You reach the Security HQ. Again, like all the rooms you've been in so far, most things have been looted or smashed to bits. The remains of a couple of the mutants lay on the floor, mixed in with the corpses of other security officers. The smell of rotting flesh and whatever that sticky substance is still lingers.\n\nA message is scrawled on the wall. It reads 'GET OUT. THE OSTITES ARE COMING' and an arrow pointing towards the Armoury and the main hub of the station. Ostites must be the name of these mutants.\n\nMost of the security officers here were caught without weaponry. [[They're probably some weapons still in the Armoury|Armoury]] or you [[can check out the corpses as it may help you kill the Ostites|Corpse check]].
You can just about read the scrawl on the note.\n\n"GET OUT NOW. SAMPLE GREW."\n\nWhile you understand the urgency of the message, you have no idea what sample it is going on about. You decide to [[leave the room as soon as you can walk properly|Stasis Corridor]].
The pod door opens, waking you from your hyperslumber. The inside of the stasis chamber looks much different from when you went in. Flourescent lights flicker, half broken, from the ceiling. All the other pods are broken, glass smashed or electronics gutted from them. The only thing left in the room is a desk and chair, with a lone note resting on the table. You stagger out of the pod, limbs still recovering from hypersleep. You eventually reached the chair and sit down.\n\nYour eyes are still recovering but [[you are able to read the note|Note1]].\n
You head back to the Office. You can hear the slurping sounds of a couple of Ostites in the Mail Room. The sound of your shot blasting off the lock must have alerted them over from the Canteen. You can either [[shoot them and hope more Ostites don't arrive|MREncounter Gun]] or you can [[toss the Flare Grenade, hoping that'll distract the Ostites in front of the Engine Room too|MREncounter Grenade]].
You walk into the corridor, now equipped with a weapon of some sorts. In the corridor, you see two Ostites shambling around, red lights lighting up their monstrous frames. You see no other way past them than to take them out with your weapon. \n\n<<if $have_riot_shotgun eq "yes">>\n<<set $shotgun_shells - 2>>\nYou raise your shotgun, ready to fire. As you prime your weapon, the Ostites notice you and start to charge, spikes bursting from the face ready to attack. You hold your breath and take 2 shots, blowing one's head off while ripping the other's chest apart. Stepping over the corpses, [[you head towards the main hub of the station, prepared for more of them|Main Hub Upper Level]].\n<<else>>\n<<set $pistol_ammo - 4>>\nYou raise your pistol, wary of your few bullets. You get ready to fire but as you do, the Ostites turn and start to run at you, spikes erupting from their face and arms. You steady your aim and take 4 shots, punching a hole through one of their heads while piercing a hole in the other's chest. Not worrying to see if they are truly dead, [[you keep moving to the station's main hub, on the lookout for more mutants|Main Hub Upper Level]].<<endif>>
<<if $have_riot_shotgun eq "yes">>\n<<set $shotgun_shells - 1>>\n<<set $have_flare_grenade = "yes">>\nYou blow the lock off the door with your shotgun and the door swings open after a forceful kick. The room is pretty full with various illegal items. Umbra Station, whilst being only a research platform/outpost, received a lot of black market goods. People need their vices this far out in space. You find drugs mainly, heroin back from the old world or synthetic weed from traders on Mars. Eventually you find a box of grenades, shipped in from a weapons dealer on Ganymede. Not typical grenades, flares which contain explosives to distract then destroy. These will be helpful no doubt. You [[leave the room and head back to the Office|Office2]].\n<<else>>\n<<set $pistol_ammo - 1>>\n<<set $have_flare_grenade = "yes">>\nYou blow the lock off the door with your pistol and the door swings open after a forceful kick. The room is pretty full with various illegal items. Umbra Station, whilst being only a research platform/outpost, received a lot of black market goods. People need their vices this far out in space. You find drugs mainly, heroin back from the old world or synthetic weed from traders on Mars. Eventually you find a box of grenades, shipped in from a weapons dealer on Ganymede. Not typical grenades, flares which contain explosives to distract then destroy. These will be helpful no doubt. You [[leave the room and head back to the Office|Office2]].<<endif>>
You rush out of the room and hit the'Quarantine' button on the outside of the operation room. The mutant lets out a terrifying scream before metal shutters close down the operating room, leaving the creature banging on the door. A burst of heat can be felt coming from the shutters and the wailing of the creature suddenly stops. The shutters come up to reveal a small heap of ash where the beast used to be. Thank god you had your armour on.\n\nThe rest of the bay is a mess. The rust has started to affect this room too, and the floor is coated with a weird sticky substance. You look up at the clock to see the time is '01:04 24/5/76'. You realise you've been in stasis for 2 years. Whatever has grown will have taken over the station by now, making it imperative you get out of this place.\n\nYou can either [[leave the medical bay and head to the Security HQ|Security HQ]] or [[check the holodisc which is on the one of the operating tables|Holodisc 1]].
You see the disc is a pre-generated log report made by the Operation Computer. It is dated for about 4 months after you were put in stasis.\n\n*INSERT SOUNDCLOUD LINK*\n\nYou put the disc down and [[head back to the Main Hub|Main Hub Upper Level]].
You finally reach the main hub of the station. You emerge on one of the top catwalks, looking down on the ground floor below. The rust has reached here too, along with the sticky substance, making the place an assault on the eyes and nose. You notice on the ceiling, giant white sacs of mucus hanging from it and occassionally letting out puffs of what must be spores. By the looks of it, that must be the main cause of the Ostite infection. You shouldn't spend too long in here.\n\nYou can [[either head down to the ground floor|Main Hub Ground Floor]] or you can head around the catwalk to the [[Operations Room|Operations Room]].\n\n
You pick up the holodisc. It is a status report made by one of the engineers.\n\n*insert soundcloud link*\n\nYou put the disc down. You either [[check the tools scattered about|Blowtorch]] or you [[back out and onto the catwalk|Catwalk No Ammo]].
You run into the horde, weapon drawn and ready to fight. You are quickly overwhelmed. Ostites swarm from every direction, piercing you with their bone spikes and ripping you limb from limb. [[You should realise when to back down from a fight|Start]].
<<if $have_riot_shotgun eq "yes">>\n<<set $shotgun_shells - 1>>\nYou poke your head round the door and fire off your final 3 shells to kill the two Ostites checking out the Mail Room. Luckily, you didn't alert anymore but you are now out of shotgun ammo. You head [[back to the Main Hub|Main Hub Ground Floor 2]].\n<<else>>\n<<set $pistol_ammo - 1>>\nYou poke your head round the door and fire off your final 2 rounds and luckily kill the Ostites poking around the Mail Room. Luckily, you didn't alert anymore of them but you are now out of pistol ammo. You head [[back to the Main Hub|Main Hub Ground Floor 2]].<<endif>>
You enter the Medical Bay. As soon as you enter, the smell of rotting flesh assails your nostrils, making you gag. Whatever happened to the station must have been pretty bad. All of the operating rooms are empty, except for one pristine room which has [[someone lying in it|Encounter1]].\n\nThe rest of the bay is a mess. The rust has started to affect this room too, and the floor is coated with a weird sticky substance. You look up at the clock to see the time is '01:04 24/5/76'. You realise you've been in stasis for 2 years. Whatever has grown will have taken over the station by now, making it imperative you get out of this place.\n\nYou can either [[leave the medical bay and head to the Security HQ|Security HQ]] or [[check the holodisc which is on the one of the operating tables|Holodisc 1]].
Umbra Station Chapter 1: Awakening\n
You enter the Armoury. More signs of battle in here, bullet casings litter the floor while bullet holes have cracked the now rusted walls. Again, the sticky floor subsists. You have a look round for any weapons.\n<<if $have_armoury_keycard eq "yes">>\n<<set $have_riot_shotgun = "yes">>\n<<set $shotgun_shells + 6>>\nYou first check your locker. Like many others, due to your standard guard position, it did not have a fancy biometric lock. Your pistol, rounds and riot helmet have been taken, leaving only your personal belongings. You pick up your Martian passport and picture of home and stash them in your pocket. You then check the locker of the officer whose keycard you looted. Inside is a pristine riot shotgun with 6 shells preloaded. No other ammo though. You spot a picture of what is probably the officer's family and a [[holodisc|Holodisc2]]. Seeing as the shotgun should take out most hostiles and not wanting to linger any longer, you [[head towards the main hub of the station|Armoury Corridor]].\n<<else>>\n<<set $have_pistol = "yes">>\n<<set $pistol_ammo + 7>>\nYou first check your locker. Like many others, due to your standard guard position, it did not have a fancy biometric lock. Your pistol, rounds and riot helmet have been taken, leaving only your personal belongings. You pick up your Martian passport and picture of home and stash them in your pocket. You scavenge round the rest of the bodies and are able to find a pistol with 7 rounds left in the magazine. It's not many but it'll have to do. With a better weapon acquired and not wanting to linger any longer, you [[head towards the main hub of the station|Armoury Corridor]].<<endif>>
<<if $have_shotgun eq "yes">>\nAs you walk across the catwalk, shotgun in hand, it starts to rumble and a horrible scream can be heard coming from below. As you keep walking, something grabs at your leg. A tentacle constricts your leg and starts dragging you off the catwalk. You quickly grab onto the railings and fumbling with your equipment. You manage to keep a hold of your shotgun and are able to squeeze off your final shells and sever the tentacle gripping your leg. The creature shrieks and you quickly get up, accidently dropping your shotgun into the dark in the shock of the moment. You run to the end of the catwalk and through the bulkhead at the end of the room. You seal it behind you and thank god you're through that area.\n\n[[TO BE CONTINUED IN CHAPTER 2|Ending]].\n\n<<else>>\nAs you walk across the catwalk, pistol at the ready, it starts to rumble and a horrible scream can be heard coming from below. As you keep walking, something grabs at your leg. A tentacle constricts your leg and starts dragging you off the catwalk. You quickly grab onto the railings and fumbling with your equipment. You manage to keep a hold of your pistol and are able to squeeze off your final shots and sever the tentacle gripping your leg. The creature yowls and you quickly get up, accidently dropping your pistol into the dark in the shock of the moment. You run to the end of the catwalk and through the bulkhead at the end of the room. You seal it behind you and thank god you're through that area.\n\n[[TO BE CONTINUED IN CHAPTER 2|Ending]]. <<endif>>
Inside the Operations Room, you notice more of the same. Corpses both human and Ostite litter the floor while pretty much everything else in the room has been looted. You check around and you find [[a holodisc on the main control panel|Holodisc3]] and not much else. You should [[head back to the Main Hub|Main Hub Upper Level]].
You step into the Engine Room. Lights flicker on and off and jets of steam shoot up from the mesh floor below. You can still hear the whirring of machines as you walk into the room. You know the way to the Hangar is through here, across a catwalk over the machinery but you notice the lights are still on in the Diagnostics Room. Do you [[head across the catwalk|Catwalk Ammo]] or do you [[check out the Diagnostics Room|Diagnostics Room]]?
You look into the Canteen. The Ostites are now on guard, patrolling for the source of the noise from earlier. Do you take this distraction and [[try and get the drop on them|Canteen Death]] or do you [[walk away and get back to the task at hand|Main Hub Ground Floor 2]]?
<<silently>>\n<<set $have_armour_and_baton = "yes">>\n<<endsilently>> You walk into the storage room. Most of the lockers have had their doors ripped off and all the stuff looted from them. Your locker remains untouched however, lock still in tact. You check your wrist which still has your locker code written on it. You punch in the number and open the locker. All your stuff is still there, including your security armour and stun baton. \n\nWith all your equipment back, you [[head towards the medical bay|Medical Bay]]. \n
You shake the man. On contact, he lets out a blood-curdling scream and a spike made of a blood-like material shoots out of his mouth. Small tendrils made from the same material start to encase his whole body and he gets up from the table as his body starts to change.\n\n<<if $have_armour_and_baton eq "yes">> As the mutated man lunges at you, a spike burst from his chest and tries to stab you in the stomach. Luckily, your armour deflects the blow and breaks the newly formed spike. You quickly whack the mutant with the baton which sends him spasming to the floor. [[You run out of the room and lock it behind you|Medical Bay 2]].<<else>>As the mutated man lunges at you, a spike burst out from his chest and stabs you right in the stomach. The spike breaks off and its tendrils begin to infect you, turning you into the same mutated creature. [[You should have probably changed out of your gown|Start]].<<endif>>
The holodisc is from Officer Davon's family back on Europa. By the looks of it, it was sent just as the Ostites started to develop on the station.\n\n*INSERT SOUNDCLOUD LINK*\n\nYou turn off the disc and [[head out of the Armoury, towards the main hub of the station|Armoury Corridor]].
<<silently>>\n<<set $have_armoury_keycard = "yes">>\n<<endsilently>> You check the corpses, both human and Ostite. The Ostites seem to have been killed by either blows to the head or destroying the stomach. Any Ostite host have the odd bone-like spikes growing from the stomach and then piercing the spine, brain and extremities. However you get infected by these things, it's not a pleasant experience.\n\nYou check one of the officers belts' to see a key card for their locker in the Armoury. You check the ID picture, it is no officer you recognise. They must have hired some new staff after you went into stasis. Anyway, the key could come in handy. [[You get up and head for the armoury|Armoury]].
Sam Foxall
The disc is recorded by Dave Corven. You remember Dave, he was always a merry guy who ran the Mail Room. You hope he got off station alright.\n\n*INSERT SOUNDCLOUD LINK*\n\nYou put down the disc and you either [[head back to the Mail Room|Mail Room]] or [[you head over to the Contraband Storage door|Contraband Storage]].
You enter the Diagnostics Room. By some miracle, everything still seems to work in here. The screens show that the artifical gravity is dropping in strength but the power and orbit controls are still working fine. One generator seems to be broken but besides that, the station is still running properly. No signs of death in the room but notice another [[holodisc next to the diagnostic screen|Holodisc5]]. \nOtherwise, you [[head out of the room and onto the catwalk|Catwalk Ammo]].
<<if $have_riot_shotgun eq "yes">>\nYou take aim and pump all of your shells into the Ostites. Bone, blood and flesh is sent flying as they fall to the ground dead. You realise your shooting may have alert the Ostites in the canteen so you [[run towards the Engine Room|Engine Room No Ammo]].\n<<else>>\nYou take aim and fire off all your pistol rounds. By a stroke of luck, you luckily headshot all 3 of the freaks and sent them squirming to the floor. Realising that you may have alerted the freaks in the canteen, you [[run towards the Engine Room|Engine Room No Ammo]]. <<endif>>
You walk over to the body. The man lying there looks very peaceful, breathing steadily and completely unaware of the chaos around him. Do you [[try to wake the man|Encounter1Wakeup]] or [[do you go back into the main Medical Bay|Medical Bay]]?
The holodisc is recorded by Dr. Jackson, the station's chief medical officer. The recording dates to about a month after you were put in stasis.\n\n*INSERT SOUNDCLOUD LINK*\n\nYou turn off the disc and [[continue on to the Security HQ|Security HQ]].
<<silently>>\n<<set $have_blowtorch = "yes">>\n<<endsilently>>\n\nYou check around the tools to find something of use. You eventually find a blowtorch. This could be used as a makeshift weapon, seeing as you're out of ammo. You either [[check the holodisc near the diagnostics screen|Holodisc5]] or you [[head out onto the catwalk|Catwalk No Ammo]].
You head down the rusting stairwell to the ground floor. The Ostites have really taken over the place. Spore sacs hang from the walk and a giant spire of the bone-like material blocks your clear path to the Hangar. Just your luck. You also notice the growth of this spire has started to mess with the electronics of the station, causing the artifical gravity to fade somewhat. That can't be good either.\n\nYou notice a ground of [[about 3 Ostites block the path to the Engine Room|Encounter2]] which is the next best way to the Hangar. The [[Mail Room|Mail Room]] is free of Ostites while the [[Canteen|Canteen]] is overrun with the freaks.\n\n
The Office is empty, apart from remaining stationary and papers. It seems eerie in comparison to the bloody rooms of before. The room is dark, besides for the occassional flickering of florescent light from the Mail Room. You see another [[holodisc on one of the desks|Holodisc4]] but besides that, the room has no stuff you can loot. However, you do notice the door labelled [[Contraband|Contraband Storage]] just across from the door which you entered through. It is locked but I'm sure you could destroy it with a weapon. Otherwise, [[you can head back to the Mail Room|Mail Room]].
<<if $have_blowtorch eq "yes">>\nAs you walk across the catwalk, it starts to rumble and a horrible scream can be heard coming from below. As you keep walking, something grabs at your leg. A tentacle constricts your leg and starts dragging you off the catwalk. You quickly grab onto the railings and fumbling with your equipment, you switch on the blowtorch and quickly burn through the tentacle. Whatever tried to grab you screams and drops from view. You quickly get up, run to the end of the catwalk and through the bulkhead at the end of the room. You seal it behind you and thank god you're through that area.\n\n[[TO BE CONTINUED IN CHAPTER 2|Ending]].\n<<else>>\nAs you walk across the catwalk, it starts to rumble and a horrible scream can be heard coming from below. As you keep walking, something grabs at your leg. A tentacle constricts your leg and starts dragging you off the catwalk. You grab onto the railings and tries to grab for your stun baton. You grab it and try to shock whatever's grabbing you but it doesn't respond. It keeps pulling and pulling until you cannot hold on much longer. You are pulled down into the darkness, ripped apart by the giant Ostite below and devoured by a thousand teeth and spikes. [[Look out for weapons and tools whenever you can|Start]].<<endif>>
You throw the grenade as hard as you can, flying out of the Mail Room and towards the bone spire on the ground floor. A fleshy column runs towards the blinking light, leaving the way to the Engine Room clear. Not wanting to waste valuable time, you [[run towards the Engine Room as quick as possible|Engine Room Ammo]].
You throw the grenade towards the giant bone spire at the end of the floor. A surge of Ostites, including ones from the Canteen and the ones blocking the Engine Room corridor rush out and towards the blinking light. Not wanting to waste time and be possibly turned into one of those things, you [[run into the Engine Room|Engine Room No Ammo]].
Thank you so very much for playing Umbra Station! This is my very first attempt at a text adventure and I hope you enjoyed the experience. If you enjoyed the game, please leave a rating and a comment and equally if you hated the game, please leave a rating and comment why you hated it.\n\nI can be found @Captain_Trilby on Twitter and click [[here|Start]] to play again and see if you can find all the audiologs and go down all the different paths.\n\nLook out for Chapter 2 some time in the near future!
You enter the Diagnostics Room. By some miracle, everything still seems to work in here. The screens show that the artifical gravity is dropping in strength but the power and orbit controls are still working fine. One generator seems to be broken but besides that, the station is still running properly. No signs of death in the room but [[a couple of tools can be seen strewn about the place|Blowtorch]]. You also notice another [[holodisc next to the diagnostic screen|Holodisc5]]. \nOtherwise, you [[head out of the room and onto the catwalk|Catwalk No Ammo]].
You wait a few minutes and your vision and balance comes back to you. Realising that you probably should get moving, you walk out of the stasis room into the corridor out.\n\nThe corridor looks just as bad. The metallic walls have started to rust, debris floats around while the lights continually flash. Whatever happened here was not good. The only escape method available to you is on the other side of the station, some horrific 'thing' is probably on the loss and you are wearing nothing but a medical gown.\n\nVaguely remembering your time on the station, [[left of the stasis room goes to patient storage|Patient Storage]] while [[right heads towards the main medical bay|Medical Bay]].
You enter the Mail Room. Unsurprisingly, everything has been rifled through, leaving hundreds of letters and parcels littering the floor. The shutter is down on the office and a bloodied corpse is slumped in front of the desk. The door to the office however is wide open [[which could have some helpful stuff inside|Office]] or [[you could head back to the Main Hub|Main Hub Ground Floor]].
You look into the canteen. All the Ostites are either eating corpses, probably of survivors caught out while trying to scavenge food, or watching over spore sacs at the back of the room. Do you [[back out of the room, realising you are no match for them|Main Hub Ground Floor]] or do you [[run in, all guns blazing|Canteen Death]]?
You step into the Engine Room. Lights flicker on and off and jets of steam shoot up from the mesh floor below. You can still hear the whirring of machines as you walk into the room. You know the way to the Hangar is through here, across a catwalk over the machinery but you notice the lights are still on in the Diagnostics Room. Do you [[head across the catwalk|Catwalk No Ammo]] or do you [[check out the Diagnostics Room|Diagnostics Room No Ammo]]?
You head back into the Main Hub. The 3 Ostites are still shambling in front of the corridor towards the Engine Room and the Canteen is still full of the mutants. Do you [[throw your grenade and hope you distract the lot of them?|MHGF Grenade]] or [[do you check out the Canteen|Canteen2]]?