**TEXTNITE**
*a text-based randomly generated version of Fortnite*
[[play->travel]]
***SEASON VI***
*created by Greener Grass*
version 1.0(set: $players to 100)(set: $health to 3)(set: $damagecount to 10)(set: $HorizontalCo to (random: 1,10))(set: $VerticalCo to (random: 1,10))the coordinates the bus will take will be:
(if: $VerticalCo is 1)[A](if: $VerticalCo is 2)[B](if: $VerticalCo is 3)[C](if: $VerticalCo is 4)[D](if: $VerticalCo is 5)[E](if: $VerticalCo is 6)[F](if: $VerticalCo is 7)[G](if: $VerticalCo is 8)[H](if: $VerticalCo is 9)[I](if: $VerticalCo is 10)[J] and $HorizontalCo
you will land in:
(if: $VerticalCo is 1)[(if: $HorizontalCo is 1)[**The Ocean**](if: $HorizontalCo is 2)[**The Ocean**](if: $HorizontalCo is 3)[**The Ocean**](if: $HorizontalCo is 4)[**the north edge near Snobby Shores**](if: $HorizontalCo is 5)[**Snobby Shores**](if: $HorizontalCo is 6)[**two houses south of Snobby Shores**](if: $HorizontalCo is 7)[**The Ocean**](if: $HorizontalCo is 8)[**The Ocean**](if: $HorizontalCo is 9)[**The Ocean**](if: $HorizontalCo is 10)[**The Ocean**]](if: $VerticalCo is 2)[(if: $HorizontalCo is 1)[**North point of Junk Junction**](if: $HorizontalCo is 2)[**Between Junk Junction and Haunted Hills**](if: $HorizontalCo is 3)[**Two houses south of Haunted Hills**](if: $HorizontalCo is 4)[**Brown patch of forest between two moutains north of Snobby Shores**](if: $HorizontalCo is 5)[**A tight valley east of Snobby Shores**](if: $HorizontalCo is 6)[**A large mountain with a vikings outpost at the peak**](if: $HorizontalCo is 7)[**South West edge, west of Greasy Grove**](if: $HorizontalCo is 8)[**The Ocean**](if: $HorizontalCo is 9)[**The Ocean**](if: $HorizontalCo is 10)[**The Ocean**]](if: $VerticalCo is 3)[(if: $HorizontalCo is 1)[**A small cluster of warehouses east of Junk Junction**](if: $HorizontalCo is 2)[**Patch of dark green grassland north of Pleasant Park**](if: $HorizontalCo is 3)[**Pleasant Park**](if: $HorizontalCo is 4)[**South PLeasant Park near Stunt Mountain**](if: $HorizontalCo is 5)[**A small soccer stadium intersecting the paths between Pleasant, Snobby, Greasy, and Tilted**](if: $HorizontalCo is 6)[**a pathway north of Greasy Grove**](if: $HorizontalCo is 7)[**Greasy Grove**](if: $HorizontalCo is 8)[**The Ocean**](if: $HorizontalCo is 9)[**The Ocean**](if: $HorizontalCo is 10)[**The Ocean**]](if: $VerticalCo is 4)[(if: $HorizontalCo is 1)[**The north edge of greenery, a ways east of Junk Junction**](if: $HorizontalCo is 2)[**A delapidated motel west of Lazy Links**](if: $HorizontalCo is 3)[**A Path leading east out of Pleasant Park**](if: $HorizontalCo is 4)[**Two harbor houses overlooking Loot Lake**](if: $HorizontalCo is 5)[**North Tilted Towers**](if: $HorizontalCo is 6)[**South Tilted Towers**](if: $HorizontalCo is 7)[**Shifty Shafts**](if: $HorizontalCo is 8)[**A small house and a gas station south of Shifty Shafts**](if: $HorizontalCo is 9)[**The Ocean**]](if: $VerticalCo is 5)[(if: $HorizontalCo is 1)[**The Ocean**](if: $HorizontalCo is 2)[**A path leading east to Lazy Links, beside a motel**](if: $HorizontalCo is 3)[**a large green field with a strange mineshaft**](if: $HorizontalCo is 4)[**Loot Lake**](if: $HorizontalCo is 5)[**South Loot Lake**](if: $HorizontalCo is 6)[**A deep valley south of Loot Lake**](if: $HorizontalCo is 7)[**A deep valley east of Shifty Shafts**](if: $HorizontalCo is 8)[**A deep valley with a bridge crossing**](if: $HorizontalCo is 9)[**a quiet, unnamed factory town east of Flush Factory**](if: $HorizontalCo is 10)[**The south edge west of Lucky Landing**]](if: $VerticalCo is 6)[(if: $HorizontalCo is 1)[**The Ocean**](if: $HorizontalCo is 2)[**Lazy Links**](if: $HorizontalCo is 3)[**A golf course connected to Lazy Links**](if: $HorizontalCo is 4)[**A shallow valley river east of Loot Lake**](if: $HorizontalCo is 5)[**two warehouses overlooking Dusty Devot**](if: $HorizontalCo is 6)[**a patch of greenery between Dusty Devot to the north and Salty Springs to the south**](if: $HorizontalCo is 7)[**Salty Springs**](if: $HorizontalCo is 8)[**East Fatal Fields**](if: $HorizontalCo is 9)[**A brige connecting the two sides of Loot Lake's deep valley north of Lucky Landing**](if: $HorizontalCo is 10)[**Lucky Landing**]](if: $VerticalCo is 7)[(if: $HorizontalCo is 1)[**The Ocean**](if: $HorizontalCo is 2)[**A shallow valley east of Lazy Links and west of Risky Reels**](if: $HorizontalCo is 3)[**A bridge connecting the shallow valley north of Tomato Temple**](if: $HorizontalCo is 4)[**Tomato Temple**](if: $HorizontalCo is 5)[**North east Dusty Divot**](if: $HorizontalCo is 6)[**South east Dusty Divot**](if: $HorizontalCo is 7)[**Winding Paths east of Salty Srpings and north of Fatal Fields**](if: $HorizontalCo is 8)[**East Fatal Fields](if: $HorizontalCo is 9)[**South road exit from the desert biome**](if: $HorizontalCo is 10)[**South edge east of Lucky Landing**]](if: $VerticalCo is 8)[(if: $HorizontalCo is 1)[**The Ocean**](if: $HorizontalCo is 2)[**Risky Reels**](if: $HorizontalCo is 3)[**A slightly mountainous region south of Risky Reels and west of Wailing Woods**](if: $HorizontalCo is 4)[**North side of an unnamed shipping containter storage**](if: $HorizontalCo is 5)[**South side of an unnamed shipping container storage, North of Retail row**](if: $HorizontalCo is 6)[**Retail row**](if: $HorizontalCo is 7)[**A wooden bridge connecting a deep valley between the grass and desert biome**](if: $HorizontalCo is 8)[**an extremely mountainous region of the desert biome, west of Paradise Palms**](if: $HorizontalCo is 9)[**an extremely mountainous region of the desert biome with a river and a road bridge**](if: $HorizontalCo is 10)[**The Ocean**]](if: $VerticalCo is 9)[(if: $HorizontalCo is 1)[**The Ocean**](if: $HorizontalCo is 2)[**A hilly pasture east of Risky Reels**](if: $HorizontalCo is 3)[**Wailing Woods**](if: $HorizontalCo is 4)[**A slightly mountainous region south of Wailing Woods, approaching Lonely Lodge**](if: $HorizontalCo is 5)[**West of Lonely Lodge, where a small apple tree forest is found**](if: $HorizontalCo is 6)[**The north road exit of the desert biome**](if: $HorizontalCo is 7)[**A small diner in the desert biome, north of Paradise Palms**](if: $HorizontalCo is 8)[**Paradise Palms**](if: $HorizontalCo is 9)[**A smaller unnamed town south of Paradise Palms**](if: $HorizontalCo is 10)[**The Ocean**]](if: $VerticalCo is 10)[(if: $HorizontalCo is 1)[**The Ocean**](if: $HorizontalCo is 2)[**The Ocean**](if: $HorizontalCo is 3)[**East edge, east of Wailing Woods**](if: $HorizontalCo is 4)[**East edge, north of Lonely Lodge**](if: $HorizontalCo is 5)[**Lonely lodge forest**](if: $HorizontalCo is 6)[**An abandon mansion sitting on the eastern edge of the island**](if: $HorizontalCo is 7)[**Desert biome race track**](if: $HorizontalCo is 8)[**South east edge, east of Paradise Palms**](if: $HorizontalCo is 9)[**The Ocean**](if: $HorizontalCo is 10)[**The Ocean**]]
[[wait for the next bus->travel]]
[[JUMP!->$VerticalCo-$HorizontalCo]]
[[back to menu->title]] TRAVEL(click-replace: "TRAVEL")[Where would you like to go?
[[North->
[[East->
[[West->
[[South->
]]
(if: $VerticalCo is 1)[(if: $HorizontalCo is 1)[**The Ocean**](if: $HorizontalCo is 2)[**The Ocean**](if: $HorizontalCo is 3)[**The Ocean**](if: $HorizontalCo is 4)[**the north edge near Snobby Shores**](if: $HorizontalCo is 5)[**Snobby Shores**](if: $HorizontalCo is 6)[**two houses south of Snobby Shores**](if: $HorizontalCo is 7)[**The Ocean**](if: $HorizontalCo is 8)[**The Ocean**](if: $HorizontalCo is 9)[**The Ocean**](if: $HorizontalCo is 10)[**The Ocean**]]
(if: $VerticalCo is 2)[(if: $HorizontalCo is 1)[**North point of Junk Junction**](if: $HorizontalCo is 2)[**Between Junk Junction and Haunted Hills**](if: $HorizontalCo is 3)[**Two houses south of Haunted Hills**](if: $HorizontalCo is 4)[**Brown patch of forest between two moutains north of Snobby Shores**](if: $HorizontalCo is 5)[**A tight valley east of Snobby Shores**](if: $HorizontalCo is 6)[**A large mountain with a vikings outpost at the peak**](if: $HorizontalCo is 7)[**South West edge, west of Greasy Grove**](if: $HorizontalCo is 8)[**The Ocean**](if: $HorizontalCo is 9)[**The Ocean**](if: $HorizontalCo is 10)[**The Ocean**]]
(if: $VerticalCo is 3)[(if: $HorizontalCo is 1)[**A small cluster of warehouses east of Junk Junction**](if: $HorizontalCo is 2)[**Patch of dark green grassland north of Pleasant Park**](if: $HorizontalCo is 3)[**Pleasant Park**](if: $HorizontalCo is 4)[**South PLeasant Park near Stunt Mountain**](if: $HorizontalCo is 5)[**A small soccer stadium intersecting the paths between Pleasant, Snobby, Greasy, and Tilted**](if: $HorizontalCo is 6)[**a pathway north of Greasy Grove**](if: $HorizontalCo is 7)[**Greasy Grove**](if: $HorizontalCo is 8)[**The Ocean**](if: $HorizontalCo is 9)[**The Ocean**](if: $HorizontalCo is 10)[**The Ocean**]]
(if: $VerticalCo is 4)[(if: $HorizontalCo is 1)[**The north edge of greenery, a ways east of Junk Junction**](if: $HorizontalCo is 2)[**A delapidated motel west of Lazy Links**](if: $HorizontalCo is 3)[**A Path leading east out of Pleasant Park**](if: $HorizontalCo is 4)[**Two harbor houses overlooking Loot Lake**](if: $HorizontalCo is 5)[**North Tilted Towers**](if: $HorizontalCo is 6)[**South Tilted Towers**](if: $HorizontalCo is 7)[**Shifty Shafts**](if: $HorizontalCo is 8)[**A small house and a gas station south of Shifty Shafts**](if: $HorizontalCo is 9)[**Flush Factory**](if: $HorizontalCo is 10)[**The Ocean**]]
(if: $VerticalCo is 5)[(if: $HorizontalCo is 1)[**The Ocean**](if: $HorizontalCo is 2)[**A path leading east to Lazy Links, beside a motel**](if: $HorizontalCo is 3)[**a large green field with a strange mineshaft**](if: $HorizontalCo is 4)[**Loot Lake**](if: $HorizontalCo is 5)[**South Loot Lake**](if: $HorizontalCo is 6)[**A deep valley south of Loot Lake**](if: $HorizontalCo is 7)[**A deep valley east of Shifty Shafts**](if: $HorizontalCo is 8)[**A deep valley with a bridge crossing**](if: $HorizontalCo is 9)[**a quiet, unnamed factory town east of Flush Factory**](if: $HorizontalCo is 10)[**The south edge west of Lucky Landing**]]
(if: $VerticalCo is 6)[(if: $HorizontalCo is 1)[**The Ocean**](if: $HorizontalCo is 2)[**Lazy Links**](if: $HorizontalCo is 3)[**A golf course connected to Lazy Links**](if: $HorizontalCo is 4)[**A shallow valley river east of Loot Lake**](if: $HorizontalCo is 5)[**two warehouses overlooking Dusty Devot**](if: $HorizontalCo is 6)[**a patch of greenery between Dusty Devot to the north and Salty Springs to the south**](if: $HorizontalCo is 7)[**Salty Springs**](if: $HorizontalCo is 8)[**West Fatal Fields**](if: $HorizontalCo is 9)[**A brige connecting the two sides of Loot Lake's deep valley north of Lucky Landing**](if: $HorizontalCo is 10)[**Lucky Landing**]]
(if: $VerticalCo is 7)[(if: $HorizontalCo is 1)[**The Ocean**](if: $HorizontalCo is 2)[**A shallow valley east of Lazy Links and west of Risky Reels**](if: $HorizontalCo is 3)[**A bridge connecting the shallow valley north of Tomato Temple**](if: $HorizontalCo is 4)[**Tomato Temple**](if: $HorizontalCo is 5)[**North east Dusty Divot**](if: $HorizontalCo is 6)[**South east Dusty Divot**](if: $HorizontalCo is 7)[**Winding Paths east of Salty Srpings and north of Fatal Fields**](if: $HorizontalCo is 8)[**East Fatal Fields**](if: $HorizontalCo is 9)[**South road exit from the desert biome**](if: $HorizontalCo is 10)[**South edge east of Lucky Landing**]]
(if: $VerticalCo is 8)[(if: $HorizontalCo is 1)[**The Ocean**](if: $HorizontalCo is 2)[**Risky Reels**](if: $HorizontalCo is 3)[**A slightly mountainous region south of Risky Reels and west of Wailing Woods**](if: $HorizontalCo is 4)[**North side of an unnamed shipping containter storage**](if: $HorizontalCo is 5)[**South side of an unnamed shipping container storage, North of Retail row**](if: $HorizontalCo is 6)[**Retail row**](if: $HorizontalCo is 7)[**A wooden bridge connecting a deep valley between the grass and desert biome**](if: $HorizontalCo is 8)[**an extremely mountainous region of the desert biome, west of Paradise Palms**](if: $HorizontalCo is 9)[**an extremely mountainous region of the desert biome with a river and a road bridge**](if: $HorizontalCo is 10)[**The Ocean**]]
(if: $VerticalCo is 9)[(if: $HorizontalCo is 1)[**The Ocean**](if: $HorizontalCo is 2)[**A hilly pasture east of Risky Reels**](if: $HorizontalCo is 3)[**Wailing Woods**](if: $HorizontalCo is 4)[**A slightly mountainous region south of Wailing Woods, approaching Lonely Lodge**](if: $HorizontalCo is 5)[**West of Lonely Lodge, where a small apple tree forest is found**](if: $HorizontalCo is 6)[**The north road exit of the desert biome**](if: $HorizontalCo is 7)[**A small diner in the desert biome, north of Paradise Palms**](if: $HorizontalCo is 8)[**Paradise Palms**](if: $HorizontalCo is 9)[**A smaller unnamed town south of Paradise Palms**](if: $HorizontalCo is 10)[**The Ocean**]]
(if: $VerticalCo is 10)[(if: $HorizontalCo is 1)[**The Ocean**](if: $HorizontalCo is 2)[**The Ocean**](if: $HorizontalCo is 3)[**East edge, east of Wailing Woods**](if: $HorizontalCo is 4)[**East edge, north of Lonely Lodge**](if: $HorizontalCo is 5)[**Lonely lodge forest**](if: $HorizontalCo is 6)[**An abandon mansion sitting on the eastern edge of the island**](if: $HorizontalCo is 7)[**Desert biome race track**](if: $HorizontalCo is 8)[**South east edge, east of Paradise Palms**](if: $HorizontalCo is 9)[**The Ocean**](if: $HorizontalCo is 10)[**The Ocean**]]
---
(set: $weaponrare to (random: 1,26))
you recieved a:
(if: $weaponrare is 1 or 2 or 3 or 4 or 5 or 6 or 7 or 8 or 9 or 10)[common](if: $weaponrare is 11 or 12 or 13 or 14 or 15 or 16 or 17)[uncommon](if: $weaponrare is 18 or 19 or 20 or 21 or 22)[rare](if: $weaponrare is 23 or 24 or 25)[epic](if: $weaponrare is 26)[legendary]
(if: $weaponrare is 1 or 2 or 3 or 4 or 5 or 6 or 7 or 8 or 9 or 10)[(set: $commonrare to (random: 1,5))(if: $commonrare is 1)[pistol](if: $commonrare is 2)[Sub Machine Gun](if: $commonrare is 3)[Assault Rifle](if: $commonrare is 4)[burst assault rifle](if: $commonrare is 5)[tactical shotgun]]
(if: $weaponrare is 11 or 12 or 13 or 14 or 15 or 16 or 17)[(set: $uncommonrare to (random: 1,8))(if: $uncommonrare is 1)[pistol](if: $uncommonrare is 2)[six shooter](if: $uncommonrare is 3)[Sub Machine Gun](if: $uncommonrare is 4)[assault rifle](if: $uncommonrare is 5)[burst assault rifle](if: $uncommonrare is 6)[pump shotgun](if: $uncommonrare is 7)[tactical shotgun](if: $uncommonrare is 8)[hunting rifle]]
(if: $weaponrare is 18 or 19 or 20 or 21 or 22)[(set: $rarerare to (random: 1,12))(if: $rarerare is 1)[six shooter](if: $rarerare is 2)[supressed pistol](if: $rarerare is 3)[Sub Machine Gun](if: $rarerare is 4)[assault rifle](if: $rarerare is 5)[burst assault rifle](if: $rarerare is 6)[scoped assault rifle](if: $rarerare is 7)[heavy assault rifle](if: $rarerare is 8)[pump shotgun](if: $rarerare is 9)[tactical shotgun](if: $rarerare is 10)[bolt-action sniper rifle](if: $rarerare is 11)[hunting rifle](if: $rarerare is 12)[grenade launcher]]
(if: $weaponrare is 23 or 24 or 25)[(set: $epicrare to (random: 1,18))(if: $epicrare is 1)[six shooter](if: $epicrare is 2)[supressed pistol](if: $epicrare is 3)[hand cannon](if: $epicrare is 4)[compact SMG](if: $epicrare is 5)[minigun](if: $epicrare is 6)[assault rifle](if: $epicrare is 7)[burst assault rifle](if: $epicrare is 8)[scoped assault rifle](if: $epicrare is 9)[heavy assault rifle](if: $epicrare is 10)[supressed assault rifle](if: $epicrare is 11)[thermal scoped assault rifle](if: $epicrare is 12)[double barrel shotgun](if: $epicrare is 13)[heavy shotgun](if: $epicrare is 14)[heavy sniper rifle](if: $epicrare is 15)[bolt-action sniper rifle](if: $epicrare is 16)[rocket launcher](if: $epicrare is 17)[grenade launcher](if: $epicrare is 18)[quad-launcher]]
(if: $weaponrare is 26)[(set: $legendaryrare to (random: 1,14))(if: $legendaryrare is 1)[hand cannon](if: $legendaryrare is 2)[compact SMG](if: $legendaryrare is 3)[minigun](if: $legendaryrare is 4)[assault rifle](if: $legendaryrare is 5)[burst assault rifle](if: $legendaryrare is 6)[heavy assualt rifle](if: $legendaryrare is 7)[supressed assault rifle](if: $legendaryrare is 8)[thermal scoped assault rifle](if: $legendaryrare is 9)[double barrel shotgun](if: $legendaryrare is 10)[heavy shotgun](if: $legendaryrare is 11)[heavy sniper rifle](if: $legendaryrare is 12)[rocket launcher](if: $legendaryrare is 13)[grenade launcher](if: $legendaryrare is 14)[quad-launcher]]
JuJu - Junk Junction
HaHi - Haunted Hills
LaLi - Lazy Links
PlPa - Pleasant Park
RiRe - Risky Reels
ToTe - Tomato Temple
WaWo - Wailing Woods
LoLa - Loot Lake
TiTo - Tilted Towers
DuDi - Dusty Devot
LoLo - Lonely Lodge
ReRo - Retail Row
ShSh - Shifty Shafts
SaSp - Salty Springs
SnSh - Snobby Shores
GrGr - Greasy Grove
FaFi - Fatal Feilds
PaPa - Paradise Palms
LuLa - Lucky Landing
FlFa - Flush Factory(go-to: "death by ocean")
**B-1**(set: $positionX to 1)(set: $positionY to 2)(set: $encounter to (random: 1,20))(if: $encounter is 1 or 2 or 3 or 4 or 5)[(go-to: "battle")]
you are at the north-west point of the island
**Junk Junction** is here, as well as a large metal llama, standing dominantly over the cliff looking over the surrounding ocean
TRAVEL(click-replace: "TRAVEL")[Where would you like to go?
North(click-replace: "North")[you'll be heading into the ocean. are you sure you want to go here? [[yes->death by ocean]]]
[[East->3-1]]
West(click-replace: "West")[you'll be heading into the ocean. are you sure you want to go here? [[yes->death by ocean]]]
[[South->2-2]]]
ENTER(click-replace: "ENTER")[[[Junk Junction->invest Junk-Junction]]]
(set: $players -= 1)there are **$players** (if: $players > 2)[players left](if: $players is 2)[players left! **you will fight them next!**](if: $players is 1)[(go-to: "final fight")]**C-1** (set: $positionX to 1)(set: $positionY to 3)(set: $encounter to (random: 1,20))(if: $encounter is 1)[(go-to: "battle")]
you are at the north point of the island
there is a werehouse here, with a lot littered with piles of iron
TRAVEL(click-replace: "TRAVEL")[Where would you like to go?
North(click-replace: "North")[you'll be heading into the ocean. are you sure you want to go here? [[yes->death by ocean]]]
[[East->4-1]]
[[West->2-1]]
[[South->3-2]]]
[[SEARCH->invest 3-1]]
(set: $players -= 1)there are **$players** (if: $players > 2)[players left](if: $players is 2)[players left! **you will fight them next!**](if: $players is 1)[(go-to: "final fight")]**D-1** (set: $positionX to 1)(set: $positionY to 4)(set: $encounter to (random: 1,20))(if: $encounter is 1)[(go-to: "battle")]
you are at the north point of the island
there's not much here except for the beautiful view of the surrounding Fortnitian ocean. You caught yourself wondering what they've done with that large mountain in the distance
TRAVEL(click-replace: "TRAVEL")[Where would you like to go?
North(click-replace: "North")[you'll be heading into the ocean. are you sure you want to go here? [[yes->death by ocean]]]
East(click-replace: "East")[you'll be heading into the ocean. are you sure you want to go here? [[yes->death by ocean]]]
[[West->3-1]]
[[South->4-2]]]
[[SEARCH->invest 4-1]]
(set: $players -= 1)there are **$players** (if: $players > 2)[players left](if: $players is 2)[players left! **you will fight them next!**](if: $players is 1)[(go-to: "final fight")](go-to: "death by ocean")(go-to: "death by ocean")(go-to: "death by ocean")(go-to: "death by ocean")(go-to: "death by ocean")(go-to: "death by ocean")(go-to: "death by ocean")**B-2** (set: $positionX to 2)(set: $positionY to 2)(set: $encounter to (random: 1,20))(if: $encounter is 1 or 2 or 3 or 4 or 5)[(go-to: "battle")]
you are at the west point of the island
**Junk Junction** is here, as well as **Haunted Hills**, including a large, imposing castle on top of a mountain. the mountain is too steep to get up on this side...but might be accesable on the other side
TRAVEL(click-replace: "TRAVEL")[Where would you like to go?
[[North->2-1]]
[[East->3-2]]
West(click-replace: "West")[you'll be heading into the ocean. are you sure you want to go here? [[yes->death by ocean]]]
[[South->2-3]]]
ENTER(click-replace: "ENTER")[[[Junk Junction->invest Junk-Junction]]
[[Haunted Hills->invest Haunted-Hills]]]
(set: $players -= 1)there are **$players** (if: $players > 2)[players left](if: $players is 2)[players left! **you will fight them next!**](if: $players is 1)[(go-to: "final fight")]**C-2** (set: $positionX to 2)(set: $positionY to 3)(set: $encounter to (random: 1,20))(if: $encounter is 1)[(go-to: "battle")]
There's not much to see here other than a few trees, but there's access to a tall mountain with a large castle to the immediate west of here
TRAVEL(click-replace: "TRAVEL")[Where would you like to go?
[[North->3-1]]
[[East->4-2]]
[[West->2-2]]
[[South->3-3]]]
[[SEARCH->invest 3-2]]
(set: $players -= 1)there are **$players** (if: $players > 2)[players left](if: $players is 2)[players left! **you will fight them next!**](if: $players is 1)[(go-to: "final fight")]**D-2** (set: $positionX to 2)(set: $positionY to 4)(set: $encounter to (random: 1,20))(if: $encounter is 1)[(go-to: "battle")]
there's a grey path along the edge of the island traveling east and west. other than that, there's a few dilapidated houses, and a motel that seemed like it could have had good business, due to the beautiful view of the ocean. seems like the motel could have done well before the storm
TRAVEL(click-replace: "TRAVEL")[Where would you like to go?
[[North->4-1]]
[[East->5-2]]
[[West->3-2]]
[[South->4-3]]]
[[SEARCH->invest 4-2]]
(set: $players -= 1)there are **$players** (if: $players > 2)[players left](if: $players is 2)[players left! **you will fight them next!**](if: $players is 1)[(go-to: "final fight")]**E-2** (set: $positionX to 2)(set: $positionY to 5)(set: $encounter to (random: 1,20))(if: $encounter is 1)[(go-to: "battle")]
you are at the north point of the island
there's nothing notible here other than the edge of Lazy Links' golf course, but the ocean is still beautiful
TRAVEL(click-replace: "TRAVEL")[Where would you like to go?
North(click-replace: "North")[you'll be heading into the ocean. are you sure you want to go here? [[yes->death by ocean]]]
[[East->6-2]]
[[West->4-2]]
[[South->5-3]]]
[[SEARCH->invest 5-2]]
(set: $players -= 1)there are **$players** (if: $players > 2)[players left](if: $players is 2)[players left! **you will fight them next!**](if: $players is 1)[(go-to: "final fight")]**F-2**(set: $positionX to 2)(set: $positionY to 6)(set: $encounter to (random: 1,20))(if: $encounter is 1 or 2 or 3 or 4 or 5)[(go-to: "battle")]
you're at the north point of the island
**Lazy Links** can be found here, the former famous resort by the ocean. Anarchy Acres used to be here a long time ago, but was redesigned. a golf course surrounds the resort
TRAVEL(click-replace: "TRAVEL")[Where would you like to go?
North(click-replace: "North")[you'll be heading into the ocean. are you sure you want to go here? [[yes->death by ocean]]]
[[East->7-2]]
[[West->5-2]]
[[South->6-3]]]
ENTER(click-replace: "ENTER")[[[Lazy Links->invest Lazy-Links]]]
(set: $players -= 1)there are **$players** (if: $players > 2)[players left](if: $players is 2)[players left! **you will fight them next!**](if: $players is 1)[(go-to: "final fight")]**G-2**(set: $positionX to 2)(set: $positionY to 7)(set: $encounter to (random: 1,20))(if: $encounter is 1)[(go-to: "battle")]
you are at the north point of the island
a river runs into the ocean here. two houses stand at the edge of the river
TRAVEL(click-replace: "TRAVEL")[Where would you like to go?
North(click-replace: "North")[you'll be heading into the ocean. are you sure you want to go here? [[yes->death by ocean]]]
[[East->8-2]]
[[West->6-2]]
[[South->7-3]]]
[[SEARCH->invest 7-2]]
(set: $players -= 1)there are **$players** (if: $players > 2)[players left](if: $players is 2)[players left! **you will fight them next!**](if: $players is 1)[(go-to: "final fight")]**H-2**(set: $positionX to 2)(set: $positionY to 8)(set: $encounter to (random: 1,20))(if: $encounter is 1 or 2 or 3 or 4 or 5)[(go-to: "battle")]
you are at the north point of the island
**Risky Reels** is found here, an old drive-in theatre that is still litered with cars from before the storm. there's a few houses around the perimiter that might have used to be consession stands. the fact the theatre looked packed with empty cars gives a harrowing impression of how quickly that strange storm appeared
TRAVEL(click-replace: "TRAVEL")[Where would you like to go?
North(click-replace: "North")[you'll be heading into the ocean. are you sure you want to go here? [[yes->death by ocean]]]
[[East->9-2]]
[[West->7-2]]
[[South->8-3]]]
ENTER(click-replace: "ENTER")[[[Risky Reels->invest Risky-Reels]]]
(set: $players -= 1)there are **$players** (if: $players > 2)[players left](if: $players is 2)[players left! **you will fight them next!**](if: $players is 1)[(go-to: "final fight")]**I-2**(set: $positionX to 2)(set: $positionY to 9)(set: $encounter to (random: 1,20))(if: $encounter is 1)[(go-to: "battle")]
you are at the north-east point of the island
it's a bit hilly here, with a few houses here and there. other than the ocean to the east and the north, there's nothing too notible here
TRAVEL(click-replace: "TRAVEL")[Where would you like to go?
North(click-replace: "North")[you'll be heading into the ocean. are you sure you want to go here? [[yes->death by ocean]]]
East(click-replace: "East")[you'll be heading into the ocean. are you sure you want to go here? [[yes->death by ocean]]]
[[West->8-2]]
[[South->9-3]]]
[[SEARCH->invest 9-2]]
(set: $players -= 1)there are **$players** (if: $players > 2)[players left](if: $players is 2)[players left! **you will fight them next!**](if: $players is 1)[(go-to: "final fight")](go-to: "death by ocean")(go-to: "death by ocean")**A-4**(set: $positionX to 4)(set: $positionY to 1)(set: $encounter to (random: 1,20))(if: $encounter is 1)[(go-to: "battle")]
you are at the west point of the island
There's a gorgeous view of the ocean along the trail that borders the island. other than a single house, there's not much of interest
TRAVEL(click-replace: "TRAVEL")[Where would you like to go?
North(click-replace: "North")[you'll be heading into the ocean. are you sure you want to go here? [[yes->death by ocean]]]
[[East->2-4]]
West(click-replace: "West")[you'll be heading into the ocean. are you sure you want to go here? [[yes->death by ocean]]]
[[South->1-5]]]
[[SEARCH->invest 1-4]]
(set: $players -= 1)there are **$players** (if: $players > 2)[players left](if: $players is 2)[players left! **you will fight them next!**](if: $players is 1)[(go-to: "final fight")]**A-5**(set: $positionX to 5)(set: $positionY to 1)(set: $encounter to (random: 1,20))(if: $encounter is 1 or 2 or 3 or 4 or 5)[(go-to: "battle")]
you're at the west point of the island
you find yourself at **Snobby Shores**. as if the founder of the town was that self-aware, this town holds four of Fortnitian Isle's heaftiest price tags and the best views of the surrounding ocean. surprisingly, these houses are kept in almost top shape, even after storm surges. it's almost as if the Victory Corperation is still trying to sell these houses. you would buy it too, but V-bucks are quite hard to come by, and they never seem to stay in your pocket when you earn them
TRAVEL(click-replace: "TRAVEL")[Where would you like to go?
[[North->1-4]]
[[East->2-5]]
West(click-replace: "West")[you'll be heading into the ocean. are you sure you want to go here? [[yes->death by ocean]]]
[[South->1-6]]]
ENTER(click-replace: "ENTER")[[[Snobby Shores->invest Snobby-Shores]]]
(set: $players -= 1)there are **$players** (if: $players > 2)[players left](if: $players is 2)[players left! **you will fight them next!**](if: $players is 1)[(go-to: "final fight")]**A-6**(set: $positionX to 6)(set: $positionY to 1)(set: $encounter to (random: 1,20))(if: $encounter is 1)[(go-to: "battle")]
you are at the west point of the island
two houses sit on a path up the largest mountain on the island. you wonder why these houses aren't a part of Snobby Shores, being that they seem to be in the same spot and look the same. then again, these houses are probably the same price, but just hold people who don't see themselves as "snobby"
TRAVEL(click-replace: "TRAVEL")[Where would you like to go?
[[North->1-5]]
[[East->2-6]]
West(click-replace: "West")[you'll be heading into the ocean. are you sure you want to go here? [[yes->death by ocean]]]
South(click-replace: "South")[you'll be heading into the ocean. are you sure you want to go here? [[yes->death by ocean]]]]
[[SEARCH->invest 1-6]]
(set: $players -= 1)there are **$players** (if: $players > 2)[players left](if: $players is 2)[players left! **you will fight them next!**](if: $players is 1)[(go-to: "final fight")](go-to: "death by ocean")(go-to: "death by ocean")(go-to: "death by ocean")(go-to: "death by ocean")**B-3**(set: $positionX to 3)(set: $positionY to 2)
you are at the west point of the island
there's a dirt path that runs north and south, with two houses situated on the edge of the island. two large mountains give passage way east, where you can see buildings from the nearby Pleasant Park
TRAVEL(click-replace: "TRAVEL")[Where would you like to go?
[[North->2-2]]
[[East->3-3]]
West(click-replace: "West")[you'll be heading into the ocean. are you sure you want to go here? [[yes->death by ocean]]]
[[South->2-4]]]
[[SEARCH->invest 2-3]]
(set: $players -= 1)there are **$players** (if: $players > 2)[players left](if: $players is 2)[players left! **you will fight them next!**](if: $players is 1)[(go-to: "final fight")]**C-3**(set: $positionX to 3)(set: $positionY to 3)
you're at **Pleasant Park**. The small park community had been home to many upper-middle class families before the storm. a soccer field as well as a few well maintained paths make you question how this place can be rebuilt exactly as it was every time a storm passes by
TRAVEL(click-replace: "TRAVEL")[Where would you like to go?
[[North->3-2]]
[[East->4-3]]
[[West->2-3]]
[[South->3-4]]]
ENTER(click-replace: "ENTER")[[[Pleasant Park->invest Pleasant-Park]]]
(set: $players -= 1)there are **$players** (if: $players > 2)[players left](if: $players is 2)[players left! **you will fight them next!**](if: $players is 1)[(go-to: "final fight")]**D-3**(set: $positionX to 3)(set: $positionY to 4)
there's a path leading from Pleasant Park to the west. A large plastic burger sits on a cliff with Drift's face spray painted onto it by a graffiti artist (possibly Drift himself)
TRAVEL(click-replace: "TRAVEL")[Where would you like to go?
[[North->4-2]]
[[East->5-3]]
[[West->3-3]]
[[South->4-4]]]
[[SEARCH->invest 4-3]]
(set: $players -= 1)there are **$players** (if: $players > 2)[players left](if: $players is 2)[players left! **you will fight them next!**](if: $players is 1)[(go-to: "final fight")]**E-3**(set: $positionX to 3)(set: $positionY to 5)
Lazy Links' 9-hole golf course takes up four entire coordinate squares, so it's not surprising to find part of it here. There's also a mineshaft that goes slightly below ground here, sitting out in the open
TRAVEL(click-replace: "TRAVEL")[Where would you like to go?
[[North->5-2]]
[[East->6-3]]
[[West->4-3]]
[[South->5-4]]]
[[SEARCH->invest 5-3]]
(set: $players -= 1)there are **$players** (if: $players > 2)[players left](if: $players is 2)[players left! **you will fight them next!**](if: $players is 1)[(go-to: "final fight")]**F-3**(set: $positionX to 3)(set: $positionY to 6)
most of what can be found here is Lazy Links' golf course, but the most interesting thing of this coordinate is the soft, hazy glow of the North Corrupted Area. Beware of picking up one of the more glowey rocks sitting in the ground. No one really understands the science behind it, but doing so causes you to take the form of a dark and whispy spirit, making you almost completely transparent and really cool looking...if only for a few minutes
TRAVEL(click-replace: "TRAVEL")[Where would you like to go?
[[North->6-2]]
[[East->7-3]]
[[West->5-3]]
[[South->6-4]]]
[[SEARCH->invest 6-3]]
(set: $players -= 1)there are **$players** (if: $players > 2)[players left](if: $players is 2)[players left! **you will fight them next!**](if: $players is 1)[(go-to: "final fight")]**G-3**(set: $positionX to 3)(set: $positionY to 7)
not much is found directly north of Tomato Temple except for a pair of houses stationed along the river running through here, as well as a small bridge running above the river
TRAVEL(click-replace: "TRAVEL")[Where would you like to go?
[[North->7-2]]
[[East->8-3]]
[[West->6-3]]
[[South->7-4]]]
[[SEARCH->invest 7-3]]
(set: $players -= 1)there are **$players** (if: $players > 2)[players left](if: $players is 2)[players left! **you will fight them next!**](if: $players is 1)[(go-to: "final fight")]**H-3**(set: $positionX to 3)(set: $positionY to 8)
directly below Risky Reels is a slightly rugged turrain, with steep hills in the surrounding area. part of Wailing Woods is found here too
TRAVEL(click-replace: "TRAVEL")[Where would you like to go?
[[North->8-2]]
[[East->9-3]]
[[West->7-3]]
[[South->8-4]]]
[[SEARCH->invest 8-3]]
(set: $players -= 1)there are **$players** (if: $players > 2)[players left](if: $players is 2)[players left! **you will fight them next!**](if: $players is 1)[(go-to: "final fight")]**I-3**(set: $positionX to 3)(set: $positionY to 9)(set: $encounter to (random: 1,20))(if: $encounter is 1 or 2 or 3 or 4 or 5)[(go-to: "battle")]
**Wailing Woods** is found here, the dense, tree-thick forest with a lookout tower in the centre surrounded by a hedgemaze...or something else. Lately, people have been reporting strange sounds coming from beneath the earth and the reports become stronger the closer you get to the watchtower. not long after that, a fense was errected saying "Keep Out" on all sides. what could it be possibly hiding?
TRAVEL(click-replace: "TRAVEL")[Where would you like to go?
[[North->9-2]]
[[East->10-3]]
[[West->8-3]]
[[South->9-4]]]
ENTER(click-replace: "ENTER")[[[Wailing Woods->invest Wailing-Woods]]]
(set: $players -= 1)there are **$players** (if: $players > 2)[players left](if: $players is 2)[players left! **you will fight them next!**](if: $players is 1)[(go-to: "final fight")]**J-3**(set: $positionX to 3)(set: $positionY to 10)(set: $encounter to (random: 1,20))(if: $encounter is 1)[(go-to: "battle")]
you are at the east point of the island
it's a small patch of non-forested land, dropping into a steep cliff into the surrounding ocean
TRAVEL(click-replace: "TRAVEL")[Where would you like to go?
North(click-replace: "North")[you'll be heading into the ocean. are you sure you want to go here? [[yes->death by ocean]]]
East(click-replace: "East")[you'll be heading into the ocean. are you sure you want to go here? [[yes->death by ocean]]]
[[West->9-3]]
[[South->10-4]]]
[[SEARCH->invest 10-3]]
(set: $players -= 1)there are **$players** (if: $players > 2)[players left](if: $players is 2)[players left! **you will fight them next!**](if: $players is 1)[(go-to: "final fight")]**B-4**(set: $positionX to 4)(set: $positionY to 2)(set: $encounter to (random: 1,20))(if: $encounter is 1)[(go-to: "battle")]
there's a small dirt-ladened forest here, and the edge of the West Corrupted zone glows in the distance. there's a large, almost completely distroyed house here
TRAVEL(click-replace: "TRAVEL")[Where would you like to go?
[[North->2-3]]
[[East->3-4]]
[[West->1-4]]
[[South->2-5]]]
[[SEARCH->invest 2-4]]
(set: $players -= 1)there are **$players** (if: $players > 2)[players left](if: $players is 2)[players left! **you will fight them next!**](if: $players is 1)[(go-to: "final fight")]**C-4**(set: $positionX to 4)(set: $positionY to 3)(set: $encounter to (random: 1,20))(if: $encounter is 1)[(go-to: "battle")]
the south end of Pleasant Park. You could imagine how there'd be patitions to have the nearby West Corrupted Zone excavated, as it's placed here and so close to the park community. the glowing soul stones are abundant, and touching one of them can turn you transparent for a short period of time
TRAVEL(click-replace: "TRAVEL")[Where would you like to go?
[[North->3-3]]
[[East->4-4]]
[[West->2-4]]
[[South->3-5]]]
[[SEARCH->invest 3-4]]
(set: $players -= 1)there are **$players** (if: $players > 2)[players left](if: $players is 2)[players left! **you will fight them next!**](if: $players is 1)[(go-to: "final fight")]**D-4**(set: $positionX to 4)(set: $positionY to 4)(set: $encounter to (random: 1,20))(if: $encounter is 1)[(go-to: "battle")]
You're at the edge of Loot Lake. Where two large mountains lead to two werehouses on the edge of the body of water, looking over the lake. There's two docking bays in the lake, but even before the lake became mostly land, there wasn't any active boats on the lake, let alone any with a reason to dock at a port such as this one. Did boats used to travel up the river when it was deeper? the question rattles your brain
TRAVEL(click-replace: "TRAVEL")[Where would you like to go?
[[North->4-3]]
[[East->5-4]]
[[West->3-4]]
[[South->4-5]]]
[[SEARCH->invest 4-4]]
(set: $players -= 1)there are **$players** (if: $players > 2)[players left](if: $players is 2)[players left! **you will fight them next!**](if: $players is 1)[(go-to: "final fight")]**E-4**(set: $positionX to 4)(set: $positionY to 5)(set: $encounter to (random: 1,20))(if: $encounter is 1 or 2 or 3 or 4 or 5)[(go-to: "battle")]
you're at **Loot Lake**, or well, what *was* Loot Lake. The lake has rescently gotten a lot of attention due to the strange cube, the floating island, the zombies, and -- of course -- what happened *after* the zombies. many theory's scourn people's heads, but everyone has heard of that strange, etherial place that you and so many others were taken to after the cube exploded. you couldn't help but remember that strange, silent butterfly that came to you...could it have been saying hello? trying to tell you something? maybe warning you of events to come?
now, following the zombie thing, the lake has gone through a major juxtapositional makeover, turning into a collection of flowery islands, with a rainbow arching overhead. This island doesn't stop surprising you
TRAVEL(click-replace: "TRAVEL")[Where would you like to go?
[[North->5-3]]
[[East->6-4]]
[[West->4-4]]
[[South->5-5]]]
ENTER(click-replace: "ENTER")[[[Loot Lake->invest Loot-Lake]]]
(set: $players -= 1)there are **$players** (if: $players > 2)[players left](if: $players is 2)[players left! **you will fight them next!**](if: $players is 1)[(go-to: "final fight")]**F-4**(set: $positionX to 4)(set: $positionY to 6)(set: $encounter to (random: 1,20))(if: $encounter is 1)[(go-to: "battle")]
the glow of the North Corrupted Zone shines partly into this sector. The river that branches off Loot Lake to the east winds up between a very small valley, curling up north to be cascaded into the ocean when it arrives there
TRAVEL(click-replace: "TRAVEL")[Where would you like to go?
[[North->6-3]]
[[East->7-4]]
[[West->5-4]]
[[South->6-5]]]
[[SEARCH->invest 6-4]]
(set: $players -= 1)there are **$players** (if: $players > 2)[players left](if: $players is 2)[players left! **you will fight them next!**](if: $players is 1)[(go-to: "final fight")]**G-4**(set: $positionX to 4)(set: $positionY to 7)(set: $encounter to (random: 1,20))(if: $encounter is 1 or 2 or 3 or 4 or 5)[(go-to: "battle")]
you were always a DurrBurger sorta person, but lately, that tomato pizza place has really started a rivalry with the burger giant, and no place is filled with tomato propaganda than **Tomato Temple**. A stone fortress appeared once out of nowhere, giving a certain house a rude awakening when their back door led to a 30 foot drop into a cavern
the road leading out from it has a tunnel through a mountain as well as a staircase that travels up the middle of it to the top
TRAVEL(click-replace: "TRAVEL")[Where would you like to go?
[[North->7-3]]
[[East->8-4]]
[[West->6-4]]
[[South->7-5]]]
ENTER(click-replace: "ENTER")[[[Tomato Temple->invest Tomato-Temple]]]
(set: $players -= 1)there are **$players** (if: $players > 2)[players left](if: $players is 2)[players left! **you will fight them next!**](if: $players is 1)[(go-to: "final fight")]**H-4**(set: $positionX to 4)(set: $positionY to 8)(set: $encounter to (random: 1,20))(if: $encounter is 1)[(go-to: "battle")]
the south corner of Wailing Woods can be found here, as well as the Eastern Corrupted Zone with it's strange, transformative stones
to the south is a small, unnamed shipping container yard, with a crane hoisting one up. The place has a lot of high and low spaces, so there's a lot of places to hide here
TRAVEL(click-replace: "TRAVEL")[Where would you like to go?
[[North->8-3]]
[[East->9-4]]
[[West->7-4]]
[[South->8-5]]]
[[SEARCH->invest 8-4]]
(set: $players -= 1)there are **$players** (if: $players > 2)[players left](if: $players is 2)[players left! **you will fight them next!**](if: $players is 1)[(go-to: "final fight")]**I-4**(set: $positionX to 4)(set: $positionY to 9)(set: $encounter to (random: 1,20))(if: $encounter is 1 or 2 or 3 or 4 or 5)[(go-to: "battle")]
there's a lot of small lodges around the south edge of Wailing woods, including **Lonely Lodge**. the land here is a bit rough and mountainous here too, but very beautiful view of the ocean to the east
TRAVEL(click-replace: "TRAVEL")[Where would you like to go?
[[North->9-3]]
[[East->10-4]]
[[West->8-4]]
[[South->9-5]]]
ENTER(click-replace: "ENTER")[[[Lonely Lodge->invest Lonely-Lodge]]]
[[SEARCH->invest 9-4]]
(set: $players -= 1)there are **$players** (if: $players > 2)[players left](if: $players is 2)[players left! **you will fight them next!**](if: $players is 1)[(go-to: "final fight")]**J-4**(set: $positionX to 4)(set: $positionY to 10)(set: $encounter to (random: 1,20))(if: $encounter is 1)[(go-to: "battle")]
you're at the east point of the island
there's a house situated here, looking over the east point of the island. the sharp cliffs warn people that one step off the cliffs can send you tumbling into the water. even if you could swim, the impact would probably kill you
TRAVEL(click-replace: "TRAVEL")[Where would you like to go?
[[North->10-3]]
East(click-replace: "East")[you'll be heading into the ocean. are you sure you want to go here? [[yes->death by ocean]]]
[[West->9-4]]
[[South->10-5]]]
[[SEARCH->invest 10-4]]
(set: $players -= 1)there are **$players** (if: $players > 2)[players left](if: $players is 2)[players left! **you will fight them next!**](if: $players is 1)[(go-to: "final fight")]**B-5**(set: $positionX to 5)(set: $positionY to 2)(set: $encounter to (random: 1,20))(if: $encounter is 1)[(go-to: "battle")]
two large mountains are at your left and right. to the south, you can see the largest mountain on the island, with the tops of old, viking settlements at the summit. other than a slightly curvy pathway, there isn't much of interest here
TRAVEL(click-replace: "TRAVEL")[Where would you like to go?
[[North->2-4]]
[[East->3-5]]
[[West->1-5]]
[[South->2-6]]]
[[SEARCH->invest 2-5]]
(set: $players -= 1)there are **$players** (if: $players > 2)[players left](if: $players is 2)[players left! **you will fight them next!**](if: $players is 1)[(go-to: "final fight")]**C-5**(set: $positionX to 5)(set: $positionY to 3)(set: $encounter to (random: 1,20))(if: $encounter is 1)[(go-to: "battle")]
right next to the largest mountain on the island is the tallest mountain on the island known as "stunt mountain", which has three ramps on the summit for ones who live their lives on the edge. below it is a small soccer stadium and a dilapidated pool too, which looks wrecked from the storm. seems weird that the Victory Corperation repairs the soccer stadium, but they don't fix the massive truck that's crashed into the side of the pool
TRAVEL(click-replace: "TRAVEL")[Where would you like to go?
[[North->3-4]]
[[East->4-5]]
[[West->2-5]]
[[South->3-6]]]
[[SEARCH->invest 3-5]]
(set: $players -= 1)there are **$players** (if: $players > 2)[players left](if: $players is 2)[players left! **you will fight them next!**](if: $players is 1)[(go-to: "final fight")]**D-5**(set: $positionX to 5)(set: $positionY to 4)(set: $encounter to (random: 1,20))(if: $encounter is 1 or 2 or 3 or 4 or 5 or 6 or 7 or 8 or 9 or 10)[(go-to: "battle")]
just as the name suggests, these towers scrape the sky in the capitol of Fortnitian Isle, while standing right next to Loot Lake. although none of the buildings are inhabited (like every other building on the island), **Tilted Towers** is a very popular landing spot for every player and for good reason. it's buildings are large, and holds a lot of potentially rare loot and weapons...then again, you're more likely to run into someone here than any other, so be careful
TRAVEL(click-replace: "TRAVEL")[Where would you like to go?
[[North->4-4]]
[[East->5-5]]
[[West->3-5]]
[[South->4-6]]]
ENTER(click-replace: "ENTER")[[[Tilted Towers->invest Tilted-Towers]]]
(set: $players -= 1)there are **$players** (if: $players > 2)[players left](if: $players is 2)[players left! **you will fight them next!**](if: $players is 1)[(go-to: "final fight")]**E-5**(set: $positionX to 5)(set: $positionY to 5)(set: $encounter to (random: 1,20))(if: $encounter is 1)[(go-to: "battle")]
one of the two rivers that flow out of Loot Lake cascade out from a small waterfall here. this river is the most famous out of the two, as a massive, mountinous valley has been carved, splitting the island in two halves below the lake. it's also quite hilly here, and there's a few outposts set up around the area
TRAVEL(click-replace: "TRAVEL")[Where would you like to go?
[[North->5-4]]
[[East->6-5]]
[[West->4-5]]
[[South->5-6]]]
[[SEARCH->invest 5-5]]
(set: $players -= 1)there are **$players** (if: $players > 2)[players left](if: $players is 2)[players left! **you will fight them next!**](if: $players is 1)[(go-to: "final fight")]**F-5**(set: $positionX to 5)(set: $positionY to 6)(set: $encounter to (random: 1,20))(if: $encounter is 1 or 2 or 3 or 4 or 5)[(go-to: "battle")]
Just over the horizon with Centre Mountain looming over it, you see **Dusty Devot**, a massive crater in the earth that was made when a meteor collided into the originally quite barren landscape, tearing up part of what used to be Dusty Depot. A fascility was erected over the impact when it happened that was run by the Victory Corperation. Although matches still played out during the research, the meteor ended up housing something more than ores that caused low gravity to those who touched them, but a rocket
a meteor led to a rocket, the rocket led to a launch, the launch led to a crack in the sky, the crack in the sky led to the cube, the cube led to the floating island, the floating island led to the zombies, the zombies led to the explosion, and the explosion led to the butterfly
you sometimes wished the Victory Corperation would explain any of these things
TRAVEL(click-replace: "TRAVEL")[Where would you like to go?
[[North->6-4]]
[[East->7-5]]
[[West->5-5]]
[[South->6-6]]]
ENTER(click-replace: "ENTER")[[[Dusty Devot->invest Dusty-Devot]]]
(set: $players -= 1)there are **$players** (if: $players > 2)[players left](if: $players is 2)[players left! **you will fight them next!**](if: $players is 1)[(go-to: "final fight")]**G-5**(set: $positionX to 5)(set: $positionY to 7)(set: $encounter to (random: 1,20))(if: $encounter is 1 or 2 or 3 or 4 or 5)[(go-to: "battle")]
you're at the top right point of **Dusty Devot** (more information about the location at top left)
TRAVEL(click-replace: "TRAVEL")[Where would you like to go?
[[North->7-4]]
[[East->8-5]]
[[West->6-5]]
[[South->7-6]]]
ENTER(click-replace: "ENTER")[[[Dusty Devot->invest Dusty-Devot]]]
(set: $players -= 1)there are **$players** (if: $players > 2)[players left](if: $players is 2)[players left! **you will fight them next!**](if: $players is 1)[(go-to: "final fight")]**H-5**(set: $positionX to 5)(set: $positionY to 8)(set: $encounter to (random: 1,20))(if: $encounter is 1)[(go-to: "battle")]
there's lower a section in the earth here, surrounded by cliffs with the inside filled with small trees and even a few small cute camp sites. to the north is a half of an unnamed container yard that seems to have been unused for years
TRAVEL(click-replace: "TRAVEL")[Where would you like to go?
[[North->8-4]]
[[East->9-5]]
[[West->7-5]]
[[South->8-6]]]
[[SEARCH->invest 8-5]]
(set: $players -= 1)there are **$players** (if: $players > 2)[players left](if: $players is 2)[players left! **you will fight them next!**](if: $players is 1)[(go-to: "final fight")]**I-5**(set: $positionX to 5)(set: $positionY to 9)(set: $encounter to (random: 1,20))(if: $encounter is 1)[(go-to: "battle")]
although there's nothing notible that's immediately rechonisable except the view of Loney Lodge's forest to the east, there's a cinema set up here, like Risky Reels but on a much lower budget. you can't help but wonder what these people watched before the storm
TRAVEL(click-replace: "TRAVEL")[Where would you like to go?
[[North->9-4]]
[[East->10-5]]
[[West->8-5]]
[[South->9-6]]]
[[SEARCH->invest 9-5]]
(set: $players -= 1)there are **$players** (if: $players > 2)[players left](if: $players is 2)[players left! **you will fight them next!**](if: $players is 1)[(go-to: "final fight")]**J-5**(set: $positionX to 5)(set: $positionY to 10)(set: $encounter to (random: 1,20))(if: $encounter is 1)[(go-to: "battle")]
you are at the east point of the island
there's a lot of trees here, and all of them are connected to Loney Lodge's small park it's got going on. not far south, you can see the entrance to the desert biome. there's a few lodges here that are hidden in the small cliffs around the area, making the whole fact the lodge is lonely a lie, because the lodge has a bunch of smaller lodges around it's forest
TRAVEL(click-replace: "TRAVEL")[Where would you like to go?
[[North->10-4]]
East(click-replace: "East")[you'll be heading into the ocean. are you sure you want to go here? [[yes->death by ocean]]]
[[West->9-5]]
[[South->10-6]]]
ENTER(click-replace: "ENTER")[[[Lonely Lodge->invest Lonely-Lodge]]]
(set: $players -= 1)there are **$players** (if: $players > 2)[players left](if: $players is 2)[players left! **you will fight them next!**](if: $players is 1)[(go-to: "final fight")]**B-6**(set: $positionX to 6)(set: $positionY to 2)(set: $encounter to (random: 1,20))(if: $encounter is 1 or 2 or 3)[(go-to: "battle")]
the top of this mountain feels like it was ripped stright from the vikings...which is most likely was. due to the crack in the sky during Season 5, this mountain was turned into a small, viking settlement, complete with a massive boat. The Victory Corperation did quick work of this new settlement by fixing everything, copying everything, and escorting any *very* confused settlers.
TRAVEL(click-replace: "TRAVEL")[Where would you like to go?
[[North->2-5]]
[[East->3-6]]
[[West->1-6]]
[[South->2-7]]]
[[SEARCH->invest 2-6]]
(set: $players -= 1)there are **$players** (if: $players > 2)[players left](if: $players is 2)[players left! **you will fight them next!**](if: $players is 1)[(go-to: "final fight")]**C-6**(set: $positionX to 6)(set: $positionY to 3)(set: $encounter to (random: 1,20))(if: $encounter is 1)[(go-to: "battle")]
this section is between the viking mountain to the west, tilted towers to the east, greasy grove to the south, and stunt mountain to the north. other than quite the placement of this coordinate, there's nothing of interest here
TRAVEL(click-replace: "TRAVEL")[Where would you like to go?
[[North->3-5]]
[[East->4-6]]
[[West->2-6]]
[[South->3-7]]]
[[SEARCH->invest 3-6]]
(set: $players -= 1)there are **$players** (if: $players > 2)[players left](if: $players is 2)[players left! **you will fight them next!**](if: $players is 1)[(go-to: "final fight")]**D-6**(set: $positionX to 6)(set: $positionY to 4)(set: $encounter to (random: 1,20))(if: $encounter is 1 or 2 or 3 or 4 or 5 or 6 or 7 or 8 or 9 or 10)[(go-to: "battle")]
from what you can gather, **Tilted Towers** was built a few months after battling started to gain popularity and the Victory Corperation started to rake in the cash. Tilted was branded the capitol of Fortnitian Isle...but of course, no house on this island is ever built for living in. the towers were first made out of a new material that the Victory Corperation had sourced from a nearby mountain and it held beautifully. That was, until, players realised they could close all the doors and board up the windows and lock themselves in these houses and the storm would, all of a sudden, not affect them.
two weeks after this was discovered and made popular, the storm started letting out a poisonous gas that no material could block, as if the storm knew people had figured out a way to avoid its powerful clutches...
TRAVEL(click-replace: "TRAVEL")[Where would you like to go?
[[North->4-5]]
[[East->5-6]]
[[West->3-6]]
[[South->4-7]]]
ENTER(click-replace: "ENTER")[[[Tilted Towers->invest Tilted-Towers]]]
(set: $players -= 1)there are **$players** (if: $players > 2)[players left](if: $players is 2)[players left! **you will fight them next!**](if: $players is 1)[(go-to: "final fight")]**E-6**(set: $positionX to 6)(set: $positionY to 5)(set: $encounter to (random: 1,20))(if: $encounter is 1)[(go-to: "battle")]
the mountains here are massive, bordering a valley with a river coming from Loot Lake a ways north. Tilted Towers is to the west
TRAVEL(click-replace: "TRAVEL")[Where would you like to go?
[[North->5-5]]
[[East->6-6]]
[[West->4-6]]
[[South->5-7]]]
[[SEARCH->invest 5-6]]
(set: $players -= 1)there are **$players** (if: $players > 2)[players left](if: $players is 2)[players left! **you will fight them next!**](if: $players is 1)[(go-to: "final fight")]**F-6**(set: $positionX to 6)(set: $positionY to 6)(set: $encounter to (random: 1,20))(if: $encounter is 1 or 2 or 3 or 4 or 5)[(go-to: "battle")]
you're at the bottom left point of **Dusty Devot** (more information about the location at the top left)
the soft, hazy glow of the Centre Corrupted Zone can be found here
TRAVEL(click-replace: "TRAVEL")[Where would you like to go?
[[North->6-5]]
[[East->7-6]]
[[West->5-6]]
[[South->6-7]]]
ENTER(click-replace: "ENTER")[[[Dusty Devot->invest Dusty-Devot]]]
(set: $players -= 1)there are **$players** (if: $players > 2)[players left](if: $players is 2)[players left! **you will fight them next!**](if: $players is 1)[(go-to: "final fight")]**G-6**(set: $positionX to 6)(set: $positionY to 7)(set: $encounter to (random: 1,20))(if: $encounter is 1 or 2 or 3 or 4 or 5)[(go-to: "battle")]
you're at the bottom right point of **Dusty Devot** (more information about the location at top left)
TRAVEL(click-replace: "TRAVEL")[Where would you like to go?
[[North->7-5]]
[[East->8-6]]
[[West->6-6]]
[[South->7-7]]]
ENTER(click-replace: "ENTER")[[[Dusty Devot->invest Dusty-Devot]]]
(set: $players -= 1)there are **$players** (if: $players > 2)[players left](if: $players is 2)[players left! **you will fight them next!**](if: $players is 1)[(go-to: "final fight")]**H-6**(set: $positionX to 6)(set: $positionY to 8)(set: $encounter to (random: 1,20))(if: $encounter is 1 or 2 or 3 or 4 or 5)[(go-to: "battle")]
similar to Snobby Shores and Greasy Grove, **Retail Row** is a small town that specialises in retail stores and markets. there's a bunch of restaurants, but the most popular building is a large-ish mall that sits on the eastern point of the town
the South East Corrupted Zone sits near the town, softly giving out a faint, but unchanging hum
TRAVEL(click-replace: "TRAVEL")[Where would you like to go?
[[North->8-5]]
[[East->9-6]]
[[West->7-6]]
[[South->8-7]]]
ENTER(click-replace: "ENTER")[[[Retail Row->invest Retail-Row]]]
(set: $players -= 1)there are **$players** (if: $players > 2)[players left](if: $players is 2)[players left! **you will fight them next!**](if: $players is 1)[(go-to: "final fight")]**I-6**(set: $positionX to 6)(set: $positionY to 9)(set: $encounter to (random: 1,20))(if: $encounter is 1)[(go-to: "battle")]
dirt paths transition into asphalt roads when the desert biome comes into view. the dry oxygen can be smelt hovering in the air. a lone grey building stands at the entrance of the desert biome, acting as the entrance of a large race track. it looks really fun honestly...you wonder if you ever learned how to drive
TRAVEL(click-replace: "TRAVEL")[Where would you like to go?
[[North->9-5]]
[[East->10-6]]
[[West->8-6]]
[[South->9-7]]]
[[SEARCH->invest 9-6]]
(set: $players -= 1)there are **$players** (if: $players > 2)[players left](if: $players is 2)[players left! **you will fight them next!**](if: $players is 1)[(go-to: "final fight")]**J-6**(set: $positionX to 6)(set: $positionY to 10)(set: $encounter to (random: 1,20))(if: $encounter is 1)[(go-to: "battle")]
you're at the east point of the island
there was a mansion that suddenly appeared out of nowhere here, built on the edge of the map. the place is a wreck, and plants have taken the building into it's ecosystem. the mansions basement, however, leads to a strange laboratory that's carved itself into the island cliff face
something that you've noticed about the storm is how much it destroys man-made structures and the such...but plant life and natural geography is almost never affected by the destructive storm, as if the storm seemed to only target humanity. does this mean the storm has a mind of it's own? or is it simply just an obsticle that the Victory Corperation made? no one knows
TRAVEL(click-replace: "TRAVEL")[Where would you like to go?
[[North->10-5]]
East(click-replace: "East")[you'll be heading into the ocean. are you sure you want to go here? [[yes->death by ocean]]]
[[West->9-6]]
[[South->10-7]]]
[[SEARCH->invest 10-6]]
(set: $players -= 1)there are **$players** (if: $players > 2)[players left](if: $players is 2)[players left! **you will fight them next!**](if: $players is 1)[(go-to: "final fight")]**B-7**(set: $positionX to 7)(set: $positionY to 2)(set: $encounter to (random: 1,20))(if: $encounter is 1)[(go-to: "battle")]
you're at the west point of the island
there's nothing notable here other than Greasy Grove to the east and a few trees dotted here and there, hiding a few destroyed old homes
TRAVEL(click-replace: "TRAVEL")[Where would you like to go?
[[North->2-6]]
[[East->3-7]]
West(click-replace: "West")[you'll be heading into the ocean. are you sure you want to go here? [[yes->death by ocean]]]
South(click-replace: "South")[you'll be heading into the ocean. are you sure you want to go here? [[yes->death by ocean]]]]
(set: $players -= 1)there are **$players** (if: $players > 2)[players left](if: $players is 2)[players left! **you will fight them next!**](if: $players is 1)[(go-to: "final fight")]**C-7**(set: $positionX to 7)(set: $positionY to 3)(set: $encounter to (random: 1,20))(if: $encounter is 1 or 2 or 3 or 4 or 5)[(go-to: "battle")]
you're at the south point of the island
**Greasy Grove** is everything it sounds. it's home to your favourite burger chain, but Greasy Grove is the bottom of the berral when it comes to places to live on the island. when you don't include the bad state of some how the houses, the town rests near the edge of the island, giving a nice view of the surrounding ocean
TRAVEL(click-replace: "TRAVEL")[Where would you like to go?
[[North->3-6]]
[[East->4-7]]
[[West->2-7]]
South(click-replace: "South")[you'll be heading into the ocean. are you sure you want to go here? [[yes->death by ocean]]]]
ENTER(click-replace: "ENTER")[[[Greasy Grove->invest Greasy-Grove]]]
(set: $players -= 1)there are **$players** (if: $players > 2)[players left](if: $players is 2)[players left! **you will fight them next!**](if: $players is 1)[(go-to: "final fight")]**D-7**(set: $positionX to 7)(set: $positionY to 4)(set: $encounter to (random: 1,20))(if: $encounter is 1 or 2 or 3 or 4 or 5)[(go-to: "battle")]
a ways south of Tilted Towers, you find **Shifty Shafts**, a mineshaft that digs into the stone underneath the massive trees found here that reach into the sky. the glowing of the South West Corrupted Zone is apparent here too, and there's two larger houses that sit on the path, leading north and south
TRAVEL(click-replace: "TRAVEL")[Where would you like to go?
[[North->4-6]]
[[East->5-7]]
[[West->3-7]]
[[South->4-8]]]
ENTER(click-replace: "ENTER")[[[Shifty Shafts->invest Shifty-Shafts]]]
(set: $players -= 1)there are **$players** (if: $players > 2)[players left](if: $players is 2)[players left! **you will fight them next!**](if: $players is 1)[(go-to: "final fight")]**E-7**(set: $positionX to 7)(set: $positionY to 5)(set: $encounter to (random: 1,20))(if: $encounter is 1)[(go-to: "battle")]
the deep valley made from the river coming out from Loot Lake extends down to here too, but the mountains are a lot smaller here
TRAVEL(click-replace: "TRAVEL")[Where would you like to go?
[[North->5-6]]
[[East->6-7]]
[[West->4-7]]
[[South->5-8]]]
[[SEARCH->invest 5-7]]
(set: $players -= 1)there are **$players** (if: $players > 2)[players left](if: $players is 2)[players left! **you will fight them next!**](if: $players is 1)[(go-to: "final fight")]**F-7**(set: $positionX to 7)(set: $positionY to 6)(set: $encounter to (random: 1,20))(if: $encounter is 1 or 2 or 3 or 4 or 5)[(go-to: "battle")]
there was something about the way the place is set up...but you always found **Salty Springs** as a religious town. it's a smaller version of Retail Row, with lower quality houses...but it's a cozy town.
TRAVEL(click-replace: "TRAVEL")[Where would you like to go?
[[North->6-6]]
[[East->7-7]]
[[West->5-7]]
[[South->6-8]]]
ENTER(click-replace: "ENTER")[[[Salty Springs->invest Salty-Springs]]]
(set: $players -= 1)there are **$players** (if: $players > 2)[players left](if: $players is 2)[players left! **you will fight them next!**](if: $players is 1)[(go-to: "final fight")]**G-7**(set: $positionX to 7)(set: $positionY to 7)(set: $encounter to (random: 1,20))(if: $encounter is 1)[(go-to: "battle")]
winding paths here make it look like an extension of Salty Springs to the west...but there's barely any houses here. there's a small bridge connecting two larger hills, overpassing a stone path
TRAVEL(click-replace: "TRAVEL")[Where would you like to go?
[[North->7-6]]
[[East->8-7]]
[[West->6-7]]
[[South->7-8]]]
[[SEARCH->invest 7-7]]
(set: $players -= 1)there are **$players** (if: $players > 2)[players left](if: $players is 2)[players left! **you will fight them next!**](if: $players is 1)[(go-to: "final fight")]**H-7**(set: $positionX to 7)(set: $positionY to 8)(set: $encounter to (random: 1,20))(if: $encounter is 1)[(go-to: "battle")]
joining the greener grass of mid-Fortnitian Isle and the sandy dunes of the desert biome, an old wooden bridge connects the two worlds across a deep valley
TRAVEL(click-replace: "TRAVEL")[Where would you like to go?
[[North->8-6]]
[[East->9-7]]
[[West->7-7]]
[[South->8-8]]]
[[SEARCH->invest 8-7]]
(set: $players -= 1)there are **$players** (if: $players > 2)[players left](if: $players is 2)[players left! **you will fight them next!**](if: $players is 1)[(go-to: "final fight")]**I-7**(set: $positionX to 7)(set: $positionY to 9)(set: $encounter to (random: 1,20))(if: $encounter is 1)[(go-to: "battle")]
the desert biome is dry and hot, the dust makes large swirls in the air, making you rub your eyes so none blocks your vision. there's a small, slightly dilapidated diner along the road, and it looks to have been used as a place for people to go if they wanted to make the long drive through the desert biome...even if it's still quite small
TRAVEL(click-replace: "TRAVEL")[Where would you like to go?
[[North->9-6]]
[[East->10-7]]
[[West->8-7]]
[[South->9-8]]]
[[SEARCH->invest 9-7]]
(set: $players -= 1)there are **$players** (if: $players > 2)[players left](if: $players is 2)[players left! **you will fight them next!**](if: $players is 1)[(go-to: "final fight")]**J-7**(set: $positionX to 7)(set: $positionY to 10)(set: $encounter to (random: 1,20))(if: $encounter is 1)[(go-to: "battle")]
you're at the east point of the map
cool race track!
TRAVEL(click-replace: "TRAVEL")[Where would you like to go?
[[North->10-6]]
East(click-replace: "East")[you'll be heading into the ocean. are you sure you want to go here? [[yes->death by ocean]]]
[[West->9-7]]
[[South->10-8]]]
[[SEARCH->invest 10-7]]
(set: $players -= 1)there are **$players** (if: $players > 2)[players left](if: $players is 2)[players left! **you will fight them next!**](if: $players is 1)[(go-to: "final fight")](go-to: "death by ocean")(go-to: "death by ocean")**D-8**(set: $positionX to 8)(set: $positionY to 4)(set: $encounter to (random: 1,20))(if: $encounter is 1)[(go-to: "battle")]
you're at the west point of the map
there's a gas station stop here, fit with a small house. you can't help but wonder who used to live here. did the Victory Corperation buy out the persons house for use in battles? that makes you wonder if this island really was populated before the storm
TRAVEL(click-replace: "TRAVEL")[Where would you like to go?
[[North->4-7]]
[[East->5-8]]
West(click-replace: "West")[you'll be heading into the ocean. are you sure you want to go here? [[yes->death by ocean]]]
[[South->4-9]]]
[[SEARCH->invest 4-8]]
(set: $players -= 1)there are **$players** (if: $players > 2)[players left](if: $players is 2)[players left! **you will fight them next!**](if: $players is 1)[(go-to: "final fight")]**E-8**(set: $positionX to 8)(set: $positionY to 5)(set: $encounter to (random: 1,20))(if: $encounter is 1)[(go-to: "battle")]
the deep valley starts to shallow out the farther south it travels. now only a small bridge connects the sides of the river. there's also a house on top of a large-ish mountain
TRAVEL(click-replace: "TRAVEL")[Where would you like to go?
[[North->5-7]]
[[East->6-8]]
[[West->4-8]]
[[South->5-9]]]
[[SEARCH->invest 5-8]]
(set: $players -= 1)there are **$players** (if: $players > 2)[players left](if: $players is 2)[players left! **you will fight them next!**](if: $players is 1)[(go-to: "final fight")]**F-8**(set: $positionX to 8)(set: $positionY to 6)(set: $encounter to (random: 1,20))(if: $encounter is 1 or 2 or 3 or 4 or 5)[(go-to: "battle")]
the west side of **Fatal Fields** is found here, as well as the South Corrupted Zone. the corn fields here can be hidden in, which is handy when hiding from particularily difficult fighters
TRAVEL(click-replace: "TRAVEL")[Where would you like to go?
[[North->6-7]]
[[East->7-8]]
[[West->5-8]]
[[South->6-9]]]
ENTER(click-replace: "ENTER")[[[Fatal Fields->invest Fatal-Fields]]]
(set: $players -= 1)there are **$players** (if: $players > 2)[players left](if: $players is 2)[players left! **you will fight them next!**](if: $players is 1)[(go-to: "final fight")]**G-8**(set: $positionX to 8)(set: $positionY to 7)(set: $encounter to (random: 1,20))(if: $encounter is 1 or 2 or 3 or 4 or 5)[(go-to: "battle")]
the east side of **Fatal Fields** is here. you found yourself feeling a strange sense of nostalgia. you can tell this farm is well taken care of, and the owner of the house here must take their farming seriously.
TRAVEL(click-replace: "TRAVEL")[Where would you like to go?
[[North->7-7]]
[[East->8-8]]
[[West->6-8]]
[[South->7-9]]]
ENTER(click-replace: "ENTER")[[[Fatal Fields->invest Fatal-Fields]]]
(set: $players -= 1)there are **$players** (if: $players > 2)[players left](if: $players is 2)[players left! **you will fight them next!**](if: $players is 1)[(go-to: "final fight")]**H-8**(set: $positionX to 8)(set: $positionY to 8)(set: $encounter to (random: 1,20))(if: $encounter is 1)[(go-to: "battle")]
the dry desert biome surrounds you. you can remember when this place used to be Moisty Mire before a few months ago when the entire section of the island was switched out for the desert biome. other than a small oasis and a few trees, there's nothing notible here
TRAVEL(click-replace: "TRAVEL")[Where would you like to go?
[[North->8-7]]
[[East->9-8]]
[[West->7-8]]
[[South->8-9]]]
[[SEARCH->invest 8-8]]
(set: $players -= 1)there are **$players** (if: $players > 2)[players left](if: $players is 2)[players left! **you will fight them next!**](if: $players is 1)[(go-to: "final fight")]**I-8**(set: $positionX to 8)(set: $positionY to 9)(set: $encounter to (random: 1,20))(if: $encounter is 1 or 2 or 3 or 4 or 5)[(go-to: "battle")]
capitolising on the sudden appearence of the desert biome, the Victory Corperation built **Paradise Palms**, a desert resort town with a large hotel and multiple high-modern houses. the place is a popular landing spot for other fighters, especially on top of the hotel
TRAVEL(click-replace: "TRAVEL")[Where would you like to go?
[[North->9-7]]
[[East->10-8]]
[[West->8-8]]
[[South->9-9]]]
ENTER(click-replace: "ENTER")[[[Paradise Palms->invest Paradise-Palms]]]
(set: $players -= 1)there are **$players** (if: $players > 2)[players left](if: $players is 2)[players left! **you will fight them next!**](if: $players is 1)[(go-to: "final fight")]**J-8**(set: $positionX to 8)(set: $positionY to 10)(set: $encounter to (random: 1,20))(if: $encounter is 1)[(go-to: "battle")]
you are at the east point of the island
this lookout point in the desert biome holds no interesting features other than a few crumbling buildings
TRAVEL(click-replace: "TRAVEL")[Where would you like to go?
[[North->10-7]]
East(click-replace: "East")[you'll be heading into the ocean. are you sure you want to go here? [[yes->death by ocean]]]
[[West->9-8]]
South(click-replace: "South")[you'll be heading into the ocean. are you sure you want to go here? [[yes->death by ocean]]]
[[SEARCH->invest 10-8]]
(set: $players -= 1)there are **$players** (if: $players > 2)[players left](if: $players is 2)[players left! **you will fight them next!**](if: $players is 1)[(go-to: "final fight")](go-to: "death by ocean")(go-to: "death by ocean")**D-9**(set: $positionX to 9)(set: $positionY to 4)(set: $encounter to (random: 1,20))(if: $encounter is 1 or 2 or 3 or 4 or 5)[(go-to: "battle")]
you're at the south west point of the island
**Flush Factory**, been around since the fighting began, this factory builds the finest toilets. is there a really bad joke somewhere here? yes, but you don't want to mention it.
TRAVEL(click-replace: "TRAVEL")[Where would you like to go?
[[North->4-8]]
[[East->5-9]]
West(click-replace: "West")[you'll be heading into the ocean. are you sure you want to go here? [[yes->death by ocean]]]
South(click-replace: "South")[you'll be heading into the ocean. are you sure you want to go here? [[yes->death by ocean]]]]
ENTER(click-replace: "ENTER")[[[Flush Factory->invest Flush-Factory]]]
(set: $players -= 1)there are **$players** (if: $players > 2)[players left](if: $players is 2)[players left! **you will fight them next!**](if: $players is 1)[(go-to: "final fight")]**E-9**(set: $positionX to 9)(set: $positionY to 5)(set: $encounter to (random: 1,20))(if: $encounter is 1)[(go-to: "battle")]
here lies a small, unnamed factory town. the place is eerily silent. all towns are pretty silent...but something about how the factory town is laid out makes it look like it should be bustling with workers
TRAVEL(click-replace: "TRAVEL")[Where would you like to go?
[[North->5-8]]
[[East->6-9]]
[[West->4-9]]
[[South->5-10]]]
[[SEARCH->invest 5-9]]
(set: $players -= 1)there are **$players** (if: $players > 2)[players left](if: $players is 2)[players left! **you will fight them next!**](if: $players is 1)[(go-to: "final fight")]**E-10**(set: $positionX to 10)(set: $positionY to 5)(set: $encounter to (random: 1,20))(if: $encounter is 1)[(go-to: "battle")]
you're at the south west point of the island
there's nothing notible here other than the surrounding ocean. Lucky Landing is to the east
TRAVEL(click-replace: "TRAVEL")[Where would you like to go?
[[North->5-9]]
[[East->6-10]]
West(click-replace: "West")[you'll be heading into the ocean. are you sure you want to go here? [[yes->death by ocean]]]
South(click-replace: "South")[you'll be heading into the ocean. are you sure you want to go here? [[yes->death by ocean]]]]
[[SEARCH->invest 5-10]]
(set: $players -= 1)there are **$players** (if: $players > 2)[players left](if: $players is 2)[players left! **you will fight them next!**](if: $players is 1)[(go-to: "final fight")]**G-9**(set: $positionX to 9)(set: $positionY to 7)(set: $encounter to (random: 1,20))(if: $encounter is 1)[(go-to: "battle")]
the south road that enters the desert biome is found here, the contrast of the lush greenery and the desert sand is very easy to see. a little bit into the biome is a cluster of werehouses
TRAVEL(click-replace: "TRAVEL")[Where would you like to go?
[[North->7-8]]
[[East->8-9]]
[[West->6-9]]
[[South->7-10]]]
[[SEARCH->invest 7-9]]
(set: $players -= 1)there are **$players** (if: $players > 2)[players left](if: $players is 2)[players left! **you will fight them next!**](if: $players is 1)[(go-to: "final fight")]**H-9**(set: $positionX to 9)(set: $positionY to 8)(set: $encounter to (random: 1,20))(if: $encounter is 1)[(go-to: "battle")]
you're at the south point of the island
The road bridges over a large, mountainout valley. on the side of the road is an older unnamed town, with its buildings made out of clay and stone instead of concrete and wood. the river that runs under the bridge gathers at an oasis, which has a perfect temperature for a small swim. of course, nows no time for swimming
TRAVEL(click-replace: "TRAVEL")[Where would you like to go?
[[North->8-8]]
[[East->9-9]]
[[West->7-9]]
South(click-replace: "South")[you'll be heading into the ocean. are you sure you want to go here? [[yes->death by ocean]]]]
[[SEARCH->invest 8-9]]
(set: $players -= 1)there are **$players** (if: $players > 2)[players left](if: $players is 2)[players left! **you will fight them next!**](if: $players is 1)[(go-to: "final fight")]**I-9**(set: $positionX to 9)(set: $positionY to 9)(set: $encounter to (random: 1,20))(if: $encounter is 1)[(go-to: "battle")]
you're at the south-east point of the island
curving out south from Paradise Palms, a junk yard is found here with large blocks of compacted metal
TRAVEL(click-replace: "TRAVEL")[Where would you like to go?
[[North->9-8]]
East(click-replace: "East")[you'll be heading into the ocean. are you sure you want to go here? [[yes->death by ocean]]]
[[West->8-9]]
South(click-replace: "South")[you'll be heading into the ocean. are you sure you want to go here? [[yes->death by ocean]]]]
[[SEARCH->invest 9-9]]
(set: $players -= 1)there are **$players** (if: $players > 2)[players left](if: $players is 2)[players left! **you will fight them next!**](if: $players is 1)[(go-to: "final fight")](go-to: "death by ocean")(go-to: "death by ocean")(go-to: "death by ocean")(go-to: "death by ocean")**F-9**(set: $positionX to 9)(set: $positionY to 6)(set: $encounter to (random: 1,20))(if: $encounter is 1)[(go-to: "battle")]
south of here is Lucky Landing, an oriental-style town. the last bridge connecting the now-shallow south valley is decorated with eastern, red decorations and wood
TRAVEL(click-replace: "TRAVEL")[Where would you like to go?
[[North->6-8]]
[[East->7-9]]
[[West->5-9]]
[[South->6-10]]]
[[SEARCH->invest 6-9]]
(set: $players -= 1)there are **$players** (if: $players > 2)[players left](if: $players is 2)[players left! **you will fight them next!**](if: $players is 1)[(go-to: "final fight")]**F-10**(set: $positionX to 10)(set: $positionY to 6)(set: $encounter to (random: 1,20))(if: $encounter is 1 or 2 or 3 or 4 or 5)[(go-to: "battle")]
you've found **Lucky Landing**, a purly ornimental town with obvious chinese design. you can see carvings of eastern dragons atop the street lights, and cherry blossoms bloom around the town. not only is it placed right on the edge of the island, it's quite the pretty town. you'd be fine with living here...if you spoke chinese
TRAVEL(click-replace: "TRAVEL")[Where would you like to go?"
[[North->6-9]]
[[East->7-10]]
[[West->5-10]]
South(click-replace: "South")[you'll be heading into the ocean. are you sure you want to go here? [[yes->death by ocean]]]]
ENTER(click-replace: "ENTER")[[[Lucky Landing->invest Lucky-Landing]]]
(set: $players -= 1)there are **$players** (if: $players > 2)[players left](if: $players is 2)[players left! **you will fight them next!**](if: $players is 1)[(go-to: "final fight")]**G-10**(set: $positionX to 10)(set: $positionY to 7)(set: $encounter to (random: 1,20))(if: $encounter is 1)[(go-to: "battle")]
you are at the south east point of the island
there's barely anything here, only the sharp ledge that leads into the surrounding ocean. Lucky Landing is to the west
TRAVEL(click-replace: "TRAVEL")[Where would you like to go?
[[North->7-9]]
East(click-replace: "East")[you'll be heading into the ocean. are you sure you want to go here? [[yes->death by ocean]]]
[[West->6-10]]
South(click-replace: "South")[you'll be heading into the ocean. are you sure you want to go here? [[yes->death by ocean]]]]
[[SEARCH->invest 7-10]]
(set: $players -= 1)there are **$players** (if: $players > 2)[players left](if: $players is 2)[players left! **you will fight them next!**](if: $players is 1)[(go-to: "final fight")](go-to: "death by ocean")(go-to: "death by ocean")(go-to: "death by ocean")***search*** **Junk Junction**(set: $investpositionY to "Junk")(set: $investpositionX to "Junction")(set: $chestcount to (random: 1,3))(if: $JuJuvisit is 0)[(set: $damagecount += 10)]
there's a rusty smell in the air. piles of compacted cars surround you, making good hiding places
What would you like to do here?
(if: $JuJuchest is 0)[(if: $weaponcount is 0 or 1 or 2 or 3 or 4 or 5)[[[Search for chests->loot $chestcount chests]]](else:)[*you have too many weapons to search for a new one!*]](else:)[*there's no more chests here*]
(set: $JuJuchest to 1)
[[drop weapons->weapon take off]]
[[heal->healing]]
[[return->$positionY-$positionX]]
(if: $JuJuvisit is 0)[by searching here, you gained 10 damage points!]
(set: $JuJuvisit to 1)***search*** **Haunted Hills**(set: $investpositionY to "Haunted")(set: $investpositionX to "Hills")(set: $chestcount to (random: 1,3))(if: $HaHivisit is 0)[(set: $damagecount += 10)]
there's a spiritual arua in the air, gravestones litter the ground. you couldn't help but wonder who has been burried here...perhaps famous players and Victory Corperation employees?
what would you like to do here?
(if: $HaHichest is 0)[(if: $weaponcount is 0 or 1 or 2 or 3 or 4 or 5)[[[Search for chests->loot $chestcount chests]]](else:)[*you have too many weapons to search for a new one!*]](else:)[*there's no more chests here*]
(set: $HaHichest to 1)
[[drop weapons->weapon take off]]
[[heal->healing]]
[[return->$positionY-$positionX]]
(if: $HaHivisit is 0)[by searching here, you gained 10 damage points!]
(set: $HaHivisit to 1)***search*** **Pleasant Park**(set: $investpositionY to "Pleasant")(set: $investpositionX to "Park")(set: $chestcount to (random: 1,3))(if: $PlPavisit is 0)[(set: $damagecount += 10)]
the large soccer field here must have held a lot of matches. something about how the place is set up makes you wonder if the field held it's fair share of potlucks. you could really use a potluck right now...maybe even some casserole, even if you're not the biggest casserole fan
what would you like to do here?
(if: $PlPachest is 0)[(if: $weaponcount is 0 or 1 or 2 or 3 or 4 or 5)[[[Search for chests->loot $chestcount chests]]](else:)[*you have too many weapons to search for a new one!*]](else:)[*there's no more chests here*]
(set: $PlPachest to 1)
[[drop weapons->weapon take off]]
[[heal->healing]]
[[return->$positionY-$positionX]]
(if: $PlPavisit is 0)[by searching here, you gained 10 damage points!]
(set: $PlPavisit to 1)***search*** **Loot Lake**(set: $investpositionY to "Loot")(set: $investpositionX to "Lake")(set: $chestcount to (random: 1,3))(if: $LoLavisit is 0)[(set: $damagecount += 10)]
from what you can remember, it went something like this:
it was very white...but it wasn't blinding. you could see other players confusingly looking around, swimming in the soft white abyss. lines of space-time funneled into a centre, and blue, shining sparks of rifts speckled the air. not a minute after you appeared, a blue butterfly shined into view. it curiously flew around you, making not a sound...but it wasn't silent. your head echoed the sounds of something your mind couldn't comprehend. you held out a finger, and the butterfly slowly approached your finger...softly landing onto you. for a moment, you couldn't see. the second moment, you were above Loot Lake...but the lake had transformed into a flowery paradise...and once you reached the ground, gunfire resumed as normal
the Victory Corperation has yet to comment on what happened
what would you like to do here?
(if: $LoLachest is 0)[(if: $weaponcount is 0 or 1 or 2 or 3 or 4 or 5)[[[Search for chests->loot $chestcount chests]]](else:)[*you have too many weapons to search for a new one!*]](else:)[*there's no more chests here*]
(set: $LoLachest to 1)
[[drop weapons->weapon take off]]
[[heal->healing]]
[[return->$positionY-$positionX]]
(if: $LoLavisit is 0)[by searching here, you gained 10 damage points!]
(set: $LoLavisit to 1)***search*** **Tilted Towers**(set: $investpositionY to "Tilted")(set: $investpositionX to "Towers")(set: $chestcount to (random: 1,3))(if: $TiTovisit is 0)[(set: $damagecount += 10)]
The high towers of Fortnitian Isle look modern, but have been here not long after the Victory Corperation realised they made a lot of money after the first few months of fighting. the clocktower, however, doesn't have any hands on it. maybe because this island seems to be outside time itself, as days pass when you feel like you've only been on the island for an hour
what would you like to do here?
(if: $TiTochest is 0)[(if: $weaponcount is 0 or 1 or 2 or 3 or 4 or 5)[[[Search for chests->loot $chestcount chests]]](else:)[*you have too many weapons to search for a new one!*]](else:)[*there's no more chests here*]
(set: $TiTochest to 1)
[[drop weapons->weapon take off]]
[[heal->healing]]
[[return->$positionY-$positionX]]
(if: $TiTovisit is 0)[by searching here, you gained 10 damage points!]
(set: $TiTovisit to 1)***search*** **Shifty Shafts**(set: $investpositionY to "Shifty")(set: $investpositionX to "Shafts")(set: $chestcount to (random: 1,3))(if: $ShShvisit is 0)[(set: $damagecount += 10)]
this place would make a good camping distination, but the Victory Corperation quickly capitalised on the dense forest by placing a mining shaft here. even if the place is right south of the Tilted Towers metropolus, this forest has the highest trees on the island. it's quite breathtaking looking up from the base of one large one
what would you like to do here?
(if: $ShShchest is 0)[(if: $weaponcount is 0 or 1 or 2 or 3 or 4 or 5)[[[Search for chests->loot $chestcount chests]]](else:)[*you have too many weapons to search for a new one!*]](else:)[*there's no more chests here*]
(set: $ShShchest to 1)
[[drop weapons->weapon take off]]
[[heal->healing]]
[[return->$positionY-$positionX]]
(if: $ShShvisit is 0)[by searching here, you gained 10 damage points!]
(set: $ShShvisit to 1)***search*** **Snobby Shores**(set: $investpositionY to "Snobby")(set: $investpositionX to "Shores")(set: $chestcount to (random: 1,3))(if: $SnShvisit is 0)[(set: $damagecount += 10)]
The four houses that line the coast must be at least a couple thousand V-bucks...especially being that the houses come with a parking lot of five cars
what would you like to do here?
(if: $SnShchest is 0)[(if: $weaponcount is 0 or 1 or 2 or 3 or 4 or 5)[[[Search for chests->loot $chestcount chests]]](else:)[*you have too many weapons to search for a new one!*]](else:)[*there's no more chests here*]
(set: $SnShchest to 1)
[[drop weapons->weapon take off]]
[[heal->healing]]
[[return->$positionY-$positionX]]
(if: $SnShvisit is 0)[by searching here, you gained 10 damage points!]
(set: $SnShvisit to 1)***search*** **Greasy Grove**(set: $investpositionY to "Greasy")(set: $investpositionX to "Grove")(set: $chestcount to (random: 1,3))(if: $GrGrvisit is 0)[(set: $damagecount += 10)]
the Pete's Pizza and DurrBurger war had ended quite quickly...with DurrBurger being on the receiving end of a closing notice. you were sure to bring a sign to say your fairwells to a childhood restaurant. lets hope the strange cultist ways that Pete's Pizza doesn't affect a good pizza...
what would you like to do here?
(if: $GrGrchest is 0)[(if: $weaponcount is 0 or 1 or 2 or 3 or 4 or 5)[[[Search for chests->loot $chestcount chests]]](else:)[*you have too many weapons to search for a new one!*]](else:)[*there's no more chests here*]
(set: $GrGrchest to 1)
[[drop weapons->weapon take off]]
[[heal->healing]]
[[return->$positionY-$positionX]]
(if: $GrGrvisit is 0)[by searching here, you gained 10 damage points!]
(set: $GrGrvisit to 1)***search*** **Flush Factory**(set: $investpositionY to "Flush")(set: $investpositionX to "Factory")(set: $chestcount to (random: 1,3))(if: $FlFavisit is 0)[(set: $damagecount += 10)]
it's been here since the founding of the island. a factory that makes toilets has got to be the hottest tourist attraction on the island, by far
what would you like to do here?
(if: $FlFachest is 0)[(if: $weaponcount is 0 or 1 or 2 or 3 or 4 or 5)[[[Search for chests->loot $chestcount chests]]](else:)[*you have too many weapons to search for a new one!*]](else:)[*there's no more chests here*]
(set: $FlFachest to 1)
[[drop weapons->weapon take off]]
[[heal->healing]]
[[return->$positionY-$positionX]]
(if: $FlFavisit is 0)[by searching here, you gained 10 damage points!]
(set: $FlFavisit to 1)***search*** **Lazy Links**(set: $investpositionY to "Lazy")(set: $investpositionX to "Links")(set: $chestcount to (random: 1,3))(if: $LaLivisit is 0)[(set: $damagecount += 10)]
the large building here is the golf house and a pool. there are change rooms inside, as well as an unmanned golf kart rental service. the view of the nearby north ocean is beautiful, you can only wish there weren't players intent of killing you so you can stay for a while
what would you like to do here?
(if: $LaLichest is 0)[(if: $weaponcount is 0 or 1 or 2 or 3 or 4 or 5)[[[Search for chests->loot $chestcount chests]]](else:)[*you have too many weapons to search for a new one!*]](else:)[*there's no more chests here*]
(set: $LaLichest to 1)
[[drop weapons->weapon take off]]
[[heal->healing]]
[[return->$positionY-$positionX]]
(if: $LaLivisit is 0)[by searching here, you gained 10 damage points!]
(set: $LaLivisit to 1)***search*** **Tomato Temple**(set: $investpositionY to "Tomato")(set: $investpositionX to "Temple")(set: $chestcount to (random: 1,3))(if: $ToTevisit is 0)[(set: $damagecount += 10)]
the old stone makes you feel like this place was built in a time period long in the past...but the whole thing is based on a company that was established a few years ago, and the temple just...appeared one day a few months ago in place of Tomato Town
what would you like to do here?
(if: $ToTechest is 0)[(if: $weaponcount is 0 or 1 or 2 or 3 or 4 or 5)[[[Search for chests->loot $chestcount chests]]](else:)[*you have too many weapons to search for a new one!*]](else:)[*there's no more chests here*]
(set: $ToTechest to 1)
[[drop weapons->weapon take off]]
[[heal->healing]]
[[return->$positionY-$positionX]]
(if: $ToTevisit is 0)[by searching here, you gained 10 damage points!]
(set: $ToTevisit to 1)***search*** **Dusty Devot**(set: $investpositionY to "Dusty")(set: $investpositionX to "Devot")(set: $chestcount to (random: 1,3))(if: $DuDevisit is 0)[(set: $damagecount += 10)]
not long after the research fascility was erected, nature quickly overtook the lab. the place was abandon after the rocket was launched...and the crator became a thick forest. you always thought the original sprawling field of Dusty Depot could use a little more flare
what would you like to do here?
(if: $DuDechest is 0)[(if: $weaponcount is 0 or 1 or 2 or 3 or 4 or 5)[[[Search for chests->loot $chestcount chests]]](else:)[*you have too many weapons to search for a new one!*]](else:)[*there's no more chests here*]
(set: $DuDechest to 1)
[[drop weapons->weapon take off]]
[[heal->healing]]
[[return->$positionY-$positionX]]
(if: $DuDevisit is 0)[by searching here, you gained 10 damage points!]
(set: $DuDevisit to 1)***search*** **Salty Springs**(set: $investpositionY to "Salty")(set: $investpositionX to "Springs")(set: $chestcount to (random: 1,3))(if: $SaSpvisit is 0)[(set: $damagecount += 10)]
cozy and comfy. you can imagine if there were people here, they'd know everyones names.
what would you like to do here?
(if: $SaSpchest is 0)[(if: $weaponcount is 0 or 1 or 2 or 3 or 4 or 5)[[[Search for chests->loot $chestcount chests]]](else:)[*you have too many weapons to search for a new one!*]](else:)[*there's no more chests here*]
(set: $SaSpchest to 1)
[[drop weapons->weapon take off]]
[[heal->healing]]
[[return->$positionY-$positionX]]
(if: $SaSpvisit is 0)[by searching here, you gained 10 damage points!]
(set: $SaSpvisit to 1)***search*** **Fatal Fields**(set: $investpositionY to "Fatal")(set: $investpositionX to "Fields")(set: $chestcount to (random: 1,3))(if: $FaFivisit is 0)[(set: $damagecount += 10)]
this farm has thick fields of wheat, as well as a few barns. there's also a nice house here, making you believe someone lived and ran this farm. you wonder where they are now
what would you like to do here?
(if: $FaFichest is 0)[(if: $weaponcount is 0 or 1 or 2 or 3 or 4 or 5)[[[Search for chests->loot $chestcount chests]]](else:)[*you have too many weapons to search for a new one!*]](else:)[*there's no more chests here*]
(set: $FaFichest to 1)
[[drop weapons->weapon take off]]
[[heal->healing]]
[[return->$positionY-$positionX]]
(if: $FaFivisit is 0)[by searching here, you gained 10 damage points!]
(set: $FaFivisit to 1)***search*** **Lucky Landing**(set: $investpositionY to "Lucky")(set: $investpositionX to "Landing")(set: $chestcount to (random: 1,3))(if: $LuLavisit is 0)[(set: $damagecount += 10)]
the town is full of eastern culture. it makes you wonder what kind of history the place has, including the eastern dragons atop the light poles. the cherry blossums around the town give a peaceful breeze
what would you like to do here?
(if: $LuLachest is 0)[(if: $weaponcount is 0 or 1 or 2 or 3 or 4 or 5)[[[Search for chests->loot $chestcount chests]]](else:)[*you have too many weapons to search for a new one!*]](else:)[*there's no more chests here*]
(set: $LuLachest to 1)
[[drop weapons->weapon take off]]
[[heal->healing]]
[[return->$positionY-$positionX]]
(if: $LuLavisit is 0)[by searching here, you gained 10 damage points!]
(set: $LuLavisit to 1)***search*** **Retail Row**(set: $investpositionY to "Retail")(set: $investpositionX to "Row")(set: $chestcount to (random: 1,3))(if: $ReRovisit is 0)[(set: $damagecount += 10)]
this town is known for its capitolization on retail jobs...even though jobs here don't exactly exist. maybe if the storm ever is dealt with, Retail Row could open up a lot of potential jobs for people in need
what would you like to do here?
(if: $ReRochest is 0)[(if: $weaponcount is 0 or 1 or 2 or 3 or 4 or 5)[[[Search for chests->loot $chestcount chests]]](else:)[*you have too many weapons to search for a new one!*]](else:)[*there's no more chests here*]
(set: $ReRochest to 1)
[[drop weapons->weapon take off]]
[[heal->healing]]
[[return->$positionY-$positionX]]
(if: $ReRovisit is 0)[by searching here, you gained 10 damage points!]
(set: $ReRovisit to 1)***search*** **Risky Reels**(set: $investpositionY to "Risky")(set: $investpositionX to "Reels")(set: $chestcount to (random: 1,3))(if: $RiRevisit is 0)[(set: $damagecount += 10)]
the projection screen is quite old, but you know it's been maticulously cleaned by the Victory Corperation. according to a few witness reports, some animated character appeared for a small bit on the screen and added a new dance to the game. you were too busy trying to figure out how to get more V-bucks without getting arrested to notice
what would you like to do here?
(if: $RiRechest is 0)[(if: $weaponcount is 0 or 1 or 2 or 3 or 4 or 5)[[[Search for chests->loot $chestcount chests]]](else:)[*you have too many weapons to search for a new one!*]](else:)[*there's no more chests here*]
(set: $RiRechest to 1)
[[drop weapons->weapon take off]]
[[heal->healing]]
[[return->$positionY-$positionX]]
(if: $RiRevisit is 0)[by searching here, you gained 10 damage points!]
(set: $RiRevisit to 1)***search*** **Wailing Woods**(set: $investpositionY to "Wailing")(set: $investpositionX to "Woods")(set: $chestcount to (random: 1,3))(if: $WaWovisit is 0)[(set: $damagecount += 10)]
the dense trees of Fortnitian Isle's national park loom ominously above you. a few mushrooms litter the ground...as well as the strange aura of the corrupted zone. underneath the ground is a laboratory, with rifts being held that connect to one another. who made these? are they with the Victory Corperation?
does the Victory Corperation even know about this?
what would you like to do here?
(if: $WaWochest is 0)[(if: $weaponcount is 0 or 1 or 2 or 3 or 4 or 5)[[[Search for chests->loot $chestcount chests]]](else:)[*you have too many weapons to search for a new one!*]](else:)[*there's no more chests here*]
(set: $WaWochest to 1)
[[drop weapons->weapon take off]]
[[heal->healing]]
[[return->$positionY-$positionX]]
(if: $WaWovisit is 0)[by searching here, you gained 10 damage points!]
(set: $WaWovisit to 1)***search*** **Lonely Lodge**(set: $investpositionY to "Lonely")(set: $investpositionX to "Lodge")(set: $chestcount to (random: 1,3))(if: $LoLovisit is 0)[(set: $damagecount += 10)]
you couldn't help but wonder who built this lodge. it looks like a resort, but there are other smaller houses here no larger than a single room. was it the person who built the lab underneath Wailing Woods to the north?
what would you like to do here?
(if: $LoLochest is 0)[(if: $weaponcount is 0 or 1 or 2 or 3 or 4 or 5)[[[Search for chests->loot $chestcount chests]]](else:)[*you have too many weapons to search for a new one!*]](else:)[*there's no more chests here*]
(set: $LoLochest to 1)
[[drop weapons->weapon take off]]
[[heal->healing]]
[[return->$positionY-$positionX]]
(if: $LoLovisit is 0)[by searching here, you gained 10 damage points!]
(set: $LoLovisit to 1)***search*** **Paradise Palms**(set: $investpositionY to "Paradise")(set: $investpositionX to "Palms")(set: $chestcount to (random: 1,3))(if: $PaPavisit is 0)[(set: $damagecount += 10)]
the name says it all, this place is situated right in the middle of the desert biome, giving it the "oasis in the desert" vibe to the place. the city's famous multi-storied appartment building gives view to the nearby ocean surrounding the island
what would you like to do here?
(if: $PaPachest is 0)[(if: $weaponcount is 0 or 1 or 2 or 3 or 4 or 5)[[[Search for chests->loot $chestcount chests]]](else:)[*you have too many weapons to search for a new one!*]](else:)[*there's no more chests here*]
(set: $PaPachest to 1)
[[drop weapons->weapon take off]]
[[heal->healing]]
[[return->$positionY-$positionX]]
(if: $PaPavisit is 0)[by searching here, you gained 10 damage points!]
(set: $PaPavisit to 1)knowing you've come up with the best plan yet, you waltz off the island and kill yourself the moment you touch the water
**YOU DIED**
you placed (if: $players is 4 or 5 or 6 or 7 or 8 or 9 or 10 or 11 or 12 or 13 or 14 or 15 or 16 or 17 or 18 or 19 or 20 or 24 or 25 or 26 or 27 or 28 or 29 or 30 or 34 or 35 or 36 or 37 or 38 or 39 or 40 or 44 or 45 or 46 or 47 or 48 or 49 or 50 or 54 or 55 or 56 or 57 or 58 or 59 or 60 or 64 or 65 or 66 or 67 or 68 or 69 or 70 or 74 or 75 or 76 or 77 or 78 or 79 or 80 or 84 or 85 or 86 or 87 or 88 or 89 or 90 or 94 or 95 or 96 or 97 or 98 or 99)[**$players**th.](if: $players is 2 or 22 or 32 or 42 or 52 or 62 or 72 or 82 or 92)[**$players**nd.](if: $players is 23 or 33 or 43 or 53 or 63 or 73 or 83 or 93)[**$players**rd.](if: $players is 0)[. don't know how you managed to get here, but good job?](if: $players is 3)[(color: #CD7F32)[**3**]rd]
[[Main Menu->title]]
(set: $1pistol to 0)(set: $1SMG to 0)(set: $1assaultrifle to 0)(set: $1burstAR to 0)(set: $1tacshotgun to 0)(set: $2pistol to 0)(set: $2sixshooter to 0)(set: $2SMG to 0)(set: $2assaultrifle to 0)(set: $2burstAR to 0)(set: $2pumpshotgun to 0)(set: $2tacshotgun to 0)(set: $2huntingrifle to 0)(set: $3sixshooter to 0)(set: $3supressedpistol to 0)(set: $3SMG to 0)(set: $3assaultrifle to 0)(set: $3burstAR to 0)(set: $3scopedAR to 0)(set: $3heavyAR to 0)(set: $3pumpshotgun to 0)(set: $3tacshotgun to 0)(set: $3huntingrifle to 0)(set: $3boltsniper to 0)(set: $3grenadelauncher to 0)(set: $4sixshooter to 0)(set: $4supressedpistol to 0)(set: $4handcannon to 0)(set: $4compactSMG to 0)(set: $4minigun to 0)(set: $4assaultrifle to 0)(set: $4burstAR to 0)(set: $4scopedAR to 0)(set: $4heavyAR to 0)(set: $4thermalscopedAR to 0)(set: $4supressedAR to 0)(set: $4doubleshotgun to 0)(set: $4heavyshotgun to 0)(set: $4heavysniper to 0)(set: $4boltsniper to 0)(set: $4rocketlauncher to 0)(set: $4grenadelauncher to 0)(set: $4quadlauncher to 0)(set: $5handcannon to 0)(set: $5compactSMG to 0)(set: $5minigun to 0)(set: $5assaultrifle to 0)(set: $5burstAR to 0)(set: $5thermalscopedAR to 0)(set: $5supressedAR to 0)(set: $5doubleshotgun to 0)(set: $5heavyshotgun to 0)(set: $5heavysniper to 0)(set: $5rocketlauncher to 0)(set: $5grenadelauncher to 0)(set: $5quadlauncher to 0)(set: $investpositionY to 3)(set: $investpositionX to 1)(set: $chestcount to (random: 1,3))
***search*** **C-1**
What would you like to do here?
(if: $3_1chest is 0)[(if: $weaponcount is 0 or 1 or 2 or 3 or 4 or 5)[[[Search for chests->loot $chestcount chests]]](else:)[*you have too many weapons to search for a new one!*]](else:)[*there's no more chests here*]
(set: $3_1chest to 1)
[[drop weapons->weapon take off]]
[[heal->healing]]
[[return->$investpositionY-$investpositionX]](set: $investpositionY to 3)(set: $investpositionX to 2)(set: $chestcount to (random: 1,3))
***search*** **C-2**
What would you like to do here?
(if: $3_2chest is 0)[(if: $weaponcount is 0 or 1 or 2 or 3 or 4 or 5)[[[Search for chests->loot $chestcount chests]]](else:)[*you have too many weapons to search for a new one!*]](else:)[*there's no more chests here*]
(set: $3_2chest to 1)
[[drop weapons->weapon take off]]
[[heal->healing]]
[[return->$investpositionY-$investpositionX]](set: $investpositionY to 2)(set: $investpositionX to 3)(set: $chestcount to (random: 1,3))
***search*** **B-3**
What would you like to do here?
(if: $2_3chest is 0)[(if: $weaponcount is 0 or 1 or 2 or 3 or 4 or 5)[[[Search for chests->loot $chestcount chests]]](else:)[*you have too many weapons to search for a new one!*]](else:)[*there's no more chests here*]
(set: $2_3chest to 1)
[[drop weapons->weapon take off]]
[[heal->healing]]
[[return->$investpositionY-$investpositionX]](set: $investpositionY to 4)(set: $investpositionX to 1)(set: $chestcount to (random: 1,3))
***search*** **D-1**
What would you like to do here?
(if: $4_1chest is 0)[(if: $weaponcount is 0 or 1 or 2 or 3 or 4 or 5)[[[Search for chests->loot $chestcount chests]]](else:)[*you have too many weapons to search for a new one!*]](else:)[*there's no more chests here*]
(set: $4_1chest to 1)
[[drop weapons->weapon take off]]
[[heal->healing]]
[[return->$investpositionY-$investpositionX]](set: $investpositionY to 4)(set: $investpositionX to 2)(set: $chestcount to (random: 1,3))
***search*** **D-2**
What would you like to do here?
(if: $4_2chest is 0)[(if: $weaponcount is 0 or 1 or 2 or 3 or 4 or 5)[[[Search for chests->loot $chestcount chests]]](else:)[*you have too many weapons to search for a new one!*]](else:)[*there's no more chests here*]
(set: $4_2chest to 1)
[[drop weapons->weapon take off]]
[[heal->healing]]
[[return->$investpositionY-$investpositionX]](set: $investpositionY to 4)(set: $investpositionX to 3)(set: $chestcount to (random: 1,3))
***search*** **D-3**
What would you like to do here?
(if: $4_3chest is 0)[(if: $weaponcount is 0 or 1 or 2 or 3 or 4 or 5)[[[Search for chests->loot $chestcount chests]]](else:)[*you have too many weapons to search for a new one!*]](else:)[*there's no more chests here*]
(set: $4_3chest to 1)
[[drop weapons->weapon take off]]
[[heal->healing]]
[[return->$investpositionY-$investpositionX]](set: $investpositionY to 4)(set: $investpositionX to 4)(set: $chestcount to (random: 1,3))
***search*** **D-4**
What would you like to do here?
(if: $4_4chest is 0)[(if: $weaponcount is 0 or 1 or 2 or 3 or 4 or 5)[[[Search for chests->loot $chestcount chests]]](else:)[*you have too many weapons to search for a new one!*]](else:)[*there's no more chests here*]
(set: $4_4chest to 1)
[[drop weapons->weapon take off]]
[[heal->healing]]
[[return->$investpositionY-$investpositionX]](set: $investpositionY to 5)(set: $investpositionX to 2)(set: $chestcount to (random: 1,3))
***search*** **E-2**
What would you like to do here?
(if: $5_2chest is 0)[(if: $weaponcount is 0 or 1 or 2 or 3 or 4 or 5)[[[Search for chests->loot $chestcount chests]]](else:)[*you have too many weapons to search for a new one!*]](else:)[*there's no more chests here*]
(set: $5_2chest to 1)
[[drop weapons->weapon take off]]
[[heal->healing]]
[[return->$investpositionY-$investpositionX]](set: $investpositionY to 1)(set: $investpositionX to 4)(set: $chestcount to (random: 1,3))
***search*** **A-4**
What would you like to do here?
(if: $1_4chest is 0)[(if: $weaponcount is 0 or 1 or 2 or 3 or 4 or 5)[[[Search for chests->loot $chestcount chests]]](else:)[*you have too many weapons to search for a new one!*]](else:)[*there's no more chests here*]
(set: $1_4chest to 1)
[[drop weapons->weapon take off]]
[[heal->healing]]
[[return->$investpositionY-$investpositionX]](set: $investpositionY to 1)(set: $investpositionX to 6)(set: $chestcount to (random: 1,3))
***search*** **A-6**
What would you like to do here?
(if: $1_6chest is 0)[(if: $weaponcount is 0 or 1 or 2 or 3 or 4 or 5)[[[Search for chests->loot $chestcount chests]]](else:)[*you have too many weapons to search for a new one!*]](else:)[*there's no more chests here*]
(set: $1_6chest to 1)
[[drop weapons->weapon take off]]
[[heal->healing]]
[[return->$investpositionY-$investpositionX]](set: $investpositionY to 2)(set: $investpositionX to 4)(set: $chestcount to (random: 1,3))
***search*** **B-4**
What would you like to do here?
(if: $2_4chest is 0)[(if: $weaponcount is 0 or 1 or 2 or 3 or 4 or 5)[[[Search for chests->loot $chestcount chests]]](else:)[*you have too many weapons to search for a new one!*]](else:)[*there's no more chests here*]
(set: $2_4chest to 1)
[[drop weapons->weapon take off]]
[[heal->healing]]
[[return->$investpositionY-$investpositionX]](set: $investpositionY to 3)(set: $investpositionX to 4)(set: $chestcount to (random: 1,3))
***search*** **C-4**
What would you like to do here?
(if: $3_4chest is 0)[(if: $weaponcount is 0 or 1 or 2 or 3 or 4 or 5)[[[Search for chests->loot $chestcount chests]]](else:)[*you have too many weapons to search for a new one!*]](else:)[*there's no more chests here*]
(set: $3_4chest to 1)
[[drop weapons->weapon take off]]
[[heal->healing]]
[[return->$investpositionY-$investpositionX]](set: $investpositionY to 2)(set: $investpositionX to 5)(set: $chestcount to (random: 1,3))
***search*** **B-5**
What would you like to do here?
(if: $2_5chest is 0)[(if: $weaponcount is 0 or 1 or 2 or 3 or 4 or 5)[[[Search for chests->loot $chestcount chests]]](else:)[*you have too many weapons to search for a new one!*]](else:)[*there's no more chests here*]
(set: $2_5chest to 1)
[[drop weapons->weapon take off]]
[[heal->healing]]
[[return->$investpositionY-$investpositionX]](set: $investpositionY to 3)(set: $investpositionX to 5)(set: $chestcount to (random: 1,3))
***search*** **C-5**
What would you like to do here?
(if: $3_5chest is 0)[(if: $weaponcount is 0 or 1 or 2 or 3 or 4 or 5)[[[Search for chests->loot $chestcount chests]]](else:)[*you have too many weapons to search for a new one!*]](else:)[*there's no more chests here*]
(set: $3_5chest to 1)
[[drop weapons->weapon take off]]
[[heal->healing]]
[[return->$investpositionY-$investpositionX]](set: $investpositionY to 3)(set: $investpositionX to 6)(set: $chestcount to (random: 1,3))
***search*** **C-6**
What would you like to do here?
(if: $3_6chest is 0)[(if: $weaponcount is 0 or 1 or 2 or 3 or 4 or 5)[[[Search for chests->loot $chestcount chests]]](else:)[*you have too many weapons to search for a new one!*]](else:)[*there's no more chests here*]
(set: $3_6chest to 1)
[[drop weapons->weapon take off]]
[[heal->healing]]
[[return->$investpositionY-$investpositionX]](set: $investpositionY to 2)(set: $investpositionX to 6)(set: $chestcount to (random: 1,3))
***search*** **B-6**
What would you like to do here?
(if: $2_6chest is 0)[(if: $weaponcount is 0 or 1 or 2 or 3 or 4 or 5)[[[Search for chests->loot $chestcount chests]]](else:)[*you have too many weapons to search for a new one!*]](else:)[*there's no more chests here*]
(set: $2_6chest to 1)
[[drop weapons->weapon take off]]
[[heal->healing]]
[[return->$investpositionY-$investpositionX]](set: $investpositionY to 10)(set: $investpositionX to 4)(set: $chestcount to (random: 1,3))
***search*** **J-4**
What would you like to do here?
(if: $10_4chest is 0)[(if: $weaponcount is 0 or 1 or 2 or 3 or 4 or 5)[[[Search for chests->loot $chestcount chests]]](else:)[*you have too many weapons to search for a new one!*]](else:)[*there's no more chests here*]
(set: $10_4chest to 1)
[[drop weapons->weapon take off]]
[[heal->healing]]
[[return->$investpositionY-$investpositionX]](set: $investpositionY to 9)(set: $investpositionX to 4)(set: $chestcount to (random: 1,3))
***search*** **I-4**
What would you like to do here?
(if: $9_4chest is 0)[(if: $weaponcount is 0 or 1 or 2 or 3 or 4 or 5)[[[Search for chests->loot $chestcount chests]]](else:)[*you have too many weapons to search for a new one!*]](else:)[*there's no more chests here*]
(set: $9_4chest to 1)
[[drop weapons->weapon take off]]
[[heal->healing]]
[[return->$investpositionY-$investpositionX]](set: $investpositionY to 9)(set: $investpositionX to 2)(set: $chestcount to (random: 1,3))
***search*** **I-2**
What would you like to do here?
(if: $9_2chest is 0)[(if: $weaponcount is 0 or 1 or 2 or 3 or 4 or 5)[[[Search for chests->loot $chestcount chests]]](else:)[*you have too many weapons to search for a new one!*]](else:)[*there's no more chests here*]
(set: $9_2chest to 1)
[[drop weapons->weapon take off]]
[[heal->healing]]
[[return->$investpositionY-$investpositionX]](set: $investpositionY to 5)(set: $investpositionX to 3)(set: $chestcount to (random: 1,3))
***search*** **E-3**
What would you like to do here?
(if: $5_3chest is 0)[(if: $weaponcount is 0 or 1 or 2 or 3 or 4 or 5)[[[Search for chests->loot $chestcount chests]]](else:)[*you have too many weapons to search for a new one!*]](else:)[*there's no more chests here*]
(set: $5_3chest to 1)
[[drop weapons->weapon take off]]
[[heal->healing]]
[[return->$investpositionY-$investpositionX]](set: $investpositionY to 7)(set: $investpositionX to 2)(set: $chestcount to (random: 1,3))
***search*** **G-2**
What would you like to do here?
(if: $7_2chest is 0)[(if: $weaponcount is 0 or 1 or 2 or 3 or 4 or 5)[[[Search for chests->loot $chestcount chests]]](else:)[*you have too many weapons to search for a new one!*]](else:)[*there's no more chests here*]
(set: $7_2chest to 1)
[[drop weapons->weapon take off]]
[[heal->healing]]
[[return->$investpositionY-$investpositionX]](set: $investpositionY to 6)(set: $investpositionX to 3)(set: $chestcount to (random: 1,3))
***search*** **F-3**
What would you like to do here?
(if: $6_3chest is 0)[(if: $weaponcount is 0 or 1 or 2 or 3 or 4 or 5)[[[Search for chests->loot $chestcount chests]]](else:)[*you have too many weapons to search for a new one!*]](else:)[*there's no more chests here*]
(set: $6_3chest to 1)
[[drop weapons->weapon take off]]
[[heal->healing]]
[[return->$investpositionY-$investpositionX]](set: $investpositionY to 7)(set: $investpositionX to 3)(set: $chestcount to (random: 1,3))
***search*** **G-3**
What would you like to do here?
(if: $7_3chest is 0)[(if: $weaponcount is 0 or 1 or 2 or 3 or 4 or 5)[[[Search for chests->loot $chestcount chests]]](else:)[*you have too many weapons to search for a new one!*]](else:)[*there's no more chests here*]
(set: $7_3chest to 1)
[[drop weapons->weapon take off]]
[[heal->healing]]
[[return->$investpositionY-$investpositionX]](set: $investpositionY to 8)(set: $investpositionX to 3)(set: $chestcount to (random: 1,3))
***search*** **H-3**
What would you like to do here?
(if: $8_3chest is 0)[(if: $weaponcount is 0 or 1 or 2 or 3 or 4 or 5)[[[Search for chests->loot $chestcount chests]]](else:)[*you have too many weapons to search for a new one!*]](else:)[*there's no more chests here*]
(set: $8_3chest to 1)
[[drop weapons->weapon take off]]
[[heal->healing]]
[[return->$investpositionY-$investpositionX]](set: $investpositionY to 6)(set: $investpositionX to 4)(set: $chestcount to (random: 1,3))
***search*** **F-4**
What would you like to do here?
(if: $6_4chest is 0)[(if: $weaponcount is 0 or 1 or 2 or 3 or 4 or 5)[[[Search for chests->loot $chestcount chests]]](else:)[*you have too many weapons to search for a new one!*]](else:)[*there's no more chests here*]
(set: $6_4chest to 1)
[[drop weapons->weapon take off]]
[[heal->healing]]
[[return->$investpositionY-$investpositionX]](set: $investpositionY to 8)(set: $investpositionX to 4)(set: $chestcount to (random: 1,3))
***search*** **H-4**
What would you like to do here?
(if: $8_4chest is 0)[(if: $weaponcount is 0 or 1 or 2 or 3 or 4 or 5)[[[Search for chests->loot $chestcount chests]]](else:)[*you have too many weapons to search for a new one!*]](else:)[*there's no more chests here*]
(set: $8_4chest to 1)
[[drop weapons->weapon take off]]
[[heal->healing]]
[[return->$investpositionY-$investpositionX]](set: $investpositionY to 8)(set: $investpositionX to 5)(set: $chestcount to (random: 1,3))
***search*** **H-5**
What would you like to do here?
(if: $8_5chest is 0)[(if: $weaponcount is 0 or 1 or 2 or 3 or 4 or 5)[[[Search for chests->loot $chestcount chests]]](else:)[*you have too many weapons to search for a new one!*]](else:)[*there's no more chests here*]
(set: $8_5chest to 1)
[[drop weapons->weapon take off]]
[[heal->healing]]
[[return->$investpositionY-$investpositionX]](set: $investpositionY to 5)(set: $investpositionX to 7)(set: $chestcount to (random: 1,3))
***search*** **E-7**
What would you like to do here?
(if: $5_7chest is 0)[(if: $weaponcount is 0 or 1 or 2 or 3 or 4 or 5)[[[Search for chests->loot $chestcount chests]]](else:)[*you have too many weapons to search for a new one!*]](else:)[*there's no more chests here*]
(set: $5_7chest to 1)
[[drop weapons->weapon take off]]
[[heal->healing]]
[[return->$investpositionY-$investpositionX]](set: $investpositionY to 2)(set: $investpositionX to 7)(set: $chestcount to (random: 1,3))
***search*** **B-7**
What would you like to do here?
(if: $2_7chest is 0)[(if: $weaponcount is 0 or 1 or 2 or 3 or 4 or 5)[[[Search for chests->loot $chestcount chests]]](else:)[*you have too many weapons to search for a new one!*]](else:)[*there's no more chests here*]
(set: $2_7chest to 1)
[[drop weapons->weapon take off]]
[[heal->healing]]
[[return->$investpositionY-$investpositionX]](set: $investpositionY to 4)(set: $investpositionX to 8)(set: $chestcount to (random: 1,3))
***search*** **D-8**
What would you like to do here?
(if: $4_8chest is 0)[(if: $weaponcount is 0 or 1 or 2 or 3 or 4 or 5)[[[Search for chests->loot $chestcount chests]]](else:)[*you have too many weapons to search for a new one!*]](else:)[*there's no more chests here*]
(set: $4_8chest to 1)
[[drop weapons->weapon take off]]
[[heal->healing]]
[[return->$investpositionY-$investpositionX]](set: $investpositionY to 5)(set: $investpositionX to 8)(set: $chestcount to (random: 1,3))
***search*** **E-8**
What would you like to do here?
(if: $5_8chest is 0)[(if: $weaponcount is 0 or 1 or 2 or 3 or 4 or 5)[[[Search for chests->loot $chestcount chests]]](else:)[*you have too many weapons to search for a new one!*]](else:)[*there's no more chests here*]
(set: $5_8chest to 1)
[[drop weapons->weapon take off]]
[[heal->healing]]
[[return->$investpositionY-$investpositionX]](set: $investpositionY to 5)(set: $investpositionX to 9)(set: $chestcount to (random: 1,3))
***search*** **E-10**
What would you like to do here?
(if: $5_10chest is 0)[(if: $weaponcount is 0 or 1 or 2 or 3 or 4 or 5)[[[Search for chests->loot $chestcount chests]]](else:)[*you have too many weapons to search for a new one!*]](else:)[*there's no more chests here*]
(set: $5_10chest to 1)
[[drop weapons->weapon take off]]
[[heal->healing]]
[[return->$investpositionY-$investpositionX]](set: $investpositionY to 5)(set: $investpositionX to 9)(set: $chestcount to (random: 1,3))
***search*** **E-9**
What would you like to do here?
(if: $5_9chest is 0)[(if: $weaponcount is 0 or 1 or 2 or 3 or 4 or 5)[[[Search for chests->loot $chestcount chests]]](else:)[*you have too many weapons to search for a new one!*]](else:)[*there's no more chests here*]
(set: $5_9chest to 1)
[[drop weapons->weapon take off]]
[[heal->healing]]
[[return->$investpositionY-$investpositionX]](set: $investpositionY to 7)(set: $investpositionX to 9)(set: $chestcount to (random: 1,3))
***search*** **G-10**
What would you like to do here?
(if: $7_10chest is 0)[(if: $weaponcount is 0 or 1 or 2 or 3 or 4 or 5)[[[Search for chests->loot $chestcount chests]]](else:)[*you have too many weapons to search for a new one!*]](else:)[*there's no more chests here*]
(set: $7_10chest to 1)
[[drop weapons->weapon take off]]
[[heal->healing]]
[[return->$investpositionY-$investpositionX]](set: $investpositionY to 6)(set: $investpositionX to 9)(set: $chestcount to (random: 1,3))
***search*** **F-9**
What would you like to do here?
(if: $6_9chest is 0)[(if: $weaponcount is 0 or 1 or 2 or 3 or 4 or 5)[[[Search for chests->loot $chestcount chests]]](else:)[*you have too many weapons to search for a new one!*]](else:)[*there's no more chests here*]
(set: $6_9chest to 1)
[[drop weapons->weapon take off]]
[[heal->healing]]
[[return->$investpositionY-$investpositionX]](set: $investpositionY to 8)(set: $investpositionX to 8)(set: $chestcount to (random: 1,3))
***search*** **H-8**
What would you like to do here?
(if: $8_8chest is 0)[(if: $weaponcount is 0 or 1 or 2 or 3 or 4 or 5)[[[Search for chests->loot $chestcount chests]]](else:)[*you have too many weapons to search for a new one!*]](else:)[*there's no more chests here*]
(set: $8_8chest to 1)
[[drop weapons->weapon take off]]
[[heal->healing]]
[[return->$investpositionY-$investpositionX]](set: $investpositionY to 5)(set: $investpositionX to 6)(set: $chestcount to (random: 1,3))
***search*** **E-6**
What would you like to do here?
(if: $5_6chest is 0)[(if: $weaponcount is 0 or 1 or 2 or 3 or 4 or 5)[[[Search for chests->loot $chestcount chests]]](else:)[*you have too many weapons to search for a new one!*]](else:)[*there's no more chests here*]
(set: $5_6chest to 1)
[[drop weapons->weapon take off]]
[[heal->healing]]
[[return->$investpositionY-$investpositionX]](set: $investpositionY to 5)(set: $investpositionX to 5)(set: $chestcount to (random: 1,3))
***search*** **E-5**
What would you like to do here?
(if: $5_5chest is 0)[(if: $weaponcount is 0 or 1 or 2 or 3 or 4 or 5)[[[Search for chests->loot $chestcount chests]]](else:)[*you have too many weapons to search for a new one!*]](else:)[*there's no more chests here*]
(set: $5_5chest to 1)
[[drop weapons->weapon take off]]
[[heal->healing]]
[[return->$investpositionY-$investpositionX]](set: $investpositionY to 9)(set: $investpositionX to 5)(set: $chestcount to (random: 1,3))
***search*** **I-5**
What would you like to do here?
(if: $9_5chest is 0)[(if: $weaponcount is 0 or 1 or 2 or 3 or 4 or 5)[[[Search for chests->loot $chestcount chests]]](else:)[*you have too many weapons to search for a new one!*]](else:)[*there's no more chests here*]
(set: $9_5chest to 1)
[[drop weapons->weapon take off]]
[[heal->healing]]
[[return->$investpositionY-$investpositionX]](set: $investpositionY to 9)(set: $investpositionX to 6)(set: $chestcount to (random: 1,3))
***search*** **I-6**
What would you like to do here?
(if: $9_6chest is 0)[(if: $weaponcount is 0 or 1 or 2 or 3 or 4 or 5)[[[Search for chests->loot $chestcount chests]]](else:)[*you have too many weapons to search for a new one!*]](else:)[*there's no more chests here*]
(set: $9_6chest to 1)
[[drop weapons->weapon take off]]
[[heal->healing]]
[[return->$investpositionY-$investpositionX]](set: $investpositionY to 8)(set: $investpositionX to 7)(set: $chestcount to (random: 1,3))
***search*** **H-7**
What would you like to do here?
(if: $8_7chest is 0)[(if: $weaponcount is 0 or 1 or 2 or 3 or 4 or 5)[[[Search for chests->loot $chestcount chests]]](else:)[*you have too many weapons to search for a new one!*]](else:)[*there's no more chests here*]
(set: $8_7chest to 1)
[[drop weapons->weapon take off]]
[[heal->healing]]
[[return->$investpositionY-$investpositionX]](set: $investpositionY to 9)(set: $investpositionX to 7)(set: $chestcount to (random: 1,3))
***search*** **I-7**
What would you like to do here?
(if: $9_7chest is 0)[(if: $weaponcount is 0 or 1 or 2 or 3 or 4 or 5)[[[Search for chests->loot $chestcount chests]]](else:)[*you have too many weapons to search for a new one!*]](else:)[*there's no more chests here*]
(set: $9_7chest to 1)
[[drop weapons->weapon take off]]
[[heal->healing]]
[[return->$investpositionY-$investpositionX]](set: $investpositionY to 7)(set: $investpositionX to 7)(set: $chestcount to (random: 1,3))
***search*** **G-7**
What would you like to do here?
(if: $7_7chest is 0)[(if: $weaponcount is 0 or 1 or 2 or 3 or 4 or 5)[[[Search for chests->loot $chestcount chests]]](else:)[*you have too many weapons to search for a new one!*]](else:)[*there's no more chests here*]
(set: $7_7chest to 1)
[[drop weapons->weapon take off]]
[[heal->healing]]
[[return->$investpositionY-$investpositionX]](set: $investpositionY to 10)(set: $investpositionX to 6)(set: $chestcount to (random: 1,3))
***search*** **J-6**
What would you like to do here?
(if: $10_6chest is 0)[(if: $weaponcount is 0 or 1 or 2 or 3 or 4 or 5)[[[Search for chests->loot $chestcount chests]]](else:)[*you have too many weapons to search for a new one!*]](else:)[*there's no more chests here*]
(set: $10_6chest to 1)
[[drop weapons->weapon take off]]
[[heal->healing]]
[[return->$investpositionY-$investpositionX]](set: $investpositionY to 10)(set: $investpositionX to 7)(set: $chestcount to (random: 1,3))
***search*** **J-7**
What would you like to do here?
(if: $10_7chest is 0)[(if: $weaponcount is 0 or 1 or 2 or 3 or 4 or 5)[[[Search for chests->loot $chestcount chests]]](else:)[*you have too many weapons to search for a new one!*]](else:)[*there's no more chests here*]
(set: $10_7chest to 1)
[[drop weapons->weapon take off]]
[[heal->healing]]
[[return->$investpositionY-$investpositionX]](set: $investpositionY to 10)(set: $investpositionX to 8)(set: $chestcount to (random: 1,3))
***search*** **J-8**
What would you like to do here?
(if: $10_8chest is 0)[(if: $weaponcount is 0 or 1 or 2 or 3 or 4 or 5)[[[Search for chests->loot $chestcount chests]]](else:)[*you have too many weapons to search for a new one!*]](else:)[*there's no more chests here*]
(set: $10_8chest to 1)
[[drop weapons->weapon take off]]
[[heal->healing]]
[[return->$investpositionY-$investpositionX]](set: $investpositionY to 9)(set: $investpositionX to 9)(set: $chestcount to (random: 1,3))
***search*** **I-9**
What would you like to do here?
(if: $9_9chest is 0)[(if: $weaponcount is 0 or 1 or 2 or 3 or 4 or 5)[[[Search for chests->loot $chestcount chests]]](else:)[*you have too many weapons to search for a new one!*]](else:)[*there's no more chests here*]
(set: $9_9chest to 1)
[[drop weapons->weapon take off]]
[[heal->healing]]
[[return->$investpositionY-$investpositionX]](set: $investpositionY to 8)(set: $investpositionX to 9)(set: $chestcount to (random: 1,3))
***search*** **H-9**
What would you like to do here?
(if: $8_9chest is 0)[(if: $weaponcount is 0 or 1 or 2 or 3 or 4 or 5)[[[Search for chests->loot $chestcount chests]]](else:)[*you have too many weapons to search for a new one!*]](else:)[*there's no more chests here*]
(set: $8_9chest to 1)
[[drop weapons->weapon take off]]
[[heal->healing]]
[[return->$investpositionY-$investpositionX]](set: $investpositionY to 7)(set: $investpositionX to 9)(set: $chestcount to (random: 1,3))
***search*** **G-9**
What would you like to do here?
(if: $7_9chest is 0)[(if: $weaponcount is 0 or 1 or 2 or 3 or 4 or 5)[[[Search for chests->loot $chestcount chests]]](else:)[*you have too many weapons to search for a new one!*]](else:)[*there's no more chests here*]
(set: $7_9chest to 1)
[[drop weapons->weapon take off]]
[[heal->healing]]
[[return->$investpositionY-$investpositionX]](set: $investpositionY to 10)(set: $investpositionX to 3)(set: $chestcount to (random: 1,3))
***search*** **J-3**
What would you like to do here?
(if: $10_3chest is 0)[(if: $weaponcount is 0 or 1 or 2 or 3 or 4 or 5)[[[Search for chests->loot $chestcount chests]]](else:)[*you have too many weapons to search for a new one!*]](else:)[*there's no more chests here*]
(set: $10_3chest to 1)
[[drop weapons->weapon take off]]
[[heal->healing]]
[[return->$investpositionY-$investpositionX]]there's **one** chest here
OPEN 1(click-replace: "OPEN 1")[(set: $weaponrare to (random: 1,26))you recieved a "(if: $weaponrare is 1 or 2 or 3 or 4 or 5 or 6 or 7 or 8 or 9 or 10)[(color: #B2B2B2)[common]](if: $weaponrare is 11 or 12 or 13 or 14 or 15 or 16 or 17)[(color: #07CE01)[uncommon]](if: $weaponrare is 18 or 19 or 20 or 21 or 22)[(color: #1850E8)[rare]](if: $weaponrare is 23 or 24 or 25)[(color: #A000D7)[epic]](if: $weaponrare is 26)[(color: #FFE01D)[legendary]] (if: $weaponrare is 1 or 2 or 3 or 4 or 5 or 6 or 7 or 8 or 9 or 10)[(set: $commonrare to (random: 1,5))(if: $commonrare is 1)[pistol (23)(set: $1pistol += 1)(set: $damagecount += 23)(set: $weaponcount += 1)](if: $commonrare is 2)[Sub Machine Gun (17)(set: $1SMG += 1)(set: $damagecount += 17)(set: $weaponcount += 1)](if: $commonrare is 3)[Assault Rifle (30)(set: $1assaultrifle += 1)(set: $damagecount += 30)(set: $weaponcount += 1)](if: $commonrare is 4)[burst assault rifle (27)(set: $1burstAR += 1)(set: $weaponcount += 1)](if: $commonrare is 5)[tactical shotgun (67)(set: $1tacshotgun += 1)(set: $damagecount += 67)(set: $weaponcount += 1)]](if: $weaponrare is 11 or 12 or 13 or 14 or 15 or 16 or 17)[(set: $uncommonrare to (random: 1,8))(if: $uncommonrare is 1)[pistol (24)(set: $2pistol += 1)(set: $damagecount += 24)(set: $weaponcount += 1)](if: $uncommonrare is 2)[six shooter (34)(set: $2sixshooter += 1)(set: $damagecount += 34)(set: $weaponcount += 1)](if: $uncommonrare is 3)[Sub Machine Gun (18)(set: $2SMG += 1)(set: $damagecount += 18)(set: $weaponcount += 1)](if: $uncommonrare is 4)[assault rifle (31)(set: $2assaultrifle += 1)(set: $damagecount += 31)(set: $weaponcount += 1)](if: $uncommonrare is 5)[burst assault rifle (29)(set: $2burstAR += 1)(set: $damagecount += 29)(set: $weaponcount += 1)](if: $uncommonrare is 6)[pump shotgun (80)(set: $2pumpshotgun += 1)(set: $damagecount += 80)(set: $weaponcount += 1)](if: $uncommonrare is 7)[tactical shotgun (70)(set: $2tacshotgun += 1)(set: $damagecount += 70)(set: $weaponcount += 1)](if: $uncommonrare is 8)[hunting rifle (86)(set: $2huntingrifle += 1)(set: $damagecount += 86)(set: $weaponcount += 1)]](if: $weaponrare is 18 or 19 or 20 or 21 or 22)[(set: $rarerare to (random: 1,12))(if: $rarerare is 1)[six shooter (36)(set: $3sixshooter += 1)(set: $damagecount += 36)(set: $weaponcount += 1)](if: $rarerare is 2)[supressed pistol (26)(set: $3supressedpistol += 1)(set: $damagecount += 26)(set: $weaponcount += 1)](if: $rarerare is 3)[Sub Machine Gun (19)(set: $3SMG += 1)(set: $damagecount += 19)(set: $weaponcount += 1)](if: $rarerare is 4)[assault rifle (33)(set: $3assaultrufle += 1)(set: $damagecount += 33)(set: $weaponcount += 1)](if: $rarerare is 5)[burst assault rifle (30)(set: $3burstAR += 1)(set: $damagecount += 30)(set: $weaponcount += 1)](if: $rarerare is 6)[scoped assault rifle (23)(set: $3scopedAR += 1)(set: $damagecount += 23)(set: $weaponcount += 1)](if: $rarerare is 7)[heavy assault rifle (44)(set: $3heavyAR += 1)(set: $damagecount += 44)(set: $weaponcount += 1)](if: $rarerare is 8)[pump shotgun (85)(set: $3pumpshotgun += 1)(set: $damagecount += 85)(set: $weaponcount += 1)](if: $rarerare is 9)[tactical shotgun (74)(set: $3tacshotgun += 1)(set: $damagecount += 74)(set: $weaponcount += 1)](if: $rarerare is 10)[bolt-action sniper rifle (105)(set: $3boltsniper += 1)(set: $damagecount += 105)(set: $weaponcount += 1)](if: $rarerare is 11)[hunting rifle (90)(set: $3huntingrifle += 1)(set: $damagecount += 90)(set: $weaponcount += 1)](if: $rarerare is 12)[grenade launcher (100)(set: $3grenadelauncher += 1)(set: $damagecount += 100)(set: $weaponcount += 1)]](if: $weaponrare is 23 or 24 or 25)[(set: $epicrare to (random: 1,18))(if: $epicrare is 1)[six shooter (38)(set: $4sixshooter += 1)(set: $damagecount += 38)(set: $weaponcount += 1)](if: $epicrare is 2)[supressed pistol (28)(set: $4supressedpistol += 1)(set: $damagecount += 28)(set: $weaponcount += 1)](if: $epicrare is 3)[hand cannon (75)(set: $4handcannon += 1)(set: $damagecount += 75)(set: $weaponcount += 1)](if: $epicrare is 4)[compact SMG (20)(set: $4compactSMG += 1)(set: $damagecount += 20)(set: $weaponcount += 1)](if: $epicrare is 5)[minigun (18)(set: $4minigun += 1)(set: $damagecount += 18)(set: $weaponcount += 1)](if: $epicrare is 6)[assault rifle (35)(set: $4assaultrifle += 1)(set: $damagecount += 35)(set: $weaponcount += 1)](if: $epicrare is 7)[burst assault rifle (32)(set: $4burstAR += 1)(set: $damagecount += 32)(set: $weaponcount += 1)](if: $epicrare is 8)[scoped assault rifle (24)(set: $4scopedAR += 1)(set: $damagecount += 24)(set: $weaponcount += 1)](if: $epicrare is 9)[heavy assault rifle (46)(set: $4heavyAR += 1)(set: $damagecount += 46)(set: $weaponcount += 1)](if: $epicrare is 10)[supressed assault rifle (32)(set: $4supressedAR += 1)(set: $damagecount += 32)(set: $weaponcount += 1)](if: $epicrare is 11)[thermal scoped assault rifle (36)(set: $4thermalscopedAR += 1)(set: $damagecount += 36)(set: $weaponcount += 1)](if: $epicrare is 12)[double barrel shotgun (114)(set: $4doubleshotgun += 1)(set: $damagecount += 114)(set: $weaponcount += 1)](if: $epicrare is 13)[heavy shotgun (74)(set: $4heavyshotgun += 1)(set: $damagecount += 74)(set: $weaponcount += 1)](if: $epicrare is 14)[heavy sniper rifle (150)(set: $4heavysniper += 1)(set: $damagecount += 150)(set: $weaponcount += 1)](if: $epicrare is 15)[bolt-action sniper rifle (110)(set: $4boltsniper += 1)(set: $damagecount += 110)(set: $weaponcount += 1)](if: $epicrare is 16)[rocket launcher (116)(set: $4rocketlauncher += 1)(set: $damagecount += 116)(set: $weaponcount += 1)](if: $epicrare is 17)[grenade launcher (105)(set: $4grenadelauncher += 1)(set: $damagecount += 105)(set: $weaponcount += 1)](if: $epicrare is 18)[quad-launcher (80)(set: $4quadlauncher += 1)(set: $damagecount += 80)(set: $weaponcount += 1)]](if: $weaponrare is 26)[(set: $legendaryrare to (random: 1,14))(if: $legendaryrare is 1)[hand cannon (78)(set: $5handcannon += 1)(set: $damagecount += 78)(set: $weaponcount += 1)](if: $legendaryrare is 2)[compact SMG (21)(set: $5compactSMG += 1)(set: $damagecount += 21)(set: $weaponcount += 1)](if: $legendaryrare is 3)[minigun (19)(set: $5minigun += 1)(set: $damagecount += 19)(set: $weaponcount += 1)](if: $legendaryrare is 4)[assault rifle (36)(set: $5assaultrifle += 1)(set: $damagecount += 36)(set: $weaponcount += 1)](if: $legendaryrare is 5)[burst assault rifle (33)(set: $5burstAR += 1)(set: $damagecount += 33)(set: $weaponcount += 1)](if: $legendaryrare is 6)[heavy assualt rifle (48)(set: $5heavyAR += 1)(set: $damagecount += 48)(set: $weaponcount += 1)](if: $legendaryrare is 7)[supressed assault rifle (33)(set: $5supressedAR += 1)(set: $damagecount += 33)(set: $weaponcount += 1)](if: $legendaryrare is 8)[thermal scoped assault rifle (37)(set: $5thermalscopedAR += 1)(set: $damagecount += 37)(set: $weaponcount += 1)](if: $legendaryrare is 9)[double barrel shotgun (120)(set: $5doubleshotgun += 1)(set: $damagecount += 120)(set: $weaponcount += 1)](if: $legendaryrare is 10)[heavy shotgun (77)(set: $5heavyshotgun += 1)(set: $damagecount += 77)(set: $weaponcount += 1)](if: $legendaryrare is 11)[heavy sniper rifle (157)(set: $5heavysniper += 1)(set: $damagecount += 157)(set: $weaponcount += 1)](if: $legendaryrare is 12)[rocket launcher (121)(set: $5rocketlauncher += 1)(set: $damagecount += 121)(set: $weaponcount += 1)](if: $legendaryrare is 13)[grenade launcher (110)(set: $5grenadelauncher += 1)(set: $damagecount += 110)(set: $weaponcount += 1)](if: $legendaryrare is 14)[quad-launcher (84)(set: $5quadlauncher += 1)(set: $damagecount += 84)(set: $weaponcount += 1)]]"
(set: $healthchance to (random: 1,20))(if: $healthchance is 1 or 2 or 3)[you also found a bandage!(set: $bandage += 1)](if: $healthchance is 4 or 5)[you also found 2 bandages!(set: $bandage += 2)](if: $healthchance is 6)[you also found a medkit! this will come in handy(set: $medkit += 1)(if: $healthchance is 7 or 8 or 9 or 10 or 11 or 12 or 13 or 14 or 15 or 16 or 17 or 18 or 19 or 20)[...]]]
your power is "click to reveal"(click-replace: "click to reveal")[$damagecount]
[[go back->invest $investpositionY-$investpositionX]]there are **two** chests
OPEN 1(click-replace: "OPEN 1")[(set: $weaponrare to (random: 1,26))you recieved a "(if: $weaponrare is 1 or 2 or 3 or 4 or 5 or 6 or 7 or 8 or 9 or 10)[(color: #B2B2B2)[common]](if: $weaponrare is 11 or 12 or 13 or 14 or 15 or 16 or 17)[(color: #07CE01)[uncommon]](if: $weaponrare is 18 or 19 or 20 or 21 or 22)[(color: #1850E8)[rare]](if: $weaponrare is 23 or 24 or 25)[(color: #A000D7)[epic]](if: $weaponrare is 26)[(color: #FFE01D)[legendary]] (if: $weaponrare is 1 or 2 or 3 or 4 or 5 or 6 or 7 or 8 or 9 or 10)[(set: $commonrare to (random: 1,5))(if: $commonrare is 1)[pistol (23)(set: $1pistol += 1)(set: $damagecount += 23)(set: $weaponcount += 1)](if: $commonrare is 2)[Sub Machine Gun (17)(set: $1SMG += 1)(set: $damagecount += 17)(set: $weaponcount += 1)](if: $commonrare is 3)[Assault Rifle (30)(set: $1assaultrifle += 1)(set: $damagecount += 30)(set: $weaponcount += 1)](if: $commonrare is 4)[burst assault rifle (27)(set: $1burstAR += 1)(set: $weaponcount += 1)](if: $commonrare is 5)[tactical shotgun (67)(set: $1tacshotgun += 1)(set: $damagecount += 67)(set: $weaponcount += 1)]](if: $weaponrare is 11 or 12 or 13 or 14 or 15 or 16 or 17)[(set: $uncommonrare to (random: 1,8))(if: $uncommonrare is 1)[pistol (24)(set: $2pistol += 1)(set: $damagecount += 24)(set: $weaponcount += 1)](if: $uncommonrare is 2)[six shooter (34)(set: $2sixshooter += 1)(set: $damagecount += 34)(set: $weaponcount += 1)](if: $uncommonrare is 3)[Sub Machine Gun (18)(set: $2SMG += 1)(set: $damagecount += 18)(set: $weaponcount += 1)](if: $uncommonrare is 4)[assault rifle (31)(set: $2assaultrifle += 1)(set: $damagecount += 31)(set: $weaponcount += 1)](if: $uncommonrare is 5)[burst assault rifle (29)(set: $2burstAR += 1)(set: $damagecount += 29)(set: $weaponcount += 1)](if: $uncommonrare is 6)[pump shotgun (80)(set: $2pumpshotgun += 1)(set: $damagecount += 80)(set: $weaponcount += 1)](if: $uncommonrare is 7)[tactical shotgun (70)(set: $2tacshotgun += 1)(set: $damagecount += 70)(set: $weaponcount += 1)](if: $uncommonrare is 8)[hunting rifle (86)(set: $2huntingrifle += 1)(set: $damagecount += 86)(set: $weaponcount += 1)]](if: $weaponrare is 18 or 19 or 20 or 21 or 22)[(set: $rarerare to (random: 1,12))(if: $rarerare is 1)[six shooter (36)(set: $3sixshooter += 1)(set: $damagecount += 36)(set: $weaponcount += 1)](if: $rarerare is 2)[supressed pistol (26)(set: $3supressedpistol += 1)(set: $damagecount += 26)(set: $weaponcount += 1)](if: $rarerare is 3)[Sub Machine Gun (19)(set: $3SMG += 1)(set: $damagecount += 19)(set: $weaponcount += 1)](if: $rarerare is 4)[assault rifle (33)(set: $3assaultrufle += 1)(set: $damagecount += 33)(set: $weaponcount += 1)](if: $rarerare is 5)[burst assault rifle (30)(set: $3burstAR += 1)(set: $damagecount += 30)(set: $weaponcount += 1)](if: $rarerare is 6)[scoped assault rifle (23)(set: $3scopedAR += 1)(set: $damagecount += 23)(set: $weaponcount += 1)](if: $rarerare is 7)[heavy assault rifle (44)(set: $3heavyAR += 1)(set: $damagecount += 44)(set: $weaponcount += 1)](if: $rarerare is 8)[pump shotgun (85)(set: $3pumpshotgun += 1)(set: $damagecount += 85)(set: $weaponcount += 1)](if: $rarerare is 9)[tactical shotgun (74)(set: $3tacshotgun += 1)(set: $damagecount += 74)(set: $weaponcount += 1)](if: $rarerare is 10)[bolt-action sniper rifle (105)(set: $3boltsniper += 1)(set: $damagecount += 105)(set: $weaponcount += 1)](if: $rarerare is 11)[hunting rifle (90)(set: $3huntingrifle += 1)(set: $damagecount += 90)(set: $weaponcount += 1)](if: $rarerare is 12)[grenade launcher (100)(set: $3grenadelauncher += 1)(set: $damagecount += 100)(set: $weaponcount += 1)]](if: $weaponrare is 23 or 24 or 25)[(set: $epicrare to (random: 1,18))(if: $epicrare is 1)[six shooter (38)(set: $4sixshooter += 1)(set: $damagecount += 38)(set: $weaponcount += 1)](if: $epicrare is 2)[supressed pistol (28)(set: $4supressedpistol += 1)(set: $damagecount += 28)(set: $weaponcount += 1)](if: $epicrare is 3)[hand cannon (75)(set: $4handcannon += 1)(set: $damagecount += 75)(set: $weaponcount += 1)](if: $epicrare is 4)[compact SMG (20)(set: $4compactSMG += 1)(set: $damagecount += 20)(set: $weaponcount += 1)](if: $epicrare is 5)[minigun (18)(set: $4minigun += 1)(set: $damagecount += 18)(set: $weaponcount += 1)](if: $epicrare is 6)[assault rifle (35)(set: $4assaultrifle += 1)(set: $damagecount += 35)(set: $weaponcount += 1)](if: $epicrare is 7)[burst assault rifle (32)(set: $4burstAR += 1)(set: $damagecount += 32)(set: $weaponcount += 1)](if: $epicrare is 8)[scoped assault rifle (24)(set: $4scopedAR += 1)(set: $damagecount += 24)(set: $weaponcount += 1)](if: $epicrare is 9)[heavy assault rifle (46)(set: $4heavyAR += 1)(set: $damagecount += 46)(set: $weaponcount += 1)](if: $epicrare is 10)[supressed assault rifle (32)(set: $4supressedAR += 1)(set: $damagecount += 32)(set: $weaponcount += 1)](if: $epicrare is 11)[thermal scoped assault rifle (36)(set: $4thermalscopedAR += 1)(set: $damagecount += 36)(set: $weaponcount += 1)](if: $epicrare is 12)[double barrel shotgun (114)(set: $4doubleshotgun += 1)(set: $damagecount += 114)(set: $weaponcount += 1)](if: $epicrare is 13)[heavy shotgun (74)(set: $4heavyshotgun += 1)(set: $damagecount += 74)(set: $weaponcount += 1)](if: $epicrare is 14)[heavy sniper rifle (150)(set: $4heavysniper += 1)(set: $damagecount += 150)(set: $weaponcount += 1)](if: $epicrare is 15)[bolt-action sniper rifle (110)(set: $4boltsniper += 1)(set: $damagecount += 110)(set: $weaponcount += 1)](if: $epicrare is 16)[rocket launcher (116)(set: $4rocketlauncher += 1)(set: $damagecount += 116)(set: $weaponcount += 1)](if: $epicrare is 17)[grenade launcher (105)(set: $4grenadelauncher += 1)(set: $damagecount += 105)(set: $weaponcount += 1)](if: $epicrare is 18)[quad-launcher (80)(set: $4quadlauncher += 1)(set: $damagecount += 80)(set: $weaponcount += 1)]](if: $weaponrare is 26)[(set: $legendaryrare to (random: 1,14))(if: $legendaryrare is 1)[hand cannon (78)(set: $5handcannon += 1)(set: $damagecount += 78)(set: $weaponcount += 1)](if: $legendaryrare is 2)[compact SMG (21)(set: $5compactSMG += 1)(set: $damagecount += 21)(set: $weaponcount += 1)](if: $legendaryrare is 3)[minigun (19)(set: $5minigun += 1)(set: $damagecount += 19)(set: $weaponcount += 1)](if: $legendaryrare is 4)[assault rifle (36)(set: $5assaultrifle += 1)(set: $damagecount += 36)(set: $weaponcount += 1)](if: $legendaryrare is 5)[burst assault rifle (33)(set: $5burstAR += 1)(set: $damagecount += 33)(set: $weaponcount += 1)](if: $legendaryrare is 6)[heavy assualt rifle (48)(set: $5heavyAR += 1)(set: $damagecount += 48)(set: $weaponcount += 1)](if: $legendaryrare is 7)[supressed assault rifle (33)(set: $5supressedAR += 1)(set: $damagecount += 33)(set: $weaponcount += 1)](if: $legendaryrare is 8)[thermal scoped assault rifle (37)(set: $5thermalscopedAR += 1)(set: $damagecount += 37)(set: $weaponcount += 1)](if: $legendaryrare is 9)[double barrel shotgun (120)(set: $5doubleshotgun += 1)(set: $damagecount += 120)(set: $weaponcount += 1)](if: $legendaryrare is 10)[heavy shotgun (77)(set: $5heavyshotgun += 1)(set: $damagecount += 77)(set: $weaponcount += 1)](if: $legendaryrare is 11)[heavy sniper rifle (157)(set: $5heavysniper += 1)(set: $damagecount += 157)(set: $weaponcount += 1)](if: $legendaryrare is 12)[rocket launcher (121)(set: $5rocketlauncher += 1)(set: $damagecount += 121)(set: $weaponcount += 1)](if: $legendaryrare is 13)[grenade launcher (110)(set: $5grenadelauncher += 1)(set: $damagecount += 110)(set: $weaponcount += 1)](if: $legendaryrare is 14)[quad-launcher (84)(set: $5quadlauncher += 1)(set: $damagecount += 84)(set: $weaponcount += 1)]]"
(set: $healthchance to (random: 1,20))(if: $healthchance is 1 or 2 or 3)[you also found a bandage!(set: $bandage += 1)](if: $healthchance is 4 or 5)[you also found 2 bandages!(set: $bandage += 2)](if: $healthchance is 6)[you also found a medkit! this will come in handy(set: $medkit += 1)(if: $healthchance is 7 or 8 or 9 or 10 or 11 or 12 or 13 or 14 or 15 or 16 or 17 or 18 or 19 or 20)[...]]]
(if: $weaponcount is 0 or 1 or 2 or 3 or 4)[OPEN 2(click-replace: "OPEN 2")[(set: $weaponrare to (random: 1,26))you recieved a "(if: $weaponrare is 1 or 2 or 3 or 4 or 5 or 6 or 7 or 8 or 9 or 10)[(color: #B2B2B2)[common]](if: $weaponrare is 11 or 12 or 13 or 14 or 15 or 16 or 17)[(color: #07CE01)[uncommon]](if: $weaponrare is 18 or 19 or 20 or 21 or 22)[(color: #1850E8)[rare]](if: $weaponrare is 23 or 24 or 25)[(color: #A000D7)[epic]](if: $weaponrare is 26)[(color: #FFE01D)[legendary]] (if: $weaponrare is 1 or 2 or 3 or 4 or 5 or 6 or 7 or 8 or 9 or 10)[(set: $commonrare to (random: 1,5))(if: $commonrare is 1)[pistol (23)(set: $1pistol += 1)(set: $damagecount += 23)(set: $weaponcount += 1)](if: $commonrare is 2)[Sub Machine Gun (17)(set: $1SMG += 1)(set: $damagecount += 17)(set: $weaponcount += 1)](if: $commonrare is 3)[Assault Rifle (30)(set: $1assaultrifle += 1)(set: $damagecount += 30)(set: $weaponcount += 1)](if: $commonrare is 4)[burst assault rifle (27)(set: $1burstAR += 1)(set: $weaponcount += 1)](if: $commonrare is 5)[tactical shotgun (67)(set: $1tacshotgun += 1)(set: $damagecount += 67)(set: $weaponcount += 1)]](if: $weaponrare is 11 or 12 or 13 or 14 or 15 or 16 or 17)[(set: $uncommonrare to (random: 1,8))(if: $uncommonrare is 1)[pistol (24)(set: $2pistol += 1)(set: $damagecount += 24)(set: $weaponcount += 1)](if: $uncommonrare is 2)[six shooter (34)(set: $2sixshooter += 1)(set: $damagecount += 34)(set: $weaponcount += 1)](if: $uncommonrare is 3)[Sub Machine Gun (18)(set: $2SMG += 1)(set: $damagecount += 18)(set: $weaponcount += 1)](if: $uncommonrare is 4)[assault rifle (31)(set: $2assaultrifle += 1)(set: $damagecount += 31)(set: $weaponcount += 1)](if: $uncommonrare is 5)[burst assault rifle (29)(set: $2burstAR += 1)(set: $damagecount += 29)(set: $weaponcount += 1)](if: $uncommonrare is 6)[pump shotgun (80)(set: $2pumpshotgun += 1)(set: $damagecount += 80)(set: $weaponcount += 1)](if: $uncommonrare is 7)[tactical shotgun (70)(set: $2tacshotgun += 1)(set: $damagecount += 70)(set: $weaponcount += 1)](if: $uncommonrare is 8)[hunting rifle (86)(set: $2huntingrifle += 1)(set: $damagecount += 86)(set: $weaponcount += 1)]](if: $weaponrare is 18 or 19 or 20 or 21 or 22)[(set: $rarerare to (random: 1,12))(if: $rarerare is 1)[six shooter (36)(set: $3sixshooter += 1)(set: $damagecount += 36)(set: $weaponcount += 1)](if: $rarerare is 2)[supressed pistol (26)(set: $3supressedpistol += 1)(set: $damagecount += 26)(set: $weaponcount += 1)](if: $rarerare is 3)[Sub Machine Gun (19)(set: $3SMG += 1)(set: $damagecount += 19)(set: $weaponcount += 1)](if: $rarerare is 4)[assault rifle (33)(set: $3assaultrufle += 1)(set: $damagecount += 33)(set: $weaponcount += 1)](if: $rarerare is 5)[burst assault rifle (30)(set: $3burstAR += 1)(set: $damagecount += 30)(set: $weaponcount += 1)](if: $rarerare is 6)[scoped assault rifle (23)(set: $3scopedAR += 1)(set: $damagecount += 23)(set: $weaponcount += 1)](if: $rarerare is 7)[heavy assault rifle (44)(set: $3heavyAR += 1)(set: $damagecount += 44)(set: $weaponcount += 1)](if: $rarerare is 8)[pump shotgun (85)(set: $3pumpshotgun += 1)(set: $damagecount += 85)(set: $weaponcount += 1)](if: $rarerare is 9)[tactical shotgun (74)(set: $3tacshotgun += 1)(set: $damagecount += 74)(set: $weaponcount += 1)](if: $rarerare is 10)[bolt-action sniper rifle (105)(set: $3boltsniper += 1)(set: $damagecount += 105)(set: $weaponcount += 1)](if: $rarerare is 11)[hunting rifle (90)(set: $3huntingrifle += 1)(set: $damagecount += 90)(set: $weaponcount += 1)](if: $rarerare is 12)[grenade launcher (100)(set: $3grenadelauncher += 1)(set: $damagecount += 100)(set: $weaponcount += 1)]](if: $weaponrare is 23 or 24 or 25)[(set: $epicrare to (random: 1,18))(if: $epicrare is 1)[six shooter (38)(set: $4sixshooter += 1)(set: $damagecount += 38)(set: $weaponcount += 1)](if: $epicrare is 2)[supressed pistol (28)(set: $4supressedpistol += 1)(set: $damagecount += 28)(set: $weaponcount += 1)](if: $epicrare is 3)[hand cannon (75)(set: $4handcannon += 1)(set: $damagecount += 75)(set: $weaponcount += 1)](if: $epicrare is 4)[compact SMG (20)(set: $4compactSMG += 1)(set: $damagecount += 20)(set: $weaponcount += 1)](if: $epicrare is 5)[minigun (18)(set: $4minigun += 1)(set: $damagecount += 18)(set: $weaponcount += 1)](if: $epicrare is 6)[assault rifle (35)(set: $4assaultrifle += 1)(set: $damagecount += 35)(set: $weaponcount += 1)](if: $epicrare is 7)[burst assault rifle (32)(set: $4burstAR += 1)(set: $damagecount += 32)(set: $weaponcount += 1)](if: $epicrare is 8)[scoped assault rifle (24)(set: $4scopedAR += 1)(set: $damagecount += 24)(set: $weaponcount += 1)](if: $epicrare is 9)[heavy assault rifle (46)(set: $4heavyAR += 1)(set: $damagecount += 46)(set: $weaponcount += 1)](if: $epicrare is 10)[supressed assault rifle (32)(set: $4supressedAR += 1)(set: $damagecount += 32)(set: $weaponcount += 1)](if: $epicrare is 11)[thermal scoped assault rifle (36)(set: $4thermalscopedAR += 1)(set: $damagecount += 36)(set: $weaponcount += 1)](if: $epicrare is 12)[double barrel shotgun (114)(set: $4doubleshotgun += 1)(set: $damagecount += 114)(set: $weaponcount += 1)](if: $epicrare is 13)[heavy shotgun (74)(set: $4heavyshotgun += 1)(set: $damagecount += 74)(set: $weaponcount += 1)](if: $epicrare is 14)[heavy sniper rifle (150)(set: $4heavysniper += 1)(set: $damagecount += 150)(set: $weaponcount += 1)](if: $epicrare is 15)[bolt-action sniper rifle (110)(set: $4boltsniper += 1)(set: $damagecount += 110)(set: $weaponcount += 1)](if: $epicrare is 16)[rocket launcher (116)(set: $4rocketlauncher += 1)(set: $damagecount += 116)(set: $weaponcount += 1)](if: $epicrare is 17)[grenade launcher (105)(set: $4grenadelauncher += 1)(set: $damagecount += 105)(set: $weaponcount += 1)](if: $epicrare is 18)[quad-launcher (80)(set: $4quadlauncher += 1)(set: $damagecount += 80)(set: $weaponcount += 1)]](if: $weaponrare is 26)[(set: $legendaryrare to (random: 1,14))(if: $legendaryrare is 1)[hand cannon (78)(set: $5handcannon += 1)(set: $damagecount += 78)(set: $weaponcount += 1)](if: $legendaryrare is 2)[compact SMG (21)(set: $5compactSMG += 1)(set: $damagecount += 21)(set: $weaponcount += 1)](if: $legendaryrare is 3)[minigun (19)(set: $5minigun += 1)(set: $damagecount += 19)(set: $weaponcount += 1)](if: $legendaryrare is 4)[assault rifle (36)(set: $5assaultrifle += 1)(set: $damagecount += 36)(set: $weaponcount += 1)](if: $legendaryrare is 5)[burst assault rifle (33)(set: $5burstAR += 1)(set: $damagecount += 33)(set: $weaponcount += 1)](if: $legendaryrare is 6)[heavy assualt rifle (48)(set: $5heavyAR += 1)(set: $damagecount += 48)(set: $weaponcount += 1)](if: $legendaryrare is 7)[supressed assault rifle (33)(set: $5supressedAR += 1)(set: $damagecount += 33)(set: $weaponcount += 1)](if: $legendaryrare is 8)[thermal scoped assault rifle (37)(set: $5thermalscopedAR += 1)(set: $damagecount += 37)(set: $weaponcount += 1)](if: $legendaryrare is 9)[double barrel shotgun (120)(set: $5doubleshotgun += 1)(set: $damagecount += 120)(set: $weaponcount += 1)](if: $legendaryrare is 10)[heavy shotgun (77)(set: $5heavyshotgun += 1)(set: $damagecount += 77)(set: $weaponcount += 1)](if: $legendaryrare is 11)[heavy sniper rifle (157)(set: $5heavysniper += 1)(set: $damagecount += 157)(set: $weaponcount += 1)](if: $legendaryrare is 12)[rocket launcher (121)(set: $5rocketlauncher += 1)(set: $damagecount += 121)(set: $weaponcount += 1)](if: $legendaryrare is 13)[grenade launcher (110)(set: $5grenadelauncher += 1)(set: $damagecount += 110)(set: $weaponcount += 1)](if: $legendaryrare is 14)[quad-launcher (84)(set: $5quadlauncher += 1)(set: $damagecount += 84)(set: $weaponcount += 1)]]"
(set: $healthchance to (random: 1,20))(if: $healthchance is 1 or 2 or 3)[you also found a bandage!(set: $bandage += 1)](if: $healthchance is 4 or 5)[you also found 2 bandages!(set: $bandage += 2)](if: $healthchance is 6)[you also found a medkit! this will come in handy(set: $medkit += 1)(if: $healthchance is 7 or 8 or 9 or 10 or 11 or 12 or 13 or 14 or 15 or 16 or 17 or 18 or 19 or 20)[...]]]](if: $weaponcount is 5)[(color: #C80202)[*you got too many weapons for anymore chests*]]
your power is "click to reveal"(click-replace: "click to reveal")[$damagecount]
[[go back->invest $investpositionY-$investpositionX]]there are **three** chests
OPEN 1(click-replace: "OPEN 1")[(set: $weaponrare to (random: 1,26))you recieved a "(if: $weaponrare is 1 or 2 or 3 or 4 or 5 or 6 or 7 or 8 or 9 or 10)[(color: #B2B2B2)[common]](if: $weaponrare is 11 or 12 or 13 or 14 or 15 or 16 or 17)[(color: #07CE01)[uncommon]](if: $weaponrare is 18 or 19 or 20 or 21 or 22)[(color: #1850E8)[rare]](if: $weaponrare is 23 or 24 or 25)[(color: #A000D7)[epic]](if: $weaponrare is 26)[(color: #FFE01D)[legendary]] (if: $weaponrare is 1 or 2 or 3 or 4 or 5 or 6 or 7 or 8 or 9 or 10)[(set: $commonrare to (random: 1,5))(if: $commonrare is 1)[pistol (23)(set: $1pistol += 1)(set: $damagecount += 23)(set: $weaponcount += 1)](if: $commonrare is 2)[Sub Machine Gun (17)(set: $1SMG += 1)(set: $damagecount += 17)(set: $weaponcount += 1)](if: $commonrare is 3)[Assault Rifle (30)(set: $1assaultrifle += 1)(set: $damagecount += 30)(set: $weaponcount += 1)](if: $commonrare is 4)[burst assault rifle (27)(set: $1burstAR += 1)(set: $weaponcount += 1)](if: $commonrare is 5)[tactical shotgun (67)(set: $1tacshotgun += 1)(set: $damagecount += 67)(set: $weaponcount += 1)]](if: $weaponrare is 11 or 12 or 13 or 14 or 15 or 16 or 17)[(set: $uncommonrare to (random: 1,8))(if: $uncommonrare is 1)[pistol (24)(set: $2pistol += 1)(set: $damagecount += 24)(set: $weaponcount += 1)](if: $uncommonrare is 2)[six shooter (34)(set: $2sixshooter += 1)(set: $damagecount += 34)(set: $weaponcount += 1)](if: $uncommonrare is 3)[Sub Machine Gun (18)(set: $2SMG += 1)(set: $damagecount += 18)(set: $weaponcount += 1)](if: $uncommonrare is 4)[assault rifle (31)(set: $2assaultrifle += 1)(set: $damagecount += 31)(set: $weaponcount += 1)](if: $uncommonrare is 5)[burst assault rifle (29)(set: $2burstAR += 1)(set: $damagecount += 29)(set: $weaponcount += 1)](if: $uncommonrare is 6)[pump shotgun (80)(set: $2pumpshotgun += 1)(set: $damagecount += 80)(set: $weaponcount += 1)](if: $uncommonrare is 7)[tactical shotgun (70)(set: $2tacshotgun += 1)(set: $damagecount += 70)(set: $weaponcount += 1)](if: $uncommonrare is 8)[hunting rifle (86)(set: $2huntingrifle += 1)(set: $damagecount += 86)(set: $weaponcount += 1)]](if: $weaponrare is 18 or 19 or 20 or 21 or 22)[(set: $rarerare to (random: 1,12))(if: $rarerare is 1)[six shooter (36)(set: $3sixshooter += 1)(set: $damagecount += 36)(set: $weaponcount += 1)](if: $rarerare is 2)[supressed pistol (26)(set: $3supressedpistol += 1)(set: $damagecount += 26)(set: $weaponcount += 1)](if: $rarerare is 3)[Sub Machine Gun (19)(set: $3SMG += 1)(set: $damagecount += 19)(set: $weaponcount += 1)](if: $rarerare is 4)[assault rifle (33)(set: $3assaultrufle += 1)(set: $damagecount += 33)(set: $weaponcount += 1)](if: $rarerare is 5)[burst assault rifle (30)(set: $3burstAR += 1)(set: $damagecount += 30)(set: $weaponcount += 1)](if: $rarerare is 6)[scoped assault rifle (23)(set: $3scopedAR += 1)(set: $damagecount += 23)(set: $weaponcount += 1)](if: $rarerare is 7)[heavy assault rifle (44)(set: $3heavyAR += 1)(set: $damagecount += 44)(set: $weaponcount += 1)](if: $rarerare is 8)[pump shotgun (85)(set: $3pumpshotgun += 1)(set: $damagecount += 85)(set: $weaponcount += 1)](if: $rarerare is 9)[tactical shotgun (74)(set: $3tacshotgun += 1)(set: $damagecount += 74)(set: $weaponcount += 1)](if: $rarerare is 10)[bolt-action sniper rifle (105)(set: $3boltsniper += 1)(set: $damagecount += 105)(set: $weaponcount += 1)](if: $rarerare is 11)[hunting rifle (90)(set: $3huntingrifle += 1)(set: $damagecount += 90)(set: $weaponcount += 1)](if: $rarerare is 12)[grenade launcher (100)(set: $3grenadelauncher += 1)(set: $damagecount += 100)(set: $weaponcount += 1)]](if: $weaponrare is 23 or 24 or 25)[(set: $epicrare to (random: 1,18))(if: $epicrare is 1)[six shooter (38)(set: $4sixshooter += 1)(set: $damagecount += 38)(set: $weaponcount += 1)](if: $epicrare is 2)[supressed pistol (28)(set: $4supressedpistol += 1)(set: $damagecount += 28)(set: $weaponcount += 1)](if: $epicrare is 3)[hand cannon (75)(set: $4handcannon += 1)(set: $damagecount += 75)(set: $weaponcount += 1)](if: $epicrare is 4)[compact SMG (20)(set: $4compactSMG += 1)(set: $damagecount += 20)(set: $weaponcount += 1)](if: $epicrare is 5)[minigun (18)(set: $4minigun += 1)(set: $damagecount += 18)(set: $weaponcount += 1)](if: $epicrare is 6)[assault rifle (35)(set: $4assaultrifle += 1)(set: $damagecount += 35)(set: $weaponcount += 1)](if: $epicrare is 7)[burst assault rifle (32)(set: $4burstAR += 1)(set: $damagecount += 32)(set: $weaponcount += 1)](if: $epicrare is 8)[scoped assault rifle (24)(set: $4scopedAR += 1)(set: $damagecount += 24)(set: $weaponcount += 1)](if: $epicrare is 9)[heavy assault rifle (46)(set: $4heavyAR += 1)(set: $damagecount += 46)(set: $weaponcount += 1)](if: $epicrare is 10)[supressed assault rifle (32)(set: $4supressedAR += 1)(set: $damagecount += 32)(set: $weaponcount += 1)](if: $epicrare is 11)[thermal scoped assault rifle (36)(set: $4thermalscopedAR += 1)(set: $damagecount += 36)(set: $weaponcount += 1)](if: $epicrare is 12)[double barrel shotgun (114)(set: $4doubleshotgun += 1)(set: $damagecount += 114)(set: $weaponcount += 1)](if: $epicrare is 13)[heavy shotgun (74)(set: $4heavyshotgun += 1)(set: $damagecount += 74)(set: $weaponcount += 1)](if: $epicrare is 14)[heavy sniper rifle (150)(set: $4heavysniper += 1)(set: $damagecount += 150)(set: $weaponcount += 1)](if: $epicrare is 15)[bolt-action sniper rifle (110)(set: $4boltsniper += 1)(set: $damagecount += 110)(set: $weaponcount += 1)](if: $epicrare is 16)[rocket launcher (116)(set: $4rocketlauncher += 1)(set: $damagecount += 116)(set: $weaponcount += 1)](if: $epicrare is 17)[grenade launcher (105)(set: $4grenadelauncher += 1)(set: $damagecount += 105)(set: $weaponcount += 1)](if: $epicrare is 18)[quad-launcher (80)(set: $4quadlauncher += 1)(set: $damagecount += 80)(set: $weaponcount += 1)]](if: $weaponrare is 26)[(set: $legendaryrare to (random: 1,14))(if: $legendaryrare is 1)[hand cannon (78)(set: $5handcannon += 1)(set: $damagecount += 78)(set: $weaponcount += 1)](if: $legendaryrare is 2)[compact SMG (21)(set: $5compactSMG += 1)(set: $damagecount += 21)(set: $weaponcount += 1)](if: $legendaryrare is 3)[minigun (19)(set: $5minigun += 1)(set: $damagecount += 19)(set: $weaponcount += 1)](if: $legendaryrare is 4)[assault rifle (36)(set: $5assaultrifle += 1)(set: $damagecount += 36)(set: $weaponcount += 1)](if: $legendaryrare is 5)[burst assault rifle (33)(set: $5burstAR += 1)(set: $damagecount += 33)(set: $weaponcount += 1)](if: $legendaryrare is 6)[heavy assualt rifle (48)(set: $5heavyAR += 1)(set: $damagecount += 48)(set: $weaponcount += 1)](if: $legendaryrare is 7)[supressed assault rifle (33)(set: $5supressedAR += 1)(set: $damagecount += 33)(set: $weaponcount += 1)](if: $legendaryrare is 8)[thermal scoped assault rifle (37)(set: $5thermalscopedAR += 1)(set: $damagecount += 37)(set: $weaponcount += 1)](if: $legendaryrare is 9)[double barrel shotgun (120)(set: $5doubleshotgun += 1)(set: $damagecount += 120)(set: $weaponcount += 1)](if: $legendaryrare is 10)[heavy shotgun (77)(set: $5heavyshotgun += 1)(set: $damagecount += 77)(set: $weaponcount += 1)](if: $legendaryrare is 11)[heavy sniper rifle (157)(set: $5heavysniper += 1)(set: $damagecount += 157)(set: $weaponcount += 1)](if: $legendaryrare is 12)[rocket launcher (121)(set: $5rocketlauncher += 1)(set: $damagecount += 121)(set: $weaponcount += 1)](if: $legendaryrare is 13)[grenade launcher (110)(set: $5grenadelauncher += 1)(set: $damagecount += 110)(set: $weaponcount += 1)](if: $legendaryrare is 14)[quad-launcher (84)(set: $5quadlauncher += 1)(set: $damagecount += 84)(set: $weaponcount += 1)]]"
(set: $healthchance to (random: 1,20))(if: $healthchance is 1 or 2 or 3)[you also found a bandage!(set: $bandage += 1)](if: $healthchance is 4 or 5)[you also found 2 bandages!(set: $bandage += 2)](if: $healthchance is 6)[you also found a medkit! this will come in handy(set: $medkit += 1)(if: $healthchance is 7 or 8 or 9 or 10 or 11 or 12 or 13 or 14 or 15 or 16 or 17 or 18 or 19 or 20)[...]]]
(if: $weaponcount is 0 or 1 or 2 or 3 or 4)[OPEN 2(click-replace: "OPEN 2")[(set: $weaponrare to (random: 1,26))you recieved a "(if: $weaponrare is 1 or 2 or 3 or 4 or 5 or 6 or 7 or 8 or 9 or 10)[(color: #B2B2B2)[common]](if: $weaponrare is 11 or 12 or 13 or 14 or 15 or 16 or 17)[(color: #07CE01)[uncommon]](if: $weaponrare is 18 or 19 or 20 or 21 or 22)[(color: #1850E8)[rare]](if: $weaponrare is 23 or 24 or 25)[(color: #A000D7)[epic]](if: $weaponrare is 26)[(color: #FFE01D)[legendary]] (if: $weaponrare is 1 or 2 or 3 or 4 or 5 or 6 or 7 or 8 or 9 or 10)[(set: $commonrare to (random: 1,5))(if: $commonrare is 1)[pistol (23)(set: $1pistol += 1)(set: $damagecount += 23)(set: $weaponcount += 1)](if: $commonrare is 2)[Sub Machine Gun (17)(set: $1SMG += 1)(set: $damagecount += 17)(set: $weaponcount += 1)](if: $commonrare is 3)[Assault Rifle (30)(set: $1assaultrifle += 1)(set: $damagecount += 30)(set: $weaponcount += 1)](if: $commonrare is 4)[burst assault rifle (27)(set: $1burstAR += 1)(set: $weaponcount += 1)](if: $commonrare is 5)[tactical shotgun (67)(set: $1tacshotgun += 1)(set: $damagecount += 67)(set: $weaponcount += 1)]](if: $weaponrare is 11 or 12 or 13 or 14 or 15 or 16 or 17)[(set: $uncommonrare to (random: 1,8))(if: $uncommonrare is 1)[pistol (24)(set: $2pistol += 1)(set: $damagecount += 24)(set: $weaponcount += 1)](if: $uncommonrare is 2)[six shooter (34)(set: $2sixshooter += 1)(set: $damagecount += 34)(set: $weaponcount += 1)](if: $uncommonrare is 3)[Sub Machine Gun (18)(set: $2SMG += 1)(set: $damagecount += 18)(set: $weaponcount += 1)](if: $uncommonrare is 4)[assault rifle (31)(set: $2assaultrifle += 1)(set: $damagecount += 31)(set: $weaponcount += 1)](if: $uncommonrare is 5)[burst assault rifle (29)(set: $2burstAR += 1)(set: $damagecount += 29)(set: $weaponcount += 1)](if: $uncommonrare is 6)[pump shotgun (80)(set: $2pumpshotgun += 1)(set: $damagecount += 80)(set: $weaponcount += 1)](if: $uncommonrare is 7)[tactical shotgun (70)(set: $2tacshotgun += 1)(set: $damagecount += 70)(set: $weaponcount += 1)](if: $uncommonrare is 8)[hunting rifle (86)(set: $2huntingrifle += 1)(set: $damagecount += 86)(set: $weaponcount += 1)]](if: $weaponrare is 18 or 19 or 20 or 21 or 22)[(set: $rarerare to (random: 1,12))(if: $rarerare is 1)[six shooter (36)(set: $3sixshooter += 1)(set: $damagecount += 36)(set: $weaponcount += 1)](if: $rarerare is 2)[supressed pistol (26)(set: $3supressedpistol += 1)(set: $damagecount += 26)(set: $weaponcount += 1)](if: $rarerare is 3)[Sub Machine Gun (19)(set: $3SMG += 1)(set: $damagecount += 19)(set: $weaponcount += 1)](if: $rarerare is 4)[assault rifle (33)(set: $3assaultrufle += 1)(set: $damagecount += 33)(set: $weaponcount += 1)](if: $rarerare is 5)[burst assault rifle (30)(set: $3burstAR += 1)(set: $damagecount += 30)(set: $weaponcount += 1)](if: $rarerare is 6)[scoped assault rifle (23)(set: $3scopedAR += 1)(set: $damagecount += 23)(set: $weaponcount += 1)](if: $rarerare is 7)[heavy assault rifle (44)(set: $3heavyAR += 1)(set: $damagecount += 44)(set: $weaponcount += 1)](if: $rarerare is 8)[pump shotgun (85)(set: $3pumpshotgun += 1)(set: $damagecount += 85)(set: $weaponcount += 1)](if: $rarerare is 9)[tactical shotgun (74)(set: $3tacshotgun += 1)(set: $damagecount += 74)(set: $weaponcount += 1)](if: $rarerare is 10)[bolt-action sniper rifle (105)(set: $3boltsniper += 1)(set: $damagecount += 105)(set: $weaponcount += 1)](if: $rarerare is 11)[hunting rifle (90)(set: $3huntingrifle += 1)(set: $damagecount += 90)(set: $weaponcount += 1)](if: $rarerare is 12)[grenade launcher (100)(set: $3grenadelauncher += 1)(set: $damagecount += 100)(set: $weaponcount += 1)]](if: $weaponrare is 23 or 24 or 25)[(set: $epicrare to (random: 1,18))(if: $epicrare is 1)[six shooter (38)(set: $4sixshooter += 1)(set: $damagecount += 38)(set: $weaponcount += 1)](if: $epicrare is 2)[supressed pistol (28)(set: $4supressedpistol += 1)(set: $damagecount += 28)(set: $weaponcount += 1)](if: $epicrare is 3)[hand cannon (75)(set: $4handcannon += 1)(set: $damagecount += 75)(set: $weaponcount += 1)](if: $epicrare is 4)[compact SMG (20)(set: $4compactSMG += 1)(set: $damagecount += 20)(set: $weaponcount += 1)](if: $epicrare is 5)[minigun (18)(set: $4minigun += 1)(set: $damagecount += 18)(set: $weaponcount += 1)](if: $epicrare is 6)[assault rifle (35)(set: $4assaultrifle += 1)(set: $damagecount += 35)(set: $weaponcount += 1)](if: $epicrare is 7)[burst assault rifle (32)(set: $4burstAR += 1)(set: $damagecount += 32)(set: $weaponcount += 1)](if: $epicrare is 8)[scoped assault rifle (24)(set: $4scopedAR += 1)(set: $damagecount += 24)(set: $weaponcount += 1)](if: $epicrare is 9)[heavy assault rifle (46)(set: $4heavyAR += 1)(set: $damagecount += 46)(set: $weaponcount += 1)](if: $epicrare is 10)[supressed assault rifle (32)(set: $4supressedAR += 1)(set: $damagecount += 32)(set: $weaponcount += 1)](if: $epicrare is 11)[thermal scoped assault rifle (36)(set: $4thermalscopedAR += 1)(set: $damagecount += 36)(set: $weaponcount += 1)](if: $epicrare is 12)[double barrel shotgun (114)(set: $4doubleshotgun += 1)(set: $damagecount += 114)(set: $weaponcount += 1)](if: $epicrare is 13)[heavy shotgun (74)(set: $4heavyshotgun += 1)(set: $damagecount += 74)(set: $weaponcount += 1)](if: $epicrare is 14)[heavy sniper rifle (150)(set: $4heavysniper += 1)(set: $damagecount += 150)(set: $weaponcount += 1)](if: $epicrare is 15)[bolt-action sniper rifle (110)(set: $4boltsniper += 1)(set: $damagecount += 110)(set: $weaponcount += 1)](if: $epicrare is 16)[rocket launcher (116)(set: $4rocketlauncher += 1)(set: $damagecount += 116)(set: $weaponcount += 1)](if: $epicrare is 17)[grenade launcher (105)(set: $4grenadelauncher += 1)(set: $damagecount += 105)(set: $weaponcount += 1)](if: $epicrare is 18)[quad-launcher (80)(set: $4quadlauncher += 1)(set: $damagecount += 80)(set: $weaponcount += 1)]](if: $weaponrare is 26)[(set: $legendaryrare to (random: 1,14))(if: $legendaryrare is 1)[hand cannon (78)(set: $5handcannon += 1)(set: $damagecount += 78)(set: $weaponcount += 1)](if: $legendaryrare is 2)[compact SMG (21)(set: $5compactSMG += 1)(set: $damagecount += 21)(set: $weaponcount += 1)](if: $legendaryrare is 3)[minigun (19)(set: $5minigun += 1)(set: $damagecount += 19)(set: $weaponcount += 1)](if: $legendaryrare is 4)[assault rifle (36)(set: $5assaultrifle += 1)(set: $damagecount += 36)(set: $weaponcount += 1)](if: $legendaryrare is 5)[burst assault rifle (33)(set: $5burstAR += 1)(set: $damagecount += 33)(set: $weaponcount += 1)](if: $legendaryrare is 6)[heavy assualt rifle (48)(set: $5heavyAR += 1)(set: $damagecount += 48)(set: $weaponcount += 1)](if: $legendaryrare is 7)[supressed assault rifle (33)(set: $5supressedAR += 1)(set: $damagecount += 33)(set: $weaponcount += 1)](if: $legendaryrare is 8)[thermal scoped assault rifle (37)(set: $5thermalscopedAR += 1)(set: $damagecount += 37)(set: $weaponcount += 1)](if: $legendaryrare is 9)[double barrel shotgun (120)(set: $5doubleshotgun += 1)(set: $damagecount += 120)(set: $weaponcount += 1)](if: $legendaryrare is 10)[heavy shotgun (77)(set: $5heavyshotgun += 1)(set: $damagecount += 77)(set: $weaponcount += 1)](if: $legendaryrare is 11)[heavy sniper rifle (157)(set: $5heavysniper += 1)(set: $damagecount += 157)(set: $weaponcount += 1)](if: $legendaryrare is 12)[rocket launcher (121)(set: $5rocketlauncher += 1)(set: $damagecount += 121)(set: $weaponcount += 1)](if: $legendaryrare is 13)[grenade launcher (110)(set: $5grenadelauncher += 1)(set: $damagecount += 110)(set: $weaponcount += 1)](if: $legendaryrare is 14)[quad-launcher (84)(set: $5quadlauncher += 1)(set: $damagecount += 84)(set: $weaponcount += 1)]]"
(set: $healthchance to (random: 1,20))(if: $healthchance is 1 or 2 or 3)[you also found a bandage!(set: $bandage += 1)](if: $healthchance is 4 or 5)[you also found 2 bandages!(set: $bandage += 2)](if: $healthchance is 6)[you also found a medkit! this will come in handy(set: $medkit += 1)(if: $healthchance is 7 or 8 or 9 or 10 or 11 or 12 or 13 or 14 or 15 or 16 or 17 or 18 or 19 or 20)[...]]]](if: $weaponcount is 5)[(color: #C80202)[*you got too many weapons for anymore chests*]]
(if: $weaponcount is 0 or 1 or 2 or 3)[OPEN 3(click-replace: "OPEN 3")[(set: $weaponrare to (random: 1,26))you recieved a "(if: $weaponrare is 1 or 2 or 3 or 4 or 5 or 6 or 7 or 8 or 9 or 10)[(color: #B2B2B2)[common]](if: $weaponrare is 11 or 12 or 13 or 14 or 15 or 16 or 17)[(color: #07CE01)[uncommon]](if: $weaponrare is 18 or 19 or 20 or 21 or 22)[(color: #1850E8)[rare]](if: $weaponrare is 23 or 24 or 25)[(color: #A000D7)[epic]](if: $weaponrare is 26)[(color: #FFE01D)[legendary]] (if: $weaponrare is 1 or 2 or 3 or 4 or 5 or 6 or 7 or 8 or 9 or 10)[(set: $commonrare to (random: 1,5))(if: $commonrare is 1)[pistol (23)(set: $1pistol += 1)(set: $damagecount += 23)(set: $weaponcount += 1)](if: $commonrare is 2)[Sub Machine Gun (17)(set: $1SMG += 1)(set: $damagecount += 17)(set: $weaponcount += 1)](if: $commonrare is 3)[Assault Rifle (30)(set: $1assaultrifle += 1)(set: $damagecount += 30)(set: $weaponcount += 1)](if: $commonrare is 4)[burst assault rifle (27)(set: $1burstAR += 1)(set: $weaponcount += 1)](if: $commonrare is 5)[tactical shotgun (67)(set: $1tacshotgun += 1)(set: $damagecount += 67)(set: $weaponcount += 1)]](if: $weaponrare is 11 or 12 or 13 or 14 or 15 or 16 or 17)[(set: $uncommonrare to (random: 1,8))(if: $uncommonrare is 1)[pistol (24)(set: $2pistol += 1)(set: $damagecount += 24)(set: $weaponcount += 1)](if: $uncommonrare is 2)[six shooter (34)(set: $2sixshooter += 1)(set: $damagecount += 34)(set: $weaponcount += 1)](if: $uncommonrare is 3)[Sub Machine Gun (18)(set: $2SMG += 1)(set: $damagecount += 18)(set: $weaponcount += 1)](if: $uncommonrare is 4)[assault rifle (31)(set: $2assaultrifle += 1)(set: $damagecount += 31)(set: $weaponcount += 1)](if: $uncommonrare is 5)[burst assault rifle (29)(set: $2burstAR += 1)(set: $damagecount += 29)(set: $weaponcount += 1)](if: $uncommonrare is 6)[pump shotgun (80)(set: $2pumpshotgun += 1)(set: $damagecount += 80)(set: $weaponcount += 1)](if: $uncommonrare is 7)[tactical shotgun (70)(set: $2tacshotgun += 1)(set: $damagecount += 70)(set: $weaponcount += 1)](if: $uncommonrare is 8)[hunting rifle (86)(set: $2huntingrifle += 1)(set: $damagecount += 86)(set: $weaponcount += 1)]](if: $weaponrare is 18 or 19 or 20 or 21 or 22)[(set: $rarerare to (random: 1,12))(if: $rarerare is 1)[six shooter (36)(set: $3sixshooter += 1)(set: $damagecount += 36)(set: $weaponcount += 1)](if: $rarerare is 2)[supressed pistol (26)(set: $3supressedpistol += 1)(set: $damagecount += 26)(set: $weaponcount += 1)](if: $rarerare is 3)[Sub Machine Gun (19)(set: $3SMG += 1)(set: $damagecount += 19)(set: $weaponcount += 1)](if: $rarerare is 4)[assault rifle (33)(set: $3assaultrufle += 1)(set: $damagecount += 33)(set: $weaponcount += 1)](if: $rarerare is 5)[burst assault rifle (30)(set: $3burstAR += 1)(set: $damagecount += 30)(set: $weaponcount += 1)](if: $rarerare is 6)[scoped assault rifle (23)(set: $3scopedAR += 1)(set: $damagecount += 23)(set: $weaponcount += 1)](if: $rarerare is 7)[heavy assault rifle (44)(set: $3heavyAR += 1)(set: $damagecount += 44)(set: $weaponcount += 1)](if: $rarerare is 8)[pump shotgun (85)(set: $3pumpshotgun += 1)(set: $damagecount += 85)(set: $weaponcount += 1)](if: $rarerare is 9)[tactical shotgun (74)(set: $3tacshotgun += 1)(set: $damagecount += 74)(set: $weaponcount += 1)](if: $rarerare is 10)[bolt-action sniper rifle (105)(set: $3boltsniper += 1)(set: $damagecount += 105)(set: $weaponcount += 1)](if: $rarerare is 11)[hunting rifle (90)(set: $3huntingrifle += 1)(set: $damagecount += 90)(set: $weaponcount += 1)](if: $rarerare is 12)[grenade launcher (100)(set: $3grenadelauncher += 1)(set: $damagecount += 100)(set: $weaponcount += 1)]](if: $weaponrare is 23 or 24 or 25)[(set: $epicrare to (random: 1,18))(if: $epicrare is 1)[six shooter (38)(set: $4sixshooter += 1)(set: $damagecount += 38)(set: $weaponcount += 1)](if: $epicrare is 2)[supressed pistol (28)(set: $4supressedpistol += 1)(set: $damagecount += 28)(set: $weaponcount += 1)](if: $epicrare is 3)[hand cannon (75)(set: $4handcannon += 1)(set: $damagecount += 75)(set: $weaponcount += 1)](if: $epicrare is 4)[compact SMG (20)(set: $4compactSMG += 1)(set: $damagecount += 20)(set: $weaponcount += 1)](if: $epicrare is 5)[minigun (18)(set: $4minigun += 1)(set: $damagecount += 18)(set: $weaponcount += 1)](if: $epicrare is 6)[assault rifle (35)(set: $4assaultrifle += 1)(set: $damagecount += 35)(set: $weaponcount += 1)](if: $epicrare is 7)[burst assault rifle (32)(set: $4burstAR += 1)(set: $damagecount += 32)(set: $weaponcount += 1)](if: $epicrare is 8)[scoped assault rifle (24)(set: $4scopedAR += 1)(set: $damagecount += 24)(set: $weaponcount += 1)](if: $epicrare is 9)[heavy assault rifle (46)(set: $4heavyAR += 1)(set: $damagecount += 46)(set: $weaponcount += 1)](if: $epicrare is 10)[supressed assault rifle (32)(set: $4supressedAR += 1)(set: $damagecount += 32)(set: $weaponcount += 1)](if: $epicrare is 11)[thermal scoped assault rifle (36)(set: $4thermalscopedAR += 1)(set: $damagecount += 36)(set: $weaponcount += 1)](if: $epicrare is 12)[double barrel shotgun (114)(set: $4doubleshotgun += 1)(set: $damagecount += 114)(set: $weaponcount += 1)](if: $epicrare is 13)[heavy shotgun (74)(set: $4heavyshotgun += 1)(set: $damagecount += 74)(set: $weaponcount += 1)](if: $epicrare is 14)[heavy sniper rifle (150)(set: $4heavysniper += 1)(set: $damagecount += 150)(set: $weaponcount += 1)](if: $epicrare is 15)[bolt-action sniper rifle (110)(set: $4boltsniper += 1)(set: $damagecount += 110)(set: $weaponcount += 1)](if: $epicrare is 16)[rocket launcher (116)(set: $4rocketlauncher += 1)(set: $damagecount += 116)(set: $weaponcount += 1)](if: $epicrare is 17)[grenade launcher (105)(set: $4grenadelauncher += 1)(set: $damagecount += 105)(set: $weaponcount += 1)](if: $epicrare is 18)[quad-launcher (80)(set: $4quadlauncher += 1)(set: $damagecount += 80)(set: $weaponcount += 1)]](if: $weaponrare is 26)[(set: $legendaryrare to (random: 1,14))(if: $legendaryrare is 1)[hand cannon (78)(set: $5handcannon += 1)(set: $damagecount += 78)(set: $weaponcount += 1)](if: $legendaryrare is 2)[compact SMG (21)(set: $5compactSMG += 1)(set: $damagecount += 21)(set: $weaponcount += 1)](if: $legendaryrare is 3)[minigun (19)(set: $5minigun += 1)(set: $damagecount += 19)(set: $weaponcount += 1)](if: $legendaryrare is 4)[assault rifle (36)(set: $5assaultrifle += 1)(set: $damagecount += 36)(set: $weaponcount += 1)](if: $legendaryrare is 5)[burst assault rifle (33)(set: $5burstAR += 1)(set: $damagecount += 33)(set: $weaponcount += 1)](if: $legendaryrare is 6)[heavy assualt rifle (48)(set: $5heavyAR += 1)(set: $damagecount += 48)(set: $weaponcount += 1)](if: $legendaryrare is 7)[supressed assault rifle (33)(set: $5supressedAR += 1)(set: $damagecount += 33)(set: $weaponcount += 1)](if: $legendaryrare is 8)[thermal scoped assault rifle (37)(set: $5thermalscopedAR += 1)(set: $damagecount += 37)(set: $weaponcount += 1)](if: $legendaryrare is 9)[double barrel shotgun (120)(set: $5doubleshotgun += 1)(set: $damagecount += 120)(set: $weaponcount += 1)](if: $legendaryrare is 10)[heavy shotgun (77)(set: $5heavyshotgun += 1)(set: $damagecount += 77)(set: $weaponcount += 1)](if: $legendaryrare is 11)[heavy sniper rifle (157)(set: $5heavysniper += 1)(set: $damagecount += 157)(set: $weaponcount += 1)](if: $legendaryrare is 12)[rocket launcher (121)(set: $5rocketlauncher += 1)(set: $damagecount += 121)(set: $weaponcount += 1)](if: $legendaryrare is 13)[grenade launcher (110)(set: $5grenadelauncher += 1)(set: $damagecount += 110)(set: $weaponcount += 1)](if: $legendaryrare is 14)[quad-launcher (84)(set: $5quadlauncher += 1)(set: $damagecount += 84)(set: $weaponcount += 1)]]"
(set: $healthchance to (random: 1,20))(if: $healthchance is 1 or 2 or 3)[you also found a bandage!(set: $bandage += 1)](if: $healthchance is 4 or 5)[you also found 2 bandages!(set: $bandage += 2)](if: $healthchance is 6)[you also found a medkit! this will come in handy(set: $medkit += 1)(if: $healthchance is 7 or 8 or 9 or 10 or 11 or 12 or 13 or 14 or 15 or 16 or 17 or 18 or 19 or 20)[...]]]](if: $weaponcount is 4 or 5)[(color: #C80202)[*you got too many weapons for anymore chests*]]
your power is "click to reveal"(click-replace: "click to reveal")[$damagecount]
[[go back->invest $investpositionY-$investpositionX]][[back->invest $investpositionY-$investpositionX]]
(if: $weaponcount is 0)[there's no weapon to drop]
(if: $1pistol > 0)[remove grey pistol (23)(click-replace: "grey pistol")[dropped!(set: $1pistol -= 1)(set: $weaponcount -= 1)(set: $damagecount -= 23)] ||] (if: $1SMG > 0)[remove grey SMG (17)(click-replace: "grey SMG")[dropped!(set: $1SMG -= 1)(set: $weaponcount -= 1)(set: $damagecount -= 17)] ||] (if: $1assaultrifle > 0)[remove grey assault rifle (30)(click-replace: "grey assault rifle")[dropped!(set: $1assaultrifle -= 1)(set: $weaponcount -= 1)(set: $damagecount -= 30)] ||] (if: $1burstAR > 0)[remove grey burst assault rifle (27)(click-replace: "grey burst assault rifle")[dropped!(set: $1burstAR -= 1)(set: $weaponcount -= 1)(set: $damagecount -= 27)] ||] (if: $1tacshotgun > 0)[remove grey tactical shotgun (67)(click-replace: "grey tactical shotgun")[dropped!(set: $1tacshotgun -= 1)(set: $weaponcount -= 1)(set: $damagecount -= 67)] ||] (if: $2pistol > 0)[remove green pistol (24)(click-replace: "green pistol")[dropped!(set: $2pistol -= 1)(set: $weaponcount -= 1)(set: $damagecount -= 24)] ||] (if: $2sixshooter > 0)[remove green six shooter (34)(click-replace: "green six shooter")[dropped!(set: $2sixshooter -= 1)(set: $weaponcount -= 1)(set: $damagecount -= 34)] ||] (if: $2SMG > 0)[remove green SMG (18)(click-replace: "green SMG")[dropped!(set: $2SMG -= 1)(set: $weaponcount -= 1)(set: $damagecount -= 18)] ||] (if: $2assaultrifle > 0)[remove green assault rifle (31)(click-replace: "green assault rifle")[dropped!(set: $2assaultrifle -= 1)(set: $weaponcount -= 1)(set: $damagecount -= 31)] ||] (if: $2burstAR > 0)[remove green burst assault rifle (29)(click-replace: "green burst assault rifle")[dropped!(set: $2burstAR -= 1)(set: $weaponcount -= 1)(set: $damagecount -= 29)] ||] (if: $2pumpshotgun > 0)[remove green pump shotgun (80)(click-replace: "green pump shotgun")[dropped!(set: $2pumpshotgun -= 1)(set: $weaponcount -= 1)(set: $damagecount -= 80)] ||] (if: $2tacshotgun > 0)[remove green tactical shotgun (70)(click-replace: "green tactical shotgun")[dropped!(set: $2tacshotgun -= 1)(set: $weaponcount -= 1)(set: $damagecount -= 70)] ||] (if: $2huntingrifle > 0)[remove green hunting rifle (86)(click-replace: "green hunting rifle")[dropped!(set: $2huntingrifle -= 1)(set: $weaponcount -= 1)(set: $damagecount -= 86)] ||] (if: $3sixshooter > 0)[remove blue six shooter (36)(click-replace: "blue six shooter")[dropped!(set: $3sixshooter -= 1)(set: $weaponcount -= 1)(set: $damagecount -= 36)] ||] (if: $3supressedpistol > 0)[remove blue supressed pistol (26)(click-replace: "blue supressed pistol")[dropped!(set: $3supressedpistol -= 1)(set: $weaponcount -= 1)(set: $damagecount -= 26)] ||] (if: $3SMG > 0)[remove blue SMG (19)(click-replace: "blue SMG")[dropped!(set: $3SMG -= 1)(set: $weaponcount -= 1)(set: $damagecount -= 19)] ||] (if: $3assaultrifle > 0)[remove blue assault rifle (33)(click-replace: "blue assault rifle")[dropped!(set: $3assaultrifle -= 1)(set: $weaponcount -= 1)(set: $damagecount -= 33)] ||] (if: $3burstAR > 0)[remove blue burst assault rifle (30)(click-replace: "blue burst assault rifle")[dropped!(set: $3burstAR -= 1)(set: $weaponcount -= 1)(set: $damagecount -= 30)] ||] (if: $3scopedAR > 0)[remove blue scoped assault rifle (23)(click-replace: "blue scoped assault rifle")[dropped!(set: $3scopedAR -= 1)(set: $weaponcount -= 1)(set: $damagecount -= 23)] ||] (if: $3heavyAR > 0)[remove blue heavy assault rifle (44)(click-replace: "blue heavy assault rifle")[dropped!(set: $3heavyAR -= 1)(set: $weaponcount -= 1)(set: $damagecount -= 44)] ||] (if: $3pumpshotgun > 0)[remove blue pump shotgun (85)(click-replace: "blue pump shotgun")[dropped!(set: $3pumpshotgun -= 1)(set: $weaponcount -= 1)(set: $damagecount -= 85)] ||] (if: $3tacshotgun > 0)[remove blue tactical shotgun (70)(click-replace: "blue tactical shotgun")[dropped!(set: $3tacshotgun -= 1)(set: $weaponcount -= 1)(set: $damagecount -= 70)] ||] (if: $3huntingrifle > 0)[remove blue hunting rifle (90)(click-replace: "blue hunting rifle")[dropped!(set: $3huntingrifle -= 1)(set: $weaponcount -= 1)(set: $damagecount -= 90)] ||] (if: $3boltsniper > 0)[remove blue bolt-action sniper rifle (105)(click-replace: "blue bolt-action sniper rifle")[dropped!(set: $3boltsniper -= 1)(set: $weaponcount -= 1)(set: $damagecount -= 105)] ||] (if: $3grenadelauncher > 0)[remove blue grenade launcher (100)(click-replace: "blue grenade launcher")[dropped!(set: $3grenadelauncher -= 1)(set: $weaponcount -= 1)(set: $damagecount -= 100)] ||] (if: $4sixshooter > 0)[remove purple six shooter (38)(click-replace: "purple six shooter")[dropped!(set: $4sixshooter -= 1)(set: $weaponcount -= 1)(set: $damagecount -= 38)] ||] (if: $4supressedpistol > 0)[remove purple supressed pistol (28)(click-replace: "purple supressed pistol")[dropped!(set: $4supressedpistol -= 1)(set: $weaponcount -= 1)(set: $damagecount -= 28)] ||] (if: $4handcannon > 0)[remove purple hand cannon (75)(click-replace: "purple hand cannon")[dropped!(set: $4handcannon -= 1)(set: $weaponcount -= 1)(set: $damagecount -= 75)] ||] (if: $4compactSMG > 0)[remove purple compact SMG (18)(click-replace: "purple compact SMG")[dropped!(set: $4compactSMG -= 1)(set: $weaponcount -= 1)(set: $damagecount -= 18)] ||] (if: $4minigun > 0)[remove purple minigun (18)(click-replace: "purple minigun")[dropped!(set: $4minigun -= 1)(set: $weaponcount -= 1)(set: $damagecount -= 18)] ||] (if: $4assaultrifle > 0)[remove purple assault rifle (35)(click-replace: "purple assault rifle")[dropped!(set: $4assaultrifle -= 1)(set: $weaponcount -= 1)(set: $damagecount -= 35)] ||] (if: $4burstAR > 0)[remove purple burst assault rifle (32)(click-replace: "purple burst assault rifle")[dropped!(set: $4burstAR -= 1)(set: $weaponcount -= 1)(set: $damagecount -= 32)] ||] (if: $4scopedAR > 0)[remove purple scoped assault rifle (24)(click-replace: "purple scoped assault rifle")[dropped!(set: $4scopedAR -= 1)(set: $weaponcount -= 1)(set: $damagecount -= 24)] ||] (if: $4heavyAR > 0)[remove purple heavy assault rifle (46)(click-replace: "purple heavy assault rifle")[dropped!(set: $4heavyAR -= 1)(set: $weaponcount -= 1)(set: $damagecount -= 46)] ||] (if: $4thermalscopedAR > 0)[remove purple thermal scoped assault rifle (36)(click-replace: "purple thermal scoped assault rifle")[dropped!(set: $4thermalscopedAR -= 1)(set: $weaponcount -= 1)(set: $damagecount -= 36)] ||] (if: $4supressedAR > 0)[remove purple supressed assault rifle (32)(click-replace: "purple supressed assault rifle")[dropped!(set: $4supressedAR -= 1)(set: $weaponcount -= 1)(set: $damagecount -= 32)] ||] (if: $4doubleshotgun > 0)[remove purple double barrel shotgun (114)(click-replace: "purple double barrel shotgun")[dropped!(set: $4doubleshotgun -= 1)(set: $weaponcount -= 1)(set: $damagecount -= 114)] ||] (if: $4heavyshotgun > 0)[remove purple heavy shotgun (74)(click-replace: "purple heavy shotgun")[dropped!(set: $4heavyshotgun -= 1)(set: $weaponcount -= 1)(set: $damagecount -= 74)] ||] (if: $4heavysniper > 0)[remove purple heavy sniper rifle (150)(click-replace: "purple heavy sniper rifle")[dropped!(set: $4heavysniper -= 1)(set: $weaponcount -= 1)(set: $damagecount -= 150)] ||] (if: $4boltsniper > 0)[remove purple bolt-action sniper rifle (110)(click-replace: "purple bolt-action sniper rifle")[dropped!(set: $4boltsniper -= 1)(set: $weaponcount -= 1)(set: $damagecount -= 110)] ||] (if: $4rocketlauncher > 0)[remove purple rocket launcher (116)(click-replace: "purple rocket launcher")[dropped!(set: $4rocketlauncher -= 1)(set: $weaponcount -= 1)(set: $damagecount -= 116)] ||] (if: $4grenadelauncher > 0)[remove purple grenade launcher (105)(click-replace: "purple grenade launcher")[dropped!(set: $4grenadelauncher -= 1)(set: $weaponcount -= 1)(set: $damagecount -= 105)] ||] (if: $4quadlauncher > 0)[remove purple quad-launcher (80)(click-replace: "purple quad-launcher")[dropped!(set: $4quadlauncher -= 1)(set: $weaponcount -= 1)(set: $damagecount -= 80)] ||]
[[take off gold weapons->gold take off]](if: $5handcannon > 0)[remove gold hand cannon (78)(click-replace: "gold hand cannon")[dropped!(set: $5handcannon -= 1)(set: $weaponcount -= 1)(set: $damagecount -= 78)] ||] (if: $5compactSMG > 0)[remove gold compact SMG (21)(click-replace: "gold compact SMG")[dropped!(set: $5compactSMG -= 1)(set: $weaponcount -= 1)(set: $damagecount -= 21)] ||] (if: $5minigun > 0)[remove gold minigun (19)(click-replace: "gold minigun")[dropped!(set: $5minigun -= 1)(set: $weaponcount -= 1)(set: $damagecount -= 19)] ||] (if: $5assaultrifle > 0)[remove gold assault rifle (36)(click-replace: "gold assault rifle")[dropped!(set: $5assaultrifle -= 1)(set: $weaponcount -= 1)(set: $damagecount -= 36)] ||] (if: $5burstAR > 0)[remove gold burst assault rifle (33)(click-replace: "gold burst assault rifle")[dropped!(set: $5burstAR -= 1)(set: $weaponcount -= 1)(set: $damagecount -= 33)] ||] (if: $5heavyAR > 0)[remove gold heavy assault rifle (48)(click-replace: "gold heavy assault rifle")[dropped!(set: $5heavyAR -= 1)(set: $weaponcount -= 1)(set: $damagecount -= 48)] ||] (if: $5thermalscopedAR > 0)[remove gold thermal scoped assault rifle (37)(click-replace: "gold thermal scoped assault rifle")[dropped!(set: $5thermalscopedAR -= 1)(set: $weaponcount -= 1)(set: $damagecount -= 37)] ||] (if: $5supressedAR > 0)[remove gold supressed assault rifle (33)(click-replace: "gold supressed assault rifle")[dropped!(set: $5supressedAR -= 1)(set: $weaponcount -= 1)(set: $damagecount -= 33)] ||] (if: $5doubleshotgun > 0)[remove gold double barrel shotgun (120)(click-replace: "gold double barrel shotgun")[dropped!(set: $5doubleshotgun -= 1)(set: $weaponcount -= 1)(set: $damagecount -= 120)] ||] (if: $5heavyshotgun > 0)[remove gold heavy shotgun (77)(click-replace: "gold heavy shotgun")[dropped!(set: $5heavyshotgun -= 1)(set: $weaponcount -= 1)(set: $damagecount -= 77)] ||] (if: $5heavysniper > 0)[remove gold heavy sniper rifle (157)(click-replace: "gold heavy sniper rifle")[dropped!(set: $5heavysniper -= 1)(set: $weaponcount -= 1)(set: $damagecount -= 157)] ||] (if: $5rocketlauncher > 0)[remove gold rocket launcher (121)(click-replace: "gold rocket launcher")[dropped!(set: $5rocketlauncher -= 1)(set: $weaponcount -= 1)(set: $damagecount -= 121)] ||] (if: $5grenadelauncher > 0)[remove gold grenade launcher (110)(click-replace: "gold grenade launcher")[dropped!(set: $5grenadelauncher -= 1)(set: $weaponcount -= 1)(set: $damagecount -= 110)] ||] (if: $5quadlauncher > 0)[remove gold quad-launcher (84)(click-replace: "gold quad-launcher")[dropped!(set: $5quadlauncher -= 1)(set: $weaponcount -= 1)(set: $damagecount -= 84)] ||]
(if: $5handcannon is 0)[(if: $5compactSMG is 0)[(if: $5minigun is 0)[(if: $5assaultrifle is 0)[(if: $5burstAR is 0)[(if: $5thermalscopedAR is 0)[(if: $5supressedAR is 0)[(if: $5doubleshotgun is 0)[(if: $5heavyshotgun is 0)[(if: $5heavysniper is 0)[(if: $5rocketlauncher is 0)[(if: $5grenadelauncher is 0)[(if: $5quadlauncher is 0)[*you have no gold weapons to drop*]]]]]]]]]]]]]
[[go back->weapon take off]] (set: $enemypower to (random: 45,70))(set: $enemypower *= (random: 1,6))
(set: $enemyhealth to 3)(live: 0.5s)[(set: $enemyhitchance to (random: 1,5))(set: $hitchance to (random: 1,10))](if: $damagecount > $enemypower)[(set: $advantage to 1)](if: $damagecount < $enemypower)[(set: $disadvantage to 1)](set: $health to 3)
a player approaches, eager to eliminate you for a chance at winning
what do you do?
check(click-replace: "check")[with their combined weapons, they have a total power of **$enemypower**. if their power is larger than yours...then you have a lesser chance of hitting them
but they ambush you while you're busy looking at them! they fire their weapon...
(if: $enemyhitchange is 1)[they hit you! your health goes down by 1 (set: $health -= 1)](if: $enemyhitchance is 2 or 3 or 4 or 5)[they miss! you're unharmed](set: $enemyhitchance to (random: 1,5))]
attack
(live: 2s)[(click: "attack")[you...(if: $advantage is 1)[(if: $hitchance is 1 or 2 or 3 or 4 or 5 or 6 or 7)[hit!(set: $enemyhealth -= 1)](if: $hitchance is 8 or 9 or 10)[miss!
(if: $enemyhitchance is 1)[ they hit you!(set: $health -= 1)]](if: $enemyhitchance is 2 or 3 or 4 or 5)[ they miss!](set: $enemyhitchance to (random: 1,5))](if: $disadvantage is 1)[(if: $hitchance is 1 or 2 or 3)[hit!(set: $enemyhealth -= 1)]](if: $hitchance is 4 or 5 or 6 or 7 or 8 or 9 or 10)[miss!(if: $enemyhitchance is 1)[ they hit you!(set: $health -= 1)](if: $enemyhitchance is 2 or 3 or 4 or 5)[ they miss!]]]]
(live: 2s)[(if: $enemyhealth < 1)[(go-to: "battle win")](if: $health is < 1)[(go-to: "death by battle")]]
run away
you felt like nothing could stop you...until you were stopped by a particularily strong (or particularily lucky) enemy
better luck next time!
**YOU DIED**
you placed (if: $players is 4 or 5 or 6 or 7 or 8 or 9 or 10 or 11 or 12 or 13 or 14 or 15 or 16 or 17 or 18 or 19 or 20 or 24 or 25 or 26 or 27 or 28 or 29 or 30 or 34 or 35 or 36 or 37 or 38 or 39 or 40 or 44 or 45 or 46 or 47 or 48 or 49 or 50 or 54 or 55 or 56 or 57 or 58 or 59 or 60 or 64 or 65 or 66 or 67 or 68 or 69 or 70 or 74 or 75 or 76 or 77 or 78 or 79 or 80 or 84 or 85 or 86 or 87 or 88 or 89 or 90 or 94 or 95 or 96 or 97 or 98 or 99)[**$players**th.](if: $players is 2 or 22 or 32 or 42 or 52 or 62 or 72 or 82 or 92)[**$players**nd.](if: $players is 23 or 33 or 43 or 53 or 63 or 73 or 83 or 93)[**$players**rd.](if: $players is 0)[. don't know how you managed to get here, but good job?](if: $players is 3)[(color: #CD7F32)[3]rd]
[[Main Menu->title]]
(set: $1pistol to 0)(set: $1SMG to 0)(set: $1assaultrifle to 0)(set: $1burstAR to 0)(set: $1tacshotgun to 0)(set: $2pistol to 0)(set: $2sixshooter to 0)(set: $2SMG to 0)(set: $2assaultrifle to 0)(set: $2burstAR to 0)(set: $2pumpshotgun to 0)(set: $2tacshotgun to 0)(set: $2huntingrifle to 0)(set: $3sixshooter to 0)(set: $3supressedpistol to 0)(set: $3SMG to 0)(set: $3assaultrifle to 0)(set: $3burstAR to 0)(set: $3scopedAR to 0)(set: $3heavyAR to 0)(set: $3pumpshotgun to 0)(set: $3tacshotgun to 0)(set: $3huntingrifle to 0)(set: $3boltsniper to 0)(set: $3grenadelauncher to 0)(set: $4sixshooter to 0)(set: $4supressedpistol to 0)(set: $4handcannon to 0)(set: $4compactSMG to 0)(set: $4minigun to 0)(set: $4assaultrifle to 0)(set: $4burstAR to 0)(set: $4scopedAR to 0)(set: $4heavyAR to 0)(set: $4thermalscopedAR to 0)(set: $4supressedAR to 0)(set: $4doubleshotgun to 0)(set: $4heavyshotgun to 0)(set: $4heavysniper to 0)(set: $4boltsniper to 0)(set: $4rocketlauncher to 0)(set: $4grenadelauncher to 0)(set: $4quadlauncher to 0)(set: $5handcannon to 0)(set: $5compactSMG to 0)(set: $5minigun to 0)(set: $5assaultrifle to 0)(set: $5burstAR to 0)(set: $5thermalscopedAR to 0)(set: $5supressedAR to 0)(set: $5doubleshotgun to 0)(set: $5heavyshotgun to 0)(set: $5heavysniper to 0)(set: $5rocketlauncher to 0)(set: $5grenadelauncher to 0)(set: $5quadlauncher to 0)(set: $enemypower /= 10)(set: $damagecount += $enemypower)
the enemies health drops to zero!
you've gained $enemypower added to your damage power from your kill
your new power is now $damagecount
your health is **$health**. (if: $health is 1)[be careful! you can only take one more hit!]
(set: $players -= 1)there are **$players** (if: $players > 2)[players left](if: $players is 2)[players left! **you will fight them next!**](if: $players is 1)[(go-to: "final fight")]
[[back to the map->$positionY-$positionX]](set: $enemypower to (random: 45,70))(set: $enemypower *= (random: 1,6))
(set: $enemyhealth to 3)(set: $escape to 0)(live: 2s)[(set: $enemyhitchance to (random: 1,5))(set: $hitchance to (random: 1,10))](live: 2s)[(set: $escape to (random: 1,5))](if: $damagecount > $enemypower)[(set: $advantage to 1)(set: $disadvantage to 0)](if: $damagecount < $enemypower)[(set: $disadvantage to 1)(set: $advantage to 0)]
a player spots you! time for battle!
what do you do?
check(click-replace: "check")[with their combined weapons, they have a total power of **$enemypower**
but they ambush you while you're busy looking at them! they fire their weapon...
(if: $enemyhitchange is 1)[they hit you! your health goes down by 1 (set: $health -= 1)](if: $enemyhitchance is 2 or 3 or 4 or 5)[they miss! you're unharmed](set: $enemyhitchance to (random: 1,5))]
attack
(live: 2s)[(click: "attack")[you...(if: $advantage is 1)[(if: $hitchance is 1 or 2 or 3 or 4 or 5 or 6 or 7)[hit!(set: $enemyhealth -= 1)](if: $hitchance is 8 or 9 or 10)[miss!(if: $enemyhitchance is 1)[ they hit you!(set: $health -= 1)](if: $enemyhitchance is 2 or 3 or 4 or 5)[ they miss!]]](if: $disadvantage is 1)[(if: $hitchance is 1 or 2 or 3)[hit!(set: $enemyhealth -= 1)](if: $hitchance is 4 or 5 or 6 or 7 or 8 or 9 or 10)[miss!(if: $enemyhitchance is 1)[ they hit you!(set: $health -= 1)](if: $enemyhitchance is 2 or 3 or 4 or 5)[ they miss!]]]]]
(live: 2s)[(if: $enemyhealth < 1)[(go-to: "battle win")](if: $health is < 1)[(go-to: "death by battle")]]
run away
(live: 2s)[(click: "run away")[(if: $escape is 5)[(go-to: "escape")](if: $escape is 1 or 2 or 3 or 4)[you weren't able to get away! the enemy fires their weapon...
(if: $enemyhitchange is 1)[they hit you! your health goes down by 1 (set: $health -= 1)](if: $enemyhitchance is 2 or 3 or 4 or 5)[they miss! you're unharmed](set: $enemyhitchance to (random: 1,5))]]]
you're able to get away! that could have ended badly...
your health is currently **$health**.
[[back to map->$positionY-$positionX]](set: $players to 100)
(set: $health to 3)
(set: $damagecount to 0)
(set: $1pistol to 0)
(set: $1SMG to 0)
(set: $1assaultrifle to 0)
(set: $1burstAR to 0)
(set: $1tacshotgun to 0)
(set: $2pistol to 0)
(set: $2sixshooter to 0)
(set: $2SMG to 0)
(set: $2assaultrifle to 0)
(set: $2burstAR to 0)
(set: $2pumpshotgun to 0)
(set: $2tacshotgun to 0)
(set: $2huntingrifle to 0)
(set: $3sixshooter to 0)
(set: $3supressedpistol to 0)
(set: $3SMG to 0)
(set: $3assaultrifle to 0)
(set: $3burstAR to 0)
(set: $3scopedAR to 0)
(set: $3heavyAR to 0)
(set: $3pumpshotgun to 0)
(set: $3tacshotgun to 0)
(set: $3huntingrifle to 0)
(set: $3boltsniper to 0)
(set: $3grenadelauncher to 0)
(set: $4sixshooter to 0)
(set: $4supressedpistol to 0)
(set: $4handcannon to 0)
(set: $4compactSMG to 0)
(set: $4minigun to 0)
(set: $4assaultrifle to 0)
(set: $4burstAR to 0)
(set: $4scopedAR to 0)
(set: $4heavyAR to 0)
(set: $4thermalscopedAR to 0)
(set: $4supressedAR to 0)
(set: $4doubleshotgun to 0)
(set: $4heavyshotgun to 0)
(set: $4heavysniper to 0)
(set: $4boltsniper to 0)
(set: $4rocketlauncher to 0)
(set: $4grenadelauncher to 0)
(set: $4quadlauncher to 0)
(set: $5handcannon to 0)
(set: $5compactSMG to 0)
(set: $5minigun to 0)
(set: $5assaultrifle to 0)
(set: $5burstAR to 0)
(set: $5thermalscopedAR to 0)
(set: $5supressedAR to 0)
(set: $5doubleshotgun to 0)
(set: $5heavyshotgun to 0)
(set: $5heavysniper to 0)
(set: $5rocketlauncher to 0)
(set: $5grenadelauncher to 0)
(set: $5quadlauncher to 0)(set: $enemypower to (random: 350,450))(set: $enemypower += $victoryhandicap)(set: $enemyhealth to 5)(live: 1s)[(set: $enemyhitchance to (random: 1,3))(set: $hitchance to (random: 1,10))](if: $damagecount > $enemypower)[(set: $advantage to 1)](if: $damagecount < $enemypower)[(set: $disadvantage to 1)](set: $health to 3)
here comes your final challenge!
what do you do?
check(click-replace: "check")[with their combined weapons, they have a total power of **$enemypower**. if their power is larger than yours...then you have a lesser chance of hitting them
but they ambush you while you're busy looking at them! they fire their weapon...
(if: $enemyhitchange is 1)[they hit you! your health goes down by 1 (set: $health -= 1)](if: $enemyhitchance is 2 or 3 or 4 or 5)[they miss! you're unharmed](set: $enemyhitchance to (random: 1,5))]
attack
(live: 2s)[(click: "attack")[you...(if: $advantage is 1)[(if: $hitchance is 1 or 2 or 3 or 4 or 5 or 6 or 7)[hit!(set: $enemyhealth -= 1)](if: $hitchance is 8 or 9 or 10)[miss!(if: $enemyhitchance is 1)[ they hit you!(set: $health -= 1)](if: $enemyhitchance is 2 or 3)[ they miss!]]](if: $disadvantage is 1)[(if: $hitchance is 1 or 2 or 3)[hit!(set: $enemyhealth -= 1)](if: $hitchance is 4 or 5 or 6 or 7 or 8 or 9 or 10)[miss!(if: $enemyhitchance is 1)[ they hit you!(set: $health -= 1)](if: $enemyhitchance is 2 or 3)[ they miss!]]]]]
(live: 2s)[(if: $enemyhealth < 1)[(go-to: "victory royale")](if: $health is < 1)[(go-to: "death by finale")]]oh no!!
you were so close...but seems like you needed just a little more luck in the draw. if it makes you feel any better, you just got the player you fought a victory royale. better luck next time
**YOU DIED**
you placed (color: #c0c0c0)[**2**]nd
[[main menu->title]]
(set: $1pistol to 0)(set: $1SMG to 0)(set: $1assaultrifle to 0)(set: $1burstAR to 0)(set: $1tacshotgun to 0)(set: $2pistol to 0)(set: $2sixshooter to 0)(set: $2SMG to 0)(set: $2assaultrifle to 0)(set: $2burstAR to 0)(set: $2pumpshotgun to 0)(set: $2tacshotgun to 0)(set: $2huntingrifle to 0)(set: $3sixshooter to 0)(set: $3supressedpistol to 0)(set: $3SMG to 0)(set: $3assaultrifle to 0)(set: $3burstAR to 0)(set: $3scopedAR to 0)(set: $3heavyAR to 0)(set: $3pumpshotgun to 0)(set: $3tacshotgun to 0)(set: $3huntingrifle to 0)(set: $3boltsniper to 0)(set: $3grenadelauncher to 0)(set: $4sixshooter to 0)(set: $4supressedpistol to 0)(set: $4handcannon to 0)(set: $4compactSMG to 0)(set: $4minigun to 0)(set: $4assaultrifle to 0)(set: $4burstAR to 0)(set: $4scopedAR to 0)(set: $4heavyAR to 0)(set: $4thermalscopedAR to 0)(set: $4supressedAR to 0)(set: $4doubleshotgun to 0)(set: $4heavyshotgun to 0)(set: $4heavysniper to 0)(set: $4boltsniper to 0)(set: $4rocketlauncher to 0)(set: $4grenadelauncher to 0)(set: $4quadlauncher to 0)(set: $5handcannon to 0)(set: $5compactSMG to 0)(set: $5minigun to 0)(set: $5assaultrifle to 0)(set: $5burstAR to 0)(set: $5thermalscopedAR to 0)(set: $5supressedAR to 0)(set: $5doubleshotgun to 0)(set: $5heavyshotgun to 0)(set: $5heavysniper to 0)(set: $5rocketlauncher to 0)(set: $5grenadelauncher to 0)(set: $5quadlauncher to 0)time slows for two seconds the moment you get one more hit on the final enemy. before the graphic even shows up, your heart skips multiple beats
**#1 Victory Royale!**(set: $victory += 1)
congradulations, player, few have the privilage and the skills to achive such a highly praised title. now rest your guns and celebrate...but not for too long, for tomorrow is a new day...and a new storm is brewing! time to get out there and fight once more!
you killed **$eliminations** players. (if: $eliminations > $killhighscore)[that's a new record! (set: $killhighscore to $eleminations)](if: $eliminations < $killhighscore)[your high score is **$killhighscore**. try to beat it!]
your final power is **$damagecount**. (if: $damagecount > $powerhighscore)[that's a new record! (set: $powerhighscore to $damagecount)](if: $damagecount < $powerhighscore)[your high score is **$powerhighscore**. try to get stronger next time!]
this is your (if: $victory is 1)[**1st**](if: $victory is 2)[**2nd**](if: $victory is 3)[**3rd**](if: $victory > 3)[**$victory****th**] win! be careful...the more you win, the harder the final fight will become!
[[back to title->title]]
(set: $1pistol to 0)(set: $1SMG to 0)(set: $1assaultrifle to 0)(set: $1burstAR to 0)(set: $1tacshotgun to 0)(set: $2pistol to 0)(set: $2sixshooter to 0)(set: $2SMG to 0)(set: $2assaultrifle to 0)(set: $2burstAR to 0)(set: $2pumpshotgun to 0)(set: $2tacshotgun to 0)(set: $2huntingrifle to 0)(set: $3sixshooter to 0)(set: $3supressedpistol to 0)(set: $3SMG to 0)(set: $3assaultrifle to 0)(set: $3burstAR to 0)(set: $3scopedAR to 0)(set: $3heavyAR to 0)(set: $3pumpshotgun to 0)(set: $3tacshotgun to 0)(set: $3huntingrifle to 0)(set: $3boltsniper to 0)(set: $3grenadelauncher to 0)(set: $4sixshooter to 0)(set: $4supressedpistol to 0)(set: $4handcannon to 0)(set: $4compactSMG to 0)(set: $4minigun to 0)(set: $4assaultrifle to 0)(set: $4burstAR to 0)(set: $4scopedAR to 0)(set: $4heavyAR to 0)(set: $4thermalscopedAR to 0)(set: $4supressedAR to 0)(set: $4doubleshotgun to 0)(set: $4heavyshotgun to 0)(set: $4heavysniper to 0)(set: $4boltsniper to 0)(set: $4rocketlauncher to 0)(set: $4grenadelauncher to 0)(set: $4quadlauncher to 0)(set: $5handcannon to 0)(set: $5compactSMG to 0)(set: $5minigun to 0)(set: $5assaultrifle to 0)(set: $5burstAR to 0)(set: $5thermalscopedAR to 0)(set: $5supressedAR to 0)(set: $5doubleshotgun to 0)(set: $5heavyshotgun to 0)(set: $5heavysniper to 0)(set: $5rocketlauncher to 0)(set: $5grenadelauncher to 0)(set: $5quadlauncher to 0)(set: $victoryhandicap += 50)(if: $health is 3)[your health is currently at **3**. you can't heal yourself anymore...time to jump into battle!](if: $health is < 3)[your health is currently at **$health**. if you have the means to heal, now would be a good time to do it
(if: $bandage > 0)[(if: $health is 1)[use a bandage? you have **$bandage** left (will heal you up to 2 health)(click: "use a bandage?")[(set: $health += 1)(go-to: "healing")]](if: $health is 2)[you've reached the maximum health that a bandage can heal]](else:)[*you have no bandages...find them in chests*]
(if: $medkit > 0)[use a medkit? you have **$medkit** left (will heal you up to max health instantly)(click: "use a medkit?")[(set: $health to 3)(go-to: "healing")]]]
[[go back->invest $investpositionY-$investpositionX]]