<!--Global flags-->
(set: $NextPassage to " ")
(set: $HasSword to true)
(set: $HasFeather to true)
(set: $MineLevel to 1)
<!--Level 1 Plot Variables-->
(set: $SafeFound to false)
(set: $HaveShovel to false)
(set: $ForemanKey to false)
(set: $SafeKey to false)
(set: $CaveIn to true)
(set: $AskedPrisoners to false)
(set: $HaveScroll to false)
(set: $SeenPrison to false)
<!--Level 2 Plot Variables-->
(set: $BarrierUp to true)
(set: $HasKey to false)
(set: $WithArden to false)
(set: $SeenBarrier to false)
(set: $SeenShrine to false)
(set: $ArdenAtShrine to false)
(set: $SeenWalls to false)
(set: $MineCart to 0)
<!--Ending Flags-->
(set: $GaveScroll to false)
(set: $SavedArden to false)
(set: $Ghidorah to false)
<!--Scripted Encounter Flags-->
(set: $Encounter1 to false)
(set: $Encounter2 to false)
(set: $Encounter3 to false)
(set: $Encounter4 to false)
(set: $Encounter5 to false)
(set: $Encounter6 to false)
(set: $Encounter7 to false)
<!-- Player Stats -->
(set: $PlayerHealth to 100)
(set: $PlayerMP to 25)
(set: $PlayerXP to 0)
(set: $PlayerStrength to 15)
(set: $PlayerExhaustion to 5)
(set: $PlayerLoathing to 5)
(set: $Level to 53)
<!--Battle data-->
(set: $Enemies to (a: " "))
(set: $EnemyNumber to 0)
(set: $Enemy1Name to " ")
(set: $Enemy2Name to " ")
(set: $Enemy3Name to " ")
(set: $Enemy1InFight to false)
(set: $Enemy1Alive to false)
(set: $Enemy2InFight to false)
(set: $Enemy2Alive to false)
(set: $Enemy3InFight to false)
(set: $Enemy3Alive to false)
(set: $SkipEnemyTurn to 0)
(set: $TotalTurns to 0)
(set: $TurnCount to 0)
<!-- Set status effects -->
(set: $Poisoned to 0)
(set: $Stunned to 0)
(set: $Flashbacking to 0)
(go-to: "init parry")(enchant: ?page, (text-colour: black) + (background: white)){
(set: $EnemyName to "orc")
(set: $NextPassage to "game")
(set: $EncounterNumber to 2)
}
{
(if: $EncounterID's ($EncounterNumber) is 0)[An orc jumps out at you from the rocks. You draw your blade and prepare to [[fight.->init fight]]]
(else:)[Your battles are won. Congratulations, traveller!]
}
(if: $EnemyName is "goblin")[(go-to: "goblin")]
(if: $EnemyName is "orc")[(go-to: "orc")]
(set: $EnemyHealth to 20)
(set: $EnemyAccuracy to 100)
(set: $NumberMoves to 3)
(set: $DamageLow to 1)
(set: $DamageHigh to 4)
(set: $EnemyMiss to (a:
"The goblin tries to wind up a big attack but falls off balance!",
"apathetic, the goblin sulks.",
))
(set: $EnemyHit to (a:
"The goblin takes a vicious swing at you!",
"The goblin leaps high in the air and stabs!",
"The goblin gets ya! Ouchie!",
))
(go-to: "Battle Screen")
(if: $EnemyHealth > 0)[The $EnemyName stands before you. What will you do?
[[[Attack->Attack]]]]
(else:)[(set: $EncounterID's ($EncounterNumber) to 1)Congrats, you have defeated the enemy. (link-goto: "Continue!",$NextPassage)]
You attack with your sword. You do $PlayerStrength damage!
(set: $EnemyHealth = $EnemyHealth - 10)
The $EnemyName has $EnemyHealth HP left.
(if: $EnemyHealth > 0)[[[Continue->Enemy Attack]]]
(else:)[[[Continue->Battle Screen]]]{(if: (random: 0, 100) > $EnemyAccuracy)[(either: ...$EnemyMiss)]
(else:)[(either: ...$EnemyHit)]}
[[Continue->Battle Screen]](set: $EnemyHealth to 200)
(set: $EnemyAccuracy to 100)
(set: $DamageLow to 1)
(set: $DamageHigh to 4)
(set: $EnemyMiss to (a:
"The orc misses the first way!",
"The orc misses the second way!",
"The orc misses the third way!",
))
(set: $EnemyHit to (a:
"The orc takes a vicious swing at you. You are stunned!",
"The other option!"
))
(go-to: "Battle Screen")
<!-- (set: $Stunned to 1) -->{
(set: $EnemyName to "goblin")
(set: $NextPassage to "begin")
(set: $EncounterNumber to 1)
}
{
(if: $EncounterID's ($EncounterNumber) is 0)[You see the goblin. You draw your sword and prepare to (link-goto: "fight","init fight").]
(else:)[The body of the goblin lies at your feet. Around you is a sparkling cavern. Dim torchlight is reflected back to you hundredfold by jewels studding the cavern walls.
But you must [[continue on.->game]]]}
(if: $EncounterID's (1) is 0)[As you enter the cavern, two goblins suddenly charge at you. You prepare to [[fight->test encounter]].]
(else:)[The bodies of the goblins lie at your feet. Around you is a sparkling cavern. Dim torchlight is reflected back to you hundredfold by jewels studding the cavern walls.
Return South?]
(if: (history:) contains "South Cavern")[Welcome BACK!]
(else:)[Welcome to South Cavern!]
[[Return->Central Cavern]]
(set: $PlayerName to "Marco")Double-click this passage to edit it.Double-click this passage to edit it.{
(set: $NextPassage to "North Cavern")
(set: $EncounterNumber to 1)
}
(set: $Enemies to (a:
"goblin",
"goblin",
))
(go-to: "init multi fight")//PLAYER PHASE//
Enemies stand before you:
(if: $Enemy1InFight is true and $Enemy1Alive is true)[
>>>>>> //$Enemy1Name//]
(if: $Enemy2InFight is true and $Enemy2Alive is true)[
>>>>>> //$Enemy2Name//]
(if: $Enemy3InFight is true and $Enemy3Alive is true)[
>>>>>> //$Enemy3Name//]
What will you do?
HP: $PlayerHealth/100
MP: $PlayerMP/25
(if: $HasSword is true)[[[Attack->Pick attack target]]]
[[Parry->Parry]]
[[Magic->Magic]]
(if: $GaveScroll is true and $SavedArden is true and $Ghidorah is true and $TurnCount is 5)[(go-to: "Cut Off Ending")]
<!--
(if: $Enemy1Health > 0 or $Enemy2Health > 0)[The monsters stand before you. What will you do?
[[Attack->Pick attack target]]]
(else:)[(go-to: "multi results")]
(if: $EnemyNumber is 3)[
(if: $Enemy1Health > 0 or $Enemy2Health > 0 or $Enemy3Health > 0)[The monsters stands before you. What will you do?
[[Attack->Pick attack target]]
]
(else:)[(go-to: "multi results")] -->
<!-- new way to organize: don't see this screen if enemy dies on enemy turn, and lead with a line of flavor text in curly brackets generated randomly from one of the enemy's flavortext boxes -->
<!--
(if: $EnemyNumber is 2)[
- Target $Enemies's (1)
(if: $EnemyNumber > 1)pick a target -->(set: $EnemyNumber to $EnemyNumber + 1)
(if: $EnemyNumber <= $Enemies's length) [
(if: $Enemies's ($EnemyNumber) is "goblin")[(go-to: "multi goblin")]
(else-if: $Enemies's ($EnemyNumber) is "orc")[(go-to: "multi orc")]
(else-if: $Enemies's ($EnemyNumber) is "giant spider")[(go-to: "giant spider")]
(else-if: $Enemies's ($EnemyNumber) is "queen spider")[(go-to: "queen spider")]
(else-if: $Enemies's ($EnemyNumber) is "moleman")[(go-to: "moleman")]
(else-if: $Enemies's ($EnemyNumber) is "orc captain")[(go-to: "orc captain")]
(else-if: $Enemies's ($EnemyNumber) is "ghidorah")[(go-to: "king ghidorah")]
]
<!--
(for: each _enemy in ...$Enemies)[
$EnemyNumber = $EnemyNumber + 1
(if: _enemy is "goblin")[(go-to: "goblin")]
(if: _enemy is "orc")[(go-to: "orc")]
]-->
(set: $EnemyNumber to $Enemies's length)
(go-to: "Multi Battle Screen")
<!-- maybe throw an error or exception when $Enemies is too big? and an error when it contains an enemy that we don't have a page for -->(set: $PossibleGoblinNames to (a:
"GOBLIN WITH A FUNNY FACE",
"GOBLIN WITH A GLASS EYE",
"GOBLIN WITH A SOUR EXPRESSION",
"GOBLIN WITH A RED TATTOO",
"GOBLIN WITH A BLUE BEARD",
"GOBLIN WITH A SWEET SMILE",
"GOBLIN WITH A HATEFUL LOOK",
"GOBLIN WITH A BIG ARM",
"GOBLIN WITH A SKINNY WRIST",
"GOBLIN WITH A GLEEFUL SMILE",
))
(set: $GoblinMisses to (a:
"tries to wind up a big attack, but falls!",
"sulks moodily!",
"misses spectacularly!",
"seems really nervous!",
"gets stagefright!",
"looks down at his feet!",
))
(set: $GoblinHits to (a:
"takes a vicious swing at you!",
"leaps high in the air and stabs!",
"gets ya! Ouchie!",
))
(if: $EnemyNumber is 1)[
(set: $Enemy1InFight to true)
(set: $Enemy1Alive to true)
(set: $Enemy1Health to 30)
(set: $Enemy1Accuracy to 100)
(set: $Enemy1Low to 1)
(set: $Enemy1High to 4)
(set: $Enemy1Parry to 0)
(set: $Enemy1Name to (either: ...$PossibleGoblinNames))
(set: $Enemy1Miss to $GoblinMisses)
(set: $Enemy1Hit to $GoblinHits)
]
(if: $EnemyNumber is 2)[
(set: $Enemy2InFight to true)
(set: $Enemy2Alive to true)
(set: $Enemy2Health to 30)
(set: $Enemy2Accuracy to 100)
(set: $Enemy2Low to 1)
(set: $Enemy2High to 4)
(set: $Enemy2Parry to 0)
(set: $Enemy2Name to (either: ...$PossibleGoblinNames))
(set: $Enemy2Miss to $GoblinMisses)
(set: $Enemy2Hit to $GoblinHits)
]
(if: $EnemyNumber is 3)[
(set: $Enemy3InFight to true)
(set: $Enemy3Alive to true)
(set: $Enemy3Health to 30)
(set: $Enemy3Accuracy to 100)
(set: $Enemy3Low to 1)
(set: $Enemy3High to 4)
(set: $Enemy3Parry to 0)
(set: $Enemy3Name to (either: ...$PossibleGoblinNames))
(set: $Enemy3Miss to $GoblinMisses)
(set: $Enemy3Hit to $GoblinHits)
]
(go-to: "init multi fight"){<!-- Refresh all battle values -->
(set: $EnemyNumber to 0)
(set: $Enemy1InFight to false)
(set: $Enemy2InFight to false)
(set: $Enemy3InFight to false)
(set: $SkipEnemyTurn to 0)
(set: $TotalTurns to $TotalTurns + $TurnCount)
(set: $TurnCount to 0)
}
Encounter complete!
You gain 20 XP.
(set: $PlayerXP to $PlayerXP + 20)
(if: $PlayerXP > 99)[[[Level Up->Level Up]]]
(else:)[(link-goto: "Continue",$NextPassage)]
(if: (random: 1, 100) < (100 - ($PlayerExhaustion/0.5)))[
You attack with your sword. You do 15 damage!
(if: $TargetEnemy is 1)[
(set: $Enemy1Health = $Enemy1Health - 15)
(if: $Enemy1Health is 0)[You have slain the $Enemy1Name.]
]
(if: $TargetEnemy is 2)[
(set: $Enemy2Health = $Enemy2Health - 15)
(if: $Enemy2Health is 0)[You have slain the $Enemy2Name.]
]
(if: $TargetEnemy is 3)[
(set: $Enemy3Health = $Enemy3Health - 15)
(if: $Enemy3Health is 0)[You have slain the $Enemy3Name.]
]
]
(else:)[The attack misses!]
[[[Continue->Refresh Enemies]]](if: $SkipEnemyTurn > 0)[No incoming attacks to parry! Parry failed!
[[Continue->Refresh Enemies]]]
(else:)[
(set: $Answer to " ")
(set: $ParrySuccess to false)
(set: $ParryDifficulty to ((random: 1, 2) + $Enemy1Parry))
(if: $ParryDifficulty < 3)[
(set: $Question to (either: ...$EasyParryQs))
]
<!--(if: $ParryDifficulty is 2)[
(set: $Question to (either: ...$MediumParryQs))
]-->
(if: $ParryDifficulty > 2)[
(set: $Question to (either: ...$HardParryQs))
]
(set: $Answer to (prompt:$Question,"0"))
(if: $ParryDifficulty < 3)[
(if: $Answer is $EasyParryAs's $Question)[
(set: $ParrySuccess to true)
(go-to: "Parry Result")
]
(else:)[
(set: $ParrySuccess to false)
(go-to: "Parry Result")
]]
<!--(if: $ParryDifficulty is 2)[
(if: $Answer is $MediumParryAs's $Question)[
(set: $ParrySuccess to true)
(go-to: "Parry Result")
]
(else:)[
(set: $ParrySuccess to false)
(go-to: "Parry Result")
]]-->
(if: $ParryDifficulty > 2)[
(if: $Answer is $HardParryAs's $Question)[
(set: $ParrySuccess to true)
(go-to: "Parry Result")
]
(else:)[
(set: $ParrySuccess to false)
(go-to: "Parry Result")
]]
]You have gained a level!
(set: $ExhaustionUp to (ceil: ($TotalTurns/2)))
(set: $LoathingUp to (random: 1, 3))
(set: $TotalTurns to 0)
Strength rose by 0 points.
Exhaustion rose by $ExhaustionUp points.
Self-Loathing rose by $LoathingUp points.
{(set: $PlayerExhaustion to $PlayerExhaustion + $ExhaustionUp)
(set: $PlayerLoathing to $PlayerLoathing + $LoathingUp)
(set: $Level to $Level + 1)
}
(link-goto: "Continue",$NextPassage)
<!-- placeholder for organization -->//ENEMY PHASE//
{
<!--if skip enemy turn = true then skip enemy turn, and set it to false -->
<!--if flashed is true, decrement; if 1, set to normal then decrement-->
<!--statuses all calculated after attacks-->
<!--goddammit statuses applied by enemies will be hard to do-->
<!--okay so...check if this enemy can produce status; if it can, roll; if it succeeds, apply status to player; display message-->
(if: $Enemy1InFight is true)[
{
(if: $Enemy1Alive is false)[The $Enemy1Name is dead.]
(else:)[
(if: (random: 0, 100) > $Enemy1Accuracy)[
The $Enemy1Name (either: ...$Enemy1Miss)]
(else:)[
The $Enemy1Name (either: ...$Enemy1Hit)
(set: _DamageTaken to (random: $Enemy1Low, $Enemy1High))
You take _DamageTaken damage!
(set: $PlayerHealth to $PlayerHealth - _DamageTaken)
]
]}
]
}
{
(if: $Enemy2InFight is true)[
{
(if: $Enemy2Alive is false)[The $Enemy2Name is dead.]
(else:)[
(if: (random: 0, 100) > $Enemy2Accuracy)[
The $Enemy2Name (either: ...$Enemy2Miss)]
(else:)[
The $Enemy2Name (either: ...$Enemy2Hit)
(set: _DamageTaken to (random: $Enemy2Low, $Enemy2High))
You take _DamageTaken damage!
(set: $PlayerHealth to $PlayerHealth - _DamageTaken)
]
]}
]
}
{
(if: $Enemy3InFight is true)[
{
(if: $Enemy3Alive is false)[The $Enemy3Name is dead.]
(else:)[
(if: (random: 0, 100) > $Enemy3Accuracy)[
(The $Enemy3Name (either: ...$Enemy3Miss)]
(else:)[
The $Enemy3Name (either: ...$Enemy3Hit)
(set: _DamageTaken to (random: $Enemy3Low, $Enemy3High))
You take _DamageTaken damage!
(set: $PlayerHealth to $PlayerHealth - _DamageTaken)
]
]}
]
}
(if: $PlayerHealth < 1)[[[Continue->Game Over]]]
(else:)[[[Continue->Multi Battle Screen]]]{
(if: $Enemy1InFight is true)[
(if: $Enemy1Health < 1)[(set: $Enemy1Alive to false)]
]
(if: $Enemy2InFight is true)[
(if: $Enemy2Health < 1)[(set: $Enemy2Alive to false)]
]
(if: $Enemy3InFight is true)[
(if: $Enemy3Health < 1)[(set: $Enemy3Alive to false)]
]
}{
(if: $Enemy1Alive is false and $Enemy2Alive is false and $Enemy3Alive is false) [
(go-to: "multi results")
]}
(else:)[(set: $TurnCount to $TurnCount + 1)
(if: $SkipEnemyTurn > 0)[Enemy turn skipped!
(set: $SkipEnemyTurn to $SkipEnemyTurn - 1)
[[Continue->Multi Battle Screen]]]
(else:)[
(go-to: "Multi Enemy Turn")
]
]
(if: $EnemyNumber > 1)[Pick Target:
(if: $Enemy1InFight is true and $Enemy1Alive is true)[
(link: $Enemy1Name)[(set: $TargetEnemy to 1)(go-to: "multi attack")]]
(if: $Enemy2InFight is true and $Enemy2Alive is true)[
(link: $Enemy2Name)[(set: $TargetEnemy to 2)(go-to: "multi attack")]]
(if: $Enemy3InFight is true and $Enemy3Alive is true)[
(link: $Enemy3Name)[(set: $TargetEnemy to 3)(go-to: "multi attack")]]
]
(else-if: $EnemyNumber is 1) [
(set: $TargetEnemy to 1)
(go-to: "multi attack")
]
<!-- a way to streamline it so enemy number goes down when one is slayed? the problem is that rn that means the player defaults to targeting "enemy 1", but that might not be the one left alive -->(set: $ParryAs to (dm:
"2 + 2 = ?", "4",
"5 + 5 = ?", "10",
"13 + 20 = ?", "33",
))
(set: $ParryQs to (a:
"2 + 2 = ?",
"5 + 5 = ?",
"13 + 20 = ?",
))
(set: $ParrySuccess to false)
(set: $PlayerExhaustion to 200)
(set: $PlayerHealth to 100)
(set: $PlayerMP to 25)
Four caverns stretch out ahead of you. But for now you can only go [[north->North Cavern]].
And also [[south->South Cavern]]
(set: $HasSword to true)
(if: (history:) contains "South Cavern")[Hello, $PlayerName!]As you wind your way down the sloping tunnel, you remember why you don’t drink any more.
(set: $MineLevel to 2)(set: $sip to 1)
[[Continue->First Transition pt2]]
{(set: $NoDrinking to (a:
"It had all been thanks to Oswyn. He had found you in that bar, at the bottom of your umpteenth glass. You didn't even notice at first when he sat down on the opposite side of the table. You were just staring, dead-eyed, at the tankard of beer in front you.",
"'Hey.'",
"'...'"
"'Okay. If you don't want to talk, that's fine.'"
"'Just listen for a minute.'"
"'I know you've - you've had a bad run.'"
"'God, what am I even supposed to - //a bad run.// Okay, look, we know you've been royally fucked. I don't know if that's by God or fate or destiny or whatever it is but things just...'"
"'...'"
"'I know there's no sense in any of it. Nothing - no part of it was supposed to be this way.'"
"'When we left the army together all those years ago we so many plans... To get rich and famous, working with our own hands...'"
"'...'"
"'And things didn't work out that way. And I can't presume to ever feel even the tiniest possible piece of the grief you're feeling right now -"
"But look - you just have to keep moving. There's no way out but forward.'"
"'Don't listen to the talk. Don't think about the past. For now, just keep putting one foot in front of the other.'"
"'...'"
"'I know this is a crock of bullshit after so many years, but let's say I'm pulling rank on you. I'm still training you and you need to put in some EFFORT, boy. God, remember how I used to bluster then? Always had something I needed to prove.'"
"'But I wasn't wrong. It's all just effort. The daily effort of living. And if we put it in, day after day, eventually we can reach - something. Not happiness, maybe, but peace.'"
"'Everyday. Just trying, every day. No matter what happens.'"
"'...'"
"'Shit.'"
))}
(if: $sip > 20)[(go-to: "First Transition pt3")](else:)[(print: $NoDrinking's ($sip))
(link-repeat: "Sip")[(set:$sip to it + 1)(go-to: "First Transition pt2")]{(set: $NextPassage to "Level 2 Hub")}
(if: (history:) contains "Level 2 Hub")[You return to the central cavern. Everything seems mostly unchanged.
(if: (history:) contains "Magic Barrier")[The north passage is the main tunnel, which leads to the magic barrier. ]
(if: (history:) contains "Shrine")[The east passage leads to the shrine.]
(if: (history:) contains "Level 2 Storage")[The south passage leads to the stock room.]
]
(else:)[Just as you were told, the tunnel begins to even out and widen up until you reach the very bottom level of the mine. The cart track leads you to the center of a vaguely circular room, where it splits into three tributary trails leading off into the offshoot tunnels. The stone feels colder and the shadows somehow darker down here, but luckily the pole-hung lanterns strung across the room are still lit.
You pick one of the three tunnels at random and name it //north//. This leaves you with two more options, //east// and //south//. There is also an upturned mine cart on the track leading to the east tunnel.]
[[Check the mine cart->Mine Cart]]
[[Go North->Bottom North entrance]]
[[Go South->Bottom South pt1]]
[[Go East->Bottom East pt1]]
(if: $WithArden is true)[[[Talk to Arden->Talk to Arden]]]
(link: "Check character")[(go-to: "Check Character")]You move over to the cart, a wheelbarrow-sized block of rusting iron. Peering inside, you discover a moderately sized chunk of orichalcum. You can use this chunk as a save point, and it should suffice for two charges of mana restoration.
{(link:"Save Game")[
(if:(save-game:"Slot 1"))[
Game saved!
](else: )[
Saving failed.
]
]}
[[Restore MP->Restore MP two]]
[[Return->Level 2 Hub]] {(set: $NextPassage to "Bottom North entrance")
(if: (random: 1, 10) < 4)[(go-to: "Random Battle Hub")]}
(if: (history:) contains "Bottom North entrance")[The dirty sign still marks this passage as the main tunnel.
]
(else:)[As you approach the north passageway you notice a small hand-drawn sign reading //Main Tunnel// stuck to one of the support beams. This tunnel does seem to be fairly larger than the other two, both wider and taller.
Hopefully you will be able to find the foreman and the Duke's son by going down this path.]
[[Continue down the tunnel->Bottom North pt2]]
[[Go back to the central cavern->Level 2 Hub]]
(if: $WithArden is true)[[[Talk to Arden->Talk to Arden]]]
(link: "Check character")[(go-to: "Check Character")]{(set: $NextPassage to "Bottom South pt1")
(if: (random: 1, 10) < 4)[(go-to: "Random Battle Hub")]}
You approach the entrance to the southern tunnel. The track for the mine cart ends abruptly just a few feet into the path; this vein of ore must have proven less fruitful than the others.
[[Continue down the tunnel->Bottom South pt2]]
[[Go back to the central cavern->Level 2 Hub]]
(if: $WithArden is true)[[[Talk to Arden->Talk to Arden]]]
(link: "Check character")[(go-to: "Check Character")]{(set: $NextPassage to "Bottom East pt1")
(if: (random: 1, 10) < 4)[(go-to: "Random Battle Hub")]}
(if: (history:) contains "Bottom East pt1")[The entrance to the narrow eastern passageway remains uninvitingly tight. (if: $WithArden is true)[With Arden with you it'll be a bit of a squeeze.]
]
(else:)[This entrance to the east tunnel looks much newer than the others; the upturned earth seems relatively fresh, and the passage itself is far narrower. The upturned cart in front of the entrance, however, bodes ill; monsters must have been through here at some point.]
[[Continue down the tunnel->Bottom East pt2]]
[[Go back to the central cavern->Level 2 Hub]]
(if: $WithArden is true)[[[Talk to Arden->Talk to Arden]]]
(link: "Check character")[(go-to: "Check Character")]{(set: $NextPassage to "Bottom North pt2")
(if: (random: 1, 10) < 4)[(go-to: "Random Battle Hub")]}
(if: (history:) contains "Bottom North pt2")[This portion of the main tunnel continues to be unremarkable.
]
(else:)[The tunnel stretches on unremarkably.]
[[Continue down the tunnel->Bottom North pt3]]
[[Go back to the central cavern->Bottom North entrance]]
(if: $WithArden is true)[[[Talk to Arden->Talk to Arden]]]
(link: "Check character")[(go-to: "Check Character")]{(set: $NextPassage to "Bottom North pt3")
(if: (random: 1, 10) < 4)[(go-to: "Random Battle Hub")]}
(if: (history:) contains "Bottom North pt3")[Holes of various sizes pockmark the walls, some large enough for a child or dwarf. The skittering noises make you uncomfortable.
]
(else:)[You begin to notice holes of various sizes pockmarking the cavern walls, at about eye-level and above. Some are large enough that a child or short adult could possibly fit in them. The holes seem to be growing more frequent as you make your way down the passage. ]
[[Continue down the tunnel->Bottom North pt4]]
[[Go back to the central cavern->Bottom North pt2]]
(if: $WithArden is true)[[[Talk to Arden->Talk to Arden]]]
(link: "Check character")[(go-to: "Check Character")]
{(set: $NextPassage to "Bottom North pt4")
(if: (random: 1, 10) < 4)[(go-to: "Random Battle Hub")]}
(if: (history:) contains "Bottom North pt4")[This stretch of the tunnel is lightly suffused in a pale blue glow.]
(else:)[You rub your eyes, sure they are playing tricks on you. You seem to see a faint blue glow coming from the far end of the tunnel. The tunnel gets taller and wider, and the holes in the walls become larger.]
[[Continue down the tunnel->Magic Barrier]]
[[Go back to the central cavern->Bottom North pt3]]
(if: $WithArden is true)[[[Talk to Arden->Talk to Arden]]]
(link: "Check character")[(go-to: "Check Character")]{(set: $NextPassage to "Magic Barrier")
(if: (history:) contains "Magic Barrier")[
(if: $BarrierUp is true)[The magical barrier remains active, stymying your progress. The barrier is a brilliant crackling blue bordering on white, and hurts to look at too directly.]
(if: $BarrierUp is false)[The barrier has finally been removed. The chittering sounds from the next room, however, have grown louder and more more insistent.]
}]
(else:)[As you proceed further the glow becomes unmistakable, until finally you approach its source. A frosted pane of magic blocks you from proceeding any further into the tunnel.
(set: $SeenBarrier to true)
Immediately behind this magical barrier you can see the tunnel open out into a larger chamber. Dark shapes move about here, and you hear a faint chittering and a susurrus of movement. The room is likely crawling with giant spiders – a problem to be dealt with later, once you've found the source of this barrier.
]
(if: $BarrierUp is true)[[[Inspect the barrier->Barrier pt1]]]
(if: $HasKey is false)[[[Inspect the passage->Holey wall]]]
(if: $BarrierUp is false)[[[Continue to the cavern->Level 2 Boss Room]]]
[[Go back to the central cavern->Bottom North pt4]]
(if: $WithArden is true)[[[Talk to Arden->Talk to Arden]]]
(link: "Check character")[(go-to: "Check Character")]
The barrier shines bright and strong, almost painful to look at. Waves of magic ripple across the shimmering surface, giving the impression of choppy lake or drying sheets fluttering in the breeze.
(if: $HasKey is true)[You have the amulet-key given to you by the foreman. You can try to use it to breach the barrier.
(if: $BarrierUp is true)[[[Use key->Use key]]]]
[[Return->Magic Barrier]]You notice several more holes – definitely burrows, made by molemen or spiders – that seem large enough for you to fit through, but they're all too far up to reach. (if: $HasKey is false)[If you could find a ladder or get a boost up you might be able to use those holes to get into the large chamber.]
[[Return->Magic Barrier]]
(if: $WithArden is true and $HasKey is false)[[[Ask Arden for help->Enter hole]]]
The spiders, of course, begin to swarm as soon as you enter the cavern. You bark at Arden to stand back as you leap forward, sword in hand.
[[Continue->Encounter 6]](set: $ArdenIntros to (a:
"'Yes, boss?' says Arden, standing to attention.",
"'I know I should be terrified,' Arden admits, 'but honestly, some part of all this is so cool.'",
"'I'm working with an //actual hero//,' Arden says, beaming.",
))
(either: ...$ArdenIntros)
Ask Arden about:
[[Why were you in the stock room?->Arden captured?]]
[[How did all of this start again?->What happened?]]
[[Why do you want to become a hero?->Why hero?]]
[[What's up with the prison cells?->Prisoners?]]
[[What do you think about the shrine?->Arden on shrine?]]
(link-goto: "Return",$NextPassage)"Hey, kid. Help me up."
"Uhh, sure."
Arden braces his back against the wall and locks his hands together, creating a step for you to propel yourself up with. The kid is, you notice, reasonably strong.
[[Get in the hole->Small hole]]You touch the key to the barrier. A ripple spreads across the surface, eventually resolving itself into a series of glyphs.
"FKC LY XKLBCMPK, ILAX CW ZCAYRSMY?"
(if: $SeenWalls is true)[You take out your notes and attempt to recite the words from the shrine walls, as best as you can possibly pronounce them. Despite your butchering of the goblin tongue the barrier responds to your words. A final ripple spreads across the surface before it suddenly vanishes with a flash.
You could pass through the barrier right now and enter the large cavern. Doing so will likely start a big fight - you should take any time you might need to prepare right now.
[[Continue to the cavern->Level 2 Boss Room]]]
[[Return->Magic Barrier]]
{(set: $NextPassage to "Bottom South pt2")
(if: (random: 1, 10) < 4)[(go-to: "Random Battle Hub")]}
The passage is short, which you are thankful for. You can already see the end: a makeshift door, made of a thick tarp or sheet hung from a horizontal support beams.
[[Continue down the tunnel->Bottom South pt3]]
[[Go back to the central cavern->Bottom South pt1]]
(if: $WithArden is true)[[[Talk to Arden->Talk to Arden]]]
(link: "Check character")[(go-to: "Check Character")]{(set: $NextPassage to "Bottom South pt3")}
(if: (history:) contains "Bottom South pt3")[You are at the entrance to the this level's storage room. The tarp blocking the entrance flaps loudly as you pass through.
[[Enter the storage room->Level 2 Storage]]
[[Go back to the central cavern->Bottom South pt2]]
(if: $WithArden is true)[[[Talk to Arden->Talk to Arden]]]
(link: "Check character")[(go-to: "Check Character")]
]
(else:)[As you get nearer to the doorsheet you begin to hear a muffled voice - a muffled human //shriek// - coming from the other side. Your heart beats with anticipation: you’ve found another hostage. You tense up, ready for a fight.
[[Burst through the door->Level 2 Storage]]]{(set: $NextPassage to "Level 2 Storage")}
(if: (history:) contains "Level 2 Storage")[The storage room is a busy salad of pickaxes, tarps, shovels, planks, and more obscure mining equipment. You shouldn't need anything from here right now.
[[Go back to the central cavern->Bottom South pt3]]
(if: $WithArden is true)[[[Talk to Arden->Talk to Arden]]]
(link: "Check character")[(go-to: "Check Character")]
](else:)[You rush past the sheet, hoping to catch your enemies off guard. The giant spiders inside, however, prove faster on the uptake than you expected: they wheel around to face you right as you whip past the entrance. You prepare yourself for [[a bloody battle->Encounter 5]].]
(set: $NextPassage to "Arden Rescue pt1")
(set: $Enemies to (a:
"giant spider",
"giant spider",
))
(go-to: "init multi fight")
Monsters dispatched, you look around the room in confusion: where is that screaming coming from? The confusion turns to horror as you look up to the ceiling and find, in the flickering light, a man wrapped head to toe in thick cords of silk. Suspended from the ceiling by strung sets of horizontal bands, the poor sod in the silken shell writhes and wriggles, straining against his bonds.
You grab a discarded stool to give yourself enough height to cut the man down. Even with the step up it’s a reach, but luckily your sword is just long enough – and sharp enough – to slice through the surprisingly hefty cords keeping the man entrapped.
You carry the man gingerly to the floor, and with your parrying dagger carefully start to slice through the reams of thread. The lines are knotty and tough, and this takes not inconsiderable effort. But eventually the man is free.
[[Continue->Arden Rescue pt2]]You take a break to catch your breath as the man - a teenager, actually, with a doughy face and a stout build - gasps for air.
"Oh //God//!" he says, sputtering. "//Shit! Shit!//"
You understand his sentiments.
[[Continue->Arden Rescue pt3]]A minute or two pass. The boy seems to calm down. He turns to address you for the first time.
"Oh, //shit//. I would've been spider food if you hadn't shown up when you did. Thanks for looking out!"
"No problem," you reply evenly.
"Seriously, I owe you my life - wow, that sounds dramatic, doesn't it? But //shit//, that's exactly right. I didn't have a hope against the bastards."
"Don't sweat it. Lots of people are bad even with tiny spiders. When they get to that size you generally need training to handle proper disposal."
The boy looks at the floor for a few seconds before replying.
[[Continue->Arden Rescue pt4]]"The thing is," he says, "technically //I// should have been the one with the training here. I'm one of the guards."
You laugh at this unexpected news.
"What, you? How old are you, kid? Fifteen?"
"Seventeen, thanks. And here I am, prime of my life, getting some old man to come save me from //spiders//?"
"Damn. Were all the guards here about your age?"
"No, I was the youngest. There were only four or five of us anyway, depending on the day."
{(if: $AskedPrisoners is true)[You swear. "Four or five guards for a mine filled with goblins and staffed by prisoners? No wonder they had to send me in here."]
(else:)["Four or five kids like you defending this whole place? No wonder they had to send me in."]}
[[Continue->Arden Rescue pt5]]The kid gives you a funny look. "Hey, you're an actual hero, aren't you?"
You realize his tone contains, of all things, //admiration//. You feel uncomfortable.
"I saved you just now, if that's what you mean."
"No, I mean like - professionally. You're one of those adventurer hero types!"
"You mean a mercenary."
"Mercenaries are cutthroats. You're here saving me and - well, I'm assuming not just me. That's proper //hero// stuff, like Ankirus the Great or Holsin of Archaea or one of those guys."
"Oh, bugger //off// about //Holsin//-"
"Let me help you." He clambers to his feet, his expression suddenly serious. "I've got some training, and I'm - also trying to become an adventurer. I'm from a farm and I know that's a whole //thing// but I've got good strength and instincts and I took this job to help hone my - "
[[Interrupt->Arden Rescue pt6]]"Kid. Stop." You put up a hand and the boy pauses. "I'm not a hero. And even if that's what you call it, the job is //crap//. I don't know what kind of storybook fantasy you've been sold about adventuring or whatever, but don't throw your life away."
He begins to speak, but you interrupt again. "There's no romance to my job, no saving anyone. It's violent drudgery and then you die. The end."
"You're here saving me right now!" he says insistently. "That right there's why I need to do it! I wasn't able to protect these people and -"
"Protecting people's a nice and noble goal. I'm here because I get paid. You want to protect people? Start a family, get a nice stable job, provide for some kids. That's //protection//. I'm here to do the opposite of that - I'm here to kill things."
[[Continue->Arden Rescue pt7]]The two of you stare at each other, at an impasse.
"At least let me help you rescue the other guys," he finally says. "I'm a guard here, that's my job. And I'm not going to just run away now that I'm finally free."
"I can respect the spirit, but that's a wagon of bull. I've already cleared out the upper level, and there's some other miners waiting by the entrance. It'll take them a while, but the men outside should be able to clear out a new opening within a few hours -"
"I'm //coming with you.// You can't make me go back."
Maybe some asshole deep down in your brain, lurking underneath the frizz of conscious annoyance, finds youthful obstinance endearing. This is the only explanation for why, after a few seconds of thought, you give in.
"Fine. At least you can help me figure out what in the hell is going on in this place."
The lad beams.
[[Continue->Arden update]]"Whatever you want to know! I've been working here for a few months, so I pretty much know all the ins and outs of this place."
"So how did you get captured by that thing? Why're you the only one here?"
"Well, erm - to be honest, I was kind of taking a little time off. Everybody else showing the Duke's kid around, for the inspection and all that, and even when they aren't busy nobody really checks this room except when they clock in to pick up the equipment. So I, uh, use it as a spot to doze." The lad looks appropriately sheepish, but you can tell he's at least a little proud of himself.
"And the monsters? Where'd they come from?"
"Well, I didn't really see it myself, but - well, there've been //signs// for a while that something bad was going to happen. We had to stop working on the main tunnel because of that magic barrier -"
(if: $SeenBarrier is false)["Sorry, hang on - //magic barrier//?"
"Oh, you haven't seen it yet? It's down the main tunnel. We weren't able to figure out how to bring it down for ages, but //then// - oh, this is the part where it gets hard to explain -"
[[Continue->Arden update pt2]]
](else:)["Yeah, I've seen it. You guys have no idea how to get past it?"
"That's the thing, actually. The foreman managed to figure it out."
"How?"
[[Continue->Arden update pt2]]
]
(set: $NextPassage to "Level 2 Boss pt2")
(set: $Enemies to (a:
"giant spider",
"giant spider",
"giant spider",
))
(go-to: "init multi fight")
With Arden's help you carefully cut down all of the prisoners. Some of this requires some backtracking, fetching ladders and stepstools from the storage room. With some elbow grease you eventually manage to get them all down.
As the former hostages stretch and celebrate you take a look around the room. This isn't exactly a //cavern//, you realize, more of a //chamber// or a //hall//; the walls are flat and smoothed, and tall pillars stretch from floor to ceiling. Mid-way through the chamber the flooring changes from natural rock to unkempt cobblestone. The architecture in this room isn't terribly impressive but it nonetheless something constructed, and not by human hands.
The foreman comes up to you, still rubbing his wrists and neck. "I see the key worked, eh? Had a feeling you'd be up to the task. Thank you, my lord, we're all in your debt."
"Where's the Duke's son?"
"I just did a headcount and he's not here. I thought I saw them pulling him in deeper down that way when we all got jumped, but I was hoping I was mistaken." He points further into the darkness, towards the back of the hall. "That must be monster territory, though. If you're going after him I'd advise //extreme// caution."
"I'll keep that in mind. Are all your men here, though?"
"Most of them. I'm hoping that between us and the ones you saved earlier that the whole staff is safe. The question marks are the Dukeling and his personal guard."
[[Continue->Level 2 Boss pt3]]For a moment, it is difficult for you to understand what exactly you have found. A second ago you were in a dirty mine shaft, but now you stand in a room with four straight walls, oddly pristine.
Lamps hanging from the ceiling cast a pale but pervading light across the brick walls and cobbled floors. A stone tablet stands at the head of the room, directly in front of two small steps. Additional tablets are inset at regular intervals along the walls, all bearing text carved directly into the stone.
You don't see any other entrances or exits, besides the hole through which you entered. Looking around you realize that the lamps are not torchlight but some kind of crystal, likely magic-powered. The light is provides is unnaturally even and still, filling all the room with the same wan brightness.
[[Continue->Shrine reaction pt2]]
You approach the stone tablet at the end of the room. The steps make it seem like an altar of some sort; you almost wish you had some flowers to lay down in front of it.
Inscribed on the altar are a set of glyphs. There are 26, organized in a neat grid:
P E O B S W X K L D I V Z A C G Q M Y R H U F N J T
[[Return->Shrine]]There are six smooth tablets recessed into the walls, three on each side of the room. Each contains a string of text:
ZCAYRSMY KPUS ESSA BMLUSA WMCZ SUSMJ VPAB
EHR XKLBCMPK HALRSB HY LARC CAS RMLES
FS GMPLYS KLZ, VCMB CW RKMSS WLMSY
ZPYRSM CW RKS FCMVB ESASPRK SPMRK
ZPJ KLY MSLXA EMLAX GSPOS RC RKS FCMVB CW ZCAYRSMY
PAB LA KLZ ZPJ FS WLAB P KCZS LA FKLOK RC RKMLUS
(if: $HasKey is true)[You make a note of these scraps of text, hoping one of them will help you open the barrier.(set: $SeenWalls to true)
]
[[Return->Shrine]]{(set: $NextPassage to "Shrine")}
(set: $SeenShrine to true)
(if: (history:) contains "Shrine")[The shrine remains bewildering in its implications.
(if: $ArdenAtShrine is false and $WithArden is true)[Arden responds to your questioning glance. "Yeah, this is the place I was telling you about. The one I couldn't explain. One day while we were excavating the floor just kind of fell away, and it turned out this tunnel led right into the ceiling of this room. What's funny is, there's no other doors we can find, so we have no idea what the point of this place is supposed to be. When the foreman saw it he stopped all the excavation sharpish. Then he closed this room off, and spent a couple of days in it by himself just //looking// at everything. I think he was trying to read the stuff on the walls. He actually had me guarding the - well, I guess it's not a //door//, is it..."
A few seconds later, he adds: "The foreman thought this was made by goblins. Or if not goblins, some other kind of monster. That didn't really make sense to me because it seems too... put together? And I didn't know goblins could write, but hey, until just a while back I couldn't either."
By now you are mostly ignoring the boy. Instead you are tracing your fingers along the walls, trying to derive some insight from the unyielding rock.]]
(else:)[(go-to: "Shrine reaction pt1")]
[[Inspect the altar->Altar]]
[[Inspect the writing on the walls->Writing on the Walls]]
(if: $ArdenAtShrine is false and $WithArden is true)[[[Leave the shrine->Shrine exit pt1]]]
(else:)[[[Leave the shrine->Bottom East pt2]]]
(if: $WithArden is true)[[[Talk to Arden->Talk to Arden]]]
(link: "Check character")[(go-to: "Check Character")]{(set: $NextPassage to "Bottom East pt2")
(if: (random: 1, 10) < 4)[(go-to: "Random Battle Hub")]}
(if: $WithArden is false)[The narrow passage continues onwards. The space is barely wide to walk single file; you wonder how difficult it must have been for the miners to strike properly with their axes with this little room to move.]
(else:)[You and Arden walk single file through the passage, to avoid having to shimmy flat against the walls.]
(if: (history:) contains "Bottom East pt2")[](else:)[
After a few careful strides you reach the end of the tunnel. Ahead of you is a sudden slope, as if part of the passage has collapsed into a small crevasse. ]
(if: $SeenShrine is false)[[[Slide down the slope->Shrine]]]
(else:)[[[Go to the shrine->Shrine]]]
[[Go back to the central cavern->Bottom East pt1]]
(if: $WithArden is true)[[[Talk to Arden->Talk to Arden]]]
(link: "Check character")[(go-to: "Check Character")](if: $WithArden is false)[You don't understand why this room is here, or what purpose it could serve. Did the miners create this? But - it seems too perfect. Did they //unearth// it? Was this already here before? But that seems even more impossible; you remember the number of steps you needed to take to reach this far below ground.]
(else:)[You turn to face Arden. "Is this what you were telling me about? The place you couldn't explain?"
"In a word...yes."
"...What //is// it?"
"None of us were totally sure. One day while we were excavating the floor just kind of fell away, and it turned out the tunnel led right into the ceiling of this room. What's funny is, there's no other doors we can find, so we have no idea what the point of this place is supposed to be. When the foreman saw it he stopped all of the excavation sharpish. Then he closed this room off, and spent a couple of days in it by himself just //looking// at everything. I think he was trying to read the stuff on the walls. He actually had me guarding the - well, I guess it's not a //door//, is it..."
A few seconds later, he adds: "The foreman thought this was made by goblins. Or if not goblins, some other kind of monster. That didn't really make sense to me because it seems too... put together? And I didn't know goblins could write, but hey, until just a while back I couldn't either."
By now you are mostly ignoring the boy. Instead you are tracing your fingers along the walls, trying to derive some insight from the unyielding rock.
(set: $ArdenAtShrine to true)]
[[Inspect the altar->Altar]]
[[Inspect the writing on the walls->Writing on the Walls]]
(if: $WithArden is true)[[[Go back to the central cavern->Shrine exit pt1]]]
(else:)[[[Go back to the central cavern->Bottom East pt2]]]
Somewhere behind you, Arden clears his throat.
"Spit it out," you suggest.
"Um... I'm sorry, if this is really rude, but just, of course I //first// heard about you because of the Highland Bandits and all, but..."
You know where this is going. You feel that familiar anticipatory tensing, that plunging in your upper gut, the sudden sickly flush -
“So, er - can I ask what really happened when –“
[[“No,” you reply curtly.->Shrine exit pt2]]
“Okay, okay, sorry. Didn’t mean to be rude." And then, a second later: "I believe you, by the way. That you didn’t light the fire.”
There's a thick silence, and you sit in it, choosing how to strike back. “And if I told you I did light it?” you say, without a hint of irony.
He doesn't reply and you feel the slap of your own cruelty. The lad is tactless and guileless and thinks what he just said was //kind//, the dumb bastard. You don't have to punish him for youth.
You [[take pity and cut the tension yourself.->Shrine exit pt3]]
“To be honest, I have no idea what happened. My wife had just died and I was drunk out of my mind, and I took the job because I was starving and needed to put food on the table. It was me and a few other mercs, some guys I didn’t know, and we’re supposed to take out some salamanders in the hills near town. To help prevent any fires from starting, which is the funny part. But somehow one of those squiggly bastards gets past us and hightails it to the nearest farm, and then the next thing we know half the city is on fire. And then the next morning everybody’s saying that I did it – that I was clumsy and let the salamander go, or that I carried it all the way back to town, or that I was so fucking drunk I thought it would be a funny idea to kill a few hundred people in the only place I’ve ever called home. The other mercs were happy to pin the whole thing on me. And they might be right, too – I don’t know how the fucking salamander got past us. I don’t remember that night at all.”
Your last statement hangs in the air.
"Now don't bring it up again," you conclude. "I don't like talking about it."
"Thank you so much for telling me. I'm sorry I asked," he replies, eyes downcast.
//Sir?// He thinks he's in trouble, you realize, and this makes you chuckle. "Don't call me //sir//. And it's fine, let's just stop talking about it. It's time to head back."
You leave the shrine, feeling [[oddly light.->Bottom East pt2]]The Duke hired five mercenaries to save his son. But when they finally blasted open the entrance to the mine shaft, you were the only one who made it inside before the roof collapsed again.
Now you're stuck here alone, facing a mine full of orcs and goblins.
Frankly, you prefer it this way.
[[Continue->First tunnel pt1]]You can tell by the tilt of the floor that the cavern slopes slightly downwards, but the darkness is impenetrable. Every part of your being here is risky, but you should //probably// try to minimize that risk until you actually save a damn person, so you set about searching for a torch. You creep forward inch by inch, running your hands along the wall, until eventually you bump against an unlit torch still occupying an iron sconce.
You are no mage, but you can do at least manage this much. With a //snap// a spark lights in your hand; a few attempts later and the torch has sprouted a weakly flickering flame.
With newfound visibility, you [[plunge into the semi-darkness.->First tunnel pt2]]
Your footsteps crunch dully on the rocky floor. The passage proceeds in a narrow straight line. As you walk it begins to widen, and your boot soon hits the edge of a metal rail leading interminably into the darkness. Holding the torch aloft, you see crisscrossing brackets of wooden cribbing propping up the cavern roof. This must be where the natural cave ends and the man-made mine begins.
These are probably the tracks used to bring collected ore from the deeper parts of the mine back to the surface.
[[Continue->First tunnel pt3]]You are walking along the side of the tracks when you hear a scream. The echoes bounce wildly through the darkness and you jolt back in alarm.
Running towards you from further down the passageway is a man carrying a torch, the source of the screaming. Following him is another figure carrying a sword; the iron blade glints in the firelight.
The man notices you.
//“HELP! OH GOD, PLEASE, HELP ME!”//
As they draw closer you notice that the pursuer is a goblin. This, then, is the reason you’re here. You let the man rush by you and present yourself in front of his assailant, drawing your blade and preparing to [[fight->Encounter 1]].
The man you saved, panting and winded, has collapsed to the floor. On his knees he drags himself to you and lies prostate at your feet. “Oh god, oh god, oh…thank you so much! Thank you! Oh gods, you’ve saved me – thank you, thank you!”
It’s been a while since anyone’s spoken like this to you. You’d almost forgotten how good it feels. You give the man some water and a minute to catch his breath. Once he recovers, he’s fairly chatty.
“I’m in your debt, hero! My name is Rufus, by the way. I was being kept captive with the other men further down the shaft, but the bastards needed one of us to show them to the foreman’s office – obviously I wasn’t going to let them just have their way, so as soon as I saw my chance I kicked one of them right in the shins – there were three of them, mind, before, one must be back there still reeling, I got him pretty good I must say! Hey, aren't you a little old to be a hero? Not that I'm judging, of course, it's just - you remind me a bit of the foreman, actually! Him and the others are probably lower down..."
The man is reeling from adrenaline and valor and speaks at a mile a minute. You should probably ask for some clarification if you want to know what’s going on.
[[Continue->First tunnel questions]]{(set: $NextPassage to "Level 1 start")}
(if: (history:) contains "Level 1 start")[You reach the first fork in the road again. To the left is the closed door(if: $ForemanKey is true)[ to the foreman's office]. To the right is a short side passage. Ahead of you is the main tunnel.]
(else:)[You continue down the shaft. Soon enough you reach a split in the road: the rail continues down a central tunnel, while a new path heads off into the dark on the right side. A metal grate door stands in front of a room to the left. (if: $ForemanKey is true)[According to Rufus, that should be the entrance to the foreman's office.]]
[[Follow the left passage->Foreman's office]]
[[Follow the right passage->Storeroom]]
[[Follow the middle passage->Level 1 mid]]
[[Go back to the entrance->First tunnel waiting]]
(link: "Check character")[(go-to: "Check Character")]
[[Go to level 2->Level 2 Hub]]{(set: $NextPassage to "Foreman's office")}
{(if: $ForemanKey is false)[You don't have a key for this door. The doorframe seems weak enough for you to break with a few good hits, but you see no reason to waste the effort.]}(else:)[
{(if: (history:) contains "Foreman's office")[This time you know which key to use, and manage to unlock the door much more quickly.]
(else:)[(if: (history:) contains "Prison")[The bars on this door are the same as the ones used in the prison cells further down the hall. Perhaps they had a few extra grates lying around after building out the jail?]
(else:)[The foreman's office is blocked by a metal grate door, eerily reminiscent of a jail cell. You spend a few minutes fiddling with the comically oversized ring of keys given to you by Rufus before eventually finding the right one. You wonder what possible need there could be for this many keys in a mine shaft.]]}
The foreman's "office" is sparsely decorated, consisting mostly of a large dingy worktable in the center of the room surrounded by overturned wooden crates (probably used as seats). {
(if: $SafeFound is false)[On the table counter are a number of documents and sheets with schematic drawings; you notice equipment orders, diagrams of proposed mine expansions, and similar species of logistical preparations.]
(else:)[The safe you found earlier sits on the table, resolutely solid.]}
(if: (history:) contains "Open safe")[There's nothing for you to do in this room anymore.]
(else-if: $SafeFound is true and $SafeKey is true)[[[Use the new key on the safe->Open safe]]]
(if: $SafeFound is false)[[[Search the room->Search office]]]]
[[Return->Level 1 start]]
(link: "Check character")[(go-to: "Check Character")]{(set: $NextPassage to "Storeroom")
(if: (random: 1, 10) < 4)[(go-to: "Random Battle Hub")]}
(if: (history:) contains "Storeroom")[The storeroom is just as you left it. You avoid looking at the mannequins to the side.
(if: (history:) contains "Cave-in" and $HaveShovel is false)[[[Look for a shovel->Shovel]]]
[[Go back to the central tunnel->Level 1 start]]
(link: "Check character")[(go-to: "Check Character")]]
(else:)[The passage terminates quickly in a roughhewn storeroom. Boxes are piled haphazardly along the walls and papers of various kinds – orders and manifests, notices to be stuck along tunnel walls – are strewn across the floor.
To your surprise, you also find piles of martial equipment - a few shortswords, other personal weapons, and some protective gear. A row of three dressmaker’s mannequins strung along one side of the cave are decked in the basic equipage of a typical town guard (half-helm, leather cuirass).
You stare at them. They remind you of something. What exactly?
(set: $swing to 1)
Oh, //[[right->Training flashback]]//.]
{(set: $NextPassage to "Level 1 mid")
(if: (random: 1, 10) < 4)[(go-to: "Random Battle Hub")]}
Proceeding further down the rail you soon reach another fork. A tunnel leads off to the left, while ahead of you the rail winds gradually to the right.
[[Check the tunnel to the left->Save Point]]
[[Continue down the main passage->Level 1 end]]
[[Go back towards the entrance->Level 1 start]]
(link: "Check character")[(go-to: "Check Character")]{(set: $NextPassage to "Save Point")}
You walk down the short passage into a cavernous offshoot. This room has been mined well; even the ceiling here is higher than that of the passage, as if the miners traced the vein of ore directly above their own heads. You walk along the circumference of the room, feeling the rock with your hands.
At the far end of the cavern you find a single jutting spike of rock with a faint blue hue. This is the prize this whole mine was created for: orichalcum ore.
Orichalcum comes in many colors, from sickly greens to vibrant oranges. This blue is a nice, classic shade, clean and bright like a summer sky. Matilda used to like them like this, you think. She had inherited a necklace from her mother with a small shard of orichalcum as the inset, and you’re pretty sure it had been blue. Possibly teal? Either way, you can’t check now, unless you dig her up.
There’s enough ore here for you to channel some latent magic and save your game. You can also use it to restore your mana, but probably only once (this will not prevent your ability to save your game).
{(link:"Save Game")[
(if:(save-game:"Slot 1"))[
Game saved!
](else: )[
Saving failed.
]
]}
[[Restore MP->Restore MP first]]
[[Go back to the central tunnel->Level 1 mid]]
(link: "Check character")[(go-to: "Check Character")]{(set: $NextPassage to "Level 1 end")
(if: (random: 1, 10) < 4)[(go-to: "Random Battle Hub")]}
(if: (history:) contains "Level 1 end")[](else:)[Your trip down the rail comes to an abrupt end when you reach the cave-in Rufus mentioned earlier. ]
(if: $CaveIn is true)[A compacted slope of dust and detritus blocks your way forward. You'll have to figure out a way past this to get to the other hostages.]
(else:)[The rubble from the cave-in still plugs most of the passageway, but the crawlspace you dug out has stayed clear.]
(if: $Encounter3 is false)[To your right is another grate door, like the one (if: $ForemanKey is true)[in front of the foreman's office](else:)[similar to the one you saw earlier]. Unlike the other door, this one is hanging loosely from its hinges. You can hear sounds of metallic scraping coming from somewhere past the opening.]
(else:)[To your right is the damaged door leading to the prison.]
{(if: $CaveIn is true)[[[Inspect cave-in->Cave-in]]]
(else:)[[[Crawl through the hole in the cave-in->First boss]]] }
[[Go through the broken door->Prison]]
[[Go back towards the entrance->Level 1 mid]]
(link: "Check character")[(go-to: "Check Character")](if: (history:) contains "Cave-in")[The slurry of rock and dirt slumps before you. You look again at the tantalizing crack in the blockade.]
(else:)[Mixed in with the silt and the rubble are broken lengths of support beam and mangled twists of iron rail. You wave your torch in front of the mess, inspecting the damage.
Your investigation soon turns up results: a small gap in the rock near the top of the collapse seems surprisingly structurally sound, but a bit too small for you to get through. If you had a shovel you could try to widen the gap, though it would be difficult to do alone.]
(if: $HasShovel is true)[[[Use the shovel->Use shovel]]]
[[Return->Level 1 end]]{(set: $NextPassage to "Prison")}
(if: $Encounter3 is true)[The prison cells are unoccupied and the room is silent. You briefly consider checking the cells for treasure, but decide you don't have the time.
[[Go back to the main tunnel->Level 1 end]]
(link: "Check character")[(go-to: "Check Character")]
]
(else:)[You enter an oblong cave with several recessed cubicles cut out of the walls and barred by similar metal grates. They look like - prison cells? //A prison//? In a //mine//?
(set: $SeenPrison to true)
You’re taken aback to see the cells here, and even more jarred by the tall orc bent over double to fiddle with the cell door furthest from you. Two goblins (they scarcely reach the orc's knee) flank the beast on either side, heads huddled over his work. None of them have noticed you yet.
[[Attack the group->Encounter 3]]
[[Ignore them and retreat->Level 1 end]]]
(link: "Check character")[(go-to: "Check Character")]...
You are done. You wander through the cavern, sapped and drained.
You barely notice that you are longer walking through a mine but through a proper //hallway//. The walls are a tasteful mix of natural rock and arranged stone, and the cobbled floor has erupted into geometric patterns. This isn’t a random pocket of monsters in a human mine – something has been built here. Roots placed down. You think about buildings, and family roots, and about burning.
You’re here to burn.
[[Continue->Level 3 sad filter 2]]
<!--
if SAD: go down one path
if not SAD: go down another, with lots of detail
both paths are really straightforward: five rooms, likely four fights
then you get to the throne room
you have to fight
if you're happy you'll have a better chance of winning
The fight right before GHIDORAH breaks your sword, so you can only parry.
Defeating GHIDORAH is very hard and very long and requires you to basically get every answer right. If you do, you slay GHIDORAH, grab the Duke's son, and start trudging back. You will be remembered as a hero, but what cost?
If you lose but didn't get the message out or save Arden, you accept your fate. You put in effort and saved some people and now you don't have to kill any more, and nobody will remember you.
If you saved Arden and gave the assistant foreman the Message scroll, you only need to survive a certain number of turns before the fight is broken up by the arrival of a whole squadron of knights and mercs. They save you and Arden is there and they declare you a hero to have saved the Duke's son and the whole mine almost single-handed. You feel elation that collapses into a confusion - this isn't how it's supposed to go - and digust - at the wanton death of the goblin court. You laugh at yourself: all of this effort, you get what you wanted, and still you are disappointed. But the disappointment stays.
-->(set: $EasyQs to (a:
"2 + 2 = ?"
"4 + 4 = ?"
"1 - 2 = ?"
"20 + 13 = ?"
"36 + 5 = ?"
))
(set: $EasyAs to (a:
"4", "8", "5",
"16", "8", "2",
"3", "0", "-1",
"31", "19", "33",
"31," "41", "44",
))
(set: $MediumQs to (a:
"The goblin tries to wind up a big attack but falls off balance!",
"apathetic, the goblin sulks.",
))
(set: $MediumAs to (a:
"The goblin tries to wind up a big attack but falls off balance!",
"apathetic, the goblin sulks.",
))
(set: $HardQs to (a:
"The goblin tries to wind up a big attack but falls off balance!",
"apathetic, the goblin sulks.",
))
(set: $HardAs to (a:
"The goblin tries to wind up a big attack but falls off balance!",
"apathetic, the goblin sulks.",
))
(set: $ExtremeQs to (a:
"The goblin tries to wind up a big attack but falls off balance!",
"apathetic, the goblin sulks.",
))
(set: $ExtremeAs to (a:
"The goblin tries to wind up a big attack but falls off balance!",
"apathetic, the goblin sulks.",
))You have reached 0 HP!
(if: $HasFeather is true)[You feel yourself fading, but suddenly the feather in your pack glows brightly. You feel a burning sensation spread throughout your body, restoring your vigor at the cost of your energy.
(set: $PlayerHealth to 100)
[[Continue->Multi Battle Screen]]
]
(else:)[
(if: $Ghidorah is true)[(go-to: "Dead Ending")]
GAME OVER
(if: (saved-games:) contains "Slot 1")[
(link: "Reload?")[(load-game: "Slot 1")]]]
<!--FIGURE OUT WITH SAVING AND SHIT, ALSO REVISE-->
<!-- If HP is 0 or less but the character still has a phoenix feather, then revive them and send them back to the main battle screen-->
<!--If not, get a game over. End screen, option to load save.-->You search the office for a Sending scroll. You don't find anything conveniently laid out for you, but you do find a small safe hidden beneath an upside-down crate in the corner of the room.
(set: $SafeFound to true)
You pick up the safe and plunk it down on the table. It falls with a dull //thunk//. You try all of the keys Rufus gave you but none of them seem to fit; the key to this thing must have been taken by the monsters.
You tap the sides of the safe a couple of times. It seems fairly solid, but you've had some experience cracking open treasures like this before. You could probably force it open with some effort.
[[Try to crack open the safe->Encounter 2]]
(if: $SafeKey is true)[[[Use the key from the monsters->Open safe]]]
[[Leave the office->Level 1 start]]
(set: $NextPassage to "Post-safe")
(set: $Enemies to (a:
"safe",
))
(go-to: "init multi fight")(set: $StorageFlashback to (a:
"They remind you of the first time you ever seriously swung a sword. Under Oswyn, at the time your captain, in basic training. He had you and the others line up in front of a row of mannequins like this, and just start swinging wildly while he gave out tips from the sidelines. You were barely more than a teenager. And he was barely any older.",
"'Okay, you’re getting the hang of it. Sort of,' he would say.",
"'Just remember, there are a few different basic moves you can do in a fight.'",
"'You can do a bog standard ATTACK, if you’re in a rush. Basic attacks are powerful, but have a far greater chance of missing as your EXHAUSTION goes worse.'",
"'They also leave you open to attacks from your enemies.'",
"'If you want to save your health, try PARRYING.'",
"'A parry is much harder to pull off – it takes a lot of timing and mental energy – '",
"'But if done right, you’ll block all incoming attacks and respond with a blow that hits all enemies.'",
"'Just remember, parries are less powerful than attacks. And using lots and lots of unnecessary motion to dispatch a weak opponent is bound to increase your EXHAUSTION over time.'",
"'These things add up. A higher number of turns in battle between each LEVEL UP makes it more likely that your EXHAUSTION will increase. So when you can get rid of someone quickly, make sure to do it.'",
"'If you’ve got the gift, you can also use MAGIC. Just be careful about your remaining MP. It’s pretty hard to rest up and recover those on a battlefield, after all.'",
"'Now, you won't have much fancy equipment with you out there. Luckily, each of your packs comes with exactly one PHOENIX FEATHER. These are incredibly valuable items – they’ll save you from deadly injury and heal all your wounds, once. And they kick in automatically once you’re knocked out.'",
"'but that means if you get knocked out twice, you’re done. Don’t count on anybody noticing your distress and lending you one of theirs. You’re through. Lights out, forever.'",
"'Have I ever used a feather? Yeah.'",
"'Trust me, it’s best avoided. I never want to do that again if I don't have to.'",
))(if: $swing > 15)[(go-to: "Training flashback pt2")](else:)[(print: $StorageFlashback's ($swing))
(link-repeat: "Swing")[(set:$swing to it + 1)(go-to: "Training flashback")]
]
You make a quick sweep around the room and soon find a solid-looking shovel.
(set: $HaveShovel to true)
[[Return->Storeroom]]You climb to the top of the pile and begin your bitter work, heaving clumps of sod to your left and right. Somehow the roof of the cave has not collapsed completely, and you try maneuvering around some of the fallen support beams to help prop up more of the weight. After considerable exertion you manage to form a hole in the roadblock large enough for you to wriggle through.
(set: $RoadBlocked to true)
//Your exhaustion has increased by 20.//(set: $PlayerExhaustion to $PlayerExhaustion + 20)
[[Go through the hole->First boss]]
[[Go back to the tunnel->Level 1 end]]
(set: $NextPassage to "Prison Haul")
(set: $Enemies to (a:
"orc",
"goblin",
"goblin",
))
(go-to: "init multi fight")You finally manage to get the safe open. Inside you find a number of documents - personal letters, contracts, expense reports - and, at the bottom, a single scroll of Sending rolled up and tied with a neat ribbon. You pocket the scroll.
A thought flashes across your mind faster than you can prevent it: you could try to use this scroll right now, explain the situation and wait for backup. It would be a //tactical retreat//. You could tell them to be careful but to hurry, and then you wouldn't have to do this thing alone -
You realize you are being an //idiot.// That would defeat the point of coming. You sprang in first so that you could actually save some lives, not just wait around letting the people in here get picked off one by one. You don't need the help.
[[You don't //deserve// the help.->Open safe pt2]]
//You shouldn’t even need to convince yourself like this,// the voice hisses somewhere in your head. //You coward. You came here with a mission. This is the end. Don’t flee now, you goddamn weakling.//
//This is your last chance to be useful. Put in some goddamn effort. For once in your wasted life.//
You resolve to put in more effort.
(set: $HaveScroll to true)
[[Leave the office->Level 1 start]]
You gracelessly drop down to the other side with a soft thud.
Relighting your torch, you continue tracking the rails down the shaft -
But you [[don’t have to go very far.->First boss pt2]]
Once again the pathway opens out into a larger cavern. You spot about a dozen men dressed similarly to Rufus huddling together on the floor, slumped and defeated. Patrolling in front of the knot of hostages is a massive orc, larger than any you’ve encountered so far, a thick bundle of muscle and sinew clad in scraps of metal armor. Two attendant goblins walk in stride with him.
You take a deep breath to steady yourself before drawing your sword. You won't be able to get the jump on these ones: they're at least a few yards away, they'll see you coming. Better instead to use these few moments before they spot you to steel your overactive mind.
One of the goblins turns, spots you, and yelps in surprise. The orc captain is less perturbed. He eyes you like an insect, a fragile new annoyance to be squashed. He approaches slowly with his sidekicks, waiting for you to make the first move.
You [[oblige him->Encounter 4]].
(set: $NextPassage to "Post Boss 1")
(set: $Enemies to (a:
"orc captain",
"goblin",
"goblin",
))
(go-to: "init multi fight")
{(set: $NextPassage to "final stretch pt1")
(if: (random: 1, 10) < 4)[(go-to: "Random Battle Hub")]}
The placement of the messy cobblestones beneath your feet becomes straighter and more purposeful, until the design erupts into spiralling geometric patterns.
[[Keep going->final stretch pt2]]
(link: "Check character")[(go-to: "Check Character")]{(set: $NextPassage to "sad stretch pt1")
(if: (random: 1, 10) < 4)[(go-to: "Random Battle Hub")]}
You just want to be done with this place. You walk on, barely aware of your surroundings.
[[Keep walking->sad stretch pt2]]
(link: "Check character")[(go-to: "Check Character")]"How did I get captured? Well, as I told you earlier - I was taking a break in the equipment room when I suddenly started hearing screaming and yelling from the hallway. I ran out and some goblin almost immediately clubs me on the head. When I woke up I was already wrapped up in that spider stuff. Think it was about a half hour of me screaming my head off before you arrived."
[[Return->Talk to Arden]]"Well, um, I unfortunately don't know all the details vis-a-vis the actual //cause// of everything. But basically, the way I would put it is, there's monsters everywhere.
Funny thing is, based on what you said - it looks like they've been taking us all prisoner, isn't it? Nobody's died yet, thank God. I just wonder if there's some kind of plan behind it all, on their part, I mean."
[[Return->Talk to Arden]]"I mean, why wouldn't I want to be a hero?" he replies, seemingly bemused by your question. "Heroes are great. And being a hero is one of the few ways for some kid from the sticks to become someone great."
"You know it doesn't usually work out that way, right? You usually wind up obscure or dead."
"Better dead and trying your best than living having never even attempted anything, right?"
"God, that's such a young-person thing to say."
"You're the one who //actually works as a hero.//"
"I do this because it's the only thing I //can// do. I have no skills besides murder, thanks to my misspent youth."
[[Return->Talk to Arden]]"So, uh - what's with the prisoners?"
"Well, um, the Duke doesn't have to pay them. So we get a lot of them cycling through here. They usually work for a few weeks and then get marched off somewhere else."
"Do they actually sleep here in the mine? In those cells?"
"No... those are used in the middle, for processing and stuff. There's usually a couple of guards from the dungeons who come along as well to keep watch."
"This place is a real piece of work, isn't it?"
"It's, uh, maybe not the greatest work environment I've heard of, no. The Duke isn't... terribly considerate."
[[Return->Talk to Arden]]"Who do you think built the shrine?"
"Well, I guess the goblin answer makes sense, in terms of, well, there's lots of goblins around right now. It's just a little - mysterious? To me? Because it looks so well-//crafted//. My uncle did masonry, actually, and the bricks along those walls looked neater than anything he'd do. Granted my uncle isn't the soberest hammer in the toolbox but -"
"The goblins who've been attacking us all carry swords. Clearly they understand tools, basic construction."
"Sure, but I've never seen a goblin make something //pretty//. That's what's weird about it."
[[Return->Talk to Arden]]"Well," Arden continues, "after we abandoned the main vein we had to open up another tunnel to the left of it - but that one wasn't producing nearly as much ore, so people were pretty miffed, 'cuz that's their jobs on the line, you know? Quotas and all that. But anyway, after just a little while of digging out that new one, suddenly the floor kind of - collapsed, and some of the guys fell in to some kind of - underground //room//."
(if: $SeenShrine is false)["A room?"
"It's hard to explain - maybe we should just go see it. But either way, the foreman, I think, thought that it was some kind of - er - goblin room."
"Okay..."
"But like, an //important// room. Like a - a temple or something."
"Huh."](else:)["I think I know which room you're talking about. Having some more context about that would be nice."]
[[Continue->Arden update pt3]]"Anyway, once he found that, he immediately stopped all the work and sent a message to the Duke. That was a couple of days ago. Then just a few hours back the Duke's son was here for that inspection, as I said, and I was here dozing and - well, I woke up and there was goblins running about everywhere, so I kind of stayed here on my own."
"You hid."
"...Yes. And it didn't really work either, 'cuz then the spiders found me."
"So. You don't really know where the monsters came from, then?"
"I guess no, actually. But I do know that there'd been some whispers - people were worried that we'd been mining on top of, like, some cursed goblin burrow or something like that."
"Goblins don't burrow, I think. The giant spiders do, though, and there's plenty of those here."
"Maybe spiders, then."
[[Continue->Arden update pt4]]"Well, thank you for that enlightening overview," you say with mild acidity. "I really feel like I have a better handle on the situation now."
"Okay look, I can tell you more if we go about the place. Come on, it's time for us to get going! We have to rescue all the other guys! And the foreman, and the Duke's son probably."
"That's my line. And you haven't told me your name."
"I'm Arden," he says. "What's yours?"
"...Faber. From Vesilia."
You don't care any more. [[You know what he's going to say - ->Arden update pt5]]"//Faber//? Shit, you're one of the guys who took down the Highland Bandits a few years ago!"
- what? You didn't expect that -
"I saw you once, when you were going through Rubil! That's where I'm from! I didn't even recognize you without the red cloak!"
"Red started to feel a little on the nose, given recent events."
He seems to understand what you're getting at and stops for an awkward second or two. But then he continues on gamely:
“Hey, you’re a working adventurer. That’s the dream! And people in Rubil really remember the bandit thing. Those guys were a //nightmare//.
“Eh, those bandits were small fry. And I had help. Now come on, let's get moving."
You turn to leave before he [[asks you more about the battle.->Level 2 Storage]]
(set: $WithArden to true)
//Random Encounter!//
[[Draw your sword->init multi fight]]
<!-- DEBUG: (link-goto: "Return",$NextPassage) -->
(if: $MineLevel is 1)[
(set: _check to (random: 1, 9))
(if: _check < 4)[(set: $Enemies to (a: "goblin", "goblin",))]
(else-if: _check is 5)[(set: $Enemies to (a: "goblin",))]
(else-if: _check is 6)[(set: $Enemies to (a: "goblin",))]
(else-if: _check is 7)[(set: $Enemies to (a: "goblin", "goblin", "goblin",))]
(else-if: _check is 8)[(set: $Enemies to (a: "orc",))]
(else-if: _check is 9)[(set: $Enemies to (a: "orc", "goblin",))]
]
(else-if: $MineLevel is 2)[
(set: _check to (random: 1, 9))
(if: _check is 1)[(set: $Enemies to (a: "goblin", "goblin",))]
(else-if: _check is 2)[(set: $Enemies to (a: "moleman", "moleman",))]
(else-if: _check is 3) [(set: $Enemies to (a: "goblin", "moleman",))]
(if: _check is 4)[(set: $Enemies to (a: "orc", "goblin",))]
(else-if: _check is 5)[(set: $Enemies to (a: "orc",))]
(else-if: _check is 6)[(set: $Enemies to (a: "giant spider",))]
(else-if: _check is 7)[(set: $Enemies to (a: "giant spider", "giant spider",))]
(else-if: _check is 8)[(set: $Enemies to (a: "goblin",))]
(else-if: _check is 9)[(set: $Enemies to (a: "moleman",))]
]
(else-if: $MineLevel is 3)[
(set: _check to (random: 1, 3))
(if: _check is 1)[(set: $Enemies to (a: "orc captain",))]
(else-if: _check is 2)[(set: $Enemies to (a: "orc captain", "giant spider",))]
(else-if: _check is 3)[(set: $Enemies to (a: "giant spider", "giant spider", "giant spider"))]
]
(set: $NextPassage to "First tunnel pt4")
(set: $Enemies to (a:
"goblin",
))
(go-to: "init multi fight")
"I, uh, I'd offer to help, but -" the man begins.
"Don't worry about it," you say, a touch sharply. "Stay here and stay safe. When I find the others I'll try to send them back here."
He is clearly relieved. "I'll be there's anything else you need," he says to your retreating back, "be sure to come back and ask! I'll be right here! And thank you again, so, so much!"
You [[continue down the tunnel->Level 1 start]].You ask Rufus:
[[What's the situation here?->Situation?]]
[[How did you escape?->Escape?]]
[[Where're the others?->Others?]]
[[Is there another way out?->Way out?]]
(if: (history:) contains "Prison")[[[Why is there a prison here?->Prison why?]]]
(if: (history:) contains "Level 1 start")[[[Continue onwards->Level 1 start]]]
(else:)[[[Continue down the tunnel->First tunnel ending]]]Rufus leans against the the wall, hands on his knees, breathing slowly in and out. When he sees you he breaks into a worried smile.
"Hey there, old-timer. Anything you need to know?"
[[Ask some questions->First tunnel questions]]
[[Continue down the tunnel->Level 1 start]]The little burrow is, thankfully, free of monsters. You make your way down one step at a time, crouched over almost to your knees.
At the far end of the burrow you find another opening. You perr out, trying to get a view into the blocked room; instead you see a colossal spider's web, stretching all the way from the lip of the burrow to the opposite side of the cavern. Several figures mummified in silk are trapped in the web, just like Arden in the storage room. Coming from somewhere beneath the massive web you can hear the sounds of dozens of spiders busily crawling back and forth.
One of the wrapped figures is conveniently close to your crevice. On closer inspection you see that his mustachioed mouth is actually free.
You venture a hello.
//"WHAT? WHAT?//
"Hi. I'm, uh, here to save you. Please be quiet though, I don't want to attract any attention."
"//Balls.// Okay, yes, I'll be quiet, but God you gave me a fright there."
The man seems [[very obliging->foreman convo pt1]].
"So, uh, you work here?" you ask.
"Pretty much. I'm the foreman."
"How's that working out for you?"
"Everything was going pretty smoothly before all this shit started, to be honest – well, as smoofthly as you’d expect at a mine staffed by poorly-paid criminals. It was rough and tumble, but I like the men enough anyway. Sorry if I’m being a little chatty, it just helps distract from - the height, and the giant spiders and all that."
"I understand."
"I haven't heard a human voice that wasn't screaming for a few hours, you know."
"Real stress on the nerves, that."
[[Continue->foreman convo pt2]]"Well, the place is pretty overrun with monsters," says Rufus. "All kinds of baddies - goblins and orcs mostly, but I think I saw some giant spiders lower down."
"Any idea what caused it?" you ask.
"Haven't the foggiest. I was working higher up the shaft, and I think whatever's happened started all the way on the bottom level. Either way, the goblins started surging through the whole place and rounding all of us up as prisoners. I think they split us all up as well, for some reason - I was with half of the men somewhere down this tunnel, but the foreman and the Duke's boy must still be all the way down."
[[Return->First tunnel questions]]
"I was with a big group of the others a while ago - they're way further down the main shaft. The problem is, the cave-in the goblins caused when they blocked off the entrance made it so you can't actually get to them. You're going to have to find a way to make it past that blockage if you want to reach that group. And beyond that, I think the rest of the guys are all still on the bottom level - that includes the foreman and the Duke's son."
[[Return->First tunnel questions]]
"Not that I'm aware of. The way you just came is the only entrance to the mine. There //might// be a way to contact the outside world in the foreman's office - I've seen him use scrolls of Sending before to contact the Duke's people. Here, actually, let me give you this -"
Rufus hands you a ring of keys. At least fifteen keys are strung along one straining loop of wire.
"One of those should be the key to the foreman's office. If you look around there you should be able to find it - it'll be good to have a way to get a message out, let them know how urgent all this is."
You pocket the keyring.
(set: $ForemanKey to true)
[[Return->First tunnel questions]]
"Oh, er - well, we sometimes get guest workers from the Duke's dungeons, actually. That's most of the reason we have guards too, besides making sure people aren't on the take. To be honest it's all kind of dodgy stuff, but I try not to make waves."
[[Return->First tunnel questions]]
The corpse of the orc captain lies at your feet, face forever trapped in a twisted rictus grin. You wipe your blades and walk over to the hostages.
The miners have all risen to their feet. Some are cheering and clapping. One of them walks forward to shake your hand.
"God, you must be heaven-sent. That was incredible! You took out //three// of those things without breaking a sweat - they were keeping all
You shrug ambivalently. "It's work. Pays to be good at it."
"I'm the assistant foreman," the man continues. "They brought about half of the men up with me but there are still some more of them at the bottom level."
"Thanks for the information. I rescued one of your men - Rufus - a little while ago. He should be waiting by the mine entrance. You should go join him."
[[Continue->Post Boss 1.2]]"Oh God yes, I want to get as far from //right here// as I can as soon as possible. But, um - is it really just you heading down there? On your own? There's a lot more of the monsters down there - this whole nightmare started when we tried to reopen a closed shaft down there."
"For now, yes."
"God. I knew the Duke was cheap, but to hire just //one guy// to save his son from a mine full of orcs? Not to say you're not a fine warrior, of course - "
"No offense taken."
"But still, I knew the Duke was cheap, but //that// cheap? I mean, that's expecting some serious heroism out of you, isn't it?"
"Yeah."
"Like Holsin of Archaea or something, one of those big young guys -"
[["Yeah, I get the drift."->Post Boss 1.3]]As you talk to the assistant foreman another one of the miners walks up to you. He's staring at you intensely and your eyes can't help but dart to him periodically. His expression has a faraway cast to it.
"You," he eventually says, "you're Faber, right? Faber of Vesilia."
Shit. //Shit.// You know that tone. Suddenly you want to flee, to scream, to leave this godforsaken hole and leave these bastards to rot. You want to hide in a tiny hole somewhere deep beneath the ground - somewhere //not// overrun with monsters, for once -
The man is still staring. At last, reluctantly, you give him a small nod.
He rolls his back his neck before shooting out a fat glob of spit.
[[It lands at your feet.->Post Boss 1.4]]The assistant foreman turns to yell at the man. "Garrick, what the //hell//? This man just //saved our lives!//"
Garrick is still staring at you, mouth hanging slightly open. "My sister died in that fire," he says quietly. "So did my aunt. My cousins. All thanks to you. I'd prefer to die than be saved by this drunken piece of //filth.//"
There's some more said by both men but you can't hear it. You've gone somewhere far away. You feel the hot rush of blood - on your neck, your cheeks. You picture yourself as a balloon made of blood. With one quick strike of a poker you could be popped, and all the blood would drain out to the floor.
//Your self-loathing has increased by 20.//(set: $PlayerLoathing to $PlayerLoathing + 20)
Some time later the miners start to file past you. The assistant foreman stays behind, [[presumably to say sorry.->Post Boss 1.5]]"Hey, I just wanted to apologize - on behalf of all of the men. We're going to talk to Garrick, he's always been the one to start fights. And to be honest, some of the men were feeling a bit desperate earlier and started passing around a flask - I'm sure it was just the alcohol -"
"Don't worry about it. It's not the first time."
"You saved us. You're a hero and that's that."
"Sure."
"And the rest of us would try to keep fighting with you, but - well frankly most of the men are injured or spooked and I think they might just drag you back -"
"//Don't worry about it.// If I wanted help I'd ask for it."
"Right, right, of course."
[[Continue->Post Boss 1.6]](if: $HaveScroll is true)[You hand the assistant foreman the Sending scroll you collected from the safe.
"Take this. Send a message to the outside, tell them how desperate the situation is. Maybe that'll add some urgency."
He nods. "Thank you for this. We'll be sure to tell them what you're doing - you won't have to clear this whole place out alone." (set: $GaveScroll to true)
]
(else:)["If you wait by the entrance, the others will manage to clear a path out eventually.
He nods. "Thank you so much, for everything. Once they get in we'll be sure to tell them where you are -
]
"What should I know about the rest of the mine?" you ask.
"The shaft keeps going in kind of a spiral from here until you hit the bottom, where you'll get to a flat area with a few tunnels running off of it. The foreman and the Duke's son should be down there, hopefully."
You nod and prepare to leave. Before you can, the man pulls out a flask from a hidden pocket.
"We still have some rum left, actually - it's not the best of stuff, but any chance you want a swig? As a toast?"
"I don't drink, actually," you say blankly. And you brush past the man before he can say anything more.
[[Proceed further into the darkness->First Transition]] HP: $PlayerHealth/100
MP: $PlayerMP/25
XP: $PlayerXP/100
Level: $Level
STATS:
Strength: $PlayerStrength
Exhaustion: $PlayerExhaustion
Self-Loathing: $PlayerLoathing
INVENTORY:
(if: $HasSword is true)[One longsword]
One parrying dagger
(if: $HasFeather is true)[One phoenix feather]
The clothes on your back
(if: $ForemanKey is true)[Key to foreman's office]
(if: $SafeKey is true)[Key to safe]
(if: $HasKey is true)[Magical amulet]
(link-goto: "Return",$NextPassage){(set: $NextPassage to "sad stretch pt2")
(if: (random: 1, 10) < 4)[(go-to: "Random Battle Hub")]}
Below you are cobbled steps, around you are vaulting arches. You've reached a secret civilization you have never known but you cannot look at it because everything is shit.
[[One foot in front of the other->sad stretch pt3]]
(link: "Check character")[(go-to: "Check Character")]{(set: $NextPassage to "sad stretch pt3")
(if: (random: 1, 10) < 4)[(go-to: "Random Battle Hub")]}
There's no point to any of this. Why don't you go home? Why do you keep trudging forward? It would be so easy now to stop. It would be so easy to run, and you could learn to live with it, just like you've lived with everything else.
[[Just a little bit of //effort//->sad stretch pt4]]
(link: "Check character")[(go-to: "Check Character")]{(set: $NextPassage to "sad stretch pt4")
(if: (random: 1, 10) < 4)[(go-to: "Random Battle Hub")]}
This is some torturous game you've set yourself to play. Is it meant to be redemptive? Do you think you're //better// for this?
What is //wrong// with you?
[[Keep going->sad stretch pt5]]
(link: "Check character")[(go-to: "Check Character")]{(set: $NextPassage to "sad stretch pt5")
(if: (random: 1, 10) < 4)[(go-to: "Random Battle Hub")]}
You have floated like a ghost through winding streets and avenues, as goblins and spiders and molemen and more have fled from your crossing. You are a harbinger of destruction, and now you ascend the hallowed steps to the audience chamber of King GHIDORAH.
But you know you can't turn back. This is something you have decided to do, something you //have// to do. There is no other option; no version of life remaining for you besides this struggle.
[[Just one last push->Throne room]]
(link: "Check character")[(go-to: "Check Character")]You drop down from the hole, rejoining Arden.
"What was it like in there?" he asks, morbidly curious. "Were there lots of spider bits? Eggs or something?"
"Nothing like that. I managed to talk to the foreman, though."
"Really? How's he doing?"
"He'll be okay for now, I think. We should probably get through this barrier before he gets eaten."
[[Continue->Magic Barrier]][[Minor Heal->Minor Heal]]
- Recover 40 HP; 5 MP
[[Flashbang->Flashbang]]
- Blind enemies to lower accuracy; 15 MP
[[Little Jolt->Little Jolt]]
- Stun enemies for two turns; 5 MP
[[Return->Multi Battle Screen]] "Well, earlier they pulled me aside to help with the keys, right? So they used the key's to get into the foreman's office and get a barrel of blasting liquid. That's what they used to block off the entrance. Problem is, once they did that they accidentally caused a cave-in further down below!"
"Damn."
"Yeah, exactly. The upper parts of the shaft are kind of like a spiral, so the rest of the hostages I was with are actually right below us. We weren't able to get back to them after the cave-in, so instead I was just stuck with a few goblin escorts a little ways down this tunnel."
"Do you think the other hostages are hurt?"
"I hope not! But I think the cave-in was a little too high up - just inconvenient enough to block us from moving down, but not right where the others were. Anyway, when I heard the second explosion just now I assumed that meant the rescue party was here. The goblins were kind of distracted by now, so I just kicked one of them hard in the shin and came running - even I'm surprised it worked this well, to be honest! By the way, does this mean more adventurers are coming?"
"Nope. The entrance collapsed again right after me."
"Well, shit."
[[Return->First tunnel questions]]
Arden, finished reuniting with his colleagues, bounces up to you and the foreman. "So, are we sallying forth into goblin lands?" he says brightly.
"I am. You aren't."
"Didn't we already go through this? I-"
"You were useful earlier because you had information about this mine. This room is where the mine ends. More importantly, you'll be much more useful making sure that all of this lot can make it back to the entrance safely. There might still be a few baddies crawling about."
Arden's look of disappointment fades as he realizes you're entrusting him with some responsibility. "Of course, boss!" he says. "You can handle the rescue, I'll stick to the guarding. I am the guard here, after all."
He wanders off to start gathering up the miners. Despite yourself, you anticipate missing his company.
You give the foreman a final shake of the hand. For a second, at least, you allow yourself to [[relax->Level 2 Boss pt4]]//THUD//
Dust specks fall from the ceiling. The floor shakes beneath your feet. Then a raspy, whistling roar echoes through the chamber.
You see the terrible eyes first, reflecting the torchlight like a wall of studded jewels. Then the first set of massive reticulated legs scrabbles to enter the far side of the chamber. Soon the beast has squeezed itself through fully: a colossal spider, larger than any you have seen before.
You motion for the foreman but he has already taken charge of the situation, pulling his men out of the room. "We'll leave this one to you!" he cries. "I'll get the men to safety!"
You nod, and turn to [[face the beast.->Encounter 7]]
(set: $NextPassage to "Level 2 Boss pt5")
(set: $Enemies to (a:
"queen spider",
))
(go-to: "init multi fight")
You pull your sword out of the body with a dull //chrunk//. Silence. Then -
A chittering dirge, as spiders of all sizes surge forth from the walls, the ceiling, the tunnel, everywhere, and they are upon you, slicing and tearing and jabbing. You swing and swing but you cannot beat back the onslaught.
They are [[punishing you,->Level 2 Boss pt6]](set: _Names to (a:
"ORC WITH A MECHANICAL HAND",
"ORC WITH A TORTURED SMILE",
"ORC WITH A TASTE FOR ROMANTIC COMEDIES",
"ORC WITH A FURIOUS MIEN",
"ORC WITH A SILVER MASK",
"ORC WHO HOPES TO MAKE CAPTAIN",
"ORC WITH AMBITIOUS DREAMS",
"ORC WITH MANY PETS",
"ORC WITH A THUNDEROUS RAGE",
"ORC WITH A WINNING SMILE",
"ORC WITH GREAT HAIR",
"ORC WITH WRITERLY PRETENTIONS",
))
(set: _Misses to (a:
"looks at you and yells: ZHMBSMSM!",
"grunts in your general direction!",
"recites a long string of words you don't understand!",
"twirls his blade impressively!",
"bides his time!",
"misses his attack!",
"swings far off the mark!",
))
(set: _Hits to (a:
"delivers a sickening blow!",
"spins his blade in a devastating arc!",
"punches you in the gut!",
"knocks you on the head!",
"gets you! Ha!",
"slices you up!",
"bashes you down!",
))
(if: $EnemyNumber is 1)[
(set: $Enemy1InFight to true)
(set: $Enemy1Alive to true)
(set: $Enemy1Health to 40)
(set: $Enemy1Accuracy to 100)
(set: $Enemy1Low to 3)
(set: $Enemy1High to 8)
(set: $Enemy1Parry to 1)
(set: $Enemy1Name to (either: ..._Names))
(set: $Enemy1Miss to _Misses)
(set: $Enemy1Hit to _Hits)
]
(if: $EnemyNumber is 2)[
(set: $Enemy2InFight to true)
(set: $Enemy2Alive to true)
(set: $Enemy2Health to 40)
(set: $Enemy2Accuracy to 100)
(set: $Enemy2Low to 3)
(set: $Enemy2High to 8)
(set: $Enemy2Parry to 1)
(set: $Enemy2Name to (either: ..._Names))
(set: $Enemy2Miss to _Misses)
(set: $Enemy2Hit to _Hits)
]
(if: $EnemyNumber is 3)[
(set: $Enemy3InFight to true)
(set: $Enemy3Alive to true)
(set: $Enemy3Health to 40)
(set: $Enemy3Accuracy to 100)
(set: $Enemy3Low to 3)
(set: $Enemy3High to 8)
(set: $Enemy3Parry to 1)
(set: $Enemy3Name to (either: ..._Names))
(set: $Enemy3Miss to _Misses)
(set: $Enemy3Hit to _Hits)
]
(go-to: "init multi fight")Punishing you for the death of their Queen, and you are poised to submit to arachnid justice, when suddenly the torrent abates.
Somewhere to your right you hear another human voice, some man madly screaming and swinging around. The spiders now see him as the bigger threat and launch towards him, and you use this opportunity to clear a swathe through the madness. But you have to save this screaming idiot too, and so you plunge forth -
And you [[slash, and slash, and slash - ->Level 2 Boss pt7]]You go to work. Every swing is agony but you cannot feel it now, you will feel it later. Finally, relentlessly, you cut your way through.
//Your exhaustion has increased by 30.//(set: $PlayerExhuastion to $PlayerExhaustion + 30)
The bodies of the dead spiders lie piled at your feet. Lying with them is the body of Arden.
(if: $HasFeather is true)[[[Revive him with your phoenix feather->Revive Arden]]]
(else:)[[[Continue->Arden dead]]]You pull out your phoenix feather but hesitate for the briefest, briefest moment. What if you need this yourself, to save more people later on? What if you find the Duke's son and he's dead and this was all for nothing?
//All for nothing? What a piece of garbage you are. A waste of air. You should have burned along with the town.//
You curse your own stupidity and rub the feather all over the kid. You see the glow spread across his skin. For a terrifying second that is all you see, but then Arden jolts awake, once again coughing and sputtering in your arms.
[[Continue->Revive Arden pt2]]You frantically search your pack for anything - another phoenix feather, a potion, some bandages, anything. You turn up empty.
You stare at Arden's limp body, punctured in a dozen spots.
[[Time passes.->Arden dead pt2]]
cw: violence, depression, arachnids
This game makes use of save points. Progress will not be saved automatically.
Full disclosure: Parry system is a work in progress. Use of a calculator is considered cheating. //Honor code mode: spend no more than ten seconds on each parry.//
Formatting may break on smaller screens.
[[Start Game->Start]]A FINAL GRIND
by nrsmha
A Twine RPG
[[New Game->Warnings]]
(if: (saved-games:) contains "Slot 1")[
(link: "Load Game")[(load-game: "Slot 1")]](set: _Names to (a:
"MOLEMAN WITH A TERRIFIED EXPRESSION",
"MOLEMAN WITH THE SADDEST EYES",
"MOLEMAN WITH DROOPY EYEBROWS",
"MOLEMAN CLEARLY TOO OLD FOR THIS",
"MOLEMAN WHO DOESN'T GO OUT MUCH",
"MOLEMAN WHO JUST WANTS TO MAKE MUSIC",
"MOLEMAN WHOSE PARENTS DON'T UNDERSTAND",
"MOLEMAN ACTIVELY TRYING TO RUN AWAY",
"MOLEMAN COVERED IN LOTS OF DIRT",
))
(set: _Misses to (a:
"yelps: ZHMBSMSM!",
"prays: YPUS HY, XKLBCMPK!",
"fails to escape!",
"can't run from a trainer battle!",
"throws a rock and misses!",
))
(set: _Hits to (a:
"throws a rock!",
"hits you with a large pebble!",
"yells: ZHMBSMSM!, in a mournful tone!",
"is surprisingly good with a slingshot!",
))
(if: $EnemyNumber is 1)[
(set: $Enemy1InFight to true)
(set: $Enemy1Alive to true)
(set: $Enemy1Health to 15)
(set: $Enemy1Accuracy to 100)
(set: $Enemy1Low to 1)
(set: $Enemy1High to 3)
(set: $Enemy1Parry to 0)
(set: $Enemy1Name to (either: ..._Names))
(set: $Enemy1Miss to _Misses)
(set: $Enemy1Hit to _Hits)
]
(if: $EnemyNumber is 2)[
(set: $Enemy2InFight to true)
(set: $Enemy2Alive to true)
(set: $Enemy2Health to 15)
(set: $Enemy2Accuracy to 100)
(set: $Enemy2Low to 1)
(set: $Enemy2High to 3)
(set: $Enemy2Parry to 0)
(set: $Enemy2Name to (either: ..._Names))
(set: $Enemy2Miss to _Misses)
(set: $Enemy2Hit to _Hits)
]
(if: $EnemyNumber is 3)[
(set: $Enemy3InFight to true)
(set: $Enemy3Alive to true)
(set: $Enemy3Health to 15)
(set: $Enemy3Accuracy to 100)
(set: $Enemy3Low to 1)
(set: $Enemy3High to 3)
(set: $Enemy3Parry to 0)
(set: $Enemy3Name to (either: ..._Names))
(set: $Enemy3Miss to _Misses)
(set: $Enemy3Hit to _Hits)
]
(go-to: "init multi fight")(set: _Names to (a:
"GIANT SPIDER WITH A LARGE THORAX",
"GIANT SPIDER WITH SHAPELY GAMS",
"GIANT SPIDER WHO LIKES SPICY FOOD",
"GIANT SPIDER WITH MANY FRIENDS",
"GIANT SPIDER WHO STAYS AT HOME A LOT",
"GIANT SPIDER WITH MANY COOKBOOKS",
"GIANT SPIDER WITH A THIRST FOR BLOOD",
"GIANT SPIDER WHO IS A BIT OF A DICK",
"GIANT SPIDER WITH A SMALL HEAD",
"GIANT SPIDER WITH GREAT VENOM",
"GIANT SPIDER WITH GOOD CREDIT",
))
(set: _Misses to (a:
"chitters angrily!",
"chitters fearfully!",
"shoots a ball of webbing at you, but misses!",
"tries to pounce on you, but misses the mark!",
"looks at you with many eyes!",
))
(set: _Hits to (a:
"shoots you with a burst of webbing!",
"swipes you with a giant leg!",
"pounces on you!",
"slams you with its massive thorax!",
"bites you! It's really gross!",
))
(if: $EnemyNumber is 1)[
(set: $Enemy1InFight to true)
(set: $Enemy1Alive to true)
(set: $Enemy1Health to 40)
(set: $Enemy1Accuracy to 80)
(set: $Enemy1Low to 3)
(set: $Enemy1High to 9)
(set: $Enemy1Parry to 0)
(set: $Enemy1Name to (either: ..._Names))
(set: $Enemy1Miss to _Misses)
(set: $Enemy1Hit to _Hits)
]
(if: $EnemyNumber is 2)[
(set: $Enemy2InFight to true)
(set: $Enemy2Alive to true)
(set: $Enemy2Health to 40)
(set: $Enemy2Accuracy to 80)
(set: $Enemy2Low to 3)
(set: $Enemy2High to 9)
(set: $Enemy2Parry to 0)
(set: $Enemy2Name to (either: ..._Names))
(set: $Enemy2Miss to _Misses)
(set: $Enemy2Hit to _Hits)
]
(if: $EnemyNumber is 3)[
(set: $Enemy3InFight to true)
(set: $Enemy3Alive to true)
(set: $Enemy3Health to 40)
(set: $Enemy3Accuracy to 80)
(set: $Enemy3Low to 3)
(set: $Enemy3High to 9)
(set: $Enemy3Parry to 0)
(set: $Enemy3Name to (either: ..._Names))
(set: $Enemy3Miss to _Misses)
(set: $Enemy3Hit to _Hits)
]
(go-to: "init multi fight")(set: _Names to (a:
"ORC CAPTAIN WITH A CUNNING GRIN",
"ORC CAPTAIN WITH A LURID GRIN",
"ORC CAPTAIN WITH A POWERFUL SMILE",
"ORC CAPTAIN WITH A BLOODY SMILE",
"ORC CAPTAIN WITH A JOYFUL SMILE",
))
(set: _Misses to (a:
"cries: WCM ILAX XKLBCMPK!",
"recites a long string of words you don't understand!",
"twirls his blade impressively!",
"bides his time!",
))
(set: _Hits to (a:
"delivers a sickening blow!",
"spins his blade in a devastating arc!",
"punches you in the gut!",
"knocks you on the head!",
"gets you! Ha!",
"slices you with finesse!",
"bashes you with great skill!",
"displays his fine martial training!",
"dazzles you with a show of power!",
))
(if: $EnemyNumber is 1)[
(set: $Enemy1InFight to true)
(set: $Enemy1Alive to true)
(set: $Enemy1Health to 60)
(set: $Enemy1Accuracy to 90)
(set: $Enemy1Low to 5)
(set: $Enemy1High to 10)
(set: $Enemy1Parry to 2)
(set: $Enemy1Name to (either: ..._Names))
(set: $Enemy1Miss to _Misses)
(set: $Enemy1Hit to _Hits)
]
(if: $EnemyNumber is 2)[
(set: $Enemy2InFight to true)
(set: $Enemy2Alive to true)
(set: $Enemy2Health to 20)
(set: $Enemy2Accuracy to 100)
(set: $Enemy2Low to 1)
(set: $Enemy2High to 4)
(set: $Enemy2Parry to 0)
(set: $Enemy2Name to (either: ..._Names))
(set: $Enemy2Miss to _Misses)
(set: $Enemy2Hit to _Hits)
]
(if: $EnemyNumber is 3)[
(set: $Enemy3InFight to true)
(set: $Enemy3Alive to true)
(set: $Enemy3Health to 20)
(set: $Enemy3Accuracy to 100)
(set: $Enemy3Low to 1)
(set: $Enemy3High to 4)
(set: $Enemy3Parry to 0)
(set: $Enemy3Name to (either: ..._Names))
(set: $Enemy3Miss to _Misses)
(set: $Enemy3Hit to _Hits)
]
(go-to: "init multi fight")(set: _Names to (a:
"QUEEN SPIDER, LADY OF THE UNDERGROUND",
))
(set: _Misses to (a:
"chitters angrily!",
"chitters furiously!",
"shoots a ball of webbing at you, but misses!",
"gazes at you with hypnotic eyes!",
"attempts to crush you! But you dodge!",
))
(set: _Hits to (a:
"shoots you with a burst of webbing!",
"pins you down with a massive leg!",
"slams you with a massive thorax!",
"bites you! It's really violent!",
"tosses you around from side to side!",
"throws you against the cavern wall!",
))
(if: $EnemyNumber is 1)[
(set: $Enemy1InFight to true)
(set: $Enemy1Alive to true)
(set: $Enemy1Health to 75)
(set: $Enemy1Accuracy to 80)
(set: $Enemy1Low to 10)
(set: $Enemy1High to 13)
(set: $Enemy1Parry to 2)
(set: $Enemy1Name to (either: ..._Names))
(set: $Enemy1Miss to _Misses)
(set: $Enemy1Hit to _Hits)
]
(if: $EnemyNumber is 2)[
(set: $Enemy2InFight to true)
(set: $Enemy2Alive to true)
(set: $Enemy2Health to 20)
(set: $Enemy2Accuracy to 100)
(set: $Enemy2Low to 1)
(set: $Enemy2High to 4)
(set: $Enemy2Parry to 0)
(set: $Enemy2Name to (either: ..._Names))
(set: $Enemy2Miss to _Misses)
(set: $Enemy2Hit to _Hits)
]
(if: $EnemyNumber is 3)[
(set: $Enemy3InFight to true)
(set: $Enemy3Alive to true)
(set: $Enemy3Health to 20)
(set: $Enemy3Accuracy to 100)
(set: $Enemy3Low to 1)
(set: $Enemy3High to 4)
(set: $Enemy3Parry to 0)
(set: $Enemy3Name to (either: ..._Names))
(set: $Enemy3Miss to _Misses)
(set: $Enemy3Hit to _Hits)
]
(go-to: "init multi fight")(set: _Names to (a:
"KING GHIDORAH, LORD OF MONSTERS",
))
(set: _Misses to (a:
"never misses.",
))
(set: _Hits to (a:
"engulfs you with a torrent of flame.",
"swipes you with his powerful claws.",
"grinds your body in his powerful jaws.",
"crushes you with his terrible weight.",
"surrounds you with fire, everywhere you turn.",
"fires a bolt of magic directly into your mind.",
"smites you with lightning.",
))
(if: $EnemyNumber is 1)[
(set: $Enemy1InFight to true)
(set: $Enemy1Alive to true)
(set: $Enemy1Health to 100)
(set: $Enemy1Accuracy to 150)
(set: $Enemy1Low to 20)
(set: $Enemy1High to 20)
(set: $Enemy1Parry to 2)
(set: $Enemy1Name to (either: ..._Names))
(set: $Enemy1Miss to _Misses)
(set: $Enemy1Hit to _Hits)
]
(if: $EnemyNumber is 2)[
(set: $Enemy2InFight to true)
(set: $Enemy2Alive to true)
(set: $Enemy2Health to 20)
(set: $Enemy2Accuracy to 100)
(set: $Enemy2Low to 1)
(set: $Enemy2High to 4)
(set: $Enemy2Parry to 0)
(set: $Enemy2Name to (either: ..._Names))
(set: $Enemy2Miss to _Misses)
(set: $Enemy2Hit to _Hits)
]
(if: $EnemyNumber is 3)[
(set: $Enemy3InFight to true)
(set: $Enemy3Alive to true)
(set: $Enemy3Health to 20)
(set: $Enemy3Accuracy to 100)
(set: $Enemy3Low to 1)
(set: $Enemy3High to 4)
(set: $Enemy3Parry to 0)
(set: $Enemy3Name to (either: ..._Names))
(set: $Enemy3Miss to _Misses)
(set: $Enemy3Hit to _Hits)
]
(go-to: "init multi fight"){(if: ($PlayerMP > 4))[You recover 40 HP!
(if: $PlayerHealth > 60)[
(set: $PlayerHealth to 100)
]
(else:)[
(set: $PlayerHealth to $PlayerHealth + 40)
]
(set: $PlayerMP to $PlayerMP - 5)]
(else:)[You don't have enough MP to cast!]
}
[[Continue->Refresh Enemies]] (if: $PlayerMP > 14)[You release a bright burst of light!
All enemies have their accuracy decreased.
{
(if: $Enemy1InFight is true)[
(set: $Enemy1Accuracy to $Enemy1Accuracy - 50)
]
(if: $Enemy2InFight is true)[
(set: $Enemy2Accuracy to $Enemy2Accuracy - 50)
]
(if: $Enemy3InFight is true)[
(set: $Enemy3Accuracy to $Enemy3Accuracy - 50)
]
(set: $PlayerMP to $PlayerMP - 15)
}]
(else:)[You don't have enough MP to cast!]
[[Continue->Refresh Enemies]] {(if: $PlayerMP > 4)[
You release a jolt of electricity. The enemies are all stunned!
(set: $PlayerMP to $PlayerMP - 5)
(set: $SkipEnemyTurn to 2)
]
}(else:)[You don't have enough MP to cast!]
[[Continue->Refresh Enemies]] "Anyway. This vein was really producing a lot of the good stuff, but then we ran into that barrier. Had no idea what to do with it. So we opened up a new vein on the other side, and what do you know? We somehow crack open the roof of some kind of – of goblin //shrine// or something. There’s no other entrances or exits besides the one we made so I have no idea what it was for or when it was used, but it’s there. I’d already tried telling the Duke’s people about the barrier, but when we got into the place, that’s how I knew we had to get the hell out of here. I told all the men to stop work immediately."
"Good call. What happened then?"
"The Duke's people weren't getting back to me so I spent a while in that shrine just trying to figure out what the hell it was. Some of it looked like goblin //language// - I didn't even know they had language! I might be the first man in a thousand years to have read some Goblin."
"Impressive."
"Anyway, we finally managed to get the Duke’s attention, and I told his people that we needed to close the mine down sharpish and relocate. We were interfering with something here and it wasn’t going to end well. But instead he sent his son with a whole load of guards who gave us some big blustering ultimatum. Forced me to open up the barrier and keep exploding out the main shaft."
"You know how to lower the barrier??"
"I told you, I spent a //while// down there in the shrine. A few sleepless nights, trying to wrap my head around things. And I eventually figured out that this little amulet I found - it's right here around my neck, I don't know if you can see it - is actually a //key// of some kind, to take down the barrier. Which is, I think, guarding the goblin territory. I reckon we're the ones trespassing here, actually. But I only ever did it because of the sword at my neck."
"The things we do to make a living, right?"
[[Continue->foreman convo pt3]]
"Can you see the amulet? Around my neck. Take it. It’s the key to the barrier. But when you use it, you need to give a password – I can’t remember it off the top of my head, I had it written down but the note is in my pocket and fat chance you’re getting down there. You’ll have to go back to that shrine and figure it out on your own, but the key is essential."
You reach forward and rip the amulet from the foreman's neck. He grunts as the cord strains against his skin.
"There's a prayer, written on the walls. Just write that down and come back here, and say it to the barrier after you use the key," he says urgently.
"Okay. Thanks for the help - I'll see you back on solid ground soon."
"God, I hope so," he says emphatically.
(set: $HasKey to true)
You head back [[through the burrow->small hole exit]].(if: $ParrySuccess is true)[
Parry succesful! You do 10 damage to all enemies!
(if: $Enemy1InFight is true and $Enemy1Alive is true)[
(set: $Enemy1Health = $Enemy1Health - 10)
(if: $Enemy1Health is 0)[You have slain the $Enemy1Name.]
]
(if: $Enemy2InFight is true and $Enemy2Alive is true)[
(set: $Enemy2Health = $Enemy2Health - 10)
(if: $Enemy2Health is 0)[You have slain the $Enemy2Name.]
]
(if: $Enemy3InFight is true and $Enemy3Alive is true)[
(set: $Enemy3Health = $Enemy3Health - 10)
(if: $Enemy3Health is 0)[You have slain the $Enemy3Name.]
]
(set: $SkipEnemyTurn to 1)
](else:)[Parry failed!]
[[Continue->Refresh Enemies]]
You sink back into the present. Oswyn had seemed to know so much back then. Even years later, when you realized he was just as scared and confused as you were, you still instinctively looked to him for guidance instinctively.
Oswyn had played the part of the wise man very well – he could always grow a thick healthy beard, even at that age. He was a man you had always wanted to trust, because if he didn’t have answers, who did?
{(if: (history:) contains "Cave-in" and $HaveShovel is false)[(set: $HaveShovel to true)Before leaving the storeroom you make a quick sweep and find a solid-looking shovel. Then, without looking back, you [[walk briskly back to the central tunnel.->Level 1 start]]]
(else:)[Being here isn't helping your focus. You back away from the mannequin and [[return to the central tunnel.->Level 1 start]]]}(set: $Question to " ")
(set: $Answer to " ")
(set: $EasyParryAs to (dm:
"2 + 2 = ?", "4",
"5 + 5 = ?", "10",
"13 + 20 = ?", "33",
"67 - 32 = ?", "35",
"30 + 58 = ?", "88",
"109 - 72 = ?", "37",
"550 - 33 = ?", "517",
"272 + 30 - 7 = ?", "295",
"100 + 10 / 2 = ?", "105",
"32/8 = ?", "4",
"144/12 = ?", "12",
"95 + 311 = ?", "406",
"82/4 = ?", "20.5",
"6 + 9 - (5 + 11) = ?", "-1",
"37 * 43 = ?", "1591",
"368/5 = ?", "73.6",
"5*2 - 8*(-12) + 16/(-8) = ?", "84",
"3+5/2*37-4 = ?", "91.5",
"98 * 200 = ?", "19600",
"98/8 = ?", "12.25",
"72 + 695 = ?", "767",
"-96/6+8 = ?", "-8",
"2x+5=3 so x = ?", "-1",
"-13x-7=46 so x = ?", "-3",
))
(set: $EasyParryQs to (a:
"2 + 2 = ?",
"5 + 5 = ?",
"13 + 20 = ?",
"67 - 32 = ?",
"30 + 58 = ?",
"109 - 72 = ?",
"550 - 33 = ?",
"272 + 30 - 7 = ?",
"100 + 10 / 2 = ?",
"32/8 = ?",
"144/12 = ?",
"95 + 311 = ?",
"82/4 = ?",
"6 + 9 - (5 + 11) = ?",
"37 * 43 = ?",
"368/5 = ?",
"5*2 - 8*(-12) + 16/(-8) = ?",
"3+5/2*37-4 = ?",
"98 * 200 = ?",
"98/8 = ?",
"72 + 695 = ?",
"-96/6+8 = ?",
"2x+5=3 so x = ?",
"-13x-7=46 so x = ?",
))
<!--
(set: $MediumParryAs to (dm:
"Square root of 169 = ?", "13",
"Square root of 196 = ?", "14",
"104/8 = ?", "13"
"17/5 = ?", "3.4"
"Cubed root of 81 = ?", "9",
"What is 20% of 30?", "6",
"Pecentage increase from 250 to 300?", "0.2",
"(5*(-2)) − (8*(−12)) + (16÷(−8)) = ?", "84",
))
(set: $MediumParryQs to (a:
"Square root of 169 = ?",
"Square root of 196 = ?",
"104/8 = ?",
"17/5 = ?",
"Cubed root of 81 = ?",
"What is 20% of 30?",
"Pecentage increase from 250 to 300?",
"(5×(-2)) − (8*(−12)) + (16÷(−8)) = ?",
))-->
(set: $MediumParryAs to (dm:
"Square root of 169?", "13",
"Square root of 196", "14",
"104/8 = ?", "13",
"17/5 = ?", "3.4",
"267/40 = ?", "6.675",
"391/5 = ?", "78.2"
"999/8 = ?", "124.875",
))
(set: $MediumParryQs to (a:
"Square root of 169?",
"Square root of 196",
"104/8 = ?",
"17/5 = ?",
"267/40 = ?",
"391/5 = ?",
"999/8 = ?",
))
(set: $HardParryAs to (dm:
"15.75/7 = ?", "2.25"
"What is 15% of 7200?", "1080"
"What is 8% of 60?", "4.8",
"What is 13% of 103?", "13.39",
"What is the first derivative of cos(x)?", "-sin(x)",
"What is the first derivative of sin(x)?", "cos(x)",
"What is the first derivative of x^2?", "2x",
"What is the first derivative of 33.58?", "0",
"How much larger in terms of percentage change is an increase from 8 to 10 than a decrease from 10 to 8?", "5",
"What is the first derivative of xcos(2x)?", "cos(2x)-2xsin(2x)",
"What is 1.35% of 13.28?", "1.7928",
"What is the third derivative of cos(x)?", "sin(x)",
"What is the derivative of e^x?", "e^x",
"What is the derivative of ln(x)?", "1/x",
))
(set: $HardParryQs to (a:
"15.75/7 = ?",
"What is 15% of 7200?",
"What is 8% of 60?",
"What is 13% of 103?",
"What is the first derivative of cos(x)?",
"What is the first derivative of sin(x)?",
"What is the first derivative of x^2?",
"What is the first derivative of 33.58?",
"How much larger in terms of percentage change is an increase from 8 to 10 than a decrease from 10 to 8?",
"What is the first derivative of xcos(2x)?",
"What is 1.35% of 13.28?",
"What is the third derivative of cos(x)?",
"What is the derivative of e^x?",
"What is the derivative of ln(x)?",
))
<!--
(set: $ImpossibleParryAs to (dm:
"What is the first derivative of xcos(2x)?", "cos(2x)-2xsin(2x)",
"What is 1.35% of 13.28?", "1.7928",
"What is the third derivative of cos(x)?", "sin(x)",
"What is the derivative of e^x?", "e^x",
"What is the derivative of ln(x)?", "1/x",
))
(set: $MediumParryQs to (a:
"What is the first derivative of xcos(2x)?",
"What is 1.35% of 13.28?",
"What is the third derivative of cos(x)?",
"What is the derivative of e^x?",
"What is the derivative of ln(x)?",
))-->
(set: $ParrySuccess to false)
(go-to: "Title Screen")(set: _Names to (a:
"WORN SAFE",
))
(set: _Misses to (a:
"continues not to move! Because it's a safe!",
"does not attack! Because it's a safe!",
"hits for massive damage! Just kidding - it's a safe!",
"is an inanimate object!",
"dutifully protects the goods it contains!",
"is a real bitch and a half to crack open!",
))
(set: _Hits to (a:
"hits you for massive damage!",
))
(if: $EnemyNumber is 1)[
(set: $Enemy1InFight to true)
(set: $Enemy1Alive to true)
(set: $Enemy1Health to 100)
(set: $Enemy1Accuracy to 0)
(set: $Enemy1Low to 0)
(set: $Enemy1High to 0)
(set: $Enemy1Parry to 0)
(set: $Enemy1Name to (either: ..._Names))
(set: $Enemy1Miss to _Misses)
(set: $Enemy1Hit to _Hits)
]
(if: $EnemyNumber is 2)[
(set: $Enemy2InFight to true)
(set: $Enemy2Alive to true)
(set: $Enemy2Health to 20)
(set: $Enemy2Accuracy to 100)
(set: $Enemy2Low to 1)
(set: $Enemy2High to 4)
(set: $Enemy2Parry to 0)
(set: $Enemy2Name to (either: ..._Names))
(set: $Enemy2Miss to _Misses)
(set: $Enemy2Hit to _Hits)
]
(if: $EnemyNumber is 3)[
(set: $Enemy3InFight to true)
(set: $Enemy3Alive to true)
(set: $Enemy3Health to 20)
(set: $Enemy3Accuracy to 100)
(set: $Enemy3Low to 1)
(set: $Enemy3High to 4)
(set: $Enemy3Parry to 0)
(set: $Enemy3Name to (either: ..._Names))
(set: $Enemy3Miss to _Misses)
(set: $Enemy3Hit to _Hits)
]
(go-to: "init multi fight")You have entered the audience chamber of the King. Your heels echo on the polished floors as an attendant court of goblins, orcs, batlings, molemen, minotaurs, spiders, and other assorted cave-dwellers stare down at you from the gallery. But you have no eyes for them. Instead you gaze upon the being on the throne:
KING GHIDORA
An impossible creature, the dragon with three heads. His scales shimmer in the azure torchlight. He fixes you with six blazing eyes, his necks a tangle of unknowable coils. All three maws release the same utterance:
"//L FLYK LR OCHVB ES BLWWSMSAR, KHZPA//"
And you know that he will face you himself, for you are a crime to his people and a blight on his realm.
[[Continue->Throne room pt2]]
{(set: $NextPassage to "final stretch pt2")
(if: (random: 1, 10) < 4)[(go-to: "Random Battle Hub")]}
The walls to either side of you grow further and further away, until now you are walking down a broad avenue. There are caves - burrows - //homes// recessed into the walls, and all manner of strange creatures come to their windows to watch you pass.
[[Keep going->final stretch pt3]]
(link: "Check character")[(go-to: "Check Character")]{(set: $NextPassage to "final stretch pt3")
(if: (random: 1, 10) < 4)[(go-to: "Random Battle Hub")]}
Perfectly manicured fungi bedeck the roadside and a thousand glittering jewels in the ceiling light your path forward. You hear a snatch of music from a faraway corner, played by an instrument you've never before heard.
[[Keep going->final stretch pt4]]
(link: "Check character")[(go-to: "Check Character")]{(set: $NextPassage to "final stretch pt4")
(if: (random: 1, 10) < 4)[(go-to: "Random Battle Hub")]}
You pass through a thriving goblin marketplace, festooned with bright colors and exotic goods. Merchants and customers alike flee from your presence, shrieking with fear and grabbing what few wares they can hope to protect.
[[Keep going->final stretch pt5]]
(link: "Check character")[(go-to: "Check Character")]{(set: $NextPassage to "final stretch pt5")
(if: (random: 1, 10) < 4)[(go-to: "Random Battle Hub")]}
You climb up the marble steps leading to the magnificent steps leading to King GHIDORAH's palace home. Members of the Royal Guard desert their post upon your arrival. A magical siren wails in the distance, and a flare momentarily lights the dark ceiling aflame.
[[Keep going->Throne room]]
(link: "Check character")[(go-to: "Check Character")]He looks up at you weakly. "Hello again," he starts. "Thanks for helping out again - "
(set: $SavedArden to true)
You slap him, hard, across the face, and drop his body to the floor. He stares up at you in shock.
"...Why?"
"Why the //hell// did you come back here? I told you to leave!"
"If I hadn't come back you would have //died!// What was I supposed to do, just run away? What kind of hero would -"
"There //are// no fucking heroes! I told you to go help the others!"
"I'm a hired guard, you needed guarding, I just saved your damn life!"
"Get the hell //out//. You goddamn //fool//."
"But - "
//"Out!"//
[[Continue->Revive Arden pt3]]You stare at the wall and hear him slowly head for the door. When you think the coast is clear you go out to check, just to make sure he's really gone. It would be just like him, you think, to say he was going to go but just hide behind corner, all just to follow you again -
But no. He's really gone this time.
Good. You head deeper into the cave. It's time to finish the job you started.
[[Continue->Level 3 Sad Filter]] A royal guard attired in shining armor hurries forward, carrying a single human bound and gagged. The Duke’s son. He deposits the treasure in the middle of the hall, right between you and GHIDORAH, before retreating down a side passage.
You point at the boy, and then at your sword. “Where are the others? The guards who were with him? Did you kill them?”
GHIDORAH seems to understand. The same guard rushes forward and hands you a single helmet. A war trophy? You set aside, for now, any hope of understanding goblin culture.
Once more you point to the Duke’s son. “I’m taking him,” you say. “That’s why I’m here.”
GHIDORAH fixes you with his mournful stare once more. Then he spreads his gargantuan wings, releasing a gale of air that rips through the chamber.
You draw your sword, but GHIDORAH is too quick. A bolt of lightning shoots from his central maw, jolting the blade out of your hand. You look down to see that the blow has sundered the metal in two, leaving your blade a set of twin scraps.
(set: $HasSword to false)(set: $Ghidorah to true)
No matter. You draw your dagger and prepare to [[fight->Encounter 8]].
(set: $NextPassage to "Alive Ending")
(set: $Enemies to (a:
"ghidorah",
))
(go-to: "init multi fight")
The climactic battle between you and GHIDORAH is suddenly cut short.
You hear very //human// screams - battle cries - echoing across the walls of GHIDORAH's throne room. In from the marble steps bursts a horde of human warriors - the mercenaries you were meant to invade with and many more, a whole battalion of reinforcements come to help you carry the day.
The proceedings take on a faint sheen of unreality to you. Suddenly, so close to your goal - such as it was - the battle has been taken away from you. The human horde overwhelmes GHIDORAH, slicing his glittering scales with a thousand tiny blades; they run through the gallerys, slashing and burning, and you hear the feeble yelps of the retreating monstrous court.
The foreman is there, and Arden too, and they come find you and prop you up and carry you towards the exit. The boy tells you that he caught up with the rest of them, that they used the Sending scroll to call for reinforcements, that everybody on the outside knows about your //heroism.// You try to look at Arden and tell him off for coming back for you but you can't quite see his face, you can't quite see anything anymore. It's all swimming. But people are clapping you on the back, and cheering your name, and somewhere out in the marketplace a human has lit a great bonfire and they're piling on all GHIDORAH's treasures to keep the fire going.
And you don't understand. This wasn't how your story was meant to go. And what Arden is telling you isn't quite true - once again your attempt feels deferred, once again what you set out to do didn't happen.
But perhaps, for now, it's just [[time to rest.->The End]]
You look down at the blood dripping from your dagger. You look up at GHIDORAH - at the shell that once was GHIDORAH.
You don't understand. It wasn't supposed to happen this way.
You had come here with a plan: this was to be the final time. You would put in that last burst of effort and accomplish //something// and then //die like you were supposed to//.
But you're alive. You succeeded. You had never planned for this.
Unbelieving, you scoop up the Duke's son. Sling him over your shoulder. Hobble out the door towards the exit. GHIDORAH got some good hits in on you but somehow, for some reason, he - the great king of the underworld, the creature of unimaginable beauty - is dead, and you are alive.
//Alive.// You will keep living. But that isn't what you wanted. You wanted a proper ending, didn't you? And that's been taken from you. Instead you have to keep on living in this doomed world you've helped create.
Some of the monsters have returned to the gallery above. They peer down at you, at the corpse of GHIDORAH, and weep openly. You cannot bear the sight and flee.
[[...->The End]]GHIDORAH puts one of his royal claws atop your struggling body, holding you in place with barely any effort. Eventually you stop your wriggling and striving, and he has all three of his heads look directly into your eyes.
GHIDORAH speaks to you:
"FS BLB ACR FPAR RC ILVV PAJ CW JCHM GSCGVS. FS CAVJ YVSF RKCYS FKC RKMSPRSASB CHM FPY CW VLWS. FS FCHVB KPUS MSRHMASB PVV CW RKS KCYRPXSY PAB ZCMS, LW FS OCHVB EHR KPUS KPB GSPOS...EHR GSMKPGY SUSA RPILAX RKSYS KCYRPXSY FPY ZJ ZLYRPIS. P ZLYRPIS FKLOK ZPY EMLAX CHM BSYRMHORLCA."
He does not seem angry; simply resigned. His resignation helps you, too, let go of your anger. You threw yourself into this suicidal mission for - what, exactly? Redemption? Absolution? To be remembered well, by the people you saved?
No. In truth, you had no control from the start. And that was okay. You tried, as best you could; you put in all the effort you were capable of. Until the very end.
And now [[it's time to rest.->The End]]
(if: (history:) contains "Restore MP first")[You have already used this ore to restore your MP. Unfortunately, you can't use it again.]
(else:)[You place both hands on the crop of ore and grunt. Drawing on ambient magic has never been easy for you; it took you twenty-five years to learn to cast your first spell, and even since then you haven’t proceeded past simple whizz-bang trickery. But such things can be useful in the heat of battle, even if only for a cheap trick or temporary distraction.
(set: $PlayerMP to 25)
After a few moments you let go of the stone. The crackle of energy shoots through your bodies and you wring yourself out, shaking your extremities.
The experience is accompanied by a familiar relief – akin to when your ears finally clear after a long stretch of being waterlogged. Matilda had coined that analogy, actually, and in the opposite direction - it had been one time at the lake, when you were both much younger. She would only teach you how to cast basic magic many years later, so you hadn't been able to relate, at the time.
In any case, there would be time for analogies later.]
[[Return->Save Point]]That first conversation hadn't worked at all. You sat there through it, an impassive stone, until he gave up and left. But he kept coming back to that bar to talk to you, week after week, until finally he wore you down enough to consider trying it his way.
You gave up drinking about a year ago, on the third anniversary of her death and the second of your possible mass homicide. Oswyn had bought you your final drink. His leg had already gotten crushed by then, and he'd given up the sword and moved in with his son. They offered to take you in as well, but you told them that that would defeat the point. If you were going to move forward, you had to do that on your own feet.
In the present, your feet reach the [[bottom of the mine->Level 2 Hub]]Double-click this passage to edit it.(if: $MineCart < 2)[You draw upon the power of the ore and restore your MP.
(set: $PlayerMP to 25)
(set: $MineCart to $MineCart + 1)
](else:)[You have already drawn upon the power of this ore two times. No more power remains.]
[[Return->Mine Cart]]
//Your exhaustion has increased by 20.//(set: $PlayerExhaustion to $PlayerExhaustion + 20)
[[Continue->Open safe]]After dispatching the orc, you pick up and pocket the key he was trying to use on the door. You have a feeling it might come in handy.
(set: $SafeKey to true)(set: $Encounter3 to true)
[[Return->Prison]]{(set: $NextPassage to "Level 3 sad filter 2")}
You find a hardy little chunk of orichalcum peeping through the floor tiling. This will likely be the last chance you have to save and recover.
{(link:"Save Game")[
(if:(save-game:"Slot 1"))[
Game saved!
](else: )[
Saving failed.
]
]}
[[Recover MP->Recover third floor]]
(if: $PlayerLoathing > 59)[[[Keep going->sad stretch pt1]])
(else:)[[[Keep going->final stretch pt1]]]
(link: "Check character")[(go-to: "Check Character")](if: (history:) contains "Recover third floor")[You've already drained this precious ore of everything it has. The world is made limp and empty by your presence.]
(else:)[You restore your MP using the ore.
(set: $PlayerMP to 25)
]
[[Return->Level 3 sad filter 2]]
You trudge towards the back of the cavern.
(set: $PlayerLoathing to $PlayerLoathing + 50)
You have to keep going. There was never any point to any of it.
You just have to keep moving.
[[Keep moving->Level 3 Sad Filter]]