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The Reckless Rescue
by
Luke Skywalker
Played 5,897 times
View game source
(spoilers!)
Download the
.z8 file
Source Code
“Reckless Rescue†by Jeffrey Huang and Lucas Wang Use undo prevention. The Hut is a room. “You are in your hut. After pouring yourself some tea, you spot an eagle flying towards one of your windows. The eagle drops a rolled-up note, which bounces onto the table.†The note is in The Hut. The description of the note is “The note reads, 'We have kidnapped someone you hold most dear. If you want to avoid unnecessary loss of life, you must meet us alone in the forest NORTH of you, by midnight. There, you will give us 5,000 pieces of gold. We suggest that you comply--for fear of an untimely killing. You have one week to gather your gold.' (You notice that you can go south to save yourself and not the hostage. Or, you can go west to attempt a rescue mission.)†Instead of going north while in The Hut: say “You walk through the forest path, with a sack slung over your back. The sack contains 5000 pieces of gold. After reaching the forest, you collapse in exhaustion. When you wake up, there are ten men approaching you. You stand up to begin the transaction. ‘You have the money, I presume.’ ‘Yes. 5,000 gold pieces, as you wanted.’ ‘Excellent. Now hand it over.’ You hand him the sack. ‘Now show me the hostage.’ ‘That will not be necessary.’ One of the men raised a crossbow and shoots you, killing you. You are such a gullible fool for believing the bandits. â€; end the game in death Instead of going south while in The Hut: say “You decide to flee from the situation altogether. You feel a tinge of guilt, but you feel that your life is worth more than anything. As you are running towards the city nearby, you run straight into a group of waiting bandits. ‘Did you really think that you could escape from us?’ The bandits pummel you to death with clubs. How could you forsake your precious in the most critical time! â€; end the game in death West of The Hut is Dirt Path. Dirt Path is a room. “You decide that you must rescue her. You run west to find the bandit cavern. On your way, you spot a shack west of you. Every other direction leads nowhere.†West of Dirt Path is Shack. Shack is a room. “You stumble into the shack. Exhausted, you sit down at the nearest table. ‘Well, what do we have here?’ You spin around and spot an old man standing over you. ‘Well?’ You explain what happened to him. ‘I can help you, but I will only help you if you can prove your worthiness. Answer my riddle, and I will train you. Fail, and you can scram. You only have one shot at the solution.’ After some thinking you agree to his demands. ‘What has four fingers and a thumb, but is not living?’ (To answer the riddle, type ‘tell old man about ___’)â€; The table is in Shack. The table is scenery. A man called Old Man is here. Old Man can be happy, calm, or angry. Old Man is calm. Understand "Old", "old", "man", "Man", and "old man" as Old Man. After going from Shack: If Old Man is in Shack: say "The Old Man walks behinds you to the new training room that you have chosen! Here, he will give you guidance in preparation for the big day."; move Old Man to the location of the player; Continue the action. The description of Old Man is "He is a wise old man plotting for revenge against the bandits. He is critical for your training in order to rescue your precious". Instead of examining the table: say "This wooden table shows signs of heavy usage. You can make out the word ‘Glove’ carved onto the table." Informing it about is an action applying to one thing and one visible thing. Understand "tell [someone] about [any thing]" as informing it about. Glove is a thing. Understand "gloves", "a glove", and "the glove" as glove. A Martial Artist Passage is a door. It is north of Shack and south of Martial Artist Training. It is open, not openable and undescribed. "The Martial Artist Passage connects to the Martial Artist Training." A Fingersmith Passage is a door. It is west of Shack and east of Fingersmith Training. It is open, not openable and undescribed. "The Fingersmith Passage connects to the Fingersmith Training." Instead of telling the Old Man about something: say "Hmm, not the answer. I think you should get going now, time is running out for the hostage. The bandit cavern is South."; now Old Man is angry. Instead of informing the Old Man about Glove: If Martial Artist Passage is undescribed: If Fingersmith Passage is undescribed: Say "'Fantastic! Here, let me show you what I can offer to your mission. I can offer you training as a fingersmith or a Martial Artist. Or if you really want to, you can leave for the rescue right now.' Go North to train as a martial artist. Go West to train as a fingersmith. Go South to leave immediately (Not recommended). You feel that time is running out. Which do you choose?"; Now the Martial Artist Passage is described; Now the Fingersmith Passage is described; Now Old Man is happy; Instead of telling the angry Old Man about anything: say "Get out of my sight! You are useless and I have no time to train you." Instead of informing the angry Old Man about Glove: say "Get out of my sight! You are useless and I have no time to train you." Instead of telling the happy Old Man about anything: say "Choose now! Do you want to be a Fingersmith or Martial Artist." Martial Artist Training is a room. “The old man motions to a beautiful set of nunchucks. ‘These nunchucks have been passed down from my family for generations to the successors. My father is Bruce Lee. He killed other Martial Artists, without even trying. You know the myth that was circulating? How Bruce Lee had 1000 victories and no defeats? It is actually no myth; it is the legend of Bruce Lee. I was there to witness his 1000th victory. Back on topic, I will teach you the deadliest Martial Art Style. The Kill without Killing style. It is the Fist of the Dragon Star. With this technique and intense training, you will never fail.' The Old Man then takes out an ancient looking scroll, rolls it to a certain section and rubs his palm onto the scroll. He then slaps you on the cheek with the same palm. 'I have just slapped you with the dust from a dragon horn. It contains all the power from the martial art style. The Fist of the Dragon Star is actually a very simple style. However, it has extremely potent results. All you need to do is type: Hit (enemy). That dragon dust will automatically hit the enemy by controlling you and it will randomly deal any amount of damage, if you are successful. You can check how much health points you have, with the inventory command. Just type inventory. I also got you one of each potion. If the bandits damage you, you can use them to get back some health. Just type: Use Big/Small Potion to use the Healing Potions. Also, you should take the earpiece that is in the room. I have the other matching one. It is necessary for us to communicate when you go to the bandit cavern. On such a short notice, this earpiece is of utmost importance. That cavern is such a maze. I have prepared a room for you to test out your new Fist of the Dragon Star style. It is northeast of this room, and you can go in there without me. Defeat the Bandit and return back to me alive. That is your final test.’ You decide to heed his advice and try out your fighting capabilities. He has informed you to venture out to rescue your girlfriend after the final test. The only path for the rescue is the Flashy Cobblestone Path, which lies just North of this room. The other directions lead nowhere. However, you must go Northeast to fight the bandit first.†In the Martial Artist Training is a Small Potion and a Big Potion. In the Martial Artist Training is an earpiece. The description of earpiece is "The perfect long-distance communication device between you and the Old Man. This will be important for you when navigating yourself through the Bandit Cavern." Understand "ear", "piece", "device", and "earphone" as earpiece. Northeast of Martial Artist Training is Practice Martial Art Duel. Practice Martial Art Duel is a room. "I have captured a bandit a long time ago. This is now the time to use it. He can be the guinea pig for the real battle at the Bandit Cavern. Defeat him with what I taught you." After going to the Practice Martial Art Duel: now a random enemy is in the location; say "A bandit is tied in rope after being captured by the Old Man years ago.[paragraph break]He glares angrily at you, however he feels confident enough to destroy a beginner in combat. [paragraph break]You feel the urge to kill him and prove him wrong." Every turn: if the player is in the Practice Martial Art Duel and a random chance of 1 in 3 succeeds begin; now a random item(called drop) is in the location; say "Seems like the bandit was carrying a potion and dropped it. You can pick it up and use it for your own benefit."; end if. North of Martial Artist Training is Flashy Cobblestone Path. Flashy Cobblestone Path is a room. “Having the same Martial Arts style as Bruce Lee, you decide that you are now invincible. There is no one who can stop you and so you want to make the flashiest appearance to the bandits as possible. As you walk down the pathway, the Old Man informs you more about the plan. 'After walking North from the Martial Artist Training, quickly go West and hide at the bushes. From there I will send you some more details.' You spot a dense bush at the West of where you currently are. It seems that the Old Man was not lying. At the other directions, the lush forests block your path.†West of Flashy Cobblestone Path is Dense Bushes. Dense Bushes is a room. “Peeking through the dense bushes, you spot a huge cave at the West. It seems that there is a small opening, just large enough for humans to walk into. The bushes cannot provide much cover, it is time for you to get moving. The earpiece starts buzzing and the Old Man gives you some more tips. 'Just keep on going west until you get to the entrance.' 'What if they spot me? Should I take some bushes and walk, like a walking bush?' 'Don't worry too much about it. These bandits are the dumbest ones around. For some reason they don't even put out sentries. Just stroll into the cavern like you belong' 'Okay. Relay me some more information after I get into the cavern.' ‘ If you make it out alive after going into the Bandit Cavern, then you will be the next successor of the nunchucks. Until then, you must prove your worth. You don’t need any weapons if you have this style.’ You decide that the only reasonable course of action is to go to the entrance. Having gone all the way here, there is no point in backing out. Since your Mentor was right about his information the first time, you decide to trust him again and take the leap of faith. Also, the nunchucks that Bruce Lee once used is a very tempting bribe." An enemy is a kind of person. An enemy can be attacked. Bandit Soldier is an enemy. The description of Bandit Soldier is "This bandit is carrying an assortment of weapons to mercilessly destroy any unwelcome strangers." Understand "enemy" as an enemy. The plural of Small Potion is Small Potions. The plural of Big Potion is Big Potions. An item is a kind of thing. The Small Potion is an item. The description is "A potion that can recover you 3 health points if used." The Big Potion is an item. The description is "A potion that can recover you 5 health points if used." Understand "item" as an item. People have a number called HP. The HP of an enemy is 20. The HP of the player is 75. People have a number called maxHP. The maxHP of an enemy is 20. The maxHP of the player is 75. An opponent is an enemy that varies. Instead of taking inventory (this is the new inventory listing rule): if the number of things enclosed by the player is 0, say "You don[apostrophe]t seem to have anything at the moment.[line break](Hearts: [HP of the player])[line break]" instead; say "You are carrying: [line break]"; list the contents of the player, with newlines, indented; say "(Hearts: [HP of the player])[line break]". After going to the King's Bedroom: now a random enemy is in the location; say "A bandit is ransacking the Bandit King's room.[paragraph break]He explodes with anger, since you caught him. [paragraph break]You can also see a shiny key, which will unlock the dungeons, however you must kill the Bandit first." After going to the Dining Hall of Feisty Bandits: now a random enemy is in the location; say "You have disturbed a bandit feasting on good food.[paragraph break]You see his anger explode at you for interrupting his meal. [paragraph break]He will do anything to kill you now." After going to the Bandit Armoury: now a random enemy is in the location; say "A bandit tries to silently approach you, but your ears are too sharp for that.[paragraph break]You turn around and spot him. [paragraph break]He does not try to be careful anymore, and just rushes at you." After going to the Premium Bandit Kitchen: now a random enemy is in the location; say "You hear a bandit approaching.[paragraph break]He is wearing a chef's hat! You ask him to cook you a meal, but he refuses. [paragraph break]Instead, he takes off his hat and it reveals that he is prepared to fight." After going to the Newbie Bandit Bedrooms: now a random enemy is in the location; say "There is a lone newbie resting at the bedroom.[paragraph break]You try not to wake him up, however he is a light sleeper! [paragraph break]He is furious that newbies are treated worse and takes out that anger on you." After going to the Veteran Bandit Bedrooms: now a random enemy is in the location; say "The veteran bandit pretends to sleep.[paragraph break]You don't get far before he launches a quick attack on you! [paragraph break]He is not called a veteran for no reason." Every turn: if the player can see an enemy(called oppo), now oppo is the opponent. Instead of attacking an enemy: let accuracy be a random number from 1 to 2; if accuracy is 1, say "[noun] dodges your attack. Dangit! Try Again!!!"; if accuracy is 2 begin; let damage be a random number from 3 to 7; say "You hit [noun] for [damage] hit points. Continue! Do it until the bandit reaches 0 hit points!"; now the HP of the noun is the HP of the noun minus damage; end if. Every turn: if a random chance of 1 in 2 succeeds and the player can see an enemy(called oppo) begin; let mydamage be a random number from 1 to 5; say "[oppo] hits you for [mydamage] hit points. Dangit! It seems you are not the only skilled warrior."; now the HP of the player is the HP of the player minus mydamage; end if. Every turn: if the HP of the player is less than 1 begin; say "The Bandits have easily slaughtered you! Try and improve the mastery of Fist of the Dragon Star!"; end the game in death; end if; if the player can see the opponent and the HP of the opponent is less than 1 begin; say "[the opponent] has been killed with your Fist of the Dragon Star! You have successfully rid one bandit out of the many bandits that exist in the world! Continue on doing a great job!"; now the opponent is off-stage; end if. Every turn: if the player is in the Dining Hall of Feisty Bandits and a random chance of 1 in 3 succeeds begin; now a random item(called drop) is in the location; say "Seems like the bandit was carrying a potion and dropped it. You can pick it up and use it for your own benefit."; end if. Every turn: if the player is in the Bandit Armoury and a random chance of 1 in 3 succeeds begin; now a random item(called drop) is in the location; say "Seems like the bandit was carrying a potion and dropped it. You can pick it up and use it for your own benefit."; end if. Every turn: if the player is in the Premium Bandit Kitchen and a random chance of 1 in 3 succeeds begin; now a random item(called drop) is in the location; say "Seems like the bandit was carrying a potion and dropped it. You can pick it up and use it for your own benefit."; end if. Every turn: if the player is in the Newbie Bandit Bedrooms and a random chance of 1 in 3 succeeds begin; now a random item(called drop) is in the location; say "Seems like the bandit was carrying a potion and dropped it. You can pick it up and use it for your own benefit."; end if. Every turn: if the player is in the Veteran Bandit Bedrooms and a random chance of 1 in 3 succeeds begin; now a random item(called drop) is in the location; say "Seems like the bandit was carrying a potion and dropped it. You can pick it up and use it for your own benefit."; end if. Every turn: if the player is in the King's Bedroom and a random chance of 1 in 3 succeeds begin; now a random item(called drop) is in the location; say "Seems like the bandit was carrying a potion and dropped it. You can pick it up and use it for your own benefit."; end if. Using is an action applying to one thing. Understand "use [item]" as using. Carry out using: say "The [printed name] had no effect." Instead of using the Small Potion: say "The Small Potion heals you by 5 points."; now the HP of the player is the HP of the player plus 5; now the Small Potion is off-stage. Instead of using the Big Potion: say "The Big Potion heals you by 7 points."; now the HP of the player is the HP of the player plus 7; now the Big Potion is off-stage. Instead of eating the Small Potion: say "The Small Potion is made out of glass! You know that you can't eat glass! Try using the Small Potion instead!"; Instead of eating the Big Potion: say "The Big Potion is also made out of glass! Glass is not edible, so you can't eat this potion. Try using the Big Potion!"; West of Dense Bushes is North Entrance of Bandit Cavern. North Entrance of Bandit Cavern is a room. "It is one of the many entrances into the Bandit Cavern. Although there are not many bandits to be seen, going through the other rooms will enable you to find them and possibly the girl that you came all the way for. Looking around the entrance, a large sign is intentionally placed so that all intruders will notice it. Seeing the sign, you decide to take the initiative and talk to the Old Man first. You pull out the earpiece and talk to him about the situation. 'I spot a sign at the cavern and I wanted to know what I should do.' 'Read the sign and then decide your best course of action. Remember that Bandits are not known for their honesty. Trust in your own judgement and do what you think is best' You thank the Old Man endlessly for the help that he gave you and the effort he put into assisting you. You decide to make your choice after first examining the sign." Here is a sign. The description of the sign is "It reads: 'Intruders BEWARE! You have desecrated our holy Bandit Cavern. Also, on a side note, North contains the dining hall of feisty bandits and West contains our bedrooms. DO NOT ENTER NORTHWEST. It is forbidden for you lowly commoners." Instead of going Northwest while in North Entrance of Bandit Cavern: say "Boasting with pride, you decide to rebel against the Bandits who wrote the sign and you enter the Northwest room. Unluckily for you, the bandits waiting there celebrate with joy since reverse psychology has fooled yet another victim. The door behind you closes and it seems that the only way out is the room behind the mob of bandits. You decide to quickly talk to the Old Man about your grave decision with your earpiece, however there is no reply. In fact, when you try to get the earpiece working, the bandits notice and laugh. 'You're trying to communicate with your Mentor eh?' 'How do you know?!?' 'Gah. We had our sights for a long time. After he helped train you, we decided to end his life. He's just an old coot and is better off dead than alive for us. There is no point in trying to get him on the earpiece, since he already used his last breaths.' 'I can't believe it! That was the only person who supported me throughout this journey! I will end this Bandit Clan today!' 'There is one thing that he is good at and that is wasting the oxygen that Mother Earth is providing. Hahahaheheheh! That Old Man is a good for nothing!' To honor your dead mentor's last wishes, you decide to use the tactics that he ingrained into you. You begin to engage in a different conversation in order to distract the hoard of bandits. 'If I can't save my master, then I will save my girlfriend! Where have you left my precious girl?' 'Obviously you must defeat us to retrieve her. Or more importantly you will taste your own blood after we destroy you, and you can say goodbye to your beloved. Our crowd of bandits will easily crush any opponent.' 'That is, until you met me! You guys are doomed. I have attained the Fist of the Dragon Star from Bruce Lee's ancestor himself.' 'Whatever. We got the numbers and your so-called Bruce Lee's ancestor is dead because of us. If it was that easy to kill your mentor, then it will be even easier to kill you.' 'Well, I have surpassed him, and my martial art style is the highest quality of the entire world!' 'The truth is, quantity is better than quality. That being said, your girlfriend is seriously low quality. The girl that we captured is so ugly.' 'What! How dare you!' It seems that the bandits have stunned you with their words. Your girlfriend is the brightest gem in the entire village, so it stuns you to hear the words from the bandits. In that moment of confusion, the swarm of bandits surround and attack you. The death of your master also angers you, and in a fit of fury, you make reckless actions. You decide to go all out attacking and do not defend any of their swords. Although you manage to kill off a good number of them, it seems that the effects of confusion and anger were more than enough for the bandits to finish you off. If only you did not engage in that conversation, you would have actually won. Learn from your mistakes in your next life."; end the game in death North of North Entrance of Bandit Cavern is Dining Hall of Feisty Bandits. Dining Hall of Feisty Bandits is a room. A Moldy Piece of Bread is inside the Dining Hall of Feisty Bandits. A Moldy Piece of Bread is edible. The description of the Moldy Piece of Bread is "It is so old, that it is green with mold. You can eat it if you like." Instead of eating the Moldy Piece of Bread: say "The bread is so old that the mold surrounds the entire bread. The green mold is hazardous to your health and damages you greatly."; now the HP of the player is the HP of the player minus 25; now the Moldy Piece of Bread is off-stage. "This is the hall where many bandits come together to have a hearty meal. All of the food that the bandit eats comes from the Premium Bandit Kitchen. The Old Man buzzes on the earpiece with the next set of instructions. 'Go North to the Bandit Armoury. On the West of the Bandit Armoury is the Hostage Dungeon.' 'Are you sure?' 'Of Course I'm Sure! I was kept captive there too, when I was strolling nearby!' You decide that the Old Man is reasonable because, after all, his ancestor is Bruce Lee." North of Dining Hall of Feisty Bandits is Bandit Armoury. Bandit Armoury is a room. "There is usually a collection of weapons here. They have pillaged many villages to attain this number of items. However, it seems that the Bandit Armoury is empty. Could it be that the Bandits have armed themselves to search for the intruder? Who could they be? You have an ominous feeling in your guts, and so you decide to take the initiative and dial the Old Man on the earpiece first. 'Why have all the weapons disappeared?' 'The....Bandits.......Have.......Gravely....Injured.....Me. I'm afraid my end is near. Avenge.........Me...............' Having the Bandits kill your only mentor fills you with anger and a new sense of fury. It is time to annihilate those bandits." East of Bandit Armoury is Premium Bandit Kitchen. Premium Bandit Kitchen is a room. A Freshly Baked Bread is inside the Dining Hall of Feisty Bandits. A Freshly Baked Bread is edible. The description of the Freshly Baked Bread is "The bread has just been baked, and is cooling in the kitchen. You can eat it if you like." Instead of eating the Moldy Piece of Bread: say "The bread is freshly baked, and the extra carbohydrates rejuvenates you! With energy, comes health, so you gain 10 health points!"; now the HP of the player is the HP of the player plus 10; now the Moldy Piece of Bread is off-stage. "Inside the Premium Bandit Kitchen lies Premium Kitchen Software. Everything looks brand-new, so it is better not to touch anything." The Dungeon Door is east of the Hostage Dungeon and west of the Bandit Armoury. The Dungeon Door is a door. The Dungeon Door is lockable and locked. The Shiny Key unlocks the Dungeon Door. Hostage Dungeon is a room. "You open the dungeon door. You see humongous blue eyes staring back at you. This is quite surprising, considering your girlfriend’s eyes are green. Then the ‘girlfriend’ crawls out of the dungeon. Although it is hard to see in the dim light, it is clearly not your girlfriend. It’s………….. The BANDIT KING! So this is the reason why here were bandits ransacking his bedroom. Your rescue mission was an entire flop, and you remember fully now that your girlfriend was vacationing in Reykjavik at this point in time. The question is, now that you have unlocked this door, what to do? As you ponder on your choices, the Bandit King is stretching out his limbs. He is hideous! The Bandit King only seems to be wearing a loincloth. His skin is blue or green or something (you can’t see a thing in this dim light), and seems to have webbed fingers and feet. Is that thing even human? Did the Bandit King mutate while in the Dungeon? The Bandit King suddenly looks at you with an air of hostility, and you have two choices! You can either kiss the Bandit King to try and reverse the mutation or eat it! (To kiss the Bandit King go northwest to outmaneuver it)" A Bandit King is inside the Hostage Dungeon. The Bandit King is edible. The description of the Bandit King is "A monstrous creature, barely looking human. Your rescue mission was clearly mistaken, and you remember fully now that your girlfriend was vacationing in Reykjavik at this point in time. The question is, now that you have unlocked this door, what to do?" Instead of going northwest while in the Hostage Dungeon: say “You outmaneuver the Bandit King and then kiss it, smack on the lips. The Bandit King first looks confused. Then it is enraged. ‘How dare you soil my purity! Now, I can’t turn back to a human!’ The Bandit King demonstrates surprising strength. He pins you to the ground, and strikes you over and over and over, until you die.â€; end the game in death [win condition: eating Bandit King!] After eating the Bandit King: say "Chewing on and swallowing the Bandit King took a lot of effort."; award 100 points. Every turn while in the prison cell: if score is 100 begin; say "The two of you struggle for a long time before you can finally eat the Bandit King. As you swallow it, you swear you can hear cries of, ‘You Monstrous Cannibal!’ Could you have turned into a cannibal? Nah, It can’t be. The Bandit King was barely human. Eating the Bandit King inexplicably gives you the wisdom of the world. Maybe the Bandit King was a scholar? With your newfound powers, you plan on improving the Fist of the Dragon Style, so that it can be even stronger than before. After all, you now be as much of a legend as Bruce Lee himself."; end the game in victory; end if. West of North Entrance of Bandit Cavern is Newbie Bandit Bedrooms. Newbie Bandit Bedrooms is a room. "This is the room where beginners at the art of Banditting will sleep." South of Newbie Bandit Bedrooms is Veteran Bandit Bedrooms. Veteran Bandit Bedrooms is a room. "This is the room where experienced Bandits gamble and trade knowledge. They also use this room to sleep." West of Newbie Bandit Bedrooms is King's Bedroom. King's Bedroom is a room. There is a Shiny Key in the King's Bedroom. Understand "Shiny" and "Key" as Shiny Key. "The King Bandit sleeps in this bedroom." Instead of going north while in King's Bedroom: say "You discover a hoard pillaged mercilessly from other villagers. In the moment of triumph from defeating the Bandit King, you decide to explore more of the treasure. After spending some time in the room, the irresistible allure of gold forces you to stay and fill your pockets with gold. After all, becoming a Martial Artist was all about the fame and riches. The heavy gold weighs you down and you get tired. The next thing you know, a flock of bandits spot you sleeping with the gold. They had originally come to divvy up the loot, however they also brought weapons, in case a fight broke out between them. It seems your luck ran out. The bandits gang up on you, and since the gold in your pockets still weighs you down, and you still feel drowsy from the sleep, they easily decapitate you and leave your body to rot. Maybe next time you should not be so greedy."; end the game in death [start of no training] South of the Shack is a Ledge. Ledge is a room. "You hasten to a ledge overlooking the bandit cavern. The cavern seems to have been made by the erosion caused by the waterfall in the distance. You may be far from it, but the beauty, even at night, awes you. But you decide not to go visit it, as you have a person to rescue. You can barely make out a hole located behind a boulder. This is probably the main entrance, and it is south of you."; Instead of going south while in the Ledge: say “You creep towards what seems to be the main entrance to the bandit cavern. It is hidden behind a brief winding path of evergreen trees, but you get in nonetheless. You drop onto a hard stone floor. It is dark in the room. Suddenly, a few dozen torches are lit. You have been surrounded! ‘You came here all by yourself, without any help? That is very brave of you. Now, would you care to join us? We could use someone with your bravery.’ ‘Never!’ You yell in anger. ‘What a pity. I guess we will have to honor your final wish.’ Your body is riddled with poisoned arrows. Maybe you shouldn’t have gone there with no training. â€; end the game in death [end of no training route] [start of fingersmith] Fingersmith Training is a room. “You have decided that the best way to save your beloved is to become a fingersmith. Having such long fingers can only benefit you in one way, which is to fingersmith others. The old man speaks again. ‘I see that you have chosen the path of cunning and deception. Confucius once said, ‘The lowest class of killers kills people with weapons. A higher class of killer kills with the written word. The highest class kills using the deception of his fingers.’ The old man spreads a mass of objects on the floor. He then packs them into your coat, which you will have no time to examine on your journey. But he puts a bluetooth headset in your ear. ‘I will communicate with you through that,’ he said. ‘Good luck.’ To continue your journey, go south-west.†The bluetooth headset is carried. The description of bluetooth headset is "The perfect long-distance communication device between you and the Old Man. This will be important for you when navigating yourself through the Bandit Cavern." [cavern road; after being trained as a fingersmith] Cavern Road is southwest of Fingersmith Training. “You are running towards the cavern, but you stop as you hear a rattling sound very far behind you. You turn and see a carriage coming your way. ‘Try to be a hitchhiker,’ says the old man through your headset. You walk to the side of the road and stick your thumb out. You know the coachman won’t take you to the cavern, but he could still save you some time. In no time the carriage slows down. You hop onto the bench, beside the coachman. ‘What is your destination?’ ‘The bandit cavern.’ ‘That is an errand for a fool,’ he says. ‘There be nothing but pirates and smugglers there. But I will take you far enough to continue on foot.’ The coachman drives the carriage for some time. You notice that the coachman is distracted searching the nearby trees for signs of bandits. This would be the perfect opportunity to fingersmith him! (To give up the fantastic opportunity, go east. To steal from him, outmaneuver him by going north)†Instead of going north while in the Cavern Road: say “You lift the coachman’s entire sack of gold. You feel guilty doing so, as it is probably his life savings. But you give into your temptations all the same. The gold slows you down. When you are infiltrating the cavern, you are hanging from the stalactite and gold drops onto the floor. You are instantly surrounded and killed. Next time, try not to give into your temptations.â€; end the game in death The coachman is a person. He is in the Cavern Road. [entering the bandit cavern while you are a fingersmith] Bandit Cavern East Entrance is east of the Cavern Road. “You locate a tunnel leading downwards into the cavern. You walk down quietly, with sleeping powder ready to throw at any bandit. None come your way, and you drop stealthily into a cellar. ‘I am in a cellar,’ you whisper to the old man. ‘What do I do?’ A bit of your sleeping powder spills out of your hand and fills the surrounding air. ‘There is a bandit guard coming to patrol. Fingersmith the uniform from him. Afterwards, go southwest to a stone hallway, and wait for further instructions.’ You hide under a wine rack, and soon enough a guard approaches. He falls asleep due to the powder. You then fingersmith the guard’s clothes off him! You then fingersmith your clothes onto the guard, and the guard’s uniform onto you, which enables you to get past any hallway security!†[stone hallway] Stone Hallway is southwest of the Bandit Cavern East Entrance. Stone Hallway is a room. “You try to talk to the old man. ‘Listen, there should be a throne room west of you. Uuugh--argh!’ ‘Lee, talk to me!’ You yell. ‘Listen closely. I am Buford Tannen, an agent of his majesty the King of Bandits. I have just killed your insignificant little friend. But because he is so impressed by your talents, our king has an offer for you. Five months ago, our king had kidnapped a beautiful maiden in a case completely unrelated to yours. She was so beautiful that his majesty had to execute two prison guards for trying to touch her--but his majesty never got the chance to deal with her himself. Now, he offers that you take the girl and leave. He reasons that she was over a hundred times more beautiful than the creature we took from you. Go southwest to take her for yourself and leave.’ You had always assumed that the ransom note referred to your girlfriend, but you remember that she had gone to Reykjavik a month ago. This could be the perfect opportunity to cheat on your girlfriend without her knowing. You then realize that you were rescuing someone else’s beloved thing, which the agent had called a ‘creature.’ A neighbour’s pet, maybe? Go southwest to arrange a transfer of prisoners, whereupon you will now have the maiden in your captivity. Go west to infiltrate the throne room." [if the player gives into their temptations] Instead of going southwest while in Stone Hallway: say “You decide to rescue the beautiful hostage. That way you might be able to dump your existing girlfriend and get a prettier one. You enter the room and find a beautiful maiden sitting on a bed. When she sees you, she looks shocked, in a cute way. ‘No need to be alarmed. I am taking you away from here.’ ‘Okay,’ she says timidly. You steal a horse and both of you ride home. Except, the king had planted an assassin in your house. The moment you enter, you are pierced by a crossbow bolt, and the assassin takes our new ‘bride-to-be’ for his own. How dare you try to cheat on your own girlfriend, you lustful, manipulative prick!â€; end the game in death [throne room] Instead of going west while in the Stone Hallway: say “You must avenge both Lee's which have died at the hands of this vile bandit king. You feel especially angry because the old man had died helping you.â€; now the player is in the Throne Room. Throne Room is a room. “You see a large room that is empty. West of you is a room that you had decided not to go near, because you are morally righteous. But south of you, you spot what can only be the king’s bedroom. You see that there is no other entrance, and you find that the door to the stone hallway has slammed shut.†[Below is the code for the bandit king’s bedroom] Bandit King’s Bedroom is south of the Throne Room. Bandit King's Bedroom is a room. “You are in a massive bedroom. The king is sitting on his bed, reading--quite an unusual pastime for someone you would expect to be a bandit king. You fill the bandit king’s bedroom with sleeping powder. After a few minutes, he falls asleep. His crown rolls into some unknown place, along with the book he was reading. You approach him and fingersmith a golden key out of his pocket--probably the key to the prison cell--but somehow it flies across the room and lands on the floor! The prison is southwest of the bedroom.†There is a golden key in the Bandit King’s Bedroom. [Cell door] The Cell Door is northeast of the Prison Cell and southwest of the Bandit King's Bedroom. The Cell Door is a door. The Cell Door is lockable and locked. The Golden Key unlocks the Cell Door. [Prison Cell] The Prison Cell is a room. "You open the cell door. You see a monstrous creature, Gollum, barely looking human. Your rescue mission was clearly mistaken, and you remember fully now that your girlfriend was vacationing in Reykjavik at this point in time. The question is, now that you have unlocked this door, what to do? You are about to leave when the Gollum whirls around and bares its teeth, wide-eyed. It is hideous! It is puny, but has sharp teeth; it is wearing just a loincloth. It is blue or green or something (you can’t see a thing in this dim light), and seems to have webbed fingers and feet. Is that thing even human? The Gollum suddenly looks at you with an air of hostility, and you have two choices! You can kiss the Gollum to calm it down or eat it! (To kiss the Gollum go northwest to outmaneuver it)" A Gollum is inside the prison cell. The Gollum is edible. The description of the Gollum is "A monstrous creature, barely looking human. Your rescue mission was clearly mistaken, and you remember fully now that your girlfriend was vacationing in Reykjavik at this point in time. The question is, now that you have unlocked this door, what to do?" Instead of going northwest while in the prison cell: say “You outmaneuver the Gollum and then kiss it, smack on the lips. The Gollum first looks confused. Then it is enraged. ‘My precious! My precious! You ruined my precious!’ The Gollum demonstrates surprising strength. It pins you to the ground, and strikes you over and over and over, until you die.â€; end the game in death [win condition: eating Gollum!] After eating the Gollum: say "It was a tough task."; award 100 points. Every turn while in the prison cell: if score is 100 begin; say "The two of you struggle for a long time before you can finally eat Gollum. As you swallow it, you swear you can hear cries of, ‘My precious! My precious!’ Eating Gollum inexplicably gives you telekinesis. You make short work of the bandit king, avenging the two Lee's. You then free the maiden the king had offered you, but you return her to her home because you are a righteous man. With your newfound powers, you plan on enjoying the rest of your life in retirement. After all, you could easily use your telekinesis to plow a hundred fields simultaneously."; end the game in victory; end if. [end of fingersmith]