(align:"=><=")+(box:"X=")[= Welcome to Roguelike. Please choose a class to play as: [[Knight]] [[Wizard]] [[Cleric]] [[Thief]] (set: $class to "")(set: $class to "knight")(set: $inventory to (a:"Iron Sword","Wooden Shield","Bread","Torch"))(set: $health to 25)(set: $maxhealth to 25) Well met! Knights are fierce warriors who will defend and even lay down their lives to protect others. Do you wish to [[begin your adventure|Entrance]] or [[change your class?|Hero's Beginning]](set: $class to "wizard")(set: $inventory to (a:"Wooden Staff","Spellbook","Bread","Health Potion"))(set: $health to 15)(set: $maxhealth to 15) Exquisite! Wizards are intelligent magic users who command both terrific and horrifying powers. Do you wish to [[begin your adventure|Entrance]] or [[change your class?|Hero's Beginning]](set: $class to "cleric")(set: $inventory to (a:"Iron Mace","Holy Cross","Bread","Orb of Light"))(set: $health to 20)(set: $maxhealth to 20) Praise be! Clerics are holy guardians, protecting and healing others in the name of their god. Do you wish to [[begin your adventure|Entrance]] or [[change your class?|Hero's Beginning]](set: $class to "thief")(set: $inventory to (a:"Iron Dagger","Lock Pick","Bread","Torch"))(set: $health to 15)(set: $maxhealth to 15) Hehe! Thieves are quiet bandits that fight who they want, and take what they please. Do you wish to [[begin your adventure|Entrance]] or [[change your class?|Hero's Beginning]]And so the journey begins... You, a humble $class, have found your way to what appears to be a tomb. Standing before the entrace, gazing into the abyss and beyond, you gather yourself to make your first move: (set: $return to "Entrance") (align:"<==")+(box:"=XX=")[= [[Enter the Tomb|Room 1]] [[Look Around|Inspect Entrance]] [[Check Inventory|Inventory]] [[Check Health|Health]] {{{ (set: $tc1 to "closed") (set: $l1 to "dark") (set:($sequence to (a:"empty"))) (set: $loot1 to "no") (set: $obelisk to "activated") (set: $sp1 to "hidden") (set: $loot2 to "no") (set: $loot3 to "no") (set: $loot4 to "no") (set: $loot5 to "no") (set: $cleared to (a:"")) (set: $kills to (a:"")) }}}You've made it inside the tomb. At first glance, this room is fairly small, with giant depiction on the wall. The image divides the room in half, with a door to either side of it. (set: $return to "Room 1")(set: $cleared to $cleared + (a:"1")) (align:"<==")+(box:"=XX=")[= [[Enter the Left Door|Room 2]] [[Enter the Right Door|Room 3]] [[Look Around|Inspect Room 1]] [[Check Inventory|Inventory]] [[Check Health|Health]]You notice that this tomb is quite old... the walls appear to be dusty and crumbling and there is a decrepit, moldy smell emanating from within it. There also appear to be markings around the main door, however, it is in a language that you have never seen before. [[Return->Entrance]]In your inventory, you have: (for: each _item, ...$inventory)[-_item ] [[Return->$return]]{{{ (if:$health is $maxhealth)[You are feeling amazing.] (else-if:$health > $maxhealth*0.75)[You are feeling healthy.] (else-if:$health > $maxhealth*0.5)[You are feeling alright.] (else-if:$health > $maxhealth*0.25)[You aren't feeling great.] (else-if:$health > 0)[You are barely clinging to life.] }}} (if:$inventory contains "Bread")[[[Eat Bread|Bread]] ](if:$inventory contains "Health Potion")[[[Drink Health Potion|Health Potion]] ] [[Return->$return]]Double-click this passage to edit it.Stale and old, the bread does not taste great in the slightest, but it still manages to provide some nourishment to your body. {{{ (set: _count to 0) (for: each _item where _item is "Bread", ...$inventory)[(set: _count to _count + 1)] (set: $health to $health + 5) (if: $health > $maxhealth)[(set: $health to $maxhealth)] (set: _a to (a:"Bread")) (set: $inventory to $inventory - _a) (if:(_count > 1))[ (for: each _i, ...(range:2,_count))[(set: $inventory to $inventory + _a)] ] }}} [[Return|Health]]Bright red and bubbling, the health potion goes down easily, and you immediatly feel a wave of recovery flow through your body. {{{ (set: _count to 0) (for: each _item where _item is "Health Potion", ...$inventory)[(set: _count to _count + 1)] (set: $health to $health + 10) (if: $health > $maxhealth)[(set: $health to $maxhealth)] (set: _a to (a:"Health Potion")) (set: $inventory to $inventory - _a) (if:(_count > 1))[ (for: each _i, ...(range:2,_count))[(set: $inventory to $inventory + _a)] ] }}} [[Return|Health]]As you enter this room, you immediately notice a large stone slab table at the center of the room with some ceramic jars on them. You then notice that there are four large stone coffins in each corner of the room. At the end of the room you see the way on, a stone hallway leading directly away from where you came in. (set: $return to "Room 2")(set: $cleared to $cleared + (a:"2")) (align:"<==")+(box:"=XX=")[= [[Follow Main Passage|Room 6]] [[Look Around|Inspect Room 2]] [[Check Inventory|Inventory]] [[Check Health|Health]]As you enter this room, you look around to see a large open room, with a lowered section in the middle of a room with a passage at the far side. To the sides of the room, there is scaffolding holding up a walkway that leads around to a separate raised passage. The longer you stare at this room, you notice something moving around in the lower section of the room. (set: $return to "Room 3")(set: $cleared to $cleared + (a:"3")) (align:"<==")+(box:"=XX=")[= [[Take the Raised Passage|Room 5]] [[Take the Lower Passage|Golem Encounter Start]] [[Look Around|Inspect Room 3]] [[Check Inventory|Inventory]] [[Check Health|Health]]As you look around, you notice that the wall is depicting some sort of king. You can barely make out what appears to be a crown on a head. For the two doors, the left-most door has a symbol of what appears to be a crescent moon over it and the right-most door has a symbol that appears to be the sun over it. [[Return->Room 1]]The secret passage you were following opens up into small room. Golden treasures, coins, and gems litter the floor of this room. You make note of this room for later, so you can grab your fill of riches on your way out. The passage still continues on the other end of the room. (set: $return to "Room 4")(set: $cleared to $cleared + (a:"4")) (align:"<==")+(box:"=XX=")[= [[Follow Main Passage|Room 7]] [[Look Around|Inspect Room 4]] [[Check Inventory|Inventory]] [[Check Health|Health]]As you enter this room, you notice the a fork into 3 paths. Each path has a statue of an animal crowning its entrance. The animals from left to right are "Snake", "Eagle", and "Lion". (set: $return to "Room 6")(set: $cleared to $cleared + (a:"6")) (align:"<==")+(box:"=XX=")[= [[Take Snake Path|Room 8]] [[Take Eagle Path|Room 10]] [[Take Lion Path|Room 12]] [[Look Around|Inspect Room 6]] [[Check Inventory|Inventory]] [[Check Health|Health]]As you enter this room, you immediately jump back because there is a divide in the floor between your side of the room and the side with the next passage. You hear a noise coming from down in the gap, and you see it is full of snakes. Wonderful. (set: $return to "Room 8")(set: $cleared to $cleared + (a:"8")) (align:"<==")+(box:"=XX=")[= [[Try to jump the gap|Jump]] [[Wade through the snakes|Wade]] [[Look Around|Inspect Room 8]] [[Check Inventory|Inventory]] [[Check Health|Health]]As you enter this room, you instantly step back, becuase you realize the floor stops, nearly a foot from where you are standing. You look down and don't see anything. There are some broken pieces of stone lining the room, which then lead down to what seems to be a spiral staircase to the lower levels. It must have broken some time ago. It seems that there is a choice to be made: turn back, or take a leap of faith. (set: $return to "Room 10")(set: $cleared to $cleared + (a:"10")) (align:"<==")+(box:"=XX=")[= [[Take the Leap of Faith|Leap]] [[Turn Back|Room 6]] [[Look Around|Inspect Room 10]] [[Check Inventory|Inventory]] [[Check Health|Health]]As you enter this room, a gate drops from the ceiling to block the doorway you just entered through. As you turn back around to face the room you just entered, you see the ground start cracking as a skeleton hand reaches up through the floor. In the following moments, a Skeleton, wearing metal plate armor, has manifested before you, and it doesn't look very amicable. (set: $return to "Room 12")(set: $cleared to $cleared + (a:"12")) (align:"<==")+(box:"=XX=")[= [[Prepare for Battle|Skeleton Attack]](set: $encounter to "Skeleton Guardian")(set: $encounterHealth to 20)(set: $encounterEnd to "Room 14") [[Look Around|Inspect Room 12]] [[Check Inventory|Inventory]] [[Check Health|Health]](if:($l1 is "dark"))[This room is shrouded in darkness. If there were any torches in here, they have long since burned out. You can't really make anything out, and are desperately hoping you are the only creature in here. ](if:($l1 is "light"))[This room is fairly plain with a only a couple minimalist decorations. The passage continues through a doorway of to the side of the room. ](set: $return to "Room 5")(set: $cleared to $cleared + (a:"5")) (align:"<==")+(box:"=XX=")[= (if:($l1 is "light"))[[[Follow Main Passage|Room 7]] ][[Look Around|Inspect Room 5]] [[Check Inventory|Inventory]] [[Check Health|Health]]As you enter this room, you see 4 pillars streching to the ceiling placed in front of a large stone door. The stone pillars each have a symbol on them, as well as what appears to be a button. (if:($sequence contains "Worker" and $sequence contains "Skeleton" and $sequence contains "Child" and $sequence contains "Crone"))[ (if:($sequence is $solution))[The sequence you input seems to have worked, as the large stone door begins to open. ](if:($sequence is not $solution))[The sequence you input doesn't seem to have any effect on the door. ]](set: $return to "Room 7")(set: $cleared to $cleared + (a:"7"))(set: $solution to (a:"empty","Child","Worker","Crone","Skeleton")) (align:"<==")+(box:"=XX=")[= (if:($sequence does not contain "Worker"))[[[Press the Worker button|Worker]] ](if:($sequence does not contain "Skeleton"))[[[Press the Skeleton button|Skeleton]] ](if:($sequence does not contain "Child"))[[[Press the Child button|Child]] ](if:($sequence does not contain "Crone"))[[[Press the Crone button|Crone]] ](if:($sequence contains "Worker" and $sequence contains "Skeleton" and $sequence contains "Child" and $sequence contains "Crone"))[(if:($sequence is $solution))[[[Go through door|Room 13]] ](if:($sequence is not $solution))[[[Deactivate pillars|Retry]] ] ][[Look Around|Inspect Room 7]] [[Check Inventory|Inventory]] [[Check Health|Health]]As you enter this room, you realize that it is a storage room of sorts. There are barrels and crates filling up most of the room. On the other side of the room you see a door. (set: $return to "Room 9")(set: $cleared to $cleared + (a:"9")) (align:"<==")+(box:"=XX=")[= [[Go through the door|Room 11]] [[Look Around|Inspect Room 9]] [[Check Inventory|Inventory]] [[Check Health|Health]](if:($obelisk is "activated"))[As you enter this room, you see a large, blue, glowing obelisk in the center of the room. It seems to be pulsating in bursts of light, illuminating the rest of the room. The light starts from the top and makes its way down the obelisk, into the floor, lighting up a circle on the ground, surrounding the obelisk. There appears to be a doorway on the otherside of the room, but you are weary of stepping within the glowing circle, however, you have enough room to manuever around the circle. ](if:($obelisk is "deactivated"))[The obelisk is no longer glowing, and neither is the cirle on the floor. It seems like you might be able to activate it now. ](set: $return to "Room 11")(set: $cleared to $cleared + (a:"11")) (align:"<==")+(box:"=XX=")[= (if:($sp1 is "revealed"))[[[Take Secret Passage|Room 17]] ][[Go Around and Take Main Passage|Room 15]] (if:($sp1 is "hidden"))[[[Approach and Touch the Obelisk|Obelisk]] ][[Look Around|Inspect Room 11]] [[Check Inventory|Inventory]] [[Check Health|Health]]As you enter this room, you notice it is extremely dark in here, except for one torch above a doorway at the other side of the room. (set: $return to "Room 13")(set: $cleared to $cleared + (a:"13")) (align:"<==")+(box:"=XX=")[= [[Follow Main Passage|Room 15]] [[Look Around|Inspect Room 13]] [[Check Inventory|Inventory]] [[Check Health|Health]]As you enter this room, you are surprised by how well lit it is. Upon further inspection, you gather that the reflection of the wall mounted torches on the mound of gold in the center of the room is amplifying the light. The room is spectacular, lined with gold and velvet banners, a sign of a truly wealthy benefactor. The person who built this room is far wealthier than anyone you have ever met. Once you stop staring, you see that there is a doorway behind the mound of gold and treasures that continues the passage you are following. (set: $return to "Room 14")(set: $cleared to $cleared + (a:"14")) (align:"<==")+(box:"=XX=")[= [[Follow Main Passage|Room 16]] [[Look Around|Inspect Room 14]] [[Check Inventory|Inventory]] [[Check Health|Health]]As you enter this room, you see directly to your right, a staircase descending down to some lower level. The rest of the room seems void of a centerpiece, with a large open area, with a rather plain stone wall surrounding it. The next doorway is on the opposite side of the room. (set: $return to "Room 15")(set: $cleared to $cleared + (a:"15")) (align:"<==")+(box:"=XX=")[= [[Follow Main Passage|Ghost Encounter Start]] [[Take Descending Staircase|Room 18]] [[Look Around|Inspect Room 15]] [[Check Inventory|Inventory]] [[Check Health|Health]]As you enter this room, you first hear a loud buzzing noise, followed by seeing what appears to be a room full of spinning blades protruding from slits in the ground. The blades only protrude for a few seconds before they retreat into the floor, for another couple seconds. It seems like with the propper timing, one could manuever through this trap. (set: $return to "Room 16")(set: $cleared to $cleared + (a:"16")) (align:"<==")+(box:"=XX=")[= [[Try to get through the Trap|Trap]] [[Look Around|Inspect Room 16]] [[Check Inventory|Inventory]] [[Check Health|Health]] (set:$cycle to "first") (set:$spot to "first") (set:$trapSequence to (a:"start")) (set:$answer1 to (a:"start","wait","wait","run")) (set:$answer2 to (a:"start","wait","run","run")) (set:$answer3 to (a:"start","run","wait","run"))The secret passage you followed lead you to this room. This room must have been an old magic laboratory since it is full of weird magical items and experiments. There are some creatures floating in water trapped behind glass, along with some other strange rigs that catch your eye at first, and then you notice what looks like a potion brewing machine. Behind the potion machine, you see a doorway to continue on your way. (set: $return to "Room 17")(set: $cleared to $cleared + (a:"17")) (align:"<==")+(box:"=XX=")[= [[Follow Main Passage|Room 20]] [[Look Around|Inspect Room 17]] [[Check Inventory|Inventory]] [[Check Health|Health]]As you enter this room, you realize that you made it. This is THE treasure room of the tomb. The floor is completely flooded with gold coins, and there are chests all around full of golden relics and gems. At the center of the room you see a statue of the King that is buried here, placed on a pedestal with the engraving "... true King in life and ...". The rest of the engraving appears to have been scratched off. After you spend some time collecting riches, you decide to go through the final door to the tomb itself, to claim the King's Crown. (set: $return to "Room 19")(set: $cleared to $cleared + (a:"19")) (align:"<==")+(box:"=XX=")[= [[Enter Final Room|Room 20]] [[Look Around|Inspect Room 19]] [[Check Inventory|Inventory]] [[Check Health|Health]]The staircase you took led you down to this room, which is more of a prison than a room. The room is divided into multiple cells, which are mostly empty, with the exception of a few rats and bones. The cells appear like they have been long forgotten and are starting to wither away. As you walk through some, they creak really loudly, and send some rats skittering away. You see the path forward not to far away. (set: $return to "Room 18")(set: $cleared to $cleared + (a:"18")) (align:"<==")+(box:"=XX=")[= [[Follow Main Passage|Room 20]] [[Look Around|Inspect Room 18]] [[Check Inventory|Inventory]] [[Check Health|Health]]As you enter this room, you see the coffin of the King. It isn't very ornate, as you would expect from a King's coffin, and looks rather drab. The coffin itself is completely stone, with some engravings on it. As you approach the coffin, you see some words carved into it. It reads: "King Fethren was a true King in life and an even greater ruler of death." (set: $cleared to $cleared + (a:"20")) [[Continue|Lich 1]]Once the Lich collapses, you feel a wave of hope and positive energy flow through your body. You know that you banished the evil from this tomb, and you can now claim your trophy. The Crown of the King was requested by the members of the King's old council, probably fearing that the King had been corrupted into something vile and evil. They sent you, a capable adventurer, to investigate and defeat any evil that had taken root in this tomb. Your reward was to be whatever loot you found within. True to their visions, you succeeded, and made quite the bounty with the large sum of loot in the tomb. [[Finish Game|Game Over 1]]As you look around, you inspect the ceramic jars more closely. You see that there are little tablets in each, and they each appear to be shaped like a different symbols. You then inspect the coffins in the room, and they appear to be very old and worn down. The coffin lids all seem to have engravings on them, probably of who is buried there. One of the coffins' engravings can't be made out due to a large crack branching through it. (if:$class is "thief")[ As a thief, you recall that the cracks on coffin lids are often a sign of the lid being moved. While this could be from grave robbers, you don't suspect as much due to the condition of the other coffins. You begin to lift the lid off of the coffin, sure enough, there is no corpse in the coffin and the coffin has no bottom; instead a hidden staircase is revealed going down to some unknown secret passage. [[Enter Secret Passage|Room 4]] ] [[Return->Room 2]]As you look around, you start to hear what sounds like stone hitting stone with great force. You suspect that whatever is moving around in the lower section of the room is the cause of this noise. Whatever it is, it's definitely something large. [[Return->Room 3]]You start to make your way down to the lower section of the room, when you start to hear a slow thumping sound getting louder and louder. Whatever you had seen moving earlier is no longer visible. Almost immediately as you set foot on the lower level of the room, the thumping pauses for a moment, then starts back up at a much faster tempo. Moments pass, and then you see it. A giant stone Golem emerges from the shadows and starts charging at you. (set: $encounter to "Golem")(set: $encounterHealth to 16)(set: $encounterEnd to "Room 9") [[Continue|Golem Attack]](if:($class is "knight"))[ (set: $attack to (random:1,3)) (if:$attack is 1)[You raise your sword to swing, but miss your mark. ](if:$attack > 1)[You raised your sword and strike the $encounter hard.(set: $encounterHealth to $encounterHealth - 6) ]](if:($class is "wizard"))[ (set: $attack to (random:1,3)) (if:$attack is 1)[You conjure a fireball and let loose, but miss your mark. ](if:$attack > 1)[You launch a fireball at the $encounter, striking it with the magic explosion.(set: $encounterHealth to $encounterHealth - 8) ]](if:($class is "cleric"))[ (set: $attack to (random:1,3)) (if:$attack is 1)[You swing forcefully with your mace, but miss your mark. ](if:$attack > 1)[You swing your mace forcefully, striking the $encounter hard.(set: $encounterHealth to $encounterHealth - 5) ]](if:($class is "thief"))[ (set: $attack to (random:1,3)) (if:$attack is 1)[You lunge at the $encounter with your dagger, but you miss your mark. ](if:$attack > 1)[You lunge at the $encounter with your dagger, driving your dagger into it.(set: $encounterHealth to $encounterHealth - 4) ]] (if:$encounterHealth > 0)[The $encounter is still standing. [[Continue->$combatReturn]] ](if:$encounterHealth <= 0)[After that hit, the $encounter collapses dead. You continue on your path. (set: $kills to $kills + (a:$encounter)) [[Follow Main Passage->$encounterEnd]] ] (set: $flee to (random:1,3)) (if:$flee is 1)[You were unable to escape the $encounter. [[Continue->$combatReturn]] ](if:$flee > 1)[You managed to flee to the $fleeName. [[Continue->$fleeLocation]] ]The Golem swings at you with his large stone fist. (set: $combatReturn to "Golem Encounter")(set: $attackDamage to 7) (if:$class is "knight")[[[Block the Attack|Block]] ][[Dodge the Attack|Dodge]]The Golem recoils after its attack, now is the time to take action! (set: $return to "Golem Encounter")(set: $fleeLocation to "Room 5")(set: $fleeName to "Upper Section")(set: $combatReturn to "Golem Attack")(align:"<==")+(box:"=XX=")[ [[Attack the golem|Attack]] [[Flee to the Upper Section|Flee]] [[Check Inventory|Inventory]] [[Check Health|Health]]](set: $dodge to (random:1,3)) (if:$dodge is 1)[You didn't manage to get out of the way in time, and got hit by the $encounter's attack.(set: $health to $health - $attackDamage) ](if:$dodge > 1)[You managed to get out of the way in time, dodging the $encounter's attack. ] (if:$health > 0)[[[Continue->$combatReturn]] ](if:$health <= 0)[You are unable to cling to conciousness as your life force fades away. [[Game Over|Game Over]] ](set: $block to (random:1,4)) (if:$block is 1)[You didn't manage to raise your shield in time, and got hit by the $encounter's attack.(set: $health to $health - $attackDamage) ](if:$block > 1)[You raised your mighty shield just in time to block the $encounter's attack. ] (if:$health > 0)[[[Continue->$combatReturn]] ](if:$health <= 0)[You are unable to cling to conciousness as your life force fades away. [[Game Over|Game Over]] ]Double-click this passage to edit it.GAME OVER {{{ (set: $score to -1) (if:($cleared contains "1"))[(set: $score to $score + 1)] (if:($cleared contains "2"))[(set: $score to $score + 1)] (if:($cleared contains "3"))[(set: $score to $score + 1)] (if:($cleared contains "4"))[(set: $score to $score + 1)] (if:($cleared contains "5"))[(set: $score to $score + 1)] (if:($cleared contains "6"))[(set: $score to $score + 1)] (if:($cleared contains "7"))[(set: $score to $score + 1)] (if:($cleared contains "8"))[(set: $score to $score + 1)] (if:($cleared contains "9"))[(set: $score to $score + 1)] (if:($cleared contains "10"))[(set: $score to $score + 1)] (if:($cleared contains "11"))[(set: $score to $score + 1)] (if:($cleared contains "12"))[(set: $score to $score + 1)] (if:($cleared contains "13"))[(set: $score to $score + 1)] (if:($cleared contains "14"))[(set: $score to $score + 1)] (if:($cleared contains "15"))[(set: $score to $score + 1)] (if:($cleared contains "16"))[(set: $score to $score + 1)] (if:($cleared contains "17"))[(set: $score to $score + 1)] (if:($cleared contains "18"))[(set: $score to $score + 1)] (if:($cleared contains "19"))[(set: $score to $score + 1)] (if:($cleared contains "20"))[(set: $score to $score + 1)] }}} You weren't able to clear the entire tomb. Try again with different choices to see if you can conquer the tomb! You cleared $score room(s). (if:($kills is (a:"")))[You killed no monsters. ](else:)[You defeated the following monsters:(for: each _monster, ...$kills)[_monster ]] Play again? ([[Yes|Hero's Beginning]]/[[No|Thanks for Playing]])Double-click this passage to edit it.Double-click this passage to edit it.As you start to look around, you hear a *click* followed by a thud. Not a second after, the room lights up in a flash, and a dart flies right in front of your face, narrowly missing you. You start to hear hear more noises and decide to not stick around. (if:$class is "thief")[ As a thief, you take in your surroundings quickly, and see that there is a small hole in the wall, just barely large enough for you to fit in a lot closer than the door to the next room. [[Enter the Hole in the Wall|Room 14]] ] [[Make for the Next Room|Run]]As you look around, you can see the passage continues beyond the skeleton warrior before you. The Skeleton appears to be guarding the door, so you'll have to deal with the Skeleton before continuing on. (if:$class is "cleric")[ As a cleric, you realize that for undead such as this skeleton, you can banish it using your Holy Cross. [[Use Your Holy Cross on the Skeleton|Banish]] ] [[Return|Room 12]]The Skeleton Guardian advances and swings at you with an iron greatsword. (set: $combatReturn to "Skeleton Encounter")(set: $attackDamage to 5) (if:$class is "knight")[[[Block the Attack|Block]] ][[Dodge the Attack|Dodge]]The Skeleton Guardian recoils after its attack, now is the time to take action! (set: $return to "Skeleton Encounter")(set: $fleeLocation to "Room 6")(set: $fleeName to "Upper Section")(set: $combatReturn to "Skeleton Attack")(align:"<==")+(box:"=XX=")[ [[Attack the Skeleton|Attack]] [[Check Inventory|Inventory]] [[Check Health|Health]]]You start to walk towards the next passage, when you are suddenly blinded! As the blindness begins to fade, you see a ghostly white apparition floating in front of you. The Ghost wails "YouUUU shouUUUuld Nnnnot HHhhave CoOOOome HeeeEEre!" (set: $encounter to "Ghost")(set: $encounterHealth to 12)(set: $encounterEnd to "Room 19") [[Continue|Ghost Attack]]As far as you can tell, this room just seems like a wider version of the hallways you have been following. Nothing seems out of place or interesting in here. (if:$class is "cleric")[ As a cleric, you suddenly are overcome with an overwhelming urge to leave this room as soon as possible. The staircase is probably the fastest way out. ] [[Return|Room 15]]The Ghost appears right next to you and tries to slash you. (set: $combatReturn to "Ghost Encounter")(set: $attackDamage to 10) (if:$class is "knight")[[[Block the Attack|Block]] ][[Dodge the Attack|Dodge]]The Ghost recoils after its attack, now is the time to take action! (set: $return to "Ghost Encounter")(set: $fleeLocation to "Room 18")(set: $fleeName to "Staircase")(set: $combatReturn to "Ghost Attack")(align:"<==")+(box:"=XX=")[ [[Attack the Ghost|Attack]] [[Flee to the Staircase|Flee]] [[Check Inventory|Inventory]] [[Check Health|Health]]](if:($tc1 is "closed"))[As you look around, you notice a chest off to the right side of the room. As you get closer you see that it doesn't match the look of the other riches in the room. You try to open it but find that it is locked. [[Use Lockpick|Treasure Chest 1]] ](if:($tc1 is "opened"))[Nothing besides the chest you opened is catching your eye. ] [[Return->Room 4]]After a couple of seconds, you manage to pick the lock of the chest. Inside the chest you find 2 Health Potions. (set: _a to (a:"Health Potion","Health Potion"))(set: $inventory to $inventory + _a)(set: $tc1 to "opened") [[Return->Room 4]](if:($l1 is "dark"))[Pretty much completely blind, you can't see anything in here. Some light would definitely help. (if:$inventory contains "Torch")[(set:($lightSource to "Torch"))[[Light your torch|Light 1]] ](if:$inventory contains "Orb of Light")[(set:($lightSource to "Orb of Light"))[[Use your Orb of Light|Light 1]] ](if:$inventory contains "Spellbook")[(set:($lightSource to "Light Spell"))[[Cast a Light Spell|Light 1]] ]](if:($l1 is "light"))[With your $lightSource, you can now see in this room. The room is completely empty save a few empty torch sconces and tapestries lining the walls. ] [[Return->Room 5]]Your $lightSource worked well, you now have a source of light to illuminate the room you are in. (set:($l1 to "light")) [[Continue|Inspect Room 5]]While there really isn't much to the room besides the branching paths, you notice some symbols around the Eagle path. You feel like you have seen these symbols before. [[Return->Room 6]]You take a closer look at the door, to see if there is any way to open it. To the best of your knowledge, the pillars are the key to opening the door. (if:$class is "wizard")[ As a wizard, you suspect that a door like this is likely magical. You cast a Reveal Magic spell, that highlights some text around the border of the door. The text simply reads "A lifetime is the key". ] [[Return->Room 7]]The Worker pillar begins to glow, you can tell that it is activated. (set: _a to (a:"Worker"))(set: $sequence to $sequence + _a) [[Return|Room 7]]The Skeleton pillar begins to glow, you can tell that it is activated. (set: _a to (a:"Skeleton"))(set: $sequence to $sequence + _a) [[Return|Room 7]]The Child pillar begins to glow, you can tell that it is activated. (set: _a to (a:"Child"))(set: $sequence to $sequence + _a) [[Return|Room 7]]The Crone pillar begins to glow, you can tell that it is activated. (set: _a to (a:"Crone"))(set: $sequence to $sequence + _a) [[Return|Room 7]]You go to each pillar, deactivating them until they are all back to their original state. (set:($sequence to (a:"empty"))) [[Return|Room 7]]You see that there used to be a rope bridge over the gap, but it has collapsed, leaving no way across. You gather that your options are either jumping over the snakes or wading slowly through them. [[Return->Room 8]]You get a running start and then jump. (set: $crossing to (either:"success","fail"))(if:($crossing is "success")) [Your jump narrowly clears the gap, and you find yourself safely on the other side of the room. [[Follow Main Passage|Room 11]] ](if:($crossing is "fail"))[ Your jump falls quite short of the gap, and you land in the middle of the snake pit. (set: $health to $health - 8) (if:$health > 0)[You are bitten a few times before you make it out and to the other side of the room. [[Follow Main Passage|Room 11]] ](if:$health <= 0)[You were bitten too many times, and you feel your life force fade away. [[Game Over|Game Over]] ]]You ease into the snake pit and start wading through them. (set: $crossing to (either:"success","fail"))(if:($crossing is "success"))[ You managed to step carefully enough, avoiding getting bitten at all, making it safely to the other side of the room. [[Follow Main Passage|Room 11]] ](if:($crossing is "fail"))[ You weren't careful enough and stepped on a snake. (set: $health to $health - 8) (if:$health > 0)[You are bitten a few times before you make it out and to the other side of the room. [[Follow Main Passage|Room 11]] ](if:$health <= 0)[You were bitten too many times, and you feel your life force fade away. [[Game Over|Game Over]] ]]As you look around, you see that there is some old food and trinkets being stored in this room. Some of it might be of use to you. (if:($loot1 is "no"))[[[Loot the room|Loot 1]] ][[Return->Room 9]]After a few minutes of looking through crates and barrels, you manage to gather a couple things. You gathered 2 loaves of Bread and a Key. (set: _a to (a:"Bread","Bread","Key"))(set: $inventory to $inventory + _a)(set: $loot1 to "yes") [[Return->Room 9]]You take a step forward to the ledge. You take another stepping into the unknown. You aren't falling for very long before you feel your feet make contact with the bottom of the pit. Thankfully, your feet pass through the floor as your entire body becomes submerged in water. (set: $leap to (either:"success","fail"))(if:($leap is "success")) [ Fortunately, the water was deep enough to sustain your fall without any injury to yourself. You swim to the top an see where the passage continues. [[Follow Main Passage|Room 13]] ](if:($leap is "fail"))[ Unfortunately, the water you jumped in was chalked full of rocks, and despite landing in water, you still got banged up pretty badly. (set: $health to $health - 8) (if:$health > 0)[You feel like you might have a broken bone or two, but at least you survived. You swim to the top and see where the passage continues. [[Follow Main Passage|Room 13]] ](if:$health <= 0)[Your body begins to give way to the injuries you sustained from your rocky landing. You feel your life force fade away. [[Game Over|Game Over]] ]]You feel a draft coming from the giant hole in front of you. It clearly leads somewhere, but is it still feasible to go that way without the traditional way down? The stones in this room also seems to be more reflective than ones in the previous rooms. [[Return->Room 10]](if:($obelisk is "activated"))[As you approach the obelisk, it starts to pulsate faster and faster. Once you step in to the circle, a bolt of lightning manifests at the top of the obelisk and strikes you, sending you flying clear into the wall. (set: $health to $health - 10) (if:$health > 0)[The lightning bolt really hurt, but you still are alive. Maybe touching random glowy things is a bad idea... [[Step Away|Room 11]] ](if:$health <= 0)[The lightning bolt left your body a smouldering heap, as you feel your life force fade away. [[Game Over|Game Over]] ] ](if:($obelisk is "deactivated"))[You approach the obelisk and touch it. At first nothing happens, but then the room starts to shake. You notice that the wall opposite to the wall obelisks begins to slide open, revealing a hidden passage. (set: $sp1 to "revealed") [[Step Away|Room 11]] ]As you look around, you see that the the obelisk has some markings on it. The markings are also written along the walls of the room, in what seems to be a repeating pattern. There also to be four smaller versions of the obelisk on the wall, but they aren't glowing like the main one. (if:$class is "wizard")[ As a wizard, you recall seeing an obelisk like this before. You recognize it as a keystone, but it seems to have a ward of sorts on it. You suspect that casting activation magic on the wall obelisk will disable whatever ward is on the keystone. [[Activate Wall Obelisks|Activate]] ] [[Return->Room 11]]The wall obelisks begin to glow, as the main obelisk begins to fade, until it is completely colorless. It seems like it is ready to be used now. (set: $obelisk to "deactivated") [[Return|Room 11]]As you raise your Holy Cross, the Skeleton begins to recoil in pain. You shout "I banish thy evil vessel, and purify your remains". Upon completing the cantrip, the Skeleton begins to dissolve in a blinding golden light. The metal armor clammors as it drops to the ground, but now the way through this room is open. (set: $kills to $kills + (a:"Skeletal Guardian")) [[Follow Main Passage|Room 14]]Thank you for playing Roguelike! Made by Milo FisherYou make for the next room, running through a hailfire of darts from both walls. (set: $run to (either:"success","fail"))(if:($run is "success")) [ You run like hell and manage to weave your way to the exit, miraculously without getting hit. [[Follow Main Passage|Room 15]] ](if:($run is "fail"))[ You run like hell, but you feel a some darts puncture you before you make it to the exit. (set: $health to $health - 5) (if:$health > 0)[Your wounds sting, but they aren't anything your tough adventurer complex can't handle. [[Follow Main Passage|Room 15]] ](if:$health <= 0)[You wounds begin to overwhelm you, and you feel your life force fade away. [[Game Over|Game Over]] ]](if:($loot2 is "no"))[As you look around, you see that amongst the gold and treasures, there is a small chest that catches your eye. You go over and open it, revealing a key of some sort. Maybe it will be of use later? You gathered a Key. (set: _a to (a:"Key"))(set: $inventory to $inventory + _a)(set: $loot2 to "yes") ](if:($loot2 is "no"))[Nothing beside the small chest and key catches your eye. ][[Return->Room 14]](if:($cycle is not "fourth"))[You get ready to make it to the $spot safe spot on the floor. It is the $cycle trap cycle. Do you? [[Run|Trap Run]] [[Wait|Trap Wait]] ](elseif:($cycle is "fourth"))[(if:($spot is "first"))[(if:($trapSequence is $answer1))[You successfully timed your passage through to the $spot safe spot! (set: $cycle to "first")(set: $spot to "second")(set:$trapSequence to (a:"start")) [[Continue|Trap]] ](elseif:($trapSequence is not $answer1))[You didn't time your passage to the $spot safe spot very well, and got hit by the blades! (set: $cycle to "first")(set: $spot to "second")(set:$trapSequence to (a:"start"))(set: $health to $health - 5)(if:$health > 0)[ While you sustained some damage, it's nothing too severe. [[Continue|Trap]] ](if:$health <= 0)[You are unable to cling to conciousness as your life force fades away. [[Game Over|Game Over]] ] ] ](elseif:($spot is "second"))[(if:($trapSequence is $answer2))[You successfully timed your passage through to the $spot safe spot! (set: $cycle to "first")(set: $spot to "third")(set:$trapSequence to (a:"start")) [[Continue|Trap]] ](elseif:($trapSequence is not $answer2))[You didn't time your passage to the $spot safe spot very well, and got hit by the blades! (set: $cycle to "first")(set: $spot to "third")(set:$trapSequence to (a:"start"))(set: $health to $health - 5)(if:$health > 0)[ While you sustained some damage, it's nothing too severe. [[Continue|Trap]] ](if:$health <= 0)[You are unable to cling to conciousness as your life force fades away. [[Game Over|Game Over]] ] ] ](elseif:($spot is "third"))[(if:($trapSequence is $answer3))[You successfully timed your passage through to the $spot safe spot! (set: $cycle to "first")(set: $spot to "done")(set:$trapSequence to (a:"start")) You made it all the way through and can now continue on your way. [[Follow Main Passage|Room 19]] ](elseif:($trapSequence is not $answer3))[You didn't time your passage to the $spot safe spot very well, and got hit by the blades! (set: $cycle to "first")(set: $spot to "done")(set:$trapSequence to (a:"start"))(set: $health to $health - 5)(if:$health > 0)[ While you sustained some damage, it's nothing too severe. You made it all the way through and can now continue on your way. [[Follow Main Passage|Room 19]] ](if:$health <= 0)[You are unable to cling to conciousness as your life force fades away. [[Game Over|Game Over]] ] ] ] ]As you look around, you see a few spots in the room that don't have any blades in them. It seems like a different sequence of stopping and going could lead you safely to each of the bladeless spots. You observe that to get to the first safe spot, you'll have to wait for 2 cycles, then run on the third. For the second safe spot, you'll have to wait 1 cycle, then run during the second and third. Then finally, to get to the end, you'll have to run for the 1st cycle, wait for the second, and then run for the 3rd cycle. [[Return|Room 16]]You decide to run during this cycle. [[Continue|Trap]] {{{ (set:_a to (a:"run")) (set:$trapSequence to $trapSequence + _a) (if:($cycle is "first"))[(set:$cycle to "second")] (elseif:($cycle is "second"))[(set:$cycle to "third")] (elseif:($cycle is "third"))[(set:$cycle to "fourth")] }}}You decide to wait for this cycle. [[Continue|Trap]] {{{ (set:_a to (a:"wait")) (set:$trapSequence to $trapSequence + _a) (if:($cycle is "first"))[(set:$cycle to "second")] (elseif:($cycle is "second"))[(set:$cycle to "third")] (elseif:($cycle is "third"))[(set:$cycle to "fourth")] }}}(if:($loot3 is "no"))[As you look around, you see that most of the weird experiments are probably left undisturbed. What you are familiar with in this room is the potion machine, so you decided to grab some potions. You gathered 2 Health Potions. (set: _a to (a:"Health Potion","Health Potion"))(set: $inventory to $inventory + _a)(set: $loot3 to "yes") ](if:($loot3 is "no"))[You don't want to disturb any of the experiments. ][[Return->Room 17]](if:($loot4 is "no"))[As you look around, you see that there appears to be one cell that is in slightly better shape. Upon closer inspection, there is a full skeleton in the cell chained to the wall. On the floor, you see an old stale load of bread. That seems to be only lightly touched by the rats. You gathered a loaf of Bread. (set: _a to (a:"Bread"))(set: $inventory to $inventory + _a)(set: $loot4 to "yes") ](if:($loot4 is "no"))[None of the other cells have anything of interest in them. Maybe that's a good thing. ][[Return->Room 18]](if:($loot5 is "no"))[As you look around, you see a jewled chest, that is not open like the rest of the loot chests. You decide to inspect further, and see that this chest actually has a keyhole in it. (if:($inventory contains "Key"))[You remember finding a key earlier, and it seems like it fits inside this chest. [[Open the Chest|Loot 5]] ](elseif:($inventory does not contain "Key"))[You haven't seen any key that looks like it would open this chest. ][[Return->Room 19]] ](elseif:($loot5 is "yes"))[Nothing besides the chest you opened appears to be more valuable than the loot all around. [[Return->Room 19]] ]You insert your key and turn. You hear a click, as the chest begins to open. Inside you see find priceless gems, relics, and some Health Potions. You gathered 3 Health Potions. (set: _a to (a:"Health Potion","Health Potion","Health Potion"))(set: $inventory to $inventory + _a)(set: $loot5 to "yes") [[Return->Room 19]]After reading that last word, you hear a booming laugh echo through this room, but you have a feeling that the laugh was heard throughout the entire tomb. You turn around, but the door you came in has been completely sealed with stone. You slowly begin to turn back around to face the coffin, and as your turn around, you see the dead King risen from his coffin, an Undead Lich, staring you down. [[Continue|Lich 2]]Before you can react, the Lich says to you in a hoarse and raspy voice, "WHY HAVE YOU COME TO MY TOMB, TO ROB ME? TO KILL ME?" He continues, "I AM ALREADY DEAD, AND IF YOU THINK YOU CAN KILL ME AGAIN, YOU ARE GRAVELY MISTAKEN! I WAS A GREAT KING IN LIFE, AND HAVE BECOME SOMETHING GREATER IN DEATH!" Then he cracks a horrible, deathly grin as he says, "THIS TOMB WAS MY FINAL RESTING PLACE, AND SO SHALL IT BE FOR YOU!" (set: $encounter to "Lich")(set: $encounterHealth to 25)(set: $encounterEnd to "Exit") [[Continue|Lich Attack]]The Lich fires off a bolt of Necrotic Energy at you. (set: $combatReturn to "Lich Encounter")(set: $attackDamage to 10) (if:$class is "knight")[[[Block the Attack|Block]] ][[Dodge the Attack|Dodge]]The Lich recoils after his attack, now is the time to take action! (set: $return to "Lich Encounter")(set: $combatReturn to "Lich Attack")(align:"<==")+(box:"=XX=")[ [[Attack the Lich|Attack]] [[Check Inventory|Inventory]] [[Check Health|Health]]]GAME OVER {{{ (set: $score to 0) (if:($cleared contains "1"))[(set: $score to $score + 1)] (if:($cleared contains "2"))[(set: $score to $score + 1)] (if:($cleared contains "3"))[(set: $score to $score + 1)] (if:($cleared contains "4"))[(set: $score to $score + 1)] (if:($cleared contains "5"))[(set: $score to $score + 1)] (if:($cleared contains "6"))[(set: $score to $score + 1)] (if:($cleared contains "7"))[(set: $score to $score + 1)] (if:($cleared contains "8"))[(set: $score to $score + 1)] (if:($cleared contains "9"))[(set: $score to $score + 1)] (if:($cleared contains "10"))[(set: $score to $score + 1)] (if:($cleared contains "11"))[(set: $score to $score + 1)] (if:($cleared contains "12"))[(set: $score to $score + 1)] (if:($cleared contains "13"))[(set: $score to $score + 1)] (if:($cleared contains "14"))[(set: $score to $score + 1)] (if:($cleared contains "15"))[(set: $score to $score + 1)] (if:($cleared contains "16"))[(set: $score to $score + 1)] (if:($cleared contains "17"))[(set: $score to $score + 1)] (if:($cleared contains "18"))[(set: $score to $score + 1)] (if:($cleared contains "19"))[(set: $score to $score + 1)] (if:($cleared contains "20"))[(set: $score to $score + 1)] }}} Congratulations on beating Roguelike, and conquering the tomb! Your choices led you to this moment, and earned you this victory. You cleared $score rooms. (if:($kills is (a:"")))[You killed no monsters. ](else:)[You defeated the following monsters:(for: each _monster, ...$kills)[_monster ]] Play again? ([[Yes|Hero's Beginning]]/[[No|Thanks for Playing]])