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    :: eliteTakeOverFight [nobr]
    
    <<set _shoot = 0>>
    <<switch $finalChoice>>
    <<case "bodyguard">>
    	<<set _roll = random(0,100)>>
    	<<if $career == "mercenary">>
    
    		As a result of your prior experience as a mercenary you were able to successfully signal _S.Bodyguard.slaveName without the Elites noticing.
    
    		<<set _BgSignaled = 1>>
    
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    	<<elseif $PC.skill.warfare >= 100 && _roll > 20>>
    
    		As a result of your mastery of warfare you were able to successfully signal _S.Bodyguard.slaveName without the Elites noticing.
    
    		<<set _BgSignaled = 1>>
    
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    	<<elseif $PC.skill.warfare >= 60 && _roll > 30>>
    
    		As a result of your expertness of warfare you were able to successfully signal _S.Bodyguard.slaveName without the Elites noticing.
    
    		<<set _BgSignaled = 1>>
    
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    	<<elseif $PC.skill.warfare >= 30 && _roll > 40>>
    
    		As a result of having some skill in warfare you were able to successfully signal _S.Bodyguard.slaveName without the elites noticing.
    
    		<<set _BgSignaled = 1>>
    
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    	<<elseif $PC.skill.warfare >= 10 && _roll > 50>>
    
    		As a result of having a small amount of skill in warfare you were able to successfully signal _S.Bodyguard.slaveName without the Elites noticing.
    
    		<<set _BgSignaled = 1>>
    
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    	<<elseif $PC.skill.warfare < 10 && _roll > 60>>
    
    		By blind luck and what little you remember of your lessons in warfare are were able to successfully signal _S.Bodyguard.slaveName without the Elites noticing.
    
    		<<set _BgSignaled = 1>>
    
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    	<<else>>
    
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    		One of the Elites shouts "What the fuck are you trying to do?" Well, there goes that option.
    
    		<<set _BgSignaled = 0>>
    
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    	<</if>>
    	<br>You then pick up the revolver and quickly take aim.
    <<case "mercenaries">>
    	<br>You send a quick message to the leader of your $mercenariesTitle, about your situation, then you pick up the revolver and quickly take aim.
    
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    	<<set $MercenariesMessageSent = 1>>
    
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    <<case "SF">>
    
    	<br>You send a quick message to <<print App.SF.SFC()>> about your situation, then you pick up the revolver and quickly take aim.
    
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    	<<set $SpecialForcesMessageSent = 1>>
    
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    <<case "enrage">>
    
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    	<<if ["arcology owner", "wealth", "trust fund", "rich kid", "capitalist", "medicine", "medical assistant", "celebrity", "rising star", "BlackHat", "hacker", "escort", "prostitute", "child prostitute", "gang", "hoodlum"].includes($PC.career)>>
    
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    		You know exactly what to say in order to enrage them.
    		<<set _EliteEnraged = 1>>
    	<<elseif random(0,100) > 50>>
    		You manage to select the right words to enrage them.
    		<<set _EliteEnraged = 1>>
    	<<else>>
    
    		You try to enrage them, but your words have had no effect.
    
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    		<<set _EliteEnraged = 0>>
    	<</if>>
    	<br>You then pick up the revolver and quickly take aim.
    <<case "final stand">>
    	You pick up the revolver and quickly take aim.
    <<case "give in">>
    	You pick up the revolver and hold the barrel to your temple.
    <</switch>>
    
    
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    <<if $finalChoice == "give in">>
    
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    	<<if $PC.pregSource == -1 || $PC.pregSource == -6>>Screw their plans, you're out of here. <</if>>With a "Bang!" you drop dead.
    
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    	<<set $ui = "start">>
    	<br><br>
    	''GAME OVER''
    <<else>>
    	/* PC shooting */
    	/* higher skill means a higher chance to hit due to lower requirements and if the elites are enraged they very slightly become easier targets. */
    
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    	/* 5/6 = 83% rounded down is the chance that it was loaded chamber (simplified version based off the Wikipedia article) */
    
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    	/* variables: */
    	/* Revolver */
    	<<set _revolverChambers = 6>>
    	<<set _revolverBullets = 5>>
    	/*Elites */
    	<<set $eliteTotal = 12>>
    	<<set $eliteDead = 0>>
    	<<set $eliteVegetable = 0>>
    
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    	/* To Hit chance */
    
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    	<<if $PC.pregSource == -1 || $PC.pregSource == -6>> /* still woozy */
    
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    	<<elseif $PC.skill.career == "mercenary" || $PC.skill.warfare >= 100>>
    
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    		<<set _toHit = 83>>
    
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    	<<elseif $PC.skill.warfare >= 60>>
    
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    		<<set _toHit = 76>>
    
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    	<<elseif $PC.skill.warfare >= 30>>
    
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    		<<set _toHit = 67>>
    
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    	<<elseif $PC.skill.warfare >= 10>>
    
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    		<<set _toHit = 60>>
    	<<else>>
    		<<set _toHit = 56>>
    	<</if>>
    	<<if _EliteEnraged == 1>>
    		<<set _toHit += 5>>
    	<</if>>
    
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    	/* shooting */
    
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    	/* in the end I removed the messages from the cycle. I don't think having 6 lines of "you shot" is pretty looking. Feel free to re add them in however */
    
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    	<<for _i = _revolverChambers; _i > 0; _i-->>
    		<<if random(0,100) <= _toHit && _revolverBullets > 0>>
    			<<set $eliteDead += 1, _revolverBullets -= 1>>
    		<<elseif _revolverBullets > 0>>
    			<<set _revolverBullets -= 1>>
    		<</if>>
    	<</for>>
    
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    	<<if $eliteDead >= 1>>
    
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    		<br>You managed to kill several Elites in rapid succession, leaving the rest in shock and fear.
    
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    	<<elseif $eliteDead == 1>>
    
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    		<br>You managed to kill one Elite, leaving the rest in shock and fear.
    
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    	<<else>>
    
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    		<br>Unfortunately you fail to kill a single Elite.
    
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    	<</if>>
    	<br>
    
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    	/* syringe shot */
    	<<set $eliteVegetable = 0>>
    
    	<<set _druggedThrow = 0>>
    
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    	<<if $eliteDead > 0>>
    
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    		With $eliteDead Elites dead, you pick up the syringe from the desk and aim for the forehead of another.
    
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    	<<else>>
    
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    		Having failed to kill them with the revolver, in a desperate move you pick up the syringe from the desk and aim for the forehead of one of the elite.
    
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    	<</if>>
    
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    	<<if $PC.pregSource == -1 || $PC.pregSource == -6>>But there's two of them... Shaking your head, you realize it's the drugs messing with you. You just need to focus.<</if>>
    
    	<<set _hitRoll = (random(0,100) - _druggedThrow)>>
    	<<if $career == "mercenary" && _hitRoll > 0>>
    
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    		With your prior history as a mercenary, making the throw is child's play.
    		<<set _SyringeHeadShot = 1>>
    
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    	<<elseif $PC.skill.warfare >= 100>>
    
    		<<if _hitRoll > 50>>
    			As a result of your mastery of warfare you successfully made the throw.
    			<<set _SyringeHeadShot = 1>>
    		<<else>>
    			Unfortunately you miss the shot.
    			<<set _SyringeHeadShot = 0>>
    		<</if>>
    
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    	<<elseif $PC.skill.warfare >= 60>>
    
    		<<if _hitRoll > 60>>
    			As a result of your combat expertise you successfully made the throw.
    			<<set _SyringeHeadShot = 1>>
    		<<else>>
    			Unfortunately you miss the shot.
    			<<set _SyringeHeadShot = 0>>
    		<</if>>
    
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    	<<elseif $PC.skill.warfare >= 30>>
    
    		<<if _hitRoll > 70>>
    			As you have some skill, you successfully made the throw.
    			<<set _SyringeHeadShot = 1>>
    		<<else>>
    			Unfortunately you miss the shot.
    			<<set _SyringeHeadShot = 0>>
    		<</if>>
    
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    	<<elseif $PC.skill.warfare >= 10>>
    
    		<<if _hitRoll > 80>>
    			Your small amount of skill assisted you in making the throw.
    			<<set _SyringeHeadShot = 1>>
    		<<else>>
    			Unfortunately you miss the shot.
    			<<set _SyringeHeadShot = 0>>
    		<</if>>
    
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    	<<elseif $PC.skill.warfare < 10>>
    
    		<<if _hitRoll > 90>>
    
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    			By blind luck you successfully made the throw.
    
    			<<set _SyringeHeadShot = 1>>
    		<<else>>
    			Unfortunately you miss the shot.
    			<<set _SyringeHeadShot = 0>>
    		<</if>>
    
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    	<</if>>
    	<<if _SyringeHeadShot == 1>>
    		<br>
    		Picking up the spent revolver, you aim for the syringe's plunger.
    		<<if $career == "mercenary">>
    			With your prior history as a mercenary, making the throw is child's play.
    			<<set _SpentRevolverHitSyringePlunger = 1>>
    
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    		<<elseif $PC.skill.warfare >= 100 && random(0,100) > 50>>
    
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    			As a result of your mastery of warfare you successfully made the throw.
    
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    			<<set _SpentRevolverHitSyringePlunger = 1>>
    
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    		<<elseif $PC.skill.warfare >= 60 && random(0,100) > 60>>
    
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    			As a result of your expertness of warfare you successfully made the throw.
    
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    			<<set _SpentRevolverHitSyringePlunger = 1>>
    
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    		<<elseif $PC.skill.warfare >= 30 && random(0,100) > 70>>
    
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    			As you have some skill you successfully made the throw.
    
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    		<<set _SpentRevolverHitSyringePlunger = 1>>
    
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    		<<elseif $PC.skill.warfare >= 10 && random(0,100) > 80>>
    
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    			Your small amount of skill assisted you in making the throw.
    			<<set _SpentRevolverHitSyringePlunger = 1>>
    
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    		<<elseif $PC.skill.warfare < 10 && random(0,100) > 90>>
    
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    			By blind luck you successfully made the throw.
    
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    			<<set _SpentRevolverHitSyringePlunger = 1>>
    		<<else>>
    			Unfortunately you miss the shot.
    			<<set _SpentRevolverHitSyringePlunger = 0>>
    		<</if>>
    	<</if>>
    	<<if _SpentRevolverHitSyringePlunger == 1>>
    		<br>
    		<<if random(0,100) > 50>>
    			The target dies of nervous system overload brought about by the drug.
    			<<set $eliteDead +=1>>
    		<<else>>
    
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    			The target is still alive but is nothing more than a vegetable.
    
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    			<<set $eliteVegetable = 1>>
    
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    		<</if>>
    
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    	<</if>>
    <</if>>
    
    
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    <<set $eliteLeft = $eliteTotal - $eliteDead - $eliteVegetable>>
    
    
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    /* if the player has managed to make enough damage to the Elite and the rep is high enough the citizens will come to save the PC */
    
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    /* this is to give reason to exist for the "enrage" and "last stand" option */
    
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    /* result							*/
    
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    /* $eliteFate:						*/
    
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    /*		killed = 0					*/
    /*		enslaved = 1				*/
    /*		had fun (and enslaved) = 2	*/
    
    <<if _BgSignaled == 1>>
    
    	<<setLocalPronouns _S.Bodyguard>>
    	<<run Enunciate(_S.Bodyguard)>>
    	_S.Bodyguard.slaveName asks, "<<Master>>, what <<sh>>ould I do with the <<if $eliteLeft < $eliteTotal>>remaining<</if>> 'Elite' left?"
    
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    	<br>
    	<<link "Open fire">>
    		<<set $eliteFate = 0>>
    		<<goto "eliteTakeOverResult">>
    	<</link>>
    	<br>
    	<<link "Enslave them">>
    		<<set $eliteFate = 1>>
    		<<goto "eliteTakeOverResult">>
    	<</link>>
    
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    	<br><<link "Have fun with them them">>
    
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    		<<set $eliteFate = 2>>
    		<<goto "eliteTakeOverResult">>
    	<</link>>
    
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    <<elseif $MercenariesMessageSent == 1>>
    
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    	It is now that a squad of $mercenariesTitle makes their entrance, pointing their guns at the <<if $eliteLeft < $eliteTotal>>remaining<</if>> Elite.
    
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    	The officer asks, "Your orders, <<= properTitle()>>?"
    
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    	<br>
    
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    	<<link "Open fire">>
    		<<set $eliteFate = 0>>
    		<<goto "eliteTakeOverResult">>
    	<</link>>
    	<br>
    	<<link "Enslave them">>
    		<<set $eliteFate = 1>>
    		<<goto "eliteTakeOverResult">>
    	<</link>>
    
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    	<br><<link "Have fun with them them">>
    
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    		<<set $eliteFate = 2>>
    		<<goto "eliteTakeOverResult">>
    	<</link>>
    
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    <<elseif $SpecialForcesMessageSent>>
    
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    	It is now that a squad of $SF.Lower makes their entrance, pointing their guns at the <<if $eliteLeft < $eliteTotal>>remaining<</if>> Elite.
    
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    	The officer asks, "Your orders, <<= properTitle()>>?"
    
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    	<br>
    
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    	<<link "Open fire">>
    		<<set $eliteFate = 0>>
    		<<goto "eliteTakeOverResult">>
    	<</link>>
    	<br>
    	<<link "Enslave them">>
    		<<set $eliteFate = 1>>
    		<<goto "eliteTakeOverResult">>
    	<</link>>
    
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    	<br><<link "Have fun with them them">>
    
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    		<<set $eliteFate = 2>>
    		<<goto "eliteTakeOverResult">>
    	<</link>>
    
    <<elseif $BodyguardID != 0>>
    	<<setLocalPronouns _S.Bodyguard>>
    	<<run Enunciate(_S.Bodyguard)>>
    	It is now that _S.Bodyguard.slaveName makes $his entrance, pointing $his guns at the <<if $eliteLeft < $eliteTotal>>remaining<</if>> Elite.
    
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    	$He then asks "<<Master>>, what <<sh>>ould I do with the <<if $eliteLeft < $eliteTotal>>remaining<</if>> 'Elite' left?"
    
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    	<br>
    	<<link "Open fire">>
    		<<set $eliteFate = 0>>
    		<<goto "eliteTakeOverResult">>
    	<</link>>
    	<br>
    	<<link "Enslave them">>
    		<<set $eliteFate = 1>>
    		<<goto "eliteTakeOverResult">>
    	<</link>>
    
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    	<br><<link "Have fun with them them">>
    
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    		<<set $eliteFate = 2>>
    		<<goto "eliteTakeOverResult">>
    	<</link>>
    
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    <<elseif $eliteLeft <= 9 && $rep >= 10000>>
    
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    	Some of the citizens waiting outside your penthouse to see you hear the ruckus and rush inside, worried. Time seems to freeze for a few seconds, while the remaining Elite recover from their terror and the citizens digest the gory scene in front of them.
    
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    	The newcomers are quick to take your side. In little time the Elites, outgunned and outnumbered, are neutralized.
    
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    	<br>One of the more courageous citizens approaches you and asks "<<= properTitle()>>, what should we do with them?"
    
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    	<br>
    	<<link "Open fire">>
    		<<set $eliteFate = 0>>
    		<<goto "eliteTakeOverResult">>
    	<</link>>
    	<br>
    	<<link "Enslave them">>
    		<<set $eliteFate = 1>>
    		<<goto "eliteTakeOverResult">>
    	<</link>>
    	<br><<link "Have fun with them them">>
    		<<set $eliteFate = 2>>
    		<<goto "eliteTakeOverResult">>
    	<</link>>
    
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    <<elseif $finalChoice != "give in">>
    
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    	With nothing else left, you remain powerless to stop the <<if $eliteLeft < $eliteTotal>>remaining<</if>> Elite, who quickly capture and enslave you. Your personal story may continue, but the part of it worthy of retelling has now ended.
    
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    	<<set $ui = "start">>
    	<br><br>
    	''GAME OVER''
    
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    <</if>>