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Birthday Card Quest
by
Matthew Tobiasz
Played 2,353 times
View game source
(spoilers!)
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.z8 file
Source Code
"Birthday Quest: Part 1" by Matt [V1 I need to say thank you to Alison who made 'Little Harmony Labrynth' her coding was immensely helpful when trying to figure this out since I'm a first timer. For those playing this game for the first time: This was created to be used as an interactive birthday card accompanied by actual real world gifts. The receiver is a fan of text based adventures and I figured why not give it a shot. That being said, almost everything has a description, and because I'm new at this, examining something is the only way to make the game work. Also, this is a first attempt, and there is plenty of other gift giving holidays and whatnot for me to keep adding to the story. The field area isn't finished, so there are areas that aren't accessible. I've yet to figure out how to set up the leveling system , level caps at 7 and the shop only carries 10 of each potion. Can't make it work...trying to write this stuff with wine is good for the creativity, bad for specifics and proper punctuation. I'm such a newb... difficulty vs the player level is an issue, buy potions and try to survive. Hoping I didn't make this a one hit wonder for the hero. You will probably end up with way too much money and nothing to buy. Trying to figure out what other items I can add to the store, but this comes later considering I've only got a week before the actual receivers birthday. Plants, pots, and monsters don't respawn, and characters will say different things depending on where you are in the story. Tip: type "take all" to avoid having to take things individually, and maybe draw a map on paper as you're playing to avoid getting lost. If the chord puzzle stumps you, Google "D major first inversion chord," and make sure to type the key names exactly as shown (i.e. with the hyphens: "silver-snake-key"; "snake-key"). And if you're trying this out because you randomnly happened upon it enjoy!] Part 1-Where is my Freaking Present? Chapter 1-Framework and Various Other Things Use no scoring. The forename is an indexed text that varies. The full name is an indexed text that varies. When play begins: now the command prompt is "What is your name? > ". To decide whether collecting names: if the command prompt is "What is your name? > ", yes; no. After reading a command when collecting names: if the number of words in the player's command is greater than 4: say "[paragraph break]I can't remember a name that long! Do you have a nickname, perhaps?"; reject the player's command; now the full name is "[the player's command in title case]"; now the forename is word number 1 in the full name; now the command prompt is ">"; say "Why hello, [full name]; welcome to your interactive birthday card quest. I hope you like it. Follow along and you can't open the gifts until you find them in game![paragraph break]"; say "[banner text]"; move the player to the location; reject the player's command. Instead of looking when collecting names: do nothing. Rule for printing the banner text when collecting names: do nothing. Rule for constructing the status line when collecting names: do nothing. When play begins: now right hand status line is "[price of Gold] "; now the left hand status line is "HP:[health]/[maxhealth] MP:[magic]/[maxmp]". Understand "pour [something] into [any container]" as inserting it into. Playability is a kind of value. The playabilities are playable and nonplayable. A thing has a playability. A thing is usually nonplayable. Price is a kind of value. 500 gold specifies a price. A thing has a price. The price of something is usually 0 gold. Definition: a thing is free if its price is 0 gold. Stealability is a kind of value. A thing has stealability. The stealabilities are stealable and nonstealable. A thing is usually stealable. Definition: a thing is for sale if it is nonstealable. Check going: If the player is in a room (called the current space): if an enemy is in the current space: say "You cannot fast travel when enemies are nearby!" instead. Money is a kind of thing. A coin is a kind of money. The printed name of a coin is "gold". Understand "gold" as a coin. Understand "gold" as coins. Rule for printing the plural name of a coin: say "gold". The description of a coin is "gold coin: a little gold piece of currency." Instead of taking a coin: if the player is carrying the purse: say "You found gold![paragraph break]"; increase the price of gold by 1 gold; remove the noun from play; otherwise: say "You're not carrying your purse!". Understand "equip [something]" as wearing. In the closet are 3 coin. The plural of potion is potions. A potion is a kind of thing. An elixir is a kind of potion. The printed name of an elixir is "elixir". Rule for printing the plural name of an elixir: say "elixirs". The description of an elixir is "A frothy beverage. It will lift your spirits." A Tonic is a kind of potion. The plural of Tonic is Tonics. The description of a Tonic is "A potent potion--it brings everything back to where it was meant to be. Restores all HP and MP." A Subtonic is a kind of potion. The plural of Subtonic is Subtonics. The description of a Subtonic is "A powerful potion--it seems to almost, but not quite, fix everything up. Increases HP and MP by 1/2 of the maximum." Understand the command "drink" as something new. Understand "drink [something]" as sipping. Sipping is an action applying to one carried object. Check sipping: if the noun is not a potion: say "As much fun as it is to try and drink everything in the house, we should probably stick to potions." instead; if the noun is an elixir: say "It's a refreshing taste. You feel just a bit stronger."; increase Health by 25; increase Magic by 25; remove the noun from play; if the noun is a Tonic: say "You feel relaxed, as though everything is all right in the world. Your HP and MP are at maximum."; increase Health by MaxHealth minus Health; increase Magic by MaxMP minus Magic; remove the noun from play; if the noun is a Subtonic: say "You feel as though you're almost all healed up. Your HP and MP have been partially restored."; increase Health by MaxHealth divided by 2; increase Magic by MaxMP divided by 2; remove the noun from play. A weapon is a kind of thing. The plural of weapon is weapons. The rusted sword is a weapon. A weapon has a number called Atknum. Attackability is a kind of value. A thing has attackability. The attackabilities are attackable and nonattackable. A thing is usually nonattackable. A pot is a kind of thing. The plural of pot is pots. A pot is attackable. A pot is fixed in place. The description of a pot is "A large brown clay pot. For some reason, you really want to break it to see what's inside." A plant is a kind of thing. The plural of plant is plants. A plant is attackable. A plant is fixed in place. The description of a plant is "A small, leafy plant. You have a sudden urge to cut it to shreds with a weapon, just to see what would happen. It might have something hidden inside." Understand the command "attack" as something new. Understand "attack [something attackable] with [any weapon]" as attacking it with. Understand "a [something attackable] with [any weapon]" as attacking it with. Understand the commands "break" and "cut" and "hit" and "smash" and "destroy" and "fight" and "kill" as something new. Understand "break [something attackable] with [any weapon]" and "cut [something attackable] with [any weapon]" and "hit [something attackable] with [any weapon]" and "smash [something attackable] with [any weapon]" and "destroy [something attackable] with [any weapon]" and "fight [something attackable] with [any weapon]" and "kill [something attackable] with [any weapon]" as attacking it with. Attacking it with is an action applying to one thing and one carried thing. Carry out attacking it with: if the noun is a pot: say "You [one of]lash out[or]strike[or]slash[or]swing[or]stab[or]execute a graceful combo[at random] with your [second noun], [one of]dashing the pot to bits[or]utterly destroying the pot[or]smashing up the pot[at random]!"; if the player is carrying the purse: let randnum be a random price from 1 gold to 25 gold; say "You found [randnum]!"; increase the price of gold by randnum; remove the noun from play; if the noun is a plant: say "You [one of]lash out[or]strike[or]slash[or]swing[or]stab[or]execute a graceful combo[at random] with your [second noun], [one of]tearing up the plant[or]demolishing the plant[or]ripping up the plant in a flurry of leaves[or]destroying the plant[or]cutting down the plant[at random]!"; let randhealth be a random number from 5 to 25; say "You found some fruit! You eat it, increasing your health by [randhealth] points."; increase Health by randhealth; remove the noun from play. The purse contains gold. The purse is closed. The price of the gold is 0 gold. The description of the purse is "[if the price of the gold is 0 gold]You're broke. Nothing to see here.[otherwise]Mmm, jingly money in a bag. Contains [price of gold], which are little metallic coins.[end if]". Instead of dropping coins, say "Right like you're really going to throw away money? You might lose them if you're not careful!" Instead of taking something nonstealable: say "Just what do you think you're doing? You can't steal that. #stillnotarogue." Health is a number that varies. Health is 100. Agility is a number that varies. Agility is 0. Defense is a number that varies. Defense is 1. Attack is a number that varies. Attack is 0. Experience is a number that varies. Experience is 0. Magic is a number that varies. Magic is 0. Levnum is a number that varies. Levnum is 1. MaxHealth is a number that varies. MaxHealth is 100. Every turn: if Health is greater than MaxHealth: decrease Health by Health minus MaxHealth; say "...but you're already at maximum health.". MaxMP is a number that varies. MaxMP is 25. Every turn: if Magic is greater than MaxMP: decrease Magic by Magic minus MaxMP; say "...but you're already at maximum MP.". The player has a number called Level. The Level of the player is 1. Understand "help" as helping. Helping is an action applying to nothing. Understand "help me" and "h" as helping. Carry out helping: say "HELP:[paragraph break]Type 'stat' or 'st' to see your stats.[paragraph break]Type 'inventory' or 'i' to see the items you're carrying.[paragraph break]Examine everything.[paragraph break]Pick up useful items.[paragraph break]Certain items affect your stats. You can wear clothing. Just carrying weapons automatically equips them.[paragraph break]Visit the local shop. Some creatures are nasty and you're going to need proper equipment. [paragraph break]Useful commands: EXAMINE, TAKE, PLAY (SONG) ON (INSTRUMENT), OPEN, CLOSE, UNLOCK, PRESS, UNPRESS, PUT, ATTACK, TALK TO (SOMEONE), NORTH, EAST, SOUTH, WEST, UP, DOWN, DRINK (POTION), EQUIP, BUY, LOOK, and many more.[paragraph break]Shortcuts: instead of 'karaoke (song) on present,' you can do 'k (song initials) p'. NORTH/SOUTH/EAST/WEST can be replaced with n/s/e/w, and UP/DOWN with u/d. Type 'a' for ATTACK and 'x' for EXAMINE.". Understand "stat" as stating. Stating is an action applying to nothing. Understand "stats" and "statistics" and "st" as stating. Carry out stating: say "STATS:[paragraph break]MAXHP:[MaxHealth][paragraph break]MAXMP:[MaxMP][paragraph break]AGL: [Agility][paragraph break]DEF:[Defense][paragraph break]ATK:[Attack][paragraph break]EXP:[Experience][paragraph break]LVL:[Levnum][paragraph break]". A song is a kind of thing. The plural of song is songs. Stay by Rihanna is a song. Lost Boy is a song. Understand "sna" as Seven Nation Army. Playing it with is an action applying to one thing and one visible thing. Understand "play [any song] on the [something]" and "play [any song] on [something]" and "p [any song] [something]" as playing it with. Check playing something with the guitar: if the player is not in the Bedroom, say "Do you see a guitar? I don't see a guitar." Check playing something with something: if the second noun is nonplayable: say "You can make music with that, but it won't be pleasant. Let's stick to real instruments." instead; if the noun is playable: say "You need a song to play on that first!" instead; if the noun is not a song: say "Though Jazz Scat is fun, you'll have to play an actual song.". Carry out playing Lost Boy with the guitar: say "You play and sing an emotional rendition of Ruth B's work, but nothing happens. You have a strange feeling that something will happen if you play a certain song."; Carry out playing Stay by Rihanna with the guitar: if the player is not carrying the brass key: say "[first time]You hear a rattle and a click, and you look underneath the guitar. A brass key has just fallen out of the instrument, probably shaken out by the impromptu stage practice! You have no idea how it got there, but you pick up the key anyway.[only]It was a lovely piece of music."; now the player is carrying the brass key. Check playing Stay by Rihanna with the guitar: if the player is carrying the brass key: say "Killer voice, but multiple encores require more songs to keep the show going! And you have better things to do." instead. Carry out unlocking the trunk with the brass key: remove the brass key from play. The description of the player is "[one of]You're as attractive as ever.[or]Weary, but managing.[or] A devilishly gorgeous and remarkably clever person.[or]You haven't slept in days, but you maintain your blindingly good looks #snapfilterforthewin.[at random]". The Storage Room is a room. Some Dragon berries are in the Storage Room. The description of the Dragon berries is "A bunch of sweet-smelling, inedible, deep purple berries. Useful for making inks, paints and dyes." present Hunt is a scene. present Hunt begins when play begins. present Hunt ends when the player is in the Final Cave Room for the second turn. Missing Quaez is a scene. Missing Quaez begins when present Hunt ends. Missing Quaez ends when the player is in the Northeastern Field for the second turn. The Rock Temple is a scene. The Rock Temple begins when Missing Quaez ends. When The Rock Temple begins: now Plotnum is 3; now Aughra is carrying the empty bottle; move Aughra to the Plaza; move the Dragon berries to the Southwestern Field. The player is in the Bedroom. Chapter 2- Your House Lost Boy is in the bedroom. Lost Boy is scenery. Lost Boy is fixed in place. The closet is in the Bedroom. The closet is fixed in place. The closet is scenery. The closet is a closed and openable container. In the closet are a simple tunic, a pair of leather boots, and a pair of wrist-length gloves. The description of the closet is "A neat-looking, finely-carved affair of exotic teak. It's probably for clothing, as closets are generally used for such things…or portals to other worlds. Why wouldn't you open it?" The purse is a container. The trunk is in the bedroom. The trunk is fixed in place. The trunk is scenery. The trunk is a closed and openable container. The trunk is locked. In the trunk is a rusted sword and a purse. The description of the trunk is "A large trunk with polished metallic edges. It looks impressive, as though something fairly important might be inside.[if the trunk is locked]It appears to have a keyhole.[otherwise]It's unlocked, so you can open it up![end if]". The brass key unlocks the trunk. The guitar is in the bedroom. The guitar is playable. The guitar is scenery. The guitar is fixed in place. The description of the guitar is "A well travelled instrument, you feel a strong connection with the guitar. Observing the instrument elicits an interesting feeling of a hidden power within you. Perhaps you should sing with it? But that requires you know the song. Give it a try, play it; it's been a while. (Type 'play (song) on guitar' to start playing--for example, 'play Lost Boy on guitar')" The desk is in the bedroom. The desk is fixed in place. The description of the desk is "It's cluttered with random things and ink-splattered pages. There's a wide drawer in the middle of the desk." The desk is scenery. The drawer is part of the desk. The drawer is a closed and openable container. In the drawer is Stay by Rihanna. The description of Stay by Rihanna is "Sheet music for an acoustic guitar rendition of Rihanna's Stay, which sounds decent on the guitar, though in modern times people tend to play it on the piano." An armor is a kind of thing. The plural of armor is armors. An armor is wearable. An armor has a number called Defnum. The description of the simple tunic is "A simply-cut garment--it's a bit scratchy around the edges, but it wears nicely and provides minor protection from the elements." The simple tunic is an armor. The Defnum of the simple tunic is 2. Check wearing an armor: if the player is wearing the noun: say "You're already wearing it!" instead; otherwise: increase Defense by Defnum. Check taking off an armor: if the player is not wearing the noun: say "You're already not wearing it!" instead; otherwise: decrease Defense by Defnum. A footwear is a kind of thing. The plural of footwear is footwear. A footwear is wearable. A footwear has a number called Aglnum. The description of the leather boots is "A pair of scuffed, dull-colored boots worn out from years of adventuring. They make you just a little bit faster. There are cuter shoes to coordinate with that can be found in the wild." The leather boots are a footwear. The Aglnum of the leather boots is 3. Check wearing a footwear: if the player is wearing the noun: say "You're already wearing them!" instead; otherwise: increase Agility by Aglnum. Check taking off a footwear: if the player is not wearing the noun: say "You're already not wearing them!" instead; otherwise: decrease Agility by Aglnum. The description of the rusted sword is "It may be a old and a bit off-balance, but the burnished old weapon still has a rather sharp blade." The rusted sword is a weapon. The Atknum of the rusted sword is 3. Check taking a weapon: if the player is carrying the noun: say "You already have that!" instead; otherwise: increase Attack by Atknum. Check dropping a weapon: if the player is not carrying the noun: say "You're not carrying that right now, so you can't get rid of it!" instead; otherwise: decrease Attack by Atknum. The description of the pair of wrist-length gloves is "Little black gloves that cover the wrists, but keep the fingers exposed for grip. Legend has it that wearing gloves that look like this makes everything you do look much cooler. There is a prophecy of a man who mastered cool, which only required one white gleaming glove." The pair of wrist-length gloves is an armor. The Defnum of the pair of wrist-length gloves is 1. The table is in the Kitchen. The table is scenery. The table is fixed in place. The description of the table is "It's just a table, meant for whatever tables are usually meant for...." On the table is 1 elixir. The oven is in the Kitchen. The oven is scenery. The oven is fixed in place. The description of the oven is "A cast-iron wood-burning oven, with a hinged grate that opens to allow for the exchange of food and firewood. A musty wood smell wafts from the interior." The grate is part of the oven. The grate is a closed and openable container. In the grate are 7 coins. In the bedroom is a pot. In the Den is a sign. The sign is scenery. The sign is fixed in place. The description of the sign is "It reads: [paragraph break]'A NOTE ON COMBAT.[paragraph break]You may come upon certain creatures during your time adventuring. The first of these that you will encounter is a Fergling--a weak creature, but dangerous nonetheless. [paragraph break]To fight, you must have a weapon. (Punching mythical creatures is advised against as it usually just annoys them.) Once you have a weapon, simply type 'attack' to start fighting the first monster in the area. Type 'attack' again until the monster is defeated. Once you enter an area with monsters, you cannot leave until they are all defeated. But do not fear! You may use items at any time during the battle. You may drink elixirs to replenish health and magic points.[paragraph break]Clothing does nothing unless worn! Wearing protective clothing, such as boots, tunics, and gloves, will improve your chances of survival. Merely picking up a weapon will equip it automatically, but clothing must be worn.[paragraph break]Once you learn new magical skills, those may be used in battle along with your normal attack.'" Chapter 3- Catford Village There are four plants in Catford Village. There is a wooden sign in Catford Village. The wooden sign is fixed in place. The description of the wooden sign is "The sign reads: 'If you cannot figure out how to successfully converse with other human beings, try typing 'talk to (person).' (So, for example, 'talk to Ken.')[paragraph break]--this message brought to you by the Catford Village Council for Assisting Socially Challenged Adventurers'". Chapter 4- Aughra's House In Aughra's House are three pots. Chapter 5- Item Shop The shelf is in the Catford Item Shop. The shelf is scenery. In the shelf are 10 Tonics. In the shelf are 10 Subtonics. A Tonic is nonstealable. A Subtonic is nonstealable. The Greatsword is in the shelf. The Greatsword is nonstealable. The description of the Greatsword is "A sharper weapon than the rusted sword, this two-edged blade looks deadly. A faded inscription can be seen on the hilt, but it has worn with age." The Greatsword is a weapon. The Atknum of the Greatsword is 8. The warrior tunic is in the shelf. The warrior tunic is an armor. The description of the warrior tunic is "A more reinforced version of the simple tunic, the stitching suggests it may have hidden properties." The Defnum of the warrior tunic is 4. The warrior tunic is nonstealable. The price of the warrior tunic is 700 gold. A large sign is in the Catford Item Shop. The large sign is fixed in place. The description of the large sign is "The sign reads: 'Catford ITEM SHOP.[paragraph break]We carry the finest Tonics and Subtonics and various other items.[paragraph break]Price of a Tonic: 100 gold[paragraph break]Price of a Subtonic: 50 gold[paragraph break]Price of the Greatsword: 500 gold[paragraph break]Price of the warrior tunic: 700 gold[paragraph break]To buy something, type 'buy (something)'--for example, 'buy Subtonic'. Our inventory is very limited--eventually we might run out of stock.'" Chapter 6- The Broken Fountain The Fountain is in the Garden. The Fountain can be broken or unbroken. The Fountain is unbroken. The description of the Fountain is "[if the fountain is broken]A run-down old fountain, stained with old water residue and rusting from disuse[end if][if the fountain is unbroken]Water shoots from the spout and arcs back down into the pool. It works like new.[end if]". Chapter 7- Combat [also just modified from the recipe book, because I am bad at this.] An enemy is a kind of animal. The plural of enemy is enemies. An enemy is attackable. An enemy has a number called maximum hit points. An enemy has a number called current hit points. An enemy has a number called Max Damage. An enemy has a number called Min Damage. An enemy has a number called Min Gift. An enemy has a number called Max Gift. An enemy has a price called Min Lootnum. An enemy has a price called Max Lootnum. A Fergling is a kind of enemy. The description of the Fergling is "A small goblin like creature, that individually may not be menacing, but in groups can be overwhelming. They have a batlike nose and a pot belly. It's a somewhat weak creature known for wielding crude clubs. Its name is often used as a swear or insult, being shortened to Ferg. They have a tendency to steal and horde shiny objects." The plural of Fergling is Ferglings. The maximum hit points of a Fergling is 20. The current hit points of a Fergling is 20. The Min Gift of a Fergling is 50. The Max Gift of a Fergling is 150. The Max Damage of a Fergling is 25. The Min Damage of a Fergling is 15. The Min Lootnum of a Fergling is 10 gold. The Max Lootnum of a Fergling is 30 gold. A Howler is a kind of enemy. The description of a Howler is "A giant, slobbering, wolf-like creature with formidable claws. It is known for stealing livestock and terrorizing lone travelers. Its black matted fur bristles and its hackles raise as it glares at you with deep dark eyes, its menacing call is how the creature got its name." The plural of Howler is Howlers. The maximum hit points of a Howler is 40. The current hit points of a Howler is 40. The Min Gift of a Howler is 150. The Max Gift of a Howler is 200. The Max Damage of a Howler is 70. The Min Damage of a Howler is 50. The Min Lootnum of a Howler is 30 gold. The Max Lootnum of a Howler is 100 gold. A Synapsid is a kind of enemy. The description of a Synapsid is "Horrifying, eyeless, skeletal, and just plain creepy living (or dead?) nightmare. Traces of old cloth and decaying skin fall from its pallid bones as it shuffles waiting for victims. Its skeleton isn’t quite human--rather, the body looks almost reptilian, though the grinning skull is human enough. Crooked horns, elongated fingers and claws, and spines jut out from the curved skeletal features." The plural of Synapsid is Synapsids. The maximum hit points of a Synapsid is 60. The current hit points of a Synapsid is 60. The Min Gift of a Synapsid is 300. The Max Gift of a Synapsid is 400. The Max Damage of a Synapsid is 200. The Min Damage of a Synapsid is 120. The Min Lootnum of a Synapsid is 100 gold. The Max Lootnum of a Synapsid is 300 gold. A Lilitu is a kind of enemy. The description of a Lilitu is "You stop dead in your track, and your breath pauses in your throat as you behold the great creature. It hovers silently on unwieldly, bat-like wings, and its spiked, whiplike tail trails threateningly behind enormous, hooked talons. Its eyes are gone, but it seems perfectly able to sense you anyway. Its head turns to follow your every move, only adding to the creepiness." The plural of Lilitu is Lilitus. The maximum hit points of a Lilitu is 150. The current hit points of a Lilitu is 150. The Min Gift of a Lilitu is 300. The Max Gift of a Lilitu is 400. The Max Damage of a Lilitu is 300. The Min Damage of a Lilitu is 200. The Min Lootnum of a Lilitu is 100 gold. The Max Lootnum of a Lilitu is 350 gold. A Skragoon is a kind of enemy. The description of a Skragoon is "Towering above you, the scaly Skragoon’s cobra shaped head flicks its forked tongue in your direction, venomous drool oozing from its snaggle-toothed gaping maw. It's a monstrous creature about the size of a horse, known for its lethal bite." The plural of Skragoon is Skragoons. The maximum hit points of an Skragoon is 100. The current hit points of an Skragoon is 100. The Min Gift of an Skragoon is 300. The Max Gift of an Skragoon is 400. The Max Damage of an Skragoon is 350. The Min Damage of an Skragoon is 300. The Min Lootnum of an Skragoon is 100 gold. The Max Lootnum of an Skragoon is 360 gold. Turnnum is a number that varies. Turnnum is 0. Instead of attacking an enemy with a weapon: let the damage be a random number between Attack - 3 and Attack + 5; say "You [one of]slash[or]stab[or]execute a graceful combo[or]thrust[or]swing[at random] with your [second noun] at [the noun], causing [damage] points of damage!"; decrease the current hit points of the noun by the damage; if the current hit points of the noun is less than 0: say "[line break][The noun], defeated, crumples and falls to the earth, the body slowly begins to vanish into thin air!"; let Dropnum be a random price between Min Lootnum and Max Lootnum; say "The [noun] dropped [dropnum]!"; increase the price of gold by Dropnum; let Elixnum be a random number from 1 to 5; if Elixnum is 1: say "The [noun] also left behind a small potion, which you drink to heal your wounds!"; Increase Health by MaxHealth divided by 5; increase Magic by MaxMP divided by 5; let Expnum be a random number between Min Gift and Max Gift; increase Experience by Expnum; say "You earned [expnum] experience!"; if the Level of the player is 1: if Experience is greater than 100: now the level of the player is 2; increase Levnum by 1; say "You've levelled up to level [levnum]!"; increase Attack by 2; increase Defense by 2; increase Agility by 1; increase MaxHealth by 10; increase MaxMP by 5; if the Level of the player is 2: if Experience is greater than 500: now the level of the player is 3; increase levnum by 1; say "You've levelled up to level [levnum]!"; increase Attack by 3; increase Defense by 2; increase Agility by 2; increase MaxHealth by 10; increase MaxMP by 5; if the Level of the player is 3: if Experience is greater than 2500: now the level of the player is 4; increase levnum by 1; say "You've levelled up to level [levnum]!"; increase Attack by 4; increase Defense by 5; increase Agility by 4; increase MaxHealth by 15; increase MaxMP by 10; if the Level of the player is 4: if Experience is greater than 5000: now the level of the player is 5; increase levnum by 1; say "You've levelled up to level [levnum]!"; increase Attack by 5; increase Defense by 5; increase Agility by 6; increase MaxHealth by 20; increase MaxMP by 15; if the Level of the player is 5: if Experience is greater than 15000: now the level of the player is 6; increase levnum by 1; say "You've levelled up to level [levnum]!"; increase Attack by 7; increase Defense by 6; increase Agility by 6; increase MaxHealth by 25; increase MaxMP by 20; if the Level of the player is 6: if Experience is greater than 30000: now the level of the player is 7; increase levnum by 1; say "You've levelled up to level [levnum]!"; increase Attack by 7; increase Defense by 8; increase Agility by 8; increase MaxHealth by 30; increase MaxMP by 25; remove the noun from play; stop the action; let Dodgenum be a random number from 1 to 100 minus Agility; if Dodgenum is 1: say "[The noun] attacks, but you got them moves like Jagger!"; stop the action; let the counterattack be a random number between Max Damage divided by Defense and Min Damage divided by Defense; say "[line break][The noun] attacks you, causing [counterattack] points of damage!"; decrease the Health by the counterattack; if the noun is an Skragoon: let Poisonnum be a random number between 1 and 4; if Poisonnum is 1: decrease Health by MaxHealth divided by 20; say "The Skragoon sinks its poisonous fangs into your shoulder! You've been poisoned!"; now Turnnum is 1; if Health is less than 0: say "[line break]You've died!"; end the story. Every turn: if Turnnum is 1: decrease Health by MaxHealth divided by 10; say "You're poisoned! You lost some HP!"; if Health is less than 0: say "[line break]You've died!"; end the story. Carry out sipping a potion: now Turnnum is 0. Carry out playing Seven Nation Army with the present: now Turnnum is 0. Chapter 8- People Ken is a man in Catford Village. The description of Ken is "A festive-looking man, a few years your senior, dressed in power ranger-toned hunting gear with a quiver and bow slung over his back. He's apparently your neighbor in this realm and has known you for quite some time. He seems oddly familiar but you can’t place it. Weird dream déjà vu." Understand "talk to [someone]" as talking to. Talking to is an action applying to one thing. Plotnum is a number that varies. Plotnum is 1. Carry out talking to Ken: if Plotnum is 1: say "[first time]'Hey, [forename]! About time you climbed out of your cave. I suppose you needed to gather your rest after such a tumultuous birthday celebration and karaoke extravaganza--speaking of which, how's the hangover?'[paragraph break]You mention that you cannot find your present.[paragraph break]'Really? Where could it have gone? I'd try asking around the village. It can't have gone far!'[paragraph break][only]'By the way, there are a LOT of new monsters showing up just outside the village. Must be breeding season or something...just watch out for Ferglings, okay?'"; if Plotnum is 2: say "'[forename]! Hurry! I haven't seen Quaez anywhere--you WHAT? A Synapsid?!? Why was one of those hiding beneath the garden? I've never even seen a Synapsid before! Was it terrifying?'[paragraph break]'--but I'm getting ahead of myself! I don't know what to do! He may have wandered off into the Field! I hope he hasn't gone too far east--there's a broken bridge out in the East-Southeastern Field. It spans an enormous gorge! Please, [forename], if you could go look for him, I'd do anything in return. I'd go search, too, but I'm not really Synapsid-fighting material, and I have to stay here with Atsirc and Volta. Please find him!'"; if Plotnum is 3: say "'An obelisk? I've heard of some ancient structures up in the Northeastern Drylands. Legend has it that there's a whole city up there, hidden in the cliffs! Quaez used to talk about it all the time. Maybe he's gone looking for it! Please find him, [forename]; it's dangerous to go alone out there!'" Every turn when the player can see Ken: If Plotnum is 2: say "Ken watches you worriedly, pacing."; If Plotnum is 3: say "Ken is restringing his bow. He still looks extremely nervous about his son."; If Plotnum is 1: say "[one of]Ken sits quietly on a bench, restringing his elegant bow.[or]Ken mills absently back and forth, watching the clouds.[or]Ken inspects the fletching on one of his arrows.[or]Ken begins whistling a lilting tune. You recognize it as one of the legendary gloved one’s melodies.[or]Ken shoots an arrow into the sky.[or]Ken reaches out and catches an arrow that has just apparently fallen from the sky, a silly grin on his face.[or]Ken is counting the arrows in his quiver.[at random]". Aughra is a woman. Aughra is in Aughra's House. The description of Aughra is "An older woman wearing spectacles that seem too large for her face. Her extremely curly black hair looks as if several birds currently hold residence in the tangled mess, and she's so coated with multicolored splashes that she looks as though she's been painting feverishly with a deep inspiration. Or because the paints are made from berries she gets hungry and paints herself as much as the canvas." Instead of giving the Dragon berries to Aughra: try talking to Aughra instead. Carry out talking to Aughra: if Plotnum is 1: say "[first time]You clear your voice softly, and Aughra looks up with the expression of someone who has just found spiders in her oatmeal. You note that the subject of her painting is a frolicking red fox.[paragraph break]'Hi, [forename]. Sorry, I'm just working really hard on this painting. The fox represents my desire for free expression in a repressive society. What do you want?'[paragraph break]You tell her about your present.[paragraph break]'Oh, I actually heard old Mr. Old Herb muttering about that! You can probably find him in the garden, searching for fairies in the fountain or something.'[paragraph break][only]'Hey, how was the party? I really want to hear about it. You’ll have to come back and tell me all about it eventually.'"; if Plotnum is 2: say "'You found it? I'm glad. Hey, did you hear that Quaez is missing? You should talk to Atsirc across the way!'"; if Plotnum is 3: if the player is not carrying the Dragon berries: say "'Hey, [forename]! I'll give you this cool vintage bottle I have if you could go find me some Dragon berries out in the southwestern forest for my ink. I'm working on a new painting!'".; if the player is carrying the Dragon berries: say "'I see you found them! Thanks for getting them to me. Here's the bottle I promised.'"; now the player is carrying the empty bottle; now Aughra is carrying the Dragon berries. The cat is an animal. The cat is in Ken's House. The description of the cat is "A small, rotund grey and black tabby cat with wide green eyes. He mewls at you and paws at your leg. The tag on his collar reads 'Mr. Meowgi.'" Carry out talking to the cat: say "Mr. Meowgi looks at you blankly, then mews plaintively again, begging for food." Atsirc is a woman. Atsirc is in Ken's House. The description of Atsirc is "Atsirc is a rather pretty woman with an open, intelligent face. (Apparently, you have many friends in this realm that have known you for years?)." Carry out talking to Atsirc: if Plotnum is 2: say "[first time]You catch Atsirc just as she's about to head out the door. She looks distraught.[paragraph break]'[forename]! Thank goodness you're here! Quaez went out to get something from the shops, but I haven't seen him in hours! If he was abducted by monsters, I am going to kick their furry/scaly/skeletal/whatever little behinds!'[paragraph break][only]'But I have to stay here with Volta. Can you go look for him?'"; stop the action; if Plotnum is 3: say "'Please, can you find Quaez? I hope he's not out looking for that 'ancient city hidden in the cliff face of the Northeastern Drylands' he always used to talk about--there are so many monsters out there!'"; stop the action; Otherwise: say "[first time]'Your present? Heck, I don't know--FOR THE LAST TIME, QUAEZ, STOP PUTTING THE CAT ON THE PIANO. HE DOESN'T LIKE IT AND NEITHER DOES ANYONE ELSE.--sorry, Quaez is being a bit...you know how developing musicians can be. Here I thought we'd raise a proper prodigy--'[paragraph break]You open your mouth to protest, but Atsirc cuts you off.[paragraph break]'Anyway, I thought he'd take music a bit more...seriously...but, as you can probably hear, his latest work--'Cat and Keyboard'--is about as good as it gets. Anyway, have you tried asking Aughra about it? She's a strange character; she may know.'[paragraph break][only][one of]'Did I tell you about the time Ken was so scared of a spider in his bedroom that he had me shoot an arrow at it for him? Don't be fooled by his bravado, [forename]. That man is a sissy and we all know it. Gotta love him, though.'[or]Atsirc shows you her heavy kitchen knife. 'This baby's taken out three Howlers and a Fergling. Back when Ken and I went camping, it was the only weapon I had. If you look carefully, you can still see the claw-marks.'[or]'My twins are doing fine. Quaez is progressing well in his piano studies, and his sister Volta is starting the oboe.'[paragraph break]Resounding through the house you hear the shrill, nasal voice of an oboe played by a beginner.[or]'I don't know why some people think cooking is boring or domestic. It's AWESOME. It's knives and fire and dead things!'[at random]". The shopkeeper is a man. The shopkeeper is in the Catford Item Shop. The description of the shopkeeper is "A young man who appears strangely overdressed for his line of work. You're pretty sure his name is Sergio." Understand "sergio" as the shopkeeper. Carry out talking to the shopkeeper: say "'Hello again, [forename]! What can I get for you today?'". Old Herb is a man. Old Herb is in the Garden. The description of Old Herb is "A crotchety old man wearing a good deal of tweed and a quarter-note pin on his lapel." Carry out talking to Old Herb: if Plotnum is 1: say "'[forename]! I just saw your present get carried off by a pair of Ferglings! They took it down the stairwell behind the fountain!'"; if Plotnum is 2: say "'You found your present--good, maybe that will help. We think Quaez might be lost out in the Field! Go talk to Ken!'"; if Plotnum is 3: say "'Have you found him yet? He always talked about exploring the Northeastern Drylands, but it's so dangerous up there! Perhaps that's where he's gone?'" Chapter 9- Buying Things [also heavy Recipe Book usage here] Understand the command "buy" as something new. Understand "buy [something not carried]" as purchasing. Purchasing is an action applying to one thing. Before purchasing something for sale when the price of gold is 0 gold: say "You are broke, there are no I.O.U’s and shops don’t run on hopes and dreams. Come back when you have enough." instead. Before purchasing something when the price of gold is less than the price of the noun: say "I'm afraid you don't have enough money to afford [the noun]." instead. Before purchasing something when the price of the noun is 0 gold: say "You can't buy that!" instead. Instead of purchasing something: decrease the price of gold by the price of the noun; say "You bought [the noun] for [the price of the noun]."; now the player is carrying the noun; now the noun is stealable. The price of the Greatsword is 500 gold. Instead of purchasing the Greatsword: if the price of gold is greater than 499 gold: decrease the price of gold by 500 gold; now the player is carrying the Greatsword; remove the rusted sword from play; say "You have the Greatsword! You give the rusted sword to the shopkeeper, because you won't be needing it anymore."; decrease Attack by 3; increase Attack by 8; now the Greatsword is stealable; now the price of the Greatsword is 0 gold; otherwise: say "You can't afford it!". Instead of purchasing the warrior tunic: if the price of gold is greater than 699 gold: decrease the price of gold by 700 gold; now the player is carrying the warrior tunic; remove the simple tunic from play; say "You have the warrior tunic! You give the simple tunic to the shopkeeper, because you won't be needing it anymore."; decrease Defense by 2; now the warrior tunic is stealable; now the price of the warrior tunic is 0 gold; otherwise: say "You can't afford it!". The counter is in the Catford Item Shop. The counter is scenery. Instead of dropping something nonstealable: say "Why would you do that? It's best to keep that safe in your inventory." The price of a Tonic is 100 gold. The price of a Subtonic is 50 gold. Chapter 10- Rooms The Bedroom is a room. "[first time]You wake up to the sound of a half-finished melody winding its way through your groggy mind.[only] Your bedroom is a simple one: light streams in gently through a narrow window on the right, and over the walnut-colored floor are scattered several discarded pages of scribbled notes. It looks like a tornado came through here and whipped everything up throwing it all over the room, you notice a guitar in the corner.[paragraph break][first time]You collect yourself, trying to remember how you got here. Hangover pounding in your head, you immediately realize that your present, that you just got for your birthday, is missing! You should probably go find that present.[paragraph break] Type 'help' to get started.[paragraph break][only]There's an elegant closet standing on the far side of the room. There's also a sturdy trunk waiting at the foot of the bed, a desk on the near side, and a guitar in the corner. To the east and west are other rooms." The Kitchen is a room. The Kitchen is east of the Bedroom. "It's a fairly standard kitchen. A low oak table sits in the center of the room, and there's a wood-burning oven against one wall. To the west is your bedroom." The Den is a room. The Den is west of the Bedroom. "A sparsely-decorated den with a few chairs. A single sign hangs on the west wall. There's a front door on the northern wall that leads outside. Your bedroom is to the east." Catford Village is a room. "[first time]You step out into the near-blinding midday sun. You're in Catford Village, you recognize it but can’t place it. (This isn't surprising, as you've just walked out of the front door of what is apparently your own home.)[paragraph break][only]A cobblestone path, embraced in lush and verdant grass, gently slopes ahead of you. To the east there is a Plaza; to the west, more houses like your own; to the north, the Garden. The path is lined with a few leafy shrublike plants. To the south is [forename]'s (your) house." The Residential Area is a room. The Residential Area is west of Catford Village. "The houses are cute and orderly, built with white stucco and terra cotta roof tiles. To the south you see a house emblazoned with the symbol of a snake. To the north there is a house marked with an '8.' To the east is Catford Village Main." Aughra's House is a room. Aughra's house is north of the Residential Area. "As you walk in, you're partially blinded by the walls, which are plastered with moody, sepia-toned paintings of sunsets, autumn woods scenes, and--strangely enough—cats wearing shoes. Piled about the house are colorful scarves, strange knit hats, and several oddly blocky pairs of thick-lensed spectacles. [if Plotnum is 1]Aughra sits at her studio table, sweeping a murky red-dipped brush over her most recent painting.[end if]". The front door is a closed door. The front door is north of the Den and south of Catford Village. The front door is closed. The description of the front door is "A large, simply-designed door." Instead of opening the front door: if Plotnum is 1: if the player is carrying the rusted sword: if the player is carrying the purse: if the player is wearing the simple tunic: if the player is wearing the leather boots: if the player is wearing the pair of wrist-length gloves: say "[first time]This is the end of the beginning. Let's take the next step.[only]You open the door."; now the front door is open; otherwise: say "Wait, [forename]! Did you make sure to equip all of your clothing items? If you do't have any more, go check the closet! You can’t just go running around town naked!"; otherwise: say "Wait, [forename]! Did you make sure to equip all of your clothing items? If you're missing some, go check the closet! You can’t run around outside naked!"; otherwise: say "Wait, [forename]! Did you make sure to equip all of your clothing items? If you're missing some, go check the closet! You can’t run around outside naked!"; otherwise: say "Wait, [forename]! There are still things in the house that you need to find before you go out looking for your present! Make sure you checked the closet and the trunk. If you're carrying clothing, make sure you put it on! You need to be prepared for the dangers of the outside world--make sure you have a weapon, too!"; otherwise: say "Wait, [forename]! There are still things in the house that you need to find before you go out looking for your present! Make sure you checked the closet and the trunk. If you're carrying clothing, make sure you put it on! You need to be prepared for the dangers of the outside world--make sure you have a weapon, too!". Ken's House is a room. Ken's House is south of the Residential Area. "[if Plotnum is 1]This is your good friend Ken's house. Atsirc, Ken's wife, stands at the kitchen counter, slicing up ingredients for the night's dinner. You can hear the sounds of children playing in some other room of the house.[end if][if Plotnum is 2]Atsirc is wringing her hands, looking tremendously worried. She holds her hefty kitchen knife tightly in one hand, as though getting ready to go out and fight some monsters. The house seems mysteriously absent--and then you remember that Quaez is missing, so there are no cat-on-piano sounds like Quaez usually makes.[end if] The home of Ken and Atsirc, and their children Quaez and Volta." The Plaza is a room. The Plaza is east of Catford Village. "A wide plaza stretches before you. Usually this area is filled with a throng of people, but it must not be a busy day today. To the north is an item shop. The road leads back west to the main part of the village." In the plaza are five plants. The Catford Item Shop is a room. The Catford Item Shop is north of the Plaza. "You're surrounded by shelves that are bone dry or sparsely filled. The shopkeeper watches you patiently, waiting for you to make a selection. A big sign at the front of the shop lists the prices of the items." In the Catford Item Shop are two pots. The Garden is a room. The Garden is north of Catford Village. "[if Plotnum is 2][first time]Old Herb is almost trembling with distress. When he sees you, he starts and says,[paragraph break]'[forename]! We need your help! Atsirc's son Quaez has been missing for hours! We don't want to assume anything, but...we think he may have been abducted by monsters!'[only][end if] [if the fountain is broken]A once-grand fountain stands in the center of the vibrant garden, but it's been broken for years.[end if][if the fountain is unbroken]The fountain is revived. It spews water up into the sky, filling the air with a fine mist.[end if] Vivid plant life surrounds you. Going farther north will take you out of the village and into the dangerous Field. (Don't go out there without a weapon!) There is a stairwell behind the fountain that leads into the darkness below. Going south will take you back to the main part of the village." The Southern Field is a room. The Southern Field is north of the Garden. "A long, wide expanse of grass with sparse growths of trees is spread before you. This field is known to have monsters. South of here is Catford Village. The field extends to the east and west of here." There are three Ferglings in the Southern Field. The South-Southeastern Field is a room. The South-Southeastern Field is east of the Southern Field. "A long, wide expanse of grass with a few trees. Watch out for monsters! You can go to the east and west of here." There are two Ferglings in the South-Southeastern Field. There is one Howler in the South-Southeastern Field. The Southeastern Field is a room. The Southeastern Field is east of the South-Southeastern Field. "A long, wide expanse of praire grassland. Monsters flourish here. To the east and west are further sections of prairie." There are four Howlers in the Southeastern Field. There is one plant in the Southeastern Field. The East-Southeastern Field is a room. The East-Southeastern Field is east of the Southeastern Field. "A wide expanse of prairie grasses. A deep gorge lies directly north of here[if the wooden bridge is broken], but it's currently impassable because the bridge is broken.[end if][if the wooden bridge is unbroken], and it may be crossed via the bridge to the north.[end if]. To the west is more prairie." The Eastern Field is a room. "The grass is beginning to fade as a rockier, harder surface begins to predominate. The soil is red and dusty. There is a bridge to the south, and to the north ahead you can see more dusty terrain." There are two Synapsids in the Eastern Field. There are three Howlers in the East-Southeastern Field. There is one Fergling in the East-Southeastern Field. The wooden bridge is an open and unopenable door. The wooden bridge is north of East-Southeastern Field and south of Eastern Field. The wooden bridge can be broken or unbroken. The wooden bridge is broken. The description of the wooden bridge is "[if the wooden bridge is broken]A few shards still hang on to the frame, but this bridge is not even remotely usable.[end if][if the wooden bridge is unbroken]A rickety, but passable, wooden bridge crosses a deep gorge." Instead of going through the wooden bridge while the wooden bridge is broken: say "Not a good plan. That bridge looks just about to fall apart entirely, and below that bridge are about one hundred and fifty feet of gravitational accelerated swan dive. So, no. Don't cross the bridge.". Chapter 11-Dungeon 1 and Seven Nation Army The Cave Under the Garden is a room. The Cave Under the Garden is below the Garden. "A damp, dark cave. In front of you, a giant bell stands behind a sign. The cave continues to the east, but it is sectioned off by a cave door." The cave door is east of the Cave Under the Garden and west of Cave Room 1. The cave door is a door. The cave door is locked. The bell sign is in the Cave Under the Garden. The bell sign is scenery. The description of the bell sign is "The sign reads: 'Sound will give you passage.'" The giant bell is in the Cave Under the Garden. The description of the giant bell is "An enormous golden bell. It probably makes a great deal of sound when struck." The giant bell is attackable. The giant bell is fixed in place. Carry out attacking the giant bell with a weapon: say "The gargantuan instrument releases a low, reverberating clang, and you hear a door click open."; now the cave door is unlocked; now the cave door is open. Cave Room 1 is a room. "A dark, damp section of cave. You can see another room farther to the east of here." In Cave Room 1 are four Ferglings. In Cave Room 1 are two elixirs. Cave Room 2 is a room. "A slightly damper, slightly darker section of cave. The Cave continues to the north." Cave Room 2 is east of Cave Room 1. In Cave Room 2 are four pots. In Cave Room 2 are two Howlers. In Cave Room 2 are two plants. Cave Room 3 is a room. "Another cave section. An ornately-carved door blocks the way to the north. There appears to be a riddle or poem carved into the door, and some kind of informative sign on the wall facing it. You can see a set of large buttons jutting out from one wall. You recognize the emblems on them as belonging to different Hogwarts Houses." Cave Room 3 is north of Cave Room 2. The examine devices rule is not listed in any rulebook. Understand the command "press" as something new. Understand "press [something]" as switching on. Understand "unpress [something]" as switching off. In Cave Room 3 is a House Guide book. The description of the House Guide book is "It reads: 'Hogwarts Houses.[paragraph break]The most familiar house is Gryfindor, which housed the harolded hero of Hogwarts. Gryffindor is one of the four Houses of Hogwarts School of Witchcraft and Wizardry, founded by Godric Gryffindor. ... Such character traits of students Sorted into Gryffindor are courage, chivalry, and determination. The emblematic animal is a lion, and its colours are red and gold. Their crest is a Gryiffin - (this explanation is probably unneccessary due to your knowledge).[paragraph break]Hufflepuff is a ferret...I think. Hufflepuff is one of the four Houses of Hogwarts School of Witchcraft and Wizardry. Its founder was the medieval witch Helga Hufflepuff. Hufflepuff is the most inclusive among the four houses; valuing hard work, dedication, patience, loyalty, and fair play rather than a particular aptitude in its members.[paragraph break]Ravenclaw is clearly a bird...Seriously running out of time to program this right or wrtie anything witty. Ravenclaw is one of the four Houses of Hogwarts School of Witchcraft and Wizardry, founded by Rowena Ravenclaw. Members of this house are characterised by their wit, learning, and wisdom. Its house colours are blue and bronze, and its symbol is an eagle.[paragraph break] Founded by Salazar Slytherin, the house is composed mostly of pure-blood students, due to its founder's mistrust of Muggle-borns. The house is traditionally home to students who exhibit such traits as cunning, resourcefulness, and ambition. Its emblematic animal is a snake and its colours are green and silver. There symbol is a snake.'" In Cave Room 3 is a Key-sign. Understand "sign" as Key-sign. The printed name of the Key-sign is "sign". The key-sign is fixed in place. The description of the key-sign is "The sign reads: 'A NOTE ON PRESSING AND UNPRESSING.[paragraph break]You will come upon devices in your travels. Sometimes these devices will have buttons or keys. To engage a device, say 'press (device)'--for example, 'press Slytherin-key'. To disengage a device, say 'unpress (device)'--for example, 'unpress Slytherin-key'." In Cave Room 3 is the first Gryffin-key. The first Gryffin-key is fixed in place. The first Gryffin-key is a device. The first Gryffin-key is switched off. The description of the first Gryffin-key is "A key on the wall, it is emblazened with the House of Gryffindor crest.[if the first Gryffin-key is switched on]It's currently pressed down.[end if][if the first Gryffin-key is switched off]It's currently not pressed down. It looks like you can press it." In Cave Room 3 is an Ferret-key. The Ferret-key is fixed in place. The Ferret-key is a device. The Ferret-key is switched off. The description of the Ferret-key is "A key on the wall, as though it's it is emblazened with the House of Hufflepuff crest.[if the Ferret-key is switched on]It's currently pressed down.[end if][if the Ferret-key is switched off]It's currently not pressed down. It looks like you can press it." In Cave Room 3 is an Slytherin-key. The Slytherin-key is fixed in place. The Slytherin-key is a device. The Slytherin-key is switched off. The description of the Slytherin-key is "A black key on the wall, it is emblazened with the House of Slytherin crest.[if the Slytherin-key is switched on]It's currently pressed down.[end if][if the Slytherin-key is switched off]It's currently not pressed down. It looks like you can press it." In Cave Room 3 is a Ravenclaw-key. The Ravenclaw-key is fixed in place. The Ravenclaw-key is a device. The Ravenclaw-key is switched off. The description of the Ravenclaw-key is "A white key on the wallit is emblazened with the House of Ravenclaw crest.[if the Ravenclaw-key is switched on]It's currently pressed down.[end if][if the Ravenclaw-key is switched off]It's currently not pressed down. It looks like you can press it." In Cave Room 3 is an silver-snake-key. The silver-snake-key is fixed in place. The silver-snake-key is a device. The silver-snake-key is switched off. The description of the silver-snake-key is "A metallic key on the wall, it is emblazened with the House of Slytherin crest.[if the silver-snake-key is switched on]It's currently pressed down.[end if][if the silver-snake-key is switched off]It's currently not pressed down. It looks like you can press it." In Cave Room 3 is a Hufflepuff-key. The Hufflepuff-key is fixed in place. The Hufflepuff-key is a device. The Hufflepuff-key is switched off. The description of the Hufflepuff-key is "A yellow key on the wall, it is emblazened with the House of Hufflepuff crest.[if the Hufflepuff-key is switched on]It's currently pressed down.[end if][if the Hufflepuff-key is switched off]It's currently not pressed down. It looks like you can press it." In Cave Room 3 is a Muggle-key. The Muggle-key is fixed in place. The Muggle-key is a device. The Muggle-key is switched off. The description of the Muggle-key is "A bland key on the wall, as though it's been widdled from the most un-incredible boringly colored wood imaginable.[if the Muggle-key is switched on]It's currently pressed down.[end if][if the Muggle-key is switched off]It's currently not pressed down. It looks like you can press it." In Cave Room 3 is a green-snake-key. The green-snake-key is fixed in place. The green-snake-key is a device. The green-snake-key is switched off. The description of the green-snake-key is "A green key on the wall, it is emblazened with the House of Slytherin crest. [if the green-snake-key is switched on]It's currently pressed down.[end if][if the green-snake-key is switched off]It's currently not pressed down. It looks like you can press it." The ornate door is a door. The ornate door is locked. The ornate door is north of Cave Room 3 and south of the Cavern. The description of the ornate door is "A finely-decorated wooden door. There is an inscription: 'Select the house that belongs to you'.[paragraph break] I'm partial to the Gryffindor--[paragraph break]but I will admit some are better than others.'" Every turn while the player is in Cave Room 3: If the Slytherin-key is switched on: if the silver-snake-key is switched on: if the green-snake-key is switched on: if the Gryffin-key is switched off: if the Ferret-key is switched off: if the Ravenclaw-key is switched off: if the Hufflepuff-key is switched off: if the Muggle-key is switched off: now the ornate door is unlocked; if the ornate door is closed: say "A triumphant tone echoes through the dampness of the cave. You hear the door to the north click open." The Cavern is a room. "[first time]You walk into the great, mouthlike room with trepidation. You can barely see three feet in front of you--the darkness is so thick and claustrophobic that, even in such a great space, you feel trapped and uneasy. The rise and fall of ragged breathing seems to emanate from all around you. As a dark form drags itself forward from the pitch blackness, you suddenly seem to forget how to move--but once you regain your senses, you sprint back towards the door. It's too late, though; the door has locked itself again. You turn around to face the hideously ghastly face, eyeless and skeletal, of a Synapsid.[only]There is another room to the north. The Cavern is very dark, but you can make your way around." There are two elixirs and two plants in the Cavern. In the Cavern is a Synapsid. The Final Cave Room is a room. The Final Cave Room is north of the Cavern. "This room is much lighter than those before it. In front of you is a podium, on which sits a chest." The chest is in the Final Cave Room. The chest is fixed in place. The chest is an openable and closed container. The description of the chest is "A run-of-the-mill treasure chest, like the ones you see spread far and wide in video games (which is odd, because they're all identical--you have to wonder if all of the dungeon bosses shop at the same treasure chest emporium.)" In the chest is the present. Understand "p" as present. The description of the present is "Your present! Open it to discover what's inside (STOP READING AND OPEN YOUR PRESENT NOW!)...It's a piece of heart. May it help you on your journey. Sing with your heart and let your heart grow(or your life bar). To play it, just type 'play (song) on present'--for example, 'play Seven Nation Army on present'. You can also say 'play Seven Nation Army on p' or even 'k sna p'. There's also some other various items for enjoyment in the real world present." The present is playable. In the chest is Seven Nation Army. The description of Seven Nation Army is "The score for a beautiful, haunting song by the White Stripes. You have the urge to play the present solo from the beginning. According to the story, this is the song that Death plays to raise the dead. The way your present is glowing--perhaps playing it will have a special effect?" Seven Nation Army is a song. In the Final Cave Room is a vase. The vase can be broken or unbroken. The vase is broken. The description of the vase is "[if the vase is broken]A pile of jagged shards. It appears to have been shattered.[end if][if the vase is unbroken]A pristine vase with a shining glaze and an intricate paint design.[end if]". The vase is fixed in place. Carry out playing Seven Nation Army with the present: if Magic is less than 10: say "But you don't have enough magic!" instead; stop the action; if the player can see something broken: now every broken thing in the room is unbroken; say "The rousing tones of the solo make you feel uneasy, as though you're playing to raise the dead! But everything broken responds, resurrecting and becoming like new!"; decrease Magic by 10; otherwise: say "You resurrect yourself just a bit with the strange tune."; increase Health by MaxHealth divided by 10; decrease Magic by 10. Check playing a song with the present: if Magic is 0: say "But you have no magic points!" instead. Carry out taking the present: now Plotnum is 2; say "DA-DA-DA-DAAAAAAAAA! Oh, sorry, it just felt natural to have some music at this point. You know, you've defeated the boss, you've gotten the special item...can you tell how unoriginal the game writer is yet? Anyway, you've gotten your present back! But it seems different now that you have it, as though it's glowing slightly. Perhaps it has special abilities now!". Instead of dropping the present: say "Goodness, no! You're not losing that this again. Let's keep that present safe in your inventory." Part 2-Where is Freaking Quaez? Chapter 12- Here there be Harder Monsters The South-Southwestern Field is a room. The South-Southwestern Field is west of the Southern Field. "The plain begins to blend into a savannah, and then into a forest, as trees begin to appear all around you. You have the feeling that more dangerous creatures will appear here. Perhaps you should turn back and go East instead. To the west, a dark forest looms." There is one elixir in the South-Southwestern Field. There are four Howlers in the South-Southwestern Field. The Southwestern Field is a room. The Southwestern Field is west of the South-Southwestern Field. "You're certainly in a forest now. Trees swathed in mosses and suspicious-looking fungi surround you. The air practically smells of danger. Going east will take you out of the forest and towards the prairie, while going west will lead you even deeper into the trees." There are two Synapsids in the Southwestern Field. There are two Howlers in the Southwestern Field. The West-Southwestern Field is a room. The West-Southwestern Field is west of the Southwestern Field. "It's beginning to get darker as the tree canopy allows less and less sunlight to diffuse through. A soft, eerie hooting sound surrounds you. The forest thins out towards the east and continues to thicken towards the west (but I haven't written that part yet!)" There is one Lilitu in the West-Southwestern Field. There is one Synapsid in the West-Southwestern Field. The East-Northeastern Field is a room. The East-Northeastern Field is north of the Eastern Field. "A red, dusty, canyon-type area. Though there is less vegetation, there are still plenty of monsters around. These dry lands extend to the north and south of here." There is one Skragoon in the East-Northeastern Field. There are two elixirs in the East-Northeastern Field. There is a poison sign in the East-Northeastern Field. The printed name of the poison sign is "sign". Understand "sign" as the poison sign. The description of the poison sign is "It reads:[paragraph break]'POISON.[paragraph break]Warning. Poisonous monsters have been spotted in this area. If you are poisoned, you will continue to deteriorate until you find some way of healing yourself. All potions, including elixirs and both kinds of Tonics, serve as antidotes. Be careful!'[paragraph break](Seven Nation Army will work as an antidote, too.)" The poison sign is fixed in place. The Northeastern Field is a room. The Northeastern Field is north of the East-Northeastern Field. "The land is cracked and whatever plants survive are tough and thorny. You can clearly see bands of sediment in a variety of colors wrapping themselves around towering rock formations. An enormous stone monument of some sort stands before you, and your way is blocked to the north by cliff walls and rocks. Going south will eventually take you back to the prairie." Chapter 13- Getting Into the Rock Temple The obelisk is in the Northeastern Field. The obelisk is fixed in place. The description of the obelisk is "A towering, tapering structure made of the same dusty stone as the surrounding land--it looks as though it was carved out of one of the rock formations. [paragraph break] You notice a deep bowl jutting out from one face of the monument. There appears to be a small inscription above it." The inscription is in the Northeastern Field. The inscription is scenery. The description of the inscription is "It reads:[paragraph break]'FILL ME WITH WHAT THE LAND LACKS.'[first time][paragraph break] You look around at the dusty terrain. 'What the land lacks?' What a simple riddle, you think. The answer, of course, is obvious.[only]" Instead of inserting something into the bottle: say "Its narrow neck will not allow anything other than liquids to enter.". The empty bottle is in the Storage Room. The empty bottle is a container. The carrying capacity of the empty bottle is 1. The description of the bottle is "A cool bottle you got from Aughra. It's currently empty." The bowl is in the Northeastern Field. The bowl is scenery. The bowl is a container. The carrying capacity of the bowl is 1. The description of the bowl is "A deep bowl-like depression jutting out from one side of the obelisk." The Rock Wall is a door. The Rock Wall is north of the Northeastern Field and south of the Rock Temple Entrance. The Rock Wall is locked. The Rock Wall is scenery. The Rock Temple Entrance is a room. "A vast building, likely painstakingly carved over generations into the cliff face, looms over you to the north. Its many columns and triangular roofs bring to mind the great architecture of Petra." In the Rock Temple Entrance are six plants. In the Rock Temple Entrance are four pots. Instead of opening the Rock Wall: if the Rock Wall is locked: say "You pound on the pile of boulders, but it does not give, probably because you are a tiny human and it is a thousand-year-old pile of two-ton boulders made of some of the harder rocks and minerals known to geology."; stop the action; if the Rock Wall is unlocked: now the Rock Wall is open. Carry out inserting something into the bowl: if the noun is the bottle of water: say "You hear a grinding noise, and a boulder to the north slides aside, revealing a hidden entrance. The water in the bowl disappears!"; now the Rock Wall is unlocked; now the Rock Wall is open; remove the noun from play; otherwise: say "Nothing happened." Instead of inserting something into the Fountain: say "That would be silly." The Fountain is a container. The Fountain is scenery. In the Storage Room is the bottle of water. Understand "water" as the bottle of water. The description of the bottle of water is "The bottle Aughra gave you. It's full of water from the fountain." [the "Storage Room" is how I cheat.] Carry out examining the Fountain: if the Fountain is unbroken: if the player is carrying the empty bottle: say "You decide it would be a good plan to have some water with you. You fill up the bottle you got from Aughra with water from the fountain."; now the player is carrying the bottle of water; remove the empty bottle from play. Chapter 14- The Rock Temple The Rock Temple Door is a door. The description of the Rock Temple Door is "An imposing door that brings to mind the awesome power of the earth. It looks as though it were crushed into shape by the staggering weight of the crust of the earth itself, thousands of meters below the surface." The Rock Temple Door is north of the Rock Temple Entrance and south of the Rock Temple Room 1. The Rock Temple Door is closed. The Rock Temple Room 1 is a room. "[first time]Your boots click softly on the floor as they transition from the soft, silty earth of the Drylands to the rough-hewn and time-smoothed floor of the temple. Silence borders your every breath. You've entered a sacred place of the earth.[only][paragraph break]Carved by hundreds, if not thousands, of ancient artisan hands, the temple flows around you in a distinctly un-rock-like manner, culminating in a grand set of steps leading to a curiously humble altar. Going south will take you out of the temple." The altar is in the Rock Temple Room 1. The description of the altar is "For all the masterful sculpture in this place, the altar seems strangely simple. It looks just like a natural boulder from the Drylands, but with the top sliced off to make a smooth, flat surface." The altar is fixed in place. On the altar is a note. The description of the note is "You recognize the paper as coming from Aughra's stationery shop in Catford Village. The note reads, in the handwriting of a child:[paragraph break]'TO WHO IT MIGHT CONCERN.[paragraph break]I wanted to explore the ruins of the temple, but I think I will probably be in danger soon. If you are reading this and you are a freind, then I am in the bottom floor in the furthest room, and you should come find me so I don't get hurt. If you are reading this and you are a monster, then dont read this and I am not here. If you are reading this and you are Mommy, then I'm sorry for using youre good paper for this note but I really wanted to find the ruins Ive been reading about in books and maybe if I find something cool than I can trade it for something nice.[paragraph break]--Quaez Assai'" After examining the note: say "[paragraph break]And that's all the time I have to attempt programming. Hope you've enjoyed it, and Happy Birthday if you've actually stuck with it this far I'd be surprised. Hoping the whole thing works. No judgments, this stuff is relatively easy but time consuming. I may continue to add to this so you can keep adventuring. I'll keep you posted."; end the story.