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------
Health: <<print $health>>
<<silently>>
<<if $health lte 0>>
<<goto "Death">>
<</if>>
<</silently>>
------<<display "Location">>
<<nobr>>
<<if $mapArray[$positionY-1][$positionX] eq 1>>
[[North]] |
<<elseif $mapArray[$positionY-1][$positionX] eq 2>>
[[Stairs]] |
<<elseif $mapArray[$positionY-1][$positionX] eq 3>>
[[Locked]] |
<<elseif $mapArray[$positionY-1][$positionX] eq 4>>
[[Chest]] |
<<elseif $mapArray[$positionY-1][$positionX] eq 5>>
[[Locked Door]] |
<<elseif $mapArray[$positionY-1][$positionX] eq 6>>
[[Cracked Sword]] |
<<elseif $mapArray[$positionY-1][$positionX] eq 7>>
[[Small Chest]] |
<<elseif $mapArray[$positionY-1][$positionX] eq 8>>
[[Big Chest]] |
<<elseif $mapArray[$positionY-1][$positionX] eq 9>>
[[Fire Pit]] |
<<elseif $mapArray[$positionY-1][$positionX] eq 10>>
[[Strange Indent]] |
<<elseif $mapArray[$positionY-1][$positionX] eq 11>>
[[Rusted Door]] |
<<elseif $mapArray[$positionY-1][$positionX] eq 12>>
[[Rusty Door]] |
<<elseif $mapArray[$positionY-1][$positionX] eq 13>>
[[Dragon]] |
<<elseif $mapArray[$positionY-1][$positionX] eq 14>>
[[Stairwell]] |
<<elseif $mapArray[$positionY-1][$positionX] eq 15>>
[[Stairway]] |
<<elseif $mapArray[$positionY-1][$positionX] eq 16>>
[[Crumbling Stairs]] |
<<elseif $mapArray[$positionY-1][$positionX] eq 17>>
[[Crumbling Stairwell]] |
<<elseif $mapArray[$positionY-1][$positionX] eq 18>>
[[Sealed Entrance]] |
<<elseif $mapArray[$positionY-1][$positionX] eq 19>>
[[Pit of Fire]] |
<<elseif $mapArray[$positionY-1][$positionX] eq 20>>
[[Nice Chest]] |
<<elseif $mapArray[$positionY-1][$positionX] eq 21>>
[[Exit]] |
<<elseif $mapArray[$positionY-1][$positionX] eq 22>>
[[Shining Chest]] |
<<elseif $mapArray[$positionY-1][$positionX] eq 23>>
[[Very Fine Chest]] |
<<endif>>
<<if $mapArray[$positionY][$positionX+1] eq 1>>
[[East]] |
<<elseif $mapArray[$positionY][$positionX+1] eq 2>>
[[Stairs]] |
<<elseif $mapArray[$positionY][$positionX+1] eq 3>>
[[Locked]] |
<<elseif $mapArray[$positionY][$positionX+1] eq 4>>
[[Chest]] |
<<elseif $mapArray[$positionY][$positionX+1] eq 5>>
[[Locked Door]] |
<<elseif $mapArray[$positionY][$positionX+1] eq 6>>
[[Cracked Sword]] |
<<elseif $mapArray[$positionY][$positionX+1] eq 7>>
[[Small Chest]] |
<<elseif $mapArray[$positionY][$positionX+1] eq 8>>
[[Big Chest]] |
<<elseif $mapArray[$positionY][$positionX+1] eq 9>>
[[Fire Pit]] |
<<elseif $mapArray[$positionY][$positionX+1] eq 10>>
[[Strange Indent]] |
<<elseif $mapArray[$positionY][$positionX+1] eq 11>>
[[Rusted Door]] |
<<elseif $mapArray[$positionY][$positionX+1] eq 12>>
[[Rusty Door]] |
<<elseif $mapArray[$positionY][$positionX+1] eq 13>>
[[Dragon]] |
<<elseif $mapArray[$positionY][$positionX+1] eq 14>>
[[Stairwell]] |
<<elseif $mapArray[$positionY][$positionX+1] eq 15>>
[[Stairway]] |
<<elseif $mapArray[$positionY][$positionX+1] eq 16>>
[[Crumbling Stairs]] |
<<elseif $mapArray[$positionY][$positionX+1] eq 17>>
[[Crumbling Stairwell]] |
<<elseif $mapArray[$positionY][$positionX+1] eq 18>>
[[Sealed Entrance]] |
<<elseif $mapArray[$positionY][$positionX+1] eq 19>>
[[Pit of Fire]] |
<<elseif $mapArray[$positionY][$positionX+1] eq 20>>
[[Nice Chest]] |
<<elseif $mapArray[$positionY][$positionX+1] eq 21>>
[[Exit]] |
<<elseif $mapArray[$positionY][$positionX+1] eq 22>>
[[Shining Chest]] |
<<elseif $mapArray[$positionY][$positionX+1] eq 23>>
[[Very Fine Chest]] |
<<endif>>
<<if $mapArray[$positionY+1][$positionX] eq 1>>
[[South]] |
<<elseif $mapArray[$positionY+1][$positionX] eq 2>>
[[Stairs]] |
<<elseif $mapArray[$positionY+1][$positionX] eq 3>>
[[Locked]] |
<<elseif $mapArray[$positionY+1][$positionX] eq 4>>
[[Chest]] |
<<elseif $mapArray[$positionY+1][$positionX] eq 5>>
[[Locked Door]] |
<<elseif $mapArray[$positionY+1][$positionX] eq 6>>
[[Cracked Sword]] |
<<elseif $mapArray[$positionY+1][$positionX] eq 7>>
[[Small Chest]] |
<<elseif $mapArray[$positionY+1][$positionX] eq 8>>
[[Big Chest]] |
<<elseif $mapArray[$positionY+1][$positionX] eq 9>>
[[Fire Pit]] |
<<elseif $mapArray[$positionY+1][$positionX] eq 10>>
[[Strange Indent]] |
<<elseif $mapArray[$positionY+1][$positionX] eq 11>>
[[Rusted Door]] |
<<elseif $mapArray[$positionY+1][$positionX] eq 12>>
[[Rusty Door]] |
<<elseif $mapArray[$positionY+1][$positionX] eq 13>>
[[Dragon]] |
<<elseif $mapArray[$positionY+1][$positionX] eq 14>>
[[Stairwell]] |
<<elseif $mapArray[$positionY+1][$positionX] eq 15>>
[[Stairway]] |
<<elseif $mapArray[$positionY+1][$positionX] eq 16>>
[[Crumbling Stairs]] |
<<elseif $mapArray[$positionY+1][$positionX] eq 17>>
[[Crumbling Stairwell]] |
<<elseif $mapArray[$positionY+1][$positionX] eq 18>>
[[Sealed Entrance]] |
<<elseif $mapArray[$positionY+1][$positionX] eq 19>>
[[Pit of Fire]] |
<<elseif $mapArray[$positionY+1][$positionX] eq 20>>
[[Nice Chest]] |
<<elseif $mapArray[$positionY+1][$positionX] eq 21>>
[[Exit]] |
<<elseif $mapArray[$positionY+1][$positionX] eq 22>>
[[Shining Chest]] |
<<elseif $mapArray[$positionY+1][$positionX] eq 23>>
[[Very Fine Chest]] |
<<endif>>
<<if $mapArray[$positionY][$positionX-1] eq 1>>
[[West]] |
<<elseif $mapArray[$positionY][$positionX-1] eq 2>>
[[Stairs]] |
<<elseif $mapArray[$positionY][$positionX-1] eq 3>>
[[Locked]] |
<<elseif $mapArray[$positionY][$positionX-1] eq 4>>
[[Chest]] |
<<elseif $mapArray[$positionY][$positionX-1] eq 5>>
[[Locked Door]] |
<<elseif $mapArray[$positionY][$positionX-1] eq 6>>
[[Cracked Sword]] |
<<elseif $mapArray[$positionY][$positionX-1] eq 7>>
[[Small Chest]] |
<<elseif $mapArray[$positionY][$positionX-1] eq 8>>
[[Big Chest] |
<<elseif $mapArray[$positionY][$positionX-1] eq 9>>
[[Fire Pit]] |
<<elseif $mapArray[$positionY][$positionX-1] eq 10>>
[[Strange Indent]] |
<<elseif $mapArray[$positionY][$positionX-1] eq 11>>
[[Rusted Door]] |
<<elseif $mapArray[$positionY][$positionX-1] eq 12>>
[[Rusty Door]] |
<<elseif $mapArray[$positionY][$positionX-1] eq 13>>
[[Dragon]] |
<<elseif $mapArray[$positionY][$positionX-1] eq 14>>
[[Stairwell]] |
<<elseif $mapArray[$positionY][$positionX-1] eq 15>>
[[Stairway]] |
<<elseif $mapArray[$positionY][$positionX-1] eq 16>>
[[Crumbling Stairs]] |
<<elseif $mapArray[$positionY][$positionX-1] eq 17>>
[[Crumbling Stairwell]] |
<<elseif $mapArray[$positionY][$positionX-1] eq 18>>
[[Sealed Entrance]] |
<<elseif $mapArray[$positionY][$positionX-1] eq 19>>
[[Pit of Fire]] |
<<elseif $mapArray[$positionY][$positionX-1] eq 20>>
[[Nice Chest]] |
<<elseif $mapArray[$positionY][$positionX-1] eq 21>>
[[Exit]] |
<<elseif $mapArray[$positionY][$positionX-1] eq 22>>
[[Shining Chest]] |
<<elseif $mapArray[$positionY][$positionX-1] eq 23>>
[[Very Fine Chest]] |
<<endif>>
<</nobr>>You duck under the remaining planks and step into the entryway. You then pick up the small bundle of papers. This map seems to have been meticulously made, clearly showing that the labyrinth is three floors and full of twists and turns. It was very clearly made by someone with a lot of experience exploring this place.
As you admire the map, you here a loud thud. A large metallic door has closed shut behind you. You now have no choice but to enter [[The Labyrinth]].
<<set $mapArray to
[[0,0,0,0,0,0,0,0,0,0,0],
[0,1,0,0,0,6,1,1,1,1,0],
[0,1,1,1,0,0,0,0,0,1,0],
[0,0,0,1,1,1,1,1,0,1,0],
[0,1,1,1,0,0,0,1,0,1,0],
[0,1,1,0,1,1,1,1,1,1,0],
[0,3,1,0,0,0,0,1,0,1,0],
[0,1,0,2,0,1,1,1,1,1,0],
[0,1,1,1,0,0,0,1,0,0,0],
[0,1,1,1,0,22,1,1,1,4,0],
[0,0,0,0,0,0,0,0,0,0,0]]>>
<<set $positionX to 1>>
<<set $positionY to 1>>
<<set $ogmap to true>><<set $positionY -= 1>>
<<display "Map System">><<set $positionX += 1>>
<<display "Map System">><<set $positionY += 1>>
<<display "Map System">><<set $positionX -= 1>>
<<display "Map System">>------
<span id="map">
<<nobr>>
<<for $i to 0; $i lt $mapArray.length; $i++>>
<<for $k to 0; $k lt $mapArray[$i].length; $k++>>
<<if $k eq $positionX and $i eq $positionY>>
<<print "P">>
<<elseif $mapArray[$i][$k] eq 1>>
<<print "—">>
<<elseif $mapArray[$i][$k] eq 0>>
<<print "#">>
<<elseif $mapArray[$i][$k] eq 2>>
<<print "E">>
<<elseif $mapArray[$i][$k] eq 3>>
<<print "D">>
<<elseif $mapArray[$i][$k] eq 4>>
<<print "C">>
<<elseif $mapArray[$i][$k] eq 5>>
<<print "D">>
<<elseif $mapArray[$i][$k] eq 6>>
<<print "S">>
<<elseif $mapArray[$i][$k] eq 7>>
<<print "C">>
<<elseif $mapArray[$i][$k] eq 8>>
<<print "C">>
<<elseif $mapArray[$i][$k] eq 9>>
<<print "F">>
<<elseif $mapArray[$i][$k] eq 10>>
<<print "I">>
<<elseif $mapArray[$i][$k] eq 11>>
<<print "D">>
<<elseif $mapArray[$i][$k] eq 12>>
<<print "D">>
<<elseif $mapArray[$i][$k] eq 13>>
<<print "B">>
<<elseif $mapArray[$i][$k] eq 14>>
<<print "E">>
<<elseif $mapArray[$i][$k] eq 15>>
<<print "E">>
<<elseif $mapArray[$i][$k] eq 16>>
<<print "E">>
<<elseif $mapArray[$i][$k] eq 17>>
<<print "E">>
<<elseif $mapArray[$i][$k] eq 18>>
<<print "E">>
<<elseif $mapArray[$i][$k] eq 19>>
<<print "F">>
<<elseif $mapArray[$i][$k] eq 20>>
<<print "C">>
<<elseif $mapArray[$i][$k] eq 21>>
<<print "E">>
<<elseif $mapArray[$i][$k] eq 22>>
<<print "C">>
<<elseif $mapArray[$i][$k] eq 23>>
<<print "C">>
<</if>>
<</for>>
<<print "<br>">>
<</for>>
<</nobr>>
</span>
------
<<silently>>
<<display "init">>
<</silently>>
[[Map]]<<set $health to 100>>
<<set $mapArray to
[[0,0,0,0,0,0,0,0,0,0,0],
[0,1,1,1,0,1,1,1,1,1,0],
[0,0,0,1,0,0,0,0,0,1,0],
[0,1,0,1,1,1,1,1,0,1,0],
[0,1,0,0,0,0,0,1,0,1,0],
[0,1,1,1,1,1,1,1,0,1,0],
[0,0,0,0,0,0,0,1,0,1,0],
[0,1,0,1,1,1,1,1,1,1,0],
[0,1,0,1,0,0,0,1,0,0,0],
[0,1,1,1,0,1,1,1,1,2,0],
[0,0,0,0,0,0,0,0,0,0,0]]>>
<<set $positionX to 1>>
<<set $positionY to 1>>
<<set $attackNumber to 10>>You escaped safely!
You hear a mighty roar as you and Jessie turn to see a large hole appear beneath the stairway and the dungeon completely collapse in on itself. Then, silece.
"Thank you for guiding us out of there," Jessie says. "I hope there is some way to repay you. I'm sure our Mayor would more than happily give you a handsome reward, as that labyrinth and dragon have apparently been causing issues for eons. But first, I'd like to take you to meet my grandmother. She's a wonderful cook and could give you lodging. I know you must be as weary as I am."
You smile at her. You have two options:
[[No thank you. It's best if I got ahead and leave this place.]]
[[I would be honoured to meet your grandmother.]]<<display "Map System">><div class="aa">
{{{
+
+++
|/)\)
/\_
\__|=
( )
__)(__
_____/ \\_____
| _ ___ _ ||
| | \ | | \ ||
| | | | | | ||
| |_/ | |_/ ||
| | \ | | ||
| | \ | | ||
| | \. _|_. | . ||
| ||
| ||
| ||
* | * ** * ** |** **
\))ejm97/.,(//,,..,,\||(,,.,\\,.((//
}}}
</div>
Here lies $name. You died a horrible death. Return to the [[Title Screen]]?<<display "Location">>
The door is locked.<<display "Location">>
The chest is old and its planks are cracking. It does not seem to be locked. Do you open the chest?
[[Open the old chest.]]
[[Do not open the old chest. |The Labyrinth]] <<if $ogmap>>
<<set $mapArray to
[[0,0,0,0,0,0,0,0,0,0,0],
[0,1,0,0,0,6,1,1,1,1,0],
[0,1,1,1,0,0,0,0,0,1,0],
[0,0,0,1,1,1,1,1,0,1,0],
[0,1,1,1,0,0,0,1,0,1,0],
[0,1,1,0,1,1,1,1,1,1,0],
[0,5,1,0,0,0,0,1,0,1,0],
[0,1,0,2,0,1,1,1,1,1,0],
[0,1,1,1,0,0,0,1,0,0,0],
[0,1,1,1,0,22,1,1,1,1,0],
[0,0,0,0,0,0,0,0,0,0,0]]>>
<<set $positionX to 8>>
<<set $positionY to 9>>
<<endif>>
<<if $intmap>>
<<set $mapArray to
[[0,0,0,0,0,0,0,0,0,0,0],
[0,1,1,1,0,1,1,1,6,1,0],
[0,0,0,1,0,0,1,0,0,1,0],
[0,0,0,1,1,1,1,1,1,1,0],
[0,1,1,1,0,0,0,0,0,1,0],
[0,1,1,0,1,1,1,1,0,1,0],
[0,1,1,1,0,0,0,1,0,1,0],
[0,5,0,0,0,0,0,1,0,1,0],
[0,1,0,1,1,1,0,1,1,1,0],
[0,1,1,1,0,2,0,22,0,0,0],
[0,0,0,0,0,0,0,0,0,0,0]]>>
<<set $positionX to 5>>
<<set $positionY to 5>>
<<endif>>
<<if $nicemap>>
<<set $mapArray to
[[0,0,0,0,0,0,0,0,0,0,0],
[0,1,1,1,1,0,1,0,0,1,0],
[0,1,0,22,1,1,1,0,1,1,0],
[0,1,0,0,0,0,1,1,1,1,0],
[0,1,1,1,0,0,0,0,0,0,0],
[0,1,1,0,2,1,1,1,0,1,0],
[0,1,1,1,0,0,0,1,0,1,0],
[0,1,0,0,0,0,0,1,0,1,0],
[0,1,0,1,1,1,5,1,1,1,0],
[0,1,1,1,0,0,0,22,0,0,0],
[0,0,0,0,0,0,0,0,0,0,0]]>>
<<set $positionX to 9>>
<<set $positionY to 1>>
<<endif>>
<<display "Location">>
You obtained a small metal key! It seems to be rusted, but not damaged. You place it in your pocket for safe keeping.
[[Keep Exploring |The Labyrinth]]<<display "Location">>
It's a locked door! Do you use your key?
[[Unlock Door]]
[[Ignore the Door |The Labyrinth]]<<if $ogmap>>
<<set $mapArray to
[[0,0,0,0,0,0,0,0,0,0,0],
[0,1,0,0,0,6,1,1,1,1,0],
[0,1,1,1,0,0,0,0,0,1,0],
[0,0,0,1,1,1,1,1,0,1,0],
[0,1,1,1,0,0,0,1,0,1,0],
[0,1,1,0,1,1,1,1,1,1,0],
[0,1,1,0,0,0,0,1,0,1,0],
[0,1,0,2,0,1,1,1,1,1,0],
[0,1,1,1,0,0,0,1,0,0,0],
[0,1,1,1,0,1,1,1,1,1,0],
[0,0,0,0,0,0,0,0,0,0,0]]>>
<<set $positionX to 1>>
<<set $positionY to 6>>
<<endif>>
<<if $intmap>>
<<set $mapArray to
[[0,0,0,0,0,0,0,0,0,0,0],
[0,1,1,1,0,1,1,1,6,1,0],
[0,0,0,1,0,0,1,0,0,1,0],
[0,0,0,1,1,1,1,1,1,1,0],
[0,1,1,1,0,0,0,0,0,1,0],
[0,1,1,0,1,1,1,1,0,1,0],
[0,1,1,1,0,0,0,1,0,1,0],
[0,1,0,0,0,0,0,1,0,1,0],
[0,1,0,1,1,1,0,1,1,1,0],
[0,1,1,1,0,2,0,1,0,0,0],
[0,0,0,0,0,0,0,0,0,0,0]]>>
<<set $positionX to 1>>
<<set $positionY to 6>>
<<endif>>
<<if $nicemap>>
<<set $mapArray to
[[0,0,0,0,0,0,0,0,0,0,0],
[0,1,1,1,1,0,1,0,0,1,0],
[0,1,0,1,1,1,1,0,1,1,0],
[0,1,0,0,0,0,1,1,1,1,0],
[0,1,1,1,0,0,0,0,0,0,0],
[0,1,1,0,2,1,1,1,0,1,0],
[0,1,1,1,0,0,0,1,0,1,0],
[0,1,0,0,0,0,0,1,0,1,0],
[0,1,0,1,1,1,1,1,1,1,0],
[0,1,1,1,0,0,0,1,0,0,0],
[0,0,0,0,0,0,0,0,0,0,0]]>>
<<set $positionX to 5>>
<<set $positionY to 8>>
<<endif>>
<<display "Location">>
You unlocked the door using your key! However, your key got stuck in the process and is not retrievable.
[[Keep Exploring |The Labyrinth]]{{{
aaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaa,
8 8"b, "Ya
8 8 "b, "Ya
8 aaaaaaa8, "b, "Ya
8 8"b, "Ya "8""""""8
8 8 "b, "Ya 8 8
8 aaaaaaa8, "b, "Ya8 8
8 A 8"b, "Ya "8""""""" 8
8 8 "b, "Ya 8 8
8 aaaaaa88, "b, "Ya8 B 8
8 8"b, "Ya "8""""""" 8
8 8 "b, "Ya 8 8
8aaaaaa8, "b, "Ya8 8
8"b, "Ya "8""""""" 8
8 "b, "Ya 8 8
8, "b, "Ya8 8
"Ya "8""""""" 8
"Ya 8 8
"Ya8 8
"""""""""""""""""""""""""""""""""""""
}}}
<<if $ogmap>>
<<set $mapArray to
[[0,0,0,0,0,0,0,0,0,0,0],
[0,20,1,1,1,0,0,0,0,7,0],
[0,1,0,0,1,0,10,0,0,1,0],
[0,1,1,1,1,1,1,1,1,1,0],
[0,1,0,22,0,0,0,0,0,0,0],
[0,1,1,0,14,1,1,1,1,1,0],
[0,1,1,0,0,0,0,9,0,20,0],
[0,1,0,0,0,1,1,1,1,0,0],
[0,1,1,1,1,1,0,1,0,0,0],
[0,0,0,0,0,1,1,1,1,0,0],
[0,0,0,0,0,0,0,0,0,0,0]]>>
<<set $positionX to 8>>
<<set $positionY to 9>>
<<endif>>
<<if $intmap>>
<<set $mapArray to
[[0,0,0,0,0,0,0,0,0,0,0],
[0,1,0,0,0,22,1,1,1,1,0],
[0,1,1,1,0,0,0,0,0,1,0],
[0,0,0,1,1,1,1,1,0,1,0],
[0,10,1,1,0,0,0,1,0,1,0],
[0,1,1,0,20,1,1,1,1,1,0],
[0,9,1,0,0,0,0,1,0,1,0],
[0,1,0,14,0,20,1,1,1,1,0],
[0,1,1,1,0,0,0,1,0,0,0],
[0,1,1,1,0,1,1,1,1,7,0],
[0,0,0,0,0,0,0,0,0,0,0]]>>
<<set $positionX to 1>>
<<set $positionY to 1>>
<<endif>>
<<if $nicemap>>
<<set $mapArray to
[[0,0,0,0,0,0,0,0,0,0,0],
[0,7,1,1,0,1,1,1,10,1,0],
[0,0,0,1,0,0,1,0,0,1,0],
[0,0,0,1,1,1,1,1,1,1,0],
[0,20,1,1,0,0,0,0,0,1,0],
[0,1,1,0,1,1,1,1,0,1,0],
[0,1,1,1,0,0,0,1,0,1,0],
[0,9,0,0,0,22,0,1,0,1,0],
[0,1,0,1,1,1,0,1,1,1,0],
[0,1,1,1,0,14,0,1,0,0,0],
[0,0,0,0,0,0,0,0,0,0,0]]>>
<<set $positionX to 5>>
<<set $positionY to 5>>
<<endif>>
You climb down the stairs to the next floor. You hear what sounds like the faint sounds of a crackling fire somewhere.
Would you like to take a [[Rest]], $name? Or would you rather [[continue on|The Labyrinth]]? Or do you take a look at something [[Shiny]] that catches the corner of your eye while you descend?
<<display "Location">>
You find a broken sword laying on the ground next to a decaying skeleton. Perhaps it belonged to a brave warrior? It's pretty obviously junk that's not worth taking.
[[Keep Exploring |The Labyrinth]]
<<set $sword to true>>You examine the decrepit stairwell. It's cold and dark and smells really weird, like someone was storing fish inside a chamber pot. There clearly used to be wooden planks barring those from entering, as several still cover the very top of the entryway, but the others have been long smashed in, with only a few splintered shards remaining attached to the wall.
You brace yourself. I mean, you can still [[Turn Back]], but also...wait, what's that on the ground? A map? If you go down and take the [[Map]], that should definitely come in handy!You head back into town to rethink your decision. Do you go to the [[blacksmith's shop]], the [[Village Inn]], or [[turn around and go home]]?You make up your mind to check out the dungeon. You see, right on the side of the tavern, what appears to be some sort of stairwell to an underground area. Do you check it out?
Enter the <<print either("[[Ruined Stairwell]]","[[Weird Stairwell]]","[[Decrepit Stairwell]]")>>? Or do you [[Turn Back]]? You can also choose to think about all the ways you could be horrifically killed in a dragon's labyrinth by taking a good look in a mirror.
You take a look down the into the stairwell. It seems to continue down an almost unfathomable depths, though the way is lit intermittendly by a source that is not quite apparent.
You brace yourself. I mean, you can still [[Turn Back]], but also...wait, what's that on the ground? A map? If you go down and take the [[Interesting Map]], that should definitely come in handy!You look down into the crumbling stairwell. It's filled with debris, including trash from the village and the remnants of planks which clearly used to barricae the entrance. In modern times, this would be referred to as an area "not safe for the general public".
You brace yourself. I mean, you can still [[Turn Back]], but also...wait, what's that on the ground? A map? If you go down and take the [[Nice Map]], that should definitely come in handy!You duck under the remaining planks and step into the entryway. You then pick up the small bundle of papers. This map seems to have been meticulously made, clearly showing that the labyrinth is three floors and full of twists and turns. It was very clearly made by someone with a lot of experience exploring this place.
As you admire the map, you here a loud thud. A large metallic door has closed shut behind you. You now have no choice but to enter [[The Labyrinth]].
<<set $mapArray to
[[0,0,0,0,0,0,0,0,0,0,0],
[0,1,1,1,1,0,1,0,0,4,0],
[0,1,0,22,1,1,1,0,1,1,0],
[0,1,0,0,0,0,1,1,1,1,0],
[0,1,1,1,0,0,0,0,0,0,0],
[0,1,1,0,2,1,1,1,0,1,0],
[0,1,1,1,0,0,0,1,0,1,0],
[0,1,0,0,0,0,0,1,0,1,0],
[0,1,0,1,1,1,3,1,1,1,0],
[0,1,1,1,0,0,0,6,0,0,0],
[0,0,0,0,0,0,0,0,0,0,0]]>>
<<set $positionX to 1>>
<<set $positionY to 1>>
<<set $nicemap to true>>You duck under the few wood planks that attempt in vain to block the entrance and step into the entryway. You then pick up the small bundle of papers. This map seems to have been meticulously made, clearly showing that the labyrinth is three floors and full of twists and turns. It was very clearly made by someone with a lot of experience exploring this place.
As you admire the map, you here a loud thud. A large metallic door has closed shut behind you. You now have no choice but to enter [[The Labyrinth]].
<<set $mapArray to
[[0,0,0,0,0,0,0,0,0,0,0],
[0,1,1,1,0,1,1,1,6,1,0],
[0,0,0,1,0,0,1,0,0,1,0],
[0,0,0,1,1,1,1,1,1,1,0],
[0,1,1,1,0,0,0,0,0,1,0],
[0,1,1,0,4,1,1,1,0,1,0],
[0,1,1,1,0,0,0,1,0,1,0],
[0,3,0,0,0,0,0,1,0,1,0],
[0,1,0,1,1,1,0,1,1,1,0],
[0,1,1,1,0,2,0,1,22,0,0],
[0,0,0,0,0,0,0,0,0,0,0]]>>
<<set $positionX to 1>>
<<set $positionY to 1>>
<<set $intmap to true>><div class="aa">
{{{
DDD
D D ii
D D u u nnn ggg eee ooo nnn eee eee rrr nnn ggg
D D u u n n g g e e o o n n e e e e r ii n n g g
DDD uuu n n ggg ee ooo n n ee ee r ii n n ggg
g g
ggg ggg
----A Game by Jamie Christensen----
}}}
</div>
Welcome to Dungeoneering, a Twine adventure that combines aspects of <span class="link">[[link->link]]</span>-based interactive adventures with old school RPGs! Mainly, that includes a medieval setting, a character who may or may not have been based on a D&D character once used by the maker of this game, and of course, dungeon crawling trough a multi-leveled dungeon with a variety of layouts.
This game consists of a lot of Sugarcube coding from a rather amateur coder. That's including 80 different variables, 9 different ways through, and 10 different methods in which you can die!
This version of the game includes such features as: chests, fake chests, traps, an epic encounter with a dragon, multiple potential dungeon layouts, and a green colour scheme meant to evoke the look of old school green monochrome monitors.
Heads up, by the way: when the acutual "dungeoneering" begins, you are "P" on the map.
The ASCII art, which comes from ascii.co.uk, is not one of those drawbacks, as though I am not a very good artist (re: a terrible artist), I think it rather fits this title. This is due to it undoubtedly being influenced by other titles such as Rouge. While definitely more so of a game than a pure interactive narrative, this title does contain branching dialogue. Plus, you even get to name your character!
So, what are you waiting for? Press start and go explore some dungeons and maybe slay a dragon or something!
NOTE FOR 2021 RELEASE: I've gone through and tried my best to fix the few glitches there were in the original. That said, if you have any problems, just message me at jamie@stuffweplay.com
<span class="blink">[[PRESS START|Enter Your Name]]</span>
What is your name? <<textbox "$name" "Bort">>
[[Is That Your Name?]]
So, your name is $name?
[[Yes! That's it!|Town Entrance]]
[[No, let me fix it!|Enter Your Name]]You are the brave, yet weary adventurer $name! Your name and heroic pursuits are known all throughout the lands, except for in this particular land, of which you have heard many mysterious things. More importantly, it is also rumoured to contain vast riches.
Many eons ago, a the small village at the centre of this land was said to have been a great metropolis, ruled by a powerful king who sat upon a throne of gold, diamonds, and sapphires. He was said to have been brave and noble, and also to have possessed more precious metals of incredible worth than you could possibly imagine.
Then, one day, apparently a great dragon swept in, killed the king, and somehow taken all things of worth from the royal vault, as dragons are always particularly greedy in legends like this. In these lands they say whenever you feel an earthquake or hear a screaming wind in the night, it's the sound of the dragon protecting its hoard.
Of course, it's also likely that this is just a legend told to small children to scare them into behaving, but you clearly found it intriguing enough to be worth investigating.
You arrive in the town of Goldenridge, somewhere far from home. It is unfamiliar, yet quaint. The buildings are made with steep wooden roofs and built using a rather light wood, and though it is not particularly busy, you feel as if its the type of village where children often play in the streets and locals hold regular festivals where they sell baked goods.
Though you are weary, you debate if whether you should explore Goldenridge or if that'd just be wasting your time. You feel that if you were to [[turn around and go home]] you wouldn't have enough energy to make it back. It's late in the evening, so most shops are closed, save for the [[blacksmith's shop]] and the [[Village Inn]].<div class="aa">
{{{
_
/ \ _-'
_/| \-''- _ /
__-' { | \
/ \
/ "o. |o }
| \ ;
',
\_ __\
''-_ \.//
/ '-____'
/
_'
_-'
}}}
</div>
You wearily make your way out of town. Something was weird about that place, anyways. However, you do not notice that when you stopped earlier in town, you had set down your belongings and forgotten to pick them up. Now, away from civilization and in the midst of a deep wood, you hear the howling of wolves get closer and closer. Finally, you find yourselves surronunded by hungry wolves. The last thing you hear before you [[black out|Death]] is the snapping of canine jaws.
You enter the blacksmith's shop to find the village blacksmith in tears.
"I can't work anymore!" he screams. "The Innkeeper's daughter was in here earlier and stole my most valuable sword, claiming she was going to go slay the dragon in the dungeon beneath the city. Now leave this place unless you want to meet a terrible fate."
You are shocked by his words, and by the fact that you have no weapons on you save for a small dagger. You are also shocked by being unceremoniously kicked out of his shop. You hear him lock the door to the shop, so you can either [[turn around and go home]] or check out the [[Village Inn]].The village in appears to be nearly empty. A dull murmuring can be heard from the indoors. The building is a bit dilapidated, and has what appears to be a [[rotting shack|Near the Stairwell]] on one side. The entrance to go [[inside the inn]] is wide open, and the smell of fresh food seems awfully inviting.The inn is quaint and not particularly busy, but does smell incredible. It's very obviously a locale enjoyed by locals. It is also very obviously home to some delicious food. The smells of various types of chicken and beef in particularly catch your attention, and remind you of how weary and hungry you are.
You sit down at the bar counter inside the inn and order yourself a fine feast of roast beef and mead. It is a comfortable spot. You are thankful for finally being able to rest, even if just for a bit. The kindly old woman behind the counter happily takes your order.
"You have the look of a true adventurer in your eyes," she says, filling your glass. "My grand-daughter, too, was an adventurer, but then the Red Dragon took hold of the dungeon beneath town, using his mighty strength to cause earthquakes and terrorize us. She left months ago through the [[ dungeon entrance|Near the Stairwell]] outside to try to slay him, but has yet to return."
You feel a pang of pity for the old woman. You are curious about her [[adventurous grand-daughter]].You ask the old woman about her grand-daughter.
"She was full of spunk and strength and was a known hero in these lands. I just wish she would someday return."
As you devour your delicious meal and down mead, you begin to wonder. Should you check out the [[Dungeon Entrance|Near the Stairwell]] or leave this strange place, and [[turn around and go home]]?You sit down in a corner that is slightly rest decrepit than the rest of the dungeon and doze off. You are not sure how long you nap. Hours? Days? Time does not seem to pass in the labyrinth of the Red Dragon. Regardless, you feel much better and feel a renewed sence of tenacity, and a will to [[continue on|The Labyrinth]]!{{{
______________
__,.,---''''' '''''---..._
,-' .....:::''::.: '`-.
' ...:::..... '
''':::''''' . ,
|'-.._ ''''':::..::': __,,-
'-.._''`---.....______________.....---''__,,-
''`---.....______________.....---''
}}}
Oh look, a penny! What a score! You bend down while still quite a ways up the stairs to pick it up, but in your haste to pocket your new found riches you tumble down and smash your head against one of the labyrinth's fortified walls! The impact is so powerful that it splits your skull right open! [[That definitely can't be good!|Death]]<<display "Location">>
The chest is very small and seems to have been abandoned quite some time ago. It does not seem to be locked. Do you open the chest?
[[Open the small chest.]]
[[Do not open the small chest.|The Labyrinth]] <<display "Location">>
The chest is massive and is coated in gold. It does not seem to be locked. Do you open the chest?
[[Open the big chest.]]
[[Do not open the big chest. |The Labyrinth]] <<display "Location">>
You hear a loud crackling and peer into the pit that stretches in front of you. Below rages a deep blue flame, likely burning with the heat of a thousand suns...or at least hot enough that you don't want to get anywhere near it.
The pit itself does appear to be quite narrow. Do you attempt to [[jump the pit]] or do you [[turn back|The Labyrinth]]?<<display "Location">>
You see a strange indent in the wall, small enough to stick your dagger. Perhaps it's a keyhole of sorts? What shall you do?
[[Insert your dagger.]]
[[Do not insert your dagger.|The Labyrinth]]<<display "Location">>
There is a large, steel door that creaks incessently when you press on it. Upon examination, it seems its hinges are rusted shut. Perhaps it is best to just [[explore the labyrinth|The Labyrinth]] and find another way around.<<display "Location">>
There is a large, steel door that creaks incessently when you press on it. Upon examination, it seems its hinges are rusted shut. Perhaps [[using your newly acquired can of grease|Use the Grease]] on the hinges could make it movable, though perhaps you're better off [[exploring more.|The Labyrinth]]<div class="aa">
{{{
___________________________________________________
@@@@@@@@@@@@@@@@@@@@@**^^""~~~"^@@^*@*@@**@@@@@@@@@
@@@@@@@@@@@@@*^^'"~ , - ' '; ,@@b. ' -e@@@@@@@@@
@@@@@@@@*^"~ . ' . ' ,@@@@( e@*@@@@@@@@@@
@@@@@^~ . . ' @@@@@@, ~^@@@@@@@@@@@
@@@~ ,e**@@*e, ,e**e, . ' '@@@@@@e, "*@@@@@'^@
@',e@@@@@@@@@@ e@@@@@@ ' '*@@@@@@ @@@' 0
@@@@@@@@@@@@@@@@@@@@@',e, ; ~^*^' ;^~ ' 0
@@@@@@@@@@@@@@@^""^@@e@@@ .' ,' .' @
@@@@@@@@@@@@@@' '@@@@@ ' , ,e' . ;@
@@@@@@@@@@@@@' ,&&, ^@*' , . i^"@e, ,e@e @@
@@@@@@@@@@@@' ,@@@@, ; ,& !,,@@@e@@@@ e@@
@@@@@,~*@@*' ,@@@@@@e, ', e^~^@, ~'@@@@@@,@@@
@@@@@@, ~" ,e@@@@@@@@@*e*@* ,@e @@""@e,,@@@@@@@@@
@@@@@@@@ee@@@@@@@@@@@@@@@" ,e@' ,e@' e@@@@@@@@@@@@@
@@@@@@@@@@@@@@@@@@@@@@@@" ,@" ,e@@e,,@@@@@@@@@@@@@@
@@@@@@@@@@@@@@@@@@@@@@@~ ,@@@,,0@@@@@@@@@@@@@@@@@@@
@@@@@@@@@@@@@@@@@@@@@@@@,,@@@@@@@@@@@@@@@@@@@@@@@@@
"""""""""""""""""""""""""""""""""""""""""""""""""""
}}}
</div>
The dragon appears to be in a deep slumber, though it is rumoured that dragons have such heightened senses that they may often wake themselves up with their own snores. It is likely that in order to escape the dungeon you must first slay the dragon. This is despite being equipped with only your dagger.
Do you [[take aim]] at the dragon with your puny weapon, or do you further explore [[The Labyrinth]]?{{{
aaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaa,
8 8"b, "Ya
8 8 "b, "Ya
8 aaaaaaa8, "b, "Ya
8 8"b, "Ya "8""""""8
8 8 "b, "Ya 8 8
8 aaaaaaa8, "b, "Ya8 8
8 A 8"b, "Ya "8""""""" 8
8 8 "b, "Ya 8 8
8 aaaaaa88, "b, "Ya8 B 8
8 8"b, "Ya "8""""""" 8
8 8 "b, "Ya 8 8
8aaaaaa8, "b, "Ya8 8
8"b, "Ya "8""""""" 8
8 "b, "Ya 8 8
8, "b, "Ya8 8
"Ya "8""""""" 8
"Ya 8 8
"Ya8 8
"""""""""""""""""""""""""""""""""""""
}}}
You climb down the stairs to the next floor. You hear what sounds like the loud sounds of a crackling fire somewhere.
This time there is no time to rest, brave $name! Go and [[continue on|The Labyrinth]] with your adventure! The villagers are counting on you!
<<if $sword>>
<<set $mapArray to
[[0,0,0,0,0,0,0,0,0,0,0],
[0,1,1,1,1,1,1,1,1,1,0],
[0,1,1,0,0,1,0,0,1,1,0],
[0,8,0,0,0,11,0,0,0,22,0],
[0,0,0,0,0,1,0,0,0,0,0],
[0,0,0,0,0,1,0,0,0,0,0],
[0,0,0,0,1,1,1,0,0,0,0],
[0,0,0,0,1,13,1,0,0,0,0],
[0,0,0,0,1,0,1,0,0,0,0],
[0,0,0,0,1,15,1,0,0,0,0],
[0,0,0,0,0,0,0,0,0,0,0]]>>
<<set $positionX to 5>>
<<set $positionY to 1>>
<<elseif $ogmap>>
<<set $mapArray to
[[0,0,0,0,0,0,0,0,0,0,0],
[0,1,1,1,1,1,1,1,1,1,0],
[0,1,1,0,0,1,0,0,1,1,0],
[0,8,0,0,0,11,0,0,0,20,0],
[0,0,0,0,0,1,0,0,0,0,0],
[0,0,0,0,0,1,0,0,0,0,0],
[0,0,0,0,0,1,0,0,0,0,0],
[0,0,0,0,0,1,0,0,0,0,0],
[0,0,0,0,0,1,0,0,0,0,0],
[0,0,0,0,0,13,0,0,0,0,0],
[0,0,0,0,0,0,0,0,0,0,0]]>>
<<set $positionX to 5>>
<<set $positionY to 1>>
<<endif>>
<<if $sword>>
<<set $mapArray to
[[0,0,0,0,0,0,0,0,0,0,0],
[0,1,1,1,1,1,1,1,1,1,0],
[0,1,1,0,0,1,0,0,1,1,0],
[0,8,0,0,0,11,0,0,0,22,0],
[0,0,0,0,0,1,0,0,0,0,0],
[0,0,0,0,0,1,0,0,0,0,0],
[0,0,0,0,1,1,1,0,0,0,0],
[0,0,0,0,1,13,1,0,0,0,0],
[0,0,0,0,1,0,1,0,0,0,0],
[0,0,0,0,1,15,1,0,0,0,0],
[0,0,0,0,0,0,0,0,0,0,0]]>>
<<set $positionX to 5>>
<<set $positionY to 1>>
<<elseif $intmap>>
<<set $mapArray to
[[0,0,0,0,0,0,0,0,0,0,0],
[0,1,8,0,1,13,1,0,20,1,0],
[0,1,1,0,0,1,0,0,1,1,0],
[0,1,0,0,0,11,0,0,0,1,0],
[0,1,1,1,1,1,1,1,1,1,0],
[0,0,0,0,0,1,0,0,0,0,0],
[0,0,0,0,0,1,0,0,0,0,0],
[0,0,0,0,0,1,0,0,0,0,0],
[0,0,0,0,0,1,0,0,0,0,0],
[0,0,0,0,0,1,0,0,0,0,0],
[0,0,0,0,0,0,0,0,0,0,0]]>>
<<set $positionX to 5>>
<<set $positionY to 9>>
<<endif>>
<<if $sword>>
<<set $mapArray to
[[0,0,0,0,0,0,0,0,0,0,0],
[0,1,1,1,1,1,1,1,1,1,0],
[0,1,1,0,0,1,0,0,1,1,0],
[0,8,0,0,0,11,0,0,0,22,0],
[0,0,0,0,0,1,0,0,0,0,0],
[0,0,0,0,0,1,0,0,0,0,0],
[0,0,0,0,1,1,1,0,0,0,0],
[0,0,0,0,1,13,1,0,0,0,0],
[0,0,0,0,1,0,1,0,0,0,0],
[0,0,0,0,1,15,1,0,0,0,0],
[0,0,0,0,0,0,0,0,0,0,0]]>>
<<set $positionX to 5>>
<<set $positionY to 1>>
<<elseif $nicemap>>
<<set $mapArray to
[[0,0,0,0,0,0,0,0,0,0,0],
[0,1,1,1,1,1,1,1,1,1,0],
[0,1,1,0,0,1,0,0,1,1,0],
[0,20,0,0,0,11,0,0,0,8,0],
[0,0,0,0,0,1,0,0,0,0,0],
[0,0,0,0,0,1,0,0,0,0,0],
[0,0,0,0,0,1,0,0,0,0,0],
[0,0,0,0,0,1,0,0,0,0,0],
[0,0,0,0,0,1,0,0,0,0,0],
[0,0,0,0,0,13,0,0,0,0,0],
[0,0,0,0,0,0,0,0,0,0,0]]>>
<<set $positionX to 5>>
<<set $positionY to 1>>
<<endif>>
The small stairway leads to a room full of gold, silver, sapphires, and rubies! This must be the dragon's hoard. Should you [[stuff your pockets]] while the dragon is asleep, or should you [[turn around and not tempt fate?|The Labyrinth]]You and Jessie reach a crumbling stairway. You can hear the dragon rampaging below. It is too big to follow you (leading you to further question how it got down there in the first place). There is no time to rest, brave $name! [[Continue on!|The Labyrinth]]
<<if $sword>>
<<set $mapArray to
[[0,0,0,0,0,0,0,0,0,0,0],
[0,17,1,0,0,0,0,0,1,23,0],
[0,1,1,1,0,0,0,0,1,1,0],
[0,0,0,1,1,1,1,1,0,1,0],
[0,1,1,1,0,0,0,1,1,1,0],
[0,1,0,0,1,1,0,0,23,0,0],
[0,1,0,0,1,1,1,1,0,0,0],
[0,1,1,1,1,0,1,1,1,1,0],
[0,0,1,0,1,1,1,0,0,1,0],
[0,0,0,0,23,0,0,0,23,1,0],
[0,0,0,0,0,0,0,0,0,0,0]]>>
<<set $positionX to 4>>
<<set $positionY to 5>>
<<elseif $nicemap>>
<<set $mapArray to
[[0,0,0,0,0,0,0,0,0,0,0],
[0,0,1,1,1,1,1,1,1,17,0],
[0,0,1,0,0,0,0,0,0,0,0],
[0,23,1,1,1,1,1,1,1,0,0],
[0,0,23,0,23,0,0,0,1,0,0],
[0,0,0,0,1,1,1,0,1,0,0],
[0,0,0,0,1,0,1,0,1,0,0],
[0,0,0,0,1,0,1,1,1,0,0],
[0,0,0,0,1,1,1,0,0,0,0],
[0,0,0,0,0,0,1,1,1,1,0],
[0,0,0,0,0,0,0,0,0,0,0]]>>
<<set $positionX to 9>>
<<set $positionY to 9>>
<<endif>>"We're getting close! We're almost there!" Jessie cries before another rumble shakes the labyrinth. Though you are now several stories away you can hear the agonized screams of the dragon. [[But you can't stop running.|The Labyrinth]] If you stop running you won't make it out alive.
But also, maybe a [[short rest]] is a good idea.
<<if $sword>>
<<set $mapArray to
<<set $mapArray to
[[0,0,0,0,0,0,0,0,0,0,0],
[0,1,0,0,0,0,0,0,0,0,0],
[0,1,0,1,1,1,1,1,1,1,0],
[0,1,0,1,0,0,0,0,0,1,0],
[0,1,0,1,0,1,1,1,0,1,0],
[0,1,0,1,0,21,0,1,0,1,0],
[0,1,0,1,0,0,0,1,0,1,0],
[0,1,0,1,1,1,1,1,0,1,0],
[0,1,0,0,0,0,0,0,0,1,0],
[0,1,1,1,1,1,1,1,1,1,0],
[0,0,0,0,0,0,0,0,0,0,0]]>>
<<set $positionX to 1>>
<<set $positionY to 1>>
<<elseif $nicemap>>
<<set $mapArray to
[[0,0,0,0,0,0,0,0,0,0,0],
[0,21,0,0,0,0,0,0,0,0,0],
[0,1,0,1,1,1,1,1,1,1,0],
[0,1,0,1,0,0,0,0,0,1,0],
[0,1,0,1,0,1,1,1,0,1,0],
[0,1,0,1,0,1,0,1,0,1,0],
[0,1,0,1,0,0,0,1,0,1,0],
[0,1,0,1,1,1,1,1,0,1,0],
[0,1,0,0,0,0,0,0,0,1,0],
[0,1,1,1,1,1,1,1,1,1,0],
[0,0,0,0,0,0,0,0,0,0,0]]>>
<<set $positionX to 5>>
<<set $positionY to 5>>
<<endif>>Example<<display "Location">>
You hear a loud crackling and peer into the pit that stretches in front of you. Below rages a deep blue flame. You can feel some of its immense heat as you stand on the ledge. Despite the perilous sight and sounds, it, perhaps comfortingly, smells of cooking turkey bacon.
Perhaps there's a way to get across. Do you [[examine the pit]] or do you [[turn back|The Labyrinth]]?<<display "Location">>
The chest is rather nice and has its sides lined with silver. A strange light emits from it, along with a dull rumble. Perhaps whatever is inside could aid in slaying the dragon? It does not seem to be locked. Do you open the chest?
[[Open the nice chest.|The Mimic]]
[[Do not open the nice chest. |The Labyrinth]] <<display "Location">>
You obtained a bottle of lithium grease! It seems to be rusted, but not damaged. You place it in your pocket for safe keeping.
[[Keep Exploring|The Labyrinth]]
<<if $sword>>
<<set $mapArray to
[[0,0,0,0,0,0,0,0,0,0,0],
[0,1,1,1,1,1,1,1,1,1,0],
[0,1,1,0,0,1,0,0,1,1,0],
[0,1,0,0,0,12,0,0,0,20,0],
[0,0,0,0,0,1,0,0,0,0,0],
[0,0,0,0,0,1,0,0,0,0,0],
[0,0,0,0,1,1,1,0,0,0,0],
[0,0,0,0,1,13,1,0,0,0,0],
[0,0,0,0,1,0,1,0,0,0,0],
[0,0,0,0,1,15,1,0,0,0,0],
[0,0,0,0,0,0,0,0,0,0,0]]>>
<<set $positionX to 1>>
<<set $positionY to 2>>
<<elseif $ogmap>>
<<set $mapArray to
[[0,0,0,0,0,0,0,0,0,0,0],
[0,1,1,1,1,1,1,1,1,1,0],
[0,1,1,0,0,1,0,0,1,1,0],
[0,1,0,0,0,12,0,0,0,20,0],
[0,0,0,0,0,1,0,0,0,0,0],
[0,0,0,0,0,1,0,0,0,0,0],
[0,0,0,0,0,1,0,0,0,0,0],
[0,0,0,0,0,1,0,0,0,0,0],
[0,0,0,0,0,1,0,0,0,0,0],
[0,0,0,0,0,13,0,0,0,0,0],
[0,0,0,0,0,0,0,0,0,0,0]]>>
<<set $positionX to 1>>
<<set $positionY to 2>>
<<endif>>
<<if $sword>>
<<set $mapArray to
[[0,0,0,0,0,0,0,0,0,0,0],
[0,1,1,1,1,1,1,1,1,1,0],
[0,1,1,0,0,1,0,0,1,1,0],
[0,1,0,0,0,12,0,0,0,20,0],
[0,0,0,0,0,1,0,0,0,0,0],
[0,0,0,0,0,1,0,0,0,0,0],
[0,0,0,0,1,1,1,0,0,0,0],
[0,0,0,0,1,13,1,0,0,0,0],
[0,0,0,0,1,0,1,0,0,0,0],
[0,0,0,0,1,15,1,0,0,0,0],
[0,0,0,0,0,0,0,0,0,0,0]]>>
<<set $positionX to 1>>
<<set $positionY to 2>>
<<elseif $intmap>>
<<set $mapArray to
[[0,0,0,0,0,0,0,0,0,0,0],
[0,1,1,0,1,13,1,0,20,1,0],
[0,1,1,0,0,1,0,0,1,1,0],
[0,1,0,0,0,12,0,0,0,1,0],
[0,1,1,1,1,1,1,1,1,1,0],
[0,0,0,0,0,1,0,0,0,0,0],
[0,0,0,0,0,1,0,0,0,0,0],
[0,0,0,0,0,1,0,0,0,0,0],
[0,0,0,0,0,1,0,0,0,0,0],
[0,0,0,0,0,1,0,0,0,0,0],
[0,0,0,0,0,0,0,0,0,0,0]]>>
<<set $positionX to 1>>
<<set $positionY to 1>>
<<endif>>
<<if $sword>>
<<set $mapArray to
[[0,0,0,0,0,0,0,0,0,0,0],
[0,1,1,1,1,1,1,1,1,1,0],
[0,1,1,0,0,1,0,0,1,1,0],
[0,1,0,0,0,12,0,0,0,20,0],
[0,0,0,0,0,1,0,0,0,0,0],
[0,0,0,0,0,1,0,0,0,0,0],
[0,0,0,0,1,1,1,0,0,0,0],
[0,0,0,0,1,13,1,0,0,0,0],
[0,0,0,0,1,0,1,0,0,0,0],
[0,0,0,0,1,15,1,0,0,0,0],
[0,0,0,0,0,0,0,0,0,0,0]]>>
<<set $positionX to 1>>
<<set $positionY to 2>>
<<elseif $nicemap>>
<<set $mapArray to
[[0,0,0,0,0,0,0,0,0,0,0],
[0,1,1,1,1,1,1,1,1,1,0],
[0,1,1,0,0,1,0,0,1,1,0],
[0,20,0,0,0,12,0,0,0,1,0],
[0,0,0,0,0,1,0,0,0,0,0],
[0,0,0,0,0,1,0,0,0,0,0],
[0,0,0,0,0,1,0,0,0,0,0],
[0,0,0,0,0,1,0,0,0,0,0],
[0,0,0,0,0,1,0,0,0,0,0],
[0,0,0,0,0,13,0,0,0,0,0],
[0,0,0,0,0,0,0,0,0,0,0]]>>
<<set $positionX to 8>>
<<set $positionY to 1>>
<<endif>><<display "Location">>
You obtained a coiled rope and a large hook! They seem to be immaculate, despite coming from one of the nastiest chests you've ever seen. You place them in your pocket for safe keeping.
[[Keep Exploring|The Labyrinth]]
<<if $ogmap>>
<<set $mapArray to
[[0,0,0,0,0,0,0,0,0,0,0],
[0,20,1,1,1,0,0,0,0,1,0],
[0,1,0,0,1,0,10,0,0,1,0],
[0,1,1,1,1,1,1,1,1,1,0],
[0,1,0,20,0,0,0,0,0,0,0],
[0,1,1,0,14,1,1,1,1,1,0],
[0,1,1,0,0,0,0,19,0,20,0],
[0,1,0,0,0,1,1,1,1,0,0],
[0,1,1,1,1,1,0,1,0,0,0],
[0,0,0,0,0,1,1,1,1,0,0],
[0,0,0,0,0,0,0,0,0,0,0]]>>
<<set $positionX to 9>>
<<set $positionY to 2>>
<<endif>>
<<if $intmap>>
<<set $mapArray to
[[0,0,0,0,0,0,0,0,0,0,0],
[0,1,0,0,0,20,1,1,1,1,0],
[0,1,1,1,0,0,0,0,0,1,0],
[0,0,0,1,1,1,1,1,0,1,0],
[0,10,1,1,0,0,0,1,0,1,0],
[0,1,1,0,20,1,1,1,1,1,0],
[0,19,1,0,0,0,0,1,0,1,0,0],
[0,1,0,14,0,20,1,1,1,1,0],
[0,1,1,1,0,0,0,1,0,0,0],
[0,1,1,1,0,1,1,1,1,1,0],
[0,0,0,0,0,0,0,0,0,0,0]]>>
<<set $positionX to 8>>
<<set $positionY to 9>>
<<endif>>
<<if $nicemap>>
<<set $mapArray to
[[0,0,0,0,0,0,0,0,0,0,0],
[0,1,1,1,0,1,1,1,10,1,0],
[0,0,0,1,0,0,1,0,0,1,0],
[0,0,0,1,1,1,1,1,1,1,0],
[0,20,1,1,0,0,0,0,0,1,0],
[0,1,1,0,1,1,1,1,0,1,0],
[0,1,1,1,0,0,0,1,0,1,0],
[0,19,0,0,0,0,0,1,0,1,0],
[0,1,0,1,1,1,0,1,1,1,0],
[0,1,1,1,0,14,0,1,0,0,0],
[0,0,0,0,0,0,0,0,0,0,0]]>>
<<set $positionX to 2>>
<<set $positionY to 1>>
<<endif>>You hear a loud snap as the chest opens up slightly revealing...a set of sharp fangs! The chest wasn't a real chest, but rather a Mimic! You try to run away but the awakened Mimic easily outspeeds you. The last sound you emit is a mighty scream. The last thing you see is the dimly lit walls of the labyrinth fading to black. The last thing you hear is the Mimic munching and crunching on your legs.
[[What a horrible way to die.|Death]] You insert your dagger and hear a small click! Several of the panels on the wall begin to move.
You brace yourself. What will be on the other side? The dragon's hoard of gold? A dungeon where prisoners are kept? A game with a much more robust exploration system?
The panels on the wall keep moving. Suddenly, the floor beneath your feet begins to move. Then, it crumbles and you tumble down, down, down before landing far below. The last thing you hear is the snap of your own neck.
[[That's got to hurt!|Death]]You see a large stone jutting from the other side of the pit, which appears like a great potential place to grab on.
You take a deep breath. It's now or never. You begin to count down in your head. 3...2...1...jump!
You leap over the pit, the sound of crackling flames rising to a deafening roar. As you reach the other side you grasp onto the big rock.
Unfortunately, it seems to be made of some sort of slipper limestone. You try desperately to cling to the rather large stone, but it's no use. Within seconds your fingers have slipped off.
You scream in anger as you begin to fall. The scream itself towers in volume over that of the flames. It is the last thing you say. Cooked meat is the last thing you smell. Deep blue flames are the last thing you see as your vision fades to black.
[[You have been burned to death.|Death]]<<display "Location">>
Examining the ground around you, there seems to be a crack in bricks of the labyrinth floor just big enough to wedge something sharp.
Staring across the pit of searing blue flames, you see a large stone jutting from the other side, which appears like a great potential place to grab on.
Perhaps you could secure your newly acquired rope to something on this side, lasso it and attach it to the other side, and climb across? I mean, unless you're [[afraid of heights and want to turn back|The Labyrinth]] it looks like this pit is the only thing blocking you for now and using the rope to cross it is your best bet for success.
You can either attempt to cross the pit by [[attaching the rope to your dagger]] and lassoing it, [[attaching it to your hook]] and attempting the same thing, or try to be some sort of badass and just [[jump the pit]].You secure one end of your rope to your dagger and tie the other into a lasso. You take a deep breath and count down in your mind.
3...2...1...Throw!
You throw one end of the rope and, though the stone is slippery, the rope takes hold. You pull it taught and then drive your dagger into the ground. You let out a loud grunt as it pierces that stone. Perhaps you enjoyed stabbing the floor a bit too much.
You check to make sure that it's secured on both ends and take a deep breath. It's now or never. You will tightripe your way across the pit.
All seems well as you begin your way slowly. You are a trained adventurer. You have no issues keeping balance.
Unfortunately, once you get to the middle of the pit, it seems that your small dagger was not up to the task of supporting your weight. You hear a loud crack and then begin to tumble into the burning blue pit.
You scream in anger as you begin to fall. The scream itself towers in volume over that of the flames. It is the last thing you say. Cooked meat is the last thing you smell. Deep blue flames are the last thing you see as your vision fades to black.
[[You have been burned to death.|Death]]You secure one end of your rope to your shiny new hook and tie the other into a lasso. You take a deep breath and count down in your mind.
3...2...1...Throw!
You throw one end of the rope and, though the stone is slippery, the rope takes hold. You pull it taught and then drive your hook into the ground. You let out a loud grunt as it pierces that stone. Perhaps you enjoyed stabbing the floor with an odd hook a bit too much.
You check to make sure that it's secured on both ends and take a deep breath. It's now or never. You will tightripe your way across the pit.
All seems well as you begin your way slowly. You are a trained adventurer. You have no issues keeping balance.
Once you get to the middle of the pit, you hear a creak. You are not sure if it will sustain your weight much longer if you stay in this spot.
You hurry the rest of the way across and jump over the limestone rock. You have safely made it across the pit.
[[Keep Exploring|The Labyrinth]]
<<if $ogmap>>
<<set $mapArray to
[[0,0,0,0,0,0,0,0,0,0,0],
[0,20,1,1,1,0,0,0,0,1,0],
[0,1,0,0,1,0,10,0,0,1,0],
[0,1,1,1,1,1,1,1,1,1,0],
[0,1,0,20,0,0,0,0,0,0,0],
[0,1,1,0,14,1,1,1,1,1,0],
[0,1,1,0,0,0,0,19,0,20,0],
[0,1,0,0,0,1,1,1,1,0,0],
[0,1,1,1,1,1,0,1,0,0,0],
[0,0,0,0,0,1,1,1,1,0,0],
[0,0,0,0,0,0,0,0,0,0,0]]>>
<<set $positionX to 7>>
<<set $positionY to 5>>
<<endif>>
<<if $intmap>>
<<set $mapArray to
[[0,0,0,0,0,0,0,0,0,0,0],
[0,1,0,0,0,20,1,1,1,1,0],
[0,1,1,1,0,0,0,0,0,1,0],
[0,0,0,1,1,1,1,1,0,1,0],
[0,10,1,1,0,0,0,1,0,1,0],
[0,1,1,0,20,1,1,1,1,1,0],
[0,19,1,0,0,0,0,1,0,1,0,0],
[0,1,0,14,0,20,1,1,1,1,0],
[0,1,1,1,0,0,0,1,0,0,0],
[0,1,1,1,0,1,1,1,1,1,0],
[0,0,0,0,0,0,0,0,0,0,0]]>>
<<set $positionX to 1>>
<<set $positionY to 7>>
<<endif>>
<<if $nicemap>>
<<set $mapArray to
[[0,0,0,0,0,0,0,0,0,0,0],
[0,1,1,1,0,1,1,1,10,1,0],
[0,0,0,1,0,0,1,0,0,1,0],
[0,0,0,1,1,1,1,1,1,1,0],
[0,20,1,1,0,0,0,0,0,1,0],
[0,1,1,0,1,1,1,1,0,1,0],
[0,1,1,1,0,0,0,1,0,1,0],
[0,19,0,0,0,0,0,1,0,1,0],
[0,1,0,1,1,1,0,1,1,1,0],
[0,1,1,1,0,14,0,1,0,0,0],
[0,0,0,0,0,0,0,0,0,0,0]]>>
<<set $positionX to 1>>
<<set $positionY to 8>>
<<endif>><<display "Location">>
Score! You filled your pockets with as many riches as you can carry, and you seem to have barely scratched the surface of the hoard! Already you have enough gold to retire young. Perhaps you shall return sometime...if you can find a way out! Maybe it's best if you stop plotting your early retirment for now and focus on [[making it out alive|The Labyrinth]]...of course, with a hefty sum of priceless metals in hand.
Then again there's a large, glowing chest in the centre of the room that you haven't been able to take your eyes off of. Perhaps it wouldn't hurt to first open the [[Nice Chest]].<<display "Location">>
You use the entirety of the bottle of grease on the hinges, though the door still will not budge. Out of anger you give it a sharp kick, causing you to recoil in pain (any harder and your foot would have likely broke)! However, that did the trick and the door swings open without a sound, revealing the massive, still form of a sleeping dragon. You can now [[continue on|The Labyrinth]] toward the beast at the belly of the labyrinth.
<<if $sword>>
<<set $mapArray to
[[0,0,0,0,0,0,0,0,0,0,0],
[0,1,1,1,1,1,1,1,1,1,0],
[0,1,1,0,0,1,0,0,1,1,0],
[0,1,0,0,0,1,0,0,0,20,0],
[0,0,0,0,0,1,0,0,0,0,0],
[0,0,0,0,0,1,0,0,0,0,0],
[0,0,0,0,1,1,1,0,0,0,0],
[0,0,0,0,1,13,1,0,0,0,0],
[0,0,0,0,1,0,1,0,0,0,0],
[0,0,0,0,1,15,1,0,0,0,0],
[0,0,0,0,0,0,0,0,0,0,0]]>>
<<set $positionX to 5>>
<<set $positionY to 2>>
<<elseif $ogmap>>
<<set $mapArray to
[[0,0,0,0,0,0,0,0,0,0,0],
[0,1,1,1,1,1,1,1,1,1,0],
[0,1,1,0,0,1,0,0,1,1,0],
[0,1,0,0,0,1,0,0,0,20,0],
[0,0,0,0,0,1,0,0,0,0,0],
[0,0,0,0,0,1,0,0,0,0,0],
[0,0,0,0,0,1,0,0,0,0,0],
[0,0,0,0,0,1,0,0,0,0,0],
[0,0,0,0,0,1,0,0,0,0,0],
[0,0,0,0,0,13,0,0,0,0,0],
[0,0,0,0,0,0,0,0,0,0,0]]>>
<<set $positionX to 5>>
<<set $positionY to 2>>
<<endif>>
<<if $sword>>
<<set $mapArray to
[[0,0,0,0,0,0,0,0,0,0,0],
[0,1,1,1,1,1,1,1,1,1,0],
[0,1,1,0,0,1,0,0,1,1,0],
[0,1,0,0,0,1,0,0,0,20,0],
[0,0,0,0,0,1,0,0,0,0,0],
[0,0,0,0,0,1,0,0,0,0,0],
[0,0,0,0,1,1,1,0,0,0,0],
[0,0,0,0,1,13,1,0,0,0,0],
[0,0,0,0,1,0,1,0,0,0,0],
[0,0,0,0,1,15,1,0,0,0,0],
[0,0,0,0,0,0,0,0,0,0,0]]>>
<<set $positionX to 5>>
<<set $positionY to 2>>
<<elseif $intmap>>
<<set $mapArray to
[[0,0,0,0,0,0,0,0,0,0,0],
[0,1,1,0,1,13,1,0,20,1,0],
[0,1,1,0,0,1,0,0,1,1,0],
[0,1,0,0,0,1,0,0,0,1,0],
[0,1,1,1,1,1,1,1,1,1,0],
[0,0,0,0,0,1,0,0,0,0,0],
[0,0,0,0,0,1,0,0,0,0,0],
[0,0,0,0,0,1,0,0,0,0,0],
[0,0,0,0,0,1,0,0,0,0,0],
[0,0,0,0,0,1,0,0,0,0,0],
[0,0,0,0,0,0,0,0,0,0,0]]>>
<<set $positionX to 5>>
<<set $positionY to 4>>
<<endif>>
<<if $sword>>
<<set $mapArray to
[[0,0,0,0,0,0,0,0,0,0,0],
[0,1,1,1,1,1,1,1,1,1,0],
[0,1,1,0,0,1,0,0,1,1,0],
[0,1,0,0,0,1,0,0,0,20,0],
[0,0,0,0,0,1,0,0,0,0,0],
[0,0,0,0,0,1,0,0,0,0,0],
[0,0,0,0,1,1,1,0,0,0,0],
[0,0,0,0,1,13,1,0,0,0,0],
[0,0,0,0,1,0,1,0,0,0,0],
[0,0,0,0,1,15,1,0,0,0,0],
[0,0,0,0,0,0,0,0,0,0,0]]>>
<<set $positionX to 5>>
<<set $positionY to 2>>
<<elseif $nicemap>>
<<set $mapArray to
[[0,0,0,0,0,0,0,0,0,0,0],
[0,1,1,1,1,1,1,1,1,1,0],
[0,1,1,0,0,1,0,0,1,1,0],
[0,20,0,0,0,1,0,0,0,1,0],
[0,0,0,0,0,1,0,0,0,0,0],
[0,0,0,0,0,1,0,0,0,0,0],
[0,0,0,0,0,1,0,0,0,0,0],
[0,0,0,0,0,1,0,0,0,0,0],
[0,0,0,0,0,1,0,0,0,0,0],
[0,0,0,0,0,13,0,0,0,0,0],
[0,0,0,0,0,0,0,0,0,0,0]]>>
<<set $positionX to 5>>
<<set $positionY to 4>>
<<endif>>
You take aim at the dragon. You expected it to be full of sharp scales, but oddly enough it is smooth, like that of a common skink.
You take a deep breath and once again count down in your mind.
3...2...1...STRIKE!
You stab the great beast right in the eye, waking it. It lets out a mighty roar that shakes the labyrinth, one that makes you wonder how it got trapped down here, seeing its massive size.
The dragon raises its head of, the dagger stuck in its eye. It takes aim at you, puffs of smoke coming from its nose, each exhale smelling of roast pork. You close your eyes, cover your head, and prepare for the worst. [[Is this an untimely end?]]You hear a the sound of a large slash and hear the dragon scream. Then, a large rumble. It sounds like the beast has recoiled.
Then you hear the sound of a young female voice, speaking in the accent of the village.
"[[Open your eyes]]," the voice says.<div class="aa">
{{{
_
(_)
|=|
|=|
/|__|_|__|\
( ( ) )
\|\/\"/\/|/
| Y |
| | |
| | |
_| | |
__/ | | |\
/ \ | | | \
__| | | |
/\/ | | | |\
< +\ | |\ /> \
> + \ | LJ |
+ \|+ \ < \
(O) + | )
| \ /\
( | ) (o) \/ )
_\\|//__( | )______)_/
\\|//
}}}
</div>
You open your eyes to see a red haired knight in light armour. Your saviour weilds a mighty sword and an even sharper smirk on her face.
"I was lost down here for months! I dropped my map and never could manage to find it again, but then I randomly find a rope across the fire pit and find you here, along with that horrific dragon!"
You thank her for saving your bacon. You also introduce yourself, referring to yourself as $name the Adventurer.
"I'm Jessie," she responds. "Jessie the Adventurer...I guess. Look, that dragon has only been knocked back temporarily. It could charge at us again any sec-"
She is cut off by the sound of the dragon roaring and puffing a flame from its mouth towards the ceiling. You two can either [[run like hell]] or [[charge at the dragon]].
Or, y'know, you can be rude to the person who just saved your life and [[push her]] in front of the dragon as a sacrifice.<<display "Location">>
"Screw fighting this thing! If it goes on a rampage it'll probably destroy this place!" you yell!
Jessie nods in agreement. "Let's run like hell!"
With that, the dragon let's out a mighty screech and begins to blow flames and flail around in a fit of rage. Parts of the labyrinth begin to crumble. [[It's time to start running!|The Labyrinth]]
<<if $sword>>
<<set $mapArray to
[[0,0,0,0,0,0,0,0,0,0,0],
[0,1,1,1,1,16,1,1,1,1,0],
[0,1,1,0,0,1,0,0,1,1,0],
[0,20,0,0,0,1,0,0,0,20,0],
[0,0,0,0,0,1,0,0,0,0,0],
[0,0,0,0,0,1,0,0,0,0,0],
[0,0,0,0,1,1,1,0,0,0,0],
[0,0,0,0,1,1,1,0,0,0,0],
[0,0,0,0,1,0,1,0,0,0,0],
[0,0,0,0,1,1,1,0,0,0,0],
[0,0,0,0,0,0,0,0,0,0,0]]>>
<<set $positionX to 5>>
<<set $positionY to 5>>
<<elseif $ogmap>>
<<set $mapArray to
[[0,0,0,0,0,0,0,0,0,0,0],
[0,1,1,1,1,16,1,1,1,1,0],
[0,1,1,0,0,1,0,0,1,1,0],
[0,20,0,0,0,1,0,0,0,20,0],
[0,0,0,0,0,1,0,0,0,0,0],
[0,0,0,0,0,1,0,0,0,0,0],
[0,0,0,0,0,1,0,0,0,0,0],
[0,0,0,0,0,1,0,0,0,0,0],
[0,0,0,0,0,1,0,0,0,0,0],
[0,0,0,0,0,1,0,0,0,0,0],
[0,0,0,0,0,0,0,0,0,0,0]]>>
<<set $positionX to 5>>
<<set $positionY to 5>>
<<endif>>
<<if $sword>>
<<set $mapArray to
[[0,0,0,0,0,0,0,0,0,0,0],
[0,1,1,1,1,16,1,1,1,1,0],
[0,1,1,0,0,1,0,0,1,1,0],
[0,8,0,0,0,1,0,0,0,20,0],
[0,0,0,0,0,1,0,0,0,0,0],
[0,0,0,0,0,1,0,0,0,0,0],
[0,0,0,0,1,1,1,0,0,0,0],
[0,0,0,0,1,1,1,0,0,0,0],
[0,0,0,0,1,0,1,0,0,0,0],
[0,0,0,0,1,1,1,0,0,0,0],
[0,0,0,0,0,0,0,0,0,0,0]]>>
<<set $positionX to 5>>
<<set $positionY to 5>>
<<elseif $intmap>>
<<set $mapArray to
[[0,0,0,0,0,0,0,0,0,0,0],
[0,1,20,0,1,1,1,0,20,1,0],
[0,1,1,0,0,1,0,0,1,1,0],
[0,1,0,0,0,1,0,0,0,1,0],
[0,1,1,1,1,1,1,1,1,1,0],
[0,0,0,0,0,1,0,0,0,0,0],
[0,0,0,0,0,1,0,0,0,0,0],
[0,0,0,0,0,1,0,0,0,0,0],
[0,0,0,0,0,1,0,0,0,0,0],
[0,0,0,0,0,16,0,0,0,0,0],
[0,0,0,0,0,0,0,0,0,0,0]]>>
<<set $positionX to 5>>
<<set $positionY to 5>>
<<endif>>
<<if $sword>>
<<set $mapArray to
[[0,0,0,0,0,0,0,0,0,0,0],
[0,1,1,1,1,16,1,1,1,1,0],
[0,1,1,0,1,1,1,0,1,1,0],
[0,23,0,0,0,1,0,0,0,23,0],
[0,0,0,0,0,1,0,0,0,0,0],
[0,0,0,0,0,1,0,0,0,0,0],
[0,0,0,0,1,1,1,0,0,0,0],
[0,0,0,0,1,1,1,0,0,0,0],
[0,0,0,0,1,0,1,0,0,0,0],
[0,0,0,0,1,1,1,0,0,0,0],
[0,0,0,0,0,0,0,0,0,0,0]]>>
<<set $positionX to 5>>
<<set $positionY to 5>>
<<elseif $nicemap>>
<<set $mapArray to
[[0,0,0,0,0,0,0,0,0,0,0],
[0,1,1,1,1,16,1,1,1,1,0],
[0,1,1,0,0,1,0,0,1,1,0],
[0,20,0,0,0,1,0,0,0,20,0],
[0,0,0,0,0,1,0,0,0,0,0],
[0,0,0,0,0,1,0,0,0,0,0],
[0,0,0,0,0,1,0,0,0,0,0],
[0,0,0,0,0,1,0,0,0,0,0],
[0,0,0,0,0,1,0,0,0,0,0],
[0,0,0,0,0,1,0,0,0,0,0],
[0,0,0,0,0,0,0,0,0,0,0]]>>
<<set $positionX to 5>>
<<set $positionY to 8>>
<<endif>>"Let's charge at the dragon! We won't be defeated!" You yell!
Jessie nods in agreement. Both of you stand back, take a deep breath, and ready yourselves, her with her great sword and you with your fists.
Unfortunately, you forgot that the dragon can breath fire. And is very angry. Before you even have a chance to charge, the two of you are fried to a crisp. [[The last thing you remember before passing out is the smell of barbeque.|Death]]Before either of you can say another word, you quickly jump behind your saviour and push her towards the dragon.
"Good luck fighting this on your own! I'm getting the hell out of here!" you yell.
But then, you hear the sound of metal piercing bone. She has twisted her sword around and stabbed you.
"I save you and you immediately turn on me! You're better off dead," she says, before turning to leave the area.
"And, by the way," she says, reaching her hand into your pocket and stealing your map, "I'll be taking this back."
That is the last you see of her and now you stand, immobilized by the sword, face to face with the dragon. The last sight you see is incoming flames accompanied by the scents of roast chicken. [[Karma sucks, doesn't it?|Death]]<<display "Location">>
The metal door that had come down upon entering the dungeon appears to be busted, perhaps as a result of the dungeon itself crumbling.
Still, you made it to the [[Dungeon Entrance Again]]! Plunge forth and escape this horrid labyrinth!Jessie gives you a sad nod, but an understanding smile.
"You're a great adventurer, $name. Please take care of yourself."
And thus you set off nobley, seeking no reward. You are rather hungry though, and you are absolutely exhausted. You soon find yourself in the middle of a deep woods. Perhaps you should [[turn back|turn around and go home]]?Jessie motions for you to follow her and leads you to the village inn. By now it is in the early hours of the morning and the first rays of sunlight hit both of you as you walk through the quiet town.
You are not sure how long you have been gone.
Jessie leads you inside the tavern at the inn, which is mostly empty save for an old woman at the counter who is preparing for the day. As you enter the inn, her eyes lock with Jessie's there's a loud crash as she drops the glass she is cleaning. She runs over and embraces Jessie in a deep hug.
"It's been months! Months I tell you. I thought you were gone for sure when the Labyrinth crumbled. I'm glad you made it back alive," she says.
"Jeez grandma. You know I take care of myself! But I missed you an absolute ton," Jessie responds, embracing her grandmother in return.
There is a long silence as the two embrace. Soon, though, Jessie's grandma let's go and locks eyes with you.
"And who is this?"
"This is a friend of mine I met in the Labyrinth. He found my map when I lost it and helped guide me back to the surface."
"Well," Jessie's grandma says, smirking, "he sounds like a very nice friend. What's his name?"
Before you can say anything, Jessie responds for you.
"This is $name. $name the Adventurer!"
[[The End]]
<<if $link>>
[[Special Ending]]
<<endif>>Jessie clearly detests the idea, but she soon acquiesces and you sit down as the ground around you continues to crumble.
Unfortunately, you soon hear an incredible scream from the dragon. One filled with pure unbridled rage. And then, a quake. The last thing you see is a crumbling wall coming right at you. [[It can be assumed you were smushed like a pancake.|Death]]<div class="aa">
{{{
__ __
/| / / |
( | (___ ___ (___ ___ ___|
| | )|___) | | )| )
| | / |__ |__ | / |__/
}}}
</div>
If you enjoyed this game, why not return to the [[Title Screen]] and play again?
Congratulations on completing your adventure!<div class="aa">
{{{
_
(_)
|=|
|=|
/|__|_|__|\
( ( ) )
\|\/\"/\/|/
| Y |
| | |
| | |
_| | |
__/ | | |\
/ \ | | | \
__| | | |
/\/ | | | |\
< +\ | |\ /> \
> + \ | LJ |
+ \|+ \ < \
(O) + | )
| \ /\
( | ) (o) \/ )
_\\|//__( | )______)_/
\\|//
}}}
</div>
<<set $name to "Link">>
<<set $link to true>>
So, your name is $name?
[[Yes! That's it!|Town Entrance]]
[[No, let me fix it!|Enter Your Name]]
<<display "Location">>
The chest is rather ornate and seems to shine, as if it's blessed by some sort of deity. It has gold trim and wood planks that appear to be whiter than the lightest bleach. It also appears to be unlocked.
[[Open the nice chest.|The Trap]]
[[Do not open the nice chest. |The Labyrinth]] <<display "Location">>
The chest is rather fine and has its beautiful sides are lined with silver. A strange light emits from it, along with a dull rumble. Perhaps whatever is inside could aid in slaying the dragon? It does not seem to be locked. Do you open the chest?
[[Open the very fine chest.|The Mimic 2]]
[[Do not open the nice chest. |The Labyrinth]] You open the chest and before your very eyes you see gold bars, sapphires, and diamonds all in a pile. You have never seen such incredible wealth concentrated in one place, and thus dive right in enthusaistically to begin stuffing your pockets with as much loot as you can carry.
Unfortunately, as the chest begins to become lighter, so does the platform you're standing on. As you continue to stuff your pockets you hear crumbling. It seems the section of the dungeon you were standing on was rigged to crumble if you opened this chest. You panic and try to jump back to safety, but it's too late. You tumble down below to the deepest fire pits of the labyrinth, elicitng a pained scream as you fall into the englufing flames.
[[What an unfortunate way to die.|Death]] <<display "Location">>
You hear a loud snap as the chest opens up slightly revealing...a set of sharp fangs! The chest wasn't a real chest, but rather a Mimic! You try to run away but the awakened Mimic easily outspeeds you.
And then, a sharp scream pierces your ears. The Mimic writhes in agony and you aren't sure what happened, save for a large mark above its mouth. All you see on the floor is a large piece of rubble.
"C'mon!," Jessie says frantically. "Throwing a piece of crumbling rubble at that thing will only stop it for a few seconds! You can thank me for saving your butt later, $name! There is no time to rest! We have to [[continue on!|The Labyrinth]]"<div class="aa">
{{{
dOOo.
O Oo. ..
O b ;::'
Oo.. b;;;;
OooO';;;O:: *
.o.O.'qb .P"~
dOo'oD qoP
Udo
qob
qob
OP
d' O
.P l
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'
}}}
</div>
Thanks $name, you're the hero of Goldenridge. Finally, peace returns to the land. The end.
If you enjoyed this game, why not return to the [[Title Screen]] and play again?
Congratulations on completing your adventure!