(t8n:"shudder")[Wake up whelp!]
[[Wake up.->GetBearings]][[Get yer gear->GrabGear]], that castle's materializing and we don't have long!
He pulls his head out of your [[tent->lookAtTent]]. Rain is pounding outside.|=
(display: "InventorySystem")
==|||==
Choose 3 pieces of gear
{
|GearList>[
(if: $inventory's length < 3 or $inventory contains "Wooden Stake")
[(display:"WoodenStake")]
(if: $inventory's length < 3 or $inventory contains "Consecrated Water")
[(display:"ConsecratedWater")]
(if: $inventory's length < 3 or $inventory contains "Rope and Hook")
[(display:"Rope and Hook")]
(if: $inventory's length < 3 or $inventory contains "Silvered Longsword")[(display:"SilveredLongsword")]
(if: $inventory's length < 3 or $inventory contains ("Crossbow"))[(display:"Crossbow")]
(if: $inventory's length < 3 or $inventory contains "$BoltNumber Bolts")[(display:"Bolts")]
]
}
[[Exit the tent.->ExitTent]]
==|
(live: 3s)[(t8n: "dissolve")+(t8n-time: 1s)[//He sticks his head back in the tent//](stop:)]
(live: 6s)[(t8n: "shudder")+(t8n-time: 1s)["Whelp! What are you waiting for!"](stop:)]
(live: 9s)[(t8n: "dissolve")+(t8n-time: 1s)[''//You hear energy crackling outside, The ground rumbles.//''](stop:)]
(live: 12s)[(t8n: "dissolve")+(t8n-time: 1s)+(color: red)["Time's up, we need to go, ''NOW!!''"](stop:)]
(live: 16s)[
(goto:"PulledFromTent")
]A shoddy canvas tent from the guild. At least it keeps the rain out, mostly...
Your bedroll and [[gear->GrabGear]] is here.
{
(if: not ($inventory contains "$BoltNumber Bolts"))[
(set:$BoltNumber to 0)
]
}
|=
(display: "InventorySystem")
==|||==
You are pulled from the tent. The trees loom overhead as freezing rain drips down through the leaves.
Your superior releases you and gestures to a [[clearing->CastleClearing]] at the forest's edge.|=
(display: "InventorySystem")
==|||==
You enter the clearing. The grass stands on end as bright white energy dances between the blades.
"It'll be here soon whelp, [[I hope you're prepared!->CastleArrives]]" He shouts over the storm{
(if: not ($inventory contains "$BoltNumber Bolts"))[
(set:$BoltNumber to 0)
]
}
|=
(display: "InventorySystem")
==|||==
You leave the tent with your equipment. The trees loom overhead as freezing rain drips down through the leaves.
Your superior gestures to a [[clearing->CastleClearing]] at the forest's edge.|=
(display: "InventorySystem")
==|||==
The light in the grass begins to darken.
The space before you shudders and warps. For a moment, [[spacetime fractures->CastleIsHere]]|=
(display: "InventorySystem")
==|||==
In an instant, the castle thunders into being before you.
The two of you fall to your knees. The ground ripples like water.
He presses a blood red crystal into your palm. "Inscribe a binding ward, quickly!" He barks, before sprinting towards the castle wall.
Your superior is carving a symbol into the wall.
Stairs climb to a grand entryway flanked by gargoyle statues.
(hidden:)[[Run to the wall->EnterThruWall]]
[[Head to the entrance->EnterThruDoor]]|=
(display: "InventorySystem")
==|||==
You sprint to the wall a few feet down from your superior.
You grip the crystal in your hand and grind it against the wall, leaving a trail of dust as you etch the binding ward.
Suddenly you hear a cry from your superior. "Help damn you!"
You can see his hand is immersed in the wall, and the rest of him is being pulled in quickly.
[[Help him, you can't do this alone!->HelpHim]]
[[Finish etching the ward, we need at least one or the castle may move again!->FinishWard]]
==|
(live: 18s)[(t8n: "dissolve")+(t8n-time: 1s)[//His struggles won't last for long//](stop:)]
(live: 23s)[(t8n: "dissolve")+(t8n-time: 1s)[//He is being drawn deeper into the wall//](stop:)]
(live: 26s)[(t8n: "dissolve")+(t8n-time: 1s)+(color: red)[//You only see his head and outstreatched arm...//](stop:)]
(live: 30s)[(goto:"WallTimeout")]|=
(display: "InventorySystem")
==|||==
You ascend the stairs up to an ornate set of double doors. The face of a frowning demon is carved into them.
[[Inscribe a ward on the door->DoorWard]]
(hidden:)[[Inscribe a ward on the ground->GroundWard]]
==|
(live: 6s)[(t8n: "dissolve")+(t8n-time: 1s)[//You feel the castle stir//](stop:)]
(live: 9s)[(t8n: "dissolve")+(t8n-time: 1s)[//The eyes of the demonic carving open. It sees you.//](stop:)]
(live: 12s)[(t8n: "dissolve")+(t8n-time: 1s)+(color: red)[//You can feel the stone move beneath your feet...//](stop:)]
(live: 16s)[(goto:"DoorTimeout")](link-rerun: "Show/Hide Inventory")[(set: $invshow to not $invshow)
(if: $invshow is false)[
(for: each _x, ...$inventory)[_x
]
](else:)[]
](set:$inventory to (a:))
(set:$invshow to true)
(set:$CisternIntro to true)
(set:$EndingIndex is 0)
(if:$EndingIndex is 0)[(set:$EndingsUnlocked to (a:))]
(set:$BoltNumber to 0)
(set:$SnakeDead to false)
(set:$SeenKey to false)
(set:$ClosetBoltTaken to false)
(set:$HeartTowerOpen to false)
(set:$EndingDeath to true)
(goto:"OpeningQuote"){
(set:_name to "Wooden Stake")
(set:_desc to "You holster the wooden stake.")
(if: $inventory contains _name)[_desc]
(else:)[(link: _name)[
_desc
(set:$inventory to it + (a:_name))
(rerun:?GearList)
]]<br>
}{
(set:_name to "Consecrated Water")
(set:_desc to "You pocket a flask of consecrated water")
(if: $inventory contains _name)[_desc]
(else:)[(link: _name)[
_desc
(set:$inventory to it + (a:_name))
(rerun:?GearList)
]]<br>
}{
(set:_name to "Rope and Hook")
(set:_desc to "You coil the rope and hook around your arm.")
(if: $inventory contains _name)[_desc]
(else:)[(link: _name)[
_desc
(set:$inventory to it + (a:_name))
(rerun:?GearList)
]]<br>
}{
(set:_name to "Silvered Longsword")
(set:_desc to "You strap on the silvered longsword")
(if: $inventory contains _name)[_desc]
(else:)[(link: _name)[
_desc
(set:$inventory to it + (a:_name))
(rerun:?GearList)
]]<br>
}{
(set:_name to "Crossbow")
(set:_desc to "You sling the crossbow across your back")
(if: $inventory contains _name)[_desc]
(else:)[(link: _name)[
_desc
(set:$inventory to it + (a:_name))
(rerun:?GearList)
]]<br>
}{
(set:$BoltNumber to 3)
(set:_name to "$BoltNumber Bolts")
(set:_desc to "You pick up some bolts")
(if: $inventory contains _name)[_desc]
(else:)[(link: _name)[
_desc
(set:$inventory to it + (a:_name))
(rerun:?GearList)
]]<br>
}|=
(display: "InventorySystem")
==|||==
You find yourself in the Grand Hall of the castle. The floor is checkered marble. The walls are lined with wood paneling. Vein-like red tendrils snake their way along the walls.
Twin sets of [[crimson stairs->StaircaseLanding]] lead up to an ornate doorway covered in eyes.
On the ground level, several doorways lead out of the room.
A shabby looking [[Wooden door->Closet]]
A sleek [[Jet black door->Library]]
{
(if: $HeartTowerOpen is true)[
A smoldering door covered in [[melted webbing->HeartTower]]
]
(else:)[
A vile door covered in [[Red webbing->HeartTowerEntry]]
]
}
{
(if: $SnakeDead is true)[
An open (link:"damaged door")[(goto:"SerpentTower")] surrounded with fallen chains.
]
(else:)[
A sturdy (link:"Chained Door")[(goto:"SerpentTowerEntry")]
]
}|=
(display: "InventorySystem")
==|||==
You grip the crystal in your hand and grind it against the door, leaving a trail of dust as you etch the binding ward.
The demonic frown of the door suddenly smiles. The door opens and you stagger [[into the castle...->GrandHall]]|=
(display: "InventorySystem")
==|||==
You kneel, gripping the crystal in your hand and grind it against the stone ground, leaving a trail of dust as you etch the binding ward.
The gargoyles suddenly begin to cackle. As you look up with a start, the ground beneath you folds and swallows you [[into the castle...->Cistern]]|=
(display: "InventorySystem")
==|||==
{
(if:$CisternIntro is true)[
(goto:"CisternIntro1")
]
}
//The cistern is a prison in the bowels of the castle where victems are kept until they are needed//
//This leads to a hallway with a trap that may kill unprepared or unobservant players//
[[Wooden Door->TrappedHallway]]
//This door is covered in red webbing made from the life essence the vampire extracts from it's victems. It is unlocked by the butler. The player will need to go into the butler's suite to find a way in//
[[Webbed door->WebbedHallway]]|=
(display: "InventorySystem")
==|||==
You pocket the crystal and dash over to him.
"What is this devilry!" He sputters.
You grab his outstretched arm and pull. The castle pulls back.
[[Strongly.->WallEntry]]|=
(display: "InventorySystem")
==|||==
Grimly, you turn back to you work and finish etching the ward. You look back and he's gone.
You steel yourself for what's ahead and prepare to enter the castle. Stairs lead up to the [[grand entryway->GrandEntry]].You ascend the stairs up to an ornate set of double doors. The face of a frowning demon is carved into them.
As you reach out to open the door, the demonic frown suddenly smiles.
The door flies open and you fall forward [[into the castle...->GrandHall]]So strongly that you stumble against the wall yourself.
Wall folds around your arm as you are pulled [[into the castle...->Cistern]]Your vision is dark as you are pulled through the castle walls.
After a few seconds you are deposited into a dark room. You fall unconcious.
You're not sure how much time has passed when you wake. Your vision is hazy but you see you superior leaned up against the stone wall across the room.
A wooden door creaks open and a [[figure->CisternIntro2]] enters.He is dressed in tattered finery. His gaunt face barely illuminated by a small iron lanten.
He pauses and consideres the both of you, before seeming to decide on your superior.
He approaches the slumped man and from his coat produces what appears to be a [[disembodied forearm...->CisternIntro3]]
He then produces a white rod and taps it against the forearm.
The arm flexes and begins to hover
//Need to write the rest of the cistern intro//
[[Cistern->Cistern]]|=
(display: "InventorySystem")
==|||==
With the circlet on, your vision takes a purple tinge.
Opening the door reveals a long hallway. The walls are covered in glowing arcane runes. Clearly it has been heavily warded, the illusion would be too strong to be disbelieved.
A [[heavy iron door->ThroneRoom]] awaits at the far end of the hallway.|=
(display: "InventorySystem")
==|||==
The door creaks open to reveal a dingy closet.
(if:$ClosetBoltTaken is false)[
{
There is one crossbow bolt on the ground here.<br>
(link:"Take the bolt.")[
(set:$BoltNumber to it + 1)
(set:$ClosetBoltTaken to true)
(if:not($inventory contains "$BoltNumber Bolts"))[
(set:$inventory to it + (a:"$BoltNumber Bolts"))
You pick up the bolt.
]
]
}
]
[[Back to main hall->GrandHall]]|=
(display: "InventorySystem")
==|||==
50ft High [[bookshelves->ShelfDescription]] tower along the edges of this room.
Hovering around the room are dozens of [[floating tomes->TomesDescription]], rearranging themselves on the shelves.
{
(if:$SeenKey is true and not($inventory contains "Skull Key"))[
(if:$inventory contains "Crossbow" and $BoltNumber is > 0)[
(link:"Fire crossbow at skull book")[(goto:"KillBookCrossbow")]
]
<br>
(if:$inventory contains "Rope and Hook")[
(link:"Throw hook at skull book")[(goto:"FightBookHook")]
]
]
}
{
(if:$inventory contains "Illusion Circlet")[
The ornately carved table sits empty in the center of the room.
]
(else:)[
A golden circlet with a slight purple glow sits on a ornately carved and gilded table in the center of the room.
[[Approach the table->MazeStart]]
]
}
[[Grand Hall->GrandHall]]|=
(display: "InventorySystem")
==|||==
The red webbing [[undulates->WebbingDescription]] as you approach.
It completely covers the door
[[Grand Hall->GrandHall]]
{
(if:$inventory contains "Silvered Longsword")[
(link:"Slice the webbing with your sword")[
You slash across the mass of webbing, cutting through some strands.
<br>
The severed ends flail and writhe for a moment before morphing to reform the mass.
]
<br>
]
(if:$inventory contains "Wooden Stake")[
(link:"Attack the webbing with your stake.")[
You stab at the webbing with the stake.
<br>
It makes a small gash that melds back together after a few moments.
]
<br>
]
(if:$inventory contains "Consecrated Water")[
(link:"Pour consecrated water on webbing<br>
`[`Will consume item`]`")[
(set: $inventory to it - (a:"Consecrated Water"))
(goto: "WebbingWaterOpen")
]
<br>
]
(if:$inventory contains "Skull Key")[
(link:"Try the skull key in the webbing")[
There is no obvious keyhole but you attempt to find a socket for they key anyway. <br>
After a few jabs and some unpleasant squelching noises you think maybe this key is meant for another door...
]
<br>
]
(if:$inventory contains "Poisonous Egg")[
(link:"Use the poisonous egg")[
You pull the toxic egg from your bag and press it against the webbing. <br>
The webbing recoils and shudders from contact with the egg, but does not clear the way...
]
<br>
]
(if:$inventory contains "Rope and Hook")[
(link:"Pull at webbing with hook")[You hook the rope into the webbing and start pulling at it.<br>
The webbing is quite elastic and pulls away from the door but does not break. When you stop pulling it retracts to its old position.
]<br>
]
(if: $inventory contains "Crossbow")[
(if:$BoltNumber>0)[
(link:"Shoot webbing.<br>`[`Will consume 1 item`]`")[
(set:$BoltNumber to it - 1)
You fire a bolt into the webbing. It hits with a sickly thud, before being absorbed into the door by the webbing <br>
Not getting that bolt back...
]<br>
]
(else:)[
(link:"Hit webbing with crossbow")[
You bash the crossbow against the webbing.<br>
It makes a sickly thud as the crossbow collides with the door, but the webbing seems undisturbed.
]
]
]
(if: ($inventory contains "$BoltNumber Bolts") and ($BoltNumber > 0))[
(link:"Stab webbing with bolt")[
You stab at the webbing with the stake.
<br>
It makes a small gash that melds back together after a few moments.
]
]
}|=
(display: "InventorySystem")
==|||==
The walls of this room are covered in a viscous slime.
A nest molded out of the stuff occupies the center of the room.
{
(if: $inventory contains "Poisonous Egg")[
The nest sits empty.
]
(else:)[
A large sickly green egg sits in the the nest.<br>
(link:"Take the egg")[
(set:$inventory to it + (a:"Poisonous Egg"))
You pick up the egg. It burns your hands slightly as you slip
it into your bag.
]
]
}
[[Grand Hall->GrandHall]]Opening the iron door reveals a massive chamber.
The red tendrils you've seen throughout the castle thicken to the size of tree roots. And their trunk dominates the center of this room.
A colossal amalgamation of red tendrils, at the center of which lies a massive stone coffin.
When the iron door closes, the lid to the coffin [[slides off...->VampireIntro]]//The trapped hallway will contain essentially a riddle, I still need to write it, but if they pass the players can enter the storage closet or proceed to the butler's suite. Under time pressure of course//
//This closet contains items and potentially links to the closet in the grand hall//
[[Storage Closet->StorageCloset]]
//This leads to the rotating room//
[[Rotating Room->RotatingRoom]]
[[Cistern]]//The webbed hallway leads to the extraction chamber. It only serves as foreshadowing to the extraction are for now//
[[Cistern->Cistern]]
[[Extraction->ExtractionChamber]]
//This closet contains items and potentially links to the closet in the grand hall//
[[TrappedHallway->TrappedHallway]]
[[Upper Closet->Closet]]//The rotating room contains one door the player can rotate to gain access to the different butler rooms. If they turn this room too much the butler will show up//
[[TrappedHallway->TrappedHallway]]
[[Butler's quarters->ButlerQuarters]]
[[Castle Furnace->Furnace]]
[[Scraps Room->ScrapsRoom]]//The butler's quarters are where he lives and will contain wands for animating scrap servants//
[[RotatingRoom->RotatingRoom]]//The maw in the underbelly of the castle. This is where the living castle takes in nutrients. The player can feed it, be eaten by it or poison it.//
[[RotatingRoom->RotatingRoom]]//Contains scraps of the vampires's victems of life essence extraction. given to the butler for feeding the castle and his own uses//
[[RotatingRoom->RotatingRoom]]//This is where the player will find the remains of their superior. Maybe there is a way to save them, but I think that will be a very special ending if I decide to add it.
Otherwise, the superior is dead, having been extracted by the vampire. The butler is here gathering scraps.
//
[[Webbed Hallway->WebbedHallway]]
[[Void hallway->VoidHallway]]//The void hallway leads to the vampire's coffin chambers.
It is a blank dark room. The vampire can be seen here traversing an invisible path, alteratively the player can throw a grappling hook over to negate the path if they have one.
This room may be cut for time/brevity
//
[[Extraction Room->ExtractionChamber]]
[[Coffin Room->CoffinRoom]]//This is one place the vampire can be found.
The coffin and throne rooms are connected here. The final fight will take place in one of them. I may merge them into one room//
[[Throne Room->ThroneRoom]]|=
(display: "InventorySystem")
==|||==
You approach the door. The eyes all swivel to look at you.
The handle to the door is made of gold.
[[Open the door->IllusionWarning]]
[[Back down the stairs->GrandHall]]|=
(display: "InventorySystem")
==|||==
You put your hand on the handle and turn it.
The eyes glow and your vision becomes slightly hazy.
{
(if:$inventory contains "Illusion Circlet")[
(link:"Equip the Illusion Circlet")[(goto:"IllusionHallway")]
]
<br>
(link:"Open the door...")[(goto:"IllusionDeath")]
}
==||
(live: 3s)[(t8n: "dissolve")+(t8n-time: 1s)[//Colorful orbs dance across your vision...//](stop:)]
(live: 6s)[(t8n: "dissolve")+(t8n-time: 1s)[//There is a wonderful place on the other side...//](stop:)]
(live: 9s)[(t8n: "dissolve")+(t8n-time: 1s)+(color:red)[//The temptaton is almost irresistable...//](stop:)]
(live: 16s)[(goto:"IllusionDeath")](set:$EndingIndex to 1)
{(set:$EndingsUnlocked to it + (a:1))}
You enter the hallway and your vision is consumed by purple haze.
Strange birds fly overhead. You are in a field. The sky is red, it's nice.
You could stay here forever, (link:"and you do...")[(goto:"EndingScreen")]{(set:$Attempts to it + 1)}
Excerpts after your {(if:$EndingDeath is true)[death,](else:)[victory,]}
{
(if:$EndingIndex is 1)[(color:yellow)[`[`1`]`]](else:)[`[`1`]`]
(if:$EndingsUnlocked contains 1)[(display:"IllusionDeathMessage")]
(else:)[ ???]
<br>
(if:$EndingIndex is 2)[(color:yellow)[`[`2`]`]](else:)[`[`2`]`]
(if:$EndingsUnlocked contains 2)[(display:"SnakeDeathMessage")]
(else:)[ ???]
<br>
(if:$EndingIndex is 3)[(color:yellow)[`[`3`]`]](else:)[`[`3`]`]
(if:$EndingsUnlocked contains 3)[(display:"BookshelfDeathMessage")]
(else:)[ ???]
<br>
(if:$EndingIndex is 4)[(color:yellow)[`[`4`]`]](else:)[`[`4`]`]
(if:$EndingsUnlocked contains 4)[(display:"BookDeathMessage")]
(else:)[ ???]
<br>
(if:$EndingIndex is 5)[(color:yellow)[`[`5`]`]](else:)[`[`5`]`]
(if:$EndingsUnlocked contains 5)[(display:"MawDeathMessage")]
(else:)[ ???]
<br>
(if:$EndingIndex is 6)[(color:yellow)[`[`6`]`]](else:)[`[`6`]`]
(if:$EndingsUnlocked contains 6)[(display:"VampireDeathMessage")]
(else:)[ ???]
<br>
(if:$EndingIndex is 7)[(color:yellow)[`[`7`]`]](else:)[`[`7`]`]
(if:$EndingsUnlocked contains 7)[(display:"PoisonWinMessage")]
(else:)[ ???]
<br>
(if:$EndingIndex is 8)[(color:yellow)[`[`8`]`]](else:)[`[`8`]`]
(if:$EndingsUnlocked contains 8)[(display:"HuntWinMessage")]
(else:)[ ???]
<br>
<br>
[[Try again?->DataInitialization]]
}"Why don't we just march up the stairs and stake the bugger right off, I didn't come here to learn architecture I came here to kill vamps!"
"You'll get yourself killed thinking that way whelp! Those castles are deathtraps, if they've set an illusion pit then you need to know where they might keep a way past. Vamps aren't immune, they just own the place."
(align:"==>")+(box:"X=")[//-Excerpt from a hunter's book lernin' session//]The gargoyles suddenly begin to cackle. As you look around with a start, the ground beneath you folds and swallows you [[into the castle...->Cistern]]You watch as your superior is pulled from sight.
Grimly, you turn back to you work and finish etching the ward. You look back and he's gone.
You steel yourself for what's ahead and prepare to enter the castle. Stairs lead up to the [[grand entryway->GrandEntry]].{(set:_DoorOpen to false)}
|=
(display: "InventorySystem")
==|||==
You approach the chained door. The chains rattle as something moves against the other side.
You can hear hissing.
The padlock is in the shape of a skull.
[[Turn back->GrandHall]]
{
(if:$inventory contains "Silvered Longsword")[
(link:"Attack the chains with your sword.")[
The sword clangs against the chains. They do not break.
<br>
The hissing momentarily intensifies.
]
<br>
]
(if:$inventory contains "Wooden Stake")[
(link:"Attack the chains with your stake.")[
You stake the chains. They do not break.
<br>
The hissing momentarily intensifies.
]
<br>
]
(if:$inventory contains "Consecrated Water")[
(link:"Pour consecrated water on chains<br>
`[`Will consume item`]`")[
(set: $inventory to it - (a:"Consecrated Water"))
You pour the water over the chains. The chains are undamaged.
<br>
When the water makes contact withe the castle floor,
it sizzles. The castle shudders slightly.
]
<br>
]
(if:$inventory contains "Skull Key")[
(link:"Try the skull key in the lock")[
(goto:"SerpentAppearsKey")
]
<br>
]
(if:$inventory contains "Rope and Hook")[
(link:"Pull at chains with hook")[You hook the rope against the chains and heave, but the chains don't budge.<br>
The hissing momentarily intensifies.
]<br>
]
(if: $inventory contains "Crossbow")[
(if:$BoltNumber>0)[
(link:"Shoot lock.<br>`[`Will consume 1 item`]`")[
(goto:"SerpentAppearsCross")
]<br>
]
(else:)[
(link:"Hit chains with crossbow")[
You bash the crossbow against the chains.<br>
The hissing momentarily intensifies.
]
]
]
(if: ($inventory contains "$BoltNumber Bolts") and ($BoltNumber > 0))[
(link:"Stab chain with bolt")[
You stab the chains. They do not break.
<br>
The hissing momentarily intensifies.
]
]
}|=
(display: "InventorySystem")
==|||==
{
(set:_actionChosen to "None")
(set:_health to 3)
(set:_distance to "close to")
(set:_ready to "poised")
}
|SerpentInfo>[
{
(rerun:?SerpentTimer)
(set:_actionChosen to "None")
(if:_health is 0)[(goto:"KillSerpent")]
You face down the serpent. <br>
it is (if:_health is 3)[''undamaged.'']
(elseif: _health is 2)[''bloodied.'']
(else:)[''on death's door.'']
<br>
It is ''_distance'' you. <br>
It looks ''_ready'' to strike.
}
{
|Actions>[
(if: _actionChosen is not "None")[(set:$SerpentTimerRunning to false)]
(if:_actionChosen is "None")[
(if:_distance is "close to")[
(link:"Dodge further away")[
(set:_actionChosen to "Move")
(rerun:?Actions)
]
]
(else:)[
(link:"Roll out of the way")[
(set:_actionChosen to "Move")
(rerun:?Actions)
]
]
]
(elseif:_actionChosen is "Move")[
(if:_distance is "close to")[
(display:"SerpentDodgeClose")
]
(else:)[
(display:"SerpentDodgeFar")
]
]
<br>
(if:_actionChosen is "None") [
(link:"Bide your time...")[
(set:_actionChosen to "Wait")
(rerun:?Actions)
]
]
(elseif:_actionChosen is "Wait")[
(display:"SerpentWait")
]
<br>
(if:_actionChosen is "None") [
(if:$inventory contains "Silvered Longsword")[
(link:"Swing your sword.")[
(set:_actionChosen to "Sword")
(rerun:?Actions)
]
]
]
(elseif:_actionChosen is "Sword")[
(display:"SerpentSwordAction")
]
<br>
(if:_actionChosen is "None") [
(if:$inventory contains "Crossbow")[
(link:"Aim and fire crossbow")[
(set:_actionChosen to "Crossbow")
(rerun:?Actions)
]
]
]
(elseif:_actionChosen is "Crossbow")[
(display:"SerpentCrossbowAction")
]
<br>
(if:_actionChosen is "None") [
(if:($inventory contains "$BoltNumber Bolts") and ($BoltNumber > 0))[
(link:"Stab with a crossbow bolt")[
(set:_actionChosen to "Bolt")
(rerun:?Actions)
]
]
]
(elseif:_actionChosen is "Bolt")[
(display:"SerpentBoltAction")
]
<br>
(if:_actionChosen is "None") [
(if:$inventory contains "Rope and Hook")[
(link:"Throw the rope and hook at it")[
(set:_actionChosen to "Rope and Hook")
(rerun:?Actions)
]
]
]
(elseif:_actionChosen is "Rope and Hook")[
(display:"SerpentRopeAction")
]
<br>
(if:_actionChosen is "None") [
(if:$inventory contains "Consecrated Water")[
(link:"Throw consecrated water")[
(set:_actionChosen to "Water")
(rerun:?Actions)
]
]
]
(elseif:_actionChosen is "Water")[
(display:"SerpentWaterAction")
]
<br>
(if:_actionChosen is "None")[
(if:$inventory contains "Wooden Stake")[
(link:"Stab with the stake.")[
(set:_actionChosen to "Stake")
(rerun:?Actions)
]
]
]
(elseif:_actionChosen is "Stake")[
(display:"SerpentStakeAction")
]
]<!--Actions-->
}
]<!--SerpentInfo-->
==||
|SerpentTimer>[
(set:$SerpentTimerRunning to true)
(set:$SerpentTimer to 20)
(display:"SerpentTimer")
](set:$EndingIndex to 2)
{(set:$EndingsUnlocked to it + (a:2))}
The serpent lunges forward and it's fangs pierce your body.
You can feel the burning venom course through you.
It this really the end?
(link:"yes, it is...")[(goto:"EndingScreen")]"It were 30ft long, with fangs the size o yer arm! I'm tellin ye, the vamp were nothin, but this buggar! What a fight!"
"Ah shut yer trap Gorek, 'ts one thing to brag bout killin vamps, ye don't need to be makin up more beasties 'swell."
"Next 'unt you go on you'llve wished you listn'd to ow I watched it's every move! Ducked out o the way in the nick o time and got me hits in, 'for gettin ready to dodge it's next strike!"
(align:"==>")+(box:"X=")[//-Overheard in the hunter's tavern//]{(set:$SnakeDead to true)}
|=
(display: "InventorySystem")
==|||==
The serpent succumbs to it's wounds! It lets out one final hiss before it crashes to the ground, dead.
You survived the fight, [[back to hunting.->GrandHall]]{
You roll to the side and scramble away from the serpent.<br>
(set:_distance to "far away from")
(if:_ready is "poised")[
The serpent lunges. You dodge
(set:_ready to "unprepared")
(link:"out of the way.")[
(rerun:?SerpentInfo)
]
]
(else:)[
The serpent readies itself to strike again.<br>
(set: _ready to "poised")
(link:"You back away.")[(rerun:?SerpentInfo)]
]
}{
You roll forward.<br>
(set:_distance to "close to")
(if:_ready is "poised")[
The snake lunges over you. You
(set:_ready to "unprepared")
(link:"ready yourself.")[(rerun:?SerpentInfo)]
]
(else:)[
The snake is unprepared for
(set: _ready to "poised")
(link:"your advance.")[(rerun:?SerpentInfo)]
]
}{
(if:_distance is "far away from")[
Too far! Your sword swings wide!<br>
(if:_ready is "poised")[
The serpent strikes and catches you in
(set:_ready to "unprepared")
(link:"It's maw...")[(goto:"SnakeDeath")]
]
(else:)[
The serpent readies itself to strike again.
(set: _ready to "poised")
(link:"You ready yourself as well")[
(rerun:?SerpentInfo)]
]
]
(else:)[
The silver cuts past the snake's scales, leaving a huge gash!<br>
(set:_health to it - 1)
(if:_health > 0)[
(if:_ready is "poised")[
The serpent strikes and catches you in
(set:_ready to "unprepared")
(link:"It's maw...")[(goto:"SnakeDeath")]
]
(else:)[
The serpent readies itself to strike again.
(set: _ready to "poised")
(link:"You ready yourself as well.")[(rerun:?SerpentInfo)]
]
]
(else:)[
The serpent recoils from the attack!<br>
(link:"Is it dead?")[(rerun:?SerpentInfo)]
]
]
} {
(if:_distance is "far away from")[
Too far! The stake hits air!<br>
(if:_ready is "poised")[
The serpent strikes and catches you in
(set:_ready to "unprepared")
(link:"It's maw...")[(goto:"SnakeDeath")]
]
(else:)[
The serpent readies itself to strike again.
(set: _ready to "poised")
(link:"You ready yourself as well.")[(rerun:?SerpentInfo)]
]
]
(else:)[
(set:$inventory to it - (a:"Wooden Stake"))
The stake splinters against the snakes scales!<br>
(if:_ready is "poised")[
The serpent strikes and catches you in
(set:_ready to "unprepared")
(link:"It's maw...")[(goto:"SnakeDeath")]
]
(else:)[
The serpent readies itself to strike again.
(set: _ready to "poised")
(link:"You ready yourself as well.")[(rerun:?SerpentInfo)]]
]
} {
You aim the crossbow and pull the trigger.<br>
(if:$BoltNumber is > 0)[
A bolt fires out and strikes the serpent's side, punching through it's scales!
(set:$BoltNumber to it -1)
(set:_health to it -1)
(if:_health>0)[
(if:(_ready is "poised"))[
The serpent strikes and catches you in
(set:_ready to "unprepared")
(link:"It's maw...")[(goto:"SnakeDeath")]
]
(else:)[
The serpent readies itself to strike again.
(set: _ready to "poised")
(link:"You ready yourself as well")[
(rerun:?SerpentInfo)]
]
]
(else:)[
The serpent recoils from the attack!<br>
(link:"Is it dead?")[(rerun:?SerpentInfo)]
]
]
(else:)[
The crossbow has no bolts!<br>
(if:_ready is "poised")[
A costly mistake, the serpent strikes and catches you in
(set:_ready to "unprepared")
(link:"It's maw...")[(goto:"SnakeDeath")]
]
(else:)[
Thankfully unpunished, The serpent readies itself to strike again.
(set: _ready to "poised")
(link:"You ready yourself as well.")[(rerun:?SerpentInfo)]
]
]
}{
(if:_distance is "far away from")[
Too far! The bolt hits air!<br>
(if:_ready is "poised")[
The serpent strikes and catches you in
(set:_ready to "unprepared")
(link:"It's maw...")[(goto:"SnakeDeath")]
]
(else:)[
The serpent readies itself to strike again.
(set: _ready to "poised")
(link:"You ready yourself as well.")[(rerun:?SerpentInfo)]
]
]
(else:)[
(set:$BoltNumber to it -1)
The bolt snaps against the snakes scales!<br>
(if:_ready is "poised")[
The serpent strikes and catches you in
(set:_ready to "unprepared")
(link:"It's maw...")[(goto:"SnakeDeath")]
]
(else:)[
The serpent readies itself to strike again.
(set: _ready to "poised")
(link:"You ready yourself as well.")[(rerun:?SerpentInfo)]]
]
} {
You hurl the consecrated water at the serpent's head.<br>
The flask shatters and begins to burn at it's flesh!
(set:_health to it -1)
(set:$inventory to it - (a:"Consecrated Water"))
(if:_health>0)[
(if:(_ready is "poised"))[
The serpent strikes and catches you in
(set:_ready to "unprepared")
(link:"It's maw...")[(goto:"SnakeDeath")]
]
(else:)[
The serpent readies itself to strike again.
(set: _ready to "poised")
(link:"You ready yourself as well")[
(rerun:?SerpentInfo)]
]
]
(else:)[
The serpent recoils from the attack!<br>
(link:"Is it dead?")[(rerun:?SerpentInfo)]
]
}{
(if:_distance is "far away from")[
You hurl the hook at the snake, it falls short and clatters to the ground<br>
(if:_ready is "poised")[
The serpent strikes and catches you in
(set:_ready to "unprepared")
(link:"It's maw...")[(goto:"SnakeDeath")]
]
(else:)[
The serpent readies itself to strike again.
(set: _ready to "poised")
(link:"You ready yourself as well")[
(rerun:?SerpentInfo)]
]
]
(else:)[
You hurl the hook at the snake, it finds purchase along the beast's back.<br>
(if:_ready is "poised")[
The serpent whips its tail back, pulling you into
(set:_ready to "unprepared")
(link:"It's maw...")[(goto:"SnakeDeath")]
]
(else:)[
The serpent shakes off the hook and readies itself to strike again.
(set: _ready to "poised")
(link:"You ready yourself as well.")[(rerun:?SerpentInfo)]
]
]
} |=
(display: "InventorySystem")
==|||==
{(set:$BoltNumber to it -1)}
You shoot the lock with a bolt.
The lock shatters and the chains fall away.
The hissing intensifies and the door bursts open.
A [[giant serpent->SerpentFight]]
coils its way into the grand hall!
|=
(display: "InventorySystem")
==|||==
{
(if:$inventory contains "Skull Key")[
The movement of the books is dense, and seemingly random. <br><br>
The flock once led by the skull embossed tome has dispersed and is mingling amongst the other flying tomes.
]
(else:)[
{(set:$SeenKey to true)}
The movement of the books is dense, and seemingly random. <br><br>
After studying it for a few minutes you notice a cluster of dark, unpleasent looking books sticking together. <br><br>
Heading the flock is a menacing looking volume bound in black leather, with chains along its binding and a skull relief set into the front cover.
]
}
[[Strange...->Library]]|=
(display: "InventorySystem")
==|||==
{(set:$MazeTimer to 25)}
As you approach the table the shelves slide away from the walls, blocking your way forward!
They shift and expand around you, forming a corridor with a [[fork->IvoryGilded]] at the end.
The shelves slowly draw closer together...|=
(display: "InventorySystem")
==|||==
The shelves are sorted into sections indicated by vibrant trimming along the shelves.
[[Examine a tome from the Crimson section->CrimsonBooks]]
[[Examine a tome from the Verdant section->VerdantBooks]]
[[Examine a tome from the Azure section->AzureBooks]]
[[Examine a tome from the Gilded section->GildedBooks]]
[[Examine a tome from the Umbral section->UmbralBooks]]
[[Examine a tome from the Ivory section->IvoryBooks]]
[[Enough perusing->Library]]|=
(display: "InventorySystem")
==|||==
This book provides incantations to imbue items with magical properties.
[[Return the tome->ShelfDescription]]|=
(display: "InventorySystem")
==|||==
This book gives an overview of various illusion magics and their uses.
[[Return the tome->ShelfDescription]]|=
(display: "InventorySystem")
==|||==
This book describes various methods and techniques for capturing and locking away beasts.
[[Return the tome->ShelfDescription]]|=
(display: "InventorySystem")
==|||==
This book is a compendium of serpents and their various uses, sizes and venoms.
[[Return the tome->ShelfDescription]]|=
(display: "InventorySystem")
==|||==
This book details various metalworking techniques for creating fine items.
[[Return the tome->ShelfDescription]]|=
(display: "InventorySystem")
==|||==
This book is a treatise on ornate woodcarving for furnature.
[[Return the tome->ShelfDescription]]|=
(display: "InventorySystem")
==|||==
The shelves split in two directions,
A [[Gilded Path->bad]]
An [[Ivory path->AzureCrimson]]
==||
(display:"MazeTimer")|=
(display: "InventorySystem")
==|||==
The Ivory path leads to another fork,
Take the [[Azure path->bad]]
Take the [[Crimson path->VerdantGilded]]
==|
(display:"MazeTimer")|=
(display: "InventorySystem")
==|||==
(set:$MazeTimer to it - 7)
As you sprint down the path A flock of dark books barrels down the corridor.
Your vision is blocked as you are buffeted by whirling pages.
When it clears [[the path has shifted anew...->IvoryGilded]]
==|
(display:"MazeTimer")|=
(display: "InventorySystem")
==|||==
You pass down the crimson path, the shelves shift around you,
Take the [[Verdant path->UmbralAzure]]
Take the [[Gilded path->bad]]
==|
(display:"MazeTimer")|=
(display: "InventorySystem")
==|||==
The Verdant path leads to another fork, a purple glow fills the air
Take the [[Umbral path->GetCirclet]]
Take the [[Azure path->bad]]
==|
(display:"MazeTimer")|=
(display: "InventorySystem")
==|||==
{(set:$inventory to it + (a:"Illusion Circlet"))}
At the end of the hallway you see the ornate table.
You sprint forward and quickly place the circlet around your brow.
A wave of purple washes over your vision. Everything seems more in focus, [[your mind feels sharper.->ExitMaze]]{
(live: 1s)[(set:$MazeTimer to it - 1)]
(live: 1)[
(if:$MazeTimer <= 20)[
(t8n:"dissolve")+(t8n-time:1s)[
//The walls draw ever closer together...//<br>
]
(stop:)
]
]
(live: 1)[
(if:$MazeTimer <= 15)[
(t8n:"dissolve")+(t8n-time:1s)[
//The corridor narrows further...//<br>
]
(stop:)
]
]
(live: 1)[
(if:$MazeTimer <= 10)[
(t8n:"dissolve")+(t8n-time:1s)[
//Your shoulders bump the shelves as you run...//<br>
]
(stop:)
]
]
(live: 1)[
(if:$MazeTimer <= 5)[
(t8n:"dissolve")+(t8n-time:1s)+(color:red)[
//Almost out of time...//<br>
]
(stop:)
]
]
(live: 1)[
(if:$MazeTimer <= 0)[
(goto:"BookshelfDeath")
]
]
}(set:$EndingIndex to 3)
{(set:$EndingsUnlocked to it + (a:3))}
The bookshelves close in around you.
You are crushed.
(link:"An unfourtunate use of literature...")[(goto:"EndingScreen")]"Remember, a wise hunter pays attention to every little detail. Vamps castle's got a logic to em see, gettin to know yer surroundings before the magic starts flyin could be the difference for ya."
"Maybe it would've made the difference for my last whelp..."
(align:"==>")+(box:"X=")[//-Harkus Rilsky, Superior Hunter//]|=
(display: "InventorySystem")
==|||==
As if to acknowledge your claiming of it's prize, the shelves return to their positions along the walls.
You remove the circlet and the books resume their normal buzzing.
[[Where to now?->Library]]{
(live: 1s)[
(if:$SerpentTimerRunning is true)[
(set:$SerpentTimer to it - 1)
]
(else:)[
(stop:)
]
]
(live: 1)[
(if:$SerpentTimer <= 17)[
(t8n:"dissolve")+(t8n-time:1s)[
//Think quickly, your foe will not wait forever...//<br>
]
(stop:)
]
]
(live: 1)[
(if:$SerpentTimer <= 10)[
(t8n:"dissolve")+(t8n-time:1s)[
//Battle is not the time for hesitation...//<br>
]
(stop:)
]
]
(live: 1)[
(if:$SerpentTimer <= 4)[
(t8n:"dissolve")+(t8n-time:1s)+(color:red)[
//Only moments remain!//<br>
]
(stop:)
]
]
(live: 1)[
(if:$SerpentTimer is 0)[
(goto:"SnakeDeath")
]
]
}|=
(display: "InventorySystem")
==|||==
{(set:$BoltNumber to it -1)}
You loose a bolt towards the book, it strikes!
As the book writhes and eventually expires, the flock flies chaotically around the room, leaderless.
[[Take the book->AquireBookKey]]|=
(display: "InventorySystem")
==|||==
{(set:$inventory to it + (a:"Skull Key"))}
You lift the book and find a key in the shape of a skull in it's pages
[[Pocket the key->Library]]|=
(display: "InventorySystem")
==|||==
You fling the hook towards the book, and manage to pull it to the ground!
When you pull it closer, the book snaps and bites at you. The flock behind it circles overhead, agitated.
{
(link:"Panic!")[(goto:"BookPanic")] <br><br>
(if:$inventory contains "Silvered Longsword")[
(link:"Attack the book with your sword")[
(goto:"KillBookSword")
]
<br>
]
(if:$inventory contains "Wooden Stake")[
(link:"Attack the book with your stake")[
(goto:"KillBookStake")
]
<br>
]
(if:$inventory contains "Consecrated Water")[
(link:"Pour consecrated water on book<br>
`[`Will consume item`]`")[
(set: $inventory to it - (a:"Consecrated Water"))
(goto:"KillBookWater")
]
<br>
]
(if: $inventory contains "Crossbow")[
(if:$BoltNumber>0)[
(link:"Shoot book<br>`[`Will consume 1 item`]`")[
(goto:"KillBookCrossbow")
]<br>
]
(else:)[
(link:"Hit book with crossbow")[
(goto:"HitBookCrossbow")
]
]
]
(if: ($inventory contains "$BoltNumber Bolts") and ($BoltNumber > 0))[
(link:"Stab book with bolt")[
(goto:"KillBookBolt")
]
]
}|=
(display: "InventorySystem")
==|||==
You run the book through with your longsword
You cast the book off from the end of your longsword, the flock flies chaotically around the room, leaderless.
[[Take the book->AquireBookKey]]|=
(display: "InventorySystem")
==|||==
You stab the book with a bolt.
The bolt leaves a hole as you pull it back, the flock flies chaotically around the room, leaderless.
[[Take the book->AquireBookKey]]|=
(display: "InventorySystem")
==|||==
You stab the book with your stake.
The stake leaves a hole as you pull it back, the flock flies chaotically around the room, leaderless.
[[Take the book->AquireBookKey]]|=
(display: "InventorySystem")
==|||==
You empty the flask of holy water over the book.
The book boils and melts under the holy substance, the flock flies chaotically around the room, leaderless.
[[Take the book->AquireBookKey]]|=
(display: "InventorySystem")
==|||==
You bash the crossbow against the book.
This only makes the book angrier, it's (link:"flock divebombs you.")[(goto:"BookDeath")](set:$EndingIndex to 4)
{(set:$EndingsUnlocked to it + (a:4))}
The swarm of cutting paper and crushing tomes consumes you.
The next hunter will be quite confused as to what is left covering their pages...
(link:"Not that it matters to you anymore...")[(goto:"EndingScreen")]"Now this might seem simple to all of you! But a hunter needs implements for killin, see! You might to get fancy with yer holy waters or a ward yer arcanist pal made up for ye, but remember the basics!"
"Nothin kills more reliable than the sharp end o one of these here swords. Hell the sharp end o any of yer gear, don't neglect it!"
(align:"==>")+(box:"X=")[//-Lecture from the first day of hunters training//]Double-click this passage to edit it.{
You wait and watch...<br>
(if:_ready is "poised")[
The serpent strikes and catches you in
(set:_ready to "unprepared")
(link:"It's maw...")[(goto:"SnakeDeath")]
]
(else:)[
The serpent readies itself to strike again.
(set: _ready to "poised")
(link:"You ready yourself as well")[
(rerun:?SerpentInfo)]
]
} |=
(display: "InventorySystem")
==|||==
You turn the key in the mouth of the skull padlock.
The skull spits the key back and cackles with laughter as the chains fall away!
The hissing intensifies and the door bursts open.
A [[giant serpent->SerpentFight]]
coils its way into the grand hall!
|=
(display: "InventorySystem")
==|||==
The veins swell and retract to a consistant ryhthm, almost like the beating of a heart...
[[Disgusting...->HeartTowerEntry]]|=
(display: "InventorySystem")
==|||==
{(set: $HeartTowerOpen to true)}
You pour the water over the webbing.
It boils and hisses as it makes contact, burning away the blockage over the door.
The castle shudders and shakes as if the building itself is in pain, and you hear a gutteral roar emenate from beyond the door.
[[Enter the room->HeartTower]]
[[Turn back->GrandHall]]|=
(display: "InventorySystem")
==|||==
The walls and ground are covered top to bottom with a fleshy substance.
On the far wall it congeals into a grotesque mass.
When you enter, the mass opens to reveals a mouth, lined with crooked blunt teeth.
The floor beneath you ripples and adheres to your feet, the castle begins pulling you [[towards it's jaws!->EscapeTheMaw]]|=
(display: "InventorySystem")
==|||==
{(set:$MawTimer to 16)}
The jaws snap and prepare for your arrival...
{
(if:$inventory contains "Silvered Longsword")[
(link:"Slash at the floor and mouth with your longsword")[
(goto:"MawLongsword")
]
<br>
]
(if:$inventory contains "Wooden Stake")[
(link:"Stab at the floor and mouth with the stake")[
(goto:"MawStake")
]
<br>
]
(if:$inventory contains "Skull Key")[
(link:"Throw the skull key at the mouth")[
(goto:"MawKey")
]
<br>
]
(if:$inventory contains "Poisonous Egg")[
(link:"Throw the poisonous egg into the mouth")[
(goto:"MawEgg")
]
<br>
]
(if:$inventory contains "Rope and Hook")[
(link:"Try to pull yourself out with the hook")[
(goto:"MawHook")
]<br>
]
(if: $inventory contains "Crossbow")[
(if:$BoltNumber>0)[
(link:"Shoot mouth with crossbow")[
(set:$BoltNumber to it - 1)
(goto:"MawCrossbowA")
]<br>
]
(else:)[
(link:"Hit ground with crossbow")[
(goto:"MawCrossbowNA")
]
]
]
(if: ($inventory contains "$BoltNumber Bolts") and ($BoltNumber > 0))[
(link:"Stab webbing with bolt")[
(goto:"MawBolt")
]
]
}
==||
(display:"MawTimer")You slash at the ground where it holds you in place. The silver cuts through it like butter and after a few well placed swipes you are able to pull yourself free.
The maw bellows in rage at your escape, but you are out the door before it can get a hold of you once more.
[[That was almost it!->GrandHall]]You wait a moment, and just as it's jaws open you hurl the egg into the maw of the castle!
The maw greedily chomps down on the egg, before seeming to realize it's mistake.
A foul stench fills the room as the entire castle shakes violently. The veins in the walls darken as the [[poison burns throughout the entire structure->CastleDisintegrates]]You fire a bolt off towards the maw. It strikes into the mass of flesh and the beast roars, angered.
It quickens it's pace, and (link:"before long it's all over.")[(goto:"MawDeath")]You throw the key at the maw. it bounces off and the maw laughs as (link:"it prepares to end your struggle.")[(goto:"MawDeath")]You stab at the floor around your feet, trying to get free. The castle rumbles at your attck, but does not let go...
As the maw draws closer you stab at the mass as well, but (link:"you cannot hope to slay it with only the single bolt...")[(goto:"MawDeath")]You swing the hook and hurl it up, it digs into the side of the wall.
You heave against the mass holding you down, and pull yourself free of it's clutches.
The maw bellows in rage at your escape, but you are out the door before it can get a hold of you once more.
[[That was almost it!->GrandHall]]You stab at the floor around your feet, trying to get free. The castle rumbles at your attck, but does not let go...
As the maw draws closer you stab at the mass as well, but (link:"you cannot hope to slay it with only the stake...")[(goto:"MawDeath")]Out of bolts, you desperatly bash at the ground holding you with the crossbow.
(link:"To no avail, sadly...")[(goto:"MawDeath")]{
(live: 1s)[(set:$MawTimer to it - 1)]
(live: 1)[
(if:$MawTimer <= 14)[
(t8n:"dissolve")+(t8n-time:1s)[
//You are pulled closer...//<br>
]
(stop:)
]
]
(live: 1)[
(if:$MawTimer <= 10)[
(t8n:"dissolve")+(t8n-time:1s)[
//You have only moments to live...//<br>
]
(stop:)
]
]
(live: 1)[
(if:$MawTimer <= 5)[
(t8n:"dissolve")+(t8n-time:1s)+(color:red)[
//The maw opens...//<br>
]
(stop:)
]
]
(live: 1)[
(if:$MawTimer is 0)[
(goto:"MawDeath")
]
]
}(set:$EndingIndex to 5)
{(set:$EndingsUnlocked to it + (a:5))}
The end is here, unable to escape you are devoured by the castle itself.
Such is the hunter's lot, it would have been a grand tale had you lived to tell it...
(link:"Perhaps the next one will.")[(goto:"EndingScreen")]"The maw of the castles are fearsome and powerful, Even properly equipped hunters could hope only to escape it's grasp."
"Some studiers talk about a weakness hidden in the castle itself!"
"Hah! Those fools'd better keep their attention on the vamp instead..."
(align:"==>")+(box:"X=")[//-Emeric Zalenski, Hunters guild dispatcher//]
Your ears split as the building howls. The poison burns holes in the walls of the living castle and you can see the storm still raging outside.
Like a dying creature, the castle convulses. You are thrown back, and grab hold of the door frame to keep from being slammed against a wall.
The building comes apart around you, the rain is pouring down now. Soon all that remains is a melted husk of the building.
[[But what of your quarry...->UncoverVampire]]On the far side of the building, a stone coffin rests on a lump of remaining castle. Black tendrils flow into the sides of the coffin from the remains of the castle.
The rain continues to beat down as you approach it. You know your quarry is inside
[[Throw open the coffin lid->KillVampireInRain]]|=
(display: "InventorySystem")
==|||==
The stone lid slams to the ground, revealing the sickly pale figure lying within.
The tendrils connected to the coffin flow into the creature as well. You can clearly see the black veins under it's white skin.
It weakly hisses at you before you,
{
(if:$inventory contains "Wooden Stake")[
(link:"Stake the bugger...")[
(goto:"CoffinStakeKill")
]
<br>
]
<br>
(if:$inventory contains "Silvered Longsword")[
(link:"Run it through with the longsword")[
(goto:"CoffinSwordKill")
]
<br>
]
<br>
(if:$inventory contains "$BoltNumber Bolts")[
(link:"Stake it with a bolt")[
(goto:"CoffinBoltKill")
]
<br>
]
<br>
(link:"Leave it to die...")[(goto:"PoisonWin")]
}{(set:$EndingIndex to 7)
{(set:$EndingsUnlocked to it + (a:7))}
(set:$EndingDeath to false)}
The work done, you turn away from the stone coffin and march back towards camp.
Surveying the scene of the castle's destruction, your superior is nowhere to be found. Heaven only knows what grisly fate awaited him in that castle.
You're glad you didn't share it.
(link:"Return to the guild, Superior Hunter")[(goto:"EndingScreen")]"Whelp, you see that hunter?"
"Aye, superior."
"They've just come back w' no superior. Means you've got a new name to learn and to respect. I dunno if they killed em, or if the sup just didn't make it, either way the torch has been passed on to the stronger."
"What'll they do now?"
"Bask in their glory for a time I s'pose. Then set about makin' sure you and your lot are ready in a few seasons for the next hunt. Each year we're better prepared than the last, from the failures of hunters like their sup, and from the victory of hunters like them."
"Then I will learn their name, and I'll make sure next hunt it's me walking through those doors."
(align:"==>")+(box:"X=")[//-Exchange between whelp and superior.
End of the [$Attempts]th hunt//]You drive the stake though it's heart.
The vampire writhes for a moment, before crumbling to dust around your weapon.
(link:"Victory...")[(goto:"PoisonWin")]You grip the longsword and bring it down onto the vampire.
It writhes for a moment, before crumbling to dust around your weapon.
(link:"Victory...")[(goto:"PoisonWin")]It isn't quite a stake, but it'll do. You grip the bolt and plunge it into the vampire's heart.
It writhes for a moment, before crumbling to dust around your weapon.
(link:"Victory...")[(goto:"PoisonWin")]A pale-skinned, humanoid creature emerges. It's eyes light with hunger when it sees you.
It lets out a hiss that morphs into a serpentine laughter echoing throughout the room.
It crawls out of the coffin and like a spider, up onto the ceiling.
The vampire pulls at the red tendrils and forms them into a grotesque spike that it hurls down at you.
[[Get out of the way!->VampireFight]]|=
(display: "InventorySystem")
==|||==
{
(set:_actionChosen to "None")
(set:_health to 3)
(set:_distance to "hangs above")
(set:_ready to "pulling at veins")
(set:_suppressed to false)
(set:_vaction to "Spike")
}
|VampireInfo>[
{
(if:_distance is "hangs above")[
(if:_ready is "pulling at veins")[
(set:_vaction to "Spike")
]
(elseif:_ready is "resting")[
(set:_vaction to "NoneCiel")
]
]
(elseif:_distance is "faces off against")[
(if:_ready is "pulling at veins" and not (_suppressed is true))[
(set:_vaction to "Tendril")
]
(elseif:_ready is "pulling at veins" and _suppressed is true)[
(set:_vaction to "Ferocity")
]
(elseif:_ready is "resting" and not (_suppressed is true))[
(set:_vaction to "Leap")
]
(elseif:_ready is "resting" and (_suppressed is true))[
(set:_vaction to "NoneFloor")
]
]
(rerun:?VampireTimer)
(set:_actionChosen to "None")
(if:_health is 0)[(goto:"KillVampire")]
You stand off against the vampire. <br>
it is (if:_health is 3)[''undamaged.'']
(elseif: _health is 2)[''bloodied.'']
(else:)[''on death's door.'']
<br>
It ''_distance'' you. <br>
It is ''_ready.''
(if:_suppressed is true)[<br>''Steam'' rises from it's skin]
}
{
|Actions>[
(if: _actionChosen is not "None")[(set:$VampireTimerRunning to false)]
(if:_actionChosen is "None")[
(link:"Sidestep")[
(set:_actionChosen to "Move")
(rerun:?Actions)
]
]
(elseif:_actionChosen is "Move")[
(display:"VampireSidestep")
]
<br>
(if:_actionChosen is "None") [
(link:"Bide your time...")[
(set:_actionChosen to "Wait")
(rerun:?Actions)
]
]
(elseif:_actionChosen is "Wait")[
(display:"VampireWait")
]
<br>
(if:_actionChosen is "None") [
(if:$inventory contains "Silvered Longsword")[
(link:"Swing your sword.")[
(set:_actionChosen to "Sword")
(rerun:?Actions)
]
]
]
(elseif:_actionChosen is "Sword")[
(display:"VampireSwordAction")
]
<br>
(if:_actionChosen is "None") [
(if:$inventory contains "Crossbow")[
(link:"Aim and fire crossbow")[
(set:_actionChosen to "Crossbow")
(rerun:?Actions)
]
]
]
(elseif:_actionChosen is "Crossbow")[
(display:"VampireCrossbowAction")
]
<br>
(if:_actionChosen is "None") [
(if:$inventory contains "Rope and Hook" and (_vaction is "Spike" or _vaction is "NoneCiel"))[
(link:"Throw the rope and hook at it")[
(set:_actionChosen to "Rope and Hook")
(rerun:?Actions)
]
]
]
(elseif:_actionChosen is "Rope and Hook")[
(display:"VampireRopeAction")
]
<br>
(if:_actionChosen is "None") [
(if:$inventory contains "Consecrated Water")[
(link:"Throw consecrated water")[
(set:_actionChosen to "Water")
(rerun:?Actions)
]
]
]
(elseif:_actionChosen is "Water")[
(display:"VampireWaterAction")
]
<br>
(if:_actionChosen is "None") [
(if:($inventory contains "$BoltNumber Bolts") and ($BoltNumber > 0))[
(link:"Stab with bolt")[
(set:_actionChosen to "Bolt")
(rerun:?Actions)
]
]
]
(elseif:_actionChosen is "Bolt")[
(display:"VampireBoltAction")
]
<br>
(if:_actionChosen is "None")[
(if:$inventory contains "Wooden Stake")[
(link:"Stab with the stake.")[
(set:_actionChosen to "Stake")
(rerun:?Actions)
]
]
]
(elseif:_actionChosen is "Stake")[
(display:"VampireStakeAction")
]
]<!--Actions-->
}
]<!--SerpentInfo-->
==||
|VampireTimer>[
(set:$VampireTimerRunning to true)
(set:$VampireTimer to 20)
(display:"VampireTimer")
]{
(live: 1s)[
(if:$VampireTimerRunning is true)[
(set:$VampireTimer to it - 1)
]
(else:)[
(stop:)
]
]
(live: 1)[
(if:$VampireTimer <= 17)[
(t8n:"dissolve")+(t8n-time:1s)[
//Think quickly, your foe will not wait forever...//<br>
]
(stop:)
]
]
(live: 1)[
(if:$VampireTimer <= 10)[
(t8n:"dissolve")+(t8n-time:1s)[
//Battle is not the time for hesitation...//<br>
]
(stop:)
]
]
(live: 1)[
(if:$VampireTimer <= 4)[
(t8n:"dissolve")+(t8n-time:1s)+(color:red)[
//Only moments remain!//<br>
]
(stop:)
]
]
(live: 1)[
(if:$VampireTimer is 0)[
(goto:"VampireDeath")
]
]
}{
You sidestep, anticipating the vampire's attack,<br>
(if:_vaction is "Spike")[
The vampire flings a spike, it embeds itself in the ground next to you. <br>
(set:_ready to "resting")
(link:"What's next?")[
(rerun:?VampireInfo)
]
]
(elseif:_vaction is "NoneCiel" or _vaction is "NoneFloor")[
(set:_ready to "pulling at veins")
The vampire refocuses itself on you.<br>
(link:"What's next?")[(rerun:?VampireInfo)]
]
(elseif:_vaction is "Tendril")[
(set:_ready to "resting")
The vampire manipulates the tendrils and lashes out with them!<br>
You just barely get out of the way!
(link:"What's next?")[(rerun:?VampireInfo)]
]
(elseif:_vaction is "Ferocity")[
(set:_ready to "resting")
Unable to manipulate the tendrils any further, the vampire leaps towards you with it's claws extended!<br>
You just manage to step out of the way in time!
(link:"What's next?")[(rerun:?VampireInfo)]
]
(elseif:_vaction is "Leap")[
(set:_ready to "pulling at veins")
(set:_distance to "hangs above")
The vampire leaps to the wall and climbs back up out of reach!
(link:"What's next?")[(rerun:?VampireInfo)]
]
}{
You wait, and watch the vampire's movement.<br>
(if:_vaction is "Spike")[
The vampire flings a spike which impales your chest! <br>
(set:_ready to "resting")
(link:"Everything goes black...")[
(goto:"VampireDeath")
]
]
(elseif:_vaction is "NoneCiel" or _vaction is "NoneFloor")[
(set:_ready to "pulling at veins")
The vampire refocuses itself on you.<br>
(link:"What's next?")[(rerun:?VampireInfo)]
]
(elseif:_vaction is "Tendril")[
(set:_ready to "resting")
The vampire manipulates the tendrils and lashes out with them!<br>
It catches you with the swarm of knife-like tendrils and (link:"runs you through...")[(goto:"VampireDeath")]
]
(elseif:_vaction is "Ferocity")[
(set:_reday to "resting")
Unable to manipulate the tendrils any further, the vampire leaps towards you with it's claws extended!<br>
It grabs ahold and (link:"slashes through you!")[(goto:"VampireDeath")]
]
(elseif:_vaction is "Leap")[
(set:_ready to "pulling at veins")
(set:_distance to "hangs above")
The vampire leaps to the wall and climbs back up out of reach!
(link:"What's next?")[(rerun:?VampireInfo)]
]
}{
You swipe your longsword,
(if:_vaction is "Spike")[
the vampire is on the ceiling and you miss!
It flings a spike which impales your chest! <br>
(set:_ready to "resting")
(link:"Everything goes black...")[
(goto:"VampireDeath")
]
]
(elseif:_vaction is "NoneCiel")[
(set:_ready to "pulling at veins")
the vampire is on the ceiling and you miss!
It refocuses itself on you.<br>
(link:"What's next?")[(rerun:?VampireInfo)]
]
(elseif:_vaction is "NoneFloor")[
(set:_ready to "pulling at veins")
(set:_health to it - 1)
(if:_health is > 0)[
You slash leaving a gash along it's chest!<br>
It refocuses itself on you.<br>
(link:"What's next?")[(rerun:?VampireInfo)]
]
(else:)[
You slash leaving a gash along it's chest!
It topples backwards, off guard for a moment!
(link:"Finish it off...")[(goto:"SwordLeadIn")]
]
]
(elseif:_vaction is "Tendril")[
(set:_ready to "resting")
(set:_health to it - 1)
(if:_health is > 0)[
The vampire manipulates the tendrils and lashes out with them!<br>
It catches you with the swarm of knife-like tendrils and
(link:"runs you through...")[
(goto:"VampireDeath")
]
]
(else:)[
As the vampire brings up it's tendrils to attack,
you slash leaving a gash along it's chest!
(link:"Finish it off...")[(goto:"SwordLeadIn")]
]
]
(elseif:_vaction is "Ferocity")[
(set:_reday to "resting")
(set:_health to it - 1)
(if:_health is > 0)[
You slash leaving a gash along it's chest!<br>
Unable to manipulate the tendrils any further, the vampire
leaps towards you with it's claws extended!<br>
It grabs ahold and
(link:"slashes through you!")[(goto:"VampireDeath")]
]
(else:)[
As the vampire brings up it's tendrils to attack,
you slash leaving a gash along it's chest!
(link:"Finish it off...")[(goto:"SwordLeadIn")]
]
]
(elseif:_vaction is "Leap")[
(set:_ready to "pulling at veins")
(set:_distance to "hangs above")
(set:_health to it - 1)
(if:_health is > 0)[
you slash leaving a gash along it's chest!<br>
The vampire hisses, then turns to leap to the wall
and climb back up out of reach!
(link:"What's next?")[(rerun:?VampireInfo)]
]
(else:)[
As the vampire brings up it's tendrils to attack,
you slash leaving a gash along it's chest!
(link:"Finish it off...")[(goto:"SwordLeadIn")]
]
]
}{
You stab with your stake,
(if:_vaction is "Spike")[
the vampire is on the ceiling and you miss!
It flings a spike which impales your chest! <br>
(set:_ready to "resting")
(link:"Everything goes black...")[
(goto:"VampireDeath")
]
]
(elseif:_vaction is "NoneCiel")[
(set:_ready to "pulling at veins")
the vampire is on the ceiling and you miss!
It refocuses itself on you.<br>
(link:"What's next?")[(rerun:?VampireInfo)]
]
(else:)[
<br> At the sight of this weapon, fear grips the vampire for a moment.
(link:"A moment too long...")[(goto:"StakeLeadIn")]
]
}{
(if:_vaction is "Spike")[
(if:$BoltNumber is > 0)[
(set:_health to it - 1)
(set:$BoltNumber to it - 1)
(if:_health is > 0)[
The bolt fires out and strikes the vampire's chest! <br>
It responds molding a spike out of tendrils, <br>
It flings it down and impales your chest!<br>
(link:"Everything goes black...")[
(goto:"VampireDeath")
]
]
(elseif:_health is <= 0)[
The bolt fires out and strikes the vampire's chest! <br>
It tumbles from the ceiling and you rush forward to
(link:"Finish it off...")[(goto:"CrossbowLeadIn")]
]
]
(elseif:$BoltNumber is <= 0)[
You pull the trigger but have no bolts!<br>
A costly mistake, the vampire forms a spike and hurls it,
impaling your chest!<br>
(link:"Everything goes black...")[
(goto:"VampireDeath")
]
]
]
(if:_vaction is "Tendril")[
(if:$BoltNumber is > 0)[
(set:_health to it - 1)
(set:$BoltNumber to it - 1)
(if:_health is > 0)[
The bolt fires out and strikes the vampire's chest! <br>
It responds by manipulating tendrils and lashes out with
them! <br>
It catches you with the swarm of knife-like tendrils and
(link:"runs you through...")[
(goto:"VampireDeath")
]
]
(elseif:_health is <= 0)[
The bolt fires out and strikes the vampire's chest! <br>
It stumbles backwards in shock as you rush forward to
(link:"Finish it off...")[(goto:"CrossbowLeadIn")]
]
]
(elseif:$BoltNumber is <= 0)[
You pull the trigger but have no bolts!<br>
A costly mistake, the vampire forms a spike and hurls it,
impaling your chest!<br>
(link:"runs you through...")[
(goto:"VampireDeath")
]
]
]
(if:_vaction is "Leap")[
(if:$BoltNumber is > 0)[
(set:_health to it - 1)
(set:$BoltNumber to it - 1)
(if:_health is > 0)[
(set:_distance to "hangs above")
(set:_ready to "pulling at veins")
You fire off a bolt just as the vampire leaps to the ceiling,
catching it in the back!<br>
It latches onto the ceiling and refocuses on you.<br>
(link:"What's next?")[(rerun:?VampireInfo)]
]
(elseif:_health is <= 0)[
You fire off a bolt just as the vampire leaps to the ceiling,
catching it in the back!<br>
It wails in pain, missing it's jump and crashing to the
ground!<br>
(link:"Finish it off...")[(goto:"CrossbowLeadIn")]
]
]
(elseif:$BoltNumber is <= 0)[
(set:_distance to "hangs above")
(set:_ready to "pulling at veins")
You pull the trigger but have no bolts!<br>
It latches onto the ceiling and refocuses on you.<br>
(link:"What's next?")[(rerun:?VampireInfo)]
]
]
(if:_vaction is "Ferocity")[
(if:$BoltNumber is > 0)[
(set:_health to it - 1)
(set:$BoltNumber to it - 1)
(if:_health is > 0)[
The bolt fires out and strikes the vampire's chest! <br>
Unable to manipulate the tendrils any further, the vampire
leaps towards you with it's claws extended!<br>
It grabs ahold and
(link:"slashes through you!")[(goto:"VampireDeath")]
]
(elseif:_health is <= 0)[
The bolt fires out and strikes the vampire's chest! <br>
It stumbles backwards in shock as you rush forward to
(link:"Finish it off...")[(goto:"CrossbowLeadIn")]
]
]
(elseif:$BoltNumber is <= 0)[
You pull the trigger but have no bolts!<br>
the vampire leaps towards you with it's claws extended!<br>
It grabs ahold and
(link:"slashes through you!")[(goto:"VampireDeath")]
]
]
(if:_vaction is "NoneCiel")[
(if:$BoltNumber is > 0)[
(set:_health to it - 1)
(set:$BoltNumber to it - 1)
(if:_health is > 0)[
(set:_ready to "pulling at veins")
The bolt fires up and strikes the vampire's chest! <br>
It hisses and refocuses on you.<br>
(link:"What's next?")[(rerun:?VampireInfo)]
]
(elseif:_health is <= 0)[
The bolt fires up and strikes the vampire's chest! <br>
It tumbles from the ceiling and you rush forward to
(link:"Finish it off...")[(goto:"CrossbowLeadIn")]
]
]
(elseif:$BoltNumber is <= 0)[
(set:_ready to "pulling at veins")
You pull the trigger but have no bolts!<br>
Thankfully unpunished, the vampire refocuses itself<br>
(link:"What's next?")[(rerun:?VampireInfo)]
]
]
(if:_vaction is "NoneFloor")[
(if:$BoltNumber is > 0)[
(set:_health to it - 1)
(set:$BoltNumber to it - 1)
(if:_health is > 0)[
(set:_ready to "pulling at veins")
The bolt fires out and strikes the vampire's chest! <br>
It hisses and refocuses on you.<br>
(link:"What's next?")[(rerun:?VampireInfo)]
]
(elseif:_health is <= 0)[
The bolt fires out and strikes the vampire's chest! <br>
It stumbles backwards in shock as you rush forward to
(link:"Finish it off...")[(goto:"CrossbowLeadIn")]
]
]
(elseif:$BoltNumber is <= 0)[
(set:_ready to "pulling at veins")
You pull the trigger but have no bolts!<br>
Thankfully unpunished, the vampire refocuses itself<br>
(link:"What's next?")[(rerun:?VampireInfo)]
]
]
}{
(set:_suppressed to true)
(set: $inventory to it - (a:"Consecrated Water"))
You hurl the holy water towards the vampire!<br><br>
The flask smashes against it and the consecrated water burns at its flesh!<br>
(if:_vaction is "Spike" or _vaction is "NoneCiel")[
(set:_ready to "pulling at veins")
(set:_distance to "faces off against")
It wails and hisses before crashing to the ground.
]
<br><br>
it staggers to face you, but the burning water has weakened it's control over the castle.
(link:"What's next?")[(rerun:?VampireInfo)]
}{
You stab with a bolt,
(if:_vaction is "Spike")[
the vampire is on the ceiling and you miss!
It flings a spike which impales your chest! <br>
(set:_ready to "resting")
(link:"Everything goes black...")[
(goto:"VampireDeath")
]
]
(elseif:_vaction is "NoneCiel")[
(set:_ready to "pulling at veins")
the vampire is on the ceiling and you miss!
It refocuses itself on you.<br>
(link:"What's next?")[(rerun:?VampireInfo)]
]
(elseif:_vaction is "NoneFloor")[
(set:_ready to "pulling at veins")
(set:_health to it - 1)
(if:_health is > 0)[
You stab catching it's shoulder!<br>
It refocuses itself on you.<br>
(link:"What's next?")[(rerun:?VampireInfo)]
]
(else:)[
you stab, just missing the vampire's heart!<br>
It topples backwards, off guard for a moment!
(link:"Finish it off...")[(goto:"BoltLeadIn")]
]
]
(elseif:_vaction is "Tendril")[
(set:_ready to "resting")
(set:_health to it - 1)
(if:_health is > 0)[
The vampire manipulates the tendrils and lashes out with them!<br>
It catches you with the swarm of knife-like tendrils and
(link:"runs you through...")[(goto:"VampireDeath")]
]
(else:)[
As the vampire brings up it's tendrils to attack,
you stab, just missing the vampire's heart!
(link:"Finish it off...")[(goto:"BoltLeadIn")]
]
]
(elseif:_vaction is "Ferocity")[
(set:_reday to "resting")
(set:_health to it - 1)
(if:_health is > 0)[
You slash leaving a gash along it's chest!<br>
Unable to manipulate the tendrils any further, the vampire
leaps towards you with it's claws extended!<br>
It grabs ahold and
(link:"slashes through you!")[(goto:"VampireDeath")]
]
(else:)[
As the vampire brings up it's tendrils to attack,
you stab, just missing the vampire's heart!
(link:"Finish it off...")[(goto:"BoltLeadIn")]
]
]
(elseif:_vaction is "Leap")[
(set:_ready to "pulling at veins")
(set:_distance to "hangs above")
(set:_health to it - 1)
(if:_health is > 0)[
You stab catching it's shoulder!<br>
The vampire hisses, then turns to leap to the wall
and climb back up out of reach!
(link:"What's next?")[(rerun:?VampireInfo)]
]
(else:)[
As the vampire brings up it's tendrils to attack,
you stab, just missing the vampire's heart!
(link:"Finish it off...")[(goto:"BoltLeadIn")]
]
]
}{
(if:_vaction is "Spike" or _vaction is "NoneCiel")[
You hurl the hook up towards it, managing to catch it's leg!<br>
With all your stength you manage to rip it away from the ceiling,<br><br>
it comes down hard before staggering to its feet to face you.
(set:_ready to "pulling at veins")
(set:_distance to "faces off against")
(link:"What's next")[(rerun:?VampireInfo)]
]
(elseif:_vaction is "NoneFloor")[
]
(elseif:_vaction is "Ferocity")[
]
(elseif:_vaction is "Tendril")[
]
(elseif:_vaction is "Leap")[
]
}(set:$EndingIndex to 6)
{(set:$EndingsUnlocked to it + (a:6))}
Vampires are fierce combatants, and this one proves no different.
A hunter's wits and speed are as important as their gear.
(link:"Which one was lacking?")[(goto:"EndingScreen")]"So, todays the day. Welcome to the big leagues whelp."
"Yes... I worked so hard to get here..."
"Somthin' wrong?"
"Closer I get to promotin', closer I get to being one o the half that don't come back... Now I'm here, s'that all that'll happen to me too?"
"Look at me, bein part o the hunt's the greatest honor ye can get. Less than half o you whelps even make it this far, that makes ye somethin above. Ye studied, trained, put everythin' into this. I won't let that go to waste, ye have my word."
(align:"==>")+(box:"X=")[//-A Promise, Hunter's Guild promotion day//]==|||==
(t8n: "dissolve")+(t8n-time: 1s)[''Victorious is the hunter who keeps a clear mind,
even as [[death->WakeUp]] bears down upon them.''
(align:"==>")+(box:"X=")[//-Engraved over the entryway of the Hunters Guild//]
]{
(t8n:"shudder")[
You strike to deliver
(link:"the killing blow,")[
the killing blow, <br><br>(goto:"StakeSequenceL2")
]
]
}{
You rush forward to deliver the killing blow,<br><br>
(t8n:"shudder")[
It throws up it's arms desperatly
(link:"to hold you back!")[
to hold you back! <br><br>(goto:"StakeSequenceL3")
]
]
}{
You rush forward to deliver the killing blow,<br><br>
It throws up it's arms desperatly to hold you back!<br><br>
(t8n:"shudder")[
Your arms collide, it barely holds oblivion
(link:"inches from it's heart...")[
inches from it's heart... <br><br>(goto:"StakeSequenceL4")
]
]
}<div class="container">
<span class='EndLink'>(link:"Finish it")[(goto:"CastleEscapeP1")]</span>
</div>You burst forward and snatch a bolt back from it's side!
Wasting no time you turn it in your hand to (link:"impale the fiend!")[(goto:"StakeSequenceL1")]You brandish your sword, and move to (link:"impale the fiend!")[(goto:"StakeSequenceL1")]The ultimate purpose of this hunting implement, to strike true a vampire's heart...
You turn the stake in your hand to (link:"impale the fiend!")[(goto:"StakeSequenceL1")]It's not a stake, but it'll do,
Wasting no time you turn it in your hand to (link:"impale the fiend!")[(goto:"StakeSequenceL1")]The stress of the moment overwhelms you!
This only makes the book angrier, it's (link:"flock divebombs you.")[(goto:"BookDeath")]{(set:$EndingIndex to 8)
{(set:$EndingsUnlocked to it + (a:8))}
(set:$EndingDeath to false)}
The work is done. You pause to spare a thought for your superior.
What fate may have befallen him? Of the innumerable horrors found within these castles, surely he succumbed to one of them. Surely...
But now is not the time to dwell on his fate, he will be given a proper memorial.
you turn and march back to camp.
(link:"Victorious, Superior, a True Hunter")[(goto:"EndingScreen")]The vampire crumbles to dust around your weapon.
In response to it's masters death the castle begins to rumble...
The red veins snaking along the walls begin to turn grey and disintigrate as well.
You hear a familiar crackling of energy, it's even louder on the inside...
[[It's going to try to move!|CastleEscapeP2]]You sprint towards the iron door as fast as your legs will carry you!
Nearly forgetting to don the illusion circlet, you throw open the door and race down the hallway!
White arcs of energy race through the castle walls alongside you,
[[Faster|CastleEscapeP3]]You burst into the foyer and slide down the stairs railing to the main floor,
The exit lies across from you. The walls shine and fracture with a blinding white light
[[Just a bit further!|CastleEscapeP4]]With a final burst of speed you push towards the exit!
As you approach, your feet lose purchase on the ground as gravity in the castle begins to falter.
Carried only by your momentum, you hurtle towards the door.
[[Brace yourself!|CastleEscapeP5]]Moments later, you crash into the front door and fly out into the rain. You hit the ground hard.
Your vision clears just in time to see the castle crisscrossed with crackling white energy lift into the air.
All of it except the front entryway where the binding ward glows a sharp red, holding the front staircase in place.
The castle howls defiantly, and [[moves|CastleEscapeP6]].When it does, the result is not pretty. The unwarded section rips away and you hear a final screech of pain from the castle before it flashes out of sight.
All it leaves behind is a staircase, a warded doorway and a streak of viscera behind it.
[[Survey the aftermath|HuntWin]]"We are gathered here, to celebrate the victorious return of the guild's newest Superior Hunter! Let em' know the glory o the hunt! Drink deep, and fill yer bellies in their honor!"
"AYE!"
"And let us not forget, the sacrifices o the hunters who came before em. Brave souls the lot, brave enough to do this damned work!"
"This damned work that even on a victorious hunt still took one o the guild's finest! Wherever they are, we drink to em!"
"AYE!!"
"'Cause we all know! Ain't nobody better'n us to do it! Ain't nobody better'n us to finish the hunt!"
"AYE!!!"
(align:"==>")+(box:"X=")[//-Speech at the Guild's feast.
End of the [$Attempts]th hunt//]