You see Trail Superintendent Rusty Fields smoking a cigarettee at the trailhead. He looks tired, and scoffs when he sees you.
"Shelby made me clear the trails last minute. Don't know what you kids are looking for but you better be careful. There's something evil out in those woods. I wish they'd shut all this down for good."
##**[[Well, that sounds promising.->Fork 1]]**
(align:"<==")+(box:"=XX=")[<img src="https://kmkenterprises.com/i/fork1.jpeg" width="256" height="256">]
As you walk down this trail and the open fields turn into a forest that gently surrounds you, you come to the first fork in the trail. This appears to be an innoculous choice, [[Left->path2]] or [[Right->path1]]. You decide to go right, and begin heading down the wooded path. This trail seems to be heading in a direction towards the lake, as best as you can tell.
[[Continue Down the Path->1-1]](align:"<==")+(box:"=XX=")[<img src="https://kmkenterprises.com/i/path2.jpeg" width="256" height="256">]
You decide to take the left path, and begin heading down the trail deeper into the woods. It seems like this trail is leading you back to camp, but in the woods behind some of the other camp buildings. You wonder if you will get to see any of your fellow campers from your vantage point on the trail.
[[Keep Walking->2-1]]
#Justice for Camp Koh '22 Truth Hike
You find a note laying on the ground, it is hastilly handwritten but you can make out most of it:
Hello campers! Thanks for volunteering to hike today. Please be careful, I know we are going to be splitting up but we have to hit all the possible routes to find some answers. I found $50 to buy Rusty a carton of smokes and he spent all morning clearing some more trails out. He's the usual ray of sunshine but it looks like there's more opportunities than ever out there in the woods.
Be careful. Take notes. And get back safely. There's still a chance you could get caught by security, they have the audacity to call themselves counselors now...but that would be a better fate than some of the other weird stuff you can run into out there.
-HC/LI Shelby
(align:"<==")+(box:"=XX=")[<img src="https://kmkenterprises.com/i/messhall.jpeg" width="256" height="256">]
##[[Let's do this!->start-hike]]
(set: $arrowhead to false)
(set: $adminkey to false)
(set: $stashkey to false)
(set: $hasrock to false)
(set: $dorkpage1 to false)(align:"<==")+(box:"=XX=")[<img src="https://kmkenterprises.com/i/path1.jpeg" width="256" height="256">]
As you walk down the path, you feel the woods growing denser around you, the sun is impossible to make out amongst the trees.
You think you hear a noise behind you, but it's probably just a deer.
[[Continue down the path->1-2]]<img src="https://kmkenterprises.com/i/path2.jpeg" width="256" height="256">
You keep following the trail. It's really, really straight. It's almost as if you aren't moving at all, but you know that's impossible. It's hard to keep your concentration because that noise you have been hearing seems to be getting closer.
You begin to panic, and scan the woods around you for an escape. You notice some [[buildings->buildings1]] off in the distance, or you can just try to [[keep running->running]] along the trail.(align:"<==")+(box:"=XX=")[<img src="https://kmkenterprises.com/i/buildings.jpeg" width="256" height="256">]
You decide your best bet is to make a break for the buildings. Maybe someone will be there to help you. Maybe it is just a deer. You don't want to waste time by looking behind you, and run like hell.
You come to a sliding stop and almost run into the door of a simple bunk cabin. It's not really that sturdy but its a place to hide, at least until you can calm down and figure out what the hell is going on.
[[Pull open the door and hide in the cabin]]You decide it's best to let the adrenaline take over and make a break for it. You run as fast as you can down the trail, branches scraping you as you streak past. There's a [[pavilion]], then you pass by what appears to be the [[admin cabin->2-3]]. You start to see a break in the trees ahead - could you be close to the [[lakefront]]?
(align:"<==")+(box:"=XX=")[<img src="https://kmkenterprises.com/i/cabin-door.jpeg" width="256" height="256">]
You hear the flimsy screen door slam shut behind you as you step into the cabin. It's tiny, and lined with screened windows all the way around. There is another door opposite of you, and four beds line the walls. The mattresses are stained and dirty, and a couple are knocked askew from the frames. You decide to lay down on the ground and wait, in case *something* or *someone* is actually following you.
[[Hide under the bunk]]
[[Change your mind, it's time to zig instead of zag!->running]]
You can hear the blood pounding in your ears and your heart beating in your chest. You have **never** run that fast in your life!
You reach the break in the trees and come out at the docks on the main lakefront. You haven't been down here because the counselors have said it is off limits. You remember Andy and Caleb talking about weird creatures being found here as well as fish disappearing. As far as you can tell, it looks like a normal dock and lakeside beach.
You decide to sit down and enjoy the view before figuring out what to do next.
[[Take a seat at the shore]] or [[Gaze out at the lake->Something in Water]] "CAMPER, WHAT ARE YOU DOING DOWN HERE, THIS AREA IS OFF LIMITS!"
Uh-oh, you've been caught. Looks like you'll be missing the movie tonight, but at least it's a familiar face of a counselor leading you back to camp. As they drone in to a long lecture about following camp rules, you glance towards the woods you just ran from.
You aren't 100% certain, but you think you see something move just along the treeline and then disappear from sight. Maybe. You're pretty tired.
[[Click to Continue->over-trouble]]#GAME OVER
You got caught by the counselors and will probably lose spirit points for your patrol, but at least you made it back in one piece!
##[[Start Over->waiting-to-start]]<img src="https://kmkenterprises.com/i/beds.jpeg" width="256" height="256">
You hear footsteps approaching. They don't sound sinister. Then you hear it, the voice nobody wants to hear - "Camper, where are you? The woods are off limits!"
As far as you can tell, they are outside the cabin but have not approached yet. They must not have seen you come in the cabin.
[[Keep Hiding]]
[[Come out of the cabin]]You decide you either don't trust this to be a counselor or you have no interest in getting caught in an off-limits area. Either way, you're probably gonna be in trouble so best not to take the chance, right?
You remain still and silent, waiting for the searching counselor to give up and walk away.
[[Wait it out->cabin-wait]]
You decide to come clean and stop hiding. The jig is up and it was creepy as hell getting this far by yourself anyway. Walking back with a counselor sure seems like a better choice than staying out after dark.
You slide out from the bunk and stand up, dusting yourself off. You can see the counselor through the screen, but something isn't right.
[[Yell at counselor to get their attention]]
[[Stay silent]]
[[Make a break for it! You'll never catch me alive, copper!->running]]
It's hard to get out a scream, but you manage. You haven't had anything to drink and your throat is super dry.
As you yell, the counselor turns towards you and does not look happy to see you out here. You know you've just given up any chance of having fun for the rest of the week.
"Get over here, *now*, camper!" they snarl at you.
Something still doesn't seem right, but you don't see anything to prove your gut feeling.
[[Step out of the cabin]]
[[Run out of the cabin to counselor->run-to-counselor]]
You decide to invoke your 5th admendment right against self-incrimination, remembering the training you received in the Basic Constitutional Principals Merit Badge.
You swallow your tongue and step out of the cabin, holding your head high in defiance.
The Counselor is none to pleased to see your smarmy expression.
You hop off the step of the cabin and walk proudly towards the counselor.
[[Approach Counselor]]
You are definitely wrapping around the area behind the main cabins, and you will probably be real close to the counselor headquarters and camp office! Maybe you can get a peek in the confiscated items stash and live like a king for the rest of camp!
[[Keep Walking->2-2]]
You're passing the patrol cabins, nothing exciting to report. Looks like Billy is getting even bigger after the Strongman competition, you can see him picking up logs and tossing them like sticks.
It's amost as if he's grown another 3 inches since breakfast, but that's impossible, right?
[[Moving On->2-3]]
You're getting closer to the back of the admin cabins, but you think you hear some sort of chanting off in the distance, deeper into the woods. It has a certain draw to it, almost a magical quality...
But remember your mission - to break in to the admin cabin!
[[Walk towards the chanting]]
[[Continue to admin cabins]]You hear a second set of footsteps, but these are coming from the opposite side of the cabin. What?
The door slams open, and heavy steps walk past the bunk you are hiding under, then stop. You hear the counselor yell something, it's hard to hear over your own crippling fear. Who the hell is this? You don't dare peek and give up your hiding spot.
The steps move towards the door and open it. You hear the counselor call for help on their radio, mentioning something about "he's back". You hear them run, and the figure in the cabin walks out following.
You feel like you are lucky to be alive, but now what? It's starting to get darker and you don't have any supplies. You have to make a quick decision:
[[Wait until you can't hear any noise, then leave]]
[[Attempt to spend the night in the cabin]]You decide your best chance of survival is to try and rough it overnight in the cabin. You take the other bunk beds and lean them against the doors as makeshift reinforcement, and then try to fall asleep.
It is a cold, restless night and you are plagued with nightmares.
When the sun rises, you slide the beds away from the door and venture out into the forest again.
[[Go Left->ac-1]]
[[Go Right->ac-2]]You wait until it's completely quiet, then step out from the cabin. It is close to dark and you need to hurry before you can't make out the trail anymore.
[[Start walking back to camp]]
You take a bad step off the uneven wooden planks and hit the ground hard. Ouch. Looks like you turned your ankle real bad. You roll over on your side, with a good view under the cabin.
<img src="https://kmkenterprises.com/i/raccoons.jpg" width="256" height="256">
A bunch of glowing yellow eyes look back from the darkness. Uh-oh, those raccoons don't look so friendly.
[[Click to Continue->Eaten by raccoons]]
You step out, avoiding a bad plank on the steps that surely would have ended up with you hurting yourself! It seems that your luck has continued.
As you glance over the forest in front of you, you notice there's an outdoor pavilion you hadn't noticed before - but it's probably best you start back to camp.
[[Check out the pavilion->pavilion]]
[[Start walking back to camp]] You begin walking back to camp, but you hear some chanting in the distance. Daylight is dwindling but you feel...compelled to move towards the incantantions...
[[Walk towards the chanting]]
[[I'm scared, time to run->running]]
[[I'm getting the hell out of these woods!]]
#GAME OVER
Those raccoons have become a *lot* more aggressive ever since they started eating out of the dumpsters behind the mess hall - but you are even more enticing a meal. As you fade from the blood loss, you also remember that you saw campers feeding them as well. *WHY me?*
(align:"<==")+(box:"=XX=")[<img src="https://qph.cf2.quoracdn.net/main-qimg-3b36984073b349849b76faa4e0933c98-lq" width="256" height="256"> ]
##[[Start Over->waiting-to-start]]As you approach the noise, it gets easier to make out. It is defnitely chanting of some kind - is this some kind of occult ceremony?
You know you should keep a safe distance, but you feel compelled to keep walking closer.
[[Fight the urge]]
[[Approach the cultists]]You are on a mission, and that mission is to get into the admin cabin. Nothing is going to distract you from that task. You feel pretty safe being in the woods this close to camp. Far enough out to hide but close enough to safety should you need it.
As you take the turn, you finally see your objective - the counselor and admin cabins.
[[It's go time]]
(align:"<==")+(box:"=XX=")[<img src="https://kmkenterprises.com/i/pavilion.jpeg" width="256" height="256"> ]
You decide that you can afford some extra sight-seeing time before you head back to camp. You're going to be in so much trouble anyway.
You walk up and look around on the tables and storage areas here. It looks like a crafts area but maybe has not been used in quite some time. There is a [[cabinet]] you could check out, and you notice something strange in on the ground by the tables
[[Pick it up]]
[[It's time to go back]]
(set: $arrowhead to false)
#GAME OVER
You pick up the pace, and the trees slowly thin back out as you arrive back towards camp. The counselors seem to be more worried than mad - you're glad you wont be sent home early and can enjoy the rest of camp!
##[[Start Over->waiting-to-start]]As you look sheepishy towards the ground and brace yourself for the verbal chewing out you expect to receive from the counselor, it doesn't come.
[[Look up]]
You step up on the porch of the admin cabin - you know this is where Head Counselor Shelby keeps the contraband. Might also be a great opportunity to put a snake under his pillow.
(if: $adminkey is false)[
You approach the door and wiggle the handle. *Damn*, it's locked. If only you had a key...
You head a voice bark from behind:
[["What are you doing"]]]
(if: $adminkey is true)[You approach the door and wiggle the handle. *Damn*, it's locked. If only you had a key...
Oh wait! You *do* have a key. A brief traumatic flashback plays in your mind as you fumble around in your pocket for the cabin key. Yea, you're a grave robber, but who dies a saint?
You insert the key into the handle and turn. The door opens
[[Go inside the admin cabin]]]
You look up, and you see the counselor, which you expect. But there's something else there, in the trees. **What the hell?**
The figure steps out and grabs the counselor, and you have a choice to make:
[[Save the counselor]]
[[Run like hell->running]]
[[Hide]]#GAME OVER
You approach the counselor, and the questions start flying, fast and furious. You keep your vow of silence and march reluctantly back to camp with the counselor. You may have lost this battle, but you are determined to win the war.
##[[Start Over->waiting-to-start]]#GAME OVER
You grab the figure's arm, but it makes no difference. You hear a snap as the neck of the counselor is wrung, and you watch their lifeless body crumple to the ground.
You freeze. You feel the hand grab your shoulder, and then, darkness. You should have stayed out of the woods, camper.
##[[Start Over->waiting-to-start]]
You walk over to the object on the ground and pick it up. It's an arrowhead of some kind.
Weird. Must be some craft left over from a camp long gone. No way it's real!
You decide to put it in your pocket and start walking back to camp. That's enough of an adventure for now. Unless...
[[Head back]]
[[Keep wandering]]
(set: $arrowhead to true)You know, you have had enough trouble out here - maybe it's not a great idea to be picking up stuff you find on the ground. You start heading back to camp, but can't seem to shake that uneasy feeling you had from yesterday.
[[Keep walking back to camp]]
[[Is that someone on the trail up ahead?->Approach the Figure]]
#GAME OVER
You enjoy a peaceful and uneventful walk back towards camp. You notice that although you don't really know where you are that you have no trouble making it back to camp. You almost feel like something is leading you back and even protecting you.
When you arrive, the counselors and fellow campers don't seem to notice you were even missing. What luck!
##[[Start Over->waiting-to-start]]#GAME OVER
It takes what seems to be hours to make it back to camp, but you do finally arrive.
The counselors are **pissed** and you are immediately sent to your cabin to await punishment. You likely will be on the next bus out of here.
*WHY me?*
##[[Start Over->waiting-to-start]]It takes every ounce of your being, but you manage to shake the alluring spell of the ceremony and break back to the trail.
It's probably a good sign to head back, but you *do* still have that mission to raid the admin cabin....
[[Time to go back->I'm getting the hell out of these woods!]]
[[Admin cabin or bust!->It's go time]]#GAME OVER
(align:"<==")+(box:"=XX=")[<img src="https://image.shutterstock.com/image-photo/group-five-scary-figures-hooded-260nw-1833518185.jpg" width="256" height="256"> ]
You *knew* this was a bad idea, but you just weren't strong enough to fight the spell. You walk into what appears to be a ritual, and all attention focuses on you. Immediately you feel a sharp pain in your abdomen.
You look down and see a large ceremonial blade sticking out of your torso. This is the end of the line, camper.
##[[Start Over->waiting-to-start]]#GAME OVER
Uh-oh, busted. Looks like you're going to have to answer for this. Remember campers, crime does't pay, and HC Shelby doesn't play!
##[[Start Over->waiting-to-start]]#GAME OVER
You run the counselor, and the questions start flying, fast and furious. You're embarrassed but glad you won't have to walk back to camp alone. You can deal with any of the consequences of your actions - you survive the woods on your own!
##[[Start Over->waiting-to-start]]You know what? Your conscience has been eating away at you this entire time, and you figure that since the counselors told you to not go in to the woods alone, there's probably a reason, and you now now that reason.
You do the sensible thing and decide to return back to camp. You've seen enough.
[[Turn Back Step 2]]
You're retracing your route back to the start, or at least you think so.
The trail seems different than before - but you're sure you're going the right way. Unless you aren't. Time to make a choice.
[[Keep Going->Turn Back Step 2.B.1]]
[[Turn around again->Turn Back Step 2.A.1]] Ok, you change directions again. It's pretty confusing out here and the lack of signs does not help. You are **CERTAIN** this is the right direction to get back to camp, so you press on, determined.
[[Onwards!]]
You are sure this is the way you came, you note that you were so excited to see what was out here that you admittedly didn't pay attention on the walk in. Out of sight, out of mind. You continue on to the trailhead.
[[Continue->2-3]]It's a gorgeous day at the lake. As you sit, you really appreciate the calm after a day of traipsing illegally through a creepy forest.
After a few minutes, you notice a stirring in the water near the docks. It looks like a bunch of fish swarming...
[[Check out the Fish]]
[[Keep Sitting->over-trouble]]
(event: when time > 15s)[==WHOA! [[LOOK AT THAT!]]
You decide to check out the commotion - you remember all the warnings about staying out of the lake, and even those stupid stories about monsters and ghosts. It's just a bunch of fish, what else could it be?
You walk onto the dock and make your way over to the water to take a closer look
[[Look Closer at the fish]]As you get to the edge of the dock and peer into the murky lake water, you see a bunch of fish, as expected. But you see something else in the water. You can't quite make it out in the muddy mess but it almost looks like something shiny.
[[Lean in closer]] or [[Reach into the water]]You lay down on the dock and peer into the water, your nose mere inches from the surface. It's definitely shiny, and it almost looks like its some kind of HUGE snake.
It's probably best to back up slowly and get back to land...just in case that's Yellie
[[Start to back up]]Maybe it's some of those weird shiny rocks everyone is always talking about! You could totally pawn it for some quick cash and buy that copy of Castle Quest everyone is always talking about.
[[Time to strike it rich!]]As you slowly back up, a massive form splashes out of the water in front of you. It's a giant snake! OH GOD, YOU FOUND YELLIE. YELLIE IS REAL
[[Panic]] or [[Faint]]It's fight or flight time now - you gotta get the hell outta here! The serpent has begun to wrap around your leg while you make what could be your final decision.
[[Fight]]or[[Attempt to run]]You know you should fight back or run or scream or *thud*, your lifeless body slams to the dock as you passed out from sheer panic
[[Darkness]]It's time to stand your ground and fight for your life. The odds aren't great, but what is the alternative?
[[Swing]] or [[Dodge]]Oh, Yellie did **not** like that. As soon as you pick up your foot to cut and run, you are knocked into the water by the swing of a massive serpent tail.
Before you can even react, the tail is now wrapped around your leg.
[[Struggle]] You've accepted that this must be death. But wait. You can still hear stuff. And feel stuff. Water, the sunlight.
You slowly open your eyes and steady yourself - the water has calmed down and whatever you think you saw is long gone or was never there in the first place.
Whatever. It's time to go lie down.
[[Head back]] You wrap your fingers around the shiny object. Instead of the rough feel of a valuable ore, the mass is smooth. **AND IT IS MOVING**
[[Uh-oh]]#GAME OVER
So that was a mistake. You let greed get in the way of common sense. Maybe you should have paid more attention to the stories around the campfire. Maybe there was some truth to that old lake monster myth.
Those are the thoughts you would have had, if not for the horrifying burning sensation of venom coursing through your body, injected by a pair of foot long fangs in your torso. It's too late for you, but maybe someone else won't be stupid enough to grab a lake monster.
##[[Start Over->waiting-to-start]]You keep walking, turning the arrowhead around in your pocket with your hand as you travel down the trail.
You notice it has a strange, cold feel to the touch, no matter how long you hold it.
[[Continue->keep-1]] Inside the cabinet are a bunch of moldy notebooks. There is a very colorful page sticking out of one of them.
[[Pull it out]]
[[Close the cabinet->pavilion]] You find some old camper's weird craft project. You feel compelled by it's immaculate design and use of grid paper...
(align:"<==")+(box:"=XX=")[<img src="https://kmkenterprises.com/i/dork5-1.jpeg" width="256" height="256"> ]
[[Close the cabinet->pavilion]]
(set: $dorkpage1 to true)You take a huge swing and miss contact completely, losing your balance. You fall off the dock and in to the water, the serpent still gripping your leg.
[[Struggle]]##GAME OVER
You see a strike coming from the beast and attempt to dodge it's attack. You feel a horrible sensation emanating from your back.
You strain your nect to see what has occured, and you see two giant fangs piercing you, attached to a giant serpent's head. It's getting dark...
##[[Start Over->waiting-to-start]]So that could have gone better, but hey, you're still alive. For this second at least. You kick and wriggle as best you can, straining to get to the surface to gasp for air. It doesn't seem to phase the serpent, the grip on your leg tightening.
You feel yourself being pulled towards the dock, and presumably the monster's mouth.
[[Keep Kicking]] or [[Give Up]]You decide to accept your fate and stop struggling. You try to think of good times and memories at camp with your friends before horrible things like lake mosnters ruined it all.
Time is moving so slow now. Wait, why haven't you died yet?
[[Open your eyes]]
(if: $arrowhead is true)[You feel the arrowhead in your pocket grow warm, and suddenly a burst of light surrrounds you and the beast in your struggle. You aren't sure, but you can almost make out the shape of another human, and they seem to be fighting off the monster. You feel the beast relax it's grip and then everything returns to normal. What just happened?
You notice the sensation in your pocket has gone, and you reach for the arrowhead - but it too is missing.
That's enough for one day - you head back to camp
##[[Start Over->waiting-to-start]]]
(if: $arrowhead is false)[##GAME OVER
You keep struggling, and that seems to make the monster angrier. This seems like a no win scenario but you're in too far now. It's time to go down fighting.
You're now out of the water and back on the dock, facing a giant serpent head and two massive fangs. The strike is quick but the pain is agonzing. You have become yet another line in story of Yellie.
##[[Start Over->waiting-to-start]]]You open your eyes and realize that you are just floating in the lake next to the dock. Your leg no longer in the grasp of a giant serpent. In fact, there's no trace of anything at all happened, but you know it was all real.
[[Climb back up on the dock]]##GAME OVER
You pull yourself out of the lake and back on to the dock. It's going to suck walking back to camp soaking wet, and it will suck twice as much having to explain to counselors what you were doing at the lake without permission, but hey, you're alive and it's a beautiful day out.
##[[Start Over->waiting-to-start]]There's no way the counselor didn't see you, but you're hoping whatever was in the trees didn't see you. That seems way worse at this moment. Your ears are pounding from the blood rushing to your head.
[[wait-out-killer]]You hear an awful scream from the counselor, and then a thud. Then slow, steady steps through the leaves.
It sounds like they are moving away from you.
[[Take a look outside]]You peek out of the window, and see that the strange figure is gone, but the couselor is laying on the ground with a massive, bloody stab wound.
[[Run like hell->running]]
[[Approach the injured counselor]](set: $adminkey to false)
Oh man, this doesn't look good. As you approach the lifeless figure on the ground, the extent of the damage is evident. In addition to the massive stab wound, the poor counselor had their neck broken.
This counselor isn't one that works with your patrol, but you've seen them helping Head Counselor Shelby running the camp. There's nothing you can do to save them at this point, except tell a counselor when you get back to camp.
[[Turn Back]]
[[Examine body]]
You feel as though something or someone is watching you. Then, you hear the sounds of something moving through the brush to intercept you.
Then, it appears ahead!
[[Approach the Figure]]
[[Super Run Away!->running]] You see a figure on the trail ahead. It doesn't look like a counselor or a fellow camper. As you get closer, the figure turns around.
Who the hell is that?
[[Run away->running]]
[[Approach the Figure]](if: $arrowhead is true)[Could this be the wooded maniac? This dude is covered in blood and wearing a mask! This was probably a bad idea, but you just had to know.
The figure starts to lumber towards you, silently. You feel the arrowhead in your pocket move.
The figure stops, and then abrubtly walks back into the woods. What a lucky break for you!
It looks like someone else was not so lucky though...
[[Examine body]]
]
(if: $arrowhead is false)[Wow, this was a poor choice.
The figure moves a lot faster than you assumed it could and now you are face to face with what you have to assume is probably the wooded maniac. They appear to be wearing a mask made from wood and stone, and you feel strong fingers wrap around your neck
**SNAP**
##GAME OVER
##[[Start Over->waiting-to-start]]]##SECRET ENDING - CONGRATS CAMPER!
A large serpent rises from the water, dwarfing the dock. It is a majestic sight. Thankfully you are at a distance so it is not a *terrifying* sight. Can you imagine if you had walked down to look at those fish? Talk about good instincts.
I wonder what we are having for dinner tonight?
##[[Start Over->waiting-to-start]]You approach the body of a Camp Koh counselor.
It's morbid, but maybe the counselor has something you could use to get help or survive out here. You've got to take your chances and use your survival skills.
You rummage around in their pockets and find a key
[[Take the key->Look around]]
(set: $adminkey to true)You look around in every direction, and don't see any signs of the killer. What should you do next?
[[There's a pavilion nearby that looks interesting->pavilion]]
[[I have a key...maybe I should try it on some cabins->2-3]]
[[Maybe I'll just keep wandering->Keep wandering]]
It smells kinda funny in here. Wonder if Bruce has his stash nearby...
You look around the room and see a desk with some papers on it. It looks like Head Counselor Shelby's.
[[Open some drawers]]
[[Keep Looking Around the Cabin]]You came here for a reason, right? Time to loot the camp contraband stash! The counselors have been taking away gameboys and other goodies all summer long, and you're gonna hit paydirt.
You open the first drawer of the desk and it has a bunch of files in it. Nothing looks particularly interesting.
[[Thumb through some more files]]
[[Move on to the next drawer]]
[[Examine the desk further]] You look around the admin cabin, your eyes adjusting to the dimly lit interior. Wow, they have a pretty sweet setup in here, you think to yourself.
To the right is a small kitchen and a fridge where Shelby probably stores all those sodas he's always ranting about. To the left is another small room. There is a small living room area adjacent to the office you walked in to.
[[Raid the fridge]]
[[Living Room]]
[[Small Room]]
[[I've seen enough, time to leave]]You decide to dig through some more files, aware that the longer you spend in the cabin. the more likely it is you're gonna get caught.
Hold on, what's this? You find a folder labeled **CAMP ADMIN**
[[Open it up]]
[[Boooooring->Move on to the next drawer]] You open the larger drawer of the desk and feel the weight of many loose objects shift around. This has to be it! You look down in to the drawer and find...a bunch of rocks
Damn.
[[Pick up a rock]]
[[Examine the desk further]]
[[Keep Looking Around the Cabin]] It's time to crack open the fridge and see what Shelby's been sipping on all week. No way it's non-alcoholic with the way he acts sometimes...
It's almost completely empty! There's an old dented can of pepsi with a note that says 'Olie', and a half empty bottle of Thirst UP brand citrus beverage. It looks like Shelby really is low on beverage after all!
[[Close the fridge]]You open the folder and there are lots of pages and faded photographs. It appears to be a listing of some of the previous camp administrators. One page seems to draw your eye: *Glamtrod*
[[Examine the page->Glamtrod]]
[[Move on to the next drawer]]
[[Examine the desk further]]
[[Keep Looking Around the Cabin]] You pick up one of the rocks in the drawer and notice it is incredibly heavy for it's small size.
(set: $hasrock to true)
[[Check the other Drawer->Thumb through some more files]]
[[Examine the desk further]] Is Shelby's desk just full of rocks and old files? Where's the contraband kept? You look underneath the desk on a whim, and see a key taped to the underside.
[[Take the key]](set: $stashkey to true) It's a small key, but this has to be the stash key you've been looking for. Problem is, what does it go to?
[[Keep Looking Around the Cabin]] You look around in the small living room. It's just a couch with a coffee table and a TV on a stand. There are video tapes all over the place. They must do nothing but watch these when they are done with work!
[[Keep Looking Around the Cabin]]
[[Inspect the tapes]]You push open the door of the small room and turn on the overhead light. It's the bedroom, with a set of bunks and another small desk. There's a wierd looking laptop and all kinds of strange instruments on top of one of the bunks. You make out a label that reads "Property of KMK-SEEN" and "Calvin" on one of the cases. This must be where Camp Phenomenologist Calvin is working.
On the other side of the room appears to be Shelby and Patrick's bunks.
[[Check out Calvin's area]]
[[Check out Shelby & Patrick's area]]
[[Step out of the room->Keep Looking Around the Cabin]] You close the fridge, and as you do so, notice a cabinet in the wall with a lock on it. This must be the stash!
(if: $stashkey is true)[You take the key you found under the desk and [[open the cabinet]]]
(if: $stashkey is false)[You jiggle the lock but the cabinet is pretty securely shut. You're going to have to find the stash key somewhere.
[[Keep Looking Around the Cabin]]
]Paydirt!
You see a ton of cool stuff in the camp contraband stash - gameboys, BB Guns, fireworks, knives, liquor...there's too much to take it all with you, so you'll have to choose wisely.
You see a clipboard hanging on a nail on the side of the cabinet
[[Inspect the Clipboard]]
[[Grab some loot]]There's a lot to see here, it's pretty overwhelming. The two most interesting items are the [[laptop]] and a [[stack of notes]] on the desk.
Shelby and Patrick's bunks are pretty nondescript. You assume you know Shelby's bunk because you see a bunch of empty cans and bottles nearby.
(if: $hasrock is true)[[Put a rock under his pillow]]
(if: $hasrock is false)[[Small Room]]You take a look at the clipboard - it appears to be an inventory of the contraband. You scan through the list to see if there's anything interesting.
* Weapons - BB Guns, Knives, Machete
* Electronic Devices - Gameboys, Laptops, Cell Phones
* Inappropriate or Restricted Items - Fireworks, Drugs, Alcohol, Kohmium Ore
* Unhealthy Snacks - Non-KMK produced goods
* Misc - Watch with D.R. Engraved on back, Custom-made halloween mask
[[Inspect the stash]]You decide the best course of action is to just grab an armload of stuff and scram. The counselors will be back any minute now!
[[Grab and Dash->I've seen enough, time to leave]] After looking at the list, you see some things that definitely caught your eye.
You sort through the pile as fast as you can, and everything on the list seems to be present, except for the mask and the machete. Weird. You pocket some actual junk food you recognize, a pocketknife, and a gameboy for good measure.
[[Close the cabinet->Keep Looking Around the Cabin]] ##GAME OVER
You exit the cabin and bump right into a counselor. **BUSTED**
Oh well, you still have a great story to tell!
##[[Start Over->waiting-to-start]]There are two windows open on the laptop. It's unlocked for some reason, but you notice a Thirst Up can on the desk next to the laptop.
[[Open the Castle Quest Window]]
[[Open the KMK-SEEN reporting console Window]]You scan over the stack of notes. It looks like a bunch of cryptid research, with photos attached to massive reports. There are a lot of words you don't understand but from what you can gather, all the legends around camp do seem to exist in some shape or form. Calvin is documenting their existence for KMK and has proof they are real! You consider the implications for the world if you could somehow steal a copy of this information...
[[Inspect the laptop->laptop]]
[[Back to the room->Small Room]] (set: $hasrock to false)
Hahaha, he'll never see that one coming. Totally. Worth. It.
[[Step away from the bed->Small Room]] You pick up one of the tapes, it has a KMK label on it and a weird title. "Experiment". It looks a lot like the movies the counselors have been showing to you all week, but you thought those were just fiction...
You inspect the case more and find a sticker for "Rent-Rite" video. That's weird, that's the little rental place up in Richardson.
[[Keep Looking Around the Cabin]] You open up what appears to be a game on Calvin's KMK-issued work device. Someone is stuck at level 6. You notice a post it on the keyboard that reads "Find Doctor Dork guide for lvl 7"
(if: $dorkpage1 is false)[You try to play yourself, but you can't beat the level either.]
(if: $dorkpage1 is true)[You pull out that guide you found at the pavilion, and level 6 becomes a breeze. You start level 7 and although the going is tough, the guide takes you to the end.
[[Celebrate beating Castle Quest!]]]
You open the KMK-SEEN window. It appears to be an internal KMK resource for reporting paranormal phenomena. There is a password prompt though so you can't get any further. You assume that Calvin is transcribing the notes on the desk into this portal.
You do note that this portal appears to be connected to the KMK corporate website.
[[Open the Castle Quest Window]]
[[Look at the notes->stack of notes]] You start to celebrate but the room becomes filled with a bright blue light and the crackling of electrity. You feel power surge through your body and a stange sensation, like all of your atoms being torn apart and then rearranged.
The light subsides and you look around. It looks like you got transported into the game? Oh man. At least you know what to do, but you better hope the next player does too - after all, you only get one life in Castle Quest.
I guess the counselors were right to confiscate video games at camp.
##GAME OVER
##[[Start Over->waiting-to-start]]**Glamtrods**
Previous camp administation before full KMK takeover. Failed Public-Private Partnership experiment as an attempt to disguise corporate link to the philanphropic arm and show investment in local community.
These imcompetent morons embezzeled millions over the years they had control, and ruined countless experienments. Most equipment and resources were stolen, sold, or misplaced and led to serious structural integrity issues.
Most deaths on camp occurred under their reign of neglient thieving terror.
Public Spin: Glamtrods left disgraced in the middle of the night.
Actual fate: Submitted for processing at site 3-F
[[Wowzers. Let's check the other drawer->Move on to the next drawer]]
[[Examine the desk further]]
[[Keep Looking Around the Cabin]]