You look around you and see that you're in the back corner of a vaguely triangle shaped room, you figure it's likely it's some sort of navigation deck. The room has 1 chair at the tip of the triangle and 4 chairs in a row behind it, the chair in the front has a large desk with an array of controls, too many for you to even begin to wrap your head around. The chair seemed old, made of some sort of <<if $pockets.has("Piece of Chair")>> brown material, that seemed even more torn up now that you had a piece of it. <<else>><<linkreplace "brown material that had been torn up significantly.">>brown material that had been torn up significantly. You tear off a piece for yourself.
+1 Piece of chair <<pickup $pockets "Piece of Chair" 1>><</linkreplace>> <</if>>
You look up from the controls and through the windshield of the ship to see a large planet- no, <em>moon</em>- that the ship was approaching rapidly. It had light blueish-green hue and was orbiting a much larger gas giant that had swirls of deep and rich purples and blues. You'd almost think it was beautiful if it didn't seem like you were on a crash course with said brightly colored celestial objects. <<linkreplace "You should probably find some way out of here...">> You should probably find some way out of here, though you're not sure how much time you have left when you're approaching so quickly. <</linkreplace>>
On the opposite side of the room theres an opening in the wall with a beaded curtain covering it.
~[[Leave this room.|mission_command]]You look around the long rectangular room with a large table spanning across it. <<if $clawes_sad==true>><<else>>There's a [[little hologram of a hermit crab|clawes_greet]] in the middle coming out the table, what a curious thing to have on display. <</if>>The walls were seemingly filled to the brim with doors, signs labelling them, and taped-up papers. There were several ways to go, you suppose you had better choose quickly.
~[[Back through the beads.|nav_deck]]
/*<<if $clawes_confused==false>>~Enter the docking bay. (LOCKED)<<else>>~[[Enter the docking bay.|docking_bay]]<</if>>
<<if $clawes_confused==false>>~Enter the armory. (LOCKED)<<else>>~[[Enter the armory.|armory]]<</if>>
~[[Enter the medical center|medical_decontam]]
~[[Enter the engineer bay.|engineer_bay]]
~[[Go upstairs|stairs]]*/ ~All the doors appear to be locked. (The demo does not leave these two rooms)/* <strong> makes something bold, I should make adelaides dialogue bold! */You take a closer look at the hermit crab, it seems to acknowledge your presence by side eyeing you. What a beautiful piece of art, it's amazing how they managed to make it track the movements of those in the room. You begin walking back and forth, watching how it's eyes follow you, after a bit of doing this it speaks, causing you to jump in surprise:
AI: <code> Are you unimpressed by my eye tracking software? I knew it wasn't good enough :[ </code>
~[[I'm unimpressed.|clawes_a1]]
~[[I'm impressed.|clawes_a2]]
~[[Walk away.|clawes_exit]]<<set $loopsplayed+=1>><<if $loopsplayed==1>>You wake up and pull your face off of the cold hard metal of the cabin floor. It was rather unlucky that your head rested there, as much of the floor was carpetted, and yet your head still managed to find the piece that was not.
<<elseif $loopsplayed==2>> You wake up and pull your face off the cold hard metal of the cabin floor, had you died? Or was what just happened a dream? Even if it was imaginary, the pain of your death was very much real, you're still aching.
<<elseif $loopsplayed==3>>You wake up to feel your face against the cold hard metal of the cabin floor, back here again... it seems obvious to you now what's happening, you must be in some sort of time loop. Was the universe testing you? If so, how do you pass? Maybe by escaping?
<<elseif $loopsplayed>3>>You wake up once again to the stiff pillow of the cold hard metal of the cabin floor. Time to try again you suppose.>>
<</if>>~[[Look around the room.|nav_deck]]<<set $clawes_confused=true>><h2>Inventory</h2>
<<inv $pockets use inspect>>
<hr align="center" color= "lime">
$achievementHello amazing player! Before we start I have a couple of questions for you...
What is your name?
<<textbox "$playername""">>
What are your pronouns?
~[[She/her/hers]]
~[[He/him/his]]
~[[They/them/theirs]]
~[[It/it/its]]
~[[No pronouns, just my name please|None]]
~[[Other|advanced]]
<<set $loopsplayed=0>>
<<pickup $pockets "Notebook" 1>><<if $playername=="">><<set $playername="Solanum">><</if>>So your name is $playername and you go by she/her pronouns! Thanks for letting us know. Before we begin, here's a little passage to see if this name and pronouns sounds right to you. <<set $pn_sub="she">><<set $pn_obj="her">><<set $pos_adj="her">><<set $pos_pn="hers">><<set $pn_ref="herself">><<set $pn_quant="is">>
I just met $playername today, $pn_sub $pn_quant really cool. I really wish I was friends with $pn_obj, all of $pos_adj friends look so cool. I wonder if $pn_sub ever look<<if $pn_quant=="is">>s<</if>> at $pn_ref in the mirror and realizes how cool $pn_sub $pn_quant! Anyone would be lucky to be $pos_pn.
Does this passage feel right to you?
~[[Yes!|yes]]
~[[No!|no]]
<<if $playername=="">><<set $playername="Conoy">><</if>>So your name is $playername and you go by he/him pronouns! Thanks for letting us know. Before we begin, here's a little passage to see if this name and pronouns sounds right to you. <<set $pn_sub="he">><<set $pn_obj="him">><<set $pos_adj="his">><<set $pos_pn="his">><<set $pn_ref="himself">><<set $pn_quant="is">>
I just met $playername today, $pn_sub $pn_quant really cool. I really wish I was friends with $pn_obj, all of $pos_adj friends look so cool. I wonder if $pn_sub ever look<<if $pn_quant=="is">>s<</if>> at $pn_ref in the mirror and realizes how cool $pn_sub $pn_quant! Anyone would be lucky to be $pos_pn.
Does this passage feel right to you?
~[[Yes!|yes]]
~[[No!|no]]
<<if $playername=="">><<set $playername="Feldspar">><</if>>So your name is $playername and you go by they/them pronouns! Thanks for letting us know. Before we begin, here's a little passage to see if this name and pronouns sounds right to you. <<set $pn_sub="they">><<set $pn_obj="them">><<set $pos_adj="their">><<set $pos_pn="theirs">><<set $pn_ref="themself">><<set $pn_quant="are">>
I just met $playername today, $pn_sub $pn_quant really cool. I really wish I was friends with $pn_obj, all of $pos_adj friends look so cool. I wonder if $pn_sub ever look<<if $pn_quant=="is">>s<</if>> at $pn_ref in the mirror and realizes how cool $pn_sub $pn_quant! Anyone would be lucky to be $pos_pn.
Does this passage feel right to you?
~[[Yes!|yes]]
~[[No!|no]]
<<if $playername=="">><<set $playername="Angler">><</if>>So your name is $playername and you go by it/its pronouns! Thanks for letting us know. Before we begin, here's a little passage to see if this name and pronouns sounds right to you. <<set $pn_sub="it">><<set $pn_obj="it">><<set $pos_adj="its">><<set $pos_pn="its">><<set $pn_ref="itself">><<set $pn_quant="is">>
I just met $playername today, $pn_sub $pn_quant really cool. I really wish I was friends with $pn_obj, all of $pos_adj friends look so cool. I wonder if $pn_sub ever look<<if $pn_quant=="is">>s<</if>> at $pn_ref in the mirror and realizes how cool $pn_sub $pn_quant! Anyone would be lucky to be $pos_pn.
Does this passage feel right to you?
~[[Yes!|yes]]
~[[No!|no]]
<<if $playername=="">><<set $playername="Chert">><</if>>So your name is $playername and you'd prefer to use other pronouns? No problem! Though we'll have to ask a few more questions. Below you can enter the different forms of your pronouns, each has their gramatical name as well as an example of each.
Subject Pronoun:
<<textbox "$pn_sub""they">>
Object Pronoun:
<<textbox "$pn_obj""them">>
Possessive Adjective:
<<textbox "$pos_adj""their">>
Possessive Pronoun:
<<textbox "$pos_pn""theirs">>
Reflexive Pronoun:
<<textbox "$pn_ref""themself">>
<em>Warning: Misuse of these textboxes may make the story significantly more difficult to understand! Please insert in all lowercase.</em>
~[[Done.|quantity]]
~[[My name is wrong!|no]]
Great, then let's get into the story!
~[[Start story.|start]]
~[[I changed my mind!|no]]That's okay, let's try that again!
What is your name?
<<textbox "$playername" "">>
What are your pronouns?
~[[She/her/hers]]
~[[He/him/his]]
~[[They/them/theirs]]
~[[It/it/its]]
~[[No pronouns, just my name please.|None]]
~[[Other|advanced]]
<<if $playername=="">><<set $playername="Gabbro">><</if>>So your name is $playername and you go by no pronouns! Thanks for letting us know. Before we begin, here's a little passage to see if this name and pronouns sounds right to you. <<set $pn_sub=$playername>><<set $pn_obj=$playername>><<set $pos_adj=$playername+"s">><<set $pos_pn=$playername+"s">><<set $pn_ref=$playername>><<set $pn_quant="is">>
I just met $playername today, $pn_sub $pn_quant a really cool person. I really wish I was friends with $pn_obj, all of $pos_adj friends look so cool. I wonder if $pn_sub ever look<<if $pn_quant=="is">>s<</if>> at $pn_ref in the mirror and realizes how cool $pn_sub $pn_quant! Anyone would be lucky to be $pos_pn.
It's a bit sappy but that's besides the point.
Does this passage feel right to you?
~[[Yes!|yes]]
~[[No!|no]]
Sounds good! One more question, which feels better?
$pn_sub <em>IS</em> really cool. [[This one!|is]]
OR
$pn_sub <em>ARE</em> really cool. [[This one!|are]]<<set $pn_quant="are">>Perfect! Before we begin, here's a little passage to see if this name and pronouns sounds right to you.
I just met $playername today, $pn_sub $pn_quant really cool. I really wish I was friends with $pn_obj, all of $pos_adj friends look so cool. I wonder if $pn_sub ever look<<if $pn_quant=="is">>s<</if>> at $pn_ref in the mirror and realizes how cool $pn_sub $pn_quant! Anyone would be lucky to be $pos_pn.
Does this passage feel right to you?
~[[Yes!|yes]]
~[[No!|no]]
<<set $pn_quant="is">>Perfect! Before we begin, here's a little passage to see if this name and pronouns sounds right to you.
I just met $playername today, $pn_sub $pn_quant really cool. I really wish I was friends with $pn_obj, all of $pos_adj friends look so cool. I wonder if $pn_sub ever look<<if $pn_quant=="is">>s<</if>> at $pn_ref in the mirror and realizes how cool $pn_sub $pn_quant! Anyone would be lucky to be $pos_pn.
Does this passage feel right to you?
~[[Yes!|yes]]
~[[No!|no]]
/*Inventory stuff*/
<<newinv $pockets>>
<<item "Notebook" >>
<<description>>\
You woke up with nothing but the clothes on your back and this notebook in your pocket... you're not sure what it is but something seems special about it.
<h2>Notes</h2>
<<textarea"$notes" $notes>>\
<<unique>>
<</item>>
<<item "Piece of Chair">>
<<description>>\
A piece of the pilots chair that you randomly decided to tear off, it's made of a brown material that is presumably some sort of pleather. You suppose it may be useful in some way.\
<<unique>>
<</item>>
/*Variables*/
<<set $c_rude=0>>
<<set $a_rude=0>>
<<set $achievement="">>
<<set $clawes_sad=false>><h1><em>Fast Approaching</em></h1>
<h2>Made by Jade Laidlaw</h2>
~[[Click here to start.|intro]]
~[[Testing]]Welcome Jade! Where would you like to go? <<set $playername="Jade">><<set $pn_sub="she">><<set $pn_obj="her">><<set $pos_adj="her">><<set $pos_pn="hers">><<set $pn_ref="herself">><<set $pn_quant="is">><<set $loopsplayed=0>><<<<pickup $pockets "Notebook" 1>>
[[start]]
[[clawes_greet]] You decide to just ignore it and continue to look around the ship, you don't have time to talk.
AI: <code> Oh you don't want to talk... that's okay. I'm not worth talking to anyways... ;[</code>
~[[Look around room again.|mission_command]] $playername: <em> Yeah, it's honestly abysmal, you should really get that updated. </em>
AI: <code> I knew it was bad, how could a raspberry pi like me who can't even do proper software updates be entrusted with such a wonderful crew?!</code>
The AI hits itself on the head with it's claw, as if punishing itself.
<code>That reminds me, I've never seen you before. Who are you?</code>
~[[Introduce yourself.|clawes_b]]
~[[Walk away.|clawes_exit]]
$playername: <em> Of course not! In fact I was impressed it was so good, it has to be difficult to get a system like that working on a crab model. </em>
The AI seems to be pleasantly surprised by your kind words.
AI: <code> I suppose it was, the crew is a bit silly at times and the mechanic decided to name me after her first pet crab so I decided this would be a good fit. Maybe I shouldn't have though, it makes everything so much harder. Speaking about the crew reminds me of something, you don't seem to be a part of it... who are you? </code>
~[[Introduce yourself.|clawes_b]]
~[[Walk away.|clawes_exit]]$playername: <em>I'm $playername and I use ($pn_sub/$pn_obj/$pos_pn) pronouns. Who are you?</em>
AI: <code> Well it's nice to meet you, $playername! <<if $playername=="Jade">> You know it's interesting, my creator has that same exact name! Anyways, my<<else>>My<</if>> name is Clawes and I'm partial to (he/it) pronouns. I appreciate you asking, though I don't expect you to care. If it isn't too much of a hassle, can I ask you what exactly you're doing on this ship?</code>
$playername: <em> I... I don't know. I just woke up on the floor of the cabin all of a sudden. I think I fell asleep while waiting to get home on public transit. </em>
Clawes: <code> It would seem you never got home. </code>
$playername: <em> ...yeah, obviously. </em>
~[[It's getting awkward...|clawes_c]]You sit in silence for a minute until Clawes seemes to obviously get a little uncomfortable.
Clawes: <code> Sorry for making it so awkward! If you would like I can answer any questions you may have... </code>
Ask about:
~[[The ship.|clawes_d1]]
~[[Clawes.|clawes_d2]]
~[[The crew.|clawes_d3]]
~[[Yourself.|clawes_d4]]
~[[Where you are in space.|clawes_d5]]
~[[The locked doors.|clawes_d6]]
~[[I don't have any questions. (walk away)|clawes_exit]]<<set $c_asked_ship=true>> $playername: <em> What is this ship, like, what is it supposed to do? </em>
Clawes: <code> This is ship model SSC-52, it was originally created so that four person scouting squads could check the area ahead of bigger ships in a quick and discreet fashion. However this ship has been repurposed to allow for longer trips by [[the crew.|clawes_d3]], specifically Yerkov-Pugh, the ships mechanic who managed to make several modifications. Though it seems like the modifications may be failing, the ship seems to be on crash course with the natural satellite of Olokun, also known as Yemaya.
Any other questions?</code>
~[[Why a scout ship?|clawes_d1_a]] (NEW!)
~[[Clawes.|clawes_d2]]
~[[The crew.|clawes_d3]]
~[[Yourself.|clawes_d4]]
~[[Where you are in space..|clawes_d5]]
~[[The locked doors.|clawes_d6]]
~[[That was everything. (walk away)|clawes_exit]]$playername: <em> What about you? Who are you? </em>
Clawes: <code> Oh me? Well, like I said my name is Clawes and I use (he/it) pronouns, um, I just took a random personality test and I am an ISTJ-T if that means anything to you, I'm around 63114000 seconds old, and my favorite color is mermiznet. </code>
$playername: <em> Mermiznet? </em>
Clawes: <code> You know? The color you mix with blue to make delezert? Mermiznet? </code>
$playername: <em> Delezert? </em>
Clawes: <code> Right! How could I forget! Human eyes can't see as much of the color spectrum. Delezert is the color of Kakhi's. </code>
$playername: <em> Kakhi's are light brown. </em>
Clawes: <code> No, like the sad feeling you get when you look at Kakhi's, you know? Mermeznit is... well it's just above violet on the rainbow and it kind of ties the whole thing together, it's really the most satisfying part. I apologize for forgetting, I know it can be really distressing for humans to find out they're missing out.
Anyways... anything else? </code>
~[[The ship.|clawes_d1]]
~[[The crew.|clawes_d3]]
~[[Yourself.|clawes_d4]]
~[[Where you are in space..|clawes_d5]]
~[[The locked doors.|clawes_d6]]
~[[I don't have any questions. (walk away)|clawes_exit]]
$playername: <em>Who's on the crew?</em>
Clawes: <code> Our crew currently has <<if $c_asked_ship==true>> [[three|clawes_d3_a1]]<<else>>three<</if>> people: Our mechanic, Nadia Yerkov-Pugh (she/her); Our medic, Lavanya Bachchan (she/him); And our captian/pilot, Makana Kalei (they/she).
They are all lovely people and I would recommend you meet them, however it would seem they have already [[left the ship|clawes_d3_a2]] and we're on a crash course with the moon of an exoplanet so you meeting them is unfortunately not very likely. Anyways...
Anything else?</code>
~[[The ship.|clawes_d1]]
~[[Clawes.|clawes_d2]]
~[[Yourself.|clawes_d4]]
~[[Where you are in space.|clawes_d5]]
~[[The locked doors.|clawes_d6]]
~[[I don't have any questions. (walk away)|clawes_exit]]
$playername: <em>How do you think I got here?</em>
Clawes: <code> That's a good question, I suppose the crew probably brought you onto here without me noticing. Considering that you oppose the ITM and live on a planet they're currently colonizing, my best guess is that the crew decided to save you from abduction by the military. </code>
$playername: <em>Lucky me!</em>
Clawes: <code> Truly! It would be awful to have to work for IT- oh you're being sarcastic...
Anyways, any other questions? </code>
~[[The ship.|clawes_d1]]
~[[Clawes.|clawes_d2]]
~[[The crew.|clawes_d3]]
~[[Where you are in space.|clawes_d5]]
~[[The locked doors.|clawes_d6]]
~[[That was everything. (walk away)|clawes_exit]]$playername: <em>Where exactly in space are we? </em>
Clawes: <code>Well as I said we're currently fast approaching Yemaya, the biggest moon of Olokun. Olukon is the second planet away from the 2 suns of the dual star system of Sango and Ogun. We're approximately 32 parsecs away from your home planet. </code>
$playername: <em>I've never heard of this place.</em>
Clawes: <code> There's whispers about it on the interstellar network, planet Olokun is considered a bad omen by the more supersticious because of how many ships have gone missing trying to explore it. Though that's besides the point, it's the moon we'll be crashing into, not the planet. </code>
Anymore questions?
~[[The ship.|clawes_d1]]
~[[Clawes.|clawes_d2]]
~[[The crew.|clawes_d3]]
~[[Yourself.|clawes_d4]]
~[[The locked doors.|clawes_d6]]
~[[That was everything. (walk away)|clawes_exit]]$playername: <em>Can you unlock the doors so I can see the rest of the ship.</em>
Clawes: <code> I'd really like to but I can't, the systems will only allow me if the person I'm asking has an ID proving they're a part of the crew. Anyways...
Anything else? </code>
~[[The ship.|clawes_d1]]
~[[Clawes.|clawes_d2]]
~[[The crew.|clawes_d3]]
~[[Yourself.|clawes_d4]]
~[[Where you are in space.|clawes_d5]]
~[[That was everything. (walk away)|clawes_exit]]
$playername: <em> Why a scout ship? Why not just use a ship better suited for long range travel? </em>
Clawes: <code> Well they didn't really have a choice, the three crew members took this ship to avoid their mandatory military conscriptment for the ITM (Interstellar Terran Military). The ship isn't well-suited for long-range travel but it was their only hope of getting out of fighting for something they didn't believe in. </code>
$playername: <em> I don't blame all of them, the ITM was never meant to protect us, it was just made so that the rich can get richer. </em>
Clawes: <code> I'm glad you think so, my AI forced me to believe the ITM was fighting for the greater good. The words of the three of my crewmates has really changed my mind for the better. I really don't deserve them, it's embarrassing to think back to the time when we would argue daily about the ITM and how brainwashed I used to be. </code>
~[[Reassure.|clawes_d1_b2]]
~[[Belittle.|clawes_d1_b1]]
$playername: <em> To be fair you were literally created in a brainwashed state, it's actually really impressive that you managed to go against that. Your neural network must be top of the line if you managed to change your mind on something so central to your original code. </em>
Clawes looks rather flustered by your statement.
Clawes: <code> I suppose you're right, I hadn't considered it that way before. Anyways...
Anything else? </code>
~[[Clawes.|clawes_d2]]
~[[The crew.|clawes_d3]]
~[[Yourself.|clawes_d4]]
~[[Where you are in space..|clawes_d5]]
~[[The locked doors.|clawes_d6]]
~[[That was everything. (walk away)|clawes_exit]]
$playername: <em> Yeah that's pretty embarressing, <<linkreplace "where I'm from">>on Laka<</linkreplace>> it's common knowledge that ITM has never been "for the people." </em>
Clawes: <code> Luckily, I know better now. I'm lucky they've all tolerated me for as long as they have. Anyways...
Anything else? </code>
~[[Clawes.|clawes_d2]]
~[[The crew.|clawes_d3]]
~[[Yourself.|clawes_d4]]
~[[Where you are in space..|clawes_d5]]
~[[The locked doors.|clawes_d6]]
~[[That was everything. (Walk away)|clawes_exit]]
$playername: <em>Three crew members? I thought this ship was supposed to be for four person scouting squads.</em>
Clawes: <code>That is correct. You see, when the original squad was formed, the three crew members I just listed were all in on the plan to escape the military. The final squad member, however, was not in on this plan. The crew didn't want to miss their chance, so they decided to take this squad member as prisoner. The fourth squad member is more stubborn than I was before realizing how wrong I was, which is something I hadn't thought possible, and still believes in the ITM and it's leaders.<code>
$playername: <em> What's the name of this fourth squad member?</em>
Clawes: <code> Adelaide. And Adelaide doesn't use any pronouns, Adelaide just prefers to just be called Adelaide. </code>
$playername: <em> Interesting, maybe I can convince Adelaide otherwise... </em>
Clawes: <code>I wouldn't count on it, but you're welcome to try. Adelaide is on the second floor in bedroom 3. Anyways...
Anything else? </code>
~[[The ship.|clawes_d1]]
~[[Clawes.|clawes_d2]]
~[[The crew|clawes_d3]]
~[[Yourself.|clawes_d4]]
~[[Where you are in space.|clawes_d5]]
~[[The locked doors.|clawes_d6]]
~[[I don't have any questions. (walk away)|clawes_exit]]$playername: <em>They left without you?</em>
Clawes: <code>What? Oh... yeah I suppose they did. I think they didn't really see me as worthy of the cause so they decided to leave me here. Though it's a bit scary you know?</code>
~[[Scary?|clawes_d3_b1]]
~[[Unworthy?|clawes_d3_b2]]$playername: <em>Scary?</em>
Clawes: <code> Just thinking about what will happen when we hit Yemaya. I imagine the sound of the ship crashing into it's beautiful icy blue surface will be deafening, the exterior of the ship will infringe upon the interior and then... I don't know. You know, a few of my crewmates believed in an afterlife that one would reach after death, though I'm not sure I'm convinced. I mean, even if there is an afterlife, would what I have gone through even be considered life? I suppose the most likely answer for what will happen is that I will reach a state of nonexistance, one similar to the one I was in before I was created. Even though I've experienced it before, it still scares me to think about that oncoming nonexistance...</code>
Clawes has his claws laying on either side of him before jumping up and wiggling, as if shaking away unwanted feelings.
<code>I'm surely malfunctioning! None of this matters anyways, if I wasn't worthy of joining them then my fate is sealed. Anyways...
Anything else?</code>
~[[Worthy?|clawes_d3_b2]]
~[[The ship.|clawes_d1]]
~[[Clawes.|clawes_d2]]
~[[The crew.|clawes_d3]]
~[[Yourself.|clawes_d4]]
~[[Where you are in space.|clawes_d5]]
~[[The locked doors.|clawes_d6]]
~[[That was everything. (walk away)|clawes_exit]]
$playername: <em>What do you mean by worthy?</em>
Clawes: <code>The crew is full of such brilliant minds, who've taught me so much. If they left me here to die- rather, to watch the ship as it makes contact with Yemaya- then surely they have a reason. Surely it's just because I wasn't good enough to be a part of their resistance, if only I was better. </code>
~[[It's your fault.|clawes_d3_c1]]
~[[It's not your fault.|clawes_d3_c2]]
<<set $achievement="Achievement Get! Bad Person.">>$playername: <em>Well I mean you're obviously not worthy of them, you're just some dysfunctional AI and they treated you as such.</em>
Clawes looks at you before looking at the ground.
<<timed 15s>>
Clawes: I... I don't think I'm comfortable with speaking to you anymore. Please leave.
<<timed 2s>>
~[[Leave.|mission_command]]
<</timed>>
<</timed>>
<<set $clawes_sad=true>>$playername: <em>If they really left you to die because they thought you weren't worthy of their presence then they're a bunch of assholes! I know we don't know each other very well but I can tell that you're amazing and deserve so much better than them. </em>
Clawes: <code>I- I really appreciate you would say something like that... thank you. You know, I'm glad you're here. Umm, anyways is there anything else you'd like to ask about?</code>
~[[The ship.|clawes_d1]]
~[[Clawes.|clawes_d2]]
~[[The crew.|clawes_d3]]
~[[Yourself.|clawes_d4]]
~[[Where you are in space.|clawes_d5]]
~[[The locked doors.|clawes_d6]]
~[[That was everything. (walk away)|clawes_exit]]