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Damien
by
Anthony
Played 1,206 times
View game source
(spoilers!)
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.z8 file
Source Code
“Damien†by Anthony Chen and Yousif Mohamed Use no scoring. Use undo prevention. The player carries a compass. The compass is an object. When play begins: Say “You wake up. Everything is bright. Your eyes slowly adjust and so do your other senses. You breathe in the smells of the grass, the dirt, the plants, and the animals. The breeze feels cool as it blows across your face.†When play begins: Say “The realization hits you all of a sudden. Where am I? How did I get here? Who am I? You observe your surroundings. All around you are trees with huge trunks that reach what seem like hundreds of metres into the sky. The sky is painted with streaks of grey, foretelling a storm.†When play begins: say "Note: You should get used to using the save option. You will need it." When play begins: say "2nd Note: You might wanna drink water at certain places with water. Just telling you." When play begins: say "3rd Note: During combat you can attack entities using "attack [who you want to attack] with [weapon name]." The Forest is a room. "You check the pockets of the ragged pants that you are wearing. You are carrying nothing but a compass. Maybe you can use this to find your way around this forest... To your west, there is a dirt path. It curves and slithers around several trees, and you cannot see beyond it. The ground slopes upward to your northeast, and you see smoke in the distance, over the trees. The smoke is forming a thick, dark smog in the sky above it, but you can't make out much more. You will have to go closer." Instead of going northeast in The Forest: say "You decide to go towards the source of the smoke. However, after ascending the uphill climb, you come across a cliff. Below is a huge river with jagged rocks protruding throughout. You will need to find a way to cross the river." The River is a locked door. The River is northeast of The Forest and southwest of The River Shore. The description of the door is "[if the player is in The Forest]The river is very wide, around 50 metres in width. Tall, sharp rocks stick out of the fast-moving waters. Across from you, on the other side, is a small clearing of sand. Surrounding that is a forest similar to the one you are in right now.[end if] A wide river with very fast-moving water. You don't dare jump in for a swim, it could be dangerous.". " " A thing can be distant or near. A thing is normally near. Instead of doing anything other than examining to a distant thing: say "The smoke is too far away." The smoke is scenery in the Forest. “The smoke is thick and a murky grey colour. It seems like something or someone evil is stirring there.†Understand “smog†as the smoke. The smoke is distant. Instead of doing anything other than examining to a distant thing in The Forest: say "The trees are too far away." The trees are scenery in the Forest. “The trees extend their branches into the gloomy sky. Their trunks are covered in moss and small critters.†The trees are distant. Use brief room descriptions. The Path is west of the Forest. The Path is a room. “[if unvisited]You follow the dirt path. The trees around you seem to grow denser. Soon, you can barely see the sky through the mess of branches above you. You finally come to a crossroads in the path. The southwest path seems to have less trees. You see light at the end of the path and assume that it leads out of the forest. The northwest path is blocked by a tall wall of trees. You try to look through the wall, but all you can see is darkness.[end if]†The tall trees are scenery in The Path. "The trees in the path are similar to those from before. They do seem to have come closer together to one another though..." Understand "trees" as the tall trees. Instead of going north in The Underground Shortcut: say "It takes seemingly forever to make it out of the shortcut, but eventually you do see light emerging in the distance. Once you reach the opening, you crawl out and find yourself back in the familiar path that you were at before."; continue the action. Instead of going north in The Underground Shortcut: say "You return to the path, where the crossroads is. There is a path leading northwest, and one leading southwest."; continue the action.; Instead of going southeast in The Ashy Path: say "You return to the path, where the crossroads is. There is a path leading northwest, and one leading southwest."; continue the action.; Instead of going southwest in The Path: If the frost golem is dead: say "A large wall of fir trees blocks you from taking this path. You try to squeeze through them, with no avail."; stop the action.; otherwise: continue the action. Instead of going east in The Path: say “You look back at the way you came. However, to your astonishment, a huge wall of trees has grown right behind you. That wasn’t there before…†Instead of going northwest in The Path: if the frost golem is dead: say "To your surprise, the path to the northwest is no longer blocked off! You decide to take it."; continue the action.; otherwise: say "The path to the northwest is blocked by a large wall of trees. You wonder what is on the other side, and if you will be able to access it later."; stop the action. The Snowy Path is southwest of The Path. The Snowy Path is a room. “You decide to take the path to your left. As you progress, you notice that the trees are becoming more spread apart and less intimidating. Soon enough, all that surrounds you are large fir trees. They are covered by a thick layer of snow, and so is the path. Do you want to keep going southwest?†The fir trees are scenery in The Snowy Path. “The fir trees are covered in snow almost completely. You would stay here and admire them if it weren’t for the fact that your freezing in the snow.†Understand "trees" as fir trees. Instead of going northeast in the Snowy Path: say “You turn around and look at the path from which you came. Except… Where is the path? All that’s there is a large wall of fir trees.†Instead of saying yes in The Snowy Path: move the player to The Larger Snowy Path. Use brief room descriptions. The Larger Snowy Path is southwest of The Snowy Path. The Larger Snowy Path is a room. “You choose to continue. So, you keep making your way forward. The snow on the path is rising higher and higher. You notice that the path has widened significantly. What's that in the distance? You think you see a cave of some sort outside of the forest. Maybe you can find refuge there!" The old knife is an object in The Larger Snowy Path. The description of the knife is "The old knife is short and dull. It has rusted, most likely because of the snow. The handle looks used and dirty. The damage of the knife is max 5." Understand "knife" as the old knife. After taking the old knife: say "You take the rusty knife. It's getting colder. You realize that you aren't wearing anything besides a ragged shirt and a pair of jeans. Should you keep moving forward? You’re almost out of the forest." Instead of saying yes in The Larger Snowy Path: move the player to The Barren Field.; Use brief room descriptions. The Barren Field is southwest of The Larger Snowy Path. The Barren Field is a room. “No point in quitting now. Your shivering all over, but you’re determined to reach the cave. After some more walking, you finally make it out of the forest. In front of you lies a barren field of snow. The cave is right there, to the west! You’re going to finally get some rest!†Before going west in The Barren Field the first time: say “You use all the energy you have left to run to the cave. But wait… Why is there another cave to your left? You stop sprinting and take a closer look at it. This cave is covered in ice and does not look hospitable at all. Your body tells you to go to the first cave to the west, but your adventurer’s spirit tells you to check out the new cave to the south. Where do you want to go?...â€; stop the action. The caves are scenery in The Barren Field. "The cave to your west looks quite cozy and warm. The cave to your south looks similar to a dungeon made of ice, and you wonder what could lie within it." Understand "caverns" and "cave" and "lair" and "lairs" as the caves. The snow is scenery in The Barren Field. "You look at the snow. A thick layer of it covers the entire field, and reaches up to your ankles. It is a thick, heavy packing snow mixed with slush." The Spider’s Cavern is west of The Barren Field. The Spider’s Cavern is a room. “Your body aches and your head hurts from the cold. Maybe it would be best to get some rest first. You head in the direction of the first cave you saw, and by the time you get there, the snow is already above your knees. You enter the dark cave and immediately feel warmer. You take a look around. There are cobwebs everywhere, and to your horror, there is a skeleton lying on the wall of the cave. He is wearing a suit of armour and beside him is a shiny longsword.†The webs are scenery in The Spider’s Cavern. “The cobwebs are thick and ooze like slime. You don’t want to touch them.†The suit of armour is an object in The Spider’s Cavern. The suit of armour is scenery in The Spider's Cavern. “The suit of armour is a bit rusty. But it’s better than what your wearing now!†The longsword is an object in The Spider’s Cavern. The longsword is scenery in The Spider's Cavern. “The longsword looks very sharp. There is something written on the handle, but it is covered in spiderwebs.†The skeleton is scenery in The Spider's Cavern. "The skeleton gives the whole room an eerie feel. It is partially covered by cobwebs, and you see an assortment of insects crawling about it." Instead of taking the suit of armour: say “You step towards the suit of armour to take a closer look at it. However, you don’t notice the chasm directly below you until it’s too late! It was covered in cobwebs before and now your legs have sunk inside. You struggle with all your strength to climb out, but you are sinking much too fast. Suddenly, you feel something grab your left leg. Pain consumes you as a long pincer of some sort bites down into it and pulls you down. The last thing you see are the glowing eyes of a huge monster. Maybe it's a spider. You’ll never know.â€; end the story saying "You have died". Understand “take the armour†as taking. Instead of taking the longsword: say “You near the sword and reach out to pick it up carefully. Pain shoots through you and your arm is ripped off your body in a split second. Four blazing red eyes appear in the shadows of the cave. You scream out in agony and fear as the eight-legged monster scurries toward you.â€; end the story saying "You have died". Understand “take the sword†as taking. Instead of going east in The Spider's Cavern: say "You turn around to head out. Why is the cave exit covered in webbing now? You touch the web and immediately draw back your hand, cursing. The oozing web must have some kind of acid on it." Asking someone about something is speech. Telling someone about something is speech. Answering someone that something is speech. Asking someone for something is speech. Use brief room descriptions. The Glacial Entrance is south of The Barren Field. The Glacial Entrance is a room. "[if unvisited]As much as you want to take a rest from everything, something deep within you yearns for adventure. You feel the icy cave calling you, almost pleading for you to discover the inside. And your not about to ignore this feeling. You start running. As you get closer, you realize just how large the cave entrance was. It is probably twenty metres high, and on the snow leading to it are huge footprints fit for a giant. You notice a small figure lying at the foot of the entrance. Is he dead? You go closer and realize that he is breathing, but is bloody all over. He is quite short, and his facial features make him look like a grumpy old man.[end if]" A thing can be distant or near. A thing is normally near. The ice cave is scenery in The Glacial Entrance. “The entrance to the cave looms over you. You can feel the cold coming from within. You wonder what kind of creature you would meet inside.†Understand “ice lair†or “glacial entrance†as the ice cave. The ice cave is distant. The footsteps are scenery in The Glacial Entrance. "The footsteps in the snow are huge. What being could've made footprints that big?" Understand "footprints" as the footsteps. The shortcut is scenery in The Glacial Entrance. "The shortcut that Geoff was talking about appears to be a half-covered hole in the ground. Will it be safe to crawl through?" Understand "underground shortcut" as the shortcut. Instead of doing anything other than examining to a distant thing: say "The ice cave is too far away. Move closer." Geoff is a man in The Glacial Entrance. " ". The description of Geoff is "He has blood all over his face and his arms. He is quite short, but looks very strong. He wears a backpack and there is a long spear next to him." Talking to is an action applying to one visible thing. Understand "talk to [someone]" as talking. Instead of talking to Geoff: if the frost golem is alive: if the player carries the chainmail chestplate: say "He gives you a reassuring smile."; otherwise: say "'Hi, there,' you say unsurely. 'What’s your name?'[paragraph break]'Help… Me', he whispers as hard as he can.[paragraph break]'What happened?,' you ask him as you help him sit up. 'Who did this to you?'[paragraph break]He opens his blood-crusted eyes and takes a peek at you. His eyes slowly open and he stares at you for a whole minute in awe. 'You are Damien,' he sputters out. 'You are the Damien!'. [paragraph break]'Who is Damien?', you ask. ‘That’s my name?’ [paragraph break]He gets up suddenly with renewed strength and rummages through his backpack. He takes out a shiny chainmail chestplate. 'This will help you during the fight! Cohr is in the cave!'[paragraph break]’What do I do?’, you ask. [paragraph break]‘My name is Geoff. Cohr the frost golem has brought disaster upon my homelands and killed hundreds of my people, the dwarves! I’ll explain the rest later. Will you return our home back to us?' he asks."; otherwise: say "Geoff lies back on the side of the cave and ignores you." The chainmail chestplate is in The Glacial Entrance. "Wait… He is whispering something under his breath. Is he trying to talk to you?†Instead of saying yes in the Glacial Entrance: if the frost golem is alive: if the player carries the chainmail chestplate: say "He gives you an encouraging thumbs up and points toward the inside of the cave, where the frost golem is."; stop the action; otherwise: say "Geoff is overjoyed. 'I knew you would accept! You have our utmost respect and we will forever thank you for your good deeds. But remember, Cohr is powerful. It will take more than a strong will to defeat him. Here is the chainmail chestplate, wear it. Cohr's lair is within the cave. Just keep going south and you will see the huge structure of ice. Now go!'"; now player has the chainmail chestplate.; otherwise: say "You randomly say yes. Nobody replies. What did you expect???"; stop the action.; A shirt is a kind of thing. A shirt is always wearable. The chainmail chestplate is a shirt. The description is "A shiny, sturdy chainmail chestplate. It increases player hitpoints by 10." Instead of saying no in The Glacial Entrance: if the frost golem is alive: say "'But you're the almighty Damien! How could you refuse to help us!' he says with his mouth gaping open. Suddenly, long, sharp teeth emerge from his open mouth. His eyes turn some dark shades of purple and when he speaks, his voice comes out in a low, growling tone. 'Are you sure about your decision?' he asks. You try to respond, but you are too late. Your display of weakness has already angered Geoff, the king of the dwarves. He bares his full set of bloody dwarven teeth and, before you can even react, he lunges and bites down into your neck. You wonder why you didn't just agree, like you were supposed to."; end the story saying "You have died"; otherwise: say "You say no. Why would you say that? A huge being of shadows emerges from the forest. He's coming straight for you! You try to run away, but in seconds, the No Beast is upon you. That's what happens when you say no when your not supposed to..."; end the story saying "You have died" Use brief room descriptions. The Icy Lair is south of the Glacial Entrance. The Icy Lair is a room. "You enter the ice dungeon confidently. As you walk forward, you notice that the air is definitely getting colder and colder. Large torches burn at the sides of the cave, too high for you to reach. There are figures, all lying still, scattered throughout the cave. Are they dead? You don't have time to help them, or even think about them. You keep walking, until you see the entrance to a lair. Inside is a huge throne, which is occupied by a figure cloaked in the darkness. The being stands up when you come in, revealing itself. It is massive, and his body looks like it is made of large, sharp icicles. He has no weapon, but huge spines of ice protrude from both his arms. [paragraph break]'You are no match for me!', Cohr bellows. 'I am the frost golem, bringer of winter! Not you, nor any of those puny dwarves can stop me!' He roars a deafening roar and you feel a fire, the fiery calling to adventure, ignite within yourself. You pull out your small knife and prepare to fight." A monster is a kind of person. The frost golem is a monster in The Icy Lair. " ". The description of the frost golem is "A huge hunk of ice and snow, standing almost 30 ft tall. Has massive shards of ice poking out of his back, elbows and shoulders that look like they could shred a mountain." Understand "Cohr" and "Cohr the frost golem" and "golem" and "frost giant" as the frost golem. A person can be alive or dead. The person is usually alive. Section 1 - Hit Points A person has a number called maximum hit points. A person has a number called current hit points. The maximum hit points of the player is 30. The maximum hit points of the frost golem is 35. When play begins: repeat with victim running through people: now the current hit points of the victim is the maximum hit points of the victim. Definition: a person is dead if his current hit points are less than 1. Section 2 - Diagnosis Diagnosing is an action applying to one visible thing. Understand "diagnose [something]" as diagnosing. Check diagnosing: if the noun is not a person, say "Only people can be diagnosed." instead. Carry out diagnosing: say "[if the noun is the player]You have[otherwise][The noun] has[end if] [current hit points of the noun] out of a possible [maximum hit points of the noun] hit points remaining." Section 3 - Weapons A weapon is a kind of thing. A weapon has a number called the maximum damage. The maximum damage of a weapon is usually 4. The old knife is a weapon. The maximum damage of the old knife is 5. The Excalibur Blade is a weapon. The maximum damage of the Excalibur Blade is 15. The Dawn Solais is a weapon. The maximum damage of The Dawn Solais is 30. The frost golem carries a weapon called his arm. The maximum damage of his arm is 4. The frost golem carries a weapon called his fist. The maximum damage of his fist is 2. Instead of going south in The Glacial Entrance: if the player does not have a weapon: say "You enter the lair of Cohr. Unfortunately, you did not bring a weapon to fight with. The frost golem rises to his feet and pounds you into pudding before you can even react."; end the story saying "You have died".; otherwise: continue the action. Section 4 - Attacking it with Understand the commands "attack" and "punch" and "destroy" and "kill" and "murder" and "hit" and "thump" and "break" and "smash" and "torture" and "wreck" as something new. Attacking it with is an action applying to one visible thing and one carried thing. Understand "attack [someone] with [something preferably held]" and "attack golem with knife" as attacking it with. Understand the commands "punch" and "destroy" and "kill" and "murder" and "stab" and "hit" and "thump" and "break" and "smash" and "torture" and "wreck" as "attack". The attacking it with action has a number called the damage inflicted. Setting action variables for attacking [something] with [something] in The Icy Lair: if the second noun is a weapon: let the maximum attack be the maximum damage of the second noun; now the damage inflicted is a random number between 1 and the maximum attack. Check an actor attacking something with [something] (this is the can't attack with something that isn't a weapon rule): if the second noun is not a weapon: if the actor is the player, say "[The second noun] does not count as a weapon."; stop the action. Check an actor attacking [noun] with [something] (this is the can't attack a non-person rule): if the noun is not a person: if the actor is the player, say "[The noun] cannot be attacked."; stop the action. Carry out an actor attacking something with something (this is the first standard attacking it with a weapon rule): decrease the current hit points of the noun by the damage inflicted; if the noun is dead: now the noun is dead. Report attacking a dead person with something in The Icy Lair (this is the first-death-report priority rule): say "[one of]You sprint across the cave, using your small size to your advantage. With a sudden burst of strength, you run up the side of the cave. Once at the top, you propel yourself towards the giant, who is turned around, and pierce his neck with your blade. Cohr the frost golem roars out in pain. 'How...', he wheezes as he collapses to the ground, dead.[or]Cohr swings his mighty fist at you and misses. You see an opportunity, and throw your knife as hard as you can at his face. The blade zips across the room at astonishing speeds and strikes the frost golem right in the eye. He cries out in agony and crumbles into pieces.[purely at random][line break]All of a sudden, you fall to your knees. So many things are coming back to you. What are they... Memories? You see a young man holding a sword, with uncertainty on his face. The scene changes. The same person has grown older. He is training with a group of robed figures. Once again, the memory changes. This one takes place on a mountain. A huge cloud of black smoke is engulfing the sky, and you can hear people in the distance screaming. A man is climbing up the side of a huge mountain. He looks like the man from before, but more mature. He is carrying nothing but a long blade in his right hand, and is staring intently the source of the black smog. You come to, lying on the cold floor of the cave. You get up slowly and walk towards the remains of Cohr to retrieve you blade. What did those memories mean? Who was the man? You should probably head back out, to the north, first." instead.; stop the action.; Report attacking [someone] with [something] in The Icy Lair (this is the first-attacking report rule): say "[one of]You slice at the frost golem, causing [damage inflicted] point[s] of damage![or]You dodge one of the golem's attacks and stab it in the leg, causing [damage inflicted] point[s] of damage![or]You walk right in front of the golem. He raises his fists and brings them down, but you move to the right just in time. He slams them into the ground, and you throw your [second noun] at his face while he recovers, dealing [damage inflicted] damage.[purely at random]" instead. Report the frost golem attacking the player with something when the player is dead (this is the first-player's-death priority rule): say "[one of]The golem raises his icy foot, but this time, you don't react fast enough. It brings it down, and everything goes black.[or]Cohr has had enough. He lifts both arms and slams them into the icy ground of the lair. The impact is so powerful that it causes the entrance of the lair to collapse, and all the ice around it to fall as well. Unfortunately, that's where you are standing.[purely at random]"; end the story saying "You have died"; stop the action; Report someone attacking something with something when the player is alive in The Icy Lair (this is the first-standard report attacking it with rule): say "[one of]The frost golem slams you in the leg with [the second noun], flinging you across the cave and causing [damage inflicted] point[s] of damage![or]Cohr swings [the second noun] across the room. You manage to mostly dodge it, but your arm is skimmed, dealing [damage inflicted] point[s] of damage![or]Cohr attempts to stomp down on you with his huge foot. You escape, but the impact shakes the ground below you. You trip and fall, and are dealt [damage inflicted] point[s] of damage![purely at random]" instead. Every turn when the location is The Icy Lair: now the left hand status line is "You: [current hit points of player]"; now the right hand status line is "Frost golem: [current hit points of the frost golem]". Every turn when the player is in The Icy Lair (this is the first-attack rule): if the frost golem is not dead, try the frost golem attacking the player with a random weapon which is carried by the frost golem. Every turn when the player is in The Glacial Entrance: now the left hand status line is "[the player's surroundings]"; now the right hand status line is "[turn count]" Every turn when the player is in The Dwarven Treasure Room: now left hand status line is "[the player's surroundings]"; now the right hand status line is "[turn count]"; Instead of going north in the Icy Lair: if the player does not carry The Excalibur Blade: if the frost golem is dead: say "You begin to walk back the way you came. But, as you walk towards the doorway, you stop. You see something in the corner of the lair of ice. You go closer for a better look... It's a small wooden trapdoor, covered in a thick layer of ice. You slam your knife into the ground, shattering the ice. You slowly lift it open. There is a warm glow radiating from inside, and a ladder that leads down into the room below. You feel like you should go down to see what is below."; otherwise: say "Cohr slams the wall of the cave, sending a wave of ice towards the entrance to the lair, and blocking it off. Now you are forced to fight him."; stop the action.; otherwise: continue the action. The Dwarven Treasure Room is below The Icy Lair. The Dwarven Treasure Room is a room. "You choose to descend. What's the purpose of a boss if you don't get any loot? You reach the floor at the bottom of the ladder. You turn around, and wonder at the incredulous sight. Everywhere, almost every square inch of the room, is covered in gold. There are gold coins as far as the eye can see, and scattered throughout the coins are an assortment of golden goblets, diamond rings, amethyst necklaces, crystal earrings, jade bracelets and others. However, you have no desire to collect precious items. A sword, with a blade as black as night and a handle decorated with inscriptions and ancient symbols, has caught your attention. A series of runic symbols on the blade reveal the name of the sword: 'The Excalibur Blade'." The Excalibur Blade is an object in The Dwarven Treasure Room. "You can feel an unexplainable connection with this sword. It feels like it is meant to be in your hands." The description is "A long, thin sword. The blade of the sword is a shiny black. There are small inscriptions both on the blade and the handle. It emits a powerful aura, but you cannot explain exactly what it is. The damage of the Excalibur Blade is 15." Understand "sword" and "black sword" and "it" as the Excalibur Blade. Instead of taking the Excalibur Blade: if a random chance of 1 in 14 succeeds: say "You spot something shiny in the corner of your eye. Instead of reaching for the black blade, you walk towards the object. It is... Another sword? This sword is much larger than the other one. The blade glows a radiant cobalt blue mixed with other shades of a darker blue, and the edges look extremely sharpened. You pick it up. On the blade reads, 'ᛞᚨᚹᚾ ᚲᚢᛉᚨᚷ', or The Dawn Solais. You take it, and you feel a massive burst of energy travel through you. It travels through your veins, and encases you in an intense heat. You feel like you could take on anything that comes in your way. You see a leather sheath on the ground, and pick it up. You slide the sword in and prepare to head back up."; now the player carries The Dawn Solais; otherwise: if the player does not carry The Excalibur Blade: say "You pick up the Excalibur Blade. Instantly, you hear whispers, and feel a powerful surge within yourself. The whispers are speaking words that you do not understand, lost incantations and rituals. Soon, the voices dissipate into the ambience of the room. You take the leather sheath of a sword on the ground with you, wear it, and slip the sword inside. You should probably go back up now."; now the player carries The Excalibur Blade.; otherwise: say "You have already picked up the sword."; Instead of examining the Dawn Solais: say "The legendary god-slaying sword in Gaelic history. Some say that those who are worthy of wielding it are granted an infinitesimal amount of power. Deals 30 damage. 2.5% chance of discovering in The Dwarven Treasure Room."; The Dawn Solais is an object in The Dwarven Treasure Room. " ". The description is "The legendary god-slaying sword in Gaelic history. Some say that those who are worthy of wielding it are granted an infinitesimal amount of power. Deals maximum 30 damage. 2.5% chance of discovering in The Dwarven Treasure Room." Understand "blue sword" and "cobalt blue sword" and "blue and red sword" and "large sword" as The Dawn Solais. Instead of taking the Excalibur Blade: if the player carries the Excalibur Blade: say "You have already picked up the sword."; stop the action.; otherwise: continue the action. Instead of going north in The Icy Lair: if the frost golem is dead: move the player to The Glacial Entrance; say "You walk out of the lair of ice and back towards the entrance. When you get there, Geoff is waiting for you, smiling ear to ear. 'You did it!', he said enthusiastically. 'You saved our cave from the frost golem Cohr!'[paragraph break]'I guess I did... By the way, who are you anyway?', you question him.[paragraph break]'I'm sorry I didn't explain earlier. I am Geoff, king of the dwarves. We dwarves are farmers, and we use magic to cultivate land and grow crops. However, this summer, our land was struck by a terrible snow storm. It covered the land in the thick coat of snow that you see before you right now, and froze this year's entire harvest. Our people did not have a source of food anymore, so we began searching for the source of the snow and ice. We traced it to this cave, and sent our best warriors in there to fight the frost golem who had unleashed winter early.' Geoff pauses and lets out a suppressed sob. 'Cohr killed them all... 947 of our best dwarven warriors...'[paragraph break]You try to comfort him. 'I'm really sorry for your loss, Geoff.' He begins bawling like a child and gives you a big hug. It takes him a minute to calm down[paragraph break]'Thank you for avenging them', he says. 'You really do deserve your title. Now, I don't want to keep you for too long. I'm sure you have better things to do, other than watch me cry my eyes out. There is an underground shortcut to your northeast that will take you to the path.'[paragraph break]'Wait, I deserve what title?', you ask, but Geoff is already waving you goodbye."; otherwise: continue the action. Use brief room descriptions. The Underground Shortcut is northeast of The Glacial Entrance. The Underground Shortcut is south of The Path. The Underground Shortcut is a room. Instead of going northeast in The Glacial Entrance: if the frost golem is dead: say "You see the shortcut that the dwarf was talking about. It is a small, underground passage that is partially covered by snow and dead leaves and branches. You make your way to it, and when you get there, attempt to climb inside. The passageway is quite a cramped space, and you are forced to get on all fours. The ground is wet with mud, and you feel the occasional droplet of water on your neck. Soon, you are moving in absolute darkness. There is a sharp turn in the tunnel, which now leads you to the north."; continue the action.; otherwise: say "Stop trying to cheat the game and beat the frost golem first..."; stop the action. Instead of going south in The Path: say "You look around for the underground passage that you took before, but you can't find it. Maybe it collapsed? Or maybe the dwarves closed it off? Either way, it's gone..." The Ashy Path is a room. The Ashy Path is northwest of The Path. "Advancing through The Ashy Path, you notice the eerie and sinister atmosphere around you. The rotting carcasses give off a sickening smell, so you plug your nose and try breathing through your mouth. The brisk breeze hits the back of your neck, and for a moment you feel as if someone — or something — is near, lurking. You should go continue your path northwest faster... You don't like what's going on around here." Instead of smelling [something] in The Ashy Path: say "You smell the disgusting smell of rotting flesh and maggots. You wonder about what could've caused this place to become so gross." The Widow's Den is a room. The Widow's Den is northwest of The Ashy Path. The Widow is a woman in The Widow's Den. "You walk onward, noticing a small hut in the distance. Running toward this glimpse of civilization, you see a wrinkly-faced woman swaying back and forth in a rocking chair, in front of the hovel. She turns to you and waves hello cheerfully. You should try and talk to her." The description of The Widow is "She is a petite woman. Her gray hair reaches down to the base of the chair, and you see a small pile of it lined around the chair. She must have been sitting there for quite a long time." Leggings is a kind of thing. Leggings is always wearable. Iron Leggings is a leggings. The description is "A pair of lustrous, glowing leggings. It increases player hit points by 10." Instead of talking to The Widow: If the player carries Iron Leggings: say “The widow waves you goodbye with a gentle smile. You should continue along the path now.â€; stop the action; Otherwise: say "'Hello' you say, cautiously and quietly. 'What are you doing here, in the middle of this wasteland?'[paragraph break]'This is my home, darling. What brings you about here?', she inquires in a supple voice. [paragraph break]'I am on a journey, ma’am. A journey to retrieve my lost memories. I'm quite tired, and frankly a bit lost,' you say. 'Do you mind helping me out?'[paragraph break]She gets up from her chair, gesturing towards the door. 'Come in, please,' she tells you. You walk in, making yourself at home. 'Would you like me to get you anything, a cup of Earl Gray, perhaps?'[paragraph break]'Thank you, I would like that very much', you tell her, feeling cozy and right at home on her couch.[paragraph break]‘Damien, right?’, she asks after leaving the room. How did she know your name?[paragraph break]Puzzled, you reply, 'Yeah. How did you know-'[paragraph break]'Everyone knows about you, Damien,' she continues. 'Surely you will need help in your mission, and I will dutifully provide you with all that I can give.'[paragraph break]’How are you going to help me?’, you ask. [paragraph break]‘Here, take these,' says The Widow, handing you a pair of leggings. ‘These are for your protection. Use them well. As for where you are headed… Legend says that once upon a time, these lands were ruled by the giants. They were here when the first sun rose, and governed the creatures of the land well. However, one day, a warrior emerged who challenged their rule. They all laughed heartily at the courage of this small being, and the leader of the giants stomped down on the warrior. Upon raising his foot, he turned around and realized that all his brethren were dead, cut into pieces. As punishment for mocking him, the mighty warrior dug a tomb for the leader of the giants, and hurled him inside. He locked the tomb, with the giant inside of it, and he has been there ever since. But the legend says that one day, this giant will return, and with a thirst for vengeance. He will destroy everything in his path to get to the one whom he desires to kill.’[paragraph break]’Is the myth real? Who is the warrior?’ You have so many unanswered questions.[paragraph break]’Stories are whatever you want them to be. Now, hurry along your way now. You must return to your journey north and to your destiny.’ The old woman ushers you outside kindly and waves you goodbye."; now the player has Iron Leggings. The hut is scenery in The Widow's Den. "The hut is made of wood, and is only about 10 metres in length. The comfy smell of sweet bread and biscuits escapes from the chimney. You would like very much to stay here, but you mustn't halt your journey for too long." Understand "the widow's hut" and "den" and "widow's den" as the hut. The Black Trail is a room. The Black Trail is north of The Widow's Den. The description of The Black Trail is "Moving onward from The Widow's Den, you embark on The Black Trail. Surrounding the path is mostly black, charred land with some dead leafless trees scattered about. A humid, fermented smell reaches your nose, much worse than before. To your left, there is a small river. It is polluted by dirt and mud, and there are dead fish and skeletons flowing along in it. That must be where the smell is coming from. There is a thick fog, and you struggle to see even three metres in front of you. The sinister vibe paired with the chilling temperatures makes for an unpleasant situation that you find yourself in. You continue to slowly venture forth, until you bump into an object of some sort. You walk slowly to the right of whatever it is, with your hand touching it at all times. It is not an object... It is a structure of some sort! It is made with some type of yellowish rock with runes lining it's walls. You retract your hand, and all the fog suddenly vanishes. You step back, and see the structure in all it's glory. It looks like the bottom half of a massive pyramid, but only stands several metres tall. There are stairs that lead up to the top of the structure right in front of you. Should you travel up and see what is above?" The swamp river is scenery in The Black Trail. "The river is a dark green and brown colour. White foam floats on its surface slowly. There are dead animals everywhere... Their bodies are home to thousands of flies, maggots, beetles and other creepy-crawlies. You shudder at the thought of touching them." Understand "river" and "small river" as the swamp river. A thing can be drinkable. A thing is normally not drinkable. Sludge is a thing in Black Trail. Sludge is drinkable. Sludge is scenery. "Dirty, filthy swamp water. Looks like it is barely drinkable." Understand "water" and "dirty water" and "river water" as sludge. Instead of drinking sludge in The Black Trail: say "You drink the water, despite all warnings. Immediately, you pull away and your body starts to shake uncontrollably. Spasms overcome you, and you no longer have control over movement. You can only watch. Watch in horror as something huge and slimy bursts out from your intestines."; end the story saying "You have died." Dead trees are scenery in The Black Trail. "The dead trees are crackling and swaying in the wind. You wonder what could have caused them to all die out like this.†Understand “trees†and “black trees†as the dead trees. Instead of going up in The Black Trail: move the player to The Watering Hole.; Instead of saying yes in The Black Trail: move the player to The Watering Hole.; Instead of saying no in The Black Trail: say "No, you don't want to go up. You turn back around, to find the fog return all of a sudden." Instead of going south in The Black Trail: say "You walk back the way you came. You walk on and on, following the filthy, stinky river the whole way. On and on and on and on and on. How long have you been walking? Much longer than how long it took you before. You turn back around, to find the large structure right in front of you again. There must be some kind of magic or sorcery at play here." The Watering Hole is a room. The Watering Hole is above The Black Trail. The description of Watering Hole is "You ascend the stairs of the structure. It isn't long before you reach the top surface. It is very wide, about 20 feet in length and width. There is just a flat surface before you, except for some sort of hole in the centre of the platform. You walk towards the small, square-shaped hole and notice some text surrounding the edges of it. It reads, 'በችáŒáˆá‹Ž á‹áˆµáŒ¥ á‹áŒá‰¡'. You lean closer and touch one of the characters. In unison, all of the text around the hole begins to float up into the air. You hear a loud boom below you, and a whoosh of wind blows at you from behind. You turn around, and realize that the fog is back, and seems to be chasing after you from all sides. It engulfs the stairs that you took up and corners you closer to the hole. You stick your arm into the fog, which almost sucks your entire body into it. You quickly pull yourself out and jump into the hole. [paragraph break]You fall into water with a huge splash. The hole in the ceiling of the structure quickly closes, leaving you in absolute darkness. Except for something below you. Some light deep in the water under you. You inhale a large breath of air and dive down towards it. You extend your arm and try to reach for it, whatever it is. Almost there... Almost... There! You snag the bright item and float back up. It appears to be a key, about two or three inches large. A loud flushing sound interrupts your thoughts, and you feel yourself being dragged back down into the water. The water is being sucked into a drain below, and it must've been triggered when you took the key! When all the water is gone, you are left standing on a solid floor, thirty metres below the hole that you dropped in from. You look at your compass. To your west, there is a large door. You take hold of the rusted handle and open it, revealing a tight hallway behind that leads farther west." The Tomb of the Giant is a room. The Tomb of the Giant is west of The Watering Hole. "You walk through the small passageway. The smell of mould and mildew fills your nostrils and it stings quite a bit. You pinch your nose and keep walking. Finally, you reach an opening to something. You enter, and look around the room you are in. The walls are made of brownish clay-like blocks, all coated with a thick layer of dust. You stand upon a solid floor dusted with sand. You expected enormous, beautiful chandeliers hanging from the ceiling, perhaps encrusted in diamonds and jewels. But instead, the only sources of light you see are torches put up on the wall. You notice a keyhole in the ground, only a couple feet to your left. You pull out your key and slam it into the keyhole. As you step back, the ground begins to shake and you hear rumbling noises coming from the middle of the room. The floor quickly crumbles into pieces, revealing a deep pit below. You manage to get to the hallway that you entered the room Two large yellow eyes open deep down within it, and a massive being rises up to a seated position. The pit is so deep that you cannot see anything below, and yet the giant is at your eye level. It opens it's mouth, to reveal a set of razor sharp teeth. 'You.', he utters in a low guttural voice. [paragraph break] You slowly pull out your weapon and stare the giant right in the eyes. 'Who are you?', you ask cautiously, almost waiting for him to attack you. [paragraph break]'You. Killed. Them. YOU. KILLED. THEM.', he shouts. The sound is so loud that it leaves you temporarily stunned and without hearing. The fifty-foot tall giant rises to his feet and picks up a huge spiked club from the ground. He swings it at you, but you dodge it just in time and grab onto the club. You crawl all the way onto his hand, and prepare to fight the behemoth." Instead of going west in The Watering Hole: now the printed name of the First Battle Room is " "; move the player to The Tomb of the Giant; move the player to The First Battle Room; now the maximum hit points of the player is 40.; now the current hit points of the player is 40.; now the left hand status line is "You: [current hit points of player]"; now the right hand status line is "The giant: [current hit points of the Quinametzin giant]". The Quinametzin giant is in The First Battle Room. " ". The description is "A gigantic giant of huge proportions. He makes even the frost golem look tiny, standing at over 50 feet tall. His skin is a sick yellow colour, mixed with grey. His face has extremely defined cheekbones and his eyes are a blank shade of yellow." Understand "giant" and "huge giant" as The Quinametzin giant. A person can be alive or dead. The person is usually alive. Section 1 - Hit Points A person has a number called maximum hit points. A person has a number called current hit points. The maximum hit points of The Quinametzin giant is 60. When play begins: repeat with victim running through people: now the current hit points of the victim is the maximum hit points of the victim. Definition: a person is dead if his current hit points are less than 1. Section 3 - Weapons A weapon is a kind of thing. A weapon has a number called the maximum damage. The maximum damage of a weapon is usually 4. The old knife is a weapon. The maximum damage of the old knife is 5. The Excalibur Blade is a weapon. The maximum damage of the Excalibur Blade is 15. Understand "sword" and "black blade" as the Excalibur Blade. The Dawn Solais is a weapon. The maximum damage of The Dawn Solais is 30. Understand "blue sword" and "dawn sword" as the Dawn Solais. The Quinametzin giant carries a weapon called his spiked club. The maximum damage of his spiked club is 10. The Quinametzin giant carries a weapon called his fists. The maximum damage of his fists is 5. Section 4 - Attacking it with The attacking it with action has a number called the damage inflicted. Setting action variables for attacking [something] with [something] in The First Battle Room: if the second noun is a weapon: let the maximum attack be the maximum damage of the second noun; now the damage inflicted is a random number between 1 and the maximum attack.; Report attacking a dead person with something in The First Battle Room (this is the second-death-report priority rule): say "[one of]The giant is getting tired. You once again jump off the wall at him and plunge your blade into his humongous chest. He begins breathing heavily. He picks you off like a bug and throws you straight down at what remains of the tomb. You crash into the rocks below and everything goes black. When you come to, you are hanging from the two fingers of the Quinametzin giant. He brings you right in front of his eyes and says, 'I. Will. Cut. You. Into. Pieces. Like. You. Did. To. My. People.' You notice that you still have your [second noun] on your back, and reach for it slowly, without the giant noticing. Once you get a solid grip on it, you pull it out, slicing his palm in the process. Then, you propel yourself and the [second noun] forward, right through the left eye of the giant. Using your immense strength, you slide down the body of the giant with it, cutting through him the entire way. When you reach the bottom, you begin to run as far away from him as you can. You get to a safe distance, just as the split-in-two giant falls to the ground.[or]The giant swings at you and misses, hitting the ground instead and causing the ground to tremor. While he recovers, you see an opening for you to assault. You sprint straight for his left knee, which is on the ground. You bring the [second noun] above your head when you get to it, and slam is deep into the giant's flesh. The king lets out a deafening roar of frustration and grabs blindly at you, but you pull it out and stab him again. And again. And again. Until the giant cannot move his leg at all. You then run straight for his other knee, and do the same. The giant clumsily tries to hit you with his club, but you nimbly escape and he lodges it right into his own right leg. He collapses forward, with his stomach to the floor. You run up the back of his leg and onto his back. With a running start, you jump high above him into the air, and bring your [second noun] into his vulnerable spine when you come back down. The giant roars a monstrous, agonizing roar and dies.[purely at random][line break]You stand over the limp, dead body of the giant. The ground below you and your dead foe is starting to collapse. You have no time to waste. You run back towards the ruins of the tomb. There must be some treasure here, some prize you have earned from your battle. You slide back into the pit that the giant had first risen in, all the way to the bottom. Everything is dark and you can't see. You are standing in a shallow pool of water, about half a metre high. You feel around the floor for any items that you potentially use. Nothing... just rocks. You prepare to make your way back up in disappointment, when you trip over a particularly large rock... Wait... That's not a slab at all! It's a small wooden chest of some sort. You feel that you should open it." instead.; stop the action; Report attacking a person with something in The First Battle Room (this is the second-attacking-report priority rule): if the Quinametzin giant has current hit points less than 30: if the maximum hit points of the Quinametzin giant is 50: say "You've made the giant angry. He swings his fist upwards, and the power is enough to crack the ceiling above him. There is a deep rumbling noise echoing somewhere in the fragile tomb. He punches the roof a second time, and this time everything above comes crashing down. You manage to run back into the passageway that you came here in, and watch as truckload of dirt, rocks and a part of the structure from before come tumbling down. The giant is nowhere to be seen and the fog starts to settle in. You carefully jump down into the partially filled pit and look around. You can't see anything through the mist... In an instant, you are in the grasp of a huge hand! An arm rises out of the wreckage of the tomb, and then the giant slowly drags the rest of himself out. You try to struggle out of his iron grip, to no avail. 'You. Thought. You. Could. ESCAPE. FROM. ME?' the giant king utters. He throws you back down into the pit. The wind roars in your ears as you fall, and you prepare for death... Why aren't you dead? You look up, and instinctively roll out of the way as the giant stomps the ruins. You are safe! You landed on a bed of dirt! You pull out your weapon, which you are surprisingly still carrying, and ready yourself once more."; now the maximum hit points of the Quinametzin giant is 51.; otherwise: say "[one of]You reveal yourself to the giant, who immediately raises his weapon and brings it down. He misses you, and his club gets stuck under a pile debris. You charge at his wrist with your [second noun] and cut a large piece of yellow flesh off, dealing [damage inflicted] points of damage.[or]This boss is getting on your nerves. You fling your [second noun] at him like a cannonball and chase after it. It pierces his ankle and you run up to him to retrieve it. You follow up by stabbing the ankle several more times before the giant slaps you off. The combo deals [damage inflicted] point[s] of damage![or]'You. Puny. FLY!!!' the giant shouts in frustration. He slides his hands under the ground you are standing on like it's nothing and flip it over. You bring your [second noun] down through the ground, and it cuts into the hand of the gargantuan, dealing [damage inflicted] damage.[or]You dig your hands into two massive boulders that are almost twice your size. You bring them back, and heave them as hard as you can at the giant's face. They slam into his cheeks, and causes [damage inflicted] point[s] of damage.[purely at random]" instead.; Report the Quinametzin giant attacking the player with something when the player is dead (this is the second-player's-death priority rule): say "[one of]You are too tired to fight anymore. Your weapon drops out of your hand and you fall to the ground. The giant looks down at you. ‘Finally.’, he says, almost triumphantly. 'You. Must. Pay. With. Your. Life. Puny. Warrior. And. This. Time. I. WILL. Kill. You.[paragraph break] ’Why are you doing this? What have I done to you?’, you reply, using the last of your breath.[paragraph break]'You. Took. Everything. From. Me. My. Family. My. Home. My. Kingdom.' The giant smiles a terrible, vengeful smile. 'Die.' [paragraph break] 'No!', you shout out. 'NO!'. But the giant does not listen. His huge foot comes down, and you are no more.[or]You find the energy to stand up, and you do so dizzily. Your vision is blurry and you walk around for a bit, oblivious to any danger there might be. Turning around, you see a large figure but can’t make out any specific details since your eyes are still recovering. You feel someone grab you by the shirt, and suddenly you are slowly being lifted off the ground like a feather. The Quinametzin giant uses your body as a brass knuckle, punching the wall with all of his might. The immense force causes each of the two-hundred six bones in your body to shatter. He sucks what remains of you from his fingers, as one would do after eating fried chicken. Mmm...[purely at random]"; end the story saying "You have died"; stop the action; Report someone attacking the player with something when the player is alive in The First Battle Room (this is the second-standard report someone attacking the player with rule): say "[one of]The giant pounds the ground. It shakes the ground and you hear the groans of the tomb walls under the fists of the monster. He pounds again, this time knocking you straight off your feet. Again. You tumble, face-first, into a large rock. Again. Your legs get crushed by a wave of dirt and gravel falling from above you. You take a total of [damage inflicted] point[s] of damage.[or]Taking a slice at the giant’s thigh, you miss terribly and he has an easy time fighting back. You try to jump, attempting to dodge his punch, but he gets in an uppercut right to your stomach. The attack deals [damage inflicted] point[s] of damage, and leaves you stumbling away. [or] The giant slams you with [second noun], right in the arm, causing [damage inflicted] point[s] of damage! Although stunned, you manage to run away and hide behind a large piece of debris, planning your next move. [or]BOOM. A massive boulder crashes just metres from you. The giant is ripping pieces from the walls of the tomb and throwing them at you like pebbles. You narrowly maneuver your way around several more of his shots, before one rock pounds the ground right in front of you.You are sent flying back, and the attack deals [damage inflicted] point[s] of damage to you.[or]The giant raises his spiked club and swiftly brings it down on you. You dodge the attack, but run right into a large rock, the same way Kevin bikes into a post. The accident causes [damage inflicted] point[s] of damage and gives you a concussion.[purely at random]" instead. Every turn when the player is in The First Battle Room (this is the second-attack rule): if the Quinametzin giant is not dead, try the Quinametzin giant attacking the player with a random weapon which is carried by the Quinametzin giant.; The First Battle Room is above The Path. The First Battle Room is a room. Instead of going up in The First Battle Room: if the Quinametzin giant is alive: say "You have no way of going back up to the surface. You must stay and fight the Quinametzin giant first you coward."; stop the action.; otherwise: say "You should check out the contents of the chest first."; stop the action; Instead of going down in The First Battle Room: say "You can't go down. You are already in the lowest pit of the tomb."; stop the action; Instead of going up in The Path: say "You can't go that way."; stop the action; The chest is a closed container in The First Battle Room. The chest is fixed in place and openable and closed. " ". The description of the chest is "A small wooden chest. You can't see much else." Understand "wooden chest" and "box" as the chest. A helmet is a kind of thing. A helmet is always wearable. The Warrior Helm is a helmet in the chest. The description of The Warrior Helm is "A shiny chrome helmet. Has two long horns poking out from the front. Increases hit points by 10." Understand "helmet" and "helm" as the Warrior Helm. Instead of taking The Warrior Helm: now the player carries The Warrior Helm; say "You take the helmet. It feels quite heavy in your hands. Then, from below you comes the sound of cracking. You know what is about to happen. You run up as fast as you can up the side of the deep pit, but the battle has left you weakened. You fall back down, just as the bottom of the chasm breaks open, revealing a river below. Your head hits the water, and you pass out.[paragraph break]"; move the player to The River Shore. Instead of opening the chest: say "You carefully open the chest. The inside is glowing, lighting up the entire pit. Inside is a large shiny helmet. It is chrome-coloured, and there are two intimidating horns sticking out from it's front."; continue the action; now the description of the chest is " ". Use brief room descriptions. The River Shore is northeast of The River. The River Shore is a room. "When you open your eyes, you are in a completely new place. The first thing you hear are the roaring sounds of a river. You turn around, and see a huge river with jagged rocks throughout. There is a small cliff above it... And there is the forest that you woke up in! You recognize this place! You must have gone unconscious, and the river under the tomb must have brought you to this place! To your east, there is a stone path that leads into the woods. Should you follow it?†Instead of saying yes in The River Shore: move the player to The Mountain Passage. Instead of saying no in The River Shore: say “You don’t feel like going east. You just wanna chill here for a while. Maybe drink some water from the river. Come to think of it, you haven’t drank anything since you began your journey.†The Cuchulainn Spear is an object. The description of the Cuchulainn Spear is "The legendary spear of the immortal warrior Scathach. It is said to be made from the bones of a sea monster. The Cuchulainn Spear deals max 35 damage and max 15 damage." Understand "spear" and "water spear" as the Cuchulainn Spear. Water is a thing in The River Shore. Water is drinkable. Water is scenery. "Clean river water. Could contain parasites and bacteria that cause dysentery and diarrhea." Instead of drinking water in The River Shore: say "You bend down to drink the water of the river. As you get up, you see something, some sort of staff farther down on the shore. You walk closer to it, and find that it is not a staff, but a spear! The pole of the spear is completely white. You feel it... It is smooth to the touch and fits nicely in your hands. The tip of the spear is a shiny chrome colour and is decorated with bones of some sort. You pick up the spear. It is long, about one and a half metres in length, and quite heavy. You are eager to test it out on an enemy."; now the player carries The Cuchulainn Spear. The stone path is scenery in The River Shore. "The stone path looks quite worn down, and is almost entirely engulfed by moss and wild grasses." The Mountain Passage is east of The River Shore. The Mountain Passage is a room. "[if unvisited]You follow the stone path east. You've been walking for a long time, and you haven't eaten or drank anything since you began your journey. The trees that surround you soon are soon gone, replaced by large rock formations and open crevasses. You look into one of the large crevasses, and are met with a putrid stench. There is molten lava bubbling deep inside, and you decide that maybe it would be best if you avoid the fissures. As you walk on, you notice that the ground is slowly slanting up. You look up, and realize that you are at the bottom of a mountain. You also see something similar to a gate? What is that? You will need to go farther up to check it out.[end if]" The Hell's Gate is above the Mountain Passage. The Hell's Gate is a room. "You keep jumping up from rock to rock, until you reach a plateau. You can rest here, finally! It is a small, flat slab sticking out of the side of the mountain. You hoist the rest of yourself up, and look down. You are quite high up, and can see all the surrounding lands. You can see the forest you woke up in, and the barren field of snow. And the black wasteland, the widow's hut, and the ominous tomb of the Quinametzin. You feel like a king watching over his kingdom from his castle. After a couple minutes of rest, you return to climbing. It isn't long before you reach another plateau. You climb up and dust yourself off, before you see it. Directly in front of you lies a massive gate. Everything about it, from the walls that surround it to the actual gate itself is pitch black. The gate is huge, standing around ten to fifteen metres tall. In front of it is an equally large warrior of stone. You feel like you should take a closer look at the statue." Instead of going down in The Hell's Gate: say "You go back down the mountain. It takes a while, and you are tired."; continue the action.; Instead of going up in The Mountain Passage: if The Hell's Gate is visited: say "You make the exhausting trip back up."; continue the action; otherwise: continue the action.; The black gate is scenery in The Hell's Gate. "You move up to the gate to examine it. It is made of a smooth black material. It feels cold when you touch it. In fact, it is so cold that you draw back your hand instantly in pain." Understand "wall" and "gates" and "Hell's Gate" as the black gate. The tall statue is scenery in The Hell's Gate. "You want to take a look at what the giant statue has to offer. The statue is of a demon, standing upright, wielding a long trident in one hand. In his other is a large mace. His face shows no expression. You notice something at the statue's feet, a plaque of some sort. You walk towards it, and read what it has to say.[paragraph break]The legend wants the great one dead[line break]The king he seeks lies overhead[line break]But before the warrior can go forth[line break]He must return and travel north[paragraph break]You wonder what it means. This has got to be a puzzle of some sort, and you have to solve it to fight the final monster. Where are you supposed to return?" Understand "stone statue" and "statue" as the tall statue. The Hidden Walkway is north of The Mountain Passage. The Hidden Walkway is a room. Instead of going north in The Mountain Passage: if the Hell's Gate is visited: say "You look north, like the plaque had said. There's nothing there. But wait... There's something there! Between two of the huge rocks that surround you, there is some kind of path. You squeeze yourself through the boulders, and see a beautiful scene in front of you. Surrounding the path you are walking, there is a plain of grass. It looks like the grass has been very well tended to, as it is a healthy green colour and has been neatly cut. The small clearing that you have stepped into is not very large, and there are not many trees. The few trees that are around you are all blossoming vibrant pink flowers. Such a serene scene. You look up and see several mountains, all smaller compared to that one that you saw before. The trail you are walking appears to curve up these mountains. You follow the path with your eyes, and see that it leads ultimately to some kind of building. It is perched on the top of one of taller mountains. You will need to keep following the path up to get a closer look."; continue the action.; otherwise: say "There are two large rocks, standing out from the rest of them. Not much to see here..."; stop the action. The blossom trees are scenery in The Hidden Walkway. "You admire the beauty of the trees. It brings you a sense of peace and joy. However, you know you can't stay here for long. Soon you will face your final enemy at the top of the mountain, and the tree is simply a distraction." Understand "trees" and "blossoming trees" as the blossom trees. The broom is an object. "A broom. A regular wooden broom." The lawn is scenery in The Hidden Walkway. Understand "grass" and "plain of grass" as the lawn. Instead of examining the lawn: if a random chance of 1 in 15 succeeds: say "You see something on the lawn beside the abandoned dojo. Nearing it, you realize it is a broom. You take it, just in case you need to clean up the remains of the final boss"; now the player carries the broom.; otherwise: say "The lawn is just a well tended to grassy area." The Abandoned Dojo is above the Hidden Walkway. The Abandoned Dojo is a room. "[if unvisited]You trek for hours along the path. The sun is still high up in the sky. How is that possible? You keep walking, until you finally stand before the building that you had saw before. It is some kind of dojo which looks like it has been abandoned for years. The paint has almost completely come off the wooden pillars, and even the pillars themselves look like they're gonna snap at any moment. You walk up the steps leading to it, and open the two large doors. It is completely dark inside, except for a small spot of light shining through a hole in the ceiling. It smells of mold and rotting wood. The light is shining directly on the miniature statue of a man on a pedestal. You look around the room. There is nothing else, but several small tables and pieces of wood. You warily step farther into the room so that you can examine the statue.[end if]" The Japanese Room is scenery in the Abandoned Dojo. "You inspect the interior of the dojo. Nothing too interesting, just a bunch of old wooden pillars and some tables. The room is quite small for a dojo, only about a couple dozen feet wide. There are is another door on the other side of the building that is blocked off by a bunch of planks nailed to the door." Understand "dojo" and "inside" and "surroundings" as the Japanese Room. The wood plank is an object in the Abandoned Dojo. " ". The description of the wood is "A rotting wood plank." Understand "wood" and "planks" and "wooden planks" and "pieces of wood" as the wood plank. The Blue Flame statue is an object in the Abandoned Dojo. " ". The description of the Blue Flame statue is "The statue in question resembles a warrior who is dressed from head to toe in armour. He is holding above him in his right hand a long katana and is clutching a tablet in his left. You read what is on the tablet. It says, 'ᚣᛊᛕᚠᛯ áš³á›á›° ᚪ᛫á›áš¥áš¯'. Underneath these runic symbols says 'Quod deus sequuntur somnia'. You should take the statue back to the gate with you." Understand "statue" and "miniature statue" and "small statue" as the Blue Flame statue. Instead of taking the Blue Flame statue: if the player carries the Blue Flame statue: say "You already have the statue of the warrior. Don't you have better things to do than taking things you already have?"; otherwise: say "You take the small statue with you and walk out the dojo. A memory suddenly hits you again. You see the same scene, except in front of you are one thousand soldiers, all wearing armour and wielding blades. They are all looking at you, expecting you to say something. You look at yourself. You're wearing a suit of black armour and a long cape. The scene changes, as you expected. You are running forward at something. Behind you are those warriors from before, and everything around you is in flames. Then suddenly, you are pushed back by a strong wind. The sounds of screams and loud cries fill your ears as you struggle to get back to your feet. You look around you, and all you can see are the blurry images of men, lying on the ground. Blood is everywhere. A black figure of some sort appears in front of you, but you cannot make out exactly who or what it is. And it's gone. Everything is gone. The visions have passed. You stand up and find yourself back in front of dojo, without the squadron of warriors this time. You should probably go back down."; now the player carries the Blue Flame Statue.; Instead of going down in The Abandoned Dojo: say "You return to the Hidden Walkway. To your south are the two rocks that you entered here through."; continue the action.; Instead of saying no in The Hell's Gate: say "Nothing happens at first. You scan the gate and the sky above you for possible threats. Nothing. Then, all of a sudden, a massive stone trident slams into the ground beside you. The statue has come to life! You dodge as the massive, 40 feet tall warrior of stone grabs at you. You prepare to fight."; now the left hand status line is "You: [current hit points of player]"; now the right hand status line is "The statue: [current hit points of the stone warrior]".; now the printed name of the Second Battle Room is " "; move the player to The Second Battle Room.; now the maximum hit points of the player is 50.; now the current hit points of the player is 50.; stop the action; Understand "Quod deus sequuntur somnia" as saying no. The stone warrior is in The Second Battle Room. " ". The description of the stone warrior is "A large statue of stone that has come to life. Who enchanted this being? Why does he guard the gates to the top of the mountain? These are questions that have been lost to time and which will never be answered." Understand "warrior" and "warrior of stone" and "stone statue" and "statue" and "warrior statue" as the stone warrior. A person can be alive or dead. The person is usually alive. Section 1 - Hit Points A person has a number called maximum hit points. A person has a number called current hit points. The maximum hit points of the stone warrior is 75. When play begins: repeat with victim running through people: now the current hit points of the victim is the maximum hit points of the victim. Definition: a person is dead if his current hit points are less than 1. Section 3 - Weapons A weapon is a kind of thing. A weapon has a number called the maximum damage. The maximum damage of a weapon is usually 4. The old knife is a weapon. The maximum damage of the old knife is 5. The Excalibur Blade is a weapon. The maximum damage of the Excalibur Blade is 15. Understand "sword" and "black blade" as the Excalibur Blade. The Dawn Solais is a weapon. The maximum damage of The Dawn Solais is 30. Understand "blue sword" and "dawn sword" as the Dawn Solais. The Cuchulainn Spear is a weapon. The maximum damage of the Cuchulainn Spear is 35. Understand "spear" as The Cuchulainn Spear. The stone warrior carries a weapon called his broadsword. The maximum damage of his broadsword is 11. The stone warrior carries a weapon called his mace. The maximum damage of his mace is 4. Section 4 - Attacking it with The attacking it with action has a number called the damage inflicted. Setting action variables for attacking [something] with [something] in The Second Battle Room: if the second noun is a weapon: let the maximum attack be the maximum damage of the second noun; now the damage inflicted is a random number between 1 and the maximum attack.; if the second noun is the Cuchulainn Spear: let the maximum attack be the maximum damage of the second noun; now the damage inflicted is a random number between 15 and the maximum attack. Report attacking a dead person with something in The Second Battle Room (this is the third-death-report priority rule): say "[one of]As you near the huge stone warrior once more, you notice something new. The ground under the warrior statue has begun to weaken, most likely from the weight of your colossal opponent. You try to position yourself as far away from the statue as you can, before you aim your [second noun] and throw it at the ground below it. The weapon bounces off, but the force of your throw was just enough. There is a loud crack, followed by the sound of rocks colliding, as the ground there sinks. The stone warrior slowly lowers his head to look below him. In an instant, he is gone, along with that portion of the platform. You walk towards the huge hole and look down. All that is left is a huge pile of rocks and rubble.[or]The stone statue swings his giant sword at you, and you jump onto it. You climb as fast as you can up the sword without him noticing. When you get to the hilt, you jump up, and stab your [second noun] deep into the wrist of the stone warrior. Using all your might, you pull it out, and once again plunge [second noun] back in. This time, the entire hand of the statue crumbles off, along with the broadsword that he was holding. Using his other hand, the statue flings his mace at you. You dodge, and the mace crashes into the rest of his right arm, destroying that as well. You pounce onto the shoulders of the stone statue, and with one slice, dislodge it's head. The rest of his body falls to it's knees and onto the platform. [purely at random][line break]You take a moment to rest. That couldn't have been the final boss that the widow was talking about. The last challenge must be at the top of the mountain. You walk through the gate that the stone warrior was previously guarding, and see a long flight of stairs carved into the face of the mountain, leading up to the top. There are no longer any protrusions on the side of the mountain, like there were before, so you will have to take the stairs up. It looks like there is a thick, black smoke rising from the top of the mountain. Could this be that smoke that you saw back at the forest? You take a deep breath and get ready to go up." instead.; stop the action; Report attacking [someone] with [something] in The Second Battle Room (this is the third-normal attacking report rule): say "[one of]You run along the gate towards the statue, dodge a swing from it's sword, and slice both of it's feet with your [second noun], causing [damage inflicted] point[s] of damage![or]The statue swings his mace at you, but you stand your ground. You bring your weapon in front of your face and try to defend as the head of the huge stone mace crashes into you. You manage to deflect it right back at the stone statue. The mace slams into the statue's shoulders, dealing [damage inflicted] damage![or]Using both hands, you carve your [second noun] into the statue. You cut out a large piece from his leg, dealing [damage inflicted] point[s] of damage.[or]The giant stomps the ground, which quakes the ground all around you. You use this shaking to propel yourself directly at the statue, at the delicate areas. As you near him in the air, you raise your [second noun] in front of you and brace yourself. When the moment is right, you slam your weapon into the delicate area of the statue, dealing [damage inflicted] point[s] of damage and leaving the stone statue in intense pain.[purely at random]" instead.; Report the stone warrior attacking the player with something when the player is dead (this is the third-player's-death priority rule): say "[one of]Your getting tired. You run around the stone statue and jump onto the giant stone warrior's back. You raise your [second noun] and try to puncture the statue's head, but a giant stone hand pulls you off from behind. Holding you by the leg, he flings you off the mountain. Too bad you don't have a parachute.[or]The stone warrior's sword comes down right in front of you. The impact is so strong that is shakes the whole mountain. For a split second, everything is still. Then, a huge avalanche of dirt and boulders comes rolling down from the top of the mountain. It crushes down on you, the stone statue, and the gate. The whole platform crumbles under the impact, and you fall to your death. [or]You use all your strength to jump into the air, twenty stories high. You ready your weapon in midair and prepare to bring it down on the statue when you fall. At that moment, a bolt of lightning strikes you right through your chest. Why is there lightning? What kind of ending is this? You die.[purely at random]"; end the story saying "You have died"; stop the action; Report someone attacking the player with something when the player is alive in The Second Battle Room (this is the third-standard report someone attacking the player with rule): say "[one of]The stone warrior narrowly misses you with [the second noun]. The impact sends you flying across the platform and causes [damage inflicted] point[s] of damage![or]The massive statue swings [the second noun] at you. It hits your heel, dealing [damage inflicted] point[s] of damage![or]You lunge forward at the giants legs and try to land a shot, but you are too slow. The statue kicks you in the arm, knocking the breath out of you and dealing [damage inflicted] point[s] of damage![or]The warrior of stone brings his elbow into the ground, causing a powerful tremor to rock the ground that you are standing on. He deals you [damage inflicted] point[s] of damage.[or]The statue swings around his mace, slamming the side of the mountain. Several large rocks tumble down, one of which deals you [damage inflicted] point[s] of damage.[purely at random]" instead. Every turn when the player is in The Second Battle Room (this is the third-attack rule): if the stone warrior is not dead, try the stone warrior attacking the player with a random weapon which is carried by the stone warrior.; Every turn when the player is in The Mountain Passage: now the left hand status line is "[the player's surroundings]"; now the right hand status line is "[turn count]" Every turn when the player is in The Volcano: now left hand status line is "[the player's surroundings]"; now the right hand status line is "[turn count]"; Instead of going up in The Second Battle Room: if Diabolus is alive: move player to The Volcano.; stop the action; otherwise: stop the action; The Second Battle Room is above The Forest. The Second Battle Room is a room. Instead of going up in The Hell's Gate: if Diabolus is alive: say "You can't go up. There is a large gate that is being blocked by a large stone statue. You will need to find a way to continue."; stop the action; otherwise: say "bruh you beat the game why are you going up"; continue the action; The Volcano is above The Hell's Gate. The Volcano is a room. "You walk step by step up the side of the mountain. It's getting harder to breathe, but you don't stop venturing upwards. This is your destiny, you think to yourself. You keep going for some time, but you feel it getting warmer. Isn't it supposed to be freezing at this high? The stairs stop abruptly, signalling the top of the mountain. The smoke that you saw before is almost right in front of you now. You cannot see through the smoke at all. You wonder where the smog is coming from, and step forward to take a look at what is below you. However, you accidentally breath in the fumes, a costly error. You double over in pain and topple into the pit below. [paragraph break] You don't know how long it's been when you wake up. You try to move, but a sharp pain in your right leg stops you. All around you are large stone pillars, and you are on one yourself. The stone formations look like tall cylinders jutting out from far below. You look up, to where you fell from. The opening seems quite far up, and you are surprised you even survived the fall. You try to get up. Your injured leg isn't allowing it. You should keep trying.". Understand "get up" and "try to get up" and "rise" and "stand up" and "try to stand up" as exiting. Instead of exiting in The Volcano: if a random chance of 1 in 5 succeeds: say "You grab onto a nearby rock and hoist yourself up to a seated position. You check out your hurting left leg. The iron leggings you are wearing absorbed most of the damage, but your knee has begun swelling up, and a huge bruise has formed around that area. Still holding on to the rock, you move to the edge of the stone pillar you are standing on and look below you. Hundreds of metres under you, a river of molten lava is flowing. That must be the source of the smoke from before. You look around. The closest pillar to you is only a couple metres away. You lift up your injured leg behind you and jump onto it. Through the heavy smoke, you can see that there are more stone pillars to your right. Each next pillar seems to be higher than the last, and they look like they lead to something. You keep jumping with one leg from pillar to pillar. You finally make it to a larger surface. The heat around you is becoming unbearable. This platform is quite flat, about thirty metres wide. In the centre is a small gem. It looks like it is floating on the ground, and beneath it is a circle on the ground with symbols and runes rotating inside of it. They are formed in the shape of... a star? You feel like you have seen this symbol before..."; otherwise: say "[one of]You try to grab onto a rock near you. Your hand slips, and you fall back down.[or]You try to sit up, but you can't. You have to keep trying.[purely at random]"; The Hellish Gem is an object in The Volcano. The Hellish Gem is scenery in The Volcano. "The gem is glowing dark red. You can hear it calling you, speaking to you... You have a strong urge to take it." Understand "gem" and "the gem" and "the small gem" and "small gem" as The Hellish Gem. The lava is scenery in The Volcano. "The lava is pretty far below you. The huge river of molten lava is releasing black, toxic fumes into the air. You probably shouldn't be in here for too long." Understand "magma" and "lava river" and "molten lava" as the lava. The pentagram is scenery in The Volcano. "A perfect circle, with runes inside of it that form some kind of star. You've most definitely seen this symbol somewhere before." Understand "star" as the pentagram. The runes are scenery in The Volcano. "The pentagram consists of a variety of runes, symbols and ancient characters. You wonder what they mean." Understand "symbols" as the runes. Instead of taking the gem in The Volcano: say "You take the gem. Power fills your veins. So much power. But in a flash, it is gone. The glowing gem begins to burn your hand. You let go of it quickly, and it zips through the air, back onto the place it was at before. The symbols that make up the pentagram below it begin glowing a dark shade of red and purple. The gem rises slowly, and a dark swirling wind begins to surround it. You try to jump up and grab it, but you fall onto your still-hurting leg. The pentagram begins to spin, at first slowly, but gradually speeds up. The pitch black whirlwind above you is starting to grow larger. The stone pillars that you used to get here are starting to crumble. The rocks that they break apart into are being pulled into the black hole, and clumping together. You crawl away, trying to get as far away as you can. The debris is beginning to form something around the gem, in the shape of a man. Massive wings have begun forming, and there appears to be two long, curled horns exiting it's skull. The last rock shoots into the being, completing it and sending a wave of dark energy all around. You are pushed off the surface by the force of the blast, but manage to grab onto the edge. [paragraph break]When everything calms, you pull yourself back up. You scan the platform... Nothing is there. Then, all of a sudden, you head a voice in your head. 'I knew you would return.', it says. The disembodied voice is deep and hoarse. You pull out your weapon and prepare to fight. [paragraph break]'Who are you?' you shout angrily. [paragraph break]You are met with a piercing pain through your head. Your vision turns red and you collapse to the ground twitching. 'You don't remember me? I am Diabolus. We fought, you and I. Right here. Two centuries ago.' You try to get up, but you trip on your injured leg. You feel a long chain wrap around you, trapping your arms and forcing you to the ground. 'I could not kill you', the raspy voice whispers. 'So I cast a curse on your weak soul. I destroyed your mind, and destroyed the person you once were.'[paragraph break]You use all your strength to break loose from the demon's chains. 'Come fight me face to face!', you roar.[paragraph break]'Gladly.' The being appears from the shadows above you. His whole body is made from the rock debris, and the cracks between each one of them glows a deep red. He spreads his massive wings, and unsheathes a long, deadly sword. You get to your feet despite the pain in your leg and face Diabolus."; now the left hand status line is "You: [current hit points of player]"; now the right hand status line is "Diabolus: [current hit points of Diabolus]".; now the printed name of the Third Battle Room is " "; move the player to The Third Battle Room.; now the maximum hit points of the player is 50.; now the current hit points of the player is 50.; stop the action; Diabolus is in The Third Battle Room. " ". The description of Diabolus is "A being of pure dark energy. He comes into the physical world in whatever form he pleases, but must be careful. If the demon dies in the physical world, he cannot be reincarnated again. The arch nemesis of the legendary slayer of evil Damien." Understand "devil" and "demon" as Diabolus. A person can be alive or dead. The person is usually alive. Section 1 - Hit Points A person has a number called maximum hit points. A person has a number called current hit points. The maximum hit points of Diabolus is 50. When play begins: repeat with victim running through people: now the current hit points of the victim is the maximum hit points of the victim. Definition: a person is dead if his current hit points are less than 1. Section 3 - Weapons A weapon is a kind of thing. A weapon has a number called the maximum damage. The maximum damage of a weapon is usually 4. The old knife is a weapon. The maximum damage of the old knife is 5. The Excalibur Blade is a weapon. The maximum damage of the Excalibur Blade is 15. Understand "sword" and "black blade" as the Excalibur Blade. The Dawn Solais is a weapon. The maximum damage of The Dawn Solais is 30. Understand "blue sword" and "dawn sword" as the Dawn Solais. The Cuchulainn Spear is a weapon. The maximum damage of the Cuchulainn Spear is 35. Understand "spear" as The Cuchulainn Spear. Diabolus carries a weapon called Purifier Blast. The maximum damage of Purifier Blast is 5. Diabolus carries a weapon called chains. The maximum damage of chains is 3. Diabolus carries a weapon called Soulbreaker Sword. The maximum damage of Soulbreaker Sword is 9. Section 4 - Attacking it with The attacking it with action has a number called the damage inflicted. Setting action variables for attacking [something] with [something] in The Third Battle Room: if the second noun is a weapon: let the maximum attack be the maximum damage of the second noun; now the damage inflicted is a random number between 1 and the maximum attack.; if the second noun is the Cuchulainn Spear: let the maximum attack be the maximum damage of the second noun; now the damage inflicted is a random number between 15 and the maximum attack. Report attacking a dead person with something in The Third Battle Room (this is the fourth-death-report priority rule): if Diabolus has current hit points less than 5: if the maximum hit points of Diabolus is 50: say "You swing your [second noun] from the side at Diabolus. He sees it coming at him, but is too slow, and your weapon slices off a huge chunk of his torso. He staggers back in surprise. You prepare to finish the demon off, when you realize that he has begun to laugh uncontrollably. 'Why are you laughing?' you inquire. Why isn't he dead yet?[paragraph break] 'You really thought it was that easy?', he shouts mockingly. He begins to transform. His horns uncurl and extend straight out, and the red glow emitting from within him turns into violet. In place of his eyes, there are two fiery flames inside his skull. You snap out of your surprise and get ready to fight again."; now the maximum hit points of Diabolus is 75.; now the current hit points of Diabolus is 75.; otherwise: say "[one of]You pounce at the worn down demon with your [second noun]. Diabolus grabs your weapon by the tip and snaps it in half in fury. He raises his sword to kill you, but you counter and punch him full-force in the stone jaw. The punch exerts so much power that it goes right through his jaw, breaking apart the energy that held the rock debris together. Diabolus roars out in agony in your mind and dissipates into the shadows, but you're ready this time. You grab onto his right wing, pull him back, and rip it right off him. He contorts in pain, and you take advantage of the opportunity. You pull the demon's sword out of his hands. It resists, as if it had a consciousness of it's own, and tries to escape your grasp in vain. You bring the gargantuan blade behind you, and swing as hard as you can at the demon. The blade slices through it's creator like a knife through butter. The sound of a tormented shriek fills your head, but you don't falter this time. Diabolus falls to the ground and tries in desperation to crawl away from you. You grab hold of his head, and finish the deed.[or]You aim for the tired Diabolus with your weapon, and throw it with as much force as you can muster at him. He grabs it, however, the moment it is about to hit him, and snaps it in half like a toothpick. An evil, sickly smile appears on his face as he turns his attention over to you. You only see a glimpse of black as he charges at you. The next thing you know, the demon is holding you up in the air by your neck. You're choking, unable to escape from his deadly grip. Then, in the corner of your eye, you see your [second noun]. It may be broken into two, but you must use it one last time! You kick Diabolus in his stomach of stone, catching him off guard. He topples back and lets go of you, which buys you some time. You leap for your weapon, grab it, and slash the demon in the side with it. You walk over, disregarding of your injured leg, and finish the job.[purely at random][line break]It is done. The battle is over. In what remains of your final enemy, you see the gem from before. You pick it up once more, and this time, it turns white at your touch. All the memories return at once. It replenishes your energy and heals the injury in your leg. You feel the strength come back to you, the power that you had felt before. Except this time it is different. You know who you are now. You are the legendary warrior, the protector of the lands, the keeper of the Blue flame dojo, the slayer of the demon Diabolus, Damien. " instead.; Report attacking [someone] with [something] in The Third Battle Room (this is the fourth-normal attacking report rule): say "[one of]You jab at the devil with your [second noun]. The attack rips stone debris from his leg, causing [damage inflicted] point[s] of damage![or]While you are stunned, Diabolus flies straight at you, sword in hand. At the last second, you dodge the attack, and counter it with a strong kick. It sends him across the stone platform, dealing [damage inflicted] damage![or]You slam the blunt side of your weapon at Diabolus, dazing him and dealing [damage inflicted] damage.[or]Instead of attacking at first, you wait for him to come. As expected, Diabolus disappears into the shadows and reappears right behind you. He prepares to end you with a blast of energy, but you spin around quickly and impale him in his chest of stone. The counterattack sends him flying the other way in pain and deals [damage inflicted] points of damage.[purely at random]" instead.; Every turn when the player is in The Third Battle Room: if Diabolus is dead: end the game saying "You have obtained your true power and defeated Diabolus!"; otherwise: continue the action; Report Diabolus attacking the player with something when the player is dead (this is the fourth-player's-death priority rule): say "[one of]Diabolus unleashes a storm of chains which wrap around you and chain you to the platform. Before you can react, he disables you with a wave of excruciating pain to the head. You feel the chains loosen around you, and an ice cold hand grab you by the back of the neck. You are carried by Diabolus out of the volcano and into the sky. 'Look at your kingdom', he growls as he forces you to look at all the places that you have travelled. 'Watch it burn.' The demon stretches out his hand and from it exits a bright, concentrated ray of fire. It hits the forest, the snow fields, the widow's home, and the dojo, leaving nothing but fire and ash behind. 'Forever.' Diabolus summons huge chains from the sky which latch on to you, leaving you hanging in midair. He cackles maniacally and vanishes. And you are left to your thoughts and regrets, for the rest of eternity.[or]Your arch nemesis charges you with his sword. You try to dodge, but Diabolus whips a chain at your injured leg, pulling you towards him. A cold sword drills right through you, and you lose all feeling. The demon drags your lifeless body to the centre of the stone platform. With a flick of his finger, the pentagram begins glows once more. You are placed right above it, and chains wrap around all four of your limbs. Diabolus chants something under his breath and the dark winds begin to form again. They surround you, and you can feel them suck the life force out of you. 'Thank you for handing yourself to me', he says contently. 'You have made my life so much easier.' Everything begins to turn blurry, and you die.[purely at random]"; end the story finally saying "You have been slain."; stop the action Report someone attacking the player with something when the player is alive in The Third Battle Room (this is the fourth-standard report someone attacking the player with rule): say "[one of]The demon pummels you with his [second noun]. You narrowly dodge a full-on impact, but the strike hits you in the shoulder and deals [damage inflicted] point[s] of damage![or]Diabolus slashes you with his deadly sword. It only skims your ribcage, but the contact with the blade sends a cold shiver throughout the rest of your body, causing [damage inflicted] damage.[or]The winged monster backs away into the shadows of the volcano. You take a quick scan around you, preparing for an attack at any second. 'Quit hiding you coward!' you exclaim. You feel a cold wind brush against the back of your head. You slice your weapon upwards, but you are much too slow. Diabolus knocks you off your feet and slams you with a blast of energy, dealing [damage inflicted] point[s] of damage.[or]The demon swings his blade at your head, but you dodge it. You go in with your weapon for a counter, but he flaps his massive wings and blows you across the fighting field. While you are still incapacitated, Diabolus grabs you by the head with his large clawed hands and flings you at the wall. You land back on the platform of stone, but the attack causes [damage inflicted] point[s] of damage.[purely at random]" instead. Every turn when the player is in The Third Battle Room (this is the fourth-attack rule): if Diabolus is not dead, try Diabolus attacking the player with a random weapon which is carried by Diabolus.; The Third Battle Room is above The River Shore. The Third Battle Room is a room. Instead of going down in The Third Battle Room: say "You have no way of returning up. You must stay and fight."; stop the action.; Instead of going up in The Third Battle Room: say "You have no way of getting out of the volcano. You must stay and fight."; stop the action.; Instead of going up in The River Shore: say "You can't go that way."; stop the action.;