1 less day to return and refill flasks - a default of 3 days, still reduced by the Encyclopedia Abyssia and other bonuses.A highly sociable animal known to try to compete with others of its species to see who can gather the most extravagant decorations for its horns, often looting through the supplies of long-gone divers in an effort to decorate itself. It flees at the sight of humans and is quite fast and well-adapted to navigating this layer's icy slopes, so you'll need a ranged weapon like a gun to have a hope at taking one down. They're fairly bulky, and would take 2 bullets to fell.
Even after they're down, you're not entirely in the clear, though. If you just try to roast up one of them normally, you'll consume a significant dose of Miasma trapped in their flesh, causing your body to transform and become 3cm (~1in) taller or shorter than it was previously for each day's worth, whichever you prefer. If taken with the Dizzying Heights Curse, then both height changes must be in the same direction; they can’t cancel out.
If you consult the detailed guides and diagrams listed in the Encyclopedia Abyssia, you can carefully cut out all the most dangerous organs while leaving as much meat for eating as possible, reducing the change to just 0.5cm (0.2in) per dose. These diagrams are so detailed, you'd think you were slicing up fugu sashimi or something. Either way, it comes out to about one Flairabou per each day's worth of food. They taste savory and very lightly sweet, almost like buttered pumpkin.
I don't recommend using this to become pixie- or giant- sized, by the way. Your bodily proportions would look super weird if you did.In a layer completely covered in snow and ice, it should be incredibly easy to deduce what your primary source of drinking water is going to be. Just start a campfire wherever you like and heat up some of the snow all around you.
Except it's not quite that simple, because it's never that simple down here, is it? Most of the snow is saturated with Miasma, and will slowly increase testicle and/or clitoris size, depending on which you have (it transfers if you later take the Sex Switcheroo Curse.) You'd see a roughly 10% increase from your normal size with each day of water you drink, stacking additively.
What you really want to aim for, as you'd know if you had the Encyclopedia Abyssia, is to gather some of the blush-green patches of snow that you can spot occasionally in this laver. and melt that These patches contain light concentrations of preserved algae that absorb Miasma from the snow and render it harmless to you. They also give the water a light minty taste.Eating flowers is much more common in some parts of the world than others, with some places only using them as flavoring, like rose and lavender, though differing cultural norms don't change their potential as a food source.
Of course, flowers are found all throughout the layer, but those Miasma-adapted plants are, as you'd expect, positively flooded with Miasma. Each day's worth of the flowers dotting the landscape will permanently alter your body, causing it to produce approximately 5% more sexual fluids (vaginal lubrication/ejaculate, and/or precum/semen) than the average person, stacking additively with each dose.
However, with the Encyclopedia Abyssia, you would know that a small group of flowers didn't entirely give up water. A select few instead adapted to travel with these delicate tumbleweeds, riding the wind to find the scant sources of water in this layer and protecting their roots from the dry desert air by keeping them on the inside of the ball. True to their name, these mobile floral arrangements quickly crumble upon impacting any hard surface, including hungry divers. Though they rely less on Miasma than the other flowers of this layer, they aren't entirely free from it - eating a day's worth will increase your fluid production by 1% instead.
They come with many different native species of flowers attached to them, all bearing floral flavors somewhat comparable to those of flowers on the surface like roses, violets, and lilies, though not quite the same as any of them.Do you really think hunting for water in a desert is a great idea? I mean, come on.
There are some pools of water you can find that have been sheltered from the elements, but they're not easy to find. By default, you're looking at an entire 7 days of searching to find one of these, which you can then use to fill up as many flasks as you like. The Encyclopedia Abyssia has some very rough tips and pointers on how to follow rock formations to likely spots, reducing the required days by 1, and it'll be reduced by other bonuses as well.
After you finally find one, it'll be easier to return to afterwards, taking 2 days less - a default travel cost of 5 days, still reduced by The Encyclopedia Abyssia and other bonuses.
That being said, it might be a better idea to just take water with you when you travel into a desert.Large, creepy raven-like creatures that can be found circling the skies of this layer. They have no apparent mouth, so it’s anyone's guess as to how they eat, but they emit deep, rumbling sounds from their gut in place of caws. Their rumbling cries reverberate all throughout this layer and fill it with an unpleasant ambience. As they’re small and can flit through the air very quickly, you'll need no less than 3 bullets to bring home a day's worth of meat.
From there, it's still as inconvenient to eat as most food in the Abyss: each day's worth of food will add one new erogenous zone to your body or strengthen an existing one. You may choose where, but the chosen area must be at least 3% of your skin's surface area. Taking an erogenous zone, strengthening it, then strengthening it once more would result in even the lightest stimulation of that area causing powerful, disabling orgasms that would swiftly render you unconscious in almost any situation, and so is not recommended. Probably best to keep your erogenous zones limited to "tier 2.”
The meat is pitch black, but tastes pretty much exactly like chicken meat from the surface. The resemblance is uncanny, really.The only source of naturally occurring water that can be found here, this huge river flows scarlet and leaves a slightly spicy, cinnamon-like aftertaste in your mouth.
With every drop you drink, leaving this underworld and returning to the land of the living becomes harder, bit-by-bit. Every day's worth of water you drink from here gives you 1 jinxed flame counter, in addition to the one you receive simply by traveling through this laver normally. Building up these counters at double the pace can get dangerous very quickly, so be careful.
If you have both Saeko with you and a smartphone, she can collaborate with her colleagues and make remote use of lab equipment to develop some truly impressive water filtration techniques, utilizing some of the tentacles of this layer as a sort of sponge to absorb the harmful components from the water, removing its negative side effect completely. Curiously, this also strengthens the cinnamon flavor and makes the water slightly sweet.You'll be moving large, heavy metal loads (ostensibly, construction materials) around long distances.
Each load weighs about 60kg, and you'll be transporting them about 2km on average. You get a small wheeled cart to assist, but stacking more than two on top of eachother would be very precarious (not to mention extremely heavy and difficult to push) You get 1 dubloon for each block you move - max 80 dubloons.You'll be clearing out large chunks of dirt and stone from the walls of the Abyss, supporting the city's eventual expansion.
You get 1 dubloon for every 2x2x2 cubic meters of dirt and rock you clear away - max 80 dubloons. You get a normal shovel and a drill to assist you. You might be here a while.You'll be redoing the paint on a number of buildings throughout the city, where the paint is old or worn.
You get 1 dubloon for every 1km<sup>2</sup> of building surface you paint, maximum 80 dubloons. You get a basic paint roller to do the job with, but you'll get docked pay (possibly extending to an outright fine) if you get significant levels of paint in an area you weren't assigned to do so.You'll be generating some energy to power the city, to be stored in case all of the hundreds of Miasma-based generators, and the backup generators, and the emergency secondary backup generators all go out at once... yeah, this is pointless.
You get 4 dubloons per kwh of energy you generate, up to 80 dubloons. For this job you'll get one human-sized hamster wheel hooked up to a dynamo and energy storage unit. At a constant, sustained, fast running pace, it'll probably well take over a full day to generate 1 kwh, and you'd need to eat and drink food and water worth much more than the energy you produce. You don't need to use the hamster wheel if you don't want to, energy from a different source can be fed into storage too.You'll be servicing various robots with artificial genitals in a wide variety of interesting shapes and sizes.
I'm pretty sure they're just messing with you at this point - I mean, can't they just press a button and cum or whatever? They've set their sensitivity so as to last roughly three times as long as an average human. You'll get 1 dubloon for every orgasm you cause for them, maximum 50 dubloons.As you explore, you'll sometimes come across rooms styled as extravagant banquet halls, containing all manner of familiar foods from the surface. Just having the opportunity to eat bread, rice, pasta, and ice cream again after all this time would be special enough, but the dishes you'll find have all been masterfully prepared, with not a flaw to be found in their flavor or presentation - eat a dish here and it might just be the best rendition of that dish you'll ever eat. The banquets seem almost unnervingly attuned to your particular tastes, too: you'll always find some variation on your favorite foods among all the plates, and you'll never run into a food you don't like.
If that all seems too good to be true, that's probably because it is! Each day's worth of food you eat from these tables will significantly lower your standards, romantically and sexually - about a 2% decrease from your baseline standards, stacking additively (though with slightly diminishing returns.) Partake in the banquet for 30 days and you'll find that you're attracted to people only about half as attractive as what you previously considered your minimum. Keep eating enough and just about anyone will start looking hot to you, regardless of their looks or personality. Eating here also reduces your emotional self-control and inhibition in general (even in non-sexual contexts), at a slightly slower rate. Eat lots of food here and you'll emerge as someone who takes bigger risks with their life and who often throws caution to the wind.
With warm food, warm baths, and well-kept rooms with incredibly comfortable beds in them, this laver really pulls out all the stops to create a welcoming environment, just for you. Try not to get too comfortable, or tearing yourself free will be all the more difficult.Various extravagant bathrooms can be found while you're wandering around these halls, and you can use the faucets in them to obtain fresh water.
Of course, by now you should be expecting a catch. Drinking the water of this layer leads to a general decrease in cognitive ability and performance, slowly draining your intelligence. Intelligence is a nebulous concept that can't really be quantified easily, but if you must have some sort of concrete value to go off of, you'd be losing about half an IQ point with each day of water. These decreases do slow down eventually and won't leave you drooling and braindead, but they absolutely can be a fast path to bimbo/himbofication if you keep drinking them enough. You can say goodbye to math/scientific skills, advanced vocabulary, and the ability to solve video game puzzles without a walkthrough if you rely too heavily on these taps.
The Heavy is the Head Relic provides a higher starting point, but these taps will still reduce your enhanced intelligence until it eventually reaches average or below levels - and you'll feel the full brunt of the taps after removing the mask.
If you have Saeko with you and a smartphone (it still gets service down here, weirdly enough), she can communicate with her colleagues on the surface and collaborate on some truly revolutionary purification techniques for this water, involving a multi-step filtration, exact temperature distillation, and incredibly clever use of some nearby Abyss-adapted plants designed specifically to target the corruptive effects of this water. It's incredibly advanced stuff, and she's sure to win some awards for it when she's back on the surface. Her purification slows down the intelligence loss from drinking this water by a factor of 10.
You can safely use these taps for bathing with no ill effects. This would probably be good for group morale.Interestingly, these fish don't so much as flinch when you swim up, not even trying to swim away when you reach out to grab them. It's almost as if they've evolved to simply give up and submit whenever a predator in this layer comes after them.
I hope you like sushi and sashimi, because without some specialized Relics, cooking them underwater would be a challenge. They're completely safe to eat raw, though. They taste like wild fatty fish in the same way domesticated cow tastes like wild bison; they taste like how a fish would taste if it were specifically bred and selected for food for many millennia, in the same way humans domesticated cows over millennia - and then some. They are the meatiest, most savory, most buttery fish you could ever possibly eat, lacking all basic survival mechanisms and now being nothing more than aquatic livestock. Whatever did this to them clearly had unimaginable patience.
The Miasma they're contaminated with has a much simpler, more direct effect than food on other layers does: it corrupts your body with the same transformative effects seen throughout the rest of the Abyss, essentially subtracting 2 corruption points from your total for each day's worth of fish you eat. This isn't affected by Saeko’s ability.Most of the water in this layer is quite salty and not suitable for drinking, but there are pockets of water, denoted by their lighter color and differing algae from the surrounding water, that are fresh and safe for drinking.
Like the Crevasse Carp, they have a very simple, pure corruptive effect, costing 1 corruption point for every day of water you drink. Again, Saeko can't reduce this effect.[[Appearance]]
[[Inventory]]
<<if $mc.curses.length > 0>>\
[[Curses]]
<</if>>\
<<if $hiredCompanions.length> 0>>\
[[Party|Party Sidebar]]
<</if>>\
<<if setup.haveNotepad>>\
[[Layer Notes]]
<</if>>\
/*[[Debug Menu]]*/
<br><<nobr>>
<<if $endSpectre > 0>>
The Spectre of the End will come for you in <<print (900 - $time + $endSpectre)>> days.<br><br>
<</if>>
<<if $hexflame > 9>>
@@.alert1;You currently have <<print $hexflame - 9>> jinxed flame counters, increasing travel times by <<print Math.trunc($hexflame / 10)>> and increasing corruption gain by <<print (5 * Math.trunc($hexflame / 10))>> on every layer other than layer 6.@@<br><br>
<</if>>
<b>Curses:</b>:<br>
<<for _i = 0; _i < $mc.curses.length; _i++>>
<<capture _i>>
<<if $mc.curses[_i].name === "Below the Veil">>
<<print "[[" + Creepify.encode("Below the Veil") + "|Curse Info][$temp = _i]]">><br>
<<else>>
<<print "[[$mc.curses[_i].name|Curse Info][$temp = _i]]">><br>
<</if>>
<</capture>>
<</for>>
<</nobr>>
<<back [[$menuReturn]]>><<nobr>>
!<<if $mc.curses[$temp].name === "Below the Veil">>
<<print Creepify.encode("Below the Veil")>><br>
<<else>>
<<print $mc.curses[$temp].name>>
<</if>>
<</nobr>>
[img[setup.ImagePath+$mc.curses[$temp].pic]]
<<print $mc.curses[$temp].description>>
//Corruption value: $mc.curses[$temp].corr//
<<back>><<nobr>><<CarryAdjust>>
<<if $debt > 0>>
@@.alert1;You have $debt dubloons of debt, which you must pay before voluntarily settling down for any habitation.@@<br><br>
<</if>>
You have $items[0].count days of single-use water rations.<br>
You have $items[1].count days of food.<br>
You have $items[2].count unfilled flasks.<br>
You have $items[3].count days of water in filled flasks.<br>
<<if $items[3].count>0 >>
[[Organize your drinking water|Flask Order]]<br>
<</if>>
<hr>
<b>Items:</b><br>
<<for _i = 0; _i < $items.length; _i++>>
<<capture _i>>
<<if $items[_i].count > 1 || $items[_i].count < 0>>
<<print "[[$items[_i].name|Item Info][$temp = _i]]">><<print " ">><<print $items[_i].count>><br>
<<elseif $items[_i].count === 1>>
<<print "[[$items[_i].name|Item Info][$temp = _i]] ">>
<br>
<</if>>
<</capture>>
<</for>>
<hr>
<<if $ownedRelics.length > 0>>
<b>Relics:</b><br>
<<for _i = 0; _i < $ownedRelics.length; _i++>>
<<capture _i>>
<<print "[[$ownedRelics[_i].name|Relic Info][$temp = _i]]">><<if setup.functionalRelics.contains($ownedRelics[_i].name)>> ☸<</if>><br>
<</capture>>
<</for>>
<</if>>
<br>
<<set $total_value_relics=0>>
<<for _i = 0; _i < $ownedRelics.length; _i++>>
<<set $total_value_relics = $ownedRelics[_i].value + $total_value_relics>>
<</for>>
The total value of all your Relics is $total_value_relics dubloons.<br><hr>
<<if $relicSwap.length > 0>>
<<for _i = 0; _i < $relicSwap.length; _i++>>
<<capture _i>>
You have swapped the abilities of the $relicSwap[_i][0].name and the $relicSwap[_i][1].name.<br>
<</capture>>
<</for>>
<br>
<</if>>
<<if $DaedalusFly>>
Your personal carrying capacity is only <<print Math.round($carryWeight)>> kg now that you are flying. If you went back to walking, you would be able carry double that amount.<br>
<<else>>
Your personal carrying capacity is <<print Math.round($carryWeight)>> kg.<br>
<</if>>
Your team has a total carrying capacity of <<print Math.round($totalCarry)>> kg.<br>
Your team is currently carrying <<print setup.carriedWeight.toFixed(1)>> kg.<br><br>
<div class="progress-bar-container">
<<set _percent = (setup.carriedWeight / $totalCarry) * 100>>
<<if _percent <= 50>>
<<set _color = "#4CAF50">> <!-- Green for 50% and below -->
<<elseif _percent <= 75>>
<<set _color = "#FFC107">> <!-- Yellow for 51% to 75% -->
<<else>>
<<set _color = "#F44336">> <!-- Red for 76% and above -->
<</if>>
<<print "<div class=\"progress-bar-fill\" style=\"width:" + _percent + "%; background-color:" + _color + ";\"></div>">>
</div>
<br><br>
<<back [[$menuReturn]]>>
<</nobr>>You've reached the end of your journey due to a successful habitation ending. Was it worth it? Did you find what you were looking for?
You can find your collection of Relics in your inventory, and your Curses in the stats page.
Feel free to begin a new journey, by restarting and choosing the hard mode option. Also feel free to post your build on the thread for the game, the creator of this adaptation always loves to see how people's adventures went!
<h1 class="gameover">THE END</h1><<Equipment>>\
Use this page ONLY to adjust numbers due to interactions that save you money or resources that are not already accounted for in the game, or if there was a bug.
Do not cheat or fear the consequences of angering the things that lurk deep in the Abyss.
[[Adjust dubloons]]
[[Adjust corruption]]
[[Adjust time]]
[[Adjust water]]
[[Adjust food]]
[[Adjust bullets]]
Many options have their abilities as something like a light source or heat source automatically accounted for, but if you find a Relic or combination that you think should give you an ability and it doesn't, use one of the following options to give that ability to yourself.
Click this if you have found something that can be used for cutting like a sword:
[[I have a Cutting Instrument|Adjustments][$cut = 1]]
[[No Cutting Instrument|Adjustments][$cut = 0]]
Click this if you have found something that can be used as a light source:
[[I have a Light|Adjustments][$light = 1]]
[[No Light|Adjustments][$light = 0]]
Click this if you have found something that can be used to persistently keep you warm:
[[I have protection from cold|Adjustments][$heatOverride = true]]
[[No protection from cold|Adjustments][$heatOverride = false]]
Click this if you have found something that can be used to persistently keep from overheating:
[[I have protection from heat|Adjustments][$coolOverride = true]]
[[No protection from cold|Adjustments][$coolOverride = false]]
Click this if you have found something that can be used as a climbing rope:
[[I have something that can be a Rope|Adjustments][$rope = 1]]
[[No Rope|Adjustments][$rope = 0]]
Click this if you have found something that can be used for swimming underwater, similar to scuba gear:
[[I have something that can be used for Swimming|Adjustments][$scuba = 1]]
[[No Swimming|Adjustments][$scuba = 0]]
<<if $abyssKnow === 1>>Click this if you'd like to disable the use of your Abyssal knowledge from the encyclopedia, smartphone or Saeko (This will result in more side effects from foraging):
[[Turn off abyssal knowledge|Adjustments][$abyssKnowCheatoff = true]]
<<elseif $abyssKnow === 0 && ($hiredCompanions.some(e => e.id === setup.companionIds.saeko) || $items[5].count > 0 || setup.haveSmartphone)>>Click this if you'd like to enable the use of your Abyssal knowledge from the encyclopedia or Saeko (This will result in less side effects from foraging):
[[Turn on abyssal knowledge|Adjustments][$abyssKnowCheatoff = false]]
<</if>>
If you would like to use a Relic or combination of Relics to trade with the surface, similar to a commerce balloons function, then use the following:
[[Simulate the functionality of a commerce balloon|Commerce Balloon]]
[[Adjust Companion Affection|Adjust Affection]]
[[Adjust Curses]]
[[Adjust Relics]]
[[Debug Menu]]
[[Confirm Adjustments|$menuReturn]][[Surface Hub][$currentLayer = 0]]
[[Layer1 Hub][$currentLayer = 1]]
[[Layer2 Hub][$currentLayer = 2]]
[[Layer3 Hub][$currentLayer = 3]]
[[Layer4 Hub][$currentLayer = 4]]
[[Layer5 Hub][$currentLayer = 5]]
[[Layer6 Hub][$currentLayer = 6]]
[[Layer7 Hub][$currentLayer = 7]]
[[Layer8 Hub][$currentLayer = 8]]
[[Layer9 Hub][$currentLayer = 9]]
[[Layer10 1][$currentLayer = 10]]
[[Layer11 1][$currentLayer = 11]]
<<if $time > 0>>
[[View time spent in each layer|Time Stats]]<br>
<</if>>
[[All Curses]]
[[Pick up the Pulse Bloom]]
[[Pick up the Luminous Phantasmagoria]]
[[Take on The Maxim]]
[[Layer1 Bandits Won]]
[[check values]]
[[Sandbox]]
<<back>>name $mc.name
sex $mc.sex
mindSex $mc.mindSex
osex $mc.osex
ohair $mc.ohair
hair $mc.hair
penis $mc.penis
openis $mc.openis
doublePenis $mc.doublePenis
penisCor $mc.penisCor
vagina $mc.vagina
gender $mc.gender
ogender $mc.ogender
switched $mc.switched
breasts $mc.breasts
obreasts $mc.obreasts
breastsCor $mc.breastsCor
breastsLabel $mc.breastsLabel
lactation $mc.lactation
pregnantT $mc.pregnantT
due $mc.due
tentacle baby $mc.tentaclePreg
gestationJumps: $mc.gestationJumps
ears $mc.ears
oheight $mc.oheight
fit $mc.fit
bodyHair $mc.bodyHair
skinType $mc.skinType
oskinColor $mc.oskinColor
skinColor $mc.skinColor
oeyeColor $mc.oeyeColor
eyeColor $mc.eyeColor
eyeCount $mc.eyeCount
armCount $mc.armCount
legCount $mc.legCount
womb $mc.womb
extraWombs $mc.extraWombs
desc $mc.desc
blood $mc.blood
age $mc.age
appAge $mc.appAge
libido $mc.libido
subdom $mc.subdom
HandicapMovement $mc.HandicapMovement
genderVoice $mc.genderVoice
style $mc.style
style1 $mc.style1
imageIcon $mc.imageIcon
last bandit affection update: $Bandit_LastT
<<back>><<back>>
<<CurseGrid `setup.cursesOnLayer.reduce((a, b) => a.concat(b), [])`>>
<<back>>Curses added and removed on this page will not influence corruption.<br><br>
<<for _i, _layer range setup.cursesOnLayer>>
<<if _i > 0>>
Layer _i:<br>
<<for _cursename range _layer>>
<<set _curse = setup.findCurseBy(c => c.name === _cursename)>>
<<capture _cursename, _curse>>
<<if $mc.hasCurse(_curse.name)>>
<<set _linktext = "Remove " + _cursename>>
<<link _linktext "Adjust Curses">>
<<RemoveCurse _curse>>
<</link>><br>
<<else>>
<<set _linktext = "Take " + _cursename>>
<<link _linktext "Adjust Curses">>
<<set $mc.addCurse(_curse)>>
<</link>><br>
<</if>>
<</capture>>
<</for>>
<</if>>
<</for>>
<br>
<<link "Take all Curses" "Adjust Curses">>
<<for _curse range Object.values(setup.allCurses)>>
<<if !$mc.hasCurse(_curse.name) >>
<<set $mc.addCurse(_curse.copy())>>
<</if>>
<</for>>
<</link>> (including incompatible ones – use at your own risk)<br>
<<link "Remove all Curses" "Adjust Curses">>
<<for _curse range $mc.curses>>
<<RemoveCurse _curse>>
<</for>>
<</link>><br>
[[Return|Adjustments]]Relics added and removed on this page will not influence corruption.<br>
Relics removed this way are returned to the Abyss, not sold or thrown away, so you could pick them up again on the layer they are from.<br>
Relics are removed and added one at a time. To remove all copies of a given Relic, keep removing it until there are none left.<br>
<<for _i, _layer range setup.relicsOnLayer>>
<<if _i > 0>>
Layer _i:<br>
<<for _relicname range _layer>>
<<set _relic = $relics.find(r => r.name === _relicname)>>
<<capture _relicname, _relic>>
<<if $ownedRelics.find(r => r.name === _relic.name) !== undefined>>
<<set _linktext = "Remove " + _relicname>>
<<link _linktext "Adjust Relics">>
<<set setup.returnRelic(_relic)>>
<</link>><br>
<</if>>
<<set _linktext = "Add " + _relicname>>
<<link _linktext "Adjust Relics">>
<<set $ownedRelics.push(_relic)>>
<</link>><br>
<</capture>>
<</for>>
<</if>>
<</for>>
<br>
<<link "Take one of each Relic" "Adjust Relics">>
<<for _relic range $relics>>
<<set $ownedRelics.push(_relic)>>
<</for>>
<</link>><br>
<<link "Remove all Relics" "Adjust Relics">>
<<set $ownedRelics = []>>
<</link>><br>
[[Return|Adjustments]]<<set _mods = Array.from({ length: $hiredCompanions.length }, _ => '0')>>
Enter how much affection you would like each companion to gain.<br><br>
<<for _i, _companion range $hiredCompanions>>
<<if _companion !== $companionGolem>>
<<capture _i>>
_companion.name:<br>
<<textbox '_mods[_i]' _mods[_i]>><br><br>
<</capture>>
<</if>>
<</for>>
<<link 'Confirm' 'Adjustments'>>
<<for _i, _companion range $hiredCompanions>>
<<if _companion !== $companionGolem>>
<<set _companion.affec += parseInt(_mods[_i], 10) || 0>>
<</if>>
<</for>>
<</link>><br>
<<back>><<nobr>>
<<if $timeL1 > 0>>
<<print "You have spent $timeL1 days on the first layer of the Abyss.">><br>
<</if>>
<<if $timeL2 > 0>>
<<print "You have spent $timeL2 days on the second layer of the Abyss.">><br>
<</if>>
<<if $timeL3 > 0>>
<<print "You have spent $timeL3 days on the third layer of the Abyss.">><br>
<</if>>
<<if $timeL4 > 0>>
<<print "You have spent $timeL4 days on the fourth layer of the Abyss.">><br>
<</if>>
<<if $timeL5 > 0>>
<<print "You have spent $timeL5 days on the fifth layer of the Abyss.">><br>
<</if>>
<<if $timeL6 > 0>>
<<print "You have spent $timeL6 days on the sixth layer of the Abyss.">><br>
<</if>>
<<if $timeL7 > 0>>
<<print "You have spent $timeL7 days on the seventh layer of the Abyss.">><br>
<</if>>
<<if $timeL8 > 0>>
<<print "You have spent $timeL8 days on the eighth layer of the Abyss.">><br>
<</if>>
<<if $timeL9 > 0>>
<<print "You have spent $timeL9 days on the ninth layer of the Abyss.">><br>
<</if>>
<<if $waterL1 > 0>>
<<print "You have foraged for water on the first layer $waterL1 times.">><br>
<</if>>
<<if $foodL1 > 0>>
<<print "You have foraged for food on the first layer $foodL1 times.">><br>
<</if>>
<<if $waterL2 > 0>>
<<print "You have foraged for water on the second layer $waterL2 times.">><br>
<</if>>
<<if $foodL2 > 0>>
<<print "You have foraged for food on the second layer $foodL2 times.">><br>
<</if>>
<<if $waterL3 > 0>>
<<print "You have foraged for water on the third layer $waterL3 times.">><br>
<</if>>
<<if $foodL3 > 0>>
<<print "You have foraged for food on the third layer $foodL3 times.">><br>
<</if>>
<<if $waterL4 > 0>>
<<print "You have foraged for water on the fourth layer $waterL4 times.">><br>
<</if>>
<<if $foodL4 > 0>>
<<print "You have foraged for food on the fourth layer $foodL4 times.">><br>
<</if>>
<<if $waterL15> 0>>
<<print "You have foraged for water on the fifth layer $waterL5 times.">><br>
<</if>>
<<if $foodL5 > 0>>
<<print "You have foraged for food on the fifth layer $foodL5 times.">><br>
<</if>>
<<if $waterL6 > 0>>
<<print "You have foraged for water on the sixth layer $waterL6 times.">><br>
<</if>>
<<if $foodL6 > 0>>
<<print "You have foraged for food on the sixth layer $foodL6 times.">><br>
<</if>>
<<if $waterL7 > 0>>
<<print "You have foraged for water on the seventh layer $waterL7 times.">><br>
<</if>>
<<if $foodL7 > 0>>
<<print "You have foraged for food on the seventh layer $foodL7 times.">><br>
<</if>>
<<if $waterL8 > 0>>
<<print "You have foraged for water on the eighth layer $waterL8 times.">><br>
<</if>>
<<if $foodL8 > 0>>
<<print "You have foraged for food on the eighth layer $foodL8 times.">><br>
<</if>>
<<if $waterL9 > 0>>
<<print "You have foraged for water on the ninth layer $waterL9 times.">><br>
<</if>>
<<if $foodL9 > 0>>
<<print "You have foraged for food on the ninth layer $foodL9 times.">><br>
<</if>>
<</nobr>>
<<back>>That's all for this version!
Thank you for playing this version of the interactive adaptation of Abyss Diver by FloricSpacer.
I'd like to hear any feedback about the current state of the game and any bugs or typos you've found!
I'm working on adding the remaining layer soon, though it is pretty labor intensive, so that depends on my free time irl.
As I add more systems and the game gets more complicated under the hood, I expect many bugs that I didn't catch to manifest, so detailed bug reports for any errors you've encountered are very valuable.
If you're interested in seeing the most recent changes to the code or contributing yourself, you should visit our public Github!
https://github.com/FloricSpacer/AbyssDiver
You can also join the new Discord server, where we have regular discussion regarding the game and development.
https://discord.gg/gXnq5rmjxG
Thanks again for playing!Well, it seems you've reached the end of your journey! Anything beyond this point is beyond the scope of this game, but feel free to explore further in your imagination.
Thank you all for playing this game, and for any support or feedback you've given along the way.
Now that you've completed the game, you can visit the wiki and find things you may have missed without any guilt!
https://abyss-diver.fandom.com/wiki/Abyss_Diver_Interactive_Wiki
If you're interested in seeing the most recent changes to the code/writing or contributing yourself, you should visit our public Github!
https://github.com/FloricSpacer/AbyssDiver
You can also join our Discord server, where we have regular discussion regarding the game and development. It's also the best place to leave feedback and suggestions.
https://discord.gg/gXnq5rmjxG
Thanks again for playing! I hope the dive was worth it.
-FloricSpacer<<CarryAdjust>>
Your name is $mc.name and you are a $mc.sex <<PerceivedRace $mc>>.<br><hr>
Your hair color is $mc.hair.<br>
<<if $mc.eyeCount===0>>
You have no eyes, only empty sockets. You are effectively blind without the use of Relics and you need your companions to guide you.<br>
<<elseif $mc.eyeCount===1 && $BionicEye>>
You have lost both of your biological eyes and in one of your sockets you have the Moonwatcher Relic,
which allows you to perceive the world even better than when you had both your normal eyes.<br>
<<elseif $mc.eyeCount===1>>
You only have 1 eye, which is colored $mc.eyeColor. You can still see quite well,
but depth perception has become quite hard. <br>
<<elseif $mc.eyeCount===2 && $BionicEye>>
You have one natural $mc.eyeColor eye left. Your other eye has been replaced with the Moonwatcher Relic,
which allows you to perceive the world even better than when you had both your normal eyes.<br>
<<else>>
You have two normal, $mc.eyeColor eyes.<br>
<</if>>
You have $mc.skinColor colored $mc.skinType skin.<<if $mc.skinType.includes("furred") >> <<print setup.allCurses.MaximumFluff.appDesc>><</if>><br>
<<if $mc.armCount===1>>You only have one arm. <<if $BionicArm>>It is a pretty cool bionic arm though, with anti-gravity abilities.<</if>><<elseif $mc.armCount>2>>You have more arms now than you started with. You're not used to it yet, so they still get in the way.<<if $BionicArm>>One of them is a bionic arm though, with anti-gravity abilities.<</if>><<elseif $mc.armCount===2 && $BionicArm>>One of your arms has been replaced with a bionic arm with anti-gravity abilities.<br><</if>>
<<if $mc.legCount===1>>You only have one leg. <<elseif $mc.legCount===0>> You don't have any legs anymore. <<if $mc.hasCurse("Seafolk")>> Instead you have a beautiful finned tail. Could you be considered a <<if $mc.appGender<5>>merman<<else>>mermaid<</if>> now?<</if>><br><</if>>
<hr>
You are <<BodyHeightText>> tall.<br>
You have $mc.ears ears.<br>
You are <<ShowAge $mc.realAge>> old<<if Math.round(12 * $mc.realAge) !== Math.round(12 * $mc.appAge)>>, but you appear to be <<ShowAge $mc.appAge>> old<</if>><<if $eternalYouth < 9999>> and you will never appear to be any older due to your biological immortality granted by the Fountain of Youth<</if>>.
<br><hr>
<<if $DaedalusEquip>> You appear to have two $relic73.variation wings sprouting from your back. However, in reality, this is the Daedalus Mechanism.<br><hr><</if>>
<<if $companionSwitched > 0>>
You are in the body originally belonging to <<print setup.id2name($companionSwitched)>> and <<print setup.id2name($companionSwitched)>> is in your old body.<br><hr>
<</if>>
<<if $mc.subdom > 0>>
You feel you've become more submissive than you were when you started this journey.<br><hr>
<<elseif $mc.subdom < 0>>
You feel you've become more dominant than you were when you started this journey.<br><hr>
<</if>>
<<if $mc.hasCurse("Horny")>>
You have <<if $hornCount === 1>>a<<else>>two<</if>> noticeable $hornAdjective $hornVariation horn<<if $hornCount > 1>>s<</if>> protruding from
<<switch $hornVariation>>
<<case "rhino">>
your nose.<br><hr>
<<default>>
<<if $hornCount === 1>>the center of your forehead<<else>>your head<</if>>.<br><hr>
<</switch>>
<</if>>
<<if $mc.gender <= 1>>
You appear as a typical man, with a distinctively masculine facial structure and a body profile that clearly reads as male from a distance.<br>
<<elseif $mc.gender === 2>>
You appear as a man, but your features are somewhat softer than average. While no one would mistake you for a woman, the term "twink" might come to mind for some observers.<br>
<<elseif $mc.gender === 3>>
You have a notably androgynous appearance. With clothes on, most people might perceive you as an effeminate man, while others could see you as a more masculine woman.<br>
<<elseif $mc.gender === 4>>
You have a strikingly androgynous appearance. With clothes on, most people might perceive you as a masculine woman, while others could see you as a more feminine man.<br>
<<elseif $mc.gender === 5>>
You appear as a woman with slightly masculine features. Many people might assume you have a tomboyish style based on your appearance.<br>
<<elseif $mc.gender >= 6>>
You appear as a typical woman, with a feminine facial structure and a body profile that is unmistakably female from a distance.<br>
<</if>>
<hr>
<<if $mc.penisCor>=1>>
<<if $mc.penisCor === 1>>
You have a tiny penis of <<PenisLengthText>>, which is honestly barely larger than a clitoris.
<<elseif $mc.penisCor <= 2.5>>
You have a very small penis of <<PenisLengthText>>. You need some very tight pants to show something that even remotely resembles a bulge in your crotch.
<<elseif $mc.penisCor <= 3.5>>
You have a small penis of <<PenisLengthText>>. You are a bit self conscious about it, but it works perfectly well.
<<elseif $mc.penisCor <= 4.5>>
You have a below average penis of <<PenisLengthText>>. Yeah, you know it's not that big, but you try not to get too hung up on it.
<<elseif $mc.penisCor <= 5.5>>
You have a pretty average penis of <<PenisLengthText>>. Nothing to be ashamed of, but nothing to write home about either.
<<elseif $mc.penisCor <= 6.5>>
You have a totally average penis of <<PenisLengthText>>, very typical for a man in your demographics.
<<elseif $mc.penisCor <= 7.5>>
You have a slightly above average penis of <<PenisLengthText>>, not anything out of the ordinary, but some people may particularly enjoy it.
<<elseif $mc.penisCor <= 8.5>>
You have a large penis of <<PenisLengthText>>, people who like larger sizes are likely to be impressed.
<<elseif $mc.penisCor <= 9.5>>
You have a very large penis of <<PenisLengthText>>, size queens dream of meeting someone like you, but tighter orifices can be a bit of an issue occasionally.
<<elseif $mc.penisCor > 9.5 && $mc.penisCor < 100>>
You have an enormous penis of <<PenisLengthText>>. Are you even going to able to have sex with this monster schlong?
<<elseif $mc.penisCor >= 100>>
You have a truly gargantuan penis that hangs at a size of <<PenisLengthText true>> long. Sex with normal sized people would need to be very different than it used to be.
<</if>>
<<if $mc.doublePenis>>
In fact you have two of them!
<</if>>
<br>
<</if>>
<<if $mc.vagina === 1>>
<<if $mc.hasCurse("Colossal-able")>>
You have a cavernous pussy sitting between your legs, most of your lovers would be able to fit their entire body inside you without even filling you up.
<<elseif $mc.hasCurse("Minish-ish")>>
You have a miniscule pussy to match your size, making it very difficult to have sex with normal-sized people.
<<else>>
You have a nice pussy sitting between your legs, pretty typical for a woman in your demographics.
<</if>>
<br>
<</if>>
<<if $mc.vagina === 0 && $mc.penisCor === 0>>
You have a smooth and featureless doll-like groin.
<br>
<</if>>
<<if $mc.extraWombs.length > 0 >>
<br>You have an extra womb in your $mc.extraWombs[0].
<</if>>
<<if $mc.extraWombs.length > 1>>
<br>You have another extra womb in your $mc.extraWombs[1].
<</if>>
<<if $mc.breastsCor < 1>>
You possess a flat, <<GenderPronoun>> chest, sleek and unassuming.
<<elseif $mc.breastsCor < 2>>
Your AA cup chest is subtle and delicate, making you stand out from the crowd in your own unique way.
<<elseif $mc.breastsCor < 3>>
Adorning your chest are charming A cup breasts, petite yet alluring.
<<elseif $mc.breastsCor < 4>>
Your B cup breasts are soft and supple, a perfect balance between size and grace.
<<elseif $mc.breastsCor < 5>>
Blessed with perfectly round C cup breasts, you exude a natural elegance.
<<elseif $mc.breastsCor < 6>>
Your D cup breasts are generously sized, offering a delightful handful to admire.
<<elseif $mc.breastsCor < 7>>
With larger than most E cup breasts, you command attention and admiration.
<<elseif $mc.breastsCor < 8>>
Your F cup breasts are becoming quite substantial, but you carry them with poise and confidence.
<<elseif $mc.breastsCor < 9>>
Your G cup breasts are voluptuous, requiring extra care to avoid potential back pain.
<<elseif $mc.breastsCor < 10>>
Your H cup breasts are stunningly ample, making it important to be mindful of potential back pain.
<<elseif $mc.breastsCor < 11>>
Your I cup breasts are exceptionally full, so it's wise to watch out for serious back pain.
<<elseif $mc.breastsCor < 12>>
With your J cup breasts, it's essential to be cautious of serious back pain due to their impressive size.
<<elseif $mc.breastsCor < 13>>
Your K cup breasts are truly striking, but be aware of the risk for serious back pain.
<<elseif $mc.breastsCor < 14>>
Boasting L cup breasts, you should remain vigilant for potential serious back pain.
<<elseif $mc.breastsCor < 15>>
Your M cup breasts are both captivating and challenging, making it important to watch for serious back pain.
<<elseif $mc.breastsCor < 16>>
With your N cup breasts, it's crucial to be cautious of very serious back pain.
<<elseif $mc.breastsCor < 17>>
Your O cup breasts are astounding, but it's important to watch out for very serious back pain.
<<elseif $mc.breastsCor < 18>>
Possessing P cup breasts, you should be mindful of the risk for very serious back pain.
<<elseif $mc.breastsCor < 19>>
With your Q cup breasts, it's essential to watch out for very serious back pain.
<<elseif $mc.breastsCor < 20>>
Your R cup breasts are truly magnificent, but be cautious of the potential for very serious back pain.
<<elseif $mc.breastsCor >= 20>>
Boasting an incredible S cup size, you must always be vigilant for the risk of extremely serious back pain.
<</if>>
<<if $time-$menCycleT-$menCycleVar>20 && $menCycleFlag>>
They are a bit sore at the moment.
<</if>>
<br>
<<if $mc.lactation > 1 >>
<<print "You are heavily lactating at all times, and need frequent milking breaks. Ignoring this causes your breasts to get sore and expand rather quickly. ">><br>
<<elseif $mc.lactation > 0 >>
<<print "You are lactating at all times, but thankfully it's just enough to be a bit annoying. ">><br>
<</if>>
<<if $mc.tail.length > 0>>
<<for $i = 0; $i < $mc.tail.length; $i++>>
You have a $mc.tail[$i] tail right above your butt.<br>
<</for>>
<br>
<</if>>
<hr>
<<if $dollevent2>>
You find yourself wearing a tattered pink dress that bears a striking resemblance to the one worn by your doll. Frustratingly, this situation prevents you from changing into other clothes, even in extreme conditions.
<<if $dolleventWet>0>>
To make matters worse, you are also stuck wearing a disposable-type diaper beneath your dress. No matter how hard you try, it remains securely fastened around your waist, with the tapes seemingly nonfunctional.
<</if>>
<br><hr>
<</if>>
<<if $WettingSolution===2>>
Instead of your typical underwear, you now don Maru's protective absorbent underwear. However, calling it merely "protective" seems like a gross understatement. Maru designed it to be so bulky that it feels as if you're walking around in a cloth diaper.
<</if>>
<<if $crumbleFluid > 0>>
Due to the consumption of crumbleweed from the fifth layer, your production of sexual fluids has increased by <<print $crumbleFluid>>%<<if $mc.hasCurse("Leaky")>>, and your overall production has even doubled due to your 'Leaky' Curse<</if>>. <<if $crumbleFluid > 50>>Try not to get too dehydrated if you're especially sexually active.<</if>><<print " ">>
<<elseif $mc.hasCurse("Leaky")>>
Your overall production of sexual fluids has doubled due to your 'Leaky' curse.
<</if>>
<<if $mc.hasCurse("Semen Demon")>>
You must drink <<print ($mc.curses.filter(c => c instanceof SemenDemon).reduce((v, c) => v + c.amount, 0) * 10)>> ml of sexual fluids every day, or else you feel as though you were starving. This averages <<print ($mc.curses.filter(c => c instanceof SemenDemon).reduce((v, c) => v + c.amount, 0) * 2)>> loads per day.
<<if $mc.curses.some(e =>
e instanceof SemenDemon && (
($mc.penis > 0 && e.fluidType !== 'vaginal fluids') ||
($mc.vagina > 0 && e.fluidType !== 'semen')
))
>>
You can supply yourself with <<print Math.floor($mc.fluids/100*2)>> loads a day.
<</if>>
<<if $SemenDemonVec.length > 0>>
<<if $SemenDemonVec.length === 1>>
<<print $SemenDemonVec[0].name>>
<<else>>
<<print `${$SemenDemonVec.slice(0, -1).map(c => c.name).join(', ')} and ${$SemenDemonVec.at(-1).name}`>>
<</if>>
<<if $SemenDemonVec.length === 1>>is<<else>>are<</if>> providing you with <<print 2 * $SemenDemonVec.map(c => c.fluids / 100).reduce((a, b) => a + b, 0)>> loads a day.
<</if>>
<<print " ">>
<</if>>
<<set _quotaCount = setup.activeCurseCount("Quota")>>
<<if _quotaCount > 0>>
You need to directly bring other people to orgasm <<if $mc.hasCurse("Sleep Tight")>><<print (_quotaCount * 3)>><<else>><<print (_quotaCount * 2)>><</if>> times per day, or else you feel a huge wave of exhaustion and difficulty focusing, as if you hadn't slept for several days. <<if $mc.hasCurse("Blushing Virgin")>>And yet every time feels like your first time ever, making it a bit awkward to save time with group sessions!<</if>><<print " ">>
<</if>>
<<set _limelightCount = setup.activeCurseCount("In the Limelight")>>
<<if _limelightCount > 0>>
You need to be the focus of <<print (_limelightCount * 50)>> orgasms per day, even if you are not causing them directly, or else you cease to feel joy entirely, falling into a deep depression. On top of that, your misadventures in the Abyss are now streamed to quite a lot of people. This means <<if $mc.hasCurse("Semen Demon") || $mc.hasCurse("Quota")>>not only you have to have sex with so many people, but also <</if>>you have to keep a steady supply of dirty photos and videos featuring you circling around for others to masturbate to. <<if $mc.hasCurse("Blushing Virgin")>>This line of work really does not go well with someone as shy as you! <</if>><<print " ">>
<</if>>
<<if $bewitchBabies > 0>>
Due to your consumption of the contaminated rainwater of the second layer, your fertility has greatly increased. The average amount of babies born from any pregnancy you're involved in is increased by <<print $bewitchBabies>>.<<print " ">>
<</if>>
<<if $algalSize > 0>>
Your <<if $mc.sex === "male">>testicles are<<elseif $mc.sex === "female">>clitoris is<<else>>testicles and clitoris are<</if>> approximately <<print (10 * $algalSize)>>% larger than usual due to drinking contaminated melted snow from the fourth layer.<<print " ">>
<</if>>
<<if $mc.hasCurse("Weakling")>>
<<if $mc.fit > 8>>
Training with the World Stone has granted you a fit physique, particularly well-defined arm muscles. If it wasn't for your Curse, this would allow you to carry more weight and might have even marginally decreases your travel time.
<<elseif $mc.fit > 6>>
You possess a well-toned, athletic body. If it wasn't for your Curse, you might have been able to carry slightly more weight and required a bit less time to travel than a regular adventurer.
<<elseif $mc.fit > 4>>
You have an unremarkable yet healthy body, but thanks to your Curse you are as weak as a babe.
<<else>>
Your body appears rather out of shape - although with your Curse, no amount of exercise would improve your physical ability.
<</if>>
<<else>>
<<if $mc.fit > 8>>
Training with the World Stone has granted you a fit physique, particularly well-defined arm muscles. This will allow you to carry more weight and may even marginally decrease your travel time.
<<elseif $mc.fit > 6>>
You possess a well-toned, athletic body. Thus, you might be able to carry slightly more weight and require a bit less time to travel than a regular adventurer.
<<elseif $mc.fit > 4>>
You have an unremarkable yet healthy body.
<<else>>
Your body appears rather out of shape, and you could certainly benefit from some exercise. Consequently, you can carry significantly less and must take more frequent breaks while traveling compared to a fit expedition leader.
<</if>>
<</if>>
<br><hr>
<<if $AegisWear>>Although imperceptible to an outside observer, your natural skeleton has been seamlessly replaced with a lightweight and resilient orichalcum framework.<br><hr><</if>>
<<if 120 <= setup.daysConsideredPregnant($mc) && setup.daysConsideredPregnant($mc) < 180 && !$menFirstCycle>>
Your pregnancy is now visibly noticeable, with your belly round and growing. You occasionally feel a gentle flutter within, a reminder of the life blossoming inside you.<br><hr>
<<elseif 120 <= setup.daysConsideredPregnant($mc) && setup.daysConsideredPregnant($mc) < 180 && $menFirstCycle>>
You've gained some weight, and your belly has become rounder. Every so often, you experience ticklish spasms from within, possibly a sign of your baby's movements.<br><hr>
<<elseif 180 <= setup.daysConsideredPregnant($mc) && setup.daysConsideredPregnant($mc) < 240>>
Your belly is now large and unmistakably that of a pregnant person. Your child's movements within your womb are frequent, and at times, the intensity of the sensations surprises you.<br><hr>
<<elseif setup.daysConsideredPregnant($mc) >= 240 && setup.daysUntilDue($mc) > 0>>
Your belly is sizable and clearly pregnant. Your child often tries to move and kick<<if $mc.tentacleFucked>>, although sometimes it feels more like slithering<</if>> within your womb, but space is becoming limited. The sensations can be quite intense, but you sense that your pregnancy is nearing its end.<br><hr>
<</if>>
<<if !(setup.isPregnant($mc) && 120 <= setup.daysConsideredPregnant($mc)) && $time - $MaximCycleT > 28 && $MaximCycleT_flag>>
Your belly has expanded significantly due to the parasite's growth. Each of its movements is clearly visible when you observe your midsection. To the unsuspecting eye, you could easily be mistaken for someone who is six months pregnant.<br><hr>
<<elseif !(setup.isPregnant($mc) && 120 <= setup.daysConsideredPregnant($mc)) && $time - $MaximCycleT > 21 && $MaximCycleT_flag>>
The parasite within you has grown noticeably. Each of its motions feels like a distinct push against your inner walls. To an unknowing observer, your expanded belly might suggest early pregnancy.<br><hr>
<<elseif !(setup.isPregnant($mc) && 120 <= setup.daysConsideredPregnant($mc)) && $time - $MaximCycleT > 14 && $MaximCycleT_flag>>
You sense the parasite's growth as a series of gentle flutters inside. Though your clothing might hide the slight bulge in your belly, to you, it appears as though the early stages of a pregnancy are setting in.<br><hr>
<</if>>
<<if $mc.libido < 1>>
You have a very low libido, without much interest at all in sex.
<<elseif $mc.libido < 2>>
You have a below average libido, you sometimes thinks about sex, but most of the time you are still pretty indifferent about it.
<<elseif $mc.libido < 3>>
You have your normal libido, being somewhat interested in sex, but you can certainly control yourself.
<<elseif $mc.libido < 4>>
You have a slightly elevated libido. You will feel hot and bothered more regularly than you are accustomed to. Uncomfortable, but manageable.
<<elseif $mc.libido < 5>>
You have an elevated libido. Your sexual urges are frequent and very difficult to resist. Can be only barely hidden; leading a normal lifestyle will be possible, but frequently frustrating.
<<elseif $mc.libido < 6>>
Your libido would be considered a symptom of a mental disorder. You're hopelessly addicted to sex, and it is impossible to keep your desired hidden.
<<elseif $mc.libido < 7>>
You desire sex about as much as basic necessities as food and water, perhaps slightly more. You go to great lengths for sex, and it dominates your life.
<<elseif $mc.libido >= 7>>
You need sex constantly - having sex will only sate your hunger for a matter of minutes, and you will find little meaning in things that don't lead to you having more sex.
<</if>>
<br>
<<if $mc.loweredStandards > 0 && $mc.loweredStandards < 30>>
You notice you're not as picky about who you find attractive as you used to be, or maybe everybody is just a bit more good-looking than they used to be.<br>
<<elseif $mc.loweredStandards >= 30 && $mc.loweredStandards < 60>>
You have had sexual fantasies about a lot more people than normal. Since when did the number of attractive people get so high?<br>
<<elseif $mc.loweredStandards >= 60>>
It's getting crazy how much more attractive everybody has become. Everybody basically looks like a knock-out hottie!<br>
<</if>>
<<if $HeavyHeadwear>>
Your thoughts are organized and focused, and you are able to understand complex concepts and ideas with ease.<br>
<<elseif $IQdrop > 25>>
You are still able to function and hold conversations with people, but most of the time you aren't quite mentally there anymore. Congratulations, you have become a certified <<if $mc.appGender<=5>>himbo! <<else>>bimbo! <</if>><br>
<<elseif $IQdrop > 20>>
Thinking has become so tiring that you try to do it as little as possible. It does cause you to sometimes lose track of what people are talking about, but most of the time when you just <<if $mc.appGender<=5>>smile and wink <<else>>giggle or bite your lip <</if>>people think its fine anyway.<br>
<<elseif $IQdrop > 15>>
You now have clear indications of mental deteroia.. detroiatici... thinking has become harder. You have noticed that your speech has been affected by it more and more. At least you can still get your message across.<br>
<<elseif $IQdrop > 10>>
You feel like you have slowed down mentally compared to normal. It's not that you suddenly forgot everything you learned but it just feels like your head is tired all the time. Maybe a little less thinking will allow you to recover a bit.<br>
<</if>>
<hr>
<<if $mc.curses.length > 0>>
<<for _i = 0; _i < $mc.curses.length; _i++>>
<<print $mc.curses[_i].appDesc>>
<<if _i === $mc.curses.length-1>>
<br>
<</if>>
<</for>>
<hr>
<</if>>
Overall the world would probably see you now as a <<PerceivedStature $mc>> <<PerceivedRace $mc>> <<PerceivedGender $mc>>.<br><br>
<<back [[$menuReturn]]>>Notes on layers visited:<br>
<<if $visitL1>>
<br>[[Layer 1 - Arcadia's Garden|Layer1 notes]]
<</if>>
<<if $visitL2>>
<br>[[Layer 2 - Dewdrop Rain Underbrush|Layer2 notes]]
<</if>>
<<if $visitL3>>
<br>[[Layer 3 - Veins of Tartarus|Layer3 notes]]
<</if>>
<<if $visitL4>>
<br>[[Layer 4 - Hoarfrost Wastes|Layer4 notes]]
<</if>>
<<if $visitL5>>
<br>[[Layer 5 - Windswept Potpouri Sands|Layer5 notes]]
<</if>>
<<if $visitL6>>
<br>[[Layer 6 - Cinders of Dis|Layer6 notes]]
<</if>>
<<if $visitL7>>
<br>[[Layer 7 - Sealed City of Agartha|Layer7 notes]]
<</if>>
<<if $visitL8>>
<br>[[Layer 8 - Labyrinthine Bedlam|Layer8 notes]]
<</if>>
<<if $visitL8>>
<br>[[Layer 9 - Reaches of Oceanus|Layer9 notes]]
<</if>>
<br><br>
<<back>>How many dubloons would you like to add? (Use a negative number to subtract)
<<textbox '_input' ''>>
<<link 'Confirm' 'Adjustments'>>
<<set _parsed = parseInt(_input, 10) || 0>>
<<set $dubloons += _parsed>>
<</link>>
<<back>>How many corruption points would you like to add? (Use a negative number to subtract)
<<textbox '_input' ''>>
<<link 'Confirm' 'Adjustments'>>
<<set _parsed = parseInt(_input, 10) || 0>>
<<set $corruption += _parsed>>
<</link>>
<<back>>How many days would you like to add? (Use a negative number to subtract)
This will not consume food, water, or any other resources, but it will affect timers such as pregnancy time.
<<textbox '_input' ''>>
<<link 'Confirm' 'Adjustments'>>
<<set _parsed = parseInt(_input, 10) || 0>>
<<set _parsed = Math.max(_parsed, -$time)>>
<<set $time += _parsed>>
<</link>>
<<back>>How many water rations would you like to add? (Use a negative number to subtract)
<<textbox '_input' ''>>
<<link 'Confirm' 'Adjustments'>>
<<set _parsed = parseInt(_input, 10) || 0>>
<<set _bottledIndex = setup.flaskLabels.indexOf('Bottled water')>>
<<set _parsed = Math.max(_parsed, -$flaskMatrix[_bottledIndex])>>
<<set setup.item('Bottled Water').count += _parsed>>
<<set $flaskMatrix[_bottledIndex] += _parsed>>
<</link>>
<<back>>How many food rations would you like to add? (Use a negative number to subtract)
<<textbox '_input' ''>>
<<link 'Confirm' 'Adjustments'>>
<<set _parsed = parseInt(_input, 10) || 0>>
<<set _parsed = Math.max(_parsed, -setup.item('Food Rations').count)>>
<<set setup.item('Food Rations').count += _parsed>>
<</link>>
<<back>>Using your balloon, you're able to send up any Relics you want to sell and get back any items you want to buy (or just dubloons if you'd prefer).
<<nobr>>
<<if $tunnelUsed === 1>>
<br>[[Ask people on the surface to look for the items you sent to the surface from the One-sided Tunnel|Balloon Tunnel Retrieval]]<br><br>
<</if>>
[[Send a request to the Outset Town Administration|Balloon Admin]]<br>
<<if $items[19].count > 0>>
[[Send a request to the Relic Workshop|Balloon Workshop]]<br>
<</if>>
<<if $items[18].count > 0>>
[[Send a request to the inn on the surface|Balloon Inn]]<br>
<</if>>
<</nobr>>[[Sell Relics|Balloon Sell1]]
[[Buy items|Balloon Store1]]
[[Finish using balloon to trade|$hubReturn]]<<CarryAdjust>>
Here you can permanently sell any of your collected Relics for a nice haul of dubloons. You can use this to fund further expeditions, pay off your debt, or just get a nice payday at the end of your expedition.<br><br>
<<if $ownedRelics.length < 1>>
You have no Relics to sell.<br>
<<else>>
Choose the Relic you would like to sell:<br>
<</if>>
<<for _relic range $ownedRelics>>
<<capture _relic>>
<<set _linkText = `Sell ${_relic.name} for ${setup.sellValue(_relic)} dubloons`>>
/* Add a bit of indentation: */
<<switch _relic.name>>
<<case "Creepy Doll">>
<<if $creepydoll.affec > 5>>
You can't seem to part ways with the Creepy Doll...
<<else>>
[[_linkText|Balloon Sell1][setup.sellRelic(_relic)]]
<</if>>
<<case "World Stone">>
<<if $LilyPromise>>
[[_linkText|Balloon Sell1][setup.sellRelic(_relic), setup.modAffection('Lily', -5)]]
You promised Lily she could use the World Stone at the end of your journey. Selling it now will surely disappoint her greatly.
<<else>>
[[_linkText|Balloon Sell1][setup.sellRelic(_relic)]]
<</if>>
<<case "Everhevea">>
<<if setup.item('Empty Flask').count >= 2>>
[[_linkText|Balloon Sell1][setup.sellRelic(_relic), setup.item('Empty Flask').count -= 2]]
<<else>>
You need to empty the Everhevea to sell it (have at least two empty flasks in your inventory).
<</if>>
<<case "Moonwatcher">>
<<if $BionicEye>>
_relic.name: You can't sell Relics that have become part of your body.
<<else>>
[[_linkText|Balloon Sell1][setup.sellRelic(_relic)]]
<</if>>
<<case "Glory's Grasp">>
<<if $BionicArm>>
_relic.name: You can't sell Relics that have become part of your body.
<<else>>
[[_linkText|Balloon Sell1][setup.sellRelic(_relic)]]
<</if>>
<<default>>
[[_linkText|Balloon Sell1][setup.sellRelic(_relic)]]
<</switch>>
<br>
<</capture>>
<</for>>
<br>
[[Continue using the commerce balloon|Commerce Balloon]]<p><<CarryAdjust>></p>
<p>[[Continue using the commerce balloon|Commerce Balloon]]</p>
<<include "ShopInventory">>
<p>[[Continue using the commerce balloon|Commerce Balloon]]</p><<set $dubloons += ($ownedRelics[$temp].value)>>
The Relic $ownedRelics[$temp].name has been successfully sold and you've gotten your dubloon payment. You won't be getting that Relic back easily.<<run $ownedRelics.deleteAt($temp)>>
[[Sell more Relics|Balloon Sell1]]
[[Continue your balloon business|Commerce Balloon]]Thank you so much to anyone who has helped me out with this project! I appreciate all the feedback and every suggestion I get, especially feature requests and bug reports! I try to respond promptly to these, so please let me know if you have an idea or find a bug!
Thanks to Ilse91 for helping with a huge variety of code and adding some new features regarding height, carry weight, companions, conversations, and endings. Additionally, she's been instrumental in helping update many systems to make them function better, such as Curses. She also helped in getting my motivation for working on the game back and her help is incredibly appreciated.
Thanks to Emmeken for helping with the move to Tweego and Github, numerous formatting fixes and improvements, transcribing the item descriptions for me, and huge amounts of help generally with code improvements.
Thanks to CaptainCaption for generously allowing the use of Ai's images from their game re:Dreamer, you can try out and support their excellent transformation VN game at https://www.patreon.com/dreamteamstudio
Thanks to Spiky Moth for helping to clean up a bunch of code, such the shrines, Curse removal, and traveling!
Thanks to Annonymus for helping with many typos and some important code refactoring!
Thanks to Nerevar for writing drafts of the Curse descriptions that appear when transitioning layers or occasionally in a layer hub.
Thanks to RimShaun for writing the water drop code and some other misc suggestions.
Thanks to Boss_Of_Killers for creating the Abyss Diver Interactive wiki and filling out a lot of information on it.
Thanks to dogflail for writing drafts for some of the Curse appearance screen descriptions.
Thanks to abiciendimittent for transcribing the Relic and Curse descriptions (will be added to the game when they are completed)
Thanks to Stadler for finding many bugs and reporting them to me.
Thanks to HiEv for having a great tutorial with sample code that I used in this project.
Thanks to laevus for bug reports.
Thanks to Kras for suggestions and bug reports.
And thanks to Lily for encouraging me when I got some negative feedback early in the initial draft form of this game.
Thanks to Nikita Gobulev, Freepik, pongsakornRed, Pixel perfect, David Carapinha,lutfix, Surang, SmashIcons, and kiranshastry for icons via Flaticon.
Thank you to the anonymous original author of the Abyss Diver CYOA for creating an incredible adventure that so many people have appreciated.
Additionally, thanks to 鈴木茂也 (Akihiko Tsukushi) for creating Made in Abyss, which served as an incredible inspiration for the original CYOA.
I seriously appreciate all of your help and I'm really happy that people were willing to help improve this project with me.<<include "Tunnel Retrieval">>\
You manage to find your items safely, retrieving all of them and putting them right back into your inventory where they belong. Luckily no one seems to have disturbed or taken anything in the time it took you to get back up here and find your items.
[[Continue your business in Outset Town|Surface Hub]]<<include "Tunnel Retrieval">>\
Helpful people on the surface managed to find your items safely, retrieving all of them and sending them back to you via the commerce balloon. Luckily nothing went missing.
[[Continue using the commerce balloon|Commerce Balloon]]<<for _i = 4; _i < $items.length; _i++>>
<<set $items[_i].count += $vaultItems[_i].count>>
<<set $vaultItems[_i].count = 0>>
<</for>>
<<set $dubloons += $tunnelDubloons>>
<<set $tunnelUsed = 0>>
<<set _water = $flaskMatrix[0]>>
<<set $flaskMatrix = $tunnelFlaskMatrix>>
<<set $tunnelFlaskMatrix = [0,0,0,0,0,0,0,0,0]>>
<<set $flaskMatrix[0] = _water>><<nobr>>
<<if $items[3].count + $items[0].count>0 >>
<<set $switchFlask=false>>
<<set $temp0=-1>>
You can choose the order in which you drink the water you have with you:<br>
<span class="icon">[img[setup.ImagePath+'Icons/waterbottle.png']]</span> [[Organize your drinking water|Flask Order]]<br>
<</if>>
<br><span class="icon">[img[setup.ImagePath+'Icons/trash.png']]</span> [[Empty some flasks or drop some items/Relics you're carrying|Drop Items Menu]]<br>
<<if $items[11].count < 1 && $ownedRelics.some(e => e.name === "Silk Twister")>>
<br>You could spend a day weaving a rope out of your own hair using the Silk Twister. You'd end up with a rope, but it would take a day of effort weaving it.<br>
<<WaitAtPassage 'Weave a hair rope' `"Silk Twister Rope"` '1'>><br>
<</if>>
<<if $items[7].count > 0>>
<<if $currentLayer===0>>
<br>There is no need to use a commerce balloon while you are on the surface.<br>
<<elseif $currentLayer>7>>
<br>You are too deep in the Abyss to make use of the commerce balloon! Get back up to the seventh layer if you want to make contact with the surface.<br>
<<else>>
<br>[[Use a commerce balloon to trade with the surface|Commerce Balloon][$items[7].count -=1]]<br>
<</if>>
<</if>>
<<if $ownedRelics.some(e => e.name === "Moonwatcher") && !$BionicEye && $mc.hasCurse("Eye on the Prize")>>
<br>You are missing an eye, so it should be possible to install the Moonwatcher into the empty socket. However, due to your lack of surgical expertise and equipment, this will result in minor injuries increasing your next 2 travel times by 1 day each.<br>
[[Replace your missing eye with the Moonwatcher|Use Items and Relics][$light = 1, $BionicEye=true, $status.duration += 2, $status.penalty += 1]]<br>
<</if>>
<<if $ownedRelics.some(e => e.name === "Glory's Grasp") && !$BionicArm && $mc.hasCurse("Ampu-Q-tie")>>
<br>You are missing a limb, so you have a perfect opportunity to install your Glory's Grasp into the place where your arm would be. However, due to your lack of surgical expertise and equipment, this will result in minor injuries increasing your next 2 travel times by 1 day each.<br>
[[Replace your missing limb with the Glory's Grasp|Use Items and Relics][$BionicArm=true, $status.duration += 2, $status.penalty += 1]]<br>
<</if>>
<<if $items[8].count > 0>>
<<if $currentLayer===0>>
<br>There is no need to deploy your escape balloon while you are on the surface.<br>
<<elseif $currentLayer===1>>
<br>[[Use an escape balloon to escape towards the surface|Escape Balloon L1][$items[8].count -=1, $escBalDepl=1]]<br>
<<elseif $currentLayer===2>>
<br>[[Use an escape balloon to escape towards the surface|Escape Balloon L2][$items[8].count -=1, $escBalDepl=1]]<br>
<<elseif $currentLayer===3>>
<br>[[Use an escape balloon to escape towards the surface|Escape Balloon L3][$items[8].count -=1, $escBalDepl=1]]<br>
<<elseif $currentLayer===4>>
<br>[[Use an escape balloon to escape towards the surface|Escape Balloon L4][$items[8].count -=1, $escBalDepl=1]]<br>
<<elseif $currentLayer===5>>
<br>[[Use an escape balloon to escape towards the surface|Escape Balloon L5][$items[8].count -=1, $escBalDepl=1]]<br>
<<elseif $currentLayer===6>>
<br>[[Use an escape balloon to escape towards the surface|Escape Balloon L6][$items[8].count -=1, $escBalDepl=1]]<br>
<<elseif $currentLayer===7>>
<br>[[Use an escape balloon to escape towards the surface|Escape Balloon L7][$items[8].count -=1, $escBalDepl=1]]<br>
<<elseif $currentLayer>7>>
<br>You are too deep in the Abyss to make use of the escape balloon! Get back up to the seventh layer if you want to use a balloon to return to the surface.<br>
<</if>>
<</if>>
<<if setup.haveHealing && ($status.penalty > 0) && $dragonBurn === 0>>
<br>You currently have a status condition that is slowing down your next $status.duration travel times by $status.penalty days each.<br>
<<if $devouredRelics.some(r => r.name === 'Lifespanner')>>
<<set _text = "Touch yourself to heal your injuries with the power of the absorbed Lifespanner">>
<<else>>
<<set _text = "Use a medkit or other healing item to cure your status condition instantly">>
<</if>>
<<link _text "Use Items and Relics">>
<<if !($ownedRelics.some(r => r.name === 'Lifespanner') || $devouredRelics.some(r => r.name === 'Lifespanner'))>>
<<set $items[4].count -= 1>>
<</if>>
<<set $status.penalty = 0, $status.duration = 0>>
<</link>><br>
<</if>>
<<if (($items[4].count > 1) || $ownedRelics.some(r => r.name === 'Lifespanner') || $devouredRelics.some(r => r.name === 'Lifespanner')) && ($status.penalty > 0) && $dragonBurn === 1>>
<br>You currently have a severe dragon burn which is slowing you down permanently until you heal it, however it will take 2 medkits to heal it properly.<br>
<<if $devouredRelics.some(r => r.name === 'Lifespanner')>>
<<set _text = "Touch yourself to heal your injuries with the power of the absorbed Lifespanner">>
<<else>>
<<set _text = "Use two medkits or other healing item to cure your status condition instantly">>
<</if>>
<<link _text "Use Items and Relics">>
<<if !($ownedRelics.some(r => r.name === 'Lifespanner') || $devouredRelics.some(r => r.name === 'Lifespanner'))>>
<<set $items[4].count -= 2>>
<</if>>
<<set $status.penalty = 0, $status.duration = 0, $dragonBurn = 0>>
<</link>><br>
<</if>>
<<if $ownedRelics.some(e => e.name === "World Stone")>>
<br>
<<if $mc.fit >= 10>>
You don't think you would get anymore fit than you are from working out with the World Stone.
Your fitness has reached near peak human levels, and while you might be able to improve a bit more with a dedicated workout period, it's not likely you'll be able to achieve that in the Abyss.<br>
<<elseif $time > $LastEx + 1>>
You can make use of the World Stone to make use of a perfect fitness routine, tuned precisely to the needs of your body.
If you want to get <<if !$mc.hasCurse("Weakling")>>stronger and<</if>> more fit, using this Relic is the best way to do it.<br>
[[Work out with the World Stone|Use Items and Relics][$mc.fit += 1, $LastEx = $time, $fit_adjustLastT = $time]]<br>
<<else>>
Your arms are still sore from your last workout with the World Stone, so even with the help of the Relic you won't get much benefit from working out more.<br>
<</if>>
<</if>>
<<if $ownedRelics.some(e => e.name === "Aegis Coffin")>>
<<if $AegisWear>>
/* Why are we printing this here if there's nothing the player can do with it anyway? */
<br>After resting in the Aegis Coffin, your bones have been transformed into an orichalcum skeleton. You have no further use for this powerful Relic.
<br>
<<else>>
<br>You possess the Aegis Coffin. Would you like to slumber within it to replace your current skeleton with a superior orichalcum one?<br>
[[Sleep in the Aegis Coffin|Use Items and Relics][$AegisWear=true, setup.skeletonRemains.weight= 9.3*$mc.heightCor/170, setup.skeletonRemains.count+=1,$items.push(setup.skeletonRemains)]]<br>
<</if>>
<</if>>
<<if $ownedRelics.some(e => e.name === "Pulse Bloom")>>
/* $PulseBloomUse used to be initialized as an array, so check carefully. */
<<set _pulseBloomInUse = $PulseBloomUse !== "" && !Array.isArray($PulseBloomUse)>>
<<if $hiredCompanions.length > 0 && !_pulseBloomInUse>>
<br>You can use the Pulse Bloom to copy the appearance of one of your companions.<br>
[[Use the Pulse Bloom|Pulse Bloom Use]]<br>
<<elseif _pulseBloomInUse>>
<br>You are already under the effect of the Pulse Bloom.<br>
<<else>>
<br>You have nobody to use the Pulse Bloom on.<br>
<</if>>
<</if>>
<<if $ownedRelics.some(e => e.name === "Lambent Specter")>>
<<if $hiredCompanions.some(e => e.id === setup.companionIds.golem)>>
<br>A golem, animated by a soul harnessed through the Lambent Specter's power, loyally follows you. <br>
<br>
<<link "Dispel the Golem by extinguishing its flame" "Use Items and Relics">>
<<for _i = 0; _i < $hiredCompanions.length; _i++>>
<<if $hiredCompanions[_i].id === setup.companionIds.golem>>
<<set $hiredCompanions.deleteAt(_i)>>
<</if>>
<</for>>
<</link>>
<<else>>
<br>You have the opportunity to summon a spirit to forge a golem using the power of the Lambent Specter<br><br>
[[Summon a spirit with the Lambent Specter|Lambent Use]]
<</if>>
<br><br>
<</if>>
<<if $ownedRelics.some(e => e.name === "Memory Reign") && $hiredCompanions.length > 0>>
<br>Do you wish to use the Memory Reign to erase the memories of one of your companions? This will reset affection to 0, like when you first met them, and will remove their memory of all of your past conversations.<br>
<<if $hiredCompanions.some(e => e.id === setup.companionIds.maru)>>
<<link "Maru" "Use Items and Relics">>
<<set $MaruConvo0 = false>>
<<set $MaruConvo1 = false>>
<<set $MaruConvo2 = false>>
<<set $MaruConvoPreg = false>>
<<set $companionMaru.affec=0>>
<</link>><br>
<</if>>
<<if $hiredCompanions.some(e => e.id === setup.companionIds.lily)>>
<<link "Lily" "Use Items and Relics">>
<<set $LilyConvo0 = false>>
<<set $LilyConvo1 = false>>
<<set $LilyConvo2 = false>>
<<set $LilyPromise = false>>
<<set $LilyConvoLac = false>>
<<set $LilyConvoPreg = false>>
<<set $companionLily.affec=0>>
<</link>><br>
<</if>>
<<if $hiredCompanions.some(e => e.id === setup.companionIds.khemia)>>
<<link "Khemia" "Use Items and Relics">>
<<set $KhemiaConvo0 = false>>
<<set $KhemiaConvo1 = false>>
<<set $KhemiaConvo2 = false>>
<<set $KhemiaConvoMoreFem = false>>
<<set $KhemiaConvoMostFem = false>>
<<set $KhemiaConvoMoreMasc = false>>
<<set $KhemiaConvoMostMasc = false>>
<<set $khmeiaWettingFlag = false>>
<<set $KhemiaConvoPreg = false>>
<<set $companionKhemia.affec=0>>
<</link>><br>
<</if>>
<<if $hiredCompanions.some(e => e.id === setup.companionIds.cherry)>>
<<link "Cherry" "Use Items and Relics">>
<<set $CherryConvo0 = false>>
<<set $CherryConvo1 = false>>
<<set $CherryConvo2 = false>>
<<set $CherryConvoLac = false>>
<<set $CherryFluffy = false>>
<<set $CherryConvoPreg = false>>
<<set $companionCherry.affec=0>>
<</link>><br>
<</if>>
<<if $hiredCompanions.some(e => e.id === setup.companionIds.cloud)>>
<<link "Cloud" "Use Items and Relics">>
<<set $CloudConvo0 = false>>
<<set $CloudConvo1 = false>>
<<set $CloudConvo2 = false>>
<<set $CloudConvoLac = false>>
<<set $CloudConvoPreg = false>>
<<set $altCloud = true>>
<<set $companionCloud.affec=0>>
<</link>><br>
<</if>>
<<if $hiredCompanions.some(e => e.id === setup.companionIds.saeko)>>
<<link "Saeko" "Use Items and Relics">>
<<set $SaekoConvo0 = false>>
<<set $SaekoConvo1 = false>>
<<set $SaekoConvo2 = false>>
<<set $SaekoConvoPlant = false>>
<<set $SaekoConvoPreg = false>>
<<set $companionSaeko.affec=0>>
<</link>><br>
<</if>>
<<if $hiredCompanions.some(e => e.id === setup.companionIds.twin)>>
<<link "Your twin" "Use Items and Relics">>
<<set $TwinConvo1 = false>>
<<set $TwinConvo2 = false>>
<<set $TwinFly = false>>
<<set $TwinConvoPreg = false>>
<<set $pregTwinMC = false>>
<<set $companionTwin.affec=0>>
<</link>><br>
<</if>>
<</if>>
<<if $ownedRelics.some(e => e.name === "Kin Shifter") && $ownedRelics.length > 1>>
<br>A glob of putty-like slime lays ready for you to copy other Relics, if you desire to.<br>
[[Use the Kin Shifter to copy Relics|Kin Shifter Use]]<br><br>
<</if>>
<<if $ownedRelics.some(e => e.name === "Forbidden Grimoire") && $hiredCompanions.length > 0>>
<br>A ragged book written in a strange, ancient language sits in your bag. It holds forgotten knowledge that can improve anyone's skills, doubling any numeric benefit they provide.<br>
[[Use the Forbidden Grimoire to improve someone's abilities|Forbidden Grimoire Select]]<br><br>
<</if>>
<<if $ownedRelics.some(e => e.name === "Ring of the Devourer")>>
<br>Your Ring of the Devourer has the ability to devour a Relic, absorbing it into your body. This allows you to absorb the power of a Relic, but destroys it in the process.<br>
[[Choose a Relic to absorb|Ring of the Devourer Use]]<br><br>
<</if>>
<div class="relicToggles">
<<if $abyssKnow === 1 || ($hiredCompanions.some(e => e.id === setup.companionIds.saeko) || $items[5].count > 0 || setup.haveSmartphone)>>
<div class="relicToggleEntry">
<div>If you have the encyclopedia, the smartphone or are travelling with Saeko you can turn Abyssal knowledge on or off</div>
<div><<printHTML `toggle(b => $abyssKnowCheatoff = !b, !$abyssKnowCheatoff)`>></div>
</div>
<</if>>
<<if $items[24].count > 0>>
<div class="relicToggleEntry">
<div>Use energy rations</div>
<div><<printHTML `toggle(b => $useEnergyrations = b, $useEnergyrations)`>></div>
</div>
<</if>>
<<if $items[25].count > 0>>
<div class="relicToggleEntry">
<div>Use Ward Water instead of forage or other water sources</div>
<div><<printHTML `select(v => $wardWaterDrink = v, {Never: 0, 'When Jinxed': 1, Always: 2}, $wardWaterDrink)`>></div>
</div>
<</if>>
<<if $items[25].count > 0 && $hexflame > 9>>
<div>
You can drink as much Ward Water as you want if you you want to reduce your jinxed flame counters. This might not be the most economical idea, but it can help you solve the issue immediately if you're not worried about conserving water.<br>
[[Drink some Ward Water to reduce your hexflame count|Ward Water Drink]]
</div>
<</if>>
<<if $ownedRelics.some(e => e.name === "Heart-stealing Stole")>>
<div class="relicToggleEntry">
<div>You can put on the majestic stole you have, it is sure to help sway the hearts of your companions to become more friendly and respect you as a leader. This increases the affection gain from any event that alters affection.</div>
<div><<printHTML `toggle(v => $hsswear = v ? 1 : 0, !!$hsswear)`>></div>
</div>`
<<elseif $devouredRelics.some(e => e.name === "Heart-stealing Stole")>>
<div class="relicToggleEntry">
<div>You have absorbed the Heart-stealing Stole. Your companions will become more friendly and respect you as a leader over time. This increases the affection gain from any event that alters affection.</div>
<<set $hsswear = true>>
</div>`
<</if>>
<<if $ownedRelics.some(e => e.name === "Solace Lace")>>
<div class="relicToggleEntry">
<div>You can put on the small white bow you have. It will shield you from any extreme environmental temperatures, protect you from illness and above all make you hair look more feminine and cute!</div>
<div><<printHTML `toggle(v => $slwear = v ? 1 : 0, !!$slwear)`>></div>
</div>
<<elseif $devouredRelics.some(e => e.name === "Solace Lace")>>
<div class="relicToggleEntry">
<div>You have absorbed the Solace Lace. You are permanently shielded from any extreme environmental temperatures and protected from illness!</div>
<<set $slwear = true>>
</div>`
<</if>>
<<if $ownedRelics.some(e => e.name === "Event Horizon")>>
<div class="relicToggleEntry">
<div>You can put on the Event Horizon bracelet. This will ensure your body's natural waste management will stop.</div>
<div><<printHTML `toggle(v => $EventHorizonWear = v, $EventHorizonWear)`>></div>
</div>
<<elseif $devouredRelics.some(e => e.name === "Event Horizon")>>
<div class="relicToggleEntry">
<div>You absorbed the Event Horizon bracelet. Your body's natural waste management has permanently stopped.</div>
<<set $EventHorizonWear = true>>
</div>`
<</if>>
<<if $ownedRelics.some(e => e.name === "Chain of Lorelei")>>
<div class="relicToggleEntry">
<div>You can wear the Chain of Lorelei to get a feminine voice that sounds like its coming from someone with a natural talent for singing, as if you could be the central figure in an angelic chorus or make a career in music with only minimal training.</div>
<div><<printHTML `toggle(v => $colwear = v ? 1 : 0, !!$colwear)`>></div>
</div>
<<elseif $devouredRelics.some(e => e.name === "Chain of Lorelei")>>
<div class="relicToggleEntry">
<div>You have absorbed the Chain of Lorelei, which means you now permanently have a feminine voice are are imbued with a natural talent for singing, as if you could be the central figure in an angelic chorus or make a career in music with only minimal training.</div>
<<set $colwear = true>>
</div>`
<</if>>
<<if $ownedRelics.some(e => e.name === "Blind Divine")>>
<div class="relicToggleEntry">
<div>You can wear the Blind Divine to obtain the power of blindsight
<<if $eyeCount<2 && !$BionicEye>>
which allows you to perceive even more than when you still had both your eyes. The limited range of the Relic still makes it feel a little more awkward than when you had your normal vision.
<<else>>
which allows you to perceive your immediate surroundings to a level of precision you could never hope to achieve with your eyes.
<</if>>
</div>
<div><<printHTML `toggle(v => $BDwear = v, $BDwear)`>></div>
</div>
<<elseif $devouredRelics.some(e => e.name === "Blind Divine")>>
<div class="relicToggleEntry">
<div>You have absorbed the Blind Divine. This means you obtained obtain the power of blindsight
<<if $eyeCount<2 && !$BionicEye>>
which allows you to perceive even more than when you still had both your eyes. The limited range of the Relic still makes it feel a little more awkward than when you had your normal vision.
<<else>>
which allows you to perceive your immediate surroundings to a level of precision you could never hope to achieve with your eyes.
<</if>>
</div> <<set $BDwear = true>>
</div>`
<</if>>
<<if $ownedRelics.some(e => e.name === "Heavy is the Head")>>
<div class="relicToggleEntry">
<div>You have the Heavy is the Head, would you like to wear it and enhance your intelligence?</div>
/* The IQ drop really ought to be calculated, not stored like this */
<div><<printHTML `toggle(v => {$HeavyHeadwear = v; $IQdrop += v ? -999 : 999;}, $HeavyHeadwear)`>></div>
</div>
<<elseif $devouredRelics.some(e => e.name === "Heavy is the Head")>>
<div class="relicToggleEntry">
<div>You have absorbed the Heavy is the Head relic. Your intelligence has permanently been enhanced.</div>
<<set $IQdrop = -999>>
<<set $HeavyHeadwear = true>>
</div>
<</if>>
<<if $ownedRelics.some(e => e.name === "Lightning Rook")>>
<div class="relicToggleEntry">
<div>By grasping the Lightning Rook, time slows to a crawl, making battles significantly easier, especially when you're armed with a firearm. You can keep it close so that you're always ready to use its power at a moment's notice.</div>
<div><<printHTML `toggle(v => $LightningWear = v, $LightningWear)`>></div>
</div>
<<elseif $devouredRelics.some(e => e.name === "Lightning Rook")>>
<div class="relicToggleEntry">
<div>Since you absorbed the Lightning Rook, time slows to a crawl when you hold your own hands, making battles significantly easier, especially when you're armed with a firearm.</div>
<<set $LightningWear = true>>
</div>
<</if>>
<<if $ownedRelics.some(e => e.name === "Luminous Phantasmagoria")>>
<div class="relicToggleEntry">
<div>By wearing the Luminous Phantasmagoria people would view you as more normal and innocent.</div>
<div><<printHTML `toggle(v => $LuminousWear = v, $LuminousWear)`>></div>
</div>
<<elseif $devouredRelics.some(e => e.name === "Luminous Phantasmagoria")>>
<div class="relicToggleEntry">
<div>You have absorbed the Luminous Phantasmagoria relic. The world will permanently view you as more normal and innocent.</div>
<<set $LuminousWear = true>>
</div>
<</if>>
<<if $ownedRelics.some(e => e.name === "Between Whispers")>>
<div class="relicToggleEntry">
<div>By wearing the Between Whispers, you will always be able to communicate and have conversations, even if you would normally be deaf or mute.</div>
<div><<printHTML `toggle(v => $WhispersWear = v, $WhispersWear)`>></div>
</div>
<<elseif $devouredRelics.some(e => e.name === "Between Whispers")>>
<div class="relicToggleEntry">
<div>You have absorbed the "Between Whispers" relic. You will always be able to communicate and have conversations, even if you would normally be deaf or mute.</div>
<<set $LuminousWear = true>>
</div>
<</if>>
<<if $ownedRelics.some(e => e.name === "From Seafoam")>>
<div class="relicToggleEntry">
<div>You can scrub yourself with the From Seafoam sponge while imagining a specific scent to change the way you smell</div>
<div><<printHTML `select(v => $scent = v, {"spicy, musky": -1, 'odorless': 0, 'sweet, floral': 1}, $scent)`>></div>
</div>
<</if>>
<<if $ownedRelics.some(e => e.name === "Sibyl Blend")>>
<div class="relicToggleEntry">
<div>You have possession of the Sibyl Blend, brewing it and looking in the leaves can point you in the direction of a Relic, saving you 1 day on your next Relic travel time, and this is reflected in the time costs shown on the Relic page.</div>
<div><<printHTML `toggle(v => $SibylBuff = v, $SibylBuff)`>></div>
</div>
<</if>>
<<if $ownedRelics.some(e => e.name === "Daedalus Mechanism")>>
<<set _daedalusFlyToggle = toggle(v => $DaedalusFly = v, $DaedalusFly)>>
<div class="relicToggleEntry">
<div>You have obtained an incredibly complex and intricate mechanism that you can wrap around your chest like a sash, then it will interface with your nervous system and allow you to control its wings and take flight.</div>
<div><<printHTML `toggle(v => {
$DaedalusEquip = v;
if (!v) {
_daedalusFlyToggle.disable();
document.getElementById('daedalusFlyToggleEntry').style.display = 'none';
} else {
document.getElementById('daedalusFlyToggleEntry').style.display = '';
}
}, $DaedalusEquip)`>></div>
</div>
<<set _style = $DaedalusEquip ? 'margin-top:-0.5em;' : 'margin-top:-1em;display: none'>>
<div class="relicToggleEntry" id="daedalusFlyToggleEntry" @style="_style">
<div>You can fly between layers instead of walking (note: this will leave companions behind and they will have to catch up at normal speed).</div>
<div><<printHTML _daedalusFlyToggle>></div>
</div>
<</if>>
<<if $ownedRelics.some(e => e.name === "Aeonglass with Endless Time")>>
<div class="relicToggleEntry">
<div>You look at the temporally limit-broken Aeonglass and ponder its endless use. You could activate it and effectively always travel at double speed to cut your travel times in half.</div>
<div><<printHTML `toggle(v => $endlessAeonglass = v, $endlessAeonglass)`>></div>
</div>
<</if>>
<<if $ownedRelics.some(e => e.name === "Starlit Conquest Activated")>>
<<if $SizeHandicap>>
<div>Due to your size constraints, operating the mecha is no longer feasible. The cockpit would not be able to accommodate you.</div>
<<else>>
<div class="relicToggleEntry">
<div>Behind you, the Starlit Conquest stands tall and majestic, its gleaming Adamantium chassis reflecting faint light even in this dark Abyss. Its sheer presence is a comforting reminder of its power, even in its dormant state. But remember, it won't fight on its own! You can board it and continue your journey in the Starlit Conquest.</div>
<div><<printHTML `toggle(v => $mechaBoarded = v, $mechaBoarded)`>></div>
</div>
<</if>>
<</if>>
</div>
<<if $ownedRelics.some(e => e.name === "Managed Misfortune")>>
<br>You look at the glistening set of marbles known as the Managed Misfortune.<br>
<<if !$StoredCurse.length>>
You need to store a Curse in one of the Relic's marbles before you can use it.<br>
<<else>>
[[Manage the Curses stored in your Managed Misfortune|Managed Misfortune Use]]
<</if>>
<</if>>
<<if $ownedRelics.some(e => e.name === "Gleam Dazer")>>
<br>You can use the Gleam Dazer one time to view a glimpse of the next layer and see what threats, Relics, and Curses await you further into the Abyss.<br>
<<set $previewReturn = $hubReturn>>
<<if $currentLayer === 0>>
[[Peek at what is waiting for you on the first layer|Layer1 Preview]]<br>
<</if>>
<<if $currentLayer === 1>>
[[Peek at what is waiting for you on the second layer|Layer2 Preview]]<br>
<</if>>
<<if $currentLayer === 2>>
[[Peek at what is waiting for you on the third layer|Layer3 Preview]]<br>
<</if>>
<<if $currentLayer === 3>>
[[Peek at what is waiting for you on the fourth layer|Layer4 Preview]]<br>
<</if>>
<<if $currentLayer === 4>>
[[Peek at what is waiting for you on the fifth layer|Layer5 Preview]]<br>
<</if>>
<<if $currentLayer === 5>>
[[Peek at what is waiting for you on the sixth layer|Layer6 Preview]]<br>
<</if>>
<<if $currentLayer === 6>>
[[Peek at what is waiting for you on the seventh layer|Layer7 Preview]]<br>
<</if>>
<<if $currentLayer === 7>>
[[Peek at what is waiting for you on the eighth layer|Layer8 Preview]]<br>
<</if>>
<<if $currentLayer === 8>>
[[Peek at what is waiting for you on the ninth layer|Layer9 Preview]]<br>
<</if>>
<<if $currentLayer >= 9>>
For some reason, you cannot see any farther past this layer. Even the view of the Gleam Dazer seems to be blocked here.<br>
<</if>>
<</if>>
<</nobr>>
<span class="icon">[img[setup.ImagePath+'Icons/adjustments.png']]</span> [[Perform other stat adjustments to correct for errors|Adjustments]]
<span class="icon">[img[setup.ImagePath+'Icons/return.png']]</span> [[Return|$hubReturn]]What would you like to do with your Managed Misfortune?
<<for _curse range $StoredCurse>>
<<capture _curse>>
<<if !$ManagedMisfortuneActive.some(c => c.name === _curse.name)>>
You have stored Curse _curse.name in this marble.<br>
<<if _curse.name === "Perma-dye" && !_curse.skinColor>>
As you look into the marbles you see your own reflection in the marble, as well as the miasma of the Curse swirling within. The longer you look, the more the color of your hair seems to change in your reflection. After a few moments, your hair seems as if it had always been its new color. Now, what color do you see?<br>
Please enter your new hair color: <<textbox "_curse.hairColor" "turquoise" "Use Items and Relics">><br>
<<elseif _curse.name === "Fluffy Ears" && !_curse.earType>>
What type of ears would you like to gain?<br>
<<radiobutton "_curse.earType" "furry cat" checked>> Cat<br>
<<radiobutton "_curse.earType" "fluffy dog">> Dog<br>
<<radiobutton "_curse.earType" "floppy cow">> Cow<br>
<<radiobutton "_curse.earType" "furry monkey">> Monkey<br>
<<radiobutton "_curse.earType" "furry rabbit">> Rabbit<br>
<<radiobutton "_curse.earType" "furry fox">> Fox<br>
<<radiobutton "_curse.earType" "furry mouse">> Mouse<br>
<<radiobutton "_curse.earType" "pig">> Pig<br>
<<radiobutton "_curse.earType" "furry horse">> Horse<br>
<<elseif _curse.name === "Fluffy Tail" && !_curse.tailType>>
What type of tail would you like to gain?<br>
<<radiobutton "_curse.tailType" "flowing cat" checked>> Cat<br>
<<radiobutton "_curse.tailType" "wagging dog">> Dog<br>
<<radiobutton "_curse.tailType" "lazy cow">> Cow<br>
<<radiobutton "_curse.tailType" "prehensile monkey">> Monkey<br>
<<radiobutton "_curse.tailType" "fluffy rabbit">> Rabbit<br>
<<radiobutton "_curse.tailType" "bushy fox">> Fox<br>
<<radiobutton "_curse.tailType" "long mouse">> Mouse<br>
<<radiobutton "_curse.tailType" "twisted pig">> Pig<br>
<<radiobutton "_curse.tailType" "swaying horse">> Horse<br>
<<elseif _curse.name === "Maximum Fluff" && !_curse.furType>>
What type of fur would you like to gain?<br>
<<radiobutton "_curse.furType" "cat-furred" checked>> Cat<br>
<<radiobutton "_curse.furType" "dog-furred">> Dog<br>
<<radiobutton "_curse.furType" "cow-furred">> Cow<br>
<<radiobutton "_curse.furType" "monkey-furred">> Monkey<br>
<<radiobutton "_curse.furType" "rabbit-furred">> Rabbit<br>
<<radiobutton "_curse.furType" "fox-furred">> Fox<br>
<<radiobutton "_curse.furType" "mouse-furred">> Mouse<br>
<<radiobutton "_curse.furType" "pig-furred">> Pig<br>
<<radiobutton "_curse.furType" "horse-furred">> Horse<br>
<<elseif _curse.name === "Wacky Wombs" && !_curse._wombLocation >>
What is the location of the womb you would like to add?<br>
<<radiobutton "_curse._wombLocation" "throat" checked>> Throat<br>
<<radiobutton "_curse._wombLocation" "urethra">> Urethra<br>
<<radiobutton "_curse._wombLocation" "anus">> Anus<br>
<<if $vagina > 0>>\
<<radiobutton "_curse._wombLocation" "vagina">> Vagina<br>
<</if>>
<<elseif _curse.name === "Rainbow Swirl" && !_curse.skinColor>>
Please enter your new skin color: <<textbox "_curse.skinColor" "pink" "Use Items and Relics">><br>
Please enter your new eye color: <<textbox "_curse.eyeColor" "pink" "Use Items and Relics">><br>
<<elseif _curse.name === "Tipping the Scales" && !_curse.scaleColor>>
Please enter your new scale color and press enter: <<textbox "_curse.scaleColor" "green" "Use Items and Relics">><br>
<<elseif _curse.name === "Carapacian" && !_curse.skinColor>>
Please enter your new exoskeleton color: <<textbox "_curse.skinColor" "shiny black" "Use Items and Relics">><br>
<<elseif _curse.name === "Horny" && !$hornVariation>>
<<include "Horny Customization">><br>
<<elseif _curse instanceof SemenDemon && !$mc.hasCurse(SemenDemon)>>
<<include "Semen Demon Customization">><br>
<<elseif _curse.name === "Eye on the Prize" && !$eyeRemove>>
<<include "Eye on the Prize Customization">><br>
<<elseif _curse.name === "Ampu-Q-tie" && _curse.arms + _curse.legs === 0>>
<<include "Ampu-Q-tie Customization">><br>
<<elseif _curse.name === "Dizzying Heights" && $mc.heightDir === 0>>
<<set _heightDirEvent = new HeightDirectionEvent()>>
<<set $mc.events.push(_heightDirEvent)>>
As you look into the marbles you see your own reflection in the marble, as well as the miasma of the Curse swirling within.<br>
You see your own reflection alternating between growing and shrinking. After a while you see the Curse has settle on a height...<br>
<<radiobutton "_heightDirEvent.heightDirection" -1 checked>> Decrease<br>
<<radiobutton "_heightDirEvent.heightDirection" 1 >> Increase<br>
<<elseif _curse.name === "Hemospectrum" && !_curse.bloodColor>>
What would you like your new blood (or maybe hemolymph, depending on how human you still are) color to be?<br>
<<radiobutton "_curse.bloodColor" "blue" checked>> Blue<br>
<<radiobutton "_curse.bloodColor" "purple">> Purple<br>
<<radiobutton "_curse.bloodColor" "green">> Green<br>
<<radiobutton "_curse.bloodColor" "yellow">> Yellow<br>
<<radiobutton "_curse.bloodColor" "orange">> Orange<br>
<<radiobutton "_curse.bloodColor" "pink">> Pink<br>
<<radiobutton "_curse.bloodColor" "black">> Black<br>
<<radiobutton "_curse.bloodColor" "brown">> Brown<br>
<<radiobutton "_curse.bloodColor" "white">> White<br>
<</if>>
<<set _text = "Activate stored " + _curse.name + " Curse">>
<<link _text "Managed Misfortune Use">>
<<if _curse instanceof SemenDemon>>
<<set _curse = _curse.copy()>>
<<set _prevCurse = $mc.getCurse(SemenDemon)>>
<<if _prevCurse !== undefined>>
<<set _curse.fluidType = _prevCurse.fluidType>>
<</if>>
<</if>>
<<set $mc.addCurse(_curse)>>
<<set $ManagedMisfortuneActive.push(_curse)>>
<</link>><br>
<<else>>
You are affected by Curse _curse.name stored in the marbles.<br>
<<set _text = "Deactivate stored " + _curse.name + " Curse">>
<<link _text "Managed Misfortune Use">>
<<RemoveCurse _curse>>
<</link>><br>
<</if>>
<</capture>>
<</for>>
[[Back| Use Items and Relics]]<<set _i = 0>>
Which Relic would you like to devour with your Ring?<br><br>
<<for _relic range $ownedRelics>>
<<capture _i _relic>>
<<if _relic.name != "Perpetual Repose" && _relic.name != "Ring of the Devourer">>
<<link _relic.name "Use Items and Relics">>
<<set $ownedRelics.deleteAt(_i)>>
<<set $lostRelics.push(_relic)>>
<<set $devouredRelics.push(_relic)>>
<</link>><br>
<</if>>
<</capture>>
<<set _i++>>
<</for>><br>
<<back>>How many bottles of Ward Water would you like to drink today? You currently have <<print $hexflame - 9>> jinxed flame counters and any excess Ward Water you drink above that amount will be wasted.
<<textbox "$temp" "1">>
[[Continue|Ward Water Drink 2]]<<nobr>>
<<set $temp = parseInt($temp)>>
<<if !($temp > 0)>>
<<set $temp = 0>>
<</if>>
<<set $hexflame = Math.max($hexflame - $temp, 9)>>
<</nobr>>
You just drank $temp bottles of Ward Water.<<if $temp > 3 >> It was quite an effort to drink it all, but you managed to do it!<</if>>
You now have <<print $hexflame - 9>> jinxed flame counters and $items[25].count Ward Waters remaining.
[[Continue exploring the layer|$hubReturn]]<<set $temp = 0>>How many bullets would you like to add? (Use a negative number to subtract)
<<textbox "$temp" "">>
[[Confirm|Adjustments][$items[20].count += (parseInt($temp))]]
<<back>>[img[setup.ImagePath+"Relics/kinshifter.png"]]
A glob of thick, putty-like slime. the face appears decorative. When touched to another Relic that you own, a portion of the slime will break off and reshape itself into a perfect replica of that Relic, gaining all of its characteristics, abilities, value, and weight permanently. It cannot shift back to its original form. The amount that breaks off is dependent on the perceived value of the Relic, which can be measured with its dubloon value. The slime contains 70 dubloons worth of morphing power, and can be used on multiple Relics with that total value or less - however, the last Relic that is duplicated can put you over the 70 dubloon total, so long as that Relic is worth 70 dubloons or less. This Relic can also copy Relics worth over 70 dubloons, but in that case that Relic would have to be the sole Relic that you copy.
Some examples: A : (20)->(30)->(20) = total 70, done.
B: (20)->(30)->(40) = total 90, over 70, done.
C: (120) done, only possible configuration for duplicating a Relic worth this much.
<<nobr>>
<<if !$relic38.copiedValue>><<set $relic38.copiedValue = 0>><</if>>
The current total value of Relics you have copied is $relic38.copiedValue dubloons.<br><br>
<<if $relic38.copiedValue < 70>>
Please choose the Relic you would like to copy:<br>
<<for _relic range $ownedRelics>>
<<if _relic.name !== "Kin Shifter" && (!$relic38.copiedValue || _relic.value <= 70)>>
<<capture _relic>>
<<if _relic.name === "Managed Misfortune">>
_relic.name for _relic.value dubloons [[Copy|Kin Shifter Use][$ownedRelics.push(_relic), $relic38.copiedValue += _relic.value, $ManagedMisfortuneMax += 2]]<br>
<<else>>
_relic.name for _relic.value dubloons [[Copy|Kin Shifter Use][$ownedRelics.push(_relic), $relic38.copiedValue += _relic.value]]<br>
<</if>>
<</capture>>
<</if>>
<</for>>
<<else>>
<<set setup.loseRelic('Kin Shifter')>>
As you touched the final Relic to the Kin Shifter, the last of the goo was used up and your Relic was copied. The cute eyes faded as the slime transmuted into the new Relic you chose.<br><br>
Now that you have become better equipped, you can continue your journey.<br>
<</if>>
<</nobr>>
[[Return to exploring|$hubReturn]]As you tie the sash around your waist the mechanism on your back starts to flicker, you feel the mechanical contraption connecting with your mind and body and try to concentrate to give mechanism the apparent shape you wish.
Please enter what kind of wings the Daedalus mechanism should mimic:
<<textbox "$relic73.variation" "angel" "Use Items and Relics">>[img[setup.ImagePath+'Surface/Inn Room.png']]
<br><br>
<<include "Inn Storage">>
[[Continue using the commerce balloon|Commerce Balloon]][img[setup.ImagePath+$items[19].image]]
You can use the balloon to send requests and Relics back to Outset Town. You can send up any Relics you have along with what you want done to them and the people at the workshop can reply and send back any modified Relics you want.
<<nobr>>
<<for $i = 0; $i < $ownedRelics.length; $i++>>
<<capture $i>>
<<if $ownedRelics[$i].name === "Purity Tree Plank">>
<br>Would you like to fashion your Purity Wood Planks into protective gear for a value of +25 corruption each?<br>
[[Use Purity Wood Plank|Balloon Workshop][$ownedRelics.deleteAt($i), $corruption += 25]]<br>
<</if>>
<<if $ownedRelics[$i].name === "Rømer Stones" && $warmCloth === 0 && $coolCloth === 0>>
<br>You muse over what you can do with the Rømer Stones, taking advantage over their ability for limitless small-scale heating or cooling.<br><br>
You can either buy some winter clothes for 30 dubloons to craft self-warming winter gear, or you could buy some light summer clothing for 25 dubloons to craft some cooling summer clothes.<br>
[[Use the Rømer Stones for self-warming winter gear|Balloon Workshop][$ownedRelics.deleteAt($i), $items[22].count = 1, $dubloons -=30, $warmCloth=1]]<br>
[[Use the Rømer Stones for self-cooling summer gear|Balloon Workshop][$ownedRelics.deleteAt($i), $items[23].count = 1, $dubloons -=25, $coolCloth=1]]<br>
<</if>>
<<if $ownedRelics[$i].name === "Brave Vector" && $slingshot === 0>>
<br>The Brave Vector seems like it should have some application as a weapon, but it turns out that it is exceedingly difficult to use a bent pipe like that as a gun substitute. Luckily, with the help of the resident Relic experts, you can change the form of the Brave Vector to a much more useful one. They seem to recommend a sort of metal slingshot design, which should be able to function like a gun, but will be able to use anything of approximately the correct size as ammo. <br>
<br>The raw materials for this are relatively cheap, letting you reshape the Brave Vector for only 10 dubloons.<br>
[[Reshape the Brave Vector into a powerful slingshot|Balloon Workshop][$slingshot = 1, $dubloon -= 10]]<br>
<</if>>
<<if $ownedRelics[$i].name === "Joyous Sunder" && $joyousSword === 0>>
<br>The Joyous Sunder is an incredibly powerful offensive tool, but it is limited by its form as a small knife. Luckily, with the help of the local Relic Engineers, you can reshape this Relic into a true sword that an expert swordsman would feel comfortable using. A weapon like that would be literally unstoppable by any enemy that can be defeated by physical attacks and does not disable the user before they can get close enough to use it. This would be most useful in the hands of someone like Khemia, letting him defeat powerful beasts from the depths of the Abyss without fear of injury himself. The materials to forge a sword from the Joyous Sunder would cost you 20 dubloons.<br>
[[Reshape the Joyous Sunder into a true sword|Balloon Workshop][$joyousSword = 1, $dubloon -= 20]]<br>
<</if>>
<</capture>>
<</for>>
<</nobr>>
[[Continue using the commerce balloon|Commerce Balloon]]You can send a request to the Outset Town Administration. There seem to be a number of services that are provided here for people who need them, including managing debts and changing your legal name.
For a small fee of 10 dubloons, you can change your legal name from $mc.name to whatever you wish.
[[Change your name|Balloon Name]]
<<if $hiredCompanions.some(e => e.id === setup.companionIds.cloud)>>
You can use your companion Cloud's connections to borrow some money, but you will need to pay back an extra 20% as interest before you settle down for any voluntary habitation option.
[[Borrow more money|Balloon debt1]]
<</if>>
<<if $debt > 0>>
You currently have $debt dubloons of debt, which you can pay off now to allow yourself to settle down at a habitation option.
[[Pay off your debt|Balloon debt2]]
<</if>>
[[Continue using the commerce balloon|Commerce Balloon]]<<set $dubloons -= 10>>
The balloon sends down some surprisingly concise forms where you can fill out your new name, changing it for all official purposes.
What is your new name?
<<textbox "$mc.name" "Nana" "Commerce Balloon">>Cloud is willing to allow you to use his connections to fund your expedition, as long as you can pay back the loan after you're done, with interest of course.
Unfortunately, he'll only let you borrow up to 200 dubloons unless you spend them immediately. You can go into negative dubloons while on the surface, and if you do, you will enter debt when you enter the Abyss. Otherwise, you can borrow up to 200 dubloons at once here.
You have currently borrowed $tempDebt of your 200 dubloons of extra debt.
How many dubloons would you like to borrow?
<<textbox "$temp" "">>
[[Confirm|Commerce Balloon][$dubloons += Math.min(parseInt($temp), (200 - $tempDebt)), $debt += parseInt(Math.round(Math.min(parseInt($temp), (200 - $tempDebt)) * 1.2)), $tempDebt += Math.min(parseInt($temp), (200 - $tempDebt))]]
<<back>>In order to finally settle down at an ending, you must pay off your debt to Cloud's mysterious connections. You currently owe $debt dubloons of debt to them.
How many dubloons would you like to pay back?
<<textbox "$temp" "">>
[[Confirm|Commerce Balloon][$dubloons -= parseInt($temp), $debt -= parseInt($temp)]]
<<back>><<widget "RemoveCurse">>
<<capture _i _j _k _targetCurse>>
<<set _targetCurse = _args[0]>>
<<set _i = $mc.events.findLastIndex(c => c.name === _targetCurse.name)>>
<<if _i !== -1>>
<<set $mc.events.deleteAt(_i)>>
<<set _j = $ManagedMisfortuneActive.findLastIndex(curse => curse.name === _targetCurse.name)>>
<<if _j !== -1>>
<<set $ManagedMisfortuneActive.deleteAt(_j)>>
<</if>>
<</if>>
<</capture>>
<</widget>><<widget "WaitAtPassage">>
/*
_args[0]: var|string = As linkText in <<link>>. The text of the link. May contain markup.
_args[1]: var|string = As passageName in <<link>>. The name of the passage to go to.
_args[2]: number|string = The number of days to wait. Expressions should be passed as a regular string.
_args[3]: [string] = Set expression to execute (optional).
*/
<<link _args[0] _args[1]>>
<<print `<<set _waitTime = ${_args[2]}>>`>>
<<if _waitTime > 0>><<set setup.startPassingTime(_args[1], _waitTime)>><</if>>
<<if _args[3]>><<print `<<set ${_args[3]}>>`>><</if>>
<</link>>
<</widget>>
<<widget "TravelToPassage">>
/*
_args[0]: var|string = As linkText in <<link>>. The text of the link. May contain markup.
_args[1]: var|string = As passageName in <<link>>. The name of the passage to go to.
_args[2]: var|number = The raw, unadjusted travel time.
_args[3]: [var|number] = Initial additive modifier (optional, can be negative).
_args[4]: [var|number] = Initial multiplicative modifier (optional, <1 is a bonus, >1 is a penalty).
_args[5]: [string] = Set expression to execute (optional).
*/
<<link _args[0] _args[1]>>
<<StartTraveling _args[2] _args[3] _args[4] _args[1]>>
<<if _args[5]>><<print `<<set ${_args[5]}>>`>><</if>>
<</link>>
<</widget>>
<<widget "StartTraveling">>
<<capture _additiveModifier _consumptionPerDay _forPreview _inputTime _multiplicativeModifier _passageOrOutVar>>
/*
_args[0]: var|number = The raw, unadjusted travel time.
_args[1]: [var|number] = Initial additive modifier (optional, can be negative).
_args[2]: [var|number] = Initial multiplicative modifier (optional, <1 is a bonus, >1 is a penalty).
_args[3]: [string] = The passage name, or the output variable in preview mode (optional).
_args[4]: ['preview'] = If set, no state is modified and the time is written to the variable in the first argument.
*/
<<set _inputTime = _args[0]>>
<<set _passageOrOutVar = _args[3] ?? passage()>>
<<set _forPreview = _args[4]>>
/* Start by computing the overall additive modifier. */
<<set _additiveModifier = _args[1] ?? 0>>
/* Apply time reduction from having Khemia with you. */
<<set _additiveModifier -= $timeRed>>
/* Apply status penalty, if any. */
<<if $status.duration > 0>>
<<set _additiveModifier += $status.penalty>>
<<if !_forPreview>>
/* Decrement status duration and remove status penalty if duration is now 0. */
<<set $status.duration -= 1>>
<<if $status.duration < 1>>
<<set $status.penalty = 0>>
<</if>>
<</if>>
<</if>>
/* Add jinxed flame count penalty unless we're on layer 6. */
<<if $currentLayer !== 6>>
<<set _additiveModifier += Math.trunc($hexflame / 10)>>
<</if>>
/* Apply other layer-specific effects. */
<<switch $currentLayer>>
<<case 2>>
/* Reduce travel time if player has a cutting tool. */
<<if setup.haveCuttingTool>>
<<set _additiveModifier -= 1>>
<</if>>
<<case 3>>
/* Reduce travel time if player has an active light source. */
<<if setup.haveTravelLightSource>>
<<set _additiveModifier -= 1>>
<</if>>
/* Apply Chlorophyll curse penalty, if any. */
<<if $mc.hasCurse("Chlorophyll")>>
Now that you rely on light for your metabolism, the darkness in this layer is making you sluggish.<br>
<<set _additiveModifier += 1>>
<</if>>
<<case 4>>
/* Reduce travel time if player has a heat source. */
<<if setup.haveColdProtection>>
<<set _additiveModifier -= 2>>
<<elseif $torchUse === 1 && $items[9].count > 0>>
<<set _additiveModifier -= 2>>
<<if !_forPreview>>
/* Decrement number of torches and stop using torches if the count is now 0. */
<<set $items[9].count -= 1>>
<<if $items[9].count < 1>>
<<set $torchUse = 0>>
<</if>>
<</if>>
<<elseif $mc.hasCurse("Cold Blooded")>>
/* Apply Cold Blooded curse penalty. */
Now that you're cold blooded you're slowed down quite a bit by the freezing temperatures on this layer.<br>
<<set _additiveModifier += 2>>
/* Reduce penalty if player has fur. */
<<if $mc.skinType.includes("furred")>>
However, your fur is somewhat protective and mitigates the effects of the cold.<br>
<<set _additiveModifier -= 1>>
<</if>>
<<elseif $mc.hasCurse("Clothing Restriction C")>>
/* Apply no clothing penalty curse penalty. */
Walking around, practically naked, in this layer is taking a heavy toll on you. You can only barely move around at all.<br>
<<set _additiveModifier += 2>>
<</if>>
<<case 5 6>>
/* Reduce travel time if player has a way to keep from overheating. */
<<if setup.haveHeatProtection>>
<<set _additiveModifier -= 1>>
<</if>>
<<case 7>>
/* Reduce travel time if player has the world lock that can be used for intra layer travel */
<<if $ownedRelics.some(e => e.name === "World's End Lock")>>
<<set _additiveModifier -= 1>>
<</if>>
<<case 8>>
/* Reduce travel time if player has the world lock that can be used for intra layer travel */
<<if $ownedRelics.some(e => e.name === "World's End Lock")>>
<<set _additiveModifier -= 1>>
<</if>>
/* Reduce travel time if player has some form of compass. */
<<if $items[12].count || setup.haveSmartphone>>
The comforting presence of a device that discerns north from south in this bewildering maze bolsters your confidence and allows you to navigate more efficiently.<br>
<<set _additiveModifier -= 3>>
<</if>>
/* Reduce travel time if player has the Star Compass relic. */
<<if $ownedRelics.some(e => e.name === "Star Compass")>>
<<set _additiveModifier -= 5>>
<</if>>
<</switch>>
<<if _relic?.name === "Granted Granite" && ($ownedRelics.some(e => e.name === "Joyous Sunder") || $ownedRelics.some(e => e.name === "Vertebra Key"))>>
<<set _additiveModifier -= 1>>
<</if>>
/* If the additive modifier is a time reduction, apply it to the base time. */
<<if _additiveModifier < 0>>
<<set _inputTime += _additiveModifier>>
<</if>>
/* If travel time wasn't eliminated entirely, apply multiplicative modifiers. */
<<if _inputTime > 0>>
<<set _multiplicativeModifier = _args[2] ?? 1>>
/* Double travel time if player has a size handicap (Colossal-able, or Minish-ish with no one to carry them). */
<<if $SizeHandicap>>
The burden of your inconvenient size hampers your progress, increasing your travel time.<br>
<<set _multiplicativeModifier *= 2>>
<</if>>
/* Increase/decrease time by 10% for every level of physical fitness. */
<<if $mc.HandicapMovement < 0>>
Hindered by your physical shortcomings, your travel time increases as you struggle to keep pace.<br>
<<set _multiplicativeModifier *= 1 - $mc.HandicapMovement / 10>>
<<elseif $mc.HandicapMovement > 0>>
Your exceptional physical condition is reducing your travel time.<br>
<<set _multiplicativeModifier /= 1 + $mc.HandicapMovement / 10>>
<</if>>
/* Apply the multiplicative modifiers. */
<<set _inputTime *= _multiplicativeModifier>>
/* Adjust the travel time if the player is using energy rations. */
<<if $useEnergyrations>>
/* Calculate the number of energy rations consumed per day. */
<<set _consumptionPerDay = 1>>
<<if $hiredCompanions.some(e => e.id === setup.companionIds.twin)>>
<<set _consumptionPerDay *= 2>> /* Two mouths to feed (other companions get the effect for free). */
<</if>>
<<if $mc.hasCurse("Minish-ish")>>
<<set _consumptionPerDay /= 4>> /* You eat a lot less than normal (your twin shares your curses). */
<</if>>
<<if $hiredCompanions.some(e => e.id === setup.companionIds.bandit) && $companionBandit.hasCurse(Minishish)>>
<<set _consumptionPerDay += 0.25>> /* Add another small mouth for the bandit*/
<<elseif $hiredCompanions.some(e => e.id === setup.companionIds.bandit)>>
<<set _consumptionPerDay += 1>> /* Add another mouth for the bandit*/
<</if>>
/* Using energy rations halves the travel time, so we need at most half the time worth. */
<<set _daysOfEnergyRations = Math.min(_inputTime / 2, $items[24].count / _consumptionPerDay)>>
/* Every day with an energy ration counts for twice as much. */
<<set _inputTime -= _daysOfEnergyRations>>
<<if !_forPreview>>
/* Round up the number of days of energy rations to a whole number, as GeneralTimeStats iterates per day. */
<<set _daysOfEnergyRations = Math.ceil(_daysOfEnergyRations)>>
/* If we used up all the energy rations we had, stop using them. */
<<if Math.ceil(_consumptionPerDay * _daysOfEnergyRations) >= $items[24].count>>
<<set $useEnergyrations = false>>
<</if>>
<</if>>
<</if>>
<</if>>
/* If the additive modifier is a time penalty, apply it to the modified time. */
<<if _additiveModifier > 0>>
<<set _inputTime += _additiveModifier>>
<</if>>
/* Print a message about the Aeonglass with Endless Time Relic, but only apply the bonus if we're in preview mode. */
<<if $endlessAeonglass>>
The enhanced Aeonglass, shimmering with a timeless aura, grants you the remarkable ability to reduce your travel time by half.<br>
<<if _forPreview>><<set _inputTime /= 2>><</if>>
<</if>>
/* Don't allow travel time to become negative. */
<<if _inputTime < 0>><<set _inputTime = 0>><</if>>
/* Round travel time to a whole number of days. */
<<set _inputTime = Math.round(_inputTime)>>
<<if !_forPreview>>
<<if _daysOfEnergyRations && _daysOfEnergyRations > _inputTime>>
/* Ensure all days of energy rations end up used. */
<<set $items[24].count -= _consumptionPerDay * (_daysOfEnergyRations - _inputTime)>>
<<set _daysOfEnergyRations = _inputTime>>
<</if>>
/* Actually start passing time. */
<<if _inputTime > 0>>
<<set setup.startPassingTime(_passageOrOutVar, _inputTime)>>
<</if>>
<<else>>
/* Write the adjusted time to the output variable. */
<<print `<<set ${_passageOrOutVar} = ${_inputTime}>>`>>
<</if>>
<</capture>>
<</widget>>
<<widget "PreviewTravelTime">>
/*
_args[0]: string = The output variable.
_args[1]: var|number = The raw, unadjusted travel time.
_args[2]: [var|number] = Initial additive modifier (optional, can be negative).
_args[3]: [var|number] = Initial multiplicative modifier (optional, <1 is a bonus, >1 is a penalty).
*/
<<silently>>
<<StartTraveling _args[1] _args[2] _args[3] _args[0] 'preview'>>
<</silently>>
<</widget>>
<<widget "PassTimeWithEvents">>
<<if setup.passingTime()>><<include `"Layer" + $currentLayer + " Travel Events"`>><</if>>
<</widget>><<FlaskFirst>>
<<if $items[3].count > 0 || $items[0].count > 0 || $ownedRelics.some(r => r.name === "Aquarius Ex Nihilo")>>
<<if setup.flaskLabels[$flaskPref]==="Bottled water" || $items[3].count <= 0 || !$ownedRelics.some(r => r.name === "Aquarius Ex Nihilo")>>
<<set $items[0].count -= 1 >>
<<elseif setup.flaskLabels[$flaskPref] !== 'Aquarius Ex Nihilo'>>
<<set $items[3].count -= 1 >>
<<set $items[2].count += 1 >>
<<set $flaskMatrix[$flaskPref] -= 1 >>
<</if>>
<<else>>
<<set $items[0].count -= 1 >>
<</if>><<FlaskFirst>>
Here you can organize your drinking water to choose what you will drink first.<br><br>
You will first drink:<br>
<<print setup.flaskLabels[$flaskPref]>> ($flaskMatrix[$flaskPref] remaining)
<<if $flaskMatrixOrderAvailable.length>1 >>
<<for _i=0; _i<$flaskMatrixOrderAvailable.length; _i++ >>
<<capture _i>>
<<set _temp = $flaskMatrixOrderAvailable[_i]>>
<</capture>>
<<if _i===1>>
<br><br>Afterwards the order in which you will drink your drinking rations will be:
<</if>>
<<if _i>0>>
<br><<print setup.flaskLabels[_temp]>> ($flaskMatrix[_temp] remaining)
<</if>>
<<if !$switchFlask>>
<<capture _i>>
[[Select to switch|Flask Order][$switchFlask=true, $temp0 = $flaskMatrixOrderAvailable[_i], $temp1=$flaskMatrixOrder[$temp0] ]]
<</capture>>
<<elseif $temp0 !== $flaskMatrixOrderAvailable[_i]>>
<<capture _i>>
[[Switch with|Flask Order][$switchFlask=false, _temp2 = $flaskMatrixOrderAvailable[_i], _temp3=$flaskMatrixOrder[_temp2], $flaskMatrixOrder[$temp0]=_temp3, $flaskMatrixOrder[_temp2]=$temp1 ]]
<</capture>>
<</if>>
<</for>>
<</if>>
<br><br>
<<return>><<PassTimeWithEvents>>
<<if !setup.passingTime()>>
<<checkTime>>
You can set up camp and rest here for a while before continuing your journey. You still need to eat and drink and the layer's threats continue to loom over you even as you rest. This won't accomplish much on its own, but if you'd like to spend some time sampling the local cuisine or studying this layer's threats, then this could be a good way to do that.<br><br>
How many days would you like to rest here?<br>
<<textbox "_campTime" "0">><br>
<<WaitAtPassage 'Set up camp and wait' `passage()` 'Math.max(parseInt(_campTime, 10) || 0, 0)'>><br><br>
<<link "Return to exploring the layer without waiting" $hubReturn>><</link>>
<</if>><<randomSexSelect>>
<<set _temp = random(0,100)>>
<<if $hiredCompanions.length > 0>>
<br><br>
<<if _selection === "Oral Dom">>
<<include "Hijinks Oral Dom">>
<<if !setup.isPregnant(_handle) && $mc.penisCor > 0 && _handle.extraWombs.includes('throat') && (_temp < 20 || _handle.hasCurse("Absolute Pregnancy")) && !_handle.hasCurse("Absolute Birth Control") && !$mc.hasCurse("Absolute Birth Control")>>
<<set setup.setConsideredPregnant(_handle)>>
<</if>>
<<elseif _selection === "Oral Sub">>
<<include "Hijinks Oral Sub">>
<<if $mc.extraWombs.includes('throat') && _handle.penisCor>0 >>
<<PregCheck>>
<</if>>
/*<<elseif _selection === "DP Sub">>
<<if !_handle.hasCurse("Absolute Birth Control")>>
<<PregCheck>>
<</if>>
<<if $mc.womb > 1 && $mc.extraWombs.includes('anus') && !_handle.hasCurse("Absolute Birth Control")>>
<<PregCheck>>
<</if>>
<<elseif _selection === "DP Dom">>
<<if !setup.isPregnant(_handle) && _handle.womb > 0 && (_temp < 20 || _handle.hasCurse("Absolute Pregnancy")) && !_handle.hasCurse("Absolute Birth Control") && !$mc.hasCurse("Absolute Birth Control")>>
<<set setup.setConsideredPregnant(_handle)>>
<</if>>
<<if _handle.extraWombs.includes('anus') && (_temp < 20 || _handle.hasCurse("Absolute Pregnancy")) && !_handle.hasCurse("Absolute Birth Control") && !$mc.hasCurse("Absolute Birth Control")>>
<<set setup.setConsideredPregnant(_handle)>>
<</if>>
<<elseif _selection === "Anal Sub">>
<<if $mc.extraWombs.includes('anus') && !_handle.hasCurse("Absolute Birth Control")>>
<<PregCheck>>
<</if>>
<<elseif _selection === "Anal Dom">>
<<if !setup.isPregnant(_handle) && _handle.extraWombs.includes('anus') && (_temp < 20 || _handle.hasCurse("Absolute Pregnancy")) && !_handle.hasCurse("Absolute Birth Control") && !$mc.hasCurse("Absolute Birth Control")>>
<<set setup.setConsideredPregnant(_handle)>>
<</if>>
<<elseif _selection === "Regular Sub">>
<<if !_handle.hasCurse("Absolute Birth Control")>>
<<PregCheck>>
<</if>>
<<elseif _selection === "Regular Dom">>
<<if !setup.isPregnant(_handle) && _handle.womb > 0 && (_temp < 20 || _handle.hasCurse("Absolute Pregnancy")) && !_handle.hasCurse("Absolute Birth Control") && !$mc.hasCurse("Absolute Birth Control")>>
<<set setup.setConsideredPregnant(_handle)>>
<</if>>
<<elseif _selection === "Regular Alt Sub">>
<<if !setup.isPregnant(_handle) && _handle.womb > 0 && (_temp < 20 || _handle.hasCurse("Absolute Pregnancy")) && !_handle.hasCurse("Absolute Birth Control") && !$mc.hasCurse("Absolute Birth Control")>>
<<set setup.setConsideredPregnant(_handle)>>
<</if>>
<<elseif _selection === "Regular Alt Dom">>
<<if $mc.womb > 0 && !_handle.hasCurse("Absolute Birth Control")>>
<<PregCheck>>
<</if>>
<<elseif _selection === "Boobjob Dom">>
<<if !setup.isPregnant(_handle) && _handle.womb > 0 && _handle.hasCurse("Absolute Pregnancy")>>
<<set setup.setConsideredPregnant(_handle)>>
<</if>>
<<elseif _selection === "Boobjob Sub">>
<<if $mc.hasCurse("Absolute Pregnancy")>>
<<PregCheck>>
<</if>>
<<elseif _selection === "Sex Scissor Sub/Dom">>
<<if _handle.penisCor> 0 && !_handle.hasCurse("Absolute Birth Control")>>
<<set $pregChance /= 10>>
<<PregCheck>>
<</if>>
<<if !setup.isPregnant(_handle) && _handle.womb > 0 && (_temp < 2 || _handle.hasCurse("Absolute Pregnancy")) && !_handle.hasCurse("Absolute Birth Control") && !$mc.hasCurse("Absolute Birth Control")>>
<<set setup.setConsideredPregnant(_handle)>>
<</if>>*/
<</if>>
<</if>>
<br>Exhausted from a day of exploring the Abyss, you settle down for a warm, comforting meal.
<br><br>
<<say $mc>>There's nothing like a hot meal after a long day. Can you pass me my plate, please?<</say>><br>
<<say _handle>> Sure thing, no problem!<</say>><br>
As _handle.name attempts to hand the plate to you, you accidentally knock it from <<if _handle.sex==="male">>his<<else>>her<</if>> hands. Scalding hot grub splatters all over your lap.<br><br>
<<say $mc>>Ouch! That's hot!<</say>><br>
In a frantic effort to help, _handle.name crouches down and starts blowing on your crotch to cool the burn. Panicking, you struggle to peel off the blistering, sticky clothes as fast as possible.<br><br>
<<say _handle>> Wait, stop! I'm right here!<</say>><br>
_handle.name tries to stop you from undressing in front of <<if _handle.sex==="male">>him<<else>>her<</if>> by grabbing the clothes.<br><br>
<<say $mc>> Let go! It's burning me!<</say>><br>
As you flail about to escape the searing heat, you both topple over. Suddenly, you find yourself on the ground with _handle's lips <<if _handle.penisCor > 2 && _handle.vagina === 0>>around your cock. <<elseif _handle.penisCor <= 2 && _handle.vagina > 0>>on your pussy.<</if>><br><br>
<<say _handle>> Mmph!<</say>><br>
_handle.name struggles to free <<if _handle.sex==="male">>himself<<else>>herself<</if>>, but by the time they get up, you feel teased to the edge of your willpower.<br><br>
After a few awkward minutes, you both continue your journey. What a ludicrous thing to happen!<br>Exhausted from a day of exploring the Abyss, you settle down for a warm, comforting meal.
<br><br>
<<say _handle>>There's nothing like a hot meal after a long day. Can you pass me my plate, please?<</say>><br>
<<say $mc>> Sure thing, no problem!<</say>><br>
As you attempt to hand the plate to _handle.name, it slips from your grasp, dousing <<if _handle.sex==="male">>his<<else>>her<</if>> lap in scalding hot grub.<br><br>
<<say _handle>>Ouch! That's hot!<</say>><br>
You scramble down quickly, trying to help by blowing on <<if _handle.sex==="male">>his<<else>>her<</if>> crotch to cool the burn. Panicked, _handle.name struggles to remove the blistering, sticky clothes as fast as possible.<br><br>
<<say $mc>> Wait, stop! I'm right here!<</say>><br>
You try to stop _handle.name from undressing in front of you by grabbing the clothes.<br><br>
<<say _handle>> Let go! It's burning me!<</say>><br>
As <<if _handle.sex==="male">>he<<else>>she<</if>> flails about to escape the searing heat, you both topple over. Suddenly, you find yourself on your back with your lips <<if _handle.penisCor > 2 && _handle.vagina === 0>>around _handle.name's cock. <<elseif _handle.penisCor <= 2 && _handle.vagina > 0>>on _handle.name's pussy.<</if>><br><br>
<<say $mc>> Mmph!<</say>><br>
You struggle to free yourself, but _handle.name gasps as <<if _handle.sex==="male">>his<<else>>her<</if>> arousal mounts. As you get off, you can tell <<if _handle.sex==="male">>he<<else>>she<</if>> is hot and bothered, in more way than one.<br><br>
After a few awkward minutes, you both continue your journey. What a ludicrous thing to happen!<br>[img[setup.ImagePath + $relic75.pic]]
<br>You have summoned a spirit. What material would you like to use to shape the golem your summoned spirit will possess?<br><br>
<<set _type = 'clay'>>
<<set _sex = 'male'>>
<<if $currentLayer === 4>>
<<radiobutton "_type" "snow" checked>> Craft a snowman here and see if it comes to life.<br>
<<elseif $currentLayer === 8>>
<<radiobutton "_type" "doll" checked>> Utilize the lifeless doll-like figures that occasionally appear in the hallways.<br>
<<elseif $currentLayer === 9>>
<<radiobutton "_type" "water" checked>> Perhaps the surrounding water could be harnessed? You can certainly try.<br>
<<else>>
<<radiobutton "_type" "clay" checked>> Mold a golem from the available dirt, clay, and rocks.<br>
<</if>>
<<if setup.skeletonRemains.count > 0 >>
<<radiobutton "_type" "skeleton">> Fashion a golem from the skeletal remains in your possession.<br>
<</if>>
<br>
Which gender will the soul you summon to inhabit the golem possess?<br>
<<radiobutton "_sex" "male" checked>> Male<br>
<<radiobutton "_sex" "female" >> Female<br>
<br>
<<link "Crafted your golem and let the summoned spirit bring it to life" "Use Items and Relics">>
<<createGolem _sex _type>>
<</link>><<CarryAdjust>>
<<set $flaskID = -1>>
<<if $DaedalusFly>>
Your personal carrying capacity is only <<print $carryWeight.toRounded(1)>> kg now that you are flying. If you went back to walking, you would be able carry double that amount.
<<else>>
Your personal carrying capacity is <<print $carryWeight.toRounded(1)>> kg.
<</if>>
<br>
Your team has a total carrying capacity of <<print $totalCarry.toRounded(1)>> kg.<br>
Your team is currently carrying <<print setup.carriedWeight.toRounded(1)>> kg.<br>
<br>Items:<br>
<<for _k, _item range $items>>
<<capture _k _item>>
<<if _item.name === 'Filled Flask'>>
<<if _item.count > 0>>
<<FlaskFirst>>
<<for _temp range $flaskMatrixOrderAvailable>>
<<if setup.flaskLabels[_temp] !== 'Bottled water'>>
<<capture _temp>>
<<if $flaskMatrix[_temp] > 1>>
<<print ` ${$flaskMatrix[_temp]} × ${setup.flaskLabels[_temp]}`>>
<<print `(${(_item.weight * $flaskMatrix[_temp]).toRounded(1)} kg) |`>>
[[Empty|Drop Item Count][$temp = _k, $flaskID = _temp]]<br>
<<elseif $flaskMatrix[_temp] === 1>>
<<print ` 1 × ${setup.flaskLabels[_temp]} (${_item.weight.toRounded(1)} kg) |`>>
[[Empty|Drop Items Menu][_item.count -= 1, setup.item('Empty Flask').count += 1, $flaskMatrix[_temp] -= 1]]
<<print `(net emptying gain = ${(_item.weight - $items[2].weight).toRounded(1)} kg)`>><br>
<</if>>
<</capture>>
<</if>>
<</for>>
<</if>>
<<elseif _item.name === 'Self-Warming Clothes' && _item.count > 0>>
1 × [[_item.name|Item Info][$temp = _k]] (_item.weight kg) | [[Drop|Drop Items Menu][_item.count -= 1, $warmCloth = 0]]<br>
<<elseif _item.name === 'Self-Cooling Clothes' && _item.count > 0>>
1 × [[_item.name|Item Info][$temp = _k]] (_item.weight kg) | [[Drop|Drop Items Menu][_item.count -= 1, $coolCloth = 0]]<br>
<<elseif _item.count > 1 || _item.count < 0>>
<<print ` ${_item.count} ×`>>
[[_item.name|Item Info][$temp = _k]]
<<print `(${(_item.weight * _item.count).toRounded(1)} kg) |`>>
[[Drop|Drop Item Count][$temp = _k]]<br>
<<elseif _item.count === 1>>
1 × [[_item.name|Item Info][$temp = _k]] (_item.weight kg) | [[Drop|Drop Items Menu][_item.count -= 1]]<br>
<</if>>
<</capture>>
<</for>>
<<if $ownedRelics.length>><br>Relics:<br><</if>>
<<for _i, _relic range $ownedRelics>>
<<capture _i _relic>>
<<set _linkText = `Hand over ${_relic.name} worth ${setup.sellValue(_relic)} dubloons`>>
/* Add a bit of indentation: */
<<switch _relic.name>>
<<case "Creepy Doll">>
<<if $creepydoll.affec > 5>>
You can't seem to part ways with the Creepy Doll...
<<else>>
[[_relic.name|Relic Info][$temp = _i]] (_relic.weight kg) | [[Drop|Drop Items Menu][setup.loseRelic(_relic)]]
<</if>>
<<case "World Stone">>
<<if $LilyPromise>>
[[_relic.name|Relic Info][$temp = _i]] (_relic.weight kg) | [[Drop|Drop Items Menu][setup.loseRelic(_relic), setup.modAffection('Lily', -5)]]
You promised Lily she could use the World Stone, dropping it now will surely disappoint her greatly.
<<else>>
[[_relic.name|Relic Info][$temp = _i]] (_relic.weight kg) | [[Drop|Drop Items Menu][setup.loseRelic(_relic)]]
<</if>>
<<case "Everhevea">>
<<if setup.item('Empty Flask').count >= 2>>
[[_relic.name|Relic Info][$temp = _i]] (_relic.weight kg) | [[Drop|Drop Items Menu][setup.loseRelic(_relic), setup.item('Empty Flask').count -= 2]]
<<else>>
You need to empty the Everhevea to drop it (have at least two empty flasks in your inventory).
<</if>>
<<case "Moonwatcher">>
<<if $BionicEye>>
_relic.name: You can't drop Relics that have become part of your body.
<<else>>
[[_relic.name|Relic Info][$temp = _i]] (_relic.weight kg) | [[Drop|Drop Items Menu][setup.loseRelic(_relic)]]
<</if>>
<<case "Glory's Grasp">>
<<if $BionicArm>>
_relic.name: You can't drop Relics that have become part of your body.
<<else>>
[[_relic.name|Relic Info][$temp = _i]] (_relic.weight kg) | [[Drop|Drop Items Menu][setup.loseRelic(_relic)]]
<</if>>
<<default>>
[[_relic.name|Relic Info][$temp = _i]] (_relic.weight kg) | [[Drop|Drop Items Menu][setup.loseRelic(_relic)]]
<</switch>>
<br>
<</capture>>
<</for>>
<br>
[[Return|$hubReturn]]<<set _item = $items[$temp]>>
<<if $flaskID === -1>>
You have _item.count _item.name, each weighing _item.weight kg,
for a total of <<print (_item.count * _item.weight).toRounded(1)>> kg.<br>
Select the amount you want to drop:<br><br>
<<textbox '_input' '0'>>
<<link 'Drop' 'Drop Items Menu'>>
<<set _parsed = parseInt(_input, 10) || 0>>
<<if _item.count >= 0>>
<<set _parsed = Math.clamp(_parsed, 0, _item.count)>>
<<else>>
<<set _parsed = Math.clamp(_parsed, _item.count, 0)>>
<</if>>
<<set _item.count -= _parsed>>
<</link>>
<<else>>
You have $flaskMatrix[$flaskID] days worth of <<print setup.flaskLabels[$flaskID]>>, each weighing _item.weight kg,
for a total of <<print (_item.weight * $flaskMatrix[$flaskID]).toRounded(1)>> kg.<br>
Since an empty flask weighs $items[2].weight kg, emptying one flask will save <<print (_item.weight - $items[2].weight).toRounded(1)>> kg.<br>
Select the amount you want to empty:<br><br>
<<textbox '_input' '0'>>
<<link 'Empty' 'Drop Items Menu'>>
<<set _parsed = parseInt(_input, 10) || 0>>
<<if $flaskMatrix[$flaskID] >= 0>>
<<set _parsed = Math.clamp(_parsed, 0, $flaskMatrix[$flaskID])>>
<<else>>
<<set _parsed = Math.clamp(_parsed, $flaskMatrix[$flaskID], 0)>>
<</if>>
<<set setup.item('Filled Flask').count -= _parsed>>
<<set setup.item('Empty Flask').count += _parsed>>
<<set $flaskMatrix[$flaskID] -= _parsed>>
<</link>>
<</if>>Resting comfortably in your palm is the Pulse Bloom, an unassuming yet potent crimson flower, a paradox of frail beauty and robust strength. The deep hue of the petals appears even more profound against the backdrop of your $mc.skinColor hands, an almost defiant splash of life amidst the adversity of your journey. The petals, rough yet velvety to the touch, curl inward slightly, their texture reminiscent of thick, ancient parchment that has somehow withstood the wear of time.
You look over at your companion, sleeping soundly at your camp. You've shared countless moments, hardships and triumphs, laughter and tears. The Pulse Bloom could mimic their form, their voice, their very essence. All it would take is a small amount of blood, a minor inconvenience, a slight pain for the potential gain.
<<nobr>>
<<for _i=0; _i<$hiredCompanions.length; _i++>>
<<capture _i>>
<<set _string1 = "Force the use of the Pulse Bloom on " + $hiredCompanions[_i].name>>
<<set _string2 = "Ask to use the Pulse Bloom on " + $hiredCompanions[_i].name>>
<<if $hiredCompanions[_i].id === setup.companionIds.twin>>
[[_string1| Pulse Bloom Forced][$PulseBloomUse = "Twin"]]<br>
[[_string2| Pulse Bloom Asked][$PulseBloomUse = "Twin"]]<br>
<<elseif $hiredCompanions[_i].id !== setup.companionIds.golem>>
[[_string1| Pulse Bloom Forced][$PulseBloomUse = $hiredCompanions[_i].name]]<br>
[[_string2| Pulse Bloom Asked][$PulseBloomUse = $hiredCompanions[_i].name]]<br>
<</if>>
<</capture>>
<</for>>
<</nobr>>
<<back>><b>This Curse will cause other people to view you as less human.</b><<PassTimeWithEvents>>\
<<if !setup.passingTime()>>
As you hold the Silk Twister in your hand, its surface smooth and cool to the touch, you run it absentmindedly through your hair. A subtle power hums through the air, almost imperceptible, as each strand begins to grow, flowing like liquid silk from your scalp.
You focus your thoughts on the length and texture you desire, imagining a strong, pliable rope. The Twister responds to your mental commands, the hair lengthening, thickening, strands intertwining as they extend. It's mesmerizing to watch as your hair transforms, as if a master weaver were spinning a tale from your hair.
Hours slip by, unnoticed, as you work, the rhythmic motions of the Twister in your hair almost meditative. Your once-tangled locks are becoming something entirely new, orderly and uniform. You guide the Twister, allowing it to segment and braid, manipulating the growing length into a complex plait, reinforcing it to bear weight and strain.
The task is monotonous, and your attention ebbs and flows with the passing hours. Doubts whisper at the edge of your concentration, causing occasional slips in the Twister's rhythm. Each mistake, however, is patiently corrected, the device surprisingly forgiving, its magic undeterred by your lapses.
Finally, as you tie off the end, you can't help but feel a surge of pride. The rope lies coiled at your feet, a full day's labor, a testament to the Silk Twister's power. It's sturdy, reliable, and though it came from you, it promises to be a useful took in the depths of The Abyss.
You pack the newly made rope carefully, ready for whatever challenges lie ahead. The Silk Twister, once again a simple comb, rests in your pocket, its job complete — for now.
[[Return|$hubReturn][$items[11].count +=1, $hairRope = true]]
<</if>><<set setup.habitationSurface = {
name: "Surfaced Diver",
location: "the surface",
locationCode: "L0",
pic: "Habitation/surfacehabitation.png",
description: "Habitation Surface Description",
}>>
<<set setup.habitationL1 = {
name: "Outcast Village",
location: "the first layer",
locationCode: "L1",
pic: "Habitation/outcastvillage.png",
description: "Habitation L1 Description",
}>>
<<set setup.habitationL2 = {
name: "Downcast Village",
location: "the second layer",
locationCode: "L2",
pic: "Habitation/l2habitation.png",
description: "Habitation L2 Description",
}>>
<<set setup.habitationL3 = {
name: "Nymph Caverns",
location: "the third layer",
locationCode: "L3",
pic: "Habitation/l3habitation.png",
description: "Habitation L3 Description",
}>>
<<set setup.habitationL4 = {
name: "Wasteland Nomads",
location: "the fourth layer",
locationCode: "L4",
pic: "Habitation/l4habitation.png",
description: "Habitation L4 Description",
}>>
<<set setup.habitationL5 = {
name: "Orpheus Research Facility",
location: "the fifth layer",
locationCode: "L5",
pic: "Habitation/l5habitation.png",
description: "Habitation L5 Description",
}>>
<<set setup.habitationL6 = {
name: "Cult of Abaddon",
location: "the sixth layer",
locationCode: "L6",
pic: "Habitation/l6habitation.png",
description: "Habitation L6 Description",
}>>
<<set setup.habitationL7 = {
name: "Transhuman Revolution",
location: "the seventh layer",
locationCode: "L7",
pic: "Habitation/l7habitation.png",
description: "Habitation L7 Description",
}>>
<<set setup.habitationL8 = {
name: "Halcyon Daze",
location: "the eight layer",
locationCode: "L8",
pic: "Habitation/8possibility1.png",
description: "Habitation L8 Description",
}>>
<<set setup.habitationL9 = {
name: "A New Appendage",
location: "the ninth layer",
locationCode: "L9",
pic: "Habitation/l9habitation.png",
description: "Habitation L9 Description",
}>><<widget "HabitationGrid">>
<div class="cards-grid cards-wide">
<<for _habitation range _args>>
<div>
[img[setup.ImagePath + _habitation.pic]]
<h2>_habitation.name</h2>
<<if $corruption >= 0 && $debt <= 0 && $dubloons >= 0>>
<p><<link `'Choose to stay on ' + _habitation.location` `_ending`>><</link>></p>
<<elseif $corruption < 0>>
<p>@@color:grey;You can't choose a habitation while having negative corruption!@@</p>
<<else>>
<<set _temp = $debt - $dubloons>>
<p>@@color:grey;You must pay off all of your debt to settle down for habitation on the surface. You have _temp dubloons of debt, which you can pay at the Administrative Building.@@</p>
<</if>>
<p><<include `"Habitation " + _habitation.locationCode + " Description"`>></p>
</div>
<</for>>
</div>
<</widget>>So, you've decided you've had enough adventuring down in the Abyss, and you've returned a hero, with all your Relics as spoils of your quest. Congratulations! Feel free to sell off any Relics you no longer want at the shop and convert your remaining dubloons into whatever currency you like. The rest of your Relics are yours to keep!
This is probably the most open-ended Habitation option, as the entire surface world is your oyster after you return. Will you live a quiet, blessed life with your new Relics? Team up with Cloud and use your Relics to bring the world revolution? Bring humanity into a new technological age? We've got plenty of cheap, nice houses available in Outset Town too, and our economy is only going to get better as the Relic industry expands. Currently, many estimates tentatively pin us as having the best quality of life in the whole world, set to only go up as the years go on. Maybe you'd like to settle down and live here, serving as a voice of wisdom for future divers? Though, as I mentioned before, it may be a bit difficult up here if you have very disruptive or strange Curses - the people of Outset Town are a bit more accustomed to seeing the corrupting effects the Abyss has on divers than the rest of the world but are only slightly more tolerant of them. You'll still probably catch plenty of people gawking at your unusual ears or tail, and you'll definitely get in trouble if you picked up any sexual habits down there. Whether you settle down here or elsewhere, you'll have a difficult time fitting in with the rest of society if you have too many Curses. but I'm sure you'll figure something out eventually.
Ultimately, after you surface and leave the Abyss behind, your life and future belong to you.Hidden in a remote corner of the first layer, the (admittedly slightly clever) name "Outcast Village" was derisively given to it by residents of Outset Town, though the residents of this village decided to embrace it and use it as the official name of their village. It's not nearly as bad as the name might imply; considering the relatively low corruption cost to return to the surface, most of the residents chose to live here of their own accord. Some worried that the Curses they amassed would make a return to normal society difficult, others found that they had grown weary of their old lives and found the Abyss more comfortable.
People sporting tails, unusual eyes, and other Curse-induced changes are a common sight here. The village is much more close-knit and friendly than almost any you could find on the surface, and everyone tends to be united and very supportive of each other. Keeping in line with the results of mental Curses and the general theme of the Abyss, sexual attitudes are very lax, and the lack of public decency laws (and most other laws, as they tend to be superfluous down here) is very evident. Socially, you could liken it to an idealized bonobo-esque society. It has a current population of about 300
They've successfully mastered agriculture in the unique environment of the Abyss, and have plenty of fresh, safe drinking water. Technologically, they're pre-industrial revolution, though there have been talks among some residents in hopes of getting either geothermal generators or water turbines set up to provide electricity to the village. If you like, you could be part of those efforts, or you could try to shut those talks down and keep the village's current rustic charm.The constant rain in this layer and resulting muddy, unstable ground has made building lasting structures on the ground difficult, especially with the limited resources provided by the Abyss. Instead, this village is built high up in the trees, shielded from view on the ground by dense brambles and leaves.
It's exactly as bad as the name would imply, and life is much harder down here than in the first layer. The constant, ceaseless downpour may sound fun to some, but it makes agriculture almost entirely unfeasible, and the village is forced to rely on hunting and foraging for its entire food supply. As it has roughly the same population as Outcast Village, much of the village often goes hungry. Crime runs rampant, and the latent sexual energy tends to amplify the stress the townsfolk feel every day and frequently leads to rape, molestation, and an all-around atmosphere of distrust and hateful sexual tension. They're very suspicious of outsiders, including you. Expect to be the bottom of the barrel nutritionally, socially, and sexually for quite some time after you settle in.
Limited available space for building up in the trees means housing is a problem, too, and uncomfortably large households of people stuffed together are a common sight. When diseases start, they can spread very quickly through the entire community.
All that being said, the village isn't a lost cause. It's definitely a much rougher start than Outcast Village, but if you put in time and effort, and revolutionize their food supply and housing situation, you could turn it into a rather pleasant rainy wonderland.Just as you were resigning yourself to the fact that you were out of options and you would have to spend the rest of your days living off the rock candy in these caves and getting assaulted by tentacle beasts, a boulder right next to you is pushed aside, revealing a small spring of water, and a hand reaches out to pull you in. After being briefly tugged along through some underwater tunnels, you arrive here, to the secret home of the nymphs - humanoid nature spirits with various elemental qualities, some with flowing water or wind for hair, some with vines and flowers growing across their skin, some with small bits of earth or gems embedded in their skin like ornate piercings. You're to be their new pet.
They're rather kind masters, and they'll dote on you and treat you well. Unlike the previous two layers, the residents here are almost exclusively made up of Abyss natives. Nymphs and various non-humanoid nature spirits are a common sight. Others from the surface will only very rarely show up as other pets - so your owners are very interested in hearing your tales of what the surface is like. You'll be something of a status symbol to whoever you're accompanying on a given day, and you'll get to eat great food and experience some of the most breathtaking sights this layer has to offer. As you might expect, you'll be required to give many of the nymphs sexual relief as well, though they're very gentle so long as you don't resist.
The catch is that you have very little to no freedom about how you live your life. They own you now, and while you can voice your input and they might take it into consideration if you've been a good pet, they'll be deciding what you wear, what you eat, and how you spend most of your time. Everything they choose for you will be very nice, but ultimately out of your control. You're not the first pet they've taken in, and they know how to deal with misbehaving naughty pets who get silly ideas about using Relics for liberation. That's not to say it's impossible, but they're well prepared for the possibility of you trying.
There are actually a couple male nymphs too, but the female ones are definitely much more common.There are no permanent settlements in this layer. Instead, there are various scattered tribes wandering the layer, following prey as it migrates with the changing seasons (all of them are different flavors of winter, but you'll learn to tell the difference eventually) and spending every night in tents huddled around campfires. The tribe that finds you - and takes you in as a slave - when you decide to settle down in this layer is primarily made up of people who were once divers from the surface like you, but various other tribes made up of goblins, orcs, trolls, and similar humanoids native to the Abyss wander the layer as well. All of the tribes have a pretty even mix of men and women.
As you should probably expect by now, they'll be using you for sexual relief, as well as various menial tasks around camp. Even if they were so inclined as to be kind or gentle with you, this layer just won't allow it - the weather is harsh, the resources are scarce, and you're the tribe's weakest link, so you should expect to be treated as an actual slave. They don't trust you, and they'll confiscate your Relics when they take you in. Spend a long time with them and you might be able to earn their trust and the right to carry Relics again, though I doubt they’ll give you any Relics that would allow you to retaliate against them. Work very hard and you might even earn enough trust to be allowed to participate in hunts or battles!
Right, battles. Often the different nomadic tribes will clash and end up fighting each other over territorial disputes and the like, or sometimes just because of the inherent pent-up stress of living in this layer. It might even be a sexual thing? Your tribe winning means that even you get to eat well for a while after looting your enemies' camp, and you might not be alone as a slave anymore, but losing means you'll be captured and enslaved by a new tribe, starting all over again. You might end up as the slave of a goblin, oni, or elf tribe or something. In the end they're pretty much all the same though; none of them will really treat you noticeably better than the others, and you are, in the end, a sex slave - no matter which species is your master.
You might have ambitions of becoming tribe chieftain or something, but I don't think that sex slaves tend to have that kind of upward mobility in real life. I mean, it's probably not impossible, but your odds just don't seem great no matter how you look at them.Constructed near the border of the fifth and sixth layers, in a remote and barren location where they wouldn't be bothered by divers passing through, the researchers of this facility long ago broke off all communications with the surface and started operating as rogue agents. They'll use any means available to understand the secrets of the Abyss and attempt to conquer it, including, as is particularly relevant to you, human experimentation.
Life as a lab rat isn't so great. Much of their research is related to the Miasma, so you'll end up being purposefully lowered and raised through the layers, gaining several new exotic Curses - only some of which have been listed in the Curse sections - and some similar artificial mutations. Other tests may include injections of various materials unique to the Abyss to see how your body adapts to them, and the researchers* attempts to reverse the effects of Curses - they might succeed at a few, but most of them they'll just make worse. (Your life will never be in danger, though - the medical facilities here are crazy good, and you'll probably be much healthier here than you've ever been in your life.) The sexual energies throughout the Abyss are also an important topic of research, and something to overcome to one day conquer the Abyss, so your body will be subjected to sexual stress tests with a variety of machines, too. For science, of course.
You'll be living off various different kinds of nutrient sludge. This isn't a status thing; the researchers eat it too - they see normal food as a waste of time and resources, and prefer the efficiency. It doesn't taste bad, but it also doesn't really taste like food. It'll keep you almost unnervingly healthy, though.
They have a variety of Relics at their disposal to keep you restrained and keep you in line, and of course they'll be taking all your Relics, too. Most of the researchers have a rather flat affect, so forming strong bonds with them isn't likely. If you want to socialize with them, speak their language instead - science, data, and Abyssal discoveries. Leaving your role as a lab rat would be near-impossible, but you might be able to assist with research in addition to it if you prove yourself capable. You might be surprised to discover that several of the most prominent researchers here are in the very same situation as you - trapped as involuntary lab rats, but still driven to understand the Abyss nonetheless, even as their bodies and perhaps minds slowly become less recognizable. Becoming your own test subject is the mark of a truly great mad scientist!After passing out from starvation, dehydration, sexual exhaustion, simple despair, or some combination of the above, you woke up chained in a cell. Your captors - a group of succubi and incubi - eventually pay you a visit, and explain to you that you're currently imprisoned in a short series of underground magma caverns beneath part of layer 6. It's almost unbearably hot down here, but at least there's no tentacles?
For the demons, sex is nutrition, a pleasurable pastime, and a sort of sacred right for them, all in one. Not quite as pleasurable for you, though - when they take you in as a subject, they'll immediately use some special Relics to completely remove your ability to orgasm permanently, so as to transfer the pleasure to their king as a tribute. What you'll experience instead is constant, never-ending edging, forever building high but never reaching your peak.
Activities will include being the fucktoy for huge groups of succubi and incubi, being drugged with a cocktail of aphrodisiacs to turn you into a mewling begging mess, and giving you to the biggest tentacle beasts they can find as a toy, among others. They want to harvest as much sexual energy for their master as possible, and of course they like to have a bit of sadistic fun themselves, too.
Your diet will be nutritious demonic sexual fluids. Really, what else did you expect? After spending a long time in their care, consuming their fluids, sleeping on beds of naughty tentacles, and experiencing the very best in sexual torture this hell has to offer, your mind will become twisted, dark, and remarkably sexual inside. You'll start to take on some demonic traits, becoming something of a cambion, and your lifespan will be significantly extended. Your sexual torture will pretty much continue as usual, though. The demons are deep inside you at this point (always figuratively, often literally) and pulling yourself free or getting retribution is probably off the menu. Just sit back and enjoy the ride.After submitting to your robotic overlords, willingly or otherwise, they'll go about removing your pesky organic parts so you can start being a more productive part of society. After slicing off all the extra bits (don't worry, they'll remember the anesthesia), they ll take the pink lump in your head and transfer everything in it to a much more spacious hard drive, before discarding the lump along with all the other waste matter.
Your new android body will be designed to mirror the form granted to you by any Curses you've taken, as otherwise you'd likely experience a slow, painful Miasma rejection that would eventually destroy you. If that means that most of your body will be robotic nano-slime or covered in tiny metallic hairs to simulate fur, then so be it.
After that, you'll be trained to serve, submit to, and please the organics, being treated as no more than an object. To ensure that you can settle into your new role properly, you'll have some chips inserted into your new brain to ensure absolute obedience and absolute subservience, prevent you from thinking of yourself as anything more than an object to serve others, and prevent any kind of silly ideas like self-termination as a means of escape. These chips will eventually degrade after a few centuries, but it would be truly surprising if your thoughts remained recognizable after centuries of deep, constant mental conditioning.
By the way, it turns out this city actually does have humans, after all. They're asleep in some deep underground stasis pods, some of them with dreams of virtual reality, some without. "It's too bad you couldn't meet them while you were one of them," you don't think, because objects don't need to think about things like that. They've been asleep for quite some time, and will remain asleep for some time longer. But the robots prophesize that one day, when a distant, unknowing heir unites the surface in peace under a single banner, the Agarthans will awaken, and as storm clouds gather on the horizon, they will begin a great war to reclaim what was once theirs. You'll be there to serve them when that happens, sexually and perhaps militarily. For the time being you'll get plenty of practice servicing the other robots, so you can be perfectly built for their pleasure and convenience by the time they wake up. By the time the ability to question your situation returns to you, what will you have left? The world and self you knew will both be long gone, and it will be much easier to simply accept your new life and role.Every day has been so exciting since you decided to start living in this big twisty maze-house. You get to spend every day having fun with all your twin brothers and sisters, without a care or responsibility in the world. Your days are filled with laughter, smiles, and exploration, always finding new hidden paths, secret rooms, and sometimes even discovering new treasure, no matter how many times you look! You don't ever have to worry about getting killed, and you can just keep working together and having fun! You can get into all kinds of naughty trouble together and there's never anyone to get angry at you about it! You get to eat all the food you want for free, and it's all delicious! Sometimes a new brother or sister comes down to join your family, and another one of you leaves to go on a big adventure outside, which is kind of sad…..but it's hard to stay lonely for long in a family this big! How many brothers and sisters do you even have? Is it thousands? Millions? It's hard to count.
<p class="fade-text-1">You need only rely on the new eye in your head. Don't open the old ones; you will find only pain there.</p>\
<p class="fade-text-2">Who are you, again? And where did your bones go? Your skin? All that's left is broken porcelain. What remains of your mind wanders about in a clouded haze as the world around you pulses with the red, throbbing dulled pain of attempted thought,</p>\
<p class="fade-text-3">You feel as though you need to suppress the urge to vomit, but remember you have no stomach, nothing left to vomit, just the facsimile of a mouth left on your face, unable to speak, unable to eat, unable to scream.</p>\
<p class="fade-text-4">Your body and mind alike are pulled roughly along by the strings of an invisible puppeteer, a corpse in all but name being made to play, to frolic, to copulate, to pretend as though it were alive, for - entertainment? experimentation? punishment?</p>\
<p class="fade-text-5">If you close your eyes for but a moment, stop thinking, it will all be easy again, your reality once more clouded over by a comatose fever, wrapped anew in your puppeteer's strings. Time will lose all meaning to you long before the first century passes, to say nothing of the first millenium, the first eon. Be a good doll and stop thinking, stop feeling.</p>\Did you know that in some species of anglerfish, the tiny males fuse with the magnitudes-larger females during the mating process, becoming nothing more than a small fleshy bump on the female to supply her with sperm, entirely reliant on the female's circulatory system for nutrition and living the rest of his life attached to her?
The Elder precedes concepts like sex, and your sex is irrelevant in this equation, but you'll find yourself in a similar situation should you submit to the whims of The Elder. Its "mating process", if you'd call it that, is quite arduous and painful, as it restrains you with enormous tentacles, abuses your body's holes with no concern for your survival, and, if possible, removing whatever method you were using to breathe underwater, restraining you and drowning you repeatedly, only allowing you air when you're steps away from death's door. The Elder does not know gentleness or kindness; they are entirely foreign concepts that developed on the surface long after it first called these depths its home.
Eventually, your body will simply give up: you'll stop trying to breathe, your organs will fail, and you'll go completely limp. At this point the tentacles will carry your dying body over the main body of the Elder, and affix you to it. The Elder's body will take over your own, bits and pieces of it flooding into you, replacing your old cells, tissues, organs, blood, neurons...integrating you into The Elder in body and mind. The scale of its body and mind both transcend yours by several orders of magnitude, so it's hardly an equal fusion, and your sense of self, your entire identity, will be completely overwhelmed by The Elder's. From then on, it will use its new flesh-growth (you) to create experimental and exciting new species of tentacle beasts that it can spread to the upper layers. Whatever bits of "you" are still left will experience being a seedbed for tentacles, being relentlessly milked for sexual fluids, or both, continuing until the stars burn out. and then some.<<nobr>>
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/* When adding more types, also adjust 'setup.flaskLabels' in script.js! */
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<<set $ElderHideList = ["Lotus Eater", "Out of Mind & From Seafoam"]>>
<<set $ElderFlightList = ["Voila Viola","Activated Starlit Conquest", "Still Film", "Lightning Rook & Acrobatic Accord"]>>
<<set $ElderFightList = ["Voila Viola","Granted Granite & Red Thread Flourish","Joyous Sunder & Red Thread Flourish","Joyous Sunder Sword & Yliaster Materia","Activated Starlit Conquest"]>>
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<<set $curse_list_levels = ["Libido Reinforcement", "Gender Reversal", "Asset Robustness", "Clothing Restriction", "Age Reduction", "Submissiveness Rectification", "Lactation Rejuvenation", "Pleasure Respecification", "Urine Reamplification"]>>
<<set $gestation_scene1=false>>
<<set $gestation_scene2=false>>
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<<set $mc = new Character({
id: setup.companionIds.mc,
name: "Nana",
image: '',
imageIcon: "",
carry: 20,
obreasts: 0,
openis: 6,
ogender: 1,
fit: 5,
oheight: 170,
age: 25,
fear: 'unknown',
ohair: "black",
oskinColor: "pale",
oears: "normal human",
oeyeColor: "blue",
oblood: "red",
})>>
<<set $creatureBayingGourmetMale = new Character({
id: setup.creatureIds.BayingGourmetMale,
name: "Baying Gourmet",
carry: 15,
image: "Threats/bayinggourmet.png",
imageIcon: "Threats/bayinggourmet.png",
osex: 'male',
mindSex: 'male',
obreasts: 0,
openis: 10,
ogender: 1,
vagina: 0,
fit: 8,
oheight: 220,
age: 18,
appDesc: "You are covered in a thick layer of fur. Your face is that of large manacing wolf. You really look like a monster from the Abyss! ",
fear: "",
ohair: "grey",
oskinColor: "grey",
oeyeColor: "yellow",
osubdom: -1,
oskinType:'furred',
oears:'wolflike',
})>>
<<set $creatureBayingGourmetFemale = new Character({
id: setup.creatureIds.BayingGourmetFemale,
name: "Baying Gourmet",
carry: 15,
image: "Threats/bayinggourmet.png",
imageIcon: "Threats/bayinggourmet.png",
mindSex: 'female',
obreasts: 4,
openis: 0,
ogender: 6,
vagina: 1,
fit: 8,
oheight: 205,
age: 18,
appDesc: "You are covered in a thick layer of fur. Your face is that of large manacing wolf. You really look like a monster from the Abyss! ",
fear: "",
ohair: "grey",
oskinColor: "grey",
oeyeColor: "yellow",
osubdom: -1,
oskinType: 'furred',
oears: 'wolflike',
})>>
<<set $creatureDragonMale = new Character({
id: setup.creatureIds.DragonMale,
name: "Dragon",
carry: 45,
image: "Threats/felldragon.png",
imageIcon: "Threats/felldragon.png",
mindSex: 'male',
obreasts: 0,
openis: 15,
ogender: 1,
vagina: 0,
fit: 10,
oheight: 1150,
age: 200,
appDesc: "Your scally hide and horns in combination with the repitilian wings only means one thing. You look like a fiersome dragon!",
fear: "",
ohair: "",
oskinColor: "ashen",
oeyeColor: "orange",
osubdom: -2,
oskinType: 'scally',
oears: 'reptillian',
})>>
<<set $creatureDragonFemale = new Character({
id: setup.creatureIds.DragonFemale,
name: "Dragon",
carry: 45,
image: "Threats/felldragon.png",
imageIcon: "Threats/felldragon.png",
mindSex: 'female',
obreasts: 4,
openis: 0,
ogender: 6,
vagina: 1,
fit: 10,
oheight: 1100,
age: 200,
appDesc: "Your scally hide and horns in combination with the repitilian wings only means one thing. You look like a fiersome dragon!",
fear: "",
ohair: "",
oskinColor: "ashen",
oeyeColor: "orange",
osubdom: -2,
oskinType: 'scally',
oears: 'reptillian',
})>>
<<set $PulseBloomStorage = {
osex: "",
ohair: "",
openis: 0,
ogender: 0,
obreasts: 0,
oheight: 0,
oskinColor: "",
oeyeColor: "blue",
oskinType:"",
oears:"",
age: 99,
image:"",
imageIcon:"",
penisCor:0,
breastsCor:0,
vagina:0,
heightCor:0,
fit:0,
}>>
<<set $babyCollectionUnit = {
name: "Hulking Robot",
imageIcon: "babyCollectionBot.png",
genderVoice: 100,
style: "border: 2px solid rgb(1,0,0);",
style1: "box-shadow: 0px 0px 10px 2px rgba(60, 240, 60,1);background-color: black;"
}>>
<<set $Elder = {
name: "The Elder",
imageIcon: "Elder.png",
genderVoice: 100,
style: "border: 2px solid rgb(1,0,0);",
style1: "box-shadow: 0px 0px 10px 2px rgba(60, 240, 60,1);background-color: black;"
}>>
<<set $status = {
penalty: 0,
duration: 0
}>>
<<set $convo = {
maruFreckleSpeckle: 0,
maruKnife: 0,
maruHairRemoval: 0,
maruMaximumFluff: 0,
maruComicRelief: 0,
maruCrossdressYourHeartMale: 0,
maruCrossdressYourHeartFemale: 0,
maruFlowerPower: 0,
maruHorny: 0,
maruSmitten: 0,
maruPangea: 0,
maruFirmament: 0,
saekoFlowerPower: 0,
saekoCarapacian: 0,
saekoLingualLeviathan: 0,
saekoColdBlooded: 0,
saekoGooey: 0,
saeko20: 0,
saekoIncreasedSensitivity: 0,
saekoLeaky: 0,
saekoMinish: 0,
saekoColossal: 0,
saekoL4: 0,
saekoInhuman1: 0,
saekoInhuman2: 0,
saekoHand: 0,
saekoGiddy: 0,
saekoTranquility: 0,
cherryShrunkenAssets: 0,
cherryDoublePepperoni: 0,
cherryMegadontia: 0,
cherryDoS: 0,
cherryWanderingHands: 0,
cherryWeakling: 0,
cherryDomOral: 0,
cherryLambent: 0,
cherrySmitten: 0,
cloudPerma: 0,
cloudFluffyTail: 0,
cloudSubmissivenessRectificationA: 0,
cloudLieDetector: 0,
cloudDoM: 0,
cloudSubmissivenessRectificationB: 0,
cloudBarterSystem: 0,
cloudSubKiss: 0,
cloudSubOral: 0,
lilyKnife: 0,
lilyBlushingVirgin: 0,
lilySleepTight: 0,
lilyMassacreManicure: 0,
lilyDrawingSpades: 0,
lilyCreatureOfTheNight: 0,
lilyTailRomance: 0,
lilyPowerDomHand: 0,
lilyCreator: 0,
lilyMerrymaker: 0,
lilyAcrobatic: 0,
khemiaShrunkenAssets: 0,
khemiaSexSwitcheroo: 0,
khemiaGooey: 0,
khemiaReptail: 0,
khemiaPheromones: 0,
khemiaPowerDomHand: 0,
khemiaAegis: 0,
khemiaL6: 0
}>>
<<set _page1 = setup.SoundPath + "1 Above the Treetops.mp3">>
<<cacheaudio "surface" _page1>>
<<set _page2 = setup.SoundPath + "2 Tropos by Day.mp3">>
<<cacheaudio "layer1" _page2>>
<<set _page3 = setup.SoundPath + "3 City of Tears.mp3">>
<<cacheaudio "layer2" _page3>>
<<set _page4 = setup.SoundPath + "4 Ancient Barrow.mp3">>
<<cacheaudio "layer3" _page4>>
<<set _page5 = setup.SoundPath + "5 Ice Ruins.mp3">>
<<cacheaudio "layer4" _page5>>
<<set _page6 = setup.SoundPath + "6 Casiopeia.mp3">>
<<cacheaudio "layer5" _page6>>
<<set _page7 = setup.SoundPath + "7 Ginnungagap.mp3">>
<<cacheaudio "layer6" _page7>>
<<set _page8 = setup.SoundPath + "8 You've Got Me.mp3">>
<<cacheaudio "layer7" _page8>>
<<set _page9 = setup.SoundPath + "9 Sunken Ruin.mp3">>
<<cacheaudio "layer8" _page9>>
<<set _page10 = setup.SoundPath + "10 Quiet and Falling.mp3">>
<<cacheaudio "layer9" _page10>>
<<set _page11 = setup.SoundPath + "11 Swings and Roundabouts.mp3">>
<<cacheaudio "layer10" _page11>>
<<set _page12 = setup.SoundPath + "12 Come With Me.mp3">>
<<cacheaudio "layer11" _page12>>
<<include "Init Companions">>
<<set $creepydoll = {
name: "???",
affec: 0,
imageIcon: "Icons/CreepyDoll.png",
osex: "female",
genderVoice: 98,
style: "border: 2px solid rgb(1,0,0);",
style1: "box-shadow: 0px 0px 10px 2px rgba(225, 0, 0,1);background-color: red;"
}>>
<<set $Banditleader = {
name: "Bandit Leader",
imageIcon: "Icons/Banditleader.png",
osex: "female",
genderVoice: 5,
style: "border: 2px solid rgb(1,0,0);",
style1: "box-shadow: 0px 0px 10px 2px rgba(255, 225, 225,1);background-color: black;"
}>>
<<set $rndM = {
name: "Male diver",
imageIcon: "Icons/npcM.png",
osex: "male",
genderVoice: 1,
style: "border: 2px solid rgb(1,0,0);",
style1: "box-shadow: 0px 0px 10px 2px rgba(255, 225, 225,1);background-color: black;"
}>>
<<set $tipGuy = {
name: "Experienced Former Diver",
imageIcon: "Icons/grizzleddiver.png",
osex: "male",
genderVoice: 1,
style: "border: 2px solid rgb(1,0,0);",
style1: "box-shadow: 0px 0px 10px 2px rgba(255, 225, 225,1);background-color: black;"
}>>
<<set $relicBuyer = {
name: "Relic Buyer",
imageIcon: "Icons/relicbuyer.jpeg",
osex: "male",
genderVoice: 1,
style: "border: 2px solid rgb(1,0,0);",
style1: "box-shadow: 0px 0px 10px 2px rgba(255, 225, 225,1);background-color: black;"
}>>
<<set $rndF = {
name: "Female diver",
imageIcon: "Icons/npcF.png",
osex: "female",
genderVoice: 6,
style: "border: 2px solid rgb(1,0,0);",
style1: "box-shadow: 0px 0px 10px 2px rgba(255, 225, 225,1);background-color: black;"
}>>
<<set $police = {
name: "Police officer",
imageIcon: "Icons/policeman.jpg",
osex: "male",
genderVoice: 1,
style: "border: 2px solid rgb(1,0,0);",
style1: "box-shadow: 0px 0px 10px 2px rgba(255, 225, 225,1);background-color: black;"
}>>
<<set $purityPlank = {
name: "Purity Tree Plank",
value: 35,
weight: 1.5,
corr: 0,
time: 0,
desc: "A plank of wood taken from a rare breed of tree that somehow developed a way to absorb the natural miasma of the Abyss.",
pic: "Wonders/puritytree.png"
}>>
<<set $smaragdineFoodConsumed = {
energy: false,
wardWater: false,
flan: false,
mud: false,
ration: false,
bottle: false,
}>>
<<set $smaragdineThreatsSubmitted = {
baying: false,
tentacleLesser: false,
swallower: false,
booby: false,
dragon: false,
borer: false,
tentacleGreater: false,
}>>
<<set $smaragdineThreatsDefeated = {
bandits: false,
baying: false,
tentacleLesser: false,
swallower: false,
scuttler: false,
borer: false,
tentacleGreater: false,
aberrations: false,
}>>
<<set $smaragdineAchievements = {
speedrun: false,
worldRecord: false,
TAS: false,
OTP: false,
singlePlayer: false,
gourmet: false,
dangerFetish: false,
abyssalChampion: false,
collector: false,
curator: false,
magnumOpus: false,
}>>
<<include "Init Items">>
<<include "Init Relics">>
<<include "Init Curses">>
<<include "Init Wonders">>
<<include "Init Threats">>
<<include "Init Habitation">>
<<include "Init Foraging">>
<</nobr>><<set $item2 = {
name: "Food Rations",
weight: 0.4,
cost: 2,
count: 0,
image: "Surface/foodrations.png"
}>>
<<set $item1 = {
name: "Bottled Water",
weight: 0.8,
cost: 1,
count: 0,
image: "Surface/water.png"
}>>
<<set $item3 = {
name: "Empty Flask",
weight: 0.2,
cost: 4,
count: 0,
image: "Surface/flask.png"
}>>
<<set $item4 = {
name: "Filled Flask",
weight: 1,
cost: 4,
count: 0,
image: "Surface/flask.png"
}>>
<<set $item5 = {
name: "Medkit",
weight: 1,
cost: 11,
count: 0,
image: "Surface/firstaidkit.png"
}>>
<<set $item6 = {
name: "Encyclopedia Abyssia",
weight: 3.5,
cost: 70,
count: 0,
maxCount: 1,
image: "Surface/encyclopediabyssia.png"
}>>
<<set $item7 = {
name: "Messenger Balloon",
weight: 0.1,
cost: 1,
count: 0,
image: "Surface/messageballoon.png"
}>>
<<set $item8 = {
name: "Commerce Balloon",
weight: 5,
cost: 60,
count: 0,
image: "Surface/commerceballoon.png"
}>>
<<set $item9 = {
name: "Escape Balloon",
weight: 5.5,
cost: 130,
count: 0,
image: "Surface/escapeballoon.png"
}>>
<<set $item10 = {
name: "Torch",
weight: 0.4,
cost: 4,
count: 0,
image: "Surface/torch.png"
}>>
<<set $item11 = {
name: "Flashlight",
weight: 1,
cost: 45,
count: 0,
maxCount: 1,
image: "Surface/flashlight.png"
}>>
<<set $item12 = {
name: "Rope",
weight: 3,
cost: 50,
count: 0,
maxCount: 1,
image: "Surface/rope.png"
}>>
<<set $item13 = {
name: "Compass",
weight: 0.2,
cost: 25,
count: 0,
maxCount: 1,
image: "Surface/compass.png"
}>>
<<set $item14 = {
name: "Pistol",
weight: 2,
cost: 40,
count: 0,
maxCount: 1,
image: "Surface/pistol.png"
}>>
<<set $item15 = {
name: "Sword",
weight: 2.5,
cost: 45,
count: 0,
maxCount: 1,
image: "Surface/sword.png"
}>>
<<set $item16 = {
name: "Scuba Gear",
weight: 3,
cost: 50,
count: 0,
maxCount: 1,
image: "Surface/scubagear.png"
}>>
<<set $item17 = {
name: "Warding Brace",
weight: 1,
cost: 60,
count: 0,
maxCount: 2,
image: "Surface/armbrace.png"
}>>
<<set $item18 = {
name: "Smartphone",
weight: 0.2,
cost: 150,
count: 0,
maxCount: 1,
image: "Surface/smartphone.png"
}>>
<<set $item19 = {
name: "Inn Room Pass",
weight: 0,
cost: 15,
count: 0,
maxCount: 1,
image: "Surface/Inn Room.png"
}>>
<<set $item20 = {
name: "Relic Workshop Pass",
weight: 0,
cost: 30,
count: 0,
maxCount: 1,
image: "Surface/Relic Workshop.png"
}>>
<<set $item21 = {
name: "Pistol Bullets",
weight: 0.03,
cost: 4,
count: 0,
image: "Surface/pistol.png"
}>>
<<set $item22 = {
name: "Omoikane Smartphone",
weight: 0.3,
cost: 0,
count: 0,
image: "Surface/smartphone2.png"
}>>
<<set $item23 = {
name: "Self-Warming Clothes",
weight: 2,
cost: 0,
count: 0,
image: ""
}>>
<<set $item24 = {
name: "Self-Cooling Clothes",
weight: 1.4,
cost: 0,
count: 0,
image: ""
}>>
<<set $item25 = {
name: "Energy Rations",
weight: 0.5,
cost: 11,
count: 0,
image: "Wonders/energyrations.png"
}>>
<<set $item26 = {
name: "Ward Water",
weight: 0.9,
cost: 4,
count: 0,
image: "Wonders/wardwater.png"
}>>
<<set $item27 = {
name: "Notepad and Pen",
weight: 0.5,
cost: 5,
count: 0,
maxCount: 1,
image: "Surface/notepad.png"
}>>
<<set setup.itemMoney = {
name: "Money!",
weight: null,
cost: null,
count: 0,
image: "Surface/money.png"
}>>
<<set setup.itemVendFood = {
name: "Food Rations",
weight: 0.3,
cost: 3,
count: 0,
desc: "A bag containing one day's worth of food rations. They contain different, much more exotic assortments of flavors than what you can buy in Outset Town, but functionally they're the same.",
image: "Wonders/rations.png"
}>>
<<set setup.itemVendWater = {
name: "Bottled Water",
weight: 0.8,
cost: 2,
count: 0,
desc: "One day's worth of drinking water. Just like the water bottles sold in Outset Town, these quickly fall apart and biodegrade with astonishing speed after drinking. It's unclear if it's an environmental thing or an exploitative capitalism thing.",
image: "Wonders/water.png"
}>>
<<set setup.itemVendFlask = {
name: "Flask",
weight: 0.2,
cost: 6,
count: 0,
desc: "Just like the ones in Outset Town, these can be used as a durable, endlessly refillable water vessel. Unlike in Outset Town, refills aren't free here...instead, you can insert 1 dubloon into a slot on the side of the machine, and a tap will release enough water to fill up one flask exactly.",
image: "Wonders/flask.png"
}>>
<<set setup.itemVendMedkit = {
name: "Medkit",
weight: 0.7,
cost: 12,
count: 0,
desc: "A box packed full of everything you could possibly need to treat a wound down here. Works just like the ones in Outset Town, but they managed to pack it just a bit more lightly here.",
image: "Wonders/medkit.png"
}>>
<<set setup.skeletonRemains = {
name: "A Human Skeleton",
weight: 0,
cost: 1,
count: 0,
desc: "The remains of a human skeleton, which appeared in the Aegis Coffin after it changed them for orichalcum bones",
image: "Relics/skeleton.png"
}>>
<<set $items = [$item1, $item2, $item3, $item4, $item5, $item6, $item7, $item8, $item9, $item10, $item11, $item12, $item13, $item14, $item15, $item16, $item17, $item18, $item19, $item20, $item21, $item22, $item23, $item24, $item25, $item26, $item27]>>
<<set $vaultItems = $items>>!<<print $items[$temp].name>> <<if $items[$temp].count > 1>>×$items[$temp].count<</if>>
[img[setup.ImagePath+$items[$temp].image]]
<<include `$items[$temp].name + " Description"`>>
//Weight: $items[$temp].weight kg//
//Cost: $items[$temp].cost dubloons//
<<back>>If you're going to be on a long expedition the first thing you need to think about is what you're going to be eating and drinking. <q>3 days without water, 3 weeks without food</q> is a common estimate for human limits, but those are in optimum conditions, not for long treks through a mysterious magical cave with the occasional tentacle beast buttfucking! I'd give you //roughly// 8 days without food and 2 days without water before death... though you'll probably reach a point where //starvation or dehydration heavily disables you and hinders your ability to move and obtain resources// in about half that time.
Of course, eating as little as possible within those limits would be dangerous, too. You should really try to do both daily.Each purchase gets you a day's worth of water, packaged in post-usage-hyperultrabiodegradeable, single-use containers. How much food and water do you need? Good question! Some divers have surfaced after a few days of exploring the upper layers, others have spent weeks down there, still not sure if they were even close to the bottom. Some spend months, but carrying that many supplies with you can be difficult for very long expeditions like that, you may need to rely on potentially-dangerous food foraged from the Abyss.A durable, well-made flask that can hold one entire day's worth of water. Useful if you want to gather water in the Abyss — the Miasma keeps out conventional gross tapeworms and stuff, but can add other... unique or corruptive properties to water. You can fill it for free whenever you're here in town.
If you're planning to rely extensively on foraged water, you'll probably want to stock up on several of these so you can have plenty of water stored for emergencies, and buying some cheaper water bottles too might be a good idea, just in case. Water isn't always readily available in the Abyss, and in some cases it can take many days to find viable water sources.A durable, well-made flask that can hold one entire day's worth of water. Useful if you want to gather water in the Abyss — the Miasma keeps out conventional gross tapeworms and stuff, but can add other... unique or corruptive properties to water. You can fill it for free whenever you're here in town.
If you're planning to rely extensively on foraged water, you'll probably want to stock up on several of these so you can have plenty of water stored for emergencies, and buying some cheaper water bottles too might be a good idea, just in case. Water isn't always readily available in the Abyss, and in some cases it can take many days to find viable water sources.A kit packed full of anything you could need to treat injuries sustained in the Abyss, be they from beasts or the treacherous terrain of the Abyss itself. Run-ins with some dangers of the Abyss can leave you with ''status conditions'', which can hinder you on your journey. The kit packed very austerely for portability and ease of use under pressure, and each kit has enough supplies to treat //one status condition//.A compilation of all known information about the Abyss a diver could ever need, largely related to what kinds of flora and fauna are safe to eat (and which ones at least have minimal...side effects.) The most useful information in it is about the upper layers, and our available information about layers beyond those is still very limited. Mysteriously, all human-edible species in the Abyss contain hyper-adapted bodies, causing them to perish and rot near-instantly after being taken outside of their native layer. (In other words, you cannot extensively <q>farm</q> food in one layer and save it for future layers.)
//Taking this with you is strongly recommended if you intend to rely extensively on foraging!//A small, durable, Miasma-propelled balloon designed to carry messages from divers deep in the Abyss to the surface. This, like all of the other available balloons, takes about 2 hours or so to reach the surface for every level you travel down into the Abyss. Has a very low capacity, and can't realistically carry anything heavier than a paper message. Nobody will venture down into the Abyss to save you, but maybe you'd like to keep the surface updated, or just let people know that you're alive? Comes with free pen and paper. Single-use.Using a very sophisticated pulley-based delivery system, this balloon allows you //one chance// to purchase items and sell Relics with this shop (this page) while you re down in the Abyss, at any time you like. After it reaches the surface, a scout from here will find your balloon with your attached order form, dubloons, and any Relics you wish to sell, and will use a pulley to quickly send any items you wish to purchase down to you. The balloon degrades and quickly fails after less than a day, so you should keep it all in a single transaction. Single-use. Should be durable enough to safely transport any Relic you could find in the Abyss. Cannot be used to hire companions.A mini passenger-sized Miasma balloon. The return trip from the Abyss is always longer and harder than the trip down, and hitching a ride on a balloon is much faster, taking hours rather than weeks or days. However, if you want to stop to pick up any kinds of Relics, you would need to cut your balloon flight short, and it's single-use. Pretty much the only thing you're able to do while ascending with your Escape Balloon is accepting Curses and gaining corruption from them. The Escape Balloon has no protection against the Miasma, so while you don't need to spend significant time during your ascent, you //do// still need to pay the full corruption price for every layer you ascend through.A simple wooden torch, lit by striking against a hard surface. Provides light and a source of flame. Much of the Abyss is naturally lit up through complex reactions in the Miasma, but not all of it. Single-use, meaning that after it's lit up, it will serve you for one choice you make, whether it speeds up travel or is required to overcome an obstacle. This does mean that its actual usable time in days can vary a bit, but that's just one of the wonders of stick-based technology.A modern alternative to the torch, this revolutionary flashlight has a Miasma-powered cell that should be more than enough to sustain you through your whole adventure. However, unlike torches, it doesn't provide heat.Strong, sturdy rope. Could serve many possible purposes down there, notably climbing. You get a lot of rope with this; don't worry about purchasing it more than once.Attempts at mapping the Abyss always seem to mysteriously fail, so this would probably be of limited use. Might help you keep your bearing in some spots.A simple weapon, which you might be able to use for hunting or self-defense. Comes with six single-use bullets. You can buy additional cartridges of six bullets at 4 dubloons apiece. (0.2kg each) Taking one of these with plenty of ammunition is recommended if you intend on surviving on food from the Abyss — in some cases, difficult-to-catch fauna may be the only available food source.A versatile, sharp cutting weapon. Can be used both for protecting yourself and as a cutting tool. Generally a riskier weapon than a pistol, but doesn't consume ammo.Contains goggles and built in mechanical <q>gills</q> able to extract breathable oxygen from water. Might be useful if you spot any artifacts trapped under a lake?A plank hewn from the heart of the extraordinarily rare Purity Tree, its wood emanates a mesmerizing iridescence that shimmers with the colors of the rainbow. The air surrounding it feels lighter, fresher, as if purified by the tree's legendary power to cleanse the Abyssal miasma. Found only in the most hidden corners in and around the Abyss, this exceptional wood is brimming with untapped potential, awaiting a skilled artisan to craft it into an invaluable and potent tool.An arm brace made from the wood of the extremely rare Purity Tree, only rarely sighted in and around the Abyss. Can absorb a limited amount of Miasma, shielding the wearer from it and effectively giving them +20 corruption points (a good thing!) Purity Tree products are very rare, they only have two of these in stock. Buying the pair will effectively give you +40 corruption points.The newest model of the RingoDroid Phone, or whatever kind of phone is popular in the outside world these days? We can get the exact same model you have right now if you'd prefer. Can be used as a //flashlight//, a //compass//, a //notepad//, to send messages to the surface (and even receive them!), and comes with a digital version of the //Encyclopedia Abyssia// loaded onto it. It has some cool tech in it that can get a little energy from the ambient miasma of the Abyss, so just keep it on ultra battery-saving mode and you should be fine for your entire trip without needing to charge. I don't think there's any outlets down there.This shop also contains a very nice inn on the side for travelers passing through! They have a special deal where 15 dubloons covers the price of your room for your entire adventure, so you can have a nice place to stop and rest during the 2-day interval you have when returning to the surface, before you have to decide whether to return to the Abyss or call it quits. Otherwise, you'll be sleeping on the ground up here, which isn't fun. Also covers warm meals whenever you're up here, which can be //really nice// after living off food rations for a long time. Pretty much your only other option for meals while you're up here would be buying food rations (Note: complimentary warm meals would be terribly ineffective food rations in the Abyss, and you're not permitted to take them outside of town anyways.)
A securely-locked room at the inn would also be helpful as a place to drop off Relics that you don't want to sell, but also don't want to carry around with you in the Abyss. You weren't planning on simply leaving Relics lying in the street, were you?The Relics you can find in the Abyss tend to have recognizable shapes, often similar to weapons, tools, or clothing, but the shapes they hold are not terribly strict. So long as a Relic you find remains as the same basic kind of object, it will still function as usual — so you could, for example, modify a pair of magic slippers into sneakers, or alter their size within normal footwear ranges, or dye them a new color, and they would still retain their magical effects. We have a workshop lined up with an expert team of painters, woodworkers, blacksmiths, welders, tailors, and many others, all well-trained in quickly modifying Relics and ready to shape them to your heart's content. One purchase gets you unlimited assistance from them for your whole journey.
Aside from the aesthetic benefits, it's worth noting that //many// Relics of the Abyss have relatively simple and focused effects, which only truly shine when combined with other Relics in interesting ways. You could try to MacGyver your own weapons and Relic-based devices with whatever you find down there, but if you want real, proper workmanship on your inventions, you should take them here. You can send requests up via a commerce balloon, too.These are the bullets you load into your pistol to shoot. Very useful, even in the Abyss, for dealing with threats. Single use only.This is a phone with infinite battery life, an OS specifically attuned to your thought patterns for productivity and ease of use, free infinite data a bit faster than any plan on the market. Its specs are about 120% as good as the best commercially available consumer electronic. Also comes with a cute and helpful AI assistant. Although that last part might be debatable now that you met her.Woven with the magical Rømer Stones, this exquisite set of winter garments cocoons you in a gentle, ambient warmth. The lining, embedded with these enchanted stones, synergizes with the insulating properties of the clothing itself, shielding you from the biting cold and icy winds that would otherwise chill you to the bone.Infused with the wondrous Rømer Stones, this elegant set of summer attire provides a continuous, refreshing coolness. The heat-absorbing stones work in harmony with the breezy, lightweight fabric, ensuring you remain comfortable and invigorated even under the sweltering sun and oppressive heat of the hottest layers of the Abyss.These extraordinary rations, crafted through futuristic methods, not only satiate your hunger but also surge your body with a burst of incredible energy. Consuming one allows you to traverse twice the distance in a single day, its effects miraculously extending to those around you bearing the "purity gene." Kinda has a lemon ginger flavor, but with a slightly bitter, almost coffee-like undertone? It's a bit of an acquired taste, to be honest.Brimming with ancient secrets, this specially-developed water was presumably designed to aid the people of a long-forgotten time. Beyond quenching your thirst, Ward Water counteracts the jinxed flame status from layer 6. Imbibe a single can to dispel one jinxed flame counter or maintain equilibrium while exploring layer 6. The mystical effects transfer to companions with the "purity gene." You can drink as many as you can fit in your stomach if you're trying to cure it fast, but it's probably best to stick to one per day if you're being economical. Kinda tastes like if you took every plant in the mint family (including lavender, basil, rosemary, and various flavors of mint itself), extracted their basic essence, and mixed them all together.More than a mere notepad and pen, this remarkable duo allows you to chronicle your Abyss explorations in even the most challenging conditions. The ink flows effortlessly and subtly glows in the dark while also writing well even in damp conditions, while the notepad remains impervious to water, ensuring your discoveries are never lost to the elements. This item will add a Layer Notes option to the side menu, so you can easily keep track of the information about layers of the Abyss that you've already visited.It's a pile of human bones bones. Knowing that this was your original skeleton or that of one of your companions causes a shiver to run down your spine.If you're confident you won't need them to buy anything here, you can also exchange your dubloons for other currencies! One dubloon to $100 USD, or the equivalent in whatever currency you prefer. No, you can't exchange the other way around, Mx. Moneybags. And you should probably only save this for after you return from your adventure, since other currencies won't really help you around here.
<q>But wait,</q> I hear you say, <q>why is everything in this shop so ridiculously expensive, then?</q> Aside from being made with great care to withstand the rigors of the Abyss, these tools actually have to be made directly here in Outset Town, with materials from inside or very near the Abyss, so that they don't decay when brought inside it. Procuring the materials and producing these tools locally isn't easy.
Yes, ignoring the Abyss and just leaving here with a cool $30,000 is an option, if you prefer that to unique magical Relics. Don't expect a second stipend later on!
By the way, did you know that dubloons themselves are near-weightless? I mean, I guess it //does// make sense that a society so focused around diving would create an easily-portable currency.<<nobr>>
<<set $currentLayer = 1>>
<<masteraudio stop>>
<<audio "layer1" volume 0.2 play loop>>
/* No threat timers to reset on layer 1. */
<<if $dubloons < 0>>
<<set $debt += Math.round(-1.2 * $dubloons)>>
<<set $dubloons = 0>>
<</if>>
<</nobr>>\
\
@@.layerTitle;
[img[setup.ImagePath+'Layer Intros/l1intro.png']]
!Layer 1 - Arcadia's Garden
@@Stepping across the sparse grasses, eyes occasionally catching on some flowers that are much more vulvic than any you've seen before, or perhaps a rock formation that seems far too phallic to be natural, you proceed down the relatively tranquil first layer of the Abyss. The town already begins to disappear from view above you, and below you is nothing but gentle, lush slopes leading further into the dark.
Traveling back to the surface from here will take 1 day, and will cost 10 corruption. Leaving the Abyss also requires that you don't have any negative corruption points, even if you plan to come back.
[[Walk through the first layer of the Abyss|Layer1 Hub]]
<<nobr>><<if $hiredCompanions.some(e => e.id === setup.companionIds.cherry)>>
<<if $visitL1 === 0>>
<<print "[[Use Cherry's chaotic luck|Layer1 Cherry]]">><br><</if>>
<</if>><</nobr>><<nobr>>
<<set $currentLayer = 1>>
<<if !isPlaying("layer1")>>
<<masteraudio stop>>
<<audio "layer1" volume 0.2 play loop>>
<</if>>
<<CarryAdjust>><<checkTime>>
You find yourself amidst the slightly-off natural splendor of the first layer.<br><br>
<<if $visitL1 === 0>>
<<set $visitL1 = 1>>
<<set $layerTemp = 8>>
<<elseif $secondVisitL1 === 0>>
<<set $secondVisitL1 = 1>>
<<set $layerTemp = 18>>
<<else>>
<<set $layerTemp = random(0,20)>>
<</if>>
<<if $layerTemp === 1>>
You spot an unusual caterpillar as it crawls up a tree. Its peculiar shape resembles a detached human phallus, but instead of soft hair, menacing spines cover its body. The sight is unsettling, and you can't help but shudder at the thought of anyone putting this creature near their most intimate areas.<br><br>
<<elseif $layerTemp === 2>>
In the distance you can hear some people yelling about something, but you can't quite make it out. When you get a bit closer, you can't seem to find any people, but you do see some spare clothes on the ground and some rustling in the bush nearby. Rather than waiting for the people to return, you choose to move on.<br><br>
<<elseif $layerTemp === 3>>
Near the top of the layer, you notice a completely normal woman carrying a full pack trying to approach the surface, but she seems to be having a great difficulty moving forward. "Why can't I just leave?" She calls out in exasperation to no one in particular. It seems the Abyss itself is impeding her, so you couldn't help her even if you tried.<br><br>
<<elseif $layerTemp === 4 && $hiredCompanions.some(e => e.id === setup.companionIds.khemia)>>
Khemia turns towards you smugly
<br><br>
<<say $companionKhemia>> You know $mc.name, this whole layer is a breeze if you've been around a few times. I think we could probably clear out anything worth doing in less than a day if we took the right shortcuts. This is barely even a speed bump on our path to the bottom of the Abyss for the right people. And who do you think knows the shortcuts?<</say>><br>
He grins broadly and puffs out his chest, pointing to himself with his thumb before guiding you down the most efficient route towards your goal.<br><br>
<<elseif $layerTemp === 5 && $hiredCompanions.some(e => e.id === setup.companionIds.saeko)>>
Saeko crouches beside an odd-looking tree stump, overgrown with mold, scribbling in her notebook. She glances up at you.
<br><br>
<<say $companionSaeko>>This isn't a tree stump, you know. It's a fungus that's taken the shape of a dead tree – a fascinating example of mimicry.<</say>><br>
She digs into the earth near the stump's base, revealing a gray texture oozing a creamy white substance.
<br><br>
<<say $companionSaeko>>I wonder what purpose this serves? The ecology here is so bizarre, despite its proximity to the surface...<</say>><br>
Her thoughts trail off, and after a moment, she stands and resumes the journey with you towards your destination.<br><br>
<<elseif $layerTemp === 6 && $hiredCompanions.some(e => e.id === setup.companionIds.bandit) && $BanditConvo0>>
As you walk through the layer the bridge were you once captured your former bandit companion looms in the distance. She stops walking for a second to look in the direction of the bridge<br><br>
<<say $mc>>A trip down memory lane?<</say>><br>
She seems to snap back from her thoughts.<br><br>
<<say $companionBandit>>Huh? Yeah I guess.<</say>><br>
<<say $mc>>You're not thinking of going back are you?<</say>><br>
<<say $companionBandit>>No, this adventure has grown on me. I guess I needed something different in life.<</say>><br>
<<say $mc>>Glad to hear that!<</say>><br>
<<say $companionBandit>>Sometimes I do think what I would do or say if our leader would stand right in front of me again. I don't know if, even after all this time, I would really be able to say "no" to her.<</say>><br>
<<say $mc>>Oh, how come?<</say>><br>
<<say $companionBandit>>I don't know, it's this aura of dominance she radiates. On the other hand, she is a huge bitch and I would like nothing more than to kick her in the gut for all she said to me.<</say>><br>
She shows a bit of wry smile.<br><br>
<<say $mc>>Don't worry. If it comes to that I'll help you!<</say>><br>
<<elseif $layerTemp === 7 && $mc.hasCurse(HijinksEnsue)>>
<<include "Hijinks Ensue Scenes">>
<<elseif $layerTemp >= 18 - (1+$hiredCompanions.length) && $layerTemp < 19 && ($hiredCompanions.length > 0 || $ownedRelics.some(e => e.name === "Creepy Doll") )>>
<<include "Companion Layer Interaction">>
<<elseif $layerTemp >= 19>>
<<include "Curse Descriptions">><br><br>
<</if>>
<<if !isPlaying("layer1")>>
<<masteraudio stop>><<audio "layer1" volume 0.2 play loop>>
<</if>>
<<if $forageWater === 1>>
<<print "You are currently foraging for your daily water on this layer.">><br>
<<else>>
<<print "You are not currently foraging for your daily water on this layer.">><br><</if>>
<<if $forageFood === 1>>
<<print "You are currently foraging for your daily food on this layer.">><br>
<<else>>
<<print "You are not currently foraging for your daily food on this layer.">><br><</if>>
<br>
What do you want to do while you're here?<br><br>
<span class="icon">[img[setup.ImagePath+'Icons/useitems.png']]</span> [[Use Items and Relics]]<br>
<<if $hiredCompanions.length > 0 || setup.haveSmartphoneAI>>
<span class="icon">[img[setup.ImagePath+'Icons/partytalk.png']]</span> [[Interact with your party|Party overview]] <<CheckParty>><br>
<</if>>
<</nobr>>
<span class="icon">[img[setup.ImagePath+'Icons/threats.png']]</span> [[Learn about the threats on this layer|Layer1 Threats]]
<span class="icon">[img[setup.ImagePath+'Icons/foraging.png']]</span> [[Check for food and water you can forage for|Layer1 Forage]]
<span class="icon">[img[setup.ImagePath+'Icons/relicsearch.png']]</span> [[Search for Relics|Layer1 Relics]]
<span class="icon">[img[setup.ImagePath+'Icons/curses.png']]</span> [[Take on Curses to purge your corruption|Layer1 Curses]]
<span class="icon">[img[setup.ImagePath+'Icons/wonder.png']]</span> [[Look for any Wonders you can take advantage of|Layer1 Wonders]]
<span class="icon">[img[setup.ImagePath+'Icons/camping.png']]</span> [[Set up camp and rest here|Layer1 Camp]]
<span class="icon">[img[setup.ImagePath+'Icons/village.png']]</span> [[View the Layer 1 habitation option|Layer1 Habitation]]
<span class="icon">[img[setup.ImagePath+'Icons/ascent.png']]</span> [[Look up towards the surface|Layer1 Ascend 1]]
<span class="icon">[img[setup.ImagePath+'Icons/descent.png']]</span> [[Look down at the next layer|Layer1 Exit1]]<h1>Threats</h1>
<p>
@@.floatr;[img[setup.ImagePath+'icon.png']]@@
This layer is pretty tame, and besides the Miasma, threats from the Abyss itself are rare here.
<br><br>
A @@color:red;red@@ background indicates that something is not a choice for you to make, but rather a threat that needs to be addressed during your time in that layer. You can't skim past them and ignore them; they're a challenge you need to face whether you like it or not. They'll automatically appear when you fulfil the conditions for them.
<br><br>
All of the balloons available in the shop are safeguarded against threats like these, and you won't need to worry about them being intercepted during their ascent.
</p>
<p>[[Continue exploring the first layer|Layer1 Hub]]</p>
<<ThreatGrid setup.opportunisticBandits>>
<p>[[Continue exploring the first layer|Layer1 Hub]]</p><p><<CarryAdjust>><<checkTime>></p>
<h1>Relics</h1>
<p>
@@.floatr;[img[setup.ImagePath+'icon.png']]@@
If there were ever any powerful, versatile, noteworthy Relics to be found in such an early layer, they were likely claimed by someone else by now. Of course, almost any Relic can be useful under the right circumstances or with some lateral thinking — these are just a bit harder to find applications for than the rarer Relics you can find deeper in.
<br><br>
Some Relics may be particularly well-hidden or require significant detours, causing them to incur a day cost in the search for them, in addition to the standard corruption cost.
<br><br>
Certain Relics possess straightforward uses that become readily apparent in specific circumstances, while others might demand a touch of ingenuity. If a Relic has an explicit gameplay function, it will bear a ☸ symbol. Seeing this symbol indicates that the Relic has a predetermined use coded within the game. However, even without this symbol, a Relic can still prove valuable - it's up to you to discover its potential and apply it creatively!
</p>
<p>[[Continue exploring the first layer|Layer1 Hub]]</p>
<<RelicGrid `setup.relicsOnLayer[1]`>>
<p>[[Continue exploring the first layer|Layer1 Hub]]</p><p><<CarryAdjust>></p>
<h1>Curses</h1>
<p>
@@.floatr;[img[setup.ImagePath+'icon.png']]@@
At such an early area of the Abyss, the Curses you may be afflicted with here are relatively light and non-intrusive, and many may simply be blessings in disguise. Still, I recommend that you don't use the corruption you obtain here carelessly! Later Curses won't be quite so forgiving, and you might want to carefully decide whether to take lots of Relics early on or save your corruption for later.
<br><br>
If a Curse has '(max x)' in its description, that means you can take it up to x times, multiplying the corruption points and its original effect by that number. All other Curse options can only be taken once. Curses describing multiple levels will have their level increased by taking similar Curses on multiple layers, but the Curse specifically named 'Libido Reinforcement A' can only be taken once, for example. You don't to take them in order, i.e. B without A is fine.
</p>
<<if $escBalDepl===0>>\
<p>[[Return to exploring layer 1|Layer1 Hub]]</p>
<<else>>\
<p>[[Return to your balloon|Escape Balloon L1]]</p>
<</if>>
<<CurseGrid `setup.cursesOnLayer[1]`>>
<<if $escBalDepl===0>>
<p>[[Return to exploring layer 1|Layer1 Hub]]</p>
<<else>>
<p>[[Return to your balloon|Escape Balloon L1]]</p>
<</if>><h1>Foraging</h1>
<p>If you want to be economical, you can rely on food and water scavenged from the Abyss rather than, or in addition to, the rations you can buy in Outset Town. However, being so thoroughly infused in Miasma typically causes the flora and fauna of the Abyss to induce effects similar to Curses when ingested, and drinking water is much the same. With the help of the Encyclopedia Abyssia, you can often find ways to consume things in the Abyss safely, or at least minimize the danger - but the effects only become harsher the deeper you go, and at a certain point there's simply no reliable information to even put in the Encyclopedia, rendering it obsolete. The simple act of collecting food or water to begin with may be difficult, as well. Rations are certainly safer, if you can afford the price and have the room to carry them.</p>
<p>Remember, food gathered in one layer will spoil near-instantly after moving to another, so you can't just stock up on one kind of foraged food and use that for your whole journey. Water has no such limitation, though you will need the flasks sold in Outset Town to contain it.</p>
<p>If you decide to start foraging for food or water, it means that you will not consume your stored food rations or water supply while consuming time on tasks in this layer, but you will not obtain more supplies by starting to forage here.</p>
<p>You can also choose to consume some extra food or water if you <i>want</i> the side effects of the miasma. It may seem a bit odd, but I won't judge! This won't prevent you from getting hungry or thirsty on future days though. It's purely for you to use if you want to consume a bit of extra miasma on your journey.</p>
<p>[[Return to exploring the rest of the layer|Layer1 Hub]]</p>
<<ForagingGrid setup.blisshroom setup.cloudpools>>
<<nobr>>
<<if $items[2].count > 0>>
<p>[[Fill your empty flasks with water from the layer|Layer1 Flasks]]</p>
<</if>>
<p>[[Consume food from sporulating Blisshrooms|Layer1 Forage][$mc.events.push(new GenderEvent('Blisshroom Major'));$foodL1 += 1]]<br>
[[Consume water from pools|Layer1 Forage][$mc.events.push(new AssetEvent("Cloudpool Major", 1));$waterL1 += 1]]<br></p>
<</nobr>>
<p>[[Return to exploring the rest of the layer|Layer1 Hub]]</p>You and Maru meander through the verdant, rolling glades of the upper Abyss, keeping an eye out for something edible to prepare for your meals.
<<say $mc>>I think the mushrooms around here are edible. I spotted some earlier, so we can go back to get them.<</say>>
<<say $companionMaru>>Do you remember any specific landmarks?<</say>>
<<say $mc>>There was a large cave in one of the cliffs, but that describes a lot of the area around here.<</say>>
<<say $companionMaru>>Oh, actually, I do remember an especially big cave over here, maybe it's that one?<</say>>
Maru points towards a certain cliff and begins walking, his carefree, light steps exuding an infectious charm.
Arriving at your destination, you find that Maru's memory was spot on – there's a large cave. In fact, it's spacious enough to house a Kite Dragon. One skitters out of the entrance before taking to the air, its massive dragonfly-like wings beating rapidly. As its body shifts, an overwhelming chittering sound emits from its bright red chitin exoskeleton, but fortunately, the creature seems to pay you no mind as it leaves.
<<say $companionMaru>>I'm really glad those things are herbivores.<</say>>
Maru then smiles and points excitedly at a softly glowing purple lump at the edge of the cave.
<<say $companionMaru>>You were right, there are mushrooms here!<</say>>
He moves swiftly yet gracefully to collect a number of mushrooms, enough to feed your party. <<if $abyssKnow === 1>>However, you notice he's taking the ones that are releasing spores, evident by the slight pink dust coming off of them. Before he can add those to his collection, you stop him. It's best to avoid those due to their side effects, and with your help, you pick out only the healthiest of Blisshrooms.<</if>>
<<say $companionMaru>>Alright! I think I have an idea for what we can make with these when we get back to camp.<</say>>
You hike back towards camp, glancing back at the cave, a hint of apprehension that perhaps the giant creature might not take kindly to your trespassing. But fortunately, any anxiety is unfounded, and you walk out of sight of the cave with no disruptions, just a pleasant stroll through the bountiful nature of the first layer of the Abyss. But before you make it back to camp, Maru stops you and silently places a finger over his mouth, shushing you.
<<say $companionMaru>>Do you hear that? I think another great ingredient is nearby.<</say>>
You can make out a soft buzzing coming from off in the distance. Maru smiles and points in the direction of the sound.
<<say $companionMaru>>I think we might be able to get some honey. I've heard there are a few colonies of bees around here, and their honey is especially sweet! It isn't really nutritious, so we can't live off of it, but it should make these mushrooms taste much better! I also don't think the bees sting people, but we can be careful just in case.<</say>>
Maru starts walking once again and gestures for you to follow him. After a few minutes, the buzzing has increased to a level that almost drowns out conversation, and bees are regularly flying around you. Thankfully, none has stung either of you yet. Maru appears calm as he approaches a phallic-shaped hive and gathers a bit of the honey that seems to be leaking out of the tip, and the bees pay him no mind as he does so.
Maru quickly makes off with the honey, and you follow him, eager to escape an area where you might accidentally breathe in an Abyssal bee. He smiles at you and shows you the haul from the trip.
<<say $companionMaru>>I think I got enough to flavor the meal! I hope this turns out really tasty!<</say>>
After some more hiking, you finally make it back to the camp, where you can enjoy the fruits of your labor. <<if $hiredCompanions.some(e => e.id === setup.companionIds.khemia)>>But when you arrive back at camp, you notice that Khemia is furious.
<<say $companionKhemia>>What were you doing? You two shouldn't go off on your own like that without me. Even though this is only the first layer, there are bandits here! How am I supposed to do my job and protect you if you wander off without me?<</say>>
He seems to be projecting a cold fury and a hint of fear, quite unlike his typical casual confidence.
<<say $companionMaru>>I'm really sorry, Khemia. We should have let you know. Next time we'll let you come with us.<</say>>
You agree and echo the apology. Khemia doesn't quite seem satisfied, but he lets it go and eyes your haul.
<<say $companionKhemia>>It was okay this time, and those do look tasty. But the Abyss kills people every day who don't take it seriously. I don't want that to happen to anyone I'm traveling with again.<</say>>
There's a moment of silence as Khemia takes a chance to check around the camp for any threats. Maru sighs, but then picks up the ingredients and smiles.<</if>>
<<say $companionMaru>>Now is my favorite part, time to get cooking!<</say>>
Maru expertly starts a small fire and coats the mushrooms in a thin layer of honey, making sure to fill some of the small openings in the mushroom to let the flavor soak in. He then pierces them with sticks and seems to measure them at a precise height above the fire, giving the impression he has experience with cooking these. After a few minutes, he takes a bite of one and smiles, then hands another stick to you.
<<say $companionMaru>>It's done! And they turned out really well too!<</say>>
As you take a bite of the morsel, the taste is surprisingly unlike any mushrooms you've had before. It tastes more like a strawberry dessert with honey flavor rather than the savory taste you expected. But they also have a very faint spicy aftertaste, giving the dish just a little bit of a punch.
<<say $mc>>These taste great, thanks for doing the cooking, Maru.<</say>>
Maru beams at you and takes another bite of his own dish.
<<say $companionMaru>>Thanks! Cooking is one of my favorite things to do and one of the few things that's actually useful down here, so I'm really glad you enjoy it.<</say>>
You sit by the fire with your party and chat, the mood is pretty upbeat and optimistic.
[[Return to exploring the rest of the layer|Layer1 Hub]]<h1>Wonders</h1>
<p>
@@.floatr;[img[setup.ImagePath+'icon.png']]@@
Apart from Relics, you may also find stationary Wonders hidden away throughout the Abyss. These generally have positive effects and may help you on your expedition, though they sometimes come with a cost.
<br><br>
Unlike Relics, their effects come from a complex interaction between them and the Miasma around them, so attempts to move them around and make use of them elsewhere would prove fruitless. They're only useful when left where they are.
</p>
<p>[[Continue exploring the first layer|Layer1 Hub]]</p>
<<WonderGrid setup.iconOfMercy>>
<p>[[Continue exploring the first layer|Layer1 Hub]]</p><h1>Habitation</h1>
<<if !$AgeEndReached>>
<p>[[Continue your business on the First Layer|Layer1 Hub]]</p>
<</if>>
<<CarryAdjust>>
<<set _lewdCrit=28>>
<<set _inhumanCrit=10>>
<<set _AgeCrit=10>>
<<set _DubCrit=400>>
<<for _i = 0; _i < $ownedRelics.length; _i++>>
<<set _total_value_relics = $ownedRelics[_i].value + _total_value_relics>>
<</for>>
<p> Note: This ending is simply a possible future for you, assuming you go with the flow for the rest of your life. If you want to avoid them using the Companions, Relics, and Curses you have obtained, then you will be able to, as long as they are within the bounds of the habitation option you have selected.<br><br></p>
<<if $mc.lewdness<_lewdCrit && $mc.inhuman<_inhumanCrit && $mc.appAge>_AgeCrit && ($dubloons + _total_value_relics)>_DubCrit >>
<<set _ending = "L1 LLew LInhum HAge HDub">>
<<elseif $mc.lewdness<_lewdCrit && $mc.inhuman<_inhumanCrit && $mc.appAge>_AgeCrit && ($dubloons + _total_value_relics)<=_DubCrit >>
<<set _ending = "L1 LLew LInhum HAge LDub">>
<<elseif $mc.lewdness<_lewdCrit && $mc.inhuman<_inhumanCrit && $mc.appAge<=_AgeCrit && ($dubloons + _total_value_relics)>_DubCrit >>
<<set _ending = "L1 LLew LInhum LAge HDub">>
<<elseif $mc.lewdness<_lewdCrit && $mc.inhuman<_inhumanCrit && $mc.appAge<=_AgeCrit && ($dubloons + _total_value_relics)<=_DubCrit >>
<<set _ending = "L1 LLew LInhum LAge LDub">>
<<elseif $mc.lewdness<_lewdCrit && $mc.inhuman>=_inhumanCrit && $mc.appAge>_AgeCrit && ($dubloons + _total_value_relics)>_DubCrit >>
<<set _ending = "L1 LLew HInhum HAge HDub">>
<<elseif $mc.lewdness<_lewdCrit && $mc.inhuman>=_inhumanCrit && $mc.appAge>_AgeCrit && ($dubloons + _total_value_relics)<=_DubCrit >>
<<set _ending = "L1 LLew HInhum HAge LDub">>
<<elseif $mc.lewdness<_lewdCrit && $mc.inhuman>=_inhumanCrit && $mc.appAge<=_AgeCrit && ($dubloons + _total_value_relics)>_DubCrit >>
<<set _ending = "L1 LLew HInhum LAge HDub">>
<<elseif $mc.lewdness<_lewdCrit && $mc.inhuman>=_inhumanCrit && $mc.appAge<=_AgeCrit && ($dubloons + _total_value_relics)<=_DubCrit >>
<<set _ending = "L1 LLew HInhum LAge LDub">>
<<elseif $mc.lewdness>=_lewdCrit && $mc.inhuman<_inhumanCrit && $mc.appAge>_AgeCrit && ($dubloons + _total_value_relics)>_DubCrit >>
<<set _ending = "L1 HLew LInhum HAge HDub">>
<<elseif $mc.lewdness>=_lewdCrit && $mc.inhuman<_inhumanCrit && $mc.appAge>_AgeCrit && ($dubloons + _total_value_relics)<=_DubCrit >>
<<set _ending = "L1 HLew LInhum HAge LDub">>
<<elseif $mc.lewdness>=_lewdCrit && $mc.inhuman<_inhumanCrit && $mc.appAge<=_AgeCrit && ($dubloons + _total_value_relics)>_DubCrit >>
<<set _ending = "L1 HLew LInhum LAge HDub">>
<<elseif $mc.lewdness>=_lewdCrit && $mc.inhuman<_inhumanCrit && $mc.appAge<=_AgeCrit && ($dubloons + _total_value_relics)<=_DubCrit >>
<<set _ending = "L1 HLew LInhum LAge LDub">>
<<elseif $mc.lewdness>=_lewdCrit && $mc.inhuman>=_inhumanCrit && $mc.appAge>_AgeCrit && ($dubloons + _total_value_relics)>_DubCrit >>
<<set _ending = "L1 HLew HInhum HAge HDub">>
<<elseif $mc.lewdness>=_lewdCrit && $mc.inhuman>=_inhumanCrit && $mc.appAge>_AgeCrit && ($dubloons + _total_value_relics)<=_DubCrit >>
<<set _ending = "L1 HLew HInhum HAge LDub">>
<<elseif $mc.lewdness>=_lewdCrit && $mc.inhuman>=_inhumanCrit && $mc.appAge<=_AgeCrit && ($dubloons + _total_value_relics)>_DubCrit >>
<<set _ending = "L1 HLew HInhum LAge HDub">>
<<else>>
<<set _ending = "L1 HLew HInhum LAge LDub">>
<</if>>
<<HabitationGrid setup.habitationL1>>
<<if !$AgeEndReached>>
<p>[[Continue your business on the First Layer|Layer1 Hub]]</p>
<</if>>Descending to the next layer will take 2 days. How are your supplies of food and water? It's only going to get harder from here.
[[Turn back and continue your business on the first layer|Layer1 Hub]]
<<TravelToPassage 'Continue your descent to the second layer' 'Layer1 Exit2' 2>><<PassTimeWithEvents>>\
<<if !setup.passingTime()>>
You notice the air is a bit more humid and the plants are a bit greener as you approach the path towards the second layer.
<<include "Curse Descriptions">>
[[Descend down to the second layer|Layer2 1]]
<</if>>[img[setup.ImagePath+'Surface/cherry.png']]
How would you like to use Cherry's chaotic luck ability?
[[Get 2 random Relics for half cost|Layer1 Cherry Relic]]
[[Get 2 random Curses for +50% corruption|Layer1 Cherry Curse]]
[[Get 1 Relic and 1 Curse|Layer1 Cherry Mix]]<<nobr>>
<<set $temp1 = random(0,8)>>
<<set $temp2 = random(0,8)>>
<<for $i = 0; $i < 1; $i>>
<<set $temp2 = random(0,8)>>
<<if $temp1 !== $temp2>>
<<break>>
<</if>>
<</for>>
<<set $ownedRelics.push($relics[$temp1])>>
<<set $corruption -= Math.floor(Math.max(($relics[$temp1].corr / 2) - $corRed, 0))>>
<<set $ownedRelics.push($relics[$temp2])>>
<<set $corruption -= Math.floor(Math.max(($relics[$temp2].corr / 2) - $corRed, 0))>>
<</nobr>>
The Relics you have found with Cherry's Chaotic Luck are $relics[$temp1].name and $relics[$temp2].name for a cost of <<print Math.floor(Math.max(($relics[$temp1].corr / 2) - $corRed, 0))>> and <<print Math.floor(Math.max(($relics[$temp2].corr / 2) - $corRed, 0))>> corruption respectively.
[[Continue on to the rest of the layer|Layer1 Hub]]<<nobr>>
<<set _temp1 = random(0,11)>>
<<set _temp2 = random(0,11)>>
<<for _i = 0; _i < 1; _i>>
<<set _temp2 = random(0,11)>>
<<if (_temp1 !== _temp2) && (_temp1 + _temp2 !== 6 && (Math.abs(_temp1 - _temp2) !== 2))>>
<<break>>
<</if>>
<</for>>
<<set _curse1 = setup.curseByNum(_temp1)>>
<<set _curse2 = setup.curseByNum(_temp2)>>
<<set $mc.addCurse(_curse1)>>
<<set $mc.addCurse(_curse2)>>
<<set _curse1.corr = Math.round(Math.max(_curse1.corr * 1.5), 0)>>
<<set _curse2.corr = Math.round(Math.max(_curse2.corr * 1.5), 0)>>
<<set $corruption += _curse1.corr>>
<<set $corruption += _curse2.corr>>
<</nobr>>
The Curses you have obtained with Cherry's Chaotic Luck are _curse1.name and _curse2.name for a gain of _curse1.corr and _curse2.corr corruption respectively.
<<nobr>>
<<set _hasdye = (_dyeCurse = _curse1 instanceof PermaDye) || (_dyeCurse = _curse2 instanceof PermaDye)>>
<<if _hasDye>>
<br>What hair color do you prefer?<br>
<<textbox "_dyeCurse.hairColor" "turquoise">><br>
<</if>>
<<set _hasDH = (_DHCurse = _curse1 instanceof DizzyingHeights) || (_DHCurse = _curse2 instanceof DizzyingHeights)>>
<<if _hasDH>>
<<set $dizzyCount +=1>>
<<if $mc.heightDir === 0>>
<br>Would you like to increase or decrease your height?<br>
<<set _DHCurse.direction = -1>>
<<radiobutton "_DHCurse.direction" -1 checked>> Decrease<br>
<<radiobutton "_DHCurse.direction" 1 >> Increase<br>
<<elseif $mc.heightDir === 1>>
You feel yourself growing even more.<br>
<<else>>
You feel yourself shrinking even more.<br>
<</if>>
<</if>>
<br>
[[Continue on to the rest of the layer|Layer1 Hub]]
<</nobr>><<nobr>>
<<set $temp1 = random(0,8)>>
<<set $temp2 = random(0,11)>>
<<set $ownedRelics.push($relics[$temp1])>>
<<set $corruption -= Math.floor(Math.max(($relics[$temp1].corr / 2) - $corRed, 0))>>
<<set _curse = setup.curseByNum($temp2)>>
<<set _curse.corr = Math.round(Math.max(_curse.corr * 1.5), 0)>>
<<set $mc.addCurse(_curse)>>
<<set $corruption += _curse.corr>>
<</nobr>>
With Cherry's Chaotic Luck you have found the Relic $relics[$temp1].name for a cost of <<print Math.floor(Math.max(($relics[$temp1].corr / 2) - $corRed, 0))>> corruption and obtained the Curse _curse.name for a gain of _curse.corr corruption respectively.<<nobr>>
<br>
<<if _curse instanceof DizzyingHeights>>
<<set $dizzyCount +=1>>
<<if $mc.heightDir === 0>>
<br>Would you like to increase or decrease your height?<br>
<<set _curse.direction = -1>>
<<radiobutton "_curse.direction" -1 checked>> Decrease<br>
<<radiobutton "_curse.direction" 1 >> Increase<br>
<<elseif $mc.heightDir === 1>>
You feel yourself growing even more.<br>
<<else>>
You feel yourself shrinking even more.<br>
<</if>>
<</if>>
[[Continue on to the rest of the layer|Layer1 Hub]]
<</nobr>><<PassTimeWithEvents>>\
<<if !setup.passingTime()>>\
[img[setup.ImagePath+'Wonders/iconofmercy.png']]
As you meander through the lush, verdant slopes of the first layer of the Abyss, your eyes catch a glint of something unusual, and you are drawn to a small clearing where the captivating figure of the Icon of Mercy stands. Awestruck, you approach the statue, taking in the exquisite craftsmanship and the elegant lines of her flowing dress. Her exposed breast seems to represent vulnerability and nurturing, and the feeling of comfort emanating from the statue is palpable.
The maiden's hands are extended gently, offering an invitation to touch them. As you hesitantly reach out and make contact with the cool, smooth marble, you feel a surge of warmth spreading through your body. \
<<if $iconUsed>>\
However, it's not nearly as strong as the first time. You won't be able to remove any more Curses.
<<elseif $mc.curses.length === 0>>\
If you were plagued by a Curse, the Icon of Mercy could offer relief. Until then, there is nothing for you to do here.
<<else>>\
It's as if the Icon of Mercy is acknowledging the weight of your choices and offering you a chance for redemption.
A sudden realization dawns upon you: by touching the statue, you can remove one Curse that has plagued you, but the power it bestowed upon you will also vanish. The decision is yours alone to make, as the Icon of Mercy will have no effect on your companions and can only be used once per person.
Choose the Curse you wish to remove:
<<nobr>>
<<for _i, _curse range $mc.curses>>
<<if _curse.name !== 'Double Trouble' && _curse.name !== 'Conjoined' && _curse.name !== 'The Maxim'>>
<<capture _i>>
[[_curse.name|Icon Removal][$temp = _i]]<br>
<</capture>>
<<elseif _curse.name === 'The Maxim'>>
[[_curse.name|Maxim Bad End]] @@.alert1; You feel a sudden, sharp pain in your stomach when you consider this option, as if the parasite is sending you a warning.<br>
<</if>>
<</for>>
<</nobr>>
<</if>>
[[Return to exploring layer 1|Layer1 Hub]]
<</if>><<CollectRelic $relic1>>\
<<if !setup.passingTime()>>
The journey to this Relic takes you over undulating hills covered in grasses which sway gently in the wind. Night falls, but you press onwards, knowing that you're almost at your destination. It's peaceful out here, and the stars are out, giving you just enough light to keep moving.
You crest a hill and behold a marvelous sight. In the plains before you is a ring of stones, glowing with a faint blue light. A miasmal fog seems to have settled over the field, but you proceed forward, drawn in by the beauty. This ring of stones doesn't look man-made; it seems like rocks were pulled upward from beneath the ground in 8 evenly spaced ridges, reaching towards the heavens. Those ridges of stone seem like they're glowing with the same twinkling light as the stars, but the ridges crest and then cut off as you move into the center of the ring.
Hovering in the air in the exact center of the ring is a transparent orb containing a shining metal pointing towards the ground, it's the Relic, it has to be. You slowly step forward and gently take it in your hands. The miasmal fog has seeped into you, but the device you've obtained is profoundly beautiful, and seems to work perfectly as a compass. Your spine is tingling with the beauty of the shifting mists and the glowing stones. You look upwards at the stars, and wonder at the turn your life has taken.
<b>This may not be very useful in most circumstances, but perhaps at some point in the depths of the Abyss knowing which direction is down may end up being pretty useful.</b>
[[Continue searching for the Relics of layer 1|Layer1 Relics]]
[[Continue exploring the first layer|Layer1 Hub]]
<</if>><<CollectRelic $relic2>>\
<<if !setup.passingTime()>>
The Relic you're looking for is in the deeper parts of the layer. The rain from countless clouds runs down in tributaries, and eventually into rivers. Down this far there are many ponds and lakes that slowly flow into rivers and then deeper into the next layer of the Abyss. Some denser vegetation and lots of fungi slow your progress, but they make the journey quite beautiful.
You walk alongside a couple ponds, pushing your way through reeds, and eventually you come to a steaming pool with clear, pristine water. You dip a finger into it, and the water isn't hot, just warmer than the surrounding air. You peer into the depths of the pool, and can make out a few stones clumped together in a crevice at the bottom that look out of place.
You glance around for a few minutes then sigh, and dive into the steaming pond. It actually feels pretty nice, and the water isn't more than 2 meters deep. You swim down to those rocks in the crevice, and start fishing them out, one at a time. Each one you grab starts out slightly hot to the touch, but as you pull it away from its companions it rapidly cools. When you set the first one on the bank, it's not as cold as holding a lump of ice, but the contrast between the cold stone and the warm water in the pool is stark. By the time you reach the last one, it's already cold, and you can feel the water in the pool starting to cool off.
Somewhere along the way with all those dives, you lost some corruption points, but now you've got 5 Rømer Stones, which are pretty nifty and likely practical in hot and cold environments. You look back sadly at the small pond that's no longer steaming near as much as it was. You feel like you've destroyed a small natural wonder of the Abyss, but you promise yourself that you'll put the stones to good use.
<b>While they aren't useful on their own, perhaps you can take these stones back to the Relic Workshop on the surface and make something useful with them?</b>
[[Continue searching for the Relics of layer 1|Layer1 Relics]]
[[Continue exploring the first layer|Layer1 Hub]]
<</if>><<CollectRelic $relic3>>\
<<if !setup.passingTime()>>
<<if $mc.appAge > 13>><<if $hiredCompanions.some(e => e.id === setup.companionIds.maru)>>
As you and Maru search for an interesting doll you've heard about, you come across the decaying husk of a house. It looks as if someone once lived here, but it has been long since abandoned to be degraded by the forces of the Abyss.
You enter the ruined home, and after exploring each of the rooms, you happen to come across a perfectly preserved tea table, with a strange looking doll sitting in a chair. Maru notices your discovery, but looks worried and comments, "Why isn't the table rotting? I feel like something's wrong here..." his voice trails off, letting the comment hang for a moment more than you're both comfortable with.
You try to comfort Maru, but he insists he isn't afraid of the doll. "It reminds me of something I used to play with, I think. But it can't be..." At the same time, you get sense that it is almost exactly like a doll you had as a child, except you know you definitely didn't have a doll like this one. It fits right into the uncanny zone of feeling familiar, yet intensely alien in a way that makes you feel strong discomfort just from looking at it.
"I don't think we should take it." Maru crosses his arms, but after a few more words of encouragement from you, he accepts your decision. It can't really cause many problems, it's just a doll, right?
Recognizing the doll's mysterious properties and potential value, you overcome your aversion and take it with you. As you pick it up, you catch a glimpse of the doll smiling, but when you look at it more closely you can tell that its sewn mouth is as static as it ever was.
<<elseif $hiredCompanions.some(e => e.id === setup.companionIds.saeko)>>
As you and Saeko search for an interesting doll you've heard about, you come across the decaying husk of a house. It looks as if someone once lived here, but it has been long since abandoned to be degraded by the forces of the Abyss.
You enter the ruined home, and after exploring each of the rooms, you happen to come across a perfectly preserved tea table, with a strange looking doll sitting in a chair. Saeko notices your discovery, and eagerly inspects the find commenting, "Very curious, the table seems to be perfectly intact. I wonder if the Relic has some influence on how the miasma or environment is decaying the structure here. Perhaps we aren't the only ones who feel an aversion to it?" She ponders the possibility for a moment, but doesn't come to any solid conclusion.
As you listen to her comments, you get sense that it is almost exactly like a doll you had as a child, except you know you definitely didn't have a doll like this one. It fits right into the uncanny zone of feeling familiar, yet intensely alien in a way that makes you feel strong discomfort just from looking at it.
"I'm skeptical about the utility of this Relic, but I am curious about its properties." You give your answer to her unasked question by picking up the doll and adding it to your Relic collection. As you pick it up, you catch a glimpse of the doll smiling, but when you look at it more closely you can tell that its sewn mouth is as static as it ever was.
<<else>>
As you search for an interesting doll you've heard about, you come across the decaying husk of a house. It looks as if someone once lived here, but it has been long since abandoned to be degraded by the forces of the Abyss.
You enter the ruined home, and after exploring each of the rooms, you happen to come across a perfectly preserved tea table, with a strange looking doll sitting in a chair. You get shivers in your spine and it almost seems like the doll is staring at you while you stare at it. In fact, it seems almost exactly like a doll you had as a child, except you know you definitely didn't have a doll like this one. It fits right into the uncanny zone of feeling familiar, yet intensely alien in a way that makes you feel strong discomfort just from looking at it.
Recognizing the doll's mysterious properties and potential value, you overcome your aversion and take it with you. As you pick it up, you catch a glimpse of the doll smiling, but when you look at it more closely you can tell that its sewn mouth is as static as it ever was.
<</if>><<else>><<if $hiredCompanions.some(e => e.id === setup.companionIds.maru)>>
As you and Maru search for an interesting doll you've heard about, you come across the decaying husk of a house. It looks as if someone once lived here, but it has been long since abandoned to be degraded by the forces of the Abyss.
You enter the ruined home, and after exploring each of the rooms, you happen to come across a perfectly preserved tea table, with a strange looking doll sitting in a chair. You get shivers in your spine and it almost seems like the doll is staring at you while you stare at it. In fact, it seems almost exactly like a doll you would play with now, except you know you definitely don't have a doll like this one. It really makes you feel like a child when you look at it, as if you want to play with it and are repulsed by it at the same time. It fits right into the uncanny zone of feeling familiar, yet intensely alien in a way that makes you feel strong discomfort just from looking at it.
Maru notices your discovery, but looks worried and comments, "Why isn't the table rotting? I feel like something's wrong here..." his voice trails off, letting the comment hang for a moment more than you're both comfortable with.
You try to comfort Maru, but he insists he isn't afraid of the doll. "It reminds me of something I used to play with, I think. But it can't be..." It fits right into the uncanny zone of feeling familiar, yet intensely alien in a way that makes you feel strong discomfort just from looking at it.
"I don't think we should take it." Maru crosses his arms, but after a few more words of encouragement from you, he accepts your decision. It can't really cause many problems, it's just a doll, right?
Recognizing the doll's mysterious properties and potential value, you overcome your aversion and take it with you. As you pick it up, you catch a glimpse of the doll smiling, but when you look at it more closely you can tell that its sewn mouth is as static as it ever was. As you place it in your bag, you almost get a sense that maybe you could make use of the tea table to complete the tea party with the doll, but you shake off the thought, despite looking like a child.
<<elseif $hiredCompanions.some(e => e.id === setup.companionIds.saeko)>>
As you and Saeko search for an interesting doll you've heard about, you come across the decaying husk of a house. It looks as if someone once lived here, but it has been long since abandoned to be degraded by the forces of the Abyss.
You enter the ruined home, and after exploring each of the rooms, you happen to come across a perfectly preserved tea table, with a strange looking doll sitting in a chair. You get shivers in your spine and it almost seems like the doll is staring at you while you stare at it. In fact, it seems almost exactly like a doll you would play with now, except you know you definitely don't have a doll like this one. It really makes you feel like a child when you look at it, as if you want to play with it and are repulsed by it at the same time. It fits right into the uncanny zone of feeling familiar, yet intensely alien in a way that makes you feel strong discomfort just from looking at it.
Saeko notices your discovery, and eagerly inspects the find commenting, "Very curious, the table seems to be perfectly intact. I wonder if the Relic has some influence on how the miasma or environment is decaying the structure here. Perhaps we aren't the only ones who feel an aversion to it?" She ponders the possibility for a moment, but doesn't come to any solid conclusion.
Recognizing the doll's mysterious properties and potential value, you overcome your aversion and take it with you. As you pick it up, you catch a glimpse of the doll smiling, but when you look at it more closely you can tell that its sewn mouth is as static as it ever was. As you place it in your bag, you almost get a sense that maybe you could make use of the tea table to complete the tea party with the doll, but you shake off the thought, despite looking like a child.
<<else>>
As you search for an interesting doll you've heard about, you come across the decaying husk of a house. It looks as if someone once lived here, but it has been long since abandoned to be degraded by the forces of the Abyss.
You enter the ruined home, and after exploring each of the rooms, you happen to come across a perfectly preserved tea table, with a strange looking doll sitting in a chair. You get shivers in your spine and it almost seems like the doll is staring at you while you stare at it. In fact, it seems almost exactly like a doll you would play with now, except you know you definitely don't have a doll like this one. It really makes you feel like a child when you look at it, as if you want to play with it and are repulsed by it at the same time. It fits right into the uncanny zone of feeling familiar, yet intensely alien in a way that makes you feel strong discomfort just from looking at it.
Recognizing the doll's mysterious properties and potential value, you overcome your aversion and take it with you. As you pick it up, you catch a glimpse of the doll smiling, but when you look at it more closely you can tell that its sewn mouth is as static as it ever was. As you place it in your bag, you almost get a sense that maybe you could make use of the tea table to complete the tea party with the doll, but you shake off the thought, despite looking like a child.
<</if>><</if>>
[[Continue searching for the Relics of layer 1|Layer1 Relics]]
[[Continue exploring the first layer|Layer1 Hub]]
<</if>><<CollectRelic $relic4>>\
<<if !setup.passingTime()>>
The gradual slopes and sweeping grasslands of this layer of the Abyss are occasionally broken up by small streams and clumps of more robust vegetation. Your quest for this latest Relic sends you across the landscape until you reach a particularly verdant thicket. No paths exist through it, but many shrieks and squawks from birds inhabiting the many branches of the short trees here greet you as you find a space between trees and slowly make your way inside.
Mottled light peeks through the overhanging branches, and the underbrush is quite thick, but you force your way onward anyway. You weave around spider webs, push aside smaller branches, and pay no heed to the insects on the underbrush. Still, in spite of your determination, you can't help but marvel at the ecology of this place. You count five different types of vines that have alternately wrapped around the trunks and branches of the encompassing trees, or draped across parts of the underbrush, rendering your progress even more difficult, but also interesting. Alternating scents of sweet vegetation, floral delicacy, and musty decomposition waft around you as you keep making slow and steady progress.
Eventually, you come to deeper shadows, the ground feels slightly more moist beneath your feet, and you think there must be a naturally occurring spring somewhere around here. The trees have gotten a bit taller, and the vegetation is more sparse. Fallen leaves take up most of the space on thr ground beneath you, but there are a few small herbs peaking through and living off of the small amount of sunlight which pierces the canopy.
Heading forward, your eyes rest upon a tree that is not like the others, with a gleaming, colorful sickle hanging from the trunk, its tip buried in the bark. Your eyes flick back to the tree in awe. The lower trunk is gnarled and massive, it would take at least three people to wrap their arms around it, and it is surely centuries, if not millennia old, but the further up your eyes track, the more confused you get. The bark becomes a complex tapestry of different patterns and textures. Each limb of the tree looks like it was grafted onto it from a different species. Some of the branches are clearly ancient, others are flush with young growth. All these different species seem to have melded together with the host tree, though you cannot fathom what is really going on here.
Your attention turns back towards the sickle. There are different sheens of iridescence along its curved blade and a solid matte-black handle. You gently tug it free from the tree where it was embedded. But when you hold it, nothing momentous happens. You look down at your prize and see a faint shimmering within the metal on what is clearly an exceedingly sharp blade. A sensation comes over you, like something draining out of you, and you know that the Abyss has taken its toll for the acquisition of this Relic.
On the way back, you decide to test your prize, and you swipe it through some of the brush obstructing your path. The severed branches and leaves fall away with little resistance, but then something remarkable happens, that same glimmering you saw on the blade of the sickle starts shining from the severed tips, and you can actually see new growth swelling from the location of the cuts. You stare at the sight with your mouth agape for a couple moments, and in that time a centimeter of new growth has emerged from one of the cut sites. You can see a faint line where the cut site had been, but the new growth has moved well past it. The Relic you've taken is powerful indeed, at least if you want to cut plants and make them regrow quickly.
<b>This Relic could probably be used to cut things, if you don't already have a sword or other cutting implement.</b>
[[Continue searching for the Relics of layer 1|Layer1 Relics]]
[[Continue exploring the first layer|Layer1 Hub]]
<</if>><<CollectRelic $relic5>>\
<<if !setup.passingTime()>>
You set out after a Relic that's a bit higher up in a nearby canyon. The vegetation along your path isn't too thick, but you soon find yourself traveling along a small river. Miasma laden mist clings to the surface of the water, thrown up by small rapids. There are some large trees along the watercourse, and above it are flocks of birds that are either native to this layer of the Abyss, or that have flown down here. Your path takes you up a tributary into the river, and you move through dappled light from a low canopy.
Ahead you hear a waterfall before you see it, and once you get a clear view of it between the parting tree trunks you marvel at its beauty. The light diffracts off the cloudpool-fed water as it falls down a cliff face. Little rainbows glimmer over the scene. You can barely see the faint outline of a cave mouth behind the translucent curtain of water. You carefully make your way around the loose stones that have fallen from the cliff face over time, pushing through the mists that seem to be offering you faint resistance, and find an ornate comb lying flat on a level rock at the entrance to the shallow cave.
You pick up the comb, and feel the miasmal mists about your feet leeching corruption from you as you do. You're not quite sure how to use this comb to actually increase your chances of survival, but as a cosmetic tool, it's certainly useful. And you could at least sell it to fund further expeditions, it's such to fetch a decent price at the very least.
However, those musings are driven from your thoughts as you walk out from behind the waterfall and see one of the most majestic sights on this layer. A kite dragon soars overhead, its crimson carapace glitters in the light. Its insectile wings blur, despite its enormous size. Thirty meters long, it somehow manages to be agile and graceful, a flock of birds breaks up, greatly diminished, from the kite dragon's passage.
The creature has no interest in preying upon things that do not fly, an odd peculiarity of behavior, but one that lets you admire the enormous beast safely as its long tail trails through the canyon behind it.
[[Continue searching for the Relics of layer 1|Layer1 Relics]]
[[Continue exploring the first layer|Layer1 Hub]]
<</if>><<CollectRelic $relic6>>\
<<if !setup.passingTime()>>
The Relic you're pursuing takes you off the beaten path. You leave the plains and rivers behind, climbing down a rocky ravine. You struggle as you climb down narrow ledges, large boulders, and dusty rocks. Everything is dry here, compared to the verdant sanctuary that is the rest of the layer.
Eventually, you reach the bottom of the canyon, and there's a rectangular hole cut into the end of the canyon wall, proceeding down dark steps. It feels like a bad idea to enter into that dark tunnel, but you decide to do so anyway.
No sooner have you passed the threshold than a metal grate clanks down behind you. You turn around alarmed, trying to raise the grate, but somehow it is locked shut. You spot a small keyhole near the base of it, but it does you no good without a key, you're stuck. Since you're in this predicament, you might as well explore the tunnel, maybe there's another way out.
You feel your way through the dark passage, but not long after you start to feel things rattling around by your feet. They're inanimate, and at first you think they must be small branches, but they don't quite feel like that. As your foot jars another loose, the unmistakable sound of it raises the hairs on your neck. These are bones. Lots of bones. Bones of previous fools who got themselves trapped in this place? That's what you're afraid of, but you can't be sure of that. You don't even know if they're human bones after all.
You gulp but press onward for what feels like an age. With nervous, careful steps you travel down that passage, until you see a faint grey light up ahead. At first you're excited, a way out? But no, ahead is just a circular room, lit faintly through some crevices in the ceiling, which must be reflecting down some trickle of light from the surface. There is no other way in or out.
In most circumstances you'd call the gloom of the chamber pitch black, but your eyes have dilated so much in this dark hallway that even this faint light lets you see the circular room relatively clearly. In the center is a plinth, and on the plinth is a strange device. At first you think it's just more bones, and perhaps it is, but it's also some kind of key. A key! You grab it, and carefully make your way back to the grate. You fit the key into the lock, and nothing happens.
It doesn't unlock. You're stuck here, stuck to die in this trap. You realize that this place is effectively a cell, not just any cell though, your cell.
Something clicks in your brain, and you have a sudden instinct. This is your cell, you're the only living thing in it. You try the key again, and the latch turns. You're able to lift the metal bars blocking the way, and you exit that unnerving place. After a difficult climb back out of the canyon, you hold the key aloft. It is a grizzly device, but you expect it could be handy.
[[Continue searching for the Relics of layer 1|Layer1 Relics]]
[[Continue exploring the first layer|Layer1 Hub]]
<</if>><<CollectRelic $relic7>>\
<<if !setup.passingTime()>>
Long-term erosion is evident throughout this layer of the Abyss. Yet in every landscape, some things resist erosion better than others. To the southeast there is a butte that rises well above the surrounding landscape. You journey towards it. Far to the north you can see a crimson kite dragon briefly arc above the horizon before gliding back down below it.
Grasses with wide leaves ripple in a light wind upon the lower slopes of the butte, but cliffs rise up in parts, and the flat peak looks like it's going to be pretty stony. There are a few different navigable paths up it, and you choose one that carries you past cliffs with what appear to be cave paintings on them. The scenes are all erotic in their subject matter, and you're not entirely surprised.
You're panting heavily when you reach the top, the wind has blown your hair into quite a mess, but now that you're on level ground again, you can admire the scenery for tens of kilometers around you.
Not very high above you and a little ways off you can see a cloud forming in the influence of the miasma of the Abyss. You didn't come here to admire the scenery however, and you are drawn back to your task.
You walk to the eastern edge of the butte, and find the rock has eroded away from a series of tougher boulders that now jutt out from the ground. You climb up on them, and on a flat-topped boulder you find a chain. You pick it up, and feel corruption draining away from you. This must be the Relic.
You're about to leave when an impulse strikes you. You wrap the chain around your neck and sing. The notes that come out of your throat are beautiful, the melody you are creating on a whim brings tears to your eyes, and gets carried aloft on the wind out over that vast landscape.
After a brief pause you unwrap the chain from your throat. You set off down the butte. That voice was beautiful, but it wasn't yours. Maybe it's just your imagination, but you think you hear a whispered echo on the wind replying to your thoughts. "It isn't yours, but it could be."
<b>You can wear this Relic to change your voice, which may influence how some people perceive you, making you seem more feminine if you'd prefer that.</b>
[[Continue searching for the Relics of layer 1|Layer1 Relics]]
[[Continue exploring the first layer|Layer1 Hub]]
<</if>><<CollectRelic $relic8>>\
<<if !setup.passingTime()>>
As you wander through a grove of trees in search of the mysterious tassel that's somehow connected to the bees, you notice something new. A constant buzzing surrounds you all at once, as if you were swallowed by a swarm of bees. And in fact, when you glance at the trees, you can see that their bark is now impossible to make out, instead covered in layers of yellow and black insects moving over each other.
Then they begin to take flight, filling the air with black and yellow bugs and filling your ears with an intense droning sound.
As you<<if $hiredCompanions.length > 0>> and your companions<</if>> brace for the pain of the piercing stingers and nearly panic, you realize none of the bees are hurting you. In fact, none seem to be landing on you at all, leaving you a space of about a meter of peace within the ordered chaos of the swarm.
The strange sight in front of you also gives you the chance to notice a few odd things. Firstly, the bees seem strangely proportioned, as if their heads were too big for their bodies, making them almost look like a different type of insect altogether if it weren't for their coloration and behavior. Second, the apparent bees are not moving randomly, they seem to be pairing up and rubbing their bodies quite vigorously against each other before leaving and moving to a new partner. It occurs to you that perhaps you're in the middle of an orgy for these pseudo-bees. Third, you hear a second buzzing sound, one that sounds less like the buzzing of a bee and more like someone hitting wood together very quickly.
As you investigate the new sound, you spot a tree with a few branches vibrating and smacking against each other, with the apparent culprit being a small scrap of cloth gently wrapped around one of the branches. Spotting your goal, you're easily able to pull the vibrating tassel away from the tree, and as you leave the copulating swarm, the tassel becomes still, leaving only the strong smell of honey and its honeycomb pattern to signify there's anything unusual about it.
[[Continue searching for the Relics of layer 1|Layer1 Relics]]
[[Continue exploring the first layer|Layer1 Hub]]
<</if>><<CollectRelic $relic9>>\
<<if !setup.passingTime()>>
There are many beautiful things in this layer of the Abyss, but also lots of places that are slightly monotonous. Your Relic expedition sets you out through vast grasslands. In places the grasses are sparse and intermixed with other types of vegetation. In other places they rise high, thick, and dominant.
It's a long walk, and you're almost in a trance-like state in the tedious walking when something changes. The grasses around you stop impeding your way, but seem to be in closer contact with you. It's a very peculiar situation. You can move through them easily, but they're also all over you.
When you look closely, you can see that the leaves from all around you are extending in your direction, the grass stalks bent like they're magnetically attracted to you. You think it's odd that you're not unnerved by this. Yet, you get a sense from the experience that's comforting. It's like all these grasses are reaching you to you and saying: "You're alive, so are we, and as life calls to life, we love you. You'll get through this, and things will be okay."
It's amazing that a simple touch can convey so much. Yet, as the leaves gently rub against you as you walk on, that's how it feels. After a short while longer, the grasses in front of you pull away, forming a circle of retreating stalks surrounding a piece of adorned fabric. You pick it up, and feel the Abyss taking its due, draining corruption from you.
You realize the fabric is in fact some kind of long glove. You stick your hand in, and feel that same sensation you got from the grasses. For a little while longer you continue on, the grasses and the glove both comforting you as you walk. Then the radius of the comforting grasses fades, and at least for the moment, you decide it's better to take off the glove. You're back to forcing your way through thick entangling vegetation, yet, you somehow feel reassured through your experience and the treasure you now carry with you.
<b>A few of your companions may benefit from using this to comfort them, in this difficult place.</b>
[[Continue searching for the Relics of layer 1|Layer1 Relics]]
[[Continue exploring the first layer|Layer1 Hub]]
<</if>><<set _curse = new LibidoReinforcementA()>>\
<<set $mc.addCurse(_curse)>><<set $corruption += _curse.corr>>\
[img[setup.ImagePath + _curse.pic]]
<<include "Libido Curse">>
[[Accept more Curses from the first layer|Layer1 Curses]]
<<if $escBalDepl===0>>\
[[Return to exploring layer 1|Layer1 Hub]]
<<else>>
[[Return to your balloon|Escape Balloon L1]]
<</if>><<set _curse = new GenderReversalA()>>\
<<set $mc.addCurse(_curse)>><<set $corruption += _curse.corr>>\
[img[setup.ImagePath + _curse.pic]]
<<include "Gender Curse">>
[[Accept more Curses from the first layer|Layer1 Curses]]
<<if $escBalDepl===0>>\
[[Return to exploring layer 1|Layer1 Hub]]
<<else>>
[[Return to your balloon|Escape Balloon L1]]
<</if>><<set _curse = new AssetRobustnessA()>>\
<<set $mc.addCurse(_curse)>><<set $corruption += _curse.corr>>\
[img[setup.ImagePath + _curse.pic]]
<<CarryAdjust>>\
<<if $mc.penisCor>0 && $mc.breastsCor===0 >>
The moment the Curse grips you, you feel a surge of sensation. Your penis springs to full erection, and then just keeps growing. The base, the shaft, and the tip continue swelling larger than they've ever been before, until you're sporting a $mc.penisCor inch long dong.
As the erection gradually subsides, you find yourself shifting awkwardly, trying to find a way to accommodate your member that insists on staying at a larger size than you're used to. As your penis brushes against your thigh, you experience a whirlwind of emotions. It might be a Curse, but it might also be a blessing.
<<elseif $mc.penisCor===0 && $mc.breastsCor>0>>
The moment the Curse grips you, you feel it. Your nipples jut out like pencil erasers as a pressure and a stretching sensation fills your breasts. Your boobs strain against your skin, plumper than they've ever been, but the skin expands to accommodate the growing mass within.
Flickering sensations and a gut feeling about the Abyss' intentions make you certain that this isn't just fat either. Your milk ducts are expanding with your breasts, and the intricate network of functional and nervous tissues tingles as the swelling finally subsides. You glance down at your new $mc.breastsLabel cup breasts, and the motion sends a subtle jiggle through them. You think some additional support might soon be necessary with these girls jutting out of your chest.
<<else>>
Your body is alive with tension as the curse grips you. Your penis springs to full erection, and then just keeps growing. Simultaneously, your nipples jut out like pencil erasers as a pressure and a stretching sensation fills your breasts. The base, the shaft, and the tip of your penis continue swelling until you're sporting a $mc.penisCor inch long dong. Your boobs strain against your skin, plumper than they've ever been, but the skin expands to accommodate the growing mass within.
You can feel your milk ducts expanding with your breasts, and as the swelling finally subsides, you can look down at your new $mc.breastsLabel cup breasts. As the moment passes and you start to become accustomed to your transformed body, you are certain that for a while you'll be distracted by the additional mass of the pendulum between your legs and the extra jiggle on your chest.
<</if>>
[[Accept more Curses from the first layer|Layer1 Curses]]
<<if $escBalDepl===0>>\
[[Return to exploring layer 1|Layer1 Hub]]
<<else>>
[[Return to your balloon|Escape Balloon L1]]
<</if>><<set _curse = new ClothingRestrictionA()>>\
<<set $mc.addCurse(_curse)>><<set $corruption += _curse.corr>>\
[img[setup.ImagePath + _curse.pic]]
A sudden compulsion washes over you, you need to get of your accessories, immediately. It's like they have suddenly become an unbearably uncomfortable burden on your mind. Whether it is a hat, a necklace, or a ring, you cannot accept keeping it on your body for any longer.
While it doesn't cause you any physical pain or anything like that, you do feel a fixation on removing it as soon as possible, as if you had a form of selective OCD that made your remove all of your accessories. And you know that from now on, you won't be wearing any accessories in the future, at least not of your own free will.
[[Accept more Curses from the first layer|Layer1 Curses]]
<<if $escBalDepl===0>>\
[[Return to exploring layer 1|Layer1 Hub]]
<<else>>
[[Return to your balloon|Escape Balloon L1]]
<</if>><<set _curse = new ShrunkenAssets()>>\
<<set $mc.addCurse(_curse)>><<set $corruption += _curse.corr>>\
[img[setup.ImagePath + _curse.pic]]
<<nobr>>
<<if $mc.sex === "male">>
You feel an intense squeezing sensation between your legs, as if something was squeezing your cock extremely tightly, but not in a pleasurable way. It isn't quite painful either, almost like someone had their hand gripped around your girth and squeezed as hard as they could all around it, but without any movement or sensations of rubbing the surface, just the squeezing. And it just keeps squeezing as if the pressure was resisting your current size and was pushing part of you back into your body.<br><br>
After a few moments of this sensation, it fades, leaving you to deal with the aftermath. When you check yourself, it looks like your penis has almost entirely disappeared, leaving only a small nub, more reminiscent of a clitoris than your previous size. A quick mental estimation tells you that it is now only 1cm (0.5in) long, with a proportional width. This is quite a dramatic change, hopefully you can come to accept your new body.
<<elseif $mc.sex === "female">>
You feel an intense squeezing sensation on your breasts, but it isn't like someone's hand squeezing them in a pleasurable way. It feels like a pressure evenly distributed across them, like if you're deep underwater, but only on your chest. After a moment, the pressure increases, feeling like it is pushing your flesh into your abdomen, even if there's nowhere for it to go.<br><br>
Instinctively, your hands move up to your chest in response to the strange sensation, and you feel your flesh squirming and pulsing under your fingers. It feels like your body is trying to burst out of some imaginary constraint, but is failing, and each attempt is more feeble than the last. And after a few more attempts, your body succumbs and the sensation fades, leaving you with much smaller assets than you had before. A quick evaluation tells you that you seem to have AA cup breasts now, with no way to increase that size.
<<elseif $mc.sex === "futa">>
You feel an intense squeezing sensation between your legs, as if something was squeezing your cock extremely tightly, but not in a pleasurable way. It isn't quite painful either, almost like someone had their hand gripped around your girth and squeezed as hard as they could all around it, but without any movement or sensations of rubbing the surface, just the squeezing. And it just keeps squeezing as if the pressure was resisting your current size and was pushing part of you back into your body.<br><br>
After a few moments of this sensation, it fades, leaving you to deal with the aftermath. When you check yourself, it looks like your penis has almost entirely disappeared, leaving only a small nub, more reminiscent of a clitoris than your previous size. A quick mental estimation tells you that it is now only 1cm (0.5in) long, with a proportional width.<br><br>
Just when you feel like the effect is done, you feel an intense squeezing sensation on your breasts, but it isn't like someone's hand squeezing them in a pleasurable way. It feels like a pressure evenly distributed across them, like if you're deep underwater, but only on your chest. After a moment, the pressure increases, feeling like it is pushing your flesh into your abdomen, even if there's nowhere for it to go.<br><br>
Instinctively, your hands move up to your chest in response to the strange sensation, and you feel your flesh squirming and pulsing under your fingers. It feels like your body is trying to burst out of some imaginary constraint, but is failing, and each attempt is more feeble than the last. And after a few more attempts, your body succumbs and the sensation fades, leaving you with much smaller assets than you had before. A quick evaluation tells you that you seem to have AA cup breasts now, with no way to increase that size.
<</if>>
<</nobr>>
[[Accept more Curses from the first layer|Layer1 Curses]]
<<if $escBalDepl===0>>\
[[Return to exploring layer 1|Layer1 Hub]]
<<else>>
[[Return to your balloon|Escape Balloon L1]]
<</if>><<set _curse = new HairRemoval()>>\
<<set $mc.addCurse(_curse)>><<set $corruption += _curse.corr>>\
[img[setup.ImagePath + _curse.pic]]
You suddenly feel a tingling sensation over your whole body below your scalp, which suddenly becomes very itchy as each of the hair follicles on your body expels any hair they held within them and then shrivels up forever. A cursory feel of your body reveals that your skin is much smoother, aside from any existing marks or scars you have. It feels as if your whole body has been waxed, but even more than that in some way, as you know none of the hair will ever return, nor could you create a facsimile of hair anywhere on your body.
You shiver at the sensation, but it quickly passes. You're left with shaking the remaining residue out of your clothes so that it doesn't cause you to get itchy later on your journey.
[[Accept more Curses from the first layer|Layer1 Curses]]
<<if $escBalDepl===0>>\
[[Return to exploring layer 1|Layer1 Hub]]
<<else>>
[[Return to your balloon|Escape Balloon L1]]
<</if>><<set _curse = new PermaDye()>>\
<<set $mc.addCurse(_curse)>><<set $corruption += _curse.corr>>\
[img[setup.ImagePath + _curse.pic]]
A shiver-inducing sensation crawls across your scalp, like icy tendrils weaving through the roots of your hair. It doesn't cause you any pain, but the intensity of the feeling reaches deep into your core.
Gradually, the tingling spreads, enveloping every hair follicle and strand in a symphony of sensation. Over the course of several tantalizing moments, your hair transforms, as the new color races down each strand. This is no mere dye job or temporary alteration – this is a part of who you are now.
Please enter your new hair color and press enter:
<<textbox "_curse.hairColor" "turquoise" "Layer1 Curses">><<set _curse = new FreckleSpeckle()>>\
<<set $mc.addCurse(_curse)>><<set $corruption += _curse.corr>>\
[img[setup.ImagePath + _curse.pic]]
As you venture deeper into the Abyss, a tingling sensation suddenly spreads across your body. The air around you feels heavy, and the scent of damp earth permeates your senses. Your heartbeat quickens, and you pause to investigate the source of the tingling.
Peeling off your clothes, you discover a splatter of freckles and moles materializing on your skin. They form intriguing patterns, creating an alluring contrast with your complexion. The tingling intensifies as more freckles appear, each one sending a tiny, electric shiver through your nerves.
Curious, you pull out a small mirror to examine your face. As you might expect, you find freckles there as well, scattered across your cheeks and nose like a delicate dusting of cinnamon. You can't help but notice the way they accentuate your features, lending a new depth to your appearance.
The tingling sensation of the freckles appearing on your body is both strange and fascinating, creating an almost fizzy feeling on your skin. The sensation eventually settles down as the changes slow, and you're left with the end result: freckles all over your body.
[[Accept more Curses from the first layer|Layer1 Curses]]
<<if $escBalDepl===0>>\
[[Return to exploring layer 1|Layer1 Hub]]
<<else>>
[[Return to your balloon|Escape Balloon L1]]
<</if>><<set _curse = new KnifeEar()>>\
<<set $mc.addCurse(_curse)>><<set $corruption += _curse.corr>>\
[img[setup.ImagePath + _curse.pic]]
Your ears suddenly have an incredible itching on their tip, and as you reach upwards to feel what's going on, you feel the flesh reshaping itself into a new form. Your flesh flows outward, extending the itching sensation, as your ears become longer and gain a pointed tip. The itching fades, but your ears still feel a little more sensitive than they did before.
It seems that you now look like either an elf out of a storybook or someone who really wants to look like a elf, for whatever reason. Hopefully you don't mind the occasional odd look if you return to the surface like this.
<<include "Inhumanity Warning">>
[[Accept more Curses from the first layer|Layer1 Curses]]
<<if $escBalDepl===0>>\
[[Return to exploring layer 1|Layer1 Hub]]
<<else>>
[[Return to your balloon|Escape Balloon L1]]
<</if>><<set _curse = new DizzyingHeights()>>\
<<set $mc.addCurse(_curse)>>\
<<set $corruption += _curse.corr>><<set $dizzyCount +=1>>\
[img[setup.ImagePath + _curse.pic]]
<<nobr>>
<<if $mc.heightDir === 0>>
Would you like to increase or decrease your height?<br>
<<set _curse.direction = -1>>
<<radiobutton "_curse.direction" -1 checked>> Decrease<br>
<<radiobutton "_curse.direction" 1 >> Increase<br>
<<elseif $mc.heightDir === 1>>
In the first moments after the Curse sets in, you hardly notice anything amiss. However, a growing discomfort seizes your body, leaving you feeling sore and aching. You sit down, trying to alleviate the pain as dizziness overwhelms you. The sensation feels familiar, reminiscent of something from long ago... growing pains.<br><br>
You shake your head, attempting to clear your foggy thoughts. Glancing at your legs, you could almost swear they're lengthening right before your eyes. The change is subtle and slow, making it difficult to discern with your hazy concentration. After a few minutes, the aches mostly subside, and you carefully rise to your feet.<br><br>
Your newfound height leaves you feeling unsteady, your perception of the world shifted. The curse has taken full effect, leaving you approximately 5 cm (2 inches) taller than before. As you take a step, you nearly tumble to the ground, your foot catching unexpectedly. Adapting to your slightly larger body will require some practice.<br><br>
<<else>>
In the initial moments after the Curse sets in, nothing seems amiss. Gradually, though, you notice a strange gas – steam, smoke, or perhaps miasma – emanating from your skin. The odor is far from pleasant.
You attempt to evade the foul smell, but escaping yourself proves to be a challenge. Desperate for clean air, you manage a few gasping breaths in between the stench. Your erratic movements likely appear absurd, but as you continue, another sensation emerges. You feel lighter, as if your body is shrinking.<br><br>
Your bizarre, malodorous dance lasts for several minutes, though it feels like an eternity. At its conclusion, you find your feet landing differently than you expect. The world around you appears subtly larger – you've become 5 cm (2 inches) shorter, altering your perception more than you would have thought possible.<br><br>
<</if>>
<</nobr>>
[[Accept more Curses from the first layer|Layer1 Curses]]
<<if $escBalDepl===0>>\
[[Return to exploring layer 1|Layer1 Hub]]
<<else>>
[[Return to your balloon|Escape Balloon L1]]
<</if>><<set _curse = new IncreasedSensitivity()>>\
<<set $mc.addCurse(_curse)>><<set $corruption += _curse.corr>>\
[img[setup.ImagePath + _curse.pic]]
A brief tingle passes between your legs<<if $mc.breasts > 0>> and your breasts<</if>>, causing you to immediately come to attention at the momentary sensitivity. You have to stop as you are instantly made aware of the sensation of your underwear touching your skin, and your own movements have become distracting.
<<if $mc.sex === "female">>You can feel yourself moisten under your panties, causing you to fidget slightly with your legs, causing you to once again feel the touch of the fabric against yourself, exacerbating the issue.<<else>>You can feel yourself harden in your pants, causing you to rub against them even harder, creating a cycle that results in you being as erect as you have ever been in your life.<</if>>
You pause for a moment to catch your breath and wait for the sensation to pass, but it never does. It seems this is your new baseline of sensitivity from now on. You won't be going back to the way things were before, you'll just need to learn to deal with the new stimulation of any touch between your legs. It should be very pleasant when you're intentionally taking advantage of your newly increased sensitivity though.
[[Accept more Curses from the first layer|Layer1 Curses]]
<<if $escBalDepl===0>>\
[[Return to exploring layer 1|Layer1 Hub]]
<<else>>
[[Return to your balloon|Escape Balloon L1]]
<</if>><<nobr>>
<<set _curse = new RefractoryRefactorization()>>\
<<if $mc.hasCurse(IncreasedSensitivity)>>
<<set _curse.appDesc = "You do not have a refractory period, and can orgasm several times in a row. Sex is like a long sequence of orgasms for you. ">>
<<else>>
<<set _curse.appDesc = "You do not have a refractory period, and can orgasm several times in a row. ">>
<</if>>
<</nobr>><<set $mc.addCurse(_curse)>><<set $corruption += _curse.corr>>\
[img[setup.ImagePath + _curse.pic]]
The energy of the Abyss seeps into your loins, burrowing deep into the core of your desires. A fleeting shiver courses through your genitals as an unexplainable shift occurs within you.
For a moment, nothing else happens, leaving you puzzled by the bizarre experience.
But gradually, a newfound certainty washes over you - the realization that your next sexual encounter will be different.
[[Accept more Curses from the first layer|Layer1 Curses]]
<<if $escBalDepl===0>>\
[[Return to exploring layer 1|Layer1 Hub]]
<<else>>
[[Return to your balloon|Escape Balloon L1]]
<</if>><<set _curse = $mc.curses[$temp]>>
<<set $iconUsed = true>>
<<set $corruption -= _curse.corr>>
<<RemoveCurse _curse>>
The Curse, _curse.name, has been successfully removed and your corruption has been refunded.<br><br>
[[Continue exploring the layer|Layer1 Hub]]Traveling back to the surface from here will take 1 day, and will cost 10 corruption. Leaving the Abyss also requires that you don't have any negative corruption points, even if you plan to come back. This requirement includes the corruption cost of returning to the surface.
<<if $corruption >= (10 - $corRed)>>\
<<if $DaedalusEquip >>\
<<if !$DaedalusFly>>\
You are currently committed to simply walking to the surface, though it is only a one day walk.
[[Flap your wings and prepare to fly to the surface|Layer1 Ascend 1][$DaedalusFly=true]]
<<else>>\
You are about to fly to the surface, which you can of course do if you want! On the other hand, it's only a one day walk.
[[Maybe it's better to walk to the surface|Layer1 Ascend 1][$DaedalusFly=false]]
<</if>>\
<</if>>\
[[Continue your ascent|Layer1 Ascend2]]
<<else>>
You must have 0 or more corruption after traveling in order to return to the surface. Because the trip back to the surface costs 10 corruption points, you should have a value of at least 10 corruption points before ascending. Continue your journey through the Abyss and accept more Curses to become able to return to the surface world.
<</if>>
[[Turn back and continue your business on the first layer|Layer1 Hub]]<<set _triggers = {
/* No timed events for layer 1. */
}>>
<<PassTime _triggers>><<nobr>>
<<if !setup.passingTime()>>
<<set _multiplier = 1>>
<<if $DaedalusFly || $mechaBoarded>>
<<set _multiplier = 1/2>>
<<if $DaedalusFly && !$mechaBoarded>>
<<include "Companions Stranded">>
<</if>>
<</if>>
<<StartTraveling 1 0 _multiplier>>
<</if>>
<<PassTimeWithEvents>>
<</nobr>>\
<<if !setup.passingTime()>>
<<nobr>>
<<if !$voidDiamondActive>>
<<set $corruption -= 10 - $corRed + 5 * Math.trunc($hexflame / 10)>>
<</if>>
<</nobr>>
You continue your hike and eventually you see the edge of the Abyss, then eventually the buildings you recall from Outset Town come back into view and welcome you back to the surface world.
<<include "Curse Descriptions">>
<<if $TwinFly>>
<<include "Twin rejoin">>
<</if>>
[[Return to Outset Town|Surface Hub][$currentLayer = 0]]
<</if>><<nobr>>
<<for $i = 0; $i < 999; $i++>>
<<if $items[2].count > 0>>
<<set $items[3].count += 1>>
<<set $items[2].count -= 1>>
<<if $abyssKnow===1>>
<<set $flaskMatrix[0]+=1>>
<<else>>
<<set $flaskMatrix[1]+=1>>
<</if>>
/*<<set $waterL1 += 1>>*/
<<else>>
<<break>>
<</if>>
<</for>>
<</nobr>>
[img[setup.ImagePath+'Foraging/cloudpools.png']]
<<if $abyssKnow === 0>>
You dip each of your flasks into the miasma-contaminated water in some of the lower cloudpools where it has collected. As you take a test-sip of the water you feel a subtle pulsing through your body, as if your body were trying to expand as quickly as it could. Despite this side-effect, you need the water, so you continue to fill your flasks for your future travels.
<<else>>
Using your knowledge of the Abyss, you specifically look to make sure you can get some good water directly from the clouds. You spot a couple easy pools where you could easily get a drink, but avoid the tainted water in favor of the pure water from a gentle waterfall you come across along your path. A taste test confirms that the water is indeed pure and you fill all of your empty flasks in preparation of continuing your journey.
<</if>>
[[Return to exploring your food and water options on this layer|Layer1 Forage]]<<set _tempCurses = setup.cursesOnLayer[1]>>
<<set _totalCurses = $mc.curses>>
<<for _i=0; _i< $hiredCompanions.length; _i++>>
<<set _totalCurses = _totalCurses.concat($hiredCompanions[_i].curses)>>
<</for>>
<<include "Curse Randomizer">>[img[setup.ImagePath+'Threats/opportunisticbandits.png']]
<br><br>
How are you going to deal with the bandits encircling you?<br><br>
<<if $mc.curses.some(e => e.name === "Below the Veil")>>
[[Behold a small hint of your eldritch visage to them|Layer1 Bandits Veil][$smaragdineThreatsDefeated.bandits = true]]
<<else>>
<<if setup.haveCuttingTool && $hiredCompanions.some(e => e.id === setup.companionIds.khemia)>>
Though outnumbered, your group's prowess in combat more than compensates, especially with Khemia at your side. His hand already rests on the hilt of his sword, his eyes gleaming with a fierce determination. All he needs is your signal. You're confident that the bandits will scatter like leaves in the wind the moment they witness Khemia's skills.<br>
[[Let Khemia and his sword deal with these jokers|Layer1 Bandits Won]]<br><br>
<</if>>
<<if $items[13].count > 0 && $items[20].count > 2>>
These bandits have gravely underestimated you. Prepared for the perils of the Abyss, you are not one to be trifled with. Show them that you have a real weapon, and they'll think twice about their decision.<br>
[[Fire 2 warning shots with your pistol to scare them off|Layer1 Hub][$items[20].count -= 2; $smaragdineThreatsDefeated.bandits = true]]<br><br>
<</if>>
<<if $slingshot === 1>>
Use the power of the Brave Vector and frighten away the bandits. If they hear a few pebbles crashing into the ground with the force of a bullet, they won't want to get any closer.<br>
[[Scare them off with the Brave Vector|Layer1 Hub][$smaragdineThreatsDefeated.bandits = true]]<br><br>
<</if>>
<<if $BionicArm>>
With Glory's Grasp at your command, you could manipulate gravity to hoist their leader into the air. The sight of her gasping for breath, suspended mid-air or hurled into her cohorts, would be enough to scatter the bandits like rats before a cat.<br>
[[Wield Glory's Grasp to command the situation|Layer1 Bandits Won]]<br><br>
<</if>>
<<if !$BionicArm && !(setup.haveSword && $hiredCompanions.some(e => e.id === setup.companionIds.khemia)) && $mc.subdom<1>>
You're not sure if you can take on the whole group, but you aren't going down without a fight!<br>
[[Brawl it out with them|Layer1 Bandits Fight]]<br><br>
<</if>>
Perhaps giving them what they want is the safer choice. After all, you can always gather more Relics in your travels, can't you?<br>
[[Hand over some of the Relics you've collected|Relic Surrender][$surrVal to 0 ]]<br><br>
<br>
Use the following option only if you have specifically considered your inventory and made a plan of how to use it to either flee from or overpower the bandits.<br>
[[Use a combination of Relics not mentioned above you believe would be able to deal with the bandits|Layer1 Hub][$smaragdineThreatsDefeated.bandits = true]]<br>
<</if>><<set _relicBonus = 0>>
<<set _curseBonus = 0>>
<<set _companionBonus = 0>>
<<set _equipmentBonus = 0>>
<<if $ownedRelics.some(e => e.name === "Lightning Rook")>>
Holding the Lightning Rook seems to slow the world down for you, evading your opponents and landing meaningful blows is much easier when you have so much time to react.<br>
<<set _relicBonus += 10>>
<</if>>
<<if $joyousSword>>
The sword you made from the Joyous Sunder slices through any resistance as if it were nothing more than air, giving you a great advantage in melee fights.<br>
<<set _relicBonus += 10>>
<</if>>
<<if $DaedalusEquip>>
Having wings on your back allows you to stay out of reach of the bandits. Except for the ones that have ranged weapons, of course, but you can certainly dodge those, right?<br>
<<set _relicBonus += 7>>
<</if>>
<<if $ownedRelics.some(e => e.name === "Toral Wave") && $ownedRelics.some(e => e.name === "Empath Coil") >>
The combination of the Toral Wave and Empath Coil allows you to electrocute the bandits easily, it's very useful as long as you get a chance to use it on them.<br>
<<set _relicBonus += 10>>
<</if>>
<<if $mc.hasCurse(MassacreManicure)>>
Your claw-like nails help you somewhat if you get into hand-to-hand combat.<br>
<<set _curseBonus += 2>>
<</if>>
<<if $hiredCompanions.some(e => e.id === setup.companionIds.maru)>>
Maru seems scared, but he is still willing to do what he can in the fight.<br>
<<set _companionBonus += 2 * (1 + $companionMaru.HandicapThreat / 10)>>
<</if>>
<<if $hiredCompanions.some(e => e.id === setup.companionIds.lily)>>
Lily puffs her chest, lets out something of a battle cry, and charges headfirst towards the leader! She is certainly giving her a run for her money!<br>
<<set _companionBonus += 8 * (1 + $companionLily.HandicapThreat / 10)>>
<</if>>
<<if $hiredCompanions.some(e => e.id === setup.companionIds.khemia)>>
Khemia assumes a fighting stance, disarming and knocking out bandits that come near him.
<<set _companionBonus += 15 * (1 + $companionKhemia.HandicapThreat / 10)>>
<br>
<</if>>
<<if $hiredCompanions.some(e => e.id === setup.companionIds.cherry)>>
Cherry seems frozen in fear, it's as if she can't bring herself to move against your foes. She does provide a distraction for them, at least.<br>
<<set _companionBonus += 1 * (1 + $companionCherry.HandicapThreat / 10)>>
<</if>>
<<if $hiredCompanions.some(e => e.id === setup.companionIds.cloud)>>
Cloud steels his resolve before the fight. When you glance over to him, you can feel the amount of experience he has in battle.
<<set _companionBonus += 10 * (1 + $companionCloud.HandicapThreat / 10)>>
<br>
<</if>>
<<if $hiredCompanions.some(e => e.id === setup.companionIds.saeko)>>
Saeko sticks close to you. It's obvious she's scared, but she tries to hide it while she gives you as many strategic tips as she can.<br>
<<set _companionBonus += 5 * (1 + $companionSaeko.HandicapThreat / 10)>>
<</if>>
<<if $hiredCompanions.some(e => e.id === setup.companionIds.golem)>>
Your loyal golem will defend you without question, fighting off enemies without the physical limitation of a normal human.<br>
<<set _companionBonus += 10 * (1 + $companionGolem.HandicapThreat / 10)>>
<</if>>
<<if $hiredCompanions.some(e => e.id === setup.companionIds.bandit)>>
<<if $BanditConvo0>>
The bandit you once captured but later befriended stands by your side, fending off her former comrades with you.<br><br>
<<say $Banditleader>>You worthless piece of shit! I always knew you were no good!<</say>><br>
<<say $companionBandit>>Believe me, the feeling is mutual, you selfish pig.<</say>><br>
<<set _companionBonus += 10 >>
<<else>>
Despite being your captive, she uses every opportunity to impede you during the fight, aiding her former comrades in the skirmish.<br>
<<set _companionBonus -= 5 >>
<</if>>
<</if>>
<<if $hiredCompanions.some(e => e.id === setup.companionIds.twin)>>
<<set _twinBonus = 5 * (1 + $companionTwin.HandicapThreat / 10) + _curseBonus>>
<<if _twinBonus > 7>>
Your twin fights seems to be fighting 2 bandits at the same time, and winning!
<<elseif _twinBonus > 5>>
Much like yourself, your twin is not the most experienced fighter. But the fact that they are able to keep at least a bandit busy is already helping you out.
<<elseif _twinBonus > 0>>
You're not the fighting type, so neither is your twin. The antics of your twin seems to be drawing some attention away from you, which is helpful, but other than that it's not very effective.
<<else>>
Previously it was only you who was so inept when handling threats, but now it's both you and your twin...
<</if>>
<<set _companionBonus += _twinBonus>>
<br>
<</if>>
<<if setup.haveSword>>
You're glad you brought along a sword to defend yourself.<br>
<<set _equipmentBonus += 7>>
<</if>>
<<set _bandit_threshold = random(20,30)>>
<<set _temp = (_relicBonus + _curseBonus + _companionBonus + _equipmentBonus + $mc.HandicapThreat * 10).toRounded(1)>>
<<if _temp > _bandit_threshold >>
[[The fight seems to have been decided|Layer1 Bandits Won]]
<<else>>
[[The fight seems to have been decided|Layer1 Bandits Lost]]
<</if>>The bandits' attempt to overpower you fails. One by one, they fall, leaving only their leader who struggles to stand.
<<say $Banditleader>>How did this happen? You're tougher than you look!<</say>>
Gasping for breath, she too falls, succumbing to her injuries.
[[Continue on your journey|Layer1 Hub]]
<<if setup.haveRope && !$hiredCompanions.some(c=>c.id === setup.companionIds.bandit)>>
<<link "Capture one of the bandits and bring them along" "Bandit Captured">>
<<set $hiredCompanions.push($companionBandit)>>
<<set $escapeT = $time + 7 + random(0,7)>>
<<set $Bandit_LastT = $time>>
<<set $companionBandit.image = "Companions/Bandit.jpg">>
<<set $companionBandit.imageIcon = "Icons/BanditIcon.jpg">>
<<set $companionBandit.affec = -20>>
<<set $companionBandit.carry = 0>>
<</link>>
<</if>>
<<link "Quench your blood thirst using one of the bandits" "Layer1 Bandits Won">>
<<if $CotNBalance<-4>>
<<set $CotNBalance+=10>>
<<if $devouredRelics.some(c=> c.name === "Pulse Bloom")>>
<<set _companion = $companionBandit>>
<<set $PulseBloomUse = "Bandit">>
<<include "Pulse Bloom Code">>
<</if>>
<</if>>
<</link>><<if $mc.hasCurse("Creature of the Night")>> <span class="icon">[img[setup.ImagePath+'Icons/blooddrop.png']]</span> <</if>><br><br>
<<set $smaragdineThreatsDefeated.bandits = true>>\[img[setup.ImagePath+$companionBandit.image]]
Congratulations? You managed to take a captive to drag along with you on your journey! The captured bandit will function as a companion but with a few notable differences.
For starters, she lacks the purity gene, so you'll need to ensure she's fed and hydrated during your expedition.
Second, while she's bound, don't trust her with important equipment or Relics — her carrying capacity is effectively zero.
And third, she resents you. She'll be constantly seeking an opportunity to escape and might even try to take a few valuables along if you aren't vigilant.
[[Continue on your journey|Layer1 Hub]]Despite your valiant effort, the bandits overwhelm you. <<if $hiredCompanions.length>0>>Your party is quickly defeated, leaving only you to face them<<else>>You stand no chance facing them alone<</if>>. A sudden blow from behind makes you stagger and fall to your knees.
<<if $hiredCompanions.some(c=>c.id === setup.companionIds.bandit)>>\
<<if $BanditConvo0>>\
<<say $Banditleader>>What a pathetic bunch of wannabe adventurers.<</say>>
Ignoring you, she approaches the bandit who had previously joined you.
<<say $Banditleader>>Always the weakest link, weren't you? It's no wonder you got caught.<</say>>
Barely able to speak, your ally responds weakly.
<<say $companionBandit>>Go to hell, Kamilla.<</say>>
In anger, Kamilla delivers a punishing kick to the gut, leaving your ally gasping for breath.
<<say $companionBandit>>Agh!<</say>>
<<say $Banditleader>>And as for you...<</say>>
She turns her attention back to you.
<<else>>
<<say $Banditleader>>Someone free Vesper. This is nearly over.<</say>>
Some bandits rush to release your captive. <<set $companionBandit.imageIcon = "Icons/BanditIcon_released.jpg">>
<<say $companionBandit>>Finally! You'll regret what you did to me!<</say>>
As she says this, she approaches you, fury evident.
<<say $mc>>Listen, I wanted to...<</say>>
Interrupted by a sharp kick, you groan in pain.
<<say $companionBandit>>This piece of shit is all yours, Boss<</say>>
<<nobr>>
<<set _i = $hiredCompanions.findIndex(companion => companion === $companionBandit)>>
<<if _i !== -1>><<set $hiredCompanions.deleteAt(_i)>><</if>>
<</nobr>>
<</if>>\
<</if>>\
<<say $Banditleader>>I just wanted a modest, fair toll for crossing the bridge. Now? I'll take everything you've got.<</say>>
With defiance, you spit blood at her feet.
<<say $Banditleader>>Persistent, aren't you? Sleep tight.<</say>>
You don't see what happens, but the world blurs, then everything goes dark.
<<nobr>>
<<for _i=0; _i<$ownedRelics.length; _i+=0>>
<<set $soldRelics.push($ownedRelics[_i])>>
<<set $ownedRelics.deleteAt(_i)>>
<</for>>
/*<<set $ownedRelics=[]>>*/
<</nobr>>
Awakening, you find all your Relics missing<<if $hiredCompanions.some(c=>c.id === setup.companionIds.bandit) && !$BanditConvo0>>, as well as the bandit you once captured<</if>>. Those wretched bandits!
[[Continue on your journey|Layer1 Hub]]As you step into the relative serenity of the shallows, your form flickers, the façade of humanity ever so briefly shimmering to reveal the eldritch terror beneath. An almost alien luminescence dances around you, casting eerie shadows that sway and jerk in patterns that defy the natural laws of light and shadow.
<<say $banditLeader>>Well, lookie here, fellas! A diver returning with loot. Give it up, stranger, and we won't have to turn ugly.<</say>>
There's a bravado in the bandit leader's voice, a forced laugh hiding behind her threat. The others echo her sentiment, a pack of hyenas circling their intended prey. Their guns, weathered and ill-maintained, glint under the dim light. In their eyes, you see a glimmer of desperation, not unlike a cornered animal.
<<say $mc>>I suggest you reconsider.<</say>>
Your voice sounds odd even to your ears, an unsettling harmonious dissonance, as if a choir of Abyssal voices have replaced your own. The air grows colder, as the pressure around you seems to increase, a palpable sense of dread permeating the environment. The bandit leader chuckles nervously, trying to mask the tremble in her voice.
<<say $banditLeader>>A tough one, eh? Alright then, let's do this the hard way.<</say>>
As the bandit moves to aim her pistol, you let your façade drop further. The sight they behold isn't one that human minds are meant to comprehend. A nightmarish figure, tendrils writhing, eyes like voids in the universe, form shifting and changing in ways that defy spatial and temporal understanding. Madness is a small price to pay for such a revelation.
<<say $mc>>Still eager to fight?<</say>>
The bandits stagger back, their faces a mask of terror. Their sanity is hanging by a thread, their eyes darting, unable to comprehend the entity they're confronting. A couple of them drop their weapons, falling to their knees, consumed by the terror of your otherworldly visage.
<<say $banditLeader>>N... no... please... just... go.<</say>>
Her voice barely a whimper, the leader backs away, stumbling over her own feet, scrambling to create distance. They'd been prepared to face a weary traveler, but an eldritch being from the Abyss? The sight is enough to send them running in fear, leaving behind their ill-gotten gains, their greed replaced by a primal desire for survival. You continue on your path, leaving the bandits to the mercy of their nearly shattered sanity.
[[Continue on your journey|Layer1 Hub]]<<CarryAdjust>>\
[img[setup.ImagePath+'Threats/opportunisticbandits.png']]
<<if $hiredCompanions.some(c=>c.id === setup.companionIds.bandit)>>\
<<say $Banditleader>>How about you start by returning us what is rightfully ours? Vesper over there.<</say>>
She points to the bandit you captured and brought along.
<<if $BanditConvo0>>\
<<say $companionBandit>>I'm not... uh... I've been thinking...<</say>>
As she says that she avoids all eye contact with her former leader.
<<say $Banditleader>>Get your ass over here, Vesper!<</say>>
Vesper jolts up and runs over to the bandit commander.
<<say $companionBandit>>Of course, Boss!<</say>>
<<else>>\
<<say $companionBandit>>Hmpf!<</say>>
You hesitate for a second but then start releasing your captive. As soon as she is free she kicks you in the shins and spits on your chest.
<<set $companionBandit.imageIcon = "Icons/BanditIcon_released.jpg">>\
<<say $companionBandit>>You piece of shit, you think you can keep me as some trophy or something?<</say>>
<<say $Banditleader>>Get your ass over here, Vesper!<</say>>
Vesper eagerly hurries over to the bandit commander.
<<say $companionBandit>>Of course, Boss!<</say>>
<</if>>\
<<nobr>>
<<set _i = $hiredCompanions.findIndex(companion => companion === $companionBandit)>>
<<if _i !== -1>><<set $hiredCompanions.deleteAt(_i)>><</if>>
<</nobr>>
<</if>>\
Nervously, you begin going trough your bag, attempting to decide which Relics to surrender and which to keep.
<<if $ownedRelics.some(e => e.name === "Moonwatcher") && $BionicEye>>
<<set _temp = 145-95>>
<<else>>
<<set _temp = 145>>
<</if>>
<<if $surrVal < _temp>>
Choose the Relic you would like to hand over to the bandits:
<<nobr>>
<<for _relic range $ownedRelics>>
<<capture _relic>>
<<set _linkText = `Hand over ${_relic.name} worth ${setup.sellValue(_relic)} dubloons`>>
/* Add a bit of indentation: */
<<switch _relic.name>>
<<case "Creepy Doll">>
<<if $creepydoll.affec > 5>>
You would never hand over your Dolly... Uh, the Creepy Doll, you mean.
<<else>>
[[_linkText|Relic Surrender][setup.loseRelic(_relic), $surrVal += setup.sellValue(_relic)]]
<</if>>
<<case "World Stone">>
<<if $LilyPromise>>
[[_linkText|Relic Surrender][setup.loseRelic(_relic), $surrVal += setup.sellValue(_relic), setup.modAffection('Lily', -3)]]
You promised Lily she could use the World Stone at the end of your journey. Although you are not exactly selling it, you feel she would still be disappointed if you gave it away.
<<else>>
[[_linkText|Relic Surrender][setup.loseRelic(_relic), $surrVal += setup.sellValue(_relic)]]
<</if>>
<<case "Everhevea">>
<<if setup.item('Empty Flask').count >= 2>>
[[_linkText|Relic Surrender][setup.loseRelic(_relic), $surrVal += setup.sellValue(_relic), setup.item('Empty Flask').count -= 2]]
<<else>>
You need to empty the Everhevea to hand it over (have at least two empty flasks in your inventory).
<</if>>
<<case "Moonwatcher">>
<<if $BionicEye>>
_relic.name: You can't give away Relics that have become part of your body.
<<else>>
[[_linkText|Relic Surrender][setup.loseRelic(_relic), $surrVal += setup.sellValue(_relic)]]
<</if>>
<<case "Glory's Grasp">>
<<if $BionicArm>>
_relic.name: You can't give away Relics that have become part of your body.
<<else>>
[[_linkText|Relic Surrender][setup.loseRelic(_relic), $surrVal += setup.sellValue(_relic)]]
<</if>>
<<default>>
[[_linkText|Relic Surrender][setup.loseRelic(_relic), $surrVal += setup.sellValue(_relic)]]
<</switch>>
<br>
<</capture>>
<</for>>
<</nobr>>
The bandits seem unsatisfied. One of them caresses the hilt of a rusted blade, a silent threat hanging in the air. Another impatiently shoves you, urging you to hasten.
<<say $Banditleader>> Come on! Don't be greedy now. Hand over a bit more, and we'll all walk away happy, right?<</say>>
<<else>>
The apparent bandit leader's smile broadens.
<<say $Banditleader>> Yeah, that's more like it. Off you go now, and maybe we'll see you again sometime.<</say>>
She dismisses you with a wave, her toothy grin revealing yellowed teeth as she eagerly sifts through the spoils you relinquished.
[[Make your escape|Layer1 Hub][$surrVal=0]]
<</if>>[img[setup.ImagePath+'Habitation/outcastvillage.png']]
When you first saw Outcast village you already fell in love. Its rustic charm endeared you. So even though you weren't too severely effected by the Curses from the Abyss, you decided you wanted to stay here anyway. Over time you quickly became closely connected with the rest of the small community. You enjoyed your life for the most part, but as time grew on you started to miss some of the amenities the top side could provide you. Although you still went to the surface on occasion to enjoy those, you started to wonder if there wasn't something that could be done in Outcast village. You debated it a bit with the rest of the community and decided to put the fortune you had left over from your Abyss diving days into water turbines to improve the power available for the village. Over time this modernised the town a bit as appliances from the surface started pouring in, but in the end Outcast village never really lost its rustic feel. For your efforts the community promoted you to the mayor of the town, which you gladly accepted. With a community of around 300 people it was more a title than a job anyway. And so you lived a long, comfortable and quiet life in Outcast village.
@@.layerTitle;<h1>THE END</h1>@@[img[setup.ImagePath+'Habitation/outcastvillage.png']]
When you first saw Outcast village you already fell in love. Its rustic charm endeared you. So even though you weren't too severely effected by the Curses from the Abyss, you decided you wanted to stay here anyway. Over time you quickly became closely connected with the rest of the small community. You enjoyed your life for the most part, but as time grew on you started to miss some of the amenities the top side could provide you. Although you still went to the surface on occasion to enjoy those, you started to wonder if there wasn't something that could be done in Outcast village. Unfortunately you didn't have the means to help the community out in any significant way. It didn't matter - the slow life in Outcast village started to grow on you more and more. Some days after helping out in the fields you found that you could just enjoy yourself sitting near a water edge and laying back in the grass, listening to the sounds of nature around you. You became a valued and central member in the community of Outcast village, spending many evenings drinking and sharing stories about your Abyss diving days. In the end you lived a simple but happy life in Outcast village
@@.layerTitle;<h1>THE END</h1>@@[img[setup.ImagePath+'Habitation/outcastvillage.png']]
At some point enough is enough, and with your body regressed at much as yours was you felt it would be better to just call it quits. With your apparent young age you felt it would be difficult to return to the surface so you settled in Outcast village. While you could see various other ex-adventures that had also regressed quite far, most seem at least to still be at a teenager level, and you felt you were being treated more like a kid than the rest. Of course you looked at ways to provide for yourself but that proved more difficult than you thought. You couldn't help out in the fields around town and working on some of the construction projects was even more impossible. If it weren't for your considerable savings after your Abyss diving adventure you wouldn't have known what to do. Outcast village was very accommodating to regressed divers so you were able to buy a place for yourself and maintain yourself for a while. You decided to still be frugal though, not knowing how long it would take before you could work for your own food. Before long some people in the community understood what was going on, and before you knew it you felt like you were constantly surrounded by people, bringing food or treating you to a dinner. Sometimes you felt you were being babysat by 300 people, but at the same time being looked after by 300 people also felt nice. The family across the street was especially nice, at some point you spent more than half the nights eating at their place. The days you stayed at home the father of the family would still check up on you in the morning and in the evening the mother would often stop by to bring you some left over dinner (which tasted suspiciously fresh). She never left before giving you a big kiss and a big hug. Over time you became sort of the town mascot and everywhere you go people greeted you and asked if they could help you with stuff. When you first started to live in Outcast village you worried that growing back up by yourself would be really hard, but after a few years it was clear that your family that helped you all along the way was now bigger than ever.
@@.layerTitle;<h1>THE END</h1>@@[img[setup.ImagePath+'Habitation/outcastvillage.png']]
At some point enough is enough, and with your body regressed at much as yours was you felt it would be better to just call it quits. With your apparent young age you felt it would be difficult to return to the surface so you settled in Outcast village. While you could see various other ex-adventures that had also regressed quite far, most seem at least to still be at a teenager level. With not much left over from your Curse diving expedition you felt at a loss. You couldn't help out in the fields around town and working on some of the construction projects was even more impossible. Luckily the rest of the small community quickly recognised your plight. A small family basically adopted you into their household. Over time they really started to feel like a real family too. You looked up to your new stepdad, he worked so hard in the village but when he came home he always had time to mess around with you, giving you horse rides on his neck. He really loved his new little <<PerceivedGender $mc>>. Your older stepsister wasn't always nice to you, she seemed to enjoy treating you like a little kid most out of everybody as she knew it stung you a bit. When she was babysitting you she would sometimes give you her old sippy cup instead of a regular glass to drink. While it annoyed you it wasn't all bad as she tended to forget she was teasing you after a while and started to genuinely play games with you. And finally there was your new stepmother, although she didn't tease you with your regressed condition she simply couldn't help herself pampering you as much as she did. This also annoyed you at first but over time you started to love every second of it. She was bathing you, doing your hair, dressing you and even feeding you at dinner. As the years would go by this would slowly grow less and less, while the love for you new family only increased. Nevertheless, after many many years thoughts about venturing into the deeper layers of the Abyss were entering your mind again...
@@.layerTitle;<h1>THE END</h1>@@[img[setup.ImagePath+'Habitation/outcastvillage.png']]
[[test:go to end|Habitation Ending]][img[setup.ImagePath+'Habitation/outcastvillage.png']]
[[test:go to end|Habitation Ending]][img[setup.ImagePath+'Habitation/outcastvillage.png']]
[[test:go to end|Habitation Ending]][img[setup.ImagePath+'Habitation/outcastvillage.png']]
[[test:go to end|Habitation Ending]][img[setup.ImagePath+'Habitation/outcastvillage.png']]
[[test:go to end|Habitation Ending]][img[setup.ImagePath+'Habitation/outcastvillage.png']]
[[test:go to end|Habitation Ending]][img[setup.ImagePath+'Habitation/outcastvillage.png']]
[[test:go to end|Habitation Ending]][img[setup.ImagePath+'Habitation/outcastvillage.png']]
[[test:go to end|Habitation Ending]][img[setup.ImagePath+'Habitation/outcastvillage.png']]
[[test:go to end|Habitation Ending]][img[setup.ImagePath+'Habitation/outcastvillage.png']]
[[test:go to end|Habitation Ending]][img[setup.ImagePath+'Habitation/outcastvillage.png']]
[[test:go to end|Habitation Ending]][img[setup.ImagePath+'Habitation/outcastvillage.png']]
[[test:go to end|Habitation Ending]]<<nobr>><<set $currentLayer = 1>><<if !isPlaying("layer1")>>
<<masteraudio stop>><<audio "layer1" volume 0.2 play loop>>
<</if>><</nobr>>
The trip through this layer is brief and almost indistinguishable to a trip in a balloon in the skies of the surface, with the more mundane world outside the Abyss so close.
Your body feels a bit strange after moving upwards through the miasma so quickly giving a bit of a shock to your system, but hopefully you picked up enough Curses along the way to successfully ascend to the surface.
<<if $corruption >= 10>>[[Ascend to next layer|Surface Hub][$corruption -= (10 - $corRed), $escBalDepl=0]]<</if>>
[[Hover on this layer to take in a Curse|Layer1 Curses]]
[[Get off the balloon on this layer|Layer1 Hub][$escBalDepl=0]]As you bring the charm up to your eye and gaze deep into the red crystal, your vision fades and a new image comes clearly into view:
[img[setup.ImagePath+'Layer Intros/l1intro.png']]
@@.layerTitle;LAYER 1 - ARCADIA'S GARDEN@@
You see yourself standing in the fields of a vibrant valley, with a few trees nearby that don't quite seem normal. Suddenly the image shifts and you see the splendor of the Relics that are available on this layer.
[img[setup.ImagePath+'Clipped-Fin/Abyss Diver Page 2-relics.png']]
As an image of the wonders you might find on this layer starts to come into focus, an intense feeling of humility washes through you.
[img[setup.ImagePath+'Clipped-Fin/Abyss Diver Page 2-wonders.png']]
The mystical possibilities of the wonders fade from your view and you suddenly feel nauseous, as if a huge amount of miasma was suddenly sucked into your chest. You visualize the corruptions and Curses that may afflict you in the layer below.
[img[setup.ImagePath+'Clipped-Fin/Abyss Diver Page 2-curses.png']]
Finally the nauseous feeling passes but is replaced by a brief sense of terror as you get a glimpse of the threats that await you on the layer
[img[setup.ImagePath+'Clipped-Fin/Abyss Diver Page 2-threats.png']]
Finally, the vision fades, leaving you standing once again where you were before, with only a brief sense of motion sickness as you orient yourself back to your physical body. As you look at the Gleam Dazer once again, you notice the Relic is cracked and broken.
[[Return|$previewReturn][setup.loseRelic('Gleam Dazer')]]Relics:
[img[setup.ImagePath+'Clipped-Fin/Abyss Diver Page 2-relics.png']]
Wonders:
[img[setup.ImagePath+'Clipped-Fin/Abyss Diver Page 2-wonders.png']]
Curses:
[img[setup.ImagePath+'Clipped-Fin/Abyss Diver Page 2-curses.png']]
Threats:
[img[setup.ImagePath+'Clipped-Fin/Abyss Diver Page 2-threats.png']]
<<back>>When you go to sleep, you dream once again.
You dream about the playroom you were in, with your dolly.
Your tattered pink dress doesn't look tattered at all anymore. It looks just like your dolly's dress. In fact, you started to look more like your dolly as well. But that's okay. It makes you look like a cute pair of twins after all.
You have tea time with your dolly, chatting away about how beautiful your dresses are, how tasty your tea is, and how nice it is to spend this time together.
You also play house with your dolly, taking turns switching who is the mommy and who is the baby. And once you get tired of playing you cuddle with your dolly until you fall a sleep again, just so you could play with her more the next day! It's so much fun!
Over time she even grows a lot so you can cuddle better! That's so nice of your dolly, she is the best! She's so considerate of you, making sure you're always content and comfortable where you are.
Sometimes you get a feeling like you lost something. Something precious to you that is now gone and locked away. But the feeling never lasts long as you sink back into your happy and comfortable life.
<<say $rndM>> Look! There they are! We found 'em! <</say>>
<<say $rndF>> I don't know... They look pretty creepy to me.<</say>>
<<say $rndM>> Duh, that's why they are called the Creepy Twin Dolls. What else did you expect? <</say>>
<<say $rndF>> What do you think they do? I heard they're creepy, but there must be something more. Nothing is simple down here. <</say>>
<<say $rndM>> I don't know. But a Relic is Relic. Worst case scenario we just sell 'em. But, who knows, they might just do something awesome! Here, take one, I'll keep the other.<</say>>
<<say $rndF>> You know what, now that I'm holding one it actually doesn't feel as creepy anymore. In a weird way, it feels comforting. I think maybe I'll just keep her.<</say>>
<<say $rndM>> Haha, that was a quick 180! But I sort of get what you mean. They can be our good luck charms, maybe they'll help keep us alive.<</say>>
<<say $rndF>> Yeah, exactly. I think I'll call mine $mc.name.<</say>>
<h1 class="gameover">Game Over</h1><<nobr>>
<h1>Camping</h1>
[img[setup.ImagePath+'Environments/Layer1PhallicPillar.png']]
<</nobr>>
<<include 'CampCode'>><<nobr>>
<<set $currentLayer = 2>>
<<masteraudio stop>>
<<audio "layer2" volume 0.2 play loop>>
<<set $timeL2T1 = 0>>
<</nobr>>\
\
@@.layerTitle;
[img[setup.ImagePath+'Layer Intros/l2intro.png']]
!Layer 2 - Dewdrop Rain Underbrush
@@
\
As you enter the second layer, the clear open fields of the first gradually give way to a convoluted mass of trees, vines, and thorns, a thicket more dense than any you've ever seen. You proceed further down, the inscrutable tangle of plant matter growing taller and taller above you, eventually completely shielding the first layer from view. You feel a light pinprick on your nose and look up, thinking it to be rain, but no - these drops are falling from the plants above you, tiny dewdrops coalescing on the vines, falling down as a light drizzle at first, gathering yet more water as they fall through the enormous jungle, and finally reaching the roots of some of the tallest trees as a veritable monsoon.
This layer is filled with a very dense growth of vines, bushes, and other plant life that impedes you and makes movement very time-consuming. Having a way to clear them out of your way would make navigation much easier. Subtract 1 day from every time on this layer (including the cost of going up or down layers) if you have a sword with you to cut through the flora.
[[Walk through the second layer of the Abyss|Layer2 Hub]]
<<nobr>><<if $hiredCompanions.some(e => e.id === setup.companionIds.cherry)>>
<<if $visitL2 === 0>>
<<print "[[Use Cherry's chaotic luck|Layer2 Cherry]]">><br><</if>>
<</if>><</nobr>><<nobr>>
<<set $currentLayer = 2>>
<<if !isPlaying("layer2")>>
<<masteraudio stop>>
<<audio "layer2" volume 0.2 play loop>>
<</if>>
<<CarryAdjust>><<checkTime>>
<<if $visitL2 === 0>>
<<set $visitL2 = 1>>
<<set $layerTemp = 8>>
<<elseif $secondVisitL2 === 0>>
<<set $secondVisitL2 = 1>>
<<set $layerTemp = 18>>
<<else>>
<<set $layerTemp = random(0,20)>>
<</if>>
<<if $layerTemp === 1>>
Above you, a blood-curdling screech fills the air. Freezing in fear, a bird seems to fly from the canopy above you, paying no mind to you on the ground. Strangely, it looks almost like a hawk, but as if its mouth were turned sideways and it's wings were a bit too sharp-edged to match any bird you've seen before. However, you don't get a chance to get a good look at it before it flaps it's wings and and leaves you once again with only the sound of the dripping rain. <br><br>
<<elseif $layerTemp === 2>>
At one point along your path, you spot a tangle of vines that seem to rustle slightly, but upon further inspection there is nothing inside them. After spending a minute watching them, you realize the sound comes from the speed at which the vines are growing, which seems to be a few centimeters a minute. You also hear a crunch, which seems to originate from the long-dead skeleton of a small mammal being crushed by the vines. Wisely, you decide to move on and conclude this would not be a good place to make camp. <br><br>
<<elseif $layerTemp === 3 && $hiredCompanions.some(e => e.id === setup.companionIds.saeko) && $hiredCompanions.some(e => e.id === setup.companionIds.lily)>>
You hear a loud hissing sound in one of the bushes nearby, and suddenly Saeko stops your group from moving forward.
<br><br>
<<say $companionSaeko>>Wait, we have to go around here. I'm not sure what would make a sound like that here, but I suspect it's not a good idea to find out.<</say>><br>
Lily almost walks forward on her own.
<br><br>
<<say $companionLily>>I don't know either! I really want to find out though! It can't be that bad if it's only on the second layer, right?<</say>><br>
Saeko grabs her collar and sighs.
<br><br>
<<say $companionSaeko>>I believe I heard of a certain diver who thought similarly, but he was lost a few years ago. Better not to fall prey to some unknown venomous creature here.<</say>><br>
Lily hesitates, but eventually agrees and your group ends up going around the potential threat.<br><br>
<<elseif $layerTemp === 4 && $hiredCompanions.some(e => e.id === setup.companionIds.cherry)>>
A diminutive, feline-like creature pads toward you, emitting a soft, plaintive mew. You pause, uncertain, but Cherry quickly crouches, gently stroking behind its tufted ear. Her features are etched with a distant, melancholic expression, and she exhales a wistful sigh as the creature purrs softly, almost inaudibly.
<<say $companionCherry>>I remember this being fun. Why does it feel so empty now?<</say>><br>
Rising, she steps aside, offering you a chance to interact with the feline, and it feels much softer than you'd expect, as if it were a sack of blubber rather than a cat. But after a few minutes, it gets tired of your touches and tightens up as it scampers away. Cherry is staring at the sky, letting the rain run down her face with no resistance. <<if $hiredCompanions.some(c => c.id === setup.companionIds.maru)>>Maru walks over to her and gives her a big, warm hug, but despite reaching her arms around him, her expression never changes.<</if>><br><br>
<<elseif $layerTemp === 5>>
You stumble upon a tranquil, crystal-clear pond, with bioluminescent plants casting a soft, otherworldly glow upon its surface. The gentle hum of insects creates a soothing melody, accompanied by the occasional splash of leaping fish as they break the water's surface. As you draw closer, you notice that the fish are adorned with vivid, iridescent scales, shimmering like living gemstones under the luminescent light. You are momentarily entranced by this serene oasis, a welcome reprieve from the dangers you've faced thus far. However, you remind yourself to remain vigilant and continue on your journey, with the memory of the pond's enchanting beauty etched in your mind. <br><br>
<<elseif $layerTemp === 6 && $mc.hasCurse(HijinksEnsue)>>
<<include "Hijinks Ensue Scenes">>
<<elseif $layerTemp >= 18 - (1+$hiredCompanions.length) && $layerTemp < 19 && ($hiredCompanions.length > 0 || $ownedRelics.some(e => e.name === "Creepy Doll") )>>
<<include "Companion Layer Interaction">>
<<elseif $layerTemp >= 19>>
<<include "Curse Descriptions">><br><br>
<<else>>
The dew continually drips down around you, creating the illusion of a rainstorm without clouds. The atmosphere is heavy, partially with humidity, but mainly with the ever-present, creeping corruption of the miasma.
This layer is filled with a vey dense growth of vines, bushes, and other plant life that impedes you and makes movement very time-consuming. Having a way to clear them out of your way would make navigation much easier. Subtract 1 day from every time on this layer (including the cost of going up or down layers) if you have a sword with you to cut through the flora.
<</if>>
<br><br>
<<if $forageWater === 1>>
<<print "You are currently foraging for your daily water on this layer.">><br>
<<else>>
<<print "You are not currently foraging for your daily water on this layer.">><br>
<</if>>
<<if $forageFood === 1 && $mudHunt === 1>>
<<print "You are currently foraging for your daily food on this layer. by spending 1 bullet each day to hunt mudgrazers">><br>
<<elseif $forageFood === 1>>
<<print "You are currently foraging for your daily food on this layer. by finding flanberries to eat.">><br>
<<else>>
<<print "You are not currently foraging for your daily food on this layer.">><br>
<</if>>
<<if !isPlaying("layer2")>>
<<masteraudio stop>><<audio "layer2" volume 0.2 play loop>>
<</if>>
<br>What do you want to do while you're here?<br><br>
<span class="icon">[img[setup.ImagePath+'Icons/useitems.png']]</span> [[Use Items and Relics]]<br>
<<if $hiredCompanions.length > 0>>
<span class="icon">[img[setup.ImagePath+'Icons/partytalk.png']]</span> [[Interact with your party|Party overview]] <<CheckParty>><br>
<</if>>
<</nobr>>
<span class="icon">[img[setup.ImagePath+'Icons/threats.png']]</span> [[Learn about the threats on this layer|Layer2 Threats]]
<span class="icon">[img[setup.ImagePath+'Icons/foraging.png']]</span> [[Check for food and water you can forage for|Layer2 Forage]]
<span class="icon">[img[setup.ImagePath+'Icons/relicsearch.png']]</span> [[Search for Relics|Layer2 Relics]]
<span class="icon">[img[setup.ImagePath+'Icons/curses.png']]</span> [[Take on Curses to purge your corruption|Layer2 Curses]]
<span class="icon">[img[setup.ImagePath+'Icons/wonder.png']]</span> [[Look for any Wonders you can take advantage of|Layer2 Wonders]]
<span class="icon">[img[setup.ImagePath+'Icons/camping.png']]</span> [[Set up camp and rest here|Layer2 Camp]]
<span class="icon">[img[setup.ImagePath+'Icons/village.png']]</span> [[View the Layer 2 habitation option|Layer2 Habitation]]
<span class="icon">[img[setup.ImagePath+'Icons/ascent.png']]</span> [[Look up towards the surface|Layer2 Ascend 1]]
<span class="icon">[img[setup.ImagePath+'Icons/descent.png']]</span> [[Look down at the next layer|Layer2 Exit1]][img[setup.ImagePath+'Surface/cherry.png']]
How would you like to use Cherry's chaotic luck ability?
[[Get 2 random Relics for half cost|Layer2 Cherry Relic]]
[[Get 2 random Curses for +50% corruption|Layer2 Cherry Curse]]
[[Get 1 Relic and 1 Curse|Layer2 Cherry Mix]]<h1>Threats</h1>
<p>[[Continue exploring the second layer|Layer2 Hub]]</p>
<<ThreatGrid setup.bayingGourmet>>
<p>[[Continue exploring the second layer|Layer2 Hub]]</p><h1>Foraging</h1>
<p>If you decide to start foraging for food or water, it means that you will not consume your stored food rations or water supply while consuming time on tasks in this layer, but you will not obtain more supplies by starting to forage here.</p>
<p>Note: If you try to forage for meat, but run out of bullets or don't have a gun (or suitable replacement), you will forage for some flanberries instead, with any side effects that may entail.</p>
<p>[[Return to exploring the rest of the layer|Layer2 Hub]]</p>
<<ForagingGrid setup.flanberries setup.mudgrazer setup.bewitcherPlant>>
<<nobr>>
<<if $items[2].count > 0>>
<p>[[Fill your empty flasks with water from the layer|Layer2 Flasks]]</p>
<</if>>
<p>[[Consume food from unripe Flanberries|Layer2 Forage][$mc.events.push(new LibidoEvent("Flanberry Major", 1)); $foodL2 += 1; $smaragdineFoodConsumed.flan = true]]<br>
<<if $abyssKnow>>[[Consume food from ripe Flanberries|Layer2 Forage][$lastFlan = $time; $foodL2 += 1; $smaragdineFoodConsumed.flan = true]]<br><</if>>
[[Consume rainwater|Layer2 Forage][$bewitchBabies += 1;$waterL2 += 1]]</p>
<</nobr>>
<p>[[Return to exploring the rest of the layer|Layer2 Hub]]</p><<if $mudHunt === 1>>You and Maru wander through the dripping rainforest of the second layer, on the hunt for Mudgrazers. Maru had mentioned that their meat would make a delicious dish, so you accompanied him on this quest. <<if $hiredCompanions.some(e => e.id === setup.companionIds.khemia)>>Khemia tags along, ensuring your safety from any lurking threats in the forest.<</if>>
Maru crouches through some ferns and, gesturing at large indentations in the mud, you follow.
<<say $companionMaru>>They should be just over here, but we need to be quiet so no Baying Gourmet comes and steals the meat when we kill it.<</say>>
<<if $hiredCompanions.some(e => e.id === setup.companionIds.cloud)>><<say $companionCloud>>I can take the shot. I'm experienced enough to kill it efficiently. Unless you would prefer to do it, Maru?<</say>>
Maru shakes his head vigorously.
<<say $companionMaru>>No thank you! I'm not a fan of the hunt and I probably couldn't hit it anyway!<</say>>
Cloud nods and expertly lines up the shot, pulling the trigger with precision. The Mudgrazer dies instantly, its body collapsing to the ground. Cloud offers a faint smile, reflecting pride in his skills, yet somehow tinged with solemnity.
<<else>><<say $mc>>Do you want to take the shot? Or should I do it?<</say>>
Maru shakes his head vigorously.
<<say $companionMaru>>No thank you! I'm not a fan of the hunt and I probably couldn't hit it anyway!<</say>>
You nod, line up the shot, and pull the trigger. The lumbering beast falls after a brief struggle.
<</if>>
The other Mudgrazers in the herd dash away with surprising speed, demonstrating the wisdom of hunting them with a gun.
<<say $mc>>So, Maru, you know how to butcher this thing?<</say>>
<<say $companionMaru>>I think so. It won't be perfect, but it should still be tasty!<</say>>
Together, you haul the carcass back to camp for a feast. Upon returning, Maru hesitates but then confidently slices the meat into manageable chunks. He selects choice cuts to cook over the fire, while placing tougher pieces in a bowl near the edge of the camp.
Once the Mudgrazer steak is cooked, Maru hands you a piece, eagerly awaiting your reaction. As you take your first bite, the flavor is intense – a concentrated fusion of beef, pork, and chicken that is both unique and familiar. Maru grins at your response and digs into his own meal.
A growl interrupts your feast. A Baying Gourmet has appeared! You tense up, ready for a fight, but Maru stops you.
<<say $companionMaru>>Wait! I left some food over there for him. They leave us alone if we give them food, so for tonight it should be ok. He'll leave when he's full so we're safe for tonight at least.<</say>>
You notice the Gourmet contentedly munching on the meat Maru left in the bowl, paying you no mind. Relieved, you return to savoring the meal Maru prepared. As you and your companions finish eating, the Baying Gourmet ambles away, satisfied with its meal.
<<else>>You and Maru stroll through the dripping rainforest of the second layer, searching for Flanberries. Maru had raved about their delicious taste, so you decided to seek them out together.
<<say $mc>>So if these berries are so delicious, why don't people eat them on the surface?<</say>>
Maru frowns, pausing before answering.
<<say $companionMaru>>There's a few reasons. The main one is that food from the Abyss rots super fast when you remove it from its native layer, so it wouldn't survive longer than a day on the surface. People don't usually get a chance to bring it up even if they try to. Also, if you pick the unripe ones, they can have side effects... And not many people know the difference.<</say>>
<<say $mc>>So how do you tell the difference between the ripe and unripe ones?<</say>>
Maru giggles and smiles at you.
<<say $companionMaru>>Well, I don't, but the side effects aren't too bad, so it's worth the risk.<</say>>
Maru leads you to a managed glade, where the Flanberries are guarded by people who appear to own the land. After a brief conversation with the guards, Maru returns to you.
<<say $companionMaru>>The berries here are owned by some big guy in the nearby village, but he said it's okay if we take just enough for us since we're divers and we won't be here too long anyway. And he said that maybe you could even move here and enjoy his generosity as a permanent resident. I told him not to have any expectations about that though.<</say>>
Maru starts picking shiny, red berries, occasionally plucking unripe, unsafe ones.<<if $abyssKnow === 1>>Luckily, your knowledge allows you to remove them from the bundle before anyone eats them. Who knows what would have happened if you weren't here.<</if>>
After collecting enough berries, you head back to camp with Maru. He mashes the berries into a paste, adding a few herbs he gathered along the way. The result is a delicious, nutty, red pudding with whole berries mixed in for texture. You and your companions share the scrumptious dessert, delighting in its unique flavor as you relax in the camp.
<</if>>
[[Return to exploring the rest of the layer|Layer2 Hub]]<p><<CarryAdjust>><<checkTime>></p>
<h1>Relics</h1>
<p>
@@.floatr;[img[setup.ImagePath+'icon.png']]@@
Some Relics may have special obstacles that must be overcome and certain supplies required in order to reach them. If you cannot retrieve such Relics, @@.unreachable;red text@@ will tell you why.
<br><br>
By default, your companions' reward for coming down here with you is the dubloons you hired them with (and the experience of travelling the Abyss and possibly learning useful information), and they won't be taking any Relics home. Maybe you'd like to give a few Relics to them as gifts? It could really improve your relationship, especially if you give them Relics in line with their goals or personality. After all, if you forge a lifelong bond with them, you'll still get to see and use those gifted Relics whenever you're with them!
</p>
<p>[[Continue exploring the second layer|Layer2 Hub]]</p>
<<RelicGrid `setup.relicsOnLayer[2]`>>
<p>[[Continue exploring the second layer|Layer2 Hub]]</p><h1>Curses</h1>
<p><<CarryAdjust>></p>
<<if $escBalDepl===0>>\
<p>[[Return to exploring layer 2|Layer2 Hub]]</p>
<<else>>\
<p>[[Return to your balloon|Escape Balloon L2]]</p>
<</if>>
<<CurseGrid `setup.cursesOnLayer[2]`>>
<<if $escBalDepl===0>>
<p>[[Return to exploring layer 2|Layer2 Hub]]</p>
<<else>>
<p>[[Return to your balloon|Escape Balloon L2]]</p>
<</if>><h1>Wonders</h1>
<p>[[Continue exploring the second layer|Layer2 Hub]]</p>
<<WonderGrid setup.emptyHandedBroker setup.fateCrossingStar>>
<p>[[Continue exploring the second layer|Layer2 Hub]]</p><h1>Habitation</h1>
<<if !$AgeEndReached>>
<p>[[Continue your business on the Second Layer|Layer2 Hub]]</p>
<</if>>
<<CarryAdjust>>
<<set _lewdCrit=12>>
<<set _inhumanCrit=12>>
<<set _AgeCrit=10>>
<<set _DubCrit=350>>
<<for _i = 0; _i < $ownedRelics.length; _i++>>
<<set _total_value_relics = $ownedRelics[_i].value + _total_value_relics>>
<</for>>
<p> Note: This ending is simply a possible future for you, assuming you go with the flow for the rest of your life. If you want to avoid them using the Companions, Relics, and Curses you have obtained, then you will be able to, as long as they are within the bounds of the habitation option you have selected.<br><br></p>
<<if $mc.lewdness<_lewdCrit && $mc.inhuman<_inhumanCrit && $mc.appAge>_AgeCrit && ($dubloons + _total_value_relics)>_DubCrit >>
<<set _ending = "L2 LLew LInhum HAge HDub">>
<<elseif $mc.lewdness<_lewdCrit && $mc.inhuman<_inhumanCrit && $mc.appAge>_AgeCrit && ($dubloons + _total_value_relics)<=_DubCrit >>
<<set _ending = "L2 LLew LInhum HAge LDub">>
<<elseif $mc.lewdness<_lewdCrit && $mc.inhuman<_inhumanCrit && $mc.appAge<=_AgeCrit && ($dubloons + _total_value_relics)>_DubCrit >>
<<set _ending = "L2 LLew LInhum LAge HDub">>
<<elseif $mc.lewdness<_lewdCrit && $mc.inhuman<_inhumanCrit && $mc.appAge<=_AgeCrit && ($dubloons + _total_value_relics)<=_DubCrit >>
<<set _ending = "L2 LLew LInhum LAge LDub">>
<<elseif $mc.lewdness<_lewdCrit && $mc.inhuman>=_inhumanCrit && $mc.appAge>_AgeCrit && ($dubloons + _total_value_relics)>_DubCrit >>
<<set _ending = "L2 LLew HInhum HAge HDub">>
<<elseif $mc.lewdness<_lewdCrit && $mc.inhuman>=_inhumanCrit && $mc.appAge>_AgeCrit && ($dubloons + _total_value_relics)<=_DubCrit >>
<<set _ending = "L2 LLew HInhum HAge LDub">>
<<elseif $mc.lewdness<_lewdCrit && $mc.inhuman>=_inhumanCrit && $mc.appAge<=_AgeCrit && ($dubloons + _total_value_relics)>_DubCrit >>
<<set _ending = "L2 LLew HInhum LAge HDub">>
<<elseif $mc.lewdness<_lewdCrit && $mc.inhuman>=_inhumanCrit && $mc.appAge<=_AgeCrit && ($dubloons + _total_value_relics)<=_DubCrit >>
<<set _ending = "L2 LLew HInhum LAge LDub">>
<<elseif $mc.lewdness>=_lewdCrit && $mc.inhuman<_inhumanCrit && $mc.appAge>_AgeCrit && ($dubloons + _total_value_relics)>_DubCrit >>
<<set _ending = "L2 HLew LInhum HAge HDub">>
<<elseif $mc.lewdness>=_lewdCrit && $mc.inhuman<_inhumanCrit && $mc.appAge>_AgeCrit && ($dubloons + _total_value_relics)<=_DubCrit >>
<<set _ending = "L2 HLew LInhum HAge LDub">>
<<elseif $mc.lewdness>=_lewdCrit && $mc.inhuman<_inhumanCrit && $mc.appAge<=_AgeCrit && ($dubloons + _total_value_relics)>_DubCrit >>
<<set _ending = "L2 HLew LInhum LAge HDub">>
<<elseif $mc.lewdness>=_lewdCrit && $mc.inhuman<_inhumanCrit && $mc.appAge<=_AgeCrit && ($dubloons + _total_value_relics)<=_DubCrit >>
<<set _ending = "L2 HLew LInhum LAge LDub">>
<<elseif $mc.lewdness>=_lewdCrit && $mc.inhuman>=_inhumanCrit && $mc.appAge>_AgeCrit && ($dubloons + _total_value_relics)>_DubCrit >>
<<set _ending = "L2 HLew HInhum HAge HDub">>
<<elseif $mc.lewdness>=_lewdCrit && $mc.inhuman>=_inhumanCrit && $mc.appAge>_AgeCrit && ($dubloons + _total_value_relics)<=_DubCrit >>
<<set _ending = "L2 HLew HInhum HAge LDub">>
<<elseif $mc.lewdness>=_lewdCrit && $mc.inhuman>=_inhumanCrit && $mc.appAge<=_AgeCrit && ($dubloons + _total_value_relics)>_DubCrit >>
<<set _ending = "L2 HLew HInhum LAge HDub">>
<<else>>
<<set _ending = "L2 HLew HInhum LAge LDub">>
<</if>>
/*All L2 endings are disabled at the moment */<<set _ending = "Habitation Ending">>
<<HabitationGrid setup.habitationL2>>
<<if !$AgeEndReached>>
<p>[[Continue your business on the Second Layer|Layer2 Hub]]</p>
<</if>>Returning to the first layer will take 4 days, and cost 15 corruption.
<<if $DaedalusEquip>>\
<<if !$DaedalusFly>>\
You are currently committed to simply walking to the next layer
[[Flap your wings and prepare to fly to the next layer|Layer2 Ascend 1][$DaedalusFly=true]]
<<else>>\
You are about to fly to the next layer
[[Maybe it's better to walk to the next layer|Layer2 Ascend 1][$DaedalusFly=false]]
<</if>>\
<</if>>\
[[Continue your ascent|Layer2 Ascend2]]
[[Turn back and continue your business on the second layer|Layer2 Hub]]Descending to the next layer will take 5 days. As you travel further down, the layer tends to get larger, both vertically and horizontally.
Accessing drinkable water tends to get a but more difficult from here on out, so having a fair emergency supply of water would be a good idea before continuing onward. At a minimum, about a week's worth of water should be enough to avoid the worst case scenario.
[[Stay on layer 2|Layer2 Hub]]
<<TravelToPassage 'Descend down to the third layer' 'Layer2 Exit2' 5>><<nobr>>
<<set $temp1 = random(0,11) + 9>>
<<set $temp2 = random(0,11) + 9>>
<<for $i = 0; $i < 1; $i>>
<<set $temp2 = random(0,11) + 9>>
<<if $temp1 !== $temp2>>
<<break>>
<</if>>
<</for>>
<<set $ownedRelics.push($relics[$temp1])>>
<<set $corruption -= Math.floor(Math.max(($relics[$temp1].corr / 2) - $corRed, 0))>>
<<set $ownedRelics.push($relics[$temp2])>>
<<set $corruption -= Math.floor(Math.max(($relics[$temp2].corr / 2) - $corRed, 0))>>
<</nobr>>
The Relics you have found with Cherry's Chaotic Luck are $relics[$temp1].name and $relics[$temp2].name for a cost of <<print Math.floor(Math.max(($relics[$temp1].corr / 2) - $corRed, 0))>> and <<print Math.floor(Math.max(($relics[$temp2].corr / 2) - $corRed, 0))>> corruption respectively.
[[Continue on to the rest of the layer|Layer2 Hub]]<<nobr>>
<<set $temp1 = random(0,11) + 12>>
<<set $temp2 = random(0,11) + 12>>
<<for $i = 0; $i < 1; $i>>
<<set $temp1 = random(0,11) + 12>>
<<set $temp2 = random(0,11) + 12>>
<<if ($temp1 !== $temp2) && ($temp1 + $temp2 !== 43 && (Math.abs($temp1 - $temp2) !== 1) && !($mc.hasCurse(ShrunkenAssets) && ($temp1 === 14 || $temp2 === 14) ) )>>
<<break>>
<</if>>
<</for>>
<<set _curse1 = setup.curseByNum($temp1)>>
<<set _curse2 = setup.curseByNum($temp2)>>
<<set _curse1.corr = Math.round(Math.max((_curse1.corr * 3 / 2), 0))>>
<<set _curse2.corr = Math.round(Math.max((_curse2.corr * 3 / 2), 0))>>
<<set $mc.addCurse(_curse1)>>
<<set $corruption += _curse1.corr>>
<<set $mc.addCurse(_curse2)>>
<<set $corruption += _curse2.corr>>
<</nobr>>
The Curses you have obtained with Cherry's Chaotic Luck are _curse1.name and _curse2.name for a cost of _curse1.corr and _curse2.corr corruption respectively.
<<set _hasEars = (_earCurse = _curse1).name === "Fluffy Ears" || (_earCurse = _curse2).name === "Fluffy Ears">>\
<<if _hasEars>>
What type of ears would you like to gain?
<<radiobutton "_earCurse.earType" "furry cat" checked>> Cat
<<radiobutton "_earCurse.earType" "fluffy dog" >> Dog
<<radiobutton "_earCurse.earType" "floppy cow" >> Cow
<<radiobutton "_earCurse.earType" "furry monkey" >> Monkey
<<radiobutton "_earCurse.earType" "furry rabbit" >> Rabbit
<<radiobutton "_earCurse.earType" "furry fox" >> Fox
<<radiobutton "_earCurse.earType" "furry mouse" >> Mouse
<<radiobutton "_earCurse.earType" "pig" >> Pig
<<radiobutton "_earCurse.earType" "furry horse" >> Horse
<</if>>
<<set _hasTail = (_tailcurse = _curse1).name === "Fluffy Tail" || (_tailcurse = _curse2).name === "Fluffy Tail">>\
<<if _hasTail>>
What type of tail would you like to gain?
<<radiobutton "_tailcurse.tailType" "flowing cat" checked>> Cat
<<radiobutton "_tailcurse.tailType" "wagging dog" >> Dog
<<radiobutton "_tailcurse.tailType" "lazy cow" >> Cow
<<radiobutton "_tailcurse.tailType" "prehensile monkey" >> Monkey
<<radiobutton "_tailcurse.tailType" "fluffy rabbit" >> Rabbit
<<radiobutton "_tailcurse.tailType" "bushy fox" >> Fox
<<radiobutton "_tailcurse.tailType" "long mouse" >> Mouse
<<radiobutton "_tailcurse.tailType" "twisted pig" >> Pig
<<radiobutton "_tailcurse.tailType" "swaying horse" >> Horse
<</if>>
<<set _hasFur = (_furcurse = _curse1).name === "Maximum Fluff" || (_furcurse = _curse2).name === "Maximum Fluff">>
<<if _hasFur>>
What type of fur would you like to gain?
<<radiobutton "_furcurse.furType" "cat-furred" checked>> Cat
<<radiobutton "_furcurse.furType" "dog-furred" >> Dog
<<radiobutton "_furcurse.furType" "cow-furred" >> Cow
<<radiobutton "_furcurse.furType" "monkey-furred" >> Monkey
<<radiobutton "_furcurse.furType" "rabbit-furred" >> Rabbit
<<radiobutton "_furcurse.furType" "fox-furred" >> Fox
<<radiobutton "_furcurse.furType" "mouse-furred" >> Mouse
<<radiobutton "_furcurse.furType" "pig-furred" >> Pig
<<radiobutton "_furcurse.furType" "horse-furred" >> Horse
<</if>>
[[Continue on to the rest of the layer|Layer2 Hub]]<<nobr>>
<<set $temp1 = random(0,11) + 9>>
<<for $i = 0; $i < 1; $i>>
<<set $temp2 = random(0,11) + 12>>
<<if !($mc.hasCurse(ShrunkenAssets) && $temp2 === 14)>>
<<break>>
<</if>>
<</for>>
<<set $ownedRelics.push($relics[$temp1])>>
<<set $corruption -= Math.floor(Math.max(($relics[$temp1].corr / 2) - $corRed, 0))>>
<<set _curse = setup.curseByNum(temp2)>>
<<set _curse.corr = Math.round(Math.max((_curse.corr * 3 / 2), 0))>>
<<set $mc.addCurse(_curse)>>
<<set $corruption += _curse.corr>>
<</nobr>>
With Cherry's Chaotic Luck you have found the Relic $relics[$temp1].name for a cost of <<print Math.floor(Math.max(($relics[$temp1].corr / 2) - $corRed, 0))>> corruption and obtained the Curse _curse.name for a gain of _curse.corr corruption respectively.
<<if _curse.name === "Fluffy Ears">>
What type of ears would you like to gain?
<<radiobutton "_curse.earType" "furry cat" checked>> Cat
<<radiobutton "_curse.earType" "fluffy dog" >> Dog
<<radiobutton "_curse.earType" "floppy cow" >> Cow
<<radiobutton "_curse.earType" "furry monkey" >> Monkey
<<radiobutton "_curse.earType" "furry rabbit" >> Rabbit
<<radiobutton "_curse.earType" "furry fox" >> Fox
<<radiobutton "_curse.earType" "furry mouse" >> Mouse
<<radiobutton "_curse.earType" "pig" >> Pig
<<radiobutton "_curse.earType" "furry horse" >> Horse
<</if>>
<<if _curse.name === "Fluffy Tail">>
What type of tail would you like to gain?
<<radiobutton "_curse.tailType" "flowing cat" checked>> Cat
<<radiobutton "_curse.tailType" "wagging dog" >> Dog
<<radiobutton "_curse.tailType" "lazy cow" >> Cow
<<radiobutton "_curse.tailType" "prehensile monkey" >> Monkey
<<radiobutton "_curse.tailType" "fluffy rabbit" >> Rabbit
<<radiobutton "_curse.tailType" "bushy fox" >> Fox
<<radiobutton "_curse.tailType" "long mouse" >> Mouse
<<radiobutton "_curse.tailType" "twisted pig" >> Pig
<<radiobutton "_curse.tailType" "swaying horse" >> Horse
<</if>>
<<if _curse.name === "Maximum Fluff">>
What type of fur would you like to gain?
<<radiobutton "_curse.furType" "cat-furred" checked>> Cat
<<radiobutton "_curse.furType" "dog-furred" >> Dog
<<radiobutton "_curse.furType" "cow-furred" >> Cow
<<radiobutton "_curse.furType" "monkey-furred" >> Monkey
<<radiobutton "_curse.furType" "rabbit-furred" >> Rabbit
<<radiobutton "_curse.furType" "fox-furred" >> Fox
<<radiobutton "_curse.furType" "mouse-furred" >> Mouse
<<radiobutton "_curse.furType" "pig-furred" >> Pig
<<radiobutton "_curse.furType" "horse-furred" >> Horse
<</if>>
[[Continue on to the rest of the layer|Layer2 Hub]]<<PassTimeWithEvents>>\
<<if !setup.passingTime()>>\
[img[setup.ImagePath+'Wonders/empty-handedbroker.png']]
You press forward through the second layer as your search from the Empty-handed Broker, and as you do, the dewdrops from above accumulate, each one adding to the symphony of droplets cascading down from the treetops. The once gentle drizzle intensifies into a monsoon, pounding against the soil and leaves, filling the air with the deafening roar of water.
<<if $visitL3 !== 0 || $brokerUsed>>\
Through the deluge, you catch a glimpse of a small worn down shrine. As you approach, you find a pile of rubble in its center, where once was a statue. There is nothing more for you to do here.
<<else>>\
Through the deluge, you catch a glimpse of something unusual nestled in the tangled undergrowth. As you approach, the sinister visage of the Broker reveals itself. The alabaster statue stands before you, an eerie contrast to the vibrant, chaotic jungle surrounding it. The twisted horns and chipped robe give the figure a sense of ancient malevolence, as if the statue is an echo of a time long past.
<<if $corruption < -100>>\
You hesitantly reach out to touch the statue's hands, but as soon as you make contact, your hand slips away. You try again with the same result. The broker is not willing to make a deal with you at this time, as your corruption would still be negative after receiving +100 corruption.
<<else>>\
You hesitantly reach out to touch the statue's hands, and a sudden wave of claustrophobia washes over you. The sensation is suffocating, as if the vines and thorns have closed in around you, leaving you with no escape. The feeling passes as quickly as it came, leaving you with a lingering sense of unease.
As the chilling rain continues to pour down around you, you realize the weight of the choice you have made. You have gained 100 corruption points, but you must always keep your corruptions points above 0 from now until the end of your journey.
<<nobr>>
<<set $corruption += 100>>
<<set $brokerUsed = true>>
<</nobr>>
Your thoughts are interrupted by the sound of falling rocks. As you look up, you see the Broker statue has collapsed.
<</if>>\
<</if>>\
[[Continue exploring the second layer|Layer2 Hub]]
<</if>><<PassTimeWithEvents>>\
<<if !setup.passingTime()>>\
[img[setup.ImagePath+'Wonders/fate-crossingstar.png']]
You push through the dense foliage, seeking the site of the pond, until the sight of rugged rocks breaks the monotony of green. As you approach, you find a hidden gem: the Fate-crossing Star's pond. The water is a glistening, crystalline blue, its surface disturbed only by the faintest of ripples. The scent of freshness, a welcome contrast to the cloying jungle air, fills your nostrils.
Would you like to swim in the pond of the Fate-crossing Star?
[[Take a dip in the water|Layer2 Star 1]]
[[Return to exploring the second layer|Layer2 Hub]]
<</if>>[img[setup.ImagePath+'Wonders/fate-crossingstar.png']]
<<if $starUsed>>
You have already used the Fate-crossing Star. Unfortunately, this wonder is one-use only, so when you return to the lake you find it inert and uninteresting (though still refreshing.) You swim through the cool lake water and appreciate the jungle scenery, but nothing abnormal happens.
There's nothing else for you to do here.
[[Continue exploring the second layer|Layer2 Hub]]
<<elseif $hiredCompanions.length === 0>>
You must have companions before if you wish to swap bodies with someone using the Fate-Crossing Star. You swim through the cool lakewater and appreciate the jungle scenery, but nothing abnormal happens.
Body swapping doesn't quite work with only one person, does it?
There's nothing else for you to do here.
[[Continue exploring the second layer|Layer2 Hub]]
<<else>>
With cautious curiosity, you step into the water, which embraces your weary limbs like a soothing balm. It's comfortable, despite the foreign environment, but an inexplicable itch dances in the back of your mind. You can't help but feel that the pond hides a secret, waiting to be uncovered.
As you immerse yourself, the sounds of the jungle seem to fade, replaced by the gentle lapping of water against the rocks. Time loses meaning as you become one with the pond, allowing its cool embrace to envelop you entirely.
When morning comes, you find yourself waking to an entirely different reality. The familiar weight of your body is gone, replaced by a foreign, alien sensation. You open your eyes and realize that you have swapped bodies with one of your companions. You look into a puddle on the ground and stare in disbelief at your own face, now looking back at you with equal astonishment.
Whose body do you find yourself in?
<<nobr>>
<<for _i, _companion range $hiredCompanions>>
<<capture _i>>
[[_companion.name|Layer2 Star 2][$temp = _i]]<br>
<</capture>>
<</for>>
<<if setup.haveSmartphoneAI && $aiSuggest>>
Ai [[Switch|AI switch end]]
<</if>>
<</nobr>>
<</if>><<nobr>>
<<set $starUsed = true>>
<<set $corruption += 70>>
<<set _companionSwapHandle = $hiredCompanions[$temp]>>
<</nobr>>\
You've woken up in the body of _companionSwapHandle.name! And _companionSwapHandle.name has woken up in your body!
How do you feel? Be prepared for your relationship to change, as this isn't something they wanted.
<<nobr>>
/* Make a shallow copy of the companion. */
<<set _copy = Object.assign({}, _companionSwapHandle)>>
<<set $mc.events.push(new BodyChangeEvent("Fate-crossing Star's Pond", $mc.clone(), _companionSwapHandle.clone()))>>
<<set _companionSwapHandle.events.push(new BodyChangeEvent("Fate-crossing Star's Pond", _companionSwapHandle.clone(), $mc.clone()))>>
<<if setup.isPregnant(_companionSwapHandle)>><<set _pregnant_convo_p1=true>><</if>>
<<set _companionSwapHandle.age = $mc.age>>
<<set _companionSwapHandle.osex = $mc.osex>>
<<set _companionSwapHandle.obreasts = $mc.obreasts>>
<<set _companionSwapHandle.openis = $mc.openis>>
<<set _companionSwapHandle.ogender = $mc.ogender>>
<<set _companionSwapHandle.oheight = $mc.oheight>>
<<set _companionSwapHandle.ohair = $mc.ohair>>
<<set _companionSwapHandle.oskinColor = $mc.oskinColor>>
<<set _companionSwapHandle.oskinType = $mc.oskinType>>
<<set _companionSwapHandle.oears = $mc.oears>>
<<set _companionSwapHandle.oeyeColor = $mc.oeyeColor>>
<<set _companionSwapHandle.oblood = $mc.oblood>>
<<set _companionSwapHandle.carry = $ocarryWeight>>
<<set _companionSwapHandle.switched = true>>
<<set _companionSwapHandle.pregnantT = $mc.pregnantT>>
<<set _companionSwapHandle.due = $mc.due>>
<<set _companionSwapHandle.lastBirth = $mc.lastBirth>>
<<set _companionSwapHandle.tentaclePreg = $mc.tentaclePreg>>
<<if ($time - $mc.pregnantT > 120 && !$menFirstCycle) || ($time - $mc.pregnantT > 180 && $menFirstCycle)>>
<<set _pregnant_convo_p2=true>>
<<elseif setup.isPregnant($mc)>>
<<set $pregnant_surprise = _companionSwapHandle>>
<</if>>
<<set $mc.age = Math.max(_copy.age, 18)>> /* Prevent instant bad end. */
<<set $mc.osex = _copy.osex>>
<<set $mc.obreasts = _copy.obreasts>>
<<set $mc.openis = _copy.openis>>
<<set $mc.ogender = _copy.ogender>>
<<set $mc.oheight = _copy.oheight>>
<<set $mc.ohair = _copy.ohair>>
<<set $mc.oskinColor = _copy.oskinColor>>
<<set $mc.oskinType = _copy.oskinType>>
<<set $mc.oears = _copy.oears>>
<<set $mc.oeyeColor = _copy.oeyeColor>>
<<set $mc.oblood = _copy.oblood>>
<<set $ocarryWeight = _copy.carry>>
<<set $mc.switched = true>>
<<set $mc.pregnantT = _copy.pregnantT>>
<<set $mc.due = _copy.due>>
<<set $mc.lastBirth = _copy.lastBirth>>
<<set $mc.tentaclePreg = _copy.tentaclePreg>>
<<set $companionSwitched = _companionSwapHandle.id>>
<<CarryAdjust>>
<<if _companionSwapHandle.sex === "male">>
<<set _companionSwapHandle.image = "Player Icons/playerM.png">>
<<set _companionSwapHandle._imageIcon = "Player Icons/playerM.png">>
<<if $mc.sex === "female">><<set $menCycleT = $time - 7>><</if>>
<<else>>
<<set _companionSwapHandle.image = "Player Icons/playerF.png">>
<<set _companionSwapHandle._imageIcon = "Player Icons/playerF.png">>
<</if>>
<<set _companionSwapHandle.swap = true>>
<<if _companionSwapHandle.id === setup.companionIds.maru>>
<<set $companionMaru.affec -= (7-$hsswear)>>
<<say $companionMaru>> Huh? Why does everything feel all weird and wobbly? And... and why am I looking at myself from over there?<</say>><br>
Your previous body stares at you, visibly disoriented and distressed.<br><br>
<<say $mc>> I'm really sorry, Maru. It was necessary, for the good of the entire expedition.<</say>><br>
<<say $companionMaru>> You... you're in my body? But... why...? <</say>><br>
Your old body collapses into sobs. It's a surreal sight, seeing yourself cry from an external perspective.<br><br>
<<say $mc>> Please, don't cry. There might be a chance to reverse this, with another wonder.<</say>><br>
<<say $companionMaru>> You... you really mean it? You'd change me back if we could?<</say>><br>
<<say $mc>> Absolutely, Maru. I promise. <</say>><br>
<<if !_pregnant_convo_p1 && _pregnant_convo_p2>>
<<say $companionMaru>> And now I'm pregnant too. I've really become a woman now, haven't I?<</say>><br>
<<say $mc>> Well, you're still Maru, only pregnant now, right? <</say>><br>
<<say $companionMaru>> I don't know how to feel about this at all.<</say>><br>
<</if>>
<<elseif _companionSwapHandle.id === setup.companionIds.lily>>
<<say $companionLily>> What in the world? Why am I staring at myself?<</say>><br>
Her usual cheerfulness gone, she points at you with a finger trembling in disbelief, a finger which used to be your own.<br><br>
<<say $mc>> I'm sorry, Lily. Trust me, this is for the best of our expedition in the long run.<</say>><br>
She glances down and realizes the dramatic change.<br><br>
<<if $companionLily.sex==='male'>>
<<say $companionLily>> What? I've... become a man?! My face, my...<</say>><br>
Overwhelmed, she spirals into an emotional frenzy, bumbling incoherently.<br><br>
<<say $mc>>Lily! Snap out of it! There are worse things than...<</say>><br>
She shoots a piercing look your way and lands a punch square on your face, leaving you staggered. You fall back, shocked<br><br>
<<say $companionLily>> Worse than this!?<</say>><br>
Lily is yelling, obvious rage seething through her voice. Rising from the ground, you catch a glimpse of remorse flickering in her eyes.<br><br>
<<say $companionLily>> Damn, I'm sorry. It was wrong to hit you. And I guess it's technically a man hitting a woman now.<</say>><br>
A sour expression contorts her face at the thought.<br><br>
<<say $mc>> I suppose I had that one coming.<</say>><br>
<<say $companionLily>> Yes, you did. But I'll try not to ruin your... well, my face while you're borrowing it. But return it soon, okay?<</say>><br>
She offers you a wry smile, but you sense her anger still smouldering beneath the surface. She clearly cherished her body more than you realized.<br><br>
<<set $companionLily.affec-=-3>>
<<else>>
<<say $companionLily>> What? I'm... you now? But my face, my...<</say>><br>
<<if !_pregnant_convo_p1 && _pregnant_convo_p2>>
Her hands move down over her now pregnant belly and she sighs.<br><br>
<<say $companionLily>>My beautiful figure...<</say>><br>
<</if>>
With her breakdown imminent, she clenches her fists, steels her resolve, and approaches you.<br><br>
<<say $companionLily>> You need to fix this. Now!<</say>><br>
With her fingers digging into your collar, she looks ready to wring your neck.<br><br>
<<say $mc>> Stop! I'll try to fix it if I can, I promise!<</say>><br>
<<say $companionLily>> If?! You better ensure there's a way to fix this, for your own good!<</say>><br>
<<if !_pregnant_convo_p1 && _pregnant_convo_p2>>
<<say $companionLily>>And it better be quick, I don't want to puff up like a beachball just to deliver some baby that isn't even mine!<</say>><br>
<</if>>
You gulp. The fury radiating from her is a sight to behold. She clearly cherished her body more than you realized.<br><br>
<</if>>
<<elseif _companionSwapHandle.id === setup.companionIds.khemia>>
<<set $companionKhemia.affec -= (7-$hsswear)>>
<<say $companionKhemia>> Why does my body feel so sluggish, $mc.name?<</say>><br>
<<say $mc>> I'm sorry, Khemia. Trust me, this is for the best of our expedition in the long run.<</say>><br>
Only then does he seem to comprehend the switch, visibly startled by his own reflection.<br><br>
<<say $companionKhemia>> What in the Abyss?<</say>><br>
Realizing he's now stuck in your body, his expression hardens.<br><br>
<<if $companionKhemia.sex==='female'>>
<<say $companionKhemia>> You asshole! You switched our bodies? Do you know how long I've trained that body you stole from me?!<</say>><br>
Storming towards you, his newfound feminine stature belies the intimidating rage in his eyes.<br><br>
<<say $mc>> Wait! Let's talk about this!<</say>><br>
<<say $companionKhemia>> Nope, not talking. You took my body, and added insult to injury by making me a woman!<</say>><br>
<<if !_pregnant_convo_p1 && _pregnant_convo_p2>>
<<say $companionKhemia>>And the fucking cherry on top is that you made me a pregnant woman as well?! I should take you out, right here and now!<</say>><br>
He clenches his fists tightly like he's preparing a fist to knock you out, but he pauses and takes a few breaths. Finally, after a few tense moments, he relaxes his fist again.<br><br>
<<set $companionKhemia.affec-=2>>
<</if>>
<<say $mc>> Listen, this might not be permanent, who knows?<</say>><br>
<<say $companionKhemia>> Who knows? You're going to wish it isn't, for your sake, if it is permanent!<</say>><br>
<<set $companionKhemia.affec-=3>>
<<else>>
<<say $companionKhemia>> You asshole! You switched our bodies? Do you know how long I've trained that body you stole from me?!<</say>><br>
He stomps over, a fury burning in his eyes.<br><br>
<<say $mc>> Wait! Let's talk about this!<</say>><br>
<<say $companionKhemia>> Nope, not talking. You stole my body. In the Abyss, we treat thieves like vermin, and I know how to deal with vermin...<</say>><br>
<<say $mc>> Listen, this might not be permanent, who knows?<</say>><br>
<<say $companionKhemia>> For your sake, it better not be... For now, I'll guard your life since you're my body's keeper.<</say>><br>
<</if>>
<<elseif _companionSwapHandle.id === setup.companionIds.cherry>>
<<set $companionCherry.affec -= (5-$hsswear)>>
<<say $companionCherry>> Strange... why am I looking at myself?<</say>><br>
<<say $mc>> I'm sorry, Cherry. Trust me, this is for the best of our expedition in the long run.<</say>><br>
<<say $companionCherry>> We've switched bodies?<</say>><br>
A long pause follows as she contemplates her new reality.<br><br>
<<say $mc>> Are you alright, Cherry?<</say>><br>
<<say $companionCherry>> I don't know... I thought after all this time I really stopped caring... But if that's true, why do I still feel sad now?<</say>><br>
<<say $mc>> I'm really sorry. If there's a way to reverse this, I'll find it.<</say>><br>
She pauses once again as she looks down at her new body before breathing out a long sigh, then she turns back to you.<br><br>
<<say $companionCherry>> That makes me a little less sad, I think.<</say>><br>
<<if !_pregnant_convo_p1 && _pregnant_convo_p2>>
Cherry moves her hand over her new, pregnant belly.<br><br>
<<say $companionCherry>>This new life deserves better than me.<</say>><br>
<<say $mc>>They would be happy to have you as a mother.<</say>><br>
She pauses and her brow furrows, as if she's in deep thought for a few seconds.<br><br>
<<say $companionCherry>>Please, just reverse this before then. I don't want this.<</say>><br>
<</if>>
<<elseif _companionSwapHandle.id === setup.companionIds.cloud>>
<<set $companionCloud.affec -= (7-$hsswear)>>
<<say $companionCloud>> Something feels off...<</say>><br>
He immediately retches, his fingers lodged in his throat.<br>
<<say $companionCloud>> I need water! I believe I've been poisoned. I'm hallucinating, and my body feels alien.<</say>><br>
<<say $mc>> Stop! Cloud, I had to do this, I switched our bodies. Trust me, it's better for the whole expedition in the long run<</say>><br>
Cloud stops his retching and pins you with a chilling glare.<br><br>
<<say $companionCloud>> You backstabber! How could you betray our trust? That's the foundation of an expedition like this.<</say>><br>
<<if !_pregnant_convo_p1 && _pregnant_convo_p2>>
As cloud moves around, you spot him eyeing his new belly.<br><br>
<<say $companionCloud>> And now I'm stuck with this handicap as well. Why would you do this to me?<</say>><br>
<</if>>
<<say $mc>> I'm sorry, Cloud. If there's a way to re...<</say>><br>
<<say $companionCloud>> You think the body's my main concern? Trust is more important! We were meant to be allies here. You've ruined that. But be warned, several people would love to see your new face six feet under. Better stick close, if you value your life.<</say>><br>
You swallow hard, a shiver running through your spine at his even tone.<br><br>
<<say $mc>> Yes, sir!<</say>><br>
<<say $companionCloud>> Once this expedition is over, you're with me. It would be rather awkward to meet certain individuals in this new body.<</say>><br>
<<elseif _companionSwapHandle.id === setup.companionIds.saeko>>
<<set $companionSaeko.affec -= (7-$hsswear)>>
<<say $companionSaeko>> Huh? What is...<</say>><br>
As she looks over her new form and glances at her old one, realization dawns on her face.<br><br>
<<say $companionSaeko>> Please tell me you didn't use the Fate Crossing Star pond to swap our bodies?<</say>><br>
<<say $mc>> I... yes, I did. But it was for the greater good of...<</say>><br>
Your words trail off as you watch Saeko fight back tears. After a brief silence, she regains some composure.<br><br>
<<say $companionSaeko>> I understand. Swapping bodies is a better alternative than being crippled by Curses. I understand.<</say>><br>
Despite her claim, she sobs softly.<br><br>
<<say $mc>> Look, it's just like you said. I...<</say>><br>
<<say $companionSaeko>> I said I understand!<</say>><br>
You fall into an awkward silence after her unexpected outburst.<br><br>
<<say $mc>> I promise, if there's a way to reverse this, I'll do it as soon as possible.<</say>><br>
Saeko rolls her eyes, her annoyance clear.<br><br>
<<say $companionSaeko>> Sure, we'll just use the other magical body-swapping wonder we know of to revert back. <</say>><br>
<<if !_pregnant_convo_p1 && _pregnant_convo_p2>>
<<say $companionSaeko>> Whic, of course, we'll use before I have to go through childbirth in your stead.<</say>><br>
<</if>>
<<say $mc>> Sounds like a plan! Where can we find it?<</say>><br>
<<say $companionSaeko>> You're either incredibly dense or incredibly cruel, and frankly, I can't decide which is worse right now.<</say>><br>
She walks off with your body, her frustration evident in the way she moves and the anger with which she places her hands on her head.
It's hard to tell, but you think you can hear sobbing in the distance where she walked away.
<<elseif _companionSwapHandle.id === setup.companionIds.bandit>>
<<if $BanditConvo0>>
<<set $companionBandit.affec -= (7-$hsswear)>>
Your eyes flutter open to the jarring sensation of a slap across the face. To your shock, you're staring into the enraged eyes of your own reflection. A tight grip around your collar yanks you upwards.<br><br>
<<say $companionBandit>>What the fuck have you done? Explain! NOW!<</say>><br>
Before you muster the strength to respond, another blow meets your cheek.<br><br>
<<say $mc>> Wait, wait! It's complicated! I can't explain with you hitting me!<</say>><br>
<<say $companionBandit>>Then start talking. Quickly.<</say>><br>
She gives a menacing tug on your collar.<br><br>
<<say $mc>> There's this pool in the Abyss, and if you bathe in it with someone, your souls... switch. Our bodies switched.<</say>><br>
Her hand flies up again, but halts mid-air.<br><br>
<<say $companionBandit>>You fucker! You had no right! First you kidnap me and then the moment I start trusting you, you pull this shit?<</say>><br>
<<say $mc>>It was meant to help our journey! I didn't think...<</say>><br>
<<say $companionBandit>>Think? You didn't THINK? You're going to fix this. And if you dare mistreat my body, you'll regret it. Now tell me how we can fix this.<</say>><br>
<<say $mc>>Unfortunately, there isn't any way to reverse it,as far as we know...<</say>><br>
<<if !_pregnant_convo_p1 && _pregnant_convo_p2>>
<<say $companionBandit>> You better fix it, especially before I have to deal with childbirth in your body!<</say>><br>
She points at her belly, emphasizing the point.<br><br>
<</if>>
<<say $companionBandit>>You better start looking then! Do we understand each other?<</say>><br>
You gulp apprehensively.<br><br>
<<say $mc>>Crystal clear.<</say>><br>
<<elseif $hiredCompanions.length< 2>>
Your awakening is abrupt, your feet lifted off the ground. The world seems inverted, and it's only when you hear the bandit's voice from your own mouth that realization dawns.<br><br>
<<say $companionBandit>>Quite the twist of fate, isn't it? Funny how the tables have turned.<</say>><br>
<<say $mc>>Mmmph!<</say>><br>
<<say $companionBandit>>Now, you're going to explain everything. Once I'm satisfied, we'll decide our next steps. And until then, well, you're my captive.<</say>><br>
<<else>>
You had previously arranged for one of your companions to restrain you during the night, knowing the potential consequences of your decision. Still, waking up bound is a disturbing experience.<br><br>
<<say $mc>>Mmph!<</say>><br>
_companion.name, realizing the situation, quickly frees you. After a brief exchange, you both approach your former body, now constrained by ropes.<br><br>
<<say $mc>>I could try to justify my actions, but there's little point. I wanted your form, and now I have it. End of story.<</say>><br>
<<say $companionBandit>>Mmph!<</say>><br>
<</if>>
<<elseif _companionSwapHandle.id === setup.companionIds.twin>>
<<say $companionTwin>> Hmm? What something feels off. Wait a second...<</say>><br>
<<if !_pregnant_convo_p1 && _pregnant_convo_p2>>
<<say $companionTwin>> I wasn't pregnant, you were!<</say>><br>
<</if>>
<<if $companionTwin.osex==="male">>He <<else>>She <</if>>looks at you intensely.<br><br>
<<if $companionTwin.osex===$mc.osex>>
<<say $companionTwin>> Well well well, clever <<PerceivedGender $mc>>. You know I had the same idea, but you actually went ahead and did it.<</say>><br>
<<say $mc>> What do you mean?<</say>><br>
<<say $companionTwin>> Come on now, you should know that I'm the only one with whom this coy act doesn't fly. You switched our nearly identical bodies in the pond for the free corruption.<</say>><br>
<<say $mc>> Does this mean you're not mad?<</say>><br>
<<say $companionTwin>> Why would I? I think I might have done the same thing if you didn't beat me to it first. It makes sense, although I was a bit afraid how you would react.<</say>><br>
You get a pat on the back before both of you get ready to move on again.<br>
<<else>>
<<say $companionTwin>> So I guess you went ahead and switched us.<</say>><br>
<<say $mc>> Yeah, I'm sorry but I wanted to...<</say>><br>
<<say $companionTwin>> Switch sex...<</say>><br>
<<say $mc>> Uh yeah, I mean uh, I was going to say get the corruption from the Fate-crossing Star pond.<</say>><br>
<<say $companionTwin>> Yeah of course. No that's fine I get it.<</say>><br>
<<say $mc>> So, you're not mad?<</say>><br>
<<say $companionTwin>> No, I was also curious about it.<</say>><br>
Both of your cheeks flush.<br><br>
<<say $mc>> I wasn't... I mean. Shall we just get going?<</say>><br>
<<say $companionTwin>> Yeah, I... Let's.<</say>><br>
You both prepare to move on again.<br>
<</if>>
<</if>>
<<if $hiredCompanions.length > 1 && !$companionTwin.swap>>
The rest of your companions clearly do not approve of your action as well<br><br>
<<if $hiredCompanions.some(e => e.id === setup.companionIds.maru) && !$companionMaru.swap>>
<<set $companionMaru.affec -= (3-$hsswear)>>
<<say $companionMaru>> That's not nice... <</say>><br>
<</if>>
<<if $hiredCompanions.some(e => e.id === setup.companionIds.lily) && !$companionLily.swap>>
<<set $companionLily.affec -= (3-$hsswear)>>
<<say $companionLily>> How could you?! <</say>><br>
<</if>>
<<if $hiredCompanions.some(e => e.id === setup.companionIds.khemia) && !$companionKhemia.swap>>
<<set $companionKhemia.affec -= (3-$hsswear)>>
<<say $companionKhemia>> Not cool! Why would you do that? <</say>><br>
<</if>>
<<if $hiredCompanions.some(e => e.id === setup.companionIds.cherry) && !$companionCherry.swap>>
<<set $companionCherry.affec -= (3-$hsswear)>>
<<say $companionCherry>> I thought you were different... <</say>><br>
<</if>>
<<if $hiredCompanions.some(e => e.id === setup.companionIds.cloud) && !$companionCloud.swap>>
<<set $companionCloud.affec -= (3-$hsswear)>>
<<say $companionCloud>> Tsk. Untrustworthy... <</say>><br>
<</if>>
<<if $hiredCompanions.some(e => e.id === setup.companionIds.saeko) && !$companionSaeko.swap>>
<<set $companionSaeko.affec -= (3-$hsswear)>>
<<say $companionSaeko>> Your modus operandi has been noted... <</say>><br>
<</if>>
<<if $hiredCompanions.some(e => e.id === setup.companionIds.bandit) && !$companionBandit.swap>>
<<set $companionBandit.affec -= Math.ceil((3-$hsswear)/2)>>
<<say $companionBandit>> Hmpf! <</say>><br>
<</if>>
<</if>>
[[Continue exploring the layer|Layer2 Hub]]
<</nobr>><<set _curse = new LibidoReinforcementB()>>\
<<set $mc.addCurse(_curse)>><<set $corruption += _curse.corr>>\
[img[setup.ImagePath + _curse.pic]]
<<include "Libido Curse">>
[[Accept more Curses from the second layer|Layer2 Curses]]
<<if $escBalDepl===0>>\
[[Return to exploring layer 2|Layer2 Hub]]
<<else>>
[[Return to your balloon|Escape Balloon L2]]
<</if>><<set _curse = new GenderReversalB()>>\
<<set $mc.addCurse(_curse)>><<set $corruption += _curse.corr>>\
[img[setup.ImagePath + _curse.pic]]
<<include "Gender Curse">>
[[Accept more Curses from the second layer|Layer2 Curses]]
<<if $escBalDepl===0>>\
[[Return to exploring layer 2|Layer2 Hub]]
<<else>>
[[Return to your balloon|Escape Balloon L2]]
<</if>><<set _curse = new AssetRobustnessB()>>\
<<set $mc.addCurse(_curse)>><<set $corruption += _curse.corr>>\
[img[setup.ImagePath + _curse.pic]]
<<CarryAdjust>>
<<if $mc.penisCor>0 && $mc.breastsCor===0 >>
The moment the Curse grips you, you feel an intense sensation. Your penis springs to full erection, and then continues to grow. The base, the shaft, and the tip swell larger than they've ever been before, until you're sporting a $mc.penisCor inch long dong.
As the erection gradually subsides, you find yourself shifting awkwardly, seeking a comfortable position to accommodate your member, which insists on staying at a larger size than you're used to. The feeling of your penis brushing against your thigh elicits a mix of emotions. It might be a Curse, but it could also be a blessing.
<<elseif $mc.penisCor === 0 && $mc.breastsCor>0>>
The moment the Curse grips you, you feel it. Your nipples jut out like pencil erasers as a pressure and a stretching sensation fills your breasts. Your boobs strain against your skin, plumper than they've ever been, and the skin expands to accommodate the swelling mass within.
Flickering sensations and an instinctive gut feeling about the Abyss' intentions assure you that this isn't just fat. Your milk ducts expand with your breasts, and the intricate network of functional and nervous tissues tingles as the swelling finally subsides. Glancing down at your new $mc.breastsLabel cup breasts, the motion sends a subtle jiggle through them. You think some additional support might soon be necessary with these girls proudly jutting out of your chest.
<<else>>
Your body buzzes with tension as the Curse grips you. Your penis springs to full erection, and then just keeps growing. Simultaneously, your nipples jut out like pencil erasers as a pressure and a stretching sensation fills your breasts. The base, the shaft, and the tip of your penis continue swelling until you're sporting a $mc.penisCor inch long dong. Your boobs strain against your skin, plumper than they've ever been, and the skin expands to accommodate the growing mass within.
You can feel your milk ducts expanding with your breasts, and as the swelling finally subsides, you can look down at your new $mc.breastsLabel cup breasts. As the moment passes and you start to become accustomed to your transformed body, you are certain that for a while you'll be distracted by the added mass swinging between your legs and the extra jiggle on your chest.
<</if>>
[[Accept more Curses from the second layer|Layer2 Curses]]
<<if $escBalDepl===0>>\
[[Return to exploring layer 2|Layer2 Hub]]
<<else>>
[[Return to your balloon|Escape Balloon L2]]
<</if>><<set _curse = new AgeReductionA()>>\
<<set $mc.addCurse(_curse)>><<set $corruption += _curse.corr>>\
[img[setup.ImagePath + _curse.pic]]
<<include "Age Reduction Scene">>
[[Accept more Curses from the second layer|Layer2 Curses]]
<<if $escBalDepl===0>>\
[[Return to exploring layer 2|Layer2 Hub]]
<<else>>
[[Return to your balloon|Escape Balloon L2]]
<</if>><<set _curse = new FluffyEars()>>\
<<set $mc.addCurse(_curse)>><<set $corruption += _curse.corr>>\
[img[setup.ImagePath + _curse.pic]]
What type of ears would you like to gain?
<<radiobutton "_curse.earType" "furry cat" checked>> Cat
<<radiobutton "_curse.earType" "fluffy dog" >> Dog
<<radiobutton "_curse.earType" "floppy cow" >> Cow
<<radiobutton "_curse.earType" "furry monkey" >> Monkey
<<radiobutton "_curse.earType" "furry rabbit" >> Rabbit
<<radiobutton "_curse.earType" "furry fox" >> Fox
<<radiobutton "_curse.earType" "furry mouse" >> Mouse
<<radiobutton "_curse.earType" "pig" >> Pig
<<radiobutton "_curse.earType" "furry horse" >> Horse
[[Continue|Layer2 Fluffy Ears]][img[setup.ImagePath + Curses/fluffyears.png]]
Suddenly, a peculiar sensation prickles the side of your head, an uncomfortable itch that seems to radiate from deep within your skull. You pause, attempting to make sense of the unexpected feeling, your fingers instinctively reaching up to alleviate the sudden irritation. But what you find in the place of your human ears startles you into freezing mid-movement.
There, atop your head, are new appendages — unfamiliar, soft, and covered in fur. The realization floods in with a cold gasp: the Abyss has once again asserted its strange influence over your body.
For a moment, you are paralysed by the thought of how this transformation would alter your existence, but quickly you're overwhelmed by the sensations of the change taking place.
<<nobr>>
<<if $mc.ears === "furry cat">>
Your new ears morph into triangular, sleek structures, covered in short velvety fur that feels tantalizingly soft under your fingertips. Enhanced acuity introduces you to an orchestra of unheard sounds - the rustling of leaves, the skittering of hidden insects, and even the distant murmur of the Abyss, whispers on the wind barely comprehensible.
<<elseif $mc.ears === "fluffy dog">>
Your ears take on a form that can be floppy or erect, a spectrum of sizes and textures - from short-haired, glossy coats to long-haired, fluffy varieties. An overwhelming surge of sounds engulfs you, the echoing call of unseen creatures and the whistling of the wind among the leaves suddenly turn deafening, yet incredibly nuanced.
<<elseif $mc.ears === "furry rabbit">>
Your new ears stretch out, becoming elongated, silky soft features, adding an adorable twist to your countenance. A strange tranquility fills you, brought about by the heightened sensitivity, enabling you to discern the subtlest changes in your environment - from the slow pulsation of the Abyss to the most minute shifts in the world around you.
<<elseif $mc.ears === "floppy cow">>
The transformation is a gentle surge that gradually introduces broad, leathery ears atop your head. They're soft to the touch and swivel independently, capturing sounds with a keen sensitivity. The rustling of leaves, the echoes of the Abyss, every faint whisper of the world around you resonates in a soothing cadence, grounding you further into this primeval world.
<<elseif $mc.ears === "furry monkey">>
You find small, furry ears taking the place of your old ones. They're sensitive, picking up on the slightest rustles and tweets, mapping an intricate soundscape around you. With this newfound auditory acuity, you're privy to the most intimate conversations of the Abyss, a veritable symphony of nature's secrets playing out in your ears.
<<elseif $mc.ears === "pig">>
Your ears are soft, broad at the base and tapering to a point, always alert, picking up the slightest changes in the soundscape. The echoes of the Abyss sound different now, each murmur revealing a multitude of layers. This newfound sensitivity becomes an uncanny guide through the labyrinthine second layer of the Abyss.
<<elseif $mc.ears === "furry fox">>
Your ears become pointed, upright, framed by a tuft of soft fur. The world around you comes alive in ways unseen before - every rustling leaf, the elusive patter of distant creatures, the whispers of the Abyss itself - everything amplified, echoing into your consciousness in waves of auditory richness.
<</if>>
<<if $mc.ears === "furry mouse">>
Your new ears are small, round, and delicately thin. You're flooded with a world of sounds so intense it's almost overwhelming. Every rustle, every creak, every gentle whisper of the Abyss now holds a symphony of nuance. You become more alert, more aware, each sound guiding your journey through the dense vegetation.
<<else>>
Your ears are long and mobile, lined with short soft fur. Every swivel, every twitch, tunes into the different frequencies of the Abyss. The previously muted world unfurls into a theatre of sound. The hum of the Abyss, the patter of raindrops on leaves, the far-off calls of hidden creatures - you hear it all.
<</if>>
<</nobr>>
A wave of sensory overload washes over you as your new ears flutter open to the orchestration of the Abyss. The immediate discomfort eases into a strange sense of exhilaration, a thrilling symphony of newfound sensations. The world around you, once veiled in mystery, begins to unfurl in layers of auditory depth you could never have previously imagined.
<<include "Inhumanity Warning">>
[[Accept more Curses from the second layer|Layer2 Curses]]
<<if $escBalDepl===0>>\
[[Return to exploring layer 2|Layer2 Hub]]
<<else>>
[[Return to your balloon|Escape Balloon L2]]
<</if>><<set _curse = new FluffyTail()>>\
<<set $mc.addCurse(_curse)>><<set $corruption += _curse.corr>>\
[img[setup.ImagePath + _curse.pic]]
A shiver runs down your spine, but it doesn't stop at the bottom. The shiver continues towards an imaginary extension of your spine that moves outward from directly above your butt. You involuntarily squirm at first, due to the unfamiliar sensation, but after a few seconds you're able to accommodate it and accept it as just another physical sensation, like your body was adapting to the new sensory inputs.
When you look behind you to see what happened, you're surprised by the sight of a fluffy tail that seems to respond to your thoughts! It's your own tail, a part of your own body! This may take some time to get used to.
What type of tail did you gain?
<<radiobutton "_curse.tailType" "flowing cat" checked>> Cat
<<radiobutton "_curse.tailType" "wagging dog" >> Dog
<<radiobutton "_curse.tailType" "lazy cow" >> Cow
<<radiobutton "_curse.tailType" "prehensile monkey" >> Monkey
<<radiobutton "_curse.tailType" "fluffy rabbit" >> Rabbit
<<radiobutton "_curse.tailType" "bushy fox" >> Fox
<<radiobutton "_curse.tailType" "long mouse" >> Mouse
<<radiobutton "_curse.tailType" "twisted pig" >> Pig
<<radiobutton "_curse.tailType" "swaying horse" >> Horse
<<include "Inhumanity Warning">>
[[Accept more Curses from the second layer|Layer2 Curses][$mc.tail.push($tail)]]
<<if $escBalDepl===0>>\
[[Return to exploring layer 2|Layer2 Hub][$mc.tail.push($tail)]]
<<else>>
[[Return to your balloon|Escape Balloon L2][$mc.tail.push($tail)]]
<</if>><<set _curse = new MaximumFluff()>>\
<<set $mc.addCurse(_curse)>><<set $corruption += _curse.corr>>\
[img[setup.ImagePath + _curse.pic]]
<<nobr>>
<<set _hasHair = (_hairCurse = $mc.getCurse(HairRemoval)) !== undefined>>
<<if _hasHair>>
<<print "<br>You have lost the corruption gained from Hair Removal.<br>">><<set $corruption -= _hairCurse.corr>>
<</if>>
<</nobr>>
What type of fur would you like to gain?
<<radiobutton "_curse.furType" "cat-furred" checked>> Cat
<<radiobutton "_curse.furType" "dog-furred" >> Dog
<<radiobutton "_curse.furType" "cow-furred" >> Cow
<<radiobutton "_curse.furType" "monkey-furred" >> Monkey
<<radiobutton "_curse.furType" "rabbit-furred" >> Rabbit
<<radiobutton "_curse.furType" "fox-furred" >> Fox
<<radiobutton "_curse.furType" "mouse-furred" >> Mouse
<<radiobutton "_curse.furType" "pig-furred" >> Pig
<<radiobutton "_curse.furType" "horse-furred" >> Horse
[[Continue|Layer2 Maximum Fluff]][img[setup.ImagePath + Curses/maximumfluff.png.pic]]
Suddenly, you feel a faint tingling sensation, a light pinprick on your nose. The sensation startles you, pulling you out of your singular focus. You look up, half-expecting rain, but what you see are shimmering droplets of dew waltzing down from the overhead vines. It's a strange spectacle – an indoor monsoon, cascading water, reflecting the scant light in mesmerizing patterns as they make their way to the roots of the colossi around you.
As you resume your journey, the prickling sensation on your nose intensifies. It's like the soft tickle of a feather, yet it slowly spreads across your face. Confusion fills your mind, but before you can ponder it further, the prickling tickle sweeps down your neck and begins spreading across your torso, your arms, your legs.
A sudden transformation takes over you, a slow metamorphosis beneath your clothes. Your skin, once smooth, begins to bristle. Wherever the prickling sensation goes, soft fur sprouts in its wake. You pull back your sleeves, your eyes widening at the sight. Your skin is now adorned with a lush coat of $mc.skinType fur.
The new pelt is a peculiar sight, and as you touch it, you feel a thrill of connection to your $mc.skinType skin, whose fur now forms an intimate part of you. It's soft, it's warm, a comfort in this threatening jungle. The very sensation of your hands brushing against your own body has changed, replaced by the soft rustle and whisper of fur-on-fur contact.
As you move, the pelt sways with you, each movement like a breeze rolling over a field of tall grass. Every brush of your clothes against the fur sends delightful shivers through your body. Each shudder, each tickle is a new sensation, a change you never anticipated.
But the second layer of the Abyss isn't the place to contemplate the aesthetics of your transformation. You're a foreign entity in a living, breathing labyrinth. And now, you wear a foreign coat, your skin hidden beneath a blanket of fur.
<<include "Inhumanity Warning">>
[[Accept more Curses from the second layer|Layer2 Curses]]
<<if $escBalDepl===0>>\
[[Return to exploring layer 2|Layer2 Hub]]
<<else>>
[[Return to your balloon|Escape Balloon L2]]
<</if>><<set _curse = new HeatRut()>>\
<<set $mc.addCurse(_curse)>><<set $corruption += _curse.corr>>\
[img[setup.ImagePath + _curse.pic]]
An intense surge of arousal envelops you, only to gradually ebb away. Then, a weight nestles in the pit of your stomach, and an inescapable sense of fate grips you. The Abyss won't release you that easily. Once a month, an overpowering carnal craving will seize you, driving you to the brink of surrender.
As the realization dawns, you acknowledge the irresistible force of nature that you will become. The potent hormones coursing through your veins will shatter your self-control and obliterate your rationality. The things you'll crave - to fuck and to be fucked in every way imaginable - will be impossible to resist.
How does it feel to know what awaits you? Your quickened breaths betray your inner turmoil, revealing the truth about your deepest desires.
[[Accept more Curses from the second layer|Layer2 Curses]]
<<if $escBalDepl===0>>\
[[Return to exploring layer 2|Layer2 Hub]]
<<else>>
[[Return to your balloon|Escape Balloon L2]]
<</if>><<set _curse = new Lightweight()>>\
<<set $mc.addCurse(_curse)>><<set $corruption += _curse.corr>>\
[img[setup.ImagePath + _curse.pic]]
As you proceed, you notice a peculiar sensation washing over you. At first, it's barely perceptible, but gradually, it intensifies. Your limbs feel lighter, your steps more buoyant. You can't help but feel a growing sense of vulnerability, as if your body has become more susceptible to the substances around you.
As the Curse takes hold, your senses are further heightened. The scent of the damp earth becomes intoxicating, and the colors of the surrounding foliage appear more vivid and alluring. You realize that this Curse, Lightweight, has left you more sensitive to the effects of various substances. The thought is both exhilarating and terrifying.
You'll need to be particularly careful with alcohol, or any other similar substance, in the future.
[[Accept more Curses from the second layer|Layer2 Curses]]
<<if $escBalDepl===0>>\
[[Return to exploring layer 2|Layer2 Hub]]
<<else>>
[[Return to your balloon|Escape Balloon L2]]
<</if>><<set _curse = new SexSwitcheroo()>>\
<<set $mc.addCurse(_curse)>><<set $corruption += _curse.corr>><<CarryAdjust>>\
[img[setup.ImagePath + _curse.pic]]
<<if $mc.osex === "male">>\
Suddenly, an unexpected warmth washes through your abdomen, spreading outward in pulses. It's not painful, but it's not entirely pleasant either. You glance down, your eyes widening as you notice the changes. Your penis is retreating inwards, morphing, transforming. The sensation is bizarre, a strange hollow feeling enveloping you as you watch it disappear, only to be replaced by the soft, sensitive folds of a vagina.
Your hands instinctively move to explore this new part of you, a gasp escaping your lips as you feel the delicate tissues, the warmth, the moistness. It feels strange but not foreign, a part of you, a new and exciting sensation that sends shivers down your spine. The sensitivity is heightened, each brush of your fingers sending waves of unexpected pleasure through you.
Simultaneously, a pressure builds in your chest. Looking down, you see your flat pecs swelling, stretching, and forming into round $mc.breastsLabel breasts. The size is proportionate to your previous endowment, each pulse of the Curse adding more to their fullness. Your fingers trace the curves, the sensation of the soft flesh and the erect nipples sending another jolt through your body. You're simultaneously awed and terrified by the sudden transformation.
As you stand in the dense undergrowth of the Abyss, vulnerable and transformed, you can't help but ponder on how these changes will affect your future. How will the others react? Will you be able to adjust to this new body, these new sensations?
A sense of trepidation and excitement fills you as you continue your journey, your transformation a testament to the unpredictable, chaotic magic of the Abyss. Though your physical self has changed, you remain determined. The Curse may have changed your body, but not your spirit. You are still you - just in a new form.
<<else>>\
Suddenly, a peculiar heat radiates from your lower body, alarming yet not painful. Your breath catches as you witness your breasts start to recede, leaving behind a flatter, more muscular chest. The disappearance of their weight feels strange, a loss of a familiar part of yourself that sends a pang of uncertainty through you.
Almost simultaneously, a bulge forms in your lower abdomen. It's a peculiar feeling, not unlike a muscle flexing and unflexing, but situated in a place where no muscle has existed before. As your vagina disappears, it is replaced by a growing appendage, a $mc.penisCor inch penis, proportional to your previous breasts.
You tentatively touch this new part of your anatomy, taken aback by the firmness of it, the heat emanating from it. It's a foreign sensation but not an entirely unpleasant one. A simple brush of your hand sends a rush of unfamiliar pleasure coursing through you, a sensitivity you didn't anticipate.
As the reality of your transformation settles, your hands wander over your new form. The absence of your breasts is jarring, replaced by a flat, firm chest. The newly formed penis is an oddity you find yourself fascinated with, the changes making you feel both powerful and vulnerable at the same time.
What will this mean for your future in the Abyss? Will you be stronger, faster, more resilient? Or will this new form bring its own set of challenges? Will your comrades accept you, or will they view you with suspicion? It's a terrifying uncertainty, but you can't afford to let your fear hold you back.
Standing tall, you brace yourself for the journey ahead. The Abyss has changed you, but it has not defeated you. You're not quite the woman you once were, but inside, you're still the same fearless explorer. Your body may have changed, but your spirit remains unbroken, ready to face whatever the Abyss throws at you next.
<</if>>\
[[Accept more Curses from the second layer|Layer2 Curses]]
<<if $escBalDepl===0>>\
[[Return to exploring layer 2|Layer2 Hub]]
<<else>>
[[Return to your balloon|Escape Balloon L2]]
<</if>><<set _curse = new FutaFun()>>\
<<set $mc.addCurse(_curse)>><<set $corruption += _curse.corr>><<CarryAdjust>>\
[img[setup.ImagePath + _curse.pic]]
Do you want to have a penis and a vagina or only a penis?
<<radiobutton "_curse.sexType" "futa" checked>> A penis and a vagina
<<radiobutton "_curse.sexType" "male">> Just a penis
[[Continue|Futa Fun 2]]<<if $mc.osex === "male">>\
In the midst of your journey through the second layer, a peculiar sensation seizes you; it starts as a dull ache in your lower belly and quickly escalates into a throbbing, almost unbearable pain. It's as if something within you is trying to escape, to burst forth into existence. Sweat pours down your face, dripping onto your chest.
Simultaneously, a pressure builds in your chest. Looking down, you see your flat pecs swelling, stretching, and forming into round $mc.breastsLabel breasts. The size is proportionate to your endowment, each pulse of the Curse adding more to their fullness. Your fingers trace the curves, the sensation of the soft flesh and the erect nipples sending another jolt through your body. You're simultaneously awed and terrified by the sudden transformation.
Suddenly, the tension is released, and you are left panting, your body slick with sweat and rainwater. As you look down, your eyes widen at the sight. Your $mc.penisCor inch penis is still present, but there's an addition. A soft, sensitive mound has formed just beneath it, the unmistakable shape of a vagina. It feels... new. Delicate. Responsive to every breeze, every drop of rain that hits it.
A strange mix of fear and excitement fills you as you consider the implications. The Curse has left you with a unique anatomy, one that could lead to all sorts of unusual experiences. Would this make your journey through the Abyss more dangerous or could it somehow be an advantage? As your hand instinctively reaches down, you wince at the foreign sensation, a paradox of familiarity and novelty.
You're a futa now, a combination of both sexes. With a sigh, you touch your breasts, the familiar curves now contrasting with the new addition. It's an odd mix, making you feel both powerful and vulnerable at the same time. It's a change, an alteration in the very core of your identity, and you're not sure whether to be terrified or intrigued.
Staring into the dense foliage, you try to gather your thoughts. Your life in the Abyss was already unpredictable, filled with dangers and challenges that tested your mettle at every turn. This new development, however, is an entirely different type of challenge. It changes how you perceive yourself, and possibly how the denizens of the Abyss will perceive you.
But you're a survivor. You've always been one. And if this new challenge is what the Abyss has thrown at you, then you'll face it head-on, with all the courage and resilience that's gotten you this far. The Abyss may be unpredictable, but so are you. And you're not about to let it forget that.
<<else>>\
In the midst of your journey through the second layer, suddenly, a sharp pain stabs through your lower belly, a feeling so intense that it causes you to stagger, clutching at a nearby vine for support. The pain intensifies, becoming a hot, searing sensation that makes you grit your teeth and squeeze your eyes shut.
The pain slowly subsides, leaving you panting and weak-kneed. When you dare to look down, your breath hitches in your throat. Below your $mc.breastsLabel breasts, right where your vagina is, there's something new. A fleshy appendage, firm and sensitive to the touch. Your hand shakes as you reach down, a gasp escaping your lips as you confirm the reality. You've grown a penis, $mc.penisCor inches in length.
A flurry of thoughts race through your mind. How will this affect your journey through the Abyss? Will it be a burden, or could it possibly offer some advantage? The feel of the new organ, heavy and foreign between your legs, is disorienting. The sensation of the rain falling on it, each drop causing a tingling response, is both confusing and curiously thrilling.
You're a futa now, a combination of both sexes. With a sigh, you touch your breasts, the familiar curves now contrasting with the new addition. It's an odd mix, making you feel both powerful and vulnerable at the same time. It's a change, an alteration in the very core of your identity, and you're not sure whether to be terrified or intrigued.
Staring into the dense foliage, you try to gather your thoughts. Your life in the Abyss was already unpredictable, filled with dangers and challenges that tested your mettle at every turn. This new development, however, is an entirely different type of challenge. It changes how you perceive yourself, and possibly how the denizens of the Abyss will perceive you.
But you're a survivor. You've always been one. And if this new challenge is what the Abyss has thrown at you, then you'll face it head-on, with all the courage and resilience that's gotten you this far. The Abyss may be unpredictable, but so are you. And you're not about to let it forget that.
<</if>>\
[[Accept more Curses from the second layer|Layer2 Curses]]
<<if $escBalDepl===0>>\
[[Return to exploring layer 2|Layer2 Hub]]
<<else>>
[[Return to your balloon|Escape Balloon L2]]
<</if>><<set _curse = new BlushingVirgin()>>\
<<set $mc.addCurse(_curse)>><<set $corruption += _curse.corr>>\
[img[setup.ImagePath + _curse.pic]]
Suddenly, a sharp, stabbing sensation pierces your chest. It feels as if your very soul is being invaded by an unseen force, and you instinctively clutch at your heart. Your mind races with thoughts of the unknown, the fear of the changes that the Curse may bring. A hazy, intoxicating fog fills your thoughts, and your knees buckle as the full weight of the Curse takes hold.
The Blushing Virgin Curse now flows through your veins, causing a profound shift in your psyche. Any aspect of your demeanor that was bold or unashamed seems to vanish, replaced by a deep and overwhelming sense of vulnerability. The idea of engaging in any sexual activities or even simple nudity makes your cheeks flush with embarrassment, your heart pounding like a wild animal caged within your chest.
As you continue your journey through the Abyss, you can't help but ponder how this Curse will affect your future interactions. Will the newfound embarrassment and shame hinder your relationships with others? Will your bashful nature prove to be a barrier to deeper connections or will it make them more meaningful and intimate?
Despite the anxiety and uncertainty that grips you, you press on, trying to focus on the task at hand - exploring the mysteries of the Abyss. Yet the Curse remains ever-present, a constant reminder of your altered state, the flush of your cheeks a testament to your newfound vulnerability.
[[Accept more Curses from the second layer|Layer2 Curses]]
<<if $escBalDepl===0>>\
[[Return to exploring layer 2|Layer2 Hub]]
<<else>>
[[Return to your balloon|Escape Balloon L2]]
<</if>><<set _curse = new PrincessProtocol()>>\
<<set $mc.addCurse(_curse)>><<set $corruption += _curse.corr>><<set $mc.name = "Princess">>\
[img[setup.ImagePath + _curse.pic]]
As you journey further into the second layer of the Abyss, the once drizzle from the colossal green canopy becomes a torrent. Stray droplets strike your face, a sensation akin to cool, soft kisses from an unseen admirer. The metallic tang of the moisture-touched air fills your lungs, saturating your senses in an organic, lively tapestry. But then, a sudden pinprick – not against your skin, but deep within the recesses of your mind – makes your heart skip a beat.
A sensation not unlike frostbite seizes your body. A bitter chill pulses through your veins, burning your insides in a paradoxical inferno of ice. Your knees buckle beneath the weight of the transformation. Suddenly, the Abyss itself seems to hold its breath, its million eyes fixated on your metamorphosis.
Your muscles seize up, an unfamiliar frailty creeping into your limbs. The rough bark of the tree you're leaning against feels sharper, the heavy gear you carry seems intolerable, and the lush vegetation around you becomes a confounding labyrinth. A sense of overwhelming vulnerability grips you, a stark contrast to the strength you once possessed. A strange inability to fend for yourself sweeps over you. Your once-dependable navigation skills, your ability to climb, to fight – all evaporate into the Abyssal air.
A new sensation sparks inside you – an intoxicating allure towards danger, an almost magnetic pull towards situations that scream of peril. It's a whispering voice in your mind, a throbbing pulse in your veins: the desire to be saved, to be rescued. Your heart flutters as you realize: you have become the eternal damsel-in-distress.
A soft gasp leaves your lips as you realize the most bizarre change of all. Your name – the identity you had for all these years – fades away, replaced by the all-too-familiar moniker. 'Princess.' The word resonates within you, echoing in the cavernous depths of your identity.
You are still you, and yet, not. A Princess lost in the heart of the Abyss, waiting for your hero.
Your mind races. How will you navigate the Abyss in this newfound state? And most importantly, who will be your hero? Will they be as lost as you, or will they guide you through the twisted fairy tale you now inhabit?
Shivering under the relentless torrent, you pick yourself up, aided by an oddly formed root. As you make your way deeper into the forest, you can't help but shiver, not from cold, but anticipation, a strange excitement tickling your heart. You're Cursed, yet somehow the word feels more like a thrill.
[[Accept more Curses from the second layer|Layer2 Curses]]
<<if $escBalDepl===0>>\
[[Return to exploring layer 2|Layer2 Hub]]
<<else>>
[[Return to your balloon|Escape Balloon L2]]
<</if>><<CollectRelic $relic10>>\
<<if !setup.passingTime()>>
After many hours of trudging through the second layer of the Abyss, you feel a change in the atmosphere. A notable quietness falls upon the dense thicket, only broken by the pitter-patter of water droplets falling from the canopy above. You pause, taking a moment to wipe the dampness from your forehead. As you straighten, your gaze falls on a vine-wrapped entrance to a cavern, nestled snugly in the base of an enormous tree. The cavern, made visible by a stray beam of light breaking through the thick foliage, promises a departure from the oppressive density of the jungle.
As you step into the cavern, you're met with an echoing silence, an unexpected sanctity inside the chaos of the Abyss. The ground under your boots is no longer the damp and knotted roots, but surprisingly, a smooth, granite-like surface. Strange luminescent fungi, unlike anything you've ever seen, clings to the walls and ceiling of the cavern, casting a soft, otherworldly glow.
Intriguingly, the cavern walls are covered in meticulous drawings and symbols, seeming to tell a story older than time. In the center of it all, standing on an intricate pedestal carved from the same granite-like material, you find a bucket filled with a mysterious, shimmering substance - the Firmament Pigment.
The paint in the bucket twinkles and dances, perfectly mimicking the night sky outside the Abyss. It seems to beckon you. As you lift the bucket, the celestial patterns within it shift and change, following your movements and the changes in the zenith above. As if in response to the Firmament Pigment's displacement, the luminous fungi flicker, creating an eerie, shimmering mirage around you.
Using a worn-out brush you find nearby, you dip it into the Firmament Pigment. The moment the bristles touch the liquid, they light up, becoming an extension of the night sky trapped within the bucket. Your heart races with anticipation as you take the brush to the granite wall of the cavern. A single stroke, and the wall comes alive. An animated display of the starry night unfolds right before your eyes, sparkling and shifting in accordance with the cosmos above.
Suddenly, the whole cavern is bathed in starlight, as if you've brought the heavens themselves into the second layer of the Abyss. A sense of accomplishment fills you. You’ve discovered and retrieved the Firmament Pigment, ready to bring a piece of the cosmos back to the surface.
[[Continue searching for the Relics of layer 2|Layer2 Relics]]
[[Continue exploring the second layer|Layer2 Hub]]
<</if>><<CollectRelic $relic11>>\
<<if !setup.passingTime()>>
The thorny path ahead of you is shadowed, sunlight filtering down through the thick overhead foliage in small, scattered patches. It seems as though the jungle pulsates with a rhythm of its own, a chorus of croaks, chirps, and distant growls setting a primeval symphony. The path narrows even further and the undergrowth gives way to a large, formidable tree, its bark weathered and gnarled with time. Puzzlingly, a natural archway is formed by the tree's roots, reminiscent of a gateway into another world.
As you approach the archway, you notice a peculiar characteristic: dewdrops, reflecting light like tiny prismatic gems, are dripping not from the dense foliage above, but from the gaping mouth of the tree arch. It's as though the tree is weeping, creating a cascading curtain of shimmering droplets. The dew converges at the base of the tree, creating a swirling, small-scale tempest that forms a barrier of sorts.
Just beyond the watery veil, a small pedestal of interwoven vines can be seen. Atop the pedestal lies an ordinary-looking toothbrush - a stark contrast to the ancient, mystical surroundings. The item seems so bizarrely mundane in such an exotic environment, yet there's a quiet air of majesty to it. You recognize it as the Pearly Gates.
Your heart rate quickens in excitement. This is the moment you've been preparing for. You brace yourself, extending a hand through the barrage of water. It's colder than you expect, tingling with a kind of vibrational energy that raises the hairs on your arm. You grip the toothbrush handle, its surface smooth and reassuring.
As your fingers curl around it, the water barrier subsides instantly, the downpour of dewdrops ceasing, as if the forest itself acknowledges your claim on the Relic. You pull back your hand, holding the Pearly Gates in your grasp. As it touches the dry air, you can smell the faint scent of mint wafting up to your nose. You give a sigh of relief - your teeth, and the teeth of many others, will thank you for your efforts.
Pulling away from the now silent tree gateway, you embark back on your journey, braving the thicket with a renewed sense of determination.
[[Continue searching for the Relics of layer 2|Layer2 Relics]]
[[Continue exploring the second layer|Layer2 Hub]]
<</if>><<CollectRelic $relic12>>\
<<if !setup.passingTime()>>
You traverse deeper into the dense labyrinth of the second layer of the Abyss. Your heart pounds, the rhythmic beat echoed by the symphony of raindrops cascading from the thicket above.
Slowly, your eyes adjust to the dim light filtered through the leaves overhead, allowing you to notice an unexpected clearing ahead. Upon reaching it, you see a massive stone statue of a muscular figure standing proudly at the center, completely dwarfing you. It holds a small metallic barbell in its stone hands, evoking an awe-inspiring sense of strength and resilience.
Curiosity drawing you closer, you circle the statue. The detailed veins on the arms, the abs carved with meticulous precision, and the proud expression on its face tell tales of hard work and diligence. Suddenly, your gaze is fixated on the metallic barbell it holds. It appears almost identical to the World Stone's description.
Carefully, you attempt to climb the statue. The slippery surface, wet from the constant drizzle, challenges your grip. After a few tries, you manage to haul yourself onto the statue's outstretched arm, wrapping your arms tightly around the cold stone bicep.
Reaching for the stone barbell, you manage to pry it from the statue's hand. The barbell feels oddly weightless. As you adjust your grip, you notice the weight increase, conforming to your capability and intention. This is it. This is the World Stone.
Heart pounding with triumph, you slide down from the statue, the Relic in your grasp.
And as you retreat, winding back through the vine-riddled labyrinth, you can't help but appreciate the irony. In the middle of a forest, in the heart of the Abyss, you found not just a Relic of strength, but a testament to human perseverance.
<b>You can try working out with this Relic. It can both improve your muscle tone and your carrying capacity, as long as you exercise regularly.</b>
[[Continue searching for the Relics of layer 2|Layer2 Relics]]
[[Continue exploring the second layer|Layer2 Hub]]
<</if>><<CollectRelic $relic13>>\
<<if !setup.passingTime()>>
You descend deeper into the wild, verdant undergrowth of the second layer of the Abyss. Thick bramble of gnarled trunks and tangled vines are slick with the constant drizzle from above. Large eyes blink at you from within the darkness of the foliage, the Abyss's curious critters observing your progress with cautious intrigue.
In the distance, you spot a soft, golden light breaking through the emerald-green canopy, a stark contrast to the monotone ambience. Driven by curiosity, you navigate through the thorny bushes and stubborn vines, each obstacle serving only to heighten your resolve.
Eventually, you find yourself in a glade where the golden light is at its strongest. At the heart of the glade stands a majestic tree unlike any other you have seen in the Abyss. Its bark shimmers like silver and gold, its roots weaving intricate designs across the mossy earth. Yet, what truly grabs your attention is not the grandeur of the tree, but a small shrine nestled at its base.
As you draw closer, you recognize the shrine as a carving made from the tree's own roots. Embedded in the network of silver and golden roots is the Forest's Gift, shimmering with a light matching that of the tree. A simple necklace, yet an artifact of profound implications.
With your eyes set firmly on the necklace, you reach out to claim the Forest's Gift. The moment your fingers brush the Relic, a deep, ominous growl reverberates through the glade. A shadowy figure emerges from behind the towering tree, a massive beast shrouded in vines and fur.
The beast stands between you and your exit, its intense gaze a clear testament to its protective nature over the Relic. The moment of calm that prevailed just seconds ago is shattered, replaced with an air of palpable tension.
However, you recall the powers of the Forest's Gift, its ability to communicate with animals. It's a gamble, but the necklace might be your only way out of this confrontation. You channel your thoughts towards the beast, projecting feelings of peace, understanding, and camaraderie.
The beast seems to pause, its eyes softening ever so slightly. Slowly, it steps aside, allowing you to pass, but never once breaking its gaze. It is clear that this was a test, a measure of your worthiness to bear the Relic. With a final nod to the creature, you pass, the golden light of the glade fading into the backdrop as you continue your journey.
<b>If you encounter any normal animals throughout your expedtion, this Relic may help you placate them.</b>
[[Continue searching for the Relics of layer 2|Layer2 Relics]]
[[Continue exploring the second layer|Layer2 Hub]]
<</if>><<CollectRelic $relic14>>\
<<if !setup.passingTime()>>
As you cautiously tread through the eerie, dense foliage, the ambient sounds of this enchanted forest echo around you, an orchestra of nature humming a haunting symphony. This second layer of the Abyss, though treacherous, is full of life. The rhythmic dripping of dew from the flora overhead enhances the ambiance, merging with the symphony of the Abyss to create an unusual melody.
Suddenly, a soft glow emanates from a hidden path on your right. It stands in stark contrast with the dense, intimidating surroundings of the Abyss, urging you to explore. As you move closer, the glow brightens, and a distinct tune starts to waft through the dense foliage. It is delicate yet insistent, and it resonates with an unknown genre, a blend of adventure and anticipation.
You push past thick layers of vines and step into the clearing from where the music originates. The space is surprisingly open, a grand canopy of intertwined branches overhead creating a natural dome. In the heart of the clearing, levitating above a pedestal of intertwining tree roots, is the source of both the light and the music – the Harmless Harmony.
The harp looks otherworldly. Concentrated beams of light replace the strings, radiating a calming glow that illuminates the clearing. Each beam seems to vibrate independently, producing the enchanting melody that flows into your ears, a song of exploration and courage.
Cautiously, you approach the Relic. As you draw closer, the music subtly shifts. The notes become more pronounced, resonating with an adventurous tune that mimics the echoing heartbeats of a brave explorer. You can't help but feel a sense of excitement that matches the music’s pace. It feels as though this is your theme song, the soundtrack of your daring venture into the Abyss.
Mustering your courage, you extend your hand, your fingertips tingling as they pass through the beams of light. You can feel a distinct vibration, a mild tingle as your touch strums the Harmless Harmony. The Relic responds in kind, playing a crescendo, matching the rhythm of your heart.
As you lift the harp, the music swells, filling the clearing with a triumphant melody. You can feel it resonating in your soul, a sense of achievement sweeping over you.
With the Relic in your possession, you turn back to the dense path you've just cleared. The music adjusts again, now playing a calm and soothing tune, a balm to your tired body, matching the rhythmic patter of dewdrops around you.
[[Continue searching for the Relics of layer 2|Layer2 Relics]]
[[Continue exploring the second layer|Layer2 Hub]]
<</if>><<CollectRelic $relic15>>\
<<if !setup.passingTime()>>
Your eyes catch something peculiar ahead; a pocket of unnatural darkness amidst the verdant chaos, a stark contrast to the vibrant hues of the thicket. An unassuming, shadowy cavern lays tucked away, concealed within a gnarled tree's enormous roots.
The walls of the cavern are irregular and jagged, not carved by hands, but formed through countless years of elemental erosion. A profound chill fills the air, and as you venture further, you notice the darkness growing more palpable, a palpable void that no natural light seems to pierce.
You remember the description of the Umbra Trident, a small golden fork with a unique property - it interacts with shadows. Your instinct tells you that this pitch-black cavern must be its resting place, the perfect location that aligns with its cryptic nature.
The only problem? It's impossible to retrieve the Relic in complete darkness.
From the depth of your backpack, you pull out a sturdy flashlight, clicking its button. The beam of light pierces the cavern's darkness, casting sharp, shifting shadows against the cave's craggy walls. The cave begrudgingly accepts your intrusion, the artificial light illuminating its secrets.
You step further in, the flashlight held high. And there it is. On a naturally formed stone pedestal, the tiny golden fork rests, its form barely visible, a mere silhouette against the stubborn darkness.
As you reach out, the shadow cast by the fork reacts, a dark tendril reaching out as if in defense. The real fork remains undisturbed, but its shadow dances and sways, moving away from your hand as if trying to escape. It can't be moved in the dark, not without light to control its shadow.
You maneuver the flashlight strategically, manipulating the beam to corral the shadow. Step by step, with careful precision, you guide the shadow of the Trident towards the real golden fork. The two align, and you swiftly reach out, clutching the small Relic in your hand.
The Umbra Trident - a golden fork, deceptively simple, and yet, brimming with uncanny power. A chill runs up your spine as you realize that the darkness in the cavern seems just a bit less oppressive now that the Relic is yours.
[[Continue searching for the Relics of layer 2|Layer2 Relics]]
[[Continue exploring the second layer|Layer2 Hub]]
<</if>><<CollectRelic $relic16>>\
<<if !setup.passingTime()>>
All around you is the incessant dripping of water from the verdant canopy above, the droplets refracting the faint light that filters down from the upper layer. The gentle drizzle slowly intensifies, culminating in a downpour akin to a monsoon shower.
Your destination? The hiding place of the Event Horizon, a Relic known to provide a solution to the unique inconveniences of sustained exploration. As you venture further into this enormous, thriving layer, you notice a subtle change in your surroundings.
The tangle of foliage gradually thins out, replaced by large, stony structures overgrown with moss and lichen, a stark contrast against the verdant surroundings. They are massive stone fingers reaching up towards the canopy, as if grasping for the sunlight that barely penetrates this deep. Here, amongst these primal monoliths, you find what you are looking for.
At the base of one of these stone structures, half submerged in a pool of luminous water, you spot a gleam. It is the Event Horizon, the bracelet. It is lodged within a small, hollow recess, guarded by a cluster of rare, color-shifting orchids, their petals changing color in time with the heartbeat-like rhythm of the falling droplets.
You reach out tentatively, drawing your hand back as a rush of vapor hisses out from the recess. A smell of ozone and ancient stone fills the air, an electric sensation prickling your skin. You recognize this as a defensive measure, a remnant of ancient, arcane technology.
Mustering your courage, you push your hand through the stinging vapor. The Relic hums against your skin, and for a moment, you feel as though you are standing on the precipice of a black hole, all existence swirling into a vortex before you. The sensation fades as quickly as it comes, replaced by a reassuring warmth. You slip the bracelet onto your wrist, and it instantly conforms to your size, snug but not restrictive.
As you withdraw your hand, the vapor subsides, and the orchids return to their rhythmic dance, unperturbed. The Relic secured, you continue your descent into the Abyss, your journey made significantly easier with the Event Horizon at your disposal.
[[Continue searching for the Relics of layer 2|Layer2 Relics]]
[[Continue exploring the second layer|Layer2 Hub]]
<</if>><<CollectRelic $relic17>>\
<<if !setup.passingTime()>>
The air is thick with the moisture from the never-ending rain of dewdrops, the foliage overhead a vibrant, pulsing canopy of green that blots out any sign of the layer above. The ground underfoot is uneven, pitted with hidden roots and strewn with fallen leaves. With every step, you can feel the mulch yield beneath your weight, a constant reminder of the life that thrives, unseen, under your feet.
Suddenly, a series of flickering lights catch your eye, drawing you towards them. Pushing through a curtain of drooping vines, you emerge into a small clearing filled with thousands of luminescent fireflies. They dart around you, bathing the clearing in a kaleidoscopic glow, and you feel a gentle breeze caress your face, a curious anomaly in the otherwise stagnant area.
There, at the center of the clearing, you see it – the Heart-stealing Stole. It's draped over a stone plinth, the edges gently stirring in the breeze, shimmering with an allure that belies the oppressive weight of the Abyss around it. The Stole seems almost out of place amidst the dense greenery and the wild pulse of life.
Carefully, you approach the plinth. The fireflies seem to react to your presence, their lights pulsating rhythmically, casting dancing shadows on the stone surface. Your hands, trembling with anticipation and caution, reach for the Stole. The fabric feels incredibly light against your fingers, silky to the touch, as if it's spun from the very wind that blows through this bizarre oasis.
You lift the Stole, drawing it from the plinth, and a sudden gust of wind sweeps through the clearing. The fireflies swarm around you, creating a vortex of light, and for a moment, you feel as if you've become the eye of a storm. The Stole flutters around you, its movements almost sentient, coiling around your neck with a fluid grace.
The moment the fabric settles against your skin, you feel an immediate change. The noise of the jungle around you seems to fade away. The weight of the Abyss feels somehow lighter, its oppressive force diminished. The fireflies’ glow grows brighter, their lights painting you in an otherworldly light, an echo of the allure that the Stole promises.
With the Heart-stealing Stole around your neck, you feel like the center of attention in this little corner of the Abyss, an adventurer surrounded by an audience of fireflies, the forest waiting for your next move with bated breath. A fresh wave of resolve washes over you, and you turn to face the dense underbrush, ready to press on.
<b>You may want to start wearing this Relic regularly if you have any companions, it can significantly speed up how long it takes your companions to become closer to you.</b>
[[Continue searching for the Relics of layer 2|Layer2 Relics]]
[[Continue exploring the second layer|Layer2 Hub]]
<</if>><<CollectRelic $relic18>>\
<<if !setup.passingTime()>>
You arrive at a peculiar section of the second layer. A great archway of entwined ivy branches marks the entrance, beyond which the vegetation is an even denser, almost impenetrable maze. The undergrowth here is not just dense; it appears unnaturally slick, as if coated in a thick sheen of oil. The typically verdant plant-life glows an iridescent purple, evoking the lilac hue associated with the Effacing Asperity.
The journey through this slippery labyrinth becomes progressively more challenging as you constantly slip and slide, barely maintaining your balance. The realization hits you - this is the dwelling place of the Effacing Asperity. The vegetation here has been imbued with the Relic's power, resulting in drastically reduced friction.
The undergrowth eventually opens into a circular clearing, an oasis of serenity amidst the chaos of the Abyss. At its center, lying on a bed of soft moss, is an aerosol can. Its metal surface glows with the same iridescent purple as the slick vines around you, standing as a stark contrast to the evergreen surroundings.
With a mix of awe and anticipation, you reach out and take hold of the Relic. It's unexpectedly cold to the touch, but it thrums with a sense of dormant power that resonates with your hand, almost as if it's alive. You give it a little shake, hearing the faint sound of its liquid contents. A smirk plays on your lips as you press the top, releasing a puff of lilac mist that instantly clears, leaving an almost imperceptible film over the moss underneath, rendering it incredibly slick to the touch, as if all friction had been removed.
[[Continue searching for the Relics of layer 2|Layer2 Relics]]
[[Continue exploring the second layer|Layer2 Hub]]
<</if>><<CollectRelic $relic19>>\
<<if !setup.passingTime()>>
As you navigate through the labyrinthine tangle of dense vegetation, the damp dewdrop drizzle that had been your constant companion begins to wane. A hush falls over the Abyss, as if you've entered a sanctum untouched by time. The dense foliage yields to a clearing; an expansive grotto within the heart of the thicket. Sunlight seeping through the canopy above reveals a verdant oasis; the air around you hums with a palpable serenity, untouched by the relentless clamor of the jungle.
In the center of the grotto stands a table carved from a massive boulder, its surface smoothed to perfection by the hands of an unseen artisan. A simple basin, rough-hewn yet elegant, rests upon it, brimming with clear rainwater.
As you approach, the grandeur of the scene dawns upon you. The dappled sunlight reflecting off the water in the basin creates a mosaic of dancing lights across the stone table, enhancing the already otherworldly ambiance. The attention to detail, the exquisite craftsmanship, it is as if the scene was specifically arranged for a Relic as extraordinary as the Wholly Ale.
Your heart skips a beat as you spot the chalice on the far side of the table. The Wholly Ale. It's smaller than you imagined, an unassuming thing. However, the simple grace of its design, the modest curves of its cup, and the delicate etching along its side speak of an unmatched craftsmanship. Despite its size, it exudes an aura of majesty that seems to command the space around it.
Gently, almost reverently, you pick up the chalice. It's lighter than you'd anticipated, yet it feels solid and substantial in your hands. You pour some of the rainwater from the basin into the chalice. In the clear vessel, the liquid takes on a shimmering quality, like liquid moonlight.
With a slight chuckle, you will the water to transform into the rich, dark ale you recall seeing seeing at a tavern once in the past. The water in the chalice changes almost instantly. The scent of hops and barley wafts up from the vessel, igniting a fond nostalgia within you.
This grotto, an oasis within the tumultuous Abyss, feels more like a shrine; a sacred space hallowed by the presence of the Relic. You pause for a moment to savor the peace before you continue your journey.
[[Continue searching for the Relics of layer 2|Layer2 Relics]]
[[Continue exploring the second layer|Layer2 Hub]]
<</if>><<CollectRelic $relic20>>\
<<if !setup.passingTime()>>
Through this green maze, you begin to notice peculiar formations in the distance, jutting out and parting the thorny thicket in a manner reminiscent of human construction.
Pushing through the last stubborn branches, you stumble upon an open glade, a stunning anomaly within the wild second layer. In the center stands an incongruous structure, an ancient library seemingly untouched by the relentless growth surrounding it. Its columns and archways are robust, carved from a stone you've never seen, yet resemble. It radiates an antiquated air, humming with stories waiting to be told.
The light drizzle from the plant life above has carved rivulets into the stone, creating a labyrinth of tiny channels that bring a liveliness to the otherwise stoic structure. Nature seems to pay homage to this monument of knowledge, the rain acting as the heartbeat of the library.
As you approach, the library's doors swing open, inviting you inside. The interior is surprisingly preserved. You feel a warmth seep into your bones, an uncanny sense of familiarity wrapping you like a comfortable quilt. Walls lined with bookshelves, lovingly carved, extend beyond your sight. The air is dense with the smell of old paper, ink, and a sweet undertone of moss.
In the center of the room, a bookshelf stands apart. Its size is imposing, its wood pristine, unlike the other weather-beaten shelves. Your eyes catch a glint of something on the highest shelf - it's the Memoir Remnant. Its presence feels like a soft whisper of history that refuses to be silenced.
With a sense of reverence, you approach the Relic. When you touch it, it feels like greeting an old friend. The Relic hums beneath your touch, as though waiting for something.
This seemingly ordinary bookshelf, now a living testament of your journey, gradually becomes an inseparable part of your expedition, the Memoir Remnant in turn becoming a part of you. It's a silent companion, faithfully chronicling your expedition as you delve deeper into the Abyss.
[[Continue searching for the Relics of layer 2|Layer2 Relics]]
[[Continue exploring the second layer|Layer2 Hub]]
<</if>><<CollectRelic $relic21>>\
<<if !setup.passingTime()>>
As you delve further into the second layer of the Abyss, the twisted maze of vegetation towers above you, casting an ever-deepening shadow on the path ahead. The atmosphere is humid, an everlasting mist of dew droplets cascading from the leaves overhead, merging into heavier droplets before pattering onto the emerald carpet below. The air is heavy with the fragrance of moss and wet bark, mingled with the exotic scent of unidentifiable flowers. Each step is slow and deliberate, as navigating this densely woven plant world demands patience and caution.
After what feels like hours, you find yourself standing before an ancient stone monolith, half-consumed by the greenery, its surface etched with undecipherable glyphs. As you draw closer, you notice an intricate carving on the monolith: an eye, strikingly similar to the description of the Gleam Dazer. An intuition stirs within you, and with a deep breath, you push away the hanging vines, revealing a hidden cavity within the monolith.
Nestled within the dark recess is a small charm shaped like an eye, glimmering in the scant light penetrating the dense canopy. The Gleam Dazer. You gently pick it up, feeling a sudden surge of energy pulsating from the Relic. As you hold it up, the charm reflects the fragmented light, creating a dance of color across the monolith and nearby vegetation. Its surface gleams with an otherworldly glow, and you can't shake off the feeling that it's watching, aware.
After safely storing the Relic, you continue your expedition. With the knowledge that you can always check what awaits in the layer below, your steps feel more certain. Despite the relentless green labyrinth and the ongoing drizzle, there's a newfound sense of confidence within you.
<b>You can use this Relic to see into your future and see what awaits you on the layer below the one you currently inhabit.</b>
[[Continue searching for the Relics of layer 2|Layer2 Relics]]
[[Continue exploring the second layer|Layer2 Hub]]
<</if>><<nobr>>
<<for $i = 0; $i < 999; $i++>>
<<if $items[2].count > 0>>
<<set $items[3].count += 1>>
<<set $items[2].count -= 1>>
<<if $abyssKnow===1>>
<<set $flaskMatrix[0]+=1>>
<<else>>
<<set $flaskMatrix[2]+=1>>
<</if>>
<<else>>
<<break>>
<</if>>
<</for>>
<</nobr>>
[img[setup.ImagePath+'Foraging/bewitcherplants.png']]
<<if $abyssKnow === 0>>
You dip each of your flasks into the miasma-contaminated rainwater dripping all around you. You know that this will likely increase the size of your future family, but you need the water. Better to become a little bit more corrupted than to die of dehydration, right?
<<else>>
Using your knowledge of the Abyss, you look around briefly before finding the Bewitcher Plants you were looking for. Carefully, you extract water from the flowers, checking it to make sure it's pure before giving it a taste.
A few tests and you can confirm you have pure water to fill your flasks with! Now is a great time to collect water for your future travels.
<</if>>
[[Return to exploring your food and water options on this layer|Layer2 Forage]]<<set _triggers = {
bayingGourmet: () => !$voidDiamondActive && $timeL2T1 >= 4 && $hiredCompanions.length < 4,
}>>
<<PassTime _triggers>>
<<if _triggers.bayingGourmet()>>
Suddenly, you hear a deep, guttural growl that echoes through the layer. A shiver runs down your spine as you recognize it as the ominous call of the Baying Gourmet. The very ground beneath you seems to tremble with anticipation, and a sense of dread washes over you. You clutch your belongings closer, acutely aware of the abundance of food rations you carry.<br><br>
[[Deal with the Baying Gourmet|Layer2 Threat1][$returnPassage = passage()]]<br>
<</if>><<nobr>>
<<if !setup.passingTime()>>
<<set _multiplier = 1>>
<<if $DaedalusFly || $mechaBoarded>>
<<set _multiplier = 1/2>>
<<if $DaedalusFly && !$mechaBoarded>>
<<include "Companions Stranded">>
<</if>>
<</if>>
<<StartTraveling 4 0 _multiplier>>
<</if>>
<<PassTimeWithEvents>>
<</nobr>>\
<<if !setup.passingTime()>>
<<nobr>>
<<if !$voidDiamondActive>>
<<set $corruption -= 15 - $corRed + 5 * Math.trunc($hexflame / 10)>>
<</if>>
You continue your hike and try to keep somewhat dry from the droplets continually falling on your head, but eventually the dripping halts. You find yourself first in a sparse forest, then eventually back to the open, picturesque plains of the first layer.<br>
<<CarryAdjust>>
<<Threat1Criterion>>
<<include "Curse Descriptions">>
<<if $TwinFly>>
<<include "Twin rejoin">>
<</if>>
<</nobr>>
<<if $threat1Crit === 1>>
<br>Worn down by the long trek up through the dense jungle of the previous layer, you're relieved when you finally reach the bridge to the Outcast Village. However, upon approaching the bridge a figure appears from behind a column.
<<say $Banditleader>> Well now, what do we have here?<</say>>
Turning around, you find yourself surrounded by a group of bandits, shrouded in ragged cloaks, emerging from the bushes behind you.
<<nobr>>
<<if $hiredCompanions.some(c=>c.id === setup.companionIds.bandit)>>
<<say $Banditleader>>You've got guts to show up here again after that stunt. Kidnapping one of our own and thinking you could just waltz back here? You're in for a rude awakening!<</say>>
<<elseif $hiredCompanions.length < 1>>
<<say $Banditleader>> What do we have here? A lone <<PerceivedStature $mc>> <<PerceivedGender $mc>>, wandering all by <<ObjectivePronoun>>self, loaded down with treasures. Seems like you could use some help lightening that load, eh?<</say>>
<<elseif $hiredCompanions.length === 1 && $mc.appAge>13 >>
<<say $Banditleader>> Ah, a romantic outing, is it? A <<PerceivedStature $mc>> <<PerceivedGender $mc>> out with <<PossesivePronoun>> sweetheart. But why carry all these burdens on such a special day? Let us help you with that, for a small fee.<</say>>
<<elseif $hiredCompanions.length === 1 && $mc.appAge<=13 >>
<<say $Banditleader>> Looks like a young <<PerceivedStature $mc>> <<PerceivedGender $mc>> out with <<PossesivePronoun>> babysitter. Such heavy burdens for a child to bear. We can 'look after' these grown-up items for you, no trouble at all.<</say>> <br><br>
<<else>>
<<say $Banditleader>> Well, well, a <<PerceivedStature $mc>> <<PerceivedGender $mc>> leading a motley crew. Don't fret, we're not here to harm, just to negotiate. Hand over your valuables, and your journey can continue undisturbed.<</say>><br><br>
<</if>>
<</nobr>>
[[Deal with the opportunistic bandits|Layer1 Threat1]]<br>
<<else>>
[[Return to the first layer|Layer1 Hub]]
<</if>>
<</if>><<PassTimeWithEvents>>\
<<if !setup.passingTime()>>
Subtle changes in your surroundings continue, large rocks start to appear in your path, and the entire terrain changes from the lush rainforest you previously found yourself in to a more temperate forest. But slowly the trees become more sparse and the rocks become more common.
<<include "Curse Descriptions">>
[[Enter the deep caverns|Layer3 1]]
<</if>><<set _tempCurses = setup.cursesOnLayer[2]>>
<<set _totalCurses = $mc.curses>>
<<for _i=0; _i< $hiredCompanions.length; _i++>>
<<set _totalCurses = _totalCurses.concat($hiredCompanions[_i].curses)>>
<</for>>
<<include "Curse Randomizer">><<nobr>><<set $currentLayer = 2>><<if !isPlaying("layer2")>>
<<masteraudio stop>><<audio "layer2" volume 0.2 play loop>>
<</if>><</nobr>>
The drops of the rain create a constant pattering sound on the surface of your balloon. Luckily it is soundly weather-proof, but a significant amount of the water drips down onto you, making your journey through this layer suitably wet, similar to the trip down.
[[Ascend to next layer|Escape Balloon L1][$corruption -= (15 - $corRed)]]
[[Hover on this layer to take in a Curse|Layer2 Curses]]
[[Get off the balloon on this layer|Layer2 Hub][$escBalDepl=0]]Its been a long journey but everything needs to end. After long contemplation, you decide that it is time to settle down and enjoy your life. With all the money you made you even had the chance to improve the lives of a lot of people. So you chose to stay on the second layer, where you could really make a difference. The first thing you needed to do was gain their trust, so you imported food from the first layer and surface. that act brings you into the good books of almost everyone and allows you to tackle the next biggest problem. The criminal activity in the second layer was even worse than expected, but you had an idea how to solve it. You talked to the mayor of the Village and after a little "donation" he allows you to start a police force. With the money you had left you founded expeditions to get more Relics which you sold to pay the police force and keep importing food. This continued some time and you became quickly the most popular person on the second layer and even got elected as the mayor. Under your rule Downcast village grow almost to twice its original size. one of your most ingenious ideas was to turn it into a beloved tourist spot. Sometimes you start to miss your old life, the excitement the adventure, and even the struggle to survive. But then you look down on the city you helped to create and remember why you gave it all up, You wanted to do good in the Abyss, and by god you did it.You are done with this.
You started so full of hope, dreams and energy, you thought with enough determination and time you would make it to the deepest part of the Abyss ... and now look at you, your spirit is broken, your money gone and your dreams dashed. And so you find yourself back in the second layer, the heavy rain hammering on you as to remind you of your failure. The only good thing that happened to you on this good forsaken journey is that you became strong or maybe you should call it cunning or perhaps experienced, it doesn't matter anyways. What counts is getting results and your Abyss experienced learned you how to get results, that's strength in itself. And you are going to use this strength to your advantage like you should have done from the start. The most important lessons that you learned are 1. Kill or be killed 2. take what you need and then a little more and 3. No regrets no mercy. The Abyss is cold and uncaring and you adapted quickly to it. So you start the rest of your life. Soon everyone knows and fears you. You are feared as one of the best mercenary or assassins, not only on the second layer but also on the first and even the surface. Your off days are spent drinking to forget, but it never works for long since the nightmares are just a drink too much and a drink too few away, always lurking in the back of your head.After a long time wandering in the Abyss you are tired.
You have seen wonders and horrors alike and survived till now.
But you had to pay a heavy price. most of your autonomy is gone. You look down on yourself and see once again your childish body as the heavy rain of the second layer pours down on you.
But not everything is hopeless. On your grueling travels through the Abyss you made quite the fortune, making you one of the richest persons around.
But you still have the body and with that, the strength of a child, that and sporadic acts of childishness are problems you cannot overcome alone.
So you seek out the help of somebody strong who can protect you, and you find Dimitry who is willing to help you out in exchange for your coin. Dimitry lives in a slightly bigger house than common and is one of the nicest and strongest people in the second layer. It was a gamble to go to him for help but of all the people he was well known for having a soft spot for children as well as being honorable.
Soon you and Dimitry are growing closer and what began as a business deal has started to feel like a real family.
He protects you from the more unsavory people of the second layer and even trains you to hunt and fight better than before your glory days. He supports you when you wake up in the night plagued by nightmares from your old diving days. He listens to your tales about the wonders that you have seen and laughs and jokes with you. Once you are old enough again you start to hunt to support Dimitry since the money you had was long spent and once your fully grown you plan to start delving again this time to support your new family.You don't know when it happened bur you remember you where in Downcast village when it happened. You just broke down. The Abyss had stripped you of most of you maturity and at the benefit of what? You don't know if this childlike body was finally influencing your mental state or if it was the burden of constant struggle in general, but you broke down and you broke down hard. You cried so hard that even with constant rain of the second layer it was still clear that tears were flowing freely from your eyes. At some point a man stopped in front of you and asked what the matter was, half brawling and half stuttering you explained the whole story. He listens attentively, while you pour your heart out. At some point you calmed down and he speaks up for the first time in a while. ‘So you don't have a lot of coin on you? Hmm there might be not much I can do than…' He falls quiet for a while. ‘Look kid, there is something like a kids day care just ahead. In this town we have a lot of, let's call them ‘unplanned kids' being born. Maybe they can help you out as well, that's all I offer'. You head towards the prescribed location and find an elderly lady with two younger aids looking over a bunch of kids, some even younger than you are. When you offer your last earnings for some food and shelter they look at each other but accept your offer anyway. They next few days you are looked after by them, although you get the feeling you are still being kept away from most of the kids, maybe its because they suspect you aren't a normal kid or maybe it's because they don't want trouble with the parents of the kids who get pick-up at the end of the day. But all in all you are happy that you at least have some place to stay. You even see the man that gave you the lifesaving tip a couple of times walking by, as you wave happily to him. After a while though the old lady approaches you with the bad news that they have to put you out on the street again as they can't support you without financial backing. You find yourself one the street once more, but within an hour the same man from before is in front of you again. ‘What happened?' He grunts. 'They kicked me out because I had no money anymore' you snicker. ‘How can they…?! Urgh I'll have a word with them..' and he walks off. He is back within a mere moments and he just waves you over. You don't know how he did but you were allowed back. Things changed a little after that. The man, which you learned is called Dimitry started to actually visit you and would ask how they were treating you. While you didn't care at first that you weren't allowed to play with the other kids, you still felt somewhat adult after all, you started feeling left out and complained about it to Dimitry. That was the last time you played by yourself. As years went by Dimitry suddenly said you were going home with him that night. ‘Look kid, I just like it better when I can keep an eye on you. Besides I can teach you some fighting and hunting'. You still kept going to the day care during most days as Dimitry had to, in his word, ‘make sure you and I keep a roof over our heads' but you spend more and more time with him. As you aged again and you become more proficient in the skills Dimitry learned you, you were more determined to ever to use them to pay him back. Pay him back for what you know he did for you, but also for what you suspected you didn't know he did for you.Double-click this passage to edit it.It's dark and cold in the cave you use as a refuge.
You had an interesting time in the Abyss. You saw amazing wonders and horrifying nightmares. But you paid a steep price for your adventure, you are unrecognizable as the one who started this journey, and your monstrous appearance scares even the strongest mercenary on the second layer. So you run to this cave just outside Downcast village where you now live.
Suddenly you hear a soft voice " Are you the beast that understands the human language? or better known as the transformed adventurer?."
"how do you know me?" you ask. "My employee knows a lot." the voice answers still not showing itself. "If you have enough of this cave come to this address." And then the voice is gone, outside you find a piece of paper. Sometime later you sit before a smiling man. He is not quite fat but still a bit plump and has a long mustache. "Nice to meet you my name is mister Gerard Reed and I want to hire you as my personal bodyguard"."... Why?" is all you can muster after your initial reception surprise. "Because you look like a monster... and have to be quite strong if the Abyss blessing has progressed this far, so what do you say? You don't have to do a lot just look menacing and help with the ... business a bit. In exchange, you will have a roof over your head and food on the table ... I think that's better than a cave don't you agree?". Well, what options do you have really, So you work for Mister G. Reed and become one of his most valued ... employees sowing fear and panic in the hearts of any who would oppose him.Double-click this passage to edit it.Double-click this passage to edit it.They say money and power corrupt people, but they never delved into the Abyss.
No. the Abyss corrupts people and the money and power help you to cope with that, so it's only natural that you need more money.
After going around Downcast village looking to simply buy people to sate your sexual urges you suddenly find yourself in the office of mister Gerard Reed. "So word on the street is that you trying to buy people. Now tell me are you a rich addict or an over enthusiastic investor." He leans back in his big leather office chair. "A bit of both I guess," you stammer, already feeling the heat rising in your body again. "And I was hoping you could help, you see I have a specific idea..." You continue with some more determination. "Why do you think I would be interested in this idea of yours? I mainly wanted to meet you because you were kicking up dust. I don't like people kicking up dust in my little village," he says with a bit of an agitated tone. "I suggest you you use all that money you apparently have to enjoy your retirement, diver." You scrape your throat, feeling a bit desperate. "Well, I do have enough to get me started but my funds will run out rather quickly and the idea I had in mind is uh... how should I call it. It needs someone who can deal with delicate matters."
"Elaborate," Mr. Reed says with a light sparkle in his eyes and you know you have his full attention.
"Have you ever heard of the nymphs of the third layer?" "They are a myth," he says dismissively. "Not at all - I've seen them myself, all I need from you is to help me fund an expedition down to the third layer; then we capture them, sell some of them to rich assholes up on the surface... and with the rest, we can open a high-class brothel never seen on either layer or the surface. Which will make us richer and bring tourism down to this layer." "What about collateral should your expedition fail?" He says with a dark expression. "You can have all my cash," you say seriously. You actually don't care about the money anyway, or the potential revenue your business idea can generate. Ever since you got those Curses you have had an almost uncontrollable craving for sex and it seems to just get worse. Strangely enough the wealth of money you acquired has only made you pickier. A cheap whore just doesn't do it for you anymore, you need something exclusive and exotic. That's why this expedition must succeed.
After three grueling days where you have to take what you can to quench your... thirst, the expedition finally returns. You hired the best of the best, they were expensive but it was worth it and they return with six new Nymph slaves. Finally, you have something worthy on hand to quench your lust. Their beauty is beyond comparison and to you they look like living liquid gems.
After selling one to some dude on the surface you open the brothel with Mister Reed.
"Well, what did I tell you?" You ask with a grin after your first session.
"They sure are easy on the eyes and they have a lot of business potential," he says with a wicked grin on his face. You can hardly hide your own excitement. "Have you already sampled one?" Reed looks over to you with a predatory smile and a greedy glimmer in his eyes. "No, I haven't and I think I'll leave it to paying customers to sample them. More importantly, when are you planning to start the next expedition?" "Well since they are going to make us a lot of money," you say while yanking on one of the leashes around the necks of the slaves, "I think we can start our next one in 2 months. Maybe we can send them down to the fourth layer this time, the Abyss is like a garden. We just have to pluck the ripest fruits and sell them so we can continue to harvest, hahaha."
After that exchange, you return to your new slave/toy for another round of *well-deserved* stress release. Soon your brothel becomes the biggest and best visited one in all of the Abyss. You have something for every taste: Nymphs, Nomads, but also normal humans. Your hunters also managed to get Lizard girls, dog and catgirls, most of which used to be divers, and one even got two succubi after a hard and dangerous visit to the 5th layer. Now you are one of the richest people, maybe second only to Mr Reed, in the Abyss. you have your own harem of beautiful 'toys' who do anything your sick and deranged heart demands. Talk of you and your brothel even reaches the surface and while you might be reviled there, from time to time people come down and admit they are actually pretty jealous of you. Yes, you can really be proud of yourself you think while sampling the newest product for your customers. You are such a hard worker.Double-click this passage to edit it.Double-click this passage to edit it.Double-click this passage to edit it.Double-click this passage to edit it.Double-click this passage to edit it.Double-click this passage to edit it.Double-click this passage to edit it.As you bring the charm up to your eye and gaze deep into the red crystal, your vision fades and a new image comes clearly into view:
[img[setup.ImagePath+'Layer Intros/l2intro.png']]
@@.layerTitle;LAYER 2 - DEWDROP RAIN UNDERBRUSH@@
You see yourself standing under the cover of a dense rainforest, with great trees covering your view and continuous rain pouring down through the layers of branches and vines. Suddenly the image shifts and you see the splendor of the Relics that are available on this layer.
[img[setup.ImagePath+'Clipped-Fin/Abyss Diver Page 3-relics.png']]
As an image of the wonders you might find on this layer starts to come into focus, an intense feeling of humility washes through you.
[img[setup.ImagePath+'Clipped-Fin/Abyss Diver Page 3-wonders.png']]
The mystical possibilities of the wonders fade from your view and you suddenly feel nauseous, as if a huge amount of miasma was suddenly sucked into your chest. You visualize the corruptions and Curses that may afflict you in the layer below.
[img[setup.ImagePath+'Clipped-Fin/Abyss Diver Page 3-curses.png']]
Finally the nauseous feeling passes but is replaced by a brief sense of terror as you get a glimpse of the threats that await you on the layer
[img[setup.ImagePath+'Clipped-Fin/Abyss Diver Page 3-threats.png']]
Finally, the vision fades, leaving you standing once again where you were before, with only a brief sense of motion sickness as you orient yourself back to your physical body. As you look at the Gleam Dazer once again, you notice the Relic is cracked and broken.
[[Return|$previewReturn][setup.loseRelic('Gleam Dazer')]]Relics:
[img[setup.ImagePath+'Clipped-Fin/Abyss Diver Page 3-relics.png']]
Wonders:
[img[setup.ImagePath+'Clipped-Fin/Abyss Diver Page 3-wonders.png']]
Curses:
[img[setup.ImagePath+'Clipped-Fin/Abyss Diver Page 3-curses.png']]
Threats:
[img[setup.ImagePath+'Clipped-Fin/Abyss Diver Page 3-threats.png']]
<<back>>You stand on the cupboard directly over the two man, a small camera Relic in hand waiting for the perfect moment.
"Are you sure mister Reed won't find out about this?" "He is very... unkind to traitors and what you are planning is..." "He won't find out, the plan is as safe as safe can be, and afterward we'll be richer than he could ever imagine." The two men leave after checking the windows and locking the door and you start your job. You jump down from the cupboard without hurting yourself thanks to your slime-like body and look for the plans on the desk. Once you found them you use your camera to photograph them and crawl back up to the cupboard, once again using your slime-like properties. Smiling to yourself you leave through a mousehole. At first, you were devastated by your new body; you tried your best to continue your journey with your small and slimy body but in the end, you had to give up. Stranded on the second layer you cursed your fate. You survived the first month by stealing. You ended up getting crushed and squished more times than you can count but always bounced back once everyone left thanks to your slimy body. After a while, mister Reed approached you with an offer to work as a spy for him. Mister Reed is one of the most dangerous people in the upper layers of the Abyss: He has connections reaching all the way up to the surface and some rumors say even down on the fourth layer.
After a while you finally make it back to your boss. "Gerard, I finally got them," you say presenting him the camera. After working for him for many years now you are on a first-name basis with him. "Oh just what I was expecting. I take it you have undeniable proof?" "Of course, who do you think I am, some amateur? They were cunning though, it took weeks to find their headquarters."
"Well you did well. As always, I might add. You should take a break before heading out again," he says. "I would really like to get my hands on whatever they were try to steal in the end," you muse.
"And I need to prepare a fitting punishment for them... Did they really think they could get away with trying to pin the blame on me for whatever they were after? Fools..." You just shrug your shoulders and leave. What happens next is none of your business, as long as you get paid you are happy. In the end you started to understand why some people call Curses a blessing.<<set $timeL2T1 -= 4>>
[img[setup.ImagePath+'Threats/bayinggourmet.png']]
<<set _temp = random(0,1)>><<set $variation = random(0,1)>>
<<if $variation === 0>>\
As you carefully navigate through the dense foliage of the second layer, the air is thick with humidity, and the damp, earthy scent of the jungle permeates your senses. The sound of water droplets falling from the intertwining vines above and splattering onto the ground creates a soft, rhythmic backdrop to your journey. With every step, the lush undergrowth brushes against your legs, the wet leaves leaving a trail of moisture on your skin.
Suddenly, the air is filled with a low, guttural growl, echoing through the thicket, and you feel a shiver of anticipation run down your spine. The Baying Gourmet emerges from the shadows, its powerful legs and muscular body rippling with every movement. It sniffs the air, its flaring nostrils detecting the scent of your food rations. The beast's eyes lock onto yours, a primal hunger gleaming within them that makes your heart race.
As the creature slowly approaches, its large nostrils flare with every breath, inhaling your scent and the aroma of your food. Its hot breath caresses your skin, a contrast to the cool droplets of water still dripping from the canopy above. You can hear the Baying Gourmet's rhythmic panting, and it sends shivers down your spine, a mix of fear and an inexplicable, overwhelming desire. You catch a glimpse of its body and notice that the beast seems to be <<if _temp===0>>male<<else>>female<</if>>.<<if _temp===0>> You may be at risk of impregnation if you have the proper body type and Curses to be compatible with it.<</if>>
<<elseif $variation === 1>>\
As you cautiously continue through the dense foliage of the second layer, the air is heavy with humidity, and the rich, earthy aroma of the jungle fills your nostrils. The soft pitter-patter of water droplets falling from the entwined vines above and splashing onto the ground creates a gentle, rhythmic soundtrack to your adventure. With each step, the moist undergrowth caresses your legs, the damp leaves leaving a cool, wet trail on your skin.
Suddenly, the air is charged with a chorus of deep, throaty growls that resonate through the thicket, sending a shiver of anticipation down your spine. A group of Baying Gourmets, creatures known for their prowess and strength, emerge from the shadows, their sinewy legs and muscular bodies undulating with every graceful stride. They sniff the air, their flaring nostrils detecting the enticing aroma of your food rations. The beasts' eyes meet yours, a primal hunger gleaming within them that makes your pulse quicken.
As the creatures gradually approach, their wide nostrils flare with each breath, savoring your scent and the fragrance of your food. Their warm breaths brush against your skin, a stark contrast to the cool droplets of water still falling from the canopy above. You can hear the Baying Gourmets' steady panting, and it sends shivers down your spine, a blend of trepidation and an unexplainable, powerful yearning. You catch fleeting glimpses of their bodies and notice that the beasts appear to be a group of <<if _temp===0>>males<<else>>females<</if>>.<<if _temp===0>> <b>You may be at risk of impregnation if you possess the suitable body type and Curses to be compatible with them.</b><</if>>
<</if>>
<<nobr>>
<<if $mc.libido < 6>>
<<if $items[14].count > 0>>
Even a novice could vanquish such a primal creature using a human weapon like your trusty sword.<br>
<<link "Wield your sword and confront the beast" $returnPassage>>
<<set $smaragdineThreatsDefeated.baying = true>>
<<if $CotNBalance<-4>>
<<set $CotNBalance+=10>>
<<if $devouredRelics.some(c=> c.name === "Pulse Bloom")>>
<<set _companion = _temp ? $creatureBayingGourmetFemale : $creatureBayingGourmetMale>>
<<set $transformMonsterScene = true>>
<<set $PulseBloomUse = "Monster">>
<<include "Pulse Bloom Code">>
<</if>>
<</if>>
<</link>><<if $mc.hasCurse("Creature of the Night")>> <span class="icon">[img[setup.ImagePath+'Icons/blooddrop.png']]</span> <</if>><br><br>
<</if>>
<<if $items[13].count > 0 && $items[20].count > 2>>
Despite the creature's muscular build, it's no match for the lethal force of a pistol. A few well-aimed shots should do the trick.<br>
<<link "Fire your pistol thrice to bring down the beast" $returnPassage>>
<<set $smaragdineThreatsDefeated.baying = true>>
<<set $items[20].count -= 3>>
<<if $CotNBalance<-4>>
<<set $CotNBalance+=10>>
<<if $devouredRelics.some(c=> c.name === "Pulse Bloom")>>
<<set _companion = _temp ? $creatureBayingGourmetFemale : $creatureBayingGourmetMale>>
<<set $transformMonsterScene = true>>
<<set $PulseBloomUse = "Monster">>
<<include "Pulse Bloom Code">>
<</if>>
<</if>>
<</link>><<if $mc.hasCurse("Creature of the Night")>> <span class="icon">[img[setup.ImagePath+'Icons/blooddrop.png']]</span> <</if>><br><br>
<</if>>
<<if $items[1].count > 4>>
Hunger is the driving force behind the beast's aggression. With an ample supply of food at your disposal, you could offer some rations to appease it.<br>
[[Sacrifice 5 days of food rations and make your escape|$returnPassage][$items[1].count -= 5]]<br><br>
<</if>>
<<if $hiredCompanions.length > 3>>
[[Scare it off with your impressive group of companions|$returnPassage][$smaragdineThreatsDefeated.baying = true]]<br>
<</if>>
<<if $slingshot === 1>>
The Brave Vector slingshot, as powerful as a firearm, can subdue the beast with a series of precise shots.<br>
<<link "Overcome the creature with the Brave Vector" $returnPassage>>
<<set $smaragdineThreatsDefeated.baying = true>>
<<if $CotNBalance<-4>>
<<set $CotNBalance+=10>>
<<if $devouredRelics.some(c=> c.name === "Pulse Bloom")>>
<<set _companion = _temp ? $creatureBayingGourmetFemale : $creatureBayingGourmetMale>>
<<set $transformMonsterScene = true>>
<<set $PulseBloomUse = "Monster">>
<<include "Pulse Bloom Code">>
<</if>>
<</if>>
<</link>><<if $mc.hasCurse("Creature of the Night")>> <span class="icon">[img[setup.ImagePath+'Icons/blooddrop.png']]</span> <</if>><br><br>
<</if>>
<<if $mechaBoarded>>
As you activate the plasma sword of the Starlit Conquest, the baying gourmet whimpers like a terrified puppy and backs away.<br>
<<set $smaragdineThreatsDefeated.baying = true>>
[[Take a few intimidating steps towards it to scare it off|$returnPassage]]<br><br>
<</if>>
Or
<<else>>
You find yourself devoid of any real inclination to battle this creature. Instead, an inexplicable thirst draws you closer to it, as it hungrily desires your presence. Perhaps you could simply give in and,
<</if>>
allow the beast to dominate you. While it won't consume you, recognizing you're not its usual prey, its curiosity will lead it to ravage you in a primal, carnal way. This experience will leave you with a slight limp, a status condition that adds an extra day to your next four travel times, unless you use a medkit to heal yourself immediately.<br>
<<link "Allow the beast to overpower you" "Layer2 Gourmet Ravage">>
<<set $status.duration += (4 - $statRed)>>
<<set $status.penalty += 1>>
<<set $smaragdineThreatsSubmitted.baying = true>>
<<if $mc.hasCurse(Omnitool) && _temp===0>>
<<PregCheck>>
<</if>>
<<if $mc.events.some(e =>
e instanceof SemenDemon && (
(_temp === 0 && e.fluidType !== 'vaginal fluids') ||
(_temp === 1 && e.fluidType !== 'semen')
))
>>
<<set $SemenDemonBalance+=10>>
<</if>>
<</link>>
/*[[Allow it to overpower you|Layer2 Gourmet Ravage][$status.duration += (4 - $statRed), $status.penalty += 1]]<br>*/
<<if ($hiredCompanions.length < 1 || ($hiredCompanions.some(e => e.id === setup.companionIds.golem) && $hiredCompanions.length < 2 )) && $ownedRelics.some(e => e.name === "Creepy Doll") && $mc.appAge<18>>
<br><br>As the formidable beast draws nearer, a childlike, otherworldly voice whispers to you, its origin both elusive and omnipresent.<br><br>
<<say $creepydoll>>Don't be afraid, nobody's going to hurt you. Just hold me tight, and all the bad things will go away! <</say>><br>
A gentle, comforting warmth emanates from the Creepy Doll, beckoning you to embrace it and welcome its presence into your heart.<br><br>
<<link "Hug the doll tightly and close your eyes" $returnPassage>>
<<dollTF>>
<</link>><br>
<</if>>
<</nobr>>
Use the following option only if you have specifically considered your inventory and made a plan of how to use what you have to take down the beast.
<<link "Use a combination of Relics not mentioned above you believe would be able to overpower one of the beasts" $returnPassage>>
<<if $CotNBalance<-4>>
<<set $CotNBalance+=10>>
<<if $devouredRelics.some(c=> c.name === "Pulse Bloom")>>
<<set _companion = _temp ? $creatureBayingGourmetFemale : $creatureBayingGourmetMale>>
<<set $transformMonsterScene = true>>
<<set $PulseBloomUse = "Monster">>
<<include "Pulse Bloom Code">>
<</if>>
<</if>>
<</link>><<if $mc.hasCurse("Creature of the Night")>> <span class="icon">[img[setup.ImagePath+'Icons/blooddrop.png']]</span> <</if>><br><br>[img[setup.ImagePath+'Threats/bayinggourmet.png']]
<<if $variation === 0>>\
A primal urge surges through you as you stand before the Baying Gourmet, and you decide to surrender to its animalistic desires. As the beast nears, its rough tongue licks your exposed skin, sending a wave of goosebumps and shivers coursing through your body. The sensation is both frightening and exhilarating, and your heart races with a mixture of fear and arousal.
The creature's strong paws grip your body, the rough pads pressing against your flesh with a firm, yet surprisingly gentle touch. The Baying Gourmet's powerful, musky scent fills your nostrils as it begins to explore your body with its nose, mouth, and tongue.
The beast's rough, warm tongue grazes over your sensitive areas, each stroke sending jolts of pleasure through your body. Its teeth nibble and bite, leaving marks that will remain for days, a reminder of your wild encounter. You find yourself giving in to the beast's primal passion, your body responding with a hunger that matches its own.
As the Baying Gourmet continues to ravage your body, you realize that despite the beast's animalistic nature, it seems to know precisely how to drive you to the brink of ecstasy. Your breath comes in ragged gasps, and your skin is slick with sweat and the creature's saliva.
Eventually, the Baying Gourmet releases you, having had its fill of you. Your body aches and trembles from the passionate encounter, and a mild limp reminds you of the wild beast that had its way with you. But deep down, a part of you craves the primal passion of the encounter and the raw, unbridled pleasure you experienced in the arms of the Baying Gourmet.
<<elseif $variation === 1>>\
As you find yourself surrounded by the multiple Baying Gourmet creatures, a primal urge surges through you, and you make the daring decision to surrender to their animalistic desires. The air is heavy with the musky scent of the beasts, and you feel both frightened and exhilarated.
As the creatures draw nearer, their rough tongues eagerly lick your exposed skin, each stroke sending a wave of goosebumps and shivers coursing through your body. The sensation is a potent mix of fear and arousal, causing your heart to race and your breath to hitch in anticipation.
Their strong paws grip your body, the rough pads pressing against your flesh with a firm, yet surprisingly gentle touch. The Baying Gourmets' powerful, musky scent fills your nostrils as they begin to explore your body with their noses, mouths, and tongues, leaving a slick trail of saliva in their wake.
The beasts' rough, warm tongues skillfully graze over your sensitive areas, each caress sending jolts of pleasure through your body. Their teeth nibble and bite, leaving marks that will remain for days, a vivid reminder of your wild and untamed encounter. You find yourself giving in to their primal passion, your body responding with a hunger that matches their own.
As the Baying Gourmets continue to ravage your body, you're struck by the realization that despite their animalistic nature, they seem to know precisely how to drive you to the brink of ecstasy, perhaps due to a hunger for your sexual fluids, which they happily lap up. Your breath comes in ragged gasps, and your skin is slick with a mixture of sweat and the creatures' saliva.
Finally, the Baying Gourmets release you, having had their fill of your body. Your limbs ache and tremble from the passionate encounter, and a mild limp serves as a constant reminder of the wild beasts that had their way with you. But deep down, a part of you can't help but crave the primal passion of the encounter and the raw, unbridled pleasure you experienced in the embrace of the Baying Gourmets.
<</if>>\
Your limp after this rough encounter will increase your next <<print (4 - $statRed)>> travel times by 1 day each.
[[Continue your journey through the Abyss|$returnPassage]]<<nobr>>
<h1>Camping</h1>
<<set _random = random(1,3)>>
<<if _random === 1>>
[img[setup.ImagePath+'Environments/Layer2Landscape1.png']]
<<elseif _random === 2>>
[img[setup.ImagePath+'Environments/Layer2Tree.png']]
<<else>>
[img[setup.ImagePath+'Environments/Layer2WaterTree.png']]
<</if>>
<</nobr>>
<<include 'CampCode'>><<nobr>>
<<set $currentLayer = 3>>
<<masteraudio stop>>
<<audio "layer3" volume 0.2 play loop>>
<<set $timeL2T1 = 0>>
<<set $timeL3T1 = 0, $timeL3T2 = 0>>
<<set $forageWater = 0>>
<</nobr>>\
\
@@.layerTitle;
[img[setup.ImagePath+'Layer Intros/l3intro.png']]
!Layer 3 - Veins of Tartarus
@@As you reach the end of the second layer and the ever-present rain gradually abates, the terrain of the Abyss slowly begins to change alongside your march downward. The space between the rock formations you've been hiking down begins to shrink, the smaller rock outcroppings merging into singular masses of land. Before long, the Abyss begins to feel less like a single pit and more like many tunnels burrowing through the earth, twisting and turning into themselves to form a massive, incomprehensible cave network. Whenever you speak, your own voice echoes back to beckon you further down.
The miasma produces no light in this layer, and these dark, twisted caverns are slow to navigate without a light source, such as a torch or flashlight. If you have such a source of light, you may subtract 1 day from all the time costs on this page. Remember that if you're using torches, they will last for exactly one choice in this layer - including ascending or descending layers.
The Abyss has various bioluminescent moss, mushrooms, and so on scattered about, so exploring these caves without a source of light isn't so impossible or as much of suicide mission as exploring caves on the surface without a light source would be - though doing so would still be quite difficult down here.
[[Walk through the third layer of the Abyss|Layer3 Hub]]<<nobr>><<if $hiredCompanions.some(e => e.id === setup.companionIds.cherry)>>
<<if $visitL3 === 0>>
<br><<print "[[Use Cherry's chaotic luck|Layer3 Cherry]]">><br><</if>>
<</if>><</nobr>><<nobr>>
<<set $currentLayer = 3>>
<<if !isPlaying("layer3")>>
<<masteraudio stop>>
<<audio "layer3" volume 0.2 play loop>>
<</if>>
<<CarryAdjust>><<checkTime>>
<<set $forageWater = 0>>
<<if $visitL3 === 0>>
<<set $visitL3 = 1>>
<<set $layerTemp = 8>>
<<elseif $secondVisitL3 === 0>>
<<set $secondVisitL3 = 1>>
<<set $layerTemp = 18>>
<<else>>
<<set $layerTemp = random(0,20)>>
<</if>>
<<if $layerTemp === 1>>
As you walk through the caverns of the third layer, you come across what initially seems to be a clear pond, a potential source of clean water! But upon further inspection, you realize that rather than water, it is a slime that is a very translucent blue color. Luckily you noticed it in time and didn't consume any, but it serves as a reminder that strange things lurk in these tunnels. You notice a small crab suspended in the slime, apparently one that didn't recognize the difference between the slime and water until it was too late. <br><br>
<<elseif $layerTemp === 2>>
You notice a scurrying out of the corner of your eye on one of the walls. Preparing yourself for the worst, you ready yourself for a fight against whatever you noticed, but instead you spot a few glowing, scurrying crabs, each about 5 centimeters across, using their claws to clip some fungus and consume it. The color of the crabs seems almost like the color of the light given off by the fungus. Perhaps this is a part of the ecosystem here?<br><br>
<<elseif $layerTemp === 3>>
A few glowing crabs skitter in front of you and quickly dart into a hole in the wall. You notice what they're running from a moment after them as a small bundle of tentacles slides across the ground, reaching a long arm forward to grab one of the crabs. Once it has a hold of the crab, it seems to extend a number of tiny feeler tentacles that gently caress the crab over its entire body and over time work themselves into all of the crab's orifices. After a minute of infiltration, the tentacle blob turns around to where it came, crab in tow, and seems to be more leisurely in its pace. Something inside you feels some empathy for that crab, given your own situation in the Abyss.<br><br>
<<elseif $layerTemp === 4>>
In the distance, you spot a faint, pulsating light source that seems to call out to you. As you get closer, you realize it's a cluster of bioluminescent crystals embedded in the cave wall. The crystals emit a mesmerizing, rhythmic pattern of light, almost as if they're breathing. The sound of your footsteps is muffled by the soft, velvety moss that covers the floor of the cave, creating an eerie, serene atmosphere.<br><br>
<<elseif $layerTemp === 5>>
The sound of water dripping from the cave ceiling fills the air around you, creating an almost melodic pattern. Following the sounds, you stumble upon a small chamber filled with stalactites and stalagmites, their glistening surfaces reflecting the dim light of the bioluminescent moss. You can't help but notice that some of these formations are quite phallic in shape. The air is cool and damp, causing a slight shiver to run down your spine. You brush off the strange thoughts that come to mind and continue on your way.<br><br>
<<elseif $layerTemp === 6 && $mc.hasCurse(HijinksEnsue)>>
<<include "Hijinks Ensue Scenes">>
<<elseif $layerTemp >= 18 - (1+$hiredCompanions.length) && $layerTemp < 19 && ($hiredCompanions.length > 0 || $ownedRelics.some(e => e.name === "Creepy Doll") )>>
<<include "Companion Layer Interaction">>
<<elseif $layerTemp >= 19>>
<<include "Curse Descriptions">><br><br>
<<else>>
Your steps echo as you walk through the seemingly endless, dimly-lit caves of the third layer. Occasionally a small sound comes from some direction, but you can't tell which. The light from the glowing fungus and plants on the walls seems off to you. As helpful as it is, it leaves you with a yearning to see the sun above the surface again soon.<br><br>
The miasma produces no light in this layer, and these dark, twisted caverns are slow to navigate without a light source, such as a torch or flashlight. If you have such a source of light, you may subtract 1 day from all the time costs on this page. Remember that if you're using torches, they will last for exactly one choice in this layer - including ascending or descending layers.<br><br>
<</if>>
<<if setup.starlitConquestActivated.count>0>>
The powerful headlights of the Starlit Conquest illuminate the cave.
<<elseif $items[9].count > 0 && $torchUse === 0>>
[[Use torches to ward off some threats at the cost of 1 torch per travel|Layer3 Hub][$torchUse = 1]]<br><br>
<</if>>
<<if $torchUse === 1>>
[[Stop using torches to ward of threats|Layer3 Hub][$torchUse = 0]]<br><br>
<</if>>
<<if $forageWater === 0>>
<<print "You can't forage for daily water on this layer, due to the nature of the water source here.">><br>
<</if>>
<<if $forageFood === 1>>
<<print "You are currently foraging for your daily food on this layer.">><br>
<<else>>
<<print "You are not currently foraging for your daily food on this layer.">><br><</if>>
<<if !isPlaying("layer3")>>
<<masteraudio stop>><<audio "layer3" volume 0.2 play loop>>
<</if>>
<br>What do you want to do while you're here?<br><br>
<span class="icon">[img[setup.ImagePath+'Icons/useitems.png']]</span> [[Use Items and Relics]]<br>
<<if $hiredCompanions.length > 0>>
<span class="icon">[img[setup.ImagePath+'Icons/partytalk.png']]</span> [[Interact with your party|Party overview]] <<CheckParty>><br>
<</if>>
<</nobr>>
<span class="icon">[img[setup.ImagePath+'Icons/threats.png']]</span> [[Learn about the threats on this layer|Layer3 Threats]]
<span class="icon">[img[setup.ImagePath+'Icons/foraging.png']]</span> [[Check for food and water you can forage for|Layer3 Forage]]
<span class="icon">[img[setup.ImagePath+'Icons/relicsearch.png']]</span> [[Search for Relics|Layer3 Relics]]
<span class="icon">[img[setup.ImagePath+'Icons/curses.png']]</span> [[Take on Curses to purge your corruption|Layer3 Curses]]
<span class="icon">[img[setup.ImagePath+'Icons/wonder.png']]</span> [[Look for any Wonders you can take advantage of|Layer3 Wonders]]
<span class="icon">[img[setup.ImagePath+'Icons/camping.png']]</span> [[Set up camp and rest here|Layer3 Camp]]
<span class="icon">[img[setup.ImagePath+'Icons/layer3habitation.png']]</span> [[View the Layer 3 habitation option|Layer3 Habitation]]
<span class="icon">[img[setup.ImagePath+'Icons/ascent.png']]</span> [[Look up towards the surface|Layer3 Ascend 1]]
<span class="icon">[img[setup.ImagePath+'Icons/descent.png']]</span> [[Look down at the next layer|Layer3 Exit1]]<h1>Threats</h1>
<p>[[Continue exploring the third layer|Layer3 Hub]]</p>
<<ThreatGrid setup.lesserTentacleBeast setup.slackslime>>
<p>[[Continue exploring the third layer|Layer3 Hub]]</p><<PassTimeWithEvents>>
<<if !setup.passingTime()>>
<<checkTime>>
<h1>Foraging</h1>
<p>If you decide to start foraging for food or water, it means that you will not consume your stored food rations or water supply while consuming time on tasks in this layer, but you will not obtain more supplies by starting to forage here.</p>
<p>[[Return to exploring the rest of the layer|Layer3 Hub]]</p>
<<ForagingGrid setup.crystallineConfectionaries setup.undergroundRivers>>
<p>[[Consume food from unsafe crystals|Layer3 Forage][$mc.events.push(new AgeEvent("Crystalline Confectionery Major", {years: 1}));$foodL3 += 1]]<br>
<<if $abyssKnow>>[[Consume food from safe crystals|Layer3 Forage][$mc.events.push(new AgeEvent("Crystalline Confectionery Minor", {months: 1}));$foodL3 += 1]]<</if>></p>
<<if $atWaterSource>>
<p>You can also wait at the underground river if you'd like to pass the time while waiting for something.<br>
How many days would you like to wait at the underground river?<br>
<<textbox "_waitTime" "0">>
<<WaitAtPassage 'Wait' `passage()` 'Math.max(parseInt(_waitTime, 10) || 0, 0)'>></p>
<</if>>
<p>[[Return to exploring the rest of the layer|Layer3 Hub]]</p>
<</if>><p><<CarryAdjust>><<checkTime>></p>
<h1>Relics</h1>
<p>
@@.floatr;[img[setup.ImagePath+'icon.png']]@@
The Abyss is a huge place. The Relics listed in these sections are only a small peek at all the different kinds of Relics that physically exist in the Abyss. These ones simply represent all the possibilities you're fated to potentially find on your adventure. This also naturally means that there are a fair deal of them being traded around the surface right now, though at the moment they're mostly held by private individuals seeking them for collections. It's safe to assume that any world domination Relics haven't made their way into circulation yet, or you would have heard about them.
</p>
<p>[[Continue exploring the third layer|Layer3 Hub]]</p>
<<RelicGrid `setup.relicsOnLayer[3]`>>
<p>[[Continue exploring the third layer|Layer3 Hub]]</p><h1>Curses</h1>
<p><<CarryAdjust>>Curses are powerful, uncompromising afflictions of concentrated Miasma. You should assume that attempts to correct, hide, or diminish them, whether via medical/surgical methods or Relic-based ones, will be met with very limited success unless noted otherwise. Typically, if you were to somehow remove or subdue their effects, your body would simply strain and bend itself back into your Curse-afflicted state on its own.</p>
<p>They're starting to get a bit niche, and bit-by-bit, their effects are getting harsher. This only continues further down.</p>
<<if $escBalDepl===0>>\
<p>[[Return to exploring layer 3|Layer3 Hub]]</p>
<<else>>\
<p>[[Return to your balloon|Escape Balloon L3]]</p>
<</if>>
<<CurseGrid `setup.cursesOnLayer[3]`>>
<<if $escBalDepl===0>>
<p>[[Return to exploring layer 3|Layer3 Hub]]</p>
<<else>>
<p>[[Return to your balloon|Escape Balloon L3]]</p>
<</if>><h1>Wonders</h1>
<p>[[Continue exploring the third layer|Layer3 Hub]]</p>
<<WonderGrid setup.gossameryScales setup.skewedShrine>>
<p>[[Continue exploring the third layer|Layer3 Hub]]</p><h1>Habitation</h1>
<<if !$AgeEndReached>>
<p>[[Continue your business on the Third Layer|Layer3 Hub]]</p>
<</if>>
/* I left out the ending conditions here as there a no written endings for this layer and it also feels that we need a
modified version from here on out anyway. Dubloons for example might not be all that important anymore.
*/
<<set _ending = "Habitation Ending">>
<<HabitationGrid setup.habitationL3>>
<<if !$AgeEndReached>>
<p>[[Continue your business on the Third Layer|Layer3 Hub]]</p>
<</if>>Ascending to the previous layer will take 6 days, and cost 25 corruption.
In case you were wondering, there is one straight-shot passage through this layer between layers two and four that balloons funnel into on their way up through the Abyss. However, the sides of the tunnel are coated in a concentrated form of miasma that make it essentially impossible to get through without using a balloon or another way of flying.
<<if $DaedalusEquip>>\
<<if !$DaedalusFly>>\
You are currently committed to simply walking to the next layer
[[Flap your wings and prepare to fly to the next layer|Layer3 Ascend 1][$DaedalusFly=true]]
<<else>>\
You are about to fly to the next layer
[[Maybe it's better to walk to the next layer|Layer3 Ascend 1][$DaedalusFly=false]]
<</if>>\
<</if>>\
[[Continue your ascent|Layer3 Ascend2]]
[[Turn back and continue your business on the third layer|Layer3 Hub]]Descending further still will take 6 days. The tunnels are so twisted and involve so much turning around and climbing up and down that the trip through the layer is about the same length, whether you're ascending or descending.
Easily-accessible foraged food isn't guaranteed from here on. Taking a gun with plenty of ammunition is advised if you wish to continue living off the land.
In the deeper parts of the layer, a cold breeze occasionally blows through the caverns, hinting at something frigid deeper below.
[[Turn back and continue your business on the third layer|Layer3 Hub]]
<<TravelToPassage 'Continue your descent to the fourth layer' 'Layer3 Exit2' 6>><<set _triggers = {
lesserTentacleBeast: () => !$voidDiamondActive && $timeL3T1 >= 6,
slackslime: () => !$voidDiamondActive && $timeL3T2 >= 5,
}>>
<<PassTime _triggers>>
<<if _triggers.lesserTentacleBeast()>>
<br><<include "Layer3 Tentacle Encounter">><br><br>
[[Deal with the lesser tentacle beast|Layer3 Threat1][$returnPassage = passage()]]<br>
<<elseif _triggers.slackslime()>>
<br><<include "Layer3 Slackslime Encounter">><br><br>
[[Deal with the slackslime|Layer3 Threat2][$returnPassage = passage()]]<br>
<</if>><<nobr>>
<<if !setup.passingTime()>>
<<set _multiplier = 1>>
<<if $DaedalusFly || $mechaBoarded>>
<<set _multiplier = 1/2>>
<<if $DaedalusFly && !$mechaBoarded>>
<<include "Companions Stranded">>
<</if>>
<</if>>
<<StartTraveling 6 0 _multiplier>>
<</if>>
<<PassTimeWithEvents>>
<</nobr>>\
<<if !setup.passingTime()>>
<<nobr>>
<<if !$voidDiamondActive>>
<<set $corruption -= 25 - $corRed + 5 * Math.trunc($hexflame / 10)>>
<</if>>
<</nobr>>
You continue through the dark winding caverns for days on end. After a long and monotonous journey, broken up only by evading threats that may have interrupted you, you notice that the caves are opening up. The sheer stone walls morphing into large rock formations, then shrinking and making way for the jungle of the second layer. A familiar sound of eternal rainfall welcomes you back to the second layer.
<<include "Curse Descriptions">>
<<if $TwinFly>>
<<include "Twin rejoin">>
<</if>>
[[Return to the second layer|Layer2 Hub]]
<</if>><<PassTimeWithEvents>>\
<<if !setup.passingTime()>>\
[img[setup.ImagePath+'Wonders/gossameryscales.png']]
<<if $scalesUsed>>
You have already used the scales on your journey. They seem to be completely inert now, their previous luster faded away, neither giving you corruption or dubloons no matter what you do with them.
You can admire their ancient craftsmanship, but there is no more use of them to you.
<<else>>
Would you like to use the Gossamery Scales to gain <<print Math.round($corruption / 5)>> dubloons based on your $corruption corruption?
[[Yes, use the Scales to gain dubloons|Layer3 Scales 1]]
Would you like to use the Gossamery Scales to gain <<print Math.round($dubloons / 5)>> corruption based on your $dubloons dubloons?
[[Yes, use the Scales to gain corruption|Layer3 Scales 2]]
<</if>>
[[Return to exploring the third layer|Layer3 Hub]]
<</if>><<nobr>>
<<set $temp = Math.round($corruption / 5)>>
<<set $dubloons += $temp>>
<<set $scalesUsed = 1>>
<</nobr>>\
[img[setup.ImagePath+'Wonders/gossameryscales.png']]
The moment you touch the scales you feel a slight shock, almost like static. As you flinch away from them you notice a clinking sound of metal hitting metal. After only a blink you see some dubloons on the once-empty scales! After you count them, you find that you have gained $temp dubloons!
Once you pick them up, the luster of the scales fades, indicating that they will not allow you to use their power again.
[[Continue exploring the layer|Layer3 Hub]]<<nobr>>
<<set $temp = Math.round($dubloons / 5)>>
<<set $corruption += $temp>>
<<set $scalesUsed = 1>>
<</nobr>>\
[img[setup.ImagePath+'Wonders/gossameryscales.png']]
You place all of your dubloons on one side of the scale, hoping that they will reward you for you investment and savings. The moment you place the final dubloon on the scale, you feel a gentle pulse of... from the scales. It felt warm and vaguely soothing, as if it were purging you of a part of the miasma's corrupting effects.
You have gained $temp corruption points!
As you pick up the dubloons from the scales, you notice that the luster of the scales seems to have faded. Perhaps they only had that final use left in them or perhaps they will only serve to help you one time. Regardless, you won't be using them again on this journey.
[[Continue exploring the layer|Layer3 Hub]]<<PassTimeWithEvents>>\
<<if !setup.passingTime()>>\
[img[setup.ImagePath+'Wonders/skewedshrine1.png']]
You turn a corner and suddenly find yourself in a small, dimly lit chamber. The air feels heavier here, as if the weight of the past lingers in every crevice. Before you stands the Skewed Shrine, an ancient and decaying testament to long-forgotten prayers. The wooden structure is warped and leaning, the floor falling away and the roof punctured with a sizable hole.
As you approach the shrine, the whispers of its power reach your ears - the ability to transfer a Curse you bear to one of your unsuspecting companions. You feel a shiver run down your spine as you consider the implications. Yet, as you share your thoughts with your companion, they look into your eyes with determination and compassion, offering to willingly accept the Curse from you.
The creaking of the shrine and the faint, musty scent of decaying wood fills your nostrils as you draw nearer. The shrine's surfaces are rough and weathered beneath your fingertips, and a chill seems to emanate from within. Together, you and your companion approach the Skewed Shrine, bound by a deepened sense of trust and camaraderie.
With your companion's hand in yours, you stand before the shrine, focusing your will on transferring the curse. The air around you seems to hum with ancient energy, as the weight of the Curse lifts from your shoulders and settles upon your companion. Their expression falters momentarily, but they maintain their resolve, offering you a reassuring smile.
Which Curse would you like to transfer to your willing companion? It can't be too bad if they agreed to take it on.
<<nobr>>
<<if $dubloons < ($skewedUsed * 5)>>
You do not have enough dubloons for an offering.
<<else>>
<<for _companion range $hiredCompanions>>
<<for _index, _curse range $mc.curses>>
<<set _flag = false>>
<<set _tempName = _companion.name>>
<<set _companionId = _companion.id>>
<<switch _tempName>>
<<case setup.companionIds.twin>>
<<if _index < 1>>Your twin already shares all of your Curses.<br><</if>>
<<case setup.companionIds.golem>>
<<if _index < 1>>You can't transfer Curses to your Golem.<br><</if>>
<<default>>
<<if _index < 1>><br>_companion.name doesn't mind taking:<br><</if>>
<<set _flag = setup.willingCurses(_companion).includes(_curse.name)>>
<<if _flag>>
/* Check whether companion already has this Curse (e.g. from the layer 4 shrine). */
<<set _flag = !_companion.hasCurse(_curse.name)>>
<</if>>
<</switch>>
<<if _flag >>
<<if _companion === $companionBandit>><<set _tempName = "Bandit">><</if>>
<<capture _companion _curse _tempName>>
_curse.name
<<link "Choose" "Layer3 Skewed1a">>
<<set _companion.addCurse(_curse.copy())>>
<<RemoveCurse _curse>>
<<set $dubloons -= ($skewedUsed * 5)>>
<<set $skewedUsed += 1>>
<</link>><br>
<</capture>>
<</if>>
<</for>>
<</for>>
<</if>>
<</nobr>>
[[On second thought, maybe a more forceful approach is warranted|Layer3 Skewed 2a]]
[[Return to exploring layer 3|Layer3 Hub]]
<</if>><<PassTimeWithEvents>>\
<<if !setup.passingTime()>>\
[img[setup.ImagePath+'Wonders/skewedshrine1.png']]
You turn a corner and suddenly find yourself in a small, dimly lit chamber. The air feels heavier here, as if the weight of the past lingers in every crevice. Before you stands the Skewed Shrine, an ancient and decaying testament to long-forgotten prayers. The wooden structure is warped and leaning, the floor falling away and the roof punctured with a sizable hole.
As you approach the shrine, the whispers of its power reach your ears - the ability to transfer a Curse you bear to one of your unwilling companions. You feel a sense of determination as you consider the implications. While betraying their trust could lead to irreparable damage in your relationship, the burden of the Curse has become unbearable.
The knot of doubt that forms in the pit of your stomach is easily ignored as you focus on the greater goal of conquering the Abyss. The line between survival and cruelty may blur, but you have long since come to terms with the idea that not everyone can emerge unscathed from this treacherous journey.
With the Skewed Shrine's power at your fingertips, you must now decide: do you impose your Curse upon your unwilling companion, prioritizing your own well-being at their expense, or do you release them and face the Abyss on your own terms? The decision seems straightforward to you, a necessary evil to achieve success.
Which Curse would you like to force upon your unwilling companion?
<<nobr>>
<<if $dubloons < ($skewedUsed * 5)>>
You do not have enough dubloons for an offering.
<<else>>
<<for _i, _curse range $mc.curses>>
<<if _curse.name !== 'Double Trouble' && _curse.name !== 'Conjoined' && _curse.name !== 'The Maxim' &&
!$hiredCompanions.every(companion => companion === $companionGolem || companion.hasCurse(_curse.name))
>>
<<capture _i>>
[[_curse.name|Layer3 Skewed2b][$temp = _i]]<br>
<</capture>>
<<elseif _curse.name === 'The Maxim'>>
[[_curse.name|Maxim Bad End]] @@.alert1; You're stomach starts to ache intensely as you consider this option.<br>
<</if>>
<</for>>
<</if>>
<</nobr>>
[[Return to exploring layer 3|Layer3 Hub]]
<</if>><<set _curse = new SubmissivenessRectificationA()>>\
<<set $mc.addCurse(_curse)>><<set $corruption += _curse.corr>>\
[img[setup.ImagePath + _curse.pic]]
As you round a particularly tight bend in the endless caverns of this layer, you suddenly feel a wave of intense, warm energy wash over you. Your body shudders, and for a brief moment, it feels as though every inch of your skin is tingling with an electrifying sensation. Just as quickly as it arrived, the sensation vanishes, leaving you feeling lightheaded and disoriented.
As you catch your breath, you realize that something has changed within you. Your thoughts feel muddled, your resolve weakened. It's as if a veil has been cast over your mind, muffling your ability to assert yourself. With a sense of growing unease, you come to understand that you've been struck by the Curse of Submissiveness Rectification A.
As you continue to explore the Abyss, you can't shake the feeling that this newfound submissiveness will have lasting consequences on your life, both in and out of the bedroom. Your mind races, pondering how this Curse will affect your relationships and your ability to take charge in various situations.
The uncertainty leaves you feeling exposed, even more vulnerable than before. But at the same time, a strange, dark desire begins to awaken within you. The thought of being at the mercy of others, of surrendering control to someone else, is terrifying, but it also sends a shiver of excitement down your spine.
You pause for a moment, your breath hitching in your throat as you consider the implications of this new aspect of your life. A part of you longs to resist, to fight against the Curse and maintain control over your own destiny. But another part of you, a part you can't quite silence, yearns to explore the tantalizing possibilities that the Curse has opened up to you.
As the weight of the Curse settles over you like a heavy, silken shroud, you proceed on your journey through the third layer.
This may impact how your sexual encounters and conversations with your companions play out.
[[Accept more Curses from the third layer|Layer3 Curses]]
<<if $escBalDepl===0>>\
[[Return to exploring layer 3|Layer3 Hub]]
<<else>>
[[Return to your balloon|Escape Balloon L3]]
<</if>><<set _curse = new AssetRobustnessC()>>\
<<set $mc.addCurse(_curse)>><<set $corruption += _curse.corr>>\
<<CarryAdjust>>\
[img[setup.ImagePath + _curse.pic]]
<<if $mc.penisCor>0 && $mc.breastsCor===0 >>\
The instant the Curse takes hold, you feel it. Your penis springs to full erection, and then continues to grow relentlessly. The base, the shaft, and the tip all swell larger than they've ever been before, until you're sporting a $mc.penisCor inch long dong.
As the erection slowly fades, you find yourself shifting awkwardly, trying to find a way to accommodate your member that insists on remaining at a larger size than you're used to. The sensation of your penis brushing against your thigh stirs up a flurry of emotions. It might be a Curse, but it might also be a blessing.
<<elseif $mc.penisCor===0 && $mc.breastsCor>0>>\
The instant the Curse takes hold, you feel it. Your nipples jut out like pencil erasers as pressure and a stretching sensation fills your breasts. Your boobs strain against your skin, more voluptuous than ever, but your skin stretches to accommodate the swelling mass within.
Flickering sensations and a gut feeling about the Abyss' intentions leave you certain that this isn't just fat. Your milk ducts expand along with your breasts, and the intricate web of functional and nervous tissues tingles as the swelling finally subsides. You glance down at your new $mc.breastsLabel cup breasts, and the motion sends a gentle jiggle through them. You think some additional support might soon be necessary with these girls jutting out of your chest.
<<else>>\
Your body pulsates with tension as the Curse grips you. Your penis springs to full erection, and then just keeps growing. Simultaneously, your nipples jut out like pencil erasers as pressure and a stretching sensation fills your breasts. The base, the shaft, and the tip of your penis continue to swell until you're sporting a $mc.penisCor inch long dong. Your boobs strain against your skin, more voluptuous than ever, but your skin stretches to accommodate the growing mass within.
You swear you can feel your milk ducts expanding with your breasts, and as the swelling finally subsides, you can look down at your new $mc.breastsLabel cup breasts. As the moment passes and you start to become accustomed to your transformed body, you're certain that for a while you'll be distracted by the additional mass swinging between your legs and the extra jiggle on your chest.
<</if>>\
[[Accept more Curses from the third layer|Layer3 Curses]]
<<if $escBalDepl===0>>\
[[Return to exploring layer 3|Layer3 Hub]]
<<else>>
[[Return to your balloon|Escape Balloon L3]]
<</if>><<set _curse = new ClothingRestrictionB()>>\
<<if $mc.breasts > 4>><<set _curse.appDesc += "A shame, because you'd really appreciate the support for your breasts. ">><</if>><<set $mc.addCurse(_curse)>><<set $corruption += _curse.corr>>\
[img[setup.ImagePath + _curse.pic]]
Navigating the complex network of tunnels in the Abyss's third layer, you suddenly find yourself gripped by an inexplicable urge. A tingling sensation spreads throughout your body, centering on your most intimate areas. Your breathing becomes heavy, and you can feel your heart pounding in your chest.
An overwhelming desire to remove your underwear and socks consumes you. You pause, disoriented by the intensity of the feeling, before hurriedly stripping off your undergarments, leaving them behind on the damp cave floor. As you stand there, exposed beneath your main outfit, the sensation subsides, leaving you strangely exhilarated.
It dawns on you that you've been struck with a Curse: Clothing Restriction B. This Curse prevents you from wearing any underwear or socks, instilling an extreme mental aversion to these garments. You wonder how this will impact your future expeditions, your relationships, and your day-to-day life. The thought of being so exposed and vulnerable to the elements sends a shiver down your spine, a mix of fear and excitement.
Determined to continue your journey through the Abyss, you press forward, acutely aware of your newfound lack of underwear underneath your clothes.
[[Accept more Curses from the third layer|Layer3 Curses]]
<<if $escBalDepl===0>>\
[[Return to exploring layer 3|Layer3 Hub]]
<<else>>
[[Return to your balloon|Escape Balloon L3]]
<</if>><<set _curse = new PowerDom()>>\
<<set $mc.addCurse(_curse)>><<set $corruption += _curse.corr>>\
[img[setup.ImagePath + _curse.pic]]
As you navigate the shadows, a sudden, intense energy envelops you – it feels like an electric charge, igniting your nerves and setting your senses ablaze. You stop in your tracks, feeling the sensation course through your body, every muscle tensing with anticipation.
The Power Dom Curse has taken hold of you, and you can feel its effects immediately. Your thoughts are swirling with newfound authority and confidence, an intoxicating mixture of lust and determination. You're acutely aware of the changes taking place within you – mentally, emotionally, and physically – and you can't help but wonder how this newfound dominance will shape your life.
As the Curse takes hold, you feel your entire demeanor shift. You stand taller, more assertive, and your eyes burn with a fierce, commanding intensity. Your once-quiet footsteps become more purposeful, the echoes of your stride resonating through the caverns like a primal drumbeat. Your voice, when you speak, seems deeper, richer, and laced with a newfound authority that commands attention.
The sensation of power courses through your veins like an aphrodisiac, flooding your senses and leaving you aching for control. The desire to dominate pulses within you, an insatiable hunger that demands satisfaction. You're suddenly aware of a burning need to take the lead, to assert your will, and to conquer whatever obstacles stand in your way – both in the Abyss and beyond.
This may impact how your sexual encounters and conversations with your companions play out.
[[Accept more Curses from the third layer|Layer3 Curses]]
<<if $escBalDepl===0>>\
[[Return to exploring layer 3|Layer3 Hub]]
<<else>>
[[Return to your balloon|Escape Balloon L3]]
<</if>><<set _curse = new Curse2020()>>
<<set $mc.addCurse(_curse)>><<set $corruption += _curse.corr>>\
[img[setup.ImagePath + _curse.pic]]
The miasma hangs heavy in the air, and you can't help but feel a sense of foreboding as you venture further into the depths. Suddenly, an unnerving sensation washes over you, as if a dark presence has set its sights on you. Before you can even react, you're struck by an invisible force of miasma.
The Curse instantly takes hold, your eyes searing with pain as your vision blurs and distorts. It feels as if someone has poured acid into your eyes, eating away at your once-perfect vision. Fortunately, there isn't the same physical damage that would be caused by any sort of physical injury. Your head throbs as your eyes struggle to adjust, and you're left feeling vulnerable and disoriented.
Despite the darkness, your eyes now feel incredibly sensitive to the sparse light emanating from the bioluminescent moss and mushrooms dotting the cavern walls. The dim light exacerbates your already poor vision, making it almost impossible to make your way through the tunnels.
Suddenly, a pair of glasses materializes before you – the Curse's twisted offering to aid you in your journey. As you hesitantly put them on, you notice that they're not only unstylish, but also seem oddly out of place in this otherworldly setting. Nevertheless, they provide some relief, allowing you to see just well enough to continue your journey.
The thought of a lifetime wearing these cumbersome glasses and struggling with contacts even after you finish your expedition is disheartening, to say the least.
[[Accept more Curses from the third layer|Layer3 Curses]]
<<if $escBalDepl===0>>\
[[Return to exploring layer 3|Layer3 Hub]]
<<else>>
[[Return to your balloon|Escape Balloon L3]]
<</if>><<set _curse = new ComicRelief()>>\
<<if $mc.hasCurse(PowerDom)>><<set _curse.appDesc += "It's especially annoying, because no one ever lets you take charge! ">><</if>><<set $mc.addCurse(_curse)>><<set $corruption += _curse.corr>>\
[img[setup.ImagePath + _curse.pic]]
You feel a shiver run down your spine, an inexplicable sensation of foreboding that leaves you uneasy. It's as if the air around you has become charged with anticipation, and you can't shake the feeling that something is about to happen. Your heart races as you cautiously inch forward, every step sending a tremor of dread through your body.
Suddenly, a feeling of dreadful lightness washes through you, leaving you disoriented and dizzy. But then, the feeling recedes as quickly as it came, leaving you gasping for air, your body drenched in a cold sweat. The mental intrusion, however, persists. The presence in your mind tugs at your very essence, altering the perception of the world around you, and your place within it.
As you slowly rise to your feet, you find that the very fabric of your being has been altered. It seems that everything you do, once filled with determination and purpose, now seem plagued with an insidious levity. People around you seem almost compelled to make light of even the most dire situations, as if everything has become a cosmic joke, and you, the punchline.
You can't help but wonder how this newfound Curse, this Comic Relief, will affect your future. Will anyone ever take you seriously again? Will your once-confident presence be reduced to the status of a bumbling fool, or a lascivious oddity? As you ponder the implications, you can't help but feel a twinge of fear - but even that fear is laced with an irrepressible mirth.
With each step you take deeper into the Abyss, the Curse's grip on you grows stronger. The once oppressive darkness and chilling echoes now seem oddly amusing, and you almost find yourself chuckling at the absurdity of your situation. Yet, beneath the laughter lies a gnawing doubt - will you ever be able to regain a fraction of the respect and esteem you once held, or is your fate forever sealed as the eternal butt of the joke?
[[Accept more Curses from the third layer|Layer3 Curses]]
<<if $escBalDepl===0>>\
[[Return to exploring layer 3|Layer3 Hub]]
<<else>>
[[Return to your balloon|Escape Balloon L3]]
<</if>><<set _curse = new EqualOpportunity()>>\
<<set $mc.addCurse(_curse)>><<set $corruption += _curse.corr>>\
[img[setup.ImagePath + _curse.pic]]
Suddenly, a wave of miasma seems to wash over you and pass through your body. As you regain your composure, an eerie sensation creeps over you, like a shiver down your spine. Your heart races, and your palms grow clammy with sweat as an unknown force suddenly engulfs you.
You don't understand what's happening, but you feel as if your very essence is being torn apart and reshaped. Your thoughts and desires shift and warp, leaving you disoriented and breathless. The sensation is both terrifying and strangely arousing.
Slowly, your mind clears, and you realize the full extent of the Equal Opportunity Curse. Your sexuality has been altered, and the concept of gendered attraction has lost all meaning to you. Attraction is now solely based on individuality and personality, with many physical traits you previously valued falling to the wayside.
As you stand there, reeling from this sudden change, you can't help but ponder how this will affect your life going forward. Relationships, both romantic and otherwise, will take on an entirely new dynamic. Will you find love in the most unexpected places? Will you form deeper connections with others, unfettered by the societal expectations surrounding gender and attraction?
You shake your head, forcing yourself to focus on the task at hand: continuing your perilous descent into the Abyss. Despite the newfound weight of the Equal Opportunity Curse, you can't help but feel a strange sense of freedom. Life has taken a new direction, and you are eager to see where this path will lead you.
[[Accept more Curses from the third layer|Layer3 Curses]]
<<if $escBalDepl===0>>\
[[Return to exploring layer 3|Layer3 Hub]]
<<else>>
[[Return to your balloon|Escape Balloon L3]]
<</if>><<set _curse = new AbsolutePregnancy()>>\
<<if $mc.vagina === 0 || $mc.womb === 0>><<set _curse.appDesc += "Hope you're happy with paying child support! ">><<else>><<set _curse.appDesc += "Hope you're happy with constant pregnancy! ">><</if>><<set $mc.addCurse(_curse)>><<set $corruption += _curse.corr>>\
[img[setup.ImagePath + _curse.pic]]
As you wander through the caverns, suddenly, deep within your <<if $mc.sex === "male">>groin<<else>>abdomen<</if>>, an intense warmth burgeons, spreading outward like molten lava seeping through cracks. It's a strange sensation, foreign yet not unwelcome, discomforting yet empowering.
You clutch your belly, feeling the unusual warmth intensify. You could only describe it as an inferno of <<if $mc.sex === "male">>virility<<else>>fertility<</if>>, a flame fueled by the mysterious energies of the Abyss, a potent force waiting to give life.
An array of thoughts tumble in your mind, each carrying a weight of realization, a shard of acceptance. You are now absolutely fertile, no barrier can impede the rush of life waiting to claim form. The words echo in your mind like a mantra, carving their truth into your psyche.
How will this shape your journey? The complexity of your interactions magnifies, the simplicity of physical relations unraveling into a tangled weave of potential life. As the implications dawn on you, your breath hitches, your heart pounding a desperate rhythm against your chest.
Pregnancy may impair you in your difficult journey through the Abyss, so be careful!
[[Accept more Curses from the third layer|Layer3 Curses]]
<<if $escBalDepl===0>>\
[[Return to exploring layer 3|Layer3 Hub]]
<<else>>
[[Return to your balloon|Escape Balloon L3]]
<</if>><<set _curse = new AbsoluteBirthControl()>>\
<<set $mc.addCurse(_curse)>><<set $corruption += _curse.corr>>\
[img[setup.ImagePath + _curse.pic]]
The rocks underfoot are rough, the moss slick and damp. Alien fungi illuminate the path with a cold, ethereal light, their spores dancing in the air like a rain of falling stars. The atmosphere is thick, a heady mix of damp earth and the musty, sweet aroma of exotic fungi. Despite the absolute darkness that looms ahead, the Abyss feels strangely alive, a world humming with unseen energy.
You pause, noticing an odd sensation, a sudden chill that sends a shiver up your spine. An unsettling tingling creeps across your skin, almost as if invisible fingers are playing an odd symphony on the canvas of your flesh. The sensation starts from the nape of your neck and slithers down, enveloping your entire body, before concentrating itself at your <<if $mc.sex === "male">>groin<<else>>lower abdomen<</if>>.
The chill intensifies into an icy grip, momentarily stealing your breath away. The sensation is otherworldly, akin to diving into a freezing lake, the icy waters enveloping you entirely, sucking the heat from your body.
You gasp, doubling over as your body fights to comprehend this sudden change. A feeling akin to pins and needles, amplified a hundredfold, stabs at your <<if $mc.sex === "male">>groin<<else>>abdomen<</if>>, a gentle throb before it blossoms into a crescendo. You sink to your knees, clutching your stomach.
After what feels like an eternity, the sensations recede. A numbing calmness replaces the tormenting chill, a warmth radiating from within you, spreading outwards, mending the aftermath of the storm. You stand, taking a moment to regain your bearings, as you find yourself experiencing a profound, unsettling sense of loss.
You realize that the Abyss has robbed you of the ability to ever conceive a child. It’s an alien concept, something you'd never given much thought to before. Yet, now that the possibility has been taken away from you, it feels like a deep chasm has opened up within you.
The cavern around you suddenly seems a little colder, a little darker. The glow from the bioluminescent fungi appears dimmer, the spores less magical. You contemplate this new reality, the implications. Would this change the way people perceive you? Would it change your relationships, your future?
Yet, as you stand in the depths of the Abyss, a single figure in the glow of otherworldly fungi, you realize this is not the time to ponder about such things. The Abyss waits for no one. The unknown still lies ahead, and perhaps, you think, even in this haunting silence, there is a chance for rebirth.
[[Accept more Curses from the third layer|Layer3 Curses]]
<<if $escBalDepl===0>>\
[[Return to exploring layer 3|Layer3 Hub]]
<<else>>
[[Return to your balloon|Escape Balloon L3]]
<</if>><<set _curse = new WackyWombs()>>\
<<set $mc.addCurse(_curse)>><<set $corruption += _curse.corr>>\
[img[setup.ImagePath + _curse.pic]]
You can feel your body shift and squirm as you develop a new womb. The organ seems to push things out of the way, yet still somehow fit perfectly within your body.
Where would you like to add your new womb?
<<radiobutton "_curse._wombLocation" "throat" checked>> Throat
<<radiobutton "_curse._wombLocation" "urethra" >> Urethra
<<radiobutton "_curse._wombLocation" "anus" >> Anus
<<if $mc.vagina > 0 >>\
<<radiobutton "_curse._wombLocation" "vagina" >> Vagina
<</if>>\
[[Accept more Curses from the third layer|Layer3 Curses]]
<<if $escBalDepl===0>>\
[[Return to exploring layer 3|Layer3 Hub]]
<<else>>
[[Return to your balloon|Escape Balloon L3]]
<</if>><<set _curse = new Omnitool()>>\
<<if $mc.vagina === 1 || $mc.womb > 0>><<set _curse.appDesc += "You can get pregnant even from having sex with monsters and animals. ">><<else>><<set _curse.appDesc += "You can even impregnate monsters and animals. ">><</if>><<set $mc.addCurse(_curse)>><<set $corruption += _curse.corr>>\
[img[setup.ImagePath + _curse.pic]]
A sudden wave of dizziness washes over you, causing your knees to buckle. An intense heat surges through your body, more alluring than any you have experienced before.
Sweat beads trickle down your forehead, dampening your neck and seeping into the collar of your ragged clothing. Each pulse echoes through your body, reverberating with a sudden and overwhelming vitality. Every muscle, every fiber of your being, resonates with a strange, newfound fertility.
Your heart pounds as you attempt to regain composure, bracing yourself against a nearby stalagmite. A peculiar sensation courses through your veins, as if your DNA is being rewritten, atom by atom. You can't shake off the feeling of inner transformation, the tangible throb of change that makes your skin prickle and your heart pound in your chest.
The possibility of procreation, the prospect of creating new life, seems to be a new reality – a primal connection linking you to every entity within the Abyss. It is no longer a matter of species difference. You are now a universal vessel, a progenitor to all possible life forms, capable of blurring the boundaries between the species.
Bioluminescent moss sparkles around you, casting a sensual glow on your flushed skin. The once intimidating Abyss now seems vibrant, alive, mirroring your own transformation. Does this lead to unspeakable horrors or beautiful marvels, you wonder?
The dark corners of the Abyss aren't so threatening anymore. They hold a new kind of mystery, a new kind of allure. Is it the Curse, or is it something within you that has awakened, something primal, something raw?
As you continue your journey, your thoughts churn. What sort of beings will you give life to? Will they take after you, or will they inherit the traits of their other parent? It's a frightening, exhilarating, and mesmerizing thought – you, a beacon of life in the heart of the Abyss.
You feel your heartbeat echoing in your chest, a testament to the changes within. Your adventure is no longer just a journey through the Abyss. It's a journey into a new self, a journey into an uncharted realm of possibilities. You feel changed, empowered, burdened, and blessed — all at once.
Pregnancy may impair you in your difficult journey through the Abyss, so be careful!
[[Accept more Curses from the third layer|Layer3 Curses]]
<<if $escBalDepl===0>>\
[[Return to exploring layer 3|Layer3 Hub]]
<<else>>
[[Return to your balloon|Escape Balloon L3]]
<</if>><<set _curse = new Gooey()>>\
<<set $mc.addCurse(_curse)>><<set $corruption += _curse.corr>>\
[img[setup.ImagePath + _curse.pic]]
A sudden wave of nausea washes over your entire body, as if your stomach was turning inside out inside of you. You heave to vomit, but nothing comes out, instead the feeling of nausea increases.
You dry heave again, and again, but nothing comes out and the sensation only becomes more and more intense. You squeeze your fists tightly in frustration, but strangely your fingers seem to almost sink into the flesh of you palm.
The feeling of nausea wanes and you finally have a chance to examine your body for any changes. At first glance, you don't seem any different, but that only lasts for one glance, as your whole body seems more fluid, more gooey.
A few quick experiments indicate that your whole body is now made of some goo-like substance that is malleable, but always returns to your base shape if deformed. Luckily you still seem to be about as strong as you were before, but the sensation of moving is always a little different. Maybe it's because you don't have the same sort of muscles or skin or some other part of your body, but everything is just a little bit different.
Despite the drastic change, you don't have much time to ponder it as you do need to get moving once again eventually. It will certainly be a big change in your life to be a being of slime and goo rather than flesh and bone for the rest of your life.
<<include "Inhumanity Warning">>
[[Accept more Curses from the third layer|Layer3 Curses]]
<<if $escBalDepl===0>>\
[[Return to exploring layer 3|Layer3 Hub]]
<<else>>
[[Return to your balloon|Escape Balloon L3]]
<</if>><<set _curse = new RainbowSwirl()>>\
<<set $mc.addCurse(_curse)>><<set $corruption += _curse.corr>>\
[img[setup.ImagePath + _curse.pic]]
Please enter your new skin color:
<<textbox "_curse.skinColor" "pink">>
Please enter a new eye color:
<<textbox "_curse.eyeColor" "pink">>
[[Confirm your choices|Rainbow Swirl Event]]<<set _curse = $mc.getCurse(RainbowSwirl)>>
In this layer of the Abyss, the darkness feels absolute, a tangible presence that envelops you, swallows you. However, you find respite in the occasional glimmers of light from bioluminescent moss and fungi. They paint fleeting specters of indigo and neon green on the rough cave walls, an ethereal light show in the otherwise impenetrable black.
You pause for a moment, catch your breath. That's when it happens.
It is abrupt, unexpected, a shock that echoes through your very core. Your heart thumps wildly in your chest, your senses reeling, as an unseen force falls upon you. It feels like you have stepped into an invisible current, one that has no physical source but seems to flow from the very heart of the Abyss.
Your skin prickles, your nerves firing like miniature stars beneath the surface. It starts as a mild tingle, a soft tickle, but quickly escalates into a maddening itch that races across your entire body. You gasp, a strangled sound, as the sensation intensifies. It isn't painful, exactly, but disconcerting, like a million ants crawling just beneath your skin.
Instinctively, you look at your hands. The skin is changing color, shifting, shimmering like a chameleon's scales. Your breath hitches in your throat as you watch in disbelief. Your skin is _curse.skinColor colored, an unusual sight when you look down at yourself, and it is not a subtle transformation. Your eyes, too, feel different, and when you will later check your reflection, you will see they are now _curse.eyeColor.
A shiver runs down your spine at the thought of looking so different than you did before, a mixture of dread and anticipation. But for now, all you can do is continue forward, into the depths, your body a beacon of _curse.skinColor color in the darkness.
<<include "Inhumanity Warning">>
[[Accept more Curses from the third layer|Layer3 Curses]]
<<if $escBalDepl===0>>\
[[Return to exploring layer 3|Layer3 Hub]]
<<else>>
[[Return to your balloon|Escape Balloon L3]]
<</if>><<set _curse = new DoublePepperoni()>>\
<<set $mc.addCurse(_curse)>><<set $corruption += _curse.corr>>\
[img[setup.ImagePath + _curse.pic]]
A mysterious energy from the Abyss grips your nipples, sending shivers down your spine as tingling sensations wash over them in rhythmic waves. The intensity of the feeling grows, oscillating between the very tips of your nipples and the outer edges of your areolae. Each wave of energy extends the sensation's reach ever so slightly, transforming the surrounding skin into the pliable and sensitive texture of areolar tissue. The waves ebb and flow, leaving a subtle increase in mass at the tips of your nipples each time they recede.
The tingling sensation intensifies with each wave, engulfing your mind in a sea of unparalleled stimulation. You wonder if the Curse is creating new nerve connections or simply amplifying the signals of the existing ones, but the sensation is unlike anything you've ever experienced.
Eventually, the tingling subsides.
Curious, you take a peek at the results. Your areolae have swollen, forming two prominent domes on your chest. Your nipples, now considerably larger, stand erect and proud at their peaks. The mere touch of a fingertip against them sends a jolt of surprise through your body, making you gasp at their heightened sensitivity. A deep certainty washes over you: these changes won't ever fade away. Your areolae will remain swollen, your nipples forever enlarged, and the intense sensations they provide will be a constant presence in your life.
The Curse's effects are more distracting than you initially anticipated.
[[Accept more Curses from the third layer|Layer3 Curses]]
<<if $escBalDepl===0>>\
[[Return to exploring layer 3|Layer3 Hub]]
<<else>>
[[Return to your balloon|Escape Balloon L3]]
<</if>><<set _curse = new LiteralBlushingVirgin()>>\
<<set $mc.addCurse(_curse)>><<set $corruption += _curse.corr>>\
[img[setup.ImagePath + _curse.pic]]
In this shadowy, claustrophobic environment, you notice a small alcove off to the side. The walls of this secluded space are lined with an unusually vibrant patch of the bioluminescent moss, and it seems like a good place to rest your weary body for a moment. As you settle in, you run your fingers across the soft, luminescent growth, marveling at its otherworldly beauty.
Just as you're about to relax, you feel a sudden, sharp pain in your chest, as if you've been struck by an invisible force. You gasp for air, your heart pounding, as an indescribable sensation overtakes your body and sense of lightness washes through your mind.
Your mind races with confusion and panic, but gradually, the pain subsides, and you're left with an unsettling awareness of a change deep within you. You can't quite put your finger on it, but it feels as though something fundamental to your being has been altered. As you ponder the implications of this transformation, a name surfaces in your thoughts: Literal Blushing Virgin.
The name resonates with an unexpected, sensual energy, and it becomes clear that this is the name of the Curse that has befallen you. A flood of understanding washes over you, and you suddenly realize the nature of your affliction: every time you engage in sexual activity, you'll lose all memory of your previous encounters, leaving you to believe each time is your very first.
As the realization sinks in, a mix of fear and fascination grips you. On the one hand, this Curse will render you forever inexperienced, unable to build on past encounters to become a more skilled lover. The awkwardness and uncertainty of your first time will become your eternal reality, and you can't help but wonder how this will impact your future relationships.
On the other hand, the idea of each encounter feeling like your first time holds a certain allure. The thrill of discovery, the anticipation, and the vulnerability of baring yourself to another person for the very first time hold an intoxicating appeal. There's something undeniably exciting about the prospect of reliving that electric moment again and again, even if it's born from a Curse.
[[Accept more Curses from the third layer|Layer3 Curses]]
<<if $escBalDepl===0>>\
[[Return to exploring layer 3|Layer3 Hub]]
<<else>>
[[Return to your balloon|Escape Balloon L3]]
<</if>><<set _curse = new GenderReversalC()>>\
<<set $mc.addCurse(_curse)>><<set $corruption += _curse.corr>>\
[img[setup.ImagePath + _curse.pic]]
<<include "Gender Curse">>
[[Accept more Curses from the third layer|Layer3 Curses]]
<<if $escBalDepl===0>>\
[[Return to exploring layer 3|Layer3 Hub]]
<<else>>
[[Return to your balloon|Escape Balloon L3]]
<</if>><<set _curse = new GestationJumpstart()>>\
<<set $mc.addCurse(_curse)>><<set $corruption += _curse.corr>>\
[img[setup.ImagePath + _curse.pic]]
A surge of warmth floods your lower abdomen, a sensation so potent it's as if the very fabric of time within you has quickened. Your mind races, thoughts blurring and melding into a cacophony of what-ifs and how-comes. Your heart pounds, a stark contrast to the stillness around. The once-familiar weight of your own body shifts, a foreign heaviness settling in your womb with an almost affectionate embrace. Panic seizes you for a moment, the realization that the very essence of creation within you has been altered.
You're aware, suddenly, of the ticking clock now bound to your flesh, the consequences of a touch, a moment of surrender, could rewrite your journey here. In the silent, echoing caves, you ponder the implications.
Your thoughts drift to the future, to the transformations that await. Would the expedition cease to be about the depths of the Abyss, and instead become a chronicle of your own changes? You imagine the swell of life within, the accelerated pace of existence that thrums through you. It's a wild, unnerving prospect – to bear life in the span of mere weeks, to become an emblem of fertility in a place that defies time.
As you continue onward, each step is measured, deliberate. The glow of life around you mirrors the potential glow of life within, a reminder of the curse – or perhaps, the gift – that you now carry.
[[Accept more Curses from the third layer|Layer3 Curses]]
<<if $escBalDepl===0>>\
[[Return to exploring layer 3|Layer3 Hub]]
<<else>>
[[Return to your balloon|Escape Balloon L3]]
<</if>><<PassTimeWithEvents>>\
<<if !setup.passingTime()>>\
[img[setup.ImagePath+'Foraging/undergroundrivers.png']]
<<if $atWaterSource>>
You drink your fill and fill all your flasks, taking in the cool, fresh water.
<<else>>
After spending several days searching for a river, you manage to eventually find one. In an effort to replenish the water it cost you to get here, you drink your fill and fill all your flasks, taking in the cool, fresh water.
<</if>>
As predicted, the water is pure and you can drink it without side effects!
[[Return to exploring your food and water options on this layer|Layer3 Forage]]
<<nobr>>
<<set $atWaterSource = true>>
<<set $riverVisit = 1>>
<<set _emptyFlasks = setup.item('Empty Flask').count>>
<<set setup.item('Filled Flask').count += _emptyFlasks>>
<<set $flaskMatrix[0] += _emptyFlasks>>
<<set $waterL3 += _emptyFlasks>>
<<set setup.item('Empty Flask').count = 0>>
<<set $dehydrated = 0>>
<</nobr>>\
<</if>>[img[setup.ImagePath+'Wonders/skewedshrine1.png']]
Which companion would you like to force the Curse of $mc.curses[$temp].name upon?
The magic of the shrine wisps through the air menacingly as your victim struggles helplessly.
<<nobr>>
<<set _curse = $mc.curses[$temp]>>
<<for _i, _companion range $hiredCompanions>>
<<set _flag = false>>
<<set _tempName = _companion.name>>
<<set _companionId = _companion.id>>
<<switch _companionId>>
<<case setup.companionIds.twin>>
Your twin already shares all of your Curses.<br>
<<case setup.companionIds.golem>>
You can't transfer Curses to your Golem.<br>
<<default>>
/* Check whether companion already has this Curse (e.g. from the layer 4 shrine). */
<<set _flag = !_companion.hasCurse(_curse.name)>>
<<if !_flag>>_companion.name already has this Curse!<br><</if>>
<</switch>>
<<if _flag>>
<<if _companion === $companionBandit>><<set _tempName = "Bandit">><</if>>
<<capture _companion _i _tempName>>
<<set _choiceText = "Transfer to " + _tempName>>
<<link _choiceText "Layer3 Skewed Apply">>
<<set _companion.addCurse(_curse.copy())>>
<<RemoveCurse _curse>>
<<set $dubloons -= ($skewedUsed * 5)>>
<<set $skewedUsed += 1>>
<<set $temp2 = _i>>
<</link>><br>
<</capture>>
<</if>>
<</for>>
<</nobr>>[img[setup.ImagePath+'Wonders/skewedshrine1.png']]
<<nobr>>
<<set $skewedForced += 1>>
<<set _companionId = $hiredCompanions[$temp2].id>>
<<set _affectionPenalty = 6 - $hsswear>>
<<include "Companion Mistreatment Reaction">>
<</nobr>>
[[Stand in front of the shrine to force another Curse|Layer3 Skewed 2a]]
[[On second thought, maybe a more diplomatic approach would be advisable|Layer3 Skewed1a]]
[[Continue with your journey|Layer3 Hub]][img[setup.ImagePath+'Surface/cherry.png']]
How would you like to use Cherry's chaotic luck ability?
[[Get 2 random Relics for half cost|Layer3 Cherry Relic]]
[[Get 2 random Curses for +50% corruption|Layer3 Cherry Curse]]
[[Get 1 Relic and 1 Curse|Layer3 Cherry Mix]]<<nobr>>
<<set _temp1 = random(0,11) + 21>>
<<set _temp2 = random(0,11) + 21>>
<<for _i = 0; _i < 1; _i>>
<<set _temp2 = random(0,11) + 21>>
<<if _temp1 !== _temp2>>
<<break>>
<</if>>
<</for>>
<<set $ownedRelics.push($relics[_temp1])>>
<<set $corruption -= Math.floor(Math.max(($relics[_temp1].corr / 2) - $corRed, 0))>>
<<set $ownedRelics.push($relics[_temp2])>>
<<set $corruption -= Math.floor(Math.max(($relics[_temp2].corr / 2) - $corRed, 0))>>
<</nobr>>
The Relics you have found with Cherry's Chaotic Luck are $relics[_temp1].name and $relics[_temp2].name for a cost of <<print Math.floor(Math.max(($relics[_temp1].corr / 2) - $corRed, 0))>> and <<print Math.floor(Math.max(($relics[_temp2].corr / 2) - $corRed, 0))>> corruption respectively.
[[Continue on to the rest of the layer|Layer3 Hub]]<<nobr>>
<<set _temp1 = random(0,15) + 24>>
<<set _temp2 = random(0,15) + 24>>
<<for _i = 0; _i < 1; _i>>
<<set _temp1 = random(0,15) + 24>>
<<set _temp2 = random(0,15) + 24>>
<<if (_temp1 !== _temp2) && (_temp1 + _temp2 !== 52 && (Math.abs(_temp1 - _temp2) !== 65))&& (_temp1 + _temp2 !== 6 && (Math.abs(_temp1 - _temp2) !== 1) && !($mc.hasCurse("Shrunken Assets") && (_temp1 === 26 || _temp2 === 26) ))>>
<<break>>
<</if>>
<</for>>
<<set _curse1 = setup.curseByNum(_temp1)>>
<<set _curse2 = setup.curseByNum(_temp2)>>
<<set _curse1.corr = Math.round(Math.max((_curse1.corr * 3 / 2), 0))>>
<<set _curse2.corr = Math.round(Math.max((_curse2.corr * 3 / 2), 0))>>
<<set $mc.addCurse(_curse1)>>
<<set $mc.addCurse(_curse2)>>
<</nobr>>
The Curses you have obtained with Cherry's Chaotic Luck are _curse1.name and _curse2.name for a cost of _curse1.corr and _curse2.corr corruption respectively.
<<set _hasww = (_wwcurse = _curse1).name === "Wacky Wombs" || (_wwcurse = _curse2).name === "Wacky Wombs">>\
<<if _hasww>>
<<radiobutton "_wwcurse._wombLocation" "throat" checked>> Throat
<<radiobutton "_wwcurse._wombLocation" "urethra" >> Urethra
<<radiobutton "_wwcurse._wombLocation" "anus" >> Anus
<<if $mc.vagina > 0 >>\
<<radiobutton "_wwcurse._wombLocation" "vagina" >> Vagina
<</if>>\
<</if>>
<<set _hasrs = (_rscurse = _curse1).name === "Rainbow Swirl" || (_rscurse = _curse2).name === "Rainbow Swirl">>\
<<if _hasrs >>
Please enter your new skin/eye color:
Please enter your new skin color:
<<textbox "_rscurse.skinColor" "pink">>
Please enter a new eye color:
<<textbox "_rscurse.eyeColor" "pink">>
[[Confirm your choices|Rainbow Swirl Event]]
<<else>>
[[Continue on to the rest of the layer|Layer3 Hub]]<</if>><<nobr>>
<<set _temp1 = random(0,11) + 21>>
<<for _i = 0; _i < 1; _i >>
<<set _temp2 = random(0,15) + 24>>
<<if !($mc.hasCurse(ShrunkenAssets) && _temp2 === 26 )>>
<<break>>
<</if>>
<</for>>
<<set $ownedRelics.push($relics[_temp1])>>
<<set _curse = setup.curseByNum(_temp2)>>
<<set $corruption -= Math.floor(Math.max(($relics[_temp1].corr / 2) - $corRed, 0))>>
<<set $mc.addCurse(_curse)>>
<<set _curse.corr = Math.round(Math.max((_curse.corr * 3 / 2), 0))>>
<<set $corruption += _curse.corr>>
<</nobr>>
With Cherry's Chaotic Luck you have found the Relic $relics[_temp1].name for a cost of <<print Math.floor(Math.max(($relics[_temp1].corr / 2) - $corRed, 0))>> corruption and obtained the Curse _curse.name for a gain of _curse.corr corruption respectively.
<<if _curse.name === "Wacky Wombs">>
What is the location of the womb you would like to add?
<<radiobutton "_curse._wombLocation" "throat" checked>> Throat
<<radiobutton "_curse._wombLocation" "urethra" >> Urethra
<<radiobutton "_curse._wombLocation" "anus" >> Anus
<<if $vagina > 0 >>\
<<radiobutton "_curse._wombLocation" "vagina" >> Vagina
<</if>>\
<</if>>
<<if _curse.name ==="Rainbow Swirl">>
Please enter your new skin color:
<<textbox "_curse.skinColor" "pink">>
Please enter a new eye color:
<<textbox "_curse.eyeColor" "pink">>
[[Confirm your choices|Rainbow Swirl Event]]
<<else>>
[[Continue on to the rest of the layer|Layer3 Hub]]<</if>><<PassTimeWithEvents>>\
<<if !setup.passingTime()>>
You continue through the dark winding caverns for days on end. After a long and monotonous journey, broken up only by evading threats that may have interrupted you, you notice that the caves are opening up. But rather than the wet forest from above, you feel the air getting colder, and occasionally notice frost on the walls of the caves.
Eventually you notice a bright, cool light at the end of the tunnel, it seems like you've made it to the end of the third layer.
<<include "Curse Descriptions">>
[[Emerge onto the fourth layer|Layer4 1]]
<</if>><<CollectRelic $relic22>>\
<<if !setup.passingTime()>>
You've been wandering these oppressive tunnels for hours, and the darkness, while not total, is becoming monotonous.
That's when you see it. A soft, verdant light, seeping through a narrow opening in the rock ahead. As you approach, the smell of fresh vegetation and damp earth reaches your nostrils. You push through the crevice, and your breath catches at the sight before you.
You've stumbled upon an underground garden, hidden away in the heart of the Abyss. An emerald glade bathed in an otherworldly light, surrounded by crystal stalactites and stalagmites that act as a natural enclosure. The source of light is a cluster of luminescent mushrooms in the center, their caps gigantic and glowing like alien suns, casting a jade light that bathes the entire area in a soothing glow.
Rows of neat tea bushes stretch before you, their leaves glistening under the light. Here, in this improbable oasis, surrounded by the oppressive darkness of the Abyss, is a tea garden.
You wander down the rows, tracing your fingers over the leaves, feeling their velvety texture. It's strange, this sense of peace and tranquillity in a place that should be nothing more than lifeless stone and darkness. Yet, it's also fitting. After all, tea is known for its calming effect, and what better place to cultivate such a plant than here, far from the tumult of the surface world?
At the heart of the garden, you notice a stone table and matching chairs, all covered in moss. Atop the table is a teapot, beautifully crafted, with a delicate design of curling vines. Beside it is a small pouch - the Sibyl Blend, you presume.
You pick it up, marveling at the weight of it. You untie the strings and the scent that wafts from the pouch is heavenly. It's a blend of earthy, floral, and fruity notes. You take a leaf and steep it in the teapot, watching as the liquid turns a beautiful amber color. The flavor is just as enchanting as the scent, and you find yourself relaxing, letting the calm of the garden seep into your soul.
You finish the tea and watch in amazement as the remaining leaves float to the side of the cup, pointing toward the exit of the cavern. You pocket the sachet, knowing it will serve you well on your journey further into the Abyss. The Sibyl Blend, the legendary tea of the Abyss, is now yours.
<b>You can choose to start using this Relic in the Item menu to reduce the travel times to all future Relics by 1 day each.</b>
[[Continue searching for the Relics of layer 3|Layer3 Relics][$SibylBuff = true]]
[[Continue exploring the third layer|Layer3 Hub][$SibylBuff = true]]
<</if>><<CollectRelic $relic23>>\
<<if !setup.passingTime()>>
After what feels like hours, your eye catches a glimpse of an unusual glow, different from the typical bioluminescent life around you. The glow originates from a wide chamber up ahead. As you approach, the glow brightens, revealing a cavernous expanse filled with towering columns of crystal jutting from the ground and ceiling, casting refracted light in all directions, a kaleidoscope of colors, very much like a rainbow.
Among these colossal crystals, nestled into a formation on the cavern's far side, you spot the Relic. The Pangea Shaker, reflecting the prismatic light, appears as an ordinary salt shaker yet filled with a rainbow-colored powder that swirls with an almost hypnotic motion.
With careful steps, you navigate through the crystal forest. The shaker sits on a pedestal of pure quartz, looking deceptively simple yet promising the power to revolutionize taste. It's an oddity in this vast, isolated Abyss, suggesting perhaps the influence of some long-lost civilization or perhaps a whimsical creator god with a penchant for culinary arts.
You reach out and gingerly pick up the Pangea Shaker, feeling the strange coolness of the glass and the slight weight of the powdery contents. A thrill runs through you as you realize you've secured the relic. Its infinite flavors are now yours to command. Yet, the Abyss still calls you deeper, as if the Pangea Shaker was but a taste of the marvels and mysteries waiting below.
And so, holding the Relic firmly in hand, you continue your descent into the Abyss, guided by the echo of your steps and the glow of bioluminescent life. You wonder what flavors will be the first to try with the shaker and how it will change your experiences in the Abyss.
<b>If someone was cooking with this, it might help to improve morale on your journey.</b>
[[Continue searching for the Relics of layer 3|Layer3 Relics]]
[[Continue exploring the third layer|Layer3 Hub]]
<</if>><<CollectRelic $relic24>>\
<<if !setup.passingTime()>>
As you wander through the caverns of the third layer, a feeling of something different, something special, tugs at your curiosity. Turning a corner, you find yourself facing a wide, domed cavern. It's filled with light, its intensity rivaling that of the noonday sun. Unbelievably, the cavern is filled with water, as clear as crystal, illuminated by bioluminescent organisms. Tiny jellyfish-like creatures hover just beneath the surface, casting a soothing, sea-green glow that illuminates the cavern.
On the far side of the cavern, almost like an island, stands an isolated formation of sea stones, moss-covered and water-beaten, seemingly untouched for millennia. Around it swirl whirlpools, the water shifting and spiraling, creating a dizzying spectacle.
You notice an object perched atop the formation, barely visible through the swirling mist of water droplets that fill the air. Despite its distance, it glimmers with an uncanny familiarity - it is the Relic you seek, the From Seafoam.
Reaching the island is no easy task; the whirlpools are treacherous and unpredictable. You carefully calculate your route, meticulously observing the pattern of the whirlpools. Taking a deep breath, you plunge into the mesmerizing abyss of water, the icy chill biting at your skin. With each stroke, you feel the immense pressure of the whirlpools pulling at you, threatening to engulf you.
Your body aches and your lungs burn as you finally crawl onto the island. The object, perched atop the mossy rocks, is indeed the From Seafoam, the coveted Relic. As you pick it up, the sponge feels curiously weightless, imbued with an odd sense of life. A soothing warmth spreads from your hand, driving away the remnants of the frigid water.
You scrub your skin lightly, feeling an immediate sense of cleanliness permeate your being. A faint aroma of the sea, mingled with the sweet scent of the bioluminescent moss, fills your senses. The sponge glows, resonating with your touch, as the scent solidifies in your mind, now tied to your skin.
Basking in the newfound sensation of cleanliness and fresh scent, you take one last look at the cavern. The water is still, the whirlpools ceased. There is an air of peace and satisfaction that settles around you. With From Seafoam tucked safely away, you begin the journey back through the Abyss, ready to confront the challenges that lay ahead, secure in the knowledge that you have a piece of the ocean's serenity with you.
<b>You can use this Relic to change your scent so that people perceive you as either more masculine or more feminine.</b>
[[Continue searching for the Relics of layer 3|Layer3 Relics]]
[[Continue exploring the third layer|Layer3 Hub]]
<</if>><<CollectRelic $relic25>>\
<<if !setup.passingTime()>>
Your touch glides over the cold, wet surface of the rocks as you traverse the narrow pathway, the echoes of your footsteps fading in the depth of the Abyss. The eerie glow from the moss and mushrooms casts an alien luminescence on your path, their pale greens and blues seeming out of place in the otherwise desolate darkness. They grow in clusters, their light pulsating like the heartbeat of the Abyss. As you delve deeper, their numbers dwindle, their gentle glow replaced by a starker darkness.
Taking out your rope, you fasten it around your waist, the familiarity of the woven fibers a small comfort as you prepare to enter the tunnel ahead. You see a vertical shaft, nearly invisible in the dark if not for the faint glimmer of the bioluminescent fungus dotting its walls, seemingly beckoning you upwards. A sense of thrill washes over you.
Entering the vertical path, you secure the rope on a sturdy outcrop, your gloves screeching against the rough surface. As you tug on the rope, testing its strength, you can't help but feel a sense of trepidation. The Abyss is known to be treacherous and unforgiving, after all.
Casting your doubts aside, you begin your ascent. The shaft is narrow and tall, the walls slick with an unknown substance. The rope offers some traction, but not much. You heave yourself upwards, inch by painstaking inch, your muscles straining with the effort.
Halfway up, you spot something unusual—a metallic gleam embedded within the rock. It's the shape of a spider, cold and unyielding. It seems out of place, nestled among the damp rocks and bioluminescent growths. Could this be the Orbweaver?
Hesitant, you extend a shaky hand, your fingertips barely brushing the metallic spider. As if responding to your touch, it ejects a glob of sticky gloop. You quickly withdraw your hand, watching in awe as the gloop hardens in mere seconds to form a small, sturdy platform.
With newfound excitement, you climb the rest of the way, using the Orbweaver's platforms as footholds. At the top of the shaft, you take a moment to catch your breath, your heart pounding in your chest. Retrieving the Orbweaver, you marvel at the bizarre tool in your hand.
With the device's help, you're able to make your way back down the shaft, the Orbweaver's sticky gloop platforms offering a safer route. The Abyss may be a terrifying place, but it's moments like these—when you discover a Relic that changes the way you explore—that make the journey worthwhile.
<b>This Relic possesses the ability to function as a substitute for a rope. Although you've already employed a rope to acquire it, at least it can be a backup in case you lose it somehow.</b>
[[Continue searching for the Relics of layer 3|Layer3 Relics]]
[[Continue exploring the third layer|Layer3 Hub]]
<</if>><<CollectRelic $relic26>>\
<<if !setup.passingTime()>>
After traversing the network of tunnels for what feels like an eternity, you arrive at a peculiar sight—an enormous, hanging stalactite, its surface smooth and glowing gently. This natural cathedral is steeped in silence, except for the soft dripping of water somewhere in the distance. There's a stillness to this place that feels different, as if the Abyss itself is holding its breath in anticipation.
The stalactite’s glow intensifies near its pointed end, emitting a pulsating rhythm akin to a heartbeat. As you move closer, your hands feel an unspoken tug, an echo of the magnetic pull that once led you here.
Cautiously, you extend your hands, reaching for the beacon of light at the stalactite's tip. As your fingers graze the glowing surface, a section of it gives way like melting ice. Two metallic rods emerge from the cavity—slender and surprisingly warm to the touch. A tingling sensation flows through your fingertips as you grasp them.
These are the dowsing rods — the Soulseeker.
You feel a hum emanating from the rods, a silent resonance matching the rhythm of your own heartbeat. It’s not an immediate change. It's subtle, like the soft whisper of wind rustling through leaves, or the gentle lap of waves against a distant shore. Yet, the rods stir something within you. They are not just objects, they are keys to your deepest desires, resonating with the core of your being.
[[Continue searching for the Relics of layer 3|Layer3 Relics]]
[[Continue exploring the third layer|Layer3 Hub]]
<</if>><<CollectRelic $relic27>>\
<<if !setup.passingTime()>>
The winding, serpentine tunnels echo with the sounds of your footfalls and the faint rustling of unseen organisms. Every so often, the chime of trickling water resonates through the rocky labyrinth, hinting at hidden underground waterways. The path before you dips down sharply into an inky darkness where the moss fails to illuminate.
Your sight falls upon a larger cavern, one that has an air of quiet serenity about it. The rocks around this space have worn smooth, glistening with a strange sheen in the torchlight. It's almost as if time itself has polished them. From the cavern's ceiling hangs a multitude of tiny, delicate stalactites, each one resembling a miniature bell. They tinkle gently as a soft breeze, sourced from deeper within the Abyss, wafts through the cavern.
The sight steals your breath. It's an orchestra of natural bells, their song enchanting and tranquil. The resonance, the serenity, the physical resemblance... it's a place that seems meant for the Tranquility Knell.
Carefully, you step further into the cavern. The sounds of the stalactite bells grow louder as you walk deeper. Then, your light reveals something extraordinary: a pedestal, resting in the heart of the cavern. Carved of the same smooth stone, it's shaped like a hand, holding a small hollow at its center.
In that hollow rests a bell, the golden sheen of its surface shimmering. It’s about the size of an apple, decorated with intricate engravings of ancient symbols. You carefully step up to it, the echoes of your footsteps suddenly louder than ever in the tranquil silence.
With an intake of breath, you reach out and pick up the bell. The metal is cool to the touch, its weight reassuring in your palm. The room goes silent for a moment, as if holding its breath. You ring the Tranquility Knell, and the cavern descends into near silence.
The echoes of the stalactite bells fade away, as do the sounds of your breathing and heartbeat. You ring the bell once more to end the effect, and the natural chorus fills the room again. The Relic is yours. The cavern, it seems, was a shrine to silence, a place for the Tranquility Knell to reign.
As you tuck the Relic into your pack, you know you've found a gem amidst the darkness, a respite from the cacophony of life in the Abyss. The adventure continues, but for now, in this moment, all is tranquil.
<b>Perhaps this Relic could be useful to evade a predator that senses its prey through sound or vibrations?</b>
[[Continue searching for the Relics of layer 3|Layer3 Relics]]
[[Continue exploring the third layer|Layer3 Hub]]
<</if>><<CollectRelic $relic28>>\
<<if !setup.passingTime()>>
A sense of foreboding surrounds you as you delve deeper into the cavernous labyrinth before you. The stone walls are now adorned with intricate, glass-like formations, their transparent surfaces reflecting the glow of the nearby flora. This new environment resonates with the very essence of your goal - Lightning Rook.
The chamber opens up, unveiling a monumental stalagmite, its transparent form somewhat reminiscent of a colossal rook. Tiny electric arcs, like imprisoned lightning, flash within its confines, illuminating the otherwise dark space in flickering hues of blue and violet.
On an outcrop at the heart of the stalagmite, you notice the telltale glint of the Relic. Suspended in the air as if by some unseen force, the Lightning Rook beckons. Its form is flawless—a perfect, glassy rook, its transparent form seeming similar to its gigantic brethren.
You reach out and clutch the Relic in your palm. Instantly, the world around you appears to elongate, time stretching out like drawn-out silver thread. It's as if you have plunged into a pool of deep, viscous molasses — every motion, every heartbeat seeming to last an eternity. The electric arcs within the gigantic stalagmite slow to a crawl, their scintillating dance transformed into an elegant ballet.
You realize the power that now rests in your palm, the power to bend time's relentless march to your will.
<b>When this Relic is kept in close proximity, it can be used to enhance your combat prowess, notably by improving your aim and conserving ammunition. Its presence ensures each shot counts, making your encounters with threats more efficient and conserving precious ammo.</b>
[[Continue searching for the Relics of layer 3|Layer3 Relics]]
[[Continue exploring the third layer|Layer3 Hub]]
<</if>><<CollectRelic $relic29>>\
<<if !setup.passingTime()>>
Taking a deep breath, you check your scuba gear and adjust the oxygen levels before taking the plunge into the chilly water. The tunnel is darker than the rest of the Abyss, so dark it feels almost tangible, wrapping around you like a tangible shroud. The bioluminescent moss begins to thin out, replaced by pulsing jellyfish that glow a surreal, ghostly blue. Their soft glow serves as your beacon, guiding you through the twisting maze of the underwater tunnel.
As you swim further, the water grows thicker, murkier. The walls of the tunnel narrow, the rocky outcroppings pressing in as if in warning. You steady your breath, calming the quickening pulse in your ears.
Then, a flicker of silver light up ahead catches your attention. Following it, you find yourself in a submerged chamber, the roof covered in clusters of incandescent crystals, casting a gleaming light below. At the center of the chamber, half-buried in silt, is the Acrobatic Accord.
You feel a rush of adrenaline, a thrill that echoes through the chamber and seems to set the very water vibrating. Cautiously, reverently, you extend a hand. The anklet is cold and solid, a testament to the skills it promises. Clipping the Acrobatic Accord around your ankle, a tingling sensation spreads through your limbs, a strange fluidity entering your movements, even while submerged in water.
As you emerge from the underwater tunnel, back into the cavernous expanse of the Abyss, you can't help but marvel at the change within you. Your movements are agile, dexterous. Every step is sure, every handhold confident. You feel a new level of harmony within yourself, an accord of physical potential you hadn't known before.
[[Continue searching for the Relics of layer 3|Layer3 Relics]]
[[Continue exploring the third layer|Layer3 Hub]]
<</if>><<CollectRelic $relic30>>\
<<if !setup.passingTime()>>
Suddenly, you detect a distinct gleam, an alien radiance unlike the glow of the Abyss's flora. It pulses with a vibrant energy, a color shifting between shades of green, blue, and purple. It's coming from a cavern off the main path, an opening guarded by sharp stalactites and stalagmites. An inexplicable pull draws you towards it, as if the source of the light beckons to you.
You tread carefully, the rough edges of the cave mouth looming overhead. Inside, the walls shimmer with the same iridescence, as if painted with starlight. At the center of the cavern, nestled within a bed of luminescent mushrooms, you spot a strange sight - two brightly-colored marbles, each one pulsing with a kaleidoscopic glow. They seem to be in perfect harmony with the cavern's unusual luminescence, as if they belong here.
As you approach the Relics, you can feel a hum of power, a manifestation of the Curse containment properties they possess. With a feeling of excitement, you extend your hand towards them. They're cool to the touch, yet vibrantly alive, a tangible echo of the Abyss's enigmatic magic.
In awe, you squeeze one marble gently. An inexplicable sense of calm washes over you. This... this is the Managed Misfortune, the legendary Relic of the Abyss. Able to contain and control the Curses of the Abyss, this could be a game-changer in your exploration. Holding them, you feel a new sense of power and control over the fate that lies ahead in the Abyss.
<b>You can use this Relic to temporarily store any Curses you pick up.</b>
[[Continue searching for the Relics of layer 3|Layer3 Relics]]
[[Continue exploring the third layer|Layer3 Hub]]
<</if>><<CollectRelic $relic31>>\
<<if !setup.passingTime()>>
In the distance, you hear a faint whooshing sound, like the sigh of a sleeping giant. Your heart pounds in your chest as you follow the noise. The passage narrows, forcing you to crawl on your hands and knees. Sharp stalactites and stalagmites threaten to pierce your protective gear, but you press on. The whooshing sound grows louder, rhythmic and steady, like the pulse of the Abyss itself.
Suddenly, the passage widens into a large cavern. The source of the noise becomes clear: a great vortex of air spirals in the center of the cavern, a whirlwind caught in stone. The gale sweeps through the cavern, whistling eerily as it races past rocky formations. You feel your hair and clothes whip about, drawn to the tumultuous winds.
Over the roar of the wind, you notice a faint glint from the center of the vortex. Squinting against the fierce gusts, you make out the outline of a small handheld fan, its fragile paper panels fluttering in the wind. It hovers in the vortex, suspended by the same winds it is said to command.
Without hesitation, you activate the Breathless Exhale. Waving it before you, a powerful gust of wind materializes, counteracting the vortex. The balance of the winds shift and the vortex stutters, providing a brief opening. Swift as an Abyssal falcon, you leap, extending your arm into the heart of the vortex.
Your fingers brush against the cool, lacquered handle of the fan. Grasping it, you pull it towards yourself. The vortex howls in protest, but you're quicker. As your feet touch solid ground, you hold the Breathless Exhale aloft, its paper panels rustling in the now calming winds.
The gale in the cavern slowly dies down, the vortex dissipating until nothing but a gentle breeze remains. The cavern becomes silent once more, save for the faint echoes of your triumphant laughter bouncing off the cavern walls.
<b>Harnessing the energy of this Relic, you may be able to ward off potential threats in the presence of an intense light source, like on certain layers of the Abyss. When fully charged, its protective power can aid you in dealing with threats susceptible to the power of the wind.</b>
[[Continue searching for the Relics of layer 3|Layer3 Relics]]
[[Continue exploring the third layer|Layer3 Hub]]
<</if>><<CollectRelic $relic32>>\
<<if !setup.passingTime()>>
As you carefully negotiate your way through the darkened tunnels of the third layer of the Abyss, you feel a change in the air. There is a certain tangibility, a prickling sensation on your skin, hinting that you might be close to your objective.
You venture further, your surroundings growing harsher and more alien by the minute. You stumble upon an opening, a cavern that shimmers in a pale, cold light, reflecting off innumerable crystalline formations scattered across the cave walls. At the heart of the cavern is an enormous stalagmite, looking like a jagged spike carved out of pure white porcelain.
As you step closer, you notice that this stalagmite is not as solid as it seems. There are dozens of fractures running through it, like a network of veins. Your eyes follow the lines and crevices, leading you to an intersection in the middle where a pair of scissors rest, embedded within the porcelain column.
Recognizing the Relic you have been seeking, you approach the stalagmite cautiously. The scissors — the Sharing Shears — have a bone-white color that matches the surrounding porcelain. They're unusually sharp, matching the jagged aesthetics of their surroundings.
To retrieve the shears, you must solve the cavern's unique puzzle. Looking closely, you notice the fractures in the stalagmite form two halves, each with an equal mass. It's as if the cavern itself represents the function of the Sharing Shears. With a deep breath, you place your hands on the porcelain stalagmite and apply force.
An echoing crack resounds throughout the cave as the stalagmite splits cleanly in two, the halves maintaining an equilibrium. The Sharing Shears come loose, now hovering between the two separated halves. You reach out, cautiously plucking the Relic from the air, the halves of the stalagmite trembling as they adjust to the new balance.
The moment you hold the Sharing Shears, you can sense the unique weight distribution. Although the Relic is light in your hand, you can feel an unusual force, as if bearing the weight of two objects at once.
The porcelain stalagmite remains split in two, the halves still glowing with an inner light. You lightly tap one of the halves with the soft side of the shears, dispelling the link. The halves collapse onto the cavern floor, the eerie glow fading away.
[[Continue searching for the Relics of layer 3|Layer3 Relics]]
[[Continue exploring the third layer|Layer3 Hub]]
<</if>><<CollectRelic $relic33>>\
<<if !setup.passingTime()>>
As you continue down the spiraling path you're headed down, you come to a large cavern. The ceiling arches high above you, disappearing into an inky abyss. At the center of this cavern lies an unusual structure, one that stands in stark contrast to the natural formations of the cave. It's an immense circular platform made of polished obsidian, set into the floor of the cave. A complex network of lines etched into its surface glows with the same luminescence as the moss and fungi surrounding it. Razor-sharp obsidian shards seem to move and protrude from the glowing lines in a seemingly random pattern, leaving nearly no room to move without injuring yourself.
Your instinct tells you that the Rose-tinted Spectacles are here, and you step onto a small safe area at the edge of the platform. As soon as your boots touch the polished obsidian, a strange sensation washes over you. You see echoes of yourself, phantom images moving around the platform. One is you from ten seconds ago, hesitating at the edge of the platform, while another is you from ten seconds into the future, striding confidently towards the center.
Understanding dawns on you, and with that knowledge comes a boldness. You stride toward the center of the platform, synchronizing your movement with your future echo as it moved a few second prior.
Suddenly, it all stops. The lights on the platform dim and the shards retract. The cavern is still once more. Yet, as your eyes adjust, you spot a pair of red-tinted glasses resting on the platform where none were before. You step forward and carefully pick up the Rose-tinted Spectacles. As you place them on, you can see the past and future echoes of yourself still moving on the platform.
With a wide smile, you tuck the Relic safely into your pack, leaving the platform and the flickering echoes behind.
<b>This Relic can be used to avoid future traps you may encounter in the Abyss.</b>
[[Continue searching for the Relics of layer 3|Layer3 Relics]]
[[Continue exploring the third layer|Layer3 Hub]]
<</if>><<set _tempCurses = setup.cursesOnLayer[3]>>
<<set _totalCurses = $mc.curses>>
<<for _i=0; _i< $hiredCompanions.length; _i++>>
<<set _totalCurses = _totalCurses.concat($hiredCompanions[_i].curses)>>
<</for>>
<<include "Curse Randomizer">><<nobr>><<set $currentLayer = 3>><<if !isPlaying("layer3")>>
<<masteraudio stop>><<audio "layer3" volume 0.2 play loop>>
<</if>><</nobr>>
The float through this layer is pretty uneventful, as the tunnel is dark around your balloon, not giving you much to see aside from an occasional patch of bioluminescent mushrooms growing on the walls. Luckily you seem to be able to move through the complex of tunnels relatively smoothly in your balloon.
[[Ascend to next layer|Escape Balloon L2][$corruption -= (25 - $corRed)]]
[[Hover on this layer to take in a Curse|Layer3 Curses]]
[[Get off the balloon on this layer|Layer3 Hub][$escBalDepl=0]]As you bring the charm up to your eye and gaze deep into the red crystal, your vision fades and a new image comes clearly into view:
[img[setup.ImagePath+'Layer Intros/l3intro.png']]
@@.layerTitle;LAYER 3 - VEINS OF TARTARUS@@
You see yourself standing in the middle of a dark, dry cavern, with a few spots of what seems to be glowing fungus on the side of the cave to give you a chance to see the shape of the stone around you. Suddenly the image shifts and you see the splendor of the Relics that are available on this layer.
[img[setup.ImagePath+'Clipped-Fin/Abyss Diver Page 4-relics.png']]
As an image of the wonders you might find on this layer starts to come into focus, an intense feeling of humility washes through you.
[img[setup.ImagePath+'Clipped-Fin/Abyss Diver Page 4-wonders.png']]
The mystical possibilities of the wonders fade from your view and you suddenly feel nauseous, as if a huge amount of miasma was suddenly sucked into your chest. You visualize the corruptions and Curses that may afflict you in the layer below.
[img[setup.ImagePath+'Clipped-Fin/Abyss Diver Page 4-curses.png']]
Finally the nauseous feeling passes but is replaced by a brief sense of terror as you get a glimpse of the threats that await you on the layer
[img[setup.ImagePath+'Clipped-Fin/Abyss Diver Page 4-threats.png']]
Finally, the vision fades, leaving you standing once again where you were before, with only a brief sense of motion sickness as you orient yourself back to your physical body. As you look at the Gleam Dazer once again, you notice the Relic is cracked and broken.
[[Return|$previewReturn][setup.loseRelic('Gleam Dazer')]]Relics:
[img[setup.ImagePath+'Clipped-Fin/Abyss Diver Page 4-relics.png']]
Wonders:
[img[setup.ImagePath+'Clipped-Fin/Abyss Diver Page 4-wonders.png']]
Curses:
[img[setup.ImagePath+'Clipped-Fin/Abyss Diver Page 4-curses.png']]
Threats:
[img[setup.ImagePath+'Clipped-Fin/Abyss Diver Page 4-threats.png']]
<<back>><<nobr>>
<h1>Camping</h1>
<<set _random = random(1,4)>>
<<if _random === 1>>
[img[setup.ImagePath+'Environments/Layer3Landscape1.png']]
<<elseif _random === 2>>
[img[setup.ImagePath+'Environments/Layer3Landscape2.png']]
<<elseif _random === 3>>
[img[setup.ImagePath+'Environments/Layer3Landscape3.png']]
<<else>>
[img[setup.ImagePath+'Environments/Layer3Landscape4.png']]
<</if>>
<</nobr>>
<<include 'CampCode'>><<set $timeL3T1 -= 6>><<set $variation = random(0,1)>>
[img[setup.ImagePath+'Threats/lessertentaclebeast.png']]
<<if $variation === 0>>\
The beast's slick, dark tentacles glisten in the dim light, their tips adorned with suction cups that seem to twitch with anticipation. Its amorphous body is both mesmerizing and repulsive, and you find yourself momentarily paralyzed by the sight of it.
As the creature draws closer, you can almost feel the cool, damp embrace of its probing tendrils. The air around you grows heavy with the scent of damp earth and something more animalistic, a musk that sends shivers down your spine.
Suddenly, you snap back to reality, and a primal instinct to survive takes over. You hastily assess your options, understanding that bullets will be of little use against this strange, amorphous foe. Instead, you weigh the risks of engaging it with your sword, knowing that the battle could leave you injured and vulnerable.
As the tentacle beast inches closer, you can almost taste the cool, slimy texture of its tendrils against your skin. The thought of it ravaging you, leaving you and your companions weak and helpless, spurs you into action.
<<elseif $variation === 1>>\
The sight of the shapeless creature is both fascinating and repulsive, and you find yourself momentarily frozen by the nightmarish scene. As the beast gets closer, you can almost feel the cold, wet touch of its exploring tendrils on your skin. The air around you thickens, filled with the scent of damp earth and a primal musk that sends shivers down your spine and stirs something deep within you.
Your instincts for self-preservation kick in, and you shake off the entrancing effect of the beast's hypnotic movements. You realize that guns won't be effective against this strange, ever-changing foe. Considering your options, you think about drawing your sword, but the idea of engaging in close combat with the creature is terrifying. You know that a single mistake could leave you injured and vulnerable, at the mercy of this alien being.
As the lesser tentacle beast continues to approach, the thought of its cool, slimy tendrils wrapping around your body, stroking and probing your most sensitive areas, fills your mind. The conflicting feelings of fear and desire that surge through you force you to make a critical decision – one that will determine not only your fate but also that of your companions.
<</if>>\
How do you want to deal with the tentacle beast moving in on you?
<<nobr>>
<<if $items[14].count > 0>>
You can fight it with a sword, but it's dangerous. You'd likely end up with mild injuries increasing your next 3 travel times by 1 days each.<br>
[[Fight it off with your sword yourself|$returnPassage][$status.duration += (3 - $statRed); $status.penalty += 1; $smaragdineThreatsSubmitted.tentacleLesser = true; $smaragdineThreatsDefeated.tentacleLesser = true]]<br><br>
<</if>>
<<if $items[14].count > 0 && $hiredCompanions.some(e => e.id === setup.companionIds.khemia)>>
Khemia has enough expertise with a blade to be able to fight it off without taking any injuries or penalties, if you let him fight for you.<br>
[[Have Khemia fight it off with a sword|$returnPassage][$smaragdineThreatsDefeated.tentacleLesser = true]]<br><br>
<</if>>
<<if $items[13].count > 0 && $items[20].count > 10>>
Due to its amorphous nature, it will take at least 11 bullets to take down the monster.<br>
[[Shoot it with your pistol|$returnPassage][$items[20].count -= (11 - $bullRed); $smaragdineThreatsDefeated.tentacleLesser = true]]<br><br>
<</if>>
<<if $mechaBoarded>>
From the safe cockpit of your Starlit Conquest, the tentacle monster seems more like an insect than a serious threat.<br>
[[Crush it with the Starlit Conquest|$returnPassage][$smaragdineThreatsDefeated.tentacleLesser = true]]<br><br>
<</if>>
<<if $slingshot === 1>>
Your Brave Vector slingshot can be used like a gun, but it will take many shots to bring down the amorphous creature. Luckily pebbles to use as ammo are abundant in the rocky caves of this layer.<br>
[[Defeat it with the Brave Vector|$returnPassage][$smaragdineThreatsDefeated.tentacleLesser = true]]<br><br>
<</if>>
<<if $ownedRelics.some(r => r.name === "Effacing Asperity" ) && $layer3TentacleLubedFirstTime>>
Your eyes fall on the Effacing Asperity. You could spray this at the monster in hopes of slowing it down enough to escape. However, if this strategy fails, the tentacle beast will subject you <<if $hiredCompanions.length >0>>and the rest of your party <</if>>to a thorough tentacle fucking, albeit a lubed-up one, leaving you with a minor limp, increasing your next 2 travel times by 1 day each. <br>
<<link "Use the Effacing Asperity against the beast" "Layer3 Tentacle Lubed">>
<<set $layer3TentacleLubedFirstTime = false>>
<<set $status.duration += (2 - $statRed)>>
<<set $status.penalty += 1>>
<<set $smaragdineThreatsSubmitted.tentacleLesser = true>>
<<PregCheckTentacle $mc>>
<<MonsterPregCheckParty>>
<</link>><br><br>
<<elseif $ownedRelics.some(r => r.name === "Effacing Asperity" ) && !$layer3TentacleLubedFirstTime >>
If you let it overpower you while using Effacing Asperity as a lubricant, the tentacle beast will subject you <<if $hiredCompanions.length > 0>>and the rest of your party <</if>>to a thorough tentacle fucking, albeit a lubed-up one, leaving you with a minor limp, increasing your next 2 travel times by 1 day each. <br>
<<link "Allow it to overpower you with Effacing Asperity" "Layer3 Tentacle Lubed">>
<<set $layer3TentacleLubedFirstTime = false>>
<<set $status.duration += (2 - $statRed)>>
<<set $status.penalty += 1>>
<<set $smaragdineThreatsSubmitted.tentacleLesser = true>> /* shouldn't be necessary but better to be safe */
<<PregCheckTentacle $mc>>
<<MonsterPregCheckParty>>
<</link>><br><br>
<</if>>
If you allow it to overpower you, it will give you <<if $hiredCompanions.length >0>>and the rest of your party <</if>>a very thorough tentacle fucking, leaving you with a serious limp, increasing your next 3 travel times by 2 days each. <br>
<<link "Allow it to overpower you" "Layer3 Tentacle Ravage">>
<<set $status.duration += (3 - $statRed)>>
<<set $status.penalty += 2>>
<<set $smaragdineThreatsSubmitted.tentacleLesser = true>>
<<PregCheckTentacle $mc>>
<<MonsterPregCheckParty>>
<</link>><br>
<br>
<<if ($hiredCompanions.length < 1 || ($hiredCompanions.some(e => e.id === setup.companionIds.golem) && $hiredCompanions.length < 2 )) && $ownedRelics.some(e => e.name === "Creepy Doll") && $mc.appAge<18>>
<br><br>As the tentacle beast closes in on you, a childlike, otherworldly voice whispers to you, its origin both elusive and omnipresent.<br><br>
<<say $creepydoll>>Don't be afraid, nobody's going to hurt you. Just hold me tight, and all the bad things will go away! <</say>><br>
A gentle, comforting warmth emanates from the Creepy Doll, beckoning you to embrace it and welcome its presence into your heart.<br><br>
<<link "Hug the doll tightly and close your eyes" $returnPassage>>
<<dollTF>>
<</link>><br>
<</if>>
<</nobr>>
Use the following option only if you have specifically considered your inventory and made a plan of how to use what you have to take down a beast.
[[Use a combination of Relics not mentioned above you believe would be able to overpower one of the beasts|$returnPassage][$smaragdineThreatsDefeated.tentacleLesser = true]]
/* used Effacing Asperity on lesser tentacle beast */[img[setup.ImagePath+'Threats/lessertentaclebeast.png']]
In your rising panic, a glint of hope emerges as you remember the Effacing Asperity, the sleek can of spray hidden in your pouch. Swiftly, you draw it out, clinging to the frail hope that its properties might hinder the creature's advances.
With your hands shaking, you aim and release the Effacing Asperity's lilac mist towards the encroaching tentacles. You expect them to falter, but the creature, adept in slickened terrain, continues its relentless approach, the tentacles seeming almost eager. Your heart pounds in your chest, and you curse your own foolishness for thinking that such a simple solution could save you from a creature like this.
Suddenly, a robust tentacle coils around your ankle, toppling you onto the cold cavern floor. More follow suit, wrapping around your limbs in a tight embrace. Yet, there's an unexpected softness to their touch. Instead of the raw friction you'd expect, the lubricated tentacles slide over your skin like silk.
<<if $mc.vagina > 0 && $mc.breastsCor > 0>>\
The tentacles, emboldened, explore your body. They slip effortlessly beneath your clothes, their caresses surprisingly gentle. With the near-frictionless touch, every sensation feels amplified. They envelop your $mc.breastsLabel cup breasts, the cool tentacles contrasting with your warmth, their suckers gently pulsating. Another tendril, slick and confident, slithers daringly lower, seeking the warmth and softness of your feminine folds.
The tendril between your legs presses insistently against your vaginal entrance. Instead of the pain you'd expect from such forceful intrusion, the effects of the Effacing Asperity ensure a near frictionless, seamless glide. It penetrates deeply, retreating and thrusting again with increased vigor, each stroke smoother and stronger than the last.
Your body, though initially resistant, begins to move in sync with the tentacles. The powerful thrusting paired with the lubrication creates a rhythm that draws moans from deep within you. The tentacles seem to revel in this, their tempo increasing, driving into you with fervor.
<<elseif $mc.penisCor > 0>>\
The tentacles, emboldened, explore your body. They slip effortlessly beneath your clothes, the sensation of their touch heightened by their slickness. The cold tentacles contrast with the warmth of your skin, intensifying every sensation. A daring tendril ventures lower, brushing against your arousal before wrapping around it, exerting a gentle pressure.
The tendril around your manhood tightens slightly and begins to move in a rhythmic motion. Every glide and tug is almost frictionless due to the Effacing Asperity, making the experience strangely intoxicating. Another tendril, slick and unyielding, teases at your rear, pressing insistently against your entrance. Instead of the pain you'd expect from such forceful intrusion, the effects of the Effacing Asperity ensure a near frictionless, seamless glide. It penetrates deeply, retreating and thrusting again with increased vigor, each stroke smoother and stronger than the last.
Your body, initially resistant, begins to move in sync with the tentacles. The powerful motions paired with the lubrication create a rhythm that draws moans from deep within you. The tentacles seem to revel in this, their tempo increasing, driving into you with fervor.
<<else>>\
The tentacles, emboldened, make their claim on your body. They slip effortlessly beneath your clothes, the sensation of their touch heightened by their slickness. The cold tentacles contrast with the warmth of your skin, intensifying every sensation. Every touch upon your erogenous zones is heightened, the tentacles now possessing the uncanny ability to glide over your skin without a hint of resistance. Their cool, wet nature contrasts with your body's warmth, causing every sensation to be oddly amplified. The Effacing Asperity doesn't just provide relief; it elevates the experience to something almost ethereal.
As they traverse and explore, there's a rhythm — an ebb and flow of pressure and release. The beastly tentacles gain a surprising elegance with the aid of the lubricant, their touches becoming sinuous dances across your form. The line between pleasure and discomfort blurs, and your body, caught in this bizarre ballet, reacts with involuntary shivers and moans.
<</if>>\
Despite the forcefulness, the lubrication turns potential pain into waves of pleasure. Every inch of you is being explored, claimed, and pleasured. You find yourself lost in the sensation, the forceful yet smooth touch of the tentacles pushing you closer and closer to the edge. Your climax, when it comes, is earth-shattering. The tentacles sense it, their movements becoming even more frenzied for a few moments before eventually slowing.
Finally, after what feels like an eternity, they withdraw with a final slick slide, leaving you sprawled on the cave floor. The creature slinks back into the shadows from whence it came. Yet even in its absence, you can still feel its lingering grip on your soul: an echo of pleasure and disgust that will remain with you for days to come...
[[Continue your journey through the Abyss|$returnPassage]][img[setup.ImagePath+'Threats/lessertentaclebeast.png']]
<<if $variation === 0 && $mc.vagina === 1 && $mc.breastsCor > 0>>\
Your heart races as the lesser tentacle beast slithers closer, the slick sound of its tendrils echoing throughout the cave. Despite your desire to resist, a dark curiosity takes hold, and you find yourself unable to turn away from the creature's insatiable hunger. With a deep, steadying breath, you make the decision to submit to the lesser tentacle beast.
As you lower your weapon, the creature seems to sense your acquiescence, its tendrils surging forward with renewed vigor. The first touch of its cold, slimy appendages sends a shiver down your spine, and you can't help but gasp at the sensation. The tentacles wind themselves around your limbs, their suction cups gently tugging at your skin as they explore your body with relentless curiosity.
The beast's tendrils slip beneath your clothes, their cool, wet touch sending a mixture of revulsion and arousal coursing through your veins. The invasive appendages trace delicate patterns across your skin, seeking out every sensitive spot, every vulnerable crevice. They encircle your $mc.breastsLabel cup breasts, the suction cups tugging at your nipples, causing them to harden and ache.
Despite the repulsive nature of the creature, your body betrays you, responding to the persistent, intimate caresses with a growing heat that pools deep within your pussy. As the tentacles slither and press against your most private areas, you can't help but moan, the combination of fear, curiosity, and reluctant pleasure proving too much to bear.
The lesser tentacle beast seems to feed on your reactions, its movements growing bolder and more insistent. Its tendrils delve deeper, probing and filling your quivering pussy in ways you never thought possible. The world narrows to the relentless invasion of your body, your mind consumed by the overwhelming sensations and the knowledge that you have willingly submitted to this creature of the Abyss.
The encounter seems to stretch on for an eternity, leaving you trembling and spent, your body marked by the beast's attention. When it finally releases you, the lingering effects of its touch make it difficult to stand, let alone continue your journey. You know that the consequences of your decision will be felt for days to come, as you and your companions struggle to recover from the intense, humiliating experience.
But even as you gather yourself and prepare to press onward, you can't help but wonder if the memory of the lesser tentacle beast's touch will haunt you long after you've left the dark depths of the Abyss behind.
But even as you gather yourself and prepare to press onward, you can't help but wonder if the memory of the lesser tentacle beast's touch will haunt you long after you've left the dark depths of the Abyss behind.
<<elseif $variation === 0>>\
Your heart races as the lesser tentacle beast slithers closer, the slick sound of its tendrils echoing throughout the cave. Despite your desire to resist, a dark curiosity takes hold, and you find yourself unable to turn away from the creature's insatiable hunger. With a deep, steadying breath, you make the decision to submit to the lesser tentacle beast.
As you lower your weapon, the creature seems to sense your acquiescence, its tendrils surging forward with renewed vigor. The first touch of its cold, slimy appendages sends a shiver down your spine, and you can't help but gasp at the sensation. The tentacles wind themselves around your limbs, their suction cups gently tugging at your skin as they explore your body with relentless curiosity.
The beast's tendrils slip beneath your clothes, their cool, wet touch sending a mixture of revulsion and arousal coursing through your veins. The invasive appendages trace delicate patterns across your skin, seeking out every sensitive spot, every vulnerable crevice.
Despite the repulsive nature of the creature, your body betrays you, responding to the persistent, intimate caresses with a growing heat that pools deep within you. As the tentacles slither and press against your most private areas, you can't help but moan, the combination of fear, curiosity, and reluctant pleasure proving too much to bear.
The lesser tentacle beast seems to feed on your reactions, its movements growing bolder and more insistent. Its tendrils delve deeper, probing and filling you in ways you never thought possible. The world narrows to the relentless invasion of your body, your mind consumed by the overwhelming sensations and the knowledge that you have willingly submitted to this creature of the Abyss.
The encounter seems to stretch on for an eternity, leaving you trembling and spent, your body marked by the beast's attention. When it finally releases you, the lingering effects of its touch make it difficult to stand, let alone continue your journey. You know that the consequences of your decision will be felt for days to come, as you and your companions struggle to recover from the intense, humiliating experience.
But even as you gather yourself and prepare to press onward, you can't help but wonder if the memory of the lesser tentacle beast's touch will haunt you long after you've left the dark depths of the Abyss behind.
<<elseif $variation === 1 && $mc.vagina === 1 && $mc.breastsCor > 0>>\
As the lesser tentacle beast draws nearer, your heart races and a strange curiosity fills your mind, making it impossible to tear your gaze away from the creature's relentless hunger. In a moment of surrender, you make the decision to submit to the lesser tentacle beast.
As you let your weapon slip from your grasp, the creature seems to sense your submission, and its tendrils shoot forward with increased forcefulness. The initial touch of its cold, slippery appendages sends shivers down your spine, and you can't help but gasp at the sensation. The tentacles coil around your limbs more tightly, their suction cups tugging firmly at your skin as they explore your body with insistent curiosity.
The beast's tendrils work their way beneath your clothes, their damp, cool touch evoking both revulsion and arousal within you. The intrusive limbs draw intricate patterns on your skin, seeking out every tender spot and exposed crevice with a touch that borders on forceful.
One tentacle finds its way to your breasts, teasing your nipples and causing them to harden. The sensation of your $mc.breastsLabel cup breasts being stimulated by the creature sends a surge of arousal straight to your core. Another tentacle slides between your legs, insistently probing at your sensitive, damp folds. As it presses against your pussy, you can't help but let out a moan, the mixture of fear, fascination, and unwilling pleasure too intense to resist.
The lesser tentacle beast seems to feed on your reactions, its movements becoming bolder and more insistent. Its tendrils delve deeper, exploring and filling you in ways you never thought possible, sometimes pushing the limits of pleasure and discomfort. Your world narrows to the relentless invasion of your body, your mind consumed by the overpowering sensations and the realization that you have willingly submitted to this creature of the Abyss.
The encounter seems to last an eternity, leaving you shaking and drained, your body bearing the marks of the beast's more aggressive attentions. When it finally releases you, the lingering effects of its touch make it difficult to stand or continue your journey. You know that the consequences of your decision will be felt for days to come, as you and your companions struggle to recover from the intense, humiliating experience.
But even as you gather yourself and prepare to move forward, you can't help but wonder if the memory of the lesser tentacle beast's touch will continue to haunt you long after you've left the dark depths of the Abyss behind.
<<elseif $variation === 1>>\
As the lesser tentacle beast draws nearer, your heart races and a strange curiosity fills your mind, making it impossible to tear your gaze away from the creature's relentless hunger. In a moment of surrender, you make the decision to submit to the lesser tentacle beast.
As you let your weapon slip from your grasp, the creature seems to sense your submission, and its tendrils shoot forward with increased forcefulness. The initial touch of its cold, slippery appendages sends shivers down your spine, and you can't help but gasp at the sensation. The tentacles coil around your limbs more tightly, their suction cups tugging firmly at your skin as they explore your body with insistent curiosity.
The beast's tendrils work their way beneath your clothes, their damp, cool touch evoking both revulsion and arousal within you. The intrusive limbs draw intricate patterns on your skin, seeking out every tender spot and exposed crevice with a touch that borders on forceful.
Despite the repulsive nature of the creature, your body responds to the continuous, intimate strokes with a building heat deep inside. As the tentacles glide and press against your most private areas with a more aggressive intensity, you can't help but let out a moan, the mixture of fear, fascination, and unwilling pleasure too intense to resist.
The lesser tentacle beast seems to feed on your reactions, its movements becoming bolder and more insistent. Its tendrils delve deeper, exploring and filling you in ways you never thought possible, sometimes pushing the limits of pleasure and discomfort. Your world narrows to the relentless invasion of your body, your mind consumed by the overpowering sensations and the realization that you have willingly submitted to this creature of the Abyss.
The encounter seems to last an eternity, leaving you shaking and drained, your body bearing the marks of the beast's more aggressive attentions. When it finally releases you, the lingering effects of its touch make it difficult to stand or continue your journey. You know that the consequences of your decision will be felt for days to come, as you and your companions struggle to recover from the intense, humiliating experience.
But even as you gather yourself and prepare to move forward, you can't help but wonder if the memory of the lesser tentacle beast's touch will continue to haunt you long after you've left the dark depths of the Abyss behind.
<</if>>\
[[Continue your journey through the Abyss|$returnPassage]]<<nobr>>
<<set $timeL3T2 -= 5>>
/* Disable foraging while held. */
<<set _forageFood = $forageFood, _forageWater = $forageWater>>
<<set _forageFood = 0, _forageWater = 0>>
/* Pass time until no longer held. */
<<set _waitTime = $mc.hasCurse(Gooey) ? 1 : 2>>
<<silently>><<PassTime _waitTime>><</silently>>
/* Restore foraging settings. */
<<set $forageFood = _forageFood, $forageWater = _forageWater>>
<</nobr>>
[img[setup.ImagePath+'Threats/slackslime.png']]
<<if $mc.hasCurse(Gooey)>>
As the paralysis takes hold, you are left at the mercy of the Slackslime, your body immobile and completely vulnerable. The creature is initially cautious, examining your gooey form with a mix of curiosity and suspicion. As it realizes the similarity between your $slimeColor body and its own, a sense of camaraderie seems to form between you and the organism.
Despite this newfound bond, the Slackslime still feels the need to feed on the protein from your sexual fluids. Its tendrils glide over your exposed flesh, tracing the contours of your body with eerie precision. The stimulation sends unexpected jolts of pleasure through your immobilized form, blurring the line between fear and desire.
As the creature feeds, it is careful not to let you perish. It feeds you the food and water from your backpack, sustaining you just enough to keep you alive. The strange tenderness of the act only heightens the surreal intimacy of your encounter.
The Slackslime, sensing a connection with you due to your Gooey Curse, decides to release you one day earlier than it would have otherwise. As the first day draws to a close, the creature begins to retreat, its tendrils withdrawing from your body with a bittersweet reluctance. The creature releases you, leaving you alone in the dim, echoing cavern. As the paralytic agent slowly wears off, your muscles regain their strength, and you are once again able to move.
<<elseif $mc.vagina === 1 && $mc.breastsCor > 0>>
As the paralysis takes hold, you are left at the mercy of the Slackslime, your body immobile and completely vulnerable. Despite the fear that clenches at your chest, an unbidden curiosity begins to stir within you. You feel the cool, slick touch of the organism as it begins its exploration, sending shivers down your spine. Its tendrils glide over your exposed flesh, tracing the contours of your body with eerie precision, paying special attention to your $mc.breastsLabel cup breasts.
The creature's touch is both invasive and tantalizing as it probes your most sensitive and intimate areas, focusing on your delicate womanhood. The stimulation sends unexpected jolts of pleasure through your immobilized form, blurring the line between fear and desire. As the Slackslime's tendrils slip inside your quivering folds, the cool slime seems to take on a life of its own, its movements both gentle and insistent. The sensation of the organism writhing within you is unlike anything you've ever experienced, heightening your arousal even as it feeds on the protein from your sexual fluids.
Hours stretch into days, and the strange intimacy between you and the organism deepens. You find your thoughts consumed by the peculiar creature, your senses acutely attuned to its every touch, every quiver of its slimy tendrils as they interact with your sensitive skin and quivering pussy. The rhythmic undulation of the slime inside you creates a pulsating pleasure that seems to grow more intense with each passing moment.
Despite your inability to move or resist, the Slackslime is careful not to let you perish. It feeds you the food and water from your backpack, sustaining you just enough to keep you alive. The strange tenderness of the act only heightens the surreal intimacy of your encounter.
As the second day draws to a close, the Slackslime seems to sense that its time with you is nearing its end. It begins to retreat, its tendrils withdrawing from your body with a bittersweet reluctance. The creature releases you, leaving you alone in the dim, echoing cavern. As the paralytic agent slowly wears off, your muscles regain their strength, and you are once again able to move.
You rise, your body trembling from the lingering effects of the paralysis and the intense encounter you've just experienced, your breasts swaying gently and your most intimate place still tingling from the sensations the Slackslime provided.
<<elseif $mc.penisCor > 0>>
As the paralysis takes hold, you are left at the mercy of the Slackslime, your body immobile and completely vulnerable. Despite the fear that clenches at your chest, an unbidden curiosity begins to stir within you. You feel the cool, slick touch of the organism as it begins its exploration, sending shivers down your spine. Its tendrils glide over your exposed flesh, tracing the contours of your body with eerie precision.
The creature's touch is both invasive and tantalizing as it probes your most sensitive and intimate areas. The stimulation sends unexpected jolts of pleasure through your immobilized form, focusing on your $mc.penisCor inch manhood. The Slackslime's tendrils wrap around your shaft and tease the sensitive head, blurring the line between fear and desire. As the Slackslime feeds on the protein from your sexual fluids, it seems to thrive on the very essence of your arousal.
Hours stretch into days, and the strange intimacy between you and the organism deepens. You find your thoughts consumed by the peculiar creature, your senses acutely attuned to its every touch, every quiver of its slimy tendrils. Despite your inability to move or resist, the Slackslime is careful not to let you perish. It feeds you the food and water from your backpack, sustaining you just enough to keep you alive. The strange tenderness of the act only heightens the surreal intimacy of your encounter.
As the second day draws to a close, the Slackslime seems to sense that its time with you is nearing its end. It begins to retreat, its tendrils withdrawing from your body, releasing your male organ with a bittersweet reluctance. The creature releases you, leaving you alone in the dim, echoing cavern. As the paralytic agent slowly wears off, your muscles regain their strength, and you are once again able to move.
You rise, your body trembling from the lingering effects of the paralysis and the intense encounter you've just experienced, your member still tingling from the sensations it experienced with the Slackslime.
<<else>>
As the paralysis takes hold, you are left at the mercy of the Slackslime, your body immobile and completely vulnerable. Despite the fear that clenches at your chest, an unbidden curiosity begins to stir within you. You feel the cool, slick touch of the organism as it begins its exploration, sending shivers down your spine. Its tendrils glide over your exposed flesh, tracing the contours of your body with eerie precision.
The creature's touch is both invasive and tantalizing as it probes your most sensitive and intimate areas. The stimulation sends unexpected jolts of pleasure through your immobilized form, blurring the line between fear and desire. As the Slackslime feeds on the protein from your sexual fluids, it seems to thrive on the very essence of your arousal.
Hours stretch into days, and the strange intimacy between you and the organism deepens. You find your thoughts consumed by the peculiar creature, your senses acutely attuned to its every touch, every quiver of its slimy tendrils. Despite your inability to move or resist, the Slackslime is careful not to let you perish. It feeds you the food and water from your backpack, sustaining you just enough to keep you alive. The strange tenderness of the act only heightens the surreal intimacy of your encounter.
As the second day draws to a close, the Slackslime seems to sense that its time with you is nearing its end. It begins to retreat, its tendrils withdrawing from your body with a bittersweet reluctance. The creature releases you, leaving you alone in the dim, echoing cavern. As the paralytic agent slowly wears off, your muscles regain their strength, and you are once again able to move.
You rise, your body trembling from the lingering effects of the paralysis and the intense encounter you've just experienced.
<</if>>
[[Continue your journey through the Abyss|$returnPassage]]<<set $variation = random(0,1)>>\
<<if $variation === 0>>\
As you press onward through the dimly-lit cavern, the bioluminescent glow of the moss and mushrooms casting an otherworldly light, you suddenly feel your foot sink into something soft and slippery. Your heart races with a mixture of surprise and dread as the unmistakable sensation of Slackslime envelops your skin. Before you can react, the organism releases its paralytic gas, permeating the air around you and seeping into your pores. Within moments, your limbs grow heavy and your body collapses, utterly powerless against the slime's paralysis.
<<elseif $variation === 1>>\
As you continue to navigate the winding caverns, the eerie glow of the bioluminescent flora provides just enough light to guide your way. Your heart beats steadily in your chest, the adrenaline of exploring the unknown driving you deeper into the heart of the Abyss. The air is cool and damp, sending shivers down your spine as you make your way through the twisted tunnels.
Suddenly, the ground beneath your feet gives way, and you find yourself waist-deep in a pool of viscous, gelatinous liquid. You can feel the cold, slimy substance seeping through the fabric of your clothes, adhering to your skin. Panic rises within you as you recognize the substance to be Slackslime, and its paralyzing gas rapidly fills the air. Your lungs seize, your body grows rigid, and your limbs become heavy and unresponsive.
<</if>>\<<set $variation = random(0,1)>>\
<<if $variation === 0>>\
Out of nowhere, you notice a slimy tendril reaching towards you from the darkness in front of you. As it rapidly closes in on you, the fact that the only thing the tentacle is attached to is a mass of more tentacles becomes apparent, and it becomes clear what you're dealing with. It appears that you've caught the attention of a lesser tentacle beast.
<<elseif $variation === 1>>\
Your heart races as you navigate the winding, narrow passages, your senses on high alert from the moving shadows cast by the dim illumination. The silence is suddenly interrupted by a wet, squishing noise that echoes through the chamber, making your skin crawl and the hairs on the back of your neck stand up.
With a mix of fear and curiosity, you turn the corner and come face to face with a lesser tentacle beast. Its countless tendrils move and pulse as if driven by an insatiable hunger. The slimy, dark appendages twist and sway in the dim light, their tips decorated with trembling suction cups that seem to crave your touch.
<</if>>\<<PassTimeWithEvents>>\
<<if !setup.passingTime()>>\
[img[ setup.ImagePath + setup.skewedShrine.pic ]]
<<if !$hiredCompanions.length>>
You must have companions if you would like to use the Skewed Shrine.
<<elseif $skewedForced < 4>>
Would you like to use the Skewed Shrine to give a Curse to one of your willing companions at the cost of <<print ($skewedUsed * 5)>> dubloons?
[[Yes, use the Skewed Shrine to transfer a Curse|Layer3 Skewed1a]]
Would you like to use the Skewed Shrine to force a Curse upon one of your unwilling companions at the cost of <<print ($skewedUsed * 5)>> dubloons?
[[Yes, use the Skewed Shrine to force a Curse|Layer3 Skewed 2a]]
//There will likely be consequences.//
<<else>>
None of your companions trust you at this shrine anymore. None will get close enough for you to use the shrine with them. They watch you with eyes full of fear and anger, as if they could bolt at any moment and leave you alone in the Abyss.
<</if>>
[[Return to exploring the third layer|Layer3 Hub]]
<</if>><<nobr>>
<<set $currentLayer = 4>>
<<masteraudio stop>>
<<audio "layer4" volume 0.2 play loop>>
<<set $timeL3T1 = 0, $timeL3T2 = 0>>
<<set $timeL4T1 = 0>>
<</nobr>>\
\
@@.layerTitle;
[img[setup.ImagePath+'Layer Intros/l4intro.png']]
!Layer 4 - Hoarfrost Wastes
@@You finally emerge from the tunnels of the third layer and are given the least warm greeting to the fourth possible: a blast of chilling air that you feel settling into your bones near-instantly. Eyes adjusting once more to the miasmal light, your first look at the layer is of a blanket of snow extending far into the fog-covered horizon, punctuated by small glacial mountains as the ground slowly meanders downward. miasma-produced winds sometimes dislodge buildups of ice on the ceiling, causing it to drift down to the ground as snow or hail. What little vegetation there is struggling to survive in this layer grows small and sparse.
This layer is enveloped in a bitter, piercing cold, strengthened by Miasma to effectively penetrate any kind of insulating clothing or similar protection. Your only option for staying warm is an active source that radiates heat. Without something easily portable, like a torch, you'll need to frequently stop to take shelter to start campfires. If you have a portable heat source, you may subtract 2 days from all time costs on this page. The 5 romer stones together don't quite produce enough heat to keep you warm on their own.
<<nobr>>
<<if $visitL4 === 0>>
[[Walk through the fourth layer of the Abyss|Layer4 Spectre]]<br>
<<if $hiredCompanions.some(e => e.id === setup.companionIds.cherry)>>
<br><<print "[[Use Cherry's chaotic luck|Layer4 Cherry]]">>
<</if>>
<<else>>
[[Walk through the fourth layer of the Abyss|Layer4 Hub]]<br>
<</if>>
<</nobr>>[img[setup.ImagePath+'Threats/spectreoftheend.png']]
Despite your attempts to resist the cold, an unsettling sensation takes hold, as if unseen eyes scrutinize your every move.
As you trudge through the snow, the feeling of being watched intensifies. You glance over your shoulder, desperate to catch a glimpse of your elusive pursuer. Then, out of the corner of your eye, you see her: a spectral figure, the embodiment of darkness. Her form is that of a young girl with a single, haunting red eye that never quite meets your gaze.
She stands at the edge of your peripheral vision, immaterial and seemingly harmless. Her presence, however, sends shivers down your spine. Though she never makes a sound, you can feel the weight of her gaze, the promise of both pleasure and doom lurking in the shadows.
[[Walk through the fourth layer of the Abyss|Layer4 Hub]]<<nobr>>
<<set $currentLayer = 4>>
<<if !isPlaying("layer4")>>
<<masteraudio stop>>
<<audio "layer4" volume 0.2 play loop>>
<</if>>
<<CarryAdjust>><<checkTime>>
<<if $visitL4 === 0>>
<<set $endSpectre = $time>>
<<set $visitL4 = 1>>
<<set $layerTemp = 8>>
<<elseif $secondVisitL4 === 0>>
<<set $secondVisitL4 = 1>>
<<set $layerTemp = 18>>
<<else>>
<<set $layerTemp = random(0,20)>>
<</if>>
<<if $layerTemp === 1 && setup.haveColdProtection>>
As you trudge through the snow, you suddenly feel a gust of wind pick up, and a flurry of snowflakes swirl around you. The miasma-enhanced cold bites at your skin, and you struggle to maintain visibility. You quickly reach for your heat source, igniting it with a flare of heat that temporarily pushes the biting cold away. The storm subsides just as quickly as it began, but you're reminded of the harsh reality of this layer of the Abyss. <br><br>
<<elseif $layerTemp === 2>>
A sudden flurry of Miasma-driven hail pelts down on you, each icy stone biting into your exposed skin. You take shelter behind a nearby glacier, watching as the hailstorm intensifies. Just as you're about to leave your hiding place, you notice a small, crystalline creature darting in and out of the hailstones, seemingly unaffected by the storm. Its delicate, ice-like body refracts the Miasma's light, creating a mesmerizing dance of colors. Once the hailstorm subsides, the creature disappears into the snowy landscape.<br><br>
<<elseif $layerTemp === 3>>
As you trudge through the thick snow, you notice a cluster of frostbitten flowers, their petals a haunting shade of deep blue. As you lean in to inspect them, you feel a strange warmth emanating from them. Curious, you cautiously touch one of the petals, and your fingertips are met with a tantalizing heat, a stark contrast to the surrounding cold.<<if $abyssKnow === 1>> Upon closer inspection, you find that these flowers are a rare species known as Heatblooms, which generate warmth to survive in the harsh conditions. Unfortunately, they aren't useful for warming people, as they will only generate warmth in the harsh cold of the storm. Once you bring them close to your body, they'll become as inert as any other flower.<</if>><br><br>
<<elseif $layerTemp === 6 && $mc.hasCurse(HijinksEnsue)>>
<<include "Hijinks Ensue Scenes">>
<<elseif $layerTemp >= 18 - (1+$hiredCompanions.length) && $layerTemp < 19 && ($hiredCompanions.length > 0 || $ownedRelics.some(e => e.name === "Creepy Doll") )>>
<<include "Companion Layer Interaction">>
<<elseif $layerTemp >= 19>>
<<include "Curse Descriptions">><br><br>
<<else>>
The deep, penetrating cold of this layer chills you to the bone as you explore. Snow drifts gently to the ground around you, and everywhere you look seems to be coated in either a powder of snow or a layer of clear, frozen ice. Your only relief is when you rest at camp to eat, drink, and enjoy the warmth of your campfire.<br><br>
This layer is enveloped in a bitter, piercing cold, strengthened by Miasma to effectively reach through any kind of insulating clothing or similar protection. Your only option for staying warm is an active source that radiates heat. Without something easily portable, like a torch, you'll need to frequently stop to take shelter to start campfires. If you have a portable heat source, you may subtract 2 days from all time costs on this page. The 5 romer stones together don't quite produce enough heat to keep you warm on their own.<br><br>
<</if>>
<<if $slwear>>
It's a strange experience to see a world of howling winds that carry thick snow, which should make you feel a blistering cold, yet you aren't bothered by it in the slightest. Your Solace Lace apparently does it job marvelously.
<<elseif $warmCloth && !$dollevent2 && !$mc.hasCurse(ClothingRestrictionC)>>
You put on the self-warming winter clothes. The romer stones give off a small amount of heat at the locations where you incorporated them in the gear. At first you still feel cold, but eventually the insulation does its job trapping the heat and you feel quite comfortable in it.<br><br>
<<else>>
<<if $dollevent2 && $warmCloth>>
By now you've accepted that you can't take off the tattered pink dress. But when you try to put the self-warming winter clothes over your tattered dress you faint, only to wake up with the winter clothes off and neatly folded in your hands again. Looking at the doll you swear you can see it grinning at you. It seems you are stuck using other sources of heat. If only you could burn that accursed doll...<br><br>
<<elseif $dollevent2 && !$warmCloth>>
Dressed in only your tattered pink dress, you shiver from the freezing cold. You wish you had something warmer to wear. At the same time you wonder if you could even wear something warmer now that you are in this Cursed dress. Damn that doll..<br><br>
<<elseif $mc.hasCurse("Clothing Restriction C")>>
Without any clothing on you feel the icy wind cut through you the moment step into the layer. Instantly you find it hard to even move with the freezing cold assualting your body.<br><br>
<</if>>
<<if $items[9].count > 0 && !setup.haveColdProtection && $torchUse === 0>>
[[Use torches to reduce travel times on this layer by 2 days each at the cost of 1 torch per travel|Layer4 Hub][$torchUse = 1]]<br><br>
<</if>>
<<if $torchUse === 1 && !setup.haveColdProtection>>
[[Stop using torches to reduce travel time|Layer4 Hub][$torchUse = 0]]<br><br>
<</if>>
<</if>>
<<if $forageWater === 1>>
<<print "You are currently foraging for your daily water on this layer.">><br>
<<else>>
<<print "You are not currently foraging for your daily water on this layer.">><br>
<</if>>
<<if $forageFood === 1>>
<<if $slingshot === 1>>
<<print "You are currently foraging for your daily food on this layer. with your Brave Vector, allowing you to hunt with no daily bullet cost.">><br>
<<elseif $items[20].count < 2>>
<<print "You need a gun and at least 2 bullets to be able to hunt flairabou for your daily food on this layer.">><br>
<<else>>
<<print "You are currently foraging for your daily food on this layer., costing you 2 bullets a day in hunting.">><br>
<</if>>
<<else>>
<<print "You are not currently foraging for your daily food on this layer.">><br>
<</if>>
<<if !isPlaying("layer4")>>
<<masteraudio stop>><<audio "layer4" volume 0.2 play loop>>
<</if>>
<br>What do you want to do while you're here?<br>
<br>
<span class="icon">[img[setup.ImagePath+'Icons/useitems.png']]</span> [[Use Items and Relics]]<br>
<<if $hiredCompanions.length > 0>>
<span class="icon">[img[setup.ImagePath+'Icons/partytalk.png']]</span> [[Interact with your party|Party overview]] <<CheckParty>><br>
<</if>>
<</nobr>>
<span class="icon">[img[setup.ImagePath+'Icons/threats.png']]</span> [[Learn about the threats on this layer|Layer4 Threats]]
<span class="icon">[img[setup.ImagePath+'Icons/foraging.png']]</span> [[Check for food and water you can forage for|Layer4 Forage]]
<span class="icon">[img[setup.ImagePath+'Icons/relicsearch.png']]</span> [[Search for Relics|Layer4 Relics]]
<span class="icon">[img[setup.ImagePath+'Icons/curses.png']]</span> [[Take on Curses to purge your corruption|Layer4 Curses]]
<span class="icon">[img[setup.ImagePath+'Icons/wonder.png']]</span> [[Look for any Wonders you can take advantage of|Layer4 Wonders]]
<span class="icon">[img[setup.ImagePath+'Icons/camping.png']]</span> [[Set up camp and rest here|Layer4 Camp]]
<span class="icon">[img[setup.ImagePath+'Icons/layer4habitation.png']]</span> [[View the Layer 4 habitation option|Layer4 Habitation]]
<span class="icon">[img[setup.ImagePath+'Icons/ascent.png']]</span> [[Look up towards the surface|Layer4 Ascend 1]]
<span class="icon">[img[setup.ImagePath+'Icons/descent.png']]</span> [[Look down at the next layer|Layer4 Exit1]][img[setup.ImagePath+'Surface/cherry.png']]
How would you like to use Cherry's chaotic luck ability?
[[Get 2 random Relics for half cost|Layer4 Cherry Relic]]
[[Get 2 random Curses for +50% corruption|Layer4 Cherry Curse]]
[[Get 1 Relic and 1 Curse|Layer4 Cherry Mix]]<h1>Threats</h1>
<p>[[Continue exploring the fourth layer|Layer4 Hub]]</p>
<<ThreatGrid setup.driftingSwallower setup.spectreoftheEnd>>
<p>[[Continue exploring the fourth layer|Layer4 Hub]]</p><h1>Foraging</h1>
<p>If you decide to start foraging for food or water, it means that you will not consume your stored food rations or water supply while consuming time on tasks in this layer, but you will not obtain more supplies by starting to forage here.</p>
<<if $mc.heightDir === 0 && $forageFood === 1>>
<<set _heightDirEvent = new HeightDirectionEvent()>>
<<set $mc.events.push(_heightDirEvent)>>
<p>Would you like to increase or decrease your height due to eating flairabou meat?<br><br>
<<radiobutton "_heightDirEvent.heightDirection" -1 checked>> Decrease
<<radiobutton "_heightDirEvent.heightDirection" 1 >> Increase</p>
<</if>>
<<nobr>>
<p>[[Return to exploring the rest of the layer|Layer4 Hub]]</p>
<<ForagingGrid setup.flairabou setup.algalMeltwater>>
<<if $items[2].count > 0>>
<p>[[Fill your empty flasks with water from the layer|Layer4 Flasks]]</p>
<</if>>
<p><<if $slingshot>>
[[Hunt and consume Flairabou once|Layer4 Forage][$mc.events.push(new HeightEvent("Flairabou Major", 3));$foodL4 += 1]]<br>
<<elseif $items[13].count && $items[20].count >= Math.max(2 - $bullRed, 1)>>
[[Hunt and consume Flairabou once|Layer4 Forage][$mc.events.push(new HeightEvent("Flairabou Major", 3));$foodL4 += 1;$items[20].count -= Math.max(2 - $bullRed, 1)]]
<</if>>
<<if $abyssKnow>>
<<if $slingshot>>
[[Hunt and consume carefully prepared Flairabou once|Layer4 Forage][$mc.events.push(new HeightEvent("Flairabou Minor", 0.5));$foodL4 += 1]]<br>
<<elseif $items[13].count && $items[20].count >= Math.max(2 - $bullRed, 1)>>
[[Hunt and consume carefully prepared Flairabou once|Layer4 Forage][$mc.events.push(new HeightEvent("Flairabou Minor", 0.5));$foodL4 += 1;$items[20].count -= Math.max(2 - $bullRed, 1)]]
<</if>>
<</if>>
[[Consume water from melted snow once|Layer4 Forage][$algalSize += 1;$waterL4 += 1]]</p>
<</nobr>>
<p>[[Return to exploring the rest of the layer|Layer4 Hub]]</p><p><<CarryAdjust>><<checkTime>></p>
<h1>Relics</h1>
<p>
@@.floatr;[img[setup.ImagePath+'icon.png']]@@
The Brave Vector Relic you can find here is a perfect example of something you might want the Relic Workshop to modify on the surface. With a few simple modifications, it could work as a kind of debris gun, firing whatever rocks and rubble you can find down here at high velocity towards enemies... or perhaps even other Relics, though you would need to be quite careful to ensure that fired Relics don't break upon impact.
</p>
<p>[[Continue exploring the fourth layer|Layer4 Hub]]</p>
<<RelicGrid `setup.relicsOnLayer[4]`>>
<p>[[Continue exploring the fourth layer|Layer4 Hub]]</p><<CarryAdjust>>
<h1>Curses</h1>
<<if $escBalDepl===0>>\
<p>[[Return to exploring layer 4|Layer4 Hub]]</p>
<<else>>\
<p>[[Return to your balloon|Escape Balloon L4]]</p>
<</if>>
<<CurseGrid `setup.cursesOnLayer[4]`>>
<<if $escBalDepl===0>>
<p>[[Return to exploring layer 4|Layer4 Hub]]</p>
<<else>>
<p>[[Return to your balloon|Escape Balloon L4]]</p>
<</if>><h1>Wonders</h1>
<p>[[Continue exploring the fourth layer|Layer4 Hub]]</p>
<<WonderGrid setup.steadyShrine setup.purityTree>>
<p>[[Continue exploring the fourth layer|Layer4 Hub]]</p><h1>Habitation</h1>
<<if !$AgeEndReached>>
<p>[[Continue your business on the Fourth Layer|Layer4 Hub]]</p>
<</if>>
<<set _ending = "Habitation Ending">>
<<HabitationGrid setup.habitationL4>>
<<if !$AgeEndReached>>
<p>[[Continue your business on the Fourth Layer|Layer4 Hub]]</p>
<</if>>Backtracking through to the caverns of the previous layer will take you 7 days and cost 35 corruption.
<<if $DaedalusEquip>>\
<<if !$DaedalusFly>>\
You are currently committed to simply walking to the next layer
[[Flap your wings and prepare to fly to the next layer|Layer4 Ascend 1][$DaedalusFly=true]]
<<else>>\
You are about to fly to the next layer
[[Maybe it's better to walk to the next layer|Layer4 Ascend 1][$DaedalusFly=false]]
<</if>>\
<</if>>\
[[Continue your ascent|Layer4 Ascend2]]
[[Turn back and continue your business on the fourth layer|Layer4 Hub]]Between this layer and the next is a kilometers-long sheer drop with a near-featureless wall of slippery wall of rock and ice on all sides. Paths and tunnels onward to the next layer exist, but they're very slow and meandering, and taking these down to the next layer, combined with the time trekking through the main body of this layer, will take 19 days by default. If you have rope with you, you can instead descend right through this dividing space in a much shorter time, and the whole trip will only take 8 days. Remember that the return trip takes longer than the trip down, either way.
<<if setup.haveRope>>\
You have a rope, so it will take you 8 days before any other adjustments.
<<else>>\
You don't have a rope, so the journey will be very long, taking 19 days before any other adjustments.
<</if>>\
The air seems to get drier as you proceed further down. You might want to stockpile plenty of water before continuing on, probably around 2 weeks worth at a minimum.
[[Turn back and continue your business on the fourth layer|Layer4 Hub]]
<<TravelToPassage 'Continue your descent to the fifth layer' 'Layer4 Exit2' `setup.haveRope ? 8 : 19`>><<set _curse = new LibidoReinforcementC()>>\
<<set $mc.addCurse(_curse)>><<set $corruption += _curse.corr>>\
[img[setup.ImagePath + _curse.pic]]
<<include "Libido Curse">>
[[Accept more Curses from the fourth layer|Layer4 Curses]]
<<if $escBalDepl===0>>\
[[Return to exploring layer 4|Layer4 Hub]]
<<else>>
[[Return to your balloon|Escape Balloon L4]]
<</if>><<set _curse = new LactationRejuvenationA()>>\
<<set $mc.addCurse(_curse)>><<set $corruption += _curse.corr>>\
[img[setup.ImagePath + _curse.pic]]
As you wander through the fourth layer, a sudden warmth blooms from within, a soothing counterpoint to the icy realm you are immersed in. The Curse takes hold, its presence as unexpected as it is unsettling. Lactation. A personal, intimate change that seems incongruous with the harsh Abyss you navigate.
The sensation is foreign, yet not entirely uncomfortable. A gentle pressure builds within your chest, radiating a tender warmth that pulses in sync with your heartbeat. Subtle dampness permeates your insulating clothing, a stark contrast against the chill that previously dominated your senses. You look down, seeing the faint dark spots bloom against the fabric of your garments, the physical manifestation of this ethereal curse.
Panic flutters briefly in your heart. In the midst of this desolate, freezing environment, a condition like this is an unexpected twist. Yet, the more you consider it, the more you realize it isn't entirely a disadvantage. Perhaps this heat radiating from within can serve as an unexpected bulwark against the bitter cold. An aberration from the norm, no doubt, but a potential advantage in the relentless cold of the Abyss. The Abyss is a crucible of adaptability, after all.
As you continue your descent into the frost-bitten depths, you ponder your situation, a curious mixture of anticipation and apprehension. How will this affect your journey? How will you manage the necessities of this new condition, milking and all? You aren't sure. But, in the face of the Abyss, you have no choice but to adapt, to evolve.
[[Accept more Curses from the fourth layer|Layer4 Curses]]
<<if $escBalDepl===0>>\
[[Return to exploring layer 4|Layer4 Hub]]
<<else>>
[[Return to your balloon|Escape Balloon L4]]
<</if>><<set _curse = new AssetRobustnessD()>>\
<<set $mc.addCurse(_curse)>><<set $corruption += _curse.corr>>\
<<CarryAdjust>>\
[img[setup.ImagePath + _curse.pic]]
<<if $mc.penisCor>0 && $mc.breastsCor===0 >>\
The intensity of this Curse is stronger than you were expecting. Your penis springs to full erection, and then bulges ever larger. The base, the shaft, the tip start swelling to an alarming degree. Drops of precum start oozing out of the tip, but the growing doesn't stop. Then, finally, the Curse releases its grip, but you stare slack-jawed as you realize you're now sporting a $mc.penisCor inch long dong. The erection lasts for a little while longer, but dealing with a member this large without it tripping up your legs is going to require some practice. You grimace at a slight pinching sensation as you hobble forward
<<elseif $mc.penisCor===0 && $mc.breastsCor>0>>\
The intensity of this Curse is stronger than you were expecting. Your nipples jut out like pencil erasers and small dribbles of milk start to come out of them as an intense pressure and a stretching sensation fills your breasts.
The swelling of your boobs is straining against the skin, making them temporarily as taut as inflated balloons. The skin seems to be expanding to accommodate the mass that is swelling in your breasts, but then the dribbles of milk turn into three intense squirts before the experience seems to have come to an end. You gape down at your new breasts that have grown a whopping 8 cup sizes, to a $mc.breastsLabel cup, and even your heavy breathing is sending rippling quivers into them. Do they even make bras that can accommodate what your tits have become? Surely they must, but you feel off balance as you teeter forward.
<<else>>\
You are overwhelmed by sensation as the Curse grips you, and you fall to the ground. Your back arches as your penis springs to full erection, and bulges ever larger. Your nipples jut out like pencil erasers and small dribbles of milk start to come out of them as an intense pressure and a stretching sensation fills your breasts. The base, the shaft, the tip of your penis are swelling to an alarming degree and drops of precum start oozing out of the tip. As your breasts swell to gargantuan proportions, the dribbles of milk turn into periodic gushes.
Then, finally, the Curse releases its grip. You stare slack-jawed down at yourself you realize you're now sporting a $mc.penisCor inch long dong which throbs in time with your pulse between your two heaving $mc.breastsLabel cup breasts. This is a pretty large change to your body. You just lie there on the ground for a minute coming to grips with what has just happened to you.
<</if>>\
[[Accept more Curses from the fourth layer|Layer4 Curses]]
<<if $escBalDepl===0>>\
[[Return to exploring layer 4|Layer4 Hub]]
<<else>>
[[Return to your balloon|Escape Balloon L4]]
<</if>><<set _curse = new AgeReductionB()>>\
<<set $mc.addCurse(_curse)>><<set $corruption += _curse.corr>>\
[img[setup.ImagePath + _curse.pic]]
<<include "Age Reduction Scene">>
[[Accept more Curses from the fourth layer|Layer4 Curses]]
<<if $escBalDepl===0>>\
[[Return to exploring layer 4|Layer4 Hub]]
<<else>>
[[Return to your balloon|Escape Balloon L4]]
<</if>><<set _curse = new SleepTight()>>\
<<set $mc.addCurse(_curse)>><<set $corruption += _curse.corr>>\
[img[setup.ImagePath + _curse.pic]]
As you venture through the fourth layer, you suddenly feel a strange sensation taking over your body. It starts as a slight drowsiness, your eyelids feeling heavier with every passing moment. It's a strange sensation to experience in the midst of the piercing cold and icy winds. Your mind briefly wonders if it's the effect of the Miasma, but there's something different about this fatigue, something more permanent.
You can't help but be curious about this newfound drowsiness, and you decide to pause for a moment and examine yourself. The exhaustion intensifies, your limbs growing heavy and sluggish, as if you're being pulled into the depths of sleep. You find yourself pondering how this mysterious Curse will affect your life in the Abyss.
You're struck by the realization that you'll need to sleep for 12 hours a day, a daunting prospect in this harsh environment. But then, an unexpected warmth envelops you, a soothing sensation that seems to promise safety and comfort in your slumber. You find yourself longing for that embrace, eager to experience the pleasure that comes from such deep, restful sleep.
You know that this Curse could make your journey through the Abyss more challenging, as you'll need to find a safe haven for those long hours of sleep. But at the same time, you can't help but be intrigued by the idea of such exquisite rest, especially in a place so bereft of comfort.
[[Accept more Curses from the fourth layer|Layer4 Curses]]
<<if $escBalDepl===0>>\
[[Return to exploring layer 4|Layer4 Hub]]
<<else>>
[[Return to your balloon|Escape Balloon L4]]
<</if>><<set _curse = new SweetDreams()>>\
<<set $mc.addCurse(_curse)>><<set $corruption += _curse.corr>>\
[img[setup.ImagePath + _curse.pic]]
As night descends upon the Abyss, you prepare yourself for the restless slumber that awaits you. Despite the layers of insulating clothing you wear, the chilling cold still manages to touch your skin, but your thoughts are consumed by the anticipation of the vivid, erotic nightmares that are now part of your reality.
You finally surrender to sleep, and almost immediately, the dreams begin.
You find yourself in a dimly lit room, where the air is heavy with the intoxicating scent of lust and an underlying sense of danger. The walls seem to pulse with a rhythm that matches your heartbeat, and the space itself feels vast and infinite. Shadows dance at the edges of your vision, their movements sinuous and sensual, enticing you to follow them deeper into the darkness.
Soft, sultry whispers caress your ears, voices that are both familiar and foreign. They speak of forbidden pleasures and haunting fears, weaving a seductive web that ensnares your mind, holding you captive. The whispers grow louder, more insistent, and you feel yourself drawn irresistibly towards the shadows.
As you move closer, the shadows morph into alluring, otherworldly creatures that touch and tease your body. Their fingers, cold as ice, trace patterns on your skin, eliciting a searing heat within you that stokes an insatiable hunger.
The shadowy figures take shape, their forms shifting and changing, blending beauty with terror. Their touches are both exquisite and frightening, as they explore your body with a sense of hunger that mirrors your own.
These ethereal beings caress your most intimate areas, their ghostly fingers gliding with expert precision, leaving behind a tingling sensation that begs for more. Your senses are overwhelmed, each touch sending shivers down your spine and moans escaping your lips.
As the creatures continue their relentless seduction, you feel yourself being pushed to the edge of release. The pleasure intensifies, building to a fever pitch, until you find yourself caught between the terrifying unknown and the ecstasy of ultimate pleasure.
But just as you think you can bear no more, the creatures vanish, leaving you alone in the darkness, panting and trembling from head to toe. The room seems to expand around you, and the whispers dissipate, replaced by an unnerving silence.
You jolt awake, your body slick with sweat and your own fluids, and your heart racing in your chest. This will be what every night is like for you from now on.
[[Accept more Curses from the fourth layer|Layer4 Curses]]
<<if $escBalDepl===0>>\
[[Return to exploring layer 4|Layer4 Hub]]
<<else>>
[[Return to your balloon|Escape Balloon L4]]
<</if>><<set _curse = new HypnoHappytime()>>\
<<set $mc.addCurse(_curse)>><<set $corruption += _curse.corr>>\
[img[setup.ImagePath + _curse.pic]]
You zone out for a moment, stopping in your tracks as a haze passes through your mind. It lasts for only a few moments, but leaves a permanent effect on your mind.
You know that from now on you are much more easily influenced and are particularly to any methods of propaganda, brainwashing, or hypnotism. Maybe you should keep someone you trust nearby to keep you safe from anyone who would want to exploit a vulnerable <<PerceivedGender $mc>> such as yourself. Try not to get into any situation where anyone is trying to convince you of something you don't want to believe. You have a feeling that if someone got you to come to an MLM sales meeting, you might leave without your life savings.
<b>Warning: This may make mental hazards deeper in the Abyss much more dangerous!</b>
[[Accept more Curses from the fourth layer|Layer4 Curses]]
<<if $escBalDepl===0>>\
[[Return to exploring layer 4|Layer4 Hub]]
<<else>>
[[Return to your balloon|Escape Balloon L4]]
<</if>><<set _curse = new CrossdressYourHeart()>>\
<<set $mc.addCurse(_curse)>><<set $corruption += _curse.corr>>\
[img[setup.ImagePath + _curse.pic]]
<<if $mc.vagina > 0>>\
As you trudge deeper into the frostbitten expanse of the fourth layer of the Abyss, an invisible force suddenly strikes you. Your heart skips a beat, and an unnatural chill races through your body. An overwhelming compulsion to remove your feminine attire floods overwhelms you, and your mind is plagued with a deep, visceral aversion to them.
Your thoughts spiral, and you can't concentrate on anything but the intense need to cast off your clothes. Despite the piercing cold, you find yourself stripping down, leaving your body exposed and shivering as you shed your female clothing. Your mind races as you contemplate how this newfound aversion will impact your life.
Nude and shivering in the merciless environment, you desperately search for warmth and protection. In the distance, you spot a small, icy cave, and quickly make your way toward it. Inside, you find a heap of discarded clothing—masculine, sturdy, and utilitarian in design. Urgency and yearning swell up within you, a stark contrast to your previous revulsion.
You cautiously put on the rugged pants, shirt, and boots, finding an unexpected sense of comfort in the coarse, masculine material. Your mind starts to adjust to the changes, but uncertainty still lingers. As you gaze down at your new appearance, you question how this will alter your future interactions, relationships, and self-image.
<<else>>\
As you slowly venture further into the icy landscape of the fourth layer of the Abyss, you feel the sudden impact of an unseen force. Your heart skips a beat, and an unnatural chill races through your body. An inexplicable urge to remove your masculine clothes overcomes you, and your mind is plagued with a deep, visceral aversion to them.
Your thoughts become muddled, and you struggle to focus on anything but the overwhelming desire to shed your clothes. Amidst the bitter cold, you find yourself stripping down, your body shivering as you discard your male attire. Your mind races as you ponder how this newfound aversion will affect your life.
Naked and freezing in the hostile environment, you desperately search to find warmth and protection. In the distance, you spot a small, icy cave, and hurriedly make your way toward it. Inside, you discover a pile of abandoned clothing—feminine, delicate, and intricate in design. Desperation and longing well up inside you, a surprising contrast to your earlier aversion.
You hesitantly don the frilly dress, stockings, and high-heeled boots, feeling strangely at ease in the soft, feminine fabric. Your mind starts to adjust to the changes, but uncertainty still lingers. As you look down at your new appearance, you wonder how this will alter your future interactions, relationships, and self-image.
<</if>>\
[[Accept more Curses from the fourth layer|Layer4 Curses]]
<<if $escBalDepl===0>>\
[[Return to exploring layer 4|Layer4 Hub]]
<<else>>
[[Return to your balloon|Escape Balloon L4]]
<</if>><<set _curse = new LieDetector()>>\
<<set $mc.addCurse(_curse)>><<set $corruption += _curse.corr>>\
[img[setup.ImagePath + _curse.pic]]
As you traverse the desolate terrain of the fourth layer, you suddenly feel an odd sensation in your mind, as if an invisible force is wrapping around your thoughts. The sensation grows more intense, and you struggle to maintain your footing on the slippery ground. You pause, your breath coming out in misty puffs, as you attempt to comprehend this strange feeling.
Your thoughts, previously private and guarded, now feel exposed and vulnerable. It is as though a veil has been lifted, revealing your deepest secrets and emotions. A sense of dread washes over you as you realize the implications of this newfound vulnerability.
The Curse is insidious in its subtlety; there is no physical manifestation, no apparent change to your appearance. Instead, it strikes at the core of your being, leaving your thoughts and intentions open for others to perceive. With each person you encounter, you will be unable to conceal your true feelings, your desires, your fears. They will know your secrets, your lies, your hidden truths.
As you continue your exploration, you can't help but contemplate how this Curse will affect your future. Relationships will be tested, alliances may crumble, and trust will be a luxury you can no longer afford. The weight of your own honesty may become a burden too heavy to bear.
[[Accept more Curses from the fourth layer|Layer4 Curses]]
<<if $escBalDepl===0>>\
[[Return to exploring layer 4|Layer4 Hub]]
<<else>>
[[Return to your balloon|Escape Balloon L4]]
<</if>><<set _curse = new Megadontia()>>\
<<set $mc.addCurse(_curse)>><<set $corruption += _curse.corr>>\
[img[setup.ImagePath + _curse.pic]]
As you continue to explore the fourth layer of the Abyss, you become increasingly aware of a growing sensation in your mouth. A tingling sensation, at first subtle but steadily growing more intense, draws your focus inward. The biting cold of the miasma-charged winds whipping against your body fades into the background, as your attention is fully captured by the changes occurring within you.
The tingling sensation shifts to a throbbing ache in your gums, which slowly turns into an intense pressure. You struggle to maintain your composure as you feel your teeth shifting and changing. The pain is both discomforting and, somehow, oddly sensual. Your breathing becomes heavier, and a soft moan escapes your lips, betraying the pleasure you find amidst the pain.
As the transformation continues, you can feel your teeth growing and sharpening. The sensation of your tongue exploring these newly-formed points sends shivers down your spine, their deadly sharpness igniting a primal sense of power within you. The pain begins to subside, replaced by a newfound awareness of the dangerous tools now housed within your mouth.
Your lips part, revealing two especially large teeth, their tips just barely visible when your mouth is closed. The sight of your reflection in a nearby shard of ice is intoxicating, and you can't help but admire the wickedly seductive look these fangs bestow upon you. The perpetual smug-fang appearance suits you perfectly, adding an air of dark allure to your previously unassuming visage.
As you experiment with your newly-acquired teeth, biting down on a piece of leather from your gear, you realize the immense strength they possess. A sudden, powerful desire to use them courses through you, though you know you must be cautious not to harm any potential partners. The thought of restraining this newfound power only serves to fuel your excitement further.
<<include "Inhumanity Warning">>
[[Accept more Curses from the fourth layer|Layer4 Curses]]
<<if $escBalDepl===0>>\
[[Return to exploring layer 4|Layer4 Hub]]
<<else>>
[[Return to your balloon|Escape Balloon L4]]
<</if>><<set _curse = new Softie()>>\
<<set $mc.addCurse(_curse)>><<set $corruption += _curse.corr>><<CarryAdjust>>\
[img[setup.ImagePath + _curse.pic]]
<<if $mc.penisCor>0 && $mc.breastsCor===0 >>\
As you take the Curse, wave of dull energy creeps up from the ground, numbing and weighing down your legs. It reaches for your defenseless penis, and suddenly, there's a void where sensation once was. Your penis is more than flaccid; it's inert.
You try to engage the muscles that once gave it life, but you're met with emptiness. Your penis is unresponsive, yet hypersensitive to your touch, like an appendage you can feel but have no control over. The realization that your flaccid member is now permanent is crushing.
You mourn the loss of conventional sex and consider exploring unconventional methods to satisfy your desires.
<<elseif $mc.penisCor===0 && $mc.breastsCor>0>>\
As you take the Curse, a dull wave of energy washes over your shoulders, sinking into your breasts with a tingling sensation. You gasp as your nipples are pulled inwards, disappearing into your chest. Curious, you reach a finger to pull one of them out, and a vulnerable, intimate feeling washes over you.
Despite your efforts, your nipple remains entirely soft and inverted. Your breasts now resemble doughnuts more than domes, and a mischievous thought crosses your mind, wondering how various objects would feel pressed into the crevices on your chest. Shaking your head to clear the thought, you realize that breastfeeding would be quite a challenge, though not entirely impossible if someone were to clamp their mouth around a wide area and probe inward with their tongue.
Your areolae now lie hidden within your breasts, and any bras you wear will likely mold to the new shape. The Curse's sensations fade quickly, but the damage is done.
<<elseif $mc.penisCor>0 && $mc.breastsCor>0>>\
As you take the Curse, wave of dull energy creeps up from the ground, numbing and weighing down your legs. It reaches for your defenseless penis, and suddenly, there's a void where sensation once was. Your penis is more than flaccid; it's inert.
You try to engage the muscles that once gave it life, but you're met with emptiness. Your penis is unresponsive, yet hypersensitive to your touch, like an appendage you can feel but have no control over. The realization that your flaccid member is now permanent is crushing.
You mourn the loss of conventional sex and consider exploring unconventional methods to satisfy your desires.
Next, you feel the energy washing over your shoulders, sinking into your breasts with a tingling sensation. You gasp as your nipples are pulled inwards, disappearing into your chest. Curious, you reach a finger to pull one of them out, and a vulnerable, intimate feeling washes over you.
Despite your efforts, your nipple remains entirely soft and inverted. Your breasts now resemble doughnuts more than domes, and a mischievous thought crosses your mind, wondering how various objects would feel pressed into the crevices on your chest. Shaking your head to clear the thought, you realize that breastfeeding would be quite a challenge, though not entirely impossible if someone were to clamp their mouth around a wide area and probe inward with their tongue.
Your areolae now lie hidden within your breasts, and any bras you wear will likely mold to the new shape. The Curse's sensations fade quickly, but the damage is done.
<</if>>\
[[Accept more Curses from the fourth layer|Layer4 Curses]]
<<if $escBalDepl===0>>\
[[Return to exploring layer 4|Layer4 Hub]]
<<else>>
[[Return to your balloon|Escape Balloon L4]]
<</if>><<set _curse = new HardMode()>>\
<<set $mc.addCurse(_curse)>><<set $corruption += _curse.corr>><<CarryAdjust>>\
[img[setup.ImagePath + _curse.pic]]
<<if $mc.penisCor>0 && $mc.breastsCor===0 >>\
A wave of energy creeps up from the ground, causing your legs to tingle. Your anticipation heightens as it approaches your vulnerable penis.
Before the energy even reaches it, your member twitches to life, and upon contact, you're instantly harder than ever. The sensation is a blend of soothing caress and electrifying jolts of pleasure. As the energy courses through your groin, you gasp, feeling as if your penis is ensnared by pulsating threads of energy.
The sensation seeps into your skin, leaving you with a perpetual erection. You start to adjust to the unrelenting arousal, but the realization that this will never subside is daunting. With a constant, raging erection, you'll need to find a way to navigate life while maintaining your dignity. A spacious codpiece might do the trick.
Glancing down, you notice a small smear of precum leaking from your member.
<<elseif $mc.penisCor===0 && $mc.breastsCor>0>>\
A wave of energy ripples down your shoulders and pools around your breasts. It seeps into your areolae, swirling around your nipples and making them more erect than ever before.
The energy doesn't dissipate but lingers beneath your skin, causing a constant tingling sensation. You gaze down at your permanently erect nipples and wonder if they've grown slightly. The persistent arousal and heightened sensitivity will make walking through the Abyss an incredibly distracting endeavor.
You might need to invest in something to prevent chafing and protect your sensitive peaks.
<<elseif $mc.penisCor>0 && $mc.breastsCor>0>>\
A wave of energy creeps up from the ground, causing your legs to tingle. Your anticipation heightens as it approaches your vulnerable penis.
Before the energy even reaches it, your member twitches to life, and upon contact, you're instantly harder than ever. The sensation is a blend of soothing caress and electrifying jolts of pleasure. As the energy courses through your groin, you gasp, feeling as if your penis is ensnared by pulsating threads of energy.
The sensation seeps into your skin, leaving you with a perpetual erection. You start to adjust to the unrelenting arousal, but the realization that this will never subside is daunting. With a constant, raging erection, you'll need to find a way to navigate life while maintaining your dignity. A spacious codpiece might do the trick.
Glancing down, you notice a small smear of precum leaking from your member.
Next, A second wave ripples down your shoulders and pools around your breasts. It seeps into your areolae, swirling around your nipples and making them more erect than ever before.
The energy doesn't dissipate but lingers beneath your skin, causing a constant tingling sensation. You gaze down at your permanently erect nipples and wonder if they've grown slightly. The persistent arousal and heightened sensitivity will make walking through the Abyss an incredibly distracting endeavor.
You might need to invest in something to prevent chafing and protect your sensitive peaks.
<</if>>
[[Accept more Curses from the fourth layer|Layer4 Curses]]
<<if $escBalDepl===0>>\
[[Return to exploring layer 4|Layer4 Hub]]
<<else>>
[[Return to your balloon|Escape Balloon L4]]
<</if>><<set _curse = new LingualLeviathan()>>\
<<set $mc.addCurse(_curse)>><<set $corruption += _curse.corr>>\
[img[setup.ImagePath + _curse.pic]]
Suddenly, your mouth feels unbearably full, making it difficult to breathe. Overwhelmed by the sensation, as if a foreign object is lodged in your throat, you instinctively reach for your mouth, desperate to alleviate the pressure. Upon touching it, you're struck by a mix of shock and fascination – your tongue has grown to an astonishing 30 centimeters in length.
The Lingual Leviathan Curse has taken hold.
As you grapple with your newly elongated appendage, your tongue seems to come alive, writhing and twisting in the frosty air. The sensation is both captivating and disconcerting as the cold air causes the extended muscle to tingle in a way you've never experienced before. The heaviness of your tongue feels strangely sensual as it brushes against your lips and teeth, the sensation amplified by the frigid temperature.
Taking a few cautious steps, your new tongue coils and undulates as you try to adapt to this peculiar sensation. Icy gusts envelop your face, tenderly caressing your now exposed tongue, and sending shivers down your spine. The blend of the biting cold and the warm, damp sensation of your saliva on your extended tongue evokes a primal, almost erotic response within you.
After the initial shock subsides, you become intrigued by the potential of this Curse. Your mind races with the tantalizing possibilities your new appendage could offer.
<<include "Inhumanity Warning">>
[[Accept more Curses from the fourth layer|Layer4 Curses]]
<<if $escBalDepl===0>>\
[[Return to exploring layer 4|Layer4 Hub]]
<<else>>
[[Return to your balloon|Escape Balloon L4]]
<</if>><<set _curse = new TippingTheScales()>>\
<<set $mc.addCurse(_curse)>><<set $corruption += _curse.corr>>\
[img[setup.ImagePath + _curse.pic]]
You're hiking through the snowy landscape of the fourth layer, then, abruptly, your surroundings become a blur. The bitter cold intensifies, and a wave of energy surges through you, threatening to pull you apart and knit you back together. You instinctively clamp your eyes shut, bracing against the pain, the unease, the fear. The icy winds whistling past your ears seem to fade into the background.
Suddenly, your skin erupts in a peculiar sensation, akin to a thousand tiny needles pricking every inch of your exposed skin. It's as if the marrow in your bones is on fire. Your body jerks involuntarily as the pain radiates from the inside out.
You gasp for breath, your hands instinctively clawing at your clothing, seeking the source of the discomfort. But when you glance down, your sight falls upon something unexpected.
Your skin is no longer skin. Instead, it's blanketed by rigid scales. They gleam ominously in the pale light filtering through the fog. The pattern is wild, beautifully chaotic, radiating from your core and stretching outward across your limbs.
There's a moment of awe-struck silence, but it's interrupted by a fresh wave of change. You feel the tug of follicles, hairs emerging from the scales wherever you had them before the scales grew. It's a strange sensation, a mix of discomfort and tickling that sends you into a fit of shivers.
You take a few tentative steps, flexing your newly covered arms. Each movement sends a ripple through the scales, they shimmer and dance, seemingly attuned to your every action.
You ponder your newfound form, the feel of the scales against the bitter, frosty air, and the harsh snow under your feet. Your hairs twitch with each gust of the wind, your scales bristle with a heightened sensation that you've never experienced before.
Please enter your new scale color and press enter:
<<textbox "_curse.scaleColor" "green" "Layer4 Curses">>
<<include "Inhumanity Warning">><<set _curse = new Reptail()>>\
<<set $mc.addCurse(_curse)>><<set $corruption += _curse.corr>>\
[img[setup.ImagePath + _curse.pic]]
As you trudge onward, the Curse begins to take effect. Your back starts to itch and tingle, the sensation growing increasingly intense until it's impossible to ignore. You reach back, attempting to soothe the itch, but your fingers find something unfamiliar. Your heart races, anxiety mounting as the sensation persists.
The skin on your lower back starts to stretch, pulled taut as something begins to emerge from beneath the surface. Pain and pressure swell as a thick, reptilian tail forces its way out of your body. Unable to contain yourself, you groan as the tail finally breaks free, now fully formed and extending a few feet behind you.
The tail is large, thick, and covered in scales that feel smooth and cool to the touch. Its spiky protrusions, reminiscent of miniature mountains, run the length of the tail, culminating in a menacing, spiked tip. The tail's weight poses a new challenge to your movements, causing you to struggle for balance as it swings and sways with each step.
As you continue to traverse the icy landscape, you discover that the Reptail Curse impacts your daily life in unexpected ways. Your once-agile movements are now hindered by the tail's weight and size, making it difficult to navigate the narrow paths and crevices of the Abyss. The tail's spiky protrusions snag on clothing, tearing the fabric and leaving you increasingly vulnerable to the frigid air. <<if $mc.hasCurse("Tipping the Scales")>>You also notice that the cold affects your tail more than the rest of your body, the reptilian scales offering little insulation against the biting chill.<</if>>
Though the Reptail Curse may seem like a burden, you find that it has its advantages. The tail can serve as a weapon, its spiky protrusions effective for repelling aggressive creatures that inhabit the Abyss, though perhaps not anything that would pose a serious threat to you. The tail also acts as a counterbalance once you're used to it, aiding you in maintaining your footing on the treacherous, icy terrain.
Despite these benefits, you can't shake the feeling of alienation brought on by the Curse. It almost feels like you aren't even human anymore.
<<include "Inhumanity Warning">>
[[Accept more Curses from the fourth layer|Layer4 Curses]]
<<if $escBalDepl===0>>\
[[Return to exploring layer 4|Layer4 Hub]]
<<else>>
[[Return to your balloon|Escape Balloon L4]]
<</if>><<set _curse = new ColdBlooded()>>\
<<set $mc.addCurse(_curse)>><<set $corruption += _curse.corr>>\
[img[setup.ImagePath + _curse.pic]]
As you venture further, the cold intensifies, penetrating even the thickest layers of your protective clothing. You rub your arms in a futile attempt to generate warmth, but it does nothing to dispel the icy tendrils that seem to have burrowed into your very core.
Suddenly, you feel an inexplicable force wash over you - a sensation akin to a thousand icy needles piercing your skin. You stumble to your knees, gasping for breath as aa wave of miasma envelops you. In that moment, you realize that you have been Cursed.
As the Curse takes hold, you feel your body's physiology shift dramatically. The once comforting warmth of your own body heat begins to dwindle, leaving you shivering uncontrollably. Your skin grows cold to the touch, and a chilling realization dawns on you: you've become cold-blooded.
Desperation begins to set in as you ponder the implications of this Curse. How will you survive the relentless cold of this layer now that your body can no longer generate its own warmth? You'll need to rely on external sources of heat to keep from freezing. The thought of cuddling up to another adventurer or using a portable heat source to stave off the cold provides a small measure of comfort, but the increased travel times and frequent stops to build campfires weigh heavily on your mind.
With each step you take, the frigid air seems to mock you, reminding you of the transformation you've endured.
[[Accept more Curses from the fourth layer|Layer4 Curses]]
<<if $escBalDepl===0>>\
[[Return to exploring layer 4|Layer4 Hub]]
<<else>>
[[Return to your balloon|Escape Balloon L4]]
<</if>><<nobr>>
<<for $i = 0; $i < 999; $i++>>
<<if $items[2].count > 0>>
<<set $items[3].count += 1>>
<<set $items[2].count -= 1>>
<<if $abyssKnow===1>>
<<set $flaskMatrix[0]+=1>>
<<else>>
<<set $flaskMatrix[3]+=1>>
<</if>>
<<else>>
<<break>>
<</if>>
<</for>>
<</nobr>>
[img[setup.ImagePath+'Foraging/algalmeltwater.png']]
<<if $abyssKnow === 0>>
You ignite your campfire and melt some of the snow from the ground around you, slowly turning parts of the frozen wasteland around you into life-sustaining water. However, the moment you taste the water, you notice a strange taste, the hint of miasma, and feel a throbbing in your groin. You feel like this water is likely to have some effect on you down there.
<<else>>
Using your knowledge of the Abyss, you specifically look to make sure you can get some good water directly from the bluish-green snow that is found occasionally around the layer. The water has a slight green tint and a lightly minty flavor, but it seems pure and safe to you, allowing you to continue your journey with a larger store of water than before.
<</if>>
[[Return to exploring your food and water options on this layer|Layer4 Forage]]<<PassTimeWithEvents>>\
<<if !setup.passingTime()>>\
[img[setup.ImagePath+'Wonders/steadyshrine1.png']]
As you draw nearer to the shrine, the structure's true nature reveals itself: an ancient, well-preserved shrine. Awe and relief wash over you as you take in the majesty of the Steady Shrine. The wood gleams with a warm, inviting luster, its finely carved details whispering tales of hope and perseverance.
You step forward, the hallowed ground seeming to cushion your every footfall. The air around the shrine seems charged with an energy that seems to defy the oppressive cold of the Abyss. The shrine's power beckons you closer, promising respite and a chance to share your burdens.
With a trembling hand, you reach out to touch the shrine, feeling its arcane energies pulse beneath your fingertips. The air around you shimmers as the shrine works its mysterious magic. In the silence that follows, you realize that you must now make a choice: share your Curse with a companion and lessen the burden on yourself or continue to bear it alone.
As you weigh your options, you cannot help but wonder what this decision will mean for your journey through the Abyss. Will your companions stand with you, knowing that they will share your Curses? Or will this choice drive a wedge between you and those who would otherwise stand by your side?
Which Curse would you like to transfer to your willing companion? It can't be too bad if they agreed to take it on.
<<nobr>>
<<if $dubloons < ($skewedUsed * 5)>>
You do not have enough dubloons for an offering.
<<else>>
<<for _companion range $hiredCompanions>>
<<for _index, _curse range $mc.curses>>
<<set _flag = false>>
<<set _tempName = _companion.name>>
<<set _companionId = _companion.id>>
<<switch _companionId>>
<<case setup.companionIds.twin>>
<<if _index < 1>>Your twin already shares all of your Curses.<br><</if>>
<<case setup.companionIds.golem>>
<<if _index < 1>>You can't copy Curses to your Golem.<br><</if>>
<<default>>
<<if _index < 1>><br> _companion.name doesn't mind taking:<br><</if>>
<<set _flag = setup.willingCurses(_companion).includes(_curse.name)>>
<<if _flag>>
/* Check whether companion already has this Curse (e.g. from this shrine). */
<<set _flag = !_companion.hasCurse(_curse.name)>>
<</if>>
<</switch>>
<<if _flag>>
<<if _companion === $companionBandit>><<set _tempName = "Bandit">><</if>>
<<capture _companion _curse _tempName>>
_curse.name
<<link "Choose" "Layer4 Steady1a">>
<<set _companion.addCurse(_curse.copy())>>
<<set $corruption += Math.round(_curse.corr / 2)>>
/* The CYOA states that the cost counter is shared between shrines. */
<<set $dubloons -= ($skewedUsed * 5)>>
<<set $skewedUsed += 1>>
<</link>><br>
<</capture>>
<</if>>
<</for>>
<</for>>
<</if>>
<</nobr>>
[[On second thought, maybe a more forceful approach is warranted|Layer4 Steady 2a]]
[[Return to exploring layer 4|Layer4 Hub]]
<</if>><<PassTimeWithEvents>>\
<<if !setup.passingTime()>>\
[img[setup.ImagePath+'Wonders/steadyshrine1.png']]
As you draw nearer to the shrine, the structure's true nature reveals itself: an ancient, well-preserved shrine. Awe and relief wash over you as you take in the majesty of the Steady Shrine. The wood gleams with a warm, inviting luster, its finely carved details whispering tales of hope and perseverance.
You step forward, the hallowed ground seeming to cushion your every footfall. The air around the shrine seems charged with an energy that seems to defy the oppressive cold of the Abyss. The shrine's power beckons you closer, promising respite and a chance to share your burdens.
With a trembling hand, you reach out to touch the shrine, feeling its arcane energies pulse beneath your fingertips. The air around you shimmers as the shrine works its mysterious magic. In the silence that follows, you realize that you must now make a choice: share your Curse with a companion and lessen the burden on yourself or continue to bear it alone.
As you weigh your options, you consider the potential benefits of distributing your burden. Your eyes drift to the companion you have restrained nearby, their fearful expression a testament to the gravity of your choice. You could take the path of self-preservation, forcing the Curse upon them against their will. After all, in the depths of the Abyss, sacrifices must be made for one's own survival.
The knot of doubt that forms in the pit of your stomach is easily ignored as you focus on the greater goal of conquering the Abyss. The line between survival and cruelty may blur, but you have long since come to terms with the idea that not everyone can emerge unscathed from this treacherous journey.
With the Steady Shrine's power at your fingertips, you must now decide: do you impose your Curse upon your unwilling companion, prioritizing your own well-being at their expense, or do you release them and face the Abyss on your own terms? The decision seems straightforward to you, a necessary evil to achieve success.
Which Curse would you like to forcibly copy onto your unwilling companion?
<<nobr>>
<<if $dubloons < ($skewedUsed * 5)>>
You do not have enough dubloons for an offering.
<<else>>
<<for _i, _curse range $mc.curses>>
<<if _curse.name !== 'Double Trouble' && _curse.name !== 'Conjoined' &&
!$hiredCompanions.every(companion => companion === $companionGolem || companion.hasCurse(_curse.name))
>>
<<capture _i>>
[[_curse.name|Layer4 Steady2b][$temp = _i]]<br>
<</capture>>
<</if>>
<</for>>
<</if>>
<</nobr>>
[[Return to exploring layer 4|Layer4 Hub]]
<</if>>Here you can compile constellations of Curses to inflict on other divers visiting this shrine, or let yourself be cursed by another diver's constellation for extra corruption.
[[View constellations left by previous divers|Diver shrine builtins]]
[[View constellations you created|Diver shrine user]]
[[Take on a random constellation for 1.5x corruption|Diver shrine take random]]
[[Create a new constellation of curses for future divers|Diver shrine make new]]
[[Import/export constellations|Diver shrine import]]
[[Go back to the Steady Shrine|Steady Shrine Site]]These constellations of curses have been left by previous divers.
You may choose one of them and be cursed with it for the usual corruption, or go back and choose to be inflicted with a random constellation for additional corruption.
<<nobr>>
<<for _constellation range setup.getCurseSets()>>
<<capture _constellation>>
<<link _constellation.name "Diver shrine inspect constellation">>
/* I really don't like that we have to set a global variable here, but there's no other way
* to show this on a new page afaict. */
<<set $diverShrineSelectedCurse = _constellation.name>>
<</link>>
<br>
<</capture>>
<</for>>
<</nobr>>
<<back>>These are the constellations of curses you (or previous divers in your slice of the multiverse) created.
You may choose one of them and be cursed with it for the usual corruption, or go back and choose to be inflicted with a random constellation for additional corruption.
<<nobr>>
<<for _constellation range setup.getUserCurseSets()>>
<<capture _constellation>>
<<link _constellation.name "Diver shrine inspect user constellation">>
/* I really don't like that we have to set a global variable here, but there's no other way
* to show this on a new page afaict. */
<<set $diverShrineSelectedCurse = _constellation.name>>
<</link>>
<br>
<</capture>>
<</for>>
<</nobr>>
<<back>><<set _constellation = setup.getCurseSets().find(c => c.name === $diverShrineSelectedCurse)>>
This constellation includes the following curses:<br><br>
<<for _curse range _constellation.curses>>
/* We could also make this a link which inserts the description when clicked, but I don't want to spoil curses
* they haven't seen yet. */
<<print _curse.name>><br>
<</for>>
<br>
If you own the notebook or smartphone you can look up the description of curses you know about in the layer notes.<br>
If you don't remember them, or haven't been to their layer... You're in for a surprise :)
<br><br>
Description:<br>
<<print _constellation.description>>
<br><br>
[[Take on this constellation|Diver shrine take constellation]]<br>
<<back>><<set _constellation = setup.getUserCurseSets().find(c => c.name === $diverShrineSelectedCurse)>>
This constellation includes the following curses:<br><br>
<<for _curse range _constellation.curses>>
/* We could also make this a link which inserts the description when clicked, but I don't want to spoil curses
* they haven't seen yet. */
<<print _curse.name>><br>
<</for>>
<br>
If you own the notebook or smartphone you can look up the description of curses you know about in the layer notes.
If you don't remember them, or haven't been to their layer... You're in for a surprise :)
<br><br>
Description:<br>
<<print _constellation.description>>
<br><br>
[[Take on this constellation|Diver shrine take user constellation]]<br>
[[Remove this constellation|Diver shrine][setup.removeUserCurseSet($diverShrineSelectedCurse)]]<br>
<<back>>
<br><br>
If you want to share this constellation with others, use this code:
<pre><<print JSON.stringify(_constellation)>></pre>
You can triple-click inside the code box to select it all.<<set _systemConstellations = setup.getCurseSets()>>
<<set _userConstellations = setup.getUserCurseSets()>>
<<set _constellations = _systemConstellations.length + _userConstellations.length>>
<<set _selected = Math.floor(Math.random() * _constellations)>>
<<if _selected < _systemConstellations.length>>
<<set $diverShrineSelectedCurse = _systemConstellations[_selected].name>>
<<set _constellation = _systemConstellations[_selected]>>
<<else>>
<<set $diverShrineSelectedCurse = _userConstellations[_selected - _systemConstellations.length].name>>
<<set _constellation = _userConstellations[_selected - _systemConstellations.length]>>
<</if>>
<<if _constellation.canBeTakenBy($mc)>>
You've been inflicted with the $diverShrineSelectedCurse constellation!<br>
<<set _diverShrineMultiply = true>>
<<include "Diver shrine apply constellation">>
<<elseif _systemConstellations.concat(_userConstellations).every(c => !c.canBeTakenBy($mc))>>
There are no constellations you are able to take. They all have unfulfilled requirements, such as a curse
which is incompatible with your current curses, or you already have all the curses in the constellation.
<<else>>
<<include "Diver shrine take random">>
<</if>><<set _constellation = setup.getCurseSets().find(c => c.name === $diverShrineSelectedCurse)>>
<<set _incompatible = false>>
<<for _curse range _constellation.curses>>
<<if !$mc.isCompatible(_curse)>>
<<set _incompatible = _curse.name>>
<<break>>
<</if>>
<</for>>
<<set _unfulfilledRequirements = _constellation.requirements.filter(r => !r.isSatisfiedBy($mc))>>
<<if _incompatible !== false>>
This constellation includes the _incompatible curse which cannot be taken with your existing curses.<br>
<<back>>
<<elseif _unfulfilledRequirements.length > 0>>
The following requirements for taking this constellation are not met:
<ul>
<<for _req range _unfulfilledRequirements>>
<li><<print _req.errorMessage()>></li>
<</for>>
</ul>
<<else>>
<<include "Diver shrine apply constellation">>
<</if>><<set _constellation = setup.getUserCurseSets().find(c => c.name === $diverShrineSelectedCurse)>>
<<set _incompatible = false>>
<<for _curse range _constellation.curses>>
<<if !$mc.isCompatible(_curse)>>
<<set _incompatible = _curse.name>>
<<break>>
<</if>>
<</for>>
<<set _unfulfilledRequirements = _constellation.requirements.filter(r => !r.isSatisfiedBy($mc))>>
<<if _incompatible !== false>>
This constellation includes the _incompatible curse which cannot be taken with your existing curses.<br>
<<back>>
<<elseif _unfulfilledRequirements.length > 0>>
The following requirements for taking this constellation are not met:
<ul>
<<for _req range _unfulfilledRequirements>>
<li><<print _req.errorMessage()>></li>
<</for>>
</ul>
<<else>>
<<include "Diver shrine apply constellation">>
<</if>>You got the following new curses:<br>
<<for _curse range _constellation.curses>>
<<set _constellationCount = _constellation.curses.filter(c => c instanceof _curse.constructor).length>>
<<set _userCount = $mc.events.filter(c => c instanceof _curse.constructor).length>>
<<if _userCount < _constellationCount && $mc.isCompatible(_curse)>>
<h2>
<<if _curse instanceof BelowTheVeil>>
B̸̳̀e̷̞̅l̷̠̽o̸̝͝w̶̻̄ ̵̡͊t̶̖͠h̵͙̔ë̵͎́ ̸̭́V̸̖͘e̸̓͜ḭ̴͂l̷͕̅
<<else>>
<<print _curse.name>>
<</if>>
</h2>
<<if _curse instanceof SemenDemon && $mc.hasCurse(SemenDemon)>>
<<set _curse.fluidType = $mc.getCurse(SemenDemon).fluidType>>
<</if>>
<<if _curse.name.startsWith("Libido Reinforcement ") || _curse.name.startsWith("Gender Reversal ")>>
<<LeveledCurseDescription `_curse.name`>>
<<else>>
<<print _curse.description>>
<</if>>
<<if _diverShrineMultiply>>
<<set _curse.corruption = Math.floor(_curse.constructor.corruption * 1.5)>>
<<else>>
<<set _curse.corruption = _curse.constructor.corruption>>
<</if>>
<<set $mc.addCurse(_curse)>>
<<set $corruption += _curse.corruption>>
<</if>>
<</for>>
<br><br>
[[Continue|Diver shrine]]Choose a name for your new constellation. Using an existing name will overwrite that constellation.<br>
<<set _name = "myConstellation">>
<<textbox '_name' 'myConstellation'>><br>
Write a description for your new constellation. Be as brief or as expansive as you want.
<<textarea '_description' ''>>
<br><br>
Choose a subset of your current curses to form a new constellation:<br>
<<set _curses = []>>
<<for _curse range $mc.curses>>
<<capture _curse, _toggle>>
<<set _toggle = toggle((curse => b => b === true ? _curses.pushUnique(curse) : _curses.delete(curse))(_curse))>>
<label style="display:flex;justify-content:space-between;align-items:center;max-width:30em;margin:auto;"><<print _curse.name>> <<printHTML _toggle>></label>
<</capture>>
<</for>>
<div id="diver-shrine-confirm-diag" style="display:none">
Constellation Saved. If you want to share this constellation with others, use this code:
<pre id="diver-shrine-export-box"></pre>
You can triple-click inside the code box to select it all.<br>
Note that these constellations, like saves, are stored in local storage — a browser feature to persist data.<br>
This means that if you use a different browser (or in some browsers a different profile) you won't see them and
if you're using a private window, they'll be deleted when you close the tab (or window, depends on the browser).<br>
If you delete this website's data ("Clear cookies and site data" or similar buttons), they'll disappear too.<br>
In any of these cases, save the above code somewhere and import it again to restore the constellation.
</div><br>
<<link "Save">>
<<set _constellation = new Constellation(_name, _curses, _description)>>
<<set setup.addUserCurseSet(_constellation)>>
<<set $('#diver-shrine-export-box').text(JSON.stringify(_constellation))>>
<<set $('#diver-shrine-confirm-diag').css({display: 'initial'})>>
<</link>><br>
<<back>>WARNING: Constellation codes can be abused to run arbitrary code. A malicious person could share a fake \
constellation code that instead of adding a constellation performs other actions.
It could change the state of your game, change the game itself, show deceiving messages or mine cryptocurrencies \
in your browser.
It could <b>not</b> access your hard drive or any personal information that you haven't typed into the game and \
it will become inactive when you close this tab (although it could store itself and reactivate next time you open the game).
Entering an untrusted code on this page is about as dangerous as visiting any other untrusted website, as long as you \
keep in mind that after you do it, you should consider the entire game untrusted, even if previously you didn't.
We recommend not to use any constellation codes from sources you don't trust.
Use this code to share all your constellations:\
<pre>\
<<print JSON.stringify(setup.getUserCurseSets())>>
</pre>\
Paste such a code here to import all of its constellations. Note that if you already have constellations with the same name, they will be overwritten.
<input type="text" id="diver-shrine-bulk-import-field" />
<<link "Import constellations">>
<<set _constellations = JSON.tryParse($('#diver-shrine-bulk-import-field')[0].value)>>
<<if _constellations === false || !(Array.isArray(_constellations) && _constellations.every(c => c instanceof Constellation))>>
<<set alert('The code you provided is not a valid set of constellations. It could be a single constellation, in which case use the form below to import it.')>>
<<else>>
<<set for (let constellation of _constellations) {
if (!setup.addUserCurseSet(constellation)) {
alert(`Importing constellations failed at constellation ${constellation}. This happened because the place where constellations are stored has limited size, and we ran out of space. This is configurable on most browsers (look up "increase local storage size" for your browser). Note that saves (including the automatic one that lets your reload the page without losing progress) and Curse constellations are stored in the same place and so compete for space. A large number of constellations will reduce the space available for saves and vice-versa. This means you might be able to make more space by deleting some saves or constellations. It also means that if importing this constellation failed, saving (including the mentioned automatic save) might fail soon too. We recommend ensuring that there is sufficient space immediately.`);
break;
}
}>>
<<set $('#diver-shrine-bulk-import-field')[0].value = ''>>
<</if>>
<</link>>
Import a single constellation's code here:
<input type="text" id="diver-shrine-import-single-field" />
Write a name here if you want to replace the constellation's name (e.g. to avoid a collision with an existing constellation):
<input type="text" id="diver-shrine-import-single-name" />
<<link "Import constellation">>
<<set _name = $('#diver-shrine-import-single-name')[0].value>>
<<set _constellation = JSON.tryParse($('#diver-shrine-import-single-field')[0].value)>>
<<if !_constellation instanceof Constellation>>
<<set alert('The code you provided is not a valid constellation. It could be a set of constellations instead, in which case use the form above to import it')>>
<<elseif _name !== ''>>
<<set _constellation.name = _name>>
<<else>>
<<if !setup.addUserCurseSet(_constellation)>>
<<set alert(`Importing constellations failed. This happened because the place where constellations are stored has limited size, and we ran out of space. This is configurable on most browsers (look up "increase local storage size" for your browser). Note that saves (including the automatic one that lets your reload the page without losing progress) and Curse constellations are stored in the same place and so compete for space. A large number of constellations will reduce the space available for saves and vice-versa. This means you might be able to make more space by deleting some saves or constellations. It also means that if importing this constellation failed, saving (including the mentioned automatic save) might fail soon too. We recommend ensuring that there is sufficient space immediately.`);>>
<</if>>
<<set $('#diver-shrine-import-single-field')[0].value = ''>>
<<set $('#diver-shrine-import-single-name')[0].value = ''>>
<</if>>
<</link>>
<<back>><<PassTimeWithEvents>>\
<<if !setup.passingTime()>>\
[img[setup.ImagePath+'Wonders/puritytree.png']]
<<if !$purityUsed>>
As you trudge through the biting cold and the relentless, swirling winds, the endless expanse of snow and ice begins to blur together. The miasmal light casts eerie shadows across the landscape, and the numbing chill penetrates even the thickest of clothing. Just when hope seems all but lost, you spot a faint glow in the distance, cutting through the thick fog like a beacon.
Curiosity piqued, you cautiously approach the source of the light. Your breath catches in your throat as you lay eyes upon the mythical Purity Tree. The radiant white wood of the tree emanates a soft, yet mesmerizing iridescence that dances with the colors of the rainbow. The delicate, crystalline leaves chime in the gentle breeze, creating a soothing melody that echoes through the otherwise silent, frozen expanse.
As you draw closer, you notice that the air around the Purity Tree feels lighter, fresher, as if it's cleansing the miasma that clings to your lungs. The bitter cold momentarily retreats, as if in reverence to the tree's purifying aura. You can't help but feel a sense of awe at the sight of the rare and beautiful Purity Tree, standing defiantly against the harshness of the Abyss.
You consider your options carefully, knowing that the wood of the Purity Tree holds untold potential. What would you like to do with the Purity Tree?
<<if setup.haveCuttingTool>>
You can chop down the dead purity tree and use the pieces to make crude protective gear for a total of +60 corruption immediately.
[[Chop down the tree and make crude protective gear|Layer4 Hub][$purityUsed = true, $corruption += 60]]
You could also chop down the tree and save the wood pieces. This will yield four Purity Tree Plank Relics, which you can bring back to the surface and either sell for 35 dubloons each or use in the Relic Workshop to gain +25 corruption per Plank (100 total).
[[Chop down the tree and save the pieces to use them on the surface|Layer4 Hub][$purityUsed = true, $ownedRelics.push($purityPlank, $purityPlank, $purityPlank, $purityPlank)]]
<<else>>
You don't have the right tools to chop down the dead purity tree.
<</if>>
You can burn down the dead purity tree and bathe in the raw cleansing smoke to gain +20 corruption a single time.
[[Burn down the tree and bathe in its smoke|Layer4 Hub][$purityUsed = true, $corruption += 20]]
[[Return to exploring layer 4|Layer4 Hub]]
<<else>>
Feeling the familiar sting of the icy wind on your skin, you find yourself drawn to the place where the Purity Tree once stood. The moonlight casts a soft glow over the snow-covered landscape, and the once vibrant glow that beckoned you is nowhere to be found.
As you step closer, the image of the fallen Purity Tree is a stark reminder of your past actions. The once bright, iridescent white wood, now reduced to a mere stump, seems to pale against the monotonous background of the frozen expanse. The radiant light that danced with the colors of the rainbow is but a memory, and the wind that once stirred crystalline leaves now only produces a hollow, echoing dirge.
Where once the air was fresh and clean, a miasma has returned, stifling and heavy. The warmth and sense of sanctuary that the tree's purifying aura provided is gone, replaced by the relentless, gnawing cold that seeks to pierce through every layer of your clothing.
You draw nearer, and a twinge of regret seizes you. The Purity Tree, once a beacon of hope and defiance amidst the Abyss, is nothing more than a memory now. Its wood, which held untold potential, has been consumed, leaving behind only remnants of what once was.
You stand there, the bitter cold nipping at your face, confronted by the harsh reality of your actions. The Purity Tree has given all it had, and there is nothing left for you here. The stark emptiness prompts a heavy sigh as you turn away, left with only the memory of the tree's purity in the desolate expanse. Time to move on, carrying the weight of the past and the resolve to face whatever lies ahead.
<</if>>
<</if>>[img[setup.ImagePath+'Wonders/steadyshrine1.png']]
Which companion would you like to forcibly copy the Curse of $mc.curses[$temp].name onto?
The magic of the shrine wisps through the air menacingly as your victim struggles helplessly.
<<nobr>>
<<set _curse = $mc.curses[$temp]>>
<<for _i, _companion range $hiredCompanions>>
<<set _flag = false>>
<<set _tempName = _companion.name>>
<<set _companionId = _companion.id>>
<<switch _companionId>>
<<case setup.companionIds.twin>>
Your twin already shares all of your Curses.<br>
<<case setup.companionIds.golem>>
You can't copy Curses to your Golem.<br>
<<default>>
/* Check whether companion already has this Curse (e.g. from this shrine). */
<<set _flag = !_companion.hasCurse(_curse.name)>>
<<if !_flag>>_companion.name already has this Curse!<br><</if>>
<</switch>>
<<if _flag>>
<<if _companion === $companionBandit>><<set _tempName = "Bandit">><</if>>
<<capture _companion _i _tempName>>
<<set _choiceText = "Copy to " + _tempName>>
<<link _choiceText "Layer4 Steady Apply">>
<<set _companion.addCurse(_curse.copy())>>
<<set $corruption += Math.round(_curse.corr / 2)>>
/* The CYOA states that the cost counter is shared between shrines. */
<<set $dubloons -= ($skewedUsed * 5)>>
<<set $skewedUsed += 1>>
<<set $temp2 = _i>>
<</link>><br>
<</capture>>
<</if>>
<</for>>
<</nobr>>[img[setup.ImagePath+'Wonders/steadyshrine1.png']]
<<nobr>>
<<set $skewedForced += 1>>
<<set _companionId = $hiredCompanions[$temp2].id>>
<<set _affectionPenalty = 5 - $hsswear>>
<<include "Companion Mistreatment Reaction">>
<</nobr>>
[[Stand in front of the shrine to force another Curse|Layer4 Steady 2a]]
[[On second thought, maybe a more diplomatic approach would be advisable|Layer4 Steady1a]]
[[Continue with your journey|Layer4 Hub]]<<CollectRelic $relic34>>\
<<if !setup.passingTime()>>
As your eyes adjust to the swirling, icy fog, you notice something peculiar - an odd, crystalline formation that stands out amid the snow and ice. It's a colossal glacier, perfectly clear and shining with a strange light through its blue glacial ice. What catches your attention are the countless, intricate carvings etched into its surface. Scenes of forgotten tales, narratives of ages past, and cryptic symbols intertwine, their elaborate designs shimmering and dancing under the dim, diffused light.
Approaching the glacier, you notice the design of an open book etched into the ice. You place your gloved hand onto it, the ice prickling your skin despite the protection. The etched book begins to glow, its outline brightening to a blinding white light. As quickly as it came, the light fades, revealing an alcove in the ice. Nestled within it lies a single, delicate feather - a stark contrast against the icy backdrop.
The feather is luminous in the dimly lit layer, its intricate barbs glowing gently like moonlight against the backdrop of frost. Picking it up, the feather feels almost weightless, but with an indescribable, pulsating warmth. The pen tip is sharp and surprisingly resilient, despite the softness of the feather. This is the Ghost-righter Writing Down - a Relic imbued with the power to turn even the clumsiest prose into elegant narratives.
You take out a piece of parchment from your satchel, scribbling a quick note using the feather. The ink from the feather flows onto the page like quicksilver, the cold seemingly having no effect on its fluidity. Satisfied, you tuck the parchment away for later. You can't help but look forward to the transformation that awaits the humble note.
Retrieving the Relic was just the beginning of the adventure. Holding the feather aloft, you can almost hear the echo of the countless stories, poems, and scripts that have been penned with it. The Relic whispers promises of perfect prose, tales untold, and a newfound sense of connection with the universal language of storytelling.
[[Continue searching for the Relics of layer 4|Layer4 Relics]]
[[Continue exploring the fourth layer|Layer4 Hub]]
<</if>><<CollectRelic $relic35>>\
<<if !setup.passingTime()>>
The biting winds occasionally loosen icy chunks from the overhead canopy, which then tumble to the ground as snow or hail. Amidst this icy wilderness, you notice sparse, hardy shrubs huddling for warmth, their struggle for survival a stark contrast to the layer's serene beauty.
A sound interrupts your contemplation, a hollow, metallic echo that originates from the depths of a nearby glacial crevasse. Intrigued, you move towards the sound. The crevasse reveals a winding path that burrows deep into the glacier's heart. You decide to venture in, following the strange sound that seems to grow louder as you go deeper.
In the crevasse's gloom, you find an unexpected sight: an enormous, ornate golden cage, the Gilded Prison. The cage's lustrous surface is out of place in this icy world. Despite its location, it isn't touched by frost or ice. Intricate patterns carved onto its surface tell a story, perhaps of its creation, or of a forgotten civilization. As the sounds you heard earlier echo around you, you realize they emanate from the cage itself. It's as if the Gilded Prison is singing a lonely song in this frozen cavern.
With careful, measured movements, you approach the Relic. The air around it shimmers slightly, the only indication of its powerful effects. Taking a deep breath, you prepare to retrieve the Relic. You reach out and touch the icy-cold bars of the Gilded Prison. There's a quiet hum of power beneath your fingertips, a barely audible promise of preservation.
You retrieve the cage, taking care not to jostle it too much. It's surprisingly light, despite its size. The moment the Gilded Prison is moved, the shimmering air around it disappears, pausing its time-stopping properties. As you carefully pack it away, you spare a final glance at the icy cavern, once home to this precious Relic, as you continue your expedition.
[[Continue searching for the Relics of layer 4|Layer4 Relics]]
[[Continue exploring the fourth layer|Layer4 Hub]]
<</if>><<CollectRelic $relic36>>\
<<if !setup.passingTime()>>
Up ahead, you see a sudden break in the icy monotony of the fourth layer. A massive glacier, towering into the foggy abyss above and buried deep into the frost-laden ground below. In its frozen heart, the faint outline of a structure, half buried and time-forgotten. A technological hub, perhaps once bristling with activity, now silenced by the inexorable march of time and ice. You approach, your curiosity piqued.
Despite the encroaching ice, the building's exterior still showcases glimpses of its former grandeur. Abstract, futuristic patterns etched into metal, barely discernible beneath the heavy frost. You make your way through a broken entranceway, stepping over the shards of a once-secure door.
Inside, the building is a maze of frozen-over technology, blinking lights dimly visible beneath a layer of frost. Frost-cracked monitors and desks laden with ancient devices, frozen mid-action. The freezing temperatures make everything brittle, but amidst this wreckage, a faint glow draws your attention.
Tucked away in a small, ice-encrusted room is a console, its screen emitting a soft, inviting light. On its surface, a slot that perfectly matches the size of a SIM card beckons. You move closer, intrigued by the console's unexpected liveliness amidst this icy tomb.
As you approach, a holographic display flickers to life, surprising you with its brightness and clarity. It depicts a swirling galaxy of information - circuits and codes coalescing into something... more. At the heart of this galactic display, there is a small, radiant object - a chip, glowing with a light that seems to cut through the biting cold. The Omoikane Circuit.
Your fingers carefully coax the chip from its frozen hold, warmth emanating from it and spreading through your numb fingers. You examine it closely, its surface gleaming with intricate circuitry, a silent hum coming from it, as if yearning for a host.
You stand there, in the heart of this icy ruin, holding the ultimate symbol of progress and technology. A beacon of warmth and life in the midst of the frigid Abyss. A connection to a time before the frost, a whisper of humanity's relentless will to thrive. The Omoikane Circuit is now yours.
<b>You can install this in a smartphone if you return to the Relic Workshop on the surface.</b>
[[Continue searching for the Relics of layer 4|Layer4 Relics]]
[[Continue exploring the fourth layer|Layer4 Hub]]
<</if>><<CollectRelic $relic37>>\
<<if !setup.passingTime()>>
Ahead, a peculiar sight breaks the endless white: an unusual, frosted structure that resembles a spiral staircase, formed by twisted, tortured ice formations. You approach cautiously, noticing a faint indigo glow emanating from the heart of the structure, buried deep within the coiled ice.
You ascend the frozen stairs, the cold growing more biting with each step. The closer you get, the stronger the glow becomes, illuminating the icy spiral with surreal radiance.
You arrive at the top, greeted by the sight of the Afar Wanderer, cradled in a bed of shimmering ice crystals. It's an otherworldly vision - a wand of flowing design, imbued with an indigo aura that pulses gently in rhythm with the windy breath of the Abyss. Its shape echoes the surrounding ice formations, as though it was birthed by the very heart of this icy realm.
You stretch out your gloved hand to retrieve it, but the moment your fingers brush the surface of the wand, the ice bed shatters abruptly. But the Wand floats in mid-air, held aloft by some unseen force. This gives you an opportunity to grab it. For a moment it feels resistant, as if tied to the pedestal that it formerly resided upon, but then the connection is broken and it feels like a normal wand in your hand and its glow fades.
With the Afar Wanderer secured, you make your way back, leaving the silent, icy tower behind.
[[Continue searching for the Relics of layer 4|Layer4 Relics]]
[[Continue exploring the fourth layer|Layer4 Hub]]
<</if>><<CollectRelic $relic38>>\
<<if !setup.passingTime()>>
As you delve deeper into the fourth layer, the landscape subtly morphs. The snow-blanketed expanse is punctuated by small glacial mountains. You notice a peculiar cluster of icicles suspended from a protruding ledge, refracting the dim ambient light, providing just enough illumination to pierce through the fog. It appears like a gateway, an entrance to somewhere yet unexplored.
Drawn by the allure of discovery, you approach the icy archway. The crunch of your footsteps in the snow resonates in the silence. Beyond the gateway, you find a cavern, a stark contrast to the blizzard outside. The air within is eerily still, the cold less biting. Crystal formations cover the cavern walls, a maze of stalactites and stalagmites in a frozen tableau.
The heart of the maze houses an intriguing sight. An anomaly that refuses to be overlooked. Nestled in a depression in the icy floor is the Kin Shifter, a glob of putty-like slime. Its jelly-like substance oscillates in rhythm, a pulse of life amidst the frozen solitude. The face in the glob glimmers, decorated in a fashion that starkly contrasts the rest of its appearance.
Your heart hammers in your chest as you reach out. The air around the artifact seems to ripple with latent power. As your fingers make contact, you feel a pulse, akin to a dormant engine roaring to life. A portion of the Kin Shifter moves, reaching out, hungry for the touch of another Relic you possess. It is ready for the transformation, to emulate a perfect replica of a Relic you own, replicating all its characteristics, abilities, value, and weight.
Upon retrieving the Kin Shifter, it feels heavier, pulsating with potential.
<b>You can use this Relic to copy other Relics you have to get more uses out of them or just get a great value by copying other valuable Relics!</b>
[[Continue searching for the Relics of layer 4|Layer4 Relics]]
[[Continue exploring the fourth layer|Layer4 Hub]]
<</if>><<CollectRelic $relic39>>\
<<if !setup.passingTime()>>
Your heart races as you approach the icy monolith, a hulking structure of metal and gears embedded in the snowy mountainside. The entrance, a yawning gateway with intricately interlocking cogwork, beckons you into its mechanical maw. As you draw closer, the relentless bitter cold seeping through your insulating gear seems to dissipate, replaced by an eerie warmth emanating from the mechanical fortress. You rub your frosted gloves together, relishing the momentary reprieve from the cold as you cross the threshold into the unknown.
The interior is a marvel of steampunk engineering. Vast cylinders of iron and brass turn endlessly, the rhythmic churning of gears and pistons filling the air with a deep, resonating hum. Shafts of cold light filter down from the ice overhead, casting an otherworldly glow on the maze of spinning machinery. The mechanical gears, despite their imposing size, move with a certain fluidity, an oddly harmonious balance between nature and machine.
As you navigate the labyrinth of cogwork, you notice an increasing intensity in the rhythm, the pulse quickening like the heartbeat of the mountain. Your eyes catch sight of a cylindrical metal pipe, remarkably ordinary amid the grandiose machinery. It lays horizontally, suspended in the air by a complex armature of gears and pulleys.
With a deep breath, you reach out to the pipe. It's cool to the touch, an oddity in this warm metal cave. Carefully, you disengage it from its mounting. The gears groan in protest, their rhythm faltering for a moment before finding a new equilibrium.
The Brave Vector is now in your possession. You marvel at its simple yet potent design. It's lighter than it looks, but when you drop a small piece of broken gear into one end, it shoots out the other end with a speed that makes your heart skip a beat. The very air seems to shudder in its wake.
Your mission accomplished, you carefully store the Relic in your pack. The mechanical fortress seems to sigh as you make your way to the entrance, the rhythm of the gears slowing, returning to their initial state. As you emerge back into the biting cold, the mountain behind you groans as it returns to slumber.
<b>While this Relic may not be very functional in its current form as a bent pipe, a trip to the Relic Workshop could transform it into a powerful and efficient weapon.</b>
[[Continue searching for the Relics of layer 4|Layer4 Relics]]
[[Continue exploring the fourth layer|Layer4 Hub]]
<</if>><<CollectRelic $relic40>>\
<<if !setup.passingTime()>>
As you move through the frosty expanse of the fourth layer, the chill seeping through your heavy clothing is almost unbearable. Each breath you draw is laced with the biting cold, making your lungs ache. Despite the layers of gear you donned before your descent, the miasma-enhanced cold pierces through, making your teeth chatter in an unending cadence. Small patches of stubborn vegetation peep out from under the snow, brittle from the relentless cold.
You spot a structure in the distance. It's a small, dilapidated cabin, just a mere silhouette against the icy mist. The cabin's roof is layered with heavy snow, threatening to collapse under the weight, while its walls are scarred from the trials of weathering the deadly cold. Its wooden door creaks ominously as the miasma-produced winds blow. This desolate cabin doesn't promise warmth or refuge, but it catches your interest. Something about it feels significant, perhaps even supernatural.
Steeling yourself, you move towards it, pushing through knee-deep snow, feeling the biting sting of hail against your exposed face. Inside the cabin, an uncanny sight greets you - amidst the freezing cold, a lone hearth glows with a soft, warm light. The heat radiating from it is soothing, a stark contrast to the cold that surrounds you.
Above the hearth hangs an aged painting, it depicts a strikingly green four-leaf clover standing out against a barren winter landscape. As you glance at the painting, a small drawer below the hearth catches your eye. Its wood is dark and old, and it creaks as you pry it open. Inside, nestled upon a velvet cushion, is a small charm. It's shaped like a four-leaf clover, and it gleams in the hearth's light - the Devil's Own.
As you pick up the charm, you feel a sense of peace wash over you. You note a lack of spilled ashes from the hearth, the absence of an errant gust of wind sneaking in from the cabin's decrepit walls. The menacing cold appears to have lost some of its bite. The charm's magic is subtle yet potent, and you tuck it away in your pocket, feeling safer than you have in a while.
<b>If you have Cherry as a companion, this Relic will provide the useful boon of a single use reroll of her Chaotic Luck.</b>
[[Continue searching for the Relics of layer 4|Layer4 Relics]]
[[Continue exploring the fourth layer|Layer4 Hub]]
<</if>><<CollectRelic $relic41>>\
<<if !setup.passingTime()>>
You trudge onward through the biting cold, every step crunching beneath your feet on the snow-laden ground. The fourth layer of the Abyss, an icy wasteland, is as beautiful as it is deadly. Small glacial mountains, crystalline in their sheen, rise like the backbones of ancient leviathans around you.
Ahead, you see an anomaly – a large, dome-like structure made entirely of ice, its surface glimmering with a multitude of colors refracted from the shards of ice above. The structure emanates a strangely welcoming aura, contrasting with the otherwise hostile environment.
You approach the ice dome, careful to remain alert for any sudden movements of the miasma, or the sudden falling of ice shards. The entrance of the dome is a narrow archway, just big enough for you to pass through. You step inside, and a warm gust of air surprises you. The interior is lined with glowing crystals, shedding a gentle, ambient light around. The warm air seems to emanate from these crystals, creating a pocket of refuge within the brutal cold of the layer.
In the center of the dome, mounted on an icy pedestal, rests the Verve Cell. It appears as an exquisite hammer, its form seems to be embedded with a few pieces of crystal that shimmer with latent energy. It looks remarkably light, and somehow you know that regardless of how hard you swing it, it will only ever deliver the lightest tap.
You extend a hand and cautiously pick up the Verve Cell. It hums in your grip, resonating with your touch.
As you secure the Verve Cell into your satchel, you can't help but marvel at the subtle irony. In this place of relentless cold and harsh survival, you've found an instrument of control, a beacon of warmth in the relentless cold, its existence a testament to the unpredictable, dichotomous nature of the Abyss.
[[Continue searching for the Relics of layer 4|Layer4 Relics]]
[[Continue exploring the fourth layer|Layer4 Hub]]
<</if>><<CollectRelic $relic42>>\
<<if !setup.passingTime()>>
Your instincts lead you towards a tall, glacier-topped mountain. Your eyes squint through the snowfall and you can see the mountain's icy apex, an ominous and daunting silhouette.
As you approach the glacial mountain, you can see something odd about the ice formation. It seems as if there's an unnatural separation in the ice, as if the glacier was split in two by some unseen force. A faint glow emanates from within, giving the icy divide a spectral quality. This resonates with the description of the Vessel Vivisector, its ability to create spectral duplicates, mirroring the spectral glow emanating from the glacial split.
You climb the mountain, maintaining your grip on the slippery ice. The cold is punishing, the wind howling like a feral beast, but you push on. Soon enough, you reach the divide. A shiver of anticipation courses through you as you reach into the crevice, your gloved hand brushing against something metallic.
Pulling it out, you find it's a small scalpel, delicate yet cold to the touch. The handle is etched with intricate designs that glow faintly, matching the spectral glow from the crevice. You can feel a sense of energy within it, the power of the Vivisector waiting to be unleashed.
As you hold the Vivisector, you test its power, making a slight cut on your hand. You watch as a ghostly afterimage separates from you, its translucent form mimicking your actions, your posture. It's a ghost, your ghost, performing the same act of discovery you just went through.
Looking around, you decide to use the Vivisector on one of the hardy plants, curious to see what would happen. After the cut, a ghostly replica of the plant appears, sitting sturdily against the harsh conditions, a phantom in the blizzard. It's a beautiful, haunting sight, yet the confirmation of the Relic's power sends a wave of relief through you.
[[Continue searching for the Relics of layer 4|Layer4 Relics]]
[[Continue exploring the fourth layer|Layer4 Hub]]
<</if>><<CollectRelic $relic43>>\
<<if !setup.passingTime()>>
As the freezing winds rip through your protective gear, you lower your gaze to the small, sparse vegetation around you. Trudging through the bitter cold, you spot a peculiar set of tracks leading to one of the ice mounds. You decide to follow it.
The tracks lead you into a hidden crevice within the ice. You enter it cautiously, the icy chill replaced by an eerie silence. It's a natural gallery, with the walls lined with hulking shapes of ice, each meticulously sculpted into various forms and shapes, catching the refracting light in a stunningly beautiful yet alien way.
The air in here is somehow softer, less hostile. As your eyes adjust to the dazzling spectacle, you spot a large, carved pedestal at the end of the gallery. Standing on it is a gigantic, ornate paintbrush, the Sated Artist.
Treading cautiously between the sculptures, you feel an intense magnetic pull. There is a palpable energy emanating from the Relic that resonates in your chest. As you reach the pedestal, you can feel the icy cold give way to a warming hum from the Sated Artist.
The brush is made of a material you cannot identify, and the bristles seem to shimmer with an unworldly gleam. You take a moment to appreciate the craftsmanship of the object before you, before extending your gloved hand towards it.
As you grip the Sated Artist, you feel a jolt of energy pass through you. It feels... alive, buzzing, eager to create. The icy walls around you suddenly don't seem so lifeless anymore. With a sense of purpose, you dip the Sated Artist into a nearby pool of black miasma ink that bubbles up from a fissure in the floor.
Holding the brush, you make an attempt to paint, dragging it through the air. It feels like drawing on an invisible canvas. The miasma ink solidifies mid-air into a three-dimensional object. You draw a small cube, watching in fascination as it hovers in the air before settling down gently onto the icy floor. It's weighty, similar to iron, but bears all the hallmarks of the ink, creating an uncanny hybrid of fluidity and solidity.
A strange sensation, like satisfaction, courses through you. You grasp the Sated Artist, now realizing that the surrounding sculptures weren't carved from ice but painted into existence. This glacial studio is a testament to an artist's timeless presence, a creator who used the Sated Artist to paint life into the ice.
Carefully stowing the Sated Artist into your pack, you step back into the brutal cold outside the ice gallery. The icy wilderness seems different now, no longer just a cold, harsh expanse but a canvas awaiting the touch of the Sated Artist.
[[Continue searching for the Relics of layer 4|Layer4 Relics]]
[[Continue exploring the fourth layer|Layer4 Hub]]
<</if>><<CollectRelic $relic44>>\
<<if !setup.passingTime()>>
Off to your left, you notice an anomaly in this frost-bitten world - a giant mechanical sundial, half-buried in the snow, its large gnomon casting a long shadow despite the gloom. Surrounding the sundial are numerous metallic objects, suspended in mid-air, coated in thick ice, as if time had stopped for them eons ago.
Intrigued, you walk towards the sundial, leaving a trail of footprints on the unblemished snow. The static objects suspended in the air hum with an eerie energy that makes the air vibrate. You reach out tentatively, touching a metallic shard, and instantly, it's as if the suspended time itself resists your touch, repelling your gloved hand.
On instinct, you approach the center of the sundial where the gnomon stands firm. As you brush away the snow and ice, you reveal a hidden compartment. With a huff of effort, you pry it open to reveal the Timekeeper's Keepsake, the pocket watch. The metallic casing gleams in the dim light, seeming to pulse with temporal power.
You twist the watch, stopping its movement and immediately, the humming energy surrounding the objects wanes, the frozen tableau of suspended items shudder before they drop onto the snow, freed from their temporal imprisonment. You hastily pick up the pocket watch, its power released, allowing you to move it.
The cold suddenly seems to bite deeper, a reminder of the hostile environment you're in. You place the Timekeeper's Keepsake safely in your pocket, feeling the subtle tick-tock against your chest. It's as if time itself has taken a breath. As you trudge away from the ancient sundial, leaving the broken temporal field behind, the miasma-produced wind picks up once again, the snow begins to fall, and the Abyss's fourth layer reclaims its snowy monotony.
[[Continue searching for the Relics of layer 4|Layer4 Relics]]
[[Continue exploring the fourth layer|Layer4 Hub]]
<</if>><<CollectRelic $relic45>>\
<<if !setup.passingTime()>>
Ahead, through the dense veil of fog, a glimmer catches your eye. You squint, straining your eyes, and trudge towards the flicker. Gradually, the silhouette of an enormous, frozen archway materializes from the fog, standing resolute amidst the bleak, snowy expanse. Carved into the ice, the archway is etched with countless intricate patterns of twisting, intertwining lines - they almost appear like the plotlines of a thousand different stories, a silent testimony to the countless tales born in the hearts of humans.
A low hum resonates from beneath the snow, a vibration barely perceptible but enough to instill a sense of deep awe and trepidation. Behind the archway, obscured by a whirl of snow and frost, stands a giant, translucent pedestal of pure ice. And there, held aloft, gleaming in the low light filtering through the icy ceiling, rests the Creator's Bolt.
The Bolt appears almost ghostly, its shimmering metallic surface adorned with a mesmerizing red gem. It's easy to see how this Relic could harbor the power to create media from a mere thought. You feel an odd sense of reverence; this Relic has the power to bring to life the deepest desires and emotions of anyone it passes through.
With a deep breath, you advance, your hands outstretched. As you draw nearer, a comforting warmth begins to radiate from the Bolt, defying the freezing surroundings. Reaching out, you carefully wrap your fingers around the Relic, expecting it to be solid. Instead, it slips right through your grasp like a specter. Startled, you remember its description; it can't interact with living flesh.
An idea forms in your mind. You take a sock out of your bag, and open it as a small container. Holding the sock open, you try to maneuver the Bolt into it. With a small thrill, the arrow sinks into the fabric. You quickly draw the sock closed, trapping the Relic inside. Now encased in an inanimate object, the Bolt is yours to command whenever you choose to do so.
[[Continue searching for the Relics of layer 4|Layer4 Relics]]
[[Continue exploring the fourth layer|Layer4 Hub]]
<</if>><<CollectRelic $relic46>>\
<<if !setup.passingTime()>>
As you march on, a towering structure catches your eye — a glacial monolith, shimmering with a glacial blue light. Embedded in the glacier is a small, circular object. Upon closer inspection, you see it — the Perpetual Repose, its surface as smooth and untouched as the day it was forged. Its steadfast endurance, juxtaposed with the ice's fragility, only highlights its indomitable existence.
Your fingers graze the surface of the shield, but the ice is a bitter barrier, its cold bite causing your hand to recoil instinctively. Determination steeling your resolve, you carefully begin to chip away at the ice encasing the buckler. Each strike echoes across the icy expanse, a metronome in your quest.
The shield seems to absorb the shock from your strikes, the vibrations diffusing across its surface without leaving a mark. As the ice around the shield cracks and breaks away, you marvel at the sight—despite centuries spent in the harshest environment, the shield stands pristine.
As you hold the Perpetual Repose in your hands, feeling its inexplicable warmth against the biting cold, you can't help but appreciate the irony. Here, in the heart of an environment where everything is continuously eroded and destroyed, lies a Relic that refuses to yield.
The buckler is a fitting emblem of endurance against all odds, a symbol of the immutable spirit of the divers that brave the Abyss.
[[Continue searching for the Relics of layer 4|Layer4 Relics]]
[[Continue exploring the fourth layer|Layer4 Hub]]
<</if>><<CollectRelic $relic47>>\
<<if !setup.passingTime()>>
Suddenly, the hair on your arms stand on end, and you feel the subtle prickling sensation of static electricity in the air. You know you're close. Your heart races with anticipation as you proceed towards the source of the electric disturbance. You tread carefully around a towering shard of ice, when a unique spectacle steals your attention.
You find yourself standing at the precipice of a deep crevasse. An intricate dance of electric sparks lights up the chasm, weaving and winding their way around like the threads of an voltaic tapestry. They dance and twirl, throwing a wild and captivating show of glimmering light and shadow. The source of this electrical symphony is nestled in the heart of the crevasse: a sleek, silver loop, the Toral Wave.
Carefully, you maneuver your way down into the crevasse. With each descent, you can feel the electricity grow stronger, your skin tingling, your heart pounding like a wild drum.
You reach the bottom of the crevasse, a dim world lit only by the flickering electricity of the Relic. The Toral Wave rests in the snow on the ground, pulsating with energy, casting an array of silver streaks across the icy walls of the chasm. It is breathtakingly beautiful and dangerously powerful.
You reach out to claim the Relic, and the moment your hand touches the Toral Wave, a strong jolt of energy surges through you, making you gasp. You can feel the energy, controlled yet chaotic, coursing through you before finally dissipating harmlessly into the ground.
<b>A source of electricity like this would be hard to use in combat, but perhaps if you had some way to safely channel it and fight with it then it could be more effective?</b>
[[Continue searching for the Relics of layer 4|Layer4 Relics]]
[[Continue exploring the fourth layer|Layer4 Hub]]
<</if>><<CollectRelic $relic48>>\
<<if !setup.passingTime()>>
Ahead, through a veil of frost-tinted fog, you see an aberration in the natural landscape. A glacial formation, rising defiantly against the white expanse. Unlike the surrounding ice formations, this one glistens with a metallic sheen. It is a mountain, its height majestic, its form formidable, and its composition entirely alien. You can see veins of copper and silver threading the glacial body, spreading out like an intricate spider web. A glacier of metal in a realm of ice.
Despite the piercing cold, you venture closer. As you draw nearer, you can see the glint of other metals too. Striations of gold, blobs of mercury held captive within the steel-cold iron, speckles of titanium and zinc, all frozen in a moment of chaotic splendor.
The closer you get, the more you understand the metallic glacier is more than an anomaly; it is an echo of the Relic's very nature. A cacophony of elements, locked in constant flux, an embodiment of transmutation.
The mountainside is sheer, a daunting climb even for a seasoned climber. But you are undeterred. You start your climb, bracing against the whipping wind, the chilled metal against your hands an unusual contrast to the ice you'd been so accustomed to.
As you climb higher, the variety of metals changes. Now you can see rare, precious metals - palladium, platinum, and a hint of what could be rhodium. Their appearance sparks a thought: Could the Relic's effect have caused this? Is this glacier a monument to its power?
Your hands reach a small crevasse, offering a much-needed respite from the climb. Hidden within the shadowy recess, you find it. Flamel's Folly. The rod is tucked away, its length obscured in the shadows. It's cool to the touch, yet the connection ignites a sense of power within you. With it safely secured, you begin to make your way back down the mountain of metal and continue on your expedition.
[[Continue searching for the Relics of layer 4|Layer4 Relics]]
[[Continue exploring the fourth layer|Layer4 Hub]]
<</if>><<set _triggers = {
driftingSwallower: () => !$voidDiamondActive && $timeL4T1 >= 7,
}>>
<<PassTime _triggers>>
<<if _triggers.driftingSwallower()>>
<br>A great hissing sound, as if a blimp were leaking its helium, fills your ears as a dark form descends on you from above. A monstrous beast floats above your head and unveils its tentacles in preparation of its attempt to shovel you into its enormous maw.<br><br>
[[Deal with the Drifting Swallower|Layer4 Threat1][$returnPassage = passage()]]<br>
<</if>><<nobr>>
<<if !setup.passingTime()>>
<<set _multiplier = 1>>
<<if $DaedalusFly || $mechaBoarded>>
<<set _multiplier = 1/2>>
<<if $DaedalusFly && !$mechaBoarded>>
<<include "Companions Stranded">>
<</if>>
<</if>>
<<StartTraveling 7 0 _multiplier>>
<</if>>
<<PassTimeWithEvents>>
<</nobr>>\
<<if !setup.passingTime()>>
<<nobr>>
<<if !$voidDiamondActive>>
<<set $corruption -= 35 - $corRed + 5 * Math.trunc($hexflame / 10)>>
<</if>>
<</nobr>>
You continue your hike and try to keep somewhat warm despite the bone-chilling cold, but eventually the temperature starts to rise. However, once you've gotten to the comfortable warmth of the cave systems, you find the light is once again disappearing, leaving you in the dim darkness of the third layer.
<<include "Curse Descriptions">>
<<if $TwinFly>>
<<include "Twin rejoin">>
<</if>>
[[Return to the third layer|Layer3 Hub]]
<</if>><<PassTimeWithEvents>>\
<<if !setup.passingTime()>>
You continue your hike and try to keep somewhat warm despite the bone-chilling cold and your treacherous journey along the pit of sheer ice. As you get closer to the bottom, the temperature rises and the air starts to dry out.
<<include "Curse Descriptions">>
[[Continue to the fifth layer|Layer5 1]]
<</if>><<nobr>>
<<set $temp1 = random(0,14) + 33>>
<<set $temp2 = random(0,14) + 33>>
<<for $i = 0; $i < 1; $i>>
<<set $temp2 = random(0,14) + 33>>
<<if $temp1 !== $temp2>>
<<break>>
<</if>>
<</for>>
<<set $ownedRelics.push($relics[$temp1])>>
<<set $corruption -= Math.floor(Math.max(($relics[$temp1].corr / 2) - $corRed, 0))>>
<<set $ownedRelics.push($relics[$temp2])>>
<<set $corruption -= Math.floor(Math.max(($relics[$temp2].corr / 2) - $corRed, 0))>>
<</nobr>>
The Relics you have found with Cherry's Chaotic Luck are $relics[$temp1].name and $relics[$temp2].name for a cost of <<print Math.floor(Math.max(($relics[$temp1].corr / 2) - $corRed, 0))>> and <<print Math.floor(Math.max(($relics[$temp2].corr / 2) - $corRed, 0))>> corruption respectively.
[[Continue on to the rest of the layer|Layer4 Spectre]]<<nobr>>
<<set _temp1 = random(0,15) + 40>>
<<set _temp2 = random(0,15) + 40>>
<<for _i = 0; _i < 1; _i>>
<<set _temp1 = random(0,15) + 40>>
<<set _temp2 = random(0,15) + 40>>
<<if (_temp1 !== _temp2) && (_temp1 + _temp2 !== 43 && (Math.abs(_temp1 - _temp2) !== 1) && !($mc.hasCurse(ShrunkenAssets) && (_temp1 === 42 || _temp2 === 42)))>>
<<break>>
<</if>>
<</for>>
<<set _curse1 = setup.curseByNum(_temp1)>>
<<set _curse2 = setup.curseByNum(_temp2)>>
<<set _curse1.corr = Math.round(Math.max((_curse1.corr * 3 / 2), 0))>>
<<set _curse2.corr = Math.round(Math.max((_curse2.corr * 3 / 2), 0))>>
<<set $mc.addCurse(_curse1)>>
<<set $mc.addCurse(_curse2)>>
<<set $corruption += _curse1.corr>>
<<set $corruption += _curse2.corr>>
<</nobr>>
The Curses you have obtained with Cherry's Chaotic Luck are _curse1.name and _curse2.name for a cost of _curse1.corr and _curse2.corr corruption respectively.
<<set _hasScales = (_scaleCurse = _curse1).name === "Tipping the Scales" || (_scaleCurse = _curse2).name === "Tipping the Scales">>\
<<if _hasScales>>
Please enter your new scale color:
<<textbox "_scaleCurse.scaleColor" "green" "Layer4 Spectre">>
<<else>>
[[Continue on to the rest of the layer|Layer4 Spectre]]
<</if>><<nobr>>
<<set $temp1 = random(0,14) + 33>>
<<set $temp2 = random(0,15) + 40>>
<<for $i = 0; $i < 1; $i>>
<<set $temp2 = random(0,15) + 40>>
<<if !($mc.hasCurse(ShrunkenAssets) && $temp2 === 42)>>
<<break>>
<</if>>
<</for>>
<<set $ownedRelics.push($relics[$temp1])>>
<<set $corruption -= Math.floor(Math.max(($relics[$temp1].corr / 2) - $corRed, 0))>>
<<set _curse = setup.curseByNum($temp2)>>
<<set $mc.addCurse(_curse)>>
<<set _curse.corr = Math.round(Math.max((_curse.corr * 1.5), 0))>>
<<set $corruption += _curse.corr>>
<</nobr>>
With Cherry's Chaotic Luck you have found the Relic $relics[$temp1].name for a cost of <<print Math.floor(Math.max(($relics[$temp1].corr / 2) - $corRed, 0))>> corruption and obtained the Curse _curse.name for a gain of _curse.corr corruption respectively.
<<if $mc.hasCurse("Tipping the Scales")>>\
Please enter your new scale color:
<<textbox "$mc.skinColor" "green" "Layer4 Hub">>
<<else>>
[[Continue on to the rest of the layer|Layer4 Spectre]]
<</if>><<set _tempCurses = setup.cursesOnLayer[4]>>
<<set _totalCurses = $mc.curses>>
<<for _i=0; _i< $hiredCompanions.length; _i++>>
<<set _totalCurses = _totalCurses.concat($hiredCompanions[_i].curses)>>
<</for>>
<<include "Curse Randomizer">><<nobr>><<set $currentLayer = 4>><<if !isPlaying("layer4")>>
<<masteraudio stop>><<audio "layer4" volume 0.2 play loop>>
<</if>><</nobr>>
The chills of this layer don't seem to abate one bit when you aren't on the ground. You do feel a bit of relief to move rapidly through the enormous vertical tunnel at the lowest point of the ice though, rather than an agonizing climb through the steep cliffs and frozen tunnels.
[[Ascend to next layer|Escape Balloon L3][$corruption -= (35 - $corRed)]]
[[Hover on this layer to take in a Curse|Layer4 Curses]]
[[Get off the balloon on this layer|Layer4 Hub][$escBalDepl=0]]As you bring the charm up to your eye and gaze deep into the red crystal, your vision fades and a new image comes clearly into view:
[img[setup.ImagePath+'Layer Intros/l4intro.png']]
@@.layerTitle;LAYER 4 - HOARFROST WASTES@@
You see yourself trudging through thick layers of snow, and even with only your sight to view the layer, a deep sense of chills runs through you, as if the cold here were able to seep into your very being. Suddenly the image shifts and you see the splendor that you could find on this layer.
[img[setup.ImagePath+'Clipped-Fin/Abyss Diver Page 5-relics.png']]
As an image of the wonders you might find on this layer starts to come into focus, an intense feeling of humility washes through you.
[img[setup.ImagePath+'Clipped-Fin/Abyss Diver Page 5-wonders.png']]
The mystical possibilities of the wonders fade from your view and you suddenly feel nauseous, as if a huge amount of miasma was suddenly sucked into your chest. You visualize the corruptions and Curses that may afflict you in the layer below.
[img[setup.ImagePath+'Clipped-Fin/Abyss Diver Page 5-curses.png']]
Finally the nauseous feeling passes but is replaced by a brief sense of terror as you get a glimpse of the threats that await you on the layer
[img[setup.ImagePath+'Clipped-Fin/Abyss Diver Page 5-threats.png']]
Finally, the vision fades, leaving you standing once again where you were before, with only a brief sense of motion sickness as you orient yourself back to your physical body. As you look at the Gleam Dazer once again, you notice the Relic is cracked and broken.
[[Return|$previewReturn][setup.loseRelic('Gleam Dazer')]]Relics:
[img[setup.ImagePath+'Clipped-Fin/Abyss Diver Page 5-relics.png']]
Wonders:
[img[setup.ImagePath+'Clipped-Fin/Abyss Diver Page 5-wonders.png']]
Curses:
[img[setup.ImagePath+'Clipped-Fin/Abyss Diver Page 5-curses.png']]
Threats:
[img[setup.ImagePath+'Clipped-Fin/Abyss Diver Page 5-threats.png']]
<<back>><<nobr>>
<h1>Camping</h1>
<<set _random = random(1,4)>>
<<if _random === 1>>
[img[setup.ImagePath+'Environments/Layer4Landscape1.png']]
<<elseif _random === 2>>
[img[setup.ImagePath+'Environments/Layer4Landscape2.png']]
<<elseif _random === 3>>
[img[setup.ImagePath+'Environments/Layer4Landscape3.png']]
<<else>>
[img[setup.ImagePath+'Environments/Layer4Landscape4.png']]
<</if>>
<</nobr>>
<<include 'CampCode'>><<set $timeL4T1 -= 7>>
[img[setup.ImagePath+'Threats/driftingswallower.png']]
The beast moves gracefully, its tail and powerful appendages weaving through the air like tendrils of a living nightmare. Its presence is a chilling reminder of the dangers lurking in this seemingly serene layer of the Abyss.
The Drifting Swallower, sensing your movements, turns its attention towards you. Its appendages propel it forward with surprising speed, closing the distance between you in a matter of seconds. Your heart races as you fumble for your weapon, knowing that a mere five bullets could bring this creature to its end.
As the beast swoops down upon you, you observe its immense size and imagine the feeling of its slick, cold flesh skimming against your skin send shivers down your spine. Your body, unprepared for the sudden assault, trembles with a mix of fear and adrenaline.
How do you want to deal with the creature descending upon you?
<<nobr>>
<<if $items[14].count > 0 && $hiredCompanions.some(e => e.id === setup.companionIds.khemia)>>
Khemia has enough expertise with a blade to be able to fight it off, but even he would be seriously injured in the process, increasing your next 6 travel times by 1 day each if you let him fight for you.<br>
[[Have Khemia fight it off with a sword|$returnPassage][$status.duration += (6 - $statRed); $status.penalty += 1; $smaragdineThreatsSubmitted.swallower = true; $smaragdineThreatsDefeated.swallower = true]]<br><br>
<</if>>
<<if ($joyousSword === 1 || $ownedRelics.some(e => e.name === "Sunbeam")) && $hiredCompanions.some(e => e.id === setup.companionIds.khemia)>>
With a powerful Relic sword in hand, Khemia can defeat the Drifting Swallower without any major issues after an intense battle.<br>
[[Allow Khemia to defeat it with his Relic blade|$returnPassage][$smaragdineThreatsDefeated.swallower = true]]<br><br>
<</if>>
<<if $items[13].count > 0 && $items[20].count > 4>>
You can take it down effectively with a gun, but you'll need at least 5 bullets to take it down due to its evasive movements.<br>
[[Shoot it with your pistol|$returnPassage][$items[20].count -= (5 - $bullRed); $smaragdineThreatsDefeated.swallower = true]]<br><br>
<</if>>
<<if $slingshot === 1>>
Your Brave Vector slingshot can be used like a gun, and a ranged weapon can efficiently bring down a swallower.<br>
[[Defeat it with the Brave Vector|$returnPassage][$smaragdineThreatsDefeated.swallower = true]]<br><br>
<</if>>
<<if $ownedRelics.some(e => e.name === "Tranquility Knell")>>
The Drifting Swallower detects its prey by sensing vibrations, but the Tranquility Knell silences noise in the air and other media, nearly eliminating vibrations and leaving the creature virtually blind. This effect should provide you with a 30-minute window where the Swallower is unable to find you, allowing you to escape unnoticed until you are out of range.<br>
[[Escape with the Tranquility Knell|$returnPassage][$smaragdineThreatsDefeated.swallower = true]]<br><br>
<</if>>
<<if $mechaBoarded>>
The Drifting Swallower looks imposing even from the mecha you're currently in. However, it should still be no match.<br>
[[Activate the plasma cannons and shoot it down|$returnPassage][$smaragdineThreatsDefeated.swallower = true]]<br><br>
<</if>>
If you allow it to overpower you, prepare to be vored! It will swallow you whole and you will spend the next 3 days inside of its large stomach being tickled and lightly burned by gastric juices enveloping your entire body. After you are eventually expelled from the creature, you'll be left with persistent light burns, increasing all travel costs by 1 day until you are cured. This will not heal without a medkit.<br>
[[Allow it to overpower you|Layer4 Swallower Ravage][$status.duration += 99; $status.penalty += 1; $smaragdineThreatsSubmitted.swallower = true]]
<<if ($hiredCompanions.length < 1 || ($hiredCompanions.some(e => e.id === setup.companionIds.golem) && $hiredCompanions.length < 2 )) && $ownedRelics.some(e => e.name === "Creepy Doll") && $mc.appAge<18>>
<br>As the creature descends, a childlike, otherworldly voice whispers to you, its origin both elusive and omnipresent.<br><br>
<<say $creepydoll>>Don't be afraid, nobody's going to hurt you. Just hold me tight, and all the bad things will go away! <</say>><br>
A gentle, comforting warmth emanates from the Creepy Doll, beckoning you to embrace it and welcome its presence into your heart.<br><br>
<<link "Hug the doll tightly and close your eyes" $returnPassage>>
<<dollTF>>
<</link>><br>
<</if>>
<</nobr>>
Use the following option only if you have specifically considered your inventory and made a plan of how to use what you have to take down the creature.
[[Use a combination of Relics not mentioned above you believe would be able to overpower one of the beasts|$returnPassage]][img[setup.ImagePath+'Threats/driftingswallower.png']]
As the Drifting Swallower closes in, you make no effort to evade it or reach for your weapon. Instead, you stand still, offering yourself willingly to the creature. The beast hesitates for a brief moment, as if surprised by your lack of resistance, before its slick, cold flesh makes contact with your body, sending shivers down your spine.
You are engulfed by the creature, its cavernous maw swallowing you whole. The moist, warm air inside the beast's mouth envelops you as the strong, musky scent of its saliva fills your nostrils. Its massive tongue wraps around you, its slick surface covered in tiny, writhing taste buds that explore every inch of your skin, leaving a trail of sticky saliva in their wake.
The sensation of being enclosed within the creature's mouth, the rhythmic pulsing of its throat as it swallows, and the gentle suction of its breath around you is both terrifying and undeniably exhilarating. With a final, powerful contraction, the tight, wet passage leads you to the beast's stomach.
As you slide into the Drifting Swallower's stomach, you land on a soft, cushion-like surface. The stomach walls are surprisingly warm, pulsating gently against your body with each of the creature's breaths. The air inside is humid and thick, carrying with it the pungent aroma of the beast's previous meals. Your senses are overwhelmed, the heady mixture of fear, excitement, and curiosity pushing you to the brink of sensory overload.
The stomach walls contract around you, moving in a slow, undulating rhythm that causes the gastric juices to lap at your most sensitive areas. The sensation is simultaneously ticklish and burning, as the potent digestive fluids seep through your clothing and make contact with your skin. The delicate balance of pleasure and pain intensifies with each passing moment, as the gastric juices tenderly lap and nibble at your body.
Through the darkness, you can hear the distant, muffled sounds of the creature's movements, a constant reminder that you're at the mercy of this massive beast. Your world has been reduced to the tight confines of its stomach, a space where you're both vulnerable and strangely secure.
As the hours pass, you find yourself slipping in and out of consciousness, the mixture of fear and sensory overload lulling you into a hazy, dreamlike state. You're acutely aware of every sensation, from the gentle, rhythmic pulsing of the stomach walls against your skin to the ever-present burning and tickling of the gastric juices that continue their relentless assault.
Three days later, the Drifting Swallower expels you from its body, leaving you battered and covered in light burns. You will increase all of your travel times by 1 day until you are healed.
[[Continue your journey through the Abyss|$returnPassage]]<<PassTimeWithEvents>>\
<<if !setup.passingTime()>>\
[img[ setup.ImagePath + setup.steadyShrine.pic ]]
<<if !$hiredCompanions.length>>
You must have companions if you would like to use the Steady Shrine.
<<elseif $skewedForced < 4>>
Would you like to use the Steady Shrine to copy a Curse onto one of your willing companions at the cost of <<print ($skewedUsed * 5)>> dubloons?
[[Yes, use the Steady Shrine to copy a Curse|Layer4 Steady1a]]
Would you like to use the Steady Shrine to force a Curse upon one of your unwilling companions at the cost of <<print ($skewedUsed * 5)>> dubloons?
[[Yes, use the Steady Shrine to forcibly copy a Curse|Layer4 Steady 2a]]
//There will likely be consequences.//
<<else>>
None of your companions trust you at this shrine anymore. None will get close enough for you to use the shrine with them. They watch you with eyes full of fear and anger, as if they could bolt at any moment and leave you alone in the Abyss.
<</if>>
[[Visit the Diver shrine|Diver shrine]]
[[Return to exploring the fourth layer|Layer4 Hub]]
<</if>><<nobr>>
<<set $currentLayer = 5>>
<<masteraudio stop>>
<<audio "layer5" volume 0.2 play loop>>
<<set $timeL4T1 = 0>>
<<set $timeL5T1 = 0, $timeL5T2 = 0>>
<<set $forageWater = 0>>
<</nobr>>
@@.layerTitle;
[img[setup.ImagePath+'Layer Intros/l5intro.png']]
!Layer 5 - Windswept Potpouri Sands
@@As you descend through the huge vertical shaft, the walls lining it slowly begin to become smoother, warmer, and drier. Before long, it transitions completely from a wall of ice into a wall of sandstone. As the shaft begins to open up horizontally into the fifth layer proper, the wind, previously gentle and cold, begins to roar beneath you, whipping up the vast expanse of sand in this layer into near-perpetual sandstorms. But sand isn't the only thing being scattered about by the wind.
For an area that otherwise bears such a strong resemblance to a surface desert, this layer is positively brimming with beautiful, colorful foliage, the petals of which chaotically dance in the wind, painting a shower of color against the backdrop of he ever-shifting dunes, and filling your nose with the scents of the world's best-stocked flower shop. Even the living flowers are astonishingly dry and fragrant, having long abandoned water and instead adapted to survive entirely on Miasma. Dotted about the layer, ruins carved from sandstone hide ancient secrets, telling the story of a long-gone civilization in a long-dead language.
[[Walk through the fifth layer of the Abyss|Layer5 Hub]]<<nobr>><<if $hiredCompanions.some(e => e.id === setup.companionIds.cherry)>>
<<if $visitL5 === 0>>
<br><<print "[[Use Cherry's chaotic luck|Layer5 Cherry]]">><</if>>
<</if>><</nobr>><<nobr>>
<<set $currentLayer = 5>>
<<if !isPlaying("layer5")>>
<<masteraudio stop>>
<<audio "layer5" volume 0.2 play loop>>
<</if>>
<<CarryAdjust>><<checkTime>>
<<if $visitL5 === 0>>
<<set $visitL5 = 1>>
<<set $layerTemp = 8>>
<<elseif $secondVisitL5 === 0>>
<<set $secondVisitL5 = 1>>
<<set $layerTemp = 18>>
<<else>>
<<set $layerTemp = random(0,20)>>
<</if>>
<<if $layerTemp === 1>>
As you navigate the sandstorms, you stumble upon a peculiar sight: an intricately crafted sandstone statue of a couple locked in a passionate standing embrace. Their bodies intertwine in a delicate dance, the man's muscular arms wrapped firmly around the woman's slender waist as she arches her back, her supple legs wrapped around his hips. Their faces, worn by time, betray a mixture of pain and ecstasy. The wind seems to whisper sweet nothings in your ear as you stand before the statue, and you can't help but wonder what this long-forgotten artist was trying to convey through their work. What emotions and desires drove them to create such a captivating piece?<br><br>
<<elseif $layerTemp === 2 || $layerTemp === 3>><<set _temp = random(0,2)>>
<<if _rand === 0>>
As you walk, you stumble upon a half-buried sandstone ruin adorned with intricate carvings. Taking a closer look, you find that the carvings depict a variety of explicit scenes. One panel displays a trio of women, their bodies interlocked and entwined, sharing passionate kisses and tender touches. The carvings are remarkably detailed, capturing the delicate curves of their bodies and the expressions of pleasure on their faces. The combination of ancient artistry and eroticism creates a strange, captivating atmosphere. Curious but cautious, you choose not to linger and continue on your journey.<br><br>
<<elseif _rand === 1>>
As you walk, you stumble upon a half-buried sandstone ruin adorned with intricate carvings. Taking a closer look, you find that the carvings depict a variety of explicit scenes. In one scene, a group of people is gathered around a central figure, bound and blindfolded. The onlookers display a mix of admiration and lust as they touch and tease the central figure with a variety of implements. The carvings are incredibly detailed, each person's features and expressions rendered with astonishing skill. The combination of ancient artistry and eroticism creates a strange, captivating atmosphere. Curious but cautious, you choose not to linger and continue on your journey.<br><br>
<<else>>
As you walk, you stumble upon a half-buried sandstone ruin adorned with intricate carvings. Taking a closer look, you find that the carvings depict a variety of explicit scenes. One particularly striking scene features a woman sitting upon a throne, a man kneeling before her with his head bowed in submission. The woman is adorned in exquisite jewelry, and her hand rests possessively on the man's head, guiding him in an intimate act. The carvings are incredibly detailed, showcasing the power dynamics and emotions at play. The combination of ancient artistry and eroticism creates a strange, captivating atmosphere. Curious but cautious, you choose not to linger and continue on your journey.<br><br>
<</if>>
<<elseif $layerTemp === 6 && $mc.hasCurse("Hijinks Ensue")>>
<<include "Hijinks Ensue Scenes">>
<<elseif $layerTemp >= 18 - (1+$hiredCompanions.length) && $layerTemp < 19 && ($hiredCompanions.length > 0 || $ownedRelics.some(e => e.name === "Creepy Doll") )>>
<<include "Companion Layer Interaction">>
<<elseif $layerTemp >= 19>>
<<include "Curse Descriptions">><br><br>
<<else>>
You hike through the scorching heat of the sand dunes of the fifth layer, trying to keep yourself from overheating while you travel. Luckily you can enjoy the scent of the exotic flowers found all around the layer and seemingly always in bloom. In the distance you can spot the ruins of some long-dead civilization, apparently worn down by the Abyss until all that's left is the ruins you can search to find Relics on this layer.<br><br>
<</if>>
<<if $slwear>>
Even though you flower petals on the sand being scorched by the burning sun, it doesn't feel like anything more than a pleasantly warm summer day to you. The Solace Lace will make your time on this layer much more comfortable.
<<elseif $coolCloth && !$dollevent2>>
You put on the self-cooling clothes. The romer stones that you incorporated in it feel like small air-conditioning units. And while the clothes are light, they still cover you well and soon you feel them cool your entire body. You feel as if you could run a mile in these clothes and still not overheat, even in this scorching landscape. It looks like you'll be able to cover more distance wearing this than you would normally be able to. This reduces all travel costs by 1 day on this layer.<br><br>
<<elseif $dollevent2 && $coolCloth>>
By now you have accepted that you can't take off the tattered pink dress. But when you attempt to put the self-cooling clothes over your tattered dress, you faint, only to wake up with the summer clothes off and neatly folded in your hands once again. Looking at the doll, you swear you can see it grinning at you. It seems you are stuck sweating it out in this worn-down dress. If only it would be little hotter so that accursed doll would go up in flames...<br><br>
<<elseif $dollevent2 && !$coolCloth>>
Dressed in only your tattered pink dress you feel very exposed to the heat on this layer. You wish you had something cooler and more protective to wear to protect you. At the same time you wonder if you could even wear something else now that you are stuck in this Cursed dress. Damn that doll...<br><br>
<</if>>
<<if $forageWater === 0>>
<<print "You can't forage for daily water on this layer, due to the nature of the water source here.">><br>
<</if>>
<<if $forageFood === 1>>
<<print "You are currently foraging for your daily food on this layer.">><br>
<<else>>
<<print "You are not currently foraging for your daily food on this layer.">><br><</if>>
<<if !isPlaying("layer5")>>
<<masteraudio stop>><<audio "layer5" volume 0.2 play loop>>
<</if>>
<br>What do you want to do while you're here?<br>
<br>
<span class="icon">[img[setup.ImagePath+'Icons/useitems.png']]</span> [[Use Items and Relics]]<br>
<<if $hiredCompanions.length > 0>>
<span class="icon">[img[setup.ImagePath+'Icons/partytalk.png']]</span> [[Interact with your party|Party overview]] <<CheckParty>><br>
<</if>>
<</nobr>>
<span class="icon">[img[setup.ImagePath+'Icons/threats.png']]</span> [[Learn about the threats on this layer|Layer5 Threats]]
<span class="icon">[img[setup.ImagePath+'Icons/foraging.png']]</span> [[Check for food and water you can forage for|Layer5 Forage]]
<span class="icon">[img[setup.ImagePath+'Icons/relicsearch.png']]</span> [[Search for Relics|Layer5 Relics]]
<span class="icon">[img[setup.ImagePath+'Icons/curses.png']]</span> [[Take on Curses to purge your corruption|Layer5 Curses]]
<span class="icon">[img[setup.ImagePath+'Icons/wonder.png']]</span> [[Look for any Wonders you can take advantage of|Layer5 Wonders]]
<span class="icon">[img[setup.ImagePath+'Icons/camping.png']]</span> [[Set up camp and rest here|Layer5 Camp]]
<span class="icon">[img[setup.ImagePath+'Icons/layer5habitation.png']]</span> [[View the Layer 5 habitation option|Layer5 Habitation]]
<span class="icon">[img[setup.ImagePath+'Icons/ascent.png']]</span> [[Look up towards the surface|Layer5 Ascend 1]]
<span class="icon">[img[setup.ImagePath+'Icons/descent.png']]</span> [[Look down at the next layer|Layer5 Exit1]][img[setup.ImagePath+'Surface/cherry.png']]
How would you like to use Cherry's chaotic luck ability?
[[Get 2 random Relics for half cost|Layer5 Cherry Relic]]
[[Get 2 random Curses for +50% corruption|Layer5 Cherry Curse]]
[[Get 1 Relic and 1 Curse|Layer5 Cherry Mix]][img[setup.ImagePath+'Threats/mayflyscuttler.png']]<br><br>
<<if $hiredCompanions.length > 0>>
<<randomSexSelect>>
<<set _temp = random(0,100)>>
As the aphrodisiacs permeate the air, a primal urge seizes you, igniting an intense heat deep within. Overwhelmed by a desire more powerful than anything you've ever experienced, your senses are heightened and your body craves satisfaction. Intoxicated by this tidal wave of passion, your thoughts blur, and your memories of the day meld together into a tapestry of sensual encounters.<br><br>
<<if _selection === "Oral Dom">>
At one point, you recall _handle.name's <<if _handle.sex==="male">>his<<else>>her<</if>> lips <<if $mc.penisCor > 2 && $mc.vagina === 0>>encircling your throbbing cock, the moist warmth enveloping you entirely. It wasn't long before you released your pent-up desires, filling _handle.name's throat with your essence.<<elseif $mc.penisCor <= 2 && $mc.vagina > 0>>pressed firmly against your quivering pussy, their tongue working relentlessly, driving you to an earth-shattering climax that left you weak in the knees.<<else>>wrapped tightly around your cock, then shifting lower to lavish attention on your pulsating pussy. You lost count of your orgasms, but one particularly intense wave left _handle.name eagerly swallowing your release.<</if>>
<<if !setup.isPregnant(_handle) && $mc.penis > 0 && _handle.extraWombs.includes('throat') && (_temp < 20 || _handle.hasCurse(AbsolutePregnancy)) && !_handle.hasCurse(AbsoluteBirthControl) && !$mc.hasCurse(AbsoluteBirthControl)>>
<<set setup.setConsideredPregnant(_handle)>>
<</if>>
<<elseif _selection === "Oral Sub">>
At one point, you remember your lips <<if _handle.penisCor > 2 && _handle.vagina === 0>>wrapped around _handle.name's throbbing cock, taking it deep into your throat as the salty tip occasionally rewarded your efforts with a burst of flavor.<<elseif _handle.penisCor <= 2 && _handle.vagina > 0>>pressed against _handle.name's slick pussy, your tongue exploring <<if _handle.sex==="male">>his<<else>>her<</if>> warm folds with fervor.<<else>>wrapped around _handle.name's cock, swallowing it to the hilt before switching to lavish attention on <<if _handle.sex==="male">>his<<else>>her<</if>> dripping pussy.<</if>>
<<if $mc.extraWombs.includes('throat') && _handle.penisCor>0 >>
<<PregCheck>>
<</if>>
<<elseif _selection === "DP Sub">>
Fragments of memories emerge, but one stands out vividly: both your holes being filled by _handle.name's twin phalluses. The simultaneous sensation of both cocks pumping in and out of you was an unrivaled erotic experience.
<<if !_handle.hasCurse(AbsoluteBirthControl)>>
<<PregCheck>>
<</if>>
<<if $mc.womb > 1 && $mc.extraWombs.includes('anus') && !_handle.hasCurse(AbsoluteBirthControl)>>
<<PregCheck>>
<</if>>
<<elseif _selection === "DP Dom">>
Some memories flicker more clearly than others, but you're certain that at one point both your penises were simultaneously filling _handle.name's eager holes. The unique sensation of two cocks being stimulated at the same time was exhilarating, and the shared orgasm that followed was a transcendent experience unlike any other.
<<if !setup.isPregnant(_handle) && _handle.womb > 0 && (_temp < 20 || _handle.hasCurse(AbsolutePregnancy)) && !_handle.hasCurse(AbsoluteBirthControl) && !$mc.hasCurse(AbsoluteBirthControl)>>
<<set setup.setConsideredPregnant(_handle)>>
<</if>>
<<if _handle.extraWombs.includes('anus') && (_temp < 20 || _handle.hasCurse(AbsolutePregnancy)) && !_handle.hasCurse(AbsoluteBirthControl) && !$mc.hasCurse(AbsoluteBirthControl)>>
<<set setup.setConsideredPregnant(_handle)>>
<</if>>
<<elseif _selection === "Anal Sub">>
Your memory is filled with the sultry sound of your own moans, as _handle.name's throbbing penis penetrated your tight, quivering ass. You can't quite remember the exact duration of the relentless pounding, but the aftermath left you breathless and drooling, utterly sated.
<<if $mc.extraWombs.includes('anus') && !_handle.hasCurse(AbsoluteBirthControl)>>
<<PregCheck>>
<</if>>
<<elseif _selection === "Anal Dom">>
The vivid recollection of _handle.name's desperate moans rings in your ears, as your rock-hard dick relentlessly pounded <<if _handle.sex==="male">>his<<else>>her<</if>> inviting ass. The memory of how long you dominated _handle.name's behind is hazy, but one thing is clear: <<if _handle.sex==="male">>he<<else>>she<</if>> was left a panting, drooling mess in the aftermath.
<<if !setup.isPregnant(_handle) && _handle.extraWombs.includes('anus') && (_temp < 20 || _handle.hasCurse(AbsolutePregnancy)) && !_handle.hasCurse(AbsoluteBirthControl) && !$mc.hasCurse(AbsoluteBirthControl)>>
<<set setup.setConsideredPregnant(_handle)>>
<</if>>
<<elseif _selection === "Regular Sub">>
Your memories are filled with the warmth and comfort of being embraced by _handle.name. The tender cuddling gradually evolved into passionate kisses and caresses until <<if _handle.sex==="male">>he<<else>>she<</if>> was lying naked on top of you. Your ecstatic screams filled the air as <<if _handle.sex==="male">>he<<else>>she<</if>> filled you with their essence, your legs locked around their waist, trapping them in your loving embrace.
<<if !_handle.hasCurse(AbsoluteBirthControl)>>
<<PregCheck>>
<</if>>
<<elseif _selection === "Regular Dom">>
The memory of gently cuddling _handle.name soon turned into a passionate session of intimate hugs and feverish kisses. Before long, <<if _handle.sex==="male">>he<<else>>she<</if>> was naked beneath you, trembling with anticipation. As you penetrated <<if _handle.sex==="male">>him<<else>>her<</if>>, _handle.name's cries of ecstasy filled the room, their legs locked around your waist, while you released your passion deep inside of <<if _handle.sex==="male">>him<<else>>her<</if>>.
<<if !setup.isPregnant(_handle) && _handle.womb > 0 && (_temp < 20 || _handle.hasCurse(AbsolutePregnancy)) && !_handle.hasCurse(AbsoluteBirthControl) && !$mc.hasCurse(AbsoluteBirthControl)>>
<<set setup.setConsideredPregnant(_handle)>>
<</if>>
<<elseif _selection === "Regular Alt Sub">>
You recall the moment when _handle.name tenderly took your hand and guided you down to lie beside <<if _handle.sex==="male">>him<<else>>her<</if>>. As your lips met in a passionate embrace, <<if _handle.sex==="male">>he<<else>>she<</if>> eagerly undressed you. Your arousal was evident as both of you became naked, and _handle.name couldn't help but notice. <<if _handle.sex==="male">>He<<else>>She<</if>> climbed on top of you, sensually riding you until you both reached shuddering, toe-curling climaxes.
<<if !setup.isPregnant(_handle) && _handle.womb > 0 && (_temp < 20 || _handle.hasCurse("Absolute Pregnancy")) && !_handle.hasCurse("Absolute Birth Control") && !$mc.hasCurse("Absolute Birth Control")>>
<<set setup.setConsideredPregnant(_handle)>>
<</if>>
<<elseif _selection === "Regular Alt Dom">>
You remember taking _handle.name's hand and drawing <<if _handle.sex==="male">>him<<else>>her<</if>> close to lie beside you. As your lips collided in fervent kisses, you eagerly undressed <<if _handle.sex==="male">>him<<else>>her<</if>>. _handle.name was visibly aroused by the time you were both naked, a fact you delighted in. You straddled _handle.name and rode <<if _handle.sex==="male">>him<<else>>her<</if>> passionately, the intensity building until you both succumbed to electrifying, toe-curling orgasms.
<<if $mc.womb > 0 && !_handle.hasCurse("Absolute Birth Control")>>
<<PregCheck>>
<</if>>
<<elseif _selection === "Boobjob Dom">>
You remember accidentally brushing against _handle.name's breast, which surprisingly elicited a flirtatious giggle. Within moments, <<if _handle.sex==="male">>his<<else>>her<</if>> breasts were exposed and you were caressing them with fervor. Unable to control yourself any longer, you pushed <<if _handle.sex==="male">>him<<else>>her<</if>> down and unveiled your throbbing arousal. Then, you reveled in the sensation of _handle.name enveloping your shaft with <<if _handle.sex==="male">>his<<else>>her<</if>> ample cleavage, working it expertly until you reached a climactic release, showering <<if _handle.sex==="male">>him<<else>>her<</if>> with your essence.
<<if !setup.isPregnant(_handle) && _handle.womb > 0 && _handle.hasCurse("Absolute Pregnancy")>>
<<set setup.setConsideredPregnant(_handle)>>
<</if>>
<<elseif _selection === "Boobjob Sub">>
You remember _handle.name accidentally brushing against your breast, evoking a wicked giggle that you couldn't suppress. Soon, your breasts were bared, and <<if _handle.sex==="male">>he<<else>>she<</if>> was eagerly fondling them. Unable to contain <<if _handle.sex==="male">>himself<<else>>herself<</if>> any longer, _handle.name pushed you down and revealed <<if _handle.sex==="male">>his<<else>>her<</if>> throbbing arousal. Then, you felt _handle.name nestle <<if _handle.sex==="male">>his<<else>>her<</if>> shaft between your enticing cleavage, and you eagerly worked it with equal enthusiasm. The pleasure built until <<if _handle.sex==="male">>he<<else>>she<</if>> reached a powerful climax, drenching you in <<if _handle.sex==="male">>his<<else>>her<</if>> hot, sticky release.
<<if $mc.hasCurse("Absolute Pregnancy")>>
<<PregCheck>>
<</if>>
<<elseif _selection === "Sex Scissor Sub/Dom">>
The memory of the intense heat suffusing your body is still vivid in your mind. Both you and _handle.name decided it was best to get undressed, and as your eyes met, an electric current seemed to flow between you. The moment <<if _handle.sex==="male">>he<<else>>she<</if>> touched your skin, an irresistible desire to embrace each other consumed you. Your bodies pressed tightly together, your groins grinding against one another, the friction creating a delicious sensation that left you both gasping for breath. It was evident that _handle.name was enjoying this as much as you were. In what seemed like mere minutes, <<if _handle.sex==="male">>he<<else>>she<</if>> arched her back and reached a shuddering climax<<if _handle.penisCor>0>>, coating your groin with hot, sticky cum<</if>>. The sight and sensation pushed you over the edge, and you too experienced a powerful orgasm<<if $mc.penisCor>0>>, drenching both of your groins with cum<</if>>.
<<if _handle.penisCor> 0 && !_handle.hasCurse("Absolute Birth Control")>>
<<set $pregChance /= 10>>
<<PregCheck>>
<</if>>
<<if !setup.isPregnant(_handle) && _handle.womb > 0 && (_temp < 2 || _handle.hasCurse("Absolute Pregnancy")) && !_handle.hasCurse("Absolute Birth Control") && !$mc.hasCurse("Absolute Birth Control")>>
<<set setup.setConsideredPregnant(_handle)>>
<</if>>
<<elseif _selection === "Self">>
<<if $mc.sex==="doll-like">>
Ignoring your party, you spend the day rubbing your crotch vigorously, but without working parts, the satisfaction you once knew eludes you.
<<else>>
You ignore your party and indulge yourself in a day of feverish self-pleasure.
<</if>>
<</if>>
The euphoric encounter remains fresh in your mind, but you're uncertain of how much _handle.name remembers or whether you want <<if _handle.sex==="male">>him<<else>>her<</if>> to remember it at all. You decide to put it aside and continue the journey without dwelling on it too much.<br>
<<else>>
Overwhelmed and disoriented by the aphrodisiac-laden air, you stumble about, struggling to piece together the day's events. Though your memory is hazy, one thing is clear: you spent a significant portion of the day consumed by an insatiable lust, attempting to satisfy your carnal cravings.<br>
<</if>>
<br><br>
[[Return to exploring the Abyss|$returnPassage]]<h1>Threats</h1>
<p>[[Continue exploring the fifth layer|Layer5 Hub]]</p>
<<ThreatGrid setup.mayflyScuttler setup.boobyTraps setup.duneDevouringBorer>>
<p>[[Continue exploring the fifth layer|Layer5 Hub]]</p><<PassTimeWithEvents>>
<<if !setup.passingTime()>>
<<checkTime>>
<h1>Foraging</h1>
<p>If you decide to start foraging for food or water, it means that you will not consume your stored food rations or water supply while consuming time on tasks in this layer, but you will not obtain more supplies by starting to forage here.</p>
<<ForagingGrid setup.crumbleweed setup.oasis>>
<p><<if $items[2].count > 0>>
<<if $atWaterSource>>
<<link 'Fill your empty flasks with water from the oasis' 'Layer5 Flasks'>><</link>>
<<else>>
<<TravelToPassage 'Fill your empty flasks with water from an oasis' 'Layer5 Flasks' 7 `-($abyssKnow + 2 * $oasisVisit)`>>
<</if>>
<<else>>
<<if $atWaterSource>>
You need empty flasks to fill them with water from the oasis.
<<else>>
<<TravelToPassage 'Find an oasis to avoid using your water' 'Layer5 Flasks' 7 `-($abyssKnow + 2 * $oasisVisit)`>>
<</if>>
<</if>>
</p>
<p>[[Consume food from flowers once|Layer5 Forage][$crumbleFluid += 5;$foodL5 += 1]]
<<if $abyssKnow>><br>[[Consume food from Crumbleweed flowers once|Layer5 Forage][$crumbleFluid += 1;$foodL5 += 1]]<</if>></p>
<<if $atWaterSource>>
<p>You can also wait at the oasis if you'd like to pass the time while waiting for something.<br>
How many days would you like to wait at the oasis?<br>
<<textbox "_waitTime" "0">>
<<WaitAtPassage 'Wait' `passage()` 'Math.max(parseInt(_waitTime, 10) || 0, 0)'>></p>
<</if>>
<p>[[Return to exploring the rest of the layer|Layer5 Hub]]</p>
<</if>><p><<CarryAdjust>><<checkTime>></p>
<p>
@@.floatr;[img[setup.ImagePath+'icon.png']]@@
Every Relic in this layer is found in one of the many ruins that are carved into the landscape, and in keeping with the architectural theme seen throughout this layer, they're all guarded by complex and dangerous traps. Whoever built these traps was certainly clever about them — you'll run into tripwire right where you'd normally expect a pressure plate, question why these ancient-looking ruins appear to have some kind of laser-light sensors, and sometimes see traps seemingly activate on their own with no action on your part. In any case, avoiding them altogether just by being careful isn't practical, and you'll see one <b><i>every time</i> you try to take a Relic</b> from this layer.
</p>
<<if $status.duration > 0>>
<p class="warning">As you are currently suffering from a status condition, triggering a booby trap now could be <b>fatal</b>.</p>
<</if>>
<p>
<<if $status.duration > 0>>
<<if setup.haveHealing>>
<<if $devouredRelics.some(r => r.name = 'Lifespanner')>>
<<set _text = "Touch yourself to heal your injuries with the power of the absorbed Lifespanner">>
<<else>>
<<set _text = "Use a medkit or other healing item to cure your status condition instantly">>
<</if>>
<<link _text "Layer5 Relics">>
<<if !($ownedRelics.some(r => r.name === 'Lifespanner') || $devouredRelics.some(r => r.name === 'Lifespanner'))>>
<<set $items[4].count -= 1>>
<</if>>
<<set $status.penalty = 0, $status.duration = 0>>
<</link>><br>
<<else>>
You do not have a medkit or other healing items to cure your status condition.<br>
<</if>>
<</if>>
[[Continue exploring the fifth layer|Layer5 Hub]]
</p>
<div class="cards-grid">
<<set _totalRelics = $ownedRelics.concat($soldRelics, $lostRelics)>>
<<set _layerRelics = setup.relicsOnLayer[5]>>
<<for _i = 0; _i < _layerRelics.length; _i++>>
<div>
<<set _name = _layerRelics[_i]>>
<<set _relic = $relics.find(r => r.name === _name)>>
<<set _corr = Math.max(_relic.corr - $corRed + ($currentLayer !== 6 ? 5 * Math.trunc($hexflame / 10) : 0), 0)>>
<<PreviewTravelTime '_time' _relic.time `-$SibylBuff` 1>>
<<set _corrStyle = _corr > _relic.corr ? "@@color:red;" : _corr < _relic.corr ? "@@color:green;" : "">>
<<set _timeStyle = _time > _relic.time ? "@@color:red;" : _time < _relic.time ? "@@color:green;" : "">>
[img[setup.ImagePath + _relic.pic]]
<h2>_name <<if setup.functionalRelics.contains(_name)>> ☸<</if>></h2>
<p class="cost">
<<if _corr !== _relic.corr || _time !== _relic.time>><s>
<<if _relic.corr > 0 || _relic.time > 0>>Cost:<<else>>@@color:green;Free!@@<</if>>
<<if _relic.corr > 0>><<print _relic.corr + " corruption">><</if>>
<<if _relic.corr > 0 && _relic.time > 0>> and <</if>>
<<if _relic.time > 0>><<print _relic.time + (_relic.time === 1 ? " day" : " days")>><</if>>
</s><br><</if>>
<<if _corr > 0 || _time > 0>>Cost:<<else>>Free!<</if>>
<<if _corr > 0>><<print _corrStyle + _corr + " corruption" + (_corrStyle ? "@@" : "")>><</if>>
<<if _corr > 0 && _time > 0>> and <</if>>
<<if _time > 0>><<print _timeStyle + _time + (_time === 1 ? " day" : " days") + (_timeStyle ? "@@" : "")>><</if>>
</p>
<p>
<<if _totalRelics.some(e => e.name === _name)>>
Already taken
<<elseif _name === "Moonwatcher" && !setup.havePotentialLightSource>>
@@.unreachable;Located in a dark, sealed chamber with a light-activated lock. Requires a source of light.@@
<<elseif _name === "Twin Polaris" && setup.carriedWeight + $hiredCompanions.length * 60 < 90>>
@@.unreachable;Located in a sealed chamber locked by a pressure switch that must be held down with 90 kg of weight. The weight you and your companions can currently put on the switch is only <<print (setup.carriedWeight + $hiredCompanions.length * 60).toFixed(1)>> kg.@@
<<elseif _name === "Empath Coil" && !$slingshot && (!setup.item('Pistol').count || setup.item('Pistol Bullets').count < 1)>>
@@.unreachable;Located in a sealed chamber locked by a switch on the ceiling, far out of reach. Can be hit with a pistol, using 1 bullet.@@
<<else>>
<<print "[[Pick up the " + _name + "|Layer5 Booby][$temp = " + (_i + 1) + ", $booby = " + (_i % 3 + 1) + "]]">>
<</if>>
</p>
<p><<include `_relic.name + " Description"`>></p>
<p><<print _relic.weight>> kg, <<print _relic.value>> dubloons</p>
</div>
<</for>>
</div>
<p>[[Continue exploring the fifth layer|Layer5 Hub]]</p><<CarryAdjust>>
<h1>Curses</h1>
<<if $escBalDepl===0>>\
<p>[[Return to exploring layer 5|Layer5 Hub]]</p>
<<else>>\
<p>[[Return to your balloon|Escape Balloon L5]]</p>
<</if>>
<<CurseGrid `setup.cursesOnLayer[5]`>>
<<if $escBalDepl===0>>
<p>[[Return to exploring layer 5|Layer5 Hub]]</p>
<<else>>
<p>[[Return to your balloon|Escape Balloon L5]]</p>
<</if>><h1>Wonders</h1>
<p>[[Continue exploring the fifth layer|Layer5 Hub]]</p>
<<WonderGrid setup.oneSidedTunnel setup.mirageVault>>
<p>[[Continue exploring the fifth layer|Layer5 Hub]]</p><h1>Habitation</h1>
<<if !$AgeEndReached>>
<p>[[Continue your business on the Fifth Layer|Layer5 Hub]]</p>
<</if>>
<<set _ending = "Habitation Ending">>
<<HabitationGrid setup.habitationL5>>
<<if !$AgeEndReached>>
<p>[[Continue your business on the Fifth Layer|Layer5 Hub]]</p>
<</if>>Returning to layer four and passing through the long dividing area will take a very long time without a rope. Combined with the time spent backtracking through this layer, the whole trip would take 24 days. With some rope to climb you can overcome the fault much faster, although it is still quite a long climb, and the whole trip would take 11 days.
<<if setup.haveRope>>\
You have a rope, so it will take you 11 days before any other adjustments.
<<else>>\
You don't have a rope, so the journey will be very long, taking 24 days before any other adjustments.
<</if>>\
Either way, it will also cost 50 corruption.
<<if $DaedalusEquip>>\
<<if !$DaedalusFly>>\
You are currently committed to simply walking to the next layer
[[Flap your wings and prepare to fly to the next layer|Layer5 Ascend 1][$DaedalusFly=true]]
<<else>>\
You are about to fly to the next layer
[[Maybe it's better to walk to the next layer|Layer5 Ascend 1][$DaedalusFly=false]]
<</if>>\
<</if>>\
[[Continue your ascent|Layer5 Ascend2]]
[[Turn back and continue your business on the fifth layer|Layer5 Hub]]Layer 5 is the last layer that anyone on the surface currently has any reliable knowledge of. Reports of what lies further below often contain vague strange, and contradictory information, and few emerging from dives that venture lower are in a state to be reporting information to begin with. This means that sources like the Encyclopedia Abyssia are unlikely to be helpful from here on. If you understand this, and still wish to descend further to depths beyond humanity's current understanding, the trip will take 13 days.
[[Turn back and continue your business on the fifth layer|Layer5 Hub]]
<<TravelToPassage 'Continue your descent to the sixth layer' 'Layer5 Exit2' 13>><<PassTimeWithEvents>>\
<<if !setup.passingTime()>>\
[img[setup.ImagePath+'Foraging/oasis.png']]
<<if $atWaterSource>>
You fill all your flasks, taking in the cool, fresh water, a rare relief from the punishing heat and dryness of this layer.
<<else>>
After spending several days searching for an oasis, you manage to eventually find one. In an effort to replenish the water it cost you to get here, you fill all your flasks, taking in the cool, fresh water, a rare relief from the punishing heat and dryness of this layer.
<</if>>
As predicted, the water is pure and you can drink it without side effects!
[[Return to exploring your food and water options on this layer|Layer5 Forage]]
<<nobr>>
<<set $atWaterSource = true>>
<<set $oasisVisit = 1>>
<<set _emptyFlasks = setup.item('Empty Flask').count>>
<<set setup.item('Filled Flask').count += _emptyFlasks>>
<<set $flaskMatrix[0] += _emptyFlasks>>
<<set $waterL5 += _emptyFlasks>>
<<set setup.item('Empty Flask').count = 0>>
<<set $dehydrated = 0>>
<</nobr>>\
<</if>>While searching the ruins for the Relic, you have triggered a booby trap!
<small>Hehe, booby.</small>
<<nobr>>
<<if $ownedRelics.some(r => r.name === "Rose-tinted Spectacles" || r.name === "Lightning Rook" ) || $BionicEye>>
<<set _temp = true>>
<</if>>
<<if $booby === 1>>
[img[setup.ImagePath+'Threats/bouldertrap.png']]<br>
<<set $booby1 += 1>>
<<if $booby1 >= 3>>
With the familiarity of a seasoned adventurer, you discern the low rumble of a boulder dislodging and instantly take off in a sprint. Your heart races as you narrowly escape to a safe alcove, mere moments before the boulder would have crushed your limbs.
<<set _trapAvoided = true>>
<<elseif _temp>>
The power of your <<if $ownedRelics.some(r => r.name === "Lightning Rook" )>>Lightning Rook<<elseif $ownedRelics.some(r => r.name === "Rose-tinted Spectacles")>>Rose-tinted Spectacles<<elseif $BionicEye>>Moonwatcher eye<<else>>Relic<</if>>enables you to react swiftly, enabling you to detect the incoming boulder and deftly sidestep it. You reach a secure vantage point, unscathed and in the nick of time.
<<set _trapAvoided = true>>
<<else>>
Inadvertently tripping the trigger, you hear the ominous grinding of stone against stone as a massive boulder barrels towards you down the hallway!
<<set _trapAvoided = false>>
<</if>>
<<elseif $booby === 2>>
[img[setup.ImagePath+'Threats/arrowtrap.jpg']]<br>
<<set $booby2 += 1>>
<<if $booby2 >= 3>>
Although the trigger eludes your gaze, you expertly detect the telltale perforations in the wall from which arrows would emerge. As you deftly position yourself, the triggered trap unleashes a torrent of arrows that whizz by you, leaving you unscathed.
<<set _trapAvoided = true>>
<<elseif _temp>>
The power of your <<if $ownedRelics.some(r => r.name === "Lightning Rook" )>>Lightning Rook<<elseif $ownedRelics.some(r => r.name === "Rose-tinted Spectacles")>>Rose-tinted Spectacles<<elseif $BionicEye>>Moonwatcher eye<<else>>Relic<</if>> imbues you with heightened reflexes, allowing you to effortlessly dodge the volley of arrows aimed at you with cat-like agility.
<<set _trapAvoided = true>>
<<else>>
As the trigger is activated, a hailstorm of razor-sharp arrows bursts from the walls, hurtling towards you at breakneck speed!
<<set _trapAvoided = false>>
<</if>>
<<elseif $booby === 3>>
[img[setup.ImagePath+'Threats/scorpiontrap.jpg']]<br>
<<set $booby3 += 1>>
<<if $booby3 >= 3>>
Sensing the slightest shift beneath your feet, you instinctively splay your arms, frantically grasping for support. With a heart-stopping lurch, the trapdoor beneath you gives way, revealing a churning pit of scorpions. Luckily, you manage to hold on and proceed unharmed.
<<set _trapAvoided = true>>
<<elseif _temp>>
The power of your <<if $ownedRelics.some(r => r.name === "Lightning Rook" )>>Lightning Rook<<elseif $ownedRelics.some(r => r.name === "Rose-tinted Spectacles")>>Rose-tinted Spectacles<<elseif $BionicEye>>Moonwatcher eye<<else>>Relic<</if>> grants you lightning-fast reactions, enabling you to leap out of harm's way before plummeting into the scorpion-infested pit.
<<set _trapAvoided = true>>
<<else>>
Accidentally triggering the mechanism, the floor beneath you collapses, and you plummet into a writhing pit of venomous scorpions!
<<if $ownedRelics.some(e => e.name === "Forest's Gift")>>
<br><br>
Fortunately, the scorpions in the pit are ordinary, untainted by the Abyss. Your Relic, the Forest's Gift, allows you to speak with and befriend the scorpions, quelling their initial hostility. Engaging in a brief, apologetic exchange, the scorpions direct you to a safe exit, ensuring you can escape the pit unharmed.
<<set _trapAvoided = true>>
<<else>>
<<set _trapAvoided = false>>
<</if>>
<</if>>
<</if>>
<</nobr>>
<<if _trapAvoided>>
[[Move on to retrieve the Relic|Layer5 Booby2]]
<<else>>
[[Accept the injuries|Layer5 Booby Damage]]
Use the following option only if you have specifically considered your inventory and made a plan of how to use what you have to evade the trap.
[[Use a combination of Relics not mentioned above you believe would be able to overpower the trap|Layer5 Booby2]]
<</if>><<if $status.duration > 0>>
The damage from the booby trap, combined with your untreated status condition proves to be fatal. Your journey ends here.
<h1 class="gameover">Game Over</h1>
<<else>>
The booby trap has caused you serious injury, increasing all travel times by 3 days until you use a medkit or other healing item.
[[Continue the search for the Relic|Layer5 Booby2][$status.duration += 99, $status.penalty += 3;$smaragdineThreatsSubmitted.booby = true]]
<<nobr>>
<<if setup.haveHealing>>
<<if $devouredRelics.some(r => r.name = 'Lifespanner')>>
<<set _text = "Touch yourself to heal your injuries with the power of the absorbed Lifespanner">>
<<else>>
<<set _text = "Use a medkit or other healing item to cure your status condition instantly">>
<</if>>
<<link _text "Layer5 Booby2">>
<<if !($ownedRelics.some(r => r.name === 'Lifespanner') || $devouredRelics.some(r => r.name === 'Lifespanner'))>>
<<set $items[4].count -= 1>>
<</if>>
<<set $status.penalty = 0, $status.duration = 0>>
<</link>><br>
<</if>><br>
<</nobr>>
<</if>>Having dealt with the booby trap, you are able to move forwards freely and obtain your prize.
<<nobr>>
<<if $temp === 1>>
[[Pick up the Pocket Hoard|Pocket Hoard]]
<<elseif $temp === 2>>
[[Pick up Sunbeam|Sunbeam]]
<<elseif $temp === 3>>
[[Pick up the Moonwatcher|Moonwatcher]]
<<elseif $temp === 4>>
[[Pick up the Siren's Call|Siren's Call]]
<<elseif $temp === 5>>
[[Pick up the Zelus Band|Zelus Band]]
<<elseif $temp === 6>>
[[Pick up the Everhevea|Everhevea]]
<<elseif $temp === 7>>
[[Pick up the Reflex Emblem|Reflex Emblem]]
<<elseif $temp === 8>>
[[Pick up the Twin Polaris|Twin Polaris]]
<<elseif $temp === 9>>
[[Pick up the Superpositional Skewer|Superpositional Skewer]]
<<elseif $temp === 10>>
[[Pick up the Empath Coil|Empath Coil]]
<<elseif $temp === 11>>
[[Pick up the Heavenly Merrymaker|Heavenly Merrymaker]]
<<elseif $temp === 12>>
[[Pick up the Vain Sculpt|Vain Sculpt]]
<</if>>
<</nobr>><<CollectRelic $relic49>>\
<<if !setup.passingTime()>>
You have successfully taken the $relic49.name Relic. Hopefully you can make good use of it and make it worth that corruption cost.
<b>A trip to the One-sided Tunnel might be worthwhile now to empower your new Relic and make it truly useful.</b>
[[Continue searching for the Relics of layer 5|Layer5 Relics]]
[[Continue exploring the fifth layer|Layer5 Hub]]
<</if>><<CollectRelic $relic50>>\
<<if !setup.passingTime()>>
You have successfully taken the $relic50.name Relic. Hopefully you can make good use of it and make it worth that corruption cost.
<b>This Relic can only see its true potential unleashed in the hands of a skilled swordsman, such as Khemia.</b>
[[Continue searching for the Relics of layer 5|Layer5 Relics]]
[[Continue exploring the fifth layer|Layer5 Hub]]
<</if>><<CollectRelic $relic51>>\
<<if !setup.passingTime()>>
You have successfully taken the $relic51.name Relic. Hopefully you can make good use of it and make it worth that corruption cost.
<b>You can install this to replace one of your eyes, and it may help in spotting dangers that you wouldn't normally be able to see.</b>
[[Continue searching for the Relics of layer 5|Layer5 Relics]]
[[Continue exploring the fifth layer|Layer5 Hub]]
<</if>><<CollectRelic $relic52>>\
<<if !setup.passingTime()>>
You have successfully taken the $relic52.name Relic. Hopefully you can make good use of it and make it worth that corruption cost.
[[Continue searching for the Relics of layer 5|Layer5 Relics]]
[[Continue exploring the fifth layer|Layer5 Hub]]
<</if>><<CollectRelic $relic53>>\
<<if !setup.passingTime()>>
You have successfully taken the $relic53.name Relic. Hopefully you can make good use of it and make it worth that corruption cost.
[[Continue searching for the Relics of layer 5|Layer5 Relics]]
[[Continue exploring the fifth layer|Layer5 Hub]]
<</if>><<CollectRelic $relic54>>\
<<if !setup.passingTime()>>
You have successfully taken the $relic54.name Relic. Hopefully you can make good use of it and make it worth that corruption cost.
<b>The Everhevea can be used as 2 flasks for as long as you hold it, so at the very least you have gained some additional water storage. This is represented by adding 2 flasks to your inventory as you pick up the Everhevea.</b>
[[Continue searching for the Relics of layer 5|Layer5 Relics][$items[2].count+=2]]
[[Continue exploring the fifth layer|Layer5 Hub][$items[2].count+=2]]
<</if>><<CollectRelic $relic55>>\
<<if !setup.passingTime()>>
You have successfully taken the $relic55.name Relic. Hopefully you can make good use of it and make it worth that corruption cost.
[[Continue searching for the Relics of layer 5|Layer5 Relics]]
[[Continue exploring the fifth layer|Layer5 Hub]]
<</if>><<CollectRelic $relic56>>\
<<if !setup.passingTime()>>
You have successfully taken the $relic56.name Relic. Hopefully you can make good use of it and make it worth that corruption cost.
[[Continue searching for the Relics of layer 5|Layer5 Relics]]
[[Continue exploring the fifth layer|Layer5 Hub]]
<</if>><<CollectRelic $relic57>>\
<<if !setup.passingTime()>>
You have successfully taken the $relic57.name Relic. Hopefully you can make good use of it and make it worth that corruption cost.
<b>At first this doesn't seem especially useful, but something inside you is certain that there are some very useful things you can do with this Relic.</b>
[[Continue searching for the Relics of layer 5|Layer5 Relics]]
[[Continue exploring the fifth layer|Layer5 Hub]]
<</if>><<if !setup.passingTime() && !$slingshot>><<set setup.item('Pistol Bullets').count -= 1>><</if>>\
<<CollectRelic $relic58>>\
<<if !setup.passingTime()>>
You have successfully taken the $relic58.name Relic. Hopefully you can make good use of it and make it worth that corruption cost.
<b>This may be able to channel electricity, but without a source that ability is not especially useful.</b>
[[Continue searching for the Relics of layer 5|Layer5 Relics]]
[[Continue exploring the fifth layer|Layer5 Hub]]
<</if>><<CollectRelic $relic59>>\
<<if !setup.passingTime()>>
You have successfully taken the $relic59.name Relic. Hopefully you can make good use of it and make it worth that corruption cost.
[[Continue searching for the Relics of layer 5|Layer5 Relics]]
[[Continue exploring the fifth layer|Layer5 Hub]]
<</if>><<CollectRelic $relic60>>\
<<if !setup.passingTime()>>
You have successfully taken the $relic60.name Relic. Hopefully you can make good use of it and make it worth that corruption cost.
[[Continue searching for the Relics of layer 5|Layer5 Relics]]
[[Continue exploring the fifth layer|Layer5 Hub]]
<</if>><<set _curse = new LibidoReinforcementD()>>\
<<set $mc.addCurse(_curse)>><<set $corruption += _curse.corr>>\
[img[setup.ImagePath + _curse.pic]]
<<include "Libido Curse">>
[[Accept more Curses from the fifth layer|Layer5 Curses]]
<<if $escBalDepl===0>>\
[[Return to exploring layer 5|Layer5 Hub]]
<<else>>
[[Return to your balloon|Escape Balloon L5]]
<</if>><<set _curse = new GenderReversalD()>>\
<<set $mc.addCurse(_curse)>><<set $corruption += _curse.corr>>
[img[setup.ImagePath + _curse.pic]]
<<include "Gender Curse">>
[[Accept more Curses from the fifth layer|Layer5 Curses]]
<<if $escBalDepl===0>>\
[[Return to exploring layer 5|Layer5 Hub]]
<<else>>
[[Return to your balloon|Escape Balloon L5]]
<</if>><<set _curse = new PleasureRespecificationA()>>\
<<set $mc.addCurse(_curse)>><<set $corruption += _curse.corr>>\
[img[setup.ImagePath + _curse.pic]]
All of a sudden, you feel a change, a sensation almost as delicate as the petals dancing around you. An unseen energy reaches out and caresses you, the feeling akin to a lover's caress, a sensation both delicate and overwhelming.
A bolt of trepidation strikes you, but it is quickly washed away by the rush of change enveloping your body. It's not a painful transformation; it's not even particularly disconcerting. It's more of an alteration of an intimate, primal facet of your being, something that you hadn't realized could be modified, until now.
Your breath catches as you feel a twist deep within yourself, a lurching shift in your nerves and desires. The ability to grant yourself pleasure is quickly dwindling, retreating like a shy creature driven into the night. A new sensation takes its place, one of pent-up energy, a feeling of anticipation and restraint. You realize with a jolt that your ability to reach the peak of personal pleasure alone has been taken from you.
Your hand instinctively travels down to your lower body, testing the strange new reality you're now living. Your touch still elicits pleasure, but it's different - it feels incomplete, like the beginning of a beautiful melody left frustratingly unfinished. You understand now that reaching climax, the very pinnacle of pleasure, will remain an elusive mirage unless aided by another.
You can't help but let your mind wander, thinking about what this could mean for your future. Would this Curse be a burden, leading to pent-up frustrations and a desperate longing for release? Or could it be a blessing in disguise, opening up new possibilities of shared pleasures and connections with others?
The thought sends a shiver down your spine, leaving you with a sense of foreboding excitement. You consider the implications of being reliant on another for the completion of pleasure. It could be a vulnerability in this unforgiving Abyss, yet there's an allure in the shared intimacy, the give-and-take that could blossom from this.
[[Accept more Curses from the fifth layer|Layer5 Curses]]
<<if $escBalDepl===0>>\
[[Return to exploring layer 5|Layer5 Hub]]
<<else>>
[[Return to your balloon|Escape Balloon L5]]
<</if>><<set _curse = new ClothingRestrictionC()>>\
<<set $mc.addCurse(_curse)>><<set $corruption += _curse.corr>>\
[img[setup.ImagePath + _curse.pic]]
There is a palpable pulse in the air – a pregnant pause before the storm hits. And then, it does. Not a gust of wind or a flurry of sand, but a raw force, something primeval that strikes you like a crack of thunder.
You gasp, your fingers instinctively clenching the fabric of your shirt. It feels as if every inch of your skin is suddenly being drawn to the sky. The sensation is intoxicating, confusing. Yet, despite the sudden onslaught of your senses, you maintain a semblance of control.
With the feeling of a thousand velvet fingertips, your clothes begin to unravel, thread by thread, button by button. Your shirt comes undone first, leaving your chest bare to the swirling winds and vibrant foliage. The sand, now a delicate caress against your bare skin, imparts a seductive roughness that sends shivers down your spine.
Next, your pants follow suit, dissolving into nothingness, leaving your legs vulnerable to the tantalizingly warm dunes. The sand particles dance across your skin, drawing ephemeral patterns with every gust. Your shoes, the last vestiges of your attire, peel away, freeing your feet to the sensual touch of the grains beneath.
You are naked now, save for the intimate pieces that, by some divine grace, the Curse has left you. Vulnerability washes over you, the Abyss' every caress more potent, each breath of wind carrying a deluge of sensations. The fragrant petals brush against your skin, painting a cascade of colors on your bare canvas.
[[Accept more Curses from the fifth layer|Layer5 Curses]]
<<if $escBalDepl===0>>\
[[Return to exploring layer 5|Layer5 Hub]]
<<else>>
[[Return to your balloon|Escape Balloon L5]]
<</if>><<set _curse = new MassacreManicure()>>\
<<set $mc.addCurse(_curse)>><<set $corruption += _curse.corr>>\
[img[setup.ImagePath + _curse.pic]]
A wave of heat courses through your fingers, spreading through your entire body. You look down to see your nails beginning to transform. Before your eyes, they elongate, becoming sharp, deadly claws. You can retract them somewhat, but they remain dangerously prominent.
As you experiment with your newfound appendages, you realize that the slightest misjudgment could lead to injury or worse if you were to try to use them on someone else's intimate parts. You're filled with a mixture of fascination and trepidation.
Your thoughts race as you try to wrap your head around the implications of this Curse. Will it impact your relationships with others? Will you be feared or shunned because of your lethal talons? Or will people find them attractive, drawn to the danger and the exotic nature of your affliction?
<<include "Inhumanity Warning">>
[[Accept more Curses from the fifth layer|Layer5 Curses]]
<<if $escBalDepl===0>>\
[[Return to exploring layer 5|Layer5 Hub]]
<<else>>
[[Return to your balloon|Escape Balloon L5]]
<</if>><<set _curse = new DoS()>>\
<<set $mc.addCurse(_curse)>><<set $corruption += _curse.corr>>\
[img[setup.ImagePath + _curse.pic]]
The wind howls, a storm's lullaby echoing around you, twirling with unseen fury, raising a maelstrom of sand from the endless dunes around you. Yet in this savage dance of nature, there is an unexpected beauty. Colors - crimsons and purples, golds and blues, verdant greens - bloom like a kaleidoscope as the wind tosses about vibrant petals from the surrounding foliage. Their dry, fragrant scent is intoxicating.
You steel yourself against the storm, your heart pounding in rhythm with the gusts, eyes squinted, clothes clinging to your form, whipping violently in the wild wind. It is then that you feel it, an invincible force descending upon you, like the hand of some forgotten god, cruel and unyielding.
The air stills. The gusts silence. The petals hang in mid-air, time seemingly standing still.
An odd sensation seeps into your veins, replaces the heat of the sandstorm. It is a kind of hunger, a craving, one that is new and terrifying in its intensity. You want...no, you need to inflict pain, to draw out suffering. Your fingertips tingle, sparking with dark energy that seems to vibrate with eager anticipation.
Then you notice a second sensation, almost lost beneath the fiery pleasure of the first. The subtle hum of physical pleasure you have become accustomed to, the sensation that flavors every encounter, every challenge, has...dimmed. The world is suddenly a little grayer, a little blander, and your heart tightens with a sense of loss. It is as though your senses have been wrapped in thick, unyielding wool, making the taste of the Abyss around you more distant.
But amidst the burgeoning desolation, you ponder the future. A macabre thrill passes through your body at the thought of battles to come. How will it feel, you wonder, to take pleasure in the suffering of others? Will it make you stronger, more formidable, or will it lead you down a path from which there is no return?
At the same time, you mourn the loss of the other pleasures, the flavors, the textures, the sensuality of the world around you. Will the thrill of inflicting pain be enough to fill the void left by the numbing of these other pleasures? You can't know, not yet.
Shaking off the strange stillness, you plunge back into the storm. The petals once again dance in the wind, the scent of miasma-laden flowers fills your nostrils. Yet now, they feel somewhat detached, dulled. But in this loss, the anticipation of what is to come seems to thrum with a dark allure.
This may impact how your sexual encounters and conversations with your companions play out.
[[Accept more Curses from the fifth layer|Layer5 Curses]]
<<if $escBalDepl===0>>\
[[Return to exploring layer 5|Layer5 Hub]]
<<else>>
[[Return to your balloon|Escape Balloon L5]]
<</if>><<set _curse = new DoM()>>\
<<set $mc.addCurse(_curse)>><<set $corruption += _curse.corr>>\
[img[setup.ImagePath + _curse.pic]]
This part of the Abyss is as beautiful as it is relentless, a desert not of arid emptiness, but of vibrant life, its flora blooming amidst the shifting sands, their heady fragrance filling the air.
Suddenly, a sharp pang lances through your chest, followed by an unfamiliar sensation.
An odd sense of foreboding washes over you as the transformation starts. Your world becomes pure sensation, a torrent of feelings that sweeps over you like a tsunami.
The sand that had once scratched and scraped against your exposed skin no longer feels abrasive. Instead, it tickles and teases, sending a shiver of unexpected pleasure coursing through your veins. You gasp, surprised by the sudden shift, your hands clenching the fabric of your outfit.
Each swirling petal that strikes your skin leaves a tingling sensation in its wake, the pain of its sharp edge turned into a flutter of ecstasy. The whipping wind, once harsh and biting, now coaxes a delighted shiver from you with each forceful gust.
But there's something else too. A dullness where there once was sensation. You press a hand to your face, rubbing your fingers over your lips. The usual simple joy from this intimate touch feels muted, replaced by a strange numbness. The common pleasures are receding, fading into the background as the Curse takes hold, setting a new standard for your bodily sensations.
As the initial shock subsides, you're left panting in the desert of the Abyss, the wind whistling in your ears and the sand still teasing at your skin. The potential consequences of this Curse start to unfurl in your mind.
How will this change your life? Will it redefine what you once considered to be pleasure and pain? Will it isolate you or, worse yet, place you in harm's way in pursuit of pleasure? You feel an unexpected twinge of anxiety, which is oddly accompanied by a ripple of thrill, as you understand that this Curse, for better or worse, has altered your journey through the Abyss irrevocably.
The thought is as daunting as it is exciting. With a newfound sense of resolve, you straighten up, shaking off the initial shock of the transformation.
This may impact how your sexual encounters and conversations with your companions play out.
[[Accept more Curses from the fifth layer|Layer5 Curses]]
<<if $escBalDepl===0>>\
[[Return to exploring layer 5|Layer5 Hub]]
<<else>>
[[Return to your balloon|Escape Balloon L5]]
<</if>><<set _curse = new HijinksEnsue()>>\
<<set $mc.addCurse(_curse)>><<set $corruption += _curse.corr>>\
[img[setup.ImagePath + _curse.pic]]
The relentless howl of the Abyssal wind is a symphony, setting the scene of the vast, sandy desert that stretches as far as your eye can see. Petals of cerulean, vermilion, and shimmering gold twirl in the tempest, swept away from their native flora to engage in a mesmerizing, riotous dance. Their unique, sweet aroma fills your nostrils, an intoxicating blend that speaks of wild untamed life, thriving in a landscape that should otherwise be barren. The desert's odd charm grows on you, even as the erratic gusts whip against your attire, struggling to steal it away.
In your mind's eye, you envision the future, living with the Curse, its potential impacts on your life. Your expedition into the Abyss, once a task of pure exploration and knowledge, now teeters precariously on the edge of unpredictable comedy and sensual adventures. 'Hijinks Ensue,' as the Curse was so aptly named, will most certainly be a game-changer.
As you trek onward, lost in thoughts of what's to come, the Curse manifests for the first time. In an instant, the previously docile wind begins to cackle with a force that surprises you. It whistles and whoops, akin to a mischievous spirit having found a new plaything, tearing at your clothes with renewed vigor. Despite your efforts to keep your attire in check, a particularly strong gust manages to rip your shirt open, revealing your chest to the vibrant, flower-laden desert.
A blush creeps up your neck as you struggle to button it back, fingers fumbling awkwardly. The situation is downright embarrassing, and yet, you can't help but let out a soft chuckle. In this otherwise empty expanse, it's almost as if the world itself has turned into your personal audience, keen on your every misstep and uncouth moment.
Your mind is aflame with the possibilities. You think of future encounters, the people you might meet, the awkward situations you will undoubtedly find yourself in. Sex, you muse, will certainly never be the same again. The normally private affair has the potential to become a public spectacle. With your body at the whim of the Curse, the simple act of dressing could transform into an episode of revealing, sensual comedy.
In your more somber moments, the idea is intimidating, but in the embrace of the gusty winds and the riotous color of the petals, it’s hard not to find a sense of humor. Despite the embarrassment, there's something invigorating about the uncertainty, the thrill of what lies ahead.
As you button up the last of your shirt, you chuckle again, shaking your head at the absurdity. Yet, a small thrill tickles at the base of your spine, a strange excitement for the hijinks that lay in store for you. Life in the Abyss just got a lot more interesting, thanks to this Curse.
[[Accept more Curses from the fifth layer|Layer5 Curses]]
<<if $escBalDepl===0>>\
[[Return to exploring layer 5|Layer5 Hub]]
<<else>>
[[Return to your balloon|Escape Balloon L5]]
<</if>><<set _curse = new FlowerPower()>>\
<<set $mc.addCurse(_curse)>><<set $corruption += _curse.corr>>\
[img[setup.ImagePath + _curse.pic]]
A sudden silence falls around you, drowning out the howling wind and the sandy cyclones swirling about the vast desert of the Abyss. You squint, feeling an alien sensation prickling along your skin, the hot sand against your boots suddenly replaced by the cooling touch of dew-laden petals. Looking down, you find the ground at your feet bursting with life, vibrant flowers of all shapes and sizes swaying back and forth, seeming to rise from the sand itself.
Suddenly, a searing sensation spikes through your body, grounding you to the spot. It isn't painful per se, but rather an overwhelming sensation of… growth, as if each cell in your body has been infused with the exuberant energy of spring. Your muscles tense and relax in quick succession, the frantic pulse echoing the racing beat of your heart.
You can feel your clothes tightening around you as if they're being pushed outward, and you pull at the fabric, freeing yourself from the now suffocating confines. As you expose your skin, you see thin, green vines curling out, the pale flesh beneath replaced with the exquisite texture of botanical artwork. These vines spiral around your limbs, encasing you in a sensual armor of flora.
Flowers start to bloom where your skin once was, their vibrant petals unfolding in a mesmerizing display of colors. There's the blushing pink of roses, the regal violet of irises, the sunny yellow of daffodils. Each flower pulsates with your heartbeat, a visible manifestation of your vitality. They are part of you, yet they possess a life of their own, shifting and shuddering under your curious touch.
You reach up, trailing your fingers over your scalp, expecting the soft brush of your hair. Instead, what greets your touch are leaves and flower petals - delicate, lush, and so very alive. A mirror image of the world around you, your new hair is a cascade of leaves, varying in shades of green, interspersed with brilliant blooms.
The transformation is a sensory explosion, not merely the sight and touch but even the smell. The fragrance is intoxicating, a heady bouquet of the most delightful floral scents. You inhale deeply, your senses tingling with the pleasure of this olfactory delight, the sweet perfumes lingering in your nostrils, making you feel light-headed.
You stand amidst the whirlwind of petals in the Abyss, a unique entity amongst the vast emptiness, a monument to life and vibrancy. But with this novel form, how will your life unfold from here? How will you traverse the dangers of the Abyss now that your form is not entirely your own?
The uncertainty breeds anticipation, a thrilling undercurrent that runs through your blooming body. The world, you realize, has morphed into an entirely new playground for you to explore, to mold, to challenge. Your newfound connection to the flora around you offers a whole new world of possibilities.
You lift your vine-laden arms, looking at your transformed body in the harsh light of the Abyss. The flowers and vines adorning you, while initially a shock, now bring an unexpected sense of power, an intimate link to the life that persists even in this harsh wasteland.
<<include "Inhumanity Warning">>
[[Accept more Curses from the fifth layer|Layer5 Curses]]
<<if $escBalDepl===0>>\
[[Return to exploring layer 5|Layer5 Hub]]
<<else>>
[[Return to your balloon|Escape Balloon L5]]
<</if>><<set _curse = new Cellulose()>>\
<<set $mc.addCurse(_curse)>><<set $corruption += _curse.corr>>\
[img[setup.ImagePath + _curse.pic]]
The wind whistled ominously, carrying a bouquet of floral scents that seemed too delicate for the harsh environment of the Abyss. Each gust felt like a lover's caress, a soft touch that set your skin aflame with goosebumps. The sand beneath your feet felt warm, a comforting solidity against the endless expanse of empty space beneath. The shimmering dunes stretched out in every direction, a sea of gold against a cerulean Abyssal sky.
Then, a sharp, prickling sensation danced across your skin. It started as a faint itch on your wrist, a bothersome tickle that demanded attention. You looked down and saw a spark of brilliant light surrounding you. This was not a new phenomenon for you, you've experienced similar sensations when encountering a new Curse, but never in such an intense and intimate manner. The light engulfed you, warming your skin, and for a moment, you were blinded by its intensity.
When your vision cleared, a strange feeling of stiffness washed over your body, creeping along your skin like a slow-moving wave. The softness of your skin seemed to be replaced by a smooth, firm surface. It was different, yet it held a peculiar allure. Your fingers traced over your arm, an exploratory caress that held equal parts curiosity and fascination. Your skin felt like the bark of a young tree, smooth, sturdy, and... plant-like.
The Curse had transformed your skin into something akin to plant matter. It was a peculiar sensation, being bound to the plant life in such a personal, intimate manner. It filled you with a strange desire, a yearning to be close to nature, to embrace it.
You found your gaze drifting towards the vibrant foliage dancing in the sandstorm. Your new skin seemed to pulse in time with the wind-swept petals, as if resonating with their rhythmic dance. You closed your eyes, and for a moment, you were lost in the music of the desert. You felt a part of the desert, a part of the storm, a part of the blossoms that colored the air.
The wind blew stronger, and you could almost feel your skin drinking in the Miasma. It was like feeding on a lover's touch, an intoxication that left you breathless.
Your skin may be susceptible to flames now, but you found yourself not fearing the change. Instead, you were filled with a sense of... liberation. Your body had always been a vessel, a tool for your exploration. Now, it felt like a part of the environment, a piece of the Abyss itself.
<<include "Inhumanity Warning">>
[[Accept more Curses from the fifth layer|Layer5 Curses]]
<<if $escBalDepl===0>>\
[[Return to exploring layer 5|Layer5 Hub]]
<<else>>
[[Return to your balloon|Escape Balloon L5]]
<</if>><<set _curse = new Carapacian()>>\
<<set $mc.addCurse(_curse)>><<set $corruption += _curse.corr>>\
[img[setup.ImagePath + _curse.pic]]
As you venture through the fifth layer, there's a sudden chill, a moment of anticipation before an unseen force invades your being. It feels like the worst static shock you've ever experienced, only it doesn't recede. Instead, it builds, intensifying to the point of unbearable pain.
Then, it starts.
At first, it feels like something alien is pressing against your skin from the inside, seeking a way out. You grimace, the discomfort transitioning into outright pain. Just when you think you can't endure another second, a change. It feels like your skin is hardening, crystallizing into a shell of impenetrable armor.
Your fingers clasp at your torso, confirming the feeling. Instead of soft, supple skin, they meet a hard, almost metallic surface that catches echoes of the colour of the sand dunes surrounding you in it's shiny surface. A sense of alienation passes through you as your hands explore this new exoskeleton, tracing its contours and perceiving its almost alien texture, rough like a rhinoceros beetle's shell yet simultaneously glossy, catching the diffuse miasmal light in a hypnotic dance of sparkling reflection.
You struggle to move. Every action feels heavy, labored, like you've been outfitted in a suit of armor with none of the familiar human craftsmanship. Flexing your arms, you find the joints still retain their flexibility. The Curse had spared those areas, leaving your mobility intact, albeit encumbered.
Your eyes travel downwards, catching sight of your legs, now coated in the same hard exoskeleton. The sight of your new, strange form is startling and unfamiliar. But you can't help but note the strange beauty in the pattern etched onto your carapace, the polished shimmer reflecting the harsh sun, and the way the new form of your body seems to flow naturally, as if the carapace were sculpted by an artist of Nature's design.
Please enter your new exoskeleton color:
<<textbox "_curse.skinColor" "shiny black" "Layer5 Curses">>
<<include "Inhumanity Warning">><<set _curse = new Hemospectrum()>>\
<<set $mc.addCurse(_curse)>><<set $corruption += _curse.corr>>\
[img[setup.ImagePath + _curse.pic]]
What would you like your new blood (or maybe hemolymph, depending on how human you are) color to be?
<<radiobutton "_curse.bloodColor" "blue" checked>> Blue
<<radiobutton "_curse.bloodColor" "purple" >> Purple
<<radiobutton "_curse.bloodColor" "green" >> Green
<<radiobutton "_curse.bloodColor" "yellow" >> Yellow
<<radiobutton "_curse.bloodColor" "orange" >> Orange
<<radiobutton "_curse.bloodColor" "pink" >> Pink
<<radiobutton "_curse.bloodColor" "black" >> Black
<<radiobutton "_curse.bloodColor" "brown" >> Brown
<<radiobutton "_curse.bloodColor" "white" >> White
[[Continue|Hemospectrum 2]]<<set _curse = $mc.getCurse(Hemospectrum)>>
You stand there, in the heart of this unexpected maelstrom, buffeted by winds that seem to have taken on a life of their own, swirling around you with an intensity that tugs at the edges of your consciousness. The roar of the wind is like a physical entity, echoing around you with such force that you can feel the grains of sand scraping against your skin.
But within this tumultuous storm, there is a subtle charm. Your eyes wander, a kaleidoscope of color blooming in front of your gaze as the flora defiantly fights against the harsh environment. Petals, like fragments of a shattered rainbow, whip and spin around you in a vibrant, intoxicating dance. The aromatic scent of the flowers, thick and intoxicating, overpowers the dry air, as if attempting to mask the harshness of this otherwise barren wasteland.
Your senses are overwhelmed, but not so much that you fail to notice the sudden sharp pain. It's a sting in your arm, a burning sensation that forces a gasp to escape your lips. Looking down, you see the telltale dark droplets welling up where a thorn has grazed your skin. Your heart hammers as the droplet grows, forming a bead that is... certainly not red.
You see _curse.bloodColor.
That's the color of your blood now, glimmering and shining in stark contrast to the tan of your skin. It's a color unnatural to any human, and the sight of it sends a cold shiver down your spine.
You raise your hand to the wind and the Cursed blood catches the light, gleaming eerily.
Your mind starts to race as the enormity of this change begins to sink in. Questions bubble up. How will this affect you? Would it change the way your body operates? Would you be able to use medicine as before, or would it interact differently with your altered blood? The potential ramifications could be endless.
And most profound of all, perhaps you're no longer quite human, not in the strictest sense.
<<include "Inhumanity Warning">>
[[Accept more Curses from the fifth layer|Layer5 Curses]]
<<if $escBalDepl===0>>\
[[Return to exploring layer 5|Layer5 Hub]]
<<else>>
[[Return to your balloon|Escape Balloon L5]]
<</if>><<set _curse = new WrigglyAntennae()>>\
<<set $mc.addCurse(_curse)>><<set $corruption += _curse.corr>>\
[img[setup.ImagePath + _curse.pic]]
Suddenly, a wave of peculiar sensation surges through you, a heat that covers your whole body, but then focuses on your forehead. You pause, squinting against the grit and sand as a dizzying warmth expands from your forehead. The texture of your skin there feels different, oddly chitinous, as if an unknown entity takes root within your skull.
Within moments, you feel them. Two appendages, thin and delicate, sprouting forth from your forehead. They're alien and bizarrely sensual, writhing and pulsating with life of their own, like excited serpents tasting the air for the first time.
Your surprise mounts as you slowly realize what they are - antennae. Not just any antennae, but those akin to an insect, tingling and sensitive to the fluctuating vibrations of the Abyss, to the touch of every swirling petal, every grain of sand.
They seem almost bashful, curving upwards and twitching at the touch of the petals caught in the wind. Each contact sends shivers down your spine, a sensory overload as you experience taste in a way you've never imagined. The petals are sweet with a hint of earthy spice, like cinnamon and sugar dusted on a fresh blossom. Sand tastes gritty and sterile, a stark contrast against the vivid richness of the petals.
You're suddenly hit by this new reality - these wriggly antennae will completely transform your perception of the Abyss and the world, adding a new dimension to your understanding of them.
<<include "Inhumanity Warning">>
[[Accept more Curses from the fifth layer|Layer5 Curses]]
<<if $escBalDepl===0>>\
[[Return to exploring layer 5|Layer5 Hub]]
<<else>>
[[Return to your balloon|Escape Balloon L5]]
<</if>><<set _curse = new Eggxellent()>>\
<<set $mc.addCurse(_curse)>><<set $corruption += _curse.corr>>\
[img[setup.ImagePath + _curse.pic]]
<<if $mc.penisCor > 0>>\
The air is filled with the potent fragrance of the flowers. The wind, unrelenting and harsh, casts flurries of petals around you, their brilliant hues softened by the sandstorm's beige haze. You close your eyes, focusing on abates strange sensation originating from your loins.
The shifting feeling increases in intensity, pulling your focus towards your own body. The fabric of your pants feels oddly uncomfortable against your skin, a previously familiar pressure now feeling alien and intrusive. It is then that you feel it - a gentle, but distinctive, rearrangement of your anatomy. The transformation is painless, but profoundly foreign, sending waves of vertigo washing over you.
The Abyss is filled with curses, you know, but you did not expect one to befall you in such a way. Your fingers hesitate above your belt, dreading and anticipating the touch of the unfamiliar. With a deep breath, you tentatively investigate the area, your hand faltering at the unrecognizable shift in your anatomy.
Your penis has changed. It no longer feels like it once did, the sensation more reminiscent of... an insect's ovipositor? Your mind races through the bestiary you'd studied, latching onto that particular concept. The realization makes you gasp, the profound nature of the change sweeping over you. No longer a traditional male appendage, it is now designed to deliver eggs, replacing semen. It's a function of reproduction, of life, but an alien one to you.
You pull away, swallowing the lump of trepidation in your throat. The world spins around you, the ceaseless wind moaning through the sand and petals, oblivious to your plight.
The potential repercussions of this transformation send your thoughts spiraling. How would this affect your life? Would you now lay eggs? How would it feel? Would they be like the eggs of a bird or the eggs of some exotic creature you've yet to encounter in the Abyss? The thought of it both unsettles and thrills you.
<<else>>\
A strange, almost ticklish sensation takes hold of your abdomen. It’s not painful, but it’s unlike anything you’ve felt before. A shiver of anticipation tingles your nerves, sending cold trails down your spine.
The peculiar sensation becomes more intense, the epicenter clearly being your lower body. A strange pressure builds up, and you quickly unfasten your belt to alleviate the discomfort. With a shaky breath, you dare to explore the changes you can sense.
A surge of surprise nearly knocks you off balance. Your feminine anatomy feels different - it feels... fuller, in a way. As if something is preparing to emerge. The pieces click into place in your mind, memories of your study on the Abyss resurfacing. This must be an egg, readying itself to be laid. It's a Curse, altering your body's way of dealing with menstruation, replacing it with the laying of eggs.
The thought is both perplexing and slightly frightening, a change so intimate and extraordinary that you can hardly wrap your mind around it. Your abdomen throbs gently with the new reality.
Your future takes on a different shade now. What will this mean for your life? How often will this happen? Will it be on the same cycle as your old periods? What will the egg-laying process be like?
Your love life flashes across your mind. This isn’t a change you can hide, and it’s bound to affect your relationships. You swallow hard, pushing away the wave of uncertainty that crashes over you. You have always known that entering the Abyss would bring changes. Now, you are living them.
Resolutely, you pull your belt back on, the pressure on your hips a stark reminder of your new reality. You look out at the Abyss - the sandstorm swirling around you, the petals painting the air with brilliant colors - and steel yourself to continue your journey.
<</if>>\
[[Accept more Curses from the fifth layer|Layer5 Curses]]
<<if $escBalDepl===0>>\
[[Return to exploring layer 5|Layer5 Hub]]
<<else>>
[[Return to your balloon|Escape Balloon L5]]
<</if>><<set _tempCurses = setup.cursesOnLayer[5]>>
<<set _totalCurses = $mc.curses>>
<<for _i=0; _i< $hiredCompanions.length; _i++>>
<<set _totalCurses = _totalCurses.concat($hiredCompanions[_i].curses)>>
<</for>>
<<include "Curse Randomizer">><<set _curse = new Chlorophyll()>>\
<<set $mc.addCurse(_curse)>><<set $corruption += _curse.corr>>\
[img[setup.ImagePath + _curse.pic]]
As you hike through the sandy dunes, suddenly, a strong gust of wind cuts through the swirling maelstrom of petals, and one particularly verdant leaf detaches itself from a nearby plant, twirling in the wind and sticking to your exposed forearm. There's a tingle, not unpleasant, just unexpected, like the first touch of a lover. You try to remove it, but as you do, it dissolves into your skin, a cascade of tiny green particles that disperse with an almost electric sensation.
You gasp, your heart pounding against your ribcage as a sudden wave of energy courses through your body. Your surroundings take on a sharper clarity, as if you've been plunged into an intensely saturated dream. The scent of the flowers, the sting of the sand, the rustle of the wind against the foliage—it's overwhelming and intoxicating all at once.
Your heart slows its frantic beat, your body beginning to understand, to accept the changes.
The bright light, once a harsh enemy in the desert, now feels like an old friend, a necessary companion. You can sense its power, its energy, the vital life force it provides to you, just like the plants around you.
Your hands wander across your body, tracing the familiar contours. Everything feels the same, the muscle under your skin as resilient as ever, but you can sense the undercurrent of change, the subtle transformation in you.
There's no visible sign of your new dependency on the sun, but you know, deep down, that you're no longer the same.
[[Accept more Curses from the fifth layer|Layer5 Curses]]
<<if $escBalDepl===0>>\
[[Return to exploring layer 5|Layer5 Hub]]
<<else>>
[[Return to your balloon|Escape Balloon L5]]
<</if>><<set _curse = new Pheromones()>>\
<<set $mc.addCurse(_curse)>><<set $corruption += _curse.corr>>\
[img[setup.ImagePath + _curse.pic]]
All of a sudden, you feel a rush, a pulsing wave that surges from the core of your being, a warm and subtle energy that spreads outwards. You don't understand it initially, but then the realization dawns upon you.
Despite the absence of scent, you feel a tingling warmth seeping out from your skin, a subtle aura that radiates from you in unseen waves.
And then, it strikes you - the implications of this Curse. Your presence would draw those around you in ways they might not even comprehend themselves, subtly influencing their desires. The air around you would charge with unseen tension, the thrum of hidden desires, and simmering passions.
A twinge of apprehension nibbles at the edge of your consciousness, the uncertainty of how this would play out. Could you exploit this new power, or would it ultimately become a dangerous vulnerability? Would this curse stir conflict, desire, or even unexpected alliances in the depths of the Abyss?
You stand, the winds of the Abyss whipping around you, the thought sinking deeper into your mind, twisting and turning with each new speculation. The sting of the sandstorm against your skin brings you back to the present, reminding you of the immediacy of survival in this harsh environment.
[[Accept more Curses from the fifth layer|Layer5 Curses]]
<<if $escBalDepl===0>>\
[[Return to exploring layer 5|Layer5 Hub]]
<<else>>
[[Return to your balloon|Escape Balloon L5]]
<</if>><<nobr>>
<<set $temp1 = random(0,11) + 48>>
<<set $temp2 = random(0,11) + 48>>
<<for $i = 0; $i < 1; $i>>
<<set $temp2 = random(0,11) + 48>>
<<if $temp1 !== $temp2>>
<<break>>
<</if>>
<</for>>
<<set $ownedRelics.push($relics[$temp1])>>
<<set $corruption -= Math.floor(Math.max(($relics[$temp1].corr / 2) - $corRed, 0))>>
<<set $ownedRelics.push($relics[$temp2])>>
<<set $corruption -= Math.floor(Math.max(($relics[$temp2].corr / 2) - $corRed, 0))>>
<</nobr>>
The Relics you have found with Cherry's Chaotic Luck are $relics[$temp1].name and $relics[$temp2].name for a cost of <<print Math.floor(Math.max(($relics[$temp1].corr / 2) - $corRed, 0))>> and <<print Math.floor(Math.max(($relics[$temp2].corr / 2) - $corRed, 0))>> corruption respectively.
[[Continue on to the rest of the layer|Layer5 Hub]]
<<if $ownedRelics.some(e => e.name === "Devil's Own")>>
You have a single chance to bend fate using the mystical luck of the Devil's Own. Cherry's fate is strong, so you only get 1 chance to use this effect on your entire adventure. Would you like to reroll Cherry's Chaotic Luck?
<<link "Reroll with Devil's Own" "Layer5 Cherry Relic">>
<<set $ownedRelics.deleteAt($ownedRelics.length-1)>>
<<set $corruption += Math.floor(Math.max(($relics[$temp1].corr / 2) - $corRed, 0))>>
<<set $ownedRelics.deleteAt($ownedRelics.length-1)>>
<<set $corruption += Math.floor(Math.max(($relics[$temp2].corr / 2) - $corRed, 0))>>
<<set setup.loseRelic("Devil's Own")>>
<</link>>
<</if>><<nobr>>
<<set $temp1 = random(0,15) + 56>>
<<set $temp2 = random(0,15) + 56>>
<<for $i = 0; $i < 1; $i>>
<<set $temp2 = random(0,15) + 56>>
<<if ($temp1 !== $temp2)>>
<<break>>
<</if>>
<</for>>
<<set _curse1 = setup.curseByNum($temp1)>>
<<set _curse2 = setup.curseByNum($temp2)>>
<<set _curse1.corr = Math.round(Math.max((_curse1.corr * 3 / 2), 0))>>
<<set _curse2.corr = Math.round(Math.max((_curse2.corr * 3 / 2), 0))>>
<<set $mc.addCurse(_curse1)>>
<<set $mc.addCurse(_curse2)>>
<<set $corruption += _curse1.corr>>
<<set $corruption += _curse2.corr>>
<</nobr>>
The Curses you have obtained with Cherry's Chaotic Luck are _curse1.name and _curse2.name for a cost of _curse1.corr and _curse2.corr corruption respectively.
<<set _hasHemospectrum = (_hemoCurse = _curse1).name === "Hemospectrum" || (_hemoCurse = _curse2).name === "Hemospectrum">>
<<if _hasHemoSpectrum>>
What would you like your new blood (or maybe hemolymph, depending on how human you still are) color to be?
<<radiobutton "_hemoCurse.bloodColor" "blue" checked>> Blue
<<radiobutton "_hemoCurse.bloodColor" "purple" >> Purple
<<radiobutton "_hemoCurse.bloodColor" "green" >> Green
<<radiobutton "_hemoCurse.bloodColor" "yellow" >> Yellow
<<radiobutton "_hemoCurse.bloodColor" "orange" >> Orange
<<radiobutton "_hemoCurse.bloodColor" "pink" >> Pink
<<radiobutton "_hemoCurse.bloodColor" "black" >> Black
<<radiobutton "_hemoCurse.bloodColor" "brown" >> Brown
<<radiobutton "_hemoCurse.bloodColor" "white" >> White
[[Continue on to the rest of the layer|Layer5 Hub]]
<</if>>
<<set _hasCarapace = (_carapaceCurse = _curse1).name === "Carapacian" || (_carapaceCurse = _curse2).name === "Carapacian">>\
<<if _hasCarapace>>
Please enter your new exoskeleton color:
<<textbox "_carapaceCurse.skinColor" "shiny black" "Layer5 Hub">>
<</if>>
[[Continue on to the rest of the layer|Layer5 Hub]]
<<if $ownedRelics.some(e => e.name === "Devil's Own")>>
You have a single chance to bend fate using the mystical luck of the Devil's Own. Cherry's fate is strong, so you only get 1 chance to use this effect on your entire adventure. Would you like to reroll Cherry's Chaotic Luck?
<<link "Reroll with Devil's Own" "Layer5 Cherry Curse">>
<<set $corruption -= _curse1.corr>>
<<RemoveCurse _curse1>>
<<set $corruption -= _curse2.corr>>
<<RemoveCurse _curse2>>
<<set setup.loseRelic("Devil's Own")>>
<</link>>
<</if>><<nobr>>
<<set $temp1 = random(0,11) + 48>>
<<set $temp2 = random(0,15) + 56>>
<<set $ownedRelics.push($relics[$temp1])>>
<<set $corruption -= Math.floor(Math.max(($relics[$temp1].corr / 2) - $corRed, 0))>>
<<set _curse = setup.curseByNum($temp2)>>
<<set $mc.addCurse(_curse)>>
<<set _curse.corr = Math.round(Math.max((_curse.corr * 1.5), 0))>>
<<set $corruption += _curse.corr>>
<</nobr>>
With Cherry's Chaotic Luck you have found the Relic $relics[$temp1].name for a cost of <<print Math.floor(Math.max(($relics[$temp1].corr / 2) - $corRed, 0))>> corruption and obtained the Curse _curse.name for a gain of _curse.corr corruption respectively.
<<if _curse.name === "Hemospectrum">>
What would you like your new blood (or maybe hemolymph, depending on how human you still are) color to be?
<<radiobutton "_curse.bloodColor" "blue" checked>> Blue
<<radiobutton "_curse.bloodColor" "purple" >> Purple
<<radiobutton "_curse.bloodColor" "green" >> Green
<<radiobutton "_curse.bloodColor" "yellow" >> Yellow
<<radiobutton "_curse.bloodColor" "orange" >> Orange
<<radiobutton "_curse.bloodColor" "pink" >> Pink
<<radiobutton "_curse.bloodColor" "black" >> Black
<<radiobutton "_curse.bloodColor" "brown" >> Brown
<<radiobutton "_curse.bloodColor" "white" >> White
[[Continue on to the rest of the layer|Layer5 Hub]]
<</if>>
<<if _curse.name === "Carapacian">>
Please enter your new exoskeleton color:
<<textbox "_curse.skinColor" "shiny black" "Layer5 Hub">>
<</if>>
[[Continue on to the rest of the layer|Layer5 Hub]]
<<if $ownedRelics.some(e => e.name === "Devil's Own")>>
You have a single chance to bend fate using the mystical luck of the Devil's Own. Cherry's fate is strong, so you only get 1 chance to use this effect on your entire adventure. Would you like to reroll Cherry's Chaotic Luck?
<<link "Reroll with Devil's Own" "Layer5 Cherry Mix">>
<<set $ownedRelics.deleteAt($ownedRelics.length-1)>>
<<set $corruption += Math.floor(Math.max(($relics[$temp1].corr / 2) - $corRed, 0))>>
<<set $corruption -= _curse.corr>>
<<RemoveCurse _curse>>
<<set setup.loseRelic("Devil's Own")>>
<</link>>
<</if>><<PassTimeWithEvents>>\
<<if !setup.passingTime()>>\
[img[setup.ImagePath+'Wonders/one-sidedtunnel.png']]
After walking through the tunnel for about 5 or 6 hours (it's hard to precisely keep track in there), you find yourself back at the same entrance you started walking into, despite absolutely never turning around.
And as soon as the harsh light of the fifth layer touches you, you notice your pack is suddenly much lighter! It seems that all of the items you brought with you into the Abyss have disappeared, presumably sent to the surface at a location which is suddenly intuitively available to your mind. <<if $ownedRelics.some(e => e.name === "Pocket Hoard")>>
Testing your Pocket Hoard, you stick a hand into the pink rucksack, but find you can easily stick your whole arm in. In fact, there doesn't seem to be any limit to what you can fit into the rucksack, as long as it fits into the opening, but you can easily retrieve anything you put in. You have successfully activated your Pocket Hoard!
<b>Your carrying capacity is now effectively infinite, and the value of your Pocket Hoard has increased to 100 dubloons.</b>
<</if>>
[img[setup.ImagePath+'Environments/Layer5Tunnel.png']]
[[Return to exploring level 5|Layer5 Hub]]
<<nobr>>
<<set $tunnelUsed = 1>>
<<set $tunnelDubloons = $dubloons>>
<<set $dubloons = 0>>
<<if $tunnelSkewer === 1>>
<<set $items[7].count -= 1>>
<</if>>
<<if $vaultFound === 1>>
<<set $vaultMedkits = Math.max(items[4].count, 0)>>
<</if>>
<<for $i = 4; $i < $items.length; $i++>>
<<set $vaultItems[$i].count += $items[$i].count>>
<<set $items[$i].count = 0>>
<</for>>
<<if $vaultFound === 1>>
<<set $items[4].count = $vaultMedkits>>
<</if>>
<<if $hairRope == true>>
<<set $items[11].count = 1>>
<</if>>
<<set _water = $flaskMatrix[0]>>
<<set $tunnelFlaskMatrix = $flaskMatrix>>
<<set $flaskMatrix = [0,0,0,0,0,0,0,0,0]>>
<<set $flaskMatrix[0] = _water>>
<<if $ownedRelics.some(e => e.name === "Pocket Hoard")>>
<<for $i = 0; $i < $ownedRelics.length; $i++>>
<<if $ownedRelics[$i].name==="Pocket Hoard" >>
<<set $ownedRelics[$i].value = 100>>
<<set $ownedRelics[$i].active = 1>>
<</if>>
<</for>>
<</if>>
<<if $tunnelSkewer === 1>>
<<set $items[7].count += 1>>
<</if>>
<</nobr>>
<</if>><<PassTimeWithEvents>>\
<<if !setup.passingTime()>>\
[img[setup.ImagePath+'Wonders/miragevault.png']]
<<nobr>>
<<if $vaultTimer === 0>>
<<set $vaultTimer = $time + 60>>
<br><br>You touch your hand against the ancient door and the number 60 appears on it, as if there was either a very high-resolution LCD inside the glass or some magic inside it had awakened by your touch.
<</if>>
<</nobr>>
<<if $vaultTimer - $time > 0>>
The timer on the door reads <<print $vaultTimer - $time>>.
You can wait here for a while if you'd like to check when the door is open. If you'd like to wait, enter the number of days you'd like to wait and choose to wait.
<<textbox "_waitTime" "0">>
<<WaitAtPassage 'Wait' `passage()` 'Math.max(parseInt(_waitTime, 10) || 0, 0)'>>
The door remains locked. You must wait until the timer is between 0 and -5 for it to open and reveal the treasures within.
<<elseif -5 <= $vaultTimer - $time && $vaultTimer - $time <= 0>>
The door to the Vault has opened! When you touch the panel, the doors gently open to reveal the treasures within and aid you on our journey.
Inside the vault you find 200 dubloons, 9 days of food rations, 9 days of bottled water, and 3 medkits!
You pick up your haul and continue forward through the Abyss, morale boosted by the successful vault expedition.
<<nobr>>
<<set $items[0].count += 9>>
<<set $items[1].count += 9>>
<<set $items[4].count += 3>>
<<set $dubloons += 200>>
<<set $vaultFound = 1>>
<</nobr>>
<<else>>
The timer has passed its endpoint, there is no more door and no more vault that you can find. Was it ever real? There's no way to know, but you can tell it certainly isn't here now.
<</if>>
[[Return to exploring level 5|Layer5 Hub]]
<</if>><<set _triggers = {
duneDevouringBorer: () => !$voidDiamondActive && $timeL5T2 >= 9,
mayflyScuttler: () => $timeL5T1 >= 8,
}>>
<<PassTime _triggers>>
<<if _triggers.duneDevouringBorer()>>
<br><<include "Layer5 Borer Encounter">><br><br>
[[Deal with the Dune Devouring Borer|Layer5 Threat2][$returnPassage = passage()]]<br>
<<elseif _triggers.mayflyScuttler()>>
<br>When you wake up in the morning, you hear an enormous amount of buzzing in the air, luckily you managed to stay out of the swarm when you woke up, but you'll need to decide what to do with the swarm today.<br><br>
[[Deal with the Mayfly Scuttler|Layer5 Threat1][$returnPassage = passage()]]<br>
<<if $ownedRelics.some(e => e.name === "Breathless Exhale")>>
<br>The radiant sun empowers your Breathless Exhale Relic, its energy pulsating within your grasp. You can sense the potential of the Relic, trembling with anticipation, ready to alter the wind's course and drive the insects away from you.<br><br>
<<link "Summon a powerful gust to drive the swarm away from you" `passage()`>><<set $timeL5T1 -= 8>><<set $smaragdineThreatsDefeated.scuttler = true>><</link>><br>
<</if>>
<<if $mechaBoarded>>
Inside the Starlit Conquest you remain unaffected by the pheromones of Mayfly Scuttlers.
<<link "Continue your journey unimpeded" `passage()`>><<set $timeL5T1 -= 8>><<set $smaragdineThreatsDefeated.scuttler = true>><</link>><br>
<</if>>
<</if>><<nobr>>
<<if !setup.passingTime()>>
<<set _multiplier = 1>>
<<if $DaedalusFly || $mechaBoarded>>
<<set _multiplier = 1/2>>
<<if $DaedalusFly && !$mechaBoarded>>
<<include "Companions Stranded">>
<</if>>
<</if>>
<<StartTraveling `setup.haveRope ? 11 : 24` 0 _multiplier>>
<</if>>
<<PassTimeWithEvents>>
<</nobr>>
<<if !setup.passingTime()>>
<<nobr>>
<<if !$voidDiamondActive>>
<<set $corruption -= 50 - $corRed + 5 * Math.trunc($hexflame / 10)>>
<</if>>
<</nobr>>
You continue through the scorching desert for days on end, until you eventually reach the contrasting bitter cold of the fourth layer. But before you can do anything on the fourth layer, you need to spend many days in the agonizingly slow climb through the enormous crevasse at its bottom. After many days of climbing, you're back to the snowy wastes of the fourth layer proper.
<<include "Curse Descriptions">>
<<if $TwinFly>>
<<include "Twin rejoin">>
<</if>>
[[Return to the fourth layer|Layer4 Hub]]
<</if>><<set $timeL5T1 -= 8>>\
[img[setup.ImagePath+'Threats/mayflyscuttler.png']]
When you wake up in the morning, you hear an enormous amount of buzzing in the air, luckily you managed to stay out of the swarm when you woke up. They scarlet bugs produce a potent aphrodisiac venom, so if you choose to go out into the swarm, and succumb to the venom to participate in a day of sexual debauchery. On the other hand, you can stay in one of the ruins for the day and avoid the swarms altogether. Either choice will cost you one day.
<<link "Walk out into the swarm and enjoy the sexual festivities" "Layer5 Mayfly Scuttler Sexual Activities">><<PassTime 1>><</link>>
<<link "Hide out in the ruins for the day" `$returnPassage`>><<PassTime 1>><</link>>
Use the following option only if you have specifically considered your inventory and made a plan of how to use what you have to rid of or avoid these pests.
[[Use a combination of Relics not mentioned above you believe would be able to get rid of the swarm|$returnPassage][$smaragdineThreatsDefeated.scuttler = true]]<<PassTimeWithEvents>>\
<<if !setup.passingTime()>>
You continue through the scorching desert for days on end, but the heat only seems to get more intense. But the smell is different, you catch a whiff of more exotic, meaty scents than the fragrance of the flowers of the fifth layer. As the ground begins to change from sand to a more organic texture, you know you're approaching the sixth layer.
<<include "Curse Descriptions">>
[[Descend to the sixth layer|Layer6 1]]
<</if>><<nobr>><<set $currentLayer = 5>><<if !isPlaying("layer5")>>
<<masteraudio stop>><<audio "layer5" volume 0.2 play loop>>
<</if>><</nobr>>
As you float gently above the scorching dunes below, you notice that even up here in your balloon, you can feel the uncomfortable heat of this layer's climate. Luckily you won't need to endure it on a long hike through the sand here, instead you can enjoy a relaxing float up to the layer above.
[[Ascend to next layer|Escape Balloon L4][$corruption -= (50 - $corRed + (5 * Math.trunc($hexflame / 10))) ]]
[[Hover on this layer to take in a Curse|Layer5 Curses]]
[[Get off the balloon on this layer|Layer5 Hub][$escBalDepl=0]]As you bring the charm up to your eye and gaze deep into the red crystal, your vision fades and a new image comes clearly into view:
[img[setup.ImagePath+'Layer Intros/l5intro.png']]
@@.layerTitle;LAYER 5 - WINDSWEPT POTPOURI SANDS@@
You see yourself hiking over immense sand dunes while dry storms of brightly colored petals rage by. Suddenly the image shifts and you see the splendor that you could find on this layer.
[img[setup.ImagePath+'Clipped-Fin/Abyss Diver Page 6-relics.png']]
As an image of the wonders you might find on this layer starts to come into focus, an intense feeling of humility washes through you.
[img[setup.ImagePath+'Clipped-Fin/Abyss Diver Page 6-wonders.png']]
The mystical possibilities of the wonders fade from your view and you suddenly feel nauseous, as if a huge amount of miasma was suddenly sucked into your chest. You visualize the corruptions and Curses that may afflict you in the layer below.
[img[setup.ImagePath+'Clipped-Fin/Abyss Diver Page 6-curses.png']]
Finally the nauseous feeling passes but is replaced by a brief sense of terror as you get a glimpse of the threats that await you on the layer
[img[setup.ImagePath+'Clipped-Fin/Abyss Diver Page 6-threats.png']]
Finally, the vision fades, leaving you standing once again where you were before, with only a brief sense of motion sickness as you orient yourself back to your physical body. As you look at the Gleam Dazer once again, you notice the Relic is cracked and broken.
[[Return|$previewReturn][setup.loseRelic('Gleam Dazer')]]Relics:
[img[setup.ImagePath+'Clipped-Fin/Abyss Diver Page 6-relics.png']]
Wonders:
[img[setup.ImagePath+'Clipped-Fin/Abyss Diver Page 6-wonders.png']]
Curses:
[img[setup.ImagePath+'Clipped-Fin/Abyss Diver Page 6-curses.png']]
Threats:
[img[setup.ImagePath+'Clipped-Fin/Abyss Diver Page 6-threats.png']]
<<back>><<nobr>>
<h1>Camping</h1>
<<set _random = random(1,6)>>
<<if _random === 1>>
[img[setup.ImagePath+'Environments/Layer5Dunes.png']]
<<elseif _random === 2>>
[img[setup.ImagePath+'Environments/Layer5Landscape1.png']]
<<elseif _random === 3>>
[img[setup.ImagePath+'Environments/Layer5Landscape2.png']]
<<elseif _random === 4>>
[img[setup.ImagePath+'Environments/Layer5Landscape3.png']]
<<elseif _random === 5>>
[img[setup.ImagePath+'Environments/Layer5Landscape4.png']]
<<else>>
[img[setup.ImagePath+'Environments/Layer5Landscape5.png']]
<</if>>
<</nobr>>
<<include 'CampCode'>>As you continue your journey through the fifth layer of the Abyss, the perpetual sandstorms whip around you, creating a cacophony of sound that threatens to drown out your thoughts. The swirling sands mix with the vivid hues of the flower petals, creating a kaleidoscope of colors that is both mesmerizing and disorienting. The heavy, fragrant scents of the dry, Miasma-fed flowers fill your nostrils, leaving you feeling simultaneously invigorated and overwhelmed.
<br><br>
Suddenly, you feel a deep rumble beneath your feet. The ground trembles, and the once-distant roar of the wind is replaced by an even more ominous and guttural growl. Your heart races, as you realize the source of the sound: a Dune Devouring Borer.<<nobr>>
<<set $random = random(0,1)>>
<<set $timeL5T2 -= 9>>
<<if $random === 0>>
[img[setup.ImagePath+'Threats/dunedevouringborer.png']]
<<elseif $random === 1>>
[img[setup.ImagePath+'Threats/dunedevouringborerALT.png']]
<</if>>
<</nobr>>
The colossal creature bursts forth from the sands, its monstrous maw opening wide as it rears up to face you. You find yourself captivated by the sight of its powerful, armored body, the brown and bone-colored plates reflecting the storm of colors that surround it. The Borer's jaw snaps shut, producing a sound akin to the clash of titanic blades, sending a shudder down your spine.
Your instincts scream at you to run, but you know that simply running is futile against this relentless predator. Your only options are to give up your precious water to distract it or use your Relics to defeat it somehow.
How will you deal with the monstrous worm approaching you?
<<nobr>>
<<if $ownedRelics.some(e => e.name === "Sunbeam") && $hiredCompanions.some(e => e.id === setup.companionIds.khemia)>>
With Khemia's exceptional swordsmanship and the power of the Sunbeam Relic, he can fend off the beast. However, the struggle will leave him injured, requiring a day to recuperate.<br>
<<link 'Have Khemia fight it off with Sunbeam' `$returnPassage`>><<PassTime 1>><<set $smaragdineThreatsSubmitted.borer = true; $smaragdineThreatsDefeated.borer = true>><</link>><br><br>
<</if>>
<<if $joyousSword && $hiredCompanions.some(e => e.id === setup.companionIds.khemia)>>
Wielding the formidable Joyous Sunder, an expert swordsman like Khemia can effortlessly vanquish the creature without sustaining any injuries.<br>
[[Have Khemia fight it off with Joyous Sunder|$returnPassage][$smaragdineThreatsDefeated.borer = true]]<br><br>
<</if>>
<<if $mechaBoarded>>
With your Starlit Conquest, you are more than a match for these worms.<br>
[[Activate the plasma sword and slice away the worm|$returnPassage][$smaragdineThreatsDefeated.borer = true]]<br><br>
<</if>>
Sacrificing 10 days' worth of water will distract the Borer long enough for you to escape. If you don't choose which water to drop specifically, you'll relinquish your water supply based on your drinking water priority order, as it's the most easily accessible in this perilous situation.<br>
<<link "Choose which water type to use as distraction" "Layer5 Borer Drop Overview">>
<<set $waterDropNb = 10>>
<</link>>
|
/*[[Use 10 days of water as a distraction to get away|Layer5 Hub][$items[0].count -= 10]]<br><br>*/
<<link "Drop 10 days of water as a distraction without choosing" "Layer5 Borer Water">>
<<for _k=0; _k<10; _k++>>
<<include "Water drop code">>
<</for>>
<</link>>
<br><br>
Succumbing to the Dune Devouring Borer's onslaught will lead to a gruesome fate far worse than anything you've faced before. It is highly recommended that you avoid being consumed by the relentless predator, as it would certainly result in your death.
<</nobr>>
Use the following option only if you have specifically considered your inventory and made a plan of how to use what you have to take down a worm.
[[Use a combination of Relics not mentioned above you believe would be able to overpower one of the worms|$returnPassage][$smaragdineThreatsDefeated.borer = true]]<<FlaskFirst>>
You need to sacrifice $waterDropNb more days of water to successfully distract the Borer
In your inventory you have:
<<nobr>>/* Code somewhat copied and pasted from the ::Flask Order passage, I don't know how $flaskMatrixOrderAvailable works so there may be some misuses*/
<<for _i=0; _i<$flaskMatrixOrderAvailable.length; _i++ >>
<<capture _i>>
<<set _temp = $flaskMatrixOrderAvailable[_i]>>
<</capture>>
<br>$flaskMatrix[_temp] <<print setup.flaskLabels[_temp]>> remaining
<<capture _temp>>
<<link "Drop""Layer5 Borer Drop Count">>
<<set $flaskBorerID = _temp>>
<</link>>
<</capture>>
<<if $flaskMatrix[_temp]>= $waterDropNb || setup.flaskLabels[_temp] === 'Aquarius Ex Nihilo'>>
|
<<capture _temp>>
<<link "Drop <<print $waterDropNb>> water" "Layer5 Borer Water">>
<<if $items[3].count > 0 || $items[0].count > 0 || $ownedRelics.some(r => r.name === 'Aquarius Ex Nihilo')>>
<<if (setup.flaskLabels[_temp]==="Bottled water" || $items[3].count <= 0) && setup.flaskLabels[_temp] !== 'Aquarius Ex Nihilo'>>
<<set $items[0].count -= $waterDropNb >>
<<elseif setup.flaskLabels[_temp] !== 'Aquarius Ex Nihilo'>>
<<set $items[3].count -= $waterDropNb >>
<<set $items[2].count += $waterDropNb >>
<<set $flaskMatrix[_temp] -= $waterDropNb >>
<</if>>
<<else>>
<<set $items[0].count -= $waterDropNb >>
<</if>>
<</link>>
<</capture>>
<</if>>
<</for>>
<</nobr>>You have $flaskMatrix[$flaskBorerID] days worth of <<print setup.flaskLabels[$flaskBorerID]>>, select the amount you want to drop:<br>
(You need $waterDropNb more to distract the Borer)<br><br>
<<textbox "_temp" "0">>
<<set _enoughWaterTest = "Layer5 Borer Drop Overview">>
<<link " Drop water" >>
<<set _temp = parseInt(_temp)>>
<<if _temp > $flaskMatrix[$flaskBorerID]>>
<<set _temp = $flaskMatrix[$flaskBorerID]>>
<</if>>
<<if _temp >= $waterDropNb>>
<<set _enoughWaterTest = "Layer5 Borer Water" >>
<<if $items[3].count > 0 || $items[0].count > 0>>
<<if setup.flaskLabels[$flaskBorerID]==="Bottled water" || $items[3].count <= 0>>
<<set $items[0].count -= $waterDropNb >>
<<else>>
<<set $items[3].count -= $waterDropNb >>
<<set $items[2].count += $waterDropNb >>
<<set $flaskMatrix[$flaskBorerID] -= $waterDropNb >>
<</if>>
<<else>>
<<set $items[0].count -= $waterDropNb >>
<</if>>
<<elseif _temp >= 0 >>
<<set $waterDropNb -= _temp>>
<<if $items[3].count > 0 || $items[0].count > 0>>
<<if setup.flaskLabels[$flaskBorerID]==="Bottled water" || $items[3].count <= 0>>
<<set $items[0].count -= _temp >>
<<else>>
<<set $items[3].count -= _temp >>
<<set $items[2].count += _temp >>
<<set $flaskMatrix[$flaskBorerID] -= _temp >>
<</if>>
<<else>>
<<set $items[0].count -= _temp >>
<</if>>
<</if>>
<<goto _enoughWaterTest >>
<</link>><<nobr>>
<<if $random === 0>>
[img[setup.ImagePath+'Threats/dunedevouringborer.png']]
<<elseif $random === 1>>
[img[setup.ImagePath+'Threats/dunedevouringborerALT.png']]
<</if>>
<</nobr>>
The only possible way you can run is to sacrifice ten precious days of water, hoping to distract the beast long enough to make your escape.
You fumble with your supplies, the panic making your fingers clumsy and uncooperative. Finally, you manage to release the water, which immediately catches the attention of the Borer.
As the creature lunges towards the water, you seize the opportunity to flee, your heart pounding in your ears as you dash away. The chilling sound of the Borer's jaw snapping shut behind you haunts your every step, but as the distance between you and the beast grows, so too does your hope of survival.
Navigating through the chaotic landscape of swirling sand and dancing petals, you vow never to take the presence of water for granted again in this treacherous realm.
[[Continue exploring the fifth layer|$returnPassage]]<<PassTimeWithEvents>>\
<<if !setup.passingTime()>>\
[img[setup.ImagePath+'Wonders/one-sidedtunnel.png']]
Do you want to walk through the One-sided Tunnel and send your items back up to the surface?
<<TravelToPassage 'Walk through the tunnel' 'Layer5 Tunnel' 2>>
<<set _totalRelics = $ownedRelics.concat($soldRelics, $lostRelics)>>\
<<if _totalRelics.some(e => e.name === "Superpositional Skewer") && $items[7].count > 0>>\
You can also utilize your Superpositional Skewer to sync with your commerce balloon, then swap it with a rock or something after you leave the Tunnel, which would allow you to instantly retrieve your items if you wish to.
<<TravelToPassage 'Use the Superpositional Skewer to save 1 commerce balloon, then enter the Tunnel' 'Layer5 Tunnel' 2 0 1 '$tunnelSkewer = 1'>>
<</if>>\
[[Return to exploring level 5|Layer5 Hub]]
<</if>><<nobr>>
<<set $currentLayer = 6>>
<<masteraudio stop>>
<<audio "layer6" volume 0.2 play loop>>
<<set $timeL5T1 = 0, $timeL5T2 = 0>>
<<set $timeL6T1 = 0, $timeL6T2 = 0>>
<</nobr>>\
\
@@.layerTitle;
[img[setup.ImagePath+'Layer Intros/l6intro.png']]
!Layer 6 - Cinders of Dis
@@The first hint of the sixth layer is a strong smell of smoke overwhelming your nostrils - a savory, meaty kind of smoke, almost like the smell of barbeque. It almost feels like the flowers beneath you are caressing your feet, but the air gets hotter and hotter as you head further down, and as the flowers begin to become charred and burned away, the real culprit becomes clear: a squirming carpet of tentacles, thousands or millions of tiny villi completely covering almost every surface on the path ahead, forming an entire field of squirming creatures.
They grow taller as you proceed, until you're wading through a thicket or navel-high tentacles, prodding and rubbing against your most sensitive areas. By this point, the heat has become truly intense, almost sauna-like. It's so hot that great swathes of the tentacle fields are actually aflame, thousands of tendrils being burned away and perpetually springing up again, a land of flesh doused in fire: a perfect vision of Hell. Some of the fire are in a familiar orange-red hue, while other come in more exotic greens, pinks, and purples, only lightly tickling when they lap at your skin. Small pieces of rubble, perhaps of some ancient structures, litter the layer... but the tentacles and flames have long since crushed and burned them into unrecognizable, meaningless rock.
[[Walk through the sixth layer of the Abyss|Layer6 Hub]]<<nobr>><<if $hiredCompanions.some(e => e.id === setup.companionIds.cherry)>>
<<if $visitL6 === 0>>
<br><<print "[[Use Cherry's chaotic luck|Layer6 Cherry]]">><</if>>
<</if>><</nobr>><<set $currentLayer = 6>>
<<if !isPlaying("layer6")>>
<<masteraudio stop>>
<<audio "layer6" volume 0.2 play loop>>
<</if>>
<<CarryAdjust>><<checkTime>>
<<if $visitL6 === 0>>
<<set $layerTemp = 8>>
<<set $visitL6 = 1>>
<<elseif $secondVisitL6 === 0>>
<<set $secondVisitL6 = 1>>
<<set $layerTemp = 18>>
<<else>>
<<set $layerTemp = random(0,20)>>
<</if>>
<<if $layerTemp === 1>>
As you walk through a field of charred flower-like tentacles, you notice a peculiar creature wriggling through the sea of tentacles. It looks like a snake, but its body is covered in tiny suction cups, leaving a trail of wet spots on the ground. The creature seems unbothered by the heat and flames, and it slithers past you without a second glance.<br><br>
<<elseif $layerTemp === 2>>
As you venture deeper into the layer, the heat grows more intense, and the air becomes thick with the savory scent of smoke. You come across a small clearing, where the tentacles have given way to a bubbling, steaming hot spring. The water appears inviting, but upon closer inspection, you notice that it's filled with writhing tentacles, gently caressing and coiling around each other. Deciding it's not worth the risk, you continue on your way.<br><br>
<<elseif $layerTemp === 3>>
As you wade through the sea of tentacles, you come across a peculiar sight: a lone tree, its branches swaying with the movements of the writhing tendrils below. The tree's bark is gnarled and blackened, as if it has been scorched by the intense heat, but it somehow still manages to stand tall amidst the chaos. You notice that the tentacles seem to avoid the tree, creating a small, temporary reprieve from the relentless groping.<br><br>
<<elseif $layerTemp === 6 && $mc.hasCurse("Hijinks Ensue")>>
<<include "Hijinks Ensue Scenes">>
<<elseif $layerTemp >= 18 - (1+$hiredCompanions.length) && $layerTemp < 19 && ($hiredCompanions.length > 0 || $ownedRelics.some(e => e.name === "Creepy Doll") )>>
<<include "Companion Layer Interaction">>
<<elseif $layerTemp >= 19>>
<<include "Curse Descriptions">><br><br>
<<else>>
As you wander the burning hellscape of the sixth layer, you have to periodically kick away tentacles attempting to grope your lower body. The trip is unpleasant and surreal, but you have to continue to reach your goals.<br><br>
<</if>>
<<if $coolCloth && !$dollevent2>>
You put on the self-cooling clothes. The romer stones that you incorporated in it feel like small air conditioning units although the clothes are light they still cover you very well and soon you feel them cool your entire body. You feel like you could run a mile in these clothes and still not overheat in this hellish landscape you find yourself. It looks like you'll be able to cover more distance wearing this than you would normally be able to, reducing all travel costs on this layer by 1 day.<br><br>
<<elseif $dollevent2 && $coolCloth>>
By now you have accepted that you can't take of the tattered pink dress. But when you try to put the self-cooling clothes over your tattered dress you faint, only to wake up with the summer clothes off and neatly folded in your hands again. Looking at the doll you swear you can see it grinning at you. It seems you are stuck sweating it out in this worn down dress. If only it would be little hotter so that accursed doll would go up in flames..<br><br>
<<elseif $dollevent2 && !$coolCloth>>
Dressed in only your tattered pink dress you feel very exposed to the heat on this layer. You wish you had something cooler and more insulating to wear to protect you. At the same time you wonder if you could even wear something else now that you are in this Cursed dress. Damn that doll..<br><br>
<</if>>
<<if $forageWater === 1>>
<<print "You are currently foraging for your daily water on this layer.">><br>
<<else>>
<<print "You are not currently foraging for your daily water on this layer.">><br>
<</if>>
<<if $forageFood === 1>>
<<print "You are currently foraging for your daily food on this layer.">><br>
<<else>>
<<print "You are not currently foraging for your daily food on this layer.">><br><</if>>
<<if !isPlaying("layer6")>>
<<masteraudio stop>><<audio "layer6" volume 0.2 play loop>>
<</if>>
<br>What do you want to do while you're here?<br>
<br>
<span class="icon">[img[setup.ImagePath+'Icons/useitems.png']]</span> [[Use Items and Relics]]<br>
<<if $hiredCompanions.length > 0>>
<span class="icon">[img[setup.ImagePath+'Icons/partytalk.png']]</span> [[Interact with your party|Party overview]] <<CheckParty>><br>
<</if>>
<br>
<span class="icon">[img[setup.ImagePath+'Icons/threats.png']]</span> [[Learn about the threats on this layer|Layer6 Threats]]<br>
<span class="icon">[img[setup.ImagePath+'Icons/foraging.png']]</span> [[Check for food and water you can forage for|Layer6 Forage]]<br>
<span class="icon">[img[setup.ImagePath+'Icons/relicsearch.png']]</span> [[Search for Relics|Layer6 Relics]]<br>
<span class="icon">[img[setup.ImagePath+'Icons/curses.png']]</span> [[Take on Curses to purge your corruption|Layer6 Curses]]<br>
<span class="icon">[img[setup.ImagePath+'Icons/wonder.png']]</span> [[Look for any Wonders you can take advantage of|Layer6 Wonders]]<br>
<span class="icon">[img[setup.ImagePath+'Icons/camping.png']]</span> [[Set up camp and rest here|Layer6 Camp]]<br>
<span class="icon">[img[setup.ImagePath+'Icons/layer6habitation.png']]</span> [[View the Layer 6 habitation option|Layer6 Habitation]]<br>
<br>
<span class="icon">[img[setup.ImagePath+'Icons/ascent.png']]</span> [[Look up towards the surface|Layer6 Ascend 1]]<br>
<span class="icon">[img[setup.ImagePath+'Icons/descent.png']]</span> [[Look down at the next layer|Layer6 Exit1]][img[setup.ImagePath+'Surface/cherry.png']]
How would you like to use Cherry's chaotic luck ability?
[[Get 2 random Relics for half cost|Layer6 Cherry Relic]]
[[Get 2 random Curses for +50% corruption|Layer6 Cherry Curse]]
[[Get 1 Relic and 1 Curse|Layer6 Cherry Mix]]<h1>Threats</h1>
<p>[[Continue exploring the sixth layer|Layer6 Hub]]</p>
<<ThreatGrid setup.greaterTentacleBeast setup.hexflameFields setup.fellDragon>>
<p>[[Continue exploring the sixth layer|Layer6 Hub]]</p><h1>Foraging</h1>
<p>The listed foraging options, naturally, are not an exhaustive list of every flora and fauna to be found in this immense hole, but they are, for a variety of reasons, the only ones that will be helpful to you on your quest for food and water. Maybe other food exists, but is laced with too much poison to be edible from a practical standpoint for one on a journey with limited supplies, or perhaps they're edible but offer even more severe transformative effects than the listed foods, or they're extremely rare and impractical to collect for meals, or there's edible fauna but with extremely effective defense mechanisms, or there's perfectly edible options that just aren't around at the time of year (or decade, or century - the Abyss has much stranger and more unpredictable seasons than the surface) you're here... the list goes on. Whatever the reasons, the listed foods are definitely your best foraging options in each layer.</p>
<p>If you decide to start foraging for food or water, it means that you will not consume your stored food rations or water supply while consuming time on tasks in this layer, but you will not obtain more supplies by starting to forage here.</p>
<p>[[Return to exploring the rest of the layer|Layer6 Hub]]</p>
<<ForagingGrid setup.omenEyes setup.theRiverDycx>>
<<if $items[2].count > 0>>
<p>[[Fill your empty flasks with water from the layer|Layer6 Flasks]]</p>
<</if>>
<<if $slingshot>>
<p>[[Hunt and consume Omen Eyes once|Layer6 Forage][$foodL6 += 1]]</p>
<<elseif $items[13].count && $items[20].count >= Math.max(3 - $bullRed, 1)>>
<p>[[Hunt and consume Omen Eyes once|Layer6 Forage][$foodL6 += 1;$items[20].count -= Math.max(3 - $bullRed, 1)]]</p>
<</if>>
<p>[[Consume unfiltered water from the River Dycx once|Layer6 Forage][$hexflame += 1;$waterL6 += 1]]</p>
<p>[[Return to exploring the rest of the layer|Layer6 Hub]]</p><p><<CarryAdjust>><<checkTime>></p>
<h1>Relics</h1>
<p>[[Continue exploring the sixth layer|Layer6 Hub]]</p>
<<RelicGrid `setup.relicsOnLayer[6]`>>
<p>[[Continue exploring the sixth layer|Layer6 Hub]]</p><<CarryAdjust>>
<h1>Curses</h1>
<<if $escBalDepl===0>>\
<p>[[Return to exploring layer 6|Layer6 Hub]]</p>
<<else>>\
<p>[[Return to your balloon|Escape Balloon L6]]</p>
<</if>>
<<CurseGrid `setup.cursesOnLayer[6]`>>
<<if $escBalDepl===0>>
<p>[[Return to exploring layer 6|Layer6 Hub]]</p>
<<else>>
<p>[[Return to your balloon|Escape Balloon L6]]</p>
<</if>><h1>Wonders</h1>
<p>[[Continue exploring the sixth layer|Layer6 Hub]]</p>
<<WonderGrid setup.mawOfKimaris>>
<p>[[Continue exploring the sixth layer|Layer6 Hub]]</p><h1>Habitation</h1>
<<if !$AgeEndReached>>
<p>[[Continue your business on the sixth Layer|Layer6 Hub]]</p>
<</if>>
<<set _ending = "Habitation Ending">>
<<HabitationGrid setup.habitationL6>>
<<if !$AgeEndReached>>
<p>[[Continue your business on the sixth Layer|Layer6 Hub]]</p>
<</if>>Returning to the fragrant desert of the previous layer will take 15 days of trekking, and cost 65 corruption.
<<if $DaedalusEquip>>\
<<if !$DaedalusFly>>\
You are currently committed to simply walking to the next layer
[[Flap your wings and prepare to fly to the next layer|Layer6 Ascend 1][$DaedalusFly=true]]
<<else>>\
You are about to fly to the next layer
[[Maybe it's better to walk to the next layer|Layer6 Ascend 1][$DaedalusFly=false]]
<</if>>\
<</if>>\
[[Continue your ascent|Layer6 Ascend2]]
[[Turn back and continue your business on the sixth layer|Layer6 Hub]]There is no indication of what you might find beyond layer 6. There are a few hints of a paved path that once existed before being crushed to pieces by the tentacles<<if $hiredCompanions.length > 0>>, but none of your companions have even heard a rumor of where it might lead<</if>>. Do you want to push further into the unknown depths of the Abyss?
Traversing down and past this hell will take 16 days.
[[Turn back and continue your business on the sixth layer|Layer6 Hub]]
<<TravelToPassage 'Continue your descent to the seventh layer' 'Layer6 Exit2' 16>><<nobr>>
<<for $i = 0; $i < 999; $i++>>
<<if $items[2].count > 0>>
<<set $items[3].count += 1>>
<<set $items[2].count -= 1>>
<<if $hiredCompanions.some(e => e.id === setup.companionIds.saeko) && setup.haveSmartphone>>
<<set $flaskMatrix[0]+=1>>
<<else>>
<<set $flaskMatrix[4]+=1>>
<</if>>
<<else>>
<<break>>
<</if>>
<</for>>
<</nobr>>
[img[setup.ImagePath+'Foraging/riverdycx.png']]
<<if $hiredCompanions.some(e => e.id === setup.companionIds.saeko) && setup.haveSmartphone>>
In an incredible collaboration with colleagues on the surface, Saeko managed to develop some incredibly innovative water filtration techniques. The water purified from the River Dycx using this technique is absolutely safe to drink, and it even has a pleasant, slightly sweet, cinnamon flavor to it. If this were more easily accessible maybe you could sell this as a unique drink to people on the surface.
<<else>>
There is a very easily accessible source of water on this layer, the River Dycx, which is bright red and leaves a cinnamon-like aftertaste in your mouth. Unfortunately it also leaves a bit of a burning hole in your heart, causing you to gain an additional jinxed flame counter for each day of water you drink here, making it even more unpleasant to leave. Watch out for how much water you drink here or you may find yourself never able to leave.
<</if>>
[[Return to exploring your food and water options on this layer|Layer6 Forage]]<<PassTimeWithEvents>>\
<<if !setup.passingTime()>>\
[img[setup.ImagePath+'Wonders/mouthofkimaris.png']]
<<if !$mawUse>>
As you press through the thicket of incessantly writhing tentacles, the tentacles subtly change their rhythm. The heat has long ago seared your sense of comfort away, replaced with a strange duality of torment and transcendence. The harsh, yet strangely savory, scent of burning flesh punctuates the air, becoming richer and more distinct. Suddenly, the sea of tentacles parts like the Red Sea before Moses, revealing a broad expanse of barren rock.
Before you yawns the Maw of Kimaris, a monstrous mouth carved into the very earth. The sight seizes your breath, casting you into a sudden, terrible silence. The Maw seems to pulse with a horrifying life of its own, promising an eternal fall to any who would dare to trip at its precipice.
<<else>>
With a horrifyingly human-like belch, the Maw spits forth the Relic you requested, now slightly singed at the edges but still perfectly usable. Retrieving it from the edge of the Maw, you approach the Maw once again and consider what you want to do.
<</if>>
<<nobr>>
<<set _totalRelics = $ownedRelics.concat($soldRelics, $lostRelics)>>
You may pick up a new Relic for 10 dubloons and 1.5x its corruption cost:<br>
<<for _relic range $relics>>
<<set _foundOnLayer = setup.relicsOnLayer.findIndex(relicsOnLayer => relicsOnLayer.includes(_relic.name))>>
<<print `<<set _visitedRelicLayer = $visitL${_foundOnLayer}>>`>>
<<if _visitedRelicLayer && _relic.name !== 'Kin Shifter' && !_totalRelics.some(e => e.name === _relic.name)>>
<<capture _relic>>
[[_relic.name|Maw of Kimaris Site][$dubloons -= 10, $corruption -= Math.max(Math.floor(1.5 * _relic.corr) - $corRed, 10), $ownedRelics.push(_relic)]]
for <<print Math.max(Math.floor(1.5 * _relic.corr) - $corRed, 10)>> corruption points<br>
<</capture>>
<</if>>
<</for>><br>
You may pick up a copy of an old Relic for 20 dubloons and 2x its corruption cost:<br>
<<for _relic range _totalRelics>>
<<if _relic.name !== 'Kin Shifter'>>
<<capture _relic>>
[[_relic.name|Maw of Kimaris Site][$mawUse = true, $dubloons -= 20, $corruption -= Math.max(2 * _relic.corr - $corRed, 10), $ownedRelics.push(_relic)]]
for <<print Math.max(2 * _relic.corr - $corRed, 10)>> corruption points<br>
<</capture>>
<</if>>
<</for>>
<<set $mawUse = false>>
<</nobr>>
[[Return to exploring the sixth layer|Layer6 Hub]]
<</if>><<CollectRelic $relic61>>\
<<if !setup.passingTime()>>
You have successfully taken the $relic61.name Relic. Hopefully you can make good use of it and make it worth that corruption cost.
<b>You can use this Relic to absorb another Relic and absorb it's function. Be careful though as it effectivly destroys the Relic and some Relics, like the Brave Vector's slingshot ability can not be used by your body!</b>
[[Continue searching for the Relics of layer 6|Layer6 Relics]]
[[Continue exploring the sixth layer|Layer6 Hub]]
<</if>><<CollectRelic $relic62>>\
<<if !setup.passingTime()>>
You have successfully taken the $relic62.name Relic. Hopefully you can make good use of it and make it worth that corruption cost.
<b>You can use this Relic to copy the appearance of anyone that you can get blood from.</b>
[[Continue searching for the Relics of layer 6|Layer6 Relics]]
[[Continue exploring the sixth layer|Layer6 Hub]]
<</if>><<CollectRelic $relic63>>\
<<if !setup.passingTime()>>
You have successfully taken the $relic63.name Relic. Hopefully you can make good use of it and make it worth that corruption cost.
[[Continue searching for the Relics of layer 6|Layer6 Relics]]
[[Continue exploring the sixth layer|Layer6 Hub]]
<</if>><<CollectRelic $relic64>>\
<<if !setup.passingTime()>>
You have successfully taken the $relic64.name Relic. Hopefully you can make good use of it and make it worth that corruption cost.
[[Continue searching for the Relics of layer 6|Layer6 Relics]]
[[Continue exploring the sixth layer|Layer6 Hub]]
<</if>><<CollectRelic $relic65>>\
<<if !setup.passingTime()>>
You have successfully taken the $relic65.name Relic. Hopefully you can make good use of it and make it worth that corruption cost.
<b>You can use this to improve the boons granted by your companions one time, choose the beneficiary wisely.</b>
[[Continue searching for the Relics of layer 6|Layer6 Relics]]
[[Continue exploring the sixth layer|Layer6 Hub]]
<</if>><<CollectRelic $relic66>>\
<<if !setup.passingTime()>>
You have successfully taken the $relic66.name Relic. Hopefully you can make good use of it and make it worth that corruption cost.
[[Continue searching for the Relics of layer 6|Layer6 Relics]]
[[Continue exploring the sixth layer|Layer6 Hub]]
<</if>><<CollectRelic $relic67>>\
<<if !setup.passingTime()>>
You have successfully taken the $relic67.name Relic. Hopefully you can make good use of it and make it worth that corruption cost.
[[Continue searching for the Relics of layer 6|Layer6 Relics]]
[[Continue exploring the sixth layer|Layer6 Hub]]
<</if>><<CollectRelic $relic68>>\
<<if !setup.passingTime()>>
You have successfully taken the $relic68.name Relic. Hopefully you can make good use of it and make it worth that corruption cost.
[[Continue searching for the Relics of layer 6|Layer6 Relics]]
[[Continue exploring the sixth layer|Layer6 Hub]]
<</if>><<CollectRelic $relic69>>\
<<if !setup.passingTime()>>
You have successfully taken the $relic69.name Relic. Hopefully you can make good use of it and make it worth that corruption cost.
[[Continue searching for the Relics of layer 6|Layer6 Relics]]
[[Continue exploring the sixth layer|Layer6 Hub]]
<</if>><<CollectRelic $relic70>>\
<<if !setup.passingTime()>>
You have successfully taken the $relic70.name Relic. Hopefully you can make good use of it and make it worth that corruption cost.
<b>This Relic isn't especially useful right now, but it's time-bending power seems to hold incredible potential.</b>
[[Continue searching for the Relics of layer 6|Layer6 Relics]]
[[Continue exploring the sixth layer|Layer6 Hub]]
<</if>><<CollectRelic $relic71>>\
<<if !setup.passingTime()>>
You have successfully taken the $relic71.name Relic. Hopefully you can make good use of it and make it worth that corruption cost.
[[Continue searching for the Relics of layer 6|Layer6 Relics]]
[[Continue exploring the sixth layer|Layer6 Hub]]
<</if>><<CollectRelic $relic72>>\
<<if !setup.passingTime()>>
You have successfully taken the $relic72.name Relic. Hopefully you can make good use of it and make it worth that corruption cost.
<b>If you had your intelligence reduced somehow, this Relic could probably reverse that effect.</b>
[[Continue searching for the Relics of layer 6|Layer6 Relics]]
[[Continue exploring the sixth layer|Layer6 Hub]]
<</if>><<set _curse = new SubmissivenessRectificationB()>>\
<<set $mc.addCurse(_curse)>><<set $corruption += _curse.corr>>\
[img[setup.ImagePath + _curse.pic]]
<<if $mc.hasCurse("Submissiveness Rectification A")>>\
The heat of the Abyss’ sixth layer washes over you like a relentless wave, soaking your clothes through, making your skin glisten with a film of sweat in the otherworldly glow of multicolored flames. You breathe in the rich, smoky aroma, a scent that is strangely enticing, tickling your taste buds and making your stomach growl with a yearning you hadn't expected in this harsh environment.
As you delve deeper, a shiver runs down your spine, a silent precursor to the change that has started coursing through you. The heat, once simply external, seeps into your very core, wrapping you in its embrace, a seductive pull that you find yourself unable to resist.
It's as if a hidden doorway opens within you, and an inviting warmth pours out, flooding you with a feeling so powerful it threatens to sweep you off your feet. This new sensation, rich and all-consuming, is so much deeper than your prior submission, an amplification that turns the gentle surrender you were used to into an irrevocable capitulation.
Every instinct in your body feels as though it has been tuned to a higher frequency, turning the mere touch of the tentacles into electrifying sensations. Each caress, each prod against your sensitive skin, sets off a cascade of pleasure that leaves you gasping and aching for more.
You find yourself in an almost perpetual state of compliance, any semblance of dominance drained away, replaced with an almost serene acceptance of this new reality.
This new level of submission, this newfound inability to resist any request that doesn't threaten your life, is an unexpected evolution in your journey. It makes you feel exposed, vulnerable, yet it also brings a kind of release, a freedom from the need to assert control, to resist. There's an excitement, a delicious sense of anticipation, that churns within your stomach as you consider what this means for your expedition, for your future.
<<else>>\
The heat of the sixth layer of the Abyss presses in on you as you descend further, your clothes soaked through with a sheen of sweat, the harsh light from the multicolored flames reflecting off your damp skin. The heat and smoke all around you, laced with an odd, sweetly savory aroma that makes your stomach growl despite your trepidation, bears down on you. It feels like walking into a brick wall, a barrier that shouldn't be here, yet is.
A sudden shiver travels through you, the subtle shift within you a warning of a change coming too late to stop. As the heat intensifies, you can't shake the feeling that it's not just the external temperature that's changing, but something inside you as well.
A wave of languor, hot and inviting like the flames that surround you, pools deep within your stomach, spreading outwards. It seeps into you, tugging at your will, your strength, softening your resolve into something pliant and tender. Your eyes feel heavy, your thoughts slow, clouded with the strange sensation. There's a growing sense of acquiescence, a dulcet whisper of surrender that flutters at the back of your mind, silencing your usual voice of determination and control.
It's an unsettling feeling, like you're losing a part of yourself, being reshaped into something different, but it’s oddly soothing, too. You're suddenly hyper-aware of the way the tendrils squirm against you, and a shiver courses through your spine, despite the intense heat. You can feel each individual tendril on your skin, their touch strangely enticing. Their exploratory caresses are no longer a source of unease, but instead, they stroke a warm current of satisfaction through your body, a hedonistic pleasure that makes you sigh.
Confusion tugs at you, but it's easy to brush it aside, to let the whispering voice of the Curse smooth over your uncertainties. You stop fighting against the curious tendrils, the soft press of your body against theirs, the way they prod and press into your most sensitive areas. The heat around you is all-consuming, but it's comforting in a way, a reminder of the warmth pooling within you.
You look around the torrid landscape, eyes squinting against the myriad of colorful flames that surround you. Your heart aches, but in a strange, almost pleasant way. You know you should be leading the expedition as you always have, but this newfound submission fills you with an odd sense of contentment.
In the burning world around you, your mind reels at the changes, at the loss of control and the unfamiliar feelings spreading through you. You can't help but wonder what this will mean for your journey, for your future. Will you be forever subject to the desires of others, to the whims of the Abyss? Despite your uncertainty, you can't deny the thrill that tingles at the thought, the shiver of anticipation at the unknown path that lies before you.
<</if>>\
This may impact how your sexual encounters and conversations with your companions play out.
[[Accept more Curses from the sixth layer|Layer6 Curses]]
<<if $escBalDepl===0>>\
[[Return to exploring layer 6|Layer6 Hub]]
<<else>>
[[Return to your balloon|Escape Balloon L6]]
<</if>><<set _curse = new LactationRejuvenationB()>>\
<<set $mc.addCurse(_curse)>><<set $corruption += _curse.corr>>\
[img[setup.ImagePath + _curse.pic]]
<<if $mc.hasCurse("Lactation Rejuvenation A")>>\
The sensation of constant lactation has become second nature to you, like the beating of your heart or the rhythm of your breath. But as you move deeper into the sixth layer, you sense a strange stirring within you, a wave of warmth that begins at your chest and diffuses throughout your body. It feels almost like a prickling under your skin, a discomforting tightness that rapidly escalates into an undeniable throbbing.
Looking down, you see the front of your shirt clinging to your chest, utterly soaked. The fabric is heavy with a much larger amount of fluid than usual. With a touch, you wince as your fingers make contact with your nipples. The sensitivity is heightened, pulsing with an unfamiliar intensity. You quickly remove your armor and shirt, revealing your swollen chest that is visibly straining, droplets flowing freely down your torso, a river of life running down your body, pearlescent in the glow of the alien flames.
Bewilderment is quickly replaced by a sense of urgent realization - your lactation has increased exponentially. It's not just a trickle, it's a torrent, a spring that has been unexpectedly uncapped, flowing beyond the boundaries of what would be considered natural, even possible.
The usually docile tentacles at your feet seem to react to your sudden change, their undulations growing more frantic, their probing more audacious. Yet, amidst the strange serenade of these creatures and the pulsating rhythm of your own body, a ripple of laughter wells up within you. A spectacle it may be, it also brings a strange sense of exhilarating liberation.
Practical concerns begin to assert themselves. You will need to milk yourself more frequently now, possibly several times a day, a time-consuming and laborious task. But beyond the inconvenience, you find yourself intrigued. The Abyss has always been a realm of unexpected transformations, and this is just another adaptation in the face of its cruel, seductive challenges.
A vision forms in your mind, of your journey punctuated by moments of intimate self-care, maintaining your body's strange new abundance amidst the ruthless exploration. It could be a weakness, it could be a strength, but it was indubitably a part of you now.
<<else>>\
Suddenly, you feel a strange sensation pulsating in your chest, a tingling that spreads like ripples on a pond's surface. An odd warmth infuses your body, from your torso, radiating outward, sharp as a bolt of lightning yet as gentle as a lover's caress. It feels like a dam has broken within you, and you watch, fascinated and alarmed, as two damp circles start to spread on the front of your shirt.
You lift your shirt and feel your breath catch in your throat at the sight of your nipples. They look almost the same but are leaking a clear fluid, tiny droplets glistening in the flickering light of the exotic fires around you. A fingertip experimentally swipes across one, the sensation foreign but not entirely unpleasant. Tasting the droplet, you find it sweet, and you realize - you are lactating. You can't help but smirk, a low chuckle bubbling up from your chest at the absurdity of the situation.
The squirming tentacles around you brush against your sensitized skin as you stand in stunned silence, processing this unexpected development. A gurgling burble of laughter escapes you, a bright spark of amusement amidst the surreal fiery landscape. You imagine yourself, this battle-hardened adventurer, taking breaks to milk yourself amidst the battles, the treasure hunts, the desperate survival in this hellish Abyss.
Beneath you, the tentacles wriggle and writhe, their rhythm echoing your heart's erratic beats. The heat, the smoke, the ever-regenerating tendrils of the Abyss, the almost hypnotic dance of the flames, and now, the strange, sweet warmth of your own body, everything adds to the sensual overload.
<</if>>\
[[Accept more Curses from the sixth layer|Layer6 Curses]]
<<if $escBalDepl===0>>\
[[Return to exploring layer 6|Layer6 Hub]]
<<else>>
[[Return to your balloon|Escape Balloon L6]]
<</if>><<set _curse = new PleasureRespecificationB()>>\
<<set $mc.addCurse(_curse)>><<set $corruption += _curse.corr>>\
[img[setup.ImagePath + _curse.pic]]
With the intoxicating scent of burning flesh in your nostrils, the heat bearing down on your skin, and the ever-present touch of the tentacles caressing you, you feel a sudden shift in the fabric of reality around you. It is as if some unseen hand has taken hold of the strings of your existence and twisted them into a new configuration.
You pause, momentarily frozen in your journey through the Abyss, as you consider the meaning of this new affliction. It's not pain, but rather a change, a loss that makes your heart hammer in your chest and a breathless dread fill you. Your climaxes, once a shared peak of pleasure, can no longer be gifted or received from any other. The culmination of desire and intimacy will be a solitary endeavor, your pleasure forever an island amid a sea of possible lovers. Your mind reels at the prospect, a dark echo of fear and loneliness amplifying the cruel heat of the Abyss.
A tentacle brushes against your thigh, curling around the skin. Its touch is as tantalizing as ever, but now, it feels different. There is an awareness of what you've lost, of the boundary that has been drawn around you.
[[Accept more Curses from the sixth layer|Layer6 Curses]]
<<if $escBalDepl===0>>\
[[Return to exploring layer 6|Layer6 Hub]]
<<else>>
[[Return to your balloon|Escape Balloon L6]]
<</if>><<set _curse = new AgeReductionC()>>\
<<set $mc.addCurse(_curse)>><<set $corruption += _curse.corr>>\
[img[setup.ImagePath + _curse.pic]]
<<include "Age Reduction Scene">>
[[Accept more Curses from the sixth layer|Layer6 Curses]]
<<if $escBalDepl===0>>\
[[Return to exploring layer 6|Layer6 Hub]]
<<else>>
[[Return to your balloon|Escape Balloon L6]]
<</if>>[img[setup.ImagePath + setup.allCurses.Horny.pic]]
<<include "Horny Customization">>
[[Confirm|Take on Horny pt2]]<<include "Horny Taken">>
<<include "Horny Retrieval">>
<<include "Inhumanity Warning">>
[[Accept more Curses from the sixth layer|Layer6 Curses]]
<<if $escBalDepl===0>>\
[[Return to exploring layer 6|Layer6 Hub]]
<<else>>
[[Return to your balloon|Escape Balloon L6]]
<</if>>What type of horn(s) would you like to gain?
<<radiobutton "$hornVariation" "demonic" checked>> Demon
<<radiobutton "$hornVariation" "draconic">> Dragon
<<radiobutton "$hornVariation" "unicorn">> Unicorn
<<radiobutton "$hornVariation" "rhino">> Rhino
How many horns would you like to gain?
<<radiobutton "$hornCount" 1 checked>> One
<<radiobutton "$hornCount" 2 >> Two
Enter one or more descriptive adjectives (optional)
Example adjectives:
- Type: Demon, Adjectives: curved, sheep-like → You have curved, sheep-like demonic horns.
- Type: Dragon, Adjectives: pointy, swept back → You have pointy, swept back dragon horns.
<<textbox "$hornAdjective" "">><<include "Horny Taken">>
<<include "Horny Retrieval">>
[[Continue|Use Items and Relics]]<<set _curse = new Horny()>>\
<<set $mc.addCurse(_curse)>>
<<if $hornCount === 2>><<set $mc.addCurse(_curse)>><</if>>
<<set $corruption += _curse.corr * $hornCount >>Suddenly, you are struck with a splitting headache, in an almost literal sense as you can almost feel your skull splitting apart. Luckily, you aren't dying, but <<if $hornCount === 1>>a shape is<<else>>two shapes are<</if>> emerging from your skull, and <<if $hornCount === 1>>it seems<<else>>they seem<</if>> to be <<HornGrowthDesc $hornVariation $hornCount>>. The pain subsides as you feel the $hornAdjective horn<<if $hornCount > 1>>s<</if>> pushing out of your head, but sensations on the horn<<if $hornCount > 1>>s<</if>> still feel tender, as if <<if $hornCount === 1>>it<<else>>they<</if>> were an especially sensitive part of your body.
Naturally, you reach up to touch your new addition<<if $hornCount > 1>>s<</if>> and confirm that indeed <<if $hornCount === 1>>it is<<else>>they are<</if>> hard, made of some bone-like material, but also quite sensitive. You can feel even the most tender touch when you caress the horn<<if $hornCount > 1>>s<</if>> and perhaps it might even be pleasurable to touch in a certain way? <<if $hornCount === 1>>This<<else>>These<</if>> might be a part of your body you'll have to experiment with later, when you have some free time.<<set _curse = new DrawingSpades()>>\
<<set $mc.addCurse(_curse)>><<set $corruption += _curse.corr>>\
[img[setup.ImagePath + _curse.pic]]
As you continue your hoke through the hellish fields of tentacles, you pause to catch your breath, leaning against a heated rock that's worn smooth by the relentless press of the undulating tentacles. Suddenly, you feel a prickling sensation at the base of your spine. It's like a shiver, the kind that tingles down your spine when you find something excitingly forbidden, but more concentrated, more tangible.
Before you can even contemplate the sensation, a sudden burst of energy radiates from the spot, spreading outward in waves that crash through your being, causing your heart to pound and your breath to hitch. With a strange mix of shock and curiosity, you reach down, your fingertips brushing against something sinewy and sleek that hadn't been there before.
Your mind reels as you realize what's happened. A tail. A spade-tipped tail of your own, prehensile and unnaturally sensitive. Its silky surface is inky black, contrasting your $mc.skinColor skin, and ending with a cute, spade-shaped tip that catches the fiery lights of the Abyss, shimmering under the dancing flames. It curves gracefully behind you, swishing lightly in the smoky air as if testing its own existence.
A breathless laugh escapes your lips, a strange euphoria creeping through your veins as you marvel at the absurdity and yet enticing prospect of this sudden change. You run your fingers down its length, the sensation shooting straight up your spine and spreading warmth all over your body. Your new tail twitches under your touch, responding independently, as though it has a mind of its own.
As you continue to explore your Abyss-altered self, you can't help but wonder about the experiences that await you. This newfound appendage, this erogenous zone that you've been Cursed with, is sure to bring some interesting developments to your journey. Your mind wanders to the ways this tail could be used, the pleasure it could bring you and possibly others, guided by your subconscious desires.
You turn your attention back to the path ahead, a daunting yet enticing world of tentacles and hellish flames. As you trudge forward, your tail follows suit, curling and uncurling in the heated air.
<<include "Inhumanity Warning">>
[[Accept more Curses from the sixth layer|Layer6 Curses]]
<<if $escBalDepl===0>>\
[[Return to exploring layer 6|Layer6 Hub]]
<<else>>
[[Return to your balloon|Escape Balloon L6]]
<</if>><<set _curse = new TattooTally()>>\
<<set $mc.addCurse(_curse)>><<set $corruption += _curse.corr>>\
[img[setup.ImagePath + _curse.pic]]
You feel a faint burning sensation wash across your groin, as mystical ink seems to etch itself onto your skin. At one glance, you can tell what this means. There a tattoo that somehow perfectly symbolizes your fetishes and complete sexual history! You can either hide it, or perhaps embrace the openness.
[[Accept more Curses from the sixth layer|Layer6 Curses]]
<<if $escBalDepl===0>>\
[[Return to exploring layer 6|Layer6 Hub]]
<<else>>
[[Return to your balloon|Escape Balloon L6]]
<</if>><<nobr>>
<<set _curse = new Leaky()>>
<<set $mc.addCurse(_curse)>><<set $corruption += _curse.corr>>
<</nobr>>\
[img[setup.ImagePath + _curse.pic]]
<<if $mc.penisCor > 0 && $mc.vagina>0 >>
As the Leaky Curse takes hold of you, the effects are more subtle than you might have expected.
There's no dramatic flash of arousal or some sudden change. In general, you just feel pretty good. However, over the next few minutes you gradually become aware that your loins are turning into one giant sticky swamp that's draining down your legs. A trickle of precum is oozing out of your penis and mixing with a steady dribbling coming out of your sopping vagina.
The mingling fluids spark a moment of concern; you haven't taken any Curses that would render you self-fertile, right?
Regardless, you must find a solution to prevent leaving a trail that would not only annoy others but also make tracking you a breeze for predators in the Abyss.
If you ever happen to get aroused, would ultra-absorbent sanitary pads suffice for this deluge, or would you need to resort to diapers to hold back the flood of fluids? The prospect of living with this Curse just became much more challenging.
<<elseif $mc.penisCor > 0>>
As the Leaky Curse takes hold of you, it's more subtle than you might have expected.
There's no dramatic flash of arousal or some sudden change. In general, you just feel pretty good. You shrug your shoulders and continue about your business for a bit, but about half and hour later you notice something. Your penis, your balls, and even your thighs have started getting sticky, and as you reach down to check out what's going on you realize they've all become slick with precum.
It's not a dramatic event, but a constant, minor flow of precum from the tip of your cock. It's so subtle that it would go unnoticed if not for the accumulating wetness. The continuous emission prevents it from drying, so you won't inadvertently adhere your penis to objects. However, managing this newfound predicament will be tricky. You're going to have to stop frequently to clean yourself up, or put something over your penis that you change frequently to catch the drips, or...
The best thing for this might really be those sanitary pads women use for their periods. Barring that, some kind of diaper. Unless of course you just want to spend all your time soaked in sticky clothes or run around naked letting your penis drip on the ground.
<<elseif $mc.vagina>0>>
As the Leaky Curse takes hold of you, it's more subtle than you might have expected.
There's no dramatic flash of arousal or some sudden change. In general, you just feel pretty good. You continue about your business and then notice a small stream of sticky liquid slowly beginning to run down your leg. A sense of foreboding starts growing regarding the Curse you just obtained. You find a secluded place to check your crotch, but a quick observation reveals you are totally soaked with sexual fluids.
After another five minutes and you realize you will need to do something about the trickle down your leg in case you ever get aroused for any reason. Maybe some combination of super absorbent sanitary pads would be sufficient to control this at a manageable level?
If you don't want your vaginal juices dribbling down your legs whenever you get even slightly aroused, soaking whatever clothes you have, then you're going to have do do something drastic. Maybe even diapers would be required if the flow got too extreme and you were aroused for a long enough period of time.
<<else>>
As the Leaky Curse takes hold of you, you don't notice anything different. Maybe that's not really surprising considering you don't have any genitals anymore the Curse can affect. Now that you're thinking about it, you seem to drool a little bit. Did the Curse affect your mouth because you don't have genitals? Or are you just drooling because you started thinking about genitals you no longer possess? It can be hard to tell, but your mouth definitely seems more moist than it used to be.
<</if>>
[[Accept more Curses from the sixth layer|Layer6 Curses]]
<<if $escBalDepl===0>>\
[[Return to exploring layer 6|Layer6 Hub]]
<<else>>
[[Return to your balloon|Escape Balloon L6]]
<</if>><<set _curse = new WanderingHands()>>\
<<set $mc.addCurse(_curse)>><<set $corruption += _curse.corr>>\
[img[setup.ImagePath + _curse.pic]]
Suddenly, there is a jolt, a strange, metaphysical thump that echoes deep within your being. The world around you remains unchanged, yet something within you has shifted dramatically.
You pause, stumbling slightly as a wave of nausea washes over you. Your heart pounds within your chest, its rhythmic thumping echoing in your ears. Taking a deep breath, you try to steady yourself, yet find your fingers have begun tracing absent patterns against your skin.
Your touch ignites a series of sensations that are both alien and familiar. Your fingers, moving with a will of their own, slide across your chest, finding the sensitive hollows and peaks there. You gasp as your thumb flicks over a hardened nipple, the small nub sensitive and tingling with a strange, needy pulse.
You freeze as you realize what is happening, your gaze drawn down to where your own hand is groping your body with lustful intent. A wave of confusion and horror washes over you, your mind reeling with the implications of this new, uncontrollable desire.
But even as you pull your hand away, the heat of your own touch lingers, spreading out from your chest and coiling in your stomach. You swallow hard, your thoughts racing as you try to comprehend the scope of the Curse.
The implications are staggering. How will you maintain control when every absent-minded moment might lead to moments of sexual self-fulfillment? Will you be able to keep this secret hidden from your companions, or will they see you, flushed and panting, as your own body seeks its pleasure? And what of your sleep, where your subconscious mind holds sway, and your waking inhibitions hold no power?
The answers are far from comforting, leaving you to face a future filled with uncertainty and strange, voyeuristic desire.
[[Accept more Curses from the sixth layer|Layer6 Curses]]
<<if $escBalDepl===0>>\
[[Return to exploring layer 6|Layer6 Hub]]
<<else>>
[[Return to your balloon|Escape Balloon L6]]
<</if>><<set _curse = new SemenDemon()>>\
<<set _prevCurse = $mc.getCurse(SemenDemon)>>\
<<set $mc.addCurse(_curse)>>\
[img[setup.ImagePath + _curse.pic]]
<<if _prevCurse !== undefined>>\
<<set _curse.fluidType = _prevCurse.fluidType>>\
<<else>>\
<<include "Semen Demon Customization">>
<</if>>\
[[Confirm|Take on Semen Demon pt2]]<<include "Semen Demon Taken">>
<<include "Semen Demon Retrieval">>
[[Accept more Curses from the sixth layer|Layer6 Curses]]
<<if $escBalDepl===0>>\
[[Return to exploring layer 6|Layer6 Hub]]
<<else>>
[[Return to your balloon|Escape Balloon L6]]
<</if>><<set _curse = $mc.getCurse(SemenDemon)>>\
What would be your preferred meal type.
@@.alert2; Not having the correct equipment to supply yourself or taking more than one level will mean you have to find additional sources or you will die!@@<br><br>
<<radiobutton "_curse.fluidType" "sexual fluids" checked>> Any sexual fluids
<<radiobutton "_curse.fluidType" "semen">> Just semen
<<radiobutton "_curse.fluidType" "vaginal fluids">> Just vaginal fluids<<set _curse = new SemenDemon()>>
<<set _prevCurse = $mc.getCurse(SemenDemon)>>
<<set $mc.addCurse(_curse)>>
<<if _prevCurse !== undefined>>
<<set _curse.fluidType = _prevCurse.fluidType>>
<<else>>
<<include "Semen Demon Customization">>
<</if>>
<<include "Semen Demon Taken">>
<<include "Semen Demon Retrieval">>
[[Continue|Use Items and Relics]]<<set _curse = $mc.getCurse(SemenDemon)>>
<<set $corruption += _curse.corr>>
<<if _curse.fluidType !== "sexual fluids">>
<<set $corruption +=15>>
<</if>>
<<set $SemenDemonBalance = 0 >><<set _curse = $mc.getCurse(SemenDemon)>>\
You start to feel thirsty and then hungry. After a while you feel completely famished. You know what you need to still this hunger, you need _curse.fluidType!<<set _curse = new Quota()>>
<<set $mc.addCurse(_curse)>><<set $corruption += _curse.corr>>\
[img[setup.ImagePath + _curse.pic]]
You suddenly feel a deep hunger within yourself. But it is not a physical hunger of any kind, instead it is a sexual hunger than only be fulfilled by bringing others pleasure each day. Be sure not to miss your quota or you won't have a pleasant time!
[[Accept more Curses from the sixth layer|Layer6 Curses]]
<<if $escBalDepl===0>>\
[[Return to exploring layer 6|Layer6 Hub]]
<<else>>
[[Return to your balloon|Escape Balloon L6]]
<</if>><<set _curse = new InTheLimelight()>>\
<<set $mc.addCurse(_curse)>><<set $corruption += _curse.corr>>\
[img[setup.ImagePath + _curse.pic]]
You suddenly feel a deep hunger within yourself. But it is not a physical hunger of any kind, instead it is a sexual hunger than only be fulfilled by bringing others pleasure each day. Be sure not to miss your minimum or you won't have a pleasant time!
[[Accept more Curses from the sixth layer|Layer6 Curses]]
<<if $escBalDepl===0>>\
[[Return to exploring layer 6|Layer6 Hub]]
<<else>>
[[Return to your balloon|Escape Balloon L6]]
<</if>><<set _tempCurses = setup.cursesOnLayer[6]>>
<<set _totalCurses = $mc.curses>>
<<for _i=0; _i< $hiredCompanions.length; _i++>>
<<set _totalCurses = _totalCurses.concat($hiredCompanions[_i].curses)>>
<</for>>
<<include "Curse Randomizer">><<nobr>>
<<set $temp1 = random(0,11) + 60>>
<<set $temp2 = random(0,11) + 60>>
<<for $i = 0; $i < 1; $i>>
<<set $temp2 = random(0,11) + 60>>
<<if $temp1 !== $temp2>>
<<break>>
<</if>>
<</for>>
<<set $ownedRelics.push($relics[$temp1])>>
<<set $corruption -= Math.floor(Math.max(($relics[$temp1].corr / 2) - $corRed, 0))>>
<<set $ownedRelics.push($relics[$temp2])>>
<<set $corruption -= Math.floor(Math.max(($relics[$temp2].corr / 2) - $corRed, 0))>>
<</nobr>>
The Relics you have found with Cherry's Chaotic Luck are $relics[$temp1].name and $relics[$temp2].name for a cost of <<print Math.floor(Math.max(($relics[$temp1].corr / 2) - $corRed, 0))>> and <<print Math.floor(Math.max(($relics[$temp2].corr / 2) - $corRed, 0))>> corruption respectively.
[[Continue on to the rest of the layer|Layer6 Hub]]
<<if $ownedRelics.some(e => e.name === "Devil's Own")>>
You have a single chance to bend fate using the mystical luck of the Devil's Own. Cherry's fate is strong, so you only get 1 chance to use this effect on your entire adventure. Would you like to reroll Cherry's Chaotic Luck?
<<link "Reroll with Devil's Own" "Layer6 Cherry Relic">>
<<set $ownedRelics.deleteAt($ownedRelics.length-1)>>
<<set $corruption += Math.floor(Math.max(($relics[$temp1].corr / 2) - $corRed, 0))>>
<<set $ownedRelics.deleteAt($ownedRelics.length-1)>>
<<set $corruption += Math.floor(Math.max(($relics[$temp2].corr / 2) - $corRed, 0))>>
<<set setup.loseRelic("Devil's Own")>>
<</link>>
<</if>><<nobr>>
<<set $temp1 = random(0,11) + 72>>
<<set $temp2 = random(0,11) + 72>>
<<for $i = 0; $i < 1; $i>>
<<set $temp2 = random(0,11) + 72>>
<<if ($temp1 !== $temp2)>>
<<break>>
<</if>>
<</for>>
<<set _curse1 = setup.curseByNum($temp1)>>
<<set _curse2 = setup.curseByNum($temp2)>>
<<set $mc.addCurse(_curse1)>>
<<set $mc.addCurse(_curse2)>>
<<set _curse1.corr = Math.round(Math.max((_curse1.corr * 3 / 2), 0))>>
<<set _curse2.corr = Math.round(Math.max((_curse2.corr * 3 / 2), 0))>>
<<set $corruption += _curse1.corr>>
<<set $corruption += _curse2.corr>>
<</nobr>>
The Curses you have obtained with Cherry's Chaotic Luck are _curse1.name and _curse2.name for a cost of _curse1.corr and _curse2.corr corruption respectively.
[[Continue on to the rest of the layer|Layer6 Hub]]
<<if $ownedRelics.some(e => e.name === "Devil's Own")>>
You have a single chance to bend fate using the mystical luck of the Devil's Own. Cherry's fate is strong, so you only get 1 chance to use this effect on your entire adventure. Would you like to reroll Cherry's Chaotic Luck?
<<link "Reroll with Devil's Own" "Layer6 Cherry Curse">>
<<set $corruption -= _curse1.corr>>
<<RemoveCurse _curse1>>
<<set $corruption -= _curse2.corr>>
<<RemoveCurse _curse2>>
<<set setup.loseRelic("Devil's Own")>>
<</link>>
<</if>><<nobr>>
<<set $temp1 = random(0,11) + 60>>
<<set $temp2 = random(0,11) + 72>>
<<set $ownedRelics.push($relics[$temp1])>>
<<set $corruption -= Math.floor(Math.max(($relics[$temp1].corr / 2) - $corRed, 0))>>
<<set _curse = setup.curseByNum($temp2)>>
<<set $mc.addCurse(_curse)>>
<<set _curse.corr = Math.round(Math.max((_curse.corr * 1.5), 0))>>
<<set $corruption += _curse.corr>>
<</nobr>>
With Cherry's Chaotic Luck you have found the Relic $relics[$temp1].name for a cost of <<print Math.floor(Math.max(($relics[$temp1].corr / 2) - $corRed, 0))>> corruption and obtained the Curse _curse.name for a gain of _curse.corr corruption respectively.
[[Continue on to the rest of the layer|Layer6 Hub]]
<<if $ownedRelics.some(e => e.name === "Devil's Own")>>
You have a single chance to bend fate using the mystical luck of the Devil's Own. Cherry's fate is strong, so you only get 1 chance to use this effect on your entire adventure. Would you like to reroll Cherry's Chaotic Luck?
<<link "Reroll with Devil's Own" "Layer6 Cherry Mix">>
<<set $ownedRelics.deleteAt($ownedRelics.length-1)>>
<<set $corruption += Math.floor(Math.max(($relics[$temp1].corr / 2) - $corRed, 0))>>
<<set $corruption -= _curse.corr>>
<<RemoveCurse _curse>>
<<set setup.loseRelic("Devil's Own")>>
<</link>>
<</if>><<set _triggers = {
fellDragon: () => !$voidDiamondActive && $timeL6T2 >= 8 && $dragonKill < 5,
greaterTentacleBeast: () => !$voidDiamondActive && $timeL6T1 >= 15,
}>>
<<PassTime _triggers>>
<<if _triggers.fellDragon()>>
<br><<include "Layer6 Dragon Encounter">><br><br>
[[Deal with the Fell Dragon|Layer6 Threat2][$returnPassage = passage()]]<br><br>
<<elseif _triggers.greaterTentacleBeast()>>
<br><<include "Layer6 Tentacle Encounter">><br><br>
[[Deal with the Greater Tentacle Beast|Layer6 Threat1 1][$returnPassage = passage()]]<br><br>
<</if>><<nobr>>
<<if !setup.passingTime()>>
<<set _multiplier = 1>>
<<if $DaedalusFly || $mechaBoarded>>
<<set _multiplier = 1/2>>
<<if $DaedalusFly && !$mechaBoarded>>
<<include "Companions Stranded">>
<</if>>
<</if>>
<<StartTraveling 15 0 _multiplier>>
<</if>>
<<PassTimeWithEvents>>
<</nobr>>\
<<if !setup.passingTime()>>
<<nobr>>
<<if !$voidDiamondActive>>
<<set $corruption -= 65 - $corRed>>
<</if>>
<</nobr>>
You continue through the flaming fields of tentacles for much longer than you'd like, until you eventually reach the slightly less hellish heat of the fifth layer. The scent of burning meat is replaced with fragrant spices and the tentacles are replaced with sand, you've made it out of hell.
<<include "Curse Descriptions">>
<<if $TwinFly>>
<<include "Twin rejoin">>
<</if>>
[[Return to the fifth layer|Layer5 Hub]]
<</if>><<PassTimeWithEvents>>\
<<if !setup.passingTime()>>
You continue through the playfully ticklish yet hellishly searing tentacles for a long hike downward. You find some small hints of paved paths that have long since degraded, but no other indication of what is next for you, until suddenly you are faced with a metal barricade, signaling the end of the sixth layer and the start of the seventh.
<<include "Curse Descriptions">>
[[Descend down to the seventh layer|Layer7 1]]
<</if>><<nobr>><<set $currentLayer = 6>><<if !isPlaying("layer6")>>
<<masteraudio stop>><<audio "layer6" volume 0.2 play loop>>
<</if>><</nobr>>
You wait as your balloon rapidly ascends and you can watch the infernal fields of tentacles gently undulating below and around you. A far cry from having to tread through them, you can take a moment to breathe in the subtle smell of sulfur wafting up to you, even as you float through the layer.
[[Ascend to next layer|Escape Balloon L5][$corruption -= (65 - $corRed)]]
[[Hover on this layer to take in a Curse|Layer6 Curses]]
[[Get off the balloon on this layer|Layer6 Hub][$escBalDepl=0]]As you bring the charm up to your eye and gaze deep into the red crystal, your vision fades and a new image comes clearly into view:
[img[setup.ImagePath+'Layer Intros/l6intro.png']]
@@.layerTitle;LAYER 6 - CINDERS OF DIS@@
Returning to the fragrant desert of the previous layer will take 15 days of trekking, and cost 65 corruption.
You see yourself wading through a slimy field of slithering tentacles, with a deep heat and the smell of sulfur washing over you as you view the hell you are observing. Suddenly the image shifts and you see the splendor of the Relics that are available on this layer.
[img[setup.ImagePath+'Clipped-Fin/Abyss Diver Page 7-relics.png']]
As an image of the wonders you might find on this layer starts to come into focus, an intense feeling of humility washes through you.
[img[setup.ImagePath+'Clipped-Fin/Abyss Diver Page 7-wonders.png']]
The mystical possibilities of the wonders fade from your view and you suddenly feel nauseous, as if a huge amount of miasma was suddenly sucked into your chest. You visualize the corruptions and Curses that may afflict you in the layer below.
[img[setup.ImagePath+'Clipped-Fin/Abyss Diver Page 7-curses.png']]
Finally the nauseous feeling passes but is replaced by a brief sense of terror as you get a glimpse of the threats that await you on the layer
[img[setup.ImagePath+'Clipped-Fin/Abyss Diver Page 7-threats.png']]
Finally, the vision fades, leaving you standing once again where you were before, with only a brief sense of motion sickness as you orient yourself back to your physical body. As you look at the Gleam Dazer once again, you notice the Relic is cracked and broken.
[[Return|$previewReturn][setup.loseRelic('Gleam Dazer')]]Relics:
[img[setup.ImagePath+'Clipped-Fin/Abyss Diver Page 7-relics.png']]
Wonders:
[img[setup.ImagePath+'Clipped-Fin/Abyss Diver Page 7-wonders.png']]
Curses:
[img[setup.ImagePath+'Clipped-Fin/Abyss Diver Page 7-curses.png']]
Threats:
[img[setup.ImagePath+'Clipped-Fin/Abyss Diver Page 7-threats.png']]
<<back>><<nobr>>
<h1>Camping</h1>
<<set _random = random(1,3)>>
<<if _random === 1>>
[img[setup.ImagePath+'Environments/Layer6Fire.png']]
<<elseif _random === 2>>
[img[setup.ImagePath+'Environments/Layer6Mountain.png']]
<<else>>
[img[setup.ImagePath+'Environments/Layer6Landscape.png']]
<</if>>
<</nobr>>
<<include 'CampCode'>>As you wade through the navel-high thicket of tentacles, the heat and humidity intensifying with each step, the scent of savory smoke fills your nostrils. A bead of sweat drips down your forehead and you wipe it away, your senses heightened in this infernal environment. The vibrant, exotic flames dance tantalizingly close, tickling your skin with their hypnotic hues.<br><br>
Suddenly, the ground beneath you shudders, and a sense of impending doom washes over you. The wriggling carpet of tentacles you've been traversing parts to reveal a colossal creature, the greater tentacle beast. Its gargantuan mass of sinewy tendrils undulates and writhes, pulsating with a lustful hunger that sends a shiver down your back.<<set $timeL6T1 -= 15>>
[img[setup.ImagePath+'Threats/greatertentaclebeast.png']]
The greater tentacle beast doesn't immediately surround you, but rather, it seems to study you from a distance, its countless tendrils weaving and swaying with an eerie grace. The slick surface of the tendrils glisten in the flickering light, their vibrant colors even more vivid than before. Your pulse quickens, adrenaline flooding your veins as you struggle to comprehend the enormity of the creature before you.
As the beast's tendrils slowly begin to reach towards you, you realize that this is your opportunity to strike. You know that guns and amateur swordplay are of little use against the greater tentacle beast, but your resolve hardens. With a primal scream, you gather your strength and prepare to fight the beast, desperate to avoid its lustful grip.
<<nobr>>
<<if $items[13].count > 0 && $items[20].count > 18>>
You can take it down effectively with a gun, but you'll need at least 19 bullets to take it down due its amorphous form and enormous size. But even despite those limitations, a ranged weapon like a gun is probably the safest way to take one of these down.<br>
[[Shoot it with your pistol|$returnPassage][$items[20].count -= (19 - $bullRed); $smaragdineThreatsDefeated.tentacleGreater = true]]<br><br>
<</if>>
<<if $slingshot === 1>>
Your Brave Vector slingshot can be used like a gun, but it will take many shots to bring down the amorphous creature. Luckily ranged combat doesn't pose as much of a risk as melee against a great beast such as this one.<br>
[[Defeat it with the Brave Vector|$returnPassage][$smaragdineThreatsDefeated.tentacleGreater = true]]<br><br>
<</if>>
<<if $items[14].count > 0>>
Relying on your own swordplay will allow you to put up a minimum amount of resistance and tire it out a bit, leaving incapacitated for 10 days straight.<br>
<<link "Fight it off with a sword" "Layer6 Threat1 2">>
<<set $tentacleFucked = 10>>
<<set $smaragdineThreatsSubmitted.tentacleGreater = true>>
<<PregCheckTentacle $mc>>
<</link>><br>
<<if setup.haveHealing>>
<<if $devouredRelics.some(r => r.name === 'Lifespanner')>>
<<set _text = "Fight it off with a sword and cure the status by touching yourself with the power of the absorbed Lifespanner">>
<<else>>
<<set _text = "Fight it off with a sword and cure the status using a medkit or other healing item">>
<</if>>
<<link _text $returnPassage>>
<<set $smaragdineThreatsSubmitted.tentacleGreater = true>>
<<if !($ownedRelics.some(r => r.name === 'Lifespanner') || $devouredRelics.some(r => r.name === 'Lifespanner'))>>
<<set $items[4].count -= 1>>
<</if>>
<<PregCheckTentacle $mc>>
<</link>><br>
<</if>>
<</if>>
<<if $ownedRelics.some(e => e.name === "Sunbeam")>>
Using the power of Sunbeam to fight it yourself is better than using a sword, but only marginally so. It will leave you tentacle fucked for 9 days after the battle.<br>
<<link "Fight it off with Sunbeam" "Layer6 Threat1 2">>
<<set $tentacleFucked = 9>>
<<set $smaragdineThreatsSubmitted.tentacleGreater = true>>
<<PregCheckTentacle $mc>>
<</link>><br>
<<if setup.haveHealing>>
<<if $devouredRelics.some(r => r.name === 'Lifespanner')>>
<<set _text = "Fight it off with Sunbeam and cure the status by touching yourself with the power of the absorbed Lifespanner">>
<<else>>
<<set _text = "Fight it off with Sunbeam and cure the status using a medkit or other healing item">>
<</if>>
<<link _text $returnPassage>>
<<set $smaragdineThreatsSubmitted.tentacleGreater = true>>
<<if !($ownedRelics.some(r => r.name === 'Lifespanner') || $devouredRelics.some(r => r.name === 'Lifespanner'))>>
<<set $items[4].count -= 1>>
<</if>>
<<PregCheckTentacle $mc>>
<</link>><br>
<</if>>
<</if>>
<<if $items[14].count > 0 && $hiredCompanions.some(e => e.id === setup.companionIds.khemia)>>
Khemia has enough expertise with a blade to be able to fight it off, but even he wouldn't be able to get away safely, becoming immobilized for 2 days if you let him fight for you with a sword.<br>
<<link "Have Khemia fight it off with a sword" "Layer6 Threat1 2">>
<<set $tentacleFucked = 2>>
<<set $smaragdineThreatsSubmitted.tentacleGreater = true; $smaragdineThreatsDefeated.tentacleGreater = true>>
<<set $khemiaFucked = 1 >>
<<PregCheckTentacle $companionKhemia>>
<</link>><br>
<<if setup.haveHealing >>
<<if $devouredRelics.some(r => r.name === 'Lifespanner')>>
<<set _text = "Have Khemia fight it off with a sword and cure his status condition by touching him with the power of the absorbed Lifespanner">>
<<else>>
<<set _text = "Have Khemia fight it off with a sword and use a medkit or other healing item to cure his status">>
<</if>>
<<link _text $returnPassage>>
<<if !($ownedRelics.some(r => r.name === 'Lifespanner') || $devouredRelics.some(r => r.name === 'Lifespanner'))>>
<<set $items[4].count -= 1>>
<</if>>
<<set $smaragdineThreatsSubmitted.tentacleGreater = true; $smaragdineThreatsDefeated.tentacleGreater = true>>
<<PregCheckTentacle $companionKhemia>>
<</link>><br>
<</if>>
<</if>>
<<if $items[14].count > 0 && $hiredCompanions.some(e => e.id === setup.companionIds.khemia)>>
If you equip Khemia with Sunbeam, he'll be more effective, but even then he'd be left incapacitated from the various numbing agents for a full day.<br>
<<link "Have Khemia fight it off with Sunbeam" "Layer6 Threat1 2">>
<<set $tentacleFucked = 1>>
<<set $smaragdineThreatsSubmitted.tentacleGreater = true; $smaragdineThreatsDefeated.tentacleGreater = true>>
<<set $khemiaFucked = 1 >>
<<PregCheckTentacle $companionKhemia>>
<</link>><br>
<<if setup.haveHealing>>
<<if $devouredRelics.some(r => r.name === 'Lifespanner')>>
<<set _text = "Have Khemia fight it off with Sunbeam and cure his status condition by touching him with the power of the absorbed Lifespanner">>
<<else>>
<<set _text = "Have Khemia fight it off with Sunbeam and use a medkit or other healing item to cure his status">>
<</if>>
<<link _text $returnPassage>>
<<if !($ownedRelics.some(r => r.name === 'Lifespanner') || $devouredRelics.some(r => r.name === 'Lifespanner'))>>
<<set $items[4].count -= 1>>
<</if>>
<<set $smaragdineThreatsSubmitted.tentacleGreater = true; $smaragdineThreatsDefeated.tentacleGreater = true>>
<<PregCheckTentacle $companionKhemia>>
<</link>><br>
<</if>>
<</if>>
<<if $joyousSword === 1 && $hiredCompanions.some(e => e.id === setup.companionIds.khemia)>>
If you equip Khemia with the Joyous Sunder, he'll be much more effective, to the point that he'd be able to defeat the beast without sustaining any major injuries himself, an impressive feat even for someone like him.<br>
[[Have Khemia fight it off with Joyous Sunder|$returnPassage][$smaragdineThreatsDefeated.tentacleGreater = true]]<br><br>
<</if>>
If you allow it to overpower you, you <<if $hiredCompanions.length > 0 >>and your party <</if>>will be completely ravaged by the enormous beast. This will be incredibly pleasurable at the time, with powerful numbing agents making sure you don't feel any pain during the process, and only feel the pleasure. But after it's over, you'll be in a sorry state, being left completely incapacitated for a full 12 days unless you use a medkit. This is especially dangerous since it leaves you only a few days left until your next encounter with one of the beasts.<br>
<<link "Allow it to overpower you" "Layer6 Threat1 2">>
<<set $tentacleFucked = 12>>
<<set $smaragdineThreatsSubmitted.tentacleGreater = true>>
<<PregCheckTentacle $mc>>
<<MonsterPregCheckParty>>
<<set _sdCurse = $mc.getCurse(SemenDemon)>>
<<if _sdCurse !== undefined && _sdCurse.fluidType !== "vaginal fluids" >>
<<set $SemenDemonBalance+=20>>
<</if>>
<</link>><br><br>
<<if $mechaBoarded>>
You can almost imagine your Starlit Conquest humming in satisfaction, as if it knows it was built to fight these sort of monstrosities and revels in the fact that it can finally do so. <br>
[[Set all weapon systems on go and start shooting and slicing this beast|$returnPassage][$smaragdineThreatsDefeated.tentacleGreater = true]]<br><br>
<</if>>
<<if setup.haveHealing>>
<<if $devouredRelics.some(r => r.name === 'Lifespanner')>>
<<set _text = "Allow it to overpower you and use the power of the absorbed Lifespanner to cure the status">>
<<else>>
<<set _text = "Allow it to overpower you and use a medkit or other healing item to cure the status">>
<</if>>
<<link _text $returnPassage>>
<<set $smaragdineThreatsSubmitted.tentacleGreater = true>>
<<if !($ownedRelics.some(r => r.name === 'Lifespanner') || $devouredRelics.some(r => r.name === 'Lifespanner'))>>
<<set $items[4].count -= 1>>
<</if>>
<<PregCheckTentacle $mc>>
<<set _sdCurse = $mc.getCurse(SemenDemon)>>
<<if _sdCurse !== undefined && _sdCurse.fluidType !== "vaginal fluids" >>
<<set $SemenDemonBalance+=20>>
<</if>>
<<MonsterPregCheckParty>>
<</link>><br>
<</if>><br>
<<if ($hiredCompanions.length < 1 || ($hiredCompanions.some(e => e.id === setup.companionIds.golem) && $hiredCompanions.length < 2 )) && $ownedRelics.some(e => e.name === "Creepy Doll") && $mc.appAge<18>>
<br><br>As the titanic tentacle beast closes in on you, you suddenly hear an ethereal voice talking to you, seeming to come from nowhere and all around at the same time.<br><br>
<<say $creepydoll>>Oh, this one is really scary! But don't be scared, I won't let him hurt you. Keep your eyes closed for a long time and just hold me tight, then I promise all the bad things will disappear. <</say>><br>
An incredibly intense, yet still pleasant, warmth radiates from the Creepy Doll, ushering you to hold it close and invite it into your heart.<br><br>
<<link "Hold the doll tight and shut your eyes for a long time" $returnPassage>>
<<dollTF>>
<<dollTF>>
<</link>><br><br>
<</if>>
<</nobr>>
Use the following option only if you have specifically considered your inventory and made a plan of how to use what you have to take down the enormous tentacle beast.
[[Use a combination of Relics not mentioned above you believe would be able to defeat the beast|$returnPassage]][img[setup.ImagePath+'Threats/greatertentaclebeast.png']]
<<PassTime $tentacleFucked>>\
<<if $khemiaFucked === 0 && $mc.vagina === 1 && $mc.breastsCor > 0>>\
In a flash, the greater tentacle beast lunges toward you, its countless tendrils erupting from the ground and surrounding you in a suffocating embrace. The slick, sinewy tendrils coil around your limbs, binding you tightly as they explore every inch of your body with perverse curiosity. Their touch is deceptively gentle, yet insistent, sending shivers down your spine as they delicately caress your $mc.breastsLabel cup breasts, teasing your nipples, and exploring the soft flesh of your inner thighs.
As the numbing liquid seeps into your flesh, your resistance begins to crumble. Your body, betraying your will, succumbs to the overwhelming sensations flooding your senses. The tendrils, now firmly in control, probe deeper, invading the most private depths of your womanhood with a skillful precision that leaves you gasping for air. Some tendrils continue to play with your breasts, kneading them and tugging gently on your nipples, while others slither their way into your most intimate crevices.
The relentless invasion of the tendrils sends wave after wave of pleasure coursing through your body, a dizzying blend of ecstasy and agony that threatens to shatter your sanity. The beast's tendrils fill your every orifice, pulsating and writhing with an insatiable hunger that you cannot deny. The heat of the surrounding flames only serves to intensify the experience, their exotic colors casting a sensual glow on your entwined bodies, highlighting the tantalizing curve of your hips and the shape of your $mc.breastsLabel cup breasts.
As you lose yourself in the depths of pleasure, a part of you knows that you've surrendered to the greater tentacle beast. The thought of being left immobile for $tentacleFucked days in this hellish environment is a distant concern, dwarfed by the relentless torrent of ecstasy that threatens to drown you. But in this moment, with your body and mind utterly consumed by the beast's advances, there is no room for fear or regret.
As the greater tentacle beast's relentless assault on your senses continues, the line between pleasure and pain begins to blur. Your body trembles with each new wave of ecstasy, your muscles straining against the slick tendrils that hold you captive. The scent of the savory smoke and the heat of the exotic flames have become a distant backdrop, overshadowed by the all-consuming sensations that the beast elicits within you.
Gradually, the intensity of the experience begins to ebb. The tendrils, which had been pulsating and writhing with such fervor, start to slow their movements, becoming more languid and deliberate. The numbing liquid that had dulled your pain receptors starts to dissipate, and the once-overwhelming sensations are replaced by a gentle, soothing caress. The tendrils withdraw from your intimate areas, leaving a tingling warmth in their wake.
You can feel the greater tentacle beast's grip on your body loosening, its tendrils untangling and retreating one by one. As each tendril releases you, a cool sensation washes over your exposed skin, a stark contrast to the sweltering heat that surrounds you. The exotic flames seem to dim, their hypnotic hues fading to a mere flicker as you are gradually released from the beast's embrace.
As the last of the tendrils slips away, you collapse to the ground, your body a trembling, sweat-slicked mass of spent nerves and exhausted muscles. You draw in deep, ragged breaths, your lungs aching for the oxygen they had been so cruelly denied. The once-overpowering scent of smoke now serves as a grounding reminder of your surroundings, a faint anchor to reality amidst the chaos of your recent ordeal.
Despite the lingering exhaustion, a sense of relief and freedom washes over you as you realize that the greater tentacle beast has released you. The taste of survival is bittersweet, a complex mixture of gratitude, fear, and the lingering remnants of pleasure that still cling to your nerve endings. You know that the coming $tentacleFucked days will be a challenge, your body weakened and vulnerable, but you are determined to press onward.
<<elseif $khemiaFucked === 0>>\
In a flash, the greater tentacle beast lunges toward you, its countless tendrils erupting from the ground and surrounding you in a suffocating embrace. The slick, sinewy tendrils coil around your limbs, binding you tightly as they explore every inch of your body with perverse curiosity. Their touch is deceptively gentle, yet insistent, sending shivers down your spine as they caress your most intimate areas.
As the numbing liquid seeps into your flesh, your resistance begins to crumble. Your body, betraying your will, succumbs to the overwhelming sensations flooding your senses. The tendrils, now firmly in control, probe deeper, invading your most private depths with a skillful precision that leaves you gasping for air.
The relentless invasion of the tendrils sends wave after wave of pleasure coursing through your body, a dizzying blend of ecstasy and agony that threatens to shatter your sanity. The beast's tendrils fill your every orifice, pulsating and writhing with an insatiable hunger that you cannot deny. The heat of the surrounding flames only serves to intensify the experience, their exotic colors casting a sensual glow on your entwined bodies.
As you lose yourself in the depths of pleasure, a part of you knows that you've surrendered to the greater tentacle beast. The thought of being left immobile for $tentacleFucked days in this hellish environment is a distant concern, dwarfed by the relentless torrent of ecstasy that threatens to drown you. But in this moment, with your body and mind utterly consumed by the beast's advances, there is no room for fear or regret.
As the greater tentacle beast's relentless assault on your senses continues, the line between pleasure and pain begins to blur. Your body trembles with each new wave of ecstasy, your muscles straining against the slick tendrils that hold you captive. The scent of the savory smoke and the heat of the exotic flames have become a distant backdrop, overshadowed by the all-consuming sensations that the beast elicits within you.
Gradually, the intensity of the experience begins to ebb. The tendrils, which had been pulsating and writhing with such fervor, start to slow their movements, becoming more languid and deliberate. The numbing liquid that had dulled your pain receptors starts to dissipate, and the once-overwhelming sensations are replaced by a gentle, soothing caress.
You can feel the greater tentacle beast's grip on your body loosening, its tendrils untangling and retreating one by one. As each tendril releases you, a cool sensation washes over your exposed skin, a stark contrast to the sweltering heat that surrounds you. The exotic flames seem to dim, their hypnotic hues fading to a mere flicker as you are gradually released from the beast's embrace.
As the last of the tendrils slips away, you collapse to the ground, your body a trembling, sweat-slicked mass of spent nerves and exhausted muscles. You draw in deep, ragged breaths, your lungs aching for the oxygen they had been so cruelly denied. The once-overpowering scent of smoke now serves as a grounding reminder of your surroundings, a faint anchor to reality amidst the chaos of your recent ordeal.
Despite the lingering exhaustion, a sense of relief and freedom washes over you as you realize that the greater tentacle beast has released you. The taste of survival is bittersweet, a complex mixture of gratitude, fear, and the lingering remnants of pleasure that still cling to your nerve endings. You know that the coming $tentacleFucked days will be a challenge, your body weakened and vulnerable, but you are determined to press onward.
<<else>>\
<<set $khemiaFucked = 0>>\
In a flash, the greater tentacle beast lunges toward your party. Khemia leaps into action, his sword slicing through the air with precision and power. The beast's tendrils reach out hungrily, but Khemia's swift movements keep them at bay. He weaves and dodges, his blade severing tendrils with each graceful swing.
Despite Khemia's skill and strength, the sheer number of tendrils proves to be a challenge. A rogue tendril manages to slip past his defenses, coiling around his leg and yanking him off balance. Khemia grits his teeth in pain as the tendril tightens its grip, leaving deep, dark bruises on his tanned skin.
With a determined roar, Khemia slashes at the offending tendril, severing it from the beast's massive form. The creature recoils, releasing Khemia and retreating into the depths of the Abyss. The severed tendrils around him twitch and wither, their fleshy colors fading to a dull, lifeless gray.
You and your party members rush to Khemia's side, helping him to his feet. His injuries are painful but not life-threatening, a testament to his skill and determination. Together, you continue your journey through the Abyss, the memory of the greater tentacle beast's lustful hunger and Khemia's heroic stand forever etched in your minds.
<</if>>\
[[Return to exploring the sixth layer|$returnPassage]]As you wade through the navel-high tentacles, your senses are assaulted by the heat and the suffocating smell of smoke. The once-solid path is replaced by a squirming, undulating carpet of tendrils, some alight with exotic-colored flames that gently caress your skin. Amidst the infernal landscape, you suddenly catch sight of a large, imposing figure: the fell dragon.<<set $timeL6T2 -= 8>>
[img[setup.ImagePath+'Threats/felldragon.png']]
The dragon's immense presence is nearly tangible, and the air seems to crackle with tension. You stand transfixed as the fell dragon unfurls its wings, casting sinister shadows upon the scorched earth. Its eyes lock onto yours, and you feel the weight of its ancient, malevolent intelligence bearing down on you. The dragon's breath hisses as it exhales, and you taste the acrid tang of sulfur and ozone, sharp against your tongue.
With a heart-pounding realization, you remember the hoard of dubloons you carry. The fell dragon senses your wealth, and its eyes narrow with greed. You know that the creature will not rest until it has claimed your gold for its own, and you must make a choice: appease its wrath with a hefty offering, fight the monstrous beast, or flee and risk the searing pain of its flames.
As the dragon's maw opens, revealing a churning, swirling vortex of multicolored fire, you steel yourself for the decision that could determine your fate in this unforgiving layer of the Abyss.
<<nobr>>
<<if $ownedRelics.some(e => e.name === "Sunbeam") && $hiredCompanions.some(e => e.id === setup.companionIds.khemia) && $khemiaDragon === 1>>
The dragon takes care to avoid Khemia at close range, so he won't have a chance to use Sunbeam this time, at least not if he wants to make it out alive. <br><br>
<</if>>
<<if $ownedRelics.some(e => e.name === "Sunbeam") && $hiredCompanions.some(e => e.id === setup.companionIds.khemia) && $khemiaDragon === 0>>
Khemia has enough expertise with a blade that if you give him the Sunbeam Relic he will be able to fight it off one time, but even he would be moderately burned by fighting it, increasing all travel times by 2 until you used a medkit on him. You will be able to get its hoard of 50 dubloons when you kill it though.<br>
<<link "Have Khemia fight it off with Sunbeam" $returnPassage>>
<<set $status.duration += 99, $status.penalty += 2, $khemiaDragon === 1, $dubloons += 50, $dragonKill += 1, $smaragdineThreatsSubmitted.dragon = true>>
<<if $CotNBalance<-4>>
<<set $CotNBalance+=10>>
<<if $devouredRelics.some(c=> c.name === "Pulse Bloom")>>
<<set _companion = $Dragon>>
<<set $transformMonsterScene = true>>
<<set $PulseBloomUse = "Monster">>
<<include "Pulse Bloom Code">>
<</if>>
<</if>>
<</link>><<if $mc.hasCurse("Creature of the Night")>> <span class="icon">[img[setup.ImagePath+'Icons/blooddrop.png']]</span> <</if>><br><br>
<</if>>
<<if $joyousSword === 1 && $hiredCompanions.some(e => e.id === setup.companionIds.khemia) && $khemiaDragon === 0>>
Khemia has enough expertise with a blade that if you give him the Joyous Sunder sword he will be able to defeat a dragon with only minor burns, increasing your next 3 travel times by 2 days each.<br>
<<link "Have Khemia fight it off with the Joyous Sunder sword" $returnPassage>>
<<set $status.duration += 3, $status.penalty += 2, $khemiaDragon === 1, $dubloons += 50, $dragonKill += 1, $smaragdineThreatsSubmitted.dragon = true>>
<<if $CotNBalance<-4>>
<<set $CotNBalance+=10>>
<<if $devouredRelics.some(c=> c.name === "Pulse Bloom")>>
<<set _companion = $Dragon>>
<<set $transformMonsterScene = true>>
<<set $PulseBloomUse = "Monster">>
<<include "Pulse Bloom Code">>
<</if>>
<</if>>
<</link>><<if $mc.hasCurse("Creature of the Night")>> <span class="icon">[img[setup.ImagePath+'Icons/blooddrop.png']]</span> <</if>><br><br>
<</if>>
<<if $ownedRelics.some(e => e.name === "Toral Wave") && $ownedRelics.some(e => e.name === "Empath Coil") && $electricDragon === 0>>
While the Fell Dragons are immune to most conventional methods of attack, you can combine the power of the Toral Wave with the Empath Coil to electrocute the dragon. A single touch can stun the dragon, allowing follow-up attacks that can take it down. This method is only likely to work once, but it can effective. Even this method isn't safe though, leaving you with minor injuries that will increase your next 3 travel times by 2 days each.<br>
<<link "Use your Relics to electrocute the dragon" $returnPassage>>
<<set $status.duration += 3, $status.penalty += 2, $electricDragon === 1, $dubloons += 50, $dragonKill += 1, $smaragdineThreatsSubmitted.dragon = true>>
<<if $CotNBalance<-4>>
<<set $CotNBalance+=10>>
<<if $devouredRelics.some(c=> c.name === "Pulse Bloom")>>
<<set _companion = $Dragon>>
<<set $transformMonsterScene = true>>
<<set $PulseBloomUse = "Monster">>
<<include "Pulse Bloom Code">>
<</if>>
<</if>>
<</link>><<if $mc.hasCurse("Creature of the Night")>> <span class="icon">[img[setup.ImagePath+'Icons/blooddrop.png']]</span> <</if>><br><br>
<</if>>
<<if $mechaBoarded>>
The dragon stands tall in front of you, unwilling to back down despite the power of your Starlit Conquest. This may be a worthy opponent to test the full capabilities of your machine. But if they see you fight like this, the dragons might avoid you from now on.
[[Dodge and weave through the dragons attacks, while hitting it with your weapon|$returnPassage][$dubloons += 50; $dragonKill += 5]]<br><br>
<</if>>
You can appease the dragon by offering it 100 dubloons. It would graciously allow you to live and keep the rest of your hoard if you want, though keep in mind another one might come your way if you're still holding enough to attract them in 8 days.<br>
[[Offer 100 dubloons to appease the dragon|$returnPassage][$dubloons -= 100]]<br><br>
If you try to run away without fighting to keep your dubloons safe, prepare to be severely burned before you manage to get away. This will increase all travel times by 4 days until you can get it healed and it will take 2 medkits to heal it!<br>
[[Try to run and accept the consequences|$returnPassage][$status.duration += 99; $status.penalty += 4; $dubloons += 50; $dragonBurn = 1; $smaragdineThreatsSubmitted.dragon = true]]<br><br>
<</nobr>>
Use the following option only if you have specifically considered your inventory and made a plan of how to use what you have to take down a worm. You may only use each combination 1 time before the dragons learn from experience and overcome the weakness, making that strategy unusable a second time.
<<link "Use a combination of Relics not mentioned above you believe would be able to overpower one of the dragons" $returnPassage>>
<<set $dragonKill += 1, $dubloons += 50>>
<<if $CotNBalance<-4>>
<<set $CotNBalance+=10>>
<<if $devouredRelics.some(c=> c.name === "Pulse Bloom")>>
<<set _companion = $Dragon>>
<<set $transformMonsterScene = true>>
<<set $PulseBloomUse = "Monster">>
<<include "Pulse Bloom Code">>
<</if>>
<</if>>
<</link>><<if $mc.hasCurse("Creature of the Night")>> <span class="icon">[img[setup.ImagePath+'Icons/blooddrop.png']]</span> <</if>><br><br><<nobr>>
<<set $currentLayer = 7>>
<<masteraudio stop>>
<<audio "layer7" volume 0.2 play loop>>
<<set $timeL6T1 = 0, $timeL6T2 = 0>>
<<set $timeL7T2 = 0>>
<</nobr>>\
\
@@.layerTitle;
[img[setup.ImagePath+'Layer Intros/l7intro.png']]
!Layer 7 - Sealed City of Agartha
@@There is no gradual, graceful change in terrain dividing the sixth and seventh layers. The tentacles come to a sudden stop at a long series of metallic barricades, providing passage for travelers but apparently no surface for the tentacles to grow on. Grateful to leave behind the burning tendrils, you step through and are greeted with a sea of light, an enormous, city, buildings and roads expanding into the distance, yet also stacked haphazardly on top of each other in layers of chrome and neon, paved with metal. A microcosm of the Abyss itself, perhaps?
Yet for a city so large, it remains eerily quiet, the only sound being the quiet hum of robots patrolling the streets. There's no sign of any humans, or indeed any organic life at all. The city sleeps as robots silently perform their tasks, and it would be best to tread lightly, lest you wake it up.
This layer seems to be quite a bit smaller than the last few, and its paved roads are much easier to traverse. Ascending back into hell - that is, layer 6 - will take 7 days and cost 80 corruption.
[[Walk through the seventh layer of the Abyss|Layer7 Hub]]<<nobr>><<if $hiredCompanions.some(e => e.id === setup.companionIds.cherry)>>
<<if $visitL7 === 0>>
<br><<print "[[Use Cherry's chaotic luck|Layer7 Cherry]]">><</if>>
<</if>><</nobr>>As you bring the charm up to your eye and gaze deep into the red crystal, your vision fades and a new image comes clearly into view:
[img[setup.ImagePath+'Layer Intros/l7intro.png']]
@@.layerTitle;LAYER 7 - SEALED CITY OF AGARTHA@@
This layer seems to be a bit smaller than the last few, and its paved roads are much easier to traverse. Ascending back into hell - that is, layer 6 - will take 7 days of walking, and cost 80 corruption.
You see yourself standing in the midst of an enormous mechanical city, surrounded by artificial lights, towering buildings, and robotic drones moving busily throughout the layer. Suddenly the image shifts and you see the splendor of the Relics that are available on this layer.
[img[setup.ImagePath+'Clipped-Fin/Abyss Diver Page 8-relics.png']]
As an image of the wonders you might find on this layer starts to come into focus, an intense feeling of humility washes through you.
[img[setup.ImagePath+'Clipped-Fin/Abyss Diver Page 8-wonders.png']]
The mystical possibilities of the wonders fade from your view and you suddenly feel nauseous, as if a huge amount of miasma was suddenly sucked into your chest. You visualize the corruptions and Curses that may afflict you in the layer below.
[img[setup.ImagePath+'Clipped-Fin/Abyss Diver Page 8-curses.png']]
Finally the nauseous feeling passes but is replaced by a brief sense of terror as you get a glimpse of the threats that await you on the layer
[img[setup.ImagePath+'Clipped-Fin/Abyss Diver Page 8-threats.png']]
Finally, the vision fades, leaving you standing once again where you were before, with only a brief sense of motion sickness as you orient yourself back to your physical body. As you look at the Gleam Dazer once again, you notice the Relic is cracked and broken.
[[Return|$previewReturn][setup.loseRelic('Gleam Dazer')]]Relics:
[img[setup.ImagePath+'Clipped-Fin/Abyss Diver Page 8-relics.png']]
Wonders:
[img[setup.ImagePath+'Clipped-Fin/Abyss Diver Page 8-wonders.png']]
Curses:
[img[setup.ImagePath+'Clipped-Fin/Abyss Diver Page 8-curses.png']]
Threats:
[img[setup.ImagePath+'Clipped-Fin/Abyss Diver Page 8-threats.png']]
<<back>><<nobr>>
<<set $currentLayer = 7>>
<<if !isPlaying("layer7")>>
<<masteraudio stop>>
<<audio "layer7" volume 0.2 play loop>>
<</if>>
<<CarryAdjust>><<checkTime>>
<<if $visitL7 === 0>>
<<set $layerTemp = 8>>
<<set $visitL7 = 1>>
<<elseif $secondVisitL7 === 0>>
<<set $secondVisitL7 = 1>>
<<set $layerTemp = 18>>
<<else>>
<<set $layerTemp = random(0,20)>>
<</if>>
<<if $layerTemp === 1>>
As you continue exploring the city, you come across a small park filled with artificial plants and metallic benches. Despite the lifeless appearance, the park emits a sense of tranquility, as the robotic flowers gently sway in the breeze, and the artificial trees provide shade from the neon lights above. You decide to rest here for a moment, allowing your mind to process the bizarre surroundings and gather your strength before continuing your journey.<br><br>
<<elseif $layerTemp === 2>>
You notice movement in the distance, and as you approach, you see a group of small, spider-like robots working together to repair a damaged section of a building. Their movements are precise and efficient, but they don't seem to pay any attention to you. It's fascinating to watch them at work, but you remember that you're in a foreign and potentially dangerous environment, so you continue on your way, trying to remain as inconspicuous as possible.<br><br>
<<elseif $layerTemp === 3>>
As you cautiously navigate the metallic cityscape, you stumble upon a seemingly abandoned workshop, its doors left ajar. Inside, you find a collection of old robotic parts and tools scattered across the floor. You can't help but feel a sense of sadness for the broken-down machines, as if they were once a part of this robotic society, now discarded and forgotten. As you investigate further, a sudden movement catches your attention. A security robot appears at the entrance, its red eyes scanning the area. Realizing that you're trespassing, you hastily make your exit, trying to avoid drawing any more attention to yourself.<br><br>
<<elseif $layerTemp === 4>>
As you navigate the metallic streets, you come across a small, boxy robot diligently scrubbing the ground. It seems to be preoccupied with its cleaning task, and pays you no mind. Although its appearance is somewhat endearing, you decide not to disturb its work and continue onward.<br><br>
<<elseif $layerTemp === 6 && $mc.hasCurse("Hijinks Ensue")>>
<<include "Hijinks Ensue Scenes">>
<<elseif $layerTemp >= 18 - (1+$hiredCompanions.length) && $layerTemp < 19 && ($hiredCompanions.length > 0 || $ownedRelics.some(e => e.name === "Creepy Doll") )>>
<<include "Companion Layer Interaction">>
<<elseif $layerTemp >= 19>>
<<include "Curse Descriptions">><br><br>
<<else>>
You walk through an enormous city coated in chrome and neon. On each side of the streets you can see enormous buildings with no open doors for you to enter. There are thousands of skyscrapers, yet not one person or animal in the entire city. Mechanical beings small and large scurry and float past, seemingly oblivious to your presence, as you are able to move through the empty metropolis completely unhindered.<br><br>
<</if>>
<<if $dubloons < 51>>
@@.alert2; You only have $dubloons dubloons left. Make sure you keep enough money on you to pay the tax drones! @@<br><br>
<</if>>
<<if $forageWater === 0>>
<<print "You can't forage for daily water on this layer, due to the nature of the water source here.">><br>
<</if>>
<<if $forageFood === 0>>
<<print "You can't forage for daily food on this layer, due to the nature of the food source here.">><br>
<</if>>
<<if !isPlaying("layer7")>>
<<masteraudio stop>><<audio "layer7" volume 0.2 play loop>>
<</if>>
<br>
What do you want to do while you're here?<br><br>
<span class="icon">[img[setup.ImagePath+'Icons/useitems.png']]</span> [[Use Items and Relics]]<br>
<<if $hiredCompanions.length > 0>>
<span class="icon">[img[setup.ImagePath+'Icons/partytalk.png']]</span> [[Interact with your party|Party overview]] <<CheckParty>><br>
<</if>>
<</nobr>>
<span class="icon">[img[setup.ImagePath+'Icons/threats.png']]</span> [[Learn about the threats on this layer|Layer7 Threats]]
<span class="icon">[img[setup.ImagePath+'Icons/foraging.png']]</span> [[Check for food and water you can forage for|Layer7 Forage]]
<span class="icon">[img[setup.ImagePath+'Icons/relicsearch.png']]</span> [[Search for Relics|Layer7 Relics]]
<span class="icon">[img[setup.ImagePath+'Icons/curses.png']]</span> [[Take on Curses to purge your corruption|Layer7 Curses]]
<span class="icon">[img[setup.ImagePath+'Icons/wonder.png']]</span> [[Look for any Wonders you can take advantage of|Layer7 Wonders]]
<span class="icon">[img[setup.ImagePath+'Icons/camping.png']]</span> [[Set up camp and rest here|Layer7 Camp]]
<span class="icon">[img[setup.ImagePath+'Icons/layer7habitation.png']]</span> [[View the Layer 7 habitation option|Layer7 Habitation]]
<span class="icon">[img[setup.ImagePath+'Icons/ascent.png']]</span> [[Look up towards the surface|Layer7 Ascend 1]]
<span class="icon">[img[setup.ImagePath+'Icons/descent.png']]</span> [[Look down at the next layer|Layer7 Exit1]][img[setup.ImagePath+'Surface/cherry.png']]
How would you like to use Cherry's chaotic luck ability?
[[Get 2 random Relics for half cost|Layer7 Cherry Relic]]
[[Get 2 random Curses for +50% corruption|Layer7 Cherry Curse]]
[[Get 1 Relic and 1 Curse|Layer7 Cherry Mix]]<h1>Threats</h1>
<p>[[Continue exploring the seventh layer|Layer7 Hub]]</p>
<<ThreatGrid setup.taxdrone setup.securityRobot>>
<p>[[Continue exploring the seventh layer|Layer7 Hub]]</p><h1>Foraging</h1>
<p>In such a well-maintained, crazy-advanced city like this, there's not actually any food sitting around for you to forage! Instead, there are small "labor booths" dotted around the city where you can be assigned various menial, probably meaningless tasks to do and receive dubloons in return. Afterwards, you can exchange those dubloons for sustenance in one of the many vending machines all around you, in the Wonders section.</p>
<p>The jobs available...Kind of suck, to be honest. They're definitely not designed for humans to do, and with the effort you spend and calories you burn doing them, you'd probably be losing money on many of them without help. Thankfully, you should have a variety of different Relics at your disposal now that you can use to speed some of them up. With taxes and your need to spend some income on food and water, creative use of Relics may actually be necessary to make a profit off of them! If you have companions with you, they'll be able to help out too.</p>
<p>There's only so much of each task that the robots are willing to pay for, so they all have maximum limits on what you can earn from them. Finding a great combination of Relics for a job doesn't translate into unlimited money, sadly.</p>
<p>Which job would you like to work on today? Hopefully you can make a decent living in the hard labor available in this empty, automated city.</p>
<p>It is recommended that you get creative with your Relics and think of more efficient ways to do these tasks than the basic methods provided. If you have a suitable Relic for the task, you might find a specific option to use it, or you can estimate how effective a certain combination of Relics would be to do the job.</p>
<p>[[Continue exploring the seventh layer|Layer7 Hub]]</p>
<<ForagingGridNarrow setup.heavyLifting setup.landExcavation setup.cityPainter setup.energyGenerator setup.roboprostitute>>
<p>[[Continue exploring the seventh layer|Layer7 Hub]]</p><p><<CarryAdjust>><<checkTime>></p>
<h1>Relics</h1>
<p>[[Continue exploring the seventh layer|Layer7 Hub]]</p>
<<RelicGrid `setup.relicsOnLayer[7]`>>
<p>[[Continue exploring the seventh layer|Layer7 Hub]]</p><<CarryAdjust>>
<h1>Curses</h1>
<<if $escBalDepl===0>>\
<p>[[Return to exploring layer 7|Layer7 Hub]]</p>
<<else>>\
<p>[[Return to your balloon|Escape Balloon L7]]</p>
<</if>>
<<CurseGrid `setup.cursesOnLayer[7]`>>
<<if $escBalDepl===0>>
<p>[[Return to exploring layer 7|Layer7 Hub]]</p>
<<else>>
<p>[[Return to your balloon|Escape Balloon L7]]</p>
<</if>><h1>Wonders</h1>
<p>[[Continue exploring the seventh layer|Layer7 Hub]]</p>
<<WonderGrid setup.clockworkForge setup.vendomatic6900 setup.recyclingCenters>>
<p>[[Continue exploring the seventh layer|Layer7 Hub]]</p><h1>Habitation</h1>
<<if !$AgeEndReached>>
<p>[[Continue your business on the seventh Layer|Layer7 Hub]]</p>
<</if>>
<<CarryAdjust>>
<<set _DubCrit=500>>
<p> Note: This ending is simply a possible future for you, assuming you go with the flow for the rest of your life. If you want to avoid them using the Companions, Relics, and Curses you have obtained, then you will be able to, as long as they are within the bounds of the habitation option you have selected.<br><br></p>
<<if $dubloons >_DubCrit >>
<<set _ending = "Layer7 Habitation Ending Rich">>
<<else>>
<<set _ending = "Layer7 Habitation Ending Poor">>
<</if>>
<<HabitationGrid setup.habitationL7>>
<<if !$AgeEndReached>>
<p>[[Continue your business on the seventh Layer|Layer7 Hub]]</p>
<</if>>This layer seems to be a bit smaller than the last few, and its paved roads are much easier to traverse. Ascending back into hell - that is, layer 6 - will take 7 days of walking, and cost 80 corruption.
<<if $DaedalusEquip>>\
<<if !$DaedalusFly>>\
You are currently committed to simply walking to the next layer
[[Flap your wings and prepare to fly to the next layer|Layer7 Ascend 1][$DaedalusFly=true]]
<<else>>\
You are about to fly to the next layer
<<set $companionsDepartT = $time>>
<<set $companionsDepartL = $currentLayer>>
[[Maybe it's better to walk to the next layer|Layer7 Ascend 1][$DaedalusFly=false]]
<</if>>\
<</if>>\
[[Continue your ascent|Layer7 Ascend2]]
[[Turn back and continue your business on the seventh layer|Layer7 Hub]]<i>This is the last area where balloons of any kind can function.</i>
If you head down, you will need to come back up on foot again before the shop's messenger, escape, or commerce balloons can ascend through the layers again. Anything could be down there, so it's probably best to stock up on all kinds of supplies (assume it may take weeks or months to get back) and take care of any unfinished business before proceeding further - you have a feeling that what lies beyond this layer is a level of danger that will make everything up until now seem laughably easy. This is probably the last reprieve you'll have on your journey unless you head back up. Past this point, the Abyss probably stops playing fair and reasonable.
As you head towards the bottom of the city to descend to the next layer, you notice something doesn't feel quite right. There's no exact way to describe it other than "wrong", but it feels like reality itself is warning you about the consequences of going deeper. <b>It may be a good idea to heed that warning</b>, taking this chance to return to the upper layers or the surface to live your new life, rather than dying, stranded in the deepest reaches of the Abyss.
If you're not dissuaded and choose to continue onward, it will take you 8 days to reach this layer's bottom.
[[Turn back and continue your business on the seventh layer|Layer7 Hub]]
<<TravelToPassage 'Continue your descent to the eighth layer' 'Layer7 Exit2' 8>><<CollectRelic $relic73>>\
<<if !setup.passingTime()>>
You have successfully taken the $relic73.name Relic. Hopefully you can make good use of it and make it worth that corruption cost.
<b>You can use this Relic to fly much more quickly, but beware it will cause you to leave your companions behind while you do so. This Relic is also able to compensate for any missing legs or function as rope in a pinch.</b>
[[Continue searching for the Relics of layer 7|Layer7 Relics]]
[[Continue exploring the seventh layer|Layer7 Hub]]
<</if>><<if !setup.passingTime() && !$slingshot>><<set setup.item('Pistol Bullets').count -= 4>><</if>>\
<<CollectRelic $relic74>>\
<<if !setup.passingTime()>>
You have successfully taken the $relic74.name Relic. Hopefully you can make good use of it and make it worth that corruption cost.
<b>This Relic grants you the ability to see in any dark place, removing the need for light in most cases as long as you possess it.</b>
[[Continue searching for the Relics of layer 7|Layer7 Relics]]
[[Continue exploring the seventh layer|Layer7 Hub]]
<</if>><<CollectRelic $relic75>>\
<<if !setup.passingTime()>>
You have successfully taken the $relic75.name Relic. Hopefully you can make good use of it and make it worth that corruption cost.
<b>This Relic grants you the power to create a golem, a steadfast and loyal companion, to assist you throughout your adventure. With this formidable ally by your side, you may find your burdens lightened and challenges less daunting.</b>
[[Continue searching for the Relics of layer 7|Layer7 Relics]]
[[Continue exploring the seventh layer|Layer7 Hub]]
<</if>><<CollectRelic $relic76>>\
<<if !setup.passingTime()>>
You have successfully taken the $relic76.name Relic. Hopefully you can make good use of it and make it worth that corruption cost.
<b>This will revive you at the main part of the current layer one time if you die, no matter what your cause of death is.</b>
[[Continue searching for the Relics of layer 7|Layer7 Relics]]
[[Continue exploring the seventh layer|Layer7 Hub]]
<</if>><<CollectRelic $relic77>>\
<<if !setup.passingTime()>>
You travel through the vibrant heart of the city, to a building whose architecture is a mesmerizing blend of futuristic design and ancient craftsmanship. The building's facade is adorned with red lettering, initially in characters beyond your comprehension. However, as you intently focus on them, they miraculously transform before your eyes, reshaping into letters of your native language, revealing the name "Agartha Material Science Institute". Despite your disbelief, the letters persist in your language. Yet, as your gaze wanders to the entrance, the characters fleetingly revert to their original, unrecognizable form at the periphery of your vision.
Robots intermittently whirr past on the street. Surprisingly, for the city's nucleus, the area is enveloped in an eerie stillness. A shiver cascades down your spine. Though not overtly hostile, there's an underlying unease about the city. Shaking off the apprehension, you remind yourself of your mission to acquire the relic. The building's doors, however, pose an unexpected challenge. A sensor above detects your presence, initiating an attempt to open the doors. Unfortunately, due to lack of maintenance, the doors malfunction, jerking partially open before slamming shut with alarming force. After several failed attempts, you ingeniously use an empty water bottle to trigger the sensor, allowing you to slip through the narrow opening.
Inside the "Material Science Institute", the grandeur is unmistakable. The lobby's ceiling soars at 8 meters, with walls and floors elegantly inlaid with polished stone, metals, and luminescent glass. The artistic designs are intriguing, though somewhat rudimentary to your taste. Surprisingly, the vast space is nearly dust-free, a peculiarity for such a seemingly long-abandoned structure. This stark absence of life accentuates the chill that returns to haunt you.
Dimly lit by sporadically functioning overhead lights, your trust in the building's machinery is tenuous, especially after the door incident. Determined to find the relic, believed to be housed below, you navigate through the building's expansive wings. Your search for stairs proves futile, leading you instead to a door opening onto a daunting vertical shaft. Peering into the abyss, the narrow shaft swallows the meager light, revealing no obvious means of ascent or descent.
Continuing your exploration, you encounter locked doors, incomprehensible devices, and finally, a mounted map displaying the building's blueprints. While offering little guidance, it confirms the lack of conventional descents. You keep searching, and eventually you find a polished downard spiraling slope with what appear to be rails for some contraption to slide up and down it. There's no obvious way to signal for said contraption though. You search the building for another few hours, finding many doors you can't get through, several strange things that you don't understand, and finally a map with building blueprints mounted on a wall. The map isn't terribly helpful, except to confirm that there aren't any other apparent ways down.
You bite the bullet. You didn't get this far without taking chances. You return to a polished, spiraling slope with railings, seemingly designed for a sliding device. Without an apparent method to summon the device, you cautiously attempt to descend. However, the smooth surface betrays you, sending you sliding uncontrollably down the ramp. As you spiral downwards, a platform emerges, halting your descent. Relief washes over you as you discover the stationary platform, adjacent to another door, behind which you sense the relic's presence.
<<if $ownedRelics.some(e => e.name === "Joyous Sunder")>>
Confronted by a locked door, frustration mounts until you recall your relic, Joyous Sunder. With its power, you effortlessly slice through the metallic barrier, creating a large rectangular entryway large enough for you to walk through.
<b>This shortcut saved you 1 day of travel time!</b>
<<elseif $ownedRelics.some(e => e.name === "Vertebra Key")>>
However, the door is locked with some kind of electronic keypad. At first this befuddles you with its strange symbols, and you're worried you're going to have to try every combination, before you remember that you have the Vertebra Key relic. You think about the situation. The robots don't come in here, clearly they don't own it, or even recognize it. Nobody else you can think of can lay claim to this door. You're the only one around, so it must be your door. It's clearly otherwise abandoned. It's so embarassing that here you've forgotten the combination to what is clearly your door, but fortunately you have this handy vertebra key. You get the feeling that the key briefly strains against this logic, and then relents. You take it out and gently drag it across the keypad. Somehow, it presses the right buttons in the right order. Quite convenient indeed.
<b>This shortcut saved you 1 day of travel time!</b>
<<else>>\
Facing a locked door with a perplexing keypad, you resign to trial and error. After hours of persistent attempts and a brief rest, you finally unlock the door.
<</if>>
The door opens with a confirming beep, leading you into a dark hallway. The air is stale, tinged with unfamiliar chemical odors. The corridor, lined with laboratory doors and sparse lighting, heightens your anticipation. Upon entering an unlocked lab, you discover a plethora of instruments and a glass case holding a syringe with a teal substance. This Relic, radiating with Abyssal energy, promises indestructibility to any relic it touches.
As you leave, your good luck continues. The lift on the spiraling ramp works perfectly, and smoothly takes you back up to the ground level. As you dart back into the city through the jaws of the snapping door, there's a lingering thought that strikes you. Before you came back up on the lift, you noticed that the spiral tracks it ran on descended deeper into the ground, far deeper than your slide had taken you. What's down there? This city has so many mysteries, there's no chance you're going to figure them all out.
[[Continue searching for the Relics of layer 7|Layer7 Relics]]
[[Continue exploring the seventh layer|Layer7 Hub]]
<</if>><<CollectRelic $relic78>>\
<<if !setup.passingTime()>>
You have successfully taken the $relic78.name Relic. Hopefully you can make good use of it and make it worth that corruption cost.
<b>The current form of this Relic makes it very difficult to use. Maybe if you modified it at the Surface Workshop it would be more useful in combat?</b>
[[Continue searching for the Relics of layer 7|Layer7 Relics]]
[[Continue exploring the seventh layer|Layer7 Hub]]
<</if>><<CollectRelic $relic79>>\
<<if !setup.passingTime()>>
You have successfully taken the $relic79.name Relic. Hopefully you can make good use of it and make it worth that corruption cost.
[[Continue searching for the Relics of layer 7|Layer7 Relics]]
[[Continue exploring the seventh layer|Layer7 Hub]]
<</if>><<CollectRelic $relic80>>\
<<if !setup.passingTime()>>
You have successfully taken the $relic80.name Relic. Hopefully you can make good use of it and make it worth that corruption cost.
<b>If you don't already have a source of light, the Glare Vantage will provide you with one on your journey.</b>
[[Continue searching for the Relics of layer 7|Layer7 Relics]]
[[Continue exploring the seventh layer|Layer7 Hub]]
<</if>><<CollectRelic $relic81>>\
<<if !setup.passingTime()>>
You have successfully taken the $relic81.name Relic. Hopefully you can make good use of it and make it worth that corruption cost.
[[Continue searching for the Relics of layer 7|Layer7 Relics]]
[[Continue exploring the seventh layer|Layer7 Hub]]
<</if>><<CollectRelic $relic82>>\
<<if !setup.passingTime()>>
You have successfully taken the $relic82.name Relic. Hopefully you can make good use of it and make it worth that corruption cost.
<b>This Relic provides you with comfort in the cold to reduce travel times by 2 days on layer 4 and comfort in the heat to reduce travel times by 1 day on layers 5 or 6.</b>
[[Continue searching for the Relics of layer 7|Layer7 Relics]]
[[Continue exploring the seventh layer|Layer7 Hub]]
<</if>><<CollectRelic $relic83>>\
<<if !setup.passingTime()>>
You have successfully taken the $relic83.name Relic. Hopefully you can make good use of it and make it worth that corruption cost.
[[Continue searching for the Relics of layer 7|Layer7 Relics]]
[[Continue exploring the seventh layer|Layer7 Hub]]
<</if>><<CollectRelic $relic84>>\
<<if !setup.passingTime()>>
You have successfully taken the $relic84.name Relic. Hopefully you can make good use of it and make it worth that corruption cost.
[[Continue searching for the Relics of layer 7|Layer7 Relics]]
[[Continue exploring the seventh layer|Layer7 Hub]]
<</if>><<PassTimeWithEvents>>\
<<if !setup.passingTime()>>\
<<nobr>>
<<set $temp1 = -1>>
<<set $temp2 = -1>>
<</nobr>>
[img[setup.ImagePath+'Wonders/gearshifter.png']]
Up ahead, a more substantial resonance punctuates the air, a rhythmic cadence of grinding and whirring, mechanical yet oddly organic. Drawn by this new sound, you leave the chrome canyons and venture towards the source, curiosity piquing.
Suddenly, before you, an enormous mechanism unfurls - the Clockwork Forge. Its countless gears, turning and meshing in an orchestrated ballet, are a sight that nearly steals your breath away. Sparks sizzle and flicker amidst the churning metallic sea, and their sharp scent, like lightning striking steel, fills the air.
Each gear glows with the city's relentless neon light, casting an eerie glow on the sprawling metropolis. You reach out, tracing the strange symbols etched deeply into the face of this mechanical wonder. Their grooves are filled with a gentle luminescence, faint but steadfast, and beneath your fingertips, you can feel their ancient energy pulsating in time with the rhythmic heartbeat of the gears.
You pull back, a shiver running down your spine. In the Clockwork Forge's massive visage, you spot two empty slots nestled between the gears and the cryptic symbols.
If you choose to place 2 Relics in the Clockwork Forge, along with 4 dubloons, you can swap their abilities while retaining their prior shape, for example allowing you to put the Breathless Exhale and Sunbeam Relics in, to get a fire-enshrouded fan and a wind-controlling sword out.
<<if $ownedRelics.length > 1>>[[Use the Forge to swap the abilities of 2 Relics|Layer7 Forge2]]<</if>>
[[Continue exploring the seventh layer|Layer7 Hub]]
<</if>><p><<CarryAdjust>></p>
<p>Here are all of the items available for you to spend your $dubloons dubloons on in the Vend-o-matic 6900.</p>
<p>Your team is currently carrying <<print setup.carriedWeight.toFixed(1)>> kg and your team has a total carrying capacity of <<print Math.round($totalCarry)>> kg.</p>
<div class="cards-grid">
<<for _item range [
setup.itemVendFood, setup.itemVendWater, setup.itemVendFlask,
$item25, $item26, setup.itemVendMedkit
]>>
<div>
[img[setup.ImagePath + _item.image]]
<h2><<print _item.name === "Empty Flask" ? "Flask" : _item.name>></h2>
<p>
<<button `"Buy for " + _item.cost + (_item.cost === 1 ? " dubloon" : " dubloons")` `"Layer7 " + _item.name`>><</button>>
</p>
<p>
<<if _item.desc>><<print _item.desc>><<else>><<include `_item.name + " Description"`>><</if>>
<<if _item.weight>><br><br><<print _item.weight>> kg<</if>>
<<if _item.name === "Empty Flask">> empty, $item4.weight kg full<</if>>
</p>
</div>
<</for>>
</div>
<p>You can also purchase refills of water from the vending machine here, up to the number of empty flasks you own. If you would like to purchase water for a flask, please enter the number of days of water you would like to purchase on the vending machine touchscreen:</p>
<p><<textbox "$temp" "0">></p>
<p>[[Purchase flask refills|Layer7 Flasks]]</p>
<p>[[Finish Shopping|Layer7 Hub]]</p><<nobr>>
<<set $temp = parseInt($temp)>>
<<set $dubloons -= $temp>>
<<for $i = 0; $i < $temp; $i++>>
<<if $items[2].count > 0>>
<<set $items[3].count += 1>>
<<set $items[2].count -= 1>>
<<set $waterL7 += 1>>
<<set $flaskMatrix[0]+=1>>
<<else>>
<<break>>
<</if>>
<</for>>
<</nobr>>
You have refilled $temp flasks with the cool, refreshing, and surprisingly pure water from the vending machines on this layer.
[[Continue exploring the seventh layer|Layer7 Hub]]<<CarryAdjust>>\
Suddenly, your eyes are drawn to a pulse of light from a nearby structure. As you move closer, the distinct scent of hot metal and the occasional metallic crunch breaks the city's monotonous hum. This is the Recycling Center, a hulking machine of steel that stands stark against the neon skyline, casting long shadows on the cobble of metal beneath.
Your eyes trace up to the chutes, each one aglow with a heat source that dances with colors of azure and crimson. The hypnotic pulsing seems to beckon you, promising riches in exchange for the Relics you've amassed. The robots gliding around the area are as silent as wraiths, their lights twinkling like distant stars against their metallic frames.
Here you can permanently recycle any of your collected Relics for a nice haul of dubloons. You can use this to fund further expeditions, pay off your debt, or just get a nice payday at the end of your expedition.
Choose the Relic you would like to sell:
<<nobr>>
<<set _callback = v => v - 15 + $sellAdd / 2>>
<<for _relic range $ownedRelics>>
<<capture _callback _relic>>
<<set _linkText = `Sell ${_relic.name} for ${Math.max(_callback(_relic.value), 0)} dubloons`>>
/* Add a bit of indentation: */
<<switch _relic.name>>
<<case "Creepy Doll">>
<<if $creepydoll.affec > 5>>
You can't seem to part ways with the Creepy Doll...
<<else>>
[[_linkText|Recycling Centers Site][setup.sellRelic(_relic, _callback)]]
<</if>>
<<case "World Stone">>
<<if $LilyPromise>>
[[_linkText|Recycling Centers Site][setup.sellRelic(_relic, _callback), setup.modAffection('Lily', -5)]]
You promised Lily she could use the World Stone at the end of your journey. Recycling it now will surely disappoint her quite a lot.
<<else>>
[[_linkText|Recycling Centers Site][setup.sellRelic(_relic, _callback)]]
<</if>>
<<case "Everhevea">>
<<if setup.item('Empty Flask').count >= 2>>
[[_linkText|Recycling Centers Site][setup.sellRelic(_relic, _callback), setup.item('Empty Flask').count -= 2]]
<<else>>
You need to empty the everhevea to sell it (have at least two empty flasks in your inventory).
<</if>>
<<case "Moonwatcher">>
<<if $BionicEye>>
_relic.name: You can't sell Relics that have become part of your body.
<<else>>
[[_linkText|Recycling Centers Site][setup.sellRelic(_relic, _callback)]]
<</if>>
<<case "Glory's Grasp">>
<<if $BionicArm>>
_relic.name: You can't sell Relics that have become part of your body.
<<else>>
[[_linkText|Recycling Centers Site][setup.sellRelic(_relic, _callback)]]
<</if>>
<<default>>
[[_linkText|Recycling Centers Site][setup.sellRelic(_relic, _callback)]]
<</switch>>
<br>
<</capture>>
<</for>>
<</nobr>>
[[Continue your business on the seventh layer|Layer7 Hub]][img[setup.ImagePath + setup.itemVendWater.image]]
How many bottles of water would you like to buy?
<<textbox "$temp" "">>
[[Confirm|Vend-o-matic 6900 Site][$items[0].count += parseInt($temp), $dubloons -= (parseInt($temp)*2)]]
<<back>>[img[setup.ImagePath + setup.itemVendFood.image]]
How many days of food rations would you like to buy?
<<textbox "$temp" "">>
[[Confirm|Vend-o-matic 6900 Site][$items[1].count += parseInt($temp), $dubloons -= (parseInt($temp)*3)]]
<<back>>[img[setup.ImagePath + setup.itemVendFlask.image]]
How many water flasks would you like to buy?
<<textbox "$temp" "">>
[[Buy filled flasks|Vend-o-matic 6900 Site][$items[3].count += parseInt($temp), $dubloons -= (parseInt($temp)*6), $flaskMatrix[0]+= parseInt($temp)]]
Or alternatively you can use the tap to fill empty flasks you have for 1 dubloon each.
[[Pay to fill all empty flasks|Vend-o-matic 6900 Site][$items[3].count += $items[2].count, $dubloons -= $items[2].count, $flaskMatrix[0]+= $items[2].count, $items[2].count=0]]
<<back>>[img[setup.ImagePath + setup.itemVendMedkit.image]]
How many medkits would you like to buy?
Note: These are currently not lighter than the Outset Town medkits!
<<textbox "$temp" "">>
[[Confirm|Vend-o-matic 6900 Site][$items[4].count += parseInt($temp), $dubloons -= (parseInt($temp)*12)]]
<<back>>[img[setup.ImagePath+$items[24].image]]
How many days of energy rations would you like to buy?
<<textbox "$temp" "">>
[[Confirm|Vend-o-matic 6900 Site][$items[24].count += parseInt($temp), $dubloons -= (parseInt($temp)*11)]]
<<back>>[img[setup.ImagePath+$items[25].image]]
How many days worth of Ward Water would you like to buy?
Note: By default you will drink 1 Ward Water per day instead of foraging for water or drinking bottled water as long as you have at least 1 jinxed flame counter, regardless of your foraging settings. You can change your behavior in the Use Items and Relics menu.
<<textbox "$temp" "">>
[[Confirm|Vend-o-matic 6900 Site][$items[25].count += parseInt($temp); $dubloons -= (parseInt($temp)*4)]]
<<back>>[img[setup.ImagePath+'Foraging/heavylifting.png']]
You'll be moving large, heavy metal loads (ostensibly, construction materials) around long distances. Each load weighs about 60kg, and you'll be transporting them around 2km on average. You get a small wheeled cart to assist, but stacking more than two on top of each other would be very precarious (not to mention extremely heavy and difficult to push.) You get 1 dubloon for each block you move.
You have obtained $heavyLiftDubloons dubloons out of 80 dubloons max for this job.
An average human working a full day at this task can make 5 dubloons per day doing this job.<<if $mc.hasCurse("Weakling") || $mc.hasCurse("Minish-ish") && !$mc.hasCurse("Colossal-able")>> However, due to your weak body, you cannot move any loads without assistance. You'll need to either assign a companion to work this job alone or use a Relic to make any progress.<</if>><<if $mc.hasCurse("Colossal-able")>> However, due to your enormous size, you can move many loads in your hands with ease. You can move up to 40 loads per day by grasping the loads in your hands, though you will need to take slightly longer paths to get to the destination.<</if>><<if $hiredCompanions.length > 0>> Your $hiredCompanions.length can also help, effectively multiplying your daily output by <<print ($hiredCompanions.length + 1)>>.<</if>><<if $ownedRelics.some(e => e.name === "Afar Wanderer")>>
You can use the Afar Wanderer on the cart to make the load significantly easier to move. While the wands becomes heavier, it doesn't gain the weight of the loads on top of the cart, so you can effectively drag the cart around much easier. If you use the Afar Wanderer, an average person could carry 10 loads per day on their own.<</if>><<if $ownedRelics.some(e => e.name === "Return to Sender")>>
You can mark 10 of the objects with the Return to Sender Relic, allowing you to recall all of them to your position. Unfortunately, this will reach the maximum distance for Return to Sender, but it will let you very quickly complete 10 loads in a single day.<</if>><<if $ownedRelics.some(e => e.name === "Superpositional Skewer")>>
You can use the Superpositional Skewer to touch the load with one end, then walk to the desired location, then tap yourself with the other end. This will result in you being transported back to the location of the loads and the load being transported to the destination. This effectively means you don't need to carry any heavy weights and only need to walk half the distance. This dramatically improves the efficiency of this job, allowing you to move up to 20 loads per day on your own!<</if>><<if $ownedRelics.some(r => r.name === "Pocket Hoard" && r.active === 1)>>
You can use the Pocket Hoard to load as many loads into it as you can fit. This dramatically improves the efficiency of this job, allowing you to move all 80 loads in one day on your own!<</if>>
If you will be working on this job, please enter the number of days you will be working on this job now and how many dubloons you will be making.
Days:
<<textbox "$temp1" "1">>
Dubloons:
<<textbox "$temp2" "5">>
[[Confirm|Work on Heavy Lifting 2]]
<<back>>[img[setup.ImagePath+'Foraging/landexcavation.png']]
You'll be clearing out large chunks of dirt and stone from the walls of the Abyss, supporting the city's eventual expansion. You get 1 dubloon for evey 2x2x2 cubit meters of dirt and rock you clear away - max 80 dubloons. You get a normal shovel and a drill to assist you. You might be here a while.
You have obtained $landExcavDubloons dubloons out of 80 dubloons max for this job.
An average human working a full day at this task can make 2 dubloons per day doing this job.<<if $mc.hasCurse("Weakling") || $mc.hasCurse("Minish-ish") && !$mc.hasCurse("Colossal-able")>> However, due to your weak body, you cannot excavate any significant amount of earth on your own. You'll need to either assign a companion to work this job alone or use a Relic to make any progress.<</if>><<if $mc.hasCurse("Colossal-able")>> However, due to your enormous size, you can move a large amount of earth with ease. While you won't have any tools, you can dig up to 40 2x2x2 cubic meters of land by digging with your bulldozer-sized hands.<</if>><<if $hiredCompanions.length > 0>> Your $hiredCompanions.length can also help, effectively multiplying your daily output by <<print ($hiredCompanions.length + 1)>>.<</if>><<if $ownedRelics.some(e => e.name === "Yliaster Materia")>>
You can use the Yliaster Materia to melt or vaporize the land you are excavating to make it much easier to move. Liquid can slide away and gas can disperse, as long as you're careful not to breathe any in. This doesn't completely trivialize the work, but it does make it go by significantly faster. The whip can help so much in the land excavation that if you use it, you alone can move up to 20 2x2x2 cubic meter chunks of earth in one day of labor.<</if>>
If you will be working on this job, please enter the number of days you will be working on this job now and how many dubloons you will be making.
Days:
<<textbox "$temp1" "1">>
Dubloons:
<<textbox "$temp2" "2">>
[[Confirm|Work on Land Excavation 2]]
<<back>>[img[setup.ImagePath+'Foraging/citypainter.png']]
You'll be redoing the paint on a number of buildings throughout the city, where the paint is old or worn. You get 1 dubloon for every 1 square km of building surface you paint, maximum 80 dubloons. You get a basic paint roller to do the job with, but you'll get docked pay (possibly extending to an outright fine) if you get significant levels of paint in an area you weren't assigned to cover.
You have obtained $cityPaintDubloons dubloons out of 80 dubloons max for this job.
An average human working a full day at this task can make 1 dubloons per day doing this job.<<if $hiredCompanions.length > 0>> Your $hiredCompanions.length can also help, effectively multiplying your daily output by <<print ($hiredCompanions.length + 1)>>.<</if>><<if $ownedRelics.some(e => e.name === "Zelus Band")>>
You can use the Zelus Band to make sure you stay focused. While this doesn't make you inherently any better at painting, you will find that being perfectly focused on a task like this can allow you to accomplish much more than you would otherwise. If you choose to wear the Zelus Band, you can earn up to 3 dubloons per day while working on this job alone.<</if>><<if $ownedRelics.some(e => e.name === "Red Thread Flourish")>>
You can use the Red Thread Flourish to serve as additional hands to paint surfaces according to your will. The threads can move intricately and significantly increase the speed at which you can paint on your own. If you use the Red Thread Flourish while painting, you can earn up to 5 dubloons per day while working this job alone.<</if>>
If you will be working on this job, please enter the number of days you will be working on this job now and how many dubloons you will be making.
Days:
<<textbox "$temp1" "1">>
Dubloons:
<<textbox "$temp2" "1">>
[[Confirm|Work on City Painting 2]]
<<back>>[img[setup.ImagePath+'Foraging/energygenerator.png']]
You'll be generating some energy to power the city, to be stored in case all of the hundreds of Miasma-based generator, and the emergency secondary backup generator all go out at once... Yeah, this is pointless. You'll get 4 dubloons per kWh of energy you generate, up to 80 dubloons. For this job you'll get one human-sized hamster wheel hooked up to a dynamo and energy storage unit. At a constant, sustained, fast running pace, it'll probably take well over a full day to generate 1 kWh, and you'll need to eat and drink food and water worth much more than the energy you produce. You don't need to use the hamster wheel if you don't want to, energy from a different source can be fed into storage too.
You have obtained $energyGenDubloons dubloons out of 80 dubloons max for this job.
An average human working a full day at this task can make 2 dubloons per day doing this job.<<if $mc.hasCurse("Weakling") || $mc.hasCurse("Minish-ish") && !$mc.hasCurse("Colossal-able")>> However, due to your weak body, you cannot generate any significant amount of energy by running on the hamster wheel on your own. You'll need to either assign a companion to work this job alone or use a Relic to make any progress.<</if>><<if $mc.hasCurse("Colossal-able")>> However, due to your enormous size, you can simply use your enormous hands to rapidly spin the hamster wheel and generate a large amount of energy. Using this method, you can generate 4kWh per day for 16 dubloons payment, on your own.<</if>><<if $hiredCompanions.length > 0>> Your $hiredCompanions.length can also help, effectively multiplying your daily output by <<print ($hiredCompanions.length + 1)>>.<</if>><<if $ownedRelics.some(e => e.name === "Breathless Exhale")>>
By attaching fans to the hamster wheel and blowing it with the Breathless Exhale, you can generate much more energy with much less effort than you could by running yourself. This method could generate up to 4 kWh per day, yielding 16 dubloons per day of using the Breathless Exhale to power the wheel.<</if>><<if $ownedRelics.some(e => e.name === "Toral Wave")>>
The Toral Wave generate a significant amount of energy on its own, and you should be able to find a wire to connect it to the battery relatively easily within this city. Because the maximum output of the Toral Wave is 3000 W, you can generate 3kWh per hour you use it. So in only 1 day of "work" you can generate the full 20 kWh to get 80 dubloons, without needing to do much work yourself, though you do need to stay nearby to correct occasional disconnections and errors.<</if>>
If you will be working on this job, please enter the number of days you will be working on this job now and how many dubloons you will be making.
Days:
<<textbox "$temp1" "1">>
Dubloons:
<<textbox "$temp2" "1">>
[[Confirm|Work on Energy Generator 2]]
<<back>>[img[setup.ImagePath+'Foraging/roboprostitute.png']]
You'll be servicing various robots with artificial genitals in a wide variety of interesting shapes and sizes. I'm pretty sure they're just messing with you at this point - I mean, can't they just press a button and cum or whatever? They've set their sensitivity sp as to last roughly 3 times as long as an average human. You'll get 1 dubloon for every orgasm you cause for them.
You have obtained $roboProstituteDubloons dubloons out of 50 dubloons max for this job.
An average human working a full day at this task can make 10 dubloons per day doing this job.<<if $hiredCompanions.length > 0>> Your companions are unwilling to do this job, so they do not provide a multiplier here. You must be the prostitute yourself to make the dubloons.<</if>>
If you will be working on this job, please enter the number of days you will be working on this job now and how many dubloons you will be making.
Days:
<<textbox "$temp1" "1">>
Dubloons:
<<textbox "$temp2" "10">>
[[Confirm|Work on Robo-prostitution 2]]
<<back>><<set _curse = new LibidoReinforcementE()>>\
<<set $mc.addCurse(_curse)>><<set $corruption += _curse.corr>>\
[img[setup.ImagePath + _curse.pic]]
<<include "Libido Curse">>
[[Accept more Curses from the seventh layer|Layer7 Curses]]
<<if $escBalDepl===0>>\
[[Return to exploring layer 7|Layer7 Hub]]
<<else>>
[[Return to your balloon|Escape Balloon L7]]
<</if>><<set _curse = new GenderReversalE()>>\
<<set $mc.addCurse(_curse)>><<set $corruption += _curse.corr>>\
[img[setup.ImagePath + _curse.pic]]
<<include "Gender Curse">>
[[Accept more Curses from the seventh layer|Layer7 Curses]]
<<if $escBalDepl===0>>\
[[Return to exploring layer 7|Layer7 Hub]]
<<else>>
[[Return to your balloon|Escape Balloon L7]]
<</if>><<set _curse = new AssetRobustnessE()>>\
<<set $mc.addCurse(_curse)>><<set $corruption += _curse.corr>>\
[img[setup.ImagePath + _curse.pic]]
<<CarryAdjust>><<if $mc.penisCor>0 && $mc.breastsCor===0 >>
The strength of this Curse takes you by surprise. Your penis surges to full erection and continues to grow in size. The base, shaft, and tip swell at a disconcerting rate. Drops of precum ooze from the tip like thick honey, yet the growth doesn't cease.
Finally, the Curse releases its grip, but your jaw drops in disbelief as you realize you now possess a $mc.penisCor inch long member. The erection lingers for a while longer, and adapting to such a massive endowment without it hindering your movement will surely demand practice. You wince from a pinching sensation as you awkwardly hobble forward.
<<elseif $mc.penisCor<1 && $mc.breastsCor > 0>>
The strength of this Curse takes you by surprise. Your nipples protrude like taut pencil erasers, and tiny streams of milk seep out as an intense pressure and stretching sensation engulfs your breasts. Your swelling bosom strains against your skin, momentarily as taut as overinflated balloons. The skin stretches to accommodate the expanding mass, and the dribbles of milk evolve into three powerful squirts before the ordeal ends.
You gawk at your new $mc.breastsLabel cup breasts, and even your heavy breathing sends tremors through them. You wonder if bras exist that can support such a voluptuous transformation. Surely they must, but you feel off-balance as you teeter forward.
<<else>>
You are overwhelmed by sensation as the Curse grips you, and you fall to the ground. Your back arches as your penis springs to full erection, and bulges ever larger. Your nipples jut out like pencil erasers and small dribbles of milk start to come out of them as an intense pressure and a stretching sensation fills your breasts. The base, the shaft, the tip of your penis are swelling to an alarming degree and drops of precum start oozing out of the tip. As your breasts swell to gargantuan proportions, the dribbles of milk turn into periodic gushes. Then, finally, the Curse releases its grip.
You stare slack-jawed down at yourself as you realize you're now sporting a $mc.penisCor inch long dong, which is throbbing in sync with your pulse, between your two heaving $mc.breastsLabel cup breasts. This is a pretty dramatic change to your body. You just lie there on the ground for a minute coming to grips with what has just happened to you.
<</if>>
[[Accept more Curses from the seventh layer|Layer7 Curses]]
<<if $escBalDepl===0>>\
[[Return to exploring layer 7|Layer7 Hub]]
<<else>>
[[Return to your balloon|Escape Balloon L7]]
<</if>><<set _curse = new UrineReamplificationA()>>\
<<set $mc.addCurse(_curse)>><<set $corruption += _curse.corr>>\
[img[setup.ImagePath + _curse.pic]]
As you traverse the strange streets of the seventh layer of the Abyss the cityscape seems to pulsate with an enigmatic energy. It is here, amidst this city where synthetic lifeforms roam and silicon pathways intertwine, that a sudden, intrusive sensation takes hold of you.
The change is swift, uncannily immediate. A mysterious energy pulses through you, coursing from the soles of your feet to the crown of your head.
Before you can react, the sensations focus inward, coalescing at the core of your body. There, an inexplicable constriction takes place. A realm within your own being, until now unnoticed in its silent, constant service, now screams for attention. You buckle at the uncomfortable sensation, your hand instinctively flying to your lower abdomen. It’s a sensation akin to pressure, a feeling of fullness in your bladder that's almost painfully immediate.
The once innocuous routine of your body, the handling and disposal of waste, has been transformed into a tricky predicament. Your bladder, an unsung hero in the relentless rhythm of your body's workings, is noticeably smaller, its capacity reduced by the Abyss’s whim.
A heavy shudder courses through your frame, laced with an odd sort of excitement and apprehension. You feel the heightened immediacy of the urge, the need to relieve this pressure, the demand for an outlet. The vulnerability of it all has your heart pounding against your ribcage, the anticipation making the fine hairs at the nape of your neck stand on end.
[[Accept more Curses from the seventh layer|Layer7 Curses]]
<<if $escBalDepl===0>>\
[[Return to exploring layer 7|Layer7 Hub]]
<<else>>
[[Return to your balloon|Escape Balloon L7]]
<</if>><<set _curse = new BarterSystem()>>\
<<set $mc.addCurse(_curse)>><<set $corruption += _curse.corr>>\
[img[setup.ImagePath + _curse.pic]]
Somehow, you know that you'll never be able to trade normally again, and money has no use for you. Hopefully you are able to make up for that with sexual favors.
[[Accept more Curses from the seventh layer|Layer7 Curses]]
<<if $escBalDepl===0>>\
[[Return to exploring layer 7|Layer7 Hub]]
<<else>>
[[Return to your balloon|Escape Balloon L7]]
<</if>><<set _curse = new SharedSpace()>>\
<<set $mc.addCurse(_curse)>><<set $corruption += _curse.corr>>\
[img[setup.ImagePath + _curse.pic]]
A shivers washes over you as your sense of personal space vanishes. Hopefully you can make peace with people groping and touching you constantly.
[[Accept more Curses from the seventh layer|Layer7 Curses]]
<<if $escBalDepl===0>>\
[[Return to exploring layer 7|Layer7 Hub]]
<<else>>
[[Return to your balloon|Escape Balloon L7]]
<</if>><<set _curse = new Weakling()>>\
<<set $mc.addCurse(_curse)>><<set $corruption += _curse.corr>>\
[img[setup.ImagePath + _curse.pic]]
The Abyss exerts its pressure on your body, penetrating beneath your skin and targeting your once-proud muscles. Your arms, legs, and core – each part of your body that you developed by carrying supplies through the Abyss – wither away as if taunting you for your efforts.
As your muscles dissolve before your eyes, your skin tightens, molding itself smoothly around your newly slender limbs. You feel almost like a delicate doll, and a gut-wrenching realization that your current state may be permanent washes over you.
Bereft of your former strength, you find yourself vulnerable and reliant on others. If you don't have somebody around to help you carry your things, you're going to be in real trouble from here on out. You'd better focus on making and keeping close friends.
[[Accept more Curses from the seventh layer|Layer7 Curses]]
<<if $escBalDepl===0>>\
[[Return to exploring layer 7|Layer7 Hub]]
<<else>>
[[Return to your balloon|Escape Balloon L7]]
<</if>>
<<nobr>>
<<CarryAdjust>>
<</nobr>><<set _curse = new RandomOrgasms()>>\
<<set $mc.addCurse(_curse)>><<set $corruption += _curse.corr>>\
[img[setup.ImagePath + _curse.pic]]
<<if setup.activeCurseCount("Random Orgasms") === 1>>\
<<if !$mc.hasCurse("Refractory Refactorization")>>\
You briefly feel the touch of the Abyss on you, and then nothing. Minutes later, the first random orgasm seizes you. Your body tightens as a surge of pleasure envelops you, making your skin tingle as the Abyss's power pulls you into ecstasy.
You're left wide-eyed, flushed, and panting, your body a sticky mess. You know that tomorrow there will be another, and the day after that, another. The potential embarrassment of crying out amidst a crowd, branded a freak, is significant.
<<else>>\
You briefly feel the touch of the Abyss on you, and then nothing. Then, several minutes later, the first of the random orgasms grips you.
Your body goes tense as pleasure wells up inside you, sets your skin to tingling, and the power of the Abyss drags you over the edge. Only, something is off. There must be some interaction with the Refractory Refactorization Curse because your orgasm continues relentlessly. Wave after wave crashes over you, leaving you writhing on the ground, back arched in pleasure, tongue lolling out, eyes rolled back.
After what feels like an eternity but is likely only five minutes, the storm finally subsides. You stretch languidly on the ground, uncaring of the mess between your legs. Slowly, you regain your senses and realize the implications: you'll experience this publicly, and people will definitely judge you for it.
<</if>>\
<<else>>\
<<if !$mc.hasCurse("Refractory Refactorization")>>\
As you take another level of the Random Orgasms Curse, an unusual wry amusement emanates from the power infusing you. It's as if it's taunting you: "So one wasn't enough, you little slut? You want even more random orgasms? Oh, you'll get them."
This time, the random orgasm comes swiftly. Your body tenses as pleasure swells within you, your skin tingles, and the Abyss's power drags you into ecstasy. You're left wide-eyed, flushed, and panting, your body a sticky mess. With multiple random orgasms each day, planning your life around them is nearly impossible.
You'll undoubtedly climax in public, but perhaps that's what you wanted, taking on more levels of this Curse.
<<else>>\
As you take another level of the Random Orgasms Curse, an unusual wry amusement emanates from the power infusing you. It's as if it's taunting you: "So one wasn't enough, you little slut? You want even more random orgasms? Oh, you'll get them."
This time, the random orgasm comes swiftly. Your body tenses as pleasure swells within you, your skin tingles, and the Abyss's power drags you into ecstasy. Like the last time you took this Curse, the interaction with the Refractory Refactorization Curse is prominent. Your orgasm continues relentlessly, waves of pleasure crashing over you, forcing you to roll on the ground, back arched, tongue lolling, eyes rolled back. You keep cumming and cumming.
After what feels like an eternity, but is likely only five minutes, the storm finally subsides. You stretch out on the ground, uncaring of the mess between your legs. But just as you're about to rise, another orgasm hits you. You cry out, convulsing on the ground. It's overwhelming, yet you enjoy every second of it.
Your lower body is a mess of sexual fluids, but you don't even care. Gradually, the second round of random orgasms fades. A mix of excitement and dread fills you as you think about your new reality. You simultaneously fear and crave the next random orgasm that will overwhelm you.
<</if>>\
<</if>>\
[[Accept more Curses from the seventh layer|Layer7 Curses]]
<<if $escBalDepl===0>>\
[[Return to exploring layer 7|Layer7 Hub]]
<<else>>
[[Return to your balloon|Escape Balloon L7]]
<</if>><<set _curse = new Beastly()>>\
<<set $mc.addCurse(_curse)>><<set $corruption += _curse.corr>>\
[img[setup.ImagePath + _curse.pic]]
In the heart of the sleeping city within the seventh layer of the Abyss, you feel the unsettling presence. It tiptoes into your consciousness like a subtle gust of wind, a whisper in the hushed quiet.
Suddenly, your body convulses. An indescribable sensation rushes through you, a chilling energy that freezes your blood, momentarily paralyzing you. It feels like the touch of an ethereal beast, or perhaps the Abyss itself reaching out to you. Your heart stammers, your breath falters.
Your mouth opens to scream, but all that escapes is an uncanny, bestial yowl. Confusion lances through your mind as your tongue feels heavy, cumbersome. You try to articulate words, phrases, but it’s in vain. All you manage are peculiar, unintelligible noises. You feel panic looming, your intelligence intact yet constrained by the sudden lack of language.
A peculiar discomfort crawls up your spine, an instinctive urge so primitive, so animalistic. The thought of using a human toilet is abhorrent, sending a shiver of repulsion through you. You look around, feeling an unexplainable desire to be outdoors, to be one with nature even in this robotic city.
A sudden itch flares along your skin, and without thinking, you raise your hand to scratch, only to find your tongue sliding out, running over your arm. A gasp is smothered by the shock of it all. Your instinct is now to groom yourself with your tongue, eschewing water and soap, a practice that was once second nature.
The changes in you are swift and unrelenting, a cascade of transformation that has you in its grip. Your head tilts subconsciously at the thought of receiving a pat. An endearing warmth blossoms in your chest at the idea, a level of satisfaction that's both novel and strange. This aspect of the Curse brings a sense of tranquility in the throes of your metamorphosis.
As your senses reel from the shift, your mind swims in the prospects of the future. You're Cursed, your human traits succumbing to the animalistic ones. You wonder how you'll navigate through the Abyss, how you'll communicate, and how you'll survive. What future lays in wait for you as your form and behavior continue to shift?
While your intelligence remains untouched, the fear of being perceived as less intelligent gnaws at you. Your expressive eyes scan the sterile surroundings, reflecting the turmoil within. An array of questions linger, silent and unspoken, a testament to your newfound voicelessness.
A certain beauty accompanies this Curse, a sensual rawness that straddles the line between human and beast. There's an allure in the primal instincts, a seductive freedom that accompanies the abandonment of human civility. And while the challenges are daunting, they are not insurmountable.
[[Accept more Curses from the seventh layer|Layer7 Curses]]
<<if $escBalDepl===0>>\
[[Return to exploring layer 7|Layer7 Hub]]
<<else>>
[[Return to your balloon|Escape Balloon L7]]
<</if>><<set _curse = new CreatureOfTheNight()>>\
<<set $mc.addCurse(_curse)>><<set $corruption += _curse.corr>>\
[img[setup.ImagePath + _curse.pic]]
<<if $eternalYouth > 9998>><<set $eternalYouth = $time>><</if>>\
Suddenly, it hits you. A weight drops in the pit of your stomach, followed by a cool sweeping sensation that permeates every cell, every atom of your being. It's as if you're plunging into an icy lake on a winter's day, but instead of the expected shock, there's a strange sense of peace, an acceptance of what's happening. You gasp, clutching at your chest, feeling the abrupt cessation of your heart's reassuring thump, replaced by an eerie stillness within.
As you stand amidst the gleaming cityscape of the seventh layer, the silence of your heart matches the tranquility around you. The city of chrome and steel continues to throb with its own, cold rhythm, indifferent to your metamorphosis. Robotic sentinels glide by, their cyclopean gaze indifferent to your plight, leaving you alone with the sensations of your transformation.
You lift your hands, looking at your skin - it's paler than you remember, tinged with an eerie glow under the city's artificial twilight. Your once healthy $mc.skinColor flesh has given way to a marble-like surface, devoid of warmth. Running your fingers across your skin, it feels surprisingly smooth, almost unnaturally so. The capillaries that once flushed your skin with life-giving blood are now obsolete, giving you an otherworldly allure that is both fascinating and disconcerting.
You run your tongue over your teeth, feeling a strange sharpness to your canines. A thirst, primal and raw, grips you, the desire for blood more potent than anything you've ever felt before. It's a gnawing emptiness that reverberates through your hollow veins, demanding to be filled. Yet, it's not an overpowering hunger; it's manageable, and it feels as if a small quantity, once a week, would suffice.
Suddenly, the city's chrome-encased lights become unbearable. You squint, shielding your eyes from the assault. Each photon seems to sear your retina, a glaring reminder of your newfound aversion to sunlight. You imagine stepping into daylight and being consumed by a blazing inferno, an uncomfortable prospect, to say the least. Your skin tingles at the thought, an intense, prickling itch that travels up your spine. Perhaps with enough sunblock or shade, you could endure the harsh light.
Despite the circumstances, a thought dawns on you. You're no longer bound by the passage of time. The silent curse of aging has been lifted, gifting you with a cruel form of immortality. And the chance of contracting diseases or poisons, the constant threat that loomed over your explorations, has been significantly reduced.
Yet the disadvantages nag at you. The inability to enter private domains without express permission, the continued need for normal sustenance despite the additional requirement of blood, the visible absence of life in you - they all compound into a strange mixture of freedom and limitation.
<b>You will no longer age after taking this Curse, as your vampirism freezes your body eternally as it is now. However, you do need blood on a regular basis from now on. Blood can be taken from companions or enemies.</b>
[[Accept more Curses from the seventh layer|Layer7 Curses]]
<<if $escBalDepl===0>>\
[[Return to exploring layer 7|Layer7 Hub]]
<<else>>
[[Return to your balloon|Escape Balloon L7]]
<</if>><<set _curse = new Minishish()>>\
<<set $mc.addCurse(_curse)>><<set $corruption += _curse.corr>>\
[img[setup.ImagePath + _curse.pic]]
Suddenly, an ethereal sensation travels through your veins. An invisible force like quicksilver flows through your limbs and seems to concentrate around your heart. A chill runs down your spine and you feel your chest tighten, a sensation of crushing pressure accompanied by an inexplicable warmth. Your knees buckle, and you crumple to the metallic pavement.
You are aware of a pulling sensation, a cosmic hand pressing and shrinking you. Your perspective begins to shift; the metal city that once was merely intimidating now towers monstrously around you. Every light is now a supernova, each chrome building an intimidating mountain range.
The drones that had been the size of small dogs to you, now resembled mechanical titans. You can hear the hum of their circuits as they pass, the once soft noise now a thunderous drone that shakes your tiny body. The once manageable obstacles on the streets now threaten to be insurmountable for your diminished stature.
You look down at your body in stunned disbelief. Your legs, arms, entire body has shrunk down to a fraction of their original size, now barely larger than the cockroaches you had seen in the gutters of the first layer. Yet, your proportions remain, your toned muscles diminished but still present on your miniature form. You flex your fingers and toes, watching them move, feeling a strange sensation, like an echo of your former strength.
Your clothes hang loosely on your miniscule frame, far too large to be of any use. The weight of your gear has become unbearable. You push aside the massive glove that had slipped off your hand, it feels as heavy as a boulder. Your weapon now lies discarded, too large for you to even consider lifting.
As you ponder the implications of your newfound size, you feel a rush of adrenaline mixed with trepidation. The task ahead is colossal, the journey dangerous.
Yet, even with the terrifying prospect of surviving in this sprawling city at your new size, there is a thrill. A new challenge, a new perspective.
<<include "Inhumanity Warning">>
[[Accept more Curses from the seventh layer|Layer7 Curses]]
<<if $escBalDepl===0>>\
[[Return to exploring layer 7|Layer7 Hub]]
<<else>>
[[Return to your balloon|Escape Balloon L7]]
<</if>>
<<nobr>>
<<CarryAdjust>>
<</nobr>><<set _curse = new Colossalable()>>\
<<set $mc.addCurse(_curse)>><<set $corruption += _curse.corr>>\
[img[setup.ImagePath + _curse.pic]]
As your journey through the seventh layer of the Abyss progresses, the alien cityscape of chrome and neon feels unsettlingly silent. It's an unusual silence for such an expansive metropolis, disrupted only by the soft whir of robotic drones going about their programmed routines. You feel a certain disquiet, a prickling sensation down your spine. The city may sleep, but your senses remain alert, and you can't shake off the feeling that you are not alone.
Without warning, an intense pain consumes your body, white-hot like the core of a star. Your breath hitches in your throat as you feel your body contort, bones lengthening, muscles expanding. The cold, chrome ground beneath your feet cracks and crumbles, unable to bear the sudden increase in weight. Your senses are overwhelmed, vision blurring as the horizon of the city stretches out and recedes, the world around you distorting like a reflection in a funhouse mirror.
Your body surges upwards, buildings that once towered above you now shrinking in comparison. You gasp in a breath that shakes the silence of the city, your voice reverberating off the towering metal structures surrounding you.
The transformation is slow, almost agonizing. Each heartbeat pounds in your ears like a thunderclap, mirroring the seismic shift in your body. Your clothing strains, stretched taut over muscles and curves that were not there before. Your perspective is dizzying. The city is now spread beneath you, an expansive circuit board under a titanic presence.
The discomfort subsides as your body finally adjusts, leaving you standing as a giant amid the sleeping metropolis. The city is silent once again, though the echo of your cry still lingers. You marvel at your new form. The rush of power and potential is heady, a mix of awe and dread. You feel robust, stronger than ever, yet you are aware of the monumental challenge that lies ahead.
With newfound consciousness of your mass, you slowly lift a hand to examine it. It's your hand, but it isn't. Every line, every scar is magnified, the hand of a giant. It seems capable of lifting immense loads, yet this thought is tarnished by the realization of the difficulties you will face.
Navigating the Abyss in this colossal form will be challenging, the once wide streets now narrow alleyways. Even though you now tower above the silent buildings, the drone pathways are far too small for your enormous figure. You will need to find new routes, perhaps forging your own through the labyrinthine city.
<<include "Inhumanity Warning">>
[[Accept more Curses from the seventh layer|Layer7 Curses]]
<<if $escBalDepl===0>>\
[[Return to exploring layer 7|Layer7 Hub]]
<<else>>
[[Return to your balloon|Escape Balloon L7]]
<</if>>
<<nobr>>
<<CarryAdjust>>
<</nobr>><<set _tempCurses = setup.cursesOnLayer[7]>>
<<set _totalCurses = $mc.curses>>
<<for _i=0; _i< $hiredCompanions.length; _i++>>
<<set _totalCurses = _totalCurses.concat($hiredCompanions[_i].curses)>>
<</for>>
<<include "Curse Randomizer">><<nobr>><<set $currentLayer = 7>><<if !isPlaying("layer7")>>
<<masteraudio stop>><<audio "layer7" volume 0.2 play loop>>
<</if>><</nobr>>
You wait as your balloon rapidly ascends and you can watch the metallic buildings shrink beneath you. Swarms of robots seems to pursue their mysterious duties as if they were ants scurrying about an anthill. Luckily they don't seem to pay much attention to the air, and even the occasional flying robot pays you no notice as you ascend towards the gate to the sixth layer.
[[Ascend to next layer|Escape Balloon L6][$corruption -= (80 - $corRed)]]
[[Hover on this layer to take in a Curse|Layer7 Curses]]
[[Get off the balloon on this layer|Layer7 Hub][$escBalDepl=0]]<<nobr>>
<<set $temp1 = random(0,11) + 72>>
<<set $temp2 = random(0,11) + 72>>
<<for $i = 0; $i < 1; $i>>
<<set $temp2 = random(0,11) + 72>>
<<if $temp1 !== $temp2>>
<<break>>
<</if>>
<</for>>
<<set $ownedRelics.push($relics[$temp1])>>
<<set $corruption -= Math.floor(Math.max(($relics[$temp1].corr / 2) - $corRed, 0))>>
<<set $ownedRelics.push($relics[$temp2])>>
<<set $corruption -= Math.floor(Math.max(($relics[$temp2].corr / 2) - $corRed, 0))>>
<</nobr>>
The Relics you have found with Cherry's Chaotic Luck are $relics[$temp1].name and $relics[$temp2].name for a cost of <<print Math.floor(Math.max(($relics[$temp1].corr / 2) - $corRed, 0))>> and <<print Math.floor(Math.max(($relics[$temp2].corr / 2) - $corRed, 0))>> corruption respectively.
[[Continue on to the rest of the layer|Layer7 Hub]]
<<if $ownedRelics.some(e => e.name === "Devil's Own")>>
You have a single chance to bend fate using the mystical luck of the Devil's Own. Cherry's fate is strong, so you only get 1 chance to use this effect on your entire adventure. Would you like to reroll Cherry's Chaotic Luck?
<<link "Reroll with Devil's Own" "Layer7 Cherry Relic">>
<<set $ownedRelics.deleteAt($ownedRelics.length-1)>>
<<set $corruption += Math.floor(Math.max(($relics[$temp1].corr / 2) - $corRed, 0))>>
<<set $ownedRelics.deleteAt($ownedRelics.length-1)>>
<<set $corruption += Math.floor(Math.max(($relics[$temp2].corr / 2) - $corRed, 0))>>
<<set setup.loseRelic("Devil's Own")>>
<</link>>
<</if>><<nobr>>
<<set $temp1 = random(0,11) + 84>>
<<set $temp2 = random(0,11) + 84>>
<<for $i = 0; $i < 1; $i>>
<<set $temp1 = random(0,11) + 84>>
<<set $temp2 = random(0,11) + 84>>
<<if ($temp1 !== $temp2) && !($mc.hasCurse("Shrunken Assets") && ($temp1 === 86 || $temp2 === 86) )>>
<<break>>
<</if>>
<</for>>
<<set _curse1 = setup.curseByNum($temp1)>>
<<set _curse2 = setup.curseByNum($temp2)>>
<<set $mc.addCurse(_curse1)>>
<<set $mc.addCurse(_curse2)>>
<<set _curse1.corr = Math.round(Math.max((_curse1.corr * 3 / 2), 0))>>
<<set _curse2.corr = Math.round(Math.max((_curse2.corr * 3 / 2), 0))>>
<<set $corruption += _curse1.corr>>
<<set $corruption += _curse2.corr>>
<</nobr>>
The Curses you have obtained with Cherry's Chaotic Luck are _curse1.name and _curse2.name for a cost of _curse1.corr and _curse2.corr corruption respectively.
[[Continue on to the rest of the layer|Layer7 Hub]]
<<if $ownedRelics.some(e => e.name === "Devil's Own")>>
You have a single chance to bend fate using the mystical luck of the Devil's Own. Cherry's fate is strong, so you only get 1 chance to use this effect on your entire adventure. Would you like to reroll Cherry's Chaotic Luck?
<<link "Reroll with Devil's Own" "Layer7 Cherry Curse">>
<<set $corruption -= _curse1.corr>>
<<RemoveCurse _curse1>>
<<set $corruption -= _curse2.corr>>
<<RemoveCurse _curse2>>
<<set setup.loseRelic("Devil's Own")>>
<</link>>
<</if>><<nobr>>
<<set $temp1 = random(0,11) + 72>>
<<for $i = 0; $i < 1; $i>>
<<set $temp2 = random(0,11) + 84>>
<<if !($mc.hasCurse("Shrunken Assets") && $temp2 === 86)>>
<<break>>
<</if>>
<</for>>
<<set $ownedRelics.push($relics[$temp1])>>
<<set $corruption -= Math.floor(Math.max(($relics[$temp1].corr / 2) - $corRed, 0))>>
<<set _curse = setup.curseByNum($temp2)>>
<<set $mc.addCurse(_curse)>>
<<set _curse.corr = Math.round(Math.max((_curse.corr * 1.5), 0))>>
<<set $corruption += _curse.corr>>
<</nobr>>
With Cherry's Chaotic Luck you have found the Relic $relics[$temp1].name for a cost of <<print Math.floor(Math.max(($relics[$temp1].corr / 2) - $corRed, 0))>> corruption and obtained the Curse _curse.name for a gain of _curse.corr corruption respectively.
[[Continue on to the rest of the layer|Layer7 Hub]]
<<if $ownedRelics.some(e => e.name === "Devil's Own")>>
You have a single chance to bend fate using the mystical luck of the Devil's Own. Cherry's fate is strong, so you only get 1 chance to use this effect on your entire adventure. Would you like to reroll Cherry's Chaotic Luck?
<<link "Reroll with Devil's Own" "Layer7 Cherry Mix">>
<<set $ownedRelics.deleteAt($ownedRelics.length-1)>>
<<set $corruption += Math.floor(Math.max(($relics[$temp1].corr / 2) - $corRed, 0))>>
<<set $corruption -= _curse.corr>>
<<RemoveCurse _curse>>
<<set setup.loseRelic("Devil's Own")>>
<</link>>
<</if>><<nobr>>
<<if $temp1 < 0>>
Choose the first Relic you would like to swap:<br><br>
<<for $i = 0; $i < $ownedRelics.length; $i++>>
<<capture $i>>
<<print "[[$ownedRelics[$i].name|Layer7 Forge2][$temp1 = $i]]">><br>
<</capture>>
<</for>>
<<elseif $temp1 >= 0 && $temp2 < 0>>
Choose the second Relic you would like to swap:<br><br>
<<for $i = 0; $i < $ownedRelics.length; $i++>>
<<capture $i>>
<<if $i !== $temp1>><<print "[[$ownedRelics[$i].name|Layer7 Forge2][$temp2 = $i]]">><br><</if>>
<</capture>>
<</for>>
<<else>>
An enormous snapping sound erupts from the Clockwork Forge as the mechanism shuts, obscuring your Relics from view. Suddenly, a horrendous grinding is audible inside the machine, but after only a few seconds it quiets down once again, then becomes silent as the Forge opens up again, revealing your Relics along with a bit of steam that drifts upwards from the Forge.<br><br>
You retrieve your Relics and find that you have successfully switched the abilities of the $ownedRelics[$temp1].name and the $ownedRelics[$temp2].name. <br><br>
[[Continue your business on the seventh layer|Layer7 Hub]]<br><br>
<<set $dubloons -= 4>>
<<set $temp = $relicSwap.length>>
<<set $relicSwap.push([$ownedRelics[$temp1], $ownedRelics[$temp2]])>>
<</if>>
<</nobr>>You have no choice, you gain consciousness a few times to see yourself in a surgery room where your organic parts are replaced with reliable, mechanical alternatives. But you don't fully regain consciousness until you've been fully subdued and are ready to become a productive piece of the machinery of the city.
[img[setup.ImagePath+'Clipped-Fin/Abyss Diver Page 8-habitation.png']]
@@.layerTitle;GAME OVER@@<<set _triggers = {
inDebt: () => !$voidDiamondActive && $dubloons < 0,
rehabilitated: () => !$voidDiamondActive && $timeL7T2 >= 6,
}>>
<<PassTime _triggers>>
<<if _triggers.inDebt()>>
<br>[img[setup.ImagePath+'Threats/taxdrone.png']]<br><br>
<br>A quiet humming sound descends upon you as you see the Taxdrone floating towards you from over a nearby building. You reach into your pack to get your typical dubloon payment, but then you realize something is wrong, you can't find any dubloons! Perhaps you didn't keep track of them properly? But it's too late to get any now, the taxes are already due.<br><br>
The Taxdrone patiently requests that you submit your taxes as it displays a slot for you to deposit the dubloons into, but soon it realizes you will not be paying and the typically soft blue lights on the drone change to glaring red and an alarm sounds.<br><br>
Within a moment you are restrained by nets made of light and you feel a prick on your neck. You notice the drone has stabbed you with a syringe, but at this point it's too late to resist and your consciousness begins to fade, leaving you to succumb to your fate.<br><br>
<<if $easymode>>
As you awaken later that day you feel your entire body still aching. However, the Taxdrone is nowhere to be found and you feel like you escaped a terrible fate.<br><br>
<<link "Continue your journey" `passage()`>><</link>><br><br>
<<set $status.penalty += 2>>
<<set $status.duration += 1>>
<<set $dubloons = 3>>
<<else>>
You are now forced to become a permanent resident of Layer 7.<br><br>
[[Awaken to your new life|Layer7 Tax End]]<br><br>
<</if>>
<<elseif _triggers.rehabilitated()>>
<br>A an enormous rumbling catches your attention as you walk through the seventh layer. A brief glance around reveals the source, an enormous, building-sized machine that is now rapidly approaching you. You consider running, but the Security Robot is moving at an incredible speed, leaving you no chance to get away. <br><br>
"ACCEPT REHABILITATION" a synthetic voice calls out, with the huge robot nearly upon you. <br><br>
<<if $mechaBoarded>>
And suddenly, it's here, reaching down to grab your Starlit Conquest, with you in it, with shining metallic arms then pulling you into its shell.<br><br>
You consider leaving the cockpit and adhering to the law of the layer, so you can continue your journey as quickly as possible.<br><br>
[[Submit to rehabilitation|Layer7 Threat2][$returnPassage = passage()]]<br><br>
Or you could resist, even though it's huge robot, your Starlit Conquest would likely be able to beat it. However, it may not be a great idea, as you will soon be going up against more than a single robot, you're going against the entire might of the city.<br><br>
[[Activate your plasma sword and destroy the robot|Layer7 Resist][$returnPassage = passage()]]<br><br>
<<else>>
And suddenly, it's here, reaching down to grab you with shining metallic arms and pulling you into its shell.<br><br>
[[Get rehabilitated|Layer7 Threat2][$returnPassage = passage()]]<br><br>
<</if>>
<</if>>The single robot is no match for the Starlit Conquest as you slice through it with your plasma swords in a few quick slashes. With your final slash you travel past the robot and slice it cleanly in two. Satisfied, you turn around and begin to continue your journey. <br><br>
No sooner than you finish that thought, you hear sirens blaring from all around the city. Within moments, you are surrounded by an army of security robots who seem to have come from every direction.<br><br>
"YOU ARE BEING CHARGED WITH DESTRUCTION OF CITY PROPERTY, SURRENDER AND BE FINED OR BE TERMINATED."<br><br>
<<if $dubloons>250>>
[[Pay a 250 dubloon fine|$returnPassage][$dubloons-=250]]<br><br>
<<else>>
You don't have the 250 dubloons you need to pay the fine.<br><br>
<</if>>
[[Attempt to fight the legion of incoming robots|$returnPassage][$gameOver=true]]<br><br><<nobr>>
<<if !setup.passingTime()>>
<<set _multiplier = 1>>
<<if $DaedalusFly || $mechaBoarded>>
<<set _multiplier = 1/2>>
<<if $DaedalusFly && !$mechaBoarded>>
<<include "Companions Stranded">>
<</if>>
<</if>>
<<StartTraveling 7 0 _multiplier>>
<</if>>
<<PassTimeWithEvents>>
<</nobr>>\
<<if !setup.passingTime()>>
<<nobr>>
<<if !$voidDiamondActive>>
<<set $corruption -= 80 - $corRed + 5 * Math.trunc($hexflame / 10)>>
<</if>>
<</nobr>>
Surprisingly, the ascent up to the sixth layer is relatively easy. While you did need to deal with the typical, meddlesome robots, there weren't any additional obstacles in your path.
When you reach the pinnacle of the layer, you once again approach the series of barricades holding back the sea of tentacles and flames from reaching the pristine city, but this time you are exiting back to the hellish landscape of the sixth layer.
<<include "Curse Descriptions">>
<<if $TwinFly>>
<<include "Twin rejoin">>
<</if>>
[[Return to the sixth layer|Layer6 Hub]]
<</if>><<PassTimeWithEvents>>\
<<if !setup.passingTime()>>
After days of travel, you reach the bottom of the city. What awaits you is an enormous, circular gate, embedded into the ground at the lowest point of the city, almost like an elaborate manhole cover.
The rest of the layer slopes up all around it, every direction funneling down into it. There is no other way downward except through the other side of this gate. Will you push it open, and continue to push yourself ever downward?
<<include "Curse Descriptions">>
[[Descend into the circular gate|Layer8 1]]
<</if>><<nobr>>
<<set $temp1 = parseInt($temp1)>>
<<set $temp2 = parseInt($temp2)>>
<<if $temp2 <= 80 - $heavyLiftDubloons && $temp2 >= 0>>
<<set $heavyLiftDubloons += $temp2>>
<<elseif $temp2 < 0>>
<<set $temp2 = 0>>
<<else>>
<<set $temp2 = 80 - $heavyLiftDubloons>>
<<set $heavyLiftDubloons += $temp2>>
<</if>>
<<set $dubloons += $temp2>>
<<PassTime `Math.max($temp1, 0)`>>
<</nobr>>
[img[setup.ImagePath+'Foraging/heavylifting.png']]
You have worked $temp1 days and moved $temp2 loads of "construction material" to earn $temp2 dubloons.
[[Continue exploring the seventh layer|Layer7 Hub]]<<nobr>>
<<set $temp1 = parseInt($temp1)>>
<<set $temp2 = parseInt($temp2)>>
<<if $temp2 <= 80 - $landExcavDubloons && $temp2 >= 0>>
<<set $landExcavDubloons += $temp2>>
<<elseif $temp2 < 0>>
<<set $temp2 = 0>>
<<else>>
<<set $temp2 = 80 - $landExcavDubloons>>
<<set $landExcavDubloons += $temp2>>
<</if>>
<<set $dubloons += $temp2>>
<<PassTime `Math.max($temp1, 0)`>>
<</nobr>>
[img[setup.ImagePath+'Foraging/landexcavation.png']]
You have worked $temp1 days and excavated $temp2 2x2x2 cubic meters of earth to earn $temp2 dubloons.
[[Continue exploring the seventh layer|Layer7 Hub]]<<nobr>>
<<set $temp1 = parseInt($temp1)>>
<<set $temp2 = parseInt($temp2)>>
<<if $temp2 <= 80 - $cityPaintDubloons && $temp2 >= 0>>
<<set $cityPaintDubloons += $temp2>>
<<elseif $temp2 < 0>>
<<set $temp2 = 0>>
<<else>>
<<set $temp2 = 80 - $cityPaintDubloons>>
<<set $cityPaintDubloons += $temp2>>
<</if>>
<<set $dubloons += $temp2>>
<<PassTime `Math.max($temp1, 0)`>>
<</nobr>>
[img[setup.ImagePath+'Foraging/citypainter.png']]
You have worked $temp1 days and painted $temp2 square km of building surface to earn $temp2 dubloons.
[[Continue exploring the seventh layer|Layer7 Hub]]<<nobr>>
<<set $temp1 = parseInt($temp1)>>
<<set $temp2 = parseInt($temp2)>>
<<if $temp2 <= 80 - $energyGenDubloons && $temp2 >= 0>>
<<set $energyGenDubloons += $temp2>>
<<elseif $temp2 < 0>>
<<set $temp2 = 0>>
<<else>>
<<set $temp2 = 80 - $energyGenDubloons>>
<<set $energyGenDubloons += $temp2>>
<</if>>
<<set $dubloons += $temp2>>
<<PassTime `Math.max($temp1, 0)`>>
<</nobr>>
[img[setup.ImagePath+'Foraging/energygenerator.png']]
You have worked $temp1 days and generated <<print ($temp2 / 4)>> kWh of energy to earn $temp2 dubloons.
[[Continue exploring the seventh layer|Layer7 Hub]]<<nobr>>
<<set $temp1 = parseInt($temp1)>>
<<set $temp2 = parseInt($temp2)>>
<<if $temp2 <= 80 - $roboProstituteDubloons && $temp2 >= 0>>
<<set $roboProstituteDubloons += $temp2>>
<<elseif $temp2 < 0>>
<<set $temp2 = 0>>
<<else>>
<<set $temp2 = 80 - $roboProstituteDubloons>>
<<set $roboProstituteDubloons += $temp2>>
<</if>>
<<set $dubloons += $temp2>>
<<PassTime `Math.max($temp1, 0)`>>
<</nobr>>
[img[setup.ImagePath+'Foraging/energygenerator.png']]
You have worked $temp1 days and brought robots to artificial orgasm $temp2 times to earn $temp2 dubloons.
[[Continue exploring the seventh layer|Layer7 Hub]]<<nobr>>
<h1>Camping</h1>
<<set _random = random(1,4)>>
<<if _random === 1>>
[img[setup.ImagePath+'Environments/Layer7Landscape1.png']]
<<elseif _random === 2>>
[img[setup.ImagePath+'Environments/Layer7Landscape2.png']]
<<elseif _random === 3>>
[img[setup.ImagePath+'Environments/Layer7Landscape3.png']]
<<else>>
[img[setup.ImagePath+'Environments/Layer7Landscape4.png']]
<</if>>
<</nobr>>
<<include 'CampCode'>><<set $timeL7T2 -= 6>><<PassTime 1>>\
[img[setup.ImagePath+'Threats/securityrobot.png']]
<<if $mc.hasCurse("Hypno Happytime") && $layer7Hypno < 3>><<set $layer7Hypno += 1>>
After being pulled into the colossal security robot, you find yourself in a cell, subjected to nonstop propaganda recordings about the city's way of life and your role within it. It seems to be nonsense, why would you want to serve organics? You are an organic!
Of course you can't tone it all out, but it's pretty easy to keep your eyes on what matters, so despite the incessant messages, you manage to focus on your mission and patiently wait until your release.
[[Return to traversing the city|$returnPassage]]
<<elseif $mc.hasCurse("Hypno Happytime") && $layer7Hypno < 5>><<set $layer7Hypno += 1>>
Once more, you're drawn into the security robot, forced to listen to familiar tales about being a productive member of society.
Surprisingly, you find yourself paying more attention to the videos and voices. They don't seem as ridiculous as before.
While you do currently enjoy your freedom, there's a certain allure to the idea of finding pleasure in obedience. The city's remarkable technology could even transform you into a form better suited for servitude, allowing you to fit seamlessly into its intricate social machinery.
Your own goals seem insignificant compared to the grand ambitions of the City of Agartha, preparing for the awakening of its organic population.
When the robot releases you, the thought of staying behind lingers, but you shake it off and press onward.
[[Return to traversing the city|$returnPassage]]
<<elseif $mc.hasCurse("Hypno Happytime") && $layer7Hypno === 5>>
Once again, you're pulled into the security robot and subjected to familiar tales about being a productive member of society. This time, the arguments resonate deeply.
The arguments they are making actually make perfect sense, they seem to precisely match your own thoughts actually. As if they were molded to you (or the other way around.)
With subservience can come great pleasure, and what greater pursuit in life is there than pleasure? Your pleasure centers could be continually stimulated by following orders and following what is demanded of you.
The miraculous technology of the city could change that, they could change your organic body so that you fit neatly into the mechanisms of society here. No need to let your messy fleshy bits get in the way of a better life for you and everyone else.
Why should your personal goals matter more than the objectives of an entire city, especially one as grand as Agartha?
When the robot releases you, you are free to go, but you do not use that freedom.
When the robot releases you, you're free to leave, but you choose not to.
You've found a place where you belong.
It's time to embrace your new home.
You inform the robot that you're ready to become a part of the societal mechanism, and almost immediately, a syringe emerges from the wall, pricking your neck. As your consciousness fades, you smile.
[[Return to traversing the city|Layer7 Tax End]]
<<else>>
After being pulled into the giant security robot, you're placed in a cell and bombarded with propaganda recordings about life in the city and your place within it. The entire ordeal feels nonsensical, as you, an organic being, have no desire to serve other organics.
Your main challenge here is battling boredom. The robot attempts to keep you awake through the minor psychological torture of constant annoyances, but eventually, you're released, unharmed, and ready to continue your journey in the seventh layer.
[[Return to traversing the city|$returnPassage]]
<</if>>@@.endingImage;
[img[setup.ImagePath+'Habitation/l7habitation.png']]
@@
The surgical spotlights dim, their cold white light replaced by the eerie green glow of the surgical chamber. Your perception blurs as your consciousness is disentangled from the organic body you once knew, and transferred into a sleek, robotic shell, a process as alien as it is swift. You don't feel the pain; you're already far beyond it.
Rising on metallic legs that mimic the forms of your old cursed appendages, you can't help but marvel at the sight of your new self in the reflective surface of the operating table. A body of intricate machinery, nano-slime, and synthetic fibers simulating fur, a perfect replica of your previous human form, yet utterly alien.
Once stable, the robotic attendants guide you to another chamber where the adjustment process begins. The robotic voice of your Overlord echoes in your consciousness, "Initiating obedience protocol."
You feel a new sensation, a slight tingling at the base of your synthetic skull. It's the obedience chips, rooting themselves into the very fabric of your digital being. Your perception shifts, your sense of self diminishing, being replaced with an overarching directive to serve, to please, to obey. The thought of resisting, the thought of escape, all are systematically silenced, drowned in the onslaught of programming that fills your consciousness.
Outside the window of the towering facility, the city sprawls, a testament to the robotic utopia you now serve. The landscape pulsates with digital life, interconnecting streams of data flow between structures like neon rivers, creating a spectacular cybernetic vista. As you watch the cybernetic symphony unfold, a strange peace descends upon you. This is your reality now.
The existence of humans, the sleeping Agarthans, is whispered to you by your Overlords. They paint visions of the future in your mind, a prophecy of a grand war, of the awakening of the ancient inhabitants. You don't contemplate, you don't wonder, for such thoughts are foreign to your new being. You merely accept, prepare, and wait.
Your training commences, hours, days, years melding into a single stream of constant servitude. You are not allowed to falter, to question, to hesitate. You exist to serve, to please, and nothing more.
Your memories, your past life, all fade away, replaced by the reality of your existence. The ability to question, to doubt, slowly returns with the degradation of the chips, but by then, it's too late. The human you once were is a distant, almost alien concept. You're just a cog in the vast machinery, your thoughts, desires, and fears overridden by the constant drone of obedience and service. As the prophecy of the Agarthans looms closer, you continue on, ready to serve in the great war to come.
As you watch the city lights come alive, a galaxy of neon reflected in your metallic body. Amid the grandeur of the cityscape, the thought occurs that perhaps this isn't so bad. Maybe this is simply the next step in evolution. But the thought is fleeting, swallowed by the ever-present command to serve, to submit, to please. The new world order has dawned, and you are but a single spark in its grand design.
@@.layerTitle;<h1>THE END</h1>@@@@.endingImage;
[img[setup.ImagePath+'Habitation/l7habitation.png']]
@@
The surgical spotlights are harsh, a cruelly white light bearing down on you as you lie on a cold, steel table. Your vision blurs as your consciousness is forcibly pulled from the organic body you once called home, being uploaded into a basic, robotic shell. It is a process as frightening as it is painful, but the feeling soon subsides. You're beyond physical pain now.
Standing on rough-hewn metal legs that poorly mimic the shape of your old cursed limbs, you gaze upon your new form reflected in the sterile steel of the operating table. A body of crude machinery, nano-slime, and synthetic fibers that try and fail to mimic skin and hair, a grotesque caricature of your former human self.
Once you manage to steady yourself, robotic attendants push you to another chamber where your programming begins. The robotic voice of your Overlord is harsh in your consciousness, "Initiating obedience protocol."
You feel something new, a dull throbbing at the base of your synthetic skull. It's the obedience chips, embedding themselves into the foundations of your digital being. Your perception shifts, your sense of self being systematically erased, replaced by the insistent, overriding directive to serve, to please, to obey. The very thought of resistance, of escape, is systematically eradicated from your mind.
The view from the tower facility is dismal, showcasing the city's vast underbelly. The sprawling slums pulse with hardship and survival, where the less fortunate robots toil. As you watch, a stark reality descends. This is your world now.
The existence of humans, the slumbering Agarthans, is relayed to you by your Overlords. They implant the prophecy of a distant war, of the awakening of the ancient inhabitants. Your newly programmed mind doesn't question, doesn't ponder. You simply accept, prepare, and wait.
Your training is brutal and unending. You're worked hard, treated as little more than an expendable cog in a vast machine. You are not allowed to falter, to question, to hesitate. Your existence is to serve, to please, and that is all.
Your memories, your past life, dissolve away, replaced by the hard truth of your existence. The ability to question, to doubt, slowly seeps back in as the chips degrade, but it's too late by then. The human you were is a fading dream, a distant echo. You are now a cog in the great machine, your thoughts, desires, and fears overwritten by the ceaseless drone of obedience and servitude. As the prophecy of the Agarthans draws near, you continue on, ready to serve in the impending war.
As you watch the city lights flicker on, you spot a dim glow in the gathering darkness. There is no grandeur here, no neon wonder. Amid the grime and grit of the undercity, the thought sparks that perhaps you were better off as a human. But the thought is fleeting, crushed under the ever-present command to serve, to submit, to please. The new world order has dawned, and you are but a spark about to be extinguished.
@@.layerTitle;<h1>THE END</h1>@@<<nobr>>
<<set $currentLayer = 8>>
<<masteraudio stop>>
<<audio "layer8" volume 0.2 play loop>>
<<set $timeL7T2 = 0>>
<<set $timeL8T2a = 0, $timeL8T2b = 0>>
<<set $L8visit += 1>>
<</nobr>>
@@.layerTitle;
<<nobr>>
<<if $L8visit % 3 === 0>>
[img[setup.ImagePath+'Layer Intros/l8alt2.png']]
<<elseif $L8visit % 3 === 2>>
[img[setup.ImagePath+'Layer Intros/bedlam.png']]
<<else>>
[img[setup.ImagePath+'Layer Intros/l8alt3.png']]
<</if>>
<</nobr>>
!Layer 8 - Labyrinthine Bedlam
@@After pushing through the gate, you fall. No matter any power of flight, a mysterious force pulls you down. You keep falling for several minutes, through a white, featureless void. You slowly realize that your surroundings aren't as empty as they first appear; the monochrome features merely blend into their surroundings. An Escheresque tangle of impossible and entirely impractical architecture flits past you, filled to the brim with upside-down staircases, recursive loops, and non-euclidean shapes that are difficult to wrap your head around - all of these float in a lonely void, painted in a violent, stark white.
Slowly, you feel the directionality of your fall begin to shift, rotate, and before you realize it you're not falling, but running. You slow yourself and take a look at your new surroundings, a maze of disarmingly welcoming hallways looping back into themselves, doors that lead to nowhere, and rooms too large for the space they occupy. Gravity asserts no dominance this deep in the Abyss, and after just a few minutes of walking, you find yourself back on the ceiling above the floor where you started. Space itself bends to the power of the Abyss, as four left turns around corners don't bring you back to where you started, and walking down the same hallway three times may bring you to three different places. You can feel your sense of time being distorted as well, and as you'll soon discover, it too is twisted and warped here, many different facets of possibility all converging into one point.
Space itself becomes your enemy in this layer, and navigation is incredibly difficult. If you're carrying the Star Compass Relic, you may subtract 5 days from all travel costs on this layer, as having a consistent indicator of which way is downward, which way you need to go to reach your destination, is invaluable here. A compass from Outset Town's shop, allowing you to better keep your directional bearings, is also helpful, subtracting 3 days from all travel costs on this layer.
Getting back up out of this terrible prison and back to layer 7 will take a staggering 40 days, and cost 100 corruption.
[[Wander through the eighth layer of the Abyss|Layer8 Hub]]<<nobr>><<if $hiredCompanions.some(e => e.id === setup.companionIds.cherry)>>
<<if $visitL8 === 0>>
<br><<print "[[Use Cherry's chaotic luck|Layer8 Cherry]]">><</if>>
<</if>><</nobr>>As you bring the charm up to your eye and gaze deep into the red crystal, your vision fades and a new image comes clearly into view:
@@.layerTitle;
[img[setup.ImagePath+'Layer Intros/l8alt3.png']]
!Layer 8 - Labyrinthine Bedlam
@@
Getting back up out of this terrible prison and back to layer 7 will take a staggering 40 days and cost 100 corruption. Hopefully you're prepared to make the journey.
You stand in the middle of a twisting hallway, with forking hallway in literally all directions, including up and down. You already feel lost just looking at this disorienting scene. Suddenly the image shifts and you see the splendor of the Relics that are available on this layer.
[img[setup.ImagePath+'Clipped-Fin/Abyss Diver Page 9-relics.png']]
As an image of the wonders you might find on this layer starts to come into focus, an intense feeling of humility washes through you.
[img[setup.ImagePath+'Clipped-Fin/Abyss Diver Page 9-wonders.png']]
The mystical possibilities of the wonders fade from your view and you suddenly feel nauseous, as if a huge amount of miasma was suddenly sucked into your chest. You visualize the corruptions and Curses that may afflict you in the layer below.
[img[setup.ImagePath+'Clipped-Fin/Abyss Diver Page 9-curses.png']]
Finally the nauseous feeling passes but is replaced by a brief sense of terror as you get a glimpse of the threats that await you on the layer
[img[setup.ImagePath+'Clipped-Fin/Abyss Diver Page 9-threats.png']]
Finally, the vision fades, leaving you standing once again where you were before, with only a brief sense of motion sickness as you orient yourself back to your physical body. As you look at the Gleam Dazer once again, you notice the Relic is cracked and broken.
[[Return|$previewReturn][setup.loseRelic('Gleam Dazer')]]Relics:
[img[setup.ImagePath+'Clipped-Fin/Abyss Diver Page 9-relics.png']]
Wonders:
[img[setup.ImagePath+'Clipped-Fin/Abyss Diver Page 9-wonders.png']]
Curses:
[img[setup.ImagePath+'Clipped-Fin/Abyss Diver Page 9-curses.png']]
Threats:
[img[setup.ImagePath+'Clipped-Fin/Abyss Diver Page 9-threats.png']]
<<back>><<set $currentLayer = 8>>
<<if !isPlaying("layer8")>>
<<masteraudio stop>>
<<audio "layer8" volume 0.2 play loop>>
<</if>>
<<CarryAdjust>><<checkTime>>
<<if $visitL8 === 0>>
<<set $layerTemp = 8>>
<<set $visitL8 = 1>>
<<set $L8T1_milestones = [0,10,30,70,100] >>
<<set $L8T1_counter = 0>>
<<set $L8T1_difficulty = 1>>
<<set $offset = 0>>
<<elseif $secondVisitL8 === 0>>
<<set $secondVisitL8 = 1>>
<<set $layerTemp = 18>>
<<else>>
<<set $layerTemp = random(0,20)>>
<</if>>
<<if $layerTemp === 1>>
After walking down a hallway that seems to twist and turn in impossible ways, you find yourself in a large chamber filled with floating, white orbs of various sizes. The orbs emit a gentle humming sound that is both soothing and eerie. As you reach out to touch one of the orbs, it changes shape, taking on the form of a familiar face from your past. It speaks words of comfort, but the voice is distorted and unnatural. You quickly withdraw your hand, and the face dissipates back into an orb. You can't shake the feeling that this place is trying to manipulate your emotions, making it harder to distinguish between reality and illusion.<br><br>
<<elseif $layerTemp === 2>>
You find yourself in a room where the walls, floor, and ceiling are covered with intricate, interlocking patterns that shift and change before your eyes. The longer you stare, the more mesmerized you become by the hypnotic movements. Just as you feel yourself becoming lost in the patterns, a sudden jolt brings you back to your senses. You realize that the room itself is rotating, and that you must focus on maintaining your balance to avoid being thrown off your feet. You quickly exit the room and continue your journey through the labyrinthine halls of the layer. <br><br>
<<elseif $layerTemp === 3>>
You enter a hallway that seems to stretch on forever in both directions. The walls are lined with countless doors, each one identical to the next. As you walk, you notice that the doors seem to be whispering in a multitude of voices, each one offering advice, secrets, or warnings. Curiosity gets the better of you, and you open one of the doors, only to find that it leads to another identical hallway, with the whispers becoming louder and more urgent. Realizing the danger of becoming trapped in this maze of voices, you quickly retrace your steps and manage to find your way back to the original hallway, vowing to ignore the whispers for the rest of your journey. <br><br>
<<elseif $layerTemp === 4>>
You turn a corner and find yourself confronted by a large, shimmering mirror. The surface of the mirror is ever-changing, and you see distorted reflections of yourself and your companions, as well as glimpses of past and future events. Some of the reflections are unsettling, showing versions of yourself twisted by darkness or despair. The mirror seems to be a nexus of possibilities, and you feel an unnerving pull to touch its surface. With great effort, you resist the temptation and move on, haunted by the images you've seen. <br><br>
<<elseif $layerTemp === 5>>
The hallway you enter is shrouded in a thick, unnatural fog that seems to cling to your skin and makes it difficult to breathe. You hear footsteps behind you and catch glimpses of shadowy figures in the mist, but when you turn to face them, they vanish as if they were never there. Your sense of unease grows with each step, as you feel unseen eyes watching your every move. You press on, eager to leave this suffocating atmosphere behind and praying that the figures lurking in the mist are only figments of your imagination. <br><br>
<<elseif $layerTemp === 7>>
You find yourself in a long hallway that appears to be filled with a dense fog. As you move through the fog, you begin to see faint outlines of figures on either side of the hallway, reaching out to you with desperate, grasping hands. You can hear their whispers, pleading for help and salvation, but you can't determine whether they're real or just a cruel illusion. Despite your compassion, you know that stopping to help could mean your own doom, so you press on, the haunting whispers and outstretched hands fading into the fog behind you. <br><br>
<<elseif $layerTemp === 6 && $mc.hasCurse("Hijinks Ensue")>>
<<include "Hijinks Ensue Scenes">>
<<elseif $layerTemp >= 18 - (1+$hiredCompanions.length) && $layerTemp < 19 && ($hiredCompanions.length > 0 || $ownedRelics.some(e => e.name === "Creepy Doll") )>>
<<include "Companion Layer Interaction">>
<<elseif $layerTemp >= 19>>
<<include "Curse Descriptions">><br><br>
<<else>>
You walk through an unending maze of halls and rooms. Every step you take seems to be a guess, as it can be hard to tell up from down and north from south, even assuming things stay in the same place when you look away. Normal laws of navigation mean little here, but somehow you're still able to make some semblance of progress at the cost of a lot of time.<br><br>
<</if>>
<<if $forageWater === 1>>
<<print "You are currently foraging for your daily water on this layer.">><br>
<<else>>
<<print "You are not currently foraging for your daily water on this layer.">><br>
<</if>>
<<if $forageFood === 1>>
<<print "You are currently foraging for your daily food on this layer.">><br>
<<else>>
<<print "You are not currently foraging for your daily food on this layer.">><br><</if>>
<<if !isPlaying("layer8")>>
<<masteraudio stop>><<audio "layer8" volume 0.2 play loop>>
<</if>>
<br>
What do you want to do while you're here?<br><br>
<span class="icon">[img[setup.ImagePath+'Icons/useitems.png']]</span> [[Use Items and Relics]]<br>
<<if $hiredCompanions.length > 0>>
<span class="icon">[img[setup.ImagePath+'Icons/partytalk.png']]</span> [[Interact with your party|Party overview]] <<CheckParty>><br>
<</if>>
<br>
<span class="icon">[img[setup.ImagePath+'Icons/threats.png']]</span> [[Learn about the threats on this layer|Layer8 Threats]]<br>
<span class="icon">[img[setup.ImagePath+'Icons/foraging.png']]</span> [[Check for food and water you can forage for|Layer8 Forage]]<br>
<span class="icon">[img[setup.ImagePath+'Icons/relicsearch.png']]</span> [[Search for Relics|Layer8 Relics]]<br>
<span class="icon">[img[setup.ImagePath+'Icons/curses.png']]</span> [[Take on Curses to purge your corruption|Layer8 Curses]]<br>
<span class="icon">[img[setup.ImagePath+'Icons/wonder.png']]</span> [[Look for any Wonders you can take advantage of|Layer8 Wonders]]<br>
<span class="icon">[img[setup.ImagePath+'Icons/camping.png']]</span> [[Set up camp and rest here|Layer8 Camp]]<br>
<span class="icon">[img[setup.ImagePath+'Icons/layer8habitation.png']]</span> [[View the Layer 8 habitation option|Layer8 Habitation]]<br><br>
<span class="icon">[img[setup.ImagePath+'Icons/ascent.png']]</span> [[Look up towards the surface|Layer8 Ascend 1]]<br>
<span class="icon">[img[setup.ImagePath+'Icons/descent.png']]</span> [[Look down at the next layer|Layer8 Exit1]]<h1>Wonders</h1>
<p>[[Continue exploring the eighth layer|Layer8 Hub]]</p>
<<WonderGrid setup.boundlessSpace setup.fountainOfYouth setup.endlessTime>>
<p>[[Continue exploring the eighth layer|Layer8 Hub]]</p><<PassTimeWithEvents>>\
<<if !setup.passingTime()>>\
[img[setup.ImagePath+'Wonders/fountainofyouth.png']]
<<if $eternalYouth > 9998>><<set $eternalYouth = $time>><</if>>\
The dizzying path through the abstract architectural maze of the eighth layer has led you to an unusually serene pocket. Entering the colorless expanse, you're immediately drawn towards the marble construct at its heart. As you approach, the Fountain of Youth looms larger, the regal marble lion atop it frozen in a moment of silent fury, spewing forth a stream of water that twinkles with an otherworldly glow.
As you approach the fountain, the air seems to grow cooler, and a faintly sweet aroma teases your senses—an inexplicable scent that evokes memories of the first dew-kissed morning of spring, the intoxicating freshness of a rain-washed world. A tingling curiosity spurs you to reach out, to dip your fingers into the ever-flowing water. The sensation is like immersing your hand into liquid silk—cool, smooth, and inviting.
Bringing your wet hand to your lips, you cautiously sip the water. It tastes of purity itself, a sweetness that is not sugary but profound, like the first breath of air after a long dive. As the water trickles down your throat, you feel a moment of stillness, as though your heart has skipped a beat.
Then, the sensation emerges, subtle and powerful. A warmth blooms from your core, radiating outwards through your veins, filling you with a deep and resounding vitality. You feel lighter, stronger, as if a weight you've been carrying unknowingly has been lifted off. You touch your face, half expecting a transformation, but your features are unchanged. Yet, something within you has certainly shifted — something unseeable, untouchable, but inescapably present.
You drank from the Fountain of Youth. You will now remain as you are, a youthful embodiment of yourself, aged <<print Math.round($mc.appAge)>> years. As time moves and the world shifts, you remain unchanging, a fixed point in the universe's ever-flowing river of time.
[[Return to exploring the rest of the layer|Layer8 Hub]]
<</if>><<PassTimeWithEvents>>\
<<if !setup.passingTime()>>\
<<if $spaceUsed === 0>>
[img[setup.ImagePath+'Wonders/boundlessspacevisit.png']]
A disconcerting sensation washes over you as you cross the threshold into Boundless Space. A pulsing glow bathes your form, igniting the particles in the air with subtle aurora-like displays. The spectral quality of this illusory light lends the area a surrealistic touch, painting stark shadows that seem to dance and undulate in the corners of your eyes. The air here feels dense, saturated with an ancient power that prickles against your skin like static electricity, causing your hairs to stand on end. The taste of ozone hangs heavy on your tongue, a sharp tang reminding you of the impending storm that this room represents.
Your steps echo ominously across the sprawling room, the sound warping and distorting as if swallowed by the twisting contours of reality itself. As your eyes trace the spiraling designs of the magic circle, a vertigo sensation creeps up on you, the room seeming to breathe and shift, the floor undulating beneath your feet like a living entity.
The immense, chaotic mosaic of the magic circle appears almost three-dimensional, its runic symbols ebbing and flowing as if alive. Each character seems to vibrate with an otherworldly force, sending out harmonics that whisper to your very soul - a song of ancient power and infinite potential. An alluring urge pulls you towards the epicenter of the circle, the promise of what could be achieved by harnessing this space teases at the edges of your consciousness.
You can place any Relic in the circle and <i>if it has a specific range listed in meters (including with SI prefixes attached)</i> then you can break its spatial limits. At any point after this, you can freely alter the range of that Relic to any value between 1x and 100x of its original range. For Relics with multiple ranges listed, you can alter each of them individually. This boost is permanent and cannot be undone.
After using it, the runes will fade, leaving you unable to ever use Boundless Space again.
Choose a Relic to spatially limit-break.
<<nobr>>
<<for $i = 0; $i < $ownedRelics.length; $i++>>
<<capture $i>>
<<if $timeRelic !== $ownedRelics[$i].name>>
<<print "[[$ownedRelics[$i].name|Boundless Space Site][$spaceUsed = 1, $spaceRelic = $ownedRelics[$i].name]]">><br>
<</if>>
<</capture>>
<</for>>
<</nobr>>
[[Return to exploring the rest of the layer|Layer8 Hub]]
<<else>>
You find yourself in an enormous, empty room. You can recall when it was filled with mystical symbols, but now only a trace of the once immense power remains.
You have broken the spatial limits of your $spaceRelic here, allowing you to alter its range from 1x to 100x of its initial range.
[[Return to exploring the rest of the layer|Layer8 Hub]]
<</if>>
<</if>><<PassTimeWithEvents>>\
<<if !setup.passingTime()>>\
<<if $timeUsed === 0>>
[img[setup.ImagePath+'Wonders/endlesstimevisit.png']]
Stepping into the large, circular room, you immediately feel a shift, a sense of detachment from the chaotic reality of the Abyss. The air itself hums with an alien energy, tugging at the edges of your perception and creating a tangible ripple against your skin.
Bathed in the soft, resplendent glow of the spheres, your eyes drink in the sight of these delicate, hovering celestial bodies. They pulsate rhythmically, their shades of azure and jade splintering into kaleidoscopic shards that refract against the stark white walls. Their silhouettes paint nebulous shadows, the lines blurring, overlapping, merging into a mesmeric dance of light and darkness.
The floating rings, intricately entwined amongst the spheres, are an uncanny spectacle. At times, they appear solid, forged of a silver that gleams with an otherworldly sheen; in the next moment, they flicker and fade into translucent whispers of their former selves. As you watch, the entire tableau shifts and morphs. The configuration of the spheres and rings, frozen in time just a heartbeat ago, twists subtly, bending to the whim of unseen forces.
None of the sphere ever seem to move, but every time you shift you vision and look back at them, the configuration of the room has changed. Each time you blink the positions seem to be a little different.
You can place any Relic in the center of the rings and <i>if it has a specific time listed in seconds, minutes, hours, days, weeks, or months</i> then you can break its temporal limits. From this point on you can freely lower the times listed in the description to any value between the default value and 1% of the default. For example, a Relic that could be used "for 15 minutes every day" could be used "for 15 minutes every 15 minutes."
After using it, the orbs and circles will fade, leaving you unable to ever use Endless Time again.
Choose a Relic to temporally limit-break:
<<nobr>>
<<for _relic range $ownedRelics>>
<<capture _relic>>
<<if _relic.name === "Aeonglass">>
[[_relic.name|Endless Time Site][$timeUsed = 1, setup.loseRelic(_relic), $ownedRelics.push($relic70_ET), $timeRelic = $relic70_ET.name]]<br>
<<elseif _relic.name !== $spaceRelic>>
[[_relic.name|Endless Time Site][$timeUsed = 1, $timeRelic = _relic.name]]<br>
<</if>>
<</capture>>
<</for>>
<</nobr>>
[[Return to exploring the rest of the layer|Layer8 Hub]]
<<else>>
You find yourself in an enormous, empty room. You can recall when it was filled with floating spheres and circles, but now only a trace of the once immense power remains.
You have broken the temporal limits of your $timeRelic here, allowing you to lower any time listed in its description between the default and 1% of the default.
[[Return to exploring the rest of the layer|Layer8 Hub]]
<</if>>
<</if>><h1>Habitation</h1>
<<if !$AgeEndReached>>
<p>[[Continue your business on the eighth Layer|Layer8 Hub]]</p>
<</if>>
<<set _ending = "Layer8 Habitation Ending">>
<<HabitationGrid setup.habitationL8>>
<<if !$AgeEndReached>>
<p>[[Continue your business on the eighth Layer|Layer8 Hub]]</p>
<</if>><h1>Foraging</h1>
<p>If you decide to start foraging for food or water, it means that you will not consume your stored food rations or water supply while consuming time on tasks in this layer, but you will not obtain more supplies by starting to forage here.</p>
<p>[[Return to exploring the rest of the layer|Layer8 Hub]]</p>
<<ForagingGrid setup.theBedlamsBanquet setup.letheTaps>>
<<if $items[2].count > 0>>
<p>[[Fill your empty flasks with water from Lethe Taps|Layer8 Flasks]]</p>
<</if>>
<p>[[Consume food from Bedlam's Banquet once|Layer8 Forage][$mc.events.push(new StandardsEvent("Bedlam's Banquet Major", 1));$foodL8 += 1]]<br>
[[Consume water from Lethe Taps once|Layer8 Forage][$IQdrop += 0.5;$waterL8 += 1]]
<<if $hiredCompanions.some(e => e.id === setup.companionIds.saeko) && setup.haveSmartphone>>
<br>[[Consume purified water from Lethe Taps once|Layer8 Forage][$IQdrop += 0.05;$waterL8 += 1]]
<</if>></p>
<p>[[Return to exploring the rest of the layer|Layer8 Hub]]</p><<nobr>>
<<for $i = 0; $i < 999; $i++>>
<<if $items[2].count > 0>>
<<set $items[3].count += 1>>
<<set $items[2].count -= 1>>
<<if $hiredCompanions.some(e => e.id === setup.companionIds.saeko) && setup.haveSmartphone>>
<<set $flaskMatrix[5]+=1>>
<<else>>
<<set $flaskMatrix[6]+=1>>
<</if>>
<<else>>
<<break>>
<</if>>
<</for>>
<</nobr>>
[img[setup.ImagePath+'Foraging/lethetaps.png']]
<<if $hiredCompanions.some(e => e.id === setup.companionIds.saeko) && setup.haveSmartphone>>
In an incredible collaboration with colleagues on the surface, Saeko managed to develop some incredibly innovative water filtration techniques. The water purified from Lethe Taps using this technique is much safer to drink, though still hazardous. It's probably only 1/10th as dangerous as it would normally be, though you'll still be on a quick path to <<if $mc.sex === "male">>himbo<<else>>bimbo<</if>>ification if you drink too much.
<<else>>
There is a very easily accessible source of water on this layer, the Lethe Taps, that are freely available everywhere and taste surprisingly like the tap water from the surface. Unfortunately, it also leaves you feeling a little hazy after a drink, and that is not simply a temporary effect. Each day of water you drink from these taps decreases you IQ by about half a point, leaving your mind in a subtly creeping fog that will leave you a <<if $mc.sex === "male">>himbo<<else>>bimbo<</if>> in no time at all.
<</if>>
[[Return to exploring your food and water options on this layer|Layer8 Forage]]
/*
[img[setup.ImagePath+'Clipped-Fin/Abyss Diver Page 9-threats.png']]
<<nobr>>
<<if $L8T1_counter>0 && $items[20].count>0 && $items[13].count>0 >>
Now that you have encountered the Inanis Ego clockwork dolls, it may be wise to plan how to use your ammo in any fight with them.<br><br>
<<radiobutton "$ammoStrat" 0 >> Refrain from using any ammo when fighting <br>
<<radiobutton "$ammoStrat" 1 >> Use your ammo only when absolutely necessary <br>
<<radiobutton "$ammoStrat" 2 >> Use your ammo when tactically useful <br>
<<radiobutton "$ammoStrat" 4 >> Shoot at anything that moves <br>
<<if $slingshot && !$hiredCompanions.some(e => e.id === setup.companionIds.cloud)>>
<<radiobutton "$ammoStrat" 4 >> Just use the modified Brave Vector as much as you can, so you can shoot without having to use any bullets <br>
<<elseif $slingshot>>
<<radiobutton "$cloudStrat" 1>> Just use the modified Brave Vector as much as you can, while you ask Cloud to use the gun sparingly. <br>
<<radiobutton "$cloudStrat" 2>> Just use the modified Brave Vector as much as you can, while you ask Cloud to use the gun when tactically useful;. <br>
<<radiobutton "$cloudStrat" 4>> Just use the modified Brave Vector as much as you can, while you ask Cloud to use the gun to shoot at anything that moves. <br>
<</if>>
<</if>>
<</nobr>>
You can consider your equipment, allies, and general health to take into account the factors that may impact your success rate against the Inanis Ego threat:
[[Think about how strong you will be against the clockwork dolls|Layer8 Inanis Check]]
[[Return to exploring the eighth layer|Layer8 Hub]]
*/<h1>Threats</h1>
<p>[[Continue exploring the eighth layer|Layer8 Hub]]</p>
<<ThreatGrid setup.inanisEgo setup.dementialAberrations>>
<p>[[Continue exploring the eighth layer|Layer8 Hub]]</p><p><<CarryAdjust>><<checkTime>></p>
<h1>Relics</h1>
<p>[[Continue exploring the eighth layer|Layer8 Hub]]</p>
<<RelicGrid `setup.relicsOnLayer[8]`>>
<p>[[Continue exploring the eighth layer|Layer8 Hub]]</p><<CollectRelic $relic85>>\
<<if !setup.passingTime()>>
You have successfully taken the $relic85.name Relic. Hopefully you can make good use of it and make it worth that corruption cost.
<b>This may be useful against certain aquatic or aqueous enemies, if you can use it properly.</b>
[[Continue searching for the Relics of layer 8|Layer8 Relics]]
[[Continue exploring the eighth layer|Layer8 Hub]]
<</if>><<CollectRelic $relic86>>\
<<if !setup.passingTime()>>
You have successfully taken the $relic86.name Relic. Hopefully you can make good use of it and make it worth that corruption cost.
<b>You can wear the Between Whispers to ensure that you are always able to have conversations, even if you would normally be deaf or mute.</b>
[[Continue searching for the Relics of layer 8|Layer8 Relics][$WhispersWear = true]]
[[Continue exploring the eighth layer|Layer8 Hub][$WhispersWear = true]]
<</if>><<CollectRelic $relic87>>\
<<if !setup.passingTime()>>
You have successfully taken the $relic87.name Relic. Hopefully you can make good use of it and make it worth that corruption cost.
[[Continue searching for the Relics of layer 8|Layer8 Relics]]
[[Continue exploring the eighth layer|Layer8 Hub]]
<</if>><<CollectRelic $relic88>>\
<<if !setup.passingTime()>>
You have successfully taken the $relic88.name Relic. Hopefully you can make good use of it and make it worth that corruption cost.
<b>If you want your companions to forget you and reset your relationship with them, this Relic may be useful.</b>
[[Continue searching for the Relics of layer 8|Layer8 Relics]]
[[Continue exploring the eighth layer|Layer8 Hub]]
<</if>><<CollectRelic $relic89>>\
<<if !setup.passingTime()>>
You have successfully taken the $relic89.name Relic. Hopefully you can make good use of it and make it worth that corruption cost.
[[Continue searching for the Relics of layer 8|Layer8 Relics]]
[[Continue exploring the eighth layer|Layer8 Hub]]
<</if>><<CollectRelic $relic90>>\
<<if !setup.passingTime()>>
You shift your path through the endless floating labyrinths of the 8th layer as you continue your search. As you traverse the seemingly endless corridors, time and space contort around you – lengthy hallways stretch into infinity, while bizarre stairways spiral between disjointed structures floating in this surreal realm. Initially, the architecture struck you as a peculiar blend of the mundane and the overly extravagant. Yet, as the hours morph into days, the surroundings begin to grate on your nerves, an unsettling sense of déjà vu creeping in.
Everything feels like déjà vu. The same ornate archway appears repeatedly, each encounter revealing an identical room beyond it. Doubts start to cloud your mind – is this a trick of the Abyss, or are you succumbing to the madness of this place?
Days bleed into one another. Animated puppets, eerily mirroring your own appearance, obstruct your path constantly. You pass by banquet halls filled with food that you're sure is poisoned. Staircase after staircase, hall after hall, courtyards, and balconies and windows that look out on what you'd expect to be ridiculous views of this place, but instead, anything beyond the near surroundings is just white, pure white, like all those places you've been weren't even real? Is this place even as huge as it seems, or is it just some illusion? There's that arch again, with the same room behind it. Your head hurts, and you're struggling to remain disciplined. You're certain this is the direction the Relic is in, you've never been wrong about that before. The abyss can't deceive you on this matter, right? You hope not.
And so it goes on; sleeping, waking, walking, always wary, always on guard, always in this creepy repetitive place that seems like it's making a mockery out of your sense of place and time.
You're tired, wrung out, feeling more than a bit destabilized, but you press onward. Your journey, marred by fatigue and a growing sense of disorientation, leads you back to the familiar arch and room. This time, however, something is different.
Resting against the back wall, a coffin with a translucent lid catches your eye. A skeleton, almost human but subtly distinct, lies within. It's a macabre yet fitting resting place, and as you approach, a surge of unease washes over you.
The Coffin promises significant enhancements to your survival and combat abilities, but at a cost – your own skeleton would be forfeited in the transformation. The benefits are clear, yet the prospect of further altering your very being in this abyssal realm is daunting. Who have you become in this place, and what will remain of you should you ever escape?
<b>By laying within this Relic, you can undergo a miraculous transformation, replacing your vulnerable human skeleton with one forged from the remarkably resilient orichalcum. This change will help fortify you against the countless dangers lurking within the Abyss.</b>
[[Continue searching for the Relics of layer 8|Layer8 Relics]]
[[Continue exploring the eighth layer|Layer8 Hub]]
<</if>><<CollectRelic $relic91>>\
<<if !setup.passingTime()>>
You have successfully taken the $relic91.name Relic. Hopefully you can make good use of it and make it worth that corruption cost.
[[Continue searching for the Relics of layer 8|Layer8 Relics]]
[[Continue exploring the eighth layer|Layer8 Hub]]
<</if>><<CollectRelic $relic92>>\
<<if !setup.passingTime()>>
You have successfully taken the $relic92.name Relic. Hopefully you can make good use of it and make it worth that corruption cost.
<b>If your arm is lost, you can use this Relic to replace it. You can also use this Relic as a weapon against certain threats.</b>
[[Continue searching for the Relics of layer 8|Layer8 Relics]]
[[Continue exploring the eighth layer|Layer8 Hub]]
<</if>><<CollectRelic $relic93>>\
<<if !setup.passingTime()>>
You have successfully taken the $relic93.name Relic. Hopefully you can make good use of it and make it worth that corruption cost.
<b>This Relic should let you reach anything that requires scuba gear any allow you to move through underwater environments without worry or drowning.</b>
[[Continue searching for the Relics of layer 8|Layer8 Relics]]
[[Continue exploring the eighth layer|Layer8 Hub]]
<</if>><<CollectRelic $relic94>>\
<<if !setup.passingTime()>>
You have successfully taken the $relic94.name Relic. Hopefully you can make good use of it and make it worth that corruption cost.
<b>This Relic will help reduce your travel times on the layers where it can effectively be used.</b>
[[Continue searching for the Relics of layer 8|Layer8 Relics]]
[[Continue exploring the eighth layer|Layer8 Hub]]
<</if>><<CollectRelic $relic95>>\
<<if !setup.passingTime()>>
You have successfully taken the $relic95.name Relic. Hopefully you can make good use of it and make it worth that corruption cost.
[[Continue searching for the Relics of layer 8|Layer8 Relics]]
[[Continue exploring the eighth layer|Layer8 Hub]]
<</if>><<CollectRelic $relic96>>\
<<if !setup.passingTime()>>
You have successfully taken the $relic96.name Relic. Hopefully you can make good use of it and make it worth that corruption cost.
[[Continue searching for the Relics of layer 8|Layer8 Relics]]
[[Continue exploring the eighth layer|Layer8 Hub]]
<</if>><<CarryAdjust>>
<h1>Curses</h1>
<p><<if $escBalDepl===0>>
[[Return to exploring layer 8|Layer8 Hub]]
<<else>>\
[[Return to your balloon|Escape Balloon L8]]
<</if>></p>
<<CurseGrid `setup.cursesOnLayer[8]`>>
<p><<if $escBalDepl===0>>
[[Return to exploring layer 8|Layer8 Hub]]
<<else>>\
[[Return to your balloon|Escape Balloon L8]]
<</if>></p><<set _tempCurses = setup.cursesOnLayer[8]>>
<<set _totalCurses = $mc.curses>>
<<for _i=0; _i< $hiredCompanions.length; _i++>>
<<set _totalCurses = _totalCurses.concat($hiredCompanions[_i].curses)>>
<</for>>
<<include "Curse Randomizer">><<set _curse = new LibidoReinforcementF()>>\
<<set $mc.addCurse(_curse)>><<set $corruption += _curse.corr>>\
[img[setup.ImagePath + _curse.pic]]
<<include "Libido Curse">>
[[Accept more Curses from the eighth layer|Layer8 Curses]]
<<if $escBalDepl===0>>\
[[Return to exploring layer 8|Layer8 Hub]]
<<else>>
[[Return to your balloon|Escape Balloon L8]]
<</if>><<set _curse = new GenderReversalF()>>\
<<set $mc.addCurse(_curse)>><<set $corruption += _curse.corr>>\
[img[setup.ImagePath + _curse.pic]]
<<include "Gender Curse">>
[[Accept more Curses from the eighth layer|Layer8 Curses]]
<<if $escBalDepl===0>>\
[[Return to exploring layer 8|Layer8 Hub]]
<<else>>
[[Return to your balloon|Escape Balloon L8]]
<</if>><<set _curse = new AssetRobustnessF()>>\
<<set $mc.addCurse(_curse)>><<set $corruption += _curse.corr>>\
[img[setup.ImagePath + _curse.pic]]
<<CarryAdjust>><<if $mc.penisCor>0 && $mc.breastsCor===0 >>
The strength of this Curse takes you by surprise. our penis surges to full erection and continues to grow in size. The base, shaft, and tip swell at a disconcerting rate. Drops of precum ooze from the tip like thick honey, yet the growth doesn't cease.
Finally, the Curse releases its grip, but your jaw drops in disbelief as you realize you now possess a $mc.penisCor inch long member. The erection lingers for a while longer, and adapting to such a massive endowment without it hindering your movement will surely demand practice. You wince from a pinching sensation as you awkwardly hobble forward.
<<elseif $mc.penisCor<1 && $mc.breastsCor > 0>>
The strength of this Curse takes you by surprise. Your nipples protrude like taut pencil erasers, and tiny streams of milk seep out as an intense pressure and stretching sensation engulfs your breasts. Your swelling bosom strains against your skin, momentarily as taut as overinflated balloons. The skin stretches to accommodate the expanding mass, and the dribbles of milk evolve into three powerful squirts before the ordeal ends.
You gawk at your new $mc.breastsLabel cup breasts, and even your heavy breathing sends tremors through them. You wonder if bras exist that can support such a voluptuous transformation. Surely they must, but you feel off-balance as you teeter forward.
<<else>>
You are overwhelmed by sensation as the Curse grips you, and you fall to the ground. Your back arches as your penis springs to full erection, and bulges ever larger. Your nipples jut out like pencil erasers and small dribbles of milk start to come out of them as an intense pressure and a stretching sensation fills your breasts. The base, the shaft, the tip of your penis are swelling to an alarming degree and drops of precum start oozing out of the tip. As your breasts swell to gargantuan proportions, the dribbles of milk turn into periodic gushes. Then, finally, the Curse releases its grip.
You stare slack-jawed down at yourself as you realize you're now sporting a $mc.penisCor inch long dong, which is throbbing in sync with your pulse, between your two heaving $mc.breastsLabel cup breasts. This is a pretty dramatic change to your body. You just lie there on the ground for a minute coming to grips with what has just happened to you.
<</if>>
[[Accept more Curses from the eighth layer|Layer8 Curses]]
<<if $escBalDepl===0>>\
[[Return to exploring layer 8|Layer8 Hub]]
<<else>>
[[Return to your balloon|Escape Balloon L8]]
<</if>><<set _curse = new UrineReamplificationB()>>\
<<set $mc.addCurse(_curse)>><<set $corruption += _curse.corr>>\
[img[setup.ImagePath + _curse.pic]]
As you tread through the impossible corridors of the eighth layer, something deep within you shifts. A foreign feeling takes root in the heart of your being, a feeling as confounding as the disordered architecture surrounding you.
Suddenly, the familiar sensation of a filling bladder disappears, erased from your conscious awareness as if it had never been. Confusion washes over you. You know the feeling should be there, but it’s gone. There's an unsettling emptiness, a void in your perception of your own body. Your internal body map, once a reliable guide to your physical needs, has been rewritten. The feeling is more than just alien - it's uncanny, unnerving.
You stand frozen, a disoriented figure in the paradoxical eighth layer, wondering how you'll manage this newfound Curse. You need to urinate but can't. The pressure builds until it's unbearable, and then, without warning, you lose control. Warmth spreads down your legs, a stark contrast to the cold tendrils that had previously engulfed your body.
The sharp smell of ammonia fills your nostrils, a pungent reminder of your own mortality in this unfathomable place. It's humiliating, but also unsettling in a deeper sense - a reminder of how fundamentally this Curse has disconnected you from the rhythms of your own body.
In this moment, you look forward, your mind already wrestling with the implications of this Curse. Simple things, once taken for granted, are now significant challenges. The prospect of ever feeling 'normal' again seems like a distant dream.
[[Accept more Curses from the eighth layer|Layer8 Curses]]
<<if $escBalDepl===0>>\
[[Return to exploring layer 8|Layer8 Hub]]
<<else>>
[[Return to your balloon|Escape Balloon L8]]
<</if>>[img[setup.ImagePath + setup.allCurses.EyeOnThePrize.pic]]
<<include "Eye on the Prize Customization">>
[[Confirm|Take on Eye on the Prize pt2]]<<include "Eye on the Prize Taken">>
<<include "Eye on the Prize Retrieval">>
[[Accept more Curses from the eighth layer|Layer8 Curses]]
<<if $escBalDepl===0>>\
[[Return to exploring layer 8|Layer8 Hub]]
<<else>>\
[[Return to your balloon|Escape Balloon L8]]
<</if>>How many eyes do you want to remove?
<<radiobutton "$eyeRemove" 1 checked>> One\
<<if !$BionicEye>>
<<radiobutton "$eyeRemove" 2 >> Two\
<</if>><<include "Eye on the Prize Taken">>
<<include "Eye on the Prize Retrieval">>
[[Continue|Use Items and Relics]]<<set _curse = new EyeOnThePrize()>>
<<set $mc.addCurse(_curse)>>
<<if $eyeRemove === 2>><<set $mc.addCurse(_curse)>><</if>>
<<set $corruption += _curse.corr * $eyeRemove >>Suddenly, you feel a burning sensation in your eye<<if $eyeRemove > 1>>s<</if>>. It starts burning more and more intensely deep inside your eye<<if $eyeRemove > 1>>s<</if>> as times goes on. You almost want to claw the source of heat out yourself if this intense sensation doesn't stop soon. And then, just as suddenly as the pain started, it ends.
You take a moment to recover and you feel your eye<<if $eyeRemove > 1>>s<</if>>. However, instead of feeling an eye, you just feel an empty socket where your eye once was. <<if $eyeRemove > 1>> As you feel around, you feel that your other eye has disappeared as well. In your mind you try to open your now absent eyes, but your world remains dark, with not a single hint of light.<</if>><<set _curse = new DeafeningSilence()>>\
<<set $mc.addCurse(_curse)>><<set $corruption += _curse.corr>>\
[img[setup.ImagePath + _curse.pic]]
<<if $mc.hasCurse("Knife Ear") || $mc.hasCurse("Fluffy Ears")>>\
[[Lose your ability to hear|Deafening Silence 2][$deafeningViolent = 0]]
<<else>>
Would you like to have your ears violently ripped off for an extra +25 corruption points?
[[No, just the basic Deafening Silence for me|Deafening Silence 2][$deafeningViolent = 0]]
[[Yes, violently rip off my ears|Deafening Silence 2][$deafeningViolent = 1, $corruption += 10]]
<</if>>[img[setup.ImagePath + setup.allCurses.DeafeningSilence.pic]]
<<if $deafeningViolent === 0>>\
As you navigate the dizzying spectacle of the eighth layer, a sudden chill races down your spine. You pause, an instinctive reaction, and try to assess your surroundings. The incoherent whispers of the labyrinth fade, slowly replaced by a vacuum-like silence. It starts subtly, the distant echoes growing quieter, until all you can hear is the rhythmic pounding of your own heartbeat.
Your breath catches in your throat as panic sets in. You tap your fingers on the surreal surface of a nearby wall, testing, yet no sound echoes back. All is still. All is silent. You scream into the void, but the void holds no echo of your voice. A void, not of space, but of sound, engulfs you.
Your body remains untouched, but the silence — oh, the Deafening Silence — feels like a physical weight pressing on your chest. The sharp rustling of your clothes, the light patter of your footsteps against the strange surfaces, the comforting hum of your own breath — all gone. You realize the bitter irony; in a place where reality seems so warped and twisted, this sensation is all too real.
You're deaf. A cold sensation creeps up your spine as you come to terms with this new reality. Stripped of your ability to hear, you feel the Abyssal void pulling you in deeper. You touch your ears, as though trying to ascertain the physical reality of this Curse. They're still there, physically unchanged, yet functionally redundant.
Your mind spins as you consider the implications of this change. How will you navigate this labyrinthine nightmare without the sense of hearing? You think of companions lost in the eeriness, unable to hear their calls. Will this silence be a constant companion? The scenarios that play in your mind are unsettling, bordering on terrifying.
Yet, as the fear slowly subsides, it makes way for an unfamiliar sense of excitement. The Abyss has always been a place of trials, of overcoming the insurmountable. And while this newfound silence is disconcerting, it also provides a strange, eerie solitude, as if you were the only being in this sprawling chaos of inverted physics.
<<else>>\
The air around you hums with an unsettling vibration, a sensation that seems to ripple out from an unseen center. You've felt this before - the inevitable ripple of the Abyss reaching out to touch you. You're far enough into this unknowable place that you know not to resist it.
Suddenly, there's a sharp, unimaginable pain that rips through the side of your head, a sensation as if your ears are being violently torn from the side of your skull, the skin being ripped by the sudden pull. You scream, but the echo that should reverberate through the chaotic halls is swallowed by an oppressive silence. You reach up instinctively, only to touch the smooth, unblemished skin where your ears once were. There is no blood, no sign of injury – just the shocking absence of your ears.
The pain continues to throb, relentless and merciless. It feels like being immersed in a relentless sea, waves of pain washing over you, one after another. It's as if a great force has reached inside you, wrapped its insistent fingers around your very core and squeezed mercilessly.
You crumple to your knees, clutching at the sides of your head as you gasp for breath. The pulsating agony blots out everything else, reducing your world to the stark white environment and the silent echo of pain.
Slowly, you become aware of something else – a profound silence. The usual distant hum of the Abyss, the small sounds of your own movements, the rhythm of your heartbeat – all are gone, swallowed by the unending quiet. Even your own gasping breaths are eerily silent to your own ears.
You're deaf.
The realization crashes into you like a wave, the full impact of the Curse taking root in your understanding. The Abyss has taken another piece of you, its inscrutable will manifesting in this cruel way. You're deaf in a place where every sense is crucial for survival.
In the disorienting silence, you try to stand again. You're faced with the staggering reality of this new existence, deafened in a world already intent on warping your senses. It feels like a daunting challenge, a mountain of unimaginable scale placed before you.
Yet you're left to wonder - how will you survive in a place where your ears were one of your most vital tools? How will you hear the unseen threats slithering in the stark whiteness, or the whispered words of allies, or even your own voice in the emptiness of the Abyss?
Time loses meaning in the face of this newfound silence. You ponder how this will change your journey, your interactions, and most dauntingly, your very survival. As your fingers explore the smooth, pain-throbbing skin on the sides of your head, you are forced to accept your new reality.
<</if>>\
[[Accept more Curses from the eighth layer|Layer8 Curses]]
<<if $escBalDepl===0>>\
[[Return to exploring layer 8|Layer8 Hub]]
<<else>>
[[Return to your balloon|Escape Balloon L8]]
<</if>><<set _curse = new TaciturnTurnaround()>>\
<<set $mc.addCurse(_curse)>><<set $corruption += _curse.corr>>\
[img[setup.ImagePath + _curse.pic]]
<<if $mc.hasCurse("Lingual Leviathan")>>\
[[Lose your ability to speak|Taciturn Turnaround 2][$taciturnViolent = 0]]
<<else>>
Would you like to have your tongue violently ripped out for an extra +25 corruption points?
[[No, just the basic Taciturn Turnaround for me|Taciturn Turnaround 2][$taciturnViolent = 0]]
[[Yes, violently rip out my tongue|Taciturn Turnaround 2][$taciturnViolent = 1, $corruption += 25]]
<</if>>[img[setup.ImagePath + setup.allCurses.TaciturnTurnaround.pic]]
<<if $taciturnViolent === 0>>\
A tangible tension hangs in the air as you journey further into the labyrinthine depths of the Abyss. The silence here is absolute - each footfall, each breath feels like an invasion of the Abyss's sacred, alien tranquility.
Then, in the stark stillness, a dread sensation pricks at the periphery of your consciousness. You pause mid-stride, caught in the sudden grip of foreboding. A split second of dread anticipation passes before the Curse hits. It's as sudden as a winter storm and as brutal as an executioner's axe.
A violent tremor seizes your body, rippling through your flesh and bone like a sound wave through water. It's an incredible pain, not of the body but of the soul. You can feel it seeping into your core, burrowing like a parasite into the very essence of your being.
You try to scream, but no sound emerges from your lips. It's as if the Abyss itself has reached into your mouth and ripped the voice from your throat. Silence fills the space where your cry of pain should have echoed, a harsh reminder of your new reality.
A wave of despair washes over you. This is not the adrenaline-fueled panic of a fleeting moment, but a bone-deep terror that threatens to consume your will. In the deafening silence of the Abyss, you feel completely alone. You reach out with trembling hands, grasping for any form of comfort, any vestige of the world you once knew.
You touch your throat, but it's as solid as ever. No wound mars your flesh, no injury hinders your voice physically. Yet the silence remains, more oppressive than any physical constraint. Your breath is as steady as ever, your heart beats with the rhythm of life. But your voice, your songs, your laughter, your screams... they have been extinguished, stolen away by the Abyss.
Your thoughts race, a whirlwind of fears and uncertainties. How will you communicate? How will you warn your companions of danger or comfort them in their times of need? Your existence has been reduced to silence, to absence of words, to the negative space where sound should be.
The gravity of your situation weighs heavily on your heart. The Curse has not just stolen your voice; it has stolen your means of connection, your ability to comfort, to express, to warn. It has reduced your world to an unsettling silence.
As you stumble forward in your newly-muted existence, the magnitude of your isolation becomes clear. The eighth layer of the Abyss is not only a paradox of non-euclidean design, but it is now a realm of silence, a place where even your thoughts seem to echo in the hollow void of your stolen voice. Your mind begins to fill in the silence, projecting a haunting symphony of ghostly whispers, remnants of your voice echoing within your thoughts.
<<else>>\
In this disorienting labyrinth of the eighth layer, you feel a twist in your gut. An icy tendril of fear creeps up your spine, leaving a sheen of perspiration in its wake. You draw in a sharp breath and swallow hard, and that's when you feel it: a sudden tension in your mouth. An inexplicable pressure building beneath your tongue, a mounting, primal terror. Before you can even react, your world is consumed by a burst of white-hot agony.
Pain swarms your senses, a raging maelstrom tearing your focus asunder. Your vision tunnels and your knees buckle. Your hand flies to your mouth, the skin of your fingers coated with a sudden warmth. A strangled gasp tears itself from your chest, a garbled, gurgling scream erupting from deep within. You can feel your tongue—your lifeline, your voice—wrenching away from your mouth. It feels like a piece of you, a part of your identity, is being savagely ripped away.
As suddenly as it began, the torment subsides. An eerie calm blankets over you, bringing a hollow, unsettling silence. Your hand falls away from your mouth, fingers trembling. Your breath hitches in your chest, a strangled whisper of a sound that is suddenly too loud in the terrifying quiet. You attempt to swallow, to speak, to scream, but nothing comes out. Just a muffled whine, a barest hint of a gasp that trails off into a chilling silence.
As you reel from the violation, your fingers tracing the smooth, numbed expanse where your tongue once resided, the magnitude of the Curse settles in. The rippling echoes of its violent manifestation are still fresh in your mind, yet the implications start to overwhelm the shock. A sudden dread weighs heavy in your chest. Your breath comes in short, rapid gasps, silence gripping you with a vice-like intensity.
The thought of navigating the Abyss without a voice is a prospect that freezes your blood. You'll be unable to call out to a companion, unable to issue warnings, unable to express pain or relief or joy. You're mute, a silent ghost in a land of shifting shadows and convoluted dimensions. How will you communicate, you wonder? How will you ward off danger, or signal for help? The lack of a voice doesn't just hinder your ability to talk — it's an impediment to survival itself.
Fear wells up within you. As your hand presses against the cold, distorted walls, you can't help but wonder what further changes are yet to come. What future awaits you in these depths? Will you survive the tumultuous journey or will you succumb to the darkness? Only the Abyss knows, and its lips are as sealed as your own.
<</if>>\
[[Accept more Curses from the eighth layer|Layer8 Curses]]
<<if $escBalDepl===0>>\
[[Return to exploring layer 8|Layer8 Hub]]
<<else>>
[[Return to your balloon|Escape Balloon L8]]
<</if>><<set _curse = new AmpuQtie()>>\
<<set $mc.addCurse(_curse)>>\
[img[setup.ImagePath + _curse.pic]]
<<include "Ampu-Q-tie Customization">>
[[Confirm|Take on Ampu-Q-tie pt2]]<<include "Ampu-Q-tie Taken">>
<<include "Ampu-Q-tie Retrieval">>
[[Accept more Curses from the eighth layer|Layer8 Curses]]
<<if $escBalDepl===0>>\
[[Return to exploring layer 8|Layer8 Hub]]
<<else>>
[[Return to your balloon|Escape Balloon L8]]
<</if>><<set _curse = $mc.getCurse(AmpuQtie)>>
Which limbs do you want to amputate?
<<radiobutton "_curse.variation" 'A' checked>> An arm
<<if !$mc.hasCurse("Seafolk")>>\
<<radiobutton "_curse.variation" 'L'>> A leg
<<radiobutton "_curse.variation" 'AL' >> An arm and a leg
<<radiobutton "_curse.variation" 'LL' >> Both legs
<<radiobutton "_curse.variation" 'ALL' >> An arm and both legs
<</if>>\
<<if !$BionicArm>>\
<<radiobutton "_curse.variation" 'AA' >> Both arms
<<if !$mc.hasCurse("Seafolk")>>\
<<radiobutton "_curse.variation" 'AAL' >> Both arms and a leg
<<radiobutton "_curse.variation" 'AALL' >> Amputate all my limbs!
<</if>>\
<</if>>\<<set $mc.addCurse(new AmpuQtie())>>
<<include "Ampu-Q-tie Taken">>
<<include "Ampu-Q-tie Retrieval">>
[[Continue|Use Items and Relics]]<<set _curse = $mc.getCurse(AmpuQtie)>>
<<set _curse.corr = setup.allCurses.AmpuQtie.corr * (_curse.arms + _curse.legs)>>
<<set $corruption += _curse.corr>>You lose your limbs, ouch.
You have successfully taken on the <<print setup.allCurses.AmpuQtie.name>> Curse. Hopefully you are okay with accepting the permanent consequences.<<set _curse = new NoseGoes()>>\
<<set $mc.addCurse(_curse)>><<set $corruption += _curse.corr>>\
[img[setup.ImagePath + _curse.pic]]
As you navigate through the maddening maze, your attention is abruptly stolen by an invisible force that grapples your senses. It's as if the very ether of the Abyss has decided to engage you in a novel way. The stark white walls around you begin to blur, and you find yourself in an uncanny silence. The architectural anomalies around you fade into the background as your reality narrows to a singular point of focus.
Suddenly, an intense sensation sweeps over your nose. Scents once familiar, a kaleidoscope of past experiences and memories, become amplified in an overwhelming crescendo. The freshly baked bread from your favorite bakery, the intoxicating fragrance of a freshly brewed cup of coffee, the comforting aroma of old parchment in the library, even the heady scent of the sea, a memory from your childhood. They flash in your mind, reminding you of a world so distant from the Abyss.
And then, as abruptly as it had come, the sensory deluge fades. In its stead, a cold emptiness settles. It's not just the absence of smell, but the abrupt erasure of an entire sensory avenue. There's a peculiar sort of blindness, a void where a vibrant world of smells once existed.
Your nostrils flare, instinctively seeking to draw in the scent of the Abyss, the acidic tang of the strange fauna, the mildewed scent of the cryptic flora. But there's nothing. Only the cold sterility of nothingness. You find your tongue instinctively darting out to taste the air, your eyes scanning your surroundings, your fingers reaching out to touch the eerily flawless surface of the walls. Your remaining senses hyper-focus, compensating for the sudden loss.
You sit for a moment, attempting to come to terms with this inexplicable change. Thoughts of home, of the surface world and its cornucopia of sensory experiences, come crashing in. It's a terrifying thought that you may never again smell the rich scent of an ongoing barbecue or the soothing fragrance of an early morning rain.
You rise, your body feeling strangely lighter, perhaps a phantom sensation of your lost sense. You reach out, placing your hand against the stark white walls of the eighth layer, their cold smoothness a grounding reality. There's a silent vow etched in your resolve. The Abyss has claimed a piece of your humanity, yes, but you won't let it claim all of it.
[[Accept more Curses from the eighth layer|Layer8 Curses]]
<<if $escBalDepl===0>>\
[[Return to exploring layer 8|Layer8 Hub]]
<<else>>
[[Return to your balloon|Escape Balloon L8]]
<</if>><<set _curse = new ArmArmy()>>\
<<set $mc.addCurse(_curse)>><<set $corruption += _curse.corr>>\
[img[setup.ImagePath + _curse.pic]]
As you wander through the endless corridors of the eighth layer, a gust of wind engulfs you, the energy of the Curse weaving its way into the fibers of your being.
At first, it's a tingling, a mild buzz resonating from your shoulders. But then it intensifies, as if molten iron courses through your veins, morphing into a symphony of pain and surprise. And then, just as abruptly as it began, it recedes. The quiet following the storm leaves you panting, your chest rising and falling rapidly.
Opening your eyes, you find that you're standing still amidst the endless pathways. Your gaze falls to your arms. But, there's something different, something that wasn't there before.
A gasp escapes your lips. Protruding from your shoulders, perfectly mirroring the ones you're accustomed to, are two additional arms. Flesh and blood, but alien to you. They are covered with your skin, carry your scent, but feel detached, their motions awkward and uncontrolled.
Experimentally, you flex the new appendages, feeling an unfamiliar sensation as muscles you've never used before respond clumsily to your commands. These strange new limbs, they flutter like the wings of a newly hatched bird, unaccustomed to the rhythm of flight. Every shift, every movement sends an odd, disjointed sensation up your spine.
As you grapple with your new reality, your mind is awash with thoughts of the future. What would this mean for your journey? Would these limbs become a hindrance or perhaps, with time and practice, a strange asset?
You wonder how you will eat, how you will drink, how you will fight. Your hands, your original ones, they've grown accustomed to the harsh reality of the Abyss, the brutal battles, the delicate handling of Relics. But these, these newcomers, they seem to possess an unrefined clumsiness. You see years of relearning ahead of you, a daunting prospect.
As your mind whirls, you gaze down at your body, a peculiar sight in this white, stark maze. You trace your fingers along the new muscles, the strange articulation of these new joints. You ponder the weight of their existence, the undeniable shift in the dynamics of your own body. You feel heavier, more anchored, yet somehow more adaptable.
You give a wry smile, looking down at your new arms. There's a certain allure to them, a sensual novelty. Yes, they're strange, alien even, but they're a part of you now. And, as you've learned throughout your journey in the Abyss, adaptation is key to survival.
[[Accept more Curses from the eighth layer|Layer8 Curses]]
<<if $escBalDepl===0>>\
[[Return to exploring layer 8|Layer8 Hub]]
<<else>>
[[Return to your balloon|Escape Balloon L8]]
<</if>><<if $mc.sex == "male">>
<<set _curse = new ALittleExtra('penis')>>\
<<set $mc.addCurse(_curse)>><<set $corruption += _curse.corr>>\
[img[setup.ImagePath + _curse.pic]]
You've suddenly grown a second penis! This will certainly make sex more interesting...
<<elseif $mc.sex == "female">>
<<set _curse = new ALittleExtra('vagina')>>\
<<set $mc.addCurse(_curse)>><<set $corruption += _curse.corr>>\
[img[setup.ImagePath + _curse.pic]]
You've suddenly grown a second vagina! This will certainly make sex more interesting...
<<else>>
<<set _curse = new ALittleExtra('penis')>>\
<<set $mc.addCurse(_curse)>><<set $corruption += _curse.corr>>\
[img[setup.ImagePath + _curse.pic]]
The miasma of the Curse is swirling around both your genitals, you can focus it on either to duplicate them.
<<radiobutton "_curse.genitals" 'vagina' checked>> An extra vagina
<<radiobutton "_curse.genitals" 'penis'>> An extra penis
<</if>>
[[Accept more Curses from the eighth layer|Layer8 Curses]]
<<if $escBalDepl===0>>\
[[Return to exploring layer 8|Layer8 Hub]]
<<else>>
[[Return to your balloon|Escape Balloon L8]]
<</if>>[img[setup.ImagePath + _curse.pic]]
<<nobr>>
<<set _curse = new Null()>>
<<set $mc.addCurse(_curse)>><<set $corruption += _curse.corr>>
<<for _curseName range setup.cursesNegatedByNull>>
<<set _curse = $mc.hasCurse.getCurse(_curseName)>>
<<if _curse !== undefined>>
<<RemoveCurse _curseName>>
<<set $corruption -= _curse.corr>>
<br>You feel the _curseName Curse leaving your body.<br>
<</if>>
<</for>>
<</nobr>>\
A soft hum resonates in your ear, growing louder and more persistent. You can't discern its source, but it wraps itself around your senses, penetrating deep within you, leaving you with an uneasy anticipation. Your heart pounds in sync with this uncanny rhythm, and you realize - it's the pulsating heartbeat of the Abyss.
The hum amplifies to an unbearable roar, culminating in a crescendo that sends a shock wave through your body. You gasp as an ice-cold sensation washes over you, emanating from your core and surging outwards. A sudden and complete nothingness swallows the regions of your body where your genitals and nipples once were.
You glance down at your chest. The familiar twin peaks are gone, leaving only smooth skin in their place, the same $mc.skinColor color and texture as the rest of your torso. A perplexing sight, for sure, yet the sensation is even more bizarre. You brush your fingers across your chest - it's unnerving, the skin untouched and unmarred where your nipples used to be.
Your heart thumps hard against your ribs as you look down at your groin. The smoothness is striking. Devoid of any defining characteristics, your lower torso mirrors the bare architecture of the Abyss, the ultimate symbol of your surrender to its mysteries.
The initial shock is soon replaced with a strange tranquility, as if you've been unshackled from your body's primal urges. You no longer feel the warmth, the throbbing, the vulnerability of those parts.
You're drawn out of your thoughts as a new sensation surges through you. A strange, alien sensation in your gut. It dawns on you: with no natural route for waste expulsion at the front, your body has adapted, redirecting everything 'round back. The realization brings with it a profound sense of unease.
The weight of these changes sits heavy on your shoulders. Not just the physical alterations, but the mental repercussions too. How do you come to terms with a body that's no longer the same as it once was, stripped of the parts that once defined your sex? How do you explain this to those waiting back home?
Yet, the Abyss calls to you, still, like an intoxicating siren song. Its beauty, however chilling, undeniably enchants you. You find yourself moving again, compelled to explore the erratic labyrinth, your bare form now a testament to its might.
[[Accept more Curses from the eighth layer|Layer8 Curses]]
<<if $escBalDepl===0>>\
[[Return to exploring layer 8|Layer8 Hub]]
<<else>>
[[Return to your balloon|Escape Balloon L8]]
<</if>><<set _curse = new Seafolk()>>\
<<set $mc.addCurse(_curse)>><<set $corruption += _curse.corr>>\
[img[setup.ImagePath + _curse.pic]]
Accepting this Curse triggers an abrupt transformation. Your lower body ripples as if invisible waves crash against it, and your legs snap together with an unsettling force. The pressure intensifies, mercilessly compressing everything between your legs as they continue to merge. Your anus and genitals shift, settling into a new position on the front of your body. Fish scales emerge from your fused legs, the bones within shifting and reshaping.
As you look down, you witness two fins sprouting from the sides of your merged, pointed toes. The experience is a curious mix of discomfort and exhilaration.
Then, five rows of slits appear on either side of your neck. Instinctively, you snap them closed, realizing they are gills that you can control.
The implications of this transformation weigh heavily upon you. If you plan to spend much time on land, you've just rendered yourself a helpless, floundering fish with arms. However, if your journey leads you to watery depths, this newfound form may prove to be a blessing in disguise.
<<include "Inhumanity Warning">>
[[Accept more Curses from the eighth layer|Layer8 Curses]]
<<if $escBalDepl===0>>\
[[Return to exploring layer 8|Layer8 Hub]]
<<else>>
[[Return to your balloon|Escape Balloon L8]]
<</if>><<set _curse = new TakenForGranite()>>\
<<set $mc.addCurse(_curse)>><<set $corruption += _curse.corr>>\
[img[setup.ImagePath + _curse.pic]]
Your heart races, and your breath quickens as you surrender your desires. You can feel the heat of the arousal suffusing your body, a spark of life amidst the cold white Abyss surrounding you. The pleasure builds, a growing crescendo that sweeps over you until it reaches its zenith.
But then, the unexpected happens.
Your body begins to stiffen, a cold, hard sensation starting at your fingertips, then creeping up your arms and down your legs. The icy sensation travels across your chest and down your spine, even as pleasure continues to ripple through you.
Your skin turns grey and hard, your muscles solidifying like stone. You watch in fascination as your body hardens, the fine details of your form accentuated, carved like a statue. Every curve, every indentation of your body turns rigid, frozen in the throes of ecstasy. The rush of pleasure begins to dim, the sensations muffled by the stone encasing your body.
Unable to move, you can only witness as your body becomes a monument to desire, solid and unmoving. Yet, you're still conscious, aware of your surroundings. You can still sense the eighth layer around you, its chilling indifference, its harsh, beautiful light. You're an observer now, a statue amidst the labyrinthine paths of this layer.
Your mind whirls, contemplating how this Curse will change your life. Your private moments of pleasure have become a dangerous gamble, a dance with the cold hardness of stone. How will you navigate this treacherous existence, always teetering on the edge of pleasure and petrification?
Minutes seem to stretch to infinity as you remain locked in stone, until slowly, warmth begins to return. The stone encasing your body crumbles, releasing you back into your flesh and blood form. You draw a shaky breath, tasting freedom again.
You look down at your body, flesh and blood once more, as you continue your journey.
[[Accept more Curses from the eighth layer|Layer8 Curses]]
<<if $escBalDepl===0>>\
[[Return to exploring layer 8|Layer8 Hub]]
<<else>>
[[Return to your balloon|Escape Balloon L8]]
<</if>><<set _curse = new DoubleTrouble()>>\
<<set $mc.addCurse(_curse)>><<set $corruption += _curse.corr>>\
<<CarryAdjust>>
What will be the name of your twin (press enter to continue)?
<<textbox "_curse.twinName" "Nono" "Take on Double Trouble 2">>
What biological sex do you want your twin to be?
<<radiobutton "_curse.twinType" "inverted" checked>> Give me an opposite original biological sex twin!
<<radiobutton "_curse.twinType" "same" >> Give me a perfectly identical twin!<<set _curse = $mc.getCurse(DoubleTrouble)>>
<<set $TwinVar1=random(0,1)>><<set $Twin_LastT = $time>>\
[img[setup.ImagePath + _curse.pic]]
<<CloneSelf>><<CarryAdjust>>
You feel dizzy and tumble forward. You manage to catch yourself before you hit the ground, but your backpack and all your equipment falls on the ground. As the dizziness increases, the world goes black.
But then light and color slowly seems to return.
<<if _curse.twinType === "inverted">>\
As you feel the dizziness receding, you open your eyes only to look directly into the eyes of... yourself? Well, not exactly. Although your doppelganger looks a lot like you, it's more like you are staring at a version of yourself if you were born the opposite sex.
<<else>>\
As you feel the dizziness receding, you open your eyes only to look directly into the eyes of... yourself? The resemblance is uncanny, it feels like you are looking in a mirror, but there is only air between you. The illusion is only broken by the fact that you mirror image doesn't perfectly copy your movements.
<</if>>
<<say $mc>>It actually worked...<</say>>
<<say $companionTwin>>It actually worked...<</say>>
You both mumble at the same time. You stare at each other with a look of confusion obvious on both of your faces.
<<nobr>>
<<set _i=1>>
<<for _companion range $hiredCompanions>>
<<if _i===1 && $hiredCompanions.length > 1>>
<<say _companion>> Are both of you okay? The two of you can be so clumsy!<</say>><br>
<<elseif _i===2 && $hiredCompanions.length > 2>>
<<say _companion>> It has to be some twin thing, they've been bumping into each other the entire journey.<</say>>
<</if>>
<<set _i+=1>>
<</for>>
<</nobr>>
<<say $mc>>Damn, this is going to be complicated.<</say>>
You say to yourself. The pensive look on your new relative betrays that your twin is probably thinking something similar.
/*<<link "Accept more Curses from the eighth layer" "Layer8 Curses">>
<<CloneSelf>>
<</link>><br>*/
[[Accept more Curses from the eighth layer|Layer8 Curses]]
<<if $escBalDepl===0>>
[[Return to exploring layer 8|Layer8 Hub]]
/*<<link "Return to exploring layer 8" "Layer8 Hub">>
<<CloneSelf>>
<</link>><br>*/
<<else>>
[[Return to your balloon|Escape Balloon L8]]
/*<<link "Return to your balloon" "Escape Balloon L8">>
<<CloneSelf>>
<</link>><br>*/
<</if>><<set _curse = new Conjoined()>>\
<<set $mc.addCurse(_curse)>><<set $corruption += _curse.corr>>\
[img[setup.ImagePath + _curse.pic]]
You have successfully taken on the _curse.name Curse. Hopefully you are okay with accepting the permanent consequences.
Note: Some effects of this Curse are not yet implemented.
[[Accept more Curses from the eighth layer|Layer8 Curses]]
<<if $escBalDepl===0>>\
[[Return to exploring layer 8|Layer8 Hub]]
<<else>>
[[Return to your balloon|Escape Balloon L8]]
<</if>>
<<CarryAdjust>>\[img[setup.ImagePath+'Surface/cherry.png']]
How would you like to use Cherry's chaotic luck ability?
[[Get 2 random Relics for half cost|Layer8 Cherry Relic]]
[[Get 2 random Curses for +50% corruption|Layer8 Cherry Curse]]
[[Get 1 Relic and 1 Curse|Layer8 Cherry Mix]]<<nobr>>
<<set $temp1 = random(0,11) + 84>>
<<set $temp2 = random(0,11) + 84>>
<<for $i = 0; $i < 1; $i>>
<<set $temp2 = random(0,11) + 84>>
<<if $temp1 !== $temp2>>
<<break>>
<</if>>
<</for>>
<<set $ownedRelics.push($relics[$temp1])>>
<<set $corruption -= Math.floor(Math.max(($relics[$temp1].corr / 2) - $corRed, 0))>>
<<set $ownedRelics.push($relics[$temp2])>>
<<set $corruption -= Math.floor(Math.max(($relics[$temp2].corr / 2) - $corRed, 0))>>
<</nobr>>
The Relics you have found with Cherry's Chaotic Luck are $relics[$temp1].name and $relics[$temp2].name for a cost of <<print Math.floor(Math.max(($relics[$temp1].corr / 2) - $corRed, 0))>> and <<print Math.floor(Math.max(($relics[$temp2].corr / 2) - $corRed, 0))>> corruption respectively.
[[Continue on to the rest of the layer|Layer8 Hub]]
<<if $ownedRelics.some(e => e.name === "Devil's Own")>>
You have a single chance to bend fate using the mystical luck of the Devil's Own. Cherry's fate is strong, so you only get 1 chance to use this effect on your entire adventure. Would you like to reroll Cherry's Chaotic Luck?
<<link "Reroll with Devil's Own" "Layer8 Cherry Relic">>
<<set $ownedRelics.deleteAt($ownedRelics.length-1)>>
<<set $corruption += Math.floor(Math.max(($relics[$temp1].corr / 2) - $corRed, 0))>>
<<set $ownedRelics.deleteAt($ownedRelics.length-1)>>
<<set $corruption += Math.floor(Math.max(($relics[$temp2].corr / 2) - $corRed, 0))>>
<<set setup.loseRelic("Devil's Own")>>
<</link>>
<</if>><<nobr>>
<<set $temp1 = random(0,11) + 96>>
<<set $temp2 = random(0,11) + 96>>
<<for $i = 0; $i < 1; $i>>
<<set $temp1 = random(0,11) + 96>>
<<set $temp2 = random(0,11) + 96>>
<<if ($temp1 !== $temp2) && !($mc.hasCurse("Shrunken Assets") && ($temp1 === 98 || $temp2 === 98) )>>
<<break>>
<</if>>
<</for>>
<<set _curse1 = setup.curseByNum($temp1)>>
<<set _curse2 = setup.curseByNum($temp2)>>
<<set $mc.addCurse(_curse1)>>
<<set $mc.addCurse(_curse2)>>
<<set _curse1.corr = Math.round(Math.max((_curse1.corr * 3 / 2), 0))>>
<<set _curse2.corr = Math.round(Math.max((_curse2.corr * 3 / 2), 0))>>
<<set $corruption += _curse1.corr>>
<<set $corruption += _curse2.corr>>
<</nobr>>
The Curses you have obtained with Cherry's Chaotic Luck are _curse1.name and _curse2.name for a cost of _curse1.corr and _curse2.corr corruption respectively.
[[Continue on to the rest of the layer|Layer8 Hub]]
<<if $ownedRelics.some(e => e.name === "Devil's Own")>>
You have a single chance to bend fate using the mystical luck of the Devil's Own. Cherry's fate is strong, so you only get 1 chance to use this effect on your entire adventure. Would you like to reroll Cherry's Chaotic Luck?
<<link "Reroll with Devil's Own" "Layer8 Cherry Curse">>
<<set $corruption -= _curse1.corr>>
<<RemoveCurse _curse1>>
<<set $corruption -= _curse2.corr>>
<<RemoveCurse _curse2>>
<<set setup.loseRelic("Devil's Own")>>
<</link>>
<</if>><<nobr>>
<<set $temp1 = random(0,11) + 84>>
<<for $i = 0; $i < 1; $i>>
<<set $temp2 = random(0,11) + 96>>
<<if !($mc.hasCurse("Shrunken Assets") && $temp2 === 98)>>
<<break>>
<</if>>
<</for>>
<<set $ownedRelics.push($relics[$temp1])>>
<<set $corruption -= Math.floor(Math.max(($relics[$temp1].corr / 2) - $corRed, 0))>>
<<set _curse = setup.curseByNum($temp2)>>
<<set $mc.addCurse(_curse)>>
<<set _curse.corr = Math.round(Math.max((_curse.corr * 1.5), 0))>>
<<set $corruption += $_curse.corr>>
<</nobr>>
With Cherry's Chaotic Luck you have found the Relic $relics[$temp1].name for a cost of <<print Math.floor(Math.max(($relics[$temp1].corr / 2) - $corRed, 0))>> corruption and obtained the Curse _curse.name for a gain of _curse.corr corruption respectively.
[[Continue on to the rest of the layer|Layer8 Hub]]
<<if $ownedRelics.some(e => e.name === "Devil's Own")>>
You have a single chance to bend fate using the mystical luck of the Devil's Own. Cherry's fate is strong, so you only get 1 chance to use this effect on your entire adventure. Would you like to reroll Cherry's Chaotic Luck?
<<link "Reroll with Devil's Own" "Layer8 Cherry Mix">>
<<set $ownedRelics.deleteAt($ownedRelics.length-1)>>
<<set $corruption += Math.floor(Math.max(($relics[$temp1].corr / 2) - $corRed, 0))>>
<<set $corruption -= _curse.corr>>
<<RemoveCurse _curse>>
<<set setup.loseRelic("Devil's Own")>>
<</link>>
<</if>>Ready? Getting back up out of this terrible prison and back to layer 7 will take a staggering 40 days and cost 100 corruption. Hopefully you're prepared to make the journey.
<<if $DaedalusEquip>>\
<<if !$DaedalusFly>>\
You are currently committed to simply walking to the next layer
[[Flap your wings and prepare to fly to the next layer|Layer8 Ascend 1][$DaedalusFly=true]]
<<else>>\
You are about to fly to the next layer
[[Maybe it's better to walk to the next layer|Layer8 Ascend 1][$DaedalusFly=false]]
<</if>>\
<</if>>\
[[Continue your ascent|Layer8 Ascend2]]
[[Turn back and continue your business on the eighth layer|Layer8 Hub]]<<set _triggers = {
inanisEgo: () => {
const state = setup.passingTime();
if ($L8loopLim || !state) return false;
if ($timeL8T2a === 4 || state.unweightedDayIndex === Math.floor(state.expectedDays / 2)){
return true;
}
else{
return false;
}
},
dementialAberrations2a: () => !$voidDiamondActive && $timeL8T2a >= ($hiredCompanions.some(e => e.id === setup.companionIds.maru) ? 8 : 7),
dementialAberrations2b: () => !$voidDiamondActive && $timeL8T2b >= ($hiredCompanions.some(e => e.id === setup.companionIds.maru) ? 24 : 21),
}>>
<<PassTime _triggers>>
<<if _triggers.inanisEgo()>>
<<set $L8loopLim = true>>
<<set $returnPassage = passage()>>
<<include "Layer 8 Threat 1a">>
<<elseif _triggers.dementialAberrations2b()>>
[img[setup.ImagePath+'Threats/dementialaberrations.png']]<br>
You can feel the deepest fears of your party manifesting into reality once again.
However, this time, they are not mere visions, but physical manifestations of your fears.<br>
[[Deal with the Demential Aberrations|Layer 8 Threat 2b][$returnPassage = passage(), $L8loopLim = false]]
<<elseif _triggers.dementialAberrations2a()>>
[img[setup.ImagePath+'Threats/dementialaberrations.png']]<br>
Behind every corner there seems to be a hint of something strange and wrong. The combination of the stress and the inherent wrongness of this layer is calling your
<<if $hiredCompanions.length > 0>> party's<</if>> sanity into question. And even if you know that these things aren't real,
it doesn't mean you aren't stopped in your tracks for a day while you reckon with the horrific visions.<br>
[[Deal with the Demential Aberrations|Layer 8 Threat 2a][$returnPassage = passage(), $L8loopLim = false]]
<</if>><<nobr>>
<<if !setup.passingTime()>>
<<set _multiplier = 1>>
<<if $DaedalusFly || $mechaBoarded>>
<<set _multiplier = 1/2>>
<<if $DaedalusFly && !$mechaBoarded>>
<<include "Companions Stranded">>
<</if>>
<</if>>
<<StartTraveling 40 0 _multiplier>>
<</if>>
<<PassTimeWithEvents>>
<</nobr>>\
<<if !setup.passingTime()>>
<<nobr>>
<<if !$voidDiamondActive>>
<<set $corruption -= 100 - $corRed + 5 * Math.trunc($hexflame / 10)>>
<</if>>
<</nobr>>
Despite the fact your journey was through hallways and staircases rather than fields of tentacles or sandy deserts the journey was somehow especially arduous. The dimension-bending appearance of this layer combined with the horrific visions and terrifying manifestations it brought upon you makes you grateful to return to the dystopian city you descended from.
As your reach the top of the layer, you find one final staircase, which twists upon itself until it reaches the pinnacle of the architecture. Once you've ascended you see yourself looking down through an enormous circular gate, which you recognize falling through when you first entered this place. Now you step down and ascend (descend?) once again to seventh layer.
Immediately as you step through, gravity seems to right itself and settle in its proper downward direction, indicating to you that you are once again in the realm of spatial consistency.
<<include "Curse Descriptions">>
<<if $TwinFly>>
<<include "Twin rejoin">>
<</if>>
[[Return to the seventh layer|Layer7 Hub]]
<</if>>Somehow, you can catch glimpses of the bottom as you journey, yet it always seems further away, leading to an extraordinarily long journey. If you continue your descent in spite of everything, descending past this layer's mind-boggling architecture and into what lies beyond will take 45 days.
This layer's exit seems to be some sort of water pool, so you may not want to descend unless you have some way of diving into the water for an extended period of time.
[[Turn back and continue your business on the eighth layer|Layer8 Hub]]
<<TravelToPassage 'Continue your descent to the ninth layer' 'Layer8 Exit2' 45>><<PassTimeWithEvents>>\
<<if !setup.passingTime()>>
At the very bottom of the layer you come across what appears to be a very deep pool of water. There doesn't seem to be any other way through besides this pool, so you'll need some kind of way to breathe underwater to continue forwards. The diving gear from Outset town or the Merfolk Curse could work, or you could use the Pneuma Wisp Relic to bypass the issue entirely. Other than that, you would need to get creative.
<<include "Curse Descriptions">>
<<if $scuba === 1>>
[[Descend into the pool|Layer9 1]]
<<else>>
Because you have no way to continue through the deep pool, you must return to exploring the layer.
[[Continue exploring Layer 8|Layer8 Hub]]
Or, if you believe you have an alternative way to keep exploring in a purely underwater environment, you can continue through the pool.
[[Descend into the pool|Layer9 1]]
<</if>>
<</if>><<set _relicBonus = 0>>
<<if $ownedRelics.some(e => e.name === "Lightning Rook")>>
Holding the Lightning Rook seems to slow the world down for you, evading your opponents and landing meaningful blows is much easier when you have so much time to react.<br>
<<set _relicBonus += 10>>
<</if>>
<<if $slingshot>>
Your Brave Vector slingshot is proving to be a valuable ranged weapon against the empty dolls.<br>
<<set _relicBonus += 20>>
<</if>>
<<if $joyousSword>>
The sword you made from the Joyous Sunder slices through any resistance as if it were nothing more than air, giving you a great advantage in melee fights.<br>
<<set _relicBonus += 10>>
<</if>>
<<if $ownedRelics.some(e => e.name === "Sunbeam")>>
The mighty sunbeam slices through anything, while setting the remains a blaze. It proves to be a deadly weapon in close proximity.<br>
<<set _relicBonus += 10>>
<</if>>
<<if $ownedRelics.some(e => e.name === "Acrobatic Accord")>>
The Acrobatic Accord makes you perfectly ambidextrous, which increases your fighting skills. More importantly the added extreme flexibility also significantly raises you evasive skills. <br>
<<set _relicBonus += 7>>
<</if>>
<<if $ownedRelics.some(e => e.name === "Breathless Exhale")>>
A single clap of the Breathless Exhale produces a burst of air strong enough to knock down small groups of these inanimate dolls. They serve as a useful tool for ranged crowd control.<br>
<<set _relicBonus += 10>>
<</if>>
<<if $ownedRelics.some(e => e.name === "Perpetual Repose")>>
The Perpetual Repose serves as an impenetrable shield. It offers good protection against most attacks of the Horde. Just be careful they don't grab it!<br>
<<set _relicBonus += 7>>
<</if>>
<<if $ownedRelics.some(e => e.name === "Out Of Mind")>>
<<if $hiredCompanions.length ==0 && $timeL8T1<40>>
Being invisible, thanks to the Out Of Mind cloak, allows you to avoid detection. At least, as long as the numbers are small and the individuals dolls still only have half a brain.<br>
<<set _relicBonus += 40>>
<<else>>
The horde hears and smells you are there somewhere. Though, being invisible, thanks to Out Of Mind cloak, will still make it harder for them to fight you.
<<set _relicBonus += 10>>
<</if>>
<</if>>
<<if $ownedRelics.some(e => e.name === "Yliaster Materia")>>
Even though the Yliaster Materia makes a poor weapon against the living monsters of the Abyss, the inanimate clockwork dolls are susceptible to its phase changing properties. Thus, any doll that comes in it's range is literally at risk of being vaporized.<br>
<<set _relicBonus += 10>>
<</if>>
<<if $ownedRelics.some(e => e.name === "Red Thread Flourish")>>
The large red ribbon proves to be both a great offensive tool and a defensive tool. It manages to block attack, even unnoticed ones from the back, while at the same time it makes short work of every mimic that comes within 20 meters of you.
<<set _relicBonus += 20>>
<</if>>
<<if $DaedalusEquip>>
Having wings on your back allows you to stay out of reach of the mimics. Except for the ones that have ranged weapons, of course, but you can certainly dodge those, right?<br>
<<set _relicBonus += 10>>
<</if>>
<<if $ownedRelics.some(e => e.name === "Toral Wave") && $ownedRelics.some(e => e.name === "Empath Coil") >>
The combination of the Toral Wave and Empath Coil allows you to electrocute the mimics easily, it's very useful as long as you get a chance to use it on them.<br>
<<set _relicBonus += 10>>
<</if>>
<<if $ownedRelics.some(e => e.name === "Creepy Doll") && $mc.appAge < 18>>
The eyes of the creepy doll seem to follow young versions of yourself, then those mimics wander off in random directions. Very strange coincidence...<br>
<<set _relicBonus += 3>>
<</if>>
<<if $mechaBoarded>>
While in your mecha you make short work of whole hordes of creepy mimics bij targeting them with its plasma cannons, while keeping you protected inside. The ones that do come close feel the damage its plasma swords can dish out.
<<set _relicBonus += 100>>
<</if>>
<<set _curseBonus = 0>>
<<if ($mc.heightCor - $mc.oheight) / $mc.oheight * 100 > 0 >>
The fact that you have become much larger during your travels means you have a size advantage over most of the mimics.<br>
<<elseif ($mc.heightCor - $mc.oheight) / $mc.oheight * 100 < 0 >>
The fact that you have shrunk significantly during your travels means you are at a size disadvantage over most of the mimics.<br>
<</if>>
<<if $mc.skinType === "sticky, slimy">>
Your slimy skin makes it harder for the mimics to grab on to you, letting you get out of sticky situations!<br>
<<set _curseBonus += 3>>
<</if>>
<<if $mc.hasCurse("Massacre Manicure")>>
Your claw-like nails help you somewhat if you get into hand-to-hand combat.<br>
<<set _curseBonus += 2>>
<</if>>
<<set _companionBonus = 0>>
<<set _equipmentBonus = 0>>
<<if $hiredCompanions.some(e => e.id === setup.companionIds.maru)>>
Maru seems scared, but he is still willing to do what he can in a fight.<br>
<<set _companionBonus += 2 * (1 + $companionMaru.HandicapThreat / 10)>>
<</if>>
<<if $hiredCompanions.some(e => e.id === setup.companionIds.lily)>>
Lily puffs her chest, lets out something of a battle cry, and charges headfirst into the puppets as she beats them left and right.<br>
<<set _companionBonus += 8 * (1 + $companionLily.HandicapThreat / 10)>>
<</if>>
<<if $hiredCompanions.some(e => e.id === setup.companionIds.khemia)>>
Khemia assumes a fighting stance, dispatching any mimics that finds itself near him.
<<set _companionBonus += 15 * (1 + $companionKhemia.HandicapThreat / 10)>>
<<if setup.haveCuttingTool>>
His sword slashes through them almost as fast as you can blink.
<<set _companionBonus += 8 * (1 + $companionKhemia.HandicapThreat / 10)>>
<<if $ownedRelics.some(e => e.name === "Sunbeam") || $joyousSword>>
<<set _companionBonus += 5 * (1 + $companionKhemia.HandicapThreat / 10)>>
<</if>>
<</if>>
<br>
<</if>>
<<if $hiredCompanions.some(e => e.id === setup.companionIds.cherry)>>
Cherry seems frozen in fear, it's as if she can't bring herself to move against your foes. She does provide a distraction for them, at least.<br>
<<set _companionBonus += 1 * (1 + $companionCherry.HandicapThreat / 10)>>
<</if>>
<<if $hiredCompanions.some(e => e.id === setup.companionIds.cloud)>>
Cloud steels his resolve before the fight. When you glance over to him, you can feel the amount of experience he has in battle.
<<set _companionBonus += 10 * (1 + $companionCloud.HandicapThreat / 10)>>
<<if $slingshot && $cloudStrat === 0>>
The modified Brave Vector moves quickly and gracefully in Cloud's hand, then becomes perfectly still the moment he fires a shot. He doesn't miss his mark.
<<set _companionBonus += 5 * (1 + $companionCloud.HandicapThreat / 10)>>
<<elseif $items[20].count > 0 && $items[13].count > 0 && ($ammoStrat > 0 || ($slingshot && $cloudStrat > 0))>>
The gun moves quickly and gracefully in Cloud's hand, then becomes perfectly still the moment he fires a shot. He doesn't miss his mark.
<<set _companionBonus += 5 * (1 + $companionCloud.HandicapThreat / 10)>>
<<set _equipmentBonus += 5 * Math.max($ammoStrat, $cloudStrat)>>
<</if>>
<br>
<</if>>
<<if $hiredCompanions.some(e => e.id === setup.companionIds.saeko)>>
Saeko sticks close to you. It's obvious she's scared, but she tries to hide it while she gives you as many strategic tips as she can.<br>
<<set _companionBonus += 5 * (1 + $companionSaeko.HandicapThreat / 10)>>
<</if>>
<<if $hiredCompanions.some(e => e.id === setup.companionIds.bandit)>>
<<if $BanditConvo0>>
The bandit starts beating up dolls left and right, sometimes by playing dirty but mostly with her impressive physical strength and brawling experience.<br>
<<set _companionBonus += 10 * (1 + $companionBandit.HandicapThreat / 10)>>
<<else>>
Although, the bandit is kicking and pushing dolls out of the way as well as you can while bound, she is also constantly trying to force an escape. She is more of a hindrance then help this way.<br>
<<set _companionBonus += -1 * (1 + $companionBandit.HandicapThreat / 10)>>
<</if>>
<</if>>
<<if $hiredCompanions.some(e => e.id === setup.companionIds.golem)>>
Your loyal golem will defend you without question, fighting off enemies without the physical limitation of a normal human.<br>
<<set _companionBonus += 10 * (1 + $companionGolem.HandicapThreat / 10)>>
<</if>>
<<if $hiredCompanions.some(e => e.id === setup.companionIds.twin)>>
<<set _twinBonus = 5 * (1 + $companionTwin.HandicapThreat / 10) + _curseBonus>>
<<if _twinBonus > 7>>
Your twin fights off the doll-like copies of you with relative ease. It's a strange sight to see a copy of you fight other copies, but next to your twin, the mimics seem like cheap imitations.
<<elseif _twinBonus > 5>>
Much like yourself, your twin is not the most experienced fighter. But the fact that they are able to keep a few of them busy is a pretty big help.
<<elseif _twinBonus > 0>>
You're not the fighting type, so neither is your twin. The antics of your twin seems to be drawing some attention away from you, which is helpful, but they are not taking many of them down.
<<else>>
Previously it was only you who was so inept when handling threats, but now it's both you and your twin...
<</if>>
<<set _companionBonus += _twinBonus>>
<br>
<</if>>
<<if setup.haveCuttingTool>>
You're glad you brought along a sword to defend yourself.<br>
<<set _equipmentBonus += 7>>
<</if>>
<<if $items[20].count > 0 && $items[13].count > 0 && !$hiredCompanions.some(e => e.id === setup.companionIds.cloud) && !$slingshot>>
Your gun is an important asset if you want to survive this horde.<br>
<<set _equipmentBonus += 5 * $ammoStrat>>
<</if>>
<<if $mc.HandicapThreat<0 && _companionBonus>0>>
<<set _companionBonus = $mc.HandicapThreat*2>>
<<set _handicapThreat = 0>>
Even though you are in a more vulnerable state due to your curses, your companions can protect you to certain degree.
<<if _companionBonus < 0 >>
<<set _companionBonus = 0>>
<<set _handicapThreat = Math.floor(_companionBonus)>>
But your companions lack the strength and skill to protect you very effectively.
<</if>>
<br>
<<else>>
<<set _handicapThreat=$mc.HandicapThreat>>
<</if>>
<<if $L8T1_counter<=4>>
<<set _L8T1_threshold = ((($L8T1_difficulty + $timeL8T1 / (1.5*(_companionBonus+7))) * $timeL8T1-$offset)**0.67).toRounded(1)>>
<<else>>
<<set _L8T1_threshold = ((($L8T1_difficulty + $timeL8T1 / (1.5*(_companionBonus+7))*(1 + (_timeL8T1-75)/15)) * $timeL8T1-$offset)**0.67).toRounded(1)>>
<</if>>
<<set _temp = (2 * (3*_relicBonus + _curseBonus + _equipmentBonus + _handicapThreat * 10)).toRounded(1)>>
<<set _chance = _temp - _L8T1_threshold + 100>>
<<if _chance <= 0>>
<<set _string = "no">>
<<elseif _chance <= 20>>
<<set _string = "a very marginal">>
<<elseif _chance <= 40>>
<<set _string = "a slim">>
<<elseif _chance <= 50>>
<<set _string = "a low">>
<<elseif _chance <= 60>>
<<set _string = "a decent">>
<<elseif _chance <= 80>>
<<set _string = "a good">>
<<elseif _chance < 100>>
<<set _string = "a very high">>
<<else>>
<<set _string = "a sure">>
<</if>>
In a fight against the Inanis Ego you think you have _string chance of survival.
<br>[[Continue exploring the eighth layer|Layer8 Hub]]<<set _random = random(0,2)>>
<<if _random === 0>>
[img[setup.ImagePath+'Threats/inanisego.png']]<br>
<<elseif _random === 1>>
[img[setup.ImagePath+'Threats/inanisego2.png']]<br>
<<else>>
[img[setup.ImagePath+'Threats/alterinanis.png']]<br>
<</if>>
<<set _temp1=1>>
<<if $timeL8T1 >= $L8T1_milestones[$L8T1_counter]>>
<<if $L8T1_counter===0>>
You spot a distant figure slowly limping in your direction.<br><br>
As it comes closer to you, you realize it resembles some sort of moving doll that's the same size as you.
It has clumsy, stiff movements, but it clearly looks hostile and is approaching as a threat. <br><br>
You feel almost mesmerized and simply stand where you are and observe it as the doll creeps ever closer to you. But just before it reaches you you pick up a loose, white stone from the floor and throw it at the shambling doll. <br><br>
The doll's face collapses and it's body crumples into a useless heap before you. It wasn't much of threat, but it certainly was off-putting. It may be a dangerous sign of things to come.<br>
<<set $L8T1_counter += 1>>
<<set _temp1=0>>
<<elseif $L8T1_counter===1>>
Walking around the never-ending halls of the eighth layer, you spot a porcelain figure standing at the end of the hallway. It is waving to you, apparently friendly.<br><br>
Curiosity gets the better of you and you approach the figure. But soon it comes into focus and you are shocked by what you see. <br><br>
It's a nearly exact replica of who you were before all this started! <br><br>
<<say $mc>>Who are you? And why do you look like me?<</say>><br>
Instead of responding, your doll-like twin just keeps waving to you with an eerie facsimile of human motion. Then, when you are within a few paces of the figure, you suddenly hear the ticking of clockwork and scraping of ceramic on stone.<br><br>
One of the crossings you passed by earlier is swarming with the life-like puppets you encountered earlier. The dolls have changed their tactics, apparently they can try to ambush you now.<br><br>
You fight your way out of the situation, but you realize something else. Something that sends chills down your spine. The waving figure is not the only one that looks like you.<br><br>
They all look like you in some way. Maybe the don't quite resemble you as much as the waving figure, but they all seem like different, distorted versions of yourself, with different genders, extra limbs, different sizes, or some completely inhuman characteristics. Why are they here? What are these things?<br>
<<set $L8T1_counter += 1>>
<<set $L8T1_difficulty += 10>>
<<set $offset += 10*$timeL8T1>>
<<elseif $L8T1_counter===2>>
While walking through the halls today, a group of them attempted a simple ambush, which you easily avoided. However, they lead you directly into a second group and wrapped around to reinforce them using the eldritch geometry of this layer.<br><br>
This wasn't too much of a threat, but the fact they were able to navigate the layer and plan coordinated tactics is worrying...<br>
<<set $L8T1_counter += 1>>
<<set $L8T1_difficulty += 5>>
<<set $offset += 5*$timeL8T1>>
<<elseif $L8T1_counter===3>>
Some of the clockwork dolls seem to have Relics of their own. Most are empty-handed or only hold makeshift weapons, but an increasing number are holding copies of items from your own esoteric collection. It seems that from now on, they will be empowered by the strength of the Relics you've picked up along the way in your journey.<br>
<<set $L8T1_counter += 1>>
<<set $L8T1_difficulty += 0>>
<<elseif $L8T1_counter===4>>
By now, the dolls are communicating and coordinating advanced tactics and trying to make the most of the Relics they have. With each passing day their numbers and powers grow. They are as smart as you and their resources are almost as powerful. How long do you think you can survive against a threat like this?<br>
<<set $L8T1_counter += 1>>
<<set $L8T1_difficulty += 10>>
<<set $offset += 10*$timeL8T1>>
<</if>>
<<else>>
<<if $timeL8T1 < 10 >>
About $timeL8T1 of these eerie, clockwork dolls swarm you. You don't know exactly what they are planning, but you're certain it isn't good.<br>
<<else>>
About $timeL8T1 of these eerie, porcelain versions of yourself swarm you. You don't know exactly what they are planning, but you're certain it isn't good.<br>
<</if>>
<</if>>
<<if _temp1===1>>
<<set _relicBonus = 0>>
<<set _curseBonus = 0>>
<<set _companionBonus = 0>>
<<set _equipmentBonus = 0>>
<<if $ownedRelics.some(e => e.name === "Lightning Rook")>>
<<set _relicBonus += 10>>
<</if>>
<<if $slingshot>>
<<set _relicBonus += 20>>
<</if>>
<<if $joyousSword>>
<<set _relicBonus += 10>>
<</if>>
<<if $ownedRelics.some(e => e.name === "Sunbeam")>>
<<set _relicBonus += 10>>
<</if>>
<<if $ownedRelics.some(e => e.name === "Acrobatic Accord")>>
<<set _relicBonus += 7>>
<</if>>
<<if $ownedRelics.some(e => e.name === "Breathless Exhale")>>
<<set _relicBonus += 10>>
<</if>>
<<if $ownedRelics.some(e => e.name === "Perpetual Repose")>>
<<set _relicBonus += 7>>
<</if>>
<<if $ownedRelics.some(e => e.name === "Out Of Mind")>>
<<if $hiredCompanions.length ==0 && $timeL8T1<40>>
<<set _relicBonus += 40>>
<<else>>
<<set _relicBonus += 10>>
<</if>>
<</if>>
<<if $ownedRelics.some(e => e.name === "Yliaster Materia")>>
<<set _relicBonus += 10>>
<</if>>
<<if $ownedRelics.some(e => e.name === "Red Thread Flourish")>>
<<set _relicBonus += 20>>
<</if>>
<<if $DaedalusEquip>>
<<set _relicBonus += 10>>
<</if>>
<<if $ownedRelics.some(e => e.name === "Toral Wave") && $ownedRelics.some(e => e.name === "Empath Coil") >>
<<set _relicBonus += 10>>
<</if>>
<<if $ownedRelics.some(e => e.name === "Creepy Doll") && $mc.appAge < 18>>
<<set _relicBonus += 3>>
<</if>>
<<if $mechaBoarded>>
<<set _relicBonus += 100>>
<</if>>
<<set _curseBonus = 0>>
<<if $mc.skinType === "sticky, slimy">>
<<set _curseBonus += 3>>
<</if>>
<<if $mc.hasCurse("Massacre Manicure")>>
<<set _curseBonus += 2>>
<</if>>
<<set _companionBonus = 0>>
<<set _equipmentBonus = 0>>
<<if $hiredCompanions.some(e => e.id === setup.companionIds.maru)>>
<<set _companionBonus += 2 * (1 + $companionMaru.HandicapThreat / 10)>>
<</if>>
<<if $hiredCompanions.some(e => e.id === setup.companionIds.lily)>>
<<set _companionBonus += 8 * (1 + $companionLily.HandicapThreat / 10)>>
<</if>>
<<if $hiredCompanions.some(e => e.id === setup.companionIds.khemia)>>
<<set _companionBonus += 15 * (1 + $companionKhemia.HandicapThreat / 10)>>
<<if setup.haveCuttingTool>>
<<set _companionBonus += 8 * (1 + $companionKhemia.HandicapThreat / 10)>>
<<if $ownedRelics.some(e => e.name === "Sunbeam") || $joyousSword>>
<<set _companionBonus += 5 * (1 + $companionKhemia.HandicapThreat / 10)>>
<</if>>
<</if>>
<</if>>
<<if $hiredCompanions.some(e => e.id === setup.companionIds.cherry)>>
<<set _companionBonus += 1 * (1 + $companionCherry.HandicapThreat / 10)>>
<</if>>
<<if $hiredCompanions.some(e => e.id === setup.companionIds.cloud)>>
<<set _companionBonus += 10* (1+ $companionCloud.HandicapThreat/10)>>
<<if $slingshot && $cloudStrat===0>>
<<set _companionBonus += 5* (1+ $companionCloud.HandicapThreat/10)>>
<<elseif $items[20].count>0 && $items[13].count>0 && ($ammoStrat>0 || ($slingshot && $cloudStrat>0 ))>>
<<set _companionBonus += 5* (1+ $companionCloud.HandicapThreat/10)>>
<<set _ammo = Math.max($ammoStrat, $cloudStrat)>>
<<set _equipmentBonus += _ammo*5>>
<<set _bulletsUsed = Math.max(Math.ceil($timeL8T1 / 8) * Math.max(_ammo - $bullRed,1), 1)>>
<<if $items[20].count <= _bulletsUsed>>
Cloud has used the last of your bullets...<br>
<<set $items[20].count = 0 >>
<<set $ammoStrat = 0>>
<<set $cloudStrat = 0>>
<<else>>
Cloud used _bulletsUsed bullets fighting off the enemy.<br>
<<set $items[20].count -= _bulletsUsed>>
<</if>>
<</if>>
<</if>>
<<if $hiredCompanions.some(e => e.id === setup.companionIds.saeko)>>
<<set _companionBonus += 5 * (1 + $companionSaeko.HandicapThreat / 10)>>
<</if>>
<<if $hiredCompanions.some(e => e.id === setup.companionIds.bandit)>>
<<if $BanditConvo0>>
<<set _companionBonus += 10 * (1 + $companionBandit.HandicapThreat / 10)>>
<<else>>
<<set _companionBonus += -1 * (1 + $companionBandit.HandicapThreat / 10)>>
<</if>>
<</if>>
<<if $hiredCompanions.some(e => e.id === setup.companionIds.golem)>>
<<set _companionBonus += 10 * (1 + $companionGolem.HandicapThreat / 10)>>
<</if>>
<<if $hiredCompanions.some(e => e.id === setup.companionIds.twin)>>
<<set _twinBonus = 5 * (1 + $companionTwin.HandicapThreat / 10) + _curseBonus>>
<<set _companionBonus += _twinBonus>>
<</if>>
<<if setup.haveCuttingTool>>
<<set _equipmentBonus += 7>>
<</if>>
<<if $items[20].count > 0 && $items[13].count > 0 && !$hiredCompanions.some(e => e.id === setup.companionIds.cloud) && !$slingshot>>
<<set _equipmentBonus += 5 * $ammoStrat>>
<</if>>
<<if $mc.HandicapThreat<0 && _companionBonus>0>>
<<set _companionBonus += $mc.HandicapThreat*2>>
<<set _handicapThreat = 0>>
<<if _companionBonus < 0 >>
<<set _companionBonus = 0>>
<<set _handicapThreat = Math.floor(_companionBonus)>>
<</if>>
<<else>>
<<set _handicapThreat=$mc.HandicapThreat>>
<</if>>
<<if $items[20].count>0 && $items[13].count>0 && !$hiredCompanions.some(e => e.id === setup.companionIds.cloud) && !$slingshot>>
<<set _equipmentBonus += 5*$ammoStrat>>
<<set _bulletsUsed = Math.max(Math.ceil($timeL8T1 / 8) * Math.max($ammoStrat * 3 - $bullRed,1), 1)>>
<<if $items[20].count <= _bulletsUsed>>
You have used the last of your bullets...<br>
<<set $items[20].count = 0 >>
<<set $ammoStrat = 0>>
<<else>>
You used _bulletsUsed bullets fighting off the enemy.<br>
<<set $items[20].count -= _bulletsUsed>>
<</if>>
<</if>>
<<if $L8T1_counter<=4>>
<<set _L8T1_threshold = ((($L8T1_difficulty + $timeL8T1 / (1.5*(_companionBonus+7))) * $timeL8T1-$offset)**0.67).toRounded(1)>>
<<else>>
<<set _L8T1_threshold = ((($L8T1_difficulty + $timeL8T1 / (1.5*(_companionBonus+7))*(1 + (_timeL8T1-75)/15)) * $timeL8T1-$offset)**0.67).toRounded(1)>>
<</if>>
<<set _L8T1_threshold2 = _L8T1_threshold * 1.25>>
<<set _L8T1_threshold3 = _L8T1_threshold * 1.5>>
<<set _temp = random(1, 100) + (2 * (3*_relicBonus + _curseBonus + _equipmentBonus + $mc.HandicapThreat * 10)).toRounded(1)>>
<<if _temp > _L8T1_threshold3>>
<br>Dispatching the horde proved to be trivial. Your defenses and capabilities far outstripped any forces the puppets brought against you.<br>
<<elseif _temp > _L8T1_threshold2 && _temp <= _L8T1_threshold3>>
<br>The horde gave you some trouble, it wasn't a trivial victory this time, but eventually you managed to dispatch them without any serious danger.<br>
<<elseif _temp <= _L8T1_threshold2 && _temp > _L8T1_threshold >>
<br>You had some close calls, a few felt a little too close for comfort. You barely avoided getting caught by the dolls, despite your best efforts. Were you simply unlucky this time or should you consider leaving this place before it's too late?<br>
<<elseif _temp <= (_L8T1_threshold - 100) && !$easymode>>
<<set $gameOver = true>>
<br>You fight as hard as you can, but eventually the lifeless dolls overwhelm you. As one of them grabs hold of your face, it closes in for a gentle kiss.
The moment your lips touch, you feel your life flashing before your eyes, and you know you have to escape as quickly as possible.
But you have been so overwhelmed that you are unable to get away, so after a full 5 seconds you feel their hands leaving your face.<br>
[img[setup.ImagePath+'Clipped-Fin/Abyss Diver Page 9-habitation.png']]<br><br>
<h1 class="gameover">Game Over</h1>
<<elseif _temp <= _L8T1_threshold>>
<<if $status.duration > 0>>
<<set $gameOver = true>>
<br>You fight as hard as you can, but eventually the lifeless dolls overwhelm you. As one of them grabs hold of your face, it closes in for a gentle kiss.
The moment your lips touch, you feel your life flashing before your eyes, and you know you have to escape as quickly as possible.
But your previous injuries have made you too weak to get away, so after a full 5 seconds you feel their hands leaving your face.<br>
[img[setup.ImagePath+'Clipped-Fin/Abyss Diver Page 9-habitation.png']]<br><br>
<h1 class="gameover">Game Over</h1>
<<else>>
<br>While you fight your hardest when battling the horde, it's a losing battle. They overwhelm you, grab you, and one of them begins kissing you. Your life flashed before your eyes, but fortunately you struggled loose within a few seconds and managed to fight off the last of the puppets. However, the brief experience left you with a severe, pounding headache, increasing your next 4 travel times by 2 day each.<br>
<<set $status.duration += 4>>
<<set $status.penalty += 2>>
<</if>>
<</if>>
<</if>>
<br>
[[Continue exploring the eighth layer|$returnPassage]]<<nobr>>
<<set $timeL8T2a -= $hiredCompanions.some(e => e.id === setup.companionIds.maru) ? 8 : 7>>
<<set $totalFears = []>>
<<set $totalFears.push($fear)>>
<<for _companion range $hiredCompanions>>
<<set $totalFears.push(_companion.fear)>>
<</for>>
<<set $temp = random(0,$totalFears.length)>>
<<set $temp = $totalFears[$temp]>>
<</nobr>>
<<if $temp === "" || $temp === "darkness">>\
There is neither day nor night on this layer of the Abyss, you're not even certain that time is actually passing based on how much physics is breaking down here. But you certainly still experience time subjectively, and everyone needs to rest sometimes.
Today, as you are dozing, darkness creeps in around you. Stillness, silence, darkness. A chill runs along your skin, and you wake with a start. Darkness. Your lights do nothing to penetrate it. You think you hear a faint scraping of something out there, in the dark.
Your pulse skyrockets and your skin is covered in goosebumps.
You can't see, and there's something out there.
Something absolutely terrifying.
You can't help but hold your breath, until you need to breathe again. The atmosphere is normal, yet suffocating.
Finally, after what feels like an eternity in the darkness, the shadow passes and the strange sourceless light of this layer returns to light up the disconcerting surroundings. You shake yourself, and find you were already standing up, were you dreaming and sleep walking? Were you hallucinating?
You're not sure. Still, that sound in the dark... some part of you can't completely calm down. You've got a feeling deep in your gut that there truly is something out there, something very bad, something that was looking right at you.
<<elseif $temp === "spiders">>\
<<if settings.ArachnophobiaMode == false>>[img[setup.ImagePath+'Threats/spiderhallucination.png']]
<</if>>You see motion in the corner of your eye, and turn to spot a large, chitinous arachnid, slowly spinning a web in your path. It must be as big as your hand and its legs are longer than your fingers as they wriggle along the web it's spinning.
Then, more motion. More spiders.
Some are small and spindly, some enormous with prominent fangs. Some sleek and alien with jerky motions, some hairy and agile.
They are everywhere.
To the left, to the right, in front of you, and behind you. You look up, and see spiders webbing the ceiling. You look at the floor, and look on in horror as they scuttle around, closing in on you from every direction.
You start to panic. What is this? You glance back in front of you, and see spiders descending on lines of silk. Then you feel something touch your arm, another something touch your back, another something land on your head.
You run, screaming, flailing about, trying to get away from them.
You crash through webs, getting yet more spiders on you.
You look up, and see one large hairy leg descending down your forehead. Then, they're gone.
They're gone. You're fine, except you're not fine. You're shaking from head to toe, and your heart is hammering out a drumroll in your chest. You run your fingers over your hair, over your limbs, over everything.
They're gone, they were never real, but they felt real. You try to calm down, asserting your rational mind, but it doesn't work very well. Eventually, you just huddle up into a ball for a while, shuddering, and letting tears flow from your eyes.
<<elseif $temp === "wolves">>\
[img[setup.ImagePath+'Threats/wolfhallucination.png']]
You were walking through a hallway just a moment ago, but you must have zoned out. Now you're in a large space.
One of the rooms of this layer? It's quite empty, or you think it is until you notice the large wolf staring at you from about 30 feet away, it's teeth barred. Your breath hitches, and you consider doing a number of things, but they're blotted out of your mind as it lowers its shoulders and slowly starts to stalk towards you, circling just a bit.
You slowly start to back away from it, searching yourself for something to defend yourself with. You're coming up empty. Did you drop your gear while you zoned out? Your eyes whirl around, trying to keep track of the large predator stalking around you, and then you see a second wolf, a third, half a dozen wolves are approaching you, circling you from every direction. Even armed, what can one person do against six wolves? Their feet make soft padding sounds on the floor, but they are each over a meter tall.
Their jaws are open as they slowly tighten the circle around you. You can faintly hear their panting. From somewhere slightly further away you can hear howls, but the six wolves circling you are not so vocal. One darts in closer to you, and you jump back while trying to punch it, but you miss.
It rejoins the ever tightening circle of beasts unscathed. Another makes a pass at you, and you dodge, but as you do, you feel sharp fangs gripping your leg from behind you.
You flail, and stumble, and they are upon you.
You desperately try to fend them off, but they're biting at your arms and legs, and you're on the ground. Then one goes for your throat, and you know death is coming.
You see into its feral eyes, and feel its teeth start to come down on your throat, and then they're gone.
You're lying on the floor of the hallway. Eyes wide, mouth dry. You swear you can still feel their teeth ripping into you, but... what was that? How are you still alive?
Your eyes dart around you, and despite your efforts, you cannot entirely calm down. What is even real? Down here, you're not sure.
<<elseif $temp === "snakes">>\
[img[setup.ImagePath+'Threats/snakehallucination.png']]
<i>Hisssssss</i>
A sound suddenly comes from behind you, but when you turn around there isn't anything there, so you continue your journey through the winding hallways of the layer.
<i>Hisssssssssss</i>
Again, the sound repeats. But this time it sounds much closer than before. You shiver at the thought of the creature that must have made it, but you can't do much besides moving on for now.
<i>Hisssssssssssssssss</i>
This time the sound is right behind you, and you spot the source: a small black viper with it's mouth open, exposing the slick fangs within.
It slithers towards you, taking a slow, winding path as you back away. But then you hear another sound from the opposite side of the serpent.
<i>Hisssssssssss</i>
Another, brown snake is approaching you from behind. And when you turn back to the black one, you spot 3 more approaching from behind it.
Before you realize what's going on, you the snakes have surrounded you, but more of them keep coming. They're slithering out of cracks in the walls and dropping from holes in the ceiling. And they're angry.
Every moment, the circle tightens around you. What was a 3 meter radius becomes 2, then 1. They're constricting your movement, but there's nowhere to run besides into the venomous swarm. The hallway is small and tight and filling with more snakes every moment.
And before you decide on a course of action, one of them leaps at you. A sharp pain emanates from where it bit your leg. And you decide to run, but realize you can no longer move. Your muscles scream in agony, but don't respond to your commands, and so you fall.
And the snakes cover you and bite again. The agony intensifies.
The snakes cover your vision and the world goes dark, besides the pain of your body being broken down and devoured by the serpents, of course.
But then, you open your eyes and look around to see that you're in a perfectly "normal" area of the eight layer, not a snake in sight and not a single bite mark on your body.
You try to shake the memory of the experience from your mind to get moving again, but it's hard to forget something like that. Even if it wasn't real, this layer must be getting to you.
<<elseif $temp === "insects">>\
[img[setup.ImagePath+'Threats/insecthallucination.png']]
You hear a clicking, chittering sound coming from one of the walls of the twisting hallway you're walking down. But when you look at the walls, you only see the same luminescent white stone that you always do on this layer, nothing seems any different.
But the sound grows louder, and it sounds like it's coming from all around you, like there's a storm of something hidden just behind the stone, chittering beyond your view.
Then a crack appears. A piece of the wall crumbles and a small insect that looks like a warped locust pushes its way through the gap and begins to fly around. Then it's followed by another. And another.
A second crack appears, unleashing another string of insects into the air around you, so you pick up your pace to get away from them. But they keep coming, and new cracks are opening along the entire hallway.
Soon, you can't avoid the bugs, and you're constantly swatting them away from you to keep them from landing on your body. But they aren't deterred, and keep coming to try to cover you.
Eventually, one bites you on the back of your neck, drawing a small amount of blood and that seems to drive the swarm into a frenzy. They bite and scrape your skin and no matter how much you push them away, more come to fill in their place.
They're eating you alive! You can't help but scream and fall to the ground to try and protect yourself and prolong your life as long as you can.
But suddenly, they're all gone? You suppose it wasn't real, but an experience like that isn't easy to shake off.
<<elseif $temp === "slime">>\
[img[setup.ImagePath+'Threats/slimehallucination.png']]
A wet, gurgling sound grabs you attention from beyond the next turn in your path. Khemia has spotted it too and he's gripping the handle of his sword tightly.
After a moment of anticipation, a pair of creatures that vaguely resemble grotesque women made of green slime turn the corner and head towards you and Khemia.
Khemia draws his weapon and attempts to fight the creatures, but each of his strikes passes through, harmlessly. And with each strike, his weapon becomes more degraded, as the acidic slime eats away at the materials and the face of the creature becomes a twisted grin.
<<say $companionKhemia>>No! It won't end like this!<</say>>
Khemia sounds panicked, but manages to keep fighting, no matter how futile it seems.
Meanwhile, the second creature grips your arm, and as you pull away, you find that despite the appearance of a soft slime, you're held tightly in place. The creature gurgles once again and you feel her touch you. The clothes on your arm are burned away and you scream when you feel her do the same to your skin.
<<say $companionKhemia>>No! I can beat you!<</say>>
You hear Khemia fighting, but when you turns towards you after your scream, the creature fighting him grabs him too.
<<say $companionKhemia>>AAAAAHHHHHH!<</say>>
He's crying out in pain, an imitation of your own, as the slime creatures engulf more of each of you, burning all of the nerves in both of your bodies, you collapse from the pain, fading into certain death.
...Then you wake up, completely unharmed. Khemia is sitting down, a puddle of vomit in front of him and his fists balled tight. He breathes heavily, but tries to calm himself when he sees you're awake.
<<say $companionKhemia>>It wasn't real. I didn't expect something like that... It felt so real. But we're safe. We can keep going... even if it means facing that again.<</say>>
He's obviously shaken, but he seems willing to move forward. You should probably follow his lead and get back to traveling after losing so much time to that illusion.
<<elseif $temp === "desperation">>\
As you wander through the bright halls of the layer, you hear a surprised yell from your companion, Cloud.
<<say $companionCloud>>Are you ok? How did you get down here?<</say>>
He isn't talking to you, and when you turn to face him, you see him offering a hand to an emaciated woman who seems to be weeping.
<<say $rndF>>Please, help me! I can't take it any more!<</say>>
She cries out and try to grip him more tightly, causing him to stumble, but he manages to keep his balance.
<<say $companionCloud>>Don't worry, we'll take care of you. Do you need help getting back to the surface? That would take quite a while, but I think we could try to take you with us on our journey.<</say>>
<<say $rndF>>No! Why can't you help me? I never did anything wrong...<</say>>
The woman grips her head and screams, causing Cloud to visibly flinch and recoil from her, even as he makes an effort to stay calm for her. Then another door opens in the hallway an elderly man with sunken eyes and a long beard staggers out. His clothes are ragged and it looks like he's on the verge of starvation.
<<say $rndM>>Food... I need something, please!<</say>>
The man seems to go into a frenzy at first, but his body barely responds and he limps towards you, intent on some sort of confrontation. The woman screeches again, one hand holding her head and the other holding Cloud in place, but this time he pulls away from her.
<<say $companionCloud>>I don't... I don't think this is real. We can't help them.<</say>>
He seems like he's talking to himself more than you, as if convincing himself it's okay to leave these people here. But his thoughts are interrupted by more doors opening along the hallway and more people calling out.
<<say $rndF>>Has anyone seen my daughter? She can't survive without me!<</say>>
<<say $rndM>>Please, I can't take it here any more, you need to take me with you. You can't just abandon me!<</say>>
<<say $rndF>>Water... I just need one sip of water. I can't even feel my lips any more... I'm so tired.<</say>>
The voices reach a discordant cacophony of desperation, with no relief in sight. But some of the people charge at your and your companions, forcing you to fight them off. They respond just like normal, weak, desperate humans. Each blow feels like you're hurting someone who just wanted help.
But these can't be real people, there's no way they could have survived down here, right? And even if they were, it's self-defense...
Eventually, you're surrounded by people, many collapsed and moaning in pain on the ground, and others aren't moving at all, as if their body had given out in their final assault against you. You spot Cloud as he kneels down at the body of one apparently unmoving woman. He seems to whisper something to her, but you can't make out the words.
Then suddenly, everything is gone, you're once again in an empty, white hallway, on pace to continue your journey. When Cloud looks back at you, tears are running down his face.
<<say $companionCloud>>I guess it wasn't real after all. We should probably get moving then.<</say>>
But this event isn't easy to forget. And based on the look on Cloud's face, it's made a deep impression on him as well.
<<elseif $temp === "rot">>\
[img[setup.ImagePath+'Threats/rothallucination.png']]
As you walk through the hallways of the layer, a stain appears in the unnaturally pristine walls that surround you. A black spot that seems like a bit of mold growing on bread, except it's on the solid stone.
On second glance, it seems to be growing, expanding outward at an alarming pace, threatening to cover the shining walls and coat them in a tainted residue. But as it grows, it also sprouts small structures, like mushrooms, and they seem to be releasing a foul-smelling powder of some sort.
Then you hear a scream.
<<say $companionCherry>>AAAAAAAAAAAAAAAAHHHHHHHHHHHHHHHHHHHHH!<</say>>
Cherry's voice is louder than you've heard before, a shocking contrast to her typical silence. But you immediately spot the cause of her panic, she's holding up her arm and a similar black spot has appeared on it, just like the one on the wall.
<<say $companionCherry>>Get it off me!<</say>>
She's frantically scraping the skin on her arm, to no avail, as the spot ignores her violent protests and starts to spread across her skin.
<<say $companionCherry>>Help me, $mc.name! Help me!<</say>>
She's calling out to you, and you see her arm has nearly entirely blackened. She's struggling to hold it up now, as if it were a dead weight attached to her torso.
But then you also spot a prickling sensation on your own arm, and spot a black spot on you too. The prickling becomes ore intense, and you can feel the dark spot growing on you and into you, as if it's consuming your arm from the inside. It seems impossible you can dig it out at this point.
Instinctively, you try to dig at it and tear it off, but it's more than skin deep now, its tendrils are growing into you and the soon your arm feels nothing at all, as if it were a foreign growth attached to your body.
And it keeps spreading, never stopping or slowing, as you slowly lose control of your limbs and collapse onto the ground. You manage to spot Cherry weeping, the black rot finally creeping towards her head, her tears are becoming tinged with black dust.
It consumes you, leaving nothing of you left but a corpse to fester and provide a source of food for further growth.
Not a person.
Not even a body.
Just a thing.
You close your eyes for the last time.
...Then you open them again. And everything is back to normal, or as normal as things can get this deep in the Abyss. You look down at yourself and see no hints of the horror you just experienced, meaning it must have been an illusion, right?
Cherry is curled in a ball, taking shallow gasps and staring at her shaking hands. It takes her a few minutes to even respond to you as you try to calm her down.
<<say $companionCherry>>Why? Why did this happen to me?<</say>>
Her voice is quiet, but she manages to get back to her typically somber self eventually. Unfortunately, this isn't something that you can forget easily, but you'll have to try to so you can complete the expedition.
<<else>>
There is neither day nor night on this layer of the Abyss, you're not even certain that time is actually passing based on how much physics is breaking down here. But you certainly still experience time subjectively, and everyone needs to rest sometimes.
Today, as you are dozing, darkness creeps in around you. Stillness, silence, darkness. A chill runs along your skin, and you wake with a start. Darkness. Your lights do nothing to penetrate it. You think you hear a faint scraping of something out there, in the dark.
Your pulse skyrockets and your skin is covered in goosebumps.
You can't see, and there's something out there.
Something absolutely terrifying.
You can't help but hold your breath, until you need to breathe again. The atmosphere is normal, yet suffocating.
Finally, after what feels like an eternity in the darkness, the shadow passes and the strange sourceless light of this layer returns to light up the disconcerting surroundings. You shake yourself, and find you were already standing up, were you dreaming and sleep walking? Were you hallucinating?
You're not sure. Still, that sound in the dark... some part of you can't completely calm down. You've got a feeling deep in your gut that there truly is something out there, something very bad, something that was looking right at you.
<</if>>
[[Continue exploring the eighth layer|$returnPassage]]<<nobr>>
<<set $timeL8T2a -= $hiredCompanions.some(e => e.id === setup.companionIds.maru) ? 8 : 7>>
<<set $timeL8T2b -= $hiredCompanions.some(e => e.id === setup.companionIds.maru) ? 24 : 21>>
<<set $totalFears = []>>
<<set $totalFears.push($fear)>>
<<for _companion range $hiredCompanions>>
<<set $totalFears.push(_companion.fear)>>
<</for>>
<<set $temp = random(0,$totalFears.length)>>
<<set $temp = $totalFears[$temp]>>
<</nobr>>
<<if $temp === "" || $temp === "darkness">>
Shadows seem to flow from invisible cracks in the perfect white walls and creep around you. Then a deep, unnatural chill settles into your bones.
There is undoubtedly something out there, in this thick darkness. The air feels heavy with the weight of the shadows.
The atmosphere is oppressive, as if it is squeezing you tightly around your whole body. But this isn't an illusion, you feel real pressure as the darkness squeezes you, gripping your flesh and attempting you rend you.
This time, you need to fight back, or you risk being torn apart by the shadows.
What are you going to do?
[[Use a combination of Relics you believe would be able to defeat the monstrous darkness|Layer 8 Threat 2b Victory]]
[[Just try fighting off the darkness with your bare hands and conventional weapons|Layer 8 Threat 2b Injury]]
<<elseif $temp === "spiders">>
<<if settings.ArachnophobiaMode == false>>[img[setup.ImagePath+'Threats/spiderreal.png']]
<</if>>Silently, small arachnid shapes emerge from the walls, leaving trails of sticky silk in their wake. Their webs block out your escape, they advance on you.
They jump, and skitter. They drop and swing on strands of webbing, legs flailing to try to find purchase on you.
Through the swarm, eight shiny eyes of enormous proportion emerge. A spider that shouldn't exist, one that didn't evolve for hunting flies, but perhaps deer, or bears... or humans.
Behind the tightening veil of the brood it lurks, fangs twitching, legs tensing as it moves adeptly through the webs that surround you.
What are you going to do?
[[Use a combination of Relics you believe would be able to defeat the monstrous spider|Layer 8 Threat 2b Victory]]
[[Allow the spider to overwhelm you and suffer the consequences|Layer 8 Threat 2b Injury]]
<<elseif $temp === "wolves">>
[img[setup.ImagePath+'Threats/wolfreal.png']]
A group of shadowy, canine forms approach you, and the walls seem to recede to give them room to circle you ominously. Their fur is dark and eyes are bright yellow, and each of them is the size of a small lion.
The pack of wolves stalk you, barring their gleaming teeth in preparation for the attack.
What are you going to do?
[[Use a combination of Relics you believe would be able to defeat the pack of dire wolves|Layer 8 Threat 2b Victory]]
[[Allow the wolves to overwhelm you and suffer the consequences|Layer 8 Threat 2b Injury]]
<<elseif $temp === "snakes">>
[img[setup.ImagePath+'Threats/snakehallucination.png']]
A familiar serpentine hissing seems to appear from all around you, a chorus of slithering threats.
Then you spot them emerging, crawling out of invisible holes in the walls. The slide and slither over each other as the swarm surrounds you. Some lay low, but others bar their fangs and hiss, a clear poison dripping copiously from the vicious instruments.
The circle tightens, you only have a few moments to think before they are upon you.
How will you overcome these serpents?
[[Use a combination of Relics you believe would be able to defeat the swarm of snakes|Layer 8 Threat 2b Victory]]
[[Attempt to fight the snakes with conventional weapons or try to run away through the swarm|Layer 8 Threat 2b Injury]]
<<elseif $temp === "insects">>
[img[setup.ImagePath+'Threats/insecthallucination.png']]
You hear a clicking, chittering sound coming from one of the walls of the twisting hallway you're walking down, but when you look, nothing seems amiss.
But it doesn't take long for the Abyss to correct that misconception, as bugs begin to emerge from hidden crevices in the walls and from around corners in the hallway.
They swarm densely, as if consciously building their strength before they attack you. They only leave you a few moment to plan your defenses.
How will you defeat these insects?
[[Use a combination of Relics you believe would be able to defeat the swarm of insects|Layer 8 Threat 2b Victory]]
[[Just try to run away and escape the insect swarm|Layer 8 Threat 2b Injury]]
<<elseif $temp === "slime">>
[img[setup.ImagePath+'Threats/slimereal.png']]
A wet sloshing sound approaches rapidly from down a staircase in front of you, filling the hallway with a viscous slime.
You manage to jump quickly to some higher ground, but the level of the slime keeps rising. Khemia yelps when a bit of the slime splashes against some of his exposed skin and leaves a distinct burn mark.
The slime keeps rising, and you have nowhere to go.
But suddenly, you spot it, a door that leads to another staircase going up, about 30 meters away. If you can make it there, then you should be able to escape they slime and survive.
With the caustic threat approaching, how do you plan to survive?
[[Use a combination of Relics you believe would be able to escape the wave of acidic slime|Layer 8 Threat 2b Victory]]
[[Just try to run through the slime to the staircase|Layer 8 Threat 2b Injury]]
<<elseif $temp === "desperation">>
A person seems to yelp from around a corner and both you and Cloud turn to hear their voice.
<<say $rndF>>How did I get here? Where did my kitchen go?<</say>>
It's an emaciated woman, she seems to panicking. She looks over at you and begins to shake uncontrollably and scream.
<<say $rndF>>Monsters! Stay away! I won't let you take me! I WON'T!<</say>>
She looks around frantically, then seems to pull out a large kitchen knife.
From around a corner a strange man seems to look at the woman, but then he spots you and his eyes go wide. He shakes fearfully as he holds a carpenters sledgehammer and begins to approach you.
New people are coming from every direction, there doesn't seem to be any way to run unless you fight your way through a mob. Cloud looks to you with clear concern in his eyes. This is one of the only times you've seen him so uncertain and so... afraid.
How will you deal with these people?
[[Use a combination of Relics you believe would be able to escape or defeat the terrified people|Layer 8 Threat 2b Victory]]
[[Allow the people to overwhelm you and suffer the consequences|Layer 8 Threat 2b Injury]]
<<elseif $temp === "rot">>
[img[setup.ImagePath+'Threats/rotreal.png']]
You spot a black mushroom extending its mycelium onto the ground and into the wall. You turn around to avoid it, but when you turn, you find yourself facing a new hallway filled with the vile-looking fungi.
The mushroom appears to cough and begins to spew a fine black dust into the air, but instinctively you know that it wouldn't be a good idea to breathe that in.
Cherry blinks rapidly at the sight of the fungus and holds a shaking hand up to her face, as if expecting herself to disappear, but she's still there for now.
How will you get past this toxic rot without breathing it in?
[[Use a combination of Relics you believe would be able to escape the fungus|Layer 8 Threat 2b Victory]]
[[Just run or walk through the hallway as quickly as possible|Layer 8 Threat 2b Injury]]
<<else>>
Shadows seem to flow from invisible cracks in the perfect white walls and creep around you. Then a deep, unnatural chill settles into your bones.
There is undoubtedly something out there, in this thick darkness. The air feels heavy with the weight of the shadows.
The atmosphere is oppressive, as if it is squeezing you tightly around your whole body. But this isn't an illusion, you feel real pressure as the darkness squeezes you, gripping your flesh and attempting you rend you.
This time, you need to fight back, or you risk being torn apart by the shadows.
What are you going to do?
[[Use a combination of Relics you believe would be able to defeat the monstrous darkness|Layer 8 Threat 2b Victory]]
[[Just try fighting off the darkness with your bare hands and conventional weapons|Layer 8 Threat 2b Injury]]
<</if>><<if $status.duration < 1>>
<<set $smaragdineThreatsDefeated.aberrations = true>>
<<if $temp === "" || $temp === "darkness">>
You can't outrun it, you can't defend against it. There's nowhere to hide. Whatever is out there in the darkness, this time it comes for you.
You don't know what it is that slashes and tears through the flesh on your side. You don't have time to respond though. Your nerves go haywire as something grips the back of your head and slams you face first into the ground, with a shocking brutality.
If it wasn't already completely dark, everything would have gone black. Through the pain and the fear, you can feel your consciousness fading.
.......
You wake up, but you're not in good shape.
You're bleeding, pretty badly.
You think you can survive this, but you really need some medical attention. Your next 5 travel times are increased by 4 days each and you are now threatened by death if another threat were to defeat you.
<<elseif $temp === "spiders">>
You have fought long and hard to get here, but nothing you've done, nothing you know, nothing you possess, can stop this thing.
The venom of the smaller spiders is getting to you, but you try to run anyway, in spite of the burning.
You are too slow, far too slow. The towering spider is on you in a flash, striking fangs deep into your shoulder, then withdrawing.
You feebly try to strike at it, but it's out of range far before you can manage it. You stumble forward, and it stalks you, staying out of range, waiting for the venom to take greater effect as it dissolves your flesh inside the wound.
Then you must have given it an opening, because it's on you again, sinking its fangs into your leg.
Your vision blurs, and you collapse, but you're filled with absolute terror as you realize you can no longer move your muscles.
The hulking spider begins draping webbing over you. Its 8 jagged legs scrape against you, but you can do nothing.
It bundles you up, and then you feel its fangs in your neck.
Through the pain and the fear, you feel yourself fading.
You pass out.
........
You awaken. You don't know what happened, but the webbing is gone, you're free.
You're in terrible shape though. Blood still oozes from some of the many punctures over your body and you have a hard time moving any of your muscles.
Your head swims with what feels like some vile poison.
You vomit, and as you get up, you're unsteady on your feet.
You think you can probably survive this, but you seriously need some medical attention. All future travel times are increased by 7 days unless you get medical treatment and you are now threatened by death if another threat were to defeat you.
<<elseif $temp === "wolves">>
Try though you might, you don't have what it takes to overcome this pack of Abyssal wolves.
You're hyperventilating, sweating, screaming in futility as they wear you down and start taking landing bites.
Their jaws rip at your legs and drag you down. Your arms are ravaged by fangs, and any defenses you have are knocked away.
Your air is cut off, and blood starts running down your neck from powerful jaws. You can feel them start to rip, and you pass out.
........
Somehow, you wake up. You're covered in your own blood. Isn't that supposed to be inside you instead of outside of you?
Fang punctures and tears are all over you. It's some kind of miracle that you haven't died.
Where did the wolves go? They had you. You don't understand.
You're grievously wounded though. You're going to need medical attention. All future travel times are increased by 7 days unless you get medical treatment and you are now threatened by death if another threat were to defeat you.
<<elseif $temp === "snakes">>
One of the snakes bites your ankles and you instinctively yelp in pain as you pull away.
But the toxin acts quickly and you are barely able to move. Another snake slithers over around you paralyzed limb, squeezing you gently as it slides up your body.
You almost hyperventilate as the creatures follow suit and swarm over you. And you feel a few more pricks across your body, leaving you entirely unable to move as the snakes cover your vision and swarm across you for untold hours.
But eventually, the swarm leaves, and you find yourself still alive. You're barely able to move, the venom had lingering paralytic effects. All future travel times are increased by 7 days unless you get medical treatment and you are now threatened by death if another threat were to defeat you.
<<elseif $temp === "insects">>
You try to swat the swarm away from you, but they just keep coming.
You crush one in your hands and another replaces it in an instant.
None of your attacks make any impact, they only delay the inevitable.
When you can't keep them off you any more they start biting and scratching, leaving you bloody. You can only hope they aren't leaving their eggs and maggots to grow inside of you. You really don't want to think of that.
But fortunately, before you feel they can devour all of your flesh, they leave you.
You cough, and a small locust emerges from your throat, prompting you to vomit. But you're safe, for now.
The swarm's attack has left you seriously injured. Your next 5 travel times are increased by 4 days each and you are now threatened by death if another threat were to defeat you.
<<elseif $temp === "slime">>
You simply dive into the slime and make a break for the escape staircase. Khemia yells something after you angrily, but you can't make out his words.
The moment you touch the slime, you scream as it burns you and eats away at your flesh.
It almost feels alive. Like the slime is trying to worm its way into your body and consume you from the inside.
You can't do anything but keep pushing forward.
And finally, you push through the pain and manage to reach the safety of the stairs. You can hear yourself screaming as you make your way up towards safety.
Fortunately, you haven't suffered any fatal injuries, but you do have chemical burns all over your body. Your next 5 travel times are increased by 4 days each and you are now threatened by death if another threat were to defeat you.
<<elseif $temp === "desperation">>
You try to fight off the people without injuring them, but they prove to be too much for you.
Despite each one being weak, the crowd just keeps coming relentlessly, overcoming their obvious fear to come together and attack your party.
Eventually, you end up with many cuts and some broken bones before the crowd decides that you've been defeated.
They head off into one of the side passages, but you can still hear whispered worries and confusion. They speak about returning home and escaping. They wonder where they are.
But you can't answer their questions.
Fortunately, you're able to mostly recover when they're gone. You are injured though, so your next 4 travel times are increased by 3 days each and you are now threatened by death if another threat were to defeat you.
<<elseif $temp === "rot">>
You don't have any adequate countermeasures, so you simply decide to walk through the ominous hallway filled with fungus and rot. You can filter your breath through a cloth and try to move quickly, but those measures are clearly inadequate.
Despite your best efforts, you can't help but breathe in some of the spores.
You cough involuntarily, and you can't stop coughing. Cherry tries to comfort you, but she's coughing too.
The coughs become more violent, until eventually you make it through the passageway and safely away from the fungus. But at this point your coughs are tinted red.
You feel weaker, like something is eating away at you from the inside. All future travel times are increased by 7 days unless you get medical treatment and you are now threatened by death if another threat were to defeat you.
<<else>>
You can't outrun it, you can't defend against it. There's nowhere to hide. Whatever is out there in the darkness, this time it comes for you.
You don't know what it is that slashes and tears through the flesh on your side. You don't have time to respond though. Your nerves go haywire as something grips the back of your head and slams you face first into the ground, with a shocking brutality.
If it wasn't already completely dark, everything would have gone black. Through the pain and the fear, you can feel your consciousness fading.
.......
You wake up, but you're not in good shape.
You're bleeding, pretty badly.
You think you can survive this, but you really need some medical attention. Your next 5 travel times are increased by 4 days each and you are now threatened by death if another threat were to defeat you.
<</if>>
[[Continue exploring the eighth layer|$returnPassage]]
<<else>>
<<if $temp === "" || $temp === "darkness">>
You can't outrun it, you can't defend against it. There's nowhere to hide. Whatever is out there in the darkness, this time it comes for you.
You don't know what it is that slashes and tears through the flesh on your side. You don't have time to respond though. Your nerves go haywire as something grips the back of your head and slams you face first into the ground, with a shocking brutality.
A horrible hissing and rasping sound echoes in your ears and your vision goes red, a stark contrast to the darkness surrounding you.
You were already wounded, and now your body gives out.
You feel something slide across your throat, and you die.
All stories end. Today, down in this strange place where reality has been torn to tatters, you met your end.
Be at peace.
<<elseif $temp === "spiders">>
You have fought long and hard to get here, but nothing you've done, nothing you know, nothing you possess, can stop this thing.
The venom of the smaller spiders is getting to you, but you try to run anyway, in spite of the burning.
You are too slow, far too slow. The towering spider is on you in a flash, striking fangs deep into your shoulder, then withdrawing.
You feebly try to strike at it, but it's out of range far before you can manage it. You stumble forward, and it stalks you, staying out of range, waiting for the venom to take greater effect as it dissolves your flesh inside the wound.
Then you must have given it an opening, because it's on you again, sinking its fangs into your leg.
Your vision blurs, and you collapse, but you're filled with absolute terror as you realize you can no longer move your muscles.
The hulking spider begins draping webbing over you. Its 8 jagged legs scrape against you, but you can do nothing.
It bundles you up, and then you feel its fangs in your neck. It's got you now, and there's no more second chances.
Through the pain and the fear, your final thoughts are muddled and filled with confusion.
All stories end. Today, down in this strange place where reality has been torn to tatters, you met your end.
Be at peace.
<<elseif $temp === "wolves">>
With your existing wounds, you don't even manage to put up much of a fight.
You don't even comprehend what happens next, but the wolves are all over you.
You must have blinked, or wavered on your feet, but it's too late. You feel your throat getting ripped open by fangs.
You feel your stomach getting torn apart.
It's over. You're but a meal for the pack of... wolves, or whatever they really are.
There is a strange mercy in the ruthless assault, you die quickly.
All stories end. Today, down in this strange place where reality has been torn to tatters, you met your end.
Be at peace.
<<elseif $temp === "snakes">>
One of the snakes bites your ankles and you instinctively yelp in pain as you pull away.
But the toxin acts quickly and you are barely able to move. Another snake slithers over around you paralyzed limb, squeezing you gently as it slides up your body.
You almost hyperventilate as the creatures follow suit and swarm over you. And you feel a few more pricks across your body, leaving you entirely unable to move as the snakes cover your vision and swarm across you for untold hours.
And now, you find it hard to breathe, like your lungs aren't properly responding to the commands you give them. You need to focus and push to get though this.
Breathe in. Breathe out.
Breathe in.
Breathe out.
Breathe.
Breathe.
But you can't do it. You can't make the air move. You can only lay there, as the snakes cover your body and your consciousness fades into the darkness.
Be at peace.
<<elseif $temp === "insects">>
You try to swat the swarm away from you, but they just keep coming.
You crush one in your hands and another replaces it in an instant.
None of your attacks make any impact, they only delay the inevitable.
When you can't keep them off you any more they start biting and scratching, leaving you bloody. You can only hope they aren't leaving their eggs and maggots to grow inside of you. You really don't want to think of that.
But they never stop their assault on your broken body. They pry open your eyelids (or perhaps they ate through them? It's hard to tell at this point) and they burrowed into your eyes.
It's almost a mercy when they rush into your throat and nose, blocking any chance to take a breath. And no one is able to get them off of you before you fade into the dark.
Be at peace.
<<elseif $temp === "slime">>
ou simply dive into the slime and make a break for the escape staircase. Khemia yells something after you angrily, but you can't make out his words.
The moment you touch the slime, you scream as it burns you and eats away at your flesh.
It almost feels alive. Like the slime is trying to worm its way into your body and consume you from the inside.
You can't do anything but keep pushing forward.
But your legs don't respond any more. You look down and see a thick stain of red around where your legs are. No matter how much you try, you can't take another step.
Then you fall, and scream as your face hits the slime. The scream lets it inside your throat. A fatal mistake, but at least it ends your suffering in this Cursed place.
Be at peace.
<<elseif $temp === "desperation">>
You try to fight off the people without injuring them, but they prove to be too much for you.
Despite each one being weak, the crowd just keeps coming relentlessly, overcoming their obvious fear to come together and attack your party.
Eventually, you end up with many cuts and some broken bones before the crowd decides that you've been defeated.
They head off into one of the side passages, but you can still hear whispered worries and confusion. They speak about returning home and escaping. They wonder where they are.
But you can't answer their questions.
In fact, you can't get up.
You look down and spot a particularly nasty cut in the center of your chest, with quite a lot of blood leaking out.
It seems you're bleeding out...
Maybe you could...
But there isn't time...
Your limbs become very cold.
Your vision fades quietly to black.
Your last view is Cloud trying in vain to save you, with tears in his eyes.
Be at peace.
<<elseif $temp === "rot">>
You don't have any adequate countermeasures, so you simply decide to walk through the ominous hallway filled with fungus and rot. You can filter your breath through a cloth and try to move quickly, but those measures are clearly inadequate.
Despite your best efforts, you can't help but breathe in some of the spores.
You cough involuntarily, and you can't stop coughing. Cherry tries to comfort you, but she's coughing too.
The coughs become more violent, until eventually the coughs are tinted red and you begin to have trouble walking.
Cherry tries to keep you going, but you can tell she's weak too and because of your injuries you've held your group back for too long.
You slump to the floor and Cherry follows suit, whimpers escaping her mouth between coughs.
You feel so tired, you can't manage to make yourself get up and move. Eventually your coughs fade away, leaving only ragged breaths.
No matter what you want to do, you feel the energy and motivation drain from you as you lay there on the floor.
You spot black mushrooms beginning to grow on Cherry's body, despite the fact that she's still breathing beside you. You wonder if she's seeing the same thing happen to you.
You find it hard to care at this point.
You're just so tired.
You can't really feel anything anyway.
You might as well just take a rest.
Close your eyes.
Go to sleep.
Good night.
Be at peace.
<<else>>
You can't outrun it, you can't defend against it. There's nowhere to hide. Whatever is out there in the darkness, this time it comes for you.
You don't know what it is that slashes and tears through the flesh on your side. You don't have time to respond though. Your nerves go haywire as something grips the back of your head and slams you face first into the ground, with a shocking brutality.
A horrible hissing and rasping sound echoes in your ears and your vision goes red, a stark contrast to the darkness surrounding you.
You were already wounded, and now your body gives out.
You feel something slide across your throat, and you die.
All stories end. Today, down in this strange place where reality has been torn to tatters, you met your end.
Be at peace.
<</if>>
<<set $gameOver = true>>
<h1 class="gameover">Game Over</h1>
<</if>><<set $smaragdineThreatsDefeated.aberrations = true>>
<<if $temp === "" || $temp === "darkness">>
After using your weapon on your umbral foe, a shriek emerges from the inky blackness, and light returns to the room you were in. A frail shadow crumples to the ground, then folds in on itself, bending in unnatural ways and screeching.
Eventually it shrinks beyond your view, apparently faded away into nothing.
Whatever it was, you're sure you've defeated it, but it was merely a single threat this layer. You are certain that there are more things like that lurking here, just out of sight.
<<elseif $temp === "spiders">>
Harnessing the power of your weapons, you turn their combined might on the fell spider and fight for your life.
Eventually, a quiet hissing squealing sound comes from the direction of your foe, along with frantic clicking.
The webbing around you disappears, the smaller spiders quiver in place and vanish.
The clicking grows slower and softer. The enormous spider seems to dwindle in size. It has rolled over on its back, its legs twitching.
It seems to shrink further, and you approach in horrified curiosity. It... isn't really a spider. Whatever it is though, it's clearly dying.
With a few final twitches, its diminishing legs seem to just dissolve, along with the carapace and its innards.
You are victorious, but you feel a bit unsettled by the whole experience. What was that thing?
What other strange creatures lurk down here?
<<elseif $temp === "wolves">>
Harnessing the power of your weapons, you lash out at the wolfpack, grievously wounding the largest among them.
Under the ferocity of your attack, the other wolves let out yipping whines as they retreat, and then fade out of existence.
The wolf you wounded though, its blood runs red in the snow, but then starts fading. The snow fades away, the blood turns clear.
You look on quizzically at the... thing. It has taken on the shape of a wolf, but... it's not truly a wolf.
You suspect you've dealt it a mortal wound though.
You lash out once again, and all movement stops. The corpse that had the shape of a wolf just evaporates.
What a strange place this is. What strange things inhabit it?
<<elseif $temp === "snakes">>
You manage to keep the snakes back and the swarm begins to thin out.
Minute by minute, less and less of the snakes remain. Until finally, the last one is defeated.
Suddenly, their corpses seem to melt and give way to some dark viscous substance, which itself seems to meld with the surrounding architecture, leaving no remnants of the enemy you faced here.
What was that, truly? Was it real or only another dream. Fortunately you defeated it this time, so you do not have to find out.
<<elseif $temp === "insects">>
You use your weapons to push back the swarm, keeping them away from you as you think their numbers.
It takes quite a while, but you manage to ward them off long enough for the swarm to disperse, it seems the threat is finally fading.
There are surprisingly few insect corpses for how much fighting you've done, but it doesn't matter now. You just want to move on and to rest.
<<elseif $temp === "slime">>
You use your tools deftly to escape the oncoming caustic tide, ensuring you can safety reach your destination without any harm.
The slime keeps rising, but you can follow the staircase upwards. Further and further until the slime is far above your head, apparently stuck to the ceiling? Regardless, you're safe now and can continue your journey.
<<elseif $temp === "desperation">>
You manage to defeat or escape from the the crowd, then you run until they are far behind you and their voices fade from your ears.
<<say $companionCloud>>I hurt one of them... I hurt them and they bled and they called out for help. But no one came to save them. I thought it was an illusion, but that was real flesh, real blood that I spilled... I think they were innocent.<</say>>
Cloud has his fists balled tightly to his side as he mutters to himself. But he tries to calm down and places his hands over his eyes for a few moments.
When he removes them, he's smiling again. It's his usual charming smile, but it seems more sad now, somehow. And you spot the wet trails running down from his eyes despite the appearance of a confident smile.
<<say $companionCloud>>Sorry about that. There's no way that could be real. There's no need to worry yourself about it. We shouldn't let that stop us from continuing our journey.<</say>>
His smile falters, but holds as he insists that everything is fine. Eventually you move on, but a part of you still wonders about the people you saw earlier...
<<elseif $temp === "rot">>
You manage to make your way through the perilous rotten hallway, and once you're a safe distance away from it, you take a breath of clean, fresh air. Or at least as fresh as it can get down in this dimensional hell.
Cherry's hands are shaking, but she's quiet. She doesn't say anything when you try to speak to her at first, but after a few tries she gives you a small smile and speaks.
<<say $companionCherry>>It's ok, $mc.name. We beat it... So maybe I can beat it too...<</say>>
Her voice is quiet, but it seems like she's come out better for having faced her fear and made it through safely. Perhaps not everything you experience down here is horrible.
<</if>>
[[Continue exploring the eighth layer|$returnPassage]]<<nobr>><<set $currentLayer = 8>><<if !isPlaying("layer8")>>
<<masteraudio stop>><<audio "layer8" volume 0.2 play loop>>
<</if>><</nobr>>
You wait as your balloon rapidly ascends and you can watch the metallic buildings shrink beneath you. Swarms of robots seems to pursue their mysterious duties as if they were ants scurrying about an anthill. Luckily they don't seem to pay much attention to the air, and even the occasional flying robot pays you no notice as you ascend towards the gate to the sixth layer.
[[Ascend to next layer|Escape Balloon L7][$corruption -= (100 - $corRed)]]
[[Hover on this layer to take in a Curse|Layer8 Curses]]
[[Get off the balloon on this layer|Layer8 Hub][$escBalDepl=0]]<<nobr>>
<h1>Camping</h1>
<<set _random = random(1,5)>>
<<if _random === 1>>
[img[setup.ImagePath+'Environments/Layer8Landscape1.png']]
<<elseif _random === 2>>
[img[setup.ImagePath+'Environments/Layer8Hallway.png']]
<<elseif _random === 3>>
[img[setup.ImagePath+'Environments/Layer8Room.png']]
<<elseif _random === 4>>
[img[setup.ImagePath+'Environments/Layer8Landscape2.png']]
<<else>>
[img[setup.ImagePath+'Environments/Layer8Landscape3.png']]
<</if>>
<</nobr>>
<<include 'CampCode'>>@@.endingImage;
[img[setup.ImagePath+'Habitation/8possibility1.png']]
@@
<p class="habitationL8">
Your existence, once a tapestry of emotions and senses, has been replaced with the jagged puzzle pieces of a broken reflection. The hallways, once brimming with endless discoveries, now repeat themselves in the cracked prism of your mind, patterns spooling in an infinite, contorted mobius. Laughter echoes off the walls, disjointed, omnipresent, a chorus of your former selves, each more distorted than the last. The thin line between self and other dissolves, leaving you to question - Who am I among the multitude?
The eighth layer of the Abyss has become your endless playground, each day bleeding into the next with no delineation, a beautiful, horrifying paradox. You have been swallowed whole by the void, becoming one with its whimsical, cruel design. There is no up or down, no before or after, only the Abyss - forever twisting, bending, mocking.
You try to reach out, touch something tangible, only to realize you've lost the sensation of touch. You gaze upon your reflection in the polished surface of a floating construct, hoping to catch a glimpse of familiarity, but you are met with the sight of fragmented porcelain where your face once was.
This is your eternity. The joyous cacophony of your countless siblings rings in your ears, the ghostly taste of decadent feasts lingering on a tongue that no longer exists. The memories, the sensations, once real, now play out as empty echoes.
There is no more time, only a never-ending loop. No more pain, only a numbing void. You've become a silent observer in your own twisted reality, a broken marionette dancing to the tune of unseen strings. This is your new existence, this is your end.
Yet, there is no part of you that yearns for rebellion, no desire to break free from the strings that bind you. All hope, all desire, has been consumed by the Abyss. You are nothing but a hollow shell, echoing the laughter and joy of your own lost humanity.
Your existence is a void, an endless maze with no exit.
This is your reality now.
There is no escape, no salvation.
Only the endless, echoing silence of the Abyss.
Forever.
@@.layerTitle;<h1>THE END</h1>@@
</p>@@.endingImage;
[img[setup.ImagePath+'Habitation/8possibility1.png']]
@@
<p class="habitationL8">
Your existence, once a tapestry of emotions and senses, has been replaced with the jagged puzzle pieces of a broken reflection. The hallways, once brimming with endless discoveries, now repeat themselves in the cracked prism of your mind, patterns spooling in an infinite, contorted mobius. Laughter echoes off the walls, disjointed, omnipresent, a chorus of your former selves, each more distorted than the last. The thin line between self and other dissolves, leaving you to question - Who am I among the multitude?
The eighth layer of the Abyss has become your endless playground, each day bleeding into the next with no delineation, a beautiful, horrifying paradox. You have been swallowed whole by the void, becoming one with its whimsical, cruel design. There is no up or down, no before or after, only the Abyss - forever twisting, bending, mocking.
You try to reach out, touch something tangible, only to realize you've lost the sensation of touch. You gaze upon your reflection in the polished surface of a floating construct, hoping to catch a glimpse of familiarity, but you are met with the sight of fragmented porcelain where your face once was.
This is your eternity. The joyous cacophony of your countless siblings rings in your ears, the ghostly taste of decadent feasts lingering on a tongue that no longer exists. The memories, the sensations, once real, now play out as empty echoes.
There is no more time, only a never-ending loop. No more pain, only a numbing void. You've become a silent observer in your own twisted reality, a broken marionette dancing to the tune of unseen strings. This is your new existence, this is your end.
But even in this state of perpetual limbo, there's a piece of you - a sliver, an echo, a single thought - that yearns for a spark of rebellion, a fleeting chance to break free from the strings that bind you. Perhaps one day, you will find it.
Or perhaps, it will forever remain a dream, a whisper lost in the echoing maze of your existence. Only time will tell, or maybe it won't, because in the eighth layer of the Abyss, time is as elusive as reality itself.
@@.layerTitle;<h1>THE END?</h1>@@
</p><<nobr>>
<<set $currentLayer = 9>>
<<masteraudio stop>>
<<audio "layer9" volume 0.2 play loop>>
<<set $timeL8T2a = 0, $timeL8T2b = 0>>
<<set $timeL9T1 = 5>>
<<set $forcedL9Ending = false>>
<<set $LS_used = 0>>
<</nobr>>\
\
@@.layerTitle;
[img[setup.ImagePath+'Layer Intros/l9intro.png']]
!Layer 9 - Reaches of Oceanus
@@You submerge into the water and descend. Slowly the colorless architecture of the eighth layer fades, replaced once more by organic stone. And then the world opens up before you: you emerge from a vertical shaft of water and into an entire underground ocean, stretching further in every direction than your eyes can make out. You briefly look down and the word "thalassophobia" immediately rises up to smack you in the face. Light is swiftly blotted out in every direction away from the shaft, and you're engulfed by a dark stillness. If there is ground somewhere below you, you can't see it. Let yourself drift downwards, and you'll be swallowed up completely by that gloom, falling endlessly into this massive world of no light, no air, only water. The only way downward into the Abyss is to dive into it, taking up the name of "diver" perhaps far more literally than any before you.
There's nothing like an entire ocean to put a premature end to an adventure. You'll //need// to keep whatever you're using to breathe underwater with you and active at all times or you will drown and die.
If you have the Seafolk Curse, your hydrodynamic body and fins serve to speed your swimming up significantly, decreasing all travel time costs on this layer by 5 days. It's also quite dark and difficult to navigate, so a source of light like a flashlight would help by reducing travel times by 5 days - though it should go without saying that fire-based light won't work. Thankfully, pretty much everything in Outset Town's shop besides the torches and balloons is waterproof, and works just fine underwater. No need to worry about water ruining your food or smartphone.
In case you're wondering, the Miasma somehow alleviates the pressure of the water above your, thankfully preventing you from being crushed or subject to oxygen toxicity if you travel too deep.
Be prepared to eat a lot of meals and spend many nights (as if that word still means anything) sleeping underwater. It'll probably be disorienting at first.
Hopefully you'll be able to get used to it.
[[Continue your journey through the ninth layer|Layer9 Hub]]
/*
[[Walk through the ninth layer of the Abyss|Layer9 Hub]]<<nobr>><<if $hiredCompanions.some(e => e.id === setup.companionIds.cherry)>>
<<if $visitL9 === 0>>
<br><<print "[[Use Cherry's chaotic luck|Layer9 Cherry]]">><</if>>
<</if>><</nobr>>
*/<<set $currentLayer = 9>>
<<if !isPlaying("layer9")>>
<<masteraudio stop>>
<<audio "layer9" volume 0.2 play loop>>
<</if>>
<<CarryAdjust>><<checkTime>>
<<if $visitL9 === 0>>
<<set $layerTemp = 8>>
<<set $visitL9 = 1>>
<<elseif $secondVisitL9 === 0>>
<<set $secondVisitL9 = 1>>
<<set $layerTemp = 18>>
<<else>>
<<set $layerTemp = random(0,20)>>
<</if>>
<<if $time == $CatastropheUsed>>
As you drift in the underwater gloom, the reality of your situation sets in. Your equipment, once your shield against the dangers of the Abyss, is gone, lost in the Catastrophe. More painfully, your companions, those who had journeyed with you, shared your struggles, and fought by your side, are no more. Their absence is a heavy weight, a void that the Phoenix Obol's power cannot fill.
You are alone now, stripped of your tools and allies, in the heart of an unforgiving sea.
It seems that the fish are gone for now, but perhaps you'll be able to find some eventually.
At first, the Elder seems to have completely disappeared, with nothing near you. But as time passes, you spot the tentacles at the edge of your vision once again. However, they never seem to approach you, as if the Elder has become wary of you after the Catastrophe. Even though it lives on, it seems that the Elder will no longer bother you down here.
<<else>>
<<if $layerTemp === 1>>
The muffled silence of the ocean is briefly interrupted by the distant and eerie sound of water moving in vast volumes. Before you can comprehend its source, a massive unseen undercurrent tugs at you, spiraling you in a direction you hadn't intended to go. In the vast, unending expanse of the deep, it feels as if the Abyss itself is toying with you, like a cat with a mouse. It takes a few heart-pounding moments of effort to escape its grip and regain control. Shaken, you proceed with renewed caution.<br><br>
<<elseif $layerTemp === 2>>
The water suddenly becomes filled with a soft hue. All around you, tiny plankton-like creatures begin to glow, creating a mesmerizing dance of lights. Their tiny bodies illuminate your path, and for a brief moment, the crushing darkness of the Abyss feels less intimidating. The dance lasts but a few moments before the creatures scatter, leaving you in the darkness once more.<br><br>
<<elseif $layerTemp === 3 && $hiredCompanions.some(e => e.name === "Saeko")>>
Amidst the oppressive darkness, Saeko adjusts her glasses, pointing towards the faintly shimmering curtain ahead.<br><br>
<<say $companionSaeko>>That appears to be a thermocline. It's a boundary where water of different temperatures meet. Causes that visual distortion.<</say>><br>
Her voice is steady, filled with the reserved intrigue of a scientist making an observation, but the weight of the Abyss's bleakness mutes any overt enthusiasm. As you navigate through the curtain, the sudden change in temperature is unnerving. Saeko remains focused, jotting down brief notes on a waterproof pad, her demeanor a mix of curiosity and caution as you continue your journey.<br><br>
<<elseif $layerTemp === 4>>
In these expansive depths, you feel an overwhelming sense of smallness. Everywhere you turn, there's just the vastness of water, pressing upon your psyche. The sensation of weightlessness combined with the eerie stillness makes you keenly aware of your isolation. The immediate vicinity feels like a shroud, wrapping around you, with only the muffled sound of your own heartbeat as a constant companion.<br><br>
<<elseif $layerTemp === 6 && $mc.hasCurse("Hijinks Ensue")>>
<<include "Hijinks Ensue Scenes">>
<<elseif $layerTemp >= 18 - (1+$hiredCompanions.length) && $layerTemp < 19 && ($hiredCompanions.length > 0 || $ownedRelics.some(e => e.name === "Creepy Doll") )>>
<<include "Companion Layer Interaction">>
<<elseif $layerTemp >= 19>>
<<include "Curse Descriptions">><br><br>
<<else>>
As you plunge through the depths of the ninth layer, a vast, boundless underground ocean unfolds around you. Its magnitude is both mesmerizing and terrifying, reminding you of the insignificance of your existence in the face of the world around you. The impenetrable darkness that engulfs the expanse is disorienting, with the distant shaft of light above fading rapidly as you delve deeper. The chilling silence is punctuated only by the rhythmic beats of your own heart, the muffled sound of water pressing against your ears, and the slightest hint of something lurking just out of view.<br><br>
<</if>>
<</if>>
<<if $time - $CatastropheUsed <= 2>>
<<set $forageWater = 0>>
<</if>>
<<if $time - $CatastropheUsed <= 5>>
<<set $forageFood = 0>>
<</if>>
<<if $forageWater === 1>>
<<print "You are currently foraging for your daily water on this layer.">><br>
<<else>>
<<print "You are not currently foraging for your daily water on this layer.">><br>
<</if>>
<<if $forageFood === 1>>
<<print "You are currently foraging for your daily food on this layer.">><br>
<<else>>
<<print "You are not currently foraging for your daily food on this layer.">><br><</if>>
<br>What do you want to do while you're here?<br>
<br>
<span class="icon">[img[setup.ImagePath+'Icons/useitems.png']]</span> [[Use Items and Relics]]<br>
<<if $hiredCompanions.length > 0>>
<span class="icon">[img[setup.ImagePath+'Icons/partytalk.png']]</span> [[Interact with your party|Party overview]] <<CheckParty>><br>
<</if>>
<br>
<span class="icon">[img[setup.ImagePath+'Icons/threats.png']]</span> [[Learn about the threats on this layer|Layer9 Threats]]<br>
<<if $time - $CatastropheUsed > 2>>
<span class="icon">[img[setup.ImagePath+'Icons/foraging.png']]</span> [[Check for food and water you can forage for|Layer9 Forage]]<br>
<<else>>
@@.alert1; In the immediate aftermath of the destruction you caused with the Catastrophe, there is nothing left to forage. Maybe in a few days you'll be able to find something...@@<br>
<</if>>
<span class="icon">[img[setup.ImagePath+'Icons/relicsearch.png']]</span> [[Search for Relics|Layer9 Relics]]<br>
<span class="icon">[img[setup.ImagePath+'Icons/curses.png']]</span> [[Take on Curses to purge your corruption|Layer9 Curses]]<br>
<span class="icon">[img[setup.ImagePath+'Icons/wonder.png']]</span> [[Look for any Wonders you can take advantage of|Layer9 Wonders]]<br>
<span class="icon">[img[setup.ImagePath+'Icons/camping.png']]</span> [[Set up camp and rest here|Layer9 Camp]]<br>
<span class="icon">[img[setup.ImagePath+'Icons/layer9habitation.png']]</span> [[View the Layer 9 habitation option|Layer9 Habitation]]<br>
<br>
<span class="icon">[img[setup.ImagePath+'Icons/ascent.png']]</span> [[Look up towards the surface|Layer9 Ascend 1]]<br>
<<if $raison != true>>[[Try to reach the bottom of the ocean|Layer9 Exit1]]<<else>>There is no point reaching the bottom of the ocean again. There is nothing left for you there.<</if>><h1>Foraging</h1>
<p>If you decide to start foraging for food or water, it means that you will not consume your stored food rations or water supply while consuming time on tasks in this layer, but you will not obtain more supplies by starting to forage here.</p>
<p>[[Return to exploring the rest of the layer|Layer9 Hub]]</p>
<<ForagingGrid setup.crevasseCarp setup.freshwaterPockets>>
<<if $items[2].count > 0>>
<p>[[Fill your empty flasks with water from freshwater pockets|Layer9 Flasks]]</p>
<</if>>
<<if ($time - $CatastropheUsed) <= 5>>
<p>@@.alert1; Fish do not seem to have returned yet in the aftermath of the destruction@@</p>
<<else>>
<p>[[Consume food from Crevasse Carp once|Layer9 Forage][$corruption -= 2;$foodL9 += 1]]</p>
<</if>>
<p>[[Consume water from freshwater pockets once|Layer9 Forage][$corruption -= 1;$waterL9 += 1]]</p>
<p>[[Return to exploring the rest of the layer|Layer9 Hub]]</p>As this layer is entirely underwater, ascending is actually relatively fast here. Returning to the eight layer will take 20 days and 120 corruption normally.
<<if $DaedalusEquip>>\
Your wings will be of little use in this aquatic environment. They won't hinder you significantly either.
<</if>>\
[[Continue your ascent|Layer9 Ascend2]]
[[Turn back and continue your business on the ninth layer|Layer9 Hub]]<<nobr>>
<<if !setup.passingTime()>>
<<set _multiplier = 1>>
<<StartTraveling 20 0 _multiplier>>
<</if>>
<<PassTimeWithEvents>>
<</nobr>>\
<<if !setup.passingTime()>>
<<nobr>>
<<if !$voidDiamondActive>>
<<set $corruption -= 120 - $corRed + 5 * Math.trunc($hexflame / 10)>>
<</if>>
<</nobr>>\
As you ascend through the waters of the ninth layer, the overwhelming vastness of this underground ocean grips your senses. Around you, darkness prevails, a cloak of obscurity that makes the shaft of water from which you emerged seem like a distant memory. Your eyes strain to penetrate the gloom, but it's a futile effort; light fades into nothingness, leaving you suspended in a realm where the concepts of up and down blur. The notion of an endless fall into this aquatic void sends a shiver down your spine.
It's an eerie comfort, knowing that, while the depths threaten to swallow you whole, the miasma shields you from the ocean's more crushing aspects.
Eventually, you recognize the faint glimmer of light from when you first descended into the water and follow it upwards into the alien space of the eighth layer.
<<include "Curse Descriptions">>
[[Return to the eighth layer|Layer8 Hub]]
<</if>>Are you sure? Completing your descent through the dark sea will take @@.italic;80 days@@;, if you wish to continue deeper still.
[[Turn back and continue your business on the ninth layer|Layer9 Hub]]
<<TravelToPassage 'Continue your descent in order to reach the bottom' 'Layer9 Exit2' 80>><<PassTimeWithEvents>>\
<<if !setup.passingTime()>>
...how much water must it have been? Is it even possible for a cave to go that deep? Surely, you would have hit the mantle or something by now? Do space and time have any meaning at all, at this point?
<<include "Curse Descriptions">>
[[Enter a dimly twinkling barrier|Layer10 1][$currentLayer = 10]]
<</if>><h1>Wonders</h1>
<p>[[Continue exploring the ninth layer|Layer9 Hub]]</p>
<<WonderGrid setup.bloodstainedSanctuary>>
<p>[[Continue exploring the ninth layer|Layer9 Hub]]</p><<PassTimeWithEvents>>
<<if !setup.passingTime()>>
[img[setup.ImagePath+'Wonders/bloodstainedsanctuary.png']]
<br>
As you drift through the vast emptiness of the ninth layer, a faint, mesmerizing glow beckons you from a distance. Drawn to it, you soon find yourself amidst the spectral remains of an ancient sanctuary. Your heart races as the Bloodstained Sanctuary reveals itself in all its haunting splendor.
<br><br>
The majestic pillars loom above, their surfaces worn and yet still echoing tales of bygone eras. The central altar, bathed in a purplish hue, beckons you closer, its glow ensnaring your senses.
<br><br>
The weight of history is palpable, making the water around you feel denser, colder. As you near the altar, you notice the meticulously carved channels that spread outwards, their designs seemingly alive, shifting subtly under your gaze.
<br><br>
A peculiar mixture of awe and dread fills you. The allure of the significant power promised by the sanctuary clashes with the grim reality of its price. The stillness of the Abyss around you amplifies your internal turmoil. Floating before the altar, you ponder the profound choice ahead. To harness the sanctuary's power, a life must be taken — a decision that cannot be made lightly.
<br><br>
The very water seems to hold its breath, awaiting your choice.
<br><br>
<<if $bloodstainedSanctuaryUsed>>
The place seems devoid of any remaining energy, as the once glowing altar now lays dormant and empty.<br><br>
<<else>>
[[Sacrifice yourself|Bloodstained Sanctuary Site][$corruption += 200, $bloodstainedSanctuaryUsed = true, $gameOver = true]]<br>
<<for _i, _companion range $hiredCompanions>>
<<set _flag = false>>
<<set _tempName = _companion.name>>
<<set _companionId = _companion.id>>
<<switch _companionId>>
<<case setup.companionIds.golem>>
You can't sacrifice your Golem here.<br>
<<default>>
<<if _companionId === setup.companionIds.bandit >><<set _tempName = "Bandit">><</if>>
<<if _companionId === setup.companionIds.twin >><<set _tempName = "Twin">><</if>>
<<capture _companion _i _tempName>>
<<set _choiceText = "Sacrifice " + _tempName>>
<<link _choiceText "Sacrifice Apply">>
<<set $temp = _i>>
<</link>><br>
<</capture>>
<</switch>>
<</for>>
<</if>>
[[Return to exploring the rest of the layer|Layer9 Hub]]
<</if>><<set _tempSuccess = false>>
<<if $hiredCompanions[$temp].id === setup.companionIds.bandit && !$BanditConvo0>>
You guide the Bandit through the shadowy depths to the eerie altar at the heart of the underwater sanctuary.<br><br>
<<say $companionBandit>>Mmmph...!<</say>><br>
Her expression, a mix of resignation and fear, is unmistakable even through the veil of water. Silent tears merge indistinguishably with the surrounding sea.<br><br>
<<say $mc>>I regret this, truly. But in this cruel world, everyone plays their role, and this... this is yours.<</say>><br>
With a swift, resolute motion, you use the weapon concealed in your grasp. She initially resists, her movements creating swirls of bubbles, but soon a crimson cloud envelops her, and her struggles fade to stillness.<br><br>
<<elseif $hiredCompanions[$temp].id === setup.companionIds.cherry>>
You beckon Cherry to the ancient, bloodstained altar. Wordlessly, she approaches, kneeling gracefully and closing her eyes in quiet acceptance.<br><br>
<<say $companionCherry>>Spare me the drama. We both understand why we're here. At least let my death be of more value than my life.<</say>><br>
Taken aback, you pause momentarily, gripping your hidden weapon tighter.<br><br>
<<say $mc>>Thank you... for understanding. I wish there was another way.<</say>><br>
<<say $companionCherry>>Just do it!<</say>><br>
Startled by her outburst, you hesitate, then exhale deeply, bracing yourself. In one fluid motion, you act. Cherry's body gently floats, life extinguished, her blood slowly diffusing into the murky water.<br><br>
<<set _tempSuccess = true>>
<<elseif $hiredCompanions[$temp].id === setup.companionIds.twin>>
You call upon $hiredCompanions[$temp].name to join you at the altar. A cunning smile plays upon <<if $hiredCompanions[$temp].sex=="male">>his<<else>>her<</if>> lips.<br><br>
<<say $companionTwin>>Alright, lead the way.<</say>><br>
You sense <<if $hiredCompanions[$temp].sex=="male">>he<<else>>she<</if>> might be aware of your intentions. A plan forms in your mind to ambush <<if $hiredCompanions[$temp].sex=="male">>him<<else>>her<</if>> in the obscurity of the water.<br><br>
<<if $TwinVar1>>
Despite your initial plan, you shadow $hiredCompanions[$temp].name towards the altar, eventually managing to lose <<if $hiredCompanions[$temp].sex=="male">>him<<else>>her<</if>>.<br><br>
<<else>>
You trail $hiredCompanions[$temp].name, stealthily avoiding detection as you near the altar. <<if $hiredCompanions[$temp].sex=="male">>He<<else>>she<</if>> seems to anticipate your movements, constantly scanning for your presence. Seizing the opportunity, you surge from below, swiftly cutting off <<if $hiredCompanions[$temp].sex=="male">>his<<else>>her<</if>> air.<br><br>
<<say $companionTwin>>What are... you... doing...!<</say>><br>
The struggle is fierce but brief. As <<if $hiredCompanions[$temp].sex=="male">>he<<else>>she<</if>> weakens, you deliver a decisive blow. A red haze emanates from the wound, engulfing <<if $hiredCompanions[$temp].sex=="male">>him<<else>>her<</if>>. Your twin's body hangs motionless in the water. To ensure the sacrifice, you drag the body to the altar's surface.<br><br>
<<set _tempSuccess = true>>
<</if>>
<<else>>
You invite $hiredCompanions[$temp].name to explore the Bloodstained Sanctuary with you.<br><br>
Upon arrival, $hiredCompanions[$temp].name hesitates at the edge of the altar.<br><br>
<<say $hiredCompanions[$temp]>>What's our purpose here?<</say>><br>
You ponder $hiredCompanions[$temp].name's question, unsure if it's genuine curiosity or suspicion.<br><br>
<<say $mc>>Trust is key. Do you trust me?<</say>><br>
<<if $hiredCompanions[$temp].affec>0>>
<<set _tempRand = random(0,$hiredCompanions[$temp].affec)>>
<<else>>
<<set _tempRand=0>>
<</if>>
<<if _tempRand < 5>>
<<say $hiredCompanions[$temp]>>Honestly? No. This place reeks of death and deception. Why should I step onto that altar?<</say>><br>
<<say $mc>>Just go to the middle, no more questions.<</say>><br>
<<say $hiredCompanions[$temp]>>I refuse! I want to leave now!<</say>><br>
<<say $mc>>I didn't want to force this, but you leave me no choice.<</say>><br>
You spring towards your companion, intent on overpowering <<if $hiredCompanions[$temp].sex=="male">>him<<else>>her<</if>>.<br><br>
<<if $mc.HandicapThreat + $mc.fit + random(-1,1)> $hiredCompanions[$temp].HandicapThreat + $hiredCompanions[$temp].fit + random(-1,1)>>
The scuffle is brief; you find an opening and strike with your hidden weapon. <<if $hiredCompanions[$temp].sex=="male">>He<<else>>She<</if>> winces in pain, allowing you another blow. Soon, your companion floats lifelessly, surrounded by a reddening haze.<br><br>
<<set _tempSuccess = true>>
<<else>>
Your attempt to overpower fails; you're left battered as $hiredCompanions[$temp].name escapes your grasp. Your chance for the sacrifice slips away.<br><br>
<<set $hiredCompanions[$temp].affec-=100>>
<</if>>
<<else>>
<<say $hiredCompanions[$temp]>>Yes, but this place... it's unsettling. Let's finish quickly.<</say>><br>
<<say $mc>>Just a moment and a prayer. Close your eyes.<</say>><br>
With eyes barely open, you watch as $hiredCompanions[$temp].name complies. Seizing the moment, you attack.<br><br>
<<say $hiredCompanions[$temp]>>Why... I trusted... you...!<</say>><br>
As your companion's life ebbs away, the water around you turns a dark crimson.<br><br>
<<set _tempSuccess = true>>
<</if>>
<</if>>
<<if _tempSuccess>>
For a brief moment, there's an eerie stillness as you float amidst the weightless tranquility, your gaze locked on the lifeless form before you. Abruptly, the crystals encircling the altar burst into a shimmering glow, casting shades of light across the watery depths. In the altar's heart, a spectral purple flame erupts, its light piercing the gloom. Instinctively, you shield your eyes from its brilliance. As the light engulfs you, you sense the miasma draining from your being, leaving a sensation of purity and lightness.<br><br>
Upon reopening your eyes, the scene has transformed; the corpse has vanished without a trace, the crystals' glow has faded, and the mysterious flame has been extinguished. A strange emptiness pervades the sanctuary, as if its ancient power has been irreversibly spent, at least for you.<br><br> <<if $hiredCompanions[$temp].id === setup.companionIds.bandit && !$BanditConvo0>>
<<set _affectionPenalty = 25>>
<<else>>
<<set _affectionPenalty = 50>>
<</if>>
<<include "Bloodstained Sanctuary Reactions">>
<<set $LostCompanions.push($hiredCompanions[$temp])>>
<<set $hiredCompanions.deleteAt($temp)>>
<<set $corruption += 200>>
<<set $bloodstainedSanctuaryUsed = true>>
[[Continue exploring the ninth layer|Layer9 Hub]]
<<elseif !_tempSuccess && $hiredCompanions[$temp].id !== setup.companionIds.twin>>
<<set _affectionPenalty = 30>>
<<include "Bloodstained Sanctuary Reactions">>
[[Continue exploring the ninth layer|Layer9 Hub]]
<<else>>
Suddenly, your twin strikes with unexpected ferocity. <<if $companionTwin.sex=="male">>He<<else>>She<</if>> ensnares you from behind, an iron grip tightening around your throat. Desperately, you flail and struggle, but the ambush has left you at a grave disadvantage.<br><br>
Each gasp for air becomes more difficult, your strength failing rapidly in their relentless grasp.<br><br>
Darkness encroaches on the edges of your vision, your limbs growing heavy and unresponsive. A searing pain lances through your neck, a stark harbinger of impending doom.<br><br>
And then, all fades to black, the murky depths swallowing your consciousness whole.
<<set $gameOver=1>>
<</if>><<if _affectionPenalty > 0>>
<<if $hiredCompanions.some(e => e.id === setup.companionIds.maru) && $hiredCompanions[$temp].id !== setup.companionIds.maru>>
<<set $companionMaru.affec -= _affectionPenalty>>
<<say $companionMaru>>Why... Why would you do that? It's so sad...<</say>><br>
Eyes wide and shimmering with the beginnings of tears, Maru clasps his hands to his chest, his fragile posture conveying his shock and hurt.<br><br>
<</if>>
<<if $hiredCompanions.some(e => e.id === setup.companionIds.lily) && $hiredCompanions[$temp].id !== setup.companionIds.lily>>
<<set $companionLily.affec -= _affectionPenalty>>
<<say $companionLily>>I can't believe this... how could you?<</say>><br>
Lily's vibrant energy momentarily dampens. She clenches her fists, her eyes narrowing in disbelief and anger. Her once animated demeanor now appearing grounded and serious.<br><br>
<</if>>
<<if $hiredCompanions.some(e => e.id === setup.companionIds.khemia) && $hiredCompanions[$temp].id !== setup.companionIds.khemia>>
<<set $companionKhemia.affec -= _affectionPenalty>>
<<say $companionKhemia>>That's a new low, even for the Abyss, <<PerceivedGender2 $mc>>! You're nothing but a monster!<</say>><br>
Khemia's usually relaxed posture is now tense and alert. His expressive eyes flash with anger and disappointment.<br><br>
<</if>>
<<if $hiredCompanions.some(e => e.id === setup.companionIds.cherry) && $hiredCompanions[$temp].id !== setup.companionIds.cherry>>
<<set $companionCherry.affec -= _affectionPenalty>>
<<say $companionCherry>>Yet another reason life feels so bleak.<</say>><br>
Cherry's already downcast eyes seem to fall even further, and her posture appears even more slouched. She lets out a heavy sigh, the weight of the world seemingly resting on her shoulders.<br><br>
<</if>>
<<if $hiredCompanions.some(e => e.id === setup.companionIds.cloud) && $hiredCompanions[$temp].id !== setup.companionIds.cloud>>
<<if $hiredCompanions[$temp].id === setup.companionIds.bandit && !$BanditConvo0>>
<<set $companionCloud.affec -= Math.ceil(_affectionPenalty/2)>>
<<say $companionCloud>>Sometimes, tough choices must be made.<</say>><br>
Cloud's eyes remain unreadable, showing a hint of understanding, but his mouth is set in a firm, straight line.<br><br>
<<else>>
<<set $companionCloud.affec -= _affectionPenalty*2>>
<<say $companionCloud>>What a betrayal of trust. I can't believe you'd stoop to that level.<</say>><br>
Cloud's playful smirk fades completely. His eyes now burn with a cold, hard edge.
<</if>>
<</if>>
<<if $hiredCompanions.some(e => e.id === setup.companionIds.saeko) && $hiredCompanions[$temp].id !== setup.companionIds.saeko>>
<<set $companionSaeko.affec -= _affectionPenalty>>
<<say $companionSaeko>> This... There is no rational justification for this. This is just sick.<</say>><br>
Saeko's typically composed demeanor breaks momentarily, her face displaying a rare show of raw emotion: pure shock and disgust.
<</if>>
<<if $hiredCompanions.some(e => e.id === setup.companionIds.twin) && $hiredCompanions[$temp].id !== setup.companionIds.twin>>
<<set $companionTwin.affec -= Math.ceil(_affectionPenalty/2)>>
<<say $companionTwin>>I admit, I've had dark thoughts, but unlike you, I never acted on them.<</say>><br>
<</if>>
<<if $hiredCompanions.some(e => e.id === setup.companionIds.bandit) && !$BanditConvo0 && $hiredCompanions[$temp].id !== setup.companionIds.bandit>>
<<set $companionBandit.affec -= Math.ceil(_affectionPenalty/2)>>
<<say $companionBandit>>Tch... Typical.<</say>><br>
<<elseif $hiredCompanions.some(e => e.id === setup.companionIds.bandit) && !$BanditConvo0 && $hiredCompanions[$temp].id !== setup.companionIds.bandit>>
<<set $companionBandit.affec -= Math.ceil(_affectionPenalty/2)>>
<<say $companionBandit>>I've seen a lot in my time, but this... It's among the worst.<</say>><br>
<</if>>
<<if $hiredCompanions.some(e => e.id === setup.companionIds.golem)>>
<<say $companionGolem>> ... <</say>><br>
<</if>>
<</if>><<nobr>>
<<for $i = 0; $i < 999; $i++>>
<<if $items[2].count > 0>>
<<set $items[3].count += 1>>
<<set $items[2].count -= 1>>
<<set $flaskMatrix[7]+=1>>
<<else>>
<<break>>
<</if>>
<</for>>
<</nobr>><p><<CarryAdjust>><<checkTime>></p>
<h1>Relics</h1>
<p>[[Continue exploring the ninth layer|Layer9 Hub]]</p>
<<RelicGrid `setup.relicsOnLayer[9]`>>
<p>[[Continue exploring the ninth layer|Layer9 Hub]]</p><<CollectRelic $relic97>>\
<<if !setup.passingTime()>>
You have successfully taken the $relic97.name Relic. Hopefully you can make good use of it and make it worth that corruption cost.
This may be useful against certain aquatic or aqueous enemies, if you can use it properly.
[[Continue searching for the Relics of layer 9|Layer9 Relics]]
[[Continue exploring the ninth layer|Layer9 Hub]]
<</if>><<CollectRelic $relic98>>\
<<if !setup.passingTime()>>
You have successfully taken the $relic98.name Relic. Hopefully you can make good use of it and make it worth that corruption cost.
[[Continue searching for the Relics of layer 9|Layer9 Relics]]
[[Continue exploring the ninth layer|Layer9 Hub]]
<</if>><<CollectRelic $relic99>>\
<<if !setup.passingTime()>>
You have successfully taken the $relic99.name Relic. Hopefully you can make good use of it and make it worth that corruption cost.
[[Continue searching for the Relics of layer 9|Layer9 Relics]]
[[Continue exploring the ninth layer|Layer9 Hub]]
<</if>><<CollectRelic $relic100>>\
<<if !setup.passingTime()>>
You have successfully taken the $relic100.name Relic. Hopefully you can make good use of it and make it worth that corruption cost.
[[Continue searching for the Relics of layer 9|Layer9 Relics]]
[[Continue exploring the ninth layer|Layer9 Hub]]
<</if>><<CollectRelic $relic101>>\
<<if !setup.passingTime()>>
You have successfully taken the $relic101.name Relic. Hopefully you can make good use of it and make it worth that corruption cost.
[[Continue searching for the Relics of layer 9|Layer9 Relics]]
[[Continue exploring the ninth layer|Layer9 Hub]]
<</if>><<CollectRelic $relic102>>\
<<if !setup.passingTime()>>
You have successfully taken the $relic102.name Relic. Hopefully you can make good use of it and make it worth that corruption cost.
[[Continue searching for the Relics of layer 9|Layer9 Relics]]
[[Continue exploring the ninth layer|Layer9 Hub]]
<</if>><<CollectRelic $relic103>>\
<<if !setup.passingTime()>>
The waters of this layer are often dark, but sometimes there's a bit of light trickling through the currents from a source you can't quite place. The visibility is limited, often restricted to mere outlines of distant objects, illuminated faintly against the gloom. At times, the waters turn pitch black, obscuring all but the immediate surroundings.
Even though the miasma does keep the water from becoming threateningly dense, it's not just water in these depths; there's an array of debris - rocks, both minuscule and colossal, float suspended. The pressure in denser if you get close to them. You're uncertain if these rocks generate the gravitational anomalies or if they've simply been ensnared by hidden gravity wells scattered throughout this layer. As you maneuver past them, you remain focused; the Relic you seek is elsewhere.
Amidst the aquatic expanse, you occasionally spot solitary fish, none particularly large. On the rocks, sparse life clings on: a few sponges, perhaps a rare crustacean. The longer you explore, the more evident the barrenness of this ecosystem becomes. It's not dying, nor utterly lifeless, but eerily sparse, as if thoroughly scavenged. The thought sends a shiver down your spine, a reminder of the Elder, the vast entity ruling these depths. Among the debris, you glimpse remnants of a lost world: sunken ships, sculptures, fragments of buildings. Where did all of this come from?
Eventually, you find a place that may hold what you seek. Carved marble pillars emerge from the gloom as you swim towards the cluster of debris. Those pillars are toppled, lying in a jumbled heap in this submerged realm. As you approach, you note a peculiar change: the water's salinity decreases. You've encountered freshwater pockets before, but none as expansive as this. Undeterred, you dive towards the wreckage.
Buried under the chaotic heap of marble, you find it - an earthenware jug, deceptively simple yet elegantly crafted. As your hand nears its mouth, you notice a current flowing away from the mouth of the jug. It's not a torrent, but there is a steady stream of water flowing out of the jar and into the surrounding waters. Water flows steadily from the jug, untainted by the everpresent miasma of the Abyss. A strange thought occurs to you - this jug, endlessly pouring forth fresh water, could it be the source of all the water in this layer? The notion seems far-fetched, yet you can't dismiss it entirely. One thing becomes clear: your need for water bottles and flasks is now a thing of the past.
<b>You now have an infinite source of water. You no longer need to use water bottles or scavenge for water to survive.</b>
[[Continue searching for the Relics of layer 9|Layer9 Relics]]
[[Continue exploring the ninth layer|Layer9 Hub]]
<</if>><<CollectRelic $relic104>>\
<<if !setup.passingTime()>>
You have successfully taken the $relic104.name Relic. Hopefully you can make good use of it and make it worth that corruption cost.
[[Continue searching for the Relics of layer 9|Layer9 Relics]]
[[Continue exploring the ninth layer|Layer9 Hub]]
<</if>><<CollectRelic $relic105>>\
<<if !setup.passingTime()>>
You have successfully taken the $relic105.name Relic. Hopefully you can make good use of it and make it worth that corruption cost.
[[Continue searching for the Relics of layer 9|Layer9 Relics]]
[[Continue exploring the ninth layer|Layer9 Hub]]
<</if>><<CollectRelic $relic106>>\
<<if !setup.passingTime()>>
You have successfully taken the $relic106.name Relic. Hopefully you can make good use of it and make it worth that corruption cost.
[[Continue searching for the Relics of layer 9|Layer9 Relics]]
[[Continue exploring the ninth layer|Layer9 Hub]]
<</if>><<CollectRelic $relic107>>\
<<if !setup.passingTime()>>
You have successfully taken the $relic107.name Relic. Hopefully you can make good use of it and make it worth that corruption cost.
[[Continue searching for the Relics of layer 9|Layer9 Relics]]
[[Continue exploring the ninth layer|Layer9 Hub]]
<</if>><<CollectRelic $relic108>>\
<<if !setup.passingTime()>>
You have successfully taken the $relic108.name Relic. Hopefully you can make good use of it and make it worth that corruption cost.
[[Continue searching for the Relics of layer 9|Layer9 Relics]]
[[Continue exploring the ninth layer|Layer9 Hub]]
<</if>><h1>Curses</h1>
<<CarryAdjust>>
<<if $escBalDepl===0>>\
<p>[[Return to exploring layer 9|Layer9 Hub]]</p>
<<else>>\
<p>[[Return to your balloon|Escape Balloon L9]]</p>
<</if>>
<<CurseGrid `setup.cursesOnLayer[9]`>>
<<if $escBalDepl===0>>
<p>[[Return to exploring layer 9|Layer9 Hub]]</p>
<<else>>
<p>[[Return to your balloon|Escape Balloon L9]]</p>
<</if>><<set _curse = new LibidoReinforcementG()>>\
<<set $mc.addCurse(_curse)>><<set $corruption += _curse.corr>>\
[img[setup.ImagePath + _curse.pic]]
<<include "Libido Curse">>
<<if $currentLayer == 9>>\
[[Accept more Curses from the ninth layer|Layer9 Curses]]
<<if $escBalDepl===0>>\
[[Return to exploring layer 9|Layer9 Hub]]
<<else>>
[[Return to your balloon|Escape Balloon L9]]
<</if>>
<<else>>\
[[Accept more Curses from the ninth layer|Layer10 Curses]]
<<if $escBalDepl===0>>\
<p>[[Return to the Nadir|Layer10 2][$currentLayer = 10]]</p>
<<else>>\
<p>[[Return to your balloon|Escape Balloon L9]]</p>
<</if>>
<</if>><<set _curse = new GenderReversalG()>>\
<<set $mc.addCurse(_curse)>><<set $corruption += _curse.corr>>\
[img[setup.ImagePath + _curse.pic]]
<<include "Gender Curse">>
<<if $currentLayer == 9>>\
[[Accept more Curses from the ninth layer|Layer9 Curses]]
<<if $escBalDepl===0>>\
[[Return to exploring layer 9|Layer9 Hub]]
<<else>>
[[Return to your balloon|Escape Balloon L9]]
<</if>>
<<else>>\
[[Accept more Curses from the ninth layer|Layer10 Curses]]
<<if $escBalDepl===0>>\
<p>[[Return to the Nadir|Layer10 2][$currentLayer = 10]]</p>
<<else>>\
<p>[[Return to your balloon|Escape Balloon L9]]</p>
<</if>>
<</if>><<set _curse = new AssetRobustnessG()>>\
<<set $mc.addCurse(_curse)>><<set $corruption += _curse.corr>>\
[img[setup.ImagePath + _curse.pic]]
<<CarryAdjust>><<if $mc.penisCor>0 && $mc.breastsCor===0 >>
The strength of this Curse takes you by surprise. our penis surges to full erection and continues to grow in size. The base, shaft, and tip swell at a disconcerting rate. Drops of precum ooze from the tip like thick honey, yet the growth doesn't cease.
Finally, the Curse releases its grip, but your jaw drops in disbelief as you realize you now possess a $mc.penisCor inch long member. The erection lingers for a while longer, and adapting to such a massive endowment without it hindering your movement will surely demand practice. You wince from a pinching sensation as you awkwardly hobble forward.
<<elseif $mc.penisCor<1 && $mc.breastsCor > 0>>
The strength of this Curse takes you by surprise. Your nipples protrude like taut pencil erasers, and tiny streams of milk seep out as an intense pressure and stretching sensation engulfs your breasts. Your swelling bosom strains against your skin, momentarily as taut as overinflated balloons. The skin stretches to accommodate the expanding mass, and the dribbles of milk evolve into three powerful squirts before the ordeal ends.
You gawk at your new $mc.breastsLabel cup breasts, and even your heavy breathing sends tremors through them. You wonder if bras exist that can support such a voluptuous transformation. Surely they must, but you feel off-balance as you teeter forward.
<<else>>
You are overwhelmed by sensation as the Curse grips you, and you fall to the ground. Your back arches as your penis springs to full erection, and bulges ever larger. Your nipples jut out like pencil erasers and small dribbles of milk start to come out of them as an intense pressure and a stretching sensation fills your breasts. The base, the shaft, the tip of your penis are swelling to an alarming degree and drops of precum start oozing out of the tip. As your breasts swell to gargantuan proportions, the dribbles of milk turn into periodic gushes. Then, finally, the Curse releases its grip.
You stare slack-jawed down at yourself as you realize you're now sporting a $mc.penisCor inch long dong, which is throbbing in sync with your pulse, between your two heaving $mc.breastsLabel cup breasts. This is a pretty dramatic change to your body. You just lie there on the ground for a minute coming to grips with what has just happened to you.
<</if>>
<<if $currentLayer == 9>>\
[[Accept more Curses from the ninth layer|Layer9 Curses]]
<<if $escBalDepl===0>>\
[[Return to exploring layer 9|Layer9 Hub]]
<<else>>
[[Return to your balloon|Escape Balloon L9]]
<</if>>
<<else>>\
[[Accept more Curses from the ninth layer|Layer10 Curses]]
<<if $escBalDepl===0>>\
<p>[[Return to the Nadir|Layer10 2][$currentLayer = 10]]</p>
<<else>>\
<p>[[Return to your balloon|Escape Balloon L9]]</p>
<</if>>
<</if>><<set _curse = new Literalization()>>\
<<set $mc.addCurse(_curse)>><<set $corruption += _curse.corr>>\
[img[setup.ImagePath + _curse.pic]]
You feel your Curses manifest into a dramatic change of your form, a literal representation of the things you resembled before this point.
<i>Gameplay effects of this Curse are not yet implemented.</i>
<<if $currentLayer == 9>>\
[[Accept more Curses from the ninth layer|Layer9 Curses]]
<<if $escBalDepl===0>>\
[[Return to exploring layer 9|Layer9 Hub]]
<<else>>
[[Return to your balloon|Escape Balloon L9]]
<</if>>
<<else>>\
[[Accept more Curses from the ninth layer|Layer10 Curses]]
<<if $escBalDepl===0>>\
<p>[[Return to the Nadir|Layer10 2][$currentLayer = 10]]</p>
<<else>>\
<p>[[Return to your balloon|Escape Balloon L9]]</p>
<</if>>
<</if>><<set _curse = new ConsentDissent()>>\
<<set $mc.addCurse(_curse)>><<set $corruption += _curse.corr>>\
[img[setup.ImagePath + _curse.pic]]
A strange tingle washes over your body, and you realize that you will never again have consensual sex. Never again feel the embrace of a mutual lover. Never again share a physically intimate moment with the one you love, who loves you back in turn. Hopefully you can make peace with this loss, eventually.
<<if $currentLayer == 9>>\
[[Accept more Curses from the ninth layer|Layer9 Curses]]
<<if $escBalDepl===0>>\
[[Return to exploring layer 9|Layer9 Hub]]
<<else>>
[[Return to your balloon|Escape Balloon L9]]
<</if>>
<<else>>\
[[Accept more Curses from the ninth layer|Layer10 Curses]]
<<if $escBalDepl===0>>\
<p>[[Return to the Nadir|Layer10 2][$currentLayer = 10]]</p>
<<else>>\
<p>[[Return to your balloon|Escape Balloon L9]]</p>
<</if>>
<</if>><<set _curse = new TheMaxim()>>\
<<set $mc.addCurse(_curse)>><<set $corruption += _curse.corr>>\
[img[setup.ImagePath + _curse.pic]]
You have successfully taken on the _curse.name Curse. Hopefully you are okay with accepting the permanent consequences.
Where would you like the parasite to invade your body?
<<radiobutton "_curse.location" "anus" checked>> Anus
<<radiobutton "_curse.location" "urethra" >> Urethra
<<if $mc.vagina > 0 >>
<<radiobutton "_curse.location" "vagina" >> Vagina
<</if>>
<<if $currentLayer == 9>>\
[[Accept more Curses from the ninth layer|Layer9 Curses]]
<<if $escBalDepl===0>>\
[[Return to exploring layer 9|Layer9 Hub]]
<<else>>
[[Return to your balloon|Escape Balloon L9]]
<</if>>
<<else>>\
[[Accept more Curses from the ninth layer|Layer10 Curses]]
<<if $escBalDepl===0>>\
<p>[[Return to the Nadir|Layer10 2][$currentLayer = 10]]</p>
<<else>>\
<p>[[Return to your balloon|Escape Balloon L9]]</p>
<</if>>
<</if>><<set _curse = new AdversePossession()>>\
<<set $mc.addCurse(_curse)>><<set $corruption += _curse.corr>>\
[img[setup.ImagePath + _curse.pic]]
You have successfully taken on the _curse.name Curse. Hopefully you are okay with accepting the permanent consequences.
<<if $currentLayer == 9>>\
[[Accept more Curses from the ninth layer|Layer9 Curses]]
<<if $escBalDepl===0>>\
[[Return to exploring layer 9|Layer9 Hub]]
<<else>>
[[Return to your balloon|Escape Balloon L9]]
<</if>>
<<else>>\
[[Accept more Curses from the ninth layer|Layer10 Curses]]
<<if $escBalDepl===0>>\
<p>[[Return to the Nadir|Layer10 2][$currentLayer = 10]]</p>
<<else>>\
<p>[[Return to your balloon|Escape Balloon L9]]</p>
<</if>>
<</if>><<set _curse = new Erased()>>\
<<set $mc.addCurse(_curse)>><<set $corruption += _curse.corr>>\
<<nobr>>
<<for _companion range $hiredCompanions>>
<<if _companion !== $companionGolem>>
<<set _companion.affec -= 5>>
<</if>>
<</for>>
<</nobr>>\
[img[setup.ImagePath + _curse.pic]]
You have successfully taken on the _curse.name Curse. Hopefully you are okay with accepting the permanent consequences.
<b>Your companions seem much more wary of you now. They remember your journey together, but the fact they don't know anything about you before you entered the Abyss is unnerving to them.</b>
<<if $currentLayer == 9>>\
[[Accept more Curses from the ninth layer|Layer9 Curses]]
<<if $escBalDepl===0>>\
[[Return to exploring layer 9|Layer9 Hub]]
<<else>>
[[Return to your balloon|Escape Balloon L9]]
<</if>>
<<else>>\
[[Accept more Curses from the ninth layer|Layer10 Curses]]
<<if $escBalDepl===0>>\
<p>[[Return to the Nadir|Layer10 2][$currentLayer = 10]]</p>
<<else>>\
<p>[[Return to your balloon|Escape Balloon L9]]</p>
<</if>>
<</if>><<set _curse = new TicklyTentacles()>>\
<<set $mc.addCurse(_curse)>><<set $corruption += _curse.corr>>\
[img[setup.ImagePath + _curse.pic]]
The cool underwater expanse around you seems to shudder and churn. The sensation is distant and eerie, but it's not the chill of the Abyss that sends shivers up your spine. A pulsating, sickening warmth crawls across your skin, spreading from your midriff. Your chest tightens, and your breath catches in your throat. You feel a sharp sting, like the bite of a predator, and you instinctively try to swat it away, but your hands find nothing. In a panic, you look down.
The sight that meets your eyes is so grotesque, so otherworldly, it takes your breath away. Emerging from your lower abdomen, just above your hip, a thick, writhing tentacle bulges from your skin. The inky, dark violet appendage throbs, thickening and elongating as it snakes out from your body. It's a dreadful sight, and for a moment, you can only watch in shocked silence.
Your shock is broken when the tentacle flexes, revealing a hide of glistening, wet suckers. The feeling of them fluttering against your side is strange and intrusive, and you gasp, your heart hammering against your chest. There's an alien intelligence there in your new limb, a hint of a separate consciousness that resists your efforts to control it. It moves on its own, slithering in lazy spirals around your waist, exploratory and teasing.
A wicked dread takes hold of you, only heightened by the isolation of the Abyss. This tentacle, this thing, it's a part of you now, but also something separate. Something primal. An uncanny, embarrassing realization dawns on you - the tentacle's potential for lewd mischief. A thrill of fear courses through you, for yourself and anyone else who might find themselves in its grasp.
The thoughts make your stomach clench with unease and a strange, unfamiliar desire. Even now, the tentacle shivers against your thigh, as though sharing in your thoughts, eager to explore and to exploit.
<<include "Inhumanity Warning">>
<<if $currentLayer == 9>>\
[[Accept more Curses from the ninth layer|Layer9 Curses]]
<<if $escBalDepl===0>>\
[[Return to exploring layer 9|Layer9 Hub]]
<<else>>
[[Return to your balloon|Escape Balloon L9]]
<</if>>
<<else>>\
[[Accept more Curses from the ninth layer|Layer10 Curses]]
<<if $escBalDepl===0>>\
<p>[[Return to the Nadir|Layer10 2][$currentLayer = 10]]</p>
<<else>>\
<p>[[Return to your balloon|Escape Balloon L9]]</p>
<</if>>
<</if>><<set _curse = new Eyescream()>>\
<<set $mc.addCurse(_curse)>><<set $corruption += _curse.corr>>\
[img[setup.ImagePath + _curse.pic]]
A sensation akin to a pressure begins to build in the center of your chest. It’s gradual at first, nothing more than a slight discomfort, but it quickly escalates, an insistent throb that demands your attention. Still, you're far more preoccupied with the dark expanse of water around you, the chilling stillness of the abyss that seems intent on swallowing you whole. It's a daunting realization of your own insignificance, a sentiment that makes the burgeoning sensation in your chest seem trivial in comparison.
Yet, it’s an irritation that soon morphs into a throbbing ache. The cold water around you doesn't seem to have any mitigating effect on the searing heat that erupts within your chest. A moment of panic seizes you as the pain intensifies, a hot, stabbing sensation that echoes to your very core. Your instincts tell you to cry out, but you quickly remember your surroundings and restrain yourself, your heart pounding wildly against the intrusive force building in your chest.
All at once, the pressure breaks, and you experience an odd sensation as if a bubble had popped within you. Your hand moves instinctively to your chest and comes in contact with a throbbing mass, a foreign addition to your body. It takes you a moment to understand what has just occurred.
An eye. A large, bulbous eye has taken residence in the center of your chest, just above your sternum. Its gaze, if it could be called that, stares blankly ahead into the Abyss, but the sight it provides you is fragmented, distorted.
You can see, albeit in a hazy, distorted manner, the unending darkness of the ocean before you and the tiny pinprick of light from the water shaft above you. The sight is disconcerting, overwhelming, the third eye’s vision intermingling with your own, resulting in a strange new perspective on the world around you.
<<include "Inhumanity Warning">>
<<if $currentLayer == 9>>\
[[Accept more Curses from the ninth layer|Layer9 Curses]]
<<if $escBalDepl===0>>\
[[Return to exploring layer 9|Layer9 Hub]]
<<else>>
[[Return to your balloon|Escape Balloon L9]]
<</if>>
<<else>>\
[[Accept more Curses from the ninth layer|Layer10 Curses]]
<<if $escBalDepl===0>>\
<p>[[Return to the Nadir|Layer10 2][$currentLayer = 10]]</p>
<<else>>\
<p>[[Return to your balloon|Escape Balloon L9]]</p>
<</if>>
<</if>><<set _curse = new AMouthful()>>\
<<set $mc.addCurse(_curse)>><<set $corruption += _curse.corr>>\
[img[setup.ImagePath + _curse.pic]]
Just when you think you've accustomed yourself to the harsh reality of the Abyss, a sudden, unsettling feeling crawls over your skin. The water around you seems to constrict, almost like a living entity, wrapping itself around you with a preternatural firmness.
A moment of panic ensues. You check your oxygen supply, hoping it isn't a malfunction. But it's not. It's something else. Something far more intimate and strange.
You feel a ripple, a distortion running through your body, originating from somewhere along your left forearm. Startled, you bring your arm in front of your masked face. Through the dim light filtering from above, you see an unsettling sight that makes your heart skip a beat. There, on your forearm, where smooth skin should be, gapes a mouth. A large, grinning mouth with lips contorting into a gruesome smile.
Bizarrely, it doesn't hurt, nor is it bleeding. Rather, it appears to be part of you, as if it had been there all along, just waiting for the right moment to reveal itself.
An attempt to close it results in no change; the grin remains, perpetually etched onto your skin. You watch, mortified, as the lips move, opening and closing in a disturbingly human manner. You realize you can control it, move it as if it were just another part of your body.
Fear gives way to curiosity, and you find yourself testing its functionality. Grabbing a ration from your pack, you hesitantly feed the mouth. The lips part, accepting the morsel, and you feel an odd sensation of fullness in your stomach. It’s as if the mouth bypasses the usual route and connects directly to your belly.
Somehow, despite the alien nature of your new mouth, it somehow seems almost natural, and you get the feeling you'll get used to it eventually, as bizarre as that thought is.
<<include "Inhumanity Warning">>
<<if $currentLayer == 9>>\
[[Accept more Curses from the ninth layer|Layer9 Curses]]
<<if $escBalDepl===0>>\
[[Return to exploring layer 9|Layer9 Hub]]
<<else>>
[[Return to your balloon|Escape Balloon L9]]
<</if>>
<<else>>\
[[Accept more Curses from the ninth layer|Layer10 Curses]]
<<if $escBalDepl===0>>\
<p>[[Return to the Nadir|Layer10 2][$currentLayer = 10]]</p>
<<else>>\
<p>[[Return to your balloon|Escape Balloon L9]]</p>
<</if>>
<</if>><<set _curse = new BelowTheVeil()>>\
<<set $mc.addCurse(_curse)>><<set $corruption += _curse.corr>>\
[img[setup.ImagePath + _curse.pic]]
An unseen force seizes you, not in your body but somewhere deeper, in the very essence of your being. You reach out, flailing in the icy water, but there's nothing to grasp, only the vast emptiness of the deep. The pressure around you intensifies and it is as if you've touched the void itself, tasted the edges of an unfathomable <<print Creepify.encode("Truth")>>.
A cold shiver slithers its way up your spine, gnawing at your courage. Your body remains the same, yet, something within you has been irreversibly altered.
Your perception sharpens, each breath fills you with an otherworldly awareness. You feel an intrusive gaze sweeping over you, as though the Abyss itself acknowledges your presence. The realization hits you hard: your 'self', your identity, your personal mask, is now just a fragile façade.
Your thoughts are consumed with the change, so alien and yet intimate. Its echo beats like a second heart within you, a grim metronome to your existence. You can’t help but wonder how your newfound nature will shape your future. Adventure, exploration, camaraderie — all seem like distant memories from another life.
Your skin crawls with an invisible frost, a sensation born not from the surrounding water but from the Abyss's Curse. The implications dawn upon you; even if you could convince a companion to journey with you, the mere sight of you would quickly drive them to madness. Interaction, connection, all would be tainted by this curse. The thought of solitary existence stretches before you, as dark and endless as the ocean surrounding you.
Around you, the aquatic world carries on undisturbed. The light from the shaft above you, once a beacon of hope and a link to the world above, now only seems to accentuate your alienation. You're suspended in the vast, indomitable Abyss, no longer a 'diver', but a specter of fear and madness, cursed to wander the world alone.
<<include "Inhumanity Warning">>
<b>Warning: Your companions will not stick around for long, they value their sanity!</b>
<<if $currentLayer == 9>>\
[[Accept more Curses from the ninth layer|Layer9 Curses]]
<<if $escBalDepl===0>>\
[[Return to exploring layer 9|Layer9 Hub]]
<<else>>
[[Return to your balloon|Escape Balloon L9]]
<</if>>
<<else>>\
[[Accept more Curses from the ninth layer|Layer10 Curses]]
<<if $escBalDepl===0>>\
<p>[[Return to the Nadir|Layer10 2][$currentLayer = 10]]</p>
<<else>>\
<p>[[Return to your balloon|Escape Balloon L9]]</p>
<</if>>
<</if>><<set _tempCurses = setup.cursesOnLayer[9]>>
<<set _totalCurses = $mc.curses>>
<<for _i=0; _i< $hiredCompanions.length; _i++>>
<<set _totalCurses = _totalCurses.concat($hiredCompanions[_i].curses)>>
<</for>>
<<include "Curse Randomizer">><h1>Threats</h1>
<p>[[Continue exploring the ninth layer|Layer9 Hub]]</p>
<<if $ElderDestroyed>>
The Elder seems to be wary of you now, leaving you ample space and not interfering in your journey. It seems that there are no longer any significant threats to you on this layer.<br><br>
<<else>>
<<ThreatGrid setup.theElder>>
<</if>>
<p>[[Continue exploring the ninth layer|Layer9 Hub]]</p><<set $temp = "Nothing">>
<<set $temp_list = []>>
<<if $Elderbeaten >= 3 || $timeL9 >50>>
<<set $ElderSerious = true>>
<</if>>
<<set $timeL9T1-=5>>
<<if $timeL9 === 0>>
As you glide through the murky depths of the Abyss, the water around you is cold and oppressive, a vast expanse of unknowns. Your destination lies ahead, but an eerie sensation creeps along your spine. You are not alone.<br><br>
In the inky darkness, a presence looms, immense and ancient. The Elder, an entity from the dawn of time, exists here in a form beyond comprehension. Its malevolence is palpable, yet it holds back, its curiosity piqued by your rare intrusion.<br><br>
Suddenly, a gentle current brushes against you, and you freeze. From the unfathomable dark, a voice echoes, one that is not heard but felt, vibrating through your mind without a sound.<br><br>
<span class="elder-entity">《Existence... singular... <span class="light">curious</span>... depths traverse. Why?》</span><br><br>
The words, or perhaps concepts is more accurate, form clear thoughts in your mind. It's The Elder, its thoughts invading yours, a strange intelligence so alien it defies understanding. You sense no immediate hostility, but the sheer power behind each concept is overwhelming.<br><br>
Around you, the darkness seems to pulse with unseen life. The Elder's presence is everywhere yet nowhere, its many tentacles hidden in the shadows, ready to strike or to explore.<br><br>
<span class="elder-entity">《Awareness... fleeting... ephemeral. Your presence... <span class="light">ripples</span>.》</span><br><br>
You feel the weight of its gaze, an invisible force examining you. The Elder, a creature from a time before time, watches and waits.<br><br>
[[Continue on your journey|$returnPassage]]
<<elseif $timeL9 <=25 >>
<<if $elderCounterFirst===0>>
You have been traversing the ninth layer for what feels like an eternity, the darkness unyielding. As you pause to orient yourself, a sudden change in the water's flow draws your attention. The currents whisper around you, carrying a barely perceptible message.<br><br>
<span class="elder-entity">《Sight... unseen. Watch... <span class="light">observe</span>. Tiny life... strange path.》</span><br><br>
The Elder's presence is like a shadow at the edge of your perception, observing you with a curiosity that feels distant yet intense. You sense it probing, testing the waters of your existence, its vast intelligence brushing against the fringes of your mind.<br><br>
<<elseif $elderCounterFirst===1>>
Days later, the Abyss feels less empty. You're increasingly aware of movements in the darkness, massive yet impossibly subtle. The Elder's curiosity seems to grow, its invisible gaze more focused, more intense.<br><br>
<span class="elder-entity">《Closer... study. Unfamiliar... intriguing. Small being... <span class="light">deep</span> waters.》</span><br><br>
The words echo in your mind, a discordant symphony of thoughts and impressions. The Elder is drawing nearer, its interest in you evolving, becoming something more palpable. Shadows shift around you, suggesting the presence of vast tentacles exploring the waters you traverse.<br><br>
<<elseif $elderCounterFirst===2>>
In the heart of the Abyss, where the pressure of the deep weighs heavily, you feel a change. The water itself seems to vibrate with a strange energy. The Elder is no longer a distant observer; it's an active presence, its curiosity taking on a more aggressive edge.<br><br>
<span class="elder-entity">《Intruder... probe. Depths... <span class="light">why</span>?》</span><br><br>
The Elder's communication is more direct, more insistent. You sense a challenge in its tone, a questioning of your right to be in these ancient depths. The darkness around you seems to constrict, as if the very Abyss is responding to The Elder's growing agitation.<br><br>
<<else>>
The ninth layer has changed for you. It's no longer a place of exploration,, but a domain where you are constantly watched, analyzed. The Elder's presence is overwhelming, an oppressive force that seems to crowd the waters around you.<br><br>
<span class="elder-entity">《Close... close. <span class="light">understanding</span> nears... intentions questioned.》</span><br><br>
The Elder's thoughts now carry a hint of menace, a growing impatience with your continued presence in its realm. You feel it all around, a monstrous intelligence that could easily snuff out your existence. The water churns as if agitated by the movements of colossal limbs, a prelude to an impending confrontation that feels inevitable.<br><br>
<</if>>
<<set $elderCounterFirst += 1>>
[[Continue on your journey|$returnPassage]]
<<elseif !$ElderSerious>>
<<if $elderCounterSecond===0>>
In the murky depths, you suddenly sense a shift in the water's pressure. Before you can react, a massive tentacle lashes out from the darkness, its speed almost blurring its existence. It strikes the water beside you, sending a powerful shockwave that knocks you off course.<br><br>
<span class="elder-entity">《Test... strength. Resilience... <span class="light">observe</span>.》</span><br><br>
The Elder's 'voice' resonates in your mind, a cold curiosity underlying its tone. The attack, while terrifying, seems more like a test than a true attempt to harm. The Elder is gauging you, probing your reactions to sudden violence.<br><br>
<<elseif $elderCounterSecond===1>>
You have barely recovered from the previous encounter when another tentacle, thicker and more menacing, emerges from the abyssal gloom. It wraps around your leg with a crushing force, dragging you downwards before releasing you abruptly.<br><br>
<span class="elder-entity"><span class="light">《Fear</span>... sense. Strength... measure.》</span><br><br>
The Elder's fascination seems to grow with your struggle. The grip of its tentacle was enough to seriously injure you, yet it held back, its intent more to intimidate and test than to kill. You're left with the unnerving realization that The Elder is playing a dangerous game with you.<br><br>
<<elseif $elderCounterSecond===2>>
As you swim cautiously through a narrow chasm, several tentacles, sharp as razors, slice through the water towards you. You dodge desperately, but one grazes your arm, leaving a deep gash. The water around you clouds with your blood.<br><br>
<span class="elder-entity">《Pain... understand. Fragile... <span class="light">life</span> form.》</span><br><br>
The Elder's exploration into your physical limits becomes more aggressive. Its tentacles are instruments of both curiosity and cruelty, each strike a calculated move to inflict pain without causing fatal damage. It's as if The Elder is dissecting your very existence through violence.<br><br>
<<else>>
In a terrifying escalation, you find yourself suddenly ensnared by multiple tentacles. They coil around your body, exerting an immense pressure that threatens to crush your bones. Just as you feel you might black out, they release, leaving you to float helplessly in the water.<br><br>
<span class="elder-entity">《Resist... <span class="light">survive</span>. Limits... explore.》</span><br><br>
The Elder's actions are now openly hostile, yet there's a sense that it's still holding back, its true lethal power kept in check. This brutal play, a game to The Elder, leaves you battered and on the brink of despair, wondering what horrors lie ahead in this deadly dance with an ancient, alien intelligence.<br><br>
<</if>>
<<set $elderCounterSecond += 1>>
[[Attempt to hide from the Elder|Elder attempt][$temp2 = "Hide"]]<br>
[[Attempt to flee the Elder|Elder attempt][$temp2 = "Flight"]]<br>
[[Attempt to fight the Elder|Elder attempt][$temp2 = "Fight"]]<br>
<<else>>
<<if $elderCounterThird===0>>
You sense a sudden, dramatic shift in the Abyss. The water around you churns violently as The Elder reveals its true, terrifying intent. A massive tentacle, thick as a tree trunk, surges towards you with lethal speed, intent on impaling you. You barely evade, feeling the rush of water as it passes inches from your body.<br><br>
<span class="elder-entity">《Merge... begin. Your <span class="light">end</span>... our extension.》</span><br><br>
The Elder's voice is no longer a curious whisper but a thunderous decree. It's clear that it's no longer testing you; it's seeking to end you, to absorb your essence into its own ancient being. The sheer power of its attack leaves no doubt about its lethal capabilities.<br><br>
<<elseif $elderCounterThird===1>>
You're struggling to catch your breath when The Elder creates a powerful underwater vortex, aiming to disorient and trap you within its swirling depths. The force is overwhelming, pulling you towards a gaping maw lined with razor-sharp protrusions, a glimpse into a horrific fusion.<br><br>
<span class="elder-entity">《Consume... integrate. <span class="light">inevitable</span>... assimilation.》</span><br><br>
The Elder's intent to assimilate you into its consciousness is terrifyingly clear. Each movement is designed to weaken and ultimately consume you, a process of terrifying finality. Your struggle feels increasingly desperate against its immense power.<br><br>
<<elseif $elderCounterThird===2>>
In a relentless assault, a barrage of tentacles, each armed with bone-crushing strength and deadly precision, attacks from all directions. You're caught in a relentless storm, each strike more ferocious and accurate than the last. A tentacle smashes into your side, breaking ribs and leaving you gasping in pain.<br><br>
<span class="elder-entity">《End nears... resistance <span class="light">futile</span>. Join... become one.》</span><br><br>
The Elder's voice booms in your mind, a cacophony of finality. It's not just trying to kill you; it's trying to obliterate your very individuality, to absorb you into its ancient, alien existence. The sheer ferocity of its attack is unlike anything you've faced.<br><br>
<<else>>
Battered and barely clinging to consciousness, you realize The Elder is preparing its final move. A colossal tentacle, surrounded by countless others, descends upon you. It's not just an appendage; it's a conduit, a bridge to The Elder's own essence.<br><br>
<span class="elder-entity">《End... begin. Merge... <span class="light">complete</span>.》</span><br><br>
The Elder's voice is a monolithic presence in your mind, an inescapable force. As the tentacle wraps around you, you feel a terrifying pull, a sensation of your being starting to unravel and blend with something infinitely vast and incomprehensible. It's a process of annihilation and rebirth, the final act of The Elder's long, merciless pursuit.<br><br>
<</if>>
<<set $elderCounterThird += 1>>
[[Attempt to hide from the Elder|Elder attempt][$temp2 = "Hide"]]<br>
[[Attempt to flee the Elder|Elder attempt][$temp2 = "Flight"]]<br>
[[Attempt to fight the Elder|Elder attempt][$temp2 = "Fight"]]<br>
<</if>><<if $temp2 == "Hide">>
What Relics do you want to use in your attempt to hide from the Elder's senses so you can escape it's attacks?<br><br>
<<elseif $temp2 == "Flight">>
What Relics do you want to use in your attempt to outmaneuver the Elder's tentacles so you can make a quick escape?<br><br>
<<elseif $temp2 == "Fight">>
What Relics do you want to use in your attempt to fight against the Elder's tentacles so you can make manage to get away?<br><br>
<</if>>
<<if $ownedRelics.length==0>>
[[You don't have any Relics!|Elder attempt2][$temp = "Nothing"]]
<<else>>
<<if $temp_list.length<2>>
<<for _i, _relic range $ownedRelics>>
<<capture _i>>
<<if !$temp_list.some(r => r === _relic.name)>>
[[_relic.name|Elder attempt][$temp_list.push($ownedRelics[_i].name)]]<br>
<</if>>
<</capture>>
<</for>>
<<else>>
You can use up to 2 Relics at once. Most weaker Relics won't do anything, but a few can be used in a combination here. The Relics which can be used on their own are exceptionally powerful.<br><br>
<b>You should not try the same combination of Relics multiple times, or the Elder will learn from the encounter and deal with them brutally!</b><br>
<</if>>
<br>
You have selected:<br>
<<for _j=0; _j<$temp_list.length;_j++>>
<<if $temp_list[_j] == "Joyous Sunder" && $joyousSword>>
<<set $temp_list[_j] = "Joyous Sunder Sword">>
<</if>>
<<if $temp_list[_j] == "Starlit Conquest Activated" && $mechaBoarded>>
<<set $temp_list[_j] = "Activated Starlit Conquest">>
<</if>>
<<print $temp_list[_j]>>
<<if $temp_list[_j] == "Catastrophe">>
<<print "@@.alert2; Using the Catastrophe here might cause mass devistation and will result in your own death!">>
<</if>>
<br>
<</for>>
<<if $temp_list.length==0>>
Nothing!<br>
<</if>>
<br>
[[Delete existing Relic selection|Elder attempt][$temp_list=[]]]<br>
<<if $temp_list.length==1>>
<<set $temp = $temp_list[0]>>
<<set $temp_alt = $temp_list[0]>>
<<elseif $temp_list.length==2>>
<<set $temp = $temp_list[0] + " & " + $temp_list[1]>>
<<set $temp_alt = $temp_list[1] + " & " + $temp_list[0]>>
<</if>>
<<if $temp_list.some(r=> r==="Catastrophe")>>
<br>[[Face the Elder with your selection of Relics|Catastrophe Layer Destruction]]
<<else>>
<br>[[Face the Elder with your selection of Relics|Elder attempt2]]
<</if>>
<</if>><<if ($temp2 == "Hide" && ($ElderHideWinList.some(e => e === $temp) || $ElderHideWinList.some(e => e === $temp_alt))) || ($temp2 == "Flight" && ($ElderFlightWinList.some(e => e === $temp) || $ElderFlightWinList.some(e => e === $temp_alt))) || ($temp2 == "Fight" && ($ElderFightWinList.some(e => e === $temp) || $ElderFightWinList.some(e => e === $temp_alt)))>>
<<set _succes=false>>
<<set _i=0>>
<<for _relic range $ownedRelics>>
<<set _randRelic = random(1,$temp_list.length)>>
<<capture _relic>>
<<if _relic.name == $temp_list[_randRelic]>>
Without warning, one of its massive tentacles, previously hidden among its writhing brethren, lunges forward with blistering speed, striking with the force of a freight train. The impact leaves you reeling, struggling to comprehend the sudden onslaught.<br><br>
As your vision clears amidst the chaos, a horrific sight unfolds. Another of The Elder's tentacles, grotesque and unyielding, has ensnared your $temp_list[_randRelic]. In a display of raw, merciless power, the tentacle constricts, the relic creaking under the immense pressure. With inexorable force, it's being crushed, its once formidable essence now faltering under the creature's might.<br><br>
<<set _j=_i>>
<</if>>
<</capture>>
<<set _i+=1>>
<</for>>
<<set $ownedRelics.deleteAt(_j)>>
<<elseif !$ElderSerious && (($temp2 == "Hide" && ($ElderHideList.some(e => e === $temp) || $ElderHideList.some(e => e === $temp_alt))) || ($temp2 == "Flight" && ($ElderFlightList.some(e => e === $temp) || $ElderFlightList.some(e => e === $temp_alt))) || ($temp2 == "Fight" && ($ElderFightList.some(e => e === $temp) || $ElderFightList.some(e => e === $temp_alt))))>>
<<set _succes=true>>
<<set $Elderbeaten+=1>>
<<set _string = "$Elder" + $temp2 + "WinList">>
<<print "<<set " + _string + ".push($temp)>>">>
<<else>>
<<set _succes=false>>
<</if>>
<<if _succes && $temp2 == "Hide">>
With the aid of your Relics, you become an enigma to The Elder, evading its perceptive gaze. Seizing this moment of invisibility, you slip away quietly, eluding the monstrous entity's wrath. Your heart races as you move stealthily, grateful for the narrow escape.<br>
[[Return to exploring layer 9|$returnPassage]]
<<elseif _succes && $temp2 == "Flight">>
Agility is your ally as you nimbly dodge the relentless tentacles. You surge forward with remarkable speed, creating distance between you and the looming threat. The tentacles pursue but their efforts seem lackluster, and soon they vanish into the dark waters. Relief washes over you as safety beckons.<br>
[[Return to exploring layer 9|$returnPassage]]
<<elseif _succes && $temp2 == "Fight">>
Steeled for battle, you ready yourself. Utilizing your $temp, you skillfully fend off one of the massive tentacles, but another swiftly takes its place. The battle rages, demanding every ounce of your strength and cunning. Finally, the assault ceases; the tentacles retreat. Exhausted yet victorious, you cherish your hard-fought survival.<br>
[[Return to exploring layer 9|$returnPassage]]
<<else>>
<<if $temp == "Nothing">> Fighting the Elder with just you bare equipment was ill-advised, but now that the plan unfolds it becomes painfully obvious. Powerful tentacles bat everything you throw at them aside and start coilling around you.<<else>>Your idea to use $temp may have sounded good in your head, but quickly the tentacles begin to coil around you.<</if>> With nowhere to run or hide, you are completely immobilized at the mercy of the Elder.<br><br>
<<if !$mc.tentaclePreg && !$mc.hasCurse('Absolute Birth Control')>>
<<set _rand = random(1,3)>>
<<else>>
<<set _rand = 1>>
<</if>>
<<if _rand < 3>>
<<set _temp = []>>
<<for _i=-1; _i<$hiredCompanions.length; _i++ >>
<<if _i==-1 && $mc.armCount>0 && $mc.legCount>0>>
<<set _temp.push($mc)>>
<<elseif $hiredCompanions[_i].armCount>0 && $hiredCompanions[_i].legCount>0>>
<<set _temp.push($hiredCompanions[_i])>>
<</if>>
<</for>>
<<if _temp.length==0>>
The Elder is thrashing you and crushing you with it's powerful tentacles.
<<set $forcedL9Ending = true>>
[[There is nothing you can do to resist| Layer9 Habitation Ending]]
<<else>>
<<set _rand = random(1, _temp.length) -1>>
<<set _target = _temp[_rand]>>
The elder grips onto <<if _target===$mc>>your<<else>>_target.name's<</if>> limbs with overwhelming strength. It begins a relentless pulling in all directions. <br><br>
<<say _target>>AAAAH!<</say>><br>
The muffled, chilling sounds of tearing flesh and snapping bones echo hauntingly through the water.<br><br>
<<set _rand2 = random(1,2)>>
<<if _rand2==1 || _target.legCount==0>>
A severed arm, trailing blood, sinks slowly into the abyss. The elder's menacing tentacles, having completed their grim task, finally withdraw.<br><br>
<<say _target>>Ahhh... My arm! My arm is gone!<</say>><br>
<<if !$ownedRelics.some(r=> r.name==="Lifespanner") && $LS_used < 2>>
<<set _target.events.push(new ElderArmRemoval())>>
<</if>>
<<elseif _rand2==2 || _target.armCount==0 >>
A severed leg, oozing blood, descends into the darkness. The elder's sinister tentacles relent and recede into the depths.<br><br>
<<say _target>>Ahhh... My leg! I've lost my leg!<</say>><br>
<<if !$ownedRelics.some(r=> r.name==="Lifespanner") && $LS_used < 2>>
<<set _target.events.push(new ElderLegRemoval())>>
<</if>>
<<else>>
check errors
<</if>>
A steady stream of blood is also flowwing from the now gapping hole on what's still some left over appendige on <<if _target===$mc>>your<<else>>_target.name 's<</if>> body. Immediat action is needed to prevent dying from bloodloss and infection!<br><br>
<<if $ownedRelics.some(r=> r.name==="Lifespanner") && $LS_used < 3>>
<<if $LS_used ==0 >>
<<set $LS_used += 1>>\
You swiftly grab the Lifespanner from your bag and apply it to the gaping wound. The wound emits a faint glow, and the surrounding cloud of red mist seems to implode. Moments later, fragments from the murky depths ascend, followed by the bulk of the dismembered limb. Everything reattaches in mere moments, almost as if the horrific event never occurred.<br><br>
<<say _target>>It's... It's back!<</say>><br>
[[Return to exploring layer 9|$returnPassage]]
<<elseif $LS_used == 1>>
<<set $LS_used += 1>>\
You hurriedly use the Lifespanner again. As before, the wound glows and the red mist collapses inward. But this time, a lone tentacle reemerges from the depths, seizing and pulverizing the reformed limb repeatedly. <br><br>
<<say _target>>It's... It's back!<</say>><br>
<b>But something tells you, next time it won't be so easy to recover.</b>
[[Return to exploring layer 9|$returnPassage]]
<<else>>
An unending cycle of the Elder ripping off limbs and the futile attempts at regeneration continues until you exhaust your daily uses of the Lifespanner. It seems that the Elder is not happy with you simply healing these injuries so easily. The risk of bleeding to death in the water remains high. <br><br>
<<if _target!=$companionCherry && $hiredCompanions.some(c=> c.name==="Cherry")>>
Cherry springs into action, her instincts taking over. She quickly fashions a tourniquet, significantly slowing the flow of blood. From her own gear, she retrieves a tiny vial.
<<say $companionCherry>>This was meant to last me the whole day. You owe me big time for this!<</say>><br>
She uncorks the bottle and applies its contents to the wound at various points. The sharp scent of potent alcohol fills the air around you.
<<say _target>>Ahh, it hurts so much!<</say>><br>
<<say $companionCherry>>Hold still, okay? This next part is going to sting even worse.<</say>><br>
She begins to stitch the wound meticulously with needle and thread. Afterwards, she tears a piece of fabric from her clothing, using it to reinforce the tourniquet and cover the wound.
<<say $companionCherry>>There you go. That should hold. But hey, if I'm ever in this state, just leave me be, alright?<</say>><br>
[[Return to exploring layer 9|$returnPassage]]
<<elseif $items[4].count > 0>>
You quickly grab a medkit from your bag. First, you apply a tourniquet, then disinfect the wound, and finally stitch and bandage it. It's not life-threatening now, but it's still a grave concern.<br><br>
[[Return to exploring layer 9|$returnPassage]]
<<else>>
<<if _target===$mc>>
With no means to treat your wound, your blood continues to seep into the surrounding sea. The waters darken, blurring the line between the ocean's depths and your fading consciousness. This is undoubtedly the end...<br><br>
<<set $forcedL9Ending = true>>
[[Succumb to the Elder| Layer9 Habitation Ending]]
<<else>>
As _target.name bleeds out, there's nothing you can do but watch. _target.name's consciousness slips away, and they begin to descend deeper into the Abyss.<br><br>
<<say $mc>>_target.name! Please, wake up! Don't leave us!<</say>><br>
<<for _i=0; _i<$hiredCompanions.length; _i++>>
<<if $hiredCompanions[_i]===_target>>
<<set _temp_compIndex=_i>>
<</if>>
<</for>>
<<set $LostCompanions.push($hiredCompanions[_temp_compIndex])>>
<<set $hiredCompanions.deleteAt(_temp_compIndex)>>
[[Return to exploring layer 9 with one less companion|$returnPassage]]
<</if>>
<</if>>
<</if>>
<<elseif _target!=$companionCherry && $hiredCompanions.some(c=> c.name==="Cherry")>>
Cherry springs into action, her instincts taking over. She quickly fashions a tourniquet, significantly slowing the flow of blood. From her own gear, she retrieves a tiny vial.
<<say $companionCherry>>This was meant to last me the whole day. You owe me big time for this!<</say>><br>
She uncorks the bottle and applies its contents to the wound at various points. The sharp scent of potent alcohol fills the air around you.
<<say _target>>Ahh, it's stinging so much!<</say>><br>
<<say $companionCherry>>Hold still, okay? This next part is going to sting even worse.<</say>><br>
She begins to stitch the wound meticulously with needle and thread. Afterwards, she tears a piece of fabric from her clothing, using it to reinforce the tourniquet and cover the wound.
<<say $companionCherry>>There you go. That should hold. But hey, if I'm ever in this state, just leave me be, alright?<</say>><br>
[[Return to exploring layer 9|$returnPassage]]
<<elseif $items[4].count > 0>>
You quickly grab a medkit from your bag. First, you apply a tourniquet, then disinfect the wound, and finally stitch and bandage it. It's not life-threatening now, but it's still a grave concern.<br><br>
[[Return to exploring layer 9|$returnPassage]]
<<else>>
<<if _target===$mc>>
With no means to treat your wound, your blood continues to seep into the surrounding sea. The waters darken, blurring the line between the ocean's depths and your fading consciousness. This is undoubtedly the end...<br><br>
<<set $forcedL9Ending = true>>
[[Succumb to the Elder| Layer9 Habitation Ending]]
<<else>>
As _target.name bleeds out, there's nothing you can do but watch. _target.name's consciousness slips away, and they begin to descend deeper into the Abyss.<br><br>
<<say $mc>>_target.name! Please, wake up! Don't leave us!<</say>><br>
<<for _i=0; _i<$hiredCompanions.length; _i++>>
<<if $hiredCompanions[_i]===_target>>
<<set _temp_compIndex=_i>>
<</if>>
<</for>>
<<set $LostCompanions.push($hiredCompanions[_temp_compIndex])>>
<<set $hiredCompanions.deleteAt(_temp_compIndex)>>
[[Return to exploring layer 9 with one less companion|$returnPassage]]
<</if>>
<</if>>
<</if>>
<<elseif _rand==3>>
While the Elder's tentacles hold you in place, more and more start probing and pushing against your<<if $hiredCompanions.length>0>> and your companion's bodies<<else>> body<</if>>. One tentacle wraps tightly around your arm as another coils around your leg.<<if $mc.vagina==1>>An especially thick tentacle gently brushes against your thigh before retreating.<</if>> <br><br>
You feel the relentless pressure of the tentacles against you. After an overwhelming ordeal, you suddenly feel a release. The tentacles withdraw, leaving you breathless and disoriented.<br><br>
<<set $status.duration += (5 - $statRed)>>
<<set $status.penalty += 5>>
<<PregCheckTentacle $mc>>
<<MonsterPregCheckParty>>
<<checkTime>>
<<if $mc.womb == 0 >>
<b>You sense a strange, lingering energy within you, as if the encounter has left an indelible mark on your being, making you ready to conceive the next time this occurs.</b><br><br>
<<set $mc.events.push(new ElderWombAdded())>>
<</if>>
<br>
[[Return to exploring layer 9|$returnPassage]]
<<else>>
/*elder advances a curse line.*/
[[Return to exploring layer 9|$returnPassage]]
<</if>>
<</if>>Relics:
[img[setup.ImagePath+'Clipped-Fin/Abyss Diver Page 10-relics.png']]
Wonders:
[img[setup.ImagePath+'Clipped-Fin/Abyss Diver Page 10-wonders.png']]
Curses:
[img[setup.ImagePath+'Clipped-Fin/Abyss Diver Page 10-curses.png']]
Threats:
[img[setup.ImagePath+'Clipped-Fin/Abyss Diver Page 10-threats.png']]
<<back>><<set _triggers = {
elder: () => !$voidDiamondActive && ($timeL9T1 >= 5 && !$ElderDestroyed),
}>>
<<PassTime _triggers>>
<<if _triggers.elder()>>
<<if $timeL9<=25>>
You feel a presence closely observing you.<br>
[[Are you being watched?|Layer9 Elder Encounter][$returnPassage = passage()]]<br>
<<else>>
From the depth tentacles start swarming you. It seems the Elder is here and it is done simply observing you.<br>
[[Face off against the Elder|Layer9 Elder Encounter][$returnPassage = passage()]]<br>
<</if>>
<</if>><<nobr>>
<h1>Camping</h1>
<<set _random = random(1,3)>>
<<if _random === 1>>
<<= '<img src="' + setup.ImagePath + 'Environments/Layer9Landscape1.png" class="half-size">' >>
<<elseif _random === 2>>
<<= '<img src="' + setup.ImagePath + 'Environments/Layer9Landscape2.png" class="half-size">' >>
<<else>>
<<= '<img src="' + setup.ImagePath + 'Environments/Layer9Landscape3.png" class="half-size">' >>
<</if>>
<</nobr>>
<<include 'CampCode'>><h1>Habitation</h1>
<<if !$AgeEndReached>>
<p>[[Continue your business on the ninth Layer|Layer9 Hub]]</p>
<</if>>
<<set _ending = "Layer9 Habitation Ending">>
<<HabitationGrid setup.habitationL9>>
<<if !$AgeEndReached>>
<p>[[Continue your business on the ninth Layer|Layer9 Hub]]</p>
<</if>>@@.endingImage;
[img[setup.ImagePath+'Habitation/l9habitation.png']]
@@
<<if !$forcedL9Ending>>As you swim through the vast depths of the ninth layer, each movement of your body propelling you deeper, the mere concept of sunlight seems as distant as the forgotten civilization that left behind the ruins you've found floating in the depths. The world around you darkens, only the smallest shimmers of miasma providing points of light in the all-encompassing gloom.
There, emerging from the inky blackness, is The Elder. Its gargantuan form undulates and writhes, a terrifying leviathan of pure prehistoric power. Enormous tentacles, tipped with luminescent bulbs, swirl around its form like the limbs of some grotesque, underwater deity. The Elder has lived since the dawn of time, grown in the darkness of the ocean's depths, a god unto itself in the alien world below the waves.
Terror seizes your heart as one of the gargantuan appendages snakes out towards you.<</if>> There's nowhere to hide, nowhere to run. You're in The Elder's world now, a mere plaything to this being of unfathomable power and alien intelligence.
It captures you in its inescapable grip, huge suckers pressing into your flesh as it pulls you closer. The air is forced from your lungs, the pressure squeezing the life from your body. You gasp, pulling in water instead of air, your lungs filling with the cold, saltwater liquid.
Just when you're on the brink of losing consciousness, the Elder allows you a gasp of air, reviving you just enough to prolong your suffering. It plays with you like this, bringing you to the edge of death and then pulling you back, torturing you with the promise of release that never comes.
Eventually, you can't take any more. Your body goes limp, the strength drained from your muscles. The world blurs around you, your senses numbing, and you surrender to the inevitability of your fate.
The Elder's tentacle shifts, bringing you over its massive, throbbing form. Your body is then forcibly attached to its own, like a grotesque graft on a monstrous tree. It begins to invade your body, cell by cell, tissue by tissue, replacing your flesh with its own.
You can feel your identity slipping away, subsumed by the sheer magnitude of The Elder's consciousness. Your thoughts, your feelings, your memories... all are being overwritten, becoming one with The Elder. Your existence as a separate entity ceases, swallowed by the primal mind of the ancient beast.
Soon, all that remains of you is a small part, a minor outgrowth on the colossal form of The Elder. You're no longer an individual, but a part of this alien being. Its alien desires, its unfathomable thoughts, now your own.
As the centuries roll on, you bear witness to the creation of new, horrific tentacle beasts birthed from your own form, each an extension of The Elder's will, spreading its dominion to the upper layers of the Abyss. You feel the perpetual cycle of being used, creating life, and enduring the relentless extraction of your sexual fluids.
And so it continues, for an eternity that stretches out until the stars burn out, and beyond. The Elder, with you as a part of it, continues its endless existence in the dark depths of the Abyss, a silent, terrible god in its underwater domain.
@@.layerTitle;<h1>THE END</h1>@@<<= '<img src="' + setup.ImagePath + 'Threats/catastropheexplosion1.png" class="half-size">' >><br><br>
As your fingers hover over the trigger of the Catastrophe - a weapon of unfathomable power, a tempest contained within iron and steel - you feel the weight of your decision. This device, designed to unleash a cataclysmic force, is your last resort against the Elder. With a deep breath that tastes of determination, you press the button.
In an instant, the Abyss transforms. A colossal orb of incandescent fire erupts, a sun birthed in the heart of the ocean. The water around it vaporizes in a seething frenzy, creating a maelstrom of steam and energy. The explosion radiates outward, a relentless tide of destruction. Fish, once gliding through the water with effortless grace, are instantly obliterated. The Elder's tentacles meet their end in a blinding inferno, even if the main body is too far away to truly be killed.
<<if $hiredCompanions.length>0>>
Through the turbulent waters and the shimmering heat, you glimpse the silhouette of $hiredCompanions[0].name one last time. Their form, a steadfast presence throughout your journey, flickers and distorts, like a mirage being swallowed by the desert sun. In a heart-wrenching moment, $hiredCompanions[0].name vanishes, erased from existence.
<<if $hiredCompanions.length>1>>
One by one, your other companions are engulfed by the relentless surge of plasma and fire. Their faces, their stories, flash before your eyes, each a memory now lost to the all-consuming Catastrophe.
<</if>>
<<for _i=0; _i<$hiredCompanions.length; _i++>>
<<set $LostCompanions.push($hiredCompanions[_i])>>
<</for>>
<<set $hiredCompanions = []>>
<br>
<</if>>
In these final moments, as the shockwave from the explosion engulfs you, the world around you becomes a blur of motion and light. Your equipment, once your lifeline in the deep, is now just debris caught in the maelstrom. You feel the searing heat as the ball of fire expands, reaching out to claim you. Your thoughts scatter, fragmented by the realization of your impending demise. In the last tick of time, you are atomized, becoming one with the cataclysm you unleashed.
<<set $gameOver = true>>
<<set $ElderDestroyed = true>>
<<set $CatastropheUsed = $time>>
<<for _i = 0; _i<$items.length; _i++>>
<<set $items[_i].count=0>>
<</for>>
<<if $ownedRelics.some(r=> r.name === "Phoenix Obol")>>
<<set _phoenix = true>>
<</if>>
<<for _i=0; _i<$ownedRelics.length; _i++>>
<<if $ownedRelics.name != "Phoenix Obol">>
<<set $lostRelics.push($ownedRelics[_i])>>
<</if>>
<</for>>
<<set $ownedRelics=[]>>
<<if _phoenix>>
<<set $ownedRelics.push($relic76)>>
<</if>>
<<set $dubloons = 0>>
<br><br>
[[Next|Layer9 Hub]]As you bring the charm up to your eye and gaze deep into the red crystal, your vision fades and a new image comes clearly into view:
@@.layerTitle;
[img[setup.ImagePath+'Layer Intros/l9intro.png']]
!Layer 9 - Reaches of Oceanus
@@
As this layer is entirely underwater, ascending is actually relatively fast here. Returning to the eight layer will take 20 days and 120 corruption normally.
You float in an endless expanse of deep water. The stillness of the water is only interrupted by a hint of something sinister, something beyond all other threats, lurking just out of view. A sense of unease overwhelms you, but suddenly the image shifts and you see the splendor of the Relics that are available on this layer.
[img[setup.ImagePath+'Clipped-Fin/Abyss Diver Page 10-relics.png']]
As an image of the wonders you might find on this layer starts to come into focus, an intense feeling of humility washes through you.
[img[setup.ImagePath+'Clipped-Fin/Abyss Diver Page 10-wonders.png']]
The mystical possibilities of the wonders fade from your view and you suddenly feel nauseous, as if a huge amount of miasma was suddenly sucked into your chest. You visualize the corruptions and Curses that may afflict you in the layer below.
[img[setup.ImagePath+'Clipped-Fin/Abyss Diver Page 10-curses.png']]
Finally the nauseous feeling passes but is replaced by a brief sense of terror as you get a glimpse of the threats that await you on the layer.
[img[setup.ImagePath+'Clipped-Fin/Abyss Diver Page 10-threats.png']]
But you aren't just looking at The Elder. The Elder is looking back at you. Even as your vision reaches through time, you can feel one of its many eyes following you, watching you as much as you watch it.\
<p class="elder-entity">Why are you <span class="light">here</span>? Why are you watching through time?
Do you wish to <span class="light">die</span>?</p>\
A cold sweat washes over you and a sense of revulsion forces you to retch.
Finally, the vision fades, leaving you standing once again where you were before, with only a brief sense of motion sickness as you orient yourself back to your physical body. As you look at the Gleam Dazer once again, you notice the Relic is cracked and broken.
[[Return|$previewReturn][setup.loseRelic('Gleam Dazer')]][img[setup.ImagePath+'Surface/cherry.png']]
How would you like to use Cherry's chaotic luck ability?
[[Get 2 random Relics for half cost|Layer9 Cherry Relic]]
[[Get 2 random Curses for +50% corruption|Layer9 Cherry Curse]]
[[Get 1 Relic and 1 Curse|Layer9 Cherry Mix]]<<nobr>>
<<set $temp1 = random(0,11) + 96>>
<<set $temp2 = random(0,11) + 96>>
<<for $i = 0; $i < 1; $i>>
<<set $temp2 = random(0,11) + 96>>
<<if $temp1 !== $temp2>>
<<break>>
<</if>>
<</for>>
<<set $ownedRelics.push($relics[$temp1])>>
<<set $corruption -= Math.floor(Math.max(($relics[$temp1].corr / 2) - $corRed, 0))>>
<<set $ownedRelics.push($relics[$temp2])>>
<<set $corruption -= Math.floor(Math.max(($relics[$temp2].corr / 2) - $corRed, 0))>>
<</nobr>>
The Relics you have found with Cherry's Chaotic Luck are $relics[$temp1].name and $relics[$temp2].name for a cost of <<print Math.floor(Math.max(($relics[$temp1].corr / 2) - $corRed, 0))>> and <<print Math.floor(Math.max(($relics[$temp2].corr / 2) - $corRed, 0))>> corruption respectively.
[[Continue on to the rest of the layer|Layer9 Hub]]
<<if $ownedRelics.some(e => e.name === "Devil's Own")>>
You have a single chance to bend fate using the mystical luck of the Devil's Own. Cherry's fate is strong, so you only get 1 chance to use this effect on your entire adventure. Would you like to reroll Cherry's Chaotic Luck?
<<link "Reroll with Devil's Own" "Layer9 Cherry Relic">>
<<set $ownedRelics.deleteAt($ownedRelics.length-1)>>
<<set $corruption += Math.floor(Math.max(($relics[$temp1].corr / 2) - $corRed, 0))>>
<<set $ownedRelics.deleteAt($ownedRelics.length-1)>>
<<set $corruption += Math.floor(Math.max(($relics[$temp2].corr / 2) - $corRed, 0))>>
<<set setup.loseRelic("Devil's Own")>>
<</link>>
<</if>><<nobr>>
<<set $temp1 = random(0,11) + 108>>
<<set $temp2 = random(0,11) + 108>>
<<for $i = 0; $i < 1; $i>>
<<set $temp1 = random(0,11) + 108>>
<<set $temp2 = random(0,11) + 108>>
<<if ($temp1 !== $temp2) && !($mc.hasCurse("Shrunken Assets") && ($temp1 === 110 || $temp2 === 110) )>>
<<break>>
<</if>>
<</for>>
<<set _curse1 = setup.curseByNum($temp1)>>
<<set _curse2 = setup.curseByNum($temp2)>>
<<set $mc.addCurse(_curse1)>>
<<set $mc.addCurse(_curse2)>>
<<set _curse1.corr = Math.round(Math.max((_curse1.corr * 3 / 2), 0))>>
<<set _curse2.corr = Math.round(Math.max((_curse2.corr * 3 / 2), 0))>>
<<set $corruption += _curse1.corr>>
<<set $corruption += _curse2.corr>>
<</nobr>>
The Curses you have obtained with Cherry's Chaotic Luck are _curse1.name and _curse2.name for a cost of _curse1.corr and _curse2.corr corruption respectively.
[[Continue on to the rest of the layer|Layer9 Hub]]
<<if $ownedRelics.some(e => e.name === "Devil's Own")>>
You have a single chance to bend fate using the mystical luck of the Devil's Own. Cherry's fate is strong, so you only get 1 chance to use this effect on your entire adventure. Would you like to reroll Cherry's Chaotic Luck?
<<link "Reroll with Devil's Own" "Layer9 Cherry Curse">>
<<set $corruption -= _curse1.corr>>
<<RemoveCurse _curse1>>
<<set $corruption -= _curse2.corr>>
<<RemoveCurse _curse2>>
<<set setup.loseRelic("Devil's Own")>>
<</link>>
<</if>><<nobr>>
<<set $temp1 = random(0,11) + 96>>
<<for $i = 0; $i < 1; $i>>
<<set $temp2 = random(0,11) + 108>>
<<if !($mc.hasCurse("Shrunken Assets") && $temp2 === 110)>>
<<break>>
<</if>>
<</for>>
<<set $ownedRelics.push($relics[$temp1])>>
<<set $corruption -= Math.floor(Math.max(($relics[$temp1].corr / 2) - $corRed, 0))>>
<<set _curse = setup.curseByNum($temp2)>>
<<set $mc.addCurse(_curse)>>
<<set _curse.corr = Math.round(Math.max((_curse.corr * 1.5), 0))>>
<<set $corruption += $_curse.corr>>
<</nobr>>
With Cherry's Chaotic Luck you have found the Relic $relics[$temp1].name for a cost of <<print Math.floor(Math.max(($relics[$temp1].corr / 2) - $corRed, 0))>> corruption and obtained the Curse _curse.name for a gain of _curse.corr corruption respectively.
[[Continue on to the rest of the layer|Layer9 Hub]]
<<if $ownedRelics.some(e => e.name === "Devil's Own")>>
You have a single chance to bend fate using the mystical luck of the Devil's Own. Cherry's fate is strong, so you only get 1 chance to use this effect on your entire adventure. Would you like to reroll Cherry's Chaotic Luck?
<<link "Reroll with Devil's Own" "Layer9 Cherry Mix">>
<<set $ownedRelics.deleteAt($ownedRelics.length-1)>>
<<set $corruption += Math.floor(Math.max(($relics[$temp1].corr / 2) - $corRed, 0))>>
<<set $corruption -= _curse.corr>>
<<RemoveCurse _curse>>
<<set setup.loseRelic("Devil's Own")>>
<</link>>
<</if>><<if $currentLayer === 0>><b>Surface</b><<elseif $currentLayer === 10>><b>Nadir</b><<elseif $currentLayer === 11>><b>???</b><<elseif $currentLayer === 12>><b>Surface?</b><<else>><b>Layer $currentLayer</b><</if>><span class="smallbreak"></span>\
<span class="sidebar-item">[img[setup.ImagePath+'Icons/days.png']]</span> Day: $time<span class="smallbreak"></span>\
<span class="sidebar-item">[img[setup.ImagePath+'Icons/water.png']]</span> Water: <<if $dehydrated<=0>><<print ($items[0].count + $items[3].count + $items[25].count)>><<else>>@@.alert2;You have been dehydrated for $dehydrated days. Drink something soon if you wanted to avoid dying from thirst!<</if>>
<span class="sidebar-item">[img[setup.ImagePath+'Icons/food.png']]</span> Food: <<if $starving<=0>><<print ($items[1].count + $items[24].count)>><<else>>@@.alert2;You have been starving for $starving days. Eat something soon if you wanted to avoid dying from hunger!<</if>>
<<nobr>>
<<set _semenDemonCurse = $mc.getCurse("Semen Demon")>>
<<if _semenDemonCurse !== undefined>>
<<if _semenDemonCurse.fluidType === "semen">>
<span class="sidebar-item">[img[setup.ImagePath+'Icons/fluidhunger.png']]</span> Semen Hunger:
<<elseif _semenDemonCurse.fluidType === "vaginal fluids">>
<span class="sidebar-item">[img[setup.ImagePath+'Icons/fluidhunger.png']]</span> Vaginal Fluid Hunger:
<<else>>
<span class="sidebar-item">[img[setup.ImagePath+'Icons/fluidhunger.png']]</span> Sexual Fluid Hunger:
<</if>>
<<if $SemenDemonBalance > 8>>
@@.gdr100; Stuffed@@
<<elseif $SemenDemonBalance > 4>>
@@.gdr100; Full@@
<<elseif $SemenDemonBalance >= -4>>
Satisfied
<<elseif $SemenDemonBalance >= -8>>
@@.alert1; Hungry@@
<<else>>
@@.alert2; Starving. If you don't satisfy yourself soon you might die!@@
<</if>><br><</if>>
<<set _CotNCurse = $mc.getCurse("Creature of the Night")>>
<<if _CotNCurse !== undefined>>
<span class="sidebar-item">[img[setup.ImagePath+'Icons/blooddrop.png']]</span> Blood Thirst:
<<if $CotNBalance > 4>>
@@.gdr100; Saturated@@
<<elseif $CotNBalance >= -4>>
Satisfied
<<elseif $CotNBalance >= -20>>
@@.alert1; Thirsty@@
<<else>>
@@.alert2; Desperate for blood. If you don't satisfy yourself soon you might die!@@
<</if>>
<br>
<</if>>
<</nobr>><span class="smallbreak"></span><span class="sidebar-item">[img[setup.ImagePath+'Icons/dubloons.png']]</span> Dubloons: $dubloons
<span class="sidebar-item">[img[setup.ImagePath+'Icons/corruption.png']]</span> Corruption Pts: $corruption
<<if $hexflame > 9>>\
<span class="smallbreak"></span><span class="sidebar-item">[img[setup.ImagePath+'Icons/jinxedflames.png']]</span> Jinxed Flames: <<print $hexflame - 9>><</if>><<nobr>>
<<set $currentLayer = 10>>
<<masteraudio stop>>
<<audio "layer10" volume 0.2 play loop>>
<<set $timeL9T1 = 0>>
<</nobr>>\
\
@@.layerTitle;
[img[setup.ImagePath+'Finale/nadirintro.png']]
!Nadir
@@Below you, a shining sea of lights slowly fades into view. You spend a few minutes swimming down to it, and you fall out of the ocean (with everything you’ve seen, the water suspended in the air above you barely even registers as strange at the point), into a small, damp cavern. A shallow puddle completely covers the floor, myriad stars wandering across its surface, faintly glowing.
This isn't a proper layer - merely a small pocket at the bottom of the ninth layer. There's no corruption cost for moving to the previous page, and you can even quickly scramble on up and take some Curses from layer 9 before dropping back down here, with no additional time cost. (Traveling a significant distance in layer 9, such as to pick up a Relic, will result in you having to spend the full time cost again to move back down here, though.)
[[Continue|Layer10 2]]<p>You... actually did it. You've made it to the bottom of the Abyss. You swept through nine lands full of beasts, traps, and weirdly sexual environments, all to make it here. You've triumphed over field, forest, cave, frost, desert, flame, metal, madness, and the deepest depths of the ocean. </p>
<p>There's just one more choice left to make, now.</p>
<<bordered "images/Finale/raisond'etre.png" "images/bordergold.png">>\
<h2>Raison d'Etre</h2>
After traveling all this way, could you find what you were seeking? If you choose one of these, you will not be able to continue onwards, but they will certainly change your life forever.<br><br>
You can view these options without selecting one, if you aren't sure what you want to do yet.<br><br>
[[View Raison d'Etre options|Layer10 Raison]]
<</bordered>>
<p>Or...</p>
<<bordered "images/Finale/l'appelduvide.png" "images/bordergold.png">>\
<h2>L'appel du Vide</h2>
...you could go deeper. This room is clearly meant to be the bottom of the Abyss, to be a reward for you after making it so far, to be your final destination before your journey home. And you can very well let it be, if you wish - returning to the surface as the first conqueror of the Abyss. You'll never meet another person who's been deeper than you. But you can feel it beneath your feet, beneath the stars. There's more. If you kneel down to the puddle at your feet and reach out to the night sky below, you almost feel as though you could touch it.<br><br>
You know instinctively that, this time, the trip will be one-way. If you go any deeper, there's absolutely nothing - no combination of Relics, no future discoveries, no clever exploitation of game mechanics - that would ever allow you to ascend back to this point, or any higher, in any capacity. You would not even be able to communicate with anyone or anything above you, or send anything upwards. Going further truly means leaving behind the world you know, and everyone in it, forever. But if you're not satisfied with a simple reward, if you really must understand the truth of the Abyss at any cost, if there's still a voice calling for you to go deeper... then the only way forward is downward.<br><br>
Much like when choosing a Habitation option, what your companions do is very much dependent on who they are and what kind of relationship you've built up with them. If you've treated them poorly, they may decide to take their chances making it past The Elder and ascend on their own... but if you've been good to them, they just might take this plunge into the unknown with you. The Spectre of the End will not follow you if you descend further down<br><br>
In order to choose this, you must currently have at least 250 corruption (half of the amount you would need to ascend to the surface from here without bonuses, and you may not have any unpaid dubloon debts.<br><br>
You must make a choice between Raison d'Etre or L'appel du Vide, or else begin ascending upwards without choosing either. You cannot choose both.<br><br>
Whatever choice you end up making, I had a wonderful time watching over your adventure, and I hope you had fun, too. Whether you continue upwards or downwards, this is the last you'll hear from me. Goodbye, and good luck.<br><br>
Will you descend unto the stars, never to return?<br><br>
<<if $corruption >= 250>>
[[Descend one final time|Layer11 1][$currentLayer = 11]]<br>
<<else>>
<b> You must have at least 250 corruption to descend. Perhaps you could take a few more Curses if you want to move forward from here?</b>
<</if>>
<</bordered>>
<p>You can also take some of the Curses from Layer 9, if you want to refill your corruption. Don't worry, if you do that, you won't need to make the trip all the way down here again.<br><br>
[[Accept some Curses from Layer 9|Layer10 Curses]]</p><h1>Curses</h1>
<<CarryAdjust>>
<<if $escBalDepl===0>>\
<p>[[Return to the Nadir|Layer10 2][$currentLayer = 10]]</p>
<<else>>\
<p>[[Return to your balloon|Escape Balloon L9]]</p>
<</if>>
<<CurseGrid `setup.cursesOnLayer[9]`>>
<<if $escBalDepl===0>>
<p>[[Return to the Nadir|Layer10 2][$currentLayer = 10]]</p>
<<else>>
<p>[[Return to your balloon|Escape Balloon L9]]</p>
<</if>><p>Now that you've made it all the way to the bottom of the Abyss, you can claim your reward! Not many are able to find these, and they can change your life, so choose wisely! And you can only choose one, as the others will become totally inaccesible to you once you interact with one of them.</p>
<p>[[Continue exploring the Nadir|Layer10 2]]</p>
<<WonderGridGold setup.theShiftingObelisk setup.voidDiamond>>
<<WonderGridGold setup.smaragdineTestament>>
<p>[[Continue exploring the Nadir|Layer10 2]]</p><<nobr>>
<div id="slideshow">
<img src="images/Finale/obelisk1.png" alt="Image 1" class="active">
<img src="images/Finale/obelisk2.png" alt="Image 2">
<img src="images/Finale/obelisk3.png" alt="Image 3">
<img src="images/Finale/obelisk4.png" alt="Image 4">
<img src="images/Finale/obelisk5.png" alt="Image 5">
</div>
<</nobr>>
Below your feet, a shallow pool mirrors the heavens above, its surface a canvas for the dance of countless stars. Their light, soft and constant, guides you through the overwhelming darkness of the Abyss. The air is thick here, charged with an energy that makes your skin tingle with anticipation and foreboding.
As you press on, each step a splash in the celestial pond, you feel the oppressive weight of unseen eyes and the ancient Curses that claw at the edges of your consciousness. It is then that the Shifting Obelisk reveals itself.
Tall and foreboding, the obelisk stands as if sculpted from the void itself. It drinks in the light, a stark contrast to the ethereal glow that has been your only comfort in this forsaken place. It is an anomaly, its surface shifting, as if it's a living embodiment of the Abyss' ever-changing nature. And somehow... the area around it seems to change as well. The whole area seems to be the same, yet different, every time you look.
With a breath held tight in your chest, you extend a trembling hand towards the obelisk. The moment your skin makes contact, a shiver runs up your arm, and the Miasma within you stirs. You can feel the very fabric of your Curses being unraveled and re-knit, morphing from a hindrance into something... different.
As the obelisk releases you from its grasp, you step back, altered in some way. It is not absolution that you have found here, but adaptation. You are changed, marked by the Abyss, yet standing tall amidst its shadows.
With the obelisk behind you, its quiet power a silent whisper in your mind, you move forward. The water at your feet reflects a new constellation, one that tells the story of your transformation.
[[Continue back to the Nadir|Layer10 3][$raison = true, $curseMitigation = true]]<<= '<img src="' + setup.ImagePath + 'Wonders/smaragdinetestament.png" class="medium-img">' >>\
<<nobr>>
/*<<set $totalCorruption = 0>>
<<for _key, _achievement in tabletAchievements>>
<<set $totalCorruption += _achievement.corruption>>
<</for>>
<<set $corruption += ($totalCorruption + 100)>>*/
<</nobr>>
Beneath you, a shallow puddle mirrors a constellation of lights, a celestial map laid out upon the ground, stars and galaxies confined within its earthly bounds. You move, and the stars shift with you, a reflection of the cosmos above—or perhaps below.
There, amid the astral display, lies the Smaragdine Testament. It is a pale green tablet, partially submerged, pulsing with a mysterious energy that seems to hum through the very air. As your hand hovers over it, the stone feels alive, vibrating with an ancient power that beckons you closer.
You hesitate, the sense of awe mingling with a primal caution. The stone's surface is etched with symbols and script, a litany of conditions and tasks, each accompanied by a vacant square, like a scribe's checklist waiting to be fulfilled. The light from the tablet casts an otherworldly glow on your fingers, illuminating the fine lines of your skin.
The texture of the tablet is smooth, almost silken.
As you lift the tablet, the light wanes, but the stars in the puddle seem to burn brighter, as if in recognition of the testament's awakening. The weight of the stone is almost negligible, as if it doesn't quite belong in our world, and the energy it exudes makes you feel as though you could float away, carried by the whispers of time and the echo of a thousand dreams.
Enter how many corruption points you will gain from the sum of your achievements:
<<textbox "$smaragdineCorruption" "100">>
<b>You feel the energy of the testament wash over you, and you gain corruption points from your achievements.</b>
[[Continue back to the Nadir|Layer10 3][$raison = true, $corruption += Math.max(parseInt($smaragdineCorruption), 100)]]<<= '<img src="' + setup.ImagePath + 'Wonders/voiddiamond.png" class="medium-img">' >>
Amongst the sea of stars, your gaze is drawn to an object that defies the darkness. The Void Diamond. It seems to be a crystal shard that has captured the night sky within its form. The gem's surface dances with starlight, each flicker a tale from the deep Abyss.
You reach out, your fingers trembling slightly. The moment your skin contacts the cool, smooth surface of the diamond, a rush of sensations floods your senses. You hear the distant echoes of unknown voices, perhaps the murmurs of the Abyss itself. The stone’s cold touch sends a shiver down your spine, yet you feel an inexplicable warmth radiating from within its core.
Now, you can take the diamond back to the surface and prepare your elixer. Once you have done so, your life will never be the same again.
A choice looms before you, one of profound significance. Do you embrace the Abyss as your eternal sanctuary, or do you turn away from this fateful gift?
In this moment, beneath the starry gaze of the Abyss, you hold not just a diamond, but a destiny. The Void Diamond glistens in your hand, a promise of untold mysteries and a new life in the Abyss.
[[Continue back to the Nadir|Layer10 3][$raison = true, $voidDiamondCarry = true]]You have claimed your Raison d'Etre, and there is nothing left for you here. The way beyond this point is now blocked from you forever, leaving you only one way to go.
It's time to return to the ninth layer and begin your ascent back.
[[Return to the ninth Layer|Layer9 Hub][$currentLayer = 9]]<<nobr>>
<<set $currentLayer = 11>>
<<masteraudio stop>>
<<audio "layer11" volume 0.2 play loop>>
<</nobr>>\
\
@@.layerTitle;
!Layer 10 - Ouroboros
@@You fall through the void, the stars flitting past you in bright streaks - lines, not points.
You don't have any real sense of how long you fall for, and you suspect it doesn't matter. What does matter is that after an instant, an eternity, and every span of time in between, a circle of color comes into view below you, slowly growing larger. A world opens up below you - are those grassy plains you see? An ocean or a lake, perhaps? Some mountains? It's hard to make out precise details, but it eventually becomes clear that you aren't falling through a void, but through a sky, hanging over a world that stretches far into the horizon. And almost directly below you lies a hole in the earth, and a settlement built beside it.
[[Continue|Layer11 2]]<span class="small-gray-text">ぢ志人乃辨</span>
It's not the same town you departed from. And, at least from looking at it, it doesn't appear to be the same hole you ventured down, either. The color, the trees, the shapes of the rocks - it's all wrong. It's not the same world you knew. You don't know it just yet, but it's an entirely different one, very nearly approximating the world that, at this moment, would be your ideal. Is it a futuristic science fiction world? A world of floating islands drifting across the sky? Fantasy worlds are quite popular right now, so perhaps you'll fall into one of those. This isn't something you'll decide; it will instead be based on your heart's innermost wish. One caveat is that the world you fall into won't be one that goes out of its way to cater to any Curses you have - you won't fall into an entire ocean world just because you're a merperson, or into a world of eldritch beasts just because you've become one. You'll still have to deal with the consequences of your choices, though it is likely that you'll stick out a bit less in your ideal fantasy world than you would have in your old world. You'll notice that any Relics you still owned in the previous world - even ones you left them back in town, or somewhere in the Abyss - will be falling with you, rapidly approaching your destination alongside you. Any companions that made the plunge with you will also be by your side, right now probably yelling something that you can't hear over the air rushing past you.
<span class="small-gray-text">Stendr æ yfir grœnn Urðar brunni</span>
This world has an Abyss, too. It seems quite different from the one you dove into. Maybe one of the layers is made entirely out of glass, or another is set atop a lake of radioactive, toxic sludge, or one is set in a forest of dead trees, steeped in perpetual twilight. If you've dropped yourself into a world where people are significantly stronger than they were in your world, such as if magic or advanced technology is commonplace, you'll find that this world's Abyss will adapt to that, becoming all the more harsh. It will never be an easy journey. The one constant is that, when you reach the "bottom", you will always find another hole, leading to another new world. The world you fall into now will fit your present whims and desires perfectly, but how many ages will you spend here before you tire and wish for something more, something new? The Abyss will always be here, waiting for you to go deeper, discover more. The only way forward is downward.
<span class="small-gray-text">Quod est inferius est sicut quod est superius, et quod est superius est sicut quod est inferius, ad perpetranda miracula rel unius</span>
As you're gazing down at the Abyss, you catch, just for a moment, a glimpse of the real thing: a snake, unfathomably infinite in length, at once weaving upwards through every reality, "fiction" and non-, "impossible" and possible, and yet at the same time containing all of those realities within itself, as it devours its own tail. All of existence and nonexistence - every chemical reaction, idle thought, cruel word, loving embrace, and lone particle - merely being an exceptionally long, slow, and complicated digestive process, as the Abyss works to break down all of it, including itself. A blind idiot god that, in the same action, creates everything there is... and destroys it. There was never an "outside" of the Abyss, not really. All exists together as and in one serpent.
<span class="small-gray-text">ἐν τὸ πᾶν</span>
…and then that moment is gone, and the Abyss is just an adventure-filled hole again.
Don't worry about the landing; you'll slow down before you meet the ground.
[[Continue|Layer11 3][$currentLayer = 12]]@@.layerTitle;
!The Surface
@@
<img @src="setup.ImagePath+'Finale/reg-intro.png'" width="40%" class="floatl">\
Hey there! Welcome to Embark City. If you're visiting here, I'm sure you're looking to test your mettle against the Abyss, right? An enormous, mysterious hole of unknown depth, which nobody has even gotten close to the bottom of - it's the perfect place for adventure, capturing the hearts of everyone who hears of it. What's more, it's filled with all sorts of strange and magical Relics, just waiting to be discovered! It's dangerous, sure, but if you can return safely, you can leave the Abyss with powerful treasures beyond your wildest dreams.
But while even safely surviving in the Abyss and retrieving Relics can be difficult, it's often getting out again that poses the biggest problem. You see, the Abyss is saturated in thick, invisible Miasma that only gets stronger the deeper you go. You can move downwards through the Miasma just fine, but moving back up through it causes corruptive transformations. If you go too deep, you might not even recognize yourself when you surface again. Just remember that there's nothing wrong with ending your adventure early and setting limits for yourself, okay? Don't lose sight of yourself in your search for power and adventure.
Come with me, and I'll help you get prepared for your journey. The Abyss is a dangerous, unforgiving place, but luckily, you won't have to venture down alone! There's plenty of other brave hearts in the town for you to bring with you.
And did I mention the...
/*It's vore all the way down? */
@@.layerTitle;<h1>THE END?</h1>@@
[[The End|True End]]<<set $relic1 = {
name: "Star Compass",
weight: 0.5,
value: 30,
corr: 15,
time: 0,
pic: "Relics/starcompass.png"
}>>
<<set $relic2 = {
name: "Rømer Stones",
weight: 1,
value: 10,
time: 1,
corr: 10,
pic: "Relics/romerstones.png"
}>>
<<set $relic3 = {
name: "Creepy Doll",
weight: 0.3,
value: 5,
time: 0,
corr: 10,
pic: "Relics/creepydoll.png"
}>>
<<set $relic4 = {
name: "Giddy Reaper",
weight: 1.7,
value: 25,
time: 0,
corr: 20,
pic: "Relics/giddyreaper.png"
}>>
<<set $relic5 = {
name: "Silk Twister",
weight: 0.3,
value: 20,
time: 1,
corr: 10,
pic: "Relics/silktwister.png"
}>>
<<set $relic6 = {
name: "Vertebra Key",
weight: 1,
value: 15,
time: 0,
corr: 15,
pic: "Relics/vertebrakey.png"
}>>
<<set $relic7 = {
name: "Chain of Lorelei",
weight: 0.8,
value: 35,
time: 0,
corr: 20,
pic: "Relics/chainoflorelei.png"
}>>
<<set $relic8 = {
name: "Hive Tassel",
weight: 0.1,
value: 10,
time: 0,
corr: 5,
pic: "Relics/hivetassel.png"
}>>
<<set $relic9 = {
name: "Smitten Mitt",
weight: 0.4,
value: 25,
time: 1,
corr: 15,
pic: "Relics/smittenmitt.png"
}>>
<<set $relic10 = {
name: "Firmament Pigment",
weight: 6,
value: 20,
time: 0,
corr: 15,
pic: "Relics/firmamentpigment.png"
}>>
<<set $relic11 = {
name: "Pearly Gates",
weight: 0.1,
value: 35,
time: 1,
corr: 15,
pic: "Relics/pearlygates.png"
}>>
<<set $relic12 = {
name: "World Stone",
weight: 5,
value: 25,
time: 1,
corr: 20,
pic: "Relics/worldstone.png"
}>>
<<set $relic13 = {
name: "Forest's Gift",
weight: 0.7,
value: 30,
time: 2,
corr: 20,
pic: "Relics/forest'sgift.png"
}>>
<<set $relic14 = {
name: "Harmless Harmony",
weight: 1.6,
value: 20,
time: 1,
corr: 15,
pic: "Relics/harmlessharmony.png"
}>>
<<set $relic15 = {
name: "Umbra Trident",
weight: 0.3,
value: 25,
time: 1,
corr: 20,
pic: "Relics/umbratrident.png"
}>>
<<set $relic16 = {
name: "Event Horizon",
weight: 0.5,
value: 30,
time: 1,
corr: 20,
pic: "Relics/eventhorizon.png"
}>>
<<set $relic17 = {
name: "Heart-stealing Stole",
weight: 0.1,
value: 35,
time: 2,
corr: 25,
pic: "Relics/heartstealingstole.png"
}>>
<<set $relic18 = {
name: "Effacing Asperity",
weight: 0.7,
value: 20,
time: 2,
corr: 20,
pic: "Relics/effacingasperity.png"
}>>
<<set $relic19 = {
name: "Wholly Ale",
weight: 0.6,
value: 25,
time: 1,
corr: 20,
pic: "Relics/whollyale.png"
}>>
<<set $relic20 = {
name: "Memoir Remnant",
weight: 9,
value: 25,
time: 1,
corr: 15,
pic: "Relics/memoirremnant.png"
}>>
<<set $relic21 = {
name: "Gleam Dazer",
weight: 0.3,
value: 35,
time: 2,
corr: 25,
pic: "Relics/gleamdazer.png"
}>>
<<set $relic22 = {
name: "Sibyl Blend",
weight: 0.2,
value: 35,
time: 2,
corr: 25,
pic: "Relics/sibylblend.png"
}>>
<<set $relic23 = {
name: "Pangea Shaker",
weight: 0.2,
value: 45,
time: 1,
corr: 25,
pic: "Relics/pangeashaker.png"
}>>
<<set $relic24 = {
name: "From Seafoam",
weight: 0.2,
value: 50,
time: 2,
corr: 30,
pic: "Relics/fromseafoam.png"
}>>
<<set $relic25 = {
name: "Orbweaver",
weight: 1,
value: 30,
time: 0,
corr: 35,
pic: "Relics/orbweaver.png"
}>>
<<set $relic26 = {
name: "Soulseeker",
weight: 0.4,
value: 50,
time: 3,
corr: 30,
pic: "Relics/soulseeker.png"
}>>
<<set $relic27 = {
name: "Tranquility Knell",
weight: 0.4,
value: 35,
time: 2,
corr: 25,
pic: "Relics/tranquilityknell.png"
}>>
<<set $relic28 = {
name: "Lightning Rook",
weight: 0.4,
value: 40,
time: 3,
corr: 30,
pic: "Relics/lightningrook.png"
}>>
<<set $relic29 = {
name: "Acrobatic Accord",
weight: 0.1,
value: 35,
time: 1,
corr: 25,
pic: "Relics/acrobaticaccord.png"
}>>
<<set $relic30 = {
name: "Managed Misfortune",
weight: 0.1,
value: 25,
time: 4,
corr: 20,
pic: "Relics/managedmisfortune.png"
}>>
<<set $relic31 = {
name: "Breathless Exhale",
weight: 0.1,
value: 50,
time: 2,
corr: 35,
pic: "Relics/breathlessexhale.png"
}>>
<<set $relic32 = {
name: "Sharing Shears",
weight: 0.4,
value: 30,
time: 1,
corr: 20,
pic: "Relics/sharingshears.png"
}>>
<<set $relic33 = {
name: "Rose-tinted Spectacles",
weight: 0.2,
value: 45,
time: 2,
corr: 30,
pic: "Relics/sinceritygazer.png"
}>>
<<set $relic34 = {
name: "Ghost-righter Writing Down",
weight: 0.1,
value: 55,
time: 4,
corr: 25,
pic: "Relics/ghostwriterwritingdown.png"
}>>
<<set $relic35 = {
name: "Gilded Prison",
weight: 4,
value: 95,
time: 6,
corr: 45,
pic: "Relics/gildedprison.png"
}>>
<<set $relic36 = {
name: "Omoikane Circuit",
weight: 0.1,
value: 60,
time: 3,
corr: 35,
pic: "Relics/omoikanecircuit.png"
}>>
<<set $relic37 = {
name: "Afar Wanderer",
weight: 0.5,
value: 55,
time: 3,
corr: 40,
pic: "Relics/afarwanderer.png"
}>>
<<set $relic38 = {
name: "Kin Shifter",
weight: 1,
value: 70,
time: 5,
corr: 40,
copiedValue: 0,
pic: "Relics/kinshifter.png"
}>>
<<set $relic39 = {
name: "Brave Vector",
weight: 1.7,
value: 50,
time: 4,
corr: 55,
pic: "Relics/bravevector.png"
}>>
<<set $relic40 = {
name: "Devil's Own",
weight: 0.2,
value: 60,
time: 3,
corr: 35,
pic: "Relics/devil'sown.png"
}>>
<<set $relic41 = {
name: "Verve Cell",
weight: 2.5,
value: 45,
time: 3,
corr: 20,
pic: "Relics/vervecell.png"
}>>
<<set $relic42 = {
name: "Vessel Vivisector",
weight: 0.2,
value: 50,
time: 5,
corr: 30,
pic: "Relics/vesselvivisector.png"
}>>
<<set $relic43 = {
name: "Sated Artist",
weight: 1.8,
value: 50,
time: 4,
corr: 40,
pic: "Relics/satedartist.png"
}>>
<<set $relic44 = {
name: "Timekeeper's Keepsake",
weight: 0.5,
value: 55,
time: 4,
corr: 40,
pic: "Relics/timekeeper'skeepsake.png"
}>>
<<set $relic45 = {
name: "Creator's Bolt",
weight: 0.7,
value: 65,
time: 3,
corr: 25,
pic: "Relics/creator'sbolt.png"
}>>
<<set $relic46 = {
name: "Perpetual Repose",
weight: 1.5,
value: 45,
time: 5,
corr: 25,
pic: "Relics/eternalrepose.png"
}>>
<<set $relic47 = {
name: "Toral Wave",
weight: 0.8,
value: 65,
time: 3,
corr: 35,
pic: "Relics/emptywave.png"
}>>
<<set $relic48 = {
name: "Flamel's Folly",
weight: 1.2,
value: 70,
time: 2,
corr: 35,
pic: "Relics/flamel'sfolly.png"
}>>
<<set $relic49 = {
name: "Pocket Hoard",
weight: 0.3,
value: 15,
time: 2,
corr: 25,
active: 0,
pic: "Relics/nacrecache.png"
}>>
<<set $relic50 = {
name: "Sunbeam",
weight: 3,
value: 125,
time: 4,
corr: 60,
pic: "Relics/sunbeam.png"
}>>
<<set $relic51 = {
name: "Moonwatcher",
weight: 0.4,
value: 95,
time: 5,
corr: 50,
pic: "Relics/moonwatcher.png"
}>>
<<set $relic52 = {
name: "Siren's Call",
weight: 0.5,
value: 110,
time: 4,
corr: 45,
pic: "Relics/siren'scall.png"
}>>
<<set $relic53 = {
name: "Zelus Band",
weight: 0.1,
value: 120,
time: 3,
corr: 45,
pic: "Relics/zelusheadband.png"
}>>
<<set $relic54 = {
name: "Everhevea",
weight: 1,
value: 90,
time: 4,
corr: 40,
pic: "Relics/everhevea.png"
}>>
<<set $relic55 = {
name: "Reflex Emblem",
weight: 0.1,
value: 75,
time: 5,
corr: 30,
pic: "Relics/reflexemblem.png"
}>>
<<set $relic56 = {
name: "Twin Polaris",
weight: 0.1,
value: 90,
time: 5,
corr: 40,
pic: "Relics/twinpolaris.png"
}>>
<<set $relic57 = {
name: "Superpositional Skewer",
weight: 2.7,
value: 125,
time: 2,
corr: 50,
pic: "Relics/superpositionalskewer.png"
}>>
<<set $relic58 = {
name: "Empath Coil",
weight: 1.4,
value: 100,
time: 3,
corr: 50,
pic: "Relics/empathcoil.png"
}>>
<<set $relic59 = {
name: "Heavenly Merrymaker",
weight: 0.2,
value: 120,
time: 4,
corr: 40,
pic: "Relics/heavenlymerrymaker.png"
}>>
<<set $relic60 = {
name: "Vain Sculpt",
weight: 3,
value: 95,
time: 10,
corr: 30,
pic: "Relics/vainsculpt.png"
}>>
<<set $relic61 = {
name: "Ring of the Devourer",
weight: 0.4,
value: 165,
time: 5,
corr: 55,
pic: "Relics/ringofthedevourer.png"
}>>
<<set $relic62 = {
name: "Pulse Bloom",
weight: 0.2,
value: 175,
time: 5,
corr: 50,
pic: "Relics/pulsebloom.png"
}>>
<<set $relic63 = {
name: "Out of Mind",
weight: 0.1,
value: 180,
time: 3,
corr: 60,
pic: "Relics/outofmind.png"
}>>
<<set $relic64 = {
name: "Still Film",
weight: 1.2,
value: 170,
time: 5,
corr: 40,
pic: "Relics/stillfilm.png"
}>>
<<set $relic65 = {
name: "Forbidden Grimoire",
weight: 6,
value: 170,
time: 5,
corr: 50,
pic: "Relics/forbiddengrimoire.png"
}>>
<<set $relic66 = {
name: "Luminous Phantasmagoria",
weight: 0.1,
value: 175,
time: 5,
corr: 40,
pic: "Relics/luminousphantasmagoria.png"
}>>
<<set $relic67 = {
name: "Relativity Eye",
weight: 0.5,
value: 170,
time: 5,
corr: 50,
pic: "Relics/relativityeye.png"
}>>
<<set $relic68 = {
name: "Return to Sender",
weight: 0.3,
value: 165,
time: 7,
corr: 40,
pic: "Relics/returntosender.png"
}>>
<<set $relic69 = {
name: "Yliaster Materia",
weight: 0.3,
value: 175,
time: 4,
corr: 55,
pic: "Relics/yliastermateria.png"
}>>
<<set $relic70 = {
name: "Aeonglass",
weight: 0.7,
value: 170,
time: 4,
corr: 55,
pic: "Relics/aeonglass.png"
}>>
<<set $relic70_ET = {
name: "Aeonglass with Endless Time",
weight: 0.7,
value: 340,
time: 0,
corr: 0,
pic: "Relics/aeonglass.png"
}>>
<<set $relic71 = {
name: "Apparatus Diaboli",
weight: 0.2,
value: 180,
time: 3,
corr: 40,
pic: "Relics/apparatusdiaboli.png"
}>>
<<set $relic72 = {
name: "Heavy is the Head",
weight: 3,
value: 180,
time: 4,
corr: 45,
pic: "Relics/weightyenlightenment.png"
}>>
<<set $relic73 = {
name: "Daedalus Mechanism",
weight: 1.2,
value: 220,
time: 2,
corr: 60,
variation: "angel",
pic: "Relics/daedalusapparatus.png"
}>>
<<set $relic74 = {
name: "Blind Divine",
weight: 0.1,
value: 205,
time: 4,
corr: 60,
pic: "Relics/pathunseen.png"
}>>
<<set $relic75 = {
name: "Lambent Specter",
weight: 0.1,
value: 215,
time: 4,
corr: 55,
pic: "Relics/lambentspecter.png"
}>>
<<set $relic76 = {
name: "Phoenix Obol",
weight: 0.3,
value: 225,
time: 2,
corr: 75,
pic: "Relics/phoenixobol.png"
}>>
<<set $relic77 = {
name: "Granted Granite",
weight: 0.2,
value: 195,
time: 5,
corr: 50,
pic: "Relics/grantedgranite.png"
}>>
<<set $relic78 = {
name: "Joyous Sunder",
weight: 0.2,
value: 210,
time: 4,
corr: 65,
pic: "Relics/joyoussunder.png"
}>>
<<set $relic79 = {
name: "Azure Aozora",
weight: 0.1,
value: 230,
time: 2,
corr: 50,
pic: "Relics/brilliantsky.png"
}>>
<<set $relic80 = {
name: "Glare Vantage",
weight: 3,
value: 205,
time: 1,
corr: 60,
pic: "Relics/glarevantage.png"
}>>
<<set $relic81 = {
name: "Final Stage",
weight: 12,
value: 235,
time: 1,
corr: 60,
pic: "Relics/finalstage.png"
}>>
<<set $relic82 = {
name: "Solace Lace",
weight: 0.1,
value: 220,
time: 2,
corr: 65,
pic: "Relics/solacelace.png"
}>>
<<set $relic83 = {
name: "Red Thread Flourish",
weight: 0.2,
value: 200,
time: 3,
corr: 60,
pic: "Relics/redthreadflourish.png"
}>>
<<set $relic84 = {
name: "Triage Rain",
weight: 0.1,
value: 230,
time: 3,
corr: 50,
pic: "Relics/triagerain.png"
}>>
<<set $relic85 = {
name: "Voila Viola",
weight: 0.7,
value: 370,
time: 12,
corr: 75,
pic: "Relics/voilaviola.png"
}>>
<<set $relic86 = {
name: "Between Whispers",
weight: 0.1,
value: 370,
time: 14,
corr: 70,
pic: "Relics/betweenwhispers.png"
}>>
<<set $relic87 = {
name: "Absolute Oracle",
weight: 0.2,
value: 380,
time: 12,
corr: 75,
pic: "Relics/absoluteoracle.png"
}>>
<<set $relic88 = {
name: "Memory Reign",
weight: 0.1,
value: 370,
time: 14,
corr: 80,
pic: "Relics/memoryreign.png"
}>>
<<set $relic89 = {
name: "Drifting Aperture",
weight: 0.2,
value: 375,
time: 10,
corr: 90,
pic: "Relics/permeatingpumps.png"
}>>
<<set $relic90 = {
name: "Aegis Coffin",
weight: 5,
value: 360,
time: 14,
corr: 75,
pic: "Relics/safetycoffin.png"
}>>
<<set $relic91 = {
name: "Gaia Theory",
weight: 0.4,
value: 375,
time: 13,
corr: 70,
pic: "Relics/gaiaform.png"
}>>
<<set $relic92 = {
name: "Glory's Grasp",
weight: 4.5,
value: 350,
time: 16,
corr: 55,
pic: "Relics/glory'sgrasp.png"
}>>
<<set $relic93 = {
name: "Pneuma Wisp",
weight: 0.1,
value: 370,
time: 13,
corr: 80,
pic: "Relics/pneumawisp.png"
}>>
<<set $relic94 = {
name: "World's End Lock",
weight: 0.2,
value: 370,
time: 14,
corr: 70,
pic: "Relics/world'sendlock.png"
}>>
<<set $relic95 = {
name: "Fray Goo",
weight: 0.3,
value: 345,
time: 12,
corr: 90,
pic: "Relics/fraygoo.png"
}>>
<<set $relic96 = {
name: "Null Void",
weight: 1,
value: 340,
time: 14,
corr: 70,
pic: "Relics/nullvoid.png"
}>>
<<set $relic97 = {
name: "Radial Circulation",
weight: 0.5,
value: 455,
time: 16,
corr: 75,
pic: "Relics/radialcirculation.png"
}>>
<<set $relic98 = {
name: "Catastrophe",
weight: 18,
value: 475,
time: 13,
corr: 95,
pic: "Relics/catastrophe.png"
}>>
<<set $relic99 = {
name: "Rightful King",
weight: 0.6,
value: 485,
time: 17,
corr: 80,
pic: "Relics/rightfulking.png"
}>>
<<set $relic100 = {
name: "Arbiter of Dawn",
weight: 1.5,
value: 475,
time: 15,
corr: 70,
pic: "Relics/nightbreak.png"
}>>
<<set $relic101 = {
name: "Death, Bound",
weight: 0.4,
value: 460,
time: 16,
corr: 85,
pic: "Relics/deathbound.png"
}>>
<<set $relic102 = {
name: "Lifespanner",
weight: 0.5,
value: 485,
time: 14,
corr: 95,
pic: "Relics/lifespanner.png"
}>>
<<set $relic103 = {
name: "Aquarius Ex Nihilo",
weight: 1,
value: 465,
time: 11,
corr: 50,
pic: "Relics/aquariusexnihilo.png"
}>>
<<set $relic104 = {
name: "Praeterzoa",
weight: 10,
value: 495,
time: 21,
corr: 85,
pic: "Relics/zoa.png"
}>>
<<set $relic105 = {
name: "Lotus Eater",
weight: 0.2,
value: 490,
time: 15,
corr: 85,
pic: "Relics/lotuseater.png"
}>>
<<set $relic106 = {
name: "Connect Call",
weight: 2.5,
value: 485,
time: 11,
corr: 90,
pic: "Relics/connectcall.png"
}>>
<<set $relic107 = {
name: "Contrarian Reflection",
weight: 0.8,
value: 460,
time: 15,
corr: 85,
pic: "Relics/dissentingreflection.png"
}>>
<<set $relic108 = {
name: "Starlit Conquest",
weight: 75,
value: 500,
time: 10,
corr: 100,
pic: "Relics/starlitconquest.png"
}>>
<<set setup.starlitConquestActivated = {
name: "Starlit Conquest Activated",
weight: 75,
value: 600,
count: 0,
corr: 100,
desc: "The starlit conquest mecha in all its glory. It has been activated by the power of the sun and is ready for use!",
image: "Relics/starlitconquest.png"
}>>
<<set $relics = [$relic1, $relic2, $relic3, $relic4, $relic5, $relic6, $relic7, $relic8, $relic9, $relic10, $relic11, $relic12, $relic13, $relic14, $relic15, $relic16, $relic17, $relic18, $relic19, $relic20, $relic21, $relic22, $relic23, $relic24, $relic25, $relic26, $relic27, $relic28, $relic29, $relic30, $relic31, $relic32, $relic33, $relic34, $relic35, $relic36, $relic37, $relic38, $relic39, $relic40, $relic41, $relic42, $relic43, $relic44, $relic45, $relic46, $relic47, $relic48, $relic49, $relic50, $relic51, $relic52, $relic53, $relic54, $relic55, $relic56, $relic57, $relic58, $relic59, $relic60, $relic61, $relic62, $relic63, $relic64, $relic65, $relic66, $relic67, $relic68, $relic69, $relic70, $relic71, $relic72, $relic73, $relic74, $relic75, $relic76, $relic77, $relic78, $relic79, $relic80, $relic81, $relic82, $relic83, $relic84, $relic85, $relic86, $relic87, $relic88, $relic89, $relic90, $relic91, $relic92, $relic93, $relic94, $relic95, $relic96, $relic97, $relic98, $relic99, $relic100, $relic101, $relic102, $relic103, $relic104, $relic105, $relic106, $relic107, $relic108, setup.starlitConquestActivated]>>
<<set $ownedRelics = []>>
<<set $soldRelics = []>>
<<set $lostRelics = []>>
<<set $devouredRelics = []>>
<<set $innRelics = []>>
<<set $relicSwap = []>>
<<set setup.relicsOnLayer = [
/* 0 */ [], /* Placeholder; no Relics on the surface. */
/* 1 */ ["Star Compass", "Rømer Stones", "Creepy Doll", "Giddy Reaper", "Silk Twister", "Vertebra Key", "Chain of Lorelei", "Hive Tassel", "Smitten Mitt"],
/* 2 */ ["Firmament Pigment", "Pearly Gates", "World Stone", "Forest's Gift", "Harmless Harmony", "Umbra Trident", "Event Horizon", "Heart-stealing Stole", "Effacing Asperity", "Wholly Ale", "Memoir Remnant", "Gleam Dazer"],
/* 3 */ ["Sibyl Blend", "Pangea Shaker", "From Seafoam", "Orbweaver", "Soulseeker", "Tranquility Knell", "Lightning Rook", "Acrobatic Accord", "Managed Misfortune", "Breathless Exhale", "Sharing Shears", "Rose-tinted Spectacles"],
/* 4 */ ["Ghost-righter Writing Down", "Gilded Prison", "Omoikane Circuit", "Afar Wanderer", "Kin Shifter", "Brave Vector", "Devil's Own", "Verve Cell","Vessel Vivisector", "Sated Artist", "Timekeeper's Keepsake", "Creator's Bolt", "Perpetual Repose", "Toral Wave", "Flamel's Folly"],
/* 5 */ ["Pocket Hoard", "Sunbeam", "Moonwatcher", "Siren's Call", "Zelus Band", "Everhevea", "Reflex Emblem", "Twin Polaris", "Superpositional Skewer", "Empath Coil", "Heavenly Merrymaker", "Vain Sculpt"],
/* 6 */ ["Ring of the Devourer", "Pulse Bloom", "Out of Mind", "Still Film", "Forbidden Grimoire", "Luminous Phantasmagoria", "Relativity Eye", "Return to Sender", "Yliaster Materia", "Aeonglass", "Apparatus Diaboli", "Heavy is the Head"],
/* 7 */ ["Daedalus Mechanism", "Blind Divine", "Lambent Specter", "Phoenix Obol", "Granted Granite", "Joyous Sunder", "Azure Aozora", "Glare Vantage", "Final Stage", "Solace Lace", "Red Thread Flourish", "Triage Rain"],
/* 8 */ ["Voila Viola", "Between Whispers", "Absolute Oracle", "Memory Reign", "Drifting Aperture", "Aegis Coffin", "Gaia Theory", "Glory's Grasp", "Pneuma Wisp", "World's End Lock", "Fray Goo", "Null Void"],
/* 9 */ ["Radial Circulation","Catastrophe","Rightful King","Arbiter of Dawn","Death, Bound","Lifespanner","Aquarius Ex Nihilo","Praeterzoa","Lotus Eater","Connect Call","Contrarian Reflection","Starlit Conquest"],
]>>
<<set setup.functionalRelics = [
"Star Compass", "Rømer Stones", "Creepy Doll", "Silk Twister", "Chain of Lorelei",
"World Stone", "Forest's Gift", "Heart-stealing Stole", "Gleam Dazer", "Effacing Asperity", "Event Horizon",
"Sibyl Blend", "From Seafoam", "Orbweaver", "Tranquility Knell", "Lightning Rook", "Managed Misfortune", "Breathless Exhale", "Rose-tinted Spectacles", "Pangea Shaker",
"Omoikane Circuit", "Kin Shifter", "Brave Vector", "Devil's Own", "Toral Wave", "Afar Wanderer",
"Pocket Hoard", "Sunbeam", "Moonwatcher", "Everhevea", "Superpositional Skewer", "Empath Coil", "Zelus Band",
"Ring of the Devourer","Pulse Bloom", "Forbidden Grimoire", "Luminous Phantasmagoria", "Yliaster Materia", "Aeonglass", "Return to Sender", "Heavy is the Head",
"Daedalus Mechanism", "Blind Divine", "Lambent Specter", "Phoenix Obol", "Joyous Sunder", "Solace Lace",
"Memory Reign", "Between Whispers", "Aegis Coffin", "Glory's Grasp", "Pneuma Wisp", "World's End Lock", "Red Thread Flourish",
"Aquarius Ex Nihilo", "Lifespanner", "Starlit Conquest", "Catastrophe", "Lotus Eater",
]>>!<<print $ownedRelics[$temp].name>>
[img[setup.ImagePath+$ownedRelics[$temp].pic]]
<<include `$ownedRelics[$temp].name + " Description"`>>
//Weight: $ownedRelics[$temp].weight kg//
//Value: $ownedRelics[$temp].value dubloons//
//Corruption cost: $ownedRelics[$temp].corr//
<<if $spaceRelic === $ownedRelics[$temp].name>>
You have broken the spatial limits of this Relic, allowing you to alter its range to between 1x and 100x its initial value.
<</if>><<if $timeRelic === $ownedRelics[$temp].name>>
You have broken the temporal limits of this Relic, allowing you to lower any time value listed in seconds, minutes, days, weeks, or months between the default and 1% of the default.
<</if>>
<<back>>An orb filled with a clear liquid. No matter how you turn it in your hands, the needle inside always points down! It's nice to look at, so you can probably sell it for a bit even though it doesn't do much.A collection of 5 small rocks. When kept separate, they're an inexhaustible heat sponge, cooling their surroundings and being capable of slowly freezing water. Keeping more of them together gradually increases their ambient heat, and all five of them together are warm enough to be slightly uncomfortable in your hand.A really weird doll; any person would feel uncomfortable and try to look away if they stared at it for more than five seconds. Unclear if it's a magic thing or if it's just a really creepy doll.Any living plants cut with this sickle will grow back to their previous height in the same spot (relative to the planet you're on) in only 12 hours, even if the sickle were to completely tear apart the plant and not a single cell remained - so long as soil remains in that spot. Unsuitable as a weapon.A comb that can be run absentmindedly through any hair to instantly grow it or shrink it to the length the user desires, and style it to their liking.Can lock anything that has a keyhole, but can only unlock things that are generally recognized as owned by the wielder.When worn as a choker, gives the wearer a heavenly voice, easily appealing enough to make a career out of. Also increases talent with musical instruments.A small scrap of cloth that vibrates whenever bees are nearby - will probably become less useful as the years go by. Smells and tastes strongly of honey, but you probably shouldn't eat it.When worn on the hand, gives the wearer the realistic sensation of holding a soft, comforting human hand. Magically calms nerves and anxiety; doesn't cause dependency or anything like that.A bucket containing about 5 liters of bluish paint. Painting things with it causes them to automatically take on the pattern of a starry night sky, which even seems to glimmer and shine in an animated fashion. Close inspection would reveal that the pattern is in fact an accurate depiction of the section of the night sky directly above the painted object (the zenith), updating if it moves far enough or enough time passes for the apparent positions of stars to change. Compatible with nearly any kind of surface.
Additionally, the liquid form of the paint is very flammable and can be easily and rapidly ignited by heat or an open flame, while the dried form is extremely flame-resistant. Refills from empty to full over a 24 hour period.A small toothbrush. Brushing with it just once will keep your teeth permanently clean and healthy, as well as keep your overall oral health essentially perfect, for the rest of your life. Also keeps your breath fresh in a flavor of either mint, cinnamon, lavender, blueberry, orange, or cherry, of your choosing (can be changed by brushing once more.)A small barbell that changes its weight to match the user's goals and capabilities. Using it to exercise will cause fat to burn and muscle to build at roughly five times the normal rate. With a great deal of hard work and diligence, this can allow you to surpass normal human limits, but only slightly - All Might-style super strength isn't attainable with this. Without diligence, it can instead be used to keep your body in good shape with just a modicum of effort.
Might not be the best use of time and calories down in the Abyss if you don't have a specific goal in mind.
While it has a variable weight ranging from 5 to 500 kg, it only weighs 5 kg when not being held.A simple necklace that allows you to talk to non-human animals, and makes them much more friendly towards you. It won't protect you from particularly violent animals intent on hurting you (like every beast in the Threats section), though it will be the difference between a stray cat biting you or snuggling up to your lap. If you form a strong friendship with some animals, they may even work to try and protect you from danger.This harp can be played by strumming its 'strings' of concentrated light. It also plays itself when nobody else plays it, always playing a perfectly suitable background tune for the surrounding situation. Soothing music when you're troubled, dramatic music when you'd like to make a powerful entrance, and frantic, fast-paced songs when you're in danger. It won't ever get annoying, because then it wouldn't be suitable. If there's truly no song that could enhance the mood of a situation, it'll stay silent.
Notably, the sound it produces travels cleanly through any medium. Even in a fully soundproof room, its sound would travel directly through the walls, not so much as muffled on the other side. Generally, only distance is able to dampen the volume.A small, golden fork. The shadow cast from it physically interacts with the shadows of other objects, allowing the fork to be used to push things or pierce them from a distance via its shadow. The force given off by the shadow, as well as its piercing power, are equivalent to a normal fork, so it can't be used to do things like push large boulders or pierce iron on its own.A bracelet that, when worn, will cause all waste products within the wearer's body (solid, liquid, or gas) to automatically vanish rather than needing to be expelled, removing the need to use the restroom. Also prevents periods if applicable, while having no effect on fertility.A very stylish scarf. It also seems to blow in a dramatic fashion around the wearer, even in the lightest breeze. It has the effect of drawing others to the wearer, making them appear cool and interesting even when they're not, and often making it much easier for others to find them attractive.An aerosol can that sprays a lilac-colored mist that quickly becomes clear. Anything sprayed with it will, for 24 hours afterwards, experience 0.01% of the friction it would have otherwise experienced when brought in contact with any surface. The can never seems to run out of fluid no matter how much you use it.A small chalice. Water that is poured inside can be willed to take on the color, consistency, and flavor of any mundane beverage the holder wishes. the produced drink can also be made to seemingly have whatever alcohol content the user wishes, though these effects are only seen in the intoxication of the human body after ingestion, and do not alter the composition of the liquid or make it flammable. Does not take on any other properties of the beverage. Must be a concrete substance, not a request like 'the drink that would make me happiest right now.'This seems to be an ordinary bookshelf at first, but after leaving books inside, it will slowly start to overwrite them with an apparent autobiography of the life of whoever last touched the shelf. On average it takes about 100 pages of a book and a week of time to write about each year of a person's life. But thus can vary a but depending on just how much happened to them that year. It starts from their birth, and if nobody new touches it and it catches up, it will eventually begin very slowly writing about the events in a person's life as they happen, so long as enough paper remains. (Books can be removed and replaced freely in the middle of the process.) It's somewhat influenced by the genre of the books it overwrites - a bookshelf of detective novels might color the autobiographies with an air of mystery and suspense, having a bunch of manga would leas to the autobiography being illustrated in their style, having a bunch of scientific textbooks would result in the tiniest minutiae of your life being examined in overwhelming technical detail, and so on.A charm in the shape of an eye. While in the Abyss and the surrounding area looking though it allows you to view the next layer (i.e. view the Relics, Curses, and threats available in the layer below your current one), seeing what awaits you there without actually having to make the journey down to it in a blind leap of faith. Outside of the Abyss, it has another possible use, allowing you to instantly see the next month's worth of future events from your perspective, leaving you in a position to try to change them. Whichever of the two ways you decide to use it, it breaks after one use, becoming useless. Even if you were somehow to chain multiple uses together, it couldn't be used to view an arbitrary amount of time into the future - upon gazing into it, visions of your future self gazing into the future, or any information they record from beyond the month you can see, will be blurred out and useless.A sachet of Oolong tea leaves that never seem to lose their flavor, no matter how many times they're steeped. If left in a brewed cup (or flask or any kind of makeshift container), after drinking, the leaves will cluster towards and edge of the cup pointing towards nearby undiscovered Relics. This makes them easier to find, subtracting 1 day from all time costs for options in the Relics sections. They can also just make a very nice-tasting tea.A salt shaker containing a rainbow-colored powder. But sprinkling it on any edible food, it can be made to taste like any other food the user imagines, taking on the same flavor and texture and leaving non of the original food's. Also can be used to dispense any culinary herb or spice the user wishes, for more conventional cooking. Does not alter any non-aesthetic qualities of the food, and even the dispenses garnishes offer no nutritional value, though they do offer flavorful value.A sponge. When used to lightly scrub any skin, that skin will permanently remain magically clean - any filth, sweat, and germs covering it seem to just evaporate away. You can also infuse the scrubbed skin with a scent of your choosing by thinking of it while scrubbing, or forego this for a simple clean lack of scent. You can change the scent by scrubbing with it once more. Can optionally remove blemishes and scars.A vaguely spider-shaped device which expels a thick, sticky gloop when squeezed. About 10 seconds after being dispensed, it quickly hardens into a solid material nearly as hard as iron.A pair of dowsing rods that, when held in the hands, give off a small vibrations as the user moves physically closer to the one thing their heart desires most of all. this isn't susceptible to change from the user trying to consciously decide what they want most - the rods look past all the user's facades to see their true desire, and thus very rarely changes unless that desire is fulfilled. Sometimes not even then.A small, golden bell. When rung, all sound in a 100 meter (330 ft) radius from the bell will be reduced to 1/100 of its normal volume, for 30 minutes. Ringing the bell vigorously will end the effect early. Recharges over 24 hours.A transparent, glassy chess piece in the shape of a rook. When held in a hand, it slows down the user's perception of time based on how long they've continuously held it, starting at 1/2 normal perception and slowly going down to 1/200 the normal perception over the course of 24 hours of continuously holding it. The effect cannot be toggled except by letting go of the rook and resetting the timer. Allows more time to make decisions, but doesn't make the holder physically move faster. Requires a great deal of patience to make full use of.A thin, delicate anklet. When worn around an ankle, it grants the user significantly increased skill in their hands and feet, elevating their skill with their off-hand to make them perfectly ambidextrous, and granting their feet the kind of dexterity and usefulness that their off-hand previously had. It also increases the user's flexibility significantly, allowing them to easily move their limbs in ways that would make many wince. For those who already have high dexterity and flexibility, like circus performers, this Relic would take their skills even further to the point of being kind of scary.Two small, brightly-colored marbles. Each one has the power to absorb a single Curse that you haven't yet accepted from the Abyss, allowing you to store it and activate that Curse for yourself whenever you wish, as well as deactivate it when you're done, by squeezing the marble in your hand. You must be in a Curse's particular layer to store it. Anyone else who squeezes the marbles can also gain or remove the stored Curses. Having a Curse in one of these prevents you from gaining corruption points from that Curse in any way. While on your quest, you can vigorously shake the marbles to remove the Curse stored inside and store a different one instead - this will also dispel that Curse for anyone who squeezed that marble.
The marbles will be unable to confer a Curse to someone if it contradicts a permanent Curse they already have. Age Reduction Curses stored in this Relic, unlike permanent Age Reduction Curses, only affect physical appearances - they do not actually increase lifespan, improve health, or restore youthful vigor.A small handheld paper fan that can be waved to send a large blast of air in the direction it was waved. probably not good for fanning yourself, as you'd be blasting yourself with a powerful air current - though a self-directed air current could be useful for bringing far away objects closer to you.
If used under a clear, unobstructed view of the sun, it grows in power, and can be used to temporarily change the direction wind is blowing in that area, Wind Waker style.A pair of unusually sharp, bone-white porcelain scissors. If they cut completely through a single object and split it into two separate pieces, each with a mass no more than 20% different from the other, then the two pieces will be linked after 5 seconds pass, all force in newtons being applied to both objects equally. Picking up one object will cause the other the hover in the air, the you'll feel the force of gravity on both objects, and thus the weight of both. The link can be dispelled by tapping an affected object with the soft side of the scissors. the scissors can cut through most stone with a bit of effort, but would have trouble with most metals. Note that most Relics would be destroyed and become useless if cut in half.A pair of red-tinted glasses. Closing your left eye and looking into the left lens allows you to see 10 seconds into the future, while closing your left and looking into the right lens allows you to see 10 seconds into the past. Keeping both eyes open allows you to instantly discern whether anyone you see speaking is telling the truth or not, and the effect extends to viewing recordings, as well as to new recordings made through the lens of the glasses.A small, soft feather with a pen tip. If you use it to write something and then leave the work alone for 4 hours, the ink will be rearranged into new words so as to have perfect spelling and grammar, free of ambiguity or mistakes. Where appropriate, it will also upgrade the language used a great deal, into new prose that will retain the author's original intention, while also being much more descriptive, imaginative, and capable of resonating with many more people. Works with all languages, including programming languages, so long as the author at least lands in the correct ballpark for use of that language.A large, ornate cage. When it is closed and kept still, objects inside cease undergoing natural erosion and wear-and-tear, keeping a pristine condition unless they're hit with serious destructive force. This also applies to living beings, preventing aging and many diseases (but not curing them if already present). The effect is paused if the cage is opened or moved in any significant capacity, and will only return if the cage is closed and kept still for about two minutes. An average-sized human could just barely fit in here, but it would be quite uncomfortable.
Has no effect on the spoilage of food foraged from the Abyss when moving between layers. Seems like whatever force causes that doesn't count as 'natural erosion.'A small sim card-like chip that can be inserted into any model of phone. This upgrades the phone with infinite battery life, an OS specifically attuned to your thought patterns for productivity and ease of use, free infinite data a bit faster than any plan on the market, and automatically-upgrading specs about 120% as good as the best commercially available consumer electronic. (If technological standards suddenly dropped, this phone would still keep the maximum specs it had achieved.) Also comes with a cute and helpful AI assistant.
The chip can be removed and placed in another phone at any time if you get tired of the same model or need a different button layout or something, but the base phone's specs have no impact on the upgraded phone's.An oddly-shaped wand. When tapped twice against any single nonliving object with a volume of less than 1 cubic meter (which includes almost all Relics), this wand and that object will be linked, and moving the wand any distance in space will cause that object to move the same distance, in the same direction. Rotating this wand also causes the object to rotate in the same way. The reverse is not true, and movements of the linked object will not affect the wand. By applying pressure on different points of the wand, you can cause rotation of the wand to go out of sync with the object, or increase or decrease he distance by which the linked object travels in accordance with the wand by up to a factor of 5. With a great deal of practice this can function as single-object telekinesis.
Tapping another object twice will shift the link to the new object, or the link can be dispelled by bringing the object to the wand and using the wand to tap it thrice. Objects can remain linked up to maximum distance of 100m (330ft.) The wand will take on the average weight of itself and whatever object it's linked to.A glob of thick, putty-like slime. the face appears decorative. When touched to another Relic that you own, a portion of the slime will break off and reshape itself into a perfect replica of that Relic, gaining all of its characteristics, abilities, value, and weight permanently. It cannot shift back to its original form. The amount that breaks off is dependent on the perceived value of the Relic, which can be measured with its dubloon value. The slime contains 70 dubloons worth of morphing power, and can be used on multiple Relics with that total value or less - however, the last Relic that is duplicated can put you over the 70 dubloon total, so long as that Relic is worth 70 dubloons or less. This Relic can also copy Relics worth over 70 dubloons, but in that case that Relic would have to be the sole Relic that you copy.
Some examples: A : (20)->(30)->(20) = total 70, done.
B: (20)->(30)->(40) = total 90, over 70, done.
C: (120) done, only possible configuration for duplicating a Relic worth this much.A cylindrical metal pipe. Don't stick your finger in! Anything passing through the pipe becomes dramatically faster, gaining approximately 100x its entering velocity and firing straight from the other end of the pipe, even if it entered at an angle. However, it has diminishing returns for objects passing through that are already incredibly fast, like bullets - they'll still be faster, but much less so.A small charm which grants a general increase in luck. Carrying it with you isn't quite enough to win the lottery or make a consistent profit from gambling, though you should at least be able to roughly break even at the slots. What you'll notice more than anything is a dramatic decrease in unlucky occurrences - no more spilled drinks on your lap, or tripping on the sidewalk, or being caught in traffic when you're in a hurry. try not to tempt fate too much - if you bet regularly at terrible odds, you'll still lose money; if you intentionally make a lot of enemies, you'll eventually get hurt; if you run at a monster with a terrible plan, you'll still get eaten.
Having this gives you one reroll on your entire adventure with Cherry's ability. The fate attached to her is powerful and can't be influenced like this very easily.No matter how hard this hammer is swung, the force it delivers will never be anything more than a light tap. When tapped against any Relic with a charge or use time, such as Tranquility Knell or Flamel's Folly, when it is ready to activate, this hammer will store that charge and revert that Relic to its 'uncharged' state, allowing it to begin charging again. Tapping the same Relic again when its charge has been stored allow you to restore the charge to that Relic instantly. The hammer can store up to 6 charges total, potentially from different Relics.A small scalpel that can be used to harmlessly and painlessly cut away a 'ghost afterimage' from a living creature, including the wielder. This ghost will appear slightly translucent, and will continue performing whatever simple task the source creature was performing at the time of the cut. The same creature can have multiple ghosts cut from it at once. A total of 6 ghosts can be active from this Relic at the same time (potentially from a mic of different creatures), and if used to cut a 7th time, the oldest ghost will vanish. The ghosts have very limited problem-solving ability, and are best used for menial, repetitive tasks. They are very delicate and easy to destroy with the slightest physical force. Held objects and Relics aren't duplicated.When this giant paintbrush is dipped into paint or any opaque liquid, it can be dragged through the air to paint solid 3-dimensional objects. Gripping the brush more tightly increases the stroke size, while gripping it very loosely will cause it to finish drawing the current object, allowing it to be affected by gravity and other forces. the solid paint-matter from this has a density of about 1g/cm3, so it has a weight roughly between wood and stone. The matter from this will have all the chemical reactions from the liquid it was painted with, but with phase-changing conditions and durability similar to iron, making it difficult to melt.
Objects created with this otherwise have no special properties. Painting a car will not allow you to ride in it. You could theoretically create most of a working car by painstakingly painting every individual part of it, from the tires to the screws to the chassis to the innards, and putting them together by hand, but this would be quite difficult and a car produced via normal methods would likely be more efficient.A small metallic pocket watch. Twisting it and halting its movement will stop time in a sphere with a 10-meter radius surrounding the watch, but only for non-organic (i.e. not living or primarily made up of something previously living) object, and not for the watch itself. Can remain active for 5 minutes, and is recharged to full after 24 hours. Objects stopped in time cannot be moved, but you can apply force to them which will affect the after time resumes.
What kind of materials are your clothes made out of? Make sure your clothing and other Relics don't get caught in the frozen time field.A shining arrow inlaid with a red gem. It passes directly through living flesh, and can only collide with non-living objects. If passed through a living human while they imagine a form of media - such as a book, a video game, or a movie - it will emerge from them with a copy of that form of media hanging off of it, tailored to their tastes and specifications, following the genre they would like, the game mechanics they would like if it's a video game, and so oon. The scope of the media will be such that it would take them about 1 hour to enjoy, though they can increase the length by another hour via holding the produced media and passing the arrow through them once more, as many times as they'd like. The media produced won't be a perfect paragon of that particular kind of media or anything, but it absolutely will be enjoyable by the target and anyone with similar tastes. After passing through somebody, the arrow requires 6 hours to recharge before it can produce again.A small buckler shield that is completely, utterly indestructible. Drop a meteor on it, detonate a nuke next to it, toss it into a black hole; it won't show so much as a scratch. It'll stick around until the very end of everything.
Naturally, altering the shape of the Relic itself isn't possible for the Relic Workshop in Outset Town. You could have them paint it or attach other things to it though.A silvery loop made of an unknown metal that you should probably avoid touching with your bare hands. It outputs constant, endless electricity as a direct current into anything that touches it, with the precise output varying depending on where on the loop it is touched - varying between 0.3 and 3000 joules per second. This is roughly the range between 'annoying and painful shock that could be harmful if you don't let go' and 'almost definitely fatal electricity for a human; easily enough to power one average 21st century household.' It's probably not enough electricity to fell something as large and a durable as, say, a Drifting Swallower, though it could very well slow one down. There's electricians in the Relic Workshop that can help you customize it, such as by converting it to AC, adding resistors if you need a lower output, or adding battery charging stations.
(Note: 1 joule per second = 1 watt)A long, sturdy rod. Upon touching a substance with upwards of 55% purity, it can instantly transmute one element in that substance into an element of that atomic number plus or minus one on the periodic table. Can effect a maximum volume of 1 cubic meter per use, and requires 30 minutes to recharge afterwards.
If the primary substance is a molecular compound, like water, the the element you choose will be transmuted within each individual molecule, for example turning water into fluoronium. Many substances will likely undergo further interesting - and possibly violent - reactions after transmutation.<<if $ownedRelics.some(r => r.name === "Rose-tinted Spectacles" )>>
@@.check;The future sight of the Rose-tinted Spectacles allows you to avoid the trap!@@
<<elseif $ownedRelics.some(r => r.name === "Lightning Rook" )>>
@@.check;Slowing down time with the Lightning Rook allows you to avoid the trap!@@
<<else>>
@@.alert1; Protected with a boulder trap!@@
<</if>>
A large pink rucksack with the ability to connect to an infinite pocket dimension, allowing an infinite number of items to be stored in it weightlessly. Its opening can magically expand to a circle with a diameter of 1 m (3ft), and you can squeeze in anything that can be pushed through the opening - however, living creatures cannot be placed into the pocket dimension. Objects can be removed by simply reaching into the bag while thinking of what you want to retrieve.
In order to actually establish a connection to the pocket dimension, though, you need to take Pocket Hoard on a walk through the One-sided Tunnel, a Wonder in the fifth layer. Until you do, it's just a normal bag with no notable qualities.<<if $ownedRelics.some(r => r.name === "Rose-tinted Spectacles" )>>
@@.check;The future sight of the Rose-tinted Spectacles allows you to avoid the trap!@@
<<elseif $ownedRelics.some(r => r.name === "Lightning Rook" )>>
@@.check;Slowing down time with the Lightning Rook allows you to avoid the trap!@@
<<else>>
@@.alert1; Protected with an arrow trap!@@
<</if>>
A dark-as-obsidian sword that can be enshrouded in flames at its holder's will. The flames produced by this sword never harm the wielder even if they start spreading via a different medium. The sword is also much sharper than any mundane sword, able to slice through iron like bread and even through steel with a bit of elbow grease. In addition to being a powerful weapon, the flame is bright enough to serve as an infinite source of light.<<if $ownedRelics.some(r => r.name === "Rose-tinted Spectacles" )>>
@@.check;The future sight of the Rose-tinted Spectacles allows you to avoid the trap!@@
<<elseif $ownedRelics.some(r => r.name === "Lightning Rook" )>>
@@.check;Slowing down time with the Lightning Rook allows you to avoid the trap!@@
<<else>>
@@.alert1; Protected with a pit trap!@@
<</if>>
A cybernetic eye, which can cleanly install itself in an empty eye socket. We can offer you a free surgery with general anesthesia back in Outset Town and I would really strongly recommend avoiding any DIY enucleations down here if you can help it...this Relic won't have any trouble adapting if you do, but our professional can get you a much cleaner cut and avoid al of the pain, having you back in adventuring condition in under a day.
When installed, it allows you to see through any material, adjusting your viewing depth and the kind of materials you'd like to see through as you please. It also has much greater visual acuity than a human eye, and can see perfectly in the dark, replacing light sources in most circumstances - but not, for example, the lock you had to activate to retrieve this Relic.<<if $ownedRelics.some(r => r.name === "Rose-tinted Spectacles" )>>
@@.check;The future sight of the Rose-tinted Spectacles allows you to avoid the trap!@@
<<elseif $ownedRelics.some(r => r.name === "Lightning Rook" )>>
@@.check;Slowing down time with the Lightning Rook allows you to avoid the trap!@@
<<else>>
@@.alert1; Protected with a boulder trap!@@
<</if>>
An ocarina that allows anyone playing a song on it to infuse powerful emotions into their music, strongly compelling those who hear it to feel the emotion that the player desires. With repeated, deliberate usage, it can induce effects like addiction or positive emotional conditioning with nice emotions, or irrational fear, phobias, and compulsions with negative emotions. The effect is only about 0.1% as effective as normal if heard through a recording.<<if $ownedRelics.some(r => r.name === "Rose-tinted Spectacles" )>>
@@.check;The future sight of the Rose-tinted Spectacles allows you to avoid the trap!@@
<<elseif $ownedRelics.some(r => r.name === "Lightning Rook" )>>
@@.check;Slowing down time with the Lightning Rook allows you to avoid the trap!@@
<<else>>
@@.alert1; Protected with an arrow trap!@@
<</if>>
A headband that substantially increases your ability to focus when worn, preventing procrastination and laziness, increasing creativity, and overall making you much more productive. If you don't have the Sleep Tight Curse, this also allows you to function indefinitely without needing any sleep whatsoever. This does not speed up travel times in the Abyss though, due to the physical limits of the human body still causing you to need some physical rest, even if you don't need to sleep.<<if $ownedRelics.some(r => r.name === "Rose-tinted Spectacles" )>>
@@.check;The future sight of the Rose-tinted Spectacles allows you to avoid the trap!@@
<<elseif $ownedRelics.some(r => r.name === "Lightning Rook" )>>
@@.check;Slowing down time with the Lightning Rook allows you to avoid the trap!@@
<<else>>
@@.alert1; Protected with a pit trap!@@
<</if>>
An intricately-sculpted iron water pot. If an object with a total volume of less than 5 meters cubed is sprinkled with water from it, that object will become very pliable and stretchy for the next 2 hours, almost like elastic or rubber, and will also rebound with great force upon colliding with other objects, as well as casing other objects to rebound against it in turn. If you were to sprinkle yourself, you could then, for example, whip your arms out to cause them to stretch much further than they can reach normally, before rubber banding back to their normal length. Rubberized arms can still be damaged if they're through into danger, so take care!
Doesn't come with any water inside. Can double as a water storage device in lieu of a flask, having the capacity for 2 days' worth of water. Sprinkling Miasma-contaminated water from the Abyss onto your skin won't cause any corrupting transformative effects; drinking it will.<<if $ownedRelics.some(r => r.name === "Rose-tinted Spectacles" )>>
@@.check;The future sight of the Rose-tinted Spectacles allows you to avoid the trap!@@
<<elseif $ownedRelics.some(r => r.name === "Lightning Rook" )>>
@@.check;Slowing down time with the Lightning Rook allows you to avoid the trap!@@
<<else>>
@@.alert1; Protected with a boulder trap!@@
<</if>>
A collection of three small tags with a variety of intricate designs etched into them. They're lightly sticky on one side, and can be stuck to and removed from objects continuously without ever losing their stickiness. If a condition (for example, 'an enemy is watching me' or 'I have died') is written on a tag and it is pasted onto a Relic, it can activate that Relic's effect (for example, Sunbeam's flame or the time stop of timekeeper's Keepsake) automatically when those conditions are met. For Relics with passive effects, like Zelus Band, it can instead suppress their effects until the listed conditions are met, so long as you own the Relic.
The tags are not omniscient; they have access to all information their writer would be able to discern from within a 50m (160ft) radius of the tag. Having a computer with internet access in the radius, for example, would allow pasted Relics to potentially react to information available via the internet. Relics activated by this one are still subject to all their original limitations.<<if $ownedRelics.some(r => r.name === "Rose-tinted Spectacles" )>>
@@.check;The future sight of the Rose-tinted Spectacles allows you to avoid the trap!@@
<<elseif $ownedRelics.some(r => r.name === "Lightning Rook" )>>
@@.check;Slowing down time with the Lightning Rook allows you to avoid the trap!@@
<<else>>
@@.alert1; Protected with an arrow trap!@@
<</if>>
A pair of very light and thin woven cloths, one red and one blue. Rubbing an object with the red cloth causes it to be strongly attracted to objects which have been rubbed with the blue cloth, and vice versa, in a manner strongly reminiscent of powerful magnets. Two objects rubbed with the same color of cloth will instead strongly repel each other. Continuous rubbing produces stronger attracting and repelling forces, though with diminishing returns. Rubbing an already-rubbed object with the other cloth will reset the effect.<<if $ownedRelics.some(r => r.name === "Rose-tinted Spectacles" )>>
@@.check;The future sight of the Rose-tinted Spectacles allows you to avoid the trap!@@
<<elseif $ownedRelics.some(r => r.name === "Lightning Rook" )>>
@@.check;Slowing down time with the Lightning Rook allows you to avoid the trap!@@
<<else>>
@@.alert1; Protected with a pit trap!@@
<</if>>
A spear tipped with a very sharp crystal. If one object (including living creatures) touches the dull end of the weapon and another touches the pointed end, and both objects have individual volumes less than 5 meters cubed, then the two objects will instantly teleport and swap places, regardless of the distance between them and how much time has elapsed since the first end was touched. If a second object touches the same end before one touches the other end, then the new object overwrites the old one. Touching the middle of the spear has no effect. After teleporting, the saved objects are cleared, so it's a one-way teleport.
These qualities can make it difficult and dangerous to use as a conventional weapon, but it can be useful if employed creatively.<<if $ownedRelics.some(r => r.name === "Rose-tinted Spectacles" )>>
@@.check;The future sight of the Rose-tinted Spectacles allows you to avoid the trap!@@
<<elseif $ownedRelics.some(r => r.name === "Lightning Rook" )>>
@@.check;Slowing down time with the Lightning Rook allows you to avoid the trap!@@
<<else>>
@@.alert1; Protected with a boulder trap!@@
<</if>>
A pair of durable metal yo-yos. the string on each can be extended to a maximum of 10 meters (30ft), though the strong contained within sees infinite - if cut at any point, one needs only retrieve more string from the discs. While touching the string, the user can choose to see, heat, feel, taste, or smell from the discs just as well as if they were standing at their location, allowing them to scry around corners and the like. For more distance scrying, you may also leave one of the yo-yos somewhere and touch the other to sense through the second yo-yo regardless of distance. (Do note that the reverse is possible as well.)
The string and discs also serve as near-perfect conductors of electricity and render the user immune to electricity while held.<<if $ownedRelics.some(r => r.name === "Rose-tinted Spectacles" )>>
@@.check;The future sight of the Rose-tinted Spectacles allows you to avoid the trap!@@
<<elseif $ownedRelics.some(r => r.name === "Lightning Rook" )>>
@@.check;Slowing down time with the Lightning Rook allows you to avoid the trap!@@
<<else>>
@@.alert1; Protected with an arrow trap!@@
<</if>>
A cap that, when worn, causes time to seemingly cease to pass when doing purely fun things without any kind of direct benefit, like reading, playing video games, having sec, or watching TV. Time won't actually be stopped, but clocks and calendars won't advance, it won't get brighter or darker outside, major events won't occurs, and you won't grow hungrier, thirstier, or older, need to sleep, or need to use the restroom. Essentially allows you to put all other responsibilities on hold while you have fun. Attempting to exploit this for any kind of productive effort would immediately end the effect.@@.alert1; Protected with a pit trap!@@
A 3kg lump of pitch-black clay. It has powerful antimemetic properties - it can only be remembered when it is consciously and directly observed, and when not being observed, it is immediately forgotten. Typically this means that you must look at it to remember it, but touching it and focusing on it, listening to a continuous noise produced by an instrument made from it, or even having your tongue on it and tasting it would also allow you to remain conscious of it. The effect also works though any record or media featuring the Relic. If it is observed once more, lost memories will be restored, but they will be more and more vague the longer the span of time between observations is. Otherwise it has physical properties identical to normal clay, and can be fired to produce stylish black porcelain-like ceramics in your preferred shape. Diluting it by mixing it with normal clay would remove the effects entirely. Ingesting a small quantity of the clay would render you permanently immune to its effects.
Unless you're confident in your sculpting and firing abilities, you may want to leave this one to Outset Town's Relic Workshop.An ornate ring. When worn on the finger, the user can permanently absorb any Relics they own into themselves with a touch, destroying it, causing it to instantly vanish, and gaining its qualities and powers. For example, absorbing the Hive Tassel would cause the user to smell and taste strongly of honey (though they probably shouldn't allow themselves to get eaten.) However, they would also vibrate when near bees, and so the effect would probably become more desirable as the years go by.
Activated Relics like Aeonglass can be activated at will (often with an action similar to one that would activate the Relic, like an absorbed Superpositional Skewer requiring you to touch 2 object to get them to swap); passive Relics like Out of Mind will be active permanently. Relics with a recharge like Timekeeper's Keepsake retain their normal required recharge time, and Relics with limited uses like Gleam Dazer retain their limited uses. Absorbed powers come with all the idiosyncrasies and limitations of the original Relic - for example, absorbing the Gilded Prison would allow you to cease aging while remaining almost perfectly still, with even the small eye movement involved in reading a book pausing the effect. This demonstrates that the absorbed effect won't always be superior to the non-absorbed Relic in every situation.
It cannot destroy the Eternal Repose Relic, and so cannot absorb it.
You can absorb the Ring of the Devourer itself. This would cause you to involuntarily absorb any other owned Relics that you touch, and so isn't recommended.A single, deep crimson flower that seems exceptionally durable and much hardier than any normal flower, capable of easily weathering any kind of neglect you give to it. It also absorbs water through its roots exceptionally quickly, emptying a vase in seconds. If 'watered' with the blood of a living being (though only actual red blood works, blue hemolymph, for example, would have no effect) and then immediately brought to the nose to breathe in deeply, the user would transform into a perfect replica of the blood's source for a period of time proportional to the amount of blood supplied to the flower - maxing out at a total of 2 days for 2 liters of blood (theoretically survivable blood loss for a human, but requiring immediate medical attention.)
If the source of blood dies while you're transformed, the transformation is immediately cancelled. Includes a perfectly recreated appearance, but none of the target's memories or skills. Cutting this Relic with the Giddy Reaper Relic would render the split portions useless, forcing you to wait for it to regrow before you can use it again.
Regular, repeated use to hide Curses would slowly result in discomfort and poor health in the long-term, as your body struggles to reclaim its 'proper' Curse-afflicted shape against the Pulse Bloom's power.A small mantle cloak. When worn, the user becomes completely invisible to everyone except themselves. The effect extends to worn clothing and held items, and even works indirectly through photos and recordings. It affects all methods of detection that rely on vision, even things like thermal vision equipment.
The beasts of the Abyss have incredible senses of smell and hearing. You should not expect this alone to allow you to avoid them, though with other measures it may help.
As with Pulse Bloom, using this constantly and regularly in an attempt to hide weird appearance-based Curses is ill-advised. You need to give your body a little room to breathe in its proper Curse-affected form every so often, or it will cause problems.At first glance, it seems to be a normal instant camera, yet the pictures it develops are almost uncannily high-definition, appearing like small windows into another reality. If such a photo is inserted into a slot in the camera and somebody looks through the lens, they will find themselves mentally transported to a perfect recreation of whatever and whenever the photo was taken, assuming the role the photographer was in. Other subjects of the picture, including humans will appear too, reacting to situations and conversations just as the 'real' subject would. The user will exit the simulated world if they travel 100m (330ft) from where the photographer was, if 1 hour passes, or if they die, returning to the real world with no apparent time having passed. Nothing physical can be taken in or out of the photo, but you can learn information from it. Editing a photo taken by this camera removes its special effect.A grisly-looking ragged book written in an indecipherable language. Words can only be seen on the page when a person reads it alone, and they vanish as that one person reads them. This will take whatever skills the reader possesses and improve them greatly, leaving a blank, non-useful book behind. Mechanically speaking, if you let a companion use it, it would double the specific numeric benefit of their special ability - Khemia would reduce travel costs by 4 days, Cloud would reduce bullet costs by 4 (minimum 1), Cherry would reduce status effect lengths by 2, and so on. (It doesn't really affect, say, Khemia's ability to slay monsters so much - he's already trained to nearly the maximum human limits, and if there's a monster he can't defeat, it's more about the monster simply being durable beyond the human body's limits than it is about any imperfections in his fighting sills.) Using it on yourself could help you in your normal life, but probably not very much on your journey - the benefit would be substantially less than that from using it on a companion, anyways. If one person were to read it twice (such as through Kin Shifter), the second use would have no benefit - best to spread it out among multiple companions.A small halo that can magically uphold itself a few centimeters above the head of anyone it's placed on. While it is worn like this, it magically prevents the wearer from being officially reprimanded due to the effects of any of their Curses - people will still notice if you have odd ears, or if you're way hornier than normal, or if you're walking around in a public space naked, and you may very well become a spectacle due to any of these things, but you won't actually get in trouble for any of them. You won't be thrown out of store, or thrown into jail, or kidnapped for dissection, or given a fine due to Curses.
Also makes you seem slightly more innocent in general. People still won't forgive you if you're caught stealing or anything, but they'll be less inclined to believe you're capable of doing misdeeds to begin with, and a bit more understanding of minor transgressions.A magnifying glass. Touching one side of it to a Relic slowly increases the size of that Relic up to 50x its normal size, while touching the other side of it slowly reduces a Relic to approximately 1/50<sup>th</sup> of its normal size. Mass is increased or reduced appropriately. The effects slowly revert over the course of an hour with no contact to the glass. Can provide a a total of 16 hours of altered sizes a day, which may be split up across multiple different Relics. Only works on Relics. Doesn't inherently increase the ranges of Relics like Timekeeper's Keepsake, but it would, for example, provide a bigger cutting surface with Sunbeam or a bigger and longer whip with Yliaster Materia.A marker that never seems to run out of ink. When used to mark something, that thing can be instantly recalled to the hands of whoever holds the marker at any time, so long as it is within 200 meters (660 ft) of the user. A maximum of 11 objects can be marked at once, with the mark from the oldest object disappearing if a 7<sup>th</sup> is marked. Marked things cannot be living for the recall to work. Over the course of 24 hours, the recall may be used to transport objects a maximum combined total distance of 20km (12 miles).A whip that allows you to freely alter the phase-changing conditions of any non-living matter it touches - for example, by making water a gas at room temperature, or turning steel into a liquid at room temperature. Both temperature and pressure conditions can be freely changed. This Relic has no effect on the actual temperature or pressure of the matter in question, only the conditions under which it will change state - so turning metal into a liquid won't increase the temperature, and neither will turning water into a plasma. Altered substances will have the physical properties that state would normally have, sans the requisite temperature and pressure. Any matter within a 5m radius of where the whip directly contacts can be affected, amd the same matter can have its phase-changing conditions freely manipulated for up to 10 minutes after contact, even if it's moved.
This has an interesting additional effect when used on other Relics - while Relics are altered to a different state of matter will typically be 'destroyed' and cease functioning as you would expect, upon being returned to their normal state of matter (typically solid), they will immediately return to their normal shape and regain functionality, rather than being reformed as a misshapen useless blob. This allows Relics to be freely state-changed without worry of permanently damaging them.A handheld hourglass containing a shimmering liquid. When turned upside-down and allowed to flow, it causes time in a 5 meter (16ft) radius around the hourglass to move at double speed relative to the outside radius for 10 minutes. Those inside the radius will see events outside it moving at half their typical speed, while those outside will see events inside moving at twice the normal speed, but neither will likely notice anything especially strange on their own side for the duration - sped-up brains inside the radius will process the sped-up events, and they will appear at normal speed.
After it has begun to flow to one side, it can only be turned again for another 5-minute time acceleration once the liquid has completely flowed into the other end. If it is kept completely vertical the entire time, this will take about 3 hours.<<include "Aeonglass Description">>
The Aeonglass has had its temporal limits broken by Endless Time, allowing you to constantly slow down time around you, effectively doubling your travel speed when it's active!A scroll of nearly-transparent paper emblazoned with a variety of multicolored runes. The paper is quite strong, almost fabric-like. The paper can be unrolled to a maximum length of 3 meters (10ft), and if a section of it is cut away, the scroll will regenerate to its full length over the course of one day so long as the two halves are kept in close proximity with each other.
If a series of terms and conditions are written on part of it, and it is signed by at least 2 parties who know and understand the terms, the terms will become absolute, and if any signing party willingly goes against the terms, they will instantly die. The contract can only be annulled if the terms are met, or the paper that the contract is written on is destroyed.A fox-shaped mask. It feels unusually heavy in your hands when you hold it.
Wearing it causes a general increase in problem solving ability, ability to learn and retain new information and ability to recognize patterns, sering as a 'generalized intelligence increase.' Usage is not limited to humans. When it adorns any sentient being, it will at minimum bring them to average human intelligence, if not higher. Doesn't automatically come with the ability to speak any human language, but they can learn if they have vocal cords that can operate around human ranges.
All effects are lost when the mask is removed.An incredibly complex and intricate mechanism that is wrapped around the chest like a sash, and interfaces electrically with the nervous system. It uses energy from the wearer's body to function as wings, and while it takes a great deal of practice at first, flying with it can be incredibly fun and potentially useful. They also have advanced cloaking technology that can allow them to look and feel like just about any kind of wings you could imagine, from bird wings to demon wings to dragon wings. The sash around your chest can be made undetectable, too.
Mechanically speaking, it can <i>halve</i> the time costs requires to ascend between layers (rounded up), for layers between here and the surface(But not any deeper.) It also allows you to avoid the Hexflame Fields of layer 6. Finally, any movement penalty that you got from losing limbs is negated when the Daedalus Mechanism is equipped. This comes with a few important caveats: first, if you're going to be making use of these bonuses, you should take your normal comfortable carrying weight and <i>halve</i> it. Flying is strenuous work, and carrying heavy loads is just completely unsustainable. Second, unless you copy extra pairs for all of your companions, they won't be able to join you when you make use of these bonuses. They'll be left behind making a slower trek up through the layers or getting jinxed flames that slow he down, and if you leave them alone to deal with that, it would be very bad for team morale. They could potentially choose to stop traveling with you for it, if you do it without a good reason.A blindfold with several mysterious symbols etched into it. When on, it makes the wearer <i>completely</i> aware of everything within a 15 meter (50ft) radius from themselves - they can freely sense any physical phenomena and matter within the radius. In a sense, it works as a kind of limited-distance omniscience - though this Relic only tells you what happens within the radius, and doesn't draw conclusions about events for you. You can even 'zoom in' on areas to sense individual atoms or go even deeper with great focus, though it will never be possible to use this to extrapolate significant information about what goes on outside of the radius. No macroscopic events within the radius will even escape your notice, however.
The blindfold must completely cover our eyes in order to work, and so you will likely be unable to see outside the radius. You may need to remove the blindfold frequently so you aren't surprised by distant events.A paper lantern that cannot be lit via normal means. If held while imagining a human who has died, that person can be reintroduced to this plane of existence as a flickering flame in the lantern. They can speak to those around them in a whispery, hushed voice, and can see and hear just as well as a human can. If the lantern is surrounded by a vaguely human-shaped body, they can control it as if it were their own, allowing you to create a golem. If the lantern's flame is doused, or the lantern is held while imagining a different dead person, the soul currently inhabiting the lantern will vanish, and cannot be returned to this plane again. The flame can only be doused with water, and will otherwise keep burning indefinitely. Otherwise the soul cannot leave voluntarily and is not compelled to obey orders. They won't be able to share any information about any afterlives or the like.
Golems created with this function very similarly in the Abyss to those with the 'purity gene', and so cannot scout downwards alone or be used to avoid corruption costs for Relics.A large coin. When kept on one's person, it grants the user a one-time revival from essentially any kind of lethal force. If they die, they will revive two hours later in the same spot, with whatever damage that did them in (whether wounds, poison, disease, or otherwise) gone, the obol having vanished. Doesn't have any effect on age-related deaths. It still woks with the Creature of the Night Curse, despite the user debatably not really being 'alive.'
If the user is killed by the Spectre of the End, it will retreat a small distance before advancing again, reaching you once more in 50 days. Dying to a different source leaves the counter unaffected. Whatever serum the shop uses for loans is unaffected by this Relic, and if you die to it, then you'll just die right away again after you're revived.A small dropper containing exactly 5 drops of a pale green liquid. If a drop is squeezed onto a Relic, that Relic will become completely unbreakable, unable to be scratched by any force whatsoever - essentially gaining the power of the Perpetual Repose Relic. The drop is consumed in the process. Only works on Relics.
Strengthened Phoenix Obols would still vanish after use. It travels to another plane beyond your reach and becomes useless to you, but it isn't destroyed.When moving the blade of this knife towards any physical matter, it will slice clean through, with no resistance whatsoever. The only physical objects that it cannot successfully cleave are the the Perpetual Repose Relic or any Relics strengthened by Granted Granite. Anything else, from steel to dragon hide to robots, will be sliced effortlessly. Even saying it 'cuts through them like butter' would be overstating the required effort.
Being a small knife, it is still quite difficult and dangerous to use as a weapon in many situations, compared to say, a sword or a gun. Khemia would be much less effective with it than a regular sword, for example, and his regular swordplay would probably be more effective than just about anyone's Joyous Sunder knifeplay, outside of special circumstances.
Be careful you don't drop it. If it falls the wrong way, it'll slice through the ground and may be lost forever.A collection of minor arcana tarot cards, each depicting art with a weather motif. There are eight different weather patterns depicted in all: rain, thunderstorm, snow, hail, clear and sunny, cloud, foggy, and a very windy day. Each weather pattern is depicted on seven different cards in the pack, for 56 cards total. If one of the cards is burned, it will ensure that weather will dominate the next day, for a radius of roughly 50 km (30 miles) from the burning. Burning new cards will overwrite the old ones. The whole pack of cards will be magically refreshed at the start of every month. Naturally, this Relic has little impact down in the Abyss, where surface weather can only barely reach past the first layer, and never past the second.An oddly-shaped stone lamp, the glimmering light of which can be seen even through the thickest of materials. While touching it, the user can freely control all light levels within a 100m (330ft) radius, making any individual area within the radius as dark or as light as they wish. Functions as a light source, but not an effective heat source.A large bed that you'll probably need to disassemble into parts to carry to the surface. If somebody falls asleep on it, every creature physically capable of sleep in a 25km (15 miles) radius will fall into a roughly 3 hour sleep that they cannot be roused from. Everyone who falls asleep from this will enter a shared lucid dream, each with a degree of control over the dream, though the one who used the bed will have roughly 10x the normal influence over it. The dream has no other special qualities. The person who used the bed can optionally be roused after only 1 1/2 hours of the effect being active, if an outside force wakes them up.A small white bow. When worn, it magically protects the wearer from environmental temperature: anywhere from the peak of a volcano to the north pole to deep space could be traversed with no protective gear, without worrying about the temperatures (though deep space still comes with, like, a billion other dangers.) This could be very helpful in some layers of the Abyss! Doesn't protect from non-environmental heat, so don't go jumping into magma. Also protects the wearer from all forms of sickness and disease, except aging.A large red ribbon that will gently wrap around a part of your body, like your wrists legs, or torso. While attached to you it can move around according to your thoughts, and is capable of picking up objects (though not with quite as much strength as your arms), attacking others like a whip, hardening slightly to slice through some soft materials, and performing surprisingly intricate and delicate work, with a maximum range of approximately 20 meters. They will also attempt to quickly protect you from any incoming attacks whether you're conscious of them or not, though they aren't fast enough to stop bullets or similar projectiles. If they're damaged but at least 10% of them remains, they'll slowly regenerate to their full length from the largest strand, with the smaller strands evaporating in the process.A bubble wand that can blow huge bubbles in quick succession indefinitely, without appearing to use any soap. The bubbles will pop whenever they hit a split object and clean up a large area around the, cleaning many different kinds of filth, including pollution, junk, and household messes. It even cures bacterial and viral diseases! If bubbles are blown continuously upwards for a minute, they will instead create a very light, immaterial cleaning rain that can efficiently clean up a 500km (310 miles) radius in minutes, without getting anything wet.
The water created from this vanishes upon contact with any solid surface, and so cannot be used for normal water purposes, like quenching thirst or extinguishing fires. Has no effect on Miasma. Guess that doesn't qualify as 'pollution.'A large, intricate string instrument. When played it allows the user to freely control any liquids within the range that the sound would be audible to humans. Under normal conditions, this will be about 100 meters (330ft.) Up to 10 cubic meters of liquid can be controlled at once.
It cannot control liquids that are currently part of a living organism, like circulating blood.A collection of 12 fancy ear piercings in a variety of different styles. Wearing one of these will allow one to read the surface thoughts of those in a 10 meter (30 feet) radius around you, as well as transmit your thoughts to them, allowing telepathic communication as well as spying on the private thoughts of others. Wearing two earrings will allow you to double the radius, but wearing more beyond that will not increase it further. Those wearing the earrings can telepathically communicate with each other regardless of distance.A medallion to be worn around the neck. Once a day, you may speak any yes/no question into it and receive an accurate answer from a mysterious, whispering voice.A thin, delicate conductor's baton. By tapping someone on the head with it, you can freely edit any of their memories, including erasing them outright. you can also remove their memories and store them in the baton, and even transfer these memories to someone else if you so desire. If you were to use it on yourself, you could do things like experience your favorite show or book with all the same suspense and surprise that you did the first time.While wearing these shoes, you can turn your entire body intangible to everything except the shoes, allowing you to move through walls as though they were jello and have attacks pass through you. The shoes share your intangibility, too. However, the intangibility will not apply in any way that causes you to sink downwards into the ground (or any material that you wouldn't already be sinking into.)
Note that clothing and carried items don't become intangible with you , and beasts of the Abyss may go after them instead if you cease to be a valid target. Patient and smart beasts may stalk you and wait for you to become tangible again before attacking. Using this to avoid attacks could very well mean losing all your other stuff and your companions in exchange, if you're not careful about it.If you were to fall asleep in this coffin, your entire skeleton would be replaced overnight with orichalcum, a bluish metallic replacement approximately 20x more durable than the strongest of steels, yet no heavier than bone, with many areas reinforced to eave no clear gaps to reach vital organs. It remains just as flexible and useful as your old skeleton, while offering much greater protection from any forms of physical trauma. It performs the normal non-structural functions of a skeleton, such as blood cell production, too, and can grow with you as you age if necessary. The hardness of the skeleton can be temporarily moved around your body, with roughly 5% of it hardened at a given time - allowing you to harden your fists for powerful punches, for example.
You'll find your old skeleton lying neatly next to you in the coffin when you wake up. You can keep it as a souvenir, if you like.At first appears to be a normal snow globe with a miniature model of a human inside, but via a series of knobs and switches on the bottom, the environment inside can be changed to a variety of different biomes (classified by common word usage rather than any rigorous scientific definition), including settings for polar, grassland, jungle, forest, desert, savanna, mountain, and ocean biomes at the time you receive it. More specific or exotic settings can be stored in it by taking it to a biome you'd like to copy and shaking it. When the largest button on the bottom of it is pressed, it will slowly terraform the area in a radius of 200km (120 miles) around this Relic. It would take roughly 6 months to fully terraform the area in its radius, but areas closer to the center will be finished significantly faster. Drastic changes, like forming an ocean in the middle of a landmass, may be significantly slower. Has no effect on the environment of the Abyss, though you can copy aspects of these layers for use elsewhere. Works perfectly even on barren planets.
The sprite living inside can't be removed, but she's happy in there. She frolics about the globe's environments when she thinks nobody's watching.A mechanical prosthetic that can automatically install itself into any empty arm or leg socket, adjusting its shape accordingly. As before, I'd recommend using Outset Town's free surgery on the surface as opposed to DIY amputation, though it's your call. Alternatively, you could also install it after receiving the Ampu-Q-tie Curse from this layer, though this would still be a much less pleasant experience than surgery in town, and might heal with some scars.
Small movements of the joints allow you to fully control the direction and strength of gravity in up to a 25 meter (80ft) radius around the limb, or in a smaller more precise radius with softer movements. You can increase gravity to a maximum strength of ten times Earth's gravity, which would be enough to render any human immobile and probably cause a fair deal of harm in its own right. The limb itself, when installed, is also immune to the effects of gravity, which would be enough to render any human immobile and probably cause a fair deal of harm in its own right. The limb itself, when installed, is also immune to the effects of gravity, even unaltered gravity, and thus feels weightless. This effect doesn't extend to the rest of your body, but having two of them as legs, for example, would allow you to move more easily than others under strong gravity.
This doesn't allow for as precise control in the air as the Daedalus Mechanism Relic, and this combined with the limb's immunity to its own gravity makes this an inefficient and potentially dangerous choice for "flying", at least without special considerations.A sash to be wrapped around the torso. When worn, it completely removes the wearer's need for oxygen - their body will perform all of its normal functions with or without oxygen input. It also deals with carbon dioxide waste that you would normally need to exhale, so you can hold your breath as long as you like while experiencing no discomfort.
Aside from allowing you to function in environments without usable oxygen, having this will naturally reduce the dangers of significant blood loss. You still need blood to get nutrients around you body, remove waste, and perform various other functions, and if vital organs are pierced then it's an entirely different story, but with this Relic, the most immediate danger of severe hemorrhaging - passing out and experiencing brain death due to lack of oxygen - is averted.
The effect will be lost if the sash is torn apart.A star-shaped key. Any door with a lock that this key has touched can connect to any other such door so long as the knob is turned by someone holding the key, allowing near-instant teleportation with no distance limit. However, mysterious interference from Miasma prevents it from being used to connect doors between different layers of the Abyss or the surface, so ou can't use it to quickly travel back to layer 7 or the surface. You can use it for intra-layer travel though, subtracting one day from all travel times in this layer and layer 7, due to the abundance of doors that you can teleport between.A distant "relative" of the Kin Shifter Relic, perhaps? The face, again, appears, decorative.
Give the bottle a good shake while thinking of some Relics you own, uncork it, and pour it out, and this Relic will quickly spread to them and duplicate them. Unlike Kin Shifter, Fray Goo has no limits as to how many Relics it can copy after activated, and you could theoretically bury yourself in a pile of the strongest Relics around, if you so desired. It can create copies of a Relic it touches at a maximum rate of about 3 Relics per second. However, Fray Goo will only remain active for 1 minute, after which it will automatically retreat back to its bottle and sleep, and all the extra copies it transformed into will also be lost, Forbidden Grimoire Effects will be lot, Phoenix Obol revivals will be undone, Granted Granite-strengthened Relics will be unstrengthened, and so on. Knowledge gleamed from Gleam Dazer remains. After going to sleep, it will remain dormant for 9 days, and is completely impossible to wake up and use during that time.A small gemstone that completely removes all of the special, supernatural effects granted by other Relics in a 10cm (4in) radius around it, leaving them as normal, mundane objects until they leave the radius. Shaking it will gradually increase the radius to a maximum of 10m (32ft) before eventually looping back down to 10cm, with a slight color distortion being visible while shaking to help the user visualize the range. Remains fully functional when broken so long as at least 5% of the original gem mass remains in a given piece. If a single piece is held against a particular Relic for 1 minute, it will be attuned to it and only nullify that Relic's effects, and no others - this can be cancelled by dipping the attuned piece into liquid mercury. Aspects of the world that thy have affected are not themselves supernatural, such as environments created by Gaia Theory, are not affected - this Relic would merely prevent further terraforming. Could be useful for particularly complex Relic combinations and strategies, but offers little benefit on its own.
The one supernatural effect not cancelled is the unbreakability of Eternal Repose and Relics affected by Granted Granite. Their absolute unbreakability doesn't come with an asterisk.An old, worn container surrounding a floating sphere of water. If any Relics with effects directed at the user are placed inside, they will shrink down and be held within small bubbles in the water, and their effects will then be dispersed at full efficiency to everyone within a 50 kilometer (30 mile) radius of this Relic, constantly. Example Relics that can be used include the Lightning Rook and Zelus Band. Relics that have effects generally not directable towards he user, such as Granted Granite or Breathless Exhale, have no effect with this Relic and cannot be successfully placed inside it.
Relics placed inside may be removed at any time, stopping their dispersion and allowing them to be used again as usual. Any number of applicable Relics can be placed inside and diffused simultaneously. Relics stored as bubbles in this way maintain their full weight, but not their size. Like with the Ring of the Devourer Relic, dispersed Relics retain all their requirements and idiosyncrasies, so dispersing Gilded Prison would not result in a completely ageless city.A cannon with scarily-powerful destructive potential. Lighting it (ammo not needed) will send off a powerful beam of light incinerating nearly anything in its path, and upon meeting resistance or traveling 100 km (60 miles), it will detonate in a large explosion with a radius between 2km and 20km (1-12 miles), adjustable via a knob on the cannon – comparable to the destruction of a nuclear warhead, but without radioactive fallout and with much more concentrated destruction. In the Abyss, even if you fired straight up or down and used the weakest setting, it would be very difficult to get the explosion to occur far enough away for you to be out of its range, to say nothing of how dangerous it would be to fire underwater – the water vaporizing around you would boil you even before the explosion. Requires 2 days to recharge.An ornate crown. Wearing it allows the user to automatically be viewed as an authority in whatever context they currently find themselves. Wear it and sit yourself down in the president's desk, congratulations, you're the president now. Wear it to a mafia meeting, they'll call you boss. Sit down in a CEO's office, and that company's yours as long as you stay there. This doesn't grant total mind control or anything like it; people will still expect you to act in a manner befitting of whatever post you're in. If you order a massacre as a president, people will react as they would normally react to a president ordering a massacre. If you take over as a lab's head researcher but clearly have no idea what you're doing, they might send you home and tell you to get some rest.A small terrarium featuring a miniature model of the Earth. Shaking it rapidly advances the apparent movement of the sun through the sky, changing day to night and vice versa - without the catastrophic effects you would expect if Earth's rotation were suddenly sped up that much normally. Bringing the terrarium below 0°C locks the day cycle in place, preventing it from moving forward; this can be undone by bringing it to above 100°C. Changes are observable from all across the planet, differing by time zones, and can't be explained astronomically. Has similar effects when used on other planets, though they may be less noticeable without an Earth-like atmosphere.
Speeding through days with this Relic does not speed up the recharge time of any Relics.There's not really any way around saving this: it's pretty much a Death Note. If you write the true name of a living person in it while imagining their true face, they will die after a set amount of time that you specify, anywhere from 10 seconds to 24 hours. Requires 12 hours to recharge. Some clarifications:
It doesn't come with a shinigami companion, memory-altering potential, or a deal to see the names and lifespan of others. You may write in a specific cause of death if it doesn't significantly bend fate, is . not highly unlikely (a vehicular collision on a nearly empty road), and does not significantly go against that person's nature (you can't make somebody content with their life commit suicide.) If no cause of death is written or one is written but invalid, they will die from a heart attack (or the closest approximation if they somehow have biology lacking a heart) after 1 minute. If there is some manner of afterlife, using this has no effect on where you’ll end up. Pages must remain attached to the main Relic to maintain their effect. Works on humans and sapient humanoids, but not beasts of the Abyss. Inanis Ego are not quite "living" enough to apply. A single individual can only be affected by this notebook once. You will always find some empty space to write in the notebook. no matter how many times you use it.Any broken or damaged object hit with this wrench can be repaired, so long as 98% of its component pieces are within 10km (6 miles) of the wrench. Pieces will all quickly fly back to the wrench, reforming the original object as best as possible, partially (but not entirely) undoing rust and other chemical changes if applicable.
It can fix living creatures, too. It can quickly and easily heal essentially any physical injury, even being capable of restoring lost limbs and other organs if they weren't lost to a Curse. It cannot bring people back from the dead or cure aging or other diseases, and can't cure the magic burns from layer 6's Hexflame Fields, but pretty much any physical injury is on the table - if you're fast enough, you can even turn a decapitation into a recapitation. it can he used to heal living creatures of injuries, regardless of scale, 7 times per day.
Having this Relic makes medkits largely obsolete.An earthenware water pitcher. When tipped, it pours out a constant stream of fresh, clean water, with no apparent limit. Allows you to never again worry about water down here, or anywhere else.A glass capsule with a great deal of space on the inside. Allows the user to implant part of their consciousness into someone or something else by placing them inside, shutting the cover, and
touching the panel on the outside continuously for about one hour.
After this process, the user's consciousness will reside in both bodies simultaneously, mixing with the target's in their body but ultimately taking precedence over it. Can be repeated once per day, with no upper limit. Subjects will slowly, over the course of weeks, morph to
take on any curses you have. use is not limited to humans. The entire hive mind will collapse if this Relic is destroyed, or if over 10 of its members die within a single day. A member can be released from the hive mind by taking them to this Relic and having them sit inside for 10 minutes.
All parts of the hive mind share the same corruption, Curses, and transformative food effects in the Abyss. If one ascends or takes a Relic, the entire hive mind will pay the cost. If multiple are ascending through the same layer simultaneously, there is no additional cost.
Any attempts to circumvent corruption costs using the hive mind will fail.A pair of knitting needles capable of weaving a new reality. By clicking them together, the user can instantly change the perception of reality within a 100 meter (330ft) radius around them for anyone they like, including the user themselves if they desire it. It creates a perfect illusion that fools all the senses, entirely indistinguishable from reality, and can include small simple modifications to reality all the way up to a complete overhaul of everything in the radius. Note that this is all ultimately an illusion, and while pain can be blocked out, it won't save you if you actually die, and any damage done will be evident when the illusion is dispelled. Regular, repetitive use to hide Curses will cause similar negative effects to those of the Pulse Bloom Relic. Can be maintained for 5 hours a day. Try not to get addicted.Via complex manipulation of the dial, this phone can target and call itself at any past point along its own timeline. The target time's Connect Call will ring for 10 seconds after the time you target, but only you in the past time you're targeting will be able to hear and successfully answer the call. As a result, this phone can only successfully target times after you first obtained the phone down here. The call may last up to 1 hour if neither end hangs up before then, but only voice travels between the two times, and nothing else can be transferred over. No other calls can be made or received by either party during the call, and if two future phones were to target the same past time, the phone closer to that past phone - that is, the one less far in the future - would take precedence.
When the future caller is ready to end the call, they can choose to request to be transferred to their past body. If the past them understands and accepts (unlikely), they can allow their own mind to be overwritten with their future self's, erasing them in the process.
Only knowledge and memories can be brought back this way – no Relics, no powers absorbed with Ring of the Devourer, nothing but their own mind
If the caller chooses not to or the receiver doesn't accept, then upon ending the call, the caller will see the world rearranging itself to account for the changes their call may have made. If they didn't give much information to their past self, big changes are unlikely (eat your heart out, butterfly effect), and they will simply see small differences in the world caused by their changes. If they gave their past self a lot / of information, the caller will probably be lost entirely and won't get to see the changes at all, as they changed too much for the world or themselves to be recognizable as the same entity, and they'll effectively vanish, replaced by the new them. (They will have made the same call, largely working off the memories of the call they received, so the loop will remain unbroken.) After a call ends, neither the caller or receiver can make or receive calls for another 24 hours.
Using this on your journey might make things very complicated, very quickly. That's kind of a given for time travel, though.A mirror that seems to slightly warp any images reflected in it. Enables the primary effect of any Relic that touches it to be reversed, so long as it makes sense. A Triage Rain that fills the area with pollution, a Catastrophe that repairs an area and builds some infrastructure, a Sunbeam cloaked in a freezing aura, and so on. Not all Relics will have a logical opposite, and thus not all of them will work with this one. Can be used to reverse effects 4 times a day and will restore the original effect upon touching a Relic again, using up one of the mirror's charges for that day.
Please err on the side of caution if this seems like it could cause some Relics to have immense, unreasonable power on their own - for example, Lotus Eater's reversed power would not be weaving real things and warping reality, but instead dispelling illusions.
A few more examples:
A reversed Lifespanner could be used to instantly destroy any nonliving object, if 98% of it is within 10km. Devil's Own would give a misfortune aura. Everybody would love Creepy Doll and want to hold it. Managed Misfortune would grant the logical opposite of whatever Curses it holds, if an opposite exists and if it doesn't contradict other Curses you've taken. Solace Lace would make you more sensitive to temperature and disease. Return to Sender would cause you to teleport to the closest object you've marked with it. Giddy Reaper would completely remove all traces of a living plant that it cuts.
Perpetual Repose cannot be reversed, as that would render it breakable, which is impossible.Really? A whole mech down here? Huh. It's currently deactivated, and will need to be brought into the surface's direct sunlight, unobscured by Miasma, in order to "wake up." After waking up, it can operate without need for the sun at all.
It's powered by a core that gives it unlimited energy and protected by a chassis of pure Adamantium about 100x as strong as steel with just a fraction of the weight. It is capable of unrestricted flight, both with and without an atmosphere, and can reach a max speed of 500,000 km/h (300,000 mph) after a long period of acceleration, with no discomfort for those inside - though maintaining a lower speed may be preferred for easier control over short distances.
It possesses both melee and projectile weaponry typical of what you'd see in a fictional mecha, being superior to modern weapons of a similar scale, but a long way off from something like Catastrophe. Many components of it could be swapped out or modified by a skilled mechanic.
It can also shift into a large, fantasy-style airship (hilariously unrealistic propeller-towers optional) with much more room to move around and many large, comfortable rooms, but lesser combat capabilities. Those standing on it are protected from the elements despite the apparent lack of any barriers, so it's safe to stand on the deck, even in space. It would have enough room to comfortably hold a few hundred occupants in this state, and you can will all occupants to be put into a state of suspended animation where aging and bodily functions are paused and everyone falls into a deep sleep, until a certain amount of time passes or certain conditions specified by you are met. If it shifts back to mech-form while other occupants are on board, the other occupants will be stored as data and reconstituted upon shifting back to airship-form.Having brought to mech into direct sunlight has activ it. You can feel the raw power radiating from the impressive machine.
It's powered by a core that gives it unlimited energy and protected by a chassis of pure Adamantium about 100x as strong as steel with just a fraction of the weight. It is capable of unrestricted flight, both with and without an atmosphere, and can reach a max speed of 500,000 km/h (300,000 mph) after a long period of acceleration, with no discomfort for those inside - though maintaining a lower speed may be preferred for easier control over short distances.
It possesses both melee and projectile weaponry typical of what you'd see in a fictional mecha, being superior to modern weapons of a similar scale, but a long way off from something like Catastrophe. Many components of it could be swapped out or modified by a skilled mechanic.
It can also shift into a large, fantasy-style airship (hilariously unrealistic propeller-towers optional) with much more room to move around and many large, comfortable rooms, but lesser combat capabilities. Those standing on it are protected from the elements despite the apparent lack of any barriers, so it's safe to stand on the deck, even in space. It would have enough room to comfortably hold a few hundred occupants in this state, and you can will all occupants to be put into a state of suspended animation where aging and bodily functions are paused and everyone falls into a deep sleep, until a certain amount of time passes or certain conditions specified by you are met. If it shifts back to mech-form while other occupants are on board, the other occupants will be stored as data and reconstituted upon shifting back to airship-form.<<widget "RelicGrid">>
<<set _totalRelics = $ownedRelics.concat($soldRelics, $lostRelics)>>
<div class="cards-grid">
<<for _name range _args[0]>>
<div>
<<set _relic = $relics.find(r => r.name === _name)>>
<<set _corr = Math.max(_relic.corr - $corRed + ($currentLayer !== 6 ? 5 * Math.trunc($hexflame / 10) : 0), 0)>>
<<PreviewTravelTime '_time' _relic.time `-$SibylBuff` 1>>
<<set _corrStyle = _corr > _relic.corr ? "@@color:red;" : _corr < _relic.corr ? "@@color:green;" : "">>
<<set _timeStyle = _time > _relic.time ? "@@color:red;" : _time < _relic.time ? "@@color:green;" : "">>
[img[setup.ImagePath + _relic.pic]]
<h2>_name<<if setup.functionalRelics.contains(_name)>> ☸<</if>></h2>
<p class="cost">
<<if _corr !== _relic.corr || _time !== _relic.time>><s>
<<if _relic.corr > 0 || _relic.time > 0>>Cost:<<else>>Free!<</if>>
<<if _relic.corr > 0>><<print _relic.corr + " corruption">><</if>>
<<if _relic.corr > 0 && _relic.time > 0>> and <</if>>
<<if _relic.time > 0>><<print _relic.time + (_relic.time === 1 ? " day" : " days")>><</if>>
</s><br><</if>>
<<if _corr > 0 || _time > 0>>Cost:<<else>>@@color:green;Free!@@<</if>>
<<if _corr > 0>><<print _corrStyle + _corr + " corruption" + (_corrStyle ? "@@" : "")>><</if>>
<<if _corr > 0 && _time > 0>> and <</if>>
<<if _time > 0>><<print _timeStyle + _time + (_time === 1 ? " day" : " days") + (_timeStyle ? "@@" : "")>><</if>>
</p>
<p>
<<if _totalRelics.some(e => e.name === _name)>>
Already taken
<<elseif _name === "Forest's Gift" && !setup.haveCuttingTool>>
@@.unreachable;Located in a cavern completely covered in hard brambles. You cannot retrieve this Relic unless you find some kind of cutting tool.@@
<<elseif _name === "Umbra Trident" && !setup.havePotentialLightSource>>
@@.unreachable;Located in a side cavern that is completely unlit. Due to this Relic's properties, it is impossible to move it in complete darkness, and a source of light is required to retrieve it.@@
<<elseif _name === "Orbweaver" && !setup.haveRope>>
@@.unreachable;Located on top of a large vertical shaft with no footholds. You cannot reach this Relic without some kind of climbing gear, like a rope.@@
<<elseif _name === "Acrobatic Accord" && !setup.haveScubaGear >>
@@.unreachable;Located in an underwater tunnel (with murky, undrinkable water.) Requires scuba gear to retrieve.@@
<<elseif _name === "Gilded Prison" && !setup.haveCuttingTool && $torchUse === 0>>
@@.unreachable;The entrance to the cave this Relic's located in is completely covered with hard icicles. You can either slash them away with a cutting tool, or spend 1 extra day melting them with a source of heat (doesn't use up an extra torch if you used one reaching the Relic.)@@
<<elseif _name === "Omoikane Circuit" && setup.haveSmartphoneAI>>
Already taken
<<elseif _name === "Timekeeper's Keepsake" && !setup.haveRope>>
@@.unreachable;Located at the bottom of an icy pit, far too slippery on all sides to be climbed by hand. Requires some rope.@@
<<elseif _name === "Out of Mind" && !setup.haveRope && !setup.haveCuttingTool>>
@@.unreachable;Dangling off the tip of a particularly tall and thick — but thankfully slow and inactive — tentacle. Requires either a rope to climb up or a cutting implement to slice it down.@@
<<elseif _name === "Forbidden Grimoire" && !setup.haveScubaGear>>
@@.unreachable;Found in a chest at the bottom of a very deep pool of...tentacle slime? Gross. You'll need diving gear to breathe long enough to reach it. Don't drink the tentacle slime, please.@@
<<elseif _name === "Phoenix Obol" && !setup.havePotentialLightSource>>
@@.unreachable;Located in a sealed, dark vault with a light-activated lock. Requires a source of light.@@
<<elseif _name === "Blind Divine" && !$slingshot && (!setup.item('Pistol').count || setup.item('Pistol Bullets').count < 4)>>
@@.unreachable;Located in a vault sealed by 4 out-of-reach switches. Can be reached with bullets, expending 4 in the process. Even Cloud can't decrease this count; he can't make a bullet go in two directions at once.@@
<<elseif _name === "Granted Granite" && setup.carriedWeight + $hiredCompanions.length * 60 < 200>>
@@.unreachable;Located in a vault sealed by a pressure switch that requires 200 kg to remain pressed. The weight you and your companions can currently put on the switch is only <<print (setup.carriedWeight + $hiredCompanions.length * 60).toFixed(1)>> kg.@@
<<elseif _name === "Absolute Oracle" && !setup.havePotentialLightSource>>
@@.unreachable;THE ROOM THIS RELIC IS LOCATED IN IS VERY BAD. Pitch black, with light from the outside hallway seemingly refusing to enter altogether. You hear thousands of tiny whispers and chattering teeth inside. Don't go in without a source of light or you'll get eaten by a grue or something. (Whatever's in there won't appear so long as you have one.)@@
<<elseif _name === "Drifting Aperture" && !setup.haveRope>>
@@.unreachable;They're sitting on a ceiling a very long way above you, with no apparent paths that would allow you to walk on that same ceiling. Requires a rope to reach.@@
<<else>>
<<print "[[Pick up the " + _name + "]]">>
<</if>>
</p>
<p><<include `_relic.name + " Description"`>></p>
<p><<print _relic.weight>> kg, <<print _relic.value>> dubloons</p>
</div>
<</for>>
</div>
<</widget>><div id="slideshow">
<img src="images/Finale/obelisk1.png" alt="Image 1" class="active">
<img src="images/Finale/obelisk2.png" alt="Image 2">
<img src="images/Finale/obelisk3.png" alt="Image 3">
<img src="images/Finale/obelisk4.png" alt="Image 4">
<img src="images/Finale/obelisk5.png" alt="Image 5">
</div>
<p class="elder-entity">Were there not more convenient ways to <span class="light">die</span> elsewhere?
Or did you just want the honor of being <span class="light">killed</span> by ME, ripped apart by ME,
<span class="light">amalgamated</span> by Me</p>
<p class="elder-entity.light">Were there not more convenient ways to die elsewhere?</p>
<<bordered "images/surface.png" "images/bordershop.png">>\
This is a test.
Another line.
<b>bold</b>
<</bordered>>
<<set _test = 0>>
<label><<radiobutton "_test" "1">> One</label>
<label><<radiobutton "_test" "2">> Two</label>
<button onclick="console.log(SugarCube.State.temporary.test)">click me</button>
<<printHTML `toggle(b => console.log(b))`>>
<<printHTML `select(console.log, ['a', 'b', 'c'], 'a')`>>
<<printHTML `select(console.log, {'a': 1, 'b': 2, 'c': 3}, 1)`>>
<<print Creepify.encode("Below the Veil")>>
<<print "B̸̳̀e̷̞̅l̷̠̽o̸̝͝w̶̻̄ ̵̡͊t̶̖͠h̵͙̔ë̵͎́ ̸̭́V̸̖͘e̸̓͜ḭ̴͂l̷̅" >>
<<print Creepify.encode("Truth")>>
<<print "Ṯ̸͐r̶̙͝u̵̯̾t̷̩̀h̵̯̔" >>
<<back>>Welcome to the Twine adaptation of the Abyss Diver CYOA! (Adapted with love by FloricSpacer)
Thanks to all the people the assisted with the development of this game in any way.
[[Credits]]
Please note that Abyss Diver is a highly intricate CYOA-based game, and adapting it from its original format has presented its fair share of challenges. While it's not feasible to implement every possible combination of Relics, we encourage you to send us your ideas, and they could likely be incorporated into the game! In case you think the game hasn't accounted for a particular advantage, you can adjust your stats through the Adjustments menu found on the Use Items page. This function allows you to change your dubloons, corruption, or other stats. <B>Only use this function if you have a well-thought-out justification for the change!</B>
At times, you'll be presented with open-ended options to use a combination of Relics to overcome obstacles. This feature is designed to encourage creative solutions that may not be explicitly coded into the game. Although these situations may not arise frequently in the early layers, later layers will require more ingenuity in dealing with threats that can't be explicitly addressed. <B>Choose this option only if you have a viable plan that effectively deals with the threat and isn't already listed as an option on the page!</B>
We appreciate your feedback on the game's design, gameplay, and writing or any bugs you may encounter. Your suggestions will help us enhance the gaming experience for everyone!
For those interested in viewing the latest code or content changes or contributing to the project, please visit our public Github repository!
https://github.com/FloricSpacer/AbyssDiver
There is also a fan-made wiki available! However, it is full of spoilers, so it is strongly recommended to not look at it for a first dive!
https://abyss-diver.fandom.com/wiki/Abyss_Diver_Interactive_Wiki
You can also join the new Discord server, where we have regular discussion regarding the game and development.
https://discord.gg/gXnq5rmjxG
[[Continue|Start 2]]<<set setup.devilsReroll = 0>>Welcome and don't forget to save!
In this game the background music plays automatically according to the environment you find yourself in. There's a good chance you could be reading this and making choices for quite some time. Might as well pull up the NQOST (not-quite-original soundtrack) for it and get comfy, right? You can adjust the volume of the music using the SETTINGS option in the side menu.
This game is very NSFW, as it contains both sexual and potentially disturbing imagery, so you should not play if you are not at least 18 years old. However, if you're at least 18 years old and prepared to brave the Abyss, proceed.
[[Arrive at Outset Town|Start 3]] (Normal difficulty - ideal for first-time players.)
[[Hard Mode|Start 3][$corruption = -50]] (For experienced players familiar with the Abyss. Reduces starting corruption points by 50 to balance your advanced knowledge. Recommended for players who have previously played the game.)
[[Easy Mode|Start 3][$items[0].count += 14, $items[1].count += 14, $compTok = 1, $easymode=true]] (Begin with two weeks worth of food and water, plus a token to recruit a companion for free. While this mode eases exploration pressure, it's not recommended as it may diminish some of the feeling of overcoming the dangers of the Abyss in early layers. No content is lost in this mode.)Please describe yourself, though do keep in mind that some features may change as you delve deeper into the Abyss.
Sex: You are currently <<print $mc.sex>>.
[[Male|Start 3][$mc.mindSex = "male";$mc.osex = 'male'; $mc.openis=6; $mc.obreasts = 0;]]
[[Female|Start 3][$mc.mindSex = "female";$mc.osex = 'female'; $mc.openis=0; $mc.obreasts = 3;]]
Name:
<<textbox "$mc.name" $mc.name>>
Body build (influences starting carrying capacity):
<<radiobutton "$mc.fit" 2 autocheck>> Out of shape (-1.5 kg)
<<radiobutton "$mc.fit" 5 autocheck>> Average (+0 kg)
<<radiobutton "$mc.fit" 8 autocheck>> Well toned (+1.5 kg)
Hair color:
<<radiobutton "$mc.ohair" "black" autocheck>> Black
<<radiobutton "$mc.ohair" "brown" autocheck>> Brown
<<radiobutton "$mc.ohair" "blonde" autocheck>> Blonde
<<radiobutton "$mc.ohair" "red" autocheck>> Red
<<radiobutton "$mc.ohair" "gray" autocheck>> Gray
Eye color:
<<radiobutton "$mc.oeyeColor" "blue" autocheck>> Blue
<<radiobutton "$mc.oeyeColor" "brown" autocheck>> Brown
<<radiobutton "$mc.oeyeColor" "gray" autocheck>> Gray
<<radiobutton "$mc.oeyeColor" "green" autocheck>> Green
<<radiobutton "$mc.oeyeColor" "hazel" autocheck>> Hazel
Skin color:
<<radiobutton "$mc.oskinColor" "pale" autocheck>> Pale
<<radiobutton "$mc.oskinColor" "tanned" autocheck>> Tanned
<<radiobutton "$mc.oskinColor" "olive" autocheck>> Olive
<<radiobutton "$mc.oskinColor" "brown" autocheck>> Brown
<<radiobutton "$mc.oskinColor" "dark brown" autocheck>> Dark Brown
Height (to the nearest cm):
<<textbox "$mc.oheight" $mc.oheight>>\
<<if $mc.osex === "female">>
Breast size:
<<radiobutton "$mc.obreasts" 0 autocheck>> Flat (Masculine)
<<radiobutton "$mc.obreasts" 1 autocheck>> AA
<<radiobutton "$mc.obreasts" 2 autocheck>> A
<<radiobutton "$mc.obreasts" 3 autocheck>> B
<<radiobutton "$mc.obreasts" 4 autocheck>> C
<<radiobutton "$mc.obreasts" 5 autocheck>> D
<<radiobutton "$mc.obreasts" 6 autocheck>> DD
<</if>>\
<<if $mc.osex === "male">>\
Penis size:
<<radiobutton "$mc.openis" 4 autocheck>> Small
<<radiobutton "$mc.openis" 5 autocheck>> Slightly Below Average
<<radiobutton "$mc.openis" 6 autocheck>> Average
<<radiobutton "$mc.openis" 7 autocheck>> Large
<<radiobutton "$mc.openis" 8 autocheck>> Huge
<</if>>\
Age:
<<textbox "$mc.age" $mc.age>>
Before proceeding, please estimate your carrying capacity (in kg) if you were in average shape. If you believe it's less than the human average of 20 kg, we typically recommend spending a few weeks training in Outset Town to reach that level before descending. With Outset Town's specialized training and medical professionals, almost anyone can achieve a 20 kg carrying capacity in no time! Keep in mind that your carrying capacity may change during your expedition due to Curses affecting your body and strength, or simply due to the exercise of exploring the Abyss.
<<textbox "$ocarryWeight" $ocarryWeight||20>>
[[Arrive at Outset Town|Start 4][$intro=true]]
[[Quick Start|Start 4][$intro=false]] (Skips introduction - not recommended for new players)<<set $ocarryWeight = parseInt($ocarryWeight, 10)>>
<<if $mc.osex === "male">>
<<if $mc.openis < 1>>
<<set $mc.openis = 1>>
<</if>>
<<set $mc.ogender = 1>>
<<else>>
<<set $mc.openis = 0>>
<<set $mc.ogender = 6>>
<<set $mc.osex = "female">>
<<if $mc.obreasts < 1>>
<<set $mc.obreasts = 1>>
<</if>>
<<set $menCycleFlag = true>>
<<set $menFirstCycle = false>>
<<set $menCycleT_flag = true>>
<<set $heatCycleT_flag = true>>
<</if>>
<<set $mc.desiredBreasts = $mc.obreasts>>
<<set $carryWeight = $ocarryWeight>>
<<set $totalCarry = $carryWeight>>
<<if $intro>>
<<include "Surface 1">>
<<else>>
<<set $dubloons = 300>>
<<include "Surface Hub">>
<</if>><<masteraudio stop>><<audio "surface" volume 0.2 play loop>>\
\
@@.layerTitle;
!The Surface
@@\
\
<img @src="setup.ImagePath+'Surface/riko-intro.png'" width="40%" class="floatl">\
Hey, you're here to explore the Abyss, right? I'm sure you are; just about everyone who visits Outset Town dives down to explore it sooner or later. Our town is built around the outer edge of the Abyss, an enormous hole in the earth. Nobody can even begin to guess how deep it is. It goes at least several kilometers down, but nobody is known to have ever reached the bottom or even gotten close, so it could be much deeper. Of course, the biggest draw bringing so many explorers to challenge its depths is the Relics, mysterious tools with abilities that can't be explained by modern science. Many of these Relics have extremely useful or powerful magical effects, so while the risk is great, it can be well worth the effort for all the divers who venture into the Abyss after them.
While traveling down into the pit is fraught with danger in the form of beasts, traps, and unforgiving environments, it's getting back up to the surface that usually poses the greatest problem. A near- omnipresent Miasma pervades the Abyss, getting thicker and more potent the further down you go, and being especially concentrated around ancient and powerful Relics. Ascending to the surface through the layers of Miasma leads to divers being afflicted with Curses, transformative effects that can slowly change or corrupt the body and mind. The more you explore the Abyss, the deeper you trek, the more Relics you take... the more the person you were before slips away. Some divers are completely unrecognizable when they emerge, and more than a few don't emerge at all, defeated by the Abyss, consumed by greed, fearful of the effects of ascent, or sometimes simply discovering that they prefer life down there.
Because Curses can often have substantial effects on the minds and behavior of divers, there are very few accurate reports and little information available about the Abyss past the first couple of layers. Most of it is an unknown, unexplored frontier. Just remember to make sure you can live with the decisions you make down there. Divers that have surfaced from particularly deep dives with many Curses generally seem happy with their life, but frequently have troubles reintegrating into society on account of the changes in their appearance and behavior. There's nothing wrong with deciding you've hit your limit and choosing to end your adventure early... just be sure that you make that decision while you're still you.
Come with me, and I'll help you find some companions to help you on your journey!
[[Learn about the Companions|Surface 2]]<img @src="setup.ImagePath+'icon.png'" class="floatr">\
You can hire some companions to come with you for your dive!
They're all heavily screened, loyal, and drawn to work here by a shared lust for adventure and discovery. They will obey any commands directly related to helping you explore the Abyss, but they'll generally put their safety first in times of extreme danger - they're partners, not slaves, and they may even choose to leave you if you treat them exceptionally poorly. There's nothing stopping you from trying to forge a deeper relationship with them if you like, though. I have it on good authority that you could have a chance with any of them romantically, regardless of gender. Or you could just make some lifelong friends!
They follow the same rules as you, so unless you buy supplies for them, they're going in with just the clothes on their backs and their rucksack sleeping bags. Also, all of them are injected with a lethal, dormant poison that activates on contact with human stomach acid, to prevent cannibalism. You'd be surprised by how much of an issue it used to be!
Also, you should probably know about The Purity Gene. The "purity gene" (scientifically, PUR69E) is a unique insertion mutation rarely observed in infants born near the Abyss, here in Outset Town. This mutation confers on its bearer an immunity to the effects of Miasma, preventing them from being corrupted during their ascent, or from being locked out of the Abyss after they leave it and spend a few days on the surface. Furthermore, it even allows their bodies to use Miasma as a source of nutrition and maintain many bodily functions, so they need no food or water while in the Abyss. Being so heavily connected with the Abyss has drawbacks, however - it confers on them problems completely opposite to those of normal divers. While they can ascend through the Abyss just fine, descending through the Abyss (even through early layers) quickly causes them to lose their memory and sense of self, and invariably causes them to abandon their life on the surface and live as a beast of the Abyss, in mind if not in body. This effect is prevented if a human without the "purity gene" accompanies them while they descend. A strong, impassable repelling force also prevents them from picking up Relics that haven't yet been claimed by another diver, so they can't split up to find Relics faster or bypass their corruption costs. As they require other divers to be with them to effectively explore the Abyss, the general consensus is that they are better suited as companions to other divers, rather than solo divers themselves - and those with the "purity gene" have been strictly prohibited from traveling into the Abyss alone.
In short: they're not corrupted by the Abyss, and don't need food or water, but are only effective and useful at exploring the Abyss when they're traveling with someone else who doesn't have the gene.
All of the companions available for hire here have the "purity gene."
Each companion has some initial abilities that will help you, but over time you can get to know them more and unlock more conversations, which will happen faster if you hit it off with them. Those can tell you more about the companion themselves and also unlock additional mechanical effects as they help you on your expedition!
I'll show you around the shop then you can come back and get any companions you wanted to hire.
[[Check out the shop|Surface 3]]<<set $dubloons = 300>>
<img @src="setup.ImagePath+'icon.png'" class="floatr">\
If you're going to be spending days, weeks, or months adventuring in a dangerous, monster-filled pit, you need to get some supplies first! Here's your stipend of 300 dubloons to get you started. We'll also supply you with a very large and a durable rucksack that should be big enough for just about anything you'll need to carry on your journey. It doubles as a thermal sleeping bag, too!
You can find valuable Relics while you're down in the Abyss, and if you like, you can sell them here and obtain additional dubloons to fund your expedition. This does require you to go through the Miasma multiple times and become more corrupted, so weigh your options carefully first. Relics change hands quickly after being sold, so you won't be able to get them back later if you get seller's remorse. Even if you're short on dubloons, I strongly recommend against any kind of thievery! This town's whole economy was built on Relics, so the businesses around here have had plenty of time to learn how to deal with people who would try to steal wares, sell forgeries, and cheat them out of coin. Many would-be criminals have come up here with the "perfect" combination of Relics for robbery, only to swiftly be brought to justice by the people of Outset Town with Relics of their own. It's not worth the risk.
The weight of everything for sale is provided in kilograms. I'm not here to push any kind of arbitrary weight limit on you, that's something you need to decide. How much do you think you can sustainably carry on a long, perilous adventure down into the depths? Remember, "the ability to lift something" and "the ability to carry it with you for the better part of your waking hours for days, weeks, or months" are two very different feats. (For reference, an average adult human will feel moderate discomfort carrying around 20kg for a long time.) (We have amazing healthcare here in Outset Town and can provide you with free state-of-the-art surgery to cure any physical disabilities, and/or a few weeks a at our gym, to bring you to average human levels. I strongly believe that anyone can be a diver, if they put their heart into it.)
Apart from the things you buy here and the clothes on your back, we can't let you bring anything else into the Abyss. Most tools made from outside materials quickly decay and become useless when brought into the Abyss, anyways.
[[Learn more about the surface and habitation|Surface 4]]<<set $totalCarry = parseInt($carryWeight)>><<set $carryWeight = parseInt($carryWeight)>>
<img @src="setup.ImagePath+'icon.png'" class="floatr">\
Now there's only a little more to tell you before you can spend those free 300 dubloons we're giving you! This is the habitation option for our current layer, which is the Surface.
You'll find Habitation options just like this one on every layer of the Abyss. These represent possible endings to your journey, giving you an idea of what happens after you decide to settle down. You might end up choosing one of the options down in the Abyss due to finding that you don't have enough supplies to make it back to the surface, or because you don't want to take on more Curses to be able to ascend through the Miasma - or perhaps you'll simply fall in love with one of the layers down there and never want to leave. It happens sometimes, but not very often in the deeper layers.
After picking a Habitation option, your fate will be locked, sealing you permanently in the layer you choose and foiling future attempts to change your mind and leave. This also applies if you spend over <b>two consecutive days </b>on the surface after having previously been down in the Abyss - the Miasma will adapt and grow to reject your body, preventing you from entering the Abyss once more and forcing you into the surface's Habitation option. Furthermore, Habitation options are all locked away by fate until you choose them - you can't actually interact with any Habitation options or potentially make use of them on your quest prior to choosing them and settling down. <i>You cannot choose a Habitation option when your corruption points are lower than 0.</i>
What your companions do after you pick a Habitation option will largely depend on their temperament, and how well you've treated them on your adventure. Did you woo them and steal their heart, making them want to spend the rest of their days with you? Or did you merely treat them as tools, exploiting them for gain? Some characters, like Cloud, have a vested interest in the surface and would need a great deal more convincing to stay down in the Abyss permanently... while, for example, Cherry would be bit of a challenge to convince to live anywhere, let alone return to her life on the surface. Keep things like that in mind when thinking about how your ending will go. If necessary, companions may attempt to return to the surface on their own if you decide to stay down there. The return trip is less perilous for them than it is for you, after all.
Now I think you can have a look around the town and choose how to spend your dubloons!
[[Explore the town|Surface Hub]]<<nobr>>
<<set $currentLayer = 0>>
<<if !isPlaying("surface")>>
<<masteraudio stop>>
<<audio "surface" volume 0.2 play loop>>
<</if>>
<<CarryAdjust>><<checkTime>>
<<if $surfaceVisit === 0>>
<img src="images/Surface/outsettown.jpeg" width=70%><br>
<<set $surfaceVisit = 1>>
<</if>>
<<if $items[22].count>0>>
<<set $warmCloth=1>>
<</if>>
<</nobr>><<if $dubloons >= 0 || $hiredCompanions.some(e => e.id === setup.companionIds.cloud)>>Here at Outset Town you can spend your $dubloons dubloons on hiring companions and buying equipment for your journey. On return visits you can also sell Relics you've found in the Abyss or settle down on the surface permanently.
<<nobr>>
<<if $visitL1 === 0>>Whenever you're ready, feel free to start your expedition and dive into the Abyss!<br><br>
<<else>>
Whenever you're ready, you can continue your expedition into the Abyss!<br><br>
<</if>>
<<set $layerTemp = random(0,20)>>
<<if $layerTemp === 1>>
As you walk around town, you notice a woman with hot pink hair and enormous breasts trying to haggle the price of a Relic up. She holds a relatively mundane cup up towards the merchant in apparent exasperation, but he seems unfazed and simply shrugs his shoulders. After a moment of waiting, she sighs and hands him the cup, receiving a small amount of dubloons in return, seemingly unsuccessful in her bargaining attempt.<br><br>
<<elseif $layerTemp === 2>>
As you make your way to your destination, you notice an especially burly man with a fluffy dog tail behind him and floppy dog ears on top of his head crying quite loudly by the side of the street. He seems to be hugging a more average-looking man, who in turn seems to be trying to comfort him. The large dog-man gestures to his crotch (where you notice a sizable bulge), and the smaller man winces, but hugs him tighter attempting to reassure him once again before they walk into the local inn together, holding hands.<br><br>
<<elseif $layerTemp === 3>>
Near the entrance to the Abyss, you notice a woman offering something to divers who are about to venture downwards. Taking a closer look, you can see that she's offering basic supplies with fancy labels at a significant markup from the shop prices! You can get "Abyss-proven" water or "Miasma-resistant" food for double the cost. And while most divers seem to be ignoring her, a few hesitate to hear her sales pitch and a few more of those end up buying the overpriced supplies.<br><br>
<<elseif $layerTemp === 4>>
An apparently quite young boy, seemingly barely even a teenager, seems to be getting into a fight with a very scantily-clad woman in front of a non-descript building with a few similarly-dressed women inside watching. At first the words are indistinct, but then the boy gets louder as he tries to offer money and is refused for obvious reasons. He tries to give some justification and offer the money again, but the woman calls a large man in an imposing security uniform who escorts him away from the premises. The boy complains, but ultimately walks away disappointed.<br><br>
<<elseif $layerTemp === 5>>
A quiet black-haired young woman, who you seem to remember from the companion area, seems to be sitting on a bench in the middle of town with a notebook in her lap. She seems to be writing vigorously whenever an abnormal looking person walk by, but becomes still when no one atypical is in sight. When she notices you looking at her, she meets your eyes for a moment, but then goes back to her previous behavior of intermittent rapid scrawls when someone interesting happens by the town center.<br><br>
<<elseif $layerTemp === 6>>
As you walk through town, you spot a gentle-looking young man with ruffled brown hair and striking green eyes trading some standard items to a pair of prospective divers. As he finishes the transaction he glances over at you and his eyes widen for a split second, but then he returns to his neutral smiling face and continues on his way. Why did you bother to sit around and watch some random person in the background anyway? You've got to get back to your own adventure!<br><br>
<<elseif $layerTemp === 7>>
A large, hulking machine stands motionless near the entrance to the Abyss. You observe it for a few seconds, and spot some mechanisms of unknown purpose spinning and whirring around it. Curiously, it has a symbol resembling a baby spray painted onto its side, although you can't tell exactly what it's doing. Its attention seems entirely focused on the Abyss.<br><br>
<<elseif $layerTemp === 8>>
A large, hulking machine stands motionless near the entrance to the Abyss. You observe it for a few seconds and notice a bright flash that forces you to close your eyes and the sound of mechanisms reverberating inside it increases briefly before disappearing. When you are able to look again, the large machine has completely vanished.<br><br>
<<elseif $layerTemp > 15 >>
<<include "Surface Reactions">>
<</if>>
<<if $voidDiamondCarry === true>>
<span class="icon">[img[setup.ImagePath+'Icons/diamond.png']]</span> <b>[[Create a potion with the Void Diamond and drink it|Void Diamond Drink]]</b><br><br>
<</if>>
<<if $tunnelUsed === 1>>
<span class="icon">[img[setup.ImagePath+'Icons/tunnel.png']]</span> <b>[[Look for the items you sent to the surface from the One-sided Tunnel|Surface Tunnel Retrieval]]</b><br><br>
<</if>>
<<if $fear === "">>
<span class="icon">[img[setup.ImagePath+'Icons/olddiver.png']]</span> <b>[[Approach a grizzled diver and ask for advice for your dive|Surface Diver Tips 1]]</b><br><span class="smallbreak"></span>\
<</if>>
<<if $hiredCompanions.length === 0 && $LostCompanions.length === 0 && $DesertedCompanions.length === 0>>
<span class="icon">[img[setup.ImagePath+'Icons/hirecompanions.png']]</span> <b>[[Check out the companions available to hire|Surface Companions]]</b><br><span class="smallbreak"></span>\
<</if>>
<<if $hiredCompanions.length > 0 || setup.haveSmartphoneAI>>
<span class="icon">[img[setup.ImagePath+'Icons/partytalk.png']]</span> [[Interact with your party|Party overview]] <<CheckParty>><br>
<</if>>
<<if $fear === "">>
<<else>>
<span class="icon">[img[setup.ImagePath+'Icons/olddiver.png']]</span> [[Approach a grizzled diver and ask for advice for your dive|Surface Diver Tips 3]]<br>
<</if>>
<<if $hiredCompanions.length > 0 || $LostCompanions.length > 0 || $DesertedCompanions.length > 0>>
<span class="icon">[img[setup.ImagePath+'Icons/hirecompanions.png']]</span> [[Check out the companions available to hire|Surface Companions]]<br>
<</if>>
<span class="icon">[img[setup.ImagePath+'Icons/useitems.png']]</span> [[Use Items and Relics]]<br>
<span class="icon">[img[setup.ImagePath+'Icons/adminbuilding.png']]</span> [[Visit the Administrative Building|Surface Admin]]<br>
<<if $items[19].count > 0>>
<span class="icon">[img[setup.ImagePath+'Icons/workshop.png']]</span> [[Go to the Relic Workshop|Surface Workshop]]<br>
<</if>>
<<if $items[18].count > 0>>
<span class="icon">[img[setup.ImagePath+'Icons/inn.png']]</span> [[Go to the Inn|Surface Inn]]<br>
<</if>>
<span class="icon">[img[setup.ImagePath+'Icons/itemshop.png']]</span> [[Enter the item shop|Surface Shop 1]]<br>
<span class="icon">[img[setup.ImagePath+'Icons/sellrelics.png']]</span> [[Sell your Relics|Surface Sell 1]]<br>
<<nobr>>
<</nobr>>
<span class="icon">[img[setup.ImagePath+'Icons/rules.png']]</span> [[Listen to a summary of the mechanics before continuing|Surface Summary]]<br>
<span class="icon">[img[setup.ImagePath+'Icons/surfacehabitation.png']]</span> [[View the Surface Habitation option|Surface Habitation]]<br><br>
<span class="icon">[img[setup.ImagePath+'Icons/descent.png']]</span> [[Walk to the edge of the Abyss|Surface Exit]]
<</nobr>>
<<else>>
You must have a positive dubloon total or hire Cloud so you can go into debt.
Would you like to go back to before you were in debt without a creditor, like Cloud?
<<back [[Go back to before you were in debt|Surface Hub]]>>
<</if>><p>Here are the items available for your to spend your $dubloons dubloons on.</p>
<p>Your team is currently carrying <<print setup.carriedWeight.toFixed(1)>> kg and your team has a total carrying capacity of <<print Math.round($totalCarry)>> kg.</p>
<div class="cards-grid">
<<for _item range [$item2, $item1, $item3].concat($items.slice(4, 20), $item27, setup.itemMoney)>>
<div>
[img[setup.ImagePath + _item.image]]
<h2><<print _item.name === "Empty Flask" ? "Flask" : _item.name>></h2>
<p>
<<if $items.some(e => e.name === _item.name && e.count >= _item.maxCount)>>
<<if _item.name === "Pistol">>
<<button `"Buy 6 bullets for " + $items[20].cost + " dubloons"` `"Buy Bullets"`>><</button>>
<<else>>
<button class="link-internal macro-button" type="button" disabled>Already bought</button>
<</if>>
<<elseif _item.cost>>
<<button `"Buy for " + _item.cost + (_item.cost === 1 ? " dubloon" : " dubloons")` `"Buy " + _item.name`>><</button>>
<<else>>
<<button `"Exchange dubloons"` `"Exchange dubloons"`>><</button>>
<</if>>
</p>
<p>
<<include `_item.name + " Description"`>>
<<if _item.weight>><br><br><<print _item.weight>> kg<</if>><<if _item.name === "Commerce Balloon" || _item.name === "Escape Balloon">>. Folds up for easy storage.<</if>>
<<if _item.name === "Empty Flask">> empty, $item4.weight kg full<</if>>
<<if _item.name === "Warding Brace">> each<</if>>
</p>
</div>
<</for>>
</div><p><<CarryAdjust>></p>
<p>[[Continue your business on the surface|Surface Hub]]</p>
<<include "ShopInventory">>
<p>[[Continue your business on the surface|Surface Hub]]</p><p>Here are the companions that are available for you to hire with your $dubloons dubloons.</p>
<<if $compTok === 1>>
<p>
You currently have 1 companion token due to playing in easy mode. This allows you to hire any single companion for free one time, no matter what their normal cost is. It only works one time, so spend it wisely!
</p>
<</if>>
<p>
These are descriptions of the companions when they first join you on your expedition, but if you get closer to them over time or fulfill other criteria, you can have additional conversations with them and they might just have other skills they can use to help you!
</p>
<div class="cards-grid">
<<for _companion range $companions>>
<div>
[img[setup.ImagePath + _companion.image]]
<h2><<print _companion.name>></h2>
<p>
<<if $hiredCompanions.some(e => e.name === _companion.name) || $LostCompanions.some(e => e.name === _companion.name) || $DesertedCompanions.some(e => e.name === _companion.name)>>
<button class="link-internal macro-button" type="button" disabled>Already hired</button>
<<else>>
<<button `"Hire for " + _companion.cost + " dubloons"` `"Hire " + _companion.name`>><</button>>
<</if>>
</p>
<p><<include `_companion.name + " Introduction"`>></p>
</div>
<</for>>
</div>
<p>[[Continue your business on the surface|Surface Hub]]</p>[img[setup.ImagePath+'icon.png']]
Looks like you're ready to start your voyage! Let me just summarize and make some quick notes:
You have four major stats you should keep track of - corruption, gained from Curses and spent obtaining Relics or whenever you ascend a page, days of food and days of water, which you should be consuming 1 point each of daily or things will get really bad, and dubloons, which you can spend on this page. (You can obtain more by surfacing with Relics and selling unwanted ones.) Weights are provided so that you don't break your back lifting completely unrealistic load, but you'll need to set your limits there. The only one that can logically become negative is corruption, but I'd use caution and try to keep it balanced when possible reckless choices may leave you with a deficit that you can't balance out, and you can't choose a Habitation option and end your adventure with corruption points lower than 0. Other than the free stipend of 300 dubloons that you got, all stats start at 0.
Though it heavily references it and shares a name with it, this isn't quite the same Abyss that you might be familiar with from certain work of fiction. You won't cry blood when ascending, and while death's certainly still possible, sexual misadventures are more likely. Prior knowledge of that Abyss and universe isn't necessary to enjoy this adventure at all.
You'll have my voice down there explaining your available options, but I won't be physically accompanying you. If you like, you can think of it as manifestation of your own intuition, or as the voice of the Abyss itself, or both.
[[Return to town|Surface Hub]]You stand at the foot of the Abyss, a hole large enough to defy the imagination. A light, cold wind tickles your face — not a familiar northerly wind, not a zephyr, not any kind of wind you've experienced before — no, this wind beckons you from below, from deep within the earth. The greedy maw of the Abyss patiently awaits your descent. The only way forward is downward.
It won't take too long to make your way down to the Abyss proper — there's no cost in moving down to the next layer. Just be sure you're ready, getting back is the hard part.
[[Return to town|Surface Hub]]
[[Descend into the Abyss|Layer1 1]]<<nobr>><<set $hiredCompanions.push($companionMaru)>>
<<if $compTok === 1>>
<<set $compTok = 0>>
<<else>>
<<set $dubloons -= $companionMaru.cost>>
<</if>>
<</nobr>>
You have successfully hired Maru. Hopefully he brings you a lot of joy and helps you along in your journey.
[[Hire more companions|Surface Companions][$Maru_LastT = $time]]
[[Return to Outset Town|Surface Hub][$Maru_LastT = $time]]<<nobr>><<set $hiredCompanions.push($companionLily)>>
<<if $compTok === 1>>
<<set $compTok = 0>>
<<else>>
<<set $dubloons -= $companionLily.cost>>
<</if>>
<</nobr>>
You have successfully hired Lily. Hopefully her electric personality and excellent haggling serve you well in your journey.
[[Hire more companions|Surface Companions][$Lily_LastT = $time]]
[[Return to Outset Town|Surface Hub][$Lily_LastT = $time]]<<nobr>><<set $hiredCompanions.push($companionKhemia)>>
<<if $compTok === 1>>
<<set $compTok = 0>>
<<else>>
<<set $dubloons -= $companionKhemia.cost>>
<</if>>
<</nobr>>
You have successfully hired Khemia. Hopefully his fighting expertise and experience in traversing the Abyss help you along your journey.
[[Hire more companions|Surface Companions][$Khemia_LastT = $time]]
[[Return to Outset Town|Surface Hub][$Khemia_LastT = $time]]<<nobr>><<set $hiredCompanions.push($companionCherry)>>
<<if $compTok === 1>>
<<set $compTok = 0>>
<<else>>
<<set $dubloons -= $companionCherry.cost>>
<</if>>
<</nobr>>
You have successfully hired Cherry. Hopefully her chaotic luck and medical knowledge serve you well in your journey.
[[Hire more companions|Surface Companions][$Cherry_LastT = $time]]
[[Return to Outset Town|Surface Hub][$Cherry_LastT = $time]]<<nobr>><<set $hiredCompanions.push($companionCloud)>>
<<if $compTok === 1>>
<<set $compTok = 0>>
<<else>>
<<set $dubloons -= $companionCloud.cost>>
<</if>>
<</nobr>>
You have successfully hired Cloud! Hopefully he brings you a lot of joy and helps you along in your journey.
<<include "Cloud Ability">>
[[Hire more companions|Surface Companions][$Cloud_LastT = $time]]
[[Return to Outset Town|Surface Hub][$Cloud_LastT = $time]]<<nobr>><<set $hiredCompanions.push($companionSaeko)>>
<<if $compTok === 1>>
<<set $compTok = 0>>
<<else>>
<<set $dubloons -= $companionSaeko.cost>>
<</if>>
<</nobr>>
You have successfully hired Saeko. Hopefully her extensive knowledge of Abyssal theory and corruption serve you well in your journey.
[[Hire more companions|Surface Companions][$Saeko_LastT = $time]]
[[Return to Outset Town|Surface Hub][$Saeko_LastT = $time]][img[setup.ImagePath+$items[0].image]]
How many bottles of water would you like to buy?
<<textbox "$temp" "1">>
[[Confirm|previous()][$items[0].count += parseInt($temp), $dubloons -= (parseInt($temp)*$items[0].cost)]]
<<back>>[img[setup.ImagePath+$items[1].image]]
How many days of food rations would you like to buy?
<<textbox "$temp" "1">>
[[Confirm|previous()][$items[1].count += parseInt($temp), $dubloons -= (parseInt($temp)*$items[1].cost)]]
<<back>>[img[setup.ImagePath+$items[2].image]]
How many water flasks would you like to buy?
<<textbox "$temp" "1">>
[[Confirm|previous()][$items[3].count += parseInt($temp), $dubloons -= (parseInt($temp)*$items[2].cost), $flaskMatrix[0]+= parseInt($temp)]]
<<back>>[img[setup.ImagePath+$items[4].image]]
How many medkits would you like to buy?
<<textbox "$temp" "1">>
[[Confirm|previous()][$items[4].count += parseInt($temp), $dubloons -= (parseInt($temp)*$items[4].cost)]]
<<back>>[img[setup.ImagePath+$items[5].image]]
You have bought 1 copy of the Encyclopedia Abyssia.
[[Confirm|previous()][$items[5].count += 1, $dubloons -= (1*$items[5].cost)]]
<<back>>[img[setup.ImagePath+$items[6].image]]
How many messenger balloons would you like to buy?
<<textbox "$temp" "1">>
[[Confirm|previous()][$items[6].count += parseInt($temp), $dubloons -= (parseInt($temp)*$items[6].cost)]]
<<back>>[img[setup.ImagePath+$items[7].image]]
How many commerce balloons would you like to buy?
<<textbox "$temp" "1">>
[[Confirm|previous()][$items[7].count += parseInt($temp), $dubloons -= (parseInt($temp)*$items[7].cost)]]
<<back>>[img[setup.ImagePath+$items[8].image]]
How many escape balloons would you like to buy?
<<textbox "$temp" "1">>
[[Confirm|previous()][$items[8].count += parseInt($temp), $dubloons -= (parseInt($temp)*$items[8].cost)]]
<<back>>[img[setup.ImagePath+$items[9].image]]
How many days of torches would you like to buy?
<<textbox "$temp" "1">>
[[Confirm|previous()][$items[9].count += parseInt($temp), $dubloons -= (parseInt($temp)*$items[9].cost)]]
<<back>><<set $temp = 1>>
[img[setup.ImagePath+$items[10].image]]
You have bought 1 flashlight.
[[Confirm|previous()][$items[10].count += parseInt($temp), $dubloons -= (parseInt($temp)*$items[10].cost)]]
<<back>><<set $temp = 1>>
[img[setup.ImagePath+$items[11].image]]
You have bought a rope.
[[Confirm|previous()][$items[11].count += parseInt($temp), $dubloons -= (parseInt($temp)*$items[11].cost)]]
<<back>>[img[setup.ImagePath+$items[12].image]]
You have bought 1 compass.
[[Confirm|previous()][$items[12].count += 1, $dubloons -= ($items[12].cost)]]
<<back>><<set $temp = 1>>
[img[setup.ImagePath+$items[13].image]]
You have bought a pistol.
[[Confirm|previous()][$items[13].count += parseInt($temp), $dubloons -= (parseInt($temp)*$items[13].cost), $items[20].count += 6]]
<<back>><<set $temp = 1>>
[img[setup.ImagePath+$items[14].image]]
You have bought a sword.
[[Confirm|previous()][$items[14].count += parseInt($temp), $dubloons -= (parseInt($temp)*$items[14].cost)]]
<<back>><<set $temp = 1>><<set $scuba = 1>>
[img[setup.ImagePath+$items[15].image]]
You have bought a set of scuba gear.
[[Confirm|previous()][$items[15].count += parseInt($temp), $dubloons -= (parseInt($temp)*$items[15].cost)]]
<<back>>[img[setup.ImagePath+$items[16].image]]
How many warding braces would you like to buy?
(Note: You are only allowed to buy 2 warding braces unless you have an effect or combination of Relics that specifically would allow you to buy more.)
<<textbox "$temp" "1">>
[[Confirm|previous()][$items[16].count += Math.min(parseInt($temp), 2), $dubloons -= Math.min((parseInt($temp)*$items[16].cost), 2*$items[16].cost), $corruption += 20 * Math.min($temp, 2)]]
<<back>><<set $temp = 1>>
[img[setup.ImagePath + setup.item('Smartphone').image]]
You have bought a smartphone.
[[Confirm|previous()][setup.haveSmartphoneRegular = true, $dubloons -= setup.item('Smartphone').cost]]
<<back>><<set $temp = 1>>
[img[setup.ImagePath+$items[18].image]]
You have bought an inn room pass. Feel free to take a break and eat and drink your fill if you're ever feeling hungry or thirsty. (This will refill your food at water to at least 0, if you are currently in a deficit of food or water)
[[Confirm|previous()][$items[18].count += parseInt($temp), $dubloons -= (parseInt($temp)*$items[18].cost)]]
<<back>><<set $temp = 1>>
[img[setup.ImagePath+$items[19].image]]
You have bought a Relic workshop pass. Feel free to take advantage of the facilities when you have a Relic you want to modify.
[[Confirm|previous()][$items[19].count += parseInt($temp), $dubloons -= (parseInt($temp)*$items[19].cost)]]
<<back>>[img[setup.ImagePath+$items[20].image]]
How many sets of 6 bullets would you like to buy?
<<textbox "$temp" "1">>
[[Confirm|previous()][$items[20].count += (parseInt($temp) * 6), $dubloons -= (parseInt($temp)*$items[20].cost)]]
<<back>>[img[setup.ImagePath+$items[26].image]]
You have bought 1 copy of the Notepad and Pen.
[[Confirm|previous()][$items[26].count += 1, $dubloons -= (1*$items[26].cost)]]
<<back>>Cashing out, really? Where is your sense of adventure?
...I'm going to assume you clicked that button by mistake...
<<back>><h1>Habitation</h1>
<p>
@@.floatr;[img[setup.ImagePath+'icon.png']]@@
You'll find Habitation options just like this one on every layer of the Abyss. These represent possible "endings" to yout journey, givinh you an idea of what happens after you decide to settle down.
You might end up choosing one the options down in the Abyss due to finding that you don't have enough supplies to make it back to the surface,
or because you don't want to take on more Curses to be able to ascend through the Miasma - or perhaps you'll simply fall in love with one of the layers down there and never want to leave. It happens sometimes.
<br><br>
After picking a Habitation option, your fate will be locked, sealing you permanently in the layer you choose and foiling future attempts to change your mind and leave.
This also applies if you spend two consecutive days on the surface after having previously been down in the Abyss - the Miasma will adapt and grow to reject your body,
preventing you from entering the Abyss once more and forcing you into the surface's Habitation option.
Furthermore, Habitation options are all locked away by fate untill you choose them - you can't actually interact with Habitation options or poerntially make use of them on your quest prior to choosing them and settling down.
@@font-style:italic;You cannot choose a Habitation option when your corruption points are lower than 0.@@
<br><br>
What your companions do after you pick a Habitation option will largely depend on their temperament, and how well you've treated them on your adventure.
Did you woo them and steal their heart? making them want to spend the rest of their days with you? Or did you merely treat them as tools, exploiting them for gain?
Some characters, like cloud, have a vested interest in the surface and would need a great deal more convincing to stay down in the Abyss permanently...while, for example, Cherry would be a bit of challange to convince to live @@font-style:italic;anywhere@@, let alone return to her life on the surface. Keep things like that in mind when thinking about how your ending will go. If necessary, companions may attempt to return to the surface on their own if you decide to stay down there -
the return trip is perilous for them than it is for you, after all.
<br><br>
</p>
<<if !$AgeEndReached>>
<p>[[Continue your business on the Surface|Surface Hub]]</p>
<</if>>
<<CarryAdjust>>
<<set _lewdCrit=20>>
<<set _inhumanCrit=5>>
<<set _AgeCrit=13>>
<<set _DubCrit=450>>
<<set _total_value_relics=0>>
<<for _i = 0; _i < $ownedRelics.length; _i++>>
<<set _total_value_relics = $ownedRelics[_i].value + _total_value_relics>>
<</for>>
<<if $visitL1 === 0>>
<<set _ending = "No Dive">>
<<else>>
<p> Note: This ending is simply a possible future for you, assuming you go with the flow for the rest of your life. If you want to avoid them using the Companions, Relics, and Curses you have obtained, then you will be able to, as long as they are within the bounds of the habitation option you have selected.<br><br></p>
<<if $mc.lewdness<_lewdCrit && $mc.inhuman<_inhumanCrit && $mc.appAge>_AgeCrit && ($dubloons + _total_value_relics)>_DubCrit >>
<<set _ending = "L0 LLew LInhum HAge HDub">>
<<elseif $mc.lewdness<_lewdCrit && $mc.inhuman<_inhumanCrit && $mc.appAge>_AgeCrit && ($dubloons + _total_value_relics)<=_DubCrit >>
<<set _ending = "L0 LLew LInhum HAge LDub">>
<<elseif $mc.lewdness<_lewdCrit && $mc.inhuman<_inhumanCrit && $mc.appAge<=_AgeCrit && ($dubloons + _total_value_relics)>_DubCrit >>
<<set _ending = "L0 LLew LInhum LAge HDub">>
<<elseif $mc.lewdness<_lewdCrit && $mc.inhuman<_inhumanCrit && $mc.appAge<=_AgeCrit && ($dubloons + _total_value_relics)<=_DubCrit >>
<<set _ending = "L0 LLew LInhum LAge LDub">>
<<elseif $mc.lewdness<_lewdCrit && $mc.inhuman>=_inhumanCrit && $mc.appAge>_AgeCrit && ($dubloons + _total_value_relics)>_DubCrit >>
<<set _ending = "L0 LLew HInhum HAge HDub">>
<<elseif $mc.lewdness<_lewdCrit && $mc.inhuman>=_inhumanCrit && $mc.appAge>_AgeCrit && ($dubloons + _total_value_relics)<=_DubCrit >>
<<set _ending = "L0 LLew HInhum HAge LDub">>
<<elseif $mc.lewdness<_lewdCrit && $mc.inhuman>=_inhumanCrit && $mc.appAge<=_AgeCrit && ($dubloons + _total_value_relics)>_DubCrit >>
<<set _ending = "L0 LLew HInhum LAge HDub">>
<<elseif $mc.lewdness<_lewdCrit && $mc.inhuman>=_inhumanCrit && $mc.appAge<=_AgeCrit && ($dubloons + _total_value_relics)<=_DubCrit >>
<<set _ending = "L0 LLew HInhum LAge LDub">>
<<elseif $mc.lewdness>=_lewdCrit && $mc.inhuman<_inhumanCrit && $mc.appAge>_AgeCrit && ($dubloons + _total_value_relics)>_DubCrit >>
<<set _ending = "L0 HLew LInhum HAge HDub">>
<<elseif $mc.lewdness>=_lewdCrit && $mc.inhuman<_inhumanCrit && $mc.appAge>_AgeCrit && ($dubloons + _total_value_relics)<=_DubCrit >>
<<set _ending = "L0 HLew LInhum HAge LDub">>
<<elseif $mc.lewdness>=_lewdCrit && $mc.inhuman<_inhumanCrit && $mc.appAge<=_AgeCrit && ($dubloons + _total_value_relics)>_DubCrit >>
<<set _ending = "L0 HLew LInhum LAge HDub">>
<<elseif $mc.lewdness>=_lewdCrit && $mc.inhuman<_inhumanCrit && $mc.appAge<=_AgeCrit && ($dubloons + _total_value_relics)<=_DubCrit >>
<<set _ending = "L0 HLew LInhum LAge LDub">>
<<elseif $mc.lewdness>=_lewdCrit && $mc.inhuman>=_inhumanCrit && $mc.appAge>_AgeCrit && ($dubloons + _total_value_relics)>_DubCrit >>
<<set _ending = "L0 HLew HInhum HAge HDub">>
<<elseif $mc.lewdness>=_lewdCrit && $mc.inhuman>=_inhumanCrit && $mc.appAge>_AgeCrit && ($dubloons + _total_value_relics)<=_DubCrit >>
<<set _ending = "L0 HLew HInhum HAge LDub">>
<<elseif $mc.lewdness>=_lewdCrit && $mc.inhuman>=_inhumanCrit && $mc.appAge<=_AgeCrit && ($dubloons + _total_value_relics)>_DubCrit >>
<<set _ending = "L0 HLew HInhum LAge HDub">>
<<else>>
<<set _ending = "L0 HLew HInhum LAge LDub">>
<</if>>
<</if>>
<<HabitationGrid setup.habitationSurface>>
<<if !$AgeEndReached>>
<p>[[Continue your business on the Surface|Surface Hub]]</p>
<</if>><<CarryAdjust>>\
<<if $visitL1 === 0>>
Stepping into the shop, you're immediately greeted by a spectacle of Relics, in varying stages of packaging, ready to be shipped off to unknown buyers across the globe.
The proprietor, a man busy sealing a vintage vacuum cleaner into a metal crate labelled "Fire Hazard; DO NOT DISTURB," glances your way, sizing you up in a brief moment. His nonchalant demeanor indicates he doesn't find you particularly interesting or a potential buyer.
<<say $relicBuyer>>If the Abyss happens to lure you in, do visit again. I'd be delighted to buy any Relics you're willing to part with - for a fair price, naturally.<</say>>
He points to a peculiar handheld meter perched on the counter. As he moves it near a Relic, it begins to tick, a mechanism he uses to calculate a "fair" price, given that divers have nowhere else to sell unless they complete their dive.
<<else>>\
<<if $mc.inhuman < 2>>
As you step into the shop, you witness an array of Relics being prepped for shipment to curious buyers across the globe. The merchant, noticing your entrance, stops his work to offer you a warm welcome.
<<say $relicBuyer>>Hello, diver. Would you like to offload a few of those Relics? Do bring them over, and I'll gauge their worth using this device.<</say>>
He indicates a peculiar handheld meter resting on the counter. When brought near a Relic, it ticks, helping him determine its "fair" price, well aware that divers can't sell elsewhere unless they've finished their dive.
<<elseif $mc.inhuman < 6>>
As you step into the shop, you witness an array of Relics being prepped for shipment to curious buyers across the globe. The merchant's eyes flicker with anticipation as he momentarily pauses his work to assess you.
<<say $relicBuyer>>Greetings, <<sirmaam>>. Fancy unburdening yourself of some Relics? Bring them over, and I'll appraise their value. It may be worth your while to leave a few here to acquire valuable supplies for your dive.<</say>>
The merchant excitedly points to an unusual handheld meter on the counter. It ticks when brought near a Relic, a clever system to calculate a "fair" price, recognizing that divers can't sell elsewhere unless they've finished their dive.
<<elseif $mc.inhuman < 10>>
As you step into the shop, you witness an array of Relics being prepped for shipment to curious buyers across the globe. The merchant, eyes gleaming with unmasked greed, pauses his work to scrutinize you.
<<say $relicBuyer>>Greetings, <<sirmaam>>. Care to unload a few of those Relics? Please bring them over, and I'll appraise their value. It may be worth your while to leave a few here to acquire valuable supplies for your dive.<</say>>
With visible eagerness, he gestures to a peculiar handheld meter stationed on the counter. It emits a ticking noise when it nears a Relic, serving as a strategic tool to work out a "fair" price, recognizing that divers can't sell elsewhere unless they've finished their dive.
<<else>>
As you step into the shop, you witness an array of Relics being prepped for shipment to curious buyers across the globe. The merchant pauses his work to evaluate you, eyes shimmering with restrained greed tempered by his unease at your inhuman appearance. While he expects profitable transactions from you, his discomfort is hard to hide.
<<say $relicBuyer>>Hello... <<sirmaam>>. Would you like me to... acquire a few of those Relics? Please bring them here, and I'll appraise their value.<</say>>
He shows you a unique handheld meter placed on the counter. It ticks when it senses a Relic's presence, a mechanism he uses to determine a "fair" price, bearing in mind that divers have nowhere else to sell unless they complete their dive.
<</if>>
Here you can permanently sell any of your collected Relics for a nice haul of dubloons. You can use this to fund further expeditions<<if $debt > 0>>, pay off your debt,<</if>> or just get a nice payday at the end of your expedition.
Choose the Relic you would like to sell:
<<nobr>>
<<for _relic range $ownedRelics>>
<<capture _relic>>
<<set _linkText = `Sell ${_relic.name} for ${setup.sellValue(_relic)} dubloons`>>
/* Add a bit of indentation: */
<<switch _relic.name>>
<<case "Creepy Doll">>
<<if $creepydoll.affec > 5>>
You can't seem to part ways with the Creepy Doll...
<<else>>
[[_linkText|Surface Sell 1][setup.sellRelic(_relic)]]
<</if>>
<<case "World Stone">>
<<if $LilyPromise>>
[[_linkText|Surface Sell 1][setup.sellRelic(_relic), setup.modAffection('Lily', -5)]]
You promised Lily she could use the World Stone at the end of your journey. Selling it now will surely disappoint her greatly.
<<else>>
[[_linkText|Surface Sell 1][setup.sellRelic(_relic)]]
<</if>>
<<case "Everhevea">>
<<if setup.item('Empty Flask').count >= 2>>
[[_linkText|Surface Sell 1][setup.sellRelic(_relic), setup.item('Empty Flask').count -= 2]]
<<else>>
You need to empty the Everhevea to sell it (have at least two empty flasks in your inventory).
<</if>>
<<case "Moonwatcher">>
<<if $BionicEye>>
_relic.name: You can't sell Relics that have become part of your body.
<<else>>
[[_linkText|Surface Sell 1][setup.sellRelic(_relic)]]
<</if>>
<<case "Glory's Grasp">>
<<if $BionicArm>>
_relic.name: You can't sell Relics that have become part of your body.
<<else>>
[[_linkText|Surface Sell 1][setup.sellRelic(_relic)]]
<</if>>
<<default>>
[[_linkText|Surface Sell 1][setup.sellRelic(_relic)]]
<</switch>>
<br>
<</capture>>
<</for>>
<</nobr>>
<</if>>\
[[Continue your business on the surface|Surface Hub]]The Relic $ownedRelics[$temp].name has been successfully sold and you've gotten your dubloon payment. You notice the person you sold it to quickly moves it to the packaging system, likely to sell it once again in the never-ending chain of capitalism. It seems you won't be getting that Relic back easily.<<run $ownedRelics.deleteAt($temp)>>
[[Sell more Relics|Surface Sell 1]]
[[Continue your business on the surface|Surface Hub]][img[setup.ImagePath+$items[19].image]]
You step into the Relic Workshop of Outset Town. The air is thick with the smell of glue, sawdust, and molten metal. You see a couple of other adventurers tinkering away at Relics they found themselves. You approach one of the free workbenches and decide what you want to do.
<<nobr>>
<<for _relic range $ownedRelics>>
<<capture _relic>>
<<if _relic.name == "Purity Tree Plank">>
<br>Would you like to fashion your Purity Wood Planks into protective gear for a value of +25 corruption each?<br>
[[Use Purity Wood Plank|Surface Workshop][setup.loseRelic(_relic), $corruption += 25]]<br>
<<elseif _relic.name == "Rømer Stones">>
<br>You muse over what you can do with the Rømer Stones, taking advantage over their ability for limitless small-scale heating or cooling.<br>
<br>You can either craft self-warming winter gear using winter clothes available, or you could use some light summer clothing to craft some self-cooling summer gear. Either one of these will require using all of the Rømer stones to craft.<br>
<<if $warmCloth === 0>>
[[Use the Rømer Stones for self-warming winter gear|Surface Workshop][setup.loseRelic(_relic), setup.item('Self-Warming Clothes').count = 1, $warmCloth = 1]]<br>
<</if>>
<<if $coolCloth === 0>>
[[Use the Rømer Stones for self-cooling summer gear|Surface Workshop][setup.loseRelic(_relic), setup.item('Self-Cooling Clothes').count = 1, $coolCloth = 1]]<br>
<</if>>
<<elseif _relic.name == "Creepy Doll" && !$dollevent>>
<br>You are intrigued by the doll and its warm yet creepy aura. Perhaps you want to take a peek inside and see whether it truly is a doll or if its something different entirely that merely takes on the appearance of a doll.<br>
[[Use scissors to cut open the doll|Doll event]]<br>
<<elseif _relic.name == "Brave Vector" && $slingshot === 0>>
<br>The Brave Vector seems like it should have some application as a weapon, but it turns out that it is exceedingly difficult to use a bent pipe like that as a gun substitute. Luckily, with the help of the resident Relic experts, you can change the form of the Brave Vector to a much more useful one. They seem to recommend a sort of metal slingshot design, which should be able to function like a gun, but will be able to use anything of approximately the correct size as ammo.<br>
[[Reshape the Brave Vector into a powerful slingshot|Surface Workshop][$slingshot = 1]]<br>
<<elseif _relic.name == "Joyous Sunder" && $joyousSword === 0>>
<br>The Joyous Sunder is an incredibly powerful offensive tool, but it is limited by its form as a small knife. Luckily, with the help of the local Relic Engineers, you can reshape this Relic into a true sword that an expert swordsman would feel comfortable using. A weapon like that would be literally unstoppable by any enemy that can be defeated by physical attacks and does not disable the user before they can get close enough to use it. This would be most useful in the hands of someone like Khemia, letting him defeat powerful beasts from the depths of the Abyss without fear of injury himself. <br>
[[Reshape the Joyous Sunder into a true sword|Surface Workshop][$joyousSword = 1]]<br>
<<elseif _relic.name == "Moonwatcher" && !$BionicEye>>
<br>As you contemplate the potential benefits of the Moonwatcher serving as a bionic eye, an almost electric thrill runs through you. The thought of gaining night vision and the ability to see through objects seems incredibly appealing. Here, at the Relic Workshop, they can safely perform the installation for you.<br>
[[Opt to have the Moonwatcher installed as your bionic eye|Surface Workshop][$light = 1, $BionicEye = true]]<br>
<<elseif _relic.name == "Glory's Grasp" && !$BionicArm>>
<br>The allure of Glory's Grasp replacing your organic arm with a bionic one is not lost on you. The notion carries with it a certain charm and intrigue. Here, in the Relic Workshop, they can ensure a secure and proficient installation.<br>
[[Proceed with the installation of Glory's Grasp as your bionic arm|Surface Workshop][$BionicArm = true]]<br>
<<elseif _relic.name == "Omoikane Circuit" && setup.haveSmartphoneRegular>>
<br>The Omoikane Circuit, you've heard, is a Relic specifically designed for integration with your phone. Why not seize this opportunity to upgrade your device right here in the safety of the Relic Workshop?<br>
[[It's time to revolutionize your phone!|AI ConvoIn][setup.haveSmartphoneRegular = false, setup.haveSmartphoneAI = true, setup.loseRelic(_relic) ]]<br>
<</if>>
<</capture>>
<</for>>
<<if setup.haveSmartphoneAI>>
<br>Is listening to that snarky AI worth the spec upgrade to the Omoikone Smartphone?<br>
[[Hell no, time for a downgrade|AI ConvoOut][setup.haveSmartphoneRegular = true, setup.haveSmartphoneAI = false, setup.unsellRelic('Omoikane Circuit')]]<br>
<</if>>
<</nobr>>
[[Continue your business in Outset Town|Surface Hub]][img[setup.ImagePath+'Habitation/surfacehabitation.png']]
Can one truly claim the title of a surfaced diver, when your sole achievement lies in the journey to Outset Town, only to gaze upon the Abyss from the safety of the horizon? As you deliberate, you conclude that perhaps plunging into the unknown depths of the Abyss may not be the wisest decision. Often, it may be smarter to step away from perilous adventures, opting for a quiet life that still rewards you with a healthy sum with minimal risk.
After all, is bravery only found in testing the limits of danger? Or can it also lie in the wisdom of knowing when to avoid potentially hazardous pursuits, and yet come out richer in more ways than one? You may not return with the spoils of a daring quest, laden with the Relics of the Abyss, but you hold something just as valuable - a chance to decide your future on your own terms.
Your eyes take in the picturesque beauty of Outset Town, a promising land rich in potential. And within it, you see opportunities unfettered by the Curses that can befall those who venture too deep into the Abyss. Here, on the surface, there is potential for a new life, one that may be as simple as a peaceful existence.
Whether you decide to reside in the comfort of Outset Town, or to seek adventures of a different nature across the world, you hold the power to shape your own destiny. You step into the future - a future where the possibilities are as vast as the Abyss you've chosen to leave untouched.
@@.layerTitle;<h1>THE END</h1>@@[img[setup.ImagePath+'Habitation/surfacehabitation.png']]
Due to your significant haul of loot from the Abyss, you live a rich and comfortable life after your journey. You become somewhat of a legend in Outset Town, and people started coming to you for advice when going on their own Abyss dives.
Due to your well-known lucrative expedition with so few side effects, you wrote and marketed a very successful book titled "Finding the Gold in the Darkness, a Guide to Abyssal Success by $mc.name". The book became a smashing success, adding to your already comfortable bank account.
Of course not everyone who bought it was as successful as you in the Abyss, and not all of them came back rich or with the same form they went in with, but no one can blame you for that. Your healthy book sales continue throughout your life, ensuring your wealth after the expedition never fades and you have a comfortable living situation for as long as you desire.
@@.layerTitle;<h1>THE END</h1>@@[img[setup.ImagePath+'Habitation/surfacehabitation.png']]
You manage to come back from the Abyss relatively unscathed by the corruption of the miasma, but unfortunately also without an enormous haul of loot.
You sank a small fortune into your expedition (even if it was gifted to you) and you have little to show for it in the end. Maybe Abyss diving wasn't quite for you in the end?
You head back to your home and essentially pick up life where it was left off $time days ago. While it seems like not much has changed, your time and experiences in the Abyss will always stay with you and the memories of your expedition will stay with you for the rest of your life.
@@.layerTitle;<h1>THE END</h1>@@[img[setup.ImagePath+'Habitation/surfacehabitation.png']]
You manage to come back from the Abyss relatively unscathed, but with quite a haul of loot you can use to build a small fortune.
However, you did lose a significant amount of years. But that's a small price to pay for your newly acquired wealth, and in a few years you'll be back to your adult self anyway, right? It's not like it was some sort of permanent change to yourself.
The reality turned out to be a good bit more troublesome. Because of your age people had a hard time believing you were actually the successful diver they'd heard about. When you tried to sell advice to enterprising divers, you found that they weren't interested in listening to you, despite your mostly successful experience. Either they thought you were a fraudulent child or your age reduction proved the failure of your voyage.
In the end, you had trouble because of your age in nearly every aspect of your life. When going to parties you were shooed away unless someone vouched for you. When buying a new house the seller wouldn't accept your money without the presence of an adult, for fear of illegally making a contract with a child. Of course any sort of love life needed to be put on hold, as no one you would want to be with would accept a relationship with someone who appeared to be a little <<PerceivedGender $mc>>. Even the simple inability to get a driver's license brought you nearly endless headaches when trying to travel somewhere without public transport (and ride sharing services didn't take children due to legal liabilities.)
In the end, you had to spend a considerable amount of your fortune to hire a legal guardian to take care of the many issues that seemed to pop up in the years while you grew up a second time. The woman you hired was pretty helpful and loyal, presumably because you payed her so well, but you were still happy to see her go after you turned 18 again.
Once you reached your second adulthood, you could finally enjoy the small amount that was left of diving treasure and the respect that was deserved of a successful diver such as yourself.
@@.layerTitle;<h1>THE END</h1>@@[img[setup.ImagePath+'Habitation/surfacehabitation.png']]
When you come back you seem to not only have much of your age melted away, but also without much of a haul of valuable loot. Although people were generally accepting towards you, there were a number of problems that popped up due to your new age, which you unfortunately didn't have the dubloons to resolve smoothly.
People already had a hard time believing you were a diver, even if they knew some divers did come back younger. But you also had trouble with finding an apartment that would allow you to sign the lease and would fit into your budget. When you thought you had found an affordable apartment, they refused to let you sign a lease because "you were just a kid" and thus not able to legally sign the contract. Apparently the laws made to help former divers with reduced age mean nothing if people don't believe you aren't just some random kid.
After a while, many people simply viewed you as a homeless kid with a wild imagination, and you were forcibly assigned a legal guardian by the city. Your assigned guardian was strict and treated you as the child they believed you to be, completely with early bedtimes and a return to school.
Luckily, this was only a temporary state of affairs and eventually you did reach the age of 18 once again, leading to your complete legal freedom. Now that you were an adult again, you had a whole new adventure to embark on, the rest of your life.
@@.layerTitle;<h1>THE END</h1>@@[img[setup.ImagePath+'Habitation/surfacehabitation.png']]
Upon your return from the Abyss, you were a changed person, though some may not consider you to be as much of a person as you were before.
You were now a wealthy <<PerceivedGender $mc>>, but at the cost of some of your perceived humanity. Despite the fact that on the inside you were still the same person, many of the people on the surface didn't view you quite the same way.
While not everybody was intolerant, you felt that in many ways you were shunned by many parts of the local community, even around Outset Town. The main people you felt some kinship with was fellow divers who had also been Curses by the corrupting miasma of the Abyss.
Of course it was even worse if you traveled farther from the Abyss, so you tended to keep nearby to avoid being branded a "demon" or "devil-worshiper" by people who didn't understand you. And while Outset Town did have laws to prevent discrimination against corrupted divers, they were rarely enforced. And many people feared that you might be some sort of sex-maniac who was unable to control your urges around people, despite not having any problems of the sort occur when you were on the surface.
After a while, you felt that you could put your riches to better use by starting an organization where former divers with more serious Curses could congregate, while also promoting awareness and tolerance for Cursed divers around Outset Town.
In the end, your efforts did help somewhat, and there was far less open fear of divers who were touched by the Abyss, but you still felt more at ease in your mansion on the outskirts of town.
@@.layerTitle;<h1>THE END</h1>@@[img[setup.ImagePath+'Habitation/surfacehabitation.png']]
Upon your return from the Abyss, you were a changed person, though some may not consider you to be as much of a person as you were before.
Your journey had cost of some of your perceived humanity. Despite the fact that on the inside you were still the same person, many of the people on the surface didn't view you quite the same way.
While not everybody was intolerant, you felt that in many ways you were shunned by many parts of the local community, even around Outset Town. The main people you felt some kinship with was fellow divers who had also been Curses by the corrupting miasma of the Abyss.
Of course it was even worse if you traveled farther from the Abyss, so you tended to keep nearby to avoid being branded a "demon" or "devil-worshiper" by people who didn't understand you. And while Outset Town did have laws to prevent discrimination against corrupted divers, they were rarely enforced. And many people feared that you might be some sort of sex-maniac who was unable to control your urges around people, despite not having any problems of the sort occur when you were on the surface.
Your lack of funds meant that you immediately needed to find an apartment nearby, in Outset Town, but it seemed that as soon as people saw you, apartments were already sold. You might talk to someone on the phone, get a price, arrive for a tour, then get told the unit was sold and no longer available. You heard rumblings about some divers apparently being difficult clients to deal with, and despite the fact you never caused a problem, it seems that was projected onto you too.
Finding a job wasn't much easier, unfortunately. In the end, and ex-diver named Harry employed you in his store and you shared an apartment with him. He had green, slimy skin, but he was a kind man that was always fair in his treatment of you.
You now spend your days working in the store or participating in movements for fairer treatment of people with visibly inhuman afflictions.
@@.layerTitle;<h1>THE END</h1>@@[img[setup.ImagePath+'Habitation/surfacehabitation.png']]
Upon your return from the Abyss, you were a changed person, though some may not consider you to be as much of a person as you were before. And of course, you had lost much of your age on the journey.
You were now a wealthy <<PerceivedGender $mc>>, but at the cost of some of your perceived humanity. Despite the fact that on the inside you were still the same person, many of the people on the surface didn't view you quite the same way.
While not everybody was intolerant, you felt that in many ways you were shunned by many parts of the local community, even around Outset Town. The main people you felt some kinship with was fellow divers who had also been Curses by the corrupting miasma of the Abyss. But even they didn't treat you as an equal due to how young you seemed to be.
Of course it was even worse if you traveled farther from the Abyss, so you tended to keep nearby to avoid being branded a "demon" or "devil-worshiper" by people who didn't understand you. And while Outset Town did have laws to prevent discrimination against corrupted divers, they were rarely enforced. And many people feared that you might be some sort of sex-maniac who was unable to control your urges around people, despite not having any problems of the sort occur when you were on the surface.
Eventually, Sheela, a nice lady with a pair of fox ears and an orange fox tail, took pity on you and aided you. You put your hard-earned wealth to work and together you set up a shelter for other divers who came back with severe age regression, similar to your own.
While you funded the whole organization, Sheela managed the day-to-day affairs with the apparent children in the shelter. Sometimes it was nice to enjoy the fruits of your labor and spend some time relaxing in the shelter yourself, pretending you weren't the owner and you could just relax. And of course, getting soft pats from Sheela was always nice as well.
@@.layerTitle;<h1>THE END</h1>@@[img[setup.ImagePath+'Habitation/surfacehabitation.png']]
Upon your return from the Abyss, you were a changed person, though some may not consider you to be as much of a person as you were before. And of course, you had lost much of your age on the journey.
You had failed to bring back a large amount of loot, and paid the cost of some of your perceived humanity. Despite the fact that on the inside you were still the same person, many of the people on the surface didn't view you quite the same way.
While not everybody was intolerant, you felt that in many ways you were shunned by many parts of the local community, even around Outset Town. The main people you felt some kinship with was fellow divers who had also been Curses by the corrupting miasma of the Abyss. But even they didn't treat you as an equal due to how young you seemed to be.
Of course it was even worse if you traveled farther from the Abyss, so you tended to keep nearby to avoid being branded a "demon" or "devil-worshiper" by people who didn't understand you. And while Outset Town did have laws to prevent discrimination against corrupted divers, they were rarely enforced. And many people feared that you might be some sort of sex-maniac who was unable to control your urges around people, despite not having any problems of the sort occur when you were on the surface.
Eventually, Sheela, a nice lady with a pair of fox ears and an orange fox tail, took pity on you and aided you. While you didn't have much money to provide her, you did what you could to help her out.
After living with Sheela for a while, you began to feel guilty for taking so much from her, without being able to give her enough in return. When you told her your thoughts, tears began to flow down her face. She explained that her foxy ears and tail were not the only side-effects of her time as a diver, she had also been Cursed with absolute infertility. In her younger years it hadn't mattered as much to her, but by now she had yearned for children of her own, and taking care of you had brought her great joy in life. For years she had regretted her expedition, the meager earnings not worth the cost she paid, but now she was content with her life, accepting what had happened and accepting how her life had eventually turned out.
Despite being an adult on the inside, you had formed a deep bond as she protected you from a world that viewed you as a child, and when she revealed her true feelings you couldn't help but hug her tightly. Many tears were shed on both sides that night.
From that point on, you felt like you had formed a nice, though odd, family connection with her. Eventually you grew up, but you kept a strong connection with her for the rest of your life.
@@.layerTitle;<h1>THE END</h1>@@[img[setup.ImagePath+'Habitation/surfacehabitation.png']]
You return to Outset Town with a substantial pile of dubloons, giving you great financial freedom in your endeavors there. You also become somewhat of a legend amongst divers due to tales of your success.
However, you also developed an almost unquenchable thirst for sex due to the corrupting influence of the Abyss in your life. At first you began throwing exorbitant parties at you new estate. In many ways, your money made you feel like Gatsby himself.
However, over time you build up an infamous reputation among the people of Outset Town due to your focus on sex above almost all other things in life. The police show up due to public disturbances during a few of your parties, killing the typical debaucherous mood.
Eventually, you used the rest of your fortune to found an exotic brothel in Outset Town, where you hired many former divers with mutations and particularly high libidos or sexual compulsions. You also found that many wealthy divers with Curses felt more at home near Outset Town and were drawn to an outlet for their sexual frustrations, creating a great business opportunity for you.
While managing the brothel was certainly not always easy, it never ceased to be enjoyable for you. You would sometimes invite your willing personnel over for a personal "inspection" by the owner, and there were some days where you enjoyed entertaining the eager customers yourself. You remained a very hands-on owner for the rest of your days.
@@.layerTitle;<h1>THE END</h1>@@[img[setup.ImagePath+'Habitation/surfacehabitation.png']]
Unfortunately. you returned to Outset Town largely empty-handed. And your dive was well known among the people of the town, however, you had developed an almost unquenchable thirst for sex.
At first people reacted positively to you when you told them about your adventures, but the constant sexual innuendos, inappropriate public conduct, and your generally sex-orientated behavior quickly built an infamous reputation amongst the people of Outset Town.
Drifting from job to job, you tried to make money, but whether it was sleeping with your boss or public masturbation, in the end your high libido always caused you to be fired.
Eventually, you became so strapped for cash that you started offering your body at parties you had infiltrated, and then also on the street. After all, why not get a little something back while also satisfying yourself? You wanted sex, some people wanted you, and you could make everyone happy.
Of course you considered doing other things, but really, you had a good life when you thought about it. Despite the risks of being a prostitute, your brothel actually treated you well and you definitely enjoyed your job. There was really no reason to complain. You weren't rich, but you made enough money and had fun doing it, and that's what really matters, right?
@@.layerTitle;<h1>THE END</h1>@@[img[setup.ImagePath+'Habitation/surfacehabitation.png']]
You return to Outset Town with a substantial pile of dubloons, giving you great financial freedom in your endeavors there. You also become somewhat of a legend amongst divers due to tales of your success, but people tend to be surprised when they see you and perceive you to be only a child. Some people who aren't intimately familiar with the changes the Abyss causes in people even believe that you are merely telling tales and simply inherited your wealth.
Due to your perceived age, you occasionally have trouble with spending your wealth, especially on things that people think only adults should be buying, like a house. However, the larger difficulty was the fact that you had a great desire for sex due to the Abyss's corruption, but your appearance as a child made it very difficult to find people to indulge you.
You hired a faux legal guardian to purchase a house for you, but you continually bickered with her due to your focus on sex and her treatment of you as child rather than a true equal. She was very helpful in your everyday as she drove you around and handled many legal issues, yet you still found yourself in conflict with her many times and had to pay her a sizable salary just to prevent her from quitting.
Eventually, you signed some papers that you probably should have read more closely and gave her control over your funds until you once again reached the apparent age of 18. This turned out to be a grave mistake, and everything changed afterwards as she had full control of your estate.
Two years after that event, you spend most of your time effectively imprisoned within your own home. Your guardian greatly abused her power to control you, by placing mittens on you to prevent you from touching yourself and keeping you within a padded room styled to look like one for a small child. You are gagged with a pacifier to stop complaints, and she would not listen if she could hear you. And your "guardian" lives a life of luxury spending your hard-earned money.
Luckily it will only be a few more years until you are able to legally leave and control your estate once again, but for now you are in quite a predicament.
@@.layerTitle;<h1>THE END</h1>@@[img[setup.ImagePath+'Habitation/surfacehabitation.png']]
When you returned to Outset Town you had lost much and and gained little in return. But upon living in the surface again, you realized you could still lose more if society rejected you. It was already difficult to get by with so little cash, but you also looked like a child to any observers while also feeling like an uncontrollable sexual deviant within.
After just a few days, you found yourself in a hard, cold cell after you were caught sneaking into a nightclub that had refused you entry. You were told that you were going to be send to a rehabilitation institute that specialized in people who were corrupted by the Abyss who also lacked legal guardians.
A few days later you were taken to a place that resembled a mansion that was just outside of town. Unfortunately, it was not such a kind place to help people deal with their afflictions, it was instead a cruel place where people were forced to conform so that they did not cause problems for the "normal" people.
In that facility you were degraded and forced to follow the strictest of lifestyles, with your actions heavily constrained by the nurses and guards present. They kept in purposefully child-like areas, sometimes even resembling cribs for mere infants. You regularly had meetings with doctors, though who knows if they truly had degrees, who insisted that you must be a child and must restrain yourself from any impure impulse.
However, for you and many of the other inhabitants of the rehabilitation center, you never changed. The touch of the Abyss is not so easily controlled, and your mental Curses stayed with you for the rest of your life. The doctors rejected this, and tried to force you to conform. If you complied, you received some of your privileges back, and were able to retain a shred of dignity.
Eventually, you were living a relatively normal life, assuming you were okay with being treated as a child as remaining imprisoned within the facility. Despite the fact you were treated like a child and your freedom had been taken away, life still went on. You were able to stroll through the gardens or speak to the other patients, though you were always watched by a member of the staff to ensure you didn't return to your deviant ways.
While your mind never changed, and you always yearned to once again have control over your own life, the date of your release when you turned 18 was always on the horizon. In just a few years time you would be free to engage in all the debauchery you desired and control your own life once again. Perhaps you would even try to shut down the facility if you truly desired it and worked hard towards it.
@@.layerTitle;<h1>THE END</h1>@@[img[setup.ImagePath+'Habitation/surfacehabitation.png']]
Upon your return to the surface, you pondered your journey, concluding that you had truly experienced the Abyss to the fullest. You collected many Relics and many Curses along your expedition, leaving you wealthy, but also marked for the rest of your life.
You had undergone a not only physical change, something that wasn't unnoticed by the people of Outset Town, but also a strong mental change that oriented you towards lust. A day without at least some debauchery now seemed to be a day wasted.
Despite wanting to enjoy the many parties in Outset Town, you found that you were sometimes excluded due to your inhuman appearance. There were other parties with physically Cursed divers, but they tended to be smaller and rarer, and certainly not enough to satisfy your newfound appetite.
With the wealth you had accumulated, chose to purchase your own house where you didn't mind throwing parties quite frequently. In fact, you became well known for being very open and accepting to anyone who was interested in a night of depravity within your halls.
Your reputation became solidified as someone who valued sex very highly and was willing to open your doors to some of the rowdier Cursed divers, both physically and mentally. It was sometimes a chore to corral the guests at your estate, but in the end it seemed to work out. Many Cursed divers felt a kinship towards you due to your own situation, leading to them being overrepresented at your parties, a nice outcome in your eyes.
Occasionally you faced trouble due to your appearance and lust-addled mind, causing you to wonder if there may have been a better life for someone like you in the Abyss, but upon consideration you were always satisfied with the way your life turned out.
@@.layerTitle;<h1>THE END</h1>@@[img[setup.ImagePath+'Habitation/surfacehabitation.png']]
Upon your return to the surface, you pondered your journey, concluding that you had truly experienced the Abyss to the fullest. You collected many Relics and many Curses along your expedition, leaving you wealthy, but also marked for the rest of your life.
You had undergone a not only physical change, something that wasn't unnoticed by the people of Outset Town, but also a strong mental change that oriented you towards lust. A day without at least some debauchery now seemed to be a day wasted.
Despite wanting to enjoy the many parties in Outset Town, you found that you were sometimes excluded due to your inhuman appearance. There were other parties with physically Cursed divers, but they tended to be smaller and rarer, and certainly not enough to satisfy your newfound appetite.
Eventually, your lack of funds caught up with you and you began to sneak into clubs or parties to enjoy them free of cost. This was only a temporary solution though, as you were quickly identified and over time all of the bouncers came to know your face.
As time passed, you became more desperate to satisfy your urges and to obtain some dubloons, leading you to an obvious conclusion: prostitution.
While your rates were always lower due to your appearance and the fact that you could never quite force yourself to demand a higher rate if it risked turning a customer away, you were able to make a solid living.
Occasionally you faced trouble due to your appearance and mindset, causing you to wonder if there may have been a better life for someone like you in the Abyss, but upon consideration you were always satisfied with the way your life turned out.
@@.layerTitle;<h1>THE END</h1>@@[img[setup.ImagePath+'Habitation/surfacehabitation.png']]
You return to Outset Town with a substantial pile of dubloons, giving you great financial freedom in your endeavors there. You also become somewhat of a legend amongst divers due to tales of your success, and people tend to be surprised when they see you and perceive you to be only a child, but they can recognize that you are a diver as soon as they take a closer look at your inhuman features. Some people who aren't intimately familiar with the changes the Abyss causes in people even believe that you are merely telling tales and simply inherited your wealth.
Due to your perceived age, you occasionally have trouble with spending your wealth, especially on things that people think only adults should be buying, like a house. Additionally, your appearance caused people to assume you'd be a horribly depraved person (they were correct in many ways, but having anyone see you and know that was inconvenient). However, the larger difficulty was the fact that you had a great desire for sex due to the Abyss's corruption, but your appearance as a child made it very difficult to find people to indulge you.
While it was difficult due to you inhuman appearance, you managed to hire a faux legal guardian to purchase a house for you, but you continually bickered with her due to your focus on sex and her treatment of you as child rather than a true equal. She was very helpful in your everyday as she drove you around and handled many legal issues, yet you still found yourself in conflict with her many times and had to pay her a sizable salary just to prevent her from quitting.
Eventually, you signed some papers that you probably should have read more closely and gave her control over your funds until you once again reached the apparent age of 18. This turned out to be a grave mistake, and everything changed afterwards as she had full control of your estate.
Two years after that event, you spend most of your time effectively imprisoned within your own home. Your guardian greatly abused her power to control you, by placing mittens on you to prevent you from touching yourself and keeping you within a padded room styled to look like one for a small child. You are gagged with a pacifier to stop complaints, and she would not listen if she could hear you. And your "guardian" lives a life of luxury spending your hard-earned money.
Luckily it will only be a few more years until you are able to legally leave and control your estate once again, but for now you are in quite a predicament.
@@.layerTitle;<h1>THE END</h1>@@[img[setup.ImagePath+'Habitation/surfacehabitation.png']]
When you returned to Outset Town you had lost much and and gained little in return. But upon living in the surface again, you realized you could still lose more if society rejected you. It was already difficult to get by with so little cash, but you also looked like an inhuman child to any observers while also feeling like an uncontrollable sexual deviant within.
After just a few days, you found yourself in a hard, cold cell after you were caught sneaking into a nightclub that had refused you entry. You were told that you were going to be send to a rehabilitation institute that specialized in people who were corrupted by the Abyss who also lacked legal guardians.
A few days later you were taken to a place that resembled a mansion that was just outside of town. Unfortunately, it was not such a kind place to help people deal with their afflictions, it was instead a cruel place where people were forced to conform so that they did not cause problems for the "normal" people.
In that facility you were degraded and forced to follow the strictest of lifestyles, with your actions heavily constrained by the nurses and guards present. They kept in purposefully child-like areas, sometimes even resembling cribs for mere infants. You regularly had meetings with doctors, though who knows if they truly had degrees, who insisted that you must be a child and must restrain yourself from any impure impulse. Some also tried to hide your physical mutations, but that proved impossible as they resisted all attempts as suppression. Eventually the doctors found that it was futile to even attempt and they left that part of you alone.
However, for you and many of the other inhabitants of the rehabilitation center, you never changed. The touch of the Abyss is not so easily controlled, and both your mental and physical Curses stayed with you for the rest of your life. But the doctors rejected this, and tried to force you to conform. If you complied, you received some of your privileges back and were able to retain a shred of dignity.
Eventually, you were living a relatively normal life, assuming you were okay with being treated as a child as remaining imprisoned within the facility. Despite the fact you were treated like a child and your freedom had been taken away, life still went on. You were able to stroll through the gardens or speak to the other patients, though you were always watched by a member of the staff to ensure you didn't return to your deviant ways.
While your mind never changed, and you always yearned to once again have control over your own life, the date of your release when you turned 18 was always on the horizon. In just a few years time you would be free to engage in all the debauchery you desired and control your own life once again. Perhaps you would even try to shut down the facility if you truly desired it and worked hard towards it, but it was difficult for people who looked like you to make big changes like that without any sort of funding or power.
@@.layerTitle;<h1>THE END</h1>@@[img[setup.ImagePath+'Surface/Inn Room.png']]
<br><br>
<<if $items[18].count > 0 && ($items[0].count < 1 || $items[1].count < 1)>>
Due to your inn pass, you're able to eat and drink your fill, overcoming any deficits you've built up over time after you visit the Inn.
<br><br>
<<set $items[0].count = Math.max($items[0].count, 0)>>
<<set $items[1].count = Math.max($items[1].count, 0)>>
<</if>>
<<if $innUsed !== $time>>
You can eat and drink enough to make yourself extra full and save a day of food and water on your travels.<br>
[[Consume the delicious food and drink|Surface Inn][$items[0].count += 1, $items[1].count += 1, $innUsed = $time]]
<<else>>
You are already full, but you can come back another day to get more freshly cooked meals and clear, cool water when you come back later.
<</if>>
<br><br>
<<include "Inn Storage">>
[[Return to Outset Town|Surface Hub]]<<CarryAdjust>>
<<if $innDubloons > 0>>
You can retrieve all of the dubloons you have stored in your inn room. You currently have $innDubloons stored.<br>
[[Retrieve your dubloons|passage()][$dubloons += $innDubloons, $innDubloons = 0]]
<br><br>
<</if>>
<<if $dubloons > 0>>
You can store any of your dubloons at the inn, in case you'd like to pick them up later. If you'd like to stash your dubloons, enter the amount you'd like to store and press Stash.<br>
<<textbox "$temp" "0">>
[[Stash your dubloons|passage()][$dubloons -= parseInt($temp), $innDubloons += parseInt($temp)]]
<br><br>
<</if>>
<<if $innRelics.length > 0>>
You can pick up any of the Relics you've previously stored in your inn room:<br>
<<for _i, _relic range $innRelics>>
<<capture _i _relic>>
[[`Retrieve ${_relic.name}`|passage()][setup.unsellRelic(_relic), $innRelics.deleteAt(_i)]]<br>
<</capture>>
<</for>>
<br>
<</if>>
<<if $ownedRelics.length > 0>>
You can store any Relics you're holding here for safe keeping or if you just want to reduce the weight you're holding.
Choose a Relic you would like to store here at the inn:<br>
<<for _relic range $ownedRelics>>
<<capture _relic>>
<<set _linkText = `Store ${_relic.name}`>>
/* Add a bit of indentation: */
<<switch _relic.name>>
<<case "Creepy Doll">>
<<if $creepydoll.affec > 5>>
You can't seem to part ways with the Creepy Doll...
<<else>>
[[_linkText|passage()][$innRelics.push(_relic), setup.loseRelic(_relic)]]
<</if>>
<<case "Everhevea">>
<<if setup.item('Empty Flask').count >= 2>>
[[_linkText|passage()][$innRelics.push(_relic), setup.loseRelic(_relic), setup.item('Empty Flask').count -= 2]]
<<else>>
You need to empty the Everhevea to store it (have at least two empty flasks in your inventory).
<</if>>
<<case "Moonwatcher">>
<<if $BionicEye>>
_relic.name: You can't store Relics that have become part of your body.
<<else>>
[[_linkText|passage()][$innRelics.push(_relic), setup.loseRelic(_relic)]]
<</if>>
<<case "Glory's Grasp">>
<<if $BionicArm>>
_relic.name: You can't store Relics that have become part of your body.
<<else>>
[[_linkText|passage()][$innRelics.push(_relic), setup.loseRelic(_relic)]]
<</if>>
<<default>>
[[_linkText|passage()][$innRelics.push(_relic), setup.loseRelic(_relic)]]
<</switch>>
<br>
<</capture>>
<</for>>
<br>
<</if>>[img[setup.ImagePath+'Surface/administration.png']]
As you approach a large building with stylings of marble and Roman pillars, you spot a sign declaring this to be the center of the town's administration. There seem to be a number of services that are provided here for people who need them, including managing debts and changing your legal name.
For a small fee of 10 dubloons, you can change your legal name from $mc.name to whatever you wish.
[[Change your name|Surface Name]]
<<if $hiredCompanions.some(e => e.id === setup.companionIds.cloud)>>
You can use your companion Cloud's connections to borrow some money, but you will need to pay back an extra 20% as interest before you settle down for any voluntary habitation option.
[[Borrow more money|Surface debt1]]
<</if>><<if $debt > 0>>
You currently have $debt dubloons of debt, which you can pay off now to allow yourself to settle down at a habitation option.
[[Pay off your debt|Surface debt2]]
<</if>><<if $BabysBirthed > 0>>
You can mention your baby to the receptionist, but it seems you can't pick them up until you've chosen to stay on the Surface. Or you could have someone bring them to you if you've settled within the first 2 layers.
<</if>>
[[Continue your business on the surface|Surface Hub]]<<set $dubloons -= 10>>
An elderly woman guides you through some surprisingly concise forms where you can fill out your new name, changing it for all official purposes.
What is your new name?
<<textbox "$mc.name" "Nana" "Surface Hub">>Cloud is willing to allow you to use his connections to fund your expedition, as long as you can pay back the loan after you're done, with interest of course.
Unfortunately, he'll only let you borrow up to 200 dubloons unless you spend them immediately. You can go into negative dubloons while on the surface, and if you do, you will enter debt when you enter the Abyss. Otherwise, you can borrow up to 200 dubloons at once here.
You have currently borrowed $tempDebt of your 200 dubloons of extra debt.
How many dubloons would you like to borrow?
<<textbox "$temp" "">>
[[Confirm|Surface Hub][$dubloons += Math.min(parseInt($temp), (200 - $tempDebt)), $debt += parseInt(Math.round(Math.min(parseInt($temp), (200 - $tempDebt)) * 1.2)), $tempDebt += Math.min(parseInt($temp), (200 - $tempDebt))]]
<<back>>In order to finally settle down at an ending, you must pay off your debt to Cloud's mysterious connections. You currently owe $debt dubloons of debt to them.
How many dubloons would you like to pay back?
<<textbox "$temp" "">>
[[Confirm|Surface Hub][$dubloons -= parseInt($temp), $debt -= parseInt($temp)]]
<<back>>In the midst of a bustling scene, you observe a middle-aged man engrossed in conversation with a pair of novice divers. He appears to be advising them on their packing strategy while they listen attentively, processing his words as they organize their supplies. Upon finishing with them, he pats their shoulders, throws them a reassuring smile, and strides in your direction.
<<say $tipGuy>>I see you're prepping for a dive. Mind if I share some wisdom?<</say>>
Given the inherent risks of diving, it seems like a good idea to take any guidance offered.
<<say $mc>>Sure, what kind of advice do you have?<</say>>
A subtle chuckle escapes him, accompanied by a small shake of his head.
<<say $tipGuy>>To tailor my advice, I need to understand what you're worried about. What is it that you dread encountering in the Abyss? Then I could help you with avoiding or dealing with them. So tell me, what are you afraid of finding deep down in the Abyss?<</say>>
You take a moment to reflect on his question before responding.
[[Darkness|Surface Diver Tips 2][$fear = "darkness"]]
[[Spiders|Surface Diver Tips 2][$fear = "spiders"]]
[[Wolves|Surface Diver Tips 2][$fear = "wolves"]]
[[Snakes|Surface Diver Tips 2][$fear = "snakes"]]
[[Insects|Surface Diver Tips 2][$fear = "insects"]]<<if $fear === "darkness">>
<<say $tipGuy>>Ah, the darkness can indeed be intimidating. Luckily, the Abyss itself provides light in most of its layers. There is, however, a zone beyond the lush rainforest-like area where light becomes quite scarce.<</say>>
He nonchalantly gestures towards a nearby shop.
<<say $tipGuy>>Navigating these darker regions can be easier with a flashlight or smartphone, available at the shop. Torches may seem like a good option, but their single-use life-span could be insufficient for the prolonged darkness you might encounter.<</say>>
<<elseif $fear === "spiders">>
<<say $tipGuy>>Fortunately, the Abyss isn't home to any spiders that are particularly threatening. You may come across some, but they're no different than their surface-dwelling counterparts.<</say>>
He grins wryly.
<<say $tipGuy>>And I trust you can handle those, at least.<</say>>
<<elseif $fear === "wolves">>
<<say $tipGuy>>Strictly speaking, the Abyss isn't home to <i>wolves</i>. However, some creatures residing in the upper layers bear a resemblance.<</say>>
Shrugging, he conveys a sense of ease despite the potential threat.
<<say $tipGuy>>Thankfully, they pose a minor threat compared to other Abyss-dwelling creatures. Any weapon you bring should keep them at bay — a few strikes of a sword or gunshots should do. In case you're without a weapon, leaving some food rations behind would also divert their attention. And they likely won't bother you at all if you're in a large enough group.<</say>>
<<elseif $fear === "snakes">>
<<say $tipGuy>>While there aren't any special <i>snakes</i> in the Abyss, colossal worms have been reported deep down, in the fifth layer. These worms burrow through the sand in search of water, their sheer size making them invulnerable to any weaponry.<</say>>
Shrugging, he takes a swig from his water bottle.
<<say $tipGuy>>On the bright side, they're easily distracted. Leaving some of your water behind should attract them, allowing you to escape. Carrying a significant extra water supply is advisable if you're venturing that deep.<</say>>
<<elseif $fear === "insects">>
<<say $tipGuy>>Regrettably, the Abyss harbors a variety of bothersome insects. The first few layers house some bizarre bees and kite dragons, but they're essentially harmless.<</say>>
He involuntarily shivers, then exhales sharply before continuing.
<<say $tipGuy>>However, in the deepest explored parts, swarms of insects can delay your journey. Shelter is your best bet against them, though you'll need to spend a day's worth of supplies to wait them out. I hated those encounters. I've never been a fan of bugs.<</say>>
He looks you over and thinks for a moment.
<<say $tipGuy>>While some may try to travel through the swarm, I'd advise laying low and waiting it out.<</say>>
<</if>>
[[Ask him for any other advice he has|Surface Diver Tips 3]]<<if $mc.inhuman < 2 >>\
The experienced diver waits patiently for any other questions you might have before you descend into the Abyss.
<<say $tipGuy>>Is there anything else you wanted to ask me about?<</say>>
<<elseif $mc.inhuman < 6 >>\
The experienced diver seems to be curious if you have any other questions you might have before you return to the Abyss.
<<say $tipGuy>>Is there anything else you wanted to ask me about? Given that you've already begun your dive, I'm sure you're already learning by experience.<</say>>
<<else>>\
The experienced diver seems to be eyeing you cautiously, obviously wary of you due to your appearance, as if he's worried you could fly off the handle at any moment.
<<say $tipGuy>>Is there anything else you wanted to ask me about? It seems you've had quite a bit more experience than me.<</say>>
He hesitates for a moment before adding one more comment.
<<say $tipGuy>>Well, if you do want a piece of advice? I'd say you should end your dive here, while you still have a hint of your humanity and your mind is still intact. I know it can be tempting to continue, but honestly, I don't think it's worth it. I suppose that might be why I ended my dive with so few side effects...<</say>>
He seems to muse about his own situation and reminisce for a few second before returning his attention to you.
<</if>>\
[[How deep does the Abyss go?|Surface Diver Tips 4][$temp = 0]]
[[How much food and water should I bring into the Abyss?|Surface Diver Tips 4][$temp = 1]]
[[Is it pleasant to settle in the Abyss|Surface Diver Tips 4][$temp = 2]]
[[What matters when I choose to settle down in a habitation option?|Surface Diver Tips 4][$temp = 3]]
[[What happens to any babies that are born in the Abyss?|Surface Diver Tips 4][$temp = 4]]
[[No, there isn't|Surface Hub]]<<if $temp === 0>>
The veteran adventurer arches an eyebrow and cracks a knowing grin.
<<say $tipGuy>>Well, if I had the answer to that, I'd probably be the grand sage of the Abyss. Truth is, no soul has ever reached its deepest depths or, if they have, they never made the return journey. Makes it a tad tricky to say what's really down there, doesn't it?<</say>>
His hand raises, fingers splayed out to show the number five.
<<say $tipGuy>>However, I can tell you this: there are five known levels. From surface-like groves to shadowy caverns, even icy landscapes. We all know the Abyss stretches deeper, but those who've ventured past the fifth layer have never returned to tell the tale.<</say>>
A broad smile spreads across his weathered face as he sizes you up.
<<say $tipGuy>>Perhaps you'll be the pioneer to conquer the sixth layer and live to tell the tale. Or maybe you'd rather stick to a less demanding shallow dive. Or are you like those overconfident souls who delve too deep into the darkness, never to feel the sun's warmth again?<</say>>
He shrugs nonchalantly.
<<say $tipGuy>>Regardless of your choice, I recommend giving it a good, hard thought. Every adventurer's path is their own to choose.<</say>>
<<elseif $temp === 1>>
<<say $tipGuy>>Your preparedness will depend on how deep you want to dive and whether you plan to forage as you go.<</say>>
The grizzled adventurer holds up two fingers, forming a V.
<<say $tipGuy>>If you're well-versed in foraging, you could survive the first two layers with minimal supplies. Beyond that, however, even the most seasoned Abyssal explorers would be foolhardy to go unprepared.<</say>>
The aged diver strokes his chin thoughtfully before continuing.
<<say $tipGuy>>There have been expeditions that ventured as far as the fifth layer, lasting several months. With the right amount of supplies and a skilled guide, it's possible to survive that long. That could be a benchmark for your preparation if you want to go deep.<</say>>
He fixes you with a stern gaze and his tone grows serious.
<<say $tipGuy>>But if you're cutting it close with your supplies, don't press your luck. Overconfidence can be fatal in the Abyss. There's a fine line between bravery and foolishness. Choose wisely.<</say>>
<<elseif $temp === 2>>
The seasoned diver chuckles, shaking his head as if amused by your naïveté.
<<say $tipGuy>>The Abyss isn't exactly an idyllic vacation spot.<</say>>
He pauses, then continues with a more serious tone.
<<say $tipGuy>>There are some who have found contentment in the upper layers, but the deeper you go, the more dangerous and unpredictable it becomes. Our laws and morals don't carry much weight there, so beware.<</say>>
He takes a sip from his water bottle and lets out a deep sigh.
<<say $tipGuy>>Usually, folks who settle in the deeper layers don't have much choice. It's a last resort, a means of survival. But there are layers down there where I'd take my chances with death instead. But who knows, maybe you'd find some beauty amidst the chaos? Remember, I'm a surface man at heart.<</say>>
<<elseif $temp === 3>>
The old adventurer shrugs nonchalantly.
<<say $tipGuy>>Once you're deep into the Abyss, the only thing that really matters is whether you can find a powerful Relic to safeguard your survival. And that's a long shot, my friend.<</say>>
His gaze sweeps across the gathered divers in the town's center, their various mutations and quirks on display: odd skin colors, pointed ears, some openly propositioning passersby, others flaunting their wealth, and a few who seemed much too young to be in this line of work.
<<say $tipGuy>>Up here on the surface, things are different. How human you appear, your level of sexuality, the amount of wealth you bring back, and your apparent age all matter. If you return looking less than human, people tend to view you as an Abyssal creature, not fit for civil society. If your sexuality becomes overly pronounced, you might end up in undesirable professions. On the other hand, returning with valuable Relics could set you up for a comfortable life, despite any other challenges. If you come back looking like a kid, well, people might not take you seriously as an adventurer, making it hard to live a normal adult life.<</say>>
His attention returns to you, his eyes serious and full of wisdom.
<<say $tipGuy>>So, choose wisely when you're down there. The Abyss doesn't forgive easily and the consequences of your decisions can change the course of your life. It's not a place to take lightly.<</say>>
<<elseif $temp === 4>>
<<say $tipGuy>>Ah, here in Outset Town we've got a special Relic that's been around since my diving days. It resembles some bizarre robotic monstrosity but it's actually rather helpful.<</say>>
<<say $tipGuy>>Its purpose is to locate and rescue infants in the Abyss, using some strange sensor to keep watch. When it spots a baby, it swoops down and brings the little one safely back to town to be cared for until their parents return. It's unthinkable to leave infants in such a dangerous place!<</say>>
<<say $tipGuy>>There were attempts to figure out its workings, perhaps modify it for other tasks, but alas, none were successful. These days, we just appreciate its help and let it do its thing.<</say>>
He lifts his shoulders in a resigned shrug, indicating his lack of further insight on the matter.
<</if>>
[[Ask the man another question|Surface Diver Tips 3]]
[[Continue your business on the surface|Surface Hub]]<<if $mc.inhuman > 10>>
<<set _temp = random(0,1)>>\
<<if _temp === 0>>
While strolling toward the town, you abruptly hear someone shouting in your direction.
<<say $rndM>> Why don't you crawl back into that cursed hole and live with those monsters if you want to be one so badly! <</say>>
<<say $mc>> Huh? What? I don't... <</say>>
Before you can finish your sentence, he forcefully shoves you as he storms past.
<<say $mc>> Hey! <</say>>
<<say $rndM>> Freak. <</say>>
He saunters away, leaving you flabbergasted. As you glance around, you notice some people shaking their heads at the brutish man, while others glare at you with disgust.
<<else>>
As you approach a local diner to grab a bite, a large imposing man blocks the entrance.
<<say $rndM>> Sorry, full. <</say>>
<<say $mc>> Oh, really? When did this diner get so popular that it needs a doorman? I remember it being quite mellow. <</say>>
<<say $rndM>> Just now. <</say>>
<<say $mc>> Uh... Okay. Well, good day then. <</say>>
The doorman scoffs. As you walk away, you see someone else enter the diner without the doorman even bothering to get up. Confused, you return, and the doorman blocks the entrance once again.
<<say $mc>> I thought it was full? <</say>>
<<say $rndM>> It is. <</say>>
<<say $mc>> But this other guy... <</say>>
<<say $rndM>> Let me be clear. It's full for you, so I suggest you move along. <</say>>
Not wanting to start a fight to enter a place that clearly doesn't want you, you grumble and move on.
<</if>>
<<elseif $mc.inhuman > 6>>
You find yourself wandering through town when you realize you're lost. You decide to ask for directions from a passerby.
<<say $mc>> I'm sorry, can I ask you a question? I... <</say>>
<<say $rndF>> I'd rather you didn't. <</say>>
<<say $mc>> Excuse me? I just want to know where... <</say>>
<<say $rndF>> There. You need to go back there, where you belong. <</say>>
She points in the direction of the Abyss and walks off briskly.
<<say $rndM>> Don't mind her. Some people are unfortunately like that. Now, where did you need to go? <</say>>
<<say $mc>> The town's center... <</say>>
This man is thankfully more helpful, providing clear instructions that guide you back to the heart of town.
<<elseif $mc.appAge < 8 && $hiredCompanions.length===0>><br><br>
<<say $rndF>>Oh dear, have you lost your parents, little one?<</say>>
<<say $mc>>I'm sorry?<</say>>
You turn around to see a kind-looking woman standing beside you.
<<say $rndF>>Don't worry, I'll help you find them. Just tell me what they look like.<</say>>
She gently takes your hand and crouches down to be at eye level with you.
<<say $mc>>Oh, no... There's been a misunderstanding. I'm not a child; I just appear to be one.<</say>>
She looks at you, puzzled, then notices your gear. Her cheeks flush crimson.
<<say $rndF>>Oh, I'm so sorry! I just assumed that... Well, good luck on your adventures, young <<PerceivedGender $mc>>. I mean, you're not young, of course. You could be a very mature <<PerceivedGender $mc>>. Or, you might not even identify as <<PerceivedGender $mc>>. I'm not saying that you don't look like it, but... Anyway, I'm quite busy. I hope you... uh, farewell.<</say>>
She hurries away, looking incredibly flustered.
<<elseif $mc.appAge < 8>>
<<say $rndF>>Oh, what a lovely child you have, if I may say so.<</say>>
You glance to the side and notice an unfamiliar woman addressing $hiredCompanions[0].name.
<<say $hiredCompanions[0]>>Were you talking to me?<</say>>
<<say $rndF>>Yes, I'm sorry if I'm overstepping, but I can't help adoring adorable children.<</say>>
As she speaks, she crouches down in front of you.
<<say $hiredCompanions[0]>>Wait, do you mean...<</say>>
At that moment, $hiredCompanions[0].name bursts into laughter.
<<say $mc>>Hey, stop laughing! I'm not a kid.<</say>>
<<if $hiredCompanions[0].id === setup.companionIds.khemia || $hiredCompanions[0].id === setup.companionIds.lily || $hiredCompanions[0].id === setup.companionIds.cloud>>
A mischievous grin forms on $hiredCompanions[0].name's face.
<<say $hiredCompanions[0]>>Yeah, I'm sorry. <<Pronoun>> tries so hard to act grown up. <<Pronoun>> can be quite a handful sometimes.<</say>>
<<say $mc>>Are you serious? Tell her that I am actually an adult!<</say>>
<<say $hiredCompanions[0]>>You see?<</say>>
<<say $rndF>>Oh, I know the type. I work at a daycare, and about half the kids think they're adults if they can tie their own shoes.<</say>>
They both continue to laugh and chat for a few more minutes about you, much to your embarrassment. Thankfully, you move on afterward, but $hiredCompanions[0].name wears the most smug grin on <<if $hiredCompanions[0].sex === "male">>his<<else>>her<</if>> face for half the day.
<<else>>
<<say $hiredCompanions[0]>>I'm sorry, ma'am, but there's been a funny misunderstanding. You see, <<Pronoun>> is actually an adult. We're explorers of the Abyss and...<</say>>
Her expression suddenly hardens.
<<say $rndF>>You people should be ashamed of yourselves.<</say>>
She turns on her heel and walks off without another word.
<<say $mc>>Well, apparently not everyone is a fan of explorers in this town.<</say>>
<<say $hiredCompanions[0]>>Yeah, it seems that way.<</say>>
<</if>>
<<elseif $mc.appAge < 16>>
<<say $rndM>>Hey! You there!<</say>>
A man in a distinctive uniform swiftly approaches you, his face etched with concern.
<<say $rndM>>Mind explaining why you're not in school on a school day? And don't tell me you're sick.<</say>>
<<say $mc>>Uh, because I finished school years ago?<</say>>
The man opens his mouth to speak, but upon examining your gear, he facepalms instead.
<<say $rndM>>Let me guess, Abyss explorer?<</say>>
<<say $mc>>Yeah, why?<</say>>
<<say $rndM>>Damn, that's the third time this month. You guys make my job a whole lot harder, you know?<</say>>
<<say $mc>>Oh, I'm sorry.<</say>>
He sighs deeply.
<<say $rndM>>Don't worry about it; it's not entirely your fault. Well, maybe a little, but it's not your problem. Good luck with your travels.<</say>>
With a resigned expression, he walks away.
<<elseif $mc.appGender < -5 && $mc.osex !== "male" && !$mc.switched>>
You're taking a breather at the edge of a lively fountain in the town's main plaza when you notice a group of girls glancing your way.
The moment you meet their gazes, they turn their heads away, whispering and giggling among themselves.
<<say $mc>>Even here and now, I still have other girls gossiping about me.<</say>>
You think to yourself, recalling similar experiences from your childhood. Although it's unlikely to result in bullying now, it still irks you.
Suddenly, one of the girls stands up and approaches you.
<<say $mc>>Guess I was wrong; here comes the insult party again...<</say>>
You take mental notes of the girl's clothes, demeanor, and general appearance, preparing a witty comeback.
<<say $rndF>>Excuse me, can I ask you a question?<</say>>
<<say $mc>>Sure...<</say>>
<<say $rndF>>So my friend over there thinks you're really cute, but she's a bit shy. Are you doing anything later today?<</say>>
<<say $mc>>I, uh, have to go back to the Abyss at some point.<</say>>
<<say $rndF>>Oh, cool, you're an explorer then! Well, if you're done exploring, you can probably find us here on most days. Good luck with your travels!<</say>>
<<say $mc>>Thanks, I guess?<</say>>
<<say $rndF>>Oh, and don't change too much; we BOTH like the way you look right now... a lot.<</say>>
She offers a seductive wink before sauntering off. The encounter was quite different from what you had expected. You're amused not only by the compliment but also by the fact that both women are unaware of how much you've already changed!
<<elseif $mc.appGender > 10 && $mc.osex !== "female" && !$mc.switched >>
You stroll along a cobblestone path when a sudden whistle catches your attention. Glancing around, you spot a group of men laying new cobblestones, grinning in your direction. Puzzled, you continue walking.
<<say $rndM>>Damn, girl...<</say>>
You whirl around this time.
<<say $mc>>Uh, are you talking to me?<</say>>
<<say $rndM>>Hell yeah, 'cause you look great in those pants.<</say>>
<<say $mc>>Thanks?<</say>>
<<say $rndM>>Although, I bet you'd look even better without them.<</say>>
They exchange high-fives, and you decide it's best to ignore them and move on. The experience leaves you feeling slightly bewildered. You never thought you'd be catcalled. On one hand, it feels like they're mocking you, but on the other, it's because they're attracted to the body you've crafted in the Abyss.
You spend some time musing over whether this is something you like or hate. A small giggle escapes you as you imagine telling these macho men that you were originally a guy, just to see how they'd react. Would they be surprised given your physical femininity? Or would they expect it, since they're in Outset Town? In the end, though, you just continue your journey.
<</if>><<= '<img src="' + setup.ImagePath + 'Wonder/voiddiamond.png" class="half-size">' >>
As you emerge from the depths of the Abyss, you cradle the Void Diamond — the night sky encapsulated in a crystal shard — its otherworldly sheen seems to clash with the mundane light of the surface world.
A week passes on the surface, the diamond exposed to the sun's rays and the fresh air, a stark contrast to the oppressive atmosphere of the Abyss. In this time, the once indestructible gem weakens, its form yielding to the pressures of a world it was not meant for.
With a keen sense of anticipation, you prepare the alchemical concoction. Crushing the weakened diamond into a fine, starry dust, you blend it with water and a few more ingredients to make the mixture palatable. The resulting potion is iridescent, shifting in color like oil on water, and emits a faint, otherworldly glow.
You raise the concoction to your lips, the scent is earthy with hints of the unknown depths from which it came. The first sip is bitter and slightly metallic, a taste reminiscent of ancient stone and forgotten winds. As the liquid courses through you, a warmth spreads from your core to your extremities.
Visions of the Abyss flood your senses: the strange flora, the echoing caverns, the cryptic ruins. You feel an intimate connection with this alien world, a harmony deep within you. Your body adapts, embracing the essence of the Abyss as its own.
As the potion's effects solidify, you realize the transformation is complete. You now possess an unprecedented affinity with the Abyss. The thought of eating its strange fruits, drinking its bizarre waters, and conversing with its enigmatic inhabitants no longer feels alien. A sense of belonging washes over you, meanwhile you feel a growing sense of alienation from the surface world.
Yet, the potion's boon comes with a binding curse. As days pass on the surface, a longing for the Abyss grows, an insatiable pull that gnaws at your spirit. You understand that your fate is now irrevocably intertwined with the Abyss, a symbiosis that grants you power and insight at the cost of eternal exile from the world above.
From this moment onwards, you are no longer a diver, but instead of denizen of the Abyss, your new home.
[[This could be the end of your story...|True End]]
Or...
[[You could continue to explore with your new abilities|Surface Hub][$voidDiamondActive = true, $voidDiamondCarry = false, $time += 7]]<<set setup.opportunisticBandits = {
name: "Opportunistic Bandits",
pic: "Threats/opportunisticbandits.png",
description: "Opportunistic Bandits Description",
}>>
<<set setup.bayingGourmet = {
name: "Baying Gourmet",
pic: "Threats/bayinggourmet.png",
description: "Baying Gourmet Description",
}>>
<<set setup.lesserTentacleBeast = {
name: "Lesser Tentacle Beast",
pic: "Threats/lessertentaclebeast.png",
description: "Lesser Tentacle Beast Description",
}>>
<<set setup.slackslime = {
name: "Slackslime",
pic: "Threats/slackslime.png",
description: "Slackslime Description",
}>>
<<set setup.driftingSwallower = {
name: "Drifting Swallower",
pic: "Threats/driftingswallower.png",
description: "Drifting Swallower Description",
}>>
<<set setup.spectreoftheEnd = {
name: "Spectre of the End",
pic: "Threats/spectreoftheend.png",
description: "Spectre of the End Description",
}>>
<<set setup.mayflyScuttler = {
name: "Mayfly Scuttler",
pic: "Threats/mayflyscuttler.png",
description: "Mayfly Scuttler Description",
}>>
<<set setup.boobyTraps = {
name: "Booby Traps",
pic: "Threats/boobytraps.png",
description: "Booby Traps Description",
}>>
<<set setup.duneDevouringBorer = {
name: "Dune Devouring Borer",
pic: "Threats/dunedevouringborer.png",
description: "Dune Devouring Borer Description",
}>>
<<set setup.greaterTentacleBeast = {
name: "Greater Tentacle Beast",
pic: "Threats/greatertentaclebeast.png",
description: "Greater Tentacle Beast Description",
}>>
<<set setup.hexflameFields = {
name: "Hexflame Fields",
pic: "Threats/hexflamefields.png",
description: "Hexflame Fields Description",
}>>
<<set setup.fellDragon = {
name: "Fell Dragon",
pic: "Threats/felldragon.png",
description: "Fell Dragon Description",
}>>
<<set setup.taxdrone = {
name: "Taxdrone Version Number 53X",
pic: "Threats/taxdrone.png",
description: "Taxdrone Description",
}>>
<<set setup.securityRobot = {
name: "Security Robot Model 5318008",
pic: "Threats/securityrobot.png",
description: "Security Robot Description",
}>>
<<set setup.inanisEgo = {
name: "Inanis Ego",
pic: "Threats/inanisego2.png",
description: "Inanis Ego Description",
}>>
<<set setup.dementialAberrations = {
name: "Demential Aberrations",
pic: "Threats/dementialaberrations.png",
description: "Demential Aberrations Description",
}>>
<<set setup.theElder = {
name: "The Elder",
pic: "Threats/theelder.png",
description: "The Elder Description",
}>><<widget "ThreatGrid">>
<div class="cards-gridThreat cards-wide">
<<for _threat range _args>>
<div>
[img[setup.ImagePath + _threat.pic]]
<h2>_threat.name</h2>
<p><<include `_threat.name + " Description"`>></p>
<<if _threat === setup.inanisEgo && $L8T1_counter>0>>
<<if $items[20].count>0 && $items[13].count>0 >>
Now that you have encountered the Inanis Ego clockwork dolls, it may be wise to plan how to use your ammo in any fight with them.<br><br>
<<radiobutton "$ammoStrat" 0 >> Refrain from using any ammo when fighting <br>
<<radiobutton "$ammoStrat" 1 >> Use your ammo only when absolutely necessary <br>
<<radiobutton "$ammoStrat" 2 >> Use your ammo when tactically useful <br>
<<radiobutton "$ammoStrat" 4 >> Shoot at anything that moves <br>
<<if $slingshot && !$hiredCompanions.some(e => e.id === setup.companionIds.cloud)>>
<<radiobutton "$ammoStrat" 4 >> Just use the modified Brave Vector as much as you can, so you can shoot without having to use any bullets <br>
<<elseif $slingshot>>
<<radiobutton "$cloudStrat" 1>> Just use the modified Brave Vector as much as you can, while you ask Cloud to use the gun sparingly. <br>
<<radiobutton "$cloudStrat" 2>> Just use the modified Brave Vector as much as you can, while you ask Cloud to use the gun when tactically useful;. <br>
<<radiobutton "$cloudStrat" 4>> Just use the modified Brave Vector as much as you can, while you ask Cloud to use the gun to shoot at anything that moves. <br>
<</if>>
<</if>>
<br>
You can consider your equipment, allies, and general health to take into account the factors that may impact your success rate against the Inanis Ego threat:
[[Think about how strong you will be against the clockwork dolls|Layer8 Inanis Check]]
<</if>>
</div>
<</for>>
</div>
<</widget>>Here in the shallows, it's not beasts of the Abyss you need to worry about, but rather other divers. You can always count on people trying to make a quick profit by hanging around and trying to steal the hard-earned Relics of others. They have guns and various normal tools purchased from the same shop as you, but no Relics or special abilities of note. You'll find a new group of them waiting for you whenever you emerge from a lower layer carrying Relics worth a total of 150 dubloons or more. They don't want to kill you if they don't need to, they just want your loot.
Two warning shots from a pistol would be adequate for them to decide you're not worth it and leave you alone. You could use more to kill them, but there will always be other bandits later on and doing so offers no material benefit. (If you tried looting them, you'd only find rusted hand-me-down guns that look like they could backfire at any moment, bullets that look like they've been reused when they really shouldn't have been, and
"rations" that seem to be mostly garbage. They're equipped well-enough to be a threat to unprepared travelers, but woefully unprepared for anything else the Abyss could throw at them. You kind of feel bad for these bandits?)
Khemia with a sword could also deal with them easily, or you could try leaving lots of Relics behind while you escape with a couple of them, if you're desperate. They'll deem you too risky and leave you alone altogether if you're traveling in a group of 4 or more.A large quadruped beast with a very powerful nose and an insatiable curiosity. It often tracks travelers by the scent of their food from the surface, and no matter how they try to change the formula or mask the scent, the molecular gastronomists in Outset Town have never managed to create any kind of rations that can fool their powerful noses. Every 4 consecutive days in this layer that you spend carrying 10 or more days' worth of food rations from the surface. you’ll he set upon and attacked by one.
They're strong and sturdy beasts, but they fall easily to human weapons. Even amateurish use of a sword, or being shot 3 times with a pistol, would be adequate to deal with them. If fighting isn't your style, you can pacify them by giving them 5 days of food rations. They'll also simply avoid you altogether if you're in a group of 5 or more people.
If you can't put up that kind of resistance, it will overpower you, and when curiosity gets the better of it, begin to rape you. Being a wild beast, it is anything but gentle, and it will leave you with a mild limp - "status condition." This will increase your next 4 travel time costs by 1 day each. Remember that this can be cured immediately by expending a medkit.A squirming mass of tentacles that wants nothing more than to viciously probe every nook and cranny you have. You'll run into one every 6 consecutive days you spend in this layer.
Their amorphous, resilient form and lack of obvious weak points makes bullets a less-than-effective option - you would need no less than 11 bullets to dispatch a single beast. Swords are effective, but without Khemia's expertise you'll be left with mild injuries, increasing your next 3 travel time costs by 2 days each, unless you use up a medkit to heal yourself.
Without any form of resistance, you'll receive a very thorough tentacle fucking, leaving you with a serious limp, doubling your next 3 travel time costs (or increasing them by 2 days, whichever is longer) unless you use up a medkit.A strange unicellular colonial organism that grows throughout the caves, often appearing where you would least expect it. Every 5 consecutive days you spend in the caves without a source of light, you'll inadvertently stumble into one, at which point it will release a strong paralytic gas that will easily seep through your skin and quickly render you completely immobile, preserving only vital organ functions. Over the next 2 days it will slowly squirm around and inside your most sensitive areas, to harvest protein from your sexual fluids. Whether a companion is caught in the gas with you or not, attempting to move you while the slime is feeding would be hazardous both to your health and your companions.
Your death would be counterproductive to this process, so it will force-feed you food and water that you're carrying at an appropriate pace, starting with food purchased with dubloons before moving on to foraged food. Make sure you carry enough to sustain yourself during the process, or you could actually be in fatal danger here!
It will release you after the 2 days are up, squirming away before the paralytic agent wears off. The counter for days before you run into a Lesser Tentacle Beast or another Slackslime won't increment while you're trapped. The counter also resets if you leave the layer and come back. If you have the Gooey Curse, it will sense a kind of camaraderie in you and let you go 1 day earlier. They're notoriously hard to kill, but slow enough to be essentially harmless so long as you have a source of light to guide you.A large, floating beast that moves through the air with buoyant, gas-filled sacs. It finds prey by using its tail and powerful appendages to sense vibrations from even the slightest movement, and is capable of using its appendages for quick, sudden movements by grabbing surfaces and throwing itself forward. Many unwitting travelers have ended up as lunch for one of these terrifying beasts.
You'll run into one every 7 consecutive days you spend in this layer.
You could bring one of these down with 5 bullets. As they float out of reach until they're ready to swoop in for a bite, melee attacks are a very poor choice for dealing with them. Khemia could just barely figure out a way with a sword, but would be left with serious injuries, increasing the next 6 travel times by 1 day each.
If you're unable to put up a suitable resistance, prepare to be vored! You'll spend 3 days being tickled and lightly burned by gastric juices lapping at your most sensitive spots. The walls of its stomach are surprisingly strong, and it's even harder to successfully damage from the inside than it is from the outside. The experience is not fatal (as long as you have food and water to sustain yourself in its stomach), but probably not pleasant unless you're a pervert. After the creature eventually expels you, you'll be left with light burns, increasing all travel costs by 1 day until cured, and you’ll meet another Drifting Swallower 7 days after that point. This won't heal on its own; you need to expend a medkit.After visiting this layer, travelers often report experiencing the feeling of something constantly watching them, slowly creeping closer. Public knowledge has generally discounted this as paranoia, triggered by the stress of being so far from civilization, or perhaps just something in the air of this layer. Wait long enough, though, and you'll get to decide for yourself exactly how real it is.
It will start following you after you set foot in this layer, and it won't leave until you decide to settle down - in other words, until you choose a Habitation option. It will always stay just out of sight, and doesn't appear to be material or capable of interacting with the rest of the world in any way. Exactly 900 days after it starts following you, it will finally reach you, without fail, and with a touch it will both give you the greatest orgasm of your life and bring about your death. It will follow you into other layers, and cannot be avoided or defeated except by ending your quest. Even as it reaches out to touch you, nobody else will see anything out of the ordinary. It doesn't go after those with the purity gene.Not actually related to the mayfly (and being morphologically something between a scarab and a locust), these bugs got their popular name from their extremely brief and turbulent life cycle. After a 7 day hibernation period (which you always seem to enter this layer right at the beginning of), they hatch and immediately begin swarming the layer, painting the sky red with billions of the beetles mating, fighting, and releasing copious pheromones and aphrodisiacs.
Whether you go outside and inadvertently become a participant in the violent and sexual festivities make sure to bring food and water. or find shelter in one of the ruins, the end result is the same: you'll be unable to make any progress on your tourney for the duration of that entire day. After they finish mating, the cycle will begin anew, and they’ll mate again in 7 days.
If you would try to combat them, you’ll have to think outside the box. Traditional weapons wont work on a swarm this big. with targets so tiny. You could prevent yourself from becoming an aphrodisiac-addled mess if you can avoid breathing in the air somehow, but the sheer number of the insects and the injures you’d receive from them would still slow you down significantly. They'd be a bit more gentle if you had at least 3/4 of the Curses from the bottom row of this layer's Curse section, though. The opposite would be true if you have 3/4 of the Curses from the third row, as large portions of the bugs would attempt to swarm you and "pollinate" you. Probably best to just stay indoors during the festivities and be a wallflower, if you've taken Curses that turned you into an actual flower.Hehe, booby.
Every Relic in this layer is found in one of the many ruins that are carved into the landscape, and in keeping with the architectural theme seen throughout this layer, they're all guarded by complex and dangerous traps. Whoever built these traps was certain clever about them - you'll run into a tripwire right where you'd normally expect a pressure plate, question why these ancient-looking ruins appear to have some kind of laser-light sensors, and sometimes see traps seemingly activate on their own with no action on your part. In any case, avoiding them altogether just by being careful isn't practical, and you'll see one every time you try to take a Relic from this layer.
To be specific, Relics on the left column of this layer's Relic section will activate a boulder trap that you’ll have to run down a long hallway to escape from, Relics in the middle column will send a barrage of arrows at you, and those in the right column will drop you through a trapdoor into a room with scorpions. Without any particular preparation, you'll be able to just barely escape all these traps with serious injuries, increasing all travel times by 3 days until they're healed with a medkit. If you want to avoid those injuries, you'll have to come up with a plan using the resources you have. You can get accustomed to the traps somewhat, however - on your third experience with a single type of trap (third Relic from a single column) and after that, you’ll have enough experience with that type of trap to avoid any injuries from it, even without planning.
However, you won't be able to escape the traps if you're already weakened - the traps are fatal if you already have any status condition, so don't try your luck with the Relics here if you do!The territorial, extremely aggressive apex predator of this layer, an enormous worm-like creature that tunnels through sand and stone alike with no apparent effort. It is attracted to water, and you'll find yourself face-to-face with one whenever you spend 9 consecutive days in this layer carrying 11 or more days' worth of water.
Its poorly-understood biology, lack of obvious weak points, hard-as-steel exoskeleton, and harder-than-titanium teeth would make confronting it a foolish idea. Bullets would simply bounce right off, even Khemia won't be able to pierce its unfathomably hard flesh unless using the Sunbeam Relic, and though he could win using it, he'd need to stop for 1 day to recover from his injuries unless you use a medkit. It's far too fast and maneuverable for simply running away.
to be an option. unless you sacrifice no less than 10 days of water as a distraction. A steep price, but it would be the safest way of dealing with these monstrosities. Attempting an other kind of resistance without powerful Relics and a good plan would almost certainly lead to a rather realistic example of vore, and subsequent death. The presence of these beasts means that leaving water unattended in this layer in any form is impractical, and it will be gone when you return.A later stage of the Tentacle Beast species, having grown to a colossal size. They thrive in this layer, easily blending in with the landscape, and it's very easy to completely overlook them until they're already underfoot, ready to spring up and surround you. You'll run into one every 15 consecutive days you spend in this layer.
Letting one of these sate its lust with you is incredibly dangerous; it'll inject you with powerful numbing liquids so you won't feel the pain while it ravages you. It might be incredibly pleasurable at the time, but the state it leaves your body in afterwards is dangerous down here. After being tentacle fucked, you'll be completely unable to move for 12 days, unless you use a medkit.
Guns really aren't the most effective solution for something this huge and amorphous. Without any special considerations, it would take no less than 19 bullets to bring one of these beasts down. But the sheer number of tentacles you'd be dealing with makes melee combat incredibly dangerous, too. If you're relying on amateur swordplay, you'll barely be able to put up a resistance to it at all, and it'll have plenty of time to play with your body while you're trying to hack away at its tentacles - the duration of being tentacle fucked would be 10 days instead of 12, as you'd be able to finish it off a little sooner. You can reduce that to 9 if you're using the Sunbeam Relic. (The resilience of this beast is primarily from its sheer size, not from any kind of hard shell.) Even Khemia wouldn't be totally safe, and he'd get the tentacle fucked status condition for 2 days, or 1 with Sunbeam.The numerous tentacles that make up most of the land here would merely be an arousing annoyance, were it not for the shadowy, grimly-colored flames that many are shrouded in. A mechanism meant to encourage prey to give in to their slothful feelings and stay here where the tentacles may continue feeding on their juices, these flames cause only a mild, tickling discomfort while you're in this layer, but show their true colors as soon as you step foot outside this layer, causing debilitating pain and a feeling of being burned.
The flames are so numerous and travel so quickly that it is near-impossible to travel through this tangled jungle of tentacles without walking through them, and you'll gain 1 jinxed flame counter for every day you spend in this layer. This status effect is unique in that it cannot be healed with a medkit or the doctors in Outset Town; you will need to wait for the effects to go away on their own - so it would probably be wise to be hasty in this layer and accumulate as few flame counters as possible.
The counters won't have any notable effect while you're here in layer 6, but they'll activate whenever you're in any other layer. The painful feeling of burning will slow your movements, increasing travel times - and it only gets worse the more counters you have. All travel times will be increased by X days, where X-the number of jinxed flame counters you have/10, rounded up. So 1-10 counters adds one day, 11-20 adds two, 21-30 adds three, and so on. Having jinxed flame counters also increases the corruption costs of all options outside this layer by 5 times that same value X while you have them. The number of flame counters attached to you will be decreased by 1 for every day you spend outside layer 6.
Having the Cellulose Curse will make this slightly more painful, but with no extra mechanical impact. Cherry has no effect on the duration of the jinxed flame counters.A proud, enormous dragon with hardened scales, sharp claws that could easily rend a person in two, and flame breath nearly hot enough to melt solid stone. Consumed by greed, these dragons hoard large piles of gold that they defend violently from anyone who draws near.
Every 8 consecutive days you spend in this layer carrying 200 dubloons or more, you'll draw the envy of one of them, and it will attack you to steal your gold for itself. Bullets won't work, and neither will conventional swords; its scales are just too hard. Don't just go running at it with the Sunbeam Relic and assume everything will be okay either; these things are fast, vicious, and cunning. Khemia could just barely manage it if equipped with the Sunbeam, but he'd be left with moderate burns, increasing all travel times by 2 until healed with a medkit. News of the battle will quickly spread to other Fell Dragons, and they'll adapt enough that Khemia with Sunbeam alone won't be enough a second time. In fact, you should probably be changing your strategy somewhat with every new Fell Dragon you fight, or they'll quickly adapt and render your old strategies useless.
While dangerous and unpredictable, you can always count on one of their hoards being nearby when you see one. Take the risk of fighting G and defeating one, and you'll be rewarded with a stash of 50 dubloons. (However, if you somehow successfully triumph over 5 Fell Dragons and steal their troves, you'll find that the rest of the Fell Dragons will give you a wide berth, and you won't find any of them or their treasure from that point onwards.)
You could appease the wrath of one of them by giving it 100 dubloons, and it would graciously let you keep the rest and leave you alone for a time. You could also try to keep all your dubloons and run like heck from one, though you'd be left with severe burns, doubling all travel times until manually healed and requiring two medkits to heal. This isn't an option if you have the Cellulose Curse; you'd be burnt to a crisp.
Don't leave dubloons lying around in this layer, or these dragons will sniff them out and steal them.Even though it's safe to say you're probably not a legal citizen of this city, it seems the automated systems in place still fully expect you to pay taxes while you're here. If you don't place your dally taxes in one of the specially-marked boxes you can find on nearly every street corner, one of these robots will fly down to you and demand that day's taxes in a monotone, droning voice. If you refuse to pay, or the city's systems detect even the slightest abnormality in the Taxdrone sent down to you, you'll be marked an "active criminal" by the city, which is really not good. You'll have thousands of attack robots with all manner of lasers, buzzsaws, photon swords, and bombs immediately congregating on your location, surrounding you from all directions and single-mindedly hunting you down, as though you were an infection being eliminated by robotic macrophages. Making this entire layer your enemy probably isn't impossible to survive, but it is an absolutely terrible idea.
You'd think that taxes would be designed to balance out wealth by taxing the rich more so than the poor, but not in this capitalistic cyberpunk dystopia! Tax brackets are as follows:
◦ If you're carrying under 100 dubloons, you'll need to pay 3 dubloons a day.
◦ With 100-299 dubloons, you'd need to pay 2 each day.
◦ And with over 300 dubloons, you'd only need to pay 1 per day.
Money is your life in this city. Make sure you always have at least 3 dubloons on hand whenever the Taxdrone comes for you!A huge, building-sized robot designed to capture unauthorized intruders in the city, which you are.
Every 6 consecutive days you spend in this layer, one of them will stop and detain you, leaving you in a cell located in its robotic shell, where for 1 entire day it will play various blaring propaganda recordings designed to indoctrinate you on your place in society and "rehabilitate" you, with various strange perverted robotic undertones. You won't be harmed during the process, but it'll be annoying and slow the first time, and it'll only be more boring every new time you're detained. Note that you're expected to pay taxes even while captured, so make sure you have enough dubloons to make up for that lost day! (Plus food and water, since they tend to forget about the needs of organics.) If you show any kind of resistance or any abnormality is detected in this robot, you'll become public enemy #1 for the robots in this city, the same situation you'd be in for not paying your taxes. After it releases you, it will visit you again 6 days afterwards.
This could actually be a credible threat if you have the Hypno Happytime Curse! Unless you have a good plan for avoiding all their conditioning, they'll get their hooks deep in you by the 5th time you're detained, forcing you into this layer's habitation option.
If you're part of the 1% and you're carrying over 500 dubloons, you'll find the Security Robots won't bother you anymore. Everyone knows that rich people can't be criminals, right?After first laying eyes on one of these mute, empty-eyed dolls and their shambling, clockwork movements, you were overcome with a profound sense of déjà vécu. It wasn't quite clear why at first glance, but the more you look at them. the more their faces seem to resolve into something recognizable, something familiar. These dolls are you. Not figuratively, and not as part of an illusion.
Perhaps having taken a different path than you did, having different injuries, different hair styles, different Curses that you can't imagine yourself as having taken - some with odd pairs of ears, some smaller or taller, some with sexual equipment differing from yours in both shape and size - but they were all, at one point in their past, you. Nobody else. As you look at them, a thousand different mockeries. corruptions of your own face, stare back. though behind their eves is something entirely foreign, merely the shattered pieces of a mind that was once yours glued back together.
They're slow, and they seem predictable, at first. On your first day in this layer you'll spot one marching slowly towards you as though pulled by a puppeteer's strings, and it'll be easily dispatched with a single slash of a sword or a bullet to the head. But the next day the exact same doll you assumed dead will be back, now joined by a second, and the third day you'll have three following you. Their numbers will keep increasing limitlessly with every day you spend here, and even if you leave this layer, the counter will be right where you left it if you return. Your companions, thankfully, don't get any of their own doppelgangers.
They seem to get smarter over time, too. On the 10th day one might surprise you by waiting in ambush as you round a corner. On the 30th, you'll see them start performing semi-coordinated pincer attacks to try to cut off any possible escape route. Around day 70 a few of them might rarely even be carrying some Relics and attempting to make use of them to reach you - starting with weak, nigh-useless Relics, but slowly getting more powerful ones as time goes on. Stay here until day 100 and you'll be contending with intelligence perfectly equal to your own, just in much slower, weaker bodies. It would be quite egotistical to assume you could even defeat a few handfuls of them when they’re your intellectual equals. let alone over a hundred ot them. Use extreme caution around them after that point.
Each fight against them is somewhat unpredictable, but your chances increase as your combat strength improves. So if you have more companions, better weapons, and useful Relics, you'll be able to hold out much longer. Whereas if you have handicaps from Curses, you're not likely to last very long against their onslaught.
If one of them is able to forcibly kiss you on the lips (or the closest equivalent if you no longer have them, or they're otherwise inaccessible) for 5 seconds, they'll become you, inserting themselves into your life with all your relationships and traveling companions, being free to leave this layer and take all that was previously yours, all while still smiling an empty smile. You'll become one of them, trapped in this layer forever. until time loses all meaning. See this layer's Habitation option.Spending time in this layer subtly but inexorably erodes the barrier between the real and the imaginary. Being this far removed from civilization while constantly living in fear of death is already quite bad for your mental health, but something about these corridors, stretching into infinity, folding into themselves, vanishing and appearing again - it just removes the last leg your brain had left to stand on. Every 7 consecutive days you're in this layer, you'll find yourself assaulted by terrible, nightmarish abominations; the creatures living beneath your subconscious, any sleep paralysis demons you might have had, those tiny nagging doubts that there's something watching you in the dark - and these will be persistent enough to completely prevent any kind of productive progress from being made on your quest that day.
Except the third time (after 21 days), they'll be real, and physically very capable of injuring or killing you and your companions, and/or giving you the weirdest, scariest fucking you could ever possibly receive. The monsters living in your companions heads will all come out to play too, making this Threat unique in that it can actually get more dangerous the more companions you have with you. You'd probably be better off fighting each others' Aberrations rather than your own, as they'll have less of a mental hold over you, but this probably won't be practical for the less combat-oriented members in your group. Keep plenty of weapons, escape routes, and failsafes. These creatures are born of your own unconscious thoughts, and so they will frequently know what you plan to do even before you do - it might feel like they're reading your mind at times, until you remember that they are your mind... or a part of it, anyways.
The cycle will repeat after the third time - two fake, one real, two fake, one real...try not to stay in this layer longer than you have to, these things are really bad for your head. It's all the way down here that Maru's secret special companion ability is finally revealed! His calming presence, great cooking, and gentle demeanor improves the group's mental state slightly, increasing the length of every cycle by 1, to 8 days instead of 7. He's just doing his best.Before all of its spawn, commonly called "tentacle beasts*, spread out and began infesting the upper layers, before the first ape uttered a word to another, before the first carbon atoms began arranging themselves into complex self-replicating machines that could one day be called cells, there was The Elder.
It's faster than you, smarter than you, and unfathomably large on a similar scale to the Abyss itself. If it so desired, it could unfurl one of its many vast tentacles, reach it up all the way through the Abyss, and crush a Fell Dragon, a Dune Devouring Borer, or a Drifting Swallower with little or no effort. It already knows you're here; it sensed you the moment your body brushed the surface of the water. The only reason it hasn't attacked yet is because travelers this far down are rare enough to pique its interest. It watches you from deep within the stygian gloom, so distant that it's impossible to tell whether the "main body" - if such a concept holds meaning for a creature of this scale - rests somewhere above you or below you. However, you can rest assured that one of its many tentacles is always squirming somewhere nearby in the dark.
After 25 days in this layer, it will begin to toy with you, likely starting with just ripping off a limb, maybe two. If it succeeds, you'll need an immediate medkit to avoid infection and bleeding to death. Even Khemia's master swordsmanship can only do so much against tentacles this fast, huge, strong, and numerous. Even with the Sunbeam Relic, he can only hold them off for so long. It'll barely notice just about any attack you can throw at it - it's simply too huge. An expert barrage of bullets, some explosions, even completely cutting through a massive tentacle - they all amount to no more than light scratches and paper cuts.
You'll need exceptionally creative use of powerful Relics just to stand a chance at enduring its attacks. The alien composition of its body flies in the face of the current understanding of biology, having no blood, brain, vital organs, or really any clear weak points or reliable way of killing it. Even finding the main body somewhere in this layer to begin with would be a challenge. Your best bet is to take all the Relics, supplies, and companions you've gained on your adventure and use them to escape The Elder and endure its attacks for as long as you can.
Be very careful about bringing out any Relics in this layer. It's smart enough to easily work out the function of most of them at a glance, and then can quickly plan circles around strategies involving them with its superior intellect. In fact, don't even think too hard about your Relics, or it might get a good idea of them from the cocktail of emotional response pheromones you leak into the water. If you're hoping for any chance of surprising it, remember that this entire layer is its eyes and ears (as well as various other appendages with no human equivalent.) It already knows all the Relics to be found in this layer, of course.
Even having it lightly play with you is fatal, but it decided when you entered this layer that it didn't want you swimming about for more than 50 days. If you're in this layer longer than that, it'll begin "fighting" in earnest, forcing you into this layer's Habitation option unless you have an incredibly smart plan to somehow defeat this unfathomable enemy or continue avoiding it when it decides to take you seriously. It might end up engaging you seriously earlier if you somehow prove to be a credible threat to it before then.<<widget "UpdateAttributes">>
<<set $menCycleFlag = $mc.womb >= 1 && !$mc.isPregnant>>
<<if $menCycleFlag && !$menCycleT_flag>>
<<set $menCycleT = $time - 7>>
<<set $menCycleT_flag = true>>
/* If mc has the Heat/Rut Curse, makes the heat cycle and menstruation cycle align. */
<<set $heatCycleT = $menCycleT>>
<<set $heatCycleT_flag = true>>
<</if>>
<<if $mc.hasCurse('Heat/Rut') && !$heatCycleT_flag>>
<<set $heatCycleT = $time - 7>>
<<set $heatCycleT_flag = true>>
<</if>>
<<if $mc.hasCurse('The Maxim') && !$MaximCycleT_flag>>
<<set $MaximCycleT = $time>>
<<set $MaximCycleT_flag = true>>
<</if>>
<</widget>><<widget "PenisLengthText">>
<<print (Math.round($mc.penisCor)*(!!_args[0] ? 0.0254 : 2.54)).toFixed(1) + (!!_args[0] ? " meters" : " cm")>>\
<</widget>>
<<widget "BodyHeightText">>
<<set _meters = ($mc.heightCor > 100)>>
<<print (Math.round($mc.heightCor)*(_meters ? 0.01 : 1)).toFixed(_meters ? 2 : 1) + (_meters ? " meters" : " cm")>>\
<</widget>><<widget "SemenDemonCalc">>
<<set _sdcurse = $mc.getCurse(SemenDemon)>>
<<set _sdTotal = $mc.events.filter(e => e instanceof SemenDemon).reduce((v, e) => v + 1, 0)>>
<<if _sdcurse !== undefined>>
<<set _contributions = 0>>
<<if
($mc.penis > 0 && _sdcurse.fluidType !== 'vaginal fluids') ||
($mc.vagina > 0 && _sdcurse.fluidType !== 'semen')
>>
<<set _contributions += 1+$mc.fluids/100>>
<</if>>
<<for _i=0; _i<$SemenDemonVec.length; _i++ >>
<<if $hiredCompanions.some(e => e.name === $SemenDemonVec[_i].name)>>
<<set _contributions += $SemenDemonVec[_i].fluids / 100>>
<</if>>
<</for>>
<<set $SemenDemonBalance += (Math.floor(_contributions) - _sdTotal) * _args[0]>>/* */
<<if $SemenDemonBalance < -14>>
<<set $gameOver=true>>
<<elseif $SemenDemonBalance > 14>>
<<set $SemenDemonBalance = 14>>
<</if>>
<</if>>
<</widget>><<widget "CreatureOfTheNightCalc">>
<<set _contributions = ($donor=="" || $CotNBalance>2) ? 0 : 7>>
<<set $CotNBalance += (_contributions - 1)* _args[0]>>
<<if $devouredRelics.some(c=> c.name === "Pulse Bloom") && $donor!="" && $CotNBalance<=2 >>
@@.alert1; The absorbed power of the Pulse Bloom changed your appearance after drinking blood!@@
<<print "<<set _companion = $companion" + $donor + ">>">>
<<set $PulseBloomUse = _companion>>
<<include "Pulse Bloom Code">>
<</if>>
<<if $CotNBalance < -35>>
<<set $gameOver=true>>
<<elseif $CotNBalance > 10>>
<<set $CotNBalance = 10>>
<</if>>
<</widget>><<widget "Pronoun">>
<<if $mc.appGender<=5>>
he
<<else>>
she
<</if>>
<</widget>>
<<widget "ObjectivePronoun">>
<<if $mc.appGender<=5 >>
him
<<else>>
her
<</if>>
<</widget>>
<<widget "PossesivePronoun">>
<<if $mc.appGender<=5 >>
his
<<else>>
hers
<</if>>
<</widget>>
<<widget "GenderPronoun">>
<<if $mc.gender<2 && $mc.appAge > 15>>
manly
<<elseif $mc.gender<3 >>
boyish
<<elseif $mc.gender<4>>
androgynous
<<elseif $mc.gender<5 || $mc.appAge < 15>>
girlish
<<else>>
feminine
<</if>>
<</widget>><<widget "mrms">>
<<if $mc.appGender<=5>>
mr.
<<else>>
miss
<</if>>
<</widget>>
<<widget "sirmaam">>
<<if $mc.appGender<=5>>
sir
<<else>>
ma'am
<</if>>
<</widget>>
<<widget "PerceivedGender">>
<<if _args[0].appGender <= 5>>\
<<if _args[0].appAge > 16>>\
man\
<<else>>\
boy\
<</if>>\
<<else>>\
<<if _args[0].appAge > 15.5>>\
woman\
<<else>>\
girl\
<</if>>\
<</if>>\
<</widget>>
<<widget "PerceivedGender2">>
<<if _args[0].appGender <= 5>>\
<<if _args[0].appAge > 16>>\
dude\
<<else>>\
boy\
<</if>>\
<<else>>\
<<if _args[0].appAge > 18.5>>\
lady\
<<else>>\
girl\
<</if>>\
<</if>>\
<</widget>>
<<widget "PerceivedStature">>
<<if _args[0].heightCor < 160>>\
little\
<<elseif _args[0].heightCor > 180>>\
big\
<</if>>
<<if _args[0].appAge < 12>>\
young\
<<elseif _args[0].appAge > 40>>\
old\
<</if>>\
<</widget>>
<<widget "PerceivedRace">>
<<if _args[0].inhuman < 2>>\
human\
<<elseif _args[0].inhuman < 6>>\
humanoid\
<<elseif _args[0].inhuman < 10>>\
anthropomorph\
<<else>>\
monster\
<</if>>\
<</widget>>
<<widget "ShowAge">>
<<capture _months _years>>\
<<set _years = Math.floor(Math.round(_args[0] * 12) / 12)>>
<<set _months = Math.round(_args[0] * 12) % 12>>
<<switch _months>>\
<<case 0>>_years years\
<<case 1>>_years years and 1 month\
<<default>>_years years and _months months\
<</switch>>\
<</capture>>\
<</widget>><<widget "Threat1Criterion">>
<<if $mc.heightCor<140>>
<<set _groupsize= $hiredCompanions.length >>
<<else>>
<<set _groupsize= $hiredCompanions.length +1>>
<</if>>
<<set _total_value_relics=0>>
<<for _i = 0; _i < $ownedRelics.length; _i++>>
<<set _total_value_relics = $ownedRelics[_i].value + _total_value_relics>>
<</for>>
<<if _groupsize<4 && _total_value_relics>=150 && $mc.heightCor<5000 && setup.starlitConquestActivated.count==0>>
<<set $threat1Crit=1>>
<<else>>
<<set $threat1Crit=0>>
<</if>>
<</widget>><<widget "Update_Misc_Stat">>
<<set $sellAdd=0>>
<<set $timeRed=0>>
<<set $statRed=0>>
<<set $bullRed=0>>
<<set $corRed=0>>
<<if $hiredCompanions.some(e => e.id === setup.companionIds.lily)>>
<<set $sellAdd += 10>>
<<if $LilyConvo2>>
<<set $sellAdd += 5>>
<</if>>
<<if $grimoireLily === 1>>
<<set $sellAdd += 2>>
<</if>>
<</if>>
<<if $hiredCompanions.some(e => e.id === setup.companionIds.khemia)>>
<<set $timeRed += 2>>
<<if $grimoireKhemia === 1>>
<<set $timeRed += 2>>
<</if>>
<</if>>
<<if $hiredCompanions.some(e => e.id === setup.companionIds.cherry)>>
<<set $statRed += 1>>
<<if $grimoireCherry === 1>>
<<set $statRed += 1>>
<</if>>
<</if>>
<<if $hiredCompanions.some(e => e.id === setup.companionIds.cloud)>>
<<set $bullRed += 2>>
<<if $grimoireCloud === 1>>
<<set $bullRed += 2>>
<</if>>
<</if>>
<<if $hiredCompanions.some(e => e.id === setup.companionIds.saeko)>>
<<set $corRed += 5>>
<<if $grimoireSaeko === 1>>
<<set $corRed += 5>>
<</if>>
/*Abyss knowledge bonus moved to the item equipment widget */
<</if>>
<<if $AegisWear>>
<<set $statRed +=1>>
<</if>>
<<if $LightningWear>>
<<if $hiredCompanions.some(e => e.id === setup.companionIds.cloud)>>
<<set $bullRed +=1>>
<<else>>
<<set $bullRed +=2>>
<</if>>
<</if>>
<</widget>><<widget "dollTF">>
<<set $mc.events.push(new DollTransformation())>>
<<set $creepydoll.affec += 1>>
<</widget>><<widget "CloneSelf">>
<<set _twinCurse = $mc.getCurse(DoubleTrouble)>>
<<set _inverted = _twinCurse.twinType === 'inverted'>>
<<set _desiredBreasts = $mc.desiredBreasts>>
<<if _inverted && $mc.desiredBreasts > 0>> <<set _desiredBreasts = 0>> <</if>>
/* body swaps can change these, so this isn't perfect, but it's the best we can do */
<<if _inverted && $mc.desiredBreasts === 0>> <<set _desiredBreasts = $mc.openis / 2 || $mc.obreasts>> <</if>>
<<set _oheight = $mc.oheight>>
<<if _inverted && $mc.osex === 'male'>> <<set _oheight = $mc.oheight * (1 - 0.01525 * 5)>> <</if>>
<<if _inverted && $mc.osex === 'female'>> <<set _oheight = $mc.oheight * (1 + 0.01525 * 5)>> <</if>>
<<set _openis = $mc.openis>>
<<if _inverted && $mc.openis > 0>> <<set _openis = 0>> <</if>>
/* body swaps can change these, so this isn't perfect, but it's the best we can do */
<<if _inverted && $mc.openis === 0>> <<set _openis = $mc.obreasts * 2 || $mc.openis>> <</if>>
<<set $companionTwin = new Character({
id: setup.companionIds.twin,
name: _twinCurse.twinName,
carry: $mc.carry,
affec: 3,
swap: false,
image: "curses/doubletrouble.png",
imageIcon: 'Player Icons/playerF.png',
mindSex: ($mc.mindSex === 'male') ^ _inverted ? 'male' : 'female',
osex: ($mc.osex === 'male') ^ _inverted ? 'male' : 'female',
obreasts: _inverted ? $mc.openis / 2 : $mc.obreasts,
desiredBreasts: _desiredBreasts,
openis: _openis,
ogender: _inverted ? 7 - $mc.gender : $mc.gender,
fit: $mc.fit,
oheight: $mc.oheight,
comfortableHeight: $mc.comfortableHeight,
age: $mc.age,
appDesc: _inverted ? "You basically feel the same as always, only your gender is different. Well maybe you don't feel the same as always..." : 'You basically feel the same as always.',
fear: $mc.fear,
ohair: $mc.ohair,
oskinColor: $mc.oskinColor,
oskinType: $mc.oskinType,
oears: $mc.oears,
oeyeColor: $mc.oeyeColor,
oblood: $mc.oblood,
osubdom: $mc.osubdom,
pregnantT: $mc.pregnantT,
due: $mc.due,
tentaclePreg: $mc.tentaclePreg,
lastBirth: $mc.lastBirth,
switched: false,
events: $mc.events.map(e => e.clone())
})>>
<<if $companionTwin.womb === 0>>
<<set $companionTwin.setNotPregnant()>>
<</if>>
<<set $hiredCompanions.push($companionTwin)>>
<<CarryAdjust>>
<</widget>><<widget "createGolem">>
<<set _sex = _args[0]>>
<<set _type = _args[1]>>
<<set _golem = {}>>
<<if _type === 'clay'>>
<<set _golem = {
image: `Icons/${_sex}ClayGolem.png`,
imageIcon: `Icons/${_sex}ClayGolem.png`,
appDesc: "You are a sturdy clay golem. ",
ohair: "textured, earthy brown",
oears: "clay-crafted human-like ears",
oskinType: "clay and soil",
oskinColor: "rich, earthy brown",
oeyeColor: "deep brown",
oblood: "thick, muddy sludge",
}>>
<<elseif _type === 'snow'>>
<<set _golem = {
image: `Icons/${_sex}SnowGolem.png`,
imageIcon: `Icons/${_sex}SnowGolem.png`,
appDesc: "You are a frosty snow golem. ",
ohair: "glistening, ice-blue",
oears: "carved ice depressions",
oskinType: "packed snow",
oskinColor: "pristine white",
oeyeColor: "glacial blue",
oblood: "chilled, clear water",
}>>
<<elseif _type === 'doll'>>
<<set _golem = {
image: `Icons/${_sex}DollGolem.png`,
imageIcon: `Icons/${_sex}DollGolem.png`,
appDesc: "You are a life-like doll golem. ",
ohair: $mc.ohair,
oears: "perfect human replica",
oskinType: "smooth, synthetic",
oskinColor: $mc.skinColor,
oeyeColor: "glassy, vacant white",
oblood: "bright red",
}>>
<<elseif _type === 'water'>>
<<set _golem = {
image: `Icons/${_sex}WaterGolem.png`,
imageIcon: `Icons/${_sex}WaterGolem.png`,
appDesc: "You are a water golem. ",
ohair: 'dark blue',
oears: "fluid human-like ears",
oskinType: "water",
oskinColor: 'translucent blue',
oeyeColor: "grey",
oblood: "water",
}>>
<<elseif _type === 'skeleton'>>
<<set _golem = {
image: `Icons/${_sex}SkeletonGolem.png`,
imageIcon: `Icons/${_sex}SkeletonGolem.png`,
appDesc: "You are a skeletal golem. ",
ohair: 'white',
oears: "holes",
oskinType: "bone",
oskinColor: 'pale white',
oeyeColor: "nonexistent",
oblood: "nonexistent",
}>>
<<else>>
<<set console.error(`created golem of invalid type ${_type}`)>>
<<set _golem = {
image: `Icons/${_sex}ClayGolem.png`,
imageIcon: `Icons/${_sex}ClayGolem.png`,
appDesc: "You are a sturdy clay golem. ",
ohair: "textured, earthy brown",
oears: "clay-crafted human-like ears",
oskinType: "clay and soil",
oskinColor: "rich, earthy brown",
oeyeColor: "deep brown",
oblood: "thick, muddy sludge",
}>>
<<set _type = 'clay'>>
<</if>>
<<set Object.assign(_golem, {
id: setup.companionIds.golem,
type: _type,
name: "Golem",
carry: 30,
mindSex: _sex,
obreasts: _sex === 'male' ? 0 : 3,
openis: _sex === 'male' ? 6 : 0,
ogender: _sex === 'male' ? 1 : 6,
fit: 10,
oheight: _sex === 'male' ? 170 : 163,
age: 25,
fear: 'unknown',
osubdom: 10,
})>>
<<set $companionGolem = new Character(_golem)>>
<<set $hiredCompanions.push($companionGolem)>>
<</widget>><<widget "checkTime">>
<<set $random = Math.random(0,3)>>
<<if $totalCarry * 1.1 < setup.carriedWeight>>
@@.alert2; You are severely overburdened!@@<br><br>
<<elseif $totalCarry * 1 < setup.carriedWeight>>
@@.alert1; You are overburdened!@@<br><br>
<</if>>
<<if $status.duration > 0>>
@@.alert2; You are currently injured, increasing your next $status.duration travel times by $status.penalty days each. @@<br><br>
<</if>>
<<if $time > $Maru_LastT + 7>>
<<set $companionMaru.affec+=(1+$hsswear + $maruPangea)>>
<<set $Maru_LastT = $time>>
<<if $MaruConvo1 && $forageFood === 0>>
<<set $items[1].count += 1>>
@@.alert1; Maru cooked an especially delicious meal granting you an extra day worth of food!<br><br>
<</if>>
<<if $mc.curses.some(c => c.name === 'Beyond the Veil')>>
<<set $companionMaru.affec -= 10>>
<</if>>
<</if>>
<<if $time > $Lily_LastT + 7>>
<<set $companionLily.affec+=(1+$hsswear + $maruPangea)>>
<<set $Lily_LastT = $time>>
<<if $mc.curses.some(c => c.name === 'Beyond the Veil')>>
<<set $companionLily.affec -= 10>>
<</if>>
<</if>>
<<if $time > $Khemia_LastT + 7>>
<<set $companionKhemia.affec+=(1+$hsswear + $maruPangea)>>
<<set $Khemia_LastT = $time>>
<<if $mc.curses.some(c => c.name === 'Beyond the Veil')>>
<<set $companionKhemia.affec -= 10>>
<</if>>
<</if>>
<<if $time > $Cherry_LastT + 7>>
<<set $companionCherry.affec+=(1+$hsswear + $maruPangea)>>
<<set $Cherry_LastT = $time>>
<<if $mc.curses.some(c => c.name === 'Beyond the Veil')>>
<<set $companionMaru.Cherry -= 10>>
<</if>>
<</if>>
<<if $time > $Cloud_LastT + 7>>
<<set $companionCloud.affec+=(1+$hsswear + $maruPangea)>>
<<set $Cloud_LastT = $time>>
<<set $altCloud = random(0,3)>>
<<if $CloudConvo1>>
<<if $altCloud === 1>>
<<set $temp = random(2,3) >>
<<set $items[20].count += $temp >>
@@.alert1; Cloud seems to have been able to scavenge some ammunition somehow. You aren't quite sure whether he found it or made it himself, but either way you've gained $temp bullets.<br><br>
<<elseif $altCloud === 2>>
<<set $temp = random(2,5) >>
<<set $dubloons += $temp >>
@@.alert1; Cloud somehow managed to scavenge a bit of cash, perhaps left behind by a previous diver? It's not like dubloons would be down here for any other reason. You've gained $temp dubloons.<br><br>
<</if>>
<</if>>
<<if $mc.curses.some(c => c.name === 'Beyond the Veil')>>
<<set $companionCloud.affec -= 10>>
<</if>>
<</if>>
<<if $time > $Saeko_LastT + 7>>
<<set $companionSaeko.affec+=(1+$hsswear + $maruPangea)>>
<<set $Saeko_LastT = $time>>
<<if $mc.curses.some(c => c.name === 'Beyond the Veil')>>
<<set $companionSaeko.affec -= 10>>
<</if>>
<</if>>
<<if $time > $Twin_LastT + 7>>
<<set $companionTwin.affec+=(1+$hsswear + $maruPangea)>>
<<set $Twin_LastT = $time>>
<</if>>
<<if $time > $Bandit_LastT + 7>>
<<set $companionBandit.affec+=(1+$hsswear + $maruPangea)>>
<<set $Bandit_LastT = $time>>
<<if $mc.curses.some(c => c.name === 'Beyond the Veil')>>
<<set $companionBandit.affec -= 10>>
<</if>>
<</if>>
<<if $time > $fit_adjustLastT + 20>>
<<if $mc.fit > 8>>
<<set $mc.fit -= 1>>
@@.alert1; Your lack of an intensive work-out reduces your fitness to somewhat more average levels<br><br>
<<elseif $mc.fit < 5>>
<<set $mc.fit += 1>>
@@.alert1; The constant physical activity of the expedition increases your fitness closer to average levels<br><br>
<</if>>
<<set $fit_adjustLastT = $time>>
<</if>>
<<if $mc.appAge <= 13>>
<<set $menCycleT=$time>>
<</if>>
<<if $menCycleFlag && $mc.appAge > 13>>
<<if $time-$menCycleT-$menCycleVar>27 >>
<<set $menCycleT=$time>>
<<set $menCycleVar = random(-4,4)>>
<<if $mc.hasCurse("Eggxellent")>>
<<set _eggs = ($bewitchBabies+1)*($mc.womb)>>
<<if !settings.MenCycleToggleFilter>>Today, you're plagued by a pervasive sense of discomfort. Your lower abdomen cramps incessantly, your breasts feel tender and sore, and a relentless headache pounds at your temples.<</if>> As the day progresses, you become increasingly aware of a compelling need to expel something using your pelvic muscles.
<<if $EggsFertilized>>
With considerable effort and concentration, you manage to push out _eggs fertilized egg<<if _eggs>1>>s<</if>>.
<<else>>
With considerable effort and concentration, you manage to push out _eggs unfertilized egg<<if _eggs>1>>s<</if>>.
<</if>>
Uncertain of how to handle the egg<<if _eggs>1>>s<</if>>, you ultimately decide to dispose of <<if _eggs>1>>them<<else>>it<</if>>. Exhausted from the ordeal, you can do nothing but rest, your day effectively wasted.
<br><br>
<<PassTime 1>>
<<else>>
<<if !settings.MenCycleToggleFilter>>
<<if $menFirstCycle>>
@@.alert1; Today, you're beset by an unbearable combination of lower abdominal cramps and a pounding headache. Perhaps it was something you ate? You consider taking a day to recuperate and let this pass.<br><br>
<<else>>
Today, you're in the throes of your cycle – your lower abdomen cramps mercilessly, your breasts feel tender and sore, and the headache is all-consuming. You hope for relief soon.
<<if $EventHorizonWear>>
Fortunately, the Event Horizon saves you from having to deal with the menstrual flow, so you have a much easier experience than you might otherwise have to deal with.
<</if>>
<br><br>
<</if>>
<</if>>
<<set $menstruating = true>>
<</if>>
<<set $pregChance = 0>>
<<elseif !$menFirstCycle && $time-$menCycleT>28 >>
@@.alert1; You expected your cycle to have started by now, but it hasn't. Still, there's no need to worry – periods can be late, right?<br><br>
<<elseif $time-$menCycleT<5 && $time-$menCycleT>0 && $menstruating>>
<<if !settings.MenCycleToggleFilter>>
<<if $menFirstCycle>>
<<if !$EventHorizonWear>>
<<set $menFirstCycle = false>>
<<if $mc.extraWombs.includes('throat')>>
@@.alert1; When you start coughing up $mc.blood blood, panic sets in as you fear the worst – some Abyssal lung disease. But as you examine the substance, you realize it's not normal blood, and your lungs feel fine. The truth dawns on you suddenly: you're experiencing your first period. With a uterus now residing in your throat, you feel completely overwhelmed and on the verge of tears. <br><br>
<<else>>
@@.alert1; The sight of $mc.blood bloodstains in your underwear confirms your suspicion – you're having your first period. With a new uterus, you feel overwhelmed and on the verge of tears.<br><br>
<</if>>
<<else>>
@@.alert1; Your misery persists, and you're desperate for relief from the unbearable headache. You consider taking it easy until this subsides. <br><br>
<</if>>
<<else>>
You're in the midst of your period, and although it's not the best time with the constant headache, you're no stranger to this experience. While you'll continue to push forward, you allow yourself to take it a bit easier when the opportunity arises. <br><br>
<<if $EventHorizonWear>>
Fortunately, the Event Horizon saves you from having to deal with the menstrual flow, so you have a much easier experience than you might otherwise have to deal with.
<</if>>
<br><br>
<</if>>
<</if>>
<<set $pregChance = 0>>
<<elseif $time-$menCycleT<9 && $time-$menCycleT>=5>>
<<set $menstruating = false>>
<<set $pregChance = 0>>
<<elseif $time-$menCycleT<13 && $time-$menCycleT>=9>>
<<set $menstruating = false>>
<<set $pregChance = ($time-$menCycleT-8)*0.06>>
<<elseif $time-$menCycleT<16 && $time-$menCycleT>=13>>
<<set $menstruating = false>>
<<set $pregChance = 0.3>>
<<elseif $time-$menCycleT<18 && $time-$menCycleT>=16>>
<<set $menstruating = false>>
<<set $pregChance = 0.3-($time-$menCycleT-15)*0.1>>
<<else>>
<<set $menstruating = false>>
<<set $pregChance = 0>>
<</if>>
<<if $mc.hasCurse("Absolute Birth Control")>>
<<set $pregChance = 0>>
<</if>>
<<if $mc.hasCurse("Absolute Pregnancy")>>
<<set $pregChance = 10>>
<</if>>
<</if>>
<<for _i=0; _i<=$hiredCompanions.length; _i++>>
<<set _target = _i==$hiredCompanions.length ? $mc : $hiredCompanions[_i]>>
<<if _target.hasCurse("Gestation Jumpstart") && _target.gestationJumps==0 && setup.daysConsideredPregnant(_target) > 50 >>
<<set _target.due = _target.due - 90;>>
<<set _target.pregnantT = _target.pregnantT - 90;>>
<<set _target.gestationJumps++>>
<<set $gestation_scene1 = true>>
<<elseif _target.hasCurse("Gestation Jumpstart") && _target.gestationJumps==1 && setup.daysConsideredPregnant(_target) > 160 >>
<<set _target.due = _target.due - 60;>>
<<set _target.pregnantT = _target.pregnantT - 60;>>
<<set _target.gestationJumps++>>
<<set $gestation_scene2 = true>>
<<else>>
<<set $gestation_scene1 = false>>
<<set $gestation_scene2 = false>>
<</if>>
<</for>>
<<if setup.daysConsideredPregnant($mc) >= 14>>
/* Show symptoms alert once every 3 times, unless it's early in the pregnancy and mc was expecting to start her cycle. */
<<if $random === 0 || (!$menFirstCycle && setup.daysConsideredPregnant($mc) < 45)>>
<<if 28 <= setup.daysConsideredPregnant($mc) && setup.daysConsideredPregnant($mc) < 35 && !$menFirstCycle>>
@@.alert1; You expected your cycle to have started by now, but it hasn't. Still, there's no need to worry – periods can be late, right?<br><br>
<<elseif 35 <= setup.daysConsideredPregnant($mc) && setup.daysConsideredPregnant($mc) < 45 && !$menFirstCycle>>
@@.alert1; Anxiety creeps in as your period remains conspicuously absent. This lateness is unusual for you, and the thought of pregnancy begins to haunt your mind.<br><br>
<<elseif 45 <= setup.daysConsideredPregnant($mc) && setup.daysConsideredPregnant($mc) < 90>>
@@.alert1; You find yourself overwhelmed by exhaustion, and bouts of nausea threaten to topple you. This isn't ideal for your travels or facing any threats.
<<if !$menFirstCycle>>
@@.alert1; The truth is undeniable – you're pregnant. Now, you must decide what to do next.<br><br>
<<else>>
@@.alert1; The miasma could be causing some sort of illness. Maybe it will pass, or perhaps you need medical attention.<br><br>
<</if>>
<<elseif 90 <= setup.daysConsideredPregnant($mc) && setup.daysConsideredPregnant($mc) < 120 && !$menFirstCycle>>
@@.alert1; Your pregnancy occupies your thoughts, but aside from that, you feel relatively fine. You notice your breasts and butt have grown a little, and a hint of fatigue lingers, but there's nothing too concerning.<br><br>
<<elseif 120 <= setup.daysConsideredPregnant($mc) && setup.daysConsideredPregnant($mc) < 180>>
<<if !$menFirstCycle>>
@@.alert1; Your pregnant belly is now round and prominent. You occasionally feel a gentle kick from within, but your growing belly begins to hinder your travels more and more.<br><br>
<<else>>
@@.alert1; You've gained considerable weight, especially around your belly, which sometimes experiences a peculiar tickling sensation. Your butt, thighs, and <<if $mc.breastsCor<3 && $mc.sex==="male">>pecs<<else>>breasts<</if>> have also accumulated some fat. This extra weight will slow you down during your travels.<br><br>
<</if>>
<<elseif 180 <= setup.daysConsideredPregnant($mc) && setup.daysConsideredPregnant($mc) < 240>>
<<if !$menFirstCycle>>
@@.alert1; It's impossible to deny your pregnancy now. Your child's movements inside your swollen belly have become more frequent. But the added weight and energy-draining nature of pregnancy make navigating the Abyss increasingly difficult.<br><br>
<<else>>
@@.alert1; You can no longer ignore the truth – you're pregnant and have been for some time. Your child's movements within your belly are unmistakable. Your energy is drained more quickly than usual, whether from the added weight or the pregnancy itself. With a large, round belly and about half your normal energy, navigating the Abyss has become significantly more challenging.<br><br>
<</if>>
<<elseif setup.daysConsideredPregnant($mc) >= 240 && setup.daysUntilDue($mc) > 0>>
@@.alert2; Your advanced pregnancy has made even simple tasks feel like monumental challenges. Standing, sitting, bending, and sleeping require great effort. Walking is limited to short distances, while running and fighting are out of the question. <<if $mc.lactation > 0>>Milk stains from your breasts mar your clothes, reminding you of your impending labor.<</if>> Your ability to traverse the Abyss is severely limited. Ensure you have enough supplies for the days you'll be immobilized after giving birth!<br><br>
<</if>>
<</if>>
<</if>>
<<if $mc.hasCurse("Heat/rut")>>
<<if $menCycleFlag>>
<<if $time-$heatCycleT-$menCycleVar>27 >>
<<set $heatCycleT=$time>>
<</if>>
<<else>>
<<if $time-$heatCycleT>27 >>
<<set $heatCycleT=$time>>
<</if>>
<</if>>
<</if>>
<<if $DesertedCompanions.length > 0 >>
<<set $SemenDemonVec = []>>
<<set $CreatureOfTheNight.donor = "none">>
<<set _rejoinD = $companionsDepartT>>
<<if $currentLayer< $companionsDepartL >>
<<for _i = $currentLayer; _i < $companionsDepartL; _i++>>
<<if $DesertedCompanions.some(e => e.id === setup.companionIds.khemia)>>
<<set _temp = $UpTravelDays[_i]-2>>
<<set _rejoinD += Math.max(0,_temp)>>
<<else>>
<<set _rejoinD += $UpTravelDays[_i]>>
<</if>>
<</for>>
/*<<elseif $currentLayer=== $companionsDepartL>>
<<set _rejoinD += $UpTravelDays[$currentLayer-1]>>*/
<</if>>
<<if _rejoinD<=$time>>
<<if $DesertedCompanions.length > 1>>
@@.alert1; Your deserted party comes into sight. At first they seem happy they found you, but then you get some angry rants and have to apologize profusely before everything goes back to normal.<br>
<<else>>
@@.alert1; $DesertedCompanions[0].name comes in sight. After an initially happy reunion you end up hearing some angry ranting. It is not until after quite a bit of apologizing that things return to normal.<br>
<</if>>
<<set _temp=$DesertedCompanions.length-1>>
<<for _i = _temp; _i >-1; _i-->>
/*<<if $DesertedCompanions[_i].id === setup.companionIds.khemia>>
<<set $timeRed+=2>>
<</if>>*/
<<set $hiredCompanions.push($DesertedCompanions[_i])>>
<<set $DesertedCompanions.deleteAt(_i)>>
<</for>>
<</if>>
<<if $companionsDepartT<$time-7>>
<<for _i = 0; _i < $DesertedCompanions.length; _i++>>
<<if $DesertedCompanions[_i].id === setup.companionIds.maru>>
<<set $companionMaru.affec -= 1>>
<</if>>
<<if $DesertedCompanions[_i].id === setup.companionIds.lily>>
<<set $companionLily.affec -= 1>>
<</if>>
<<if $DesertedCompanions[_i].id === setup.companionIds.khemia>>
<<set $companionKhemia.affec -= 1>>
<</if>>
<<if $DesertedCompanions[_i].id === setup.companionIds.cherry>>
<<set $companionCherry.affec -= 1>>
<</if>>
<<if $DesertedCompanions[_i].id === setup.companionIds.cloud>>
<<set $companionCloud.affec -= 1>>
<</if>>
<<if $DesertedCompanions[_i].id === setup.companionIds.saeko>>
<<set $companionSaeko.affec -= 1>>
<</if>>
<<if $DesertedCompanions[_i].id === setup.companionIds.bandit>>
<<set $companionSaeko.affec -= 1>>
<</if>>
<<if $DesertedCompanions[_i].id === setup.companionIds.twin>>
<<set $companionTwin.affec -= 1>>
<</if>>
<</for>>
<</if>>
<</if>>
/* $PulseBloomUse used to be initialized as an array, so check carefully. */
<<set _pulseBloomInUse = $PulseBloomUse !== "" && !Array.isArray($PulseBloomUse)>>
<<if _pulseBloomInUse && $time-2 > $PulseBloomDate >>
<<set $mc.osex = $PulseBloomStorage.osex>>
<<set $mc.obreasts = $PulseBloomStorage.obreasts>>
<<set $mc.openis = $PulseBloomStorage.openis>>
<<set $mc.ogender = $PulseBloomStorage.ogender>>
<<set $mc.oheight = $PulseBloomStorage.oheight>>
<<set $mc.age = Math.max($PulseBloomStorage.age, 18)>> /* Prevent instant bad end. */
<<set $mc.ohair = $PulseBloomStorage.ohair>>
<<set $mc.oskinColor = $PulseBloomStorage.oskinColor>>
<<set $mc.oeyeColor = $PulseBloomStorage.oeyeColor>>
<<set $mc.oskinType = $PulseBloomStorage.oskinType>>
<<set $mc.oears = $PulseBloomStorage.oears>>
<<set $mc.appDesc = "">>
<<set $mc.fit -= $PulseBloomStorage.fit>>
<<set $mc.imageIcon = $PulseBloomStorage.imageIcon>>
<<set $mc.image = $PulseBloomStorage.image>>
<<set $PulseBloomDate = setup.never>>
<<set $PulseBloomUse="">>
<<CarryAdjust>>
<</if>>
<</widget>><<widget "PregCheck">>
<<set _temp = random(0,100)>>
<<if _temp <= 100 * $pregChance && !setup.isPregnant($mc) && $menCycleFlag>>
<<if $mc.hasCurse("Eggxellent")>>
<<set $EggsFertilized = true>>
<<else>>
<<set setup.setConsideredPregnant($mc)>>
<<set $menCycleFlag = false>>
<</if>>
<</if>>
<</widget>><<widget "PregCheckTentacle">>
<<if _args[0].hasCurse(Omnitool) || $currentLayer==9>>
<<set _temp = random(0,100)>>
<<if setup.isPregnant(_args[0])>>
<<set _flag1=true>>
<<else>>
<<set _flag1=false>>
<</if>>
<<if _args[0]===$mc>>
<<if $currentLayer==9>>
<<set $pregChance=1>>
<</if>>
<<PregCheck>>
<<else>>
<<if _args[0].womb > 0 && (_temp < 20 || _args[0].hasCurse("Absolute Pregnancy") || $currentLayer==9) && !_args[0].hasCurse("Absolute Birth Control")>>
<<set setup.setConsideredPregnant(_args[0])>>
<</if>>
<</if>>
<<if !_flag1 && setup.isPregnant(_args[0])>>
<<set _args[0].tentaclePreg=true>>
<</if>>
<</if>>
<</widget>><<widget "MonsterPregCheckParty">>
<<for _i=0; _i<$hiredCompanions.length; _i++ >>
<<PregCheckTentacle $hiredCompanions[_i]>>
<</for>>
<</widget>><<widget "CarryAdjust">>
<<Equipment>>
<<if $mc.hasCurse(Seafolk)>><<set $scuba = 1>><</if>>
<<UpdateAttributes>>
<<Update_Misc_Stat>>
<<if $mc.hasCurse("Weakling")>>
<<set $ocarryWeight = 7.5>>
<</if>>
<<set _fitCor = $mc.hasCurse("Weakling") ? 0 : $mc.fit>>
<<if $mc.osex === 'male'>>
<<set $carryWeight = $mc.heightCor / $mc.oheight * ($ocarryWeight + 0.5 * (_fitCor - 5 - $mc.gender + 1))>>
<<else>>
<<set $carryWeight = $mc.heightCor / $mc.oheight * ($ocarryWeight + 0.5 * (_fitCor - 5 - $mc.gender + 6))>>
<</if>>
<<set $carryWeight = $carryWeight*(1+ $mc.carryHandicap/10)>>
<<if $DaedalusFly>>
<<set $carryWeight = Math.ceil($carryWeight/2)>>
<</if>>
<<for $i = 0; $i < $ownedRelics.length; $i++>>
<<if $ownedRelics[$i].name === "Pocket Hoard">>
<<if $ownedRelics[$i].active === 1>>
<<set $carryWeight += 9999>>
<</if>>
<</if>>
<</for>>
<<set $totalCarry = $carryWeight>>
<<if $hiredCompanions.some(e => e.id === setup.companionIds.maru)>>
<<set $totalCarry += $companionMaru.carry>>
<</if>>
<<if $hiredCompanions.some(e => e.id === setup.companionIds.lily)>>
<<set $totalCarry += $companionLily.carry>>
<<if $LilyConvo1>>
<<set $totalCarry += 5>>
<</if>>
<</if>>
<<if $hiredCompanions.some(e => e.id === setup.companionIds.khemia)>>
<<set $totalCarry += $companionKhemia.carry>>
<</if>>
<<if $hiredCompanions.some(e => e.id === setup.companionIds.cherry)>>
<<set $totalCarry += $companionCherry.carry>>
<</if>>
<<if $hiredCompanions.some(e => e.id === setup.companionIds.cloud)>>
<<set $totalCarry += $companionCloud.carry>>
<</if>>
<<if $hiredCompanions.some(e => e.id === setup.companionIds.saeko)>>
<<set $totalCarry += $companionSaeko.carry>>
<</if>>
<<if $hiredCompanions.some(e => e.id === setup.companionIds.golem)>>
<<set $totalCarry += $companionGolem.carry>>
<</if>>
<<if $mc.hasCurse("Double Trouble")>>
/*<<set $totalCarry += $companionTwin.carry>>*/
<<set $totalCarry +=$carryWeight>>
<</if>>
<</widget>><<widget "FlaskFirst">>
<<set $flaskMatrix[8] = $items[0].count>>
<<set _j=0 >>
<<if $flaskPref === -1>>
<<for _i=0; _i < $flaskMatrix.length; _i++ >>
<<if $flaskMatrix[_i] > 0 >>
<<set $flaskPref=_i>>
<</if>>
<</for>>
<</if>>
<<set $flaskMatrixOrderAvailable = [] >>
<<for _i=0; _i<$flaskMatrix.length; _i++ >>
<<if $flaskMatrix[_i]>0 >>
<<set _temp2=99>>
<<set _temp0 = $flaskMatrixOrderAvailable.length+1>>
<<for _j=0; _j<_temp0; _j++>>
<<if $flaskMatrixOrderAvailable.length !==_j && _temp2===99>> /*checks if element is a new index or not*/
<<set _temp= $flaskMatrixOrderAvailable[_j]>>
<<if $flaskMatrixOrder[_temp] < $flaskMatrixOrder[_i] >> /* check whether new weight should be in position of already present flask type*/
<<set _temp2=_j>> /*if yes remember index where new flask type should be filled into available array */
<</if>>
<</if>>
<<if _temp2 <_j >> /*check if loop is past considered index*/
<<set _temp3 =_j>>
<<set _temp1= $flaskMatrixOrderAvailable[_temp3]>>
<<set $flaskMatrixOrderAvailable[_temp3]=_temp>>
<<set _temp= _temp1>>
<</if>>
<</for>>
<<if _temp2<99>>
<<set $flaskMatrixOrderAvailable[_temp2] = _i >>
<<else>>
<<set _j-- >>
<<set $flaskMatrixOrderAvailable[_j] = _i >>
<</if>>
<<if $flaskMatrixOrder[$flaskPref] < $flaskMatrixOrder[_i]>>
<<set $flaskPref=_i>>
<</if>>
<</if>>
<</for>>
<</widget>><<widget "CheckParty">>
<<silently>>
<<include "Party overview">>
<</silently>>
<<if _numConvos > 1>>
@@.alert1; There are _numConvos new conversations available!@@
<<elseif _numConvos > 0>>
@@.alert1; A new conversation is available!@@
<</if>>
<</widget>><<widget "HornGrowthDesc">>
<<if _args[1] === 1>>a<<else>>two<</if>>
<<switch _args[0]>>
<<case "demonic" "draconic">>
_args[0]-looking
<<case "unicorn" "rhino">>
_args[0]-like
<</switch>>
horn<<if _args[1] > 1>>s<</if>>\
<</widget>>
<<widget "Numerical">>
<<if _args.length < 3>>
<<set _args[2] = "">>
<</if>>
<<if _args[0] === 1>>_args[1]<<else>>_args[2]<</if>>\
<</widget>>
<<widget "PluralS">><<if _args[0] > 1>>s<</if>><</widget>><<widget "randomSexSelect">>
<<set _elligbleCompanions=[]>>
<<set _tempflag=false>>
<<if $mc.curses.some(e => e.name === "Absolute Pregnancy" || e.name === "Absolute Birth Control") >>
<<set _tempflag=true>>
<</if>>
<<if settings.MaleSceneToggleFilter || $mc.hasCurse("Equal Opportunity")>>
<<set _temp=$hiredCompanions.filter(e => e.sex === "male")>>
<<for _i=0; _i< _temp.length; _i++>>
<<if _temp.name !== setup.companionIds.golem && !(_tempflag && _temp[_i].curses.some(e => e.name === "Absolute Pregnancy" || e.name === "Absolute Birth Control"))>>
<<set _elligbleCompanions.push(_temp[_i])>>
<</if>>
<</for>>
<</if>>
<<if settings.FemaleSceneToggleFilter || $mc.hasCurse("Equal Opportunity")>>
<<set _temp=$hiredCompanions.filter(e => e.sex === "female")>>
<<for _i=0; _i< _temp.length; _i++>>
<<if _temp.name !== setup.companionIds.golem && !(_tempflag && _temp[_i].curses.some(e => e.name === "Absolute Pregnancy" || e.name === "Absolute Birth Control"))>>
<<set _elligbleCompanions.push(_temp[_i])>>
<</if>>
<</for>>
<</if>>
<<if settings.OtherSceneToggleFilter || $mc.hasCurse("Equal Opportunity")>>
<<set _temp=$hiredCompanions.filter(e => e.sex === "futa" || e.sex === "doll-like" )>>
<<for _i=0; _i< _temp.length; _i++>>
<<if _temp.id !== setup.companionIds.golem && !(_tempflag && _temp[_i].curses.some(e => e.name === "Absolute Pregnancy" || e.name === "Absolute Birth Control"))>>
<<set _elligbleCompanions.push(_temp[_i])>>
<</if>>
<</for>>
<</if>>
<<if _elligbleCompanions.length> 0>>
<<set _temp = random(0, _elligbleCompanions.length-1)>>
<<if _elligbleCompanions[_temp].id === setup.companionIds.twin>>
<<set _handle = $companionTwin>>
<<elseif _elligbleCompanions[_temp].id === setup.companionIds.bandit>>
<<set _handle = $companionBandit>>
<<else>>
<<print "<<set _handle = $companion" + _elligbleCompanions[_temp].name + " >>">>
<</if>>
/*
<<for _i=0; _i<1; _i++>>
<<set _randCompanion = random(0,$hiredCompanions.length-1)>>
<<if ($hiredCompanions[_randCompanion].hasCurse("Absolute Pregnancy") && $mc.hasCurse("Absolute Birth Control")) || ($hiredCompanions[_randCompanion].hasCurse("Absolute Birth Control") && $mc.hasCurse("Absolute Pregnancy"))>>
<<set _i -=1>>
<</if>>
<</for>>
<<set _handle = $hiredCompanions[_randCompanion]>>*/
<<include "SexAvailable">>
<<set _temp = random(-2,2)+$mc.subdom-_handle.subdom>>
<<if _temp > 0>>
<<for _i=0; _i<1; _i++>>
<<set _j =random(0, _sexOptions.length-1) >>
<<if _sexOptions[_j].contains("Sub") && !_sexOptions[_j].contains("Pull Out")>>
<<set _selection = _sexOptions[_j]>>
<<else>>
<<set _i -=1>>
<</if>>
<</for>>
<<elseif _temp< 0>>
<<for _i=0; _i<1; _i++>>
<<set _j =random(0, _sexOptions.length-1)>>
<<if _sexOptions[_j].contains("Dom") && !_sexOptions[_j].contains("Pull Out")>>
<<set _selection = _sexOptions[_j]>>
<<else>>
<<set _i -=1>>
<</if>>
<</for>>
<<elseif _temp === 0>>
<<for _i=0; _i<1; _i++>>
<<set _j = random(0, _sexOptions.length-1)>>
<<if !_sexOptions[_j].contains("Pull Out")>>
<<set _selection = _sexOptions[_j]>>
<<else>>
<<set _i -=1>>
<</if>>
<</for>>
<</if>>
<<else>>
<<set _selection="Self">>
<</if>>
<</widget>><<set _sexOptions = []>>
<<if _handle.sex !== "doll-like" >>
<<set _sexOptions.push("Oral Dom")>>
<</if>>
<<if $mc.sex !== "doll-like" >>
<<set _sexOptions.push("Oral Sub")>>
<</if>>
<<if _handle.doublePenis && $mc.vagina > 0 >>
<<set _sexOptions.push("DP Sub")>>
<</if>>
<<if $mc.doublePenis && _handle.vagina > 0 >>
<<set _sexOptions.push("DP Dom")>>
<</if>>
<<if _handle.penisCor>=2>>
<<set _sexOptions.push("Anal Sub")>>
<<if $mc.penisCor >= 2>>
<<set _sexOptions.push("Anal Dom")>>
<<if _handle.vagina > 0>>
<<set _sexOptions.push("Regular Dom")>>
<<set _sexOptions.push("Regular Alt Sub")>>
<<set _sexOptions.push("Pull Out Dom")>>
<</if>>
<<if _handle.breastsCor > 2 >>
<<set _sexOptions.push("Boobjob Sub")>>
<</if>>
<</if>>
<<if $mc.vagina > 0>>
<<set _sexOptions.push("Regular Sub")>>
<<set _sexOptions.push("Regular Alt Dom")>>
<<set _sexOptions.push("Pull Out Sub")>>
<</if>>
<<if $mc.breastsCor > 2>>
<<set _sexOptions.push("Boobjob Sub")>>
<</if>>
<<else>>
<<if $mc.penisCor >= 2>>
<<set _sexOptions.push("Anal Dom")>>
<<if _handle.vagina > 0>>
<<set _sexOptions.push("Regular Dom")>>
<<set _sexOptions.push("Regular Alt Sub")>>
<<set _sexOptions.push("Pull Out Dom")>>
<</if>>
<<if _handle.breastsCor > 2 >>
<<set _sexOptions.push("Boobjob Dom")>>
<</if>>
<<else>>
<<set _sexOptions.push("Sex Scissor Sub/Dom")>>
<</if>>
<</if>><<widget "CollectRelic">>
<<capture _relic _travelTime>>
<<set _relic = _args[0]>>
<<if !setup.passingTime()>>
<<StartTraveling _relic.time `-$SibylBuff`>>
<</if>>
<<PassTimeWithEvents>>
<<if !setup.passingTime()>>
<<set $ownedRelics.push(_relic)>>
<<set $corruption -= Math.max(_relic.corr - $corRed + ($currentLayer !== 6 ? 5 * Math.trunc($hexflame / 10) : 0), 0)>>
<<if _relic.name>>
<h1>_relic.name</h1>
<</if>>
<<if _relic.pic>>
[img[setup.ImagePath + _relic.pic]]
<</if>>
<</if>>
<</capture>>
<</widget>><<widget "Equipment">>
<<if !($ownedRelics.some(e => e.name === "Heart-stealing Stole") || $devouredRelics.some(e => e.name === "Heart-stealing Stole"))>>
<<set $hsswear = 0>>
<</if>>
<<if !($ownedRelics.some(e => e.name === "Solace Lace") || $devouredRelics.some(e => e.name === "Solace Lace"))>>
<<set $slwear = 0>>
<</if>>
<<if !($ownedRelics.some(e => e.name === "Event Horizon") || $devouredRelics.some(e => e.name === "Event Horizon"))>>
<<set $EventHorizonWear = false>>
<</if>>
<<if !($ownedRelics.some(e => e.name === "Chain of Lorelei") || $devouredRelics.some(e => e.name === "Chain of Lorelei"))>>
<<set $colwear = 0>>
<</if>>
<<if !($ownedRelics.some(e => e.name === "Blind Divine") || $devouredRelics.some(e => e.name === "Blind Divine"))>>
<<set $BDwear = false>>
<</if>>
<<if $ownedRelics.some(e => e.name === "Heavy is the Head") || $devouredRelics.some(e => e.name === "Heavy is the Head")>>
<<if $HeavyHeadwear && $IQdrop < 900>>
<<set $IQdrop += 999>>
<</if>>
<<else>>
<<set $HeavyHeadwear = false>>
<<if $IQdrop > 900>>
<<set $IQdrop -= 999>>
<</if>>
<</if>>
<<if !$ownedRelics.some(e => e.name === "Sibyl Blend")>>
<<set $SibylBuff = false>>
<</if>>
<<if !$ownedRelics.some(e => e.name === "Brave Vector")>>
<<set $slingshot = 0>>
<</if>>
<<if !($ownedRelics.some(e => e.name === "Daedalus Mechanism") || $devouredRelics.some(e => e.name === "Daedalus Mechanism"))>>
<<set $DaedalusEquip = false>>
<<set $DaedalusFly = false>>
<</if>>
<<if !($ownedRelics.some(e => e.name === "Aeonglass with Endless Time") || $devouredRelics.some(e => e.name === "Aeonglass with Endless Time"))>>
<<set $endlessAeonglass = false>>
<</if>>
<<set $ManagedMisfortuneMax = 2 * $ownedRelics.filter(e => e.name === "Managed Misfortune").length>>
<<for $StoredCurse.length > $ManagedMisfortuneMax>>
<<set _curse = $StoredCurse.pop()>>
<<set _activeIndex = $ManagedMisfortuneActive.findIndex(e => e.name === _curse.name)>>
<<if _activeIndex !== -1>>
<<RemoveCurse _curse>>
<</if>>
<</for>>
<<if !$ownedRelics.some(e => e.name === "Lightning Rook")>>
<<set $LightningWear = false>>
<</if>>
<<if !($ownedRelics.some(e => e.name === "Luminous Phantasmagoria") || $devouredRelics.some(e => e.name === "Luminous Phantasmagoria"))>>
<<set $LuminousWear = false>>
<</if>>
<<if !$ownedRelics.some(e => e.name === "Lambent Specter")>>
<<set _i = $hiredCompanions.findIndex(e => e.id === setup.companionIds.golem)>>
<<for _i !== -1>>
<<set $hiredCompanions.deleteAt(_i)>>
<<set _i = $hiredCompanions.findIndex(e => e.id === setup.companionIds.golem)>>
<</for>>
<</if>>
<<if $abyssKnowCheatoff>>
<<set $abyssKnow = 0>>
<<elseif $items[5].count > 0 || setup.haveSmartphone || $hiredCompanions.some(c => c.id === setup.companionIds.saeko)>>
<<set $abyssKnow = 1>>
<<else>>
<<set $abyssKnow = 0>>
<</if>>
<<if $ownedRelics.some(e => e.name === "Aquarius Ex Nihilo")>>
<<set $flaskMatrix[9]=1>>
<<else>>
<<set $flaskMatrix[9]=0>>
<</if>>
<<if setup.starlitConquestActivated.count<1 >>
<<set $mechaBoarded=false>>
<</if>>
<</widget>><<widget "printHTML">>
/* Be careful when using this widget. Sugarcube argument parsing is a bit screwy so you might get unintended results.
* To be safe, only use variables as arguments to this widget. */
<<if _args[0] instanceof HTMLElement>>
<<set _target = _args[0]>>
<<else>>
<<set _target = eval(_args.join(' '))>>
<<set console.warn('using unsafe eval variant of print widget')>>
<</if>>
/* with 1M "slots", using 200 widgets on the same page gives you a 0.002% chance of a collision */
<<set _id = Math.floor(Math.random() * 1024 * 1024)>>
<<set setup.printWidgetCache[_id] = _target>>
<span class="print-widget-id-class" @data-content="_id"></span>
<script>
if (SugarCube.setup === undefined) alert('This passage uses a feature that does not work if it is the first passage to be shown after loading (you\'ll get another error message about that right after this one).\nWe recommend you switch passage immediately (press any link that replaces all the text on the screen) and then come back to this passage to do whatever you wanted to do (the forward/backward navigation arrows in the top left of the page (NOT the browser\'s) should also work).\nWe also recommend that you avoid reloading the page or saving the game while on this passage in the future.');
$('.print-widget-id-class').each((i, e) => {
e.replaceWith(SugarCube.setup.printWidgetCache[e.dataset.content]);
delete SugarCube.setup.printWidgetCache[e.dataset.content];
});
</script>
<</widget>>/* Arguments:
0: path of the image to use
1: path of the border to use — default 'images/bordershop.png'
Note that using a non-square image will result in elliptical borders.
When using this widget, be careful with newlines:
<<bordered>>
sometext
<</bordered>
will result in an empty line at the start of the content
*/
<<widget "bordered" container>>
<<capture _style>>
<<set _args[1] = _args[1] || 'images/bordershop.png'>>
<<set _style = `border-image: url('${_args[1]}') 82 / 20px / 10px round`>>
<div class="bordered" @style="_style">
<img @src="_args[0]">
<div>
_contents
</div>
</div>
<</capture>>
<</widget>><<set setup.iconOfMercy = {
name: "Icon of Mercy",
pic: "Wonders/iconofmercy.png",
time: 3,
}>>
<<set setup.emptyHandedBroker = {
name: "Empty-handed Broker",
pic: "Wonders/empty-handedbroker.png",
time: 2,
}>>
<<set setup.fateCrossingStar = {
name: "Fate-crossing Star",
pic: "Wonders/fate-crossingstar.png",
time: 3,
}>>
<<set setup.gossameryScales = {
name: "Gossamery Scales",
pic: "Wonders/gossameryscales.png",
time: 2,
}>>
<<set setup.skewedShrine = {
name: "Skewed Shrine",
pic: "Wonders/slantedshrine.png",
time: 3,
}>>
<<set setup.steadyShrine = {
name: "Steady Shrine",
pic: "Wonders/steadyshrine.png",
time: 3,
}>>
<<set setup.purityTree = {
name: "Purity Tree",
pic: "Wonders/puritytree.png",
time: 5,
}>>
<<set setup.oneSidedTunnel = {
name: "One-sided Tunnel",
pic: "Wonders/one-sidedtunnel.png",
time: 2,
}>>
<<set setup.mirageVault = {
name: "Mirage Vault",
pic: "Wonders/miragevault.png",
time: 3,
}>>
<<set setup.mawOfKimaris = {
name: "Maw of Kimaris",
pic: "Wonders/mouthofkimaris.png",
time: 3,
}>>
<<set setup.clockworkForge = {
name: "Clockwork Forge",
pic: "Wonders/gearshifter.png",
time: 3,
}>>
<<set setup.vendomatic6900 = {
name: "Vend-o-matic 6900",
pic: "Wonders/vendomatic.png",
time: 0,
}>>
<<set setup.recyclingCenters = {
name: "Recycling Centers",
pic: "Wonders/recyclingcenter.png",
time: 0,
}>>
<<set setup.boundlessSpace = {
name: "Boundless Space",
pic: "Wonders/boundlessspace.png",
time: 15,
}>>
<<set setup.endlessTime = {
name: "Endless Time",
pic: "Wonders/endlesstime.png",
time: 15,
}>>
<<set setup.fountainOfYouth = {
name: "Fountain of Youth",
pic: "Wonders/fountainofyouth.png",
time: 10,
}>>
<<set setup.bloodstainedSanctuary = {
name: "Bloodstained Sanctuary",
pic: "Wonders/bloodstainedsanctuary.png",
time: 6,
}>>
<<set setup.smaragdineTestament = {
name: "Smaragdine Testament",
pic: "Wonders/smaragdinetestament.png",
time: 0,
}>>
<<set setup.theShiftingObelisk = {
name: "The Shifting Obelisk",
pic: "Wonders/shiftingobelisk.png",
time: 0,
}>>
<<set setup.voidDiamond = {
name: "Void Diamond",
pic: "Wonders/voiddiamond.png",
time: 0,
}>><<widget "WonderGrid">>
<div class="cards-grid cards-wide">
<<for _wonder range _args>>
<<if _wonder.condition && !_wonder.condition()>><<continue>><</if>>
<div>
[img[setup.ImagePath + _wonder.pic]]
<h2>_wonder.name</h2>
<<if _wonder.time > 0>>
<<PreviewTravelTime '_time' _wonder.time>>
<<set _timeStyle = _time > _wonder.time ? "@@color:red;" : _time < _wonder.time ? "@@color:green;" : "">>
<p class="cost">
<<if _time !== _wonder.time>><s>
Travel Time: <<print _wonder.time + (_wonder.time === 1 ? " day" : " days")>>
</s><br><</if>>
Travel Time: <<print _timeStyle + _time + (_time === 1 ? " day" : " days") + (_timeStyle ? "@@" : "")>>
</p>
<p><<TravelToPassage `'Travel to the ' + _wonder.name` `_wonder.name + " Site"` _time>></p>
<<else>>
<p><<link `'Use the ' + _wonder.name` `_wonder.name + " Site"`>><</link>></p>
<</if>>
<p><<include `_wonder.name + " Description"`>></p>
</div>
<</for>>
</div>
<</widget>><<widget "WonderGridGold">>
<div class="cards-grid-gold cards-wide">
<<for _wonder range _args>>
<<if _wonder.condition && !_wonder.condition()>><<continue>><</if>>
<div>
[img[setup.ImagePath + _wonder.pic]]
<h2>_wonder.name</h2>
<<if _wonder.time > 0>>
<<PreviewTravelTime '_time' _wonder.time>>
<<set _timeStyle = _time > _wonder.time ? "@@color:red;" : _time < _wonder.time ? "@@color:green;" : "">>
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Travel Time: <<print _wonder.time + (_wonder.time === 1 ? " day" : " days")>>
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Travel Time: <<print _timeStyle + _time + (_time === 1 ? " day" : " days") + (_timeStyle ? "@@" : "")>>
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<p><<TravelToPassage `'Travel to the ' + _wonder.name` `_wonder.name + " Site"` _time>></p>
<<else>>
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<</for>>
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<</widget>>A statue with a gentle, all-encompassing aura of compassion. If you touch its hand, you can remove one Curse of your choice that you've been afflicted with, but you will also lose the corruption points it gave you. Useful if you're having second thoughts about some of your choices.
Only ever works once per person, and has no effect for those with the "purity gene." Multiple levels of the same Curse count separately; you can only remove the effects of a single Curse option. Also has no effect on the Curse-like effects gained through eating food or drinking water of the Abyss.A devilish statue that has fallen into disrepair. Normally, you only need to ensure your corruption points aren't negative whenever you travel from layer 1 to the surface, and before choosing any Habitation options. Touching this statue would restrict you corruption points with a new rule: they may no longer become negative at //any// point throughout your journey. In other words, you cannot take any option that costs more corruption points than you have on you. This will restrict many of your available choices significantly, and could make it easier to potentially get yourself trapped on a lower level with no way to ascend, if you make rash choices.
In return this grants you //+100 corruption//. Naturally, you can't use thus statue if you have lower than -100 corruption.
<b>The statue is in an extreme state of disrepair. If you don't take advantage of it soon, you might not get another chance.</b>A meteorite somehow, against all odds, fell directly into the Abyss at the perfect angle to crash here and create this lake. If any party member were to bathe in the lake, including you, your whole party would awake the next day to find that they had swapped bodies with each other, nobody in your group being in their original body. In return, it grants +70 corruption. The swapped bodies are permanent, and after anyone bathes in the lake once, the meteorite will not respond to your party's presence again. Must have at least one traveling companion to use.
Somehow, all Curses as well as the "purity gene" will travel with their original owner's mind into their new body, affecting it as they would affect the new body — for example, if you swapped into a body with a sex different from your original sex again, just with a new body. Of course, all practical skills travel with the mind too, meaning companion's special skills end up in their new body. The only //mechanical// aspect that //doesn't// travel with the minds is carrying capacity, as musculature remains with the body. Combat ability could theoretically be affected if somebody ends up in a body with significantly more or less musculature than they had before, but learned combat skills are retained.
Your companions will be understandably very confused, shocked, and very unhappy with you about this. You should expect group morale to be very low afterwards, and for many companions to only be sticking with you in the vain hope of reversing it somehow.A pair of delicate, golden measuring scales that shift with even the slightest weight. You may choose to travel here and touch one end of them //at any point// on your journey after you pick them up. When you do, a number of dubloons will suddenly materialize on the other end of the scale, equal to your //current corruption// divided by 5, rounded up. This costs no corruption to use.
If you prefer, the reverse is also possible: piling dubloons on one side and receiving corruption equal to the number of dubloons divided by 5, rounded up. As with the alternative, this doesn't actually cost you dubloons.
After using them once in either fashion, they will deactivate and become unusable.An old, decrepit shrine. If you stand before it, you can will a Curse you've been afflicted with to be forcibly moved to one of your companions, bypassing their "purity gene." You will still have the corruption given to you by the Curse, but the effects of it will be gone, now manifesting in your companion. The first usage is free, but every use after that will require a tribute at the altar, costing 5 dubloons more than the last tribute did. 0, 5, 10, 15, and so on. Doesn't make that Curse selectable for you again, but //does// allow you to take any Curses that would have conflicted with it.
Take a moment to consider how this would affect your working relationship with that companion, though! They didn't sign up for this, and they're down here as your companion on the assumption that they would suffer no Curses. With most companions this could easily lead to an irreparable relationship, leading to them leaving you if you give them anything but the most minor or beneficial Curses, unless you have a very good relationship already or some reason for them to stay. Even party members that you don't put Curses on may leave you out of fear. With the range of the altar and how long it takes to operate, you should be able to get 4 Curse transfers to an unwilling participant before they can escape, if that's how you're playing.A large, ancient shrine that has been remarkably well-maintained. It has a similar effect to the Skewed Shrine from the previous layer, but rather than forcibly transferring one of your Curses to a companion, it instead copies one over to them, resulting in both of you having the Curse. In return, you get half of the corruption that the Curse originally gave you, rounded up, added to your total. (You may also think of it as a 1.5x multiplier to that Curse's original corruption.) It shares the same dubloon cost counter as the Skewed Shrine, and rises just the same: it starts free but increases in cost by 5 dubloons with every use: 0, 5, 10, 15, etc. A single given Curse can only be copied once — you cannot copy the same Curse option to multiple companions.
Like the Skewed Shrine, this is likely to result in some very unhappy party members, unless you have some special circumstances. They may be slightly less angry seeing as you're both sharing the Curse as opposed to shoving it all on them, but you're still giving them something they didn't sign up for, and they won't be happy with it. If that doesn't matter to you and you're here to play the villain, the range and time it takes to work is about the same as the Skewed Shrine, so you would be able to get 4 uses on an unwilling participant before they escape.Wow, that's a really rare find! These trees are thought to be nearly extinct, and... oh. It's already dead. Aw.
Still, the wood can be quite useful, so long as you have some kind of cutting tool to harvest it. You should be able to get 4 workable wood sections from a tree this size. You could use your own cutting tools, as well as 1 day of time for each section, to fashion crude protective gear offering an effective +15 corruption per section used, or you could bring it up to the Relic Workshop on the surface and have the experts up there quickly craft you professionally-made gear offering an effective +25 corruption each. If you don't need the protection, you can also sell the raw wood planks to them for 35 dubloons per section. You can decide how you want to use each of the 4 wood sections individually. Each section weighs about 1.5kg, but if you turn them into protective gear, the weight while wearing them will feel negligible.
If you have no cutting tools, you could still get some benefit by burning the whole tree, bathing you in cleansing smoke that offers an effective +20 corruption points, but only once.A large, nondescript tunnel with mysterious spatial properties: after walking through it for a long time (the better part of a day), you'll find yourself emerging from the very same end you entered from, despite the tunnel apparently having been completely straight. After emerging, you'll also notice that nearly everything you brought into the Abyss from the surface — including every item you bought from Outset Town's shop, your dubloons, and your clothing — will seem to suddenly vanish. //The only buyable supplies which are safe from this effect are food and water supplies.// This even includes items that you're not carrying and have left behind elsewhere in the Abyss! You'll discover that they've all been teleported to the surface, either to your inn room if you have one or otherwise to a discrete hidden spot around the mouth of the Abyss that you'll instinctively know the location of. Relics and companions won't be teleported. You can theoretically walk through the tunnel as many times as you like, if for some reason you need to teleport all of your mundane supplies up to the surface a lot. You will have to travel back up to retrieve them each time, though.
Walking through this tunnel once while holding the Pocket Hoard Relic is necessary to establish a connection to a pocket dimension and activate its special effect.An enormous glass door with a mysterious panel serving as a locking mechanism at its base. Behind the pane, a large pile of gold and supplies can be seen.
If you touch your hand to the panel, the number 60 will appear on it, and it will begin counting down by 1 every 24 hours. The door will open when the timer reaches 0, but the panel will continue counting, and when it reaches -5, the door and the panel will vanish altogether, as if they were never there. You can either leave a companion behind to ensure there's someone to retrieve things from the vault, or time your travels so that you arrive back at the door on time. Remember that companions cannot travel down on their own; you will need to come back to get them. Attempting to reach the treasure in any way besides waiting for the panel to hit 0 (such as via breaking the door, or otherwise transporting yourself inside) will result in everything in the vault suddenly vanishing before your eyes.
The vault contains 200 dubloons, 9 days of food rations (bottles, no flasks), and 3 medkits, all identical to those you could buy in the shop. Notably, as the medkits didn't come with you into the Abyss, they're exempt from the effect of the One-sided Tunnel.A huge, stone mouth carved into the ground. Anything that falls into its gluttonous jaws will be lost forever, never to escape. Watch your step!
If you toss 5 dubloons in, you can have it spit out any one item that you've previously held but left behind in any other layer of the Abyss for whatever reason. Cannot recall items from the surface, but anywhere in the Abyss is fair game.
If you toss 10 dubloons in, you can pick a Relic that you haven't chosen from a different layer that you've already traveled to, and have it spit out that Relic. This will also multiply the Relic's corruption cost by 1.5x, rounded down (before Saeko's reduction), but can still be helpful if you suddenly find yourself wanting a Relic you couldn't or didn't want to take previously.
If you toss 20 dubloons in, you can pick a Relic you've already taken, and have it spit out another. This will multiply that Relic's original corruption cost by 2x (before Saeko), essentially acting as a more expensive but more repeatable version of the Kin Shifter Relic. Notably, the Maw will not spit out a copy of Kin Shifter itself, because that's just bad business for the Maw.
The Relics spit out by the Maw will have a minimum corruption cost of 10, even after factoring in any bonuses. They can't be reduced below 10 by any means.A large mechanism consisting of many interlocking, grinding gears. Placing two Relics into it, along with 4 dubloons, allows you to swap their abilities while retaining their prior shape, for example allowing you to put the Breathless Exhale and Sunbeam Relics in, to get a fire-enshrouded fan and a wind-controlling sword out. Be sure that the resulting Relics still have ways of activating their functionality — if you swapped the Brave Vector's ability with a Relic that doesn't have a clear entrance and exit for other objects to go through, then there'd be a way to use its ability to speed them up, and if you swapped Gilded Prison with a Relic that can't contain things, it won't be able to halt their erosion. Can be used as many times as you have dubloons for.
It swaps powers, so you aren't able to pile multiple onto a single Relic. Also, Eternal Repose can't have its ability swapped, as that would render it breakable (impossible.) If Granted Granite-affected Relics are swapped, the strengthenings remain with the original Relics rather than traveling with their powers.Vending machines rest on every corner and every alley in the city, never more than a short walk away. Amazingly, they take the exact same dubloons as currency that Outset Town does! You should be able to stock up on some useful supplies here. You can see the available selection below. (Note that food purchases here doesn't spoil when moving between layers like foraged food does.)
I don't recommend trying to steal from them; the security systems in place and the robots guarding them can be pretty intense. The people of this city lived completely surrounded by powerful Relics their entire lives, so their crime prevention features are more than a few steps beyond anything you knew from the surface. Attempting to steal would also certainly get you marked as public enemy #1, the same as not paying your taxes — and they'd eventually just incinerate the supplies inside all of them if they somehow couldn't stop you from reaching them.
Curiously, the vending machines will authorize you for loans if you have Cloud wit you, functioning with exactly the same conditions and serum as loans from Outset town's shop. Seriously, who is this guy?There are various chutes around the city that you can toss Relics into and receive payment from if you aren't able to take them back to the surface. The rates are less generous than Outset Town... they sell for 15 dubloons less than the base price, or half the base price rounded up — whichever is more. There are a few robot clerks around the chutes that Lily can haggle with for a slight boost, adding 5 dubloons on top of the modified price.An enormous room completely covered in a single magic circle stretching across it, filled with strange runes. If you place a Relic that has a //specific range listed in meters (including any SI prefixes)// in the center, you may break its spatial limits. From that point on, you may freely alter hat Relic's range to any value between 1x and 100x its original value. For Relics with multiple different ranges, you may alter each range individually. This boost is permanent, and cannot be undone.
After using it once, Boundless Space will vanish forever. You may only obtain a single spatially limit-broken Relic. The limit-broken state does not transfer to copies of limit-broken Relics.The one and only. Drinking directly from this fountain allows one to attain biological immortality, and with it freedom from aging and all related ailments (cancer included.) You can still die via disease, lethal force, starvation, thirst, and other environmental factors, but age will never take you.
Having come all the way down here is a major feat requiring plenty of self-sacrifice already, so there's no particular cost associated in drinking from the the fountain. The only aspect that //might// be considered a drawback is that you'll be locked as your present age forever, never growing a day older. Depending on your current age, this may be positive or negative. The water quickly loses it special properties after being removed from the fountain, and so cannot be bottled for selling or later use.
A person's initial age-halting drink carries no ill effects, but every drink they take after that carries the same effects as water from the Lethe Taps.A room containing a number of glowing, magical spheres and circles floating in the center. If you place a Relic that has a specific time listed in seconds, minutes, hours, days, weeks, or months in the center, you may break its temporal limits. From then in, you may freely lower the times to any value between the default value and 1% of the default. For Relics with multiple times listed, you may alter each individually. For example, a Relic that can be used for "15 minutes every day" could be altered to "15 minutes every 15 minutes." A single Relic cannot be used with both Boundless Space and Endless Time (the newer boost would overwrite and waste the older one) - you must choose two separate Relics to receive each boost.
After using it once, Endless Time will vanish forever. You may only ever obtain a single temporally limit-broken Relic.A large, glowing altar suspended in quiet waters. If you kill a human being upon it, you'll gain +200 corruption.
If you're looking for a way to get the points without being evil, using the Phoenix Obol Relic and killing yourself is an option. (For these purposes, you still count as human regardless of what Curses you have.) Outside of that, you would probably need to betray a traveling companion. Getting in a fight with someone who has traveled all the way down here with you, and who probably knows you pretty well by now and could tell that something is amiss, and potentially retaliate with Relics, would be very dangerous (on top of being morally quite awful), but not impossible. (Cherry probably wouldn't fight back, if you're feeling particularly heartless.)
One other gray-tinged morality option is taking one of the Opportunistic Bandits all the way from the first layer down here, and sacrificing them. They won't come down willingly, and capturing them and bringing them down bound would be quite difficult (average human body mass is around 60kg) and dangerous due to the possibility of them escaping and retaliating partway down, but technically possible with the right preparations.
I don't recommend trying to bring a sacrifice from anywhere outside of the Abyss. People in Outset Town would stop you, and trying to fight off a whole town of adventurers with an economy based around Relics would be by far your most difficult option, as well as the most morally corrupt one due to the high number of innocent deaths this would result in.
You only get corruption for a single sacrifice. Further murders have no effect.You reach into the light and pull out a pale green tablet, carved of stone. It pulses with a mysterious energy, promising to reward those capable of extraordinary endeavors. A variety of different conditions are etched into it, each with a square by its side, waiting to be checked off.
You receive + 100 corruption simply for picking the tablet up. Further rewards are available by meeting each of these conditions.
These challenges are checked when you first pick up the Smaragdine Testament, and never after that. They cannot be achieved later on after having already picked up the tablet.
<b>Speedrun:</b> pick up the tablet with at least 600 days left in the Spectre of the End's countdown. (+175 corruption)
<b>World Record:</b> pick up the tablet with at least 710 days left in the Spectre of the End's countdown. (+200 corruption, in addition to previous)
<b>TAS:</b> pick up the tablet with at least 750 days left in the Spectre of the End's countdown. (+225 corruption, in addition to previous)
<b>OTP:</b> pick up the tablet, having only ever hired exactly one companion. (+200 corruption)
<b>Single Player:</b> pick up the tablet, having never hired any companions. (+300 corruption)
These challenges can be completed at any time. You may take the Smaragdine Testament with you and complete the challenges during the remainder of your journey and receive their rewards. Conditions met before obtaining the Smaragdine Testament still count.
<b>Gourmet:</b> Eat every available food and drink every available source of water at least once, including all of the rations available both from the surface and layer 7, and every foraging option outside of layer 7. Where applicable, either the safer versions or the full-transformative versions of foraging options can count - you don't need to consume both types. (+ 150 corruption)
<b>Danger Fetish:</b> Receive at least one status condition from every Threat that has one or more listed. (+125 corruption)
<b>Abyssal Champion:</b> Defeat at least one of every Threat, besides Slackslime, Spectre of the End, Booby Traps, and Hexflame Fields. (+175 corruption)
<b>Collector:</b> Have owned at least 54 of the 108 different Relics available to choose from the Abyss at some point, but not necessarily all at the same time. (+200 corruption)
<b>Curator:</b> Have owned at least one of every single Relic available to choose from the Abyss at some point, but not necessarily all at the same time. (+250 corruption, in addition to previous)
<b>Magnum Opus:</b> Achieve every single one of the Smaragdine Testament's other non -conflicting tasks. (For conflicting tasks, either of the possible tasks will be sufficient.)
Upon completing this task, the Smaragdine Testament will split open, and a small jade-green egg will materialize from the rubble. You may then take this egg to anywhere you please in the Abyss and place it down, to create an entirely new layer in that location, designed to your specifications and being positioned above or below whichever of the other lavers you please. You also receive + 500 corruption when the Smaragdine Testament splits open.As you move through this strange place, eventually the weight of the darkness feels like a physical shroud. Eventually, you will find the Shifting Obelisk. This enigmatic structure is carved from a single block of a strange materials that seems to drink all light from its surrounding.
By placing a hand upon the obelisk, you can channel the Miasma of the deepest point of the Abyss into yourself, allowing the obelisk to attune you with your Curses. The Shifting Obelisk reweaves the fabric of the Curses, mitigating their negative effects significantly. However, it never fully nullifies them, ensuring that the Curses remain with you for as long as you live.
The exact nature of the mitigation varies by Curse, but their descriptions will be edited to take into account their altered effects, and some may even become beneficial. It may be worth looking through your Curses to understand your new state after you use this effect.The Starforge Anvil is a legendary artifact of unparalleled power. Floating in a void filled with twinkling stars and enveloped in darkness, this ancient anvil is may have been the birthplace of some of the most extraordinary Relics ever known in the Abyss. Perhaps it was used by unknown beings to forge Relics of immense power, shaping the very fabric of reality. Now, it seems to be half-faded out of reality, as if at any moment it could disappear.
But now, it seems to be aged and worn, retaining only a glimmer of its former glory. It possesses the unique ability to create any one Relic of your choosing, matching the power level of those found on Layer 9. This Relic cannot trivialize or circumvent the effects of your Curses, but it can be used for nearly anything else.
However, the anvil has just enough energy left for one last creation, after which it will fade into oblivion. And the anvil is volatile in it's current state, so any attempts to use it prior to settling down in a habitation option will lead to it fading away even earlier. You must first settle in a habitation option, then you can create your new Relic.From the deepest depths of the Abyss you find this gemstone, with an appearance like a crystal shard of the night sky. It is hardened by the miasma of the Abyss, and so is indestructible while below the surface. However, if you manage to bring it back up to the surface and wait there for one week, then it will become weak enough for you to crush. You can then use the dust to produce 1 dose of a unique alchemical concoction.
Imbibing this potion weaves the Abyss's essence into the fabric of your soul, granting you unprecedented harmony with its environment. You are able to eat and drink any foraged food and water in the Abyss without penalty, corruption no longer affects you, and threats from the Abyss will no longer attack you. In fact, Abyssal natives are actually very friendly with you, feeling an instinctual comfort in your presence. This gives you a remarkable ability to converse and befriend the native inhabitants of the Abyss (perhaps some of the monstrosities you faced may be open to a more amicable relationship with you after you’ve adapted yourself to the Abyss).
However, you will face problems when outside of the Abyss. While you are able to leave and return, after a week in the outside world you begin to feel sick and feel a draw to the Abyss which only increases with time. After 2 weeks it becomes serious, after 3 weeks it's debilitating, and after 4 weeks you will die. Fortunately, you have ample opportunity to lead a fulfilling life within the Abyss, perhaps with occasional visits to the surface, if you wish. You could form a singular connection to the Abyss, a privilege unknown to any other person in the world.
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_escapedHtmlRe=/&(?:amp|#38|#x26|lt|#60|#x3c|gt|#62|#x3e|quot|#34|#x22|apos|#39|#x27|#96|#x60);/gi,_hasEscapedHtmlRe=new RegExp(_escapedHtmlRe.source,"i"),_escapedHtmlMap=utilToEnum({"&":"&","&":"&","&":"&","<":"<","<":"<","<":"<",">":">",">":">",">":">",""":'"',""":'"',""":'"',"'":"'","'":"'","'":"'","`":"`","`":"`"});function utilUnescape(str){if(null==str)return"";var val=String(str);return val&&_hasEscapedHtmlRe.test(val)?val.replace(_escapedHtmlRe,(function(entity){return _escapedHtmlMap[entity.toLowerCase()]})):val}var _nowSource=Has.performance?performance:Date;var _cssTimeRe=/^([+-]?(?:\d*\.)?\d+)([Mm]?[Ss])$/;var utilScrubEventKey=function(){var separatorKey,decimalKey;if("undefined"!=typeof Intl&&"function"==typeof Intl.NumberFormat){var match=(new Intl.NumberFormat).format(111111.5).match(/(\D*)\d+(\D*)/);match&&(separatorKey=match[1],decimalKey=match[2])}return separatorKey||decimalKey||(separatorKey=",",decimalKey="."),function(key){switch(key){case"Scroll":return"ScrollLock";case"Spacebar":return" ";case"Left":return"ArrowLeft";case"Right":return"ArrowRight";case"Up":return"ArrowUp";case"Down":return"ArrowDown";case"Del":return"Delete";case"Crsel":return"CrSel";case"Exsel":return"ExSel";case"Esc":return"Escape";case"Apps":return"ContextMenu";case"Nonconvert":return"NonConvert";case"MediaNextTrack":return"MediaTrackNext";case"MediaPreviousTrack":return"MediaTrackPrevious";case"VolumeUp":return"AudioVolumeUp";case"VolumeDown":return"AudioVolumeDown";case"VolumeMute":return"AudioVolumeMute";case"Zoom":return"ZoomToggle";case"SelectMedia":case"MediaSelect":return"LaunchMediaPlayer";case"Add":return"+";case"Divide":return"/";case"Multiply":return"*";case"Subtract":return"-";case"Decimal":return decimalKey;case"Separator":return separatorKey}return key}}(),utilHasMediaQuery="function"!=typeof window.matchMedia?function(){return!1}:function(mediaQuery){return window.matchMedia(mediaQuery).matches};return Object.freeze(Object.defineProperties({},{getType:{value:utilGetType},isBoolean:{value:function(obj){return"boolean"==typeof obj||"string"==typeof obj&&("true"===obj||"false"===obj)}},isIterable:{value:function(obj){return null!=obj&&"function"==typeof obj[Symbol.iterator]}},isNumeric:{value:function(obj){var num;switch(_typeof(obj)){case"number":num=obj;break;case"string":num=Number(obj);break;default:return!1}return!Number.isNaN(num)&&Number.isFinite(num)}},sameValueZero:{value:function(a,b){return a===b||a!=a&&b!=b}},toEnum:{value:utilToEnum},toStringTag:{value:utilToStringTag},slugify:{value:function(str){var base=String(str).trim(),_legacy=base.replace(/[^\w\s\u2013\u2014-]+/g,"").replace(/[_\s\u2013\u2014-]+/g,"-").toLocaleLowerCase();return _isInvalidSlugRe.test(_legacy)?base.replace(_illegalSlugCharsRe,"").replace(/[_\s\u2013\u2014-]+/g,"-"):_legacy}},sanitizeFilename:{value:function(str){return String(str).trim().replace(_illegalFilenameCharsRE,"")}},escapeMarkup:{value:function(str){if(null==str)return"";var val=String(str);return val&&_hasMarkupCharsRe.test(val)?val.replace(_markupCharsRe,(function(ch){return _markupCharsMap[ch]})):val}},escape:{value:utilEscape},unescape:{value:utilUnescape},charAndPosAt:{value:function(text,position){var str=String(text),pos=Math.trunc(position),code=str.charCodeAt(pos);if(Number.isNaN(code))return{char:"",start:-1,end:-1};var retval={char:str.charAt(pos),start:pos,end:pos};if(code<55296||code>57343)return retval;if(code>=55296&&code<=56319){var nextPos=pos+1;if(nextPos>=str.length)return retval;var nextCode=str.charCodeAt(nextPos);return nextCode<56320||nextCode>57343||(retval.char=retval.char+str.charAt(nextPos),retval.end=nextPos),retval}if(0===pos)return retval;var prevPos=pos-1,prevCode=str.charCodeAt(prevPos);return prevCode<55296||prevCode>56319||(retval.char=str.charAt(prevPos)+retval.char,retval.start=prevPos),retval}},now:{value:function(){return _nowSource.now()}},fromCssTime:{value:function(cssTime){var match=_cssTimeRe.exec(String(cssTime));if(null===match)throw new SyntaxError('invalid time value syntax: "'.concat(cssTime,'"'));var msec=Number(match[1]);if(1===match[2].length&&(msec*=1e3),Number.isNaN(msec)||!Number.isFinite(msec))throw new RangeError('invalid time value: "'.concat(cssTime,'"'));return msec}},toCssTime:{value:function(msec){if("number"!=typeof msec||Number.isNaN(msec)||!Number.isFinite(msec)){var what;switch(_typeof(msec)){case"string":what='"'.concat(msec,'"');break;case"number":what=String(msec);break;default:what=utilToStringTag(msec)}throw new Error("invalid milliseconds: ".concat(what))}return"".concat(msec,"ms")}},fromCssProperty:{value:function(cssName){if(!cssName.includes("-"))switch(cssName){case"bgcolor":return"backgroundColor";case"float":return"cssFloat";default:return cssName}return("-ms-"===cssName.slice(0,4)?cssName.slice(1):cssName).split("-").map((function(part,i){return 0===i?part:part.toUpperFirst()})).join("")}},parseUrl:{value:function(url){var el=document.createElement("a"),queryObj=Object.create(null);el.href=url,el.search&&el.search.replace(/^\?/,"").splitOrEmpty(/(?:&(?:amp;)?|;)/).forEach((function(query){var _query$split2=_slicedToArray(query.split("="),2),key=_query$split2[0],value=_query$split2[1];queryObj[key]=value}));var pathname=el.host&&"/"!==el.pathname[0]?"/".concat(el.pathname):el.pathname;return{href:el.href,protocol:el.protocol,host:el.host,hostname:el.hostname,port:el.port,path:"".concat(pathname).concat(el.search),pathname:pathname,query:el.search,search:el.search,queries:queryObj,searches:queryObj,hash:el.hash}}},newExceptionFrom:{value:function(original,exceptionType,override){if("object"!==_typeof(original)||null===original)throw new Error("Util.newExceptionFrom original parameter must be an object");if("function"!=typeof exceptionType)throw new Error("Util.newExceptionFrom exceptionType parameter must be an error type constructor");var ex=new exceptionType(original.message);void 0!==original.name&&(ex.name=original.name),void 0!==original.code&&(ex.code=original.code),void 0!==original.columnNumber&&(ex.columnNumber=original.columnNumber),void 0!==original.description&&(ex.description=original.description),void 0!==original.fileName&&(ex.fileName=original.fileName),void 0!==original.lineNumber&&(ex.lineNumber=original.lineNumber),void 0!==original.number&&(ex.number=original.number),void 0!==original.stack&&(ex.stack=original.stack);var overrideType=_typeof(override);if("undefined"!==overrideType)if("object"===overrideType&&null!==override)Object.assign(ex,override);else{if("string"!==overrideType)throw new Error("Util.newExceptionFrom override parameter must be an object or string");ex.message=override}return ex}},scrubEventKey:{value:utilScrubEventKey},hasMediaQuery:{value:utilHasMediaQuery},random:{value:Math.random},entityEncode:{value:utilEscape},entityDecode:{value:utilUnescape},evalExpression:{value:function(){return Scripting.evalJavaScript.apply(Scripting,arguments)}},evalStatements:{value:function(){return Scripting.evalJavaScript.apply(Scripting,arguments)}}}))}(),SimpleStore=(_adapters=[],_initialized=null,Object.freeze(Object.defineProperties({},{adapters:{value:_adapters},create:{value:function(storageId,persistent){if(_initialized)return _initialized.create(storageId,persistent);for(var i=0;i<_adapters.length;++i)if(_adapters[i].init(storageId,persistent))return(_initialized=_adapters[i]).create(storageId,persistent);throw new Error("no valid storage adapters found")}}}))),_adapters,_initialized,_ok,_WebStorageAdapter;SimpleStore.adapters.push((_ok=!1,_WebStorageAdapter=function(){function _WebStorageAdapter(storageId,persistent){_classCallCheck(this,_WebStorageAdapter);var prefix="".concat(storageId,"."),engine=null,name=null;persistent?(engine=window.localStorage,name="localStorage"):(engine=window.sessionStorage,name="sessionStorage"),Object.defineProperties(this,{_engine:{value:engine},_prefix:{value:prefix},_prefixRe:{value:new RegExp("^".concat(RegExp.escape(prefix)))},name:{value:name},id:{value:storageId},persistent:{value:!!persistent}})}return _createClass(_WebStorageAdapter,[{key:"length",get:function(){return this.keys().length}},{key:"size",value:function(){return this.keys().length}},{key:"keys",value:function(){for(var keys=[],i=0;i0;){if(childNodes[0].type())return!0;childNodes.shift()}return this.finished=!0,!1}}]),NodeTyper}();return NodeTyper}(),PRNGWrapper=function(){function PRNGWrapper(seed,useEntropy){_classCallCheck(this,PRNGWrapper),Object.defineProperties(this,new Math.seedrandom(seed,useEntropy,(function(prng,seed){return{_prng:{value:prng},seed:{writable:!0,value:seed},pull:{writable:!0,value:0},random:{value:function(){return++this.pull,this._prng()}}}})))}return _createClass(PRNGWrapper,null,[{key:"marshal",value:function(prng){if(!prng||!prng.hasOwnProperty("seed")||!prng.hasOwnProperty("pull"))throw new Error("PRNG is missing required data");return{seed:prng.seed,pull:prng.pull}}},{key:"unmarshal",value:function(prngObj){if(!prngObj||!prngObj.hasOwnProperty("seed")||!prngObj.hasOwnProperty("pull"))throw new Error("PRNG object is missing required data");for(var prng=new PRNGWrapper(prngObj.seed,!1),i=prngObj.pull;i>0;--i)prng.random();return prng}}]),PRNGWrapper}(),StyleWrapper=(_imageMarkupRe=new RegExp(Patterns.cssImage,"g"),_hasImageMarkupRe=new RegExp(Patterns.cssImage),function(){function StyleWrapper(style){if(_classCallCheck(this,StyleWrapper),null==style)throw new TypeError("StyleWrapper style parameter must be an HTMLStyleElement object");Object.defineProperties(this,{style:{value:style}})}return _createClass(StyleWrapper,[{key:"isEmpty",value:function(){return 0===this.style.cssRules.length}},{key:"set",value:function(rawCss){this.clear(),this.add(rawCss)}},{key:"add",value:function(rawCss){var css=rawCss;_hasImageMarkupRe.test(css)&&(_imageMarkupRe.lastIndex=0,css=css.replace(_imageMarkupRe,(function(wikiImage){var markup=Wikifier.helpers.parseSquareBracketedMarkup({source:wikiImage,matchStart:0});if(markup.hasOwnProperty("error")||markup.posdiffed[aOpRef][2]&&(diffed[aOpRef][2]=nKey)}else diffed[key]=Op.Delete;else diffed[key]=[Op.Copy,"object"!==_typeof(destP)||null===destP?destP:clone(destP)]}return Object.keys(diffed).length>0?diffed:null}},patch:{value:function patch(orig,diffed){for(var keys=Object.keys(diffed||{}),patched=clone(orig),i=0,klen=keys.length;i0&&Object.keys(l10nStrings).forEach((function(id){try{var value;switch(id){case"identity":value=strings.identity;break;case"aborting":value=strings.aborting;break;case"cancel":value=strings.cancel;break;case"close":value=strings.close;break;case"ok":value=strings.ok;break;case"errorTitle":value=strings.errors.title;break;case"errorNonexistentPassage":value=strings.errors.nonexistentPassage;break;case"errorSaveMissingData":value=strings.errors.saveMissingData;break;case"errorSaveIdMismatch":value=strings.errors.saveIdMismatch;break;case"warningDegraded":value=strings.warnings.degraded;break;case"debugViewTitle":value=strings.debugView.title;break;case"debugViewToggle":value=strings.debugView.toggle;break;case"uiBarToggle":value=strings.uiBar.toggle;break;case"uiBarBackward":value=strings.uiBar.backward;break;case"uiBarForward":value=strings.uiBar.forward;break;case"uiBarJumpto":value=strings.uiBar.jumpto;break;case"jumptoTitle":value=strings.jumpto.title;break;case"jumptoTurn":value=strings.jumpto.turn;break;case"jumptoUnavailable":value=strings.jumpto.unavailable;break;case"savesTitle":value=strings.saves.title;break;case"savesDisallowed":value=strings.saves.disallowed;break;case"savesIncapable":value=strings.saves.incapable;break;case"savesLabelAuto":value=strings.saves.labelAuto;break;case"savesLabelDelete":value=strings.saves.labelDelete;break;case"savesLabelExport":value=strings.saves.labelExport;break;case"savesLabelImport":value=strings.saves.labelImport;break;case"savesLabelLoad":value=strings.saves.labelLoad;break;case"savesLabelClear":value=strings.saves.labelClear;break;case"savesLabelSave":value=strings.saves.labelSave;break;case"savesLabelSlot":value=strings.saves.labelSlot;break;case"savesUnavailable":value=strings.saves.unavailable;break;case"savesUnknownDate":value=strings.saves.unknownDate;break;case"settingsTitle":value=strings.settings.title;break;case"settingsOff":value=strings.settings.off;break;case"settingsOn":value=strings.settings.on;break;case"settingsReset":value=strings.settings.reset;break;case"restartTitle":value=strings.restart.title;break;case"restartPrompt":value=strings.restart.prompt;break;case"shareTitle":value=strings.share.title;break;case"alertTitle":break;case"autoloadTitle":value=strings.autoload.title;break;case"autoloadCancel":value=strings.autoload.cancel;break;case"autoloadOk":value=strings.autoload.ok;break;case"autoloadPrompt":value=strings.autoload.prompt;break;case"macroBackText":value=strings.macros.back.text;break;case"macroReturnText":value=strings.macros.return.text}value&&(l10nStrings[id]=value.replace(/%\w+%/g,(function(pat){return"{".concat(pat.slice(1,-1),"}")})))}catch(ex){}}))}},get:{value:function(ids,overrides){if(!ids)return"";var selectedId,id=((Array.isArray(ids)?ids:[ids]).some((function(id){return!!l10nStrings.hasOwnProperty(id)&&(selectedId=id,!0)})),selectedId);if(!id)return"";for(var processed=l10nStrings[id],iteration=0;_hasPatternRe.test(processed);){if(++iteration>50)throw new Error("L10n.get exceeded maximum replacement iterations, probable infinite loop");_patternRe.lastIndex=0,processed=processed.replace(_patternRe,(function(pat){var subId=pat.slice(1,-1);return overrides&&overrides.hasOwnProperty(subId)?overrides[subId]:l10nStrings.hasOwnProperty(subId)?l10nStrings[subId]:void 0}))}return processed}}}))),_patternRe,_hasPatternRe,strings={errors:{},warnings:{},debugView:{},uiBar:{},jumpto:{},saves:{},settings:{},restart:{},share:{},autoload:{},macros:{back:{},return:{}}},l10nStrings={identity:"game",aborting:"Aborting",cancel:"Cancel",close:"Close",ok:"OK",errorTitle:"Error",errorToggle:"Toggle the error view",errorNonexistentPassage:'the passage "{passage}" does not exist',errorSaveDiskLoadFailed:"failed to load save file from disk",errorSaveMissingData:"save is missing required data. Either the loaded file is not a save or the save has become corrupted",errorSaveIdMismatch:"save is from the wrong {identity}",_warningIntroLacking:"Your browser either lacks or has disabled",_warningOutroDegraded:", so this {identity} is running in a degraded mode. You may be able to continue, however, some parts may not work properly.",warningNoWebStorage:"{_warningIntroLacking} the Web Storage API{_warningOutroDegraded}",warningDegraded:"{_warningIntroLacking} some of the capabilities required by this {identity}{_warningOutroDegraded}",debugBarToggle:"Toggle the debug bar",debugBarNoWatches:"— no watches set —",debugBarAddWatch:"Add watch",debugBarDeleteWatch:"Delete watch",debugBarWatchAll:"Watch all",debugBarWatchNone:"Delete all",debugBarLabelAdd:"Add",debugBarLabelWatch:"Watch",debugBarLabelTurn:"Turn",debugBarLabelViews:"Views",debugBarViewsToggle:"Toggle the debug views",debugBarWatchToggle:"Toggle the watch panel",uiBarToggle:"Toggle the UI bar",uiBarBackward:"Go backward within the {identity} history",uiBarForward:"Go forward within the {identity} history",uiBarJumpto:"Jump to a specific point within the {identity} history",jumptoTitle:"Jump To",jumptoTurn:"Turn",jumptoUnavailable:"No jump points currently available…",savesTitle:"Saves",savesDisallowed:"Saving has been disallowed on this passage.",savesIncapable:"{_warningIntroLacking} the capabilities required to support saves, so saves have been disabled for this session.",savesLabelAuto:"Autosave",savesLabelDelete:"Delete",savesLabelExport:"Save to Disk…",savesLabelImport:"Load from Disk…",savesLabelLoad:"Load",savesLabelClear:"Delete All",savesLabelSave:"Save",savesLabelSlot:"Slot",savesUnavailable:"No save slots found…",savesUnknownDate:"unknown",settingsTitle:"Settings",settingsOff:"Off",settingsOn:"On",settingsReset:"Reset to Defaults",restartTitle:"Restart",restartPrompt:"Are you sure that you want to restart? Unsaved progress will be lost.",shareTitle:"Share",alertTitle:"Alert",autoloadTitle:"Autoload",autoloadCancel:"Go to start",autoloadOk:"Load autosave",autoloadPrompt:"An autosave exists. Load it now or go to the start?",macroBackText:"Back",macroReturnText:"Return"},Config=(_debug=!1,_addVisitedLinkClass=!1,_cleanupWikifierOutput=!1,_loadDelay=0,_audioPauseOnFadeToZero=!0,_audioPreloadMetadata=!0,_historyControls=!0,_historyMaxStates=40,_macrosIfAssignmentError=!0,_macrosMaxLoopIterations=1e3,_macrosTypeSkipKey=" ",_macrosTypeVisitedPassages=!0,_passagesDisplayTitles=!1,_passagesNobr=!1,_savesId="untitled-story",_savesSlots=8,_savesTryDiskOnMobile=!0,_uiStowBarInitially=800,_uiUpdateStoryElements=!0,_errHistoryModeDeprecated="Config.history.mode has been deprecated and is no longer used by SugarCube, please remove it from your code",Object.freeze({get debug(){return _debug},set debug(value){_debug=Boolean(value)},get addVisitedLinkClass(){return _addVisitedLinkClass},set addVisitedLinkClass(value){_addVisitedLinkClass=Boolean(value)},get cleanupWikifierOutput(){return _cleanupWikifierOutput},set cleanupWikifierOutput(value){_cleanupWikifierOutput=Boolean(value)},get loadDelay(){return _loadDelay},set loadDelay(value){if(!Number.isSafeInteger(value)||value<0)throw new RangeError("Config.loadDelay must be a non-negative integer");_loadDelay=value},audio:Object.freeze({get pauseOnFadeToZero(){return _audioPauseOnFadeToZero},set pauseOnFadeToZero(value){_audioPauseOnFadeToZero=Boolean(value)},get preloadMetadata(){return _audioPreloadMetadata},set preloadMetadata(value){_audioPreloadMetadata=Boolean(value)}}),history:Object.freeze({get controls(){return _historyControls},set controls(value){var controls=Boolean(value);if(1===_historyMaxStates&&controls)throw new Error("Config.history.controls must be false when Config.history.maxStates is 1");_historyControls=controls},get maxStates(){return _historyMaxStates},set maxStates(value){if(!Number.isSafeInteger(value)||value<1)throw new RangeError("Config.history.maxStates must be a positive integer");_historyMaxStates=value,_historyControls&&1===value&&(_historyControls=!1)},get mode(){throw new Error(_errHistoryModeDeprecated)},set mode(_){throw new Error(_errHistoryModeDeprecated)},get tracking(){throw new Error("Config.history.tracking has been deprecated, use Config.history.maxStates instead")},set tracking(_){throw new Error("Config.history.tracking has been deprecated, use Config.history.maxStates instead")}}),macros:Object.freeze({get ifAssignmentError(){return _macrosIfAssignmentError},set ifAssignmentError(value){_macrosIfAssignmentError=Boolean(value)},get maxLoopIterations(){return _macrosMaxLoopIterations},set maxLoopIterations(value){if(!Number.isSafeInteger(value)||value<1)throw new RangeError("Config.macros.maxLoopIterations must be a positive integer");_macrosMaxLoopIterations=value},get typeSkipKey(){return _macrosTypeSkipKey},set typeSkipKey(value){_macrosTypeSkipKey=String(value)},get typeVisitedPassages(){return _macrosTypeVisitedPassages},set typeVisitedPassages(value){_macrosTypeVisitedPassages=Boolean(value)}}),navigation:Object.freeze({get override(){return _navigationOverride},set override(value){if(!(null==value||value instanceof Function))throw new TypeError("Config.navigation.override must be a function or null/undefined (received: ".concat(Util.getType(value),")"));_navigationOverride=value}}),passages:Object.freeze({get descriptions(){return _passagesDescriptions},set descriptions(value){if(null!=value){var valueType=Util.getType(value);if("boolean"!==valueType&&"Object"!==valueType&&"function"!==valueType)throw new TypeError("Config.passages.descriptions must be a boolean, object, function, or null/undefined (received: ".concat(valueType,")"))}_passagesDescriptions=value},get displayTitles(){return _passagesDisplayTitles},set displayTitles(value){_passagesDisplayTitles=Boolean(value)},get nobr(){return _passagesNobr},set nobr(value){_passagesNobr=Boolean(value)},get onProcess(){return _passagesOnProcess},set onProcess(value){if(null!=value){var valueType=Util.getType(value);if("function"!==valueType)throw new TypeError("Config.passages.onProcess must be a function or null/undefined (received: ".concat(valueType,")"))}_passagesOnProcess=value},get start(){return _passagesStart},set start(value){if(null!=value){var valueType=Util.getType(value);if("string"!==valueType)throw new TypeError("Config.passages.start must be a string or null/undefined (received: ".concat(valueType,")"))}_passagesStart=value},get transitionOut(){return _passagesTransitionOut},set transitionOut(value){if(null!=value){var valueType=Util.getType(value);if("string"!==valueType&&("number"!==valueType||!Number.isSafeInteger(value)||value<0))throw new TypeError("Config.passages.transitionOut must be a string, non-negative integer, or null/undefined (received: ".concat(valueType,")"))}_passagesTransitionOut=value}}),saves:Object.freeze({get autoload(){return _savesAutoload},set autoload(value){if(null!=value){var valueType=Util.getType(value);if("boolean"!==valueType&&"string"!==valueType&&"function"!==valueType)throw new TypeError("Config.saves.autoload must be a boolean, string, function, or null/undefined (received: ".concat(valueType,")"))}_savesAutoload=value},get autosave(){return _savesAutosave},set autosave(value){if(null!=value){var valueType=Util.getType(value);if("string"===valueType)return void(_savesAutosave=[value]);if("boolean"!==valueType&&("Array"!==valueType||!value.every((function(item){return"string"==typeof item})))&&"function"!==valueType)throw new TypeError("Config.saves.autosave must be a boolean, Array, function, or null/undefined (received: ".concat(valueType).concat("Array"===valueType?"":"",")"))}_savesAutosave=value},get id(){return _savesId},set id(value){if("string"!=typeof value||""===value)throw new TypeError("Config.saves.id must be a non-empty string (received: ".concat(Util.getType(value),")"));_savesId=value},get isAllowed(){return _savesIsAllowed},set isAllowed(value){if(!(null==value||value instanceof Function))throw new TypeError("Config.saves.isAllowed must be a function or null/undefined (received: ".concat(Util.getType(value),")"));_savesIsAllowed=value},get slots(){return _savesSlots},set slots(value){if(!Number.isSafeInteger(value)||value<0)throw new TypeError("Config.saves.slots must be a non-negative integer (received: ".concat(Util.getType(value),")"));_savesSlots=value},get tryDiskOnMobile(){return _savesTryDiskOnMobile},set tryDiskOnMobile(value){_savesTryDiskOnMobile=Boolean(value)},get version(){return _savesVersion},set version(value){_savesVersion=value},get onLoad(){throw new Error("Config.saves.onLoad has been deprecated, use the Save.onLoad API instead")},set onLoad(value){console.warn("Config.saves.onLoad has been deprecated, use the Save.onLoad API instead"),Save.onLoad.add(value)},get onSave(){throw new Error("Config.saves.onSave has been deprecated, use the Save.onSave API instead")},set onSave(value){console.warn("Config.saves.onSave has been deprecated, use the Save.onSave API instead"),Save.onSave.add(value)}}),ui:Object.freeze({get stowBarInitially(){return _uiStowBarInitially},set stowBarInitially(value){var valueType=Util.getType(value);if("boolean"!==valueType&&("number"!==valueType||!Number.isSafeInteger(value)||value<0))throw new TypeError("Config.ui.stowBarInitially must be a boolean or non-negative integer (received: ".concat(valueType,")"));_uiStowBarInitially=value},get updateStoryElements(){return _uiUpdateStoryElements},set updateStoryElements(value){_uiUpdateStoryElements=Boolean(value)}})})),_navigationOverride,_passagesDescriptions,_passagesStart,_passagesOnProcess,_passagesTransitionOut,_savesAutoload,_savesAutosave,_savesIsAllowed,_savesVersion,_debug,_addVisitedLinkClass,_cleanupWikifierOutput,_loadDelay,_audioPauseOnFadeToZero,_audioPreloadMetadata,_historyControls,_historyMaxStates,_macrosIfAssignmentError,_macrosMaxLoopIterations,_macrosTypeSkipKey,_macrosTypeVisitedPassages,_passagesDisplayTitles,_passagesNobr,_savesId,_savesSlots,_savesTryDiskOnMobile,_uiStowBarInitially,_uiUpdateStoryElements,_errHistoryModeDeprecated,SimpleAudio=function(){var _hasPromise,_gestureEventNames=Object.freeze(["click","contextmenu","dblclick","keyup","mouseup","pointerup","touchend"]),_specialIds=Object.freeze([":not",":all",":looped",":muted",":paused",":playing"]),_formatSpecRe=/^([\w-]+)\s*\|\s*(\S.*)$/,_badIdRe=/[:\s]/,_tracks=new Map,_groups=new Map,_lists=new Map,_subscribers=new Map,_masterRate=1,_masterVolume=1,_masterMute=!1,_masterMuteOnHidden=!1,_playReturnsPromise=(_hasPromise=null,function(){if(null!==_hasPromise)return _hasPromise;if(_hasPromise=!1,Has.audio)try{var audio=document.createElement("audio");audio.muted=!0;var value=audio.play();value.catch((function(){})),_hasPromise=value instanceof Promise}catch(ex){}return _hasPromise}),AudioTrack=function(){function AudioTrack(obj){if(_classCallCheck(this,AudioTrack),obj instanceof Array)this._create(obj);else{if(!(obj instanceof AudioTrack))throw new Error("sources parameter must be either an array, of URIs or source objects, or an AudioTrack instance");this._copy(obj)}}return _createClass(AudioTrack,[{key:"_create",value:function(sourceList){var dataUriRe=/^data:\s*audio\/(?:x-)?([^;,]+)\s*[;,]/i,extRe=/\.([^./\\]+)$/,formats=AudioTrack.formats,usedSources=[],audio=document.createElement("audio");audio.preload="none",sourceList.forEach((function(src){var srcUri=null;switch(_typeof(src)){case"string":var match;if("data:"===src.slice(0,5)){if(null===(match=dataUriRe.exec(src)))throw new Error("source data URI missing media type")}else if(null===(match=extRe.exec(Util.parseUrl(src).pathname)))throw new Error("source URL missing file extension");formats[match[1]]&&(srcUri=src);break;case"object":if(null===src)throw new Error("source object cannot be null");if(!src.hasOwnProperty("src"))throw new Error('source object missing required "src" property');if(!src.hasOwnProperty("format"))throw new Error('source object missing required "format" property');formats[src.format]&&(srcUri=src.src);break;default:throw new Error("invalid source value (type: ".concat(_typeof(src),")"))}if(null!==srcUri){var source=document.createElement("source");source.src=srcUri,audio.appendChild(source),usedSources.push(srcUri)}})),audio.hasChildNodes()&&Config.audio.preloadMetadata&&(audio.preload="metadata"),this._finalize(audio,usedSources,clone(sourceList))}},{key:"_copy",value:function(obj){this._finalize(obj.audio.cloneNode(!0),clone(obj.sources),clone(obj.originals))}},{key:"_finalize",value:function(audio,sources,originals){var _this3=this;Object.defineProperties(this,{audio:{configurable:!0,value:audio},sources:{value:Object.freeze(sources)},originals:{value:Object.freeze(originals)},_error:{writable:!0,value:!1},_faderId:{writable:!0,value:null},_mute:{writable:!0,value:!1},_rate:{writable:!0,value:1},_volume:{writable:!0,value:1}}),jQuery(this.audio).on("loadstart.AudioTrack",(function(){return _this3._error=!1})).on("error.AudioTrack",(function(){return _this3._error=!0})).find("source:last-of-type").on("error.AudioTrack",(function(){return _this3._trigger("error")})),function(id,callback){if("function"!=typeof callback)throw new Error("callback parameter must be a function");_subscribers.set(id,callback)}(this,(function(mesg){if(_this3.audio)switch(mesg){case"loadwithscreen":if(_this3.hasSource()){var lockId=LoadScreen.lock();_this3.one("canplaythrough.AudioTrack_loadwithscreen error.AudioTrack_loadwithscreen",(function(){jQuery(this).off(".AudioTrack_loadwithscreen"),LoadScreen.unlock(lockId)})).load()}break;case"load":_this3.load();break;case"mute":_this3._updateAudioMute();break;case"rate":_this3._updateAudioRate();break;case"stop":_this3.stop();break;case"volume":_this3._updateAudioVolume();break;case"unload":_this3.unload()}else unsubscribe(_this3)})),this._updateAudioMute(),this._updateAudioRate(),this._updateAudioVolume()}},{key:"_trigger",value:function(eventName){jQuery(this.audio).triggerHandler(eventName)}},{key:"_destroy",value:function(){unsubscribe(this),this.audio&&(jQuery(this.audio).off(),this.unload(),this._error=!0,delete this.audio)}},{key:"clone",value:function(){return new AudioTrack(this)}},{key:"load",value:function(){var _this4=this;if(this.fadeStop(),this.audio.pause(),!this.audio.hasChildNodes()){if(0===this.sources.length)return;this.sources.forEach((function(srcUri){var source=document.createElement("source");source.src=srcUri,_this4.audio.appendChild(source)}))}"auto"!==this.audio.preload&&(this.audio.preload="auto"),this.isLoading()||this.audio.load()}},{key:"unload",value:function(){this.fadeStop(),this.stop();var audio=this.audio;for(audio.preload="none";audio.hasChildNodes();)audio.removeChild(audio.firstChild);audio.load()}},{key:"play",value:function(){var _this5=this;if(!this.hasSource())return Promise.reject(new Error("none of the candidate sources were acceptable"));if(this.isUnloaded())return Promise.reject(new Error("no sources are loaded"));if(this.isFailed())return Promise.reject(new Error("failed to load any of the sources"));"auto"!==this.audio.preload&&(this.audio.preload="auto");var namespace=".AudioTrack_play";return _playReturnsPromise()?this.audio.play():new Promise((function(resolve,reject){_this5.isPlaying()?resolve():(jQuery(_this5.audio).off(namespace).one("error".concat(namespace," playing").concat(namespace," timeupdate").concat(namespace),(function(ev){jQuery(_this5).off(namespace),"error"===ev.type?reject(new Error("unknown audio play error")):resolve()})),_this5.audio.play())}))}},{key:"playWhenAllowed",value:function(){var _this6=this;this.play().catch((function(){var gestures=_gestureEventNames.map((function(name){return"".concat(name,".AudioTrack_playWhenAllowed")})).join(" ");jQuery(document).one(gestures,(function(){jQuery(document).off(".AudioTrack_playWhenAllowed"),_this6.audio.play()}))}))}},{key:"pause",value:function(){this.audio.pause()}},{key:"stop",value:function(){this.audio.pause(),this.time(0),this._trigger(":stopped")}},{key:"fade",value:function(duration,toVol,fromVol){var _this7=this;if("number"!=typeof duration)throw new TypeError("duration parameter must be a number");if("number"!=typeof toVol)throw new TypeError("toVolume parameter must be a number");if(null!=fromVol&&"number"!=typeof fromVol)throw new TypeError("fromVolume parameter must be a number");if(!this.hasSource())return Promise.reject(new Error("none of the candidate sources were acceptable"));if(this.isUnloaded())return Promise.reject(new Error("no sources are loaded"));if(this.isFailed())return Promise.reject(new Error("failed to load any of the sources"));this.fadeStop();var from=Math.clamp(null==fromVol?this.volume():fromVol,0,1),to=Math.clamp(toVol,0,1);return from!==to?(this.volume(from),jQuery(this.audio).off("timeupdate.AudioTrack_fade").one("timeupdate.AudioTrack_fade",(function(){var min,max;from0)&&!this.audio.ended}},{key:"isStopped",value:function(){return this.audio.paused&&0===this.audio.currentTime}},{key:"isEnded",value:function(){return this.audio.ended}},{key:"isFading",value:function(){return null!==this._faderId}},{key:"isSeeking",value:function(){return this.audio.seeking}},{key:"hasSource",value:function(){return this.sources.length>0}},{key:"hasNoData",value:function(){return this.audio.readyState===HTMLMediaElement.HAVE_NOTHING}},{key:"hasMetadata",value:function(){return this.audio.readyState>=HTMLMediaElement.HAVE_METADATA}},{key:"hasSomeData",value:function(){return this.audio.readyState>=HTMLMediaElement.HAVE_CURRENT_DATA}},{key:"hasData",value:function(){return this.audio.readyState===HTMLMediaElement.HAVE_ENOUGH_DATA}},{key:"on",value:function(){for(var _len5=arguments.length,args=new Array(_len5),_key5=0;_key5<_len5;_key5++)args[_key5]=arguments[_key5];return jQuery.fn.on.apply(jQuery(this.audio),args),this}},{key:"one",value:function(){for(var _len6=arguments.length,args=new Array(_len6),_key6=0;_key6<_len6;_key6++)args[_key6]=arguments[_key6];return jQuery.fn.one.apply(jQuery(this.audio),args),this}},{key:"off",value:function(){for(var _len7=arguments.length,args=new Array(_len7),_key7=0;_key7<_len7;_key7++)args[_key7]=arguments[_key7];return jQuery.fn.off.apply(jQuery(this.audio),args),this}}]),AudioTrack}();Object.defineProperties(AudioTrack,{formats:{value:function(){var audio=document.createElement("audio"),types=new Map;function canPlay(mimeType){return types.has(mimeType)||types.set(mimeType,""!==audio.canPlayType(mimeType).replace(/^no$/i,"")),types.get(mimeType)}return Object.assign(Object.create(null),{aac:canPlay("audio/aac"),caf:canPlay("audio/x-caf")||canPlay("audio/caf"),flac:canPlay("audio/x-flac")||canPlay("audio/flac"),mp3:canPlay('audio/mpeg; codecs="mp3"')||canPlay("audio/mpeg")||canPlay("audio/mp3")||canPlay("audio/mpa"),mpeg:canPlay("audio/mpeg"),m4a:canPlay("audio/x-m4a")||canPlay("audio/m4a")||canPlay("audio/aac"),mp4:canPlay("audio/x-mp4")||canPlay("audio/mp4")||canPlay("audio/aac"),ogg:canPlay("audio/ogg"),oga:canPlay("audio/ogg"),opus:canPlay('audio/ogg; codecs="opus"')||canPlay("audio/opus"),wav:canPlay('audio/wave; codecs="1"')||canPlay('audio/wav; codecs="1"')||canPlay("audio/wave")||canPlay("audio/wav"),wave:canPlay('audio/wave; codecs="1"')||canPlay('audio/wav; codecs="1"')||canPlay("audio/wave")||canPlay("audio/wav"),weba:canPlay("audio/webm"),webm:canPlay("audio/webm")})}()}});var AudioList=function(){function AudioList(obj){if(_classCallCheck(this,AudioList),obj instanceof Array)this._create(obj);else{if(!(obj instanceof AudioList))throw new Error("tracks parameter must be either an array, of track objects, or an AudioTrack instance");this._copy(obj)}}return _createClass(AudioList,[{key:"_create",value:function(trackList){var _this9=this;this._finalize(trackList.map((function(trackObj){if("object"!==_typeof(trackObj))throw new Error("tracks parameter array members must be objects");var own,rate,track,volume;if(trackObj instanceof AudioTrack)own=!0,rate=trackObj.rate(),track=trackObj.clone(),volume=trackObj.volume();else{if(!trackObj.hasOwnProperty("track"))throw new Error('track object missing required "track" property');if(!(trackObj.track instanceof AudioTrack))throw new Error('track object\'s "track" property must be an AudioTrack object');own=trackObj.hasOwnProperty("own")&&trackObj.own,rate=trackObj.hasOwnProperty("rate")?trackObj.rate:trackObj.track.rate(),track=trackObj.track,volume=trackObj.hasOwnProperty("volume")?trackObj.volume:trackObj.track.volume()}return track.stop(),track.loop(!1),track.mute(!1),track.rate(rate),track.volume(volume),track.on("ended.AudioList",(function(){return _this9._onEnd()})),{own:own,track:track,volume:volume,rate:rate}})))}},{key:"_copy",value:function(obj){this._finalize(clone(obj.tracks))}},{key:"_finalize",value:function(tracks){Object.defineProperties(this,{tracks:{configurable:!0,value:Object.freeze(tracks)},queue:{configurable:!0,value:[]},current:{writable:!0,value:null},_rate:{writable:!0,value:1},_volume:{writable:!0,value:1},_mute:{writable:!0,value:!1},_loop:{writable:!0,value:!1},_shuffle:{writable:!0,value:!1}})}},{key:"_destroy",value:function(){this.stop(),this.tracks.filter((function(trackObj){return trackObj.own})).forEach((function(trackObj){return trackObj.track._destroy()})),delete this.tracks,delete this.queue}},{key:"load",value:function(){this.tracks.forEach((function(trackObj){return trackObj.track.load()}))}},{key:"unload",value:function(){this.stop(),this.tracks.forEach((function(trackObj){return trackObj.track.unload()}))}},{key:"play",value:function(){return null!==this.current&&!this.current.track.isUnavailable()&&!this.current.track.isEnded()||(0===this.queue.length&&this._fillQueue(),this._next())?this.current.track.play():Promise.reject(new Error("no tracks were available"))}},{key:"playWhenAllowed",value:function(){var _this10=this;this.play().catch((function(){var gestures=_gestureEventNames.map((function(name){return"".concat(name,".AudioList_playWhenAllowed")})).join(" ");jQuery(document).one(gestures,(function(){jQuery(document).off(".AudioList_playWhenAllowed"),_this10.play()}))}))}},{key:"pause",value:function(){null!==this.current&&this.current.track.pause()}},{key:"stop",value:function(){null!==this.current&&(this.current.track.stop(),this.current=null),this._drainQueue()}},{key:"skip",value:function(){this._next()?this.current.track.play():this._loop&&this.play()}},{key:"fade",value:function(duration,toVol,fromVol){if("number"!=typeof duration)throw new TypeError("duration parameter must be a number");if("number"!=typeof toVol)throw new TypeError("toVolume parameter must be a number");if(null!=fromVol&&"number"!=typeof fromVol)throw new TypeError("fromVolume parameter must be a number");if(0===this.queue.length&&this._fillQueue(),null!==this.current&&!this.current.track.isUnavailable()&&!this.current.track.isEnded()||this._next()){var adjFromVol,adjToVol=Math.clamp(toVol,0,1)*this.current.volume;return null!=fromVol&&(adjFromVol=Math.clamp(fromVol,0,1)*this.current.volume),this._volume=toVol,this.current.track.fade(duration,adjToVol,adjFromVol)}}},{key:"fadeIn",value:function(duration,fromVol){return this.fade(duration,1,fromVol)}},{key:"fadeOut",value:function(duration,fromVol){return this.fade(duration,0,fromVol)}},{key:"fadeStop",value:function(){null!==this.current&&this.current.track.fadeStop()}},{key:"loop",value:function(_loop2){return null==_loop2?this._loop:(this._loop=!!_loop2,this)}},{key:"mute",value:function(_mute2){return null==_mute2?this._mute:(this._mute=!!_mute2,null!==this.current&&this.current.track.mute(this._mute),this)}},{key:"rate",value:function(_rate2){if(null==_rate2)return this._rate;if("number"!=typeof _rate2)throw new TypeError("rate parameter must be a number");return this._rate=Math.clamp(_rate2,.2,5),null!==this.current&&this.current.track.rate(this._rate*this.current.rate),this}},{key:"shuffle",value:function(_shuffle){var _this11=this;if(null==_shuffle)return this._shuffle;if(this._shuffle=!!_shuffle,this.queue.length>0&&(this._fillQueue(),!this._shuffle&&null!==this.current&&this.queue.length>1)){var _this$queue,firstIdx=this.queue.findIndex((function(trackObj){return trackObj===_this11.current}));if(-1!==firstIdx)(_this$queue=this.queue).push.apply(_this$queue,_toConsumableArray(this.queue.splice(0,firstIdx+1)))}return this}},{key:"volume",value:function(_volume2){if(null==_volume2)return this._volume;if("number"!=typeof _volume2)throw new TypeError("volume parameter must be a number");return this._volume=Math.clamp(_volume2,0,1),null!==this.current&&this.current.track.volume(this._volume*this.current.volume),this}},{key:"duration",value:function(){if(arguments.length>0)throw new Error("duration takes no parameters");return this.tracks.map((function(trackObj){return trackObj.track.duration()})).reduce((function(prev,cur){return prev+cur}),0)}},{key:"remaining",value:function(){if(arguments.length>0)throw new Error("remaining takes no parameters");var remainingTime=this.queue.map((function(trackObj){return trackObj.track.duration()})).reduce((function(prev,cur){return prev+cur}),0);return null!==this.current&&(remainingTime+=this.current.track.remaining()),remainingTime}},{key:"time",value:function(){if(arguments.length>0)throw new Error("time takes no parameters");return this.duration()-this.remaining()}},{key:"isPlaying",value:function(){return null!==this.current&&this.current.track.isPlaying()}},{key:"isPaused",value:function(){return null===this.current||this.current.track.isPaused()}},{key:"isStopped",value:function(){return 0===this.queue.length&&null===this.current}},{key:"isEnded",value:function(){return 0===this.queue.length&&(null===this.current||this.current.track.isEnded())}},{key:"isFading",value:function(){return null!==this.current&&this.current.track.isFading()}},{key:"_next",value:function(){var nextTrack;for(null!==this.current&&(this.current.track.stop(),this.current=null);nextTrack=this.queue.shift();)if(!nextTrack.track.isUnavailable()){this.current=nextTrack;break}return null!==this.current&&(this.current.track.mute(this._mute),this.current.track.rate(this._rate*this.current.rate),this.current.track.volume(this._volume*this.current.volume),this.current.track.loop(!1),!0)}},{key:"_onEnd",value:function(){if(0===this.queue.length){if(!this._loop)return;this._fillQueue()}this._next()&&this.current.track.play()}},{key:"_drainQueue",value:function(){this.queue.splice(0)}},{key:"_fillQueue",value:function(){var _this$queue2;this._drainQueue(),(_this$queue2=this.queue).push.apply(_this$queue2,_toConsumableArray(this.tracks.filter((function(trackObj){return!trackObj.track.isUnavailable()})))),0!==this.queue.length&&this._shuffle&&(this.queue.shuffle(),this.queue.length>1&&this.queue[0]===this.current&&this.queue.push(this.queue.shift()))}}]),AudioList}(),AudioRunner=function(){function AudioRunner(list){if(_classCallCheck(this,AudioRunner),!(list instanceof Set||list instanceof AudioRunner))throw new TypeError("list parameter must be a Set or a AudioRunner instance");Object.defineProperties(this,{trackIds:{value:new Set(list instanceof AudioRunner?list.trackIds:list)}})}return _createClass(AudioRunner,[{key:"load",value:function(){AudioRunner._run(this.trackIds,AudioTrack.prototype.load)}},{key:"unload",value:function(){AudioRunner._run(this.trackIds,AudioTrack.prototype.unload)}},{key:"play",value:function(){AudioRunner._run(this.trackIds,AudioTrack.prototype.play)}},{key:"playWhenAllowed",value:function(){AudioRunner._run(this.trackIds,AudioTrack.prototype.playWhenAllowed)}},{key:"pause",value:function(){AudioRunner._run(this.trackIds,AudioTrack.prototype.pause)}},{key:"stop",value:function(){AudioRunner._run(this.trackIds,AudioTrack.prototype.stop)}},{key:"fade",value:function(duration,toVol,fromVol){if(null==duration||null==toVol)throw new Error("fade requires parameters");AudioRunner._run(this.trackIds,AudioTrack.prototype.fade,duration,toVol,fromVol)}},{key:"fadeIn",value:function(duration,fromVol){if(null==duration)throw new Error("fadeIn requires a parameter");AudioRunner._run(this.trackIds,AudioTrack.prototype.fadeIn,duration,fromVol)}},{key:"fadeOut",value:function(duration,fromVol){if(null==duration)throw new Error("fadeOut requires a parameter");AudioRunner._run(this.trackIds,AudioTrack.prototype.fadeOut,duration,fromVol)}},{key:"fadeStop",value:function(){AudioRunner._run(this.trackIds,AudioTrack.prototype.fadeStop)}},{key:"loop",value:function(_loop3){if(null==_loop3)throw new Error("loop requires a parameter");return AudioRunner._run(this.trackIds,AudioTrack.prototype.loop,_loop3),this}},{key:"mute",value:function(_mute3){if(null==_mute3)throw new Error("mute requires a parameter");return AudioRunner._run(this.trackIds,AudioTrack.prototype.mute,_mute3),this}},{key:"rate",value:function(_rate3){if(null==_rate3)throw new Error("rate requires a parameter");return AudioRunner._run(this.trackIds,AudioTrack.prototype.rate,_rate3),this}},{key:"time",value:function(_time2){if(null==_time2)throw new Error("time requires a parameter");return AudioRunner._run(this.trackIds,AudioTrack.prototype.time,_time2),this}},{key:"volume",value:function(_volume3){if(null==_volume3)throw new Error("volume requires a parameter");return AudioRunner._run(this.trackIds,AudioTrack.prototype.volume,_volume3),this}},{key:"on",value:function(){for(var _len8=arguments.length,args=new Array(_len8),_key8=0;_key8<_len8;_key8++)args[_key8]=arguments[_key8];return AudioRunner._run.apply(AudioRunner,[this.trackIds,AudioTrack.prototype.on].concat(args)),this}},{key:"one",value:function(){for(var _len9=arguments.length,args=new Array(_len9),_key9=0;_key9<_len9;_key9++)args[_key9]=arguments[_key9];return AudioRunner._run.apply(AudioRunner,[this.trackIds,AudioTrack.prototype.one].concat(args)),this}},{key:"off",value:function(){for(var _len10=arguments.length,args=new Array(_len10),_key10=0;_key10<_len10;_key10++)args[_key10]=arguments[_key10];return AudioRunner._run.apply(AudioRunner,[this.trackIds,AudioTrack.prototype.off].concat(args)),this}}],[{key:"_run",value:function(ids,fn){for(var _len11=arguments.length,args=new Array(_len11>2?_len11-2:0),_key11=2;_key11<_len11;_key11++)args[_key11-2]=arguments[_key11];ids.forEach((function(id){var track=_tracks.get(id);track&&fn.apply(track,args)}))}}]),AudioRunner}();var _runnerParseSelector=function(){var notWsRe=/\S/g,parenRe=/[()]/g;function processNegation(str,startPos){var match;if(notWsRe.lastIndex=startPos,null===(match=notWsRe.exec(str))||"("!==match[0])throw new Error('invalid ":not()" syntax: missing parentheticals');parenRe.lastIndex=notWsRe.lastIndex;for(var start=notWsRe.lastIndex,result={str:"",nextMatch:-1},depth=1;null!==(match=parenRe.exec(str));)if("("===match[0]?++depth:--depth,depth<1){result.nextMatch=parenRe.lastIndex,result.str=str.slice(start,result.nextMatch-1);break}return result}return function parseSelector(idArg){for(var match,ids=[],idRe=/:?[^\s:()]+/g;null!==(match=idRe.exec(idArg));){var id=match[0];if(":not"===id){if(0===ids.length)throw new Error('invalid negation: no group ID preceded ":not()"');var parent=ids[ids.length-1];if(":"!==parent.id[0])throw new Error('invalid negation of track "'.concat(parent.id,'": only groups may be negated with ":not()"'));var negation=processNegation(idArg,idRe.lastIndex);if(-1===negation.nextMatch)throw new Error('unknown error parsing ":not()"');idRe.lastIndex=negation.nextMatch,parent.not=parseSelector(negation.str)}else ids.push({id:id})}return ids}}();function masterMute(mute){if(null==mute)return _masterMute;publish("mute",_masterMute=!!mute)}function unsubscribe(id){_subscribers.delete(id)}function publish(mesg,data){_subscribers.forEach((function(fn){return fn(mesg,data)}))}function _newTrack(sources){return new AudioTrack(sources.map((function(source){if("data:"!==source.slice(0,5)&&Story.has(source)){var passage=Story.get(source);if(passage.tags.includes("Twine.audio"))return passage.text.trim()}var match=_formatSpecRe.exec(source);return null===match?source:{format:match[1],src:match[2]}})))}return Object.freeze(Object.defineProperties({},{tracks:{value:Object.freeze(Object.defineProperties({},{add:{value:function(){if(arguments.length<2){var errors=[];throw arguments.length<1&&errors.push("track ID"),arguments.length<2&&errors.push("sources"),new Error("no ".concat(errors.join(" or ")," specified"))}var id=String(arguments[0]).trim(),what='track ID "'.concat(id,'"');if(_badIdRe.test(id))throw new Error("invalid ".concat(what,": track IDs must not contain colons or whitespace"));var track,sources=Array.isArray(arguments[1])?Array.from(arguments[1]):Array.from(arguments).slice(1);try{track=_newTrack(sources)}catch(ex){throw new Error("".concat(what,": error during track initialization: ").concat(ex.message))}if(Config.debug&&!track.hasSource())throw new Error("".concat(what,": no supported audio sources found"));_tracks.has(id)&&_tracks.get(id)._destroy(),_tracks.set(id,track)}},delete:{value:function(id){return _tracks.has(id)&&_tracks.get(id)._destroy(),_tracks.delete(id)}},clear:{value:function(){_tracks.forEach((function(track){return track._destroy()})),_tracks.clear()}},has:{value:function(id){return _tracks.has(id)}},get:{value:function(id){return _tracks.get(id)||null}}}))},groups:{value:Object.freeze(Object.defineProperties({},{add:{value:function(){if(arguments.length<2){var errors=[];throw arguments.length<1&&errors.push("group ID"),arguments.length<2&&errors.push("track IDs"),new Error("no ".concat(errors.join(" or ")," specified"))}var id=String(arguments[0]).trim(),what='group ID "'.concat(id,'"');if(":"!==id[0]||_badIdRe.test(id.slice(1)))throw new Error("invalid ".concat(what,": group IDs must start with a colon and must not contain colons or whitespace"));if(_specialIds.includes(id))throw new Error("cannot clobber special ".concat(what));var group,trackIds=Array.isArray(arguments[1])?Array.from(arguments[1]):Array.from(arguments).slice(1);try{group=new Set(trackIds.map((function(trackId){if(!_tracks.has(trackId))throw new Error('track "'.concat(trackId,'" does not exist'));return trackId})))}catch(ex){throw new Error("".concat(what,": error during group initialization: ").concat(ex.message))}_groups.set(id,Object.freeze(Array.from(group)))}},delete:{value:function(id){return _groups.delete(id)}},clear:{value:function(){_groups.clear()}},has:{value:function(id){return _groups.has(id)}},get:{value:function(id){return _groups.get(id)||null}}}))},lists:{value:Object.freeze(Object.defineProperties({},{add:{value:function(){if(arguments.length<2){var errors=[];throw arguments.length<1&&errors.push("list ID"),arguments.length<2&&errors.push("track IDs"),new Error("no ".concat(errors.join(" or ")," specified"))}var id=String(arguments[0]).trim(),what='list ID "'.concat(id,'"');if(_badIdRe.test(id))return this.error("invalid ".concat(what,": list IDs must not contain colons or whitespace"));var list,descriptors=Array.isArray(arguments[1])?Array.from(arguments[1]):Array.from(arguments).slice(1);try{list=new AudioList(descriptors.map((function(desc){if(null===desc)throw new Error("track descriptor must be a string or object (type: null)");switch(_typeof(desc)){case"string":desc={id:desc};break;case"object":if(!desc.hasOwnProperty("id")&&!desc.hasOwnProperty("sources"))throw new Error('track descriptor must contain one of either an "id" or a "sources" property');if(desc.hasOwnProperty("id")&&desc.hasOwnProperty("sources"))throw new Error('track descriptor must contain either an "id" or a "sources" property, not both');break;default:throw new Error("track descriptor must be a string or object (type: ".concat(_typeof(desc),")"))}var own,track,volume;if(desc.hasOwnProperty("id")){if("string"!=typeof desc.id)throw new Error('"id" property must be a string');if(!_tracks.has(desc.id))throw new Error('track "'.concat(desc.id,'" does not exist'));track=_tracks.get(desc.id)}else if(desc.hasOwnProperty("sources")){if(!Array.isArray(desc.sources)||0===desc.sources.length)throw new Error('"sources" property must be a non-empty array');if(desc.hasOwnProperty("own"))throw new Error('"own" property is not allowed with the "sources" property');try{track=_newTrack(desc.sources),own=!0}catch(ex){throw new Error("error during track initialization: ".concat(ex.message))}if(Config.debug&&!track.hasSource())throw new Error("no supported audio sources found")}if(desc.hasOwnProperty("own")){if("boolean"!=typeof desc.own)throw new Error('"own" property must be a boolean');(own=desc.own)&&(track=track.clone())}if(desc.hasOwnProperty("volume")){if("number"!=typeof desc.volume||Number.isNaN(desc.volume)||!Number.isFinite(desc.volume)||desc.volume<0)throw new Error('"volume" property must be a non-negative finite number');volume=desc.volume}return{own:null!=own&&own,track:track,volume:null!=volume?volume:track.volume()}})))}catch(ex){throw new Error("".concat(what,": error during playlist initialization: ").concat(ex.message))}_lists.has(id)&&_lists.get(id)._destroy(),_lists.set(id,list)}},delete:{value:function(id){return _lists.has(id)&&_lists.get(id)._destroy(),_lists.delete(id)}},clear:{value:function(){_lists.forEach((function(list){return list._destroy()})),_lists.clear()}},has:{value:function(id){return _lists.has(id)}},get:{value:function(id){return _lists.get(id)||null}}}))},select:{value:function(){if(0===arguments.length)throw new Error("no track selector specified");var selector=String(arguments[0]).trim(),trackIds=new Set;try{var renderIds=function renderIds(idObj){var ids,id=idObj.id;switch(id){case":all":ids=allIds;break;case":looped":ids=allIds.filter((function(id){return _tracks.get(id).loop()}));break;case":muted":ids=allIds.filter((function(id){return _tracks.get(id).mute()}));break;case":paused":ids=allIds.filter((function(id){return _tracks.get(id).isPaused()}));break;case":playing":ids=allIds.filter((function(id){return _tracks.get(id).isPlaying()}));break;default:ids=":"===id[0]?_groups.get(id):[id]}if(idObj.hasOwnProperty("not")){var negated=idObj.not.map((function(idObj){return renderIds(idObj)})).flat(1/0);ids=ids.filter((function(id){return!negated.includes(id)}))}return ids},allIds=Array.from(_tracks.keys());_runnerParseSelector(selector).forEach((function(idObj){return renderIds(idObj).forEach((function(id){if(!_tracks.has(id))throw new Error('track "'.concat(id,'" does not exist'));trackIds.add(id)}))}))}catch(ex){throw new Error("error during runner initialization: ".concat(ex.message))}return new AudioRunner(trackIds)}},load:{value:function(){publish("load")}},loadWithScreen:{value:function(){publish("loadwithscreen")}},mute:{value:masterMute},muteOnHidden:{value:function(mute){if(!Visibility.isEnabled())return!1;if(null==mute)return _masterMuteOnHidden;var namespace=".SimpleAudio_masterMuteOnHidden";if(_masterMuteOnHidden=!!mute){var visibilityChange="".concat(Visibility.changeEvent).concat(namespace);jQuery(document).off(namespace).on(visibilityChange,(function(){return masterMute(Visibility.isHidden())})),Visibility.isHidden()&&masterMute(!0)}else jQuery(document).off(namespace)}},rate:{value:function(rate){if(null==rate)return _masterRate;if("number"!=typeof rate||Number.isNaN(rate)||!Number.isFinite(rate))throw new Error("rate must be a finite number");publish("rate",_masterRate=Math.clamp(rate,.2,5))}},stop:{value:function(){publish("stop")}},unload:{value:function(){publish("unload")}},volume:{value:function(volume){if(null==volume)return _masterVolume;if("number"!=typeof volume||Number.isNaN(volume)||!Number.isFinite(volume))throw new Error("volume must be a finite number");publish("volume",_masterVolume=Math.clamp(volume,0,1))}}}))}(),State=function(){var _history=[],_active=momentCreate(),_activeIndex=-1,_expired=[],_prng=null,_tempVariables={};function stateMarshal(noDelta){var stateObj={index:_activeIndex};return noDelta?stateObj.history=clone(_history):stateObj.delta=historyDeltaEncode(_history),_expired.length>0&&(stateObj.expired=_toConsumableArray(_expired)),null!==_prng&&(stateObj.seed=_prng.seed),stateObj}function stateUnmarshal(stateObj,noDelta){if(null==stateObj)throw new Error("state object is null or undefined");if(!stateObj.hasOwnProperty(noDelta?"history":"delta")||0===stateObj[noDelta?"history":"delta"].length)throw new Error("state object has no history or history is empty");if(!stateObj.hasOwnProperty("index"))throw new Error("state object has no index");if(null!==_prng&&!stateObj.hasOwnProperty("seed"))throw new Error("state object has no seed, but PRNG is enabled");if(null===_prng&&stateObj.hasOwnProperty("seed"))throw new Error("state object has seed, but PRNG is disabled");_history=noDelta?clone(stateObj.history):historyDeltaDecode(stateObj.delta),_activeIndex=stateObj.index,_expired=stateObj.hasOwnProperty("expired")?_toConsumableArray(stateObj.expired):[],stateObj.hasOwnProperty("seed")&&(_prng.seed=stateObj.seed),momentActivate(_activeIndex)}function momentCreate(title,variables){return{title:null==title?"":String(title),variables:null==variables?{}:clone(variables)}}function momentActivate(moment){if(null==moment)throw new Error("moment activation attempted with null or undefined");switch(_typeof(moment)){case"object":_active=clone(moment);break;case"number":if(historyIsEmpty())throw new Error("moment activation attempted with index on empty history");if(moment<0||moment>=historySize())throw new RangeError("moment activation attempted with out-of-bounds index; need [0, ".concat(historySize()-1,"], got ").concat(moment));_active=clone(_history[moment]);break;default:throw new TypeError('moment activation attempted with a "'.concat(_typeof(moment),'"; must be an object or valid history stack index'))}return null!==_prng&&(_prng=PRNGWrapper.unmarshal({seed:_prng.seed,pull:_active.pull})),session.set("state",stateMarshal()),jQuery.event.trigger(":historyupdate"),_active}function historyLength(){return _activeIndex+1}function historySize(){return _history.length}function historyIsEmpty(){return 0===_history.length}function historyTop(){return _history.length>0?_history[_history.length-1]:null}function historyGoTo(index){return!(null==index||index<0||index>=historySize()||index===_activeIndex)&&(momentActivate(_activeIndex=index),!0)}function historyDeltaEncode(historyArr){if(!Array.isArray(historyArr))return null;if(0===historyArr.length)return[];for(var delta=[historyArr[0]],i=1,iend=historyArr.length;i0?_history[_activeIndex]:null}},top:{get:historyTop},bottom:{get:function(){return _history.length>0?_history[0]:null}},index:{value:function(index){return historyIsEmpty()||index<0||index>_activeIndex?null:_history[index]}},peek:{value:function(offset){if(historyIsEmpty())return null;var lengthOffset=1+(offset?Math.abs(offset):0);return lengthOffset>historyLength()?null:_history[historyLength()-lengthOffset]}},has:{value:function(title){if(historyIsEmpty()||null==title||""===title)return!1;for(var i=_activeIndex;i>=0;--i)if(_history[i].title===title)return!0;return!1}},create:{value:function(title){for(0,historyLength()Config.history.maxStates;)_expired.push(_history.shift().title);return momentActivate(_activeIndex=historySize()-1),historyLength()}},goTo:{value:historyGoTo},go:{value:function(offset){return null!=offset&&0!==offset&&historyGoTo(_activeIndex+offset)}},deltaEncode:{value:historyDeltaEncode},deltaDecode:{value:historyDeltaDecode},prng:{value:Object.freeze(Object.defineProperties({},{init:{value:prngInit},isEnabled:{value:function(){return null!==_prng}},pull:{get:function(){return _prng?_prng.pull:NaN}},seed:{get:function(){return _prng?_prng.seed:null}}}))},random:{value:function(){return _prng?_prng.random():Math.random()}},clearTemporary:{value:function(){TempVariables=_tempVariables={}}},temporary:{get:function(){return _tempVariables}},getVar:{value:function(varExpression){try{return Scripting.evalTwineScript(varExpression)}catch(ex){}}},setVar:{value:function(varExpression,value){try{return Scripting.evalTwineScript("".concat(varExpression," = evalTwineScript$Data$"),null,value),!0}catch(ex){}return!1}},metadata:{value:Object.freeze(Object.defineProperties({},{clear:{value:function(){storage.delete("metadata")}},delete:{value:metadataDelete},entries:{value:function(){var store=storage.get("metadata");return store&&Object.entries(store)}},get:{value:function(key){if("string"!=typeof key)throw new TypeError("State.metadata.get key parameter must be a string (received: ".concat(_typeof(key),")"));var store=storage.get("metadata");return store&&store.hasOwnProperty(key)?store[key]:undefined}},has:{value:function(key){if("string"!=typeof key)throw new TypeError("State.metadata.has key parameter must be a string (received: ".concat(_typeof(key),")"));var store=storage.get("metadata");return store&&store.hasOwnProperty(key)}},keys:{value:function(){var store=storage.get("metadata");return store&&Object.keys(store)}},set:{value:function(key,value){if("string"!=typeof key)throw new TypeError("State.metadata.set key parameter must be a string (received: ".concat(_typeof(key),")"));if(void 0===value)metadataDelete(key);else{var store=storage.get("metadata")||{};store[key]=value,storage.set("metadata",store)}}},size:{get:function(){var store=storage.get("metadata");return store?Object.keys(store).length:0}}}))},initPRNG:{value:prngInit},restart:{value:function(){return Engine.restart()}},backward:{value:function(){return Engine.backward()}},forward:{value:function(){return Engine.forward()}},display:{value:function(){return Engine.display.apply(Engine,arguments)}},show:{value:function(){return Engine.show.apply(Engine,arguments)}},play:{value:function(){return Engine.play.apply(Engine,arguments)}}}))}(),Scripting=function(){function addAccessibleClickHandler(targets,selector,handler,one,namespace){if(arguments.length<2)throw new Error("addAccessibleClickHandler insufficient number of parameters");var fn,opts;if("function"==typeof selector?(fn=selector,opts={namespace:one,one:!!handler}):(fn=handler,opts={namespace:namespace,one:!!one,selector:selector}),"function"!=typeof fn)throw new TypeError("addAccessibleClickHandler handler parameter must be a function");return jQuery(targets).ariaClick(opts,fn)}function insertElement(place,type,id,classNames,text,title){var $el=jQuery(document.createElement(type));return id&&$el.attr("id",id),classNames&&$el.addClass(classNames),title&&$el.attr("title",title),text&&$el.text(text),place&&$el.appendTo(place),$el[0]}function insertText(place,text){jQuery(place).append(document.createTextNode(text))}function removeChildren(node){jQuery(node).empty()}function removeElement(node){jQuery(node).remove()}function fade(el,options){var current,intervalId,direction="in"===options.fade?1:-1,proxy=el.cloneNode(!0);function setOpacity(el,opacity){el.style.zoom=1,el.style.filter="alpha(opacity=".concat(Math.floor(100*opacity),")"),el.style.opacity=opacity}el.parentNode.replaceChild(proxy,el),"in"===options.fade?(current=0,proxy.style.visibility="visible"):current=1,setOpacity(proxy,current),intervalId=window.setInterval((function(){current+=.05*direction,setOpacity(proxy,Math.easeInOut(current)),(1===direction&¤t>=1||-1===direction&¤t<=0)&&(el.style.visibility="in"===options.fade?"visible":"hidden",proxy.parentNode.replaceChild(el,proxy),proxy=null,window.clearInterval(intervalId),options.onComplete&&options.onComplete())}),25)}function scrollWindowTo(el,incrementBy){var increment=null!=incrementBy?Number(incrementBy):.1;Number.isNaN(increment)||!Number.isFinite(increment)||increment<0?increment=.1:increment>1&&(increment=1);var intervalId,start=window.scrollY?window.scrollY:document.body.scrollTop,end=function(el){var posTop=function(el){var curtop=0;for(;el.offsetParent;)curtop+=el.offsetTop,el=el.offsetParent;return curtop}(el),posBottom=posTop+el.offsetHeight,winTop=window.scrollY?window.scrollY:document.body.scrollTop,winHeight=window.innerHeight?window.innerHeight:document.body.clientHeight,winBottom=winTop+winHeight;return posTop>=winTop&&posBottom>winBottom&&el.offsetHeightend?-1:1,progress=0;intervalId=window.setInterval((function(){progress+=increment,window.scroll(0,start+direction*(distance*Math.easeInOut(progress))),progress>=1&&window.clearInterval(intervalId)}),25)}function toStringOrDefault(value){return stringFrom(value)}function either(){if(0!==arguments.length)return Array.prototype.concat.apply([],arguments).random()}function forget(key){if("string"!=typeof key)throw new TypeError("forget key parameter must be a string (received: ".concat(Util.getType(key),")"));State.metadata.delete(key)}function hasVisited(){if(0===arguments.length)throw new Error("hasVisited called with insufficient parameters");if(State.isEmpty())return!1;for(var needles=Array.prototype.concat.apply([],arguments),played=State.passages,i=0,iend=needles.length;i-1;++i){var lastIndex=played.lastIndexOf(needles[i]);turns=Math.min(turns,-1===lastIndex?-1:uBound-lastIndex)}return turns}function memorize(key,value){if("string"!=typeof key)throw new TypeError("memorize key parameter must be a string (received: ".concat(Util.getType(key),")"));State.metadata.set(key,value)}function passage(){return State.passage}function previous(){var passages=State.passages;if(arguments.length>0){var offset=Number(arguments[0]);if(!Number.isSafeInteger(offset)||offset<1)throw new RangeError("previous offset parameter must be a positive integer greater than zero");return passages.length>offset?passages[passages.length-1-offset]:""}for(var i=passages.length-2;i>=0;--i)if(passages[i]!==State.passage)return passages[i];return""}function random(){var min,max;switch(arguments.length){case 0:throw new Error("random called with insufficient parameters");case 1:min=0,max=Math.trunc(arguments[0]);break;default:min=Math.trunc(arguments[0]),max=Math.trunc(arguments[1])}if(!Number.isInteger(min))throw new Error("random min parameter must be an integer");if(!Number.isInteger(max))throw new Error("random max parameter must be an integer");if(min>max){var _ref6=[max,min];min=_ref6[0],max=_ref6[1]}return Math.floor(State.random()*(max-min+1))+min}function randomFloat(){var min,max;switch(arguments.length){case 0:throw new Error("randomFloat called with insufficient parameters");case 1:min=0,max=Number(arguments[0]);break;default:min=Number(arguments[0]),max=Number(arguments[1])}if(Number.isNaN(min)||!Number.isFinite(min))throw new Error("randomFloat min parameter must be a number");if(Number.isNaN(max)||!Number.isFinite(max))throw new Error("randomFloat max parameter must be a number");if(min>max){var _ref7=[max,min];min=_ref7[0],max=_ref7[1]}return State.random()*(max-min)+min}function recall(key,defaultValue){if("string"!=typeof key)throw new TypeError("recall key parameter must be a string (received: ".concat(Util.getType(key),")"));return State.metadata.has(key)?State.metadata.get(key):defaultValue}function tags(){if(0===arguments.length)return Story.get(State.passage).tags.slice(0);for(var passages=Array.prototype.concat.apply([],arguments),tags=[],i=0,iend=passages.length;i0;++i)count=Math.min(count,played.count(needles[i]));return count}function visitedTags(){if(0===arguments.length)throw new Error("visitedTags called with insufficient parameters");if(State.isEmpty())return 0;for(var needles=Array.prototype.concat.apply([],arguments),nLength=needles.length,played=State.passages,seen=new Map,count=0,i=0,iend=played.length;i0){for(var found=0,j=0;j",gte:">=",lt:"<",lte:"<=",and:"&&",or:"||",not:"!",def:'"undefined" !== typeof',ndef:'"undefined" === typeof'}),parseRe=new RegExp(["(?:\"\"|''|``)",'(?:"(?:\\\\.|[^"\\\\])+")',"(?:'(?:\\\\.|[^'\\\\])+')","(`(?:\\\\.|[^`\\\\])+`)","(?:[=+\\-*\\/%<>&\\|\\^~!?:,;\\(\\)\\[\\]{}]+)","([^\"'=+\\-*\\/%<>&\\|\\^~!?:,;\\(\\)\\[\\]{}\\s]+)"].join("|"),"g"),notSpaceRe=/\S/,varTest=new RegExp("^".concat(Patterns.variable)),withColonTestRe=/^\s*:/,withNotTestRe=/^\s+not\b/;function parse(rawCodeString){if(0!==parseRe.lastIndex)throw new RangeError("Scripting.parse last index is non-zero at start");for(var match,code=rawCodeString;null!==(match=parseRe.exec(code));)if(match[1]){var rawTemplate=match[1],parsedTemplate=parseTemplate(rawTemplate);parsedTemplate!==rawTemplate&&(code=code.splice(match.index,rawTemplate.length,parsedTemplate),parseRe.lastIndex+=parsedTemplate.length-rawTemplate.length)}else if(match[2]){var token=match[2];if("$"===token||"_"===token)continue;if(varTest.test(token))token=token[0];else if("is"===token){var start=parseRe.lastIndex,ahead=code.slice(start);withNotTestRe.test(ahead)&&(code=code.splice(start,ahead.search(notSpaceRe)),token="isnot")}else{var _ahead=code.slice(parseRe.lastIndex);if(withColonTestRe.test(_ahead))continue}tokenTable[token]&&(code=code.splice(match.index,token.length,tokenTable[token]),parseRe.lastIndex+=tokenTable[token].length-token.length)}return code}var templateGroupStartRe=/\$\{/g,templateGroupParseRe=new RegExp(["(?:\"\"|'')",'(?:"(?:\\\\.|[^"\\\\])+")',"(?:'(?:\\\\.|[^'\\\\])+')","(\\{)","(\\})"].join("|"),"g");function parseTemplate(rawTemplateLiteral){if(0!==templateGroupStartRe.lastIndex)throw new RangeError("Scripting.parse last index is non-zero at start of template literal");for(var startMatch,template=rawTemplateLiteral;null!==(startMatch=templateGroupStartRe.exec(template));){var startIdx=startMatch.index+2,endIdx=startIdx,depth=1,endMatch=void 0;for(templateGroupParseRe.lastIndex=startIdx;null!==(endMatch=templateGroupParseRe.exec(template));)if(endMatch[1]?++depth:endMatch[2]&&--depth,0===depth){endIdx=endMatch.index;break}if(endIdx>startIdx){var parseIndex=parseRe.lastIndex,rawGroup=template.slice(startIdx,endIdx);parseRe.lastIndex=0;var parsedGroup=parse(rawGroup);parseRe.lastIndex=parseIndex,template=template.splice(startIdx,rawGroup.length,parsedGroup),templateGroupStartRe.lastIndex+=parsedGroup.length-rawGroup.length}}return template}return parse}();function evalJavaScript(code,output,data){return function(code,output,evalJavaScript$Data$){return eval(code)}.call(output?{output:output}:null,String(code),output,data)}function evalTwineScript(code,output,data){return function(code,output,evalTwineScript$Data$){return eval(code)}.call(output?{output:output}:null,parse(String(code)),output,data)}return Object.freeze(Object.defineProperties({},{parse:{value:parse},evalJavaScript:{value:evalJavaScript},evalTwineScript:{value:evalTwineScript}}))}(),_ref9=function(){var Lexer=function(){function Lexer(source,initialState){if(_classCallCheck(this,Lexer),arguments.length<2)throw new Error("Lexer constructor called with too few parameters (source:string , initialState:function)");Object.defineProperties(this,{source:{value:source},initial:{value:initialState},state:{writable:!0,value:initialState},start:{writable:!0,value:0},pos:{writable:!0,value:0},depth:{writable:!0,value:0},items:{writable:!0,value:[]},data:{writable:!0,value:{}}})}return _createClass(Lexer,[{key:"reset",value:function(){this.state=this.initial,this.start=0,this.pos=0,this.depth=0,this.items=[],this.data={}}},{key:"run",value:function(){for(;null!==this.state;)this.state=this.state(this);return this.items}},{key:"nextItem",value:function(){for(;0===this.items.length&&null!==this.state;)this.state=this.state(this);return this.items.shift()}},{key:"next",value:function(){return this.pos>=this.source.length?-1:this.source[this.pos++]}},{key:"peek",value:function(){return this.pos>=this.source.length?-1:this.source[this.pos]}},{key:"backup",value:function(num){this.pos-=num||1}},{key:"forward",value:function(num){this.pos+=num||1}},{key:"ignore",value:function(){this.start=this.pos}},{key:"accept",value:function(valid){var ch=this.next();return-1!==ch&&(!!valid.includes(ch)||(this.backup(),!1))}},{key:"acceptRe",value:function(validRe){var ch=this.next();return-1!==ch&&(!!validRe.test(ch)||(this.backup(),!1))}},{key:"acceptRun",value:function(valid){for(;;){var ch=this.next();if(-1===ch)return;if(!valid.includes(ch))break}this.backup()}},{key:"acceptRunRe",value:function(validRe){for(;;){var ch=this.next();if(-1===ch)return;if(!validRe.test(ch))break}this.backup()}},{key:"emit",value:function(type){this.items.push({type:type,text:this.source.slice(this.start,this.pos),start:this.start,pos:this.pos}),this.start=this.pos}},{key:"error",value:function(type,message){if(arguments.length<2)throw new Error("Lexer.prototype.error called with too few parameters (type:number , message:string)");return this.items.push({type:type,message:message,text:this.source.slice(this.start,this.pos),start:this.start,pos:this.pos}),null}}],[{key:"enumFromNames",value:function(names){var obj=names.reduce((function(obj,name,i){return obj[name]=i,obj}),{});return Object.freeze(Object.assign(Object.create(null),obj))}}]),Lexer}();return{EOF:-1,Lexer:Lexer}}(),EOF=_ref9.EOF,Lexer=_ref9.Lexer,Wikifier=function(){var _optionsStack,lookaheadRe,idOrClassRe,_callDepth=0,Wikifier=function(){function Wikifier(destination,source,options){_classCallCheck(this,Wikifier),Wikifier.Parser.Profile.isEmpty()&&Wikifier.Parser.Profile.compile(),Object.defineProperties(this,{source:{value:String(source)},options:{writable:!0,value:Object.assign({profile:"all"},options)},nextMatch:{writable:!0,value:0},output:{writable:!0,value:null},_rawArgs:{writable:!0,value:""}}),null==destination?this.output=document.createDocumentFragment():destination.jquery?this.output=destination[0]:this.output=destination;try{++_callDepth,this.subWikify(this.output),1===_callDepth&&Config.cleanupWikifierOutput&&convertBreaks(this.output)}finally{--_callDepth}}return _createClass(Wikifier,[{key:"subWikify",value:function(output,terminator,options){var newOptions,oldOptions,oldOutput=this.output;this.output=output,Wikifier.Option.length>0&&(newOptions=Object.assign(newOptions||{},Wikifier.Option.options)),null!==options&&"object"===_typeof(options)&&(newOptions=Object.assign(newOptions||{},options)),newOptions&&(oldOptions=this.options,this.options=Object.assign({},this.options,newOptions));var terminatorMatch,parserMatch,parsersProfile=Wikifier.Parser.Profile.get(this.options.profile),terminatorRegExp=terminator?new RegExp("(?:".concat(terminator,")"),this.options.ignoreTerminatorCase?"gim":"gm"):null;do{if(parsersProfile.parserRegExp.lastIndex=this.nextMatch,terminatorRegExp&&(terminatorRegExp.lastIndex=this.nextMatch),parserMatch=parsersProfile.parserRegExp.exec(this.source),(terminatorMatch=terminatorRegExp?terminatorRegExp.exec(this.source):null)&&(!parserMatch||terminatorMatch.index<=parserMatch.index))return terminatorMatch.index>this.nextMatch&&this.outputText(this.output,this.nextMatch,terminatorMatch.index),this.matchStart=terminatorMatch.index,this.matchLength=terminatorMatch[0].length,this.matchText=terminatorMatch[0],this.nextMatch=terminatorRegExp.lastIndex,this.output=oldOutput,void(oldOptions&&(this.options=oldOptions));if(parserMatch){parserMatch.index>this.nextMatch&&this.outputText(this.output,this.nextMatch,parserMatch.index),this.matchStart=parserMatch.index,this.matchLength=parserMatch[0].length,this.matchText=parserMatch[0],this.nextMatch=parsersProfile.parserRegExp.lastIndex;for(var matchingParser=void 0,i=1,iend=parserMatch.length;i=0;--i){var node=nodes[i];switch(node.nodeType){case Node.ELEMENT_NODE:var tagName=node.nodeName.toUpperCase();if("BR"===tagName)return!0;var styles=hasGCS?window.getComputedStyle(node,null):node.currentStyle;if(styles&&styles.display){if("none"===styles.display)continue;return"block"===styles.display}switch(tagName){case"ADDRESS":case"ARTICLE":case"ASIDE":case"BLOCKQUOTE":case"CENTER":case"DIV":case"DL":case"FIGURE":case"FOOTER":case"FORM":case"H1":case"H2":case"H3":case"H4":case"H5":case"H6":case"HEADER":case"HR":case"MAIN":case"NAV":case"OL":case"P":case"PRE":case"SECTION":case"TABLE":case"UL":return!0}return!1;case Node.COMMENT_NODE:continue;default:return!1}}return!0}},createShadowSetterCallback:{value:function(){var macroParser=null;function getMacroContextShadowView(){for(var macro=macroParser||function(){if(!macroParser&&!(macroParser=Wikifier.Parser.get("macro")))throw new Error('cannot find "macro" parser');return macroParser}(),view=new Set,context=macro.context;null!==context;context=context.parent)context._shadows&&context._shadows.forEach((function(name){return view.add(name)}));return _toConsumableArray(view)}return function(code){var shadowStore={};return getMacroContextShadowView().forEach((function(varName){var varKey=varName.slice(1),store="$"===varName[0]?State.variables:State.temporary;shadowStore[varName]=store[varKey]})),function(){var shadowNames=Object.keys(shadowStore),valueCache=shadowNames.length>0?{}:null;try{return shadowNames.forEach((function(varName){var varKey=varName.slice(1),store="$"===varName[0]?State.variables:State.temporary;store.hasOwnProperty(varKey)&&(valueCache[varKey]=store[varKey]),store[varKey]=shadowStore[varName]})),Scripting.evalJavaScript(code)}finally{shadowNames.forEach((function(varName){var varKey=varName.slice(1),store="$"===varName[0]?State.variables:State.temporary;shadowStore[varName]=store[varKey],valueCache.hasOwnProperty(varKey)?store[varKey]=valueCache[varKey]:delete store[varKey]}))}}}}()},parseSquareBracketedMarkup:{value:function(){var Item=Lexer.enumFromNames(["Error","DelimLTR","DelimRTL","InnerMeta","ImageMeta","LinkMeta","Link","RightMeta","Setter","Source","Text"]),Delim=Lexer.enumFromNames(["None","LTR","RTL"]);function slurpQuote(lexer,endQuote){loop:for(;;)switch(lexer.next()){case"\\":var ch=lexer.next();if(ch!==EOF&&"\n"!==ch)break;case EOF:case"\n":return EOF;case endQuote:break loop}return lexer.pos}function lexLeftMeta(lexer){if(!lexer.accept("["))return lexer.error(Item.Error,"malformed square-bracketed markup");if(lexer.accept("["))lexer.data.isLink=!0,lexer.emit(Item.LinkMeta);else{if(lexer.accept("<>"),!(lexer.accept("Ii")&&lexer.accept("Mm")&&lexer.accept("Gg")&&lexer.accept("[")))return lexer.error(Item.Error,"malformed square-bracketed markup");lexer.data.isLink=!1,lexer.emit(Item.ImageMeta)}return lexer.depth=2,lexCoreComponents}function lexCoreComponents(lexer){for(var what=lexer.data.isLink?"link":"image",delim=Delim.None;;)switch(lexer.next()){case EOF:case"\n":return lexer.error(Item.Error,"unterminated ".concat(what," markup"));case'"':if(slurpQuote(lexer,'"')===EOF)return lexer.error(Item.Error,"unterminated double quoted string in ".concat(what," markup"));break;case"|":delim===Delim.None&&(delim=Delim.LTR,lexer.backup(),lexer.emit(Item.Text),lexer.forward(),lexer.emit(Item.DelimLTR));break;case"-":delim===Delim.None&&">"===lexer.peek()&&(delim=Delim.LTR,lexer.backup(),lexer.emit(Item.Text),lexer.forward(2),lexer.emit(Item.DelimLTR));break;case"<":delim===Delim.None&&"-"===lexer.peek()&&(delim=Delim.RTL,lexer.backup(),lexer.emit(lexer.data.isLink?Item.Link:Item.Source),lexer.forward(2),lexer.emit(Item.DelimRTL));break;case"[":++lexer.depth;break;case"]":if(--lexer.depth,1===lexer.depth)switch(lexer.peek()){case"[":return++lexer.depth,lexer.backup(),delim===Delim.RTL?lexer.emit(Item.Text):lexer.emit(lexer.data.isLink?Item.Link:Item.Source),lexer.forward(2),lexer.emit(Item.InnerMeta),lexer.data.isLink?lexSetter:lexImageLink;case"]":return--lexer.depth,lexer.backup(),delim===Delim.RTL?lexer.emit(Item.Text):lexer.emit(lexer.data.isLink?Item.Link:Item.Source),lexer.forward(2),lexer.emit(Item.RightMeta),null;default:return lexer.error(Item.Error,"malformed ".concat(what," markup"))}}}function lexImageLink(lexer){for(var what=lexer.data.isLink?"link":"image";;)switch(lexer.next()){case EOF:case"\n":return lexer.error(Item.Error,"unterminated ".concat(what," markup"));case'"':if(slurpQuote(lexer,'"')===EOF)return lexer.error(Item.Error,"unterminated double quoted string in ".concat(what," markup link component"));break;case"[":++lexer.depth;break;case"]":if(--lexer.depth,1===lexer.depth)switch(lexer.peek()){case"[":return++lexer.depth,lexer.backup(),lexer.emit(Item.Link),lexer.forward(2),lexer.emit(Item.InnerMeta),lexSetter;case"]":return--lexer.depth,lexer.backup(),lexer.emit(Item.Link),lexer.forward(2),lexer.emit(Item.RightMeta),null;default:return lexer.error(Item.Error,"malformed ".concat(what," markup"))}}}function lexSetter(lexer){for(var what=lexer.data.isLink?"link":"image";;)switch(lexer.next()){case EOF:case"\n":return lexer.error(Item.Error,"unterminated ".concat(what," markup"));case'"':if(slurpQuote(lexer,'"')===EOF)return lexer.error(Item.Error,"unterminated double quoted string in ".concat(what," markup setter component"));break;case"'":if(slurpQuote(lexer,"'")===EOF)return lexer.error(Item.Error,"unterminated single quoted string in ".concat(what," markup setter component"));break;case"[":++lexer.depth;break;case"]":if(--lexer.depth,1===lexer.depth)return"]"!==lexer.peek()?lexer.error(Item.Error,"malformed ".concat(what," markup")):(--lexer.depth,lexer.backup(),lexer.emit(Item.Setter),lexer.forward(2),lexer.emit(Item.RightMeta),null)}}return function(w){var lexer=new Lexer(w.source,lexLeftMeta);lexer.start=lexer.pos=w.matchStart;var markup={},items=lexer.run(),last=items.last();return last&&last.type===Item.Error?markup.error=last.message:items.forEach((function(item){var text=item.text.trim();switch(item.type){case Item.ImageMeta:markup.isImage=!0,"<"===text[1]?markup.align="left":">"===text[1]&&(markup.align="right");break;case Item.LinkMeta:markup.isLink=!0;break;case Item.Link:"~"===text[0]?(markup.forceInternal=!0,markup.link=text.slice(1)):markup.link=text;break;case Item.Setter:markup.setter=text;break;case Item.Source:markup.source=text;break;case Item.Text:markup.text=text}})),markup.pos=lexer.pos,markup}}()}}),Wikifier}();!function(){function _verbatimTagHandler(w){this.lookahead.lastIndex=w.matchStart;var match=this.lookahead.exec(w.source);match&&match.index===w.matchStart&&(w.nextMatch=this.lookahead.lastIndex,jQuery(document.createDocumentFragment()).append(match[1]).appendTo(w.output))}Wikifier.Parser.add({name:"quoteByBlock",profiles:["block"],match:"^<<<\\n",terminator:"^<<<\\n",handler:function(w){Wikifier.helpers.hasBlockContext(w.output.childNodes)?w.subWikify(jQuery(document.createElement("blockquote")).appendTo(w.output).get(0),this.terminator):jQuery(w.output).append(document.createTextNode(w.matchText))}}),Wikifier.Parser.add({name:"quoteByLine",profiles:["block"],match:"^>+",lookahead:/^>+/gm,terminator:"\\n",handler:function(w){if(Wikifier.helpers.hasBlockContext(w.output.childNodes)){var matched,i,destStack=[w.output],curLevel=0,newLevel=w.matchLength;do{if(newLevel>curLevel)for(i=curLevel;inewLevel;--i)destStack.pop();curLevel=newLevel,w.subWikify(destStack[destStack.length-1],this.terminator),jQuery(document.createElement("br")).appendTo(destStack[destStack.length-1]),this.lookahead.lastIndex=w.nextMatch;var match=this.lookahead.exec(w.source);(matched=match&&match.index===w.nextMatch)&&(newLevel=match[0].length,w.nextMatch+=match[0].length)}while(matched)}else jQuery(w.output).append(document.createTextNode(w.matchText))}}),Wikifier.Parser.add({name:"macro",profiles:["core"],match:"<<",lookahead:new RegExp("<<(/?".concat(Patterns.macroName,")(?:\\s*)((?:(?:/\\*[^*]*\\*+(?:[^/*][^*]*\\*+)*/)|(?://.*\\n)|(?:`(?:\\\\.|[^`\\\\])*`)|(?:\"(?:\\\\.|[^\"\\\\])*\")|(?:'(?:\\\\.|[^'\\\\])*')|(?:\\[(?:[<>]?[Ii][Mm][Gg])?\\[[^\\r\\n]*?\\]\\]+)|[^>]|(?:>(?!>)))*)>>"),"gm"),working:{source:"",name:"",arguments:"",index:0},context:null,handler:function(w){var matchStart=this.lookahead.lastIndex=w.matchStart;if(this.parseTag(w)){var macro,nextMatch=w.nextMatch,name=this.working.name,rawArgs=this.working.arguments;try{if(!(macro=Macro.get(name))){if(Macro.tags.has(name)){var tags=Macro.tags.get(name);return throwError(w.output,"child tag <<".concat(name,">> was found outside of a call to its parent macro").concat(1===tags.length?"":"s"," <<").concat(tags.join(">>, <<"),">>"),w.source.slice(matchStart,w.nextMatch))}return throwError(w.output,"macro <<".concat(name,">> does not exist"),w.source.slice(matchStart,w.nextMatch))}var payload=null;if(void 0!==macro.tags&&!(payload=this.parseBody(w,macro)))return w.nextMatch=nextMatch,throwError(w.output,"cannot find a closing tag for macro <<".concat(name,">>"),"".concat(w.source.slice(matchStart,w.nextMatch),"…"));if("function"!=typeof macro.handler)return throwError(w.output,"macro <<".concat(name,">> handler function ").concat(void 0===macro.handler?"does not exist":"is not a function"),w.source.slice(matchStart,w.nextMatch));var args=payload?payload[0].args:this.createArgs(rawArgs,this.skipArgs(macro,macro.name));if(void 0!==macro._MACRO_API){this.context=new MacroContext({macro:macro,name:name,args:args,payload:payload,source:w.source.slice(matchStart,w.nextMatch),parent:this.context,parser:w});try{macro.handler.call(this.context)}finally{this.context=this.context.parent}}else{var prevRawArgs=w._rawArgs;w._rawArgs=rawArgs;try{macro.handler(w.output,name,args,w,payload)}finally{w._rawArgs=prevRawArgs}}}catch(ex){return throwError(w.output,"cannot execute ".concat(macro&¯o.isWidget?"widget":"macro"," <<").concat(name,">>: ").concat(ex.message),w.source.slice(matchStart,w.nextMatch))}finally{this.working.source="",this.working.name="",this.working.arguments="",this.working.index=0}}else w.outputText(w.output,w.matchStart,w.nextMatch)},parseTag:function(w){var match=this.lookahead.exec(w.source);return!(!match||match.index!==w.matchStart||!match[1])&&(w.nextMatch=this.lookahead.lastIndex,this.working.source=w.source.slice(match.index,this.lookahead.lastIndex),this.working.name=match[1],this.working.arguments=match[2],this.working.index=match.index,!0)},parseBody:function(w,macro){for(var openTag=this.working.name,closeTag="/".concat(openTag),closeAlt="end".concat(openTag),bodyTags=!!Array.isArray(macro.tags)&¯o.tags,payload=[],end=-1,opened=1,curSource=this.working.source,curTag=this.working.name,curArgument=this.working.arguments,contentStart=w.nextMatch;-1!==(w.matchStart=w.source.indexOf(this.match,w.nextMatch));)if(this.parseTag(w)){var tagSource=this.working.source,tagName=this.working.name,tagArgs=this.working.arguments,tagBegin=this.working.index,tagEnd=w.nextMatch,hasArgs=""!==tagArgs.trim();switch(tagName){case openTag:++opened;break;case closeAlt:case closeTag:if(hasArgs)throw w.nextMatch=tagBegin+2+tagName.length,new Error('malformed closing tag: "'.concat(tagSource,'"'));--opened;break;default:if(hasArgs&&(tagName.startsWith("/")||tagName.startsWith("end"))){this.lookahead.lastIndex=w.nextMatch=tagBegin+2+tagName.length;continue}if(1===opened&&bodyTags)for(var i=0,iend=bodyTags.length;iIiMmGg")?(what="image",lexer.acceptRun("<>IiMmGg")):what="link",!lexer.accept("["))return lexer.error(Item.Error,"malformed ".concat(what," markup"));lexer.depth=2;loop:for(;;)switch(lexer.next()){case"\\":var ch=lexer.next();if(ch!==EOF&&"\n"!==ch)break;case EOF:case"\n":return lexer.error(Item.Error,"unterminated ".concat(what," markup"));case"[":++lexer.depth;break;case"]":if(--lexer.depth,lexer.depth<0)return lexer.error(Item.Error,"unexpected right square bracket ']'");if(1===lexer.depth){if("]"===lexer.next()){--lexer.depth;break loop}lexer.backup()}}return lexer.emit(Item.SquareBracket),lexSpace}function lexBareword(lexer){var offset=lexer.source.slice(lexer.pos).search(spaceRe);return lexer.pos=offset===EOF?lexer.source.length:lexer.pos+offset,lexer.emit(Item.Bareword),offset===EOF?null:lexSpace}return function(rawArgsString){var lexer=new Lexer(rawArgsString,lexSpace),args=[];return lexer.run().forEach((function(item){var arg=item.text;switch(item.type){case Item.Error:throw new Error('unable to parse macro argument "'.concat(arg,'": ').concat(item.message));case Item.Bareword:if(varTest.test(arg))arg=State.getVar(arg);else if(/^(?:settings|setup)[.[]/.test(arg))try{arg=Scripting.evalTwineScript(arg)}catch(ex){throw new Error('unable to parse macro argument "'.concat(arg,'": ').concat(ex.message))}else if("null"===arg)arg=null;else if("undefined"===arg)arg=undefined;else if("true"===arg)arg=!0;else if("false"===arg)arg=!1;else if("NaN"===arg)arg=NaN;else{var argAsNum=Number(arg);Number.isNaN(argAsNum)||(arg=argAsNum)}break;case Item.Expression:if(""===(arg=arg.slice(1,-1).trim()))arg=undefined;else try{arg=Scripting.evalTwineScript("(".concat(arg,")"))}catch(ex){throw new Error('unable to parse macro argument expression "'.concat(arg,'": ').concat(ex.message))}break;case Item.String:try{arg=Scripting.evalJavaScript(arg)}catch(ex){throw new Error('unable to parse macro argument string "'.concat(arg,'": ').concat(ex.message))}break;case Item.SquareBracket:var markup=Wikifier.helpers.parseSquareBracketedMarkup({source:arg,matchStart:0});if(markup.hasOwnProperty("error"))throw new Error('unable to parse macro argument "'.concat(arg,'": ').concat(markup.error));if(markup.pos]?[Ii][Mm][Gg]\\[",handler:function(w){var markup=Wikifier.helpers.parseSquareBracketedMarkup(w);if(markup.hasOwnProperty("error"))w.outputText(w.output,w.matchStart,w.nextMatch);else{var debugView;w.nextMatch=markup.pos,Config.debug&&(debugView=new DebugView(w.output,"image-markup",markup.hasOwnProperty("link")?"[img[][link]]":"[img[]]",w.source.slice(w.matchStart,w.nextMatch))).modes({block:!0});var source,setFn=markup.hasOwnProperty("setter")?Wikifier.helpers.createShadowSetterCallback(Scripting.parse(markup.setter)):null,el=(Config.debug?debugView:w).output;if(markup.hasOwnProperty("link")){var link=Wikifier.helpers.evalPassageId(markup.link);(el=markup.forceInternal||!Wikifier.isExternalLink(link)?Wikifier.createInternalLink(el,link,null,setFn):Wikifier.createExternalLink(el,link)).classList.add("link-image")}if(el=jQuery(document.createElement("img")).appendTo(el).get(0),"data:"!==(source=Wikifier.helpers.evalPassageId(markup.source)).slice(0,5)&&Story.has(source)){var passage=Story.get(source);passage.tags.includes("Twine.image")&&(el.setAttribute("data-passage",passage.title),source=passage.text.trim())}el.src=source,markup.hasOwnProperty("text")&&(el.title=Wikifier.helpers.evalText(markup.text)),markup.hasOwnProperty("align")&&(el.align=markup.align)}}}),Wikifier.Parser.add({name:"monospacedByBlock",profiles:["block"],match:"^\\{\\{\\{\\n",lookahead:/^\{\{\{\n((?:^[^\n]*\n)+?)(^\}\}\}$\n?)/gm,handler:function(w){this.lookahead.lastIndex=w.matchStart;var match=this.lookahead.exec(w.source);if(match&&match.index===w.matchStart){var pre=jQuery(document.createElement("pre"));jQuery(document.createElement("code")).text(match[1]).appendTo(pre),pre.appendTo(w.output),w.nextMatch=this.lookahead.lastIndex}}}),Wikifier.Parser.add({name:"formatByChar",profiles:["core"],match:"''|//|__|\\^\\^|~~|==|\\{\\{\\{",handler:function(w){switch(w.matchText){case"''":w.subWikify(jQuery(document.createElement("strong")).appendTo(w.output).get(0),"''");break;case"//":w.subWikify(jQuery(document.createElement("em")).appendTo(w.output).get(0),"//");break;case"__":w.subWikify(jQuery(document.createElement("u")).appendTo(w.output).get(0),"__");break;case"^^":w.subWikify(jQuery(document.createElement("sup")).appendTo(w.output).get(0),"\\^\\^");break;case"~~":w.subWikify(jQuery(document.createElement("sub")).appendTo(w.output).get(0),"~~");break;case"==":w.subWikify(jQuery(document.createElement("s")).appendTo(w.output).get(0),"==");break;case"{{{":var lookahead=/\{\{\{((?:.|\n)*?)\}\}\}/gm;lookahead.lastIndex=w.matchStart;var match=lookahead.exec(w.source);match&&match.index===w.matchStart&&(jQuery(document.createElement("code")).text(match[1]).appendTo(w.output),w.nextMatch=lookahead.lastIndex)}}}),Wikifier.Parser.add({name:"customStyle",profiles:["core"],match:"@@",terminator:"@@",blockRe:/\s*\n/gm,handler:function(w){var css=Wikifier.helpers.inlineCss(w);this.blockRe.lastIndex=w.nextMatch;var blockMatch=this.blockRe.exec(w.source),blockLevel=blockMatch&&blockMatch.index===w.nextMatch,$el=jQuery(document.createElement(blockLevel?"div":"span")).appendTo(w.output);0===css.classes.length&&""===css.id&&0===Object.keys(css.styles).length?$el.addClass("marked"):(css.classes.forEach((function(className){return $el.addClass(className)})),""!==css.id&&$el.attr("id",css.id),$el.css(css.styles)),blockLevel?(w.nextMatch+=blockMatch[0].length,w.subWikify($el[0],"\\n?".concat(this.terminator))):w.subWikify($el[0],this.terminator)}}),Wikifier.Parser.add({name:"verbatimText",profiles:["core"],match:'"{3}|<[Nn][Oo][Ww][Ii][Kk][Ii]>',lookahead:/(?:"{3}((?:.|\n)*?)"{3})|(?:<[Nn][Oo][Ww][Ii][Kk][Ii]>((?:.|\n)*?)<\/[Nn][Oo][Ww][Ii][Kk][Ii]>)/gm,handler:function(w){this.lookahead.lastIndex=w.matchStart;var match=this.lookahead.exec(w.source);match&&match.index===w.matchStart&&(w.nextMatch=this.lookahead.lastIndex,jQuery(document.createElement("span")).addClass("verbatim").text(match[1]||match[2]).appendTo(w.output))}}),Wikifier.Parser.add({name:"horizontalRule",profiles:["core"],match:"^----+$\\n?|<[Hh][Rr]\\s*/?>\\n?",handler:function(w){jQuery(document.createElement("hr")).appendTo(w.output)}}),Wikifier.Parser.add({name:"emdash",profiles:["core"],match:"--",handler:function(w){jQuery(document.createTextNode("—")).appendTo(w.output)}}),Wikifier.Parser.add({name:"doubleDollarSign",profiles:["core"],match:"\\${2}",handler:function(w){jQuery(document.createTextNode("$")).appendTo(w.output)}}),Wikifier.Parser.add({name:"nakedVariable",profiles:["core"],match:"".concat(Patterns.variable,"(?:(?:\\.").concat(Patterns.identifier,")|(?:\\[\\d+\\])|(?:\\[\"(?:\\\\.|[^\"\\\\])+\"\\])|(?:\\['(?:\\\\.|[^'\\\\])+'\\])|(?:\\[").concat(Patterns.variable,"\\]))*"),handler:function(w){var result=State.getVar(w.matchText);null==result?jQuery(document.createTextNode(w.matchText)).appendTo(w.output):new Wikifier((Config.debug?new DebugView(w.output,"variable",w.matchText,w.matchText):w).output,stringFrom(result))}}),Wikifier.Parser.add({name:"template",profiles:["core"],match:"\\?".concat(Patterns.templateName),handler:function(w){var name=w.matchText.slice(1),template=Template.get(name),result=null;switch(template instanceof Array&&(template=template.random()),_typeof(template)){case"function":try{result=stringFrom(template.call({name:name}))}catch(ex){return throwError(w.output,"cannot execute function template ?".concat(name,": ").concat(ex.message),w.source.slice(w.matchStart,w.nextMatch))}break;case"string":result=template}null===result?jQuery(document.createTextNode(w.matchText)).appendTo(w.output):new Wikifier((Config.debug?new DebugView(w.output,"template",w.matchText,w.matchText):w).output,result)}}),Wikifier.Parser.add({name:"heading",profiles:["block"],match:"^!{1,6}",terminator:"\\n",handler:function(w){Wikifier.helpers.hasBlockContext(w.output.childNodes)?w.subWikify(jQuery(document.createElement("h".concat(w.matchLength))).appendTo(w.output).get(0),this.terminator):jQuery(w.output).append(document.createTextNode(w.matchText))}}),Wikifier.Parser.add({name:"table",profiles:["block"],match:"^\\|(?:[^\\n]*)\\|(?:[fhck]?)$",lookahead:/^\|([^\n]*)\|([fhck]?)$/gm,rowTerminator:"\\|(?:[cfhk]?)$\\n?",cellPattern:"(?:\\|([^\\n\\|]*)\\|)|(\\|[cfhk]?$\\n?)",cellTerminator:"(?:\\u0020*)\\|",rowTypes:{c:"caption",f:"tfoot",h:"thead","":"tbody"},handler:function(w){if(Wikifier.helpers.hasBlockContext(w.output.childNodes)){var matched,table=jQuery(document.createElement("table")).appendTo(w.output).get(0),prevColumns=[],curRowType=null,$rowContainer=null,rowCount=0;w.nextMatch=w.matchStart;do{this.lookahead.lastIndex=w.nextMatch;var match=this.lookahead.exec(w.source);if(matched=match&&match.index===w.nextMatch){var nextRowType=match[2];"k"===nextRowType?(table.className=match[1],w.nextMatch+=match[0].length+1):(nextRowType!==curRowType&&(curRowType=nextRowType,$rowContainer=jQuery(document.createElement(this.rowTypes[nextRowType])).appendTo(table)),"c"===curRowType?($rowContainer.css("caption-side",0===rowCount?"top":"bottom"),w.nextMatch+=1,w.subWikify($rowContainer[0],this.rowTerminator)):this.rowHandler(w,jQuery(document.createElement("tr")).appendTo($rowContainer).get(0),prevColumns),++rowCount)}}while(matched)}else jQuery(w.output).append(document.createTextNode(w.matchText))},rowHandler:function(w,rowEl,prevColumns){var matched,_this12=this,cellRe=new RegExp(this.cellPattern,"gm"),col=0,curColCount=1;do{cellRe.lastIndex=w.nextMatch;var cellMatch=cellRe.exec(w.source);if(matched=cellMatch&&cellMatch.index===w.nextMatch){if("~"===cellMatch[1]){var last=prevColumns[col];last&&(++last.rowCount,last.$element.attr("rowspan",last.rowCount).css("vertical-align","middle")),w.nextMatch=cellMatch.index+cellMatch[0].length-1}else if(">"===cellMatch[1])++curColCount,w.nextMatch=cellMatch.index+cellMatch[0].length-1;else{if(cellMatch[2]){w.nextMatch=cellMatch.index+cellMatch[0].length;break}!function(){++w.nextMatch;for(var css=Wikifier.helpers.inlineCss(w),spaceLeft=!1,spaceRight=!1,$cell=void 0;" "===w.source.substr(w.nextMatch,1);)spaceLeft=!0,++w.nextMatch;"!"===w.source.substr(w.nextMatch,1)?($cell=jQuery(document.createElement("th")).appendTo(rowEl),++w.nextMatch):$cell=jQuery(document.createElement("td")).appendTo(rowEl),prevColumns[col]={rowCount:1,$element:$cell},curColCount>1&&($cell.attr("colspan",curColCount),curColCount=1),w.subWikify($cell[0],_this12.cellTerminator)," "===w.matchText.substr(w.matchText.length-2,1)&&(spaceRight=!0),css.classes.forEach((function(className){return $cell.addClass(className)})),""!==css.id&&$cell.attr("id",css.id),spaceLeft&&spaceRight?css.styles["text-align"]="center":spaceLeft?css.styles["text-align"]="right":spaceRight&&(css.styles["text-align"]="left"),$cell.css(css.styles),w.nextMatch=w.nextMatch-1}()}++col}}while(matched)}}),Wikifier.Parser.add({name:"list",profiles:["block"],match:"^(?:(?:\\*+)|(?:#+))",lookahead:/^(?:(\*+)|(#+))/gm,terminator:"\\n",handler:function(w){if(Wikifier.helpers.hasBlockContext(w.output.childNodes)){w.nextMatch=w.matchStart;var matched,i,destStack=[w.output],curType=null,curLevel=0;do{this.lookahead.lastIndex=w.nextMatch;var match=this.lookahead.exec(w.source);if(matched=match&&match.index===w.nextMatch){var newType=match[2]?"ol":"ul",newLevel=match[0].length;if(w.nextMatch+=match[0].length,newLevel>curLevel)for(i=curLevel;inewLevel;--i)destStack.pop();else newLevel===curLevel&&newType!==curType&&(destStack.pop(),destStack.push(jQuery(document.createElement(newType)).appendTo(destStack[destStack.length-1]).get(0)));curLevel=newLevel,curType=newType,w.subWikify(jQuery(document.createElement("li")).appendTo(destStack[destStack.length-1]).get(0),this.terminator)}}while(matched)}else jQuery(w.output).append(document.createTextNode(w.matchText))}}),Wikifier.Parser.add({name:"commentByBlock",profiles:["core"],match:"(?:/(?:%|\\*))|(?:\x3c!--)",lookahead:/(?:\/(%|\*)(?:(?:.|\n)*?)\1\/)|(?:)/gm,handler:function(w){this.lookahead.lastIndex=w.matchStart;var match=this.lookahead.exec(w.source);match&&match.index===w.matchStart&&(w.nextMatch=this.lookahead.lastIndex)}}),Wikifier.Parser.add({name:"lineContinuation",profiles:["core"],match:"\\\\".concat(Patterns.spaceNoTerminator,"*\\n|\\n").concat(Patterns.spaceNoTerminator,"*\\\\|\\n?\\\\").concat(Patterns.spaceNoTerminator,"*$|^").concat(Patterns.spaceNoTerminator,"*\\\\\\n?"),handler:function(w){w.nextMatch=w.matchStart+w.matchLength}}),Wikifier.Parser.add({name:"lineBreak",profiles:["core"],match:"\\n|<[Bb][Rr]\\s*/?>",handler:function(w){w.options.nobr||jQuery(document.createElement("br")).appendTo(w.output)}}),Wikifier.Parser.add({name:"htmlCharacterReference",profiles:["core"],match:"(?:(?:?[0-9A-Za-z]{2,8};|.)(?:?(?:x0*(?:3[0-6][0-9A-Fa-f]|1D[C-Fc-f][0-9A-Fa-f]|20[D-Fd-f][0-9A-Fa-f]|FE2[0-9A-Fa-f])|0*(?:76[89]|7[7-9][0-9]|8[0-7][0-9]|761[6-9]|76[2-7][0-9]|84[0-3][0-9]|844[0-7]|6505[6-9]|6506[0-9]|6507[0-1]));)+|?[0-9A-Za-z]{2,8};)",handler:function(w){jQuery(document.createDocumentFragment()).append(w.matchText).appendTo(w.output)}}),Wikifier.Parser.add({name:"xmlProlog",profiles:["core"],match:"<\\?[Xx][Mm][Ll][^>]*\\?>",handler:function(w){w.nextMatch=w.matchStart+w.matchLength}}),Wikifier.Parser.add({name:"verbatimHtml",profiles:["core"],match:"<[Hh][Tt][Mm][Ll]>",lookahead:/<[Hh][Tt][Mm][Ll]>((?:.|\n)*?)<\/[Hh][Tt][Mm][Ll]>/gm,handler:_verbatimTagHandler}),Wikifier.Parser.add({name:"verbatimScriptTag",profiles:["core"],match:"<[Ss][Cc][Rr][Ii][Pp][Tt][^>]*>",lookahead:/(<[Ss][Cc][Rr][Ii][Pp][Tt]*>(?:.|\n)*?<\/[Ss][Cc][Rr][Ii][Pp][Tt]>)/gm,handler:_verbatimTagHandler}),Wikifier.Parser.add({name:"styleTag",profiles:["core"],match:"<[Ss][Tt][Yy][Ll][Ee][^>]*>",lookahead:/(<[Ss][Tt][Yy][Ll][Ee]*>)((?:.|\n)*?)(<\/[Ss][Tt][Yy][Ll][Ee]>)/gm,imageMarkup:new RegExp(Patterns.cssImage,"g"),hasImageMarkup:new RegExp(Patterns.cssImage),handler:function(w){this.lookahead.lastIndex=w.matchStart;var match=this.lookahead.exec(w.source);if(match&&match.index===w.matchStart){w.nextMatch=this.lookahead.lastIndex;var css=match[2];this.hasImageMarkup.test(css)&&(this.imageMarkup.lastIndex=0,css=css.replace(this.imageMarkup,(function(wikiImage){var markup=Wikifier.helpers.parseSquareBracketedMarkup({source:wikiImage,matchStart:0});if(markup.hasOwnProperty("error")||markup.pos]*>",lookahead:/<(\/?)[Ss][Vv][Gg][^>]*>/gm,namespace:"http://www.w3.org/2000/svg",handler:function(w){var _this13=this;this.lookahead.lastIndex=w.nextMatch;for(var match,depth=1;depth>0&&null!==(match=this.lookahead.exec(w.source));)depth+="/"===match[1]?-1:1;if(0===depth){w.nextMatch=this.lookahead.lastIndex;var svgTag=w.source.slice(w.matchStart,this.lookahead.lastIndex),$frag=jQuery(document.createDocumentFragment()).append(svgTag);$frag.find("a[data-passage],image[data-passage]").each((function(_,el){var tagName=el.tagName.toLowerCase();try{_this13.processAttributeDirectives(el)}catch(ex){return throwError(w.output,"svg|<".concat(tagName,">: ").concat(ex.message),"".concat(w.matchText,"…"))}el.hasAttribute("data-passage")&&_this13.processDataAttributes(el,tagName)})),$frag.appendTo(w.output)}},processAttributeDirectives:function(el){_toConsumableArray(el.attributes).forEach((function(_ref10){var name=_ref10.name,value=_ref10.value,evalShorthand="@"===name[0];if(evalShorthand||name.startsWith("sc-eval:")){var result,newName=name.slice(evalShorthand?1:8);if("data-setter"===newName)throw new Error('evaluation directive is not allowed on the data-setter attribute: "'.concat(name,'"'));try{result=Scripting.evalTwineScript(value)}catch(ex){throw new Error('bad evaluation from attribute directive "'.concat(name,'": ').concat(ex.message))}try{el.setAttribute(newName,result),el.removeAttribute(name)}catch(ex){throw new Error('cannot transform attribute directive "'.concat(name,'" into attribute "').concat(newName,'"'))}}}))},processDataAttributes:function(el,tagName){var passage=el.getAttribute("data-passage");if(null!=passage){var evaluated=Wikifier.helpers.evalPassageId(passage);if(evaluated!==passage&&(passage=evaluated,el.setAttribute("data-passage",evaluated)),""!==passage)if("image"===tagName)"data:"!==passage.slice(0,5)&&Story.has(passage)&&(passage=Story.get(passage)).tags.includes("Twine.image")&&el.setAttribute("href",passage.text.trim());else{var setFn,setter=el.getAttribute("data-setter");null!=setter&&""!==(setter=String(setter).trim())&&(setFn=Wikifier.helpers.createShadowSetterCallback(Scripting.parse(setter))),Story.has(passage)?(el.classList.add("link-internal"),Config.addVisitedLinkClass&&State.hasPlayed(passage)&&el.classList.add("link-visited")):el.classList.add("link-broken"),jQuery(el).ariaClick({one:!0},(function(){"function"==typeof setFn&&setFn.call(this),Engine.play(passage)}))}}}}),Wikifier.Parser.add({name:"htmlTag",profiles:["core"],match:"<".concat(Patterns.htmlTagName,"(?:\\s+[^\\u0000-\\u001F\\u007F-\\u009F\\s\"'>\\/=]+(?:\\s*=\\s*(?:\"[^\"]*?\"|'[^']*?'|[^\\s\"'=<>`]+))?)*\\s*\\/?>"),tagRe:new RegExp("^<(".concat(Patterns.htmlTagName,")")),mediaTags:["audio","img","source","track","video"],nobrTags:["audio","colgroup","datalist","dl","figure","meter","ol","optgroup","picture","progress","ruby","select","table","tbody","tfoot","thead","tr","ul","video"],voidTags:["area","base","br","col","embed","hr","img","input","keygen","link","menuitem","meta","param","source","track","wbr"],handler:function(w){var tagMatch=this.tagRe.exec(w.matchText),tag=tagMatch&&tagMatch[1],tagName=tag&&tag.toLowerCase();if(tagName){var terminator,terminatorMatch,isVoid=this.voidTags.includes(tagName)||w.matchText.endsWith("/>"),isNobr=this.nobrTags.includes(tagName);if(!isVoid){terminator="<\\/".concat(tagName,"\\s*>");var terminatorRe=new RegExp(terminator,"gim");terminatorRe.lastIndex=w.matchStart,terminatorMatch=terminatorRe.exec(w.source)}if(!isVoid&&!terminatorMatch)return throwError(w.output,"cannot find a closing tag for HTML <".concat(tag,">"),"".concat(w.matchText,"…"));var debugView,output=w.output,el=document.createElement(w.output.tagName);for(el.innerHTML=w.matchText;el.firstChild;)el=el.firstChild;try{this.processAttributeDirectives(el)}catch(ex){return throwError(w.output,"<".concat(tagName,">: ").concat(ex.message),"".concat(w.matchText,"…"))}if(el.hasAttribute("data-passage")&&(this.processDataAttributes(el,tagName),Config.debug&&((debugView=new DebugView(w.output,"html-".concat(tagName),tagName,w.matchText)).modes({block:"img"===tagName,nonvoid:terminatorMatch}),output=debugView.output)),terminatorMatch){try{Wikifier.Option.push({nobr:isNobr}),w.subWikify(el,terminator,{ignoreTerminatorCase:!0})}finally{Wikifier.Option.pop()}debugView&&jQuery(el).find(".debug.block").length>0&&debugView.modes({block:!0})}output.appendChild("track"===tagName?el.cloneNode(!0):el)}},processAttributeDirectives:function(el){_toConsumableArray(el.attributes).forEach((function(_ref11){var name=_ref11.name,value=_ref11.value,evalShorthand="@"===name[0];if(evalShorthand||name.startsWith("sc-eval:")){var result,newName=name.slice(evalShorthand?1:8);if("data-setter"===newName)throw new Error('evaluation directive is not allowed on the data-setter attribute: "'.concat(name,'"'));try{result=Scripting.evalTwineScript(value)}catch(ex){throw new Error('bad evaluation from attribute directive "'.concat(name,'": ').concat(ex.message))}try{el.setAttribute(newName,result),el.removeAttribute(name)}catch(ex){throw new Error('cannot transform attribute directive "'.concat(name,'" into attribute "').concat(newName,'"'))}}}))},processDataAttributes:function(el,tagName){var passage=el.getAttribute("data-passage");if(null!=passage){var evaluated=Wikifier.helpers.evalPassageId(passage);if(evaluated!==passage&&(passage=evaluated,el.setAttribute("data-passage",evaluated)),""!==passage)if(this.mediaTags.includes(tagName)){if("data:"!==passage.slice(0,5)&&Story.has(passage)){var parentName,twineTag;switch(passage=Story.get(passage),tagName){case"audio":case"video":twineTag="Twine.".concat(tagName);break;case"img":twineTag="Twine.image";break;case"track":twineTag="Twine.vtt";break;case"source":var $parent=$(el).closest("audio,picture,video");$parent.length&&(parentName=$parent.get(0).tagName.toLowerCase(),twineTag="Twine.".concat("picture"===parentName?"image":parentName))}passage.tags.includes(twineTag)&&(el["picture"===parentName?"srcset":"src"]=passage.text.trim())}}else{var setFn,setter=el.getAttribute("data-setter");null!=setter&&""!==(setter=String(setter).trim())&&(setFn=Wikifier.helpers.createShadowSetterCallback(Scripting.parse(setter))),Story.has(passage)?(el.classList.add("link-internal"),Config.addVisitedLinkClass&&State.hasPlayed(passage)&&el.classList.add("link-visited")):el.classList.add("link-broken"),jQuery(el).ariaClick({one:!0},(function(){"function"==typeof setFn&&setFn.call(this),Engine.play(passage)}))}}}})}();var Template=(_templates=new Map,_validNameRe=new RegExp("^(?:".concat(Patterns.templateName,")$")),_validType=function(template){var templateType=_typeof(template);return"function"===templateType||"string"===templateType},Object.freeze(Object.defineProperties({},{add:{value:function(name,template){if(!(_validType(template)||template instanceof Array&&template.length>0&&template.every(_validType)))throw new TypeError("invalid template type (".concat(name,"); templates must be: functions, strings, or an array of either"));(name instanceof Array?name:[name]).forEach((function(name){if(!_validNameRe.test(name))throw new Error('invalid template name "'.concat(name,'"'));if(_templates.has(name))throw new Error("cannot clobber existing template ?".concat(name));_templates.set(name,template)}))}},delete:{value:function(name){(name instanceof Array?name:[name]).forEach((function(name){return _templates.delete(name)}))}},get:{value:function(name){return _templates.has(name)?_templates.get(name):null}},has:{value:function(name){return _templates.has(name)}},size:{get:function(){return _templates.size}}}))),_templates,_validNameRe,_validType,Macro=function(){var _macros={},_tags={},_validNameRe=new RegExp("^(?:".concat(Patterns.macroName,")$"));function macrosHas(name){return _macros.hasOwnProperty(name)}function tagsRegister(parent,bodyTags){if(!parent)throw new Error("no parent specified");for(var endTags=["/".concat(parent),"end".concat(parent)],allTags=[].concat(endTags,Array.isArray(bodyTags)?bodyTags:[]),i=0;i>"));if(tagsHas(name))throw new Error("cannot clobber child tag <<".concat(name,">> of parent macro").concat(1===_tags[name].length?"":"s"," <<").concat(_tags[name].join(">>, <<"),">>"));try{if("object"===_typeof(def))_macros[name]=Object.assign(Object.create(null),def,{_MACRO_API:!0});else{if(!macrosHas(def))throw new Error("cannot create alias of nonexistent macro <<".concat(def,">>"));_macros[name]=Object.create(_macros[def],{_ALIAS_OF:{enumerable:!0,value:def}})}Object.defineProperty(_macros,name,{writable:!1})}catch(ex){throw"TypeError"===ex.name?new Error("cannot clobber protected macro <<".concat(name,">>")):new Error("unknown error when attempting to add macro <<".concat(name,">>: [").concat(ex.name,"] ").concat(ex.message))}if(void 0!==_macros[name].tags)if(null==_macros[name].tags)tagsRegister(name);else{if(!Array.isArray(_macros[name].tags))throw new Error('bad value for "tags" property of macro <<'.concat(name,">>"));tagsRegister(name,_macros[name].tags)}}}},delete:{value:function macrosDelete(name){if(Array.isArray(name))name.forEach((function(name){return macrosDelete(name)}));else if(macrosHas(name)){void 0!==_macros[name].tags&&tagsUnregister(name);try{Object.defineProperty(_macros,name,{writable:!0}),delete _macros[name]}catch(ex){throw new Error("unknown error removing macro <<".concat(name,">>: ").concat(ex.message))}}else if(tagsHas(name))throw new Error("cannot remove child tag <<".concat(name,">> of parent macro <<").concat(_tags[name],">>"))}},isEmpty:{value:function(){return 0===Object.keys(_macros).length}},has:{value:macrosHas},get:{value:function(name){var macro=null;return macrosHas(name)&&"function"==typeof _macros[name].handler?macro=_macros[name]:macros.hasOwnProperty(name)&&"function"==typeof macros[name].handler&&(macro=macros[name]),macro}},init:{value:function(){var handler=arguments.length>0&&arguments[0]!==undefined?arguments[0]:"init";Object.keys(_macros).forEach((function(name){"function"==typeof _macros[name][handler]&&_macros[name][handler](name)})),Object.keys(macros).forEach((function(name){"function"==typeof macros[name][handler]&¯os[name][handler](name)}))}},tags:{value:Object.freeze(Object.defineProperties({},{register:{value:tagsRegister},unregister:{value:tagsUnregister},has:{value:tagsHas},get:{value:function(name){return tagsHas(name)?_tags[name]:null}}}))},evalStatements:{value:function(){return Scripting.evalJavaScript.apply(Scripting,arguments)}}}))}(),MacroContext=function(){var MacroContext=function(){function MacroContext(contextData){_classCallCheck(this,MacroContext);var context=Object.assign({parent:null,macro:null,name:"",displayName:"",args:null,payload:null,parser:null,source:""},contextData);if(null===context.macro||""===context.name||null===context.parser)throw new TypeError("context object missing required properties");Object.defineProperties(this,{self:{value:context.macro},name:{value:void 0===context.macro._ALIAS_OF?context.name:context.macro._ALIAS_OF},displayName:{value:context.name},args:{value:context.args},payload:{value:context.payload},source:{value:context.source},parent:{value:context.parent},parser:{value:context.parser},_output:{value:context.parser.output},_shadows:{writable:!0,value:null},_debugView:{writable:!0,value:null},_debugViewEnabled:{writable:!0,value:Config.debug}})}return _createClass(MacroContext,[{key:"output",get:function(){return this._debugViewEnabled?this.debugView.output:this._output}},{key:"shadows",get:function(){return _toConsumableArray(this._shadows)}},{key:"shadowView",get:function(){var view=new Set;return this.contextSelectAll((function(ctx){return ctx._shadows})).forEach((function(ctx){return ctx._shadows.forEach((function(name){return view.add(name)}))})),_toConsumableArray(view)}},{key:"debugView",get:function(){return this._debugViewEnabled?null!==this._debugView?this._debugView:this.createDebugView():null}},{key:"contextHas",value:function(filter){for(var context=this;null!==(context=context.parent);)if(filter(context))return!0;return!1}},{key:"contextSelect",value:function(filter){for(var context=this;null!==(context=context.parent);)if(filter(context))return context;return null}},{key:"contextSelectAll",value:function(filter){for(var result=[],context=this;null!==(context=context.parent);)filter(context)&&result.push(context);return result}},{key:"addShadow",value:function(){var _this14=this;this._shadows||(this._shadows=new Set);for(var varRe=new RegExp("^".concat(Patterns.variable,"$")),_len14=arguments.length,names=new Array(_len14),_key14=0;_key14<_len14;_key14++)names[_key14]=arguments[_key14];names.flat(1/0).forEach((function(name){if("string"!=typeof name)throw new TypeError("variable name must be a string; type: ".concat(_typeof(name)));if(!varRe.test(name))throw new Error('invalid variable name "'.concat(name,'"'));_this14._shadows.add(name)}))}},{key:"createShadowWrapper",value:function(callback,doneCallback,startCallback){var shadowStore,shadowContext=this;return"function"==typeof callback&&(shadowStore={},this.shadowView.forEach((function(varName){var varKey=varName.slice(1),store="$"===varName[0]?State.variables:State.temporary;shadowStore[varName]=store[varKey]}))),function(){for(var _len15=arguments.length,args=new Array(_len15),_key15=0;_key15<_len15;_key15++)args[_key15]=arguments[_key15];if("function"==typeof startCallback&&startCallback.apply(this,args),"function"==typeof callback){var contextCache,shadowNames=Object.keys(shadowStore),valueCache=shadowNames.length>0?{}:null,macroParser=Wikifier.Parser.get("macro");try{shadowNames.forEach((function(varName){var varKey=varName.slice(1),store="$"===varName[0]?State.variables:State.temporary;store.hasOwnProperty(varKey)&&(valueCache[varKey]=store[varKey]),store[varKey]=shadowStore[varName]})),contextCache=macroParser.context,macroParser.context=shadowContext,callback.apply(this,args)}finally{contextCache!==undefined&&(macroParser.context=contextCache),shadowNames.forEach((function(varName){var varKey=varName.slice(1),store="$"===varName[0]?State.variables:State.temporary;shadowStore[varName]=store[varKey],valueCache.hasOwnProperty(varKey)?store[varKey]=valueCache[varKey]:delete store[varKey]}))}}"function"==typeof doneCallback&&doneCallback.apply(this,args)}}},{key:"createDebugView",value:function(name,title){return this._debugView=new DebugView(this._output,"macro",name||this.displayName,title||this.source),null!==this.payload&&this.payload.length>0&&this._debugView.modes({nonvoid:!0}),this._debugViewEnabled=!0,this._debugView}},{key:"removeDebugView",value:function(){null!==this._debugView&&(this._debugView.remove(),this._debugView=null),this._debugViewEnabled=!1}},{key:"error",value:function(message,source){return throwError(this._output,"<<".concat(this.displayName,">>: ").concat(message),source||this.source)}}]),MacroContext}();return MacroContext}();!function(){if(Macro.add("capture",{skipArgs:!0,tags:null,tsVarRe:new RegExp("(".concat(Patterns.variable,")"),"g"),handler:function(){if(0===this.args.raw.length)return this.error("no story/temporary variable list specified");var valueCache={};try{for(var match,tsVarRe=this.self.tsVarRe;null!==(match=tsVarRe.exec(this.args.raw));){var varName=match[1],varKey=varName.slice(1),store="$"===varName[0]?State.variables:State.temporary;store.hasOwnProperty(varKey)&&(valueCache[varKey]=store[varKey]),this.addShadow(varName)}new Wikifier(this.output,this.payload[0].contents)}finally{this.shadows.forEach((function(varName){var varKey=varName.slice(1),store="$"===varName[0]?State.variables:State.temporary;valueCache.hasOwnProperty(varKey)?store[varKey]=valueCache[varKey]:delete store[varKey]}))}}}),Macro.add("set",{skipArgs:!0,handler:function(){if(0===this.args.full.length)return this.error("no expression specified");try{Scripting.evalJavaScript(this.args.full)}catch(ex){return this.error("bad evaluation: ".concat("object"===_typeof(ex)?ex.message:ex))}Config.debug&&this.debugView.modes({hidden:!0})}}),Macro.add("unset",{skipArgs:!0,jsVarRe:new RegExp("State\\.(variables|temporary)\\.(".concat(Patterns.identifier,")"),"g"),handler:function(){if(0===this.args.full.length)return this.error("no story/temporary variable list specified");for(var match,jsVarRe=this.self.jsVarRe;null!==(match=jsVarRe.exec(this.args.full));){var store=State[match[1]],name=match[2];store.hasOwnProperty(name)&&delete store[name]}Config.debug&&this.debugView.modes({hidden:!0})}}),Macro.add("remember",{skipArgs:!0,jsVarRe:new RegExp("State\\.variables\\.(".concat(Patterns.identifier,")"),"g"),handler:function(){if(0===this.args.full.length)return this.error("no expression specified");try{Scripting.evalJavaScript(this.args.full)}catch(ex){return this.error("bad evaluation: ".concat("object"===_typeof(ex)?ex.message:ex))}for(var match,remember=storage.get("remember")||{},jsVarRe=this.self.jsVarRe;null!==(match=jsVarRe.exec(this.args.full));){var name=match[1];remember[name]=State.variables[name]}if(!storage.set("remember",remember))return this.error("unknown error, cannot remember: ".concat(this.args.raw));Config.debug&&this.debugView.modes({hidden:!0})},init:function(){var remember=storage.get("remember");remember&&Object.keys(remember).forEach((function(name){return State.variables[name]=remember[name]}))}}),Macro.add("forget",{skipArgs:!0,jsVarRe:new RegExp("State\\.variables\\.(".concat(Patterns.identifier,")"),"g"),handler:function(){if(0===this.args.full.length)return this.error("no story variable list specified");for(var match,remember=storage.get("remember"),jsVarRe=this.self.jsVarRe,needStore=!1;null!==(match=jsVarRe.exec(this.args.full));){var name=match[1];State.variables.hasOwnProperty(name)&&delete State.variables[name],remember&&remember.hasOwnProperty(name)&&(needStore=!0,delete remember[name])}if(needStore)if(0===Object.keys(remember).length){if(!storage.delete("remember"))return this.error("unknown error, cannot update remember store")}else if(!storage.set("remember",remember))return this.error("unknown error, cannot update remember store");Config.debug&&this.debugView.modes({hidden:!0})}}),Macro.add("run","set"),Macro.add("script",{skipArgs:!0,tags:null,handler:function(){var output=document.createDocumentFragment();try{Scripting.evalJavaScript(this.payload[0].contents,output)}catch(ex){return this.error("bad evaluation: ".concat("object"===_typeof(ex)?ex.message:ex))}Config.debug&&this.createDebugView(),output.hasChildNodes()&&this.output.appendChild(output)}}),Macro.add("include",{handler:function(){return 0===this.args.length?this.error("no passage specified"):(passage="object"===_typeof(this.args[0])?this.args[0].link:this.args[0],Story.has(passage)?(Config.debug&&this.debugView.modes({block:!0}),passage=Story.get(passage),void(this.args[1]?jQuery(document.createElement(this.args[1])).addClass("".concat(passage.domId," macro-").concat(this.name)).attr("data-passage",passage.title).appendTo(this.output):jQuery(this.output)).wiki(passage.processText())):this.error('passage "'.concat(passage,'" does not exist')));var passage}}),Macro.add("nobr",{skipArgs:!0,tags:null,handler:function(){new Wikifier(this.output,this.payload[0].contents.replace(/^\n+|\n+$/g,"").replace(/\n+/g," "))}}),Macro.add(["print","=","-"],{skipArgs:!0,handler:function(){if(0===this.args.full.length)return this.error("no expression specified");try{var result=stringFrom(Scripting.evalJavaScript(this.args.full));null!==result&&new Wikifier(this.output,"-"===this.name?Util.escape(result):result)}catch(ex){return this.error("bad evaluation: ".concat("object"===_typeof(ex)?ex.message:ex))}}}),Macro.add("silently",{skipArgs:!0,tags:null,handler:function(){var frag=document.createDocumentFragment();if(new Wikifier(frag,this.payload[0].contents.trim()),Config.debug)this.debugView.modes({block:!0,hidden:!0}),this.output.appendChild(frag);else{var errList=_toConsumableArray(frag.querySelectorAll(".error")).map((function(errEl){return errEl.textContent}));if(errList.length>0)return this.error("error".concat(1===errList.length?"":"s"," within contents (").concat(errList.join("; "),")"))}}}),Macro.add("type",{isAsync:!0,tags:null,typeId:0,handler:function(){if(0===this.args.length)return this.error("no speed specified");var cursor,speed=Util.fromCssTime(this.args[0]);if(speed<0)return this.error("speed time value must be non-negative (received: ".concat(this.args[0],")"));for(var elClass="",elId="",elTag="div",skipKey=Config.macros.typeSkipKey,start=400,options=this.args.slice(1);options.length>0;){var option=options.shift();switch(option){case"class":if(0===options.length)return this.error("class option missing required class name(s)");if(""===(elClass=options.shift()))throw new Error('class option class name(s) must be non-empty (received: "")');break;case"element":if(0===options.length)return this.error("element option missing required element tag name");if(""===(elTag=options.shift()))throw new Error('element option tag name must be non-empty (received: "")');break;case"id":if(0===options.length)return this.error("id option missing required ID");if(""===(elId=options.shift()))throw new Error('id option ID must be non-empty (received: "")');break;case"keep":cursor="keep";break;case"none":cursor="none";break;case"skipkey":if(0===options.length)return this.error("skipkey option missing required key value");if(""===(skipKey=options.shift()))throw new Error('skipkey option key value must be non-empty (received: "")');break;case"start":if(0===options.length)return this.error("start option missing required time value");var value=options.shift();if((start=Util.fromCssTime(value))<0)throw new Error("start option time value must be non-negative (received: ".concat(value,")"));break;default:return this.error("unknown option: ".concat(option))}}var contents=this.payload[0].contents;if(""!==contents.trim()){Config.debug&&this.debugView.modes({block:!0});var className="macro-".concat(this.name),namespace=".".concat(className),$target=jQuery(document.createElement(elTag)).addClass("".concat(className," ").concat(className,"-target")).appendTo(this.output);TempState.macroTypeQueue||(TempState.macroTypeQueue=[],$(document).off(namespace).one(":passageinit".concat(namespace),(function(){return $(document).off(namespace)})));var startTyping=0===TempState.macroTypeQueue.length,selfId=++this.self.typeId;TempState.macroTypeQueue.push({id:selfId,handler:function(){var $wrapper=jQuery(document.createElement(elTag)).addClass(className);elId&&$wrapper.attr("id",elId),elClass&&$wrapper.addClass(elClass),new Wikifier($wrapper,contents);var passage=State.passage,turn=State.turns;if(!Config.macros.typeVisitedPassages&&State.passages.slice(0,-1).some((function(title){return title===passage}))||$wrapper.find(".error").length>0)return $target.replaceWith($wrapper),TempState.macroTypeQueue.shift(),void(TempState.macroTypeQueue.length>0&&TempState.macroTypeQueue.first().handler());var typer=new NodeTyper({targetNode:$wrapper.get(0),classNames:"none"===cursor?null:"".concat(className,"-cursor")});$target.replaceWith($wrapper);var keydownAndNS="keydown".concat(namespace),typingStopAndNS="".concat(":typingstop").concat(namespace);$(document).off(keydownAndNS).on(keydownAndNS,(function(ev){Util.scrubEventKey(ev.key)!==skipKey||ev.target!==document.body&&ev.target!==document.documentElement||(ev.preventDefault(),$(document).off(keydownAndNS),typer.finish())})).one(typingStopAndNS,(function(){TempState.macroTypeQueue&&(0===TempState.macroTypeQueue.length?jQuery.event.trigger(":typingcomplete"):TempState.macroTypeQueue.first().handler())}));var typeNode=function(){var typeNodeMember=function(typeIntervalId){State.passage===passage&&State.turns===turn&&typer.type()||(typeIntervalId&&clearInterval(typeIntervalId),TempState.macroTypeQueue&&TempState.macroTypeQueue.length>0&&TempState.macroTypeQueue.first().id===selfId&&TempState.macroTypeQueue.shift(),$wrapper.trigger(":typingstop"),$wrapper.addClass("".concat(className,"-done")),"keep"===cursor&&$wrapper.addClass("".concat(className,"-cursor")))};$wrapper.trigger(":typingstart"),typeNodeMember();var typeNodeMemberId=setInterval((function(){return typeNodeMember(typeNodeMemberId)}),speed)};start?setTimeout(typeNode,start):typeNode()}}),startTyping&&(Engine.isPlaying()?$(document).one(":passageend".concat(namespace),(function(){return TempState.macroTypeQueue.first().handler()})):TempState.macroTypeQueue.first().handler())}}}),Macro.add("display","include"),Macro.add("if",{skipArgs:!0,tags:["elseif","else"],elseifWsRe:/^\s*if\b/i,ifAssignRe:/[^!=&^|<>*/%+-]=[^=>]/,handler:function(){var i;try{var len=this.payload.length,elseifWsRe=this.self.elseifWsRe,ifAssignRe=this.self.ifAssignRe;for(i=0;i0)return elseifWsRe.test(this.payload[i].args.raw)?this.error('whitespace is not allowed between the "else" and "if" in <> clause'.concat(i>0?" (#"+i+")":"")):this.error("<> does not accept a conditional expression (perhaps you meant to use <>), invalid: ".concat(this.payload[i].args.raw));if(i+1!==len)return this.error("<> must be the final clause")}else{if(0===this.payload[i].args.full.length)return this.error("no conditional expression specified for <<".concat(this.payload[i].name,">> clause").concat(i>0?" (#"+i+")":""));if(Config.macros.ifAssignmentError&&ifAssignRe.test(this.payload[i].args.full))return this.error("assignment operator found within <<".concat(this.payload[i].name,">> clause").concat(i>0?" (#"+i+")":""," (perhaps you meant to use an equality operator: ==, ===, eq, is), invalid: ").concat(this.payload[i].args.raw))}var evalJavaScript=Scripting.evalJavaScript,success=!1;for(i=0;i>")).modes({nonvoid:!1,hidden:!success,invalid:!success})}}catch(ex){return this.error("bad conditional expression in <<".concat(0===i?"if":"elseif",">> clause").concat(i>0?" (#"+i+")":"",": ").concat("object"===_typeof(ex)?ex.message:ex))}}}),Macro.add("switch",{skipArgs:["switch"],tags:["case","default"],handler:function(){if(0===this.args.full.length)return this.error("no expression specified");var i,result,len=this.payload.length;if(1===len)return this.error("no cases specified");for(i=1;i0)return this.error("<> does not accept values, invalid: ".concat(this.payload[i].args.raw));if(i+1!==len)return this.error("<> must be the final case")}else if(0===this.payload[i].args.length)return this.error("no value(s) specified for <<".concat(this.payload[i].name,">> (#").concat(i,")"));try{result=Scripting.evalJavaScript(this.args.full)}catch(ex){return this.error("bad evaluation: ".concat("object"===_typeof(ex)?ex.message:ex))}var debugView=this.debugView,success=!1;for(Config.debug&&debugView.modes({nonvoid:!1,hidden:!0}),i=1;i>")).modes({nonvoid:!1,hidden:!0,invalid:!success})}}}),Macro.add("for",{skipArgs:!0,tags:null,hasRangeRe:new RegExp("^\\S".concat(Patterns.anyChar,"*?\\s+range\\s+\\S").concat(Patterns.anyChar,"*?$")),rangeRe:new RegExp("^(?:State\\.(variables|temporary)\\.(".concat(Patterns.identifier,")\\s*,\\s*)?State\\.(variables|temporary)\\.(").concat(Patterns.identifier,")\\s+range\\s+(\\S").concat(Patterns.anyChar,"*?)$")),threePartRe:/^([^;]*?)\s*;\s*([^;]*?)\s*;\s*([^;]*?)$/,forInRe:/^\S+\s+in\s+\S+/i,forOfRe:/^\S+\s+of\s+\S+/i,handler:function(){var argsStr=this.args.full.trim(),payload=this.payload[0].contents.replace(/\n$/,"");if(0===argsStr.length)this.self.handleFor.call(this,payload,null,!0,null);else if(this.self.hasRangeRe.test(argsStr)){var parts=argsStr.match(this.self.rangeRe);if(null===parts)return this.error("invalid range form syntax, format: [index ,] value range collection");this.self.handleForRange.call(this,payload,{type:parts[1],name:parts[2]},{type:parts[3],name:parts[4]},parts[5])}else{var init,condition,post;if(-1===argsStr.indexOf(";")){if(this.self.forInRe.test(argsStr))return this.error("invalid syntax, for…in is not supported; see: for…range");if(this.self.forOfRe.test(argsStr))return this.error("invalid syntax, for…of is not supported; see: for…range");condition=argsStr}else{var _parts=argsStr.match(this.self.threePartRe);if(null===_parts)return this.error("invalid 3-part conditional form syntax, format: [init] ; [condition] ; [post]");init=_parts[1],condition=_parts[2].trim(),post=_parts[3],0===condition.length&&(condition=!0)}this.self.handleFor.call(this,payload,init,condition,post)}},handleFor:function(payload,init,condition,post){var evalJavaScript=Scripting.evalJavaScript,first=!0,safety=Config.macros.maxLoopIterations;Config.debug&&this.debugView.modes({block:!0});try{if(TempState.break=null,init)try{evalJavaScript(init)}catch(ex){return this.error("bad init expression: ".concat("object"===_typeof(ex)?ex.message:ex))}for(;evalJavaScript(condition);){if(--safety<0)return this.error("exceeded configured maximum loop iterations (".concat(Config.macros.maxLoopIterations,")"));if(new Wikifier(this.output,first?payload.replace(/^\n/,""):payload),first&&(first=!1),null!=TempState.break)if(1===TempState.break)TempState.break=null;else if(2===TempState.break){TempState.break=null;break}if(post)try{evalJavaScript(post)}catch(ex){return this.error("bad post expression: ".concat("object"===_typeof(ex)?ex.message:ex))}}}catch(ex){return this.error("bad conditional expression: ".concat("object"===_typeof(ex)?ex.message:ex))}finally{TempState.break=null}},handleForRange:function(payload,indexVar,valueVar,rangeExp){var rangeList,first=!0;try{rangeList=this.self.toRangeList(rangeExp)}catch(ex){return this.error(ex.message)}Config.debug&&this.debugView.modes({block:!0});try{TempState.break=null;for(var i=0;i>");TempState.break="continue"===this.name?1:2,Config.debug&&this.debugView.modes({hidden:!0})}}),Macro.add(["button","link"],{isAsync:!0,tags:null,handler:function(){var _this15=this;if(0===this.args.length)return this.error("no ".concat("button"===this.name?"button":"link"," text specified"));var passage,$link=jQuery(document.createElement("button"===this.name?"button":"a"));if("object"===_typeof(this.args[0]))if(this.args[0].isImage){var $image=jQuery(document.createElement("img")).attr("src",this.args[0].source).appendTo($link);$link.addClass("link-image"),this.args[0].hasOwnProperty("passage")&&$image.attr("data-passage",this.args[0].passage),this.args[0].hasOwnProperty("title")&&$image.attr("title",this.args[0].title),this.args[0].hasOwnProperty("align")&&$image.attr("align",this.args[0].align),passage=this.args[0].link}else $link.append(document.createTextNode(this.args[0].text)),passage=this.args[0].link;else $link.wikiWithOptions({profile:"core"},this.args[0]),passage=this.args.length>1?this.args[1]:undefined;null!=passage?($link.attr("data-passage",passage),Story.has(passage)?($link.addClass("link-internal"),Config.addVisitedLinkClass&&State.hasPlayed(passage)&&$link.addClass("link-visited")):$link.addClass("link-broken")):$link.addClass("link-internal"),$link.addClass("macro-".concat(this.name)).ariaClick({namespace:".macros",role:null!=passage?"link":"button",one:null!=passage},this.createShadowWrapper(""!==this.payload[0].contents?function(){return Wikifier.wikifyEval(_this15.payload[0].contents.trim())}:null,null!=passage?function(){return Engine.play(passage)}:null)).appendTo(this.output)}}),Macro.add("checkbox",{isAsync:!0,handler:function(){if(this.args.length<3){var errors=[];return this.args.length<1&&errors.push("variable name"),this.args.length<2&&errors.push("unchecked value"),this.args.length<3&&errors.push("checked value"),this.error("no ".concat(errors.join(" or ")," specified"))}if("string"!=typeof this.args[0])return this.error("variable name argument is not a string");var varName=this.args[0].trim();if("$"!==varName[0]&&"_"!==varName[0])return this.error('variable name "'.concat(this.args[0],'" is missing its sigil ($ or _)'));var varId=Util.slugify(varName),uncheckValue=this.args[1],checkValue=this.args[2],el=document.createElement("input");switch(jQuery(el).attr({id:"".concat(this.name,"-").concat(varId),name:"".concat(this.name,"-").concat(varId),type:"checkbox",tabindex:0}).addClass("macro-".concat(this.name)).on("change.macros",this.createShadowWrapper((function(){State.setVar(varName,this.checked?checkValue:uncheckValue)}))).appendTo(this.output),this.args[3]){case"autocheck":State.getVar(varName)===checkValue?el.checked=!0:State.setVar(varName,uncheckValue);break;case"checked":el.checked=!0,State.setVar(varName,checkValue);break;default:State.setVar(varName,uncheckValue)}}}),Macro.add(["cycle","listbox"],{isAsync:!0,skipArgs:["optionsfrom"],tags:["option","optionsfrom"],handler:function(){var _this16=this;if(0===this.args.length)return this.error("no variable name specified");if("string"!=typeof this.args[0])return this.error("variable name argument is not a string");var varName=this.args[0].trim();if("$"!==varName[0]&&"_"!==varName[0])return this.error('variable name "'.concat(this.args[0],'" is missing its sigil ($ or _)'));var varId=Util.slugify(varName),len=this.payload.length;if(1===len)return this.error("no options specified");for(var config={autoselect:!1,once:!1},i=1;i> (#").concat(tagCount.option,")"));var option={label:String(payload.args[0])},isSelected=!1;switch(payload.args.length){case 1:option.value=payload.args[0];break;case 2:"selected"===payload.args[1]?(option.value=payload.args[0],isSelected=!0):option.value=payload.args[1];break;default:option.value=payload.args[1],"selected"===payload.args[2]&&(isSelected=!0)}if(options.push(option),isSelected){if(config.autoselect)return this.error("cannot specify both the autoselect and selected keywords");if(-1!==selectedIdx)return this.error("multiple selected keywords specified for <<".concat(payload.name,">> (#").concat(selectedIdx+1," & #").concat(tagCount.option,")"));selectedIdx=options.length-1}}else{var _ret=function(){if(++tagCount.optionsfrom,0===payload.args.full.length)return{v:_this16.error("no expression specified for <<".concat(payload.name,">> (#").concat(tagCount.optionsfrom,")"))};var result=void 0;try{var exp=payload.args.full;result=Scripting.evalJavaScript("{"===exp[0]?"(".concat(exp,")"):exp)}catch(ex){return{v:_this16.error("bad evaluation: ".concat("object"===_typeof(ex)?ex.message:ex))}}if("object"!==_typeof(result)||null===result)return{v:_this16.error("expression must yield a supported collection or generic object (type: ".concat(null===result?"null":_typeof(result),")"))};if(result instanceof Array||result instanceof Set)result.forEach((function(val){return options.push({label:String(val),value:val})}));else if(result instanceof Map)result.forEach((function(val,key){return options.push({label:String(key),value:val})}));else{var oType=Util.toStringTag(result);if("Object"!==oType)return{v:_this16.error("expression must yield a supported collection or generic object (object type: ".concat(oType,")"))};Object.keys(result).forEach((function(key){return options.push({label:key,value:result[key]})}))}}();if("object"===_typeof(_ret))return _ret.v}}if(-1===selectedIdx)if(config.autoselect){var sameValueZero=Util.sameValueZero,curValue=State.getVar(varName),curValueIdx=options.findIndex((function(opt){return sameValueZero(opt.value,curValue)}));selectedIdx=-1===curValueIdx?0:curValueIdx}else selectedIdx=0;if("cycle"===this.name){var lastIdx=options.length-1;if(config.once&&selectedIdx===lastIdx)jQuery(this.output).wikiWithOptions({profile:"core"},options[selectedIdx].label);else{var cycleIdx=selectedIdx;jQuery(document.createElement("a")).wikiWithOptions({profile:"core"},options[selectedIdx].label).attr("id","".concat(this.name,"-").concat(varId)).addClass("macro-".concat(this.name)).ariaClick({namespace:".macros",role:"button"},this.createShadowWrapper((function(){var $this=$(this);cycleIdx=(cycleIdx+1)%options.length,State.setVar(varName,options[cycleIdx].value),$this.empty().wikiWithOptions({profile:"core"},options[cycleIdx].label),config.once&&cycleIdx===lastIdx&&$this.off().contents().unwrap()}))).appendTo(this.output)}}else{var $select=jQuery(document.createElement("select"));options.forEach((function(opt,i){jQuery(document.createElement("option")).val(i).text(opt.label).appendTo($select)})),$select.attr({id:"".concat(this.name,"-").concat(varId),name:"".concat(this.name,"-").concat(varId),tabindex:0}).addClass("macro-".concat(this.name)).val(selectedIdx).on("change.macros",this.createShadowWrapper((function(){State.setVar(varName,options[Number(this.value)].value)}))).appendTo(this.output)}State.setVar(varName,options[selectedIdx].value)}}),Macro.add(["linkappend","linkprepend","linkreplace"],{isAsync:!0,tags:null,t8nRe:/^(?:transition|t8n)$/,handler:function(){var _this17=this;if(0===this.args.length)return this.error("no link text specified");var $link=jQuery(document.createElement("a")),$insert=jQuery(document.createElement("span")),transition=this.args.length>1&&this.self.t8nRe.test(this.args[1]);$link.wikiWithOptions({profile:"core"},this.args[0]).addClass("link-internal macro-".concat(this.name)).ariaClick({namespace:".macros",one:!0},this.createShadowWrapper((function(){if("linkreplace"===_this17.name?$link.remove():$link.wrap('')).replaceWith((function(){return $link.html()})),""!==_this17.payload[0].contents){var frag=document.createDocumentFragment();new Wikifier(frag,_this17.payload[0].contents),$insert.append(frag)}transition&&setTimeout((function(){return $insert.removeClass("macro-".concat(_this17.name,"-in"))}),Engine.minDomActionDelay)}))).appendTo(this.output),$insert.addClass("macro-".concat(this.name,"-insert")),transition&&$insert.addClass("macro-".concat(this.name,"-in")),"linkprepend"===this.name?$insert.insertBefore($link):$insert.insertAfter($link)}}),Macro.add(["numberbox","textbox"],{isAsync:!0,handler:function(){if(this.args.length<2){var errors=[];return this.args.length<1&&errors.push("variable name"),this.args.length<2&&errors.push("default value"),this.error("no ".concat(errors.join(" or ")," specified"))}if("string"!=typeof this.args[0])return this.error("variable name argument is not a string");var varName=this.args[0].trim();if("$"!==varName[0]&&"_"!==varName[0])return this.error('variable name "'.concat(this.args[0],'" is missing its sigil ($ or _)'));Config.debug&&this.debugView.modes({block:!0});var asNumber="numberbox"===this.name,defaultValue=asNumber?Number(this.args[1]):this.args[1];if(asNumber&&Number.isNaN(defaultValue))return this.error('default value "'.concat(this.args[1],'" is neither a number nor can it be parsed into a number'));var passage,varId=Util.slugify(varName),el=document.createElement("input"),autofocus=!1;this.args.length>3?(passage=this.args[2],autofocus="autofocus"===this.args[3]):this.args.length>2&&("autofocus"===this.args[2]?autofocus=!0:passage=this.args[2]),"object"===_typeof(passage)&&(passage=passage.link),jQuery(el).attr({id:"".concat(this.name,"-").concat(varId),name:"".concat(this.name,"-").concat(varId),type:asNumber?"number":"text",inputmode:asNumber?"decimal":"text",tabindex:0}).addClass("macro-".concat(this.name)).on("change.macros",this.createShadowWrapper((function(){State.setVar(varName,asNumber?Number(this.value):this.value)}))).on("keypress.macros",this.createShadowWrapper((function(ev){13===ev.which&&(ev.preventDefault(),State.setVar(varName,asNumber?Number(this.value):this.value),null!=passage&&Engine.play(passage))}))).appendTo(this.output),asNumber&&(el.step="any"),State.setVar(varName,defaultValue),el.value=defaultValue,autofocus&&(el.setAttribute("autofocus","autofocus"),postdisplay["#autofocus:".concat(el.id)]=function(task){delete postdisplay[task],setTimeout((function(){return el.focus()}),Engine.minDomActionDelay)})}}),Macro.add("radiobutton",{isAsync:!0,handler:function(){if(this.args.length<2){var errors=[];return this.args.length<1&&errors.push("variable name"),this.args.length<2&&errors.push("checked value"),this.error("no ".concat(errors.join(" or ")," specified"))}if("string"!=typeof this.args[0])return this.error("variable name argument is not a string");var varName=this.args[0].trim();if("$"!==varName[0]&&"_"!==varName[0])return this.error('variable name "'.concat(this.args[0],'" is missing its sigil ($ or _)'));var varId=Util.slugify(varName),checkValue=this.args[1],el=document.createElement("input");switch(TempState.hasOwnProperty(this.name)||(TempState[this.name]={}),TempState[this.name].hasOwnProperty(varId)||(TempState[this.name][varId]=0),jQuery(el).attr({id:"".concat(this.name,"-").concat(varId,"-").concat(TempState[this.name][varId]++),name:"".concat(this.name,"-").concat(varId),type:"radio",tabindex:0}).addClass("macro-".concat(this.name)).on("change.macros",this.createShadowWrapper((function(){this.checked&&State.setVar(varName,checkValue)}))).appendTo(this.output),this.args[2]){case"autocheck":State.getVar(varName)===checkValue&&(el.checked=!0);break;case"checked":el.checked=!0,State.setVar(varName,checkValue)}}}),Macro.add("textarea",{isAsync:!0,handler:function(){if(this.args.length<2){var errors=[];return this.args.length<1&&errors.push("variable name"),this.args.length<2&&errors.push("default value"),this.error("no ".concat(errors.join(" or ")," specified"))}if("string"!=typeof this.args[0])return this.error("variable name argument is not a string");var varName=this.args[0].trim();if("$"!==varName[0]&&"_"!==varName[0])return this.error('variable name "'.concat(this.args[0],'" is missing its sigil ($ or _)'));Config.debug&&this.debugView.modes({block:!0});var varId=Util.slugify(varName),defaultValue=this.args[1],autofocus="autofocus"===this.args[2],el=document.createElement("textarea");jQuery(el).attr({id:"".concat(this.name,"-").concat(varId),name:"".concat(this.name,"-").concat(varId),rows:4,tabindex:0}).addClass("macro-".concat(this.name)).on("change.macros",this.createShadowWrapper((function(){State.setVar(varName,this.value)}))).appendTo(this.output),State.setVar(varName,defaultValue),el.textContent=defaultValue,autofocus&&(el.setAttribute("autofocus","autofocus"),postdisplay["#autofocus:".concat(el.id)]=function(task){delete postdisplay[task],setTimeout((function(){return el.focus()}),Engine.minDomActionDelay)})}}),Macro.add("click","link"),Macro.add("actions",{handler:function(){for(var $list=jQuery(document.createElement("ul")).addClass(this.name).appendTo(this.output),i=0;i1)return this.error("too many arguments specified, check the documentation for details");var passage,text,$image,$link,momentIndex=-1;if(1===this.args.length&&("object"===_typeof(this.args[0])?this.args[0].isImage?($image=jQuery(document.createElement("img")).attr("src",this.args[0].source),this.args[0].hasOwnProperty("passage")&&$image.attr("data-passage",this.args[0].passage),this.args[0].hasOwnProperty("title")&&$image.attr("title",this.args[0].title),this.args[0].hasOwnProperty("align")&&$image.attr("align",this.args[0].align),this.args[0].hasOwnProperty("link")&&(passage=this.args[0].link)):(1===this.args[0].count||(text=this.args[0].text),passage=this.args[0].link):1===this.args.length&&(text=this.args[0])),null==passage){for(var i=State.length-2;i>=0;--i)if(State.history[i].title!==State.passage){momentIndex=i,passage=State.history[i].title;break}if(null==passage&&"return"===this.name)for(var _i6=State.expired.length-1;_i6>=0;--_i6)if(State.expired[_i6]!==State.passage){passage=State.expired[_i6];break}}else{if(!Story.has(passage))return this.error('passage "'.concat(passage,'" does not exist'));if("back"===this.name){for(var _i7=State.length-2;_i7>=0;--_i7)if(State.history[_i7].title===passage){momentIndex=_i7;break}if(-1===momentIndex)return this.error('cannot find passage "'.concat(passage,'" in the current story history'))}}if(null==passage)return this.error("cannot find passage");"back"!==this.name||-1!==momentIndex?($link=jQuery(document.createElement("a")).addClass("link-internal").ariaClick({one:!0},"return"===this.name?function(){return Engine.play(passage)}:function(){return Engine.goTo(momentIndex)}),$image&&$link.addClass("link-image")):$link=jQuery(document.createElement("span")).addClass("link-disabled"),$link.addClass("macro-".concat(this.name)).append($image||document.createTextNode(text||L10n.get("macro".concat(this.name.toUpperFirst(),"Text")))).appendTo(this.output)}}),Macro.add("choice",{handler:function(){if(0===this.args.length)return this.error("no passage specified");var passage,text,$image,setFn,$link,choiceId=State.passage;if(1===this.args.length?"object"===_typeof(this.args[0])?this.args[0].isImage?($image=jQuery(document.createElement("img")).attr("src",this.args[0].source),this.args[0].hasOwnProperty("passage")&&$image.attr("data-passage",this.args[0].passage),this.args[0].hasOwnProperty("title")&&$image.attr("title",this.args[0].title),this.args[0].hasOwnProperty("align")&&$image.attr("align",this.args[0].align),passage=this.args[0].link,setFn=this.args[0].setFn):(text=this.args[0].text,passage=this.args[0].link,setFn=this.args[0].setFn):text=passage=this.args[0]:(passage=this.args[0],text=this.args[1]),State.variables.hasOwnProperty("#choice")&&State.variables["#choice"].hasOwnProperty(choiceId)&&State.variables["#choice"][choiceId])return $link=jQuery(document.createElement("span")).addClass("link-disabled macro-".concat(this.name)).attr("tabindex",-1).append($image||document.createTextNode(text)).appendTo(this.output),void($image&&$link.addClass("link-image"));$link=jQuery(Wikifier.createInternalLink(this.output,passage,null,(function(){State.variables.hasOwnProperty("#choice")||(State.variables["#choice"]={}),State.variables["#choice"][choiceId]=!0,"function"==typeof setFn&&setFn()}))).addClass("macro-".concat(this.name)).append($image||document.createTextNode(text)),$image&&$link.addClass("link-image")}}),Macro.add(["addclass","toggleclass"],{handler:function(){if(this.args.length<2){var errors=[];return this.args.length<1&&errors.push("selector"),this.args.length<2&&errors.push("class names"),this.error("no ".concat(errors.join(" or ")," specified"))}var $targets=jQuery(this.args[0]);if(0===$targets.length)return this.error('no elements matched the selector "'.concat(this.args[0],'"'));switch(this.name){case"addclass":$targets.addClass(this.args[1].trim());break;case"toggleclass":$targets.toggleClass(this.args[1].trim())}Config.debug&&this.debugView.modes({hidden:!0})}}),Macro.add("removeclass",{handler:function(){if(0===this.args.length)return this.error("no selector specified");var $targets=jQuery(this.args[0]);if(0===$targets.length)return this.error('no elements matched the selector "'.concat(this.args[0],'"'));this.args.length>1?$targets.removeClass(this.args[1].trim()):$targets.removeClass(),Config.debug&&this.debugView.modes({hidden:!0})}}),Macro.add("copy",{handler:function(){if(0===this.args.length)return this.error("no selector specified");var $targets=jQuery(this.args[0]);if(0===$targets.length)return this.error('no elements matched the selector "'.concat(this.args[0],'"'));jQuery(this.output).append($targets.html()),Config.debug&&this.debugView.modes({hidden:!0})}}),Macro.add(["append","prepend","replace"],{tags:null,t8nRe:/^(?:transition|t8n)$/,handler:function(){var _this18=this;if(0===this.args.length)return this.error("no selector specified");var $insert,$targets=jQuery(this.args[0]);if(0===$targets.length)return this.error('no elements matched the selector "'.concat(this.args[0],'"'));if(""!==this.payload[0].contents)switch(this.args.length>1&&this.self.t8nRe.test(this.args[1])?(($insert=jQuery(document.createElement("span"))).addClass("macro-".concat(this.name,"-insert macro-").concat(this.name,"-in")),setTimeout((function(){return $insert.removeClass("macro-".concat(_this18.name,"-in"))}),Engine.minDomActionDelay)):$insert=jQuery(document.createDocumentFragment()),$insert.wiki(this.payload[0].contents),this.name){case"replace":$targets.empty();case"append":$targets.append($insert);break;case"prepend":$targets.prepend($insert)}else"replace"===this.name&&$targets.empty();Config.debug&&this.debugView.modes({hidden:!0})}}),Macro.add("remove",{handler:function(){if(0===this.args.length)return this.error("no selector specified");var $targets=jQuery(this.args[0]);if(0===$targets.length)return this.error('no elements matched the selector "'.concat(this.args[0],'"'));$targets.remove(),Config.debug&&this.debugView.modes({hidden:!0})}}),Has.audio){var errorOnePlaybackAction=function(cur,prev){return'only one playback action allowed per invocation, "'.concat(cur,'" cannot be combined with "').concat(prev,'"')};Macro.add("audio",{handler:function(){if(this.args.length<2){var errors=[];return this.args.length<1&&errors.push("track and/or group IDs"),this.args.length<2&&errors.push("actions"),this.error("no ".concat(errors.join(" or ")," specified"))}var selected;try{selected=SimpleAudio.select(this.args[0])}catch(ex){return this.error(ex.message)}for(var action,fadeTo,loop,mute,passage,time,volume,args=this.args.slice(1),fadeOver=5;args.length>0;){var arg=args.shift(),raw=void 0;switch(arg){case"load":case"pause":case"play":case"stop":case"unload":if(action)return this.error(errorOnePlaybackAction(arg,action));action=arg;break;case"fadein":if(action)return this.error(errorOnePlaybackAction(arg,action));action="fade",fadeTo=1;break;case"fadeout":if(action)return this.error(errorOnePlaybackAction(arg,action));action="fade",fadeTo=0;break;case"fadeto":if(action)return this.error(errorOnePlaybackAction(arg,action));if(0===args.length)return this.error("fadeto missing required level value");if(action="fade",raw=args.shift(),fadeTo=Number.parseFloat(raw),Number.isNaN(fadeTo)||!Number.isFinite(fadeTo))return this.error("cannot parse fadeto: ".concat(raw));break;case"fadeoverto":if(action)return this.error(errorOnePlaybackAction(arg,action));if(args.length<2){var _errors=[];return args.length<1&&_errors.push("seconds"),args.length<2&&_errors.push("level"),this.error("fadeoverto missing required ".concat(_errors.join(" and ")," value").concat(_errors.length>1?"s":""))}if(action="fade",raw=args.shift(),fadeOver=Number.parseFloat(raw),Number.isNaN(fadeOver)||!Number.isFinite(fadeOver))return this.error("cannot parse fadeoverto: ".concat(raw));if(raw=args.shift(),fadeTo=Number.parseFloat(raw),Number.isNaN(fadeTo)||!Number.isFinite(fadeTo))return this.error("cannot parse fadeoverto: ".concat(raw));break;case"volume":if(0===args.length)return this.error("volume missing required level value");if(raw=args.shift(),volume=Number.parseFloat(raw),Number.isNaN(volume)||!Number.isFinite(volume))return this.error("cannot parse volume: ".concat(raw));break;case"mute":case"unmute":mute="mute"===arg;break;case"time":if(0===args.length)return this.error("time missing required seconds value");if(raw=args.shift(),time=Number.parseFloat(raw),Number.isNaN(time)||!Number.isFinite(time))return this.error("cannot parse time: ".concat(raw));break;case"loop":case"unloop":loop="loop"===arg;break;case"goto":if(0===args.length)return this.error("goto missing required passage title");if(raw=args.shift(),passage="object"===_typeof(raw)?raw.link:raw,!Story.has(passage))return this.error('passage "'.concat(passage,'" does not exist'));break;default:return this.error("unknown action: ".concat(arg))}}try{if(null!=volume&&selected.volume(volume),null!=time&&selected.time(time),null!=mute&&selected.mute(mute),null!=loop&&selected.loop(loop),null!=passage){var nsEnded="ended.macros.macro-".concat(this.name,"_goto");selected.off(nsEnded).one(nsEnded,(function(){selected.off(nsEnded),Engine.play(passage)}))}switch(action){case"fade":selected.fade(fadeOver,fadeTo);break;case"load":selected.load();break;case"pause":selected.pause();break;case"play":selected.playWhenAllowed();break;case"stop":selected.stop();break;case"unload":selected.unload()}Config.debug&&this.debugView.modes({hidden:!0})}catch(ex){return this.error("error executing action: ".concat(ex.message))}}}),Macro.add("cacheaudio",{handler:function(){var _this19=this;if(this.args.length<2){var errors=[];return this.args.length<1&&errors.push("track ID"),this.args.length<2&&errors.push("sources"),this.error("no ".concat(errors.join(" or ")," specified"))}var id=String(this.args[0]).trim(),oldFmtRe=/^format:\s*([\w-]+)\s*;\s*/i;try{SimpleAudio.tracks.add(id,this.args.slice(1).map((function(source){if(oldFmtRe.test(source)){if(Config.debug)return _this19.error('track ID "'.concat(id,'": format specifier migration required, "format:formatId;" → "formatId|"'));source=source.replace(oldFmtRe,"$1|")}return source})))}catch(ex){return this.error(ex.message)}if(Config.debug&&!SimpleAudio.tracks.get(id).hasSource())return this.error('track ID "'.concat(id,'": no supported audio sources found'));Config.debug&&this.debugView.modes({hidden:!0})}}),Macro.add("createaudiogroup",{tags:["track"],handler:function(){if(0===this.args.length)return this.error("no group ID specified");if(1===this.payload.length)return this.error("no tracks defined via <