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\ <<audio "out_side" loop play>><<audio "out_side" volume 0.30>><<if $fireLit>><<audio "fire_crackling" loop play>><<audio "fire_crackling" volume 100>>
\It's not much comfort, but some heat does begin to radiate from the flames.
\ <<if $hasRawMeat>>The embers are hot enough to [[cook]] on.<</if>>
\<<else>>
\A forest clearing. Freezing tempertures are setting in. All the trees are either dead or dying and <<if $hasWood>>dead wood<<else>>[[dead wood]]<</if>> litters the floor.
\<br>A dead <<if $hasWood>><<link "firepit" "Outside.">><<set $fireLit to true>><</link>><<else>>firepit<</if>> is nearby.
\<</if>>
\<br><<if $hasRawMeat>>The traps have been checked.<<else>>The traps were set last night and lie to the [[east]]<</if>>That should be enough wood for a while.
<<audio "fire_crackling" volume 0.10>>
<<timed 2s>><<goto "Outside.">><</timed>>
<<set $hasWood to true>><<set $hasWood to false>>
<<set $isFireLit to false>>
<<set $hasWeapon to false>>
<<set $hasRawMeat to false>>
<<set $hasEaten to false>>
<<set $noCraft to true>>
<<set $hasPlug to false>>
<<set $checkedPack to false>>
<<set $hasFood to false>>
<<set $hasPadlock to false>>
<<set $haspenKnife to false>>
<<set $hasRifle to false>>
<<set $hasGun to false>>
<<set $hasrifleBullets to false>>
<<set $hasCans to false>>
<<set $hasShells to false>>
<<set $hasFlashlight to false>>
<<cacheaudio "fire_crackling" "firecrackling3.mp3">>
<<cacheaudio "out_side" "outside.mp3">>
<<cacheaudio "car_fail" "carfail.mp3">>
<<cacheaudio "car_start" "carstart.mp3">>
<<cacheaudio "car_stop" "carstop.mp3">>
<<cacheaudio "glass_boot" "glassboot.mp3">>
<<cacheaudio "door_burst" "doorburst.mp3">>
<<cacheaudio "intro_tune2" "intro2.mp3">>
<<cacheaudio "hut_murder" "murder.mp3">>
<<cacheaudio "gun_shot" "gunshot.mp3">>
<<cacheaudio "gun_dead" "gunshotdead.mp3">>
<<cacheaudio "door_open" "opendoor.mp3">>
<<cacheaudio "me_dead" "medead.mp3">>
<<cacheaudio "gun_fail" "gunfail.mp3">>
<<cacheaudio "handgun_shot" "handgunshot.mp3">>
<<cacheaudio "man_dead" "mandead.mp3">>
<<cacheaudio "zippo_light" "zippo.mp3">>
<<cacheaudio "drowning_dead" "drowning.mp3">>
<<cacheaudio "truck_stop" "truckstop.mp3">>
<<cacheaudio "truck_pass" "truckpass.mp3">>
<<cacheaudio "me_dead2" "medead2.mp3">>
<<cacheaudio "radio_on" "radio.mp3">>
<<cacheaudio "dead_dog" "shootdog.mp3">>
<<cacheaudio "dog_attack" "dogattack.mp3">>
<<cacheaudio "rain_fall" "rain.mp3">>
<<cacheaudio "hammer_planks" "hammering.mp3">>
<<cacheaudio "cliff_drop" "cliffdrop.mp3">>
<<cacheaudio "alarm_trigger" "alarmtrigger.mp3">>
<<cacheaudio "closing_creds" "closingcreds.mp3">>Not much, but beggers can't be choosers. Time to [[rest]] now. Tomorrow will be a long day.
<<set $hasRawMeat to false>>
<<set $hasEaten to true>>The following morning...
<<timed 3s>>
It was a cold night and sleep didn't come easy.
A dirt road at the forest's exit snakes [[north.]] An abandoned [[car|car.]] is on the roadside.<</timed>>
<<audio "fire_crackling" stop>>Most of the traps lie empty. Only one contains a catch - a small squirrel caught by its neck and almost frozen solid. The path back to the clearing is [[west.|Outside.]]<<set $hasRawMeat to true>>
<<audio "fire_crackling" volume 0.10>>\ <<if visited() is 1>>The path here cuts [[east|continues]] through steep cliffs.
Suddenly apparent is a dark mound lying in the long grass. It's the long-dead corspe of an elderly man clutching his <<if $checkedPack>> now empty backpack.<<else>> [[backpack.|dark mound]]<</if>>
<<else>>
\The path here cuts [[east|continues]] through steep cliffs.
The body of the old man remains,<<if $checkedPack>> robbed of his backpack.<<else>>still clutching his [[backpack.|dark mound]]<</if>>
<</if>>\ <<if visited() is 1>>The car's been ransacked, no doubt several times and a thorough search reveals nothing of value.
\ <<if $hasGas and $hasPlug>>[[Two wires|carstart]]hang from the broken plastic under the steering wheel.
\ <<else>>
\ [[Two wires|carfail]] hang from the broken plastic under the steering wheel.
The road continues [[north.]]<</if>>
<<else>>
\The car's still here.
\ <<if $hasGas and $hasPlug>>[[Two wires|carstart]] hang from the broken plastic under the steering wheel.
\ <<else>>
\ [[Two wires|carfail]] hang from the broken plastic under the steering wheel.
The road continues [[north.]]<</if>>
<</if>>
\ <<if visited() is 1>>It's a gas station. The entrance to the [[store]] looks to have been rammed with a vehicle at some point.
<<else>>
\Another search of the gas station reveals nothing of value.<br>
To the [[south west|car.]], back up the hill, sits the abandoned car.<</if>>\ @@#botpetrol;The pack contains a bottle of water and another containing what smells like <<link "petrol.">></span><<replace "#botpetrol">>Backpack taken.<br>
\ The abandoned car is back to the [[south|car.]]<br>The road cuts [[east|continues]] through the cliffs.<<set $hasGas to true>><</replace>>@@<</link>><<set $checkedPack to true>>
\ <<audio "out_side" volume 0.30 fadeoverto 1 0.1>><<audio "glass_boot" play>>The inside has been wrecked. Rubble, broken glass and shelving is strewn everywhere.
@@#plug;Among the debris, though, a lone <<link "sparkplug.">></span><<replace "#plug">>Sparkplug taken.<br>The abandoned car lies at the top of the hill to the [[south west|car.]]<</replace>><<audio "out_side" volume 0.1 fadeoverto 1 0.30>><</link>>@@
<<set $hasPlug to true>>
\ A narrow track cuts [[north|woodland]] through the woodland. It's impossible to tell from here exactly where within the woods the smoke was rising from.<br>
\ Barren, open land lies [[west|open land]], but the going will be hard.\ What's left of the day's light stuggles to penitrate the canopy of the woodland. Like everywhere else the trees are dead-standing and black from disease.<br>
\ The smell of buring wood is getting strong. Its source seems to be coming from the [[north east|source]] but can be easily avoided if needs be by continuing [[north|away.]] through the woods.\ The landscape offers no protection from the icy winds. The ground underfoot is uneven and frozen solid.<br>
\ A pale smoke still drifts above the treetops of the woodland over to the [[north east|woodland]], and far beyond it a feint trace of a road or path continues [[north|away.]]\ <<audio "fire_crackling" volume 0.4 loop play>>A pathetic looking [[hut]], no more than a make-shift shed, sits in a small clearing. A [[fire|hut]] burns outside.<<audio "out_side" volume 1>><<audio "fire_crackling" volume 0.4>><<if $hasFood>>The woman's shed, now plundered of its contents, sits sadly among the dead trees.
<br>The path snakes away to the [[north.|away.]]
<<else>>
\ Suddenly a figure bursts from the hut. It's a young woman clutching a pitchfork. She's thin and ill-dressed for the weather.<br>
\ <<audio "door_burst" play>><br><em>Stop where you are! I've no food and even if I had there'd be none for you!</em><br>
\ <br>Her threat is small and she could be easily [[killed.]] The path snakes away to the [[north|away.]] and runs deeper into the forest.<</if>><<audio "hut_murder" play>>A flaming length of wood from the fire serves as a good club and the woman is dispatched quickly with a few well-aimed blows to the skull.
<br>The [[door|shed]] to her poky little shed lies open.
<br>The path leads away [[north|away.]]<<audio "fire_crackling" stop>>On the edge of the forest now. The light is failing and a fine ash falls from the sky like snow. There's a small gully here, along which [[water]] slowly trickles. It looks cleaner than the usual sources.
<br>A trodden path continues [[north|north2]] over moorland.<<audio "fire_crackling" volume 0.1>><<audio "out_side" volume 0.2>>A filty narrow bed lies unmade against one wall. On the other a small table contains half a loaf of stale <<link "bread and a knife.">><<goto "hut">><<set $hasFood to true>><</link>>The water is cold and tastes of iron. Water bottle refilled.
<br>A path heads [[north|north2]] over moorland.Forty long minutes over moorland finally rewards with firmer ground, in the shape of an asphalt road. It's empty, of course, but some two-hundred yards to the [[east|house]] a small farm house and collection of outhouses can be seen.
<br>A stone [[wall|wall1]] runs down the right side of the road towards the house and would provide good cover from possible prying eyes.As the house grows nearer something starts to feel wrong.
<<timed 3s>><<audio "gun_shot" play>>
Suddenly a shot rings out.
The stone [[wall|wall2]] is nearby.
The [[house|housenear]] is within sprinting distance.
\<<next 20s>><<goto "dead">><</timed>>
The wall provides good cover from the gun shots all the way down to the house, but it ends here. A stone [[storage]] hut lies opposite and the open road continues [[east|eastdead]] but provides no cover.
A small concrete storage hut with a metal door is directly [[ahead.|storage]]
<<timed 3s>><<audio "gun_shot" play>>More gun shots ring out.
The road continues [[east.|east2]]
\<<next 10s>><<goto "dead">><</timed>>
<<audio "gun_dead" play>>The sound of the shot barely registered...
<<audio "out_side" unmute>><<if visited ("beyond2")>>The door to the hut lies open.
The main [[entrance|housedoor]] to the house is a short dash across open ground.
The road continues [[east.|east2]]
<<else>>The hut is windowless and the steel door is [[padlocked.|padlock]]
The main [[entrance|housedoor]] to the house is a short dash across open ground and the road leads away to the [[east|eastdead]] but neither provide cover from the hidden gunman.
<<timed 7s>><<audio "gun_shot" play>><</timed>><</if>>
<<if $hasPadlock>>The lock rattles open with a turn of the key. The door now lies open and the [[inside|inhut]] can be accessed.
<<else>>It's locked.
The main [[entrance|housedoor]] to the house is a short dash across open ground, but there is no cover from the hidden gunman.<</if>><<audio "out_side" mute>><<if visited() is 1>><<audio "door_burst" play>>The door to the house is weak and forces open easily.
The interior has been stripped of its contents - just like every other God-forsaken building. The paint on the wood panelled walls is peeling away and there's an overpowering smell of damp in the air.
@@#gotgun;But this one is clearly occupide. Directly ahead, probably dropped in haste, lies a small <<link "handgun.">></span>><<replace "#gotgun">><<set $hasGun to true>>
The gun isn't loaded but appears to be in good working order.
A [[kitchen]] lies ahead. The [[living room]] is on the left and the [[stairs]] on the right.
The main door behind leads back [[outside.|storage]]<</replace>><</link>>@@
<<else>>
A [[kitchen]] lies ahead. The [[living room]] is on the left and the [[stairs]] on the right.
The main door behind leads back [[outside.|storage]]<</if>>
<<if $hasCans and $hasShells>>
\The storage hut is empty.
\<<else>>
\<<if not $hasCans>>
\Clearly it's been used for storage.
\<br>Half a dozen [[cans of assorted food]] sit on the shelves.
\<</if>>
\<<if not $hasShells>>
\On a lower shelf a small [[box of shells]] for a handgun are lying in the dust.
\<</if>>
\<</if>>
The main [[entrance|housedoor]] to the house is a short dash across open ground.
Other than a single [[wall unit]] hanging askew by a single bracket, the kitchen offers nothing of interest.
The doorway leads back to the [[entrance hall.|housedoor]]
The living room is completely bare.
The open archway leads back to the [[entrance hall.|housedoor]]<<if visited() is 1>>The wooden stairs creak under the weight.
<<timed 2s>><<audio "door_open" play>>The sound of a door opening on the upper floor.
<<next>>Two doors are here. The [[nearest]] is closed and the one [[beyond|beyond2]] sits slightly ajar.<</timed>>
<<else>>
<<if $hasRifle>>The body of the dead bandit lies in the doorway of the room at the end of the landing.
The [[stairs|housedoor]] lead back to down to the entrance hall.<</if>>
<<if not $hasRifle>>Two doors are here. The [[nearest]] is closed and the one [[beyond|beyond2]] sits slightly ajar.<</if>><</if>>
<<if $hasPadlock>>It's empty.
The doorway leads back to the [[entrance hall.|housedoor]]
<<else>>
Initially the cupboard appears to be empty, but lying in the thick dust in the back corner is a [[key and metal lighter.|key]]<<set $hasPadlock to true>>
The doorway leads back to the [[entrance hall.|housedoor]]<</if>>
<<if hasVisited ("beyond2")>>Looks like it was once a bedroom.
A [[bay window|east2]] looks out over the decaying landscape and opens up onto the shallow roof of the back porch.
Out on the landing the [[stairs|housedoor]] lead back down to the entrance hall.
<<else>>
Looks like it was once a bedroom.
A [[bay window|eastdead]] looks out over the decaying landscape and opens up onto the shallow roof of the back porch.
Out on the [[landing|stairs]] the [[stairs|housedoor]] lead back down to the entrance hall.<</if>><<audio "door_burst" play>>The door burst open and a hooden figure appears. He's armed with a rifle.
The only option is to [[shoot.|shoot]]
<<timed 6s>><<goto "dead2">><</timed>>
<<set $hasPadlock to true>>Key taken.<<timed 2s>><<goto "kitchen">><</timed>><<if $hasShells>><<audio "man_dead" play>><<timed 2s>>He's dead.
<<next>>Rifle taken.
<<next>>A search of the body reveals a small folding knife and a box of rifle shells.
<<next>>There is another [[room|nearest]] on the landing. The door is closed.<</timed>><<set $hasPenknife to true>><<set $hasRifle to true>><<set $hasRiflebullets to true>>
<<else>>The horrifying click of an unloaded gun.<<audio "gun_fail" play>><<timed 2s>><<goto "dead2">><</timed>><</if>>
<<audio "me_dead" play>>The sound of the shot barely registered...<<set $hasCans to true>>Cans of food taken.<<timed 2s>><<goto "inhut">><</timed>><<set $hasShells to true>>Box of shells taken.<<timed 2s>><<goto "inhut">><</timed>><<audio "out_side" unmute>>Hours later...
The blackness of night makes further travel unwise. Best to [[set up camp]] for the night and eat.
@@#fire;A clump of woodland by the roadside provides good shelter. Dead branches and sticks are collected and the pile of wood is soon ready to <<link "ignite.">></span><<replace "#fire">>The dead trees all around the fire flicker orange from the flames.<<audio "zippo_light" play>><<timed 3s>><<audio "fire_crackling" volume 0 fadeoverto 60 1 loop>><</timed>>
Best to [[rest|day2]] here until daybreak.<</replace>><</link>>
<<audio "fire_crackling" stop>>The following morning...
<<timed 5s>>The day breaks with tempertures colder then ever. The fire from the previous night is long dead and the whole landscape is dusted in a frost.
The road continues [[east.|east3]]<</timed>>The road continues to run [[east.|east4]]Up ahead, just visible in the freezing mist is the outline of a bent [[figure]] hobbling along.It's an old man. He stops and turns.
<em>I have nothing for you, fella,</em> he croaks, and continues to shuffle along.
He would put up no fight at all - [[easy pickings]] if he's carrying anything of worth. Wouldn't even have to waste a bullet on this one. He certainly doesn't look in the mood for [[conversation]] but maybe worth a try anyway.
The road turns here and heads [[north.|north3]] He collapses from a single heavy blow to his head. He's dead, or as good as.
rifling through the pockets of his rags reveals a folded [[piece of paper.|note]]Where you headin, old man?
<<timed 3s>><em>Oh, just a place to lie down and die.</em>
<<next>>You could do that here. Wouldn't take long in these tempertures.
<<next>><em>Headin for a place called Oakburn as it happens.</em>
<<next>>Yeah, I've heard of the place. What do you know about it?
<<next>><em>Not much, friend. Sposed to be a safe haven by all accounts - food, shelter. Good people. If you can believe all that.</em>
<<next 6s>>It's worth a try. Which way do I need to be headin?
<<next 3s>><em>Keep right on this road. Been told to keep headin west best I can. The place is out by the coast so I'm told. Doubt I'll make it myself.</em>
<<next 7s>>The road runs [[north.|north3]]<</timed>>Another night out in these freezing tempertures could be fatal. Best start looking for some shelter.
The road eases towards the [[west.|west2]]Written on the note in a barely legible scrawl are the words <em>HEAD FOR OAKBURN!</em>
Maybe he knew the way. Too late now. The old man is not carrying anything else of worth.
The road runs [[north.|north3]]<<if visited() is 1>>A wide, fast-flowing [[river]] cuts the road off at this point and there's no obvious way across. [[Swimming|swim]] is an option, but there no knowing how deep it is or how strong the current.
Another option is to [[follow the river]] to see if there's any crossing points.
<<else>>There's still no obvious way across. [[Swimming|swim]] is one way, or another is to [[follow the river]] for a while.<</if>>Water bottle filled.<<timed 2s>><<goto "west2">><</timed>><<audio "drowning_dead" play>>The current is not strong, but the freezing waters result in crippling cramps. Sinking...
<<timed 3s>>Taking on water...
<<next>>Dead.<</timed>>Eventually the level of the river drops and the stoney bed is visible through the murky waters. The depth here is no more than three feet and safe to [[cross.|river cross]] Several hours later...
<<timed 3s>>The silence is suddenly broken by the sound of a distant vehicle. It's coming this way.
The [[trees]] and blackened shubbery would provide a safe vantage point, but there isn't long.
<<next 12s>><<goto "dead3">><</timed>><<audio "truck_pass" play>>The truck is carrying half a dozen bandits, all armed and out for a kill. These animals will eat anything.
The road [[continues.|continues2]]<<audio "truck_pass" stop>>Just as blackness draws in on another freezing night a [[train station]] shows itself in the distance.
<<set $hasRifle to true>><<audio "truck_stop" play>>The truck approaches. It looks to be loaded with half a dozen bandits hungry for a kill. The truck stops and the men stare incredulously for a moment before one of them pulls a handgun from the hem of his trousers and opens fire.
<<timed 15s>><<audio "me_dead2" play>>The sound of the shot barely registered...<</timed>><<audio "out_side" unmute>><<if visited() is 1>>There's no sounds or signs of life, but best to investigate with weapon drawn just in case.
The door to a long [[waiting room]] is attached to the platform. Sat by its side is the open door to a [[ticket office.|ticket office]]
<<else>>The door to a long <<if hasVisited("drawer", "killdog")>>[[waiting room|barriers]] is attached to the platform. Sat by its side is the open door to a [[ticket office.|ticket office]]<<else>>[[waiting room]] is attached to the platform. Sat by its side is the open door to a [[ticket office.|ticket office]]<</if>><</if>><<audio "out_side" mute>><<if $hasFlashlight>>It looks like a good place to spend a night or two but the beam of the flashlight suddenly falls on the eyes of a scrawny dog cowering in the corner. It looks more frightened than anything.
One option is to [[kill the dog.|killdog]] Another is to try and gain its trust by giving it [[food|tame dog]] and hope for the best.
<<else>>The room is in total darkness. It may be possible to [[feel around|dead4]] but there's no way of knowing what's in there without some light.
The [[ticket office]] is back the other way.<</if>><<audio "out_side" mute>><<if visited() is 1>>It's almost impossible to see anything in here, but [[something]] small on the floor glints in the moonlight.
The door leads back [[outside.|train station]]
<<else>><<if $hasFlashlight>><<goto "something">>
<<else>>It's almost impossible to see anything in here, but [[something]] small on the floor glints in the moonlight.
The door leads back [[outside.|train station]]
<</if>><</if>>
<<audio "out_side" mute>><<set $hasFlashlight to true>><<if visited () is 1>>It's a small metal flashlight, and working.
<<timed 3s>>The beam sweeps through the darkness of the ticket office. A [[chair]], [[bench]] with [[drawer]], [[ticket machine]] and [[radio]]. Piles of newspaper and other useless crap everywhere.
The door leads back [[outside.|train station]]<</timed>>
<<else>>The beam sweeps through the darkness of the ticket office. A [[chair]], [[bench]] with [[drawer]], [[ticket machine]] and [[radio]]. Piles of useless crap everywhere.
The door leads back [[outside.|train station]]<</if>>
It's a chair and of no use.<<timed 2s>><<goto "something">><</timed>>It's a dusty old bench. of no interest or use.<<timed 3s>><<goto "something">><</timed>>A ticket machine and of no use.<<timed 3s>><<goto "something">><</timed>><<audio "radio_on" play>>There's no broadcasts out there anymore - only static.<<timed 4s>><<goto "something">><</timed>><<if visited ("tame dog")>>The building is sound and good for a few nights recovery. The seats of the long wooden benches would make secure [[barriers]] on the doors and windows.
<<else>>
<<audio "dead_dog" play>>The dog yelps and jumps into the air before slumping down dead.
The building is sound and good for a few nights recovery. The seats of the long wooden benches would make secure [[barriers]] for the doors and windows.<</if>><<audio "out_side" mute>><<audio "dog_attack" play>>Bad move.
<<timed 3s>>Bad bad move.<</timed>>The dog creeps forwards tentatively, sniffing at the air as the smell of the open can of sausages permeates across the room. Eventually it braves a quick taste before digging its snout into the can and eating the contents hungrily.
Now with the dog's trust obtained time to think about [[securing the place|killdog]] for the night.<<if hasVisited("drawer")>><<audio "hammer_planks" play>>It takes a good three hours to board the place up, but as least a secure few nights away from the elements and bandits can be had.
What's left of the wood is good for a [[fire.|trainfire]]
<<else>>
A hammer and nails would be handy.
The door leads back out to the [[platform.|train station]]<</if>>A hammer and box of six-inch nails. Taken.<<timed 3s>><<goto "something">><</timed>>The wood is piled for a small fire.
[[Light fire.|nightfire]]
[[Sleep.|day3]]<<audio "fire_crackling" stop>>Two days later...
<<audio "rain_fall" volume 0 fadeoverto 5 1 loop>>
<<timed 3s>>Energy might be restored, but the weather has taken a change for the worst. Now there's the wet to contend with, as well as the cold.
<<next 3s>>The road leads [[north.|north4]]<</timed>>
The road rises slowly to a peak which looks out over the dying land. Blackened trees stand where lush forest used to thrive and the grass is all but gone from the fields.
A lake lies to the [[west|west3]] and cuts off all access to the other side.A good roaring fire quickly grows. The warmth is very welcome.<<audio "zippo_light" play>><<timed 3s>><<audio "fire_crackling" volume 0 fadeoverto 60 1 loop>><</timed>>
[[Sleep.|day3]]It looks too cold, too deep and too far to [[swim.|swim]]
A quick scout around reveals a small [[rowing boat]] hidden behind a rock by the water's edge.<<if visited ("wine barrel")>><<audio "hammer_planks" play>>It's not the best fix in the world but it should keep out the water long enough to get [[across.|cross river]]
<<else>>An entire panel is missing from the base of the boat. It's doubtful it would make it [[across|swim]] to the other side before sinking.
The length of the shore is littered with [[jetsam and flotsam.|fixboat]]<</if>>
<<if visited ("wine barrel")>>There are several [[logs]], a [[wooden box]] and a [[shopping trolley.]]
The [[rowing boat]] is back at the other end of the shoreline.
<<else>>
There are several [[logs]], slats from a broken [[wine barrel]], a [[wooden box]] and a [[shopping trolley.]]
The [[rowing boat]] is back at the other end of the shoreline.<</if>>
No use.<<timed 2s>><<goto "fixboat">><</timed>>Slats collected. Promising.<<timed 3s>><<goto "fixboat">><</timed>>
The pieces from the box are no good for the job.<<timed 3s>><<goto "fixboat">><</timed>>Useless.<<timed 2s>><<goto "fixboat">><</timed>><<audio "hammer_planks" stop>>The base of the boat scapes along the shail as it draws into the shallows.
A path runs [[north|north5]] through a shallow valley.<<link "Backward">><<script>>Engine.backward()<</script>><</link>>
<<link "Forward">><<script>>Engine.forward()<</script>><</link>>
<<if Story.lookup('tags', 'bookmark').length gt 0>>
\<<link "Jumpto">><<script>>UI.jumpto()<</script>><</link>>
\<</if>>
<<link "toggle ambience">>
<<if setup.bgmIsMuted>>
<<audio "out_side" unmute>>
<<audio "rain_fall" unmute>>
<<set setup.bgmIsMuted to false>>
<<else>>
<<audio "out_side" mute>>
<<audio "rain_fall" mute>>
<<set setup.bgmIsMuted to true>>
<</if>>
<</link>>
<<link "toggle audio">>
<<if setup.audioIsMuted>>
<<masteraudio unmute>>
<<set setup.audioIsMuted to false>>
<<else>>
<<masteraudio mute>>
<<set setup.audioIsMuted to true>>
<</if>>
<</link>><<if visited ("rope")>>A path is visiable below, but it's at least forty feet [[down|downsafe]] a sheer cliff face.
<<else>>The path rises slowly between cliff walls. Evetually it tops out and provides a view across the landscape. Still no sign of the sea but the view to the [[west|west4]] is blocked by trees.
A path is visiable below, but it's at least forty feet [[down|dead5]] a sheer cliff face.<</if>>
The [[trees|trees2]] come to an abrupt end at the base of a cliff face. There's no way through.
The way back out is [[east.|north5]]
The tree are unusual here; long, vine-like [[tentacles|rope]] hang down from the tops.
The way back out is [[east.|north5]]<<audio "cliff_drop" play>>It's probably better this way. Yes, end it quick.
<<timed 3s>>Many broken bones...
<<next>>Losing conciousness...<</timed>>With the vine tied securely to a tree and thrown over the edge, it stopped short of the ground by about twelve feet. Safely down now.
The road runs [[west.|west5]]
With a single sharp snatch one comes away and falls to the floor like a coiled snake.
<<timed 3s>>Collected.
The way back out is [[east.|north5]]<</timed>><<audio "rain_fall" volume 1 fadeoverto 30 0>>Hours later...
As the road climbs and peaks, the view out to the west reveals something magical. It's the coast! It's only just visible through the mist, but there's no mistaking that gray, table-top horizon. Even the rain's easing off.
The road conties [[west.|west6]]Several hours later signs of life start to creep into the landscape. Small buildings are dotted about. Things look slightly greener... maybe things are even growing here.
A handmade sign by the roadside reads 'Oakburn'.
The road runs down into a [[valley]] that sits before the sea.<<if visited() is 1>>Nearer now, it's clear that a barbed wire fence encircles the area.
Two towers sit either side of a gate which spans the road leading into the camp.
The gates are watched by two [[armed guards]] who could be [[picked off]] with the rifle from here.
<<else>>
The same, two [[armed guards]] are in position. [[Sitting targets.|picked off]]<</if>>The guards point their guns.
<em>I'm giving you ten seconds to [[drop your weapon|dropweapon]] 'fore I shoot you down dead!</em>
<<timed 10s>><<goto "dead">><</timed>>In position now, behind the cover of a thick tree.
<<timed 2s>><<audio "gun_shot" play>>
The first guard drops, but the second is quick to react and runs into the cover of his tower. He triggers the alarm.
<<next 5s>><<audio "alarm_trigger" loop play>>
Hoards of armed men in trucks respond to the alarm and speed through the gates.
They're coming this way!
A [[retreat]] may work, but do it quickly
<<next 15s>><<goto "dead6">><</timed>>
<<audio "alarm_trigger" volume 0.10>><<audio "truck_pass" play>>Watching from a prone position behind the bushes, the trucks can be seen trundling through, looking for the source of the gunshot.
A path cuts [[west|west7]] towards the perimeter of the camp.<<audio "alarm_trigger" volume 1 fadeoverto 25s 0 loop>>Spotted. Nothing for it now but to face the music.
<<timed 2s>><<audio "me_dead2" play>>
Slipping away into the blackness...
<<audio "alarm_trigger" volume 1 fadeoverto 6s 0 loop>><</timed>><<audio "alarm_trigger" volume 1>>There are guards teaming all over the place.
[[Retreat|retreat2]] until another day before it's too late.
<<timed 10s>><<goto "dead">><</timed>><em>What's your business here?</em>
<<timed 2s>>
Same as everyone else, friend. Just looking for a place to call home.
<<next 3s>>
<em>You clean?</em>
<<next 1s>>
As clean as any man who's been on the road for as long as I have.
<<next 3s>>
<em>Any more wepons on your person I suggest you [[drop|win]] them now. You got ten seconds.</em>
<<next 10s>><<goto "dead">><</timed>>The guards step back and open the large iron gates.
[[Oakburn|preoakburn]] lies beyond.<<audio "closing_creds" play>>AFTERMATH<<timed 8s>><<goto "Oakburn2">><</timed>><<audio "alarm_trigger" stop>>Two days later...
<<timed 2s>>The [[camp|valley]] lies quiet again.<</timed>>created and designed by jud casper<<timed 8s>><<goto "Oakburn3">><</timed>>made with Twine<<timed 8s>><<goto "Oakburn4">><</timed>>thank you for playing<<timed 8s>><<goto "Oakburn5">><</timed>><<audio "intro_tune2" play>>
[img[splash.jpg] [Outside.]]
Mercifully, the car fires up first time and crawls onto the gravel road befpore picking up speed.<<audio "out_side" volume 0.1>><<audio "car_start" volume 100 fadeoverto 11 0.0>><<timed 10s>><<goto "village">><</timed>>The car turns over, but fails to start.<<audio "car_fail" play>>
The road continues [[north.]]No fuel.<<timed 2s>><<goto "village">><</timed>><<audio "gun_shot" play>>Someone is clearly watching.
<<timed 3s>><<goto "wall2">><</timed>>The house is a good distance away now, but...<<timed 2s>><<goto "dead">><</timed>>Finally! Friendly faces swarm from building to building carrying crates of fresh fruit and fish. There are campfires dotted everywhere, medical tents, wooden huts... even a water pump.
A woman passes by and smiles warmly.
Finally somewhere to call [[home.|Oakburn]] <<if visited () is 1>>Twenty minutes later the [[car's|nofuel]] out of fuel. No use now.
In the distance, a mile or so away to the [[west|distance]], smoke rises from a small woodland.
<<audio "car_stop" volume 0.3 play>>
<<audio "out_side" volume 0.1 fadeoverto 3 0.30>>
<<else>>
In the distance, a mile or so away to the [[west|distance]], smoke rises from a small woodland.<</if>><<audio "car_fail" play>>No fuel.<<timed 2s>><<goto "village">><</timed>>