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$name, Nothing ever seemed to go right for you, you thought on one of your average, boring days at work. Heck, can you even call this work? You develop webpages for people who are too stupid to do it themselves. The worst part: You do it from your mother’s basement. If people knew who you were or what you did they would have a mixed reaction of anger and pity.
The good news is that people online have no idea that you’re 40 years old and pathetic. You can play World of Warcraft all you want without getting judged for it, and you definitely do play it as much as you want. In fact, people go the furthest thing from judge you; they worship you. When most of what you do is eat oreos and play computer games, it’s easy to get really good at the games. You’re the number one ranked player in your county, but you usually don’t brag. Part of that is because you haven’t spoken to any of your friends (can you really still call them “friends?”) in several years.
Part of you wishes you could change your life, but in truth, you’re not interested in doing anything that requires a whole lot of effort. Plus, is there really anything you could do to change your life? “If something came along that would allow me to get my life on a different track, I would do it,” you always tell yourself. Whether or not that’s true doesn’t even matter. Nothing will ever happen. You just go through life, waiting for the [[next day|Character Attributes]] to happen so you can repeat what you did the previous day, and so on.
<<set $node3 to true>>
Today, your life suddenly departed from its unexciting state. While you were choosing a theme for your next online project, your mother informed you that someone was at the house, and they were looking for you. How could someone be looking for you?! You don’t know anyone!
What you saw was perhaps the furthest thing from what you expected. In the doorframe stood an old man. He was rather tall--but his poor posture caused him to stand a few inches less than his potential. He wore scratched glasses and clothes that you recognized from when they were in-style about 15 years ago. You stared for longer than you should have, and before you even greeted him, he began to speak.
“Good afternoon,” he said in a surprisingly youthful voice, “You may not know who I am, but I know you very well. My name is Hagrid, and I’ve come to seek your help. You probably don’t know this, but your mother--not the woman who answered the door, your real mother-- is a very important figure. No one here, including you, would know who she is, but she’s the highest ranking authority in the town of Misteria--”
“Wait, Misteria?” I finally broke in, “That place is abandoned. Nothing happens there.”
“That’s what you think. You see, what happens in Misteria is actually unseeable by any naked human eye. That’s why your mother is so important. She created the technology that made it possible for a large shield to be put around an area to block it from the rest of the world. Everything went fairly well for years, but now that your mother is old, people have been planning malicious things against her. Just recently, one person, and evil villain by the name of Zaine, actually did it. We don't know much about Zaine, but we do know that he is capable of doing a lot of harm. He took her and is holding her hostage until she agrees to disable the shield and reveal their world to the public. He’ll kill her without remorse, and I need you to help save her.”
You weren’t having one bit of this. “Great story, guy, but it makes no sense. What could I do that anyone else couldn’t, anyway?”
“You won’t understand why you, specifically, are needed until later. You have to trust me and come with me to help this woman, your mother, who’s in danger!”
What the man was saying made for a great story, and a great idea honestly, but there was a lot that didn’t add up. You wanted to [[slam the door in his face|Blind Rejection: Encounter Entruder]] and go back to what you were doing. However, something in you did want to at least [[get some more information from this guy|Get Some info]] before you told him he was crazy and sent him off. For a split second, you even considered [[going with him right then|Safe Haven]]. You had nothing better to do anyway.
Enter your name:
<<textbox "$name" " ">>
When you're ready, [[Begin your adventure! |Introduction]]You decided to give the man a chance, but you didn’t want to actually go with him because you were afraid it might have been a set-up. You told him this, and he was surprisingly calm and understanding.
“Okay,” he said, “If you won’t come with me, there is one thing that I can do for you. You will be visited soon. By whom? I don’t know, but it could end very poorly for you. Take this,” he handed you a two-pronged stick.
“What will I do with this?” you asked.
“That, you may or may not find out on your own. If you won’t come with me, I will be leaving now. Good luck.”
What a prick, you thought. What are you going to do with this stupid stick? At that point, it was time to [[go back inside|Intruder Node w Info]].<<silently>>
<<set $node3 to false>>
<<set $node3a to true>>
<</silently>>
Who did that guy think he was? You can’t just knock on someone’s door and start spouting lies and crazy stories. Most people get detained for that. You did Hagrid a favor by not calling the police. Time to go back to work.
As you walked down the stairs to your office, something seemed off. You couldn’t tell what it was, but the air didn’t feel the same as it did when you were down there a few minutes ago.
When you reached the bottom of the staircase, you saw what it was. Was the crazy old man right? Or were you hallucinating? Waiting for you at your desk was a young looking male in a futuristic armour. He looked like a character from a video game you’d played recently. It was clear that he wasn’t going to say anything, but he looked like he was ready to cause some serious harm. What should you do?
You could [[run up the stairs and go find the old man|Safe Haven]]. Or you could [[stay here and fight|Node 3ai Choose Fight]] the guy.
<<if $node3 eq true>>
You decided to take your chance at something exciting happening, and honestly you were quite excited. This is exactly what you were waiting for! The old man took you to a building that you had never seen before, but the surroundings indicated that you were still in your town.
<<elseif $node3a eq true>>
<<set $intelligence to ($intelligence - 1)>>
<<set $strength to ($strength - 1)>>
After what seemed like hours of looking, you came across a strange building that you had never seen before. Hagrid was standing outside. It was as if he used some kind of power to lead you here. He saw you, and without saying a word he led you inside.
<<elseif $node3ai eq true>>
<<silently>>
<<set $intelligence to ($intelligence + 1)>>
<<set $dexterity to ($dexterity + 1)>>
<</silently>>
Great job! The dart worked perfectly. You impaled his eyes and left him laying on the floor. His wounds would surely kill him, you thought. You immediately ran outside to go find the man, but he was waiting outside your house. Did he know that this was going to happen? More importantly?
Did he know that you were going to succeed or was he waiting to come inside and remove your dead body? Now wasn’t the time to ask questions. Something terrible was happening and you needed this man’s help to fix it. You followed him to a building that appeared to be in your town, but that you had never seen before.
<<elseif $node3bi eq true>>
You did it! The trick that Hagrid taught you worked. This meant that everything else he said might have been true, too. You panicked and ran outside to find him, but he was already waiting outside.
Did he know that you were going to succeed or was he waiting to come inside and remove your dead body? Now wasn’t the time to ask questions. Something terrible was happening and you needed this man’s help to fix it. You followed him to a building that appeared to be in your town, but that you had never seen before.
<</if>>
Once you were inside the building with Hagrid, he started to explain the journey on which you were apparently about to embark. It sounded like you had a grave task in front of you. He began to lecture you:
“Thank you for coming with me. You have shown an immense amount of courage, but you still gave a lot to prove. You are going to have to battle the fiend who has taken your mother, and you are in no way prepared to do that right now.
“I’m going to send you to Misteria so you can prepare for your fight.”
Misteria? That sounded extremely dangerous considering the state of the the town as described by Hagrid. You were scared, and you started to wonder if you were really up to this challenge.
Hagrid continued to speak, and almost as if he could read your mind he said, “I know that sounds daunting, and you may not feel prepared for that. However, you will have to go there in order to gain the knowledge, skills, and equipment needed to succeed in saving your mother. You’ll go alone, since you won’t have me to help you in the long run. I won’t tell you exactly what you need to do, because you need to be able to figure it out on your own if you want to win any battle against this heinous villain. However, I will tell you that you will encounter many different places, people, and items. You will need to make wise decisions if you want to make your journey worthwhile.
Find what you need and do what you need, and once you’re done, you will know to come back to me and we’ll see how ready you actually are.”
You almost soiled yourself, but you didn’t say a thing. You knew that you were too far into this now to stop. Hagrid sensed how scared you were, but the look in his face indicated that your fear and troubles were necessary. He handed you a special train ticket and told you to [[go, now, to Misteria|Start of Journey]].<<silently>>
<<set $inv to []>>
<<set $allies to []>>
<</silently>>
You pack the necessary supplies for your venture: Food, water, a tent, and some rudimentary survival supplies. You were never much of an outdoorsman, but you’ll have to make do. You look down at the map Hagrid gave you. The old parchment crackles as you smooth it out. The faded ink is almost illegible, but you make out the layout of the terrain:
1. In the mountains to the North, a temple of mystics is nestled in the high peaks. Hagrid mentioned that the monks and wizards who meditate there are masters of body and mind. They would surely have supplies necessary for your attack on Zaine. But, they are not keen on travellers disturbing the careful peace they have created in those peaks. To venture into those mountains would be perilous fatal to the weak. To climb the mountain is a challenge in itself and survive. [[Are you up to the challenge?|Stat Maze]]
2. In the ravines towards the west, it is fabled that a city of an ancient race lies forgotten. The map only has an arrow pointing west, no terrain, no details, with ‘beware’ scrawled hastily towards the possible location of this forgotten city. This race used to rule the land far and wide, retaining a powerful empire. These ancients had advanced technologies and a mastery of magic unparalleled by any other. It is said your mother’s work used much of ancient technology to guard Misteria against Zaine. This dilapidated city may just have the key to defeating Zaine’s reign. Will you [[explore their depths|Entrance to Caldera]] to see what lies below?
3. In the forests to the south, Hagird mentioned a refugee settlement made up from the displaced citizens of Misteria. This would no doubt be the location of warriors who also despise Zaine for his actions. Such a place, while settled, would also most likely have ruffians of its own, but helpful opportunities await here. You gaze out across the horizon and see its humble glow stained on the dark muddled sky. It seems to be much more of a town than a settlement, as years of Zaine's reign has caused the citizens to dig in and permanently settle. But without protection, this too will succumb to Zaine. Will you [[see what this place has to offer|Ally Maze]]?
<<set $invSize to $inv.length>>
<<set $allySize to $allies.length>>
Inventory: $inv.length items
<<if $invSize neq 0>>
<<for _i to 0; _i lt $invSize; _i++>>
<<print (_i+1) + ". "+ $inv[_i].name>>
<</for>>
<</if>>
Number of Allies: $allies.length
<<if $allySize neq 0>>
<<for _i to 0; _i lt $allySize; _i++>>
<<print (_i+1) + ". "+ $allies[_i].name>>
<</for>>
<</if>>
You reason that the photomancers in the mountains maintain a might much greater than most. Their training in their light bending techniques would most definitely make you stronger [STR], smarter [INT], and faster [DEX]. You put on your pack and follow Hagrid's map towards the path that leads into the winding spires of the mountain.
You make faster travel to the base of the mountains. As you climb higher and higher, you turn and look out on the surrounding area. The ravines to the south seem to glow with a natural light, parallel to that of the settlement, both poignant, as dusk overtakes the sky.
Days of walking makes your stubby legs tired and ache. You begin to run low on your provisions and you can’t even see any sign of the mancers that reside here. During the day, the sun beats down on you, and during the nights, you are chilled by the howls and snarls of the beasts that crawl along the mountain side.
One day, exhausted, you collapse. Your knees dig into the dust that make up the faint path towards the monastery. You reason that Hagrid tricked you and sent you here to die to nature. As you close your eyes, the warm glow of a setting sun brings you peace.
Your eyes crack open. You do not recognize where you have ended up, but you know you are still on the mountain path. But before you, you see a sturdy squat structure built upon the cliffside. It must be the monastery. However, you also are low on provisions and might need to find something to eat. From here, you choose to:
1. [[Search for food|NodeS-4]]. The monastery will be in there tomorrow.
2. [[Scale the sheer cliffside to reach the monastery.|NodeS-5]] Their knowledge can not wait.
<<set $invSize to $inv.length>>
<<set $allySize to $allies.length>>
Inventory: $inv.length items
<<if $invSize neq 0>>
<<for _i to 0; _i lt $inv.length; _i++>>
<<print (_i+1) + ". "+ $inv[_i].name>>
<</for>>
<</if>>
Number of Allies: $allies.length
<<if $allySize neq 0>>
<<for _i to 0; _i lt $allies.length; _i++>>
<<print (_i+1) + ". "+ $allies[_i].name>>
<</for>>
<</if>>You reason that in this small settlement, you can find all sorts of supplies from vendors and meet great explorers and warriors. You head south across the wild terrain of a forest. After a few days of uneventful travel you come across the gates of Orydia. Settlements in Misteria are often heavily guarded and hidden to prevent those from the normal world from stumbling in and to keep otherworldly beasts at bay. You approach the gates and explain to the guards of your quest. A bit hopeful, the guards deactivate the hard-light barrier leading to the open gate. You thank them and walk through into Orydia. [[What will you encounter here|O1]]?
<<set $invSize to $inv.length>>
<<set $allySize to $allies.length>>
Inventory: $inv.length items
<<if $invSize neq 0>>
<<for _i to 0; _i lt $inv.length; _i++>>
<<print (_i+1) + ". "+ $inv[_i].name>>
<</for>>
<</if>>
Number of Allies: $allies.length
<<if $allySize neq 0>>
<<for _i to 0; _i lt $allies.length; _i++>>
<<print (_i+1) + ". "+ $allies[_i].name>>
<</for>>
<</if>><<silently>>
<<set $sparHagrid to false>>
<<set $goOnMiniQuest to false>>
<</silently>>
Well done $name! You have completed your quest. The items you picked up and allies you’ve become acquainted with along the way will serve you well when it comes time to face Zaine. With a pep in your step, you began marching towards Zaine’s Castle with a confidence that no one has seen you show for the longest time.
As you travel, you hear Hagrid’s voice echo in your mind.
“No, he’s not worth seeing right now.”, you think to yourself as you continue to Misteria. “But, he could have some useful advice, or another super-powerful item, or an invincible dragon as an ally.”
As much as you hate admitting to it, you decide that seeing Hagrid is the right thing to do. You change routes and start heading over to the old hut that he mentioned he resided in. “Looks like Zaine will have to wait another day”, you say out loud as you take a deep, relaxing breath.
“Knock knock.”
“Who’s there?” mumbles Hagrid while making his daily afternoon tea.
“Who else would ever come visit you, you old rut?” You shout.
Hagrid opens the fragile wooden door, the creaking sound filling the emptiness that is his hut. As he walks back to his kitchen, you start saying,
“Hagrid, I learned so much from my journey! I discovered all these really cool items that I think will help me in my battle. I had to read ancient scroll and study old fighting techniques, so my knowledge base has definitely expanded since when we’ve last meet. Oh! I’ve also -”
“So what did you really learn?” interrupts Hagrid as he hands you a cup of piping hot chamomile tea.
“Hagrid, were you even listening? I said that-”
“No!” shouts Hagrid. Stop boasting about your petty little adventures. $name, what did you learn about yourself?”
“Hmm... myself?” you asked as you thought out loud. “Well, I guess I’ve learned that I had the ability to be great after all. I just needed a push in the right direction, and you could say that needing to save an entire magical world did just that.”
“Exactly.” says Hagrid, just before taking a sip of his tea. “Your past involvements are not what prevent you from achieving extraordinary feats. It’s your inherent sense of hopelessness that hinders your growth. Now $name, are you ready to face Zaine?”
“Yes, I am.” You state humbly.
“For practice reasons, you may spar with me to test your newfound skills”, says Hagrid. “Or, I can take you on a small expedition where you can further grow your abilities. But, if you insist on confronting Zaine, then go on.”
[[“I want to spar with you.”|Intro to Hagrid's fight]]
[[“Let’s go on that adventure.”|Start to mini-quest]]
[[“I’m ready to fight Zaine.”|Meet bad guy]]
<<set $invSize to $inv.length>>
<<set $allySize to $allies.length>>
Inventory: $inv.length items
<<if $invSize neq 0>>
<<for _i to 0; _i lt $invSize; _i++>>
<<print (_i+1) + ". "+ $inv[_i].name>>
<</for>>
<</if>>
Number of Allies: $allies.length
<<if $allySize neq 0>>
<<for _i to 0; _i lt $allySize; _i++>>
<<print (_i+1) + ". "+ $allies[_i].name>>
<</for>>
<</if>><<silently>>
<<set $goOnMiniQuest to true>>
<<set $library to false>>
<<set $ruins to false>>
<<set $factory to false>>
<</silently>>
“Good,” says Hagrid as he smiles. “I am glad to hear that you want to further improve your skills. I think a great place for us to go is where I grew up. It is far beyond the outskirts of Misteria, so we shouldn’t have to worry about being covert.”
As you and Hagrid start packing up your belongings, Hagrid mentions, “So I thought of the three best places for us to go and explore. Let me know which one you prefer to visit.”
[[The Ancient Library]]
[[The Ruins]]
[[The Factory]]
<<set $invSize to $inv.length>>
<<set $allySize to $allies.length>>
Inventory: $inv.length items
<<if $invSize neq 0>>
<<for _i to 0; _i lt $invSize; _i++>>
<<print (_i+1) + ". "+ $inv[_i].name>>
<</for>>
<</if>>
Number of Allies: $allies.length
<<if $allySize neq 0>>
<<for _i to 0; _i lt $allySize; _i++>>
<<print (_i+1) + ". "+ $allies[_i].name>>
<</for>>
<</if>><<set $sparHagrid to true>>
<<set $initStrength to $strength>>
<<set $hagridHealth to 5>>
You don't want to use up your items and allies for practice, so you and Hagrid decide on hand-to-hand sparring. Here, your attributes play a key role in the outcome of the fight. Furthermore, your health is reflected in your strength: the higher your strength, the more attacks you can withstand before you must give up.
Just like Morpheus in The Matrix, Hagrid pompously reaches his right hand out and beckons for you to attack first. Do you:
[[Accept his invite|Your 1st Attack]]
[[Let him act first|Hagrid's 1st Attack]]<<if $strength lt 7>>
<<set $strength to 7>>
<</if>>
<<set $initStrength to $strength>>
<<set $zHealth to 10>>
“Then I give you my blessings. May the Gods of Astoria be with you on your journey.” Hagrid places his hand on your head and mutters a few obscure phrases. Whether it was his magic, or just the excitement of saving an entire world, you feel a sense of tingling in your body, energizing you before your battle.
You pack your belongings, say your (hopefully not last) goodbye to Hagrid, and begin your trip back to Misteria and Zaine’s Headquarters. Along the way, your apprehension begins taking over your mind, breeding horrible thoughts and fostering a sense of despair.
“No. This is exactly what Zaine wants. He hopes to see me beat myself so his job is a piece of cake when he sees the state that I’m in.”
You snap out of your temporary depression, and begin to focus on positive ideas: the ecstatic bliss you will feel when saving your mother, the high level of self-esteem and confidence you gain when defeating Zaine, and the sense of relief knowing that for once, you did something impactful with your life.
You approach Zaine’s Headquarters and silently marvel at the technological masterpiece: the lights and gadgets that cover the surface are a testament to its capabilities, even in this day and age. Expecting a fight out of the guards that protect the entrance, you walk towards them in a defensive stance. However, they move out of the way in a synchronized manner not unlike robots (which they very well may be), guiding you to the main hallway of the building. As you stroll down the long, winding hallway, that prior sense of despair begins invading your thoughts again. “Come on”, you say as you try and gather yourself before you encounter Zaine. You try and distract yourself by looking at the various contraptions and devices that scatter the floors and walls. At last, you reach the entrance to the main chamber.
[[Walk into chamber|Inventory Battle]]
<<set $invSize to $inv.length>>
<<set $allySize to $allies.length>>
Inventory: $inv.length items
<<if $invSize neq 0>>
<<for _i to 0; _i lt $invSize; _i++>>
<<print (_i+1) + ". "+ $inv[_i].name>>
<</for>>
<</if>>
Number of Allies: $allies.length
<<if $allySize neq 0>>
<<for _i to 0; _i lt $allySize; _i++>>
<<print (_i+1) + ". "+ $allies[_i].name>>
<</for>>
<</if>><<silently>>
<<set $dextPer to $dexterity/($dexterity+$initStrength+$intelligence)>>
<<set $randVal2 to randomFloat(1.0)>>
<</silently>>
You see his boastful attitude and decide to put the old man in his place. You dash toward him with your cheetah-like speed, ready to surprise him with your new skills.
<<set $randVal1 to random(1,4)>>
<<if $randVal1 eq 1>>
Hagrid falls back as you bombard him with a flurry of moves. Your strength and quickness are on display as you lash out with every flailing limb. Hagrid's bombastic attitude quickly dissipates after your very effective attack.
"Impressive." He states. "But don't get too cocky now." Hagrid gathers himself and begins his own offensive.<<set $hagridHealth to ($hagridHealth-2)>>
<<else>>
Hagrid quickly sets himself into a defensive stance, but you still land a sizable hit on his shoulder. He shakes off this initial hit and begins his own series of moves.<<set $hagridHealth to ($hagridHealth-1)>>
<</if>>
<<if $randVal2 lte $dextPer>>
With your confidence at a new high from your quest, you get ready for his attack. All the defensive strategies you have learned are put to good use as Hagrid is unable to even land a finger on you.
"Can I be cocky now?" You say in a pretentious manner after admiring your own abilities.
<<else>>
Now Hagrid begins his own offensive. Who knew an old man could move so quickly? You duck and turn, evading his lightning-quick jabs, but Hagrid lands one right above your belly button.
"What the hell Hagrid! That hurt."
"There is no mercy in battle. Now fight!"<<set $strength to ($strength-1)>>
<</if>>
[[Formulate your next attack|Your Generic Attack]]<<silently>>
<<set $dextPer to $dexterity/($dexterity+$initStrength+$intelligence)>>
<<set $randVal2 to randomFloat(1.0)>>
<</silently>>
You decide to wait out his boastful invite. Hagrid decides to attack you.
<<if $randVal2 lte $dextPer>>
With your confidence at a new high from your quest, you get ready for his attack. All the defensive strategies you have learned are put to good use as Hagrid is unable to even land a finger on you.
"Can I be cocky now?" You say in a pretentious manner after admiring your own abilities.
<<else>>
Now Hagrid begins his own offensive. Who knew an old man could move so quickly? You duck and turn, evading his lightning-quick jabs, but Hagrid lands one right above your belly button.
"What the hell Hagrid! That hurt."
"There is no mercy in battle. Now fight!"<<set $strength to ($strength-1)>>
<<endif>>
[[Formulate your attack|Your Generic Attack]]Now is your time to attack. You look at the current situation and realize that you have two potential sequences of moves. One is a safer option and is likely to hit Hagrid, but its chances of being very effective are minimal. On the other hand, you can opt for the higher risk option: it will either be super effective, or miss Hagrid altogether. Make your move:
[[Safer Option|Safer Option]]
[[Riskier Option|Riskier Option]]<<silently>>
<<set $randVal1 to random(1,100)>>
<<set $dextPer to $dexterity/($dexterity+$initStrength+$intelligence)>>
<<set $randVal2 to randomFloat(1.0)>>
<<set $uppLim to $dextPer+.4>>
<</silently>>
<<if $randVal1 lte 25>>
You attempt your attack, but Hagrid was expecting it and thus evaded it with ease. He mocks at your amatuer move.
"You can't even hit a still object with that accuracy," says Hagrid while laughing at your miss. As he starts his offensive, he states, "Let this old man show you how it's done."
<<if $randVal2 lte $dextPer>>
Your keenness for hand-to-hand combat allows you to see Hagrid's next move. Thus, his attack is wasted as your dexterity outplays his.
"Hmmm... your defensive abilities have improved tenfold since I've last seen you. I'm impressed," says Hagrid.
<<elseif $randVal2 lte $uppLim>>
Hagrid responds with his own series of kicks, chops, and punches. You dodge almost all of his attacks, but his last punch nicks your ribs. The pain isn't too bad, but it definitely hurts.
"So you have learned something.," states Hagrid. "Still, there is room for improvement." <<set $strength to ($strength-1)>>
<<else>>
Hagrid displays a set of blinding moves that not even the best of the best could handle. Your array of defensive moves have little effect on the forceful barrage of attacks being aimed at you. You double over, trying to gather yourself for another offensive approach.
"Come on!" says Hagrid. "You won't last a minute with Zaine at this rate. Get your butt up and show me that you're not worthless."<<set $strength to ($strength-2)>>
<</if>>
<<elseif $randVal1 gte 26 and $randVal1 lte 75>>
Like an artist with a paintbrush, you delicately move your body into a series of contortions. This, combined with your ferocity, stuns Hagrid as you're able to land a blow. However, Hagrid evades the stronger portion of the attack.
"Not bad $name. Not bad at all...", he exclaims. "But now it's my turn", he states as he starts his next attack. <<set $hagridHealth to ($hagridHealth-1)>>
<<if $randVal2 lte $dextPer>>
Your keenness for hand-to-hand combat allows you to see Hagrid's next move. Thus, his attack is wasted as your dexterity outplays his.
"Hmmm... your defensive abilities have improved tenfold since I've last seen you. I'm impressed," says Hagrid.
<<elseif $randVal2 lte $uppLim>>
Hagrid responds with his own series of kicks, chops, and punches. You dodge almost all of his attacks, but his last punch nicks your ribs. The pain isn't too bad, but it definitely hurts.
"So you have learned something.," states Hagrid. "Still, there is room for improvement." <<set $strength to ($strength-1)>>
<<else>>
Hagrid displays a set of blinding moves that not even the best of the best could handle. Your array of defensive moves have little effect on the forceful barrage of attacks being aimed at you. You double over, trying to gather yourself for another offensive approach.
"Come on!" says Hagrid. "You won't last a minute with Zaine at this rate. Get your butt up and show me that you're not worthless." <<set $strength to ($strength-2)>>
<</if>>
<<else>> Muhammad Ali's "Float like a butterfly, sting like a bee" reverberates through your mind as you, like lightning, quickly strike Hagrid. He stumbles back as your fist hits him square in the chest.
"Wow. I see your journey was not for naught," exclaims Hagrid. "Now, let's see if your defense is just as impressive as your offense," he says as he starts his next move." <<set $hagridHealth to ($hagridHealth-2)>>
<<if $randVal2 lte $dextPer>>
Your keenness for hand-to-hand combat allows you to see Hagrid's next move. Thus, his attack is wasted as your dexterity outplays his.
"Hmmm... your defensive abilities have improved tenfold since I've last seen you. I'm impressed," says Hagrid.
<<elseif $randVal2 lte $uppLim>>
Hagrid responds with his own series of kicks, chops, and punches. You dodge almost all of his attacks, but his last punch nicks your ribs. The pain isn't too bad, but it definitely hurts.
"So you have learned something.," states Hagrid. "Still, there is room for improvement." <<set $strength to ($strength-1)>>
<<else>>
Hagrid displays a set of blinding moves that not even the best of the best could handle. Your array of defensive moves have little effect on the forceful barrage of attacks being aimed at you. You double over, trying to gather yourself for another offensive approach.
"Come on!" says Hagrid. "You won't last a minute with Zaine at this rate. Get your butt up and show me that you're not worthless." <<set $strength to ($strength-2)>>
<</if>>
<</if>>
<<if $hagridHealth lte 0>>
Hagrid, panting and sweating, backs off. "You've shown me that you can stand your ground in a battle. This expertise, combined with your items and allies, should be sufficient enough for you to defeat Zaine. However, it never hurts to get some extra training in if you can.
<<set $strength to $initStrength>>
<<if $goOnMiniQuest eq false>>[[Get Extra Training|Start to mini-quest]]<</if>>
[[Confront Zaine|Meet bad guy]]
<<elseif $strength lte 0>>
That last blow was too much for you as you finally collapse. Hagrid walks over and says, "$name. Your effort is noted, but you are doomed to fail if you continue a similar level of performance. I highly recommend you try and improve your abilities if you have not already.
<<set $strength to $initStrength>>
<<if $goOnMiniQuest eq false>>[[Take Hagrid's advice|Start to mini-quest]]<</if>>
[[Confront Zaine|Meet bad guy]]
<<else>>
[[Your next move|Your Generic Attack]]
<</if>><<silently>>
<<set $randVal1 to random(1,100)>>
<<set $dextPer to $dexterity/($dexterity+$initStrength+$intelligence)>>
<<set $randVal2 to randomFloat(1.0)>>
<<set $uppLim to $dextPer+.4>>
<</silently>>
<<if $randVal1 lte 50>>
You attempt your attack, but Hagrid was expecting it and thus evaded it with ease. He mocks at your amatuer move.
"You can't even hit a still object with that accuracy," says Hagrid while laughing at your miss. As he starts his offensive, he states, "Let this old man show you how it's done."
<<if $randVal2 lte $dextPer>>
Your keenness for hand-to-hand combat allows you to see Hagrid's next move. Thus, his attack is wasted as your dexterity outplays his.
"Hmmm... your defensive abilities have improved tenfold since I've last seen you. I'm impressed," says Hagrid.
<<elseif $randVal2 lte $uppLim>>
Hagrid responds with his own series of kicks, chops, and punches. You dodge almost all of his attacks, but his last punch nicks your ribs. The pain isn't too bad, but it definitely hurts.
"So you have learned something.," states Hagrid. "Still, there is room for improvement." <<set $strength to ($strength-1)>>
<<else>>
Hagrid displays a set of blinding moves that not even the best of the best could handle. Your array of defensive moves have little effect on the forceful barrage of attacks being aimed at you. You double over, trying to gather yourself for another offensive approach.
"Come on!" says Hagrid. "You won't last a minute with the bad guy at this rate. Get your butt up and show me that you're not worthless."<<set $strength to ($strength-2)>>
<</if>>
<<else>> Muhammad Ali's "Float like a butterfly, sting like a bee" reverberates through your mind as you, like lightning, quickly strike Hagrid. He stumbles back as your fist hits him square in the chest.
"Wow. I see your journey was not for naught," exclaims Hagrid. "Now, let's see if your defense is just as impressive as your offense," he says as he starts his next move." <<set $hagridHealth to ($hagridHealth-2)>>
<<if $randVal2 lte $dextPer>>
Your keenness for hand-to-hand combat allows you to see Hagrid's next move. Thus, his attack is wasted as your dexterity outplays his.
"Hmmm... your defensive abilities have improved tenfold since I've last seen you. I'm impressed," says Hagrid.
<<elseif $randVal2 lte $uppLim>>
Hagrid responds with his own series of kicks, chops, and punches. You dodge almost all of his attacks, but his last punch nicks your ribs. The pain isn't too bad, but it definitely hurts.
"So you have learned something.," states Hagrid. "Still, there is room for improvement." <<set $strength to ($strength-1)>>
<<else>>
Hagrid displays a set of blinding moves that not even the best of the best could handle. Your array of defensive moves have little effect on the forceful barrage of attacks being aimed at you. You double over, trying to gather yourself for another offensive approach.
"Come on!" says Hagrid. "You won't last a minute with the bad guy at this rate. Get your butt up and show me that you're not worthless."<<set $strength to ($strength-2)>>
<</if>>
<</if>>
<<if $hagridHealth lte 0>>
Hagrid, panting and sweating, backs off. "You've shown me that you can stand your ground in a battle. This expertise, combined with your items and allies, should be sufficient enough for you to defeat the bad guy. However, it never hurts to get some extra training in if you can.
<<set $strength to $initStrength>>
<<if $goOnMiniQuest eq false>>[[Get Extra Training|Start to mini-quest]]<</if>>
[[Confront Zaine|Meet bad guy]]
<<elseif $strength lte 0>>
That last blow was too much for you as you finally collapse. Hagrid walks over and says, "$name. Your effort is noted, but you are doomed to fail if you continue a similar level of performance. I highly recommend you try and improve your abilities if you can.
<<set $strength to $initStrength>>
<<if $goOnMiniQuest eq false>>[[Take Hagrid's advice|Start to mini-quest]]<</if>>
[[Confront Zaine|Meet bad guy]]
<<else>>
[[Your next move|Your Generic Attack]]
<</if>><<set $strength to ($strength-2)>>
As you walk in from the dimly lit hallway, the bright lights temporarily blind your vision. As your eyes begin to adjust, you notice the large throne in the back center of the room. Its metallic finish makes it appear as if it’s worth its weight in gold, and its daunting size gives its beholder, the man currently sitting on it, the spotlight.
The man himself, who you conclude is Zaine, was just as fearsome as you expected. His tall, broad build accentuated his muscular frame while his sleek black hair and cleanly-styled beard give you the sense that he can be a charming, charismatic gentleman when he’s not too busy being a ruthless dictator.
“Well, well.” He says in a deep, resounding voice. “$name. The so-called ‘mighty warrior’. I have heard much about your journey. What surprises me is how much Mommy’s boy did just so he can die trying to save her and her city.”
“Zaine, you leave my mother out of this! Misteria is done living under your tyranny!” You shout. “After you die here, my mother will regain her presidency over Misteria and bring this world back towards prosperity. Don’t you see? Treating harmless civilians like slaves and controlling their everyday lives is not what the people want.”
You take a few steps forward and gesture for him to come towards you. “Zaine, if you think you’re so perfect, why don’t you get off your high horse and come face me?”
“Petty weakling. You’re asking for your own demise.” Zaine jumps off of his throne and lands directly in front of you. As you prep to fight, you immediately notice two aspects of Zaine: his eye, which appears to be artificial, and his robotic arm.
“Let’s make this nice and quick.” says Zaine as his electronic eye begins turning red. You wonder why that is, but then immediately recognize its purpose as a laser beam shoots right toward you. You duck, but it catches your right shoulder as it passes. “AGH!” You scream as you stare at your wound, which instantly cauterized from the laser. As Zaine continues to shoot lasers from his eye, you continue to dodge each one. “Unfair.” You think to yourself as you just barely evade another laser. “I don’t have a fancy tool to help me.”
Almost instantly, an idea forms in your mind. You open your bag and see all the items you’ve kept in your inventory from your quest. Which one, if any, do you decide to use?
<<if $inv.length eq 0>>
Unfortunately, you do not have any items in your inventory.
[[Call an Ally Instead!|Ally Battle]]
<<else>>
<<if $inv.length eq 1>>
[["Use " + $inv[0].name|Use Inv. 1]]
<<elseif $inv.length eq 2>>
[["Use " + $inv[0].name|Use Inv. 1]]
[["Use " + $inv[1].name|Use Inv. 2]]
<<elseif $inv.length eq 3>>
[["Use " + $inv[0].name|Use Inv. 1]]
[["Use " + $inv[1].name|Use Inv. 2]]
[["Use " + $inv[2].name|Use Inv. 3]]
<</if>>
<</if>>
Your health: $strength
Zaine's health: $zHealth<<set $strength to ($strength-2)>>
As you gather yourself for Zaine’s next attack, you abruptly ask what has been on your mind all along. “Zaine, why are you even doing this?”
Zaine scowls at your question, but then begins to answer it. “When I was young, I was mocked and ridiculed for my grotesque physical appearance. Medicine and technology was so advanced in Misteria, but my family could not cure my condition simply because we couldn’t afforded it. I hated every second of everyday during my childhood. Everyone would laugh at my disabilities, choosing to pick on me rather than funding the corrective procedures that would make me just like them. It was at this point that I vowed to myself that I would show this world what it feels like to live in poverty. As I grew, I obtained metallic implants to strengthen my disabilities.” He said as he pointed at his arm and eye. “I gathered a following, and when the time was right, I ran the coup d’etat that allowed me to take over for your mother. Since then, I’ve ensured that every Misterian lives under the same conditions so that no one has the opportunity to show dominance over another.”
You mention, “But in doing so, Zaine, you have deprived everyone in Misteria of their will to live. Their lives lack purpose if you dictate every aspect of their lifestyle.”
“Then so be it.” Zaine makes a sharp whistling sound, and the guards that lined the walls of the chamber turn to face you. They converge on your location, and immediately bombard you with a flurry of attacks. You duck, roll, swerve, and weave, trying to evade as many flying robot limbs as you can. In the process, you take down nearby robots with your combat skills. After a grueling 20 minutes, you stand tall above a pile of 15 disabled robot guards.
However, the fight took a massive toll on your body. Caked with bruises and burns, you try and plot out a scenario in which you can actually beat Zaine. Then, you remember something. All those people you met on your journey, all those allies that you can summon immediately (because of advanced technology like teleportation) to help you in your cause. You look at your list of allies and decide which, if any, you want to call.
<<if $allies.length eq 0>>
Unfortunately, you do not have any allies to call upon.
[[Show of your hand-to-hand skills.|Start of Hand-to-hand Battle]]
<<else>>
You have met several powerful friends during your quest. Would you like to call upon any to help you defeat Zaine?
<<if $allies.length eq 1>>
[["Call for " + $allies[0].name|Use Ally 1]]
<<elseif $allies.length eq 2>>
[["Call for " + $allies[0].name|Use Ally 1]]
[["Call for " + $allies[1].name|Use Ally 2]]
<<elseif $allies.length eq 3>>
[["Call for " + $allies[0].name|Use Ally 1]]
[["Call for " + $allies[1].name|Use Ally 2]]
[["Call for " + $allies[2].name|Use Ally 3]]
<</if>>
<</if>>
Your health: $strength
Zaine's health: $zHealth“Enough!”, declares Zaine as he faces you again. “Let’s end this once and for all. No more tools, and no more allies. Just you, me, and our combat skills. To the death.”
“This should be a piece of cake.” says Zaine. “I’m battling a 40-year-old who used to live with his ‘mom’ until a hobo got him up off of his lazy butt and finally made him do something for once in his life. The funny part is, that ‘something’ will not even get to happen. You’ll be dead before you ever make a contribution to any society, including your normal world and Misteria.”
Upon hearing this, you feel a sudden surge of energy travel across your body. Your pure hatred towards Zaine is now fueling you for this upcoming battle. You trust your strength and dexterity, and you know in the back of your mind that Hagrid’s blessings are with you. You take a defensive stance and wait for Zaine to attack.
Zaine steps forward, and strikes.
[[Start the final battle|Zaine’s Attack]]
Your health: $strength
Zaine's health: $zHealth
Even though you, your peers, and even your own mother consider you to be a failure, you have done a lot of things to better yourself. Back in your teens and twenties, you were actually a functioning member of society.
You remember when you were 18 years old and it seemed like you had the entire world in your hands. You simply had so many options. You were accepted into the best colleges in the country, and you even had the option to [[study engineering at Georgia Tech|High Intelligence]].
You had the brains, but you were also a star athlete. After being named the number one football prospect in your state, you were offered a full scholarship to Clemson where you were going to [[be a big-name college football player|High Strength]].
And, even though those were two attractive deals, you considered other possibilities as well. A group of your friends were planning to [[move to Beijing to become masters of Tai-chi|High Dexterity]], and if you wanted, you could have gone with them and devoted your life to becoming powerfully agile.
It was certainly a tough decision to make. You had an impressive repertoire of skills, but you knew that you had to abandon some of them and focus on becoming the best that you could at one thing, so that’s what you did. Which one was it that you chose?<<silently>>
<<set $node3ai to true>>
<<set $node3a to false>>
<</silently>>
Okay, you can do this, you thought. You’ve seen tons of TV shows and played an uncountable number of video games that contained fighting. You knew how; now, you just had to pick your strategy. You knew where your mother kept her handgun that she had for protection. It was down here in the basement, and you were confident that you could get to it and [[try to shoot the guy|Node 3ai1 Death]] before he even noticed.
There was also another option. You noticed a flaw in this man’s armour: it protected his whole face but failed to cover his eyes. There was a dart board down here, one that you haven’t used in years. However, if you [[took one of the darts and ran at him|Safe Haven]], aiming for his eyes, you might be able to injure him enough to make him leave.Oh no! You should have known that was a bad decision. The mysterious man knew that there was a gun down there and he took it before you got down there. When you went to grab it and it wasn’t there. He was easily able to take you and choke you to death, leaving your lifeless body at the bottom of the stairwell.
Your opponent was a hitman for the man who captured your mother. Word got around that Hagrid was trying to coerce you to help save her, and he wanted to nip that in the bud. Now that you’re dead, your mother is almost certainly going to be killed and the town of Misteria will be controlled by her capturers for the unforeseeable future. You have failed.
[[Play Again|Name Creation]]<<silently>>
<<set $node3bi to true>>
<<set $node3 to false>>
<</silently>>
What Hagrid was saying was definitely interesting, but you were almost certain that he was just a senile old man. I mean, he gave you a weird stick and said you’d need to use it; that clearly indicates insanity. No use worrying about it now. Time to go back to work.
As you walked down the stairs to your office, something seemed off. You couldn’t tell what it was, but the air didn’t feel the same as it did when you were down there a few minutes ago.
When you reached the bottom of the staircase, you saw what it was. Was the crazy old man right? Or were you hallucinating? Waiting for you at your desk was a young looking male in a futuristic armour. He looked like a character from a video game you’d played recently. It was clear that he wasn’t going to say anything, but he looked like he was ready to cause some serious harm.
You had no choice but to fight, and you think you knew how. The stick! Is this what Hagrid gave you it for? You thought about how to use it and thought that maybe you could use it to harm his eyes. You looked over and saw that his eyes were his least-protected body.
At the same time, you remembered that your mother kept a gun stored in the basement for protection. You were fairly confident that you could get to it and shoot the man before he even noticed what you were doing. A gun is surely more effective than a “special” stick in a fight like this.
What should you do? Should you [[try to shoot the guy|Node 3ai1 Death]] or [[trust Hagrid and attack with your double-pronged stick|Safe Haven]]?<<silently>>
<<set $intelligence to 3>>
<<set $strength to 3>>
<<set $dexterity to 1>>
<</silently>>
That's right! You worked your butt off in school and were the valedictorian at Georgia Tech. You sure are a smart man.
[[Continue Working|Arrival of Hagrid]] <<silently>>
<<set $intelligence to 1>>
<<set $strength to 5>>
<<set $dexterity to 1>>
<</silently>>
That's right! You won the Heisman Trophy and were offered a $50 million NFL contract before you tore your ACL. You sure are a strong man!
[[Continue Working|Arrival of Hagrid]] <<silently>>
<<set $intelligence to 1>>
<<set $strength to 3>>
<<set $dexterity to 3>>
<</silently>>
That's right! You were in Beijing for five years and were untouchable in the art of Tai-chi. You sure are a dexterous man.
[[Continue Working|Arrival of Hagrid]] You know you need to eat and can not train on an empty stomach.You are able to fashion a crude bow and arrow from your what you find around you. You search the mountain woodland for some game; you know you’ve seen animals cross your path before. Soon enough, you stalk what seems to be a young stag. You stalk it as it enters a secluded cliff edge. You pop up out of the bushes to take deadly aim. The stag notices and yells in terror. Yells? “Jesus christ man, calm the fuck down!”, says the stag. He raises his hooves in the air to show he isn’t armed himself. You decide to:
1. [[Take out the stag|S-41]], whether it is magical or not doesn’t matter. You need eat!
2. [[Lower your bow and talk to the stag.|S-42]] He seems like a nice guy.
3. [[Blackmail the stag into somehow helping you.|S-43]]
<<set $invSize to $inv.length>>
<<set $allySize to $allies.length>>
Inventory: $inv.length items
<<if $invSize neq 0>>
<<for _i to 0; _i lt $inv.length; _i++>>
<<print (_i+1) + ". "+ $inv[_i].name>>
<</for>>
<</if>>
Number of Allies: $allies.length
<<if $allySize neq 0>>
<<for _i to 0; _i lt $allies.length; _i++>>
<<print (_i+1) + ". "+ $allies[_i].name>>
<</for>>
<</if>>Eager to meet them, you start to climb up the sheer face of the mountain to reach the monastery. You quickly find out half-way you are too tired to continue. Getting something to eat might’ve been a better idea. You glance at your hands and find them bloodied, covered in dirt. You need to get off of this cliff face.
1. [[You decide to let go and hope for the best.|S-51]]
2. [[You decide to steadily go down.|S-52]]
<<set $invSize to $inv.length>>
<<set $allySize to $allies.length>>
Inventory: $inv.length items
<<if $invSize neq 0>>
<<for _i to 0; _i lt $inv.length; _i++>>
<<print (_i+1) + ". "+ $inv[_i].name>>
<</for>>
<</if>>
Number of Allies: $allies.length
<<if $allySize neq 0>>
<<for _i to 0; _i lt $allies.length; _i++>>
<<print (_i+1) + ". "+ $allies[_i].name>>
<</for>>
<</if>><<set $strength to ($strength - 1)>>
You aim and say “shut up” as the arrow sails through the sky. It buries itself the stag's neck and you watch it go limp. It might have been able to help you, but it's meaty haunches are more important. It’s abnormal venison won’t sit well in your stomach. -1[STR]. Up ahead, you see the path [[continue|S-3]].
<<set $invSize to $inv.length>>
<<set $allySize to $allies.length>>
Inventory: $inv.length items
<<if $invSize neq 0>>
<<for _i to 0; _i lt $inv.length; _i++>>
<<print (_i+1) + ". "+ $inv[_i].name>>
<</for>>
<</if>>
Number of Allies: $allies.length
<<if $allySize neq 0>>
<<for _i to 0; _i lt $allies.length; _i++>>
<<print (_i+1) + ". "+ $allies[_i].name>>
<</for>>
<</if>>You lower your aim and approach the stag carefully. After a long conversation you find out he was the product of an experiment by the mancers in the mountain. They were able to enable a processor that grants a limited form of sentience. For sparing his life, he [[leads you to a secret outcropping|S-6]] only he and the other deer know about.
<<set $invSize to $inv.length>>
<<set $allySize to $allies.length>>
Inventory: $inv.length items
<<if $invSize neq 0>>
<<for _i to 0; _i lt $inv.length; _i++>>
<<print (_i+1) + ". "+ $inv[_i].name>>
<</for>>
<</if>>
Number of Allies: $allies.length
<<if $allySize neq 0>>
<<for _i to 0; _i lt $allies.length; _i++>>
<<print (_i+1) + ". "+ $allies[_i].name>>
<</for>>
<</if>><<set $intelligence to ($intelligence + 1)>>
The stag shakes in terror as you approach it with your arrow drawn. “Hey man, I don’t want no trouble, aight?” You question him about the mancers here and from his answers you gain knowledge on the mystics. +1[INT]. You let the stag go, curious on how he is able to speak, and [[proceed on your way|S-3]] to hopefully find something else to eat.
<<set $invSize to $inv.length>>
<<set $allySize to $allies.length>>
Inventory: $inv.length items
<<if $invSize neq 0>>
<<for _i to 0; _i lt $inv.length; _i++>>
<<print (_i+1) + ". "+ $inv[_i].name>>
<</for>>
<</if>>
Number of Allies: $allies.length
<<if $allySize neq 0>>
<<for _i to 0; _i lt $allies.length; _i++>>
<<print (_i+1) + ". "+ $allies[_i].name>>
<</for>>
<</if>>After some walking, you find a fork in your path. Both lead upwards, but you must still pick your path.
1.[[Go left.|S-2]]
2.[[Go right.|S1]]The stag, Jeffrey, leads you to a secluded den, lush with flora, cascaded over by a coursing waterfall. You look around and see a whole population of deer, that you presume to be enhanced as well. It appears they have organized and formed their own tribe here. They stare at you in silence as you are led to a large stag with a full head of antlers. Jeffrey introduces you to Sven, a large solemn stag that seems to be the leader of this ‘tribe’. After some quiet conferment with Jeffrey, Sven approaches you. “Jeff told me of your merciful act”, he says. “Now tell me, why did you spare his life?” You simply say:
1. [[“I respect all wildlife, and I can’t tolerate to take such an innocent life”|S-61]]
2. [[“I probably would’ve missed the shot anyway, so I wanted to chat” |S-61]]
3. [[“The mancers wouldn't have liked me killing their wildlife, so I decided to let him live."|S-61]]
4. [[“My arrow would be better spent on something tastier”|S-62]]
<<set $invSize to $inv.length>>
<<set $allySize to $allies.length>>
Inventory: $inv.length items
<<if $invSize neq 0>>
<<for _i to 0; _i lt $inv.length; _i++>>
<<print (_i+1) + ". "+ $inv[_i].name>>
<</for>>
<</if>>
Number of Allies: $allies.length
<<if $allySize neq 0>>
<<for _i to 0; _i lt $allies.length; _i++>>
<<print (_i+1) + ". "+ $allies[_i].name>>
<</for>>
<</if>><<set $dexterity to ($dexterity + 1)>>
As you let go, you see the round racing towards you. Something inside you bursts forth and you are able to quickly whip out your pack to brace your fall. You land with a hard thud, but your pack takes most of the force. Thankful you made it down safely, you [[proceed on your way|S-3]] with +1[DEX]
<<set $invSize to $inv.length>>
<<set $allySize to $allies.length>>
Inventory: $inv.length items
<<if $invSize neq 0>>
<<for _i to 0; _i lt $inv.length; _i++>>
<<print (_i+1) + ". "+ $inv[_i].name>>
<</for>>
<</if>>
Number of Allies: $allies.length
<<if $allySize neq 0>>
<<for _i to 0; _i lt $allies.length; _i++>>
<<print (_i+1) + ". "+ $allies[_i].name>>
<</for>>
<</if>><<set $strength to ($strength - 1)>>
As you grab your previous hand holds, you can feel your fingers burn and ache. After some time of very painful climbing, you reach the ground. You glance at your hands and find them swollen, bloodied, and bruised. It’ll be a tough next few days you think as you look around to [[continue on your way|S-3]]. -1[STR].
<<set $invSize to $inv.length>>
<<set $allySize to $allies.length>>
Inventory: $inv.length items
<<if $invSize neq 0>>
<<for _i to 0; _i lt $inv.length; _i++>>
<<print (_i+1) + ". "+ $inv[_i].name>>
<</for>>
<</if>>
Number of Allies: $allies.length
<<if $allySize neq 0>>
<<for _i to 0; _i lt $allies.length; _i++>>
<<print (_i+1) + ". "+ $allies[_i].name>>
<</for>>
<</if>>You veer left, since left is obviously better. However, the path forward is long and tiring. At this point, you run out of water from your flask. After a few days of dehydration, your vision is blurry at best. You feel your mind run wild and you know you aren’t on the mountain anymore.
Your head aches, and you can’t see straight. As you look around, the terrain morphs into a twisted landscape of dry dusty ground. You look at your hands and watch them turn into a dry crust. Your mouth is as dry as sand. And in front of you, a contorted being seeps from the ground, amassing as a dark liquid in front of you. And suddenly it bursts forth, its dark aqueous form flowing almost angrily. You look up, your body crumbling and decide to:
1.[[Let the water take you, you need it's sweet relief from this hallucination.|S-21]]
<<if $intelligence gte 2>>
2.[[You close your eyes and try to wrangle your mind back to reality.|S-22]]
<<else>>
2.[[You close your eyes and try to wrangle your mind back to reality.|S-22a]]
<</if>>
3.[[Fight back against the hallucination.|S-23]]
The dirt path becomes more worn and soon turns into a smoothed cobble stone path. You rise higher and higher into the mountains and finally reach an imposing structure, sitting squatly, its red tile walls partially covered by a thin mist. You breathe in the clear air, finally at your destination. You can finally begin your training with the mancers. As you briskly walk up the path, you notice a small opening, a hole in the ground near the base of the structure. You reason it leads to the basement of the monastery, as the square hole leads downward with a steel pole ladder. You look up and decide to:
1. [[Head to further up the path|S2]]. You’ve waited too long for this.
2. [[Investigate the basement passage|SA]], you are curious to where it leads. Sven looks at you with a raised brow. “You are a hunter, aren't you? So am I.” He turns to reveal a wall full of hung carcasses of human bodies, who you presume all to be hunters. You turn to run the hell away, but Sven comes toward you peacefully. “You are not like them, you know when and when not to kill your prey.” He bows and offer his services to you. Do you accept?
1. [[Yes please|AS]]
2. [[No, thanks|DS]]
<<set $invSize to $inv.length>>
<<set $allySize to $allies.length>>
Inventory: $inv.length items
<<if $invSize neq 0>>
<<for _i to 0; _i lt $inv.length; _i++>>
<<print (_i+1) + ". "+ $inv[_i].name>>
<</for>>
<</if>>
Number of Allies: $allies.length
<<if $allySize neq 0>>
<<for _i to 0; _i lt $allies.length; _i++>>
<<print (_i+1) + ". "+ $allies[_i].name>>
<</for>>
<</if>>Sven looks at you and turns. He tells you you may rest at this haven to restock supplies. You shrug and rest for the night. As you [[proceed on your way|S-3]], you think what a powerful ally Sven might’ve made.
<<set $invSize to $inv.length>>
<<set $allySize to $allies.length>>
Inventory: $inv.length items
<<if $invSize neq 0>>
<<for _i to 0; _i lt $inv.length; _i++>>
<<print (_i+1) + ". "+ $inv[_i].name>>
<</for>>
<</if>>
Number of Allies: $allies.length
<<if $allySize neq 0>>
<<for _i to 0; _i lt $allies.length; _i++>>
<<print (_i+1) + ". "+ $allies[_i].name>>
<</for>>
<</if>><<set $intelligence to ($intelligence - 1)>>
As the being strikes you, you feel your mind explode in pain. The landscape reforms to its original state, but something inside you has changed. You stumble forward and [[continue on your way|S1]], hoping to find some sort of water. -1[INT]
<<set $invSize to $inv.length>>
<<set $allySize to $allies.length>>
Inventory: $inv.length items
<<if $invSize neq 0>>
<<for _i to 0; _i lt $inv.length; _i++>>
<<print (_i+1) + ". "+ $inv[_i].name>>
<</for>>
<</if>>
Number of Allies: $allies.length
<<if $allySize neq 0>>
<<for _i to 0; _i lt $allies.length; _i++>>
<<print (_i+1) + ". "+ $allies[_i].name>>
<</for>>
<</if>><<set $strength to ($strength + 1)>>
You focus on your surroundings and slowly they reform to their original state. Still dehydrated, you [[continue on your way|S1]]. +1[STR].
<<set $invSize to $inv.length>>
<<set $allySize to $allies.length>>
Inventory: $inv.length items
<<if $invSize neq 0>>
<<for _i to 0; _i lt $inv.length; _i++>>
<<print (_i+1) + ". "+ $inv[_i].name>>
<</for>>
<</if>>
Number of Allies: $allies.length
<<if $allySize neq 0>>
<<for _i to 0; _i lt $allies.length; _i++>>
<<print (_i+1) + ". "+ $allies[_i].name>>
<</for>>
<</if>><<set $intelligence to ($intelligence + 1)>>
Inside you, you feel an inner strength rise and surface. You bring your fist back and with a loud yell, you run towards the hallucination. As you strike it, you explode back to reality, with a better grip on your mind. +1[INT]. You confidently [[proceed further up the path|S1]].
<<set $invSize to $inv.length>>
<<set $allySize to $allies.length>>
Inventory: $inv.length items
<<if $invSize neq 0>>
<<for _i to 0; _i lt $inv.length; _i++>>
<<print (_i+1) + ". "+ $inv[_i].name>>
<</for>>
<</if>>
Number of Allies: $allies.length
<<if $allySize neq 0>>
<<for _i to 0; _i lt $allies.length; _i++>>
<<print (_i+1) + ". "+ $allies[_i].name>>
<</for>>
<</if>><<set $intelligence to ($intelligence - 1)>>
As the being strikes you, you feel your mind explode in pain. The landscape reforms to its original state, but something inside you has changed. You stumble forward and [[continue on your way|S1]], hoping to find some sort of water. -1[INT]
<<set $invSize to $inv.length>>
<<set $allySize to $allies.length>>
Inventory: $inv.length items
<<if $invSize neq 0>>
<<for _i to 0; _i lt $inv.length; _i++>>
<<print (_i+1) + ". "+ $inv[_i].name>>
<</for>>
<</if>>
Number of Allies: $allies.length
<<if $allySize neq 0>>
<<for _i to 0; _i lt $allies.length; _i++>>
<<print (_i+1) + ". "+ $allies[_i].name>>
<</for>>
<</if>>You decided to use the $inv[2].name.
$inv[2].info
This item inflicted a total damage of $inv[2].damage to Zaine.
<<set $zHealth to ($zHealth-$inv[2].damage)>>
You surprise Zaine with the use of your item as it results in a direct hit. He falls over, remaining on the ground for a few seconds. Deep inside, you hope that he does not get up, but curse your luck, he gets back on his feet. “Defeating me won’t be that straightforward.” Zaine says as he lets out a small chuckle. “You’re dead now, $name.”
[[Get ready for Zaine's next move|Ally Battle]]You decided to use the $inv[0].name.
$inv[0].info
This item inflicted a total damage of $inv[0].damage to Zaine.
<<set $zHealth to ($zHealth-$inv[0].damage)>>
You surprise Zaine with the use of your item as it results in a direct hit. He falls over, remaining on the ground for a few seconds. Deep inside, you hope that he does not get up, but curse your luck, he gets back on his feet. “Defeating me won’t be that straightforward.” Zaine says as he lets out a small chuckle. “You’re dead now, $name.”
[[Get ready for Zaine's next move|Ally Battle]]You decided to use the $inv[1].name.
$inv[1].info
This item inflicted a total damage of $inv[1].damage to Zaine.
<<set $zHealth to ($zHealth-$inv[1].damage)>>
You surprise Zaine with the use of your item as it results in a direct hit. He falls over, remaining on the ground for a few seconds. Deep inside, you hope that he does not get up, but curse your luck, he gets back on his feet. “Defeating me won’t be that straightforward.” Zaine says as he lets out a small chuckle. “You’re dead now, $name.”
[[Get ready for Zaine's next move|Ally Battle]]You decided to call upon $allies[2].name for help.
$allies[2].info
This item inflicted a total damage of $allies[2].damage to Zaine.
<<set $zHealth to ($zHealth-$allies[2].damage)>>
Your ally fights a glorious battle with Zaine. After a grueling affair, Zaine’s laser eye catches the $allies[2].name right in the chest, and your ally crumples to the ground. Although you just lost a good friend, the ally had given you some time to recuperate, and its battle with Zaine clearly took a toll on him as well.
[[Finish him off with your hand-to-hand skills|Start of Hand-to-hand Battle]]You decided to call upon $allies[0].name for help.
$allies[0].info
This item inflicted a total damage of $allies[0].damage to Zaine.
<<set $zHealth to ($zHealth-$allies[0].damage)>>
Your ally fights a glorious battle with Zaine. After a grueling affair, Zaine’s laser eye catches the $allies[0].name right in the chest, and your ally crumples to the ground. Although you just lost a good friend, the ally had given you some time to recuperate, and its battle with Zaine clearly took a toll on him as well.
[[Finish him off with your hand-to-hand skills|Start of Hand-to-hand Battle]]You decided to call upon $allies[1].name for help.
$allies[1].info
This item inflicted a total damage of $allies[1].damage to Zaine.
<<set $zHealth to ($zHealth-$allies[1].damage)>>
Your ally fights a glorious battle with Zaine. After a grueling affair, Zaine’s laser eye catches the $allies[1].name right in the chest, and your ally crumples to the ground. Although you just lost a good friend, the ally had given you some time to recuperate, and its battle with Zaine clearly took a toll on him as well.
[[Finish him off with your hand-to-hand skills|Start of Hand-to-hand Battle]]You dropped the $inv[0].name. Now you can pick up your new item!
<<set $inv.deleteAt(0)>>
[[Return|previous()]]
<<set $invSize to $inv.length>>
<<set $allySize to $allies.length>>
Inventory: $inv.length items
<<if $invSize neq 0>>
<<for _i to 0; _i lt $inv.length; _i++>>
<<print (_i+1) + ". "+ $inv[_i].name>>
<</for>>
<</if>>
Number of Allies: $allies.length
<<if $allySize neq 0>>
<<for _i to 0; _i lt $allies.length; _i++>>
<<print (_i+1) + ". "+ $allies[_i].name>>
<</for>>
<</if>>You dropped the $inv[1].name. Now you can pick up your new item!
<<set $inv.deleteAt(1)>>
[[Return|previous()]]
<<set $invSize to $inv.length>>
<<set $allySize to $allies.length>>
Inventory: $inv.length items
<<if $invSize neq 0>>
<<for _i to 0; _i lt $inv.length; _i++>>
<<print (_i+1) + ". "+ $inv[_i].name>>
<</for>>
<</if>>
Number of Allies: $allies.length
<<if $allySize neq 0>>
<<for _i to 0; _i lt $allies.length; _i++>>
<<print (_i+1) + ". "+ $allies[_i].name>>
<</for>>
<</if>>You dropped the $inv[2].name. Now you can pick up your new item!
<<set $inv.deleteAt(2)>>
[[Return|previous()]]
<<set $invSize to $inv.length>>
<<set $allySize to $allies.length>>
Inventory: $inv.length items
<<if $invSize neq 0>>
<<for _i to 0; _i lt $inv.length; _i++>>
<<print (_i+1) + ". "+ $inv[_i].name>>
<</for>>
<</if>>
Number of Allies: $allies.length
<<if $allySize neq 0>>
<<for _i to 0; _i lt $allies.length; _i++>>
<<print (_i+1) + ". "+ $allies[_i].name>>
<</for>>
<</if>>You unfriended the $allies[0].name. Now you can gain the help of your new ally!
<<set $allies.deleteAt(0)>>
[[Return|previous()]]
<<set $invSize to $inv.length>>
<<set $allySize to $allies.length>>
Inventory: $inv.length items
<<if $invSize neq 0>>
<<for _i to 0; _i lt $inv.length; _i++>>
<<print (_i+1) + ". "+ $inv[_i].name>>
<</for>>
<</if>>
Number of Allies: $allies.length
<<if $allySize neq 0>>
<<for _i to 0; _i lt $allies.length; _i++>>
<<print (_i+1) + ". "+ $allies[_i].name>>
<</for>>
<</if>>You unfriended the $allies[1].name. Now you can gain the help of your new ally!
<<set $allies.deleteAt(1)>>
[[Return|previous()]]
<<set $invSize to $inv.length>>
<<set $allySize to $allies.length>>
Inventory: $inv.length items
<<if $invSize neq 0>>
<<for _i to 0; _i lt $inv.length; _i++>>
<<print (_i+1) + ". "+ $inv[_i].name>>
<</for>>
<</if>>
Number of Allies: $allies.length
<<if $allySize neq 0>>
<<for _i to 0; _i lt $allies.length; _i++>>
<<print (_i+1) + ". "+ $allies[_i].name>>
<</for>>
<</if>>You unfriended the $allies[2].name. Now you can gain the help of your new ally!
<<set $allies.deleteAt(2)>>
[[Return|previous()]]
<<set $invSize to $inv.length>>
<<set $allySize to $allies.length>>
Inventory: $inv.length items
<<if $invSize neq 0>>
<<for _i to 0; _i lt $inv.length; _i++>>
<<print (_i+1) + ". "+ $inv[_i].name>>
<</for>>
<</if>>
Number of Allies: $allies.length
<<if $allySize neq 0>>
<<for _i to 0; _i lt $allies.length; _i++>>
<<print (_i+1) + ". "+ $allies[_i].name>>
<</for>>
<</if>>After walking for what seemed like forever, you come to your destination, or, at least, the beginning of your next journey. You knew that you still had a lot ahead of you. You looked up and you could see a large volcanic structure, perhaps a caldera. There was no one else around. It was just you and giant natural structure that hid some mysterious, possibly dangerous, entities.
After doing a little more searching around the site, you finally found something that might lead you somewhere. You saw a small pod that was half-buried in the dirt. Clearly, no one had opened it in a very long time, maybe since before your real mother had changed this place forever.
Since you have no other leads, you decided that you had no other choice but to open the pod. As soon as you opened it, a hologram of a man appeared in front of you, and it began speaking:
“I’ve begun recording this to keep an account of my journeys. I’ve spent the last few months in this ancient caldera. I’ve explored its depths to a large extent, but there’s still much I haven’t seen. It all started when I made the decision to climb up the steep magma path.”
You looked around to see what he was talking about, and finally you saw it. There was indeed a steep path that was formed by a magma extrusion at some point in the caldera’s path.
“I do need to warn the observer of this journal, though. Be prepared that if you make the decision to climb up the hill, there is a chance you’ll never return. It’s very dangerous and you have to be very careful. You don’t want to fall into the lava pit like I did. If that happens, you could be searching for years before you find the exit.”
Did you have any other choice? You couldn’t go back to Hagrid now; you were too far into it. It was time to [[climb up the magma path|Precipice]]
<<set $invSize to $inv.length>>
<<set $allySize to $allies.length>>
Inventory: $inv.length items
<<if $invSize neq 0>>
<<for _i to 0; _i lt $inv.length; _i++>>
<<print (_i+1) + ". "+ $inv[_i].name>>
<</for>>
<</if>>
Number of Allies: $allies.length
<<if $allySize neq 0>>
<<for _i to 0; _i lt $allies.length; _i++>>
<<print (_i+1) + ". "+ $allies[_i].name>>
<</for>>
<</if>>Once you reached the top of this the path, you were amazed. You found yourself at the top of a large precipice that overlooked the lava-filled death-trap below. You know realized what the explorer meant when he warned you about falling down.
You realized that what you needed to do was make your way around the perimeter of the precipice and you might be able to get out the other end after you’ve collected all you need to collect.
Now, you had to decide where to go first. You could see a large box-like item in the distance, and you considered checking that out. However, there was also a powerful-looking weapon toward the edge of the cliff. Should you:
[[See what’s in the large box|Abandoned Cargo]], or
[[Try to retrieve the weapon|Fall Down]]?\
<<set $invSize to $inv.length>>
<<set $allySize to $allies.length>>
Inventory: $inv.length items
<<if $invSize neq 0>>
<<for _i to 0; _i lt $inv.length; _i++>>
<<print (_i+1) + ". "+ $inv[_i].name>>
<</for>>
<</if>>
Number of Allies: $allies.length
<<if $allySize neq 0>>
<<for _i to 0; _i lt $allies.length; _i++>>
<<print (_i+1) + ". "+ $allies[_i].name>>
<</for>>
<</if>>You approach the box, and it turns out to be much larger than you even expected. It was essentially a large metal crate, and you were wildly curious as to what was inside.
You struggled to open it, but eventually the top came off. Inside the box were tons of supplies and water. Eureka! But where did this all come from? Was it safe? You found something on it in the hologram journal. The explorer says:
“Today, we had to abandon most of our cargo. There are only a few of us left, and we are not very strong. We left behind a lot of water and weapons because those were the heaviest objects we carried. We’d be lucky if we got attacked, anyway. Even death would be better than suffering down here.”
Death? Are you going to die? Did the explorer who came before you died? You started to panic. You drank some water, for you hadn’t had any in almost a day, and you contemplated taking anything else from the box.
Interestingly, the weapons in the box were quite plebeian. Considering how much advanced technology these explorers had (their hologram journal, for example), you would have expected their weaponry to be slightly more intricate. Perhaps, that’s what they came here looking for…
One object that caught your eye was a flamethrower. You could take that and use it when needed, or you could try your luck somewhere else in hopes of findings some weapons that were made by the scientists of Misteria.
[[Take the flamethrower|Accept Flamethrower]]
[[Keep on your way|Fall Down]]
<<set $invSize to $inv.length>>
<<set $allySize to $allies.length>>
Inventory: $inv.length items
<<if $invSize neq 0>>
<<for _i to 0; _i lt $inv.length; _i++>>
<<print (_i+1) + ". "+ $inv[_i].name>>
<</for>>
<</if>>
Number of Allies: $allies.length
<<if $allySize neq 0>>
<<for _i to 0; _i lt $allies.length; _i++>>
<<print (_i+1) + ". "+ $allies[_i].name>>
<</for>>
<</if>><<if $nodec5 eq true>>
Oh no! Your running and hard footsteps were too much for the bridge, and it gave out! Luckily, you didn’t land in the lava, but you fell all the way down to the center of the caldera. What are you going to do!? Will you be trapped in here forever!?
<<else>>
Oh no! You lost your footing and fell down into the center of the caldera! What are you going to do!? Will you be trapped in here forever!?
<<endif>>
You looked to the journal to see if the explorer had said anything about the lava pit, and sure enough, he did.
“The day I fell into the hole of the caldera was an unpleasant one. I thought I might never get out. And, frankly, I still think I might never get out, but I do know that there is a way. Somewhere down here there’s a section of rock that is semi-permeable. The section was put in here to test some new technology that Misteria scientists have been working on. If I can find this part of the pit, I will be able to walk straight through the volcano and out to its base. As of right now, I haven’t found it, but I’ll keep looking as long as my body allows me to.”
Some good news and some bad news, you thought. There was a way out but even the most experienced explorer you’ve ever heard of hasn’t found it! Regardless, you had no choice but to look.
To your right was a pile of rocks that could possibly be hiding something, and to your left was what appeared to be an ancient tomb, but it had clearly been transformed by the “scientists” to which the explorer referred into something much different. Where do you want to go?
[[Go Right|Rockslide]]
[[Go Left|Ancient Tomb]]
<<set $invSize to $inv.length>>
<<set $allySize to $allies.length>>
Inventory: $inv.length items
<<if $invSize neq 0>>
<<for _i to 0; _i lt $inv.length; _i++>>
<<print (_i+1) + ". "+ $inv[_i].name>>
<</for>>
<</if>>
Number of Allies: $allies.length
<<if $allySize neq 0>>
<<for _i to 0; _i lt $allies.length; _i++>>
<<print (_i+1) + ". "+ $allies[_i].name>>
<</for>>
<</if>>You walk over to the pile of rocks to see if it could be hiding anything. As you’re walking, you notice the ground become unsturdy, you consider going back--
Oh no! The ground is moving! Are you falling down to an even lower level of the caldera?
As it turned out, no. You survived the rockslide with a couple of bruises and scratches. That might hurt your strength.
Regardless, now that the rocks moved, you can see what was underneath them. You were right! They were hiding something! In all of the rubble you saw small rod with buttons. When you picked it up and pressed a button, a thick red laser protruded; it was a lightsaber! Should you take it?
[[Yes! This will come in handy|Accept Saber]]
[[No. It might be dangerous and I can only carry so much|Decline Saber]]
<<set $invSize to $inv.length>>
<<set $allySize to $allies.length>>
Inventory: $inv.length items
<<if $invSize neq 0>>
<<for _i to 0; _i lt $inv.length; _i++>>
<<print (_i+1) + ". "+ $inv[_i].name>>
<</for>>
<</if>>
Number of Allies: $allies.length
<<if $allySize neq 0>>
<<for _i to 0; _i lt $allies.length; _i++>>
<<print (_i+1) + ". "+ $allies[_i].name>>
<</for>>
<</if>><<set $nodecF to true>>
You made your way over to the tomb, and you could immediately tell why you thought it looked different. From afar, it appeared to be a normal tomb made of stone, but it actually had an outer aluminum shell and a large, and it was actually hovering off of the ground. Perhaps this tomb wasn’t so ancient after all. The giant door was open, so you decided to go in.
Inside the tomb was astonishing. It was some kind of hidden lab that housed all of the technology that you’d read about in fictional books but never seen. Someone has been hiding all of this from the rest of the world! You saw hoverboards, laser tubes, space pods, robots, and more. You felt like you had to take something. Everything seemed to be under a booby trap, so you were cautious, the only thing that you could easily grab was a ray gun that someone had left out on a table. What do you want to do?
[[Take the ray gun|Accept Ray Gun]], or
[[Don’t take it; it’s probably a trap|Decline Ray Gun]]
<<set $invSize to $inv.length>>
<<set $allySize to $allies.length>>
Inventory: $inv.length items
<<if $invSize neq 0>>
<<for _i to 0; _i lt $inv.length; _i++>>
<<print (_i+1) + ". "+ $inv[_i].name>>
<</for>>
<</if>>
Number of Allies: $allies.length
<<if $allySize neq 0>>
<<for _i to 0; _i lt $allies.length; _i++>>
<<print (_i+1) + ". "+ $allies[_i].name>>
<</for>>
<</if>><<set $lightsaber to new Item("lightsaber", 2, "The lightsaber is the best weapon for hand-to-hand combat, but it’s useless at long-range.")>>
<<if $inv.length lt 3>>
Great! Now you have a lightsaber in your inventory! It’s easy to control and does a lot of damage in hand-to-hand combat.
Now, again, you must decide where to go from here. Straight ahead is a sign, but you can’t read it from here. It might be worth it to see what it says. However, to the right is a large open area where you might be able to find something useful. Where should you go?
[[Go straight|Secret Caldera Exit]]
[[Go right|Encroaching Lava]]
<<set $inv.push($lightsaber)>>
<<else>>
You have too many items in your inventory. If you want the $lightsaber.name, you will have to drop one of the items you currently hold.
[["Drop " + $inv[0].name|Drop Inv. Item 1]]
[["Drop " + $inv[1].name|Drop Inv. Item 2]]
[["Drop " + $inv[2].name|Drop Inv. Item 3]]
<<endif>>
<<set $invSize to $inv.length>>
<<set $allySize to $allies.length>>
Inventory: $inv.length items
<<if $invSize neq 0>>
<<for _i to 0; _i lt $inv.length; _i++>>
<<print (_i+1) + ". "+ $inv[_i].name>>
<</for>>
<</if>>
Number of Allies: $allies.length
<<if $allySize neq 0>>
<<for _i to 0; _i lt $allies.length; _i++>>
<<print (_i+1) + ". "+ $allies[_i].name>>
<</for>>
<</if>>Ok, you won’t take the lightsaber. Hopefully you don’t need it in the future.
Now, again, you must decide where to go from here. Straight ahead is a sign, but you can’t read it from here. It might be worth it to see what it says. However, to the right is a large open area where you might be able to find something useful. Where should you go?
[[Go straight|Secret Caldera Exit]]
[[Go right|Encroaching Lava]]
<<set $invSize to $inv.length>>
<<set $allySize to $allies.length>>
Inventory: $inv.length items
<<if $invSize neq 0>>
<<for _i to 0; _i lt $inv.length; _i++>>
<<print (_i+1) + ". "+ $inv[_i].name>>
<</for>>
<</if>>
Number of Allies: $allies.length
<<if $allySize neq 0>>
<<for _i to 0; _i lt $allies.length; _i++>>
<<print (_i+1) + ". "+ $allies[_i].name>>
<</for>>
<</if>><<set $secretExit to true>>
<<if $nodecE eq true>>
<<set $strength to ($strength + 1)>>
Wow! You outran the lava. That’ll increase your strength for sure! You ran in the only direction that you could and ended up in front of a sign you saw earlier. You began to read:
<<elseif $nodecF eq true>>
Wow! You outran the scientist, and now you’re safe. You ended up in front of a sign. You began to read:
<<else>>
You walked for a while before you reached the sign. When you got there, you began to read:
<<endif>>
“PLEASE BE CAREFUL IN THIS AREA. THESE ROCKS WERE USED FOR EXPERIMENTATION WITH PATENT #2050A. SOME SECTIONS MAY BE SEMI-PERMEABLE AND NOT CAPABLE OF SUPPORTING WEIGHT. USE MAXIMUM CAUTION.”
Eureka! You found it! You did what most explorers spend months doing! You found the exit to this deathly lava pit! Now it was just time to find which section of the wall you had to walk through…
After playing around and feeling the rock for about an hour, you came across one part that you thought could do the trick. You discovered it as you were sliding your hand across the rocks, and once you got to this point your hand started to fall into them. This was your escape route.
Once you had the section completely mapped out, you saw that it was much too small for you to walk through, you weren’t even sure if you could fit through it on your hands and knees. So, you got on your stomach and began crawling. When your body was about halfway in, you feared that your waist might not make it. You shouldn’t have eaten all those oreos!
Nevertheless, your whole body did (just barely) fit in. Now, it was time to [[crawl and crawl until you reached the outside of the volcano|Lava Beast]]
<<set $invSize to $inv.length>>
<<set $allySize to $allies.length>>
Inventory: $inv.length items
<<if $invSize neq 0>>
<<for _i to 0; _i lt $inv.length; _i++>>
<<print (_i+1) + ". "+ $inv[_i].name>>
<</for>>
<</if>>
Number of Allies: $allies.length
<<if $allySize neq 0>>
<<for _i to 0; _i lt $allies.length; _i++>>
<<print (_i+1) + ". "+ $allies[_i].name>>
<</for>>
<</if>><<set $nodecE to true>>
When you get to this wide open area, you realize that it’s much more barren than you thought it would be. It didn’t look like there was anything to be found. Just when you were about to leave, you saw why this place didn’t have anything. It was right in the path of the lava! You saw, coming from far away, a stream of lava that was headed your way. You had to act fast. You had two basic options. You could [[run as fast as you could back to where you were and find that sign that you saw|Secret Caldera Exit]], or you could [[stay here to keep looking and try to avoid the encroaching lava|Death by Lava]].
<<set $invSize to $inv.length>>
<<set $allySize to $allies.length>>
Inventory: $inv.length items
<<if $invSize neq 0>>
<<for _i to 0; _i lt $inv.length; _i++>>
<<print (_i+1) + ". "+ $inv[_i].name>>
<</for>>
<</if>>
Number of Allies: $allies.length
<<if $allySize neq 0>>
<<for _i to 0; _i lt $allies.length; _i++>>
<<print (_i+1) + ". "+ $allies[_i].name>>
<</for>>
<</if>>Bad decision! You stayed in the direction of the lava, and you quickly realized that there was no way to avoid it. In no time, you were burned and boiled until none of you remained. Hopefully future explorers can learn from your mistakes!
[[Play Again|Name Creation]]<<set $raygun to new Item("ray gun", 4, "The ray gun is an especially powerful futuristic weapon that is effective at both short- and long-range.")>>
<<if $inv.length lt 3>>
Awesome! You took the ray gun off the table, and there was no booby trap! Looks like the last scientist who was here made a mistake.
Once you left the tomb, you heard a voice. You turned around and saw that it was coming from inside the tomb! One of the scientists was there, and he wasn’t going to be happy that you took his ray gun. There was lava in every direction except for one. You had no choice but to [[run as fast as you could in that direction|Secret Caldera Exit]]
<<set $inv.push($raygun)>>
<<else>>
You have too many items in your inventory. If you want the $raygun.name, you will have to drop one of the items you currently hold.
[["Drop " + $inv[0].name|Drop Inv. Item 1]]
[["Drop " + $inv[1].name|Drop Inv. Item 2]]
[["Drop " + $inv[2].name|Drop Inv. Item 3]]
<<endif>>
<<set $invSize to $inv.length>>
<<set $allySize to $allies.length>>
Inventory: $inv.length items
<<if $invSize neq 0>>
<<for _i to 0; _i lt $inv.length; _i++>>
<<print (_i+1) + ". "+ $inv[_i].name>>
<</for>>
<</if>>
Number of Allies: $allies.length
<<if $allySize neq 0>>
<<for _i to 0; _i lt $allies.length; _i++>>
<<print (_i+1) + ". "+ $allies[_i].name>>
<</for>>
<</if>>You played it safe and got no return, but you didn’t want to risk triggering anything. You started to leave.
Once you left the tomb, you heard a voice. You turned around and saw that it was coming from inside the tomb! One of the scientists was there, and he wasn’t going to be happy that you took his ray gun. There was lava in every direction except for one. You had no choice but to [[run as fast as you could in that direction|Secret Caldera Exit]]
<<set $invSize to $inv.length>>
<<set $allySize to $allies.length>>
Inventory: $inv.length items
<<if $invSize neq 0>>
<<for _i to 0; _i lt $inv.length; _i++>>
<<print (_i+1) + ". "+ $inv[_i].name>>
<</for>>
<</if>>
Number of Allies: $allies.length
<<if $allySize neq 0>>
<<for _i to 0; _i lt $allies.length; _i++>>
<<print (_i+1) + ". "+ $allies[_i].name>>
<</for>>
<</if>>Finally, you found another magma path that should lead you back down to where you came from. However, as you were about to leave, you noticed something. It looked like there was someone lying down a few yards over, so you went over to see who it was.
When you approached the person, you immediately recognized his now-lifeless face. The past explore… He didn’t make it. You had almost forgotten about this explorer, so you opened up his pod to see if you could figure anything out about what happened to him. You watched some of the last entries.
“If anyone is watching this, I want you to know that I gave this my best effort. We started out with 6 people exploring the depths of this caldera. We set out on this journey because we wanted to find some advanced weapons that we could use to fight Zaine, the evil villain who has taken over Misteria. We knew that the weapons were in here somewhere, but we never found them.
“Right now, I’m the only one who still survives. The rest have burned to death in lava, been killed by angry scientists, eaten by the giant lava beast, or have simply given up. I don’t think I have much more time. I still can’t find the exit to this caldera, and if I don’t soon, I’ll die. Please, to whomever is watching this, save yourself above all, but if you can, save the city of Misteria from the evil Zaine like I intended to do but failed.”
Your heart dropped, you felt guilty that you survived the journey through the caldera while he didn’t. How could that have happened? This man was clearly a more experienced adventurer than you, and he did all the right things, yet you were the one who made it out alive.
This miracle could only mean one thing. You, $name, were destined to be the one who defeats Zaine and saves your mother. It had to be you because no one else could.
All the lessons that you learned from the explorer increased your intelligence. With a sudden surge of motivation, you were ready to [[get out of here and go back to Hagrid|Reunite with Hagrid]]
<<set $intelligence to ($intelligence + 1)>>
<<set $invSize to $inv.length>>
<<set $allySize to $allies.length>>
Inventory: $inv.length items
<<if $invSize neq 0>>
<<for _i to 0; _i lt $inv.length; _i++>>
<<print (_i+1) + ". "+ $inv[_i].name>>
<</for>>
<</if>>
Number of Allies: $allies.length
<<if $allySize neq 0>>
<<for _i to 0; _i lt $allies.length; _i++>>
<<print (_i+1) + ". "+ $allies[_i].name>>
<</for>>
<</if>><<set $flamethrower to new Item("flamethrower", 2, "The flamethrower is old weapon but effective against enemies without armour.")>>
<<if $inv.length lt 3>>
Congratulations! You now have, in your possession, a flamethrower. This could really come in handy somewhere down the road. Time to keep going, you thought. Nothing could stop you now. Ahead of you was a bridge that connected two paths over a river of lava. You wanted to see what was on the other side.
[[Traverse the bridge|Rickety Bridge]]
<<set $inv.push($flamethrower)>>
<<else>>
You have too many items in your inventory. If you want the $flamethrower.name, you will have to drop one of the items you currently hold.
[["Drop " + $inv[0].name|Drop Inv. Item 1]]
[["Drop " + $inv[1].name|Drop Inv. Item 2]]
[["Drop " + $inv[2].name|Drop Inv. Item 3]]
<<endif>>
<<set $invSize to $inv.length>>
<<set $allySize to $allies.length>>
Inventory: $inv.length items
<<if $invSize neq 0>>
<<for _i to 0; _i lt $inv.length; _i++>>
<<print (_i+1) + ". "+ $inv[_i].name>>
<</for>>
<</if>>
Number of Allies: $allies.length
<<if $allySize neq 0>>
<<for _i to 0; _i lt $allies.length; _i++>>
<<print (_i+1) + ". "+ $allies[_i].name>>
<</for>>
<</if>><<set $nodec5 to true>>
When you took your first step on the bridge, you could tell that you were in for a frightening walk. Your best guess was that the bridge was built 100 years ago and hadn’t been altered since. Some of the wood early gave out as soon as your foot touched down. However, you had to cross it if you wanted to get out of the caldera with something to show for it.
When you were about a quarter of the way through, you saw an object hanging from some rope toward the middle of the bridge. Whatever it was, you probably needed it, and you were afraid that it would fall before you got there. You can
[[Run to the item so you can grab it before it falls|Fall Down]]
[[Walk to the item. It’ll be there when you get there|Accept Taser Shockwave]]
<<set $invSize to $inv.length>>
<<set $allySize to $allies.length>>
Inventory: $inv.length items
<<if $invSize neq 0>>
<<for _i to 0; _i lt $inv.length; _i++>>
<<print (_i+1) + ". "+ $inv[_i].name>>
<</for>>
<</if>>
Number of Allies: $allies.length
<<if $allySize neq 0>>
<<for _i to 0; _i lt $allies.length; _i++>>
<<print (_i+1) + ". "+ $allies[_i].name>>
<</for>>
<</if>><<silently>>
<<set $dextPer to (1.4*$dexterity)/($dexterity+$initStrength+$intelligence)>>
<<set $randVal2 to randomFloat(1.0)>>
<<set $uppLim to $dextPer+.4>>
<</silently>>
<<if $randVal2 lte $dextPer>>
You think that maybe you are just having a good day, but you have been able to dodge, with ease, all of Zaine’s moves. Every sidestep and duck feels like second nature, and you are able to guess his next approach before he even completes it. After his entire routine, you stand back, amazed at yourself. Zaine was unable to even land a finger on you during his offensive. Now it’s your turn to show him what you have got.
<<elseif $randVal2 lte $uppLim>>
Zaine begins throwing punches at you, but you’re able to dodge most of them with ease this time. You guess that either the fight has taken a toll on him as well, or your defensive abilities have grown much more than you noticed. However, one of Zaine’s kicks hits you pretty hard on the thigh. You wobble back a few feet on your other leg, trying to regain feeling in the hurt one. His kick definitely stings, but you’ve been hit with worse.<<set $strength to ($strength-1)>>
<<else>>
Zaine covers the distance between the two of you within seconds. Before you know it, he’s throwing punches and chops at a rate you’ve never seen in your training. At your fullest health, you would have had a higher chance of dodging Zaine’s barrage, but the previous attacks have taken a toll on your body. You sidestep to the right, but Zaine expected just that; he took his metallic arm and landed a hard punch right on your rib cage. You double over in pain, trying not to pay attention to the fact that your ribs may have just shattered.<<set $strength to ($strength-2)>>
<</if>>
<<if $strength gt 0>>
Now that you have the opportunity to attack Zaine, you realize that you have two options: you can opt for a safer strategy where you are more likely to land a hit on him, but the hit may not be as impactful as you would like it to be. Or, you can go for a riskier approach where you might not even hit him at all, but if you do, it will definitely leave a mark where you hit him. It’s your choice on what approach you want to take.
Your health: $strength
Zaine's health: $zHealth
[[Safer option|Zaine's Fight - Safer Option]]
[[Riskier option|Zaine's Fight - Riskier Option]]
<<else>>
After that last hit from Zaine, you lumber backwards and fall. Your vision becomes blurry, and you start to feel light-headed. “What’s going on?”, you think to yourself, and then you realize that this may be the end. You are experiencing a pain from all the hits you have taken in this battle, and that last one by Zaine may have been one too much. As you begin to black out, you see Zaine hovering over you, saying, “It’s a shame that such talent had to be wasted, but now you know that nothing can, and ever will, cross my path and live to tell the tale.” The last thing you see is Zaine’s boot rapidly approaching your face.
[[See what happens next|Conclusion 2]]
<</if>>
<<set $randVal1 to random(1,100)>>
<<if $randVal1 lte 25>>
You start your routine, hoping to land even a small hit on Zaine. However, nothing seems to be working out. He dodges all of your attacks and does not seem to even be breaking a sweat. Even when you try a riskier move towards the end, nothing works. He steps back and obnoxiously laughs, saying “You spent all that time training, and that is what you have to show for it?”
You just hope that you get another chance to be on the offensive versus Zaine.
<<elseif $randVal1 gte 26 and $randVal1 lte 75>>
You start your offensive, and you feel somewhat confident in your approach. Your moves are quick and accurate, and Zaine seems to have a hard time keeping up with you. After a minute, you see an opportunity when Zaine set his blocking arm too high. You wind up a large punch, and send it directly toward his chest. He realizes his mistake and is able to readjust his position, but not in time. Your fist lands on his chest, and although the blow was not as hard as it could have been, Zaine does stumble back with pain.
Now, you get back into your defensive stance and wait for Zaine to confront you.<<set $zHealth to ($zHealth-1)>>
<<else>>
As you follow through your motions, you notice that your speed has definitely increased; Zaine is having a difficult time trying to evade your moves. Within a few seconds, you notice a rare opportunity where Zaine’s stance leaves him vulnerable. You launch an uppercut directly at his chin, and it connects beautifully. Zaine falls backward in agony, clutching his face. “I definitely won that round,” you say to yourself and you prepare for his attack.<<set $zHealth to ($zHealth-2)>>
<</if>>
Your health: $strength
Zaine's health: $zHealth
<<if $zHealth gt 0>>
[[Get ready for Zaine’s next move|Zaine’s Attack]]
<<else>>
After your last attack, Zaine falls to the ground and does not get up. You wait in your defensive position, wondering if this is a trap, but after a few minutes, your heart begins to beat even faster than before. “Did I just defeat Zaine?”, you say to yourself as you walk over to him. You briefly glance over, and you notice that the light in his metallic eye is gone: Zaine is dead. Blood begins running down his mouth, giving you a visual signal that this fight is over. You, $name, have just defeated Zaine!
<<if $intelligence gte 3>>
[[See what happens next|Conclusion 1]]
<<else>>
[[See what happens next|Conclusion 1a]]
<</if>>
<</if>>
<<set $randVal1 to random(1,100)>>
<<if $randVal1 lte 50>>
As you follow through your motions, you notice that your speed has definitely increased; Zaine is having a difficult time trying to evade your moves. Within a few seconds, you notice a rare opportunity where Zaine’s stance leaves him vulnerable. You launch an uppercut directly at his chin, and it connects beautifully. Zaine falls backward in agony, clutching his face. “I definitely won that round,” you say to yourself and you prepare for his attack.<<set $zHealth to ($zHealth-2)>>
<<else>>
You start your routine, hoping to land even a small hit on Zaine. However, nothing seems to be working out. He dodges all of your attacks and does not seem to even be breaking a sweat. Even when you try a riskier move towards the end, nothing works. He steps back and obnoxiously laughs, saying “You spent all that time training, and that is what you have to show for it?”
You just hope that you get another chance to be on the offensive versus Zaine.
<</if>>
Your health: $strength
Zaine's health: $zHealth
<<if $zHealth gt 0>>
[[Get ready for Zaine’s next move|Zaine’s Attack]]
<<else>>
After your last attack, Zaine falls to the ground and does not get up. You wait in your defensive position, wondering if this is a trap, but after a few minutes, your heart begins to beat even faster than before. “Did I just defeat Zaine?”, you say to yourself as you walk over to him. You briefly glance over, and you notice that the light in his metallic eye is gone: Zaine is dead. Blood begins running down his mouth, giving you a visual signal that this fight is over. You, $name, have just defeated Zaine!
<<if $intelligence gte 3>>
[[See what happens next|Conclusion 1]]
<<else>>
[[See what happens next|Conclusion 1a]]
<</if>>
<</if>>
You walk away from Zaine’s body and begin walking down the hallway through which you came from. You expect to robot guards at the front entrance to pick a fight with you, but they remain motionless when you walk past them. To test their loyalty, you ask them where the prison is, and they point you in a particular direction. “Hmm... it’s as if these robots now see me as their new leader, since I was the one who vanquished their former one.” You say to yourself as you get in your hovercar and fly over to the jail.
You find the cell in which your mother is located and arrive at it with a key that the guard (who is also a robot) at the front desk handed to you upon your request. You open the door to find a frail, older lady writing in a journal. She looks at you, gasps, and begins to cry.
“$name. It is really is you. I never thought I would see this day.” She manages to say as she continues to sob on your chest.
Although you have no recollection of this lady, you start to feel a connection arise, almost as if it was buried deep underneath and is now uncovered at the time of seeing her.
“Oh, I didn’t even know if Hagrid got my message.” She explained. “No one was aware that I had a child, nonetheless one who has grown to be such a fine young man. When Zaine took over 10 years ago, I have been trying to tell Hagrid to find you in the normal world, but all my messages get intercepted and trashed before ever leaving the prison. I can’t believe that one went through.”
“Mother, you can explain everything once we’ve settled down. First, let’s get out of this wretched place.”
Months pass by, but things do not go as expected. Your mother suffered from malnutrition during her time in prison and it has taken a large toll on her body: she is bedridden indefinitely. After freeing Misteria, you were adopted as their President for the time-being, but your lack of intelligence regarding Misterian history and politics inhibits your influence. Every policy you make fails within a week of implementation, and the rapid growth that the Misterians expected post-depression is absent; now that jobs are back to being competitive, unemployment is drastically rising.
Desperately trying to get a handle on this world you’ve only been recently exposed to, you try and research the best solution. However, it may be too late. The less fortunate in this new society have revolted you and your “solutions”, arguing that also Zaine was a harsh dictator, his policies did not leave any Misterian behind. Those who do believe in your ideologies are growing impatient with the lack of results, and you have heard of secret meetings where thoughts of impeachment are mentioned.
One night, while sleeping, you envision a nightmare where Zaine’s ghost is tormenting you. You try and run, but the ghost just follows you. You attempt to fight it, but your body just passes through the ghost. You eventually wake up, covered in cold sweat. You realize it was just a dream, but then you notice something in front of your bed. A small red light, emanating from what appears to be a metallic eye, is pointing directly at you.
The beholder, a boy, while looking at you, says, “Your time is up.”
You see a bright flash of red light, then nothing.
THE END
[[Play again|Name Creation]]You walk away from Zaine’s body and begin walking down the hallway through which you came from. You expect to robot guards at the front entrance to pick a fight with you, but they remain motionless when you walk past them. To test their loyalty, you ask them where the prison is, and they point you in a particular direction. “Hmm... it’s as if these robots now see me as their new leader, since I was the one who vanquished their former one.” You say to yourself as you get in your hovercar and fly over to the jail.
You find the cell in which your mother is located and arrive at it with a key that the guard (who is also a robot) at the front desk handed to you upon your request. You open the door to find a frail, older lady writing in a journal. She looks at you, gasps, and begins to cry.
“$name. It is really is you. I never thought I would see this day.” She manages to say as she continues to sob on your chest.
Although you have no recollection of this lady, you start to feel a connection arise, almost as if it was buried deep underneath and is now uncovered at the time of seeing her.
“Oh, I didn’t even know if Hagrid got my message.” She explained. “No one was aware that I had a child, nonetheless one who has grown to be such a fine young man. When Zaine took over 10 years ago, I have been trying to tell Hagrid to find you in the normal world, but all my messages get intercepted and trashed before ever leaving the prison. I can’t believe that one went through.”
“Mother, you can explain everything once we’ve settled down. First, let’s get out of this wretched place.”
Months pass by since your final battle with Zaine. You, along with your mother, have re-established order back into Misteria: no one is bounded by the constraints that Zaine enforced upon everyone. To help this world get back on its feet, you are adopted as Misteria’s new President for the time-being. Along with guidance from your mother and Hagrid, you lead the city out of its depression and into a new era of prosperity.
One day, over tea, you talk with your mother about life before Hagrid’s arrival.
“You know what, Mom? I never thought that I would amount to anything. I had imagined the rest of my life as a web developer who attended League of Legends tournaments on weekends and eat five out of the seven days from the Pizza Hut down the street.”
“Oh, $name, don’t be silly. People of Misteria have been known to accomplish extraordinary feats. Even those from humble beginnings have the potential to be great, especially in our bloodline. Your ancestors were the founders of Misteria, so I knew that if one person had to free us from Zaine’s wrath, it would be you.”
“You’re right Mom. I guess it never is too late to make a difference with your life.”
THE END
[[Play again|Name Creation]]Zaine walks away from your dead body and calls in more guards to clean up the mess that you made in his chamber. He sits back in his throne and says, “Now that the strongest possible opposition is dead, I will never have to worry about losing my grip over Misteria again.”
Zaine is right. Once he found out who you were, he recognized that you were his biggest threat. Your mother, who was the president of Misteria before Zaine’s takeover, had never revealed that she had a son. However, when she went to jail, she attempted to contact Hagrid to try and find you so that you could save Misteria. She had assumed that the guards had intercepted every message before Hagrid received any, so she will only find out about your adventure from Zaine himself.
Your mother believed in you because of your bloodline: your ancestors were the founders of Misteria, so you have this innate power that makes you a formidable force against Zaine. Once Zaine found out about your existence, he sent execution squads from his robot army to try and kill you. However, he quickly learned that the normal world is much much larger than this world of Misteria. However, when Zaine was informed that you were travelling around Misteria to train, he knew that you would seek him out.
With you gone, Zaine’s last step to a complete removal of his opposition (aside from the Misterian citizens) was to kill Hagrid. After scouring Misteria, Zaine discovered that Hagrid kept his location hidden by not opting to have the advanced technology that Misteria offered; rather, he lived in a small hut beyond Misteria’s outskirts to avoid detection. As wise as Hagrid is, he too was no match for Zaine and his army. With utter control and complete power, Zaine will ensure that the citizens (especially the higher-class ones) of Misteria will continue to suffer under his rulership.
THE END
[[Play again|Name Creation]]<<set $library to true>>
<<set $intelligence to ($intelligence+1)>>
As you and Hagrid enter the library, he begins to lecture:
“So this library hosts the original documents that Misteria’s founding fathers created when they decided to form this new world. Their first major decision was that it must be 100% separate from the normal world since those in the normal world cannot handle the technology in Misteria.”
Hagrid pulls several books and parchments off of the wall.
“Unlike the rest of Misteria’s data, these documents are all on actual paper. Read these several first, and then I will hand some more once you have finished.”
You groan at the sight of all the books to read, but you understand that learning about Misteria’s history will make you both more intelligent and more aware.
After finishing all the texts that Hagrid asked you to read, you have to decide the next move:
<<if $ruins eq false>>
[[Go to The Ruins|The Ruins]]
<</if>>
<<if $factory eq false>>
[[Go to The Factory|The Factory]]
<</if>>
[[End Mini-Quest|End of Mini-Quest]]
<<set $invSize to $inv.length>>
<<set $allySize to $allies.length>>
Inventory: $inv.length items
<<if $invSize neq 0>>
<<for _i to 0; _i lt $invSize; _i++>>
<<print (_i+1) + ". "+ $inv[_i].name>>
<</for>>
<</if>>
Number of Allies: $allies.length
<<if $allySize neq 0>>
<<for _i to 0; _i lt $allySize; _i++>>
<<print (_i+1) + ". "+ $allies[_i].name>>
<</for>>
<</if>><<set $ruins to true>>
<<set $glove to new Item("glove", 2, "This worker's glove is a metallic glove that allows the user to pick up objects up to 1000 pounds and hold a very tight, magnetic grip. The most dangerous aspect of this glove is its in-built nail gun, which can shoot nails at very high speeds.")>>
As you and Hagrid approach the ruins, Hagrid explains how these were the first settlements of Misteria. Although the technology at these ruins is much older than the current tech at Misteria, it is still decades ahead of that in the normal world.
You pick up a metallic glove off of the ground, and Hagrid explains what it is.
“This is a construction worker’s glove. It allows to user to pick up objects up to 1000 pounds, had a very tight, magnetic grip, and has an in-built nail gun. Be careful, that nail gun is very dangerous.”
<<if $inv.length lt 3>>
You have picked up the $glove.name and added it into your inventory!
<<set $inv.push($glove)>>
<<else>>
You have too many items in your inventory. If you want the $glove.name, you will have to drop one of the items you currently hold.
[["Drop " + $inv[0].name|Drop Inv. Item 1]]
[["Drop " + $inv[1].name|Drop Inv. Item 2]]
[["Drop " + $inv[2].name|Drop Inv. Item 3]]
If you are not interested in the $glove.name, you may continue on your journey.
<</if>>
<<set $invSize to $inv.length>>
<<set $allySize to $allies.length>>
Inventory: $inv.length items
<<if $invSize neq 0>>
<<for _i to 0; _i lt $invSize; _i++>>
<<print (_i+1) + ". "+ $inv[_i].name>>
<</for>>
<</if>>
Number of Allies: $allies.length
<<if $allySize neq 0>>
<<for _i to 0; _i lt $allySize; _i++>>
<<print (_i+1) + ". "+ $allies[_i].name>>
<</for>>
<</if>>
After looking around The Ruins, you decide to move on.
<<if $library eq false>>
[[Go to The Ancient Library|The Ancient Library]]
<</if>>
<<if $factory eq false>>
[[Go to The Factory|The Factory]]
<</if>>
[[End Mini-Quest|End of Mini-Quest]]
<<set $factory to true>>
<<set $warriorbot to new Ally("Warrior Bot", 2, "This warrior bot is model x65 and is programmed with knowledge of 17 different forms of self defense, which makes it a formidable opponent against Zaine.")>>
Once you’re at the abandoned factory, Hagrid explains how this was one of the first production plants ever for Misteria. When you ask what was being produced here, you step on what you thought was a piece of scrap metal. The “scrap metal” stands up and says:
“Hello. I am Android Model x65. I am a guard bot with a thorough knowledge of 17 different forms of self defense. Since you have restarted my main computer to let me work again, I consider you as my master.”
“Now you know,” says Hagrid. “This factory used to build different types of robots, including this warrior bot here.”
<<if $allies.length lt 3>>
You have befriended the $warriorbot.name and gained a trusted ally!
<<set $allies.push($warriorbot)>>
<<else>>
You have too many allies to keep in contact with. If you want to have the $warriorbot.name, you will have to cut communication with an ally you currently have.
[["Drop " + $allies[0].name|Drop Ally 1]]
[["Drop " + $allies[1].name|Drop Ally 2]]
[["Drop " + $allies[2].name|Drop Ally 3]]
If you are not interested in the $warriorbot.name, you may continue on your journey.
<</if>>
After investigating The Factory, you decide to pick the next location.
<<if $library is false>>
[[Go to The Ancient Library|The Ancient Library]]
<</if>>
<<if $ruins is false>>
[[Go to The Ruins|The Ruins]]
<</if>>
[[End Mini-Quest|End of Mini-Quest]]
<<set $invSize to $inv.length>>
<<set $allySize to $allies.length>>
Inventory: $inv.length items
<<if $invSize neq 0>>
<<for _i to 0; _i lt $invSize; _i++>>
<<print (_i+1) + ". "+ $inv[_i].name>>
<</for>>
<</if>>
Number of Allies: $allies.length
<<if $allySize neq 0>>
<<for _i to 0; _i lt $allySize; _i++>>
<<print (_i+1) + ". "+ $allies[_i].name>>
<</for>>
<</if>>
“I am so glad that we were able to discover so much on that trip,” says Hagrid as he unlocks the front door to his hut. “I hope you enjoyed it just as much as I did.”
<<if $sparHagrid eq false>>
“If you still are looking for practice, you may refine your hand-to-hand combat skills by sparring with me,” states Hagrid. Or, if you feel confident, you can go face Zaine.
[[Spar with Hagrid|Intro to Hagrid's fight]]
<<else>>
“However, it is time for you to face Zaine” says Hagrid. “I think you are prepared as can be for this duty.”
<</if>>
[[Confront Zaine|Meet bad guy]]
<<set $invSize to $inv.length>>
<<set $allySize to $allies.length>>
Inventory: $inv.length items
<<if $invSize neq 0>>
<<for _i to 0; _i lt $invSize; _i++>>
<<print (_i+1) + ". "+ $inv[_i].name>>
<</for>>
<</if>>
Number of Allies: $allies.length
<<if $allySize neq 0>>
<<for _i to 0; _i lt $allySize; _i++>>
<<print (_i+1) + ". "+ $allies[_i].name>>
<</for>>
<</if>><<set $shockwave to new Item("taser shockwave", 3, " Deploying this weapon would send shockwaves to anyone within a 10-foot radius, and they would be temporarily stunned.")>>
<<if $inv.length lt 3>>
<<set $dexterity to ($dexterity + 1)>>
Good job! It was a good decision to walk. Otherwise, you probably would have collapsed the bridge. Your smooth and skillful walking improved your dexterity!
When you reached the item, you took it off the rope and inspected it. You found out that it was a Taser Shockwave device. Deploying this weapon would send shockwaves to anyone within a 10-foot radius, and they would be temporarily stunned. Now, this amazing weapon is yours!
[[Continue on your journey|Node c6:Decision]]
<<set $inv.push($shockwave)>>
<<else>>
You have too many items in your inventory. If you want the $shockwave.name, you will have to drop one of the items you currently hold.
[["Drop " + $inv[0].name|Drop Inv. Item 1]]
[["Drop " + $inv[1].name|Drop Inv. Item 2]]
[["Drop " + $inv[2].name|Drop Inv. Item 3]]
<<endif>>
<<set $invSize to $inv.length>>
<<set $allySize to $allies.length>>
Inventory: $inv.length items
<<if $invSize neq 0>>
<<for _i to 0; _i lt $inv.length; _i++>>
<<print (_i+1) + ". "+ $inv[_i].name>>
<</for>>
<</if>>
Number of Allies: $allies.length
<<if $allySize neq 0>>
<<for _i to 0; _i lt $allies.length; _i++>>
<<print (_i+1) + ". "+ $allies[_i].name>>
<</for>>
<</if>> As you walked, you came to another fork. It looked like you might be getting closer to the exit if you went left, but going right would bring you to another unknown building where you might be able to find one more thing before you left the caldera.
[[Go left|Lava Beast]]
[[Go right|Energy Plant]]
<<set $invSize to $inv.length>>
<<set $allySize to $allies.length>>
Inventory: $inv.length items
<<if $invSize neq 0>>
<<for _i to 0; _i lt $inv.length; _i++>>
<<print (_i+1) + ". "+ $inv[_i].name>>
<</for>>
<</if>>
Number of Allies: $allies.length
<<if $allySize neq 0>>
<<for _i to 0; _i lt $allies.length; _i++>>
<<print (_i+1) + ". "+ $allies[_i].name>>
<</for>>
<</if>><<if $secretExit eq true>>
You finally came out on the other side of the tunnel, but for some reason it didn't bring you to the base of the volcano like you thought it would. You were still in the caldera, but you saw the path that would lead you down and out, so you didn't care
<<endif>>
As you were triumphantly walking, something unexpected happened. A large creature jumped out in front of you and began speaking.
“Hello! I am the lava beast. I was created by scientists to be a humanoid robot that could survive in high temperature environments. I swim in lava for fun, and it doesn’t harm me. Now that I’ve broken loose from human imprisonment, I can do whatever I please, so I roam this caldera and get rid of unwanted pests. You, small human, are exactly the type of pest that I aim to exterminate. Get ready to die.”
Uh oh! There wasn’t going to be any easy way out of this one. You had to think fast. You had to fight.
<<if $inv.length eq 3>>
Since you have a lot of items in your inventory, you can use one of them now to defeat the lava beast.
[["Use " + $inv[0].name|Lava Beast Item 1]]
[["Use " + $inv[1].name|Lava Beast Item 2]]
[["Use " + $inv[2].name|Lava Beast Item 3]]
Or, if you want, you can choose to fight him with your bare hands.
<<elseif $inv.length eq 2>>
Since you have a lot of items in your inventory, you can use one of them now to defeat the lava beast.
[["Use " + $inv[0].name|Lava Beast Item 1]]
[["Use " + $inv[1].name|Lava Beast Item 2]]
Or, if you want, you can choose to fight him with your bare hands.
<<else>>
You don’t have enough items in your inventory to consider using one of them now, so you’ll have to try to fight him with your bare hands.
<<endif>>
There were two ways that you could go about this. You saw that his arms were big but his legs were weak, so you could [[attack him at the legs to knock him over|Ideal Defeat of Lava Beast]]. Or, you could [[go for his eyes|Nonideal Defeat of Lava Beast]], since that’s generally a sensitive area for people, so it would be easy to inflict a lot of pain on him.
<<set $invSize to $inv.length>>
<<set $allySize to $allies.length>>
Inventory: $inv.length items
<<if $invSize neq 0>>
<<for _i to 0; _i lt $inv.length; _i++>>
<<print (_i+1) + ". "+ $inv[_i].name>>
<</for>>
<</if>>
Number of Allies: $allies.length
<<if $allySize neq 0>>
<<for _i to 0; _i lt $allies.length; _i++>>
<<print (_i+1) + ". "+ $allies[_i].name>>
<</for>>
<</if>>You approached the unknown building. It was much larger than you expected and there were warning signs everywhere. All of the signs indicated something about radiation and risk of electric shock.
Ah! This is an energy plant! Could this be the place that supplies power to all of Misteria? You were circling the perimeter of the complex when someone stopped you.
“Excuse me! What are you doing here?”
“I’m sorry,” you responded, “I’m exploring this caldera in hopes to find something that I could use to fight an upcoming battle. I thought that maybe I would find something over here.”
“Ah, I see. Well, I’d love to help you, but I certainly can’t give you anything from in here. Everything’s very dangerous and you wouldn’t know how to use them. But hey, it seems like you’re in desperate need of help in this battle. If you want, I could help you out when the time comes. I know how to use everything in here and my help would do you wonders in any battle.”
[[Accept the energy man as an ally|Accept Energy Man]]
[[Decline his help|Decline Energy Man]]
<<set $invSize to $inv.length>>
<<set $allySize to $allies.length>>
Inventory: $inv.length items
<<if $invSize neq 0>>
<<for _i to 0; _i lt $inv.length; _i++>>
<<print (_i+1) + ". "+ $inv[_i].name>>
<</for>>
<</if>>
Number of Allies: $allies.length
<<if $allySize neq 0>>
<<for _i to 0; _i lt $allies.length; _i++>>
<<print (_i+1) + ". "+ $allies[_i].name>>
<</for>>
<</if>><<set $energyman to new Ally("energy man", 4, "The energy man knows all the secrets behind the modern technology in the powerplant and can use it to cause great harm.")>>
<<if $allies.length lt 3>>
Great! Now you can utilize the help of the energy man if needed.
There was only one more place that you could see to go. It looked like the exit was straight ahead, and you collected everything you could.
[[Head toward the exit|Lava Beast]]
<<set $allies.push($energyman)>>
<<else>>
You have too many allies to keep in contact with. If you want to have the $energyman.name, you will have to cut communication with an ally you currently have.
[["Drop " + $allies[0].name|Drop Ally 1]]
[["Drop " + $allies[1].name|Drop Ally 2]]
[["Drop " + $allies[2].name|Drop Ally 3]]
<<endif>>
<<set $invSize to $inv.length>>
<<set $allySize to $allies.length>>
Inventory: $inv.length items
<<if $invSize neq 0>>
<<for _i to 0; _i lt $inv.length; _i++>>
<<print (_i+1) + ". "+ $inv[_i].name>>
<</for>>
<</if>>
Number of Allies: $allies.length
<<if $allySize neq 0>>
<<for _i to 0; _i lt $allies.length; _i++>>
<<print (_i+1) + ". "+ $allies[_i].name>>
<</for>>
<</if>>Okay, you will not be able to employ the help of the energy man. He was strange anyway!
There was only one more place that you could see to go. It looked like the exit was straight ahead, and you collected everything you could.
[[Head toward the exit|Lava Beast]]
<<set $invSize to $inv.length>>
<<set $allySize to $allies.length>>
Inventory: $inv.length items
<<if $invSize neq 0>>
<<for _i to 0; _i lt $inv.length; _i++>>
<<print (_i+1) + ". "+ $inv[_i].name>>
<</for>>
<</if>>
Number of Allies: $allies.length
<<if $allySize neq 0>>
<<for _i to 0; _i lt $allies.length; _i++>>
<<print (_i+1) + ". "+ $allies[_i].name>>
<</for>>
<</if>>You used the $inv[0].name to defeat the lava beast and it worked like a charm! It knocked him down into a ravine, and with his weak legs, it’ll be tough for him to get up. You won’t be seeing much of him again. Now you can [[leave the caldera|Exit Volcano Area]].
<<set $inv.deleteAt(0)>>
<<set $invSize to $inv.length>>
<<set $allySize to $allies.length>>
Inventory: $inv.length items
<<if $invSize neq 0>>
<<for _i to 0; _i lt $inv.length; _i++>>
<<print (_i+1) + ". "+ $inv[_i].name>>
<</for>>
<</if>>
Number of Allies: $allies.length
<<if $allySize neq 0>>
<<for _i to 0; _i lt $allies.length; _i++>>
<<print (_i+1) + ". "+ $allies[_i].name>>
<</for>>
<</if>>You used the $inv[1].name to defeat the lava beast and it worked like a charm! It knocked him down into a ravine, and with his weak legs, it’ll be tough for him to get up. You won’t be seeing much of him again. Now you can [[leave the caldera|Exit Volcano Area]].
<<set $inv.deleteAt(1)>>
<<set $invSize to $inv.length>>
<<set $allySize to $allies.length>>
Inventory: $inv.length items
<<if $invSize neq 0>>
<<for _i to 0; _i lt $inv.length; _i++>>
<<print (_i+1) + ". "+ $inv[_i].name>>
<</for>>
<</if>>
Number of Allies: $allies.length
<<if $allySize neq 0>>
<<for _i to 0; _i lt $allies.length; _i++>>
<<print (_i+1) + ". "+ $allies[_i].name>>
<</for>>
<</if>>You used the $inv[2].name to defeat the lava beast and it worked like a charm! It knocked him down into a ravine, and with his weak legs, it’ll be tough for him to get up. You won’t be seeing much of him again. Now you can [[leave the caldera|Exit Volcano Area]].
<<set $inv.deleteAt(2)>>
<<set $invSize to $inv.length>>
<<set $allySize to $allies.length>>
Inventory: $inv.length items
<<if $invSize neq 0>>
<<for _i to 0; _i lt $inv.length; _i++>>
<<print (_i+1) + ". "+ $inv[_i].name>>
<</for>>
<</if>>
Number of Allies: $allies.length
<<if $allySize neq 0>>
<<for _i to 0; _i lt $allies.length; _i++>>
<<print (_i+1) + ". "+ $allies[_i].name>>
<</for>>
<</if>><<set $strength to ($strength - 1)>>
Great job! Attacking the Lava Beast’s legs was the right decision. He fought back a little, so you lost some strength, but you won the battle overall. You knocked him down into a ravine, and it’ll be tough for him to get up. You won’t be seeing much of him again. Now you can [[leave the caldera|Exit Volcano Area]].
<<set $invSize to $inv.length>>
<<set $allySize to $allies.length>>
Inventory: $inv.length items
<<if $invSize neq 0>>
<<for _i to 0; _i lt $inv.length; _i++>>
<<print (_i+1) + ". "+ $inv[_i].name>>
<</for>>
<</if>>
Number of Allies: $allies.length
<<if $allySize neq 0>>
<<for _i to 0; _i lt $allies.length; _i++>>
<<print (_i+1) + ". "+ $allies[_i].name>>
<</for>>
<</if>><<set $strength to ($strength - 1)>>
<<set $intelligence to ($intelligence - 1)>>
<<set $dexterity to ($dexterity - 1)>>
Ouch! That was probably the wrong decision. You failed to realize that the lava beast was not actually a human, so his eyes aren’t sensitive like ours. You were able to recover and knock him down into a ravine, but not before you took a blow to your head which affected you strength, intelligence, and dexterity. Oh well, at least now you can [[leave the caldera|Exit Volcano Area]].
<<set $invSize to $inv.length>>
<<set $allySize to $allies.length>>
Inventory: $inv.length items
<<if $invSize neq 0>>
<<for _i to 0; _i lt $inv.length; _i++>>
<<print (_i+1) + ". "+ $inv[_i].name>>
<</for>>
<</if>>
Number of Allies: $allies.length
<<if $allySize neq 0>>
<<for _i to 0; _i lt $allies.length; _i++>>
<<print (_i+1) + ". "+ $allies[_i].name>>
<</for>>
<</if>>As you walk up the path, you see a small building to your left with the same red tile. You:
1. Get sick of being given other choices and just [[go to the monastery entrance|S3]].
2. [[Check out this small structure|2A]]
3. [[Head back to investigate the basement passage|SA]]
As you head down the ladder, the air becomes thick and damp. As you reached the bottom, you turn to find the basement in ruins. Light fixtures hang cracked and shattered, the photons captured within them slowly seeping out, the room being held meagerly lit by the sunlight. The walls have caved in, the surrounding ground and dirt pouring into the room. The floor tiles are cracked and smashed, beautiful patterns being covered in grime and littered with cracks. The monastery may not be the place you thought it was. In the basement, you look around and decide to:
1. [[Go deeper into the basement and figure out what happened here|SC]]
2. [[Search through small piles of rubble and broken crates and barrels|SC]]
3. [[Set up camp in the basement. You can plan for what to do next after you’ve rested|SC]]
4. [[Salvage the decommissioned tech here and resell them when you get back from your journey|SC]]
5. [[Examine the structural integrity of the room, it may not hold much longer|SB]]
6. [[Turn and head back up the ladder, this place isn’t right|S1]]You approach the main entrance of the monastery. You are surprised to see the the tall wooden doors falling off their hinges. The front courtyard is filled with moss, weeds sprouting out from the cracked cobble stone. Two dominating metallic statues, maybe a few meters tall, flank the open doorway, eerily untouched by the wild state of the courtyard. They appear to be warriors clad in plate armor, with large axes in each hand. You take a moment of listen and cannot hear any hymns or chants from the mystics here. You climb a short flight of steps and proceed through the broken entrance. However, two large axes burst in front of you blocking your path. The statutes, or what you realize are now guard automatons, block your path. You decide to:
1. [[Break down the automatons. They don't look too expensive.|S31]]
2. [[Find a way to evade the automatons from blocking you.|S32]]
<<set $invSize to $inv.length>>
<<set $allySize to $allies.length>>
Inventory: $inv.length items
<<if $invSize neq 0>>
<<for _i to 0; _i lt $inv.length; _i++>>
<<print (_i+1) + ". "+ $inv[_i].name>>
<</for>>
<</if>>
Number of Allies: $allies.length
<<if $allySize neq 0>>
<<for _i to 0; _i lt $allies.length; _i++>>
<<print (_i+1) + ". "+ $allies[_i].name>>
<</for>>
<</if>>You open the rich wooden door, and quickly peer inside. It seems this was once some sort of record room, or a store house of sorts. Inside, you see papers scattered everywhere and a bank of computer arrays, the interior slowly decaying. Strong boxes line the back wall, mostly broken. Their doors hang sadly from their broken locks. From inside one, you hear a rustling. The rusted door seems to be keeping something alive at bay as it scratches and bangs against the locked door. You decide to:
1. [[Loot the strong boxes|2A1]], and investigate the rustling
2. [[Access the archived data and look at the strewn papers|2A2]]
<<set $invSize to $inv.length>>
<<set $allySize to $allies.length>>
Inventory: $inv.length items
<<if $invSize neq 0>>
<<for _i to 0; _i lt $inv.length; _i++>>
<<print (_i+1) + ". "+ $inv[_i].name>>
<</for>>
<</if>>
Number of Allies: $allies.length
<<if $allySize neq 0>>
<<for _i to 0; _i lt $allies.length; _i++>>
<<print (_i+1) + ". "+ $allies[_i].name>>
<</for>>
<</if>><<set $strength to ($strength - 1)>>
You slowly approach the half open strong box and whip it open quickly. A small animal quickly bursts from the box and grips your face with its claws. As it rips up your face you, you manage to rip it off and toss it aside. What seems to be a ravenous racoon, crossed with an iguana, snarls at you , but scampers away into the wilderness. Inside the strong box you brush through crumbling tiles and brick to find a decommissioned hard-light rifle. Although unconventional, this rifle might come in handy. Acquired a laser rifle, -1[STR]. Should you take it?
1. [[Hell yeah|CLR]]
2. [[No way|DLR]]
<<set $invSize to $inv.length>>
<<set $allySize to $allies.length>>
Inventory: $inv.length items
<<if $invSize neq 0>>
<<for _i to 0; _i lt $inv.length; _i++>>
<<print (_i+1) + ". "+ $inv[_i].name>>
<</for>>
<</if>>
Number of Allies: $allies.length
<<if $allySize neq 0>>
<<for _i to 0; _i lt $allies.length; _i++>>
<<print (_i+1) + ". "+ $allies[_i].name>>
<</for>>
<</if>><<set $intelligence to ($intelligence + 2)>>
You ignore the strong boxes and read through some of the stored logs in the computer bank. You notice all the archived logs stop on one day… a few weeks ago. Something must have happened here with the return of Zaine. He may have attacked the monastery already, knowing they are masters of technology. You are now unsure on what you will find in the mancer’s monastery. +2[INT]. You [[exit the log|S3]] room, wary of what you’ll find in the monastery.
<<set $invSize to $inv.length>>
<<set $allySize to $allies.length>>
Inventory: $inv.length items
<<if $invSize neq 0>>
<<for _i to 0; _i lt $inv.length; _i++>>
<<print (_i+1) + ". "+ $inv[_i].name>>
<</for>>
<</if>>
Number of Allies: $allies.length
<<if $allySize neq 0>>
<<for _i to 0; _i lt $allies.length; _i++>>
<<print (_i+1) + ". "+ $allies[_i].name>>
<</for>>
<</if>>As you inspect the walls, you set your hand on the cool soil pouring through. As you assess the damage, a long groan rings through the basement. You watch as the wall breaks, rocks tumbling through and ripping parts of the ceiling down. [[You brace yourself in hopes you won’t get crushed.|SB1]]You look up as hear some sort of clattering from deeper in the basement. Sunlight does not reach that far down. You quickly look through your pack and and crack one of the only glowstick you have left and hold it up to illuminate the decrepit room. You head towards the noise, going deeper into this subterranean complex. You proceed down a stone staircase, still intact. You look up at the walls flooded in the green light of the glowstick and notice small alcoves lining the wall. They become more frequent as you head deeper and deeper. You reach the landing and gaze across a large stone room, alcoves lining the walls. A rank smell fills the air. You push deeper and peer into one of the alcoves. You find nothing but rocks and sticks and bone. Bone? You pick up a femur and inspect it. It has been here a long while, bleached of any sort of tissue… but also slightly stained with a dark black substance. You walk from alcove to alcove finding more and more bones, each alcove containing more complete skeletons than the last. From behind you, you hear that clattering that sent you here in the first place. You turn, glowstick raised, to find only darkness. Then, to your left you hear it again. Now to your right. And finally behind you. As you turn back, you meet the grinning face of a pale white figure, its eyes hollow. Slowly, a black ichor somehow flows up the skull, covering it a black sheen. From the alcoves around you, you see more of these figures rise, assembling almost in mid air, turning black. Something evil has taken root in the monastery. With hollow movements, skeletons move to surround you. You decide to:
1. [[Try to make an escape back up the stairs. You aren’t prepared for this.|SC1]]
2. [[You brandish what ever weapon you have and face the spooky skeletons.|SC2]]
3. [[Search around the room and try to find something to help you get out of this situation.|SC3]]
<<if $strength gte 2>>
You feel the soil envelope you but you plant your feet and dig in. You brace your arms and push against the crumbling wall. You manage to burst through and find yourself stumbling in a room bathed in light. You brush the dirt off your clothes and you look around. The small square room is lit brightly by an object in the center. The stone carved walls seem to be immaculately preserved despite the surrounding decay. The object is planted firmly on a pedestal which seems to be covered in gold leaf. You approach, entranced by the golden light pouring from what you make out to be a staff. From its resting place, you rip the staff from the ground. Its light shines brighter than before and quickly courses through the etched metal patterns covering the staff. This must be some sort of tool made by the mancers used in photomancy. The staff whirs and folds itself with mechanical precision. Do you take it?
1. [[Hell yeah|CSL]]
2. [[No way|DSL]]
<<set $invSize to $inv.length>>
<<set $allySize to $allies.length>>
Inventory: $inv.length items
<<if $invSize neq 0>>
<<for _i to 0; _i lt $inv.length; _i++>>
<<print (_i+1) + ". "+ $inv[_i].name>>
<</for>>
<</if>>
Number of Allies: $allies.length
<<if $allySize neq 0>>
<<for _i to 0; _i lt $allies.length; _i++>>
<<print (_i+1) + ". "+ $allies[_i].name>>
<</for>>
<</if>>
<<else>>
You struggle against the rubble as it piles on. You try your hardest, but the force is too great. The rubble crushes you under its weight. This monastery will become your tomb, just as with the monks who used to reside here. [[You have died.|DeathS]]
<</if>>You open up on a vaulted room, still underground. The room is eerily quiet. The room is dominated by what seems to be and intricate symbol, etched in light on the ground. What you see seems to be geometrically impossible as polygons of pure light form and deconstruct out of existence, forming what seems to be a portal. However, something seems off. The light flickers, steadily growing dimmer and dimmer. Surrounding it, pieces of machinery litter the ground, broken or toppled over. Tables at the edges of room hold glass tablets with calculations written all over them. You scan the scene, trying to piece together what has happened to the monastery. From substances and gadgets around you, you inspect them:
<<if $cyclon eq true>>
1. [[You find a syringe filled with a thick yellow liquid. Do you want to use it?|SD1]]
2. [[You find a kalaxian crystal. Do you want to use it?|SD3]]
3. [[Taking one of these may not be the best idea…|SE]]
<<else>>
1. [[You find a syringe filled with a thick yellow liquid. Do you want to use it?|SD1]]
2. [[You find a cyclonic deregulator. Do you want to use it?|SD2]]
3. [[You find a kalaxian crystal. Do you want to use it?|SD3]]
4. [[Taking one of these may not be the best idea…|SE]]
<</if>>
<<silently>>
<<set $intelligence to ($intelligence - 2)>>
<<set $dexterity to ($dexterity + 2)>>
<</silently>>
You run quickly trying to reach the stairs, but they crowd the landing and push you back. You frantically look around and spot a small doorway far deeper down the catacombs. You push through what seems to be hundreds of skeletons, their lifeless animated hands ripping at you as you pass by. The scene horrifies you as the horde of undead spans the entire stone structure. You look around finding the smallest of paths between the sea of pale frames, slowly encroaching on you. Their smiling faces haunt you as you try to evade the grasping hands. You manage to escape. You find a sealed room, safe from the unhallowed swarm that pursued you. You may not have suffered physical damage, but your sanity escapes you. You cradle your head in your hands as [[you walk up stone stairs|SD]], wary of what other horrors may haunt this dilapidated monastery. -2[INT], +2[DEX].
<<set $invSize to $inv.length>>
<<set $allySize to $allies.length>>
Inventory: $inv.length items
<<if $invSize neq 0>>
<<for _i to 0; _i lt $inv.length; _i++>>
<<print (_i+1) + ". "+ $inv[_i].name>>
<</for>>
<</if>>
Number of Allies: $allies.length
<<if $allySize neq 0>>
<<for _i to 0; _i lt $allies.length; _i++>>
<<print (_i+1) + ". "+ $allies[_i].name>>
<</for>>
<</if>><<set $strength to ($strength + 2)>>
<<set $dexterity to ($dexterity + 1)>>
As the skeletons clatter towards you, you ready yourself. You connect against the closest and crack its brittle skull. They seem to be weak, but they push relentlessly into the catacombs, seemingly endless. You are able to fend off the animated dead, crushing bones, their skeletal frames breaking and falling to the ground lifeless once again. You catch your breath and lean against the cool stone wall for support. Many of the skeletons overwhelmed you, scratching and digging bony fingers into your exposed flesh. Tired and bloodied, you gather your supplies and [[push deeper into the catacombs|SD]], eager to investigate the evil that has corrupted this sacred place. -2[DEX] +2[STR].
<<set $invSize to $inv.length>>
<<set $allySize to $allies.length>>
Inventory: $inv.length items
<<if $invSize neq 0>>
<<for _i to 0; _i lt $inv.length; _i++>>
<<print (_i+1) + ". "+ $inv[_i].name>>
<</for>>
<</if>>
Number of Allies: $allies.length
<<if $allySize neq 0>>
<<for _i to 0; _i lt $allies.length; _i++>>
<<print (_i+1) + ". "+ $allies[_i].name>>
<</for>>
<</if>><<if $intelligence gte 4>>
You look up and see a dim hard-light lamp up above. You might be able to blind the horde long enough to escape if you somehow break the lantern. You grab a chunk of rotten bone from the ground and with as much force and accuracy you can muster, you hurl the piece of bone. With a sharp crack, the hard-light bursts and the room fills with a light that even blinds you. Shrill screams fill the room as the animated are seared and burned. When you regain your vision, piles of ash and bone surround you. A chunk of the hard-light remains intact. Do you want to take it?
1. [[Hell yeah|CHC]]
2. [[No way|DHC]]
<<set $invSize to $inv.length>>
<<set $allySize to $allies.length>>
Inventory: $inv.length items
<<if $invSize neq 0>>
<<for _i to 0; _i lt $inv.length; _i++>>
<<print (_i+1) + ". "+ $inv[_i].name>>
<</for>>
<</if>>
Number of Allies: $allies.length
<<if $allySize neq 0>>
<<for _i to 0; _i lt $allies.length; _i++>>
<<print (_i+1) + ". "+ $allies[_i].name>>
<</for>>
<</if>>
<<else>>
You look around to find something, anything, but you wait too long in trying to find a solution. Dark thin arms reach out and you try your best to survive, but you are overwhelmed. Perhaps you too will become one of these abominations. [[You have died.|DeathS]]
<</if>>
<<set $strength to ($strength + 2)>>
You stretch your arm out and inject the liquid. You feel refreshed and rested. +2[STR]. Good thing it wasn’t anything bad, like at absolutely could have been. You smile, strengthened and [[continue through a darkly stained door.|SE]]
<<set $invSize to $inv.length>>
<<set $allySize to $allies.length>>
Inventory: $inv.length items
<<if $invSize neq 0>>
<<for _i to 0; _i lt $inv.length; _i++>>
<<print (_i+1) + ". "+ $inv[_i].name>>
<</for>>
<</if>>
Number of Allies: $allies.length
<<if $allySize neq 0>>
<<for _i to 0; _i lt $allies.length; _i++>>
<<print (_i+1) + ". "+ $allies[_i].name>>
<</for>>
<</if>><<set $cyclon to true>>
You turn on the deregulator and it sparks to life, giving you a nice long sustained shock. Dizzy, you feel your head spinning and you lay a hand on the wall, and lean to stabilize yourself. As you press on the wall, you hear a series of clicks, the whir of gears, and the wall seems to swing around and push you into another room. After gaining your bearings you stand, now in a different room. You must’ve found a secret passage. You push against the wall and it doesn't seem to budge. Seems to be a one way door. You sigh, and turn to [[explore more of the monastery.|S6]]<<set $dexterity to ($dexterity + 2)>>
You pick up the futuristic hexagonal crystal and grind it up into a fine powder. You mix it with the water in your flask and take a swig. You feel your heart rate slow as you regain a steady calm. You feel loose and ready. You smile and [[continue through a darkly stained door.|SE]] +2[DEX].You push through the stained door. You notice it feels damp. As you continue through, you find a gruesome scene. Men and women dressed in purple stained robes lay slumped against walls, contorted in awkward positions, almost if an explosion had occurred. The cold stone room is quiet, the air hanging heavy. In the center, what you can only describe as a black stain seems to drain the light in the room. You watch as inky black stain flows along the stone floor. This is no doubt the source of what started the fall of this monastery. It begins to bubble and congeal into a humanoid form. You watch it rise and stand and lift into the air. It squirms and contorts until it has finished forming. What have the mancers summoned? Piercing blue eyes open and quickly fixate on you. A terrible screech emanates from the dark figure. In a deep voice fills your mind. “This is my domain now. And now you will submit” With a sudden lunge, the Lich reaches and grabs your arm. The dark tendrils of its fingers seem to burn. You react quickly:
<<if $light eq 2>>
S. [[Use your hard-light weapon.|SES]]
1. [[You prepare to fight. You can take on the Lich.|SE1]]
2. [[You prepare to flee. You can’t take on the Lich.|SE2]]
3. [[You think you might be able to reason with the Lich. You beckon out for it.|SE3]]
<<else>>
1. [[You prepare to fight. You can take on the Lich.|SE1]]
2. [[You prepare to flee. You can’t take on the Lich.|SE2]]
3. [[You think you might be able to reason with the Lich. You beckon out for it.|SE3]]
<</if>>
You head deeper and deeper into the monastery, until you are certain you are underground. You come to a narrow hall with a blank red tile wall. But you know something lies beyond, you can feel it. You set your hand on the tile and almost magically it pulls out, leading deeper into the depths of this corrupt place. [[You continue on.|SD]]
<<set $invSize to $inv.length>>
<<set $allySize to $allies.length>>
Inventory: $inv.length items
<<if $invSize neq 0>>
<<for _i to 0; _i lt $inv.length; _i++>>
<<print (_i+1) + ". "+ $inv[_i].name>>
<</for>>
<</if>>
Number of Allies: $allies.length
<<if $allySize neq 0>>
<<for _i to 0; _i lt $allies.length; _i++>>
<<print (_i+1) + ". "+ $allies[_i].name>>
<</for>>
<</if>>You break free, twisting your seared arm away. As you reach to equip a weapon from your pack, the Lich grabs you once more and lifts you in the air. You try to break free, but you can’t muster the strength. It holds you up and looks into your eyes. You feel your mind begin to run into insanity. A deep laugh fills your mind. “You are nothing”. The Lich drops your corpse on the ground, strengthened by your life force. [[You have died.|DeathS]]You break free, twisting your seared arm away. The Lich once again tries to grab you, but you spin away, fueled by adrenaline. You make way for an exit, a plain wooden door on the far side of the room. You dart back and forth evading the lashing tendrils of darkness. As you push through the door, daylight explodes in front of you. You feel soft grass against your back as you lay inched from the doorway. As the Lich reaches out to pull you back, it shrieks and writhes. Protected from the sunlight, you stand up and watch the Lich angrily pace, glaring deep into your eyes. You shudder and turn away. You [[walk out into the wilderness, ready to head back|S7]] to Misteria.<<set $randVal1 to random(1,100)>>
You call out for it stop and drop to your knees. You bow, submitting to the Lich. “What is this?”, it's murky garbled voice echoing in your mind. You explain your quest to the Lich. You tell it that in return for power, you will give it your soul. Somehow it's dark featureless face smiles.
<<if $randVal1 lte 10>>
<<set $strength to ($strength + 3)>>
<<set $dexterity to ($dexterity + 3)>>
“Any soul is worth more than what you desire. I shall make this so.” You feel yourself lifted to air and watch as a thin dark writhing tendril peels from the Lich’s dark form. It bursts into your chest and you feel a surge of pain. You watch as your blood turns black, replaced by ichor of the Lich. You drop to the ground and feel stronger, but something isn’t right. The Lich chuckles, holding a pure white orb. You look at your soul and feel the hollow coldness that will forever remain. “Now leave my sight”. As you walk out of the monastery, you look out onto the bright day, and breathe in the fresh air. But you do not feel happy. No warmth comes from the sun’s rays. Your life has been changed, and rarely will you ever experience pleasure again. You realize the price you have paid and you [[walk slowly back down the mountain|S7]]. +3[STR], +3[DEX].
<<else>>
The Lich only smirks and grabs you firmly. It holds you up and looks into your eyes. You feel your mind begin to run into insanity. A deep laugh fills your mind. “You are nothing”. The Lich drops your corpse on the ground, strengthened by your life force. [[You have died.|DeathS]]
<</if>>RIP
[[Play again|Name Creation]]<<silently>>
<<set $strength to ($strength + 1)>>
<<set $intelligence to ($intelligence + 1)>>
<<set $dexterity to ($dexterity + 1)>>
<</silently>>
You take your time going down the mountain. With the last of your supplies, you make camp for the night. You think about what you leave behind in the Monastery. Could you have done something more to help? What mysteries still lie within? This quest has been an eye-opening experience and you will put what you have learned and observed into practice. +1[STR], +1[INT], +1[DEX]. The next day, [[you go reunite with Hagrid|Reunite with Hagrid]]
<<set $invSize to $inv.length>>
<<set $allySize to $allies.length>>
Inventory: $inv.length items
<<if $invSize neq 0>>
<<for _i to 0; _i lt $inv.length; _i++>>
<<print (_i+1) + ". "+ $inv[_i].name>>
<</for>>
<</if>>
Number of Allies: $allies.length
<<if $allySize neq 0>>
<<for _i to 0; _i lt $allies.length; _i++>>
<<print (_i+1) + ". "+ $allies[_i].name>>
<</for>>
<</if>>You reach inside your pack for a weapon when a cold robotic hand grabs you around your waist. You are lifted up into the air when a cold echo emanates from the metal shell. “INTRUDERS ARE NOT ALLOWED. YOU WILL PAY FOR YOUR INSOLENCE.” The statue begins to squeeze tighter and tighter, until you end up as nothing but a pulp. Yeah, guard automatons can be pretty nasty. [[You have died.|DeathS]]
<<set $invSize to $inv.length>>
<<set $allySize to $allies.length>>
Inventory: $inv.length items
<<if $invSize neq 0>>
<<for _i to 0; _i lt $inv.length; _i++>>
<<print (_i+1) + ". "+ $inv[_i].name>>
<</for>>
<</if>>
Number of Allies: $allies.length
<<if $allySize neq 0>>
<<for _i to 0; _i lt $allies.length; _i++>>
<<print (_i+1) + ". "+ $allies[_i].name>>
<</for>>
<</if>><<set $dexterity to ($dexterity + 1)>>
You look at the large metal blades blocking your path. You size up the distance of the landing and the gap between the overhang of the porch and the blades. You walk to the edge of the porch and prepare to make a run for it. You start to sprint, heading closer and closer towards the blades. As you are almost close enough to jump through, the automatons animate and lift their axes to cut you down. The sharp metal whizzes by your head as you are able to narrowly miss them. Luckily, the automatons processor and servos seem to be unsynced, allowing you to vault past them into the foyer of the monastery. [[You have made it inside.|S4]] +1[DEX].
<<set $invSize to $inv.length>>
<<set $allySize to $allies.length>>
Inventory: $inv.length items
<<if $invSize neq 0>>
<<for _i to 0; _i lt $inv.length; _i++>>
<<print (_i+1) + ". "+ $inv[_i].name>>
<</for>>
<</if>>
Number of Allies: $allies.length
<<if $allySize neq 0>>
<<for _i to 0; _i lt $allies.length; _i++>>
<<print (_i+1) + ". "+ $allies[_i].name>>
<</for>>
<</if>>You walk the halls of the monastery to find it hollow and empty. Hagrid had told you it was a bustling temple of technology and learning. It seems something has happened here. Books lay strewn along the floor, papers containing all types of rituals and knowledge litter broken tables. You stumble across a room which contains a disturbing sight. Black ichor drenches the red tile walls as mancers covered in this substance lay still on the ground. You run up to the closest mystic and check his condition. You find no pulse and can’t find any sort of wound. In fact, the body seems almost health, but lies lifelessly. You swab a bit of the black ichor onto your hands. It feels almost like a syrup of sorts. But your fingers begin to sting, which quickly becomes a burning sensation. You try to shake it off your hand, but it clings to you, almost purposefully. As you clutch your hand in pain, the room begins to shudder. Slowly, the lifeless bodies animate and stand. They turn to face you in unison and slowly begin to approach. You call to them, but the risen mancers give no response. You stumble over a book case as the surround you. This definitely isn’t right. You decide to:
1. [[Keep your ground and fight.|S41]] Your hand hurts like hell, but you can take them on.
2. [[Turn and run.|S42]] There are too many too take on at once.
<<set $invSize to $inv.length>>
<<set $allySize to $allies.length>>
Inventory: $inv.length items
<<if $invSize neq 0>>
<<for _i to 0; _i lt $inv.length; _i++>>
<<print (_i+1) + ". "+ $inv[_i].name>>
<</for>>
<</if>>
Number of Allies: $allies.length
<<if $allySize neq 0>>
<<for _i to 0; _i lt $allies.length; _i++>>
<<print (_i+1) + ". "+ $allies[_i].name>>
<</for>>
<</if>><<if $intelligence gte 3>>
<<set $strength to ($strength + 1)>>
You can’t waste any time rummaging through your pack, so you raise your fists. As the get closer and closer, they start to move faster and lunge at you. The fight is vicious, as you fight tooth and nail against trained mancers in hand-to-hand combat. As you strike one across its cheek, black ichor spills onto you. It crawls up your chest and latches onto your face. As your vision plunges into darkness, you cry out. When you open your eyes again, you see a twisted figure floating in front of you. Its long dark arms made of shifting darkness squirm like restless tendrils. Its featureless face looks at you with piercing blue eyes, unnaturally bright. Suddenly it teleports right in your face. A cold washes over you as the piercing blue eyes consume you. You struggle and muster strength deep within you. It feels you resist and a chillin laugh booms in your head. “You are mine now, mortal”. But you rebel, you twist away and cry out in agony. You feel your eyes open again, this time for real. You slash the black ichor on your face, as the mancers kick and bludgeon your body. You push them off and run for the exit. You slam the door behind you and pile as much as you can in front of the door. You take a breather as the mancers throw themselves relentlessly on the creaking door. What you say, that figure, that creature from another dimension, is the source of this. It must’ve come here, been brought here, or summoned. Frightened, [[you forge on|S6]] carefully deeper into the monastery. +1[STR]
<<else>>
You can’t waste any time rummaging through your pack, so you raise your fists. As the get closer and closer, they start to move faster and lunge at you. The fight is vicious, as you fight tooth and nail against trained mystics in hand-to-hand combat. As you strike one across its cheek, black ichor spills onto you. It crawls up your chest and latches onto your face. As your vision plunges into darkness, you cry out. When you open your eyes again, you see a twisted figure floating in front of you. Its long dark arms made of shifting darkness squirm like restless tendrils. Its featureless face looks at you with piercing blue eyes, unnaturally bright. Suddenly it teleports right in your face. A cold washes over you as the piercing blue eyes consume you. You struggle and muster strength deep within you. It feels you resist and a chillin laugh booms in your head. “You are mine now, mortal”. You feel your body go limp. You fight as hard as you can, but your feel the black ichor running into your ears. With the last remaining ebb of your consciousness you realize this is the end for you. You have been incorporated into the Lich’s fold and are now nothing more than a cold husk. [[You have died.|DeathS]]
<</if>>
You run for the exit. You slam the door behind you and pile as much as you can in front of the door. You take a breather as the monks throw themselves relentlessly on the creaking door. Shaking, you dust yourself off and [[head deeper into the monastery.|S6]]
<<set $invSize to $inv.length>>
<<set $allySize to $allies.length>>
Inventory: $inv.length items
<<if $invSize neq 0>>
<<for _i to 0; _i lt $inv.length; _i++>>
<<print (_i+1) + ". "+ $inv[_i].name>>
<</for>>
<</if>>
Number of Allies: $allies.length
<<if $allySize neq 0>>
<<for _i to 0; _i lt $allies.length; _i++>>
<<print (_i+1) + ". "+ $allies[_i].name>>
<</for>>
<</if>>As you push further down you find nothing but ichor smeared against the walls, dripping, almost as if it was living. You enter a large brightly lit room. Another vile scene of ichor everywhere. Except you notice something. Standing among the wreckage, you see an attendant automaton kneeling limply. It too is smeared in ichor, but it seems to be in perfect working condition. As you approach you see a mancer by its side, lying on his back, eyes white. In his hand, a large battery is clutched tightly, knuckles still white. You decide to:
1. [[Get the hell out of the monastery|S61]], this could lead to a disastrous result. You see a large door leading to the outside. Now might be your chance to escape this corrupt place.
2. [[Put the battery into the attendent automaton.|S62]] It might have some information
<<set $invSize to $inv.length>>
<<set $allySize to $allies.length>>
Inventory: $inv.length items
<<if $invSize neq 0>>
<<for _i to 0; _i lt $inv.length; _i++>>
<<print (_i+1) + ". "+ $inv[_i].name>>
<</for>>
<</if>>
Number of Allies: $allies.length
<<if $allySize neq 0>>
<<for _i to 0; _i lt $allies.length; _i++>>
<<print (_i+1) + ". "+ $allies[_i].name>>
<</for>>
<</if>>You make a beeline for the wide doors and burst them open to the fresh air of the mountain. [[You run quickly from the unsightly scene.|S7]]
<<set $invSize to $inv.length>>
<<set $allySize to $allies.length>>
Inventory: $inv.length items
<<if $invSize neq 0>>
<<for _i to 0; _i lt $inv.length; _i++>>
<<print (_i+1) + ". "+ $inv[_i].name>>
<</for>>
<</if>>
Number of Allies: $allies.length
<<if $allySize neq 0>>
<<for _i to 0; _i lt $allies.length; _i++>>
<<print (_i+1) + ". "+ $allies[_i].name>>
<</for>>
<</if>><<if $dexterity gte 2>>
You take the battery and thrust it into the chest cavity of the automaton. Something sparks your hand and you pull it out quickly. You hear the thrum of servos spinning up and its processor booting up. With a sudden flex the automaton jumps backward. And turns to you. You look into its flat contour metal face. And are surprised when it lunges at you. You manage to roll and avoid its dextrous attack. You notice a blob of ichor pouring from its head unit. You reach out and pull the sticky, almost solid chunk from its processor. To your dismay, the blob hisses and scurries away. You turn to the automaton as it holds its head in its hands. It turns to you and asks, ‘Who are you’ in a robotic deep voice. You tell it your name and your quest. It stands up and lays dormant for a short while. From processing the information, it turns and tells you “You will want to meet my creator. Follow me, traveller”. With too smooth movements it proceeds to a sealed metal door. Hard-light polygons form from its hands, and somehow unlocks the entrance. You [[follow it up|SF]] a long flight of stairs.
<<else>>
<<set $strength to ($strength + 1)>>
You take the battery and thrust it into the chest cavity of the automaton. Something sparks your hand and you pull it out quickly. You hear the thrum of servos spinning up and its processor booting up. With a sudden flex the automaton jumps backward. And turns to you. You look into its flat contour metal face. And are surprised when it lunges at you. You manage to roll and avoid its dextrous attack. You notice a blob of ichor pouring from its head unit. You reach out and pull the sticky, almost solid chunk from its processor, but fall a bit short. The automaton turns grabs your shoulder with metallic fingers. It squeezes its hand and you feel your bones struggle against the force. You whip around and knock it to the ground with a solid hit to the head. As it stands to get up, you crouch over it and tear out its processor. The metallic robotic husk falls limply, uncommanded. Shaken, you decide your adventure here is over. What has happened here is too big for you to handle. You make a beeline for the wide doors and burst them open to the fresh air of the mountain. [[You run quickly from the unsightly scene. +1[STR]|S7]]
<</if>>
<<set $invSize to $inv.length>>
<<set $allySize to $allies.length>>
Inventory: $inv.length items
<<if $invSize neq 0>>
<<for _i to 0; _i lt $inv.length; _i++>>
<<print (_i+1) + ". "+ $inv[_i].name>>
<</for>>
<</if>>
Number of Allies: $allies.length
<<if $allySize neq 0>>
<<for _i to 0; _i lt $allies.length; _i++>>
<<print (_i+1) + ". "+ $allies[_i].name>>
<</for>>
<</if>><<set $cyclon to true>>
You follow the automaton to what seems to be the very top of the monastery. You enter a glass room, and look out onto the mountain landscape. You hardly notice an old man sitting at a desk and are astonished to finally meet another living person. However, the old man is transfixed on the automaton. It blurts out, “Master, I have brought you a visitor. I was, however, unable to prevent the Lich from its advance in the monastery.” The old man leans back. He is dressed in a long white robe, with wisps of white hair floating off his head like clouds. He strokes his beard slowly and speaks. “Thank you Otto. You are dismissed”. The automaton nods and heads towards a corner of the room to a charging pad and temporarily shuts down. You approach the old man. “And who do we have here?”, the old man says with a half smile. You introduce yourself and tell him of your quest. You also tell him the monastery has fallen into disarray and of your encounters with the black ichor.
He turns his chair and stands, walking up to the large panes of glass, looking out to the green mountains. “Well, I am Master Erwin. I am the head of this monastery, or what is left of it. I’m surprised you were able to come this far”, he says. “It is flattering that you have come here to learn of our ways to help you on your journey, but as you have seen, our curiosity has gotten the best of us.” You press him for answers. He sighs. “I commissioned research on interdimensional travel using our hard light technology. Our mancers worked tirelessly, shaping light and space to create a rift between two worlds. And we succeeded. We were about to deliver our findings to the Ministry of Research in Misteria, but suddenly one of their officials had been captured by… well, the very man who you pursue, Zaine. As things fell apart, I knew I had to help. We searched for something to turn the tide of battle when Zaine descended upon Misteria, exploring world after world with our new means. And from our search we found him. The Lich. His world is one of darkness, where creatures of unfathomable terror dwell. We lost many of our best mancers to those beasts, but we came back with him. He told us he could vanquish an who opposed him and had agreed to help us, but we were too desperate. He saw an opportunity to exploit us and use us. He is a biological phenomena beyond parallel. A being beyond our complete comprehension he can bend space around him allowing him to move freely through the air. His body secretes a black fluid that can produce and hold controlled electrical charges. He somehow controls this liquid, almost giving it its own sentience and with it he can paralyze, sear or even control his enemies. I’m not sure how this being came to be, but he quickly tore through the monastery, feasting on the victims he has paralyzed. In fear, I hid in my private chambers. It has been weeks since his attacks. And all I’ve done is… nothing… nothing at all.” He looks downward, reflecting on what he has done. You:
1. [[Console him|SF1]]
2. [[Leave him be|SF2]], you need to get the hell out of here.
<<set $invSize to $inv.length>>
<<set $allySize to $allies.length>>
Inventory: $inv.length items
<<if $invSize neq 0>>
<<for _i to 0; _i lt $inv.length; _i++>>
<<print (_i+1) + ". "+ $inv[_i].name>>
<</for>>
<</if>>
Number of Allies: $allies.length
<<if $allySize neq 0>>
<<for _i to 0; _i lt $allies.length; _i++>>
<<print (_i+1) + ". "+ $allies[_i].name>>
<</for>>
<</if>><<if $intelligence gte 5>>
You place your hand on his shoulder. ‘We can make this right”, you say. “Join me on my quest and in return we can confront the Lich. I have faith that you want to right your wrong.”
He gives a sad smile. “Better than staying here, I presume. You have my service, traveller”. Do you accept?
1. [[Yes please|AME]]
2. [[No, thanks|DME]]
<<set $invSize to $inv.length>>
<<set $allySize to $allies.length>>
Inventory: $inv.length items
<<if $invSize neq 0>>
<<for _i to 0; _i lt $inv.length; _i++>>
<<print (_i+1) + ". "+ $inv[_i].name>>
<</for>>
<</if>>
Number of Allies: $allies.length
<<if $allySize neq 0>>
<<for _i to 0; _i lt $allies.length; _i++>>
<<print (_i+1) + ". "+ $allies[_i].name>>
<</for>>
<</if>>
<<else>>
You hesitate and can’t come up with the right words. Erwin speaks up. “You must go, traveller. Your mission is more important than dealing with this. I will remain here and find a way to remove the Lich from our sacred sanctuary. As you turn to leave. He calls to you. “Be careful on your way out.... and never return to this corrupted place.” His face is filled with sadness, but he can understand your fear. But you know you must avenge the mancers. You head [[deeper into the monastery, searching for the Lich|S5]]
<</if>>
As you turn to leave. He calls to you. “Be careful on your way out.... and never return to this corrupted place.” His face is filled with sadness, but he can understand your fear. Perhaps in your next adventure you will have to save Misteria from this vile being. [[You run quickly out of the monastery|S7]], trying to forget what terror you have seen.
<<set $invSize to $inv.length>>
<<set $allySize to $allies.length>>
Inventory: $inv.length items
<<if $invSize neq 0>>
<<for _i to 0; _i lt $inv.length; _i++>>
<<print (_i+1) + ". "+ $inv[_i].name>>
<</for>>
<</if>>
Number of Allies: $allies.length
<<if $allySize neq 0>>
<<for _i to 0; _i lt $allies.length; _i++>>
<<print (_i+1) + ". "+ $allies[_i].name>>
<</for>>
<</if>><<silently>>
<<set $strength to ($strength + 1)>>
<<set $intelligence to ($intelligence + 1)>>
<<set $dexterity to ($dexterity + 1)>>
<</silently>>
Bravely you take out the hard-light and hold it in the air. A pulse of light bursts out and sears away the tendrils holding you. Another piercing screech echoes throughout the monastery. The Lich glares at you, not expecting to have met such resistance. You raise the hard-light and take deadly aim. Pulses of light almost seem to obey your mental command. The Lich is swift and evades the shots easily. It lands on the ground with a strong pound sending waves of black ichor towards you. To evade it you push through the stained door you entered from and stumble back into the portal room. The Lich follows you, hungering to feast. You run to the far side of room and the Lich breaks the distance with a lunge through the air. You whip around, and steadily send a bolt of photons towards the Lich, hitting it square in the chest. As it falls to the ground, it lands among the hard-light portal. Suddenly the shifting polygons solidify and glow brightly as sudden cracks sound in the air. Electricity shoots across the room as a rift appears. While the Lich is down, you give it a swift kick through the rift. As you peer through, you see a world filled with darkness, black ichor oozing from the landscape. The rift begins to close, as the Lich stands and darts to make it back through before the portal closes. You back away as the Lich extends a long black claw through, only to have the rift close as the link between worlds is broken. The dismembered hand flops on the cold floor, writhing splattering ichor everywhere. You’ve done it. You slump against the wall, in disbelief. [[You stand and hobble towards and exit.|S7]] You’ve had enough of this damn place. +1[STR], +1[DEX], +[INT].
<<set $invSize to $inv.length>>
<<set $allySize to $allies.length>>
Inventory: $inv.length items
<<if $invSize neq 0>>
<<for _i to 0; _i lt $inv.length; _i++>>
<<print (_i+1) + ". "+ $inv[_i].name>>
<</for>>
<</if>>
Number of Allies: $allies.length
<<if $allySize neq 0>>
<<for _i to 0; _i lt $allies.length; _i++>>
<<print (_i+1) + ". "+ $allies[_i].name>>
<</for>>
<</if>><<set $laserrifle to new Item("Hard-Light Rifle", 2, "Decomissioned during the Not-So-Great War, these hard-light rifles pack a punch at medium to long range")>>
<<if $inv.length lt 3>>
Great! Now you have the Hard-Light Rifle in your inventory!This might come in handy when fighting enemies.
You [[exit the log room|S3]] and rush up to the steps of the monastery, walking quickly as you wipe the gashes on your face.
<<set $inv.push($laserrifle)>>
<<else>>
You have too many items in your inventory. If you want the $laserrifle.name, you will have to drop one of the items you currently hold.
[["Drop " + $inv[0].name|Drop Inv. Item 1]]
[["Drop " + $inv[1].name|Drop Inv. Item 2]]
[["Drop " + $inv[2].name|Drop Inv. Item 3]]
<<endif>>
<<set $invSize to $inv.length>>
<<set $allySize to $allies.length>>
Inventory: $inv.length items
<<if $invSize neq 0>>
<<for _i to 0; _i lt $inv.length; _i++>>
<<print (_i+1) + ". "+ $inv[_i].name>>
<</for>>
<</if>>
Number of Allies: $allies.length
<<if $allySize neq 0>>
<<for _i to 0; _i lt $allies.length; _i++>>
<<print (_i+1) + ". "+ $allies[_i].name>>
<</for>>
<</if>>Ok, you won’t take the Hard-Light Rifle. Hopefully you don’t need it in the future.
You [[exit the log room|S3]] and rush up to the steps of the monastery, walking quickly as you wipe the gashes on your face.
<<set $invSize to $inv.length>>
<<set $allySize to $allies.length>>
Inventory: $inv.length items
<<if $invSize neq 0>>
<<for _i to 0; _i lt $inv.length; _i++>>
<<print (_i+1) + ". "+ $inv[_i].name>>
<</for>>
<</if>>
Number of Allies: $allies.length
<<if $allySize neq 0>>
<<for _i to 0; _i lt $allies.length; _i++>>
<<print (_i+1) + ". "+ $allies[_i].name>>
<</for>>
<</if>><<set $light to true>>
<<set $chunk to new Item("Hard-Light Chunk", 1, "The shifting mass of polygons might not pack a big punch, but it sure is bright!")>>
<<if $inv.length lt 3>>
Great! Now you have the Hard-Light Chunk in your inventory!This might come soon.
You pocket it and [[proceed further down the catacombs|SD]] to investigate what terror has taken the monastery.
<<set $inv.push($chunk)>>
<<else>>
You have too many items in your inventory. If you want the $chunk.name, you will have to drop one of the items you currently hold.
[["Drop " + $inv[0].name|Drop Inv. Item 1]]
[["Drop " + $inv[1].name|Drop Inv. Item 2]]
[["Drop " + $inv[2].name|Drop Inv. Item 3]]
<<endif>>
<<set $invSize to $inv.length>>
<<set $allySize to $allies.length>>
Inventory: $inv.length items
<<if $invSize neq 0>>
<<for _i to 0; _i lt $inv.length; _i++>>
<<print (_i+1) + ". "+ $inv[_i].name>>
<</for>>
<</if>>
Number of Allies: $allies.length
<<if $allySize neq 0>>
<<for _i to 0; _i lt $allies.length; _i++>>
<<print (_i+1) + ". "+ $allies[_i].name>>
<</for>>
<</if>>
Ok, you won’t take the Hard-Light Chunk. Hopefully you don’t need it in the future.
You [[proceed further down the catacombs|SD]] to investigate what terror has taken the monastery.
<<set $invSize to $inv.length>>
<<set $allySize to $allies.length>>
Inventory: $inv.length items
<<if $invSize neq 0>>
<<for _i to 0; _i lt $inv.length; _i++>>
<<print (_i+1) + ". "+ $inv[_i].name>>
<</for>>
<</if>>
Number of Allies: $allies.length
<<if $allySize neq 0>>
<<for _i to 0; _i lt $allies.length; _i++>>
<<print (_i+1) + ". "+ $allies[_i].name>>
<</for>>
<</if>>
<<silently>>
<<set $light to true>>
<<set $staff to new Item("Staff of Light", 4, "The intricate staff can shoot blots of searing light! Fancy!")>>
<</silently>>
<<if $inv.length lt 3>>
Great! Now you have the Staff of Light in your inventory! This staff is indeed powerful.
You sheath the staff in your pack and [[push through the rubble that brought you to this place.|SD]]
<<set $inv.push($staff)>>
<<else>>
You have too many items in your inventory. If you want the $staff.name, you will have to drop one of the items you currently hold.
[["Drop " + $inv[0].name|Drop Inv. Item 1]]
[["Drop " + $inv[1].name|Drop Inv. Item 2]]
[["Drop " + $inv[2].name|Drop Inv. Item 3]]
<<endif>>
<<set $invSize to $inv.length>>
<<set $allySize to $allies.length>>
Inventory: $inv.length items
<<if $invSize neq 0>>
<<for _i to 0; _i lt $inv.length; _i++>>
<<print (_i+1) + ". "+ $inv[_i].name>>
<</for>>
<</if>>
Number of Allies: $allies.length
<<if $allySize neq 0>>
<<for _i to 0; _i lt $allies.length; _i++>>
<<print (_i+1) + ". "+ $allies[_i].name>>
<</for>>
<</if>>Ok, you won’t take the Staff of Light. Pretty big loss if you ask me.
You [[push through the rubble that brought you to this place.|SD]]
<<set $invSize to $inv.length>>
<<set $allySize to $allies.length>>
Inventory: $inv.length items
<<if $invSize neq 0>>
<<for _i to 0; _i lt $inv.length; _i++>>
<<print (_i+1) + ". "+ $inv[_i].name>>
<</for>>
<</if>>
Number of Allies: $allies.length
<<if $allySize neq 0>>
<<for _i to 0; _i lt $allies.length; _i++>>
<<print (_i+1) + ". "+ $allies[_i].name>>
<</for>>
<</if>>
<<set $sven to new Ally("Sven", 2, "This enhanced stag is a valiant and honorable warrior whose antlers can puncture steel")>>
<<if $allies.length lt 3>>
Great! Now you can utilize the help of Sven if needed.
You have gained Sven as an ally. After a restful night under Sven’s corpse wall, [[you proceed on your way|S-3]].
<<set $allies.push($sven)>>
<<else>>
You have too many allies to keep in contact with. If you want to have the $sven.name, you will have to cut communication with an ally you currently have.
[["Drop " + $allies[0].name|Drop Ally 1]]
[["Drop " + $allies[1].name|Drop Ally 2]]
[["Drop " + $allies[2].name|Drop Ally 3]]
<<endif>>
<<set $invSize to $inv.length>>
<<set $allySize to $allies.length>>
Inventory: $inv.length items
<<if $invSize neq 0>>
<<for _i to 0; _i lt $inv.length; _i++>>
<<print (_i+1) + ". "+ $inv[_i].name>>
<</for>>
<</if>>
Number of Allies: $allies.length
<<if $allySize neq 0>>
<<for _i to 0; _i lt $allies.length; _i++>>
<<print (_i+1) + ". "+ $allies[_i].name>>
<</for>>
<</if>>
Okay, you will not be able to employ the help of Sven. He was pretty weird anomaly anyway!
After a restful night under Sven’s corpse wall, [[you proceed on your way|S-3]].
<<set $invSize to $inv.length>>
<<set $allySize to $allies.length>>
Inventory: $inv.length items
<<if $invSize neq 0>>
<<for _i to 0; _i lt $inv.length; _i++>>
<<print (_i+1) + ". "+ $inv[_i].name>>
<</for>>
<</if>>
Number of Allies: $allies.length
<<if $allySize neq 0>>
<<for _i to 0; _i lt $allies.length; _i++>>
<<print (_i+1) + ". "+ $allies[_i].name>>
<</for>>
<</if>>
<<set $erwin to new Ally("Master Erwin", 5, "Although fairly old, Master Erwin is learned in almost any imanginable technology, making him a valuable ally")>>
<<if $allies.length lt 3>>
Great! Now you can utilize the help of Master Erwin if needed.
Acquired Master Erwin as an ally.
[[You head down another passage in search for where the Lich resides.|S5]]
<<set $allies.push($erwin)>>
<<else>>
You have too many allies to keep in contact with. If you want to have the $erwin.name, you will have to cut communication with an ally you currently have.
[["Drop " + $allies[0].name|Drop Ally 1]]
[["Drop " + $allies[1].name|Drop Ally 2]]
[["Drop " + $allies[2].name|Drop Ally 3]]
<<endif>>
<<set $invSize to $inv.length>>
<<set $allySize to $allies.length>>
Inventory: $inv.length items
<<if $invSize neq 0>>
<<for _i to 0; _i lt $inv.length; _i++>>
<<print (_i+1) + ". "+ $inv[_i].name>>
<</for>>
<</if>>
Number of Allies: $allies.length
<<if $allySize neq 0>>
<<for _i to 0; _i lt $allies.length; _i++>>
<<print (_i+1) + ". "+ $allies[_i].name>>
<</for>>
<</if>>Okay, you will not be able to employ the help of Master Erwin. Not too fortunate if you ask me!
[[You head down another passage in search for where the Lich resides.|S5]]
<<set $invSize to $inv.length>>
<<set $allySize to $allies.length>>
Inventory: $inv.length items
<<if $invSize neq 0>>
<<for _i to 0; _i lt $inv.length; _i++>>
<<print (_i+1) + ". "+ $inv[_i].name>>
<</for>>
<</if>>
Number of Allies: $allies.length
<<if $allySize neq 0>>
<<for _i to 0; _i lt $allies.length; _i++>>
<<print (_i+1) + ". "+ $allies[_i].name>>
<</for>>
<</if>>
As you walk through the street, you see a patrol of guards marching in unison down the smooth road. They look more like soldiers than guards, judging by the long hard-light polearms they carry, and the metallic cuirass fastened around their torso, etched with the Orydian crest. As a side arm, they carry standard issue laser pistols with top of the line targeting software. You try to pass the patrol, but behind you you see the rank accost a group of quadrupeds. A fight breaks out and polearms fly through the air. In the commotion you might be able to take one of those pistols... You think fast and decide to:
1. [[Sneak to the back of the patrol and pickpocket a pistol|O11]]
2. [[Help the quadrupedal aliens against the rank of Orydian Guards.|O12]]
3. [[Leave them be and continue into the city|O2]]
<<set $invSize to $inv.length>>
<<set $allySize to $allies.length>>
Inventory: $inv.length items
<<if $invSize neq 0>>
<<for _i to 0; _i lt $inv.length; _i++>>
<<print (_i+1) + ". "+ $inv[_i].name>>
<</for>>
<</if>>
Number of Allies: $allies.length
<<if $allySize neq 0>>
<<for _i to 0; _i lt $allies.length; _i++>>
<<print (_i+1) + ". "+ $allies[_i].name>>
<</for>>
<</if>><<if $dexterity gt 2>>
You crouch behind a guard who is busy burying his polearm into the shoulder of an alien. You reach for his pistol, but suddenly a ring of keys jostles out of his pocket. Your window is running out. You scoop the keys quickly and [[head deeper into the settlement|O2]]
<<set $key to true>>
<<else>>
You crouch behind a guard who is busy burying his polearm into the shoulder of an alien. You reach for his pistol and manage to just grab the handle. As you pull back, the pistol slips from your hand and lands on the ground with a satisfying crunch. Looks like the processor was slightly cracked… Better than nothing though. Do you take it?
1. [[Yes please|CP]]
2. [[No, thanks|DP]]
<</if>>
<<set $invSize to $inv.length>>
<<set $allySize to $allies.length>>
Inventory: $inv.length items
<<if $invSize neq 0>>
<<for _i to 0; _i lt $inv.length; _i++>>
<<print (_i+1) + ". "+ $inv[_i].name>>
<</for>>
<</if>>
Number of Allies: $allies.length
<<if $allySize neq 0>>
<<for _i to 0; _i lt $allies.length; _i++>>
<<print (_i+1) + ". "+ $allies[_i].name>>
<</for>>
<</if>><<if $strength gte 2>>
You turn to help the quadrupedal aliens, they're probably some nice guys. With an added ally, you are able to slowly beat back the rank of guards. They shout, “You Kalaxians won’t get away with this!” rushing to find reinforcements. You turn and see one of the Kalaxians approach you. They're purple pocked skin looks rough and dry, their body almost centauric in nature, towering above you. A three-fingered hand extends out and you shake it. “Small one, you help us! You are strong, and strong must stick together! Tell me, what is your business here?” After a short talk, you seem to have befriended this Kalaxian! Do you accept him into your fold?
1. [[Yes please|AK]]
2. [[No thanks|DK]]
<<else>>
With adrenaline running in your veins you assist the aliens, but you are reckless. You feel a sharp pain in your chest a notice a hard-light blade protruding from your chest. You crumple to the ground. Looks like the end of the line for you. [[You have died.|DeathS]]
<</if>>
<<set $invSize to $inv.length>>
<<set $allySize to $allies.length>>
Inventory: $inv.length items
<<if $invSize neq 0>>
<<for _i to 0; _i lt $inv.length; _i++>>
<<print (_i+1) + ". "+ $inv[_i].name>>
<</for>>
<</if>>
Number of Allies: $allies.length
<<if $allySize neq 0>>
<<for _i to 0; _i lt $allies.length; _i++>>
<<print (_i+1) + ". "+ $allies[_i].name>>
<</for>>
<</if>>You walk down the street and look up to find a large hologram sign: RANDY’S SALTY SALOON. This should be good. You enter to find beings of all sorts and species romping through the bar. The atmosphere is merry, driven by multicolored liquors dominate a long shelf at the back of the room. You head to the bartender and ask for some water. You eye the cast of characters at each table and spot a few that might help you in your quest:
1. [[You see a large man clad in gold armor|O21]], lion heads at each paldron. He laughs happily a crowd around him, most likely trying to be regaled by fanciful tales.
2. [[You see a lobster-like quadruped|O22]] with red shards of hard-light floating all about it. It drinks alone, its hand on a jet black carbine.
3. [[You see a green humanoid with tusks|O23]] protruding from its cheeks. It wears a hide of sorts, the scales shining in the dim light of the bar.
<<set $invSize to $inv.length>>
<<set $allySize to $allies.length>>
Inventory: $inv.length items
<<if $invSize neq 0>>
<<for _i to 0; _i lt $inv.length; _i++>>
<<print (_i+1) + ". "+ $inv[_i].name>>
<</for>>
<</if>>
Number of Allies: $allies.length
<<if $allySize neq 0>>
<<for _i to 0; _i lt $allies.length; _i++>>
<<print (_i+1) + ". "+ $allies[_i].name>>
<</for>>
<</if>><<set $pistol to new Item("Shattered Pistol", 2, "A high quality side arm with a few scuffs.")>>
<<if $inv.length lt 3>>
Great! Now you have the Shattered Pistol in your inventory! This might come in handy when fighting enemies.
[[You quickly head deeper into the settlement|O2]]
<<set $inv.push($pistol)>>
<<else>>
You have too many items in your inventory. If you want the $pistol.name, you will have to drop one of the items you currently hold.
[["Drop " + $inv[0].name|Drop Inv. Item 1]]
[["Drop " + $inv[1].name|Drop Inv. Item 2]]
[["Drop " + $inv[2].name|Drop Inv. Item 3]]
<<endif>>
<<set $invSize to $inv.length>>
<<set $allySize to $allies.length>>
Inventory: $inv.length items
<<if $invSize neq 0>>
<<for _i to 0; _i lt $inv.length; _i++>>
<<print (_i+1) + ". "+ $inv[_i].name>>
<</for>>
<</if>>
Number of Allies: $allies.length
<<if $allySize neq 0>>
<<for _i to 0; _i lt $allies.length; _i++>>
<<print (_i+1) + ". "+ $allies[_i].name>>
<</for>>
<</if>>Ok, you won’t take the Shattered Pistol. Hopefully you don’t need it in the future.
[[You head deeper into the city|O2]]
<<set $invSize to $inv.length>>
<<set $allySize to $allies.length>>
Inventory: $inv.length items
<<if $invSize neq 0>>
<<for _i to 0; _i lt $inv.length; _i++>>
<<print (_i+1) + ". "+ $inv[_i].name>>
<</for>>
<</if>>
Number of Allies: $allies.length
<<if $allySize neq 0>>
<<for _i to 0; _i lt $allies.length; _i++>>
<<print (_i+1) + ". "+ $allies[_i].name>>
<</for>>
<</if>><<set $kal to new Ally("Kalaxian", 3, "This brutish alien race trains vicious warriors capable of large amounts of destruction")>>
<<if $allies.length lt 3>>
Great! Now you can utilize the help of the Kalaxian if needed.
Acquired Kalaxian Ally. After a pleasant goodbye, and a bounty being posted in your name, [[you head deeper into the city|O2]]
<<set $allies.push($kal)>>
<<else>>
You have too many allies to keep in contact with. If you want to have the $kal.name, you will have to cut communication with an ally you currently have.
[["Drop " + $allies[0].name|Drop Ally 1]]
[["Drop " + $allies[1].name|Drop Ally 2]]
[["Drop " + $allies[2].name|Drop Ally 3]]
<<endif>>
<<set $invSize to $inv.length>>
<<set $allySize to $allies.length>>
Inventory: $inv.length items
<<if $invSize neq 0>>
<<for _i to 0; _i lt $inv.length; _i++>>
<<print (_i+1) + ". "+ $inv[_i].name>>
<</for>>
<</if>>
Number of Allies: $allies.length
<<if $allySize neq 0>>
<<for _i to 0; _i lt $allies.length; _i++>>
<<print (_i+1) + ". "+ $allies[_i].name>>
<</for>>
<</if>>
Okay, you will not be able to employ the help of the Kalaxian. Not too fortunate if you ask me!
After a pleasant goodbye, and a bounty being posted in your name, [[you head deeper into the city|O2]]
<<set $invSize to $inv.length>>
<<set $allySize to $allies.length>>
Inventory: $inv.length items
<<if $invSize neq 0>>
<<for _i to 0; _i lt $inv.length; _i++>>
<<print (_i+1) + ". "+ $inv[_i].name>>
<</for>>
<</if>>
Number of Allies: $allies.length
<<if $allySize neq 0>>
<<for _i to 0; _i lt $allies.length; _i++>>
<<print (_i+1) + ". "+ $allies[_i].name>>
<</for>>
<</if>>You approach the man and grab his attention. A wide smile stretched across his face. “Hello! May I help you small one?”, he says. You explain your mission to him and he laughs. “Small child, no one has ever bested me! This Zaine won’t either! Do you accept his services?
1. [[Yes please|AW]]
2. [[No, thanks|DW]]
<<set $invSize to $inv.length>>
<<set $allySize to $allies.length>>
Inventory: $inv.length items
<<if $invSize neq 0>>
<<for _i to 0; _i lt $inv.length; _i++>>
<<print (_i+1) + ". "+ $inv[_i].name>>
<</for>>
<</if>>
Number of Allies: $allies.length
<<if $allySize neq 0>>
<<for _i to 0; _i lt $allies.length; _i++>>
<<print (_i+1) + ". "+ $allies[_i].name>>
<</for>>
<</if>>As you approach it, it quickly raises its carbine. “Step closer and I’ll ice you”. You explain your mission to the lobster. “I ain't no errand boy. Get out of my sight before I blow you to bits.” Saddened, you head out of the bar and [[continue in the settlement|O3]]
<<set $invSize to $inv.length>>
<<set $allySize to $allies.length>>
Inventory: $inv.length items
<<if $invSize neq 0>>
<<for _i to 0; _i lt $inv.length; _i++>>
<<print (_i+1) + ". "+ $inv[_i].name>>
<</for>>
<</if>>
Number of Allies: $allies.length
<<if $allySize neq 0>>
<<for _i to 0; _i lt $allies.length; _i++>>
<<print (_i+1) + ". "+ $allies[_i].name>>
<</for>>
<</if>>As you approach it, it looks up and speaks in a language you can’t comprehend. You shrug, not being able to understand him. He waves you away, displeased with you. Saddened, you head out of the bar and [[continue deeper into the settlment|O3]]
<<set $invSize to $inv.length>>
<<set $allySize to $allies.length>>
Inventory: $inv.length items
<<if $invSize neq 0>>
<<for _i to 0; _i lt $inv.length; _i++>>
<<print (_i+1) + ". "+ $inv[_i].name>>
<</for>>
<</if>>
Number of Allies: $allies.length
<<if $allySize neq 0>>
<<for _i to 0; _i lt $allies.length; _i++>>
<<print (_i+1) + ". "+ $allies[_i].name>>
<</for>>
<</if>>You look up and see a sign: Smitty’s Adventuring Guild. Perfect. Here, you can surely find someone who can help you take out Zaine. You enter the respective structure and are surprised to find the place quite empty. You walk past empty tables and approach the desk in the back. “Why, hello there”, says Smitty. “I must apologize but many of our adventurers are out on assignments. A group of six are exploring the caldera around here, and a few others are trying to stop Zaine…-” You cut him off and ask him if any are still here. Smitty thinks for a moment. He tells you to wait a moment and from a back room approaches a figure dressed in fancy armor. Its metallic sheen is perfectly polished and the armor’s servos thrum with a well maintained tune. Smitty says, “Well, we do have Sniper Joe over here, but no one can hire him due to some of his… unique pricing methods. Sniper Joe approaches you. “I’ll tell you what softie, you can hire me if you’re able to figure out my riddle. Deal?
1. [[You accept Sniper Joe’s deal|O31]]
2. [[You wave Sniper Joe off like the quack he is|O32]]
<<set $invSize to $inv.length>>
<<set $allySize to $allies.length>>
Inventory: $inv.length items
<<if $invSize neq 0>>
<<for _i to 0; _i lt $inv.length; _i++>>
<<print (_i+1) + ". "+ $inv[_i].name>>
<</for>>
<</if>>
Number of Allies: $allies.length
<<if $allySize neq 0>>
<<for _i to 0; _i lt $allies.length; _i++>>
<<print (_i+1) + ". "+ $allies[_i].name>>
<</for>>
<</if>><<set $wilhelm to new Ally("Wilhelm", 5, "This honorable knight carriers a large rocket hammer and a portable projected barrier. Quite a valuable ally")>>
<<if $allies.length lt 3>>
Great! Now you can utilize the help of Wilhelm if needed.
Acquired Wilhelm as an ally! You drink cheerily with him and head [[deeper into the settlement a bit tipsy|O3]]
<<set $allies.push($wilhelm)>>
<<else>>
You have too many allies to keep in contact with. If you want to have the $wilhelm.name, you will have to cut communication with an ally you currently have.
[["Drop " + $allies[0].name|Drop Ally 1]]
[["Drop " + $allies[1].name|Drop Ally 2]]
[["Drop " + $allies[2].name|Drop Ally 3]]
<<endif>>
<<set $invSize to $inv.length>>
<<set $allySize to $allies.length>>
Inventory: $inv.length items
<<if $invSize neq 0>>
<<for _i to 0; _i lt $inv.length; _i++>>
<<print (_i+1) + ". "+ $inv[_i].name>>
<</for>>
<</if>>
Number of Allies: $allies.length
<<if $allySize neq 0>>
<<for _i to 0; _i lt $allies.length; _i++>>
<<print (_i+1) + ". "+ $allies[_i].name>>
<</for>>
<</if>>
Okay, you will not be able to employ the help of Wilhelm. Not too fortunate if you ask me!
You drink cheerily with him and [[head deeper into the settlement|O3]] a bit tipsy.
<<set $invSize to $inv.length>>
<<set $allySize to $allies.length>>
Inventory: $inv.length items
<<if $invSize neq 0>>
<<for _i to 0; _i lt $inv.length; _i++>>
<<print (_i+1) + ". "+ $inv[_i].name>>
<</for>>
<</if>>
Number of Allies: $allies.length
<<if $allySize neq 0>>
<<for _i to 0; _i lt $allies.length; _i++>>
<<print (_i+1) + ". "+ $allies[_i].name>>
<</for>>
<</if>>You accept Sniper Joe’s deal and hear the riddle:
“How many glip-globs does it take to swindle a nib-nop?”
You guess at the absurdity of an answer, but do not answer the riddle correctly. You leave the guild empty handed and [[head out of the settlement.|O4]] What a weird guy.
<<set $invSize to $inv.length>>
<<set $allySize to $allies.length>>
Inventory: $inv.length items
<<if $invSize neq 0>>
<<for _i to 0; _i lt $inv.length; _i++>>
<<print (_i+1) + ". "+ $inv[_i].name>>
<</for>>
<</if>>
Number of Allies: $allies.length
<<if $allySize neq 0>>
<<for _i to 0; _i lt $allies.length; _i++>>
<<print (_i+1) + ". "+ $allies[_i].name>>
<</for>>
<</if>>You shrug and decide you'll look somewhere else for a real ally, not some gun-toting riddler. “Wait!” Sniper Joe stops you at the door. “No one is able to figure out my riddle so I never go on any missions! I’ve been stuck here for years! Please, hire me for free, just get me out of this place!” Do you accept?
1. [[Yes please|ASJ]]
2. [[No, thanks|DSJ]]
<<set $invSize to $inv.length>>
<<set $allySize to $allies.length>>
Inventory: $inv.length items
<<if $invSize neq 0>>
<<for _i to 0; _i lt $inv.length; _i++>>
<<print (_i+1) + ". "+ $inv[_i].name>>
<</for>>
<</if>>
Number of Allies: $allies.length
<<if $allySize neq 0>>
<<for _i to 0; _i lt $allies.length; _i++>>
<<print (_i+1) + ". "+ $allies[_i].name>>
<</for>>
<</if>>Reaching the end of the settlement, you come across what you presume to be the main guard station in Orydia. You enter and look around to see the bustling productivity of guards at work, answer holo-calls of trouble and sending out ranks of officers to deal with these rough streets. “Can I help you hon?”, says a disgruntled receptionist. You shake your head and decide to:
<<if $key eq true>>
1. [[Head out of Orydia|OF]]
2. [[Try to find a door that unlocks to the keys you found off an Orydian Guard.|O41]]
<<else>>
1. [[Head out of Orydia|OF]]
<</if>>
<<set $invSize to $inv.length>>
<<set $allySize to $allies.length>>
Inventory: $inv.length items
<<if $invSize neq 0>>
<<for _i to 0; _i lt $inv.length; _i++>>
<<print (_i+1) + ". "+ $inv[_i].name>>
<</for>>
<</if>>
Number of Allies: $allies.length
<<if $allySize neq 0>>
<<for _i to 0; _i lt $allies.length; _i++>>
<<print (_i+1) + ". "+ $allies[_i].name>>
<</for>>
<</if>><<set $joe to new Ally("Sniper Joe", 1, "This sad man is extremely fearful of the unknown, veiling it behind riddles.")>>
<<if $allies.length lt 3>>
Great! Now you can utilize the help of Sniper Joe if needed.
[[Smugly, you head out of the settlement|O4]]
<<set $allies.push($joe)>>
<<else>>
You have too many allies to keep in contact with. If you want to have the $joe.name, you will have to cut communication with an ally you currently have.
[["Drop " + $allies[0].name|Drop Ally 1]]
[["Drop " + $allies[1].name|Drop Ally 2]]
[["Drop " + $allies[2].name|Drop Ally 3]]
<<endif>>
<<set $invSize to $inv.length>>
<<set $allySize to $allies.length>>
Inventory: $inv.length items
<<if $invSize neq 0>>
<<for _i to 0; _i lt $inv.length; _i++>>
<<print (_i+1) + ". "+ $inv[_i].name>>
<</for>>
<</if>>
Number of Allies: $allies.length
<<if $allySize neq 0>>
<<for _i to 0; _i lt $allies.length; _i++>>
<<print (_i+1) + ". "+ $allies[_i].name>>
<</for>>
<</if>>Okay, you will not be able to employ the help of Sniper Joe. Thats probablt fine actually.
[[Smugly, you head out of the settlement|O4]]
<<set $invSize to $inv.length>>
<<set $allySize to $allies.length>>
Inventory: $inv.length items
<<if $invSize neq 0>>
<<for _i to 0; _i lt $inv.length; _i++>>
<<print (_i+1) + ". "+ $inv[_i].name>>
<</for>>
<</if>>
Number of Allies: $allies.length
<<if $allySize neq 0>>
<<for _i to 0; _i lt $allies.length; _i++>>
<<print (_i+1) + ". "+ $allies[_i].name>>
<</for>>
<</if>>You hastily try door after door trying not to get caught. Finally you find a large metal door that unlocks to the hard-light key. As it slides open, you enter a dark secret room! In the center, an object floats in stasis. You reach out and take it. The object unfolds into a menacing launcher. Its gray green shell is punctuated by a steady red lines of glowing red. Do you take it?
1. [[Yes please|CAC]]
2. [[No, thanks|DAC]]
<<set $invSize to $inv.length>>
<<set $allySize to $allies.length>>
Inventory: $inv.length items
<<if $invSize neq 0>>
<<for _i to 0; _i lt $inv.length; _i++>>
<<print (_i+1) + ". "+ $inv[_i].name>>
<</for>>
<</if>>
Number of Allies: $allies.length
<<if $allySize neq 0>>
<<for _i to 0; _i lt $allies.length; _i++>>
<<print (_i+1) + ". "+ $allies[_i].name>>
<</for>>
<</if>>After your adventure in Orydia, you head out to [[meet with Hagrid|Reunite with Hagrid]]. Now that was one weird place.
<<set $invSize to $inv.length>>
<<set $allySize to $allies.length>>
Inventory: $inv.length items
<<if $invSize neq 0>>
<<for _i to 0; _i lt $inv.length; _i++>>
<<print (_i+1) + ". "+ $inv[_i].name>>
<</for>>
<</if>>
Number of Allies: $allies.length
<<if $allySize neq 0>>
<<for _i to 0; _i lt $allies.length; _i++>>
<<print (_i+1) + ". "+ $allies[_i].name>>
<</for>>
<</if>><<set $cannon to new Item("Annihilator Cannon", 6, "An experimental project that fires antimatter-filled shells.")>>
<<if $inv.length lt 3>>
Great! Now you have the Annihilator Cannon in your inventory! This might come in handy when fighting enemies.
Alarms ring out, but you are able to stealthy sneak from the station and [[you run out of the settlement|OF]]
<<set $inv.push($cannon)>>
<<else>>
You have too many items in your inventory. If you want the $cannon.name, you will have to drop one of the items you currently hold.
[["Drop " + $inv[0].name|Drop Inv. Item 1]]
[["Drop " + $inv[1].name|Drop Inv. Item 2]]
[["Drop " + $inv[2].name|Drop Inv. Item 3]]
<<endif>>
<<set $invSize to $inv.length>>
<<set $allySize to $allies.length>>
Inventory: $inv.length items
<<if $invSize neq 0>>
<<for _i to 0; _i lt $inv.length; _i++>>
<<print (_i+1) + ". "+ $inv[_i].name>>
<</for>>
<</if>>
Number of Allies: $allies.length
<<if $allySize neq 0>>
<<for _i to 0; _i lt $allies.length; _i++>>
<<print (_i+1) + ". "+ $allies[_i].name>>
<</for>>
<</if>>Ok, you won’t take the Anihilator Cannon. Hopefully you don’t need it in the future.
Alarms ring out, but you are able to stealthy sneak from the station and [[out of the settlement|OF]]
<<set $invSize to $inv.length>>
<<set $allySize to $allies.length>>
Inventory: $inv.length items
<<if $invSize neq 0>>
<<for _i to 0; _i lt $inv.length; _i++>>
<<print (_i+1) + ". "+ $inv[_i].name>>
<</for>>
<</if>>
Number of Allies: $allies.length
<<if $allySize neq 0>>
<<for _i to 0; _i lt $allies.length; _i++>>
<<print (_i+1) + ". "+ $allies[_i].name>>
<</for>>
<</if>>