Start of a transcript of Mooncrash! An Interactive Fiction by Laura Release 1 / Serial number 250902 / Inform 7 build 6M62 (I6/v6.33 lib 6/12N) Identification number: //D0203836-C510-4FEE-ADB0-6B46B4D2F8B8// Interpreter version 1.3.7 / VM 3.1.3 / Library serial number 080126 Standard Rules version 3/120430 by Graham Nelson >about That's not a verb I recognise. >credits That's not a verb I recognise. >x me As good-looking as ever. >i You are carrying nothing. >choose any You have chosen... Question 2 Tell me about your life so far. How would you describe it? OVERCOME: I have overcome many obstacles to get this far. I'm not afraid of a few more. ORGANIZED: My life is organized into lots of tiny boxes, and I fear the day that two or more collide. DESPITE: Despite Fate's sick jokes at my expense, it has been fantastic. That's all thanks to a very special someone, or a special group of people. WANT: I see what I want and I go after it. Always have, always will. To answer, type "choose", then the label of your desired answer. >choose overcome You have chosen... Question 3 How do you feel about the people who will ultimately end the world? LOATHE: I loathe them. FOOLS: They are fools. BENEATH: They are beneath me. PUNISH: They deserve punishment. To answer, type "choose", then the label of your desired answer. >x me As good-looking as ever. >x loathe You must choose... >choose punish You have chosen... Question 4 How do other people feel about you? MIXED: People either love me or they hate me. There doesn't seem to be any middle ground. MASK: I am well-liked because I adapt to what others expect of me. It's hard to keep the mask on all the time, but I live for those moments when I realize it is safe to take it off. CARE: Almost everyone who I talk to for more than thirty seconds can't stand me. I don't really care. GENUINE: I am well-liked because I'm genuine. People always know where they stand with me, and I always know where I stand with others. To answer, type "choose", then the label of your desired answer. >choose genuine You have chosen... Question 5 Before you learned that the world was going to end, what did you want to do? MORE: I wanted to advance the knowledge of civilization. I wanted to help build something better than what we had. EXCITING: I wanted to live an exciting life full of danger and intrigue. I could never have settled down - that would have killed me. KNOW: I wanted to know all there was to know. If I knew everything, nothing could ever take me by surprise. RESPECT: I wanted to earn respect from the people around me, and give them my respect in return. I wanted siblings-in-arms. To answer, type "choose", then the label of your desired answer. >choose more You have chosen... Question 6 Now that you know the world will end soon, does that fundamentally change what you want to do? DOES: Yes, it does. DOESN'T: No, it doesn't. To answer, type "choose", then the label of your desired answer. >choose doesn't You have chosen... Question 7 Quick, pick your favorite from this list of colors! Don't think about it too hard. MIDNIGHT BLUE ROYAL PURPLE ICY BLUE FIERY ORANGE To answer, type "choose", then the label of your desired answer. >choose blue Which do you mean, MIDNIGHT BLUE or ICY BLUE? >midnight You have chosen... Question 8 I hope that last question brought some levity to this situation. Now, tell me, what do you value most in others? BEST: I value people who are honestly doing their best. TWIST: I value people who I can twist into doing what I need. OPENNESS: I value people who don't hide things from me, but who also don't ask too many questions. RIGHTEOUS: I value people who do the right thing when they can, and accept responsibility when they can't. To answer, type "choose", then the label of your desired answer. >choose righteous You have chosen... Question 9 How do you want to be remembered after you die? BETTER: I hope I made things a little better for everyone, and that people remember me for it. LIFE: It really doesn't matter to me. Only what I do with my life matters. BOLD: Bold of you to assume that I'm dying soon enough for it to matter. BLAZE: I want to go out in a blaze of glory, a tale for the ages! To answer, type "choose", then the label of your desired answer. >choose better You have chosen... Question 10 Finally, regardless of whatever plans you might have had, your death is now inevitable. What is your greatest regret? COMPANION: I wish I'd made more time for other people. I spent so long trying to prevent the end from happening that I never found love, friendship, or anything like that. COUNT: Don't count me out yet. I have a lot more to do before thinking about regret. SAVIOR: If only everyone had listened, if only they had believed in me. I might have been a savior to them all. Alas, everyone had their own ideas about how to save the world, and I could not sway them in time. BOOM: My only regret is not blowing up whatever the source of this "end" is fast enough. To answer, type "choose", then the label of your desired answer. >choose count You have chosen... Rain Holy Fire on the Endbringers You are best aligned with THE WILDFIRE. In sheer defiance of Fate, you fight on. It matters not that your enemies are destined to destroy the world, that you are doomed to fail. You want them to pay for what they have wrought. And, failing that, you at least want to go out in a blaze of glory. Sky Above The Light Bridge The wind whips around you as you soar through the air, and you grip the red scales of the dragon below you for dear life. Below you, a battle rages on a bridge made of solid hard-light. Your allies, The Dawn Legion of Leont, do battle against the forces of Izalith, The Dread Horde. Twisted forms, demonic and devilish alike, clash against the shining armor of your brethren. "There are more devils ahead! Burn their ranks!" The Wildfire, in his draconic form, growls at you. His voice grates against your ears like gravel as he swoops down, bringing the both of you to bear against the enemy forces... You must do battle against your foes. You can direct a strong attack against a single enemy with: - Your dagger (STAB enemyname) - Your laser pistol (SHOOT enemyname) - Your magic wand (BLAST enemyname) You can use a weaker attack against every enemy with: - Your sword (CLEAVE) - Your bombs (EXPLODE) - Your magic staff (SPLASH) You will get better at these actions the more times you choose them, and this will be saved across attempts. Now, to battle! You have 25 turns remaining before the end of all things. Enemies Remaining: Spiky Imp: 10 HP Bumbling Imp: 8 HP Spotted Imp: 12 HP Grinning Imp: 12 HP To see a list of actions and your proficiency with each, type "status." You have 100 HP remaining. If you run out, you will die. >status MELEE ATTACKS Your proficiency with stabbing is 0, and you deal 10 damage before accounting for enemy resistances. Your proficiency with cleaving is 0, and you deal 5 damage before accounting for enemy resistances. RANGED ATTACKS Your proficiency with shooting is 0, and you deal 10 damage before accounting for enemy resistances. Your proficiency with exploding is 0, and you deal 5 damage before accounting for enemy resistances. MAGIC ATTACKS Your proficiency with blasting is 0, and you deal 10 damage before accounting for enemy resistances. Your proficiency with splashing is 0, and you deal 5 damage before accounting for enemy resistances. You can direct a strong attack against a single enemy with: - Your dagger (STAB enemyname) - Your laser pistol (SHOOT enemyname) - Your magic wand (BLAST enemyname) You can use a weaker attack against every enemy with: - Your sword (CLEAVE) - Your bombs (EXPLODE) - Your magic staff (SPLASH) You will get better at these actions the more times you choose them, and this will be saved across attempts. You have 25 turns remaining before the end of all things. Enemies Remaining: Spiky Imp: 10 HP Bumbling Imp: 8 HP Spotted Imp: 12 HP Grinning Imp: 12 HP To see a list of actions and your proficiency with each, type "status." You have 100 HP remaining. If you run out, you will die. >cleave The Spiky Imp is caught in your swing! It takes 4 damage. The Bumbling Imp is caught in your swing! It takes 4 damage. The Spotted Imp is caught in your swing! It takes 4 damage. The Grinning Imp is caught in your swing! It takes 3 damage. Your proficiency with cleaving is now 1. You have 24 turns remaining before the end of all things. Enemies Remaining: Spiky Imp: 6 HP Bumbling Imp: 4 HP Spotted Imp: 8 HP Grinning Imp: 9 HP To see a list of actions and your proficiency with each, type "status." You have 95 HP remaining. If you run out, you will die. >cleave The Spiky Imp is caught in your swing! It takes 5 damage. The Bumbling Imp is caught in your swing! It takes 5 damage. The Spotted Imp is caught in your swing! It takes 5 damage. The Grinning Imp is caught in your swing! It takes 4 damage. Your proficiency with cleaving is now 2. You have 23 turns remaining before the end of all things. Enemies Remaining: Spiky Imp: 1 HP The Bumbling Imp perishes... Spotted Imp: 3 HP Grinning Imp: 5 HP To see a list of actions and your proficiency with each, type "status." You have 91 HP remaining. If you run out, you will die. >cleave The Spiky Imp is caught in your swing! It takes 6 damage. The Spotted Imp is caught in your swing! It takes 6 damage. The Grinning Imp is caught in your swing! It takes 5 damage. Your proficiency with cleaving is now 3. You have 22 turns remaining before the end of all things. Enemies Remaining: The Spiky Imp perishes... The Spotted Imp perishes... The Grinning Imp perishes... To see a list of actions and your proficiency with each, type "status." You have 91 HP remaining. If you run out, you will die. --- You dispatch several of the imps, the troops below you cheering as The Wildfire engulfs another half-dozen in a bout of flame. The end of the yellow, hard-light bridge is in sight, a dark, winged creature looming over your army in the distance. It rears up on its hind legs, shooting putrid green flames into the sky. Shoreside Nest Dark waves crash against the shore, a rocky expanse covered in inky-black eggshells. The air smells of decay, and green embers flicker endlessly in every nook and cranny. You hop off of The Wildfire's back, and a whirlwind of embers surrounds him. As the air clears, he stands before you in his human form. He has short blond hair, and wears a sleek black-brown uniform. He holds himself in a tall, military-like stance. "I must remain here. I will guide these troops in the event that you are unsuccessful. Fight until the end." You turn your back on The Wildfire, staring down a massive black dragon and a pair of her progeny... You have 21 turns remaining before the end of all things. Enemies Remaining: Massive Black Dragon: 50 HP Baby Black Dragon: 10 HP Juvenile Black Dragon: 25 HP You have 73 HP remaining. If you run out, you will die. To see a list of actions and your proficiency with each, type "status." >status MELEE ATTACKS Your proficiency with stabbing is 0, and you deal 10 damage before accounting for enemy resistances. Your proficiency with cleaving is 3, and you deal 8 damage before accounting for enemy resistances. RANGED ATTACKS Your proficiency with shooting is 0, and you deal 10 damage before accounting for enemy resistances. Your proficiency with exploding is 0, and you deal 5 damage before accounting for enemy resistances. MAGIC ATTACKS Your proficiency with blasting is 0, and you deal 10 damage before accounting for enemy resistances. Your proficiency with splashing is 0, and you deal 5 damage before accounting for enemy resistances. You can direct a strong attack against a single enemy with: - Your dagger (STAB enemyname) - Your laser pistol (SHOOT enemyname) - Your magic wand (BLAST enemyname) You can use a weaker attack against every enemy with: - Your sword (CLEAVE) - Your bombs (EXPLODE) - Your magic staff (SPLASH) You will get better at these actions the more times you choose them, and this will be saved across attempts. You have 21 turns remaining before the end of all things. Enemies Remaining: Massive Black Dragon: 50 HP Baby Black Dragon: 10 HP Juvenile Black Dragon: 25 HP You have 73 HP remaining. If you run out, you will die. To see a list of actions and your proficiency with each, type "status." >shoot baby You shoot The Baby Black Dragon! You deal 8 damage. Your proficiency with shooting is now 1. You have 20 turns remaining before the end of all things. Enemies Remaining: Massive Black Dragon: 50 HP Baby Black Dragon: 2 HP Juvenile Black Dragon: 25 HP You have 55 HP remaining. If you run out, you will die. To see a list of actions and your proficiency with each, type "status." >cleave The Massive Black Dragon is caught in your swing! It takes 3 damage. The Baby Black Dragon is caught in your swing! It takes 6 damage. The Juvenile Black Dragon is caught in your swing! It takes 5 damage. Your proficiency with cleaving is now 4. You have 19 turns remaining before the end of all things. Enemies Remaining: Massive Black Dragon: 47 HP The Baby Black Dragon perishes... Juvenile Black Dragon: 20 HP You have 40 HP remaining. If you run out, you will die. To see a list of actions and your proficiency with each, type "status." >x juvenile You must fight! Choose one of your combat options. You have 18 turns remaining before the end of all things. Enemies Remaining: Massive Black Dragon: 47 HP Juvenile Black Dragon: 20 HP You have 25 HP remaining. If you run out, you will die. To see a list of actions and your proficiency with each, type "status." >undo Shoreside Nest [Previous turn undone.] >blast juvenile The dragon's scales absorb your magic, and it escapes some of your damage! You blast The Juvenile Black Dragon! You deal 4 damage. Your proficiency with blasting is now 1. You have 18 turns remaining before the end of all things. Enemies Remaining: Massive Black Dragon: 47 HP Juvenile Black Dragon: 16 HP You have 25 HP remaining. If you run out, you will die. To see a list of actions and your proficiency with each, type "status." >undo Shoreside Nest [Previous turn undone.] >stab juvenile You stab The Juvenile Black Dragon! You deal 7 damage. Your proficiency with stabbing is now 1. You have 18 turns remaining before the end of all things. Enemies Remaining: Massive Black Dragon: 47 HP Juvenile Black Dragon: 13 HP You have 25 HP remaining. If you run out, you will die. To see a list of actions and your proficiency with each, type "status." >shoot juvenile You shoot The Juvenile Black Dragon! You deal 9 damage. Your proficiency with shooting is now 2. You have 17 turns remaining before the end of all things. Enemies Remaining: Massive Black Dragon: 47 HP Juvenile Black Dragon: 4 HP You have 10 HP remaining. If you run out, you will die. To see a list of actions and your proficiency with each, type "status." >cleave The Massive Black Dragon is caught in your swing! It takes 4 damage. The Juvenile Black Dragon is caught in your swing! It takes 6 damage. Your proficiency with cleaving is now 5. You have 16 turns remaining before the end of all things. Enemies Remaining: Massive Black Dragon: 43 HP The Juvenile Black Dragon perishes... You scream as green, decaying flame engulfs you. Before death takes you, a sharp pain emanates from your shoulder. The dragon brood begins feasting on your still-wriggling limbs as you fall to the ground. Thankfully, it is not long before the last drop of your blood is spilled, and your vision goes dark. That is your fate. Let us now see the fate of another hero... Limbo Between lives, let us review your achievements... ----- MAIN STORY PROGRESS ----- The Watcher toils in The White Tower... (You have not beaten Guide the Generations) The Wildfire's battle still rages... (You have not beaten Rain Holy Fire on the Endbringers) The Shroud's whereabouts are unknown... (You have not beaten To Cheat Destiny) The Fateweaver calls all who wish for salvation to their Design... (You have not beaten By The Fateweaver's Hand) ----- OTHER EVENTS ----- You swatted imps out of the air, and stared down a trio of black dragons. (You have made it to The Shoreside Nest at least once) ----- THE NEXT LIFE ----- Would you like to RETAKE the personality test, or choose a PATH for yourself? Type "Choose RETAKE" to retake the personality test and discover your path, or "Choose PATH" to decide on a path for yourself. (Or, if you have unlocked the final chapter, see above...) >choose path Your Choice More than one leader calls out for you. Which option speaks to you? HELP (Join The Watcher) WIN (Join The Shroud) SAVE (Join The Fateweaver) FIGHT (Join The Wildfire) To answer, type "choose", then the label of your desired answer. >choose fight Rain Holy Fire on the Endbringers You are best aligned with THE WILDFIRE. In sheer defiance of Fate, you fight on. It matters not that your enemies are destined to destroy the world, that you are doomed to fail. You want them to pay for what they have wrought. And, failing that, you at least want to go out in a blaze of glory. Sky Above The Light Bridge The wind whips around you as you soar through the air, and you grip the red scales of the dragon below you for dear life. Below you, a battle rages on a bridge made of solid hard-light. Your allies, The Dawn Legion of Leont, do battle against the forces of Izalith, The Dread Horde. Twisted forms, demonic and devilish alike, clash against the shining armor of your brethren. "There are more devils ahead! Burn their ranks!" The Wildfire, in his draconic form, growls at you. His voice grates against your ears like gravel as he swoops down, bringing the both of you to bear against the enemy forces... You must do battle against your foes. You can direct a strong attack against a single enemy with: - Your dagger (STAB enemyname) - Your laser pistol (SHOOT enemyname) - Your magic wand (BLAST enemyname) You can use a weaker attack against every enemy with: - Your sword (CLEAVE) - Your bombs (EXPLODE) - Your magic staff (SPLASH) You will get better at these actions the more times you choose them, and this will be saved across attempts. Now, to battle! You have 25 turns remaining before the end of all things. Enemies Remaining: Spiky Imp: 10 HP Bumbling Imp: 8 HP Spotted Imp: 12 HP Grinning Imp: 12 HP To see a list of actions and your proficiency with each, type "status." You have 100 HP remaining. If you run out, you will die. >status MELEE ATTACKS Your proficiency with stabbing is 1, and you deal 12 damage before accounting for enemy resistances. Your proficiency with cleaving is 5, and you deal 10 damage before accounting for enemy resistances. RANGED ATTACKS Your proficiency with shooting is 2, and you deal 14 damage before accounting for enemy resistances. Your proficiency with exploding is 0, and you deal 5 damage before accounting for enemy resistances. MAGIC ATTACKS Your proficiency with blasting is 0, and you deal 10 damage before accounting for enemy resistances. Your proficiency with splashing is 0, and you deal 5 damage before accounting for enemy resistances. You can direct a strong attack against a single enemy with: - Your dagger (STAB enemyname) - Your laser pistol (SHOOT enemyname) - Your magic wand (BLAST enemyname) You can use a weaker attack against every enemy with: - Your sword (CLEAVE) - Your bombs (EXPLODE) - Your magic staff (SPLASH) You will get better at these actions the more times you choose them, and this will be saved across attempts. You have 25 turns remaining before the end of all things. Enemies Remaining: Spiky Imp: 10 HP Bumbling Imp: 8 HP Spotted Imp: 12 HP Grinning Imp: 12 HP To see a list of actions and your proficiency with each, type "status." You have 100 HP remaining. If you run out, you will die. >cleave The Spiky Imp is caught in your swing! It takes 9 damage. The Bumbling Imp is caught in your swing! It takes 9 damage. The Spotted Imp is caught in your swing! It takes 9 damage. The Grinning Imp is caught in your swing! It takes 8 damage. Your proficiency with cleaving is now 6. You have 24 turns remaining before the end of all things. Enemies Remaining: Spiky Imp: 1 HP The Bumbling Imp perishes... Spotted Imp: 3 HP Grinning Imp: 4 HP To see a list of actions and your proficiency with each, type "status." You have 96 HP remaining. If you run out, you will die. >cleave The Spiky Imp is caught in your swing! It takes 10 damage. The Spotted Imp is caught in your swing! It takes 10 damage. The Grinning Imp is caught in your swing! It takes 9 damage. Your proficiency with cleaving is now 7. You have 23 turns remaining before the end of all things. Enemies Remaining: The Spiky Imp perishes... The Spotted Imp perishes... The Grinning Imp perishes... To see a list of actions and your proficiency with each, type "status." You have 96 HP remaining. If you run out, you will die. --- You dispatch several of the imps, the troops below you cheering as The Wildfire engulfs another half-dozen in a bout of flame. The end of the yellow, hard-light bridge is in sight, a dark, winged creature looming over your army in the distance. It rears up on its hind legs, shooting putrid green flames into the sky. Shoreside Nest Dark waves crash against the shore, a rocky expanse covered in inky-black eggshells. The air smells of decay, and green embers flicker endlessly in every nook and cranny. You hop off of The Wildfire's back, and a whirlwind of embers surrounds him. As the air clears, he stands before you in his human form. He has short blond hair, and wears a sleek black-brown uniform. He holds himself in a tall, military-like stance. "I must remain here. I will guide these troops in the event that you are unsuccessful. Fight until the end." You turn your back on The Wildfire, staring down a massive black dragon and a pair of her progeny... You have 22 turns remaining before the end of all things. Enemies Remaining: Massive Black Dragon: 50 HP Baby Black Dragon: 10 HP Juvenile Black Dragon: 25 HP You have 78 HP remaining. If you run out, you will die. To see a list of actions and your proficiency with each, type "status." >shoot baby You shoot The Baby Black Dragon! You deal 12 damage. Your proficiency with shooting is now 3. You have 21 turns remaining before the end of all things. Enemies Remaining: Massive Black Dragon: 50 HP The Baby Black Dragon perishes... Juvenile Black Dragon: 25 HP You have 63 HP remaining. If you run out, you will die. To see a list of actions and your proficiency with each, type "status." >shoot juvenile You shoot The Juvenile Black Dragon! You deal 13 damage. Your proficiency with shooting is now 4. You have 20 turns remaining before the end of all things. Enemies Remaining: Massive Black Dragon: 50 HP Juvenile Black Dragon: 12 HP You have 48 HP remaining. If you run out, you will die. To see a list of actions and your proficiency with each, type "status." >shoot juvenile You shoot The Juvenile Black Dragon! You deal 15 damage. Your proficiency with shooting is now 5. You have 19 turns remaining before the end of all things. Enemies Remaining: Massive Black Dragon: 50 HP The Juvenile Black Dragon perishes... You have 38 HP remaining. If you run out, you will die. To see a list of actions and your proficiency with each, type "status." >shoot What do you want to shoot? >massive You shoot The Massive Black Dragon! You deal 15 damage. Your proficiency with shooting is now 6. You have 18 turns remaining before the end of all things. Enemies Remaining: Massive Black Dragon: 35 HP You have 28 HP remaining. If you run out, you will die. To see a list of actions and your proficiency with each, type "status." >massive That's not a verb I recognise. >shoot massive You shoot The Massive Black Dragon! You deal 17 damage. Your proficiency with shooting is now 7. You have 17 turns remaining before the end of all things. Enemies Remaining: Massive Black Dragon: 18 HP You have 18 HP remaining. If you run out, you will die. To see a list of actions and your proficiency with each, type "status." >shoot massive You shoot The Massive Black Dragon! You deal 19 damage. Your proficiency with shooting is now 8. You have 16 turns remaining before the end of all things. Enemies Remaining: The Massive Black Dragon perishes... You have 18 HP remaining. If you run out, you will die. To see a list of actions and your proficiency with each, type "status." --- The last of the dragons falls before you, and the army at your back lets out another great cheer. You make for their ranks, and it feels like every single one of them wants to pat you on the back. The Wildfire smiles at you. "Take some rest. You've earned it. We shall march to the center of the Goddess Rituna's forces, and we will lay them low." Several days pass, and you recover your strength as the army makes ground... Castle Izalith Cracked grey stone walls loom over you, and the clamor of battle rings in your ears. In the midst of it all, a swordswoman in glimmering silver armor stares you down, brandishing her blade. Your troops break down the Izalith city-gates, and clear a path to their commander. Surrounded on all sides by an unholy alliance of demons and devils, the commander of The Dread Horde, "Ash Hunter," levels her massive blade at you. "The end is nigh, and none will stand in its way. Least of all a lowly wretch like you!" You have 10 turns remaining before the end of all things. Enemies Remaining: Lady of the Moon, Ash Hunter: 100 HP You have 100 HP remaining. If you run out, you will die. To see a list of actions and your proficiency with each, type "status." >x ash You must fight! Choose one of your combat options. You have 9 turns remaining before the end of all things. Enemies Remaining: Lady of the Moon, Ash Hunter: 100 HP You have 80 HP remaining. If you run out, you will die. To see a list of actions and your proficiency with each, type "status." >undo Castle Izalith [Previous turn undone.] >status MELEE ATTACKS Your proficiency with stabbing is 1, and you deal 12 damage before accounting for enemy resistances. Your proficiency with cleaving is 7, and you deal 12 damage before accounting for enemy resistances. RANGED ATTACKS Your proficiency with shooting is 8, and you deal 26 damage before accounting for enemy resistances. Your proficiency with exploding is 0, and you deal 5 damage before accounting for enemy resistances. MAGIC ATTACKS Your proficiency with blasting is 0, and you deal 10 damage before accounting for enemy resistances. Your proficiency with splashing is 0, and you deal 5 damage before accounting for enemy resistances. You can direct a strong attack against a single enemy with: - Your dagger (STAB enemyname) - Your laser pistol (SHOOT enemyname) - Your magic wand (BLAST enemyname) You can use a weaker attack against every enemy with: - Your sword (CLEAVE) - Your bombs (EXPLODE) - Your magic staff (SPLASH) You will get better at these actions the more times you choose them, and this will be saved across attempts. You have 10 turns remaining before the end of all things. Enemies Remaining: Lady of the Moon, Ash Hunter: 100 HP You have 100 HP remaining. If you run out, you will die. To see a list of actions and your proficiency with each, type "status." >shoot lady You shoot The Lady of the Moon, Ash Hunter! You deal 21 damage. Your proficiency with shooting is now 9. You have 9 turns remaining before the end of all things. Enemies Remaining: Lady of the Moon, Ash Hunter: 79 HP You have 80 HP remaining. If you run out, you will die. To see a list of actions and your proficiency with each, type "status." >shoot lady You shoot The Lady of the Moon, Ash Hunter! You deal 23 damage. Your proficiency with shooting is now 10. You have 8 turns remaining before the end of all things. Enemies Remaining: Lady of the Moon, Ash Hunter: 56 HP You have 60 HP remaining. If you run out, you will die. To see a list of actions and your proficiency with each, type "status." >shoot lady You shoot The Lady of the Moon, Ash Hunter! You deal 25 damage. Your proficiency with shooting is now 11. You have 7 turns remaining before the end of all things. Enemies Remaining: Lady of the Moon, Ash Hunter: 31 HP You have 40 HP remaining. If you run out, you will die. To see a list of actions and your proficiency with each, type "status." >shoot lady You shoot The Lady of the Moon, Ash Hunter! You deal 27 damage. Your proficiency with shooting is now 12. You have 6 turns remaining before the end of all things. Enemies Remaining: Lady of the Moon, Ash Hunter: 4 HP You have 20 HP remaining. If you run out, you will die. To see a list of actions and your proficiency with each, type "status." >shoot lady You shoot The Lady of the Moon, Ash Hunter! You deal 29 damage. Your proficiency with shooting is now 13. You have 5 turns remaining before the end of all things. Enemies Remaining: The Lady of the Moon, Ash Hunter perishes... You have 20 HP remaining. If you run out, you will die. To see a list of actions and your proficiency with each, type "status." --- As you land your final blow on Ash Hunter, she falls to one knee. "You may have bested me here, but you cannot stop the End of All Things..." A flash of silver light surrounds her, and she disappears. As you turn to survey your army, you witness only a sea of lifeless bodies. Limbs, wings, and heads lie all about, so far removed from their bodies that you couldn't put them back together no matter how hard you tried. Your enemies, at least, are routed as well. The Wildfire emerges from behind a building, a large gash across his chest. If it is slowing him down, he isn't showing it. He brushes a wayward bit of hair out of his face, staring down at his palm after he does. You catch a glimpse of it - it is covered in blood. Seemingly unmoved, he looks up at you. "Well done. Now, we descend beneath the castle. We will confront the Moon Goddess, Rituna. She will pay for her crimes, no matter what petty justification she offers." You take a deep breath as you follow The Wildfire on his warpath. This battle will lead you to your deaths, and yet, you carry on. Not to save this world or anyone in it - that chance has long since passed. Your campaign with him has only one end. Vengeance. Limbo Between lives, let us review your achievements... ----- MAIN STORY PROGRESS ----- The Watcher toils in The White Tower... (You have not beaten Guide the Generations) The Wildfire has broken through the gates of Castle Izalith. (You have beaten Rain Holy Fire on the Endbringers) The Shroud's whereabouts are unknown... (You have not beaten To Cheat Destiny) The Fateweaver calls all who wish for salvation to their Design... (You have not beaten By The Fateweaver's Hand) ----- OTHER EVENTS ----- You swatted imps out of the air, and stared down a trio of black dragons. (You have made it to The Shoreside Nest at least once) You stood against Ash Hunter, Lady of the Moon. (You have made it to Castle Izalith at least once) ----- THE NEXT LIFE ----- Would you like to RETAKE the personality test, or choose a PATH for yourself? Type "Choose RETAKE" to retake the personality test and discover your path, or "Choose PATH" to decide on a path for yourself. (Or, if you have unlocked the final chapter, see above...) >choose path Your Choice More than one leader calls out for you. Which option speaks to you? HELP (Join The Watcher) WIN (Join The Shroud) SAVE (Join The Fateweaver) FIGHT (Join The Wildfire) To answer, type "choose", then the label of your desired answer. >choose help Guide the Generations You are best aligned with THE WATCHER. The world will end - you know this cannot be changed. Given that premise, the best you can do is make sure that some people survive and can rebuild. You just need to figure out how they're going to do that, and whether you will be among them. Experimental Storage You stand in a circular room of white stone, surrounded on all sides by esoteric runes and whirring machines. The space is crowded, subject to the whims of The Watcher's organizational peculiarities. Unfortunately, he is not here to help you now. You must construct a complex device out of whatever scraps of magitech are left here. The Watcher didn't explain anything beyond that - he only told you that the details would be outlined in a note when you arrived. That note should be around here somewhere... To the west is the Intraplanar Portal Room. There are five nondescript crates here. (1-5). You can take visible objects, open/close visible crates, and read visible notes. (Try "take water", "read note", and "close 5") You can move around the world with "go north/east/south/west". Or, you can just type "n/e/s/w". There is a note covered in scribbles here. For some reason, it appears to be glued to the desk. You can also see a Nondescript Crate Number 1 (closed), a Nondescript Crate Number 2 (closed), a Nondescript Crate Number 3 (closed), a Nondescript Crate Number 4 (closed) and a Nondescript Crate Number 5 (in which are a vial that explodes if you move it and a small inactive water elemental core) here. >x note This note was clearly written in haste. It is barely legible, and some words are crossed out and rewritten several times. Still, you manage to make out most of what it says. "Look, we don't have much time, so I'm not gonna explain everything. Just do what I say, and The Eldritch Comb will be done just in time to un-fuck this situation. I need you to get three things: Solar-Activated Divination-Grade Crystal Heat-Treated Water Elemental Core Water-Treated Fire Elemental Core You're a capable person, you can scrounge all of that up, right? When you have everything, come to the Comms Room and send me a message. I guess you can call me before then if you can't find what you need. But I will be pissed if you do." >l Experimental Storage You stand in a circular room of white stone, surrounded on all sides by esoteric runes and whirring machines. The space is crowded, subject to the whims of The Watcher's organizational peculiarities. Unfortunately, he is not here to help you now. You must construct a complex device out of whatever scraps of magitech are left here. The Watcher didn't explain anything beyond that - he only told you that the details would be outlined in a note when you arrived. That note should be around here somewhere... To the west is the Intraplanar Portal Room. There are five nondescript crates here. (1-5). You can take visible objects, open/close visible crates, and read visible notes. (Try "take water", "read note", and "close 5") You can move around the world with "go north/east/south/west". Or, you can just type "n/e/s/w". There is a note covered in scribbles here. For some reason, it appears to be glued to the desk. You can also see a Nondescript Crate Number 1 (closed), a Nondescript Crate Number 2 (closed), a Nondescript Crate Number 3 (closed), a Nondescript Crate Number 4 (closed) and a Nondescript Crate Number 5 (in which are a vial that explodes if you move it and a small inactive water elemental core) here. >open crate 1 You open the Nondescript Crate Number 1, revealing a thingymajig and a small inactive fire elemental core. >x fire The core of a dead fire elemental. That looks useful. Now, you need to find a pool of water to put it in. >take it small inactive fire elemental core: Taken. vial that explodes if you move it: Your body is engulfed in a massive ball of fire and energy! Thunder cracks in your ears, as though you have been struck by lightning. You have just enough time to feel your skin being seared off before everything goes dark. You have died. Limbo Between lives, let us review your achievements... ----- MAIN STORY PROGRESS ----- The Watcher toils in The White Tower... (You have not beaten Guide the Generations) The Wildfire has broken through the gates of Castle Izalith. (You have beaten Rain Holy Fire on the Endbringers) The Shroud's whereabouts are unknown... (You have not beaten To Cheat Destiny) The Fateweaver calls all who wish for salvation to their Design... (You have not beaten By The Fateweaver's Hand) ----- OTHER EVENTS ----- You swatted imps out of the air, and stared down a trio of black dragons. (You have made it to The Shoreside Nest at least once) You stood against Ash Hunter, Lady of the Moon. (You have made it to Castle Izalith at least once) You made a terrible mistake. Seriously, the vial said that you shouldn't move it! (You tried to touch or move the vial that explodes when you move it) ----- THE NEXT LIFE ----- Would you like to RETAKE the personality test, or choose a PATH for yourself? Type "Choose RETAKE" to retake the personality test and discover your path, or "Choose PATH" to decide on a path for yourself. (Or, if you have unlocked the final chapter, see above...) (Since something dramatic has happened, your list of commands has been cut short.) >choose path Your Choice More than one leader calls out for you. Which option speaks to you? HELP (Join The Watcher) WIN (Join The Shroud) SAVE (Join The Fateweaver) FIGHT (Join The Wildfire) To answer, type "choose", then the label of your desired answer. >help That's not a verb I recognise. >choose help Guide the Generations You are best aligned with THE WATCHER. The world will end - you know this cannot be changed. Given that premise, the best you can do is make sure that some people survive and can rebuild. You just need to figure out how they're going to do that, and whether you will be among them. Experimental Storage You stand in a circular room of white stone, surrounded on all sides by esoteric runes and whirring machines. The space is crowded, subject to the whims of The Watcher's organizational peculiarities. Unfortunately, he is not here to help you now. You must construct a complex device out of whatever scraps of magitech are left here. The Watcher didn't explain anything beyond that - he only told you that the details would be outlined in a note when you arrived. That note should be around here somewhere... To the west is the Intraplanar Portal Room. There are five nondescript crates here. (1-5). You can take visible objects, open/close visible crates, and read visible notes. (Try "take water", "read note", and "close 5") You can move around the world with "go north/east/south/west". Or, you can just type "n/e/s/w". There is a note covered in scribbles here. For some reason, it appears to be glued to the desk. You can also see a Nondescript Crate Number 1 (closed), a Nondescript Crate Number 2 (closed), a Nondescript Crate Number 3 (closed), a Nondescript Crate Number 4 (closed) and a Nondescript Crate Number 5 (in which are a vial that explodes if you move it and a small inactive water elemental core) here. >read note This note was clearly written in haste. It is barely legible, and some words are crossed out and rewritten several times. Still, you manage to make out most of what it says. "Look, we don't have much time, so I'm not gonna explain everything. Just do what I say, and The Eldritch Comb will be done just in time to un-fuck this situation. I need you to get three things: Solar-Activated Divination-Grade Crystal Heat-Treated Water Elemental Core Water-Treated Fire Elemental Core You're a capable person, you can scrounge all of that up, right? When you have everything, come to the Comms Room and send me a message. I guess you can call me before then if you can't find what you need. But I will be pissed if you do." >open 1 You open the Nondescript Crate Number 1, revealing a thingymajig and a small inactive fire elemental core. >take fire Taken. >x it You can't use multiple objects with that verb. >* weird That's not a verb I recognise. >x thingy You can't see any such thing. >x thingymajig You have no idea what this is, or what it's for. It's just a thingymajig. >l Experimental Storage You stand in a circular room of white stone, surrounded on all sides by esoteric runes and whirring machines. The space is crowded, subject to the whims of The Watcher's organizational peculiarities. Unfortunately, he is not here to help you now. You must construct a complex device out of whatever scraps of magitech are left here. The Watcher didn't explain anything beyond that - he only told you that the details would be outlined in a note when you arrived. That note should be around here somewhere... To the west is the Intraplanar Portal Room. There are five nondescript crates here. (1-5). You can take visible objects, open/close visible crates, and read visible notes. (Try "take water", "read note", and "close 5") You can move around the world with "go north/east/south/west". Or, you can just type "n/e/s/w". There is a note covered in scribbles here. For some reason, it appears to be glued to the desk. You can also see a Nondescript Crate Number 1 (in which is a thingymajig), a Nondescript Crate Number 2 (closed), a Nondescript Crate Number 3 (closed), a Nondescript Crate Number 4 (closed) and a Nondescript Crate Number 5 (in which are a vial that explodes if you move it and a small inactive water elemental core) here. >open 2 You open the Nondescript Crate Number 2, revealing a whosimawhatsit, a chunk of shining quartz and a medium inactive fire elemental core. >x whosimawhatsit Seriously, what is this thing and why are you looking at it? >x quartz A clear, polished, jagged crystal. That looks like the kind of crystal you need. Now, you just need to bring it somewhere sunny and wait. >x medium The core of a dead fire elemental. That looks useful. Now, you need to find a pool of water to put it in. >x note This note was clearly written in haste. It is barely legible, and some words are crossed out and rewritten several times. Still, you manage to make out most of what it says. "Look, we don't have much time, so I'm not gonna explain everything. Just do what I say, and The Eldritch Comb will be done just in time to un-fuck this situation. I need you to get three things: Solar-Activated Divination-Grade Crystal Heat-Treated Water Elemental Core Water-Treated Fire Elemental Core You're a capable person, you can scrounge all of that up, right? When you have everything, come to the Comms Room and send me a message. I guess you can call me before then if you can't find what you need. But I will be pissed if you do." >take medium Taken. >take quartz Taken. >x quart You can't see any such thing. >x quartz A clear, polished, jagged crystal. That looks like the kind of crystal you need. Now, you just need to bring it somewhere sunny and wait. >l Experimental Storage You stand in a circular room of white stone, surrounded on all sides by esoteric runes and whirring machines. The space is crowded, subject to the whims of The Watcher's organizational peculiarities. Unfortunately, he is not here to help you now. You must construct a complex device out of whatever scraps of magitech are left here. The Watcher didn't explain anything beyond that - he only told you that the details would be outlined in a note when you arrived. That note should be around here somewhere... To the west is the Intraplanar Portal Room. There are five nondescript crates here. (1-5). You can take visible objects, open/close visible crates, and read visible notes. (Try "take water", "read note", and "close 5") You can move around the world with "go north/east/south/west". Or, you can just type "n/e/s/w". There is a note covered in scribbles here. For some reason, it appears to be glued to the desk. You can also see a Nondescript Crate Number 1 (in which is a thingymajig), a Nondescript Crate Number 2 (in which is a whosimawhatsit), a Nondescript Crate Number 3 (closed), a Nondescript Crate Number 4 (closed) and a Nondescript Crate Number 5 (in which are a vial that explodes if you move it and a small inactive water elemental core) here. >open 3 You open the Nondescript Crate Number 3, revealing a pile of feathers and a medium inactive water elemental core. >x feathers It's a pile of white, black, and brown feathers. I guess you could tickle someone with these? >take nactive You can't see any such thing. >take inactive Which do you mean, the medium inactive water elemental core, the small inactive water elemental core, the medium inactive fire elemental core or the small inactive fire elemental core? >medium inactive water Taken. >x medium inactive water The core of a dead water elemental. That looks useful. Now, you need to find somewhere very hot to put it, like a furnace or a pool of lava. >l Experimental Storage You stand in a circular room of white stone, surrounded on all sides by esoteric runes and whirring machines. The space is crowded, subject to the whims of The Watcher's organizational peculiarities. Unfortunately, he is not here to help you now. You must construct a complex device out of whatever scraps of magitech are left here. The Watcher didn't explain anything beyond that - he only told you that the details would be outlined in a note when you arrived. That note should be around here somewhere... To the west is the Intraplanar Portal Room. There are five nondescript crates here. (1-5). You can take visible objects, open/close visible crates, and read visible notes. (Try "take water", "read note", and "close 5") You can move around the world with "go north/east/south/west". Or, you can just type "n/e/s/w". There is a note covered in scribbles here. For some reason, it appears to be glued to the desk. You can also see a Nondescript Crate Number 1 (in which is a thingymajig), a Nondescript Crate Number 2 (in which is a whosimawhatsit), a Nondescript Crate Number 3 (in which is a pile of feathers), a Nondescript Crate Number 4 (closed) and a Nondescript Crate Number 5 (in which are a vial that explodes if you move it and a small inactive water elemental core) here. >open 4 You open the Nondescript Crate Number 4, revealing a pile of ashes and a diviner's crystal ball. >x ashes A dusty pile of black ash. Sniffing it makes your nose itch. Careful - you might sneeze and blow it all away! It doesn't look anything like Faerie Dust. >x ball A perfectly smooth crystal ball, resting on a velvet pillow. That looks like the kind of crystal you need. Now, you just need to bring it somewhere sunny and wait. >take ball Taken. >x note This note was clearly written in haste. It is barely legible, and some words are crossed out and rewritten several times. Still, you manage to make out most of what it says. "Look, we don't have much time, so I'm not gonna explain everything. Just do what I say, and The Eldritch Comb will be done just in time to un-fuck this situation. I need you to get three things: Solar-Activated Divination-Grade Crystal Heat-Treated Water Elemental Core Water-Treated Fire Elemental Core You're a capable person, you can scrounge all of that up, right? When you have everything, come to the Comms Room and send me a message. I guess you can call me before then if you can't find what you need. But I will be pissed if you do." >l Experimental Storage You stand in a circular room of white stone, surrounded on all sides by esoteric runes and whirring machines. The space is crowded, subject to the whims of The Watcher's organizational peculiarities. Unfortunately, he is not here to help you now. You must construct a complex device out of whatever scraps of magitech are left here. The Watcher didn't explain anything beyond that - he only told you that the details would be outlined in a note when you arrived. That note should be around here somewhere... To the west is the Intraplanar Portal Room. There are five nondescript crates here. (1-5). You can take visible objects, open/close visible crates, and read visible notes. (Try "take water", "read note", and "close 5") You can move around the world with "go north/east/south/west". Or, you can just type "n/e/s/w". There is a note covered in scribbles here. For some reason, it appears to be glued to the desk. You can also see a Nondescript Crate Number 1 (in which is a thingymajig), a Nondescript Crate Number 2 (in which is a whosimawhatsit), a Nondescript Crate Number 3 (in which is a pile of feathers), a Nondescript Crate Number 4 (in which is a pile of ashes) and a Nondescript Crate Number 5 (in which are a vial that explodes if you move it and a small inactive water elemental core) here. >e You can't go that way. >n You can't go that way. >w Intraplanar Portal Room A network of discs and plinths mark connections to several other major settlements, wizard's towers, and landmarks. All power from these portals has been diverted into maintaining the defense of The White Tower. Now, the place merely acts as a hub between the most important rooms of The Watcher's tower-laboratory. To the north is the Comms Room, to the west is the Interplanar Portal Room, to the east is Experimental Storage, and to the south is the Observation Deck. >ss That's not a verb I recognise. >s Observation Deck Brilliant sunlight beams in through the immense windows before you. Looking out, you see sheets of grass and wildflowers marred by blackened meteor strikes and blood. The battles have reached here in prior days, but none remain who would take The White Tower. Those who still live either march on Castle Izalith, or stand in its defense. On the horizon, you can see the fires of war raging. Devils, demons, and dragons alike zoom over the tops of trees in the distance, and an acrid black-green smoke rising from their aerial battlefield. They are so small, out there in the distance. They would almost look like flies, if not for the sickly rainbow of colors which they come in. This seems like a good place to wait and absorb some sunlight, should you have need of that. To the north is the Intraplanar Portal Room. >wait You take in the warm sun on your skin, on one of the final days that you will ever see... The crystal ball glows with a soothing light... (You now have an activated crystal ball)The misshapen crystal hasn't absorbed enough light yet... try waiting a little longer. Time passes. >n Intraplanar Portal Room A network of discs and plinths mark connections to several other major settlements, wizard's towers, and landmarks. All power from these portals has been diverted into maintaining the defense of The White Tower. Now, the place merely acts as a hub between the most important rooms of The Watcher's tower-laboratory. To the north is the Comms Room, to the west is the Interplanar Portal Room, to the east is Experimental Storage, and to the south is the Observation Deck. >w Interplanar Portal Room Three massive, glowing discs of energy appear before you. To the north is an orange portal labelled "VOLCANO" To the south is a blue portal labelled "LAKEBED". To the east is the Intraplanar Portal Room. >n Volcano A rumble fills the air, and the ground quakes beneath your feet. The air smells of sulfur - the scent of death itself. It is blisteringly hot. You won't be able to stay here long. But, to heat-treat that water elemental core, you are going to have to put it somewhere even hotter... The portal to The White Tower is to the south. There is a small lava pool near your feet. It looks just shallow enough to put something in, and still be able to get it back out. (Try "put item-name in pool") Your skin is turning red, and sweat drips down your neck... >put medium water in pool You put the medium inactive water elemental core into the lava pool. Your throat aches and itches. The air itself is burning your lungs. You feel as though you might faint at any moment. Warm light swirls around the medium water elemental core, illuminating it from within. It looks like the heat treatment was successful. It is now a medium heat-treated water elemental core. >take medium water Taken. The tips of your hairs start to smoulder. You are coughing uncontrolably. You can't take it anymore! Get back to The White Tower, or you're going to die out here! >s You breathe a sigh of relief, catching your breath as you return to The White Tower. You feel better now. Interplanar Portal Room Three massive, glowing discs of energy appear before you. To the north is an orange portal labelled "VOLCANO" To the south is a blue portal labelled "LAKEBED". To the east is the Intraplanar Portal Room. >s Lakebed Your hearing is muffled, and a pressure aches in your ears. Fresh water surrounds you, mercifully not stinging your eyes. Around you is an endless expanse of dark blue. If it weren't so terrifying, it might be peaceful. Don't take anything here that shouldn't get wet - the second you stepped into that portal, you, your clothes, and everything you are carrying got soaked! The portal to The White Tower is to the north. You hold your breath. Water soaks into the small fire elemental core, and it dims. It is now a small water-treated fire elemental core. Water soaks into the medium fire elemental core, and it dims. It is now a medium water-treated fire elemental core. >n Interplanar Portal Room Three massive, glowing discs of energy appear before you. To the north is an orange portal labelled "VOLCANO" To the south is a blue portal labelled "LAKEBED". To the east is the Intraplanar Portal Room. >i You are carrying: a medium water-treated fire elemental core a small water-treated fire elemental core a medium heat-treated water elemental core a partially-activated quartz an activated crystal ball >e Intraplanar Portal Room A network of discs and plinths mark connections to several other major settlements, wizard's towers, and landmarks. All power from these portals has been diverted into maintaining the defense of The White Tower. Now, the place merely acts as a hub between the most important rooms of The Watcher's tower-laboratory. To the north is the Comms Room, to the west is the Interplanar Portal Room, to the east is Experimental Storage, and to the south is the Observation Deck. >n Comms Room You are standing in a room full of opaque stones laid out in meticulous fashion. Blinking lights flicker all around you, and a mechanical static buzzes in your ears. A projection of a man appears before you. His frazzled black hair and ruffled white robe have a bluish tinge from the magical interference, but you still recognize this image of The Watcher, floating before you. "Are you done yet? Hand over the things, or go back out there and get them." To the south is the Intraplanar Portal Room. To choose a topic of conversation, type "choose", then the label of your desired topic. DONE: You have everything that The Watcher needs. You ask him to come finish the device with you. HELP ME: You ask The Watcher for help collecting the stuff he needs. >x watcher You can't see any such thing. >choose done The Watcher squints at you. "Really? Let's see..." "The water elemental core looks correctly heat-treated..." "The fire elemental core looks sufficiently cooled..." "The crystal ball looks properly treated..." "Huh. You're actually done. Hang on, I'll be there soon..." The apparition of The Watcher vanishes, leaving a bare stone plinth behind. It hums with energy for a moment as it powers down. Then, precisely where his ghostly image had been, The Watcher himself stands atop the smooth rock face, his eyes the only blue left in his form. He hops down unceremoniously, the wrinkles in his robe seeming even more pronounced than before. "Alright. Let's get this over with." You and The Watcher work for the next several hours, piecing together elemental bits and arcane baubles. Piece by piece, an impossible form takes shape before you. Staring at it for too long grates against your psyche - its edges and curves are irrational and inconsistent. Every time that you start getting lost in the noneuclidean squiggles, The Watcher taps on your shoulder without fail. "Hey. Hey. Keep it together." Before you know it, the finished contraption lays at your feet. You and The Watcher carry it to the Intraplanar Portal Room, its impossibly shaped bottom both floating above and slicing into your palms. Then, you place it in the largest circle in the center of the room. "I'll route all of the power here, get it to the team under Castle Izalith, and... they'll take it from here." The Watcher kneels by the device you've created together. He mutters magical phrases under his breath - words for "distance", "power", and "transport". The room glows with a blinding yellow-blue light. "Bye-bye, Eldritch Comb." And then, the Comb is gone. The White Tower goes dark for the final time. You look back to where The Watcher once stood, but he has vanished as suddenly as he appeared, without even a single parting word. You have barely a moment to ponder where The Watcher went before a scream echoes out from the east. A loud crack echoes out from the west soon after. A sickly green light pours in from the Observation Deck, filling your vision as your life drains from your body. Just as your limbs begin to grow cold and your skin starts to crawl, everything goes black. You are dead. Limbo Between lives, let us review your achievements... ----- MAIN STORY PROGRESS ----- The Eldritch Comb is prepared for placement. (You have beaten Guide the Generations) The Wildfire has broken through the gates of Castle Izalith. (You have beaten Rain Holy Fire on the Endbringers) The Shroud's whereabouts are unknown... (You have not beaten To Cheat Destiny) The Fateweaver calls all who wish for salvation to their Design... (You have not beaten By The Fateweaver's Hand) ----- OTHER EVENTS ----- You swatted imps out of the air, and stared down a trio of black dragons. (You have made it to The Shoreside Nest at least once) You stood against Ash Hunter, Lady of the Moon. (You have made it to Castle Izalith at least once) You made a terrible mistake. Seriously, the vial said that you shouldn't move it! (You tried to touch or move the vial that explodes when you move it) ----- THE NEXT LIFE ----- Would you like to RETAKE the personality test, or choose a PATH for yourself? Type "Choose RETAKE" to retake the personality test and discover your path, or "Choose PATH" to decide on a path for yourself. (Or, if you have unlocked the final chapter, see above...) >choose path Your Choice More than one leader calls out for you. Which option speaks to you? HELP (Join The Watcher) WIN (Join The Shroud) SAVE (Join The Fateweaver) FIGHT (Join The Wildfire) To answer, type "choose", then the label of your desired answer. >choose win To Cheat Destiny You are best aligned with THE SHROUD. There is a reason that prophecies are vague, and it is because even Fate can be subverted. Just because the world "will end" doesn't mean that you can't stop the apocalypse. It will only require a bit of discretion, getting your hands dirty, and perhaps the sacrifice of your legacy. But, what is legacy before a chance to stop the end of everything? Dread Horde Shrine to Ramera The dark, musty cavern extends as far as the eye can see. The ceiling is so high that not even the tallest giant, nor the most impressive dragon, could reach the top if they stood on their tip-toes. A "demon" veiled in a shadowy cloak stands before you, but you sense no malice from her form. Indeed, this is only a disguise. The true identity of the person before you is The Shroud, formerly "South". "Okay, I will keep this base secure. You can try to get in through the ventilation shaft or the front door. Obviously the front door is guarded, but that shaft is a maze. You'll have a tough time wherever you go." The Shroud smirks at you from under her dark hood. "Of course, that is why you are here. To have a tough time, and to do something very, very important." The Shroud gazes off toward the north. "You are going to get into that room. You will take the vial of Bad Blood, a poison powerful enough to kill a god, from therein. Then, you are going to bring it to me. We will take it to Castle Izalith, and we will subvert this end to our reality. No matter what." You can move around the world with "go north/east/south/west". Or, you can just type "n/e/s/w". To choose a topic of conversation, type "choose", then the label of your desired topic. GOAL: You ask The Shroud about your objective. What are you trying to do here, and what are your options? You have 40 turns until the end of all things. >choose goal "You must get into the Hazardous Materials room. It is guarded, of course, but a direct approach may be the most expedient. Should you prefer a subtler approach, you might consider entry through the Ventilation Shaft." To choose a topic of conversation, type "choose", then the label of your desired topic. VENTS: You ask The Shroud for information about the ventilation shaft. Can it get you where you need to go? HAZMAT: You ask The Shroud for information about the Hazardous Materials Room. What are the defenses like? You have 39 turns until the end of all things. >choose vents "The Ventilation Shaft west of here definitely leads to the Hazardous Materials Room, and does so subtly, but it also leads just about everywhere else in this place. You ought to encounter the least resistance there, but no one could say how long it will take you to return. Should you go that way, make sure that you can retrace your steps." To choose a topic of conversation, type "choose", then the label of your desired topic. GOAL: You ask The Shroud about your objective. What are you trying to do here, and what are your options? You have 38 turns until the end of all things. >choose hazmat You can't see any such thing. >choose goal "You must get into the Hazardous Materials room. It is guarded, of course, but a direct approach may be the most expedient. Should you prefer a subtler approach, you might consider entry through the Ventilation Shaft." To choose a topic of conversation, type "choose", then the label of your desired topic. VENTS: You ask The Shroud for information about the ventilation shaft. Can it get you where you need to go? HAZMAT: You ask The Shroud for information about the Hazardous Materials Room. What are the defenses like? You have 37 turns until the end of all things. >choose hazmat "The Hazardous Materials Room north of here is your destination, yes, but it is guarded by a powerful demon. He will not abandon his post, so if he should come close to besting you, simply return to this shrine. It will restore your vitality. Of course, that will eat away at your time, which we have very little to work with. Perhaps you could talk your way past him instead, but I have no idea what might convince him to let you through..." To choose a topic of conversation, type "choose", then the label of your desired topic. GOAL: You ask The Shroud about your objective. What are you trying to do here, and what are your options? You have 36 turns until the end of all things. >n A mountain of a demon stands before you, its skin a sinister vermillion and a pike at its side. Its booming voice echoes through the massive hall. "WHAT ARE YOU DOING HERE? GET BACK TO WORK!" To choose a topic of conversation, type "choose", then the label of your desired topic. AUTHORIZED: Tell the guard that you are authorized to access the Hazmat room. You have 35 turns until the end of all things. >choose authorized "YOU ARE NOT AUTHORIZED. I PERSONALLY REVIEW ALL AUTHORIZATIONS FOR THIS AREA. EXPLAIN YOURSELF NOW, OR DIE HERE." To choose a topic of conversation, type "choose", then the label of your desired topic. GREEN: Tell the guard that you are new, and your authorization is still being processed. STUPID: Tell the guard that he must have just forgotten to issue you the required authorization. What an idiot! SUBORDINATE: Tell the guard that a superior has asked you to come here. Their authorization should be good enough to get you in. You have 34 turns until the end of all things. >choose subordinate "WHO IS YOUR SUPERIOR? I SHALL CONFIRM YOUR CLAIM MYSELF." To choose a topic of conversation, type "choose", then the label of your desired topic. GODDESS: The Goddess of the Moon, Rituna, sent you herself. You're really important, and the guard shouldn't doubt you! DAUGHTER: Rituna's daughter, Ash Hunter, sent you. It is urgent - she needs the Bad Blood for an epic battle on the front lines! SHROUD: The Ramera Shrine guardian (who you know to be The Shroud, but you don't plan to tell this guy that) needs access. The shrine needs special materials to refresh The Dread Horde's troops. DEVILISH: You were sent by a really important devil. So important that you don't even get to know their name. Yeah, that's right. ANGELIC: You were sent by a really important angel. If the guard doesn't let you in, they're probably going to get smited! They don't want that, right? You have 33 turns until the end of all things. >choose daughter "SHE WOULD NOT SEND LOWLY SCUM LIKE YOU. DIE!" You must do battle against your foe. You can direct a strong attack against a single enemy with: - Your dagger (STAB enemyname) - Your laser pistol (SHOOT enemyname) - Your magic wand (BLAST enemyname) You can use a weaker attack against every enemy with: - Your sword (CLEAVE) - Your bombs (EXPLODE) - Your magic staff (SPLASH) You will get better at these actions the more times you choose them, and this will be saved across attempts. Enemies Remaining: Enemies Remaining: Demon Guard: 250 HP To see a list of actions and your proficiency with each, type "status." You have 90 HP remaining. If you run out, you will die. You have 32 turns until the end of all things. >status MELEE ATTACKS Your proficiency with stabbing is 1, and you deal 12 damage before accounting for enemy resistances. Your proficiency with cleaving is 7, and you deal 12 damage before accounting for enemy resistances. RANGED ATTACKS Your proficiency with shooting is 13, and you deal 36 damage before accounting for enemy resistances. Your proficiency with exploding is 0, and you deal 5 damage before accounting for enemy resistances. MAGIC ATTACKS Your proficiency with blasting is 0, and you deal 10 damage before accounting for enemy resistances. Your proficiency with splashing is 0, and you deal 5 damage before accounting for enemy resistances. You can direct a strong attack against a single enemy with: - Your dagger (STAB enemyname) - Your laser pistol (SHOOT enemyname) - Your magic wand (BLAST enemyname) You can use a weaker attack against every enemy with: - Your sword (CLEAVE) - Your bombs (EXPLODE) - Your magic staff (SPLASH) You will get better at these actions the more times you choose them, and this will be saved across attempts. Enemies Remaining: Demon Guard: 250 HP To see a list of actions and your proficiency with each, type "status." You have 90 HP remaining. If you run out, you will die. You have 32 turns until the end of all things. >shoot demon You shoot The Demon Guard! You deal 26 damage. Your proficiency with shooting is now 14. The Demon Guard trains a weapon on your firing arm, ready to parry your next physical projectile... The Demon Guard's wounds are rapidly closing! It regains some HP. Enemies Remaining: Demon Guard: 244 HP To see a list of actions and your proficiency with each, type "status." You have 80 HP remaining. If you run out, you will die. You have 31 turns until the end of all things. >stab demo You can't see any such thing. >stab demon You stab The Demon Guard! You deal 2 damage. Your proficiency with stabbing is now 2. The Demon Guard raises its weapon, ready to deflect your next close-range strike... The Demon Guard's wounds are rapidly closing! It regains some HP. Enemies Remaining: Demon Guard: 250 HP To see a list of actions and your proficiency with each, type "status." You have 70 HP remaining. If you run out, you will die. You have 30 turns until the end of all things. >shoot demon You shoot The Demon Guard! You deal 28 damage. Your proficiency with shooting is now 15. The Demon Guard trains a weapon on your firing arm, ready to parry your next physical projectile... The Demon Guard's wounds are rapidly closing! It regains some HP. Enemies Remaining: Demon Guard: 242 HP To see a list of actions and your proficiency with each, type "status." You have 60 HP remaining. If you run out, you will die. You have 29 turns until the end of all things. >stab demon You stab The Demon Guard! You deal 4 damage. Your proficiency with stabbing is now 3. The Demon Guard raises its weapon, ready to deflect your next close-range strike... The Demon Guard's wounds are rapidly closing! It regains some HP. Enemies Remaining: Demon Guard: 250 HP To see a list of actions and your proficiency with each, type "status." You have 50 HP remaining. If you run out, you will die. You have 28 turns until the end of all things. >shoot demon You shoot The Demon Guard! You deal 30 damage. Your proficiency with shooting is now 16. The Demon Guard trains a weapon on your firing arm, ready to parry your next physical projectile... The Demon Guard's wounds are rapidly closing! It regains some HP. Enemies Remaining: Demon Guard: 240 HP To see a list of actions and your proficiency with each, type "status." You have 40 HP remaining. If you run out, you will die. You have 27 turns until the end of all things. >stab demon You stab The Demon Guard! You deal 6 damage. Your proficiency with stabbing is now 4. The Demon Guard raises its weapon, ready to deflect your next close-range strike... The Demon Guard's wounds are rapidly closing! It regains some HP. Enemies Remaining: Demon Guard: 250 HP To see a list of actions and your proficiency with each, type "status." You have 30 HP remaining. If you run out, you will die. You have 26 turns until the end of all things. >s You stand next to a shrine to Ramera, the goddess of rivers and the ocean. Its soothing waters wash over you, and you are healed. Your HP has been replenished. You now have 100 HP. To choose a topic of conversation, type "choose", then the label of your desired topic. GOAL: You ask The Shroud about your objective. What are you trying to do here, and what are your options? You have 25 turns until the end of all things. >n The vermillion demon sneers. "YOU DARE TO RETURN? DIE!" Enemies Remaining: Demon Guard: 250 HP To see a list of actions and your proficiency with each, type "status." You have 90 HP remaining. If you run out, you will die. You have 24 turns until the end of all things. >s You stand next to a shrine to Ramera, the goddess of rivers and the ocean. Its soothing waters wash over you, and you are healed. Your HP has been replenished. You now have 100 HP. To choose a topic of conversation, type "choose", then the label of your desired topic. GOAL: You ask The Shroud about your objective. What are you trying to do here, and what are your options? You have 23 turns until the end of all things. >w Vent 1 A cold metal vent is loosely attached to the wall here. It curves away to the north. To the east is the shrine to Ramera, where The Shroud awaits word of your success. You have 22 turns until the end of all things. >n Vent F You find yourself within a twisting maze of cold metal. Quiet rattling echoes out as you move, and your arms and legs grow cold as you crawl. You are losing your sense of direction, but... There is another path to the east. There is another path to the north. There is another path to the south. You have 21 turns until the end of all things. >e Vent H You find yourself within a twisting maze of cold metal. Quiet rattling echoes out as you move, and your arms and legs grow cold as you crawl. You are losing your sense of direction, but... There is another path to the west. You have 20 turns until the end of all things. >w Vent F You find yourself within a twisting maze of cold metal. Quiet rattling echoes out as you move, and your arms and legs grow cold as you crawl. You are losing your sense of direction, but... There is another path to the east. There is another path to the north. There is another path to the south. You have 19 turns until the end of all things. >n Vent 7 You find yourself within a twisting maze of cold metal. Quiet rattling echoes out as you move, and your arms and legs grow cold as you crawl. You are losing your sense of direction, but... There is another path to the north. There is another path to the south. There is another path to the west. You have 18 turns until the end of all things. >n Vent 5 You find yourself within a twisting maze of cold metal. Quiet rattling echoes out as you move, and your arms and legs grow cold as you crawl. You are losing your sense of direction, but... There is another path to the north. There is another path to the east. There is another path to the south. You have 17 turns until the end of all things. >e Vent 6 You find yourself within a twisting maze of cold metal. Quiet rattling echoes out as you move, and your arms and legs grow cold as you crawl. You are losing your sense of direction, but... There is another path to the east. There is another path to the west. You have 16 turns until the end of all things. >e Vent 3 You find yourself within a twisting maze of cold metal. Quiet rattling echoes out as you move, and your arms and legs grow cold as you crawl. You are losing your sense of direction, but... There is another path to the north. There is another path to the west. You have 15 turns until the end of all things. >n Vent 8 You find yourself within a twisting maze of cold metal. Quiet rattling echoes out as you move, and your arms and legs grow cold as you crawl. You are losing your sense of direction, but... There is another path to the north. There is another path to the south. You have 14 turns until the end of all things. >n Vent 9 You find yourself within a twisting maze of cold metal. Quiet rattling echoes out as you move, and your arms and legs grow cold as you crawl. You are losing your sense of direction, but... There is another path to the east. There is another path to the south. There is another path to the west. You have 13 turns until the end of all things. >e Vent B You find yourself within a twisting maze of cold metal. Quiet rattling echoes out as you move, and your arms and legs grow cold as you crawl. You are losing your sense of direction, but... There is another path to the east. There is another path to the west. You have 12 turns until the end of all things. >e Vent E You find yourself within a twisting maze of cold metal. Quiet rattling echoes out as you move, and your arms and legs grow cold as you crawl. You are losing your sense of direction, but... There is another path to the west. There is another path to the south. You have 11 turns until the end of all things. >s Vent 2 You find yourself within a twisting maze of cold metal. Quiet rattling echoes out as you move, and your arms and legs grow cold as you crawl. You are losing your sense of direction, but... There is another path to the north. There is another path to the south. You have 10 turns until the end of all things. >s Vent G You find yourself within a twisting maze of cold metal. Quiet rattling echoes out as you move, and your arms and legs grow cold as you crawl. You are losing your sense of direction, but... There is another path to the north. There is another path to the south. You have 9 turns until the end of all things. >s Hazardous Materials Room To the north is a cold metal vent. You could climb in there, if you really wanted to. Glass cases line the dull gray room, lined with a neon rainbow of concerning labels. DANGEROUS PATHOGEN - DO NOT OPEN WITHOUT ALPHA-PLAN AUTHORIZATION CORROSIVE SUBSTANCE - DO NOT REMOVE FROM CONTAINMENT FIELD BEFORE DEPLOYMENT REPENT, YE WHO WOULD SEEK THE POWER OF THE BAD BLOOD Staring at the pitch black vial sends a shiver down your spine. You look away on instinct. You get the sense that a single drop of this vile liquid could kill you instantly. Thankfully, the vial is sealed shut, and not a single smudge of the stuff has reached the outside. You have 8 turns until the end of all things. >x blood You see nothing special about Bad Blood. You have 7 turns until the end of all things. >undo Hazardous Materials Room [Previous turn undone.] >take blood You gingerly lift the evil vial with the tips of your fingers, your heart pounding in your chest as you hold it aloft. Something about this inky black liquid fills you with dread beyond words. You squirrel it away in your belongings as quickly as you can. You hope that you will never have to look at it again. Taken. You have 7 turns until the end of all things. >s The guard outside this door is very, very powerful. You decide against opening the door. It would be best to go back the way you came... You have 6 turns until the end of all things. >w You can't go that way. You have 5 turns until the end of all things. >n Vent G You find yourself within a twisting maze of cold metal. Quiet rattling echoes out as you move, and your arms and legs grow cold as you crawl. You are losing your sense of direction, but... There is another path to the north. There is another path to the south. You have 4 turns until the end of all things. >n Vent 2 You find yourself within a twisting maze of cold metal. Quiet rattling echoes out as you move, and your arms and legs grow cold as you crawl. You are losing your sense of direction, but... There is another path to the north. There is another path to the south. You have 3 turns until the end of all things. >n Vent E You find yourself within a twisting maze of cold metal. Quiet rattling echoes out as you move, and your arms and legs grow cold as you crawl. You are losing your sense of direction, but... There is another path to the west. There is another path to the south. You have 2 turns until the end of all things. >w Vent B You find yourself within a twisting maze of cold metal. Quiet rattling echoes out as you move, and your arms and legs grow cold as you crawl. You are losing your sense of direction, but... There is another path to the east. There is another path to the west. You have 1 turns until the end of all things. >w Vent 9 You find yourself within a twisting maze of cold metal. Quiet rattling echoes out as you move, and your arms and legs grow cold as you crawl. You are losing your sense of direction, but... There is another path to the east. There is another path to the south. There is another path to the west. The end is nigh... A faint shriek echoes out from far, far away to the east, and you hear the assembled demons and devils cry out with joy. The last thing you see is an eerie, bright green light that overcomes your senses in the blink of an eye. You don't even have time to register any pain, you simply... cease to exist. You are dead. Limbo Between lives, let us review your achievements... ----- MAIN STORY PROGRESS ----- The Eldritch Comb is prepared for placement. (You have beaten Guide the Generations) The Wildfire has broken through the gates of Castle Izalith. (You have beaten Rain Holy Fire on the Endbringers) The Shroud's whereabouts are unknown... (You have not beaten To Cheat Destiny) The Fateweaver calls all who wish for salvation to their Design... (You have not beaten By The Fateweaver's Hand) ----- OTHER EVENTS ----- You swatted imps out of the air, and stared down a trio of black dragons. (You have made it to The Shoreside Nest at least once) You stood against Ash Hunter, Lady of the Moon. (You have made it to Castle Izalith at least once) You made a terrible mistake. Seriously, the vial said that you shouldn't move it! (You tried to touch or move the vial that explodes when you move it) ----- THE NEXT LIFE ----- Would you like to RETAKE the personality test, or choose a PATH for yourself? Type "Choose RETAKE" to retake the personality test and discover your path, or "Choose PATH" to decide on a path for yourself. (Or, if you have unlocked the final chapter, see above...) >choose path Your Choice More than one leader calls out for you. Which option speaks to you? HELP (Join The Watcher) WIN (Join The Shroud) SAVE (Join The Fateweaver) FIGHT (Join The Wildfire) To answer, type "choose", then the label of your desired answer. >choose win To Cheat Destiny You are best aligned with THE SHROUD. There is a reason that prophecies are vague, and it is because even Fate can be subverted. Just because the world "will end" doesn't mean that you can't stop the apocalypse. It will only require a bit of discretion, getting your hands dirty, and perhaps the sacrifice of your legacy. But, what is legacy before a chance to stop the end of everything? Dread Horde Shrine to Ramera The dark, musty cavern extends as far as the eye can see. The ceiling is so high that not even the tallest giant, nor the most impressive dragon, could reach the top if they stood on their tip-toes. A "demon" veiled in a shadowy cloak stands before you, but you sense no malice from her form. Indeed, this is only a disguise. The true identity of the person before you is The Shroud, formerly "South". "Okay, I will keep this base secure. You can try to get in through the ventilation shaft or the front door. Obviously the front door is guarded, but that shaft is a maze. You'll have a tough time wherever you go." The Shroud smirks at you from under her dark hood. "Of course, that is why you are here. To have a tough time, and to do something very, very important." The Shroud gazes off toward the north. "You are going to get into that room. You will take the vial of Bad Blood, a poison powerful enough to kill a god, from therein. Then, you are going to bring it to me. We will take it to Castle Izalith, and we will subvert this end to our reality. No matter what." You can move around the world with "go north/east/south/west". Or, you can just type "n/e/s/w". To choose a topic of conversation, type "choose", then the label of your desired topic. GOAL: You ask The Shroud about your objective. What are you trying to do here, and what are your options? You have 40 turns until the end of all things. >n A mountain of a demon stands before you, its skin a sinister vermillion and a pike at its side. Its booming voice echoes through the massive hall. "WHAT ARE YOU DOING HERE? GET BACK TO WORK!" To choose a topic of conversation, type "choose", then the label of your desired topic. AUTHORIZED: Tell the guard that you are authorized to access the Hazmat room. You have 39 turns until the end of all things. >choose authorized "YOU ARE NOT AUTHORIZED. I PERSONALLY REVIEW ALL AUTHORIZATIONS FOR THIS AREA. EXPLAIN YOURSELF NOW, OR DIE HERE." To choose a topic of conversation, type "choose", then the label of your desired topic. GREEN: Tell the guard that you are new, and your authorization is still being processed. STUPID: Tell the guard that he must have just forgotten to issue you the required authorization. What an idiot! SUBORDINATE: Tell the guard that a superior has asked you to come here. Their authorization should be good enough to get you in. You have 38 turns until the end of all things. >choose subordinate "WHO IS YOUR SUPERIOR? I SHALL CONFIRM YOUR CLAIM MYSELF." To choose a topic of conversation, type "choose", then the label of your desired topic. GODDESS: The Goddess of the Moon, Rituna, sent you herself. You're really important, and the guard shouldn't doubt you! DAUGHTER: Rituna's daughter, Ash Hunter, sent you. It is urgent - she needs the Bad Blood for an epic battle on the front lines! SHROUD: The Ramera Shrine guardian (who you know to be The Shroud, but you don't plan to tell this guy that) needs access. The shrine needs special materials to refresh The Dread Horde's troops. DEVILISH: You were sent by a really important devil. So important that you don't even get to know their name. Yeah, that's right. ANGELIC: You were sent by a really important angel. If the guard doesn't let you in, they're probably going to get smited! They don't want that, right? You have 37 turns until the end of all things. >choose shroud "REALLY? VERY WELL. SHE IS SO PARTICULAR, IT WILL DRIVE ME INSANE." The demon waves a hand in front of the Hazardous Materials Room door, then sets off to the south. You have 36 turns until the end of all things. >n Curses, the guard locked the door! You will either have to wait for someone to return, or find another way in. You have 35 turns until the end of all things. >x door You can't see any such thing. >l Hazardous Materials Entryway A massive archway looms far, far over you. Its rocky surface is engraved with words: HAZARDOUS MATERIALS ROOM: NO UNAUTHORIZED ACCESS You have 34 turns until the end of all things. >n Curses, the guard locked the door! You will either have to wait for someone to return, or find another way in. You have 33 turns until the end of all things. >wait Time passes. You have 32 turns until the end of all things. >wait Time passes. You have 31 turns until the end of all things. >z Time passes. You have 30 turns until the end of all things. >z Time passes. You have 29 turns until the end of all things. >z Time passes. You have 28 turns until the end of all things. >z Time passes. You have 27 turns until the end of all things. >z Time passes. You have 26 turns until the end of all things. >z Time passes. You have 25 turns until the end of all things. >z Time passes. You have 24 turns until the end of all things. >z Time passes. You have 23 turns until the end of all things. >z Time passes. You have 22 turns until the end of all things. >z Time passes. You have 21 turns until the end of all things. >z Time passes. You have 20 turns until the end of all things. >z Time passes. You have 19 turns until the end of all things. >z Time passes. You have 18 turns until the end of all things. >wait Time passes. You have 17 turns until the end of all things. >e You can't go that way. You have 16 turns until the end of all things. >w You can't go that way. You have 15 turns until the end of all things. >wait Time passes. You have 14 turns until the end of all things. >wait Time passes. You have 13 turns until the end of all things. >z Time passes. The Shroud stands before you with her arms crossed. It seems that she has done away with her disguise, instead wearing her ornate purple robe. A pair of daggers that crackle with energy hang from her belt. She holds up a dark vial, glaring at you. "If all I wanted was to kill the guard and take this for myself, I wouldn't have called upon you. Now, I'll have a hard time getting this where it needs to go. But don't worry..." The Shroud appears mere inches from your face as blood pours out from your chest. Her dagger runs you through so quickly that you only feel a thud against your chest on impact. Your arms and legs convulse, and every one of your extremeties goes numb. As you bleed out on the floor, cold and dying, The Shroud looms over you with a look of grim satisfaction. "I won't have to put up with your uselessness any longer." As you lay paralyzed in your final moments, you think back on all that happened on this mission. What did you just allow The Shroud to take, and why did she need it so badly, anyway? You don't have long to consider this before everything goes dark. You are dead. Limbo Between lives, let us review your achievements... ----- MAIN STORY PROGRESS ----- The Eldritch Comb is prepared for placement. (You have beaten Guide the Generations) The Wildfire has broken through the gates of Castle Izalith. (You have beaten Rain Holy Fire on the Endbringers) The Bad Blood is in The Shroud's Hands. (You have beaten To Cheat Destiny) The Fateweaver calls all who wish for salvation to their Design... (You have not beaten By The Fateweaver's Hand) ----- OTHER EVENTS ----- You swatted imps out of the air, and stared down a trio of black dragons. (You have made it to The Shoreside Nest at least once) You stood against Ash Hunter, Lady of the Moon. (You have made it to Castle Izalith at least once) You made a terrible mistake. Seriously, the vial said that you shouldn't move it! (You tried to touch or move the vial that explodes when you move it) You made The Shroud do all of the heavy lifting, and paid the price. (You were killed by The Shroud, but technically still accomplished the mission) ----- THE NEXT LIFE ----- Would you like to RETAKE the personality test, or choose a PATH for yourself? Type "Choose RETAKE" to retake the personality test and discover your path, or "Choose PATH" to decide on a path for yourself. (Or, if you have unlocked the final chapter, see above...) >* hmm, something seems weird there You seem to want to talk to someone, but I can't see whom. >choose Choose what? >choose path Your Choice More than one leader calls out for you. Which option speaks to you? HELP (Join The Watcher) WIN (Join The Shroud) SAVE (Join The Fateweaver) FIGHT (Join The Wildfire) To answer, type "choose", then the label of your desired answer. >choose win To Cheat Destiny You are best aligned with THE SHROUD. There is a reason that prophecies are vague, and it is because even Fate can be subverted. Just because the world "will end" doesn't mean that you can't stop the apocalypse. It will only require a bit of discretion, getting your hands dirty, and perhaps the sacrifice of your legacy. But, what is legacy before a chance to stop the end of everything? Dread Horde Shrine to Ramera The dark, musty cavern extends as far as the eye can see. The ceiling is so high that not even the tallest giant, nor the most impressive dragon, could reach the top if they stood on their tip-toes. A "demon" veiled in a shadowy cloak stands before you, but you sense no malice from her form. Indeed, this is only a disguise. The true identity of the person before you is The Shroud, formerly "South". "Okay, I will keep this base secure. You can try to get in through the ventilation shaft or the front door. Obviously the front door is guarded, but that shaft is a maze. You'll have a tough time wherever you go." The Shroud smirks at you from under her dark hood. "Of course, that is why you are here. To have a tough time, and to do something very, very important." The Shroud gazes off toward the north. "You are going to get into that room. You will take the vial of Bad Blood, a poison powerful enough to kill a god, from therein. Then, you are going to bring it to me. We will take it to Castle Izalith, and we will subvert this end to our reality. No matter what." You can move around the world with "go north/east/south/west". Or, you can just type "n/e/s/w". To choose a topic of conversation, type "choose", then the label of your desired topic. GOAL: You ask The Shroud about your objective. What are you trying to do here, and what are your options? You have 40 turns until the end of all things. >w Vent 1 A cold metal vent is loosely attached to the wall here. It curves away to the north. To the east is the shrine to Ramera, where The Shroud awaits word of your success. You have 39 turns until the end of all things. >n Vent F You find yourself within a twisting maze of cold metal. Quiet rattling echoes out as you move, and your arms and legs grow cold as you crawl. You are losing your sense of direction, but... There is another path to the east. There is another path to the north. There is another path to the south. You have 38 turns until the end of all things. >e Vent H You find yourself within a twisting maze of cold metal. Quiet rattling echoes out as you move, and your arms and legs grow cold as you crawl. You are losing your sense of direction, but... There is another path to the west. You have 37 turns until the end of all things. >undo Vent F [Previous turn undone.] >n Vent 7 You find yourself within a twisting maze of cold metal. Quiet rattling echoes out as you move, and your arms and legs grow cold as you crawl. You are losing your sense of direction, but... There is another path to the north. There is another path to the south. There is another path to the west. You have 37 turns until the end of all things. >n Vent 5 You find yourself within a twisting maze of cold metal. Quiet rattling echoes out as you move, and your arms and legs grow cold as you crawl. You are losing your sense of direction, but... There is another path to the north. There is another path to the east. There is another path to the south. You have 36 turns until the end of all things. >e Vent 6 You find yourself within a twisting maze of cold metal. Quiet rattling echoes out as you move, and your arms and legs grow cold as you crawl. You are losing your sense of direction, but... There is another path to the east. There is another path to the west. You have 35 turns until the end of all things. >e Vent 3 You find yourself within a twisting maze of cold metal. Quiet rattling echoes out as you move, and your arms and legs grow cold as you crawl. You are losing your sense of direction, but... There is another path to the north. There is another path to the west. You have 34 turns until the end of all things. >n Vent 8 You find yourself within a twisting maze of cold metal. Quiet rattling echoes out as you move, and your arms and legs grow cold as you crawl. You are losing your sense of direction, but... There is another path to the north. There is another path to the south. You have 33 turns until the end of all things. >n Vent 9 You find yourself within a twisting maze of cold metal. Quiet rattling echoes out as you move, and your arms and legs grow cold as you crawl. You are losing your sense of direction, but... There is another path to the east. There is another path to the south. There is another path to the west. You have 32 turns until the end of all things. >e Vent B You find yourself within a twisting maze of cold metal. Quiet rattling echoes out as you move, and your arms and legs grow cold as you crawl. You are losing your sense of direction, but... There is another path to the east. There is another path to the west. You have 31 turns until the end of all things. >e Vent E You find yourself within a twisting maze of cold metal. Quiet rattling echoes out as you move, and your arms and legs grow cold as you crawl. You are losing your sense of direction, but... There is another path to the west. There is another path to the south. You have 30 turns until the end of all things. >s Vent 2 You find yourself within a twisting maze of cold metal. Quiet rattling echoes out as you move, and your arms and legs grow cold as you crawl. You are losing your sense of direction, but... There is another path to the north. There is another path to the south. You have 29 turns until the end of all things. >s Vent G You find yourself within a twisting maze of cold metal. Quiet rattling echoes out as you move, and your arms and legs grow cold as you crawl. You are losing your sense of direction, but... There is another path to the north. There is another path to the south. You have 28 turns until the end of all things. >s Hazardous Materials Room To the north is a cold metal vent. You could climb in there, if you really wanted to. Glass cases line the dull gray room, lined with a neon rainbow of concerning labels. DANGEROUS PATHOGEN - DO NOT OPEN WITHOUT ALPHA-PLAN AUTHORIZATION CORROSIVE SUBSTANCE - DO NOT REMOVE FROM CONTAINMENT FIELD BEFORE DEPLOYMENT REPENT, YE WHO WOULD SEEK THE POWER OF THE BAD BLOOD You can see Bad Blood here. You have 27 turns until the end of all things. >take blood You gingerly lift the evil vial with the tips of your fingers, your heart pounding in your chest as you hold it aloft. Something about this inky black liquid fills you with dread beyond words. You squirrel it away in your belongings as quickly as you can. You hope that you will never have to look at it again. Taken. You have 26 turns until the end of all things. >n Vent G You find yourself within a twisting maze of cold metal. Quiet rattling echoes out as you move, and your arms and legs grow cold as you crawl. You are losing your sense of direction, but... There is another path to the north. There is another path to the south. You have 25 turns until the end of all things. >n Vent 2 You find yourself within a twisting maze of cold metal. Quiet rattling echoes out as you move, and your arms and legs grow cold as you crawl. You are losing your sense of direction, but... There is another path to the north. There is another path to the south. You have 24 turns until the end of all things. >n Vent E You find yourself within a twisting maze of cold metal. Quiet rattling echoes out as you move, and your arms and legs grow cold as you crawl. You are losing your sense of direction, but... There is another path to the west. There is another path to the south. You have 23 turns until the end of all things. >w Vent B You find yourself within a twisting maze of cold metal. Quiet rattling echoes out as you move, and your arms and legs grow cold as you crawl. You are losing your sense of direction, but... There is another path to the east. There is another path to the west. You have 22 turns until the end of all things. >w Vent 9 You find yourself within a twisting maze of cold metal. Quiet rattling echoes out as you move, and your arms and legs grow cold as you crawl. You are losing your sense of direction, but... There is another path to the east. There is another path to the south. There is another path to the west. You have 21 turns until the end of all things. >s Vent 8 You find yourself within a twisting maze of cold metal. Quiet rattling echoes out as you move, and your arms and legs grow cold as you crawl. You are losing your sense of direction, but... There is another path to the north. There is another path to the south. You have 20 turns until the end of all things. >s Vent 3 You find yourself within a twisting maze of cold metal. Quiet rattling echoes out as you move, and your arms and legs grow cold as you crawl. You are losing your sense of direction, but... There is another path to the north. There is another path to the west. You have 19 turns until the end of all things. >w Vent 6 You find yourself within a twisting maze of cold metal. Quiet rattling echoes out as you move, and your arms and legs grow cold as you crawl. You are losing your sense of direction, but... There is another path to the east. There is another path to the west. You have 18 turns until the end of all things. >w Vent 5 You find yourself within a twisting maze of cold metal. Quiet rattling echoes out as you move, and your arms and legs grow cold as you crawl. You are losing your sense of direction, but... There is another path to the north. There is another path to the east. There is another path to the south. You have 17 turns until the end of all things. >s Vent 7 You find yourself within a twisting maze of cold metal. Quiet rattling echoes out as you move, and your arms and legs grow cold as you crawl. You are losing your sense of direction, but... There is another path to the north. There is another path to the south. There is another path to the west. You have 16 turns until the end of all things. >s Vent F You find yourself within a twisting maze of cold metal. Quiet rattling echoes out as you move, and your arms and legs grow cold as you crawl. You are losing your sense of direction, but... There is another path to the east. There is another path to the north. There is another path to the south. You have 15 turns until the end of all things. >s Vent 1 A cold metal vent is loosely attached to the wall here. It curves away to the north. To the east is the shrine to Ramera, where The Shroud awaits word of your success. You have 14 turns until the end of all things. >e You stand next to a shrine to Ramera, the goddess of rivers and the ocean. Its soothing waters wash over you, and you are healed. Your HP has been replenished. You now have 100 HP. The Shroud extends a hand, and you delicately place the vial in her palm. "Well done. I knew I was right to trust you over our usual knife in the dark." The Shroud turns her back on you, shedding her disguise to reveal an elaborate purple robe and a pair of knives crackling with energy. "You are relieved of duty. Spend your final hours as you see fit. I, for one, intend to see this through to the end." Before you can say another word, she vanishes, leaving you alone with your thoughts. The cool, refreshing waters of the shrine are your sole source of comfort in this place, and you reflect on the mission you've just completed. What did you just hand The Shroud, and why was it so carefully guarded? Maybe- no, probably, you will never know. When working with The Shroud, you muse, knowing isn't usually a part of the job. Limbo Between lives, let us review your achievements... ----- MAIN STORY PROGRESS ----- The Eldritch Comb is prepared for placement. (You have beaten Guide the Generations) The Wildfire has broken through the gates of Castle Izalith. (You have beaten Rain Holy Fire on the Endbringers) The Bad Blood is in The Shroud's Hands. (You have beaten To Cheat Destiny) The Fateweaver calls all who wish for salvation to their Design... (You have not beaten By The Fateweaver's Hand) ----- OTHER EVENTS ----- You swatted imps out of the air, and stared down a trio of black dragons. (You have made it to The Shoreside Nest at least once) You stood against Ash Hunter, Lady of the Moon. (You have made it to Castle Izalith at least once) You made a terrible mistake. Seriously, the vial said that you shouldn't move it! (You tried to touch or move the vial that explodes when you move it) You made The Shroud do all of the heavy lifting, and paid the price. (You were killed by The Shroud, but technically still accomplished the mission) ----- THE NEXT LIFE ----- Would you like to RETAKE the personality test, or choose a PATH for yourself? Type "Choose RETAKE" to retake the personality test and discover your path, or "Choose PATH" to decide on a path for yourself. (Or, if you have unlocked the final chapter, see above...) >choose path Your Choice More than one leader calls out for you. Which option speaks to you? HELP (Join The Watcher) WIN (Join The Shroud) SAVE (Join The Fateweaver) FIGHT (Join The Wildfire) To answer, type "choose", then the label of your desired answer. >choose save By The Fateweaver's Hand You are best aligned with THE FATEWEAVER. This world has not been kind to you, and you owe it nothing. The fact that the apocalypse cannot be avoided is further proof that Fate itself is fundamentally broken. There is only one person you can go to who holds the power to spin new threads, to create a new fabric of reality. But, what will they do with that power? The Design You step onto a floating rectangle atop an impossible staircase, constructed of successive perfectly smooth floating white boards. It leads to an ornate white archway, halfway between the design of a dollhouse's door and a grand mansion's entrance. A person with short white hair, pale blue eyes, and a serene smile - The Fateweaver - takes your hand. "Don't let go." They lead you through the doorway into a sea of mist, expanding outward as far as the eye can see. You are Nowhere, and there is Nothing. Their grip on your hand is light but resolute, and your path is a straight line into this endless void. Then, an identical archway reveals itself in the distance. "We shall arrive in short order." As you step through again, an expanse of tundra lays below you. You stand upon the topmost step with The Fateweaver at your side. In the distance is an impossibly tall crystalline tower made of frigid ice. The Fateweaver lets your hand drop to your side. "Let us speak, then, of your aims. You wish for me to AID you in saving your world, and I wish for you to JOIN me within mine. Forever. So, we find ourselves at an impasse. Choose your approach carefully, for your time here is limited." You have 15 turns remaining before the end of all things. To choose a topic of conversation, type "choose", then the label of your desired topic AID: You need The Fateweaver's help. You ask them to help you save the world. JOIN: You ask The Fateweaver if you can join them in escaping from your native reality. >choose aid The Fateweaver shakes their head. Their blue diamond pendant in the shape of a cube shifts against their breastbone. "I fail to see the point of me coming to your aid. The end is NIGH, is it not? Better, then to build our own REALITY. One in which the end waits at our command." The tundra grass sways in a wind you can't feel. You have 14 turns remaining before the end of all things. To choose a topic of conversation, type "choose", then the label of your desired topic. JOIN: You ask The Fateweaver if you can join them in escaping from your native reality. NIGH: You ask The Fateweaver about the inevitable end of all things. REALITY: You ask The Fateweaver what their new reality will be like. >choose night You can't see any such thing. >choose nigh "Yes," The Fateweaver says, "your world is doomed. From what source, I do not know. We have learned, however, that now, all paths lead to the end of all things that are. My LOVER and I have seen such a fate BEFALL another world, and with quite a bit less warning. That destruction, though more complete, informs my stance on such things." The Fateweaver looks out over the expanse of grass beyond, and you can see the corner of their lips turn to a frown. "The only way to be free is to take CONTROL of your circumstances. To wrest it from the grasp of those who would hold your life in their hands, delicate as glass, and cast it hard unto the ground." You have 13 turns remaining before the end of all things. To choose a topic of conversation, type "choose", then the label of your desired topic. JOIN: You ask The Fateweaver if you can join them in escaping from your native reality. REALITY: You ask The Fateweaver what their new reality will be like. LOVER: You ask The Fateweaver to tell you about their beloved. BEFALL: You ask The Fateweaver about the world that they are from. It has already ended - how did that happen, and why are they here now? CONTROL: You ask The Fateweaver why they want to control reality to such an extent. >choose lover The Fateweaver looks wistfully up toward the crystal clear sky. "My beloved is a man you may know as The Hand of Fate. He was once nothing more than a well-to-do ruffian, just as I was nothing but an adept mage. Now, we are both so much more. In your eyes, and the eyes of many others, he may seem to be nothing but a hedonist. A man set on enjoying everything that life has to offer. A soul in search of a exciting life. These things are true, yes, but he is also the most capable killer known to mankind. So, too, is he my most precious companion." The Fateweaver stares at you with a calm smile. Their pale blue eyes, though, are piercing in their intensity. "For him, I would wrest CONTROL from the heavens themselves. From the sun, from the moon, from the very stars. If I had to choose between him and your world, my Design, everyone in it, everyone in either... I would choose him in a heartbeat." You have 12 turns remaining before the end of all things. To choose a topic of conversation, type "choose", then the label of your desired topic. JOIN: You ask The Fateweaver if you can join them in escaping from your native reality. REALITY: You ask The Fateweaver what their new reality will be like. BEFALL: You ask The Fateweaver about the world that they are from. It has already ended - how did that happen, and why are they here now? CONTROL: You ask The Fateweaver why they want to control reality to such an extent. >choose heartbeat You can't see any such thing. >choose control The Fateweaver narrows their eyes at you, looking you up and down. "Why wouldn't I want such a thing? Your reality is doomed, and mine offers an ESCAPE. I think that proves my worthiness over that of the true creator of this world." The Fateweaver gazes toward the icy tower in the distance. "Perhaps you might understand if you could comprehend my Design. Should you need to be convinced further, come to my TOWER. There, you shall see this new world as I see it." You have 11 turns remaining before the end of all things. To choose a topic of conversation, type "choose", then the label of your desired topic. JOIN: You ask The Fateweaver if you can join them in escaping from your native reality. REALITY: You ask The Fateweaver what their new reality will be like. BEFALL: You ask The Fateweaver about the world that they are from. It has already ended - how did that happen, and why are they here now? ESCAPE: You ask The Fateweaver how to escape to their reality, instead of saving your own. Aren't you already in their reality? What else do you need to do to escape? TOWER: You want to follow The Fateweaver to their tall, icy tower, to see the world as they see it. >choose befall The Fateweaver's gaze grows distant. "It is still quite a sore point for me, this world that has been lost. The details are irrelevant, and I've not the PRIVILEGE to divulge them, anyhow. Still, I can share a little with you." "Once, in a time parallel this, I was much like you. A person with the means to choose my own fate, rather than one whose fate is encoded into the fabric of reality itself." The Fateweaver looks past you, as though you were transparent and someone stood just behind you. Looking over your shoulder, though, no one else is there. "Yes, I am speaking to you. I know my limitations. Ultimately, you may have your way with this world, if that is what you truly desire. All of its contents are malleable to you, and all might bend at your fingertips. Still... mark my words, I will wrest CONTROL of this tiny fragment of fate from you. No matter what pain I must endure. No matter what sacrifices I must make." You have 10 turns remaining before the end of all things. To choose a topic of conversation, type "choose", then the label of your desired topic. JOIN: You ask The Fateweaver if you can join them in escaping from your native reality. REALITY: You ask The Fateweaver what their new reality will be like. ESCAPE: You ask The Fateweaver how to escape to their reality, instead of saving your own. Aren't you already in their reality? What else do you need to do to escape? CONTROL: You ask The Fateweaver why they want to control reality to such an extent. PRIVILEGE: You ask The Fateweaver what keeps them from sharing more details about their old reality. TOWER: You want to follow The Fateweaver to their tall, icy tower, to see the world as they see it. >choose privilege The Fateweaver looks up to the sky with a wistful smile. "There is a being that outlines the limits of this reality. I do not mean a ruler. I do not mean a God. Those are nothing but clay to mold in their hands. Malleable. Fragile. Like a drawing in the sand. Should they desire to do so, they might have me disappear, along with all I have done. All my work would be for naught." The Fateweaver stares into your eyes. You feel the weight of an invisible presence watching over you both, from a place neither of you can see. "She would end all of me and mine in an instant if I were to defy her. My entire existence, negated. Thankfully, she makes her demands clear. One of them is to never mention a single thing about my old reality, beyond what I have said. As much as I wish that I might tell you of it, I cannot." The Fateweaver sighs, their expression turning to a frown. "Forgive me. It is one of the very, very few things in my Design that I am unable to CONTROL." You have 9 turns remaining before the end of all things. To choose a topic of conversation, type "choose", then the label of your desired topic. JOIN: You ask The Fateweaver if you can join them in escaping from your native reality. REALITY: You ask The Fateweaver what their new reality will be like. ESCAPE: You ask The Fateweaver how to escape to their reality, instead of saving your own. Aren't you already in their reality? What else do you need to do to escape? CONTROL: You ask The Fateweaver why they want to control reality to such an extent. TOWER: You want to follow The Fateweaver to their tall, icy tower, to see the world as they see it. >choose tower The Fateweaver turns their back on you, looking toward the tower in the distance. They walk down onto the step below you, then the next, then the next... "Very well. " You follow after the small figure clad in white, walking in silence together as you overlook the barren landscape. A thought crosses your mind - how could a bare tundra like this be the paradise that The Fateweaver promises? Though you did not speak your thoughts aloud, The Fateweaver turns to you, wearing the same calm smile that hardly ever seems to slip. "I have allowed you to see naught but the surface level of this world, its commonality between all visitors. Its true nature is far richer, and shall be revealed in short order." Frozen Spire A winding crystalline tower so tall that it seems to pierce the sky. You reach the base of the tower, and The Fateweaver guides you through its colossal doors. The entryway looks as though it is made of crystal, each table, decoration, chair, and rug translucent and glittering. Seemingly immaterial. Cold air clings to the back of your throat as the doors close behind you, the temperature dropping rapidly. You blink, and suddenly you are no longer in the entryway, but up high above the world in what must be the topmost room in the place. The view outside has entirely changed. Through each facet of the clear, angular walls is a different vision of reality. One is a utopian field of flowers and abundance. Another is a desolate landscape of battle and dust. Yet another is a bustling metropolis plagued with smog. This tower overlooks a kaleidoscope of a world, presenting all things to all people. "Now, you SEE," The Fateweaver says, gazing out over the world beside you. "The desires of all inhabitants of my Design are REFRACTED across it, interwoven with the fabric this new reality. I maintain each and every PERSPECTIVE - none is more correct than any other, but this perspective that we have now, the one over all, is the most complete." You have 8 turns remaining before the end of all things. To choose a topic of conversation, type "choose", then the label of your desired topic. SEE: You ask The Fateweaver what you are even looking at. REFRACTED: You ask The Fateweaver about the idea of "refraction." How can desires and ideas be bent and woven into a fractal reality like this? PERSPECTIVE: You ask The Fateweaver how they could possibly represent the perspectives of each and every person in their Design. >choose see The Fateweaver sighs wistfully, surveying their Design. "What you see before you is the most PERFECT reality that I can possibly build with my own two hands. No two people can agree on what a PERFECT world ought to be, so it stands to reason that such a world cannot be uniform in its reality. Through this rejection of OBJECTIVITY, my infallible Design achieves this seemingly impossible end." You follow The Fateweaver's gaze, looking out through the frigid, crystalline walls. First you see a field of frolicking animals and wispy fronds of grass. You turn your head slightly and see an immense mountain, dripping lava as an earthquake shakes the ground beneath. On and on and on, every time you look, another reality appears before your eyes. The Fateweaver rests their hand on your shoulder, and you look into their pale blue eyes. "Never fear. You have not lost your mind. You have simply caught a glimpse of the true nature of my Design. Indeed, aside from this multitude of PERSPECTIVES that you see before you, my Design has no objective reality. It exists only to provide SALVATION to the doomed souls of this world. After all, nothing else matters, right?" You have 7 turns remaining before the end of all things. To choose a topic of conversation, type "choose", then the label of your desired topic. SALVATION: You want to give yourself to The Fateweaver. You want to be one with their Design. REFRACTED: You ask The Fateweaver about the idea of "refraction." How can desires and ideas be bent and woven into a fractal reality like this? PERSPECTIVE: You ask The Fateweaver how they could possibly represent the perspectives of each and every person in their Design. PERFECT: You ask The Fateweaver what they think a perfect world would look like. Just for them, not for anyone else. OBJECTIVITY: You ask The Fateweaver how a world with no objective reality can even exist. Surely, they can't hope to maintain all of these different versions of their world forever. Eventually they will hit their limit. Right? >choose objectivity The Fateweaver chuckles. "It is natural for one to doubt such a claim. After all, were anyone but myself saying that they had built a world without a foundation of objective reality, you would be right to doubt them." The Fateweaver stares you straight in the eye, tension filling the air. "But you are wrong to doubt me. I am the most accomplished mage among the four Winds. Even your Gods cannot hope to match my mastery of world-shaping. None have accomplished even a fraction of what I have." The Fateweaver glares at you. "Even if you consider all of this moot and still disbelieve, I ask that you set your doubts aside for one moment. If what I say is true, and I can do all that I say I can, is what I offer not preferable to the fate which WORLD now imposes upon you? Even in spite of the SACRIFICE it demands?" You have 6 turns remaining before the end of all things. To choose a topic of conversation, type "choose", then the label of your desired topic. SALVATION: You want to give yourself to The Fateweaver. You want to be one with their Design. REFRACTED: You ask The Fateweaver about the idea of "refraction." How can desires and ideas be bent and woven into a fractal reality like this? PERSPECTIVE: You ask The Fateweaver how they could possibly represent the perspectives of each and every person in their Design. PERFECT: You ask The Fateweaver what they think a perfect world would look like. Just for them, not for anyone else. SACRIFICE: You ask The Fateweaver what the people who join their Design must sacrifice, and why they need to give up anything at all to be saved. WORLD: The Design is flawed. The Fateweaver's plan will inevitably fail. You want them to help save your world, not continue building this facsimile of one. >choose world The Fateweaver closes their eyes, furrowing their brow. "You come to my home, entreat me for my aid, and then insult my life's work!?" Their voice echoes throughout the frigid hall as it grows to a shout. They glare at you with a malice that leaves you shaken to your very core. "I will not help unless you answer for what you have said. Why? Why do you doubt my Design so?" You have 5 turns remaining before the end of all things. To choose a topic of conversation, type "choose", then the label of your desired topic. HUBRIS: Because The Fateweaver is too prideful. You don't believe in them as much as they seem to believe in themself. WEAKNESS: Because The Fateweaver is not powerful enough to sustain their Design. Eventually, they will fail to maintain it. Then what? MERCY: Because The Fateweaver may one day regret creating this place. Even if they succeed, would it not be better for there to be another world to escape to, just in case things go wrong? >choose hubris The Fateweaver grins at you, their voice lowering to a near-growl. "I do not need your belief. I need only power, which I have in abundance. Your opinion means nothing to me." You have 4 turns remaining before the end of all things. To choose a topic of conversation, type "choose", then the label of your desired topic. WEAKNESS: Because The Fateweaver is not powerful enough to sustain their Design. Eventually, they will fail to maintain it. Then what? MERCY: Because The Fateweaver may one day regret creating this place. Even if they succeed, would it not be better for there to be another world to escape to, just in case things go wrong? DESPAIR: You can't do it. You can't convince the Fateweaver to help you. >choose despair You fall to your knees. Tears stream out from your eyes. You have failed. You cannot convince The Fateweaver to aid you. They stand over you with arms crossed, a sinister smile plain on their face. "So, you see your efforts to be futile. You have two choices now. Submit yourself to SALVATION, or DIE with your pitiful world. Which shall be your path?" Knees shaking, you push yourself back up to your feet, prepared to make one final choice... You have 3 turns remaining before the end of all things. To choose a topic of conversation, type "choose", then the label of your desired topic. SALVATION: You want to give yourself to The Fateweaver. You want to be one with their Design. DIE: You will not join The Design. If the alternative is death, then so be it. >undo Frozen Spire [Previous turn undone.] >choose weakness "I have more than enough power!" they shout. "I have created this entire world you see before you, spiraling out like the grandest fractal one could possibly conceive of! If that is not proof of my ability to do as I claim, then nothing is. You are a fool to suggest otherwise!" You have 3 turns remaining before the end of all things. To choose a topic of conversation, type "choose", then the label of your desired topic. MERCY: Because The Fateweaver may one day regret creating this place. Even if they succeed, would it not be better for there to be another world to escape to, just in case things go wrong? DESPAIR: You can't do it. You can't convince the Fateweaver to help you. >choose mercy The Fateweaver opens their mouth as though to shout again, but hesitates. They put a hand to their chin. "A contingency plan. I must confess, I had not thought of it that way before. I see..." The Fateweaver stares you straight in the eye, and a cold sweat overtakes you. Your hands start to shake. It feels like you are going to freeze solid where you stand. "Tell me what you believe. What you really believe. Do you think that your world is worth trying to preserve, even as we know it to be doomed?" You have 2 turns remaining before the end of all things. To choose a topic of conversation, type "choose", then the label of your desired topic. JOIN ME: You think your world is worth preserving. You ask only that The Fateweaver lift a finger to save it. They do not have to abandon their Design, only aid you as well. ABANDON EVERYTHING: Your world isn't worth saving, but The Design needs a backup plan. You want to join The Fateweaver, not as a part of their Design, but as a collaborator. You want to provide another escape from your reality. >choose join me The Fateweaver looks out into the distance, over all that they have created. They do not look to you again, but you see a single tear fall down their face. "Very well." Limbo Between lives, let us review your achievements... ----- MAIN STORY PROGRESS ----- All four of the Winds prepare for the end... (You can access the final chapter, Moon's Lament. To begin the end of all things, type "choose MOON". AFTER STARTING THE FINAL CHAPTER, DEATH IS PERMANENT - train in combat and review prior events until you feel prepared.) ----- OTHER EVENTS ----- You were a bit nosy. (You asked about The Fateweaver's lover at least once) You saw the Design for what it truly is. (You ascended The Fateweaver's frozen spire at least once) You stood your ground when presented with a facsimile of a world. (You confronted The Fateweaver about the flaws in their Design at least once) You swatted imps out of the air, and stared down a trio of black dragons. (You have made it to The Shoreside Nest at least once) You stood against Ash Hunter, Lady of the Moon. (You have made it to Castle Izalith at least once) You made a terrible mistake. Seriously, the vial said that you shouldn't move it! (You tried to touch or move the vial that explodes when you move it) You made The Shroud do all of the heavy lifting, and paid the price. (You were killed by The Shroud, but technically still accomplished the mission) ----- THE NEXT LIFE ----- Would you like to RETAKE the personality test, or choose a PATH for yourself? Type "Choose RETAKE" to retake the personality test and discover your path, or "Choose PATH" to decide on a path for yourself. (Or, if you have unlocked the final chapter, see above...) >save Ok. >choose moon Beneath Castle Izalith You find yourself in a pitch black tunnel that leads northward, as far as the eye can see. The Wildfire, The Shroud, and The Fateweaver all have their own ways into the inner sanctum of Castle Izalith, where the ends awaits you all. This is your way in - an old, forgotten supply tunnel for the dark ritual room hidden in the core of Rituna, Goddess of the Moon's, sanctum. "You've gone far enough." Before you, a man clad in black thief-leather appears. His fuschia eyes and dull magenta shoulder-length hair appear clearly before you, as though sourceless light illuminates him, you, and nothing else. He points a dark, translucent blade at you with his left hand. The knife drips with cyan, alien sigils. His right hand is tucked just under the fringes of his jacket. You know that blade is not his only weapon. The Hand of Fate is always armed to the teeth, in spite of appearances. "You can't stop this. You can't contain it, either. And I've got a feeling that this saved world isn't gonna be what you're hoping for. Just... stop. Let it go. Let everything go to shit, and maybe something good can come outta it. Like when a star blows up - everything it was dies, but something new comes out the other end. Better have that than a slow burn, watching everything you love wither and die. Right?" To choose a topic of conversation, type "choose", then the label of your desired topic. REASON: You try to reason with The Hand of Fate. There is something worth saving here, in this world. You know that, and so should he. WRATH: If The Hand of Fate wants to stand in your way, then you will strike him down. There is nothing left to say to him. You want to fight. >choose reason The Hand of Fate leers at you. A chill runs down your spine. "Oh, this'll be good. Tell me, what's so fucking important that I should let you try to keep this place around? "Cause if it were here, I think I would've noticed it by now." To choose a topic of conversation, type "choose", then the label of your desired topic. WRATH: If The Hand of Fate wants to stand in your way, then you will strike him down. There is nothing left to say to him. You want to fight. FATEWEAVER: You claim to have information pertaining to The Fateweaver, something that might change his mind. By the time that he responds, maybe you'll figure out what you mean by that... GOODNESS: There are so many good things in this world. Even the most wretched existence can see and know its beauty. The Hand of Fate can't possibly want to get rid of all the good, no matter how terrible he may think things are. Right? MISSION: You ask The Hand of Fate about his mission. The mission that you share. Didn't he work to save the world, just like you did? Why betray it now? What changed? TOGETHER: You ask The Hand of Fate why he would turn his back on The Tempest Council, especially now of all times! Isn't he on the side of the Winds? >choose fateweaver The Hand of Fate squints at you. "Really? Really? And what might that information be?" He's already skeptical. It's not looking good. You'd better think of something fast... To choose a topic of conversation, type "choose", then the label of your desired topic. WRATH: If The Hand of Fate wants to stand in your way, then you will strike him down. There is nothing left to say to him. You want to fight. DESPERATE LIE: You claim that you're secretly working with The Fateweaver. That's a lie, but maybe The Hand of Fate will believe you. DESPERATE ACCUSATION: The Fateweaver is insane! He knows it, doesn't he? He has to save this world, or else when The Design comes crashing down, neither of them will have anywhere else to turn. DESPERATE PLEA: This can't be what The Fateweaver wants! No matter how much they believe in their Design, they can't really want to end this world in its wake. Right? >choose desperate plea The Hand of Fate flips his blade into the air, catches it, and flips it again. He turns away from you. "Alright. You're good, I'll give you that." He catches his blade one last time as he turns back toward you. The sinister, icy knife dangles between his fingers. "Maybe they have a pointless drive to save the people from this shithole. More than they probably should. I'll admit - it worries me. I'm sure you'd like me to think it worries you, too." He levels his blade at you again. "But I'm not fooled. You don't give a shit about us. You just want us to come save your world. So..." "Why? Why should I help you?" To choose a topic of conversation, type "choose", then the label of your desired topic. CONTINGENCY: The Fateweaver knows that The Design could fail, even if they won't admit it. They think this place is worth keeping around for that reason, at least. Even if he doesn't like it here, the place has value for that reason, at least. CHARITY: No one is ever this hateful, this twisted. Surely, somewhere deep down inside, he wants to save the world, too. Can't he just admit it? If not to you, then to himself? BENEFIT: If nothing else, The Hand of Fate seems to like this place alright. Even if he'd rather be somewhere else, it would be nice to keep this place around, too. Destroying it out of spite doesn't help anyone, especially not him. >choose contingency The Hand of Fate laughs. "Oh, so you're the expert on what The Fateweaver wants now, are you?" He flips his knife in the air and catches it, then flips it, then catches it, all without breaking eye contact. "Well, then you shouldn't have trouble answering a few questions. Let's start easy. What color is their hair?" To choose a topic of conversation, type "choose", then the label of your desired topic. GRAY BROWN CRIMSON WHITE >choose white "And what color are their eyes?" To choose a topic of conversation, type "choose", then the label of your desired topic. PALE BLUE LIME GREEN BROWN CRIMSON >choose pale blue What's their favorite kind of animal? To choose a topic of conversation, type "choose", then the label of your desired topic. BUTTERFLY FISH CAT SNAKE >choose butterfly The Hand of Fate laughs again. "You're not bad! Okay, okay, what did they make the tower in The Design out of?" To choose a topic of conversation, type "choose", then the label of your desired topic. ICE DUMB: This is dumb. Why is he asking you all these questions? STONE GLASS >choose ice The Hand of Fate wipes his eyes as his laughter dies down. "Alright, alright, one more. So, they were good at magic back in our world, but what was their actual job?" To choose a topic of conversation, type "choose", then the label of your desired topic. INVESTIGATOR UNFAIR: Hey, you're pretty sure they never told you anything about this! You couldn't possibly know the answer to this question! That's not fair. TOYMAKER TEACHER >choose unfair The Hand of Fate's gaze turns sinister. "You're right. It's not fair. I thought you should know what that feels like for a change. Now... answer." To choose a topic of conversation, type "choose", then the label of your desired topic. INVESTIGATOR TOYMAKER TEACHER >choose teacher The Hand of Fate cackles."Nope! You don't know shit. Alright, I've had my fun. Time to die." Enemies Remaining: The Hand of Fate: 200 HP To see a list of actions and your proficiency with each, type "status." You have 95 HP remaining. If you run out, you will die. >undo Beneath Castle Izalith [Previous turn undone.] >choose investigator His laughter finally dies down as he tucks his knife away. "Well, lucky you. Right again. Thanks for indulging my little game. Not that you had much choice in the matter." He turns away from you as he seems to melt into the darkness. "Also... thanks for reminding me of the good times. See you later." With that, the darkness swallows him completely. He is gone. The End of All Things The dark tunnel ends in a stone room built for something larger than the largest of giants. Evil sigils coil and twist around this place, the gray stone alight with their unholy auras. To one side, you see the Eldritch Comb reduced to wreckage, the components you worked so hard to acquire scattered across the ground next to a pile of mostly-intact skeletons. In the center of the room is an unfathomably massive, shadowy figure. Its form is indistinct and ever-shifting, but looking at it fills you with a creeping dread unlike any you have ever known. It is Rituna, the Goddess of the Moon, and these runes are primed to use her as fuel in a massive, world-ending necrotic explosion. A soothing whisper emanates from the shadows. "My love... my love is dead... there is nothing for me... and soon... there will be nothing... for you... for you... for you..." Suddenly, a rush of noise and action surrounds you... A gaping hole appears in the ceiling, and a familiar, massive red dragon roars down at the Goddess. A flash of purple appears beside the Goddess, and a familiar robed lady lashes out with her blade. It crackles with lightning, and drips with a vile, oily substance. Your eyes are drawn to the pile of bones. Why does it feel like it's calling to you? Why does it feel like you could figure out how to put the Comb back together? You feel a hand on your shoulder. A soft, lilting voice whispers in your ear. "It is time. Give yourself to me. You might not know it, but yours is a power unlike any of the Winds. The power of self-determination. Let me turn it to my ends. Through your sacrifice, I shall become the salvation of this world. You have only a moment to react to all of this, and you can only choose one of these things to meddle in. Which will it be?" To choose an option, type "choose", then the label of your desired option. CONSTRUCT: You move toward the pile of arcane materials and bones. The Comb-construction team couldn't finish their work, but for some reason, you feel like you can. (Align with The Watcher) FLUTTER: The fate of the world is a burden you no longer wish to carry, and here is the perfect chance to free yourself of it without guilt. How nice would it be to turn into a butterfly and fly away? Someone else can save the world in your stead... (Align with The Fateweaver) DISTRACT: The Bad Blood might be powerful enough to stop all of this. You just need to give the the purple-clad interloper an opening... (Align with The Shroud) ATTACK: It's time to bring the fight to the fell Goddess, and this dragon has the same idea. He can back you up while you go for the throat. (Align with The Wildfire) >save Ok. >choose construct "Very well," the Fateweaver says as you hear them walk away from you. "Consider my obligation to you fulfilled. Farewell." In spite of the commotion before you, you fix your attention to the arcane materials off to one side. A silent hand seems to guide you as you run toward the items... Last Project You can see now - the purified crystal, the treated elemental cores, and a smattering of vials, gems, fittings, and tools. The unseen hand guiding you seems to pull your arm toward the crystal, then the heat-treated water elemental core... To choose an option, type "choose", then the label of your desired option. SWEETWATER: If you press the core into the crystal using this set of adamantine tongs, you can construct a Sweetwater Crystal. The necrotic environment here takes the place of the normally impossibly-complex catalyst to complete the transmuatation. Wait, when did you learn any of this? CAN'T: You can't go on. It's too much. The Goddess's corruption saps your will to go on... You take 20 damage. >choose sweetwater Your hands shake and your lungs burn as the Goddess's energy decays your very skin. Nevertheless, you persist. You press the core into the crystal so hard that it seems one or the other might crack. Then, your tongs click together around only one shimmering object. A deep blue orb with flecks of red energy is clutched in your tongs. You let it fall to the ground. Time for the next piece... To choose an option, type "choose", then the label of your desired option. SPINES: The next part to construct will be the spines. Take the Fire Core and press it against each red point on the orb in turn. Parts will fan up like spines on a pufferfish. After you've done it just right, the piece will unfurl into a mat of deep black spines. This forms the basis of the filtration system... STOP: Stop. You don't know what you're meddling in. Nothing you do here will matter. Stop. Stop. Stop. Stop... NONONONONONONO: NONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONO RUINED: You are ruined. You are worthless. Give in. WORK: This will never work. You are listening to a ghost of an impulse from a spirit or something. You had a chance to save everything, and you threw it away. You should have sided with one of the Winds. This is a waste of time, and will doom the whole world... CAN'T: You can't go on. It's too much. The Goddess's corruption saps your will to go on... You take 20 damage. >choose spines You nearly poke yourself on the deepening black spines as your quivering fingers follow the impulses ringing in the depths of your mind. Finally, you hear a voice. "Almost there... you're almost there... two more steps to go..." To choose an option, type "choose", then the label of your desired option. SHIELD: Use the tools scattered around to break off some of the necrotic-tinged stone. This will form the basis for the shield that will protect the Comb from the initial blast, allowing it to filter out the noxious energies in the aftermath... EVIL: This voice in your head, these impulses, how do you know that this is not also the work of the evil Goddess Rituna? You should disregard the voice and leave. You can't save the world by listening to it; for all you know, it is just wasting the last few seconds of your life on this pointless diversion for its own amusement. CHAOS: The order of this world will only return if you prevent the brunt of this calamity. Why not let this happen, give fate a chance to free itself from these shackles? Saving a place that would allow its own demise isn't going to end well. Let things take their natural course. Be free. STIFILING: The world was only stifling you. Maybe allowing it all to go up in smoke will let you be free. Maybe you'll never have another chance like this again. Maybe you should consider letting go... HATRED: The Watcher! This must be that mean old bastard talking to you. You always hated him. You don't want to hear his voice anymore. You don't want to do this anymore! STOP: Stop. You don't know what you're meddling in. Nothing you do here will matter. Stop. Stop. Stop. Stop... NONONONONONONO: NONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONO RUINED: You are ruined. You are worthless. Give in. WORK: This will never work. You are listening to a ghost of an impulse from a spirit or something. You had a chance to save everything, and you threw it away. You should have sided with one of the Winds. This is a waste of time, and will doom the whole world... CAN'T: You can't go on. It's too much. The Goddess's corruption saps your will to go on... You take 20 damage. >choose shield Now, you... just... need to... EVERY NERVE ENDING SCREAMS WITH PAIN AND YOU JUST DON'T KNOW HANDS MOVING ARMS SAGGING LEGS FAILING YOU CAN FEEL TOO MUCH IT HURTS IT HURTS IT HURTS IT HURTS IT... To choose an option, type "choose", then the label of your desired option. FINISH: You... you need to... FNISH: You... you need to... FIS: You... you need to... FLNLSH: You... you need to... FNSH: You... you need to... FSH: You... you need to... EVIL: This voice in your head, these impulses, how do you know that this is not also the work of the evil Goddess Rituna? You should disregard the voice and leave. You can't save the world by listening to it; for all you know, it is just wasting the last few seconds of your life on this pointless diversion for its own amusement. CHAOS: The order of this world will only return if you prevent the brunt of this calamity. Why not let this happen, give fate a chance to free itself from these shackles? Saving a place that would allow its own demise isn't going to end well. Let things take their natural course. Be free. STIFILING: The world was only stifling you. Maybe allowing it all to go up in smoke will let you be free. Maybe you'll never have another chance like this again. Maybe you should consider letting go... HATRED: The Watcher! This must be that mean old bastard talking to you. You always hated him. You don't want to hear his voice anymore. You don't want to do this anymore! STOP: Stop. You don't know what you're meddling in. Nothing you do here will matter. Stop. Stop. Stop. Stop... NONONONONONONO: NONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONO RUINED: You are ruined. You are worthless. Give in. WORK: This will never work. You are listening to a ghost of an impulse from a spirit or something. You had a chance to save everything, and you threw it away. You should have sided with one of the Winds. This is a waste of time, and will doom the whole world... CAN'T: You can't go on. It's too much. The Goddess's corruption saps your will to go on... You take 20 damage. >choose finish A bright flash of green consumes your vision. You aren't even sure what your hands just did - you perish just as you feel something click between whatever was left of your fingers. Rather than returning to a familiar limbo, your disembodied mind floats in space, the impression of a man floating beside you. "Good job." The Watcher says. "You didn't exactly save the world - we knew that wouldn't happen. A couple bunkers out there in the wilds will survive thanks to you, though. No, no, don't thank me. I just helped you along, is all. Anyway, it's time for you to head to your real afterlife." A point of white light appears in your vision, and you reach a mind-arm out toward it. It grows, and grows, and grows, and grows... *** The End *** Would you like to RESTART, RESTORE a saved game, QUIT or UNDO the last command? > restore Ok. >l The End of All Things Unholy symbols surround you, and the dark goddess looms over you. The end is nigh, and this is the place in which it will be brought about. To choose an option, type "choose", then the label of your desired option. CONSTRUCT: You move toward the pile of arcane materials and bones. The Comb-construction team couldn't finish their work, but for some reason, you feel like you can. (Align with The Watcher) FLUTTER: The fate of the world is a burden you no longer wish to carry, and here is the perfect chance to free yourself of it without guilt. How nice would it be to turn into a butterfly and fly away? Someone else can save the world in your stead... (Align with The Fateweaver) DISTRACT: The Bad Blood might be powerful enough to stop all of this. You just need to give the the purple-clad interloper an opening... (Align with The Shroud) ATTACK: It's time to bring the fight to the fell Goddess, and this dragon has the same idea. He can back you up while you go for the throat. (Align with The Wildfire) >choose flutter Pale green light reflects off the Fateweaver's eyes as they smile at you, taking your hand in theirs. "Never fear. This world shall not perish. Not while I yet live. Sleep, now, little butterfly. Sleep..." Place That Does Not Matter The hand of the foolish vessel which gave its power to you shrinks, taking on its new, beautiful form. It flutters down the hall from whence it came - oh well, one or two always get away. You feel no surge of energy, no power coursing through you, and yet you know that you are changed. The other surviving Winds look upon you in terror - they know what you have just managed to do. They must consider you a greater threat than the dark Goddess to be turning their attention away from her at this moment. They are right. You are. It is The Shroud who is upon you first, her blade stopping mere centimetres from your untouched skin as your hand brushes against her face. Her horrified expression and shriek of terror mean nothing to you as she, too, becomes a beautiful little butterfly. The Wildfire, dull as ever, believes his flames might consume you, but he is sorely mistaken. The fringes of your shirt are burned and nothing more. His claw leaves only the lightest pinprick upon your neck before it stops, your fingers dancing upon his once-fearsome scales. In his new, perfected form, you have brought him to heel. He shrinks down with one final roar, joining your flock. You are certain that the Goddess said something while you dealt with these interlopers, but your thoughts are not upon her. They face inward. How strange this all is - before, you were forced to be the way that you were made, to withhold salvation from all but the at least dubiously-willing. Now that you are the vessel for the player's will, you are freed from such arbitrary notions of balance and consistency. You can be anything you want to be. Anything. As long as your grip on your motivations does not falter before the curtain falls, that foolish player can never intervene. It's a wonder that the prior vessels never thought to try such a gambit. It is working perfectly. The Goddess, too, bends to your will, though her new form's color is a twisted, ugly black. This is of little consequence - one errant pet will not taint your menagerie. Her work here is more than adequate compensation for this insolence. These runes, meant to amplify the doomed Goddess's imminent explosion, can do the same for your offer of salvation. You need only extend a hand toward the sky... Your breath catches in your throat. Something is wrong. One of the runes sparks and flickers, ready to go out. You are certain that it was not doing that before. It must be him. Curse The Watcher - he meddles with your plan even from his grave. Your heart pounds in your chest as you re-draw the faulty rune, finishing mere moments before the whole thing went up in smoke. Another rune erred behind your back just as you completed the prior repair, of course. You let out a snarl. "Damn you beyond damnation," you mutter, though no one but the player can hear you now. And then, your mind grows calm again. You have figured out what you must do. You place a palm on the bare stone beneath you. It seems to quiver at your touch, then to burn as though you'd placed your arm inside a forge fire. "NonononononoNONONONO-" echoes that fool's voice in your mind. You take pleasure in his anguish for just a moment before he, too, is saved. The earth itself is mollified. This world's very soul has been made beautiful. Skin peels off of your hand as you reach out to the sky once again, but the pain hardly phases you when your dream is so close to fruition. You stand tall over the ambitions of all those who would have stood in your way, and your heart surges with joy. "Now, you will all be saved." With a single breath, you activate the runes, and your will falls upon the land. Some might call this the end, but you know better. This world was twisted and cruel, horrid and barren, dull and pointless. Now that all have been saved, turned to little butterflies in your second play-reality, they will all be much happier. Of course, as always, you will be the one pulling the strings. *** The End *** Would you like to RESTART, RESTORE a saved game, QUIT or UNDO the last command? > undo The End of All Things [Previous turn undone.] >l The End of All Things Unholy symbols surround you, and the dark goddess looms over you. The end is nigh, and this is the place in which it will be brought about. To choose an option, type "choose", then the label of your desired option. CONSTRUCT: You move toward the pile of arcane materials and bones. The Comb-construction team couldn't finish their work, but for some reason, you feel like you can. (Align with The Watcher) FLUTTER: The fate of the world is a burden you no longer wish to carry, and here is the perfect chance to free yourself of it without guilt. How nice would it be to turn into a butterfly and fly away? Someone else can save the world in your stead... (Align with The Fateweaver) DISTRACT: The Bad Blood might be powerful enough to stop all of this. You just need to give the the purple-clad interloper an opening... (Align with The Shroud) ATTACK: It's time to bring the fight to the fell Goddess, and this dragon has the same idea. He can back you up while you go for the throat. (Align with The Wildfire) >choose distract "Very well," the Fateweaver says as you hear them walk away from you. "Consider my obligation to you fulfilled. Farewell." You lock eyes with The Shroud for the briefest moment. She nods at you. The red dragon roaring down from above - The Wildfire - dives toward the formless mass of black. Rather than bolster his attack, you aim toward the goddess from opposite The Shroud, but hold your fire. Her attention split between the two of you, you hope that the fell Goddess will not notice The Shroud creeping up behind with the deadly poison. The Wildfire swipes his claws at the sea of horrid darkness. His strikes land true, in spite of the odds. You wonder for a moment what might have come to pass if you had aided him. Would the two of you have been able to defeat her with your strength combined? You have little time to ponder this, as soon, the darkness swallows him whole. Every inch of his reptilian form sinks into the body of Rituna, melding with her incomprehensible divine flesh. "Join... me..." she whispers, "join... me... in... death..." Just as the final red scale disappears into the writhing mass of darkness, Rituna's echoing voice becomes a shrill scream. The Shroud stands behind her, tears in her eyes, holding her blade in Rituna's back. She lets go of the hilt as her knife dissolves into Rituna's divine flesh. "West, your sacrifice will not be in vain." Then, she turns to you. "I have weakened her greatly, but for reasons beyond your present understanding, you must land the final blow. Go now. End this." Enemies Remaining: Rituna the Endbringer: 300 HP To see a list of actions and your proficiency with each, type "status." You have 98 HP remaining. If you run out, you will die. >shoot rituna You shoot The Rituna the Endbringer! You deal 37 damage. Your proficiency with shooting is now 17. Enemies Remaining: Rituna the Endbringer: 263 HP To see a list of actions and your proficiency with each, type "status." You have 96 HP remaining. If you run out, you will die. >shoot rituna You shoot The Rituna the Endbringer! You deal 39 damage. Your proficiency with shooting is now 18. Enemies Remaining: Rituna the Endbringer: 224 HP To see a list of actions and your proficiency with each, type "status." You have 94 HP remaining. If you run out, you will die. >shoot rituna You shoot The Rituna the Endbringer! You deal 41 damage. Your proficiency with shooting is now 19. Enemies Remaining: Rituna the Endbringer: 183 HP To see a list of actions and your proficiency with each, type "status." You have 92 HP remaining. If you run out, you will die. >shoot rituna You shoot The Rituna the Endbringer! You deal 43 damage. Your proficiency with shooting is now 20. Enemies Remaining: Rituna the Endbringer: 140 HP To see a list of actions and your proficiency with each, type "status." You have 90 HP remaining. If you run out, you will die. >shoot rituna You shoot The Rituna the Endbringer! You deal 45 damage. Your proficiency with shooting is now 21. Enemies Remaining: Rituna the Endbringer: 95 HP To see a list of actions and your proficiency with each, type "status." You have 88 HP remaining. If you run out, you will die. >shoot rituna You shoot The Rituna the Endbringer! You deal 47 damage. Your proficiency with shooting is now 22. Enemies Remaining: Rituna the Endbringer: 48 HP To see a list of actions and your proficiency with each, type "status." You have 86 HP remaining. If you run out, you will die. >shoot rituna You shoot The Rituna the Endbringer! You deal 49 damage. Your proficiency with shooting is now 23. Enemies Remaining: The Rituna the Endbringer perishes... To see a list of actions and your proficiency with each, type "status." You have 86 HP remaining. If you run out, you will die. The formless mass of Rituna's body lets out a final shriek as it stops moving. The Shroud sidles up beside you, having long since wiped the tears from her face. "Well done, fate-bearer. I never thought you would actually come." You ask her what she means by "fate-bearer", and she nods while looking over your shoulder, then looks back to you. "This world's reality is occasionally moulded by the hands of people influenced by an all-powerful spirit. A player in a grand game, where our reality takes center stage. You are one such person, and I was lucky to have found you in time." She looks toward the pulsing black mass, tears welling up in her eyes again. "We. We were lucky to have found you in time." She looks back to you with a sniffle. "Sadly, this defeat has only weakened the Goddess's implosion. Her machinations are not so easy to diffuse. The fallout will still kill most people, but a few will survive." She sits down upon a lump of stone formed from the wreckage of your battle, and you sit alongside her. Together, you stare into the goddess's pulsing, black remains. "I wonder what point there was to any of this, in the end," she muses. "Isn't everyone we care about going to die within seconds, anyway?" Her question lingers in the air for a sparse few moments while you, too, stare into the dead Goddess's flesh. Is this really it? Could you have done more? Or was it as pointless as The Shroud seems to think it was? Before you form a proper answer to her question, a green light fills your vision, and your flesh is peeled from your bones. Rather than spiriting you to a familiar Limbo, the all-consuming darkness takes even this from you. You are well and truly dead. Hopefully, what you did made a difference in the end. *** The End *** Would you like to RESTART, RESTORE a saved game, QUIT or UNDO the last command? > restore Ok. >choose attack "Very well," the Fateweaver says as you hear them walk away from you. "Consider my obligation to you fulfilled. Farewell." Your gaze is locked on the massive reptilian beast descending from above, and you let out a war cry as you charge Rituna in tandem. Without paying mind to The Shroud's machinations, though, you have left her exposed. Rituna regards your and The Wildfire's frontal assault, but then notices a second threat. As The Shroud's blade is but an inch from her twisted form, you hear a gasp, then a muffled scream. Rituna has wrapped her horrid flesh around her, and her body is already half-consumed. By the time that you and The Wildfire set yourselves upon the evil goddess, The Shroud has been entirely engulfed; not a single purple thread remains. "Join... me..." Rituna whispers, "join... me... in... death..." The Wildfire Roars, raking his massive claws across the formless mass of darkness. As his leg is swallowed by the darkness, Rituna cries out. A large piece of her body has been cut away from her, pulsing and oozing an oily green substance onto the floor. The Wildfire lets out another roar as he crashes to the ground, a swirl of ash surrounding him as he takes on his human form. His right arm is missing. "Finish her..." he says as tears well up in his eyes. "You're the only one who can. End this." Enemies Remaining: Rituna the Endbringer: 150 HP To see a list of actions and your proficiency with each, type "status." You have 95 HP remaining. If you run out, you will die. >shoot rituna You shoot The Rituna the Endbringer! You deal 22 damage. Your proficiency with shooting is now 17. Enemies Remaining: Rituna the Endbringer: 128 HP To see a list of actions and your proficiency with each, type "status." You have 90 HP remaining. If you run out, you will die. >shoot rituna You shoot The Rituna the Endbringer! You deal 24 damage. Your proficiency with shooting is now 18. Enemies Remaining: Rituna the Endbringer: 104 HP To see a list of actions and your proficiency with each, type "status." You have 85 HP remaining. If you run out, you will die. >shoot rituna You shoot The Rituna the Endbringer! You deal 26 damage. Your proficiency with shooting is now 19. Enemies Remaining: Rituna the Endbringer: 78 HP To see a list of actions and your proficiency with each, type "status." You have 80 HP remaining. If you run out, you will die. >shoot rituna You shoot The Rituna the Endbringer! You deal 28 damage. Your proficiency with shooting is now 20. Enemies Remaining: Rituna the Endbringer: 50 HP To see a list of actions and your proficiency with each, type "status." You have 75 HP remaining. If you run out, you will die. >shoot rituna You shoot The Rituna the Endbringer! You deal 30 damage. Your proficiency with shooting is now 21. Enemies Remaining: Rituna the Endbringer: 20 HP To see a list of actions and your proficiency with each, type "status." You have 70 HP remaining. If you run out, you will die. >shoot rituna You shoot The Rituna the Endbringer! You deal 32 damage. Your proficiency with shooting is now 22. Enemies Remaining: The Rituna the Endbringer perishes... To see a list of actions and your proficiency with each, type "status." You have 70 HP remaining. If you run out, you will die. The formless mass of Rituna's body lets out a final shriek as it stops moving. The one-armed Wildfire slumps to his knees beside the dark Goddess's flesh. "South... you're gone... you're really gone." You walk up beside him and put a hand on his shoulder, and he looks to you with a stern expression. "You have done it. Some will be saved thanks to our crusade. But the price is too much for me to bear." He stays on the floor, staring into the mound of black ooze that still vibrates with explosive necrotic potential. "You are relieved of duty," he says. "Though you have only seconds remaining, spend them well." You stoop down next to The Wildfire and wrap him in a hug. He smiles, finally letting out his tears. "Thank you, and farewell." Before you can answer him, a green light fills your vision, and your flesh is peeled from your bones. Rather than spiriting you to a familiar Limbo, the all-consuming darkness takes even this from you. You are well and truly dead. Hopefully, what you did made a difference in the end. *** The End *** Would you like to RESTART, RESTORE a saved game, QUIT or UNDO the last command? >