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The Heart's Labyrinth
by
EmilyKathineSophia
Played 42 times
View game source
(spoilers!)
Download the
.z8 file
Source Code
"The Heart's Labyrinth" by Emily, Sophia, Kathine When play begins: say "You wake up in a daze, feeling your heart in your throat. You glance at the clock but it seems to be broken. You notice that you're lying down on a grand bed that dominates the room, its dark mahogany frame carved with intricate floral patterns." The Bedroom is a room. "You are inside a lavish Victorian-style bedroom. The air carries a faint scent of carnations and dried roses, layered over notes of something almost metallic-- perhaps by the old tarnishing hairbrush resting on the nightstand. You glance around the room and take in the rich wooden furniture and the muted, patterned wallpaper decorating the walls. Delicate ornaments of silver and gold glint softly in the low light, lending the room a quiet and timeless elegance. To the south is your bathroom and downstairs is the parlour." The Bedroom is up from the Parlour. The bed is a supporter in the Bedroom. The description of the bed is "A large four-poster bed at the centre of the room." The pillow is an object. The pillow is on the bed. The description of the pillow is "A large and fluffy pillow with lace trim. The cream colour and volume of the pillow is reminiscent of a meringue pastry." The nightstand is a supporter in the Bedroom. The description of the nightstand is "A mahogany nightstand to match the bed." The hairbrush is an object. The hairbrush is on the nightstand. The description of the hairbrush is "A delicate, tarnishing silver hairbrush that sits on the nightstand." The doctor's kit is in the Bedroom. The doctor's kit is an openable and closed container. The doctor's kit contains a ripped slip of paper. The description of the ripped slip of paper is "Written in slanted cursive, the paper reads, 'Look at the bigger picture.'" The doctor's kit contains a bandage. The description of the doctor's kit is "A rosewood container, with a deep maroon hue. There appears to be a subtle weight to it." The description of the bandage is "A roll of soft cotton bandage." The jewelry box is on the nightstand. The jewelry box is a closed openable container. The jewelry box can be pristine or opened. The jewelry box is pristine. The jewelry box contains crystal jewelry. The crystal jewelry is wearable. The description of the jewelry box is "A dainty little velvet box with a rich garnet rouge colour. The box is adorned with delicate silver embellishments, and you notice an incredible heft to it." The description of the crystal jewelry is "Delicate necklaces spill out like liquid gold, their chains tangled in a lover's quarrel of silver and white. Creamy and iridescent pearls nestle against jewels with various shades of red. At the centre of it all, you notice a large, blood-red ruby, its size and cuts almost resembling the chambers of a heart." Every turn: Instead of wearing crystal jewelry: say "You try to pick up the jewelry, but are only able to successfully pick out the crystal necklace adorned with the largest blood-red ruby. Don't think it's a bit tacky for you? Guess you'll wear anything, huh. You carefully adorn your bare neck with the heavy necklace."; now the player wears the crystal jewelry. Lazarus is a man. The description of Lazarus is "A tall and well-kept young man. His locks of hair are neatly slicked back, revealing his noble forehead. His golden hair glows with a warm radiance. He is dressed in a simple and light-collared shirt, a hazel suit vest layered on top, and earthy-toned trousers that taper neatly at his ankles." After opening the jewelry box when the jewelry box is pristine: say "A tall and well-kept young man enters your bedroom after a few knocks that you missed. You identify the handsome young man to be your fiance, Lazarus. His locks of hair are neatly slicked back, revealing his noble forehead. The sunlight pours through the window, catching his golden hair and making it glow with a warm radiance. He is dressed in a simple and light-collared shirt, a hazel suit vest layered on top, with earthy toned trousers that taper neatly at his ankles. Your gaze slowly lands on his hands, which bear faint traces of paint- small splatters of colour still lingering on his fingers. 'He must've enjoyed quite a painting session', you think to yourself. "; say "'My, you're awake!' he exclaims. His voice is slightly deeper than you had expected. 'Please don't feel the need to get up, you should still be resting my love. I'll be out in the garden for a bit, please find a maid if you need anything, or come and call for me. The roses just came in- they're beautiful. You should come see them when you're feeling up to it, alright?' The man carefully shuts the door, and makes his way out of the bedroom."; now the jewelry box is opened; The Bathroom is a room. "You step into your very own personal restroom. A spacious bathroom with mahogany-paneled floors, where steam still clings to the bevelled mirror from some long-ago bath. An elegant bathtub with gold embellishments lies on one side. The air carries whispers of sandalwood soap, and the fragrance of dried roses lingers in here as well. You notice nothing unusual in the bathroom. To the north is your bedroom." The mirror is in the Bathroom. The bathtub is in the Bathroom. The bathtub is fixed in place. The bathtub is an enterable container. The description of the bathtub is "A porcelain bathtub with gold accessories, and would be large enough to comfortably bathe in." Instead of examining the mirror: if the player is wearing the crystal jewelry: say "The dazzling necklace grabs your attention: the necklace blinds even yourself as you observe your own reflection. You notice your reflection holds a beat too long before following your movements, how unsettling... "; else: say "You notice your reflection holds a beat too long before following your movements, how unsettling..." The bathroom door is a closed door. The bathroom door is south of the Bedroom. The bathroom door is north of the Bathroom. The Parlour is a room. "You walk into an intimidatingly long hallway, and into a large parlour, otherwise referred to as a living room. The parlour is dimly lit, perhaps because of the early hour. The walls are a deep wine colour, and you can smell a faint tobacco scent. To the southwest is the library, to the southeast is the armoury, west is the kitchen, northwest is the dining room, north is the garden, and upstairs is your room." The Parlour is south of the Garden. The Parlour is southeast of the Dining Room. The Parlour is east of the Kitchen. The fireplace is in the Parlour. The fireplace is a supporter. The fireplace is fixed in place. The description of the fireplace is "A black marble hearth dominates the wall, its mantel decorated with gold ashes clinging to the iron grate. Inside, there are piles of dead branches, swallowed by the heat of the roaring flames." The paper note is an object. The paper note is on the fireplace. Instead of examining the paper note when the paper note is on the fireplace: say "You take a closer look, and notice a piece of paper on the edge of the grate, about to fall into the flames. The edges begin to curl and blacken- you quickly cock your head forward, without getting too close to the flame, and carefully retrieve the paper note. You attempt to read the text on the paper, however it is much too small to uncover the words."; Instead of examining the paper note when player does not wear the reading glasses: say "You attempt to read the text on the paper, however it is much too small to uncover the words. Need a better prescription, huh."; Instead of examining the paper note when player does wear the reading glasses: say "The glasses magnify the text just enough so that you can view the contents. The paper contains what appears to be two journal entries: Journal Entry #1035: 'The last girl escaped. I don't know how, but I will carefully look over the book of 'burned text' for the answer.' Journal Entry #1036: 'I've found the answer at last! If only I knew where... I suppose I will have no choice but to try harder with the new girl...'"; The Library is a room. "You enter a spacious library, where towering shelves stretch from floor to ceiling, packed with leather-bound books and stacks of parchments. The scent of old paper mingles with the faint perfume of pipe smoke or aged wood. A velvet armchair rests near the fireplace, its cushions slightly indented, as if someone had only just risen from a long, thoughtful read. Dust dances in the golden light that filters through the heavy drapes. To the northeast is the parlour, and Lazurus’ bedroom is to the south." There is a shelf in the library. The shelf is fixed in place. The shelf is a supporter. The description of the shelf is "A tall, dark walnut shelf stretches up the wall, each level with neatly arranged volumes bound in cracked leather and gold or silver lettering." The reading glasses are on the shelf. The reading glasses are wearable. The description of the reading glasses is "A pair of delicate yet well-structured glasses rest on the shelf. Their thin silver frames slightly bent with age. The lenses catch the lamplight, casting slight faint ovals on the polished wood beneath it." The Kitchen is a room. "The kitchen exudes a quiet, timeworn charm. Copper pots hang from a wrought-iron rack above a scarred wooden island, their surfaces darkened with years of use. The kitchen still holds the warmth of a recently banked fire, and the scent of bread lingers in the air, mingled with dried herbs strung above the windows like garlands. To the east is the Parlour, and to the west is the Maid’s room. The Dining Room is to the northeast." The Kitchen is west of the Parlour. The Kitchen is east of the Maid's Room. The Kitchen is southwest of the Dining Room. The refrigerator is in the Kitchen. The refrigerator is a closed openable container. The description of the refrigerator is "A large- refrigerator? You think to yourself about how lacking in advancement the other technology in the manor is." The kitchen counter is in the Kitchen. The kitchen counter is a supporter. The description of the kitchen counter is "The kitchen counter is a long slab of polished marble, veined with subtle greys and faint hints of green. A glass iron fruit bowl sits at one end, filled with slightly overripe pears and apples. Copper pots hang nearby, catching glints of light from the tall window." The knife is on the kitchen counter. The description of the knife is "A knife with a steel blade connected to the handle in one whole body, slightly dulled from use. It has delicate carvings on the handle." The library door is a openable, closed, lockable, and locked door. The library door is southwest of the Parlour. The library door is north of the Library. The Fiance's Bathroom is a room. "You walk into a well-kept bathroom. Pale, antique tiles line the floor, and the scent of sandalwood and citrus lingers in the air, mingling with thin traces of paint and soap. You notice a curious singular floor tile that is out of place. To the west is Lazurus’ bedroom." The floor is a supporter. The floor is in the Fiance's Bathroom. The floor tile is on the floor. The floor tile is a container. The floor tile contains a book. The description of the book is "Dear Reader, If you are reading this, then it is already too late. And for that, I beg for your forgiveness. One day, you may come to understand why I did what I did—why I committed the crimes that now stain my name. Though you may doubt me, know this: I did try to resist the temptation. I truly did. But I am a weak man and time eroded my will. There was a time I believed myself to be noble—strong, even. A man of valor. Now I see the depth of my naivety. I did not know how bleak a repetitive life could be. For so many days, I lost count, I obsessed over this perfect, yet merciless world. I wondered how it could sustain itself for so long, unchanging, and unyielding. I spiraled into madness chasing answers that refused to come together. Until I touched the painting, I could not understand this world that follows no order. On a nameless, and otherwise insignificant morning, I came across a breathtaking painting. Like a moth to a flame, I was drawn in, enthralled by its beauty. Unable to resist the disparaging urge to touch the piece of art and soothe the itch of curiosity, I carefully glided my fingers over the piece. Or, they would have glided if the painting was dry. It was not. And that is when I realised the truth of this universe. Time resets everyday and that work of art that will never be finished. Don’t believe me? Touch it yourself. The paint never dries. You have likely begun to realize the truth: you are trapped. Just as I once was. There is only one way out. The same way I escaped. By choosing a new victim. I pray that by helping you free yourself, I may be redeemed, in part, for what I’ve done. What follows is not easy to read. I’m sorry for the horror I will be inflicting onto you. Each new soul taken by this void awakens with no memory. They are yours now—to shape, to deceive, to use. They arrive without a heart. A heart that you must find. To escape, you must perform a horrible, horrible ritual. Take the heart, insert a candle into it, and set it alight. As the wax melts, it will flow through the hollow veins, reanimating the heart and summoning the power needed to return you to your world. But beware. You, too, are without a heart. And only one heart exists. Only one person escapes. Always in your heart, Prometheus ." Instead of opening floor tile when player does not have the knife: say "You carefully slip your fingers underneath the tile, and attempt to pry it open. Unluckily for you though, this requires some strength which you clearly lack. Perhaps a tool of some kind will help."; Instead of opening floor tile when player does have the knife: say "You successfully pry open the floor tile, uncovering a mysterious book lying beneath it. 'How curious', you think to yourself."; say "The book lying beneath the tile has the words ‘Guide to a Timeless World’ scrawled across it." The Armoury is up from the Basement. The description of the Armoury is "You walk into a room with rows of imposing suits of armour that line the stone walls, their polished surfaces gleaming dimly in the flickering torchlight. The air smells faintly of oil and dust, and the sound of your footsteps echoes far too loudly." A suit of medieval armour is a supporter in the Armoury. It is fixed in place. "A traditional knight's suit of armour stands to attention here, sword at its side." The Storage is a room. The armoury key is an object. The armoury key unlocks the armoury door. The description is "A rusty metal key with detailed engraving. It appears to be made of gold." The armoury key is in the Storage. A 1900s suit is a thing in the Armoury. The armoury door is a door. The armoury door is a openable, closed, lockable, and locked door. The armoury door is southeast of the Parlour and northwest of the armoury. The armoury door can be unlocked with the armoury key. Instead of examining the suit of medieval armour for the first time: say "You step closer to inspect the armour, and most are exactly what you'd expect- heavy plate, visors, chainmail. But then something cactches your eye..."; now the 1900s suit is described; say "One of the 'suits' isn't armour at all. It's a well-preserved wool suit from the early 1900s, complete with a vest and pocket watch chain. It looks wildly out of place here." Instead of examining the 1900s suit: say "The suit is strangely pristine, its fabric unblemished by dust or the passage of time. Whoever wore this clearly didn't belong to this era- or room." Instead of wearing the suit of armour: say "You attempt to pick up the armour, but it is much too heavy for you. You haven't been working out much lately, huh.." Using is an action applying to one thing. Understand "use [something]" as using. The Maid's Room is west of the Kitchen. The Maid's Room is down from the Attic. "You walk into a dark, small room filled with rows of beds and are hit with the stench of dirty mop water and mouldy food. The maid from earlier is sitting on the bed closest to the door. There is a bleeding wound on her forehead and a pained look in her eyes. To the east is the kitchen." Instead of going up from the Maid's Room when the ladder is in the Storage: say "You can't reach the ceiling." Instead of going up from the Maid's Room when the ladder is in the Maid's Room: say "You climb up the ladder, making sure each step is light as a feather."; move the player to the Sky Parlour AKA Attic. The ladder is an object. The description is "An old, creaky ladder. You doubt it's even safe to use, but YOLO." The ladder is in the Storage. The maid is a woman in the Maid's Room. Instead of examining the maid: say "As you inch closer to the maid, you discover her wound is bleeding more profusely than you had thought. If only you could somehow help her..." Instead of giving the bandage to the maid: say "You apply the bandage you got from the doctor's kit on her wound. The maid looks up gratefully. 'Thank you, my lady. Hey, you know what? As a token of my gratitude, here is a key to the armoury. Get yourself something of value, wink wink. Feel free to ask me about anything if you need me.' She reaches her hands out with the key in her palms, waiting for you to take it."; now the armoury key is in the Maid's Room. Talking to is an action applying to one visible thing. Understand "talk to [someone]" as talking to. Instead of talking to the maid: say "'I'm sorry my lady, but I have to do the laundry, mop the floors, set up the table, sweep the hearth of the fireplace... Let me know if there is an emergency though, I'd always make time for that.'" Understand "map" or "the map" or "attic" or "the attic" or "ladder" or "the ladder" or "markings" or "the markings" as "[map topic]". Instead of asking the maid about "[map topic]": say "'Ah, you're a clever one aren't you? Well, the rat's out of the bag. The ladder is right here. The attic is a bit dirty, though... we've been too scared to go up, so we just never reminded the Master of its existence.' After she spoke to you, she stepped on a stool and pulled down a ladder from the ceiling."; now the ladder is in the Maid's Room. A worn-out mat is in the Maid's Room. The worn-out mat is fixed in place. The description is "A mat so small it only covers a bit of the room." Instead of looking under the mat when the candle is unlit: say "The mat must have been here for a while, because the heavy smell of mildew suffocated you as you lift the mat with a finger. Too bad its too dark in the room for you to discover anything of interest." Instead of looking under the mat when the candle is lit: say "You carefully lift the mat with your pinky as you hold the candle closer to the ground. There are two marks on the ground, about half an arm's length apart. It appears to have been created by the friction of something against the floor." A half-eaten cookie is in the Maid's Room. The cookie is edible. A clock is in the Maid's Room. Instead of eating the half-eaten cookie in the presence of the maid: say "The maid is sad because you've eaten her cookie." The Dining Room is northeast of the Kitchen. The Dining Room is northwest of the Parlor. The Dining Room is south of the Ballroom. "The dining room clearly serves its purpose, as its grandiosity delivers a feast to your eyes. A long mahogany table dominates the room, long enough to seat a small army, with at least 20 or so chairs around it. From the ceiling dangles a proud chandelier, which swings slightly as if greeting you. The walls are adorned with a rich red wallpaper, and the windows are dressed in satin curtains. To the southwest is the kitchen, the southeast is the parlor, and the north is the ballroom." The table is here. The description is "A grand mahogany table stretching as far as the eye can see." It is fixed in place. The head chair is here. The description is "A beautiful velvet chair for the head of the household. Hanging from the back is a leather trench coat." A candle is on the table. The description is "A long, skinny candle on top of a candlestick. It looks unused - the maids probably place a new one every morning to prepare for the evening." A candle can be unlit or lit. The candle is unlit. Instead of burning the candle when the player does not have a lighter: say "You try to light the candle by blowing on it. Did you not listen in science class? You can't set fire to things that way!" Instead of burning the candle when the player does have a lighter: say "It takes a few minutes to figure out how to use such an old lighter, but you managed anyway. You lit the candle, holding it carefully to protect its delicate spark."; now the candle is lit. After burning the candle: now the printed name of the candle is "lit candle". A platter of fruits is on the table. The description is "Just a decorative platter of fruits. What, have you never been in a mansion before?" A trench coat is on the head chair. The description is "A heavy, beige trench coat. Something seems to clink when you lift it off the chair." The wooden key is an object. The description is "A large wooden key. On its side, there is a quote from a novel you forgot the name of." The wooden key is in the Storage. The wooden key unlocks the library door. Instead of searching the trench coat: say "You check every pocket of the heavy coat, until you finally discover a small wooden key."; now the wooden key is in the Dining Room. The Ballroom is a room. The Ballroom is north of the Dining Room. The Ballroom is northwest of the Garden. "You step foot into a vast, exquisite room three times the size of the dining room. The polished marble floor stretches our beneath your feet, and faded gold clings to the high walls, curling like ivy around towering arched windows draped in heavy velvet. The air carries a faint perfume of roses, and something powdery- like the forgotten cologne lingering in the room. Every step you take echoes as your heels meet the floor. To the southeast is the garden and to the south is the dining room." A rose is a thing. The description is "A bloomed rose with deep crimson petals. Its layers are soft and velvety, curling inward with delicate precision. As you lean in, the subtle, sweet fragrance fills the air. A closer look reveals the fine detail of the pollen, which causes you to sneeze when you inhale for too long. Better drop the rose." Instead of dropping the rose: say "Just because the rose may prick your fingers and make you sneeze doesn't necessarily mean it's harmful. Oh well, I guess you're too lazy to pick it up again anyway."; continue the action. Instead of eating the rose: say “Oh… was today’s breakfast not enough for you? Albeit its sweet smell, this is a flower, not your dessert.” The rose is in the Storage. The flower pot is in the Ballroom. The description is "A beautiful china vase." Instead of examining the flower pot for the first time: now the rose is in the Ballroom.; say "As you move closer to admire the florals, a delicate rose falls to your feet." The butler is a person. The butler is in the Library. The description is "A tall man, maybe around the age of 60." Instead of kissing the butler: say "Oh... I have a wife and kids at home my lady... Please don't subject me to this." The Fiance's bedroom door is a door. The Fiance's bedroom door is closed and locked. "There is a door in between you and the bedroom." The Fiance's bedroom door is north of the Fiance's Chamber and south of the Library. The description is "A door that doesn't seem to be locked. Try entering it?" Instead of entering Fiance's Chamber when the Fiance's bedroom door is locked: say "You try to approach your fiance's bedroom, but the butler stops you outside of the door." Instead of going south from the Library when the Fiance's bedroom door is locked: say "You try to approach your fiance's bedroom, but the butler stops you outside of the door." Instead of giving the rose to the butler: say "You hastily shove the rose in the butler's face, causing his spring allergies to act up. He quickly excuses himself, coughing furiously while running away."; now the butler is in the Storage.; now the Fiance's bedroom door is unlocked. The Fiance's Chamber is a room. "An over-the-top room with expensive taste but no personality. A massive king sized bed takes center stage, its silky sheets tempting you to steal some to bring home. To the east is Lazarus’ bathroom." The closet is a closed openable container in the Fiance's Chamber. The description is "A large, ornate closet, no doubt filled with impeccably tailored suits." Inside the closet are the pair of gloves. The pair of gloves are wearable. The description is "A pair of dark leather gloves." After wearing the gloves: say "The gloves are much warmer than expected. You could really use this against the chilly weather back home." The bedside table is here. The description is "A tiny table with an alarm clock, lamp, and a drawer." The drawer is in the bedside table. The drawer is an openable container. The drawer is closed. Inside the drawer is a lighter. The description is "A small, ornate contraption made of polished brass. Instead of a modern flint wheel, it features a wick and a tiny fuel reservoir." The painting is in the Fiance's Chamber. The description is "A beautiful oil painting of the manor. It seems slightly off-center. Maybe it's new, because some paint stains your hands when you accidentally brush past it." Instead of smelling the painting: say "You feel overwhelmed at how strong the paint thinner smells mixed with pungent fresh oil paint as you move a step closer. Maybe listening to your chemistry teacher and using the wafting technique would have prevented this." The secret passage is a door. The secret passage is closed and locked. It is west of the Fiance's Chamber and east of the Fiance's Office. The secret passage can be hidden or unhidden. The secret passage is hidden. Instead of touching or taking the painting: now the secret passage is unhidden; now the secret passage is unlocked; now the secret passage is open; say "You set the heavy painting on the floor and notice a secret passage!" Instead of entering the secret passage: move the player to the Fiance's Office. The Fiance's Office is a room. "You rest your eyes on a dimly lit room filled with the scent of ink and paper. The walls are lined with oak wood bookshelves, making no space for windows. To your left, you notice a large, polished desk. Surrounding it is a sea of crumpled papers. To the east is Lazurus’ bedroom." The desk is in the Fiance's Office. A pile of notes are in the Fiance's Office. The description is "You randomly pick up some papers from the large crumpled pile on the floor. They appear to be diary entries: ENTRY #100 It has been 100 days since I got stuck in this world... I can't go back... can I? ENTRY #304 304 days.. wow. I don't even know what year it is anymore. 1954? That doesn't seem right. No, I must forget about MY world. It is now the 1800s. ENTRY #423 Maybe I shouldn't have commissioned that painting. It seems the paint will never dry as the time never passes..." Instead of entering the secret passage: move the player to the Fiance's Chamber. The Sky Parlour AKA Attic is a room. The description of the Sky Parlour AKA Attic is "A beautiful garden in the shape of a heart. At the center of the heart is a water fountain that emits a faint but strangely sinister red glow. Down the ladder is the maid’s room." The Sky Parlour AKA Attic is up from the Maid's Room. The window is in the Sky Parlour AKA Attic. The window is scenery. The description of the window is "You look out the window, and see a beautiful garden in the shape of a heart. At the center of the heart is a water fountain that emits a faint but strangely sinister red glow." The pocket watch is an object. The description of the pocket watch is "A small and weighty brass pocket watch, etched with swirling, delicate details. A faint ticking pulses beneath your fingertips, steady and persistent- like a heartbeat. When opened, the face reveals tarnished Roman numerals, and the hands seem to hesitate for just a moment, almost as if time itself is uncertain." The pocket watch is in the Sky Parlour AKA Attic. "You are in the sky parlour. There is a pocket watch on the floor. The room is surprisingly clean for a place that hasn't been used in supposedly years. Even the window is perfectly speckless." The Garden is a room. "You are in a lush garden. There is a grand stone fountain standing at its center. It is a beautifully carved fountain. Its water shimmers iridescently and sways against the knobs of the fountain. The scent of flowers lingers in the air. To the northeast is the garden shed and to the northwest is the ballroom." The flowers are a thing in the Garden. The description is "Clusters of vibrant blossoms sway gently in the breeze. Their colors are almost too vivid, as if painted on by some unseen hand. Their scent is sweet, but carries a faint undercurrent of decay, like something beautiful hiding a darker truth." After taking the flowers: say "As you pluck the flowers, the petals shudder as if alive. You feel a jolt in your chest, but it quickly fades." The fountain is in the Garden. The fountain is fixed in place. The four knobs are part of the fountain. The knobs can be turned or unturned. The knobs are unturned. Instead of touching the fountain when the player wears the gloves: say "You dip a gloved hand into the water. It feels strangely warm.". Instead of touching the fountain: say "The water stings as you touch it. Perhaps protection is needed.". Instead of turning the knobs when the player wears the gloves: now the knobs are turned; say "You turn all four knobs. The fountain rumbles and shifts, revealing something in the center—a heart, pulsating with an unnatural glow."; now the heart is in the Garden; now Lazarus is in the Garden; say "Lazarus puts his hand on your shoulder and thanks you. You jump, and spin around to see him holding a knife in his left hand. Smiling, he says, 'You are brilliant. I’ve been here for millennia, fought and struggled every day, seen a thousand fall, yet, I have never made it this far. Your only mistake was trusting too easily. Hand over the heart.'". The knife is an object. Instead of attacking Lazarus: if the player is carrying the knife: say "You raise the knife to defend yourself, but as you do, you trip over your own feet and accidentally stab yourself. The world around you spins and fades."; end the story saying "Ending A: You die from your wound. Lazarus remains trapped, screaming in frustration."; else: say "You try to attack Lazarus, but without a weapon, you are easily overpowered. You die from humiliation."; end the story saying "Ending X: Lazarus annihilates your pride and your life comes to an end."; Instead of giving the heart to Lazarus: say "You hand the pulsating heart to Lazarus. He smirks and walks away, leaving you trapped forever in his place."; end the story saying "Ending B: Lazarus escapes, and you are left behind, trapped in the mansion for eternity."; Instead of using the pocket watch: if the player is carrying the heart and the player is carrying the lighter and the player is carrying the candle: say "You hold the pocket watch and press the button, freezing time around you. Quickly, you light the candle and stab it into the heart."; say "The heart pulses and the world shifts. Suddenly, you find yourself outside the mansion, the eerie silence of the garden fading behind you."; say "Lazarus, still trapped in time, rages helplessly within the mansion, knowing he will never escape."; end the story saying "Ending C: You successfully escape the mansion, and Lazarus is left to face his fate."; else: say "You need the heart, the lighter, and the candle to use the pocket watch. Without them, the watch remains useless."; Instead of turning the knobs: say "The knobs won’t budge with your bare hands.". The heart is a thing. "A pulsating, otherworldly heart, glowing with an eerie light." The Garden Shed is a room. "An old wooden shed, its door slightly ajar. Various tools and objects are scattered around, some forgotten and covered in dust, others still sharp and ready for use. To the southwest is the garden." The shed door is an openable, closed, lockable, and locked door. It is east of the Garden Shed and west of the Garden. The description is "A sturdy wooden door with a rusty lock." Instead of attacking the shed door when the player carrying the sledgehammer: say "You swing the sledgehammer at the lock. With a loud crack, the lock breaks and the door creaks open."; now the shed door is open. Instead of opening the shed door: say "The lock is too strong to open by hand. Maybe there's something heavy enough to break it.". The map is an object. The map is inside the Garden Shed. The description is "A tattered map hidden beneath various tools. It reveals the existence of a Sky Parlour, though you do not yet know how to access it." Instead of taking the map: say "You take the map, carefully inspecting its faded markings. A Sky Parlour? Perhaps there's more to this mansion than you first thought.". The Basement is north of the Garden. The Basement is a room. "A dimly lit basement with a damp, musty scent. The air feels heavy, and shadows dance across the cracked stone walls. A dirty black door stands ominously in the corner, with a red-painted sign that reads 'DON’T ENTER.' A small barred window is set high into the wall, too high for you to see through. Upstairs is the armoury and to the south is the forbidden room." The sledgehammer is a thing in the Basement. "A heavy sledgehammer, its handle worn from use. This might be useful for breaking something." The tear-stained note is in the Basement. The description is "A crumpled note, the ink smudged in places as if wet hands had held it too long. Journal Entry #1119: She deserved it. She deserved it. I am a good person. I am a good person.'" The dirty black door is a door. It is south of the Basement and north of the Forbidden Room. The description of the dirty black door is "A solid, filthy door with a crude message painted in red: 'DON’T ENTER.' The wood looks old, but the lock seems sturdy." The barred window is scenery in the Basement. The description is "A small, grimy window with thick iron bars. It's set too high up for you to see through." Instead of opening the dirty black door: say "A chill runs down your spine. The door is locked, but something about it makes you uneasy." Instead of examining the barred window: say "You try to peer through, but it’s too high up. The darkness beyond it feels unsettling." The Forbidden Room is a room. "The air is thick and putrid. Bones are scattered across the floor, stripped clean of flesh. The moment you step inside, the door clicks shut behind you." The pile of bones is in the Forbidden Room. "A heap of human remains, cracked and splintered." Instead of attacking the dirty black door when the player carrying the sledgehammer: say "You swing the sledgehammer at the door. It shudders, the wood splintering slightly. After several more hits, the door bursts open."; now the dirty black door is open. Instead of going north from the Basement: say "The door clicks and locks behind you. Lazarus, on the other side, chuckles bitterly. 'Don’t you know curiosity killed the cat? Why did you enter? Now you ruined it for both of us.' His footsteps fade as he walks away, never returning."; say "Days pass. Hunger gnaws at you. Your mind fractures. Desperate, you claw at your own chest. Pain floods your senses as your trembling fingers tear into your flesh."; say "You go mad and try to eat your own heart. Darkness overtakes you as you bleed out, impaled by your own hand."; end the story saying "You died, consumed by your own madness."