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<<audio ":all" stop>><<if !$start && !$devmode>>\ <<audio "intro" play>><<set $start to true>><</if>>\ <<set $status to false>><<set $UI to 0>><<set $temp to true>>\ <<set $join to 0>><<set $labstart to false>><<set $stickstart to false>><<set $info to false>><<set $treasure to false>><<redo>>\ \ <<if State.metadata.get("deep")>><<set $deep to true>><</if>>\ <<if State.metadata.get("sticksnstones")>><<set $sticksnstones to true>><</if>>\ <<if State.metadata.get("labyrinth")>><<set $labyrinth to true>><</if>>\ \ <div id="centre">\ <<set $title to "Echoes">>\ <<timed .06s t8n>><span class="image"><span class="sub1"><img src="img/title/echoes.webp" alt="Echoes - an anthology" width="660px"></span></span><</timed>><div id="basic">\ <<if visited ("THE END (Light)")>>\ <<timed .2s t8n>><span id="sub1">Thank you for playing. If you wish to start a new game, please use the <i>restart</i> option in the sidebar.</span><</timed>> <</if>>\ \ <<timed .2s t8n>>\ \ <<next>><<if $labyrinth>><span id="mainmenu"><<link "THE LABYRINTH" "Labyrinth">><</link>></span><<else>><<button "THE LABYRINTH" "Labyrinth">><</button>><</if>> \ <<next>><<if $deep>><span id="mainmenu"><<link "TREASURE OF THE DEEP" "Treasure of the Deep">><</link>></span><<else>><<button "TREASURE OF THE DEEP" "Treasure of the Deep">><</button>><</if>> \ <<next>><<if $sticksnstones>><span id="mainmenu"><<link "STICKS & STONES" "Sticks & Stones">><</link>></span><<else>><<button "STICKS & STONES" "Sticks & Stones">><</button>><</if>> \ <<next>><<if ($deep or $labyrinth or $sticksnstones) && !visited ("THE END (Light)")>>\ <span id="mainmenu"><<button "EXPLORE THE ROOM" "The Square Room">><</button>></span> <</if>>\ <hr class="line"><<next>><<if (Save.browser.size > 0)>>\ <span id="sub4"><<link "LOAD MOST RECENT SAVE">><<run Save.browser.continue()>><<run Engine.show()>><</link>></span><<brk>><</if>><span id="sub4"><<link "MORE INFO" "Info">><</link>></span><<brk>><span id="sub4"><<link "REPLAY THE INTRO" "intro text">><<set State.metadata.set("start", false)>><<set $start to false>><</link>></span><<brk>><span id="sub4"><<link "HEROES OF THE STONE" "Heroes of the Stone">><</link>></span> <</timed>></div></div>\
<<set $devmode to false>> <<set $testing to false>> <<set setup.itch to false>> <<set $ver to "1.01">> <<set $start to false>> <<set $title to "Echoes">> /* Deep */ <<cacheaudio "click" "audio/click.aac" "audio/click.mp3">> <<cacheaudio "intro" "audio/intro.aac" "audio/intro.mp3">> <<cacheaudio "clickios" "audio/click.aac" "audio/click.mp3">> <<cacheaudio "gentle" "audio/gentle.aac">> <<cacheaudio "breeze" "audio/breeze.aac">> <<cacheaudio "wind" "audio/wind.aac">> <<cacheaudio "creak" "audio/creak.aac">> <<cacheaudio "cabin" "audio/cabin.aac">> <<cacheaudio "clink" "audio/clink.aac">> <<cacheaudio "clank" "audio/clank.aac">> <<cacheaudio "wreck" "audio/wreck.aac">> <<cacheaudio "beast" "audio/beast.aac">> <<cacheaudio "speed" "audio/speed.aac">> <<cacheaudio "gulls" "audio/gulls.aac">> <<cacheaudio "storm" "audio/storm.aac">> <<cacheaudio "break" "audio/break.aac">> /* Labyrinth */ <<set setup.yellowkey to "Aer">> <<set setup.greenkey to "Ge">> <<set setup.redkey to "Pyr">> <<set setup.bluekey to "Hydor">> <<set $img to "img/red/">> <<set $imgm to "img/main/">> <<set $col to "">> <<set $red to false>> <<set $blue to false>> <<set $green to false>> <<set $yellow to false>> <<set $hasyellowkey to false>> <<set $hasgreenkey to false>> <<set $hasredkey to false>> <<set $hasbluekey to false>> <<set $hasyellowmap to false>> <<set $hasgreenmap to false>> <<set $hasredmap to false>> <<set $hasbluemap to false>> <<set $rednom to "Ruby">> <<set $bluenom to "Sapphire">> <<set $greennom to "Emerald">> <<set $yellownom to "Citrine">> <<set $redloc to "Entrance">> <<set $blueloc to "Entrance">> <<set $greenloc to "Entrance">> <<set $yellowloc to "Entrance">> <<set setup.reddesc to "There's a parchment with some strange symbols. One of them looks like a triangle. Written next to it, the letter 'M'">> <<set setup.bluedesc to "You see a stone plaque. On it are carved three strange symbols. First, there's a triangle, then a circle with a vertical line through it, and then what looks like a capital 'M' on its side.">> <<set setup.greendesc to "There's a parchment with some strange symbols. One of them looks like a capital 'M' on its side. Written next to it, the letter 'P'">> <<set setup.yellowdesc to "There's a parchment with some strange symbols. One of them looks like a circle with a vertical line through it. Written next to it, the letter 'A'">> /* Sticks */ <<set $difficulty to 1>> <<set setup.timer1 to 1.4>> <<set setup.timer2 to 9>> <<set $timer1 to setup.timer1>> <<set $timer2 to setup.timer2>> <<set $stickstart to false>> <<set $turn to false>> <<set $fight to false>> <<set $poisoned to 0>> <<set $gold to 0>> <<set $safe to 0>> <<set $swordname to "">> <<set setup.swordnames to ["Excelsior: Vanquisher of Evil", "Keen Edge of Death", "The Lobotomiser", "Orc's Doom", "Starshatter", "Severous Blade", "Favour of the Light", "Soul Reaper", "Skull Smiter", "Stormbringer", "Thunderstrike", "Blood Drinker", "Swordy McSwordface", "Terror of Twighlights End", "Ghost Maker", "Jaws of the Breaking Storm", "Lightning Blade of Agony", "Heavy Metal", "Devil's Blade of the Forsaken", "Unyielding Fury", "Torin's Badass Bastard Sword", "Fear the Reaper", "This Ain't No Axe", "Glint of Silver", "The Bone Chisel", "Slice of Life", "The Troll King's Lament", "Demon's Demise", "Mightier than a Pen", "The Pointy End", "Ouch! That's really sharp!", "Kevin", "Damocles", "Dragon's Breath", "Vipers Fang"]>> <<set setup.word to ["Story", "Stop", "Truth", "Honour", "Love", "Peace", "Victory", "Freedom", "Belief", "Friend", "Hero", "Power", "Obey", "War", "Death", "Life", "Human", "Justice", "Liberty", "Faith", "Prophecy"]>> /* Misc */ <<if State.metadata.get("unique", false)>> <<set $uniq to State.metadata.get("unique")>><<else>> <<set $uniq to random(10000000, 99999999)>> <<set State.metadata.set("unique", $uniq)>><</if>> <<set setup.exec to "AKfycbzKJOX-gb-oqYtCd4iIqSu2LZbhgqmQ5c-RQBxxeE9f5i5lpy5VgBeKah3SsOSSWnhO">> <<set $name to "">><<set $comment to "">>
<br><<if $labstart>>\ <span class="image"><img src="img/title/labyrinth.webp" alt="The Labyrinth" width="100%"></span> <<elseif $stickstart>>\ <span class="image"><img src="img/title/sticksnstones.webp" alt="Sticks & Stones" width="100%"></span> <<elseif $treasure>>\ <span class="image"><img src="img/title/treasure.webp" alt="Treasure of the Deep" width="100%"></span> <<elseif $start>>\ <span class="image"><img src="img/title/echoes.webp" alt="Echoes: An anthology" width="100%"></span> <</if>>\ <<if !tags().includes('inter') && $join == 0>><<link "QUIT TO THE MENU" "Intro">><<set $labstart to false>><<set $stickstart to false>><<set $info to false>><</link>> <</if>>
<<if $glitch gt 0>><<set $glitch -->><</if>>\ \ <<if $labstart>>\ <<if !tags().includes('Noloc') or $glitch gt 0>>\ <<if $col is "red">>\ <<set $redloc to passage()>>\ <<elseif $col is "blue">>\ <<set $blueloc to passage()>>\ <<elseif $col is "green">>\ <<set $greenloc to passage()>>\ <<elseif $col is "yellow">>\ <<set $yellowloc to passage()>>\ <</if>>\ <</if>>\ \ <<elseif $stickstart>>\ <<if !$fight>>\ <<set $action to 0>><<set $turn to false>>\ \ <<if $poisoned lte 0>>\ <<if $yourhealth lt ($maxhealth/4)>><<set $yourhealth += 0.5>><</if>>\ <<if $yourstam lt $maxstam>><<set $yourstam +=2>><</if>>\ <</if>>\ <</if>>\ <<if $poisoned gt 0>>\ <<set $poisoned -->>\ <<if $yourhealth gt 1.6>><<set $yourhealth -= 1.6>><<elseif !$fight>><<set $poisoned to 0>><<set $loc to passage()>><<set $yourstam to -5>><<goto "poisoned">><</if>>\ <<if $yourstam > 0>><<set $yourstam -= 0.3>><</if>>\ <</if>>\ \ <<stats>>\ <</if>>\
<<set _count to 0>>\ <span id="head1">Echoes</span> Echoes is an anthology of three very different stories across three classic genres. Each one is based on a simple experiment, and they can be played in any order. You may also encounter minor similarities (or <i>echoes</i>) between them. <hr class="line"><h3>THE LABYRINTH</h3>This is a cooperative puzzle / escape room designed to test your powers of communication. <span id="sub2"><i>Playtime: around 40-50 minutes.</i></span> <<linkreplace "› More info">><span id="sub3">This is an escape room style game, with fairly simple puzzles – but made more complex by the fact that you must get four characters all the way to the end.</span><</linkreplace>> <<linkreplace "› What's the 'experiment'?">><span id="sub3">This game can be played solo or as a team-based co-op game (up to four players, using a simple password-based system). It also incorporates bespoke imagery.</span><</linkreplace>> <<linkreplace "› A note on the images">><span id="sub3">Images have not been created using AI, but many are sourced from stock libraries such as Shutterstock, Pexels and Adobe Stock. These images were then combined and reworked using tools such as Adobe Photoshop and Illustrator. Some of the puzzles in this particular game make use of colour and image-based clues, so it might be trickier for those with sight impairment. However, all images have appropriate alt text.</span><</linkreplace>> <hr class="line"><h3>THE TREASURE OF THE DEEP</h3>A short story of the sea and the old gods who slumber deep below the surface. <span id="sub2"><i>Playtime: around 15-20 minutes.</i></span> <<linkreplace "› More info">><span id="sub3">This is a short story with a dark, 'cosmic horror' tone. This is less of a 'game' than the others – with fewer choices and no puzzles.</span><</linkreplace>> <<linkreplace "› What's the 'experiment'?">><span id="sub3">This is intended to be an immersive story aided by dynamic background audio, so it is best experienced with sound turned on. Audio has been sourced from free libraries such as Pixabay and then mixed in-game.</span><</linkreplace>> <hr class="line"><h3>STICKS & STONES</h3>A fantasy dungeon adventure about a mighty hero and his lowly apprentice. <span id="sub2"><i>Playtime: around 60-80 minutes.</i></span> <<linkreplace "› More info">><span id="sub3">This story sits within classic fantasy tropes but doesn't take itself too seriously. It contains scenes of fantasy violence (but nothing too gory).</span><</linkreplace>> <<linkreplace "› What's the 'experiment'?">><span id="sub3">This game is designed to be played <i>entirely</i> using the cursor keys (iPad users can use the arrows in the sidebar). It also features real-time (well, more like 'slow motion') combat. The interface and combat mechanics have been streamlined to keep things as simple as possible. Combat difficulty can be changed by clicking on the sword icon in the sidebar (although this only applies to the first part of the game).</span><</linkreplace>> <hr class="line"> <h3>AUTOSAVES</h3>The game will autosave fairly regularly; however, be aware that all three games share a single slot, so if you quit one game and start another, your autosave will be replaced. You can also manually save using the 'saves' option in the sidebar. <h3>CREDITS</h3><b>Echoes – an anthology</b>: v$ver (created in Twine/Sugarcube) <span id="lnk">All content created by Ben Jackson <<link "©">><<set _count ++>><<if _count gt 2>><<set $devmode to true>><</if>><</link>>2025</span>. View other games I've made <a href="https://radiosity01.itch.io/" target="_blank">here</a>. Thanks to these play testers who helped to improve the experience: <a href="https://loressa.itch.io/" target="_blank">Loressa</a> <<brk>> <a href="https://pieartsy.itch.io/" target="_blank">Aster</a> <<brk>> <a href="https://someonemark2.itch.io/" target="_blank">Max</a> <<brk>> Nightvane <<brk>> June <<button "Back">><<goto "Intro">><</button>>
<<include "labtesting">>\ <<if $ctrl == 4>><<set $title to "The Labyrinth (solo)">><<else>><<set $title to "The Labyrinth (team)">><</if>>\ <<set $status to true>><span class="image"><span id="fade-in"><img @src="$img + 'first_door.webp'" alt="A white door stands before you…" width="740px"></span></span>\ <<if visited () is 1>>\ You find yourself in a formless void; there is no light, just an ink-black nothingness. You spin around... only darkness surrounds you. There's something unsettling about it. However, when you turn around fully, you find an old wooden door standing there – where before there was nothing. White paint peels from its panelling, and a shiny door handle beckons It's silent here, almost peaceful, and yet… suddenly, there's a noise from behind you, distant at first, but growing louder. Something monstrous is approaching, and the air shakes in its presence… <<elseif $col is "red">>\ You're floating in a formless void; only darkness surrounds you. Before you, there's an old wooden door. White paint peels from its panelling, and a door handle beckons you inside. Suddenly, there's a noise from somewhere behind you, distant at first, but growing louder. It sounds as if something terrible is approaching… <<elseif $col is "yellow">>\ You're standing, enveloped in nothingness. You turn and discover an old wooden door with white paint peeling from its panelling. As you move towards it, you hear a rumble like distant thunder. Something huge is approaching through the darkness towards you… <<elseif $col is "green">>\ You find yourself surrounded by nothingness, just an empty, silent void. You turn and discover a white door standing before you. White paint peels from its panelling, and a large door handle beckons you forward. Suddenly, you hear a noise from somewhere behind you; it's distant at first, but getting closer. It sounds like something huge rushing towards you through the darkness… <<elseif $col is "blue">>\ You're floating, surrounded by an empty nothingness. You turn and discover an old, white-painted wooden door with a large door handle in the centre. Suddenly, the air shakes as a distant noise shatters the silence. Something huge is charging towards you through the darkness… <</if>>\ <<if visited ("Open the door")>>\ <<link "Open the door" "The room">><</link>> <<else>>\ <<link "Open the door" "Open the door">><</link>> <</if>>\ <<if !visited ("Turn around to see")>>\ [[Turn around to see]] <</if>>\
<span class="image"><img @src="$imgm + 'main_sign.webp'" alt="There's some writing on the wall…" width="740px"></span> You open the door and step through, slamming it behind you. Not a moment too soon, the door shudders as it's hit by something on the other side. There's a roar and another series of ferocious thuds as the door threatens to tear from its hinges – but the door holds, and eventually... silence. You dare not try to re-open it to check. After getting your breath back, you turn to survey your surroundings. You notice some <<link "writing">><<replace "#writea">> “The monster waits for you outside. An ancient sword will defeat it… To escape, you must find the sword and call out its name.” <</replace>><</link>> on the wall next to you. <span id="writea"></span> [[Explore your surroundings|The room]]
<span class="image"><img @src="$imgm + 'something.webp'" alt="A glimpse of something terrible..." width="740px"></span> As you turn, you already realise it's too late. You catch a glimpse of... something terrible. There's a flash. A moment of pain and then... nothing. [[Open your eyes…|Entrance]]
<span class="image"><img @src="$imgm + 'room.webp'" alt="In the centre of the room sits an old stone well." width="740px"></span> <<if lastVisited ("Entrance") is 1>>\ You quickly open the door and step through, slamming it behind you. The door shudders as it's hit by something on the other side. There's a terrible roar and then… silence. <</if>>\ <<if visited () is 1>>\ You find yourself in a bare room about four meters square. It's dimly lit by a ghostly glow that emanates from a large stone well set in the centre. The four walls are made of cracked and ancient plaster, and set into the centre of each is an old wooden door. <<elseif $col is "red">>\ You find yourself in a large, square room. In the centre, there's an old stone well. On each of the four walls, you can see a wooden door. <<elseif $col is "blue">>\ You're in the main room. On each of the four walls, there is a wooden door. In the centre of the room sits an old stone well. <<elseif $col is "green">>\ You're standing in the large square room; the old well sits in the centre, and a ghostly light emanates from within. On each of the four walls, there's a wooden door. <<elseif $col is "yellow">>\ You're standing in the main room. A wooden door is set into each of the four walls, and an old stone well sits in the very centre. <</if>>\ <<if ($col is "red" && $hasredkey) or ($col is "blue" && $hasbluekey) or ($col is "green" && $hasgreenkey) or ($col is "yellow" && $hasyellowkey)>>\ <<set _west to true>>\ <</if>>\ \ <<if ($col is "red" && $eastred) or ($col is "blue" && $eastblue) or ($col is "green" && $eastgreen) or ($col is "yellow" && $eastyellow)>>\ <<set _east1 to true>>\ <</if>>\ \ <<if ($col is "red" && $hasredmap) or ($col is "blue" && $hasbluemap) or ($col is "green" && $hasgreenmap) or ($col is "yellow" && $hasyellowmap)>>\ <<set _east2 to true>>\ <</if>>\ \ <<if ($col is "red" && $foundredletters) or ($col is "blue" && $foundblueletters) or ($col is "green" && $foundgreenletters) or ($col is "yellow" && $foundyellowletters)>>\ <<set _north2 to true>>\ <<elseif ($col is "red" && $foundredcentre) or ($col is "blue" && $foundbluecentre) or ($col is "green" && $foundgreencentre) or ($col is "yellow" && $foundyellowcentre)>>\ <<set _north1 to true>>\ <</if>>\ \ <<if ($col is "red" && $foundredsword) or ($col is "blue" && $foundbluesword) or ($col is "green" && $foundgreensword) or ($col is "yellow" && $foundyellowsword)>>\ <<set _well to true>>\ <</if>>\ \ <<if _well>>[[The well:|broken sword]] <span @id=$col>✓</span><<else>>[[Examine the well|the well]]<</if>> <<if _north2>>[[North door:|Maze start]] <span @id=$col>✓</span><<elseif _north1>>[[North door (the labyrinth)|Maze start]]<<elseif visited ("North")>>[[North (the labyrinth)|North]]<<else>>[[Approach the door to the north|North]]<</if>> \ <<if _west>><<link "West door:" "The key">><</link>> <span @id=$col>✓</span><<elseif visited ("West")>>[[West (the hero‘s door)|West]]<<else>>[[Approach the door to the west|West]]<</if>> \ <<if _east2>><<link "East door:" "map">><</link>> <span @id=$col>✓</span><<elseif _east1>><<link "East (the $col door)" "Golden room">><</link>><<elseif visited ("East")>><<link "East (the coloured door)" "East">><</link>><<else>>[[Approach the door to the east|East]]<</if>> \ <<if visited ("Exit") gt 0>>[[South (the exit)|Exit]]<<else>>[[Approach the door to the south|Exit]]<</if>>
<span class="image"><img @src="$img + 'maze_door.webp'" alt="To the north, there is an old wooden door, above it a sign." width="740px"></span> You walk over to the door to the north. Above it is written a <<link "warning">><<replace "#writea">> “Beyond the door, the labyrinth waits, a maze of shadows and twisting fates. Seek not the path without a guide, lest you forever there abide.” <</replace>><</link>>. <span id="writea"></span> [[Open the door|Maze start]] [[Back to the room|The room]]
<span class="image"><img @src="$img + 'door.webp'" alt="An old, coloured door bars your way." width="740px"></span> The door is a rich $col colour. You try the handle, but it's locked tight. <<if visited () lt 2>>You lean in towards the door – it sounds like there's the faintest of whisperings coming from behind it, but you can't make out any of the words. <</if>>It seems that you'll need to find the right key to open it. If you have a key, try entering its inscription. <<if $col is "red">><<set _answer to setup.redkey>>\ <<elseif $col is "green">><<set _answer to setup.greenkey>>\ <<elseif $col is "yellow">><<set _answer to setup.yellowkey>>\ <<elseif $col is "blue">><<set _answer to setup.bluekey>>\ <</if>>\ <<set _answer to _answer.toLowerCase()>>\ \ <span class="text"><<textbox "_input" "">> </span> <span class="enter"> <<button "↵">> <<set _input to _input.replaceAll(/[^\w-]/g, "").toLowerCase()>> <<if _input is _answer>><<goto "Golden room">> <<elseif ( _input is setup.redkey.toLowerCase()) or ( _input is setup.greenkey.toLowerCase()) or ( _input is setup.yellowkey.toLowerCase()) or ( _input is setup.bluekey.toLowerCase())>>\ <<replace "#output">> That doesn't seem to work – perhaps it will work for someone else? <</replace>>\ <<else>>\ <<replace "#output">> That doesn't seem to work. <</replace>>\ <</if>> <</button>></span> <span id="output"></span> [[Back to the room|The room]]
<span class="image"><img @src="$imgm + 'main_sign.webp'" alt="There's something written on the wall beside the exit door." width="740px"></span> This is the door you originally came in from; beside it, some <<link "writing">><<replace "#writea">> "The monster waits for you outside. An ancient sword will defeat it… To escape, you must find the sword and call out its name.” <</replace>><</link>>. Behind the door, you‘re sure the monster still lurks. You try turning the handle, but the door now seems locked tight. <span id="writea"></span> \ <<if (visited ("broken sword")) or $devmode>><<set _done to true>><</if>>\ \ <<if (visited ("map")) && (($col is "red" && $hasredkey) or ($col is "blue" && $hasbluekey) or ($col is "green" && $hasgreenkey) or ($col is "yellow" && $hasyellowkey))>><<set _done to true>><</if>>\ \ <<if ($col is "red" && $foundredsword) or ($col is "blue" && $foundbluesword) or ($col is "green" && $foundgreensword) or ($col is "yellow" && $foundyellowsword)>>\ You have found a broken part of the ancient sword, but you will need to complete it by helping the others. When you know its true name, enter it below: <<else>>\ Do you know the name of the ancient sword? <</if>>\ <span class="text"><<textbox "_input" "" >> </span> <span class="enter"> <<button "↵">> <<set _input to _input.replaceAll(/[^\w-]/g, "").toLowerCase()>> <<if _input is "collaboration" && _done>><<goto "Combine">> <<elseif _input is "collaboration">><<replace "#output">> That could be the name, but it's tricky to be sure without exploring more of the room… <</replace>>\ <<elseif _input is "word" or _input is "scimitar">><<replace "#output">> That's an interesting name for a sword, but… not in this world. <</replace>>\ <<elseif _input is "col" or _input is "lab" or _input is "orat" or _input is "ion">><<replace "#output">> That doesn't seem to work. Perhaps it's not the full name of the sword? <</replace>>\ <<else>> <<replace "#output">> You will need to find and call out the true name of the ancient sword… <</replace>>\ <</if>> <</button>></span> <span id="output"></span> [[Back to the room|The room]]
<span class="image"><img @src="$imgm + 'well2.webp'" alt="An old stone well. On the outside of the well, you notice a small square with some strange markings." width="740px"></span> <<if visited () is 1>>\ The well is made from rough-cut stone and appears to be an old wishing well. There's a ghostly light coming from somewhere deep inside. You peer over the edge and can see something glinting under the rippling waters, just out of reach. On the outside of the well, carved into the stone wall, you notice a small square with some strange markings. <<elseif lastVisited ("The room") is 1>>\ You move over to the wishing well in the middle of the room. There's a rippling light emanating from within. On the outside, carved into the stone, there's a small square with some strange markings. <<else>>\ You're standing by the circular well, which casts its ghostly light around the room. Carved into the old stones is a small square with some strange markings. <</if>>\ [[Examine the markings|Wish]] [[Look into the well|Look down the well]] [[Back to the room|The room]]
<span class="image"><img @src="$imgm + 'riddle.webp'" alt="An inscription is written above the door." width="740px"></span> You walk over to the door to the west; it looks old and worn and the colour is faded. There seems to be no lock or door handle. There's a <<link "sign">> <<replace "#writea">> "In ancient times, a hero lived, a legend steeped in awe. Lost within the monster's maze, he pursued the Minotaur. With Ariadne's help, he found his way to glory and great fame. With a mighty cry, he slew the beast… but what was his name?" <</replace>> <</link>> written above the door. <span id="writea"></span> <<if $hasbluekey or $hasredkey or $hasyellowkey or $hasgreenkey>><<set _autofill to "Theseus">><<else>><<set _autofill to "">><</if>>\ To unlock the door, call out the hero's name. <span class="text"><<textbox "_input" _autofill >> </span> <span class="enter"> <<button "↵">> <<set _input to _input.replaceAll(/[^\w-]/g, "").toLowerCase()>> <<if _input is "theseus">><<goto "The key">> <<elseif _input is "torin" or _input is "hammerhand" or _input is "belgrub" or _input is "fizzlespark">> <<replace "#output">> What a wonderful name for a hero! Just… not in this world. <</replace>>\ <<else>> <<replace "#output">> Try venturing into the labyrinth to discover the name you need… <</replace>>\ <</if>> <</button>></span> <span id="output"></span> [[Back to the room|The room]]
<<set $maze to 0>>\ <span class="image"><img @src="$imgm + 'labyrinth.webp'" alt="You're looking down on a huge, infinitely sprawling labyrinth" width="740px"></span> You open the door, and your head swims. It seems, just for a moment, that you're looking down on a huge, sprawling labyrinth full of endlessly twisting passages. Then, your vision is clouded in fog, and you feel yourself falling down into the infinite maze below... <<if ($col is "red" && $foundredletters) or ($col is "blue" && $foundblueletters) or ($col is "green" && $foundgreenletters) or ($col is "yellow" && $foundyellowletters)>>\ The fog clears, and you find yourself back in the labyrinth. However, now the endless passageways have been replaced by a single corridor that extends down into the darkness. At the far end, you can see the central chamber with the stone head. <<link "Walk to the centre of the labyrinth" "complete">><</link>> <<elseif ($col is "red" && $foundredcentre) or ($col is "blue" && $foundbluecentre) or ($col is "green" && $foundgreencentre) or ($col is "yellow" && $foundyellowcentre)>>\ The fog clears, and you find yourself in a dark but familiar space. The twisting, turning passageways have been replaced by a single corridor that extends down into the darkness. At the far end, you can just about make out the central chamber with the stone head. <<link "Walk to the centre of the labyrinth" "centre">><</link>> <<else>>\ The fog clears, and you stumble forward. Somewhere, far in the distance, you hear a door slam. Ahead, you see a dimly lit corridor that extends into the darkness. You have no other choice but to follow it. [[Explore the corridor|Maze 1]] <</if>>\
<<set _redwish to "time">>\ <<set _bluewish to "plan">>\ <<set _greenwish to "door">>\ <<set _yellowwish to "fate">>\ \ <<if $col is "red">><<set _desc to "There's a small 4x4 grid with some dots and lines on it. If the grid were marked from 1-4 down the side and A-D along the top, the dots would connect: 3/B, 2/A, 1/A, 1/D">>\ <<elseif $col is "blue">><<set _desc to "There's a small 4x4 grid with some dots and lines on it. If the grid were marked from 1-4 down the side and A-D along the top, the dots would connect: 4/A, 2/C, 2/D, 3/D">>\ <<elseif $col is "green">><<set _desc to "There's a small 4x4 grid with some dots and lines on it. If the grid were marked from 1-4 down the side and A-D along the top, the dots would connect: 3/A, 4/B, 1/B, 1/C">>\ <<elseif $col is "yellow">><<set _desc to "There's a small 4x4 grid with some dots and lines on it. If the grid were marked from 1-4 down the side and A-D along the top, the dots would connect: 2/B, 3/C, 4/C, 4/D">>\ <</if>>\ <span class="image"><img @src="$img + 'well.jpg'" @alt="_desc" width="740px"></span> You lean in closer and examine the marks. You try pressing on them, but nothing happens; they just appear to be strange dots and lines, carved into the stone – their meaning is unclear. You can just about make out some worn and faded <<link "words">><<replace "#writea">> “While magic waters flow, I shall never let you go. Only those who work as one shall truly ever know.” <</replace>><</link>> around the edge. <span id="writea"></span> \ If this is some kind of wishing well, perhaps you could make a wish? You try to focus on a single word… <<if ($col is "red" && $hasredmap)>><<set _block to true>><<elseif ($col is "green" && $hasgreenmap)>><<set _block to true>><<elseif ($col is "yellow" && $hasyellowmap)>><<set _block to true>><<elseif ($col is "blue" && $hasbluemap)>><<set _block to true>><</if>>\ <<if visited ("complete")>><<set _block to true>><</if>>\ \ <<if $col is "red">><<set _ans to _redwish>><<elseif $col is "green">><<set _ans to _greenwish>><<elseif $col is "yellow">><<set _ans to _yellowwish>><<elseif $col is "blue">><<set _ans to _bluewish>><</if>>\ \ <span class="text"><<textbox "_input" "" >> </span> <span class="enter"> <<button "↵">> <<set _input to _input.replaceAll(/[^\w-]/g, "").toLowerCase()>> <<if _input is _ans && _block>><<goto "Wishing well">> <<elseif _input is _ans>> <<replace "#output">> You make your wish, but nothing happens. Perhaps you need to solve the other doors first? <</replace>>\ <<else>> <<replace "#output">> Nothing happens. Perhaps you'll find inspiration in the centre of the labyrinth? <</replace>>\ <</if>> <</button>></span> <span id="output"></span> [[Back|the well]]
<span class="image"><img @src="$imgm + 'sword_swirl.webp'" alt="The waters swirl and froth and start to drain away." width="740px"></span> <<if visited () is 1>>\ You close your eyes and make your wish… The waters in the well start to froth and bubble; the light within becomes more intense. You stand back and shield your eyes, watching nervously as splashes fall upon the stone, hissing as they do so. The noise starts to fade, as does the light. You dare to peer over the side and can see what remains of the liquid far below. It seethes and swirls as it drains away, down into the darkness, leaving a stone shelf just within arm's reach. Resting on the shelf, you can see an ancient sword. You watch as the liquid swirls down, and any water that remains simply evaporates into the air. The sword itself seems unblemished, but the blade looks damaged. You wait a moment longer until you're sure it's safe. <<else>>\ You close your eyes and make your wish… The waters in the well start to froth, and the light within becomes more intense. A whirlpool forms in the centre, and the waters start to drain away. You peer over the side and can see what remains of the liquid far below. Resting on a stone shelf, you see the ancient sword. The sword itself seems undamaged by the waters, but the blade looks broken. You wait a moment longer until you're sure it's safe. <</if>>\ [[Reach for the broken sword|broken sword]]
<<set $labreset to true>>\ \ <<if ($col is "blue" && $hasbluekey) or ($col is "red" && $hasredkey) or ($col is "yellow" && $hasyellowkey) or ($col is "green" && $hasgreenkey)>><<set _visited to true>><</if>>\ \ <<if $col is "blue">><<set _col to "green">><<set $hasbluekey to true>><<set _pass to setup.greenkey>>\ <<elseif $col is "red">><<set _col to "blue">><<set $hasredkey to true>><<set _pass to setup.bluekey>>\ <<elseif $col is "yellow">><<set _col to "red">><<set $hasyellowkey to true>><<set _pass to setup.redkey>>\ <<elseif $col is "green">><<set _col to "yellow">><<set $hasgreenkey to true>><<set _pass to setup.yellowkey>>\ <</if>>\ \ <span class="image"><img @src="$img + 'key.webp'" alt="You find a brightly colored key." width="280px"></span> <<if _visited>>\ You step back into the room. Inside, you find the dark wooden cupboard. You search the shelves but you've already taken the _col key you found in here. <<else>>\ You shout out the name <span id="sub2"><i>'Theseus'</i></span> and the door slowly opens. You step forward hoping to find an exit or perhaps another room, but inside you simply find a dark wooden cupboard. You search the shelves and find just a single item. There, resting at the very back, you retrieve a small _col key. <</if>>\ The key has a label inscribed on it that reads: <span id="writeb">_pass</span> [[Back to the room|The room]]
<<set $labreset to true>>\ <<if $col is "red">><<set $eastred to true>>\ <<elseif $col is "blue">><<set $eastblue to true>>\ <<elseif $col is "green">><<set $eastgreen to true>>\ <<elseif $col is "yellow">><<set $eastyellow to true>>\ <</if>>\ \ <span class="image"><img @src="$imgm + 'golden.webp'" alt="In the middle of the room there's a glowing pedestal." width="740px"></span> The key makes a satisfying click, and the door opens to reveal another large room. The walls look like they have been carved directly out of the ancient rock. There is no light other than a glowing, ornate pedestal in the centre. Its golden light sparkles, casting dancing shadows upon the floor. Beneath the pedestal is written: <span id="sub2"><i>To receive Ariadne's guidance, you must first answer her riddle...</i></span> <span id="writea">\ <<if $col == "red">>"What can run but never walks, has a mouth but never talks, has a head but never weeps, has a bed but never sleeps?" <<elseif $col == "blue">>\ "What is so fragile that saying its name breaks it?" <<elseif $col == "green">>\ "Water drips slowly into a jar. Every day, the amount doubles. It takes a hundred days to fill the jar. On which day will it be half full?" <<elseif $col == "yellow">>\ "Spelled forwards, I am what you do every day; spelled backwards, I am the darkness you fear. What am I?" <</if>></span>\ <span class="text"><<textbox "_input" "">> </span> <span class="enter"> <<button "↵">> <<set _input to _input.replaceAll(/[^\w-]/g, "").toLowerCase()>> <<if (_input is "river" or _input is "ariver" or _input is "theriver" or _input is "stream" or _input is "astream") && $col is "red">><<goto "map">> <<elseif (_input is "99" or _input is "ninetynine") && $col is "green">><<goto "map">> <<elseif (_input is "silence" or _input is "quiet") && $col is "blue">><<goto "map">> <<elseif _input is "evil" && $col is "yellow">> <<replace "#output">><<set _wrong to false>> Close… read the riddle again. <<redo>><</replace>>\ <<elseif _input is "live" && $col is "yellow">><<goto "map">> <<else>>\ <<if visited () gt 1>><<set _wrong to true>><<redo>><</if>>\ <<replace "#output">> You must enter the answer to the riddle. Try asking others for help. <</replace>>\ <</if>>\ <</button>></span>\ <span id="output"></span> \ <<nobr>>\ <<do>> <<if _wrong>> <span id="sub4"> <<linkreplace "Need a hint…?">> <<if $col is "red">> Something that flows… <<elseif $col is "yellow">> Spelled backwards, I'm not good… <<elseif $col is "blue">> Sshhhhhh…! <<elseif $col is "green">> The amount doubles each day, and it's full on day 100… <</if>> <</linkreplace>> <br><br> </span> <</if>> <</do>> <</nobr>>\ \ [[Back to the room|The room]]
<<if visited () is 1>>\ You call out your answer to the empty room... After a brief pause, there's a rumble, and the pedestal in front of you slowly opens. Inside, you find a small piece of fabric with golden thread woven around the edges. <<else>>\ On top of the pedestal is a small piece of fabric with golden thread woven around the edges: <</if>>\ <<if $col is "red">><<set $hasredmap to true>><<set _desc to "A small map with some arrows on it: Left, Left, Right. At the end there's a green 'X'.">><<set _col to "green">>\ <<elseif $col is "blue">><<set $hasbluemap to true>><<set _desc to "A small map with some arrows on it: Right, Forward, Left. At the end there's a yellow 'X'.">><<set _col to "yellow">>\ <<elseif $col is "green">><<set $hasgreenmap to true>><<set _desc to "A small map with some arrows on it: Forward, Right, Left. At the end there's a red 'X'.">><<set _col to "red">>\ <<elseif $col is "yellow">><<set $hasyellowmap to true>><<set _desc to "A small map with some arrows on it: Right, Left, Forward. At the end there's a blue 'X'.">><<set _col to "blue">>\ <</if>>\ <span class="image"><img @src="$img + 'map.webp'" @alt="_desc" width="350px"></span> Beneath this, written in _col ink, it says: <span id="writea">“In your hands you hold the key, your gilded words will help them see. In the centre, a face of stone, a question if they go alone. But only if you go as four, will you find the thing you’re looking for."</span> <<link "Back to the room" "The room">><</link>>
<<set $red2 to false>><<set $blue3 to false>><<set $yellow2 to false>>\ <span class="image"><img @src="$imgm + 'sword_final.webp'" alt="You combine all four parts of the broken sword together. It's now forged anew!" width="740px"></span> Together, you combine the pieces of the broken sword and call out its name. There is a sound like thunder, and the floor shakes beneath you. Light drifts and swirls around you before being absorbed into the blade, as if the ancient sword has been reunited with its soul. Repaired and renewed, it glows with power, and the gemstone set within the hilt glints in the light, shining in iridescent colours. Its power is now yours, and you catch a glimmer of the others as you all step forward together. The walls between your worlds are now whisper-thin. Slowly, the door opens before you, and you peer out into the darkness beyond. You know you're almost free – there's just one more thing you have to do… [[Step through the door|The Minotaur]]
<<if $col is "red">><<set $foundredname to true>>\ <<elseif $col is "blue">><<set $foundbluename to true>>\ <<elseif $col is "green">><<set $foundgreenname to true>>\ <<elseif $col is "yellow">><<set $foundyellowname to true>>\ <</if>>\ \ <span class="image"><img @src="$imgm + 'theseus.webp'" alt="Two characters are locked in battle: Theseus and the Minotaur." width="740px"></span> You come to a dead end. There is just enough light to illuminate the wall in front of you. There's some sort of mural which shows two characters locked in battle. Beneath it you see something <<link "written">><<replace "#writea">> “Theseus and the Minotaur” <</replace>><</link>>. <span id="writea"></span> You’re sure this isn't the centre of the maze. You're about to turn back and retrace your steps, but you spot a crevice in the wall with light shining through. [[Squeeze through the crevice|squeeze through]]
<<if ($col is "red" && $hasredkey) or ($col is "blue" && $hasbluekey) or ($col is "green" && $hasgreenkey) or ($col is "yellow" && $hasyellowkey) or visited ("map")>><<set _block to true>><</if>>\ \ The rough-hewn walls of the maze seem to close in on you as you slowly walk through the endless corridors. After some time, you come across another junction. <<if ($col is "yellow") && _block>>\ [[Carry straight on|Maze 10]] <<else>>\ [[Carry straight on|The Maze]] <</if>>\ <<if ($col is "green" or $col is "blue") && _block>>\ [[Take the left passage|Maze 10]] <<else>>\ [[Take the left passage|The Maze]] <</if>>\ <<if ($col is "red") && _block>>\ [[Take the right passage|Maze 10]] <<else>>\ [[Take the right passage|The Maze]] <</if>>\
<<if $col is "red" && $foundredcentre or $col is "blue" && $foundbluecentre or $col is "yellow" && $foundyellowcentre or $col is "green" && $foundgreencentre>>\ <<set _found to true>><</if>>\ \ <<if $col is "red">><<set $foundredcentre to true>>\ <<set _desc to setup.reddesc>>\ <<elseif $col is "blue">><<set $foundbluecentre to true>>\ <<set _desc to setup.bluedesc>>\ <<elseif $col is "green">><<set $foundgreencentre to true>>\ <<set _desc to setup.greendesc>>\ <<elseif $col is "yellow">><<set $foundyellowcentre to true>>\ <<set _desc to setup.yellowdesc>>\ <</if>>\ \ <span id="fade-in"><span class="image"><img @src="$imgm + 'stone_face.webp'" alt="Set into the wall is a carved-stone head" width="740px"></span></span> <<if _found>> You make your way back to the large circular chamber at the centre of the maze. <<else>> The passage widens out into a large circular chamber. It looks like you managed to find the centre of the maze! <</if>> An old stone wall stands before you; carved into it is a face with an enigmatic expression. <<if $col == "blue">>To the side is fixed a plaque with three strange symbols carved into it. <<else>>To the side is fixed a parchment with some strange symbols written on it.<</if>> On the floor in front of you is a small wooden box full of sand. <<if _found>>Once again, you hear the strange voice echoing around the chamber… <<else>>The face stares impassively at you, its features do not change, but suddenly, you hear a voice echoing around the chamber…<</if>> <<if visited () is 1>><<set _timer to 7>><<else>><<set _timer to 0.1>><</if>>\ <<timed _timer+'s' t8n>><span id = "writea">“To find the ancient sword, requires but a single word, Guided by Ariadne's hand, write her answer in the sand.”</span> <<if _found>>\ <span class="image"><img @src="$img + 'greek.webp'" @alt=_desc width="300px"></span> <<else>>\ <<if $col == "blue">><<linkreplace "View the plaque">><span class="image"><img @src="$img + 'greek.webp'" @alt=_desc width="300px"></span><</linkreplace>><<else>><<linkreplace "View the parchment">><span class="image"><img @src="$img + 'greek.webp'" @alt=_desc width="300px"></span><</linkreplace>><</if>> <</if>>\ Write Ariadne's word in the sand below. <<if $foundgreenletters or $foundredletters or $foundyellowletters or $foundblueletters>><<set _autofill to "MAP">><<else>><<set _autofill to "">><</if>>\ \ <span class="text"><<textbox "_input" _autofill>> </span> <span class="enter"> <<button "↵">> <<set _input to _input.replaceAll(/[^\w-]/g, "").toLowerCase()>> <<if (_input is "map")>><<goto "complete">> <<elseif (_input is "dfs")>> <<replace "#output">> Clever, but your Greek knowledge won't help you here. <</replace>>\ <<elseif _input is "min" or _input is "cup" or _input is "ran">>\ <<replace "#output">> You write your answer, but your word isn't accepted. Perhaps you need to compare notes? <</replace>>\ <<elseif ($foundredcentre && $foundgreencentre && $foundbluecentre && $foundyellowcentre) or _input is "min" or _input is "cup" or _input is "ran">>\ <<replace "#output">> Nothing happens; it seems that's not the right word. <</replace>>\ <<else>>\ <<replace "#output">> Nothing happens. Help the others get to the centre in order to work out the answer. <</replace>>\ <</if>> <</button>></span> <span id="output"></span> <<link "Or find your way back to the room" "The room">><</link>> <span id="sub4"><i> Now that you've found the centre of the labyrinth, you can return here quickly in the future</i></span><</timed>>
<<if $col is "red">><<set $foundredletters to true>>\ <<set _desc to "There's a grid of letters. Across the top, the grid is marked from A to D. Along the side, the grid is marked from 1 to 4. Most of the grid is blank apart from: 2/C is 'L', 3/B is 'T', 3/D is 'N' and 4/B is 'O'">>\ <<elseif $col is "blue">><<set $foundblueletters to true>>\ <<set _desc to "There's a grid of letters. Across the top, the grid is marked from A to D. Along the side, the grid is marked from 1 to 4. Most of the grid is blank apart from: 2/A is 'I', 1/B is 'O', 4/A is 'P' and 4/C is 'T'">>\ <<elseif $col is "green">><<set $foundgreenletters to true>>\ <<set _desc to "There's a grid of letters. Across the top, the grid is marked from A to D. Along the side, the grid is marked from 1 to 4. Most of the grid is blank apart from: 1/A is 'M', 1/D is 'E', 3/A is 'D' and 4/D is 'E'">>\ <<elseif $col is "yellow">><<set $foundyellowletters to true>>\ <<set _desc to "There's a grid of letters. Across the top, the grid is marked from A to D. Along the side, the grid is marked from 1 to 4. Most of the grid is blank apart from: 1/C is 'R', 2/B is 'F', 2/D is 'A' and 3/C is 'A'">>\ <</if>>\ \ <span class="image"><img @src="$img + 'letters.webp'" @alt="_desc" width="740px"></span> <<if lastVisited ("Maze start") is 1>>\ You find yourself back in the large circular chamber within the centre of the maze. The stone head stares at you impassively. Sticking out from its mouth is an old scrap of parchment with some letters on it. There is a loud rumbling sound, and the wall beside it starts to move. It opens fully, and you're bathed once more in the familiar glow of the room. <<else>>\ You write those three letters into the sand - and give thanks for Ariadne's guidance. The head's blank stare remains fixed, but the stone mouth begins to move. At first, it looks like it's smiling, then it seems to stick its tongue out! On closer examination, its 'tongue' is an old scrap of parchment with some letters on it. Suddenly, there is a loud rumbling sound, and the entire wall starts to move. It opens fully, and to your surprise, you're bathed in the familiar glow of the room. <</if>>\ <<link "Back to the room" "The room">><</link>>
This is too much, you're no match for this beast. You drop the sword and run, leaving the others to their fate. But you're too slow, the monster is upon you! You feel the hot steam of its roar. There is a moment of agony and then... darkness. The world fades away, and as it does, you glimpse others fighting in their own versions of this world. You hope they find better success than you. [[Try again|The Minotaur]]
Bravely, you stand your ground, sword thrust forward. Somehow, you know, the others are doing the same in their echoes of this reality. Suddenly, the monster lunges to the right, catching you off guard. You turn, trying to evade its reach, but the force of it throws you to the ground. You try to stand, but you realise you're now easy prey. <<if visited ("Fight Green 2")>>What do you do?<<else>>You wait, hoping the others can help you…<</if>> <span class="text"><<textbox "_input" "">> </span> <span class="enter"> <<button "↵">> <<set _input to _input.replaceAll(/[^\w-]/g, "").toLowerCase()>> <<if _input is "duck">><<goto "Fight Red 2">> <<else>> <<replace "#output">> Perhaps one of the others can help? <</replace>>\ <</if>> <</button>></span> <span id="output"></span>
<<set $labreset to true>>\ <<set $redloc to "VictoryA">><<set $blueloc to "VictoryB">>\ <<set $yellowloc to "VictoryA">><<set $greenloc to "VictoryA">>\ <span class="image"><span id="fade-in"><img @src="$imgm + 'sword_end.webp'" alt="Your sword slices deep into the creature's heart." width="740px"></span></span> Working together, you seize the moment – you thrust your sword with all your strength, and as you do, you sense the others do the same. The sword cuts deep into the creature's heart, and its body freezes as if turned to stone. Its eyes grey as the colour fades before it finally crashes to the floor – dead. You are exhausted, but you won! You leave the monster and the sword where they fell. Where only one entered, four now leave, confident that whatever comes next, united, nothing can stand in your way. [[THE END|Lab End]]
<<unset $red2>><<unset $blue3>><<unset $yellow2>><<set $labstart to false>>\ <<if !$labyrinth>><<set State.metadata.set("labyrinth", true)>><<set $labyrinth to true>><<transcend>><</if>>\ <<if $join>>\ Thanks for playing! I hope you enjoyed your play-through. How do you think your team fared? Did you communicate well from the start, or did it take some time for your team to find their feet and figure out the rules of the game? Did one person take charge, or was it an equal collaboration between all of you? <<button "Back" "Join">><</button>> <<else>>\ <<set $status to false>><<set $UI to 0>>\ <span id="fade-in">The End</span> It seems the story is told, the game is done. There was mention of a coloured stone and an ancient sword. Was I supposed to retrieve them? I turn back to the slain creature, but everything has now vanished. There's nothing here at all; even the door has gone; it's just an empty void. I blink and step out of this world, back into the room. <<link "Back to the menu" "Intro">><</link>> <<link "Explore the room" "The Square Room">><</link>> <</if>>\
You squeeze into the gap, fumbling and feeling your way as you go. It gets so narrow you're scared you might become trapped, but then it widens, and you pull yourself out... Dusting yourself off, you're surprised to find yourself back in the safety of the room. <<link "Back to the room" "The room">><</link>>
<<include "Lab Reset">><div id="centre">\ <span class="image"><img src="img/title/labyrinth.webp" alt="The Labyrinth" width="100%"></span> <span id="writea">An escape room for one to four players.</span> <span id="sub2"><i>Playtime: around 40-50 minutes</i></span> Help four characters work together to escape. These characters can be played by four different players, or one player can take control of them all. Each character will experience the same location and puzzles, but there might be a few differences… \ <<if $labreset>>\ <<link "Would you like to reset all progress?">> <<include "Full reset">><<goto "Labyrinth">> <</link>> <</if>>\ So, are you playing <<link "on your own">><<set $players to 1>><<set $red to true>>\ <<set $blue to true>><<set $green to true>><<set $yellow to true>><<goto "Confirm">><</link>>, or <<link "with others">><<goto "No of players">><</link>>? <<button "Back" "Intro">><<set $labstart to false>><</button>> <<if $devmode>>\ [[Walkthrough]] <</if>>\ </div>\
How many players are taking part (including yourself)? <<listbox "$players">><<optionsfrom [1,2,3,4]>><</listbox>> <span class="textenter"><<button "CHOOSE">></span> <<if $players == 1>> <<set $red to true>><<set $blue to true>><<set $green to true>><<set $yellow to true>><<goto "Confirm">> <<else>> <<goto "Choose">> <</if>> <</button>> Would you like [[quick links]] you can share with others?
<<set _count to 0>>\ <<if $ctrl gt 0>>\ You are controlling: <b><<do>>\ <<if $char1 is "ME">><<set _count ++>>\ <span id="red">■ </span> <span id="sub2">$rednom</span> <</if>>\ <<if $char2 is "ME">><<set _count ++>>\ <span id="blue">■ </span> <span id="sub2">$bluenom</span> <</if>>\ <<if $char3 is "ME">><<set _count ++>>\ <span id="green">■ </span> <span id="sub2">$greennom</span> <</if>>\ <<if $char4 is "ME">><<set _count ++>>\ <span id="yellow">■ </span> <span id="sub2">$yellownom</span> <</if>>\ <</do>></b>\ \ <<if $players != 1>>\ Make sure this corresponds with the other players. If not, <<link "start over" "Choose">><</link>>. <</if>>\ <</if>>\ [[› How to play|How to play]] [[› Rename the characters|rename]] <<button "Ready?" "Ready">><</button>>
<<widget "col_choice">>\ <<if $red>>\ <<if $col is "red">>\ <span id="off">$rednom</span> <<else>>\ <<button $rednom>> <<set $col to "red">><<set $img to "img/red/">> <<goto $redloc>><</button>> <</if>><</if>>\ <<if $blue>>\ <<if $col is "blue">>\ <span id="off">$bluenom</span> <<else>>\ <<button $bluenom>>< <<set $col to "blue">><<set $img to "img/blue/">> <<goto $blueloc>><</button>> <</if>><</if>>\ <<if $green>>\ <<if $col is "green">>\ <span id="off">$greennom</span> <<else>>\ <<button $greennom>> <<set $col to "green">><<set $img to "img/green/">> <<goto $greenloc>><</button>> <</if>><</if>>\ <<if $yellow>>\ <<if $col is "yellow">>\ <span id="off">$yellownom</span> <<else>>\ <<button $yellownom>> <<set $col to "yellow">><<set $img to "img/yellow/">> <<goto $yellowloc>><</button>> <</if>><</if>>\ <</widget>>\
It feels like you've been going in circles, and you're losing all sense of time. Without a map, you may never find your way through! You arrive at another junction, but you feel sure you've been here before. <<if $col is "blue">>\ [[Carry straight on|centre]] <<else>>\ [[Carry straight on|Dead end]] <</if>>\ <<if ($col is "yellow" or $col is "red")>>\ [[Take the left passage|centre]] <<else>>\ [[Take the left passage|Dead end]] <</if>>\ <<if $col is "green">>\ [[Take the right passage|centre]] <<else>>\ [[Take the right passage|Dead end]] <</if>>\
<<set $maze ++>>\ <<set $temp ++>>\ <<if $temp gt 12>><<goto "Dead end">><</if>>\ \ <<set _desc = ["It's cold down here, and the air seems stale. There's a dim light ahead, just enough to make out a junction in the passageway.", "The corridor narrows and gets darker, you press on. Eventually, you come to another junction.", "The corridor continues on until you get to another junction.", "The rough-hewn walls of the maze seem to close in on you. Your feet continue to trudge through the darkness. After some time, you come across another junction.", "After a while, the corridor starts to widen – you keep walking. Eventually, you come to another junction.", "You continue onwards, trudging on through the maze. You feel like you have walked these corridors before. You try not to panic as the darkness closes in. Soon enough, you arrive at another junction, looking very similar to the others you've passed.", "The rough-hewn walls of the maze seem to close in on you as you slowly walk through the endless corridors. After some time, you come across another junction.", "You keep walking onwards, desperately hoping to find some sign pointing the way, but everything looks the same. Other than the sound of your own footsteps, it's completely silent. The corridor leads onwards until you come to another junction.", "Your footsteps echo down the long, empty corridor. It extends straight until you finally make your way to a junction.", "After just a few paces, you come to another junction. The corridor continues on, and there is a passage to the left and right.", "Yet another corridor stretches out ahead of you. You come to yet another junction. Are you going around in circles?", "You start to worry that you're completely lost in this infinite maze. Hope guides you onwards. Perhaps this junction will bring you closer to the centre?", "The walls are covered in scratch marks, perhaps the desperate clawings of those destined to walk these corridors for eternity? You try to banish that thought. There is another junction up ahead."]>>\ \ <<if $temp is 1>><<set _desc.shuffle()>>\ <<elseif $temp gte _desc.length>><<set _temp to 0>><</if>>\ \ <<set _description to _desc[$temp]>>\ <<if visited ("Dead end")>><<set _limit to 2>><<else>><<set _limit to 4>><</if>>\ \ <<set _rando to random(1, 99)>>\ <<if $maze gt _limit && _rando gt 65>>\ You're becoming exhausted. It feels like you've been walking for miles and have lost all sense of direction. It's almost pitch black ahead, but there's a flicker of light coming from the passage to the right. <<link "Carry straight on" "The Maze">><<set $maze to 1>><</link>> <<link "Take the left passage" "The Maze">><<set $maze to 1>><</link>> [[Take the right passage|Dead end]] <<elseif $maze gt _limit && _rando lt 35>>\ You continue onwards, trudging on through the maze. You feel like you have walked these corridors before. You try not to panic as the darkness closes in. Soon, you arrive at another junction, looking very similar to the others you've passed. All the routes look familiar, but there's the faintest glow of light coming from the passage to the left. <<link "Carry straight on" "The Maze">><<set $maze to 1>><</link>> [[Take the left passage|Dead end]] <<link "Take the right passage" "The Maze">><<set $maze to 1>><</link>> <<else>>\ _description <<link "Carry straight on" "The Maze">><</link>> <<link "Take the left passage" "The Maze">><</link>> <<link "Take the right passage" "The Maze">><</link>> <</if>>\
<<set $temp to 0>>\ You press on, nervously feeling your way down the rough-hewn stone walls. Eventually, you come to a junction. The passage continues ahead, but to either side are two new corridors – they all look alike. <<if $col is "red">>\ <<link "Carry straight on" "Maze 9">><</link>> <<else>>\ [[Carry straight on|The Maze]] <</if>>\ <<if $col is "green">>\ <<link "Take the left passage" "Maze 9">><</link>> <<else>>\ [[Take the left passage|The Maze]] <</if>>\ <<if ($col is "blue") or ($col is "yellow")>>\ <<link "Take the right passage" "Maze 9">><</link>> <<else>>\ [[Take the right passage|The Maze]] <</if>>\
<<if $col is "yellow">><<set _swordword to "ORAT">><</if>>\ <<if $col is "green">><<set _swordword to "ION">><</if>>\ <<if $col is "red">><<set _swordword to "LAB">><</if>>\ <<if $col is "blue">><<set _swordword to "COL">><</if>>\ <span class="image"><img @src="$img + 'sword.webp'" alt="The well is empty, the waters have vanished. You can now reach the sword that lies within." width="740px"></span> <<if ($col is "red" && $foundredsword) or ($col is "blue" && $foundbluesword) or ($col is "green" && $foundgreensword) or ($col is "yellow" && $foundyellowsword)>>\ The magic waters have drained away, and you have managed to retrieve the broken sword. Written on the shattered blade is the word: <span id="sub2">'_swordword'</span>. <<else>>\ You nervously reach down and can just about touch the hilt. The handle feels completely dry. You lift it up, but you can see the ancient sword is broken. As you admire the fine craftmanship, you discover a <<link "word">> <<replace "#writea">> "_swordword" <</replace>> <</link>> inscribed into what remains of the fractured blade. <span id="writea"></span> \ <<if $col is "red">><<set $foundredsword to true>>\ <<elseif $col is "blue">><<set $foundbluesword to true>>\ <<elseif $col is "green">><<set $foundgreensword to true>>\ <<elseif $col is "yellow">><<set $foundyellowsword to true>>\ <</if>><</if>>\ \ <<link "Back to the room" "The room">><</link>>
<span class="image"><img @src="$imgm + 'sword_swirl.webp'" alt="You can just about see the hilt of a sword beneath the swirling waters." width="740px"></span> <<if visited () is 1>>\ You lean over the side of the well and look down into the swirling waters. Glowing vapour drifts up, carrying a sulphurous odour. On a shelf, just within reach, you can make out what looks like the hilt of a sword. There appears to be something inscribed into the blade, but you can't make out what it says. The water boils and froths, but as you try reaching for it, a few drops splash onto your hand. You experience a sudden burning sensation – that's not ordinary water! You quickly move back to a safer distance. <<elseif $col is "red">>\ You lean over the side of the well and look down. Just within reach, you can see what looks like an old sword. There's a name written along the blade, but you can't make out what it says. You would reach in, but you suspect the water isn't just water. You'll have to find a way to empty the well. <<elseif $col is "green">>\ You look down the well; the waters boil and swirl, but you know you can't just reach in. Below the surface, you can see the hilt of an ancient sword with a name written along the blade. There must be a way to get hold of it, perhaps you could make a wish? <<elseif $col is "yellow">>\ You lean over the side of the well and look down into the water. Glowing vapour drifts up, carrying a sulphurous odour. On a shelf, just within reach, you can make out what looks like the hilt of a sword. There's a name inscribed into the blade, but you can't make out what it says. Until you find a way to empty the well, you won't be able to reach the sword. <<elseif $col is "blue">>\ You lean over the side of the well. On a shelf just below the surface, you can see what looks like an old sword. There's a name written along the blade, but you can't quite make it out. The water churns and gives off a glowing vapour – you dare not reach in. <</if>>\ [[Back|the well]]
<<set $ctrl to 0>>\ <<set $red to false>><<set $blue to false>><<set $green to false>><<set $yellow to false>>\ Choose which players are controlling which characters. Remember to check with the other players, as the game can't check for you! <span id="sub2"><<if $players == 2>>\ Ideally, each player should control two characters each. <<elseif $players == 3>>\ Two players will control a single character, but one player will need to control two. <<elseif $players == 4>>\ Each player should control a different character. <</if>></span>\ \ <b>$rednom : <<listbox "$char1">><<optionsfrom ["OTHER PLAYER", "ME"]>><</listbox>> $bluenom : <<listbox "$char2">><<optionsfrom ["OTHER PLAYER", "ME"]>><</listbox>> $greennom : <<listbox "$char3">><<optionsfrom ["OTHER PLAYER", "ME"]>><</listbox>> $yellownom : <<listbox "$char4">><<optionsfrom ["OTHER PLAYER", "ME"]>><</listbox>></b> <<button "SET">><<redo>><</button>> <<do>>\ $rednom is controlled by: <span id="sub2">$char1</span> $bluenom is controlled by: <span id="sub2">$char2</span> $greennom is controlled by: <span id="sub2">$char3</span> $yellownom is controlled by: <span id="sub2">$char4</span> <</do>>\ Is that correct? Please check this matches with the other players, and that all the characters are covered (and no one has doubled up). \ <span id="output"></span> \ <<button "LOOKS GOOD">> <<if $char1 is "ME">><<set $red to true>><<set $ctrl ++>><</if>> <<if $char2 is "ME">><<set $blue to true>><<set $ctrl ++>><</if>> <<if $char3 is "ME">><<set $green to true>><<set $ctrl ++>><</if>> <<if $char4 is "ME">><<set $yellow to true>><<set $ctrl ++>><</if>> <<if $ctrl gt 0>><<goto "Confirm">> <<else>>\ <<replace "#output">> Please choose at least one character to control. <</replace>>\ <</if>>\ <</button>>
<<set _col to $col>><<set $col to "">>\ <<if visited ("centre")>><<set _map to true>><</if>>\ <h3>STATUS</h3><<if visited () lt 4>><span id="sub2">Click the 'Status' button again to return to where you were.</span> <</if>><<if !$red>>\ <span id="red">■ </span> <i><b>$rednom</b> is controlled by another player</i> <<else>>\ <span id="red">■ </span> <<link $rednom>><<set $col to "red">><<set $img to "img/red/">><<goto $redloc>><</link>> <<if $hasredkey>>\ <span id="sub2">Solved</span> the West room and found a blue key labelled ‘HYDOR’. <<elseif $foundredname>>\ Found the hero’s name: ‘Theseus’. <<else>>\ Has not solved the West room. <</if>>\ <<if $hasredmap>>\ <span id="sub2">Solved</span> the East room and, in green ink, found <<linkreplace "Ariadne‘s guidance">>Ariadne‘s guidance: <<set $img to "img/red/">><span class="image"><img @src="$img + 'map.webp'" alt="A small map with some arrows on it: Left, Left, Right. At the end, there's a green 'x'." width="270px"></span><<if $foundgreencentre>><br><span id="sub4"><i>'Left, Left, Right'</i></span><</if>> <</linkreplace>> <<else>>\ Has not solved the East room. <</if>>\ <<if $foundredletters>>\ <span id="sub2">Solved</span> the labyrinth with the word ’Map’ and found a square <<linkreplace "parchment">>parchment: <<set $img to "img/red/">><span class="image"><img @src="$img + 'letters_s.webp'" alt="There's a grid of letters. Across the top, the grid is marked from A to D. Along the side, the grid is marked from 1 to 4. Most of the grid is blank apart from: 2/C is 'L', 3/B is 'T', 3/D is 'N' and 4/B is 'O'" width="240px"></span><</linkreplace>> <<elseif $foundredcentre>>\ Found the centre of the labyrinth and a list of <<linkreplace "strange symbols">>strange symbols: <<set $img to "img/red/">><span class="image"><img @src="$img + 'greek.webp'" @alt="setup.reddesc" width="250px"></span><</linkreplace>> <<else>>\ Has not solved the Labyrinth. <</if>>\ <<if $foundredsword>>\ Found a part of the broken sword, upon it are the letters ‘LAB’! <</if>><</if>>\ \ <<if !$blue>>\ <span id="blue">■ </span> <i><b>$bluenom</b> is controlled by another player</i> <<else>>\ <span id="blue">■ </span> <<link $bluenom>><<set $col to "blue">><<set $img to "img/blue/">><<goto $blueloc>><</link>> <<if $hasbluekey>>\ <span id="sub2">Solved</span> the West room and found a green key labelled ‘GE’. <<elseif $foundbluename>>\ Found the hero’s name: ‘Theseus’. <<else>>\ Has not solved the West room. <</if>>\ <<if $hasbluemap>>\ <span id="sub2">Solved</span> the East room and, in yellow ink, found <<linkreplace "Ariadne‘s guidance">>Ariadne‘s guidance: <<set $img to "img/blue/">><span class="image"><img @src="$img + 'map.webp'" alt="A small map with some arrows on it: Right, Forward, Left. At the end there's a yellow 'x'." width="270px"></span><<if $foundyellowcentre>><br><span id="sub4"><i>'Right, Forward, Left'</i></span><</if>> <</linkreplace>> <<else>>\ Has not solved the East room. <</if>>\ <<if $foundblueletters>>\ <span id="sub2">Solved</span> the labyrinth with the word ’Map’ and found a square <<linkreplace "parchment">>parchment: <<set $img to "img/blue/">><span class="image"><img @src="$img + 'letters_s.webp'" alt="There's a grid of letters. Across the top, the grid is marked from A to D. Along the side, the grid is marked from 1 to 4. Most of the grid is blank apart from: 2/A is 'I', 1/B is 'O', 4/A is 'P' and 4/C is 'T'" width="240px"></span><</linkreplace>> <<elseif $foundbluecentre>>\ Found the centre of the labyrinth and three <<linkreplace "strange symbols">>strange symbols: <<set $img to "img/blue/">><span class="image"><img @src="$img + 'greek.webp'" @alt="setup.bluedesc" width="250px"></span><</linkreplace>> <<else>>\ Has not solved the Labyrinth. <</if>>\ <<if $foundbluesword>>\ Found a part of the broken sword, upon it are the letters ‘COL’! <</if>><</if>>\ \ <<if !$green>>\ <span id="green">■ </span> <i><b>$greennom</b> is controlled by another player</i> <<else>>\ <span id="green">■ </span> <<link $greennom>><<set $col to "green">><<set $img to "img/green/">><<goto $greenloc>><</link>> <<if $hasgreenkey>>\ <span id="sub2">Solved</span> the West room and found a yellow key labelled ‘AER’. <<elseif $foundgreenname>>\ Found the hero’s name: ‘Theseus’. <<else>>\ Has not solved the West room. <</if>>\ <<if $hasgreenmap>>\ <span id="sub2">Solved</span> the East room and, in red ink, found <<linkreplace "Ariadne‘s guidance">>Ariadne‘s guidance: <<set $img to "img/green/">><span class="image"><img @src="$img + 'map.webp'" alt="A small map with some arrows on it: Forward, Right, Left. There's a red 'x' at the end." width="270px"></span><<if $foundredcentre>><br><span id="sub4"><i>'Forward, Right, Left'</i></span><</if>> <</linkreplace>> <<else>>\ Has not solved the East room. <</if>>\ <<if $foundgreenletters>>\ <span id="sub2">Solved</span> the labyrinth with the word ’Map’ and found a square <<linkreplace "parchment">>parchment: <<set $img to "img/green/">><span class="image"><img @src="$img + 'letters_s.webp'" alt="There's a grid of letters. Across the top, the grid is marked from A to D. Along the side, the grid is marked from 1 to 4. Most of the grid is blank apart from: 1/A is 'M', 1/D is 'E', 3/A is 'D' and 4/D is 'E'" width="240px"></span><</linkreplace>> <<elseif $foundgreencentre>>\ Found the centre of the labyrinth and a list of <<linkreplace "strange symbols">>strange symbols: <<set $img to "img/green/">><span class="image"><img @src="$img + 'greek.webp'" @alt="setup.greendesc" width="240px"></span><</linkreplace>> <<else>>\ Has not solved the Labyrinth. <</if>>\ <<if $foundgreensword>>\ Found a part of the broken sword, upon it are the letters ‘ION’! <</if>><</if>>\ \ <<if !$yellow>>\ <span id="yellow">■ </span> <i><b>$yellownom</b> is controlled by another player</i> <<else>>\ <span id="yellow">■ </span> <<link $yellownom>><<set $col to "yellow">><<set $img to "img/yellow/">><<goto $yellowloc>><</link>> <<if $hasyellowkey>>\ <span id="sub2">Solved</span> the West room and found a red key labelled ‘PYR’. <<elseif $foundyellowname>>\ Found the hero’s name: ‘Theseus’. <<else>>\ Has not solved the West room. <</if>>\ <<if $hasyellowmap>>\ <span id="sub2">Solved</span> the East room and, in blue ink, found <<linkreplace "Ariadne‘s guidance">>Ariadne‘s guidance: <<set $img to "img/yellow/">><span class="image"><img @src="$img + 'map.webp'" alt="A small map with some arrows on it: Right, Left, Forward. At the end there's a blue 'x'" width="270px"></span><<if $foundbluecentre>><br><span id="sub4"><i>'Right, Left, Forward'</i></span><</if>> <</linkreplace>> <<else>>\ Has not solved the East room. <</if>>\ <<if $foundyellowletters>>\ <span id="sub2">Solved</span> the labyrinth with the word ’Map’ and found a square <<linkreplace "parchment">>parchment: <<set $img to "img/yellow/">><span class="image"><img @src="$img + 'letters_s.webp'" alt="There's a grid of letters. Across the top, the grid is marked from A to D. Along the side, the grid is marked from 1 to 4. Most of the grid is blank apart from: 1/C is 'R', 2/B is 'F', 2/D is 'A' and 3/C is 'A'" width="240px"></span><</linkreplace>> <<elseif $foundyellowcentre>>\ Found the centre of the labyrinth and a list of <<linkreplace "strange symbols">>strange symbols: <<set $img to "img/yellow/">><span class="image"><img @src="$img + 'greek.webp'" @alt="setup.yellowdesc" width="240px"></span><</linkreplace>> <<else>>\ Has not solved the Labyrinth. <</if>>\ <<if $foundyellowsword>>\ Found a part of the broken sword, upon it are the letters ‘ORAT’! <</if>><</if>>\ \
<<if !$temp && (Save.browser.size < 1)>><<transcend>><</if>>\ <<timed 0.5s t8n>>\ This morning, a package was delivered to my door. I opened it cautiously, with no idea what it might contain. Inside, I found a letter explaining that the contents had been left to me by a distant relative. <<next>>I seem to recall meeting him once, many years ago. Well-travelled, the sort who always had a new story to tell. Striking features, always the centre of attention. And there was something about his eyes, the way they caught the light… It's funny how my memory can dredge up such details when I've not thought about him for so long. <<next>>The letter said that he had bequeathed me a small metal box – it has no real value, other than sentimental, but he wanted to keep it in the family. The box came with a rather curious note, which read: <<next>><span id="writea">“My story is done, now it falls to you.</span> <<next>> <span id="writea">Explore other worlds – rescue the stone!”</span> <<next>>[[Take a look at the box|Free yourself]]<</timed>>
<<nobr>>\ <<cacheaudio "gentle" "audio/gentle.aac">> <<cacheaudio "breeze" "audio/breeze.aac">> <<cacheaudio "wind" "audio/wind.aac">> <<cacheaudio "beast" "audio/beast.aac">> <<cacheaudio "creak" "audio/creak.aac">> <<cacheaudio "cabin" "audio/cabin.aac">> <<cacheaudio "clink" "audio/clink.aac">> <<cacheaudio "clank" "audio/clank.aac">> <<cacheaudio "wreck" "audio/wreck.aac">> <<cacheaudio "speed" "audio/speed.aac">> <<cacheaudio "gulls" "audio/gulls.aac">> <<cacheaudio "storm" "audio/storm.aac">> <</nobr>>\ <<vid>> <<set $treasure to true>><<set $title to "Treasure of the Deep">><<set $status to false>>\ <<set $UI to 0>><<set $stickstart to false>>\ <div id="centre">\ <span class="image"><img src="img/title/treasure.webp" alt="Treasure of the Deep" width="75%"></span> <div id="narrow">\ A dark story of a Captain and the sea… and the old gods who slumber deep below the surface. </div>\ <span id="sub2"><i>Playtime: around 15-20 minutes. Best played with sound.</i></span> <<button "Play" "The captain">><</button>> <<button "Back" "Intro">><<set $treasure to false>><</button>> </div>\
<<set $status to false>><<set $UI to 0>>\ <<set $stickstart to true>><<set $title to "Sticks & Stones">><<set $combat to true>>\ <div id="centre"><div id="basic">\ <<set $info to false>><<set $fight to false>>\ <span class="image"><img src="img/title/sticksnstones.webp" alt="Sticks & Stones" width="68%"></span> The story of a hero and his legendary sword. Together, they embark on an epic quest to rescue the ‘Jewel of Harmonia’ and bring peace back to the kingdom. <span id="sub2"><i>Playtime: around 60-80 minutes</i></span> \ <<if $room1 or $sword1>>\ <<link "Would you like to reset all progress?">> <<set _reset to true>><<include "stickstone start">><<goto "Sticks & Stones">> <</link>> <<elseif !$maxhealth>><<set _reset to true>><<include "stickstone start">><</if>>\ <<if (visited ("Finale") && $swordrepaired) or $devmode>>\ <<button "Part 1" "Stick start">><</button>> <<button "Part 2" "Ch2">><</button>> <<button "Finale" "Finale">><</button>> <<elseif (visited ("Ch2") && $belgrub) or $devmode>>\ <<button "Part 1" "Stick start">><</button>> <<button "Part 2" "Ch2">><</button>> <<else>>\ <<button "Play" "Stick start">><</button>> <</if>>\ <<button "Back" "Intro">><<set $stickstart to false>><</button>> </div>\ <span id="sub4">You can change combat settings by clicking the 'sword' icon in the side-panel</span> </div>\
<<if $sensitive or (State.metadata.get("sensitive") == 1)>>\ <video src="img/anim/zoom_low.mp4" width="100%" autoplay muted playsinline type="video/mp4" alt="zoom"></video>\ <<else>>\ <video src="img/anim/zoom.mp4" width="100%" autoplay muted playsinline type="video/mp4" alt="zoom"></video>\ <</if>>\ <<timed 5.2s t8n>>\ A lurching sensation, a feeling of falling down an infinitely deep well – being wrenched forwards as if something has attached to my heart and is reeling me in, body and soul. Light, bright as neon, zooms by in a dizzying display of colour.<</timed>> <<timed 6.2s t8n>>And then… it stops. I find myself in a dark, empty space, just nothingness and the faint ghostly outline of glowing primary colours: reds, blues, yellows and greens. Am I inside the box!? No, that's ridiculous. I'm terrified, but this can't be real. I must have blacked out?<</timed>> <<timed 7.2s t8n>>I appear to be in the centre of a room with four walls. Everything is black, but the edges are marked with these pulsing, glowing colours. I can't see any doors, but in the centre of each wall, there's a small glass pane like a porthole. Above each of them is a sign.<</timed>> <<timed 8.2s t8n>>[[Examine the signs|Square room]]<</timed>>
Bravely, you stand your ground, sword thrust forward. Somehow, you know, the others are doing the same in their echoes of this reality. The monster lunges to the right, catching you off-guard – its massive arm lunges towards you, narrowly missing your head. The beast twists and readies another blow. <<if visited ("Fight Blue 1")>>What do you do?<<else>>You wait, hoping the others can help you…<</if>> <span class="text"><<textbox "_input" "">> </span> <span class="enter"> <<button "↵">> <<set _input to _input.replaceAll(/[^\w-]/g, "").toLowerCase()>> <<if _input is "parry">><<goto "Fight Green 2">> <<else>> <<replace "#output">> Perhaps one of the others can help? <</replace>>\ <</if>> <</button>></span> <span id="output"></span>
<<set $red2 to true>>\ You hear the warning and duck – just in time. The beast suddenly leaps towards you. You roll forward, hoping that luck will see you through. Time seems to slow as it launches itself through the air. <<if $blue3>>You see a blur of fur and fury, the black leather of its skin and the flash of gold from its armour. You feel the monsters' mighty hooves pass by – just missing your head. You recover quickly and suddenly hear a call from the void… it says: <span id="sub2">"Attack"</span>!<<else>>You see a blur of fur and fury, the black leather of its skin and the <i>flash of gold</i> from its armour. You feel the monsters' mighty hooves pass by – just missing your head. You shout a warning to the others: <span id="sub2">"Jump back"</span>!<</if>> <span class="text"><<textbox "_input" "">> </span> <span class="enter"> <<button "↵">> <<set _input to _input.replaceAll(/[^\w-]/g, "").toLowerCase()>> <<if _input is "attack">><<goto "VictoryA">> <<elseif _input is "duck">> <<replace "#output">> You have already done that action.<</replace>>\ <<else>> <<replace "#output">> Perhaps one of the others can help? <</replace>>\ <</if>> <</button>></span> <span id="output"></span>
You step back and swing your sword to parry the incoming blow. You're knocked back by the force, but you feel your sword bite into the creature's arm. It grunts in pain and steps back, re-assessing what it thought was an easy kill. <<if $blue3>>You see a moment of doubt in its eyes - quickly replaced by the pure fire of rage. You ready your sword for another attack, it takes another step back, and you press your advantage, but in a flash of animal speed, it leaps, knocking you off your feet. You recover quickly and suddenly hear a call from the void… it says: <span id="sub2">"Attack"</span>!<<else>>You see a moment of doubt in its eyes – quickly replaced by the pure <i>red fire</i> of rage. You ready your sword for another attack, it takes another step back, and you press your advantage, but in a flash of animal speed, it leaps, knocking you off your feet. You have just enough time to shout out to the void, hoping that your call might help: <span id="sub2">"Duck"</span>! The monster turns and advances on you, now certain of victory. What do you do?<</if>> <span class="text"><<textbox "_input" "">> </span> <span class="enter"> <<button "↵">> <<set _input to _input.replaceAll(/[^\w-]/g, "").toLowerCase()>> <<if _input is "attack">><<goto "VictoryA">> <<elseif _input is "parry">> <<replace "#output">> You have already done that action.<</replace>>\ <<else>> <<replace "#output">> Perhaps one of the others can help? <</replace>>\ <</if>> <</button>></span> <span id="output"></span>
Bravely, you stand your ground, sword thrust forward. Somehow, you know, the others are doing the same in their echoes of this reality. The monster slowly advances towards you. The beast gnashes its teeth in anger, and steam bursts from its nostrils as it readies its attack. It suddenly lunges at you from the right, catching you off guard and tearing the sword from your hands. <<if $red2>>You watch hopelessly as the blade spins to the floor. <<else>> You watch hopelessly as the blade spins to the floor, the gemstone set within the hilt catching the light in <i>sapphire blues</i>. If only you'd moved faster! As the beast bears down on you, you have time to call out a warning in the desperate hope that one of the others can hear your cry: <span id="sub2">"Move left"</span>!<</if>> <span class="text"><<textbox "_input" "">> </span> <span class="enter"> <<button "↵">> <<set _input to _input.replaceAll(/[^\w-]/g, "").toLowerCase()>> <<if _input is "jumpback">><<goto "Fight Yellow 2">> <<else>> <<replace "#output">> Perhaps one of the others can help? <</replace>>\ <</if>> <</button>></span> <span id="output"></span>
Bravely, you stand your ground, sword thrust forward. Somehow, you know, the others are doing the same in their echoes of this reality. The beast's eyes glow in the darkness and as it breathes, huge gouts of steam issue from its nostrils. It readies itself to attack; one false move here could prove your end. <<if visited ("Fight Yellow 1")>>What do you do?<<else>>You wait, hoping the others can help you…<</if>> <span class="text"><<textbox "_input" "">> </span> <span class="enter"> <<button "↵">> <<set _input to _input.replaceAll(/[^\w-]/g, "").toLowerCase()>> <<if _input is "moveleft">><<goto "Fight Blue 2">> <<else>> <<replace "#output">> Perhaps one of the others can help? <</replace>>\ <</if>> <</button>></span> <span id="output"></span>
The beast is fast, but just in time, you leap to the side, avoiding its mighty swing. It roars in frustration and turns to face you, its arm already sweeping in for another attack. You step back to avoid it, but there's nowhere else to go – it has you pinned against the door. <<if $yellow2>>There is a glint of victory in its eyes. Now what?<<else>>There is a <i>sickly green</i> glint of victory in its eyes. You realise what you should have done and shout out advice to the others: <span id="sub2">"Parry"</span>! <</if>> <span class="text"><<textbox "_input" "">> </span> <span class="enter"> <<button "↵">> <<set _input to _input.replaceAll(/[^\w-]/g, "").toLowerCase()>> <<if _input is "sword">><<goto "Fight Blue 3">> <<elseif _input is "moveleft">> <<replace "#output">> You have already done that action.<</replace>>\ <<else>> <<replace "#output">> Perhaps one of the others can help? <</replace>>\ <</if>> <</button>></span> <span id="output"></span>
<<if $sensitive or (State.metadata.get("sensitive") == 1)>>\ <video src="img/anim/zoom_low.mp4" width="1px" muted type="video/mp4"></video>\ <<else>>\ <video src="img/anim/zoom.mp4" width="1px" muted type="video/mp4"></video>\ <</if>>\ <<set _count to 0>>\ The box is around five by three inches and seems to be entirely sealed; there's no key, not even a lock. Around the edges, there are delicate spirals of brass and upon each side is a small gemstone; each one a different colour. I shake the box, but it sounds empty. I consider getting some tools to force it open, but I don't want to damage it – or whatever it might contain. <<do>>\ <<link "Try pressing the red gem">> <<set _count ++>> <<audio "click" play volume 0.2>> <<replace "#output">>There's a small red gem set into the metal. I cautiously push it, and there's a slight click. <</replace>><<redo>><</link>> <<link "Try pressing the blue gem">> <<set _count ++>> <<audio "click" play volume 0.2>> <<replace "#output">>It's just a small blue gem, but when I push it, I can feel a subtle click. Nothing else happens. <</replace>><<redo>><</link>> <<link "Try pressing the yellow gem">> <<set _count ++>> <<audio "click" play volume 0.2>> <<replace "#output">>I push the small yellow gem. I can feel a click from inside the box, but nothing happens. <</replace>><<redo>><</link>> <<link "Try pressing the green gem">> <<set _count ++>> <<audio "click" play volume 0.2>> <<replace "#output">>There's a slight click as I push the small green gem – the box remains shut. <</replace>><<redo>><</link>> <<if visited () gt 1>><<set _num to 1>><<else>><<set _num to 3>><</if>>\ <<if _count gt _num>>\ <<link "Try pressing them all at the same time">> <<goto "The box opens">><</link>> <</if>>\ <</do>>\ <span id="output"></span>
<<set $UI to 0>> <<set $status to false>> <<set $stickstart to false>> <<set $title to "The Labyrinth">> <<set $col to "">> <<set $labstart to true>> <<set $img to "img/red/">> <<set $imgm to "img/main/">> <<set $red to false>> <<set $blue to false>> <<set $green to false>> <<set $yellow to false>> <<set $rednom to "Ruby">> <<set $bluenom to "Sapphire">> <<set $greennom to "Emerald">> <<set $yellownom to "Citrine">> <<set $redloc to "Entrance">> <<set $blueloc to "Entrance">> <<set $greenloc to "Entrance">> <<set $yellowloc to "Entrance">> <<set $players to 1>> <<set $ctrl to 4>> <<set $char1 to "ME">> <<set $char2 to "ME">> <<set $char3 to "ME">> <<set $char4 to "ME">>
I move over to check. One of the signs reads: <span id="sub2">'Treasure of the Deep'</span>. Through the porthole, I can see… well, bizarrely, I can see the sea. On another wall, the sign reads: <span id="sub2">'The Labyrinth'</span>, and through its pane of glass, I can see a solitary white door, standing lonely in the darkness. The third reads: <span id="sub2">'Sticks & Stones'</span> and through that window, I can see a gloomy dungeon, bathed in flickering torchlight. There's another porthole on the last wall behind me, but it has no sign, and I can't see anything through it. I shut my eyes and take a few deep breaths, trying to calm myself. This must be some strange kind of phosphene hallucination. But when I open my eyes again, nothing's changed. The note that came with the box said I should ‘explore other worlds’ – is that what these windows are? Maybe that's how I get out of here? I choose one of them at random and begin… <<link "Let's get started" "Intro">><<set State.metadata.set("start", true)>><</link>>
<<nobr>>\ <<set $redloc to passage()>><<set $blueloc to passage()>> <<set $yellowloc to passage()>><<set $greenloc to passage()>> <<if $col is "red">><<set _goto to "Fight Red 1">> <<elseif $col is "green">><<set _goto to "Fight Green 1">> <<elseif $col is "yellow">><<set _goto to "Fight Yellow 1">> <<elseif $col is "blue">><<set _goto to "Fight Blue 1">> <</if>> <</nobr>>\ <span id="fade-in"><span class="image"><img @src="$imgm + 'minotaur.webp'" alt="The fearsome Minotaur steps forward…" width="740px"></span></span>\ Through the darkness, you hear the slow thud of its approach. You glance down at the ancient sword in your hands, hoping this will be enough. The Minotaur looms from the inky black of the void; it seems to be in no hurry, it knows you have nowhere to go. A massive bull's head atop a giant’s body – it must be at least eight feet tall! Its two huge horns catch the light, and its nostrils steam, lit by the unearthly glow of its eyes. It stands there for a moment, then tips its head back – a piercing bellow rends the air. On your own, you're no match for this monster, but together... you might just stand a chance. <<link "Stand your ground">> <<set $redloc to "Fight Red 1">><<set $blueloc to "Fight Blue 1">>\ <<set $yellowloc to "Fight Yellow 1">><<set $greenloc to "Fight Green 1">>\ <<goto _goto>> <</link>> [[Run]]
<<set $yellow2 to true>>\ The monster swings at you with astonishing speed, but you heed the warning and manage to jump back just in time. You see your fallen sword behind it – without it, you have no chance. It leaps, and you seize the moment; you roll forward, hoping to evade its fury. Time seems to slow as you feel the monster's mighty hooves pass above your head. You realise that in that moment, it's exposed – if you only had your sword, this would be the perfect time to strike. <<if $blue3>>You glance back down, your hand lunges for it where it lies, and you grip the hilt. You catch a reflection in the blade of four battles playing out in unison. You suddenly hear a call from the void… it says: <span id="sub2">"Attack"</span>!<<else>>You glance back down, your hand lunges for it where it lies, and you grip the hilt. The <i>steel-blue</i> of the blade reflects the light of four battles playing out in unison. You may have missed your chance, but perhaps… In desperation, you shout into the void: <span id="sub2">"Sword"</span>! What do you do next?<</if>> <span class="text"><<textbox "_input" "">> </span> <span class="enter"> <<button "↵">> <<set _input to _input.replaceAll(/[^\w-]/g, "").toLowerCase()>> <<if _input is "attack">><<goto "VictoryA">> <<elseif _input is "jumpback">> <<replace "#output">> You have already done that action.<</replace>>\ <<else>> <<replace "#output">>That won't help you.<</replace>>\ <</if>> <</button>></span> <span id="output"></span>
<<vid>> <<audio "gentle" volume 0 fadeto 0.8>><<audio "gentle" loop play>>\ <<timed .1s t8n>>He was a man born of the sea, with eyes the colour of brine and a voice roughened by salt air. His ship, [[the Scimitar]], was a galleon of blackened wood and silver-trimmed sails, a ghostly vessel that skipped like a skimming stone over waters calm and cruel. It forged its way through constant waves that washed upon its hull like the steady heartbeat of the sea. [[The crew]], loyal and true, whispered of the captain's uncanny fortune – a man who had survived tempests that split the heavens and reefs that drank hulls whole. But fortune, as it is wont to do, had a [[price|It began]].<</timed>>
<<vid>> <<audio "creak" play volume 0.4>>\ The crew would not go near it, they feared it was the source of some ancient curse. But the Captain, immune to such superstition, felt drawn to it. He had within him a desire, not for wealth, but for something he could never quite obtain. Could this be the thing that would finally sate his hunger? His crew pleaded with him that [[it must be thrown back|fateful night]] — to appease the old gods of sea and storm. He did not wish to anger them, but his heart was overcome with a feverish desire to [[see what it contained|see what it contained]].
<<vid>> The Scimitar was no ordinary ship. Its sails, once white as fresh-formed frost, had greyed with the salt and sorrow of countless years upon the yearning sea. It had once been a merchant vessel, its hold brimming with silks and spices, its crew a <<if visited ("The crew")>>band of misfits<<else>>[[band of misfits|The crew]]<</if>> seeking fortune and stories to tell. But their course had drifted too far from charted waters, too deep into the heart of the world’s forbidden regions. And there, amidst waves that seemed to breathe and stars that blinked with malice, they had found something – or perhaps <<if visited ("The crew")>>[[something had found them|It began]]<<else>>something had found them<</if>>.
<<vid>> The crew were men of flesh and fire, press-ganged from the four corners of the earth. In a few short weeks and with barely a common tongue between them, they had become one of the greatest crews to sail the seven seas. Some said the Captain had cast a spell upon their hearts. He worked them hard, but they never complained, for he sparked colour in their souls, and they sailed to quell the [[terror all men hide|Faith]]. They worked hard and protested little. Old Cobbet, wizened in his frame, so ancient none knew or guessed his span, but his hands of toughened leather could pull in the mainsail quicker than any half his age. The old Moor, the Spanish pirate, the English fisherman – these men, on any other <<if visited ("the Scimitar")>>vessel<<else>>[[vessel|the Scimitar]]<</if>>, would be at war with swords and fists, but all worked together with nary a harsh word nor cold stare.
<<vid>> <<audio "wind" play>>\ It had begun a few mere weeks ago, but it seemed like they had crossed a fathomless ocean of time in the space between. The Scimitar sailed, searching for fish and trade wherever fate and profit led them. They sailed through uncharted waters where the maps dared not venture and the compass span in lazy circles, through white-crested waves that grew steadily colder and darker the further they travelled. The crew were tired and hungry, pushed on by their Captain, in his [[thirst for fortune|Many days]].
<<vid>> <<audio "wind" play>><<audio "storm" volume 0 fadeto 0.8>>\ As the years bled, life and death became blurred like a reflection in a cracked and tarnished mirror. He became a hollow shell of the man he had once been, a ghostly apparition, no longer sure whether he lived or died. His hair had turned white, his skin drawn tight over sharp bones. His eyes were those of a man who had stared too long into the abyss. But they burned with the colours of the stone, and he did not falter. From time to time, when the winds failed and the seas calmed, the creature would close the gap, and it would rise closer to the surface, just enough for him to glimpse its impossible form through the roiling waves. The sight of it threatened to shatter any sanity he still clung to, but still <<link "he held firm" "His anchor">><<audio "storm" play unloop>><<audio "storm" fadeout>><</link>>. <<timed 0.1s>><<audio "storm" play loop>><</timed>>\ <<timed 15s>><<audio "beast" play volume 0.4>><</timed>>
<<vid>> His nights were drowned by doubts that washed against his skull like a slowly rising tide. Deep beneath the waves, a presence whispered to him, a silent song that vibrated within, promising both riches and ruin. That siren call should have been a warning, but he felt drawn to it, a desire he could never satisfy. He had taken something that should not belong to mortal men, [[a stone that glimmered|Something]] as if lit from within. Colour like fire shimmered and scintillated, shifting through hues of ruby and sapphire, like oil on water or rainbow sunlight through a drop of spring dew rain. It was mesmerising and intoxicating to behold.
<<vid>> <<audio "creak" play>><<audio "breeze" play>>\ That night, he stood on the deck beneath a sky bruised with storm clouds, clutching the box. He gazed into the water, his breath shallow and his grip trembling. <i>“Take it back!”</i> he roared, hurling the box back from whence it came. It sank, leaving no ripple behind. The water stilled. The wind died. For a fleeting moment, he thought it was over. But then the ocean began to churn, a spiral forming beneath the ship. The Scimitar groaned, the timbers splitting as the vortex pulled it downward. And with a violent cry, he would awaken from his nightmare, unable to change the things he had set in motion. He turned and wept as he stared at the box that rested by his bedside. [[Powerless to resist its call|Powerless to resist]], too weak to throw it back.
<<vid>> <<audio "storm" play loop>>\ The disappearances began slowly. One man vanished on the first moonless night. His bunk was empty, his boots neatly placed where he had left them, as though he had simply stepped out and never returned. The crew feared he had been washed overboard by the ferocious waves that crashed against the hull, but he was not to be the only one. Next, it was Garret, then Oran, then young Sam—a boy, barely sixteen. The remaining crew searched every plank and hold, but they found nothing. No trace, no blood, no sound but the endless howl of the wind and the creak and groan of the ship’s timbers. Each time another vanished, the remaining crew felt the weight of the ship grow heavier. They could not explain it, but somehow they understood; The Scimitar was no longer a vessel of trade – <<link "it was a barrier" "his nights">><<audio "storm" play unloop>><<audio "storm" fadeout>><</link>>, a seal, that protected the world of man. And the Captain knew, whatever hunted them from below grew stronger with every soul it claimed. <<timed 10s>><<audio "creak" play>><</timed>>
<<vid>> <<audio "creak" play volume 0.5>><<audio "wind" play volume 0.5>><<audio "breeze" play>>\ Many years went by, and sailors would often speak in hushed tones of a shadow that drifted deep beneath the waves in distant pursuit of an ancient ship. Sometimes, that ship could be glimpsed on the horizon with sails of tattered silver and a man who stood alone at the helm, his eyes glowing faintly in the night. Some said it was the Captain, cursed to sail forever, the monster in his wake. Others said it was the beast itself, wearing the Captain like a mask. But all agree, the man was no longer human. A ghost, a demon, a figure of light and darkness. And he sails the seas still, forever pursued by the ancient creature, a slowly drifting battle across the ages. Together, they circle the globe, and now time and distance make it impossible to say, who was the pursuer and who the pursued. As long as he sailed, [[it would follow|it follows]] – and leave the world of men in peace. <<timed 3s>><<audio "gulls" play volume 0.3>><</timed>>
<<vid>> <<audio "breeze" play>><<audio "creak" play>><<audio "gentle" play volume 1>><<audio "gentle" play loop>>\ His nights were haunted by dreams of things he should have done and things that could have been, but they always returned to the beast beneath the waves, for perhaps dreams of regret and desire gave it form. Its shape was always shifting, a chaos of tendrils, teeth, and unknowable shadow. But it was its eye he remembered most— that vast, unblinking void that sucked in all colour and seemed to see into his very soul. In his dreams, it whispered to him, like a barely heard zephyr as it fluttered through tattered sails. <i>“Give in…”</i> it would seem to cry, but he knew not whence it came. That whisper promised release, it promised peace. [[But he knew better|drifted]]. The peace it offered was oblivion, for him and for the world.
<<vid>> <<audio "wind" play>><<audio "gentle" volume 0.2 fadeto 0.8>>\ When he finally emerged, the crew could see that he was a changed man. Once so full of vigour and life, his face was now taut and pale. But it was his eyes that stopped them in their tracks. His eyes burned with passion and seemed to catch the light like a hungry fox blinking in the darkness. Some claimed later that his eyes had changed to the colour of a bright emerald sea or a deep sapphire sky. This change was feared by the men, they worried he had become possessed. But he spoke to them, calmed them with talk of purpose. He gave them meaning and stoked a fire inside: to sail the seas, make their fortunes and quell the terrors that [[haunted their dreams|Something followed]]. <<timed 15s>><<audio "gentle" play volume 0.8>><</timed>>\ <<timed 30s>><<audio "gentle" play volume 0.7>><</timed>>\ <<timed 55s>><<audio "gentle" play volume 0.6>><</timed>>\
<<include "Lab Reset">><<set $status to false>><<set $labstart to true>><div id="centre">\ <<set $char1 to "">><<set $char2 to "">><<set $char3 to "">><<set $char4 to "">>\ <<set $ctrl to 1>><<set $players to 4>>\ \ <span class="image"><img src="img/main/title.webp" alt="The Labyrinth" width="100%"></span> <span id="writea">An escape room for one to four players.</span> <span id="sub2"><i>Playtime: roughly 40-50 minutes</i></span> Help your team work together in order to escape. Each person will explore the same space, but there are a few differences. Use the <span id="sub2">Status</span> button in the sidebar to check your progress. <span id="writea">You are playing as: <b><<do>>\ <<if $join is "1">>\ <<set $red to true>><<set $char1 to "ME">>\ '$rednom' <<elseif $join is "2">><<set $blue to true>><<set $char2 to "ME">>\ '$bluenom' <<elseif $join is "3">><<set $green to true>><<set $char3 to "ME">>\ '$greennom' <<elseif $join is "4">><<set $yellow to true>><<set $char4 to "ME">>\ '$yellownom' <</if>>\ <</do>></b></span>\ Make sure this corresponds with the other players. If not, <<link "start over" "Choose">><</link>>. [[How to play|How to play]] [[Rename the characters|rename]] <<button "Ready?" "Ready">><</button>> </div>\
<span id="sub2">Create a quick share link:</span>\ These links will open in a new browser window. They will jump straight to 'The Labyrinth' and set the controlled character to the one listed below. You can then copy/paste them from your browser to invite others to play. <a href="index.html?p=1" target="_blank">Play as 'Ruby'</a> <a href="index.html?p=2" target="_blank">Play as 'Sapphire'</a> <a href="index.html?p=3" target="_blank">Play as 'Emerald'</a> <a href="index.html?p=4" target="_blank">Play as 'Citrine'</a> These names can be changed later (eg. to the player's names). [[Back|No of players]]
<<vid>> <<audio "gentle" unloop play>><<audio "gentle" loop play volume 0.2>>\ <<audio "cabin" loop play volume 0.1>>\ Despite their protestations, he took the box and withdrew to his cabin, with a hunger to uncover its mystery and see what treasure might lie within. But his efforts were stymied. No key would fit its lock, no mechanism could he find to prize open this shell of iron. Many nights he spent with knife and hammer trying to force it to his will. The sailors would listen to the muttered curses and clinks of metal coming from [[within the Captain's cabin|dream of the box]] — and mutter whispered curses of their own. <<timed 10s>><<audio "clank" play volume 0.5>><</timed>>\
<<set $labreset to true>>\ <<set $redloc to "VictoryA">><<set $blueloc to "VictoryB">>\ <<set $yellowloc to "VictoryA">><<set $greenloc to "VictoryA">>\ <span class="image"><span id="fade-in"><img @src="$imgm + 'sword_end.webp'" alt="Your sword slices deep into the creature's heart." width="740px"></span></span> In another world, an echo of yours, someone manages to land a deadly blow. The sword bites deep, and there is a howl of rage and confusion as the beast finally realises that it is fighting against four, not one. Now's your chance! As the beast stumbles and tries to stand, you know this is the only opportunity you'll get to finish the fight. Working together, you seize the moment – you leap forward and thrust your sword with all your strength – and as you do, you sense the others doing the same. The sword slices deep into the creature's heart, and its body freezes as if turned to stone. Its eyes grey as the colour departs before it finally crashes to the floor – dead. You are exhausted, but you won! You leave the monster and the sword where they fell. Where only one entered, four now leave, confident that whatever comes next, united, nothing can stand in your way. [[THE END|Lab End]]
<<set $blue3 to true>>\ You're pinned against the door – you have nowhere left to go. The monster walks steadily towards you, a hideous grin on its face. It stands there, its hot breath heavy, savouring your fear. Then, suddenly, it leaps towards you with incredible speed and power. You know what you have to do. You duck low and jam the sword hilt against the door. The beast's mighty arms just miss your head, but its forward momentum drives its body into your blade. You feel the sudden spurt of hot blood, and howls of rage and pain fill the air. Now's your chance! You realise you're not alone - all four of you fight as one. As the beast stumbles and tries to pull itself free, you know this is the only opportunity you'll get to finish the fight. The gemstone within your sword glows brightly, shining in colours of <i>ruby, sapphire, emerald</i> and <i>citrine</i>. You shout out to everyone: <span id="sub2">"Attack"</span>! <span class="text"><<textbox "_input" "">> </span> <span class="enter"> <<button "↵">> <<set _input to _input.replaceAll(/[^\w-]/g, "").toLowerCase()>> <<if _input is "attack">><<goto "VictoryB">> <<elseif _input is "sword">> <<replace "#output">> You have already done that action.<</replace>>\ <<else>> <<replace "#output">> Perhaps one of the others can help? <</replace>>\ <</if>> <</button>></span> <span id="output"></span>
<<vid>> <<audio "breeze" play volume 0.5>>\ The ship sailed on a moonless night when the stars glared like pinpricks of anger, and the sea stretched out to the horizon like a roiling void of wordless ink. The Scimitar cut through it like a blade, its sails heavy with winds of unnatural speed. Below deck, the captain lay awake, his mind plagued with [[doubt|kept in a box]].
<<set $treasure to false>>\ <<if !$deep>><<set State.metadata.set("deep", true)>><<set $deep to true>><<transcend>><</if>>\ <span id="fade-in">The End</span> The sound of the sea slowly fades, and I find myself back in the room. That was… bizarre. It actually felt like I was there, that I was the doomed Captain, destined to sail the seas forever. And the strangest thing? It all seemed familiar, as if I'd heard that story before. And there was mention of the stone with its shining colours – but I'm not sure how that helps me now. <<link "Back to the menu" "Intro">><<set $treasure to false>><</link>> <<link "Explore the room" "The Square Room">><<set $treasure to false>><</link>>
<<vid>> <<audio "creak" play volume 0.45>><<audio "breeze" play>>\ At night, he would dream of the box, of the strange spirals of brass that adorned it and the faint odour of oil and sea. A tiny jewel of glass was set into each side, each twinkled with its own hue: red, yellow, blue, and green. Try as he might, he could not prize them free, but they were not the prize he sought; he had to know what lay within, and the mystery of it became all-consuming. Like a hermit, lost to friend and foe alike, he locked himself inside his cabin, ignoring the outside world. The crew began to whisper, grumbles at first, but soon with louder talk of dissent and mutiny. He was barely aware of them, so absorbed was he in the box and [[what it might contain|Prize the jewel]]. <<timed 8s>><<audio "clink" play volume 0.90>><</timed>>
<<vid>> He had long since ceased to worry about causing it harm, for nothing he had done had damaged it. Surely there was some secret to its opening, some switch, some lock, or lever that would give him access? He jammed his knife into the lid and tried to twist it open. No matter how much he hammered, the box would not give up its secrets, but this only served to increase his hunger for the treasure it must contain. He turned his attention back to the gaudy coloured glass around the sides, moving in closer as if to listen to a lover's whisper. [[Press the red jewel|Press the jewel]] [[Press the green jewel|Press the jewel]] [[Press the blue jewel|Press the jewel]] [[Press the yellow jewel|Press the jewel]] <<timed 8s>><<audio "clank" play volume 0.5>><</timed>>\
<<vid>> <<audio "click" play volume 1>><<audio "cabin" unloop play volume 0.1>>\ <<audio "gentle" unloop play volume 0.2>><<audio "breeze" play volume 0.5>>\ It felt like something changed, as if a spring had moved. It took some moments for his mind to register with shock that the lid had opened, just a crack – but enough to see a strange shifting light emanating from within. That was the first time he beheld the stone that sat inside. How long it had lain there, and from what depths it had emerged, none could say. Had he stolen this from the sea, or was this a gift from the depths to him and him alone? <<if visited ("kept in a box") is 0>>\ The stone glimmered as if lit from within. Colour like fire shimmered and scintillated, shifting through hues of ruby and sapphire, like oil on water or rainbow sunlight through a drop of spring dew rain; it was mesmerising and intoxicating. <</if>>\ \ He spent many hours simply lost, staring into its depths – those facets that refracted a myriad of colours – [[as if searching for meaning|Emerged]], as if listening to its whispered promise. <<timed 10s>><<audio "gentle" play volume 0.2>><<audio "cabin" play volume 0.1>><</timed>>\ <<timed 30s>><<audio "gentle" play volume 0.2>><<audio "cabin" play volume 0.15>><</timed>>\ <<timed 50s>><<audio "gentle" play volume 0.2>><<audio "cabin" play volume 0.2>><</timed>>\
<div id="centre">\ <span id="fade-in">Part 1</span> <<nobr>>\ <<set _down to "Begin">> <<set $turn to false>> <<set $action to 0>> <<domove>> <</nobr>>\ <<timed 0.6s t8n>>Your party:<</timed>> <<timed .9s t8n>><span id="writea">Torin Hammerhand</span> Human Warrior Weapons: Legendary Sword (unnamed) Skills: The greatest fighter in the land Limitations: Has no fear<</timed>> <<timed 1.7s t8n>><span id="writea">Belgrub Fizzlespark</span> Halfling Squire Weapons: none Skills: Good with glue Limitations: Everything else<</timed>> <<timed 2.6s t8n>><<DOWN>>[[Begin|Begin]]<</timed>> </div>
<<nobr>>\ <<set _down to "begin3">> <<set _right to "Mage">> <<set _left to "Warrior">> <<domove>> <</nobr>>\ Elara the Mage <i>Note: I think Elara may get cut - at least as a playable character.</i> Elara Stormweaver, was born beneath a sky split by lightning. As a child, she displayed an affinity for the arcane, her laughter echoing with thunder and her tears falling as gentle rain. Raised in a secluded tower, she delved into ancient grimoires, mastering the elements and bending them to her will. Yet, a tragic event marked her life: a powerful storm, summoned by mistake, claimed the lives of her beloved mentors. Fueled by grief and a thirst for knowledge, Elara vowed to harness the full potential of her magic, seeking to control the very forces that had caused such devastation. Now, she roams the world, a solitary figure, her eyes filled with both power and sorrow, forever seeking to understand the delicate balance between creation and destruction. …at least, that's her story anyway. [[⮕ Torin Hammerhand|Warrior]] [[⬇ Keep walking|begin3]]
<<nobr>>\ <<set _down to "begin3">> <<domove>> <</nobr>>\ Torin Hammerhand was forged in the harsh, unforgiving wilderness. Raised by a grizzled ranger, he learned the ways of the woods, the rhythm of the hunt, and the art of combat. His body, honed by countless trials, was as tough as the ancient oaks that shaded his childhood. His spirit was unwavering, tempered by the howling winds and the silent depths of the forest. As a young man, he joined a band of mercenaries, his sword arm growing ever more deadly. Now, Torin wandered the land, a solitary figure, his legendary (but as yet unnamed) sword ever at his side, ready to defend the innocent and challenge the wicked. …at least, that's how Torin told it anyway. <<DOWN>>[[Prepare for the mission ahead|begin3]]
<<nobr>>\ <<set _down to "begin2">> <<set _right to "Troll King">> <<domove>> <</nobr>>\ It had been a hard slog, a two-week hike through dark forests, forgotten ravines and windy mountain paths. Torin Hammerhand had spent much of the journey telling increasingly tall tales of fantastical feats and derring-do. Belgrub suspected that much of it was complete flobtwaddle, but he had to admit, Torin certainly had a talent for embellishment. Occasionally, Torin would turn to his squire, saying, <span id="sub2">"And what of your adventures, Halfling?"</span> Belgrub would wince, but of course, it was just meant as a jest. They both knew he had no tales to tell; halflings and heroics made for awkward bedfellows. On the fifteenth day, they finally made it to the craggy foothills of Mount Klamp, but it was not the summit they sought. Instead, they took a narrow and treacherous path down to its lowest valley and a dark, rubble-strewn crevice that cut through the rock like an ancient scar. This would eventually lead down to the entrance to the deepest, darkest, dungeon in the Kingdom – the last bastion of the damned and the lair of the Troll King Feroxus. <<RIGHT>>[[Wait, the Troll who?|Troll King]] <<DOWN>>[[Keep walking|begin2]]
<<nobr>>\ <<include "stickstone start">> <<include "testing">> <<set _up to "Cave mouth">> <<domove>> <</nobr>>\ You are Torin Hammerhand, armed with your mighty sword: <span id="sub2"><i>“$swordname”</i></span>. Together, you will do battle, slay foes, rescue the mage, retrieve the Jewel of Harmonia and save the kingdom! This might all sound a bit much for anyone else, but for you, this is all in a day's work. You just hope your sword agrees. You strike a heroic pose (just in case Belgrub is watching) and then set off on your adventure. To the north, the entrance to the 'Devil's Arse' awaits… <<exits>>
<<nobr>>\ <<set _down to "begin3">> <<set _right to "Warrior">> <<domove>> <</nobr>>\ They made the last mile down in silence, a path so narrow they had to pick their way, single file down that twisting sinew of a line that seemed to get narrower and darker the further they went. They finally arrived at a huge cave opening, festooned with spikes, strange carvings and messages to those who might dare venture in. The Dwarves called this cave the 'Devil's Arse'. Dwarves had a way with names, and they had certainly had their way with that one. The messages surrounding the cavern opening were written in some indecipherable tongue. It's possible that they could have been kindly messages of welcome, but the blood-soaked entrails they had been smeared with told a different story. Belgrub took one look at them and was extremely glad he was here with the greatest warrior in the land. <<RIGHT>>[[The 'greatest warrior in the land'?|Warrior]] <<DOWN>>[[Prepare for the mission ahead|begin3]]
<<nobr>>\ <<set _down to "Dungeon start">> <<set _right to "Jewel of Harmonia">> <<domove>> <</nobr>>\ Torin took little notice of the red-smeared signage, the large wooden spikes and the ominous carvings portraying the unpleasant things that might happen to any casual visitor. Instead, he began preparations for the trials ahead. They had been sent here by the Council of Istoria in order to retrieve a precious magical item known as the 'Jewel of Harmonia'. The Jewel contained within it the mystical power of unity, and while it had taken its place in the throne room, Istoria and all its neighbours had enjoyed a blissful age of peace and prosperity. But the jewel had been stolen, and since then, that peace had begun to crumble. Suspicion had begun to spread like a whispered rumour. Tension and unease sprouted like virulent weeds, and there were already grumblings of war. The Council had sent the renowned mage Elara Stormweaver on an epic quest to locate the thief, vanquish the enemy and bring home the jewel. <<RIGHT>>[[So… where's Elara now?|Jewel of Harmonia]] <<DOWN>><<link "Make camp">><<goto _down>><</link>>
<<if $room1>>\ <<nobr>>\ <<set _up to "passage2">> <<set _down to "Cave mouth 2">> <<set _left to "room1">> <<set _right to "side1">> <<domove>> <</nobr>>\ You're back in the main passageway that leads back to the cave entrance to the south. To the north, there are more flickering torches that eventually lead to a huge iron door. To the west, there's an open door leading to the room with the dead Orc. On the opposite side, a narrow passage slices into the rock. <<else>>\ <<nobr>>\ <<set _up to "passage2">> <<set _down to "Cave mouth 2">> <<set _left to "door1">> <<set _right to "side1">> <<domove>> <</nobr>>\ \ You're in a dark, dank passage that leads north. Attached to the wall are some torches, and their dancing flames bathe the cave in their flickering glow. To the west, set into the cave wall, there is an old oak door. On the opposite side, to the east, a narrow passage slices into the rock. To the south, you can see daylight from the cave entrance. \ <</if>>\ <<if visited ("side2") && !$torch>>\ You try pulling one of the torches from the wall, but they're fixed in place. You spot another further to the north. <</if>>\ <<exits>>
<<nobr>>\ <<set _up to "Cave mouth 2">> <<domove>> <</nobr>>\ You climb back out of the cave and into the light. <<if ($potion lt 1 && $difficulty gte 1) or ($potion lt 2 && $difficulty gt 1)>> You knew there was something you'd forgotten! You quickly grab another <span id="sub2">health potion</span> – just in case.<<set $potion ++>><</if>> Heading to the south would be admitting defeat, and no self-respecting warrior would ever do that – especially when Belgrub was looking! <<exits>>
<<if !$room1>>\ <<nobr>>\ <<set _right to "passage1">> <<set _up to "Fight Start">> <<domove>> <<set $room to 1>> <<set $mobname to "Drunken Orc">> <<set $mobmaxstam to 8>><<set $mobmaxhealth to 45>> <<set $mobstam to $mobmaxstam>><<set $mobhealth to $mobmaxhealth>> <<set $mobstance to "Surprised">> <<set $mobdamage to 4>><<set $mobspecialtype to 0>> <<set $continue to passage()>> <<set $message to "The Orc turns mid-song, notices you with surprise and quickly draws its sword…">> <</nobr>>\ You step forward quietly, noticing a large and nasty-looking sword resting beside the creature. No matter how drunk it is, you suspect it has no interest in letting you pass. You unsheathe <span id="sub2"><i>'$swordname'</i></span> – and make ready to do battle. <<UP>><<link "Attack">><<goto _up>><</link>> <<RIGHT>><<link "Retreat">><<goto _right>><</link>> <<else>>\ <<nobr>>\ <<set _right to "passage1">> <<set _down to "Explore the room">> <<if visited ("passage3")>><<set _up to "passage3">><<else>><<set _up to "door2">><</if>> <<domove>> <</nobr>>\ \ You're inside the large room carved into the rock. Beneath a wooden table, the drunken Orc lies on the floor where you felled him, dark green blood slowly pools around his body. To the north is another wooden door. To the east is the door to the cave passage. There's a roaring fire to the south, and beside it, <<if visited () gt 5 and !$gemruby>>you see <span id="sub2">a small wooden chest</span><<elseif !$gemruby>>you spot a small wooden chest<<else>>is the empty wooden chest<</if>>. <<exits>> <</if>>\
<<nobr>>\ <<set _left to "passage1">> <<set _right to "side2">> <<domove>> <</nobr>>\ <<if visited () is 1>>\ The passage narrows to the point where you have to duck down and creep along, scraping the walls and feeling pressed in from all sides. Eventually, it widens out and you find yourself in a larger passageway. It's damp underfoot, and water runs in rivulets down the moss-covered walls. There's an unpleasant smell coming from further east, although it's so dark in here you can barely see more than a few feet. Back to the west is the narrow crevice. <<else>>\ It's damp underfoot, and water runs in rivulets down the cold stone walls. There's an unpleasant smell coming from further east. To the west is the narrow crevice. <</if>>\ <<exits>>
<<widget "brk">> <span id="subgrey"> | </span> <</widget>> <<widget "Swrd">> <span class="icons"></span> <</widget>> <<widget "UP">> <span class="icons"></span> <</widget>> <<widget "DOWN">> <span class="icons"></span> <</widget>> <<widget "LEFT">> <span class="icons"></span> <</widget>> <<widget "RIGHT">> <span class="icons"></span> <</widget>> <<widget "clunk">> <<if ($lever1 && !$lever2 && $lever3) && visited ("room 5")>><<set _clunk1 to true>><<elseif ($lever1 && $lever2 && !$lever3) && visited ("Sewer 1")>><<set _clunk2 to true>><<else>><<set _clunk1 to false>><<set _clunk2 to false>><</if>>\ <</widget>> <<widget "stats">> <<if $info && !tags().includes('inter') && passage() != "Cave mouth">> <span id="sub3"><b>You</b>: </span><<do>>$yourstance <<if $poisoned gt 0>> / Poisoned!<</if>><</do>> <<if !$belgrub && !$swordpower>> <<brk>> <span id="sub3">Potions: </span><<do>>$potion <</do>> <</if>> <<if $title != "Sticks & Stones (Finale)">> <<brk>> <span id="sub3">Gold: </span><<do>>$gold <</do>> <</if>> <<do>><div id="info" style="display: inline-block;"> <<if $gemruby>><<brk>><span class="icons"><span id="red"></span></span><</if>> <<if $gememerald>> <<brk>> <span class="icons"><span id="green"></span></span> <</if>> <<if $gemcitrine>> <<brk>> <span class="icons"><span id="yellow"></span></span><</if>> <<if $gemsapphire>> <<brk>> <span class="icons"><span id="blue"></span></span> <</if>> <<if $torch>> <<brk>> 🔥 <</if>> <<if $key1>> <<brk>> 🗝 <</if>> <<swordbits>> </div><</do>> <<if !$belgrub>><br><span id="sub3"><b>Health</b>: <<do>><progress @max="$maxhealth" @value="$yourhealth"></progress><</do>> <div style="display: inline-block;"><b>Stamina</b>: <<do>><progress @max="$maxstam" @value="$yourstam"></progress><</do>></div></span><</if>> <br><hr class="line"> <</if>> <<if $fight>> <span id="sub3">$mobname:</span> <<do>>$mobstance<</do>> <br> <span id="sub3"><b>Health</b>: <<do>><progress @max="$mobmaxhealth" @value="$mobhealth"></progress><</do>> <div style="display: inline-block;"><b>Stamina</b>: <<do>><progress @max="$mobmaxstam" @value="$mobstam"></progress><</do>> </div></span> <br><hr class="line"> <</if>> <</widget>> <<widget "time-bar">> <<if $timer2 lt 99 && $mobhealth gt 0 && $fight>> <<script>> !function(){ $(document).ready(function(){ var dur = (State.variables.timer2 - State.variables.timer1) * 1000; $('.time-bar .w0').animate({width: '0%'}, dur, 'linear'); }); }(); <</script>> <div class="time-bar"><span class="w0"></span></div> <<else>> <br> <</if>> <</widget>> <<widget "clamp">> <<set $yourstam to Math.clamp($yourstam, 0, $maxstam)>> <<set $yourhealth to Math.clamp($yourhealth, 0, $maxhealth)>> <</widget>> <<widget "domove">> <<do>> /* Fight controls */ <<if $fight && !$turn && $action gt 0>> <<if $action is 1>><<fast-attack>><</if>> <<if $action is 2>><<defending>><</if>> <<if $action is 3>><<slow-attack>><</if>> <<if $action is 4>><<potion>><</if>> <<set $turn to true>> <<elseif !$fight && !$turn && $action gt 0>> /* Direction controls */ <<if $action is 1 and _up>><<goto _up>><</if>> <<if $action is 2 and _down>><<goto _down>><</if>> <<if $action is 3 and _left>><<goto _left>><</if>> <<if $action is 4 and _right>><<goto _right>><</if>> <</if>> <</do>> <</widget>> <<widget "action_keys">> /* Direction buttons */ <span id="icons"><span class="up"><<button "">><<set $action to 1>><<redo>><</button>></span> <br><span class="left"> <<button "">><<set $action to 3>><<redo>><</button>> </span> <span class="right"> <<button "">> <<set $action to 4>><<redo>><</button>></span><br> <span class="down"><<button "">><<set $action to 2>><<redo>><</button>></span></span><br> <<select>> <</widget>> <<widget "select">> <<if $combat>> /* Combat difficulty selector */ <br> <span id="icons"><<button "">> <<script>> Dialog .create("COMBAT SETTINGS", "window") .wikiPassage("Combat settings") .open(); <</script>> <</button>></span> <</if>> <</widget>> <<widget "return_key">> /* return button = update screen + other functions? */ <span class="enter"><<button "ENTER">><<redo>><</button>></span><</widget>> <<widget "exits">> Available exits: <div style="display: inline-block;"> <<if _up>><<UP>><<link "North">><<goto _up>><</link>><</if>> <<if _down>><<if _up>><span id="subgrey"> | </span><</if>><<DOWN>><<link "South">><<goto _down>><</link>><</if>> <<if _left>><<if (_up or _down)>><span id="subgrey"> | </span><</if>><<LEFT>><<link "West">><<goto _left>><</link>><</if>> <<if _right>><<if (_up or _down or _left)>><span id="subgrey"> | </span><</if>><<RIGHT>><<link "East">><<goto _right>><</link>><</if>> </div> <</widget>> <<widget "combat">> <<if $fight && $action == 0>> Your turn:<br> <<UP>><<link "Light attack">><<set $action to 1>><<redo>><</link>><br><<LEFT>><<link "Heavy attack">><<set $action to 3>><<redo>><</link>><br><<DOWN>><<link "Defend">><<set $action to 2>><<redo>><</link>><br><<RIGHT>><<link "Health potion">><<set $action to 4>><<redo>><</link>> <</if>> <</widget>> <<widget "swordbits">> <<if $belgrub>> <<set $sword to 0>> <<if $sword1>><<set $sword ++>><</if>> <<if $sword2>><<set $sword ++>><</if>> <<if $sword3>><<set $sword ++>><</if>> <<if $sword4>><<set $sword ++>><</if>> <<if $sword gt 0 && !$swordrepaired>> <<brk>>Sword pieces: <span id="sub2">$sword of 4</span> <<elseif $swordrepaired>> <<brk>>Sword: <span id="sub2">Repaired</span> <<elseif $swordnamed>> <<brk>>Sword: <span id="sub2">Bonded</span> <</if>><</if>> <</widget>>
<<set _down to "Belgrub">>\ <<set _right to "camp 2">>\ <<set $yourstam to $maxstam>><<set $yourhealth to $maxhealth>>\ <<set $yourstance to "Exploring">><<set $potion to 0>>\ <<domove>>\ Belgrub was starting to worry. Torin had assured him this would be an easy task, and he'd be out with the mage, the jewel and away by the time the sun started to set. Well, the sun had already set, and Belgrub was stuck at camp by the entrance to the most infamous dungeon in the land. He could feel the evil seeping from the dungeon entrance like a bad smell from a particularly unhygienic giant. He picked up a small hammer. He'd named it <i>'Hammer'</i> – perhaps a little unimaginatively. He smiled; Torin would probably have called it <i>'Mighty Hammer of the Ancients'</i>. He did wonder if occasionally Torin's self-confidence got the better of him. He was indeed a great warrior, but he was also prone to exaggeration at times. In fact, that was probably true of humans in general. They had a tendency to think they were the superior race simply because of their natural talent for epic stories. And the biggest problem? They repeated those stories so often, even the teller forgot they were mostly made up. <<RIGHT>><<link "The trouble with humans">><<goto _right>><</link>> <<DOWN>><<link "Hours go by…">><<goto _down>><</link>>
<<if !$room4>>\ <<nobr>>\ <<set _up to "Fight Start">> <<set _right to "passage4">> <<set _left to "passage3">> <<domove>> <<set $room to 4>> <<set $mobname to "Orc Captain">> <<set $mobmaxstam to 38>><<set $mobmaxhealth to 90>> <<set $mobstam to $mobmaxstam>><<set $mobhealth to $mobmaxhealth>> <<set $mobstance to "Surprised">> <<set $mobdamage to 8>><<set $mobspecialtype to 2>> <<set $mobspecial to 17>><<set $mobchance to 3>> <<set $continue to passage()>> <<set $message to "You ready your sword, but somehow the sleeping guard senses it. In a flash, his eyes open, and he grabs his axe – the battle is on!">> <</nobr>>\ You walk carefully, trying to make as little noise as possible. The huge Orc is slumped on a wooden stool that looks barely able to hold his weight. A deep, growling snore bubbles up from the pit of his stomach and a glob of drool slowly oozes from the side of his mouth; a worryingly large axe rests beside him. He's leaning back against a massive iron door that blocks the way north. <<if ($lever1 && !$lever2 && $lever3) or ($lever1 && $lever2 && !$lever3)>>\ <<set _down to "passage2">><<domove>>\ The passage leads off east and west to either side. To the south, the grate that previously blocked your way is now open. You try to walk as quietly as possible so as not to wake the sleeping Orc. <<else>>\ The passage leads off east and west. To the south, there's a grate blocking the passage that leads back to the cave entrance. You try to step quietly so as to not wake the sleeping guard, but you suspect you'll need to get through the big iron door to the north, and to do that, you'll need to get past this Orc at some point. <</if>>\ <<exits>> <<else>>\ <<nobr>>\ <<set _left to "passage3">> <<set _right to "passage4">> <<if visited ("gem")>><<set _up to "gem">><<else>><<set _up to "Gate">><</if>> <<domove>> <</nobr>>\ The Orc Captain lies dead at your feet. He was a worthy foe, but he was no match for <span id="sub2"><i>'$swordname'</i></span>. <<if !$check>>You casually check the name inscribed on the blade of your sword. It's still there, but some of the letters seem to have faded away. Maybe it just needs one more heroic deed before the sword finally accepts its name?<<set $check to true>><</if>> <<if ($lever1 && !$lever2 && $lever3) or ($lever1 && $lever2 && !$lever3)>>\ <<set _down to "passage2">>\ To the north is the huge iron doorway, and you suspect that's where your quest leads. <<if $gemruby && $gemsapphire && $gemcitrine && $gememerald>> You've managed to find <span id="sub2">all four gems</span>, so you figure it's probably time to try gaining access.<<set _gottem to true>><</if>><<if visited ("Gate") && !$disguise && visited ("room 5")>> But you suspect you'll need to find a disguise you can use to get through that door. <<if visited () gt 10>>You wonder if there was something in the storeroom you found over to the east? <</if>> <<elseif visited ("gem") && !_gottem>> You just need to find some gems so you can bribe the guard. <<elseif $disguise>> Now you look suitably 'orcish'; hopefully, they'll let you through. <</if>> The passageway heads off to the east and west. To the south, the grate is now open, and the passage eventually leads all the way back to the cave entrance. <<else>>\ To the north is the huge iron doorway, which is now unguarded. You suspect that's where your quest leads. The passageway leads off to the east and west. To the south, the way is barred by a metal grate. <</if>>\ <<exits>> <</if>>\
<<nobr>>\ <<set _left to "passage2">> <<domove>> <</nobr>>\ <<if visited ("paid") is 0>>\ You move over to a dark alcove. Within, you find an odd-looking oak box about two feet square, hanging from the wall. There's a small slot halfway up it and a larger hole beneath. Scrawled on the side is some writing that reads: <span id="sub2">"20 Gold"</span>. You wonder if it's a donation box – but you can't imagine why you'd want to donate your hard-earned gold to the orcs! <<else>>\ There's a wooden box set into the wall. There's a small slot halfway up and a larger hole beneath. Scrawled on the side is some writing that reads: <span id="sub2">"20 Gold"</span>. <</if>>\ <<do>>\ <<DOWN>><<link "Put 20 gold in the slot?">><<set $action to 2>><<redo>><</link>> \ <<if $action is 2>>\ <<set $action to 0>>\ <<if $gold gte 20>>\ <<set $gold -= 20>><<set $potion ++>><<goto "paid">>\ <<else>>\ <span id="sub2">You don't have enough gold.</span> <</if>>\ <</if>>\ \ <<if $yourhealth lt ($maxhealth/2) or $poisoned gt 0>>\ You're not feeling so well; would you like to take a health potion? <<RIGHT>><<link "Take a health potion">><<set $action to 4>><<redo>><</link>> \ <<if $action is 4 && $yourhealth lt ($maxhealth/2)>>\ <<set $action to 0>>\ <<if $potion gt 0>>\ <<set $potion -->>\ <<set $yourhealth += 15 + (random (4,8)) + ($maxhealth/4)>>\ <<clamp>>\ <span id="sub2">You take a health potion, and your vigour slowly returns.</span><<if $poisoned gt 0>> <<set $poisoned to 0>><span id="sub2"> It also cures the poison.</span> <</if>>\ <<else>>\ <span id="sub2">You don't have any potions!</span> <</if>>\ <</if>>\ <</if>>\ <</do>>\ <<exits>>
<<widget "fast-attack">> <<set $message to "You move in for a light attack">> <<if $yourstam gte 1>> <<set $yourstance to "Attacking">> <<set _roll to (random(4,8))*$difficulty>> <<if $mobstance is "Defending">> <<set $message +=", but your quarry deflects much of the blow">> <<set $mobstam -->> <<set _roll to _roll /= 3>> <<elseif $mobstance is "Off balance" or $mobstance is "Recovering">> <<set $mobstance to "Defending">> <<set $message +=", catching your foe by surprise, ">> <<set _roll *= 1.8>> <<elseif $mobstance is "Preparing">> <<if random(1,10) gte 6>> <<set $mobstance to "Attacking">> <<set $message +=" – you interrupt their attack! ">> <<set _roll to _roll /= 1.5>> <</if>>\ <<elseif $mobstance is "Attacking">> <<if random(0,10) gte 6>> <<set _roll *= 1.7>> <<set $message +=" and manage to parry their blow, setting them off-balance">> <<set $mobstance to "Off balance">> <</if>> <</if>> <<set _roll to Math.trunc(_roll)>> <<set $message +=" – you strike for " + _roll + " damage!">> <<set $yourstam -= 1.5>> <<set $mobhealth -= _roll>> <<else>> <<set $yourstance to "Unguarded">> <<set $yourstam -= 1>> <<set $message +=", but you're exhausted and have run out of stamina.">> <</if>> <</widget>> <<widget "slow-attack">> <<set $yourstance to "Attacking">> <<set $message to "You move in for a heavy attack">> <<if $yourstam gte 3>> <<set _roll to (random(11,16))*$difficulty>> <<if $mobstance is "Defending" && random(1,10) gt 8>> <<set $message +=" and smash through their defence, ">> <<set _roll *= 0.5>> <<set $mobstance to "Recovering">> <<elseif $mobstance is "Defending">> <<set _roll /= 1.6>> <<set $mobstam -= 3>> <<set $message +=", but your quarry deflects much of the blow">> <<elseif $mobstance is "Off balance" or $mobstance is "Recovering">> <<set $mobstance to "Defending">> <<set $message +=", catching your foe by surprise ">> <<set _roll *= 1.5>> <<elseif $mobstance is "Attacking" or $mobstance is "Preparing">> <<if random(1,10) gt 9>> <<set $message +=" and manage to cut through their defence, setting them off-balance">> <<set _roll *= 1.5>> <<set $mobstance to "Recovering">> <</if>> <</if>> <<set _roll to Math.trunc(_roll)>> <<set $message +=" – inflicting " + _roll + " damage!">> <<set $mobhealth -= _roll>> <<set $yourstam -= 4.5>> <<else>> <<set $yourstam -= 1>> <<set $yourstance to "Unguarded">> <<set $message +=", but you're exhausted and have run out of stamina.">> <</if>> <</widget>> <<widget "defending">> <<set $yourstance to "Defending">> <<set $message to "You are defending and gaining stamina.">> <<set $yourstam += 2.5 + ($maxstam/4)>> <</widget>> <<widget "potion">> <<set $message to "You take a health potion">> <<set $yourstance to "Attacking">> <<if $potion gt 0>> <<set $potion -->> <<set $yourstam += 4>> <<set $yourhealth += 15 + (random (4,8)) + ($maxhealth/4)>> <<if $yourhealth gt $maxhealth>><<set $yourhealth to $maxhealth>><</if>> <<if $poisoned gt 0>><<set $poisoned to 0>><<set $message += ", which also cures the poison.">><<else>><<set $message += ".">><</if>> <<else>> <<set $potion to 0>> <<set $message += ", but you realise that you've run out!">> <</if>> <</widget>>
<<if ($lever1 && $lever2 && !$lever3)>>\ <<if $room5>>\ <<nobr>>\ <<set _left to "side2">> <<set _right to "Sewer 1">> <<domove>> <</nobr>>\ The remains of the giant rat almost fill the cave, but you can see the entrance to the sewer behind it to the east. The passageway leads back, away from the sewer to the west. <<exits>> <<else>>\ <<nobr>>\ <<set _up to "Surprised">> <<set $room to 5>> <<set $mobname to "Giant Rat">> <<set $mobmaxstam to 33>><<set $mobmaxhealth to 89>> <<set $mobstam to $mobmaxstam>><<set $mobhealth to $mobmaxhealth>> <<set $mobstance to "Attacking">> <<set $mobdamage to 4>><<set $mobspecialtype to 3>> <<set $mobspecial to 8>><<set $mobchance to 4>> <<set $continue to passage()>> <<set $message to "The rat launches itself towards you, huge teeth snapping inches from your face, dripping with poisonous saliva!">> <<domove>> <</nobr>>\ The metal grate that blocked the sewer appears to have opened. There's a shuffling sound coming from beyond. You peer into the dark, looking for the source, waving your torch around to cast some light. You see a long, hairless snake-like thing on the ground ahead of you. Suddenly, it wriggles and retreats into the darkness. You catch sight of something huge and hairy twisting in front of you – then two large yellow eyes loom, reflecting the flickering flames from your torch. You pull back slowly, but suddenly it's upon you: a huge rodent, with incisors the size of your hands and a stench as powerful as its bite! <<UP>><<link "Defend yourself!">><<goto _up>><</link>> <</if>><<else>>\ <<nobr>>\ <<set _left to "side2">> <<domove>> <</nobr>>\ The sewer entrance is blocked by a solid iron grate. There's a most unpleasant smell emanating from beyond. You can hear a shuffling sound coming from the other side. You wave your torch, and something large moves in the light, but you can't tell what it might be. As you move the light around, you notice some odd scratched marks on the nearby wall: <span id="writeb"><b>∧∧∨</b></span> <<exits>> <</if>>\
<span id = "writea">$message</span> <<set $yourstance to "In combat">>\ <<set $fight to true>>\ <<set $action to 0>>\ <<do>>\ <<if $action gt 0>>\ <<goto "Attack">>\ <</if>>\ <</do>>\ <<combat>>\
<<if !$room2>>\ <<nobr>>\ <<set _left to "side1">> <<domove>> <</nobr>>\ <<if $torch>>\ <<nobr>>\ <<set _left to "side1">> <<set _up to "Door">> <<set _right to "Sewer entrance">> <<domove>> <</nobr>>\ You hold the torch up high to illuminate the passage. It's full of gleaming bones. Something has been feasting here. You stop and listen, but apart from the sound of dripping water, there's nothing else suspicious. Some of the skeletons look largely intact. You have a quick search, but apart from a few rusted weapons, there's nothing of much value. To the east, the sound of water is louder, and the odour is stronger; it looks like this direction leads to a sewer entrance. To the north, there's <<if $gemsapphire && !$gemcitrine && (visited () gt 7 or $gememerald)>><span id="sub2">a door set into the wall</span><<else>>a door set into the wall<</if>>. <<else>>\ You feel your way forward, but without any light, the going is treacherous and you start to worry that something might leap out at you from the dark. Your steps make increasingly loud crunching sounds as you progress. You reach down and retrieve a large bone, picked clean of flesh. You drop it in disgust. Perhaps it would be better to return here once you've found something to light the way. <</if>>\ <<else>>\ <<nobr>>\ <<set _left to "side1">> <<set _up to "Door">> <<set _right to "Sewer entrance">> <<domove>> <</nobr>>\ You hold the torch up high to illuminate the passage. It's full of gleaming bones. You bash the skulls of a few more skeletons just in case any more of them feel like sneaking up on you. To the east, the sound of water is louder, and the odour is stronger; it looks like there's an opening to a sewer in that direction. To the west, the passage leads back to the narrow crevice. To the north, there's <<if $gemsapphire && !$gemcitrine && (visited () gt 11 or $gememerald)>><span id="sub2">a door set into the wall</span><<else>>a door set into the wall<</if>>. <</if>>\ <<exits>>
<<if !$room6>>\ <<nobr>>\ <<set _up to "Surprised">> <<set $room to 6>> <<set $mobname to "Decaying Skeleton">> <<set $mobmaxstam to 25>><<set $mobmaxhealth to 40>> <<set $mobstam to $mobmaxstam>><<set $mobhealth to $mobmaxhealth>> <<set $mobstance to "Attacking">> <<set $mobdamage to 9>><<set $mobspecialtype to 5>> <<set $mobspecial to 7>><<set $mobchance to 4>> <<set $continue to passage()>> <<set $message to "The creature slashes at you with surprising ferocity!">> <<domove>> <</nobr>>\ As you continue to wade through the effluent, you notice more bones – the remains of some poor wretch who came to a nasty end, no doubt. Something moves in the corner of your vision, and you spin around, looking for the source. You wave the torch around, watching the dancing flames reflect off the rippling, scum-covered surface. Suddenly, a putrified arm bursts from the water and grabs you! <<UP>><<link "Defend yourself!">><<goto _up>><</link>> <<else>>\ <<nobr>> <<set _up to "Sewer 4">> <<set _down to "Sewer 3">> <<domove>> <</nobr>>\ The remains of the decayed creature have vanished under the effluent. You wipe the slime from your sword, hold your torch aloft and continue your journey. The sewer heads to the north. To the south lies the entrance and the body of the dead rat. <<exits>> <</if>>\
<<nobr>>\ <<set _up to "Sewer 2">> <<set _down to "Sewer 1">> <<domove>> <</nobr>>\ You continue wading through the black and filthy water. You can feel the cold slime oozing through your armour to your skin. Some bubbles rise to the surface ahead of you and then move north. Something slithers past your leg – there's something else in the water with you! <<exits>>
<<nobr>>\ <<set _down to "Sewer 3">> <<set _left to "Sewer 6">> <<set _right to "Sewer 5">> <<domove>> <</nobr>>\ <<if visited () is 1>>\ You reach a junction. The sewer turns to the east and west. Ahead, something glints in the light as you wave your torch. You move over to find the bony hand of a skeleton poking above the water. Upon its finger is a large ring with a <span id="sub2">small emerald gemstone</span>. You reach toward it, but the hand suddenly sinks, pulled down by some unseen current. Ripples move to the west – as if it's being dragged along at speed. <<else>>\ You're back at the sewer junction, which heads to the east and west. To the south, the sewer eventually leads back to the exit. You stop moving for a moment and listen – just the echoing sound of water lapping against the cold stone walls. <</if>>\ <<exits>>
<<nobr>>\ <<set _up to "Sewer 7">> <<set _right to "Sewer 4">> <<domove>> <</nobr>>\ <<if visited () is 1>>\ The sewer continues and then turns to the north. The stinking water is covered with an oily sheen that reflects strange rippling colours from the bright flame of your torch. Apart from the echoing drips that gently cascade from the ceiling, there are no other sounds. You catch a glimpse of the <span id="sub2">green gem</span> as the skeletal hand briefly lifts to the surface, and then it sinks once more, the ripples now moving to the north. <<else>>\ The sewer continues to the north and east. Water drips constantly upon the surface of the water, causing ripples to form like underground rain. <</if>>\ <<exits>>
<<if !$room7>>\ <<nobr>>\ <<set _down to "Sewer 6">> <<set _up to "Sewer 8">> <<domove>> <</nobr>>\ You follow the ripples, wading through the black water; mud sucking at your feet with every stride. Eventually, you come to what looks like a dead end. There are some wooden barrels floating in the water. Among them, you can see the skeletal hand with its emerald jewel; it's not moving. You see some bubbles frothing up to the surface, and then… nothing. <<UP>><<link "Grab the hand">><<goto _up>><</link>> <<DOWN>><<link "Retreat">><<goto _down>><</link>> <<else>>\ <<nobr>>\ <<set _down to "Sewer 6">> <<set _left to "crack in wall">> <<domove>> <</nobr>>\ You come to a dead end. This is where you fought the giant leech and found the emerald gem. There's not much else here now; the remains of the creature have sunk to the bottom, along with the rest of the filth and slime. You notice a narrow entrance, barely more than a crack in the wall over to the west. <<exits>> <</if>>\
<<nobr>>\ <<set _left to "Sewer 4">> <<domove>> <</nobr>>\ <<if !$smashed>>\ You come to a dead end. There's a lone skeleton propped up against the far wall. You shudder to think about his last moments, lost and alone in the dark of this sewer. You should probably honour the dead, but you've really had it up to here with skeletons. <<do>>\ <<if $action is 4 && !$smashed>>\ <<set $action to 0>><<set $potion ++>><<set $smashed to true>>\ <</if>>\ \ <<if !$smashed>>\ <<RIGHT>><<link "Smash the skeleton">><<set $action to 4>><<redo>><</link>> <<else>>\ Sorry, friend, you think – smashing it to pieces, just in case. Floating among the remains, you find a solitary <span id="sub2">health potion</span>; a gift from the departed. <</if>>\ <</do>>\ <<else>>\ You come to a dead end. The remains of the skeleton are gently floating on the surface of the black oily water. It's not much of a grave, but at least this guy won't be causing anyone any trouble. <</if>>\ <<exits>>
<<clamp>>\ <<domove>>\ \ <<do>>\ \ <span id = "writea">$message</span> \ <<if $yourhealth lte 0>>\ <<goto "Dead">>\ <</if>>\ \ <<if $action gt 0>>\ <<set _timer to 1.4>>\ <<timed _timer+'s'>>\ <<if $mobhealth lte 0>><<set $yourstance to "Victorious">><<set $mobstance to "Dead">><</if>>\ <<goto "Defend">>\ <</timed>>\ <</if>>\ <</do>>\
<<mobattack>>\ <<set $yourstam += 0.5>>\ <<if $yourhealth lte 0>>\ <<goto "Dead">>\ <</if>>\ <span id = "writea">$message</span> <span id = "writea">$mobmessage</span> <<if $mobhealth lte 0>>\ <<set $yourstance to "Exploring">><<set $mobstance to "Dead">>\ <<set $fight to false>><<unset $message>><<unset $mobmessage>>\ <<if $room>>\ <<if $room is 1>><<set $room1 to true>><</if>>\ <<if $room is 2>><<set $room2 to true>><</if>>\ <<if $room is 3>><<set $room3 to true>><</if>>\ <<if $room is 4>><<set $room4 to true>><</if>>\ <<if $room is 5>><<set $room5 to true>><</if>>\ <<if $room is 6>><<set $room6 to true>><</if>>\ <<if $room is 7>><<set $room7 to true>><</if>>\ <<set $room to false>>\ <</if>>\ You wipe your blade and return it to its scabbard; its work is done. \ <<set _down to "Search body">>\ <<set _right to $continue>>\ <<set $action to 0>><<set $turn to false>>\ <<domove>>\ <<DOWN>><<link "Search the body">><<goto "Search body">><</link>> <<RIGHT>><<link "Continue your quest">><<goto $continue>><</link>> <<else>>\ \ <<timed $timer1+'s'>>\ <<time-bar>>\ <<set $action to 0>><<set $turn to false>>\ <<redo>>\ <<combat>> <<do>>\ <<if $action gt 0>><<goto "Attack">><</if>>\ <</do>>\ <</timed>>\ <<timed $timer2+'s'>>\ <<if $yourstam gt 1>><<set $yourstance to "Attacking">><</if>>\ <<set _slow = ["You wait, looking for an opening…", "You were too slow!", "You missed your chance!", "You slowly ponder your next move…", "The battle continues without you…", "Too slow!", "Before you can react, they attack…", "You took too long!"]>>\ <<set _message to _slow.pluck()>>\ <<if $message != _message>><<set $message to _message>><<else>><<set $message to _slow.pluck()>><</if>>\ <<if $yourstam lt $maxstam>><<set $yourstam ++>><</if>> <<goto "Defend">>\ <</timed>>\ <</if>>\
<<if $continue is "desperation">>\ <<set $fight to false>><<set $yourstance to "Wounded">>\ <<set $yourhealth to 1>><<set $yourstam to -100>>\ <<unset $message>><<unset $mobmessage>>\ <<goto $continue>>\ <<else>>\ <<if !_roll>><<set _roll to random (2,8)>><</if>>\ <span id = "writea">$message</span> <span id = "writea">$mobmessage</span> You die with a look of shock and surprise on your face. This wasn't how the story was supposed to go! <<DOWN>><<link "Load a previous save">><<set $action to 2>><<redo>><</link>> \ <<do>>\ <<if $action is 2>><<run Save.browser.continue()>><<run Engine.show()>><</if>> <</do>>\ <</if>>\
<<domove>>\ <<if !$room2>>\ <<nobr>>\ <<set _up to "Surprised">> <<domove>> <<set $room to 2>> <<set $mobname to "Rotting Skeleton">> <<set $mobmaxstam to 30>> <<set $mobstam to $mobmaxstam>> <<set $mobmaxhealth to 38>> <<set $mobhealth to $mobmaxhealth>> <<set $mobstance to "Attacking">> <<set $mobdamage to 8>><<set $mobspecialtype to 1>> <<set $mobspecial to 10>><<set $mobchance to 4>> <<set $continue to passage()>> <<set $message to "The skeleton picks up a rusty cleaver and attacks.">> <</nobr>>\ The door looks old but solid. You try the handle, but it's locked tight. You try barging it, but there's no give. You hear a rattling sound behind you. Just in time, you spin around to see one of the skeletons has detached itself from the rest and is lurching towards you! <<UP>><<link "Defend yourself!">><<goto _up>><</link>> <<elseif $key1>>\ <<set _down to "side2">>\ \ <<if !$gemcitrine>>\ You try the door, but it's locked. You fish around for the key you found; with relief, you discover it seems to fit. You open the door to reveal a small storage room. It's stuffed to the brim with weapons, presumably 'liberated' from all the brave adventurers who explored this dungeon before you – there's a <i>lot</i> of them. <<RIGHT>><<link "Search through the weapons">><<set $action to 4>><<redo>><</link>> \ <<do>>\ <<if !$gemcitrine && $action == 4>>\ <<set $gemcitrine to true>>\ <<goto "Search weapons">><</if>>\ <</do>>\ \ <<else>>\ <<set _down to "side2">>\ You push open the door to the storage room. It's full of weapons, presumably stolen from all the brave adventurers who tried this dungeon before you. There's nothing in here better than your sword. You leave them where they are. <</if>>\ <<exits>> <<else>>\ <<set _down to "side2">>\ The body of the slain skeleton lies on the floor where you left it. You kick it a few times just to make sure it's dead – it's tricky to tell with skeletons. You try the door, but it's still locked. You'll have to find a key somewhere. <<exits>> <</if>>\
<<widget "mobattack">> /* dead? */ <<if $mobhealth lte 0>> <<set $mobstance to "Dead">> <<set $mobmessage to "You strike a mortal blow. The $mobname collapses and lies dead on the floor.">> <</if>> /* defending? */ <<if $mobstance is "Recovering">><<set $mobstance to "Attacking">><</if>> <<if $mobstance is "Off balance">> <<if (random (1,10) gt 7)>><<set $mobstance to "Attacking">><<else>> <<set $mobstance to "Recovering">><</if>> <</if>> <<if $mobstance is "Surprised" or $mobstance is "Defending" or $mobstance is "Attacking">> <<if (random (1,8) gt $mobstam)>> <<set $mobstance to "Defending">> <<set $mobstam += 3+($mobmaxstam/7)>> <<set $mobmessage to "The $mobname is defending and looking for an opening.">> <<else>> <<set $mobstance to "Attacking">> <</if>><</if>> /* Special attack */ <<if $mobstance is "Preparing">> <<if $mobspecialtype is 1>><<sp_default>> <<elseif $mobspecialtype is 2>><<sp_heavy>> <<elseif $mobspecialtype is 3>><<sp_poison>> <<elseif $mobspecialtype is 4>><<sp_drain>> <<elseif $mobspecialtype is 5>><<sp_stam>> <<elseif $mobspecialtype is 6>><<sp_insta>> <</if>> <<set $mobstance to "Attacking ">> <</if>> /* standard attack */ <<if $mobstance is "Attacking">> /* prep for special attack */ <<if ($mobspecialtype gt 0) && ($mobstam gt 4) && (random (10) lt $mobchance)>> <<set $mobstance to "Preparing">> <<set $mobmessage to "The $mobname looks like it's preparing to make a powerful attack…">> <<if $mobspecialtype is 3 && $poisoned gt 0>><<set $mobstance to "Attacking">> <<set _roll to 1 + random (($mobdamage/2),$mobdamage)>> <<set $yourhealth -= _roll>> <<set $poisoned += 9>> <<set $mobmessage to "The $mobname hits you with another poisonous attack for _roll damage">> <</if>> <<else>> /* Normal attack */ <<set $mobstam -= 2>> <<set _roll to random (1+($mobdamage/2),$mobdamage)>> /* attack modifiers */ <<if $yourstance is "Defending" or $mobstance is "Recovering">> <<set $yourstam -=1.5>> <<if $yourstam lt 1>><<set $yourstam to 0>><<set $yourstance to "Unguarded">><<set _roll +=3>><</if>> <<set _roll /=2>> <<if _roll lt 1>><<set _roll to 1>><</if>> <<elseif $yourstance is "Unguarded">> <<set _roll *=1.5>> <</if>> /* Attack or miss */ <<if $mobstam lt 1 or (random (0,10) lt 1)>> <<if $mobstam gte 3>><<set $mobstam -= 3>> <<else>><<set $mobstam to 0>><</if>> <<set _roll to 0>> <<set $mobstance to "Off balance">> <<else>> <<set _roll to Math.trunc(_roll)>> <<if _roll gte 1>> <<set $yourhealth -= _roll>> <<if $yourstance is "Defending">> <<set $mobmessage to "The $mobname strikes, but you anticipate the blow – it does " + _roll + " damage">> <<elseif $yourstance is "Unguarded">> <<set $mobmessage to "The $mobname strikes, catching you off-guard and doing " + _roll + " damage!">> <<else>> <<set $mobmessage to "The $mobname attacks and does " + _roll + " damage!">> <</if>> <<else>> <<set $mobstance to "Off balance">> <</if>> <</if>> <</if>> <</if>> /* Off balance */ <<if $mobstance is "Attacking ">> <<set $mobstance to "Attacking">> <</if>> <<if $mobstance is "Recovering">> <<set $mobmessage to "The $mobname is caught off balance">> <</if>> <<if $mobstance is "Off balance">> <<set $mobmessage to "The $mobname attacks, but misses!">> <<set $mobstance to "Recovering">> <</if>> <</widget>>
/* Special attacks: 1: default special 2: high damage special 3: poison 4: health drain 5: stamina drain 6: boss mode: insta death */ <<widget "sp_default">> <<set $mobstam -= 3>> <<set _roll to random ($mobdamage/3,$mobdamage) + $mobspecial>> <<set $mobmessage to "The $mobname makes a vicious attack ">> <<if $yourstance is "Defending">> <<set _roll /=4>> <<set $yourstam -= 2>> <<set $mobmessage to "The $mobname makes a vicious attack, but you manage to block much of the damage ">> <<elseif $yourstance is "Unguarded">> <<set _roll *=1.5>> <<set $mobmessage to "The $mobname catches you off-guard with a vicious attack ">> <</if>> <<set _roll to Math.trunc(_roll)>> <<set $yourhealth -= _roll>> <<set $mobmessage += " – it hits for " + _roll + "!">> <</widget>> <<widget "sp_heavy">> <<set $mobstam -= 5>> <<set _roll to random ($mobdamage/3,$mobdamage) + $mobspecial>> <<set $mobmessage to "$mobname strikes a mighty blow ">> <<if $yourstance is "Defending">> <<set _roll /=4.5>> <<set $yourstam -= 3>> <<set $mobmessage to "The $mobname strikes a mighty blow, but you manage to block much of the damage ">> <<elseif $yourstance is "Unguarded">> <<set $mobmessage to "The $mobname catches you off-guard with a mighty blow ">> <<set _roll *=1.5>> <</if>> <<set _roll to Math.trunc(_roll)>> <<set $yourhealth -= _roll>> <<set $mobmessage += " – it hits for " + _roll + "!">> <</widget>> <<widget "sp_poison">> <<set $mobstam -= 2>> <<if $yourstance is "Defending">> <<set $yourhealth -= 0>> <<elseif $yourstance is "Unguarded">> <<set $yourhealth -= 3>> <<else>> <<set $yourhealth -= 1>> <</if>> <<set $yourstance is "Poisoned!">> <<set $poisoned to 14>> <<set $mobmessage to "The $mobname makes a special attack – you're poisoned!">> <</widget>> <<widget "sp_drain">> <<set $mobstam -= 2>> <<set _roll to random (5,$mobdamage) + $mobspecial>> <<if $yourstance is "Defending">> <<set _roll /= 4>> <<elseif $yourstance is "Unguarded">> <<set _roll *= 2>> <</if>> <<set _roll to Math.trunc(_roll)>> <<set $yourhealth -= _roll>> <<set $mobhealth += _roll>> <<set $mobmessage to "The $mobname hits you with a drain attack, stealing " + _roll + " of your health!">> <</widget>> <<widget "sp_stam">> <<set _roll to random (2,$mobdamage) + $mobspecial>> <<if $yourstance is "Defending">> <<set _roll /= 4>> <<elseif $yourstance is "Unguarded">> <<set _roll *= 2>> <</if>> <<set _roll to Math.trunc(_roll)>> <<set $mobstam += _roll>> <<set $yourstam -= _roll>> <<set $health -= 2>> <<set $yourstam to Math.clamp($yourstam, 0, $maxstam)>> <<set $mobmessage to "The $mobname hits you with a drain attack, stealing " + _roll + " of your stamina!">> <</widget>> <<widget "sp_insta">> <<set $mobstam -= 6>> <<set $temp +=.6>> <<set _roll to random (14,21) * $temp>> <<set $mobmessage to "Feroxus smashes down at you ">> <<if $yourstance is "Defending">> <<set _roll /= 4>> <<set $yourstam -= 3>> <<set $mobmessage to "Feroxus tries to flatten you, but you manage to evade much of the damage ">> <<elseif $yourstance is "Unguarded">> <<set $mobmessage to "Feroxus catches you off-guard with a mighty blow ">> <<set $yourstam -= 4>> <<set _roll *=1.1>> <</if>> <<set _roll to Math.trunc(_roll)>> <<set $yourhealth -= _roll>> <<set $mobhealth += _roll>> <<set $mobmessage += " – he hits for " + _roll + "!">> <</widget>>
<<set $UI to 0>> <<set $yourstam to $maxstam>> <<set $yourhealth to $maxhealth>> <<set $yourstance to "Exploring">> <<set $belgrub to false>> <<if _reset>> <<set $maxhealth to 40>> <<set $maxstam to 11>> <<set $timer1 to setup.timer1>> <<set $timer2 to setup.timer2>> <<set $potion to 1>> <<set $gold to 0>> <<set $safe to 0>> <<set $combat to true>> <<unset $safedone>> <<unset $gemruby>> <<unset $gemsapphire>> <<unset $gemcitrine>> <<unset $gememerald>> <<unset $elemental>> <<unset $wand>> <<unset $cat>> <<unset $torch>> <<unset $key1>> <<unset $sword1>><<unset $sword2>> <<unset $sword3>><<unset $sword4>> <<unset $stinkcheese>> <<unset $swordrepaired>> <<unset $lever1>> <<unset $lever2>> <<unset $lever3>> <<unset $temp>> <<unset $room1>><<unset $room2>> <<unset $room3>><<unset $room4>> <<unset $room5>><<unset $room6>> <<unset $room7>> <</if>>
You stumble to the ground, clutching at your throat for air. The <span id="sub2">poison</span> clogs your veins and the agony is unbearable… <<if $potion gt 0>>\ <<set $yourhealth += 15 + (random (4,8)) + ($maxhealth/4)>>\ You scrabble around in your pack looking for a <span id="sub2">health potion</span>. You find one and drink it down as fast as you can, feeling its effects almost immediately. That was close! <<else>>\ <<set $yourstam to -5>><<set $yourhealth to 1>>\ You collapse to the floor as the light starts to drain from your world. You scrabble around desperately looking for a health potion, but you don't have any left! You prop yourself against the wall, trying to fight it. Eventually, the pain passes, leaving you weak and exhausted. That was <i>very</i> close! <</if>>\ <<RIGHT>><<link "Recover">><<set $action to 4>><<redo>><</link>> <<do>><<if $action is 4>><<if $potion gt 0>><<set $potion -->><</if>><<goto $loc>><</if>><</do>>\
<<nobr>>\ <<set _right to "passage1">> <<if visited ("passage3")>><<set _up to "passage3">> <<else>><<set _up to "door2">><</if>> <<domove>> <</nobr>>\ <<set $doorpass to true>>\ You move over to the fire. The wood crackles and spits like an angry cat, but it warms your bones nevertheless. Beside the fire is <<if !$gemruby>><span id="sub2">a small wooden chest</span><<else>>a small wooden chest<</if>>. <<if !$gemruby>>\ <<LEFT>><<link "Open the chest">><<set $action to 3>><<redo>><</link>> <<elseif $temp>>\ You open the chest and find: <<if _potion>><span id="sub2">A health potion</span> and <</if>> <span id="sub2">$cash gold pieces</span> You also find a <span id="sub2">small ruby</span>. That could be worth something! <<unset $cash>><<unset $temp>>\ <<else>>\ You have already searched the chest. <</if>>\ \ <<do>>\ <<if !$gemruby && $action == 3>>\ <<if $potion lt 2>><<set _potion to true>><<set $potion ++>><</if>>\ <<set $cash to random (9,31)>><<set $gold += $cash>>\ <<set $gemruby to true>><<set $temp to true>>\ <<goto "Explore the room">><</if>>\ <</do>>\ To the east, the door leads back out to the passageway. There's another door to the north. <<exits>>
<<nobr>>\ <<set _right to "Sword name">> <<domove>> <<set setup.swordnames.shuffle()>> <<set $swordname to setup.swordnames.random()>> <</nobr>>\ <span id="writea">You are Torin Hammerhand, hero and mighty warrior!</span> <span id="sub2"><i>If you're using a keyboard, 'Sticks & Stones' is best played entirely using the arrow keys. Use 'up', 'down', 'left' and 'right' to head in a particular direction or make a choice. Try it out!</i></span> \ <span id="mobile"><span id="sub2">\ If you're playing on mobile, just use the text links as normal. </span></span>\ You stand at the mouth of the cave, weapon ready. This should be a cakewalk, you think. Although, come to think of it, you've never actually tried walking a cake, so maybe it's harder than it sounds? To the north, the dark recesses of the dungeon beckon. Who knows what dangers await you inside? You clench your sword tightly, wondering if this might be the quest where it finally accepts its name. <<RIGHT>>[[Accepts its name?|Sword name]]
<<nobr>>\ <<set _up to "Discovered">> <<set _right to "Discovered">> <<set _left to "Discovered">> <<domove>> <</nobr>>\ You often brag that you 'know no fear', but right now, you're giving fear the side-eye. You have never seen so many orcs in one place. And worryingly, it's not just orcs. Orcs are brutally tribal creatures, more often at war with other Orcs than with humans. And, of course, Orcs would never be seen dead with Trolls, who in turn wouldn't dream of mixing with Kobolds, Giants, or Gnomes. There are even a few Dark Elves around, and they don't mix with anyone (not even Dark Elves). And yet, they're all here, mixing, laughing, and generally getting along like a house on fire – which seems oddly appropriate because if they're united here in these numbers, Istoria was about to be the house …and this lot were planning to set it on fire. You briefly consider returning to the council to inform them of this worrying development, but you have a task to do and a sword to impress, and you're not about to leave empty-handed. The market sprawls in all directions, but you can see you're already getting a few curious looks from some of the crowd. <<exits>>
<<nobr>>\ <<set _up to "Crossroads">> <<set _down to "Market start">> <<set _left to "Market 3">> <<domove>> <</nobr>>\ <<if visited () is 1>>\ A group of Imps barge into you from the side; you spin around, ready for attack, but they just cackle at you and bounce on their merry way. Everyone seems in good spirits, but you know that would all change if they knew who you'd come to save. The Imps stagger and bounce off to the west in the special way only Imps can. A rather worried-looking gnome passes by shouting <span id="sub2">"Has anyone seen my cat?"</span>. He wanders off towards the north and is soon lost in the crowd. <</if>>\ The market is full of stalls selling odd-looking wares, from drink to food and all manner of armour and clothing. A few traders try to catch your eye, but you're not tempted, and the smell is quite overwhelming. The market continues to the south and west. To the north, it looks like the space starts to narrow. <<exits>>
<<nobr>>\ <<set _left to "tavern entrance">> <<set _up to "Warrens 1">> <<set _right to "Market 2">> <<domove>> <</nobr>>\ \ <<if visited () is 1>>\ The market stalls here are all selling weapons – and there are <i>so</i> many weapons. From massive, giant-sized clubs to rows of blood-stained swords. Most of them are poorly made and rusted with age, but you can see several customers testing out a new axe or fondling a particularly nasty-looking mace with vicious glee in their eyes. Despite the jovial mood, you suspect this rabble has the potential to be a formidable army. A particularly gangly Goblin glances in your direction and its eyes narrow in suspicion. It starts to move towards you, but there's a loud commotion to the south, as a huge orc smashes a weapons stall to splinters while testing out his new purchase. You blend back into the crowd while everyone is looking. <<else>>\ <<set _down to "Weapon trader">>\ This area of the market deals in weapons, and there are a lot of them. Creatures are crowded around, buying, selling, haggling and then punching each other when the deal doesn't go their way. The market continues to the east. <<if (visited ("tavern entrance") gt 6 && $sword gt 1) or ($sword gt 3)>> To the west, an Orc and a Troll look like they've passed out on top of each other.<<else>> To the west, you can see a couple of creatures engaged in a drunken fight.<</if>> To the north, the market gradually thins out. <<if $sword1>>To the south, there's a market trader proudly displaying some highly desirable new weapons for sale.<<else>> To the south, there's a market trader looking rather miserable as he cleans up what's left of his destroyed stall.<</if>> <</if>>\ <<if $stinkcheese>>\ A large ogre suddenly turns as you pass, sniffing the air. <span id="sub2">"Something smell goooood!"</span> it says as you hurry by. <</if>>\ <<exits>>
<<nobr>>\ <<set _right to "Warrens 1">> <<domove>> <</nobr>>\ <<if visited () is 1>>\ The store owner is a curious creature. It looks like a hideous cross between a cat and a rhinoceros, somehow avoiding the best parts of either. Its grey, wrinkled hide is patched with fur, and a single horn extends from its snout. It looks you up and down – well, mainly down – but seems unfazed by your appearance. <span id="sub2">"Hello stranger! Looking for wares? If you have the gold, I'm sure I can find something to catch your eye!"</span> As it says this, it cackles in a manner you find rather disturbing. <<else>>\ You're back at the store, the owner recognises you and says, <span id="sub2"><<if $sword3 && ($gold == 14 or $gold == 19 or $gold == 9) && !visited ("Safe cat")>>"Got your eye on something you can't afford? My prices are fair, but if you're in need of more gold, you could always try begging in the Tavern!"<<else>>"Hello again! If you have the gold, I'm sure I've got something you need!"<</if>></span> It cackles again in a way that suggests you won't be getting much of a bargain. <</if>> <<if $wand && $sword4 && $elemental>>\ You take a look, but it seems you've already bought all the interesting things! <<elseif $gold is 0>> You look over the selection of objects. There are all sorts of strange knick-knacks and bric-a-brac here, but even if you wanted something, unfortunately, you don't have a single gold coin to your name. <<else>>\ You look over the items for sale, but there are only a few things that look interesting. Do you wish to make a purchase? <</if>>\ <<nobr>>\ <<do>> <<if !$wand>>\ <<UP>><<link "Purchase: 'Genuine human pointing stick' (10 gold)">><<set $action to 1>><<redo>><</link>><br> <<if $action is 1>> <<set $action to 0>> <<if $gold gte 10>> <<set $gold -= 10>><<set $wand to true>><<goto "Bought wand">> <<else>><<set _message to "You don't have enough gold.">> <</if>> <</if>> <<else>>\ <span id="sub3">Bought: 'Genuine human pointing stick'</span><br> <</if>> <<if !$sword4>>\ <<LEFT>><<link "Purchase: 'Legendary blade - slightly used' (15 gold)">><<set $action to 3>><<redo>><</link>><br> <<if $action is 3>> <<set $action to 0>> <<if $gold gte 15>> <<set $gold -= 15>><<set $sword4 to true>> <<goto "Bought blade">> <<else>><<set _message to "You're going to need more gold.">> <</if>> <</if>> <<else>> <span id="sub3">Bought: 'Legendary blade - slightly used'</span><br> <</if>> <<if !$elemental>> <<DOWN>><<link "Purchase: 'Guide to Elemental Magic' (20 gold)">><<set $action to 2>><<redo>><</link>><br> <<if $action is 2>> <<set $action to 0>> <<if $gold gte 20>> <<set $gold -= 20>><<set $elemental to true>> <<goto "Guide">> <<else>> <<set _message to "That item is out of your price range!">> <</if>> <</if>> <<else>> <span id="sub3">Bought: 'Guide to Elemental Magic'</span><br> <</if>> <<if _message>> <br><span id="sub2">_message</span><br> <</if>> <</do>> <</nobr>>\ <<exits>>
<<nobr>>\ <<set _down to "Market 3">> <<set _right to "Crossroads">> <<set _left to "store">> <<domove>> <</nobr>>\ <<if visited () is 1>>\ The market stalls start to thin out in this direction, and as you progress, the street starts to empty, with just a few creatures making their way back to the market area. Ahead, you see a gaggle of gnomes, snarling and spitting at each other, stumbling towards you. They go very silent as you walk by, and you realise they're staring at you – you're starting to feel very self-conscious. To the west, there's a lone market stall at the edge of the cavern. <<else>>\ The market stalls come to an end; there are a few stragglers walking this way and that, but nothing like the crowds back in the main area of the market. There's a lone store at the edge of the cavern over to the west. <</if>>\ <<exits>>
<<nobr>>\ <<set _left to "Crossroads">> <<domove>> <</nobr>>\ <<if visited ("Prison 1")>>\ <<set _right to "Prison 2">>\ <<if visited ("Elemental realm")>><<set _right to "Prison 3">><</if>>\ You walk over to the gate that leads down to the prison cells. The ogre on guard is still sitting on the floor, a dreamy look in his eyes and the remains of the stinkcheese smeared all over his face. He pays you no notice. You push open the gate and take the steps down, taking you to the dimly lit corridor that leads to the cells. <<elseif visited () is 1 && !$stinkcheese>>\ You approach the iron gate. It's guarded by a huge ogre with skin like weathered granite and a face about as friendly. His hands are the size of your head, and there's an axe resting beside him that's almost as big as he is. Before you even get close, he shouts, <span id="sub2">"No access to the prisoners! By order of King Feroxus!"</span> You don't think he's open to discussion, and fighting him is clearly out of the question. <<else>>\ You approach the iron gate. It's guarded by a huge ogre with an axe almost as big as he is. Before you even get close, he shouts, <<if $stinkcheese>>\ <span id="sub2">"No access to the prisoners! By order of…"</span> The ogre suddenly stops shouting and sniffs the air, looking for the source of some apparently delicious odour. <span id="sub2">"…what that smell?"</span> it demands. You're not sure if he's referring to you, but then you suddenly remember the glob of 'stinkcheese' you found. <<RIGHT>><<link "'Oh this…?'">><<set $action to 4>><<redo>><</link>> <<do>><<if $action is 4>><<set $action to 0>><<goto "Ogre">><</if>><</do>>\ <<else>>\ <span id="sub2">"Still no access to the prisoners!"</span> <</if>><</if>>\ <<exits>>
<<set _left to "Prison leave">><<domove>>\ <span id="sub2">"Will you stop moaning?"</span> You hear a female voice coming from one of the cells; she sounds annoyed. <span id="sub2">"He broke my sword! I think he broke my arm too!"</span> Another voice, this one male – it sounds like Torin! You rush over, and there, sure enough, lies the warrior, looking very sorry for himself. On the opposite side, there's another cell, this one contains an elegant woman dressed in robes looking pretty flarked off. You figure she's Elara the mage – because mages tend to look that way most of the time. <span id="sub2">"Oh wonderful, something else has come to spit on us."</span> She says as she notices your arrival. She looks you up and down, <span id="sub2">"Aren't you a little short to be a guard?"</span> She says, clearly unimpressed. <<UP>><<link "'I'm Belgrub Fizzlespark, I'm here to rescue you!'">><<set $action to 1>><<redo>><</link>> \ <<do>>\ <<if $action is 1>>\ <<set $action to 0>>\ <<goto "Rescue">>\ <</if>>\ <</do>>\ <<exits>>
<<nobr>>\ <<set _up to "Arena road">> <<set _down to "Market 2">> <<set _right to "Prison door">> <<set _left to "Warrens 1">> <<domove>> <</nobr>>\ <<if visited () is 1>>\ The hubbub of the market begins to quieten, and you find yourself walking down a narrow street with a few empty stalls on either side. You get to a crossroads, and there's a sign pointing out directions, but as you can't read 'orcish' you have no idea what it says. To the north, the torch-lined street continues, and to the south is the market cavern. To the east, there's a large iron gate, guarded by a very scary-looking ogre and to the west, there's a quieter section of the market. <<else>>\ You're back at the crossroads. To the north, there's a torch-lined street; to the south is the huge market cavern. To the east, there's a large iron gate, guarded by an ogre and to the west, there's a quieter section of the market. <</if>>\ <<exits>>
<<nobr>>\ <<set _down to "Arena road">> <<domove>> <</nobr>>\ <<if visited () is 1>>\ The street continues onwards with flaming braziers lighting the way on either side. Eventually, you come to a massive stone doorway. It looks like the doors are currently barred shut, but there's still quite a crowd gathered outside them, pushing and shoving, eager to get in. There's a flustered Imp standing on a large box to the side of the doors, shouting at the top of its voice, <span id="sub2">"The arena isn't open yet, but King Feroxus promises a great show soon! Watch him take on the humans and grind them to dust! Doors will open when we're ready to begin, so please come back later!"</span> It looks like there isn't much to see here yet, but clearly, the clock is ticking for Torin. You'll need to find a way to free him! <<else>>\ You follow the street along until you get to a massive stone door. This must be the entrance to the arena. There's a crowd of creatures gathered outside; they seem excited. An Imp is standing on a box, trying to get their attention, <span id="sub2">"We're just waiting for our last guest, then the show can begin!"</span> <</if>>\ <<exits>>
<<nobr>>\ <<set _left to "Drunk guard">> <<set _right to "doorway">> <<set _down to "room1">> <<domove>> <</nobr>>\ <<if !$room4>>\ You're in a passageway that heads to the east and west. Further to the east, a huge orc guard is sleeping, propped up against a massive iron door; its loud snores reverberate down the corridor. To the west, the passage continues, ending in a smaller door; this one is partly open. To the south is the room with the fire and the dead orc. <<else>>\ You're in a passageway heading to the east and west. Further to the east, you can see the Orc captain lying dead near the huge iron door. To the west, the passage continues, ending in a smaller door; this one is partly open. To the south is the room with the fire and the dead orc. <</if>>\ <<exits>>
<<if !$room3>>\ <<nobr>> <<set $room to 3>> <<set $mobname to "Orc Warrior">> <<set $mobmaxstam to 17>><<set $mobmaxhealth to 55>> <<set $mobstam to $mobmaxstam>><<set $mobhealth to $mobmaxhealth>> <<set $mobstance to "Surprised">> <<set $mobdamage to 8>><<set $mobspecialtype to 1>> <<set $mobspecial to 15>><<set $mobchance to 3>> <<set $continue to passage()>> <<set $message to "The Orc grabs its club and charges straight at you!">> <<set _up to "Surprised">> <<domove>> <</nobr>>\ You push the door to find a small guard room. Sitting at a wooden table is another huge Orc who seems to be entirely engrossed in exploring its own nose with one large finger. It looks up casually as it does so, notices you and stops dead in surprise. It slowly pulls out a finger covered in green mucus. You both stand looking at each other for a moment before, with surprising speed, the Orc grabs a large wooden club and leaps over the table towards you! <<UP>><<link "Defend yourself!">><<goto _up>><</link>> <<else>>\ <<nobr>>\ <<set _right to "passage3">> <<set _left to "search room3">> <<domove>> <</nobr>>\ The Orc warrior lies dead where you killed him, the remains of a half-eaten meal are spread over the table, otherwise, the room is fairly empty. The only thing of note are three large levers set into the far wall. \ <<if visited("Gate") && !$disguise>>\ You consider stripping the orc of his clothing to use as a disguise, but it's covered in sticky green blood and besides, it's really not your size. <</if>>\ <<LEFT>><<link "Examine the levers">><<goto _left>><</link>> <<RIGHT>><<link "Back to the passageway">><<goto _right>><</link>> <</if>>
<<nobr>>\ <<set _down to "begin2">> <<domove>> <</nobr>>\ The Troll King Feroxus was the thorn in the side of the four realms, and no matter how many assassins and armies were sent to do battle with him, none were successful. The rumour was that the Troll King was invincible, protected by a powerful prophecy that foretold that no sword or magic spell could ever harm him. Naturally, prophecies are tricksy things and tend to have a catch. It was said that whilst the Troll King could not be harmed by wand or blade, the King would eventually be defeated by a single word. The problem was that no one knew what that word was. And so it was that many brave warriors had <i>'gone to have a word'</i> …they never returned. Of course, there were other rumour mongers who wagered that the whole 'word' thing was just something the Troll King had made up to have some fun. <<DOWN>>[[Keep walking|begin2]]
<<nobr>>\ <<set _right to "passage1">> <<set _left to "room1">> <<domove>> <</nobr>>\ <<if visited() is 1>>\ You examine the door and are surprised to find it unlocked. You slowly push it open and peer inside. You can see a large room with rough-hewn walls cut into the cave. You hear an awful moaning screech, like the death cries of something in agony; you have a horrible feeling something is attempting to sing. You push the door a little further to identify the source. The room is lit by a roaring fire, and nearby, there's a large wooden table. Slouched over it, with its back to you, is a large orc – its green skin glistens in the fire's warm glow. You watch as it reaches for a large tankard, downs the contents in a single gulp and then lets out a roaring belch. It then starts up its awful singing again – it clearly hasn't noticed you yet. You can step west into the room or east back through the door and into the cave passage. <<else>>\ You quietly push open the door. The orc is still inside, singing drunkenly to itself. You notice another door inside the room to the north, but there's no way to get to it without a fight. Step west into the room or east back through the door and into the cave passage. <</if>>\ <<exits>>
<<nobr>>\ <<set _down to "room1">> <<set _up to "passage3">> <<domove>> <</nobr>>\ \ <<if visited () is 1>>\ <<nobr>>\ <</nobr>>\ The door is bolted from this side. You unlock it and open it slowly, peering through. There's no sign of movement, but you can hear a distant snoring sound coming from somewhere further away. You can step north into the new passage or south back into the room. <<else>>\ The door stands open. There's another passageway on the other side heading east / west. Step north into the passage or south back into the room. <</if>>\ <<exits>>
<<set _right to $continue>>\ <<set $action to 0>><<set $turn to false>>\ <<domove>>\ You search the body and find: <<if random (10) gt ($potion * 4.5)>>\ <span id="sub2">A health potion</span><<set $potion ++>> <</if>>\ <<set _goldlim to (7-$potion) + ((105-$gold)/6)>>\ <<set _goldmax to 3 + Math.trunc(_goldlim + ($difficulty*3))>>\ <<if _goldmax gt 10>><<set _cash to random (10,_goldmax)>><span id="sub2">_cash gold pieces</span><<set $gold += _cash>><<else>>Nothing of value<</if>> \ <<do>>\ <<if $yourhealth lt ($maxhealth/2) or $poisoned gt 0>>\ That fight was tough, perhaps now would be a good time to take a health potion? <<DOWN>><<link "Take a health potion">><<set $action to 2>><<redo>><</link>> \ <<if $action is 2>>\ <<set $action to 0>>\ <<if $potion gt 0>>\ <<set $potion -->>\ <<set $yourhealth += 15 + (random (4,8)) + ($maxhealth/4)>>\ <<if $yourhealth gt $maxhealth>><<set $yourhealth to $maxhealth>><</if>>\ <<goto "Healed">>\ <<else>>\ <span id="sub2">You don't have any health potions!</span> <</if>>\ <</if>>\ <</if>>\ <</do>>\ <<RIGHT>><<link "Continue your quest">><<goto $continue>><</link>>
<<nobr>>\ <<set _right to "Market 3">> <<set _left to "Tavern">> <<domove>> <</nobr>>\ <<if visited () is 1>>\ Towards the western edge of the cavern, you come across a huge Troll and an equally large Orc engaged in an unruly fight – hurling slurred insults and clumsy punches at each other. You realise that they're both so drunk, they don't actually seem to be making contact; they're just shouting and swiping at thin air. That fight could go on for hours! As you get closer, a pair of very angry gnomes storm out of a wooden door set into the side of the cavern wall. They push past you, swearing loudly. You don't catch the details but it sounds like they've quit work because they haven't been paid, and something about the tavern owner being a complete 'bar steward'. <<elseif (visited () gt 7 && $sword gt 1) or ($sword gt 3)>>\ The two creatures involved in their drunken brawl have now passed out – they're both collapsed in a heap on top of each other. Well, you think, at least that's one way to end a fight. <<if !$gems>>\ As you attempt to make your way past, you notice a small bag lying on the floor nearby. <<do>>\ <<UP>><<link "Take the bag">><<set $action to 1>><<redo>><</link>> <<if $action is 1>><<set $action to 0>>\ <<set $gems to true>><<set $gold +=16>>\ <<goto "Pick up gems">><</if>><</do>><</if>>\ You can walk through the tavern door to the west or head back to the market to the east. <<else>>\ The Troll and the Orc are still involved in their drunken fight outside the tavern; they growl at you as you approach. Occasionally, one of them swipes the air and then falls over. You can walk through the tavern door to the west or head back to the market to the east. <</if>>\ <<exits>>
<<nobr>>\ <<set _left to "passage4">> <<domove>> <</nobr>>\ \ <<if visited () lt 3>>\ You push open the door to find what looks like a storeroom, dimly lit by a few flickering candles. There are shelves lined with wooden barrels full of beer. You open one at random, immediately recoiling in disgust – only orcs could drink something that foul! <<if visited ("crack in wall")>>They must be making their beer from the sewage water!<</if>> The place is a bit of a shambles – there are jars and empty boxes along with orcish clothes, guard uniforms and rags thrown about haphazardly. <<else>>\ You're back in the storeroom; the place is a mess. There are shelves lined with wooden barrels of beer, along with piled-up boxes full of orcish clothes, guard uniforms and rags. It's all a bit of a shambles. <</if>>\ \ <<if !$gemsapphire>>\ <<RIGHT>><<link "Search through the debris">><<set $action to 4>><<redo>><</link>> <<elseif visited ("Gate") && !$disguise>>\ <<RIGHT>><<link "Look for something you can use as a disguise">><<set $action to 4>><<redo>><</link>> <<elseif $disguise>>\ You have already searched this room, there's nothing else to find. <</if>>\ \ <<do>>\ <<if $action == 4>>\ <<set $action to 0>>\ <<if !$gemsapphire>>\ <<set $gemsapphire to true>><<set $key1 to true>><<set $gold += 9>>\ <<goto "search room">>\ <<elseif visited ("Gate") && !$disguise>>\ <<set $disguise to true>><<goto "search room">>\ <</if>><</if>>\ <</do>>\ <<exits>>
<<nobr>>\ <<set _right to "passage4">> <<set _left to "passage3">> <<if ($lever1 && !$lever2 && $lever3) or ($lever1 && $lever2 && !$lever3)>> <<set _down to "passage2">><</if>> <<domove>> <</nobr>>\ <<if visited ("Market 1") && $disguise>> Walk back through. <<else>>\ You bang loudly on the door. After a few moments, a slot opens and a large orcish eye peers out at you. <<if $disguise>>\ <<nobr>>\ <<set _up to "password">> <<set _right to "password">> <<set _down to "password">> <<set _left to "password">> <<domove>> <</nobr>>\ \ It considers you for a moment, seems satisfied and then grunts, <span id="sub2">"Password?"</span> You panic and then put on your best orcish voice and say… <<UP>>[["Let me in!"|password]] <<DOWN>>[["Gaaagh"|password]] <<LEFT>>[["Open Sesame?"|password]] <<RIGHT>>[[(Belch loudly)|password]] <<else>>\ <<nobr>>\ <<domove>> <</nobr>>\ It looks you over with suspicion. There's a long pause, then you hear a loud bellow: <span id="sub2">"Human!!!"</span>. Somewhere, a bell starts to clang. You should probably make yourself scarce. It looks like you won't get through looking like the handsome warrior that you are! You wonder if you could find a disguise somewhere? You glance down at the dead orc at your feet – perhaps with some clothes that have a little less blood all over them, though. <<exits>> <</if>><</if>>\
<<nobr>>\ <<set _down to "Dungeon start">> <<domove>> <</nobr>>\ After many days of searching, Elara eventually tracked the thief to this very dungeon. But like so many warriors before her, the mage had entered …and never returned. And so Torin had volunteered to rescue the mage and the jewel alike, thus cementing his reputation as the greatest warrior in the land and earning enough bragging rights to last a lifetime. Belgrub had the honour (or, at least had the honour forced upon him) of being his diligent squire: setting up camp, cleaning Torin's armour, glueing anything that needed fixing, and essentially doing all the completely non-heroic stuff. <<DOWN>><<link "Make camp">><<goto _down>><</link>>
<<nobr>>\ <<set _up to "Cave entrance">> <<domove>> <<set setup.swordnames.shuffle()>> <<set _temp to 0>> <<set _rename to false>> <<set _swordname to "">> <<set $swordname to setup.swordnames[_temp]>> <</nobr>>\ <span id="sub2"><i>A note on Legendary Swords</i></span> Whilst it's true that all Legendary Swords have famous names, they can sometimes be strangely fickle objects, with the ability to shape and mould themselves to their owner. Many warriors think they name their swords, but in truth, the sword will pick and choose for itself, eventually accepting a name once the bond between sword and wielder has been forged. Torin's sword had been named many things; long, epic titles had been carefully inscribed into the blade. However, after every battle, those names had mysteriously faded away – rejected by the sword itself. He knew that the sword would never be truly his until it accepted a name in battle. He figured he had to complete increasingly heroic deeds in order to cement their bond. That was the real reason he had volunteered for this adventure. So… what has Torin named his sword this time? \ <<do>>\ <<if $action is 4>>\ <<set _rename to false>>\ <<set _temp ++>>\ <<if _temp gte setup.swordnames.length>><<set _temp to 0>><</if>>\ <<set $swordname to setup.swordnames[_temp]>>\ <<set $action to 0>><</if>>\ <<if $action is 3 && !$labyrinth>>\ <<if _rename>>\ <<if _swordname != "">><<set $swordname to _swordname>><</if>>\ <<set _rename to false>><<set $action to 0>>\ <<else>><<set _rename to true>><<set $action to 0>><</if>><</if>>\ <<if _rename>>\ <span class="text"><<textbox "_swordname" "" autofocus>> </span> <span class="enter"> <<button "↵">> <<if _swordname != "">>\ <<set $swordname to _swordname>> <<set _rename to false>> <<redo>><</if>>\ <</button>></span> <<else>>\ <span id="writea">“$swordname”</span> <</if>>\ <<RIGHT>><<link "Try a different name">><<set $action to 4>><<redo>><</link>> <<if !$labyrinth>>\ <<LEFT>><<link "Or enter your own">><<set $action to 3>><<redo>><</link>> <</if>>\ <<UP>><<link "Go with this name">><<goto _up>><</link>> <</do>>\
<<timed 1.2s t8n>><span id="sub3"><b>You</b>: </span>$yourstance <<brk>> <span id="sub3">Potions: </span> $potion <<brk>> <span id="sub3">Gold: </span>$gold <</timed>>\ <<timed 1s t8n>><span id="sub3"><b>Health</b>: <progress @max="$maxhealth" @value="$yourhealth"></progress> <div style="display: inline-block;"><b>Stamina</b>: <progress @max="$maxstam" @value="$yourstam"></progress></div></span> <</timed>>\ <<timed 0.8s t8n>><hr class="line"><</timed>>\ <<nobr>>\ <<set $info to true>> <<unset $temp>> <<set _up to "passage1">> <<set _down to "camp">> <<domove>> <</nobr>>\ You pass through the wooden spikes and blood-splashed messages into the mouth of the dungeon. There appears to be no one guarding the entrance. You find yourself in a dark cave that extends north. Ahead of you, you can see some flickering torches that beckon you onwards. Stalactites fill the cave ceiling like jagged teeth, casting twisting, elongated shadows. Further in, you can see what looks like an old oak door set into the wall of the cave. <<exits>>
<span id = "writea">$message</span> <<set $fight to true>><<redo>><<mobattack>> <span id = "writea">$mobmessage</span> <<set $yourstance to "Defending">>\ <<set $action to 0>>\ <<do>>\ <<if $action gt 0>>\ <<goto "Attack">>\ <</if>>\ <</do>>\ <<combat>>\
<<nobr>>\ <<set _down to "doorway">> <<set _up to "gem">> <<domove>> <</nobr>>\ There's a long pause, then it shouts <span id="sub2">"That no password!"</span> and the slot slams shut. You try again, banging on the door. The slot opens up once more; the eye seems surprised you're still here. The slot starts to close, then it opens back up again. This time, the voice has a sly tone, saying: <span id="sub2">"What you got?"</span> You're confused at first, then realise the Orc is suggesting a little bribe. Thank the stars for corrupt guards! <<UP>><<link "Show him one of the gems you've found">><<goto _up>><</link>> <<DOWN>><<link "Back to the passageway">><<goto _down>><</link>>
<<set _up to "Walk on">>\ <<set $combat to false>>\ <<set $gemruby to false>><<set $gemsapphire to false>><<set $gemcitrine to false>><<set $gememerald to false>><<set $torch to false>><<set $key1 to false>>\ <<set $difficulty to 1>><<set $maxhealth to 40>>\ <<set $maxstamina to 11>><<clamp>>\ <<domove>>\ You're really not sure about this disguise business. This feels like the sort of thing rogues and thieves would do. Where's the glory in hiding? Even mages would turn their noses up at this skullduggery. Yes! Even mages!! You will definitely omit this part when you tell the epic story of your adventure. You half-stride, half-waddle through the door, grunting as you go and doing your best orc impression. It's not a very good one, but the creature guarding the door doesn't seem to notice – he's too busy admiring the shiny gems he's just acquired. <<UP>><<link "Walk through">><<goto _up>><</link>>
You kick the door wide, throw off your disguise and charge in. The orc guarding the door falls over backwards in shock – you ignore him and charge into the room. And then... you stop. The warcry dies in your throat. You emerge into a huge cavern. There must be at least two hundred orcs going about their business, laughing, drinking and fighting. At least, they <i>were</i> doing that until a moment ago. Now, they have all stopped what they were doing and are looking in your direction. A warrior of your fighting prowess could probably take on three, maybe four orcs at a time. But this? Well, perhaps this wasn't the wisest decision after all. We won't go into the gory details, but suffice to say… it didn't end well. <<DOWN>><<link "Load a previous save">><<set $action to 2>><<redo>><</link>> \ <<do>>\ <<if $action is 2>><<run Save.browser.continue()>><<run Engine.show()>><</if>> <</do>>\
<<nobr>>\ <<set _up to "Arena entrance">> <<set _down to "Crossroads">> <<domove>> <</nobr>>\ <<if visited () is 1>>\ You continue walking down the large, well-lit street. The rock walls are covered with signs, posters and Orcish graffiti. You can't read much of it, but they all look like calls to war. There are several that show crudely drawn illustrations of orcs killing humans and towering over them all, the image of a huge troll with the name 'King Feroxus'. <<if !$cat>>\ <<set _left to "Shrowdinger">>\ There's a morose-looking gnome standing by the wall over to the west. <</if>> Several creatures push past you, excitedly making their way to the north. <<else>>\ You continue walking down the large, well-lit street. The walls are lined with signs and posters; you can't read much of what they say, but they all look like calls for war against the humans. <<if !$cat>><<set _left to "Shrowdinger">> The sad-looking Gnome is still standing by his lost cat poster over to the west.<<else>>To the west, the Gnome has run off to the tavern to find his undead cat.<</if>> <</if>>\ <<exits>>
<<nobr>>\ <<set _down to "passage4">> <<set _right to "Sewer 8">> <<domove>> <</nobr>>\ <<if visited () is 1>>\ You find yourself in a cramped, hidden passage. It heads west, then starts to curve to the south, eventually ending in a solid wall. There are more wooden barrels stored here. <<if visited ("room 5")>>You realise, they're the same barrels you found in the storage room – you wonder to yourself, are they making their beer with sewage water? Eaugh!<</if>> You wave your torch around and find an old wooden lever. You pull on it and hear the grinding of gears and counterweights. A section of the wall starts to move, and you're bathed in flickering torchlight – the passageway beyond looks familiar. The sewer is back to the east. <<else>>\ You find yourself in a cramped, hidden passage. To the south, you can see the open section of the wall and the flickering torchlight beyond. To the east, you can hear the steady flow of water. <</if>>\ <<exits>>
<<nobr>>\ <<set _left to "doorway">> <<domove>> <</nobr>>\ \ <<if lastVisited ("crack in wall") is 1>>\ You climb through and are surprised to find yourself back in the passage with the marks on the wall. <<else>>You're in a dark passageway. <</if>> <<if visited () is 1>>The walls are made with large stone blocks set into the cave itself. <</if>> To the west is the huge iron door <<if $room4>>and the body of the dead Orc Captain.<<else>>and the sleeping Orc guard.<</if>> <<if visited ("crack in wall")>><<set _up to "crack in wall">>To the north is the hidden passage that leads back to the sewer.<</if>> <<if $lever1 && !$lever2 && $lever3>>\ <<set _right to "room 5">>To the east, the passage ends in another solid-looking wooden door, which now appears to be unlocked. You can see a dim light shining through the partially opened doorway. On the wall nearby are the marks, which you suspect correspond with the levers you pulled. <<elseif visited () is 1>>\ To the east, the passage ends in another door. You try it, but it's locked, and there doesn't appear to be any way to open it. On the wall beside it, you notice some odd marks: <<else>>\ To the east, the passage ends in another solid-looking wooden door, which is currently locked. There are some strange marks on the wall: <</if>>\ <span id="writeb"><b>∧∨∧</b></span> <<exits>>
<<audio ":all" stop>>\ <<set $scrp to "https://script.google.com/macros/s/"+setup.exec+"/exec">>\ <<if $join is "1" or $join is "2" or $join is "3" or $join is "4">><<goto "Join">>\ <<elseif $join is "5">><<goto "Labyrinth">>\ <<elseif $join is "6">><<goto "Treasure of the Deep">>\ <<elseif $join is "7">><<goto "Sticks & Stones">>\ <<elseif State.metadata.get("start", false) or $start>>\ <<goto "Start">>\ <</if>>\ <div id="centre"> <<if visited () is 2 or visited () is 4 or visited () is 6>>\ <<timed 0.2s>><span id = "fade-in">Four colours gleaming bright,</span><</timed>> <<timed 1.2s>><span id = "fade-in">Three swords to join the fight,</span> <<next>><span id = "fade-in">Two sides, dark and light,</span> <<next>><span id = "fade-in">One stone, its power to unite.</span><</timed>> <<else>>\ <<timed 0.2s>><span id="fade-in">Every story</span><</timed>> <<timed 1.7s>><span id="fade-in">is just an echo</span><</timed>> <<timed 3.1s>><span id="fade-in">of an echo</span><</timed>> <</if>>\ <<timed 5.5s t8n>>\ <span id="head2"><span class="icons">\ <<link "">><<goto "Setup">><</link>> <<if State.metadata.get("sensitive", false)>><</if>>\ </span></span><</timed>> </div>
<<nobr>>\ <<set _right to "passage3">> <<set _clunk to false>> <<domove>> <</nobr>>\ You walk over to the levers: big clunky wooden handles that can move up or down. There's no indication of what they might do. <<do>>\ \ <<if $action is 1>><<if $lever1>><<set $lever1 to false>><<else>><<set $lever1 to true>><</if>><<set $action to 0>><<clunk>><</if>>\ <<if $action is 2>><<if $lever3>><<set $lever3 to false>><<else>><<set $lever3 to true>><</if>><<set $action to 0>><<clunk>><</if>>\ <<if $action is 3>><<if $lever2>><<set $lever2 to false>><<else>><<set $lever2 to true>><</if>><<set $action to 0>><<clunk>><</if>>\ \ <<if $lever1>><<set _top to "UP">><<else>><<set _top to "DOWN">><</if>>\ <<if $lever2>><<set _middle to "UP">><<else>><<set _middle to "DOWN">><</if>>\ <<if $lever3>><<set _bottom to "UP">><<else>><<set _bottom to "DOWN">><</if>>\ \ The top lever is in the <span id="sub2">_top</span> position The middle lever is in the <span id="sub2">_middle</span> position The bottom lever is in the <span id="sub2">_bottom</span> position <<UP>><<link "Pull the top lever">><<set $action to 1>><<redo>><</link>> <<LEFT>><<link "Pull the middle lever">><<set $action to 3>><<redo>><</link>> <<DOWN>><<link "Pull the bottom lever">><<set $action to 2>><<redo>><</link>> \ <<if _clunk1>>\ <span id="sub2">You're fairly sure this combination opens the storeroom and the passage grate.</span> <<elseif _clunk2>>\ <span id="sub2">You're now certain that this setting opens the sewer entrance and the passage grate.</span> <</if>>\ <</do>>\ To the east, the open door leads back to the passageway. <<exits>>
<<nobr>>\ <<set _left to "Sewer entrance">> <<set _up to "Sewer 3">> <<domove>> <</nobr>>\ You cautiously step forward, the black, oily water rising up to your knees. It's cold and slimy, and it smells like a thousand things died here. Large lumps of something nasty float by. You're fairly sure there are human remains among them. The sewer turns to the north, the sewer entrance is back to the west. <<exits>>
<<nobr>>\ <<set _left to "passage2">> <<domove>> <</nobr>>\ <<if visited () is 1>>\ You put some gold into the slot and wait. Just as you're starting to think you wasted your money, there's an odd gurgling sound and a <span id="sub2">health potion</span> pops out of the lower hole. Thankfully, your lightning-fast reactions catch it before it smashes on the floor. <<else>>\ You put some more gold into the slot. Sure enough, as before, there's a gurgling sound and then another <span id="sub2">health potion</span> pops out of the hole. <</if>>\ <<DOWN>><<link "Put another 20 gold in the slot?">><<set $action to 2>><<redo>><</link>> <<do>>\ <<if $action is 2>>\ <<set $action to 0>>\ <<if $gold gte 20>>\ <<set $gold -= 20>><<set $potion ++>><<goto "paid">>\ <<else>>\ <span id="sub2">You don't have enough gold.</span> <</if>>\ <</if>>\ <<if $yourhealth lt ($maxhealth/2) or $poisoned gt 0>>\ You're not feeling so well; would you like to take a health potion? <<RIGHT>><<link "Take a health potion">><<set $action to 4>><<redo>><</link>> \ <<if $action is 4 && $yourhealth lt ($maxhealth/2)>>\ <<set $action to 0>>\ <<if $potion gt 0>>\ <<set $potion -->>\ <<set $yourhealth += 15 + (random (4,8)) + ($maxhealth/4)>>\ <<clamp>>\ <span id="sub2">You take a health potion, and your vigour slowly returns.</span><<if $poisoned gt 0>> <<set $poisoned to 0>><span id="sub2"> It also cures the poison.</span> <</if>>\ <<else>>\ <span id="sub2">You don't have any potions!</span> <</if>>\ <</if>>\ <</if>>\ <</do>>\ <<exits>>
<<nobr>>\ <<domove>> <<set _gems to 0>> <<if $gemruby>><<set _gems ++>><</if>> <<if $gemsapphire>><<set _gems ++>><</if>> <<if $gemcitrine>><<set _gems ++>><</if>> <<if $gememerald>><<set _gems ++>><</if>> <<if _gems == 1>><<set _gemword to "gem">><<else>><<set _gemword to "gems">><</if>> <<if $difficulty lt 1>><<set _gemsleft to 4-_gems>><<set _gemno to "Four!">> <<else>><<set _gemsleft to 3-_gems>><<set _gemno to "Three!">><</if>> <</nobr>>\ <<if _gemsleft lte 0>>\ <<set _down to "doorway">><<set _left to "Charge in">>\ You bang on the door again, and the slot opens. You hold up the _gems gems you've found, and you can see the bulging eye widen in greedy surprise. The slot closes, and you hear the sound of a heavy bolt being drawn. Then the loud creak of the huge iron door as it slowly opens on ill-fitting hinges… <<LEFT>><<link "Charge in, sword in hand">><<goto _left>><</link>> <<RIGHT>><<link "Cover your face and walk in like an orc">><<set $action to 4>><<redo>><</link>> <<DOWN>><<link "Back to the passageway">><<goto _down>><</link>> \ <<do>><<if $action is 4>><<set $action to 0>><<set $gemruby to false>><<set $gemsapphire to false>><<set $gemcitrine to false>><<set $gememerald to false>><<set $torch to false>><<set $key1 to false>><<goto "Walk in">><</if>><</do>>\ \ <<elseif visited () is 1>>\ <<set _down to "doorway">>\ You hold the gem up to the slot so the orc can see it. <span id="sub2">"Hmmm…"</span> it says, but it still doesn't sound convinced. <span id="sub2">"Bring more!"</span> Ugh, you think. Corrupt AND greedy. Why do those two things always seem to go together? <span id="sub2">"How many more?"</span> You growl at him, not hiding your annoyance. You're not used to negotiating with orcs, you tend to be slicing heads off around now. The eye thinks for a moment and then says <span id="sub2">"_gemno Then door open!"</span> Ok, fine, you think, now resigned to the task. You check your pockets. You've found <span id="sub2">_gems _gemword</span> already, so finding another <span id="sub2">_gemsleft</span> shouldn't be too hard, should it? <<DOWN>><<link "Back to the passageway">><<goto _down>><</link>> <<elseif visited ("Ch2")>>\ <<set _up to "Market 1">>\ You bang on the door again, the slot opens, and the eye appears. Fortunately, it recognises you, and the door slowly opens. These guys really need to work on their security. <<UP>><<link "Step through">><<goto _up>><</link>> <<DOWN>><<link "Back to the passageway">><<goto _down>><</link>> <<else>>\ <<set _down to "doorway">>\ You're about to bang on the door again, but you check your pockets and count the gems you've recovered: <span id="sub2">_gems _gemword</span> so far, so <span id="sub2">_gemsleft left to find</span>. You wonder if it's worth exploring the dank, dark area through the narrow crevice to the southeast. <<DOWN>><<link "Back to the passageway">><<goto _down>><</link>> <</if>>\
<div id="centre"> <<nobr>>\ <<set $title to "Sticks & Stones (Part 2)">> <<unset $beer>> <<set $combat to false>> <<set $gemruby to false>> <<set $gemsapphire to false>> <<set $gemcitrine to false>> <<set $gememerald to false>> <<set $torch to false>> <<set $key1 to false>> <<set $gold to 0>> <<set $yourstam to $maxstam>> <<set $yourhealth to $maxhealth>> <<set $yourstance to "Exploring">> <<set $info to true>> <<set $belgrub to true>> <<set _down to "Back at the camp">> <<domove>> <</nobr>>\ <span id="fade-in">Part 2</span> <<timed .75s t8n>>Your party:<</timed>> <<timed 1.25s t8n>><span id="writea">Belgrub Fizzlespark</span> Halfling Squire Weapons: none Skills: Good with glue Limitations: Everything else<</timed>> <<timed 1.75s t8n>><<DOWN>><<link "Meanwhile, back at camp…">><<goto _down>><</link>><</timed>> </div>
<<nobr>>\ <<if visited ("Combined")>> <<set $UI to 4>><<set $col to "">> <<set $redloc to "The Square Room">><<set $blueloc to "The Square Room">> <<set $greenloc to "The Square Room">><<set $yellowloc to "The Square Room">> <<set $red to true>><<set $blue to true>> <<set $green to true>><<set $yellow to true>> <</if>> <<if State.metadata.get("deep")>><<set $deep to true>><</if>> <<if State.metadata.get("sticksnstones")>><<set $sticksnstones to true>><</if>> <<if State.metadata.get("labyrinth")>><<set $labyrinth to true>><</if>> <<if ($UI is 2 or $UI is 3) && (!$sticksnstones or !$labyrinth)>><<set $UI to 0>><</if>> <<set $title to "Echoes">><<include "endgame-testing">> <<set _count to 0>> <<if $deep>><<set _count ++>><</if>> <<if $sticksnstones>><<set _count ++>><</if>> <<if $labyrinth>><<set _count ++>><</if>> <</nobr>>\ <<if visited () is 1>>\ I'm back in the box-like room. Was that all a dream within another dream? I'm not sure I've ever had such vivid dreams before. I pinch myself just in case – naturally, it doesn't help. The space is jet-black, but the lines around the edge of the walls glow brightly; the colours flicker and pulse as if they're alive. <<elseif _count lte 1>>\ I'm back in the room. I still don't see a way out. The window on the south wall is still locked, so I probably need to explore these 'other worlds' first – and maybe try to find the stone? <<elseif _count lte 2>>\ I'm standing in the room, or is it the box? I've explored two of these worlds now and both have mentioned something that could be the stone I'm looking for. <<elseif _count lte 3>>\ I've explored all three worlds. The stone seems to be present in all of them, but it takes different forms and has different effects. I have a feeling there's something I need to do… <</if>>\ \ <<if $UI == 4>>\ I am holding <span id="sub2">the combined sword</span>, and I can feel its power in my hands. <span id="sub2">I think I'm ready to face whatever waits on the other side…</span> <<if !$deep>>I just have to find a way to unlock the window to the south.<</if>> <<elseif $swordcollab && $swordword>>\ <span id="sub2">I have now recovered both of the swords</span>. They're both powerful on their own, but I fear that's still not enough. I wonder to myself, <span id="sub2">what if, somehow, their power could be combined?</span> <<elseif $swordcollab or $swordword>>\ <span id="sub2">I have managed to unite the sword <<if $swordcollab>> from the Labyrinth room<<else>> from the 'Sticks & Stones' room<</if>> with its lost soul.</span> Do I dare use it to fight against the darkness? I suspect, as powerful as it is, <span id="sub2">even that sword won't be enough on its own</span>. <</if>>\ \ <<if (!$deep and !$labyrinth and !$sticksnstones)>>\ On three of the walls, there's a small pane of glass. <<else>>\ <<if $deep && !visited ("Deep room")>>\ To the north, the window has vanished. It's been replaced by the outline of a door. <</if>>\ <<if $labyrinth && !visited ("Lab room")>>\ To the west, the porthole has gone – there's now a doorway in its place. <</if>>\ <<if $sticksnstones && !visited ("Sticks room")>>\ To the east, I can see the outline of a door where the window used to be. <</if>><</if>>\ <<if $labyrinth && visited ("Lab room")>>\ <<link "Head through to the 'Labyrinth' room" "Lab room">><</link>> <<elseif $labyrinth>>\ <<link "Walk through the new door to the west" "Lab room">><</link>> <<else>>\ <<link "To the west: 'The Labyrinth'" "Labyrinth">><</link>> <</if>>\ \ <<if $deep && visited ("Deep room")>>\ <<link "Head through to the 'Treasure of the Deep' room" "Deep room">><</link>> <<elseif $deep>>\ <<link "Walk through the new door to the north" "Deep room">><</link>> <<else>>\ <<link "To the north: 'Treasure of the Deep'" "Treasure of the Deep">><</link>> <</if>>\ \ <<if $sticksnstones && visited ("Sticks room")>>\ <<link "Head through to the 'Sticks & Stones' room" "Sticks room">><</link>> <<elseif $sticksnstones>>\ <<link "Walk through the new door to the east" "Sticks room">><</link>> <<else>>\ <<link "To the east: 'Sticks & Stones'" "Sticks & Stones">><</link>> <</if>>\ <<link "To the south: a window with no sign" "shelf">><</link>>
<<nobr>>\ <<set _count to 0>> <<if $deep>><<set _count ++>><</if>> <<if $sticksnstones>><<set _count ++>><</if>> <<if $labyrinth>><<set _count ++>><</if>> <<set _seals to 0>> <<if visited ("The glue")>><<set _seals ++>><</if>> <<if visited ("The map")>><<set _seals ++>><</if>> <<if visited ("The ship")>><<set _seals ++>><</if>> <</nobr>>\ <<if visited () is 1>>\ I walk over to the porthole on the south wall. I peer through, but I still can't see anything. Perhaps there's just nothing behind this one? When I look closer, I realise that it's locked shut. Those strange brass spirals surround the outer edge like a seal – I realise there are three of them. Could this be an exit, my way out? And if so, are these seals there to stop me from leaving, or are they to stop something else from getting in? <<elseif _count lte 1>>\ I walk over to the porthole on the south wall. I peer through but I still can't see anything, just an empty void. Strangely, if anything, the darkness seems to have got darker – I don't know how you can get darker than black, but it just 'feels' that way. <<elseif _count is 2>>\ Even before I get to the south wall, I can see the darkness has spread. It seems like there's a drifting shadow, like black fog emanating from the pane of glass. I'm convinced that this is my way out, but I'm worried that if I do manage to get through, what might be waiting for me on the other side? <<else>>\ The porthole in the south wall is now enveloped in dark shadow. The shadow seems to be moving, shifting – as if there's something trying to get through. I think, whatever's on the other side… it wants to get in. <</if>>\ \ <<if _seals is 0>>\ I examine the window: there are still <span id="sub2">three separate seals</span> holding it shut. <<elseif _seals is 1>>\ I examine the window. One of the brass seals has vanished, now <span id="sub2">just two remain</span>. <<elseif _seals is 2>>\ I examine the window. Two of those strange seals have now gone, <span id="sub2">just one remains</span>. <<elseif _seals is 3>>\ I examine the window. <span id="sub2">All three of the brass spiral seals have gone</span>. <<if $UI is 4>>\ I'm holding <span id="sub2">the combined sword</span>. It feels good in my hands. If I can somehow use its power, perhaps there's a chance I can defeat the darkness that lies beyond. <<link "I'm ready…" "Final Fight">><</link>> <<elseif $swordcollab && $swordword>>\ I have recovered the two swords, but I think there's one more thing I need to do before I'm ready… <<link "Step through" "Empty hand">><</link>> <<else>>\ I guess I'm finally free to leave. I nervously step forward… <<link "Step through" "Empty hand">><</link>> <</if>><</if>>\ <<link "Walk back to the centre of the room" "The Square Room">><</link>>
<<vid>> <<audio "creak" play>>\ And so, months drifted into years in a permanence of pursuit. One by one, his crew were taken, until only he remained, alone at the helm. The silence was unbearable. No footsteps, no murmured prayers, no rustle of clothing as a sailor turned in his sleep. He was utterly alone, save for the ever-present presence that followed somewhere deep below. He should have been filled with a terrible rage or overcome with bitter remorse, but somehow, the wear of time seemed to have stolen even those emotions from him. All that remained was a cold determination to hold the line, immovable as stone. The ship drifted, its sails shredded and useless, propelled by some unseen current that carried it ever onward. He no longer ate. The stores below had rotted long ago, but he found he did not hunger. The same force that kept the ship afloat seemed to sustain him, keeping him alive by [[sheer force of will|old one]]. Every day, he thought of leaping overboard, of letting the black water take him. But he knew he could not. For if he died, the ship would fail. And if the ship failed, the creature would take its prize and go on to devour all that remained. <<timed 5s>><<audio "wind" play>><</timed>>
<<timed 0.1s t8n>><video src="img/anim/beast.mp4" width="100%" autoplay loop muted playsinline type="video/mp4" alt="The beast"></video><</timed>> <<audio "gentle" unloop play>><<audio "breeze" play>><<audio "beast" play volume 1>><<audio "gentle" play volume 0.8>>\ <<timed .7s t8n>>The Captain and his ship sail still, and the thing that was a Captain grips the wheel with hands like weathered driftwood. His eyes aflame, reflecting colours of emerald, citrine, sapphire and ruby. <<next>>He does not weep, for there is no one to see his tears. He does not sleep, for he can never remain still; the footprints of his wake, forever cursed. <<next>>He sails, not for himself, but for the world that will never know his name. A world that lives in colour because of his endless journey through the dark. <<next>>And below, in the infinite black, the old one follows… <<next>>[[and bides its time|Deep end]].<</timed>> <<timed 20s>><<audio "beast" play volume 0.9>><<audio "gentle" play volume 0.5>><</timed>> <<timed 35s>><<audio "gentle" play volume 0.3>><</timed>>
<<vid>> The next day, they awoke to find their nets filled not with fish but with slime-covered husks, the stench of which clung to their hands and dripped, tar-like, across the wooden planks. The sailors rushed to empty the nets back into the sea, cursing under their breath the bad omen this foretold. As they did so, one of them spotted it. There, covered in oil-slick blackness, like a gleaming pearl within a rotting oyster, they found a small, ornate box of iron. Despite its origin, the metal gleamed in patches as if it had just been cast, as though delicately placed in some boutique window. Spirals of brass glinted in the light with an oily sheen, inviting [[someone to reach for it|Choice]], to open it and discover its secrets. <<timed 10s>><<audio "creak" play volume 0.4>><</timed>>\
<<if $swordcollab && $swordword && $UI !=4>>\ <<set $UI to 0>><<set $glitch to 0>><</if>>\ <<if $UI != 2>><<set $col to "">><</if>>\ <<if visited () is 1>>\ I enter the <span id="sub2">'Sticks & Stones'</span> room. Now I've completed it, there are a couple of mementoes in here from the story, like trophies perhaps? On a small shelf fixed to one of the walls, I can see the 'legendary sword'; next to that is a small pot of glue – a reminder of the brave halfling and his very particular talent. <<else>>\ I'm back in <span id="sub2">'Sticks & Stones'</span> room. On a small shelf on the far wall, there's a small pot of glue and the 'legendary sword' – reminders of the story. <</if>>\ <<link "Examine the glue" "The glue">><</link>> <<if $swordword>>\ <<link "Examine the glowing sword" "Word-sword">><</link>> <<else>>\ <<link "Examine the sword" "Word-sword">><</link>> <</if>>\ \ <<squares>>\ <<link "Walk back to the main room" "The Square Room">><</link>>
<<if $swordcollab && $swordword && $UI !=4>>\ <<set $UI to 0>><<set $glitch to 0>><</if>>\ <<if visited () is 1>>\ I enter <span id="sub2">'The Labyrinth'</span> room. It's another black, featureless room with thin outlines of colour around the edges to show where the walls are. Suspended on a shelf on the far side of the room is a small map, and next to it rests the ancient sword from the story. Presumably, they're here as keepsakes, like a mark of achievement. <<elseif lastVisited ("Void - lost") is 1>>\ I stumble from the darkness, and I find myself back in the <span id="sub2">'The Labyrinth'</span> room. Perhaps I got turned around in the void? It's a relief to be out of there. <<else>>\ I'm back in <span id="sub2">'The Labyrinth'</span> room, just another black featureless room with thin outlines of colour around the edges to show where the walls are. There's a shelf with the map and a bracket holding the ancient sword – reminders of the story I played. <</if>>\ <<link "Take a look at the map" "The map">><</link>> <<if $swordcollab>>\ <<link "Examine the glowing sword" "Collaboration-sword">><</link>> <<else>>\ <<link "Examine the sword" "Collaboration-sword">><</link>> <</if>>\ \ <<do>><<if visited ("The map") && !$swordcollab>>\ There's a new doorway here, or rather, a door-shaped outline. I can't see anything beyond – just a black void. [[Peer through the door|void1]] <<elseif $swordcollab>>\ <<if $UI is 3>><<set $UI to 0>><<set $glitch to 0>><</if>>\ The doorway into the void has vanished. <</if>><</do>>\ <<link "Walk back to the main room" "The Square Room">><</link>>
<<vid>> <<audio "breeze" play volume 0.5>>\ Every day, men of many faiths offered up prayers for calm seas and favourable winds. But secretly, behind closed doors, it was the older gods they truly feared. For whilst they sang their shanties and joked with shared camaraderie, it was the legends of the deeper, darker things that fed their terror. Stories that men who made their trade on land could laugh about whilst standing on unshifting ground. But seamen knew, out there, off the [[edge of the moonlit horizon|memories]], those stories were as real as those who believed them. Caught somewhere between the wrath of the heavens and the deepest chasms of the ocean, dwelt things unfit for the tongues of mortals.
<<vid>> <<audio "creak" play volume 0.30>>\ It was on the fifth day that his prayers were answered. He had long since given up praying to his god. Now, his prayers went out to a deeper, darker deity, to the lords of the sea, to Poseidon, Davey Jones, and all the ancient things that might lie waiting in the depths. He held the box, delicately balanced so his thumbs and forefingers touched each glass jewel… and at the same time, [[pushed all four together|all the jewels]]. <<timed 3s>><<audio "clink" play volume 0.2>><</timed>>\
<<vid>> <<audio "creak" play volume 0.4>><<audio "speed" volume 0 fadeto 0.3>>\ <<audio "gentle" play volume 0.4>>\ His soul was filled with new-found life, and this light shone across the ship. The men's spirits lifted, and in the weeks that followed, their bounty flowed like wine, and their renown spread far and wide. Their fishing nets bulged, and their hold was always full. At every port, their fame and fortune grew. The captain knew the stone was precious. Within its gleaming heart, he had found a power beyond compare, and he thanked the heavens for the gift it had bestowed. And yet, despite their change of fortune, something coiled inside him like a parasite, a feeling that refused to sleep. The power of the stone, that siren song that lifted men's hearts, also called out to [[ancient things|keening]] that slept in the dark. And, like the gentle heartbeat gleam of a lighthouse glimpsed far on the horizon, he knew that call rang out still. <<timed 20s>><<audio "gentle" play volume 0.2>><</timed>>\ <<timed 40s>><<audio "gentle" play volume 0.1>><</timed>>\ <<timed 60s>><<audio "gentle" play volume 0.1>><</timed>>\
<<vid>> <<audio "gentle" play volume 0.1>>\ One night, as the moon rippled and reflected upon a gentle ocean swell, the Captain stood at the helm listening to the men, merry in their cups. Like some supernatural sense, honed by his years at the wheel, he felt a subtle change – a silence that did not belong out there in the endless sea. The wind faltered and faded away, leaving the sails to hang limp as the ship drifted. The sea grew unnaturally smooth, its surface glasslike – utterly still. Then came the sound: a low, keening moan, as if the ocean itself mourned. The men stopped their singing and stood, watching with wonder as, like their inner terrors manifested from the very water, [[something rose from the depths|No beast of nature]]. He did not blink as he stared at the spot where the surface seemed to bulge, rippling outward in concentric waves. <<timed 15s>><<audio "beast" play>><</timed>>\ <<timed 16s>><<audio "wreck" play volume 0.8>><<audio "gentle" play volume 0.4>><</timed>>\
<<vid>> <<audio "creak" play>><<audio "wreck" play volume 0.8>><<audio "beast" play volume 1>>\ The crew cried out as black tendrils, thick as trees and glistening with an oily sheen, exploded from the thrashing waters. They coiled in slow, deliberate arcs, each movement, tasting the air. The men stared, awestruck in horror, unable to comprehend the twisting monstrosity that contorted above them. They stared, even as the moonlight cast its shadow upon the ship and the ocean spray rained down on their wide-eyed faces. It was no beast of nature’s making. Its form was indistinct, like shadows cast by a candle too close to death. But they were frozen in thought and action as they glimpsed its eye: vast and unblinking, glowing with a light [[that drank all colour from the world|He turned his ship]], a light both ancient and cold. <<timed 14s>><<audio "beast" play>><</timed>>\ <<timed 21s>><<audio "beast" play>><<audio "gentle" play volume 0.8>><</timed>>\
<<vid>> And so, the Captain found himself alone in doubt, plagued by dread and nightmares. He should have cast the iron box and the stone it contained back into the sea, but despite everything he had witnessed, he still could not bring himself to do so. He knew that the power of the stone had helped unite his crew and thus had saved their lives. But now he had a greater fear: that the stone alone would not sate the beast. While those shining colours had helped to lift the hearts of his men, it had also awoken the ancient creature from its slumber. And now it hungered. He could feel that hunger like he could feel his own, a never-ending pit of desire. And from that pit grew an uncertain dread: that it would not stop until it had devoured the stone and drained all colour from the world. He tried to push these gnawing fears aside and put on the mask of fearless captain, drinking in the newfound praise from his crew and drowning himself in beer and mirth [[until he sank into forgetfulness|Three days later]].
<<vid>> <<audio "storm" play unloop>><<audio "speed" volume 0 fadeto 0.6>>\ The helm was his anchor, and he whispered prayers to gods who no longer listened. The days and nights became fused and confused; time itself seemed meaningless upon the endless waves. The Captain’s mind wandered, his thoughts sinking into dark waters of their own. In the darkest hours of night, the creature whispered to him still, but he was never sure if that oily voice was in fact his own. <i>“We can set you free…”</i> came the sound of the wind, and it would sound like the ghosts of his crew, gently drifting past his ear. Perhaps the world did not deserve his sacrifice. Perhaps he did not deserve the <<link "burden of saving it" "end">><video src="img/anim/beast.mp4" width="1%" muted playsinline type="video/mp4" alt="The beast"></video><</link>>.
<<vid>> He kept it in a locked iron box in his cabin, but its presence haunted him. When he closed his eyes, he saw those colours burning in the darkness. But when he slept, he dreamed of drowning, of being pulled beneath the waves by hands that were not hands, of staring into the infinite void of a single, lidless eye that hungered for the colour he had taken. His haunted dreams would return, time and again, to that day when the dark clouds of fate had pushed them [[far out into the unexplored oceans|memories]], and the sea had given up its gift to those who dared to claim it.
<<vid>> <<audio "speed" play>>\ No one spoke of what they saw that night—the writhing form rising from the abyss, a single eye blinking open as if stirred from aeons of slumber. No one spoke of the way the sea boiled, of the way their screams seemed to be swallowed before they reached their own ears. When the dawn finally came, the men were silent and exhausted, their minds stretched to breaking. But they were filled with a desperate elation, something only those who have stared into the unblinking eye of death and survived could ever truly know. The captain felt the thrill of escape and great pride in his crew, but he feared something too; that the beast now had the scent of them and, somewhere beyond the horizon, at some unfathomable depth, it followed them still; a slow spectre that neither [[ship nor storm could outrun|At the helm]].
<<vid>> <<audio "wind" play>><<audio "creak" play>><<audio "gentle" volume 0.6 fadein>><<audio "gentle" loop play volume 1>>\ The horror of it smothered their sanity, and they stood, slack-jawed as if welcoming the end. But the stone shone in the Captain's heart, and he snapped the crew out of their stupor, galvanising them to action. His commanding cries rang out, cutting through their dread. Making use of all his years at sea and what little wind remained, he urged his crew to unfurl the sails and managed to turn the Scimitar away from the monstrous beast. Together, their minds now filled with the urgency of duty, his crew pushed their ship beyond that of any ordinary vessel, bounding across the sea like a swallow o'er summer wind and away from the living terror. As they left it in their wake, he looked back and watched as the horror slowly sank beneath the waves. At last, they seemed to leave the thing far behind, and safety and [[sanity gradually returned|Noone spoke]]. <<timed 10s>><<audio "speed" play volume 0.6>><</timed>>\ <<timed 19s>><<audio "beast" play volume 0.3>><</timed>>\
<<vid>> <<audio "click" play volume 0.5>><<audio "breeze" play>><<audio "creak" play volume 0.50>>\ A gentle press upon each jewel would elicit the slightest of ‘clicks’, but no combination of caresses seemed to gain him further access. If this be [[progress|Fourth day]], it maddened him more, for no matter which colours he tried, their subtle sounds gave no ingress to the treasure within. It was as if the box existed entirely to torment his fevered mind. In disgust, he threw it to one side, and there it remained whilst his head pounded and his mind screamed in frustration. <<timed 2s>><<audio "clink" play volume 0.7>><</timed>>
<<vid>> <<audio "gentle" unloop play>><<audio "gentle" loop play volume 0.2>><<audio "cabin" loop play volume 0.1>>\ His head told him to listen to their fears, but something within him could not let it go. In the end, despite their protestations, he took the box and withdrew to his cabin, with a hunger to uncover its mystery and see what treasure might lie within. He had promised himself, just a glimpse, then he would return it to the sea. But his efforts were stymied. No key would fit its lock, no mechanism could he find to force open this shell of iron. [[Many nights he spent|dream of the box]] with knife and hammer trying to bend it to his will. The sailors would listen to the muttered curses and clinks of metal coming from within the Captain's cabin - and mutter whispered curses of their own. <<timed 13s>><<audio "clank" play volume 0.50>><</timed>>\
<<vid>> <<audio "breeze" play>><<audio "speed" volume 0 fadeto 0.4>>\ The days sailed by with no sight or sign of the creature, and the captain's confidence had begun to return. In that time, they had been buoyed with kind winds, a wealth of treasure and the joy of flirtatious luck – like a barmaid who winked with a smile and promised much. The crew had consigned their terrors to those of half-remembered dreams, another story to be told, to astound and terrify those who waited on dry land. When their hold could take no more bounty, the men begged him to return to port, to spend their coin and tell strangers of their heroic deeds. He drew strength from their rekindled morale and knew they deserved some rest, but he was the Captain, and it was his choice to make: [[return to port|Return to port]], or deny them and sail on to [[oceans new|Oceans new]].
<<vid>> <<audio "breeze" play>>\ Although the crew were silent, they all knew what had done this. Were they in some way responsible? Had they drawn it to the world of man, as it sought them and their cargo? The Captain knew now this monster would not relent. It may not speak its purpose, but he knew what it sought, and it would pursue them wherever they turned. No army could stop it, no armada could kill it, for it was not a mortal creature; it was desire incarnate and as ancient as the earth. It did not pursue them at speed, it did not need to. Time meant nothing to it, just the [[slow march of inevitability|Hunted and the hunter]] and the drifting undertow of fate.
<<vid>> <<audio "breeze" play>><<audio "wind" play>>\ He smiled as he heard the crew cheer his decision, and they turned and rode the winds back to their home port like returning heroes. But as they neared the harbour, they heard the cries from those on high, and as the early morning fog lifted, they were struck dumb to see the remains of the town they had left just weeks ago. The harbour was in ruins. Fires burned like ghostly ochre lights that took the heat of joy and turned it to grey-black tears that drifted slowly upwards. There, they joined with others to form a pall upon the city that gently rained down ash like winter's snow, deadening all sound. The wealth of a city floated, like smashed playthings, upon the oil-slick water, and all that remained were charred splinters. Then they saw the bodies, the port was choked with wood and floating corpses as if hell had overflown and drifted, gently bobbing, to the [[surface of the ocean|He knew then]]. <<timed 8s>><<audio "creak" play>><</timed>>
<<vid>> <<audio "wind" play>>\ He could not shake the darkness that still clenched at his heart, and he denied their pleas. He could sense the beast was out there and he refused to take the risk of drawing it to shore. The men swore and cursed, their good cheer leeched away like the warmth of home when doors are left open wide and the winds of winter invite themselves inside. But the captain was a man of hardened oak, and the weight of responsibility had taken root in his heart – he would not weaken or relent. It was days later when word from a passing trawler came, they discovered the fate of their old home town. It had been burned and destroyed by some invading army that had left no trace or reason for the attack. Rumours were that war was brewing, but when the Captain heard this, he knew in his heart that [[this was no army's doing|He knew then]].
<<if visited () is 1>>\ I'm now in <span id="sub2">'The Treasure of the Deep'</span> room. It's pretty featureless, as everything is still just black and thin neon-coloured lines. It just seems to be another box: four walls and the door I've just come in through. On a small shelf on the far wall, I notice there's a tiny model of a ship, impossibly squeezed inside a glass bottle. It has the name 'The Scimitar' written on the side. I suppose this is just a little memento from the story. <<else>>\ I'm back in <span id="sub2">'The Treasure of the Deep'</span> room. On a small shelf on the far wall, there's a tiny model of a ship, impossibly squeezed inside a glass bottle. It has the name 'The Scimitar' written on the side. <</if>>\ <<if visited ("remove the ship")>>\ <<link "Examine the ship in the bottle" "The ship 2">><</link>> <<else>>\ <<link "Examine the ship in the bottle" "The ship">><</link>> <</if>>\ <<link "Walk back through the door" "The Square Room">><</link>>
<<vid>> <<audio "breeze" play>><<audio "creak" play volume 0.2>>\ It had been many days since they last made port, a local trade town they occasionally chose to call home. They sailed beneath a sky forever heavy with clouds; no stars to guide them, only the haunting wail of winds carrying dark whispers from the fathomless deep. The crew’s unease festered into superstition. They spoke of strange noises, of a low groan beneath the waves that matched the rhythm of the creaking ship and the wind as it moaned through the ship’s [[fishing nets|Nets]]. <<timed 9s>><<audio "breeze" play>><<audio "beast" play volume 0.2>><</timed>>\
<<audio "gentle" play>>\ I pick up the bottle and the tiny replica of The Scimitar it contains. When I hold it to my ear, I can hear something… the steady wash of the ocean, a heartbeat so familiar. The walls of the room start to fade away. Those harsh neon lines vanish, and I'm looking out to a pencil-blue line of a horizon; white cotton clouds scuff the sky, and the warmth of the sun bathes my leathered skin. I'm on the deck of The Scimitar. I can feel the gentle sway of the ocean and the ancient planks creaking underfoot. Salt spray flutters through my hair, and… I'm home. I have been sailing The Scimitar for centuries. But something is wrong. The winds have died, and the ocean is still. The ship is becalmed… I must keep moving! [[Put it back|remove the ship]]
<<set $scimitar to true>>\ <<audio "gentle" fadeout>>\ I quickly put the ship in the bottle back on the shelf. I'm instantly pulled back to the room, and I start to feel more like myself again. That was terrifying! And completely convincing. It's like I was in both places at once, my mind split like an echo across two worlds. There's a sound from the main room, it sounded like a lock was broken. <<link "Back to the room" "Deep room">><</link>> <<timed 2s>><<audio "break" play volume 0.1>><</timed>>\
I pick up the glue, it's just a small pot of a viscous, pearlescent liquid that seems to glow softly. <<if $UI == 4>>\ I have already combined the swords. The glue has done its job. <<elseif $swordword && $swordcollab>>\ I feel like I'm suddenly full of knowledge, filled with a halfling's skills to repair and combine things. I wonder… could I join those two swords together? To somehow make use of their combined power? I don't know if I can fight this darkness on my own, but I have to try. <<link "Combine the two swords" "Combined">><</link>> <<else>>\ As I peer into it, the room around me gradually seems to grow. It expands upwards as if it's become twice the height. Or… have I shrunk? The shelf that was at waist height, I can now barely reach. I have an odd desire to repair and combine things. I guess this is just a strange 'bleeding' from the story – perhaps I spent too long as a halfling! <</if>>\ \ <<if visited () is 1>>\ <<timed 2s>><<audio "break" play volume 0.1>><</timed>>\ There's a sound, like something broke in the main room. <<link "Back to the main room" "The Square Room">><</link>> <<else>>\ <<link "Back" "Sticks room">><</link>> <</if>>\
<<set _right to $continue>>\ <<set $action to 0>><<set $turn to false>>\ <<domove>>\ You take a health potion, and you can feel your vigour returning. <<if $poisoned gt 0>><<set $poisoned to 0>> The potion also cures the poison.<</if>> <<RIGHT>><<link "Continue your quest">><<goto $continue>><</link>>
<<nobr>>\ <<set _up to "Market 1">> <<domove>> <</nobr>>\ You enter a huge, open cavern. Light streams in through a crack in the cave ceiling high above, adding to the torches and lanterns dotted about like a thousand glowing fireflies. The open area must be hundreds of feet square. You had no idea the dungeon was this spacious! You're aware of a cacophony of noise and smells as you emerge into a crowd of bodies all going about their business. What the hell is this? This isn't the dark, cramped dungeon you expected, this is an underground town! No one seems to have noticed you yet, they're all engrossed in their own chatter, gathering around market stalls, or slurping from flagons of greasy-looking beer. The mood seems to be jovial, as if you've stepped into some monstrous party. Behind your rags, you grip <span id="sub2">'$swordname'</span> tighter. You can't afford to be discovered now, there's no way you could take on so many at once! <<exits>>
<<set $themap to true>>\ <<if $swordcollab>>\ I pick up the map. It shows the route through the void. Now that I've reunited the sword with its soul, it's done its job. <<else>>\ I pick up the map. It seems to be a reminder of my path through the labyrinth. Was this one of the maps I found in the story? It looks different? <</if>>\ <span class="image"><img @src="$imgm + 'finalmap.webp'" alt="A map showing my route through the maze: East, North, West" width="340px"></span> <<if $sticksnstones && visited () gt 1 && ($UI is 1 or $UI is 3)>>\ <span id="sub4"><i>East, North, West</i></span> <</if>>\ \ <<if visited () is 1>>\ <<timed 2s>><<audio "break" play volume 0.1>><</timed>>\ There's a loud 'clunk' – it sounds like something just broke in the main room. I think it came from the window to the south. <<link "Back to the main room" "The Square Room">><</link>> <<else>>\ <<link "Back" "Lab room">><</link>> <</if>>\
<<set _down to "Belgrub">>\ <<domove>>\ Belgrub knew that humans meant well, but when they called his race 'Halflings' - literally 'half things' – just because they were smaller, well, it was hard not to take that as an insult. Somehow, the Dwarves had managed to turn their equivalent into something they were proud of. Humans had a begrudging respect for the Dwarves, but his own race was looked down upon because they weren't as bloodthirsty. In fact, his own people had never really needed to name themselves. They had their clans, they had their family names – that was enough. They didn't really see the world as 'them' and 'us' the way humans did. He supposed that worked both ways: if you 'othered' other races, they had a tendency to 'other' you back. He sighed, put down the hammer and went back to his glueing. He had a talent for repairing things and was happy to stick to that. He'd let humans take care of the fighting and the heroics. <<DOWN>><<link "Hours go by…">><<goto _down>><</link>>
<<nobr>>\ <<set _up to "B1">> <<set $belgrub to true>> <<domove>> <</nobr>>\ You are <span id="sub2">Belgrub Fizzlespark</span>, armed with… nothing, apart from maybe a small pot of glue. You will probably be avoiding battles wherever possible, and despite that, you'll still need to rescue Elara the mage and Torin the warrior – all so they can retrieve the Jewel of Harmonia and save the kingdom! This might all sound doable for a fearless hero, but it's absolutely terrifying for you. Let's be honest, you'll probably last about five minutes in there. You attempt to strike a heroic pose, fail miserably and set off anyway. To the north, the entrance to the 'Devil's Arse' awaits… <<exits>>
<<nobr>>\ <<set _up to "B2">> <<include "testing">> <<set $gemruby to false>><<set $gemsapphire to false>> <<set $gemcitrine to false>><<set $gememerald to false>> <<set $torch to false>><<set $key1 to false>> <<domove>> <</nobr>>\ <<if visited () is 1>>\ You pass through the wooden spikes and blood-splashed messages into the mouth of the dungeon. You find yourself in a dark cave that extends northwards. Ahead of you, you can see some flickering torches that beckon you onwards. Stalactites fill the cave ceiling like jagged teeth. You shudder; you really don't want to be thinking about giant teeth right now. Further in, you can see what looks like an old oak door set into the wall of the cave. <<else>>\ You're back at the dungeon entrance. To the north, the cave extends into darkness. To the south, the freedom of the outside world – but you can't retreat now, Torin is relying on you! <</if>>\ <<exits>>
<<nobr>>\ <<set _down to "B1">> <<if !visited ("B2a")>><<set _left to "B2a">><</if>> <<if !visited ("B3")>><<set _right to "B3">><</if>> <<set _up to "BX">> <<domove>> <</nobr>>\ \ You're in a dark, dank passage that leads northward. Attached to the wall are some torches, and their dancing flames bathe the cave in their flickering glow. To the west, set into the cave wall is an old oak door. On the opposite side, to the east, a narrow passage slices into the rock. To the south, you can see daylight from the cave entrance. \ <<exits>>
<<nobr>>\ <<set _right to "B2">> <<domove>> <</nobr>>\ You try pushing the door, but it seems like it's been locked. It looks like this way is barred to you. <<exits>>
<<nobr>>\ <<set _left to "B2">> <<domove>> <</nobr>>\ You have to squeeze through the gap, and the ceiling drops so low you can almost touch it. You try to peer through the darkness – you can see the end of the narrow crevice is just ahead, but there's a loud scuffling sound coming from beyond. Suddenly, the snout of some monstrous rodent pushes itself in towards you, huge teeth snapping at the air! Nope, you think, definitely not going that way! <<exits>>
<<nobr>>\ <<set _down to "BX">> <<if !visited ("B7")>><<set _left to "B7">><</if>> <<domove>> <</nobr>>\ <<if visited () is 1>>\ You come to a huge iron door. Before it, the passage splits off to the east and west. The door is unguarded, but you see more orcs patrolling over to the east; they don't seem to have noticed you yet – you'd very much like to keep it that way. To the south, the passage leads back to the entrance. <<else>>\ You're back at the big iron door. To the south, the passage leads all the way back to the dungeon entrance. <</if>>\ \ <<do>>\ <<if $action is 1>><<set $action to 0>><<goto "B8 the gate">><</if>>\ <</do>>\ <<UP>><<link "Try knocking on the door">><<set $action to 1>><<redo>><</link>> <<exits>>
<<nobr>>\ <<set _down to "BX">> <<domove>> <</nobr>>\ <<if visited () is 1>>\ You would really rather not have to draw any attention to yourself, but it doesn't seem like you have much choice. You pluck up as much courage as you can muster and bang loudly on the door. After a few moments, a slot opens and a large eye peers out. Of course, the slot is set at their head height, so he can't see you at all. <span id="sub2">"Down here!"</span> you call. It tries peering down at you, gives up and then simply grunts, <span id="sub2">"Password?"</span>. <<else>>\ Once again, you knock loudly on the door. After a few moments, the slot re-opens and the eye peers out. <span id="sub2">"Me again!"</span> you call. <span id="sub2">"Password?"</span> it grunts in reply. <</if>>\ <<if $lever1 is "pass" or $testing or visited ("Market start")>>\ <<do>>\ <<if $action is 4>>\ <<set $action to 0>><<goto "Market start">>\ <</if>>\ <</do>>\ <<RIGHT>><<link "'Death to Humans'">><<set $action to 4>><<redo>><</link>> <<else>>\ <<do>>\ <<if $action is 4>>\ <<set $action to 0>>\ <<goto "Pass fail">>\ <</if>>\ <</do>>\ \ <<RIGHT>><<link "'Erm...?'">><<set $action to 4>><<redo>><</link>> <</if>>\ <<exits>>
<<audio "creak" play volume 1>>\ <<vid>> Below the hull, beneath leagues of ink-black water, it waited – ancient and vast. He felt it every time the ship creaked underfoot or when the icy wind hissed through the rigging like a whispered oath. As they headed north, the weather turned, rain and storms battered their sails and souls alike, and lightning cast the sky to a dour form of daylight where time stopped still for a single heartbeat. The [[storm gave them speed|dissapearances]] and they set about the rigging with grim determination, their faces as chiselled stone, their granite features worn by the passage of time. <<timed 2s>><<audio "creak" play volume 1>><<audio "storm" volume 0 fadeto 1>><<audio "storm" play loop>><</timed>>\
<<nobr>>\ <<set _up to "Feroxus">> <<set _down to "Look around">> <<domove>> <</nobr>>\ You walk slowly, trying to match your gait to some of the other lumbering orcs you see walking around. The ragged disguise is not a good fit for your athletic build and keeps slipping down. You dare a quick glance up and notice the crowd parting ahead of you; something large is advancing in your direction. You stop, unsure which way to turn. A huge creature emerges from the throng; it's the largest troll you've ever seen! A massive bull-like head with two large horns sits atop a mountain of muscle. Its grey skin looks as tough as leather, and it's covered with heavy plate metal armour. It thunders towards you on legs as thick as trees, and the ground shakes with each stomp of its massive feet. The crowd have fallen silent; they're all now looking in your direction. This… is not good. Then, in a voice like stampeding horses, it shouts, <span id="sub2">"Who <i>dares</i> enter our sanctuary?"</span> <<UP>>[[Unsheathe your sword and reveal yourself|Feroxus]] <<DOWN>>[[Look around in the hope he means someone else|Look around]]
You throw off your disguise and draw your sword in a single movement. There's a gasp from those around as they realise there's a human in their midst. They snarl and jeer, waving crude-looking weapons at you. <span id="sub2">"Ah! A warrior? Well then, let's see what you're made of!"</span> The troll must be at least eight feet tall, he strides forward and, as he does so, pulls a sword from a scabbard on his back. It's as big as you! There's no doubt in your mind now; this is the Troll King Feroxus. Well, you gulp, it doesn't get more epic than this! If there was ever a time for <span id="sub2">'$swordname'</span> to show its worth and take its name, this is it! <<nobr>>\ <<set _up to "Fight Start">> <<domove>> <<set $mobname to "Troll King">> <<set $temp to 1>> <<set $mobmaxstam to 200>><<set $mobstam to $mobmaxstam>> <<set $mobmaxhealth to 400>><<set $mobhealth to $mobmaxhealth>> <<set $mobstance to "Attacking">> <<set $mobdamage to 11>><<set $mobspecialtype to 6>> <<set $mobspecial to 20>><<set $mobchance to 3>> <<set $continue to "desperation">> <<set $message to "The Troll King steps forward, brimming with hatred and contempt…">> <</nobr>>\ \ <<UP>><<link "Fight!">><<goto _up>><</link>>
<<set _up to "word1">>\ <<set $yourstance to "Wounded">>\ <<set $yourhealth to 1>><<set $yourstam to -100>>\ <<set setup.word.shuffle()>>\ <<set _temp to 0>>\ <<set $word to setup.word[_temp]>>\ <<domove>>\ You put all your remaining strength into one mighty blow, but it's parried by the Troll's sword. There's an almighty crack, and you watch in horror as your blade shatters into pieces! You stumble and fall, battered and broken – your strength completely exhausted. The Troll King stands over you, then turns and shouts to the huge crowd gathered around. <span id="sub2">"Is that it? That was even less impressive than the mage!"</span> The crowd is yelling and cheering for their King. He turns back to you and slowly raises his sword for the killing blow… A tiny, desperate bell starts to ring in your mind – something about a prophecy? <i>'The Troll King would be defeated by a single word.'</i> You just need the right word! \ <<set setup.word.shuffle()>><<set $word to setup.word.random()>>\ \ <<do>>\ <<if $action is 4>><<set _temp ++>>\ <<if _temp gte setup.word.length>><<set _temp to 0>><</if>>\ <<set $word to setup.word[_temp]>>\ <<set $action to 0>><</if>>\ <span id="writea">“$word”</span><</do>> <<RIGHT>><<link "Try a different word">><<set $action to 4>><<redo>><</link>> <<UP>><<link "Shout out the word">><<goto _up>><</link>>
<<set $word1 to $word>>\ <<set $yourhealth to 1>>\ <<set _up to "word2">>\ <<set $yourstance to "Wounded">>\ <<set setup.word.shuffle()>>\ <<set _temp to 0>>\ <<set $word to setup.word[_temp]>>\ <<domove>>\ The Troll stops mid-swing. He looks puzzled for a moment, and then his smile broadens. <span id="sub2">"Oh, you think a prophecy will save you?"</span> He takes a step closer and spits, <span id="sub2">"Go on, have another try…"</span> His smile turns into an ugly sneer. You know that in the great legends, heroes often won through bravery and a bit of luck. You pray that luck is with you now… \ <<do>>\ <<if $action is 4>><<set _temp ++>>\ <<if _temp gte setup.word.length>><<set _temp to 0>><</if>>\ <<set $word to setup.word[_temp]>>\ <<set $action to 0>><</if>>\ <span id="writea">“$word”</span><</do>> <<RIGHT>><<link "Try a different word">><<set $action to 4>><<redo>><</link>> <<UP>><<link "Shout out the word">><<goto _up>><</link>>
<<set $word2 to $word>><<set _up to "word3">>\ <<set $yourhealth to 1>>\ <<domove>>\ Feroxus looks shocked for a moment, and his body freezes. He clutches at his heart and then collapses in a dramatic fall that sends shudders through the ground and raises a billowing cloud of dust. The crowd of onlookers goes silent. You're not sure this victory is the sort of thing they sing songs about, but you'll take it. You, Torin Hammerhand, have single-handedly defeated the Troll King and fulfilled the prophecy! Now you just need to… There's a deep, staccato rumbling sound coming from the mountain of Troll in front of you. It sounds uncannily like a monstrous chuckle. Suddenly, the crowd around you bursts into howls of laughter. You have a horrible feeling they're laughing at you. The troll's eyes open; he slowly turns and gets back to his feet. The chuckle has now turned into a booming sort of laughter; there's an unpleasant edge to it. <<UP>><<link "'But… but what about the prophecy?'">><<goto _up>><</link>>
You turn and make to shuffle in the opposite direction, but suddenly, hands shoot out from the crowd, and you're held firm. They rip off your disguise and there's a gasp from those around as everyone realises there's a human in their midst. They snarl and jeer, waving crude-looking weapons at you. You spin around. The troll is bearing down on you; it must be at least eight feet tall! <span id="sub2">"Did you think you could run, human?"</span> He strides forward and, as he does so, pulls a sword from a scabbard on his back. It's as big as you! There's no doubt in your mind now; this is the Troll King Feroxus. Well, you gulp, it doesn't get more epic than this! If there was ever a time for <span id="sub2">'$swordname'</span> to show its worth and take its name, this is it! <<nobr>>\ <<set _up to "Fight Start">> <<domove>> <<set $mobname to "Troll King">> <<set $temp to 1>> <<set $mobmaxstam to 200>><<set $mobstam to $mobmaxstam>> <<set $mobmaxhealth to 400>><<set $mobhealth to $mobmaxhealth>> <<set $mobstance to "Attacking">> <<set $mobdamage to 10>><<set $mobspecialtype to 6>> <<set $mobspecial to 20>><<set $mobchance to 3>> <<set $continue to "desperation">> <<set $message to "The Troll King advances, hatred in his eyes and a cruel sneer on his face…">> <</nobr>>\ \ <<UP>><<link "Fight!">><<goto _up>><</link>>
<<set _right to "Belgrub start">>\ <<domove>>\ Belgrub was starting to fear the worst. He wasn't entirely sure what to do. On the one hand, he could pack up camp and make the long journey back home so the council could send another witless hero on another suicidal mission. On the other hand, maybe… maybe Torin needed his help? He really didn't want to investigate, but he knew he had to try. This was probably going to be the bravest thing he'd ever done. He was also very aware, it was probably the stupidest. <<RIGHT>><<link "Get ready!">><<goto _right>><</link>>
<<set _down to "Ch2">>\ <<set $yourhealth to 1>>\ <<domove>>\ Feroxus is looming over you. You can smell the smoke and fire of his breath on your face, and you notice a silver chain as it catches the light, hanging from his neck. His laughter dries, and his voice becomes menacing. <span id="sub2">"Did you really think I could be defeated by a 'word'!?"</span> <span id="sub2">"This is not one of your made-up tales, human. Prophecies are just stories; they only have power if you believe them."</span> Your head is spinning, you can't think of a way out of this. You try to think of another word you could shout, but your mind just comes up blank. <span id="sub2">"We could play this game for hours, but I tire of you."</span> For some reason, you're still focusing on the chain around his neck. At the end of it is a large, shining jewel, and its refracted colours are mesmerising. You barely have time to register as a massive fist shoots forward… and then all you can see are stars, and you're falling down a tunnel of colour to the sound of echoing laughter. <<DOWN>><<link "End of Part 1">><<goto _down>><</link>>
<<if visited () is 1>>\ The light from the entrance has faded from view. To the north, there's an open metal grate. Through it, you can see a huge iron door at the end of the passageway. To the east, there's a dark alcove with a wooden box set into the rock; it looks like an old health potion dispenser. Ok, so far, so good you think, but no sign of Torin yet. <<timed 5s t8n>>\ <<set _up to "B6">><<set _down to "B2">><<set $action to 0>><<domove>>\ Suddenly, something huge leaps out at you from the shadows, its teeth snarling – a razor-sharp axe blade held inches from your face! <span id="sub2">"Who goes…! Oh sorry, thought you were human."</span><</timed>> <<timed 8s t8n>>You do your absolute best not to run back to the entrance screaming; the only thing stopping you is the fact that you've completely frozen in terror. <span id="sub2">"Human cause trouble. Now more guards. Be careful!"</span> The orc guard nods at you, turns and then moves quietly back into the shadows. You can't help a small squeal escaping your throat. Does he think you're one of them? <<exits>><</timed>> <<else>>\ <<set _up to "B6">><<set _down to "B2">><<set $action to 0>><<domove>>\ To the north, you can see a huge iron door at the end of the passageway. To the east, there's a wooden box set into the rock, guarded by a large orc. The creature watches you closely as you pass by. <<do>>\ <<if $action is 4>><<set $action to 0>><<goto "pass">><</if>>\ <</do>>\ <<RIGHT>><<link "Try talking to the guard">><<set $action to 4>><<redo>><</link>> <<exits>> <</if>>\
<<nobr>>\ <<set _up to "B6">> <<set _down to "B2">> <<domove>> <</nobr>>\ \ The orc looks down at you as you approach. You gather your courage and stammer, \ <<do>>\ <<if $action is 4 && !_question>>\ <<set $action to 0>><<set _question to 1>>\ <<elseif $action is 4>>\ <<set $action to 0>><<set _question to 2>>\ <</if>>\ <<if !_question>>\ <<RIGHT>><<link "'Er… do you know the password?'">><<set $action to 4>><<redo>><</link>> <</if>>\ <<if _question is 1>>\ <span id="sub2">"So… er… do you know the password?"</span> <span id="sub2">"Yes! But not allowed to say."</span> He grunts. <span id="sub2">"Oh yes, of course."</span> You reply, trying and failing to sound nonchalant. <<RIGHT>><<link "'Did they change it?'">><<set $action to 4>><<redo>><</link>> <</if>>\ <<if _question is 2>>\ <<set $lever1 to "pass">>\ <span id="sub2">"So… er… do you know the password?"</span> <span id="sub2">"Yes! But not allowed to say."</span> He grunts. <span id="sub2">"Oh yes, of course."</span> You reply, trying and failing to sound nonchalant. <span id="sub2">"Um… so… did they change the password then?"</span> you ask casually. <span id="sub2">"No, password still: 'Death to Humans'"</span> <span id="sub2">"Ok… er… thank you!"</span>. The orc nods, then moves back to guarding the health potion dispenser. <</if>>\ <</do>>\ <<exits>>
<<nobr>>\ <<set _down to "BX">> <<domove>> <</nobr>>\ <span id="sub2">"No password, no enter!"</span> it shouts loudly. The slot slams shut. You turn, the passage heads to the east and west, but the guards down there don't look friendly at all! To the south, the passageway leads back to the entrance. <<exits>>
<<nobr>>\ <<set _up to "Market 2">> <<set _right to "Approach the figure">> <<domove>> <</nobr>>\ <<if visited () is 1>>\ The slot slams shut, and the iron door opens wide. You can't quite believe you're doing this, but you step forward into the darkness, and the door slowly closes behind you, blocking all hope of escape. You emerge into a huge cavern full of all manner of creatures, some of which you've never even seen before. There must be well over a hundred Orcs, Trolls, Gnomes (and the odd giant), all wandering about, fighting with each other and generally having a good time. Could Torin really be somewhere here? You fully expect everyone to turn around and attack you on sight, but no one so much as bats an eye in your direction (not even the bats). To the east, however, a solitary figure does seem to be looking at you. It's hard to tell for sure, as their face is completely hooded. You try to ignore them, but they shiftily glance left and right, then beckon you over. The market sprawl continues to the north. <<else>>\ You're back at the entrance to the market cavern. The hustle and bustle of a hundred Orcs, Trolls, Gnomes and Goblins are wandering about and generally having a good time. There's a sense of excitement mixed with a dangerous hint of violence in the air. <<if visited ("Who are you")>>Grelbus<<else>>The figure in black<</if>> is standing in the shadows over to the east, and the market sprawl continues to the north. <</if>>\ <<exits>>
<<vid>> <<audio "gulls" play>>\ For a time, the journey south felt like a reprieve. The clouds lifted, revealing a sun that painted the ocean in hues of gold and azure, and its warmth bathed their hearts like a mother's embrace. They began to hope they had outpaced it, that perhaps its reach did not extend so far. But even as their spirits rose, the Captain could not shake a deep unease that felt like an anchor's iron weight. The final blow came when they reached what should have been safe harbour – a sheltered bay marked on the Captain’s charts as a place of refuge. Instead, they found a desolation like that of the ruins they had fled. [[The village was abandoned|Rowboat]], its docks shattered, and the trees along the shore stood bare and twisted as though scorched by some unseen fire. But the worst was the water, filled with a thick, black substance that clung to the ship’s hull and reeked of decay. <<timed 10s>><<audio "creak" play>><</timed>> <<timed 11s>><<audio "gulls" play>><</timed>>
<<vid>> <<audio "breeze" play volume 0.1>><<audio "gentle" play volume 0.5>>\ The crew were at wits' end, but they remained steadfast and loyal. A rowboat was sent ashore to seek supplies and survivors while the rest of the crew stayed onboard. There they waited until the sun set, slowly dragged below the horizon and drowning a ruby sky in the oily black of night. Even the ever-screaming gulls fell silent as the colour drained and the very air hung motionless, as if in waiting. The boat never returned, and those who were later sent to search found no sign or trace that they had ever existed. The Captain hardened his heart and [[turned the ship away|The crew were silent]], refusing to put more lives at risk, but knowing it was far too late. The sun that rose the next day seemed cold and pale, bleaching hope from their bones.
<<vid>> <<audio "storm" pause>><<audio "creak" play volume 0.5>><<audio "speed" volume 0 fadeto 0.6>><<audio "gentle" play volume 1>>\ And so they took their places, the hunted and the hunter. And while his crew begged him to return to land, he knew he could not, for the creature would follow and ravage anywhere they rested and called home. He stood at the helm; his eyes were hollow, ringed with sleepless nights and the weight of a burden he dared not fully share, but they shone with an unearthly light that guided him onwards. He scanned the horizon and chose to steer them: <<link "north" "As they headed north">><</link>><<brk>><<link "south" "As they headed south">><</link>><<brk>><<link "east" "As they headed east">><</link>><<brk>><<link "west" "As they headed west">><</link>> …in a desperate bid to outrun their fate. <<timed 6s>><<audio "gentle" play volume 0.6>><</timed>>
<<vid>> <<audio "creak" play volume 1>>\ Below the hull, beneath leagues of ink-black water, it waited – ancient and vast. He felt it every time the ship creaked underfoot or when the icy wind hissed through the rigging like a whispered oath. As the Captain turned the wheel to the west, they left dark storm clouds far off on the black horizon and instead turned towards clear skies, where cotton clouds drifted low like ocean steam. The light seemed to stretch as they chased the sun and [[it drew them onwards|becalmed]] with azure days and deep ochre sunsets. <<timed 2s>><<audio "gentle" volume 0 fadeto 0.4>><<audio "gentle" play loop>><</timed>>\ <<timed 5s>><<audio "creak" play volume .3>><<audio "gulls" volume 0 fadeto 0.6>><</timed>>\
<<vid>> <<audio "breeze" play>><<audio "gulls" play volume 0.2>><<audio "gentle" play volume 1>>\ The crew were silent from that point on. They sailed into the wind, eyes on the horizon, their faces as chiselled stone, granite features worn by time. When others started to vanish one by one, they searched every plank and hold, but they knew they would find nothing. No trace, no blood, no sound but the endless creak and groan of the ship’s timbers and the distant cry of gulls. Each time another vanished, the remaining crew felt the weight of the ship grow heavier. They could not explain it, but somehow they understood; The Scimitar was no longer a vessel of trade – [[it was a barrier|his nights]], a seal that protected the world of man. And the Captain knew, whatever hunted them from below grew stronger with every soul it claimed. <<timed 6s>><<audio "creak" play volume 0.7>><</timed>>
<<vid>> <<audio "creak" play volume 0.8>>\ Thick and impenetrable, the fog rose without warning, swallowing the ship in tendrils of smothering grey – a void that nullified all sound; even the ever-present waves were hushed. The world beyond the deck ceased to exist, leaving only the creak of the timbers and the faint, rhythmic splash of oars. The wind was silent; the ship drifted. The fog became so thick they could barely tell when the cold sun rose or the pale moon shone. But when the grey faded to black, the breeze brought with it gentle whispers like ghosts through lifeless sails. At first, they were indistinct and fleeting, like echoes from a distant shore. But soon, they grew louder, forming words that seemed to speak directly to the heart of each man. They spoke of promises, of an end to the chase, of surrender and finality; they whispered of the warmth of a lover's kiss and of those who missed them, [[calling them home|Fog lifted]]. <<timed 11s>><<audio "creak" play volume 0.7>><<audio "wind" play volume 0.4>><</timed>>
<<vid>> <<audio "creak" play volume 1>>\ Below the hull, beneath leagues of ink-black water, it waited – ancient and vast. He felt it every time the ship creaked underfoot or when the icy wind hissed through the rigging like a whispered oath. As they headed east, the winds dropped, and the air turned warmer, moisture clung to them like a dank caress and the stars, so vibrant and reassuring, began to fade as if plucked one by one from the heavens. By dawn, the sky was [[a blanket of grey|The grey]], and the breeze carried an unnatural chill. The water darkened, losing its shimmering sapphire reflection and taking on a colourless leaden hue as if it too had become tainted by whatever pursued them. <<timed 2s>><<audio "gentle" fadeto 0.2>><<audio "gentle" play loop>><</timed>>\ <<timed 4s>><<audio "creak" play volume 1>><</timed>>\
<<vid>> <<audio "creak" play volume 1>>\ Below the hull, beneath leagues of ink-black water, it waited – ancient and vast. He felt it every time the ship creaked underfoot or when the icy wind hissed through the rigging like a whispered oath. As the Captain turned the wheel to the south, the crew felt a flicker of hope. South meant warmer waters, calmer seas, and perhaps, against all hope, salvation in lands as yet untouched. The Scimitar’s sails billowed, catching [[a brisk wind|Felt like a reprieve]] as the ship glided away from the black horizon that seemed to follow them. <<timed 2s>><<audio "gentle" volume 0 fadeto 0.7>><<audio "gentle" play loop>><</timed>>\ <<timed 4s>><<audio "creak" play volume .3>><<audio "gulls" volume 0 fadeto 1>><</timed>>\
<<vid>> <<audio "breeze" play>><<audio "gentle" volume 0.2 fadeto 0.9>>\ When the Captain awoke the next day, the fog had finally begun to lift. But as the last coiling banks drifted into the sunlight, the crew realised how few of them now remained. They searched every plank and hold but found nothing. No trace, no blood, no sound but the endless creak and groan of the ship’s timbers and the distant lonely cry of gulls. They were silent as they mourned the vanished, and they felt the weight of the ship grow heavier. They could not explain it, but somehow they knew; The Scimitar was no longer a vessel of trade – <<link "it was a barrier" "his nights">><</link>>, a seal, and whatever hunted them from below grew stronger with every soul it claimed. The Captain hardened his heart and spurred them on, refusing to put more lives at risk, but knowing it was far too late. <<timed 10s>><<audio "gulls" play volume 0.7>><</timed>> <<timed 12s>><<audio "creak" play>><</timed>>
<<vid>> The sun shone above them as a shining saviour. The clouds lifted, and the ocean was painted in hues of gold and sapphire. The sun's warmth bathed their hearts like a mother's embrace, but even as their spirits rose, the Captain could not shake a deep unease that felt like an anchor's iron weight. As the days passed, the sun grew hotter still until their cabins were a sanctuary from the heat, and even the cooling breeze died before reaching the sweat upon their skin. It left the sails limp and the ship becalmed as the ocean turned to glass. Even their nets were empty, the crystal cyan waters seemed to contain no life. The Captain began to fret, for he knew they could not stay still for too long – their stores and supplies of fresh water were starting to dwindle. All the while, they could see the black horizon which they had left behind so many days ago, creep up on them day by day. The gentle cries of gulls seemed to turn to screams in their ears, and in desperation, they resorted to rowing to try to outrun [[the thing that followed|vanishing]]. <<timed 20s>><<audio "gulls" play volume 0.4>><</timed>>\
<<vid>> <<audio "breeze" play volume 0.6>>\ The disappearances began slowly. One man vanished on the first moonless night. His bunk was empty, his boots neatly placed where he had left them, as though he had simply stepped out for air and never returned. Whether he had given in and chosen to succumb to those cool crystal waters or had been taken against his will, there was no sign. But he was not to be the only one. Next, it was Garret, then Oran, then young Sam—a boy, barely sixteen. The remaining crew searched every plank and hold, but they found nothing. No trace, no blood, no sound but the endless creak and groan of the ship’s timbers and the distant cry of gulls. Each time another vanished, the remaining crew felt the weight of the ship grow heavier. They could not explain it, but somehow they understood; The Scimitar was no longer a vessel of trade – <<link "it was a barrier" "his nights">><</link>>, a seal, that protected the world of man. And the Captain knew, whatever hunted them from below grew stronger with every soul it claimed. <<timed 11s>><<audio "creak" play>><</timed>> <<timed 14s>><<audio "gulls" play volume 0.2>><</timed>>
I step forward, and as I do, the walls of the room gradually fade, and I realise that I'm standing in the centre of a huge iron box, with spirals of brass around the edges. Has the stone been here with me all along? If so, these walls must protect it. I think… I think the darkness wants me to open the box from the inside…? If I do this, I think I'll be ok, I think I'll finally get out of here. But at what cost? <<link "Step forward… " "THE END (Dark)">><</link>> [[Reconsider|reconsider]]
<<set $UI to 0>><<audio "gentle" play>><<audio "breeze" play>>\ <<timed 0.1s t8n>><video src="img/anim/dark_end.mp4" width="100%" autoplay muted playsinline type="video/mp4" alt="zoom"></video><</timed>> <<if !$completed>><<transcend>><<set $completed to true>><</if>>\ <<timed 7.3s t8n>>I step forward, and for a moment, my mind is split across worlds. I'm awake, back at home, looking down into an old iron box. But I'm also the Captain, stood on the deck of The Scimitar. I can feel the gentle breeze as it whispers through those ragged sails and hear the gentle swell of the ocean lapping against the hull.<</timed>> <<timed 13s t8n>>The ship isn't moving. It's just a matter of time.<</timed>> <<timed 15s t8n>>I hear the sound of it. I can hear its insidious whispers and feel that sheer, undeniable hunger. I try not to notice those huge black tendrils as they slowly emerge from the waves, tasting the air. I stare at the sun, feeling its warmth and take one last look at the shimmering beauty of it all. My voyage is finally done.<</timed>> <<timed 21s t8n>>As that giant, lidless eye lifts from the ocean. I turn and see my own reflection cast within that jet-black void. My light shines in colours of reds, yellows, greens and blues – before gradually fading…<</timed>> <<timed 27s t8n>><<audio "beast" play volume 1>><<audio "gentle" play volume 0.5>>And <</timed>><<timed 28s t8n>>everything <</timed>><<timed 29s t8n>>turns <</timed>><<timed 30s t8n>>grey.<</timed>> <<timed 32s t8n>><<link "I wake…" "All grey">><</link>><</timed>>
I am not ready to give in just yet, there must be something I can do? <<link "Back to the centre of the room" "The Square Room">><</link>>
<<nobr>>\ <<set _up to "Market 3">> <<domove>> <</nobr>>\ \ <<if !$sword1>>\ You walk over to an extremely grumpy-looking goblin, patiently trying to piece together the remains of his stall; wooden splinters and broken weapons litter the floor. He looks up as you approach and mutters, <span id="sub2">"I would offer to sell you something, but some of my clients… got a bit carried away".</span> He nods in the direction of some laughing orcs. You bend over and help him pick up the splinters. There are sharp bits of metal all over the place. Something catches your eye, it looks a bit like a shattered piece of Torin's sword! The storekeeper sees you looking. <span id="sub2">"Human sword, got smashed to bits – just like its owner! Ha ha!".</span> You splutter in shock and try to hide the worry on your face. <<RIGHT>><<link "'Oh, er… is he ok?'">><<set $action to 4>><<redo>><</link>> <<LEFT>><<link "'Could I take the broken sword?'">><<set $action to 3>><<redo>><</link>> <<do>>\ <<if $action is 4>><<set $action to 0>>\ <<goto "Is he ok?">><</if>>\ <<if $action is 3>><<set $action to 0>>\ <<goto "Could I take this?">><</if>>\ <</do>>\ <<else>>\ There's a new crowd surrounding the trader. He waves over at you, <span id="sub2">"Hey, any time you want to repair some more weapons, you just let me know! You can use my repair shop any time!"</span> <<if $swordrepaired>>\ You have already repaired the sword. <<else>>\ <<RIGHT>><<link "Use the repair shop">><<set $action to 4>><<redo>><</link>> <<do>>\ <<if $action is 4>><<set $action to 0>>\ <<goto "Repair shop">><</if>>\ <</do>>\ <</if>><</if>>\ <<exits>>
<<nobr>>\ <<set _up to "Market 3">> <<domove>> <</nobr>>\ <<set $sword1 to true>><<set $gold += 4>>\ The Goblin watches warily as you wander over to the repair shop at the back of his stall, but when he sees you know your way around the tools, he seems to lose interest. He assumes you've given up when you return around ten minutes later with an armful of weapons. His face goes through several reactions – from surprise to wonder to flat-out greed as he tests them out. He quickly rushes over to write up new prices on his stall as he realises these weapons seem to be stronger than they were when they were first forged. He's already started on the sales banter when you ask if you can take the broken sword – he waves vaguely in your direction and throws <span id="sub2">4 gold coins</span> at you for your trouble. You hope you haven't made things worse by repairing weapons for the enemy, but, you figure, saving Torin's life is more important. <<RIGHT>><<link "Examine the broken sword you've just acquired">><<set $action to 4>><<redo>><</link>> \ <<do>>\ <<if $action is 4>>\ <<set $action to 0>>\ <<goto "Examine sword">>\ <</if>>\ <</do>>\ <<exits>>
<span id="sub2"><i>A note about the 'Fizzlesparks'</i></span> The Fizzlesparks clan don't like to brag, but it was said that magic ran in their family. It was always assumed that this was because of Belgrub's great, great, great grandfather who once tried his hand at the mystical arts and managed to coax out a solitary spark. The spark didn't last long, but that's where the family got its name. What the Fizzlesparks never really talk about – because they tend to just take it for granted – is their extraordinary ability to fix things. The family glue recipe, handed down from generation to generation, was far more than just a pot of something sticky, and if any human weaponsmith had bothered to examine something repaired by a Fizzlespark, they would have attempted to sell their mother for the secret. But of course, they never did. <<DOWN>>[["'I could fix some of these weapons for you?'"|Fix weapons]] <<do>>\ <<if $action is 2>>\ <<set $action to 0>>\ <<goto "Fix weapons">> <</if>>\ <</do>>\
<<nobr>>\ <<set $stinkcheese to false>> <<set _right to "Prison 2">> <<set _left to "Prison leave">> <<domove>> <</nobr>>\ You hand over the cheese, glad to be rid of it. The ogre slumps on the floor, holding it to its nose, a look of pure ecstasy on its face. You push open the large door and find a set of steps that lead down into darkness. As you progress down, you hear the occasional wail, moan and clank of chains echoing from somewhere below. You shudder to think about what they might have locked up down here. Eventually, you come to a short corridor, dimly lit by a single burning torch. You can hear some voices coming from the cells further to the east. <<exits>>
<<if $UI is 1 or $UI is 3>>\ <<set $action to 0>>\ <<set _up to "Void - lost">>\ <<set _left to "Void - lost">>\ <<set _down to "Lab room">>\ <<set _right to "void2">>\ <<domove>>\ I stand at the threshold and peer through. There's nothing there, a complete absence of light. I have no idea which way to go, but… do I dare take a step in? South takes me back to the room, everywhere else… into the void. <<exits>> <<else>>\ I stand at the threshold and peer through. There's nothing there – it's not just 'dark'; it's the complete and utter absence of light – an infinite void. There's nothing up, down, left or right; I could fall to my death for all I know. Probably better to head back. [[Back to the room|Lab room]] <</if>>\
<<set $swordcollab to true>>\ The oppressive darkness starts to dissipate. At first, there's just a hazy grey, but as I walk forward, the darkness begins to fade. There's something ahead lighting the way as if it's fighting the void: a glowing light hanging in mid-air. As I get closer, I realise it's in the shape of a sword. I reach up and grab the hilt. It has no weight to it; it’s just a shimmering outline, like the soul of a sword, rather than the sword itself. But while I hold it, the darkness doesn't feel quite so all-encompassing. With relief, I make my way back to 'The Labyrinth' room. The light fades from my hands and pours like an effervescent liquid into the sword in here. It's now glowing as if its body and soul have been reunited. [[Examine the glowing sword|Collaboration-sword]]
<<set _up to "void3">>\ <<set _right to "Void - lost">>\ <<set _down to "Void - lost">>\ <<set _left to "Void - lost">>\ <<set $action to 0>>\ <<domove>>\ I step, and I can't help myself stumble. It feels like it's just my belief in a floor that's keeping me from falling into the black. I turn, and now I can't even see the door I stepped in through. <<exits>>
<<set _up to "Void - lost">>\ <<set _right to "Void - lost">>\ <<set _down to "Void - lost">>\ <<set _left to "void4">>\ <<set $action to 0>>\ <<domove>>\ I'm feeling lost and a little scared. There's nothing ahead and nothing the way I came. Everything is black, and I can feel it sucking at my sanity. <<exits>>
<<set _right to "Void - lost">>\ <<set _left to "Collab">>\ <<set $action to 0>>\ <<domove>>\ I close my eyes, they're no use to me here. I step forward because I must; I don't have a choice. But then I feel something, just the slightest warmth in the cold of the void. It's coming from somewhere to the west… <<exits>>
<<set _up to "Lab room">>\ <<set _left to "Lab room">>\ <<set _down to "Lab room">>\ <<set _right to "Lab room">>\ <<set $action to 0>>\ <<domove>>\ I move, but I can't see or feel anything. I'm surrounded by an all-encompassing blackness, and even though I know it can't be real, it's still kind of terrifying. <<exits>>
<<widget "allon">> <<set $greenloc to passage()>><<set $redloc to passage()>> <<set $yellowloc to passage()>><<set $blueloc to passage()>> <<if $bluelight && $redlight && $yellowlight && $greenlight>><<set _allon to true>><</if>> <</widget>> <<widget "squares">> <<if visited ("The glue")>> <<set _count to 0>> <<if $swordword>> <<else>> <<set $red to true>><<set $blue to true>> <<set $yellow to true>><<set $green to true>> <<set $rednom to "Ruby">><<set $bluenom to "Sapphire">> <<set $greennom to "Emerald">><<set $yellownom to "Citrine">> <<set $redloc to "Sticks room">><<set $blueloc to "Sticks room">> <<set $greenloc to "Sticks room">><<set $yellowloc to "Sticks room">> <br> Something has changed; I can see there's now a small square of coloured glass set into the centre of each wall. <br> <<do>> <<if !$redlight>> <br> <span id="red">■ </span><<link "Examine the red square">> <<set _count ++>> <<audio "click" play volume 0.3>> <<replace "#output">> <br>It's just a small square of red glass. I cautiously push it, and there's a slight click. <<if $col == "red">> <<audio "click" play volume 1>><<set $redlight to true>><<allon>>It lights up brightly, bathing the room in a ruby glow.<<else>> Nothing else happens.<</if>><br> <</replace>> <<set _on to true>><<redo>><</link>> <<else>> <br><span id="red">■ </span> <span id="sub2"> The red square is now glowing.</span><</if>> <<if !$greenlight>> <br> <span id="green">■ </span><<link "Examine the green square">> <<set _count ++>> <<audio "click" play volume 0.3>> <<replace "#output">> <br>I walk over to the green square. I push it and I hear a 'click'. <<if $col == "green">> <<audio "click" play volume 1>> <<set $greenlight to true>><<allon>>It suddenly lights up, casting a bright emerald colour across the room.<<else>> But nothing else happens.<</if>><br> <</replace>> <<set _on to true>><<redo>><</link>> <<else>> <br><span id="green">■ </span> <span id="sub2"> The green square is now glowing.</span><</if>> <<if !$yellowlight>> <br> <span id="yellow">■ </span><<link "Examine the yellow square">> <<set _count ++>> <<audio "click" play volume 0.3>> <<replace "#output">> <br>I move over to the wall and the square of yellow glass. I tap it, and it clicks gently as I do so. <<if $col == "yellow">> <<audio "click" play volume 1>> <<set $yellowlight to true>><<allon>>It lights up and casts a beautiful citrine colour across the room. <<else>> But nothing changes.<</if>><br> <</replace>><<set _on to true>><<redo>><</link>> <<else>> <br><span id="yellow">■ </span> <span id="sub2"> The yellow square is now glowing.</span><</if>> <<if !$bluelight>> <br> <span id="blue">■ </span><<link "Examine the blue square">> <<set _count ++>> <<audio "click" play volume 0.3>> <<replace "#output">> <br>On the other wall, there is another square of blue glass. When I push it, I can feel a subtle click. <<if $col == "blue">> <<audio "click" play volume 1>> <<set $bluelight to true>><<allon>>It glows brightly and paints the room in a beautiful sapphire light.<br><<else>> Nothing else changes.<br><</if>> <</replace>><<redo>><</link>> <br><<else>> <br><span id="blue">■ </span> <span id="sub2"> The blue square is now glowing.</span><br><</if>> <<if _allon>><<replace "#output">><</replace>><</if>> <</do>> <span id="output"></span> <<do>> <<if _count gt 3>><br> <<if $deep>>Then I remember the box – and the story of the Captain.<<else>>Then I remember the box.<</if>> Do I need to press them all at once? Surely that's impossible, they're too far away from each other? There would have to be four of me!<br><</if>> <</do>> <</if>> <<do>> <<if $bluelight && $redlight && $yellowlight && $greenlight>> <<if $UI == 2>><<set $UI to 0>><</if>> <br> All four lights are now on. The colours are beautiful, and they light the room in a dazzling, scintillating rainbow. The once black and featureless walls are now revealed to be solid iron, with tiny detailed brass spirals that catch the light around the edges. <<if !$swordword>>\ <br><br> The colours seem to shift and flicker. The light flows around me and then drifts towards the sword in here, as if it's being absorbed. There's now a new glow, and <span id="sub2">it's coming from the sword!</span><<set $swordword to true>><</if>> <br> <</if>> <</do>> <</if>> <</widget>> <<widget "transcend">> <<if $shared or State.metadata.get("shared") or visited () gt 1>> <<else>> <<set $story to 0>> <<if $labyrinth>><<set $story += 1>><</if>> <<if $deep>><<set $story += 10>><</if>> <<if $sticksnstones>><<set $story += 100>><</if>> <<if $completed>><<set $story += 1000>><</if>> <<script>> var sendData = JSON.stringify({ "Story": SugarCube.State.variables['story'], "Num": SugarCube.State.variables['uniq'], "Ver": SugarCube.State.variables['ver'], "Name": SugarCube.State.variables['name'], "Comments": SugarCube.State.variables['comment'], "Sword": SugarCube.State.variables['swordname'], "Safe": SugarCube.State.variables['safe'], }); $.ajax({ url:SugarCube.State.variables['scrp'], method:"POST", dataType: "json", data: sendData }).done(function() {}); <</script>> <</if>> <</widget>> <<widget "devmode">> <<if $devmode>> <hr class="line"> TOOLS <br> <<if State.metadata.get("labyrinth")>>Labyrinth: completed<<else>><<link "Complete: Labyrinth">><<set State.metadata.set("labyrinth", true)>><<set $labyrinth to true>><<run Engine.show()>><</link>><</if>><br> <<if State.metadata.get("deep")>>Treasure: completed<<else>><<link "Complete: Treasure">><<set State.metadata.set("deep", true)>><<set $deep to true>><<run Engine.show()>><</link>><</if>><br> <<if State.metadata.get("sticksnstones")>>Sticks: completed<<else>><<link "Complete: Sticks">><<set State.metadata.set("sticksnstones", true)>><<set $sticksnstones to true>><<run Engine.show()>><</link>><</if>><br> <br> <<link "Reset">><<run State.metadata.clear()>> <<set $uniq to 9999>><<set State.metadata.set("unique", $uniq)>> <<run Engine.show()>><</link>> <hr class="line"> <</if>> <</widget>>
<<if !$room7>>\ <<nobr>>\ <<set _up to "Fight Start">> <<domove>> <<set $room to 7>> <<set $mobname to "Monstrous Leech">> <<set $mobmaxstam to 50>><<set $mobstam to $mobmaxstam>> <<set $mobmaxhealth to 90>><<set $mobhealth to $mobmaxhealth>> <<set $mobstance to "Attacking">> <<set $mobdamage to 8>><<set $mobspecialtype to 4>> <<set $mobspecial to 16>><<set $mobchance to 3>> <<set $continue to passage()>> <<set $message to "The leech writhes, then launches itself towards you…">> <</nobr>>\ You cautiously move towards the outstretched hand and the glinting green stone on its finger. Suddenly, there's an explosion of water and an enormous creature rears from the surface. Its undulating body reflects your torchlight in a glistening, slimy sheen. A gigantic leech! At least ten feet long, it writhes and pulses – a hideous maw opens wide, showing a thousand needle-sharp teeth! <<UP>><<link "Defend yourself!">><<goto _up>><</link>> <<else>>\ <<nobr>>\ <<set _down to "Sewer 6">> <<set _left to "crack in wall">> <<domove>> <</nobr>>\ <<if !$gememerald>><<set $gememerald to true>><<redo>>\ You slice your sword in a great arc, severing its head from its body – although with leeches, you're not entirely sure which is which. It writhes some more, then slowly sinks below the surface of the black rippling water. You search around for the skeletal hand, finally finding it floating amongst the smashed wooden barrels near the far wall. You liberate the <span id="sub2">small emerald jewel </span> and store it away. <<if $gemruby && $gemsapphire && $gemcitrine>><span id="sub2">You now have all four gems!</span><</if>> <<else>>\ You come to a dead end. This is where you fought the giant leech and found the emerald gem. There's not much else here now; the remains of the creature have sunk to the bottom, along with the rest of the filth and slime. <</if>>\ You notice a narrow entrance, barely more than a crack in the wall over to the west. <<exits>> <</if>>\
<<audio ":all" stop>>\ <<set $labstart to false>><<set $stickstart to false>><<set $info to false>><<set $treasure to false>>\ \ <<if State.metadata.get("deep")>><<set $deep to true>><</if>>\ <<if State.metadata.get("sticksnstones")>><<set $sticksnstones to true>><</if>>\ <<if State.metadata.get("labyrinth")>><<set $labyrinth to true>><</if>>\ \ <div id="centre"><div id="basic">\ <<if setup.itch>>\ <span id="head2"><img src="img/title/blank.png" alt="Please note: The game may have been recently updated. To ensure images show correctly, just go back to the Itch.io page and refresh your browser, then click 'Run game' again – that should fix it." width="10px"></span> <<else>><br><</if>>\ <<timed .2s t8n>>\ <<if (Save.browser.size > 0)>>\ <span id="introlink"><<link "Continue">><<run Save.browser.continue()>><<run Engine.show()>><</link>></span> <</if>>\ <<next>><span id="introlink"><<link "Main menu" "Intro">><</link>></span> <</timed>>\ </div></div>\
<<nobr>>\ <<set _up to "Market 3">> <<domove>> <</nobr>>\ You try to hide the shock on your face and stammer, <span id="sub2">"Oh, is he ok? The human I mean?"</span> <span id="sub2">"For now. He's in the cells. I'm sure Feroxus will kill him later. And that mage woman too."</span> The Goblin looks suspiciously at you, <span id="sub2">"Why'd you care? They're just filthy humans?"</span> <span id="sub2">"Oh… er… yeah, filthy humans!!"</span> You try to change the subject quickly before he starts asking awkward questions, <<LEFT>><<link "'Could I take the broken sword?'">><<set $action to 3>><<redo>><</link>> \ <<do>>\ <<if $action is 3>><<set $action to 0>>\ <<goto "Could I take this?">><</if>>\ <</do>>\ <<exits>>
<<nobr>>\ <<set _down to "A note on the Fizzlesparks">> <<domove>> <</nobr>>\ <span id="sub2">"So could I take it? The sword… I mean, what's left of it?"</span> The Goblin considers for a moment and then says, <span id="sub2">"Still worth something even if it is broken."</span> He looks you up and down, then glances morosely at the broken weapons around him. <span id="sub2">"But if you could help me fix some of these, I'll let you have it!"</span> He waves over to a small repair shop he has behind his stall. He seems happy for you to make use of it but doesn't seem to be expecting much. <<DOWN>><<link "A note about the 'Fizzlesparks'">><<set $action to 2>><<redo>><</link>> <<do>>\ <<if $action is 2>><<set $action to 0>>\ <<goto "A note on the Fizzlesparks">><</if>>\ <</do>>\
<<domove>>\ <<if !visited ("Thank the stars") && !visited ("You must be mistaken")>>\ <<set _left to "Market start">>\ A creature about your height stands, almost completely hidden in the darkness. It's dressed from head to toe in black leather; only the reflection of its eyes from beneath its hood gives its presence away. You're not sure if it's trying to be intimidating or if it's a fashion choice. <span id="sub2">"You're here for the human aren't you."</span> it whispers, and you notice the distinct lack of a question mark. You're suddenly very wary. <span id="sub2">"No… er of course not! Death to humans!!"</span> You splutter, probably not very convincingly. <span id="sub2">"It's ok, your secret is safe. But I know a 'Halfling' when I see one."</span> With that, the creature folds back its hood – he looks very much like you do. <<do>>\ <<UP>><<link "'Oh thank the stars, it's good to see a friendly face!'">><<set $action to 1>><<redo>><</link>> <<DOWN>><<link "'Sorry, you must be mistaken'">><<set $action to 2>><<redo>><</link>> \ <<if $action is 1>>\ <<set $action to 0>>\ <<set $q to false>>\ <<goto "Thank the stars">>\ <</if>>\ <<if $action is 2>>\ <<set $action to 0>>\ <<set $q to true>>\ <<goto "You must be mistaken">>\ <</if>>\ <</do>>\ <<exits>> <<else>>\ <<if visited ("Who are you")>>Grelbus<<else>>The figure<</if>> has his hood back up and is almost completely enshrouded in darkness. He's leaning against the wall, keen eyes staring at you like he's been waiting for your return. <span id="sub2">"Hello again."</span> He says, with a wry grin. <<if visited ("Thank the stars") or visited ("Lets just say")>>\ <<include "questions">> <<else>>\ <<do>>\ <<set _right to "Lets just say">>\ <<RIGHT>><<link "'Ok… let's just say I'm interested in the human'">><<set $action to 4>><<redo>><</link>> \ <<set _down to "Market start">>\ <<DOWN>><<link "Leave the conversation">><<set $action to 2>><<redo>><</link>> <</do>>\ <</if>><</if>>\
<<nobr>>\ <<domove>> <<set _lever1 to 0>> <<set $lever1 to random (1,9)>> <<set _lever3 to 0>> <<set $lever3 to random (0,9)>> <<set _lever5 to 0>> <<set $lever5 to random (0,9)>> <<set _lever2 to 0>> <<set $lever2 to random (0,9)>> <<set _lever4 to 0>> <<set $lever4 to random (0,9)>> <<set _lever6 to 0>> <<set $lever6 to random (0,9)>> <<if $safe is 6>> <<set $lever1 to 2>> <<set $lever2 to 5>> <<set $lever3 to 3>> <<set $lever4 to 1>> <<set $lever5 to 4>> <<set $lever6 to 2>> <</if>> <<if $safe gt 5>> <<set _vol to 1>> <<elseif $safe gt 3>> <<set _vol to 0.75>> <<elseif $safe gt 1>> <<set _vol to 0.40>> <<else>> <<set _vol to 0.36>> <</if>> <<set _leversel to 1>> <</nobr>>\ <<if visited () is 1>>\ The barkeeper waves you behind the bar; you move over and find a large iron safe. You've seen one of these safes before. Stupid design; made for particularly paranoid customers. If you get the combination wrong, it will completely reset. Which of course, means even the owner often finds themselves locked out. <<else>>\ You head back to the safe – it's still locked. You figure there must be some way to open it. <</if>>\ The safe has six number dials – you have to turn each dial to the correct number and then try the handle to open it. <<if $safe gt 3>>You place the device Grelbus gave you on the safe door, lean in and listen closely while you turn the dials…<</if>> <<do>>\ <<nobr>>\ <<set _action to false>> <<if $action is 1>> <<set $action to 0>> <<set _action to true>> <<audio "click" play volume 0.13>> <<if _leversel == 1>> <<set _lever1 ++>><<if _lever1 gt 9>><<set _lever1 to 0>><</if>> <<if _lever1 == $lever1>><<audio "click" play volume _vol>> <<if $safe gt 0>><<timed 0.05s>><<audio "clickios" play volume 0.02>> <</timed>><</if>><</if>> <<elseif _leversel == 2>>\ <<set _lever2 ++>><<if _lever2 gt 9>><<set _lever2 to 0>><</if>> <<if _lever2 == $lever2>><<audio "click" play volume _vol>> <<if $safe gt 0>><<timed 0.05s>><<audio "clickios" play volume 0.02>> <</timed>><</if>><</if>> <<elseif _leversel == 3>>\ <<set _lever3 ++>><<if _lever3 gt 9>><<set _lever3 to 0>><</if>> <<if _lever3 == $lever3>><<audio "click" play volume _vol>> <<if $safe gt 0>><<timed 0.05s>><<audio "clickios" play volume 0.02>> <</timed>><</if>><</if>> <<elseif _leversel == 4>>\ <<set _lever4 ++>><<if _lever4 gt 9>><<set _lever4 to 0>><</if>> <<if _lever4 == $lever4>><<audio "click" play volume _vol>> <<if $safe gt 0>><<timed 0.05s>><<audio "clickios" play volume 0.02>> <</timed>><</if>><</if>> <<elseif _leversel == 5>>\ <<set _lever5 ++>><<if _lever5 gt 9>><<set _lever5 to 0>><</if>> <<if _lever5 == $lever5>><<audio "click" play volume _vol>> <<if $safe gt 0>><<timed 0.05s>><<audio "clickios" play volume 0.02>> <</timed>><</if>><</if>> <<elseif _leversel == 6>>\ <<set _lever6 ++>><<if _lever6 gt 9>><<set _lever6 to 0>><</if>> <<if _lever6 == $lever6>><<audio "click" play volume _vol>> <<if $safe gt 0>><<timed 0.05s>><<audio "clickios" play volume 0.02>> <</timed>><</if>><</if>> <</if>><</if>> <<if $action is 3>> <<set _leversel -->> <<if _leversel lt 1>><<set _leversel to 6>><</if>> <<set $action to 0>> <</if>> <<if $action is 4>> <<set _leversel ++>> <<if _leversel gt 6>><<set _leversel to 1>><</if>> <<set $action to 0>> <</if>> <<if $action is 2>> <<if (_lever1 == $lever1) && (_lever2 == $lever2) && (_lever3 == $lever3) && (_lever4 == $lever4) && (_lever5 == $lever5) && (_lever6 == $lever6)>><<set $safedone to true>><<else>><<set $safedone to false>><</if>><<set $action to 0>> <<goto "Open safe">> <</if>> <<set _message to false>> <<if _leversel == 1>><<if _lever1 == $lever1 && _action && $visual>><span id="bigsel-an">_lever1</span><<set _message to true>><<else>><span id="bigsel">_lever1</span><</if>><<else>><span id="big">_lever1</span><</if>> <<if _leversel == 2>><<if _lever2 == $lever2 && _action && $visual>><span id="bigsel-an">_lever2</span><<set _message to true>><<else>><span id="bigsel">_lever2</span><</if>><<else>><span id="big">_lever2</span><</if>> <<if _leversel == 3>><<if _lever3 == $lever3 && _action && $visual>><span id="bigsel-an">_lever3</span><<set _message to true>><<else>><span id="bigsel">_lever3</span><</if>><<else>><span id="big">_lever3</span><</if>> <<if _leversel == 4>><<if _lever4 == $lever4 && _action && $visual>><span id="bigsel-an">_lever4</span><<set _message to true>><<else>><span id="bigsel">_lever4</span><</if>><<else>><span id="big">_lever4</span><</if>> <<if _leversel == 5>><<if _lever5 == $lever5 && _action && $visual>><span id="bigsel-an">_lever5</span><<set _message to true>><<else>><span id="bigsel">_lever5</span><</if>><<else>><span id="big">_lever5</span><</if>> <<if _leversel == 6>><<if _lever6 == $lever6 && _action && $visual>><span id="bigsel-an">_lever6</span><<set _message to true>><<else>><span id="bigsel">_lever6</span><</if>><<else>><span id="big">_lever6</span><</if>> <</nobr>>\ <<if $safe gt 3>>\ <span id="sub2"><<if _message>>You feel something vibrate…<<else>>You're using the device Grelbus gave you…<</if>></span> <</if>>\ <<UP>><<link "Move the selected dial">><<set $action to 1>><<redo>><</link>> <<RIGHT>><<link "Change selected dial">><<set $action to 4>><<redo>><</link>> <<LEFT>><<link "Change selected dial">><<set $action to 3>><<redo>><</link>> <<DOWN>><<link "Try the safe">><<set $action to 2>><<redo>><</link>> <</do>>\
<<nobr>>\ <<set _right to "tavern entrance">> <<domove>> <</nobr>>\ <<if visited ("The safe")>>\ You're inside the tavern, the place is packed to the rafters with all sorts of weird and wonderful creatures – all fighting, singing and chugging down the same disgusting-smelling beer. The barkeeper is desperately trying to keep up with requests. He notices you and waves. \ <<if $cat && !visited ("Safe cat")>>\ <span id="sub2">"Some crazy gnome ran in and tried to steal the cat! The cat bit him, and he ran off, looking upset. Gnomes!"</span> You're fairly sure the barkeeper is also a gnome, but you decide not to make a point of it. <<elseif $sword2>>\ <span id="sub2">"Thanks again for fixing the safe! Want a free beer?"</span> You shudder and politely decline. <</if>>\ <<do>>\ <<if ($beer && !$sword2) or $cat>>\ <<LEFT>><<link "Take another look at the safe">><<set $action to 3>><<redo>><</link>> <<if $action is 3>>\ <<set $action to 0>>\ <<if $cat>><<goto "Safe cat">><<else>><<goto "The safe">><</if>>\ <</if>><</if>>\ <</do>>\ <<else>>\ <<if visited () is 1>>You step through the door to find yourself in a large tavern built into the side of the cavern. The place is in complete chaos. <<else>>You're inside the tavern. <</if>>The room is a large, but rather dilapidated, ramshackle building, made of oak planks that look like they've been put together by a very drunk carpenter. Despite the size, there's almost no room to move, as the whole place is heaving with bodies, from Trolls to Orcs, Giants and Hobgoblins. Most of them seem to be gathered together in groups of their own kind. They're all fighting, singing and chugging down the same nasty-smelling beer. Occasionally, a fight will break out between the groups, but generally, the peace seems to hold – as long as there's enough beer to go around. <<do>>\ <<LEFT>><<link "Try to get the attention of the barkeeper">><<set $action to 3>><<redo>><</link>> <<if $action is 3>><<set $action to 0>>\ <<goto "Bar keep">><</if>>\ <</do>>\ <</if>>\ <<exits>>
<<nobr>>\ <<set _down to "Tavern">> <<domove>> <</nobr>>\ <<if $safedone>>\ <<timed .1s>><<audio "break" play volume 0.12>><</timed>>\ <<unset $visual>><<set $sword2 to true>><<set $stinkcheese to true>><<set $gold += 11>>\ With trepidation, you turn and pull the handle. There's a loud 'clunk' – it worked! You pull the safe door open and peer inside – then suddenly recoil as a pungent odour hits your nostrils. There's a large mound of what you assume used to be cheese, now busily evolving into a new life form. <span id="sub2">"Oh, that's where I left my stinkcheese! That'll be good and ripe by now!"</span> The barkeeper is peering over your shoulder; he quickly reaches in and grabs a large bag of coins. <span id="sub2">"This is mine, but you can take anything else you find in there, and have some coins for your trouble!"</span> You reach in and find a sharp piece of metal, it looks like a <span id="sub2">fragment from a broken sword.</span> You take the <span id="sub2">'stinkcheese'</span> and the barkeeper also hands you <span id="sub2">11 gold coins</span>. Your hand brushes up against something cold and furry. You're horrified to find the <span id ="sub2">dead body of a cat</span>. The poor thing looks like it curled up and died in there! <<if visited ("Shrowdinger")>>You should probably let Shrowdinger know the bad news.<</if>> <<LEFT>><<link "Examine the sword fragment">><<set $action to 3>><<redo>><</link>> <<do>>\ <<if $action is 3>>\ <<set $action to 0>>\ <<goto "Sword piece 2">>\ <</if>>\ <</do>>\ <<DOWN>><<link "Back to the tavern" "Tavern">><</link>> <<else>>\ <<set _up to "The safe">>\ You pull on the safe handle, but the door refuses to open – it looks like you didn't get it right. Then the numbers spin round to show <span id="sub2">the correct combination</span>: <span id="big">$lever1</span> <span id="big">$lever2</span> <span id="big">$lever3</span> <span id="big">$lever4</span> <span id="big">$lever5</span> <span id="big">$lever6</span> <<if $safe lt 1 or !$safe>><<set $safe to 1>><<elseif $safe is 2>><<set $safe to 3>><<elseif $safe is 4>><<set $safe to 5>><</if>>\ …which would be really handy, except you then hear the lock tumblers inside moving; resetting and choosing an <<if visited () is 1>><span id="sub2">entirely new, random combination</span>. <<else>>entirely new, random combination. <</if>><<if $visual>>There must be some trick to it, you think as you watch the numbers click back to zero.<<else>>There must be some trick to it, you think, as you hear the tumblers clicking one by one into place.<</if>> \ <<if visited () gt 1>>\ <<if $safe gt 4>>\ You decide to give it another try, but this time turning the dials a little slower. <<elseif $safe gt 2>>\ You're still struggling to hear the difference. You wonder if Grelbus has any more advice. <<elseif visited ("Who are you") && !$visual>>\ You wonder if Grelbus knows anything about safes? <<elseif !$visual>>\ You wonder if you need to talk to a master thief for some advice. <<else>><</if>><</if>>\ <<UP>>[[Try again?|The safe]] <<DOWN>><<link "Back to the tavern" "Tavern">><</link>> <</if>>
<<nobr>>\ <<set _right to "B6">> <<domove>> <</nobr>>\ You cautiously set off down the passage, but another orc steps out from the shadows. It seems there are a lot of guards around here! You wonder if that has something to do with Torin? The orc snarls at you menacingly. <span id="sub2">"This area, off limits!"</span> You nod timidly and turn back. <<exits>>
<<nobr>>\ <<set _up to "Market 3">> <<domove>> <</nobr>>\ <<include "sword pieces">> <<exits>>
<<if $sword == 1>>\ You examine the broken blade fragment closely. It looks like the sword shattered under great force and broke into about four separate pieces. If you could find the other parts and repair them, Torin might still have a chance. If he's still alive of course. You decide to make it your mission to seek out the other three pieces – and do your best not to get discovered in the process! <<elseif $sword == 2>>\ This is definitely another piece of Torin's broken legendary sword. It really shouldn't have broken at all, though, considering its 'legendary' status. It's almost like it hadn't properly bonded with him yet. Now you just need to find the last two pieces. <<elseif $sword == 3>>\ You now have three pieces of the broken sword; just one more to find. Then you'll need somewhere you can repair it. You hope that your glue will do a reasonable job of holding all these pieces together, but it probably won't ever be as good as new. The glue will take a while to set, so you'll need to find some sort of splint to hold it all together, too. <<elseif $sword == 4>>\ Finally, you've now found all four pieces of the broken sword! Now you just need to repair it. To do that, you'll need a repair shop you can use, and you'll need something to fix it to: ideally a long straight piece of wood – just until your glue sets. <</if>>\
<<nobr>>\ <<set _right to "tavern entrance">> <<domove>> <</nobr>>\ <<if $beer>>In<<else>>You hand over a gold coin and in<</if>> a fluid, well-practised movement, the barkeeper grabs a flagon, dunks it into a nearby barrel of beer and hands you a foaming scum-covered pint. You look around for somewhere you can dispose of it, handing it to a very pleased imp. The barkeeper is already moving on to the next customer, so while you have his attention, you quickly ask: <<do>>\ <<UP>><<link "'Have you seen any parts of a broken sword?'">><<set $action to 1>><<redo>><</link>> <<DOWN>><<link "'Do you have anything that needs fixing?'">><<set $action to 2>><<redo>><</link>> \ <<if $action is 1>><<set $action to 0>>\ <<goto "Parts of a sword">><</if>>\ \ <<if $action is 2>><<set $action to 0>>\ <<goto "Anything needs fixing">><</if>>\ <</do>>\ <<exits>>
<<nobr>>\ <<set _right to "tavern entrance">> <<domove>> <</nobr>>\ <span id="sub2">"Have you seen any parts of a broken sword?"</span> You shout at him over the din. The Gnome has already served three more pints in the time it took for you to ask the question. He looks back at you as he pours a fourth, saying, <span id="sub2">"Oh yeah, I found a bit after the big fight in the market. I put it in the safe under the bar. I think it's worth something… but…"</span> He pours another pint, then continues, <span id="sub2">"…well, now I can't get the damned safe open. I put all the staff wages in there, too! They won't come back till I pay them, so if you can fix it, you can keep whatever else you find in there!"</span> <<do>>\ <<LEFT>><<link "'Sure, I'll take a look for you'">><<set $action to 3>><<redo>><</link>> <<if $action is 3>>\ <<set $action to 0>>\ <<goto "The safe">>\ <</if>>\ <</do>>\ <<exits>>
<<nobr>>\ <<set _right to "tavern entrance">> <<domove>> <</nobr>>\ <span id="sub2">"Do you have anything that needs fixing?"</span> You shout at him over the din. The Gnome has already served three more pints in the time it took for you to ask the question. He looks back at you as he pours a fourth, saying, <span id="sub2">"Well, we've got an old safe under the bar. I can't get the damned thing open, I think it's broken – it just keeps changing the combination!"</span> He pours another pint, then continues, <span id="sub2">"I put all the staff wages in there too! They won't come back till I pay them, so if you can fix it, you can keep whatever else you find in there!"</span> <<do>>\ <<LEFT>><<link "'Sure, I'll take a look!'">><<set $action to 3>><<redo>><</link>> <<if $action is 3>>\ <<set $action to 0>>\ <<goto "The safe">>\ <</if>>\ <</do>>\ <<exits>>
<<nobr>>\ <<set _right to "Arena road">> <<domove>> <</nobr>>\ <<if visited () is 1>>\ You wander over to the side of the street. There's a hand-drawn poster crudely stuck to the wall. In large writing, it says <i>"Have you seen my cat?"</i>. Under this, there's a badly drawn picture of something. It could be a cat, it could be a monster; it's hard to tell. Beneath that is written, <i>"Reward offered! Just contact Shrowdinger!"</i>. Stood rather dejectedly by it is a miserable-looking gnome. <span id="sub2">"Hello, are you 'Shrowdinger'?"</span> You ask as politely as you can. <span id="sub2">"Yes! Have you seen my cat?"</span> He replies, looking at you hopefully. <<else>>\ You're back by the miserable gnome. He looks over at you, a pleading look in his eyes, <span id="sub2">"Hello. Have you seen my cat…?"</span> <</if>>\ <<if $sword2>>\ You're not entirely sure how to break the bad news to the poor fellow… <<DOWN>><<link "'Well… yes but…'">><<set $action to 2>><<redo>><</link>> <<do>><<if $action is 2>><<set $action to 0>><<set $cat to true>><<set $gold += 14>><<set $sword3 to true>><<goto "shrow2">><</if>><</do>>\ <<else>>\ <span id="sub2">"No, I'm afraid not, but I'll keep an eye out!"</span> The gnome sighs, then says, <span id="sub2">"There's a reward if you find him: a legendary sword! Well… a bit of one anyway."</span> <</if>>\ <<exits>>
<<nobr>>\ <<set _right to "tavern entrance">> <<domove>> <</nobr>>\ The barkeeper, a portly gnome with a beard about as tall as he is, seems to be working at double speed, trying to calm the fights and serve the beer all at the same time. He turns, notices you enter and shouts over the noise, <span id="sub2">"Beer is 1 gold, what can I get you?"</span> <<if $beer>>\ <span id="sub2">"Oh! Sorry, didn't I serve you already? I'm so forgetful!"</span> <<UP>><<link "'Er… No, still waiting!'">><<set $action to 1>><<redo>><</link>> <<do>>\ <<if $action is 1>><<set $action to 0>><<goto "Buy a beer">><</if>>\ <</do>>\ <<else>>\ <span id="sub2">"Oh, what are the options?"</span> You ask, hoping for something other than the disgusting bilge everyone seems to be merrily swigging. <span id="sub2">"Options? Beer, or flark off."</span> <<if $gold is 0>>\ You don't have a single coin to your name, but the stuff smells so awful, you're not too upset. The barkeeper turns back to his paying customers. <<else>>\ \ <<UP>><<link "'Er… beer it is then!' (spend 1 gold)">><<set $action to 1>><<redo>><</link>> <<do>>\ <<if $action is 1>><<set $action to 0>><<set $gold -->>\ <<set $beer to true>><<goto "Buy a beer">>\ <</if>>\ <</do>>\ <</if>><</if>>\ <<exits>>
<span id="sub2">"Thank the stars, it's good to see a friendly face!"</span> You exclaim. <span id="sub2">"Keep it down, you don't want to get noticed here or they'll do to you what they did to the humans!"</span> He makes a show of looking around, just to make sure you're not overheard. <span id="sub2">"I was here when the warrior tried to sneak in. I saw the whole thing! It didn't go well for him."</span> He whispers. <span id="sub2">"What happened?"</span> You whisper back. <span id="sub2">"Feroxus found him, and they fought right here in the market. The warrior did his best, but it wasn't even close. Smashed his sword to bits! The human is badly hurt but still alive."</span> <<include "questions">>
<<set _up to "Elemental realm">>\ <span id="sub2">"I'm Belgrub Fizzlespark, I'm here to rescue you!"</span> You say with as much confidence as you can manage. <span id="sub2">"Belgrub! What are you doing here!?"</span> Torin turns in his cell and is now staring at you, rubbing his eyes as if he's not entirely sure if you exist. <span id="sub2">"Oh, you know each other – that's nice, but unless you can open these locks, the rescue ends here. Look, little one, you should get out of here. He's lost his sword and I've lost my wand – we're done for."</span> Elara says morosely. <span id="sub2">"And it was JUST about to accept its name."</span> Torin moans from the other cell. <span id="sub2">"Torin, that was an elemental sword. It would never let you name it."</span> She says, as if that explained everything. <<UP>><<link "'A what now?'">><<goto _up>><</link>> \ <<do>>\ <<if $action is 1>>\ <<set $action to 0>>\ <<goto _up>>\ <</if>>\ <</do>>\
<<do>>\ <<if _up && $action is 1>><<goto _up>><</if>>\ <<if _down && $action is 2>><<goto _down>><</if>>\ <<if _left && $action is 3>><<goto _left>><</if>>\ <<if _right && $action is 4>><<goto _right>><</if>>\ \ <<if !visited ("Who are you")>>\ <<set _up to "Who are you">>\ <<UP>><<link "'Who are you, and why are you helping me?'">><<set $action to 1>><<redo>><</link>> <<elseif (!$sword2 && ($safe == 1 or $safe == 2) && !$visual) && (passage () != "Cracking safes")>>\ <<set _up to "Cracking safes">>\ <<UP>><<link "'Do you know anything about cracking safes?'">><<set $action to 1>><<redo>><</link>> <<elseif passage() is "Cracking safes" && !$visual>>\ <<set _up to "safes 2">>\ <<UP>><<link "'Ok… but what if I can't hear that?'">><<set $action to 1>><<redo>><</link>> <<elseif !$sword2 && (($safe == 3) or ($safe == 5))>>\ <<set _up to "Cracking safes">>\ <<UP>><<link "'I can't get the safe thing to work at all!'">><<set $action to 1>><<redo>><</link>> <<elseif visited () gt 3 && !visited ("The jewel")>>\ <<set _up to "The jewel">>\ <<UP>><<link "'Do you know where the jewel is?'">><<set $action to 1>><<redo>><</link>> <<elseif visited () gt 2 && !visited ("What is this place?")>>\ <<set _up to "What is this place?">>\ <<UP>><<link "'What is this place?'">><<set $action to 1>><<redo>><</link>> <</if>>\ \ <<if !visited ("Where are the humans")>>\ <<set _left to "Where are the humans">>\ <<LEFT>><<link "'Where's the human now?'">><<set $action to 3>><<redo>><</link>> <<elseif passage() != "How do I get them out?">>\ <<set _left to "How do I get them out?">>\ <<LEFT>><<link "'How do I get them out of prison?'">><<set $action to 3>><<redo>><</link>> <</if>>\ \ <<if !$cat && !visited ("Seen a cat") && visited ("Shrowdinger")>>\ <<set _right to "Seen a cat">>\ <<RIGHT>><<link "'You haven't seen a cat around anywhere?'">><<set $action to 4>><<redo>><</link>> <<elseif $sword3 && ($gold == 14 or $gold == 19 or $gold == 9) && visited ("Give a few gold") lt 2>>\ <<set _right to "Give a few gold">>\ <<RIGHT>><<link "'I don't suppose you have a spare gold coin?'">><<set $action to 4>><<redo>><</link>> <<elseif $sword lt 4 && passage () != "Broken sword">>\ <<set _right to "Broken sword">>\ <<RIGHT>><<link "'About that broken sword…'">><<set $action to 4>><<redo>><</link>> <</if>>\ \ <<set _down to "Market start">>\ <<DOWN>><<link "Leave the conversation">><<set $action to 2>><<redo>><</link>> <</do>>\
<span id="sub2">"Who are you, and why are you helping me?"</span> You ask, still a little suspicious. <span id="sub2">"Just call me Grelbus. Folk like us, we need to stick together."</span> He says matter-of-factly. <span id="sub2">"So why are <i>you</i> here?"</span> You ask, genuinly curious. <span id="sub2">"Long story, I'm on the run and got mixed up with this crowd. Let's just leave it at that."</span> You're not sure that explains much, but he clearly doesn't feel comfortable saying any more. <<include "questions">>
<<if $safe gte 5>>\ <<set $safe to 6>>\ <span id="sub2">"I can't get the safe thing to work – I still can't hear any difference!"</span> Grelbus sighs, then grumbles. <span id="sub2">"Ok. I didn't want to mention this, as it's a trade secret. Don't tell anyone else! There's an emergency combination. It's what the manufacturers use when this happens. Just use: </span>253142<span id="sub2">."</span> <span id="sub2">"Thanks! Wait, why didn't you tell me that in the first place!?"</span> <span id="sub2">"You had to earn it!"</span> He says, looking annoyed. <<elseif $safe gte 3>>\ <<set $safe to 4>>\ <span id="sub2">"I'm still struggling with the safe. I can't hear the difference?" </span> you explain sheepishly. <span id="sub2">"Ok, well safe cracking is a fine art, not everyone has the skills. Look, I'll give you something the professionals use."</span> With this, he hands you a small listening device. <span id="sub2">"Use that on the safe. Turn the dials slowly, and listen out for the difference. When you get the right number, the click will sound louder."</span> <span id="sub2">"Ok, thank you, I'll give it a try."</span> You pocket the device and hope that this time, you'll have more luck. <<else>>\ <<set $safe to 2>>\ <span id="sub2">"I don't suppose you know anything about cracking safes?"</span> You ask. He looks a little surprised, then lowers his voice, <span id="sub2">"Maybe… what kind of safe?"</span> <span id="sub2">"The really annoying kind that resets the combination every time you try it."</span> <span id="sub2">"Oh, those, you just have to use the old-fashioned method. Stick your ear to the door and listen. Turn the dials slowly – when you get a number right, you'll hear the pin drop, and it will click just a little bit louder."</span> <</if>>\ <<include "questions">>
<span id="sub2">"The 'Jewel of Harmonia', do you know where it is?"</span> Grelbus looks surprised and thinks for a moment before answering. <span id="sub2">"Oh that. Yes, I heard it got stolen? Feroxus has it on him all the time, so the only way you'll get the jewel is by defeating him – and that's impossible, so just focus on getting the humans out!"</span> <<include "questions">>
<span id="sub2">"Where's the human now?"</span> You ask. <span id="sub2">"They're both locked in the prison cells. Those are over to the northeast from here. But getting them out won't be easy."</span> He explains. <span id="sub2">"Both?"</span> You say in surprise. <span id="sub2">"Yeah, there's a human mage in there too. She didn't fare much better against the King. Lost her wand in the process."</span> Oh, that must be Elara, you realise – the mage Torin was sent to rescue! <span id="sub2">"Are they ok?"</span> You ask, feeling a bit worried for Torin. <span id="sub2">"Well, they're still alive, but that won't be for long. Feroxus is going to tear them to pieces in the arena if you don't get them out in time!"</span> <<include "questions">>
<span id="sub2">"So how can I get them out of prison?"</span> You ask, hoping you can trust this fellow. <span id="sub2">"Well, you'll need to get access to the cells first; they're guarded, but you could always try a bribe."</span> <span id="sub2">"Okay… well, once I get in, then what?"</span> You say, wondering how much it costs to bribe a guard. <span id="sub2">"The cells are secured with a kind of lock that's impervious to force or magic. They're called 'elemental' locks – very tough to crack!"</span> He pauses for a moment, then continues. <span id="sub2">"If you <i>do</i> manage to free them, you'll never sneak them out without them being seen – but there's a secret passage out of the prison! Look for the missing stone – that will be your way out."</span> You're scribbling mental notes furiously as he speaks; clearly, rescuing Torin and Elara is not going to be easy! <<include "questions">>
<span id="sub2">"Um… I don't suppose you have a spare gold coin? I just need one more!"</span> You ask as nicely as you can. <span id="sub2">"Ha! There's no such thing as 'spare' gold! Try begging in the tavern, you'll have more luck in there!"</span> He says, sounding more than a little annoyed at your request. <<include "questions">>
<span id="sub2">"The warrior's sword - the one that got broken in the fight – have you seen any of the parts around?"</span> You enquire hopefully. <span id="sub2">"Yeah, I was there when it happened. He was no match for Feroxus. No one is; he's impervious to swords and magic! The broken sword was scattered around. I think the barkeeper in the tavern took one of the pieces, but I have no idea about the others."</span> <<include "questions">>
<span id="sub2">"I don't suppose you've seen a lost cat anywhere?"</span> you ask. <span id="sub2">"No… and don't you have more important things to do?"</span> he says, looking a bit annoyed at your question. <span id="sub2">"Yes, sorry, you're right!"</span> <<include "questions">>
<<domove>>\ <<set _left to "Market start">>\ <span id="sub2">"Sorry friend, I've no idea what a 'Halfling' is, you must be mistaken!"</span> You bluster. <span id="sub2">"Okay. Whatever you say. But if you need help, you know where to come."</span> He replies, then goes back to leaning against the wall, becoming almost invisible in the darkness. <<exits>>
<<widget "vid">> <video src="img/anim/sea.mp4" width="100%" autoplay loop muted playsinline type="video/mp4" alt="under the sea"></video> <</widget>>
<<nobr>>\ <<set _up to "Market 3">> <<domove>> <</nobr>>\ <<set _bitsleft to 4-$sword>>\ You examine the sword pieces you've found: <<if $sword lt 4>>\ You've <<if $sword is 1>> found just <span id="sub2">one piece</span> of it <<else>> got <span id="sub2">$sword pieces</span><</if>> so far, <span id="sub2">_bitsleft more</span> to find! It looks like a clean break, so the sword should be repairable, but you're not sure it will ever be as 'legendary' as it was. Still, better than nothing, you think. <<if $sword gt 1>> The glue will take a while to set with something this broken, so you'll need to find a wooden splint to keep it as straight and flat as possible while it's being repaired.<</if>> <<else>>\ Finally, you have found <span id="sub2">all four pieces of Torin's legendary sword!</span> You place them on the workbench. It's going to take a lot of glue to fix something like this, and even then, you're not sure how strong it will be. Now you just need something to hold it steady while the glue sets. <<if $wand>>\ <<DOWN>><<link "Use Elara's wand?">><<set $action to 2>><<redo>><</link>> <<do>><<if $action is 2>><<goto "repaired">><</if>><</do>>\ <<else>>\ You haven't found anything you can use yet. Perhaps, you wonder, you could find something at one of the stores? <</if>><</if>>\ <<exits>>
<<nobr>>\ <<set _right to "Tavern">> <<domove>> <</nobr>>\ The safe is still wide open. It looks like the barkeeper doesn't trust it any more. The undead cat is curled up inside. It opens one eye, considers you for a moment, yawns and then goes back to sleep. It seems to be very happy with its new home. \ <<if visited () is 1>>\ <<set $gold++>>The cat gently lifts one paw, beneath it you can see a <span id="sub2">single gold coin</span>. It looks like it was keeping it cold for you. <</if>>\ <<exits>>
<<nobr>>\ <<set _right to "store">> <<domove>> <</nobr>>\ You purchase the <span id="sub2">'Legendary blade - slightly used'</span> for <span id="sub2">15 gold</span>. <<include "sword pieces">> <<exits>>
<<nobr>>\ <<set _right to "Arena road">> <<domove>> <</nobr>>\ <<include "sword pieces">> <<exits>>
<<nobr>>\ <<set _right to "Market 3">> <<set _left to "Tavern">> <<domove>> <</nobr>>\ You move over and pick it up. It looks like it's fallen from the pocket of one of the fighting creatures. You consider handing it back, but they're both out cold, and you figure your need is probably greater. You take a look inside. You find <span id="sub2">16 gold coins</span>! You can walk through the tavern door to the west or head back to the market to the east. <<exits>>
<<set _left to "Prison leave">><<domove>>\ <span id="sub2">"An elemental what?"</span> You and Torin ask in unison. <span id="sub2">"Its soul was born in the elemental realm."</span> Elara looks exasperated, registers your blank expressions and then attempts to explain in layman's terms. <span id="sub2">"Torin, that was a mage’s sword. Don't take it personally, you're just not its type."</span> <span id="sub2">"What self-respecting mage uses a sword?"</span> Torin splutters indignantly. <span id="sub2">"Well, exactly. A wand is a far more elegant weapon."</span> She replies. <span id="sub2">"Whatever it was, it still chopped heads just fine. When it was in one piece anyway."</span> Torin moans dejectedly. \ <<if !$swordrepaired>>\ You interupt excitedly, <span id="sub2">"I've found <<if $sword == 1>>a piece<<else>>$sword pieces<</if>> of it already! If I can find the rest, I could try to repair it!"</span> Elara raises an eyebrow, looks like she's about to tell you how unlikely that is, then thinks better of it. <</if>>\ <<include "Prison questions">> <<exits>>
<<set _left to "Prison leave">><<domove>>\ <<if visited () is 1>>\ You turn to Elara and ask, <span id="sub2">"So how do I get you both out?"</span> <span id="sub2">"You don't."</span> she says rather dismissively. <span id="sub2">"These cells are locked with elemental magic. The locks are completely impervious to force or spells, so you know… great for locking up warriors and mages."</span> She says, sounding glum. <span id="sub2">"The only way to open it is with an elemental key."</span> <<else>>\ <span id="sub2">"Remind me, how do we get you both out?"</span> you ask. Elara replies, <span id="sub2">"The cells are locked with elemental magic, making the lock completely impervious to force or spells. The only way to open them is with an elemental key. We don't have one of those so…"</span> <span id="sub2">"…so I'm going to try to repair Torin's sword and then use that to open the lock!"</span> You finish for her, suddenly remembering what you're supposed to do. <</if>>\ <<include "Prison questions">> <<exits>>
<<nobr>>\ <<domove>> <<set $elements to ['AIR', 'WATER', 'FIRE', 'EARTH']>> <<set _img to ['img/elements/air.png', 'img/elements/water.png', 'img/elements/fire.png', 'img/elements/earth.png']>> <<set $lock1 to 1>><<set $lock2 to 2>> <<set $lock3 to 3>><<set $lock4 to 0>> <<set _lock1 to 2>><<set _lock2 to 1>> <<set _lock3 to 0>><<set _lock4 to 3>> <</nobr>>\ <<if $swordrepaired>>\ You take a look at the four strange symbols; you'll need to rearrange them in the correct order. You take hold of the repaired sword and gently insert it into the lock. It's a bit cumbersome, even in its reduced size. You discover that if you twist the sword gently, it does have an effect, but as a delicate lockpick, it still leaves much to be desired! \ <<if $elemental && visited ("still locked") gt 7>>\ According to the guide you bought, the order should be: <b><span id="red">Fire</span> <span id="blue">Water</span> <span id="yellow">Air</span> <span id="green">Earth</span></b> <</if>>\ <<do>>\ <<nobr>>\ <<if $action is 3>> <<set $action to 0>> <<set $lock1 ++>> <<if $lock1 gt 3>><<set $lock1 to 0>><</if>> <<set $lock3 ++>> <<if $lock3 gt 3>><<set $lock3 to 0>><</if>> <</if>> <<if $action is 4>> <<set $action to 0>> <<set $lock2 ++>> <<if $lock2 gt 3>><<set $lock2 to 0>><</if>> <<set $lock4 ++>> <<if $lock4 gt 3>><<set $lock4 to 0>><</if>> <</if>> <<if $action is 1>> <<set $action to 0>> <<set $lock2 ++>> <<if $lock2 gt 3>><<set $lock2 to 0>><</if>> <<set $lock3 ++>> <<if $lock3 gt 3>><<set $lock3 to 0>><</if>> <</if>> <<if $action is 2>> <<if ($lock1 == _lock1) && ($lock2 == _lock2) && ($lock3 == _lock3) && ($lock4 == _lock4)>><<set $lockdone to true>><<goto "Unlocked">><<else>><<goto "still locked">><</if>><<set $action to 0>> <</if>>\ <</nobr>>\ <div id="centre"> <span class="image"><img @src="_img[$lock1]" width="120px" @alt="$elements[$lock1]"></span> <span class="image"><img @src="_img[$lock2]" width="120px" @alt="$elements[$lock2]"></span> <span class="image"><img @src="_img[$lock3]" width="120px" @alt="$elements[$lock3]"></span> <span class="image"><img @src="_img[$lock4]" width="120px" @alt="$elements[$lock4]"></span> </div> <<LEFT>><<link "Twist the sword to the left">><<set $action to 3>><<redo>><</link>> <<UP>><<link "Jiggle the sword">><<set $action to 1>><<redo>><</link>> <<RIGHT>><<link "Twist the sword to the right">><<set $action to 4>><<redo>><</link>> <<DOWN>><<link "Try the lock">><<set $action to 2>><<redo>><</link>> <</do>>\ <<else>>\ <<set _left to "Prison 3">><<domove>>\ You take a look at the elemental lock. There are four strange symbols on it. It looks like you'd have to rearrange them to the correct order. But without some sort of lock-picking device, there's nothing you can do. <div id="centre"> <span class="image"><img @src="_img[$lock1]" width="120px" @alt="$elements[$lock1]"></span> <span class="image"><img @src="_img[$lock2]" width="120px" @alt="$elements[$lock1]"></span> <span class="image"><img @src="_img[$lock3]" width="120px" @alt="$elements[$lock1]"></span> <span class="image"><img @src="_img[$lock4]" width="120px" @alt="$elements[$lock1]"></span> </div> <<LEFT>><<link "Back to the cells">><<set $action to 3>><<redo>><</link>> <<do>><<if $action is 3>><<set $action to 0>><<goto "Prison 3">><</if>><</do>>\ <</if>>\
<<if visited ("How do I get them out?")>>\ <<audio "break" play volume 0.12>>\ There's a loud 'thunk', and the prison locks slowly begin to crumble, eventually falling away to dust. <span id="sub2">"You did it!"</span> Torin looks genuinely impressed. <span id="sub2">"Ok, now what? How are you planning to get us out – do you even have a plan?"</span> Elara says, sucking all the joy from the situation. <span id="sub2">"Well, apparently there's a secret passage out of here. I just have to find it…"</span> You say, turning to explore the far wall, looking for the 'missing stone' that Grelbus mentioned. <<else>>\ There's a loud 'thunk', and the prison locks slowly begin to crumble, eventually falling away to dust. <span id="sub2">"You did it!"</span> Torin looks genuinely impressed. <span id="sub2">"Ok, now what? How are you planning to get us out – do you even have a plan?"</span> Elara says, sucking all the joy from the situation. <span id="sub2">"Ummm…"</span> As you're wondering what to do next, you reach into your pocket and find a note. You pull it out and read, <i>"Once you've managed to get the humans out, look for the missing stone. That will open the secret passage so you can escape! – Your friend, Grelbus."</i> <<if visited ("Who are you")>>Had Grelbus snuck that into your pocket? It seems he really is trying to help! <<else>>Had someone snuck that into your pocket? You suspect it was the guy dressed in black.<</if>> <span id="sub2">"Well, apparently there's a secret passage out of here. I just have to find it…"</span> You say, turning to explore the far wall and looking for this 'missing stone' – as if that had been your plan all along. <</if>>\ <span id="sub2">"I… I might need a little help…"</span> Torin doesn't sound like his usual strident self. Elara has made it out of her cell, and she goes over to help him up. <span id="sub2">"He's really beaten up Belgrub; we can't rely on him to fight. And without my wand, I'm useless, so this escape plan better work."</span> You really wish she could be just a bit more enthusiastic about your efforts – you're doing the best you can! <span id="sub2">"I found it!"</span> You cry, a little surprised it was so easy. <<do>><<if $action is 1>><<set $action to 0>><<goto "Escape">><</if>><</do>>\ <<UP>><<link "Open up the secret passage">><<set $action to 1>><<redo>><</link>>
<<nobr>>\ <<set _right to "store">> <<domove>> <</nobr>>\ You purchase the <span id="sub2">'Genuine human pointing stick'</span> for <span id="sub2">10 gold</span>. You examine your purchase closely, it's a jet-black, finely carved wooden stick, a little over a foot long and slightly tapered at the end. Written along the side, in very small writing, is the name <i>'Elara'</i>. This must be the mage's wand! <<exits>>
<<nobr>>\ <<set _right to "store">> <<domove>> <<set $elements to ['AIR', 'WATER', 'FIRE', 'EARTH']>> <<set _img to ['img/elements/air.png', 'img/elements/water.png', 'img/elements/fire.png', 'img/elements/earth.png']>> <</nobr>>\ You purchase the <span id="sub2">'Guide to Elemental Magic'</span> for <span id="sub2">20 gold</span>. You open it up and read over the contents. There seems to be lots of obscure history about 'elemental magic' and how it's a mystic art so ancient, hardly anyone uses it anymore. <<if $labyrinth>> Apparently, in the old tongue, the four elements are known as: <i>'Aer'</i> (Air), <i>'Hydor'</i> (Water), <i>'Pyr'</i> (Fire) and <i>'Ge'</i> (Earth).<</if>> Elemental magic's greatest strength seems to be that it's impervious to both brute force and traditional spells, so it makes for very secure locks. There's a page showing the four basic elements, and each one has its own strange symbol: <span class="image"><img @src="_img[0]" width="70px" @alt="$elements[0]"></span> <span id="writea" style="display: inline-block; vertical-align: middle; margin-bottom: 1.9em;">Air</span> <span class="image"><img @src="_img[1]" width="70px" @alt="$elements[1]"></span> <span id="writea" style="display: inline-block; vertical-align: middle; margin-bottom: 1.9em;">Water</span> <span class="image"><img @src="_img[2]" width="70px" @alt="$elements[2]"></span> <span id="writea" style="display: inline-block; vertical-align: middle; margin-bottom: 1.9em;">Fire</span> <span class="image"><img @src="_img[3]" width="70px" @alt="$elements[3]"></span> <span id="writea" style="display: inline-block; vertical-align: middle; margin-bottom: 1.9em;">Earth</span> It goes on to say that the most effective order for a really secure lock is: <span id="writea">Fire, Water, Air, Earth</span> <<exits>>
<span id="sub2">"Ok, let's just say I'm interested in the human."</span> You speak carefully, trying not to give too much away. He makes a show of looking around, just to make sure you're not overheard, <span id="sub2">"Well, it goes without saying, you don't want to get noticed here or they'll do to you what they did to him! I was here when the warrior tried to sneak in. I saw the whole thing! It didn't go well for him."</span> He whispers. <span id="sub2">"What happened?"</span> You whisper back. <span id="sub2">"Feroxus found him, and they fought right here in the market. The warrior did his best, but it wasn't even close. Smashed his sword to bits! The human is badly hurt but still alive."</span> <<include "questions">>
<span id="sub2">"What is this place? I thought it was just a dungeon?"</span> You ask him. <span id="sub2">"Well, it used to be, but Feroxus has turned it into a base. He's using the power of the jewel to bring together clans from all over the nation; basically, anyone who has an axe to grind over the humans – and I mean that literally. He's preparing for all-out war!"</span> You can't help but look shocked as he says this. You realise you have to find a way to free Torin and get back to the council so you can warn them! <<include "questions">>
<<set _left to "Prison leave">><<domove>>\ The prison cells are gloomy and silent, apart from the occasional scuttle of spiders and moan of pain coming from Torin's cell. <<include "Prison questions">> <<exits>>
<<do>>\ <<if !visited ("Rescue")>>\ <<if $action is 1>><<set $action to 0>><<goto "Rescue">><</if>>\ <<UP>><<link "'I'm Belgrub Fizzlespark, I'm here to rescue you!'">><<set $action to 1>><<redo>><</link>> \ <<elseif $swordrepaired && passage() != "Found sword" && visited ("Found sword") lt 1>>\ <<if $action is 1>><<set $action to 0>><<goto "Found sword">><</if>>\ <<UP>><<link "'I managed to repair the sword!'">><<set $action to 1>><<redo>><</link>> \ <<elseif $wand && !$swordrepaired && !visited ("Found wand")>>\ <<if $action is 1>><<set $action to 0>><<goto "Found wand">><</if>>\ <<UP>><<link "'I found your wand Elara!'">><<set $action to 1>><<redo>><</link>> \ <<elseif !visited ("Elemental locks")>>\ <<UP>><<link "'So how do I get you out?'">><<set $action to 1>><<redo>><</link>> <<if $action is 1>><<set $action to 0>><<goto "Elemental locks">><</if>>\ \ <<elseif !visited ("Use the sword")>>\ <<UP>><<link "'Didn't you say Torin's sword was an 'elemental' sword?'">><<set $action to 1>><<redo>><</link>> <<if $action is 1>><<set $action to 0>><<goto "Use the sword">><</if>>\ \ <<elseif !visited ("How'd you get in here") && (visited () gt 6 or $swordrepaired)>>\ <<if $action is 1>><<set $action to 0>><<goto "How'd you get in here">><</if>>\ <<UP>><<link "'So how did you end up in there Elara?'">><<set $action to 1>><<redo>><</link>> \ <<elseif $swordrepaired && passage() != "Found sword" && visited ("Found sword") lt 2>>\ <<if $action is 1>><<set $action to 0>><<goto "Found sword">><</if>>\ <<UP>><<link "'So about the sword…'">><<set $action to 1>><<redo>><</link>> \ <<elseif passage() != "Elemental locks" && visited ("Elemental locks") lt 4>>\ <<if $action is 1>><<set $action to 0>><<goto "Elemental locks">><</if>>\ <<UP>><<link "'So, remind me, how do I get you out?'">><<set $action to 1>><<redo>><</link>> <</if>>\ \ <<if $elemental && passage() != "Check guide">>\ <<if $action is 4>><<set $action to 0>><<goto "Check guide">><</if>>\ <<RIGHT>><<link "Check the 'Elemental Guide'">><<set $action to 4>><<redo>><</link>> <</if>>\ \ <<if passage() != "The locks">>\ <<DOWN>><<link "Take a look at the door lock">><<set $action to 2>><<redo>><</link>> <<if $action is 2>><<set $action to 0>><<goto "The locks">><</if>>\ <</if>>\ <</do>>\
<<set _left to "Prison leave">><<domove>>\ <span id="sub2">"I found your wand; look, it has 'Elara' written on the side!"</span> You pull out the magic stick for her to see. <span id="sub2">"Oh, you are quite the resourceful one. I think I'm starting to like you!"</span> Elara actually sounds happy for a moment. <span id="sub2">"It's completely useless while I'm trapped in here, though. Those damned locks suppress magic."</span> She continues, quickly back to her old self. <span id="sub2">"Oh. Ok, I'll hang on to it for you then."</span> <<include "Prison questions">> <<exits>>
<<set _left to "Crossroads">><<if visited ("Elemental realm")>><<set _right to "Prison 3">><<else>><<set _right to "Prison 2">><</if>><<domove>>\ You take the steps back up and cautiously open the door. The ogre on guard is still occupied with his stinkcheese; you're not sure he even notices you. To the west, the passage leads back to the crossroads; to the east are the prison cells. <<exits>>
<<set $swordrepaired to true>>\ <<timed 0.2s t8n>><span id="sub1"><i>In some far-off corner of the Elemental Realm, the soul of a legendary sword wanders. It had never really considered itself a mighty warrior's sword and had little interest in long, over-the-top names. So when its most recent owner was bested in battle and its metal form was shattered, it assumed it would never find a bond – as everyone knows, it's impossible to truly repair a broken sword.</i></span><</timed>> <<timed 1.5s t8n>><span id="sub1"><i>But now somehow, someone is calling it back to the mortal realm. It's surprised to discover that its host is being slowly reformed by magic so ancient, even the Elemental Realm has never seen the like …and that's pretty ancient.</i></span><</timed>> <<timed 3s t8n>><<DOWN>><<link "Thirty minutes later">><<set $action to 2>><<redo>><</link>> <<do>><<if $action is 2>><<goto "repaired 2">><</if>><</do>><</timed>>\
<<nobr>>\ <<set _right to "Tavern">> <<domove>> <</nobr>>\ <<include "sword pieces">> <<exits>>
<<set _up to "Market 3">><<domove>>\ You stand back and admire your handiwork. The glue has set, but something doesn't seem right. You pick up the sword, and as you do so, you realise that it's shrunk. You were certain there were no missing pieces, and yet it now seems to be half the size it was. You're not sure Torin will be scaring anyone with this. The cracked lines where the blade had broken and then reset seem to be holding, but there is now an odd glow coming from them, and the blade lightly hums when you move it through the air. You turn it over to remove the… oh! The wand has vanished – it seems to have been entirely absorbed into the blade itself. Elara is going to be furious! You sigh; it might not be so impressive anymore, but it's still better than nothing. You set off to try to free Torin and Elara. <<exits>>
<<set _left to "Prison leave">><<domove>>\ <<if !$swordname>><<set $swordname to "Kevin">><</if>>\ <<if visited () is 1>>\ <span id="sub2">"I found all the pieces of your sword, Torin. I've done my best at repairing it!"</span> you say hopefully. <span id="sub2">"Oh! Well done, Belgrub!! Here, hand it to…"</span> Torin's enthusiasm dies suddenly when he sees the repaired sword. <span id="sub2">"What happened to <i>'$swordname'</i>!?"</span> <span id="sub2">"Erm… yeah, so the name has vanished, and it's er, a bit smaller now. Oh and Elara…"</span> Elara looks over at you, one eyebrow raised. <span id="sub2">"…I'm afraid there was a little accident with your wand…"</span> You wince, expecting insults, but instead, she just says glumly, <span id="sub2">"Typical. Like I said, we're done for."</span> You try to rescue the situation, <span id="sub2">"But now we have an elemental sword, we can try it on the lock!"</span> <<else>>\ <span id="sub2">"I found all the pieces of the sword, and I've repaired it! …sort of."</span> You say the last part a little quieter. <span id="sub2">"It's… well, it's a bit smaller than it was, and it seems to have dissolved the wand in the process, but it should still work on the lock!"</span> You do your best to sound as cheerful as you can. <</if>>\ <<include "Prison questions">> <<exits>>
<<set _left to "Prison 3">><<domove>>\ You withdraw the sword and try the doors. Nothing happens. \ <<if !$elemental>>\ Elara has been watching you from her cell. <span id="sub2">"I think you're going to need to find an 'Elemental Guide' somewhere."</span> <<else>>\ <span id="sub2">"Give it another try, I know you can do it Belgrub!"</span> Torin says enthusiastically. <</if>>\ <<if $elemental && passage() != "Check guide">>\ <<do>><<if $action is 4>><<set $action to 0>><<goto "Check guide">><</if>><</do>>\ <<RIGHT>><<link "Check the 'Elemental Guide'">><<set $action to 4>><<redo>><</link>> <</if>>\ <<UP>><<link "Try the lock again">><<set $action to 1>><<redo>><</link>> <<do>><<if $action is 1>><<set $action to 0>><<goto "The locks">><</if>><</do>>\ <<exits>>
<<if !$word1>><<set $word1 to "Love">><</if>>\ <<if !$word2>><<set $word2 to "Honour">><</if>>\ <<set _left to "Prison leave">><<domove>>\ <span id="sub2">"So… how did you end up in there Elara?"</span> You ask her. <span id="sub2">"I'll skip the epic details but, well… I followed the trail of the thief who took the jewel, and it led me all the way here."</span> You can see that Torin is also listening to her story with interest. <span id="sub2">"It was quite a shock when I discovered the army that Feroxus is building here. I realised that the Troll King was using the power of the jewel to unite all the non-human tribes together. He's training them up, arming them and getting them ready for an all-out war."</span> You both nod solemnly; you've seen the evidence. <span id="sub2">"I quickly realised I couldn't go in wands blazing. So I cast a disguise spell and did some digging around."</span> Elara pauses for a moment, sighs and then continues. <span id="sub2">"You know that rumour that says the Troll King will be defeated by a word? I figured I'd give it a try. I took on twelve of his best guards and fought my way to him. Feroxus just laughed. I tried every word I could think of, and he laughed some more. He just said the prophecy is for fools. He just enjoys it when heroes turn up, shout something like</span> '$word1' <span id="sub2">or</span> '$word2' <span id="sub2">at him and expect him to keel over."</span> Torin looks a little embarrassed at this for some reason. <span id="sub2">"So, naturally, then we got to fighting and, well, he's tough. And I mean REALLY tough. My spells barely made a dent. I tried everything I knew, and I hardly scratched him. I think maybe the rumours are true: he really is invincible!"</span> Elara trails off; you're starting to understand why she looks so miserable. <<include "Prison questions">> <<exits>>
A large section of the wall starts to move, dust tumbles from the ceiling as a dark void slowly opens up before you. Despite your initial misgivings, Grelbus really came through! Elara has helped Torin to his feet, and she's now helping him limp slowly towards the escape route, with you leading the way. <span id="sub2">"Well, you are full of surprises! How did you know about this?"</span> She grunts as she tries to shoulder the weight of the well-muscled warrior. <span id="sub2">"My friend Grelbus told me about it!"</span> You say as you push a large cobweb out of the way. Elara stops in her tracks. <span id="sub2">"Grelbus the master thief?"</span> She says, giving you an odd stare. <span id="sub2">"Oh, that would explain the 'dressed all in black' thing."</span> You muse. <span id="sub2">"Grelbus the thief who stole the jewel? The thief I tracked back here who's been working with Feroxus?"</span> You suddenly have a horrible sinking feeling in the pit of your stomach. At that moment, there's a deep rumbling sound, and a crack of light appears before you. Another wall is opening up ahead. You can't see what's beyond it, but you can hear a great cheer go up. Then comes an echoing announcement: <span id="sub2">"And right on time, here they are: two humans and a traitor! The King promised you a show; well, here are the victims. Welcome to the arena!!"</span> The crowd goes wild. <i>Oh flark.</i> <<do>><<if $action is 1>><<set $action to 0>><<goto "Finale">><</if>><</do>>\ <<UP>><<link "End of Part 2">><<set $action to 1>><<redo>><</link>>
<div id="centre">\ <<set $title to "Sticks & Stones (Finale)">> <<nobr>>\ <<unset $word>> <<unset $word1>> <<unset $word2>> <<unset $beer>> <<set $combat to false>> <<set $gemruby to false>> <<set $gemsapphire to false>> <<set $gemcitrine to false>> <<set $gememerald to false>> <<set $torch to false>> <<set $potion to 0>> <<set $key1 to false>> <<set $gold to 0>> <<set $yourstam to 0>> <<set $yourhealth to $maxhealth>> <<set $yourstance to "Terrified">> <<set $info to true>> <<set $belgrub to true>> <<set $bonded to false>> <<set $feroxfight to false>> <<set $fight to false>> <<set _down to "Finale">> <<domove>> <</nobr>>\ <span id="fade-in">Finale</span> <<timed .75s t8n>>Your party:<</timed>> <<timed 1s t8n>><span id="writea">Torin Hammerhand</span> Human Warrior Weapons: none <</timed>>\ <<timed 1.5s t8n>><span id="writea">Elara Stormweaver</span> Human Mage Weapons: none <</timed>>\ <<timed 2s t8n>><span id="writea">Belgrub Fizzlespark</span> Halfling Squire Weapons: Legendary sword <</timed>>\ <<set _down to "Prepare">>\ <<timed 2.5s t8n>><<DOWN>><<link "A few minutes later…">><<goto _down>><</link>><</timed>> </div>
<span id="sub2">"…I'll do it. Give me the sword."</span> Torin grunts bravely. <span id="sub2">"Torin, in the state you're in, you couldn't take on a gnome, let alone the Troll King!"</span> Elara sounds annoyed, but there's concern in her voice, too. You look from Torin to Elara and back. You made the sword for him to use, but she's right. Torin can barely stand up, let alone fight. <span id="sub2">"What about you Elara, you said this was a mage's sword?"</span> You hand the small, glowing sword to her, but she refuses. <span id="sub2">"Belgrub. Look at it. It's half the size it used to be. Why do you think that is?"</span> She asks you, not unkindly. <<set _down to "Prep2">>\ <<DOWN>><<link "'Maybe it wasn't my finest repair?'">><<goto _down>><</link>> <<domove>>\
<<widget "waveair">> <<set $message to "You wave your sword around in the air">> <<set $mobmessage to "Feroxus turns to the crowd and shouts, 'This is the best they can do?'">> <<set $swordpower += 28>> <<if $swordpower gte 100>><<set $bonded to true>> <<set $mobstance to "Preparing…">><<goto "Stage1">><</if>> <</widget>> <<widget "wavefire">> <<set $message to "You wiggle the sword in front of you">> <<set $mobmessage to "Feroxus shouts, 'Do you even know how to use that?'">> <<set $swordpower += 28>> <<if $swordpower gte 100>><<set $bonded to true>> <<set $mobstance to "Preparing…">><<goto "Stage1">><</if>> <</widget>> <<widget "wavewater">> <<set $message to "You try to strike a heroic pose">> <<set $mobmessage to "Feroxus just laughs. 'Are you sure you don't want the warrior to do this?'">> <<set $swordpower += 28>> <<if $swordpower gte 100>><<set $bonded to true>> <<set $mobstance to "Preparing…">><<goto "Stage1">><</if>> <</widget>> <<widget "waveearth">> <<set $message to "You stick your sword in the ground but struggle to pull it out again">> <<set $mobmessage to "Feroxus slow claps you, the crowd start to jeer">> <<set $swordpower += 28>> <<if $swordpower gte 100>><<set $bonded to true>> <<set $mobstance to "Preparing…">><<goto "Stage1">><</if>> <</widget>> <<widget "belgrubcombat">> <<if !$bonded>> <<if $action is 1>><<waveair>><</if>> <<if $action is 2>><<wavewater>><</if>> <<if $action is 3>><<wavefire>><</if>> <<if $action is 4>><<waveearth>><</if>> <<else>> <<if $action is 1>><<set $yourstance to "AIR">><<set $turn to true>><</if>> <<if $action is 2>><<set $yourstance to "WATER">><<set $turn to true>><</if>> <<if $action is 3>><<set $yourstance to "FIRE">><<set $turn to true>><</if>> <<if $action is 4>><<set $yourstance to "EARTH">><<set $turn to true>><</if>> <</if>> <</widget>> <<widget "belgrubcontrols">> <<if !$bonded>> Your turn:<br> <<UP>><<link "Wave your sword in the air">><<set $action to 1>><<redo>><</link>> <br><<LEFT>><<link "Wiggle your sword around">><<set $action to 3>><<redo>><</link>> <br> <<RIGHT>><<link "Stick your sword in the ground">><<set $action to 4>><<redo>><</link>> <br> <<DOWN>><<link "Strike a heroic pose">><<set $action to 2>><<redo>><</link>> <<set $turn to true>> <<else>> Your turn:<br> <img src="img/elements/air.png" width="26px" style="display: inline-block; vertical-align: middle; margin-bottom: 0.2em;"> <<UP>><<link "Air">><<set $action to 1>><<redo>><</link>> <br><img src="img/elements/fire.png" width="26px" style="display: inline-block; vertical-align: middle; margin-bottom: 0.2em;"> <<LEFT>><<link "Fire">><<set $action to 3>><<redo>><</link>> <br><img src="img/elements/earth.png" width="26px" style="display: inline-block; vertical-align: middle; margin-bottom: 0.2em;"> <<RIGHT>><<link "Earth">><<set $action to 4>><<redo>><</link>> <br><img src="img/elements/water.png" width="26px" style="display: inline-block; vertical-align: middle; margin-bottom: 0.2em;"> <<DOWN>><<link "Water">><<set $action to 2>><<redo>><</link>> <</if>> <</widget>>
<span id="sub2">"You're weak; you have no armour and no health potions. You can't afford to take a hit – just try to use his strength against him."</span> If Torin's advice was meant to make you feel better, it didn't work. Elara joins in, <span id="sub2">"Just put your faith in the sword; your only hope is to convince it to bond with you."</span> <span id="sub2">"Yes! Of course! We almost forgot! You need to name it!"</span> Torin says, eyes wide and sounding excited again. <<set _down to "Advice2">>\ <<DOWN>><<link "'What about…'">><<goto _down>><</link>> <<domove>>\
<<if visited () is 1>>\ You look around for something to use. All you can see are stones and gravel on the floor. You pick up a particularly sharp stone and crudely try to scratch the name onto the blade of the sword. <<else>>\ You try again, using all your force to scratch the name into the blade. <</if>>\ <<if $temp1 && !$temp2>>\ You get as far as <i>"Belgrub's Bloo…"</i> <<else>>\ You get as far as <i>"The Elementa…"</i> <</if>>\ …but the blade isn't actually long enough! As you watch, the scratches gradually fade away. <<set _up to "wrong name">><<set _left to "Sword">>\ <<if !$temp1>>\ <<UP>><<link "Go with Torin's suggestion">><<set $action to 1>><<redo>><</link>> <</if>>\ <<if !$temp2>>\ <<RIGHT>><<link "Go with Elara's suggestion">><<set $action to 4>><<redo>><</link>> <</if>>\ <<LEFT>><<link "Go with your suggestion">><<set $action to 3>><<redo>><</link>> \ <<do>>\ <<if $action is 1 && !$temp1>><<set $action to 0>><<set $temp1 to true>><<goto _up>><</if>>\ <<if $action is 4 && !$temp2>><<set $action to 0>><<set $temp2 to true>><<goto _up>><</if>>\ <<if $action is 3>><<set $action to 0>><<goto _left>><</if>>\ <</do>>\
<<unset $temp1>><<unset $temp2>>\ You don't care that it's the least exciting name. No one will be singing songs about a sword called <i>'Sword'</i>, but it's simple, practical, and literally to the point – and that's how you like things. You pick up a sharp stone and scratch the name onto the blade. At least the name fits! You pick up <i>'Sword'</i>. You must admit, it does feel just right. The Troll King is waiting in the centre of the arena. It's time. <span id="sub2">"Good luck Belgrub."</span> <span id="sub2">"Believe in yourself Belgrub."</span> Torin actually has a tear in his eye. That's not like him at all. <<set _right to "I cant watch">>\ <<RIGHT>><<link "Walk into the arena">><<set $action to 4>><<redo>><</link>> \ <<do>>\ <<if $action is 4>><<set $action to 0>><<goto _right>><</if>>\ <</do>>\
<<timed 0.5s t8n>><span id="sub1"><i>The tiny halfling shuffles awkwardly into the centre of the arena, like a hen dragging itself into the fox's den. A minute figure, he's dwarfed by the huge Troll now advancing upon him. Four hundred creatures line the tiered ranks of the stadium, screaming and howling for blood…</i></span><</timed>> <<timed 2.8s t8n>>Torin and Elara are stood watching from the side, feeling helpless. <span id="sub2">"It should be me."</span> Torin mumbles. <span id="sub2">"He might be more capable than you think."</span> Elara says to him quietly. <span id="sub2">"It's not that, it's just… I think… he's… he's my best friend. And I've let him down."</span> Elara looks at him as if seeing him for the first time. She's not sure what to say, so she just turns and hugs him. <span id="sub2">"Ow! That really hurts!"</span>. <<set _up to "Final Fight Start">>\ <<set $swordpower to 12>>\ <<set $mobstance to "Amused">>\ <<set $belgrub to false>>\ <<UP>><<link "Prepare for combat!">><<set $action to 1>><<redo>><</link>> \ <<do>>\ <<if $action is 1>><<set $action to 0>><<goto _up>><</if>>\ <</do>><</timed>>\
<<nobr>>\ <<set $fight to true>> <<set $feroxfight to true>> <<set $mobname to "Troll King">> <<set $mobmaxstam to 100>><<set $mobstam to $mobmaxstam>> <<set $mobmaxhealth to 400>><<set $mobhealth to $mobmaxhealth>> <</nobr>>\ \ You walk, trying and failing to convince yourself that this isn't suicide. Feroxus is even more terrifying up close. He turns to the crowd, shouting, <span id="sub2">"The humans have sent the traitor as their champion! They can't even face me themselves!"</span> He turns back to you, and there's a cruel look in his eyes, like a cat about to toy with its prey. <span id="sub2">"Now halfling, let's see if you know how to use a sword."</span> \ <<set $yourstance to "In combat">>\ <<set $fight to true>>\ <<set $action to 0>>\ <<do>><<if $action gt 0>><<goto "BelgrubAttack">><</if>><</do>>\ <<belgrubcombat>>\ <<belgrubcontrols>>\
<span id = "writea">You try to counter his attack, but you're no match for him</span> <span id = "writea">He roars in satisfaction as the blow hits home</span> You never stood a chance. It seems the prophecy is true; he really is invincible. The Troll King turns to the crowd and holds his sword aloft in victory. <<DOWN>><<link "Load a previous save">><<set $action to 2>><<redo>><</link>> \ <<do>>\ <<if $action is 2>><<run Save.browser.continue()>><<run Engine.show()>><</if>> <</do>>\
<<nobr>>\ <<set _left to "Prison 3">><<domove>> <<set $elements to ['AIR', 'WATER', 'FIRE', 'EARTH']>> <<set _img to ['img/elements/air.png', 'img/elements/water.png', 'img/elements/fire.png', 'img/elements/earth.png']>> <</nobr>>\ You open the 'Guide to Elemental Magic'. Each element has a symbol: <span class="image"><img @src="_img[0]" width="50px" @alt="$elements[0]"></span> <span id="writea" style="display: inline-block; vertical-align: middle; margin-bottom: 1.4em;">Air</span> <span class="image"><img @src="_img[1]" width="50px" @alt="$elements[1]"></span> <span id="writea" style="display: inline-block; vertical-align: middle; margin-bottom: 1.4em;">Water</span> <span class="image"><img @src="_img[2]" width="50px" @alt="$elements[2]"></span> <span id="writea" style="display: inline-block; vertical-align: middle; margin-bottom: 1.4em;">Fire</span> <span class="image"><img @src="_img[3]" width="50px" @alt="$elements[3]"></span> <span id="writea" style="display: inline-block; vertical-align: middle; margin-bottom: 1.4em;">Earth</span> And apparently, the most effective order for a really secure elemental lock is: <span id="writea">Fire, Water, Air, Earth</span> <<include "Prison questions">> <<exits>>
<span id="sub2">"Well… maybe it wasn't my finest repair…?"</span> You reply, not entirely sure what she's getting at. <span id="sub2">"Ugh. She's right, Belgrub. I think… I think it's chosen you."</span> Torin turns to you with a resigned look in his eyes. <span id="sub2">"It has to be you."</span> They say together. You're suddenly feeling a little ill. You're standing in a huge arena full of creatures – all waiting to see a fight to the death. You're standing with the two greatest heroes in the land, and they're both looking at you to save them. This is NOT how it was supposed to go! <<set _down to "Advice">>\ <<DOWN>><<link "'Er…'">><<goto _down>><</link>> <<domove>>\
<<set $temp1 to false>><<set $temp2 to false>>\ <span id="sub2">"Oh. Okay. What about… <i>'Sword'</i>?"</span> You say in a daze – nothing else coming to mind. They both look at you as if you've gone mad. <span id="sub2">"How about: <i>'Belgrub's Bloodthirsty Blade'</i>!"</span> Torin says enthusiastically. <span id="sub2">"Oh nice alliteration, suitably epic."</span> Elara says, sounding impressed. <span id="sub2">"Thanks."</span> Torin replies. They seem to have finally found something they agree on, which is nice, but you're too busy thinking about your imminent demise. <span id="sub2">"How about: <i>'The Elemental Executioner'</i>?"</span> Elara says, getting into the spirit. <span id="sub2">"Oh yes, always sounds good with a <i>'the'</i> in the title."</span> Torin agrees. <span id="sub2">"Thank you!"</span> Elara flashes him a disarmingly genuine smile. <<set _up to "wrong name">><<set _left to "Sword">>\ <<UP>><<link "Go with Torin's suggestion">><<set $action to 1>><<redo>><</link>> <<RIGHT>><<link "Go with Elara's suggestion">><<set $action to 4>><<redo>><</link>> <<LEFT>><<link "Go with your suggestion">><<set $action to 3>><<redo>><</link>> \ <<do>>\ <<if $action is 1>><<set $action to 0>><<set $temp1 to true>><<goto _up>><</if>>\ <<if $action is 4>><<set $action to 0>><<set $temp2 to true>><<goto _up>><</if>>\ <<if $action is 3>><<set $action to 0>><<goto _left>><</if>>\ <</do>>\
<<set $info to false>><<set $fight to false>><<unset $swordpower>>\ It's over. The Troll King's defeat was witnessed by everyone and he will never live this down. You reach for his necklace – and the glowing jewel that hangs there. You pull it free and hold it up high. A huge cheer goes up from the crowd, and you actually start to hear your name chanted. You stand, absorbing it all – so this is what it feels like to be a hero! You can feel the power of the stone flowing through you, but you're completely exhausted, and it's all you can do to stop yourself from collapsing. The Orc guards are looking lost and confused, not entirely sure what to do now their leader has been defeated. Now his hatred and anger are no longer being channelled by the jewel; the power that united all of these disparate races gradually begins to fade. <<DOWN>><<link "Continue">><<set $action to 2>><<redo>><</link>> \ <<set _down to "continue">>\ <<do>>\ <<if $action is 2>><<set $action to 0>><<goto _down>><</if>>\ <</do>>\
<<set $info to false>><<set $fight to false>>\ You can hear the cheers from the crowd, and the blood is pumping in your head. Feroxus deserves to die. You can feel the power of the sword, and you raise it high for the killing blow. But then… you feel a gentle hand upon your arm. You turn, expecting an attack, but it's Elara; she's managed to make her way over to you. She simply shakes her head and points toward the crowd. You look around; they're all shouting and calling for blood, but you know she's right – killing Feroxus would just show them that violence is the answer. You feel your anger fade, and you relax your grip on the sword. It's over. The Troll King's defeat was witnessed by everyone and he will never live this down. You reach for his necklace – and the glowing jewel that hangs there. You pull it free and hold it up high. A huge cheer goes up, and you actually start to hear your name chanted. You stand, absorbing it all – so this is what it feels like to be a hero! You can feel the power of the stone flowing through you, but you're completely exhausted, and it's all you can do to stop yourself from collapsing. <<DOWN>><<link "Continue">><<set $action to 2>><<redo>><</link>> \ <<set _down to "alt">>\ <<do>>\ <<if $action is 2>><<set $action to 0>><<goto _down>><</if>>\ <</do>>\
<<set $yourstance to "Victorious">><<set $mobstance to "Defeated">>\ The sword suddenly blazes into flame, and without thinking, you swipe, casting a burning fireball out before you. It shoots forward and blasts into the charging troll in a billowing explosion. There's a stunned silence from the crowd. When the smoke finally clears, you see the Troll King collapsed in front of you, a look of pain and confusion upon his face. He gasps, <span id="sub2">"But… the prophecy…? I cannot be defeated!"</span> You lean in towards him and say, <span id="sub2">"Prophecies are just stories."</span> With that, you hold up your sword and show him the name it finally chose. The 'S' has vanished, simply leaving <span id="sub2">"WORD"</span>. <span id="sub2">"I hate flarking prophecies."</span> He growls to no one in particular and passes out on the floor. <<UP>><<link "Let him live">><<set $action to 1>><<redo>><</link>> <<DOWN>><<link "Finish him">><<set $action to 2>><<redo>><</link>> \ <<set _up to "Let him live">><<set _down to "Finish him">>\ <<do>>\ <<if $action is 1>><<set $action to 0>><<goto _up>><</if>>\ <<if $action is 2>><<set $action to 0>><<goto _down>><</if>>\ <</do>>\
<<nobr>>\ <<set $fight to true>> <<set $feroxfight to true>> <<set $yourstam to 40>><<set $yourhealth to 40>> <<set $mobatk to "AIR">> <<set $mobstance to "Attacking">> <</nobr>>\ Suddenly, you feel a change. Your sword feels lighter, and it seems to glow brighter in your hands. You glance at the name you wrote on the blade; one of the letters has already faded, but the rest are still there. However, where before the letters looked hastily scratched, they're now in an elegant, flowing script… …you hear a roar and look up just in time; Feroxus has run out of patience! <<timed 1s>>\ <span id = "writea">Feroxus launches himself towards you, his sword slicing through the <b><i>air</i></b>…</span> <<set $action to 0>><<set $turn to false>>\ <</timed>>\ <<timed 2s>>\ <<belgrubcontrols>>\ \ <<do>>\ <<belgrubcombat>>\ <<if $action gt 0>>\ <<if $yourstance != $mobatk>><<set $yourhealth to 2>><<set $yourstam to 2>><<set $yourstance to "Wounded">><<set $mobstance to "Attacking">><<goto "Stage 1b">>\ <<else>><<set $yourstam to 7>><<set $yourhealth to 30>><<set $mobstam -= 7>><<goto "Stage 1b">><</if>>\ <</if>>\ <</do>>\ <</timed>>\ \ <<if $difficulty lt 1>>\ <<timed 40s>>\ <<set $yourhealth to 0>><<set $yourstance to "Dead">><<goto "BelgrubDead">> <</timed>>\ <</if>>\
<<if $yourstance == $mobatk>>\ Reacting on pure instinct, you bring your sword up to meet his – incredibly, his sword just bounces off, and he's thrown to one side. There's a collective gasp from the crowd; Feroxus was not expecting that at all! He turns and flashes an evil grimace, relishing the chance for a real fight. Before you have time to think, he turns and launches another ferocious attack… <<else>>\ All you can do is try to block his attack, but you're battered by the blow and the sheer force of it throws you to the ground. You won't be able to withstand another hit like that, but at least your sword is still in one piece. Before you have time to think, he turns and launches another ferocious attack… <</if>>\ \ <<set $action to 0>><<set $turn to false>>\ <<set $mobatk to "EARTH">>\ <<set $mobstance to "Attacking">>\ <<timed 1s>>\ <span id = "writea">With incredible speed, his massive body twists – you feel the ground shake as you see his sword hurtling towards you!</span> <<set $action to 0>><<set $turn to false>>\ <</timed>>\ <<timed 2s>>\ <<belgrubcontrols>>\ \ <<do>>\ <<belgrubcombat>>\ <<if $action gt 0>>\ <<if $yourstance != $mobatk>><<set $yourstam to 0>><<set $yourhealth to 0>><<set $yourstance to "Dead">><<set $mobstance to "Victorious">><<goto "BelgrubDead">>\ <<else>><<set $yourstam to 5>><<set $yourhealth to 24>><<set $mobstam -= 12>><<goto "Stage 1c">><</if>>\ <</if>>\ <</do>>\ <</timed>>\ \ <<if $difficulty lt 1>>\ <<timed 40s>>\ <<set $yourhealth to 0>><<set $yourstance to "Dead">><<goto "BelgrubDead">> <</timed>>\ <</if>>\
You slice upwards, somehow your sword takes all the force from his blow. Feroxus stumbles backwards, a look of anger and confusion on his face. The crowd gasps in unison, they don't know what to make of this. You hear a few solitary cheers – are they cheering for you!? The Troll King is furious; undeterred, he launches into another attack… \ <<set $mobatk to "WATER">>\ <<set $mobstance to "Attacking">>\ <<timed 1s>>\ <span id = "writea">In a single fluid motion, he brings his sword up high and smashes down at you with all his strength.</span> <<set $action to 0>><<set $turn to false>>\ <</timed>>\ <<timed 2s>>\ <<belgrubcontrols>>\ \ <<do>>\ <<belgrubcombat>>\ <<if $action gt 0>>\ <<if $yourstance != $mobatk>>\ <<set $yourhealth to 0>><<set $yourstam to 0>><<set $yourstance to "Dead">><<set $mobstance to "Victorious">><<goto "BelgrubDead">>\ <<else>><<set $yourstam to 2>><<set $yourhealth to 17>><<set $mobstam -= 30>><<set $mobhealth -= 50>><<goto "Stage 1d">><</if>>\ <</if>>\ <</do>>\ <</timed>>\ \ <<if $difficulty lt 1>>\ <<timed 40s>>\ <<set $yourhealth to 0>><<set $yourstance to "Dead">><<goto "BelgrubDead">> <</timed>>\ <</if>>\
You swing your sword with all the strength you can muster. The two swords clash, and there's a sound like thunder as you're both thrown backward by the force. You get up quickly to see Feroxus staring at his sword in dismay – it has shattered into pieces! And yet, the crowd is… cheering? You turn and spot some familiar faces: a gnome holding his undead cat, a market trader, a barkeeper, a store owner – they're all cheering for you! Feroxus throws his broken sword to the ground in disgust, but still, he smiles. He knows he cannot be defeated, for he is protected by a powerful prophecy… \ <<set $mobatk to "FIRE">>\ <<set $mobstance to "Charging">>\ <<timed 1s>>\ <span id = "writea">You see the intense heat of hatred in his eyes; he lowers his head and charges at you in pure, animal rage.</span> <<set $action to 0>><<set $turn to false>>\ <</timed>>\ <<timed 2s>>\ <<belgrubcontrols>>\ \ <<do>>\ <<belgrubcombat>>\ <<if $action gt 0>>\ <<if $yourstance != $mobatk>><<set $yourhealth to 0>><<set $yourstance to "Dead">><<set $mobstance to "Victorious">><<set $yourstam to 0>><<goto "BelgrubDead">>\ <<else>><<set $yourstam to 1>><<set $yourhealth to 15>><<set $mobstam -= 50>><<set $mobhealth -= 330>><<set $yourstance to "FIRE">><<set $mobstance to "Charging">><<goto "Victory">><</if>>\ <</if>>\ <</do>>\ <</timed>>\ \ <<if $difficulty lt 1>>\ <<timed 40s>>\ <<set $yourhealth to 0>><<set $yourstance to "Dead">><<goto "BelgrubDead">> <</timed>>\ <</if>>\
<<set $temp1 to true>>\ <span id="writea">Epilogue #1</span> By the time Belgrub, Torin and Elara made it back to the capital city, there was a huge welcoming committee waiting for them – Belgrub Fizzlespark was hailed as a returning hero; his story had already spread far and wide. Although Belgrub enjoyed all the fuss, he was secretly looking forward to getting back to his glueing; there were plenty of things to fix. He stored 'Word' away, just in case he might need it again in the future. He managed to make use of his celebrity status to speak up for his own race and the other non-humans. He encouraged the city to be more welcoming to other creatures and even take in some of the stragglers from the Troll King's army as they slowly disbanded and left the dungeon, dazed and confused. Although his heroic fame gradually faded with time, he would always be held as an honoured member of his clan: the halfling who gave their race new-found status and showed everyone that they too, could be heroes. And who knows, there may even be other stories involving heroic halflings, but his story was <i>definitely</i> the first. <<include "epilogues">>
<<set $temp3 to true>>\ <span id="writea">Epilogue #3</span> Grelbus, the master thief, watched the epic fight between Belgrub and Feroxus from the crowd. He was stunned when those around him started to cheer for the little challenger, and when he saw the Troll King defeated, he knew his plans were ruined. From that point on, Feroxus would always be known as the invincible troll who was brought low by a halfling. Grelbus made his escape before violence broke out, as it surely would. His plans were in tatters, but he would never give up. His hatred of humans was intense; they had demeaned him and his kind all his life, and he vowed that if he couldn't destroy them, he would find a way to belittle them somehow – to make them feel like they had made him feel. He was frustrated by his own kind, who chose to work with the humans and yet were still treated as their inferiors. He was frustrated by Belgrub, who seemed to look up to them, doing their menial tasks. But at the same time, he had to admit, despite thwarting his plans, he was secretly proud of Belgrub's achievement too – after all, they were family. Grelbus Fizzlespark put up his hood and blended into the crowd. He had new plans to make. <<include "epilogues">>
<<set $temp4 to true>>\ <span id="writea">Epilogue #4</span> By the time Belgrub, Torin and Elara made it back to the capital city, there was a huge welcoming committee waiting for them. The Council of Istoria was both grateful and relieved when the Jewel of Harmonia was finally returned. They rushed to lock it safely away to ensure that it was never stolen again. However, since he had held it aloft in the arena, Belgrub had never felt entirely at ease with the power of the jewel. The way he saw it, a nation shouldn't have to rely on the power of magic to unite its people – somehow, that felt like cheating. He never admitted this to anyone, but on the journey back, he made a replica by glueing together some coloured gems he found back in the dungeon – it looked surprisingly convincing! The Council were so quick to lock the jewel away that they never noticed that it wasn't the real thing. So the peace and prosperity that gradually returned to the kingdom was perhaps due to their belief in its power, rather than any mysterious magic. As for the real jewel, he locked it away in a small iron box with spirals of brass around the edges and added a special lock to keep it safe inside. He paid a local fisherman to take it far out to sea, out into uncharted waters where the maps dared not venture and the compass span in lazy circles – and there he threw it overboard, so it would never cause trouble again… <<include "epilogues">>
<<unset $temp1>><<unset $temp2>>\ <<unset $temp3>><<unset $temp4>>\ \ <<set $stickstart to false>><<set $status to false>><<set $UI to 0>>\ <<if !$sticksnstones>><<set State.metadata.set("sticksnstones", true)>><<set $sticksnstones to true>><<transcend>><</if>>\ <span id="fade-in">The End</span> I feel exhausted – I almost forgot that I'm playing a story within a story, a game within a game. This world seems to blur and fade, and I step back into the room. Now I feel strangely tall – no longer playing the role of the heroic halfling. The 'Jewel of Harmonia' – that must be the stone I've been looking for, but I don't see a way to retrieve it. <<link "Back to the menu" "Intro">><</link>> <<link "Explore the room" "The Square Room">><</link>>
Elara and Torin are trying to make their way through the crowd towards you. Everything is chaos, and you're not sure what's going on. It seems that the crowd's obedience to the Troll King was as much from fear as it was from the jewel, and their loyalty has proven paper-thin. For a moment at least, you're the hero of the hour. You have saved the humans and rescued the jewel! Fights have already started to break out amongst the crowd as the different races gradually start to remember they don't normally get along. <span id="sub2">"Come on, we need to get out of here."</span> Elara says, cutting through the noise. You realise she's right; you don't want to be around when the euphoria fades and things start turning nasty. <<DOWN>><<link "Escape the dungeon">><<set $action to 2>><<redo>><</link>> \ <<set _down to "escape">>\ <<do>>\ <<if $action is 2>><<set $action to 0>><<goto _down>><</if>>\ <</do>>\
<<set $temp1 to false>><<set $temp2 to false>>\ <<set $temp3 to false>><<set $temp4 to false>>\ \ <span id="sub1"><i><<timed .5s t8n>>Together, the unlikely trio snuck their way out of the arena while chaos erupted around them. They finally made it back to their camp, and Belgrub packed away his sword and the rescued jewel; then they prepared for the long journey home. It was slow going, and they stopped at every inn they came across on the way back so Torin could rest and heal. Eventually, he was able to walk without Elara's help. Even so, they spent most of the journey locked in animated conversation, doing what humans do best: they told the story of their adventure – and with each retelling, the story grew. <</timed>> <<timed 3s t8n>>They told their tale to rapturous applause at every village and tavern they passed through, and the story began to take on a life of its own. Occasionally, they would arrive at a new town, only to find a slightly different version of the story had already made it there before them – like an echo, as it reverberated around the land.<</timed>> <<timed 5s t8n>>All the stories shared one thing in common: that a little halfling had single-handedly defeated the Troll King, rescued the humans and saved the kingdom. And from then on, halflings were never looked down on again. <</timed>> <<timed 10s t8n>>Well… figuratively at least.<</timed>></i></span> <<timed 12s t8n>><span id="sub2">Choose your epilogue:</span> <<include "epilogues">> <</timed>>
<<if $testing>>\ /* Testing - Part 1 */ <<set $gemruby to true>><<set $gemsapphire to true>> <<set $gemcitrine to true>><<set $gememerald to true>> <<set $disguise to true>> <<set $torch to true>><<set $key1 to true>> <<set $room1 to true>><<set $room2 to true>> <<set $room3 to true>><<set $room4 to true>> <<set $room5 to true>><<set $room6 to true>> <<set $room7 to true>> <<set $lever1 to true>> <<set $lever2 to false>> <<set $lever3 to true>> /* Testing - Part 2 */ <<set $sword1 to true>><<set $sword2 to true>> <<set $sword3 to true>><<set $sword4 to true>> <<set $gold to 100>> <<set $stinkcheese to true>> <<set $swordrepaired to true>> <</if>>
<<if $testing>> <<set $hasredkey to true>><<set $hasredmap to true>> <<set $foundredcentre to true>><<set $foundredletters to true>> <<set $foundredsword to true>> <<set $hasgreenkey to true>><<set $hasgreenmap to true>> <<set $foundgreencentre to true>><<set $foundgreenletters to true>> <<set $foundgreensword to true>> <<set $hasyellowkey to true>><<set $hasyellowmap to true>> <<set $foundryellowcentre to true>><<set $foundyellowletters to true>> <<set $foundyellowsword to true>> <<set $hasbluekey to true>><<set $hasbluemap to true>> <<set $foundbluecentre to true>><<set $foundblueletters to true>> <<set $foundbluesword to true>> <</if>>
<<belgrubcombat>>\ \ <<do>>\ \ <span id = "writea">$message</span> \ <<if $yourhealth lte 0>>\ <<goto "BelgrubDead">>\ <</if>>\ \ <<if $action gt 0>>\ <<set _timer to 1>>\ <<timed _timer+'s'>>\ <<goto "BelgrubDefend">>\ <</timed>>\ <</if>>\ <</do>>\
<span id = "writea">$message</span> <span id = "writea">$mobmessage</span> \ <<timed 1s>>\ <<set $action to 0>><<set $turn to false>>\ <<redo>>\ <<belgrubcontrols>>\ <<do>>\ <<if $action gt 0>>\ <<goto "BelgrubAttack">>\ <</if>>\ <</do>>\ <</timed>>\
<<set $UI to 4>><<set $col to "">>\ <<set $redloc to "The Square Room">><<set $blueloc to "The Square Room">>\ <<set $greenloc to "The Square Room">><<set $yellowloc to "The Square Room">>\ \ <<audio "break" play volume 0.03>>\ <<set $carrying to "the combined sword">>\ I grab the Elemental sword and run into the other room. there, I pull the Ancient sword from its bracket and place the two together. Then, with a skill I didn't know I possessed, I apply the strange glue… and unite them. There's a blinding light as they fuse and glow, but eventually, they're joined, forming a new sword with their combined power. As I pick it up, I hear the faintest sound, like a gentle breeze – like the sound of ghosts passing through the room. They seem to say <span id="sub2"><i>"Give in… you cannot fight… "</i></span> I know now that the darkness hungers for the power of the stone and will pursue it across worlds until it finds a way inside this protective box. On my own, I can't fight it, but with the power of these swords… I might have a chance. \ <span id="mobile">\ <span id="sub2"> <i>Something has changed in the sidebar…</i></span> </span>\ <<link "Back to the main room" "The Square Room">><</link>>
<<set $UI to 4>><<set $col to "">>\ <<set $redloc to "Red final">>\ <<set $blueloc to "Blue final">>\ <<set $greenloc to "Green final">>\ <<set $yellowloc to "Yellow final">>\ \ <<timed .1s t8n>>I can sense it, I can hear those insidious whispers, like a zephyr, rustling through tattered sails. They seem to say, <span id="sub2"><i>"We hunger… let us in…"</i></span><</timed>> <<timed 1s t8n>>The Captain has fought his battle across the ages – I think… I think he needs my help. <</timed>> <<timed 2s t8n>>Wisps of black are coiling, writhing forward as if testing the boundaries. I can feel the temperature drop as they drift towards me. I have the sword, now I just have to work out how to use it…<</timed>> <<timed 3s t8n>>In its desire, that black and lidless eye, the source of the darkness, reaches across worlds in search of the stone. But in its greed, it has reached into this iron box: the stone's domain.<</timed>> <<timed 9s t8n>>And here… <</timed>><<timed 10.5s t8n>><span id="sub2">here there are echoes…</span><</timed>>
<<vid>> <<set $UI to 0>>\ <<audio "gentle" volume 0 fadeto 0.6>><<audio "breeze" volume 0 fadeto 0.7>>\ <<audio "gentle" loop play volume 0.6>><<audio "breeze" loop play volume 0.7>>\ <<set $completed to true>>\ \ <<timed .5s t8n>>He was a man born of the sea. For centuries he sailed, through oceans untouched by time and winds that whispered in ancient tongues, long forgotten. The stone glowed against his chest, a beacon of light and colour in the fathomless dark, guiding him ever onward. Yet the creature never relented, its vast and patient hunger stretching across the ages.<</timed>> <<timed 1.5s t8n>>The Scimitar, her hull weathered but unbroken, surged forward, driven not by wind alone but by a force deeper than the ocean. He stood at the helm, his hands of weathered driftwood, his eyes burning with a fire that had not dimmed. The storm winds howled through the rigging, snapping at the tattered sails, and the ghosts of his crew sailed with him, urging him on. His ship, his curse, had one final course to chart.<</timed>> <<timed 2.5s t8n>>He had centuries to plan his route, and now he had come full circle. There, upon the horizon, loomed the darkness he had fled from over so many lifetimes – a wound in the world, darker than the abyss from whence it came.<</timed>> <<timed 3.5s t8n>><<link "His ship roared forward…" "End2">><</link>><</timed>>
<<timed 0.1s t8n>>I wake with a start. I'm slumped on the floor in the centre of my empty basement. I sit up and rub my aching shoulders. How long had I been out?<</timed>> <<timed .7s t8n>>Before me, there's a small iron box; it gleams as if it's brand new. I look inside, and to my amazement, as if it's always been there, I see a large, crystal-like stone. Despite the dim light, the stone seems to shine with its own inner radiance.<</timed>> <<timed 1.4s t8n>>I reach in and take hold of it; it's heavier than it looks. I hold it up to the light, and I can see beautiful iridescent colours sparkling like a thousand rainbows. As I turn the crystal, it's almost like I can see a thousand worlds reflected in every facet, and each one contains a thousand stories that reverberate and echo.<</timed>> <<timed 2.1s t8n>>I'm feeling a little dizzy. Does this mean it was all real? The stories, the captain, the darkness…? Does this mean I now possess the power of the stone? I grab the box and walk upstairs, opening the curtains in a daze. The sun is glaring, and the sky is filled with colour.<</timed>> <<timed 2.8s t8n>><<link "I look down at the box…" "Stone end">><</link>><</timed>>
<<set $action to 0>>\ <<if visited () lt 4>>\ My vision blurs, and I'm back in the room with its black walls and glowing neon lines: another story within a story. But this is a different version of myself – an echo. I can see black tendrils creeping forward, like an infection, slowly spreading. Snake-like wisps of pure darkness poke and prod, looking for the slightest crack in which to force their way in, like an ocean predator prizing open an oyster shell, seeking the tender meat within. This box of iron and brass will not hold it forever. It's time to fight back. I can feel the synergy of the sword, I just need to match its power. <<else>>\ I'm back in the room with its glowing neon lines. The creature's black tendrils are looking for the slightest crack in which to force their way in. I may not survive this, but I have to buy the captain more time. <</if>>\ <<do>>\ <<if $action gt 0>>\ <<timed 0.1s>><span id = "writea">$message</span><</timed>> <<timed 1.2s>><span id = "writea">$mobmessage</span><</timed>> <</if>>\ <<finalcontrols>> <<finalcombat>>\ <<if $yourstance is "FIRE">><<goto "Red done">><</if>> <</do>>\
<<set $action to 0>>\ <<if visited () lt 4>>\ I'm fractured and multiplied – an echo of myself. I look around, I don't recognise it at first; I'm just surrounded by darkness. Then I turn and see it, the white door with its peeling paint and brightly coloured handle. There's a noise, hooves booming like cannons in the distance. I glimpse its form as it emerges from the void: the Minotaur! And yet its shape is indistinct, as if it's made of smoke and shadow. Two jet-black eyes stare out, and it's as if they absorb all colour from the world. I combine my essence with the sword, and even if it takes me with it, I will wipe the darkness from this world. <<else>>\ I'm back in the void, locked in battle with the Minotaur. Its form is indistinct, as if it's made of smoke and shadow. It leaps towards me, eyes like a starless night; it seeks to devour and absorb. I must defend myself and destroy it before it destroys me. <</if>>\ <<do>>\ <<if $action gt 0>>\ <<timed 0.1s>><span id = "writea">$message</span><</timed>> <<timed 1.2s>><span id = "writea">$mobmessage</span><</timed>> <</if>>\ <<finalcontrols>> <<finalcombat>>\ <<if $yourstance is "EARTH">><<goto "Green done">><</if>> <</do>>\
<<set $action to 0>>\ <<if visited () lt 4>>\ Another facet of the stone, another echo… I'm back on the deck of The Scimitar. The waves are rough, and the wind is howling at my back. I hear it rising to the surface, greedy in its hunger. Tendrils, thick as ship’s masts, writhe in slow, deliberate arcs, tasting the wind. That terrible eye, vast and unblinking, turns toward me, its emptiness swallowing the stars. I may not be able to kill it, but I can hurt it – and that might be enough. <<else>>\ I'm back on the deck of The Scimitar; the beast towers over me, and its tentacles coil and writhe, ready to grip, to smash, to devour. The eye, the source of that empty hunger stares, cold and emotionless. I grip my sword tightly, I'm not going without a fight. <</if>>\ <<do>>\ <<if $action gt 0>>\ <<timed 0.1s>><span id = "writea">$message</span><</timed>> <<timed 1.2s>><span id = "writea">$mobmessage</span><</timed>> <</if>>\ <<finalcontrols>> <<finalcombat>>\ <<if $yourstance is "WATER">><<goto "Blue done">><</if>> <</do>>\
<<set $action to 0>>\ <<if visited () lt 4>>\ My reflections are fragmented, and I am split across worlds. I'm suddenly somewhere new, and the distant ghostly roars of four hundred creatures are shouting and screaming around me. I'm in the centre of the arena; I turn, and there he stands, towering above me: the Troll King. He advances towards me, a frame of sinew and steel, and I can see the hatred in his eyes. But they're not his eyes – his form shifts and changes, like a drifting, oily silhouette. We are more powerful than it realises – I channel our colour and strike… <<else>>\ I'm back in the arena, surrounded by the ghosts of four hundred creatures baying for blood. The Troll King, or something that looks like him, advances towards me and we're locked in a battle for survival. I grip my sword tightly, it's time to end this. <</if>>\ <<do>>\ <<if $action gt 0>>\ <<timed 0.1s>><span id = "writea">$message</span><</timed>> <<timed 1.2s>><span id = "writea">$mobmessage</span><</timed>> <</if>>\ <<finalcontrols>> <<finalcombat>>\ <<if $yourstance is "AIR">><<goto "Yellow done">><</if>> <</do>>\
<<widget "finalcombat">> <<if $action is 1>> <<set $message to "I take a mighty swing and unleash a howling wind">> <<set $mobmessage to "The beast recoils in pain">> <<set $yourstance to "AIR">> <</if>> <<if $action is 2>> <<set $message to "I sweep my sword, and a wave of energy smashes into it">> <<set $mobmessage to "The shadows flinch and recede, I've hurt it!">> <<set $yourstance to "WATER">> <</if>> <<if $action is 3>> <<set $message to "I stab at it, and a gout of fire blasts from the sword">> <<set $mobmessage to "The shadow vapourises, but slowly starts to reform">> <<set $yourstance to "FIRE">> <</if>> <<if $action is 4>> <<set $message to "I smash down with all my force, and the ground trembles">> <<set $mobmessage to "The beast groans, but it will not stop">> <<set $yourstance to "EARTH">> <</if>> <</widget>> <<widget "col_check">> <<set _temp to 0>> <<if !$yellow>><<set _temp ++>><</if>> <<if !$red>><<set _temp ++>><</if>> <<if !$green>><<set _temp ++>><</if>> <<if !$blue>><<set _temp ++>><</if>> <<if _temp is 1>> With all my strength, I attack – the beast shudders and recoils. Perhaps, until this moment, it has never known pain, but it will not be stopped. It lashes out with godly power and fractures my echo to nothingness. <br><br> <<timed 2s t8n>>I can only hope it wasn't in vain…<</timed>> <<elseif _temp is 2>> I strike, and the beast moans in pain. That incessant whisper, like a howling wind,<br><br> <span id="sub2"><i>"…give in… you cannot hope to defeat us… for we are as old as time…"</i></span><br><br> It wraps its tendrils around my echo and squeezes the life away. <br><br> <<timed 2.5s t8n>>But perhaps time is all we need…<</timed>> <<elseif _temp is 3>> The power of the elements flow through me, and I blast that god of shadow and desire with everything I have.<br><br> For a moment, I dare to hope… has it gone? But slowly, it reforms and its pain and hunger are doubled by its fury. It smashes the life from us, its attention now wholly focused on our destruction. <br><br> <<timed 2.5s t8n>>Another echo lost, but we have gained more time…<</timed>> <<elseif _temp is 4>> <<set $UI to 0>><<set $glitch to 0>> I strike, and the shadow is ripped apart. I hear its screams – it has been wrenched from the worlds it has tried to invade. Nevertheless, that black pit of sorrow, blinded by pain and fury, is still anchored in its own world, and with one final blow, it rips the life from my last echo.<br><br> But the eye that hungers – the source of the darkness – has been too focused elsewhere, and in this moment, it's vulnerable.<br><br> <<timed 2.5s t8n>>I have used the power of the two swords to fight it, <<link "but there is another…" "THE END (Light)">><</link>><</timed>> <</if>> <</widget>> <<widget "finalcontrols">> Your turn:<br> <img src="img/elements/air.png" width="26px" style="display: inline-block; vertical-align: middle; margin-bottom: 0.2em;"> <<UP>><<link "Air">><<set $action to 1>><<redo>><</link>> <br><img src="img/elements/fire.png" width="26px" style="display: inline-block; vertical-align: middle; margin-bottom: 0.2em;"> <<LEFT>><<link "Fire">><<set $action to 3>><<redo>><</link>> <br><img src="img/elements/earth.png" width="26px" style="display: inline-block; vertical-align: middle; margin-bottom: 0.2em;"> <<RIGHT>><<link "Earth">><<set $action to 4>><<redo>><</link>> <br><img src="img/elements/water.png" width="26px" style="display: inline-block; vertical-align: middle; margin-bottom: 0.2em;"> <<DOWN>><<link "Water">><<set $action to 2>><<redo>><</link>> <</widget>>
<<set $red to false>>\ <<col_check>>\ <<timed 2.6s>><<audio "break" play volume 0.05>><</timed>>\
<<set $green to false>>\ <<col_check>>\ <<timed 2.6s>><<audio "break" play volume 0.05>><</timed>>\
<<set $blue to false>>\ <<col_check>>\ <<timed 2.6s>><<audio "break" play volume 0.05>><</timed>>\
<<set $yellow to false>>\ <<col_check>>\ <<timed 2.6s>><<audio "break" play volume 0.05>><</timed>>\
<<if $testing && !$swordword>> <<set $swordword to true>> <<set $swordcollab to true>> <</if>>
<<set $name to "">>\ <<set $comment to "">>\ <<set State.metadata.set("labyrinth", false)>><<set $deep to false>>\ <<set State.metadata.set("deep", false)>><<set $labyrinth to false>>\ <<set State.metadata.set("sticksnstones", false)>><<set $sticksnstones to false>>\ <span id="fade-in">Heroes of the Stone</span> <<timed .8s t8n>>The power of the stone is now yours. What will you do with it?<</timed>> <<if $shared or State.metadata.get("shared")>>\ <<timed 1.2s t8n>>\ <span id="sub2">Thank you for playing - your name has been added.</span> <<button "HEROES OF THE STONE">><<goto "Heroes of the Stone">><</button>> <</timed>> <<else>>\ <<timed 1.2s t8n>>\<span id="sub2">Please enter the name you would like to be remembered by:</span><</timed>> <<timed 1.5s t8n>><<do>>\ <span class="text2"><<textbox "$name" $name>> </span> <span class="enter"> <<button "↵">> <<redo>> <</button>></span> <</do>><</timed>>\ <<timed 1.9s t8n>><span id="sub2">Would you like to send a comment or suggestion to the author?</span> <span id="sub3"><i>(this is entirely optional)</i></span> <span class="text2"><<textbox "$comment" $comment>> </span> <span class="enter"> <<button "↵">> <<redo>> <</button>></span> <<do>>\ <span id="writea">Your name: $name</span> <span id="writea">Your comment: $comment</span> <</do>><</timed>>\ <<timed 2.4s t8n>>\ When you're happy, click 'Share' to save your name to the hall of fame (updates may take a few minutes). This will then take you back to the main menu. \ <span id="output"></span> \ <<button "SHARE">> <<if $name != "">> <<transcend>> <<set State.metadata.set("shared", true)>><<set $shared to true>> <<goto "Intro">> <<else>>\ <<replace "#output">> Please enter a name (it doesn't have to be your real name!) <</replace>>\ <</if>> <</button>> <</timed>>\ <</if>>\
<div id="centre"><div id="basic">\ <span id="fade-in">Heroes of the Stone</span> <<timed 0.1s t8n>><span id="writea">Rare are those who rescued the stone and brought it into the light – their names will echo here forever more.</span><</timed>> <<timed 1s t8n>>\ <iframe width="435" height="560" seamless frameborder="1" scrolling="no" src="https://docs.google.com/spreadsheets/d/e/2PACX-1vRB-iMFCNWvCDwBomIgnxd0foHU3Mhy2TAqaq2V2umiydvPHmY3v30i4zrWBY2OpZPfU8Hl74z1Js0C/pubchart?oid=1797859633&format=interactive"></iframe> <<button "Back">><<goto "Intro">><</button>><</timed>> </div></div>
<<audio "click" play volume 0.9>>\ I move my fingers and thumbs so I can reach all four gems… and push. The box lid suddenly springs open, and I recoil in momentary surprise. I peer in, but, as suspected, there's nothing inside. The interior of the box is dark… strangely dark. As I peer closer, I can see the tiniest speck of colour right in the centre. It looks like a single star twinkling in a heaven of pure, jet black. As I stare, it almost seems to get bigger, and I have the strangest feeling… as if I'm about to fall and lose myself within that yawning black void. [[I can't look away…|so it begins]]
<hr class="line"><<do>>\ COMBAT SPEED: <div style="display: inline-block;"><<if $timer1 is 1.6>><u>Slow</u><<else>><<link "Slow">><<set $timer1 to 1.6>><<set $timer2 to 999>><<redo>><</link>><</if>><<brk>><<if $timer1 is setup.timer1>><u>Normal</u><<else>><<link "Normal">><<set $timer1 to setup.timer1>><<set $timer2 to setup.timer2>><<redo>><</link>><</if>><<brk>><<if $timer1 is 1>><u>Fast</u><<else>><<link "Fast">><<set $timer1 to 1>><<set $timer2 to 4>><<redo>><</link>><</if>></div> <span id="sub2"><<if $timer1 is 1>>\ Combat is faster, with more of a 'real-time' feel. <<elseif $timer1 is setup.timer1>>\ The default setting (around 9 seconds per combat turn) <<elseif $timer1 is 1.6>>\ Turn-based combat – your opponent will wait. <</if>></span>\ DIFFICULTY: <div style="display: inline-block;"><<if $difficulty gt 1>><u>Noteworthy</u><<else>><<link "Noteworthy">><<set $difficulty to 1.6>><<set $maxhealth to 60>><<set $maxstam to 20>><<redo>><</link>><</if>><<brk>><<if $difficulty == 1>><u>Heroic</u><<else>><<link "Heroic">><<set $difficulty to 1>><<set $maxhealth to 40>><<set $maxstam to 11>><<redo>><</link>><</if>><<brk>><<if $difficulty lt 1>><u>Legendary</u><<else>><<link "Legendary">><<set $difficulty to 0.75>><<set $maxhealth to 36>><<set $maxstam to 10>><<redo>><</link>><</if>></div> <span id="sub2"><<if $difficulty gt 1>>\ You do more damage and have more health and stamina. <<elseif $difficulty lt 1>>\ Tougher fights, even more epic! <<else>>\ Combat offers a mild challenge, worthy of a hero. <</if>></span>\ <</do>>\
<div id="centre">\ <<if $status>>\ <<button "STATUS">> <<if passage() is "Status">>\ <<if _col is "red">><<set $col to _col>><<set $img to "img/red/">><<goto $redloc>> <<elseif _col is "blue">><<set $col to _col>><<set $img to "img/blue/">><<goto $blueloc>> <<elseif _col is "green">><<set $col to _col>><<set $img to "img/green/">><<goto $greenloc>> <<elseif _col is "yellow">><<set $col to _col>><<set $img to "img/yellow/">><<goto $yellowloc>> <<elseif $blue>><<set $col to "blue">><<set $img to "img/blue/">><<goto $blueloc>> <<elseif $green>><<set $col to "green">><<set $img to "img/green/">><<goto $greenloc>> <<elseif $yellow>><<set $col to "yellow">><<set $img to "img/yellow/">><<goto $yellowloc>> <<else>><<set $col to "red">><<set $img to "img/red/">><<goto $redloc>> <</if>>\ <<else>>\ <<goto "Status">> <</if>>\ <</button>> <</if>>\ <<if $status or ($glitch gt 0 && $UI is 2) or $UI == 4>>\ <<col_choice>> <</if>>\ <<if $stickstart or ($glitch gt 0 && $UI is 3) or $UI == 4>>\ <<action_keys>> <</if>>\ <<devmode>>\ \ <<if !$start>>\ <</if>>\ \ </div>
<<audio "gentle" play>>\ I pick up the bottle and the tiny replica of The Scimitar it contains. When I hold it to my ear, I can hear the steady wash of the ocean, a heartbeat so familiar. The detail is incredible, I can actually see tiny waves crashing against the hull and those tattered sails fluttering in the wind. I wonder if the Captain is still sailing out there somewhere, fleeing from the ancient terror that pursues him. <<link "Back to the room" "Deep room">><<audio "gentle" fadeout>><</link>>
<<if $swordcollab>>\ I move over to the <i>'Collaboration'</i> sword. I'm surprised to find that it has a solid weight to it now, where it didn't before. The metal gleams, but there are also scratches and dents where it's seen battle. I can feel the power of ancient magic flowing through it. This is the real sword from the story! <<else>>\ I move over to the sword and lift it from its holding bracket. The detail is beautiful; it even has the name <i>'Collaboration'</i> written along the blade, but it feels wrong somehow – as if it's missing its 'soul'. Without it, I don't think it's much use as a weapon. <</if>>\ \ <<if $swordcollab && $swordword && $UI !=4>>\ <<set $UI to 0>><<set $glitch to 0>>\ <span id="sub2">I have now reunited both of the swords with their souls.</span> <<else>>\ <<if $UI != 2 && $UI != 4>>\ <<set $glitch to 99>>\ <<audio "click" play volume 0.05>>\ <<set $UI to 2>><<set $col to "">>\ <<set $redloc to "Lab room">><<set $blueloc to "Lab room">>\ <<set $greenloc to "Lab room">><<set $yellowloc to "Lab room">>\ <<set $red to true>><<set $blue to true>>\ <<set $green to true>><<set $yellow to true>>\ As I'm holding it, I get the strangest feeling, as if my mind has been fractured and split. Just for a second, I can see multiple versions of the room, like I'm viewing the world through a kaleidoscope. <<if !$sticksnstones>>The feeling eventually passes, and I feel like myself again. <<else>><span id="mobile"><span id="sub2"> <i>Something has changed in the sidebar…</i></span></span><</if>> <</if>><</if>>\ [[Back|Lab room]]
<<if $swordword>>\ I move over to the halfling's sword and lift it from the shelf. It's small and light, but there's now a heft to it, too. I can see fine lines where it's been broken and repaired, and there's a subtle glow coming from it that wasn't there before. It feels powerful now, as if the sword has been reunited with its elemental soul. I think this is the real sword from the story! <<else>>\ I move over to the sword and lift it from the shelf. It's just as I remember from the story; it even has <i>'Word'</i> written along the blade. However, it feels surprisingly lightweight, as if it's just a replica. It's still beautiful, just like the original, but I don't think I'll be fighting anything with this – it seems to be missing its elemental soul. <</if>>\ \ <<if $swordcollab && $swordword && $UI !=4>>\ <<set $UI to 0>><<set $glitch to 0>>\ <span id="sub2">I have now recovered both of the real swords.</span> <<else>>\ <<if $UI != 3 && $UI != 4>>\ <<set $glitch to 99>><<set $UI to 3>><<set $combat to false>>\ <<audio "click" play volume 0.05>>\ As I'm holding it, I get the strangest feeling, like I'm back in that dungeon – as if the story is echoing around my head. <<if !$labyrinth>>The feeling eventually passes, and I feel like myself again.<<else>><span id="mobile"><span id="sub2"> <i>Something has changed in the sidebar…</i></span></span><</if>> <</if>><</if>>\ [[Back to the room|Sticks room]]
<<timed .1s t8n>>I wake with a start. I'm slumped on the floor in the centre of my empty basement. I sit up and rub my aching shoulders. How long had I been out? Before me, there's an empty iron box. It looks older than I remember, just flaked brown rust and cheap colourless glass. I check inside, but there's nothing in there.<</timed>> <<timed 1s t8n>>I leave the box where it lies and make my way upstairs. I open the curtains to let some light in – just another grey day, as if those sombre clouds have leached all colour from the world…<</timed>> <<timed 1.8s t8n>><span id="fade-in">The End</span><</timed>> <span id="writea"><<timed 4s t8n>>Congratulations. You completed the game and found the 'dark' ending.<</timed>></span> <<timed 4.5s t8n>><<link "Quit to the menu" "Intro">><</link>><</timed>> <<timed 5s t8n>><<link "Or see if there's another solution…" "Empty hand">><</link>><</timed>>
<<audio "gentle" play volume 0.2>>\ <<timed 0.2s t8n>><video src="img/anim/light_end.mp4" width="100%" autoplay loop muted playsinline type="video/mp4" alt="zoom"></video>\ I look down at the box in my hands. I smile to myself and hold the stone up to the light. So many worlds, so many more echoes to see! I think… I think I have some exploring to do…<</timed>> <<timed .1s t8n>><span id="fade-in">The End</span><</timed>> <span id="writea"><<timed 3.5s t8n>>Congratulations. You completed the game and found the 'light' ending.<</timed>></span> <<timed 4s t8n>><<button "Heroes of the Stone" "Heroes">><</button>><</timed>> <<timed 20s t8n>><<audio "gentle" play volume 0.2>><</timed>>\
The Orc guards are looking lost and confused, not entirely sure what to do now their leader has been defeated. Now his hatred and anger are no longer being channelled by the jewel; the power that united all of these disparate races gradually begins to fade. Everything is chaos, and you're not sure what's going on. It seems that the crowd's obedience to the Troll King was as much from fear as it was from the jewel, and their loyalty has proven paper-thin. For a moment at least, you're the hero of the hour. You have saved the humans and rescued the jewel! Fights have already started to break out amongst the crowd as the different races gradually start to remember they don't normally get along. Torin is still limping as he makes his way over. <span id="sub2">"Come on, we need to get out of here."</span> He says, cutting through the noise. You realise that he's right; you don't want to be around when the euphoria fades and things start turning nasty. <<DOWN>><<link "Escape the dungeon">><<set $action to 2>><<redo>><</link>> \ <<set _down to "escape">>\ <<do>>\ <<if $action is 2>><<set $action to 0>><<goto _down>><</if>>\ <</do>>\
<span id="writeb">Walkthrough for The Labyrinth</span> <<linkreplace "The Start">>The Start The start of the game is the same for all characters, however, the colour of the door handle shows that there will be certain key differences within each 'world'. Head through the door, or turn around to see what's made the noise (which will give you a clue as to what you're up against!). Once you're through the door, there'll be a sign that tells you your main objective; find the ancient sword and piece together its name in order to escape. Look around. In front of you, there's an old well. There are three other doors, plus the door you came through behind you, which is also the final exit.<</linkreplace>> <<linkreplace "The Room">>The Room Take a look at the well. There are some strange marks there, but we can't solve those yet. Check inside the well, it looks like there's a sword down there, but we can't reach it, so we'll have to come back to that later.<</linkreplace>> <<linkreplace "The West, East and North doors">>The West, East and North doors Start with the West door. There is a poem above the door that ends in a question. It's a reference to the Greek legend of the Minotaur – and the labyrinth. You may know the hero's name already, but if not, you'll have to go exploring the labyrinth itself for answers. That's the door to the north. However, check the East door next – you'll find a brightly coloured door, but crucially each character will see a different colour. Each door will need its own key to unlock it. Now head to the north, this is the entrance to the labyrinth, and its hallways go on forever. Don't expect to find the centre of the maze by accident! Just keep searching, eventually, you'll see some light coming from one of the passageways. Head that way to find a dead-end. On the wall there will be a picture showing a battle with the Minotaur – and the hero's name: 'Theseus'.<</linkreplace>> <<linkreplace "Solve the West door">>Solve the West door Once you've discovered the hero's name, you can use it to open the West door. It's the same answer for all characters, so you can switch between characters to open each of their doors (once you've entered it the first time, it should autofill for any other characters you're controlling). Each character will discover a key - a coloured key that opens a door of the same colour.<</linkreplace>> <<linkreplace "Solve the East door">>Solve the East door All four keys have their own inscription. Use the right word to open the matching coloured door: Citrine: "Aer" Emerald: "Ge" Ruby: "Pyr" Sapphire: "Hydor" Head to the East door and unlock it.<</linkreplace>> <<linkreplace "The Riddles">>The Riddles Once inside, each character will be confronted with a different riddle. If you're stuck, upon entering an incorrect guess, you'll see a small 'Need a hint?' prompt at the bottom of the page, click that to get a big hint as to the answer. The answers to each riddle are below: Emerald answer: RIVER Ruby answer: 99 Citrine answer: LIVE Sapphire answer: SILENCE<</linkreplace>> <<linkreplace "Solve the Labyrinth">>Solve the Labyrinth Once you've solved each riddle, you'll be presented with a map: 'Ariadne's Guidance'. This map will enable one character to get through their version of the maze. The directions are clear, but they're from an 'explorer's' point of view. There is no 'up', 'down' or 'north', 'south' - only the choice of left, forwards or right at each intersection. If you view these maps in the 'Status' screen, you can see the directions written in small text below each map (once you've made it to the centre of the maze!). The solutions to each person's version of the maze are: Sapphire: RIGHT, LEFT, FORWARD Ruby: FORWARD, RIGHT, LEFT Citrine: RIGHT, FORWARD, LEFT Emerald: LEFT, LEFT, RIGHT Note: these directions will only work if that character has progressed a little in the game (ie. they have at least opened their version of the hero's door).<</linkreplace>> <<linkreplace "The Centre of the Labyrinth">>The Centre of the Labyrinth Once you've found all the maps, switch to each character and use the right directions to get them to the centre of the maze. Use the 'Status' button to check and remind yourself. If you get the directions wrong, the only solution is to find the dead-end, escape from the maze and retry. In the centre, you'll see a stone head. Three of the characters will also see a cypher made up of Greek-looking symbols. However, one character will get something different. They will be shown a three letter word - made up from those same characters. Each of the cyphers contains a different definition of those symbols, so which one's correct? On the stone plaque, under each of the three letters you'll see a colour. Take that letter from the relevant cypher to make the correct word. The solution and Ariadne's word is: MAP Once entered for one character, it will autofill for any others you're controlling.<</linkreplace>> <<linkreplace "The Stone Face">>The Stone Face Once you enter the right word, the stone face will spit out a card - it shows a grid with four letters on it. Each character will get a slightly different version. You'll need to combine all four cards in order to fill the whole grid. Once you have that, you'll be able to solve the wishing well puzzle, and finally retrieve the ancient sword!<</linkreplace>> <<linkreplace "Solve the Well">>Solve the Well On the side of the well there's a strange chess-board like grid with a line that touches four different squares. Each character should look at the pattern shown on the side of their version of the well. Apply this to the completed grid of letters and you'll spell out a four letter word. The 'wishing words' are: Ruby: TIME Sapphire: PLAN Emerald: DOOR Citrine: FATE Make a wish by entering the right word for each character to finally retrieve the sword. Unfortunately it's broken - you only have a piece of it!<</linkreplace>> <<linkreplace "The name of the Ancient Sword">>The name of the Ancient Sword Once you have all the broken pieces, you should find they will combine to make a single word - and that's the name of the ancient sword: "Collaboration" Use the name of the ancient sword to open the door and exit the room. That's it, you're free! Except… the Minotaur is waiting, it's time to use that sword. If you're playing with others, make sure everyone is caught up before proceeding.<</linkreplace>> <<linkreplace "The Minotaur">>The Minotaur Switch between the characters and look for an 'action' to shout out to the others (it will be highlighted). Now look for a colour (shown in italics) - switch to the right character and type in the action. Keywords (in this order): Citrine > Move left > Sapphire Sapphire > Parry > Emerald Emerald > Duck > Ruby Ruby > Jump back > Citrine Citrine > Sword > Sapphire Sapphire > Attack > All Once the monster is defeated, your team is victorious and you have completed the game – congratulations!<</linkreplace>> <<button "Back" "Labyrinth">><</button>>
<<nobr>>\ <<set _down to "passage1">> <<set _right to "marking">> <<domove>> <</nobr>>\ \ <<if ($lever1 && !$lever2 && $lever3) or ($lever1 && $lever2 && !$lever3)>>\ <<set _up to "doorway">>\ To the north, you can see a huge iron door. The grate that previously blocked your way is now open, allowing you access. To the east, there's a strange wooden box set into the rock, and to the south, there's the slightest hint of daylight. <<elseif visited () lt 3>>\ The light from the entrance has now faded from view. To the north, there's a metal grate blocking your path. Through it, you can see a huge iron door at the end of the passageway. It's guarded by something sitting slumped against it. The creature currently looks fast asleep, but a worryingly large axe rests by its side. To the east, there's a strange wooden box set into the rock. <<else>>\ To the north, you can see a huge iron doorway, but a metal grate blocks your path. To the east, there's a strange wooden box set into the rock, and to the south, there's the slightest hint of daylight. <</if>>\ \ <<do>>\ <<if !$torch && $action == 3 && visited ("side2")>>\ <<set $torch to true>><<set $temp to true>>\ <<goto "passage2">><</if>>\ <</do>>\ \ <<if $temp>>\ You pull the torch from the wall, <span id="sub2">that should help light your way!</span><</if>>\ \ <<if !$torch>>\ On the wall next to you, there's a burning torch placed in a metal sconce. <<if visited ("side2")>>\ <<LEFT>><<link "Remove the torch">><<set $action to 3>><<redo>><</link>> <</if>>\ <<else>>\ <</if>>\ \ <<if (visited () is 2 or visited () is 3) && !$temp>>\ You're already feeling a little lost. You wonder if you should be making a map, but that feels like the sort of thing warriors leave to others. <</if>>\ <<if $temp>><<unset $temp>><</if>>\ <<exits>>
<<nobr>>\ <<set _up to "passage1">> <<set _down to "camp">> <<domove>> <</nobr>>\ You're back at the dungeon entrance. To the north, the cave extends into darkness with just the flickering light from a few burning torches illuminating the gloom. To the south, the cave opens to daylight and the outside world. <<exits>>
<<set $UI to 0>> <<set $status to false>> <<set $stickstart to false>> <<set $col to "">> <<set $labstart to true>> <<set $labyrinth to false>> <<unset $labreset>> <<set $labyrinth to false>> <<set $players to 1>> <<set $ctrl to 1>> <<set $img to "img/red/">> <<set $imgm to "img/main/">> <<set $red to false>> <<set $blue to false>> <<set $green to false>> <<set $yellow to false>> <<set $char1 to "ME">> <<set $char2 to "ME">> <<set $char3 to "ME">> <<set $char4 to "ME">> <<unset $hasyellowkey>> <<unset $hasgreenkey>> <<unset $hasredkey>> <<unset $hasbluekey>> <<unset $hasyellowmap>> <<unset $hasgreenmap>> <<unset $hasredmap>> <<unset $hasbluemap>> <<unset $foundyellowletters>> <<unset $foundgreenletters>> <<unset $foundredletters>> <<unset $foundblueletters>> <<unset $foundredcentre>> <<unset $foundbluecentre>> <<unset $foundyellowcentre>> <<unset $foundgreencentre>> <<unset $foundbluename>> <<unset $foundredname>> <<unset $foundgreenname>> <<unset $foundyellowname>> <<unset $eastred>> <<unset $eastgreen>> <<unset $eastyellow>> <<unset $eastblue>> <<unset $foundyellowsword>> <<unset $foundgreensword>> <<unset $foundredsword>> <<unset $foundbluesword>> <<set $rednom to "Ruby">> <<set $bluenom to "Sapphire">> <<set $greennom to "Emerald">> <<set $yellownom to "Citrine">> <<set $redloc to "Entrance">> <<set $blueloc to "Entrance">> <<set $greenloc to "Entrance">> <<set $yellowloc to "Entrance">>
<<linkreplace "› How does this work?">><span id="sub2">How does this work?</span> This is a low-tech solution to multiplayer! Each instance of the game has no knowledge of the other players' game state – no data is being shared between them. It simply relies on each player communicating with the others to tell them what they see and what they've done.<</linkreplace>> <<linkreplace "› How to play solo?">><span id="sub2">How to play solo?</span> You'll control all four characters. They will all start in the same location and will explore the same space. In order to help them escape, you'll need to switch between them using the <span id="sub2">buttons in the sidebar</span>. You can also use the <span id="sub2">Status</span> button to show you everything you've discovered or completed. Don't worry, it's not as complicated as it sounds! However, you may find that progressing them as a team works better than trying to do everything with one character alone…<</linkreplace>> <<linkreplace "› How to play as a group?">><span id="sub2">How to play as a group?</span> If you're playing with others, it's recommended to use a voice, video or chat system to communicate. Each player plays on their own device, in their own version of the game. If playing with less than four people, each player can control one or more character – you just need to ensure that the <span id="sub2">four game characters are in play</span> – the game can't check that for you. Otherwise, it's similar to playing solo. All four characters will start in the same location and will explore the same space. If you're controlling more than one character, you'll need to switch between them using the <span id="sub2">buttons in the sidebar</span>. You can also use the <span id="sub2">Status</span> button to show everything you've discovered or completed – however, it won't show you what others have found. Keep your team communicating and progressing so no one gets left behind!<</linkreplace>> \ <<if $ctrl lt 4>>\ <<linkreplace "› Quick links">><span id="sub2">Quick links</span> These links will open in a new browser window. They will jump straight to 'The Labyrinth' and set the controlled character to the one listed below. You can then copy/paste these links from your browser to invite others to play. <a href="index.html?p=1" target="_blank">Play as 'Ruby'</a> <a href="index.html?p=2" target="_blank">Play as 'Sapphire'</a> <a href="index.html?p=3" target="_blank">Play as 'Emerald'</a> <a href="index.html?p=4" target="_blank">Play as 'Citrine'</a> They'll be able to change these names later if they wish.<</linkreplace>> <</if>>\ [[Back|Confirm]]
<<if $ctrl == 4>><<set _cont to "all">>\ <<elseif $ctrl == 3>><<set _cont to "three">>\ <<elseif $ctrl == 2>><<set _cont to "two">>\ <<elseif $ctrl == 1>><<set _cont to "one">>\ <</if>>\ \ Help your team to escape! You are controlling <span id="sub2">_cont</span> of the <span id="sub2">four characters</span>. <<if $ctrl != 1>>Remember, you'll need to use the <span id="sub2">buttons in the sidebar</span> to switch between them.<</if>> The <span id="sub2">Status</span> button will automatically update to show progress and anything you've found or completed. \ <span id="mobile"><span id="sub2">\ Note: if you're playing on mobile: open the sidebar using the arrow in the top left. </span></span>\ <<if $players == 1 or $ctrl == 4>>\ When you're ready, click one of the character names below to begin: <<elseif $ctrl gt 1>>\ When everyone is ready, choose a character name below to begin: <<else>>\ When you're ready, click your character name below to begin: <</if>>\ <<do>>\ <<col_choice>> <</do>>
<span id="sub2">Rename the characters:</span> <<set _count to 0>>\ <<if $ctrl gt 0>>\ You are controlling: <b><<do>>\ <<if $char1 is "ME">><<set _count ++>>\ <span id="red">■ </span> <span id="sub2">$rednom</span> <</if>>\ <<if $char2 is "ME">><<set _count ++>>\ <span id="blue">■ </span> <span id="sub2">$bluenom</span> <</if>>\ <<if $char3 is "ME">><<set _count ++>>\ <span id="green">■ </span> <span id="sub2">$greennom</span> <</if>>\ <<if $char4 is "ME">><<set _count ++>>\ <span id="yellow">■ </span> <span id="sub2">$yellownom</span> <</if>>\ <</do>></b>\ <</if>>\ <<set _rednom to "">><<set _bluenom to "">>\ <<set _yellownom to "">><<set _greennom to "">>\ \ <span id="sub3">Hit 'Set' (or press 'enter') to change the names. Hit 'Reset all' to set them back to defaults.</span> <<do>>\ <span id="red">■ </span> $rednom: <span class="text"><<textbox "_rednom" _rednom>> </span> <span id="blue">■ </span> $bluenom: <span class="text"><<textbox "_bluenom" _bluenom>> </span> <span id="green">■ </span> $greennom: <span class="text"><<textbox "_greennom" _greennom>> </span> <span id="yellow">■ </span> $yellownom: <span class="text"><<textbox "_yellownom" _yellownom>> </span> <</do>>\ <span class="enter"><<button "SET">> <<if _rednom != "">><<set $rednom to _rednom>><</if>>\ <<if _bluenom != "">><<set $bluenom to _bluenom>><</if>>\ <<if _yellownom != "">><<set $yellownom to _yellownom>><</if>>\ <<if _greennom != "">><<set $greennom to _greennom>><</if>>\ <<redo>><</button>></span> <<do>><<if $rednom != "Ruby" or $bluenom != "Sapphire" or $yellownom != "Citrine" or $greennom != "Emerald">><<button "RESET ALL">><<set $rednom to "Ruby">><<set $bluenom to "Sapphire">><<set $yellownom to "Citrine">><<set $greennom to "Emerald">><<set _rednom to "">><<set _bluenom to "">><<set _yellownom to "">><<set _greennom to "">><<redo>><</button>><</if>><</do>> [[Back|Confirm]]
<<set $temp2 to true>>\ <<if !$swordname>><<set $swordname to "Collaboration">><</if>>\ <span id="writea">Epilogue #2</span> Torin and Elara's friendship grew, although they did their best to hide it from the guilds – as Mages and Warriors aren't really supposed to get along. Once Torin had fully recovered from his ordeal, they set off together on yet another epic quest to find a new sword to replace his old one. <<if $labyrinth>>When they eventually found one, he named it <i>'Collaboration'</i> – in honour of his newfound friends.<<else>>He eventually found something even better, and <i>'$swordname'</i> has served him well ever since.<</if>> Occasionally, Elara would wonder what she saw in Torin, but then she'd watch him from afar, practising his swordplay in nothing but a loincloth, and she'd suddenly remember. Eventually, word got out that they had become romantically involved, and they became the realm's first celebrity couple. People always wanted to hear their epic stories, but there was always one they returned to time and again: the one about the first time they met – the one where they were eventually saved by the bravest halfling in the land. They often visited with Belgrub and reminisced about their adventure. He was far less at ease with all this newfound fame. But when they invited him on one of their many quests, he always declined, saying he had some important glueing to do. However, adventures are tricksy things, and sometimes they can jump out at you when you least expect it… <<include "epilogues">>
<<if !$temp1>>\ <<set _up to "Epilogue 1">>\ <<UP>><<link "What became of Belgrub?">><<set $action to 1>><<redo>><</link>> <</if>>\ <<if !$temp2>>\ <<set _left to "Epilogue 2">>\ <<LEFT>><<link "What became of Torin and Elara?">><<set $action to 3>><<redo>><</link>> <</if>>\ <<if !$temp3>>\ <<set _right to "Epilogue 3">>\ <<RIGHT>><<link "What became of Grelbus?">><<set $action to 4>><<redo>><</link>> <</if>>\ <<if !$temp4>>\ <<set _down to "Epilogue 4">>\ <<DOWN>><<link "What became of the jewel?">><<set $action to 2>><<redo>><</link>> <</if>>\ <<if $temp4>>\ <<set _down to "The End">>\ <<DOWN>><<link "The End">><<set $action to 2>><<redo>><</link>> <<elseif $temp1>>\ <<set _up to "The End">>\ <<UP>><<link "The End">><<set $action to 1>><<redo>><</link>> <</if>>\ \ <<do>>\ <<if $action is 1 && _up>><<set $action to 0>><<goto _up>><</if>>\ <<if $action is 4 && _right>><<set $action to 0>><<goto _right>><</if>>\ <<if $action is 2 && _down>><<set $action to 0>><<goto _down>><</if>>\ <<if $action is 3 && _left>><<set $action to 0>><<goto _left>><</if>>\ <</do>>\
<<vid>> <<timed 0.5s t8n>><<audio "speed" volume 0 fadeto 0.4>>\ His ship roared forward, her timbers groaning as if in defiance of the gods themselves. The souls of his lost crew filled the sails, their voices joined with the wind, sailing with their captain one last time. The storm lashed at his back, pushing him ever faster, until the ship was no longer a ship but a blade of spectral oak and iron, cleaving through the ocean waves.<</timed>> <<timed 1.5s t8n>>As he swiftly closed the distance, he could see its foul form loom: a mass of tendrils, teeth, and shadow. In its desire, that eye had stared with a ravenous hunger and leached into other worlds. There it fought with echoes of the stone, but with each echo it destroyed, it saw not that the pursuer had become the pursued.<</timed>> <<timed 2.5s t8n>>The Scimitar was a blur; the force of unnatural winds pushed it to ghostly speed, and as he neared, it turned, sensing danger far too late. It had never known fear, only hunger – only the certainty that its prey would always run. But now, that prey bore down upon it, the captain's eyes shining with the colours of the stone, riding a ship made of fury, his final cry echoing in the wind.<</timed>> <<timed 3.5s t8n>>[[As time stretched across a heartbeat…|End3]]<</timed>> \ <<timed 12s t8n>><<audio "speed" volume 0.4>><</timed>>\
<<vid>> <<timed 0.1s t8n>>As time stretched across a heartbeat, he stared into the depths of that black and lidless eye. It was the absence of everything, and there, he saw himself reflected. And like an ancient sword reforged anew, The Scimitar plunged into that hungry void.<</timed>> <<timed 1.8s t8n>>\ <<audio "beast" play volume 0.7>>\ It thrashed, turning the ocean white with anguish; its groans split the heavens with its pain.<</timed>> <<timed 4s t8n>>And then… silence.<</timed>> <<timed 6s t8n>>\ <<audio "speed" volume 0.4 fadeto 0>><<audio "breeze" unloop play>>\ Their ancient duel was fought no more. Entwined together, their shattered remains drifted gently down into the depths. The sea was calm, and those black and wounded skies slowly cleared to azure blue. <</timed>> <<timed 9s t8n>>The Captain was free at last.<</timed>> <<timed 11s t8n>>\ And far above, unnoticed by a world that never knew his name, the stars shone just a little brighter; they glittered, motes of light flickering in the void, shining like jewel dust in colours of <i>ruby, emerald, citrine,</i> and <i>sapphire</i>.<</timed>> <<timed 17s t8n>>\ <<audio "gentle" unloop play>><<audio "gentle" play volume 0.3>>\ <<link "I wake…" "The Stone">><<set $labstart to false>><video src="img/anim/light_end.mp4" width="0%" muted playsinline type="video/mp4"></video><</link>><</timed>> <<timed 20s>><<audio "gentle" play volume 0.2>><</timed>>\ <<timed 40s>><<audio "gentle" play volume 0.2>><</timed>>\
<<set $visual to true>>\ <span id="sub2">"I don't think I'll be able to hear the sound; it's too noisy in there!"</span> Grelbus looks lost in thought for a moment, then his eyes light up. <span id="sub2">"Ah, well, in that case, you'll have to feel for the vibration. Turn the dials slowly – when the pin drops, the correct number should vibrate, just a little bit."</span> <span id="sub2">"Thanks!"</span> You say, feeling that you've just learned a new and possibly rather shady skill. <<include "questions">>
<<domove>><<set _down to "side2">>\ You search through the weapons and spot a fancy wooden stick nearby – it must be a wand! You pick it up and wave it around. You occasionally fantasise about wielding the power of the arcane, but you know you don't have a magical bone in your body. And besides, what self-respecting warrior uses a wand!? There's a tiny name handwritten along the side; it says 'Elara'. You tuck it away just in case the mage is still alive. Something else catches your eye, you reach for an ornate dagger with a <span id="sub2">small yellow gemstone</span> set into the hilt. You consider taking the weapon but worry that your sword might get jealous. Instead, you prize the tiny gem free and leave the dagger where you found it. \ <<if ($gemruby && $gemsapphire && $gememerald)>>\ <span id="sub2">You now have all four gems!</span> <</if>>\ <<exits>>
<<timed 0.5s t8n>>\ I finally got around to clearing out the basement. There was so much junk in there – half a lifetime of accumulated rubbish that all seemed worth keeping at the time. Well, you never know when that old roll of moth-eaten carpet will come in handy. The removal guys made swift work of it, and fifteen years of 'stuff' was hefted with ease onto the back of a lorry, never to be seen again. I already feel like a weight has been lifted. <<next>>The basement is clear. Just a single item remains, alone in the centre of the dusty, concrete floor: a small iron box. And the strange thing is, I don't know where it came from. <<next>>I'm pretty sure it's not mine, but for some reason, I just can't bring myself to throw it away. It's clearly old, like <i>antique</i> old, but there are tiny inlays and markings around the outside that gleam as if it was brand-new. How long has this been down here? <<next>>Taped to the underside, I find a mysterious note, written in a beautiful flowing script. It says: <<next>><span id = "writea">“Explore other worlds – rescue the stone!”</span> <<next>>[[Take a look at the box|Free yourself]]<</timed>>
<<nobr>>\ <<set _right to "Arena road">> <<domove>> <</nobr>>\ <span id="sub2">"Well, yes but… I'm afraid… um… I don't think it's alive anymore."</span> You tell him as kindly as you can. <span id="sub2">"What!? Well, of course not. He's an undead cat. Where IS the little monster?"</span> <span id="sub2">"Oh, it seems to have made a home for itself in the Tavern."</span> you say in confused surprise. <span id="sub2">"That little basket! I'm going to kill it when I find it! Thank you; the reward is yours. Sorry, I don't have much gold, but you can have this thing I found."</span> With that, he reaches into his pocket, throws a small pouch at you and runs off in the direction of the Tavern. You open it to find: <span id="sub2">14 gold coins</span> and <span id="sub2">part of Torin's broken sword</span>! <<LEFT>><<link "Examine the sword fragment">><<set $action to 3>><<redo>><</link>> <<do>><<if $action is 3>><<set $action to 0>><<goto "Sword piece 3">><</if>><</do>>\ <<exits>>
<<nobr>>\ <<set _left to "Crossroads">> <<set _right to "Prison 1">> <<domove>> <</nobr>>\ <span id="sub2">"Oh this?"</span> You say, reaching into your bag and pulling out the gloopy mass of malodorous cheese. <span id="sub2">"Give!"</span> It demands fiercely. You pluck up your courage and say, <span id="sub2">"Let me in, and you can have it."</span> The ogre stands, staring at you, completely motionless for about a minute. Something odd seems to be happening with its eyes; you suspect it might be thinking. Eventually, it holds out its huge hand and stands aside, giving you access to the prison door to the east. <<exits>>
<<timed 0.5s t8n>>A handwritten letter, delivered without a stamp. <<next>><span id = "writea">“We require your services for a mutually beneficial venture.”</span> <<next>>Short, and lacking in detail. No name or return address. Why they picked me, I have no idea. Perhaps they'd heard about my tenacity, my ability to root out the truth no matter how hidden or bizarre. <<next>>Or perhaps they knew my weakness – an addiction to mystery, and once I caught the scent, I would pursue it to the ends of the earth… <<next>>The next day, a metal box was delivered to my home by courier. I opened it cautiously, with no idea what it could contain. Inside, I found a bizarre-looking headset, somehow ancient and futuristic at the same time. Smooth, lightweight chrome with delicate spirals of brass around the sides. <<next>>With it, came a short message: <<next>><span id = "writea">“Use this to explore other worlds; in one of them resides the stone. Find it and deliver it to us. In return, we shall set you free.”</span> <<next>>Very mysterious. Is this a game? Maybe some clever marketing campaign? I pick it up; it fits snugly on my head like it's been made for me. The internal screens glow softly and then… <<next>><<link "Turn it on" "so it begins">><</link>><</timed>>
<<set _left to "Prison leave">><<domove>>\ <span id="sub2">"Hang on. Didn't you say Torin's sword was an 'elemental' sword? Could we use that?"</span> You ask. Elara's face lights up, <span id="sub2">"Oh, he's a smart one. Well… it wouldn't just open them like a key, but I suppose you could use it like a lock-pick!?"</span> <span id="sub2">"Right. So if I can repair the sword, I might be able to free you!"</span> You say, suddenly feeling a lot more confident. This could actually work, you think! <<include "Prison questions">> <<exits>>
<<nobr>>\ <<set _left to "passage4">> <<domove>> <</nobr>>\ \ <<if !$disguise>>\ Searching among the debris, you find an old leather bag. Inside it, you find <span id="sub2">9 gold coins</span> and an <span id="sub2">old rusted metal key</span>. Oh, and… you can feel something else at the bottom of the bag – you turn it inside out to find <span id="sub2">a small sapphire gem</span>. Shiny! <<else>>\ You turn your attention to the <span id="sub2">orc clothing</span>. Warriors don't really do 'disguises', but you suppose these could help get you past the guard at the iron gate. With great reluctance, you cover yourself from head to toe in what you guess must be a guard uniform, although it's not much more than a bunch of oily rags. The greasy leather has a pungent odour, suggesting it's been worn many times before. <</if>>\ \ <<if visited ("Gate") && !$disguise>>\ <<RIGHT>><<link "Look for something you can use as a disguise">><<set $action to 4>><<redo>><</link>> <</if>>\ \ <<do>>\ <<if $action == 4 && visited ("Gate") && !$disguise>><<set $action to 0>>\ <<set $disguise to true>><<goto "search room">>\ <</if>>\ <</do>>\ <<exits>>
<div id="centre"> Do you suffer from photosensitive epilepsy? <<button "YES" "Setup">><<set $sensitive to true>><<set State.metadata.set("sensitive", 1)>><</button>> <<button "NO" "Setup">><<set $sensitive to false>><<set State.metadata.set("sensitive", 0)>><</button>> </div>