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True Hero: Quest for the Banshee Heart
by
Lee
Played 2,146 times
View game source
(spoilers!)
Download the
.z8 file
Source Code
"True Hero: Quest for the Banshee Heart by Galactimus" The Tutorial is a room. "[if Tutorial is unvisited]Type start.[end if][if room is visited]How to move between areas in the game: You can move north, south, east, west, northeast, northwest, southeast, southwest, up, and down. To do this simply type n, s, e, w, ne, nw, se, sw, u, and d respectively. How to examine things: 1) You can examine rooms for objects or things of interest by typing in 'search' or 'examine room.' You will then be given a list of all things of interest in the room. 2) You can examine objects by type 'x (object).' For example, if you see a book you can type 'x book' to get a description of it or clues on how to interact with it. 3)To access things in your inventory type 'use (object).' You can check your inventory by typing 'i'. Locked objects: 1) Throughout the game you will have to unlock doors and objects. You do so type 'unlock (object).' The game will ask you what you want to unlock it with to which you will type 'with (object)' or '(object).' 2) After unlocking something you will have to type 'open (object)' to access whatever is inside. 3) If the locked object is a door you must unlock it, open it, then enter the door to go through it. Simply type 'enter (door's title).' Interacting with people: 1)Try typing 'ask (person) about (something)' or simply examine them. 2) If you ever find yourself battling someone, type 'hit' to attack them.'[end if]" The Tutorial is north of the Forest Clearing. The Forest Clearing is south of the Tutorial. Scenes can be restricted or free. Game Tutorial is a restricted scene. Game Tutorial begins when play begins. Instead of going somewhere during a restricted scene: say "You can't escape."; stop the action. Every turn during Game Tutorial: repeat through Table of Tutorials: say "[event entry][paragraph break]"; blank out the whole row; rule succeeds. Table of Tutorials event "Welcome to 'True Hero: The Quest for the Banshee's Heart.' Before you begin your quest let's go over some things you'll need to know to play the game. How to move between areas in the game: You can move north, south, east, west, northeast, northwest, southeast, southwest, up, and down. To do this simply type n, s, e, w, ne, nw, se, sw, u, and d respectively. How to examine things: 1) You can examine rooms for objects or things of interest by typing in 'search' or 'examine room.' You will then be given a list of all things of interest in the room. 2) You can examine objects by type 'x (object).' For example, if you see a book you can type 'x book' to get a description of it or clues on how to interact with it. 3)To access things in your inventory type 'use (object).' You can check your inventory by typing 'i'. Locked objects: 1) Throughout the game you will have to unlock doors and objects. You do so type 'unlock (object).' The game will ask you what you want to unlock it with to which you will type 'with (object)' or '(object).' 2) After unlocking something you will have to type 'open (object)' to access whatever is inside. 3) If the locked object is a door you must unlock it, open it, then enter the door to go through it. Simply type 'enter (door's title).' Interacting with people: 1)Try typing 'ask (person) about (something)' or simply examine them. 2) If you ever find yourself battling someone, type 'hit' to attack them. If you ever need to see these rules again come back to this room. When you're ready to play go south from here to start the game. Have fun and I hope you enjoy! " Game Tutorial ends when the number of filled rows in the Table of Tutorials is 0. The Forest Clearing is a room. "[if the Forest Clearing is unvisited] After hours of running, you stop in a dark forest clearing. Your chest heaves up and down and your heart pounds rapidly. Hours ago you watched as Morddred, the evil overlord, burnt your town to ashes and you barely escaped with your life. Now you're lost in the deepest, darkest part of the woods. You inspect your surroundings and see that you have come to a tall rock wall covered in moss. The only way to go now is up... [end if] [if the Forest Clearing is visited] This is where your journey began...[end if]" The player is carrying a family photo. The description of the family photo is "The only thing you have left of your family after Morddred's attack. Their eyes stare happily out at you filling you with courage." There is a rock wall in the Forest Clearing. The rock wall is scenery. The description of the rock wall is "A tall rock wall covered in moss. It looks like you might be able to climb up its face." The Forest Clearing is below the The Sanctum. The The Sanctum is a room. "[if The Sanctum is unvisited] You reach up to grab hold of the first rock. Your hand passes through the rock and you tumble forward right into a dimly lit cavern. Someone shouts and runs toward you with a sword drawn! Disoriented you scramble about and your hand falls on a sword near you. The sword suddenly emits a great burst of light! Everyone in the room stops. 'It's you,' says a young lady, breaking out of the throng, 'Welcome, Chosen One, to the Sanctum.' 'My name is Isabella. I am a soothsayer and you, my dear friend, are the Chosen One. I have seen a great warrior, wielding the Sword of Valkyrie, defeat Morddred. That sword seems to have accepted you as that warrior. The people of the resistance have been waiting for you for a long time. A long time ago, the hero Balthazar sealed Morddred in an item called the Banshee's Heart. Your task is to find the Banshee's Heart and seal him away again. If you choose to go on this journey, go south to the Hall of Journeys where you can access the Void, the place where it is rumored the Banshee's Heart was hidden long ago.'[end if] [if The Sanctum is visited]This is the headquarters of the resistance. They're all counting on you to succeed so get back out there![end if]" The The Sanctum is above the Forest Clearing. The The Sanctum is north of the The Hall of Journeys. There is the sword in the The Sanctum. The description of the sword is "This mystical object is the Sword of Valkyrie. It is the weapon of the Chosen One. It shines as you grasp its hilt and you feel it tingle beneath your fingers." The The Hall of Journeys is a room. "[if unvisited]Isabella's voice echoes about the room. 'This is The Hall of Journeys. It is the gateway to The Void. The Void used to be called The Meadowlands until Morddred destroyed it. Now the land is barren and incredibly dangerous. You should start by looking around in Balthazar's Garden. That is where the Banshee's Heart is said to be hidden. Read the sign before venturing off. Good luck, hero.' [end if] [if visited]Isabella's voice echoes about the room. '[one of]Welcome back, Hero![or]Oh my, you're back! Please, rest up for a bit.[or] Well, hello, Hero! Would you care for some hot chocolate?[at random]'[end if]" There is a sign in the The Hall of Journeys. The sign is scenery. The description of the sign is "East: Portal to Witch's Landing ~ West: Portal to the Dragon's Den ~ South: Portal to the Chasm of Death ~ Southwest: Tribute to Balthazar the Righteous" The The Hall of Journeys is west of the Witch Portal. The Witch Portal is west of the Witches Landing. The The Hall of Journeys is east of the Den Portal. The Den Portal is west of the Mountain Pass. The The Hall of Journeys is north of Chasm Portal. The Chasm Portal is north of the Chasm of Death. The The Hall of Journeys is northeast of Balthazar's Garden. The Witch Portal is a closed, locked door. The Witch Portal is scenery. The Den Portal is a closed, locked door. The Den Portal is scenery. The Chasm Portal is a closed, locked door. The Chasm Portal is scenery. The Balthazar's Garden is a room. "[if Balthazar's Garden is unvisited]You slash through the brambles and dead trees with your trusty sword until you come to a sign that reads 'Balthazar's Garden! Welcome!' In the distant south you see a statue. There is a gigantic briar patch to the southwest that looks even too dangerous to look at.[end if][if Balthazar's Garden is visited]The garden is as dead as ever. In the distant south you see a statue. There is a gigantic briar patch to the southwest that looks even too dangerous to look at.[end if]" The Balthazar's Garden is southwest of the The Hall of Journeys. The Balthazar's Garden is north of the Balthazar's Statue. The Balthazar's Statue is south of the Balthazar's Garden. The Balthazar's Garden is northeast of the Thorn Annex. The Thorn Annex is southwest of the Balthazar's Garden. The Balthazar's Statue is above the The Galactosphere. The The Galactosphere is below the Balthazar's Statue. The Balthazar's Statue is a door. Understand "statue" as the Balthazar's Statue. The statue is closed and locked. It is scenery. "A towering statute of Balthazar the Righteous. The plaque reads 'Balthazar the Righteous: Champion of the Universe.' Her body is sinewy and her hair flows back majestically. Her right arm is raised holding the Sword of Valkyrie aloft, pointing skyward." The Thorn Annex is a room. "[if the room is unvisited]As you approach the briar patch you feel a strange power emanating from within. Using your sword you manage to chop your way into a secret annex. Looking around there's nothing but gray thorns and dead branches except for a mysterious red tint buried in the brambles.[end if] [if the room is visited] It's dark and dangerous in here.[end if]" There is a rose in the Thorn Annex. The rose is a closed, fixed in place, openable container in the Thorn Annex. The rose is scenery. The description of the rose is "Upon closer examination you realize the red thing is a large red rose growing among the gnarled, spiny branches. Its petals are closed. Kind of poetic, right?" Understand "red thing" and "red" and "red object" and "petals" and "rose petals" as rose. Inside the rose is the Ruby Key. Understand "key" and "ruby" as the Ruby Key. The key unlocks the Balthazar's Statue. The description of the key is "An immaculate key made of precious ruby. I wonder what it unlocks?" After opening the rose: say "You chop through the branches to get to the rose. Carefully you pry apart the delicate petals to reveal a Ruby Key." After taking the key: say "You pick up the key. I wonder what it unlocks?" After unlocking the statue with the key: say "The statue is a door? WHAAAT?!" After opening the statue: say "There is a winding staircase descending seemingly forever." The The Galactosphere is a room. "[if The Galactosphere is unvisited]There is little light but for that which is streaming from the entrance above. Upon reaching the bottom of the staircase, a gust of wind suddenly whips about and swirls in the air! Before you now stands a specter. You recognize her as Balthazar from the statue...or at least her ghost. There seems to be a translucent screen between you two, as if there were a veil there. 'Who dares disturb my eternal slumber?!' she yells! Then she pauses, staring at your sword. 'Hey, that sword...that's my sword...Hmm...it seems to have accepted you as its master. That can only mean that you are on a very important quest. Well, carry on, then.' Maybe Balthazar's Ghost can tell you where the Banshee's Heart is hidden.[end if][if Galactosphere is visited]Balthazar's Ghost floats before you. 'Do you have those items yet? If so, the Living Veil is north of this room.'[end if]" Balthazar's Ghost is a woman in The Galactosphere. The description of Balthazar's Ghost is "She is a translucent being whose hair seems to flutter in a non-exsistent wind. Even dead, Balthazar's power is palpable in the room." A table is in the The Galactosphere. The table is a supporter. The Landing Key is an object on the table. The Landing Key unlocks the Witch Portal. The Mountain Key is an object on the table. The Mountain Key unlocks the Den Portal. Understand "Balthazar" and "Ghost" as Balthazar's Ghost. After asking the Balthazar's Ghost about "Banshee's Heart", say "The Banshee's Heart...oh, yes! I have it here with me in the afterlife. I took it with me to keep it out of villainous hands. Do you need it for your quest? If so, you will need Galactimus's Trident and the Witch's Eye. The trident is somewhere in the the dragon's treasure room and the eye is in Witchy-Poo's cottage. Bring those objects to me and I will gladly give you the Banshee's Heart." The The Witches Landing is a room. "This place is just plain weird. It smells like spoiled potions and cat. You can hear maniacal cackling from somewhere...maybe in your own head..." The The Witches Landing is east of The Witches Portal. The The Witches Landing is south of Witchy-Poo's House. There is a broken sign in Witches Landing. The sign is fixed in place. The description of the broken sign is "The broken sign reads 'North: Witchy-Poo's house' Someone has scratched 'Turn back while you still can!' in small letters off to the side." The Witchy-Poo's House is north of Witches Landing. The Witchy-Poo's House is a room. "No sign of Witchy-Poo. You better do your business quickly before she gets back. Looking around you see an unmade bed, cluttered shelves of specimen jars and potions, and a dirty cauldron simmering away on the fireplace. On the table you can see three books: one about spells, one about cats, and a history book. There is a large chest at the foot of the bed." There is a cat book in the Witchy-Poo's House. The cat book is a closed, fixed in place, openable container in the Witchy-Poo's House. The cat book is scenery. The description of the cat book is "This is a large tome entitled 'Pawsitive Reenforcement: How to Train Your Cat Familiar.' You've always wanted a cat familiar. Maybe you should open the book and read a few pages." Understand "cat" and "training book" as cat book. Inside the cat book is the Magic Wand. The Magic Wand unlocks the Dead Man's Chest. Understand "wand" as the Magic Wand. The description of the wand is "A beat up old wand made of oak. Give it a swish, why don't you? I won't tell if you don't..." There is a Dead Man's Chest in the Witchy-Poo's House. The Dead Man's Chest is a closed, locked, fixed in place, openable container in the Witchy-Poo's House. The Dead Man's Chest is scenery. The description of the Dead Man's Chest is "A chest made of human flesh. There is no lock on this chest yet somehow you can't seem to pry it open. Perhaps a magical instrument will do the trick." Inside the Dead Man's Chest is the Witch's Eye. The description of the Witch's Eye is "Floating in a light green liquid, it stares out at you from inside the jar." The Witch's Eye unlocks the The Living Veil. After opening the cat book: say "You choke down a little disappointment when you find the book is a fake book. Inside you find a beat up old wand." After taking the wand: say "It's against the law to use a wand without a license but I won't tell if you don't. Go ahead, give it a wave." After waving the wand: say "[one of]You blow a hole in the wall![or]Sparkles rain down from the sky![or]A jet of flames blasts out of the end of the wand![at random]" After unlocking the Dead Man's Chest with the wand: say "Zing! The Dead Man's Chest groans." After opening the Dead Man's Chest: say "Oh, oh, it's magic! It's the Witch's Eye!" After taking the Witch's Eye: say "Victory! You'd better get out of there before Witchy-Poo get's back." There is a spell book in the Witchy-Poo's House. The spell book is scenery. After examining the spell book: say "Just a bunch of gibberish it seems. You wouldn't know how to use any of it anyways." There is a history book in the Witchy-Poo's House. The history book is scenery. After examining the history book: say "The history book is titled 'The Land of En: A History.' You turn to Chapter Five titled 'The Hero Galactimus.' There is a diagram here that depicts a woman with a green trident. Her eyes are glowing and there is an aura surrounding her. She is obviously a very accomplished witch." The Mountain Pass is west of the Den Portal. The Mountain Pass is below of the Dragon's Den. The Mountain Pass is a room. "[if Mountain Pass is unvisited]There is a long and winding path before you that leads far up into the mountains. You say a prayer and bravely venture upward...[end if][if Mountain Pass is visited]There is a long and winding path before you that leads far up into the mountains.[end if]" There is a makeshift sign in Mountain Pass. The description of the makeshift sign is "The sign reads 'Here there be dragons!'" The Dragon's Den is a room. "[if Dragon's Den is visited]The dragon sulks in the corner and eyes you hungrily. Probably a good idea not to linger.[end if]" The Dragon's Den is above the Mountain Pass. A scenes can be restricted or free. Enter the Dragon is a restricted scene. Enter the Dragon begins when the player is in the Dragon's Den for the first time. Xander the Dragon is an animal in the Dragon's Den. Instead of going somewhere during a restricted scene: say "You can't escape."; stop the action. Every turn during Enter the Dragon: repeat through Table of Introduction: say "[event entry][paragraph break]"; blank out the whole row; rule succeeds. Table of Introduction event "As you near the mouth of the cave you see scattered corpses, miscellaneous bones, and rusting pieces of armor. There is a distinct smell of sulfur in the air. With a gulp you step into the cave. A low rumbling laugh echoes through the cave. 'Well, well, well...who have we here? Has a lost little sheep come to visit Xander the Dragon?' You show no fear. The beast lunges out of the darkness, enormous and scaly! He circles you with his long, powerful neck, a hungry glint in his eye! 'Aren't you scared? I'm about to eat you, you know. Why aren't you afraid...very interesting...Oh, I know! How about we play a little riddle game in which I will ask you a riddle and you will attempt to answer it correctly. If you can answer it correctly you can leave. In fact, I'll even allow you to have some of my treasure! As much as you can carry. Are you ready?'" Enter the Dragon ends when the number of filled rows in the Table of Introduction is 0. When Enter the Dragon ends: say "The Dragons's Riddle Game is about to begin! I hope you have your wits about you!" The Riddle Game is a restricted scene. The Riddle Game begins when Enter the Dragon ends. When The Riddle Game begins: say "'Here's the rules: I will give you one riddle. It has a one word answer. Say 'riddle' when you're ready - although I doubt you ever will be.'" Understand "[text]" as asking. Asking is an action applying to one topic. Carry out asking during The Riddle Game: say "[one of]The dragon chuckles. 'Oh, no that's incorrect. But this is very fun! I'll give you another try![or]'Oh! So, sorry!' the dragon grins, 'Come now, I'll give you one more try.'[or]'Too bad, too bad,' the dragon teases, 'Go ahead and guess again. This is fun!'[at random]" Instead of asking a topic listed in the Table of Riddles: say "[response entry][paragraph break]"; blank out the whole row. Table of Riddles topic response "riddle" "Ok, here it goes: What can run but never walks, has a mouth but never talks, has a head but never weeps, has a bed but never sleeps?" "river" "Did you say river? How did you know? My, my, you are clever. Fine, take what you want of my treasure and begone with you...before I change my mind." The Riddle Game ends when the number of filled rows in the Table of Riddles is 0. When The Riddle Game ends: say "You've beaten the dragon's riddle game! Go north from here and you'll find his treasure!" The Cavern of Treasure is a room. "An overwhelmingly large room. Mountains of gold coins cover the room from floor to ceiling. There are elaborate crowns, sparkling artifacts, and expensive looking objects all around. But you're not a greedy hoarder. You're on a mission. You immediately look around for Galactimus's Trident." The Cavern of Treasure is north of the Dragon's Den. The Dragon's Den is south of the Cavern of Treasure. Studying the vicinity is an action applying to nothing. Report studying the vicinity: if the location does not contain something which is scenery: say "There's little of interest in the [location]." instead; repeat with point of interest running through scenery in the location: say "[point of interest]:[run paragraph on]"; try examining the point of interest. Understand "search" and "examine room" as studying the vicinity. A treasure chest is a closed, fixed in place, openable container in the Cavern of Treasure. The treasure chest is scenery. The description of the treasure chest is "The lock is broken. Why don't you take a look?" A cookie is an object in the treasure chest. The cookie is edible. The description of the cookie is "Somehow still fresh. Probably from mommy's love preserving it. It's probably still good to eat." After eating the cookie: say "Mmm...just how mom used to make." A desk is an object in the Cavern of Treasure. The desk is a supporter. The desk is scenery. The description of the desk is "An ornate oak desk. It looks elven made. There is an unfurled map and an old picture on the desk." The map is a fixed in place object on the desk. The map is scenery. The description of the map is "A map depicting the land of En. Along the side someone has scrawled the letters 'From entrance: S,E,S,S,E,SW,SW,S,E,E,S' in a fast, sloppy manner." The picture is a fixed in place object on the desk. The picture is scenery. The description of the picture is "You blow the dust off of the old picture. A bunch of friends are sitting together smiling out of the picture from a time long past." The Green Trident is an object in the Cavern of Treasure. The Green Trident unlocks the Dead Veil. The description of the Green Trident is "A green trident pulsating with magical powers. Is this the real trident?" The Green Trident unlocks the The Dead Veil. The Red Trident is an object in the Cavern of Treasure. The description of the Red Trident is "A red trident pulsating with magical powers. Is this the real trident?" The Blue Trident is an object in the Cavern of Treasure. The description of the Blue Trident is "A blue trident pulsating with magical powers. Is this the real trident?" After taking the Green Trident: say "Hopefully this is the one Balthazar was talking about." After taking the Red Trident: say "Hopefully this is the one Balthazar was talking about." After taking the Blue Trident: say "Hopefully this is the one Balthazar was talking about." The The Living Veil is a closed, locked door. The Veil is scenery. The The Living Veil is north of the The Galactosphere. The Living Veil is south of the Purgatory. The The Galactosphere is south of the The Living Veil. The Purgatory is a room. The Purgatory is north of The Living Veil. The Purgatory is south of The Dead Veil. The The Dead Veil is a closed, locked door. The Dead Veil is north of the Purgatory. The Purgatory is south of The Dead Veil. The Heaven is north of The Dead Veil. The Dead Veil is south of the Heaven. The Heaven is a room. "[if the room is unvisited] Finally you are able to pass through the final veil. You enter a luminous room with billowing, fluffy clouds all around. 'Welcome to heaven, Hero. Yes, it's real,' Balthazar chuckles as she walks towards you, 'The Banshee's Heart is right here on this cloud. You must take it across the Chasm of Death and through the labyrinth to Morddred's Castle. When you meet Morddred he will fight you. You must defeat him in battle before you can seal him away. No one will be able to help you, Hero. You have to finish this quest alone. The world is counting on you. God's speed.'[end if] [if the room is visited]There are billowing clouds and sunshine everywhere. It's the first time you've felt safe in a long, long time.[end if]" There is a cloud in Heaven. The cloud is a supporter. The Banshee's Heart is an object on the cloud. Understand "heart" and "banshee heart" and "banshee" as the Banshee's Heart. The Fortress Key is an object on the cloud. The Fortress Key unlocks the Chasm Portal. The Chasm of Death is a room. "There is a bottomless canyon before you. A rickety bridge stretches across it." The Chasm of death is south of the Chasm Portal. Dave the Warrior is a man in Chasm of Death. The description of Dave the Warrior is "He sees you examining him. 'Classy,' he remarks with a smile." Understand "Dave" as Dave the Warrior. Megan the Explorer is a woman in Chasm of Death. The description of Megan the Explorer is "She sees you examining her. 'If you're going into the labyrinth, map your progress. My siblings and I went in there about six hours ago. We just found our way back.'" Understand "Megan" as Megan the Explorer. Jake the Scholar is a man in the Chasm of Death. The description of Jake the Scholar is "He sees you examining him. 'Have you ever seen the movie 'There Will Be Blood?' You haven't? You should see it.'" Understand "Jake" as Jake the Scholar. The The Labyrinth Entrance is a room. "Just when you thought things couldn't get any worse, guess what? A Labyrinth!" The The Labyrinth Entrance is south of the Chasm of Death. The The Labyrinth Entrance is north of the Room 1. A cautionary sign is in the The Labyrinth Entrance. The sign is scenery. The description of the cautionary sign is "Caution! Labyrinth ahead! There's only two ways in and out. Once you're in, you have to find your way out." The Room 1 is a room. The Room 1 is north of Room 4, east of Room 9, and west of Room 5. "You can go south, east, or west." The Room 4 is a room. The Room 4 is south of Room 1, north of Room 10, and east of Room 6. "You can go south, north, west." The Room 10 is a room. The Room 10 is south of Room 4. "Dead End. You can go north." The Room 6 is a room. The Room 6 is west of Room 4, north of Room 12, northeast of Room 11, and south of Room 9. "You can go east, north, south, or southwest." The Room 12 is a room. The Room 12 is south of Room 6, northwest of Room 13, and east of Room 11. "You can go north, west, and southeast." The Room 13 is a room. The Room 13 is southeast of Room 12. "Dead End. You can go northeast." The Room 11 is a room. The Room 11 is southwest of Room 6, north of Room 28, and west of Room 12. "You can go east, south, or northeast." The Room 28 is a room. The Room 28 is south of Room 11. "Dead End. You can go north." The Room 9 is a room. The Room 9 is west of Room 1, north of Room 6, and east of Room 20. "You can go east, south or west." The Room 20 is a room. The Room 20 is east of Room 15, north of Room 17, and west of Room 9. "You can go west, south, and east." The Room 17 is a room. The Room 17 is south of Room 20, and northeast of Room 19. "You can go southwest or north." The Room 19 is a room. The Room 19 is southwest of Room 17, south of Room 7, and north of Room 3. "You can go north, south, and northeast." The Room 3 is a room. The Room 3 is south of the Room 19. "Dead End. You can go north." The Room 7 is a room. The Room 7 is north of Room 19 and south of Room 15. "You can go north or south." The Room 15 is a room. The Room 15 is north of Room 7, west of the Room 20, and south of the Room 2. "You can go north, south, or east." The Room 2 is a room. The Room 2 is north of the Room 15. "Dead End. You can go south." The Room 5 is a room. The Room 5 is east of the Room 1, north of the Room 14, and west of the Room 8. "You can go east, west, or south." The Room 8 is a room. The Room 8 is east of the Room 5 and north of the Room 16. "You can go west or south." The Room 16 is a room. The Room 16 is south of the Room 8, east of the Room 14, and northwest of the Room 25. "You can go north, west, or southeast." The Room 14 is a room. The Room 14 is south of the Room 5 and west of the Room 16 and north of the Room 21. "You can go north, south, or east." The Room 21 is a room. The Room 21 is south of the Room 14 and west of the Room 18. "You can go north or east." The Room 18 is a room. The Room 18 is east of the Room 21 and west of the Room 25 and northeast of the Room 24. "You can go east, southwest, or west." The Room 25 is a room. The Room 25 is southeast of the Room 16 and east of the Room 18. "You can go west or northwest." The Room 24 is a room. The Room 24 is northwest of the Room 29 and northeast of the Room 28. "You can go southwest or southeast." The Room 29 is a room. The Room 29 is southeast of the Room 24 and southwest of the Room 23 and east of the Room 33 and west of the Room 26. "You can go northeast, northwest, east or west." The Room 23 is a room. The Room 23 is north of the Room 26 and northeast of the Room 23. "You can go southwest and south." The Room 26 is a room. The Room 26 is south of the Room 23 and east of the Room 29. "You can go north or west." The Room 35 is a room. The Room 35 is southwest of the Room 24 and north of the Room 22. "You can go northeast or south." The Room 22 is a room. The Room 22 is east of the Room 31 and west of the Room 30 and south of the Room 28. "You can go west, north or east." The Room 31 is a room. The Room 31 is west of the Room 22. "Dead End. You can go east." The Room 30 is a room. The Room 30 is east of the Room 22 and north of the Room 32 and west of the Room 27 and south of the Room 33. "You can go north, south, east, or west." The Room 33 is a room. The Room 33 is north of the Room 30 and west of the Room 29. "You can go east and south." The Room 32 is a room. The Room 32 is south of the Room 30. "Dead End. You can go north." The Room 27 is a room. The Room 27 is east of the Room 30 and north of the The Labyrinth Exit. "You can go west or south." The The Labyrinth Exit is a room. The The Labyrinth Exit is south of the Room 27. "This is the final room. Go south to exit." The Morddred's Courtyard is a room. "Morddred's Fortress looms to the south, dark and forbidding." The Morddred's Courtyard is north of Helvatican's Fortress and south of the The Labyrinth Exit. The Morddred's Fortress is south of the Morddred's Courtyard. Morddred is a man in Morddred's Fortress. The description of Morddred is "A tall man with a flowing cape and black armor. His skin is grey and lined with scars. He wields a large battle ax." The Final Battle is a scene. The Final Battle begins when the player is in the Morddred's Fortress for the first time. Every turn during The Final Battle: repeat through Table of Dialogue: say "[speech entry][paragraph break]"; blank out the whole row; rule succeeds. Table of Dialogue speech "You grip your sword as you enter Morddred's throne room where you find Morddred, his back turned to you as he stares out of a large window. 'Magnificent, isn't it? All of En is mine. Now that I've burnt it all to the ground I will rebuild it in my own image,' he turns around revealing an emaciated, greying face covered in scars. His eyes are wide and bloodshot glinting with insanity. Morddred draws his large battle axe. 'Look at you. The Chosen One here to defeat me. Laughable. Tell me, Hero, do you know what it's like to be trapped in a spacial void for 100 years? Your physical body is destroyed. Your mind does not perceive. Even pain is a gift when you can't feel anything. Soon you will know this suffering. When I have beaten you to the point that you beg me for mercy I will grant it by sealing you away in the Banshee's Heart. Then, with the people's hopes destroyed by your defeat, no one will stand in my way. En shall truly be mine! Ready, Hero? LET'S GO!'" The Final Battle ends when the number of filled rows in the Table of Dialogue is 0. When The Final Battle ends: say "The Chosen One v. Lord Morddred: FIGHT!"; now the left hand status line is "You: [current hit points of player]"; now the right hand status line is "Morddred: [current hit points of Morddred]". A person has a number called maximum hit points. A person has a number called current hit points. The maximum hit points of the player is 100. The maximum hit points of Morddred is 100. The current hit points of the player is 100. The current hit points of Morddred is 100. Instead of attacking Morddred: let the damage be a random number between 5 and 20; say "You land a direct hit! [damage] points of damage!"; decrease the current hit points of Morddred by the damage; if the current hit points of Morddred is less than 0: say "Morddred falls to his knees in defeat! The sun opens up at this moment and projects a spotlight on you, illuminating your magnificence (Type 'u' to continue)"; remove Morddred from play; let the enemy damage be a random number between 5 and 10; say "Morddred attacks you! [damage] points of damage!"; decrease the current hit points of the player by the enemy damage; if the current hit points of the player is less than 0: say "[line break]Morddred finishes you off! You have failed!"; end the story. The Victory is a room. The Victory is above the Morddred's Fortress. The Morddred's Fortress is below the Victory. When The Final Scene ends: say "Morddred looks up at you defiantly. 'You think you've defeated me?' he gasps, spitting out blood, 'I'll return, and when I do, I'll be back with more power and fury than you will be able to handle! HAHAHAHA!' Pulling out the Banshee's Heart, you look Morddred in his eyes. 'How's this for power and fury?!' you yell as you activate the Banshee's Heart! With a scream Morddred, disappears into the depths of the heart! Then you raise it above your head and thrust it to the ground where it shatters into a million pieces! Morddred is no more. You return as all heroes do: walking triumphantly over the horizon in the wake of a rising sun. The people of En throw you a grand party. For the first time in a long time people laugh and dance and make merry. At the feast that night, Isabella stands before the crowd and addresses the people: 'People of En! Thanks to the Chosen One, Morddred is gone forever. But this is only the beginning of our labors. Morddred has left our lands ravaged and dead. It will take a long time to make it fertile once more. That is where we come in. Through hard work we can rise from the ashes and be great again! Tomorrow a new age begins! Now feast! There are steaks and ribs for everyone, deliciously seasoned and barbecued!' A cheer rises from the crowd. You look out at the crowd and your eyes fall on a small group of familiar faces. It's Balthazar standing with...your family! Balthazar smiles at you and your family waves and blows you kisses. Then they fade away into the air. You smile knowing their souls can finally rest in peace. The End."; end the game in victory. The Final Scene is a scene. The Final Scene begins when the player is in the Victory for the first time. Every turn during The Final Scene: repeat through Table of Narration: say "[narration entry][paragraph break]"; blank out the whole row; rule succeeds. Table of Narration narration "Hi." The Final Scene ends when the number of filled rows in the Table of Dialogue is 0.