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v0.1a<img src="images/title.jpg" class="full">\
''Warning. The warning below is very boring. Do not read unless you are turned on by boring warnings.''
Escape From Egret Island is an interactive erotic story for adults only. If you are under 18 or live in one of those middle eastern countries where all fun is illegal, leave now.
This game features sexual content including:
* Kidnapping
* Sex cults
* Cold vents
* A wall-mounted dildo lock
* Reverse oviposition
* References to //The Venture Brothers//\
<<=getPLink("If you'd like to continue anyway, click here.", "Introduction", "next")>>
<hr/>
<h3 style="margin-bottom:0">Known Issues</h3>\
<ul style="margin-top:0;">\
<li>Can't close out of notes on mobile.</li>
</ul>\
<h3 style="margin-bottom:0">Roadmap</h3>\
<ul style="margin-top:0;">\
<li>Add more content.</li>
</ul>\
<<set $brainPoints=0>>
<<set $brawnPoints=0>><<nobr>>
<center>
<img src="images/construction.gif">
This is the end of the demo so far. Thanks for playing.
<img src="images/construction.gif">
</center>
<</nobr>>Passage text.
Passage text ''that is bold.''
Passage text //that is italic.//
<<if stuff==true>>\
If text.
<</if>>\
[[Head west.|WestPassage]]
<<testmacro "parameter">>
<<testmacro [[Head east.|EastPassage]]>><<set _dis=$disabledLabBKeypad==true>>\
<<if visited()==1>>\
It takes extra effort but I eventually get back on my feet. I don't have much time. I take a second to attach the empty bag around my waist and then scan the room to figure out how to stop the henchman from getting in.
<</if>>\
This room looks like some kind of laboratory. The sign next to the door that reads "Laboratory B" confirms it.
A small <<=getPLink("desk", "Look:LabBDesk", "view", _dis)>> and <<=getPLink("bookshelf", "Look:LabBBookshelf", "view", _dis)>> sits against one of the walls. Next to the desk there's a cracked door frame completely filled with <<=getPLink("green, spiky vines.", "Look:LabBDoorVines", "view", _dis)>> The metal door that used to occupy the door frame is sitting on the ground.
There's a big desk in the middle of the room that reminds me of the desks in chemistry class. There's <<=getPLink("microscopes and beakers and other science stuff", "Look:LabBScienceStuff", "view", _dis)>> sitting on the desk. Metal stools line the outside of the desk.
<<if _dis>>\
On the other side of the room there's a metal-framed glass door. I can see out into the hallway. The hallway is empty at the moment. <<if $bashedKeypad==true>>\The keypad next to the door is all smashed up. It should be disabled, at least for now. <<else>>\ The keypad next to the door is steadily blinking red. I think I was able to lock this room down with my random button presses, at least for now.<</if>>
<<else>>\
On the other side of the room there's a metal-framed glass door. I can see out into the hallway. The door has no handle but there's a <<=getPLink("keypad", "Look:LabBDoorKeypad", "view", !_dis)>> on the wall next to the door. Disabling the door should be my first priority.
<</if>>\
Unfortunately the only vent in this room is the one I came from, which is being guarded.The keypad has buttons for 0-9. A solid red light at the top of the keypad reminds me of that horrible dildo lock. I can't let them catch me again.
It would be really useful if there was a clearly labeled "lockdown" button on the keypad right now. <<=getPLink("Hitting random buttons", "Use:LabBDoorKeypadButtons", "use")>> might just make this situation worse, but I don't have that many options in here. Maybe <<=getPLink("bashing the keypad", "Use:LabBDoorKeypadBash", "use")>> with something would work?I remember my dad got locked out of his work one time because someone had entered the wrong passcode to the door too many times. Using both hands I hit as many buttons as fast as possible. After each four number set the keypad beeps and the red light flashes for a few seconds. I keep going. Eventually the buttons stop responding and the red light keeps blinking red.
I'm not sure if that will stop the door from opening or not...
<<=getPLink("Before I can do anything else someone appears at the door.", "Use:LabBDoorHenchman", "next")>>
<<set $hackedKeypad=true>>
<<set $brainPoints+=1>>There's no time to fiddle around with this stupid keypad! Time for action!
I grab the closest heavy, metal object -- one of the stools around the middle desk. Then I start smashing the keypad as hard as I can. After a few good hits the red light on the top goes out and the face of the keypad pops off, hanging by a few wires. One more bash and the face falls to the ground.
I'm not sure if that will stop the door from opening or not, but at least I got to smash some shit.
<<=getPLink("Before I can do anything else someone appears at the door.", "Use:LabBDoorHenchman", "next")>>
<<set $brawnPoints+=1>>
<<set $bashedKeypad=true>><<if $bashedWithStool==true>>\
It's the other henchman from the break room. I clutch the stool to my chest and try to cover up as he looks in the room.
<<else>>\
It's the other henchman from the break room. I fold my arms around my chest and try to cover up as he looks into the room.
<</if>>\
I hold my breath and stare intensely at the door as he types in a code on the keypad.
...
Nothing happens. I sigh in relief. I bought myself some time. The henchman runs off, probably to go get help.
<<if $bashedWithStool==true>>I set the stool down on the ground.<</if>> Time to look around the room. <<=getPLink("There must be some way to get out of here.", "Room:LaboratoryB", "next")>>
<<set $disabledLabBKeypad=true>>There are papers scattered all over the desk. <<=getPLink("One in particular catches my eye.", "Look:LabBDeskPaper", "view")>>
<<if $lookedAtLabBReport==true>>\
The S-43 <<=getPLink("egg", "Look:LabBEgg", "view")>> is sitting on the desk. It's about half the size of a football and has vein-like growths running along the sides. There's a <<=getNLink("Note:LabBEgg")>> stuck on the gg.
<<else>>\
Sitting on the desk is some kind of green egg-shaped item. It's a little smaller than a football and has vein-like growths running along the sides. There's yet another <<=getNLink("Note:LabBEgg")>> stuck on the egg.
<</if>>\
<<=getPLink("Well, I've seen all I need to here.", "Room:LaboratoryB", "back")>>This is a report on Specimen 43, currently housed in Laboratory B.
//S-43 is a four-armed humanoid who can grow vines and other vegetation at will.//
//S-43 uses hosts to incubate its eggs. After the eggs gestate in the host the host is "stimulated" by S-43 at which time small, six legged creatures emerge from the host (designated S-43-1). There have been three hosts used in experiments so far, each one having the egg implanted in a different orifice. After each experiment all instances of S-43-1 were terminated using the on-site incinerator.//
//Testing was halted after S-43 became hostile during the third test to prevent the termination of S-43-1. The host was killed in the process. S-43 and its most recent egg will be quarantined in Laboratory B until further notice. Under no circumstances should a new host be chosen at this time.//
I gawk in disbelief at the report. What kind of place is this?
<<=getPLink("I wonder if S-43 would protect me if I was a host. Not a great thought but...", "Look:LabBDesk", "back")>>
<<set $lookedAtLabBReport=true>>I pick up the egg and roll it around in my hands, inspecting it. It feels leathery and smooth, save for the venous bumps. It almost reminds me of the egg from that //Alien// movie that's getting a sequel soon.
It feels like I'm putting off the inevitable. Once again I'm stuck between being a captive and needing to stuff something inside of me. I haven't found anything else that will get me out of here. They're going to get the door open eventually and there's only one other exit: through the specimen containment area.
I groan in frustration.
<<=getPLink("It's looking like the only way out of here is to become a \"host\" for S-43.", "Use:LabBEgg", "use")>>This simple bookcase is filled with books about botany and parasites. An odd combination.
There's probably some kind of useful information here but there's no time to read. Those creeps will be back at any moment.
<<=getPLink("I need to keep searching for something to get out of here.", "Room:LaboratoryB", "back")>>Thick, green vines are filling the doorway. It looks like they're growing straight out of the ground. How did they get here?
Sharp thorns are preventing me from trying to tear them away from the door.
In addition to the vines there's some kind of warning sign above the door. It says ''SPECIMEN CONTAINMENT CHAMBER.'' I don't like the sound of that.
<<=getPLink("I'll have to look for another exit.", "Room:LaboratoryB", "back")>>Microscopes, glass beakers, graduated cylinders, and bunsen burners dot the black desk top. I have no idea what these are being used for.
The lab equipment reminds me of that time last year I set Alice's hair on fire in chemistry class. She ran around screaming while hitting herself in the head in front of the entire class. I can't help but giggle at the memory, then frown as I remember how I got us into this mess.
<<=getPLink("I'm still not sure where Alice is. I hope she's is okay.", "Room:LaboratoryB", "back")>>Well, this wouldn't be the first humiliating thing I did today. Might as well get this over with.
The egg is quite a bit thicker than the dildo lock from earlier. The leftover lubricant will be a big help.
I'd rather not lie down on the gross, dirty ground while trying to do this. I move to the desk in the middle of the room and face the door so I have some warning if someone comes back. Using one hand to brace myself, I use the other to bring the tapered end of the egg to my vaginal opening. I have to awkwardly spread my legs and squat a little to get proper access.
One last deep breath and then I push. The first few inches are easy enough, but I grimace and suck air through my teeth as the egg sinks deeper into me. It's so big!
There's more and more resistance as the egg gets closer to its thickest part. Rocking the egg back and forth and twisting it allows me to gain ground but only bit by bit. My knuckles are white from the death grip on the desk and my panting groans and grunts only get louder. The egg feels like it's stretching me to my breaking point but I'm almost there...
And of course the henchmen choose this time to return. My eyes catch theirs and there's an awkward moment of silence as we all assess the situation.
<<=getPLink("Well, those bastards aren't going to stop me now.", "Use:LabBEgg2", "continue")>>With renewed vigor I go back to pushing and wiggling the egg. They yell something I can't hear through the thick door and the haze in my brain.
I give one final push, crying out in pain as the egg finally goes past the apex point. The egg doesn't just pop in the rest of the way though. My legs wobble and I have to hold onto the desk for dear life as my pussy slowly sucks in the remainder of the egg.
There's banging coming from the door. I'm so full I can't think or move. I gawk numbly at the door as my entire body shakes. The henchmen are hitting the door with something and the glass is starting to crack.
The egg starts moving. It feels like it's twisting and turning of its own accord, trying to burrow further inside. Before I can even fully decide on how I feel about this I feel a sharp pain deep within me. I try to scream but nothing comes out. And then I have the strongest orgasm of my life.
I crumple to the floor as waves of pleasure and pain wash over me. All I can do is writhe on the ground and try to breathe between gasps as the egg does //something// inside of me.
It's all too much.
I'm faintly aware of a crashing sound.
<<=getPLink("Everything goes black.", "EndOfDemo", "continue")>>My name is Julia Nogren, this is the last summer before we head off to college, and we are going to make it to Seattle come hell or high water.
This is what I told my friend, Alice, the week after we graduated from high school. Since she's been my best friend since middle school she was confused why I mentioned my name, but her main concern was with how we were going to get there.
She wasn't thrilled with my response of "Hitchhiking, duh."
[[As we sat on the side of an isolated road in Minnesota, I wasn't too thrilled with my suggestion either.|Introduction2a]]
<<addInventoryItem bracelet>>\
<<addInventoryItem shirt>>\
<<addInventoryItem skirt>>\
<<addInventoryItem underwear>>\<img src="images/bg-road.png" class="full">\
It was bad enough we've had to walk for the last few hours since our last ride, but now it was dark, too. Moonlight barely passed through the tree canopy above us.
The last few cars that passed hadn't stopped to give us a ride, either.
Well, I was the one who got us into this mess, <<=getPLink("I would get us out of it.", "Introduction2b", "next")>>Tying my shirt so it left my stomach exposed and rolling my skirt up to turn it into a mini-skirt, I struck a pin-up poster pose and stuck my thumb out.
"Showing some skin," I replied when Alice asked me what I was doing. She said she appreciated the idea but it might attract the wrong kind of person. Like, you know, the last few people we had gotten rides from.
Before I could respond <<=getPLink("the unmistakable yellow lights of a car appeared around a bend in the road.", "Introduction3", "next")>>
<<removeInventoryItem shirt>>\
<<removeInventoryItem skirt>>\
<<addInventoryItem shirt-tied>>\
<<addInventoryItem skirt-raised>>\As the car got close enough to see us I bounced up and down excitedly. Partly because we might finally get a ride out of here, partly to give the driver some extra encouragement via my low cut top.
"Oh thank God" I said under my breath as the, as it turned out, van slowed to a stop just past us.
Alice looked nervous as I picked up my bag from the ground. "Are you sure we should trust this guy? He's in a creepy pedophile van."
"What, do you want to walk for another three hours?" I guess she didn't have any better ideas, since she followed me as <<=getPLink("I walked up to the creepy pedophile van.", "Introduction4", "next")>>I bounced up to the passenger side window, brushing some stray hair out of my face. "Hi! We're trying to get to Seattle. Are you headed that way?"
The faint amber lights of the dashboard gave the driver a creepy glow as he turned to face me. The decade-old styled glasses that blocked his eyes didn't help either. However, his flat-toned response of "Sure" was the only chance we'd had at a ride for a while.
I opened the door and climbed into the van, sitting in the middle seat next to the creepy guy. I gestured to Alice, who was hesitating. She sighed and climbed in next to me.
With a clunk of the door and the growl of an engine that perfectly suited the pedo van, <<=getPLink("we headed forward into the darkness.", "Introduction5", "next")>>After a few minutes of driving I decided to break the uneasy silence. "So, where are you headed to?"
After a good minute of waiting for him to reply I gave a worried look at Alice. Maybe she was right about this one.
The van started slowing down right before I was going to ask the guy to pull over. However, he didn't stop. We took a lazy turn onto a road that was hidden unless you knew where to look.
Just as I was about to protest multiple hands reached from behind us and clamped around my neck. They were strong enough to prevent me from wriggling away as a rag was shoved into my face and muffled my screams for help.
I glanced to my right. Alice was under the same attack. I don't think we would be able to help each other get out of this one.
The last thing I remember before blacking out was a fine-print filled sign attached to a tree ahead of us. There was only one part I was able to make out while struggling against the hands around my neck and face: <<=getPLink("Egret Island.", "Introduction6", "next")>>I awoke with a series of coughs that also made me aware of how much my head was hurting. I hope wherever I am has some asprin on hand.
Not feeling like opening my eyes, I rolled over to the left and found my way blocked. Rolling over to the right didn't work either. Confused about where I was, I finally opened my eyes.
Fortunately the light in the room was dim so my headache didn't get any worse. Unfortunately it seems that while I was unconscious somebody had stuffed me into a dog cage. Double unfortunately all of my clothing had been removed. I was naked in a dog cage.
Closing my eyes and taking a few deep breaths, I tried to remember what happened through the fog in my brain. I remembered going on a trip. Walking along a dark road with Alice. Getting a ride from a creepy guy in a pedophile van. And finally the hands over my neck and mouth.
I wasn't sure where I was, where Alice was, or who the creeps that kidnapped us were. But I knew what I had to do next.
<<=getPLink("Escape From Egret Island", "Room:StorageRoom", "next")>>
<<set $introStuckInCage=true>>\
<<removeInventoryItem shirt-tied>>\
<<removeInventoryItem skirt-raised>>\
<<removeInventoryItem underwear>>\Even if gluing fake stones to the walls was temple approved, which it is not, you should have at least used something stronger than Elmer's glue.
<div style="float:right;">-CN</div>I don't care if minions keep dropping keys or screwdrivers or diary pages in the vents. These older vents are large enough for the sacrifices to crawl through. Cover them back up!
<div style="float:right;">-CN</div>While there's technically no rule against this kind of device (yet), where did you even get something like this?
<div style="float:right;">-CN</div>Summoning a creature who then takes over part of your facility is __not__ acceptable. I don't care if you need to use yourself as a host. Give it what it wants and then send it back to where it belongs!
<div style="float:right;">-CN</div><<include [[Snippet:FirstCrawlThroughVent]]>>\
<<if visited() is 1>>\
As I get near the end of the vent, I pop my head out and look around. I have to stifle a gasp as I see two pairs of legs right in front of me. //There are people in this room.// I take shallow breaths to prevent being heard.
<</if>>\
I seem to be underneath a table. There's a trash can that's just beyond reach. There are kitchen-like drawers and cabinets straight ahead and a sink with exposed plumbing on the adjacent wall. Unlike the room I came from there's no "dungeon" themeing -- only drywall and the harsh white of a fluorescent light.
<<if $listenedToBagDialog==true>>\
The two henchmen are still having a boring argument about their bags. I wonder if my metal bracelet would <<=getPLink("set off the metal detector", "Use:BraceletOnMetalDetector", "use")>>.
<<else>>\
There are two people sitting at the table, only feet away from me. Purple robes cover their legs, stopping just past leather boots. What weird attire. They're having a <<=getPLink("heated discussion", "Dialog:StorageBreakRoom", "dialog")>> about a bag or something.
<</if>>\
There's a regular, brown door on the far wall, but is inaccessible for obvious reasons. My only exit is the <<=getPLink("vent", "Room:StorageRoom", "move")>> I came from.I listen in on the conversation. They're talking about some kind of "standard issue" bag. One of the guys is complaining that they're cheaply made and inferior to the old bags. They were getting worn down but they were solidly made and had some class. Real leather!
The other one is trying to calm him down. They're not so bad, he says. They might not be made out of real leather or nice materials but these are new materials. You can clean them just with some soap and water. Space age materials!
I'm entirely uninterested in this conversation. I don't care about their weird sex cult bags.
Then the first guy starts complaining about how there's a metal detector built into the bags and it keeps on going off randomly.
"I swear, if it goes off one more time I'm going to lose it."
That's something to take note of. Why is there a metal detector built into the bag?
I hear a slump on the table and a see a strap, probably from the bag, hanging over the edge of the table right over me. I wonder if my bracelet would set it off.
<<=getPLink("I'll have to keep that in mind.", previous(), "back")>>
<<set $listenedToBagDialog=true>>Scooting further out from the vent, I reach up and put my wrist near the bag strap hanging over the table. I grin as the bag starts to beep and the grumpy henchmen swears in anger. At least I can cause some trouble while I'm figuring a way out.
The hanging strap zips away and a moment later I see the bag fly across the room, smashing against the wall. A small vial flies out from the pack and rolls back under the table, just within my reach.
I grab the vial and start backing into the vent. It sounds like the two henchmen are back to arguing but I should probably get out of here in case they try looking for the vial.
After I'm back in the other room I take a look at my prize. It looks like it's a small amount of personal lubricant. This might come in handy in the future.
It's too bad I wasn't able to get that bag. No clothing means no pockets. I don't think I'll be able to carry anything else without it getting in the way.
<<=getPLink("Okay, time to get back to escaping.", "Room:StorageRoom", "next")>>
<<addInventoryItem "lubricant">>
<<set $gotLubricant=true>><<if $crawledThroughVent == null>>\
After eyeing the vent to size it up, I'm relatively sure I could fit through. Bracing against the wall to help me get in a prone position on the hard floor, I shuffle froward on my stomach into the vent.
The concrete floor was uncomfortable enough, but I let out a gasp as my nipples touched the metal of the vent. //Cold!//
Scooching forward bit by bit, I'm able to make it to the other side.
<<set $crawledThroughVent=true>>
<</if>>\<<if hasVisited("Room:StorageHallway", "Dialog:StorageHallway", "Look:StorageHallwayDevice", "Room:StorageBreakRoom") && $hadDildoSummary!=true>>\
<<goto [[Aside:StorageHallwayDildoSummary]]>>\
<</if>>\
<<include [[Snippet:FirstCrawlThroughVent]]>>\
<<if visited() is 1>>\
As I get near the end of the vent, I pop my head out and look around. There isn't any immediate danger so I climb out of the vent and stand up.
<</if>>\
I'm at the end of a corridor. There are more of those fake stones glued to the wall and torches attached to metal sconces.
There's a set of scaffolding that's been set up along the wall next to the vent. There's a ladder that would let me get to the top, but there's a gate blocking access to the top of the scaffold. I give the gate a gentle tug but it's locked shut.
<<if $hadDildoSummary!=true>>\
A strange <<=getPLink("device", "Look:StorageHallwayDevice", "view")>> is attached to the gate. The light on the device is a solid red.
<<else>>\
A strange <<=getPLink("device", "Use:StorageHallwayDevice", "use")>> is attached to the gate. The light on the device is a solid red.
<</if>>\
<<if $peekedAroundScaffolding==true>>\
I can see the penis column poking out next to the scaffolding. It also sounds like 21 and 24 are still talking. If only I could get up there I could push it over on top of them...
<<else>>\
Some kind of statue or column that's on the other end of the scaffolding peeks out at the top. Most columns look at least a little phallic, but this one seems extra phallic. I wonder what the whole thing looks like. Maybe I can <<=getPLink("peek around the corner", "Dialog:StorageHallway", "view")>>?
There's space to get around the scaffolding, but I hear voices on the other side. Maybe I could peek around the corner and <<=getPLink("listen in", "Dialog:StorageHallway", "dialog")>> without getting caught?
<</if>>\
I'm stuck in this dead-end, except for the <<=getPLink("vent", "Room:StorageRoom", "move")>> that I came through.Sneaking along the edge of the scaffolding, I crouch low to the ground near the end and slowly peek my head around the corner. There's a hallway with two doors on the right wall. The hallway turns to the right at the end.
There are two people in purple robes and hoods standing next to an ornate door that matches the one in the room I work up in. They must be there to prevent me from escaping...through the door, anyway. There's another door a few feet away that is more plain looking. One of the henchmen is holding some kind of pack and gesturing towards the other.
Before I focus on their conversation, I can't help but stare in disgusted awe at three pillars that line the wall they're against. In simplest terms--they're giant penises. Giant sculpted penises. What kind of place have //is// this? If this is some kind of weird sex cult that might explain why they took my clothes. I hope Alice is okay.
The noisy conversation grabs my attention. The excited guy with the pack is talking about how cool the new packs are and the other, guy, who seems pretty grumpy, is saying how he doesn't care. It sounds like they're using numbers instead of names to refer to each other...just another sign of this being some kind of weird cult. These two individuals are 21 and 24. I'm about to duck back behind the scaffolding when 21 accidentally bumps into one of the pillars with his gesturing. The pillar wobbles for a few seconds.
14 speaks up. "Watch it will you? Those things are just a bump away from falling right on us. Damn budget cuts."
Now would be a good time to go back into hiding. So, the pillars are wobbly...I'm guessing if I gave the one next to the scaffolding a good push it would start a chain reaction that would block the doors in this area and crush the two guards sitting out here.
<<=getPLink("I'll keep that plan in mind.", "Room:StorageHallway", "back")>>
<<set $peekedAroundScaffolding=true>>There's a lot to take in here. First of all--on closer inspection, the "device" is a dildo attached next to the scaffolding gate. Looks to be about 10 inches long. If that isn't weird enough, a plaque above the base of the dildo brands the device as a "Go Fuck Yourself" novelty lock. "If you need to get through you know what to do!" There's a custom dedication underneath the branding: "for all the people who keep on sneaking off for a nap during their shift."
The weirdest part is that the base of the dildo has a solid, red light on the top of the box and has wires running to an electronic lock on the gate. Does this thing actually //work//? And where would you even buy such a thing?
Not surprisingly, there's a <<=getNLink("Note:GFYLock")>> next to the device.
<<=getPLink("I guess I'll keep this in mind, if I have to. I can't wait to get out of this place.", previous(), "back")>>After getting the chance to wander around for a bit, I realize I'm running out of options. I've been to everywhere I can without getting caught by the robed guys. If there were just one sitting in the hallway I might be able to run past him but two means I'll definitely get caught.
The only plan I have right now is to get up on the scaffolding and push the column over. To get up there, though...
I give a disgusted look at the weird dildo lock. Am I really going to need to touch that thing? Actually, I wonder if you could just touch it to unlock it. I wrap both hands around the dildo and move them around to various positions. The light on the device turns yellow, then turns back to red when I stop touching it. I'm guessing it needs to get to green to unlock.
The only way out of here might be to actually use that thing.
<<=getPLink("I'll think about it.", "Room:StorageHallway", "next")>>
<<set $hadDildoSummary=true>>I sigh and vigorously rub my face as I walk up to the dildo lock. Am I really going to consider doing this?
<<=getPLink("Try Oral.", "Use:StorageHallwayDeviceOral", "use")>>
<<=getPLink("Try Vaginal.", "Use:StorageHallwayDeviceVaginal", "use")>>
<<=getPLink("Never mind.", "Room:StorageHallway", "back")>>Kneeling in front of the dildo lock, I give the dildo a tentative sniff. Well, it doesn't smell like it's been "used". Holding the dildo in one hand and brushing my hair out of the way with the other, I bring my mouth the tip. Hesitating, I finally take the tip into my mouth. Well, it doesn't have a //taste// at least.
Spurred on by the light changing from red to yellow, I wrap my hand around the shaft and start pressing forward. The tip quickly reaches the back of my mouth and starts pressing into my throat. I try to keep down the slurpy gagging sounds that would normally happen during deep throating as I try to force the dildo down my throat.
Unfortunately I reach my limit and have to pull back. Putting my hands over my mouth to quiet down my gasps for breath, I look back towards the lock. Still red. Damn it.
<<=getPLink("I might have to do this the other way.", previous(), "back")>>Okay, I guess I'm out of options. Time to do this.
<<if Inventory.hasItem("lubricant")==true>>
I squirt all of the lubricant from the tiny bottle into my hand. Running my gooey hand up and down the dildo, I get it nice and coated.
<</if>>
I turn around and back up against the dildo, needing to awkwardly stand on my toes to get it in the right position. I grab the gate with one hand to steady myself and reach behind to guide the dildo in with the other.
<<if Inventory.hasItem("lubricant")==false>>
As the tip enters me I wince and bite my lip to prevent from crying out. That hurts! Even moving back and forth doesn't help get the dildo in any further. I'm just rubbing myself raw at this point.
I pull away from the lock and sigh. I'm dryer than Ohio after that drought they had.
<<=getPLink("This might work if I could find some lubrication.", previous(), "back")>>
<<else>>
Moving forwards and back I work the dildo into me, bit by bit. It's not much bigger than other things I've used as a sexual aid; it will just take time to get it all the way in.
The lubricated shaft makes squishing sounds as the dildo works further into me. I can still hear the two guards talking on the other side so I don't think the noise is loud enough to hear.
Despite the situation this is starting to feel good. I have to bring up the hand that was holding the dildo up to my face to muffle a moan that comes out of my mouth. The lubricant residue gets over my face but that's better than the guards hearing me.
My hand on the gate clamps down to give me extra support as I pull forward, just the tip of the dildo sitting inside of me, then push back. Another moan is muffled by my hand as the soft rubber digs deep into my pussy.
Suddenly a beep sounds behind me. Then a click. I tense up and freeze at the noise. Did the guards hear that?
It sounds like they did since one of them is asking the other that exact question. Luckily it sounds like he shrugs it off.
"I don't know, it's probably that weird lock near the back. It's always making random noises. That thing gives me the creeps. Where do you even //buy// something like that?"
My small moment of happiness is ruined. I sigh and slowly pull away from the wall, trying to minimize the squelching sound as the dildo exits me.
My legs are sore, it kind of hurt at first, I had to stay quiet so I wouldn't get caught, and I didn't even get to have an orgasm. So...this whole thing went about as well as my first sexual encounter.
<<=getPLink("At least the gate is open.", "StorageHallwayGateOpen", "next")>>
<<removeInventoryItem "lubricant">>
<</if>>The light on the weird dildo lock is finally green. I grab the gate and gingerly pull it open. Luckily it opens quietly enough that the guards don't seem to notice.
I rub my hands on my legs to get rid of the sticky lube residue. Then, taking it slow and quiet, I creep up the scaffolding ladder. When I get to the top I crawl over to the statue next to the scaffolding.
I peek around the statue. My original idea seems like it will work! If I push this column straight over it will crush the two guards and knock over the rest of the statues, which should block the doors in this hallway. Then I can make a run for it.
As I look down at the guards my stupid brain chooses this moment to have a moral crisis. I don't know anything about these two guys. Sure, they're in a weird sex cult that owns weird dildo locks, but what if they didn't have a choice? What if this was their only choice of work from a rough upbringing or they were kidnapped at a young age? Is it really okay to potentially kill them with a penis statue?
Then 21 says something that erases any doubt.
"Fine, if you don't want to hear about these cool new packs, let's move on to my favorite topic: recent My Little Pony stories and fan art I found on Usenet!"
24's reply doesn't even register. A flame of righteousness is ignited inside me. A grown adult man who likes a children's cartoon show? This will not stand!
I jump to my feet and shove the statue as hard as I can. It's a little heavier than I expected but my push is enough to topple it over. I give a yell of triumph as the statue knocks over the next statue before landing on the guards.
I just made a ton of noise. Time to hurry. Climbing back down the ladder and squeezing around the scaffolding, I make my way down the hallway.
Right in front of my lays the bag that the guard was waving around. Score! Now I can carry things around.
<<=getPLink("I grab the bag.", "StorageHallwayGateOpen2", "next")>>Right as I pick up the bag the door to the break room opens. Oh...I guess that door opens inward...
The statue partially blocks the door which gives me a head start. I sprint to the end of the hallway and almost run into the side of the wall as I take a sharp right.
<<=getPLink("I make the mistake of looking behind me as I sprint around the corner.", "StorageHallwayGateOpen3", "next")>>
<<addInventoryItem "temp_key">>
<<addInventoryItem "temp_map">>
<<addInventoryItem "temp_knife">>Before I can react I slam right into a closed door. All of the very cool, useful items in the bag go flying as I fall back.
I can hear the pounding of feet running after me. That hurt but I'm running out of time. I groan and roll onto my side. My vision is unfocused but I need to look around for an exit.
I'm in luck! There's another uncovered vent right in front of me. Grunting as I throw myself forward, my arms drag my body into the vent.
Just as I'm about to make it through a hand grabs my ankle and starts to drag me back.
<<=getPLink("I squirm, scream, and start kicking, all at once. Anything to get out of his grasp.", "StorageHallwayGateOpen4", "next")>>
<<removeInventoryItem "temp_key">>
<<removeInventoryItem "temp_map">>
<<removeInventoryItem "temp_knife">>After a few kicks I feel my foot connect with something and my ankle is free again. I scramble the rest of the way through the vent and roll a few feet away to prevent getting grabbed again.
A purple-robed arm reaches through the vent and gropes around, then retracts when it can't find anything to grab onto. The henchmen the arm belongs to awkwardly scoots around on the ground until he's able to stare into the vent.
I clutch the bag to my chest. Both of us stare at each other while breathing heavily. I don't think either of us has a plan on what to do next.
Eventually he scowls and moves away from the vent. He tells the other henchman to go around and get the door open. He'll guard the vent.
<<=getPLink("Time to get up and figure out what to do next.", "Room:LaboratoryB", "next")>><img src="images/bg-storage_room.png" class="full">\
<<if $introStuckInCage==true>>\
With grey stone walls, torches jutting out from metal sconces that barely light the room, and rusty cages, this room would be a picturesque creepy dungeon room. Except there are filing boxes stacked next to the cages and a copy/fax machine in the corner corner. And there's some kind of raised concrete slab that could be for nefarious purposes that now has stacks of papers and a paper cutting tool on top.
I'll need to get out of this <<=getPLink("cage", "Look:StorageRoomCage", "view")>> before I can take a closer look at anything.
<<else>>\
With grey stone walls, torches jutting out from metal sconces that barely light the room, and rusty cages, this room would be a picturesque creepy dungeon room. Except there are filing boxes stacked next to the cages and a copy/fax machine in the corner corner. And there's some kind of raised concrete slab that could be for nefarious purposes that now has <<=getPLink("stacks of papers", "Look:StorageRoomPapers", "view")>> and a paper cutting tool on top.
Even the smell, which has faint undertones of the expected damp and musty dungeon smells, is overpowered by printer ink and other office products.
It even looks like some of the "stones" on the wall are missing, leaving behind glue residue. The room has seen better days. There's a yellow post-it <<=getNLink("Note:StorageRoomStone")>> stuck to one of the spots where a stone used to be.
There's a row of cages, stack two high, against the wall. The cages are empty. There is a <<=getPLink("sturdy wooden door", "Look:StorageRoomDoor", "view")>> next to the cages.
<<include [[Snippet:StorageRoomVents]]>>
<</if>>\The cage I'm in looks to be a standard dog cage you'd buy at any hardware store. Thin, black wire is preventing my escape. The wire doesn't give when I tug on it, which means I'll need to get the gate open.
While the gate //is// closed, the only thing //keeping// it closed is a <<=getPLink("flimsy combination lock.", "Use:StorageRoomCageLock", "use")>>There is a door blocking my exit. In the center is an ornate logo that I don't recognize. I can hear people talking directly behind the door. It probably wouldn't be the best idea to try opening it.
<<=getPLink("I'll have to look for another way out of here.", previous(), "back")>>Papers are scattered over the raised concrete platform. I sift through them but I have no idea what they're for. There are a lot of numbers and graphs, all of which have been going down for the last decade.
There's an open envelope that catches my attention. It's made out of nice paper and has a broken wax seal.
The letter is a handwritten note saying an auditor will be coming to branch 87 to establish credibility for funds used. There's a logo at the bottom that I don't recognize. The letter is signed by one "CN".
<<=getPLink("None of this seems useful in helping me escape.", previous(), "back")>>Luckily the cage bars are wide enough for me to slide my hands to get to the lock.
I dated a guy last year that showed me how to break combination locks like these. You don't even need any tools! You just pull on the lock to apply tension, rotate the dials until they feel like they settle in...
...
//click//
Got it! The gate easily opens now.
Crawling out to freedom, I wince as my hips scrape against part of the opening. Doesn't feel like it's too bad of a scratch.
<<=getPLink("At least I'm out of that cage.", "Use:StorageRoomCageLock2", "next")>>
<<set $introStuckInCage=false>>\Okay. I'm free. I rub my head a few times to clear my head.
While my clothes are missing, the metal bracelet that Alice gave me the first day of high school is still on my wrist. I'm not sure why they didn't take it as well, but at least I have something to help me get out of here.
I don't feel...weird...or sore...so they didn't do anything freaky to me while I was out.
If I get caught again they'll probably do a better job of locking me up, so I'll need to be quiet.
<<=getPLink("Time to find Alice and get the hell out of here", "Room:StorageRoom", "next")>>.<<if $gotLubricant==true>>\
There are two ventilation ducts in there that might be big enough for me to squeeze through. There's a <<=getPLink("vent on the left wall", "Room:StorageHallway", "move")>> and a vent on the right wall (which I shouldn't go through for now). A post-it <<=getNLink("Note:StorageRoomVent")>> is stuck above the vent on the right.
<<else>>\
There are two ventilation ducts in there that might be big enough for me to squeeze through. There's a <<=getPLink("vent on the left wall", "Room:StorageHallway", "move")>> and a <<=getPLink("vent on the right wall", "Room:StorageBreakRoom", "move")>>. A post-it <<=getNLink("Note:StorageRoomVent")>> is stuck above the vent on the right.
<</if>>\