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Mystery of the Sottomarin
by
AmongUsFan
Played 386 times
View game source
(spoilers!)
Download the
.z8 file
Source Code
The Hatch is a room. "A ladder leads up to the locked hatch. Opening the hatch wouldn’t be a good idea. Who knows what creatures lay in the deep depths of the oceans? The room feels suffocating and damp. You should get out before you acquire claustrophobia. [if unvisited] You've just got onto the Sottomarin, an aquatic vehicle meant to explore the lost planet of Atlantis. To beat the game you'll have to complete all the tasks and examine the fixed objects. The Airlock is to the South, but you will have to open the gate first.[otherwise] The gate is still open. You would try to fix the problem, but you aren't getting paid enough for that. The Airlock is to the South." The identity card is in The Hatch. "A laminated, white, plastic card is on the floor in contrast to the black, dank floor. You must have dropped yours on the way down the ladder." The ladder is fixed in place in The Hatch. The description of the ladder is "An iron ladder made to stand the test of time. The rust on it is proof that it's a fraud. Stainless steel would have been a better material. It leads up to the very top of The Hatch, which isn't very high in the first place." The description of the identity card is "A card with a picture of you, your personal identity, your mother's maiden name, and the three numbers on the back of your credit card." The gate is a closed, locked door. The gate is north of the Airlock and south of the Hatch. The description of the door is "An automatic, waterproof, fireproof, earthproof, and airproof door that's quite sturdy. Unfortunately, 3/4 of the functions are unneeded. Why did we spend 200,000 dollars for this door anyway? You'll need to scan a card in order to open it, first." The Identity Card unlocks the gate. The Airlock is a room. "A cramped room that can quickly dispose of any kind of water. It also has an alternate exit that activates when you need to escape from an emergency. You're pretty sure the budget spent on the gates leaves none for the escape pod, so you'd better stay away from it for now. Did they run out of budget to make another room as a connection to the other hallways? The Hatch is to the North, Contamination is to the South, and the Crew Quarters are to the SouthEast." The Wrench is in The Airlock. "A wrench lies on the ground, and it's definitely not supposed to be here." The description of the Wrench is "A magical Wrench that your nation spent a few decades working on. Hitting something with it allows you to fix it, or find what's wrong with it, at least." The Contamination is a room. "The white room is a great contrast to the rest of the submarine. This room wouldn’t be very comforting to the average seaman, but you aren’t a seaman. The room smells both mysterious and nostalgic to you. Lab training has always taught you to sterilize yourself, and you aren’t stopping that anytime soon. The Airlock is to your north, and the Research Lab is to the south." The decontamination lock is a closed, locked door. The decontamination lock is south of the Airlock and north of the Contamination. The description of the door is "An automatic, waterproof, fireproof, earthproof, and airproof door that's quite sturdy. Unfortunately, 3/4 of the functions are unneeded. Why did we spend 200,000 dollars for this door anyway? You'll need to scan a card in order to open it, first." The identity card unlocks the lock. The Research Lab is a room. "Various test tubes line the shelves on the walls. There are tables scattered around, with various specimens of the aquatic life on this planet. There’s a desk with files and lab reports spread out, while there’s a monitor with a concerning number of tabs opened. This room looks familiar to a researcher like you… It’s probably the white tiles on the floor. The Contamination is to the North." The Research Lab is south of the Contamination. The Vent is an object in the Research Lab. The description of the Vent is "A completely unsuspicious vent". The test tubes are in the Research Lab. The description of the test tubes is "Small vials of multiple substances. Cyanide, hydrogen peroxide, ketamine, THE SOULS OF THE VENGEFUL, and Fanta." The specimen is in the Research Lab. The description of the specimen is "A recently captured aquatic animal on this planet. Looks delicious, but the last time you ate a specimen you suffered grueling pain for 3 weeks. Better shy away from it before temptation strikes again." The specimen is fixed in place. The Researcher is a person in the Research Lab. The description of the Researcher is "Looks like that's the other researcher aboard. Dressed in a clean lab coat, safety goggles, and other PPEs and following every rule, you can see that they could be a model in a lab training video. There is something off putting about him though..." Every turn when the player can see the Researcher: say "The Researcher [one of]rubs his hands while grinning[or]is thinking heavily[or]eyes the vent mischievously[as decreasingly likely outcomes]." Understand the commands “ask” and “tell” and “say” and “answer” as something new. Understand “ask [text]” or “tell [text]” or “answer [text]” or “say [text]” as a mistake ("[talk to instead]"). Instead of asking someone to try doing something: say “[talk to instead] Filler”. Instead of answering someone that something: say “[talk to instead]”. To say talk to instead: say "(To communicate in [story title], TALK TO a character.) " Instead of talking to the Researcher: say "Researcher: Ughhhh the Electrician was so annoying today."; Understand “talk to [someone]” as talking to. Understand “talk to [something]” as talking to. Talking to is an action applying to one visible thing. The Crew Quarters is a room. "As you enter the Crew Quarters, you instantly feel more relaxed. There's music playing from the speakers, a TV screen playing news from your home planet, and a canteen serving food and drinks. As you look around the room, you notice a red emergency button and three doors leading to other rooms. The Airlock is to your northwest, the Electricity room to your west, and the Weapons Facility to your south." The Crew Quarters is southeast of the Airlock. The Speakers is fixed in place in the Crew Quarters. The description of the Speakers is "Speakers: The music is annoying, but dealing with the trap remixes is but a small price to pay for no ads every 5 minutes." The TV screen is fixed in place in the Crew Quarters. The description of the TV is "A news reporter is talking about the third economic crisis in the last 2 weeks. How do we still have signal?" The emergency button is fixed in place in the Crew Quarters. The description of the emergency button is "A big red emergency button locked behind a glass case. The offer’s tempting, but there’s no emergency right now.." Instead of pushing the emergency button: say "Why would you press it if there's no emergency?" The Canteen is fixed in place in the Crew Quarters. The description of the Canteen is "The Canteen is currently open. You can take submarine sandwiches, submarine sandwich smoothies, submarine burgers, and submarine subways." The submarine sandwich is in the canteen. The submarine sandwich is edible. The submarine smoothie is in the canteen. The submarine sandwich smoothie is edible. The submarine burger is in the canteen. The submarine burger is edible. The submarine subway is in the canteen. The submarine subway is edible. The Electricity Room is west of the Crew Quarters. The Weapons Facility is a room. "Stumbling in, you take in the view of the weapons of slightly less destruction. A surplus of torpedoes and weapons are laid carefully, with only a bit of turbulence leading to the demise of the ship. You should get the safety inspector to see if this is violating any guidelines once you're back home. North is the Crew Quarters and Southwest is the Ballast Tanks." The Weapons facility is south of the Crew Quarters. The Weapons Expert is a person in the Weapons Facility. Every turn when the player can see the Weapons Expert: say "The Weapons Expert [one of]stares at his weapons with a grin on his face and drool on his chin[or]wistfully stares at the red button[or]is lifting bombs as weights[or]is playing with his semi-automatic plushy[as decreasingly likely outcomes]." The description of the Weapons Expert is "The Weapons Expert smiles giddily at the explosives. You have a sneaking SUSpicion that they are a crazed war criminal or really enthusiastic about their job. Better not get on their bad side, else one may wake up to a bomb in their bed." Instead of talking to the Weapons Expert: say "Weapons Expert: I heard the most wondrous sound today!!! I was just chilling, and 'playing' with my (bazooka if you know what I mean) when suddenly I heard a loud bang. It sounded like someone was getting hurt!! Truly wondrous."; The Red Button is fixed in place in the Weapons Facility. "A lonely red button sits on a pedestal, saying DO NOT PRESS UNLESS ABSOLUTELY NECESSARY on it. Why don't you make it a friend with your hand? (don't please don't)" The description of the Red Button is "Pushing this button will send all the bombs and nuclear weapons at the planet, destroying the environment and probably yourself as well. [line break] Weapons Expert: While I would LOVE to press that butty wutty big red button that launches the big bad bombs, I don't think it would be a very berry good idea since we're also on this planet and would also DIE!! Very sad, I know :<" Instead of pushing the Red Button: say "After pushing the button nothing happens, and thinking you're safe you continue your day. Hours pass and still nothing until you start to hear a faint rumbling. It grows louder and louder until, BOOOOOM!!! You hear a massive explosion and as you look outside you see a wave of colour traveling through the sea. You have a minute until it hits you and any and all traces of your existence are wiped clean. You spend your last minute thinking about all the mistakes you made in life, and how you failed your crew member. As the emergency alarms start, you know you have Ten seconds to live. NINE. You imagine what could have been. EIGHT. SEVEN. You realize you won't see your daughter again. SIX. FIVE. You think about the lives of everyone else on the ship. FOUR. You remember all the mistakes you made when you were young. THREE. TWO. ONE. and it all fades away... - but in your last seconds, you can hear a faint voice. Yes, very faint, saying 'WHY THE HELL DID YOU PRESS THAT BUTTON"; end the game in death. The Electricity Room is a Room. "You enter the electrical room, the heart of the ship. This is where all the power gets distributed, and is what keeps everyone alive. If something bad were to happen in this room things could get really bad, really quick. For some reason the Electrician is missing, I wonder why that is. The Crew Quarters is to the east, the Ballast Tanks are to the south and the Storage Area is to the west. [if unvisited] As you look around you notice someone broke the heat generator. You should go fix it." The Broken Heat Generator is a fixed in place object in the Electricity Room. The description of the Broken Heat Generator is "An absurdly old generator supplying heat to the ship. How could HQ have allowed something so antique to be allowed on the submarine? Well, at least it does its job. Someone will need to fix it though before everyone freezes to death." The Broken Heat Generator can be hit. The Fixed Heat Generator is fixed in place. The description of the Fixed Heat Generator is "How did hitting a generator with a wrench somehow fix it? Whatever, if it works it works." Understand the commands "use" and "hit" as something new. Fixing it with is an action applying to one visible thing and one carried thing. Understand "fix [something] with [something preferably held]" as fixing it with. Understand the commands "hit" and "use" as "fix". Instead of fixing the Broken Heat Generator with the Wrench: remove broken heat generator from play; say "Looks like my complete belief in magic has prevented me from questioning the complete lack of logic with this Wrench. The Generator is now fixed."; Now Fixed Heat Generator is in the Electricity Room. After Examining the Fixed Heat Generator: award 10 points; The Cargo Door is a closed, locked door. The description of the Cargo Door is "Another overpriced door that your company spent money on. Who needs to be smart when you control the entire world's economy? It seems to be a different colour, probably to identify it as the door leading to the Storage Area. You'll need the key to get through it." The Cargo Door is east of the Storage Area and west of the Electricity room. The key unlocks the Cargo Door. The Ballast Tanks is south of the Electricity Room. The Ballast tanks is southwest of the Weapons Facility. The description of the Ballast Tanks is "You stumble upon the Ballast tanks and oxygen tanks, and you take a look around. You see that someone had poked a hole in the Ballast tank in the corner of the room. The North of the Ballast tanks is the Electricity room, and West up the Stairs lead to the Cockpit and Security." The Broken tank is fixed in place in the Ballast tanks. The description of the Broken tanks is "You see that you can patch the hole with things around you, but what could they be? You also notice that due to this hole in the tank, the ship seems to be moving a little off course." The Fixed Ballast tank is fixed in place object. The description of the Fixed Ballast tank is "A patched ballast tank." The Metal tape is in the Ballast tanks. The description of the metal tape is "Otherworldly tape, manufactured from the best in the space-time continuum!" Instead of fixing the Broken tank with the metal tape: remove the broken tank from play; say "The ship will no longer sink!"; now Fixed Ballast tank is in the Ballast tanks After Examining the Fixed Ballast Tank: award 10 points; The Engineer is a person in the Ballast Tanks. Every turn when the player can see the Engineer: say "The Engineer [one of]checks the oxygen supply[or]does maintenance on the pipes[or]scratches his head[as decreasingly likely outcomes]." Instead of talking to the Engineer: say "Engineer: I heard a weird noise in the electricity room a while back, almost like a loud bang. I hope the Electrician hurt himself, that guy is really annoying."; The Stairs is a room. "A set of stairs leading up to the cockpit. The fact that there are still stairs in this day and age blows your mind. The Cockpit is to the west and the Ballast Tanks are to the east." The Stairs is west of the Ballast Tanks. The Entryway is a closed, locked door. The description of the Entryway is "Another overpriced door that your company spent money on. Who needs to be smart when you control the entire world's economy? It seems to be a different colour, probably to identify it as the door leading to the cockpit. You'll need identification to get through." The Entryway is west of the Stairs. The Identity Card unlocks the Entryway. The Cockpit is a room. The description of the Cockpit is "After the long trek up the stairs you arrive in the Cockpit. It's a sophisticated room filled with hundreds of buttons, 98% of which do nothing. This is where the Captain controls the steering of the ship. The Stairs are to the east and the Communications room is to the south. [if unvisited]As you enter the room the Captain rushes up to you and says: 'THE ELECTRICIAN IS GONE!!! The camera in the Communications room stopped working, I heard a thud, and then when I checked on him he was gone! '" The Cockpit is west of the Entryway. The Stool is a fixed in place object in the Cockpit. The key is an object in the Cockpit. The description of the key is "A highly advanced key that costs more money than smaller countries make annually. I'm sure it tastes great though!" Instead of eating the key: say "The metal this key is made of would corrode in approximately 1200 years, eating is not advised."; The Captain is a person in the Cockpit. Every turn when the player can see the Captain: say "The Captain[one of] does salutes and poses in front of the mirror before noticing you and quickly getting back to work [or] playfully spins the steering wheel around for fun[or] is focused attentively on steering the ship[as decreasingly likely outcomes]." The description of the Captain is "A decorated military veteran with several medals pinned on their suit, which admittedly, looks out of place. The captain used to be one of the highest ranking commanders in World War 12, but always loved the Navy. Seems to be quite knowledgeable about the ship." Instead of talking to the Captain: say "Captain: Go fix the cameras in Communications then take the key and head to Storage west of Electricity."; The Communications Room is south of the Cockpit. The Communications room is a room. The description of the Communications room is "You have found the Radar and Communications room! It's mostly an empty, and cozy room, with there being a table with a radio on it and a camera system. The Cockpit is to the north. [if unvisited] You notice the radio is making some sound, ????-??????-???????-??????-????? and you intend to fix it. The cameras are also broken and fixing them might help you find the Electrician." The second vent is an object in the Communications room. The second vent is fixed in place. The description of the Second Vent is "A vent circulating air between three rooms. It looks like the Captain may have spilled some cologne near it. Oddly, it looks recently opened. Curious..." The table is an object in the Communications room. The table is fixed in place. The description of the table is "It's just a table, there's nothing odd about it." The Broken Cameras is fixed in place in the Communications room. The description of the Broken Cameras is "Looks like they don't work anymore. If only they did, then we'd know what happened to the Electrician. A few good smacks with the magic wrench should do the trick though." The Fixed Cameras is fixed in place object. The description of the Fixed Cameras is "Now that the Cameras are fixed you can 'survey' and totally not spy on your fellow crewmates. Unfortunately, the history is wiped, so you can't see what happened to the Electrician." Instead of fixing the Broken Cameras with the Wrench: remove the Broken Cameras from play; say "You fixed the Cameras!"; now Fixed Cameras is in the Communications room. After Examining the Fixed Cameras: award 10 points; The Broken Radio is fixed in place in the Communications room. The description of the Broken radio is "b͓̽z͓̽z͓̽z͓̽z͓̽z͓̽z͓̽z͓̽z͓̽z͓̽z͓̽z͓̽z͓̽z͓̽z͓̽z͓̽-͓̽c͓̽h͓̽k͓̽-͓̽s͓̽h͓̽h͓̽h͓̽h͓̽h͓̽h͓̽h͓̽h͓̽h͓̽h͓̽h͓̽" The Fixed radio is fixed in place object. The description of the fixed radio is "hello?? is-is-is anyone there?" The Tweezers is an object in the Communications room. The description of the tweezers is "Sharp, flat, metal tongs that are the size of your fingers." Instead of fixing the Broken radio with the Tweezers: remove the broken radio from play; say "The radio responds: ඞ!"; now Fixed Radio is in the Communications room. After Examining the Fixed Radio: award 10 points; The Storage area is a room. The description of the Storage Area is "A huge room filled with boxes and supplies. Why 6 crewmates needed this much food is beyond your comprehension. As you get closer to the northern exit you notice radiation coming from the nuclear reactor. To survive you'll need some sort of suit to protect you. The suit must be in one of these boxes, but which one? The Scanner will only let you through if you unlock it with the suit. The Nuclear reactor is to the north and the Electricity room is to the east." Box 1 is a fixed in place object in the Storage area. The box is a closed, openable container. The description of Box 1 is "A box with some sort of supply in it." In Box 1 is a packet of food. The description of the packet of food is "Some mushy synthetic food designed to be cheap and have lots of nutrients. Yeah, it's as appetizing as it sounds." Box 2 is a fixed in place object in the Storage area. The box 2 is a closed, openable container. The description of Box 2 is "Box 2 has some sort of supply in it." In Box 2 is the Hazmat Suit. Box 3 is a fixed in place object in the Storage area. The box 3 is a closed, openable container. The description of Box 3 is "Box 3 has some sort of supply in it." In box 3 is a shirt. The description of the shirt is "It's a black shirt with some 'interesting' political propaganda on it." Box 4 is a fixed in place object in the Storage area. The box 4 is a closed, openable container. The description of Box 4 is "Box 4 has some sort of supply in it." In box 4 is a Television. The description of the Television is "The same type of TV as the one in the Crew Quarters." Box 5 is a fixed in place object in the Storage area. The box 5 is a closed, openable container. The description of Box 5 is "Box 5 has some sort of supply in it." In box 5 is a Circle. The description of the Circle is "It's just a circle" The description of the Hazmat suit is "An advanced suit that protects you from radiation." The Hazmat suit is a wearable thing. The Scanner Door is a closed, locked door. The description of the Scanner Door is "A robot scanner that ensures crewmembers are wearing a suit to protect themselves from radiation" The Scanner Door is north of the Storage Area and south of the Nuclear Reactor. The Hazmat suit unlocks the scanner. The Nuclear Reactor is room. The Nuclear Reactor is north of the Scanner. The description of the Nuclear Reactor is "As you enter the nuclear reactor you see the Electrician’s dead body lying, mutilated by what looks like a horrible disease. While being completely shocked by the Electrician’s death, you decide to find out who did it. Look around the room and the rest of the ship for clues to figure out who murdered the Electrician. Do all your tasks and examine the fixed object to work. Then come back here and expose the murder. The electrician shall be avenged. [line break] The Storage area is to the south. [line break] Push the button that represents the murderer and make sure you finish all your tasks." The Researcher button is a fixed in place object in the Nuclear Reactor. The Researcher button can be Pushed. The description of the researcher button is "Push this button to expose the Researcher." Instead of Pushing the Researcher Button: award 70 points; The Captain button is a fixed in place object in the Nuclear Reactor. The Captain button can be Pushed. The description of the Captain button is "Push this button to expose the Captain." Instead of pushing the Captain Button: say "After ejecting the captain from the ship you and the other crewmates believe the killer to be dead. However without the Captain's presence, all semblance of authority on the shipt turns to anarchy. The crewmates now have to do so much more work, and the researcher straight up stops doing anything. With crewmates having to walk back and forth alone between rooms to do their tasks, they become easy picking. The first crewmate dies within three days. The next one is killed a week later. Immediately the killer reveals himself to you, before ending your life with a quick knife to the stomach. GAME OVER."; end the game in death. The Weapons Expert button is a fixed in place object in the Nuclear Reactor. The Weapons Expert button can be Pushed. The description of the Weapons Expert button is "Push this button to expose the Weapons Expert." Instead of pushing the Weapons Expert Button: say "When you and your crewmates eject the Weapons Expert from the ship, suddenly the last defence between the innocents and the murderer is gone. The only thing that stopped the murder from just straight up killing everyone was the Weapons Expert and his obsession with all types of weapons. Moments after ejecting the Weapons Expert the murderer turns on you and the other crewmates and kills you all. GAME OVER."; end the game in death. The Engineer button is a fixed in place object in the Nuclear Reactor. The Engineer button can be Pushed. The description of the Engineer button is "Push this button to expose the Engineer." Instead of pushing the Engineer button: say "After ejecting the engineer, all the crewmates go back to their jobs and everything is calm and fine for a few weeks. The crewmates each take turns doing the late Engineer's job. After a month or so, one of the crewmates plants a bomb on one of the tanks. About 2 hours later the murderer escapes the ship inside of an escape pod (I guess they do work after all). The entire ship implodes from the bomb, and you and all the other crewmates die. GAME OVER."; end the game in death. The Electrician's Corpse is a fixed in place object in the Nuclear Reactor. The description of the Electrician's Corpse is "The bloated body of your late best friend. The body is covered in disgusting liquids and is extremely swollen. It looks like he caught a horrible disease." The Third vent is a fixed in place object in the Nuclear reactor. The description of the Third vent is "A vent circulating air between three rooms. The Vent looks recently opened, and the air being circulated smells vaguely like chemicals and cologne. " The Shard of glass is a fixed in place object in the nuclear reactor. The description of the piece of shard of glass is "A small sharp piece of glass. Ever since the popularization of bulletproof glass this type of glass has seen a massive downturn in popularity. It is still used in vials and mirrors though." Every turn while in the Nuclear Reactor: if score is 110 begin; say "How odd... The Engineer's body was in the Nuclear Reactor, but there's no way to enter the Reactor without the key! And we know the key could not have been in The Engineer's possession! This means that somebody moved them to the Reactor without their consent! We know that everyone has an alibi, but the security system doesn't detect anyone if they don't pass the door! How would the killer had moved locations? Well, they used the ventilation system to move to the Electrical Room and moved The Engineer's body to the Nuclear Reactor! If we look at this ventilation map, the only vents that connect to the Electrical Room are in the Research Lab and Communications Room! YOU USED THE VENTS TO SABOTAGE THE COMMUNICATIONS THEN WENT BACK TO THE RESEARCH ROOM, RESEARCHER 2! [line break] Researcher 2: NOOOOOOOO!!!! DAMN YOU, DASTARD!!!!! [line break] Kick him out, it's the only way to protect us![line break] Bye, bye Researcher 2! Researcher 2: YOU'RE GOING TO REGRET THIS!!!"; end the game in victory; end if.