How many times... How many times has it been! He gets some kind of perverse pleasure from torturing you. From putting you through them, over and over again... You've lost track. Your game collection. You figured it out after you died the third time. After that, you deluded yourself into thinking you might have some kind of chance. Ha! You never have a chance. BFG 9000s, game breaking weapons, leveling up to level 99 - none of it has ever worked. But you still hope. Eventually, he's going to have to slip up, and put you in a situation he didn't anticipate. And then, you can get out of here forever... Retro Fatale A Deadly Game. by Aaron Arendt Release 1 / Serial number 110713 / Inform 7 build 5Z71 (I6/v6.31 lib 6/12N) SD Strange Room Your eyes try to focus on anything, but fail. There's nothing here but you. All you can see is static snow, like from an untuned television. It's above you, below you - all around you. A terrible din like a hundred hissing cobras fills your ears. >search static You see a slight aberration in the static, it might be a way outside of this mess. You should try to "go out". >go out You push your body towards the aberration, and suddenly you feel as though your body is covered in pins and needles. You feel something like static shocks all over your body. You pass out. You wake up in a strang(er?) place. You can't see static anywhere, or anything at all to suggest how you got here. Dark Forest A purplish gloom hangs about, punctuated by oily pools of some strange yellow fluid you want no part of. Trees surround you, though they seem... strange. The ground is covered in thick grass. You can see a small opening in the trees to the north, where some light pours through. A television screen floats in midair. >x grass You look through the grass, and eventually spot a brown bag. You pick it up. [Your score has just gone up by one point.] >open bag You open the bag of holding, revealing a coin. >n Crossroads You are out in the daylight now, and can see far and wide. Before you is a crossroads going north, east, south, and west. There is a thicket of woods to the south nearby. Far in the distance, to the north, you see spires with flags waving in the gentle breeze. You can see a signpost here. >e West Bank You are on the west bank of a great river. There is an ominous bridge, crossing the river. To the west is a path leading back to the Crossroads. To the South is a path leading to the beach. A Troll blocks the way across the bridge. >s Beach The beach is nice, but the sand seems a bit too yellow. Some really low-res beachgoers have set themselves up along the ocean and wander around aimlessly. They don't notice you. To the north is the west bank of a river. A simple white lounge chair sits in the sand. It looks inviting. A woman by the name of Ashley is here, relaxing on the beach. She looks nervous. >search sand You pick some sand up in your hands, and it looks like you just raided your old stash of yellow legos. When you let the sand pour back, you find a rusty key. You take it. [Your score has just gone up by one point.] >n West Bank You are on the west bank of a great river. There is an ominous bridge, crossing the river. To the west is a path leading back to the Crossroads. To the South is a path leading to the beach. A Troll blocks the way across the bridge. >w Crossroads You are out in the daylight now, and can see far and wide. Before you is a crossroads going north, east, south, and west. There is a thicket of woods to the south nearby. Far in the distance, to the north, you see spires with flags waving in the gentle breeze. You can see a signpost here. >n Castle Town Gate A high wall obscures the town itself, but you can see through gate a little bit - it looks inviting. You get the feeling that all your problems can be solved by entering this town. The gate, which is north, is attended by two guards. You can go northeast to the eastern side of the wall, or you can go to the northwest to see the western side of the wall. The two guards watch you closely. >nw West Wall There is nothing here but some off-colour shrubbery. Southeast is the gate. >e You find a way through the shrubbery and enter the promenade. Promenade Various NPCs wander about the shops and stores, engaging in conversations that you overhear easily. Along the west wall is some shrubbery. South could take you out of the town, but you'd rather not gain the attention of the guards, lest you be thrown out unceremoniously. East is the inn, northeast is an alleyway, the blacksmith is northwest, and the castle is north. You can see a town well here. You hear a gaggle of NPCs talking. They say, "Hello!" "Welcome to Castle Town!" "Hello!" "Welcome to Castle Town!" Ugh... NPCs... >e Inn The few lanterns that there are light the room dimly from the ceiling. This is really more of a bar than an inn, but whatever. Tables dot the floor, surrounded by patrons secretly discussing things, sipping rotgut beer. The proprietor of the Inn is nowhere to be seen. The promenade is west. You can see an Inn Table (on which are a beer and a sleeping drunkard) here. The sleeping drunkard mumbles something in his sleep: "ZZZzzz*burp*zzzz" >get beer Taken. The sleeping drunkard mumbles something in his sleep: "That lamia... sure likes a massage..." >w Promenade Various NPCs wander about the shops and stores, engaging in conversations that you overhear easily. Along the west wall is some shrubbery. South could take you out of the town, but you'd rather not gain the attention of the guards, lest you be thrown out unceremoniously. East is the inn, northeast is an alleyway, the blacksmith is northwest, and the castle is north. You can see a town well here. You hear a gaggle of NPCs talking. They say, "Did you hear? The Troll has a fascination with death." >ne Alleyway The rooves overhead seem to intersect, shutting out the sky. The only light comes from the promenade to the southwest. You can see a teak door here. >unlock door What do you want to unlock the teak door with? >key You unlock the teak door. >open door You open the teak door. >enter door Apothecary The store is deserted. Cobwebs inhabit the corners, and dust covers the shelves. The only thing of note is the counter, which has a box of free samples on it. You can see a teak door here. >get potion (putting the rusty key into the bag of holding to make room) Taken. >enter door Alleyway The rooves overhead seem to intersect, shutting out the sky. The only light comes from the promenade to the southwest. You can see a teak door here. >sw Promenade Various NPCs wander about the shops and stores, engaging in conversations that you overhear easily. Along the west wall is some shrubbery. South could take you out of the town, but you'd rather not gain the attention of the guards, lest you be thrown out unceremoniously. East is the inn, northeast is an alleyway, the blacksmith is northwest, and the castle is north. You can see a town well here. You hear a gaggle of NPCs talking. They say, "The Blacksmith gives good massages." >nw Blacksmith This seems like a high class establishment. All around the room are hung low-res versions of classic weapons. Of particular note is an extremely well detailed, elegant sword. There is also a shelf here. The promenade is southeast. You can see a smith here. >give coin to smith (first taking the coin) (putting the beer into the bag of holding to make room) He pockets the coin quickly, "Perfect! Fine doing business with you. Please, come again. Just take it off the shelf." [Your score has just gone up by one point.] >get book (the massage book) Taken. >read book (the massage book) This book teaches how to give good massages. Hmm, good to know. >se Promenade Various NPCs wander about the shops and stores, engaging in conversations that you overhear easily. Along the west wall is some shrubbery. South could take you out of the town, but you'd rather not gain the attention of the guards, lest you be thrown out unceremoniously. East is the inn, northeast is an alleyway, the blacksmith is northwest, and the castle is north. You can see a town well here. You hear a gaggle of NPCs talking. They say, "Hello!" "Welcome to Castle Town!" "Hello!" "Welcome to Castle Town!" Ugh... NPCs... >n As you walk to the castle, some men in robes see you and pick you up, bright smiles on their faces. They take you to the throne room of the castle, plop you down on the red carpet, and leave. From the throne, the King says, "Lo! The prophesied hero has come! We have waited for you for many years, great hero. Far to the west is an evil king, bent on the destruction of this land. Only you can kill him. For now, the bridge to his castle is broken, stemming the tide of his wrath, and protecting the unwary. I will have it fixed, but first you must prove thy worth by slaying the troll that guards the eastern bridge. Please, you must hurry, however. My daughter, Princess Penny, is held captive by that dark lord! Please, Slay the evil lord, and bring her back!" That's it? No money, nor weapons? What a douche. Throne Room A large opulent hall is lined with polished pillars of marble, and a royal red carpet that extends up to the throne. You can see a royal throne (on which is a douchey king) here. >s Promenade Various NPCs wander about the shops and stores, engaging in conversations that you overhear easily. Along the west wall is some shrubbery. South could take you out of the town, but you'd rather not gain the attention of the guards, lest you be thrown out unceremoniously. East is the inn, northeast is an alleyway, the blacksmith is northwest, and the castle is north. You can see a town well here. You hear a gaggle of NPCs talking. They say, "I heard the apothecary has been neglecting his store and going to the beach lately." >w You find a way through the shrubbery and leave the town. West Wall There is nothing here but some off-colour shrubbery. Southeast is the gate. >se Castle Town Gate A high wall obscures the town itself, but you can see through gate a little bit - it looks inviting. You get the feeling that all your problems can be solved by entering this town. The gate, which is north, is attended by two guards. You can go northeast to the eastern side of the wall, or you can go to the northwest to see the western side of the wall. The two guards watch you closely. >s Crossroads You are out in the daylight now, and can see far and wide. Before you is a crossroads going north, east, south, and west. There is a thicket of woods to the south nearby. Far in the distance, to the north, you see spires with flags waving in the gentle breeze. You can see a signpost here. >w Cave Entrance Lining the path is a cliff face. To the south you see an opening in the cliff leading into a cave, complete with a skeleton by the entrance. If you continue west, there seems to be an ancient looking bridge in the distance. To the east is the cross roads. A female guard stands in front of the entrance to the cave. You can also see a hand-made sign here. The female guard pines for a drink. >w Ancient Bridge A bridge, or what's left of a bridge, extends before you, leading to a dark castle. You can't cross it - the bridge has fallen into disrepair, and collapsed. You assume your nemesis is in that castle, pretending to be the final boss of this game, waiting for you. East will take you to the cave entrance. >e As you turn to leave, you kick something hidden in the grass. It is a Crystal Skull. >get skull (putting the potion into the bag of holding to make room) Taken. >e Cave Entrance Lining the path is a cliff face. To the south you see an opening in the cliff leading into a cave, complete with a skeleton by the entrance. If you continue west, there seems to be an ancient looking bridge in the distance. To the east is the cross roads. A female guard stands in front of the entrance to the cave. You can also see a hand-made sign here. >give guard beer (first taking the beer) (putting the massage book into the bag of holding to make room) Barely a second after you offered her the drink she grabbed it and gulped it down at once. She belches loudly, and says "Whew, I sure needed that. Thanks, citizen. Wow, that really made me sleepy. Screw the king, I'm going on a break!" She wanders off somewhere. [Your score has just gone up by one point.] >e Crossroads You are out in the daylight now, and can see far and wide. Before you is a crossroads going north, east, south, and west. There is a thicket of woods to the south nearby. Far in the distance, to the north, you see spires with flags waving in the gentle breeze. You can see a signpost here. >e West Bank You are on the west bank of a great river. There is an ominous bridge, crossing the river. To the west is a path leading back to the Crossroads. To the South is a path leading to the beach. A Troll blocks the way across the bridge. >give troll skull (the crystal skull) The troll practically drools himself to death when he sees the skull. He takes it appreciatively, and stands aside. [Your score has just gone up by one point.] >e The troll smiles, eyeing the skull, and allows you to pass. Pixie Forest Pleasant aromas waft through the air. Flowers of every shade adorn the soft grass around the clearing, and tiny bright coloured pixels seem to endlessly float down from the sky and disappear. Covered in vines and muck are ancient ruins, long destroyed. A happy pixie floats around the flowers in utter joy. You can also see a beautiful flower here. >get flower Taken. >w West Bank You are on the west bank of a great river. There is an ominous bridge, crossing the river. To the west is a path leading back to the Crossroads. To the South is a path leading to the beach. A Troll is here. >w Crossroads You are out in the daylight now, and can see far and wide. Before you is a crossroads going north, east, south, and west. There is a thicket of woods to the south nearby. Far in the distance, to the north, you see spires with flags waving in the gentle breeze. You can see a signpost here. >w Cave Entrance Lining the path is a cliff face. To the south you see an opening in the cliff leading into a cave, complete with a skeleton by the entrance. If you continue west, there seems to be an ancient looking bridge in the distance. To the east is the cross roads. You can see a hand-made sign here. >s Lamia's Cave Pointy squares (rocks, you assume) and dirt are lit by light from the entrance, casting long shadows that pool into the back of the cave. There is a stairway down from here carved from the rock. You can see an extinguished torch here. >get torch Taken. >light torch You light the extinguished torch. > I beg your pardon? >d Cave Passage There is a stairway leading up to the entrance, a passage southwest, and a passage southeast. >se Cave Passage There is a passage northwest, and a passage east. >e Cave Passage There are passages north, west, and south. >s Cave Passage You can see a tiny hole in the corner, large enough to put your arm through. There is a passage north. >get gem (putting the beautiful flower into the bag of holding to make room) Taken. >n Cave Passage There are passages north, west, and south. >w Cave Passage There is a passage northwest, and a passage east. >nw Cave Passage There is a stairway leading up to the entrance, a passage southwest, and a passage southeast. >sw Cave Passage There is a passage northeast, and a passage south. >s Cave Passage There are passages north, east, and west. >w Cave Passage There is a passage east, and a passage south. >s Lamia's Bedchamber Natural rocks walls give way to walls of mortar and stone. Flaming lanterns light the room. Here is where the Lamia sleeps, and holds her "victims" until they are... ahem... dried out. You can leave her bedchamber to the north. You can see a bed (on which is a Lamia) here. The Lamia grabs the shackles. >give flower to lamia (first taking the beautiful flower) (putting the 7-coloured gem into the bag of holding to make room) Touched, the lamia drops the shackles and smiles. Nobody's ever been nice to her. She says, "Is that for me? Thank you. I love flowers, but I never get a chance to see them in here." She puts the flower in her hair. "Does it look nice?" Relaxed, she returns to the bed. [Your score has just gone up by one point.] >massage lamia She purrs, "Oh my, well, if you insist." She lays down on her stomach and waits for you. You start to rub her back, and makes little appreciative noises. She mumbles, "I loves me some massages..." >massage lamia She moans, "Oh yeah, right there! Wait, hold on, my bra is in the way." She slips the bra off, and lays back down. "Okay, keep going." *yawn* >massage lamia As you continue to rub her back, she quickly falls asleep. Holy shit, you just sexed up a sexy monster girl. High five! The Lamia mumbles, "I lurvs massages... Zzz..." [Your score has just gone up by one point.] >get bra Taken. The Lamia mumbles, "Zzzz... *snort*" >n Cave Passage There is a passage east, and a passage south. >e Cave Passage There are passages north, east, and west. >n Cave Passage There is a passage northeast, and a passage south. >ne Cave Passage There is a stairway leading up to the entrance, a passage southwest, and a passage southeast. >u Lamia's Cave Pointy squares (rocks, you assume) and dirt are lit by light from the entrance, casting long shadows that pool into the back of the cave. There is a stairway down from here carved from the rock. >n Cave Entrance Lining the path is a cliff face. To the south you see an opening in the cliff leading into a cave, complete with a skeleton by the entrance. If you continue west, there seems to be an ancient looking bridge in the distance. To the east is the cross roads. You can see a hand-made sign here. >e Crossroads You are out in the daylight now, and can see far and wide. Before you is a crossroads going north, east, south, and west. There is a thicket of woods to the south nearby. Far in the distance, to the north, you see spires with flags waving in the gentle breeze. You can see a signpost here. >e West Bank You are on the west bank of a great river. There is an ominous bridge, crossing the river. To the west is a path leading back to the Crossroads. To the South is a path leading to the beach. A Troll is here. >s Beach The beach is nice, but the sand seems a bit too yellow. Some really low-res beachgoers have set themselves up along the ocean and wander around aimlessly. They don't notice you. To the north is the west bank of a river. A simple white lounge chair sits in the sand. It looks inviting. A woman by the name of Ashley is here, relaxing on the beach. She looks nervous. >give bra to ashley As you hand her the leather bra, she looks up at you like you're Santa on her first Christmas. She blubbers, "Oh thank you! Thankyouthankyouthankyouthankyouthankyou! " She discretely puts on the bra. "I've had enough of this beach for today, I think." She walks off, Leaving the book. [Your score has just gone up by one point.] >get book (the gaming book) Taken. >read book (the gaming book) It's says "Player's Guide," on the cover. Aside from some regular fluff, the book mentions that the Vorpal Killing Sword has a 10% chance of dropping when a pixie dies. You also notice that a page is missing from the book - it seems to have been ripped out. >n West Bank You are on the west bank of a great river. There is an ominous bridge, crossing the river. To the west is a path leading back to the Crossroads. To the South is a path leading to the beach. A Troll is here. >e The troll smiles, eyeing the skull, and allows you to pass. Pixie Forest Pleasant aromas waft through the air. Flowers of every shade adorn the soft grass around the clearing, and tiny bright coloured pixels seem to endlessly float down from the sky and disappear. Covered in vines and muck are ancient ruins, long destroyed. A happy pixie floats around the flowers in utter joy. >kill pixie You kill the pixie. Blood splashes over the flowers and the ruins. She cries out in utter agony, asking you over and over again why you killed her. "Nooo! Why? Uuuuaaaaaaa! You bastard! You are a-" She's having trouble talking, there's too much blood in her mouth. "You're a monster..." Her body starts twitching violent and painfully, before finally jerking to a stop. Even in death she looks utterly miserable. Her body, and the blood, disappear slowly. After a moment, another pixie comes into existence with a pop, totally oblivious to your evil. >kill pixie You kill the pixie. Blood splashes over the flowers and the ruins. She cries out in utter agony, asking you over and over again why you killed her. "Nooo! Why? Uuuuaaaaaaa! You bastard! You are a-" She's having trouble talking, there's too much blood in her mouth. "You're a monster..." Her body starts twitching violent and painfully, before finally jerking to a stop. Even in death she looks utterly miserable. Her body, and the blood, disappear slowly. After a moment, another pixie comes into existence with a pop, totally oblivious to your evil. >kill pixie You kill the pixie. Blood splashes over the flowers and the ruins. She cries out in utter agony, asking you over and over again why you killed her. "Nooo! Why? Uuuuaaaaaaa! You bastard! You are a-" She's having trouble talking, there's too much blood in her mouth. "You're a monster..." Her body starts twitching violent and painfully, before finally jerking to a stop. Even in death she looks utterly miserable. Her body, and the blood, disappear slowly. After a moment, another pixie comes into existence with a pop, totally oblivious to your evil. >kill pixie You kill the pixie. Blood splashes over the flowers and the ruins. She cries out in utter agony, asking you over and over again why you killed her. "Nooo! Why? Uuuuaaaaaaa! You bastard! You are a-" She's having trouble talking, there's too much blood in her mouth. "You're a monster..." Her body starts twitching violent and painfully, before finally jerking to a stop. Even in death she looks utterly miserable. Her body, and the blood, disappear slowly. The pixie you killed left behind a vorpal killing sword. A few celebratory notes, reminiscent of opening chest in a Zelda game, play upon the breeze. You sing to yourself "you got the thiiiiing!" After a moment, another pixie comes into existence with a pop, totally oblivious to your evil. >kill pixie You kill the pixie. Blood splashes over the flowers and the ruins. She cries out in utter agony, asking you over and over again why you killed her. "Nooo! Why? Uuuuaaaaaaa! You bastard! You are a-" She's having trouble talking, there's too much blood in her mouth. "You're a monster..." Her body starts twitching violent and painfully, before finally jerking to a stop. Even in death she looks utterly miserable. Her body, and the blood, disappear slowly. After a moment, another pixie comes into existence with a pop, totally oblivious to your evil. >kill pixie You kill the pixie. Blood splashes over the flowers and the ruins. She cries out in utter agony, asking you over and over again why you killed her. "Nooo! Why? Uuuuaaaaaaa! You bastard! You are a-" She's having trouble talking, there's too much blood in her mouth. "You're a monster..." Her body starts twitching violent and painfully, before finally jerking to a stop. Even in death she looks utterly miserable. Her body, and the blood, disappear slowly. After a moment, another pixie comes into existence with a pop, totally oblivious to your evil. >get sword (putting the gaming book into the bag of holding to make room) Taken. >w West Bank You are on the west bank of a great river. There is an ominous bridge, crossing the river. To the west is a path leading back to the Crossroads. To the South is a path leading to the beach. A Troll is here. >kill troll The troll is too enamoured with the crystal skull to notice you approach. Feeling your intent, the vorpal killing sword takes over your arm and expertly lops off the troll's head. The head splashes into the river. The troll staggers around for a few moments, before falling over the side of the bridge into the river. You killed a defenseless Troll, congratulations. [Your score has just gone up by one point.] >w Crossroads You are out in the daylight now, and can see far and wide. Before you is a crossroads going north, east, south, and west. There is a thicket of woods to the south nearby. Far in the distance, to the north, you see spires with flags waving in the gentle breeze. You can see a signpost here. >w Cave Entrance Lining the path is a cliff face. To the south you see an opening in the cliff leading into a cave, complete with a skeleton by the entrance. If you continue west, there seems to be an ancient looking bridge in the distance. To the east is the cross roads. You can see a hand-made sign here. >w Newly-Refurbished Bridge Excellent - the bridge has been newly-refurbished, and sturdy as anything. Now you can cross the bridge to the dark castle in the north. The cave entrance is east. >n Evil Castle You are inside the evil castle. Spires, spikes, and spears seem to jut out of every surface. The only light comes from a stained glass window above a set of massive iron doors to the north. There is a purplish gloom hanging about everywhere, like a thin fog. To the east is a featureless door. To the west is a mysterious portal. You can see a guardian standing in front of the mysterious portal here. >put gem in panel The gem fits snugly into the hole. A moment after you place the gem in the hole, the panel opens and the gem disappears within before closing again. Various clicks sound through the walls. The featureless door unlocks and opens itself. >e As you enter, you are assaulted with an array of plush toys to the face. You hear a sweet voice yell "Out! Out! Outoutoutoutoutoutoutoutout!" In the corner you notice a shivering girl in a dress, closing her eyes and waving her arms around. You say, "Well, okay, if you're sure. I'll just lock the door again..." In surprise, she opens her eyes and lets out an "Eeep! Ohmygodimsosorry! I didn't- I shouldn't have- Oh, I'm sorry..." You tell her it's fine - plush toys don't hurt, and explain that you're here to rescue her. She smiles sweetly, blushes, and says "Well, Mr. Hero, lead the way." Dainty Prison Cell While this is functionally a prison, it is quite more aptly a room designed for a pretty princess. The walls are covered in pink wallpaper covered in very fine lacy curls. Plush toys litter the room. This is where the dark lord keeps the princess. A featureless door is to the west. Princess Penny hangs by you, closely. You can also see a lacy bed here. Princess Penny tries to look at your without being noticed. [Your score has just gone up by one point.] >w Evil Castle You are inside the evil castle. Spires, spikes, and spears seem to jut out of every surface. The only light comes from a stained glass window above a set of massive iron doors to the north. There is a purplish gloom hanging about everywhere, like a thin fog. To the east is a featureless door. To the west is a mysterious portal. You can see a guardian standing in front of the mysterious portal here. Princess Penny runs after you. >tell the guardian about up up down down left right left right b a start You hear a crescendo rise an fall, and the guardian nods approvingly, before vanishing into thin air. Princess Penny is startled by something, and looks around nervously. [Your score has just gone up by one point.] >w Programmer room The room is utter blackness all around. For some reason, it scares you, and you don't want to wander off in any direction. Lit as though from a spotlight, in the centre of the room you see a desk, a computer, and a man. On the desk is a stack of papers. The mysterious portal lies to the east. You can see a game programmer here. Princess Penny runs after you. >x papers A stack of worthless papers with code samples, character speech, and the like written on them. On the top, you notice a strange, torn page that doesn't seem to belong. You pick it up. Princess Penny hums to herself. [Your score has just gone up by one point.] >read torn page This seems to be the missing page from the Player's Guide. It reads: "Cheater's Corner: If the last boss is proving too hard for you, there's a bug in the game that will make him a pushover. Since he has the most HP possible, giving him a simple potion will cause his HP roll over and go back to the single digits!" You laugh maniacally. This. Is. It. He's going down. Princess Penny hums to herself. >e Evil Castle You are inside the evil castle. Spires, spikes, and spears seem to jut out of every surface. The only light comes from a stained glass window above a set of massive iron doors to the north. There is a purplish gloom hanging about everywhere, like a thin fog. To the east is a featureless door. To the west is a mysterious portal. Princess Penny runs after you. >n As you enter the dead hall, in a flash of light, your nemesis appears before you. He bows extravagantly and begins his usual monologue. You always hate this part. "Hello, dear friend! We meet again, this time, in such old fashioned circumstances." He gestures to the pixelated landscape. "I checked through your save files - you've never actually beaten this game before. I wanted to see if you could do better with circumstances being as they are. You certainly did it differently than I expected! Did you have fun? Did you have a good time?" "Ah, but all good things must come to an inevitable end - and painfully, in your case. Yes, I have the next game lined up already! You'll love it, I'm sure. But, I'm feeling charitable today, I'll let you have the first shot. If you're ready, strike the first blow. Otherwise, go off and level up or something... I'll be right here..." He laughs hysterically. You hope you know what you're doing. Dead Hall This is the final area of the game, where the hero is supposed to defeat the overlord and win the game. But your nemesis has taken over this game, and so he stands before you instead. Everything here is blackness, except a light path that leads to him. You don't dare wander off into the darkness. Your nemesis waits patiently for you here. Princess Penny runs after you. >give potion to nemesis (first taking the potion) (putting the vorpal killing sword into the bag of holding to make room) You're carrying too many things already. >put all in bag torn page: Done. flaming torch: Done. >give potion to nemesis (first taking the potion) You offer him the potion, pretending to be overconfident, saying you want a fair fight. He replies, "Ha! You're starting to get a little nuts after all these years. And it has been years... Well, who am I to turn down such a gentlemanly gesture. You'll regret it all the more sweetly in the end." He pops the cork, and drinks the potion in one swig before throwing the glass to the floor, shattering it. "So, are you ready yet?" You smile wickedly. Oh, you're ready alright. You're going to die you bastard. [Your score has just gone up by one point.] >kill nemesis This is it. This is for all the bananas. You put yourself into a stance, put all the anger and weariness of this long and terrible journey into one final, true blow. You strike while your nemesis stands there smiling, oblivious. Your terrible blow rings out across the room, sending your nemesis flying back. Dumbfounded, he stares at his crumbling body in amazement. "H-h-how? I own this world... all the worlds... You were supposed to... *cough* *sputter* ...forever..." Gasping for breath, he tries to crawl away from you - desperate for an escape. Slowly, making sure he can hear every ominous footstep, you walk in front of him. You say, "Did you have fun?" You stomp on his fingers and he cries out. "Did you have a good time?" You punch him in the face. You get down on your hands and knees, and bring your face up close to his ear, and whisper, "That feeling? That's called pain. But unlike you, I am merciful. You only have a few more seconds of agony before I put you out of your misery." He begs for his life, promising to run away and never bother you again. He promises to give you anything you want. Slowly, you stand up again, and look down at him. You consider it for a moment, then smile at him. "No, the only thing I want from you is to finally be able to say this: Go to hell, you bastard." Before he can say anything else, you perform the coup de gras. Now that he is dead, the world begins to shake. All the pixels begins to white out, one by one. Eventually the world world is white, except for you and Penny. The two of you run to each other. She asks, "What's going on? I'm scared." You hold on to her and say, "I don't know. I think I'm returning to my world." She looks at you, eyes pleading, "Will I... disappear too? I don't... I want to go wherever you go!" You look at her, and see that the pixels of her body are dissolving. You say, "Don't disappear on me, Penny!" Without a second thought, you wrap your arms around her tight and close your eyes, wishing for her to stay, hoping for her to stay. The world seems to dissolve into a haze of white... You open your eyes, and you're back in your home. The TV is on, showing static on the screen. But your eyes are drawn to the now very real Princess Penny. Even more beautiful in reality, she smiles at you, and looks around in wonder. "What is this place? Is this a dream?" she asks. You take her hand and say, "No. No more dreaming. It's time to wake up, and start a new journey. Do you want to come?" She grabs your hand tightly, "Yeah, I do." Suddenly you realize you never told her your name! You lead her outside, and say "By the way, by name is-" *** You have won *** In that game you scored 15 out of a possible 16, in 107 turns. Would you like to RESTART, RESTORE a saved game, or QUIT? >