Z-day. The day that Patient Zero went grey and the zombie virus spread like wildfire through England. Sometimes it takes hours, sometimes only minutes, but the one constant is that if you are bitten, you die. It didn't take long for it to reach the rest of the world. Now, a year later, ninety percent of the population is gone.
You have spent most of that time at Mullins military base. Today, you leave on a mission, though no one will tell you exactly what that mission is.
Before you begin, what is your name?
<<nobr>>
<<set $NameInput to 'Runner Five'>>
@@.textbox;<<textbox "$PlayerName" "">>@@
<<linkreplace "Submit">>
<<replace ".textbox">>
<<textbox "$PlaceHolder" $NameInput>>
<br><br>
<center><<button "Start Clip 1" "Clip1P1">><</button>></center>
<</replace>>
<</linkreplace>>
<</nobr>>
<<nobr>><<if $PlayerName is ''>><<set $PlayerName to 'Runner Five'>><</if>><</nobr>>
The beating of helicopter blades through the sky is deafening, though not enough to stop you from hearing the rushing of blood in your ears. It's a hazy, grey day, as most are. Even with the early Spring weather it's cold this high up. You wish they had given you a jacket to wear over your uniform, but you were specifically instructed to leave most of your belongings behind. Maybe that means this will be a shorter trip than you thought.
The pilot gives you a smack on the arm to draw your attention, startling you out of your thoughts.
"Abel Township’s just on the horizon. See it there?" the pilot says, pointing down at a spot just ahead. You shift forward in your seat to look.
<<link "It's smaller than you imagined" "Clip1P2">><<set $optimistic to $optimistic - 1>><</link>>
<<link "It'll be nice to finally meet the people you're here to help" "Clip1P2">><<set $optimistic to $optimistic +1>><</link>>
"Not much more than a few fences to keep the zoms out. I don’t know how they live like that," she says with a grimace. It's true, the township is much smaller and less fortified than you expected. It's clear the zombies have made their mark here.
<<nobr>><<if $optimistic >= 5>>"Then it's a good thing we're on our way to help," you say. The pilot shoots you a smile.
<br><br>
"Optimism? In this apocalypse?" She shakes her head. "Keep that up. Humanity needs more bright lights."
<br><br>
You aren't sure if she's making fun of you or not, so you stay quiet, your eyes sticking to your landing place.<<elseif $optimistic < 5>>"Oh boy," you say sardonically.
<br><br>
"Yeah keep that enthusiasm up," the pilot says with a snort. "I'm just glad I'm not the one being left behind here."
<br><br>
You hold in a groan.<</if>><</nobr>>
Flipping a switch, the pilot calls out, "Abel Township - Jolly Alpha Five Niner from Mullins Military Base. We’re five miles out, approaching from the east, bringing med supplies, shelters, and loan of one of our people. Abel Township - Jolly Alpha Five Niner, requesting permission to land."
There's a harsh crackle in response. <<if $optimistic < 5>>You're honestly surprised a place that looks like this even has radio capabilities.<</if>> Wincing slightly, you turn the dial on your headset that controls the volume down.
//"Got that! Ah I-I mean roger that,"// is the response you get from the operator. He sounds young, and a bit like he accidentally wandered up to the communications equipment on his way to a uni course by accident. //"You’re clear to…Um. Yeah, you can-you can come on in."//
<<link "Wow, it's worse than you thought. Roll your eyes." "Clip1P3">><<set $outgoing to $outgoing - 1>><<set $optimistic to $optimistic - 1>><<set $look to true>><</link>>
<<link "Poor kid. He doesn't know what he's doing, but it's clear he's trying." "Clip1P3">><<set $outgoing to $outgoing + 1>><<set $professional to $professional + 1>><</link>>
<<if $look is true>>You and the pilot share a less than impressed look.<<else>>The pilot gives you a look that conveys exactly how unimpressed she is.<</if>> She flips a switch on the console that turns off a small red light.
"Yeah, good luck," she says to you before flipping the switch back. "Roger that, Abel. Heading down to you now." Again she flips the switch, her jaw tight.
"Are you okay?" you ask. She glances at you, seeming to struggle for a moment.
"Level with me," she says at least, her voice low despite there only being the two of you here. You have to lean toward her to hear what she's saying. "You and me both know we haven't got half the usual supplies. We've lied to this township."
<<link "Tell her you don't know anything" "Clip1P4">><<set $professional to $professional + 1>><<set $pro to true>><</link>>
<<link "Say nothing." "Clip1P4">><<set $professional to $professional + 1>><<set $outgoing to $outgoing - 1>><<set $silent to true>><</link>>
<<link "Admit you've been wondering about that too." "Clip1P4">><<set $professional to $professional - 1>><<set $cunning to $cunning - 1>><</link>><<nobr>><<unset $look>><<if $pro is true>>You shrug. "There's nothing to level about. I don't know any more than you do. I was told to get on the chopper, to do my job, so that's what I'm here to do."
<br><br>
"Yeah, yeah, I know. Trust me, I've heard about you and your following orders," the pilot says. That's a bit surprising, you didn't know you were known by anyone at Mullins. "It's just, aren't you at all curious? Why wait until you're there to fill you in on Project Greenshoot? And what's with us coming in with half of what we said we're bringing? I'd think someone there is going to notice once we-"<<elseif $silent is true>>You pretend to have not heard her at all and turn to look out the window. There are dozens of little grey dots shambling around below you. The pilot gives a frustrated scoff.
<br><br>
"Yeah, yeah, I know. You don't know //anything,"// she grouses. "All you know is that someone at Abel is going to come up and say 'I'm here to brief you on Project Greenshoot', and then you'll find out what the mission really is, but come on. I just think-"<<else>>You fidget with your gloves. "Yeah I...I've been wondering about that too. It's weird, right?"
<br><br>
"Too bloody weird," she agrees. "First they make you wait until someone at Abel comes up to tell you about Project Greenshoot before letting you know what your actual mission is, and then they only send us with half the supplies we said we were bringing? It makes no sense. Someone is going to notice we lied, and when that happens-"<</if>><</nobr>>
Her words are cut off by a //CRACK//, followed by a series of gunshots. The pilot whips her head around towards the noise.
"What the-?" She gasps. "Fuck, someone's shooting! That's not coming from the direction of the township, who is...Who the hell has a rocket launcher out here?!"
<<link "Try to help the pilot." "Clip1P5">><<set $courage to $courage + 1>><<set $helppilot to true>><</link>>
<<link "Run for a parachute" "Clip1P5">><<set $helppilot to false>><<set $optimistic to $optimistic - 1>><</link>><<unset $pro>><<unset $silent>><<if $optimistic < 4>>Well, the situation has gone to shit even faster than you thought it would.<<else>>That sounds bad. That sounds really, really bad.<</if>> You fumble with the seat harness, heart pounding.
<<nobr>>
<<if $helppilot is true>>Once freed from your seat, you ask, "What can I do?"
<br><br>
She looks at you with wild eyes. "Idiot, sit down! I'll take care of-"<<else>>Once freed, you stumble back and grab one of the parachutes velcro'd to the wall. Before you have a chance to put it on, the pilot yells, "Brace yourself!"<</if>><</nobr>>
There's an explosion that rocks the helicopter, throwing you off your feet. Your head cracks against the wall. Before you can recover the vehicle jerks in the air again, throwing you onto the unforgiving metal floor. Gasping down air, you try to blink away the stars in your eyes. At least your headset took most of the damage when you fell.
"We've been hit!" the pilot yells. "I lost the tail rotor."
Oh hell.
<<if $helppilot is true>>The pilot grunts and fights with her cyclic stick and throttle. She yells back at you, "Get one of the chutes! You're gonna have to jump."
Shakily, you get to your feet and stumble to where the parachutes are velcro'd to the wall.<<else>>Shakily, you get back to your feet and pick up your fallen chute.<</if>>
You'd been trained on how to put one of these on, and somehow your hands manage to remember how to do it even if your brain has gone to cotton. At the front, the pilot is hailing the township.
"-three miles east of Abel. Two souls on board, mayday-"
The ground is growing closer every moment. You tighten the last strap of your parachute until it's snug against your body. It's now or never.
[[Jump->Clip1P6]]<<unset $helppilot>>Air rushes past as you hurtle closer and closer to the trees below. It takes a moment for you to realize there's a voice amongst the whistling air.
//"-can you hear us? Oh no, oh...Open your chute! Come on!"//
With rigid fingers, you rip the chord on your parachute. With a tremendous rustle, the fabric flies out, immediately slowing your descent even as it snaps and writhes above you. The next moment, it //snaps// outward, and there's a hard upward jerk against your body as the parachute unfurls.
You settle into the harness holding you and you grasp the lines connecting you to your parachute. Today has...definitely not gone according to plan. To punctuate this, the helicopter goes screaming downward in the distance, hardly more than a black flaming dot at this distance. It lands with a thunderous crash, exploding into a bright dot of light. Stomach clenching, you try to look around and above you. Yours is the only parachute you can see.
//"Okay. Okay. Hey. Hey!"// the operator calls out. //"This is, uh, Abel Township calling. Over? Do you read me? If there's anyone alive out there, if you've managed to get your chute open, this is Sam Yao from Abel Township."//
"I read you, Sam," you say. There are several long moments of silence following. "Sam? Abel Township, do you-?"
//"Aw man, listen, I'm just the radio operator! I'm not supposed to handle this kind of stuff,"// Sam continues. You reach up to adjust your microphone, but there's nothing there.
Damn it! It must've broken in the helicopter. He can't hear you. He doesn't seem to see you either. You peer down, where you are rapidly approaching solid ground. There are dozens of zombies, all milling around with more enthusiasm than usual. Gripping your parachute, you brace for impact.
[[Crash Landing->Clip1P7]][[Stats]]
<<if hasVisited("Clip1P2")>>[[Relationships]]<</if>><center>''Personality Stats''</center>
<<nobr>>
Optimism
<<if $optimistic >= 10>><span style="color:red">* * * * * * * * * *</span><<elseif $optimistic == 9>><span style="color:red">* * * * * * * * * </span><span style="color:limegreen">*</span>
<<elseif $optimistic == 8>><span style="color:red">* * * * * * * * </span><span style="color:limegreen">* *</span>
<<elseif $optimistic == 7>><span style="color:red">* * * * * * * </span><span style="color:limegreen">* * *</span>
<<elseif $optimistic == 6>><span style="color:red">* * * * * * </span><span style="color:limegreen">* * * *</span>
<<elseif $optimistic == 5>><span style="color:red">* * * * * </span><span style="color:limegreen">* * * * *</span>
<<elseif $optimistic == 4>><span style="color:red">* * * * </span><span style="color:limegreen">* * * * * *</span>
<<elseif $optimistic == 3>><span style="color:red">* * * </span><span style="color:limegreen">* * * * * * *</span>
<<elseif $optimistic == 2>><span style="color:red">* * </span><span style="color:limegreen">* * * * * * * *</span>
<<elseif $optimistic == 1>><span style="color:red">* </span><span style="color:limegreen">* * * * * * * * *</span>
<<elseif $optimistic <= 0>><span style="color:limegreen">* * * * * * * * * *</span>
<</if>>
Pessimism
<</nobr>>
<<nobr>>
Courage
<<if $courage >= 10>><span style="color:red">* * * * * * * * * *</span><<elseif $courage == 9>><span style="color:red">* * * * * * * * * </span><span style="color:limegreen">*</span>
<<elseif $courage == 8>><span style="color:red">* * * * * * * * </span><span style="color:limegreen">* *</span>
<<elseif $courage == 7>><span style="color:red">* * * * * * * </span><span style="color:limegreen">* * *</span>
<<elseif $courage == 6>><span style="color:red">* * * * * * </span><span style="color:limegreen">* * * *</span>
<<elseif $courage == 5>><span style="color:red">* * * * * </span><span style="color:limegreen">* * * * *</span>
<<elseif $courage == 4>><span style="color:red">* * * * </span><span style="color:limegreen">* * * * * *</span>
<<elseif $courage == 3>><span style="color:red">* * * </span><span style="color:limegreen">* * * * * * *</span>
<<elseif $courage == 2>><span style="color:red">* * </span><span style="color:limegreen">* * * * * * * *</span>
<<elseif $courage == 1>><span style="color:red">* </span><span style="color:limegreen">* * * * * * * * *</span>
<<elseif $courage <= 0>><span style="color:limegreen">* * * * * * * * * *</span>
<</if>>
Cowardous
<</nobr>>
<<nobr>>
Professionalism
<<if $professional >= 10>><span style="color:red">* * * * * * * * * *</span><<elseif $professional == 9>><span style="color:red">* * * * * * * * * </span><span style="color:limegreen">*</span>
<<elseif $professional == 8>><span style="color:red">* * * * * * * * </span><span style="color:limegreen">* *</span>
<<elseif $professional == 7>><span style="color:red">* * * * * * * </span><span style="color:limegreen">* * *</span>
<<elseif $professional == 6>><span style="color:red">* * * * * * </span><span style="color:limegreen">* * * *</span>
<<elseif $professional == 5>><span style="color:red">* * * * * </span><span style="color:limegreen">* * * * *</span>
<<elseif $professional == 4>><span style="color:red">* * * * </span><span style="color:limegreen">* * * * * *</span>
<<elseif $professional == 3>><span style="color:red">* * * </span><span style="color:limegreen">* * * * * * *</span>
<<elseif $professional == 2>><span style="color:red">* * </span><span style="color:limegreen">* * * * * * * *</span>
<<elseif $professional == 1>><span style="color:red">* </span><span style="color:limegreen">* * * * * * * * *</span>
<<elseif $professional <= 0>><span style="color:limegreen">* * * * * * * * * *</span>
<</if>>
Carefree
<</nobr>>
<<nobr>>
Outgoing
<<if $outgoing >= 10>><span style="color:red">* * * * * * * * * *</span><<elseif $outgoing == 9>><span style="color:red">* * * * * * * * * </span><span style="color:limegreen">*</span>
<<elseif $outgoing == 8>><span style="color:red">* * * * * * * * </span><span style="color:limegreen">* *</span>
<<elseif $outgoing == 7>><span style="color:red">* * * * * * * </span><span style="color:limegreen">* * *</span>
<<elseif $outgoing == 6>><span style="color:red">* * * * * * </span><span style="color:limegreen">* * * *</span>
<<elseif $outgoing == 5>><span style="color:red">* * * * * </span><span style="color:limegreen">* * * * *</span>
<<elseif $outgoing == 4>><span style="color:red">* * * * </span><span style="color:limegreen">* * * * * *</span>
<<elseif $outgoing == 3>><span style="color:red">* * * </span><span style="color:limegreen">* * * * * * *</span>
<<elseif $outgoing == 2>><span style="color:red">* * </span><span style="color:limegreen">* * * * * * * *</span>
<<elseif $outgoing == 1>><span style="color:red">* </span><span style="color:limegreen">* * * * * * * * *</span>
<<elseif $outgoing <= 0>><span style="color:limegreen">* * * * * * * * * *</span>
<</if>>
Aloof
<</nobr>>
<<nobr>>
Cunning
<<if $cunning >= 10>><span style="color:red">* * * * * * * * * *</span><<elseif $cunning == 9>><span style="color:red">* * * * * * * * * </span><span style="color:limegreen">*</span>
<<elseif $cunning == 8>><span style="color:red">* * * * * * * * </span><span style="color:limegreen">* *</span>
<<elseif $cunning == 7>><span style="color:red">* * * * * * * </span><span style="color:limegreen">* * *</span>
<<elseif $cunning == 6>><span style="color:red">* * * * * * </span><span style="color:limegreen">* * * *</span>
<<elseif $cunning == 5>><span style="color:red">* * * * * </span><span style="color:limegreen">* * * * *</span>
<<elseif $cunning == 4>><span style="color:red">* * * * </span><span style="color:limegreen">* * * * * *</span>
<<elseif $cunning == 3>><span style="color:red">* * * </span><span style="color:limegreen">* * * * * * *</span>
<<elseif $cunning == 2>><span style="color:red">* * </span><span style="color:limegreen">* * * * * * * *</span>
<<elseif $cunning == 1>><span style="color:red">* </span><span style="color:limegreen">* * * * * * * * *</span>
<<elseif $cunning <= 0>><span style="color:limegreen">* * * * * * * * * *</span>
<</if>>
Sincerity
<</nobr>>
<center>''Physical Stats''</center>
Flight: $flight
Fight: $fight
<<return>>Story Variables All are on a scale of 0 - 10
<<set $optimistic to 5>>
<<set $courage to 5>>
<<set $professional to 5>>
<<set $outgoing to 5>>
<<set $cunning to 5>>
<<set $flight to 0>>
<<set $fight to 0>>
<<set $PlayerName to ''>> <!-- Store this for later juiciness -->
Sam Variables On a scale of 0 - 10
<<set $Sam to 5>><!--This tracks how much Sam likes Five -->
<<set $SamTrust to 5>><!--This tracks how much Five trusts Sam-->
Maxine Variables On a scale of 0 - 10
<<set $Maxine to 5>><!--This tracks how much Maxine likes Five -->
<<set $MaxineTrust to 5>><!--This tracks how much Five trusts Maxine-->
Run Variables
<<set $speed to 0>><!-- Will determine how fast Five can get away from zombies-->
<<set $burdened to 0>><<!--This is determined by how much stuff Five is carrying-->
<<set $ZombieDistance to 0>><<!--This determines how close the zombies are to Five, varying depending on if Five drew attention to themself-->
<<set $inhaler to 'no'>><!--determines if Five picks up the inhalers in the hospital kitchens or not-->
<<set $weaponget to 'no'>><<!-- This determines if Five grabs the broomstick on the way out of the hospital-->
<<set $strength to 0>><!--Helps determine Five's success with a weapon -->
<<set $alice to 'caught'>> <!-- determines how the showdown with Alice goes-->>You hit the ground with a grunt, letting your momentum carry you until you can jog to a stop. Sam hasn't stopped talking to you as you land.
//"Alright, look. If you've come down where I think you have, then you're about to be surrounded by zombies,"// Sam says.
You wrestle yourself out of the harness, letting the parachute crumple to the ground behind you. Everything is important in the apocalypse, but you can't afford to be weighed down right now. Like he said, you're surrounded. You're going to have to...
<<link "Fight your way through the zombie horde." "Clip1P8">><<set $FightYes to true>><<set $fight to $fight + 1>><</link>>
<<link "Outrun the zombie horde." "Clip1P8">><<set $RunYes to true>><<set $flight to $flight + 1>><</link>><<if $FightYes is true>>A dead zom is a zom that can't bite you. You'd rather fight your way through them, given the choice. Unfortunately, you weren't armed before being put on the chopper. That in itself should have set your alarm bells ringing. Even though it's not your first choice, you're going to have to make a run for it. Maybe if you keep an eye out, you'll find something to use to defend yourself.<<elseif $RunYes is true>>Running is your best option. You weren't given any kind of weapon before boarding the chopper for one, and for two, fighting the zombies only opens you up to risk. They could bite you, or their blood could get in your mouth or eyes. Any of that would leave you coughing and going grey. Evasion is the best tactic when it comes to zombies.<</if>>
Even now, Sam is still talking, despite having no clue if there's anyone listening.
//"If you're alive, if anyone is alive down there,"// he says, //"then you're not safe where you are. The zombies are starting to gather up. There's probably...Thirty? No, crap, at least forty. The only safe path is towards the tower. See the red light on top?"//
You turn, scanning the skies. Mostly you see trees, smoke, and...and a light. There, almost three miles away, you see a tiny pinprick of light.
<<link "You feel relief wash over you" "Clip1P9">><<set $optimistic to $optimistic + 1>><</link>>
<<link "You feel dread wash over you. It's so far." "Clip1P9">><<set $optimistic to $optimistic - 1>><</link>>//"If you can, run towards it. Run, and don't stop until you get here!"// Sam calls over the radio. As if to make his point for him, there's a warbling zombie moan from behind you.
So much has happened in the last three minutes of your life. Too much to absorb all at once.
<<link "The feeling of everyone being out to get you is strong. What makes you think you can even trust this guy?" "Clip1P10">><<set $SamTrust to $SamTrust - 1>><</link>>
<<link "You might not know Sam Yao, but there's something about him that makes you think he's doing his best, just like you are." "Clip1P10">><<set $SamTrust to $SamTrust + 1>><</link>>Once you're in the trees, it's hard to see anything outside of them at all. It's only the fleeting sight of the red signal light through the leaves that loosens the vice around your chest as you run.
None of this was meant to happen, but you can't say you're all that surprised now that you're on this side of the situation. Half your supplies. No explanation about Project Greenshoot. Being told to leave all your possessions behind. //You// being the one put on this mission. Something isn't adding up.
The conspiracy theories can wait for now. You have much more pressing concerns at the moment. From the underbrush, a crawler leaps through the air at you, dangling eyeballs and slobber flying in all directions as it comes.
<<link "Jump over it" "Clip2P2">><<set $jump to true>><<set $flight to $flight + 1>><</link>>
<<link "Kick it away" "Clip2P2">><<set $kick to true>><<set $fight to $fight + 1>><</link>><<nobr>><<if $kick is true>>Without hesitation you swing your leg forward at the once-human. The heavy toe of your boot makes contact with its jaw. The crack of bone is nothing compared to the sound flesh tearing away as the neck rips halfway through, only stopping at the pristine white bone. The creature falls away, writhing, but its movements impeded as its head flails around.
<br><br>
You waste no more time, running past it as it struggles.
<<elseif $jump is true>>It jumps low at your ankles, so you jump high, clearing the zombie with ease. The zombie lands behind you with the heavy //thud// of a creature unconcerned by injury. You dart ahead, trying to ignore the rattling moan of it not so far behind you.<</if>>
<</nobr>>
There's a break in the trees, giving you a clear view of the township ahead. It's closer now, though just barely.
A crackling exhale comes down your headset. //"Wow. There's...There's someone alive down there. Running!"//
Sam Yao of Abel Township hadn't cut the connection to your frequency this entire time. He hasn't said much else after telling you to run, but you've heard him. The creaking of his chair, a mug being placed too harshly on a desk, murmuring unintelligibly to the side, all the sort of small sounds that just let you know there's another living being out there.
//"Hey,"// he calls, voice growing in volume. //"Hey, can you hear me?"//
"I can," you reply tartly between your breaths. "But you can't hear me."
//"No answer,"// he says, disappointment clear in his voice. Within the same breath, his tone bounces back up into optimism. //"Still, just look at them go! Heading for the tower, just like I said."//
Sam has been talking to someone else this entire time, but you haven't heard this other person say a word.. Maybe they just aren't close enough to be picked up on mic, or maybe they're just the quiet type.
<<link "You can relate. You're not much for talking." "Clip2P3">><<set $outgoing to $outgoing - 1>><</link>>
<<link "You can't relate. You're more like Sam, chatty whether someone's talking back to you or not." "Clip2P3">><<set $outgoing to $outgoing + 1>><</link>>
<span style="font-size:30px;"><center>Jolly Alpha Five Niner</center></span>
This is an interactive fanfic that retells the first mission of the fitness app slash audio drama Zombies, Run! called Jolly Alpha Five Niner. Some details have been changed to better suit the medium of interactive fiction.
<span style="color:red;font-size:20px;"><center>Content Warnings</center></span>
*Canon typical violence
*Minor character death
<center><<button "Start Mission" "Start">><</button>></center>//"Okay,"// Sam says, sounding far more confident than he had when your helicopter had just been exploded out of the sky. //"Er, running person. If you can hear me, well you're going great. The main group's behind you now, and you're going to come out of this forest soon, but there's a..."// He struggles for a long moment. //"Yeah, well, I-I can't really think of a phrase that isn't 'small army of zombies' just east of the trees you're in."//
Well, that's encouraging.
//"Sorry,"// he continues, as if he knows what you're thinking. //"I don't do so well under massive pressure."//
<<if $outgoing >= 5>>Poor guy. This definitely isn't a great day for either of you.<<elseif $outgoing < 5>>You kind of hope he thinks you can't hear him, because otherwise you have some concerns about his people skills.<</if>>
//"It's okay though,"// he says. //"There's a saw mill you can head towards. Look for the massive red signs, you should be able to see them from where you are."//
As he said, you spy a huge red sign for the saw mill ahead, pointing you in the right direction. You change course and jog on.
//"Look! Look at that, they're changing direction. I think they can...You can hear me!"// Sam gives a short, delighted laugh.
Even though you can't see whatever cameras he's watching you from, you wave. He makes a short, amused noise.
//"Okay, okay."// He takes a deep, calming breath. //"We can keep you safe. It's cool, totally cool. We can bring you in-"//
His voice cuts off as you finally hear the other person in the room murmuring. They're talking too low for you to make out what's being said.
//"No!"// Sam protests. //"We can't ask them to do that, what if they're injured?"//
//"Well, that's all the more reason to ask them then."// The voice is clear now, like the speaker wants to be heard. //"This is Doctor Maxine Myers, the only medic here at Abel Township."//
A doctor? <<if $optimism > 5>>Well, there goes any chance of you saying no to whatever she's about to ask of you.<</if>>
//"Lord knows I'm sorry to ask you this, but your route will take you almost past the old hospital,"// Doctor Myers says. //"We// know //there are medical kits still there from the first wave of infection. If you can pick up even one or two, that would help us-"//
Sam cuts in with a heated tone, //"That's too dangerous. You know what happened to Runner Five!"//
"What happened to Runner Five?" you can't help asking, even knowing no one can hear you. It doesn't matter. You already know what happened. The same thing that happens to most people these days.
//"The zoms have all followed the noise of that crash."//
//"But what about whoever fired that rocket launcher?"//
//"If someone wants to kill that runner taking an unusual route will make that harder, not easier,"// Doctor Myers says, fed up with the argument.
<<link "She is...oddly insistent that you change routes. It puts you ill at ease." "Clip2P4">><<set $MaxineTrust to $MaxineTrust - 1>><</link>>
<<link "You understand her reasoning. Medkits are worth their weight in gold. Her insistence makes sense as a doctor." "Clip2P4">><<set $MaxineTrust to $MaxineTrust + 1>><</link>>Doctor Myers was right about the zombies at least. As you run down the road you don't run into a single zombie. The city streets are barren.
<<link "Take a rest" "Clip3P2">><<set $rest to true>><</link>>
<<link "Push on" "Clip3P2">><<set $rest to false>><</link>><<nobr>>
<<if $rest is true>>This is a rare opportunity to rest moderately safely, and you don't intend to pass it by. There's an iron bench with flaking paint and rust up ahead. It's plenty sturdy, and a good enough place to rest.
<br><br>
//"You're stopping?"// Sam asks. He hums. //"That's okay, go ahead if you need to. You were running really well earlier, you're making great time. It's good to know you haven't got any broken legs."//
<br><br>
You snort and take a seat, groaning quietly to yourself as the reality of your battered body sinks in. Adrenaline has kept you going so far, but even if you don't have any broken bones, you're not in good shape. It'll take some sort of miracle to keep you going long enough to find something useful in the hospital and bring it all the way to Abel.
<br><br>
Once you catch your breath, you get back up. If you sit much longer you're not sure if you'll be able to force yourself to move again.
<br><br>
//"Ready?"// Sam asks. You give a thumbs up to a CCTV camera as you continue jogging. //"That one's offline, actually. But it's alright. I've got an eye on you."//
<<elseif $rest is false>>
Stopping now will only make it harder for you to keep going. You've been running on adrenaline and desperation ever since your feet hit solid ground. There might only be fumes left in the tank, but you know you can manage it. You don't have any other choice.
<br><br>
//"You're doing great,"// Sam says. //"In fact, you're making really good time. I think we can assume you don't have any broken legs, yeah?"//
<br><br>
Somehow, you feel like Doctor Myers wouldn't take a broken leg as an excuse.
<</if>>
<</nobr>>
Soon enough, you find yourself at the hospital. The windows are all smashed in. It's easily the most battered building you've come across so far. No doubt as many people as possible were looting it for supplies in the beginning. <<if $optimism > 5>>Hopefully there will be something worthwhile for you to find too.<<else>>So you're completely screwed.<</if>>
Stepping gingerly, you make your way through one of the broken plate glass windows, taking care to not cut yourself. The last thing you need now is an open wound.
<<link "Next" "Clip3P3">><</link>>It's eerily quiet in the tunneled out hallways of the hospital. No matter how softly you place your feet, your steps echo in the emptiness. There's dried blood everywhere, some of it clearly from zombies, some of it...not.
<<if $courage > 5>>You grit your teeth and push all fear from your mind. You have things to do and only so much time to do them.<<else>>A shiver runs through your body, and you give a final glance behind you towards the entrance. You could run now, but they would just turn you away at the gate. If you want any chance of surviving the night, you have to do this.<</if>> There's an open door ahead of you. You start there, and work your way back.
//"Hey, listen,"// Sam says as you're rummaging through another empty cabinet. There's a pause, and you hear him take a sharp breath in. //"I'm going to call you Runner Five. Um, just because...Well, I don't know your name. It's weird to just keep calling you 'that runner'. Plus, we just lost a runner. She was...so fast, really funny, and clever. Me and her, we sort of..."// He trails off, either unable to bring himself to say what he's thinking, or else not wanting to say it to a perfect stranger. He sighs. //"She was amazing."//
You only realize you've stopped searching when the silence stretches into awkwardness.
//"But hey!"// Sam bursts with new (strained) enthusiasm. //"You could be our new Runner Five. If you make it back alive."//
<<link "It's definitely weird that he wants to name you after his dead girlfriend. Super, super weird." "Clip3P4">><</link>>
<<link "This guy needs boatloads of therapy, starting yesterday." "Clip3P4">><</link>>
<<link "You're mostly just sad now." "Clip3P4">><</link>>The cabinet is mostly useless. There are some empty and probably sterile syringes, but you think the doctor will be looking for something to put //in// the syringes. That's the stuff that's harder to come by, the kind of stuff that can buy you a place in the township.
//"Yeah, um..."//
You brace yourself a bit. As much as you feel for this guy, everyone has lost someone in the apocalypse, and you can't lose focus. It's going to be hard to keep yourself safe from zombies if you're too distracted by him talking. Plus, it's extra awkward when you can't even say anything back.
Sam sighs. //"Runners...Runners are pretty important to keeping us going around here. Just about anyone who can go about a slow shamble qualifies for the ranks, you know? So. You can do a lot more than that, clearly. Once you get here, you'll fit right in with the others."//
<<link "A job is a job. Besides, it should only be for however long it takes before Mullins comes to get you." "Clip3P5">><</link>>
<<link "Being a runner is far from your idea of a good time, but it sounds like Sam has already made that decision for you." "Clip3P5">><</link>>
<<link "You could not give less of a shit about your future job in the township, you're more concerned with getting out of this situation alive." "Clip3P5">><</link>>
//"Hey,"// Sam says. //"I've got you on cams again. Do you see that turn past the cafeteria? Head that way and look back there for now. There's a swarm of zombies gathering in the parking lot on the other side of the building. I doubt they can hear you, but just in case..."//
You were about to go into the cafeteria, hoping some doctor who was on their lunchbreak dropped some meds before the zombies took over. It's a longshot but...
<<link "But nothing. He's the operator, you'll follow his lead." "Clip3P6">><<set $cafeteria to false>><</link>>
<<link "You get his concern, but with your life on the line, you want to be thorough in your search." "Clip3P6">><<set $cafeteria to true>><</link>>
<center><span style="font-size:30px;color:purple;">Relationships</span></center>
<<nobr>><<if hasVisited("Clip1P2")>><center><span style="font-size:20px;">Sam Yao - Abel Township Radio Operator</span></center><</if>>
<br><br>
<<if hasVisited("Clip1P10")>><<if $SamTrust < 5>>With all that has happened to you so far, you don't know if you can trust Sam Yao to lead you to safety. You just don't have any other choice.<<elseif $SamTrust >= 5>>Even though you don't know Sam Yao, there's something about him that makes you think you can trust him to lead you to safety.<</if>>
<br><br>
<<if hasVisited("Clip6P4")>>
<<if $alicefight is 'fight'>>
Sam understands why you did what you did, but after watching you take the old Runner Five's head off with a broomstick there's an air of discomfort between you.
<br><br>
<<else>>
Sam clearly has complicated feelings about the old Runner Five being taken out, but he's glad to see you alive and well even so. He seems excited to have you as the newest member of the Abel Township Runners.
<br><br>
<</if>>
<</if>>
<</if>>
<br><br>
<<if hasVisited("Clip2P3")>><center><span style="font-size:20px;">Doctor Maxine Myers - Abel Township Medic</span></center>
<br><br>
<</if>>
<<if hasVisited("Clip2P4")>><<if $MaxineTrust < 5>>Too much has happened today for you to trust the doctor's intentions. Something about this situation doesn't sit right with you.<<elseif $MaxineTrust >= 5>>The doctor is keenly focused on her job of keeping the people in Abel safe and healthy. You just hope you live long enough to qualify for her care as well.
<br><br>
<</if>><</if>>
<<if hasVisited("Clip5P6")>><center><span style="font-size:20px;">Evan Deauble - Abel Township Head of Runners, Runner 7</span></center>
<br><br>
<</if>>
<<if hasVisited("Clip5P6")>>You meet Runner 7 as you're running for you life from a horde of zombies, the CDC file tucked under your arm. This doesn't leave you much time to chat, but you get the feeling you'll be spending more time together if you're to be a runner in Abel Township.
<br><br>
<</if>>
<<if hasVisited("Clip6P4")>>
<<if $alice is 'escape' or $alicefight is 'run'>>You owe him a debt for killing the former Runner Five as you were running through Abel's gates for the first time.
<br><br>
<</if>>
<</if>>
<<if $alice is 'SaraRescue'>> <!-- Five only meets Sara in this mission if they completely fuck up lmao -->
<<if hasVisited("Clip6P4")>><center><span style="font-size:20px;">Sara Smith - Runner 8</span></center>
<br><br>
Your first meeting with Sara Smith started with a gunshot as she saved you from being eaten by the former Runner Five.
<br><br>
<</if>>
<</if>>
<!--
Janine de Luca - My Wife
Sara Smith - Abel Township Runner 8
Jody Marsh - Abel Township Runner 4
Simon Lauchlan - Abel Township Runner 3
Major De Santa - Abel Township Leader
-->
<</nobr>>
<<return>><<nobr>>
<<if $cafeteria is true>>
<<set $SamTrust to $SamTrust - 1>>
Sorry, Sam. It isn't his life on the line here, and you're not about to get turned away from your one shot at survival because you missed something here.
<<if $SamTrust < 5>>
You'll stick to relying on yourself for now.
<</if>>
<br><br>
//"Wh-Hey!"// Sam exclaims as you push the cafeteria door open. //"Damn it, maybe you can't hear me anymore..."//
<br><br>
There's frantic rustling over the headset as you venture into the dark, empty cafeteria. Dotting the room are dozens of tables, some turned on their sides, and chairs flung everywhere. There are more windows here, which allows you to see every bit of leftover carnage. It also allows you to see the parking lot Sam was warning you about. Sure enough, there are zombies converging out there, aimless for the moment, but you know if they notice you they'll go into a frenzy.
<br><br>
//"Be careful,"// Sam whispers. You're tempted to remind him that you're the only one who can hear him, but that would be just as useless as his whispering.
<br><br>
Crouching, you move quickly and quietly through the cafeteria, looking for anything that might be worth something. Mostly there are just trays and old food containers, long empty by now. There's the door back to the kitchen area. You could try looking back there. You could also double back the way you came.
<br><br>
<<link "Double back. You don't like the look of that swarm of zombies outside." "Clip3P7GoBack">><<set $SamTrust to $SamTrust + 1>><<set $inhaler to 'no'>><</link>>
<br><br>
<<link "Go to the kitchen. You're already this far in." "Clip3P7Kitchen">><<set $inhaler to 'get'>><<set $Maxine to $Maxine + 1>><</link>>
<<else>>
<<set $inhaler to 'no'>>
<<set $SamTrust to $SamTrust + 1>>
<<set $Sam to $Sam + 1>>
Considering you don't want to meet the same fate as the last Runner Five that came here, you go straight past the cafeteria and make the turn Sam directed you to take. He gives a short sigh of relief.
<br><br>
//"Good, thanks,"// he says. //"Can't be too careful. Not here, at least. But don't worry, I'm watching out for you. As soon as you find something useful, we'll get you back to Abel."//
<br><br>
<<link "Next" "Clip3P8">><</link>>
<</if>>
<br><br>
<</nobr>>Sore as you are, you break into a run. <<if $optimistic >= 7>>If a rocket launcher couldn't kill you today, you're not about to let some zom do it.<<elseif $optimistic <= 3>>You're not sure why you bother. Clearly some force of nature has determined you need to die. Running is probably entirely pointless.<<else>>Three miles. You're pretty sure you can run three miles. Faster than those shamblers, at least. Not that you have much of a choice in the matter.<</if>>
<center><<button "Next Clip" "Clip2P1">><</button>></center>To you, the doctor says, //"Look, I don't want to be hard headed about this, but everyone in this township earns their keep. You were supposed to bring in supplies, right? Well, here's your chance. You should be able to see the Robinson hospital now."//
Up ahead you see the hospital towering above the rest of the abandoned city. You're tired. You ache. But you can do it.
//"If you can't find anything,"// Doctor Myers continues, //"We might not be able to let you in when you get here."//
<<link "You were planning to go anyway, but it looks like you have an extra reason now." "Clip2P5">><<set $courage to $courage +1>><</link>>
<<link "You were definitely going to skip going, but it looks like you have no other choice now." "Clip2P5">><<set $professional to $professional - 1>><<set $courage to $courage - 1>><</link>>
<<link "Whether you want to go or not, the doctor is right. This is your chance to finish the job you were sent out here to do." "Clip2P5">><<set $professional to $professional + 1>><</link>>
<<if $SamTrust < 0>><<set $SamTrust == 0>><</if>>
<<if $MaxineTrust < 0>><<set $MaxineTrust == 0>><</if>>
<<if $SamTrust > 10>><<set $SamTrust == 10>><</if>>
<<if $MaxineTrust > 10>><<set $MaxineTrust == 10>><</if>>
<<if $optimistic < 0>><<set $optimistic to 0>><</if>>
<<if $courage < 0>><<set $courage to 0>><</if>>
<<if $professional < 0>><<set $professional to 0>><</if>>
<<if $outgoing < 0>><<set $outgoing to 0>><</if>>
<<if $cunning < 0>><<set $cunning to 0>><</if>>
<<if $optimistic > 10>><<set $optimistic to 10>><</if>>
<<if $courage > 10>><<set $courage to 10>><</if>>
<<if $professional > 10>><<set $professional to 10>><</if>>
<<if $outgoing > 10>><<set $outgoing to 10>><</if>>
<<if $cunning > 10>><<set $cunning to 10>><</if>>Those zombies outside are growing louder, even without them knowing you're here. If they did see you, you don't think the window glass would stop them from pouring in. It would be one thing to risk this if you already had something worth your entry to Abel, but if you have to run now, you'll be screwed. No, you need to find something to bring back to Abel before you start pulling risky stunts.
<<link "Next" "Clip3P8">><</link>>No turning back now, you need to see this path through. You push the swinging door of the kitchen slowly, wincing at the squeal of the hinges.
//"Something caught their attention,"// Sam says, his voice still hushed. //"Whatever you're doing, do it quick."//
It's darker in here, with only a few short windows near the top of the walls letting any light in. You blink, waiting until your eyes adjust. It's empty in here, thankfully. There are lots of pots and pans and other cooking things, but nothing medical. Just as you begin to think you've wasted time, you spot another door towards the back left of the kitchen. You'd assumed it was a freezer door at first, but there's a knob on it that's catching the light.
As you approach, the sign on the door becomes clearer. //Office.//
It's worth a look, so you grab the knob and pull the door open. Musty air hits you and you cringe at it, but there are far worse smells. The room is entirely pitch black as well. You take a few steps in and immediately bump into the desk. Small office. There's no real point in searching here, since you can't see anything.
//"Hey, come on out,"// Sam says, a nervous warble to his voice. //"Bloody hell the cams aren't very good here."//
<<if $outgoing > 7 or $SamTrust > 6>>You stop there, not wanting to worry Sam anymore than you already have. He's trying to keep you alive, afterall.<</if>> There's not much to see here anyways. Turning, you head for the doorway once more. Before you can get very far, your foot catches something,<<if $running > 2>> nearly tripping you. You stumble, catching yourself on the doorframe.<<else>> sending you pitching forward. You fall, managing to catch yourself on hands and knees.<</if>>
//"Careful. Are you alright?"// Sam asks. You give a thumbs up, not sure where he's looking at you from, but hoping he sees it anyway.
Something rattled when you'd tripped. Curious, you reach back into the darkness, patting around until you find what you caught your foot on. It's a small cardboard box. You step into the light with it.
//"What's that?"// Sam asks. You turn the box around, unsure yourself. It has a label on it that says "pharmacy". No telling what's inside. //"Crap, Hey, you need to get out of there// ''now''. //Those zoms have figured out you're in there. Go, before they find their way in."//
Shit. Time to go. You tuck the box under your arm, and hurry out the way you came in.
<<link "Next" "Clip3P8">><</link>><<nobr>>
<<if $inhaler is 'get'>>
Sam wasn't kidding. As you dash through the cafeteria, the zombies have begun slamming themselves against the windows, streaks of coagulated blood, slobber, and bits of skin sticking to the glass.
<br><br>
With a shudder, you break back into the main hallway, then take the turn Sam had mentioned earlier.
<br><br>
<<else>>
//"You know,"// Sam says as you jog. //"We sent the old Runner Five here. I mean, of course you know that now, but what I mean is we sent her for a file that the Doc is interested in."//
<br><br>
<<if $MaxineTrust < 5>>
Of course. You knew there was an ulterior motive behind the doctor wanting you to come here.
<<else>>
A file? This is a hospital, there are millions of files here. You silently urge Sam to elaborate.
<</if>>
<br><br>
//"I'm not sure exactly what it was, but I guess...If you find anything official looking, grab it."// Sam grunts. //"Damn. No working cams in the part of the hospital you're in now. There's a nurse station somewhere back there though. Have a look around, and then get out, quick as you can."//
<br><br>
With that, he goes silent enough that you know he's cut the line. You're on your own now.
<br><br>
Right. Time to really start the hunt for something useful enough to earn your place in Abel.
<<if $inhaler is 'get'>>
The box tucked under your arm may be just that, but you can't be sure without stopping to open it. The frenzied zombies you just saw make you hesitant to waste even a second of time though. It's best to just keep looking for a sure thing.
<</if>>
<br><br>
<</if>>
<</nobr>>
<center><<button "Next Clip" "Clip4P1">><</button>></center>Ahead of you are two beacons: the red, shining light of the radio tower, and the looming form of the hospital. One could be your salvation, while the other is where your recent predecessor met her doom.
Nothing for it. You pick up the pace.
<center><<button "Next Clip" "Clip3P1">><</button>></center>The nurse's station is a mess. There's broken bits of ceramic from mugs scattered around, pens broken with spatters of ink in starbursts, and of course the usual amounts of blood and viscera. No med kits, but after what Sam mentioned about Doctor Myers wanting a file, you aren't so worried about that anymore.
An official looking file, he said. Which is exactly what you find when you bust open the back closet behind the desk. Right in the middle of the floor is a slender black file box with the words ''Center for Disease Control'' on the spine.
It doesn't really get more official than that.
<<if $inhaler is 'get'>>You really wish you had a backpack or something. It's going to be an awkward run out of here with a box //and// the file. You do the best you can to secure both items, and head back the way you came.<<else>>Triumphant, you tuck the file under your arm, and head back the way you came.<</if>>
<<link "Next" "Clip4P2">><</link>>You retrace your steps with your bounty in hand. This is the part where you should be feeling relieved, but the hairs on the back of your neck just won't stay down. A prickle tiptoes up your spine, segment by segment, and you have to fight the urge to look over your shoulder every other footfall.
//"Hey, there you are!"// Sam announces bombastically, almost as soon as you step foot into the part of the hallway where he'd last spoken to you. //"I've got you back on cams now. It's great to see you, even if you're a bit blurry."//
<<if $SamTrust < 4>>So nice of him to lounge about and watch to see if you came back dead or not. You don't stop running to acknowledge him. Right now, your focus has to be on getting out of this hospital and getting to Abel, alive.<<else>>He really was keeping an eye out for you. It's nice to know someone actually cares if you make it out of this alive or not. You pause ever so briefly to wave to the nearest camera, just so he knows you've heard him.<</if>>
//"What's that you've got?"// Sam asks. <<if $inhaler is 'get'>>//"Besides the cardboard box, I mean."//<</if>>
Doctor Myers makes a reappearance. //"Does your runner have something, Sam?"//
//"Yeah, come take a look. I can't quite make it out, but..."//
There's a sharp intake of breath, and Doctor Myers asks, //"Is that the Center for Disease Control file?"//
//"What's that?"// Sam asks.
<<link "Stop to show them the file on camera" "Clip4P3">><<set $pause to true>><</link>>
<<link "Who doesn't know about the CDC? Keep running." "Clip4P3">><</link>>
<<nobr>>
<<if $pause is true>>You slow down and approach the nearest camera that has a red light on top, <<if $inhaler is 'get'>>setting the box at your feet before<</if>> lifting the file up for Sam and Doctor Myers to see.
<br><br>
//"Oh,"// Doctor Myers says breathlessly. //"Oh, Runner Five that's very good. I don't say this lightly, but that box is worth your life to protect. Bring that here, fast as you can!"//
<br><br>
<<else>>
<!--Five did not pause-->
//"I'm not sure, but..."// Doctor Myers lets out a low breath. //"Runner Five, I don't say this lightly, but that box may be worth your life to protect. Whatever you do, don't drop it."//
<br><br>
<</if>>
//"What do you think is in it?"// Sam asks. Before an answer can be given, he swears. //"Nevermind, that doesn't matter. <<if $inhaler is 'get'>>Runner Five, those zombies from the car park have broken through the windows of the cafeteria and are approaching the door, which is still in front of you. You have to beat them out of the hospital. This is exactly what happened last time. Go!"//<<else>>//Runner Five, those zombies in the car park are spreading out now, and some are shambling towards the only clear exit where you came in. This is what happened last time too. Run out, fast as you can, and we'll have to hope they don't see you."//
<</if>>
<</nobr>>
<center><<button "Next" "Clip5P1">><</button>></center>
<<nobr>><!-- This is to determine what kind of trouble Five might run into while evading the Zombies. Any Five can find a broomstick, but if they have the inhaler box, they'll quickly lose it when facing Alice unless they're maxed out at fighting. Runners can more easily evade Alice. Some of this will depend on if a rest was taken or not as well.-->
<!--
Max fight: 2
Max flight: 2
Variables to effect outcome: -->
<!--$rest-->
<!--$inhaler 'get' 'no' 'drop'-->
<!--$fight -->
<!--$flight -->
<!--$weaponget 'get' 'no' 'drop'-->
<!--$burdenedMax out at 2. This will help determine Five's agility and ability to <!--fight if they get a weapon-->
<!--$ZombieDistance Max out at 3, which is when Alice will grab Five-->
<!--$speed Max out at 3-->
<!--$strength Max out at 3-->
<!-- $alice 1 for no grabbie 2 for yes grabby but Five can fight her off or get out of her grip and 3 for Five has to fight her off or Sara does -->
<<if $inhaler is 'get'>>
<<set $ZombieDistance to $ZombieDistance + 1>>
<<set $burdened to $burdened + 1>><</if>>
<<if $pause is true>>
<<set $ZombieDistance to $ZombieDistance + 1>>
<</if>>
<<if $rest is true>>
<<set $speed to $speed + 1>>
<<set $strength to $strength + 1>>
<<else>>
<<set $speed to $speed - 1>>
<<set $strength to $strength - 1>>
<</if>>
<<if $flight == 1>>
<<set $speed to $speed + 1>>
<<elseif $flight == 2>>
<<set $speed to $speed + 2>>
<</if>>
<<if $fight == 1>>
<<set $strength to $strength + 1>>
<<elseif $fight == 2>>
<<set $strength to $strength + 2>>
<</if>>
At least it isn't a long way to the front of the hospital.
<<if $inhaler is 'get'>>
You can hear the zombies ahead of you though, their rattling moans barely muffled by the doors to the cafeteria. If you had time, you could try barricading them in, but you're better off just booking it.
<<else>>
You can hear the zombies, but their moans are quiet and unfocused. If you're quick enough, you can make it through the doors without trouble.
<</if>>
<br><br>
<<if $ZombieDistance > 0 and $inhaler is 'get'>>
The zombies burst through the doors behind you just as you pass them.
<br><br>
<<elseif $inhaler is 'get' and $ZombieDistance == 0>>
The zombies burst through the door behind you, but you've already passed it with room to spare. Some room, that is. You're definitely not slowing down.
<br><br>
<</if>>
<<if $inhaler is 'get'>>
//"Oh, crap!"// Sam exclaims. //"Bloody hell they're faster than usual. Why are they so fast...?"//
<br><br>
That might be the last thing you want to hear right now.
<br><br>
<</if>>
The broken entrance you came through is just ahead. You have to slow down, to avoid cutting yourself on the jagged glass. As you do, you notice a long wooden stick that was once a broom handle. One end is broken and jagged.
<</nobr>>
<<link "Grab it." "Clip5P2">><<set $weaponget to 'get'>><<set $burdened to $burdened + 1>><</link>>
<<link "Leave it." "Clip5P2">><<set $weaponget to 'no'>><</link>><<nobr>>
<<if $weaponget is 'get'>>
It might be useful to have a weapon. You stoop to grab it as you run.
<br><br>
//"Good thinking,"// Sam says. //"And nicely done as well, you barely slowed down at all while grabbing that. You'll definitely be a great addition to the runners."//
<br><br>
<<if $optimism < 5>>//If// you make it to Abel.<<else>>You can't help feeling a small burst of pride at his words. You adjust your grip on your prize and run through the broken window you came in, bursting out onto the city street.
<</if>>
<<else>>
It might be good to have a weapon, but you've already got your hands full. At this point, you're better off focusing on running. You leave the handle behind, and run through the broken window you came in, bursting out onto the city street.
<</if>>
<br><br>
<!-- NO INHALER -->
<<if $inhaler is 'get'>>
The zombies spot you instantly, their motions stilling for a moment before their limbs jerk and they head straight for you with an undeniable enthusiasm. Their moans rise in pitch, calling to the others.
<!-- INHALER -->
<<else>>
The streets are almost entirely empty, no doubt because every zom in the area is now at your back, groaning hungrily for your flesh.
<</if>>
<br><br>
There's no time to waste, you can't do anything now but run for the red light that marks your destination.
<</nobr>>
<<link "Run." "Clip5P3">><</link>><<nobr>>
<<if $burdened == 1>><<set $speed to $speed - 1>><</if>>
<<if $burdened == 2>><<set $speed to $speed - 2>><</if>>
//"You're nearly there,"// Sam says.
<<if $speed < 2>>
And thank goodness for that. Your pace has been slowing steadily as you go. <</if>>
Abel Township is just ahead, barely half a kilometer left.
<<if $burdened == 2>>
It hasn't been easy juggling everything in your arms, but you're so close. All you have to do is make it a little farther.
<<elseif $burdened == 1>>
Running with your hands full isn't easy, but you're managing well enough. You only have a little ways left to go.
<<else>>
You clutch the CDC file box closer to your side, determined to make it the rest of the way there.
<</if>>
<br><br>
Unfortunately, the zombies have other ideas. The swarm from the hospital has picked up some friends from your helicopter crash. Sam won't tell you how many there are, but the bone rattling cacophany of moaning tells you more than enough about what will happen if you stop.
<br><br>
A small group of zombies appears up ahead, coming around some overgrown foliage. These zombies must have been here already, and have only come out at the beckoning of their fellows.
<br><br>
<<if $weaponget is 'get'>>
<<link "Run past them" "Clip5P4">><<set $RunPast to true>><</link>>
<br><br>
<<link "Kill them" "Clip5P4">><<set $RunPast to false>><</link>>
<<else>>
<<link "Next" "Clip5P4">><<set $RunPast to true>><</link>>
<</if>>
<</nobr>><<nobr>>
<!-- This is where all the code for Five running away goes <3 -->
<<if $RunPast is true>>
Running past them is your best bet,
<<if $speed >= 2>>
<<if $burdened == 2>>
but even with your current pace, you're going to be in trouble if you keep trying to run with the CDC file, the mysterious cardboard box, and the broomstick in your arms.
<br><br>
<<link "Drop the broomstick" "Clip5P5">><<set $weaponget to 'drop'>><</link>>
<br><br>
<<link "Drop the cardboard box" "Clip5P5">><<set $inhaler to 'drop'>><</link>>
<br><br>
<<link "Keep both" "Clip5P5">><<set $speed to $speed - 1>><<set $ZombieDistance to $ZombieDistance + 1>><</link>>
<<elseif $burdened >=1 and $weaponget is 'get'>>
and though your pace is fine, you do wonder if you might not run faster with just the CDC file.
<br><br>
<<link "Drop the broomstick" "Clip5P5">><<set $weaponget to 'drop'>><</link>>
<br><br>
<<link "Don't drop anything and keep running." "Clip5P5">><<set $speed to $speed - 1>><<set $ZombieDistance to $ZombieDistance + 1>><</link>>
<<elseif $burdened == 1 and $inhaler is 'get'>>
and though your pace is fine, you do wonder if you might not run faster with just the CDC file.
<br><br>
<<link "Drop the cardboard box" "Clip5P5">><<set $inhaler to 'drop'>><</link>>
<br><br>
<<link "Don't drop anything and keep running." "Clip5P5">><<set $speed to $speed - 1>><<set $ZombieDistance to $ZombieDistance + 1>><</link>>
<<elseif $burdened == 0>>
so you keep your pace steady, and get ready for your approach.
<br><br>
<<link "Next" "Clip5P5">><</link>>
<</if>>
<<elseif $speed <= 1>>
and you aren't doing so great in that regard. You've been getting more sluggish by the minute.
<<if $burdened == 2>> Carrying the CDC file, the broomstick, and the mysterious cardboard box hasn't been helping. You have to drop something, or else you won't have much of a choice soon enough.
<br><br>
<<link "Drop the broomstick" "Clip5P5">><<set $weaponget to 'drop'>><</link>>
<br><br>
<<link "Drop the cardboard box" "Clip5P5">><<set $inhaler to 'drop'>><</link>>
<<elseif $burdened == 1>> Dropping something might help you out.
<br><br>
<<if $weaponget is 'get'>>
<<link "Drop the broomstick" "Clip5P5">><<set $weaponget to 'drop'>><</link>>
<br><br>
<<link "Don't drop anything and keep running." "Clip5P5">><<set $speed to $speed - 1>><<set $ZombieDistance to $ZombieDistance + 1>><</link>>
<<elseif $inhaler is 'get'>>
<<link "Drop the cardboard box" "Clip5P5">><<set $inhaler to 'drop'>><</link>>
<br><br>
<<link "Don't drop anything and keep running." "Clip5P5">><<set $speed to $speed - 1>><<set $ZombieDistance to $ZombieDistance + 1>><</link>>
<</if>>
<</if>>
<</if>>
<</if>>
<!--This is where all the code for Five trying to fight goes <3 -->
<<if $RunPast is false>>
There are only three of them,
<<if $strength >= 2>>
<<if $burdened == 2>>
but you can't possibly fight with hands full like this. You'll never be able to swing.
<br><br>
<<link "Drop the cardboard box." "Clip5P5">><<set $inhaler to 'drop'>><</link>>
<br><br>
<<link "Keep everything and run instead." "Clip5P5">><<set $speed to $speed - 1>><<set $ZombieDistance to $ZombieDistance + 1>><<set $RunPast to true>><</link>>
<<elseif $burdened == 1 and $weaponget is 'get'>>
so you know you can take them out quickly, even if your only weapon is a broomstick.
<br><br>
<<link "Next" "Clip5P5">><</link>>
<</if>>
<<elseif $strength < 2>>
<<if $burdened == 2>>
but you can't possibly fight with hands full like this. You'll never be able to swing.
<br><br>
<<link "Drop the cardboard box." "Clip5P5">><<set $inhaler to 'drop'>><</link>>
<br><br>
<<link "Keep everything and run instead." "Clip5P5">><<set $speed to $speed - 1>>
<<elseif $burdened == 1>>
but you suddenly aren't so sure about taking them on. You're //tired// at this point. It might be better to run instead.
<br><br>
<<link "Fight the zombies. You can manage it." "Clip5P5">><<set $RunPast to false>><</link>>
<br><br>
<<link "Drop the broomstick and run instead." "Clip5P5">><<set $RunPast to true>><<set $weaponget to 'drop'>><<set $speed to $speed + 1>><</link>>
<</if>>
<</if>>
<</if>>
<</nobr>><<nobr>>
<!-- Here are the results of when Five runs-->
<<if $RunPast is true>>
<<if $weaponget is 'drop'>>
With a grunt, you throw the broomstick aside.
<<if $inhaler is 'get'>>
Now you only have two items to deal with.
<<elseif $burdened == 1>>
Now you only have the CDC file to deal with.
<</if>>
<<elseif $inhaler is 'drop'>>
With a grunt, you throw the cardboard box aside.
<<if $burdened == 2>>
Now you only have two items to deal with.
<<elseif $burdened == 1>>
Now you only have the CDC file to deal with.
<</if>>
<<elseif $weaponget is 'get' and $inhaler is 'get'>>
You keep running, arms loaded down.
<</if>>
<br><br>
The zombies grow fervored as you get closer, their shamble turning into a stumbling jog. Drool drips from their rotted jaws in long strings, their hands outstretched and grasping. They're faster than you thought they would be, or else you're slower.
<br><br>
//"Don't stop! Keep going straight,"// Sam tells you.
<br><br>
<<if $SamTrust < 4>>You barely hear his words as you bolt right, off the road and into the wild, overgrown grass along side it.
<<if $speed < 3>>
<<set $ZombieDistance to $ZombieDistance + 1>>
Almost immediately your foot catches in a hole you didn't see. With a gasp, you go plummeting down to the ground.
<<if $burdened >= 1>>
<<set $weaponget to 'drop'>>
<<set $inhaler to 'drop'>>
Everything goes flying out of your hands.
<br><br>
<<else>>
The file box goes flying out of your hands, landing several feet away.
<</if>>
<br><br>
//"No!"// gasps Doctor Myers. //"Runner Five, the file! You have to get that file."//
<br><br>
//"Come on, get up,"// Sam begs.
<br><br>
Scrambling, you get to your feet and throw yourself forward, collecting the CDC file and nothing else. The three zombies are nearly on you, as is the rest of the pack, but you manage to outmanuever them.
<br><br>
<<link "Next" "Clip5P6">><</link>>
<</if>>
<<else>> <!-- This is still refering to SamTrust -->
It goes against every instinct you have that's screaming at you to dart to the right, into the grassy field past the road, but you do as he says and plow straight ahead. You cut it so close as you pass them that the tips of one zombie's fingers brushes your sleeve.
<br><br>
//"Holy..."// Sam lets out a shaky breath.
<br><br>
//"That was too close, Sam,"// Doctor Myers says, sounding just as shaken as him.
<br><br>
//"I know, I know, but there are tons of holes in that field that are hard to see with the grass as overgrown as it is. It's easier to run on smooth ground,"// Sam explains.
<br><br>
You're glad you listened. Breaking an ankle now would make getting to Abel that much harder. At least the zombies are behind you now, even if they're not as far as you would like.
<br><br>
<<link "Next" "Clip5P6">><</link>>
<</if>>
<</if>>
<!--Here are the results of when Five fights-->
<<if $RunPast is false>>
<<set $ZombieDistance to $ZombieDistance + 1>>
<<if $inhaler is 'drop'>>
With a grunt, you throw the cardboard box at the zombies. It bounces off one of the three's already dented skull. The group is momentarily distracted by the box, which gives you a second of preparation.
<<if $strength >= 2>>
It's more than you need.
<br><br>
With a hefty swing, you strike the closest zombie across the temple, caving it its already weak skull with ease. It crumples, still twitching, but no longer mobile. The other two zombies move together to grab you.
<<if $speed >= 1>>
You dodge back easily, cracking one across the jaw with your broomstick, then sweeping the other off its feet at the knees on the backswing. Two more blows to each head and these zombies are no longer a problem.
<<else>>
<<set $strength to $strength - 1>>
You dodge back, but not quickly enough. The larger zombie grabs your arm. By instinct you release the CDC file to better fight off its grip, thrusting at its chest with your weapon to force it back.
<br><br>
//"Runner Five, don't leave that file!"// Doctor Myers cries.
<br><br>
You scramble back, putting just enough distance between you and the relentless pursuants that you can take a moment to breathe. With both hands free, you grasp the broomstick firmly and crack down on the zombie's forehead. It gives far more easily than a still living human's head would. One zombie left.
<br><br>
Tired now, you have to dig deep to fight off the last zombie. It's faster and fresher than the first two, but it doesn't have the self-preservation instinct to dodge at least. You smash it with rapid strikes to the head and neck, your grunts of effort become desperate when it just won't stop moving. Eventually though, you win out. It's face is gone, as it most of the rest of the head.
<br><br>
Breathing rapidly, you jog on jellied knees to scoop the CDC file back up. These zombies won't be a problem anymore.
<</if>> <!-- speed var -->
<<elseif $strength < 2>>
<<set $ZombieDistance to $ZombieDistance + 1>>
You need that second. Shakily, you draw your arm back, still gripping the broomstick, and you bring it down on the skull of the closest zom. You send it reeling, it's already caved in skull cracking further. The other two move together to grab you.
You dodge back, but not quickly enough. The larger zombie grabs your arm. By instinct you release the CDC file to better fight off its grip, thrusting at its chest with your weapon to force it back.
<br><br>
//"Runner Five, don't leave that file!"// Doctor Myers cries.
<br><br>
You scramble back, putting just enough distance between you and the relentless pursuants that you can take a moment to breathe. With both hands free, you grasp the broomstick firmly and crack down on the big zombie's forehead. It gives far more easily than a still living human's head would, thankfully. Otherwise, you're not sure you would be able to take it out.
<br><br>
You have to dig deep to fight off the last zombie. It's faster and fresher than the other two, but it doesn't have the self-preservation instinct to dodge at least. You smash it with rapid strikes to the head and neck, your grunts of effort become desperate when it just won't stop moving. Eventually though, you win out. It's face is gone, as it most of the rest of the head.
<br><br>
Last zombie, and the first one that attacked you. It has fully recovered now, kind of, and it lunges at you with more strength than you expected.
<br><br>
//"Look out!"// Sam yells.
<br><br>
The Zombie grabs you before you can break away,
<<if $speed > 0>>
but you're quick enough to swing the broomstick up, throwing the hands of the zombie away. Before the zombie can recover, you lift your leg and strike the zombie in the middle of its chest with the heel of your boot.
<<else>>
and you're not quick enough to get away. It groans, its fetid breath washing over you. The zombie leans in, jaws open wide, to bite your shoulder. Before it can, you strike out with your weapon, managing to land a hit to the zombie's leg. Its knee buckles and its teeth just barely drag against your sleeve. You throw yourself backward, getting out of its hold and falling to the hard pavement.
<br><br>
The zombie looms above you. You kick at it frantically until it stumbles and falls right beside you. Rolling, you jump back to your feet and bring down a final strike onto the creature's head.
<br><br>
It doesn't move.
<</if>> <!-- speed var -->
<</if>> <!-- strength var -->
<</if>>
<!-- If there is no inhaler <3 -->
<<if $inhaler is 'no'>>
<<if $strength >= 2>>
With a hefty swing, you strike the closest zombie across the temple, caving it its already weak skull with ease. It crumples, still twitching, but no longer mobile. The other two zombies move together to grab you.
<<if $speed >= 1>>
You dodge back easily, cracking one across the jaw with your broomstick, then sweeping the other off its feet at the knees on the backswing. Two more blows to each head and these zombies are no longer a problem.
<<else>>
<<set $strength to $strength - 1>>
You dodge back, but not quickly enough. The larger zombie grabs your arm. By instinct you release the CDC file to better fight off its grip, thrusting at its chest with your weapon to force it back.
<br><br>
//"Runner Five, don't leave that file!"// Doctor Myers cries.
<br><br>
You scramble back, putting just enough distance between you and the relentless pursuants that you can take a moment to breathe. With both hands free, you grasp the broomstick firmly and crack down on the zombie's forehead. It gives far more easily than a still living human's head would. One zombie left.
<br><br>
Tired now, you have to dig deep to fight off the last zombie. It's faster and fresher than the first two, but it doesn't have the self-preservation instinct to dodge at least. You smash it with rapid strikes to the head and neck, your grunts of effort become desperate when it just won't stop moving. Eventually though, you win out. It's face is gone, as it most of the rest of the head.
<br><br>
Breathing rapidly, you jog on jellied knees to scoop the CDC file back up. These zombies won't be a problem anymore.
<</if>>
<<elseif $strength < 2>>
<<set $ZombieDistance to $ZombieDistance + 1>>
Shakily, you draw your arm back, still gripping the broomstick, and you bring it down on the skull of the closest zom. You send it reeling, it's already caved in skull cracking further. The other two move together to grab you.
You dodge back, but not quickly enough. The larger zombie grabs your arm. By instinct you release the CDC file to better fight off its grip, thrusting at its chest with your weapon to force it back.
<br><br>
//"Runner Five, don't leave that file!"// Doctor Myers cries.
<br><br>
You scramble back, putting just enough distance between you and the relentless pursuants that you can take a moment to breathe. With both hands free, you grasp the broomstick firmly and crack down on the big zombie's forehead. It gives far more easily than a still living human's head would, thankfully. Otherwise, you're not sure you would be able to take it out.
<br><br>
You have to dig deep to fight off the last zombie. It's faster and fresher than the other two, but it doesn't have the self-preservation instinct to dodge at least. You smash it with rapid strikes to the head and neck, your grunts of effort become desperate when it just won't stop moving. Eventually though, you win out. It's face is gone, as it most of the rest of the head.
<br><br>
Last zombie, and the first one that attacked you. It has fully recovered now, kind of, and it lunges at you with more strength than you expected.
<br><br>
//"Look out!"// Sam yells.
<br><br>
The Zombie grabs you before you can break away,
<<if $speed > 0>>
but you're quick enough to swing the broomstick up, throwing the hands of the zombie away. Before the zombie can recover, you lift your leg and strike the zombie in the middle of its chest with the heel of your boot.
<<else>>
and you're not quick enough to get away. It groans, its fetid breath washing over you. The zombie leans in, jaws open wide, to bite your shoulder. Before it can, you strike out with your weapon, managing to land a hit to the zombie's leg. Its knee buckles and its teeth just barely drag against your sleeve. You throw yourself backward, getting out of its hold and falling to the hard pavement.
<br><br>
The zombie looms above you. You kick at it frantically until it stumbles and falls right beside you. Rolling, you jump back to your feet and bring down a final strike onto the creature's head.
<br><br>
It doesn't move.
<</if>>
Breathing rapidly, you jog on jellied knees to scoop the CDC file back up. These zombies won't be a problem anymore.
<</if>>
<</if>>
<br><br>
<<link "Next" "Clip5P6">><</link>>
<</if>> <!-- this one closes out the RunPast variable -->
<</nobr>><<nobr>>
<<if $ZombieDistance <= 1>>
//"You're doing really, really well,"// Sam says, sounding as worn out as you.
<br><br>
Well, maybe more worn out. You're managing, at least. The gates of Abel Township are just ahead.
<<elseif $ZombieDistance == 2>>
//"You're doing well, but don't slow down yet,"// Sam says, sounding as worn out as you.
<br><br>
After everything else, you're managing as best as you can. The gates of Abel Township are just ahead, though the road leading to it seemingly stretches out in front of you with every step. The cacophany of the zombies behind you stops you from so much as thinking about slowing down.
<<else>>
//"You're doing really well, Five, but I don't like how close that horde is to you. Don't slow down,"// Sam says, sounding as worn out as you feel.
Actually, no. He doesn't sound quite that bad. The gates of Abel Township are closer now, but the cacophany of the zombie horde behind you is loud enough and close enough to rattle your bones. Every step you take makes your legs heavier than the one before it.
<</if>>
<br><br>
//"Does it look like those zombies are gaining on Runner Five to you?"// Doctor Myers asks. Sam hums in concern.
<br><br>
//"Yeah...No, not all of them. Just one. It's running. Why is it running? They never go so...so..."// There's a strangled sound. //"Oh God."//
<br><br>
//"Runner Five, you can make it,"// Doctor Myers cuts in. //"Just keep going, we're sending some people out to bring you in."//
<br><br>
Sam chokes. //"It's her. I knew she-but-"//
<br><br>
The line goes dead with a sharp burst of static. Your heart pounds so hard it hurts.
<br><br>
A new voice comes over the headset, deep and rich, but harried. //"Runner Five, this is Runner Seven, Head of Runners here. The doctor told us you've found something useful at the hospital. We're on our way to bring you in, just keep running, and// ''don't'' //look back. She's right behind you."//
<br><br>
<center><<button "Next Clip" "Clip6P1">><</button>></center>
<</nobr>><<nobr>>
You've never seen or heard of a running zombie before. They shamble. They're //called// shamblers. There's no denying it though, not when you can hear the distinct sound of shoes hitting pavement behind you,
<<if $ZombieDistance <= 1>>
even if they are distant.
<<if $weaponget is 'get' and $inhaler is 'get'>>
<<set $alice to 'caught'>>
As loaded down as you are though, you're definitely slowing down. The zombie won't be so far behind much longer.
<<elseif $burdened == 1>>
<<set $alice to 'caught'>>
<br><br>You're definitely slowing down though. If you aren't careful, the zombie will outpace you.
<<else>>
<<set $alice to 'escape'>>
<br><br>You'll still have to be careful as you make the final stretch to Abel, but you're basically homefree now.
<</if>>
<<elseif $ZombieDistance == 2>>
coming closer with every beat of your heart.
<<if $weaponget is 'get' and $inhaler is 'get'>>
<<set $alice to 'caught'>>
With your arms loaded down the way they are now, you're not going to outpace the zombie much longer.
<<elseif $burdened == 1>>
<<set $alice to 'caught'>>
You can't afford a single mistake now. Not if you want to make it through this last stretch.
<<else>>
<<set $alice to 'caught'>>
Still, you can outpace her. Abel Township is just ahead.
<</if>>
<<else>> <!-- this goes with the zombie distance var -->
practically nipping at your heels.
<<if $weaponget is 'get' and $inhaler is 'get'>>
<<set $inhaler to 'drop'>>
<<set $alice to 'SaraRescue'>>
There's no way you'll outpace the zombie with your arms full like this. You don't have a choice. With a short yell, you fling the cardboard box over your shoulder. There's a //thud// and crunch as it makes contact with the zombie. Usually throwing things will make zombie stop and investigate, but not this one. It has a single minded focus on //you.//
<<elseif $burdened == 1>>
<<set $alice to 'SaraRescue'>>
You're slowing down, and you can't afford that. Not now. Not when you're //so close.//
<br><br>
<<else>>
<<set $alice to 'caught'>>
You can still do this though. If you push a little harder, ignore the screaming in your muscles, you can make it. You hope.
<</if>>
<</if>>
<br><br>
<<link "Next" "Clip6P2">><</link>>
<</nobr>><<nobr>>
//"This way!"// calls a familiar voice. Runner Seven, you think he called himself. He's a tall, broad man with dark skin and an intense focus just past your shoulder.
<br><br>
<<if $alice is 'escape'>>
Gripping the CDC box as close to your side as possible, you redouble your efforts to run.
<br><br>
//"Woah,"// Doctor Myers says. You're not sure when she re-established the connection to your headset. Her tone is<<if $MaxineTrust < 2>> less cold than earlier, more<</if>> comforting and soft. //"That runner of yours really is something, Sam."//
<br><br>
//"They're gonna shoot her,"// comes Sam's miserable reply.
<br><br>
//"Yeah,"// Doctor Myers says. //"I'm sorry, Sam. It's for the best though. You know she wouldn't want to live like this."//
<br><br>
Gunfire cracks out, startling you for a moment before the comfort comes; the soldiers are taking out the horde. They're bringing you in. Runner Seven waves you on.
"Burst of speed, Runner Five," he calls. "I'll shoot once you've passed."
<br><br>
//"I can't-I can't watch this,"// Sam says.
<br><br>
You bolt past Runner Seven, and before he's even out of your peripheral, his pistol goes off. A spatter follows, and a final groan. Even though you don't hear the body hit the ground, you can imagine it vividly.
<br><br>
You lock your eyes on the gates in front of you and run.
<br><br>
<<link "Run through the gates." "Clip6P4">><</link>>
<<elseif $alice is 'caught'>>
//"Come on, Five, run!"// calls Runner Seven over the headset. You think you see him up ahead, waving to you. There are other figures as well. //"We can't shoot yet, she's too close to you. You'll have to speed up!"//
<br><br>
You drum up the last dregs of energy you have, and push. It's not enough though. Something brushes the back of your uniform, and before you can sprint ahead, a fist bunches up the fabric and //pulls.// You stumble, fighting the grip. The zombie is stronger than anything dead should be though. It jerks on you, dragging you off your feet, throwing you to the ground.
<<if $weaponget is 'get' or $inhaler is 'get'>>Everything you were carrying goes down with you.
<<else>>The CDC file goes down with you.
<</if>>
<br><br>
"Augh!" You hit the pavement hard, but you don't have time to let it daze you. Rolling over, you get your first look at the zombie following you. It wears running clothes, a headset, and a t-shirt with 'Abel Township Runner 5' written on the front in red puff paint.
<br><br>
She lunges for you, teeth gnashing. You thrust your hands up, holding her back by the shoulders.
<br><br>
<<if $weaponget is 'get'>> <<link "Fight her off." "Clip6P3">><<set $alicefight to 'fight'>><</link>>
<br><br><</if>>
<<link "Break free and run." "Clip6P3">><<set $alicefight to 'run'>><</link>>
<<elseif $alice is 'SaraRescue'>>
//"Come on, Five, run!"// calls Runner Seven over the headset. You think you see him up ahead, waving to you. There are other figures as well. //"We can't shoot yet, she's too close to you. You'll have to speed up!"//
<br><br>
You try, you //really// try. Panting, you pump your legs as hard as you can, but despite your effort you soon feel a hand making a fist in the back of your uniform. The zombie is stronger than anything dead should be, dragging you off your feet effortlessly.
<<if $weaponget is 'get' or $inhaler is 'get'>>Everything you were carrying goes down with you.
<<else>>The CDC file goes down with you.
<</if>>
<br><br>
"Augh!" You hit the pavement hard and bounce. The impact dazes you for half a second before your reflexes kick in. Rolling over, you get your first look at the zombie following you. It wears running clothes, a headset, and a t-shirt with 'Abel Township Runner 5' written on the front in red puff paint.
<br><br>
She lunges for you, teeth gnashing. You thrust your hands up, holding her back by the shoulders. It won't matter in a few more seconds though, when your arms give out and she takes a chunk of your throat out.
<br><br>
//"No!"// Sam yells. //"Damn it, someone shoot!"//
<br><br>
//"She's too close,"// Runner Seven replies. //"We can't risk it, we could hit the runner-"//
<br><br>
//CRACK//
<br><br>
Jellied blood and bits of skull and brain spatter across the front of your body and side of your face. The zombie goes limp, and you hastily kick it off. Chest heaving, you can do nothing but stare at the mournful sky above.
<br><br>
"Get up," a new voice demands. You sit up just in time to see a severe looking woman with 'Abel Township Runner 8' written on her shirt approaching. She holsters the pistol in her hand. Grimacing, she wrenches you upright by the arm. "Come on, idiot, that horde is still behind you."
<br><br>
"Right," you manage. You pull away from her just long enough to scoop up the CDC file. <<if $inhaler is 'get'>>She grabs the cardboard box, thankfully. You wouldn't be able to manage it at this point.<</if>> From there, she half-drags you towards the township, while other runners and soldiers fan out and shoot to cover your approach.
<br><br>
<<link "Stumble through the gates" "Clip6P4">><</link>>
<</if>>
<</nobr>><<nobr>>
<!-- This passage is only for Five's who don't automatically outrun Alice, or Five's who don't have to be rescued. -->
<<if $alicefight is 'fight'>>
<<set $Sam to $Sam - 1>>
Out of the corner of your eye you see your broomstick. Within a split second, you make your choice. Pulling one leg up, you plant your boot against the former Runner Five's chest and kick her off. Her groaning goes up in pitch as she reels back. You snatch your weapon and roll up to your feet.
<br><br>
//"Oh God,"// Sam says, voice wobbling, just as you swing down and smash the zombie's skull. Then once more when she twitches.
<br><br>
//"Um...Just come on in, Five,"// Doctor Myers says.
<br><br>
//"I've got Runner Five,"// says Runner Seven.
<br><br>
Chest heaving, you look over your shoulder to where the rest of the horde is still approaching. There's still enough time for you to get to the gates now that you've dealt with the old Runner Five.
You throw the broomstick and turn, scooping up the CDC file<<if $inhaler is 'get'>> and cardboard box<</if>> before running back towards the township. A man approaches, and when he speaks you recognize the voice as Runner Seven's.
<br><br>
"Come on, quickly," he calls, waving you toward him. He falls into step beside you as you run. "Good work back there."
<br><br>
Over the headset you can hear miserable murmuring and soft reassurances. Doctor Myers must have forgotten to cut the line.
<br><br>
"Thanks," you say, jaw set and eyes locked on the gates in front of you.
<br><br>
<<elseif AliceFight is 'run'>>
<<if $strength >= 1>>With a yell, you shove the zombie off and scramble to your feet.
<<else>>You struggle against her unnatural strength, but eventually you manage to shove the zombie off with a yell. As soon as she's off, you scramble to your feet.
<</if>>
The zombie isn't terribly deterred, only thrown off balance, and the moment you're on your feet she's sprinting back toward you. The fluidity of her movements is horrifying compared to the jerk and shamble of every other zombie you've ever seen.
<br><br>
//"Run! Get away from her, Five, go!"// Sam yells.
<br><br>
You don't have to be told twice. First though, you snag the CDC file, <<if $inhaler is 'get'>>the cardboard box, <</if>>and you run as hard as you can.
<br><br>
//"Put on a burst of speed,"// Runner Seven calls out. //"I can't shoot while she's so close."//
<br><br>
Finding wells of energy you didn't know you had, you push your screaming muscles until you start to pull ahead. The wails of the former Runner Five become more and more distant as you run.
<br><br>
//"I can't-I can't watch this,"// Sam says.
<br><br>
//"I'm sorry, Sam," Doctor Myers says. Her tone is<<if $MaxineTrust < 2>> less cold than earlier, more<</if>> comforting and soft. "It's for the best though. You know she wouldn't want to live like this."//
<br><br>
//"I know,"// Sam chokes. He takes a deep breath and clears his throat. //"No, I know."//
<br><br>
You bolt past Runner Seven, and before he's even out of your peripheral, his pistol goes off. A spatter follows, and a final groan. Even though you don't hear the body hit the ground, you can imagine it vividly.
<br><br>
You lock your eyes on the gates in front of you and run.
<br><br>
<</if>>
<<link "Run through the gates." "Clip6P4">><</link>>
<</nobr>><<nobr>>
<<if $alice is 'escape'>>
You sail through the gates with your bounty in hand, tired, dirty, and triumphant. There's a crowd as soon as you step foot on the other side of the gate, gunfire still echoing at your back. One man pushes through the crowd, wearing a bright orange hoodie, slightly puffy red eyes, and a huge smile.
<br><br>
"You made it!" Sam Yao crows. He's taller than you'd imagined. "It's great to see you in the flesh. The uh, totally...totally unbitten flesh, right?"
<<elseif $alice is 'caught'>>
You run through the gates with your bounty in hand, tired and dirty. There's a crowd as soon as you step foot on the other side of the gate, gunfire still echoing at your back.
<<if $alicefight is 'fight'>>
One man pushes through the crowd, wearing a bright orange hoodie, puffy red eyes, and a plastered on smile.
<br><br>
"Hey," Sam Yao says, forcing a laugh. "Good to see you. You know, you-you. In the flesh you. The uh...the totally unbitten flesh, yeah?"
<<else>>
One man pushes through the crowd, wearing a bright orange hoodie, slightly puffy red eyes, and a huge smile.
<br><br>
"You made it!" Sam Yao crows. He's taller than you'd imagined. "It's great to see you in the flesh. The uh, totally...totally unbitten flesh, right?"
<</if>>
<<elseif $alice is 'SaraRescue'>>
You stagger through the gates with one of Runner 8's hands putting bruises on your arm. You are tired, dirty, and desperately glad to finally have made it. There's a crowd as soon as you step foot on the other side of the gate, gunfire still echoing at your back.
<br><br>
One man pushes through the crowd, wearing a bright orange hoodie, slightly puffy red eyes, and a huge smile.
<br><br>
"You made it!" Sam Yao crows. He's taller than you'd imagined. "It's great to see you in the flesh. The uh, totally...totally unbitten flesh, right?"
<</if>>
<br><br>
<<link "Laugh and reassure him" "Clip6P5">><<set $Sam to $Sam + 1>><<set $outgoing to $outgoing + 1>><<set $reaction to 'laugh'>><</link>>
<br><br>
<<link "Scoff and shake your head" "Clip6P5">><<set $reaction to 'scoff'>><<set $outgoing to $outgoing - 1>><</link>>
<br><br>
<<link "Tell him you're unbitten." "Clip6P5">><<set $reaction to 'tell'>><<set $professional to $professional + 1>><</link>>
<</nobr>><<nobr>>
<<if $reaction is 'laugh'>>
You laugh. "Completely unbitten. Promise."
<br><br>
<<elseif $reaction is 'scoff'>>
Scoffing, you say, "Of course not. I wouldn't have come in if I'd been bitten."
<br><br>
<<else>>
"I'm unbitten," you tell him. "I wouldn't have come through those gates if I had been."
<br><br>
<</if>>
<<if $alicefight is 'fight'>>
His plastered on smile grows softer and more genuine.
<<else>>
His smile grows brighter.
<</if>>
"It's nice to finally hear your voice," he says.
<br><br>
From there, Doctor Myers comes in and shoos away the crowd. You hand over the CDC file
<<if $inhaler is 'get'>>
and the cardboard box. Doctor Myers takes one look at the printed out label and sucks in a sharp breath.
<br><br>
"This is a box of inhalers," she says. "Runner Five, you already did us an amazing service by bringing this file. Thank you for stopping to pick these up as well."
<br><br>
<<else>>
and she gives a huge sigh of relief. "Thank you, Runner Five. You have no idea how much you may have helped us by doing this."
<</if>>
You nod, and she beelines away from you toward a huge white tent in the distance.
<br><br>
Before you can so much as ask for a bathroom, another person pushes through the crowd, though she doesn't have to fight nearly so much as Sam did. People practically scramble out of her way. She's wearing dirty coveralls with the top half unzipped and tied around her waist. Her boots look dirtier and more worn out than yours, and she has an air about her that makes you want to apologize on the spot for some unknown transgression.
<br><br>
"I'm Janine de Luca," she says, stopping in front of you. "And from what I've heard, you and I need to speak."
<br><br>
<center><<button "Mission Completed" "MissionCompleted">><</button>></center>
<</nobr>>Thanks so much for playing! I love to make interactive fic, so this was very much a labor of love, but I also love to share my work with others. I hope you enjoyed!
If you notice any bugs, typos, weird nonsense ''please'' let me know! I try to play test on my own as much as possible, but I'm far from perfect.
If you want to get in touch with me, here are some places to do that!
THIS itch.io page, just scroll down.
Tumblr: https://puptart.tumblr.com
ROFFLENET: https://rofflenet.zombiesrungame.com/u/puptart/summary
Discord: puptart#7038
HUGE thanks to Crownleys for being my #1 play tester. Because of her, you and I have far fewer bugs to handle.