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<<set $InLimbo to false>><<set $LifePoints to 20>><<set $NumberOfCoins to 2>><<set $Rm1OnGallows to true>><<set $Rm3HansStatus to "NotYetMet">><<set $Rm4CharonsCoins to 0>><<set $Rm7FranklinStatus to "NotYetMet">><<set $Rm12AnikaStatus to "NotYetMet">><<set $Rm16DemonStatus to "NotYetMet">><<set $Rm16SmirkingManLife to 20>><<set $Rm17GiantSkeletonLife to 2450>>You awaken to the sound of bells—and remember dying.
You are dead.
<<display Rm1Gallows>><<nobr>>
<<set $Rm1GallowsDiscovered to true>>
<center>------------------------
<html><br></html>
''THE GALLOWS''
<html><br></html>
------------------------</center>
<<set $CurrentRm to 1>><<if $Rm1OnGallows is true>><<display Rm1GallowsOnGallows>><<else>><</if>>The gallows are in the middle of a small island, surrounded by perfectly still water that mirrors the grey sky. Thick fog hides everything farther off.
<html><br><br></html>
Crows fly overhead, laughing with human voices.
<html><br><br></html>
<<if $Rm1CrowLanded is true>>
One crow has landed nearby and is looking at you.
<html><br><br></html>
<<else>>
<</if>>
---- ''ACTIONS'' ----
<html><br></html>
<<display Inventory>>
------ ''EXITS'' ------
<html><br></html>
<<if $Rm1OnGallows is true>>
[[East|Rm1TrappedByGallows]] is one end of the island, where you can see a boat dock.
<html><br></html>
[[West|Rm1TrappedByGallows]] is the other end of the island, capped by a tall tower.
<<else>>
[[East|Rm3LonelyTree]] is one end of the island, where you can see a boat dock.
<html><br></html>
[[West|Rm2BelltowerHill]] is the other end of the island, capped by a tall tower.
<</if>>
<</nobr>><<nobr>>
<<set $Rm2BelltowerHillDiscovered to true>>
<<set $LargeIslandSpotted to true>>
<center>------------------------
<html><br></html>
''BELLTOWER HILL''
<html><br></html>
------------------------</center>
<<set $CurrentRm to 2>>You are on a high hill at the western end of a small island. A bell tower looms overhead. Open to the elements, it is empty save for the bell and a rope hanging from it.
<html><br><br></html>
From up here, you can see a much larger island to the north. You also see, against the dim horizon, gigantic skeletons—the size of buildings—aimlessly wandering above the sea.
<html><br><br></html>
---- ''ACTIONS'' ----
<html><br></html>
<<display Inventory>>
------ ''EXITS'' ------
<html><br></html>
[[East|Rm1Gallows]] lies the rest of the island. A rocky cliff around the hill makes this the only exit.
<</nobr>><<nobr>>
<<set $Rm3LonelyTreeDiscovered to true>>
<center>------------------------
<html><br></html>
''LONELY TREE''
<html><br></html>
------------------------</center>
<<set $CurrentRm to 3>>You are near the east end of a small island; a lonely, stunted tree stands by the path.
<html><br><br></html>
<<if $Rm3HansStatus is not "Gone">><<display Rm3Hans>><<else>><</if>>
---- ''ACTIONS'' ----
<html><br></html>
<<display Inventory>>
------ ''EXITS'' ------
<html><br></html>
[[East|Rm4Dock]] is the east end of the island, where you can see a boat dock.
<html><br></html>
[[West|Rm1Gallows]] is a hilly end of the island; a gallows is near, a tower is far.
<</nobr>>You are hanging from your neck by a black rope, tied to a wooden gallows. It hurts—a lot.<html><br><br></html><<nobr>>
<<if $InLimbo is true or $InCombat is true>>
<<if $Rm9InTower is true>>
Time praying: $Rm9TimePrayed
<<else>><</if>>
<<else>>
<<display Map>>
<html><br><br><br><br><br><br><br><br><br><br><br></html>
<<if $FirstCombatEntered is true>>
Life points: $LifePoints
<html><br><br></html>
<<else>><</if>>
<</if>>
<CreativeCommonsNotice>This work is licensed under a <a rel="license" href="http://creativecommons.org/licenses/by-sa/3.0/">Creative Commons Attribution-ShareAlike 3.0 Unported License</a>.</CreativeCommonsNotice>
<</nobr>><<nobr>>
<<if $InCombat is true>>
Use your:
<html><br></html>
<<if $Rm8GotGreenKnightsSword is true>>
[[Attack (with sword)|CombatAttack]]
<<else>>
[[Attack (with fists)|CombatAttack]]
<</if>>
<html><br></html>
[[Defend|CombatDefend]]
<html><br><br></html>
<<else>>
<<if $Rm1OnGallows is not true>>
<<if $NumberOfCoins gt 0>>
Use your <<if $NumberOfCoins is 1>>
[[1 Coin|InventoryCoins]]
<<else>><</if>>
<<if $NumberOfCoins is 2>>
[[2 Coins|InventoryCoins]]
<<else>><</if>>
<<if $NumberOfCoins is 3>>
[[3 Coins|InventoryCoins]]
<<else>><</if>>
<<if $NumberOfCoins is 4>>
[[4 Coins|InventoryCoins]]
<<else>><</if>>
<<if $NumberOfCoins is 5>>
[[5 Coins|InventoryCoins]]
<<else>><</if>>
<<if $NumberOfCoins is 6>>
[[6 Coins|InventoryCoins]]
<<else>><</if>>
<<if $NumberOfCoins is 7>>
[[7 Coins|InventoryCoins]]
<<else>><</if>>
<<if $NumberOfCoins is 8>>
[[8 Coins|InventoryCoins]]
<<else>><</if>>
<html><br></html>
<<else>><</if>>
<<else>><</if>>
Use your [[hands/fists|InventoryHands]]
<html><br></html>
<<if $Rm8GotGreenKnightsSword is true>>
Use your [[sword|InventorySword]]
<html><br></html>
<<else>><</if>>
[[Speak|InventoryVoice]]
<html><br><br></html>
<</if>>
<</nobr>><<nobr>>
<<if $CurrentRm is 1>>
<<if $Rm1OnGallows is true>>
<<set $Rm1OnGallows to false>>
You manage to grab hold of the rope you're hanging from and pull. It resists—and then all at once loosens, dumping you to the ground and dissolving into strands that blow away in the wind.
<<if $NumberOfCoins gt 0>>
<html><br><br></html>
As you get to your feet, you realize you have $NumberOfCoins copper <<if $NumberOfCoins gt 1>>coins<<else>>coin<</if>> in your pocket.
<<else>><</if>>
<<else>>
<<if $Rm1CrowLanded is true>>
Do you want to [[grab the nearby crow|Rm1CrowGrabbedAt]]?
<<else>>
You see no use for your hands right now in this place.
<</if>>
<</if>>
<html><br></html>
<<display Rm1Gallows>>
<<else>><</if>>
<<if $CurrentRm is 2>>
Do you want to [[ring the bell|Rm2RingBell]]?
<html><br></html>
<<display Rm2BelltowerHill>>
<<else>><</if>>
<<if $CurrentRm is 3>>
<<if $Rm3HansStatus is "Gone">>
You see no use for your hands right now in this place.
<<else>>
Do you want to [[attack Hans|Rm3AttackHans]]?
<</if>>
<html><br></html>
<<display Rm3LonelyTree>>
<<else>><</if>>
<<if $CurrentRm is 4>>
Do you want to [[attack the boatman|Rm4AttackBoatman]]?
<<if $Rm7FranklinStatus is "Resurrected">>
<html><br></html>
Or [[attack the weeping man|Rm4AttackFranklin]]?
<<else>><</if>>
<html><br></html>
<<display Rm4Dock>>
<<else>><</if>>
<<if $CurrentRm is 5>>
Your hands are fully occupied with swimming; you see no other use for them right now in this place.
<html><br></html>
<<display Rm5StillWaters>>
<<else>><</if>>
<<if $CurrentRm is 6>>
You see no use for your hands right now in this place.
<html><br></html>
<<display Rm6Beach>>
<<else>><</if>>
<<if $CurrentRm is 7>>
<<if $Rm7FranklinStatus is "Dead">>
<<if $Rm7FranklinsCoins is "Taken">>
You see no use for your hands right now in this place.
<<else>>
Do you want to [[take the weeping man's coins?|Rm7TakeCoinsCorpse]]
<</if>>
<<else>><!--Else for {if $Rm7FranklinStatus is "Dead"}-->
<<if $Rm7FranklinStatus is "BeingStrangled">>
Your hands are currently around the weeping man's neck, and he's halfway dead.
<html><br></html>
Do you want to [[keep squeezing|Rm7KillingFranklin]]?
<html><br></html>
Or do you want to [[let go|Rm7StopStrangling]]?
<<else>><!--Else for {if $Rm7FranklinStatus is "BeingStrangled"}-->
<<if $Rm7FranklinsCoins is "Taken">>
<<else>>
Do you want to [[take the weeping man's coins|Rm7TakeCoins]]?
<html><br></html>
<</if>>
Do you want to [[attack the weeping man|Rm7StranglingFranklin]]?
<</if>><!--Closes out {if $Rm7FranklinStatus is "BeingStrangled"}-->
<</if>><!--Closes out {if $Rm7FranklinStatus is "Dead"}-->
<html><br></html>
<<display Rm7StoneOutcropping>>
<<else>><</if>> <!--Closes out {if $CurrentRm is 7}-->
<<if $CurrentRm is 8>>
<<if $Rm8GotGreenKnightsSword is true>>
The only thing to do with your hands right now in this place is to attack the green knight—and using your sword would be far more effective for that.
<<else>>
Do you want to [[attack the green knight|Rm8AttackKnight]]?
<</if>>
<html><br></html>
<<display Rm8Forest>>
<<else>><</if>>
<<if $CurrentRm is 9>>
Do you want to [[attack the blue knight|Rm9AttackKnight]]?
<html><br></html>
<<display Rm9Tower>>
<<else>><</if>>
<<if $CurrentRm is 10>>
Do you want to [[attack the people in line|Rm10AttackPeopleInLine]]?
<html><br></html>
<<display Rm10BaseOfHill>>
<<else>><</if>>
<<if $CurrentRm is 11>>
Do you want to [[attack the people in line|Rm11AttackFoiledByAngel]]?
<html><br></html>
Or [[attack the angel|Rm11AttackFoiledByAngel]]?
<html><br></html>
<<display Rm11Hilltop>>
<<else>><</if>>
<<if $CurrentRm is 12>>
<<if $Rm12AnikaStatus is "Gone">>
You see no use for your hands right now in this place.
<<else>>
<<if $Rm12AnikasCoinsTaken is true>>
Do you want to [[attack Anika|Rm12AttackAnika]]?
<<else>>
Do you want to [[take Anika's coins|Rm12TakeAnikasCoins]]?
<html><br></html>
Or [[attack her|Rm12AttackAnika]]?
<</if>>
<</if>>
<html><br></html>
<<display Rm12RockyShore>>
<<else>><</if>>
<<if $CurrentRm is 13>>
You see no use for your hands right now in this place.
<html><br></html>
<<display Rm13Point>>
<<else>><</if>>
<<if $CurrentRm is 14>>
You see no use for your hands right now in this place.
<html><br></html>
<<display Rm14HiddenPath>>
<<else>><</if>>
<<if $CurrentRm is 15>>
Your hands are fully occupied with swimming; you see no other use for them right now in this place.
<html><br></html>
<<display Rm15PlacidSea>>
<<else>><</if>>
<<if $CurrentRm is 16>>
<<if $Rm16DemonStatus is "Gone">>
You see no use for your hands right now in this place.
<<else>>
<<if $Rm8GotGreenKnightsSword is true>>
The only use you see for your hands right now in this place is attacking the smirking man—and it would make much more sense to use your sword.
<<else>>
Do you want to [[attack the smirking man|Rm16AttackDemon]]?
<</if>>
<</if>>
<html><br></html>
<<display Rm16IsleOfRuins>>
<<else>>
<</if>>
<<if $CurrentRm is 17>>
You see no use for your hands right now in this place.
<html><br></html>
<<display Rm17StrangeIsland>>
<<else>><</if>>
<</nobr>>You can't go anywhere when you're hanging from the gallows.
<<display Rm1Gallows>>$CombatSkeletonAttackCounter
Tracks how many times in Combat the skeleton has attacked. If it's more than three, the counter resets to zero and the skeleton's action changes to stumbling instead.
VALUES:
0–4
$CombatSkeletonMove
Tracks whether the skeleton is attacking you or stumbling in combat.
VALUES:
"Attack"/"Stumble"
$CombatSkeletonStumbleCounter
Tracks how many times in Combat the skeleton has stumbled. If it's more than three, the counter resets to zero and the skeleton's action changes to attacking instead.
VALUES:
0–4
$CurrentRm
Tracks where players are.
VALUES:
1-[top number of rooms]
$FinalFate
Tracks where players end up.
VALUES:
"Heaven" / "Hell" / "Life" / "LivingHell" / "Boatman" / "GreenKnight" / "Crow"
$FirstCombatEntered
Tracks whether the player has ever entered combat before. Necessary for controlling how life points are displayed.
VALUE:
true
$InCombat
Tracks if the player is in combat. Used for changing the StoryCaption.
VALUES:
true/false
$InLimbo
Tracks if the player is an in-between space—like pre-combat. Used for wiping out the StoryCaption.
VALUES:
true/false
$IsleOfRuinsSpotted
$LargeIslandSpotted
$StrangeIslandSpotted
Tracks if the player has seen the isle of ruins, the large island, and/or the strange island. Necessary in triggering how much of the map to show.
VALUE:
true
$LifePoints
Tracks how many life points the player has. Starts at 20.
VALUE:
20 down to nothing
$NumberOfCoins
Tracks how many coins the player has.
VALUES:
0/1/2/3/4/5/6/7/8
$SkeletonFollower
Tracks whether the player has picked up a skeleton follower in Rm5.
VALUES:
true/false
$Rm1GallowsDiscovered
$Rm2BelltowerHillDiscovered
$Rm3LonelyTreeDiscovered
$Rm4DockDiscovered
$Rm5StillWatersDiscovered
$Rm6BeachDiscovered
$Rm7StoneOutcroppingDiscovered
$Rm8ForestDiscovered
These variables track which rooms the player has discovered, and are important for the map.
Value:
true
$Rm1OnGallows
Tracks whether players are on the gallows or not in Rm1.
VALUES:
true/false
$Rm3HansStatus
Tracks the status of Hans in Rm3.
VALUES:
"NotYetMet"
"Confused"
"Upset"
"Gone"
$Rm3ToldHansIDontKnow
Tracks whether you've told Hans you don't know what's going on already, so that when you do it again it's tweaked to sound less repetitive.
VALUE:
true
$Rm3ToldHansRiddle
Tracks whether you've already asked Hans for help on the riddle, to prevent repetition.
VALUE:
true
$Rm4CharonPaid
Tracks how many coins the player gives Charon in Rm4Dock. (Different from $Rm4CharonsCoins so we can have language where Charon refuses further coins.)
VALUES:
1/2
$Rm4CharonsCoins
Tracks how many coins Charon has. At 2, Charon welcomes the player aboard the boat and refuses any more coins. When the player rides the boat, the value resets to 0.
VALUES:
0/1/2
$Rm7FranklinsCoins
Tracks whether the player has taken Franklin's coins or not.
VALUE:
"Taken"
$Rm7FranklinStatus
Tracks all the different states of Franklin AKA "the weeping man."
VALUES:
"NotYetMet"
"Desperate"
"Ready"
"BeingStrangled"
"Frustrated"
"Dead"
"Resurrected"
$Rm7or4ToldFranklinRiddle
Tracks whether you've already asked Franklin about the riddle, to prevent repetition.
VALUE:
true
$Rm8KnightWontGiveSword
Tracks whether the player has told the green knight too much, meaning the knight will never give out his sword.
VALUE:
true
$Rm8GotGreenKnightsSword
Tracks whether the player has gotten the green knight's sword or not.
VALUE:
true
$Rm8PlayerGuess
Tracks what the player guesses as the answer to the riddle.
VALUES:
[user-generated]
$Rm8RiddleAnswered
Tracks whether the player has correctly input the answer to the riddle or not.
VALUES:
true
$Rm8RiddleDiscovered
Tracks whether the green knight has asked the player his riddle or not.
VALUE:
true
$Rm8RiddleMentioned
Tracks whether the riddle has been mentioned by the knight yet in Rm8, to prevent repetition.
VALUES:
true
$Rm9InTower
Tracks whether the player is in the tower praying or not, as part of making StoryCaption display correctly.
VALUES:
true/false
$Rm9SalvationFound
Tracks whether the player has completed their prayer commitment or not.
VALUE:
true
$Rm9TimePrayed
Tracks how long the player has prayed inside the tower.
VALUES:
[strings that match the times marked in the passage names]
$Rm10LineNoticed
Tracks whether players have noticed the line up the hill yet or not; makes joining the line again smoother at Rm10BaseOfHill.
VALUE:
true
$Rm11AngelsJudgment
Tracks whether the angel has judged the player as worthy of heaven (if
$Rm9SalvationFound is true) or hell. Needs to be a separate variable than
$Rm9SalvationFound in case that variable changes between player visits to the angel, and also both values are checked against so that the angel recognizes them when they return.
VALUES:
"Heaven" / "Hell"
$Rm11PlaceInLine
Tracks whether players are in line or not at Rm11Hilltop. They need to get in line for the angel to judge them.
VALUES:
"FrontOfLine" / "NotInLine"
$Rm12AnikasCoinsTaken
Tracks whether you've taken Anika's coins in Rm12RockyShore or not.
VALUE:
true
$Rm12AnikaExplained
Tracks whether Anika has explained what she wants the player to do. Helps prevent repetition while also making sure the player sees it.
VALUE:
true
$Rm12AnikaStatus
Tracks where you are in talking to Anika.
VALUES:
"NotYetMet" / "Nervous" / "Hopeful" / "Confident" / "Gone"
$Rm12ToldAnikaRiddle
Tracks whether you've already asked Anika about the riddle, to prevent repetition.
VALUE:
true
$Rm16AnikasMessageGiven
Tracks if the player passed Anika's message on to her sister or not.
VALUE:
true
$Rm16DealForSoulExplained
Tracks whether you've already asked the demon about his first deal.
VALUE:
true
$Rm16DemonDismissesSoulsImportant
Tracks whether you've already asked the demon about why he wants your soul, to mitigate repetition.
VALUE:
true
$Rm16DemonExplainedSelf
Tracks whether you've already asked the demon about who he is, to mitigate repetition.
VALUE:
true
$Rm16DemonExplainedSword
Tracks whether you've already asked the demon about the green knight's sword, to mitigate repetition.
VALUE:
true
$Rm16DemonStatus
Tracks what stage you're at in the demon conversation.
VALUES:
"NotYetMet" / "Smirking" / "Conniving" / "Angry" / "Gone"
$Rm17AngelsBlessing
Tracks whether the player has the angel's blessing in Rm17 or not (required to kill the giant skeleton, acquired when its life goes below 2350.)
VALUE:
true
$Rm17Combat
Tracks whether the player is in combat with the giant skeleton in Rm17StrangeIsland, or real combat, as they route through some of the same passages but in different ways.
VALUES:
true / false
$Rm17GiantSkeletonAttack
Tracks how powerful the giant skeleton's attack is.
VALUES:
"229" / "243" / "234" / "241" / "257" / "258" / "261" / "283" / "293" / "312"
$Rm17GiantSkeletonAwokenBy
Tracks how the player wakes up the giant skeleton in Rm17StrangeIsland.
VALUES:
"Leaving" / "Shouting"
$Rm17GiantSkeletonDamage
Tracks how much damage the player did to the giant skeleton in the Ending passage.
VALUE:
[Determined by subtracting $Rm17GiantSkeletonLife from $Rm17GiantSkeletonFirstLife]
$Rm17GiantSkeletonFirstLife
Tracks the starting value of the giant skeleton's life. This is necessary to compute $Rm17GiantSkeletonDamage in the Ending passage.
VALUE:
2450
$Rm17GiantSkeletonKilled
Tracks whether the player has killed the Giant Skeleton in Rm17.
VALUE:
true
$Rm17GiantSkeletonLife
Tracks the giant skeleton's life points.
VALUES:
Starts at 2450
$RmRm18PoolOfBoneDiscovered
Tracks whether the player has been to Rm18 (which Rm17 turns into after the player kills the Giant Skeleton).
VALUE:
true<<nobr>>
<<if $CurrentRm is 1>>
<<if $Rm1OnGallows is true>>You shout at the sky, and the crows laugh louder in response. "Get down from there," one shouts, "and maybe we'll talk to you."
<<else>>
<<if $Rm1CrowLanded is true>>
You shout at the sky, and the crow nearby says again, "I can get you out of here—but it will cost you two copper coins."
<<else>>
<<set $Rm1CrowLanded to true>>You shout at the sky, the crows laugh louder in response—and one drops to the ground and looks up at you.
<html><br><br></html>
"I can get you out of here," it says. "But it costs two copper coins."
<</if>><</if>>
<html><br></html>
<<display Rm1Gallows>>
<<else>>
<</if>>
<<if $CurrentRm is 2>>
You shout at the sky, but that seems to have no purpose right now in this place.
<html><br></html>
<<display Rm2BelltowerHill>>
<<else>><</if>>
<<if $CurrentRm is 3>>
<<if $Rm3HansStatus is"Gone">>
You shout at the sky, but that seems to have no purpose right now in this place.
<<else>>
<<if $Rm3HansStatus is "Upset">>
Hans doesn't seem to want to hear any more from you—and shouting will just disturb him.
<<else>>
Do you want to talk to Hans?
<html><br></html>
[[Say "We're dead."|Rm3HansWereDead]]
<html><br></html>
<<if $Rm3ToldHansIDontKnow is true>>
[[Tell him again, "I don't know what's going on."|Rm3HansIDontKnow]]
<<else>>
[[Tell him, "I don't know what's going on."|Rm3HansIDontKnow]]
<</if>>
<<if $Rm8RiddleDiscovered is true and $Rm8RiddleAnswered isnot true>>
<html><br></html>
[[Ask him about the green knight's riddle.|Rm3HansRiddleHelp]]
<<else>><</if>>
<</if>>
<</if>>
<html><br></html>
<<display Rm3LonelyTree>>
<<else>><</if>>
<<if $CurrentRm is 4>>
Do you want to talk to the boatman?
<html><br></html>
[[Ask "What do you want for passage?"|Rm4SilentBoatman]]
<html><br></html>
[[Ask "Who are you?"|Rm4SilentBoatman]]
<html><br></html>
<<if $Rm7FranklinStatus is "Resurrected">>
<html><br></html>
Or do you want to talk to the weeping man?
<html><br></html>
[[Ask "How did you get here?"|Rm4FranklinHowHeCameBack]]
<html><br></html>
[[Ask "Why don't you get on the boat?"|Rm4FranklinTooFrightened]]
<<if $Rm8RiddleDiscovered is true and $Rm8RiddleAnswered isnot true>>
<html><br></html>
[[Ask him about the green knight's riddle.|Rm4FranklinRiddleHelp]]
<<else>><</if>>
<html><br></html>
<<else>><</if>>
<<display Rm4Dock>>
<<else>><</if>>
<<if $CurrentRm is 5>>
You shout at the sky, but that seems to have no purpose right now in this place.
<html><br></html>
<<display Rm5StillWaters>>
<<else>><</if>>
<<if $CurrentRm is 6>>
You shout at the sky, but that seems to have no purpose right now in this place.
<html><br></html>
<<display Rm6Beach>>
<<else>><</if>>
<<if $CurrentRm is 7>>
<<if $Rm7FranklinStatus is "Dead">>
You shout at the sky, but that seems to have no purpose right now in this place.
<<else>>
<<if $Rm7FranklinStatus is "BeingStrangled">>
The only person to speak to here is the weeping man, and he can't talk because you're strangling him.
<html><br></html>
Do you want to [[let go|Rm7StopStrangling]]?
<html><br></html>
Or [[keep squeezing|Rm7KillingFranklin]]?
<<else>>
Do you want to talk to the weeping man?
<html><br></html>
[[Ask "Why do you want to die?"|Rm7WhatFranklinSaw]]
<html><br></html>
[[Tell him, "I won't kill you."|Rm7FranklinSpurned]]
<<if $Rm8RiddleDiscovered is true and $Rm8RiddleAnswered isnot true>>
<html><br></html>
[[Ask him about the green knight's riddle.|Rm7FranklinRiddleHelp]]
<<else>><</if>>
<</if>>
<</if>>
<html><br></html>
<<display Rm7StoneOutcropping>>
<<else>><</if>>
<<if $CurrentRm is 8>>
Do you want to talk to the green knight?
<html><br></html>
<<if $Rm8RiddleAnswered is true>>
[[Ask, "Who tasked you with guarding this place?"|Rm8KnightHasNoMemory]]
<html><br></html>
[[Ask, "Can you help me? I have need for a knight."|Rm8KnightCannotLeave]]
<<else>>
[[Ask, "What lies on the other side of the forest?"|Rm8AskWhatLiesBeyond]]
<html><br></html>
<<if $Rm8RiddleMentioned is true>>
[[Ask, "What is the riddle I must answer?"|Rm8Riddle]]
<<else>>
[[Ask, "May I pass you?"|Rm8AskToPass]]
<</if>>
<<if $Rm8RiddleDiscovered is true>>
<html><br></html>
[[Attempt to answer the riddle.|Rm8GuessRiddle]]
<<else>>
<</if>>
<</if>>
<<if $Rm16DemonStatus is "Conniving" and $Rm8GotGreenKnightsSword isnot true>>
<html><br></html>
[[Ask, "Will you give me your sword?"|Rm8AskForSword]]
<<else>><</if>>
<html><br></html>
<<display Rm8Forest>>
<<else>><</if>>
<<if $CurrentRm is 9>>
Do you want to talk to the blue knight?
<html><br></html>
<<if $Rm9SalvationFound is true>>
[[Ask, "Can you heal me?"|Rm9AskForHealing]]
<html><br></html>
[[Ask, "Have I been achieved salvation?"|Rm9AskAboutSalvation]]
<<else>>
[[Ask "What is this place?"|Rm9WhatIsThisPlace]]
<html><br></html>
[[Ask, "May I enter the tower?"|Rm9MayIEnter]]
<</if>>
<html><br></html>
<<display Rm9Tower>>
<<else>><</if>>
<<if $CurrentRm is 10>>
Do you want to talk to the people in line?
<html><br></html>
[[Ask, "Who are you people?"|Rm10AskWhoEveryoneIs]]
<html><br></html>
[[Ask, "What are you lining up for?"|Rm10AskAboutLine]]
<html><br></html>
<<display Rm10BaseOfHill>>
<<else>><</if>>
<<if $CurrentRm is 11>>
Do you want to talk to the angel?
<html><br></html>
[[Ask, "Who are you?"|Rm11AskWhoAngelIs]]
<html><br></html>
[[Ask, "What are you doing?"|Rm11AskWhatAngelIsDoing]]
<html><br></html>
<<display Rm11Hilltop>>
<<else>><</if>>
<<if $CurrentRm is 12>>
<<if $Rm12AnikaStatus is "Gone">>
You shout at the sky, but that seems to have no purpose right now in this place.
<<else>>
Do you want to talk to Anika?
<html><br></html>
[[Ask, "Who are you?"|Rm12AskAnikaWhoSheIs]]
<html><br></html>
[[Ask, "Why do you need help?"|Rm12AskAnikaWhySheNeedsHelp]]
<<if $Rm8RiddleDiscovered is true and $Rm8RiddleAnswered isnot true>>
<html><br></html>
[[Ask her about the green knight's riddle.|Rm12AnikaRiddleHelp]]
<<else>><</if>>
<</if>>
<html><br></html>
<<display Rm12RockyShore>>
<<else>><</if>>
<<if $CurrentRm is 13>>
You shout at the sky, but that seems to have no purpose right now in this place.
<html><br></html>
<<display Rm13Point>>
<<else>><</if>>
<<if $CurrentRm is 14>>
You shout at the sky, but that seems to have no purpose right now in this place.
<html><br></html>
<<display Rm14HiddenPath>>
<<else>><</if>>
<<if $CurrentRm is 15>>
You shout at the sky, but that seems to have no purpose right now in this place.
<html><br></html>
<<display Rm15PlacidSea>>
<<else>><</if>>
<<if $CurrentRm is 16>>
<<if $Rm16DemonStatus is "Gone">>
You shout at the sky, but that seems to have no purpose right now in this place.
<<else>>
Do you want to talk to the smirking man?
<html><br></html>
<<if $Rm16DemonStatus is "Smirking">>
<<if $Rm16DemonExplainedSelf is true>>
<<else>>
[[Ask, "Who are you?"|Rm16DemonExplainsSelf]]
<html><br></html>
<</if>>
<<if $Rm16DealForSoulExplained is true>>
<<if $Rm16DemonDismissesSoulsImportant is true>>
[[Say, "I still don't think it sounds like a fair deal."|Rm16DemonDefendsDeal]]
<<else>>
[[Say, "It doesn't sound like a fair deal."|Rm16DemonDefendsDeal]]
<</if>>
<html><br></html>
[[Say, "I'll do it."|Rm16MakeFirstDeal]]
<html><br></html>
[[Say, "I'll never give up my soul to you."|Rm16TurnDownFirstDeal]]
<<else>>
[[Ask, "What's the deal you want to make?"|Rm16DemonExplainsDeal]]
<</if>>
<<else>><</if>><!--Closes "if $Rm16DemonStatus is "Smirking""-->
<<if $Rm16DemonStatus is "Conniving">>
<<if $Rm8GotGreenKnightsSword is true>><<else>>
[[Ask, "Why would the green knight give me his sword?"|Rm16AskAboutSword]]
<html><br></html>
<</if>>
[[Ask, "Why should I kill the angel?"|Rm16WhyKillAngel]]
<<else>><</if>><!--Closes "if $Rm16DemonStatus is "Conniving""-->
<</if>>
<html><br></html>
<<display Rm16IsleOfRuins>>
<<else>><</if>>
<<if $CurrentRm is 17>>
<<set $Rm17GiantSkeletonAwokenBy to "Shouting">>
<<display Rm17PreCombat>>
<<else>><</if>>
<</nobr>><<nobr>>
<<if $CurrentRm is 1>>
<<if $Rm1CrowLanded is true>>
Do you want to [[give two coins to the crow|Rm1CrowPaid]]?
<<else>>
You see no use for your coins right now in this place.
<</if>>
<html><br></html>
<<display Rm1Gallows>>
<<else>>
<</if>>
<<if $CurrentRm is 2>>
You see no use for your coins right now in this place.
<html><br></html>
<<display Rm2BelltowerHill>>
<<else>>
<</if>>
<<if $CurrentRm is 3>>
You see no use for your coins right now in this place.
<html><br></html>
<<display Rm3LonelyTree>>
<<else>>
<</if>>
<<if $CurrentRm is 4>>
Do you want to [[give one coin to the boatman|Rm4CharonPaid][$Rm4CharonPaid to "1"]]?
<<if $NumberOfCoins gt 1>>
Or perhaps [[two coins|Rm4CharonPaid][$Rm4CharonPaid to "2"]]?
<<else>><</if>>
<html><br></html>
<<display Rm4Dock>>
<<else>>
<</if>>
<<if $CurrentRm is 5>>
You see no use for your coins right now in this place.
<html><br></html>
<<display Rm5StillWaters>>
<<else>>
<</if>>
<<if $CurrentRm is 6>>
You see no use for your coins right now in this place.
<html><br></html>
<<display Rm6Beach>>
<<else>>
<</if>>
<<if $CurrentRm is 7>>
<<if $Rm7FranklinStatus is "BeingStrangled">>
You're busy strangling the weeping man to fish out your coins.
<html><br></html>
Do you want to [[let go|Rm7StopStrangling]]?
<html><br></html>
Or [[keep squeezing|Rm7KillingFranklin]]?
<<else>>
You see no use for your coins right now in this place.
<</if>>
<html><br></html>
<<display Rm7StoneOutcropping>>
<<else>>
<</if>>
<<if $CurrentRm is 8>>
The green knight shows no interest in your coins, and you see no other use for them right now in this place.
<html><br></html>
<<display Rm8Forest>>
<<else>>
<</if>>
<<if $CurrentRm is 9>>
The blue knight shows no interest in your coins, and you see no other use for them right now in this place.
<html><br></html>
<<display Rm9Tower>>
<<else>>
<</if>>
<<if $CurrentRm is 10>>
You see no use for your coins right now in this place.
<html><br></html>
<<display Rm10BaseOfHill>>
<<else>>
<</if>>
<<if $CurrentRm is 11>>
No one here shows the slightest interest in your coins.
<html><br></html>
<<display Rm11Hilltop>>
<<else>>
<</if>>
<<if $CurrentRm is 12>>
<<if $Rm12AnikaStatus is "Gone">>
You see no use for your coins right now in this place.
<<else>>
Anika shrugs at the sight of your coins, and you see no other use for them right now in this place.
<</if>>
<html><br></html>
<<display Rm12RockyShore>>
<<else>>
<</if>>
<<if $CurrentRm is 13>>
You see no use for your coins right now in this place.
<html><br></html>
<<display Rm13Point>>
<<else>>
<</if>>
<<if $CurrentRm is 14>>
You see no use for your coins right now in this place.
<html><br></html>
<<display Rm14HiddenPath>>
<<else>>
<</if>>
<<if $CurrentRm is 15>>
You see no use for your coins right now in this place.
<html><br></html>
<<display Rm15PlacidSea>>
<<else>>
<</if>>
<<if $CurrentRm is 16>>
<<if $Rm16DemonStatus is "Gone">>
You see no use for your coins right now in this place.
<<else>>
The smirking man eyes your coins, then shakes his head, as if to say, "Too few for me to care about."
<</if>>
<html><br></html>
<<display Rm16IsleOfRuins>>
<<else>>
<</if>>
<<if $CurrentRm is 17>>
You see no use for your coins right now in this place.
<html><br></html>
<<display Rm17StrangeIsland>>
<<else>>
<</if>>
<</nobr>><<set $NumberOfCoins -= 2>><<set $InLimbo to true>><<set $LargeIslandSpotted to true>>The crow gulps down the coins and begins to grow. It shrieks in what you first think is terror, but then you recognize it's delight.
In moments, the crow is your size. "Thank you," it shouts as it grows to twice your size, then even larger.
"THAAANK YOOOUUU," it bellows. It leans down, grabs you in its beak, and flies you into the sky.
You fly north to a larger island, and then you are falling toward trees, their branches breaking your speed as you tumble to the ground and into darkness.
After some unknown amount of time, you awaken and [[look around...|Rm8Forest][$InLimbo to false]]
<<set $Rm1CrowLanded to false>>You lunge at the crow, who leaps up into the air and flies away laughing.
<<display Rm1Gallows>>
Rm1Gallows
Rm2BelltowerHill
Rm3LonelyTree
Rm4Dock
Rm5StillWaters
Rm6Beach
Rm7StoneOutcropping
Rm8Forest
Rm10BaseOfHill
Rm17StrangeIsland<<nobr>>
<<set $Rm4DockDiscovered to true>>
<<set $StrangeIslandSpotted to true>>
<center>------------------------
<html><br></html>
''DOCK''
<html><br></html>
------------------------</center>
<<set $CurrentRm to 4>>You are on the low, eastern point of a small island. There's a boat docked here, and a tall, withered boatman in a grey cloak stands beside it.
<<if $Rm4CharonsCoins is 2>>
He holds an arm wide, welcoming you onto the boat.
<<else>>
He holds out his hand to you, palm up.
<</if>>
<html><br><br></html>
<<if $Rm17GiantSkeletonKilled is true>>
Across the water lies a large island to the north.
<<else>>
Across the water lie two islands, a large one to the north and a much smaller one to the east.
<</if>>
<html><br><br></html>
<<if $Rm7FranklinStatus is "Resurrected">>
<<display Rm4Franklin>>
<html><br><br></html>
<<else>><</if>>
---- ''ACTIONS'' ----
<html><br></html>
<<display Inventory>>
------ ''EXITS'' ------
<html><br></html>
<<if $Rm4CharonsCoins is 2>>
[[North|Rm6BeachArrival][$Rm6ArrivedByBoat to true]] lies the boat, with the boatman gesturing for you to board.
<<else>>
[[North|Rm4BarredEntry]] lies the boat, but the boatman stands before it, hand out.
<</if>>
<html><br></html>
<<if $Rm17GiantSkeletonKilled is true>>
[[Northeast|Rm4Hesitation]] lies the sea; the large island to the north looks like it's within swimmable distance.
<<else>>
[[Northeast|Rm4Hesitation]] lies the sea; both the large island to the north and a smaller one to the east look like they're within swimmable distance.
<</if>>
<html><br></html>
[[West|Rm3LonelyTree]] lies the rest of the island.
<</nobr>><<nobr>>
<<if $Rm3HansStatus is "NotYetMet">>
<<set $Rm3HansStatus to "Confused">>
There is a confused-looking man here. "I'm Hans," he says. "I was repairing the roof of the cathedral just a second ago.... Now I'm here, with just two copper coins in my pocket. I'll give them to you if you tell me what's going on."
<html><br><br></html>
<<else>>
<<if $Rm3HansStatus is "Confused">>
The man named Hans is here, holding his two coins out to you. "These are yours if you just tell me what's going on."
<html><br><br></html>
<<else>><</if>>
<<if $Rm3HansStatus is "Upset">>
Hans is here, upset that you told him you're both dead. He sits with his back to you, and you hear what sounds like sobbing.
<html><br><br></html>
<<else>><</if>>
<</if>>
<</nobr>><<nobr>>
<<set $Rm3HansStatus to "Upset">>Hans draws back in alarm. "That can't be right." He shakes his head. "No, this must be a dream, or I've lost my memory. You're lying. But still...." He reluctantly tosses you the coins.<<set $NumberOfCoins += 2>> "A deal's a deal. Now please go away."
<html><br><br></html>
Hans turns his back to you.
<html><br></html>
<<display Rm3LonelyTree>>
<</nobr>><<nobr>>
<<if $Rm3ToldHansIDontKnow is true>>
Hans sighs. "I heard you the first time. I'm sorry, but I think I should keep these coins for someone else who can help me." He cranes his neck to look down the path—but still seems hopeful you might tell him something substantial.
<<else>>
<<set $Rm3ToldHansIDontKnow to true>>
Hans nods distantly. "Oh, okay. I guess that makes two of us. I'm sorry, but I think I should keep these coins for someone else who can help me." He cranes his neck to look down the path—but still seems hopeful you might tell him something substantial.
<</if>>
<html><br></html>
<<display Rm3LonelyTree>>
<</nobr>><<nobr>>
<<set $Rm1OnGallows to false>><!--This is necessary to have coins display properly in the sidebar.-->
<!--The below can be copied from "Start", but delete the $Rm1OnGallows entry-->
<<set $LifePoints to 20>><<set $NumberOfCoins to 2>><<set $Rm3HansStatus to "NotYetMet">><<set $Rm4CharonsCoins to 0>><<set $Rm7FranklinStatus to "NotYetMet">><<set $Rm12AnikaStatus to "NotYetMet">><<set $Rm16DemonStatus to "NotYetMet">><<set $Rm16SmirkingManLife to 20>><<set $Rm17GiantSkeletonLife to 2450>>
<<set $Rm8GotGreenKnightsSword to true>>
<</nobr>><<display Rm17StrangeIsland>>The boatman wordlessly but firmly blocks you from the boat with his long oar.
<<display Rm4Dock>><<nobr>>
<<set $Rm5StillWatersDiscovered to true>>
<center>------------------------
<html><br></html>
''STILL WATERS''
<html><br></html>
------------------------</center>
<<set $CurrentRm to 5>>You are swimming in totally still water that exactly matches your body temperature. The surface is perfectly reflective—a mirror—and you can't shake the feeling that something below is watching you.
<<set $SkeletonFollower to true>>
<html><br><br></html>
---- ''ACTIONS'' ----
<html><br></html>
<<display Inventory>>
------ ''EXITS'' ------
<html><br></html>
[[North|PreCombat][$CurrentRm to 6]] is a white beach on a large island.
<html><br></html>
<<if $Rm17GiantSkeletonKilled is true>>
[[Southeast|Rm18PoolOfBone]] will bring you to what looks like a floating area of debris.
<<else>>
[[Southeast|Rm17StrangeIsland]] will bring you to a very small, very smooth island.
<</if>>
<html><br></html>
[[Southwest|PreCombat][$CurrentRm to 4]] lies the dock on a small island.
<</nobr>><<nobr>>
<<if $Rm4CharonsCoins eq 2>>
The boatman ignores your proffered coins, and gestures for you to board the boat.
<<else>>
<<if $Rm4CharonPaid eq 1>>
<<set $Rm4CharonsCoins += 1>>
The boatman takes the coin.
<<set $NumberOfCoins -= 1>>
<<else>><</if>>
<<if $Rm4CharonPaid eq 2>>
<<if $Rm4CharonsCoins eq 1>>
The boatman takes one coin, and returns the other to you.
<<set $NumberOfCoins -= 1>>
<<set $Rm4CharonsCoins += 1>>
<<else>>
The boatman takes the coins.
<<set $NumberOfCoins -= 2>>
<<set $Rm4CharonsCoins += 2>>
<</if>>
<<else>><</if>>
<<if $Rm4CharonsCoins eq 2>>
He gestures for you to board the boat.
<<else>>
He holds his hand out to you again.
<</if>>
<</if>>
<html><br></html>
<<display Rm4Dock>>
<</nobr>><<nobr>>
<<if $Rm6ArrivedByBoat is true>>
<<set $Rm6ArrivedByBoat to false>>
<<set $Rm4CharonsCoins -=2>>
You step onto the boat, and the boatman silently, instantly rows you out onto the calm sea. In moments you've arrived at the large island to the north.
<html><br><br></html>
The boatman gestures to the beach, and you feel compelled to exit quickly. As soon as you're out of the boat, it silently glides away.
<<else>>
<html><br></html>
You come ashore, wet and bedraggled from your experience.
<</if>>
<html><br></html>
<</nobr>><<display Rm6Beach>>The boatman does not acknowledge your question in any way.
<<display Rm4Dock>>You hesitate at the edge of the sea. The waters are totally still, and as reflective as a mirror. What could wait in their unseen depths?
Dare you [[swim into them|Rm5StillWaters]]?
<<display Rm4Dock>><<nobr>>
<<set $Rm17StrangeIslandDiscovered to true>>
<<set $SkeletonFollower to false>>
<center>------------------------
<html><br></html>
''STRANGE ISLAND''
<html><br></html>
------------------------</center>
<<set $CurrentRm to 17>>
You are on a white, smooth, featureless island. It's like a house-sized bump in the water.
<html><br><br></html>
---- ''ACTIONS'' ----
<html><br></html>
<<display Inventory>>
------ ''EXITS'' ------
<html><br></html>
[[West|Rm17PreCombat][$Rm17GiantSkeletonAwokenBy to "Leaving"]] lies the sea; both the small island to the southwest and the larger one to the northwest look like they're within swimmable distance.
<</nobr>><<nobr>>
<<set $CombatSkeletonAttackCounter to 0>>
<<set $CombatSkeletonStumbleCounter to 0>>
<<set $InLimbo to true>>
<<set $SkeletonFollower to false>>
<<set $SkeletonLife to 20>>
<<if $FirstCombatEntered is true>>
<<else>>
<<set $FirstCombatEntered to true>>
<</if>>
Just before you reach solid land, something grabs your ankle and pulls you back.
<html><br><br></html>
You turn to see an undead skeleton rising from the water. Its eyes are empty, its spirit clearly bent on dragging you to the depths to join it. It will understand only [[combat|CombatIntro][$InCombat to true, $InLimbo to false]].
<</nobr>><<nobr>>
<<set $CombatSkeletonMove to either("Attack", "Attack", "Stumble")>>
<<if $CombatSkeletonMove is "Attack">>
<<set $CombatSkeletonStumbleCounter to 0>>
<<set $CombatSkeletonAttackCounter += 1>>
<<if $CombatSkeletonAttackCounter gt 3>>
<<set $CombatSkeletonAttackCounter to 0>>
<<set $CombatSkeletonMove to "Stumble">>
<<else>>
<</if>>
<<else>>
<<set $CombatSkeletonAttackCounter to 0>>
<<set $CombatSkeletonStumbleCounter += 1>>
<<if $CombatSkeletonStumbleCounter gt 3>>
<<set $CombatSkeletonStumbleCounter to 0>>
<<set $CombatSkeletonMove to "Attack">>
<<else>>
<</if>>
<</if>>
<html><br></html>
As you ready for an attack,
<<if $CombatSkeletonMove is "Attack">>the skeleton rears back to swipe at you.<<else>>the skeleton stumbles in the wet sand.<</if>>
<html><br></html>
<center>------------------------
<html><br></html>
''COMBAT''
<html><br></html>
------------------------</center>
You are standing in shallow water, facing an undead skeleton that seems determined to drag you into the sea.
<html><br><br></html>
Your life points: $LifePoints
<html><br></html>
Skeleton's life points: $SkeletonLife
<html><br><br></html>
---- ''ACTIONS'' ----
<html><br></html>
<<display Inventory>>
------ ''EXITS'' ------
<html><br></html>
<<if $CurrentRm is 4>>
[[South|CombatFlee]]
<<else>><</if>>
<<if $CurrentRm is 6>>
[[North|CombatFlee]]
<<else>><</if>>
<<if $CurrentRm is 12>>
[[South|CombatFlee]]
<<else>><</if>>
<<if $CurrentRm is 16>>
[[North|CombatFlee]]
<<else>><</if>>
is dry land, but dare you turn your back on the skeleton?
<</nobr>><<nobr>>
<<if $Rm17Combat is true>>
<<if $Rm17AngelsBlessing is true>>
<<display Rm17DefeatGiantSkeleton>>
<<else>>
<<display Rm17CombatAttack>>
<</if>>
<<else>>
<<if $Rm16Combat is true>>
<<display Rm16CombatAttack>>
<<else>>
<<if $Rm8GotGreenKnightsSword is true>>
<<set $PlayerAttack to either("17", "18", "19")>>
<<else>>
<<set $PlayerAttack to either("3", "4", "5")>>
<</if>>
<<set $SkeletonLife -=$PlayerAttack>>
You attack <<if $Rm8GotGreenKnightsSword is true>>with your sword <<else>><</if>>for $PlayerAttack
<<if $PlayerAttack gt 1>>
points
<<else>>
point
<</if>>
of damage!
<<if $CombatSkeletonMove is "Stumble">>
<<if $SkeletonLife lte 0>>
You defeated the skeleton. Its broken bones fall into the surf and you are able to leave the sea.
<<set $InCombat to false>>
<html><br></html>
<<if $CurrentRm is 4>>
<<display Rm4Dock>>
<<else>><</if>>
<<if $CurrentRm is 6>>
<<display Rm6BeachArrival>>
<<else>><</if>>
<<if $CurrentRm is 12>>
<<display Rm12RockyShore>>
<<else>><</if>>
<<if $CurrentRm is 16>>
<<display Rm16IsleOfRuins>>
<<else>><</if>>
<<else>>
The skeleton, already imbalanced, simply takes the hit before recovering.
<html><br></html>
<<display Combat>>
<</if>>
<<else>>
<<if $SkeletonLife lte 0>>
You defeated the skeleton. Its broken bones fall into the surf and you are able to leave the sea.
<<set $InCombat to false>>
<html><br></html>
<<if $CurrentRm is 4>>
<<display Rm4Dock>>
<<else>><</if>>
<<if $CurrentRm is 6>>
<<display Rm6BeachArrival>>
<<else>><</if>>
<<if $CurrentRm is 12>>
<<display Rm12RockyShore>>
<<else>><</if>>
<<if $CurrentRm is 16>>
<<display Rm16IsleOfRuins>>
<<else>><</if>>
<<else>>
<<set $SkeletonAttack to either("5", "6")>>
<<set $LifePoints -=$SkeletonAttack>>
The skeleton strikes back, doing $SkeletonAttack
<<if $SkeletonAttack gt 1>>
points
<<else>>
point
<</if>>
of damage to you.
<<if $LifePoints gt 0>>
<html><br></html>
<<display Combat>>
<<else>>
<html><br><br></html>
<<set $InCombat to false>>
<<set $InLimbo to true>>
The skeleton's attack drains the last of your life away. Not for the first time, you feel [[death grip you...|Death]]
<</if>>
<</if>>
<</if>>
<</if>> <!--Closing out "if $Rm16Combat is true"-->
<</if>> <!--Closing out "if $Rm17Combat is true"-->
<</nobr>><<nobr>>
<<if $Rm17Combat is true>>
<<display Rm17CombatDefend>>
<<else>>
<<if $Rm16Combat is true>>
<<display Rm16CombatDefend>>
<<else>>
<<if $CombatSkeletonMove is "Attack">>
<<set $SkeletonAttack to either("1", "2")>>
<<set $LifePoints -=$SkeletonAttack>>
The skeleton strikes, but your defense keeps its attack to only $SkeletonAttack
<<if $SkeletonAttack gt 1>>
points
<<else>>
point
<</if>>
of damage to you.
<<else>>
<<if $CombatSkeletonMove is "Stumble">>
You defend and the skeleton, instead of attacking, takes the moment to recover its stance.
<<else>><</if>>
<</if>>
<<if $LifePoints gt 0>>
<html><br></html>
<<display Combat>>
<<else>>
<html><br><br></html>
<<set $InCombat to false>>
<<set $InLimbo to true>>
The skeleton's attack drains the last of your life away. Not for the first time, you feel [[death grip you...|Death]]
<</if>>
<</if>>
<</if>>
<</nobr>>You <<if $Rm8GotGreenKnightsSword is true>>raise your sword <<else>>clench your fists<</if>> and face down your undead opponent.
<<display Combat>><<set $LifePoints to 20>><<set $Rm1OnGallows to true>><<set $InLimbo to false>>You awaken to the sound of bells—and remember dying.
You are dead. Again.
But your progress on the isles of the dead has been preserved.
<<display Rm1Gallows>><<nobr>>
<<set $SkeletonAttack to either("4", "5", "6")>>
<<set $LifePoints -=$SkeletonAttack>>
As soon as you turn your back on it, the skeleton slashes at you for $SkeletonAttack
<<if $SkeletonAttack gt 1>>
points
<<else>>
point
<</if>>
of damage.
<<if $LifePoints gt 0>>
<<set $CombatFleeSuccess to either("true", "false", "false")>>
<<if $CombatFleeSuccess is "true">>
<html><br><br></html>
Still, you manage to escape to dry land, where it does not follow. You watch it sink back into the sea.
<<set $InCombat to false>>
<html><br></html>
<<if $CurrentRm is 4>>
<<display Rm4Dock>>
<<else>><</if>>
<<if $CurrentRm is 6>>
<<display Rm6BeachArrival>>
<<else>><</if>>
<<if $CurrentRm is 12>>
<<display Rm12RockyShore>>
<<else>><</if>>
<<if $CurrentRm is 16>>
<<display Rm16IsleOfRuins>>
<<else>><</if>>
<<else>>
<html><br><br></html>
Its attack causes you to stumble in the surf. You failed to flee this time, due to unlucky footing.
<html><br></html>
<<display Combat>>
<</if>>
<<else>>
<html><br><br></html>
<<set $InCombat to false>>
<<set $InLimbo to true>>
The skeleton's attack drains the last of your life away. Not for the first time, you feel [[death grip you...|Death]]
<</if>>
<</nobr>><<nobr>>
<<set $Rm6BeachDiscovered to true>>
<<set $StrangeIslandSpotted to true>>
<center>------------------------
<html><br></html>
''BEACH''
<html><br></html>
------------------------</center>
<<set $CurrentRm to 6>>You are on the southern beach of a large island. The small beach is painful underfoot; examination reveals that its "sand" is actually shattered bone.
<html><br><br></html>
---- ''ACTIONS'' ----
<html><br></html>
<<display Inventory>>
------ ''EXITS'' ------
<html><br></html>
[[Northeast|Rm10BaseOfHill]] is the base of a large hill; you can see people standing in a winding line there.
<html><br></html>
<<if $Rm17GiantSkeletonKilled is true>>
[[South|Rm6Hesitation]] lies the sea; the small island to the south looks like it's within swimmable distance.
<<else>>
[[South|Rm6Hesitation]] lies the sea; both the small island to the south and a smaller one to the southeast look like they're within swimmable distance.
<</if>>
<html><br></html>
[[West|Rm7StoneOutcropping]] is a rocky outcropping overlooking the beach.
<html><br></html>
[[Northwest|Rm8Forest]] lies a dark forest.
<</nobr>>All exit options start at west and go clockwise.<<nobr>>
<<set $Rm7StoneOutcroppingDiscovered to true>>
<center>------------------------
<html><br></html>
''STONE OUTCROPPING''
<html><br></html>
------------------------</center>
<<set $CurrentRm to 7>>You are at a stone outcropping, looking out over a white beach on a large island.
<html><br><br></html>
<<display Rm7Franklin>>
<html><br><br></html>
---- ''ACTIONS'' ----
<html><br></html>
<<display Inventory>>
------ ''EXITS'' ------
<<if $Rm7FranklinStatus is "Dead">>
<html><br></html>
[[Northeast|Rm8Forest][$Rm7FranklinStatus to "Resurrected"]] lies a dark forest.
<html><br></html>
[[East|Rm6Beach][$Rm7FranklinStatus to "Resurrected"]] is a beach of what looks, at a distance, like white sand.
<<else>>
<<if $Rm7FranklinStatus is "BeingStrangled">>
<html><br></html>
[[Northeast|Rm8Forest][$Rm7FranklinStatus to "Frustrated"]] lies a dark forest.
<html><br></html>
[[East|Rm6Beach][$Rm7FranklinStatus to "Frustrated"]] is a beach of what looks, at a distance, like white sand.
<<else>>
<html><br></html>
[[Northeast|Rm8Forest]] lies a dark forest.
<html><br></html>
[[East|Rm6Beach]] is a beach of what looks, at a distance, like white sand.
<</if>>
<</if>>
<</nobr>><<nobr>>
<<set $Rm8ForestDiscovered to true>>
<center>------------------------
<html><br></html>
''FOREST''
<html><br></html>
------------------------</center>
<<set $CurrentRm to 8>>
You are in a small but dense, hardscrabble forest. Stinging nettles make it impassible, save for a path
<<if $Rm8RiddleAnswered is true>>
guarded by a massive knight in green armor<<if $Rm8GotGreenKnightsSword is true>><<else>>, holding a large sword<</if>>. He stands aside now that you've answered his riddle.
<<else>>
currently blocked by a massive knight in gleaming green armor<<if $Rm8GotGreenKnightsSword is true>><<else>>, holding a large sword<</if>>.
<</if>>
<<if $Rm16DemonStatus is "Conniving" and $Rm8GotGreenKnightsSword isnot true and $Rm8KnightWontGiveSword isnot true>>
<html><br><br></html>
Normally you'd never think to ask for his sword, but the smirking man told you the knight might give it to you...
<<else>><</if>>
<html><br><br></html>
---- ''ACTIONS'' ----
<html><br></html>
<<display Inventory>>
------ ''EXITS'' ------
<html><br></html>
[[East|Rm10BaseOfHill]] is the base of a large hill; you can see people standing in a winding line there.
<html><br></html>
[[Southeast|Rm6Beach]] is a beach of what looks, at a distance, like white sand.
<html><br></html>
[[South|Rm7StoneOutcropping]] is a rocky outcropping overlooking the beach.
<html><br></html>
<<if $Rm8RiddleAnswered is true>>
[[Northwest|Rm9Tower]] is a path through the forest.
<<else>>
[[Northwest|Rm8BlockedByKnight]] is a path through the forest—but the green knight currently blocks your passage.
<</if>>
<</nobr>><<nobr>>
<<set $Rm10BaseOfHillDiscovered to true>>
<center>------------------------
<html><br></html>
''BASE OF HILL''
<html><br></html>
------------------------</center>
<<set $CurrentRm to 10>>
You are at the base of a large hill, with a line of people slowly filing up it. They are mostly elderly, but there are also children and adults.
<html><br><br></html>
---- ''ACTIONS'' ----
<html><br></html>
<<display Inventory>>
------ ''EXITS'' ------
<html><br></html>
<<if $Rm10LineNoticed is true>>
North is the top of the hill. To get to it, you can either [[get in line|Rm11InLine]] or [[just go up the hill|Rm11NotInLine]].
<<else>>
[[North|Rm10HaveToGetInLine]] is the top of the hill.
<</if>>
<html><br></html>
[[East|Rm12RockyShore]] is a rocky shore toward the eastern tip of the island.
<html><br></html>
[[South|Rm6Beach]] is a beach of what looks, at a distance, like white sand.
<html><br></html>
[[West|Rm8Forest]] lies a dark forest.
<</nobr>>You hesitate at the edge of the sea. The waters are totally still, and as reflective as a mirror. What could wait in their unseen depths?
Dare you [[swim into them|Rm5StillWaters]]?
<<display Rm6Beach>><<nobr>>
<<if $Rm7FranklinStatus is "NotYetMet">>
<<set $Rm7FranklinStatus to "Desperate">>
There is a man here, weeping uncontrollably. "You," he gasps between sobs. "You must kill me. I have to leave this terrible place. Here." He holds out two coins to you. "They're yours for my mercy killing."
<<else>><!--mid-part of {if $Rm7FranklinStatus is "NotYetMet"}-->
<<if $Rm7FranklinStatus is "Desperate">>
The weeping man is here, and he holds out his two coins to you. "Please! Kill me! Take these coins as payment. I can't go on like this."
<<else>><</if>>
<<if $Rm7FranklinStatus is "Ready">>
The weeping man is here, looking at you expectantly through his tears. "I paid you to put me out of my misery. Just put your hands around my neck; I'll tell you how to do it."
<<else>><</if>>
<<if $Rm7FranklinStatus is "Frustrated">>
The weeping man is here, and he looks both sad and angry. "You said you'd put me out of my misery! Why did you stop? You promised! I need this all to end!"
<html><br><br></html>
<<if $Rm7FranklinsCoins is "Taken">>He eyes your pocket and shouts, "I didn't give you those coins for nothing!"<<else>>He thrusts his two coins at you. "Please, take them! And finish the job!"<</if>>
<<else>><</if>>
<<if $Rm7FranklinStatus is "BeingStrangled">>
The weeping man is here, with your hands around his throat. You're halfway through strangling him.
<<else>><</if>>
<<if $Rm7FranklinStatus is "Dead">>
The weeping man's corpse is
<<if $Rm7FranklinsCoins is "Taken">>
here.
<<else>>
here, and you see glinting coins half-falling out of his pocket.
<</if>>
<<else>><</if>><!--Closes {if $Rm7FranklinStatus is "Dead"}-->
<<if $Rm7FranklinStatus is "Resurrected" or $Rm7FranklinStatus is "Gone">>
The weeping man's corpse is gone, although there's a depression on the ground where he once lay.
<<else>><</if>>
<</if>><!--Closes {if $Rm7FranklinStatus is "NotYetMet"}-->
<</nobr>><<nobr>>
<<set $NumberOfCoins +=2>>
<<set $Rm7FranklinStatus to "Ready">>
<<set $Rm7FranklinsCoins to "Taken">>
You take the coins from the weeping man, who smiles at you through his tears. "Now you will kill me?" he asks hopefully.
<html><br></html>
<<display Rm7StoneOutcropping>>
<</nobr>><<nobr>>
<<set $Rm7FranklinStatus to "BeingStrangled">>
<<if $Rm7FranklinsCoins is "Taken">>You clench your fists and the weeping man says, "Oh no, do it like this."<<else>>You clench your fists and the weeping man looks at you in surprise. "You don't want the coins? Oh, but of course—you can just take them off my body. Anyway, do it like this."<</if>>
He grabs your hands and eagerly puts them around his throat, then nods at you. Instinctively, you squeeze.
<html><br><br></html>
The weeping man struggles, but manages to keep himself from pushing you away. He quickly grows weaker. Do you want to [[keep squeezing|Rm7KillingFranklin]]? Or [[let go|Rm7StopStrangling]]?
<html><br></html>
<<display Rm7StoneOutcropping>>
<</nobr>><<nobr>>
"It's because of what I saw... out there in the water." He looks at the still waters beyond the beach and goes silent, remembering.
<html><br></html>
<<display Rm7StoneOutcropping>>
<</nobr>><<nobr>>
"No, no, no," he shakes his head. "It would be a mercy to me! I will convince you!"
<html><br></html>
<<display Rm7StoneOutcropping>>
<</nobr>><<nobr>>
<<set $Rm7FranklinStatus to "Dead">>
You keep strangling the weeping man. His body spasms, then goes limp. He is dead.
<html><br></html>
<<display Rm7StoneOutcropping>>
<</nobr>><<nobr>>
<<set $Rm7FranklinStatus to "Frustrated">>
As you let go of the weeping man's throat, he cries out in alarm, "What are you doing?
<<if $Rm7FranklinsCoins is "Taken">>You took my coins! <<else>><</if>>
You were just getting started! You have to finish the job!"
<html><br><br></html>
He bursts into sobs again.
<html><br></html>
<<display Rm7StoneOutcropping>>
<</nobr>><<nobr>>
<html><img src="http://theeasilyamused.com/IslesOfTheDeadImages/MapLabelAndBorder.png" alt=""></html>
<<if $IsleOfRuinsSpotted is true>>
<<if $Rm17GiantSkeletonKilled is true>>
<html><img src="http://theeasilyamused.com/IslesOfTheDeadImages/MapReveal4a.png" alt=""></html>
<<else>>
<html><img src="http://theeasilyamused.com/IslesOfTheDeadImages/MapReveal4.png" alt=""></html>
<</if>>
<<else>>
<<if $StrangeIslandSpotted is true>>
<<if $Rm17GiantSkeletonKilled is true>>
<html><img src="http://theeasilyamused.com/IslesOfTheDeadImages/MapReveal3a.png" alt=""></html>
<<else>>
<html><img src="http://theeasilyamused.com/IslesOfTheDeadImages/MapReveal3.png" alt=""></html>
<</if>>
<<else>>
<<if $LargeIslandSpotted is true>>
<html><img src="http://theeasilyamused.com/IslesOfTheDeadImages/MapReveal2.png" alt=""></html>
<<else>>
<html><img src="http://theeasilyamused.com/IslesOfTheDeadImages/MapReveal1.png" alt=""></html>
<</if>>
<</if>>
<</if>>
<<if $Rm1GallowsDiscovered is true>>
<html><img src="http://theeasilyamused.com/IslesOfTheDeadImages/GallowsLabel.png" alt=""></html>
<<else>><</if>>
<<if $Rm2BelltowerHillDiscovered is true>>
<html><img src="http://theeasilyamused.com/IslesOfTheDeadImages/BellTowerLabel.png" alt=""></html>
<<else>><</if>>
<<if $Rm3LonelyTreeDiscovered is true>>
<html><img src="http://theeasilyamused.com/IslesOfTheDeadImages/LonelyTreeLabel.png" alt=""></html>
<<else>><</if>>
<<if $Rm4DockDiscovered is true>>
<html><img src="http://theeasilyamused.com/IslesOfTheDeadImages/DockLabel.png" alt=""></html>
<<else>><</if>>
<<if $Rm5StillWatersDiscovered is true>>
<html><img src="http://theeasilyamused.com/IslesOfTheDeadImages/StillWatersLabel.png" alt=""></html>
<<else>><</if>>
<<if $Rm6BeachDiscovered is true>>
<html><img src="http://theeasilyamused.com/IslesOfTheDeadImages/BeachLabel.png" alt=""></html>
<<else>><</if>>
<<if $Rm7StoneOutcroppingDiscovered is true>>
<html><img src="http://theeasilyamused.com/IslesOfTheDeadImages/StoneOutcroppingLabel.png" alt=""></html>
<<else>><</if>>
<<if $Rm8ForestDiscovered is true>>
<html><img src="http://theeasilyamused.com/IslesOfTheDeadImages/ForestLabel.png" alt=""></html>
<<else>><</if>>
<<if $Rm9TowerDiscovered is true>>
<html><img src="http://theeasilyamused.com/IslesOfTheDeadImages/TowerLabel.png" alt=""></html>
<<else>><</if>>
<<if $Rm10BaseOfHillDiscovered is true>>
<html><img src="http://theeasilyamused.com/IslesOfTheDeadImages/BaseOfHillLabel.png" alt=""></html>
<<else>><</if>>
<<if $Rm11HilltopDiscovered is true>>
<html><img src="http://theeasilyamused.com/IslesOfTheDeadImages/HilltopLabel.png" alt=""></html>
<<else>><</if>>
<<if $Rm12RockyShoreDiscovered is true>>
<html><img src="http://theeasilyamused.com/IslesOfTheDeadImages/RockyShoreLabel.png" alt=""></html>
<<else>><</if>>
<<if $Rm13PointDiscovered is true>>
<html><img src="http://theeasilyamused.com/IslesOfTheDeadImages/PointLabel.png" alt=""></html>
<<else>><</if>>
<<if $Rm14HiddenPathDiscovered is true>>
<html><img src="http://theeasilyamused.com/IslesOfTheDeadImages/HiddenPathLabel.png" alt=""></html>
<<else>><</if>>
<<if $Rm15PlacidSeaDiscovered is true>>
<html><img src="http://theeasilyamused.com/IslesOfTheDeadImages/PlacidSeaLabel.png" alt=""></html>
<<else>><</if>>
<<if $Rm16IsleOfRuinsDiscovered is true>>
<html><img src="http://theeasilyamused.com/IslesOfTheDeadImages/IsleOfRuinsLabel.png" alt=""></html>
<<else>><</if>>
<<if $Rm17StrangeIslandDiscovered is true>>
<<if $Rm17GiantSkeletonKilled is true>>
<html><img src="http://theeasilyamused.com/IslesOfTheDeadImages/PoolOfBoneLabel.png" alt=""></html>
<<else>>
<html><img src="http://theeasilyamused.com/IslesOfTheDeadImages/StrangeIslandLabel.png" alt=""></html>
<</if>>
<<else>><</if>>
<<if $CurrentRm is 1>>
<html><img src="http://theeasilyamused.com/IslesOfTheDeadImages/PlayerIconGallows.png" alt=""></html>
<<else>><</if>>
<<if $CurrentRm is 2>>
<html><img src="http://theeasilyamused.com/IslesOfTheDeadImages/PlayerIconBellTower.png" alt=""></html>
<<else>><</if>>
<<if $CurrentRm is 3>>
<html><img src="http://theeasilyamused.com/IslesOfTheDeadImages/PlayerIconLonelyTree.png" alt=""></html>
<<else>><</if>>
<<if $CurrentRm is 4>>
<html><img src="http://theeasilyamused.com/IslesOfTheDeadImages/PlayerIconDock.png" alt=""></html>
<<else>><</if>>
<<if $CurrentRm is 5>>
<html><img src="http://theeasilyamused.com/IslesOfTheDeadImages/PlayerIconStillWaters.png" alt=""></html>
<<else>><</if>>
<<if $CurrentRm is 6>>
<html><img src="http://theeasilyamused.com/IslesOfTheDeadImages/PlayerIconBeach.png" alt=""></html>
<<else>><</if>>
<<if $CurrentRm is 7>>
<html><img src="http://theeasilyamused.com/IslesOfTheDeadImages/PlayerIconStoneOutcropping.png" alt=""></html>
<<else>><</if>>
<<if $CurrentRm is 8>>
<html><img src="http://theeasilyamused.com/IslesOfTheDeadImages/PlayerIconForest.png" alt=""></html>
<<else>><</if>>
<<if $CurrentRm is 9>>
<html><img src="http://theeasilyamused.com/IslesOfTheDeadImages/PlayerIconTower.png" alt=""></html>
<<else>><</if>>
<<if $CurrentRm is 10>>
<html><img src="http://theeasilyamused.com/IslesOfTheDeadImages/PlayerIconBaseOfHill.png" alt=""></html>
<<else>><</if>>
<<if $CurrentRm is 11>>
<html><img src="http://theeasilyamused.com/IslesOfTheDeadImages/PlayerIconHilltop.png" alt=""></html>
<<else>><</if>>
<<if $CurrentRm is 12>>
<html><img src="http://theeasilyamused.com/IslesOfTheDeadImages/PlayerIconRockyShore.png" alt=""></html>
<<else>><</if>>
<<if $CurrentRm is 13>>
<html><img src="http://theeasilyamused.com/IslesOfTheDeadImages/PlayerIconPoint.png" alt=""></html>
<<else>><</if>>
<<if $CurrentRm is 14>>
<html><img src="http://theeasilyamused.com/IslesOfTheDeadImages/PlayerIconHiddenPath.png" alt=""></html>
<<else>><</if>>
<<if $CurrentRm is 15>>
<html><img src="http://theeasilyamused.com/IslesOfTheDeadImages/PlayerIconPlacidSea.png" alt=""></html>
<<else>><</if>>
<<if $CurrentRm is 16>>
<html><img src="http://theeasilyamused.com/IslesOfTheDeadImages/PlayerIconIsleOfRuins.png" alt=""></html>
<<else>><</if>>
<<if $CurrentRm is 17 or $CurrentRm is 18>>
<html><img src="http://theeasilyamused.com/IslesOfTheDeadImages/PlayerIconStrangeIsland.png" alt=""></html>
<<else>><</if>>
<</nobr>><<nobr>>
The green knight doesn't move from blocking your path—and he is twice your size
<<if $Rm8GotGreenKnightsSword is true>>, with a massive sword to match<<else>><</if>>
. "Only those who answer the riddle may pass," he announces.
<html><br><br></html>
<</nobr>><<display Rm8Riddle>>Fists ready, you approach Hans, and he jumps back in alarm. <<if $Rm3HansStatus is "Upset">><<else>>"Oh my god, just take my coins," he shouts, tossing them at you. <<set $NumberOfCoins =+ 2>><</if>>"Why is this happening to me?" He runs off.<<set $Rm3HansStatus to "Gone">>
<<display Rm3LonelyTree>>Fists ready, you approach the boatman. He swifty swats you away with his oar—and only lowers it when you lower your fists.
<<display Rm4Dock>><<nobr>>
<<set $NumberOfCoins +=2>>
<<set $Rm7FranklinsCoins to "Taken">>
You take the coins from the weeping man's corpse. He does not object.
<html><br></html>
<<display Rm7StoneOutcropping>>
<</nobr>>The weeping man is here, looking very much alive. He eyes you and the boatman nervously, and is no longer crying.<<nobr>>
The weeping man flinches at your question, and you see he is beyond tears. "We are trapped here forever. I know that now."
<<if $Rm7FranklinsCoins is "Taken">>
<<else>>
<html><br><br></html>
He thrusts two coins at you. "Here, you didn't take your payment for killing me. Much good did it do me."
<<set $NumberOfCoins +=2>>
<<set $Rm7FranklinsCoins to "Taken">>
<</if>>
<html><br></html>
<<display Rm4Dock>>
<</nobr>><<nobr>>
The weeping man's eyes glisten with what looks like madness. "What I saw in the water—how can the boatman protect me from that? But if death means nothing here... I'm going to wait here until I have the courage to continue on, one way or another."
<<if $Rm7FranklinsCoins is "Taken">>
<<else>>
<html><br><br></html>
He thrusts two coins at you. "Here, you didn't take your payment for killing me. Much good did it do me."
<<set $NumberOfCoins +=2>>
<<set $Rm7FranklinsCoins to "Taken">>
<</if>>
<html><br></html>
<<display Rm4Dock>>
<</nobr>>Fists ready, you approach the weeping man. "Wasn't killing me once enough?" he shouts before running off in terror.<<set $Rm7FranklinStatus to "Gone">>
<<display Rm4Dock>>You grab the rope and pull, and the bell rings loudly enough to wake the dead.
<<display Rm2BelltowerHill>><<nobr>>
<<set $CurrentRm to 5>>
<<set $InLimbo to true>>
<<if $FirstCombatEntered is true>>
<<else>>
<<set $FirstCombatEntered to true>>
<</if>>
<<if $Rm17GiantSkeletonAwokenBy is "Leaving">>
You take one step toward the sea and the island heaves up under you.
<<else>><</if>>
<<if $Rm17GiantSkeletonAwokenBy is "Shouting">>
You shout at the sky and seem to awaken something; the island heaves up under you.
<<else>><</if>>
<html><br><br></html>
You tumble into the ocean and turn to see first a giant skull, and then a massive skeleton rising up from the water. Its eyes are empty, its spirit clearly furious at being awoken. Your only chance—a tiny one—is
<<if $Rm17GiantSkeletonLife gt 2350>>
[[combat|Rm17Combat][$InCombat to true, $InLimbo to false]].
<<else>>
[[combat|Rm17AngelsBlessing][$InCombat to true, $InLimbo to false]].
<</if>>
<</nobr>><<nobr>>
<<set $Rm17Combat to true>>
The giant skeleton lifts up its fist—a dozen times your size—and readies to smash it down on you.
<html><br></html>
<center>------------------------
<html><br></html>
''COMBAT''
<html><br></html>
------------------------</center>
You are adrift in the sea, facing a massive skeleton that seems determined to slam you down below the waves.
<<if $Rm17GiantSkeletonLife lt 2435 and $Rm17GiantSkeletonLife gt 2399>>
<html><br><br></html>
As you face this giant skeleton again, you sense you have more of a chance than it might seem, if not this time then perhaps the next... or the next.
<<else>><</if>>
<<if $Rm17GiantSkeletonLife lt 2400 and $Rm17GiantSkeletonLife gt 2350>>
<html><br><br></html>
There is an angel to the north on a hill. You hear her whisper in your ear across the distance between you,
<<=either("“You have chosen a strange quest for yourself—but an admirable one.”", "“Know I am watching you in your battles.”", "“The giant skeleton is a scourge; keep fighting him to prove your worth.”", "“It can be difficult to distinguish the most foolish of quests from the most noble.”", "“The only way to defeat death is to be as indomitable as it is.”")>>
<<else>><</if>>
<html><br><br></html>
Your life points: $LifePoints
<html><br></html>
Giant skeleton's life points: $Rm17GiantSkeletonLife
<html><br><br></html>
---- ''ACTIONS'' ----
<html><br></html>
<<display Inventory>>
------ ''EXITS'' ------
<html><br></html>
You are in the still waters of the sea, but you see no way to escape the massive skeleton's reach.
<</nobr>><<nobr>>
<<if $Rm8GotGreenKnightsSword is true>>
<<set $PlayerAttack to either("17", "18", "19")>>
<<else>>
<<set $PlayerAttack to either("3", "4", "5")>>
<</if>>
<<set $Rm17GiantSkeletonLife -=$PlayerAttack>>
You <<if $Rm8GotGreenKnightsSword is true>>slice your sword<<else>>smack<</if>> at the skeleton's legs for $PlayerAttack
<<if $PlayerAttack gt 1>>
points
<<else>>
point
<</if>>
of damage!
<<if $Rm17GiantSkeletonLife lte 0>>
You defeated the skeleton. Its broken bones fall into the surf and you are able to leave the sea.
<<set $InCombat to false>>
<<set $Rm17Combat to false>>
<html><br></html>
<<display Rm5StillWaters>>
<<else>>
<<set $Rm17GiantSkeletonAttack to either("229", "243", "234", "241", "257", "258", "261", "283", "293", "312")>>
<<set $LifePoints -=$Rm17GiantSkeletonAttack>>
The giant skeleton strikes back, doing $Rm17GiantSkeletonAttack
<<if $Rm17GiantSkeletonAttack gt 1>>
points
<<else>>
point
<</if>>
of damage to you.
<<if $LifePoints gt 0>>
<html><br></html>
<<display Rm17Combat>>
<<else>>
<html><br><br></html>
<<set $Rm17Combat to false>>
<<set $InCombat to false>>
<<set $InLimbo to true>>
The giant skeleton's attack smashes all the life out of you. Not for the first time, you feel [[death grip you...|Death]]
<</if>>
<</if>>
<</nobr>><<nobr>>
<<set $Rm17GiantSkeletonAttack to either("229", "243", "234", "241", "257", "258", "261", "283", "293", "312")>>
<<set $LifePoints -=$Rm17GiantSkeletonAttack>>
The giant skeleton strikes, and your defense does nothing to prevent its $Rm17GiantSkeletonAttack
<<if $Rm17GiantSkeletonAttack gt 1>>
points
<<else>>
point
<</if>>
of damage.
<<if $LifePoints gt 0>>
<html><br></html>
<<display Rm17Combat>>
<<else>>
<html><br><br></html>
<<set $Rm17Combat to false>>
<<set $InCombat to false>>
<<set $InLimbo to true>>
The giant skeleton's attack smashes all the life out of you. Not for the first time, you feel [[death grip you...|Death]]
<</if>>
<</nobr>><<nobr>>
You clench your fists and approach the blue knight, who looms up in his armor, his sword held high at twice your height—and you back off, clearly outmatched.
<html><br></html>
<</nobr>><<display Rm8Forest>>The green knight frowns. "I knew once, but it was so long ago..." He shakes his head. "It doesn't matter. Only those who answer my riddle may pass."<<set $Rm8RiddleMentioned to true>>
<<display Rm8Forest>>The green knight shakes his head. "Only those who answer my riddle may pass."
<<display Rm8Riddle>><<set $Rm8RiddleDiscovered to true>>The green knight goes stiff and tall as he recites, "The riddle: I am the enemy within. All will join my cause, and grow pure and clean and thin."
Dare you [[try to answer|Rm8GuessRiddle]]?
<<display Rm8Forest>><<nobr>>
<<set $InLimbo to true>>
Your answer:
<html><br><br></html>
<<textbox "$Rm8PlayerGuess" "" "Rm8RiddleAnswered" autofocus>>
<html><br><br></html>
Are you ready to [[say it to the green knight|Rm8RiddleAnswered]]?
<</nobr>><<nobr>>
<<set $InLimbo to false>>
<<if $Rm8PlayerGuess is "skeleton" or $Rm8PlayerGuess is "Skeleton" or $Rm8PlayerGuess is "skeleton " or $Rm8PlayerGuess is "Skeleton " or $Rm8PlayerGuess is "a skeleton" or $Rm8PlayerGuess is "A skeleton" or $Rm8PlayerGuess is "a Skeleton" or $Rm8PlayerGuess is "A Skeleton" or $Rm8PlayerGuess is "a skeleton " or $Rm8PlayerGuess is "A skeleton " or $Rm8PlayerGuess is "a Skeleton " or $Rm8PlayerGuess is "A Skeleton " or $Rm8PlayerGuess is "you are a skeleton" or $Rm8PlayerGuess is "You are a Skeleton" or $Rm8PlayerGuess is "You are a skeleton" or $Rm8PlayerGuess is "you are a Skeleton" or $Rm8PlayerGuess is "I am a skeleton" or $Rm8PlayerGuess is "i am a skeleton" or $Rm8PlayerGuess is "I am a Skeleton" or $Rm8PlayerGuess is "i am a Skeleton">>
<<set $Rm8RiddleAnswered to true>>
The green knight nods. "That is correct—a skeleton. You may pass." He stands aside on the path.
<<else>>
The green knight shakes his head. "I'm afraid that is incorrect. I must warn you to answer as precisely as possible; I cannot accept misspellings or the like, and the answer is a single word. If that doesn't help you, perhaps someone in the outer world might aid you in solving the riddle."
<</if>>
<html><br></html>
<<display Rm8Forest>>
<</nobr>>
<<nobr>>
<<set $Rm9TowerDiscovered to true>>
<<set $CurrentRm to 9>>
<center>------------------------
<html><br></html>
''TOWER''
<html><br></html>
------------------------</center>
You are at the western edge of a small forest, at the base of a very tall tower. Nearly the same color as the sky, it rises farther than you can see.
<html><br><br></html>
An elderly, kindly knight in gleaming blue armor stands at the tower's door. Beyond it, you hear the whisper of many voices.
<html><br><br></html>
---- ''ACTIONS'' ----
<html><br></html>
<<display Inventory>>
------ ''EXITS'' ------
<html><br></html>
[[East|Rm8Forest]] will bring you into the forest.
<html><br></html>
[[West|Rm9MayIEnter]] lies the door into the tower.
<</nobr>>The green knight frowns. "I knew once, but it was so long ago..." He shakes his head, remembering his duty. "It doesn't matter. Only those who answer my riddle may pass. You have succeeded, so I stand aside for you."
<<display Rm8Forest>>The green knight frowns. "I cannot leave my post. It is my duty to guard this path, and only let those who know the riddle past. You have succeeded, so I stand aside for you."
<<display Rm8Forest>>You clench your fists and approach the blue knight, who tilts her head at you and makes a small gesture—and you step back, hands loose again. What was it you were planning to do again?
<<display Rm9Tower>><<nobr>>
The blue knight smiles, lines across her face crinkling up. "All are welcome to the tower to pray in whatever manner they see fit. The reward is possible salvation; the term of commitment is 999 years." She gestures up. "We have 999 floors, one for each year our supplicants commit to."
<<if $LifePoints lt 20>>
She pauses as she takes you in. "Oh dear."
<html><br><br></html>
<<display Rm9HealedByKnight>>
<<else>><</if>>
<html><br></html>
<</nobr>><<display Rm9Tower>><<nobr>>
<<if $LifePoints lt 20>>
The blue knight hestitates. "Before that, one thing."
<html><br><br></html>
<<display Rm9HealedByKnight>>
<html><br><br></html>
<<else>><</if>>
<<if $Rm9SalvationFound is true>>
The blue knight waves you away. "Your commitment is over; you have no need to access the tower. Leave its 999 floors for those who are still lost."
<<else>>
The blue knight steps aside, and you glimpse the warm, candle-lit interior of the tower. "Please, enter the tower—but know that you are committing to 999 years of prayer. Such is the work of salvation."
<html><br><br></html>
Dare you [[enter the tower|Rm9EnterTheTower]]?
<</if>>
<html><br></html>
<</nobr>><<display Rm9Tower>><<set $LifePoints to 20>>She holds her hand out to you. "I see you are injured... or rather, you were." Her hands drops, as a warmth spreads over you. "No need to make your death harder than it needs to be."<<set $InLimbo to true>><<set $Rm9InTower to true>><<set $Rm9TimePrayed to "none">>You enter the tower and look up to see what look like endless floors stretching upward, staircases connecting them. Each floors holds a group of whispering penitents. You are led to your place on the first floor and begin your 999 years of prayer.
It is time to begin to [[pray|Rm9PrayerDay1]], unless you have already tired of your commitment and wish to [[leave the tower|Rm9SureYouWantToLeave]].<<set $Rm9TimePrayed to "1 day">>Your first day of prayer is over. It has been much harder than you imagined, but you also find an inner peace.
Not for the last time, you must decide to [[continue to pray|Rm9PrayerDay2]], or break your commitment and [[leave the tower|Rm9SureYouWantToLeave]].<<nobr>>
At the door out of the tower, the blue knight stops you. "It is not too late to resume your prayer. But if you break your commitment now, should you ever wish to return, you will have to start over on your 999 years of prayer."
<html><br><br></html>
<<if $Rm9TimePrayed is "none">>
Do you [[return to praying|Rm9PrayerDay2]], or break your commitment and [[leave the tower|Rm9BreakCommitment]]?
<<else>><</if>>
<<if $Rm9TimePrayed is "1 day">>
Do you [[return to praying|Rm9PrayerDay2]], or break your commitment and [[leave the tower|Rm9BreakCommitment]]?
<<else>><</if>>
<<if $Rm9TimePrayed is "2 days">>
Do you [[return to praying|Rm9PrayerDay4]], or break your commitment and [[leave the tower|Rm9BreakCommitment]]?
<<else>><</if>>
<<if $Rm9TimePrayed is "4 days">>
Do you [[return to praying|Rm9PrayerWeek1]], or break your commitment and [[leave the tower|Rm9BreakCommitment]]?
<<else>><</if>>
<<if $Rm9TimePrayed is "1 week">>
Do you [[return to praying|Rm9PrayerWeek2]], or break your commitment and [[leave the tower|Rm9BreakCommitment]]?
<<else>><</if>>
<<if $Rm9TimePrayed is "2 weeks">>
Do you [[return to praying|Rm9PrayerMonth1]], or break your commitment and [[leave the tower|Rm9BreakCommitment]]?
<<else>><</if>>
<<if $Rm9TimePrayed is "1 month">>
Do you [[return to praying|Rm9PrayerMonth2]], or break your commitment and [[leave the tower|Rm9BreakCommitment]]?
<<else>><</if>>
<<if $Rm9TimePrayed is "2 months">>
Do you [[return to praying|Rm9PrayerMonth6]], or break your commitment and [[leave the tower|Rm9BreakCommitment]]?
<<else>><</if>>
<<if $Rm9TimePrayed is "6 months">>
Do you [[return to praying|Rm9PrayerYear1]], or break your commitment and [[leave the tower|Rm9BreakCommitment]]?
<<else>><</if>>
<<if $Rm9TimePrayed is "1 year">>
Do you [[return to praying|Rm9PrayerYear2]], or break your commitment and [[leave the tower|Rm9BreakCommitment]]?
<<else>><</if>>
<<if $Rm9TimePrayed is "2 years">>
Do you [[return to praying|Rm9PrayerYear5]], or break your commitment and [[leave the tower|Rm9BreakCommitment]]?
<<else>><</if>>
<<if $Rm9TimePrayed is "5 years">>
Do you [[return to praying|Rm9PrayerYear10]], or break your commitment and [[leave the tower|Rm9BreakCommitment]]?
<<else>><</if>>
<<if $Rm9TimePrayed is "10 years">>
Do you [[return to praying|Rm9PrayerYear10Day2]], or break your commitment and [[leave the tower|Rm9BreakCommitment]]?
<<else>><</if>>
<<if $Rm9TimePrayed is "10 years, 2 days">>
Do you [[return to praying|Rm9PrayerYear10Day4]], or break your commitment and [[leave the tower|Rm9BreakCommitment]]?
<<else>><</if>>
<<if $Rm9TimePrayed is "10 years, 4 days">>
Do you [[return to praying|Rm9PrayerYear10Week1]], or break your commitment and [[leave the tower|Rm9BreakCommitment]]?
<<else>><</if>>
<<if $Rm9TimePrayed is "10 years, 1 week">>
Do you [[return to praying|Rm9PrayerYear10Week2]], or break your commitment and [[leave the tower|Rm9BreakCommitment]]?
<<else>><</if>>
<<if $Rm9TimePrayed is "10 years, 2 weeks">>
Do you [[return to praying|Rm9PrayerYear10Month1]], or break your commitment and [[leave the tower|Rm9BreakCommitment]]?
<<else>><</if>>
<<if $Rm9TimePrayed is "10 years, 1 month">>
Do you [[return to praying|Rm9PrayerYear10Month2]], or break your commitment and [[leave the tower|Rm9BreakCommitment]]?
<<else>><</if>>
<<if $Rm9TimePrayed is "10 years, 2 months">>
Do you [[return to praying|Rm9PrayerYear10Month6]], or break your commitment and [[leave the tower|Rm9BreakCommitment]]?
<<else>><</if>>
<<if $Rm9TimePrayed is "10 years, 6 months">>
Do you [[return to praying|Rm9PrayerYear11]], or break your commitment and [[leave the tower|Rm9BreakCommitment]]?
<<else>><</if>>
<<if $Rm9TimePrayed is "11 years">>
Do you [[return to praying|Rm9PrayerYear12]], or break your commitment and [[leave the tower|Rm9BreakCommitment]]?
<<else>><</if>>
<<if $Rm9TimePrayed is "12 years">>
Do you [[return to praying|Rm9PrayerYear15]], or break your commitment and [[leave the tower|Rm9BreakCommitment]]?
<<else>><</if>>
<<if $Rm9TimePrayed is "15 years">>
Do you [[return to praying|Rm9PrayerYear20]], or break your commitment and [[leave the tower|Rm9BreakCommitment]]?
<<else>><</if>>
<<if $Rm9TimePrayed is "20 years">>
Do you [[return to praying|Rm9PrayerYear30]], or break your commitment and [[leave the tower|Rm9BreakCommitment]]?
<<else>><</if>>
<<if $Rm9TimePrayed is "30 years">>
Do you [[return to praying|Rm9PrayerYear40]], or break your commitment and [[leave the tower|Rm9BreakCommitment]]?
<<else>><</if>>
<<if $Rm9TimePrayed is "40 years">>
Do you [[return to praying|Rm9PrayerYear50]], or break your commitment and [[leave the tower|Rm9BreakCommitment]]?
<<else>><</if>>
<<if $Rm9TimePrayed is "50 years">>
Do you [[return to praying|Rm9PrayerYear60]], or break your commitment and [[leave the tower|Rm9BreakCommitment]]?
<<else>><</if>>
<<if $Rm9TimePrayed is "60 years">>
Do you [[return to praying|Rm9PrayerYear70]], or break your commitment and [[leave the tower|Rm9BreakCommitment]]?
<<else>><</if>>
<<if $Rm9TimePrayed is "70 years">>
Do you [[return to praying|Rm9PrayerYear80]], or break your commitment and [[leave the tower|Rm9BreakCommitment]]?
<<else>><</if>>
<<if $Rm9TimePrayed is "80 years">>
Do you [[return to praying|Rm9PrayerYear90]], or break your commitment and [[leave the tower|Rm9BreakCommitment]]?
<<else>><</if>>
<<if $Rm9TimePrayed is "90 years">>
Do you [[return to praying|Rm9PrayerYear100]], or break your commitment and [[leave the tower|Rm9BreakCommitment]]?
<<else>><</if>>
<<if $Rm9TimePrayed is "100 years">>
Do you [[return to praying|Rm9PrayerYear200]], or break your commitment and [[leave the tower|Rm9BreakCommitment]]?
<<else>><</if>>
<<if $Rm9TimePrayed is "200 years">>
Do you [[return to praying|Rm9PrayerYear300]], or break your commitment and [[leave the tower|Rm9BreakCommitment]]?
<<else>><</if>>
<<if $Rm9TimePrayed is "300 years">>
Do you [[return to praying|Rm9PrayerYear400]], or break your commitment and [[leave the tower|Rm9BreakCommitment]]?
<<else>><</if>>
<<if $Rm9TimePrayed is "400 years">>
Do you [[return to praying|Rm9PrayerYear500]], or break your commitment and [[leave the tower|Rm9BreakCommitment]]?
<<else>><</if>>
<<if $Rm9TimePrayed is "500 years">>
Do you [[return to praying|Rm9PrayerYear600]], or break your commitment and [[leave the tower|Rm9BreakCommitment]]?
<<else>><</if>>
<<if $Rm9TimePrayed is "600 years">>
Do you [[return to praying|Rm9PrayerYear700]], or break your commitment and [[leave the tower|Rm9BreakCommitment]]?
<<else>><</if>>
<<if $Rm9TimePrayed is "700 years">>
Do you [[return to praying|Rm9PrayerYear800]], or break your commitment and [[leave the tower|Rm9BreakCommitment]]?
<<else>><</if>>
<<if $Rm9TimePrayed is "800 years">>
Do you [[return to praying|Rm9PrayerYear900]], or break your commitment and [[leave the tower|Rm9BreakCommitment]]?
<<else>><</if>>
<<if $Rm9TimePrayed is "900 years">>
Do you [[return to praying|Rm9PrayerYear900Day2]], or break your commitment and [[leave the tower|Rm9BreakCommitment]]?
<<else>><</if>>
<<if $Rm9TimePrayed is "900 years, 2 days">>
Do you [[return to praying|Rm9PrayerYear900Day3]], or break your commitment and [[leave the tower|Rm9BreakCommitment]]?
<<else>><</if>>
<<if $Rm9TimePrayed is "900 years, 3 days">>
Do you [[return to praying|Rm9PrayerYear900Day4]], or break your commitment and [[leave the tower|Rm9BreakCommitment]]?
<<else>><</if>>
<<if $Rm9TimePrayed is "900 years, 4 days">>
Do you [[return to praying|Rm9PrayerYear900Day56AM]], or break your commitment and [[leave the tower|Rm9BreakCommitment]]?
<<else>><</if>>
<<if $Rm9TimePrayed is "900 years, 5 days, 6 hours">>
Do you [[return to praying|Rm9PrayerYear900Day57AM]], or break your commitment and [[leave the tower|Rm9BreakCommitment]]?
<<else>><</if>>
<<if $Rm9TimePrayed is "900 years, 5 days, 7 hours">>
Do you [[return to praying|Rm9PrayerYear900Day58AM]], or break your commitment and [[leave the tower|Rm9BreakCommitment]]?
<<else>><</if>>
<<if $Rm9TimePrayed is "900 years, 5 days, 8 hours">>
Do you [[return to praying|Rm9PrayerYear900Day5830AM]], or break your commitment and [[leave the tower|Rm9BreakCommitment]]?
<<else>><</if>>
<<if $Rm9TimePrayed is "900 years, 5 days, 8 hours, 30 minutes">>
Do you [[return to praying|Rm9PrayerYear900Day5845AM]], or break your commitment and [[leave the tower|Rm9BreakCommitment]]?
<<else>><</if>>
<<if $Rm9TimePrayed is "900 years, 5 days, 8 hours, 45 minutes">>
Do you [[return to praying|Rm9PrayerYear900Day5846AM]], or break your commitment and [[leave the tower|Rm9BreakCommitment]]?
<<else>><</if>>
<<if $Rm9TimePrayed is "900 years, 5 days, 8 hours, 46 minutes">>
Do you [[return to praying|Rm9PrayerYear900Day5847AM]], or break your commitment and [[leave the tower|Rm9BreakCommitment]]?
<<else>><</if>>
<<if $Rm9TimePrayed is "900 years, 5 days, 8 hours, 47 minutes">>
Do you [[return to praying|Rm9PrayerYear900Day5850AM]], or break your commitment and [[leave the tower|Rm9BreakCommitment]]?
<<else>><</if>>
<<if $Rm9TimePrayed is "900 years, 5 days, 8 hours, 50 minutes">>
Do you [[return to praying|Rm9PrayerYear900Day5900AM]], or break your commitment and [[leave the tower|Rm9BreakCommitment]]?
<<else>><</if>>
<<if $Rm9TimePrayed is "900 years, 5 days, 9 hours">>
Do you [[return to praying|Rm9PrayerYear900Day5Noon]], or break your commitment and [[leave the tower|Rm9BreakCommitment]]?
<<else>><</if>>
<<if $Rm9TimePrayed is "900 years, 5 days, 12 hours">>
Do you [[return to praying|Rm9PrayerYear900Month1]], or break your commitment and [[leave the tower|Rm9BreakCommitment]]?
<<else>><</if>>
<<if $Rm9TimePrayed is "900 years, 1 month">>
Do you [[return to praying|Rm9PrayerYear901]], or break your commitment and [[leave the tower|Rm9BreakCommitment]]?
<<else>><</if>>
<<if $Rm9TimePrayed is "901 years">>
Do you [[return to praying|Rm9PrayerYear902]], or break your commitment and [[leave the tower|Rm9BreakCommitment]]?
<<else>><</if>>
<<if $Rm9TimePrayed is "902 years">>
Do you [[return to praying|Rm9PrayerYear950]], or break your commitment and [[leave the tower|Rm9BreakCommitment]]?
<<else>><</if>>
<<if $Rm9TimePrayed is "950 years">>
Do you [[return to praying|Rm9PrayerYear999]], or break your commitment and [[leave the tower|Rm9BreakCommitment]]?
<<else>><</if>>
<</nobr>><<set $Rm9TimePrayed to "2 days">>Your second day of prayer is over. It has been no easier than the first day, but you also find an inner peace.
Not for the last time, you must decide to [[continue to pray|Rm9PrayerDay4]], or break your commitment and [[leave the tower|Rm9SureYouWantToLeave]].<<set $Rm9TimePrayed to "4 days">>Two more days of prayer have passed as one. It grows easier, but remains hard, and yet you also find an inner peace.
Not for the last time, you must decide to [[continue to pray|Rm9PrayerWeek1]], or break your commitment and [[leave the tower|Rm9SureYouWantToLeave]].<<set $Rm9TimePrayed to "1 week">>Your first week of prayer is over. It has been much harder than you imagined, but you also find an inner peace.
Not for the last time, you must decide to [[continue to pray|Rm9PrayerWeek2]], or break your commitment and [[leave the tower|Rm9SureYouWantToLeave]].<<set $Rm9TimePrayed to "2 weeks">>Your second week of prayer is over. It has been much harder than you imagined, but you also find an inner peace.
Not for the last time, you must decide to [[continue to pray|Rm9PrayerMonth1]], or break your commitment and [[leave the tower|Rm9SureYouWantToLeave]].<<set $Rm9TimePrayed to "1 month">>Your first month of prayer is over. It has been much harder than you imagined, but you also find an inner peace.
Not for the last time, you must decide to [[continue to pray|Rm9PrayerMonth2]], or break your commitment and [[leave the tower|Rm9SureYouWantToLeave]].<<set $Rm9TimePrayed to "2 months">>Your second month of prayer is over. It has been much harder than you imagined, but you also find an inner peace.
Not for the last time, you must decide to [[continue to pray|Rm9PrayerMonth6]], or break your commitment and [[leave the tower|Rm9SureYouWantToLeave]].<<set $Rm9TimePrayed to "6 months">>Your sixth month of prayer is over. It has been much harder than you imagined, but you also find an inner peace.
Not for the last time, you must decide to [[continue to pray|Rm9PrayerYear1]], or break your commitment and [[leave the tower|Rm9SureYouWantToLeave]].<<set $Rm9TimePrayed to "1 year">>Your first year of prayer is over. It has been much harder than you imagined, but you also find an inner peace.
Not for the last time, you must decide to [[continue to pray|Rm9PrayerYear2]], or break your commitment and [[leave the tower|Rm9SureYouWantToLeave]].<<set $Rm9TimePrayed to "2 years">>Your second year of prayer is over. It has been much harder than you imagined, but you also find an inner peace.
Not for the last time, you must decide to [[continue to pray|Rm9PrayerYear5]], or break your commitment and [[leave the tower|Rm9SureYouWantToLeave]].<<set $Rm9TimePrayed to "5 years">>Your fifth year of prayer is over. It has been much harder than you imagined, but you also find an inner peace.
Not for the last time, you must decide to [[continue to pray|Rm9PrayerYear10]], or break your commitment and [[leave the tower|Rm9SureYouWantToLeave]].<<set $Rm9TimePrayed to "10 years">>Your tenth year of prayer is over. It has been much harder than you imagined, but you also find an inner peace.
Not for the last time, you must decide to [[continue to pray|Rm9PrayerYear10Day2]], or break your commitment and [[leave the tower|Rm9SureYouWantToLeave]].<<set $Rm9TimePrayed to "10 years, 2 days">>Disaster.
Loss of faith.
Crisis of conscience.
Your first ten years and two more days of prayer have passed. For a long time, it was growing easier. Now you can only see hardship ahead.
Not for the last time, you must decide to [[continue to pray|Rm9PrayerYear10Day4]], or break your commitment and [[leave the tower|Rm9SureYouWantToLeave]].<<set $Rm9TimePrayed to "10 years, 4 days">>Two days have passed, no more easily than the two before. You grope for an inner peace, but feel only an endless loss of self. Perhaps peace is gone, and now all that awaits you is the painful passage of time, drip by drip.
Not for the last time, you must decide to [[continue to pray|Rm9PrayerYear10Week1]], or break your commitment and [[leave the tower|Rm9SureYouWantToLeave]].<<set $Rm9TimePrayed to "10 years, 1 week">>A week has passed since your first ten years of prayer. Time goes no faster, but at least it goes no slower. Perhaps, with peace gone, you have at least found equilibrium.
Not for the last time, you must decide to [[continue to pray|Rm9PrayerYear10Week2]], or break your commitment and [[leave the tower|Rm9SureYouWantToLeave]].<<set $Rm9TimePrayed to "10 years, 2 weeks">>Another week passes. You are growing accustomed to your hardships in prayer. Is that its own kind of peace?
Not for the last time, you must decide to [[continue to pray|Rm9PrayerYear10Month1]], or break your commitment and [[leave the tower|Rm9SureYouWantToLeave]].<<set $Rm9TimePrayed to "10 years, 1 month">>A month has passed since your first ten years of prayer. If you are making progress in recovering your inner peace, you cannot tell—but you no longer feel so discouraged in your search for it.
Not for the last time, you must decide to [[continue to pray|Rm9PrayerYear10Month2]], or break your commitment and [[leave the tower|Rm9SureYouWantToLeave]].<<set $Rm9TimePrayed to "10 years, 2 months">>Another month passes. It has been much harder than you imagined, but you also feel something familiar, although you dare not name it yet.
Not for the last time, you must decide to [[continue to pray|Rm9PrayerYear10Month6]], or break your commitment and [[leave the tower|Rm9SureYouWantToLeave]].<<set $Rm9TimePrayed to "10 years, 6 months">>Your first ten and a half years of prayer are over. It has been much harder than you imagined, but you also have found it again—an inner peace.
Not for the last time, you must decide to [[continue to pray|Rm9PrayerYear11]], or break your commitment and [[leave the tower|Rm9SureYouWantToLeave]].<<set $Rm9TimePrayed to "11 years">>Your eleventh year of prayer is over. It has been much harder than you imagined, but you also find an inner peace.
Not for the last time, you must decide to [[continue to pray|Rm9PrayerYear12]], or break your commitment and [[leave the tower|Rm9SureYouWantToLeave]].<<set $Rm9TimePrayed to "12 years">>Your twelfth year of prayer is over. It has been much harder than you imagined, but you also find an inner peace.
Not for the last time, you must decide to [[continue to pray|Rm9PrayerYear15]], or break your commitment and [[leave the tower|Rm9SureYouWantToLeave]].<<set $Rm9TimePrayed to "15 years">>Your fifteenth year of prayer is over. It has been much harder than you imagined, but you also find an inner peace.
Not for the last time, you must decide to [[continue to pray|Rm9PrayerYear20]], or break your commitment and [[leave the tower|Rm9SureYouWantToLeave]].<<set $Rm9TimePrayed to "20 years">>Your twentieth year of prayer is over. It has been much harder than you imagined, but you also find an inner peace.
Not for the last time, you must decide to [[continue to pray|Rm9PrayerYear30]], or break your commitment and [[leave the tower|Rm9SureYouWantToLeave]].<<set $Rm9TimePrayed to "30 years">>Your thirtieth year of prayer is over. It has been much harder than you imagined, but you also find an inner peace.
Not for the last time, you must decide to [[continue to pray|Rm9PrayerYear40]], or break your commitment and [[leave the tower|Rm9SureYouWantToLeave]].<<set $Rm9TimePrayed to "40 years">>Your fortieth year of prayer is over. It has been much harder than you imagined, but you also find an inner peace.
Not for the last time, you must decide to [[continue to pray|Rm9PrayerYear50]], or break your commitment and [[leave the tower|Rm9SureYouWantToLeave]].<<set $Rm9TimePrayed to "50 years">>Your fiftieth year of prayer is over. It has been much harder than you imagined, but you also find an inner peace.
Not for the last time, you must decide to [[continue to pray|Rm9PrayerYear60]], or break your commitment and [[leave the tower|Rm9SureYouWantToLeave]].<<set $Rm9TimePrayed to "60 years">>Your sixtieth year of prayer is over. It has been much harder than you imagined, but you also find an inner peace.
Not for the last time, you must decide to [[continue to pray|Rm9PrayerYear70]], or break your commitment and [[leave the tower|Rm9SureYouWantToLeave]].<<set $Rm9TimePrayed to "70 years">>Your seventieth year of prayer is over. It has been much harder than you imagined, but you also find an inner peace.
Not for the last time, you must decide to [[continue to pray|Rm9PrayerYear80]], or break your commitment and [[leave the tower|Rm9SureYouWantToLeave]].<<set $Rm9TimePrayed to "80 years">>Your eightieth year of prayer is over. It has been much harder than you imagined, but you also find an inner peace.
Not for the last time, you must decide to [[continue to pray|Rm9PrayerYear90]], or break your commitment and [[leave the tower|Rm9SureYouWantToLeave]].<<set $Rm9TimePrayed to "90 years">>Your ninetieth year of prayer is over. It has been much harder than you imagined, but you also find an inner peace.
Not for the last time, you must decide to [[continue to pray|Rm9PrayerYear100]], or break your commitment and [[leave the tower|Rm9SureYouWantToLeave]].<<set $Rm9TimePrayed to "100 years">>Your first century of prayer is over. It has been much harder than you imagined, but you also find an inner peace.
Not for the last time, you must decide to [[continue to pray|Rm9PrayerYear200]], or break your commitment and [[leave the tower|Rm9SureYouWantToLeave]].<<set $Rm9TimePrayed to "200 years">>Your second century of prayer is over. It has been much harder than you imagined, but you also find an inner peace.
Not for the last time, you must decide to [[continue to pray|Rm9PrayerYear300]], or break your commitment and [[leave the tower|Rm9SureYouWantToLeave]].<<set $Rm9TimePrayed to "300 years">>Your third century of prayer is over. It has been much harder than you imagined, but you also find an inner peace.
Not for the last time, you must decide to [[continue to pray|Rm9PrayerYear400]], or break your commitment and [[leave the tower|Rm9SureYouWantToLeave]].<<set $Rm9TimePrayed to "400 years">>Your fourth century of prayer is over. It has been much harder than you imagined, but you also find an inner peace.
Not for the last time, you must decide to [[continue to pray|Rm9PrayerYear500]], or break your commitment and [[leave the tower|Rm9SureYouWantToLeave]].<<set $Rm9TimePrayed to "500 years">>Your fifth century of prayer is over. It has been much harder than you imagined, but you also find an inner peace.
Not for the last time, you must decide to [[continue to pray|Rm9PrayerYear600]], or break your commitment and [[leave the tower|Rm9SureYouWantToLeave]].<<set $Rm9TimePrayed to "600 years">>Your sixth century of prayer is over. It has been much harder than you imagined, but you also find an inner peace.
Not for the last time, you must decide to [[continue to pray|Rm9PrayerYear700]], or break your commitment and [[leave the tower|Rm9SureYouWantToLeave]].<<set $Rm9TimePrayed to "700 years">>Your seventh century of prayer is over. It has been much harder than you imagined, but you also find an inner peace.
Not for the last time, you must decide to [[continue to pray|Rm9PrayerYear800]], or break your commitment and [[leave the tower|Rm9SureYouWantToLeave]].<<set $Rm9TimePrayed to "800 years">>Your eighth century of prayer is over. It has been much harder than you imagined, but you also find an inner peace.
Not for the last time, you must decide to [[continue to pray|Rm9PrayerYear900]], or break your commitment and [[leave the tower|Rm9SureYouWantToLeave]].<<set $Rm9TimePrayed to "900 years">>Your ninth century of prayer is over. It has been much harder than you imagined, but you also find an inner peace.
Not for the last time, you must decide to [[continue to pray|Rm9PrayerYear900Day2]], or break your commitment and [[leave the tower|Rm9SureYouWantToLeave]].<<set $Rm9TimePrayed to "900 years, 2 days">>A fall from grace.
Peace shattered.
Calm turned into torment.
One day has passed since you marked your ninth century of prayer. The time ahead seems impossibly longer than the years behind. You have no idea how you can continue.
Not for the last time, you must decide to [[continue to pray|Rm9PrayerYear900Day3]], or break your commitment and [[leave the tower|Rm9SureYouWantToLeave]].<<set $Rm9TimePrayed to "900 years, 3 days">>Another day has passed. How did you ever find peace here? How did the time ever go faster than its current crawl? How will you possible last another year, much less another day here?
Not for the last time, you must decide to [[continue to pray|Rm9PrayerYear900Day4]], or break your commitment and [[leave the tower|Rm9SureYouWantToLeave]].<<set $Rm9TimePrayed to "900 years, 4 days">>You recovered before. The pain of time passing is terrible; it goes no faster, day by day. But you hold out. You remember your previous crisis.
Not for the last time, you must decide to [[continue to pray|Rm9PrayerYear900Day56AM]], or break your commitment and [[leave the tower|Rm9SureYouWantToLeave]].<<set $Rm9TimePrayed to "900 years, 5 days, 6 hours">>This is not like the last crisis.
Time has slowed further.
It is 6 AM.
The day stretches ahead most horribly.
Not for the last time, you must decide to [[continue to pray|Rm9PrayerYear900Day57AM]], or break your commitment and [[leave the tower|Rm9SureYouWantToLeave]].<<set $Rm9TimePrayed to "900 years, 5 days, 7 hours">>Only another hour has passed. Time has never felt so slow, not even on your first day in the tower. Can you survive in here, living like this hour by hour?
Not for the last time, you must decide to [[continue to pray|Rm9PrayerYear900Day58AM]], or break your commitment and [[leave the tower|Rm9SureYouWantToLeave]].<<set $Rm9TimePrayed to "900 years, 5 days, 8 hours">>Only another hour has passed. This is true torment. Just this day will weigh on you as heavily as all your time in the tower so far. How can you continue?
Not for the last time, you must decide to [[continue to pray|Rm9PrayerYear900Day5830AM]], or break your commitment and [[leave the tower|Rm9SureYouWantToLeave]].<<set $Rm9TimePrayed to "900 years, 5 days, 8 hours, 30 minutes">>Horror, suffering, despair.
Time has slowed further.
You can see only the horror of infinity ahead.
Oblivion would be a mercy.
Not for the last time, you must decide to [[continue to pray|Rm9PrayerYear900Day5845AM]], or break your commitment and [[leave the tower|Rm9SureYouWantToLeave]].<<set $Rm9TimePrayed to "900 years, 5 days, 8 hours, 45 minutes">>Soon you will be counting the minutes. Time is slowing to a crawl. You are a prisoner of your own thoughts.
Not for the last time, you must decide to [[continue to pray|Rm9PrayerYear900Day5846AM]], or break your commitment and [[leave the tower|Rm9SureYouWantToLeave]].<<set $Rm9TimePrayed to "900 years, 5 days, 8 hours, 46 minutes">>It has happened. Time is your torturer, working on you at your own command. For your enemy is yourself, and every moment you stay here becomes more painful than the one just passed.
Not for the last time, you must decide to [[continue to pray|Rm9PrayerYear900Day5847AM]], or break your commitment and [[leave the tower|Rm9SureYouWantToLeave]].<<set $Rm9TimePrayed to "900 years, 5 days, 8 hours, 47 minutes">>Rock bottom.
Your sense of self abandons you.
Destroyed by time, you have passed beyond consciousness, beyond death, to a place of true nothingness.
Not for the last time, you must decide to [[continue to pray|Rm9PrayerYear900Day5850AM]], or break your commitment and [[leave the tower|Rm9SureYouWantToLeave]].<<set $Rm9TimePrayed to "900 years, 5 days, 8 hours, 50 minutes">>Three more minutes pass, just as the ones before. Newly empty, you find time pours through you now like water.
Not for the last time, you must decide to [[continue to pray|Rm9PrayerYear900Day5900AM]], or break your commitment and [[leave the tower|Rm9SureYouWantToLeave]].<<set $Rm9TimePrayed to "900 years, 5 days, 9 hours">>This new emptiness is itself a kind of prayer, you realize. You feel you have almost gained a control over time itself; it is no longer a torment, and more a river you can watch flow at your leisure.
Not for the last time, you must decide to [[continue to pray|Rm9PrayerYear900Day5Noon]], or break your commitment and [[leave the tower|Rm9SureYouWantToLeave]].<<set $Rm9TimePrayed to "900 years, 5 days, 12 hours">>Noon on your fifth day, nine hundredth year of prayer. You find you no longer care about time, prayer, hardship, or inner peace.
Not for the last time, you must decide to [[continue to pray|Rm9PrayerYear900Month1]], or break your commitment and [[leave the tower|Rm9SureYouWantToLeave]].<<set $Rm9TimePrayed to "900 years, 1 month">>Your nine hundredth year, first month of prayer is over. You find your mind returning to its old ways, falling into familiar grooves, but with a deeper understanding of what lies beyond.
Not for the last time, you must decide to [[continue to pray|Rm9PrayerYear901]], or break your commitment and [[leave the tower|Rm9SureYouWantToLeave]].<<set $Rm9TimePrayed to "901 years">>Your nine hundredth and first year of prayer is over. It has been much harder than you imagined, but you also find an inner peace.
Not for the last time, you must decide to [[continue to pray|Rm9PrayerYear902]], or break your commitment and [[leave the tower|Rm9SureYouWantToLeave]].<<set $Rm9TimePrayed to "902 years">>Your nine hundredth and second year of prayer is over. It has been much harder than you imagined, but you also find an inner peace.
Not for the last time, you must decide to [[continue to pray|Rm9PrayerYear950]], or break your commitment and [[leave the tower|Rm9SureYouWantToLeave]].<<set $Rm9TimePrayed to "950 years">>Your nine hundredth and fifth year of prayer is over. It has been much harder than you imagined, but you also find an inner peace.
Not for the last time, you must decide to [[continue to pray|Rm9PrayerYear999]], or break your commitment and [[leave the tower|Rm9SureYouWantToLeave]].<<set $Rm9TimePrayed to "999 years">><<set $Rm9SalvationFound to true>>You hardly realize your nine hundredth, ninety-ninth year is over—but the blue knight appears before you, on the 999th floor of the tower.
"It's time," she says, and you recognize, in her eyes, all that you've discovered. She walks you down to the tower's entrance, and you emerge into the daylight of the isles of the dead as if [[awakening from a dream|Rm9NoteAboutSalvation][$Rm9InTower to false, $InLimbo to false]].<<set $Rm9InTower to false>><<set $Rm9TimePrayed to "none">><<set $InLimbo to false>>The blue knight shakes her head sadly as you step out of the tower. "I hope you will return to us and try again soon," she says. "Nothing is guaranteed in life or here in death, but this is the surest path to salvation."
You feel whatever you had gained in the tower leave you.
<<display Rm9Tower>><<nobr>>
<<if $LifePoints lt 20>>
The blue knight smiles. "Of course; you are always welcome to my grace."
<html><br><br></html>
<<display Rm9HealedByKnight>>
<<else>>
The blue knight smiles but shakes her head. "You have no need of my grace right now. But return whenever you do."
<</if>>
<html><br></html>
<<display Rm9Tower>>
<</nobr>>The blue knight shrugs. "It is not for me to know such things. But you have done all you can in the tower to clean your soul and ready it for judgement." She looks off to the east.
<<display Rm9Tower>><<nobr>>
<<set $Rm11HilltopDiscovered to true>>
<center>------------------------
<html><br></html>
''HILLTOP''
<html><br></html>
------------------------</center>
<<set $CurrentRm to 11>>
<<set $IsleOfRuinsSpotted to true>>
You are on the highest point on the island, with a view of three small islands nearby.
<html><br><br></html>
A line of people snakes up the hill to meet an angel who stands here, guarding two gates. As you watch, she sends each person
<<if $Rm11PlaceInLine is "FrontOfLine">>
in line before you
<<else>>
at the front of the line
<</if>>
through one or the other gate.
<<if $Rm11PlaceInLine is "FrontOfLine">>
<html><br><br></html>
Now it is your turn.
<<else>>
<</if>>
<html><br><br></html>
---- ''ACTIONS'' ----
<html><br></html>
<<display Inventory>>
------ ''EXITS'' ------
<html><br></html>
<<if $Rm11PlaceInLine is "FrontOfLine">>
<<if $Rm11AngelsJudgment is "Heaven" or $Rm11AngelsJudgment is "Hell">>
[[North|Rm11AlreadyJudged]] is the angel. You are at the front of the line to see her, and she looks ready to speak with you.
<html><br></html>
<<else>>
[[North|Rm11WillYouBeJudged]] is the angel, who waits to speak with you as you are now at the front of the line.
<html><br></html>
<</if>>
<<else>>
<</if>>
[[South|Rm10BaseOfHill]] is the base of the hill.
<</nobr>><<set $Rm10LineNoticed to true>>You start up the hill, only to raise a shout from the people filing up it. "Get in line!" they call to you.
Do you [[get in line|Rm11InLine]]?
Or do you ignore them and [[keep going up the hill|Rm11NotInLine]]?
<<display Rm10BaseOfHill>><<set $Rm11PlaceInLine to "FrontOfLine">>You join the line, and it snakes up the hill suprisingly quickly. Soon you are the top.
<<display Rm11Hilltop>><<set $Rm11PlaceInLine to "NotInLine">>You walk up the hill, ignoring angry shouts from the people in line.
<<display Rm11Hilltop>>You clench your fists and approach the line of people, who start shouting at you with an outrage that shocks you. <<=either("“We're dead already, isn't that enough?” one man screams at you.", "“You're just wasting my time,” an old woman yells at you.", "“Take your anger out on someone else,” a child shrieks at you.")>> The others all seem to share the sentiment.
Alarmed at the prospect of a riot, you back away.
<<display Rm10BaseOfHill>><<=either("A man", "A woman", "A child")>> answers, "We're the dead—like you." Others nod.
<<display Rm10BaseOfHill>><<=either("A man", "A woman", "A child")>> answers, "Judgment." Others nod.
<<display Rm10BaseOfHill>><<nobr>>
<<set $Rm12RockyShoreDiscovered to true>>
<<set $IsleOfRuinsSpotted to true>>
<center>------------------------
<html><br></html>
''ROCKY SHORE''
<html><br></html>
------------------------</center>
<<set $CurrentRm to 12>>
You are on a rocky, northeastern shore of a large island. A high ridge blocks off the south; to the north, across still waters lies a small island with ruins.
<<display Rm12Anika>>
<html><br><br></html>
---- ''ACTIONS'' ----
<html><br></html>
<<display Inventory>>
------ ''EXITS'' ------
<html><br></html>
[[North|Rm12Hesitation]] lies the sea; the small isle of ruins to the northeast looks like it's within swimmable distance.
<html><br></html>
[[East|Rm13Point]] is the very tip of the island.
<html><br></html>
[[West|Rm10BaseOfHill]] is the base of a large hill; you can see people standing in a winding line there.
<</nobr>><<set $InLimbo to true>>The angel, shining like gold in the sun, says, "Two gates await, but you can walk through only one, determined by the sins your soul carries. Are you ready to be judged?"
She reaches for your forehead. Do you [[face her judgment|Rm11Judged]] or [[step back|Rm11LeaveLine]]?<<nobr>>
<<set $Rm11PlaceInLine to "NotInLine">>
The angel's hand touches your forehead for an instant, then drops to her side. It feels like a whisper, nothing more.
<html><br><br></html>
<<if $Rm9SalvationFound is true or $Rm17GiantSkeletonKilled is true>>
<<set $Rm11AngelsJudgment is "Heaven">>
She nods.
<<if $Rm9SalvationFound is true and $Rm17GiantSkeletonKilled isnot true>>
"Your time in the tower was wisely spent."
<<else>><</if>>
<<if $Rm9SalvationFound isnot true and $Rm17GiantSkeletonKilled is true>>
"You have performed a great deed for these lands, although it required strong perseverance."
<<else>><</if>>
<<if $Rm9SalvationFound is true and $Rm17GiantSkeletonKilled is true>>
"You have performed a great deed for these lands, and wisely spent time in the tower as well. Both took strong persevereance."
<<else>><</if>>
She gestures to the gate to her right.
<html><br><br></html>
Dare you [[enter it|Rm11EnterHeaven]]?
<html><br><br></html>
Your only other options, as you see them, are to [[run for the other gate|Rm11ChooseToEnterHell]] or [[run away|Rm11FleeHilltop]].
<<else>>
<<set $Rm11AngelsJudgment to "Hell">>
She nods. "Your choices have determined your fate." She gestures to the gate to her left.
<html><br><br></html>
Dare you [[enter it|Rm11EnterHell]]?
<html><br><br></html>
Your only other options, as you see them, are to [[run for the other gate|Rm11ThrownOffHill]] or [[run away|Rm11FleeHilltop]].
<</if>>
<</nobr>><<set $InLimbo to false>><<set $Rm11PlaceInLine to "NotInLine">>You step away from the angel. Impassive, she turns to the line of people behind you.
<<display Rm11Hilltop>><<set $FinalFate to "Heaven">><<set $InLimbo to true>>As you approach the gate, you see only fog within it. As you step through, a dark shape approaches. Other shapes join it.
You are surrounded.
The fog lifts to reveal a blue sky above and green fields below. The shapes are your loved ones, past and present. They embrace you, and one whispers, "Hurry! The great adventure awaits!"
They must see the surprise on your face, for another says, "Did you think heaven would be a place of rest? It's just the beginning!"
You see, in the distance, a golden and silver city filled with light and music. "That's where the great work starts!" another loved one tells you. "Quickly, you won't want to miss a moment."
Together, you join hands with your favorite people in this world and the next, and you all race off to a journey more glorious than any you have ever known.
-- ''THE END'' --
[[Learn more about your final fate.|Ending]]The angel shrugs as you leap to the left gate. "You are always free to choose that fate for yourself."
<<display Rm11EnterHell>><<set $FinalFate to "Hell">><<set $InLimbo to true>>As you approach the gate, you see only fog within it. As you step through, a dark shape approaches. Other shapes join it.
You are surrounded.
The fog lifts to reveal a blue sky above and green fields below. The shapes are your loved ones, past and present. They watch you silently.
And then they scream, their faces contorting in horror and agony.
The world around you erupts in flame, and you hear a loud voice laughing as fire burns your skin.
All your guilts over your sins, and all the horrible things that happened to you in life, every injury and insult and sorrow, flash through your mind, as fresh as they were on first encounter.
Your soul chokes on the power of this torment, and then, for a moment, there is quiet. Silence in the darkness.
And then it all rushes back again.
The pattern repeats, an inexorable tide, giving you a moment of relief only so you can anticipate the horror of all your pain returning, and you realize that eventually—perhaps soon—the moments of relief will turn into only terrible dread, even worse than the torment and misery that always follow them.
Forever.
-- ''THE END'' --
[[Learn more about your final fate.|Ending]]<<set $InLimbo to false>>You leap toward the right gate, and the angel waves her hand at you. A massive gust of wind arises, tumbling you down the hill.
<<display Rm10BaseOfHill>><<set $InLimbo to false>>You race off down the hill, and the angel calls out after you, "Your fate remains, for whenever you are ready to face it!"
<<display Rm10BaseOfHill>><<nobr>>
<<set $InLimbo to true>>
The angel, shining like the summer sun on the sea, says, "You have already been judged.
<<if $Rm11AngelsJudgment is "Hell">>
<<if $Rm9SalvationFound is true>>
<<set $Rm11AngelsJudgment to "Heaven">>
But I see you have sought salvation since then." Her hand brushes your forehead, a kiss from a feather. "And now you should go to the gate on the right."
<<else>>
Your gate awaits on the left."
<</if>>
<<else>>
Your gate awaits on the right."
<</if>>
<html><br><br></html>
<<if $Rm11AngelsJudgment is "Heaven">>
Dare you [[enter the gate on the right|Rm11EnterHeaven]]?
<<else>>
Dare you [[enter the gate on the left|Rm11EnterHell]]?
<</if>>
<html><br><br></html>
Your only other options, as you see them, are to
<<if $Rm11AngelsJudgment is "Heaven">>
[[run for the other gate|Rm11ChooseToEnterHell]]
<<else>>
[[run for the other gate|Rm11ThrownOffHill]]
<</if>>
or [[run away|Rm11FleeHilltop]].
<</nobr>><<nobr>>
<center>------------------------
<html><br></html>
''THE END''
<html><br></html>
------------------------</center>
<<if $FinalFate is "Heaven">>
Congratulations, you went to heaven!
<<else>><</if>>
<<if $FinalFate is "LivingHell">>
You returned to the living world—but it was merely a nightmarish prelude to the hell to come.
<<else>><</if>>
<<if $FinalFate is "Life">>
You returned to the living world—but a return to the isles of the dead awaits all the living.
<<else>><</if>>
<<if $FinalFate is "Hell">>
Unfortunately, you ended up in hell. You probably know why.
<<else>><</if>>
<<if $FinalFate is "Boatman" or $FinalFate is "GreenKnight" or $FinalFate is "Crow">>
You remained on the isles of the dead, and perhaps remain there still...
<<else>><</if>>
<html><br><br></html>
<<if $FinalFate isnot "Heaven" and $FinalFate isnot "Hell">>
<<if $Rm11AngelsJudgment is "Heaven" or $Rm11AngelsJudgment is "Hell">>
You were judged by the angel, but found a way to avoid entering either of her two gates.
<html><br><br></html>
<<else>><</if>>
<<else>><</if>>
You ended the game with $NumberOfCoins
<<if $NumberOfCoins is 1>>coin.<<else>>coins.<</if>>
<html><br><br></html>
<<if $FirstCombatEntered is true>>
You entered combat, and fought bravely. You ended the game with $LifePoints
<<if $NumberOfCoins is 1>>life point.<<else>>life points.<</if>>
<<else>>
You managed to avoid all combat.
<</if>>
<<if $Rm8RiddleDiscovered is true>>
<html><br><br></html>
<<if $Rm8RiddleAnswered is true>>
You were able to answer the green knight's riddle.
<<else>>
You failed to answer the green knight's riddle.
<</if>>
<<else>><</if>>
<<if $Rm17StrangeIslandDiscovered is true>>
<html><br><br></html>
You discovered the strange island in the southeast—which is not really an island at all.
<<if $Rm17GiantSkeletonKilled is true>>
And you were able to destroy the giant skeleton there.
<<else>>
<<if $Rm17GiantSkeletonLife lt 2450>>
<<set $Rm17GiantSkeletonFirstLife to 2450>>
<<set $Rm17GiantSkeletonDamage to $Rm17GiantSkeletonFirstLife -= $Rm17GiantSkeletonLife>>
<html><br></html>
And, in battle, you were able to do $Rm17GiantSkeletonDamage
<<if $Rm17GiantSkeletonDamage is 1>>point <<else>>points <</if>>
of damage to the giant skeleton there.
<<else>><</if>>
<</if>>
<<else>><</if>>
<<if $Rm9SalvationFound is true>>
<html><br><br></html>
You prayed for 999 years in the tower.
<<else>><</if>>
<<if $Rm16AnikasMessageGiven is true>>
<html><br><br></html>
You succeeded in passing on Anika's message.
<<else>><</if>>
<html><br><br></html>
Thanks for playing! You can explore different fates by hitting the back button or the restart button on the left. And you can find hints and tips [[here|EndingTips]].
<html><br><br></html>
This text adventure is based on <html><a href="http://goblinpunch.blogspot.com/2015/04/the-isles-of-dead.html">this one-page roleplaying adventure</a></html> by <html><a href="https://www.patreon.com/goblinpunch">Arnold Kemp</a></html>.
<html><br><br></html>
It was adapted to Twine by <html><a href="http://theeasilyamused.com">David E. Sky</a></html>.<</nobr>>As soon as you make a fist, the angel waves her hand at you. A massive gust of wind arises, tumbling you down the hill.
<<display Rm10BaseOfHill>>The angel, shining like the brightest coin you ever saw, says, "I am the judge of the souls of the dead. <<if $Rm11PlaceInLine is "FrontOfLine">>Step forward, and we will begin."<<else>>Join the line at the base of the hill, and I will judge you as well."<</if>>
<<display Rm11Hilltop>>The angel, shining like the heart of the warmest candle, says, "I am judging the souls of the dead. <<if $Rm11PlaceInLine is "FrontOfLine">>Step forward, and we will begin."<<else>>Join the line at the base of the hill, and I will judge you as well."<</if>>
<<display Rm11Hilltop>><<set $InLimbo to true>>ISLES OF THE DEAD (version 1.1)
by <html><a href="https://www.patreon.com/goblinpunch">Arnold Kemp</a></html>, adapted to Twine by <html><a href="http://theeasilyamused.com">David E. Sky</a></html>
Thanks for playing! There's only one rule: All blue text is clickable. For example:
<span id="InteractiveElement"><<link "Click me!">><<replace "#InteractiveElement">>Good job! Clicking on links will move the story forward in different ways, depending on choices you make.<</replace>><</link>></span>
This text adventure is adapted from the one-page roleplaying adventure by Arnold Kemp, which you can check out <html><a href="http://goblinpunch.blogspot.com/2015/04/the-isles-of-dead.html">here</a></html>.
Ready to [[get started|Start]]?<<nobr>>
<<set $Rm13PointDiscovered to true>>
<center>------------------------
<html><br></html>
''POINT''
<html><br></html>
------------------------</center>
<<set $CurrentRm to 13>>
You are on the easternmost point of a large island, atop a rocky point with the churning sea below.
<<if $Rm14HiddenPathDiscovered is true>>
You see light glinting along the hidden path just under the surface of the placid sea, leading to a small isle with ruins on it.
<<else>>
You see a strange light glinting over—or perhaps just under—the placid sea to the north. Beyond lies a small isle with ruins on it.
<</if>>
<html><br><br></html>
---- ''ACTIONS'' ----
<html><br></html>
<<display Inventory>>
------ ''EXITS'' ------
<html><br></html>
<<if $Rm14HiddenPathDiscovered is true>>
[[North|Rm14HiddenPath]] lies a jump down onto the hidden path below the sea. It leads to the small isle of ruins.
<<else>>
[[North|Rm13Hesitation]] lies a 6-foot drop into the sea; the small isle of ruins beyond looks like it's within swimmable distance.
<</if>>
<html><br></html>
[[West|Rm12RockyShore]] is a rocky shore along the eastern tip of the island.
<</nobr>><<nobr>>
<<if $Rm3ToldHansRiddle is true>>
You tell Hans the riddle again: "I am the enemy within. All will join my cause, and grow pure and clean and thin."
<html><br><br></html>
"I don't know what else to tell you," Hans says. "We all die, right? And what do we leave behind?" He shrugs, cleary finished discussing this.
<<else>>
<<set $Rm3ToldHansRiddle to true>>
You tell Hans the riddle: "I am the enemy within. All will join my cause, and grow pure and clean and thin."
<html><br><br></html>
"All will join my cause..." he says. "Well, we all die, right? And what do we leave behind?" He shrugs, cleary finished discussing this.
<</if>>
<html><br></html>
<</nobr>><<display Rm3LonelyTree>><<nobr>>
<<if $Rm7or4ToldFranklinRiddle is true>>
You tell the weeping man the riddle again: "I am the enemy within. All will join my cause, and grow pure and clean and thin."
<html><br><br></html>
"I told you," he says, "it reminds me of what I saw under the water."
<<else>>
<<set $Rm7or4ToldFranklinRiddle to true>>
You tell the weeping man the riddle: "I am the enemy within. All will join my cause, and grow pure and clean and thin."
<html><br><br></html>
The weeping man casts a wary eye at the still sea around the island. "The enemy within? Reminds me of what I saw under the water."
<</if>>
<html><br></html>
<</nobr>><<display Rm4Dock>><<nobr>>
<<if $Rm7or4ToldFranklinRiddle is true>>
You tell the weeping man the riddle again: "I am the enemy within. All will join my cause, and grow pure and clean and thin."
<html><br><br></html>
"I told you," he says, "it reminds me of what I saw under the water."
<<else>>
<<set $Rm7or4ToldFranklinRiddle to true>>
You tell the weeping man the riddle: "I am the enemy within. All will join my cause, and grow pure and clean and thin."
<html><br><br></html>
"The enemy within?" He casts a wary eye at the still sea around the island. "The enemy within? Reminds me of what I saw under the water."
<</if>>
<html><br></html>
<</nobr>><<display Rm7StoneOutcropping>><<nobr>>
<<if $Rm12AnikaStatus is "Gone">><<else>>
<<if $Rm12AnikaStatus is "NotYetMet">>
<html><br><br></html>
There is a slight, wiry woman here, pacing and shouting "Help me!"
<html><br><br></html>
Seeing you, she approaches. "My name is Anika. Please, if you help me I'll give you these." She holds out two coins.
<<set $Rm12AnikaStatus to "Nervous">>
<<else>><!--mid-part of {if $Rm12AnikaStatus is "NotYetMet"}-->
<html><br><br></html>
<<if $Rm12AnikaStatus is "Nervous">>
Anika is here, and she holds out her two coins to you. "Please! Help me, and I'll give you these."
<<else>><</if>>
<<if $Rm12AnikaStatus is "Hopeful">>
Anika is here, and she says, "Thank you for being willing to help me. Remember, the message to give my sister is "The lock is its own key." She's back in the living world, and looks just like me."
<html><br><br></html>
She pushes her two coins at you. "Take the coins, the deal will be sealed, and I'll tell you how to return to life."
<<else>><</if>>
<<if $Rm12AnikaStatus is "Confident">>
Anika is here, and she nods at you. "Our deal is sealed. You've been paid. Convince the demon on the small island there to send you back to the living world, then find my sister and tell her, "The lock is its own key."
<<else>><</if>>
<</if>><!--Closes {if $Rm12AnikaStatus is "NotYetMet"}-->
<</if>><!--Closes {if $Rm12AnikaStatus is "Gone"}-->
<</nobr>>Fists ready, you approach Anika, and she jumps back in alarm. "What are you doing? Never mind, I don't want your help." She runs off.<<set $Rm12AnikaStatus to "Gone">>
<<display Rm12RockyShore>><<nobr>>
<<set $Rm12AnikasCoinsTaken to true>>
<<set $Rm12AnikaStatus to "Confident">>
<<set $NumberOfCoins +=2>>
<<if $Rm12AnikaExplained is true>>
You take Anika's coins, and she smiles at you gratefully. "I know you'll do it," she says.
<html><br><br></html>
"The demon who'll help you is in those ruins there." She points at the small isle to the northeast. "He refuses to send me back to the living world—but he should bargain with you."
<<else>>
<<set $Rm12AnikaExplained to true>>
You take Anika's coins, and she smiles at you gratefully. "I need you to go back to the living world and tell my sister Bhevran this message: "The lock is its own key." You'll know her because we look alike."
<html><br><br></html>
"The demon who'll help you is in those ruins there." She points at the small isle to the northeast. "He refuses to send me back to the living world—but he should bargain with you."
<</if>>
<html><br></html>
<</nobr>><<display Rm12RockyShore>><<nobr>>
<<if $Rm12AnikaStatus is "Confident">>
<<else>>
<<set $Rm12AnikaStatus to "Hopeful">>
<</if>>
<<if $Rm12AnikaExplained is true>>
"I don't matter; it's my sister Bhavan who's important," Anika says. "You have to get that message to her, back in the living world. Please."
<<else>>
<<set $Rm12AnikaExplained to true>>
"I don't matter—it's my sister Bhavna who's important," Anika says. "You have to get a message to her, back in the living world. Tell her "The lock is its own key." She and I look just alike."
<</if>>
<<if $Rm12AnikasCoinsTaken is true>><<else>>
<html><br><br></html>
She pushes her two coins on you. "Take them, and I'll explain the rest."
<</if>>
<html><br></html>
<</nobr>><<display Rm12RockyShore>><<nobr>>
<<if $Rm12AnikaStatus is "Confident">>
<<else>>
<<set $Rm12AnikaStatus to "Hopeful">>
<</if>>
<<if $Rm12AnikaExplained is true>>
"I've explained it to you already," Anika says, forehead crinkling in annoyance. "I need you to go back to the living world and tell my sister Bhevran this message: "The lock is its own key." She looks just like me, so you'll recognize her."
<<else>>
<<set $Rm12AnikaExplained to true>>
"Oh, thank you so much," Anika says, crowding in on you. "I need you to go back to the living world and tell my sister Bhevran this message: "The lock is its own key." She looks just like me, so you'll recognize her."
<</if>>
<<if $Rm12AnikasCoinsTaken is true>><<else>>
<html><br><br></html>
She holds her two coins right up in your face. "Take the coins. It'll seal the deal, and I'll tell you the last part."
<</if>>
<html><br></html>
<</nobr>><<display Rm12RockyShore>><<nobr>>
<<if $Rm12ToldAnikaRiddle is true>>
You tell Anika the riddle again: "I am the enemy within. All will join my cause, and grow pure and clean and thin."
<html><br><br></html>
"Something related to bone," she says impatiently. "That's all I have for you. Please—my sister needs to get my message."
<<else>>
<<set $Rm12ToldAnikaRiddle to true>>
You tell Anika the riddle: "I am the enemy within. All will join my cause, and grow pure and clean and thin."
<html><br><br></html>
"Pure and clean and thin," she says. "Makes me think of bone."
<</if>>
<html><br></html>
<</nobr>><<display Rm12RockyShore>><<nobr>>
<<set $Rm15PlacidSeaDiscovered to true>>
<center>------------------------
<html><br></html>
''PLACID SEA''
<html><br></html>
------------------------</center>
<<set $CurrentRm to 15>>You are swimming in totally still water that exactly matches your body temperature. The surface is perfectly reflective—a mirror—and you can't shake the feeling that something below is watching you.
<<set $SkeletonFollower to true>>
<html><br><br></html>
---- ''ACTIONS'' ----
<html><br></html>
<<display Inventory>>
------ ''EXITS'' ------
<html><br></html>
[[North|PreCombat][$CurrentRm to 16]] is a small isle with ruins on it.
<html><br></html>
<<if $Rm14HiddenPathDiscovered is true>>
[[East|Rm14DitchingSkeleton]] is a hidden path through the water.
<html><br></html>
<<else>><</if>>
[[South|PreCombat][$CurrentRm to 12]] lies a rocky shore on the eastern part of a large island.
<html><br></html>
<</nobr>>You hesitate at the edge of the sea. The waters are totally still, and as reflective as a mirror. What could wait in their unseen depths?
Dare you [[swim into them|Rm15PlacidSea]]?
<<display Rm12RockyShore>>You hesitate at the 6-foot drop into the sea. The waters are totally still, and as reflective as a mirror. What could wait in their unseen depths? And the drop means you won't be able to climb back up here...
Dare you [[jump into them|Rm14Discovery]]?
<<display Rm13Point>><<nobr>>
<<set $Rm14HiddenPathDiscovered to true>>
<center>------------------------
<html><br></html>
''HIDDEN PATH''
<html><br></html>
------------------------</center>
<<set $CurrentRm to 14>>
You are on a submerged pathway, just below the surface of the sea and impossible to see until you are right on top of it. It snakes its way to the isle of ruins.
<html><br><br></html>
---- ''ACTIONS'' ----
<html><br></html>
<<display Inventory>>
------ ''EXITS'' ------
<html><br></html>
[[North|Rm16IsleOfRuins]] lies a small island with ruins on it.
<html><br></html>
[[South|Rm13Point]] is the easternmost point of a large island. From the path, you can scramble up its rocky edge to a place to stand.
<html><br></html>
[[West|Rm14Hesitation]] lies the ocean; you could easily jump off the path into it.
<</nobr>>You hesitate at the edge of the sea. The waters are totally still, and as reflective as a mirror. What could wait in their unseen depths?
Dare you [[swim into them|Rm15PlacidSea]]?
<<display Rm14HiddenPath>><<nobr>>
<<set $Rm16IsleOfRuinsDiscovered to true>>
<center>------------------------
<html><br></html>
''ISLE OF RUINS''
<html><br></html>
------------------------</center>
<<set $CurrentRm to 16>>
You are on a small island holding the ruins of a church or temple.
<<display Rm16Demon>>
<html><br><br></html>
---- ''ACTIONS'' ----
<html><br></html>
<<display Inventory>>
------ ''EXITS'' ------
<<if $Rm14HiddenPathDiscovered is true>>
<html><br></html>
[[Southeast|Rm14HiddenPath]] is a hidden path through the placid sea, back to a large island to the south.
<<else>><</if>>
<html><br></html>
[[Southwest|Rm16Hesitation]] is a placid sea, with a large island beyond.
<</nobr>>You splash down into the water—and find yourself on a hidden path, just below the surface.
<<display Rm14HiddenPath>><<set $SkeletonFollower to false>>You climb up onto the hidden path from the sea. You hear splashing behind you, but nothing follows you out of the ocean.
<<display Rm14HiddenPath>>You hesitate at the edge of the sea. The waters are totally still, and as reflective as a mirror. What could wait in their unseen depths?
Dare you [[swim into them|Rm15PlacidSea]]?
<<display Rm16IsleOfRuins>><<nobr>>
<<if $Rm16DemonStatus is "Gone">><<else>>
<<if $Rm16DemonStatus is "NotYetMet">>
<html><br><br></html>
A smirking man leans against the wall here, smoking a cigarette. He wears a neatly pressed suit.
<html><br><br></html>
"Care to make a deal?" he asks.
<<set $Rm16DemonStatus to "Smirking">>
<<else>><!--mid-part of {if $Rm16DemonStatus is "NotYetMet"}-->
<html><br><br></html>
<<if $Rm16DemonStatus is "Smirking">>
The smirking man is here.
<<if $Rm16DealForSoulExplained is true>>
"Any more thoughts on that deal I mentioned?" he asks you. "You go back to the living world, and when you die I bring your soul downstairs with me."
<<else>>
"Ask me about the deal I can offer you," he says. "I know you want to."
<</if>>
<<else>><</if>>
<<if $Rm16DemonStatus is "Conniving">>
The smirking man is here. "You don't seem to like me very much," he says. "But my offer stands."
<html><br><br></html>
"Kill the angel with the green knight's sword, and I'll return you to life—no strings attached."
<<else>><</if>>
<<if $Rm16DemonStatus is "Angry">>
The smirking man is here, but he is no longer smirking. "You have the sword—so why haven't you killed the angel? That's the important part of our deal."
<<else>><</if>>
<</if>><!--Closes {if $Rm16DemonStatus is "NotYetMet"}-->
<</if>><!--Closes {if $Rm16DemonStatus is "Gone"}-->
<</nobr>><<if $Rm8GotGreenKnightsSword is true>>Sword raised<<else>>Fists ready<</if>>, you approach the smirking man. He arches an eyebrow. "Sure you want to do this?"
Do you really want to [[fight him|Rm16PreCombat]]?
<<display Rm16IsleOfRuins>><<nobr>>
<<set $CurrentRm to 16>>
<<set $InLimbo to true>>
<<if $FirstCombatEntered is true>>
<<else>>
<<set $FirstCombatEntered to true>>
<</if>>
You throw yourself at the smirking man, who flicks his cigarette away. His eyes burst into flame, and his fists glow red-hot.
<html><br><br></html>
You wonder if this was a good idea, but it's too late now. He's readying to attack; your only choice is [[combat|Rm16Combat][$InCombat to true, $InLimbo to false]].
<</nobr>><<nobr>>
<<set $Rm16Combat to true>>
The smirking man rears back a red-hot, burning fist. He's cleary about to smash it into on you.
<html><br></html>
<center>------------------------
<html><br></html>
''COMBAT''
<html><br></html>
------------------------</center>
You are on an isle of ruins, facing a man with eyes and fists of flame.
<html><br><br></html>
Your life points: $LifePoints
<html><br></html>
Smirking man's life points: $Rm16SmirkingManLife
<html><br><br></html>
---- ''ACTIONS'' ----
<html><br></html>
<<display Inventory>>
------ ''EXITS'' ------
<html><br></html>
You are backed against the ruins; there is no escape.
<</nobr>><<nobr>>
<<set $PlayerAttack to either("3", "4", "5")>>
<<set $Rm16SmirkingManLife -=$PlayerAttack>>
You punch the smirking man for $PlayerAttack
<<if $PlayerAttack gt 1>>
points
<<else>>
point
<</if>>
of damage!
<<if $Rm16SmirkingManLife lte 0>>
You defeat the smirking man. He screams in torment as he collapses into dust.
<<set $InCombat to false>>
<<set $Rm16Combat to false>>
<html><br></html>
<<display Rm16IsleOfRuins>>
<<else>>
<<set $Rm16SmirkingManAttack to either("229", "243", "234", "241", "257", "258", "261", "283", "293", "312")>>
<<set $LifePoints -=$Rm16SmirkingManAttack>>
The smirking man strikes back, his red-hot fist doing $Rm16SmirkingManAttack
<<if $Rm16SmirkingManAttack gt 1>>
points
<<else>>
point
<</if>>
of burning damage to you.
<<if $LifePoints gt 0>>
<html><br></html>
<<display Rm16Combat>>
<<else>>
<html><br><br></html>
<<set $Rm16Combat to false>>
<<set $InCombat to false>>
<<set $InLimbo to true>>
The smirking man's attack burns all the life out of you. Not for the first time, you feel [[death grip you...|Death]]
<</if>>
<</if>>
<</nobr>><<nobr>>
<<set $Rm16SmirkingManAttack to either("229", "243", "234", "241", "257", "258", "261", "283", "293", "312")>>
<<set $LifePoints -=$Rm16SmirkingManAttack>>
The smirking man strikes you, and your defense does nothing to prevent his burning damage of $Rm16SmirkingManAttack
<<if $Rm16SmirkingManAttack gt 1>>
points
<<else>>
point
<</if>>.
<<if $LifePoints gt 0>>
<html><br></html>
<<display Rm16Combat>>
<<else>>
<html><br><br></html>
<<set $Rm16Combat to false>>
<<set $InCombat to false>>
<<set $InLimbo to true>>
The smirking man's attack burns all the life out of you. Not for the first time, you feel [[death grip you...|Death]]
<</if>>
<</nobr>>"I'm a friend," the smirking man says, in a tone that says, //That's all you'll get out of me on that one.//<<set $Rm16DemonExplainedSelf to true>>
<<display Rm16IsleOfRuins>><<nobr>>
<<if $Rm16DemonDismissesSoulsImportant is true>>
"Why are you so hung up on this?" the smirking man says. "I think we both know downstairs is where you're probably going anyway. Claw some life back for yourself in the meantime."
<<else>>
His smirk grows into a full grin. "You're probably going to end up in the same place anyway, don't you think? Why not claw some life back in the meantime?"
<<set $Rm16DemonDismissesSoulsImportant to true>>
<</if>>
<html><br></html>
<</nobr>><<display Rm16IsleOfRuins>>
<<nobr>>
<<set $InLimbo to true>>
<<set $FinalFate to "LivingHell">>
The smirking man runs up and shakes your hand. You realize you've sealed the deal before you can think twice about it.
<html><br><br></html>
The man jerks you to him and kisses you on the lips. His own lips are searingly hot against yours. The heat is literally blinding, and when your vision returns, you find yourself alive again, in your old life, seconds before death took you.
<html><br><br></html>
But the path of fate is changed, and miraculously this time you are spared.
<html><br><br></html>
All seems back to normal at first—in fact, you live life with new vigor, knowing it could end at any moment.
<html><br><br></html>
But then you see it: A fiery reflection, glimpsed in a mirror. You shrug it off, but the sightings grow, and soon red fires follow you everywhere.
<html><br><br></html>
Turns out knowing where you're going after death is nearly the same as being there already.
<html><br><br></html>
It is a literal hell on Earth, and every second that passes bring you closer to eternal torment.
<html><br><br></html>
<<if $Rm12AnikaExplained is true>>
And then you see her in a crowd—Anika. //No, that's her sister//, you realize. Anika had a message for her. Do you think you remember it?
<html><br></html>
[[Yes.|Rm16FirstDealGuess]]
<html><br></html>
[[No.|Rm16FirstDealNoGuess]]
<<else>>
-- ''THE END'' --
<html><br></html>
[[Learn more about your final fate.|Ending]]
<</if>>
<</nobr>><<nobr>>
<<set $Rm16DemonStatus to "Conniving">>
Your refusal to sign over your soul dismisses the man's smirk—for a moment. Then he shrugs. "There is an alternate form of payment."
<html><br><br></html>
He gestures south, to the large island. "There's a green knight in a forest there. Convince him to give you his sword, then slay the angel on the hilltop with it." He shrugs. "Do this small errand, and I'll happily return you to life."
<html><br></html>
<</nobr>><<display Rm16IsleOfRuins>>"You want to go back to the living world, don't you?" the smirking man asks. "I'm happy to send you there."
"But when your time is up again, I get to bring your soul downstairs with me." His eyes glint a fiery red, a glimpse of what he means by "downstairs."<<set $Rm16DealForSoulExplained to true>>
<<display Rm16IsleOfRuins>><<nobr>>
<<if $Rm16DemonExplainedSword is true>>
"I told you already," the smirking man says. "Just tell him you need it to 'smite evil.' He isn't the smartest." His squint hints he might say the same about you someday.
<<else>>
"Just tell him you need it to 'smite evil,'" the smirking man says. "I know that knight from way back. He isn't the smartest."
<<set $Rm16DemonExplainedSword to true>>
<</if>>
<html><br></html>
<</nobr>><<display Rm16IsleOfRuins>>"Why kill the angel?" the smirking man says back to you, then shrugs. "For fun."
<<display Rm16IsleOfRuins>><<nobr>>
<<if $Rm8RiddleAnswered is true>>
<<if $Rm8KnightWontGiveSword is true>>
"You told me you wanted to kill the angel with this sword," the green knight says. "I will never give it to you."
<html><br><br></html>
<<else>>
"Why do you want my sword?" the Green Knight asks.
<html><br></html>
[[Tell him, "To smite evil."|Rm8NeedSwordToSmiteEvil]]
<html><br></html>
[[Tell him, "To kill the angel up on the hilltop."|Rm8NeedSwordToKillAngel]]
<html><br><br></html>
<</if>>
<<else>>
The knight shakes his head. "You have to answer my riddle before I could even think of giving you my sword."
<<if $Rm8RiddleDiscovered isnot true>>
<html><br><br></html>
<<set $Rm8RiddleDiscovered to true>>The green knight goes stiff and tall as he recites, "The riddle: I am the enemy within. All will join my cause, and grow pure and clean and thin."
<html><br><br></html>
Dare you [[try to answer|Rm8GuessRiddle]]?
<html><br></html>
<<else>>
<html><br></html>
<</if>>
<</if>>
<<display Rm8Forest>>
<</nobr>>"To smite evil," the knight repeats. "Sounds good to me."
He hands you the sword.<<set $Rm8GotGreenKnightsSword to true>>
<<display Rm8Forest>>The green knight frowns. "I could never aid such an infernal purpose. My sword will never fall into your care. Don't ask about it again."<<set $Rm8KnightWontGiveSword to true>>
<<display Rm8Forest>><<set $InLimbo to true>>You lunge at the knight—and are surprised when he rises to meet your sword, which plunges straight into his chest. "Release!" he shouts.
He falls to the ground, then says, "Finally, I remember. I was you... once. Now you inherit my long-held duty. And I go... to my reward." He dies with a beatific smile.
You retrieve the sword, and then you feel compelled to remove the green knight's helm and place it atop your head. It fits surprisingly well.
Soon you are pulling the knight's armor off and slipping it on.
You take his place guarding the road, as your mind empties of anything but your new purpose: to block the path.
Your last stray thought is to wonder how long the previous green knight held his post. Then all you can think of is your duty.
Only those who answer your riddle may pass.<<set $FinalFate to "GreenKnight">>
-- ''THE END'' --
[[Learn more about your final fate.|Ending]]<<nobr>>
<<if $CurrentRm is 1>>
<<if $Rm1OnGallows is true>>
<<set $Rm1OnGallows to false>>
You manage to swing your sword up and across the rope you're hanging from. It immediately gives way, dumping you to the ground and dissolving into strands that blow away in the wind.
<<if $NumberOfCoins gt 0>>
<html><br><br></html>
As you get to your feet, you realize you have $NumberOfCoins copper <<if $NumberOfCoins gt 1>>coins<<else>>coin<</if>> in your pocket.
<<else>><</if>>
<<else>>
<<if $Rm1CrowLanded is true>>
Do you want to [[attack the nearby crow with your sword|Rm1CrowAttackedWithSword]]?
<<else>>
You see no use for your sword right now in this place.
<</if>>
<</if>>
<html><br></html>
<<display Rm1Gallows>>
<<else>><</if>>
<<if $CurrentRm is 2>>
You see no use for your sword right now in this place.
<html><br></html>
<<display Rm2BelltowerHill>>
<<else>><</if>>
<<if $CurrentRm is 3>>
<<if $Rm3HansStatus is "Gone">>
You see no use for your sword right now in this place.
<<else>>
Do you want to [[attack Hans with your sword|Rm3AttackHansWithSword]]?
<</if>>
<html><br></html>
<<display Rm3LonelyTree>>
<<else>><</if>>
<<if $CurrentRm is 4>>
Do you want to [[attack the boatman with your sword|Rm4AttackBoatmanWithSword]]?
<<if $Rm7FranklinStatus is "Resurrected">>
<html><br></html>
Or [[attack the weeping man|Rm4AttackFranklinWithSword]]?
<<else>><</if>>
<html><br></html>
<<display Rm4Dock>>
<<else>><</if>>
<<if $CurrentRm is 5>>
Your hands are fully occupied with swimming; you see no other use for them right now in this place.
<html><br></html>
<<display Rm5StillWaters>>
<<else>><</if>>
<<if $CurrentRm is 6>>
You see no use for your hands right now in this place.
<html><br></html>
<<display Rm6Beach>>
<<else>><</if>>
<<if $CurrentRm is 7>>
<<if $Rm7FranklinStatus is "Dead">>
You see no use for your sword right now in this place.
<<else>><!--Else for {if $Rm7FranklinStatus is "Dead"}-->
<<if $Rm7FranklinStatus is "BeingStrangled">>
You can't use your sword because your hands are currently around the weeping man's neck, and he's halfway dead.
<html><br></html>
Do you want to [[let go|Rm7StopStrangling]]?
<html><br></html>
Or [[keep squeezing|Rm7KillingFranklin]]?
<<else>><!--Else for {if $Rm7FranklinStatus is "BeingStrangled"}-->
Do you want to [[attack the weeping man with your sword|Rm7AttackFranklinWithSword]]?
<</if>><!--Closes out {if $Rm7FranklinStatus is "BeingStrangled"}-->
<</if>><!--Closes out {if $Rm7FranklinStatus is "Dead"}-->
<html><br></html>
<<display Rm7StoneOutcropping>>
<<else>><</if>> <!--Closes out {if $CurrentRm is 7}-->
<<if $CurrentRm is 8>>
Do you want to [[attack the green knight with your sword|Rm8KillKnight]]?
<html><br></html>
<<display Rm8Forest>>
<<else>><</if>>
<<if $CurrentRm is 9>>
Do you want to [[attack the blue knight with your sword|Rm9AttackKnightWithSword]]?
<html><br></html>
<<display Rm9Tower>>
<<else>><</if>>
<<if $CurrentRm is 10>>
Do you want to [[attack the people in line with your sword|Rm10AttackPeopleInLine]]?
<html><br></html>
<<display Rm10BaseOfHill>>
<<else>><</if>>
<<if $CurrentRm is 11>>
Do you want to [[attack the people in line with your sword|Rm11SwordAttackFoiledByAngel]]?
<html><br></html>
Or [[attack the angel with your sword|Rm11AttackAngelWithSword]]?
<html><br></html>
<<display Rm11Hilltop>>
<<else>><</if>>
<<if $CurrentRm is 12>>
<<if $Rm12AnikaStatus is "Gone">>
You see no use for your sword right now in this place.
<<else>>
Do you want to [[attack Anika with your sword|Rm12AttackAnikaWithSword]]?
<</if>>
<html><br></html>
<<display Rm12RockyShore>>
<<else>><</if>>
<<if $CurrentRm is 13>>
You see no use for your sword right now in this place.
<html><br></html>
<<display Rm13Point>>
<<else>><</if>>
<<if $CurrentRm is 14>>
You see no use for your sword right now in this place.
<html><br></html>
<<display Rm14HiddenPath>>
<<else>><</if>>
<<if $CurrentRm is 15>>
Your hands are fully occupied with swimming; you can't use them to wield your sword right now in this place.
<html><br></html>
<<display Rm15PlacidSea>>
<<else>><</if>>
<<if $CurrentRm is 16>>
<<if $Rm16DemonStatus is "Gone">>
You see no use for your sword right now in this place.
<<else>>
Do you want to [[attack the smirking man with your sword|Rm16AttackDemonWithSword]]?
<</if>>
<html><br></html>
<<display Rm16IsleOfRuins>>
<<else>>
<</if>>
<<if $CurrentRm is 17>>
You see no use for your sword right now in this place.
<html><br></html>
<<display Rm17StrangeIsland>>
<<else>><</if>>
<</nobr>>You raise your sword against the blue knight, who tilts her head at you and makes a small gesture—and you step back, sword dropping to your side. What was it you were planning to do again?
<<display Rm9Tower>>You raise your sword and approach the line of people, who start shouting at you with an outrage that shocks you. <<=either("“We're dead already, isn't that enough?” one man screams at you.", "“You're just wasting my time,” an old woman yells at you.", "“Take your anger out on someone else,” a child shrieks at you.")>> The others all seem to share the sentiment.
Alarmed at the prospect of a riot, you lower your sword and back away.
<<display Rm10BaseOfHill>>As soon as you approach the people in line, the angel waves her hand at you. A massive gust of wind arises, tumbling you down the hill.
<<display Rm10BaseOfHill>><<set $InLimbo to true>>The angel raises her hand, freezing you in place. She pauses, frowning at the sword in your hand. "You have made a grave mistake in deciding whom to make deals with."
She flicks one finger, and the sword flies out of your hands and off into the forest to the west.
But the angel isn't done. "I can't let you upset the balance here." Her finger waves at you, and you feel yourself shrinking. At the same time, your whole body feels pierced by a thousand arrows. You cry out, but it emerges as a squawk.
You hop to the ground, covered in feathers. You are a foot high, with black wings and a beak.
The angel waves her hand, and you fly off to join the other crows that endlessly circle the land of the dead.
As your new peers squawk at you, a low laugh carries on the wind to your ears. You are certain it came from the isle of ruins to the north.<<set $FinalFate to "Crow">>
-- ''THE END'' --
[[Learn more about your final fate.|Ending]]Sword at the ready, you approach Anika, and she jumps back in alarm. "What are you doing? Never mind, I don't want your help." She runs off.<<set $Rm12AnikaStatus to "Gone">>
<<display Rm12RockyShore>>Sword high, you approach the smirking man. He arches an eyebrow. "Sure you want to do this?"
But you see his smirk waver. He's frightened.
Do you really want to [[fight him|Rm16DemonCaves]]?
<<display Rm16IsleOfRuins>><<set $Rm1CrowLanded to false>>You raise your sword at the crow, who leaps up into the air and flies away laughing.
<<display Rm1Gallows>>Sword raised, you approach the boatman. He prepares to swat you away with his oar—but hesitates at the sight of your sword.
He lowers his oar and stands before you, fully vulnerable to your sword. If you strike him, he will probably die. Do you [[dare kill him|Rm4KillBoatman]]?
<<display Rm4Dock>><<nobr>>
<<if $Rm7FranklinsCoins is "Taken">>You rasie your sword, and the weeping man says, "Yes! A clean slice!" and stands in front of you, hands at his side.<<else>>You raise your sword, and the weeping man looks at you in surprise. "You don't want the coins? Oh, but of course—you can just take them off my body. Anyway, make it a clean slice." He stands in front of you, hands at his side.<</if>>
<html><br><br></html>
The weeping man is totally exposed to your sword; one strike will kill him. Do you want to [[slash your sword at him|Rm7KillingFranklinWithSword]]?
<html><br></html>
<<display Rm7StoneOutcropping>>
<</nobr>>Sword raised, you approach Hans, and he jumps back in alarm. <<if $Rm3HansStatus is "Upset">><<else>>"Oh my god, just take my coins," he shouts, tossing them at you. <<set $NumberOfCoins =+ 2>><</if>>"Why is this happening to me?" He runs off.<<set $Rm3HansStatus to "Gone">>
<<display Rm3LonelyTree>>Sword raised, you approach the weeping man. "Wasn't killing me once enough?" he shouts before running off in terror.<<set $Rm7FranklinStatus to "Gone">>
<<display Rm4Dock>><<set $InLimbo to true>>You strike the boatman—and slice right through him. He silently collapses to the ground, instantly dead.
His body disintegrates into dust nearly instantly. As it blows away, you see his robe was barely injured by your strike.
You feel compelled to lift the robe up and, after a moment, slip it on. It fits surprisingly well.
Next you pick up his discarded oar, and then you take your place beside the boat.
Your mind empties of anything but your new purpose.
Your last stray thought is to wonder how long the old boatman held his post. Then all you can think of is performing your duty.
But only for those who pay you two coins.<<set $FinalFate to "Boatman">>
-- ''THE END'' --
[[Learn more about your final fate.|Ending]]<<nobr>>
<<set $Rm7FranklinStatus to "Dead">>
Your sword slashes across the weeping man. His body gushes blood, then collapses. He is dead.
<html><br></html>
<<display Rm7StoneOutcropping>>
<</nobr>>The smirking man—no longer smirking—dives to the ground before. "Please, don't use that sword on me! I can return you to life for free! Just don't kill me!"
Do you:
[[Take him up on his offer?|Rm16ReturnToLifeForFree]]
[[Kill him?|Rm16KillDemon]]
[[Back off?|Rm16BackOffFromKillingDemon]]
<<display Rm16IsleOfRuins>><<nobr>>
<<set $InLimbo to true>>
<<set $FinalFate to "Life">>
The smirking man grabs your hand before you can think twice and shakes it. You realize you've made your deal.
<html><br><br></html>
You lift up into the sky, dropping your sword behind you. The isles of the dead grow small below you. The last thing you see is the smirking man gesturing another wandering soul close, clearly trying to make some new deal.
<html><br><br></html>
And then you find yourself alive again, in your old life, seconds before death took you.
<html><br><br></html>
But the path of fate is changed, and miraculously this time you are spared.
<html><br><br></html>
All seems back to normal—except that you live life with new vigor, knowing it could end at any moment.
<html><br><br></html>
But sometimes you remember the isles of the dead and wonder if they—or you—will be changed when you visit them again.
<html><br><br></html>
<<if $Rm12AnikaExplained is true>>
And then you see her in a crowd—Anika. //No, that's her sister//, you realize. Anika had a message for her. Do you think you remember it?
<html><br></html>
[[Yes.|Rm16ReturnToLifeForFreeGuess]]
<html><br></html>
[[No.|Rm16ReturnToLifeForFreeNoGuess]]
<<else>>
-- ''THE END'' --
<html><br></html>
[[Learn more about your final fate.|Ending]]
<</if>>
<</nobr>><<set $Rm16DemonStatus to "Gone">>Your sword pierces the smirking man's chest, and instead of blood, fire bursts out. He screams, "No! I won't go back!" as your blade slices deeper, cleaving him in two.
He keeps screaming as the ground under him breaks into flames. Dozens of arms reach up and pull him down below.
With a flash, the ground is back to normal and the smirking man is gone, although his screams echo in your ears.
<<display Rm16IsleOfRuins>>You back away, and the smirking man says, "I knew you didn't have the guts."
<<display Rm16IsleOfRuins>>You remember the first part clearly: "The lock is its own..." But what was the final word?
You only have one chance. Don't misspell it, add an extra space, or put in any weird capitalization. Just put in the word itself.
<<textbox "$Rm16PlayerGuess" "" "Rm16ReturnToLifeForFreeShoutGuess" autofocus>>
Are you ready to [[shout it to Annika's sister|Rm16ReturnToLifeForFreeShoutGuess]]?Anika's sister passes by, and you never see her again.
-- ''THE END'' --
[[Learn more about your final fate.|Ending]]<<nobr>>
<<if $Rm16PlayerGuess is "key" or $Rm16PlayerGuess is "Key" or $Rm16PlayerGuess is "a key" or $Rm16PlayerGuess is "A key" or $Rm16PlayerGuess is "a Key" or $Rm16PlayerGuess is "A Key" or $Rm16PlayerGuess is "KEY" or $Rm16PlayerGuess is "The lock is its own key." or $Rm16PlayerGuess is "The lock is its own key." or $Rm16PlayerGuess is "the lock is its own key" or $Rm16PlayerGuess is "The lock is its own key" or $Rm16PlayerGuess is "the lock is its own key.">>
<<set $Rm16AnikasMessageGiven to true>>
You know you've remembered it right as soon as you say it.
<html><br><br></html>
Anika's sister turns in surprise—and you watch as the lightbulb goes off in her head. Whatever it means, it must be important, for she races off.
<html><br><br></html>
You are left feeling satisfied, knowing that your return to life served some greater purpose in the life of others—and that when you return to the isles of the dead, you will be better for it.
<<else>>
Anika's sister glances back, frowning, and then wanders off. It seems you got it wrong.
<html><br><br></html>
It was a nice try, but soon you forget the moment—just another cobblestone on your eventual path back to the isles of the dead, unchanged by your encounter with Anika's sister.
<</if>>
<html><br><br></html>
-- ''THE END'' --
<html><br></html>
[[Learn more about your final fate.|Ending]]
<</nobr>>
You remember the first part clearly: "The lock is its own..." But what was the final word?
You only have one chance. Don't misspell it, add an extra space, or put in any weird capitalization. Just put in the word itself.
<<textbox "$Rm16PlayerGuess" "" "Rm16FirstDealShoutGuess" autofocus>>
Are you ready to [[shout it to Annika's sister|Rm16FirstDealShoutGuess]]?Anika's sister passes by, and you never see her again.
You always wonder if this was a chance to escape your hellish fate—but it doesn't matter, because if it was, you didn't take it.
-- ''THE END'' --
[[Learn more about your final fate.|Ending]]<<nobr>>
<<if $Rm16PlayerGuess is "key" or $Rm16PlayerGuess is "Key" or $Rm16PlayerGuess is "a key" or $Rm16PlayerGuess is "A key" or $Rm16PlayerGuess is "a Key" or $Rm16PlayerGuess is "A Key" or $Rm16PlayerGuess is "KEY" or $Rm16PlayerGuess is "The lock is its own key." or $Rm16PlayerGuess is "The lock is its own key." or $Rm16PlayerGuess is "the lock is its own key" or $Rm16PlayerGuess is "The lock is its own key" or $Rm16PlayerGuess is "the lock is its own key.">>
<<set $Rm16AnikasMessageGiven to true>>
You know you've remembered it right as soon as you say it.
<html><br><br></html>
Anika's sister turns in surprise—and you watch as the lightbulb goes off in her head. Whatever it means, it must be important, for she races off.
<html><br><br></html>
You are left with a life that's surprisingly transformed. Visions of a hellish final fate no longer dog you—and you wonder if somehow your deal with the smirking man is broken. But at the least, you know that a return to the isles of the dead awaits you.<<set $FinalFate to "Life">>
<<else>>
Anika's sister glances back, frowning, and then wanders off. It seems you got it wrong.
<html><br><br></html>
It was a nice try, but soon you forget the moment—just another failure of your now hellish life, from which you have no escape.
<</if>>
<html><br><br></html>
-- ''THE END'' --
<html><br></html>
[[Learn more about your final fate.|Ending]]
<</nobr>>The blue knight nods at you. "You are free to keep exploring the isles of the dead, but know you have done all you can to ready your soul for judgement." She looks off to the east.
<<display Rm9Tower>><<nobr>>
Clicking on the below questions will reveals hints about the isles of the dead—and, if you keep drilling down, the hints will turn into full-on spoilers.
<html><br><br></html>
Just hit "Restart" on the left to begin the game again, or you could also click [[here|Intro]].
<html><br><br></html>
<!--BEGINNING OF ENDING ANSWERS-->
<span id="EndingAnswer1"><<link "I don't like where I ended up.">><<replace "#EndingAnswer1">>
ENDINGS
<html><br></html>
There are a few different ways the game can end. Look around this page for ones you might not have found.
<html><br></html>
<span id="EndingAnswer2"><<link "I want a happy ending.">><<replace "#EndingAnswer2">>
Visiting the tower is a good bet. You can also check out things to do with an item the smirking man can help you acquire. Look below for hints on each.
<</replace>><</link>></span>
<</replace>><</link>></span>
<!--END OF ENDING ANSWERS-->
<html><br><br></html>
<!--BEGINNING OF STRANGE ISLAND ANSWERS-->
<span id="StrangeIslandAnswer1"><<link "What's on the small island in the southeast?">><<replace "#StrangeIslandAnswer1">>
STRANGE ISLAND
<html><br></html>
The boat won't take you to the strange island, but you can swim to it to find out what's going on with it.
<html><br></html>
<span id="StrangeIslandAnswer2"><<link "I found the secret of the strange island. Is there more?">><<replace "#StrangeIslandAnswer2">>
Just know that no combat is hopeless, no matter how great the odds may seem.
<html><br></html>
<span id="StrangeIslandAnswer3"><<link "So is it possible to defeat the giant skeleton?">><<replace "#StrangeIslandAnswer3">>
With determination, even the smallest mouse can eventually gnaw open the thickest door.
<html><br></html>
<span id="StrangeIslandAnswer4"><<link "Seriously, how do I defeat it?">><<replace "#StrangeIslandAnswer4">>
Note that each time you fight the giant skeleton, you can damage it a little before it defeats you. Perhaps, death after death, you will even get some help.
<</replace>><</link>></span>
<</replace>><</link>></span>
<</replace>><</link>></span>
<</replace>><</link>></span>
<!--END OF STRANGE ISLAND ANSWERS-->
<html><br><br></html>
<!--BEGINNING OF SWIMMING ANSWERS-->
<span id="SwimmingAnswer1"><<link "Swimming is so dangerous!">><<replace "#SwimmingAnswer1">>
SWIMMING
<html><br></html>
The other lost souls on the isles of the dead can give you coins to pay the boatman.
<html><br></html>
<span id="SwimmingAnswer2"><<link "It's not enough!">><<replace "#SwimmingAnswer2">>
If you do still find yourself getting killed after swimming, there's a trick to combat. Pay attention to what the skeletons are doing to figure out if you should attack or defend.
<html><br></html>
<span id="SwimmingAnswer3"><<link "It's still not enough!">><<replace "#SwimmingAnswer3">>
Besides figuring out when to attack and defend, there are two things that will help with combat: one involves the smirking man, and the other only helps with the placid sea next to the isle of ruins.
<html><br></html>
<span id="SwimmingAnswer4"><<link "I'd like more detail, please.">><<replace "#SwimmingAnswer4">>
If you talk to the smirking man long enough, he'll tell you how to get a sword. That will help in combat. For the placid sea, explore all around there and you might find something.
<html><br></html>
<span id="SwimmingAnswer5"><<link "More detail!">><<replace "#SwimmingAnswer5">>
Look at the smirking man's question below for more about the sword. For the placid sea, go to the point—the easternmost spot on the big island—and jump into the water. You'll find a secret.
<</replace>><</link>></span>
<</replace>><</link>></span>
<</replace>><</link>></span>
<</replace>><</link>></span>
<</replace>><</link>></span>
<!--END OF SWIMMING ANSWERS-->
<html><br><br></html>
<!--BEGINNING OF RIDDLE ANSWERS-->
<span id="RiddleAnswer1"><<link "What is the answer to the green knight's riddle?">><<replace "#RiddleAnswer1">>
THE GREEN KNIGHT'S RIDDLE
<html><br></html>
Once the green knight has told you his riddle, other wandering souls on the isles of the dead can help you with hints if you talk to them.
<html><br></html>
<span id="RiddleAnswer2"><<link "Which other people?">><<replace "#RiddleAnswer2">>
If they're still there and speaking to you, Hans at the Lonely Tree, the weeping man at the Stone Outcropping, and Anika at the Rocky Shore will all give you clues to the riddle.
<html><br></html>
<span id="RiddleAnswer3"><<link "I think I have the right answer, but it's not working.">><<replace "#RiddleAnswer3">>
When it comes to answering the riddle, you have to make sure that you are entering just a single word, with no weird capitalization, spaces, or misspellings.
<html><br></html>
<span id="RiddleAnswer4"><<link "I'm really stuck. What is the answer to the riddle?">><<replace "#RiddleAnswer4">>
The right word to enter is "skeleton".
<</replace>><</link>></span>
<</replace>><</link>></span>
<</replace>><</link>></span>
<</replace>><</link>></span>
<!--END OF RIDDLE ANSWERS-->
<html><br><br></html>
<!--BEGINNING OF TOWER ANSWERS-->
<span id="TowerAnswer1"><<link "What is inside the tower?">><<replace "#TowerAnswer1">>
THE TOWER
<html><br></html>
As the blue knight explains, if you pray for 999 years in the tower, you will achieve possible salvation.
<html><br></html>
<span id="TowerAnswer2"><<link "999 years is a long time!">><<replace "#TowerAnswer2">>
Yes, 999 years seems like a long time, but you should try it and see.
<html><br></html>
<span id="TowerAnswer3"><<link "It will take forever.">><<replace "#TowerAnswer3">>
Really, try it and see.
<html><br></html>
<span id="TowerAnswer4"><<link "OK, I did it. Now what?">><<replace "#TowerAnswer4">>
One you've done it, you might find judgment goes a little better.
<html><br></html>
<span id="TowerAnswer5"><<link "Judgment?">><<replace "#TowerAnswer5">>
Go see where the angel at the top of the hill sends you after you've completed your prayers in the tower to find out what I mean.
<</replace>><</link>></span>
<</replace>><</link>></span>
<</replace>><</link>></span>
<</replace>><</link>></span>
<</replace>><</link>></span>
<!--END OF TOWER ANSWERS-->
<html><br><br></html>
<!--BEGINNING OF ANIKA ANSWERS-->
<span id="AnikaAnswer1"><<link "I talked to Anika. Now what?">><<replace "#AnikaAnswer1">>
ANIKA'S MESSAGE
<html><br></html>
You should remember what Anika told you, and then talk to the smirking man on the isle of ruins. If you make a deal with him, you'll see what Anika's message can get you.
<html><br></html>
<span id="AnikaAnswer2"><<link "It didn't work for me!">><<replace "#AnikaAnswer2">>
As with the riddle, make sure you fill in Anika's message with just one word, with no weird capitalizations, spaces, or misspellings.
<</replace>><</link>></span>
<</replace>><</link>></span>
<!--END OF ANIKA ANSWERS-->
<html><br><br></html>
<!--BEGINNING OF SMIRKING MAN ANSWERS-->
<span id="SmirkingManAnswer1"><<link "What's the deal with the smirking man?">><<replace "#SmirkingManAnswer1">>
THE SMIRKING MAN
<html><br></html>
The smirking man on the isle of ruins (in the northeast part of the map) offers you a dangerous-sounding deal.
<html><br></html>
<span id="SmirkingManAnswer2"><<link "Is that all?">><<replace "#SmirkingManAnswer2">>
If you turn down the smirking man's first deal, he'll offer you another.
<html><br></html>
<span id="SmirkingManAnswer3"><<link "Just tell me what happens.">><<replace "#SmirkingManAnswer3">>
If you follow his advice and ask the green knight for his sword, you'll open up some new things to do.
<html><br></html>
<span id="SmirkingManAnswer4"><<link "Like what?">><<replace "#SmirkingManAnswer4">>
You'll be able to use the sword in a few different ways. See what happens when you attack different people in the game with it.
<html><br></html>
<span id="SmirkingManAnswer5"><<link "Which people?">><<replace "#SmirkingManAnswer5">>
The green knight, the angel, the boatman, and the demon all react in interesting ways when threatened with the sword. But be careful! Threatening others on the isles of the dead isn't always a good idea...
<</replace>><</link>></span>
<</replace>><</link>></span>
<</replace>><</link>></span>
<</replace>><</link>></span>
<</replace>><</link>></span>
<!--END OF SMIRKING MAN ANSWERS-->
<</nobr>><<set $Rm17AngelsBlessing to true>>There is an angel in the north—and also just before you. The world is frozen, fallen into darkness. All you see is her light. She is very beautiful.
"You have done well," she says. "I give you my blessing."
She kisses you, a molten, golden warmth that satisfies you like a cup at its first filling.
She gently pushes you away. "Go," she says. "It is time, yet again, for [[combat|Rm17Combat]]."<<set $Rm17GiantSkeletonKilled to true>><<set $InCombat to false>><<set $InLimbo to false>><<set $Rm17Combat to false>>With one swing, you feel the angel's golden blessing flow out of you and land on your opponent in a blinding burst of starlight. The giant skeleton explodes, and you fall into the water below in a rain of bone.
You feel something switch on, deep inside you, from your victory—as if you'd prayed for salvation for a thousand years.
<<display Rm18PoolOfBone>><<nobr>>
<<set $RmRm18PoolOfBoneDiscovered to true>>
<center>------------------------
<html><br></html>
''POOL OF BONE''
<html><br></html>
------------------------</center>
<<set $CurrentRm to 18>>
You are in a field of shattered bone floating on the waves.
<html><br><br></html>
---- ''ACTIONS'' ----
<html><br></html>
<<display Inventory>>
------ ''EXITS'' ------
<html><br></html>
[[West|Rm5StillWaters]] lies the sea; both the small island to the southwest and the larger one to the northwest look like they're within swimmable distance.
<</nobr>>