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Escape from the Grimwoods
by
Ella Zhou
Played 443 times
View game source
(spoilers!)
Download the
.z8 file
Source Code
The grimwoods is a room. The grimwoods are east of the wood door. “You are an alchemist who has sworn loyalty to the Witch of the Grimwoods. Most recently, you disobeyed her order to poison your tribe's chief. Whether your betrayal was intended or not, she doesn't care. Today, she has called you to meet her in her sitting room for a ‘surprise’. How reassuring. You are east of the witch’s hut." The teleportation crystal is an object in the grimwoods. “You leave an electric blue teleportation crystal on a tree stump near the house. You used this crystal to get here. If you pick it up, you can use it to go back home.” After taking the teleportation crystal: say “This can’t be happening. You can’t deal with this; this is all too much. You snatch the teleportation crystal and go back home. You anxiously wait, but nothing happens. Not until midnight. That sleep was truly your last one. The next day, people surround your torso, your muscles look torn, and your blood gleams under the morning sun. Your eyes are eerily open and heavily glossed over as if you’re simply zoning out. They never find your legs, and they never will.[paragraph break]Ending 2: A coward’s way out.”; end the game in death. The wood door is a closed door. The wood door is west of the grimwoods. The sitting room is a room. The sitting room is west of the wood door, south of the brewery and east of the greenhouse.“[if the sitting room is unvisited] You have entered the sitting room. The familiar red drapery strung on oak walls greets you with a comforting sight from days spent languorously experimenting with chemical formulas. Everything is where it’s meant to be; there’s nothing out of place. You shiver, wondering what the witch has in store for you. Speaking of the witch, where is she? [paragraph break]Northwards, you can see your old workshop, the brewery. To the east is the grimwoods path you entered the hut from. To the west, the bitter grass-like scent of the greenhouse greets you. From the south, rays of sunshine pour into the sitting room from the library’s stained skylights. There’s a staircase leading to a dungeon-esque area below you.[end if][if the sitting room is visited] You are in the sitting room. Maybe you can find something useful here? [paragraph break]Northwards, you can see your old workshop, the brewery. To the east is the grimwoods path you entered the hut from. To the west, the bitter grass-like scent of the greenhouse greets you. From the south, rays of sunshine pour into the sitting room from the library’s stained skylights. There’s a staircase leading to a dungeon-esque area below you.[end if]“ The ominous notes table is a supporter in the sitting room. “In front of the couch, an ebony table has been set up. It used to be called the coffee table, but the witch has taken to leaving threats for her subordinates on it.” The note is on the ominous notes table. The description of the note is “The note reads: Disgraceful. You disregard clear instructions, leave your friend defenceless, then have the gall to think you can get off scot-free? It seems loyalty simply isn't in your blood. Very well, I've prepared a task for you, dear alchemist. Brew a vial of ‘Nightshade’s Final Rest’ to kill your friend before midnight, or I’ll have both of your heads on a mantle to set an example. (Mags should be in the jail cell below the sitting room. You should go check if they’re alright.)” The couch is in the sitting room. “[if the sitting room is unvisited]There is a comfy red couch, but now’s not the time for sitting.[end if]” The description of the couch is “This is the couch you used to come up with ideas for new potions on. Other than its softness, there’s nothing special about it.” Instead of eating the couch: Say “..It’s probably over a century old. Yuck.” The vase is a container in the sitting room. “There is a vase next to the couch. You planted moon sage in it years ago.” The moon sage is in the vase. The description of the vase is “The potted moon sage flowers all year at night. The old you thought it would make a nice touch to the sitting room. Now it just serves as a reminder for your limited time.” The description of moon sage is “Moon sage: silver leaves and pale violet flowers that are bioluminescent. It's a common ingredient in potions—could you make use of it?” The vase, the ominous notes table, and the couch are fixed in place in the sitting room. The servant is a person in the sitting room. The servant can be neutral, nervous, distressed, angry or grateful. “There’s a servant in the sitting room. She’s a young, petite elf girl, probably not even in her teens. You always see her around, but you’ve never spoken to her. She’s always seemed close to the witch, so maybe she knows where she is?” The description of the servant is “She has chestnut hair and forest green eyes. The tip of her ears are pointed and if you look closely you can see her eyes shimmering. She has been here for a long time, yet you don’t even know her name.” Talking to is an action applying to one visible thing. Understand "talk to [someone]" or “converse with [someone]” as talking to. Check talking to: say "[The noun] doesn't reply." Instead of talking to the servant: say "[one of]'Hey there,’ you whisper to the servant.[paragraph break] The servant flinches slightly. ‘Oh, Hi, uh. What brings you here today? Isn't today a day off for you?’ (Talk to her again to reply.)[or]You shrug a bit helplessly. ‘Well, the witch…’ you trail off.[paragraph break] The servant seems to get what you mean and winces slightly. ‘Ah. I forgot. She can be harsh sometimes, but I think she’s a good person deep inside. She gave me a job when no one else would, and now I can pay for my brother’s healthcare.'[or]You ignore her comment about the witch being a good person. 'I was meaning to ask you where she is?'[paragraph break]'Oh, sorry. I really can’t tell you,’ she stutters. [paragraph break] Maybe try asking her about the witch directly. [stopping]" Instead of asking the servant about "witch": Say "'I can’t tell you where she is.' the servant says nervously. Maybe if you bug her enough?”; now the servant is nervous. Instead of asking a nervous servant about "witch": Say “The servant mutters to herself, eyebrows furrowed in annoyance. 'It’ll be okay. Your brother will be fine as long as you do not tell the alchemist about the secret switch in the globe. Wait. Stop talking. I didn't mean that!' she panics before angrily scolding herself.”; now the servant is angry Instead of telling servant about "treasure sack": Say “‘I found a treasure sack in the jail cell, I can’t reach it but I think you can, I know your family situation and I hope you can help your brother with the gold.’ you say [paragraph break] the servant runs to the jail cell, and shortly after she comes back. [paragraph break]’Thank you, thank you, this is enough for my brother’s surgery, I don’t have to work for the witch anymore! Oh! Before I go, let me tell you about the key. Actually, it’s kind of a sad story. The gerbil passed away a month after the beastmaster, Harold, left, so the witch thought it would be interesting if we just made a gerbil model. She hid the key inside.”; now the servant is off-stage. Instead of kissing the servant: Say “That's a bit pedophilic.” The library is a room. The library is south of the sitting room. “[if the library is unvisited]The library is the most spacious room in the hut. Tall wooden shelves line its long walls, and the skylights fill the room with sunshine. The whole room smells of oak, old paper, and ink. You don’t remember the specifics of some potions, maybe you could find something here?[paragraph break]To your north is the sitting room. It’s rather uncomfortable to read in the library, but the witch forbids you from bringing the books outside. Even more so now that you’ve gone and betrayed her.[end if][if the library is visited] You are back in the library, was there anything else you had to find?[paragraph break] To your north is the sitting room.[end if] ” The bookshelf of mysteries is a door. “The shelf of mystery is made of high-quality mahogany, and the sunlight pouring through the window only accentuates the rich red of the wood. This used to be one of your favourite shelves. Its books have stories from all around the world, about people you aspire to be. But nothing there would be useful to you now, not when you and your friend's lives are on the line.“ It is east of the library and west of the hallway. The bookshelf of mysteries is closed and not openable. The old globe is a closed openable container in the library. “An old globe sits in the centre of the room. The witch once said it was passed down to her by her grandmother.” A control panel is a device in the globe. "You see an ominous-looking control panel.” The old globe is fixed in place. The control panel is fixed in place. After switching on the panel: say "The bookshelf of mystery glides smoothly to the side, revealing a dark hallway to the east"; now the bookshelf of mysteries is open. After switching off the panel: say "The secret door closes again."; now the bookshelf of mysteries is closed. The bookshelf of poisons is a supporter in the library. “The bookshelf of poisons sits alone in the dark corner of the library. It’s one of your least favourites, mainly due to the late nights you spent trying to memorise each passage verbatim. The shelf is old, its gleam gone after the centuries it's been in headquarters, and runes are engraved into every inch. Your colleagues used to say that the bookshelf would curse any thieves that tried to steal from it.” The book of toxins is on the bookshelf of poisons. The description of the book of toxins is “Nightshade’s Final Rest: This potion accentuates the effects of deadly nightshade poisoning while making it extraordinarily painful. When consumed, the consumer will go through stages of extreme abdominal pain, hallucinations, bleeding out of all orifices, suffocation, then death. Be warned, as death is instant and there is no antidote. Ingredients: Dragon’s blood, nightshade berry, serpent grass. Instructions: Combine nightshade berries into a vial of dragon’s blood before adding the serpent grass. Note: I’ve heard that there is an identical non-lethal potion, so be careful not to fall for a fraud.” The guide of faking death is on the bookshelf of poisons. The description of the guide of faking death is “Something about running from superiors and tax evasion… this would be more useful if Mags weren’t locked in the dungeon.” The bookshelf of war is a supporter in the library. “[if the library is unvisited]The bookshelf of war, could this be useful? No. The witch isn’t even here and the time is ticking.[end if]” The explosives 101 is on the bookshelf of war. The description of explosives 101 is “Dragon’s breath’s use on the battlefield… A minced salamander's tail is used to spike people’s food to make them explode… When the product of moon sage combined with phoenix ashes is combined with wolf ferns, a bomb that is activated upon collision is created. I’m not sure if any of this is useful.” The murder of mages is on the bookshelf of war. “This is just a history book on different magic wars. I've heard that the witch used to fight in some of these… but that doesn't help my cause.” The cage is a closed openable container in the library. “There is a cage where our 9-tailed gerbil lives. The beast tamer took care of her before.” The description of the cage is “The beast tamer was the previous one to get a note on the ominous notes table, but now he’s been missing for months… in any case, no one cleans the gerbil's cage anymore, it sheds its tails so much that there seems to be a whole pile in the back.” The gerbil is a closed openable container in the cage. “The gerbil is curled up in a corner of the cage. Is it asleep?” The iron key is in the gerbil. “The iron key lay in the ‘stomach cavity’ of the gerbil ...well that was unexpected.” The gerbil’s tail is in the cage. The cage is fixed in place The gerbil is fixed in place The description of the gerbil’s tail is “It’s fuzzy, and not that old really. The stump looks a bit dry though… ugh, gross.” Instead of eating the gerbil’s tail: Say “Just the thought of eating it makes you gag.” The hallway is a room. The hallway is east of the bookshelf of mysteries. “[if the hallway is unvisited]A short corridor with a little flower vase nestled into a side alcove. The floorboards are sturdy and make no creak under your shoes. The witch dislikes disturbances, especially so close to her office. That must be why a massive iron door has sprung out of nowhere barring the office door. At least, hopefully, that’s the only reason.[paragraph break]To your west is the library. The bookshelf of mysteries prevents the sunlight from entering the dark hallway, but at least there’s a ceiling light in here. To your east is the witch’s office.[end if][if the hallway is visited]You have entered the hallway. The iron door stands steadfast, not moving an inch from where you left it. Guess it listens to orders better than you do.[paragraph break]To your west is the library. To your east is the witch’s office.[end if]” The employee information paper is in the hallway. “There is a paper tucked into the corner of the hallway. It seems to be related to the servant in the sitting room. Did the witch accidentally leave this out?” The description of the employee information paper is “Name: Vanessa Cell Occupation: Cleaning lady … some stuff about her salary and contract… Side note: Her deathly brother is in need of a large surgery and is currently on life support. Pay her just enough to maintain her loyalty, but not enough to cure her brother. It seems even a deep bond isn’t enough to keep people these days.” The iron door is a closed locked door. The iron key unlocks the iron door. The iron door is east of the hallway. The description of the iron door is "It's so thick that an explosion could go off and it still wouldn't budge." After opening the iron door: increase the score by 20; The witch's office is a room. The witch's office is south of the iron door. The witch is an object in the witch's office. The brewery is a room. The brewery is north of the sitting room. “[if the brewery is unvisited]You have entered the brewery. The musky smell of various different potion bases drifts around the room. An orange glow coats the walls in warmth and casts shadows under your various certificates and awards. This was your room, the one you were supposed to feel at ease at, but now that you’re here preparing a bloody kill, all you feel is disquiet.[paragraph break]To your south is the sitting room along with the ominous notes tables you never thought would hold a note addressed to you. Was it really your fault? Nobody answers your plea.[end if][if the brewery is visited]The stench of ingredients greets you once more as you enter the brewery. You have to get what you want here, and fast. Night is coming. [paragraph break]To your south is the sitting room.[end if]“ The desk is a supporter in the brewery. “[if the brewery is unvisited]The desk here was your workplace before.[end if]” The description of the desk is “You remember the countless nights you spent hunched over this desk as a rookie, trying to figure out new concoctions for the witch, who you thought to be an amazing woman, because who else would go out of their way to fund education for someone like you? What a naive child you were back then.” The elixir shelf is a supporter in the brewery. The description of the elixir shelf is “A collection of rare ingredients that couldn’t be grown in the greenhouse.” The stray paper is on the desk. “On your table lay some old research papers, you forgot what you wrote about.” The description of the stray paper is “Mock nightshade’s final rest: Through some testing, I’ve discovered that if you combine knight’s sorrel and dragon’s blood, a potion of illness will appear. Combining the potion of illness with a gerbil’s tail will result in a potion that is virtually identical to nightshade's final rest. This is just a note that has no use, but I do find it interesting how a non-lethal potion can look the same as a poison.” The container of phoenix ashes is on the desk. The description of the container of phoenix ashes is “The magic energy of a hundred fiery rebirths of a phoenix all collected in a container smaller than your thumb. The eternal bright orange glow provided lighting for this room during the night. The essence is ancient. What would anyone use it for?” Understand “phoenix ashes”, "ashes" and “phoenix” as container of phoenix ashes. The vial of dragon’s blood is on the elixir shelf. The description of the vial of dragon’s blood is “A vial of the richest void-purple dragon’s blood. The most costly as well—in both money and lives.” Understand “dragons blood”, “dragon’s blood” and “vial of dragon's blood” as vial of dragon’s blood. The potion of hallucinations is a thing Nightshade’s Final Rest is a thing The potion of neutrality is a thing Mock Nightshade is a thing The potion of luminescence is a thing Phoenix’s Rebirth is a thing Combining it with is an action applying to two things. Understand "combine [something] with [something]" as combining it with. After combining the vial of dragon's blood with the nightshade berries: say "The dragon’s blood greedily swallows the berries in a matter of seconds, and now it craves for the next ingredient. A potion of hallucinations has been brewed successfully and is now on the desk."; remove the noun from play; remove the second noun from play; now the potion of hallucinations is on the desk. After combining the nightshade berries with the vial of dragon's blood: say "The dragon’s blood greedily swallows the berries in a matter of seconds, and now it craves for the next ingredient. A potion of hallucinations has been brewed successfully and is now on the desk."; remove the noun from play; remove the second noun from play; now the potion of hallucinations is on the desk. After combining the potion of hallucinations with the serpent grass: say "The serpent grass thrashes violently in the potion of illness before dissolving into bubbling foam. Nightshade’s Final Rest has been brewed successfully and is now on the desk. Now all you have to do is give it to Mags."; remove the noun from play; remove the second noun from play; now Nightshade’s Final Rest is on the desk. After combining the serpent grass with the potion of hallucinations: say "The serpent grass thrashes violently in the potion of illness before dissolving into bubbling foam. Nightshade’s Final Rest has been brewed successfully and is now on the desk. Now all you have to do is give it to Mags."; remove the noun from play; remove the second noun from play; now Nightshade’s Final Rest is on the desk. After taking Nightshade’s Final Rest: Say “With a heavy heart, you pick up the vial and head to Mags’s jail cell. Your hands tremble at the thought of what you’re about to do, after all, Mags is a dear friend to you. But in the end, the witch was the one that raised you. She was the one that allowed you to become an alchemist, to become who you are today. Your first step into the jail cell locks your decision in. You’ve made up your mind. There’s no going back[paragraph break] ‘You’re back!’ Mags cheers, ‘I thought you left me for dead for a hot minute.’[paragraph break] ‘I would never abandon you!’ You lie through your teeth, and this time, the lump in your throat refuses to go down. ‘Here, drink this. It’s a ghost elixir, you’ll be able to pass through the cell bars.’[paragraph break] You pass the poison to Mags, your hands brushing for a split second before you jolt away at the contact. Mags grins, the tightness on their face dissipating. ‘Thanks. Between the two of us, you were always the better alchemist. I still remember how hard that elixir was to make.’ They take the poison.[paragraph break] ‘I’m so glad we’ll be okay. Both of us.’ A moment of uncertainty flashes across your mind.[paragraph break] ‘Mags, wait. Don’t drink-’[paragraph break] Mags tips the vial up, their adam's apple bobbing as you watch in horror. ‘?’ They tilt their head to the side. ‘What?-’[paragraph break] Mags falls to their knees and screams in agony, their mouth foams, and their eyes tear up wide with betrayal. Blood flows down their nose as they vomit all over the stone-cold flooring. Mag’s screaming is deafening and unreal, proof of your treacherous act, yet something inside you still believes that you would never harm them.[paragraph break] The witch appears behind you and strokes your hair. ‘Good job. Welcome back.’ Mags falls silent, but their voice still echoes in your head. This is a regret you’ll have to bring to your grave.[paragraph break]Ending 1: The cost of victory”; end the game in victory After combining the vial of dragon’s blood with the knight’s sorrel: say "The spinach-like like leaves are consumed by the dragon’s blood instantaneously like a ravenous monster. The potion of neutrality has been brewed successfully and is now on the desk."; remove the noun from play; remove the second noun from play; now the potion of neutrality is on the desk. After combining the knight's sorrel with the vial of dragon’s blood: say "The spinach-like like leaves are consumed by the dragon’s blood instantaneously like a ravenous monster. The potion of neutrality has been brewed successfully and is now on the desk."; remove the noun from play; remove the second noun from play; now the potion of neutrality is on the desk. After combining the potion of neutrality with the gerbil’s tail: say "The gerbil’s tail sinks to the bottom of the vial before disappearing into the void-purple fluid, satiating its hunger. Mock Nightshade has been brewed successfully and is now on the desk. You should probably take this to Mags, your time is almost up."; remove the noun from play; remove the second noun from play; now Mock Nightshade is on the desk. After combining the gerbil's tail with the potion of neutrality: say "The gerbil’s tail sinks to the bottom of the vial before disappearing into the void-purple fluid, satiating its hunger. Mock Nightshade has been brewed successfully and is now on the desk. You should probably take this to Mags, your time is almost up."; remove the noun from play; remove the second noun from play; now Mock Nightshade is on the desk. After taking Mock Nightshade: Say “You walk anxiously to the cell, but when you arrive, the witch is already there waiting for you, eyes glaring down at you like a hawk. ‘Just on time like always, my dear. I trust you brought it?’ Her tone raises at the end of her sentence. It stings, the reminder of her warranted lack of trust in you. Your hands shake as you pass the witch the Mock Nightshade.[paragraph break] Mags looks at you, confused. ‘What is she talking about?’[paragraph break] An eerie smile splits the witch’s face. ‘What I am talking about is the potion your friend made to kill you.’ Your gaze drifts to the floor. [paragraph break] Mags looks at you with horror in their doe-brown eyes.[paragraph break] ‘What, no! They wouldn’t do that!’[paragraph break] ‘Yes yes, they did…’ the witch says patiently. As if she understands how to calm Mags down. As if she was the one who spent countless late nights comforting Mags after their break-up and not you.[paragraph break] The witch opens the vial, giving the potion a look and then a sniff. But when the key moment arrives, her brows furrow.[paragraph break] ‘...or maybe not.’[paragraph break] She faces you with disdain in her eyes. [paragraph break] 'First disobeying my orders, now trying to trick me? My, you’re getting far too bold.’[paragraph break] She smashes the vial on the ground before your lowered gaze, letting you watch as your ultimate plan shatters into a million pieces.[paragraph break] ‘You think I didn't see your research? To think I trusted you, to think I thought you had potential,' she snarls.[paragraph break] The witch snaps her fingers, and in an instant, Mag’s head pops like a balloon, spraying their brains all over the cell and your clothes. No. No. This couldn’t be happening. You back away from the cell, eyes never leaving Mag’s broken body splattered on the floor. [paragraph break] ‘Welcome home,’ she declares coldly.[paragraph break] You scream as pain ripples through your body. [paragraph break] But as the hours go by, you find yourself thinking that you had no regrets. The witch was wrong. You were loyal, just not to her. [paragraph break]Ending 5: Loyal to the end” ; end the game in death After combining the container of phoenix ashes with the moon sage: say "The phoenix ashes envelop the moon sage desperately, as if trying to absorb its light. The potion of luminescence has been brewed successfully and is now on the desk.."; remove the noun from play; remove the second noun from play; now the potion of luminescence is on the desk. After combining the moon sage with the container of phoenix ashes: say "The phoenix ashes envelop the moon sage desperately, as if trying to absorb its light. The potion of luminescence has been brewed successfully and is now on the desk.."; remove the noun from play; remove the second noun from play; now the potion of luminescence is on the desk. After combining the potion of luminescence with the wolf ferns: say "In the unfamiliar environment, the wolf ferns group together to form a pack, allowing the glowing gel-like substance to form a protective layer around the flammable insides. Phoenix’s Rebirth has been brewed successfully and is now on the desk."; remove the noun from play; remove the second noun from play; now the Phoenix’s Rebirth is on the desk. After combining the wolf ferns with the potion of luminescence: say "In the unfamiliar environment, the wolf ferns group together to form a pack, allowing the glowing gel-like substance to form a protective layer around the flammable insides. Phoenix’s Rebirth has been brewed successfully and is now on the desk."; remove the noun from play; remove the second noun from play; now the Phoenix’s Rebirth is on the desk. After taking the Phoenix's Rebirth for the first time: say “You have one of the world’s strongest explosives.”; Award 10 points. After dropping the Phoenix's Rebirth: say “You feel like the world slows as the bomb collides with the ground, for a second you feel intense pain, then nothing. Was it worth it?[paragraph break]Ending 4: Suicidal maniac”; end the game in death The greenhouse is west of the sitting room. The greenhouse is a room. “[if the greenhouse is unvisited]In the daytime, the glass walls of the greenhouse gleam as if dancing in the sunlight. From the outside, nobody would suspect it to house such dangerous flora. The younger you didn’t, at least. Maybe that’s how the situation escalated—a slow desensitisation towards death through using these herbs to kill rodents. Your tribe leader was just too big of a leap for you to make.[paragraph break]To your east is the sitting room, a place out of grasp from these deadly herbs.[end if][if the greenhouse is visited]You are now in the greenhouse. It’s getting dark out. You better hurry before you end up tripping on a patch of serpent grass.[paragraph break]To your east is the sitting room, a place out of grasp from these deadly herbs.[end if]” nightshade berries are in the greenhouse. The description of the nightshade berries is “The poisonous berries you were supposed to use to murder your tribe’s leader. It feels like ages ago that a little black berry shattered the livelihood you’ve built up to this point. Now it’s not just your life at its mercy, but your friend’s as well.” nightshade berries are edible. After eating nightshade berries: say “At first nothing happens, but then everything arrives suddenly. You see Mags dying on the ground, bleeding out, but when you go to save them, their face suddenly becomes that of the witch, whose neck turns all the way around with a sickening crack. She cackles an ear-piercing laugh, roaring with delight—she’s mocking you. It feels like something is twisting your intestines, trying to rip them right out of your body. You are in the hut, you are home, you are in the academy with Mags, you can’t tell anymore, everything is so disorienting. Your surroundings blur around you, you don’t feel your consciousness fade, you don’t feel anything. You have become one with the void.[paragraph break]Ending 6: Gluttony kills”; end the game in death knight’s sorrel is in the greenhouse. The description of the knight’s sorrel is "The thick, prickly leaves encircle the inner stems defensively, almost as if hiding a terrible secret. No worries, they’re harmless in every way aside from appearance.” Understand "knights sorrel" as knight's sorrel. wolf ferns are in the greenhouse. The description of the wolf ferns is “It's named for its tendency to fence off large areas with its almost invasive speed of flammable growth. Fortunately, the witch takes good care of her garden.” serpent grass is in the greenhouse. The description of the serpent grass is “Tall grass that ensnares anything within its grasp, including internal organs if not dissolved in potions correctly. Be careful when harvesting it, you don’t want a repeat of last time.” Serpent grass is edible. After eating serpent grass: say “You don’t know what comes over you as you take a large bite of the grass. On its way down, you can feel it tearing apart your throat. You gag and cough, blood spraying from your mouth as you stick two fingers down your throat to vomit it back up. ‘What was I thinking?' is your final thought as your world descends to darkness.[paragraph break]Ending 7: Gluttony kills”; end the game in death The jail cell is below the sitting room. The jail cell is a room. “[if the jail cell is unvisited] The stone walls are cold and the bars of the cell are steady. You seem to have entered the jail cell containing your missing friend, but they are still knocked out; maybe come back later? [end if][if the jail cell is visited] Your friend is awake and murmuring about a treasure sack they found in a vault behind the wall. They flinch upon hearing your footsteps but calm down once they recognize you. [end if]" The vault, the wall, and the cell bars are fixed in place in the jail cell. Mags is a person in the jail cell. Mags can be upset, encouraged, or afraid. The description of Mags is “Their eyes are wide and unfocused. Could you really bring yourself to kill them?” The vault is in the jail cell. The description of the vault is “It is a sturdy metal vault with a broken rusty lock hanging off the handle.” Instead of asking Mags about "treasure sack": say “‘None of our arms are slender enough to pass the sack through the bars. If only there was a potion to revert our bodies back to a child-like form. Then I’d be able to slip out of here easy-peasy. Sadly, such a thing is impossible with our current knowledge. We'll just have to figure something up then.'” Instead of asking Mags about "vault": say “'As soon as I awakened, I seized the rusted lock in a panic. I was terrified when it shattered since I thought the witch would be furious! Now that I look back, maybe the lock was rusted for a reason. On the bright side, at least I found a treasure sack!'" Instead of telling Mags about "witch": say “'Oh, she’s left? If you can find a way to let me out, I’m sure we could make a run for it.'”; Now Mags is encouraged. Instead of asking Mags about "witch": say “'I don’t want to be here anymore. Please let me out.'”; Now Mags is afraid. Every turn when player is in the jail cell and Mags is afraid: say “Mags hesitantly gets up and walks around [one of]anxiously [or] timidly [as decreasingly likely outcomes]before curling up into a ball against [a random fixed in place thing which is in the location].” Every turn when player is in the jail cell and Mags is encouraged: say “Mags whispers an enthused chant: [one of]'You can do it! You can do it!'[or] 'Come on! We got this!'[or] 'Go, go, go!' [as decreasingly likely outcomes]” Every turn while in the witch’s office: if score is 30 begin; say “You burst into the witch’s office. She whirls around and stares at you in shock. [paragraph break] ‘What?-’ before she finishes, you throw the Phoenix's rebirth into her office and slam the door shut behind you. [paragraph break] The ground shakes as the bomb goes off, and your hands tremble from where they meet the iron door. When you turn around and re-open the door, you see the mess that the office has become. Rummaging around, you find the keys to the jail cell. You run to the jail cell immediately.[paragraph break] ‘Oh, you’re back?’ Mags asks.[paragraph break] A beaming smile spreads across your face as you gleefully exclaim, ‘look what I got!’ while shaking the keys in your hands. [paragraph break] Mag's expression matches yours in an instant as she squeals.[paragraph break] You quickly get Mags out of the horrid cell and the two of you leave the hut, hand in hand.[paragraph break] ‘What about the witch?’ Mags asks, a hint of concern in their voice.[paragraph break] You grin. ‘We won’t have to worry about her for a long time.’[paragraph break]Ending 3: A smile worth fighting for”; end the game in victory; end if. Every turn while in the witch’s office: if score is 20 begin; say “You burst into the witch’s office. She whirls around and stares at you in shock. [paragraph break] ‘How did you get in here?’[paragraph break] Crap, you didn’t think this through, she's much stronger than you, how would you even go against her now as you’re in her office?[paragraph break] ‘I- uh’[paragraph break] ‘You scheming little brat, did Vanessa tell you? Of course, she did, the rat!’[paragraph break] This is bad.[paragraph break] ‘Who’s Vanessa?’ Play dumb. She won’t notice.[paragraph break] ‘I don’t have time for this!’ the witch snarls ‘it seems like I have to do a cleansing.’ Your vision goes black. Dammit.[paragraph break]Ending 7: Reckless.”; end the game in death; end if.