Colony - a XCOM CYOA

33
You look at McMorus. You know he's not trustworthy at all. He is the one who is carrying the explosive given by X-COM to complete the mission. If something happened to you and he had to take the risk to save you, he certainly would not - after all, you're "disposable" in this operation while him not. At least you can imagine that he thinks like that. You suggest that it is best not to risk the tunnel and instead continue straight through the tunnel. He smiles. "Yes. Let's continue". It seems he realized that you're not dumb at all.

John and you keep walking. The number of extra tunnels goes down gradually, until you see yourself following an unique path. As you cross another stone corridor you hear someone approaching: it's Thiago Highlinn. He explains that he discovered that some parts of the upper "floor" - from which you fell - were thin and fragile, and it hid this other, immense cave where everyone is at the moment. Thiago claims that such caves are the ideal shelter for aliens and that the investigation must continue to be done here. Then he says he does not know where Kenner Wayne got himself. "I do not like psychopaths," says McMorus. "You never know what they're going to do."

Anyway, you, McMorus and Thiago continue walking.

You continue to look for the alien "artifacts," which the X-COM boss says you must find and destroy. The tunnel you're walking in widens so much that you can now say that you are passing through a huge chamber. It's darker here, but with your flashlights that's no problem. The strange thing is that, ahead, some lights come and go. At first, you imagined it to be an illusion preached by your eyes, but Thiago and John also see the highlights. They are far away. You advance, now with weapons in hand to investigate what there is. As your approach, you seem to hear a slight groan.

You are faced with a very strange scene: some glass spheres, containing luminous liquids floating a few inches off the ground. They are slightly larger than basketballs, and are arranged in such a way that they form a circle. There must be about twelve. They were the ones who emitted those lights - by the way, they still do. Behold, all of a sudden, what you imagined was only an impression, it is real: there is someone moaning on the floor. Pointing the lanterns to the center of the circle formed by the spheres its meet Kenner Wayne. His eyes are bulging, squirming and drooling like an animal. When you put the lanterns on him, the guy screams and starts firing on all sides with his pistol! You almost got hit before you back down under the volley of shots.

"I've already said I do not trust in madmen," said McMorus while cocking his pistol.

He will retaliate and will probably kill Kenner Wayne!

A: You let him do that.
B: Find another solution.
 
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Since it tied, I will take the liberty of choosing one of the options and ending the story. The book ends here.

B: Find another solution.

27
While Thiago tries to convince McMorus not to open fire, you think fast. Kenner may be a bit of a madmen but he was not going to go crazy like that anytime soon, even more knowing that another crazy man, like McMorus, could open fire on him. After a quick reasoning, you believe that those spheres should have some hypnotic effect. With your X-COM weapon, you open fire on several of them. Quickly and easily, you destroy all the spheres. A luminous liquid flows from them, becoming dark as soon as it touches the ground. Kenner Wayne stops squirming, squeezes his eyes and opens them. "What the fudge ... What happened here?"

With some difficulty, you explain what happened. "Ah, but I knew I would get out of this in one piece! I thought all the time in my lucky number, 15. It was 15 years ago that I committed my first murder."

In the confusion, Kenner's pistol not only ran out of ammunition for the hallucinations he saw but will probably not work again. An unarmed man in that place could be a great loss to the group. However, to everyone's surprise, McMorus takes out another X-COM pistol from his overcoat. "Keep this," he says. Surprised by the doctor's act, all you do now is continue.

You and your group continue through the endless subterranean tunnels. But one thing still disturbs you, and you do not know if you were the only one to notice. Kenner has a strange look, looking rather lost. As they walk, he squeezes his eyes sporadically, opening them at once. It must be a side effect of those hypnotic lights. So you expect, at least.

After walking a lot through the same tunnel, you notice that its various bifurcations are now moats whose depth is incalculable by the precarious luminosity that you carry in that darkness.

Suddenly something happens. Kenner Wayne goes to the floor suddenly, convulsing. Thiago surprises himself, but John McMorus is far from surprised. However, unlike expected, Kenner stands up quickly, wielding the pistol at you. "Very well, you cretins!" He says with bulging eyes. "Let's get out of this place now! Screw the mission! We have to get out of here now! If you don't want to collaborate, I will not spare bullets!"

"Not going to collaborate? I warned…". A cold runs down you spine as Kenner Wayne pulls the trigger... But no bullets come out. The weapon is unloaded. Everyone looks at McMorus, who says, "I said. You can not trust these psychopaths. You never know what you're going to do."

That said, the doctor pulls his own gun, and shoots Kenner, hitting him on the shoulder. The guy goes to the floor, rolling in pain. Undeterred by Thiago's arguments, McMorus prepares to shoot again, this time to kill. But before he did, Kenner rolled carelessly to one of the pits. He tries to catch himself on the edge but falls.

Near to the pit, you hear nothing.

"It's better that way," says McMorus. Thiago aim his lantern near the moat, but sees nothing. "We'll have to explain ourselves when we get back, John!"

After the confusion, you continue to explore the sinuous underground tunnels. Thiago complains, saying that X-COM could have provided better materials for a mission like this. But between a word and another, you seem to hear something else ahead, where the tunnel turns. You ask for silence, and everyone hears clearly: it is a buzzing, resembling an airplane engine, with the difference being almost imperceptible.

Guns in hand, you approach the turn and, as you turn you face a startling scene.

3
The tunnel opens into a large underground cavern. All, however, with a small difference. The place is full of thick glass pillars, its interior bright and pulsing, as if they had life. They go from floor to ceiling, really, so they should be over seven meters high. So that's what X-COM was talking about?

"These are organic chambers of life generation," says Thiago. "I got some information about it in X-COM. They've already captured some of this stuff, which makes some living things grow and develop quickly. We tested on animal here, it did not work."

"Whatever it is, we have to destroy this place.

John McMorus removes a plastic explosive of high demolition power from inside his overcoat, given by X-COM. Now you know why they wants to see all this destroyed and not captured for experiments: for the simple fact of benefiting only the aliens.

As McMorus puts the explosive on one of the pillars, you grope your pockets in search of your Marlboro. Without having any more, you decide to ask one from Thiago. However, your spine freezes as he sees something quickly and quietly exit behind one of the pillars towards Thiago Highlinn. It is a humanoid being, only over two and a half meters and incredibly strong. It has greenish skin, with a secretion that makes the light of your flashlight shine on its skin and sparkle in its red demoniac eyes.

You think on how something that big is capable to move so stealthily. Beforeyou could shout at Thiago to turn back, the monster grabs him by the waist and squeezes him hard. The black man broadens his rifle and launches a howl of pain as you hear terrified the sound of his vertebrae and ribs breaking. He drops Thiago, who falls limp in the ground, and goes for you. Your courage overcomes your fear, but you have less than a second to shoot.

Desperate, you drop the flashlight on the ground and try to aim the rifle toward the creature. Tries. It's already on you and the rifle is big and too heavy to handle at the speed you needed right now. The being grabs you by the arm and the neck. He breaks your arm as easily as a child breaks a fine tree branch while playing in the garden. It squeezes your neck so tightly that you can hear your trachea begin to break. But when your vision begins to fog, you hear a shot. The monster trembles and drops you, falling dead on the ground, with a huge hole behind its head. Thiago Highlinn, who is holding his rifle on the ground, looks at you and exhales one last gulp of blood, before closing his eyes and falling asleep forever.

You fall to the ground, very difficult to breathe. McMorus get out of one of the pillars. The bastard hid himself as soon as he saw that grotesque being squeezing Thiago like a sponge. He looks at Thiago's body, and then at you. You try to stand, but it is impossible; everything moves around, and your arm is throbbing in pain. "This place goes by in five minutes," the doctor says coldly. "The last thing I need is to carry a bastard who cannot walk and has a broken arm." The doctor pulls his pistol, confirming the intention to leave without you of the place! Unable to act, you can do nothing.



If you killed Kenner Wayne in the lightroom, go to 5. But if you didn't, go to the number that corresponds to Kenner Wayne's "lucky number."

15
John McMorus points his gun at you. You close your eyes. Five shots. Three on the back, one on the left arm, the other on the head. All fatal. You open your eyes and see the doctor's lifeless body plummet against the floor. Behind him, Kenner Wayne emerges. He's quite bruised but apparently seems to have survived the fall of the moat. Without seeming to see you, he runs toward Thiago's body. "Gee, bro, they got you this time!", He says, as if talking to the corpse. You call him for help, and Kenner turns his attention to you. After explaining that everything will explode in a few minutes, he lifts you up and carries you out of the room. Fortunately, Kenner's madness was only temporary, and he seems well aware of the situation now. "I found a way out," he says. "Let's go." With effort and Kenner's help, you stand and walk. "And you're going to stay here, you hear, you bastard?" Kenner says, kicking McMorus's face, ripping out two teeth from the dead doctor.

On one of the walls of the tunnel, further ahead, Kenner shows how fragile it is, breaking it with kicks. You help him to open a hole in the wall that, to your surprise, gives in a network of sewers. Walking with dirty water to the waist, you arrive at a manhole. Leaving, you reach a deserted street in a suburb of Dallas. To an even greater surprise, a black limousine is waiting for you two. As you enter the car, you feel the earth tremble slightly due to the explosion in the subterranean cave.

...
That was just you first of several missions. Later, when you was fully recovered, you returned to the CIA and lived normally...Waiting X-COM to call you again. You will face more alien beings, who infest our world without people knowing. After all, you're an X-COM agent, one of the few who has the strength to fight them!

Congratulations, X-COM agent! You have completed your mission!
 
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