(set: $name to (v6m-print: (prompt: "Please type your name!", "Adventurer"))) (set: $maxhp to 100) (set: $hp to 100) (set: $str to 5) (set: $dex to 5) (set: $int to 5) (set: $legacy to (a:)) (go-to: "Choose_Character"){(set: $inventory to it + (a:$equip's (1))) (set: $str to it + $equip's (2)) (set: $dex to it + $equip's (3)) (set: $int to it + $equip's (4)) (set: $maxhp to it + $equip's (5)) (set: $hp to it + $equip's (5)) (set: $equip to (a: "", "0", "0", "0", "0"))}{(set: $inventory to it - (a:$unequip's (1))) (set: $str to it - (a:$unequip's (2))) (set: $dex to it - (a:$unequip's (3))) (set: $int to it - (a:$unequip's (4))) (set: $maxhp to it - (a:$unequip's (5))) (set: $hp to it - (a:$unequip's (5))) (set: $unequip to (a: "", "0", "0", "0", "0")) (if: $hp<0)[(set: $hp to 1)]}{<good>Bőrpáncél megszerezve!</good> (set: $leather_armor to true) (set: $equip to (a: "bőrpáncél", 0, 0, 0, 10))(display: "Equip_Item") }=><= <hr> <table align="center"><tr><td align="center" style="text-align:center"><font color="#fcba03"><b>$name</b></font></td><tr><tr> <tr> <td style="text-align:left"><b>Class</b></td> <td style="text-align:right">$class</td> </tr> <tr> <td style="text-align:left"><b>Health</b></td> <td style="text-align:right"><font color="red">$hp</font></td> </tr> <tr> <td style="text-align:left"><b>Strength</b></td> <td style="text-align:right">$str</td> </tr> <tr> <td style="text-align:left"><b>Dexterity</b></td> <td style="text-align:right">$dex</td> </tr> <tr> <td style="text-align:left"><b>Intelligence</b></td> <td style="text-align:right">$int</td> </tr> <!-- <tr> <td style="text-align:left"><b>Inventory</b></td> <td style="text-align:right">(print: $inventory)</td> </tr> --> </table> {(button:"=XXX=")[ (link-repeat:"SAVE")[ (if:(save-game:"Slot A"))[ (dialog: [Save successful], "OK") ] ] ] (if: (saved-games:) contains "Slot A")[ (button:"=XXX=")[ (link-repeat:"LOAD")[ (load-game:"Slot A") ] ] ] (button:"=XXX=")[ (link-repeat:"RESTART")[ (go-to: "Start_0") ] ] } (if: $debug is "1") [--- DEBUG MODE ENABLED --- (link-repeat: "-10 HP")[(set: $hp to ($hp - 10))] (link-repeat: "+10 HP")[(set: $hp to ($hp + 10))]]You reached the small town of //Csejte// before midnight. As you look up, you realize it's a (link: "full moon")[**full moon** (Full moons are traditionally associated with insomnia (inability to sleep), insanity (hence the terms lunacy and lunatic), and various "magical phenomena" such as lycanthropy)]... not a good sign. Since you had no time to lose, you immediately headed for the town's social and cultural center: its tavern (sorry, church—these are the times we live in). As you open the door, the foul air hits you: you smell beer, smoked pork, and... yeah. Just don't ask. It's not a busy night at all; there are only a few guests at two tables. You approach the bartender, but before you can ask anything, he simply stares at you and slowly says: //"I don't know you..."// You reply: [["I am just a traveler"->Traveler]] [["I'm in a hurry to save good people, I need to find the Bathory castle"->Castle]] [["And I don't know YOU! Is that how you say hello, old man?"->Idontknowyou]] (display: "Options"){<bad>Bőrpáncél eldobva!</bad> (set: $leather_armor to false) (set: $unequip to (a: "bőrpáncél", 0, 0, 0, 10))(display: "Unequip_Item") }... (display: "Options")<center><h2>Demon Hunter: Legacy</h2></center> //In the year of our Lord 1609...// It was dark, and it had been raining for hours. Raindrops slowly soaked your clothes as you trudged through muddy roads that seemed to lead nowhere. You could barely see, and even a lit torch would have alerted any bandits, wolves, or who-knows-what lurking nearby. You had slain your share of monsters over the years, and make no mistake: there was always a chance that the current job could be your last. You accepted that fate long ago, for few in this profession live long. But this time, it was different—//it became personal//. Your daughter had been kidnapped and brought here by force, along with other young girls taken from a nearby town during a wedding. If the rumors were true, the local countess (link: "Bathory")[**Bathory** (or as people call her, the "Blood Countess," who is looking for eternal life and beauty)] used young girls as human sacrifices to bathe in their blood, and her unholy servants roamed the forest at night, searching for victims and preying on common folk. It doesn't really matter how much of it is true: lives are at stake, and they have no hope but you, the... (link: "Demon Hunter")[(set: $class to "Demon Hunter")(set: $dex to $dex+1)(set: $int to $int+(-1)) (go-to: "Demon_Hunter")] (<good>+1 dexterity,</good> <bad>-1 intelligence</bad>) (link: "Exorcist")[(set: $class to "Exorcist")(set: $int to $int+1)(set: $str to $str+(-1)) (go-to: "Exorcist")] (<good>+1 intelligence,</good> <bad>-1 strength</bad>) (link: "Crusader")[(set: $class to "Crusader")(set: $str to $str+1)(set: $int to $int+(-1)) (go-to: "Crusader")] (<good>+1 strength,</good> <bad>-1 intelligence</bad>) **Strength:** strength trials, damage in combat **Dexterity:** dexterity trials, hit chance in combat **Intelligence:** intelligence trials, unique actions...the demon hunter. Your crossbow rarely misses its target and has saved your life countless times. There is no trap or mechanism that would be too much for you. (link-goto: "Continue", "Intro")(set: $trial_number to 6)(display: "DexTrial")(if: $trial_result is 1)[<good>Dexterity trial was successful!</good> Well done](else-if: $dex is 5)[<bad>Dexterity trial failed!</bad> Oops... <bad>-10 Health</bad>(set: $hp to $hp+(-10))(display: "Check_HP")](else:)[<bad>Dexterity trial failed badly!</bad> OUCH! {<bad>-15 Health</bad>(set: $hp to $hp+(-15))(display: "Check_HP")}](if: $hp < 1)[(display: "Game_Over")](set: $dead to true)(text-color:red)[''$name, your adventure ends here.''] <pre>`` ,---. _ / + \ _| |_ | ~~~ | |_ _| |R.I.P| | | ,,vV,,|_____|V,,V,v,|_|/,,,v,V, ``</pre> You will be remembered as //$name, the $class// and://(if: $enemy_caused_death is "1")[(set: $legacy to it + (a: "Victim of The " + $enemy))] (for: each _item, ...$legacy)[\ _item (unless: $legacy's last is _item)[ ]\ ] // {(if: (saved-games:) contains "Slot A")[ (link: "Load")[(load-game:"Slot A")] ]} (link: "Back to Start")[(go-to: "Start")](if: $dex < $trial_number)[(set: $trial_result to 0)] (else:)[(set: $trial_result to 1)](link: "Megvizsgálod a holttestet")[Megvizsgálod a holtestet: A mellkasán levő sebből kiindulva farkas végzett vele.](if: $str < $trial_number)[(set: $trial_result to 0)] (else:)[(set: $trial_result to 1)](if: $int < $trial_number)[(set: $trial_result to 0)] (else:)[(set: $trial_result to 1)]...the exorcist. Your knowledge of demons, the undead, and other creatures is unmatched. You always carry a few potions—or can make them on the spot if necessary—and you can read runes and speak some forgotten languages, which could prove useful if you encounter a chatty demon. (link-goto: "Continue", "Intro")...the crusader. Your devotion and faith have helped you cope with any challenge, especially against demons and undead creatures. You are a fearless and fierce warrior on the battlefield, yet benevolent otherwise. (link-goto: "Continue", "Intro")[[Game Over->Game_Over]]//"I am just a traveler,"// you reply. The bartender doesn't seem satisfied with your answer. //"Sure, just a traveler... there is no such thing. Everybody makes a living one way or another; everybody has a name, and when people don't provide either, I get suspicious. So, what do you want?"// [["I have no time for this, I need to find the Bathory castle!"->Castle]] (display: "Options")//"I have no time for this, I need to find the Bathory castle!"// you say. His eyes widen as he leans closer and speaks quietly, //"You are really not from here, are you...?"// You simply shake your head. //"I know for a fact that if you were working for her, you wouldn't ask any questions. And since you are unknown here, you're most likely not one of her spies either. That makes me hopeful you might be a friend of our town. So..."// He grabs a piece of paper, quickly draws something, and urges you to take it. //"This is a map to a cave in the forest not far from here. You will know how to get in when you are there—and speak no more of her here!"// //"Thanks,"// you reply, and you leave the tavern immediately. [[Continue->LeaveTavern]] (display: "Options")//"And I don't know YOU! Is that how you say hello, old man?"// you reply with confidence. The bartender doesn't say anything for a second, takes a good look at you, then... (set: $trial_number to 6)(display: "StrTrial")(if: $trial_result is 1)[<good>Strength trial was successful!</good> //"You should keep your mouth shut before someone stronger than me teaches you a lesson. Anyway, what do you want?"//](else:)[<bad>Strength trial failed!</bad> ...he reaches over with surprising agility, grabs your hair, and knocks your head into the wooden counter. //"You BASTARD!"// you shout, but you try to calm down while the overly sensitive bartender rubs his knuckles. {<bad>-10 Health</bad>(set: $hp to $hp+(-10))(display: "Check_HP")}](set: $legacy to it + (a: "Nightmare of Bartenders")) You reply, [["I have no time for this, I need to find the Bathory castle!"->Castle]] (display: "Options")It's not a busy night at all, only a few guests at two tables. So you go to the bartender but before you could ask anything, he just stares at you and says slowly: //- I don't know you...// You reply: [["- I am just a traveler."->Traveler]] (display: "Options")You step outside; the rain has stopped, and the weather is calm. There are only a few people on the streets. You check your small map again and head in the direction of the woods on the other side of town. [[Continue->EnterTheForest]] (display: "Options")The road leading into the forest is overgrown with grass and is rarely used. There is also a wooden sign with cryptic letters carved into it... (set: $trial_number to 6)(display: "IntTrial")(if: $trial_result is 1)[<good>Intelligence trial was successful!</good> ...and you immediately recognize these symbols. They are protection runes against evil and also serve as a warning. Nothing unexpected.](else:)[<bad>Intelligence trial failed!</bad> ...but no matter how hard you try to remember, you cannot recognize them.] You check your gear one last time before entering the forest. You walk for about 15 minutes without seeing anyone or anything; it is unusually quiet. It's somewhat disturbing, but it's always better to be bored than to be fighting for your life. [[Continue->NextForest]] (display: "Options")You walk mindlessly along the road, thinking of the innocent people—and especially of your daughter. You fear the worst but try to remain strong, for there is always hope. You firmly believe that hope is the only reason you continue fighting in a world where evil seems to have already taken over. You hear something howling, then again from another direction. You really want to believe it's just a stray dog, but you know better. You start looking around and prepare for a fight. You barely notice something moving on your right. (set: $trial_number to 6)(display: "DexTrial")(if: $trial_result is 1)[<good>Dexterity trial was successful!</good> Just in time, you roll to your left, avoiding the first attack.](else-if: $dex is 5)[<bad>Dexterity trial failed!</bad> As you try to roll to your left, it jumps at you and scraches your right shoulder. <bad>-5 Health</bad>(set: $hp to $hp+(-10))(display: "Check_HP")](else:)[<bad>Dexterity trial failed badly!</bad> Just as you begin to process what you have just seen, something is already on your back and bites you! You hit it with all your strength, and it releases you as you quickly turn. {<bad>-10 Health</bad>(set: $hp to $hp+(-15))(display: "Check_HP")}] [[Continue->WolfBattle]] (display: "Options"){ (set: $enemy to "Werewolf") (set: $enemy_hp to 10) (set: $enemy_str to 3) (set: $enemy_dex to 5) (set: $enemy_int to 2) (set: $turn to 1) (set: $battle_log to " ") (set: $victory_room to "Werewolf_Defeated") (set: $enemy_caused_death to "1") } Now you can take a look at your opponent: a dog-like creature with ebony fur, cold yet almost human eyes, and no tail... There is no doubt: it's a **werewolf**! (if: $int > 5) [<good>Action unlocked due to your Intelligence bonus!</good> You are familiar with this condition, and there's a good chance you can cure it. [[Cure->WerewolfExorcism]] ] It growls angrily as it slowly approaches. You might have to face it in battle. (if: $debug is "1")[(set: $hp to 10)] [[Attack->Battle]](either: "*bashing with your shield*", "*thrusting with your sword*", "*swinging your sword*")(colour: red)[**Enemy:** //$enemy//] (colour: green)[**Your health:** $hp] (colour: orange)[**Enemy Health:** $enemy_hp](set: $tmp_dex to 0)(set: $tmp_str to 0)(set: $tmp_enemy_dex to 0)(set: $tmp_enemy_str to 0) Do you prepare differently for this round? (if: $class is "Crusader")[(link:"Prayer")[You calm yourself with a prayer and become more agile but less powerful.(set: $tmp_dex to 2)(set: $tmp_str to -2)(set: $battle_log to ($battle_log + "You calm yourself with a prayer and become more agile but less powerful. "))]]<!-- (if: $class is "Crusader")[(link:"Zeal")[You will rampageously attack but your moves become more predictable.(set: $tmp_dex to -2)(set: $tmp_str to 2)(set: $battle_log to ($battle_log + "You will rampageously attack but your moves become more predictable."))]] -->(if: $class is "Demon Hunter")[(link:"Double shot")[You load two bolts at once but it will be difficult to aim.(set: $tmp_dex to -2)(set: $tmp_str to 2)(set: $battle_log to ($battle_log + "You load two bolts at once but it will be difficult to aim. "))]]<!-- (if: $class is "Demon Hunter")[(link:"Nails")[You will throw nails at your opponent during its attack to distract it.(set: $tmp_enemy_dex to -1)(set: $battle_log to ($battle_log + "You will throw nails at your opponent during its attack to distract it."))]] --><!-- (if: $class is "Exorcist")[(link:"Infirmitas")[You recite a curse to weaken your enemy.(set: $tmp_enemy_str to -1)(set: $battle_log to ($battle_log + "You recite a curse to weaken your enemy."))]] -->(if: $class is "Exorcist")[(link:"Vertigo")[You recite a curse to make your enemy dizzy - but it weakens you too.(set: $tmp_enemy_dex to -1)(set: $tmp_str to -1)(set: $battle_log to ($battle_log + "You recite a curse to make your enemy dizzy - but it weakens you too. "))]] { (link-repeat: "Attack") [ (set: $battle_log to ($battle_log + "Turn " + (str: $turn) + " ")) (if: $dex +$tmp_dex + (Random: 1,6) > $enemy_dex + $tmp_enemy_dex + (Random: 1,6)) [(set: $dmg to $str + $tmp_str + (Random: 1,6))(set: $battle_log to ($battle_log + "You caused the $enemy " + (str:$dmg) + " damage! "))(set: $enemy_hp to $enemy_hp+(-$dmg))] (else:) [(set: $battle_log to ($battle_log + "Attacking $enemy missed! "))] (if: $dex +$tmp_dex + (Random: 1,6) < $enemy_dex + $tmp_enemy_dex + (Random: 1,6)) [(set: $enemy_dmg to $enemy_str +$tmp_enemy_str + (Random: 1,6))(set: $battle_log to ($battle_log + "The $enemy caused you " + (str:$enemy_dmg) + " damage! "))(set: $hp to $hp+(-$enemy_dmg))] (else:) [(set: $battle_log to ($battle_log + "Attack of the $enemy missed! "))] (set: $turn to ($turn + 1)) (set: $battle_log to ($battle_log + " ")) (set: $tmp_dex to 0)(set: $tmp_str to 0)(set: $tmp_enemy_dex to 0)(set: $tmp_enemy_str to 0) (if: $hp < 1)[(alert: "The " + $enemy + " killed you!")(go-to: "Game_Over")] (if: $enemy_hp < 1)[(go-to: $victory_room)] (go-to: "Battle") ] } $battle_log { (set: $enemy to "werewolf")(set: $enemy_hp to 10)(set: $enemy_str to 3)(set: $enemy_dex to 5)(set: $enemy_int to 2)(set: $class to "Crusader")(set: $dex to 5) (set: $str to 5) (set: $int to 5) (set: $turn to 1) (set: $hp to 100) (set: $battle_log to " ") (set: $victory_room to "Empty") (display: "Battle") }You have won!<good>You defeated the **werewolf**!</good>(set: $legacy to it + (a: "Killer of the Werewolf Boy"))(set: $enemy_caused_death to "0") The creature lies at your feet, the corpse slowly turns and shrinks back into a human body. He was just a boy. You still don't know how this (link: "spreads")[**spreads** (some say it's a divine punishment or a curse, others think you can obtain the condition if you passed three times through an arch made of a Birch)]. You take a deep breath and continue your journey in the forest. [[Continue->ProceedInTheForest]] (display: "Options")According to your map, there must be a small hut by the side of the road soon and indeed, there it is. There is faint, shimmering light from most likely a candle inside. As you are wondering if it would be wise to enter the hut, something quickly crossing the road and disappears in the bushes: a (link: "black cat!")[**black cat** (according to folklore, if one walks across the path in front of a person, it means bad luck - and some believe it's a spy of the witches or even the witch herself)] You hear a faint crying from inside, sounds like a baby. [[Enter the hut->EnterTheHut]] [[Continue->SkipTheHut]] (display: "Options")You reach into your pocket while slowly backing away from the werewolf. It follows you, confirming your suspicions as it starts speaking in a male human voice. //"Grrrr... Don't play games, I'm hungry!"// You have a wolf’s bane potion at the ready, but this werewolf appears to be medium-sized—he must still be young. The dose prepared in advance will most likely kill the boy. [[Try the potion->WolfPotion]] [[Attack the werewolf->Battle]] (display: "Options")With a quick move, you open the potion and spill just a little before you throw it at the werewolf. The potion hits it on the head and the effect is immediate: the werewolf yowls in pain, losing its strength and just collapses. It takes only a few seconds and... silence. (if: $class is "Exorcist")[ <good>Profession check passed!</good>(set: $legacy to it + (a: "Saviour of the Werewolf Boy")) The body slowly transforms back and indeed, it's a young boy. You step closer and his body shivers. He opens his eyes and starts crying. //"Don't be scared... you're free of the curse,"// you say. As you would reach for him, he dismisses your arm and starts running back to the town. Maybe better this way. You take a deep breath and press on. ](else: )[<bad>Profession check failed!</bad>(set: $legacy to it + (a: "Killer of the Werewolf Boy")) You wait for some time, but it doesn’t move. Then, the body slowly transforms back, and indeed, it’s a young boy. You step closer and crouch to check for life signs, but you already know the truth. Either you used too much antidote or the boy’s body simply couldn’t make it. You think of your daughter and other parents for a moment, but you don’t have the time for this. You crack open another potion for yourself — this one will definitely work: your homemade (link: "pálinka")[**pálinka** (Hungarian traditional fruit spirit)] never disappoints. You wipe your mouth, put the bottle back, and continue your journey toward the cave. ](set: $enemy_caused_death to "0") [[Continue->ProceedInTheForest]] (display: "Options") You approach the door with great caution and slowly open it. As you peek inside, you see a few candles in the window. In the small room, there is a stove: something is boiling in a pot. There is a bed and some other furniture. You step inside. The hut is empty: there is no one here. Or is there..? The door shuts behind you. You turn around but there is no one you could see. You hear a voice in your head: //"I've heard all about you, $name. We don't like your kind. You should not have come here!"// In the bed what was empty before, now lays a woman. Your wife! Or at least she looks like her. She died during labor and your unborn son with her. That woman in the bed sits up and turns to you: //"Help me, they carried him away! Our little boy..!"// Before you could say anything, the woman just disappears and something crawls out from under the bed. It's a (link: "baby")[**baby** (people say the miscarried or aborted child haunts the mother, crying or even harming her)] with rotten flash and an empty stare, coughing up blood and slowly reaching for you. [[Escape the hut->LeaveTheHut]] [[Let it touch you->StayInTheHut]] (set: $visited_hut to "1")(display: "Options")You have a bad feeling about the hut and you don't think it would help your current goal, so you just double-check your map and heading into the direction of the cave. [[To the cave->ToTheCave]] (display: "Options")You just run outside, slam the door and run into the direction of the cave. Whatever awaits you there, cannot be worse. Well, we'll see. But for now, you are safe. [[To the cave->ToTheCave]] (display: "Options")You want to find out what's going on and if these are some disturbed spirits, how you could help them. The lost spirits are feeding on the emotions and memories of the theirs and the living, hence the visions you are experiencing. At least you really hope these are only visions. //"Daddy, is that you..?"// asks the child. Well, sharp teeth and it already knows how to speak, these visions have no clue about the stages of a human's development. Or there is a zombie orphanage nearby. The child grabs your arm and... (set: $trial_number to 6)(display: "DexTrial")(if: $trial_result is 1)[<good>Dexterity trial was successful!</good> ...wants to bite you but thanks to your reflexes, you pull back your arm just in time before it could really hold onto it. It might be about time to leave this hut for good. ](else:)[<bad>Dexterity trial failed!</bad>(set: $hp to ($hp + (-10))) ...bites you in a second. It didn't feel like a vision, you can free your arm but it hurts like hell. It might be about time to leave this hut for good. {<bad>-10 Health</bad>(set: $hp to $hp+(-15))} (display: "Check_HP") ](set: $legacy to it + (a: "Fan of the Nightmares in the Hut")) (if: $hp > 0)[[[Escape the hut->LeaveTheHut]] [[Stay (are you mad?)->StillStayInTheHut]] (display: "Options")](set: $legacy to it + (a: "Victim of the Witch")) You don't know if it's a vision or this is a real creature. You cannot fight a child even if it's biting you but you cannot just leave this behind. The room darkens, the dim light of the candle is put off by a cold breeze. You don't see the child, in fact you don't see anything: you stare into a deep darkness all around you as if you closed your eyes. You hear a manic laughter, you try to run into the direction of the door but there is nothing there. You just run deep into the endless darkness. Woodcutters found your body weeks later, in the middle of the road. Your eyes are removed and replaced by black coal and a twisted smile froze on your face. (display: "Game_Over")Your small map served you well and soon you notice something just where it should be: an entrance of a cave with a passage going down steeply. You see some remains of coal here and there, it must have been a mine once but a long time ago since there is no equipment or any fortification what you could see at the entrance. There is one thing to decide though: should you light a torch? You won't be able to see much without it, although whatever is in there won't see you either. [[Light a torch->EnterTheCaveWithTorch]] [[Do not light a torch->EnterTheCaveWithoutATorch]] (display: "Options")Although you will be easy to notice by carrying a torch, in a dark cave at night you have literally no other choice but to light one. Even the natural holes and cracks in the ceiling will provide just a little natural light at full moon - not enough to explore safely. After a few steps at a turn, in the light of your torch you notice the left side wall has disappeared. You can look down in the deep, water reflects the light far down below. This could have been fatal. [[Continue->EnterTheCaveWithTorch2]] (display: "Options")You think there is a high risk some bandits or a creature hiding here would notice you and you would lose the element of surprise. As you carefully enter the cave, you quickly realize this is going to be difficult: lot of small rocks under your feet and after a few turns, you lose sense of direction what could prove fatal easily in a cavern. [[Light a torch->EnterTheCaveWithTorch]] [[Proceed without a torch->ProceedWithoutATorch]] (display: "Options")You are not confident enough to light a torch in an unkown cave, so entering without it and trusting your senses. You still feel small rocks under your feet and the surface is also a bit slippery, there must be water here somewhere. With your arms, you are checking the sidewalls of the narrow passage. As you move forward and would check your left side, you are too quick to lean in and notice too late, the left side here has no wall anymore: it's a **rift!** (set: $trial_number to 6)(display: "DexTrial")(if: $trial_result is 1)[<good>Dexterity trial was successful!</good> At the last second, you can gain back your balance before falling into this pit. Since you haven't heard anything or seen anything yet what would indicate a presence here, you decide to light that torch. [[Light a torch and proceed->EnterTheCaveWithTorch2]] (display: "Options")] (else:)[<bad>Dexterity trial failed!</bad> You try to pull back yourself and regain your balance but it's too late: your weight is already pulling when you slip and fall into this deep and dark pit. (set: $legacy to it + (a: "Victim of the Dark Cave")) (display: "Game_Over")] As you go deeper and deeper into the cave, you arrive at a cross: you can go left and right. Try to look for some signs or indicators if any of the passages have been used recently and you notice something shiny on the left side: **a coin!** Also, this left passage is a dead-end and interestingly, the coin is in a miner helmet it seems. Your mother taught you to always look on the right side of...caves and you do so. Aside from the humid air and rock, there is nothing else there. [[Pick up the coin->CaveLeft]] [[Go right->CaveRight]] (display: "Options")As you pick up the coin, you feel very faint but certainly real shakes. It follows a rhythm, as if someone were breaking rock with a pickaxe not so far from here. (if: $int > 5)[<good>Action unlocked due to your Intelligence bonus!</good> Suddenly you realize your mistake, this must have been left here by a (link: "mountain spirit")[**mountain spirit** (Hungarians call it 'bányarém', Germans call it Berggeist /mine or mountain ghost/, it's a creature similar to a dwarf and usually has good intentions, but greed or whistling or cursing in the mine and bad behaviour can make him angry)]!] [[Keep the coin and go right->MountainSpirit]] [[Drop the coin and go right->CaveRight]] (display: "Options")As you continue your journey, you notice a small crack in the rocks: it's not only a crack but stream water! You could use some fresh water but there is always a risk, if there is no proof other people or animals are using this stream. [[Drink->DrinkFromTheStream]] [[Do not drink->DoNotDrinkFromTheStream]] (display: "Options")You don't think there is a real danger here but in a moment you realize your mistake: the side of the passage falls down and you see a dwarf-like creature in red clothes with a long white beard and a pickaxe. He doesn't even say anything just attacks you right away! { (set: $enemy to "Mountain Spirit") (set: $enemy_hp to 30) (set: $enemy_str to 7) (set: $enemy_dex to 4) (set: $enemy_int to 2) (set: $turn to 1) (set: $battle_log to " ") (set: $victory_room to "Berggeist_Defeated") (set: $enemy_caused_death to "1") } [[Attack->Battle]]<good>You defeated the **mountain spirit**!</good>(set: $legacy to it + (a: "Killer of the Mountain Spirit"))(set: $enemy_caused_death to "0") It was a though opponent but you managed to survive. You don't even think about exploring the passage where it came from, so you go back to the right passage and continue your journey there. [[Continue->CaveRight]] (display: "Options")<good>Health recovered (+20)!</good>(set: $hp to ($hp + 20))(if: $hp > $maxhp)[(set: $hp to $maxhp)] The water tastes good and you gain back some of your energy by drinking it! [[Continue->DoNotDrinkFromTheStream]] (display: "Options") After this depressing adventure in the cave system, finally you see some light but not sure about its source. As you go forward, you see an old wooden door and through its cracks you see something like a prison cell and a metal grate door in a wall. [[Enter the cell->EnterTheCell]] [[Wait->WaitAtTheCell]] (display: "Options")You open the wooden door, to your surprise it was not locked. The other metal grate door is also open. When you step outside of the cell, you see why. This whole prison section is empty and there is no one here. You think it was not used for a long time. That is worrying: it seems the countess doesn't take prisoners. There are stairs going up, possibly the exit. As you would leave the prison section, from the darkness, somethings just runs up the stairs in front of you: *a black cat*! Could it be the same cat? You've got a very bad feeling about this, you should hurry - or maybe you could spend some time looting the prison? [[Loot->LootThePrison]] [[Leave->LeaveThePrison]] (display: "Options")You wait a little to make sure there are no patrols at the door at the moment. It seems you are in luck, you don't hear or see anything. [[Enter the cell->EnterTheCell]] (display: "Options")You try to quickly check if there is anything useful here. It seems there is really nothing here. As you're browsing and moving a chair, you realize a grave mistake: at your last campfire after a rain, you used up your last few vampire stakes as lightwood. They were dry and it seemed like a good idea. It's very easy to create new ones but you completely forgot to refill your stock. You pull out the legs of the chair and quickly prepare some brand new stakes with your knife. Now you are ready to leave the prison behind. [[Leave->LeaveThePrison]] (display: "Options")(set: $stakes to "1")As you go upstairs on the spiral staircase, on the walls you see paintings of the (link: "count")[**count** (Count Nádasdy, the most influental noble of his time in Hungary, wealthy as the Hungarian king himself, fought bravely against the Ottoman Empire and died due to a mysterious disease not so long ago, in 1604)] and the **countess** who you already know, at least from the stories. As the stair ends, you would guess you are still way under ground level. You see a long corridor with a single door. On the corridor, there are shining platemails standing on both sides. You walk through the corridor and reach for the knob. [[Continue->MirrorRoom]] (display: "Options") You enter the room and wonder what kind of room this is. It's a small room and in the center there are three huge (link: "mirrors")[**mirrors** (in folklore, they say if you break a mirror, it's 7 years of bad luck. Also, make sure you don't use a candle in front of a mirror or at the door, because spirits will be able to come through it. I'm certain it does and will capture authors' imagination as well)]. You could just ignore this sick game of the countess but there is no exit from this room! The sole door is the one you used for entering. You decide to investigate further before turning back. There are three small signs at the bottom of the mirrors. You start with the left one. //"A vessel have I, that is round as a pear, moist in the middle, surrounded with hair; and often it happens, that water flows there. Speak my name."// [[Well->MirrorDeath]] [[Eye->LeftMirrorSolved]] [[Horse->MirrorDeath]] [[Lake->MirrorDeath]] (display: "Options")(set: $legacy to it + (a: "Mirror Whisperer"))Reality is immediately changing around you. In a few moments, you are standing in a big room (most likely a secret one inside the castle) with the shrine. You are in the back of this room and there is no entrance or door anywhere. After taking cover between the bookcases, you look around. The room looks like a twisted temple with benches and paintings on the wall but instead of Saints, these are about strange creatures, the devil and the countess. There is the shrine you saw earlier with pools of blood - there are people you cannot save, you are already too late. But in front of the shrine there are a few survivors still and among them you see your daughter! She is scared and having some wounds but still alive and in control of herself. There are a few guards close to the shrine, guarding those innocents. They are waiting for something. A moment later, a black cat has materialized close to them in front of the shrine and shifting its shape into her: the Blood Countess. She has a pale skin, long black hair and black eyes, just like on the paintings. [[Continue->Shrine2]] (display: "Options")As you speak your answer, the reflection in the mirror goes dark and a bunch of black tentacles are coming out and grab you. You try to resist with all your strength but there is no escape, the mirror absorbs you and you just disappear from this world forever. (set: $legacy to it + (a: "Victim of the Evil Mirrors")) (display: "Game_Over")As you speak your answer, the reflection of the mirror is changing to something else: it shows a room in a tower, than it shows a castle. It must be a gateway! But it was a different castle entirely, surely not the one you're looking for. You step in front of the middle mirror and check its sign. //"I have one and you have one. So do the woods, fields, streams and seas, fish, beasts and crops and everything else in this revolving world."// [[Soul->MirrorDeath]] [[Hunger->MirrorDeath]] [[Thought->MirrorDeath]] [[Shadow->MiddleMirrorSolved]] (display: "Options")As you speak your answer, the reflection of the mirror is changing to something else: it shows a forest glade with a (link: "circle of mushrooms")[**circle of mushrooms** (the "fairy ring" from the folk tales, just make sure you don't interrupt the dancing of the fairies and you'll be fine)]. You don't think that would be the place where the countess is sacrificing people so you step in front of the last mirror and read the sign there. //"What is that fills the sky and the whole earth and tears up new shoots, and shakes all foundations, but cannot be seen by eyes or touched by hands?"// [[Wind->RightMirrorSolved]] [[Lightning->MirrorDeath]] [[Earthquake->MirrorDeath]] [[Life->MirrorDeath]] (display: "Options")As you speak your answer, the reflection of the mirror is changing to something else: it shows a dark place but you see people there. It looks like some kind of shrine and around it a pool of...blood! That must be it. But before you would enter the portal, you think of your daughter and remember her again, maybe for the last time: the smart and spunky little girl she was and later the brave and wild young lady she became. With her long, red hair and green eyes, she just looks like her mother. You tried to protect her at all cost, tried to keep her away from everything you fight in this world but deep down you knew this day will come when you have to save her. You even told her whenever she is in danger, she just have to say "Help me!" and you will be there for her. You just //cannot fail// today. You step forward into the mirror. [[Enter the portal->Shrine1]] (display: "Options")She waves with her hand and the last couple of guards are going into another corner of the room and disappearing one by one, in front of a mirror. Interestingly, in the mirror, you can see the shrine but cannot see her reflection. Here is your chance! What do you do? [[Charge the Countess!->DieAsADumbHero]] [[Sneak closer->SneakCloser]] (if: $stakes is "1")[ [[Charge the Countess with the vampire stakes!->ChargeWithStakes]] ] (if: $int > 5)[ [[Throw your vampire slayer potion at her->ThrowPotionAtHer]] ] (display: "Options")(set: $enemy_hp to 50){ (set: $enemy to "The Blood Countess") (set: $enemy_caused_death to "1") (set: $enemy_str to 5) (set: $enemy_dex to 5) (set: $enemy_int to 10) (set: $turn to 1) (set: $battle_log to " ") (set: $victory_room to "Countess_Defeated") } (display: "Battle")You jump out of your cover and with a wild battle cry you run to the shrine. The survivors are running in every direction, not knowing who you are, except your daughter. You just catch a glimpse of her as she realizes what's happening and just smiles a little. Even the Countess didn't expect anyone to discover her evil shrine here. She looks surprised for a moment but her surprise quickly turns into anger. As you would reach the shrine and strike her, she snaps her fingers while saying something and you find yourself in a dark room. You don't see anything, it's pitch black, you are uncertain if this is a room at all. You try to shout but have no voice, you try to run in all directions but it feels like you run in an infinite emptiness. (if: $visited_hut is '1')[//"I warned you in the hut and this is how you repay my kindness? I was letting you live and you just had to come here to die. But I won't be kind this time."//](else: )[//"You were smart enough when avoided my hut but it seems you were still dumb enough to come here. So here is your reward."//] You were waiting for something to happen, but nothing happened. The voice never talked to you, you didn't die but you didn't live either. Years have passed, you tried to remain sane but the thought of not being able to save your daughter and not even knowing what happened to her drove you insane. But even your insane mind knew there is no escape. Your mind was trapped in this strange place for all eternity. (set: $legacy to it + (a: "Victim of the Blood Countess")) (display: "Game_Over")You jump out of your cover and with a wild battle cry you run to the shrine. The survivors are running in every direction, not knowing who you are, except your daughter. You just catch a glimpse of her as she realizes what's happening and just smiles a little. Even the Countess didn't expect anyone to discover her evil shrine here. She looks surprised for a moment but her surprise quickly turns into anger. She would move her hands but you don't want to know what she is preparing. You reach for the stakes and throwing them at her, one after another. (set: $trial_number to 6)(display: "StrTrial")(if: $trial_result is 1)[<good>Strength trial was successful!</good> She could protect herself from the first but the second and third stake you threw with extra force pierced her arms. She yells in pain. <bad>Countess lost 15 health!</bad>(set: $enemy_hp to ($enemy_hp - 15))](else:)[<bad>Strength trial failed!</bad> She could protect herself from the stakes since you just couldn't throw them with enough force but at least she couldn't finish her spell.] And you not only interrupted her spell but now you are in close proximity of her and can attack! (if: $visited_hut is '1')[//"I warned you in the hut and this is how you repay my kindness? I was letting you live and you just had to come here to die. Your blood will be spilled and filling these pools soon!"//](else: )[//"You were smart enough when avoided my hut but it seems you were still dumb enough to come here. Prepare to join the dead with your daughter!"//] [[Attack the Countess!->Shrine3]] (display: "Options")It would be a suicide to just attack her, so you try to get closer unnoticed. She starts some kind of ritual, so you don't have much time. (set: $trial_number to 6)(display: "DexTrial")(if: $trial_result is 1)[<good>Dexterity trial was successful!</good> You successfully get closer, close enough so now you can have a chance to attack her. You reach for your dagger and throw it at her. As if she were feeling something, turns to you but it's too late, the dagger hits her in the chest. She yells in pain then throws the dagger to the floor. <bad>Countess lost 10 health!</bad>(set: $enemy_hp to ($enemy_hp - 10))](else:)[<bad>Dexterity trial failed!</bad> As you are sneaking closer and closer, you just couldn't control your movement precisely enough and make a noise, the Countess notices you immediately.] (if: $visited_hut is '1')[//"I warned you in the hut and this is how you repay my kindness? I was letting you live and you just had to come here to die. Your blood will be spilled and filling these pools soon!"//](else: )[//"You were smart enough when avoided my hut but it seems you were still dumb enough to come here. Prepare to join the dead with your daughter!"//] Now you are in close proximity of her and can attack! [[Attack the Countess!->Shrine3]] (display: "Options") As the countess weakens, she starts retreating. You run and closely follow her but she grabs your daughter. //"How dare you interrupt me! You have no respect for power, do you? You will suffer..."// While she is talking, you just quickly look arond and try to find a way to save your daughter. There is a broken chair and its leg within reach. You could also recite a prayer. Or you could just attack her with a last blow. [[Attack with the leg of the chair->AttackWithLegOfTheChair]] [[Recite a prayer and attack->AttackWithPrayer]] [[Attack with brute force->AttackWithForce]] [[Shout "Help me"->ShoutHelpMe]] (display: "Options")(set: $enemy_caused_death to "0")Luckily you already prepared a vampire slayer poison since based on the tales you were expecting vampires here. You reach into your pocket and throw the potion at her while she is doing the ritual. Somehow she senses something and turns back but it's too late, the potion explodes when hitting her and she yells in pain. <bad>Countess lost 15 health!</bad>(set: $enemy_hp to ($enemy_hp - 15)) (if: $visited_hut is '1')[//"I warned you in the hut and this is how you repay my kindness? I was letting you live and you just had to come here to die. Your blood will be spilled and filling these pools soon!"//](else: )[//"You were smart enough when avoided my hut but it seems you were still dumb enough to come here. Prepare to join the dead with your daughter!"//] [[Attack the Countess!->Shrine3]] (display: "Options")You jump for the leg of the chair and aim for her heart. The Countess didn't even finish whatever she wanted to say. Although she was tired from your battle, you underestimated her. She easily avoids your attack and just snaps her fingers but nothing happens. Then she breaks your daughter's neck and shouts something and guards are teleporting around you. As you see your daughter's lifeless body on the ground, you already gave up. You barely feel anything as the guards are stabbing and slashing you, you just see your daughter and hear the mad laughter of the Blood Countess. (set: $legacy to it + (a: "Victim of The Blood Countess")) (display: "Game_Over")You start to recite a prayer and gather strength from it and charge the Countess. She is visibly angry because you interrupted her speech. Although she was tired from your battle, you underestimated her. She easily avoids your attack and just snaps her fingers but nothing happens. Then she breaks your daughter's neck and shouts something and guards are teleporting around you. As you see your daughter's lifeless body on the ground, you already gave up. You barely feel anything as the guards are stabbing and slashing you, you just see your daughter and hear the mad laughter of the Blood Countess. (set: $legacy to it + (a: "Victim of The Blood Countess")) (display: "Game_Over")You take a deep breath and gather strength from it and charge the Countess with all your remaining strength. She is visibly angry because you interrupted her speech. Although she was tired from the battle, you underestimated her. She easily avoids your attack and just snaps her fingers but nothing happens. Then she breaks your daughter's neck and shouts something and guards are teleporting around you. As you see your daughter's lifeless body on the ground, you already gave up. You barely feel anything as the guards are stabbing and slashing you, you just see your daughter and hear the mad laughter of the Blood Countess. (set: $legacy to it + (a: "Victim of The Blood Countess")) (display: "Game_Over")As the Countess is speaking her monologue, you just shout: //"Help me!"// The Countess stops and looks puzzled: //"What..? Are you mad?"// But your daughter smiles and immediately knows what you mean. Now it's her turn! She punches the Countess' chin while you are already jumping at the leg of the chair. As the Countess is still in pain, just a moment later you attack her and aim for the heart. She tries to snap her fingers and say something but from the surprise and possibly the pain, she just cannot cast a spell anymore. You stab her in the heart, she screams loudly and just collapses. You see as her body moves a little, then the room goes silent. Your daughter runs to you and hugs you, crying like a little girl. //"You promised to help me, never told me I have to protect YOU!"// says your daughter in tears. You just cannot say a word. Now other people are also coming out of hiding and cannot even believe what they see: the Blood Countess is dead. <good>You defeated the **The Blood Countess**!</good> (set: $legacy to it + (a: "Killer of The Blood Countess")) [[Continue->TheEnd]] (display: "Options")Years have passed since you rescued those people and your daughter, since you killed the Blood Countess. At first, you thought this is the end, you cannot do this job anymore because it almost cost you your daughter. But quickly realized, there is no one else to do this job. Evil is gaining power day by day and there is only you who can stop them. People know you all across the world as //$name, the $class// and:// (text-colour:orange)[(for: each _item, ...$legacy)[\ * _item (unless: $legacy's last is _item)[]\ ]]\ // They think these titles are your legacy but they are all wrong. You have one title you are the proudest of, you are the father of your daughter. She is already practicing with you and doing the job: killing monsters and protecting the innocents. Not any title but her, **she** is your legacy. (display: "GameOverGood") <good>You finished the game, well done! Experience the adventure with a different character and different choices, unlock actions and gain new titles! I hope you enjoyed this short free game with no ads or other costs. Please rate the game in the store to support me, thank you!</good> {(if: (saved-games:) contains "Slot A")[ (link: "Load")[(load-game:"Slot A")] ]} (link: "Back to Start")[(go-to: "Start")]=><= <img src="title.png" alt="Demon Hunter: Legacy"> by RetroVem</pre>(set: $version to "v1.26") (css:"font-size: 75%")[(text-colour:lime)[//(print:$version)//]] [[Start New Game->Start]] {(if: (saved-games:) contains "Slot A")[(link: "` Load `")[(load-game:"Slot A")]]}(set: $debug to "0") [``Contact: info@retrovem.com``]