(css: "font-size: 200%;")[The Arkhill Darkness]
By: Jason Barrett
(css: "font-size: 125%;")[
[
''[[Click Here to Begin->Journey]]
[[Click Here for Credits->Credits]]'']]
{(set: $health to 100)(replace: ?health)[$health]
(set: $coins to 5)(replace: ?coins)[$coins]
(set: $sword to 0)
(set: $axe to 0)
(set: $armed to 0)
(set: $weapon to "Fist")
(set: $Graveyardkey to 0)
(set: $graveyard to 0)
(set: $GVKeeper to 0)
(set: $progress to 0)
(set: $DragonBane to 0)
(set: $hit to 0)
(set: $LWHealth to 0)
(set: $DemonHP to 0)
(set: $DS to 0)
(set: $hints to 0)
(set: $killer to 0)
(set: $joke to 0)
(set: $healpotion to 0)
(set: $recipe to 0)
(set: $vial to 0)
(set: $bittergourd to 0)
(set: $Mottlegill to 0)
(set: $RotGrubEggs to 0)
(set: $GhoulDrool to 0)
(set: $SabreTooth to 0)
(set: $lindwormwing to 0)
(set: $housefire to 0)
(set: $next to 0)
(set: $Hhelp to 0)
(set: $townie to 0)
}  You are standing in the town square. Beside you is a fountain that has long ran out of water. Most of the buildings nearby look abandoned. Every now and then you can see a light pass through the windows of a home. The people of town, the ones who have stayed, rarely venture out of their homes.
  Most of the Market stalls are empty, except for one. There is a Tavern off to the side of Town Square. There is a path that leads to the old Castle Ruins, as well as the Graveyard. Behind you is the path that you travelled to get here. Not much that way except some farms and forest.
Where do you want to go?
[[Tavern]]
[[Market]]
[[Castle]]
[[Graveyard]]
(if: $recipe is 1)[ [[Farm]]
]
(link:"Save game")[ (if:(save-game:"Slot A"))[ Game saved!
](else: )[ Sorry, I couldn't save your game. ]
]
[[Restart->Start]]  The Market is made up of five stalls along one corner of the Town Square. Four of the stalls are empty. The fifth is near empty. There is a lady sitting behind the stall's counter. She is dressed like a peasant. She smiles when she sees you approach and gets to her feet.
  She explains the others stall owners left town as the Darkness grew. Her husband left with most of their goods last month for the city of Sunvale, with hopes of setting up shop there. She apologizes for the meager stock and shows you her wares.
(if: $coins >= 1)[ [[Buy a Joke for 1 Coin]]
](else:)[ Jokes cost 1 coin, but you don't have any coins.
](if: $coins >= 10)[ [[Buy a Healing Potion For 10 Coins]]
](else:)[ Healing potions cost 10, but you only have $coins.
](if: $coins >= 50)[ [[Buy A Sword For 50 Coins]]
](else:)[ Swords cost 50, but you only have $coins.
](if: $coins >= 50) [ [[Buy an axe for 50 Coins]]
](else:)[ An axe costs 50, but you only have $coins. ]
Return to [[Town]](if: $progress is 5)[  The castle is quiet. Not a creature is stirring, not even a Sabretooth Gorilla. There is nothing for you to do here.
](else:)[  The castle is in ruins. It is now a mix of partial stone walls and overgrown vegetation. You can still see various structures, but none are fully intact. There are stairs leading to nowhere. Floors that are missing its stairs. Pillars that are holding nothing up. It appears this may have been a grand castle once upon a time. Now it's just depressing and foreboding.
(if: $progress > 2 and $lindwormwing is 1)[  The Lindworm is dead, but there still might be other beasts roaming nearby.]
  (Either:"You sense a presence from within the shadows... watching you.","There is a noise coming from within the shadows.","Something is not right here.","You wish your mommy was here, but she is not. So what will you do now?")
[[Investigate]]]
[[Town<-Return to Town]](if: $Graveyardkey is 1) [  The gates are locked but the key you have looks like it might fit. Actually it has a tag that says "Graveyard" on it.
(set: $graveyard to 1)
[[Enter the Graveyard]]
] (if: $graveyard is 2)[The gates are unlocked. You [[Enter the Graveyard]]
] (if: $graveyard is 0) [ 
The Gates are locked. You rattle the gates and yell out to GraveKeeper's house that sits just beyond the gates. There is no answer. The GraveKeeper is not here.(set: $GVKeeper to 1) You cannot enter until they are opened.
You decide to [[Town<-Return to Town]] for now. ] (if: $progress > 4)[There is nothing you need on the farm.
[[Town<-Return to Town]]
]  The farm is dark and quiet. While the Full Moon gives you just enough light to see. The quiet is deafening and quite discomforting. The forest surronding the farm feels like it's closing in. In the dark, the trees take on various threatening shapes. They are only tress you tell yourself. You venture forth to investigate the farm.
[[Barn<-Check the Barn]]
[[House<-Check the Farmhouse]]
[[Garden<-Check the Garden]]
[[Town<-Return to Town]](if: $healpotion is 2)[ The shopkeeper goes to get you a vial, but can't find any. She says the last one you bought was the last one she had. She will try to brew some more. Please come back later. ]
(else:)[You pay 10 Coins for a healing potion. It comes in a small vial which you shove in your satchel for later. You can find it in your inventory. (set: $coins to $coins -10) (set: $healpotion to $healpotion + 1)(replace: ?coins)[$coins]
(color:red)[-10 coins.]
You now have $coins coins.
]
[[Market<-Return to Market]]You pick up the sword and give it a few swings, as if you know what you are doing. It's feels good. It looks good. Sold.
(if: $armed is 0)[
(set: $sword to $sword + 1)(set: $coins to $coins - 50)(set: $armed to 1)(replace: ?coins)[$coins](set:$weapon to "Sword")
(color:green)[+1 sword!]
You now have a Level $sword sword!
(color:red)[-50 coins.]
You now have $coins coins.]
(else:)[ You already have a $weapon, you cannot carry second weapon.]
[[Market<-Return to Market]]{(if: $progress is 2 and $GhoulDrool is 1 and $SabreTooth is 1 and $lindwormwing is 0)[(goto:"LindWorm1")] (if: $progress is 3 and $GhoulDrool is 1 and $SabreTooth is 1 and $lindwormwing is 0)[(goto:"LindWorm1")]
(set: $enemyName to (either:"Giant Spider","Sabretooth Gorilla","Ghoul","Two-headed Orc")) }
A $enemyName (either:"crawls","lunges","saunteers","plods","rushes","emerges") out of the shadows!
(if: $enemyName is "Giant Spider")[ The Spider is about as tall as you. You hear the clicking of its legs as it rushes to attack you.](if: $enemyName is "Sabretooth Gorilla")[The Gorilla has two long fangs on the sides of its mouth. It stands on it hind legs, pounds its chest, screams and lunge at you](if: $enemyName is "Ghoul")[The stench of the ghoul is horrid. As it charges towards you, it carries a severed arm as a snack/weapon.](if: $enemyName is "Two-headed Orc")[As the Orc advances, its two heads argue with each other as to who gets to eat you.]
[[Enemy Hits You]]
{(if: $enemyName is "Giant Spider")[(set: $enemyHealth to (random:15,30))]
(if: $enemyName is "Sabretooth Gorilla")[(set: $enemyHealth to (random:20,40))]
(if: $enemyName is "Ghoul")[(set: $enemyHealth to (random:11,18))]
(if: $enemyName is "Two-headed Orc")[(set: $enemyHealth to (random:20,50))]
(if: $enemykilled > 14)[(set: $enemyHealth to $enemyHealth + 25)]
(if: $enemyName is "Giant Spider")[(set: $enemyHit to (random:2,5))]
(if: $enemyName is "Sabretooth Gorilla")[(set: $enemyHit to (random:3,9))]
(if: $enemyName is "Ghoul")[(set: $enemyHit to (random:1,4))]
(if: $enemyName is "Two-headed Orc")[(set: $enemyHit to (random:4,12))]
(set: $punch to (random:4,8))
(set: $kick to (random:2,10))
}{ (if: $enemyName is "Giant Spider")[(set: $enemyHit to (random:2,5))]
(if: $enemyName is "Sabretooth Gorilla")[(set: $enemyHit to (random:3,9))]
(if: $enemyName is "Ghoul")[(set: $enemyHit to (random:1,4))]
(if: $enemyName is "Two-headed Orc")[(set: $enemyHit to (random:4,12))]}
(if: $enemykilled > 14)[(set: $enemyHit to $enemyHit + 12)  This $enemyName looks tougher than others. Perhaps you should have continued on the quest intead of fulfilling your bloodlust.
](if: $enemyHealth > 0)[   (either:"The $enemyName is quicker than you thought. You attempt to avoid it, but stumble.","You attempt to sidestep the attack, but you stub your toe, making you an easy target","You have trained for this, whatever this $enemyName can dish out, you can take it. One Free shot granted.","You start mulling over the list of which avoidance move you should use. Flying Monkey. Nope. Kicking Giraffe. Nope. Nut Hungry Squirrel. Nope. Leaping Lizards. Nope. You take far too long considering your options and not using one.","Why don't I have shield, you think to yourself. I'd take less damage with a shield. This game should have a shield. Somebody code me a shield.","The beastly ugliness of $enemyName mesmerizes you. You are broken out of your disgust by an owie.")
(color:red)[The $enemyName (either:"hits","claws","bites") you for //$enemyHit// damage] (set: $health to $health - $enemyHit)
You have (color:yellow)[$health health].(replace: ?health)[$health]
(if: $health > 0)[
[[Punch]]
[[Kick]]
(if: $sword > 0)[ [[Use Sword]]
](if: $axe > 0)[ [[Use axe]]
] [[Retreat!!]] ]
(else:)[ [[You Died]] ]
](else:)[The $enemyName takes a step forward to attack, but then (either:"falls","spins like a top and drops","weeble wobbles and flops","acts out an excruciating melodramatic death scene") instead.
You have defeated the $enemyName. (if: $coins < 100)[(set: $randomCoins to (random:10,20))] (if: $coins > 99)[(set: $randomCoins to (random:1,6))] (set: $coins to $coins + $randomCoins) (set: $enemykilled to $enemykilled +1) (replace: ?coins)[$coins]
You scavenge //+$randomCoins coins// off its corpse. You now have $coins coins. (if: $enemykilled is 3)[(set: $progress to $progress + 1)]
You have (color:yellow)[$health health].
(if:$enemykilled is 3)[  There are more beasts here then expected. The situation is a bit more dire than expected You should go back and talk to the Wizard about it.
] (if: $recipe is 1 and $enemyName is "Sabretooth Gorilla" and $SabreTooth is 0)[  You check the ingredient's list the Wizard gave you to see if you need anything, and you do. It takes a while, but you yank out one of the ''fangs of the Sabretooth Gorilla''. (set: $SabreTooth to 1)
] (if: $recipe is 1 and $enemyName is "Ghoul" and $GhoulDrool is 0)[  You check the ingredient's list the Wizard gave you and grimace. ''Ghouls' Drool''. You vomit a little your mouth from the stench as you collect the drool from the Ghoul's mouth.(set: $GhoulDrool to 1) (set: $vial to 0)
] (if: $GhoulDrool is 1 and $SabreTooth is 1 and $housefire is 0)[  You have all the ingredients that you will find in the Castle. It's time to move one.]
[[Continue Investigating->Investigate]]
[[Return to Town->Town]]] {(set: $hit to $punch + (random:1,6)) (if: (random:1,8) is 1)[ (either:"You swing wildly and miss widly.","The $enemyName blocks your punch.") ] }
(else:)[ (set: $enemyHealth to $enemyHealth - $hit) (css: "font-size: 150%;")[(text-style: "rumble")[(if: (random:1,8) is 1) [(set: $hit to $hit + 10)''CRITICAL HIT!!!'']]]
(either:"You punch the $enemyName!", "$enemyName face, meet my Fist!","As Batman would say - KAPOW!","In the sweet science of pugilism, you have a PHd.","Body Shot. Body Shot. Uppercut!","You rain pain with your fists upon the $enemyName.")
You inflicted (color:green)[$hit] Damage!
]
[[Enemy Hits You<-The Enemy Attacks]](set: $hit to $kick + (random:3,10)) (if: (random:1,4) is 1) [ (either:"You tried to kick the $enemyName but you missed!", "You run, you leap, you drop kick, you whiff and land on your, previously, flying face.")
](else:)[ (set: $enemyHealth to $enemyHealth - $hit)
(css: "font-size: 150%;")[(text-style: "rumble")[(if: (random:1,8) is 1) [(set: $hit to $hit + 10)''CRITICAL HIT!!!'']
]]
You (either:"kick","jam your big toe into the soft fleshy bits of","Kung-Fu","roundhouse kick","introduce the heel of your boot to","leap in the air and drop kick") the $enemyName!
You inflicted (color:green)[$hit] Damage!
]
[[Enemy Hits You<-The Enemy Attacks]](set: $hit to $sword + (random:7,15))
(if: (random:1,6) is 1)[
(either: "You swing wildy and miss","The $enemyName avoids your blade")
]
(else:)[ (set: $enemyHealth to $enemyHealth - $hit)(css: "font-size: 150%;")[(text-style: "rumble")[(if: (random:1,10) is 1) [(set: $hit to $hit + 10)''CRITICAL HIT!!!'']]
] (either:"You stab the $enemyName! Hurrah!", "Your Sword cuts through the $enemyName flesh like butter","A little poke here, a little jab there. This will be over in no time.","It's a hit!")
You dealt (color:green)[$hit] Damage!
]
[[Enemy Hits You<-The Enemy Attacks]](set: $hit to $axe + (random:7,15))
(if: (random:1,6) is 1)[
(either:"You spin like a tornado, holding your axe out at arm's length, slicing through the air. You spin for several seconds, get dizzy and fall down. The $enemyName looks at you quizzically","You miss.")
]
(else:)[(set: $enemyHealth to $enemyHealth - $hit)(css: "font-size: 150%;")[(text-style: "rumble")[(if: (random:1,10) is 1) [(set: $hit to $hit + 10)''CRITICAL HIT!!!'']]
] (either:"You axed the $enemyName!","It's the Hack and Whack Soundtrack and you are the DJ! Dance $enemyName!!","Your Axe arcs throws the air and slices the $enemyName.","It's a hit!","The $enemyName howls in pain.")
You delivered (color:green)[$hit] Damage!
]
[[Enemy Hits You<-The Enemy Attacks]] In the legends of lore, you are not mentioned. The Darkness consumed Arkhill and the rest of the world now risks the same fate.
[[Restart->Start]]
(link: "Load game")[(load-game:"Slot A")]
You see a trail of blood leading off to the right.
You hear sounds off to the left.
[[Follow the Blood Trail->man]]
[[Follow the Sounds->Fight Enemy]]
[[Town<-Return to Town]](if: $Graveyeardkey is 1) [  He hasn't moved since you last saw him.]
  You attempt to wake him up first by shouting at him and then by kicking him. Neither works, as it turns out he is dead. You find several small bite marks on his arms. There is not much you can do for him now. More sounds come from the other direction.
(if: $GVKeeper is 1)[  This must the missing Graveyard Keeper. It's surprising the beasts that roam this area haven't devoured them. Unless the beasts only like live game. Since he won't be letting you in the graveyard himself, you check his pockets and take the ''Graveyard Key.'' (set: $Graveyardkey to 1)(set: $GKDead to 1) ]
[[Fight Enemy<-Investigate Sounds]]
[[Town]]  It's a dirt graveyard. The graves are all lined up in rows and columns. Each one has a headstone or a cross. Except for the one closest to you. The Graveyard Keeper must have been drunk when he did that one. One quick grave dug before he drank himself to death.
  (if: $LitGrave is 1)[ //On second thought,// perhaps you are being a bit hasty in judging the Gravekeeper. This last grave is far different than the others. It might be prudent to take a closer look.
]  Along the rear of the graveyard are several crypts. Once upon a time this was a wealthy area and this may have been the royal graveyard. As time passed and the town become destitute, they started using this as the burial ground for all funerals. That would explain the mix of ornate and plain graves. It would also help to explain the gate and walls.
[[Check the Crypts->Crypts]]
[[Check the Gravekeepers residence->GK Residence]]
(if: $LitGrave is 1)[[Investigate the small fresh grave->Fresh Grave]](set: $coins to $coins - 1) (set: $joke to 1)(replace: ?coins)[$coins](either: "The merchants shows you a mirror.", "Why was the musician kicked out of the tavern?
He was bard!","Did you guys hear about the magic skillet?
It’s made of cast iron!","How many dwarves does it take to change a light bulb?
Five. One to hold the bulb, four to drink ’till the room spins.","How do you get a bar full of Dwarves up on the roof?
Yell “drinks on the house!”","What do you call an orc with two brain cells?
Pregnant.")
(event: when time > 3s)[(either: "Har dee har har","Groan","Tee Hee")]
(event: when time > 5s)
[ You now have $coins Coins
[[Market<-Return to Market]] ]
The tavern is dark and woody. The smell of ale fills the air. The tavern, and its patrons, have seen better days. It's a depressing scene.
The [[Barkeeper]] is eyeing you from across the Tavern.
(if:(random: 1,2) is 1)[ An old [[Warrior]] sits at table, drowning himself with ale. He is in no shape to raise a sword.
] (if:(random: 1,2) is 1)[ A [[Woodsman]] whistles a tune as he blows on his bowl of stew.
] (if:(random: 1,2) is 1)[ A [[Ratty looking man]] is muttering to himself while tightly gripping his mug.
] (if:(random: 1,2) is 1)[ The [[Wizard]] smokes his pipe in the corner. He looks at impatiently as if you should have already saved the town by now
] (if:(random: 1,3) is 1)[ A [[Travelling Merchant]] gives you a wide smile and motions for you to sit down.
] (if: $progress > 3)[The [[Priest]] looks at you and motions you to the empty chair at this table.] (else:) [ (if:(random: 1,3) is 1)[ A [[Priest]] sits at a table. His drink is untouched. He is praying.]
]
[[Town<-Return to Town]]
{ (if: $bittergourd is 1 and $Mottlegill is 1 and $RotGrubEggs is 1 and $GhoulDrool is 1 and $SabreTooth is 1 and $lindwormwing is 1)[(set: $recipe to 2)]
(if: $recipe is 2)[(set: $bittergourd to 0)] (if: $recipe is 2)[(set: $Mottlegill to 0)] (if: $recipe is 2)[(set:$RotGrubEggs to 0)] (if: $recipe is 2)[(set:$GhoulDrool to 0)] (if: $recipe is 2)[(set:$SabreTooth to 0)] (if: $recipe is 2)[(set:$lindwormwing to 0)]
(if: $progress is 3.5)[(set: $progress to 4)]
(if: $next is 1)[(set: $progress to 5)]
(if: $DemonBane is 1)[(set: $progress to 6)]}(if: $progress is 0) [The Barkeeper glares at you. You attempt to ask him a few questions but instead he tells you. "We paid the Adventurer's Guild to help us and instead they use this as a training assignment? They didn't even give you a sword! Go out a kill some beasts and stop asking me dumb questions. "
](if: $progress is 1)[The Barkeeper is excited to hear your tales about the killing the beasts. He gives you an ale. He asks if you have figured out the darkness yet. You shrug your shoulders. He glares at you, grabs you cup of Ale out of your hands and suggests you get back out there.
](if: $progress is 2)[ The Barkeeper gives you a mug of Ale, and one for himself. "To Jessipie" he says. You repeat it, give cheers and down your Ale. The Barkeeper finishes his and goes back to his bar, looking for something to keep him occupied. You not sure if Jessipie actually did sell the farm and left town without a word, or if the Robed Man killed him for the farm. Either way, you and the Barkeep jut had a moment and you are not about to ruin it.
]
(if: $progress is 3)[The Barkeeper begins to reminisce, "I used to buy a lot of vegetables and meats off of Jessipie. This tavern was known for its stews. Since the Jessipie left, I haven't been able to find all the ingredients I need for all my stews. Now I have been left with an excess of Bitter Gourd." (if: $recipe is 1 and $bittergourd is 0)
[(click:"Bitter Gourd")[Your ears perk up at the mention of Bitter Gourd. You quickly explain your need and he is happy to give an ample supply. (set:$bittergourd to 1)]]
](if: $progress is 4)[I think that Priest gets crazier by the day. A sheppard without a flock has too much time to think.
] (if: $progress > 4)[You have done this town good so far. I hope you can finish it. (if: $Hhelp is 0)[The girl at the market has been paying me with merchandise. Take this ''Health potion''. I wish you luck. (set: $healpotion to $healpotion + 1) (set: $Hhelp to 1)] ]
(set: $townie to $townie + 1)
[[Leave Bartender->Tavern]]The Warrior (either:"gives out a belch","gives you a once over","stops putting on lipstick","downs a mug of ale") and says to you...
  (either:"I was once with the Knights of Rider. If anyone gave us any Hassle, Off with their heads!!","I almost saved a princess once, except I was told she was in another castle. I did save a weird kid wearing a Mushroom for a hat... several times.","Did you hear the tale of Humpty Dumpty. I was there. Damn it, we were Kingsmen, not jigsaw junkies!","I never used a large shield when I went into battle. It was cumbersome, especially at chow time when you needed to use it as a plate.","I retired here. Arkhill is nice they said. Nothing ever happens in Arkhill they said. The buffet is great they said. BLAH!!","I don't know why I am telling you all this. I assumed you would find it all a bit banal. Don't you have a town that needs saving?","Buy lots of healing potions. Drink them as soon as you need them. They don't work if you are dead.")
 (if: $sword is 1) [Let me see your blade, young warrior. Ah, it's a fine piece of metal. Do you know how to use it. I used to train with the Knights of Rider. The town is great peril. A few lessons could help you conquer all that darkness and evil and whatnot. ]
(if: $coins > 25 and $sword is 1)[ [[Pay 25 coins to level up Sword]]
](if: $coins < 25 and $sword is 1) [ Oh, you don't have 25 coins. Perhaps another time]
(set: $townie to $townie + 1)
[[Talk some more->Warrior]]
[[Leave Table->Tavern]]The Ratty Looking Man (either:"quickly looks around the room","motions for you to sit down","nervously taps his fingers on table","shifts his empty mug around the table") and says to you...
(if: $GKhelp is 1)[ Have you seen the Graveyardkeeper in yer travels? He once told me his likes to hang out at the Castle Ruins and look at stars. Though ain't many been many stars since the Darkness. (set: $GKhelp to 0)(set: $GVKeeper to 1)
] (if: $GKDead is 1 and $progress < 3)[ I raise a mug to the ole gravekeeper. He was a good man. Kill this Darkness will ye? Kill them all! (set: $GKDead to 0)
]  (either: "There is something wrong with that farm. Old Jessipie just up and disappeared one day. New guy claimed he bought it from Jessipie. I don't believe that for a minute.","The new farm owner calls himself Cal. He doesn't look like a Cal. Don't dress like a farmer either. Farmers and Cals are friendly folk, like me. There is nothing friendly about him.","The Castle has long been abandoned. Me mother used to tell me stories of there being Monsters and Ghosts in there. Was all but talk to keep me scared. That is until recently, when the darkness came.","Sure I likes my drink. Buts I can hold my liquor. I don't tell tall tales. I speak the truths.","I don't trust the Wizard who comes in here for a drink. Never trust a Wizard, that's my golden rule.","It's a shame that Jessipie ain't on the farm no more. He grew the best vegetables. And lots of different kinds too. Not just potatoes like the other farmers nearby.","The Barkeep don't like adventurers. He hired a few when the darkness had just started. One ran away with the money, the other got killed, and someone looted the body. Hey! I know what your are thinking, and it wasn't me.","Have you seen the Graveyard Keeper? Haven't seen him for a few days. Doesn't drink much, but is a good listener. Reflective type. Liked to go to the Castle and gaze at stars. Or did before the beasts came.","The Travelling Merchant has some nice wares, but I don't think anyone needs all of what he is selling. I also think his prices change on how much he has drank. Not a good way of doing business, if you ask me.","Zzzzzzzz. Zzzzzzzzz","I was thinking of leaving as well. A lot folks up and left when the Darkness came. But I ain't gots family nowhere anywhere. So I stays here and drowns me sorrows.","I don't eat no mushrooms. They would sprout like weeds at Jessipie's farm. He used to burn them to make sure the kids didn't get their hands on them.")
(set: $townie to $townie + 1)
[[Talk some more->Ratty looking man]]
[[Leave Table->Tavern]](if: $progress is 0)[  Did you talk to some of locals yet? They might give you a clue as to what we are facing.
  The Bartender isn't too friendly, which is unfortunate. I always found Barkeepers to be a valuable source of help.
  There is a Warrior and Woodsman who sometimes come to the Tavern. They might be able to give some training, for a price.
  A Travelling Merchant has been around of late. He could have something of use.
  There is the town drunk. He has lots to say but who knows how much is true.
  You might find the Priest here as well. If he is not a zealot, he will likely be of use.
  Speak to a couple before you head out to the Castle, or Graveyard, looking for beasts.
] (if: $progress is 1)[  This is more serious than I thought. Perhaps the rumours of a dragon are true. Make sure you have a weapon and get some training on it. The girl in the Market sells healing potions. Make sure you always carry one or two. You can always visit the castle to kill and loot more coins, if needed. I will make you a poison potion to put on your blade to make it more lethal. Take this list of Ingredients and this vial. (set: $recipe to 1)(if: $GhoulDrool is 0)[(set: $vial to 1)] A few of these should be in the farm outside of town. (if: $graveyard is 0)[You should check out the graveyard as well.] (if: $graveyard is 1)[It's surprising the beasts aren't there as well. Must be something about the Castle.] (if: $cryptdial is 1)[I would talk to the Priest about that crypt. He is also the town historian. I would ask him but Priests and Wizards don't get along.] (if: $armed is 0)[Part of your assignment is getting a weapon, so go get one!]
I will ask around to see if we can get some leads on the Darkness. You go find the ingredients. Now be off. The longer you hesitate, the longer I wait.
(click:"Ingredients")[  The list includes Bitter Gourd, Banded Mottlegill mushrooms, RotGrub eggs, A Sabretooth gorilla fang, and Ghoul's Drool.]
] (if: $progress is 2)[  This is dire indeed. This is certainly Dark Magic. If this Robed Man can summon beasts like a Werewolf, we need to increase the potency of the potion.
  I have gathered a few more rumours. The rumours are of a ''//Lindworm//'' in the old Castle. It's dragon that has wings, but can't fly. If you can get me its wing membrane, I can make this potion much more powerful. (if: $recipe is 1)[Make sure you get all the other ingredients as well. ]
(if: $cryptdial is 1)[  I would talk to the Priest about that crypt. He is also the town historian. I would ask him but Priests and Wizards don't get along.]
](if: $progress is 3 and $recipe is 1)[(if: $lindwormwing is 1)[  Incredible. There really was a dragon in the Castle. What a battle that must have been? Did you outsmart it? Or just hack it to death? ]
  I still need all the ingredients. If you are missing any, check with the locals or go back to the Castle or Graveyard. It would foolish to move on until we can make the potion.
] (if: $progress is 3 and $recipe is 2)[(if: $lindwormwing is 1)[  Incredible. There really was a dragon in the Castle. What a battle that must have been? Did you outsmart it? Or just hack it to death?]
  Excellent. I will brew this up as soon as I can. I need you to talk to the Priest. I am sure he can help us in some way. He won't talk to Wizards. Check back with me afterwards. (set: $progress to 3.5)
](if: $progress is 4)[  I am still working on the potion. I just needed a break and a smoke. I think clearer after a good puff. I am not sure if it will be potent enough. We shall see. Or actually you shall see. If I never see you again, well, then I guess I saw too. Ha!
](if: $progress is 5)[  Here it is. ''//Demon Bane//''. According to legend, this concoction is powerful enough to strike down any Demon. There's never actually been a documented use, just legends. Although I doubt you'll be facing a Demon but better to be over-prepared than under. It will suffice for any Dark Minion the Robed man conjures up. Put it on your blade just before you enter battle. It will start to lose potency once exposed to air. I like you kid, don't die. (set: $DemonBane to 1)(set: $progress to 6)(set: $next to 0)
](if: $progress is 6)[There is nothing else to now but to finish this.]
[[Help. I'm stuck (spoilers)->Help]]
[[Leave Table->Tavern]]The Woodsman (either:"whistles a merry tune","gives you a wide smile","gives you a wink","kisses his biceps") and says to you...
  (either:"These are Dark days indeed. That's why I prefer to stay in the forest and listen to birds sing as I chop down their nests and eat their eggs.","Did you hear the rumour of Big Bad Wolf pretending to be Grandma? If you do, let me know. I want in on that reward.","I saw eight drawves in the forest the other day. I caught one. He said his name as Slothy. Traded him to an Orc for a couple of fish.","I had a brother named Tim Burr. He fell in the forest and never made a sound. No one knows where he is now.","I found a candy house once. It was delicious. Yumm!","It's true that the forest is a dangerous place, I would stay out of it if I was you. As for I, I am a lumberjack. It's where I am supposed to be.","Business has been great of late. Sold a lot of wooden stakes. I am keeping all my garlic though.","You look stressed. We should go to the forest. I know a great spot for skinny-dipping.",)
 (if: $axe is 1) [I see you are an axe man. There is no better weapon. Good for chopping down tress or chopping off heads. I have done my fair share of both, although I prefer to stick to the trees these days. It's a safer business. Speaking of business, for 25 coins, I could teach you a few tricks to level up your axemanship.]
(if: $coins > 25 and $axe is 1)[ [[Pay 25 coins to level up axe]] ]
(if: $coins < 25 and $axe is 1) [Oh, you don't have 25 coins. Perhaps another time]
(set: $townie to $townie + 1)
[[Talk some more->Woodsman]]
[[Leave Table->Tavern]]The Merchant (either:"quickly swallows his soup","takes his finger out of his nose","quickly scoops the coins off the table","pulls out a list of wares") and welcomes you to his table...
Good day my fine friend, I travel the exotic lands from sea to sea to sea. All just to bring to you the finest selection of merchandise. Take a look!
(if: $sword is 0)[Sword for 60 Coins. <-- Buy Sword] (click: "Buy Sword")[(go-to: "BuyWeapon")]
(if: $axe is 0)[Axe for 60 Coins. <-- Buy Axe] (click: "Buy Axe")[(go-to: "BuyWeapon")]
(if: (random:1,3) is 1) [A jar of random spices<-- Buy Jar of Spice (click-replace:"Buy Jar of Spice")[Actually, you don't want that. You don't even cook.]
](if: (random:1,3) is 1) [A Donkey<-- Buy Donkey(click-replace:"Buy Donkey")[It doesn't fit in your satchel. First you must find a bigger satchel.]
](if: (random:1,3) is 1) [A limited collectors plate from the Queen's Ball <-- Buy Queen's Plate(click-replace:"Buy Queen's Plate")[ Actually, you already have this one. It's the Queen's Spoon that you need for the set.]
](if: (random:1,5) is 1) [A Babe Ruth Rookie Card. <-- Buy Card(click-replace:"Buy Card")[You have no idea who this warrior is. The bat could cause more damge if it had some nails in it. You decide against buying a card of someone you have never heard of.]
](if: (random:1,4) is 1) [A Cookie. <-- Buy Cookie (click-replace:"Buy Cookie")[C is for cookie and that good enough for you. Until you pick it up an realize it is a fake cookie. You decide not to buy it.]
]
[[Talk with Merchant]]
[[Leave Table->Tavern]]The Priest (either:"glares at you","says a quick pray","closes his book","gives you a dire look") and begins to talk...
(if: $progress is 0)[(either:"I don't trust that Wizard you hang around with. The only magic is the Divine Magic from God almighty. Anything else is blasphemy.","It's terrible what is happening here. A lot of good people have left. I stay behind so I can welcome back the flock after the Darkness lifts.","The Darkness is a test brought on by the Almighty. This town was too decadent for its own good once upon a time. We suffer due to the town's ancestor's impiousness.","The castle was once a grand castle. Its family ruled fairly but thought of themselves as Gods. They were cast out by God's wrath.")
](if: $progress is 1)[(either: "There is only light. The light of God. We shall wait for his forgiveness.","I do a sermon every Sunday, Monday, Tuesday, Wednesday, Thursday, Friday, and Saturday from 8 to 7. I hope to see you there.","God has forsaken us and the devil has unleashed his beasts! We must pray.","The castle was once a grand castle. It's family ruled fairly but thought of themselves as Gods. They were cast out by God's wraith.","The crypts in the cemetery are of the Royals. They all died out over a hundred years ago when they wandered off the path of the God.")
](if: $progress is 2)[(either: "I saw the fire. It cleanses the evil from this world. From ashes we shall rebuild. The pious shall lead the way. Let us pray","The beasts were not beasts of God, but beasts of the Devil, enabled by man's meddling with magic. Be the right hand of God my son, live by the sword, and slay those who oppose God's will.","The Royals who once ruled this land stopped believeing in God and the Church. They even sought counsel from Wizards and Sorcerers instead of the town's priests and holymen. They strayed from the path and this town has been damned ever since.")
](if: $progress is 3)[(either: "The crypts were for the Royal family. They had them completed before their deaths. They even made a crypt for their Head Socerer.","None of the crypts were blessed by the church. Whomever was buried in them shall not see the pearly white gates of Heaven. They had already damned themselves to hell well before their deaths.","There was a lead sorcerer, and some claimed he was the sheppard who led the Royals off the path and into darkness. So revered by the Royals, they built a crypt for him amongst their own.")
](if: $progress is 4)[(set: $next to 1)(either: "The stories and texts that have been handed down through generations to me point to a Socerer named Arapov as the bringer of Darkness to the Royals, and led them to their demise.","Upon Arapov's death, a plague ensued. The Royals and most of the town perished. His name became associated with Evil and he became the ones who shall not be named. A fear so great of him, that they would not even dare desecrate his crypt.","The graveyard is an unholy place. It rots from the evil of the Socerers Crypt. I wanted to remove it, but the Church claimed it was upto the Almighty's will. So we wait.")
](if: $progress is 5)[(either:"Potions and Wizardry is what doomed this town. And you expect it to save it now? I will pray. Not only for the saving of this town, but of your souls as well.","I saw you conspiring with the Wizard. I have nothing more to say to you.")
](if: $progress is 6)[(either:"Potions and Wizardry is what doomed this town. And you expect it to save it now? I will pray. Not only for the saving of this town, but of your souls as well.","I saw you conspiring with the Wizard. I have nothing more to say to you.")]
(set: $townie to $townie + 1)
[[Talk some more->Priest]]
[[Leave Table->Tavern]](if: $horsething is 1) [ The barn is empty. Except for the bloody carcass of the Horse thing. The only worse than the sight of it is the smell. You leave to investigate more of the [[Farm]]. ] (else:) [ One of the two front barn doors are open. You peer inside and it's almost absolute darkness, except for small (text-color:"green")[glowing green light]. There is no sound of animals. No movement can be discerned. You open the other side of the barn door and hesitate.
[[Investigate Barn]]
[[Call Barn<-Ask if anything if anyone is there?]]
[[Farm<-Return to Farm]] ] (if: $housefire is 1) [ There is nothing but smoldering ashes left. You search for where the trap door was but cannot find it. While kicking around the ash, you find (set:$randomcoins to (random:3,8)) $randomcoins Coins. Perhaps it caved in, or has covered by magic. After what you saw last night, you know there is dark magic at work.
(replace: ?coins)[$coins]
[[Farm<-Leave House]]
]  (else:) [ The house is looks quite nice, although like everything else in this town it has seen better days. It's a two story stone building. There is no light coming from the inside the house. As you approach the house up the stone walkway, you notice the door is outside, laying flat on the ground. As if someone rammed it from the inside. It seems like someone desperately wanted to get out.
[[Inspect Door]]
[[Mudroom<-Enter House]]
[[Farm<-Leave House]] ](if: $horsething is 9)[  You step around the dead horsething, kicking a severed head out of your way as you do.]
  The garden is rotting. It was planted, but not harvested. It appears the garden was a casaulty of the darkness, or an absentee farmer. Depends how melodramatic you want to be.
  You are convinced no on has been in this garden for quite some time until you see a clear patch in the corner. Whatever was growing there has been dug up. A small trowel lays in the dirt and an (click:"basket")[empty] basket is tipped over. The fence along the back of the garden is overgrown with fungi.
(if: $recipe is 1) [  You examine the fungi a bit closer. Hoping to find a ''Banded Mottlegill mushroom''. (click:"Banded Mottlegill mushroom")[After a few minutes you pick a few, certain that one of them is the mushroom needed for the recipe. (set: $Mottlegill to 1)]]
  You look around the rest of the garden and there doesn't seem to be any reason to linger any longer.
(if: $horsething is 1 or $horsething is 9) [
[[Return to Farm->Farm]] ]
(else:) [  As you begin to leave you can hear a racket coming from the Barn. It sounds like horses neighing, but also screaming. The sounds get louder and see a number of (colour: Green)[green] glowing lights coming towards you. [[You prepare for whatever comes next.->HorseThing Battle]] ]
(if: $horsething is 9) [  The barn is empty. Bales of hay are off to the side. There is no noise or movement. There is a foul odor in the barn and its gets worse as you near the back of the barn.
 This must be where the ''Horsething'' came from. Something happened to the horses in here to turn them into whatever that was. Whatever that (text-colour: (green))[green glowing light] you saw, must have been your imagination playing tricks on you, as you recall the hideous ''Horsething''.
 It's too dark to see in here and the odor is more than you can take. You return to the centre of the [[Farm]]
](else:) [  Your eyes begin to adjust to the dark as you move through the barn. The (text-colour: (green))[green glowing light] seems to follow you. There is a foul odor in the air. As you get closer to the green glowing light, you can make out a shape. Or shapes, all melded into one. The (text-colour: (green))[green glowing light] moves and now there are two. More movement, and a few more pairs of (text-colour: (green))[green glowing lights] appear.
 As you get closer, the smell intensifies and you begin to feel a heat before you. You recognize the shapes but it takes a bit of imagination to associate it to what is in the Barn with you.
 It's horses that appear to have been lit on fire, and partially melted together. They lay in a skinless heap on the floor. It appears to be four or five horses. Hard to tell due to the mess of legs, bodies, necks, heads and teeth. Two of the heads appear to have melted together as there are three (text-colour: (green))[green glowing eyes] on one large mishaped head.
 It moves slighty, as if it wants to get up but doesn't know how. It's neighs softly and goes motionless again. It's eyes are set on you.
[[Comfort the Beast]]
[[Farm<-Leave the Barn]]
(if: $sword > 0) [ [[Kill the Beast]]
](if: $axe > 0 ) [ [[Kill the Beast]] ]
(set: $horsething to 2)
] You call out, wait, and are treated to silence. Nothing else changes or moves within the barn.
[[Investigate Barn]]
[[Farm<-Return to Farm]] You take your weapon and chop off one of the horse's heads. The ''horsething'' thing tries to stand but cannot support its own weight. It's as unstable as a newborn foal. It's neighing turns to a high pitch screeching as head after head is sliced off and rolls onto the barn floor. Eventually, you are satisfied that the ''horsething'' is dead. You sheathe your weapon and [[Farm<-Leave the Barn]]
(set: $horsething to 1) You approach the tangled mess of horses and hold out your hand for it to sniff, or lick, or whatever. If it was a normal horse, you'd attempt to pet it, but not with this one. A few of the horse heads strain to get close to your hand. The closest one snaps at you. You snap your hand back in time not to lose a finger, but you lost a bit of skin and are bleeding.
(set: $enemyHit to (random:1,2)+(random:2,3))
(color:red)[You Take //$enemyHit// Damage] (set: $health to $health - $enemyHit)
You have (color:yellow)[$health health].
(if: $health <= 0)[ [[You Died]]
] (else:)[
(if: $sword > 0) [ [[Kill the Beast]]
] (if: $axe > 0) [ [[Kill the Beast]]
] [[Leave Horse<-Leave the Barn]] ] You pick up the axe and feel it's weight. The blade looks sharp. Yes, this could some damage.
(if: $sword is 0)[
(set: $axe to $axe + 1)(set: $coins to $coins - 50)(set: $armed to 1)(set:$weapon to "Axe")(replace: ?coins)[$coins]
(color:green)[+1 axe!]
You now have a Level $axe sword!
(color:red)[-50 coins.]
You now have $coins coins.]
(else:)[ You already have a $weapon, you cannot carry a second weapon.]
[[Market<-Return to Market]] You run your hand across the wooden door. There are numberous grooves in the door, as if something was clawing to get out. There is a bit of fur matted onto the door, along with what appears to be (text-colour: red)[blood]. The hinges are still on the door. It was bashed clean off the frame.
[[Mudroom<-Enter House]]
[[Farm<-Leave House]] There is faint light in the room due to the moonlight. The room has ransacked. Chairs are turned over or broken. The table has been flipped on its side. There are pots and pans strewn about the room. A basket of vegetables tipped over. You can see (colour: (orange))[embers] fading in the fireplace.
 (if: $recipe is 1 and $bittergourd is 0) [You head over to the basket of spilt vegetables. (click:"basket of spilt vegetables") [You sort through them and find some ''Bitter gourd''. (set: $bittergourd to 1) ]
] On the left, there are somes [[stairs up<-stairs leading up]] and a [[closed door]] on the farside of the room.
 The upper floor consists of a single large bedroom. It looks as if the owner made his bed after waking and never came back. Everything is tidy and organized. The exact opposite of downstairs. There may be some clues tucked away here. Although you feel a bit bad at the thought of disturbing anything.
[[Check Nightstand]]
[[Check Trunk]]
[[Check Dresser]]
[[Check Bed]]
[[Mudroom<-Go Downstairs]] The door looks solid like an exterior door than a interior door. There is a key hole. You try to open it but it is locked. If you had the key you could open it, or you could try to kick the door in
[[Mudroom<-Leave Door]]
[[Kick the Door In]] You try to kick the door in but the only thing that gets bashed is your foot. (set: $enemyHit to (random:1,4))
(color:red)[You Take //-$enemyHit// Damage] (set: $health to $health - $enemyHit)
You have (color:yellow)[$health health].
(if: $health <= 0)[ [[You Died]] ]
(else:)[
You sheepishly retreat and [[Mudroom<-Leave the Door alone]] ] The is a kerosene lamp on the nightstand. You have no way of lighting it. There is a single drawer in the nightstand. You open and find a bible. It's a very worn bible. Seems out of place consider how immaculately kept the rest of the room is. You flip through the pages but find nothing of interest.
(set: $roomsearch to $roomsearch + 1)
 (if: $roomsearch is 2) [ You hear a noise downstairs. Footsteps. The pushing aside of future. The closed door being opened. It is time to meet this mysterious farmer. [[You quietly creep downstairs->Mudroom2]] ] (else:)[
[[Check Trunk]]
[[Check Dresser]]
[[Check Bed]]
[[Mudroom<-Go Downstairs]]
] The trunk is heavy and very ornate. You have never seen anything quite like it. It must have came from overseas. You have heard of the craftmanships of the Aurons. It is not locked. You open it and inside is a lot of fine silk clothes, the kind of which are rumoured to come from the Orient. The owner must be very well travelled and very rich for a farmer. You put the clothes back since they serve you no purpose and you are not a thief.
(set: $roomsearch to $roomsearch + 1)
 (if: $roomsearch is 2) [ You hear a noise downstairs. Footsteps. The pushing aside of future. The closed door being opened. It is time to meet this mysterious farmer. [[You quietly creep downstairs->Mudroom2]] ]
(else:)[
[[Check Nightstand]]
[[Check Dresser]]
[[Check Bed]]
[[Mudroom<-Go Downstairs]]
] The Dresser is remarkable study and well crafted. You can see carvings along the side and edges of the dresser. It is too dark to discern what they are, nor are you able to tell by running you fingers along them.
There is nothing on the top of dresser, not even a speck of dust. The inside is full of the typical clothes you'd expect a farmer to have. Overalls. Overalls. Overalls. Its contains are nothing out of the ordinary.
(set: $roomsearch to $roomsearch + 1)
 (if: $roomsearch is 2) [ You hear a noise downstairs. Footsteps. The pushing aside of future. The closed door being opened. It is time to meet this mysterious farmer. [[You quietly creep downstairs->Mudroom2]] ]
(else:)[
[[Check Nightstand]]
[[Check Trunk]]
[[Check Bed]]
[[Mudroom<-Go Downstairs]]
] The bed is made up. The sheets are perfectly square and symmetrical, not a millimetre off on any side. The sheets are silk. The pillows are soft but firm. You dream of a bed like this. You are tempted to lay down and take a nap, but that would ruin the perfection of this made bed.
(set: $roomsearch to $roomsearch + 1)
 (if: $roomsearch is 2) [ You hear a noise downstairs. Footsteps. The pushing aside of furniture. The locked door being unloacked and opened. It is time to meet this mysterious farmer. [[You quietly creep downstairs->Mudroom2]] ]
(else:)[
[[Check Nightstand]]
[[Check Trunk]]
[[Check Dresser]]
[[Mudroom<-Go Downstairs]]
] You quietly creep down the stairs. The closed door is now open. You can hear someone talking, but it's only as loud as murmur. You sneak through the mess of the main floor. A clear path has been made by whomever just barged through here.
 As you approach the door, you can see the key still in the door. Looking inside you see a room full of jars, sacks and boxes on shelves. It appears to be a small pantry. In the middle of the floor is an open trap door, with a ladder leading down. Whoever came through here, didn't have time, or care, to cover their tracks.
[[Use Trap Door]]  You descend the ladder and are at an end of a tunnel. There is only one direction to take so you proceed along it. You can see a light up ahead. You can now hear chanting. It sounds like a single person.
  The tunnel opens up to a room. The room has a bubbling cauldron in the middle. There are a few lit torches around the room. The side walls have shelves of various things that you cannot name, nor can unsee. There is also a bookcase of ancient looking tomes. On the far wall is large stone door. There are carvings etched in it. (text-color:"Blue")[Blue light] pulses from the carvings as the man in a black hooded robe stands facing it and chanting, in a language you do not understand. His arms are raised, his torso swaying back and forth.
  Suddenly his arms recoiled into his sleeves and out shoots tentacles. He leans forward and puts his tentacles against the door and begins to shout. The lights in the carvings becomes solid and the door begins to rise. The chanting, the flickering of the flames, the rumbling of the door opening, the (text-color:"Blue")[Blue light] and the tentacles are a sensory overload for you. You put your head into your hands in an attempt to regain focus.
[[Suddenly all becomes quiet.->Quiet]]
{(link:"Save game")[
(if:(save-game:"Slot A"))[
Game saved!
](else: )[
Sorry, I couldn't save your game.
]
]}  You look up and the man in the hooded dark robe has turned around and is glaring at you. His arms are back to being human. The door behind him is fully raised and there is nothing but blackness within it.
  The man holds his hand out towards the bookcase. A book flies off the shelf and into his hand. He shouts a few words you don't understand and then throws the book on the ground in front of you.
  It lands flat and closed. The book opens itself and pages start turning. Very quickly, then they stop, turn back a few pages in the opposite direction and then stops. A paw comes out of the book. Then another. A wolf's head then pulls itself out of the book, struggling to get out.
  The rumbling of door closing causes you to look up. The robed man has grabbed one of the torches and has lit the specimens from the wall on (text-color:"orange")[fire.] He drops the torch and ducks through the closing door.
  You attention snaps back to the book, the wolf creature is now pulling his hind legs out of the book. It snarls at you, as it pulls itself out from the book.
[[Fight Creature]]
[[Run]]  As you ready yourself, the Werewolf pulls itself free from the book. The book snaps shut. The WereWolf lunges and takes a swipe at you. You are able to dodge the brunt of it but not all of it. Its claws cut through your clothes and slices your skin.
(set: $enemyHit to (random:10,15)+(random:1,10))
(color:red)[The WereWolf hits you! //-$enemyHit// Damage!]
(set: $health to $health - $enemyHit)(replace: ?health)[$health]
(set: $points to $points + $enemyHit)
You have (color:yellow)[$health health].
(if: $health > 0)[
[[Punch->PunchWolf]]
[[Kick->KickWolf]]
(if: $sword > 0)[ [[Use Sword->SwordWolf]] ]
(if: $axe > 0)[ [[Use axe->axeWolf]] ] ]
(else:) [ [[You Died]] ]  Before the creature is fully out of the book, you turn and run. You can hear the WereWolf behind you.
  You run down the tunnel and jump onto and up the ladder. You slam the trap door and tip over one of the shelves of jars on top of it. Just in time, as the shelf falls over as the trapdoor was opening. You hear a yelp and a thud below. You run out of the room, close the door and lock it with the key.
  The main floor is heavy with (text-color:"grey")[smoke] as the walls are on (text-color:"orange")[fire]. The ceiling is beginning to cave in. You run and lunge out the front door.
  The house is engulfed in (text-color:"orange")[flames] and begins to collapse.
  You can only hope the WereWolf dies in the fire. With a Full Moon out tonight, it's not something you will wait around to see. You pick yourself off the ground and run back to [[Town]]. You need to talk to the Wizard about this.
(set: $housefire to 1)(set: $progress to 2) You counter attack with your fist. You connect right on it's jaw, or did you? It's difficult to describe what you saw. As your fist is about to connect, the Werewolf's face distorts, swirls and splits open. Your fist catches nothing but air.
 You stand dumbfounded as the Werewolf's face melds back together, and regains its form. How can you kill something that you can't hit?
 The room's side walls are not engulfed in (text-color:"orange")[flames]. Smoke is covering the ceiling.
 The Werewolf takes advantage of your shock and gets a deeper slice on you.
(set: $enemyHit to (random:15,25)+(random:10,15))
(color:red)[The WereWolf hits you! //-$enemyHit// Damage!] (set: $health to $health - $enemyHit)(replace: ?health)[$health]
You have (color:yellow)[$health health].
(if: $health > 0)[
 You take another swing at the Werewolf's face. Again, the Werewolf avoids getting hit by distorting itself. This time, instead of just staring, you are prepared to follow-up on your first strike with another action while the Werewolf's face is regaining its form.
[[PunchWolf2<-Punch]]
[[Run2<-Run]] ]
  (else:) [ The Werewolf's claws slice through your clothes and skin. It slices open an artery and blood starts to squirt everywhere. While you attempt to apply pressure to the wound, the Werewolf closes in and finishes you off.
[[You Died]] ] You counter attack with a roundhouse kick. You connect right on it's jaw, or did you? It's difficult to describe what you just saw. As your foot is about to connect, the Werewolf's face distorts, swirls and splits open. Your foot catches nothing but air.
 You stand dumbfounded as the Werewolf's face melds back together, and regains its form. How will kill something that you can't hit?
 The room's side walls are not engulfed in (text-color:"orange")[flames]. Smoke is covering the ceiling.
 The Werewolf takes advantage of your shock and gets a deeper slice on you.
(set: $enemyHit to (random:15,25)+(random:10,15))
(color:red)[The WereWolf hits you! //-$enemyHit// Damage!] (set: $health to $health - $enemyHit)(replace: ?health)[$health]
You have (color:yellow)[$health health].
(if: $health > 0)[
 You take another shot at the Werewolf's face. Again, it avoids getting hit by distorting itself. This time, instead of just staring, you are prepared to follow-up on your first strike with another action while the Werewolf's face regains its form.
[[KickWolf2<-Kick]]
[[Run2<-Run]]
]
  (else:) [ The Werewolf's claws slice through your clothes and skin. It slices open an artery and blood starts to squirt everywhere. While you attempt to apply pressure to the wound, the Werewolf closes in and finishes you off.
[[You Died]] ]  You counter attack by taking a swing with your sword. You connect right on it's face, or did you? It's difficult to describe what you saw. As your sword is about to slice through the Werewolf's face, the wolf's face distorts, swirls and splits open. Your sword whiffs and catches nothing but air.
  You stand dumbfounded as the Werewolf's face melds back together, and regains its form. How can you kill something that you can't hit?
  The room's side walls are not engulfed in (text-color:"orange")[flames]. Smoke is covering the ceiling.
  The Werewolf takes advantage of your shock and gets a deeper slice on you.
(set: $enemyHit to (random:15,25)+(random:10,15))
(color:red)[The WereWolf hits you! //-$enemyHit// Damage!] (set: $health to $health - $enemyHit)(replace: ?health)[$health]
You have (color:yellow)[$health health].
(if: $health > 0)[
  You take another swing at the Werewolf's face. Again, the Werewolf avoids getting hit by distorting itself. This time, instead of just staring, you are prepared to follow-up on your first strike with another action while the its face is regaining its form.
[[SwordWolf2<-Use Sword]]
[[Run2<-Run]]
]
  (else:) [ The Werewolf's claws slice through your clothes and skin. It slices open an artery and blood starts to squirt everywhere. While you attempt to apply pressure to the wound, the Werewolf closes in and finishes you off.
[[You Died]] ]  You counter attack by taking a swing with your axe. You connect right on it's jaw, or did you? It's difficult to describe what you saw. As your axe is about to slice through the Werewolf's face, its face distorts, swirls and splits open. Your axe whiffs and catches nothing but air.
  You stand dumbfounded as the Werewolf's face melds back together, and regains its form. How can you kill something that you can't hit?
  The room's side walls are not engulfed in (text-color:"orange")[flames]. Smoke is covering the ceiling.
  The wolf takes advantage of your shock and gets a deeper slice on you.
(set: $enemyHit to (random:15,25)+(random:10,15))
(color:red)[The WereWolf hits you! //-$enemyHit// Damage!] (set: $health to $health - $enemyHit)(replace: ?health)[$health]
You have (color:yellow)[$health health].
(if: $health > 0)[
  You take another swing at the Werewolf's face. Again, the Werewolf avoids getting hit by distorting itself. This time, instead of just staring, you are prepared to follow-up on your first strike with another action while the Wolf's face is regaining its form.
[[axeWolf2<-Use axe]]
[[Run2<-Run]]
]
  (else:) [ The Werewolf's claws slice through your clothes and skin. It slices open an artery and blood starts to squirt everywhere. While you attempt to apply pressure to the wound, the Werewolf closes in and finishes you off.
[[You Died]] ] Your fist is about to reconnect with Werewolf's reforming face. You expect to be able to deform it permanently. Instead it catches your fist with it's paw. It squeezes your fist so hard, that it breaks. It picks you up by the throat and throws you into the flames. It jumps into the fire after you and finishes you off.
(set: $health to 0)(replace: ?health)[$health]
[[You Died]] Your kick is about to smash the WereWolf's reforming face. You expect to be able to deform it permanently. Instead it catches your leg with it's paw. It squeezes your leg so hard, that it breaks. It picks you up by the leg and throws you into the flames. It jumps into the fire after you and finishes you off.
(set: $health to 0)(replace: ?health)[$health]
[[You Died]]  Your sword is about to slice through the Werewolf's reforming face. You expect to be able to deform it permanently. Instead it catches your sword hand with it's paw. It squeezes you hand hard. Your hand breaks and sword drops. It's face reforms and his other paw picks you up by the throat. He turns and throws you into the flames. It jumps into the fire after you and finishes you off.
(set: $health to 0)(replace: ?health)[$health]
[[You Died]]  Your axe is about to slice through the Werewolf's reforming face. You expect to be able to deform it permanently. Instead it catches your axe handle with it's paw, breaking your axe. It's face reforms and his other paw picks you up by the throat. He turns and throws you into the flames. It jumps into the fire after you and finishes you off.
(set: $health to 0)(replace: ?health)[$health]
[[You Died]]  The (text-color:"orange")[flames] are spreading, the smoke is making it difficult to breath and you facing certain death against the face-shifting WereWolf. You are in over your head and need to run.
  The Werewolf's face is still reforming when you turn and run. It takes a swipe at you but you have already moved out of its reach. You hope the time it takes to reform its face will give you a head start.
  You run down the tunnel and jump onto, and up, the ladder. You slam the trap door and tip over one of the shelves on top of it. You run out of the room, close the door and lock it with the key.
  The main floor is heavy with (text-color:"grey")[smoke] as the walls are on (text-color:"orange")[fire]. The ceiling is beginning to cave in. You run and lunge out the front door.
  The house is engulfed in (text-color:"orange")[flames] and begins to collapse.
  You can only hope the WereWolf dies in the fire. With a Full Moon out tonight, it's not something you will wait around to see. You pick yourself off the ground and run back to [[Town]]. You need to talk to the Wizard about this.
(set: $housefire to 1)(set: $progress to 2)(if: $horsething is 0) [  You can't believe what you are seeing. It's a horse, but not a horse. It look likes horses, melding together as a single horse. One with several heads and a couple dozen legs. Some of the legs, which are unnaturally long, are being used to walk towards you. There are other legs are sticking out of its body at all sorts of odd angles. Like branches on a tree. It doesn't have a hide, just red flesh, as if it was melted off. One of its heads seems to be two heads merged together. It eyes glow (color: green)[green] as it continues it advance towards you.
](else:)[  It's the ''horsething'' from the barn. You know, the one you decided not to kill. Perhaps you should go whisper to it and see what it wants. Or kill it before it kills you.
]  The horsething is is not very stable on its many legs. Perhaps it is drunk. If you had ran instead of standing and gapping at it as it approached, you could have avoided it. Now it has you cornered. Instead of squaring off and fighting it, you may be to slip underneath and past it.
[[Run Underneath it]]
[[Steel yourself for Battle]]
{(link:"Save game")[
(if:(save-game:"Slot A"))[
Game saved!
](else: )[
Sorry, I couldn't save your game.
]
]}(if: $armed > 0) [  As the horsething continues to advance upon you, you dart towards the underbelly of the horsething. As you do, you have an idea. You pull out your $weapon and begin to ''hack'' its legs as you run. It is clear the horsething was not expecting this move. It stumbles as you cut off a couple of its legs. You ''dive'' forward, as the beast falls to its underbelly. You turn and start ''chopping'' of its heads, one by one. The horsething screams as its head come off. Even with the last head dismembered, its necks flail around. At last the flailing stops, as it's last scream turns into the a weak wheeze.
  You head back to the main [[Farm]] and leave the horsething behind. (set: $horsething to 9) ]
(else:) [  You try to run underneath the horsethings and through its many legs. At first it seems like you will be successful but right before you clear the underbelly one of its legs kicks you, and then another. You get knocked around like a pinball. You eventually lose consciousness, never to awaken.
[[You Died]] ] (if: $armed is 0)[  As the horsething draws near, you make a fist and punch its nearest head. While the head is momentarily stunned, another one lunges an bites you. As soon as you punch that head, another comes at you. You connect with a kick but at the same time get bit on your arm. You cannot believe at the speed and angles that the heads are coming at you. For everyone you hit, two other break through your defense. The Horsething continues to advance and is ontop of you. You stumble backwards and fall. The last sight you see are hoofs coming down on your face.
[[You Died]]
](else:) [  You lunge at the horsething as it approaches, swinging your $weapon. One horse head hits the ground. Then you go low and slice off a pair of legs in one swing. You dart back a few steps. As the horsething attempts to advance on you, it falls forward. You seize the moment and dismember another head.
  Now crippled, the beast is no match for you. You finish it off with a few more strikes. It lies on the ground; a bloody wet clump with stumps as necks sticking out. You didn't even take a scratch. The beast looked far worse than it actually was. (set: $horsething to 9)
You return to the centre of the [[Farm]].
] Okay, so when you want to chop off a head or something like that, hold the axe like this, and then go //''oomph''// and //''hiyah.''// Then finish with a //''kapow''//. Got that?
(set: $coins to $coins - 25)(set: $axe to 10)
(color:green)[You now have $coins Coins.]
(color:yellow)[You now do more damage with your axe.]
[[Talk to Woodsman->Woodsman]]
[[Leave Table->Tavern]]First, put your right hand up like so. Next put your left hand up, the same way as your right. Now make circular motions clockwise. Now stop. Now circular motions counter-clockwise. Now you can clean any opponents clock. Oh, with the sword do this, //''swish, swoosh, and twirl.''// Very nice.
(set: $coins to $coins - 25)(set: $sword to 10)
(color:green)[You now have $coins Coins.]
(color:yellow)[You now do more damage with your Sword.]
[[Talk to Warrior->Warrior]]
[[Leave Table->Tavern]]I have nothing to fear.
(click-append: "fear")[ but my own hand.]
Who stands with me?
(click-prepend: "?")[ but my shadow.]
|fan)[The overhead fan spins lazily.]
(link:"Turn on fan")[(show:?fan)]
(link:"Make a move")[(set: $password to (prompt: "What is the password?", "Default pass") )]
(text-rotate:45)[Tilted]
[[next]]  It is not a very large graveyard. You can see the entire cemetary upon entering. It's curious that it requires locked gates. For keeping people out? Or keeping people in?
  The graveyard itself is enclosed by a large stone fence as well as the gate. There is small Gatekeepers residence to the left and the rest of the graveyard is graves and a several crypts. Almost all the graves are marked by simple wooden markers. A few have actual headstones. There are several crypts along the far back wall.
(set: $graveyard to 2)
[[Check the Gravekeepers residence->GK Residence]]
[[Check the Graves->Graves]]
[[Return to Town->Town]]  It's small shack. The door is unlocked so you enter. Inside are the bare basics. A bed, a table with a chair, a counter to prepare meals and a fireplace. What is there is extremely organized and neat. The gravekeeper kept very few possessions and you find nothing of note inside.
  You check the outside of the shack. You find the usual tools of a gravekeeper. A (link-reveal:"spade",) [ which upon inspection has bite marks along the shaft,] and a (link-reveal:"wheelbarrow")[, that has appears to have dried blood inside, but the dead don't bleed(set: $LitGrave to 1)].
[[Check Graves->Graves]]
[[Return to Town->Town]]  The crypts are lined up along the rear of the graveyard. You read the names off them, but you never did learn the history of this area, so they mean nothing to you.
  The crypts are all very similar and nothing really stands out about them. Except for the one in the corner. You can see a bit of light coming out of it. The door must be slightly ajar.
[[Enter the Crypt]]
[[Return to Graveyard->Enter the Graveyard]](if: $DemonBane is 1)[ There is a small pile of gutted ''Giant Rot Grubs'' which you previously gutted. You take a pointless trip down memory lane before deciding what to do next]
(else:)[(if: $freshgrave is 1) [  You return to get Root Grub Eggs for the Wizard's potion. Everything is exactly the way you left it, so you grab one the most pregnant looking Rot Grub and start to work
](else:)[  You look at the grave and compare it to the others, and also compare it to how the GateKeeeper kept his shack. This grave looks like it was done in a hurry, and with no care or respect for the person who resides in it. Perhaps it is not a person at all.
  You return to the shack, grab the spade and begin to dig up the grave. Turns out, there is no coffin and it wasn't a person at all. After you finish digging, you find three dead ''Giant Rot Grubs''. All the size of small dogs, far larger than a normal Rot Grub. You can see inside one of their mouths. The teeth are not like normal Rot Gurbs either. They are sharp and there are two rows. This creature must have been the product of dark magic. (set: $freshgrave to 1)
](if: $recipe is 1)[(click:"Giant Rot Grubs")[  You take the sharp edge of the spade and jam it into one of the Rot Grubs. You are not exactly a Rot Grub zoologist so you open up each Rot Grub until you find what appears to be an ''Rot Grub Eggsack''. It's messy work. (set: $RotGrubEggs to 1) ]
]]  There is nothing else to do here.
[[Check the Crypts->Crypts]]
[[Return to Town->Town]]   It takes a bit of effort but you are able to grip the door and pull it open. As you pull it open the a rank odor hits you, as if something died in there.
  Inside, the crypt is perhaps 10 feet deep and 6 feet wide. The side wall are lined with stone shelves. There is a lantern sitting on one of the shelves. It is still lit but is fading. In the middle, is a sarcophagus. The back wall is empty.
[[Examine Shelves->Shelves]]
[[Examine Back Wall->Back Wall]]
[[Examine Sarcophagus->Sarcophagus]]
[[Return to Graveyard->Enter the Graveyard]]
{(link:"Save game")[
(if:(save-game:"Slot A"))[
Game saved!
](else: )[
Sorry, I couldn't save your game.
]
]}  You check the shelves. You are under the impression that there should be skeletons on these shelves. The shelves resemble bunk beds, although they don't look very comfortable, and a bit claustrophobic. There are four shelves on each wall.
  The lantern is on the third shelf, almost eye level with you. There is still oil in the lantern so it has not been here for that long. So someone must have been here within the past day.
[[Examine Back Wall->Back Wall]]
[[Examine Sarcophagus->Sarcophagus]]
[[Return to Graveyard->Enter the Graveyard]]  You carefully examine the back wall. You run your hands along it, seeing if you can feel a door. (if: $housefire is 1)[ Perhaps carvings like you saw you on the door underneath the farmhouse.] You cannot feel or see anything strange about this wall.
  What is strange is the body on the floor and the source of the foul smell. It's dressed in light armour, covered in blood, bloated and covered in maggots. What is missing is the head. The neck is there, but the head is missing. You bend over and take a closer look and find bone fragments around the body on the floor. You guess this body has been here for a week or two. Cause of death: Blunt trauma to the head.
(Set: $backwall to 1)
[[Examine Shelves->Shelves]]
[[Examine Sarcophagus->Sarcophagus]]
[[Return to Graveyard->Enter the Graveyard]]  The Sarcophagus is very plain. The sides and top are smooth. There are no carvings on it at all. You always assumed a Sarcophagus would have plenty of ornate designs on them. Often exaggerating the accomplishments of the dead within.
  On closer look, the lid is slighty askew.
[[Open Lid]]
[[Examine Shelves->Shelves]]
[[Examine Back Wall->Back Wall]]
[[Return to Graveyard->Enter the Graveyard]]  You prepare to push with all your might to move the stone lid. When you do, you lmost topple over, as the lid was unexpectly light and not stone at all. Your best guess is that it is wood, but it didn't feel like wood at all.
  Inside the Sarcophagus is not a body, but a panel. Running the length of the Sarcophagus is a solid panel. On the panel is a dozen letters.
[[A->Right1]] <span style="margin-left:1em">[[B->wrong]]</span> <span style="margin-left:1em">[[D->wrong]]</span> <span style="margin-left:1em">[[E->wrong]]</span> <span style="margin-left:1em">[[H->wrong]]</span>
[[N->wrong]] <span style="margin-left:1em">[[O->wrong]]</span> <span style="margin-left:1em"> [[P->wrong]]</span> <span style="margin-left:1em">[[T->wrong]]</span> <span style="margin-left:1em">[[Y->wrong]]</span>
  Perhaps entering the right code will open a door. (if: $backwall is 1)[And perhaps the wrong code will have me end up like the guy on the floor.] (if: $DemonBane is 0)[ While this looks promising, it also look a bit scary. You suddenly feel very unprepared for this. Perhaps the Wizard can provide you with some help.]
(set: $cryptdial to 1)
[[Explore Crypt->Enter the Crypt]]
[[Return to Graveyard->Enter the Graveyard]]
[[Return to Town->Town]]  You press a letter and you wait. You start to hear a bit of rumbling coming from the sides of the crypt. You briefly see something come out of the sides of the crypt and for an instance forsee a painful death.
  It wasn't painful though. Your head was crushed in an instant. Your body falls to the ground and ends up leaning against the other headless body in the crypt.
[[You Died]]
You press a letter and wait, nothing happens. So you press another letter
[[A->wrong]] [[B->wrong]] [[D->wrong]] [[E->wrong]] [[H->wrong]]
[[N->wrong]] [[O->wrong]] [[P->wrong]] [[R->Right2]] [[Y->wrong]]
[[Leave the Sarcophagus->Enter the Crypt]] So far you have pressed A R. Press another letter
[[A->Right3]] [[B->wrong]] [[D->wrong]] [[E->wrong]] [[H->wrong]]
[[N->wrong]] [[O->wrong]] [[P->wrong]] [[R->wrong]] [[V->wrong]]
[[Leave the Sarcophagus->Enter the Crypt]] A R A. Select a fourth letter
[[A->wrong]] [[B->wrong]] [[D->wrong]] [[E->wrong]] [[H->wrong]]
[[N->wrong]] [[O->wrong]] [[P->Right4]] [[R->wrong]] [[V->wrong]]
[[Leave the Sarcophagus->Enter the Crypt]] A R A P. Continue
[[A->wrong]] [[B->wrong]] [[D->wrong]] [[E->wrong]] [[H->wrong]]
[[N->wrong]] [[O->Right5]] [[P->wrong]] [[R->wrong]] [[V->wrong]]
[[Leave the Sarcophagus->Enter the Crypt]] A R A P O. Another one?
[[A->wrong]] [[B->wrong]] [[D->wrong]] [[E->wrong]] [[H->wrong]]
[[N->wrong]] [[O->wrong]] [[P->wrong]] [[R->wrong]] [[V->it Opens]]
[[Leave the Sarcophagus->Enter the Crypt]] A R A P O V
(event: when time > 2s)[The panels on the Sacophogus begins to drop and it turns into stairs leading down. It's pitch black down there. Are you prepared to descend?
(set: $sachopen to 1)]
(event: when time > 4s)[
[[Descend]]
[[Leave Crypt->Enter the Graveyard]] ]  Before going down the stairs, you grab the lantern. You cautiously descend, a step at a time. As you get close to the bottom, the stairs start to ascend. You leap off the last step and roll to the ground, careful not to break the lantern. You turn around and the steps are gone. It doesn't look like you'll be getting out these way.
  You take a look around. You are at the end of a tunnel. The walls are stone convered and dirt, so not only is dug by man, but reinforced by man as well. There is only way to go, so that way you go.
  You come across a junction.
[[Go Left]]
[[Go Right]]  You follow this branch of the tunnel for quite some time. Maybe 30 minutes or more. A few times you check the ground for footprints. You cannot be sure, but there appears to a few different types of prints, man and animal.
  The tunnel turns left. It turns right. It turns left again. You are not exactly sure which direction you are going now. Eventually your lantern goes out.
  Stuck in the tunnel in the dark, you can either go back or continue forth. You continue forth hoping you are more than halfway to wherever this tunnel leads.
  You venture forth keeping a hand touching the wall, to check for other passages. At one point you stub your toe and fall forward, and up some stairs. As you climb the stairs, the air begins to get a bit fresher.
  At the top of the stairs, you see a bit of light and feel branches and leaves. You push your way through the bush and out into the night.
[[Exit the Tunnel]]  You go right and walk along the tunnel for perhaps 15 or 20 minutes before coming to a dead end. The dead end is some sort of stone door. There are elaborate carvings along the sides.
  You see no way to open the door. You attempt to push or lift it, but it won't budge. You can hear no sound nor see any light coming from the other side of the door. You decide there is trule is a dead end for now.
  You turn back and return to the junction. This time you take the other path.
[[Continue->Go Left]]  The Robed Man is drawing symbols on the ground with a brush. He takes out a book from a satchel that is lying on the ground. Reads it a bit and puts the book back. He then removes a vial from his robe and drinks it. He is about return to drawing symbols when he stops. He looks up at the moon. He then looks around the courtyard, stops in your direction, and makes a come here motion with his hand to your area.
  A large beast jumps down in front you, but takes no notice of you. He was above you on a higher floor. The beast moves towards the robed man in the center of the courtyard. It is some sort of Demon. It has red skin, horns and a pointed tail. It much larger than you, perhaps about ten feet tall. It looks just like the stereotypical demon that are in the pamphlets the religious zealots pass out.
  The Robed Man is talking in tongues to the Demon. It appears the Robed man is given the Demon instructions. The Robed Man finishes drawing a symbol on the ground. They stand on opposites sides of the symbols on the ground, facing each other, and the Robed Man starts chanting. The Demon has its back to you. It seems focused on the Robed Man.
[[See what Happens->RobeManDemon]]
[[Ambush the Demon]]  While the Robed Man is busy concentrating on the drwaings he is making on the ground, you silently creep forward. One foot after another, you make your way towards the center of the courtyard and towards the Robed Man.
  Suddenly you hear a loud thump or something hitting the ground behind you. You turn in time to see what it was, but not in time to defend yourself. It's a large red demon, perhaps about 10 feet tall. The sort you see drawings of in the pamphlets the religious zealots hand out. It towers over you and has hit you so hard that you fly towards the center of the courtyard.
(set: $enemyHit to (random:20,25)+(random:20,30)) (color:red)[You take //-$enemyHit// damage] (set: $health to $health - $enemyHit)
You have (color:yellow)[$health health].
(if: $health > 0)[
  As you regain you feet, you notice the Robed Man continues his preperations, asif nothng happened. I guess he feels the demon should easily take care of you. You turn and face the demon and attack.
[[Punch Demon]]
[[Kick Demon]]
(if: $sword > 0)[ [[Use Sword->Attack Demon]] ](if: $axe > 0)[ [[Use axe->Attack Demon]] ] ]
(else:)[  The blow has killed you. The ritual goes on as planned. Arkhill is quickly destroyed. The surrounding areas will fall as well. At least your suffering was quick.
[[You Died]] ]  You wait and watch the ritual. As the Robed Man incants various phrases in a language you did not understand, the Demon moved into the center and stood on the symbols.
  The chanting becomes faster and louder. The symbols on the ground begin to glow red. The Robed Man raises his arm, but they are not arms, they are tentacles. The tentacles grow much longer than human arms and they grab the demon by the horns and start to put it towards the Robed Man.
  The Robed Man opens his mouth far wider than a human ever could and pulls the Demon into his mouth. As he swallows the Demon whole, the Robed Man grows in size and begins to transforn into a creature, quite similar to the Demon he is ingesting.
  As the Demon finally disappears in the Robed Man's mouth, there is a flash of (text-color: "green")[green light]. A rush of air knocks you back against the wall behind you. Then the air sucks back in the other direction, pushing you out into the courtyard.
  You look up and see the Robed Man. Although he is now a very large red demon, much larger than the other one, you can recognize him as the Robed Demon. He is looking right at you.
  You stand up, grip your $weapon and prepare to attack. The Robed Man hurls his arm towards you, as if he was throwing something at you. As his arm comes around, it turns into a tentacle. You take a wild swing at it and even though you connect, it has little affect. The tenacle gripes you tight and pulls you towards the Robed Demon's face.
  "Arapov" it says to you in a deep husky voice. "The world shall know my name."
  The tenacles tighten around and crushes your body.
  Arkhill is doomed, and so might the World as well.
[[You Died]]  You sneak so you are directly behind the Demon. Hoping this hides you from the Robed Man's sights as well. Both seem too enthralled in the ritual to notice you.
  You ready your $weapon as the Robed Man looks to the moon and begins some incantations. The Demon seems to be transfixed on the Robed Man. You are going to get one good shot at this, better make sure it counts.
  You rear your $weapon overhead and drive it hard into the Demon's back. The Demon falls to its knees and howls in pain. The Robed Man stops the ritual and stares in disbelief. As the Demon attempts to turn to see what attacked him, you pull the $weapon out of its back and raise your blade for another attack.
[[Fight Demon]]  You run up to the Demon, jump and deliver a fit right to its Head. The Demon....
  I am going to break the fourth wall here. Why on earth did you attack the Demon by punching it? Let's skip the details of the fight and jump to end.
  You have failed. Arkhill is doomed.
[[You Died]]   You lunge foward at demon, jump in the air and deliver a drop kick right to the Demon's ribcage. The Demon doesn't budge. He growls at you.
  Next you try a jumping kick and kick him right in the balls. That is assuming the Demon is a he and male demons have balls. You connect solidly, but again the Demon doesn't budge, not even a flinch, from the impact.
  Instead the Demon swiftly reaches out with his arm and grabs your entire head in its hand, and starts to squeeze. You barely notice that you have been lifted a sveral feet off the ground. The pressue crushes your skull. The Demon throws you off the side.
  The Demon proceeds to the center of the courtyard and performs the ritual with the Robed Man.
  You have failed. Arkhill is doomed.
[[You Died]]
  You ready your $weapon and you square off with the Demon. (if: $DemonBane is 1)[You just hope the Wizard is right about this Demon Bane.]
(set: $miss to 0) (set: $DemonEvade to 0)
[[Attack Legs]]
[[Attack Torso]]
[[Attack Head]]
[[Defensive Stance]](nth: visit, "Hi!", "Hello again!", "Oh, it's you!", "Hey!")
(if: $foundWand is 1 and $foundHat is 1 and $foundBeard is 1) [ (set: $wizard to 1)
]
(if: $wizard is 1) [You are a Wizard now]
(else:)[ Nope, still not a Wizard ]
[[get hat]]
[[get wand]]
[[get beard]]
$home
Key
(click: "key")[You found the key!(set: $b_key to 1)](click: "key")[You found the key!(set: $b_key to 1)]Got Hat
(set: $foundHat to 1)
[[Home]]Got Wand
(set: $foundWand to 1)
[[Home]]Got Beard
(set: $foundBeard to 1)
There is a small dish of water. (click: "dish")[Your finger gets wet. (set: $wet to true)]
[[Home]] (click: "Home") [(set: $home to "Yes")]
[[Home]]  The Demon is quit a bit taller than you, if you are able to cut it down at the knees, you should be able to sever the head. With Two hands you swing your $weapon for the kneecaps.
(set: $hit to $attack + 60 + (random:10,50)) (if: $advantage is 1) [(set: $hit to $hit + 40)]
(if: $DemonBane and (random:1,6) is 1)[
  The Demon jumps back out of the way! Leaving you in an awkward stance. It leans forward and cocks its right arm for an attack. (set: $DemonEvade to 1) (set: $advantage to 0)
[[Counter Attack->Demonhit]]
[[Duck]]
[[Dive]]
[[Defensive Stance]] ] (else:)[ (set: $DemonHP to $DemonHP - $hit)
  The Demon attempts to jump back , but your $weapon pierces its skin. It howls in surpise and pain. (if: $advantage is 1)[The Demon's previous missed attacks leaves it open for extra damage]
  The Demon takes (color:green)[$hit] Damage!
  The Demon lashes out blindly, wildly swinging its arms (set: $Yeshit to 1)
[[Counter Attack->Demonhit]]
[[Duck]]
[[Dive]]
[[Defensive Stance]] (set: $advantage to 0)
]
(if: $DemonBane is 0)[  You swing your $weapon right at the Demon's kneecaps. Although you connect right on target, your $weapon bounces off, leaving a small scratch. You think back to the Werewolf and wonder if this Demon protected by Dark Magic as well. (if: $recipe is 1)[You also think about the the Wizard and the potion he offered to make for you]
  While you are busy pondering the past, the Demon brings its two arms foward and now has you firmly in its grasp. One hand on yuor legs, and one on your torso. The Demon pulls its hands apart, ripping in two in the process.
[[You Died]] ]
(set: $advantage to 0)  The Demon is quit a bit taller than you. It's head is a few feet above your head but its torso is just at the right height, and also should the easiest to hit. You lunge forward with your $weapon.
(if: $DemonBane is 1) [(set: $hit to $attack + 60 + (random:25,40)) (if: $advantage is 1) [(set: $hit to $hit + 40)]
(if: (random:1,6) is 1)[  The Demon excepted an attack to the torso. It twists its body so you $weapon slices nothing but air. You are a bit off-balance as the Demon redie to strike. (set: $DemonEvade to 1) (set: $advantage to 0)
[[Counter Attack->Demonhit]]
[[Duck]]
[[Dive]]
[[Defensive Stance]] ]
(else:)[  (set: $DemonHP to $DemonHP - $hit) The Demon attempts to twist away from your attack, but it's too little too late. You blade catches the Demon's stomach. It's not a deep cut, but it's a hit. The Demon screams out in surprise and pain as the Demon Bane enters its system. (if: $advantage is 1)[The Demon's previous missed attacks leaves it open for extra damage]
The Demon takes (color:green)[$hit] Damage!
  The Demon lunges towards you as it clutches it stomach. (set: $Yeshit to 1)
[[Counter Attack->Demonhit]]
[[Duck]]
[[Dive]]
[[Defensive Stance]] (set: $advantage to 0)
]]
(if: $DemonBane is 0)[  You swing your $weapon right at the Demon's kneecaps. Although you connect right on target, your $weapon bounces off, leaving a small scratch. You think back to the Werewolf and wonder if this Demon protected by Dark Magic as well. (if: $recipe is 1)[You also think about the the Wizard and the potion he offered to make for you]
  While you are busy pondering the past, the Demon brings its two arms foward and now has you firmly in its grasp. One hand on yuor legs, and one on your torso. The Demon pulls its hands apart, ripping in two in the process.
[[You Died]] ]
(set: $advantage to 0)  The Demon is quit a bit taller than you. It's head is a few feet above your head. Neither the less, you are looking for a one-hit kill.
  (if: $DemonBane is 1) [(set: $hit to $attack + 30 + (random:5,20)) (if: $advantage is 1) [(set: $hit to $hit + (random:80,125))] (if: (random:1,2) is 1)[ The Demon's head is far too hgh for you to get a clean hit on. The Demon has enough time to move it's hit back and out of the way of your sword. This leaves you in an awkward position (set: $DemonEvade to 1) (set: $advantage to 0)
[[Counter Attack->Demonhit]]
[[Duck]]
[[Dive]]
[[Defensive Stance]] ]
(else:)[ (set: $DemonHP to $DemonHP - $hit)
  The Demon attempts to jump back , but your sword scrapes its chin. The Demon howls in suprise and pain. Although you barely nicked the Demon, the Demon Bane does its work. (if: $advantage is 1)[The Demon's previous missed attacks leaves it open for critical damage]
The Demon takes (color:green)[$hit] Damage!
  The Demon reaches for its chin with one arm and cocks it other for an attack.
[[Counter Attack->Demonhit]]
[[Duck]]
[[Dive]]
[[Defensive Stance]] (set: $advantage to 0)
]]
(if: $DemonBane is 0) [  You swing your $weapon right at the Demon's kneecaps. Although you connect right on target, your $weapon bounces off, leaving a small scratch. You think back to the Werewolf and wonder if this Demon protected by Dark Magic as well. (if: $recipe is 1)[You also think about the the Wizard and the potion he offered to make for you]
  While you are busy pondering the past, the Demon brings its two arms foward and now has you firmly in its grasp. One hand on yuor legs, and one on your torso. The Demon pulls its hands apart, ripping in two in the process.
[[You Died]] ]
(set: $advantage to 0)(if: $DemonHP is < 1)[(go-to: "DemonDeath")] (if: $DS is 2)[(go-to: "DS2")] You brace yourself for an attack. The best offence is a stout defence. You are giving the Demon another shot at, you, but you hope you can avoid his attack and fire right back at the opening it provides. (set: $DS to $DS +1)
(if: (random:1,2) is 1) [The Demon makes a lunge at you. With your focus on avoiding his attack. You easily jump out of the way and have set yourself up for a chance at dealing extra damage (set: $advantage to 1) (set: $miss to 1)
[[Attack Demon]] ]
(else:)[ Although you were prepared, the speed of the Demon suprises you. You are only able to partially avoid the attack.
(set: $enemyHit to (random:5,10)+(random:5,15)) (if: $DemonEvade is 1)[(set: $enemyHit to $enemyHit + 10)] (color:red)[You take //-$enemyHit// damage] (set: $health to $health - $enemyHit)(replace: ?health)[$health]
You have (color:yellow)[$health health]. ]
(if: $miss is 0 and $health > 0)[ The blow knocks you backwards. You keep your footing, regain your composure, and prepare yourself for another round.
[[Attack Demon]] ] (if: $health < 1)[The blow knocks you back. You attempt to keep to your feet but you are already weakened from previous attacks. Your back foot slips and you go down to one knee. As you struggle to stand back up and defend yourself. The Demon kicks you so hard, you flying across the courtyard and hit a broken pillar. Your body hits hard against the pillar, but your head is just above the pillar. The impact snaps your head right off your body.
You will never be in the Adventurers Guild now.
[[You Died]] ](set: $DS to 0)(if: $DemonHP is < 1)[(set: $killer to $killer + 1)(go-to: "DemonDeath")]
(if: $DemonEvade is 0)[ As the Demon wildly swings at you, you lunge in for another attack. Although the Demon has been hit, it is still a formidable foe. He swats at you and sends you flying
(set: $enemyHit to (random:10,15)+(random:5,15)) (color:red)[You take //-$enemyHit// damage] (set: $health to $health - $enemyHit)(replace: ?health)[$health]
You have (color:yellow)[$health health].
(if: $health > 0)[ You and the Demon both regroup yourselves and prepare for another round.
[[Attack Demon]] ]
(else:) [You struggle to regain your feet. The Demon walks over to you. It is hurting, but not as much as you are. And certainly not as much as you will be....
[[You Died]]
] ]
(if: $DemonEvade is 1) [As you struggle to regain your balance, you swing wildy hoping to hit the Demon. You are not fast enough, as the Demon bashes you in the side. It sends you flying off to the side.
(set: $enemyHit to (random:20,25)+(random:5,35)) (color:red)[You take //-$enemyHit// damage] (set: $health to $health - $enemyHit)(replace: ?health)[$health]
You have (color:yellow)[$health health].
(if: $health > 0)[ You struggle to your feet and prepare yourself for another round.
[[Attack Demon]] ]
(else:)[Your entire body feels broken from the blow. You struggle to breath, let alone get to your feet. As you are are on the ground, on your hands and knees, sucking air, The Demon walks over and stomps on your spine. It's an intense pain, but at least it was a short pain.
[[You Died]]
] ]{(set: $progress to 6)
(set: $coins to 160)
(set: $sword to 10)
(set: $axe to 0)
(set: $armed to 1)
(set: $health to 100)
(set: $weapon to "sword")
(set: $recipe to 1)
(set: $attack to $sword)
(set: $DemonBane to 1)
(set: $DemonHP to 400) (set: $DemonEvade to 0)
(set: $bittergourd to 0) (set: $Mottlegill to 1) (set: $RotGrubEggs to 1) (set: $GhoulDrool to 1) (set: $SabreTooth to 1)
(set: $LWHealth to 100)
}
[[Fight Enemy]](css: "font-size: 66%;")[''The Arkhill Darkness <span style="margin-left:2em">(if: (passage:)'s tags contains "noinv")[](else:)[Check [[Inventory]].]<span style="margin-left:2em">Health = [$health]<health| </span> <span style="margin-left:1em">Coins = [$coins]<coins| </span></span> '']
<hr>(set: $DS to 0)(if: $DemonHP is < 1)[(go-to: "DemonDeath")] With the Demon being much taller than, your head is its closest target. As the Demon delivers its blow, you begin to duck.
(if: (random:1,4) is 1) [You guessed right. The Demon's arm swings above your head. You have the advantage for a counter attack. (set: $advantage to 1) (set: $miss to 1)
[[Attack Demon]] ]
(else:)[ You duck, but the Demon was going for a body shot, not your head. Its fist slams into your side and you knocks you off your feet.
(set: $enemyHit to (random:5,10)+(random:5,20)) (if: $DemonEvade is 1)[(set: $enemyHit to $enemyHit + 10)] (color:red)[You take //-$enemyHit// damage] (set: $health to $health - $enemyHit)(replace: ?health)[$health]
You have (color:yellow)[$health health]. ]
(if: $miss is 0 and $health > 0)[ You grit your teeth and lift yourself back to your feet and back into battle. Ready for another round.
[[Attack Demon]] ] (if: $health < 1)[The blow is enough to break your bones and rupture organs. As you lay on the ground on your hands and knees trying to get out, you start puking blood. You are in so much pain you don't even notice the Demon lift it's leg and bring its foot down on your head. You die instantly.
[[You Died]] ](set: $DS to 0)(if: $DemonHP is < 1)[(go-to: "DemonDeath")] You decide the best way to avoid a blow is to add distance between yourself and the Demon
(if: (random:1,3) is 1) [You wait until the last second. The Demon raises its arm and attempts to bring it straight down on your head. You time it right and easily avoid the attack. The Demon's missed attack leaves it open to more damage.(set: $advantage to 1) (set: $miss to 1)
[[Attack Demon]] ]
(else:)[ You attempt to dive to the side, but you made your move too soon. The Demon swiftly adjusts his attack and catches you across your side. You take a hard tumble to the ground.
(set: $enemyHit to (random:5,15)+(random:10,25)) (if: $DemonEvade is 1)[(set: $enemyHit to $enemyHit + 10)] (color:red)[You take //-$enemyHit// damage] (set: $health to $health - $enemyHit)(replace: ?health)[$health]
You have (color:yellow)[$health health]. ]
(if: $miss is 0 and $health > 0)[ You pick yourself up, wipe a bit of blood off your lip and prepare for another round.
[[Attack Demon]] ] (if: $health < 1)[As you land awkardly on your elbow, an intense pain shoots up your arm. Your $weapon falls from yuor hand. As you scramble to fight through the pain to pick up and grip your weapon, the Demon has close ground. The Demon picks up you and slams your body into a nearby piller.. again and again.. Until you no longer feel any pain.
You failed to save yourself or Arkhill.
[[You Died]] ]  The Demon rears its arm back and steps forward about to deliver another blow. Instead as the Demon steps forward, its leg gives way. It falls forward, onto its hands and knees.
  You act fast, spring forward, raise your $weapon above your head and bring it down on the Demon's neck, severing its head.
The Demon takes [(color:green)[100,000,000] Damage!!]
  You have defeated the Demon. You look to see where the Robed Man is now. (click:"where the Robed Man is now")[He is close to where he was drawing symbols on the ground. There is a (text-color: "blue")[Blue] portal floating a foot off the ground behind him. The Robed Man has just finished packing his large satchel. He glares at you for a second, and then to your $weapon. Even though it's covered in blood, it still have the (text-color:"purple")[purple] tinge to it from the Demon Bane.
  Grasping his satchel, the Robed Man hurries over to the (text-color: "blue")[Blue] portal and jumps in. Before you can attempt to follow, the portal closes. (set: $end to "Ending B")
[[The sky begins to brighten.]] ]   It doesn't turn into sunshine and rainbows. It's a still a bit cloudy but it is far brighter than you have seen it since arriving in Arkhill. You take that as a sign that the Darkness, along with the Robed man, has retreated.
  The symbols the Robed Man was drawing have been covered. He must have dumped the rest of whatever it was he was using to paint over it. There is a clue there as to what he was upto, but it's doubtful any of the symbols can be deciphered now.
  You turn to look at the fallen Demon. Its dead body is starting to disintegrate. If the Legends are correct, the entire body will disintegrate to nothingness. The only thing that will remain is a single horn from its head. As the body disintegrates, carvings are etched into the horn. Although the carvings will never be deciphered, it will be nice piece for your fledgling collection of your career in adventuring.
  You take a seat on a nearby stone and wait for its body to fully dissolve so you can take your trophy. As you wait you ponder the events of the past few days, and what the next few will hold.
[[Epilogue]]  When you return to the Tavern, you are met with great cheer and hoopla. The Tavern is far fuller, and brighter, than you have even seen it. You tell your story to an eager crowd.
  As the day wears on, you get a chance to sit with the Wizard and go into a few more details. It was disappointing that the Robed Man escaped. The town has been saved but will the Robed Man return?
  The (text-color:"green")[Green Moon] from last night is known but quite rare. The Wizard says attempts to predict its appearance, and meaning, have been like throwing darts blindfolded, yet it seems the Robed Men was able to predict it. It had some significance to his ritual as well.
  The Wizard takes a look at the Demon Horn you took as a trophy. He says if you didn't take it, nobody at the Adventurers Guild would have believed you. He hands it back to you, using two hands, as if it was a sacred object.
  The next day, you take the Wizard to the courtyard where the ritual was attempted. He examines the markings on the ground but it is of no use. The Robed Man was successful in covering them up.
  The Wizard leaves Arkhill that same day. You stay in the town for another week. Just to make sure the Darkness doesn't come back. The hospitality of the townsfolk is also a draw. Each day, it gets a brighter and brighter outside, as things return to normal. On the seventh day, after a light rain, there is a rainbow.
(set: $ending to "Worst")
[[You have saved Arkhill]]Congratulations on completing the Arkhill Darkness
You achieved the $ending Ending
You asked the Wizard for hints $hints times.
You chatted with Tavern patrons $townie times. (if: $townie > 50)[(Seriously? Lonely much?)]
(if: $killer is 0)[Legends speak of your cunningness. Instead of rushing in with blood lust, you waited until situations were to your advantage. With your ability to sense advantages, you become a highly valued and esteemed member of the Adventurer's Guild, eventually rising to Grand-Master.
](if: $killer is 1)[Legends speak of how versatile your tactics were. You can rush in and go toe-to-toe, or be able to sense when you have the advantage before striking. You quickly rise through the ranks of the Adventurer's Guild, running the local chapter.
](if: $killer is 2)[Legends speak of your ferocious bloodlust. You went in $weapon swinging and didn't leave until you were the only one standing. You are held in high regard, and feared, in the Adventurer's Guild as a vicious fighter.
]
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[[Play Again->Start]]  You prepare with another Defensive Stance. The Demon charges at you. You are prepared and you dart out of the way. As you turn to attack the Demon, you realize you have become a bit too predictable by always relying on Defensive Stance.
  The Demon's charge was only to get you to reveal your next move. While you were darting out of the way, the Demon was adjusting his attack. He strikes you. Unprepared for the blow, you take extra damage.
(set: $enemyHit to (random:15,20)+(random:15,30)) (if: $DemonEvade is 1)[(set: $enemyHit to $enemyHit + 10)]
(color:red)[You take //-$enemyHit// damage] (set: $health to $health - $enemyHit)
You have (color:yellow)[$health health].
(if: $health > 0)[  Somehow, you survive the attack. You struggle to your feet just in time to fight another round
[[Attack Demon]] ] (if: $health < 1)[  The hit knocks you unconscious. We may as well say that the hit knocks you dead. In your unconscious state, the Demon easily grabs your body and starts swinging you into the stone walls and pillars, before ripping yuor limbs off. One by one.
  Suffice to say, You did not save Arkhill from the Darkness
[[You Died]] ]   You are in the Old Castle. You have just traversed a secret passage. Before you looks to be the remains of a courtyard. There are stone ruins surrounding the courtyard. In some areas, including above you, a second floor is still standing. It's one of the few areas of the Old Castle that have not been complete destroyed.
  You notice everything seems to be in a (text-color: "green")[green] hue. You look up in the sky and the moon is full and a (text-color: "green")[bright green]. Looking back down, in the center of the courtyard, is the Robed Man you saw underneath the farmhouse. He appears to be drawing on the ground. You quickly take cover behind a pillar, and take out your $weapon.
  (if: $DemonBane is 1)[ You take the bottle of Demon Bane and carefully pour it on the blade of your $weapon. It comes out as a runny liquid. As it spread along the blade of your $weapon, you actually see it attach itself to your blade and solidify. As if it was attracted to it. Your blade has a glowing (text-color:"purple")[purple] tinge to it now. ]
  You recall the beast the Robed Man summoned from the book. You are not sure what else he is capable of. It certainly seems odd that he is out here by himself.
  You grip the handle of your $weapon and consider your options.
(set: $DemonHP to 300) (set: $DemonEvade to 0)
[[Wait to see what he is Doing->Wait]]
[[Try to move closer for an attack->Advance]]
{(link:"Save game")[
(if:(save-game:"Slot A"))[
Game saved!
](else: )[
Sorry, I couldn't save your game.
]
]}
  With the Demon still on its knees, it turns to look at you. As it does, you swing your $weapon up and across its throat.
The Demon takes [(color:green)[100,000,000] Damage!!]
  You have defeated the Demon. You look to see where the Robed Man is now.
(click:"where the Robed Man is now.")[ The Robed Man is crouched over trying to gather his things and shove them into his satchel. His eyes goes from the fallen Demon, to your blade glowing (text-color:"purple")[purple], and then to you. He quickly turns away from the satchel, leaving it and its contents on the ground. He shouts something in a langugae you do not understand. A (text-color:"blue")[blue] portal opens up. The Robed Man lunges towards it and leaps through. You take a few steps to follow him, but the portal closes immediately once he is through.
(set: $end to "Ending A")
[[The sky begins to brighten]] ]  It doesn't turn into sunshine and rainbows. It's a still a bit cloudy but it is far brighter than you have seen it since arriving in Arkhill. You take that as a sign that the Darkness, along with the Robed man, has retreated.
  The Robed Man escaped but he left behind a pile of papers, books, a few potions and a jar of whatever he was using to paint the symbols on the ground. You fill the satchel with the objects and sling it over your shoulder. You look down and examine the symbols. You can't make heads or tails of what they mean. Perhaps the Wizard will know.
  You turn to look at the fallen Demon. Its dead body is starting to disintegrate. If the Legends are correct, the entire body will disintegrate to nothingness. The only thing that will remain is a single horn form it's head. As the body disintegrates, carvings are etched into the horn. Although the carvings will never be deciphered, it will be nice piece for your fledgling collection of your career in adventuring.
  You take a sit on a nearby stone and wait for its body to fully dissolve so you can take your trophy. As you wait you ponder the events of the past few days, and what the next few will hold.
[[Epilogue->Epilogue A]]  When you return to the Tavern, you are met with great cheer and hoopla. The Tavern is far fuller, and livelier, than you have even seen it. You tell your story to an eager crowd.
  As the day wears on, you get a chance to sit with the Wizard and go into a few more details. You show him the contents of the satchel. The Wizard seems quit interest and eager in looking over the papers and books. He takes the satchel and tells you he will examine these back at the Adventurers Guild with his peers.
  The (text-color:"green")[Green Moon] from last night is known but quite rare. The Wizard says attempts to predict its appearance have been like throwing darts blindfolded, yet it seems the Robed Men was able to predict it. It had some significance to his ritual as well. The Wizard taps the Satchel claims we will find out soon.
  The Wizard takes a look at the Demon Horn you took as a trophy. He says if you didn't it, nobody at the Adventurers Guild would have believed you. He hands it back to you, using two hands, as if it was a sacred object.
  The next day, you take the Wizard to the courtyard where the ritual was attempted. He examines the markings on the ground and tells you about what he read in the books and paper so far. The Wizard is convinced the Robed Man was indeed Arapov. The same Dark Sorceror who almost destroyed Arkhill over a hundred years ago.
  The Wizard compares the symbols on the ground and sketches from the book. Although the Wizard is not able to fully translate what is written in the book, he believes Arapov was trying to devour the soul of a Demon, to add its power to his own.
  The Wizard leaves Arkhill that same day, taking the satchel with him. You stay in the town for another week. Just to make sure the Darkness doesn't come back. The hospitality of the townsfolk is also a draw. Each day, it gets brighter and brighter outside, as things return to normal. On the seventh day, after a light rain, there is a (text-color: "violet ")[R](text-color: "indigo")[a](text-color: "blue")[i](text-color:"green")[n](text-color: "yellow")[b](text-color: "orange")[o](text-color: "red ")[w].
(set: $ending to "Best")
[[You have saved Arkhill]]You check your satchel, pockets, and crevices and find...
Some Pocket Lint(click:"Pocket Lint")[ which reminds you, it's been a while since you have washed these pants.]
$coins Coins
(if: $sword is 1 and $DemonBane is 0)[A Sword. (click: "Sword")[It's fairly standard sword. Has a grip, guard, blade and a pointy point. It will do.]] (if: $sword is 10 and $DemonBane is 0)[A Sword. (click: "Sword")[It's fairly standard sword, but with some tips from the old Warrior from the tavern, you are confident you can do some serious damage with it]] (if: $sword > 0 and $DemonBane is 1)[A Sword coated with DemonBane. (click: "A Sword coated with DemonBane")[ The sword (text-color: "purple")[glows purple]. It gives you a sense of confidence bordering on cocky. Don't get cocky, kid.]] (if: $axe is 1 and $DemonBane is 0)[An axe. (click: "Axe")[ It's not for chopping wood. It has blades on both sides. Add some strings and you could play a tune.]] (if: $axe is 10 and $DemonBane is 0)[An axe. (click: "Axe")[ A standard battle axe but with some tips from the Woodsman from the tavern, you are confident you can do some serious damage with it]] (if: $axe > 0 and $DemonBane is 1)[An Axe coated with DemonBane. (click: "An Axe coated with DemonBane")[ The Axe blades are covered with Demon Bane. It gives off a (text-color: "purple")[purple glow]. You are infused with confidence that this weapon can end it.]]
(if: $healpotion > 0)[You have $healpotion Healing Potion. (click:"Healing Potion")[ This should heal you for 20 health if you Drink Potion (click:"Drink Potion")[(if: $health < 81)[You gain 20 Health (set: $health to $health + 20) (set: $healpotion to $healpotion - 1) (replace: ?health)[$health]] (else:)[ You can't drink that now. If you get any healthier, you will burst!!] ]]
] (if: $joke is 1)[A joke you bought off the merchant scribbled on a piece of paper. (click: "piece of paper")[ Actually, it's not that funny. You scrunch up the paper and toss it away. (set: $joke to 0)]
](if: $Graveyardkey is 1)[The key to the Graveyard (click:"The key to the Graveyard")[. This key will unlock the Graveyard. You make a mental note to return it to the town after you are done with it.]
](if: $recipe is 1) [It's list of the ingredients the Wizard needs.(click:"ingredients")[ They are Bitter Gourd, Banded Mottlegill mushrooms, RotGrub eggs, A Sabretooth gorilla fang, and ghoul's Drool.]
](if: $recipe is 2) [A collection of various ingredients requested by the Wizard.(click:"Wizard.")[ They are Bitter Gourd, Banded Mottlegill mushrooms, RotGrub eggs, A Sabretooth gorilla fang, ghoul's Drool, and the wing of a Lindworm.]
](if: $vial is 1)[An Empty Vial (click:"An Empty Vial")[for collecting the Ghoul's Drool. Ugh. You are bot looking forward to that.]
](if: $bittergourd is 1)[Bitter Gourd (click:"Bitter Gourd")[Although not very tasty, it's supposed to be healthy for you. I wonder how this make the potion more lethal?]
](if: $Mottlegill is 1)[A few Banded Mottlegill Mushrooms(click: "Banded Mottlegill Mushrooms")[ which are known for their hallucinogenic properties.]
](if: $RotGrubEggs is 1)[An eggsack from a Root Grub. (click:"eggsack")[You wonder if there are regular Rot Grubs in here or gigantic killer ones,as the ones found in the grave.]
](if: $GhoulDrool is 1)[A vial of Ghoul's Drool(click:"Ghoul's Drool")[ You have bad memories of being so close to its rancid face, and wiping the drool from its lips. This better be worth it.]
](if: $SabreTooth is 1)[A Fang from a Sabretooth Gorilla. (click:"Fang from a Sabretooth Gorilla")[It's very sharp and has a pointy point]
](if: $lindwormwing is 1)[A wing from a Lindworm. (click:"Lindworm")[It was hard fought and well earned. That Wizard better give you a high five for this.]
]
(link-goto: "Return", (history:)'s last) (if: $Graveyardkey is 1)[  Beyond here is where the Gravekeeper passed on. Once the town is saved, he will get a proper burial. Until then, there is nothing to do here.]
(else:)[  You follow the trail of blood. There is a man is sitting on the ground, leaning back and propped up by a broken pillar. He is dressed like a peasant, but far too dirty for a normal peasant, even if one was homeless. His clothes are covered with dirt. Around the ground there are are a empty bottles of ale. Some must have been consumed, the other tipped over and spilt.
  From the direction you just came, you hear the crash of a stone falling.
[[Stranger<-Talk to Stranger]] ]
[[Fight Enemy<-Investigate Sounds]]
[[Town<-Return to Town]]   You have been assigned by Adventurer's Guild to help the town of Arkhill. There has been a "Darkness" plaguing the town for the past few weeks. The days have gotten darker and darker until eventually there was no longer any sun. The brightest it would get is the equivalent to dusk. There were also rumors of creatures roaming the area.
  This is your first assignment as a member of the Adventurer's Guild. You completed training and did a few Adventurer shadows with your coaches. It's not as glamorous or epic as the old stories make it out to be. Granted the world is not like the old world either.
  Often these assignments turn out to be just rumors, or a bored kid or disgruntled housewife, who learned a spell they shouldn't have.
  Even though they say it's a solo mission, you will have a counselor there on site. An old Wizard will be waiting for you in the Tavern.
  As you near the town you notice the drastic changing of the light. You can even see the change in the distance. As you walked, it took about two miles to go from a bright sunny day, to a moonlight afternoon.
  You reach the Town, enter the Tavern, find the wizard and grab a seat at his table.
[[Talk to the Wizard->Wizard1]](css: "font-size: 150%;")[The Arkhill Darkness]
  My first thanks are to Twine and the Twine community. Whether it its through reddit, youtube, or blogs, there is a tremendous amount of tips, tutorials, and strangers willing to help. Almost every question I had, someone had already asked and answered.
  The cover picture is illustrated by Jason Glover of Indie Conquest
 
<u>Game Testers:</u>
Devious
Mary Joy Ballacillo
[[Return to Title->Start]]  The Wizard is very old and slow. He wears a pointy hat and a blue robe adorned with stars. His hair is white and his beard hangs down to his chest. He looks like he came out of a children's book. He puffs on a pipe and blows smoke shaped like dragons and other beasts. He speaks to you, in a very unwizardly manner.
  Humph! So you are finally here. Just call me Wizard. I have been here two days already, which is two days too many. The Darkness is something to get use to, that’s for sure. Not sure if I should be going to bed, or waking up. Although at my age, naps are allowed at any time.
  Let’s get this one wrapped up quickly. I did some asking around. My bet is someone stumbled across a Darkness spell. Not very common, but also not unheard of. It’s likely some amateur magician accidently pronounced a few words wrong. Find him, or her, and we can reverse the spell, but this is your assignment, so you need to do the legwork.
  You also need to check out the reports of beasts. There have been rumors of Giant Spiders, Ghouls and even a Dragon! Ha! I have a feeling people have been seeing things in the dark, and the mushrooms don’t help either. Most of these supposed sightings have been in the old Castle and the Graveyard. I suggest you head there. We need to know what we are, or aren't, dealing with.
  If I am not at the Tavern, I will likely be taking a nap. So don’t worry if I am not here, just check again later. Before you head out, you should chat up some of the locals. It’s good for the Guild's image and could provide some information. So the sooner begun, the sooner done. And buy a weapon. It will make things go a lot faster.
  I really am getting too old for this.
[[Tavern]]The Merchant shows you his stock of weapons. One Sword and one Axe. He asks you to show him the money.
(if: $coins < 60)[
You don't have the coins. You attempt to haggle but the Merchant is not interested. He asks you to leave and not return until you have enough coins.
[[Leave Merchant->Tavern]] ]
(if: $coins > 59 and $sword < 1 and $axe is < 1)[
You show the Merchant the coins. So he asks, which one do you want? You think to yourself, I already told you which one, but decide to not to go down that road.
Buy Sword (click:"Buy Sword")[ You pay 60 coins for a sword. (set: $coins to $coins -60)(set: $sword to 1)(set:$weapon to "Sword")(set: $armed to 1)(replace:"Buy Axe")[] You now have $coins coins.]
Buy Axe(click:"Buy Axe")[ You pay 60 coins for an axe. (set: $coins to $coins -60)(set: $axe to 1)(set:$weapon to "Axe")(set: $armed to 1)(replace:"Buy Sword")[] You now have $coins coins.]
[[Leave Table->Tavern]] ]
(if: $coins > 59 and $armed is 1)[You consider buying another weapon but then realize you haven't been trained to fight two-handed, especially with weapons of this size. Having two weapons would just be a waste of coin. And a pain to carry around. You apologize and [[Leave the Table->Tavern]] ] (set: $MerchantChat to $MerchantChat + 1)  The Merchant orders a drink, downs it and starts to (either:"talk.","tell tall tales.","remind you of your mother.","gossip.","bore you with his boasting.")
  (if: $MerchantChat is < 5 or $MerchantChat > 5)[(either:"I can't believe I am stuck here. I have been all around the world and out of all the places, this is where I get stuck? Inconceivable!","So I said - Now, a clever man would put the anchovies onto his own pizza, because he would know that only a great fool would reach for what he was given. I am not a great fool, so I can clearly not choose the pizza in front of you. But you must have known I was not a great fool, you would have counted on it, so I can clearly not choose the pizza in front of me.","I have been everywhere. Including your Mom! HA! HA! HA!","How do we know this real. How do we know we aren't all just small little people acting out scenes for some bored super sorcerer?","I hate selling to Dwarves. Cheap little hairballs. ","I once had the Sword of Eternal Suffering in my wares. I sold it for a Golden Goose. It laid golden eggs and I ate scrambled gold for breakfast six days and Roost Goose on the seventh. I probably shouldn't have roosted that goose.")]
(if: $MerchantChat > 4 and $sword is < 1 and $axe is <1)[You know what? I like you. Since you are saving this town and all, I will give you a deal on a weapon. 40 Coins! Whaddoyasay? BUURRRRPP!!!
(if: $coins < 40) [You don't have 40 coins. Perhaps later then.]
(if: $coins > 39)[Buy Sword (click:"Buy Sword")[ You pay 40 coins for a sword. (click-replace: "Buy Axe")[But you just bought a Sword! You don't need another weapon](set: $coins to $coins -40)(replace: ?coins)[$coins](set: $sword to 1)(set: $armed to 1)(set:$weapon to "Sword") You now have $coins coins.]
Buy Axe(click:"Buy Axe")[ You pay 40 coins for an axe. (click-replace: "Buy Sword")[But you just bought an Axe! You don't need another weapon](set: $coins to $coins -40)(replace: ?coins)[$coins](set: $axe to 1)(set: $armed to 1)(set:$weapon to "Axe") You now have $coins coins.] ] ]
(set: $townie to $townie + 1)
[[Talk with Merchant]]
[[Views his Wares->Travelling Merchant]]
[[Leave Table->Tavern]]-talk to two tavern patrons
1 -kill three enemies
-get key
-have recipe
-go to farm
2 -burn down farmhouse
3 -kill lindworm
4-Talk to priest
5-make demonbane
go to crypt(if: $progress is 0) [I am not sure what you don't understand. Speak to the others in the tavern. Look for Beasts at the Castle, (click: "Castle")[ listen for sounds and follow them,] or Graveyard (click: "Graveyard")[, if it is locked, ask around the bar to see if you can find him. (click:"find him")[ The town drunk, the ratty looking man, is his friend. Talk to him. (set: $GKhelp to 1)]] It will all go faster if you have a weapon. (click:"have a weapon")[Scavenge coins on killed enemies and buy a weapon in town.]
] (if: $progress is 1)[The Farm could be dangerous, be sure to have a weapon. The old farmer owner left abruptly and the darkness came shortly afterwards. Explore the farm and look for the Ingredients. (click:"Ingredients")[You should be able to find the Mottelgill Banded Mushrooms in the garden, and Bitter Gourd in the Farmhouse.] Some ingredients will have to harvested from beasts in the Castle. You can also check the graveyard. (click:"graveyard.")[Look for Rot grubs around the graves. The Gravekeeper house may have the equipment you need.]
You can check your inventory to view the list and to see what ingredients you have. (if: $cryptdial is 1)[Focus on the farm and the ingredients. That dial in the crypt may not have anything to do with the Darkness. ]
](if: $progress is 2)[The Lindworm is in the Castle's Church. The church is still standing but if you can bring it down on the Lindworm, it will make the battle a lot easier. (click:"easier")[Get the Lindworm to set fire to the wall on the rightside.] Or you could just charge it and try to fight it toe-to-toe. If you still need any ingredients from the castle, try again after you kill the Lindworm.
](if: $progress is 3) [Bitter Gourd is in the farmhouse. Did you get it before it burned down? (click:"burned down")[Check with the barkeeper. He used to make delicious stews. Perhaps he has some ingredients leftover.] The other ingredients are in the Castle, Farm, and there is one in the Graveyard.
(if: $lindwormwing is 1)[The Lindworm is in the Castle's Church. The church is still standing but if you can bring it down on the Lindworm, it will make the battle a lot easier. (click:"easier")[Get the Lindworm to set fire to the wall on the rightside.] Or you could just charge it and try to fight it toe-to-toe. If you still need any ingredients from the castle, try again after you kill the Lindworm.]
(if: $progress is 3.5)[(set: $progress to 4)]
](if: $progress is 4) [Leave me alone and go talk to the Priest. If he's not at the tavern go chat up some other locals. He come around eventually. Same for me when you come looking for me. I need time to work on the potion.
](if: $progress is 5) [ There is a crypt in the graveyard that is different from the others. The Priest would have given you hints as to the code to enter the Sarcophagus. (click:"code to enter the Sarcophagus")[It's the name of the Royals' wizard. (click:"Royals' wizard")[ARAPOV] ]
](if: $progress is 6) [There is a Demon guarding Arapov. If you wait, you can gain an advantage and avoid a fight. If you run in too soon, you have to fight the Demon. You can defeat it without a fight. If you do have to fight it, don't go for the head unless you just avoided the Demon's attack. The head is hard to hit and damage is minimal unless you have an advantage. Defensive stance can help you avoid an attack, but don't get predictable and use it too often.
Yes, It is strange that I would know all of this, especially after just telling you there would be no Demon. The Hint link is an in-game walkthrough.]
(set: $hints to $hints + 1)
[[Leave Table->Tavern]]
[[Return to Town->Town]]  You curse the horse. You consider killing the ''horsething'' out of spite but decide to leave it to its own agony.
[[Farm]] You follow the sounds. The moon is not very bright and it is difficult to see. The contrast of the grey stones intersected with vegetation of the Castle Ruins help you navigate but you have lost your bearings.
 The noise becomes a bit clearer. You can hear footsteps and slithering. It must be the ''Lindworm''. Out of the corners of your eyes you see movement to your left. You are about to turn to it when you see movement from the opposite side. You look to the right but you can't see anything of note. In the Darkness it is hard to see clearly.
  You hear a sucking in of air to the left of you.
(set: $LWHealth to 100)
[[Dive Forward]]  As you dive and roll forward, you feel an intense heat over your head. You look back and see the vegetation along the stone walls has caught on fire. The fire has lit up the area. Across from it you can see the source of the fire, a Lindworm.
  The ''Lindworm'' is small compared to normal dragons. From its head it looks like a normal dragon, but as you look down it's body, it starts to resemble a snake instead. It only has two front legs, or maybe they are arms, and it slithers, or more so drags, its body and tail behind them. On its back it has two small wings. Based on the size of the wings, it's no wonder it can't fly. It has scales along its sides, belly and back. You estimate it's about 12 feet long. When propped up by it's legs, it's about the same height as you. It rears its dragon head up again and sucks in a large gasp of air.
  With the fire lighting the area, you can see a small half-wall nearby. You quickly run for cover and duck behind it. The ''Lindworm'' blows fire directly at the wall and over your head. It's uncomfortable hot, but at least you are not burnt.
  The wall beyond you is now ablaze, providing more light.
[[You poke your head up]]  Upon a better look from behind the wall. It looks like you in are in the old Church. Currently you are close to where the entrance is. The ''Lindworm'' came through a hole in the wall at the front of the Church, where stained glass once was. It is now where the altar would have been. The walls of the Church have stood up remarkably well compared to other areas of the castle. Somehow, even part of the ceiling is still intact. No wonder it was so dark in here. Along the right side some of the original wood is still against wall. It's covered in vines.
  The dragon sucks in another breath. You duck behind you stone cover again. The Flames go shooting over, around and past you.
[[Stay behind Cover]]
[[Charge the Lindworm]]  As you stay behind cover, you can hear the ''Lindworm'' move. You poke your head out and see the ''Lindworm'' has moved closer and towards the leftside of the church. It sucks in air and prepares to fire flames at you.
  You quickly duck back into cover as burst of fire is projected at you. (set: $LWAtt to (random:5,10)) While the stone covers most of you, it doesn't cover your feet from the ''Lindworm's'' new angle.
(set: $health to $health - $LWAtt)
(color:red)[You take //$LWAtt Damage!//]
You now have (color:yellow)[$health health](replace: ?health)[$health]
  (if: $health < 1)[Your pants legs catch on fire and quickly spread up you legs and onto your crotch area. The underwear you are wearing is highly flammable. Not the type you should wear to fightitng a ''Lindworm.'' As the fire reaches your neither regions, you leap up. Thus making you an easy target for the ''Lindworm''. Instead of more flame, it bites your screaming little head off.
[[You Died]]
](else:)[  You can't stay behind cover any longer. The can hear the ''LindWorm'' moving to getting a better angle of you. The next time the it breathes in to prepare its flame, you can go left and charge at it for an attack, or run right and attempt to get behind a pile of stones along the rightside of the church.
[[Charge the Lindworm->Charge2]]
[[Run to another Cover->Find cover on the right]]]  As soon as the flames reside, you leap over the small stone wall an charge at the ''Lindworm''. It is still a fair distance across the church. It raises itself up, and sucks in air.
  You will never make it to the dragon in time before it unleashes another breath of fire. There is no cover between you and the ''Linmdworm''. You will have to time it right and dive to evade the fire. Along the rightside of the church there is a pile of stones you could hide behind. Or if you really feel sporty, you can throw your $weapon at the ''Lindworm''.
[[Attempt to Evade the Fire]]
[[Find cover on the right]]
[[Throw Weapon]]  You burst out of cover and charge the ''Lindworm''. It's surprised by your aggressive tactics. It sucks in a short breath of air and fires a quick burst of flame at you. (set: $counter to 2)
  You will have a second to to decide which way to dart to avoid the flame. A direct hit at this range will be fatal.
Time to take action.
(click:"Time to take action.")[''You have |amount>[$counter] seconds left!''
(set: $counter to 2){(live: 1s)[
(set: $counter to it - 1)
(if: $counter is 0)[(stop:)]
(replace: ?amount)[$counter]
(if:$counter is 0)[(goto:"noMove")]
]
}
RIGHT-> LEFT<-
(click:"RIGHT")[(goto:"LWRight") ] (click:"LEFT")[(goto:"LWLeft")]
] You run as hard as you can and wait until the exact moment to dive to evade the ''Lindworm's'' breath. The ''Lindworm'' breathes out its fire...
{(live: 0.5s)[
(either: "[[Now!!->LWLeft]]", "[[Not Now!->Firehit]]", "[[Nope.->Firehit]]", "[[Heck no!->Firehit]]","[[Did I remember to turn off the stove??]]","[[Soon...->Firehit]]","[[Now!!->LWLeft]]","[[Anytime now...->Firehit]]", "[[Do Chickens have lips?->Firehit]]","[[What am I doing?? This is crazy!!->Firehit]]","[[Wait for it...->Firehit]]")
]}
(event: when time > 6s)[(set: $waited to 1)(goto: "Firehit")]  You duck behind the piles of the stones on the rightside of the church. The ''Lindworm's'' fire shoots above and around your cover. It lights up the wall beyond in flames. The vines and wood along the wall are set ablaze. The fire spreads up the wall and then along the last few wood joists holding up what is left of the ceiling. It's going to come down.
  If you stay here, you won't get hit by any part of the falling ceiling. You are actually using the old ceiling, the pile of stone, as your cover right now. If the ''Lindworm'' doesn't move, it will get buried under a ceiling collapse.
  The cover you started from, near the entrance, looks safe as well, but if you run to it, the ''Lindworm'' is sure to attack while you in the open. Although, you believe the ''Lindworm'' has to be stationary to use its fire breath. Or so you think.
  Or there is the chance the ceiling won't be coming down anytime soon. For how long can you avoid the ''Lindworm's'' attacks?
  The ''Lindworm'' is in the centre of the Church now. You wait for the sound of the sucking in of air, which hasn't come yet. You also wait for the ceiling to collapse, which also hasn't happened yet.
  (if: $armed is 0)[Then there is the matter of how will you kill the Lindworm. Your $weapon is off to the right. ]
[[Stay in Cover]]
[[Attack the Lindworm]]
[[Run to Cover by the Entrance->Run back to previous cover]]  With both hands on your $weapon, raise it behind you head, check for wind and distance, and wait for the perfect moment to toss your $weapon.
(set: $armed to 0)
{(live: 0.25s)[
(either: "[[Throw it now!!]]", "[[Not Now!->MissThrow]]", "[[Nope.->MissThrow]]", "[[Heck no!->MissThrow]]","Are you sure you want to do this?->MissThrow]]","[[Soon...->MissThrow]]","[[Anytime now...->MissThrow]]", "[[Throw it later!->MissThrow]]","[[What am I doing?? This is crazy!!->MissThrow]]","[[Wait for it...->MissThrow]]")
]}
(event: when time > 12s)[(set: $waited to 1)(set: $ThrWeap to 1)(goto: "Firehit")](if: $waited is 1 and $ThrWeap is 1)[  You waited too long for the perfect moment to throw your $weapon and get hit dead on with the ''Lindworm's'' fire. (set: $LWAtt to (random:50,75))
(set: $health to $health - $LWAtt)(replace: ?health)[$health]
You take $LWAtt Damage!
You now have $health.
](if: $waited is 1 and $ThrWeap is 0)[  You waited too long to dive and get hit dead on with the ''Lindworm's'' fire. (set: $LWAtt to (random:50,75))
(set: $health to $health - $LWAtt)(replace: ?health)[$health]
You take $LWAtt Damage!
You now have $health.
](if: $waited is 0)[  You time your dive, but it's just a little bit off as your legs get slightly seared.(set: $LWAtt to (random:20,30))
(set: $health to $health - $LWAtt)(replace: ?health)[$health]
You take $LWAtt Damage!
You now have $health.
]
(if: $health < 1)[  You try to stop, drop and roll but only manage to stop and drop. But as the songs says, two out of three ain't bad. it's too bad he wasn't talking about fire safety, in which it is bad. Very bad.
[[You Died]]
](else:) [  You stumble and fall. You attempt to brush out the fire in your pants... and on them as well. You hear the ''Lindworm'' suck in another breath and decide you better find cover fast.
[[Find cover on the right]]]
(set: $waited to 0)(set: $ThrWeap to 0)  Okay, seriously? Are you really thinking about your stove at a time like this? Alright go check. The story can wait...
(event: when time > 3s)[Waiting.....]
(event: when time > 5s)[Waiting.....]
(event: when time > 7s)[Still Waiting.....]
(event: when time > 10s)[Are you checking it or cooking something?]
(event: when time > 12s)[Great, your back. Let's try that Evade again.
[[Attempt to Evade the Fire]] ](set: $password2 to (prompt: "What is the password?", "Default pass") )
(if: $password2 is $password)[correct!] (else:)[NO SOUP FOR YOU!!]  You hurl your $weapon towards the ''Lindworm''. You miss. Not by much... by a lot. Your $weapon was wide right and is now in the corner of the church. With all your effort into the throw, you are now off-balance, and in no position to shield your vital areas.
  Your errant aim has no affect on the ''Lindworm'' as it breathes fire upon you and you take the full brunt of it. (set: $LWAtt to (random:50,99)) (set: $armed to 0)
(set: $health to $health - $LWAtt)
You take $LWAtt Damage!
You now have $health.
  (if: $health < 1)[You try to stop, drop and roll but only manage to stop and drop. But as the songs says, two out of three ain't bad. it's too bad he wasn't talking about fire safety, in which it is bad. Very bad.
[[You Died]]
]  (else:) [You flail away trying to put the fire out of your clothes. Luckily you aren't wearing your flammable undies. You quickly put out the flames, just as you hear the ''Lindworm'' suck in another breath. Your $weapon lies in the corner of the church. There is a pile of stones nearby it but you would have to get to it without getting hit. Closer by there is a pile of stones on the rightside of the Church that you could duck behind, but you would still end to get your $weapon.
[[Get Weapon]]
[[Find cover on the right]] ]  Your $weapon flies through the air and hits, then bounces off the ''Lindworm''. (set: $armed to 0)
(set: $hit to (random:10,20))
The Lindworm takes (color:green)[$hit] Damage!(set: $LWHealth to $LWHealth - $hit)
  You were hoping your $weapon would do more damage, but now here you stand, facing a dragon without a weapon. On the bright side, your successful throw disrupted the ''Lindworm'' from using its fire breath.
  Your $weapon lies in the corner of the church. There is a pile of stones nearby it but you would have to get to it without getting hit. Closer by there is a pile of stones on the rightside of the Church that you could duck behind, but you would still end to get your $weapon.
[[Get Weapon]]
[[Find cover on the right]] ]  (set: $counter to 2)You run towards your $weapon. The sound of the ''Lindworm'' sucking in air has stopped, it is about to unleash fire upon you. You are in the open. You need to dive, pick up your $weapon and roll behind cover all in one motion. You will seconds to do so. Will you find Success?
(click:"Success?")[
''You have |amount>[$counter] seconds left!''
(set: $counter to 3){(live: 1s)[
(set: $counter to it - 1)
(if: $counter is 0)[(stop:)]
(replace: ?amount)[$counter]
(if:$counter is 0)[(goto:"noMove")]
]}
[[Succass->XSucc]] [[Sacsess->XSucc]] [[Seccuss->XSucc]] [[Sucxexx->XSucc]] [[Sussecc->XSucc]] [[Success]] [[Shisexx->XSucc]] [[Sacsess->XSucc]] [[Sseccus->XSucc]] [[Sussecc->XSucc]] [[Sacsess->XSucc]] [[Sacsess->XSucc]] [[Sucxexx->XSucc]] [[Sussecc->XSucc]]
]  You dive and roll to grab your weapon, but it eludes your grasp. In your attempt to get your, you veered off your direction and end up hitting against the stone cover instead of going behind it. The ''Lindworm's'' fire breath washes over you.
  The pain in unbearable. You start to flail away haphazardly. The ''Lindworm'' hits you with another flame breath. As your flesh burns, you life drains away, and so does hope for Arkhill.
[[You Died]]  You impress yourself with your agility. You dive, roll, grab your $weapon, and continue your roll in behind a pile of stones, just as the ''Lindworm's'' flame shoots all around you.
  This cover though, won't be safe for long. You are close to the ''Lindworm.'' If the Lindworm moves closer, it could raise itself high enough to shoot flame down on your position.
  There is a pile of stones on the rightside that can be used for cover. Although how long will you run from cover to cover. Assuming the ''Lindworm'' moves closer, you might be able to attack and disrupt it's fire breath. (set: $armed to 1)
[[Find cover on the right]]
[[Attack Lindworm->Charge2]]  You dart to the right. Your quick movement avoids the worst of the ''Lindworm's'' fire but you do get burnt a slight bit
(set: $LWAtt to (random:10,20))(set: $health to $health - $LWAtt)(replace: ?health)[$health]
You take $LWAtt Damage!
You now have $health.
  (if: $health < 1)[The pain is enough for you to stumble and fall. As you attempt to regain your feet, the ''Lindworm'' has already drawn another breath and unleashed a fury of fire to wash over you. You perish painfully, in the flames.
[[You Died]]
]  (else:)[You been burnt more by toast. You barely break stride as you close within striking distance of the Lindworm.
[[Fight Lindworm]] ]  With immaculate timing, you dodge the fire breath. You close the distance quickly between you and the ''Lindworm''. You don't break stride as you close the distance, and lunge at the flightless dragon.
(if: $sword > 0)[(set: $hit to $sword + (random:10,25))
](if: $axe > 0)[(set: $hit to $axe + (random:10,25))
] You swing your $weapon and slice across the ''Lindworm'' torso.
The ''Lindworm'' takes (color:green)[$hit] Damage!
(set: $LWHealth to $LWHealth - $hit)
  Your quick moves got you a surprise attack on the ''Lindworm''. Now it's time to finish this beast.
[[Fight Lindworm]]  Your hesitation is costly. The fire from the ''Lindworm'' cocoons your body in smelting heat.
(set: $LWAtt to (random:75,100))(set: $health to $health - $LWAtt)
You take $LWAtt Damage!
You now have $health.
  (if: $health < 1)[Your body, like your hopes and dreams, burn to nothingness. You have perished in Arkhill.
[[You Died]]
]  (else:)[How are you still alive?? Why stop now? You grab your $weapon and mount an attack on the ''Lindworm''. You are going to die anyways, may as well go down swinging. You charge the Lindworm.
[[Charge2]]
]
  Now that you are in close quarters, you should be able to disrupt the ''Lindworm's'' firebreath. So as long as you stay in close and keep your feet, its breath is no longer a concern. It could still attempt to attack you with its tail, or head.
  From this close, you notice an area between its arms is a bit translucent. You can actually make out what looks to be a heart and arteries. If you can hit this spot, you are sure to deal massive damage.
(live: 0.4s)[(either:
"OOOOO
OOXOO
OOOOO",
"OOOOO
OXOOO
OOOOO",
"OOOOO
OOOOO
OOOOO",
"OOOOO
OOOOO
OOOOO",
"OOOOO
OOOOO
OOOOO",
"OOOOO
OOOOO
OOOOO",
"OOXOO
OOOOO
OOOOO",
"OOOOO
OOOXO
OOOOO",
"OOOOO
OOOOO
OOXOO")
]
(click:"X")[Hit! (set: $counter to 1)(live: 1s)[
(set: $counter to it - 1)
(if: $counter is 0)[(stop:)]
(replace: ?amount)[$counter]
(if:$counter is 0)[(goto:"Xhit")]
]] (click:"O")[Miss!(set: $counter to 1)(live: 1s)[
(set: $counter to it - 1)
(if: $counter is 0)[(stop:)]
(replace: ?amount)[$counter]
(if:$counter is 0)[(goto:"Xmiss")]
]]
  You close in and drive your $weapon right into the soft translucent spot on the ''Lindworm's'' chest. It screams in pain.
(if: $sword > 0)[(set: $hit to $sword + (random:40,50))
](if: $axe > 0)[(set: $hit to $axe + (random:40,50))
] ''CRITICAL HIT!!!'' (mouseover-replace: "CRITICAL HIT!!!")[(text-style:"rumble")[CRITICAL HIT!!!]]
The ''Lindworm'' takes (color:green)[$hit] Damage!(set: $LWHealth to $LWHealth - $hit)
(if: $LWHealth < 1)[ [[The ''Lindworm'' staggers forward->LWDeath]] (set: $killer to $killer + 1)
](else:)[
  The ''Lindworm'' prepares to strike at you. You prepare your defence. The ''Lindworm'' could do more damage with its teeth. Although it could try to knock you down with its tail to set up its fire breath. Will you defend against an attack from the ''Lindworm's'' HEAD, or from its TAIL?
(click:"HEAD")[(set: $LWDef to "Head")(replace:"TAIL")[tail]
[[Defend]]
](click:"TAIL")[(set: $LWDef to "Tail")(replace:"HEAD")[head]
[[Defend]] ]
]  You close in and drive your $weapon right towards the soft translucent spot on the ''Lindworm''. Except the ''Lindworm'' twists at the last moment, avoiding the worst of the blow.
(if: $sword > 0)[(set: $hit to $sword + (random:10,20))
](if: $axe > 0)[(set: $hit to $axe + (random:10,20))
]The ''Lindworm'' takes (color:green)[$hit] Damage!(set: $LWHealth to $LWHealth - $hit)
(if: $LWHealth < 1)[ [[The ''Lindworm'' staggers forward->LWDeath]] (set: $killer to $killer + 1)
](else:)
[   The ''Lindworm'' prepares to strike at you. You prepare your defence. Will you defend against an atack from the its HEAD, or from its TAIL?
(click:"HEAD")[(set: $LWDef to "Head")(replace:"TAIL")[tail]
[[Defend]]
](click:"TAIL")[(set: $LWDef to "Tail")(replace:"HEAD")[head]
[[Defend]] ] ](set: $LWAttack to (either:"Head","Tail"))
(if: $LWAttack is "Head")[ The ''Lindworm'' tries to bite you. Its head shoots forward and it bares its teeth.
(if: $LWDef is "Head")[  You expected this. You dive to the side and avoid the attack]
(if: $LWDef is "Tail")[ Your focus on the tail leaves you open to attack from the ''Lindworm's'' mouth. It snaps at you. You pull away in enough time not to be caught between its teeth but not enough to avoid the teeth completely.
(set: $LWAtt to (random:25,40))(set: $health to $health - $LWAtt)
(color:red)[You take //$LWAtt Damage!//]
You now have (color:yellow)[$health health](replace: ?health)[$health]]
](if: $LWAttack is "Tail")[The ''Lindworm'' whips it tails at you, attempting to knock you down.
(if: $LWDef is "Head")[(if: $Tailhit is 0)[ You didn't expect that. You catch the movement of the tail too late to completely avoid it. You brace yourself enough so you don't take the full force of it and you stay on your feet.
(set: $LWAtt to (random:15,25))(set: $health to $health - $LWAtt)
(color:red)[You take $LWAtt Damage!]
You now have (color:yellow)[$health health](replace: ?health)[$health] ]
(if: $Tailhit > 0)[  You should have expected the ''Lindworm'' to use its tail again. A successful hit would knock you down and give it chance to use it's flame breath. And that is exactly what has happened. (set: $Tailhit to $Tailhit + 1)
(set: $LWAtt to (random:15,25))(set: $health to $health - $LWAtt)
(color:red)[You take //$LWAtt Damage!//]
You now have (color:yellow)[$health health](replace: ?health)[$health] ] ]
(if: $LWDef is "Tail")[  You kept your eye on its tail. You prepare and time your jump perfectly. Almost perfectly. The tips of your boots catches the top of the tail and you stumble upon landing. Wasting the opportunity for an advantageous attack.]
]
(if: $health > 0 and $tailhit < 2)[
[[Fight Lindworm]]
](if: $health > 0 and $tailhit is 2)[
[[Avoid Firebreath]]
](if: $health < 1)[  You are losing a lot of blood. You start to feel woozy. As you stagger to mount another attack, you feel an intense heat. You have given the Lindworm enough time to prep and blast his fire breath upon you. You die painfully, engulfed in flames.
[[You Died]] ]
  The ''Lindworm'' staggers forward. Its head hits the ground. As it attempt to suck air for another fire breath attack, you charge forward and slam your $weapon inbetween its eyes.
 There is no scream or howl from the ''Lindworm''. Just a last release of air, no fire, as it expires. And a whole lotta (text-color:"red")[''//Blood.//''] Yuck!
  You take your $weapon and cut off the Lindworm's wings. They are a bit cumbersome, so you decide to only take one. You could always return for the other if need be. (set: $lindwormwing to 1)(set: $progress to 3)
  You do a quick search of the area and find a small stash of (set: $randomCoins to (random:10,15))//$randomCoins// Coins and some other objects that are no use to you. (set: $coins to $coins + $randomCoins)(replace: ?coins)[$coins]
  You now have **$coins** Coins.
(if: $ceiling is 1)[  As you walk away from the Lindworm's corpse, the ceiling falls on it. Better late than never, you suppose.
]
  Congratulations, you have defeated the ''Lindworm'' and are one step closer to saving the town.
[[Return to Town->Town]]  The ''Lindworm's'' Tail attack has knocked you face down to the ground. As soon as you hit the ground, you can hear the Lindworm sucking in air to fire its flame at you.
  You need to roll to the left or right to avoid the ''Lindworm's'' attack
  You quickly attempt to come up with the percentage of which way it better to roll
(set: $roll to (random:1,100))(set: $leftR to 100 - $roll) (set: $rightR to $roll)
  Through some form of arbitrary reason, you estimate that rolling Left will be certain death $leftR percent of the time, meaning rolling right will be certain death $rightR percent of the time.
  So, are you going to roll to the LEFT (click:"LEFT")[(set:$rollDir to "left")(set: $ROLL to $leftR)(replace:"RIGHT")[right]] or to the RIGHT (click:"RIGHT")[(set:$rollDir to "right")(set: $ROLL to $rightR)(replace:"LEFT")[left]]?
[[Roll Now]]
  Just as the ''Lindworm'' lights it up with fire, you roll to the $rollDir
(set: $roll to (random:1,100))
(if: $roll < $ROLL)[  You attempt to roll away from the ''Lindworm's'' attack, but you miscalculated the odds. Actually you failed to account for the chunk of stone that just halted your attempted roll away. As you bump into that stone, you are hit by the fire breath of the ''Lindworm.''
(set: $LWAtt to (random:35,50))(set: $health to $health - $LWAtt)
(color:red)[You take //$LWAtt Damage!//]
You now have (color:yellow)[$health health]
(if: $health < 1)  [As you bath in fire, you last thought, other than "ouch", is "Damn you chunk of stone!! Damn you."
[[You Died]]
](if: $health > 0)[  It seems the ''Lindworm'' expected you to continuing rolling as well. You get hit with his fire breath but it continues on in the direction you attempted to roll. You live to fight another round.
[[Fight Lindworm]] ]
](if: $roll >= $ROLL)[  You roll in opposite direction of the Lindworm's attack, successfully avoided further damage. You jump to your feet and prepare to attack the ''Lindworm''.
[[Fight Lindworm]] ]  You stay in cover, with your back to the center of the Church. The wood holding the ceiling starts to break and the last parts of the Church ceiling comes crashing down. There are noises all around you. The sounds of the wood and vegetation on fire. The sounds of the stone and wood falling from the ceiling. And the sound of a large amount of air being sucked in.
  That last sound is very troubling to you. You jump up with your $weapon ready to strike. It's too late.
  The ''Lindworm'' recognized that the ceiling was going to collapse as well. So it moved away from the centre and right up onto your position. It's two legs are gripping the top of the stone pile. It towers above you and it unleashes a stream of flame before you can strike at it.
(set: $LWAtt to (random:60,100))(set: $health to $health - $LWAtt)(replace: ?health)[$health]
(color:red)[You take //$LWAtt Damage!//]
You now have (color:yellow)[$health health]
(if: $health < 1)[  The close range burt of fire burns you to a crisp. For good meaure, the ''Lindworm'' hits you with another blast of flames. You burn to death.
[[You Died]]
](else:) [  You stop, drop and roll and put out any clothing that is one fire. You are in great pain but you are still alive. The ''Lindworm'' comes down from the stone pile and is ready to finish you off man-to-beast.
  The ''Lindworm'' prepares to strike at you. You prepare your defence. The ''Lindworm'' could do more damage with its teeth. Although it could try to knock you down with its tail to set up its fire breath. Will you defend against an attack from the ''Lindworm's'' HEAD, or from its TAIL?
(click:"HEAD")[(set: $LWDef to "Head")(replace:"TAIL")[tail]
[[Defend]]
](click:"TAIL")[(set: $LWDef to "Tail")(replace:"HEAD")[head]
[[Defend]] ] ]   You leap out of your cover and run towards the cover near the Church's exit. You are counting on the Lindworm staying in the center of the Church and the ceiling collapsing before the ''Lindworm'' is able to shoot his fire. You hear the Lindworm suck in its breath. You hear the ceiling starting to collapse. You are not sure which will happen first. A ceiling collapse or you getting roasted with the ''Lindworm's'' fire breath.
 You try to calculate the odds in your head.
(set: $collapse to (random:1,100))(set: $LWBreath to 100 - $collapse)
  You figure there is $collapse percent chance the the ceiling will collapse before the ''Lindworm'' gets his fire breath off.
 Are you a betting man? Willing to bet his life? In times like this, I think you already have. Do you think the Ceiling will collapse first, or will the ''Lindworm'' gets his Fire Breath off first?
(click:"Ceiling will collapse")[(set: $bet to $collapse)(goto:"CeilCollapse")] (click:"Lindworm gets his Fire Breath off")[(set: $bet to $LWBreath)(goto:"CeilCollapse")](set: $roll to (random:1,100)) (if: $roll >= $bet)[  The ''Lindworm'' hits you with a volley of fire at you, knocking you off your feet.
(set: $LWAtt to (random:10,20))(set: $health to $health - $LWAtt)(replace: ?health)[$health]
(color:red)[You take //$LWAtt Damage!//]
You now have (color:yellow)[$health health]
  It's only a short volley of flame as the it is cut off by the falling of the ceiling. The ''Lindworm'' is still standing in the middle of the Church. One of the Stones hits the it in the head. The ''Lindworm'' falls to the ground. Other stones land on and around its body. The ''Lindworm'' is struggling beneath a pile of stone. It's bleeding, it is disorientated and it is hurt badly.
(if: $health < 0)[  This is exactly what you planned. You try to stand up so you can take a clean shot at the ''Lindworm'', but you are tired. The ''Lindworm'' is not going anywhere. The flames will put themselves out. So it won't matter if you lay here for just a bit longer. And maybe even close your eyes for a bit. It'll be alright. There is plenty of time....
There is no time left you. You bleed out.
[[You Died]]]
(else:) [  Although you are hurting, you sense this is your chance to kill the Lindworm. As you start to approach the Lindworm, it senses your intentions. It tries to suck in air, but it can't. The pressure of the stones on its body stops it from preparing a fire attack. It struggles to free itself from the stones and attempts to stand. You rush in. Hoping to deliver the final blow before the Lindworm can take another action.
[[Finish it->LWDeath]] ]
](if: $roll < $bet and $health > 0)[  Before the ''Lindworm'' can send a volley of fire at you, the ceiling collapses. A large stone hits it right on the head. The ''Lindworm'' falls to the ground. Other stones land on and around its body. The ''Lindworm'' is struggling beneath a pile of stone. It's bleeding, it is disorientated and it is hurt badly.
(if: $armed is 1)[  You sense this is your chance to kill the ''Lindworm''. As you start to approach the ''Lindworm'', it senses your intentions. It tries to suck in air, but it can't. The pressure of the stones on its body stops it from preparing a fire attack. It struggles to free itself from the stones and attempts to stand. You rush in. Hoping to deliver the final blow before the ''Lindworm'' can take another action.
[[Finish it->LWDeath]] ]
(else:)[  You need to grab your $weapon before being delivering the death blow. You run over to the corner of the Church where your $weapon lies. You pick and begin to run back towards the ''Lindworm.''
  Except, the ''Lindworm'' has regained its feet. You rush in to attack. If you can keep the distance close, the ''Lindworm'' won't be able to use its fire breath without you disrupting it.
[[Fight Lindworm]] ]]You got hit
(set: $health to $health - 5)
(replace: ?health)[$health](set: $health to 100)
(replace: ?health)[$health]
[[2]](set: $health to 0) (replace: ?health)[$health]
(replace: ?coins)[$coins](set: $ceiling to 1)  You decide that you want to be the aggressor, no more running and hiding. You haven't heard the ''Lindworm'' suck in air for its firebreath, so you are pretty sure you won't get lit up as soon as you jump out. You prepare yourself to charge at the enemy.
  When you jump out of cover, there is another surprise waiting for you. You don't have to charge the ''Lindworm'', it’s basically right on top of you. Luckily, it is just as surprised by your tactics, as you are of its.
[[Fight Lindworm]]
This will be about the game
[[Start]](either:"You tuck your tail between your legs and make a hasty exit.","As you run away, you feel an intense pain in your pride.","Shame! Boo! Hiss! Shame!","You couldn't risk another hit. You outrun the $enemyName and make it safely back to town.","You point to the sky and as the $enemyName looks, you turn tailcoat and disappear.")
You make it safely back to town, determined not to mention your retreat to anyone.
[[Return to Town->Town]]