*temp alive true You have reached the end of Zombie Exodus: Safe Haven, Part ${ze_part}. Please provide feedback on the game by visiting the Choice of Games forums, or email me at *link mailto:zombie@zombieexodus.com zombie@zombieexodus.com with comments and questions. Be prepared to continue your journey to a Safe Haven in Zombie Exodus: Safe Haven, Part *if ze_part = 1 2. *if ze_part = 2 3. *if ze_part = 3 4. For updates and news on the next part and future games, follow me on Twitter *link https://twitter.com/JimDattilo @JimDattilo or on Facebook through the *link https://www.facebook.com/groups/ZombieExodusSeries/ ZombieExodus group. *if ze_part = 1 *gosub zep1_achievements *goto CheckAlive *label dead *temp alive false *goto CheckAlive *label allow_save *temp alive true *gosub zep1_achievements *goto CheckAlive *label zep1_achievements *if humanity >= 75 *achieve civilized *if humanity <= 25 *achieve depraved *if morality >= 75 *achieve moralcompass *if morality <= 25 *achieve amoral *if impulse >= 75 *achieve unpredictable *if impulse <= 25 *achieve premeditative *if truth >= 75 *achieve truthful *if truth <= 25 *achieve manipulator *if honor >= 75 *achieve heroic *if honor <= 25 *achieve rational *if ideal >= 75 *achieve utopian *if ideal <= 25 *achieve pessimist *if p_health >= 95 *achieve madeofiron *if (m_health >= 95) and (delusions = false) *achieve ironwill *return *label CheckAlive *if alive Make sure to save your game below! *if ze_part = 0 *bug Game part never set. *if ze_part = 1 That way you'll be able to play Part Two from here as many times as you want. *save_game ZeshPart2 Okay, on to Part Two! *set ze_part 2 *goto_scene ZeshPart2 *if ze_part = 2 You'll need your saved game to continue where you left off in the next episode. *save_game ZeshPart3 We hope you've enjoyed playing [i]Zombie Exodus: Safe Haven.[/i] *feedback Choice of Games releases new games like this one on a regular basis. *subscribe *page_break *label summary *page_break SUMMARY: Bandit Kills: ${bandit_kills} *line_break Survivor Kills: ${survivor_kills} *line_break Zombie Kills: ${zombie_kills} *if ze_part = 2 The Battle on the Hill Number of zombies killed by highway team: ${num_killed_team_1} *line_break Number of zombies killed by field team: ${num_killed_team_2} *line_break Number of zombies killed on the hill: ${num_killed_phase2} [b]HEALTH[/b] *stat_chart percent p_health Physical Health percent m_health Mental Health percent fatigue Fatigue percent stress Stress [b]PERSONALITY & MORALITY[/b] *stat_chart percent humanity Humanity percent morality Morality opposed_pair impulse Impulsive Calculated opposed_pair truth Straightforward Manipulative opposed_pair honor Honorable Pragmatic opposed_pair ideal Idealistic Cynical *if scripted_death [b]Scripted Deaths[/b] *line_break Deaths during the apocalypse are inevitable. As such, some deaths in the game will occur regardless of choices made by the player. This is not done to take away the impact of choices or remove player agency. Rather, scripted deaths provide a more realistic story based on the idea that death in a post-apocalyptic environment is unavoidable by many. Throughout your game, the following deaths were unavoidable: *if ben_killed = 6 Benjimin *if driver_killed = 9 *line_break Edgar/Driver *if ben_killed = 6 Nathan *if church_killed = 9 *line_break Reverend Dunbar Church *if sifer_killed = 6 *line_break Sifer Aseph [b]SURVIVOR SUMMARY:[/b] *if rgroup_introduced Bailey: @{bailey_join Alive, in group|Dead} *line_break Benjimin: @{ben_join Alive, in group|Dead} *if v_loc = "country" *line_break Billie: @{billie_join Alive, in group|Presumed alive} *line_break Brody: Alive, in group *if dante_event *line_break Dante: *if dante_join *if not(dante_missing) Alive, in group *if dante_missing Presumed alive *if not(dante_join) Dead *if driver_joined_group *line_break Driver: @{driver_join Alive, in group|Dead} *if v_loc = "city" *line_break Fred: @{fred_join Alive, in group|Presumed alive} *if gina_joined_group *line_break Gina: *if gina_join Alive, in group *if not(gina_join) @{gina_alive Presumed alive|Dead} *line_break Jaime: Alive, in group *if (jillian_join or (jillian_alive and (jillian_join = false))) or (killed_jillian_dock or (jillian_alive and (lyle_join or not(lyle_alive)))) *line_break Jillian: *if jillian_join Alive, in group *if not(jillian_join) *if killed_jillian_dock Dead *if not(killed_jillian_dock) Presumed alive *line_break Kelly: @{kelly_join Alive, in group|Taken hostage, not in group} *if lopez_joined_group or lopez_met *line_break Lopez: *if lopez_join Alive, in group *if not(lopez_join) Dead *if lyle_introduced *line_break Lyle: *if lyle_alive Presumed alive *if not(lyle_alive) Dead *line_break Madison: Alive, in group *if rgroup_introduced *line_break Nathan: @{nathan_join Alive, in group|Dead} *line_break *if nora_introduced Nora: @{nora_join Alive, in group|Dead} *line_break Parker: *if parker_join Alive, in group *if not(parker_join) @{parker_alive Presumed alive, not in group|Dead} *line_break Rachel: Alive, in group *line_break *if nora_introduced Reilly: Alive, in group *if ze_part >= 2 *line_break Reverend Church: *if church_join Alive, in group *if not(church_join) Dead *if rosie_joined_group *line_break Rosie: @{rosie_join Alive, in group|Dead} *if v_loc = "suburbs" *line_break Sean: @{sean_join Alive, in group|Presumed alive} *if sifer_met *line_break Sifer: Dead *if tommy_joined_group *line_break Tommy: *if not(tommy_join) @{tommy_alive Presumed alive, not in group|Dead} *if tommy_join Alive, in group *line_break *if woody_introduced Woody: @{woody_join Alive, in group|Dead} *if had_dep_challenge *line_break ${dep_name}: *if dependent Alive, in group *if not(dependent) Dead *if had_pet_challenge *line_break ${pet_name}: *if pet_owner Alive, in group *if not(pet_owner) Dead *page_break End *ending