Your browser lacks required capabilities. Please upgrade it or switch to another to continue.
Loading…
You round the stairs, with your weapon held at the ready.
In the back of the attic of the, an older man[<<link '?'>>\
<<diag Leo Gold>>
Profile for Leo Gold
<hr>
''Occupation'': Colonel/ Special Operation of NSF
''Age'': Unknown
''Height'': 187CM
''Weight'': 98KG
''Eyes'': Brown
''Hair'': None
''Suspected residence'': New York City, Hells Kitchen
''Contacts'': In frequent contact with JoJo Fine, Juan Ivanovich Lebedev, and other sympathisers.
<</diag>>
<</link>>] is crouched down. He seems unarmed. He see's you, and seems startled.
"Don't shoot! I surrender!" He shouts, his hands raised.
You keep your weapon aimed at him, and begin your informal interrogation. "So you think you know better than FEMA what to do with this month's Ambrosia shipment..."
"You're too late. It's on its way back to the people, and you can't do a damn thing about it." He lets out a slight smirk, and lowers his arms. He seems tense, as if ready to attack.
* [[Except send YOU back to the people -- in a body bag.|Interrogating the commander aggressively]]
* [[Tell me about the shipment and I'll order the troops to pick you up as a prisoner instead of a corpse.|Interrogating the commander more]]"I AM the people."
<<alex>><<type 25s>>That might have been over the line, JC. I don't know. Better head back to base on the west side of the island. Objective complete.<</type>><</alex>>"Ask away. We already won this round." He relaxes for a moment.
"Where are you taking it?"
"We're just giving the ordinary people the same chance to survive as the bureaucrats in Washington."
"You'll have to unload in New York because the choppers would spot you at sea."
"I think the government made the plague on purpose to get rid of population growth."
<<alex>><<type 25s>>Well done. I will pass on your orders to the troopers. Report back to base on
the west side of the island. Mission complete.<</type>><</alex>>
* <[[Leave the conversation|Statue: Top]]>
* [[Just answer the question.|Deep debate with the commander]]"Don't believe me? It's all in the numbers. For a hundred years, there's been a conspiracy of plutocrats against ordinary people."
"Do you have a single fact to back that up?"
"Number one: In 1945 corporations paid 50 percent of federal taxes. Now they pay about 5 percent. Number two: In 1900 90 percent of Americans were self-employed; now it's about two percent."
"So?"
"It's called consolidation. Strengthen governments and corporations, weakenin dividuals. With taxes, this can be done imperceptibly over time."
"I guarantee you that the interrogation staff at UNATCO will not be as forbearingas I am."
"Yeah, the secret police. You're just bullies for a completely illegitimat egovernment in Washington."
"We will locate that shipment one way or another."
"The entire executive branch is hand-picked. Nineteen of the last twenty-three U.S. presidents have been members of the Trilateral Commission. The Trilateral Commission is financed by the Rockefellers and the Rotschilds. Don't tell me --"
"That's a think-tank. Anyone can become a member."
"But not everyone does. That's why they call it the 'secret government.'"(CONTACT: ALEX JACOBSON
ALEX
That's over the line. What did I just tell you? We won already. Report back to
base.)KAPLAN
Heard you cleaned the place out.
JC DENTON
They crossed the line by going into the Statue.
KAPLAN
That's exactly right. We're already gearing up to hunt these sons-of-bitches
door-to-door in Manhattan. Need some hardware? I scored an extra scope from a
couple of thugs we dropped down by the dock; you can have it for 700 credits. I
also picked up 10 mm ammo and some crossbow darts -- say 200 for one and 60 for
the other.
JC DENTON
Shouldn't you turn that stuff over to the quartermaster?
KAPLAN
Carter? He don't care. NSF goods are the spoils of war. Hey, we're risking our
lives out here.
JC DENTON
I'll check back with you later.
KAPLAN
Glad you're coming around to our way of doing things. Need some hardware?<<completegoal 'm01_talk_paul'>>
Your brother, Paul, who looks alot like you, runs up to you from across the pier.
"Paul! I thought you were <span class="glitch" data-text="dead? No..">in Hong Kong.</span>", you exclaim, wondering why he's back in New York so early.
"Welcome to the Coalition, JC... I might as well start using your codename. Think I'd miss my brother's first day?" he replies jokingly.
"Didn't think you'd have a choice. What's going on?" you question, Paul shouldn't have been back for awhile yet, and he's not the type to disobey orders.
"The NSF -- they hit one of our shipments. A few of them got away, but we trapped the rest in the Statue." Paul gestured up to the Statue of Liberty looming behind him, standing tall in the middle of the island. You can see it has taken some damage, the head is missing, and there is other notable damage and burns to the structure.
"What are we waiting for? Looks like a textbook assault." you respond eagerly, ready to charge on forward.
You begin walking ahead but Paul puts his hand out and stops you in your tracks.
"The NSF took one of our agents hostage. The bots are holding the perimeter, but my orders are to hold back and send you in alone. I think someone high up wants to see how you handle the situation." he states.
"All I've got with me is a pistol and an electric prod. I don't mind a test, but UNATCO better issue some hardware." you reply, realising you weren't prepared for such an involved mission.
"Remember that we're police. Stick with the prod. It will stun your opponents or knock them unconscious. A nonlethal takedown is always the most silent way to eliminate resistance." Paul opens up a storage box that was sitting beside him, you can see a few weapons inside. "Just in case, though, Manderley wants you to pick an additional weapon: a sniper rifle, a GEP gun, or a minicrossbow."
You reply...
* [[I like to pick 'em off from a distance. I'll take the rifle.|conv paul docks 2][$paul_choice to "Sniper"]]
* [[Never know when I might come up against heavy armor. Give me the GEP gun.|conv paul docks 2][$paul_choice to "GEP Gun"]]
* [[The crossbow. Sometimes you've got to make a silent takedown.|conv paul docks 2][$paul_choice to "Mini-Crossbow"]]<<giveitem $paul_choice>><<set $talked_paul_docks to true>><<if $paul_choice == "Sniper">>\
"I like to pick 'em off from a distance. I'll take the rifle." you say, as you reach in to the crate and pull out a PIS LRW350 Military Sniper Rifle, and a few clips of 30.06 ammo.
Paul places his hand on the barrel of the rifle. "This isn't a training exercise, JC. Your targets will be human beings. Keep that in mind."
You've heard Paul's lectures about restraint many times before. "I get up the idea. What's the first move?"
<<elseif $paul_choice == "GEP Gun">>
"Never know when I might come up against heavy armor. Give me the GEP gun." You reach over and grab the Guided Explosive Projectile (GEP) Gun, a portable shoulder-mounted rocket launcher.
Paul hands you a couple of spare rockets. "The GEP gun might be useful. They have a security bot on patrol near the Statue entrance."
You finish loading the launcher, and stow the weapon away in your inventory. "Great. What's the first move?"
<<elseif $paul_choice == "Mini-Crossbow">>
"The crossbow. Sometimes you've got to make a silent takedown." Paul hands you the Mini-Crossbow, a small wrist-mounted espionage weapon, codenamed Night Sleeper, designed for fire various types of darts, including standard shots, flare darts, and the most useful tranq darts.
Paul nods approvingly, and hands you some spare darts for ammunition. "Good thinking. With these tranquilizer darts, you'll have another nonlethal way to take down an enemy in addition to the prod."
"I get the idea. What's the first move?" You are eager to get going.
<</if>>
Paul hands you a small datacube. "I'm going to give you a map of the island. If you can get to the north dock, a UNATCO informant will give you a key to the Statue doors. He responds to the code-phrase 'iron and copper.' You could avoid a lot of fighting, though, if you found a back way into the Statue."
<<addnote>>Informant at nort dock responds to 'iron and copper'<</addnote>>
"I'll see how it looks onshore..." You reply as you finish scanning the information device, storing the map and a reference to the codeword in your datavault.
"Your primary objective is the makeshift command center the terrorists installed at the top of the Statue, but don't forget about Agent Hermann. We think he's being held on the ground floor."
"What are my orders when I reach the command center?"
"Interrogate the leader. We don't yet know why the terrorists would risk an open assault."
<<defgoal 'm01_leader'>>Interrogate the NSF Leader at the top of the statue.<</defgoal>>
<<defgoal 'm01_rescue_hermann'>>Rescue the captured UNATCO Agent.<</defgoal>>
You can..
* [[End the conversation|$prevzone]]
* [[Ask Paul what his plans are|conv paul docks 3]]"You just going to stay here?" you ask.
"There's been some activity at sea. I'm going to watch the coast."
"Why'd they bring you back to New York?"
"I don't know what they have planned. I messed up an assassination attempt on one of the Triad leaders in Hong Kong."
"UNATCO pulled you out?"
"It's a long story. You better head to the Statue."
You can...
* [[End the conversation|$prevzone]]
* [[Ask Paul about his mission in Hong Kong|conv paul docks 4]]"Which Triad was UNATCO targeting?" you ask.
"We'll talk about that later. How was your graduation?" Paul replies, quickly changing the subject.
"I want to hear what happened..." you reply, attempting to put the discussion back on course, sensing his evasiveness.
Paul stays true to his conviction, and refuses to discuss the mission.. "I wish I could have come. At the time I could have cared less that Mom and Dad came to mine, but it was a good thing. The U.N. threw a dinner in honor of me, the first nano-augmented agent."
"I didn't know that. Guess I must be old news..." you reply, giving up on your previous attempts.
"Dad made a toast. I don't know if you remember his old brown suit..."
"A toast? That doesn't sound like our father."
"It was hard for him in front of the diplomats, but he savored every moment."
"Strange how proud he could be when so much was due to... our augmentations."
"Yes, he was proud. I believe that much. It was nice to have done something for him and Mom. I wish someone could have been there for you."
"I'm used to being on my own."
"One can be TOO self-sufficient, I'm coming to believe.
Best thing is to let the bots handle the ground assault.
You might be able to find some supplies in the comm van by the helipad.
Hard to believe this rock used to be a tourist attraction, huh?
I'll keep watch on this side of the island."
There is nothing more to discuss here.
[[End conversation|$prevzone]]You enter the cell. The room is barren, save for scattered trashbags and bottles of alcohol strewn around.
A couple of rats scurries past your foot.
You approach the imposing figure ahead of you, a large bodied mechanically augmented agent.
Parts of his body look as if they have been replaced with raw machinery.
"Glad you're not hurt, Agent..." you say.
"Command should not have left us to be surrounded..." Hermann responds in a thick german accent.
"Risk is part of the job. I think you lucked out this time."
"Agent Navarre and I were ready to go in, but for no reason they said pull back.
I do not retreat. Please give me a weapon and move out of the way."
* [[First thing is to get you out of here. I'll handle the enemy.|Refusing to give Hermann a weapon]]
<<if playerHasItem("Pistol")>>* [[As you wish. Take my pistol.|Giving Hermann a weapon]]<</if>><<set $gave_gunther_a_pistol to true>>\
"As you wish. Take my pistol." You pull your pistol out and hand it to him.<<takeitem 'Pistol'>>
Hermann grabs the pistol, inspecting it, checking the magazine... "That will be adequate. I will secure this level. You proceed up the stairs to
the command center at the top. I will clean out the lower level."
<<include "Gunther Leaves">>"First thing is to get you out of here. I'll handle the enemy."
"Excuse that I have forgotten your brother Paul Denton and the infinite power of nano-augmentation."
"I just can't spare any arms. Please retreat to a safe location."
"Go ahead. Advance up the stairs to the command center at the top. I will take my
rusty metal bones and sweep away into the junk pile.
Now I see the reason for the pull-back. They wanted to show off their new
nanoaugmentation technology."
<<include "Gunther Leaves">><<set $freed_hermann to true>>\
Gunther speeds out of the cell, and as he passes the threshold, the door closes behind him.
You find yourself locked in the cell.
After examining the area, you find a brick extending out from the wall by the door.
You push it in, it slides gracefully in to the brick wall, and the door swings open.
You begin to wonder if Agent Hermann knew that the door opened from the inside.
[[End scene|Statue: Guard Room]]<<nobr>>
<<if visited() == 1>>
<<run setupRPG()>>
<<newcharacter JC Denton>> <<focus JC Denton>><<newcharacter Trooper>>
<<addfocus JC Denton>> <<addfocus Trooper>>
<<forcetrainskill 'all'>>
<<givesp 6575>>
<</if>><</nobr>>
Your infolink beeps. You hear a message.
<<say 'Unknown'>><<type 25ms>>Hello, JC. Let's get started.
Before we begin, how would you like your <<link 'skill points'>><<skills>><</link>> distributed? Choose carefully, it may be important.
(Click or tap highlighted text to interact with that object, or move to that zone. Skills screen is also available in the sidebar to the left.)
Once you have finished, we can [[begin the story|Liberty Island: South Dock]], or if you need some help, there is the [[training|Training]] simulation.
<</type>><</say>>battle system has all characters in an array, with a cooldown timer
each turn, all cooldown timers go down 1, when at 0, its that characters turn to act
defencounter macro creates a new battle state object in memory
<<defencounter>>
Create a new character in the encounter object, with their ID and name
<<espawn 'nsf001' 'Terrorist'>>
<<espawn 'unatco001' 'UNATCO Trooper'>>
add encounter character from name in tales' character array, takes their health values etc
<<espawnfromchar 'Scott'>>
alliances decide which side the character is on, can be arbitrary group, any character != alliance is an enemy
default is 0 for player, 1 for spawned characters
<<esetalliance 'unatco001' 0>>
Add some text to that characters actions array that is randomly chosen
<<eaddaction 'nsf001'>>
Terrorist does nothing.
<</eaddaction>>You died.<<if !inConversation()>>\
<</if>><<link 'Goals'>><<goals>><</link>>
<<link 'Notes'>><<notes>><</link>>
<<if !inConversation()>>\
<<link 'Wait'>><<reload>><</link>>
<<link 'Inventory'>><<inventory>><</link>>
<<link 'Augs'>><<qdiag 'Alpha Notice' 'Feature not yet implemented.'>><</link>>
<<link 'Skills'>><<skills>><</link>>
/*<<link 'Characters'>><<focusmenu>><</link>>*/
<<if inPuzzle()>><<link 'Command'>><<cli>><</link>><<else>><<link "''Command''">><<cli>><</link>><</if>>
<</if>><<character 'alex' 'img/AlexJacobson_infolink.webp'>>
<<defskill 'Computer' '1125'>>
<<defskill 'Electronics' '1800'>>
<<defskill 'Environmental' '675'>>
<<defskill 'Lockpicking' '1800'>>
<<defskill 'Medicine' '900'>>
<<defskill 'Swimming' '675'>>
<<defskill 'Demolitions' '900'>>
<<defskill 'Heavy' '1350'>>
<<defskill 'Low-Tech' '1350'>>
<<defskill 'Pistol' '1575'>>
<<defskill 'Rifle' '1575'>>
<<definfo 'Pistol'>>A standard-issue PIS MSK4600-A 10mm pistol.<</definfo>>
<<definfo 'Riot Prod'>>A standard-issue SIS RSW20 Riot Prod, which can temporarily paralyze targets. The riot prod has been extensively used by security forces who wish to keep what remains of the crumbling peace and have found the prod to be an valuable tool. Its short range tetanizing effect is most effective when applied to the torso or when the subject is taken by surprise.<</definfo>>
<<definfo 'Sniper'>>The military PIS LRW350 sniper rifle is the superior tool for the interdiction of long-range targets. When coupled with the proven 30.06 round, a marksman can achieve tight groupings at better than 1 MOA (minute of angle) depending on environmental conditions.<</definfo>>
<<definfo 'GEP Gun'>>The GEP (Guided Explosive Projectile) gun is a relatively recent invention in the field of armaments: a portable, shoulder-mounted launcher that can fire rockets and laser guide them to their target with pinpoint accuracy. While suitable for high-threat combat situations, it can be bulky for those agents who have not grown familiar with it.<</definfo>>
<<definfo 'Mini-Crossbow'>>The mini-crossbow was specifically developed for espionage work, and accepts a range of dart types (normal, tranquilizer, or flare) that can be changed depending upon the mission requirements. This particular model is codenamed Night Sleeper, due to its effectiveness as rendering most opponents unconcious within moments.<</definfo>>
<<definfo 'Nano-Keyring'>>A nanokey ring can read and store the two-dimensional molecular patterns from different nanokeys, and then recreate those patterns on demand.
'When you collect keys in the world, they are automatically stored in the keyring.'<</definfo>>
<<definfo 'Ammo Box'>>A storage system for ammunition.
'When you collect ammo in the world, they are sorted here.'<</definfo>>
<<defhook 'Medkit' 'inventory'>>
<<run giveHealth(null, 25)>><<reload>><<qdiag 'Healed' 'You healed 25 health, curently at <<gethealth>>'>><<takeitem 'Medkit'>>
<</defhook>>
<<defhook 'Ammo Box' 'inventory'>><<ammo true>><</defhook>>
<<defhook 'Nano-Keyring' 'inventory'>><<keyring true>><</defhook>>
<<defhook 'Medkit' 'give' 'inv_limiter' '10'>><</defhook>>
<<defhook 'Lockpick' 'give' 'inv_limiter' '10'>><</defhook>>
<<defhook 'Multitool' 'give' 'inv_limiter' '10'>><</defhook>>
<<defhook 'Pistol' 'give'>><<if playerHasItem("Pistol")>><<addammo "Pistol">><<else>><<setflag "give_event_pass" "true">><</if>><</defhook>>
<<defhook 'Riot Prod' 'give'>><<if playerHasItem("Riot Prod")>><<addammo "Riot Prod">><<else>><<setflag "give_event_pass" "true">><</if>><</defhook>>
<<defhook 'Sniper' 'give'>><<if playerHasItem("Sniper")>><<addammo "Sniper" 1>><<else>><<setflag "give_event_pass" "true">><</if>><</defhook>>
<<defhook 'GEP Gun' 'give'>><<if playerHasItem("GEP Gun")>><<addammo "GEP Gun" 1>><<else>><<setflag "give_event_pass" "true">><</if>><</defhook>>
<<defhook 'Mini-Crossbow' 'give'>><<if playerHasItem("Mini-Crossbow")>><<addammo "Mini-Crossbow" 1>><<else>><<setflag "give_event_pass" "true">><</if>><</defhook>>
<<defgroup 'weapon' 'Crowbar' 'Pistol' 'Riot Prod' 'Mini-Crossbow' 'GEP Gun' 'Sniper' 'Baton'>>
<<defgroup 'nonlethal' 'Riot Prod' 'Baton'>>
<<defgroup 'melee' 'Crowbar' 'Baton'>>
<<defgroup 'ranged' 'Pistol' 'Mini-Crossbow' 'GEP Gun' 'Sniper'>>
<<set $tutorials to false>>
<<set $alert_level to 0>>
<<set $cli_log to null>>
<<set $cli_cwd to "/">><<if tags().includes("underwater")>>\
<<if getOxygen() > 0>>''You are underwater and losing oxygen.'' <<run takeOxygen(null, 20)>><<getoxygen>><<else>>''You need air! Taking health damage.''\
<<run takeDamage(null, 10)>><</if>>\
<<else>><<if getOxygen() < 100>> Catching your breath. <<run giveOxygen(null, 10)>><<getoxygen>><</if>><</if>>
<<showhealth>>
<<showenergy>>
<<showoxygen>>
<<if !inConversation()>><<print State.passage>><</if>>
<<print $varcaption>>\
<<if zoneHasItems('here')>>\
There are items here:
<<zoneitems>>
<</if>><<parsecli>><<set $cli_input to "">><<widget "container">>\
<<if getFlag($args[0]) isnot "true" and hasItemOf('melee')>> <<link '$args[1] container'>><<addtozone 'here' $args[2]>><<setflag $args[0] "true">><<reload>><<qdiag 'Contents' 'It contains a $args[2].'>><</link>> (Use ''<<print hasItemOf('melee')>>'' to break open)\
<</if>><</widget>><<nobr>><<if visited() == 1>><<set $cellguard_health to 100>><</if>><</nobr>>
You assess the situation.
You can hear a security cameras low hum, but you can't see it.
A guard sits at a desk, reading a newspaper with his back to you.
[[Approach the guard|Saving the Agent 1]]
[[Attack|Saving the Agent 2]] from a distance with <<set _items to itemsOf("ranged")>><<cycle "$using_item" autoselect>><<optionsfrom _items>><</cycle>>...<<switch $using_item>>
<<case 'Pistol'>>
<<if hasAmmo('Pistol')>>
<<takeammo 'Pistol' 1>>
<<skillcheck 'Pistol' '2'>>
You dispatch the guard with a shot to the head.
<<set $handled_statue_cell_guard to true>>[[End encounter|Statue: Guard Room]]
<<failedcheck>>
<<set _r to random(10)>>
You fumble...
<</skillcheck>>
<<else>>
You have no ammo for this. [[Back|Saving the Agent]].
<</if>>
<<case 'Mini-Crossbow'>>
<<if hasAmmo('Mini-Crossbow')>>
<<else>>
You have no ammo for this. [[Back|Saving the Agent]].
<</if>>
<<case 'GEP Gun'>>
<<if hasAmmo('GEP Gun')>>
<<else>>
You have no ammo for this. [[Back|Saving the Agent]].
<</if>>
<<case 'Sniper'>>
<<if hasAmmo('Sniper')>>
<<else>>
You have no ammo for this. [[Back|Saving the Agent]].
<</if>>
<<default>>
I'm not sure what you tried to do. [[Redo|Saving the Agent]].
<</switch>>You slowly creep up the stairs and you start hearing voices from around the corner.
"Did they find the shipment?" One of them in a thick southern accent speaks.
You slowly peek around the brick barrier at the top of the staircase, a uniformed NSF terrorist and a generic thuggish man are stood, discussing matters.
"Yeah, we got the whole supply. You can see the ship's lights crossing the bay."
"Guess y'all were right. So why aren't we pulling out?"
"Mike's on the horn. JoJo wants a lead on the distribution network."
"Hell, we don't have enough men to protect what we've got."
"That's what JoJo wants."
"I wonder. How's a guy with a tattooed forehead get to be an NSF colonel? Pardon me, but back in Alabama we wouldn't let a man who wears earrings plan a military operation."
"I'd watch what I say about JoJo. He's got a temper."
"He's a punk and he's gonna get us all killed."
"The NSF is strong because it represents everyone's interests."
"Yeah, yeah."<<nobr>><<if visited() == 1>>
<<set $encounter_1_t1_health to 100>>
<<set $encounter_1_t2_health to 100>>
<<set $encounter_distance to 'far'>>
<</if>><</nobr>>\
(Encounter Tutorial:
In encounters, you run through a scene that you can influence based on your choices.
The choices available also depend on your character skills and inventory.
For example, if you have a Riot Prod, you may be able to stun an enemy, and avoid combat;
If you have a pistol, you can take a shot; or grenades can clear an encounter in one.
The results of the actions also may depend on your skill levels and augmentations (when available).
For example, if you take a shot with a pistol, its accuracy depends on on your Pistol skill, if you aren't good at pistols, you might miss the shot.)
You climb the steps to the main area of the island..
To your right, an NSF terrorist is on patrol, currently walking away from you.
A large pillar is obscuring your view of the path leading directly forward, but you hear noises from that direction.
You can...
<<if playerHasItem("Pistol") and hasAmmo("Pistol")>>* [[Fire a shot, then retreat...|First Encounter 0]]<br/><</if>>\
<<if playerHasItem("Pistol") and hasAmmo("Pistol")>>* [[Take a shot at the patrolling terrorist...|First Encounter 1.A]]<br/><</if>>\
<<if playerHasItem("Riot Prod") and hasAmmo("Riot Prod")>>* [[Sneak up to the terrorist and stun him...|First Encounter 3]]<br/><</if>>\
<<if playerHasItem("Baton")>>* [[Sneak up to the terrorist and hit with Baton...|First Encounter 6]]<br/><</if>>
* [[Attempt to sneak past the right side path|First Encounter 4]]
* [[Sneak around the pillar|First Encounter 5]]
* [[Wait for a good moment...|First Encounter 2.A]]
* [[Pull back to the Dock|Liberty Island: South Dock]]
* DEBUGGING: Skip encounter: <<link 'do it'>><<set $handled_first_encounter to true>><<goto 'Liberty Island: South'>><</link>><<takeammo 'Pistol' 1>>You fire a shot in to the air, getting the attention of the terrorist.
From behind the pillar, you hear another opponent. They both charge towards you.
You retreat back down the stairs. Paul pulls out his assault rifle, as he, the nearby UNATCO trooper, and the security bot, begin firing upon the unaware terrorists, they are dispatched within mere moments.
<<set $handled_first_encounter to true>>\
Encounter cleared.
[[Finish|Liberty Island: South]]You take a shot at the terrorist...<<takeammo 'Pistol' 1>>
<<skillcheck 'Pistol' 2>>
<<if getSkillLevel(null, 'Pistol') >= 3>>
You hit the terrorist in the head! The terrorist falls to the ground, defeated.<<set $encounter_1_t1_health -= 100>>
<<else>>
You hit the terrorist in the torso! He is injured, but still standing, he turns to you, aiming his 10mm Pistol in your direction... <<set $encounter_1_t1_health -= random(10, 40)>><</if>>
<<failedcheck>>
<<set _r to random(10)>><<if _r <= 3>>
You hit the terrorist! He is injured, but still standing, he turns to you, aiming his 10mm Pistol in your direction... <<set $encounter_1_t1_health -= random(10, 40)>>
<<elseif _r > 3 and _r <= 8>>
You miss, he turns to you after hearing the shot, aiming his 10mm Pistol in your direction...!
<<else>>
You hit the terrorist in the head with a lucky shot!<<set $encounter_1_t1_health -= 100>>
<</if>><</skillcheck>>
Behind the nearby pillar, you hear a terrorist shout. "Fascist!"
<<if $encounter_1_t1_health lte 0>>
You can hear the terrorist camped behind the pillar begin to move, you can...
<<if playerHasItem("Pistol") and hasAmmo("Pistol")>>* [[Take a quick shot...|First Encounter 1.B]]<br/><</if>>\
* [[Fight the terrorist one-on-one|Battling an NSF][$new_battle to true]]
<<else>>
You are flanked, it's time to fight!
* [[Fight the terrorists|Battling the Terrorists][$new_battle to true]]
<</if>>You dash around the pillar, and take a quick snap shot at the second terrorist...<<takeammo 'Pistol' 1>>
<<skillcheck 'Pistol' '2'>>
<<if getSkillLevel(null, 'Pistol') >= 3>>
You hit the terrorist in the head! The terrorist falls to the ground, defeated. <<set $encounter_1_t2_health -= 100>>
<<else>>
You hit the terrorist in the torso! He is injured, but still standing, he turns to you, aiming his 10mm Pistol in your direction... <<set $encounter_1_t2_health -= random(10, 40)>>
<</if>>
<<failedcheck>>
<<set _r to random(10)>>
<<if _r <= 3>>
You hit the terrorist! He is injured, but still standing, he turns to you, aiming his 10mm Pistol in your direction... <<set $encounter_1_t2_health -= random(10, 40)>>
<<elseif _r > 3 and _r <= 8>>
You miss, he turns to you after hearing the shot, aiming his 10mm Pistol in your direction...!
<<else>>
You hit the terrorist in the head with a lucky shot! <<set $encounter_1_t2_health -= 100>>
<</if>>
<</skillcheck>>
<<if $encounter_1_t2_health lte 0>><<set $handled_first_encounter to true>>
Encounter cleared.
[[Finish|Liberty Island: South]]
<<else>>
You can [[fight|Battle an NSF]] the remaining terrorist.
<</if>>You wait...
[[Keep waiting|First Encounter 2.A2]]
<<if playerHasItem("Sniper") and hasAmmo("Sniper")>>* [[Aim and dispatch the distant terrorist with the sniper...|First Encounter 2.G]]<br/><</if>>\You stay hidden behind the stone pillars decorating the stairs leading down to the docks for awhile. Eventually you see the right side terrorist returning back on his patrol route, as another terrorists patrol route intersects, the two opponents are stood close to eachother, this is the perfect chance to...
<<if playerHasItem("Pistol") and ammoCount("Pistol") >= 2 and skillCheck(null, "Pistol", 3>>* [[Fire a quick double-tap on both...|First Encounter 2.B]]<br/><</if>>\
<<if playerHasItem("Riot Prod") and ammoCount("Riot Prod") >= 2>>* [[Rush up and tap both terrorists with the prod|First Encounter 2.C]]<br/><</if>>\
<<if playerHasItem("GEP Gun") and hasAmmo("GEP Gun")>>* [[Fire a GEP rocket at the ground between them...|First Encounter 2.D]]<br/><</if>>\
<<if playerHasItem("Mini-Crossbow") and hasAmmo("Mini-Crossbow")>>* [[Fire on them with poisoned darts...|First Encounter 2.E]]<br/><</if>>\
<<if playerHasItem("Sniper") and hasAmmo("Sniper")>>* [[Aim and dispatch them with them sniper...|First Encounter 2.F]]<br/><</if>>\You masterfully fire two shots, hitting each terrorist in the head. Both are downed instantly.
<<set $handled_first_encounter to true>>
Encounter cleared.
[[Finish|Liberty Island: South]]<<set _enr to random(0, 10)>><<takeammo 'Riot Prod' 2>>\
You charge up to the two terrorists, prod in hand...
<<if _enr < 4>>The enemies don't notice you in time...<<elseif _enr >= 4 and _enr < 6>>The enemies notice you and fire, but miss.\
<<else>>The enemies notice you and fire, you take <<set _rd to random(5, 15)>>_rd damage.<<takedamage _rd>>.
You tap each terrorist with the prod, temporarily stunning them, then <<if playerHasItem("Baton")>>switch to your baton, to dispatch them, smacking them in the back of the neck.<<else>>quickly choke them out.<</if>>
<<set $handled_first_encounter to true>>
Encounter cleared.
[[Finish|Liberty Island: South]]<<takeammo 'GEP Gun' 1>>\
You carefully aim the GEP gun between the two terrorists, and fire.
<<set $handled_first_encounter to true>>\
Encounter cleared.
[[Finish|Liberty Island: South]]<<takeammo 'Riot Prod' 1>>\
You sneak up to the opponent, and prod him in the back.
<<skillcheck 'Low-Tech' '2'>>\
He falls to the ground, unconsious.<<failedcheck>>He he paralysed, you holster the prod and choke him out.<</skillcheck>>
<<set $handled_first_encounter to true>>\
Encounter cleared.
[[Finish|Liberty Island: South]]<<if $encounter_1_t2_health <= 0 and $encounter_1_t1_health <= 0>><<goto 'Ending First Encounter Battle'>><</if>>
<<set $encounter_1_t1_action to random(0, 10)>><<set $encounter_1_t2_action to random(0, 10)>>\
<<switch $action>>
<<case 'use weapon'>>
<<set _dmg to getDmg($using_item, 10)>><<set _dmg *= getSkillLevel(null, $using_item)>><<set $in_cover to false>>
You use your $using_item at Target $target.
You do _dmg to target..\
<<if $target == 1>><<set $encounter_1_t1_health -= _dmg>><<else>><<set $encounter_1_t2_health -= _dmg>><</if>>
<<case 'hide behind cover'>>
You duck behind the pillar.<<set $in_cover to true>>
<</switch>>
<<nobr>><<if $encounter_1_t1_health > 0>><<if $encounter_1_t1_action <= 3>>
The first terrorist ($encounter_1_t1_health) ducks behind a crate.
<<elseif $encounter_1_t1_action > 3 and $encounter_1_t1_action <= 7>>
The first terrorist ($encounter_1_t1_health) shoots! <<takedamagerandom 5 20>>
<<elseif $encounter_1_t1_action > 7>>
The first terrorist ($encounter_1_t1_health) waits...
<</if>><</if>><</nobr>>
<<nobr>><<if $encounter_1_t2_health > 0>><<if $encounter_1_t2_action <= 3>>
The second terrorist ($encounter_1_t2_health) ducks behind a crate.
<<elseif $encounter_1_t2_action > 3 and $encounter_1_t2_action <= 7>>
The second terrorist ($encounter_1_t2_health) shoots! <<takedamagerandom 5 20>>
<<elseif $encounter_1_t2_action > 7>>
The second terrorist ($encounter_1_t2_health) waits...
<</if>><</if>><</nobr>>
You have <<gethealth>> health<<if $in_cover is true>> and are safe behind cover<</if>>.
You target... <<cycle "$target" autoselect>>
<<if $encounter_1_t1_health gte 0>><<option "First" 1>><</if>>
<<if $encounter_1_t2_health gte 0>><<option "Second" 2>><</if>>
<</cycle>>... enemy.
<<set _items to itemsOf("weapon")>>You can use... <<cycle "$using_item" autoselect>>
<<optionsfrom _items>>
<</cycle>>... in your next attack.
Against the first terrorist, you can...
* [[Use a weapon|Battling the Terrorists][$action to "use weapon"]]
<<if $in_cover isnot true>>* [[Hide behind cover|Battling the Terrorists][$action to 'hide behind cover']]<</if>><<if $encounter_1_t2_health <= 0>><<goto 'Ending First Encounter Battle'>><</if>>
<<switch $action>>
<<case 'use weapon'>>
<<set _dmg to getDmg($using_item, 10)>><<set _dmg *= getSkillLevel(null, $using_item)>><<set $in_cover to false>>
You use your $using_item.
You do _dmg to target, they have <<set $encounter_1_t2_health -= _dmg>>$encounter_1_t2_health health remaining.
<<case 'hide behind cover'>>
You duck behind the pillar.<<set $in_cover to true>>
<</switch>>
The terrorist has $encounter_1_t2_health health.
<<set $encounter_1_t2_action to random(0, 10)>>
<<nobr>><<if $encounter_1_t2_action <= 3>>
The terrorist ducks behind a crate.
<<elseif $encounter_1_t2_action > 3 and $encounter_1_t2_action <= 7>>
The terrorist shoots! <<takedamagerandom 5 30>>
<<elseif $encounter_1_t2_action > 7>>
The terrorist waits...
<</if>><</nobr>>
You have <<gethealth>> health<<if $in_cover is true>> and are safe behind cover<</if>>.
<<set _items to itemsOf("weapon")>>
You can use... <<cycle "$using_item" autoselect>>
<<optionsfrom _items>>
<</cycle>>... in your next action.
Against the terrorist, you can...
* [[Use a weapon|Battling the Terrorists][$action to "use weapon"]]
<<if $in_cover isnot true>>* [[Hide behind cover|Battling the Terrorists][$action to 'hide behind cover']]<</if>><<if $cli_input == 'test'>>Test accepted.<</if>>
<<if visited() == 1>><<initzoneitems 'Wine Bottle' 'Liquor Bottle' 'Crowbar' 'Multitool' 'Baton' 'Pistol'>>You are a aboard a police boat, heading towards Liberty Island from the New York mainland. The strange looking pilot does not speak much during the journey, but luckily you aren't much of a talker either.
You depart from the boat as it halts to a still at the dock. You are greeted with the sound of gunfire in the distance.
<<set $mission to 1>>You check your equipment...
<<giveitem "Medkit">>
<<giveitem "Pistol">>
<<addammo "Pistol" 6>>
<<giveitem "Riot Prod">>
<<addammo "Riot Prod" 4>>
<<giveitem "Nano-Keyring">>
<<giveitem "Ammo Box">>
<<addnote>>You can use this screen to store notes. The story will also insert notes here at times.<</addnote>>
<hr>
Your infolink begins to beep, and your handler for this mission, Alex Jacobson, flashes in to your vision.
<<alex>><<type 25ms>>Heads up, JC. Your brother Paul is on his way to meet you at the dock. The NSF is raiding the island, and shots have been fired. I repeat: find Paul. I will monitor your situation from HQ.<</type>><</alex>><</if>>
Docked at the port is a Police Boat, where the <<link 'pilot'>>\
<<set _diagopt to random(1, 3)>><<diag Pilot>>\
<<if _diagopt is 1>>My orders are to stay here.\
<<elseif _diagopt is 2>>I'd let the bots do the fighting if I were you.\
<<elseif _diagopt is 3>>I'm glad this thing has bullet-proof glass.\
<</if>><</diag>><</link>> waits patiently.
There are multiple storage boxes sitting on a wooden pallette. Two of the storage containers seem breakable.
<<if zoneHasItem('here', 'Crowbar')>>A crowbar sits beside the storage containers.<</if>>
<<container "binoccrate" "General" "Binoculars">>
<<container "lpcratedocks" "General" "Lockpick">>
You see a UNATCO Trooper patrolling the area, alongside a security robot.
<<if $talked_paul_docks>>You can [[leave the dock|Liberty Island: South]] via the north exit.\
<<else>>\
Your brother [[Paul|conv paul docks 1][$prevzone to "Liberty Island: South Dock"]] stands just out of view at the entrance to the enclosed dock. <<if visited() == 1>><<defgoal 'm01_talk_paul'>>Talk to your brother, Paul.<</defgoal>><</if>><</if>>
<<if zoneHasItem('here', 'Liquor')>>A crowbar sits beside the storage containers.<</if>>
There are metal stairs leading [[down|Under Liberty Island: South Dock]] in to the water under the dock platform.You can climb back [[up the metal stairs|Liberty Island: South Dock]] to ground level.
You see a broken open steel cage. Two storage boxes float inside the cage.
<<container "ulisd_box1" "General" "Biocell">>
<<container "ulisd_box2" "General" "Multitool">><<if $handled_first_encounter isnot true and previous() == "Liberty Island: South Dock">><<goto 'First Encounter'>><</if>>\
To the south is [[Liberty Island: South Dock]] and the north is [[Liberty Island: Crossroad]].
There is a [[path|Liberty Island: Statue Rear]] leading to the back of the statue.
<<if getFlag("lislp") isnot "true">>A wooden crate sits on top of a large metal storage unit.<</if>>
<<container "lislp" "Combat" "Gas Grenade">>
Ahead is a corpse of a downed UNATCO trooper who is holding some items.
<<initzoneitems 'Candy Bar' 'Cigarettes'>>
<<if $lismb1 isnot true>>\
There is a locked panel on the container. <<if playerHasItem("Lockpick")>>You can <<link 'unlock>><<takeitem 'Lockpick'>><<set $lismb1 to true>><<reload>><</link>> the storage container.<</if>>
<<else>>
You can use the <<link 'Medical Bot'>><<medicalbot>><</link>>.
<</if>>
<<container "libp1" "General" "Multitool">>There are crates stacked up against the perimeter of the statue base, that you can [[climb|Statue: Level 2 Outer]] up.
There is a passage [[down|Liberty Island: Bunker]] to an underground bunker.
You can go [[forward|Liberty Island: North]] to the north side of the island. or back to the [[Liberty Island: South]].
<<if $taken_lisr_lockpick isnot true>>A <<link 'Lockpick'>><<giveitem 'Lockpick'>><<set $taken_lisr_lockpick to true>><<reload>><</link>> sits on top of a wooden bench.<</if>>
A <<container 'scc' 'Combat' '10mm'>> sits next to the gigantic pile of crates.You can go outside to the [[Statue: Gate]], up to [[Statue: Level 1 Stairs]].
Passages lead to a [[Statue: Monitor Room]], or [[Statue: Guard Room]].
<<initzoneitems 'LAM' 'Crowbar' 'Fire Extinguisher' 'Lockpick'>>
There is a <<link 'datacube'>><<infodevice Datacube>>Brother,
I've set up the turrets and cameras in the statue ruins... a hasty defense, but
since we won't be here long, it should work. The security computer login is:
NSF001. The password is: smashthestate.<</infodevice>><</link>> resting on a storage crate..
Up on the balcony view, a storage box sits in the corner. <<container 'slb' 'Medical' 'Medkit'>>
You can sneak through the [[vents|Statue: Waiting Room]].Back to [[Statue: Lobby]], or in to [[Statue: Waiting Room]].
<<initzoneitems 'LAM' 'Soda'>>Back to [[Statue: Monitor Room]].
There is vents leading back to [[Statue: Lobby]].
<<initzoneitems 'Liquor' 'Multitool' 'Soyfood' 'PS20' 'Medkit'>><<initzoneitems 'Fire Extinguisher' 'Soy Food' 'Accuracy Mod' 'Baton'>>\
<<if $handled_statue_cell_guard isnot true>><<goto 'Saving the Agent'>><</if>>\
Back to [[Statue: Lobby]].
There is a <<link 'computer'>><<computer 'nsf001' 'smashthestate'>>\
<<set $statue_cell_open to true>><<reload>>
<</computer>><</link>> on the wall.
<<if $freed_hermann isnot true>>\
<<if $statue_cell_open>>You can talk to [[Agent Hermann|Saved Agent Hermann]].<<else>>"Agent! Open the door.", you hear from inside the cell.<</if>>
<</if>>Up to [[Statue: Level 2 Stairs]], or down to [[Statue: Lobby]].
<<container 'sl1s' 'General' 'Lockpick'>>
There is a camera here.You can [[climb down|Statue: Crate Climb]] to the rear paths, or [[climb the stairs|Statue: Level 3 Outer]].
A passage leads [[inside the statue|Statue: Level 2 Stairs]].
<<container 'sl2o' 'Medical' 'Medkit'>>A passage leads [[outside|Statue: Level 2 Outer]].
The stairwell goes to either [[level 1|Statue: Level 1 Stairs]] or <<if $handled_lil3o_encounter isnot true>>[[level 3|Statue: Level 3 Interior]]<<else>>[[level 3*|Listening in]]<</if>>.There are stairs [[down|Statue: Level 2 Outer]] and a passage leading [[inside|Statue: Level 3 Interior]].There are multiple passages leading [[outside|Statue: Level 3 Outer]], and stairs leading [[down|Statue: Level 2 Stairs]]. Around the corner are stairs leading [[upward|Statue: Level 4]].
<<if visited() == 1>>\
<<if $freed_hermann is true>><<alex>><<type 25ms>>Gunther has reestablished contact. He says you helped him escape. Good work.<</type>><</alex>>
<<else>>
<<alex>><<type 25ms>>Good. You're nearing the command center. Agent Hermann remains in captivity on
the ground floor, but we can probably get him out. Keep moving.<</type>><</alex>>
<</if>><</if>>You can go down to [[Statue: Level 3 Interior]]. There is a balcony.
You can climb up to [[Statue: Top]].
<<initzoneitems 'Candy Bar' 'Cigarettes' 'Flare' 'Flare' 'PS20'>>
<<if visited() == 1>><<alex>><<type 25s>>Easy. We want you to take this one alive and conscious. Find out what you can
about the shipment, then turn him over to one of the troopers.<</type>><</alex>><</if>>Stairs lead down to [[Statue: Level 4]].
<<initzoneitems 'Liquor' 'Liquor' 'Flare' 'Flare' 'Augmentation Cannister (A)'>>\
<<if visited() == 1>><<goto 'Interrogating the commander'>><</if>>\
<<if $leo_dead isnot true>><<link 'Leo'>>\
<<set _diagopt to random(1, 7)>><<diag Leo Gold>>\
<<if _diagopt is 1>>You can't fight ideas with bullets.\
<<elseif _diagopt is 2>>Do you ever ask what it's for? The surveillance, the police, the shoot-on-sight laws? Is that freedom?\
<<elseif _diagopt is 3>>UNATCO teaches teenagers to fight when it still seems like a game, and -- look at you! -- you're a killing machine!\
<<elseif _diagopt is 4>>Who's the scary one, huh? Me or you?\
<<elseif _diagopt is 5>>The more of us you kill, the more that secessionism lives in the hearts of the people.\
<<elseif _diagopt is 6>>Ever wonder why big car companies pay two percent tax while the guys on the assembly line pay forty?\
<<elseif _diagopt is 7>>Corporations are so big you don't even know who you're working for. That's terror. Terror built into the system.\
<</if>><</diag>><</link>> is stood in the corner of the room.<</if>>
<<if visited() == 2>><<set $mission_1_complete to true>><<completegoal 'm01_leader'>>
<<defgoal 'm01_return_to_base'>>\
Return to UNATCO HQ on the west side of the island.\
<</defgoal>>\
<<alex>><<type 25s>>Well done. I will pass on your orders to the troopers. Report back to base on the west side of the island. Mission complete.<<if $freed_gunther isnot true>> By the way, Gunther slipped out on his own.<</if>><</type>><</alex>>
A UNATCO soldier climbs the stairs to join you.<</if>>
Quickly travel to [[UNATCO HQ Courtyard]].<<if visited() == 1>>\
<<alex>><<type 25s>>JC, sometimes there'll be areas that require some logic puzzling, more than just clicking on links.
In these areas, you can input commands that follow oldschool text adventure syntax, "open object", "push object", etc.
Try using verbal commands on objects that are in the area.
Press the Command Prompt button in the sidebar to open the input. When in a puzzle area, the button is bolder.
One last thing, puzzle areas aren't the only places where commands can cause events to happen.<</type>><</alex>><</if>>
You can [[leave|Liberty Island: Statue Rear]] the bunker.
<<if zoneHasItem('here', 'Hazmat Suit')>>A Hazmat Suit sits on the wall.<</if>>
<<if zoneHasItem('here', 'Multitool')>>A Multitool is partially hidden on top of a storage unit, reachable by ladder.<</if>>
There is a <<link 'datacube'>><<infodevice Datacube>>Brother,
I've set up the turrets and cameras in the statue ruins... a hasty defense, but
since we won't be here long, it should work. The security computer login is:
NSF001. The password is: smashthestate.<</infodevice>><</link>> resting on a storage crate..
There is a small metal crate.
On the generator is a small control panel.
<<if $cli_input != "">>
'' COMMAND RESULT:
<<if $cli_input.startsWith("push ")>>\
<<if $cli_input.endsWith(" crate")>>
<<else>>
Push what?
<</if>>
<</if>>
''
<</if>>
<<if $opened_li_bunker>>\
There is a fire extinguisher and crowbar lying on the storage crates.
<<container 'libr1' 'Combat' 'Laser Mod'>>
<<container 'libr2' 'Combat' 'Clip Mod'>>
<<container 'libr3' 'General' 'Biocell'>>
<</if>>To the north is the [[Liberty Island: North Dock]].
The road forks, one side leads to [[Liberty Island: Statue Rear]], while the other leads to [[Liberty Island: West Path]] or [[Liberty Island: West Path Side Alleyway]].Back to [[Liberty Island: North]].
[[Harley Filbens Shack]] is at the edge of the dock.
<<container 'lind1' 'Combat' 'Rocket'>>
<<container 'lind2' 'Combat' '3006'>>
<<container 'lind3' 'Medical' 'Medkit'>>
<<initzoneitems 'Cigarettes' 'Flare' 'Flare' 'Flare'>>Up to [[Liberty Island: North Dock]].
<<container 'liss1' 'General' 'Accuracy Mod'>>
<<container 'liss2' 'Combat' 'Sawed-Off Shotgun'>>Out to [[Liberty Island: North Dock]].
<<initzoneitems 'Flare' 'Flare' 'Flare' 'Flare' 'Flare' 'Combat Knife' 'Crowbar' 'Fire Extinguisher'>>
//TODO shop 10mm for 175, 3006 for 300, darts for 50You can go to [[Liberty Island: South]].
To the west is [[UNATCO HQ Courtyard]], while the [[Liberty Statue Courtyard]] is north.
There is a <<link 'datacube'>><<infodevice Datacube>>Brother,
I've set up the turrets and cameras in the statue ruins... a hasty defense, but
since we won't be here long, it should work. The security computer login is:
NSF001. The password is: smashthestate.<</infodevice>><</link>> resting on the storage crate..
<<initzoneitems 'Battery' 'Pepper Gun'>>Back to [[Liberty Statue Courtyard]], or inside to [[Statue: Lobby]].
<<initzoneitems 'Flare' 'Flare'>>
<<container 'sg1' 'General' 'Lockpick'>>You can approach the [[Statue: Gate]] from here.
Southward leads to the [[Liberty Island: Crossroad]].
Northward leads to either [[Liberty Island: West Path]] or [[Liberty Island: West Path Side Alleyway]].
A [[concrete structure]] stands in the courtyard.<<initzoneitems 'Flare' 'Flare'>>
//Locked container TODO 3006, 100credsSouth is [[Liberty Statue Courtyard]], north is [[Liberty Island: North]].South is [[Liberty Statue Courtyard]], north is [[Liberty Island: North]].<<if $mission == 1>>[[Liberty Island: Crossroad]] stands behind the gate of the courtyard.<</if>>
<<if $unatcohq_open is true>>You can go [[inside|UNATCO HQ Lobby]] to the lobby.<<else>>\<</if>>
Around the side of the building is a [[communication building|UNATCO HQ Comms]].
<<if $mission_1_complete is true>>\
Your brother Paul stands in front of the door.
<</if>>
<<link 'Kaplan'>><<goto 'Talking with Kaplan'>><</link>> is patrolling the gate.<<initzoneitems 'Crowbar'>>The [[UNATCO HQ Courtyard]] is behind you.
<<if $uhqcommpanel is true>>You can go [[down|Under UNATCO HQ Comms]] to a maintenance room.<<else>>There is a locked panel leading downwards.<</if>>
<<container "lpcratec1" "General" "Lockpick">>
<<container "lpcratec2" "General" "Lockpick">>
<<if getZoneFlag('here', 'unlocked') is "true">>\
You can go [[inside|UNATCO HQ Comms Room]] the comms room.
<<else>>
The door that leads inside the comms room is sealed.
On the wall below a security camera is a <<link 'Keypad'>>\
<<keypad '0451'>><<setzoneflag 'unlocked' 'true'>><<reload>><</keypad>>\
<</link>>
<</if>>The [[door|UNATCO HQ Comms]] leads outward.
<<initzoneitems 'Medkit' 'Tranq Darts'>>[[UNATCO HQ Comms]]
<<initzoneitems 'EMP Grenade'>>Out to [[UNATCO HQ Courtyard]], or down to [[UNATCO HQ Checkpoint]].
<<initzoneitems 'Candy Bar' 'Soda'>><<initzoneitems 'Lockpick' 'Multitool'>><<initzoneitems 'Baton' 'Office Key' 'Accuracy Mod'>>//TODO locked cabinet with one set of all dart types<<initzoneitems 'Closet Key'>><<initzoneitems 'Candy Bar' 'Soda'>><<container 'uhql2c1' 'General' 'Pepper Cart'>>//TODO locked grate with Biocell and Multitool<<initzoneitems 'Soda' 'Medlab Closet Key'>>
//Todo examine corpse for shurikens<<container 'uhql3mc' 'Medical' 'Medkit'>><<initzoneitems 'Soda' 'Soda' 'Soda' 'Candy Bar' 'Candy Bar'>>
//Code to closet 2001<<initzoneitems 'Flare' 'Flare'>>
<<container 'uhql3tc1' 'General' 'Lockpick'>>
<<container 'uhql3tc2' 'General' 'Biocell'>><<initzoneitems 'Office Door Key' 'Cigarettes' 'Scope Mod'>>
<<container 'uhql3sa' 'Combat' '3006'>><<initzoneitems 'Cigarettes' 'Darts' 'Soda' 'Biocell'>><<initzoneitems 'Soda' 'Baton'>>You stand in a great hall, ahead of you is a door leading to [[Lockpicking Training]].
<<if visited() == 1>>
<<defzoneitems 'Lockpicking Training' 'Lockpick'>>
<<defzoneitems 'Container Training' 'Crowbar'>>
<</if>><<if zoneHasItem('here', 'Lockpick')>>\
On the table sits a Lockpick.
(Scattered items in the world are found in the sidebar to the right. Click items found there to add them to your inventory)
<<elseif $lp_door_open isnot true>>
You can <<link 'unlock the door'>>\
<<set $lp_door_open to true>>\
<<reload>><</link>><</if>>\
<<if $lp_door_open is true>>You can go through to [[Hackable Training]].<</if>><<if getZoneFlag('here', 'unlocked') is "true">>\
You can go through to [[Container Training]].\
<<else>>\
There is a <<link 'Keypad'>>
<<keypad '0012'>><<setzoneflag 'unlocked' 'true'>><<reload>><<onfail>><<qdiag 'Jaime' 'The code is 0012'>><</keypad>>
<</link>> beside the solid metal bulkhead door.
<</if>><<container "trainingcrate1" "Medical" "Medkit">>
<<if getFlag("trainingcrate1") == "true">>End of training for now.<</if>>